______ _ _ _ _ _____ _ | _ (_) | | | | | | / ___| | | | | | |_ ___ | |__ _ _ | |_| |__ ___ \ `--.__ _____ _ __ __| | | | | | |/ _ \ | '_ \| | | | | __| '_ \ / _ \ `--. \ \ /\ / / _ \| '__/ _` | | |/ /| | __/ | |_) | |_| | | |_| | | | __/ /\__/ /\ V V / (_) | | | (_| | |___/ |_|\___| |_.__/ \__, | \__|_| |_|\___| \____/ \_/\_/ \___/|_| \__,_| __/ | |___/ Die By The Sword FAQ and Max Score Walkthrough Copyright 2010 Anthony Heathcoat Version 1.0 Contents  Preface [0.1] Introduction [0.2] Control advice  Walkthrough [1.1] Kobold Caverns [1.2] River Run [1.3] Warren Crawl [1.4] Orc Stronghold [1.5] Lost Temple [1.6] Dwarven Mines [1.7] The Master's Castle [1.8] The Final Battle  Enemies [2.1] Kobold [2.2] Orc [2.3] Trog [2.4] Mantis [2.5] Ogre [2.6] Magmar [2.7] Spirit Warrior [2.8] Dwarf [2.9] Skeleton  Contact  Legal -------------------------------------------------------------------------------  Preface [0.1] Introduction Die by the Sword is one of the most groundbreaking games of all time. A 3D action-adventure title, based on swordfighting, with full 1-to-1 sword control, and damage/dismemberment based on momentum and force. Made in 1998. Verily, DBTS is super old by the time I'm writing this in 2010 and still no game has been able to pull off what it did all those years ago. Kind of hard to believe that Treyarch went from making this, to becoming a Call of Duty sweatshop for Activision. But such is the industry. There's even multiplayer, which can also be played alone against bots. [0.2] Control advice The precision sword control in DBTS uses a scheme called VSIM. Just using VSIM is most people's major obstacle to playing this game. There is an "arcade mode" where you can just press buttons for predefined slashes, but while it frees you from the challenges of dexterity posed by VSIM, you'll be less effective in battle, and it's really no fun. Use VSIM, it's totally worth it. But how? You can do VSIM with the number pad, but it's clunky -- clearly, the developers intended you to use an analog stick. However, this game was made long before the advent of dual-analog gamepads, when the only PC joysticks commonly available were huge flight-sim joysticks with no buttons (you'd have your other hand on the keyboard). Using something like that is certainly an adventure but it's too slow and you'll probably break your joystick slicing around with it. I was able to get a dual-analog gamepad working with the game, and I'll explain how. Here's a breakdown of the VSIM control schemes and their limitations: Keyboard - no analog Joystick - only reads the first available stick and no buttons Gamepad - no VSIM mode at all For starters, choose Joystick. You'll probably want to use the right stick for VSIM, but only the left is supported. Fear not; you can use a free program called PPJoy to swap the sticks. Create a virtual controller, then use the Joystick Remixer to map the sticks from your real pad onto the virtual one. The first stick has axis X and Y; the second stick has axis RX and RY. So, in the Joystick Remixer, set the X and Y axis to your real controller's RX and RY, then set its RX and RY to your real X and Y. Be sure to save your config. You need to have this program running while you play for it to work, and you'll have to reload the config each time. One more thing to do: this game is old enough that it can only recognize one controller. Go into Control Panel > Game Controllers > Advanced. In the field that says "Choose the controller you want to use with older programs", select your PPJoy virtual controller. This way, DBTS will read your stick-swapped controller instead of your real one. Great, you got VSIM working. But now the left stick does nothing and you can't map your buttons! This one is easier to fix. Get a controller-to-keyboard program such as xpadder. Map your left stick to WASD and your buttons to the keyboard. If you have trouble with movement being too twitchy, I recommend reducing the size of the diagonal zone considerably, and increasing the dead zone to at least 33%. Important buttons are Crouch, Jump, Climb, Pause (Esc), Action, Hide Weapon. Secondary are Block/Extend, Compass, Show Damage. Definitely map the main 4 camera controls: Normal, Scout, Raised, Fixed. These are important because one is your first person view, and the others are your high/medium/low cameras useful for spotting tunnels and such. Also, be ready to switch since some of the angles make your camera get stupid when fighting -- they'll give you a cinematic view that makes it impossible to fight coherently. The normal camera always keeps centered directly behind Enric, making it easier to fight. Many people don't seem to know this and quit playing in the first level due to the "bad camera". I never used the glance camera. The the Custom Move buttons only do anything if you set macros in the Move Editor -- you can get by just fine without doing that, but it's fun if you have any buttons left. If you want to work the menus too, map the arrow keys over your WASD -- they won't interfere with each other. The Jump button will use menu items and whatever you map to Esc/Pause will exit the menu.  Walkthrough [1.1] Level 1: Kobold Caverns Scoring: 11 Enemies 5 ) Killed solo Kobold ambusher / Portcullis was closed behind you 15 ) Survived the three-Kobold ambush 10 ) Found Kobold secret hideaway / ??????? 5 ) Eluded rope-trap / Got caught in rope-trap 15 ) Killed Orc waiting in rope-trap Room 20 ) Secured dock room 30 ) In Perfect Health +5 ) Bonus for finding secret riverside potion Subtotal 105/100 Cutscene: Kobolds capture Maya Autosave: Behind the Rockslide You start in a tunnel. In the first room, one Kobold will run off to the next room while the other hits a lever to close the portcullis it went through. He's defenseless while doing the lever-pulling animation. Once he's dead, pull the lever again to open the portcullis back up. Don't run to the next room right away. When you first enter this room from the starting tunnel, to your immediate right is another very narrow tunnel leading to a tiny side-room with another Kobold. This guy would otherwise wait for you to continue and close the portcullis behind you (-5 points). Kill him now. Go back to the portcullis and continue to the second main room. Autosave: Past first gate The Kobold that ran away will wait for you in plan view from the tunnel. Once you enter the room, two more will jump out from alcoves to the sides of the entrance. One of their corpses will have the Iron Key needed to get through the next door. Open it to activate the autosave. Autosave: Survived Kobold ambush Don't go through this tunnel to the next room. Right when you get there, there will be an invisible rope trap (-5 points) and an Orc and Kobold waiting to jump you. Instead, take the side-tunnel. It is difficult to see but it's in the dark corner to your right when you first entered the ambush room (Southwest part of the room). This tunnel has some spear traps -- you can see them easily, just duck the high ones and jump over the low ones. You'll need the Iron Key again to get through the door at the end. The tunnel will first take you to the "Kobold secret hideaway" (worth 10 points) with a healing potion, then keep going and you'll be back in the rope trap room, from a safer entrance. Careful not to get too close to the normal entrance while fighting or you'll hit the rope trap. The Orc's corpse will have the steel key. ***Cheap strategy: Instead of going through the trap tunnel, try going through the normal tunnel and stopping in the doorway. You can actually get a tiny ways in without hitting the rope trap. That's barely enough to jump onto the left ledge where the Kobold is. (Seems easier with the sword out). If you enter the room this way, the monsters' AI never activates until you hit the rope trap, so you can kill them like training dummies. This also lets you avoid the trap tunnel, as you can activate the "Found Kobold secret hideaway" achievement by just going there through the tunnel to the rope trap room. *** The doorway to the last room needs the steel key. Use the potion in the tunnel if you need it since there's only one more fight. The last room has an Orc and two Kobolds. Autosave: Secured the Dock Room Before finishing, grab the hidden full healing potion. Facing the water, look to the left of the raft (east) and you'll see a sloped area sticking out toward the water. Jump over this, and on the other side will be the potion. If you fall into the water, it's quite hard to get back to the slope but you can easily get out by climbing onto the raft, or the straight part of the bank near the raft. Healing yourself at the end also maximizes your health bonus to your score on the scoring screen. Get on the raft and cut the rope to continue. [1.2] River Run Scoring: 8 enemies 10 ) Survived river attack 5 ) Investigated levers on riverside ledge 5 ) Sent raft through portcullis 15 ) Found Ring of Shielding 10 ) Survived ambush in fern room 10 ) Negotiated corridor of traps 15 ) Defeated Orcs at unloading dock 30 ) In Perfect Health +3 ) Bonus: potion beneath waterfall +3 ) Bonus: potion in tunnel Subtotal 106/100 Cutscene: Kobolds and Orcs take the unconscious Maya to an elevator and go up. Trog in the river snags a Kobold. Autosave: Underground River A Trog will jump onto your raft. Finish it as quickly as possible. If you knock it off the raft it'll just waste time since he can get back on. And try to finish him on the raft since he has a healing Fish which you can't get if his corpse is in the water. Your raft is headed for the Trog Lair bank. Don't just ride it there. Hop onto the alcove on the left of the river and quickly hit the right lever to open a big gate just long enough for the raft to go somewhere else. Autosave: Diverted the raft Ignore the tiny unusable tunnel. Hit the left lever to open the gate to the Trog Lair bank. Autosave: Trog Lair A lone Trog will attack. Get the jump on a sleeping Trog. Get a Fish from the puddle if needed. Ignore the potion on the high ledge; you can't get it yet. Take the big tunnel to the North. Autosave: Trog Hatchery The Mama Trog looks dangerous (and does do plenty of damage) but has little health so just swing like mad. Break all the eggs and one will hatch a harmless baby Trog that follows you. Search the Kobold corpse to get a Ring of Shielding (+30% Armor!!) Go back to the Trog Lair and take the West tunnel this time (you'll need to jump to get in). Autosave: Ferns Autosave: Waterfall Behind the waterfall is a minor healing potion (+3 points) and the river is a dead end. Take the tunnel. A section of floor will slowly swing down and if you're slow you'll drop into a very shallow depression with 1 Trog. You can climb out easily. Jump over a few more spear traps in this tunnel. Autosave: Past the Traps The next room has the last fight with 2 Orcs. In the back there's a tiny unusable tunnel that presumably goes to the one at the beginning of the level (where you jumped off the raft). Now you've found the elevator from the last cutscene, but there's also a river nearby where the raft you diverted is waiting. Get on the raft. Autosave: Heading for the Falls Rafting off the falls will kill you so jump into the tunnel on the right before your raft goes over. This takes you to the full healing potion on the ledge over the Trog Lair (+3 points). If you're pro, you can get directly back to the elevator room by going back to the river and jumping along the left wall then taking the short swim across, but you're probably safer just dropping down into the Trog Lair and going through the Ferns/Waterfall area again. It's a pretty short walk. Pull the rope and get in the elevator. [1.3] Warren Crawl Scoring: 16 enemies 10 ) Killed entry room guards 10 ) Cleared punishment room 10 ) Cut the Kobold down alive / ??????? 10 ) Got shrink potion 10 ) Found cart room 20 ) Defeated Ogre 30 ) In Perfect Health Subtotal 100/100 Cutscene: Orcs carry Maya further into the mountain, one gets attacked by a Mantis Autosave: Up the Elevator As soon as the elevator is high enough, leave it or it will drop and kill you. 1 Orc and 2 Kobolds attack; the Orc will have the brass key needed for the first door. Use it. Autosave: Cargo Area Autosave: Killed Orcs The tracks are dead ends and you can't go through the small tunnel so there's only one way to continue. The next room has torches and a crate with a minor healing potion. Autosave: Saw Punishment Room One of the Orcs in here has an iron key you need for the next door. If you cut the Kobold free, he will run off through the small unusable tunnel. That's not enough to get the "Cut the Kobold down alive" achievement, though. He can't be too injured, either. You'll know that you did it right if the Kobold gives you a box before leaving. The larger tunnel leads to a (currently) dead-end room with 4 small unusable tunnels (I'll call it The Hub) so just take the door out of here. Autosave: Leaving Punishment Room You'll find a couple Orc/Mantis fights going on. Common sense says let them wear each other down before you step in, but they take forever to kill each other, so you can decide if it's worth waiting. You'll find the room from the cutscene. Climb the platforms to the South. Autosave: Mantis Hole There's 2 Mantises in here. Autosave: Killed Mantises Grab the shrink potion. You can now use the small tunnels. Go back to the punishment room. The small tunnel here just forks to go the track room (AS: Killed Orcs) and the Hub#4. Go to the Hub. Here's a numbering of the exits: 1 2 3 4 5 #4 is the one I just mentioned and #5 is the large tunnel that goes straight to the punishment room. This is a big stupid maze and there's no need to bother with most of it. A: Take #3. Come out on the west side of a room with 3 tunnels. Go East. B: 3 tunnels, come out on the East. Go West. (Long tunnel goes down a lot) C: One exit in this room. (West to East) D: One exit in this room. (North to West) See 3 Kobolds, Minor healing potion E: You should now come out on the South of the room with the cart. There are some tricky things going on in the tunnels connected to the potion room. You might enter the potion room from the other direction, or leave it and end back up in the East-West room. However, you should always be able to get to the cart room by going West from the potion room. Hop on the cart and pull the lever, it will take you through the track room (gates will open momentarily to let you through) and into a new room. Autosave: Disturbed Ogre Your shrink potion will wear off so you can fight the Ogre. He has a Spigot. Use it on the middle barrel to open the level exit. [1.4] Orc Stronghold Scoring: 27 Enemies 15 ) Found the Amulet of Shielding 10 ) Crossed Tentacle Pit 15 ) Used Shaman's Mask 10 ) Freed the mutant 10 ) Defeated sparring Ogres 10 ) Got through barracks alive 30 ) In Perfect Health Subtotal 100/100 Cutscene: Orcs bring Maya to the Orc Shaman who levitates her onto an altar and begins chanting. Autosave: Through Secret Passage You'll be right in front of an Orc fighting a Mantis. The Orc has a brass key. A second Mantis will appear shortly. You'll be seeing more Orcs with new snazzy equipment now. Autosave: Tapestry Room Go left. Fight the Orc and Ogre. If you broke crates and stuff you'll find a Meat, Full healing potion, and Minor healing potion. Grab what you need quickly, because... Autosave: Cleared storage room Another Ogre will wander in from the next door. Rush him and get some hits in before he can pull out his club. He can still hit you without it, though. Next room has 2 Orcs, one has the iron key needed to continue. They won't wake up until you either get close to one or break the jar containing a Meat. Continue. Autosave: Hacking through the barracks When fighting the Orcs here, if you're lucky you can get them to stand in the fire which will do some decent damage to them. Don't let the pursuit of this distract you from actually fighting, though. You'll eventually make it to a locked door you don't have the key for. You'll be through here later, so just kill everything and go back to the tapestry room and take the right path this time. Autosave: Tentacle Room These tentacles will give you trouble if you try to jump across. Drop into the right side of the pit. They shouldn't be able to touch you down there. Hack away at the base of each tentacle until it stops moving (you can't kill them), then climb back up the slope at the left side. Now jump across before the tentacles revive. Autosave: Survived tentacles Enter the eye-obelisk room. Kill the Mantis and go right. Autosave: Entering dark tunnel Kill the 2 Mantises and get the Amulet of Shielding (Armor +200% vs. missiles) Autosave: Found Amulet of Shielding There's also a full healing potion. Back at the eye-obelisk room, use the triangle-shaped tunnel. Cutscene: Maya is levitated, disappears (!) with some magic sparks, and is replaced by the giant ethereal face of Rastegar telling the Orcs that he's pleased with their latest offering. In the voice of Megabyte from "Reboot". Autosave: Too Late? Keep going and you'll fall into a hallway. Autosave: Hallway to the Altar Room Go through the blue door. The Orc Shaman shoots fireballs at you while backing up, so you have to corner him to get hits in. Kill the other Orc first. Autosave: Cleared Altar Room Get the Minor healing potion, and the Master Key from the normal Orc. (It doesn't really open every door). Also grab the Orc Shaman's mask, it will disguise you as him for a while. Use the key to unlock Grub's chains and follow him out. He'll super jump up the hole that you fell through earlier, but you can't. He'll tell you to meet him in the eye-obelisk room (he'll call it a "pointy black rock" even though it's green). Continue; some doors need the master key. What follows is a linear series of rooms (they often have more doors but the extra ones will just be blocked off). The monsters won't attack you while you're disguised. They are still part of your Enemies total, but skipping enemies doesn't affect your score, so there's not much reason to come back later to kill them. Eventually your disguise will wear out right in front of a couple Orcs. Autosave: Shaman power wore off They have a copper key and healing herb. The next room has 2 Ogres! Autosave: Disturbed Ogres Keep your sword sheathed and run for the blue potion to the left. It's a Berserk potion that will make you bigger so you can handle these guys. There's also a full healing potion. After another room or two, the berserk potion will wear off, but the rest of the enemies in this area will already be dead anyway if you did "Hacking through the barracks" at the beginning. So now you're back at the beginning. Autosave: Tentacles again They seem more flexible this time and can hit you even in the pit. This is your last opportunity to take damage and unless you left healing items in the next area (unlikely) you'll have to do a perfect run here. Fortunately, I was able to just put my sword away and jump right past the tentacles, and they didn't react fast enough to touch me. Try that. In the eye-obelisk room, Grub will help you knock the obelisk over, providing a ramp to the tunnel out of the level. [1.5] Lost Temple Scoring: 6 of 5 enemies 15 ) Solved pillars and Pendulums 15 ) Negotiated stompers and blades 15 ) Defeated Magmar 15 ) Vanquished Spirit Warrior 10 ) Crossed the gigantic gears 30 ) In Perfect Health +3 ) Bonus: found potion behind gears Subtotal 103/100 Cutscene: We finally get to see Rastegar's physical self. Maya reappears here, on a summoning pentagram. A Kobold is fed to Changa. Autosave: Lost Temple Climb out and go north. Autosave: Before Stompers Big stone blocks move back and forth to crush you. After the horizontal ones, go through the vertical one and jump across to the top of another. Turn around and jump on top of the first vertical one. Take this hallway around the side of the room and out. Autosave: Rotating Blades Go through this room along the right wall. The first blade swings toward you, so jump it at its lowest point. The second swings away (and has more travel) so crouch under it when it goes up and head to the corner. Go around the back of the higher pillar and jump on the lower one, then up to the platforms. Hit the switch to stop the blades and raise a square pillar. Use it to jump to the other platform and use the glowing skull panel to deactivate a dragon head. (Those dragon heads kill you if you try to pass by them while they're still active.) Autosave: Sealed dragon head one Go back to the entrance... Autosave: Stompers again Autosave: Back out past stompers ... and go south this time. Skip the right tunnel and take the first left with the red banners. Autosave: Lava Room You'll be sealed in until you kill the Magmar. The lava will drain, revealing another glowing skull panel you can use to deactivate another dragon head. Autosave: Sealed dragon head two Go back to the main hallway and continue south. Autosave: Pendulum Room There's an invisible enemy here (Spirit Warrior), but you can see his sword. Just run past him through the pendulums and he won't be able to follow you. He'll likely try and get knocked into the lava by the time you come here again, although he never seems to do it while you're still around. Note that the pendulums aren't centered on the path, meaning they can only be passed on one side, so pay attention. Autosave: Block puzzle In the back, there are 3 switches. Hit 1 and 2 to lower the green and purple blocks to reveal a short cave near the left end of the north inner wall of the block pit. You have to drop down and go through a green block to get in there. Hit the switch in there (Labeled VI for 6) which raises the blue blocks. Hit Switch 1 again to re-raise Green, giving you a path to the high ledge. Autosave: Solved block puzzle Now you're on a ledge overlooking the pendulum room. Press the switch. Autosave: Activated staircase Now you have to jump across the tops of the pendulum blades to a tunnel on the other side of the room. The staircase you activated will give you a fast way to get back up if you fall as well as recover the full healing potion on this ledge, if you don't use it now. Use the glowing skull panel. Autosave: Sealed dragon head three If the Spirit Warrior is still alive, you must kill him now. Get back to the entrance and head down that first hallway you skipped earlier. It's the only place left we haven't gone yet. Spirit Warrior part 2 is here, kill him. Now you'll be in the room with all those dragon heads you sealed off. If you missed any, they'll kill you with a huge spread of fire. Autosave: Past the dragon heads Kill the Spirit Warrior for the third and final time and it'll open up the tunnel in the center of the weird monument. Autosave: Gear room There's nothing on the corpse here and if you try to pick up certain pieces you'll be instantly exploded by magic followed by a laugh. I have no idea. Jump on the giant gear on your left. You must jump to the top of the second gear to avoid being crushed between them. You can't do it if you just wait to be taken over the first gear and jump from the peg in front of you. Instead, as you reach the top of the first gear, step backward onto the peg behind you. As the peg turns vertical, step over the corner and onto the (increasingly horizontal) end so that you're standing on top of it when it reaches the top of the gear. Now, when this peg turns toward the second gear, wait until it is right about to become to steep to stand on before jumping to the second gear and you should have enough height to make it to a reasonably high place on the second gear. This part is going down so scramble over the top of the second gear before you're crushed. Then, jump to the third gear and then the ledge on the right. Autosave: Navigated gears There's two ways to do this. The tunnel to the left leads to the last room with the last enemy (a Dwarf), but the pit on the right leads to a minor healing potion, and a alternate path to the last room. If you want to kill every enemy, go kill the dwarf first then come back and get the potion, otherwise just get the potion and you'll be able to avoid the last enemy. ***(Optional) Kill your first Dwarf. Autosave: Killed Dwarven miner Go back to the gears. *** Drop down the pit and it will take you near the lower half of the last gear. Watch it and eventually you'll notice a hole going through the gear. Jump into it and wait for the other side of the hole to be lined up with a tunnel in the wall, then go through that. You'll fall into a small room with a minor healing potion, and there will be a tunnel that leads back to the end room. A piece of wall will slide open to let you in. Hit the switch to stop the rockfall so you can jump down the shaft and end the level. If you didn't already kill the Dwarf, you can quickly hit the switch and jump down the shaft before he starts attacking you. The shaft is immediately safe after you hit the switch even though it looks like the rocks are still falling. Sometimes you don't get the bonus points for getting the potion. It only happened to me once so just try again if it happens. [1.6] Dwarven Mines Scoring: 7 enemies 10 ) Negotiated through stompers 10 ) Defeated the Blacksmith 10 ) Cleared out the barracks 15 ) Disabled the water pump 25 ) Blew up the Machine 30 ) In Perfect Health +3 ) Got Gauntlet of Might Subtotal 103/100 Cutscene: Rastegar commands the Dwarves to "install" a giant gem. When the leader asks about their payment, Rastegar smites him with lightning. Autosave: Treadmill You're about to get squashed. Avoid the pistons by watching where the shadow is, and crouch-run through it as the pistons go up. Kill the dwarf for a key that opens the gate in front of you. Cutscene: Big machine shoots a laser for mining red gems Autosave: Opened first gate The red rocks next to the machine are a hint. If you use them, you'll throw a bit into the machine which raises the temperature, then some water will pour from the ceiling and cool it down. Walk down the pipe to the left and jump to the rock shelf at the lava fall. Hop the rocks up the lava flow to get a Gauntlet of Might (Strength +25%) Autosave: Got Gauntlet of Might Hop back to the machine room and drop down to the lower floor, then go into the downward trapezoid tunnel on the north side. Kill the Dwarf -- behind the machine he was using is a minor healing potion and a copper key. Autosave: Got key from blacksmith Go back up to where you got off the treadmill and a new Dwarf will be there. Go up the side tunnel; the copper key will open it. Autosave: Opening double doors Cross a bridge over the lava and into a dead end with two Dwarves. The armored one has a key, and there's a minor healing potion in the back. Feel free to backpedal and dump the regular Dwarf in the lava, but if you do that to the armored one you'll have a hard time getting the key from him. Autosave: Got key from warrior The key is for the gate at the top of the tunnel leading out of the blacksmith room, go there now. It brings you back to the machine room, on a ledge with a switch that lowers a drawbridge. Autosave: Lowered drawbridge Go in the tunnel behind the drawbridge. In the pump room, a Dwarf will jump you -- he has a minor healing potion. Use the panel on the water pump to break it. Autosave: Broke water pump Use the red rock by the machine twice to heat up the machine. With no cooling, it will explode! As soon as you put the second one in, RUN AWAY before it blows or it will kill you. Autosave: Blew up machine Now go in the tunnel that the laser was pointed at (before destroying the machine, the laser would have shot you if you went this way). Fairly short and easy level. [1.7] The Master's Castle Scoring: 24 enemies 10 ) Eluded ceiling trap 15 ) Smashed all the gems 5 ) Found the short-cut / ??????? 20 ) Defeated Changa 20 ) Killed ALL of the skeletons 30 ) In Perfect Health Subtotal 100/100 Autosave: In the Master's Castle Walk forward and 2 of the skeletons will animate and attack. Jump in the empty alcove at the opposite end of the room and it will turn around, putting you on the other side of the wall. Autosave: First Hall Don't step on the lit up sections of floor or you'll take damage. They're safe when they dim, but you're better off jumping between the sections that never light up. Jumping in the fountain will heal you but it will only do so ONCE so don't waste it. In the corner of the room with a big jar, a secret passage will open up if you get close. Go in there. Autosave: First spiral ramp In the burial room, the hallway will seal up behind you until you kill the 2 Skeletons in this room. The first coffin to open up also has a minor healing potion. In the back corner, there's a puzzle where you have to jump on some raised squares in a certain order to get them to flip over from blue to brown and teleport you somewhere. Just jump on the last one to flip. One will already be brown; jump on that one first. When you do that, another one will flip, so jump on it. Once all 4 have flipped (they won't all stay that way at once but it doesn't matter) you will be in a Power Room. Kill the skeleton, then smash the big red gem with the sword. Autosave: First power room Now, the divot where you started will have water in it. Jump in and you'll be teleported back to the burial room. Try to leave and another coffin will pop open with another skeleton to kill, THEN it will let you go back up to the electric floor room. Across the room from where you originally entered is a series of halls separated by gates where, each time, you'll be locked in with 1 or 2 skeletons until you kill them. Autosave: Second Hall Duck the spear shooters. Autosave: Third Hall In this one, after you beat the skeleton, the ceiling will start to fall on you. Duck into the one empty alcove and it will spin you around to a tiny side room with a switch to raise the ceiling back up. Back in the hall, pull the lever there and continue. Autosave: Second fountain room The fountain here has a tentacle in it. If you want to heal, run in and swipe to stun it, then you can jump in the fountain next to it. In the northwest corner is another secret passage. Autosave: Second spiral ramp This burial room is the exact same deal as the last one except this time you don't get any potions and all 3 Skeletons attack when you enter. Break the gem like last time. Autosave: Second power room Back in the tentacle fountain room, go to the next skeleton hall. The first section has a shortcut to the third fountain room: after the Skeleton attacks you, hop in the alcove he came out of, and it will spin you around to the shortcut. Autosave: Secret lever room Pull the lever to open the hallway. From here on, it's a series of empty hallways and rooms that look like dead ends until you get close to the other end, where the wall will open for you. Taking this bypass is a 5 point achievement. You'll probably want to go both ways since killing all of the skeletons is also one of the achievements. ***Optional: Normal path to the third fountain room The spear shooters here are in a block. The low ones go all the way across, and the high ones are at the beginning and end of the block, but not the middle. They all shoot at once, but not until you reach the middle of the block. Therefore, charge a jump, take it into the middle of the block of spear shooters, then stop and immediately release it. You should jump over a spear, narrowly avoiding high spears on both sides of you. It's easier to gauge where to stop and jump if you turn sideways to face one of the shooters and walk sideways into the trap. *** In the third fountain room, another secret passage is in the northeast corner. Autosave: Third spiral ramp The third burial room is exactly the same as the second, though you may need to walk around a bit more to get the first Skeleton to come out. Break the gem and head back to the third fountain, then continue on. You'll come to a wider hallway with a few sets of diagonal spear shooters on both walls. If you hug one wall, only the spears on the opposite wall will shoot, and they'll be low enough to jump over. Some of them will fire before you're even in range (if you go slowly) but don't count on that. Autosave: Main Keep The raised area has two well-armored skeletons that won't attack unless you get close. Behind them is a wooden door leading directly to Rastegar's room. The other hallway leads to the familiar summoning room with a pentagram (OMG realtime shadows!!), and then a series of ramps and empty hallways up to a full healing potion. Kill the skeletons before you get the potion. Don't go in Rastegar's room before destroying the gems in the power rooms or he'll kill you in a cutscene. But now, you can go in and he'll complain about you weakening him, then drop you through a trap door to be taken care of by Changa. Autosave: Trap There are 3 Kobolds hanging from ropes; they won't attack, so cut them down if you want; it doesn't matter this time. Turn around and go into Changa's room that you saw in the cutscene where a Kobold was fed to him. An elevator will deliver Changa to you for the fight. Changa isn't as hard as he looks. He has a wicked claw-spike thing with big range, big damage, and big knockback, but little blocking ability. If you have full health you can just DPS race him, but if you need to conserve health there's a cheaper strategy. Get behind the elevator. Note that you can swing right through it, but Changa has a hard time with that. Let him come to you. You can't swing ALL the way through the box, so position yourself so that the box is in front of you and Changa comes around it to your right. You want him to always be just a little bit around the corner, and you'll be able to hit him with wide horizontal swings. If he advances too far and gets full line-of-sight, retreat clockwise past the next corner and repeat. Since you're both right-handed and Changa is advancing clockwise, it's like you're on the defending end of a spiral staircase -- he will have a hard time hitting you as long as you keep positioning under control. Autosave: Defeated Changa Get in the elevator. You'll be back in the Main Keep. Go back to Rastegar's room. There's a minor healing potion in the right side of the left bookcase (you can't see it). Jump through the (opaque) stained glass "window" in front of the throne. [1.8] The Final Battle Scoring: 1 enemy 200 points for completion Autosave: The Final Battle You start on the first of a series of floating platforms leading up to the boss and Maya. They will only float for a short time before they fall, so hurry. However, they also bob vertically so you can't always make the jump between them, sometimes you have to wait a bit. If you need to use the climb button to get up, don't make a running jump -- the slope of the side will only force you UNDER the platform. Instead, stop at the edge and jump+climb. This is a last resort, though, since it's hard to get the climb button to work on the first 3 jumps. As soon as you start, if you immediately put the sword away and run forward you should have the following timing: - Hop to the second platform. - Full jump to the third. - Don't immediately go for the third -- you'll be tripped by magic, and if it happens mid-jump you'll probably fall. Get back up and wait for the platforms to get closer to level and jump across. - Get to the edge and jump+climb to the last platform. Take out your sword. You can't hit Rastegar, but you can hit the crystal Maya is in. Every time you do, you get knocked down -- you take no damage from this; in fact, Rastegar can't hit you while you're down. Hit the crystal enough times and you'll go to a cutscene. If you take too long, Rastegar will create a tentacle to help kill you but you can just go to the other side of the crystal and you'll be out of its reach. Cutscene: Maya is released. Enric gets knocked down by the explosion and is dazed. Rastegar poses for a dramatic killing blow when Maya wakes up and hits him with a sneak attack, immobilizing him. Swing at Rastegar's head a bunch of times and it will eventually come off. You win! Don't bother trying to search the corpse before the next cutscene because he has nothing on him. Cutscene: Maya grabs Rastegar's sword which teleports our heroes to safety while the volcano erupts. Now you'll see your final score tallied across all levels. The final battle doesn't get its own score screen but you still get 200 points (before difficulty modifier) just for doing it. Enjoy Enric's dramatic retelling of the events to Maya during the credits.  Enemies [2.1] Kobold Lanky blue dog-midget with a short 1-handed spear and a small shield. When they're in their normal stance, the shield blocks attacks from the right -- try swinging left to right instead. When they jump around, you can pretty much hit with anything. They're short, so consider crouching. [2.2] Orc Chubby humanoid with a pig-head and a big weapon. Versions: -Axe -Sword and helmet The axe is good for stopping your swings. It also hurts so be careful when the Orc is ready to swing at you. Best times to get hits in: - Long animations without attacks in them that happen occasionally - When the Orc is jumping at you to do a big overhead attack (your hits cancel its attack) - When the Orc misses with a jumping overhead attack (It will recover quickly after a blow though) [2.3] Trog Muscular green fishman. Has no weapon or shield, so hack away. Not too dangerous. They like to advance and punch at the same time, and jump occasionally. Strangely, they're not harder to fight in the water -- they can only swim at the surface like you do, and they don't jump while fighting in water. The only problem is that they can swim indefinitely and you can't. Unless you have an immediate way out of the water, you should probably get out first and then fight. [2.4] Mantis Big black insect, about the height of a kobold. These things are hard to read because they look like a tumbleweed of sharp, black, pencil-thin limbs. They block a lot. Just stick and move and don't let them get behind you. [2.5] Ogre Huge muscular humanoid with a club. His club doesn't block you often. If you get hit you'll be sent flying, so make every close-in count. [2.6] Magmar A big fat lava/rock golem, not the Pokemon. What a pain. Even when you do damage, he is hard to swing through. He can knock you back almost as much as an Ogre, which is dangerous because these are found near lava. [2.7] Spirit Warrior His sword is visible so you can at least see where he is. He also casts more of a shadow than just the sword, but the graphics aren't good enough to be able to read what he's doing from the shadow. These guys are hard to hit and high-jump a lot. If he teleports away after being defeated, you'll see him somewhere else. If the corpse stays he's dead for good. [2.8] Dwarf Fat guys about the height of a Kobold. Pickaxe and chisel: To hit him, either aim carefully between his swings or try to get behind him. Hammer: Much slower and easier to hit. Armor and Sickle: Similar to the hammer dwarf, but faster and blocks more. Also does a dangerous jumping flip attack often. [2.9] Skeleton Skeleton that uses a pike and a big round shield. They're hard to hit in their normal stance; try using slashes that start very low to get under their shields. But do not just stay crouched the whole fight or you'll be missing a head. Go in for a crouch-swing and pop back up. Hard hits knock them around a lot and can be followed up on, worse ones can be covered with disrupting swings as you reposition yourself. They go down in few hits when unarmored, but they can have various degrees of armor on, and when well armored are a real pain to take down.  Contact If you notice problems with this guide, email me -- but only for that reason. My email address has the username "tony" and the domain "aehdev.com"  Legal The primary publisher for this document, and the only one guaranteed to have the most up-to-date version is GameFAQs - http://gamefaqs.com If you choose to re-publish this document: - You must use the entire un-modified file. - You may not publish modified versions of this document. - You must credit the original author stated in the copyright notice of this document. - You may not publish this document alongside statements contradicting the legal information given here. All trademarks and copyrights referenced by this document are owned by their respective trademark and copyright holders.