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-
- WALK THROUGH for ULTIMA UNDERWORLD 2 : Labyrinth of Worlds
- ----------------------------------------------------------
- Version 1.4 Mitch Aigner
-
-
- Throughout this text, the following abbreviations will be used
- to reference which level of which world something is on:
-
- Worlds: Britannia (B1 - B5)
- Prison Tower (PT1 - PT8)
- Killorn Keep (KK1 - KK2) plus Alternate Dimension (KKA)
- Ice Caverns (IC1 - IC2)
- Talorus (T1 - T2)
- Scintillus Academy (SA1 - SA8) plus Vault (SAV)
- Pits of Carnage (PC1 - PC3)
- Loth's Tomb (LT1 - LT4)
- Ethereal Void (EVR, EVB, EVY, EVP) Red, Blue, Yellow, Purple
-
- Okay folks,... here we go.
-
- It starts with a Hint Sheet, to answer the most Frequently-Asked-
- Questions while giving away as little as possible. After that, you are
- on your own.
-
- HINT SHEET (what to do if you get stuck) and FAQ's
- --------------------------------------------------------------------
-
- * Be extra sweet to Nanna to avoid "Servant Strike" bug in earlier versions.
- If the servants are not officially all "on strike" you are fine. LB never
- does resolve the unrest, but the servants are willing to wait forever.
-
- * Be nice to Praecor Loth to avoid "endgame" bug. Do not attack him.
- He can be persuaded to give you what you want peacefully.
-
- * The only speech in the entire game is when the Guardian taunts you.
-
- * You cannot auto-map alternate dimensions like KKA, SAV, and the
- Ethereal Void. Sorry.
-
- * Progress in the game is event-driven. Waiting around won't help if you
- get stuck. If you have explored every bit of every level that you can
- access, and talked recently with everyone who will talk, you are bound
- to find some clues that you haven't tracked down yet.
-
- * Items needed for quests are often not in the world where the quest
- was first mentioned. You will have re-visit many worlds.
-
- * Talk to everyone (dead or alive) who isn't actively trying to kill you.
-
- * Re-visit all of the above very often for clues. Especially your friends
- in the castle. Altara, Mokpo, and Zoranthus are often helpful.
-
- * Spells above the 4th Circle cannot be cast in Britannia. Nystul tells
- you why this is the case in one of his early conversations.
-
- * More LORE skill will allow you to identify magic scrolls, wands,
- potions, armor, and weapons much more convieniently.
-
- * More skill with your weapon of choice (Sword, Axe, Mace, Missile, or
- Unarmed) will quickly improve your combat capabilites. Generally, you
- will want to pick one type of weapon and stick with it.
-
- * More CASTING skill will greatly reduce "spell backfires".
-
- * Skill levels in any category will not exceed 30. There is no limit on
- experience points (or training points).
-
- * If you see a purple flash, your screen starts rocking, the color map
- goes nuts, and your health goes down,... it's not a bug. You're under
- psionic attack by a hostile "Brain Creature"!
-
- * If you see a yellow flash, either a spell has backfired on you, or
- you have picked up a "cursed" item. If you are wearing a cursed item,
- you will take damage each time that you change levels or worlds. Use
- the "Name Enchantment" spell, or pay Merzam (KK1), to identify which
- item is cursed, if your LORE skill isn't high enough.
-
- * The strange object at the center of B5 is your transportation to the
- other worlds. Notice how at least one of its facets is always a bit
- brighter than the others.
-
- * The "massive" double door on PT2 does not open. You cannot get
- outside of the Prison Tower.
-
- * The "Listener" is found in Britannia (not Killorn Keep).
-
- * There are no keys to open any of the doors in Anodunos. Re-explore the
- waterways after the flood.
-
- * You find the wild dreams of Mokpo so bizarre that you have the sudden
- urge to write them all down.
-
- * No,... you never do find out what's the deal with the Eleomosynator.
-
- * Turn the pyramid all one color and look around. Many times.
-
- * "Use" the small Blackrock Gems on the larger one on B5.
-
- * In each world, you will hear of a particular place where the Guardian
- has worked some magic, or has some special influence. These locations
- must be purified!
-
- * Be sure to check out all of the sewer pipes, and the waterfalls.
-
- * The key to the Armoury is hidden in a pile of debris, in a pit, behind
- the Reaper on B4. It is VERY hard to find. You must be standing in
- just the right place, and be looking at the pile of debris at just the
- right angle. Be patient.
-
- --------------------------------------------------------------------
-
-
-
-
-
-
-
- This space intentionally provided so above fits on exactly 2 pages.
-
-
-
-
-
-
-
-
-
-
- SUMMARY:
- --------
-
- In each of the 8 alternate worlds (not Britannia) there are always
- two things you have to do: A) Find the small Blackrock Gem
- B) Destroy the Guardians place of power
-
- * - indicates what you absolutely gotta have
- % - indicates optional ventures, usually worth the reward
- >T< - indicates quests that cannot be completed right away (i.e. you
- must travel to other worlds, or wait for certain events to occur)
-
- Brittania
- ---------
- * - Get the key to the Sewers from Dupre
- * - Find the large Blackrock Gem on the lowest level
- * - Talk to everyone in the castle often
- * - Kill the "Listener" >T<
-
- Prison Tower
- ------------
- * - Free Bishop
- % - Free Milenus
- % - Get the Cornucopia from Felix (a "box" which generates food)
- % - Free Garg
-
- Killorn Keep
- ------------
- * - Make friends with Altara often (she is helpful throughout the game)
- * - Recover the Spellbook of Mors Gotha for Nystul (appears near end) >T<
- % - Talk to Relk (make sure no one is around at your second meeting)
- % - Have a drink with Lobar
- % - Find the blue Banner of Killorn for Ogri >T<
- % - Discover the history of the Trilkhai for Blackie >T<
-
- Ice Caverns
- -----------
- * - Find the lost city of Anodunos and talk to Beatrice the "dire ghost"
- % - Talk to Mokpo (he has some interesting visions of the Ethereal Void)
-
- Talorus
- -------
- % - Replace the Bliy Skup Ductosnore with an improved model
-
- Scintillus Academy
- ------------------
- * - Pass the Final Exam
- % - Raid the Vault
-
- Pits of Carnage
- ---------------
- * - Deal with Dorstag (many ways to do this, not all of them violent)
- * - Find the Sceptre of Deadly Seeker for Zoranthus >T<
- % - Find a spare "Flam" runestone for Zogith
- % - Play a few games with Blog
-
- Tomb of Praecor Loth
- --------------------
- * - Recover the Horn of Praecor Loth
- % - Find the 7 pieces of map (makes level 3 a lot easier)(No 8th piece!)
-
- Ethereal Void
- -------------
- * - Conquer all four colored worlds
- * - Break into (and out of) the Shrine of Spirituality
-
-
- GENERAL NOTES:
- --------------
-
- First, a word of warning: Everything doesn't happen the same
- way each time you play a new game. Some conversations and events in
- the castle vary (so talk to everyone often,.. yes everyone). Also,
- the locations of Runestones varies, sometimes they are not found
- where indicated (this seems to depend on the character type that
- you selected,... my Druid seemed to find them all where they should
- be,... my Fighter didn't). Trainers don't always award the same
- number of points per Skill Point (and sometimes using two skill
- points in one conversation will pay off better than using one point
- in each of two conversations). All in all, there seems to be quite
- a bit a variability.
- A LOT depends upon your character type. For Example:
-
- FIGHTER: Found 3 Runestones and a Short Sword in secret room (bedroom)
- PALADIN: Found 5 Runestones and a Short Sword
- SHEPARD: Found 5 Runestones and a Short Sword
- DRUID: Found 6 Runestones and a Dagger
- FIGHTER: Found 1 Runestone and a wand after killing Liche (PC3) the
- first time. Replaying the battle from the prior saved game
- produced 1 runestone, a wand, and a scroll. Re-playing the
- same scenario the third time produce a wand and a scroll. The
- fourth time yeilded 2 runestones, a wand, and a scroll.
-
- The game is very non-linear. This means that you can't necessarily
- complete each level and go on to the next. Instead, you will find that
- you spend a lot of time re-visiting places. Examples are the nasty
- monsters in the first few levels of the Britannia sewers (you will
- have to bypass some of these battles and return when you are strong
- enough to deal with them), or the requirement that you return to the
- first three alternate worlds to destroy the Guardians place of power
- once you gain the Wand of Altara. In addition, re-visiting these early
- worlds later in the game can result in conversation options with the
- residents that were not available previousely.
-
- There is no time limit in the game. All occurances in the worlds
- are event-driven (not time dependent). If you are stuck at some point,
- waiting around or sleeping won't help. The game progresses only as
- certain quests are fulfilled.
-
- Spells of the 4th Circle and above may not be cast in Britannia.
- This is due to the fact that giant Blackrock gem impedes the operation
- of magic (Nystul tells you about this in your 1st conversation with
- him). Magic works fine in all of the other worlds.
-
- Upon start-up, the contents of the secret room attached to
- your bedroom will vary according to the type of character selected.
-
- The large Blackrock Gem on level 5 will transport you to the
- other worlds. Look for one facet of the gem that is brighter than
- the others. If you walk into the lit facet, it will take you to that
- world. Only one facet at a time is illuminated, and it will change
- to another if you watch it for a while. Not all worlds are accessible
- at first. As certain quests are completed, more worlds will become
- available to you.
-
- If you are killed while in an alternate world, you are sent
- back to the large Blackrock Gem in Britannia. You are also given
- full health and Mana points. However,... lots of Experience points are
- deducted (up to 500). So save your game often.
-
- Skill levels will not go above 30 in any given category.
-
- You would be well advised to:
-
- 1) Improve your Search skills early in the game. (10 to 20 points should
- be adequate).
- 2) Save your game before talking to someone.
- 3) Talk to all of the folks in the castle often. (and be REALLY
- nice to Nanna !! --- see "BUGS" section below).
- 4) Visit with Altara (KK1) often.
-
-
- YOUR MISSION:
- ------------
-
- 1) Find the small Blackrock Gem in each world. Have them treated by
- Nystul, and then "use" them on the large Blackrock Gem (B5).
- 2) Find the place where the Guardian draws power in each world (and
- disable it with the Wand of Altara).
- 3) Find the Horn of Praecor Loth.
- 4) Trap an air-Djinn within your body.
- 5) Destroy the massive Blackrock Gem which surrounds the castle.
-
- THINGS TO DO:
- ------------
-
- Use a "torch" on "corn" to make popcorn.
- Use an "oil flask" on a "piece of wood" to make a torch.
- Use "pole" (not fishing) to activate switches you cannot reach.
- Use some "thread" on a "pole" to make a "fishing pole" (fish for barter)
- (warning: only do this if you have a second "pole").
- Use "rock hammer" to reduce boulders to sling stones.
- Use "lump of wax" on "thread" to make a candle.
-
-
- POTIONS:
- -------
- Yellow - Healing
- Red - Cure Poison or Restoration
- Purple - Protection (Fire, missile, shield, etc.)
- Brown - Speed or Freeze Time
- Black - Invisibility
- Colorless - Restore Mana or other (not listed above)
- Green - Hallucination or Poison
- Note: "Basilisk Oil" appears as a "colorless potion" until identified.
-
-
- GEM ENTRY - Approach Blackrock Gem from just left of:
- ---------
-
- from N : Prison Tower - Small Round Gem
- from NE : Killorn Keep - Square Gem
- from E : Ice Caverns - Diamond gem
- from SE : Talorus - Large Round Gem
- from S : Scintillus Academy - Circular prism (OK,.. it's a cylinder)
- from SW : Pits of Carnage - Triangular prism
- from W : Loth's Tomb - Rectangle gem
- from NW : Ethereal Void - Heart shape gem
-
-
- TRAINERS:
- ---------
-
- NOTE: Some trainers are better than some of the others some of the time.
- You may wish to save your game before training sessions to try to
- shop around for the best deal. One Skill Point can be worth anywhere
- from 1 - 3 improvement points.
-
- Castle: Syria - Sword, Unarmed
- Nystul - Mana, Casting
- Julia - Traps, Picklock, Repair
- Lady Tory - Charisma (do it quick, she may not be around long)
- Patterson - Charisma
- Dupre - Axe, Mace
- Nelson - Lore, Search (do it quick,.. )
- Iolo - Swimming, Appraise, Missile
- Geoffrey - Attack, Defense
- Fissif - Picklock, Stealth, Traps, Acrobat (in prison)
- Goblin (B4) - Track (not Rogwump, not Dripper,.. the other guy)
- Tower: Garg - Unarmed
- Keep: Lobar - Sword (seems better than Syria)
- Altara - Mana, Casting
- Ogri - Lore
- Pits: Fighters - Axe, Mace (after earning their respect)
-
-
- ARMOR/WEAPONS
- -------------
-
- Listed from worst to best:
-
- Swords : Dagger / Short Sword / Long Sword / Broad Sword
- Maces : Cudgel / Light Mace / Mace
- Axes : Hand Axe / Axe / Battle Axe
- Missiles : Sling / Bow / Crossbow
- Shields : Buckler / Small Shield / Wooden Shield / Tower Shield
- Armor : Leather / Mail (Chain) / Plate
-
- Weapons/Armor condition (from worst to best):
- Badly worn / Worn / Servicable / Excellent
-
- Jewelled weapons/sheilds are more powerful than regular. In addition, a
- "black" long-sword is better than an ordinary one.
-
- Magical Armor/Weapons rating (from worst to best):
-
- Minor Protection/Toughness/Damage/Accuracy
- Protection/Toughness/Damage/Accuracy (no adjective)
- Additional Protection/Toughness/Damage/Accuracy
- Major Protection/Toughness/Damage/Accuracy
- Great Protection/Toughness/Damage/Accuracy
- Very Great Protection/Toughness/Damage/Accuracy
- Tremendous Protection/Toughness/Damage/Accuracy
- Unsurpassed Protection/Toughness/Damage/Accuracy
-
-
- THINGS TO KEEP AN EYE OUT FOR:
- -----------------------------
-
- "Pole" (comes in handy for flippimg remote switches, levers, etc.)
- "Fishing Pole" (unlimited free food + use fish for barter)
- "Rock Hammer" (reduces boulders to sling stones)
- "Black Eggshell" from a spider
- "Amethyst Rod"
- "Grey Rock"
- "Basilisk Oil" (looks like a "colorless potion" at first)
- Anything made from "Fraznium"
- "Horn"
- "Banner"
- "Purple potion of Iron Flesh"
- Dream "plants" (unusual looking plants found at gravesites)
-
-
- RINGS (magical):
- -----
-
- Ring of Protection - IC1, Fall off Dam Control tower and enter pipe
- Ring of Regeneration - LT3, In large pit with fireballs (secret room)
- Ring of Poison Resist. - LT4 (1st Liche room - Morphius)
-
-
- RUNES:
- ------
-
- Note: not all runes are at the locations given, there seems to
- be some variability in the game, which may be somewhat random (or
- may depend on the type of character created: my personal theory). If
- a rune isn't found where indicated, try one of the other places.
-
-
- A - KK1 (Altara after quests), PC2 (pentagram room), SA8 (pentagram)
- B - PC1 (after death of Zaria), SA8 (in 3529 puzzle area)
- C - T1 (among all the Kal stones), KK1 (Altara after quests)
- D - B2 (Nystul's lab), PC1 (after death of Zaria), PC1 (Zaria's chest)
- E - B3 (in chest with two Gazers), LT3 (by exit to level 4)
- F - PC3 (From liche), SAV (chest), LT4 (Lord Umbria), LT4 (Lethe)
- G - IC2 (Anodunos), SA8 (pentagram), PC2 (Earth Golem)
- H - PC3 (from Liche), SAV (pentagram), LT4 (Lord Umbria)
- I - IC2 (Anodunos), PC1 (after Zaria's death)
- J - PC2 (Earth Golem)
- K - T1, PC2 (pentagram room), PC1 (after Zaria's death), B1 (Tory dead)
- L - B3 (by Fissif), IC1
- M - IC2 (Anodunos), PC2 (pentagram room)
- N - PC1 (after Zaria's death), LT4 (Morphius), B3 (chest near "haunt")
- O - IC1, PC1 (after Zaria's death), B3 (chest near "haunt")
- P - B2 (Nystul's lab), PC1 (Zaria's chest), B5 (above waterfall)
- Q - IC2 (Anodunos), KK1 (Altara after quests)
- R - PT5, IC2 (Anodunos), B2 (Nystul's lab), PC2 (Earth Golem)
- S - PT5, SA8 (chest in bedroom)
- T - SAV
- U - IC2 (Anodunos), B2 (Nystul's lab), SA8 (pentagram)
- V - PC3 (behind grey Reaper), SAV, LT4 (Lord Umbria)
- W - IC1 (pack by skeletons),SA8 (pentagram), LT3 (by exit to level 4)
- Y - PT5, B2 (Nystul's lab), SA8 (pentagram)
-
-
- UNLISTED SPELLS
- ---------------
-
- NOTE: Unlike the UW1 walkthru (which listed all spells), this version
- does not list all spells. This is in the interest of discouraging
- piracy.
-
- 1st Circle:
- UDP - Bounce (from Nystul's Lab) elastic collisions jumping/moving
- BWE - Locate (from scroll in Anodunos) Puts you back on the map if lost
- (Note: typically, this occurs when telporting to new area)
-
- 2nd Circle:
- QMY - Dispel Hunger (PC1 - from Zaria) gives you that "well fed" feeling
- QAC - Valor (PC1 - from Zogith after "Flam" stone) improves combat
-
- 3rd Circle:
- AKC - Repel Undead (KK1 - from Merzan)
-
- 4th Circle:
- IAF - Frost (PC1 - from scroll) shoots "cold" balls at multiple opponents
- IS - Thick Skin (from UW1) provides medium protection
-
- 5th Circle:
- ITJ - Rune of Stasis (KK1 - from Merzan) sets time trap
- RSY - Mending (PT5 - from scroll) repairs armour/weapons to "excellent"
-
- 6th Circle:
- WE - Map Area, puts your immediate surroundings on your map
-
- 7th Circle:
- VPY - Tremor (from UW1) causes small earthquake
- KAM - Summon Demon (creates hostile demon i.e. Hordling, Destroyer)
- VOY - Enchant Item (KK1 - from Altara) turns weapons/armour "magical"
- Note: "Enchant" can be cast multiple times on the same weapon or
- armor for improved effects, also works to recharge wands.
-
- 8th Circle:
- VKC - Armageddon (from UW1) destroys everything, everywhere (not good)
- VJM - Smite Foe (kills just about anything)
-
- IMPORTANT NOTE: When using the "Levitate" or "Fly" spells:
- Press "E" key to go UP
- Press "Q" key to go DOWN
-
-
- SHOPPING: (Prices may be lower, depending on Charisma skill rating)
- --------
- Merzan (KK1) Spells: $175 Repel Undead
- $175 Rune of Stasis
- Potions: $75 Invisibility
- $50 Restore Mana
- $35 Greater Heal
- $30 Mana Boost
- $20 Resist Blows
- $15 Lesser Heal
- Services: $60 Recharge Item
- $25 Identify item
-
- Note: Merzan will also sell you a Potion of Iron Flesh ($100), or
- Flameproof ($60 + 10 bottles of water) if you ask for it special.
-
- Note: Merzan will also accept gemstones, goblets, and sceptres in
- place of cash.
-
- Beware of anyone peddling "Dragon skin boots".
-
-
- CHARACTER CREATION
- ------------------
-
- I would suggest spending some effort up front in creating a good
- character. Pay particular attention to the Strength attribute. If you
- do not have a Strength of 25 or more, you will not be able to wear a
- full set of neat "Plate Armor", and still have enough carrying capacity
- for all your other nifty stuff.
- Create some characters and throw them all away, until you get an
- idea of what a "good" set of stats looks like.
- I found Druids, Paladins, Shepherds, and Fighters to be pretty
- good bets.
- NOTE: When you create a character, you will start with certain
- skills at certain levels. There is a rumor to the effect that if
- "Casting" is your highest initial skill, a "Mani" runestone will be
- in your secret room upon game start-up. This will allow you to cast
- the popular "Lesser Heal" spell right away.
-
- Recommended Skills:
- ------------------
-
- This is MY opinion about what skills to concentrate upon
- developing. Your opinion will certainly be different.
-
- Attack - LOTS
- Defense - LOTS
- Weapon - LOTS (choose only 1 of Sword / Axe / Mace / Missile)
- Mana - LOTS
- Lore - LOTS (so you can identify all these neat magical items)
- Casting - LOTS (so you don't get so many "backfires")
- Search - Little
- Acrobat - Little (so you don't get hurt in falls)
-
- You can win the game with no weapons (UNARMED skill only).
-
- Note: Weapon skill is very important (especially in the early game).
- When you are engaged in battle, your effective attack, and
- defense are both based on your Weapon skill (in addition to
- Attack and Defense). In other words, extra points in Weapon
- improve BOTH attack and defense, in battle. It also lessens
- the chances of damaging your weapon.
-
-
- EXPERIENCE LEVELS: This lists how many experience points you need to
- reach each character level. You cannot get above 15th level. You
- can, however, continue to get experience points (and thus Skill
- Points) beyond this level. There appears to be no limit. After
- you hit 15th level, you continue to get 1 Skill Point for every
- 150 Experience Points.
-
- Level Exp. Points Exp./Skill pt.
- ----- ----------- --------------
- 1 0 50
- 2 50 |
- 3 100 |
- 4 150 |
- 5 200 \|/
- 6 300 100
- 7 400 |
- 8 600 |
- 9 800 \|/
- 10 1200 150
- 11 1600 |
- 12 2400 |
- 13 3200 |
- 14 4800 |
- 15 6400 \|/
-
-
-
- BRITANNIA
- ---------
- 1) Get Sewer Key from Dupre (B1)
- 2) Convince Fissif (B3) to go quietly (he then becomes a Trainer).
- 3) Get Armoury Key - In debris pile in pit behind Reaper (B4) (It's
- there,.. keep looking), also a magical longsword (pick up the plants).
- 4) Find large Blackrock Gem (B5). This is used to teleport to the
- other worlds.
-
- There are two locked "massive" doors on level 3. One you can get to
- both sides of easily, the other requires a key which Charles will find
- for you about midway through the game.
-
- Castle Events: Water shortage (resolved after you visit IC2)
- Servant's strike (avoided by taking complaints of Nanna
- to Lord British). NOTE: See "BUGS" !!!
- Lady Tory murdered (unresolved until later)
- Charles finds a key
- Nelson murdered (murderer obvious)
-
-
- PRISON TOWER
- ------------
-
- Quests: Free Bishop and Milenus
- Free Felix and Marcus (and get the Cornucopia)
- Free Garg
-
- FAQ: No you can't get through those big double doors on PT2.
-
- 1) Pick up the "Food Delivery Voucher" and pass yourself off as the
- grocery boy.
- 2) Talk to Felix (PT4) about eliminating Freemis.
- 3) Talk to the goblin armourer. Many possibilities here. One option is
- to tell him how to make Fraznium gauntlets the easy way (without
- asking anything in return). After this, he will lend you a pair on
- subsequent conversation.
- 4) Talk to Borne (PT6) and pass yourself off as the new interrogator
- that he is expecting to arrive. He will give you a pair of "Fraznium
- Gauntlets", and the password (password varies from game to game).
- 5) Talk to Borne again and demand the set of keys. He will give you
- another password and send you to Janar (PT4). Go to Janar and get
- the set of keys.
- 6) Talk to Bishop (PT8), using the Fraznium Gauntlets to penetrate the
- force field. Give him the second pair of Fraznium Gauntlets. Bishop
- will then tell you about the Gem that you are looking for.
- 7) Go back down to Borne and demand that he hand over the Blackrock Gem.
- 8) Use the keys to release Garg (PT6). Garg will kill every goblin in
- the entire tower. You may now pillage at your leisure.
- 9) Go back to Felix to collect the Cornucopia (box). This box will
- generate food each time that you open it (food will appear on the
- floor in front of you). The box will operate only for a limited
- number of uses.
-
- Super shorcut: Talk to Felix (PT4). Kill Janar (PT4), and take his keys.
- Use keys to release Garg (PT6). You now have free run
- of the Prison Tower.
-
-
- KILLORN KEEP
- ------------
-
- Quests: Find the Blue Banner of Killorn for Ogri (Praecor Loth's grave).
- Find out the history of the Trilkhai for Blackie. (Wisp in EVB)
- Find Amethyst Rod (T1) and Black Eggshell (B4 or LT1) for Altara.
-
- FAQ: "The Listener" is to be found in Britannia (not KK). If you
- pay close attention when Altara gives you the special dagger,
- she will pinpoint the spot.
-
- Blow out candles and throw away to avoid trap to alternate dimension.
- An alternative is to cast an "Open" spell on the locked portcullis.
- This will allow you to explore the Alternate Dimension later, without
- destroying the trap.
-
- DON'T kill any Brain Creatures that you may find. They are what
- is keeping the Keep up in the air. If you crash the Keep, you can still
- win the game (assuming that you have the Wand of Altara), however if
- you do, Altara will be dead, and you will miss some of the other nice
- things that she can do for you.
-
- Talk to everyone (keep in mind that all but one works for the
- infamous Guardian). You will have fun with Relk (he attacks you on
- your second meeting). Kintara and Lobar can help you to answer the
- questions of Mystell.
-
- Ask Altara if she knows Bishop.
- Altara is helpful throughout the game, you will want to go back
- to her many times. She provides you with:
- A) A magic dagger, with which to kill the "Listener" in Britannia.
- B) A special wand (made with a "black pearl", "amethyst rod", and a
- "black eggshell" from a spider). This wand will destroy the place
- of power in each world.
- C) Some nice runestones. (A, C, Q).
- D) The "enchant item" spell.
- E) Lots of good advice.
-
- NOTE: Fans of the game "Wing Commander" may notice a striking
- resemblance between the story of the Trilkhai (Blackie), and the
- Kilrathi cat-warriors of WC. In fact,... if you re-arrange the
- letters in Trilkhai,......
-
- KKA: There is a trap (carpet with candles) that will teleport you to
- an alternate dimension. This place is designed solely to kill you,
- and there is nothing of value to be found (except maybe a little
- experience and a couple of coins). The first part is a narrow
- hallway with rising/falling pillars. The hazard here is that they
- rise all the way to the ceiling and squash you (dead). The second
- part has numerous fireballs flying around. Since you will not have
- a "Flam" stone at this stage of the game, you cannot cast the
- "Fire protection" spell (result: death). If you ride the pillar
- up in the fireball area, there are two buttons and a chain. If
- you manipulate these correctly, a third area opens up,... filled
- with slippery floors and hostile imps. Walking into the large pit
- you find will teleport you back to the beginning of this nightmare.
- Walking into either one of the lava-falls will get you out.
-
-
- ICE CAVERNS:
- ------------
-
- Quests: Find the lost city of Anodunos
-
- FAQ: There are no keys to open any of the doors in Anodunos. You
- will have to bash down the "sturdy" ones, and lockpick or
- use the "Open" spell on the "massive" ones.
-
- Jump up and down to stop slipping on the ice. "Walk on Water"
- spell comes in really handy in this world.
-
- 1) Find your way down to level 2 and visit with Mokpo. He has some
- interesting visions. When you get to the Ethereal Void, you will
- wish that you had written these down.
-
- 2) Find the Dam Control Tower and make your way through the maze to
- find the key, and the door (A two step process). Release the
- floodgates.
-
- 3) Re-explore the waterways to find the Lost City of Anodonus. Talk
- to the "dire ghost" there,... and keep an eye out for a secret
- door. Use the Orb many times, for a clue. (Note: the many visions
- you see in the Orb are not all from the past,... one of them is of
- the very near future,... and tells you of your ultimate objective).
-
- 4) Pick up the Blackrock Gem on the ice plains by the river in the
- south-central areas.
-
- Don't forget to locate the Filanium deposits. You will need to
- know where they are later. (Note: they appear as "watery mud").
-
- Dam maze controls - Key: Chain, switch, lever all up, pushbutton light
- (flip switch & push button to achieve this)
- Door: Chain still up, Switch & lever down, button
- dark (flip lever & switch down, and push button)
-
- Instructions for Dam control:
- "Manipulating the controls causes the maze to change in a two step
- process. To get the key, make sure the lever, switch, and chain are
- all up. To reach the door, lower the lever and switch, and press the
- button. Walk through the force field to get to maze. Destroy this
- note afterwards, else we'll both hang."
-
-
- TALORUS
- -------
-
- FAQ: No,... you never do find out what's the deal with the Eleomosynator.
-
- The brass plates in the floor propel you upwards. This is used
- to travel between levels, and to leave Talorus. You just have to run
- over the plates at the right speed.
- Don't forget to pick up any "Nutritious Wafers" you find (light
- weight,... and very filling), or any "Light Sphere"s (brighter than
- the lantern,... but shorter duration).
-
- 1) Talk to the Historian
- 2) Talk to the Futurian and get Control Crystal M4Y8
- 3) Talk to the Data Integrator (this conversation doesn't go well)
- 4) Talk to the Dialogicians and get scroll
- 5) Talk to the Data Integrator again (goes much better this time)
- 6) Go down to level 2 and get the Delgnizator, and crystal E0Y2
- 7) Go to Bliy Skup Chamber and kill Bliy Skup Ductosnore
- 8) In chamber: place M4Y8 control crystal in yellow input hopper
- place E0Y2 pattern crystal in purple input hopper
- place Delgnizator on blue repulsor circle
- pull the chain
- 9) Go back to the Historian, and he will teleport you to the gem
- that you are looking for (if you haven't found it already).
-
- NOTE: There is a small room with a switch and a brass plate, located
- right next to the Bliy Skup chamber. This is the "Light Sphere"
- re-charging station! Real handy!
-
-
- SCINTILLUS ACADEMY (Final Exam)
- -------------------------------
-
- Note: Mana will NOT regenerate on levels 2 thru 7. These levels CAN
- be solved without it,... but it sure makes life easier in a few
- places. You will need some magic in the Vault, but that is on
- level 8 (where Mana DOES regenerate).
-
- Interesting stuff: Try out the vending machines. (bring some coins).
-
- Level 1: Drop the Gold Coffer on the Pressure Plates to open the
- three Portcullises. The right-hand Portcullis is the exit. The
- other two are traps.
- Level 2: Push button to open Portcullis. In hallway with arrow traps,
- timing is everything.
- Level 3: Use "Telekinesis" (wand provided in hallway as you enter).
- First, jump on the pillars and head to the west wall, push
- the button.
- Then, jump north 2 pillars,.... then west 2 pillars.
- Then, use "Telekinesis" to activate the pushbutton for the
- row NEXT to the one you are in. You must be standing on
- the very edge of your pillar to reach, and look around
- in the dark (or use "Daylight" or a "Light Sphere")
- to find the button. Then jump to exit. Unfortunately,
- the cool Wand of Telekinesis disappears when you exit
- this level.
- Level 4: Find the two keys on the NW and SE corner towers. Exit in NE.
- Level 5: Use pole provided to flip all switches up. Be careful not to
- step on the Pressure Plates in front of each switch. Then go
- through the door and jump for the Key. Do not hit the button
- or pull the chain. Also, don't forget to pick up the Moonstone.
- Level 6: Walk over plates to get key (arrow traps). Stepping on any of
- the plates results in a "headless" appearing at that plate. The
- arrow traps are triggered when you attempt to take the items
- in the center. The peacful headlesses will get hit by the
- arrows meant for you. After that, it's just a matter of good
- mapping notes (and determination).
- Level 7: "Levitate" spell is nice,... otherwise: MAP:
-
- Exit
- |
- P| First swim for the Key and the potion.
- X-X-X X X
- | K - Key
- X X X X X P - potion
- K| X - Pillars
- North <- X X X-X-X
- | | | Save your game after each successful
- X-X-X X X jump to avoid irritation. The "Shift-J"
- | key combination makes these jumps much
- X X X X Enter easier (Read about it in your manual).
-
- Each column has an arrow symbol on the top. The arrow points
- to another column, which will disappear permanently once you step on
- the first column. If you can land on the very edge of a column (this
- is difficult, but not impossible) without stepping on the arrow, then
- the column it points to will not disappear.
-
-
- Level 8: 3.5.2.9 Count the alcoves from the red carpet (clockwise)
- Don't miss the key behind a bed, or the secret room.
-
- Vault : Yikes! First, cast "Dispel Rune" to avoid time trap, or use
- the "Flameproof" spell, or toss a coin through.
- Then, cast "Telekinesis" to activate button. Or you can
- shoot the button with a "Magic Arrow" spell.
- Then, swim to find a switch, then swim to find the door.
- Hint: take a left initially, then a right at the
- first intersection (This gets you close).
- Then, walk through walls to find the door switch.
- Hint: go straight in, and straight out.
- Then, swim into the Red Moongate. (Or, you may use
- "Fly" or "Bounce" here to bypass the next step).
- Then, cast "Flameproof", open all 3 doors, and go
- through purple Moongate in the center building.
- Then, swim to the path and find the hidden room, go
- too far and you will hit a nasty teleport trap.
- Then, find the hidden room behind the hidden room, if
- you have some form of "Fraznium". Examine the
- floor here carefully.
-
-
- PITS OF CARNAGE
- ---------------
-
- Quests: Get a Flam Runestone for Zogith (see Runestone locations)
- Get Sceptre of Deadly Seeker for Zoranthus (EVR)
-
- There are several ways to do this world:
-
- EASY WAY: 1) Talk to Dorstag (he refuses to give you the stone)
- 2) Play the game with Blog (PC3), use a "Grey Stone", and he
- will become your friend (or pick up one of his "black
- stone"s you see laying there and let him win a few). Ask
- for his help in obtaining the Gem.
- 3) Talk to Dorstag again, and ask for the stone.
-
- HARD WAY: 1) Talk to Dorstag (he declines your challenge)
- 2) Talk to Krilner
- 3) Challenge Zaria (and defeat her)
- 4) Challenge Dorstag (and defeat him)
- Note: You may have to challenge a few more fighters in
- order to establish your reputation as a bad dude.
-
- REAL HARD: 1) Push Dorstag out of his rooms and down the hallway
- 2) Kill him (Hint: He has trouble with Flame Strike, as well
- as Frost).
- 3) Repeat with all of his guards. If you push them far
- enough away from Dorstag's Quarters, the others will
- not attack you.
- 4) Raid the secret room in his quarters.
-
- Don't forget to visit Zoranthus (PC2). Just hit the silver button (the
- second one you find). You will need the Djinn-bottle he has. Pay close
- attention to the instructions.
-
- Note: I was able to kill Dorstag and all his guards in his quarters. I
- used up two Wands of Frost while standing in one of the doorways.
- By the time both wands had been used up, the only one standing
- was Dorstag (and he was in really rough shape).
-
- Note: check the graffiti on the walls in the central area of level 1
- after you defeat Dorstag!
-
- Note: Jospur will arrange arena fights for you. Winning a few of these
- will improve your social standing, as well as provide lots of
- experience points. Not to mention $$$.
-
-
- TOMB OF PRAECOR LOTH
- --------------------
-
- Quests: Find Trystero's bones for him (by jewelled axe and Gem)
- Talk to Praecor Loth for Helena
- Get Horn and Banner
-
-
- Level 1: Get all 8 pieces of the map for level 3.
- * By skeletons
- * By Fire Elemental
- * Golem has one (on him)
- * Push button by stairway
- * Behind secret door by locked door
- * Behind door with 5 switches (flip all down, right-to-left)
- * Behind locked Portcullis (note press. plate on pillar nearby).
- * There is no 8th piece (sorry).
-
- Level 2: Talk to the ghosts, and then do a little "Walk on Water"
-
- Level 3: Hope to hell you have most of the map. Exit is at North-
- center edge of level. Life is much easier if you have a key,..
- Head for the NE quadrant, and two places with water. One place
- has a hidden switch on the opposite wall (near water-level),
- which will open a secret door (key). The other place has some
- buttons,... push them to unlock secret door (or just bash it).
- This second water area provides a shortcut through level 3.
- NOTE: You have to activate the Flood control switch in the
- Southeast quadrant in order to do this, else the second water
- area doesn't have any water in it, eliminating the shortcut.
-
- Level 4: Kill the "Three" (Morphius, Lord Umbria, and Lethe).
-
- Throw away candles from pentagram to get through "Outer Space"
- To get across pillars, use "Fly" or locate the four pillars that
- aren't teleporters (Southmost, then NE, then E, then SE). There
- is a teleport trap in the water to take you back to the start,
- if you should fall in.
-
- Switch in area behind waterfall will open the big double doors.
- The "Despoiler" has the key that you will need.
-
- Fire Pit: just walk right over (invisible walkway).
- Talk to Praecor Loth and convince him that he's really dead.
- He will give you the Horn. Pick up the blue Banner while you
- are there.
-
-
- ETHEREAL VOID
- -------------
-
- If you have any LSD,... this would be a good time to take it.
-
- FAQ: If your screen starts rocking, the color map goes nuts, and
- your health goes down,... it's not a bug. You're under psionic
- attack by a hostile "Brain Creature".
-
- The levels are divided into colors (Red, Yellow, Blue, Purple)
-
- When you complete each color, you will be dumped on top of a
- white pyramid. Each time you step on one of the blocks of the pyramid,
- it will change colors. When all of the blocks are the same color, a
- moongate of that color will appear on the ramps above. This will take
- you to some interesting places. When all 4 basic colors have been
- completed, a fifth color (orange) becomes available. Do the pyramid
- thing one more time, in orange, and the moongate will take you to the
- base of the Shrine of Spirituality. Die-hard fans of the arcade game
- "Q-bert" may find this whole pyramid thing strangely familiar. Also, in
- the treasure area found as a result of turning the pyramid red,
- Underworld 1 fans will recognize Rawstag the troll.
-
-
- RED: Cast "Flameproof" before entering. A "Destroyer" guards the "Sceptre
- of Deadly Seeker" that you will need. Lots of Imps and Fire
- Elementals around. This is definitely the nastiest level in the
- Void,... so prepare. You will also need some form of "Cure Poison".
-
- YELLOW: Climb up on top of the maze. There is an "etched brass wall"
- where this is easy to do. Cruise around the highest level of
- the maze until you see a pillar/elevator in one corner (just
- like the moving pillars in Britannia level 3) Past this
- pillar is where you want to be. Remember what old Mokpo told
- you in the Ice Caverns? ("golden maze" "climb up on top of the
- walls").
-
- BLUE: Barter with Prinx (he wants 2 "eyeballs" from a flying Brain).
- Talk to a Wisp (white sparkles) to find out the history of the
- Trilkhai.
- Cruise down the exit hallway (more moving pillars) to the outer
- ring. Nasties await,... so prepare. In the center of the ring
- is an orange moongate on a pillar. Jump into the central pit,
- and use the "Bullseye" to bounce up to the gate. Mokpo: "an
- endless walkway, glowing blue" "jump and you are thrown high in
- in the air".
-
- PURPLE: Swim up the slippery hill and over the edge, follow the double
- arrow and use the "Bullseye"s to travel straight ahead. You
- will wind up on a narrow, slippery path,... that will lead
- through an image of the Guardian,... and into the Stick Maze.
- Past the maze (keep to the left,.. mostly), lies the goal.
-
- SHRINE: For some reason, you are not put in the Shrine of Spirituality,
- but are teleported to the base of the tower that it lies on top
- of. There are several ways to get in (and out):
- A) Use "Levitate" of "Fly" to get to the top of the tower. Lower
- yourself until you are standing at floor level of the Shrine.
- Cast "Portal" to get through the bars (and back out).
- B) "Levitate" or "Fly" to the top of the tower. Throw one of the
- Moonstones through the bars. Throw the other Moonstone on
- the ground at the base. Cast "Gate Travel" on this
- Moonstone to get in (and "Gate Travel" again on the moonstone
- at the Shrine to get out,.. after remembering to pick it up).
- C) Use the "dream" plants just before bedtime. In your dream,
- pick up the blackrock gem at the Shrine and throw it through
- the bars. It will be there when you arrive later. To disable
- the Shrine with Altara's wand, you must merely get close to
- the bars.
-
-
- ENDGAME:
- -------
-
- Okay, now that you have found all 8 gems (and "used" them on the
- big gem on B5),.... and destroyed all 8 places the Guardian was drawing
- power from (with Altara's wand),... and you have the "Horn" of Praecor
- Loth,... and the Djinn bottle from Zoranthus,... we're ready to go:
-
- 1) Cruise to the Filanium mud deposits (IC2, SE corner, "watery mud")
- and toss in a "colorless potion" of Basilisk oil. You will notice
- that "the thick oil permeates the mud".
- 2) Take a swim in the mud ("The oily mud coats your skin").
- 3) Cruise to EVR (Ethereal Void - Red) and take a bath in the lava pit
- you are dropped into ("The oily mud bakes on your skin"). You can
- also do this in the lava pit in the Brain Creature room on KK2, or
- anywhere else that there is lava to stand in.
- 4) Cruise to the "Sigil of Binding" (go through a few White moongates
- in the void until you get there,... there is a sign).
- 5) Cast an "Iron Flesh" spell, or drink a potion if you have one. ("The
- baked mud hardens into a clear glaze").
- 6) Stand in the center of the pentagram and set the Djinn bottle down.
- Break it with your weapon. If all goes well, the Djinn will enter
- your body,... otherwise you're dead (so SAVE before you try this).
- 7) Cruise to Killorn Keep and check out the soldiers barracks. Behind
- the door on the north wall you will find Mors Gotha. After a little
- verbal banter, she will attack you (along with about 6 guards). Once
- you have beat her up some, the Guardian will teleport her out of
- there (but you still have to deal with all of the guards).
- NOTE: if you haven't bashed down this door yet,.. it's about time.
- NOTE: If Mors gives you trouble, just crash the keep (by killing
- the Brain Creatures in the basement).
- 8) Pick up the Spellbook she leaves behind, and return it to Nystul.
- He will ask two questions. Nell has the answers ("Throne room" and
- "4:00"). Note: Fissif said 4:15 ("4:15" or "4" also work).
- 9) Mors Gotha will re-appear in YOUR castle, and you will have to deal
- with her again (in a permanent fashion). She will also have a few
- more guards with her,... who will also have to be dealt with.
- 10) Cruise to the Throne Room of Lord British. You will find the whole
- castle crew assembled. Tell Nystul that you are ready.
- 11) The rest is automatic,... Nystul casts a major spell, while you
- blow the horn (with the added "Oomph" provided by the air-Djinn).
- The castle is free, and Britannia is once again safe for Democracy.
- At least it would be except for that pin-head Lord British. Oh well,..
- you never really did care for politics anyway........
-
-
- GEM LOCATIONS:
- -------------
- Prison Tower - Borne has it (PT6)
- Killorn Keep - guarded by headlesses (KK2)
- Ice Caverns - On ice plain by river in south-central area (IC2)
- Talorus - Island in center of lava lake (T2)
- Scintillus Academy - In pentagram (SA8)
- Pits of Carnage - Dorstag has it (PC1)
- Loth's Tomb - Behind row of boulders (LT1) (use "rock hammer")
- Ethereal Void - In Shrine of Spirituality
-
-
- GUARDIANS' POWER LOCATIONS:
- --------------------------
-
- Prison Tower - Bishop's cell (PT8)
- Killorn Keep - lava pit in Brain Creature room (KK2)
- Ice Caverns - fountains of Anodunos (IC2)
- Talorus - Bliy Skup Chamber (T1)
- Scintillus Academy - Pentagram (SA8)
- Pits of Carnage - room with bloodstained walls (PC1) (Northmost)
- Loth's Tomb - Behind row of boulders (LT1) (use "rock hammer")
- Ethereal void - Shrine of Spirituality
-
-
- INTERESTING THINGS
- ------------------
-
- Get Mokpo hooked on drugs! After you have used the dream plants in
- your sleep, take some to old Mokpo. He will provide you with more
- clues as to how to conquer the Ethereal Void.
-
- Find out what old Nystul is hiding in his locked chest in the Library.
-
- Talk to all of the folks at the castle after you have been dipped in
- Filanium mud / Basilisk oil.
-
- Re-visit Garg on PT6 later in the game, he has a letter for you.
-
- You will find some dream "plants" in your travels. These are typically
- found at gravesites, and have little pale green flowers that look
- like "X"s. Eat one of these just before sleep for visions of the
- Ethereal Void. WARNING: You CAN die in your dreams.
-
- Check out the graffiti on the walls in the center of PC1 after you
- defeat Dorstag.
-
- Cast "Tremor" in the Ethereal Void. The best place I found is on the
- multi-colored floor area right at the exit.
-
- Cast "Mending" (RSY) on an empty lantern to re-fill it.
-
- Dorstag has an unlimited supply of "crossbow bolt"s. The problem is
- that to get them, you have to let him shoot you for a while. The
- "missile protection" spell works well for this.
-
- Fissif (once in jail) has an unlimited supply of "lockpick"s for sale.
-
- If the screen flashes:
- RED - You have been hit (injured)
- BLUE - You are drowning (get out of the water,... fast)
- PURPLE - You are under psionic attack by a Brain Creature (yikes!)
- YELLOW - You have picked up a "cursed" item, or a spell has backfired
- on you.
-
- Cursed items cannot be used (or "uncursed"). If you are wearing a
- "cursed" item, you will take damage each time that you change levels
- or worlds. Get rid of the item! You may have to have high LORE skill,
- or use an "Name enchantment" spell to find out which items are cursed.
-
- Be sure to check out the area above the waterfall on B3.
-
- It seems that nobody in any of the worlds knows how to swim, except
- you, and the Lurkers. Try pushing a monster into any nearby water.
-
- TRAP DOORS - every once in a while, you will discover a trap-door in
- the ceiling somewhere. You can do nothing with these. Should you fall
- into a bottomless pit elsewhere in the same world, this is where you
- will end up.
-
- Time and Flame traps: If you see a glowing "Tym" or "Flam" symbol, it
- is a trap. You can either cast "Dispel Rune" to destroy it,...
- or just pick any object from your inventory (like a "coin") and
- throw it at the trap. The trap will be disarmed, and you can pick
- up your object (with no damage done). Warning: do not throw any
- weapons/armor that are already in a "badly damaged" state.
-
- Moonstones: There are two of these: One on B3 in a chest guarded by a
- "haunt" (red ghost) behind a locked door, the other just lying
- in a hallway in the Scintillus Academy (SA5). To use them, you
- cast "Gate Travel" on one, and it teleports you to the other. A
- good example of their usefullness is if you ever want to return
- to SA8 (Scintillus Academy). Drop one stone there, and keep the
- other one with you.
-
- Way to get Armoury key: Walk up to the Reaper (to get its interest)
- and then lure it back to the entryway (where you came in). Now
- turn off your light source, and swim around the Reaper to get
- back to the pit it was guarding. The key is in a pile of debris
- in the pit (really! it's there! keep looking!). If you're quick,
- you can get in and out without a fight. Also, there is a nice
- sword behind a large plant (you have to try to "pick up" the
- plant, and suddenly the sword falls out where you can see it).
-
- Way to get past locked things in Britannia: Since you cannot cast an
- "Open" spell while in Britannia, you take advantage of the way
- that targeted spells operate. Go to any alternate world and
- cast your "Open" spell. The cursor will change to indicate that
- the spell has been cast, and will then wait for you to target
- the spell. At this time, run back to Britannia, and find the
- locked object you wish to open,... then release the spell.
-
- Blackrock Gem (B5): You will notice that one of the 8 facets is a bit
- brighter than the rest. This is the one that you can walk into
- to teleport to alternate worlds. The active facet is constantly
- changing (you can see this if you watch the gem later in the
- game.)
-
- Initially, only one facet will be lit (Prison Tower).
-
- The next two facets (Killorn Keep, and Ice Caverns) will open
- up when:
- A) You have set foot on level 6 of the Prison Tower
- B) You have talked to Miranda afterwards (where she tells you
- the servants have become "increasingly rude and irritable").
-
- The next three facets (Talorus, Scintillus Academy, and Pits of
- Carnage) will open up after the murder of Lady Tory. This event
- is triggered when:
- A) You possess the small blackrock gem from Ice Caverns.
- B) You have killed "The Listener".
- C) You have talked with Miranda after doing all of the above
- (this conversation is interrupted by a guard).
-
- The last two facets (Tomb of Praecor Loth and the Ethereal Void)
- become available after the murder of Nelson. This event is
- triggered when:
- A) You have talked with Zoranthus (PC2).
- B) You possess the blackrock gem from the Scintillus Academy.
- C) You have "Used" the blackrock gem from Talorus on the larger
- one (B5).
- D) You have talked with Miranda after doing all of the above
- (she tells you that Nelson wishes to see you right away).
- E) Nelson is dead.
- F) Patterson is dead (No, you can't leave him hanging around).
-
- The next trigger-point is the appearance of Mors Gotha in
- Killorn Keep. This event is triggered by succesfully containing
- an Air-Djinn in your body. When you return from the Ethereal
- Void after accomplishing this, you should be met by four soldiers
- from KK at the big blackrock gem on B5. Once you have dispatched
- them, go to the soldiers barracks area of KK1. In the room with
- the locked door, you will find Mors Gotha. When you have defeated
- her (and her soldiers), she will leave behind a spellbook. Take
- this book to Nystul. You will also find that Altara has fled
- from the Keep at this time.
-
- The final trigger-point occurs when Nystul has studied the
- spellbook of Mors Gotha, and asks you to find the answers to
- some questions. This is triggered by:
-
- A) "Using" all 8 small gems on the larger (it will start
- flashing when this is done).
- B) Destroying the Guardians place of power in each of the
- 8 worlds.
- C) Posessing the Horn of Praecor Loth.
- D) Talking to the right people after all of the above (however,
- I am not entirely sure who they are at this writing).
-
- The center of level B5 will change to icy walls when you return
- from the Ice Caverns for the first time. This area will remain frozen
- until you eliminate the Guardian's influence from Anodunos.
-
- Don't forget to "use" the small blackrock gems you find (after
- treatment by Nystul) on the large gem. This will lock these worlds open,
- so you don't have to wait around.
-
- Quick experience: In the Scintillus Academy (SA1), there are those
- Portcullises that you opened by placing the Gold Coffer on the
- correct Pressure Plate. Open the center Portcullis. Inside you
- will find an endless supply of "hostile mongbat"s to kill. They
- just keep coming! (and they are pretty easy to deal with by this
- time). You can keep this up until the game starts to slow down,
- from rendering all those countless bloodstains on the floor that
- you are generating (I noticed this after about 500 kills).
- Also, on SA5, there is a pull-chain near a portcullis which
- produces skeletons each time that you pull it.
- Also, on SA8, a new monster will appear in the center of the
- puzzle each time you screw up (the 3:5:2:9 puzzle).
- Talk to Jospur on PC1. He will be happy to arrange some fights
- for you (you make some $$$ as well).
- Also, if you are really looking for some action,... try the
- "Summon Demon" spell (KAM).
-
-
- LOCKED DOORS: Unless a door or chest is "massive", it can be bashed
- in. It is best to remove your weapon (to avoid damage to it),
- and use your bare hand (which seems impossible to damage). This
- also works for locked "secret door"s. NOTE: "locked secret doors"
- are always accompanied by a hidden switch nearby. Search the walls
- carefully to reveal it.
-
- BASILISK OIL: Appears as a "colorless potion". You only need one.
- B3 - in chest guarded by two Gazers
- SAV - in chest at the end of the vault
- PC1 - in Zaria's chest
- PC3 - in Really Secret room behind Liche
-
- Don't forget to check out any sewer pipes that you find, and waterfalls.
-
- An extra Djinn Bottle may be found in the Ethereal Void in the bonus
- area accessed by turning the pyramid all purple. Works just fine.
-
- "Grey Stone" (PT1), (T1) Futurians back room, (LT1) near gem.
- "Amethyst rod" in Talorus (T1), room with many crystals. Don't forget
- to score the "Nutritious Wafers" here. Lightweight, and filling.
- Note: another "amethyst rod" can be obtained in the Ethereal Void.
- "Spider Eggshell" in B4, and LT1
- "Horn" (LT4) Loth's gravesite
- "Banner" (LT4) Loth's gravesite
-
- You cannot auto-map alternate dimensions like KKA, SAV, and the
- Ethereal Void. Sorry.
-
- STEALING: If you find something "belonging to a XXXX", tread with
- caution. If the XXXX is upset, taking its belongings will almost
- certainly turn it to the "hostile" state,... IF it sees you do
- it (and that's the trick). If something is "peaceful", you may
- get away with taking things from under their nose, but I would
- recommend saving your game first!
-
- CRASHING the KEEP: If you kill the Brain Creatures in the room on
- KK2, the Keep will fall from the sky and crash. You will find
- that much has changed upon your next visit. Since this results
- in the death of Altara (very bad), I would not recommend it.
- But, when Mors Gotha arrives, Altara leaves the Keep of her own
- accord. At this point, feel free to experiment. In fact, this is
- a great way to get rid of Mors and her flunkies (her spellbook
- will remain).
-
- LIGHT SOURCES: Tired of torches going out when you least expect it?
- Having trouble finding more oil for your lantern? Not to worry!
- Go into the "data" sub-directory and find a file called "shades.dat".
- Re-name it to something like "shadez.dat" and delete the original.
- When you fire up the game, all lighting will be like "Daylight".
- No torches, no lanterns required ever again!
-
-
-
- SECRET DOORS
- ------------
-
- B1 - Seven (one in your bedroom, six around perimeter of castle)
- B4 - One (between rats area and goblins area)
- KK1 - Two (in barracks area)
- KK2 - One (in room near portcullis)
- IC2 - One (Anodunos) (locked - hidden switch)
- SA6 - One
- SA8 - One (in one of the bedrooms) (locked - hidden switch)
- PC1 - Two (Dorstag's quarters) (Zaria's quarters)
- PC2 - Two
- PC3 - One (near area with 3 reapers) (locked - hidden switch)
- LT1 - One (near massive door)
- LT3 - Three (two by water) (one in bottom of fire pit)
- LT4 - Two (in Morphius area)
-
-
- REALLY SECRET ROOMS:
- -------------------
-
- These areas are found if you use the "Roaming Sight" spell.
- We're talking REALLY secret:
-
- KK2 - when you come down the stairs to get to the Brain creature room,
- walk straight until you are facing the wall (just a few steps
- forward after you arrive on level 2). Turn 45 degrees to the left
- so that you face the corner. Cast "Portal". Nothing worthwhile
- here (unless you need some sling stones). NOTE: this area does
- become available to you if you crash the Keep.
-
- IC2 - Anodunos. Go to NW corner of map (Anodunos). There is a piece of
- a building in the ice by a table and chair. Go to the SW wall of
- this building and face North. Cast "Portal". Good scrolls here!
-
- PC3 - behind the room with the Liche. Face the east wall and cast a
- "Reveal" or "Portal" spell. Basilisk Oil, Book, Orb here!
-
- SA6 - Teleport maze. There is a rest area in the red-carpet section
- of the maze (bench, chair, and vending machine). Stand in the
- SW corner of this area (chair) and face SW. Cast "Portal". There
- is nothing in here.
-
- LT2 - Head for the NE corner of the level. Head directly south, down
- this hallway until you face a "cave-in". Cast "Portal". Nice
- wand and magic leather vest!
-
- LT4 - Jump down into the fire pit just outside of Praecor Loth's
- grave site. You will know that you are in the right place when
- a bunch of "Fire Elementals" attack you. At either end of the
- pit are "spacey twinkles", which teleport you out of the pit.
- The twinkles are under a ledge. Walk towards the twinkles until
- just before you go under the ledge. Cast "Levitate" of "Fly"
- and rise all the way to the ceiling. There are two of these.
- The one to the west has neat stuff.
-
-
- COOL WEAPONS AND OTHER STUFF
- ----------------------------
-
- Note: Not everything appears where it should be. There seems to be
- some variability from game to game here. All is disclaimed.
-
- Sword of Stone Strike - LT1 (in pack behind portcullis)
- Jewelled Axe of Fire Doom - SAV (under floor tile with Vas, Tym)
- Jewelled Mace of Undead Bane - LT4 (Loth's gravesite)
- Cudgel of Entry - PC1 (Dorstag's secret room)("Open")
- Leather leggings of Stealth - B2 (Armory - in chest)
- Broadsword of Poison Weapon - IC2 (Anodunos - caution: badly worn)
- Battle Axe of LifeStealer - EVP (behind hidden wall in stick maze)
- Leather Boots of Bounce - T2 (among many other boots)
- Leather vest of Flameproof - LT3 (South-center room by ladder up)
- Chain Cowl of Valor - B3 (ghost above waterfall)
- Plate Gauntlets of Missile Protection - LT4 (Morphius area)
- Leather cap of Missile Protection - PC3 (behind "Dire Reaper")
-
- Jewelled Sword of Major Damage - B4 (in large plant in Reaper area)
- Jewelled Sheild of Unsurpassed Protection - LT4 (Really secret area)
- Jewelled Mace of Unsurpassed Damage - LT4 (Really secret area)
- Jewelled Dagger of Unsurpassed Damage - LT3 (room S-SW at map edge)
- Leather Vest of Unsurpassed Protection - LT2 (Really secret area)
- Chain Gauntlets of Unsurpassed Protection - LT2 (northmost area)
- Plate Boots of Unsurpassed Toughness - LT3 (in big fire pit)
- Tower Shield of Very Great Toughness - LT2 (by stairs to LT3)
- Black Sword of Great Accuracy - LT4 (Lethe has it)
- Jewelled Axe of Great Damage - LT1 (next to Blackrock Gem)
- Long Sword of Great Accuracy - LT1 (in debris pile as you enter)
- Broadsword of Great Damage - EVB (below orange moongate)
- Mail Shirt of Tremendous Protection - EVB (below orange moongate)
- Mace of Major Damage - IC2 (Anodunos - caution: badly worn)
- Sceptre of Shockwave - T2 (behind wall panel (North), use "Telekinesis")
- Wand of Flame Wind - LT2 (Really secret area)
- Piece of wood of Lightning - PC3 (Arm of the "Dire Reaper")
-
-
-
- BUGS:
- --------------------------------------------
-
- 1) Jerky motion (display pauses). Solutions:
- A) Turn of the sound.
- B) Quit the game, and restore where you left off.
- C) Wield your weapon briefly (un-verified rumor).
-
- 2) Servants on strike. You're out of luck. Start over :-(
- NOTE: when the servants (Nanna) first start complaining, you must
- agree with everything they say, and then take their concerns to
- Lord British. If you do not take care of this quickly, the servants
- go on strike permanently,... and you are screwed. Fixed by Patch.
-
- 3) Game locks up when talking to Wisp in EVB. Make sure that you
- have talked to Blackie (Trilkhun in KK1) before engaging Wisp.
-
- 4) Can't add more notes to map. Solution: Need more free space on your
- hard drive.
-
- 5) Sleeping with moonstone on cursor to break into Ethereal Void. DO
- NOT do this. It really hoses up the plotline, which can cause you
- problems, missing conversations, etc.
-
- 6) Nystul won't complete the endgame. When given the Spellbook from Mors
- Gotha, Nystul should ask you two questions. If not, it could be the
- result of how you obtained the Horn fron Praecor Loth. If you got it
- by killing him (instead of waiting for him to give it to you), you
- may get this problem. Fixed by Patch.
-
- 7) E001, E002 errors - Need more space on your hard drive. The requir-
- ments for free hard drive space as published don't seem to be correct.
- When you do a SAVE, many temporary files are created in the process of
- making a new SAVE file set. This will require more free space than you
- might think.
-
- 8) Color palette screwed up. Seems to happen primarily on systems with
- a local bus. Fixed by Patch.
-
- 9) Moongate not found (or only half there) in room with two hostile
- Brain Creatures, in Yellow maze area of Ethereal Void. No fix yet.
- But you can get to the Shrine of Spirituality another way, and be
- able to finish the game. When you first fall into the Void, you
- will be facing a huge orange wall. Just walk right up to this
- wall and cast "Portal".
-
-
-
- UNANSWERED QUESTIONS:
- --------------------
-
- 1) SA6 - The vending machine has a Pressure Plate here, what does it
- do? (none of the other vending machines have such a plate).
-
- 2) Is there any way to up your Search skill after Nelson is murdered?
-
- 3) Why does the pile of bones near Krilner (PC1) keep getting smaller?
- In fact, a lot of stuff on the floors seems to dissappear over time
- in the Pits.
-
- 4) In the Scintillus Academy, level 5; There is a pushbutton high
- on the wall by the Portcullis. What does it do?
-
- 5) How do I get a "lotus turbo esprit", or a "serpent statue"? And where
- the heck is "Jerry the Rat"?
-
-
- --
- -------------------------------------------------------------------------------
-