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- Section 4. General gameplay hints and strategies
-
-
- The game is a first-person 3D real-time dungeon exploration game.
- Fighting is real-time, using the mouse, but not too fast. There
- are a number of different types of strategies that will work, and
- experienced gamers can somewhat mold the character to suit their
- playing preferences.
-
- To bypass the opening sequences, press the ESC key after each one
- starts.
-
- NPC's play a real and fairly important role, setting minor tasks,
- sharing information, giving items, and sometimes accompanying the
- player. Up to 3 companions at one time can join the quest, but
- the player has little control over who joins or leaves the party.
-
- There are many dirt piles/snowbanks found on most levels. Attacking
- them may reveal useful items, and improves combat skills. There is
- nothing found in any of them that is *critical* to finishing the game,
- but one or two very important items can be found.
-
- When attacking things, the white 'cross-hair' cursor will shrink and
- dim after each blow. When it brightens back to normal, the weapon
- has been 'reset' and you can strike again. This gets faster as you
- improve that specific combat/weapon skill.
-
- To read a scroll, touch it to your character's image in the mirror.
- Bring up inventory (which automatically displays your character and
- the NPCs), then touch the chest of your character with the scroll.
-
- Shargas aren't really the 'bad' guys in this game. You will need to
- kill many of them, but definitely not all. A sharga that is cowering
- in fear (or drunk!) is a harmless one.
-
- There are three 'modes' used in gameplay.
- Regular mode - time passes, monsters move, you can move & fight.
- Journal mode - journal is open, time is suspended.
- Inventory mode - inventory is open, time is suspended, you can
- take/drop items and shuffle inventory.
-
- If you want to get through an NPC's conversation quickly, press the
- space bar to bypass that bit of the speech. You may have to press it
- several times to complete a conversation. Pressing the ENTER key
- pauses the conversation (lets you read what's on the screen).
-
- Press SHIFT-F8 to turn on/off the exact location display. The display
- shows (compass heading, X-coordinate, Y-coordinate, level number).
- I use this a lot when creating the items list and the hints.
- (I don't remember who posted this to the newsgroup, but thanks!)
-
- The map page numbers in the journal are not fixed - they will change
- themselves to match the levels you have been on. Use the level
- descriptions or the <F8> level number for absolute reference.
-
- Afri's orb can be used by placing it on the next map square, in front
- of you, and getting into regular mode (get out of inventory mode).
-
- Your inventory scroll can hold almost anything (except NPC's?) with
- no encumbrance or weight problems (slick solution). You might as
- well grab and hang onto everything you find. Sorting the items into
- categories (like weapons, potions, armor, etc) makes things much
- easier to find when the scroll gets crowded. Keep the most-used items,
- like throwing axes and runestaffs, at the top.
-
- Paying for weapons in the shop. I don't think it's possible to get
- the coins out of the bag, and it's not necessary. You pay for the
- items (one at a time) by placing an item on the table beside the
- dwarf, then handing him the sack of gold. He will give you back your
- change.
-
- Sometimes chairs/tables get in the way (blocking access to secret
- panels, buttons, or objects). Smash them with your weapons to get
- through to what you want.
-
- Green slimes sometimes pick up items lying on the floor. These can
- range from weapons & armor to gems & keys. Kill them all, because
- one *may* be carrying something you really need.
-
-
- ------------------------------------------------------------------------
- Section 5. Advanced strategies, levels list
-
- There are several objects in the game that can be attacked many times
- to improve weapon skills and stats. One is the forge in the armory
- in the upper keep (when the flame is on). Another is the giant stone
- thingy in the smithy in the dwarf hall. There may be others.
-
- Afri's orb projects a floor map of the immediate area, in real time.
- All floor tiles are displayed, whether mapped or not, including hidden
- and secret areas. Most monsters are also displayed as small dots,
- moving in real time. Use this orb often to find hidden rooms, false
- walls, and illusionary walls. The power for this orb doesn't seem to
- drain.
-
- Some of the orbs have their own unique powers and attributes. All but
- Afri's and one other are activated by touching it to your character in
- the mirror. All but Afri's and Saffrini's have a limited amount of
- energy that drains quickly. This energy is replenished over time,
- making the orbs re-usable.
-
- For each of the wall patterns, all the secret panels and the push-buttons
- appear on the same point on the wall. Once you find one, all the rest
- are located on the same place. For searching purposes, place the
- mouse cursor to where the secret panel would be - the cursor will change
- to a hand when you are facing the panel. Buttons are easier to see.
-
- Personal stats and weapons skills do not go up in a stepwise fashion,
- as the 'circles' would indicate, but go up on a gradient (1-100?).
- The circles indicate certain points along the slope. This means that
- weapon speed, chance to hit, shield skill, spell skill etc go up
- gradually, rather than in big jumps.
-
- Use lots of magic as soon as you find your first runestaff and manna
- circle. Magic skill goes up with every spell cast (even healing spells).
- The higher your magic skill, the fewer spell points casting spells cost,
- and the faster you can cast spells. It may even be worthwhile 'wasting'
- spells while at a manna circle to boost your skill.
-
- You CAN use two weapons in this game, seemingly without any penalties(??).
- My favorite is to use a hammer in one hand, and either the magic throwing
- axe or the dagger of piercing in the other. Each hand is on a separate
- 'reset' timer, allowing you to get in many more blows.
-
- The shadow weapon doesn't take the form of a regular (1-handed) sword.
- Make sure you are advanced in another weapon skill, or are willing
- to occupy both hands with one weapon.
-
-
- LEVELS LIST
-
- Note: The map page numbers in the journal are not fixed - they will
- change themselves to match the levels you have been on. Use the
- level descriptions or the <F8> level number for absolute reference.
-
- The page numbers given are those used in the journal when the game is
- almost complete. I *think* I have visited all of the possible areas,
- but if not, let me know. Any I have missed are not needed for finishing
- the game.
-
- The levels are listed in the order I first visited them, not in the
- journal page order or the <F8> level number order. They do not need to
- be done in exactly this order to finish the game.
-
-
- JRNL <F8>
- PAGE LEVEL DESCRIPTION SHORT DESCRIPTION
- ---- ----- ------------------------------------- -----------------
- 1 15 Entrance to Stonekeep Entrance
- 2 1 Ruins of Stonekeep, 1st level Upper Keep
- 3 2 Ruins of Stonekeep, 2nd level Lower Keep
- 4 3 Sewers beneath Stonekeep Sewers
- 5 4 Sharga mines, 1st level Mines1
- 6 5 Sharga mines, 2nd level Mines2
- 7 6 Entrance to the Temple Temple1
- 8 7 Temple of Throggi Temple2
- 9 8 Feeding grounds, 1st level Lower FG
- 11 10 Dwarven Fortress Dwarf hall
- 10 9 Feeding grounds, 2nd level Upper FG
- 13 12 Ice Caverns Ice Caverns
- 12 11 Faerie Realm Faerie Realm
- 14 13 Gate of the Ancients The Gate
- 15 14 The Pits The Pits
- 16 16 Palace of Shadows Palace
- 17 17 1st level Khull Khuum's Tower Tower1
- 22 21 Lair of the Dark Dwarves Dark Lair
- 19 18 2nd level Khull Khuum's Tower Tower2
- 20 19 3rd level Khull Khuum's Tower Tower3
- 21 20 4th level Khull Khuum's Tower Tower4
- 18 22 Thera's Temple Thera's Temple
-
-
- ------------------------------------------------------------------------
- Section 6. Hints for each level / area
-
-
- 6 <P1/P2> <L15/L1> Entrance to Stonekeep / Ruins of Stonekeep 1st level
-
- - You start in one of the four corner towers of the keep. Downstairs
- is the upper keep level. Three of the towers can be reached from the
- upper keep (including the one you start in), but the fourth tower's
- door is stuck and can only be opened by coming down from the tower
- (the first time).
- - There are many locked doors, hidden rooms, and secret niches on these
- levels, but no secret buttons or illusionary walls(?). There are three
- keys needed, a brass key (you might find 2 of these), a bronze key
- (might find 2 also), and a steel key, in that order. You also need to
- find (and keep!) Afri's Orb.
- - There are two sets of stairs leading down to the lower keep. Unlock
- them both, but go down the eastern one first.
- - The Fountain of Thera heals. When you find it, use it often.
- - There is a full set of armor and several good weapons to be found -
- leather uppers & leggings, one wooden and one metal shield, a dented
- helm, a broadsword, a hammer, a staff, several throwing daggers, lots
- of rocks and arrows, grenades (oil flasks), and a dagger of piercing
- (a.k.a. a very sharp knife - almost impossible to find without help).
- - If you find the drunk sharga, just ignore him. Talk about harmless,
- he can barely stand up straight!
- - There is one door on this level that can't be opened from either side.
- - Arrow trap. You can put something on the floor plate to trigger the
- trap. If you do this several times, the trap will run out of arrows.
- A button in the room past the trap disables it.
-
-
- 6 <P3> <L2> Ruins of Stonekeep, 2nd level
-
- - There are many locked doors, hidden rooms, and secret niches on this
- level, but no secret buttons. There are two keys needed, an iron
- key and an ivory key. There are also several illusionary walls.
- - There are two sets of stairs leading down to the sewers, and one
- set of stairs leading back from the sewers that can only be reached
- from the sewers.
- - The Fountain of Thera heals. When you find it, use it often.
- - You will need two drain control cylinders (one for each switch) before
- you can drain the sewers.
- - The exits to the sewers and to the next level after that are both on
- this level, but the door to the level after the sewers can only
- be reached by going through the sewers.
- - Wahooka wants gems in exchange for clues. He wants 1 gem for the
- first clue, two gems for the second clue, three gems for the third
- clue, and so on (Get the picture? He's a greedy sot!) His clues may
- or may not be of any use to you (I found them useless).
- - The first runestaff and magic circle are on this level.
- - There is one door on this level with a lock beside it that is
- already unlocked.
- - Place objects on the pressure switches to trigger the traps. Skulls
- work fine (there are lots of them around). Pick up the arrows fired,
- you can use them later yourself.
- - You don't have to jump into the pit. You can get to the button on the
- other side of the pit with a long detour (through some illusionary
- walls). Jumping in is not a big deal, though.
- - You must find Farli. He has the only key to get through a door later
- on.
-
-
- 6 <P4> <L3> Sewers beneath Stonekeep
-
- - There are two control cylinders under the water here somewhere.
- One is found in each of the two different areas of the sewers.
- Drake stubs his toe on the cylinder when you walk onto a square with
- a cylinder.
- - Much of the stuff here can only be seen once the sewers have been
- drained.
- - Wahooka will give you a key to a hidden chest in exchange for
- the heads of three men long dead.
- - Once the sewers are drained, then you must kill the tentacle beast.
- - When standing beside an illusionary wall you will hear the wind
- whistling. For one of them, you will hear this only when NOT facing
- the wall.
- - The exit to the next level (back through the lower keep) is through
- a secret passage near the tentacle beast.
-
-
- 6 <P5> <L4> Sharga mines, 1st level
-
- - Don't attack the wasp near the start of the level. He calls all
- his buddies, and you can't kill all of them no matter how hard
- you try.
- - There is some good stuff hiding down a hole.
- - You can't kill the ettin. Try 'silence' to keep from waking him
- up.
- - Most rock falls can be cleared, but not all of them.
- - Aquila's orb is on this level.
- - There is a manna circle, runestaff, and several runes here.
- - There's another NPC dwarf here.
-
-
- 6 <P6> <L5> Sharga mines, 2nd level
-
- - Attack only sharga who attack you. Some sharga on this level are
- friendly.
- - Keep trying to get through the locked door - eventually you will
- guess the password.
- - You need a key from the last level (mines1) to get through the
- door to the next level.
-
-
- 6 <P7> <L6> Entrance to the Temple
-
- - Wahooka wants a gem, but he's getting picky.
- - Take the direct route through the arrow trap zone. The exit is
- directly across from the entrance.
- - There's a shortcut you can use from the stairs to temple2 to the
- manna circle (only after you've been through the arrow trap zone).
- - The south half of the level can only be reached from the next level
-
-
- 6 <P8> <L7> Temple of Throggi
-
- - You need an orb and Dombur to exit the level
- - You do not need to kill the priest to exit, but it helps
- - Talk to the Throg hermit - he will give a clue in exchange for gems
- - There are two god statues, one of which has the orb. The other
- is a fake, but can be useful anyway.
- - Do not get greedy when taking from the gods' statue
- - If you fall (or jump) into a pit, be prepared to fight
-
-
- 6 <P9> <L8> Feeding grounds, 1st level
-
- - You can get to the dwarven halls and the upper feeding grounds
- from here.
- - There are several nasty traps here, especially the rolling boulder
- - The puzzles here stretch over the Lower FG, Upper FG, and the Dwarven
- Halls.
- - The throg shaman has an item to let you through the rune-guarded
- doors without harm.
-
-
- 6 <P11> <L10> Dwarven Fortress
-
- - There are no secret doors, buttons, or panels on this level. There
- is one illusionary wall.
- - All the dwarves will leave the party in here. One will join again.
- - Get Karzak to join you (SE) before you talk to Grak (N).
- - There is a fountain of Thera here (somewhere)
- - In a hidden room are lots of rune scrolls
- - Read all the scrolls in the library. Make note of the ones listing
- the orbs.
- - Give Geldor a feather rather than money if you want something from
- his shop.
- - Dombur is looking for three pieces to build the secret weapon.
- - Sardin the blacksmith will repair the key if you retrieve a piece
- of magical flint for him. He gives you a magical chisel to break
- off a piece. The magical flint looks a lot like the big rock he's
- standing beside.
- - The only thing of interest behind the locked door near the elder
- is a scroll with a bad joke.
-
-
- 6 <P10> <L9> Feeding grounds, 2nd level
-
- - You can get to the faerie realm and the ice caverns from here
- - You need to free Vermatrix Goldenhide, using the two parts of
- the key (repaired)
- - A primrose will open the passage to the faerie realm. Follow the
- faeries (blue bubbly things)
- - The magical flint is here, looks a lot like the rock in the dwarf
- smithy
- - There is a second stairway down to the lower FG
-
-
- 6 <P13> <L12> Ice Caverns
-
- - You need to kill the ice queen to open the passage to the next
- level. You need the coldfire to kill her. Do NOT take the
- coldfire off this level as it will melt and disappear. If you
- need to exit the level (for manna recharge, etc) put the coldfire
- back in the firepit. It'll be there when you return.
- PS: I heard that the Ice Queen CAN be killed without the coldfire,
- but it is quite difficult.
- - The Sharga leader will help you find the Ice Queen after you find
- the coldfire.
- - There are a number of weak, breakable walls.
- - The frozen dwarf can help find the coldfire once thawed.
- - The elf (the frozen guy with the bow) will join your party once thawed.
- - The Ice Queen carries one of the orbs. It can be used to thaw out
- the dwarf and the elf. (Also possible with the warming rune, or
- a single-strength fireball)
- - Several items are buried in snowdrifts.
- - You may or may not need to fight the skeleton. If you do things
- just right, walk up to him. He will see something he likes, and
- literaly fall apart on the spot.
- - The 'scroll' the sharga woman is looking for is a ripped fragment
- of parchment hiding in a snowdrift. It looks blank to you.
-
-
- 6 <P12> <L11> Faerie Realm
-
- - Make sure you've braced yourself for this level. The place is
- so sickeningly sweet, I almost lost my lunch! Only the dwarves'
- comments and the songs by the faerie players kept me going.
- - There are no secret doors, buttons, or panels on this level.
- - Entry is through the Upper FG. The blue bubbly things are faeries.
- A flower is the key to entry.
- - The Faerie players are looking for flowers (and other things) for
- payment. Different items get you different performances.
- - Faerie players repertoire
- The Song of Wahooka (my favorite)
- I'd Rather be a Dwarf
- How Come, Khull Khuum, How Come
- The Story of Lament
- War of the Ice Realm
- For Whom the Bells Troll
- (Others?)
- - After several performances, try paying them with a mushroom.
- You'll get a weird rune.
- - You need 2 keys to get through the spear gate into the courtyard.
- The lock is right beside the gate, at ankle level.
- - To see the queen, you need to place one primrose in the proper
- square (in front of the blocked passage), then walk twice around
- the loop to open the way (clockwise only?).
- - Talk to the queen a number of times.
- - You can't kill the trolls if you can't see them. You need a four
- leaf clover in your inventory to make them visible. One of the
- faeries will give you a four leaf clover in exchange for something
- she has lost.
- - Try wearing the faerie clothes when attacking the trolls. The
- iron spike is also useful.
- - The altar in the faerie courtyard heals any damage taken.
- - If you give the queen a portrait of herself, she will give you
- something good in return. You need a blank piece of paper and
- a piece of charcoal, then ...
- - There are two different daisy chains. One is made of primroses,
- and one is made of daisies. Guess which one you need.
- - The real daisy chain is near the faerie court (spear gate) hiding
- among some flowers.
- - One of the trolls is carrying an orb.
-
-
- 6 <P14/P15> <L13/L14> Gate of the Ancients / The Pits
-
- - These two levels are overlaid on top of each other. The way in
- and the way out are both on the Gate level, but you need to go
- through The Pits to get from one to the other.
- - Use the orb you find here to help get from one level to the other.
- - There is one floor plate switch in The Pits that you have to jump
- on (from the floor above) to activate.
- - The X-Y coordinates for the two levels line up exactly, but the
- auto map is offset by one square.
- - The first key you need is in a strange puzzle area - there are
- three doors (N, E, S). Look for the key BEFORE you take anything
- from behind the doors (shades of Monty Hall). If the doors lock
- before you have the key, you will need to restart from your last
- savegame (see bugs for more details on this).
- - If you levitate up into a 1x1 room, look for an illusionary wall.
- - There are lots of buttons, secret doors, floor plates, and false
- walls. Some buttons and floor plates don't appear to do anything.
- - There is a *great* runestaff here somewhere.
- - There is a button hidden in The Pits that heals the party.
- - Skuz leaves at the end of this level.
-
-
- 6 <P16> <L16> Palace of Shadows
-
- - You may have Sparkle leaves the party, and have Farli and Wahooka
- join the party.
- - This is a large, complicated level. The east half is a mirror-
- image of the west half.
- - The east half is populated by ghostlike duplicates of the monsters
- on the west half.
- - Place both halves of the yin-yang onto one of the frames.
- - It is very difficult to destroy any of the monsters with normal
- weapons, standing toe to toe. Try using the crossbow against the
- normal skulls and fireballs against the ghost skulls. Also, try
- the throwing axe or flame spell against both types of skeletons.
- Oh, I almost forgot. The black death arrows do some really nasty
- things to the skulls and skeletons. The spoilspell rune also
- works against some of them.
- - Take the helm & skull from fallen skeletons to prevent them from
- regenerating.
- - Scourge is tough to kill, and he drains your magic (I think he's
- immune to magical attacks). Use the shadow weapon on him. If you
- have a very difficult time killing him, try luring him through the
- mirror to the west side. If you then take the long route back to
- the east, he'll stay in the west. It isn't required that you kill
- him to win the game.
- - There are quite a few buttons scattered around.
- - Most of the mirrors are teleporters. Walk into them.
- - Two of the mirror teleporters take you through a shadowland. Go
- through them at least twice each. (Anybody out there know what
- this is about? Especially that bit about his father?)
- - Two of the mirrors take you to other levels.
- - The non-mirror teleporters take you to different places, depending
- on the direction you enter them from.
- - Place the shadow weapon on its base to transform it into a variety
- of different weapon shapes.
- - You need 7 orbs to continue on to the next level.
- - Use a fireball to open up the passage where it's cold.
- - Use Marif's orb to give you the strength you need.
-
-
- 6 <P17> <L17> 1st level Khull Khuum's Tower
-
- ** Clues for entire tower
-
- - This tower is riddled with illusionary walls and teleporters.
- - The flashing symbols on the walls indicate teleport gates.
- You need the appropriate silver item(s) in your inventory to be
- able to go through them.
- - You get different help from your NPC's, depending on who is in
- your party (Enigma/dwarves/Sparkle/Wahooka).
-
- ** Clues for 1st level Khull Khuum's Tower
-
- - You need 7 orbs before the Gatekeeper will let you through.
- Say 'no' to wanting to enter (press red sqare), then 'yes'
- to needing to enter (press green triangle). It will then
- give you some good advice.
- - Do not take the direct route to the top of the tower. You cannot
- defeat Khull Khuum without the items scattered in different places
- in the tower. If you do go straight up, Wahooka leaves (this may
- not be all bad).
- - There is a puzzle behind a secret panel that unlocks the trapped
- door. The solution to the puzzle is on a scroll in the evil
- dwarves lair. Read the scroll from L to R, top to bottom,
- using 'O' for pressed, and 'X' for not, ignoring dots. It
- can be solved using logic, as I solved it myself, without any
- hints (except from the evil dwarf leader).
- - There is one large invulnerable spinning spike cylinder. Cast
- shield and protection on your party, then you can use the thing
- for target practice as it can't hurt you. You may also be able
- to trap it.
- - The spear gate is opened by pressing the button right beside it
- (yes, there is a button right beside it, to the left).
- - There is a white tablet behind a secret panel that is rumored to
- do something to your health or the manna in the runestaffs. I
- couldn't get it to do anything for me (my HP were at 220).
- - The route to the evil dwarves lair is in the NE. You can get in
- there whether you kill that dwarf or not. If you kill him, you
- need the metal bar he is carrying, and a dwarf NPC to open the
- secret passage. The lever has nothing to do with getting into
- the dwarves area.
- - Use the 'wind' spell to remove the dust from the plaques, or water
- from the well in the evil dwarves area (you still have that bucket,
- don't you?)
-
-
- 6 <P22> <L21> Lair of the Dark Dwarves
-
- - You don't need to kill the dwarves. Destroying the altar will
- restore them to normal. If you do kill them all, oh well.
- - You need a scroll from here, either from a secret passage or from
- a dwarf, giving you the solution to a puzzle upstairs, on the first
- level of the tower.
- - There is a manna circle here.
-
-
- 6 <P19> <L18> 2nd level Khull Khuum's Tower
-
- - There are 5 different teleporters on this level.
- - Two areas can only be reached from other levels.
- - The fire elementals are particularly vulnerable to *very* sharp
- weapons and to freezing spells.
-
-
- 6 <P20> <L19> 3rd level Khull Khuum's Tower
-
- - There are 2 different teleporters on this level.
- - One area can only be reached from other levels.
-
-
- 6 <P21> <L20> 4th level Khull Khuum's Tower
-
- - There are three exits - one stairwell, one teleporter to tower
- level 3, and one teleporter to Thera's Temple.
- - You cannot kill Khull Khuum (he is, after all, a god).
- - You can finish the game regardless of whether you trap Khull Khuum
- or not. You can use the 4 silver object to trap him.
-
-
- 6 <P18> <L22> Thera's Temple
-
- - You need to place the 9 planetary orbs (exclude Khull Khuum's orb)
- onto the pillars, in order, from Mercury to Pluto. The pillars
- light up in the correct order. When you first enter, the pillar
- for Mercury is lit. When you put an orb on the pillar, the next
- one lights up. (If you need help matching the pictures with the
- names of the orbs, see the list near the end of this document).
- - You can get the correct order for the spheres from the scrolls in
- the library in the dwarven fortress (not the evil dwarves area).
- If you don't want to go back there, read the book Thera's Awakening.
- The (almost) correct order is given there - it skips Afri. Insert
- Afri's orb into the middle of the list, where you think it should go.
- - You do not need to do anything with Khull Khuum's orb (if you even
- have it).
- - You can take the orbs off the pillars in the reverse order you put
- them on.
- - When the orbs are all placed on the correct pillars, you will know
- it.
-
-