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- THE LEGACY (6) PUZZLES AND SOLUTIONS
-
- Here it is! The section that I suspect many will go to first. The
- following is a list of all of the game puzzles in "The Legacy", along with
- the details of each of their solutions.
-
-
- ****6.01 - The Ground Floor (Level 1)****
-
- Puzzle: How do I stop the Zombies from attacking me?
- Room #: Many
- Solution:
- The Zombies will not attack you if you are carrying the Juju Fetish
- (Level 1, room # 38) in your hand when you encounter them. (Note: they will
- fight back if you attack them first, even if you are carrying it!)
-
- Puzzle: What is the significance of the warlock painting?
- Room #: 1
- Solution:
- The warlock painting actually hides a secret door. If you examine the
- painting, you will see that there is a hole where on the necklace worn by the
- warlock with shards of green glass in it. The secret door can be opened by
- placing the green gem (Level 2, room # 44) in the hole.
-
- Puzzle: How do I get the statue out of the glass case?
- Room #: 1
- Solution:
- Simply break the glass by using a heavy object (such as the vase
- in room #1) or by shooting the case.
-
- Puzzle: How do I open the doors which are nailed shut.
- Room #: 1
- Solution:
- None; you can't open them.
-
- Puzzle: How do I open the secret door?
- Room #: 5 & 36
- Solution:
- Simply walk through the wall. If you watch your movement arrows,
- you'll notice that when you are adjacent to a secret door of this type, the
- arrow pointing in the direction of the door will remain red (thus indicating
- that movement in that direction is still possible).
-
- Puzzle: How do I get the key without falling through one of the trap doors?
- Room #: 28
- Solution:
- There are two buttons just inside the door to the room. Press both of
- the buttons, and the trap doors will both disappear.
-
- Puzzle: How do I open the safe?
- Room #: 31
- Solution:
- The safe can be unlocked with the security key (found in Level 1,
- room #5)
-
- Puzzle: What do I do about that "green thing with tentacles"?
- Room #: 38
- Solution:
- Nothing. This is a Lurker, and it will not harm you as long as you
- leave it alone. You will encounter many of these throughout the house; you'll
- be just fine as long as you keep them out of the line of fire.
-
- Puzzle: How do I get past the swinging chains?
- Room #: 41
- Solution:
- Step toward the center of the room just as the chains begin to swing
- out away from the center.
-
- Puzzle: EEEK! The lights went out! What do I do?
- Room #: Variable
- Solution:
- This is a problem which can be encountered on any level, but you'll
- see it here first. There are a number of solutions: (1) find a flashlight
- or lantern and light it; (2) cast the spell "Sight of the Dark Walker"; or
- (3) locate the fuse box for the level and turn on the lights. The fuse boxes
- may not be in working order (as is the case on Level 1). If this is the case,
- you must use the electronic tool kit (found 1n Basement Level 1, room #25) to
- repair the fuse box.
-
- Puzzle: What do the red runes mean?
- Room #: Many
- Solution:
- Each of the red runes represents an entry point to the Ethereal Plane.
- The runes can be activated by casting the "Dimensional Rift" spell (Level 3,
- room #3) on the rune.
-
- Puzzle: How do I get into room #13?
- Room #: 13
- Solution:
- There is no key to this room - you must either force the door or use
- the "Key of the Shadow Lord" spell (Level 3, room #38) or a mechanical tool
- kit to unlock the doors.
-
-
- ****6.02 - Daemons and Ghosts (Level 2)****
-
- Puzzle: What do the numbered doors mean, and why isn't my map mapping
- anymore?
- Room #: 1-7
- Solution:
- Door 7 is locked, and there is knocking coming from inside the room.
- In order to unlock door 7, you must walk through doors 1-6 in numerical order
- without back-tracking and re-opening any of them. Once you have completed the
- sequence, the map for this section of the level will appear, and door 7 will
- be unlocked. If you break the sequence, you must start over at door 1.
-
- Puzzle: How do I avoid being zapped when I follow the wandering woman?
- Room #: 15, 16, 32, 33, 38, 39, 40
- Solution:
- Don't bother following her. She is just an illusion, and she can't
- hurt you or interact with you. Each of the "zap traps" is marked by a
- bloodstain on the floor. Adjacent to each of these, are buttons which, when
- pushed, will teleport you safely past the traps.
-
- Puzzle: Why can't I watch television?
- Room #: 18
- Solution:
- You need to insert the Video Tape (found in Level 1, room #31) in
- order for the television to work.
-
- Puzzle: How do I open the secret door to room #49?
- Room #: 48
- Solution:
- Press the center of the mantel above the fireplace.
-
- Puzzle: How do I get down this hallway?
- Room #: 51
- Solution:
- In order to pass through the force field, turn and face the side of
- the corridor, and walk sideways down the hall.
-
- Puzzle: I can't move more than one step from the corners of the southwest
- corridor!
- Room #: Southwest Corridors
- Solution:
- Movement is reversed in these corridors; to move forward, click the
- backward arrow; to move left, click the right arrow; etc.
-
- Puzzle: How do I get rid of the Ghosts?
- Room #: Many
- Solution:
- Holy Water makes a good weapon against the Ghosts. However, you can
- get rid of all of the ghosts on the level by using the matches (Level 2,
- location #15) to burn the painting of the Melchoir Cult (in Level 2, room
- #25).
-
- Puzzle: How do I get rid of the Daemons?
- Room #: Many
- Solution:
- Holy Water is the best weapon against the Daemons, but attack spells
- work well too. You can usually dodge the Daemons' spells by turning sideways
- just after the spell is launched.
-
- Puzzle: The worm in the toilet keeps "savaging" me!
- Room #: Several
- Solution:
- Don't open the toilets; there is nothing in them which is of any use
- to you.
-
- Puzzle: Those little demon statues in the bedrooms keep attacking me!
- Room #: Several
- Solution:
- Leave them alone, and they'll leave you alone. You don't need to
- touch them; the demon statues you are looking for are much larger.
-
- Puzzle: How do I open the doors which are nailed shut?
- Room #: Several
- Solution:
- None; you can't open them.
-
-
- ****6.03 - The Asylum (Level 3)****
-
- Puzzle: How do I reason with Ellen Prentiss?
- Room #: 2 (but wandering constantly)
- Solution:
- You don't. Ellen is beyond reasoning. If you don't kill her, she'll
- certainly kill you. When you do kill her, you will need to take her straight
- jacket.
-
- Puzzle: I get injured if I cast "Dimensional Rift" on the blue runes.
- Room #: 8 & 14
- Solution:
- The blue runes are traps; they cannot be opened.
-
- Puzzle: How do I open the secret door and get to the central part of the
- Asylum?
- Room #: 10
- Solution:
- Open the safe. This will reveal the hidden door.
-
- Puzzle: I can't get to the south-central part of the Asylum.
- Room #: General
- Solution:
- Go to room #5, and walk to either location "a" or "b". You will be
- teleported to room #24.
-
- Puzzle: Now I can't get out of the south-central part of the Asylum!
- Room #: General
- Solution:
- Press the button on the wall of room #24. It reveals a one-way secret
- door out of this section.
-
- Puzzle: Almost every door is locked, and none of my keys work!
- Room #: Many
- Solution:
- The locks on this level are electronic. Some of them can be opened by
- the Security Card (found in Level 3, room #33). The rest of the locked doors
- can be opened using the Remote Control (hidden in the chest of drawers in
- Level 3, room #43).
-
- Puzzle: How do I open the secret door to room #38?
- Room #: 37
- Solution:
- Pressing the button on the wall at location #37 will open it.
-
- Puzzle: I can't get to the center of the room to get the Hand of Glory.
- Room #: 43
- Solution:
- You must enter the room from the north. Each step forward that you
- take will also teleport you one square to the right. You'll eventually get
- there.
-
- Puzzle: Okay, fine: I've got the Hand of Glory, but I can't get to the chest
- of drawers to get the Remote Control!
- Room #: 43
- Solution:
- To get to the chest of drawers, enter the room from the west, and
- follow the same movement rules as when you got the Hand of Glory.
-
- Puzzle: Just what is the "click" I hear when I enter the cell with the
- plaque outside of it?
- Room #: 18
- Solution:
- If you read the plaque, you will see that no firearms are allowed
- inside the room. If you are carrying a pistol or rifle when you enter this
- room, it will automatically jam ("click!").
-
- Puzzle: Who or what is breathing behind the wall?
- Room #: 19
- Solution:
- That's Charles Wenlock, the occultist who's trapped in the Ethereal
- Plane. You can find him and talk to him by searching the Ethereal Plane, but
- he can never be rescued.
-
- Puzzle: I can't get past the force field.
- Room #: Eastern Corridor
- Solution:
- Wear the straight jacket you took from Ellen Prentiss. You'll be able
- to pass right through the force field.
-
- Puzzle: How do I open the doors which are nailed shut?
- Room #: Several
- Solution:
- None; you can't open them (get the idea?).
-
- Puzzle: How do I fight the screeching things?
- Room #: Many
- Solution:
- There is no easy solution to an encounter with a Bloodbeast. Run away
- if possible, or attack from a distance with ranged weapons or spells.
-
- Puzzle: How do I fight the little orange blobs?
- Room #: Many
- Solution:
- The Fire Spawn are made of just that; fire! A couple of shots from a
- Fire Extinguisher (found in Level 3 rooms #15 & #38) will kill them.
-
- Puzzle: Why do I keep dropping things?
- Room #: Many
- Solution:
- Because you picked up the Fungi in room #9. It is useless, so just get
- rid of it. You'll find that you won't have any problem with dropping your
- items afterwards.
-
-
- ****6.04 - The Museum (Level 4)****
-
- Puzzle: How do I get rid of the green slime things?
- Room #: General
- Solution:
- The Slimes will not harm you as long as you are carrying the Hand of
- Glory (found in Level 3, room #43). The Hand of Glory must be (a) lit and
- (b) in your hand (not in your briefcase) in order to be effective.
-
- Puzzle: The Hand of Glory keeps extinguishing! How can I keep it lit?
- Room #: General
- Solution:
- Level 4 is a drafty place, and occasionally the Hand of Glory will be
- blown out by the wind. When this happens, just use the Book of Matches to
- re-light the Hand of Glory.
-
- Puzzle: How do I get rid of the red crab things?
- Room #: General
- Solution:
- Getting rid of the Nightcrawlers involves several objects and actions.
- When you arrive at Level 4, you need to have the 3 Demonic Statues in your
- possession: the statue of Cartag (Level 1, room #1); the statue of Pthark
- (Level 2, room #6); and the statue of Scaruk (Level 3, room #30). Take these
- statues to The Room Of Power (Level 4, room #14), and place each of them on
- the display stand whose plaque matches the statue's name. Once you have done
- this, destroy each of the statues with a "Flames of Desolation" spell. All of
- the Nightcrawlers will then be banished from the material plane.
-
- Puzzle: How do I get the items off of the display stands which have no
- plaques?
- Room #: 22, 23
- Solution:
- In order to get these objects, you must place the correct name plaque
- on the stand containing the item in question. The plaques are located in the
- following rooms: "shuriken" (Level 2, room #31); "Eye of Abophmet" (Basement
- Level 1, room #19). A third plaque which is labeled "Mayan effigy" is in
- Basement Level 2, room #23. However, this item must be obtained in a different
- manner (as described below).
-
- Puzzle: How do I get the Mayan Jade Effigy?
- Room #: 1
- Solution:
- There is a plaque on the wall which simply says "right". The way to
- get through the force field is to turn so that the display stand is to your
- right, and then step sideways (to the right). You will then be able to take
- the Mayan Jade Effigy from the display stand.
-
- Puzzle: How do I get the Zulu Spear?
- Room #: 13
- Solution:
- There is a plaque on the wall which simply says "back". The way to get
- through the force field is to turn so that the display stand is behind you,
- and then step backwards. You will then be able to take the Zulu Spear from
- the display stand.
-
- Puzzle: How do I get the Zulu Shield?
- Room #: 25
- Solution:
- There is a plaque on the wall which simply says "left". The way to get
- through the force field is to turn so that the display stand is to your left,
- and then step sideways (to the left). You will then be able to take the Zulu
- Shield from the display stand.
-
- Puzzle: How do I get the Samurai Armor?
- Room #: 19
- Solution:
- You will notice that there are two "mon" symbols on the wall, but one
- of them is broken. In order to get the armor, you must rebuild the broken
- "mon" by placing the Metal Crescent (Basement Level 1, room #8) on the broken
- "mon". The force field will then disappear.
-
- Puzzle: Is there any significance to the daisho (funeral resting place)
- where the Katana is found?
- Room #: 18
- Solution:
- Yes. There are places on the stand for the Funerary Urn (Basement
- Level 1, room #9) and the Wakizashi sword (Basement Level 2, location #33).
- When these items are placed on the stand, the spirit of the dead Japanese
- warrior who once owned them gives the swords magical properties which make
- them more powerful weapons.
-
- Puzzle: How do I take the chalice in the Evil Temple?
- Room #: 24
- Solution:
- You can't, and attempting to do so will only injure you. However, if
- you examine the plaque on the left front pedestal, a secret compartment will
- open, and a map of Levels 1-3 will fall out.
-
-
- ****6.05 - Shotguns and Skeletons (The Mausoleum)****
-
- Puzzle: How do I get past the Zombie with the Shotgun?
- Room #: 3
- Solution:
- The best strategy is to move quickly into the second alcove on your
- left (location #2). Attack with a pistol or rifle by stepping into the
- corridor, firing a shot, and stepping quickly back into the alcove. A few
- shots should do it. The shotgun does a lot of damage, so defensive spells or
- armor will do much to increase your chances.
-
- Puzzle: I don't see any doors!
- Room #: 3
- Solution:
- All of the doors on this level are disguised to look like part of the
- wall. The auto-mapping feature of the game will show where they are. To open
- the doors, simply left-click them.
-
- Puzzle: I can't open the second door to the south.
- Room #: Corridor, south of room #6
- Solution:
- At the locations marked 4 and 5 there are Zombies which must be
- killed. Once they have been eliminated, 2 gold switches (one at location 4
- and one at location 5) will be revealed. Pushing each of these buttons once
- will unlock the south door.
-
- Puzzle: The Skeletons keep coming back to life!
- Room #: Many
- Solution:
- Skeletons, once killed, are reduced to a pile of bones on the floor.
- They will stay dead as long as they are not disturbed, but if you walk over
- the bones they will come back to life. In order to prevent this, the bones
- themselves can be destroyed by dropping a bag of Coffin Dust on them.
-
- Puzzle: There are too many Skeletons to fight at once.
- Room #: 19
- Solution:
- If you step on the switch at location 19, it will release all of the
- Skeletons on the level at once. Release them one at a time by opening each of
- the doors along the way. In order to get past the door at location 19, all of
- the Skeletons must be killed.
-
- Puzzle: I can't open the door at location 19.
- Room #: 19
- Solution:
- The door cannot be opened until all of the Skeletons are killed.
- Note: it is not required that you destroy the bones as well in order to get
- through the door.
-
- Puzzle: There isn't enough Coffin Dust to destroy all of the bones.
- Room #: Many
- Solution:
- Use the Coffin Dust sparingly; only use it on Skeletons which are
- killed in narrow corridors, or in areas in which you are likely to walk again.
-
- Puzzle: Is the Chapel significant in any way?
- Room #: 16
- Solution:
- Yes. If you put the Sheet Music (Level 1, room 32) on the organ, it
- will open a portal to the Ethereal Plan (gate #11).
-
-
- ****6.06 - Carrion, Stars, and the Karcist (The Egyptian Tomb)****
-
- Puzzle: These Carrion are relentless, and they can attack me through doors!
- What do I do?
- Room #: Many
- Solution:
- The Carrion attack with sound, so hiding behind doors won't work very
- well. If you are within earshot of them, they can harm you. They can be
- affected by any weapon or spell, but must be killed quick since they do quite
- a bit of damage. The best way to reduce the damage is to repair the Boom Box
- (Egyptian Tomb, room #30) with the Electronic Tool Kit (Basement Level 1,
- room #25). Turn the Boom Box on, and carry it around with you. While the music
- is playing, the accuracy of the Carrion sonic attacks is reduced.
-
- Puzzle: How do I open all of the locked doors on this level?
- Room #: Many
- Solution:
- The doors are not actually locked: they are magically sealed. There
- is no key to the doors, and they cannot be forced. You must unlock them by
- casting the "Key of the Shadow Lord" spell. (Some of the doors may require
- you to prepare the spell to a stronger level, or to cast it several times to
- open the door.)
-
- Puzzle: How did Carl Winthrop get down here, and why can't I communicate
- with him now?
- Room #: 4
- Solution:
- The person you see in this room is actually only an image of Carl
- Winthrop. He is here simply to guard the Ritual Robe. You cannot communicate
- with him: you must kill him in order to take the Ritual Robe.
-
- Puzzle: Why can't I cast any spells?
- Room #: 4
- Solution:
- Because you are carrying the Horned Skull. This object is cursed, and
- as long as you have it in your possession, it will render your magic useless.
- It has no purpose in the game, so just get rid of it.
-
- Puzzle: How can I avoid taking damage when I encounter the "E" symbol?
- Room #: Several
- Solution:
- There are two ways to avoid damage. If you are wearing the Ritual
- Robe (Egyptian Tomb, room #4) you will take no damage from the cult symbols.
- However, since the power of the symbols is strictly visual, you can avoid
- damage by approaching the symbols backwards or sideways so that you cannot
- see them.
-
- Puzzle: Why can't I see anything through the telescope?
- Room #: 10
- Solution:
- You must first open the skylight in the room (by clicking on it)
- before you use the telescope.
-
- Puzzle: What is the use of the telescope?
- Room #: 10
- Solution:
- When used in conjunction with the Astrolabe, you can banish Alberoth
- from the Material Plane. (Full details on this puzzle can be found under
- Section 6.08).
-
- Puzzle: How do I get to the center section of this level?
- Room #: 7, 15, 25, 32
- Solution:
- In each of the listed rooms, there is a pressure plate on the floor.
- You will need to enter each of the rooms (in no particular order) and step on
- each of the pressure plates once. (Don't step on any twice, or you will have
- to start the sequence over again!) When you step on the fourth plate, a
- doorway leading toward the center of the level will appear.
-
- Puzzle: I've stepped on the pressure plates, and found a series of rooms,
- but there still seems to be another room in the center of this level.
- Room #: 33, 35, 37, 39
- Solution:
- In each of the listed rooms, you will see a coin slot on the wall
- closest to the center of the map. In each of the coin slots, place one of the
- Chinese Coins (Level 3, rooms #1, #12, #13, #26, & #35). Once you have placed
- the fourth coin in the slot, the walls will disappear, revealing a room at
- the center of the level.
-
- Puzzle: What are the 5 bronze bowls in the center room?
- Room #: 41
- Solution:
- These are offering bowls for summoning the Karcist. To summon the
- Karcist, pick up the 4 Chinese Coins you used to open the walls (they will
- now be on the floor near each of the 4 exits). Place one of the coins in
- each of the 5 bowls. When the fifth coin is placed in the bowl, the Karcist
- will appear.
-
- Puzzle: How do I deal with the Karcist?
- Room #: 41
- Solution:
- The Karcist will attempt to talk to you before any battle takes place.
- Go ahead and talk; just remember that he is an expert liar, and don't believe
- any promises he makes to you. He is affected by all types of weapons and
- spells, but ranged weapons and spells are the safest. Keep moving and avoid
- his touch - it is his most deadly attack. The best strategy is to have the
- Heart of the Karcist (Level 4, room #15) with you when you confront him. He
- will ask you to give him the heart. DON'T! Instead, destroy it. This kills
- him instantly.
-
-
-
- ****6.07 - Downstairs (Basement Level 1)****
-
- Puzzle: How do I fight the Ghouls? They keep poisoning me!
- Room #: Many
- Solution:
- It is best to fight the Ghouls with ranged weapons or with spells. If
- they manage to bite you, they will inflict a poisonous wound which is
- eventually fatal. The poison can be counteracted by drinking a vial of
- Holy Water, or by successfully casting the "Elixir of Health" spell
- (Basement Level 1, room #24).
-
- Puzzle: The Rock Fiends are too tough to kill!
- Room #: Many
- Solution:
- Yes, they are tough to kill. Your best bet is to fight them with
- magic, or with weapons that do a high amount of damage (the Chainsaw, for
- instance). These creatures are also not terribly fast, so you can usually
- dodge by them without having to fight.
-
- Puzzle: The doors are disappearing as soon as I walk through them!
- Room #: Many
- Solution:
- Many of the doors on this level are one-way doors; there is no way to
- open them from the inside. Once you have passed into the northern half of
- Basement Level 1, the only way to get back to the southern half (without
- leaving this level) is down the corridor which runs south from room #9.
-
- Puzzle: I'm trapped in a room which has a door that I can see, but can't
- open.
- Room #: 4
- Solution:
- The door in the southern wall of the room is an illusion. You can
- simply walk straight through it.
-
- Puzzle: There are a lot of corridors that are just dead-ends.
- Room #: Several
- Solution:
- Always check the movement arrows on the screen when you reach a dead
- end: some of the walls are illusory. If this is the case, your forward
- movement arrow will be red, indicating that you can walk through the wall.
-
- Puzzle: What is supposed to happen in the Red skull-temple?
- Room #: 29
- Solution:
- This is one of the most important puzzles in the game, and it must be
- solved in order to win. This is the room where you must create the Eye of
- Agla.
- The first step is to place the Vanity Mirror (Basement Level 2, room
- #8) into the beam of light. The light will be reflected. (You may have to
- adjust the positioning of the mirror in order to get the light to reflect at
- the proper angle.) Once the light has been deflected properly, a stone pillar
- will rise up in the center of the room. You must then place the Meteorite
- Fragment from the Sea Daemon temple (Basement Level 3, room #24) into the
- opening in the stone pillar. Magically, the Eye of Agla will be created. You
- must then take the Eye of Agla, and have it with you when you prepare to meet
- Belthegor in the final confrontation.
-
- Puzzle: How do I get into the room that screams?
- Room #: 16
- Solution:
- You can't. There is a teleporter in the doorway which transports you
- out every time you try to enter.
-
- Puzzle: How do I open the safe?
- Room #: 25
- Solution:
- The same key that opens the safe on Level 1 (the Security Key:
- Level 1, room #5) will open this safe as well.
-
- Puzzle: A "feeling of dread" is preventing me from moving.
- Room #: 9
- Solution:
- You have to fool yourself into moving where you want to go in this
- room. You can only move by using the sideways (left and right) movement
- arrows.
-
-
- ****6.08 - The Sub-Basement (Basement Level 2)****
-
- Puzzle: No matter what I do, I can't get past that thing at the bottom of
- every stairway.
- Room #: 12, 22, 36
- Solution:
- This is Alberoth, one of the evil deities. He is very powerful, and
- cannot be killed by any means. He can, however be removed from the material
- plane. In order to do this, take the Astrolabe (Basement Level 2, room #31)
- to the observatory (Egyptian Tomb, room #10). Open the observatory doors, and
- place the Astrolabe on the telescope. Alberoth will depart the material plane
- and you will be able to safely enter and leave Basement Level 2.
-
- Puzzle: If I have to use the Astrolabe to gain safe entry to Basement Level
- 2, how do I get the Astrolabe FROM Basement Level 2?
- Room #: 31
- Solution:
- There is a trap door in Basement Level 1, room #26. What you must do
- is fall through this trap door. You will find yourself slightly injured, but
- you will end up in Basement Level 2, room #34. From here you can proceed
- easily to room #31 and retrieve the Astrolabe. In order to get back out of
- this level, go to the stairway in the southeast corner and quickly rush past
- Alberoth. You should be able to make it. Otherwise, you can take a quick
- shortcut to a different level through the Ethereal Plane, via the open portal
- at location #37.
-
- Puzzle: How do I deal with the worms?
- Room #: Many
- Solution:
- The Death Leaches are fairly easy to avoid, as they always move in an
- easily determined, set pattern. However, they can be most easily killed by
- loading the Savage .311 Shotgun (Basement Level 1, room #18) with Rock Salt
- and firing it at the Death Leach. Two shots are usually sufficient. Rock Salt
- is found at various locations on Basement Levels 1 and 2.
-
- Puzzle: How do I deal with the bat-winged creatures?
- Room #: Many
- Solution:
- The Hellions are affected by any normal weapon or by magic. However,
- the easiest way to fight them is by carrying the Assegai (Level 4, room # 13)
- and the Zulu Shield (Level 4, room #25). Both objects, carried in one hand,
- will decrease the accuracy of the Hellions' attacks. You can attack them with
- the Assegai while holding the objects in this manner.
-
- Puzzle: How do I get that book in the center of the big room?
- Room #: 19
- Solution:
- You can't. There is a teleporter just inside both doors which will
- teleport you to room #35 if you attempt to enter.
-
- Puzzle: How do I get to the Wakazashi?
- Room #: 33
- Solution:
- You must enter the corridor to the immediate west of location #33. If
- you walk into this small corridor, you will be teleported right to the
- Wakazashi.
-
- Puzzle: How do I get to the Mogana Leaves?
- Room #: 4
- Solution:
- There are multiple teleporters in the room which change your position
- and facing. The pattern is easily discerned by watching the on-screen map.
-
- Puzzle: I can't get to location #16 for some reason...
- Room #: Corridor south of 16
- Solution:
- There are two spinner traps in the corridor. The first one will spin
- you around 180 degrees and move you north. If you step forward again, you are
- back where you started from! The secret is to step backwards once the first
- spinner has turned you around. The second spinner will then turn you back
- towards location #16.
-
-
- ****6.09 - Servitors and Sea Daemons (Basement Level 3)****
-
- Puzzle: How do I get past the Sevitors?
- Room #: Many
- Solution:
- The Servitors cannot be killed by any normal weapons; you must use
- either magic or the Sacrificial Dagger (Basement Level 3, room #13).
- However, the best way to deal with the Servitors is not to kill them, but to
- blend in with them! If you wear a Dead Squid (Basement Level 2, room #14;
- Basement Level 3, room #6) and a Servitor's Robe (Basement Level 3, rooms #6
- & #19), the Servitors will not attack you (unless you attack first).
-
- Puzzle: Is there any way to get from the northwest half of the level to the
- northeast half?
- Room #: General
- Solution:
- No. You must go up to Basement Level 2 and go back down using the
- northeastern stairs. Once you enter the northeast section of Basement Level 3,
- you can bang on the gong at location #15. This will open the secret door which
- connects this area to the northwest section. (Make sure you are disguised when
- you ring the gong, because it also attracts Servitors!)
-
- Puzzle: There are several locked rooms where none of my keys will work!
- Room #: 6, 17
- Solution:
- These particular doors have no keys, and cannot be opened by forcing
- them. You must use the "Key of the Shadow Lord" spell (Level 3, room #38) in
- order to open them.
-
- Puzzle: I seem to be trapped in a cell of some sort...
- Room #: 2
- Solution:
- There is a button on the wall which will reveal the one-way door you
- entered, allowing you to leave. The button also summons 2 Servitors to the
- cell, so make sure you are disguised or ready to fight.
-
- Puzzle: How the heck did I get back to Level 1?
- Room #: 1
- Solution:
- There is a teleporter in the center section of the northern wall of
- room #1. If you step into it by mistake, you will be teleported to Level 1.
-
- Puzzle: How do I get to the southern half of this level?
- Room #: 8
- Solution:
- If you go to the end of this "L" shaped room, you will notice that
- your forward movement arrow will still be red. Simply walk right through the
- wall.
-
- Puzzle: I made it to the southern half - but now a giant jellyfish is
- attacking me!
- Room #: 9, 33
- Solution:
- This is Melchoir, one of the deities. Like Alberoth, he cannot be
- killed or harmed in any way. However, as long as you are wearing the Golden
- Torc of Gothua when Melchoir is around, he will not attack you (unless you
- attack him first).
-
- Puzzle: All of the doors in the green caves are locked, and none of my keys
- will work.
- Room #: Many
- Solution:
- The doors in this section require a very special key. To unlock the
- doors, use the Shrunken Head (Level 1, room #20) as a key.
-
- Puzzle: How do I deal with the Sea Daemons?
- Room #: Many
- Solution:
- The Sea Daemons can be fought with any weapon, but the best way to
- deal with them is to avoid them. They will not attack you if you burn incense
- made from Mogana Leaves while in their presence. To make the incense, take
- the Mogana Leaves (Basement Level 2, room #4) and grind them into a powder by
- putting them in the Mortar and Pestle (Basement Level 2, room #29). Put the
- powder into the Incense Burner (Basement Level 2, room #5) by dragging the
- Mortar and Pestle onto it. When you are entering an area with Sea Daemons
- present, light the Incense Burner using the Book of Matches (Level 2,
- location #15; Basement Level 2, location #21). As long as you carry the lit
- Incense Burner in your hand, the Sea Daemons will not attack you (unless you
- attack first).
-
- Puzzle: I keep getting teleported to Basement Level 1!
- Room #: 25
- Solution:
- Don't step into alcove #25! It's a teleport trap.
-
- Puzzle: I'm in the Sea Daemon Temple, but where is the Meteorite Fragment?
- Room #: 24
- Solution:
- There is a dome in the center of the room. If you have examined,
- poked at it and prodded it, you will discover that it produces an F-sharp
- musical note when struck. As you may have guessed, the Meteorite Fragment is
- inside the dome, and you must break the dome to get it. To break the dome,
- blow on the Crystal Flute (Egyptian Tomb, room #26). This will shatter the
- dome and reveal an opening. The Meteorite Fragment is inside. Drag the opening
- with the mouse cursor to retrieve it.
-
- Puzzle: I keep getting zapped by the electricity when I try to take the
- Meteorite Fragment!
- Room #: 24
- Solution:
- It's all a matter of timing: time your attempt so it coincides with
- the power surge (not when the surge has stopped!). You should then be
- successful in your attempt.
-
- Puzzle: Where does the cave opening lead?
- Room #: 29
- Solution:
- The cave opening is actually the easiest entrance to the Astral Plane,
- where Belthegor resides. Stepping through the opening will teleport you to
- location #2 on the Astral Plane.
-
-
- ****4.10 - The Ethereal Plane****
-
- Puzzle: How can I keep from being injured when I enter the Ethereal Plane?
- Room #: N/A
- Solution:
- You will always take some damage when you enter the Ethereal Plane,
- unless you are carrying the Mayan Jade Effigy (Level 4, room #1). If this
- object is in your hand when you enter the gate, you will not be injured as
- you step through.
-
- Puzzle: Why can't I enter all of the spinning cubes?
- Room #: N/A
- Solution:
- Each of the spinning cubes corresponds with one of the red runes or
- open gates somewhere in the house or on another plane. The cubes which you
- cannot enter correspond to a rune which has not yet been activated (opened by
- casting the "Dimensional Rift" spell on it). You cannot open the gates from
- the Ethereal Plane.
-
- Puzzle: Melchoir, the giant jellyfish is back again.
- Room #: N/A
- Solution:
- On the Ethereal Plane, Melchoir guards the gate which leads to the
- Astral Plane. As before, if you are wearing the Golden Torc of Gothua,
- Melchoir will not attack you.
-
-
- ****6.11 - Showdown With Belthegor (The Astral Plane)****
-
- Puzzle: Why do I keep getting transported to other levels of the house?
- Room #: N/A
- Solution:
- The small, spinning cubes on the Astral Plane serve a similar function
- to the spinning cubes on the Ethereal Plane; however, on this level they are
- wandering the corridors rather than being stationary. Make good use of the
- alcoves and niches on this level to determine the movement patterns of the
- wandering gates, and time your movements so that you do not come into contact
- with them.
-
- Puzzle: There's a force field blocking my way, and I can't get past it!
- Room #: 3
- Solution:
- In order to pass through this force field, you must be carrying the
- Eye of Agla in your hand. Details on the Eye of Agla can be found in the
- puzzle solutions for Basement Level 1.
-
- Puzzle: I've explored the entire area, but there is no door to Belthegor's
- lair.
- Room #: 4
- Solution:
- Once again, the secret is to watch the movement arrows. When you are
- outside Belthegor's lair, all you will see is a blank wall; however, you will
- be able to simply walk through it.
-
- Puzzle: Belthegor doesn't seem to be affected by any of my weapons at all,
- and he kills me right away!
- Room #: 4
- Solution:
- Fighting Belthegor requires some preparation. First, you must be
- wearing the Golden Torc of Gothua, and you must possess the Eye of Agla.
- Before entering, cast as many defensive spells as possible.
- Belthegor is not affected by any physical weapon; you must fight him
- with magic. Prior to entering his lair, prepare an offensive spell to the
- highest possible level ("Flames of Desolation" seems to work well). Heal
- yourself to full health, and bring your magic level up to full power. When
- you enter the lair, Belthegor will appear from a bottomless vortex, and will
- begin to attack immediately. As soon as you see him, begin your attack, and
- don't let up. Be prepared to cast an occasional "Elixir of Health" spell, or
- heal your self with a First Aid Kit if the battle starts to go badly.
- Belthegor is a difficult opponent, but if you attack ruthlessly and quickly,
- he can be destroyed.
-
-
-