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daemonso.txt
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1996-12-09
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You must talk to the people on your
own. This is to provide an outline
for the story, but you won't have
the complete picture unless you
talk to people yourself. Despite
that most people are generic, the
innkeepers tend to be more
knowledgable.
Remember, that even though you can
probably skip through some parts of
the game, things are event driven.
Meaning certain things and people
won't be in certain locations
unless something gets accomplished
first. For example, Abdula won't be
in Morgan until you chase him off
Barchetta.
STARTING OFF
You start the game off at the
"Pigge and Ballbearing" inn in the
besieged city of Tormis. Look
around you and talk to the several
characters in the inn. You should
pick up two companions here, Anvil
and Jeremiah. Both of them are
excellent fighters. It is also
suggested that you rest here, and
bring your primary weapons skills
to the max. Also, at the first
opportunity teach (and bring up to
the master level) Gustavus the
skill of lock picking. You will be
doing a lot of that in the game,
and it will free up your party from
dragging an otherwise useless thief
along. You should also locate the
Mercenary Guild in Tormis. Go
there, and pick up Dark Sky
(awesome fighter), and Cyless. You
can also pick up Grom and Grim, the
two thieves, but they generally
suck. Its a good idea to ask
someone about inns, to get names
and relative locations of all the
city's inns.
PART I: TORMIS
Your mission is to get the hell out
of Tormis. Not an easy task
considering the city is surrounded
by Daemonic Hordes (TM), and you
cannot just walk out the front
gates. You should walk around and
ask about Thieves or Thieve's Guild
(a good idea is to ask a guard or
a jailor or any other "government"
figure) until you get the message
that you should go find Moll in the
"Harvester of Sorrow" inn. Go there
and find Moll. Ask her about the
Thieve's Guild. She will tell you
to wait till midnight the next day.
Just buy lodgings and rest till the
appropriate time (anywhere past the
midnight of the next day is fine,
Moll will wait for you), talk to
Moll again. Follow her a few blocks
north, and she will take you to the
current leader of the Thieve's
Guild. The leader will tell you
that one Travis Sewer breath, is
being held in a city jail, and you
gotta spring him. Go to the sewers
beneath the Thieve's Guild and take
them to the city jail. You will
have to fight a few guards, but
they are quite easy (don't forget
to take the guard's weapons for
some $$$), free Travis. Travis will
tell you to meet him at the
"Harvester of Sorrow".
Meet him there, and he will tell
you that he wants you to get
Heinze's ring off the current
Thieve's Guild leader. Go to the
Thieve's Guild and the leader will
attack you. Kill him, collect the
ring, go to Travis, give him the
ring. Travis will give you a key to
a passage outside. You can also
take Travis along if you want. He
has some useful abilities, but he
isn't much good in the long run. Go
back to the Thieve's Guild, go
downstairs, and head through the
locked door in the west part of the
sewers. Unlock the door and
continue down the passage You will
make it outside. You can revisit
Tormis as often as you want. Now
you have to start heading for
Attiea, which is to the far north
west of Tormis. Also, you might as
well buy some Black Blower Ale from
the "Dark horse Brewery" as you
shall need it later on.
PART II: ATTIEA
Now, that you arrived in Attiea,
ask around about Elsopeans. You
will be told that there is one in
the "Quaffing Pig" inn. This inn is
right north of where you first
enter the town. When you go to the
inn, ask the owner or a barmaid
about Elsopeans. They will tell you
that he is gone but his servant
Theodore Mcalstre is still around.
Find Theodore in the same inn, and
ask him about Elsopeans. He will
tell you that his master, Alathon
has been abducted by Hellast (the
ruler of Attiea) and that only the
Warriors of Light can help you. Ask
him about Warriors of Light, and he
will tell you a key phrase
Incontinence. Go to the "Laughing
Heretic" inn, which is on the east
side of the main road leading
through the walled part of Attiea.
Talk to the barkeep about
Incontinence. He will tell you to
go to the leader of the Warriors of
Light, through the fake wall by
a cuckoo clock. Talk to the leader,
Francisco Antonio, about Alathon,
and Hellast. Leave his secret room,
and you will be captured by the
Attiean secret police. They will
put you in a jail cell. In the jail
cell pick up the lock picks on the
bed, use them to get out of your
cell. Since you have been stripped
of your possessions, find them;
they should be all on a table in
the north west corner of the jail
compound. Now, get out of the
compound. Head towards the north
eastern part of the city, where
Hellast's palace is. Enter the
palace (note: just about everyone
in the palace will attack you) and
find Hellast (he is in the south
western part of the palace), kill
him, and Alathon will teleport
himself away, saying he will meet
you at Jornuli Point. Now get out
of the city, and head for Dryleaf;
a port city on the west coast, far
to the north of Attiea.
PART III: JORNULI POINT
When you enter Dryleaf, find the
tavern, which is located just east
of the marketplace, and talk to the
ship's captain there. Pay them for
a passage to Jornuli Point.
Remember to click on the price
while conversing, to buy the
passage. Leave Dryleaf, and board
the ship. Note: you may be attacked
by several assassins on the way to
Jornuli Point. When you arrive, in
Jornuli, go to the scholar's hostel
to the east of the main entrance,
there you will find Alathon. Talk
to him. He will tell you to obtain
his master's notes from
Tan-Eldorith in the far Elsopea.
You can also see the dean of the
scholars of Jornuli, he is in the
most south eastern building in the
city. He will give you some items,
and he can provide information on
almost any subject. Prepare well
for the journey ahead, for its
a long one.
PART IV: TAN-ELDORITH
You must venture far south.
Preferably hugging the east coast,
move south until you find the city
of Tan-Eldorith. In the centre of
the city, on top of a tower is the
Daemonsgate. You cannot do anything
about it just yet. The notes you
seek are difficult to locate, they
are in the Elsopean Academy of
Magic building. It has a lot of
pentagrams drawn on the ground.
There is a large daemon sitting on
top of the notes so you can't see
them until you kill him. Get the
notes and get out. Return to
Jornuli Point. Go to where Alathon
was staying, and talk to the maid
about him. She will tell give you
a note that will say he left for
Trade Town. In Trade Town you can
also pick up Two edge, an awesome
magic user. Return to Dryleaf and
head north along the western coast
until you come to Trade Town.
Alathon is in the inn in the very
north eastern part of town. Give
Alathon the notes, and he will tell
you that you need to find out about
a device called "Matrix
Configuration". A set of 5 magical
towers created by the Kzzir, which
when activated form a barrier, that
would prevent daemons from
reinforcing their armies at Tormis.
If you activate the barrier,
Alathon may be able to help you
shut the Daemonsgate. Alathon also
hints that you need to find
a mystical capital of the creators
of "Matrix Configuration" -The
Yelda. Yelda promises to hold the
answers to how the "Matrix
Configuration" is operated.
A proper way to search for Yelda is
to return to Jornuli Point and
inquire about Kzzir. That would
yield information about one Roberto
Zildar in Vorsai, who is an expert
on the subject. You can skip that
part, and move straight to
Vorsai-a city north of Tormis just
west of the Sisters (mountain range
north of Tormis).
PART V: THE SEARCH FOR YELDA
Upon arriving in Vorsai, search out
Roberto Zildar (if you want, he is
in the central library) and inquire
about Yelda. He will tell you that
a book called Examination of Elder
Races is in possession of Ludovic
Gruber. He lives in the eastern
part of the town. You can also pick
up some rumours saying that Gruber
is an experimenting daemonologist.
When you go to Gruber's house you
will find his diary, and a book
called Codex Deamonicus which when
read can bestow Spirit Lore on the
reader.
NOTE: If you examine this book, you
will get information about
Holtsweig's
Staff. This is a subplot and can be
skipped.
THE STAFF SUBPLOT
Ask around about the owner of the
staff (Moebius Holtsweig) and you
shall be told that he was last seen
at Sayville Town in the middle of
the stumps (small hills that fill
the centre of the continent) go
there, and inquire about him.
You will be directed to his house,
and therein you can pickup a rusty
amulet and his diary. Read the
diary and it will tell you that he
ventured to a barrow, and never
returned. Ask around for the
location of the barrow, and you
will be told its south east of
town. Go there (on the map it looks
like a clump of trees) and open one
of the tombs (only one opens) with
the rusty amulet. Go in, and you
will have to fight a ghost prince
and his ghost cronies, including
the ghost of Moebius. After the
fight you can retrieve his staff,
which can be used to banish
daemons.
Now, you have to go to Gruber's
basement, and as you go towards
east, you will encounter a Daemon
Lord - Lab. He is very powerful,
and unless you have a powerful
weapon, such as an Elemental Sword,
you have to successfully run away
on him. In the chambers beyond, you
will find the book. Upon its
examination you will find that it
hints Cooltag's Rest to be the
location of Yelda. Go there
(Cooltag's Rest is in the middle of
the stumps, slightly west). Once in
Cooltag's you will find out from
people that the mines are closed
due to mysterious hauntings. Gather
gossip about an alleged affair
between Francisca Whiplash and the
mayor of the town. Confront the
mayor with the information (you may
have to talk to him a few times,
and/or talk to his wife). He will
give you the key to the mine.
Go to one of the warehouses near
the mines, and retrieve one
lubricant and one lead weight. You
can get the weights in the mayor's
office, too. Enter the mines, go
down to the third level (use the
lift) of the mines, and in the
eastern part, you will find Yelda
through an illusionary wall (it is
kind of obvious, though). You way
will be blocked by a rusty door. In
the inventory screen, use the lead
weight and the lubricant on it. Go
through and explore till you find
a book called Translation Notes.
Therein, you will be told that the
first temple of the "Matrix
Configuration" is on the island of
Scaeth. Go to Pestur's Wake.
(Pestur's Wake is on the eastern
coast, in the north)
PART VI: THE FIRST TEMPLE
Once you go into Pestur's Wake, you
should be met by a messenger from
Councillor Pestur. He will want you
to meet him in a "Broone's Bane"
inn. Go there, and follow the
messenger to Pestur. Ask the
councillor about Scaeth. He will
tell you that he wants you to do
a mission for him, and rescue
a lost diplomat - Hans Middle
thorn. He will tell you about the
situation in Essam (on Scaeth) and
how he intends to restore order by
completing the Wheel of Essam
(which is in fact the Matrix
Tablet-a device needed to activate
the temple) a piece of which is
held by each of the three main
gangs on Essam. He will now provide
you with a piece of the Wheel of
Essam (which is actually fake) and
transportation to Scaeth. You will
also be told that the diplomat was
last in Hotel Essam. Take the ship,
go to Essam. Find Hotel Essam
(North of the central market),
inquire about Hans Middle thorn,
you will be told that he went for
a meeting in "Spiting Camel" inn
(which is by the southern docks).
Go there ask about him, and you
will be told he met with Gray
Stalkers, but was captured by
someone else. Now, go to the Gray
Stalkers headquarters, and ask
about him. They will tell you he
was captured by the Assassins
Guild. Go to the Silver Garrote,
and ask the proprietor about Hans.
Pay for his release. Go upstairs,
talk to Hans. He will meet you at
Gray Stalkers HQ. Go there, and you
will be given 3 letters to be taken
to leaders of the other 3 gangs.
Use the underground tunnels beneath
the Gray Stalkers HQ to visit the
other gangs HQ. Give the letters to
the messengers (the people that
talk to you) and make sure you
stick around till they tell you
that the message will be received.
Once all 3 are delivered go back to
Hans, and he will to meet the
leaders at the city graveyard. Go
there, find the leaders (in the
north part of the graveyard) they
will attack you. Kill them, and
collect their 3 pieces of the
tablet. ( Hans will offer to join
you now, let him in if you want).
Now walk around and ask around
about the Wheel of Essam until
someone mentions that the leader of
Silver Talons lost a piece. Ask
about Silver Talons, and make sure
that you get the name Joolz the
Blade before you leave Essam.
Leave Essam, find the temple on the
south end of the island (its
a small skull on the map) and tell
the Jolly Beardy Man that he is
"Joolz the Blade". He will give you
the real 4th piece of the tablet
(the Bannar). Go to the top level
of the temple and drop all 4 pieces
on the top of the column (right in
the centre of top level). Now the
temple is active, and you will
receive the location of the next
one, on the island of Garl east of
Anchor.
PART VII: THE SECOND TEMPLE
Go to Anchor (which is on the east
coast, south of Pestur's Wake) and
you will be met by a messenger that
will ask you to come along to Lord
Hooley. Follow him, and ask Hooley
about Garl. He will ask you to
retrieve 3 items from Eloran.
A document, a coin mould, and
a notebook belonging to Karlos
Slumm. Go to Eloran (which is south
east of Anchor) and find the
Foreign Offices building (its in
the centre of the town) and get the
document from one of the desks
there. Now go to "The Prince" inn,
and inquire about coin moulds (you
can retrieve one yourself, from the
royal mint of Eloran but you may be
forced to a fight) and someone will
offer to get them for you for
a price.
Pay them, and meet that person in
the south east corner of the town,
outside the gate to the slave pens.
You will get your mould. Now comes
the hard part. Go to the Eloran
jail, and ask about Karlos Slumm,
they will tell you he was
transferred to the slave pens. Go
to the slave pens, and (during the
day) you can find a guy named
Theodore. Ask him about Slumm, and
he will tell you that he can check
his ledger (for a price) do that
and you will find out that one
Peter Helbar bought him. Go to the
"Forgotten Heroes" inn and ask the
rumour monger Erwin about Peter. He
will tell you that he hangs around
that inn often. Find him, and ask
him about Slumm. He will tell you
that he gave him to Joseph Traal-a
slave trader. An alternate way to
get the topic of Joseph Traal in
your vocabulary is to go to "The
Prince" and ask a girl named Ferrit
about Peter Helbar. Either way, you
must ask Ferrit about Joseph Traal.
She will tell you that he went to
Halfway with his slave caravan. Go
there (its located between Tormis
and Eloran) and inquire about him
in the local inn. You will be
directed to Graybrook. Its a city
on the west coast, barely north of
Tormis. Go there, and once again,
inquire about Traal. Now you will
be told to go to Attiea. Go there
and ask about Traal, and you shall
be told that he went on to Dryleaf.
Go there, and ask about him again,
you will be told to ask Arienne
Toogal. Ask her about him, also ask
Ivan Helmhand (captain of the
Northern Rangers-located just east
of the Dryleaf's only inn) about
Traal. You won't be told anything
conclusive, so go to Trade Town and
ask people there about him, then
you shall be directed to his villa,
just east of Trade Town.
Go there, and you will find
Traal's journal in a house in the
south west of the compound. Upon
examining it, you will find that he
is immortal now, and only a spider
can kill him. Get the spider dagger
from the bed nearby, and proceed to
the north of the building. There
you shall find Traal. Kill him, and
retrieve Slumms notes.
If you want you can turn in the
Traal's Journal to Ivan Helmhand in
Dryleaf for a lousy reward. Return
to Anchor. Return the items to
Hooley in Anchor. Board the ship he
gives you. Go to Garl. Go to the
tower there, and you will encounter
a mad scientist who will want
a brain in exchange for a Matrix
Tablet he is holding. Make sure you
get the topic of bodies before your
return to Anchor. Go back to
Anchor, and visit the Medical
College. Ask the dean of the
college (he is in the eastern
building of the college) about
bodies. He will tell you that he
obtains them from one Axel
Forkbeard. Ask around, and you will
find out that he is hanging around
the "Daemon Bell" inn. The "Daemon
Bell" and "Black Spot" are both in
the south east of town near the
docks there, with "Black Spot"
being just slightly north east of
the "Daemon Bell". Go there, and
talk to Axel Forkbeard about
bodies. He will get pissed off, and
tell you off. Then he will send
some heavies to rough you up. After
dealing with them, go to the "Black
Spot" tavern, and take the stairs
down to the passage to the
lighthouse. Take the passage, and
in the lighthouse you will find
Axel, and his cronies. Beat them,
get the brain from the floor, and
Axel's notes (which you can bring
to the medical college for a lame
reward). Return to Garl, give the
brain to the mad doctor. He will
give you the tablet. Go to the
temple (just south of the tower)
and drop your tablet in the centre
of the top level again. The
location of the next temple (in the
Border Peaks) will be shown.
PART VIII: THE THIRD TEMPLE
This is probably the easiest
temple. Go to the Border Peaks
(a massive range covering the most
of the south and Elsopea) and in
them find a large lake, which has
a village beside it (if you find
Hope-the stronghold of the Hillcats
-where you can pick up Shadwell for
a valuable addition to your
fighting force -then you are quite
close). It is almost in the centre
of the border peaks. Enter the
village. You will find its quite
burned down, but in the east part,
there is a large, black building.
Enter it. Find your way to its
centre, and talk to the Kzzir
leader there. He will tell you that
he needs an energy crystal from the
middle level of the temple. Go
there, and after a few fights you
should be able to reach the
crystal. Return it to the Kzzir. He
will give you the Matrix Tablet. Go
to the third level, and use it in
its centre (just like the previous
two temples). The temple will
become active, and the location of
the next one (on the island of
Barchetta) will be revealed. Go to
Dryleaf. Ask about Barchetta, and
take the ship to Mashan, the city
on the island.
PART IX: THE FOURTH TEMPLE
The city of Mashan is ruled by
pirates. Gather enough rumours to
get the topic of Rebel Pirates in
your vocabulary. Now find the
leader of the city, Friday the
Sword (he should be in the middle
of the town, in the town keep) and
ask him about Rebel Pirates (make
sure you have Abdula in your
vocabulary before you leave him)
and about Skull Mountain (you
should have this topic from the
Translation Notes). He will tell
you about the Catacombs. Ask him
about those, and in turn, he will
tell you that the key to the
catacombs is with the jailor, Bruno
of Mashan. Go to Bruno, and ask him
about the Catacomb Key. He will
give it to you, and since the
entrance to the catacombs is in the
keep, return there and enter them.
Make your way roughly towards the
south eastern corner of the
catacombs. You should find the exit
to the main part of Barchetta
there. Explore Barchetta down the
eastern coast until you find
a small port. Enter it, for its the
hideout of the Rebel Pirates. Fight
the guy right in front of the exit
(Gus the Helmsman), and you will be
told that Abdula sailed away, with
the Matrix Tablet needed to
activate the Skull Temple/Mountain
west of the port. Now, you must
return to Dryleaf. Ask around
Dryleaf about Abdula. You will be
told to ask a scholar. Ask any
scholar in any town, and you will
be told that this sort of
information can be obtained through
a Daemon Oracle. You can buy those
at any major store for a hefty
price. Use it. BUG WARNING: THE
DAEMON ORACLE CAUSED MY SYSTEM TO
CRASH Thus, I had to search blindly
for Abdula. Go to Morgan, a small
fishing village, just south of
Dryleaf. Go to the inn in that
village. In the backroom of the
inn, you will notice a person that
looks like your party. Talk to that
person (named Ulweyrn) about
Abdula. It will turn out that this
person is in fact Abdula, and you
will be attacked. After the fight
collect the Matrix Tablet, and
return to Mashan, go through the
catacombs again, and install the
tablet in the temple like you did
before (third level, middle-top of
energy column). The location of the
last temple will be revealed to be
on the island of Soramuth. Return
to Dryleaf.
PART X: THE FIFTH TEMPLE
Once you returned to Dryleaf, go to
the local inn, and find the man
called Harald Half Troll. Talk to
him about Soramuth. Give him the
Blower Ale you obtained from the
"Dark Horse" brewery in Tormis.
Board his ship, and you will be
attacked by a Leviathan on your way
to Soramuth. After you wash up on
shore, follow the western coast,
until you come across a tower.
Enter it and talk to the man inside
it. Ask him about Skull Mountain.
He will tell you that he will give
you the tablet needed to activate
it, if you accomplish a series of
tasks for him.
He will tell you that the first
task is to deactivate the Leviathan
(which of course is basically
a submarine). The way to do this is
to shut off the valves inside it,
in a specific order.
To do that enter the underground
complex beneath the tower. First of
all, you will have to retrieve
a set of keys to access the
Leviathan. They are in a room, in
the north part, marked "Gorak
Halan". Next, proceed to the south
eastern part of the complex and use
the keys on the door, to get to the
Leviathan. Once inside, go to the
central console, and the screen
should turn to display of symbols
with gauges beside them. Clicking
on a symbol will disarm that
particular part of the Leviathan.
You're expected to disarm the
valves in the following order:
Armory Systems, Energy, Navigation,
Propulsion, Air Ballast, Brain.
I will try to draw in ASCII what
those symbols looked like, however,
yo can deduce it for yourself, for
the same symbols are used by doors
to rooms that store certain items
(example: the Armory symbol is used
by the door to a room full of
weapons).
`Armory Systems:
` O <-its just a circle
`Energy
` || | <-2 bars, 1 thick,1 thin
`Navigation
` X <-almost like "x" with .
`Propulsion a flag on end
`___ | | __|_|
`Ballast
` |
` O <-a circle with a line
` above it
`Brain
` F <-looks almost like letter F
Once you disarm the Leviathan,
return to the man in the tower. He
will ask you to close off some air
vents. This is done by finding the
keys marked I, II, III, IIII and
using them to LOCK the doors with
the matching markings. Once all
four doors are locked, return to
the man for your final task, which
is to blow up a dyke. To do this,
you must find several items in the
compound below tower: a wire fuse,
a gunpowder, a cork, and a clay
jar. All the items are there,
although they are a bit strewn
about. Use the gunpowder, fuse and
cork to create a bomb, and use the
bomb by the dyke (which is next to
the Leviathan). You will have a few
minutes to make it back up to the
tower, before the bomb explodes!
Hurry back to the man, to receive
the Matrix Tablet and a Jet Statue.
Go to the temple (slightly north of
the tower) and use the tablet in
the manner you used the previous
ones. Now use the Jet Statue to
return to Dryleaf. You have
activated the Matrix Configuration!
PART XI: THE SEARCH FOR ALATHON
Go to Trade Town, to the inn where
Alathon was staying. Ask the
barkeep about him. You will be told
that he went to an inn in the
Campps, called "Master of Puppets"
and that you're supposed to ask the
proprietor about a keyword Rabbits.
Go to the city of Slime (which is
the easternmost city right below
the great Wall) and find the said
inn. Ask the barkeep of Master of
Puppets about Rabbits and he will
tell you that Alathon left with
a group of Njord Wolfraven's people
to go to Rowche. Go to Rowche
(first city west of Slime) and find
the inn there, go in and Njord
Wolfraven will hand you a message
from Alathon. Read the message, and
go to Hajak (Hajak is west of
Rowche), and find the house of
Svein McDoogal (its more less in
the centre of the town). Talk to
Svein about Njord Wolfraven. When
you leave you will be attacked by
him. Slay him, and you will be
attacked by Njord Wolfraven (turns
out he tricked you to slay McDoogal
for him-there is no way to avoid
it). This is a tough fight, so
prepare well before you do it. Slay
him, and pick up his notes and his
magical axe, Groinsplitter (not
a bad weapon). Read his notes. Now
you know you have to search out
Edric in Eloran to find Alathon. Go
to Eloran. In Eloran, you will have
to find the house of the family
Torano, that's where Edric is. As
you as you find him, he will
teleport away, after telling you
that Alathon is dead. Go around the
house, and find a bottle on a desk
in the north-westernmost room, pick
it up (it may be slightly hidden,
so just use the pick up option by
that desk). Alathon will float out
of the bottle, and tell you he has
been killed, and his spirit is
trapped in the bottle. Now you will
be told how to shut off the
Daemonsgate: you will need a Lore
Master that is willing to sacrifice
himself (that would be Alathon in
the bottle) and a Daemonologist
capable of summoning a Daemon
Prince. You will also be told to
search out the sword of Karadith
from the Elsopean city of Helladi.
Your first order of business should
be to get a Daemonologist to join
your party.
You will told that a Daemonologist
lives in Dryleaf. Go there, and in
the first row of houses
(northernmost) in the westernmost
house lives one Nikolause Krippe.
He will tell you that he shall join
your party if you bring him a book
called Summoners Almanac. This book
is in possession of a Daemonologist
living in a tower just north of
Tormis. Go there, and the book is
lying on the floor there. Pick it
up and the Daemonologist will
attack you. Slay him. Return to
Dryleaf, give the book to
Nikolause, and get him to join you.
Now you must venture to Elsopea for
the final time.
PART XII: THE SWORD
If you follow the western coast
south towards Elsopea, you will
come to the city of Helladi. Go in,
and in the tower in the centre of
the city is the city's mayor. Talk
to him about Karadith and his
sword. He will say that you will be
allowed to recover it, under the
condition that you first get him
two power crystals, from the cities
of Ast and Doorkannen. Leave the
city and follow the west coast
south (Ast is on the west coast of
the eastern peninsula). Eventually,
you will come to Ast. The crystal
is in the city tower, in the centre
of the town. Keep following the
eastern coast, and you will come to
Doorkannen. The crystal is again,
in the centre of the town. Return
to Helladi with the crystals, and
give them to the mayor. He will
inform you that the tomb of
Kadarith is now open.
The tomb is slightly east of the
central city tower. Go in, and pick
up all the energy crystals you find
there. Now drop the two jet
crystals on top of the statue of
the black hero, the amethyst
crystals on top of the statue of
the purple hero, rubies on top of
red hero, emeralds on top of green
and sapphires on top of blue (order
is not important). Karadith will
awaken, and challenge one of your
party to single hand to hand
combat. Slay him, and you will be
rewarded with two potent weapons:
Spirit Sword and Karadith's Sword
(the only weapon capable of slaying
Alkat). Now you're ready to close
the Daemonsgate. Go to
Tan-Eldorith, and step through the
Daemonsgate (which is on top of the
central city tower).
PART XIII: THE FINALE
Once through the Daemonsgate, you
will be in the Daemon dimension.
Immediately use the Ornate Bottle
(the bottle with Alathon in it).
This will trigger an explosion of
the Daemonsgate. You will also
receive a Golden Master Key. Now,
you must head north east till you
hit the giant citadel of Alkat.
Enter it and use the Golden Master
Key to unlock the door. The general
idea of the citadel is to go
around, and find bosses which carry
Master Keys of different colours to
open successive doors of the
palace. However, this last level is
VERY BADLY DESIGNED!!!