1341 lines
67 KiB
HTML
1341 lines
67 KiB
HTML
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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<link rel="Stylesheet" type="text/css" href="style.css">
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<title>KQ8_Walkthrough_2</title>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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</head>
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<body>
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<p>
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KING'S QUEST VIII
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Mask of Eternity
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</p>
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<p>
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KINGDOM OF DAVENTRY.
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Connor is in front of Sarah's house. Enter the house. DON'T
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click the kettle near the fire unless your red health bar is
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low. The broth shouldn't be wasted. At the table, get the
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mushrooms. From the shelf near the beds, get the square amber
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potion of shield. Exit the house.
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On the left side, get mushrooms from the ground. Your weapon
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right now is your fists. Click the fist icon, go to the right
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side of the house and punch the Goblin. Search it for anything
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it might have. In a small corner by the house, get the coins.
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If you lost a lot of red health in the fight, go back in the
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house and drink from the kettle. The mushrooms should be saved
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for later.
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</p>
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<p>
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Click the raven and it flies down the road. Turn right and go
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north to your house on the left. Punch the bull's-eye target,
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in the field, till your experience rating increases. This
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target only does it once. In the inclosed side yard, punch the
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target for another experience increase. Left of the entry, get
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three mushrooms. Avoid the Goblin for now.
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</p>
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<p>
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Enter your house and go into the back room. Get the dagger
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from the table top. If your health is low, there's a kettle of
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healing brew by the fire. On a bottom shelf in the corner,
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open the jar and get 35 coins. Exit the house. Choose your
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dagger and get rid of the nearby Goblin. Hit Alt to put your
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dagger away. At the fence post, click the play cursor on the
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raven.
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</p>
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<p>
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Follow the raven south, past Sarah's house, and down hill to
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the west. Stay off the west road and to the right as you go by
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a Mausoleum, then a Church on your left. There's a Spriggan
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hiding with a crossbow in the fenced area between the two
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structures. Hit End and run on past and straight toward a
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Wizard who says, "Come closer lad." Get rid of the Goblin
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nearby.
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</p>
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<p>
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TIP: when you have a weapon in your hand, you can hold Ctrl to
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use your regular cursor without putting your weapon away! But you
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CAN click your potions with the weapon cursor.
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</p>
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<p>
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Click your regular play cursor on the Wizard to talk to him.
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He eventually gives you a magic map. You can view it anytime
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by hitting Tab. Head back east and stay off the left side of
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the road as you pass the Church and the Mausoleum. Near the
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top of the hill, go due south (right) to the cliff overlooking
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the Mausoleum roof. SAVE GAME!
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</p>
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<p>
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Hit F2 to see yourself (third person view.) Line up the corner
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of the cliff and the Mausoleum roof corner (hold down right
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button and move mouse.) Back up a good bit, and while still
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lined up with the two corners, make a running jump to the
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Mausoleum roof (End toggles run/walk and Insert for jumping.)
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Hold down the up arrow, then hit and hold Insert at the
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correct time. Once on the roof, let up on the keys. Get out
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your dagger.
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</p>
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<p>
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TIP: At other times, it may actually be easier to be in first
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person view (you can't see Connor) though. Then when there's an
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automatic scene, it temporarily switches to third person.
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</p>
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<p>
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Go to the opening at the far end. When the camera view
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changes, step forward and you automatically jump down and kill
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the Spriggan. Take the crossbow. If your experience isn't at
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least 5, avoid the zombies coming up out of the ground in the
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graveyard area. Run around the Mausoleum to the road. Go to
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the farmhouse north of the Mausoleum and on the right side of
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the road. The small map icon at the lower right of your screen
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has a tiny arrow showing direction. In the farmhouse, get
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mushrooms from the table basket.
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</p>
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<p>
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Next to the bed, get the leather boots. Get some coins from
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the shelf. Open the chest on the shelf and get an additional
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25 coins. Exit the farmhouse.
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</p>
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<p>
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TIP: For possible experience increase, and weird fun, kill some
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chickens with your crossbow. Every time you kill something, your
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green experience meter increases. When full, it increases your
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armor status and you start with zero in the experience meter
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again. Now you start building experience again and when it's
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full, you get another armor status increase. This routine is
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repeated over and over during the game.
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</p>
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<p>
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Turn right and go around the farmhouse. Kill and search the
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monster near the petrified farmer. Behind the farmhouse, kill
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and search a couple of zombies. Go back around front and cross
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the road to the farm stand. Get all the mushrooms from the
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three baskets. If your health is down, eat the fish and fowl
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hanging in the stand.
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</p>
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<p>
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Go north up the road and to the fountain. If your health is
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still down, get a drink.
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</p>
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<p>
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TIP: It is rumored that if you keep drinking, Connor will burp!
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</p>
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<p>
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Go north west up the road to the tavern on the right. Enter
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and go behind the counter. Get the leather gloves for another
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Armor rating increase. On the shelf, get coins from the chest.
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On the tables, drink from the mugs to see Connor get dizzy. Go
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up to the balcony and get healing crystals from the large
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chest. Go down and exit the tavern.
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</p>
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<p>
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Find two barrels, on the side of the tavern, and use any
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weapon to bust them. Get the potions. From the front of the
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tavern, get out your bow and slowly go west toward the bridge.
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When you see the TOUGH Spriggan, fast click shooting should
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kill it. Cross the bridge and go to the intersection. Turn
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left (south) and take a few steps. Look up (Page Up) to see
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the windmill on the left. Get ready with your crossbow and
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SAVE.
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</p>
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<p>
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When you arrive, start shooting the hopping Spriggan near the
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door (switch to dagger for second one if necessary; you can
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even back up while fighting and eat mushrooms to restore
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health.) Another crossbow Spriggan is inside. You can shoot it
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out or rush forward with your dagger. Once safely inside, look
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up to see an axe stuck in the roof beam.
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</p>
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<p>
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Push the hay bale under the axe, jump onto the bale and get
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the axe. Arm yourself with the axe and make sure your health
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is 100 percent. Exit the windmill and get confronted by a
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Henchman. Drink the square amber shield potion and kill the
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Henchman. Pick up everything he drops. Go back north and east
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over the bridge.
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</p>
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<p>
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Go due south past the fountain and take the first right (west)
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to the mill. To the right of the door, get the mushrooms near
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the evergreen tree. Enter the mill and Connor says "I could
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use that rope and hook." Exit the mill and walk around the
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left side to a tall tree and chop it down. The water is
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stopped and the wheel quits turning. Reenter the mill.
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</p>
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<p>
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Jump onto the milling area. Get squarely in front of the
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balcony opening and jump onto the balcony. If it's too
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difficult, maybe you could back flip onto the balcony. Facing
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the opening, turn around and step forward a couple of steps if
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you can. Hold the back (down) arrow and immediately hit
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Insert. Once you're on the balcony, get the rope and hook.
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Exit the mill, head due north and west back across the bridge.
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Go to the intersection, then north to Kavanagh's house. Enter
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and click on the hobby horse and the drawings on the table.
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Take the mushrooms from the shelf basket, then exit the house.
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Go around the left side to the outhouse. Get out your axe,
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open the door and kill the surprised occupant.
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</p>
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<p>
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Continue northeast to the fence and jump over. Go north along
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the river bank toward the falls and click on the falling
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water. You notice something behind the water. Approach the
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wall on the west (left) and you should see a large yellow
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rope/hook arrow appear at the lower right of your screen.
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Click your rope and hook in inventory, and click that on the
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wall.
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</p>
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<p>
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Hold forward (up arrow) to climb to the top. Push the stone
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blocks off the table, shutting off part of the water. Maneuver
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to get the yellow down arrow and use your rope and hook on the
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wall. Climb down and enter the revealed tunnel. Choose Yes to
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enter the new region to Castle Daventry. Follow the zigzag
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tunnel and click on the candle to open a secret door.
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Enter the castle dining hall. Click the portrait of King
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Graham. With no weapon in hand, walk against the portrait to
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push it. Take the brass key from the secret niche. Walk
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through the door to the left and pick up some ashes from
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beneath the burned out wall torch. Continue on into the throne
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room. Look at (click game cursor on) the two statues.
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</p>
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<p>
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Click the mirror while it swirls to see an evil being that
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taunts you. Return to the dining hall and exit through the
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tunnel. Wade to the east shore of the river and go north up
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the road to the Daventry sign. Turn right and go east. Five
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zombies rise out of the path, kill them and take all the
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things they drop. Slowly continue east till you see a Spriggan
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guarding a mausoleum.
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</p>
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<p>
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Kill him with your bow. The spirit of Sir James of Daventry is
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released. He says to "Find the door of divine origin; the urn
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will reveal the way." Use your axe to bust the door and enter
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the tomb. Put away the axe, and walk against the sarcophagus
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lid to push it aside. Take the hero ring and exit the tomb.
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Cross the bridge over the moat but don't enter the keep ruins.
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Two Spriggans wait inside to either side of the passage. Make
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sure your health is high and your healing potions are handy
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(press Space bar to see inventory.) Get out your axe, enter
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castle keep and defeat the two Spriggans. Pick up any potions
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and coins. Keep your axe out , climb the nearby ramp, and kill
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a Spriggan at the top just around to the left.
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</p>
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<p>
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One more Spriggan is on this level. Climb the ramp to the
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lookout post and kill the TOUGH guard. Talk what he drops,
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including the leather breastplate. Go down both ramps to the
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bottom. There's a small room on each side of the entrance. In
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one is a single chain, and in the other are two chains. Pull
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those three chains once each. This should disarm a couple of
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nearby traps.
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</p>
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<p>
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Enter the back hallway and follow it to the first corner. See
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that wall slot, it's a trap that should be off. Continue
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toward the locked doors. If you didn't turn off the traps,
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you'll know when you step into the patch of sunlight. Use key
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(from Graham's picture) to unlock the door and enter. This is
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a Teleporter room. DO NOT use it right now!
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</p>
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<p>
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Exit the room and run down the hall to the right, hugging the
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right hand wall as you run. An arrow trap is firing away. If
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you hurry, you can safely round the corner before getting it
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in the backside. Exit the castle keep and go due east through
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a narrow pass in the hills. You'll find a big beast with it's
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forelegs in a foul pond. Don't step in the toxic water.
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</p>
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<p>
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Talk to the beast, which is actually a unicorn. Click on the
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beast till she has nothing new to say. Go around the beast and
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head south to the Alchemist's house-with the boarded up front
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door. Bust the boards with your axe, then put it away. Enter
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and get the scroll for a Permanent Spell of Might. In
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inventory, right click the scroll to see the ingredients
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needed:
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</p>
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<ul>
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<li>
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A piece of giant golden mushroom
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<li>
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a blue adamant
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<li>
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the tongue of a basilisk;
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combine these under a blast of
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lightning, or something similar! Turn right to the shelf by
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the stove. Get the Elixir of Life and the Potion of Shield. Go
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back to the church down in the extreme south central part of
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the map.
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</ul>
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<p>
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Approach the front door and your rope/hook arrow should
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appear. Use your rope and hook on the wall and climb to the
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roof. Approach the hole in the roof on the correct side and
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use your rope and hook to climb down inside the church. Take
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the burning candle from the side table in the entryway (sacred
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flame.) Approach the large urn in the back near the lectern.
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Push the urn, and through the window you see the mausoleum
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door open. Return to the entryway and click some coins once on
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the offering box. Use your rope and hook to climb to the roof.
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Go to the opening in the wall and climb down to the ground. Go
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around the church and hurry through the graveyard and into the
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open mausoleum.
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</p>
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<p>
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You can take your time and gain experience by killing some
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zombies.
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</p>
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<p>
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Step into the swirling light for a non interactive sequence
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with a Shadow Bane guarding the entrance to the Dimension of
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Death. Exit the mausoleum and the raven summons you again.
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Hurry through the graveyard and go to the Wizard by the lake.
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Talk to him and give him the candle from the church, the ring
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from Sir James' sarcophagus, and torch ashes.
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</p>
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<p>
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You get a magical Ring of Illumination. There's another item
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you need to more easily survive the Dimension of Death. Go
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into the lake behind the Wizard and swim due west to the tall
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island in the middle of the lake. Look up to see a structure
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on top of the rock. Walk around the island to the odd
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structure.
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</p>
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<p>
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Approach the wall directly behind the structure till your
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climb arrow appears. Use your rope and hook on the wall to
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climb. Open the door and enter the house. Under the desk to
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the left, take the Potion of Invisibility. At the ink bottle
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by the spell book, click the magical quill to inscribe the
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Jupiter symbol on the parchment. Take the parchment.
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</p>
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<p>
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Go to the spinning globe, by the door, and use the parchment
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on the globe. Take a Potion of Reveal from inside. Turn to the
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writing stand and drink the red Potion of Reveal to see a
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chest near the writing stand. Open the chest and get a large
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silver bell. Exit the house and climb back down the cliff.
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Step over to the odd structure; it's a bell stand.
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Use your bell on the stand. Use your axe to strike the bell
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three times. Click on the Lady of the Lake to get the Sword of
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the Lake. Now your ready for the Dimension of Death. Swim back
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across the lake and return to the mausoleum by the church.
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Step into the swirling vortex and your magical Ring of
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Illumination dispels the Shadow Bane.
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</p>
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<p>
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DIMENSION OF DEATH.
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</p>
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<p>
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You start out in the extreme south and east part of the map.
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Turn around and examine the five symbols above the portal
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vortex. Draw them on a piece of paper just as they appear.
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You'll need them later. Turn back around and save if you want
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(a good idea starting a new level.) Get out your sword. Ahead
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in the dark is an archer skeleton on each side.
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</p>
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<p>
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Step forward into the dark. You automatically encounter the
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skeletons. Rush forward and turn to each skeleton to kill it.
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Pick up potions, crystals, coins, etc. If you accidentally
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pick up a broadsword, it's weaker than yours. Click it on your
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Sword of the Lake to get it back. Notice the two pedestals,
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with flames, on each side of the main walkway.
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</p>
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<p>
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Facing the big metal doors, go left around the building. Just
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west of the building is a pedestal with a spinning object over
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it. Click the game arrow cursor on the pedestal to read it.
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Then take the spinning object; Lever of Life. At each of the
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two pedestals with flames, on each side of the main blue path,
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insert the Lever of Life and walk against it to turn off the
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pedestal flame.
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</p>
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<p>
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As the fourth pedestal is turned off, lasers throw a fireball
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against the doors and they open. Enter the building to a
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floating tile puzzle. (Get out the drawing you made of the
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||
|
five symbols over the portal door.) In third person view, turn
|
||
|
right and jump 3 times to the far end of the platform. Turn
|
||
|
left and you should see the first symbol, like a strange
|
||
|
pitchfork.
|
||
|
</p>
|
||
|
|
||
|
<p>
|
||
|
Simply step forward to jump onto the tile. Turn around and
|
||
|
step onto the tile with a half circle and small full circle
|
||
|
inside of it. Turn right and step onto the tile with a circle
|
||
|
and dot. Turn right and step onto the tile with two back to
|
||
|
back half circles and a line between them. Talk with Lord
|
||
|
Azriel. You end up back at the front of the entry hall.
|
||
|
Head back north west past Azriel's altar where you got the
|
||
|
spinning object. In the NW corner, break one of the boxes to
|
||
|
get to the fallen warrior. Click on the warrior to get a piece
|
||
|
of his iron shield. Some of the boxes have mushrooms, etc.
|
||
|
Other boxes have skeleton guards to kill for experience
|
||
|
increase. Stay out of the red area, or else!
|
||
|
Explore the rest of the entry hall. There's some skeleton
|
||
|
guards, with useful items, on the east side. In the SE and SW
|
||
|
corners, read the flame pedestals for an experience increase.
|
||
|
Go to the gate at the hall's north end, between two pyramids.
|
||
|
Two skeletons are on the other side. Try to get them with your
|
||
|
crossbow. You've probably learned by now that you never run
|
||
|
out of bolts. Use Azriel's key on the gate.
|
||
|
TIP: Anytime you see boxes and urns, smash them for useful items.
|
||
|
If the urns are on a platform, shoot them with your bow, then
|
||
|
jump up on the platform.
|
||
|
A third skeleton shoots from the distance. Kill it too. DO NOT
|
||
|
go east right now. Instead, go west and look for a switch on
|
||
|
the south (left) wall before the corner. Make sure the switch
|
||
|
is down. This disarms eight arrow spitting skull traps just
|
||
|
around the corner. Stay against the left wall as you go around
|
||
|
the corner and head south.
|
||
|
Shoot the urns on the platform, jump up and get all the items.
|
||
|
Flip down the switch while you're on the platform. This
|
||
|
disarms fire traps directly south at the end of the hall. Go
|
||
|
south to the wall and turn west. Continue against the left
|
||
|
wall to another obstruction as you go west. Get over or around
|
||
|
it and continue along the left wall to the far SW corner where
|
||
|
there's zombies and you should hear a crying child. For now,
|
||
|
kill the zombies.
|
||
|
Turn north and continue along the left wall. You enter a large
|
||
|
open area. Pick up any rocks you might see (you eventually
|
||
|
need 4.) There's a large metal crate in each corner and a
|
||
|
water fountain in the very center. There's four shrine
|
||
|
structures surrounding the fountain. Drink from the fountain
|
||
|
if your health is down. Read all inscriptions you come across.
|
||
|
Push each of the four metal crates in this fountain room till
|
||
|
a metal plate pops up from beneath each one and torches light
|
||
|
on nearby pedestals. Don't forget to pick up the rock near the
|
||
|
NW metal crate. Go to the fountain and click on the Sylph to
|
||
|
talk to her. Click on her till she mentions rust and mold for
|
||
|
a protection spell.
|
||
|
Go south to the passage just left of the tower ( look up to
|
||
|
see the tower.) Just inside the passage, there's a room full
|
||
|
of boxes to either side. Enter the left room, kill two
|
||
|
skeleton guards, and take any items they drop. Smash the boxes
|
||
|
for some items. Read the pedestal about a key to Creation.
|
||
|
Exit the room and go to the next room blocked by a metal
|
||
|
crate.
|
||
|
There's several ways of getting into the room. Make a running
|
||
|
jump over the crate, do a back step and flip over, or climb
|
||
|
the outside wall of the tower and climb down into the room.
|
||
|
Once there, break all the boxes for items. Talk and listen to
|
||
|
the child, then go push the metal crate so she can escape.
|
||
|
Exit the room, go north toward the fountain and go west to the
|
||
|
wall.
|
||
|
Stay against the west wall and go north and kill three
|
||
|
skeleton archers. Continue north to the River of Death (DON'T
|
||
|
step in the water!) SAVE GAME! Dip your piece of iron shield
|
||
|
in the water. Enter the south end of the boat house and talk
|
||
|
to the boatman.
|
||
|
Keep clicking him till he tells you about "Judging the skulls
|
||
|
on the left",..."Down Creation plus Completion equals All
|
||
|
Things." Turn around and exit the boat house. Turn slightly
|
||
|
left and carefully enter the open area with a pedestal and a
|
||
|
Weeper. Take it out with your crossbow from distant shots
|
||
|
(weepers draw life out of you.)
|
||
|
Read the pedestal about "Seven holds the key...." Exit the
|
||
|
room, get out your sword and continue east along the
|
||
|
riverbank. Kill all rising zombies and any other monsters. You
|
||
|
come to a wall blocking your eastward route along the river.
|
||
|
Turn south and stay against the left wall. Three skeletons are
|
||
|
just around the south corner.
|
||
|
Keep against the left wall and pass a spiked gate. Continue
|
||
|
east and take the second left into a room with many urns.
|
||
|
Shoot them all from a distance, then collect all the goodies.
|
||
|
Exit south to the wall and turn east. Go east to the wall and
|
||
|
turn south. Go south to the second left and pick up a rock. At
|
||
|
the east wall, go north to wall and turn right to a wall
|
||
|
switch and pull it down. This turns off fireball traps on the
|
||
|
other side and just north.
|
||
|
From the short corner, go south to the wall then east to the
|
||
|
wall. Turn south and take the next right and go west through a
|
||
|
narrow passage. Follow it upward and around to a tower with
|
||
|
glyphs of Lord Azriel. You're at the East Tower. Walk to the
|
||
|
tower until the climb arrow appears. Make sure your health is
|
||
|
up, change view if necessary to see Connor (hit F2), and make
|
||
|
sure you're in run mode. Now SAVE GAME!
|
||
|
On top, you can't kill the Commander Skeleton, you have to
|
||
|
force him over the edge. Climb the wall, then if you have a
|
||
|
square amber shield potion, drink it. Wait till the skeleton
|
||
|
comes near, then run around it. He's near the edge and is
|
||
|
easier to force him to his death. After the skeleton falls,
|
||
|
climb down and take the Chain Mail outfit.
|
||
|
Now your experience might be around 12 or 13, depending on how
|
||
|
much fighting you've done. Go back down the winding path. At
|
||
|
the bottom, turn right and head south. Five skeletons guard
|
||
|
the hallway and a key box. From a distance, kill them with
|
||
|
your crossbow if possible, then finish up with your sword if
|
||
|
necessary.
|
||
|
Pick up any useful items and get a square key from the box. Go
|
||
|
W to wall, S to wall, W to wall, S to wall, W to wall and
|
||
|
slightly south to a blue locked door in the south central area
|
||
|
of the map. Use your square key on the door and automatically
|
||
|
enter to see 6 skeletons fighting and wagering. Carefully back
|
||
|
out to the narrow doorway and rapid fire your crossbow. You
|
||
|
should be able to get all the skeletons. Finish with your
|
||
|
sword if necessary.
|
||
|
Pick up any valuables and particularly the circular gold key.
|
||
|
Exit, turn right and go due north up the corridor with a patch
|
||
|
of burning stuff. Approach the wounded man in the corner and
|
||
|
talk with him. He tells about a Hammer necessary to cross the
|
||
|
River of Death. Continue left around the corner and get the
|
||
|
rock nearby. Beware a Weeper around the next corner and shoot
|
||
|
it from a distance.
|
||
|
Continue north and east from the Weeper and down a passage
|
||
|
with fallen columns. Kill a skeleton and pick up the potion.
|
||
|
There's 2 archer skeletons farther north in the dark. Ease
|
||
|
forward and shoot them from a distance. Continue north and
|
||
|
follow the passage around the Central Tower. At the top, make
|
||
|
sure you can see Connor, then Quickly SAVE GAME!
|
||
|
There's a pressure plate on each of the four corners of the
|
||
|
tower and you have to depress them with something heavy.
|
||
|
Around the tower, zombies rise out of the ground. Try to lure
|
||
|
one onto a pressure plate before you kill it (you probably
|
||
|
don't have four rocks.) Then throw a rock onto each of the
|
||
|
other plates. When all four are depressed, four VERY important
|
||
|
portals are activated down at the Sylph fountain.
|
||
|
There's another rock nearby. Walk around the tower till the
|
||
|
climb arrow appears. Climb to the top and read the pedestal.
|
||
|
Walk west over the crossway. At the far side, get a rock just
|
||
|
north of the ramp. Cross back to the tower and climb down. Use
|
||
|
the rock if necessary.
|
||
|
When all four plates are depressed, go back down the winding
|
||
|
path and continue around the south area and work your way over
|
||
|
to the large west central area to the fountain. You might see
|
||
|
another rock along the short twisting south hallways. The four
|
||
|
shrine structures around the fountain now glow with swirling
|
||
|
portals to the Halls of Light hidden in the four corners.
|
||
|
Approach the northwest portal inscribed with "Hall of
|
||
|
Respite." (Look up and right click on the plaque over the
|
||
|
portal to make sure.) Get out your crossbow and step through
|
||
|
the swirling portal. Step forward, turn left and shoot the
|
||
|
skeleton archers. Jump onto the lower block, then the taller
|
||
|
block. Make sure you see Connor, press F2 if necessary.
|
||
|
SAVE GAME! Be sure you're in walk mode (End toggles walk or
|
||
|
run) and carefully walk to the far edge of the tall block
|
||
|
(next to the small block.) Put away your weapon and switch to
|
||
|
run mode. Make a running jump across the river. Avoid the
|
||
|
deadly river and stand in front of the statue. Get the shield
|
||
|
potion from the statue. Look at the skull collection in the
|
||
|
left cabinet. On the bottom shelf, take the seventh skull from
|
||
|
the left.
|
||
|
Turn right and go to the column with a crack in it. Push the
|
||
|
column into the river. In third person view, use the fallen
|
||
|
column and make a running jump across the river. Exit the hall
|
||
|
through the portal. Approach the northeast portal, inscribed
|
||
|
with Hall of War. Make sure your red health meter is high. Get
|
||
|
out your crossbow and SAVE GAME! Step through the portal, turn
|
||
|
right and shoot the archer.
|
||
|
Go around the pedestal and shoot the archer on this side. Get
|
||
|
his coins. Cross the bridge by carefully walking on the right
|
||
|
side railing to the gap. Jump across and carefully continue to
|
||
|
the other side. Get the potion of strength from the anvil. See
|
||
|
if the skeleton dropped anything. Put your skull (from hall of
|
||
|
respite) on the headless statue.
|
||
|
Pick up the Feather of Truth, and Save again if you want. Go
|
||
|
back across the bridge railing and exit through the portal
|
||
|
*(you might need the game patch right here!) Go through the
|
||
|
southwest portal marked with Hall of Immortality. Pick up the
|
||
|
red potion of reveal and exit through the portal. Finally, go
|
||
|
through the southeast portal Hall of Justice.
|
||
|
Take the green potion of invisibility above the pedestal fire.
|
||
|
Put your feather of truth on the scale. Step forward to jump
|
||
|
on other scale side. The heart is healed and Lord Azriel
|
||
|
appears. Step forward to jump off the scale, and forward again
|
||
|
to exit the portal.
|
||
|
All the blood pools are now dried up. From the fountain area,
|
||
|
go west to the wall and stay against the left side as you go
|
||
|
north to the boat house. Continue east along the river to the
|
||
|
wall, turn south and bear left around the north central
|
||
|
structure, east past the gate and take next left. Go north to
|
||
|
riverbank and turn east. Watch out for skeletons, especially
|
||
|
high up on the walls.
|
||
|
Continue east to wall and turn south. Go south and take the
|
||
|
next right to a narrow passage and go through it. As Connor
|
||
|
turns the first corner in the narrow passage, he says "Phew!
|
||
|
What's that moldy smell?" Continue to the drained blood pool,
|
||
|
get all the mushrooms AND the lump of Green Mold! Return to
|
||
|
the fountain. Give Sylph the rusty shield piece. Give her the
|
||
|
green mold. You get a spell that increases your Armor rating.
|
||
|
From the fountain, go west to the wall, north to the wall turn
|
||
|
east and ready your crossbow. Slightly to the right, go down a
|
||
|
narrow passage past a broken column. Watch out for a Weeper
|
||
|
and get it before it gets you. At the double doors in this
|
||
|
narrow passage, use your circular gold key (from the skeleton
|
||
|
training area to the extreme south central area.)
|
||
|
Through the doors, ready your crossbow. There's a skeleton in
|
||
|
each of the six boxes and two more stand in the open. Kill all
|
||
|
skeletons and pick up all the useful items. There's large
|
||
|
doors west and a barred gate east. There's lots of switches on
|
||
|
the walls. They open gates and cells in the jail area.
|
||
|
Carefully do the following instructions:
|
||
|
1-EAST WALL SWITCHES.
|
||
|
Flip down all four switches on the east wall. You now have
|
||
|
access to four blocks of cells, each block has four cells for
|
||
|
a total of sixteen. Go east through the open gates, shooting
|
||
|
from a distance and killing everything in each of the 8 cells
|
||
|
to the left and to the right. Just remember to keep your
|
||
|
distance. With all 16 cells taken care of, return west to the
|
||
|
switch room.
|
||
|
2-WEST WALL SWITCHES.
|
||
|
These four switches direct power to each of the four blocks of
|
||
|
cells. You can only pull down one switch at a time. The first
|
||
|
switch should already be down, so go to the south wall.
|
||
|
3-SOUTH WALL SWITCHES.
|
||
|
These four switches open each of the 4 individual cells in a
|
||
|
particular block. Pull all 4 down. Return to west wall.
|
||
|
4-WEST WALL.
|
||
|
Pull second switch down. Return to south wall.
|
||
|
5-SOUTH WALL.
|
||
|
Pull all four switches down. Return to west wall.
|
||
|
6-WEST WALL.
|
||
|
Pull down the third switch. Return to south wall.
|
||
|
7-SOUTH WALL.
|
||
|
Pull all four switches down. Return to west wall.
|
||
|
8-WEST WALL.
|
||
|
Pull down the fourth switch. Return to south wall.
|
||
|
9-SOUTH WALL.
|
||
|
Pull down all four switches.
|
||
|
Now all 16 cells should be open. Get everything from each
|
||
|
cell. In the last cell on the east end and on the left (north)
|
||
|
side, pull the lever to open the main northern exit. For now
|
||
|
though, return west to the switch room.
|
||
|
SWITCH ROOM.
|
||
|
Ready your crossbow. Face the west double doors and drink a
|
||
|
red Potion of Reveal. The doors are an illusion. Get close
|
||
|
enough to see the huge Egyptian Skeleton and fire away to kill
|
||
|
it before going through the fake door. Watch the wandering
|
||
|
Spirits and notice their patrolling pattern. Put away your
|
||
|
weapon, approach the platform steps and SAVE GAME!
|
||
|
Do a careful walking jump onto the front edge of the main
|
||
|
platform, but not into the spirit' path. Switch to run mode.
|
||
|
Time your run and jump past the spirits onto the center
|
||
|
platform. Your health will be depleted. Drink only Sacred
|
||
|
Water to heal! Third from left in inventory. Now take the
|
||
|
hammer and the spirits leave.
|
||
|
Go back through the illusion door to the switch room. Exit the
|
||
|
switch room to the north and turn right. Take the first left
|
||
|
and follow the path around this Northwest Tower. You have to
|
||
|
climb twice to reach the top. Get four healing crystals and a
|
||
|
red Potion of Reveal. You need the reveal potion much later in
|
||
|
a frozen region, so don't use it until then.
|
||
|
Climb down twice, go down the incline and return to the large
|
||
|
open fountain area. Get against the east wall, go south and
|
||
|
take the first left (east.) Turn south again and take the
|
||
|
first left. Turn north and take the next right. Turn south and
|
||
|
pick up another rock. Since you're just south of the central
|
||
|
tower, go up around it and pick up the rocks you left there.
|
||
|
Return to the north central structure. Make sure you're in
|
||
|
full health and your sword is ready. SAVE GAME! As you go
|
||
|
through the gate, a main skeleton talks the sends his squad
|
||
|
after you. Back away and make the skeletons come after you,
|
||
|
and shoot to kill. Then switch to your sword and drink a
|
||
|
shield potion if you have it. Rush forward and kill the main
|
||
|
skeleton. Pick up all useful items AND the double-edged sword.
|
||
|
Go left of the steps and look across the river at a lever.
|
||
|
Throw your hammer to trip the lever and lower a bridge. Cross
|
||
|
the bridge and go through the portal to the swamp.
|
||
|
THE SWAMP.
|
||
|
SAVE GAME! Be cautious of Swamp Bubbles-they're deadly underwater
|
||
|
creatures. When you see hear or see them, throw your hammer at
|
||
|
them till you see a dying tentacle. A Swamp Slimes are light
|
||
|
brown four legged super water spiders. Swamp Fiends are big
|
||
|
goonie creatures carrying big sticks. Avoid toxic green patches
|
||
|
of water.
|
||
|
From where you arrive, go west and very slightly right as you
|
||
|
approach land. Find a big trunked tree against the hill. The
|
||
|
tree is the Oracle of the Tree. Talk to it and give it gold
|
||
|
when it asks. Keep giving it gold (10 times I think) till it
|
||
|
has no more to say. You get several boosts for your green
|
||
|
experience. From the Oracle, go southwest and through a narrow
|
||
|
area to a couple of swamp shacks. Enter the left shack. In the
|
||
|
left corner, open the trunk and take the gold. In the other
|
||
|
corner on the shelf, take the metal gloves.
|
||
|
Exit and go to the other boarded up shack. Smash the entrance
|
||
|
and go inside. Open a chest for some gold. Smash the inner
|
||
|
door, enter and get the white Hearing Horn. Get gold from
|
||
|
another chest. Exit the shack and go northeast back to the
|
||
|
Oracle tree, then go southeast towards the Whispering Weeds
|
||
|
(looks like people standing around.)
|
||
|
Take one step at a time till you get close enough to hear loud
|
||
|
whispering. Get too close and they go under water. Use your
|
||
|
Hearing Horn on them to hear about a Mask piece. Go north and
|
||
|
northeast to a cove with giant mushrooms. Get all small
|
||
|
mushrooms you can. In the back of the cove, get a piece of the
|
||
|
Golden Mushroom with your sword.
|
||
|
It's an ingredient for the Permanent Spell of Might. Exit the
|
||
|
cove, go north then northeast to a grove of dangerous
|
||
|
Mandragor Trees. Each one has two protective upright roots. Go
|
||
|
around the left side to the back of the cove. You'll see a
|
||
|
corpse hanging from a root. You HAVE get that Crossbow. SAVE
|
||
|
GAME! Rush in and take it and get away before suffering too
|
||
|
much damage.
|
||
|
To fight a Mandragor, use your sword to cut one of it's roots,
|
||
|
rush in and slice up the tree.
|
||
|
Exit the grove of trees and stay to your right against the
|
||
|
hill avoiding toxic water. As you go northwest along the hill,
|
||
|
you'll eventually notice a scaffold building surrounded by
|
||
|
toxic water. In the building is a teleporter. Forget it right
|
||
|
now and stay to the right as you round the cliff in a
|
||
|
northerly direction. Make sure your armed with the sword.
|
||
|
You'll start to see Wisps, snake like plants sticking up. Get
|
||
|
too close and they strike. Stay close to the cliff and cut the
|
||
|
ones too close for you to safely pass. To do this, squarely
|
||
|
face one from a distance, take a step and slash, take another
|
||
|
step and slash. Do this slash and step till you safely cut the
|
||
|
Wisp off. Continue to a far northwest cove where you see
|
||
|
sparkling patches of floating light.
|
||
|
Get close and talk to the Swamp Wisps. They ask for a secret
|
||
|
in return for cure of poisonous water. Click them again and
|
||
|
Connor tells about the secret from the Whispering Weeds. Click
|
||
|
the Wisps yet again to see a magic flower and learn of a
|
||
|
Golden Ladle to cleanse the waters. Take the flower and Connor
|
||
|
eats it. Now you're protected from poisonous waters.
|
||
|
Go all the way back toward the whispering weeds in the extreme
|
||
|
southeast, then go to the extreme south of the map to the
|
||
|
Swamp Witch's Tower, ready your sword and make sure your
|
||
|
health is high. SAVE GAME! Go around to the south side where
|
||
|
the Witch awaits. Use a square potion of Shield, horn potion
|
||
|
of Strength, then rush in and kill the Witch.
|
||
|
Approach the blocked door and look through to see hanging
|
||
|
sandbags. Use your crossbow on them and the door will open. Go
|
||
|
inside and enter the left room. Get any rocks you see. Go into
|
||
|
the right room with a dead Goblin on a table. Get the Unicorn
|
||
|
horn from its chest. Click the cauldron and watch a movie of
|
||
|
Henchmen being made.
|
||
|
Click the book on the pedestal. Click on the cauldron again.
|
||
|
Go to the foot of the upward ramp and stop. Click the holes on
|
||
|
the right-hand wall. Click on the bloodstains on the ramp. As
|
||
|
you slowly climb, click your sword on each hole to trip arrow
|
||
|
traps. Check out the second floor and break things to find a
|
||
|
large assortment of useful items.
|
||
|
Go outside to the balcony and pick up all health items. At the
|
||
|
edge of the spike trap at the bottom of the ramp, throw a rock
|
||
|
onto the trap to spring it. Go up the ramp to the third floor.
|
||
|
Go up the East ramp and get a full suit of Chain Mail. Go up
|
||
|
the west ramp, ready your sword and SAVE GAME! Open the chest
|
||
|
and get the second piece of the Mask.
|
||
|
Another Henchman appears. Rush forward and kill him. You
|
||
|
automatically cut off his hand. Pick it up and go back down
|
||
|
the ramps and exit the tower. Cross the swamp to the northwest
|
||
|
till you reach the tall scaffolding structure in the west-
|
||
|
central area of the map. Climb the wall side, then climb again
|
||
|
to reach the top. Cross the bridge to the gate.
|
||
|
Click on the hand print and realize your hand is too small.
|
||
|
Use the Henchman's hand on the print. Connor walks forward to
|
||
|
some stone columns and stumps.
|
||
|
..........X.finish
|
||
|
O.O.*.O.O.O.O
|
||
|
O.*.O.O.O.O.O
|
||
|
.<strong>.O.O.</strong>.O.O.O
|
||
|
O.<strong>..</strong>.O.<strong>..</strong>..O
|
||
|
O.O.O.OO.*..O
|
||
|
O.O.OO.*.O..O
|
||
|
...........X.start....
|
||
|
SAVE GAME, and every time you make a correct jump! Where you
|
||
|
arrived, follow the stars: ne2, n1, w1, nw1,sw1,w1,nw1, ne3.
|
||
|
Safely across, you automatically enter the Swamp Witch's secret
|
||
|
vault. Two Swamp Fiends attack, one from each side. Kill them,
|
||
|
and get a Golden Ladle from the chest.
|
||
|
Pull the 2 chain handles to open a switch box by the door.
|
||
|
Pull the switch in the box. This opens the gate and disarms
|
||
|
the grid's charges. Go straight across to the other side. You
|
||
|
automatically walk out onto the bridge. Climb down the
|
||
|
building and return to the Witch's Tower in the extreme
|
||
|
southeast of the map.
|
||
|
At the cauldron on the first floor, use the Golden Ladle to
|
||
|
purify the swamp's water. Connor talks to Mudge, snail King of
|
||
|
the swamp. He creates a whirlpool. DO NOT GO NEAR IT, yet! Go
|
||
|
to the Teleport Tower in the northwest area of your map (the
|
||
|
gold star) and careful of any carnivorous plants there.
|
||
|
Climb the tower and stand on the swirling circle. At the lower
|
||
|
left of your map, scroll to The Kingdom of Daventry. Then
|
||
|
click the lower right teleport icon to go there. Just east of
|
||
|
where you arrive, go east to the Unicorn-beast, at the foul
|
||
|
pool, and give it the unicorn horn. You get a small dark
|
||
|
crystal pyramid in return.
|
||
|
Go to the brown Kavanagh house in the extreme west northern
|
||
|
area of the map. Inside, talk to Gwennie and get the gold she
|
||
|
offers. Then talk to her again. Go back to the teleporter in
|
||
|
Castle Keep and teleport back to the Swamp. Climb down the
|
||
|
teleporter tower, return to the Witch's Tower in the extreme
|
||
|
SE and step into the whirlpool in back to teleport to the
|
||
|
Underground Realm of the Gnomes.
|
||
|
UNDERGROUND REALM OF THE GNOMES.
|
||
|
SAVE! Rock Demons rise out of the floors, Bat Mantas drop from
|
||
|
the ceilings, and Zombies roam the halls. You arrive in an entry
|
||
|
hall. Look for a rock and health items. Pick mushrooms and break
|
||
|
barrels. Get ready to use your hand weapon. Throw a rock onto the
|
||
|
pressure plate to open the main door. Watch out for a Bat Manta
|
||
|
on the other side.
|
||
|
Enter and kill the bat. From the main door, go due east and
|
||
|
kill a rock demon around the first corner. Bust barrels, get
|
||
|
health items and any rocks. Hear that digging? At the dead
|
||
|
end, speak to the Gnome and pick up a rock. Exit and go back
|
||
|
past the main door heading due west. Take the first left
|
||
|
(south) and go down a slope (kill a bat) that angles back east
|
||
|
under the entry hall.
|
||
|
Continue zig zagging east to a dead end and talk to another
|
||
|
Gnome. Go through a door to your right going south. Buy the
|
||
|
best armor you can afford; yellow bronze breastplate 350, or a
|
||
|
lesser plate mail for 250. To purchase, put on the item and
|
||
|
give coins to the merchant. Exit the armor shop and go left.
|
||
|
Go north at the first right.
|
||
|
Continue on to a ramp but don't go up yet. Kill a hopping
|
||
|
Spriggan and get it's gold. Get the rock. Go clockwise around
|
||
|
the open shaft under the ramp. Go under the ramp to find lots
|
||
|
of useful things. Go back around the shaft and continue up the
|
||
|
ramp. At the top, go west and bust a Rock Demon and 2 Bats.
|
||
|
Continue west along the twisting corridor and kill two more
|
||
|
Spriggans. Take their gold and potions. Enter the first
|
||
|
corridor right.
|
||
|
Go down the stairs and head east. Alert! When you turn north
|
||
|
at the end, kill a bunch of Zombies. Cross the bridge,
|
||
|
continue north and talk to the Old Man. You learn about a
|
||
|
Light of Life. Use your weapon to cut off and get a piece from
|
||
|
next to the old man. Pick up an Elixir of Life from the floor
|
||
|
nearby. Go back across the bridge.
|
||
|
At the steps, you have to jump up the higher ones. At the top
|
||
|
go right and keep right when you have the choice of direction.
|
||
|
Kill a Stone Beast and 3 Zombies. You arrive at an open pit.
|
||
|
SAVE GAME! Run/jump over the pit, then SAVE again! Go along
|
||
|
the corridor to a room guarded by a Rock Beast and some Bats;
|
||
|
kill them.
|
||
|
There's Amber-Glow on the wall. Use your sword to get some. Go
|
||
|
back to the pit and SAVE before you run/jump back across. Then
|
||
|
take the first corridor going north to a Teleporter but DON'T
|
||
|
use it just yet. Go back to the main door area (work your way
|
||
|
south, then west, down twisting stairs then due west and up
|
||
|
the ramp) where you arrived in the extreme south central area.
|
||
|
At the top of the ramp, go west continuing past the opening
|
||
|
with pressure plates to your right. Continue west and kill a
|
||
|
Rock Beast outside a door. Enter the weapon shop in this
|
||
|
extreme SW area. From left to right; heavy crossbow 300, small
|
||
|
bow 200, war hammer 400. Buy the best, most costly, leaving
|
||
|
yourself at least 250-275. If you can get the heavy bow and
|
||
|
the hammer, without going below 250-275, you'll be a mighty
|
||
|
foe.
|
||
|
Exit the shop and arm yourself. Zig zag east along the
|
||
|
corridor. Take the first left and kill Bats. Three pressure
|
||
|
plates control the turning bridge. Throw a rock on the left
|
||
|
plate to rotate the bridge. Throw a rock onto each of the
|
||
|
other 2 plates to lower the ramps, then cross the bridge.
|
||
|
Follow the corridor and take the first left leading down,
|
||
|
around and under, kill a Rock Beast and a Bat.
|
||
|
There's lots of items for sale here, but you SHOULD already
|
||
|
have plenty of crystals and potions. Just in case though, the
|
||
|
prices are: shield potion 75, invisibility 100, strength 50,
|
||
|
mushrooms-3 gold each, crystals 20. Click the statue on the
|
||
|
right to learn it's the Essence of Sun Tsu, a strength
|
||
|
enhancer. REMEMBER, you need at least 250 gold later.
|
||
|
Exit the shop and go up the ramp. Turn left and go to the
|
||
|
padlocked door. Use a hand weapon to break the lock, then take
|
||
|
it. Ready your weapon, open the doors and kill a Spriggan.
|
||
|
Take the gold and continue north. Take the first left, kill 2
|
||
|
bats and continue west. Hear the rumbling? SAVE! One at a
|
||
|
time, time you run through the boulders. Beware of a Rock
|
||
|
Beast at the end of the corridor. Go through the door at the
|
||
|
end.
|
||
|
Approach and talk to the Gnome Sage to learn his machine needs
|
||
|
a new lodestone. Exit and go back through the boulders. Go out
|
||
|
to the north south corridor and go north. At the next
|
||
|
intersection, beware 5 or 6 Bats. Then go west and down a ramp
|
||
|
to kill a Stone Beast and get a potion. Continue the corridor
|
||
|
and kill another Stone Beast.
|
||
|
Take the first right to a big empty room. Look up to see a
|
||
|
cliff wall. Maneuver to see the yellow climb arrow appear and
|
||
|
use your grappling hook to climb. At the next intersection, go
|
||
|
left to kill several bats and continue to another room. Cut
|
||
|
off a piece of tree root, pick it up and exit the room. Go
|
||
|
back to the intersection and turn right.
|
||
|
Slowly approach the edge, use your grappling hook and climb
|
||
|
back down. Continue south and go east. Go up a winding ramp
|
||
|
and go east to the central area and a brick wall blocking an
|
||
|
opening. Continue east up slope, if you have at least 2 shield
|
||
|
potions, use one then kill 2 Rock Beasts. Go south to another
|
||
|
wall and climb up.
|
||
|
Follow the passage to a room with a large boulder and a hole
|
||
|
in the floor. Push the boulder through the hole, then jump
|
||
|
down after it. Push the boulder around a circular corridor.
|
||
|
When you reach the down ramp, you automatically push it down.
|
||
|
The boulder breaks through the brick wall. Go through the
|
||
|
busted wall and enter a new area, but not too far!
|
||
|
Use your crystal piece (from old man at fire) on the purple
|
||
|
wall receptacle to light all lamps in this area. Ready your
|
||
|
hand weapon and SAVE! Continue down the corridor to the Dragon
|
||
|
Wyrm's Lair. Use a Shield AND Strength potion. Rush forward
|
||
|
and kill the Dragon Wyrm. Get the Black Diamond Heart and
|
||
|
someone briefly appears. Enter the next room.
|
||
|
Click the purple diamond switch on the right side to watch a
|
||
|
message. Hector tells Connor about the mask being betrayed.
|
||
|
When the bright crystal pyramid is offered, take it from the
|
||
|
top of the pedestal. Put the dark purple pyramid (from the
|
||
|
unicorn in Daventry) on top of the pedestal. Click the diamond
|
||
|
switch again for another message.
|
||
|
Retrieve the dark crystal, then take the lodestone from the
|
||
|
pedestal. Go back to the Gnome Sage in the extreme west
|
||
|
central area of the map. Give the lodestone to the Sage. Open
|
||
|
you map and scroll it to see the Barren Region is blank thus
|
||
|
far. To return to the Apothecary (red cross on the Underground
|
||
|
map), pass the rolling boulders, to the wall, turn south and
|
||
|
go to the first right. Go down, around and under. Give the
|
||
|
Amberglow, Tree root, and Iron lock. If you have at least 250
|
||
|
gold, click your coin icon on the Sun Tsu statue to get an
|
||
|
increase in you armor rating. Put any change back into
|
||
|
inventory.
|
||
|
Exit and go up, around and south across the bridge. Return to
|
||
|
the teleporter room (the star in east central area.) Go to the
|
||
|
south central area of the map, go down, around and under. Zig
|
||
|
zag east, take first north (left), go up and around the open
|
||
|
shaft. Go on north to the teleporter (star) on the map. SAVE!
|
||
|
Step onto the teleporter, open your map to the Barren Region
|
||
|
and teleport.
|
||
|
THE BARREN REGION.
|
||
|
Quickly back up to the cliff and ready your crossbow. Start
|
||
|
picking off the fire ants with rapid shooting till their
|
||
|
numbers are considerably reduced. Then carefully go west,
|
||
|
picking mushrooms along the way. Watch out for Pyro Demons
|
||
|
rising in the lava river to the north. Continue west and cross
|
||
|
the bridge. Follow the path north to a couple of huts and
|
||
|
enter the east one. This is a weapon shop.
|
||
|
The super battle axe costs 500. Buy it if you have enough. The
|
||
|
long range weapons aren't any better than the one from the
|
||
|
Gnome Weapon Shop if you already have it. You learn of a
|
||
|
Basilisk and a weapon that can be made to kill it. You should
|
||
|
already have a black diamond heart. Now you need a good metal
|
||
|
shaft.
|
||
|
Exit and go to the west hut. Talk to the shaman woman. You
|
||
|
should already have enough healing potions and crystals. Exit
|
||
|
and go around behind the hut. Go up a path due west between
|
||
|
two pillars. Climb into the fortress and cross the footbridge.
|
||
|
The guards ignore you. Talk to the creature blowing the BIG
|
||
|
horn. You learn of the disappearance of the Stone of Order.
|
||
|
Enter the shop next door and talk to the blacksmith.
|
||
|
Exit the Sanctuary and go down the hill. Go north west along
|
||
|
lava, to the right of the sanctuary hill, and arrive at a
|
||
|
broken stone block bridge where stone blocks rise up. When you
|
||
|
step on a correct block, it stays put. Stay too long on an
|
||
|
intermediate block and it sinks.
|
||
|
O....2.......finish.....6...O
|
||
|
O...O...O...O...O...O...3
|
||
|
5....O...O...O...7....O...O
|
||
|
O...O...1....O...O...O...O
|
||
|
O...O...O...O...O....4...O
|
||
|
................start...............
|
||
|
Jump n, nw. 1 safe. Jump nw, n, n. 2 safe. Jump se, e, e, e, e. 3
|
||
|
safe. Jump sw, s, s. 4 safe. Jump w, w, w, nw, nw. 5 safe. Jump
|
||
|
ne, e, e, e, ne. 6 safe. Jump s, sw. 7 safe.
|
||
|
Metal blocks line up between the two sides. Jump across the
|
||
|
blocks to the north side.
|
||
|
Watch out for 2 fire ants. You'll see one right away and
|
||
|
another as you continue. Listen carefully for it. Avoid the
|
||
|
lava geysers and go due north east along the left hill, then
|
||
|
turn north up an incline. Continue north and go up a ramp to a
|
||
|
stone pyramid. At the very top, take the fire gem from the
|
||
|
stone altar. You automatically speak with an Archon.
|
||
|
Go back south into the lava geyser field, go due east and
|
||
|
continue through a mountain pass down to the river and some
|
||
|
disconnected stone bridge sections. Ready your ranged weapon
|
||
|
and SAVE GAME! Several pairs of Pyro Demons are in the lava
|
||
|
lake. Cross the series of stone sections to the tall building.
|
||
|
SAVE after each successful jump.
|
||
|
Go to the structure; DO NOT jump the last 3 sections east
|
||
|
unless you want to fight an army of Pyro Demons. Climb the
|
||
|
building with your grappling hook. At the top, step forward
|
||
|
onto the inscribed platform and get out your crossbow. You
|
||
|
have to shoot the 7 gongs in the correct order; red, orange,
|
||
|
yellow, green, light blue, dark blue, and purple.
|
||
|
Of course, you won't know the color until you shoot a gong!
|
||
|
Just do the following:
|
||
|
Number the gongs left to right 1-7 (1-3 on your left, 4 directly
|
||
|
ahead, and 5-7 coming back toward you, on the right.) Shoot the
|
||
|
gongs in this order: 4, 2, 7, 5, 1, 3, 6. After the bridge is
|
||
|
fully extended, you go on across. Take the stone of Order and
|
||
|
return to the fortress on the hill above the village igloos.
|
||
|
Next to the creature with the horn, place the Stone of Order
|
||
|
on the pedestal. Go into the blacksmith shop and get a strong
|
||
|
metal shaft. Go down the hill to the weapon shop. Give the
|
||
|
metal shaft and the black diamond to the shop owner. Give him
|
||
|
10 gold coins, and you get a powerful Black Diamond Pike. Exit
|
||
|
the village and head south.
|
||
|
Go across the bridge and continue to the far south central
|
||
|
area of the map toward the Basilisk Lair. Go west up the slope
|
||
|
that leads behind the Basilisk. Bear left (south east) through
|
||
|
a pass and to some stone blocks in the lava. You have to jump
|
||
|
from one block to another to reach the other side. Work you
|
||
|
way to the highest block, then run/jump to the back of the
|
||
|
cliff.
|
||
|
Climb the cliff and ready your diamond pike. Step forward and
|
||
|
Connor jumps onto the Basilisk and kills it with the pike.
|
||
|
Ready a ranged weapon; Pyro Demons could appear! Nearby, cross
|
||
|
the bridge. Go around the right side of the Temple and climb
|
||
|
the wall with your grappling hook. At the top. Approach the
|
||
|
hole in the roof, and use your grappling hook to climb down
|
||
|
the hole.
|
||
|
Click on the dead Fire Dwarf and pick up a granite key. Click
|
||
|
the square wall panel to get a bottle of Sacred Water. Look up
|
||
|
at the series of four symbols repeated around the wall. Each
|
||
|
symbol appears on each of the four pressure plates around the
|
||
|
sarcophagus in the middle of the room. Have Connor walk
|
||
|
against the pressure plates in the following order: crescent,
|
||
|
triangle, circle, square. The door will open. Take the long-
|
||
|
sword off the sarcophagus.
|
||
|
Go through the open door and turn right. Get a bottle of
|
||
|
Sacred Water behind the square wall panel. Turn around and get
|
||
|
the full suit of armor for a big armor increase. Return to the
|
||
|
wall near the dead Dwarf and climb with your hook. From the
|
||
|
roof, climb down the outside wall and return to the Basilisk.
|
||
|
Use your sword to cut off its tongue, and pick it up.
|
||
|
Go past the right side of the Basilisk and start uphill. Head
|
||
|
back over the ridge behind the lair. This time, go right at
|
||
|
the fork. Work your way north, then west until you find a dead
|
||
|
tree near a narrow strip of land between the lava lakes. Ready
|
||
|
your crossbow, a couple of Pyro Demons hide nearby. Cross the
|
||
|
narrow strip of land, turn left and head south.
|
||
|
Continue south, staying close to the cliffs, until you find 2
|
||
|
Fire Dwarves guarding an entrance to their underground lair.
|
||
|
Kill the guards and get their gold, potions, and the Super
|
||
|
Fire Arrows. Turn around and go forward to the lava lake, and
|
||
|
kill another Pyro Demon for a combat boost. Find a lock in the
|
||
|
rock wall.
|
||
|
Use your granite key (from dead dwarf in temple) to open the
|
||
|
door and enter the lair. Follow the walkway, eliminating
|
||
|
guards as you go and get their potions. At the end, you should
|
||
|
find 3 buttons on the north wall. Shoot the buttons to extend
|
||
|
three ramps. Cross the leftmost ramp and flip a lever to
|
||
|
release Freesa the Snow Queen.
|
||
|
She opens a secret door, then leaves. In the leftmost cell,
|
||
|
get a pipe cap from the floor. Ready your sword, go through
|
||
|
the secret door and kill the Fire Dwarf. Get the potion.
|
||
|
Examine the wall safe. Click the panels in the same order as
|
||
|
at the temple sarcophagus. Get another pipe cap. Exit out to
|
||
|
the 3 ramps and cross the middle one.
|
||
|
In the chest is another mask piece and you have to kill
|
||
|
another Henchman. Get 3 potions from the floor. Exit and cross
|
||
|
the rightmost ramp. In the back of the room is another Fire
|
||
|
Dwarf to kill. Pick up any useful items dropped. Put a cap on
|
||
|
JUST ONE of the steam pipes and step on the platform. Use your
|
||
|
bow to shoot the button on the far wall and ride up.
|
||
|
Step off and get a crystal scepter and a red reveal potion.
|
||
|
Get on the elevator and shoot the button again to ride down.
|
||
|
Put a cap on the other pipe, get on the platform and shoot the
|
||
|
button a final time to go to the frozen reaches.
|
||
|
FROZEN REACHES.
|
||
|
Enter the palace and talk to Queen Freesa wearing the crown.
|
||
|
She fills you in on the situation and gives you permission to
|
||
|
fly on her crystal dragon. Give the crystal scepter to the
|
||
|
queen but she says, "You need it more than I do." Exit the
|
||
|
palace and follow the icy path due east to the Crystal
|
||
|
Dragon's Pen. Use the crystal scepter on the dragon.
|
||
|
She explains she can't fly until the door is open. A broken
|
||
|
pull chain lies on the floor. Look up to see a segment of
|
||
|
chain hanging from the ceiling. Push the ice block till it's
|
||
|
under the piece of ceiling chain. Stand facing the block but
|
||
|
careful not to bump it anymore. Turn around to face away from
|
||
|
it and take a couple of steps.
|
||
|
You're about to attempt a back flip onto the block of slippery
|
||
|
ice. You get more height than a forward run/jump! Hold the
|
||
|
back arrow and immediately hit Insert, then let up both. You
|
||
|
don't want to slide off the block. When you're finally on the
|
||
|
ice block, pull the chain segment to open the gate. Jump down
|
||
|
and use the crystal scepter again on the dragon and you're
|
||
|
off.
|
||
|
FROZEN REACHES: Northern Shore.
|
||
|
After you arrive, SAVE! Ready your bow and go NW up the path.
|
||
|
As soon as you see a Frost Demon, start firing away and 5 of
|
||
|
the beasts come at you. Keep rapid firing to kill them and
|
||
|
back away if necessary. Frost Demons are relatively slow but
|
||
|
lethal closeup. Killing each one gives you a slight experience
|
||
|
boost.
|
||
|
Continue up the path, bearing right along the cliff. Continue
|
||
|
uphill and east through a narrow black pass. Turn left and
|
||
|
start running up the steep incline. Keep running to a Y
|
||
|
intersection and go left into a narrow pass. Turn around and
|
||
|
ease back one step at a time till you see 2 bowman on a black
|
||
|
ramp.
|
||
|
Ease forward a step at a time till your shots start hitting
|
||
|
them. Keep rapid firing to kill both guards and you should
|
||
|
suffer very little damage. Go up the ramp and get one of the
|
||
|
Ice Crossbows. Pick up the potions. Approach the tower wall
|
||
|
and use your grappling hook to climb. Go to the opposite
|
||
|
balcony, turn around and pull the lever.
|
||
|
Jump into the open trapdoor. Break each barrel and maneuver
|
||
|
around to make sure you get everything. Open the chest and get
|
||
|
four horn strength potions. Pull a lever to open the main
|
||
|
door. Exit and go left back around front. Go north down the
|
||
|
ramp. At the crossroad, follow the path due east. Up ahead is
|
||
|
a large group of Frost Demons.
|
||
|
Rapid fire to kill them, backing up when they start getting
|
||
|
close. With all the Frost Demons out of the way, ready your
|
||
|
sword and continue northeast up the main trail till you start
|
||
|
to hear something snoring. Just ahead is an invisible Snow
|
||
|
Mane. Drink a red Reveal, an amber Shield, and a horn of
|
||
|
Strength. Rush forward and kill the beast. Go to the frozen
|
||
|
pond ahead. Step onto the pond to realize the ice is thin.
|
||
|
Throw a rock onto the ice. Pick up the rock and throw it
|
||
|
again. Do this till the ice shatters and the rock sinks. Use
|
||
|
your Fire Gem (from Barren Region) on the pond. From the edge,
|
||
|
avoid the water and take the Flame Sword. Go back down toward
|
||
|
the east watchtower (where you got your ice bow) and continue
|
||
|
south. Turn west (right) at the first fork and go through a
|
||
|
narrow V-shaped crevice in the mountain.
|
||
|
Follow the path as it bears south through another narrow
|
||
|
crevice to another trail. Turn hard right and head north up a
|
||
|
very steep trail. Watch out for another group of Frost Demons.
|
||
|
You come to a mountain lake. The water is DEADLY cold. Two Ice
|
||
|
Orcs stand guard on the other side. It's possible to kill them
|
||
|
from the south side of the lake.
|
||
|
Slightly southeast of the lake is a guard house. Go inside of
|
||
|
it and get 4 items from each of the two barrels. Exit and go
|
||
|
forward to the lakeshore. Careful of the water, stay against
|
||
|
the cliff, and go around the right side. Get two potions near
|
||
|
the dead Orcs you shot. Go around to the backside of the
|
||
|
stronghold and climb the wall with your grappling hook.
|
||
|
Go to the grate on the roof to start an automatic scene. Then
|
||
|
continue forward into the jail area and turn left. Talk to an
|
||
|
imprisoned Gryph King. Turn around and stand at the lever near
|
||
|
the chair and maneuver so that you can see the chair. Pull the
|
||
|
lever to see the chair rise and the resulting electricity.
|
||
|
Go to the small balcony in front and the scene changes to an
|
||
|
overhead view. Walk forward and you automatically jump the
|
||
|
guard and kill him. Pick up a potion and the jail key. Go
|
||
|
around back and climb the wall again. Unlock the cell to free
|
||
|
the Gryph King. Ready your sword and go out on the room and
|
||
|
fall through the grate with another guard.
|
||
|
Drink a Shield and a Strength potion and kill Thork. In the
|
||
|
chest in a corner, get the Deciphering Amulet. Get the ice
|
||
|
shard on the floor. Look in the barred room to see a chest and
|
||
|
a frozen Henchman. Look at the slot by the door and realize,
|
||
|
"Could be a locking device. Perhaps something fits there."
|
||
|
Open the front door and Connor tries to walk out but nearly
|
||
|
trips on the door gap. Press F2 if necessary to see Connor and
|
||
|
the doorway at the same time. Put the ice shard in the door
|
||
|
gap, then use the flame sword to melt it. Use your ice bow to
|
||
|
re-freeze it, then pick up your new ice lever. Back inside at
|
||
|
the barred door, use the ice lever on the door slot. Enter the
|
||
|
room and you automatically break the frozen Henchman and get
|
||
|
the fourth mask piece from the chest. The Henchman reforms so
|
||
|
kill him again, drink potions if necessary. Exit the
|
||
|
Stronghold, go around the left side of the cold lake,
|
||
|
returning south to the crystal dragon.
|
||
|
Ride the dragon back across the lake. From the dragon's pen,
|
||
|
go south and west past the Snow Palace and a teleporter on
|
||
|
your left. Continue northwest up a steep trail to the Gryph
|
||
|
Cave and go right on past the Gryph guards. Talk to the King
|
||
|
and he gives you a Blue Adamant. Return to the dragon and fly
|
||
|
across the lake again.
|
||
|
Return to the far north central area on the map and climb the
|
||
|
back wall of the Stronghold again. Now to use the 3
|
||
|
ingredients to make the Permanent Spell of Might. Put the Blue
|
||
|
Adamant, Basilisk tongue, and slice of gold mushroom in the
|
||
|
chair. Pull the lever for electricity and get the spell.
|
||
|
Notice the increase in your weapon and armor points.
|
||
|
Use your grappling hook to climb down the back of the
|
||
|
Stronghold. On the west side of the Stronghold, go through the
|
||
|
V shaped crevice and kill 2 Ice Orcs. Follow the curving trail
|
||
|
south and kill some more Orcs. Continue south until the West
|
||
|
Watchtower appears on your right. Kill the two Orcs on guard
|
||
|
there.
|
||
|
Go around the right side of the tower and use your ice bow to
|
||
|
kill the Frost Beast below the cliff. There's nothing on the
|
||
|
roof here so enter the tower, bust the barrels and pick up
|
||
|
everything. Exit the tower and go down due south and take the
|
||
|
first right. Stay against the right cliff and follow it
|
||
|
northwest (kill an Ice Beast) and go to the pillar.
|
||
|
Use your Deciphering Amulet to read the pillar, "Only a blade
|
||
|
of fire can sever the heads of the Drake." Ready your bow and
|
||
|
continue north up the trail. Kill 7 more beasts. Continue
|
||
|
north to the huge structure and look up to see a two headed
|
||
|
drake. Climb with your grappling hook. At the top, ready your
|
||
|
Flame Sword and SAVE!
|
||
|
Jump up the ledge, get close to the drake and cut off both
|
||
|
heads. After killing the Drake, jump down the hole behind it.
|
||
|
You should have 4 pieces of the mask at this point. Go down
|
||
|
the tunnel and you're asked if you want to go to a new region.
|
||
|
Since you have 4 mask pieces, choose Yes.
|
||
|
PARADISE.
|
||
|
Go to the altar in the middle of a stonehenge structure. Click
|
||
|
on the altar to notice "a depression" on top. Put your bright
|
||
|
Crystal Pyramid in the depression and an Archon appears. Since
|
||
|
you have the 4 mask pieces, you're transported.
|
||
|
REALM OF THE SUN.
|
||
|
Level 1: Truth. SAVE! Exit the room and ready your sword.
|
||
|
Break all urns you see. Go south and enter the room of water.
|
||
|
Kill the Water Snake. There might also be a Shadow Demon.
|
||
|
Notice the dripping water. Look up to see an opening. Go to
|
||
|
the far wall and climb with your grappling hook. Bust the urn,
|
||
|
look down and take the Mask Medallion.
|
||
|
Climb back down and watch out for a Shadow Demon. Exit and
|
||
|
turn north. There's Henchmen and other manner of beasts around
|
||
|
the hallways. Go north from the water room and take the first
|
||
|
left. Go west all the way to a room at the end and kill 2
|
||
|
Henchmen. Open the south and the west wall panels for potions.
|
||
|
In some areas, stepping on certain sections of the floors
|
||
|
cause Shadow Demons to rise out of the floor. The sections
|
||
|
have very faint discolored outlines.
|
||
|
Exit the room to the north and work your way along, hugging
|
||
|
the left wall until you get to a room full of several statues.
|
||
|
Take the Tablet of Knowledge from the altar. Right click it in
|
||
|
inventory to realize it's "void of its precepts." Listen to
|
||
|
some of the thoughts of the statues. Now you have to go to the
|
||
|
northeast to the big gold doors:
|
||
|
Exit N to wall, E to wall, N to wall, E to wall, S to wall, E to
|
||
|
wall, S to room, go east and take the second north and go through
|
||
|
the room. Enter a large room with a central block. There's an
|
||
|
Archon in the NW corner, leave him alone. Open all 8 panels
|
||
|
around the block and get the potions. Approach the Archon and
|
||
|
talk to him. He opens the doors.
|
||
|
Enter the Hall of Truth and enter the first room on your left.
|
||
|
Walk off the edge straight at the monster. Get the Key of
|
||
|
Truth. Exit south from the hall and continue south through the
|
||
|
room with 8 panels, carefully just entering the next room. 3
|
||
|
floor panels release Shadow Demons. Turn left, hug the left
|
||
|
wall, and go to the gold door on the left.
|
||
|
Use your Key of Truth to open the door. Enter and take a Sword
|
||
|
and Shield of Truth from the altar to start an automatic
|
||
|
scene. Your tablet is inscribed with the Precept of Truth. Now
|
||
|
for the extreme northwest: exit, go north to 8 panel room and
|
||
|
go around left of center block, take first left. Watch out for
|
||
|
loose floor panels. Go W, N, W, N, W, N, W, N.
|
||
|
As you approach the gold doors, you're asked "What is the
|
||
|
power of truth?" Use your Tablet of Knowledge on the door.
|
||
|
Before continuing, turn around and open a secret panel on your
|
||
|
right and get a potion. Now, go through the door.
|
||
|
Level 2: Light.
|
||
|
SAVE! This level has several Henchmen. Go north to the room
|
||
|
and exit it on your left. Go W to wall, N to wall, W to wall
|
||
|
and turn north. Take the next left to a room with a center
|
||
|
block that has 3 urns in alcoves and a secret panel on the
|
||
|
west side. Bust the urns for potions and open the secret panel
|
||
|
for another.
|
||
|
There's an unlit candle on the south end of the central block
|
||
|
(sometimes it's in the northeast exit of this room.) Find that
|
||
|
unlit candle and pull it down. This opens a passage in the
|
||
|
room directly south. From the urn room, take the southeast
|
||
|
exit to wall, S to wall, turn east and take first right. Go
|
||
|
south and take next right. Enter the room for an automatic
|
||
|
scene where Connor finds the final mask piece.
|
||
|
As you leave the room, Henchmen are in the way. Kill them. In
|
||
|
the hallway, go N to wall, E to wall, S to wall, E to wall.
|
||
|
Zig zag north and take first right. Go east and take first
|
||
|
left. Kill some Henchmen on the way and enter a large room in
|
||
|
the NE of the map. There's an automatic scene of a Henchman
|
||
|
coming out of a cauldron.
|
||
|
Use your Mask Medallion (from level 1 water room) to change
|
||
|
the cauldron into a Healing Well. If your health is down,
|
||
|
drink till it is fully restored. Exit the room and S to wall,
|
||
|
W to wall, S to wall, E to wall, zig zag south to an Archon
|
||
|
outside a gold door. Click the Archon and listen to him. Enter
|
||
|
the Hall of Light.
|
||
|
Push the book pedestal to the center of the circle of light.
|
||
|
When you're close, you automatically push it to the very
|
||
|
center and the Key of Light appears. Take the key, turn around
|
||
|
and exit the hall. Continue north and zig zag north to wall, W
|
||
|
to wall, zig zag south to wall, W to wall, N to wall, turn
|
||
|
west and take next right to another gold door.
|
||
|
Use your Key of Light to unlock the door. Enter and take the
|
||
|
Armor of light. A new precept is inscribed on your tablet.
|
||
|
Exit the room and ready your sword. In the hallway, go east,
|
||
|
south, east and zig zag north and straight north to wall. Go
|
||
|
west to wall and turn north. Approach the door and you're
|
||
|
asked "How gainest thou the Light?" Use your tablet on the
|
||
|
door to open it. Enter the next level.
|
||
|
Level 3: Order.
|
||
|
No monsters are in the hallways. Go north then east to a room
|
||
|
with a center block. On the east side of the room is a gold
|
||
|
urn. Push (or click) on it to open a wall panel. Get the
|
||
|
potion. Leave the room at the north exit, busting urns as you
|
||
|
go E to wall, N to wall, E to wall, turn north and take next
|
||
|
right. Bear left through the room and talk to the Archon.
|
||
|
Enter the Hall of Order. This puzzle requires Connor to push
|
||
|
the large gold blocks to form the Mask of Eternity image. Hit
|
||
|
F2 if necessary, to see Connor. Use the tilt up or tilt down
|
||
|
keys to see the top of the blocks. The Mask icon at the top
|
||
|
left of the screen (move your cursor there) is what the blocks
|
||
|
should eventually show. The completed image has to be centered
|
||
|
on the inner black outline on the floor.
|
||
|
When the doors open, enter the north room and take the Key of
|
||
|
Order from the altar. Exit the Hall of Order and ready your
|
||
|
weapon. Bust all urns on you way. In the room with sun bursts
|
||
|
around the walls, exit left and E to wall, S to wall, turn
|
||
|
east and take the next right to zig zag south to next left and
|
||
|
check your health. Then SAVE! and switch to your bow.
|
||
|
Slowly advance one step at a time till you see archers in the
|
||
|
shadows. Kill them and possibly some zombies, then quickly
|
||
|
switch to your sword and kill the commander skeleton. Use your
|
||
|
Key of Order to open the gold door. Enter the back room and
|
||
|
get the Chalice of Order from the altar. A new precept is
|
||
|
inscribed on your tablet.
|
||
|
Exit to the corridor and zig zag south, then go west to the
|
||
|
gold door and a voice says "Speak thou of Order." Use your
|
||
|
tablet on the door, enter the passage and the final area
|
||
|
loads. If you've been busting everything, killing and picking
|
||
|
up potions and crystals, you should have plenty on hand. Click
|
||
|
the Archon by the door. If you have everything necessary, he
|
||
|
lets you pass.
|
||
|
Enter the Altar Room. After talking with Lucreto, approach the
|
||
|
altar and Lucreto attacks leaving your health very low. Use
|
||
|
mushrooms and crystals right now to rebuild your health to
|
||
|
full. Take a mask piece and place it on the altar. Lucreto
|
||
|
feels threatened and appears. Fight him till he vanishes. Put
|
||
|
another mask piece on the altar.
|
||
|
Fight Lucreto again (how's your health?) Put a third mask
|
||
|
piece on the altar and fight again. Place a fourth mask piece
|
||
|
on the altar (Lucreto doesn't appear!) Place the final mask
|
||
|
piece on the altar and a swirling vortex appears. Don't get
|
||
|
too close to it! Fight Lucreto and force him back into the
|
||
|
vortex. Enjoy the ending. Watch the credits to see your score.
|
||
|
Did you think to use any of your invisibility potions in a
|
||
|
particularly difficult area of the game? Could you have used one
|
||
|
during this finale?
|
||
|
</p>
|
||
|
|
||
|
</body>
|
||
|
</html>
|