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STONEKEE
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STONEKEB.TXT
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1998-03-13
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Walk two squares east, turn north, & grab all the
primroses. Then walk one more east, turn south to
the wall, east to the wall, and turn south to talk to Surly,
the... well... Surly fairy. When she asks for the
cake, give her the Faerie cake. She'll give you a silver key. Now
exit back west to the wall, north to the
wall, east to the wall, 1 north, east to the wall, north to the
wall (getting another cake from Sweetie), then
west to the flower patch. Take `em all, especially the daisy
chain. Walk back to where Sweetie was and
give her the chain. She'll give you a choice-a prize or a kiss.
Well, take the prize. Really. It's a four-leaf
clover, and while you have it, Trolls are visible. Otherwise,
they're not. How convenient. BUT... you still
have more stuff to do. Mark this spot as "QUEEN" on your map. Go
back to the spot marked "COME
BACK HERE!" on your map. Go south 1, west 1, south 1, west 1,
south to the wall, east three squares,
turn north and grab the parchment, then continue east to the
wall, then go south 3, west to the wall, north
1 (another song & dance), west to the wall, and south to the
wall. Mark this square as "TROLLS". Now
go west to the wall (get the flowers & berries), north 1, west to
the wall, north 1, west to the wall (yet
another song & dance), north 1, west 1, north two squares, east
to the wall, give Chuckie the red decanter
for another jester's cap (hey, put it on Skuz! He'll love you for
it! Really!), then go back west to the wall,
north to the wall, east 1, and north two squares to talk to
Giggle. Give Giggle the book you picked up a
while ago to get the Gold Key.
23. NOW it's time to go deal with the Trolls for a little while.
Not long. Go back to the spot marked
"TROLLS" and go north two, east to the wall, north 1, east to the
wall, south through the portcullis (after
the silly conversation) to the wall, west to the wall. Smash the
bones & get the book. You COULD pick up
a Fairy party member now, but why bother? Turn around and head
back east to the wall, south 1, east to
the wall, north 1, east to the wall, south 1, east and take your
SECOND right, kill off Mr. Wasp (get in
close. he has ranged attack!), then south to the wall, west 1,
south to the wall, west to the wall, turn
south, and be prepared to whack some trolls. Use the iron spike
to keep `em from teleporting too much.
After you kill them (assuming they show up here), go south to the
wall, and look around for some flowers
(pick `em) and a stick of drawing charcoal. They should be just
to your east. Turn around so you face
west. See that toadstool? Blast it into oblivion from a distance.
Now walk west to the wall, north 1, west
to the wall, south to the wall, and west until you find a drum on
the ground. Grab it, then backtrack all the
way to where the map says "TROLLS." Now walk to where the map
says "QUEEN." Go north 1, west to
the wall, south 1, west up to Chuckle again. Give him the
charcoal stick and the parchment you found
much earlier. He'll hand you a portrait and a Fairy Shirt. Yep.
Put the shirt on Drake. 60%, but looks
REALLY dumb now. Then go north 1. The gate is locked. Look around
the walls for a keyhole. Use first
the gold key, then the silver key on it. The portcullis unlocks.
Go north, then around to the right. Check
that alcove on the right; touching it recharges all your
runecasters. Now continue north and then west 1,
then north 1. The door is locked. You've probably heard a fairy
or two say "Roses down, twice around"
before. Put a primrose down, then back up one and walk around the
3 by 3 square (west, south, east,
north) twice. The door will open. Go on through and walk up to
the altar to meet the Queen of Fairies,
who heals all your wounds. When she mentions the portrait, hand
her the one Chuckle just did to get a
Luckstone ring. Then listen to her first story. She's tired now,
so it's time to go do more good deeds... Go
back to the spot marked "Winkle." Walk in and give him the book.
Let's see... you now have jester's caps,
fairy shirt, fairy pants, Luckstone ring. You're up to 80%. And
the LAST Troll-defense item is right next
to the one Troll you HAVE to kill... so, let's go get him! Walk
back through the portcullis into the Troll
realm south to the wall, then east to the wall, south 1, east to
the wall, north 1, east to the wall, south 1,
east 1, south (waste the trolls and REMEMBER THE SPIKE TRICK!
Pound it into the ground to keep
them from teleporting!) to the wall, west 1, south 1, west 1,
south 1, west (when you become "paralyzed,"
use the Spoilspell rune to cancel it) to the wall, north 1, west
to the wall, north 1, west 1, turn north & root
through the flowers to grab the horseshoe. Put it on Drake... he
is now immune to Troll damage! Turn
around, walk back out of the alcove, and face west to fight THE
TERRIBLE TROLL. This could take a
while; he's not very nice. When you finally kill him, he drops
The Orb of Yoth-Soggoth (okay, who's the
wiseass who ripped off H.P. Lovecraft? Sort of, that is.
Lovecraft's god name is Yog-Sothoth). Now
continue west to the wall, go south to the wall, west to the
wall, south 1, west to the wall (take the
decanter if you want), south 1 (ignore the will o' wisp), west to
the wall (take the mushrooms along the
way), then north to the wall to find a bunch of flowers, red
mushrooms, and another runecaster-the
Elfwand. Cool. You'll need it, believe me. You're done here, so
walk all the way back (ignore Will O'
Wisps) to the Queen of Fairies. She'll tell you another story.
Walk out and return in 30 seconds for a third
story. Walk out and return in 30 seconds for a fourth story...
and a magical pendant which you'll need
later. Take it, of course, and put it on. Thank whoever, that is
the END of the Fairy Realm! Remove the
fairy stuff & put your real armor back on again (yes, this
includes the Jester's cap you stuck on Skuz's
head). Go back to where you started this crazy level to warp back
to the Dragon Feeding Grounds, Upper
Level. NOW, we go get Karzak again.
24. Go to that passage to the Dwarven Fortress on the Lower
Level. There? Good. From the entrance, go
south through the door, take your left through the gates, east to
the wall, south to the wall, east and take
your first right, south to the wall, east 1, south three, west
into the room, then go talk to the dwarf-it's
Karzak, who'll rejoin the party. Exit back out to the Feeding
Grounds. (Skuz will rejoin you once more).
Now go to the Upper Level of the Dragon Feeding Grounds, and walk
up to that spot marked "ICE" on
the map. Turn east and go through the door... into the Ice
Caverns. Also known as Level 9. Now, DO
NOT KILL ANY SHARGAS ON THIS LEVEL! They're the Ice Shargas, and,
believe it or not, they're
good guys. So when you walk through the door, walk up to-but
don't attack-the Sharga. (POINT OF
NOTE: The Ice Caverns are frigid, and do 1-2 points of damage to
party members every 30 seconds or so.
You'll need magical protection which, unfortunately, requires you
to get something first. Wonderful. Just
keep an eye on your health meters & heal up when things look bad)
Follow the Sharga when he finishes
talking. Turn north up the corridor and go talk to Kandoc, the
Ice Sharga King. After he finishes, turn west
& go three spaces (do NOT walk up to the Sharga ahead-he's a
healer, and will heal all damage, but he
only does it once an hour, so unless you're in bad shape, don't
do it), then turn north and go talk to the
Advisor. He tells you about "different fire." Great. Now back
out, take 2 steps east, and turn north to talk
to Gorza. Hmmm. He needs scrolls. No problem... yeah, right.
You're getting cold, so let's move out.
Back out, go 1 east, south to the wall, east to the wall, south
2, west to the wall, south to the wall, west 2,
north 1, west 2 (kill the Ice Witches with Firebolts), south to
the wall, east 1, south to the wall, west to the
wall, south to the wall, east to the wall, north 1, east to the
wall, north 1, east 2 (mark this spot with an
"X"), south 2, east (and don't attack the Sharga. He's gone nuts.
Use the curing rune on him to heal his
insanity, and he'll tell you about an ice hammer). Keep going
east to the wall, then north 1, east to the wall,
turn north & kill the Ice Witches, north to the wall, west to the
wall, north three squares, turn west.
Hammer the wall a couple times to break it and clear the debris.
Punch the snowpile a couple times to find
a magic chain-mail skirt, an ice hammer, and a rune scroll with a
Circleward spell on it. Hmmm. a fire
trap. Might be useful. Now turn back north and continue north to
the wall, east 1, north four squares, and
turn east. Punch the snow pile to find the parchment. Okay, RACE
back to that guy who wanted the scroll.
Give the parchment to him, and you'll get an Ice Bolt scroll AND
a Warming Rune Scroll! FINALLY!
Inscribe it on a runecaster, then inscribe the Duration Meta rune
over it. Cast it, and you're immune to the
Cold damage for 15 minutes. Great! Oh yeah, you get a couple
others, too, but you already have those
(Armor rune, Ball Meta rune).
25. Now head back to that spot marked "X" on the map. Continue
east to the wall this time, then go north
to the wall, and west to the wall. Note the frozen Dwarf. Use the
warming rune to thaw him out. It's Nigel
Hardstone, Karzak's clan brother. Note he knows your name...
without you ever telling him what it is!!
(That's not important, just a silly plot hole). Follow the Dwarf
west to the alcove. After his little spiel (and
when he takes off), bash open the north wall of the alcove. Go on
through to the north wall, turn west 1,
then north. Ut-oh. A skeleton. When you step up to him to fight,
however, since you have that magic
pendant from the Fairy Queen (you DID save that, didn't you???),
the skeleton collapses into a pile of
bones. Cool. Now go east 1, north 2, west 1, pick up the Magic
Armor Rings and the Magic Chainmail
Shirt, then look north. Hmm. Blue fire? Grab it. And listen
closely. Don't put it down. Inventory is okay,
but don't put it down. It'll melt! This is called Coldfire, and
it's the only thing that can make the Ice Queen
vulnerable. Excellent! Okay, now back all the way out of this
secret chamber to that place that Nigel just
showed you. Head west 2, south 1, west to the wall, north 3, east
to the wall, north to the wall, west 1,
north to the wall, east to the wall, south to the wall, east to
the wall (Karzak will give a warning, then three
cave-ins will happen behind you so keep moving), north 1, and
east up to the frozen elf. Thaw him out. A
conversation takes place; Karzak gets warped back home, and
Enigma the Elflord (who recognizes the
Fairy Queen's Pendant) joins your party. Elf or no elf, this guy
is one cool customer. Now turn around, go
back west, 1 south, west (hack through the cave-ins) to the wall,
north 2, east 2, north to the wall, east to
the wall, north 2, west 3, north to the Ice Sharga king. He sees
the Coldfire and goes nuts, telling you you
can now kill the Ice Queen. Great. Now he shows you a secret
passage -- bash at it a couple times (that ice
hammer you found works great), then go north to the wall, east to
the wall, 2 north, east to the wall, 2
north, 2 east, 1 north, then east to the wall-and bash IT with
the hammer to break through! Turn north &
kill the Ice Witch. Now go north 1, east 2, south 1, east 1. Stop
right here. If you look up ahead around
the corner to the left, you can see what looks like an aerobics
babe. This is the Ice Queen. Here's a nasty
method of dealing with her problem. Grab a runecaster with a high
charge. Inscribe the Warming rune on
it, then inscribe the Ball, Power x3, and Duration Meta runes on
it. Cast the spell (it'll cost about 8 Mana
Points, but it's worth it!) and your entire party is now immune
to all Cold damage for 15 minutes, which is
all the Ice Queen uses. Kinda mean to these bad guys, aren't I?
Take one step east, and walk one north.
She'll go through her little speech. Then use the Coldfire on
her. Boy, does that make her mad! She starts
teleporting around and attacking... and your entire party is
immune to it! (Insert mad scientist's laughter
here) Just keep hacking or blasting away whenever she's in front
of you, preferably with a fire spell. When
she finally goes down, pick up Hellion's Orb. Once you pick it
up, you're completely immune to cold
attacks. Nice, huh? Go one north and blast the chair with a
firebolt. Drink the remains (no, seriously. It'll
heal you). Pick up the scroll and read it. Now turn around and
head due south. Waste any ice witches that
attack you since they can't hurt you anymore anyway. A secret
door has opened here. Walk on through it...
to the Gate Of The Ancients. As my time-traveling friend Sam used
to say, "Oh boy..."
26. Welcome to the Gate of the Ancients. Guess what! There are NO
monsters on this level at ALL! So
put all your weapons away. Really. I'm not kidding. There ARE,
however, some of the most ridiculous
puzzles in the game on this level. There is also Safrinni's Orb,
the last and most powerful runecaster,
and...well, you'll find out. Occasionally, you'll see signs.
Click the "Look" icon on `em. If Enigma says
"Sorry, I can't read it," it's meaningless-don't waste a Language
rune on it. Exceptions will be noted (if
there are any). And yes, you'll finally get to use that Duck
Rune. Here we go. Note that a lot of this is
unnecessary, but helpful (gets you some very useful armor &
stuff). Excuse me if I degenerate into ogre-
language; there's a lot to cover, and this file is already over
60K of text. North to wall. West, take right,
mark spot as "BACK 1," north, take first left, 1 square west.
Look north, push button. 1 west, 1 south,
push button, 1 north, 2 west, 1 north, pull handle down. Mark
spot as "TELEPORT SWITCHER." Return
to "BACK 1." West to wall, north 1, west 4, south to bodies.
Punch bodies, take arrows. North 2, east 2,
south to campfire, use icebolt on fire. Take scare rune scroll.
North, take 1st left, west to wall, north to
wall, west 1, north to wall, east 1, north to wall, east 1, north
to body. Punch body, take stone, Poison
Resist Ring, Throg Shaman feathers. South to wall, east, take
next left, north 4, west through door. Take
Life Restore potion, Vampyre Rune Scroll. East to wall, north to
wall, 1 west, 1 north, west to wall, 1
north, west to wall, south 2, west 1, south 6 onto the
clickplate. North 1, turn east. Note portcullis timing.
Run through when all the way open (timing is crucial, else SPEAR
TIME). Take Life Restore Potion and
Dagger Of Penetration. Time exit west to wall. Walk through west
wall (illusion), then 1 more west. 1
north to recharge runecasters. 1 south, 1 west. Cast Feather Fall
(Lesser Aerial Magic) on party. South
(jump into pit). Take super heal potion. South to wall, west to
wall, north to wall, east to wall, south 1,
east 1, south 1, mark spot as "BACK 2," east to ladder, climb
ladder. East 3, south & jump in pit. 4 West,
1 North, 3 West, 1 south. Face east wall, push button. Face west
wall, push button. North 1, west 1. Push
button to restore Vitality. East 1, south 2, east 1. Push button
to heal party. West to ladder, climb up.
South 2, east 2, south 2, west 2-jump in pit. 1 east. Face north.
Push button. East 1, read sign on North
wall. East through door. Take wolf key. West through door, then 2
west, north through door. Search &
take Poison Resist Ring. South through door and through south
door as well. Take Magic Shield. North
back through door (all three now lock!), north 1, west 2, north
to wall, then 1 more through 1-way door. 1
West, climb ladder. Return to spot marked "TELEPORT SWITCHER."
27. Push handle up. Follow annoying pit route back to "BACK 2."
East to ladder, climb ladder. East to
wall, north 1, east to wall, south & jump in pit. South to wall,
west 1, south 2, west 1, south 2, east to
wall, south 3, check corpse for warhammer, helm, chain shirt,
chain skirt, heal potion. East 1, 2 south, 5
west. Mark spot as "BACK 3." South through 1-way door. Go to
ladder & climb it. West to wall, south &
jump in pit. East to wall, south 2, west to wall, south 1, west
2, face north. Use Fairy Duck Rune on Duck
statue. North through passage that opens-take Horn of Fear, magic
quiver for arrows, life restore potion,
Ring of Ducking, Language & Sphere Rune scrolls, and two message
scrolls. South to wall. West to wall,
north to ladder. Climb ladder. West to wall, south to wall, east
to wall, 1 south, east...time portcullis again
(careful!) and go through (but not through second portcullis).
North to wall; push button. Portcullis shut
off. South 3, east to wall, 1 north, 1 east, 1 north, push
button. South 1, west 1, south 1, west 3, north 2,
east 1, north 1, east 1, north 1, east 1, north through door
(unlocks it) then north to wall, west 2, north 2,
east 1, north 2, east 1, north 3, west 2, north to wall, east to
door. Unlock door with wolf key. East 2,
north 2, east 1, north to campfire-use icebolt & take Eagle Key.
South to wall, west 1, south 2, east 1,
south to wall, east to wall, north 2, east & pick up hammer,
chain shirt, chain skirt, Dwarf helm, and
message scroll. West, south to wall, west to wall, north to wall,
west to wall, south 2, west to wall, north
& take first right, east to wall, south to sign. Read it. Joy. 4
North, 2 west, 1 north, 1 west, 1 north, 2
west, 6 north, east to wall, north 1, east to door. Unlock it
with Eagle Key, continue east to wall, south 1,
east to wall, south to wall, east 1, south... another timed
portcullis...to wall, east 1. Pick up Orb Key ("very
sturdy key") and Stoptrack Rune.
28. West 1, north to wall (through portcullis again), west 1,
north to wall, west to wall, north 1, west
through door to wall, south 1, west to wall, south 3, west
through illusionary wall to real wall, south and
jump in pit. Walk to spot marked "BACK 2," east to ladder, climb
ladder. East 3, north to wall, west 1.
DEACTIVATE Featherfall rune, if still in effect (cast Spoilspell
on party to do so) and jump in pit. You
take damage, but a door opens to the north. Go north 2, west 1 to
recharge runecasters. East 1, north 2,
east 1 and pick up Safrinni's Orb. Examine signs on walls using
Language rune. Scourge, huh? Hmmm.
You'll meet HIM on the next level... heh heh heh. Now go back to
the square where you picked up the
orb. Turn to face west. Click the new orb on Drake. As soon as
you reach the top of the pit, step forward.
North 1, west to wall, south through 1-way door to wall, west to
wall, south 3, west through illusionary
wall to real wall, south & jump in pit (no need for Feather Fall
any more; the Orb does it for you!) Walk to
spot marked "BACK 2," east to ladder, climb ladder. East 3, north
1, east 2, south to pit and jump in.
Walk to spot marked "BACK 3." West to wall, face south. Click
Safrinni's Orb on Drake. When you reach
the top walk forward through illusionary wall. East 1, north 2,
west 1, north 6 (clickplate does nothing),
east 1 (take ancient, magical armor helm breastplate, leggings).
West 1, north to door. Use orb key (sturdy
key) to unlock it. Go through... but do NOT step into that gate
thing yet. East 1 through illusionary wall,
north 1, west 1 through illusionary wall, north through door.
Pick up silver runestaff, three super heal
potions. South 1, east 1 through illusionary wall, south 1, west
through illusionary wall, face north...and
step through the Gate to the Palace Of Shadows. See, that wasn't
so hard, now was it? Yeah, right. Oh
yeah... and NOW, you're in trouble. Yes, we've only got two
"levels" to go. No, it's not going to be
easy... at ALL!
29. A word about the Palace of Shadows... it's divided in halves,
east and west. Creatures in the western
half are "real," while creatures in the eastern half will be
shadowy reflections of their opposites. Therefore,
watch out on BOTH sides. Okay. Ready? Good. Walk all the way
north to the north wall; notice the walls
start closing behind you. Hope you're not claustrophobic. Walk
all the way to the north wall, then go one
step east. You'll get a warning from Thera. Take one more step
east, turn north, and walk through the
illusory wall. Take the four heal potions. Go back south 1, then
west 4, turn north, and go through another
illusory wall for more heal potions. Arm as many party members as
you can with Daggers of Penetration.
Take 1 step south, 2 west, 1 south. Walls close behind you, and a
couple floating skulls come after you.
Kill `em if you want, but if you wait too long, more show
up...and these are NOT nice creatures. Use
magic at long range and the Daggers of Penetration (or a magic
throwing axe) for up-close & personal
combat. Head 2 south, then 1 east. Look around for a Yin symbol
on the wall. Take it. Now go 1 west, 2
south, 1 east, 4 south. Turn and face the dark mirror on the
wall. You can step through it to teleport, but
you'll lose some Strength temporarily (so don't OVER use it!).
Step through it now. Go north 4 (watch
out for Shadowskulls that may be flying around here), east 1,
north 2, west 1. Look for the Yang symbol.
Place the Yin symbol on it. That opens up two secret doorways. Go
west to the wall, then head south.
Actually, heal your party a bit first... once you get to a
certain square, the Shadowking shows up and blasts
the hell out of you for about 60-80 points of damage. OW!
Fortunately enough, he only does this once.
Walk down south again so you have a short passage off to your
left. Turn right and push the button to
open the passage's other end. Do not go through; continue south
to the wall, east 1, south to the wall,
west 2, south 1. Note the REALLY big orb. This is Marif's Orb.
Use the Shrink rune on it to get it to a
size you can manage, then take it. Walk south to the wall, then
east over to the Dwarf. It's Farli! He's
back! YAY! (I think) Once he joins the party, walk west & take
your right. North 2, east 1. Look around
for a button. Push it, then go east to the wall, south three.
Turn to face the Dark Mirror and smash the hell
out of it FAST (it'll start throwing Firebolts if you wait too
long). Then grab a shard of the mirror and go
north 3, west four, look for a button, and push it. Then go west
to the wall, north 1, west to the wall, and
south to take on the lesser and greater skeletons. Now, as SOON
as one collapses, grab either his sword,
helm, or skull IMMEDIATELY, or he'll re-form and attack again! Do
this with both of `em. Nasty, huh?
Take one step west, go south and take your first left. Take one
step (and ONLY one step) east. Wahooka,
after all this time, shows up again-and this time, he joins your
party.
30. Take one step west. Go south through the door to the wall. Go
east three squares, and north 1. Open
the chest to find a heal potion and super heal potion. East to
the wall, south two squares (through the one-
way passageway). Go west through the door. Kill off the skeletons
(remember the trick), then go west all
the way through the second door and to the wall, then south to
the chest to find another heal, super heal,
and poison cure potion. Ready a weapon. Turn around and walk 2
east (through the illusory wall). You'll
be attacked by a couple floating skulls. Kill `em off, then go
east 7 squares, turn south, and walk through
the illusory wall. Pick up the thing on the floor; part of the
Shadow Weapon. VERY cool...but only part of
it. Now walk two north, 1 east, 1 south, 1 east. Prepare for
battle again, then walk through the dark
mirror. You'll be beset by a set of Shadow Skulls. After they're
toast, take two steps east through (yep,
you guessed it) another illusory wall. Take one step south.
Before you do the next thing, check your stats
to determine what your best weapon skill is. Then put the part
you just found onto the base-the top will
morph from weapon to weapon... sword, hammer, dagger, ax,
spear...every few seconds. When it becomes
the one you're best at, GRAB IT! You now have the most powerful
weapon in the game. Feel safe? No?
Good. Go north 1, west 2 to the mirror, through the mirror, one
more west, north 1, west all the way to
and through the illusionary wall, then north 1, east through the
door, further east through the door and to
the wall, then south through the door and waste the two
skeletons. South to the wall, west 1, south 1, west
to and through the door, west through the second door, north two
(watch for floating skulls), west 2, north
through the door, north through the second door, north through
another door, kill the floating skulls, north
more (check the chest to the east for more super heal potions) to
the next door, through that and north
MORE through the next door, to the wall. Then east to the wall,
north 2, east through two doors, waste
the small skeletons, then through the door-and to the wall.
You're back almost where you started. Now for
some real fun...Mark this spot as "X."
31. South to the wall. East 1, south 4, west 1. North 2 through
illusionary wall, west 2 through illusionary
wall, 2 south. You're teleported. Kill skeleton, then touch the
green thing in the wall to heal you and Farli
(the others'll have to suffer, I guess). Now go north through the
one-way passage, then follow it north all
the way back to the spot marked "X." Go south to the wall, east
1, south 4, east through the mirror. North
to the wall, east 1, north 2, west 3, south to the wall, east 1,
south 2, west 2, south 2, west 3, north 1, west
to the wall, south 8, 1 west, south and take your left. Get that
shadow-weapon ready NOW! March on
down the hallway east to meet... Scourge. Three floating
skulls... may not seem like much. Yeah, right.
Each skull can do a different kind of damage, and only the
Shadow-Weapon can hurt him so BASH HIM.
This is a good place to save the game, by the way... he's tough!
Once you manage to defeat him, walk
north to the wall, east to the wall, and south 2. Turn east &
step through the dark mirror to teleport to the
other side of the palace. Go south to the wall, then east to the
wall. Push the button. Go 4 north, then
through the now-open door. You're back in the Temple of Throggi!
Why? You'll see. Grab the heal roots
& scarf `em. Then stand in the square where you found the heal
roots for at least 10 seconds. Turn left
twice, then turn right four times. The whole party is poisoned
with an unusual sort of poison... as in, it
actually heals 3 points of damage up to your maximum every 15
seconds for the next 90 minutes! Nice,
huh? Now go back through the dark mirror, and west to the wall,
then 2 south, and 1 east. A little
conversation will come up. Use the Dark mirror shard on Drake to
reveal a skull door. Open it, then climb
the stairs... and welcome to the tower of the Shadowking. Oh boy,
are YOU in trouble now...
32. Walk up to the Gatekeeper Gargoyle. He asks you two
questions..."Do you want to enter the
Shadows?" Answer "NO" by pressing the Red button. (Would you
really WANT to enter the Shadows? I
don't think so...) Then he'll ask "Do you NEED to enter the
Shadows?" Answer "YES" by pressing the
green button. If you whine because you're colorblind, the
triangle is YES and the square is NO. Set up one
runecaster with the Shield rune, as well as a Power x3 Meta rune
on it. You'll be needing it. 2 steps north,
east through the door to the wall. Open the panel. A puzzle. Joy.
Now, the solution you could get by
freeing the ensorcelled Dwarves on the basement level, but hey,
if you wanted to do that, you wouldn't
have bothered with this walkthrough. So here's the solution...
there's a grid of 16 tiles in the puzzle. Click
on the ones marked "X" below:
Column: 1 2 3 4
Row: 1 X X
2 X
3 X
4 X X
Now go west 4, north 2, west through the door. Note the floating
spikers that attack you. Kill `em with a
piercing weapon, but watch out! They explode (jump back!).
Continue west to the wall, north to the wall,
east to the wall, north to the wall, 1 more north (illusory
wall), 1 east, north through another illusory wall
to the wall. Turn east and walk up to the portcullis. There's a
button on the north wall. Push it to open the
portcullis. Take one step east and kill the floating spiker that
comes through the illusory wall. Now
then...read the next section VERY CAREFULLY! Back west, where you
have to go, is a nearly invincible
giant spiker, who can turn your whole party to mincemeat, no
matter how well armored you are. So, here's
how to deal with him. And don't screw this up! Turn around and
march west to the spiker's location. He'll
start coming after you. Back up rapidly away from it (still
facing it) until you get to the square beyond the
portcullis. Turn right and back up three squares. Wait for the
spiker to come into the room. When it's right
in the same square as you are, turn left or right twice quickly
(so you're now facing south). The spiker
should spin with you. Back up three steps rapidly, turn left,
back up one space, turn left again and whack
that button! The portcullis will close, and if you did it fast
enough, the spiker will be trapped behind it.
Nice! NOW, march west down the corridor to the wall, go 1 south,
then 1 west through the illusory wall.
Pick up the silver ankh you find on the ground. Now go east
through the wall again, to the real wall, north
1, east 5, south 5 (through another illusory wall), west 1, south
1 through the illusory wall and south 2
more, then west to the wall, south 2, east 6 (through the door),
south 2, west 2 through the door, kill the
floating skull, and continue west to the other door. Open it to
go to the second floor of the tower.
33. Use that Shield rune (w/Power x3 and Ball enhancements). Arm
up a cutting weapon. Go 2 east, 1
south, then head east down the corridor. Note the fire elemental.
If you didn't put that Shield rune up,
you're toast. Literally. But with it, you'll kick butt. Do so.
Take your second left (should be where the
elemental appeared). North 6, east 2, kill elemental. East to
wall, south 1 to teleport. Ignore the scroll on
the ground unless you want to read a silly inside joke from the
designers. Go 1 north, then east to the wall
(kill the elemental). When you get to the wall, take 1 step
north. Set up a "Circle" Rune here. Wait; notice
the energy bolt slamming into the wall? Hmmm. Time for some
timing. Wait until one slams in, then RUN
north to the wall immediately after it hits. Now go 2 east, and 1
south. Once again, wait until an energy
bolt flies past (NOT when it hits) and QUICKLY go 1 south, 2
east, 1 south. PHEW. Grab the silver
crescent. Now you've gotta go back! You can repeat this process
in reverse to get out, or, if you took my
advice, just cast the return rune to warp back to the spot just
south of the energybolts. Anyway, once you
get to that spot, go 1 south, east to the wall, south 1 through
the teleporter. Go 1 north, west to the wall,
south to the wall, east to the wall, north 1, east 1, north 1,
east 1, north to the ankh on the wall. Step into
the wall to teleport (you need that silver ankh from the first
floor for it to work). Go 2 west, north to the
wall (kill the elementals... you ARE checking that Shield rune
occasionally, right?), east 1, north 1, east 1,
north 1, east to the wall, south to the wall, west 1, south
through the door and to the wall, west 1 and pick
up the silver cross, then east 1, north through the door and to
the wall, east 1, north 4 squares, west
through the door to teleport again. Walk east through the door &
kill the elemental, then east to the wall,
south to the wall, west 1. Face the south wall and step through
it to teleport to the third floor of the
Shadowking's tower.
34. Fire up that Shield rune again...or else! Go south 1, west
all the way to the wall, north 2, turn east &
kill the elemental, north to the wall, and pick up the silver
circle. Go east to the wall, south 3, east 3, north
to the wall, west 1. Welcome to Hell. Go 2 squares north, then I
suggest you retreat one square-there's 4
elementals in that hall, and they'll hit you from both sides!
Sure hope you got that shield active! Anyway,
once they're all dead, go north to the wall, west to the wall,
north 2, and then east 2. Note the flashing
icons. Ready? Step on through to the top floor of the Tower of
the Shadowking. Go east to the wall, south
to the wall, 1 west, 1 south, 1 west, then north 1 through a
1-way door. Go north 1, east 1, north 2, west
1. Enigma mentions this must be the room where the Gods were
trapped. Hmmmm... the Shadowking is a
god, isn't he? Hmmmm. Take ONE more step forward (west). Note the
four sunken pillars (one's in front
of you) surrounding a center square. If you step onto that center
square, the Shadowking will appear and
blow you to hell, so DO NOT DO THAT! Instead, put one of your
silver items down on the sunken pillar
in front of you. It'll rise up from the floor. Now go 2 east, 2
south, west 1, south 1, west 2, north 2. Place
a second silver item on the sunken pillar in front of you. Go
south two, west 2, north 1, west 1, north 2,
east 2. Place the third silver item on the sunken pillar in front
of you. Now go west 2, north 3, east three
through the one-way door. Save your game!! Take two steps south.
35. Take one more step south into that square. The Shadowking
appears, along with Thera's Orb and Kor-
Soggoth's Orb. He goes through his little spiel, then tells you
to take the last 2 orbs. Do so. He then tries
to cast a spell on you. It won't work. He THEN tells you to give
him the orbs. Don't. Take one step
backwards, IMMEDIATELY open your inventory, grab the last silver
item and put it on the last sunken
pedestal in front of you. It rises up, and the Shadowking is
trapped! You can grab his Orb if you want, it
doesn't matter. Go south to the flashing silver icons on the
wall. Step through the wall; all your buddies
disappear, and you're alone in the temple of Thera. Note the
pillars. One should be glowing. This is the last
puzzle. Place the orbs on the pedestal in the proper order. The
orbs correspond to the planets of the solar
system and their relative distance to the sun is the order to
place them in. Place each orb in order on the
GLOWING pillar. As you place an orb, another pillar starts
glowing to let you know that's the next one to
place an orb on. The correct order of orbs is: Helion (Mercury),
Aquila (Venus), Thera (Earth), Azrael
(Mars), Marif (Jupiter), Afri (Saturn), Safrinni (Uranus). The
last two (since their orbits alternately are
closer to the sun) can be in either order, Yoth-Soggoth (Neptune)
or Kor-Soggoth (Pluto). Once all nine
are placed, the game goes into endgame sequence and you've won.
The End