| WARRIORS OF MIGHT AND MAGIC |
| PS2 WALKTHROUGH & GUIDE |
| Author: Ward Halisky |
| Version: 1.02 (27.08.05) |
COPYRIGHT & USAGE INFO
Copyright 2005 Ward Halisky
This guide may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site (except as authorized) or
otherwise distributed publicly without advance written permission. Use of this
guide on any other web site or as a part of any public display is strictly
prohibited, and a violation of copyright.
If you have information about secrets or factual errors I would like to
hear from you. My e-mail is: email@example.com Please note that,
for the most part, I will not be replying to e-mails. Any information
will be verified and you will be credited if it is used. I am not
interested in alternate strategies and the like.
Although greatly unpopular with the critics, I enjoyed this game. Yes
it's clunky and lacks polish and drove me completely crazy in some
spots but I still liked it. Simple at first glance, poor design gives
birth to a somewhat challenging game - exactly what I like.
I decided to do the walkthrough for a couple of reasons. Firstly, even
though I had played the game to conclusion a couple of times, I always
felt fairly sure I had missed some stuff. Secondly, there was very
limited info available for this game online. In any event, if you want
to have a more FULL experience, you probably need a little assistance
(as did I) so here is my walkthrough.
I would like to thank Glen Johnson for his walkthrough; the only one
available, that I know of, until now. Although I tried not to follow
his outline, it is a fairly linear game and one cannot help but "go the
same way" in certain, areas so to speak. Additionally, I played the
game using his walkthrough as a guide at least twice before I sat down
to write this, so thank you Glen.
I would also like to acknowledge the new contributors who have mailed me since
I first submitted the walkthrough. Although not a large group, they were
dedicated and sincere and I will mention specific credit where warranted. I
would like to point out that credit is given on a "whoever told me first basis."
Problems? What problems? Thanks to reader submissions almost all problems have
been taken care of. If you discover something new please see the section
"Contact Me" if you wish to provide any info in this regard and I will credit
you if accurate.
Tip 1: Kill Every Single Enemy
There are very few places to "level up" in this game and they don't
come until very late. Also, the game keeps track of the number of kills
and will tell you how many you missed.
Tip 2: Save Often
I don't think I have never saved as often in any other game as I did in
this one and you'll see why if don't follow this advice.
Tip 3: Spend Your Gold Wisely
Spend your gold primarily on mana and health potions at the vendors.
You can only purchase limited amounts of these items before the vendor
runs out. Just about everything else they sell can be gotten in game
Tip 4: Learn Hot-Switch Menus
Learn to use your hot-switch menus because it makes the game much, much
easier. It also FREEZES the game for which you will be very grateful.
Tip 5: Collect All Spells
Collect (or buy) all 23 spells. Although some are totally useless, you
will need a lot of them to finish the game.
Tip 6: Un-equip Armor/Weapons/Accessories After Every Level-Up
When you level up, you are awarded points to allocate to 4 different
stats: might, speed, intelligence, and endurance. In order to see where
exactly you need to assign your points you should remove all armor and
accessories first. And by the way, if you're thinking you don't need a
lot of intelligence to beat the game, think again because the higher
the intelligence stat the stronger your magic.
I can sum up this game's magic system in one word: YIKES! It is not as
poorly conceived as it is implemented and I will explain what I mean by
On Ardon, all beings have an elemental basis. These are not unusual and
are as follows: FIRE, WATER, AIR, EARTH and DARK. Although the element
LIGHT comes into play, it is not actually attributed to any beings as
far as I can tell. Each element has its strength and weakness in
relation to the other elements as follows:
OK so far? Now we throw LIGHT and DARK into the mix. Obviously they
oppose each other however, we are also told that LIGHT beats EARTH and
WATER but not FIRE and AIR. And DARK is good against FIRE and AIR but
not EARTH and WATER.
How you doing? Well don't get excited, it gets much worse. Weapons and
armor can come in any of the 6 elements or 1 non-element for a total of
7 types. This means you can and should carry at least 6 weapons/armors
to attack/defend as the need arises. However, there are only slots for
5 weapons and 5 armors at any one time. Starting to see the problem?
And it gets worse again.
Each area often has two or more different enemy types and they are
frequently together in the same room. So you see two different enemies,
you have to figure out each element type and switch your weapon/armor
for each enemy after trying to remember the crazy element hierarchy.
OK. Enough about this . . . you'll see for yourself.
It has been pointed out, subsequent to publishing version 1.00 of this
walkthrough, that some of my comments regarding armor suggest I was completely
wrong about how it worked in regards to elemental properties. According to the
WARRIORS OF MIGHT AND MAGIC guide that comes with the game, you equip the same
elemental weapons AND armor for any given type of enemy. For example, an AIR
based enemy requires both an EARTH based weapon AND EARTH based armor for the
best offense and defense. Although I played the game to conclusion at least
twice thinking that the armor you equipped against an AIR based enemy needed to
be AIR based armor, you should read my guide with this in mind. It actually is
much easier the right way anyway! [Thanks to "undercaste" for this information.]
Well these are the most confusing group of add-ons you'll ever find.
There are two broad categories: AMULETS and RINGS. If one group
affected only defense and the other only offense it would be much
easier. But they don't. One accessory might lower defense and raise
offense while another might raise both. Many accessories also affect
the four game stats: might, speed, intelligence, and endurance. On top
of all this most accessories have an element attached. For example
let's say you find WARD'S RING. This ring lowers defense but raises the
WATER attack stat. The ring also decreases speed but raises
intelligence. How are you supposed to do? There are no
easy answers and you must experiment. Rest assured that the game is
very beatable so don't sweat this overmuch.
The game is broken up into illogical partitions, and for this reason I
have adopted a level and sublevel approach that follows the game.
Whenever you clear a level (not a sublevel) you are given the stats I
have been talking about above like number of kills, etc.
LEVEL 1: PIT OF THE ACCUSED
Overall Level Objectives
Quests to Complete: 2
Secrets to Discover: 11
Spells to Attain: 4
SUBLEVEL 1A: THE PIT
"THE SOULS OF THE PIT ARE DOOMED TO HAUNT ITS PASSAGEWAYS."
Special Items: FIREWOOD, FLINT
You are dropped into a pit following the opening FMV. Begin by running
around, picking stuff up (look for shiny glinting objects), killing
enemies etc. There are tutorials in play and you should start to get
familiar with the controls and stuff. Notice the guy who throws the
book? Pick it up. All spells come in the form of books and you really
need this, your first spell FIREBALL.
Make sure you have a look at both your inventory menu (select button)
and your pause menu (start button). If you look into your pause menu
and look in the quests item, you will see you have none. Quests are
added as you go along.
It is important to observe the ring around the enemy when you target
them with the R2 button. The slugs have a bright green ring denoting
EARTH based meaning FIREBALL smokes them real good.
When you have done all you can, head over to the grate, stand close to
the lever and press R1.
You are now in the sewers. Run right and pick the shiny thing (healing
potion). Keep going right - past the door - to the end. Blast the slug
and go up to the door. A ghost appears and warns you off. Head back and
pop into the door you passed earlier. Blow up the skeleton (EARTH) and
pick up the spoils. Back out of the doorway and head in the opposite
direction you first went. You will pass the open pit door (on your
left). Get to the end and blow up the slug. Enter this doorway and
destroy the skeleton. Pick up spoils and keep going. [It should be
obvious to you to pick up all shiny objects and I will not be pointing
out each and every one.]
Blow up slugs and keep going to the end. You eventually arrive at a
metal gate that you cannot pass. This is the exit for this sublevel
that you will have to find a way to open it. Walk up to the gate and
turn around. In front you see a boarded up doorway and above this
doorway a grated alcove. Behind this grate lies the sublevel boss
BALTHUS (DARK) who you must eventually defeat to open the gate behind
you. OK. Turn a little left and you will see a shiny thing halfway up
the wall. Approach this and you will have found your first secret. Now
head over to the boarded doorway, break the boards down and enter.
You are now in what I call the cells area. Follow the path around and
take the first open door on the right. You will see 2 skeletons
attacking a bigger guy. Kill the skeletons but not the big guy (APOK)
or you'll have to reset. Before you talk with the big guy check out the
room. In the left corner from where you entered is a chest. Walk up to
it and press R1 to open. Press R1 again to collect the goodies
including your second spell TORCHLIGHT (the most useless in the game).
Walk forward and pick up some FIREWOOD you will need shortly. Approach
the table and read the books about magic by pressing R1. Turn right and
you will see a set of stairs. At the top is BALTHUS who you can leave
for now or take out if you're gutsy - just save first. I will leave him
for now though. [By the way BALTHUS was the guy in purple in the
opening FMV who was killing lots of villagers.]
On either side of the stairs are barrels. You always want to break
every single barrel in the game and anything else that looks like it
could break as well - some barrels (greenish) cannot be broken. One
more thing to do before you talk to APOK: you see that beam coming down
from one wall? Walk up it slowly and you will have found your second
Time to talk to APOK by getting close to him and pressing R1. [Thank
goodness they translate for us.] He runs off. Follow him and when he
stops by a pool, save his butt once more. Talk to him again and he asks
you to follow him. In his room he stops and when you talk to him he
rewards you with your first accessory - APOK'S RING - and information
on how to get out of the cells. Search the room and make sure you break
all the boxes at the foot of the bed. You may need to power-swing to
break them. There is a wood club here but statistically it's the same
as the bone club so do what you will.
Return to the previous room and get the chest then head back to the big
room where you met APOK. Run across the room and out the other door.
Head down the hall and break the boards you come to then walk ahead. To
your right is the dead skeleton you killed earlier. Turn left and pick
up the key to open the chest. The way you do this is by equipping the
key so it shows in your top left circle, then press R1. [This is how
you equip and use all sorts of items (mostly keys) throughout the
Carry on up the slope and when you come to a 4-way cross go right into
the room. Pick up all goodies including the FLINT and then talk to the
ghost in the corner. He is cold. Light up the fire using (equipping)
the FIREWOOD and the FLINT and presto you have been awarded bonus
experience. Take a look in your quests menu and you will see you now
have 1 completed quest. [If a quest is incomplete it is in BOLD GREEN
Leave the room and go back to the 4-way and turn right. Activate the
lever then backtrack towards the slope you came up and you will see a
secret room with some excellent armor. Pick it up and equip it and then
return to the 4-way. Go straight past the lever onto some wooden boards
and save. Walk diagonally right across two planks into a new tunnel.
Smoke the bad guys pick up all goodies and run around the lower room
until you trigger the opening of another secret room. You have found
your third secret. Open the chests and equip as desired.
Return to the 4-way and head right - the only direction you haven't yet
traveled. Enter the room, smoke the bad guys and pick up your third
spell BLESS from the table. Don't break the barrels just yet. Head
across the room and through the other door. Smoke the bad guys and
enter a bluish ghostly room. Pick up the goodies and exit the blue room
by the other door. Follow tunnel down to a chest, then backtrack to the
room with the barrels you did not break. Break them up and head through
the door and up a slope to a new area.
Enter the room on the right first. Open the chest and finally - a
decent weapon. As you can see you will need to start dropping weapons
soon. There is a book with some of BALTHUS demented ramblings if you
wish to read them. Head across to the other room and kill and keep on
going on down the slope. When you come to a 3-way cross go left and
down all the way into the sewers. You have now come full circle to the
place where the ghost warned you off entering this door.
Whip through the sewer and take the first door on the right and then
your first left. You will soon be back in the room where you met APOK.
Save your game, head up the stairs and battle BALTHUS. There is a book
on the stairs if you want know more about BALTHUS. If you've gone up a
level and got the sword and are now wearing the armor you should have
no trouble. Blast away with FIREBALL and then rush in for the weapons
AFTER YOU KILL HIM YOU MUST ACTIVATE THE LEVER HERE TO OPEN YOUR EXIT.
Run down the steps and exit the room through the door you last entered.
Turn right at the 3-way and get back into the sewers. Turn right and
keep following the sewers all the way to the very end. Go through the
now open gate and you will exit.
Sublevel 1A Summary:
You should have 1/2 quests, 3/11 secrets and a total of 3 spells.
SUBLEVEL 1B: CRAWLER HIVE
"I HEAR THE SCREAMS OF THE OTHERS, MOST DO NOT SCREAM
FROM TORTURE BUT FEAR OF WHAT IS TO COME."
Special Items: FLOOR CELL KEY, PIT SEWER KEY
Now would be an excellent time to get good at casting magic. You are
still in the cells, but these have been overrun with fast crawling
critters (EARTH). You can usually hear them if they're close, so prime
your FIREBALL spell and move forward. When you arrive at the 3-way you
can check left but must eventually go right. As you carry on right you
will come to a section of building that appears to be falling in on
itself. Around a corner are some doors but you can only enter the first
one on your right. Inside the little room a ghost tells you his story,
and something about a furnace. Get out and turn left - don't go down.
Around the corner on this level is another bug and the furnace the
ghost was talking about. Just walk a little ways into the furnace room
and hit R1. You will be rewarded with some experience, but if you walk
in too far...
Go back to the doors and jump down to the room below. Blast the
skeletons and collect the goodies. Take your only exit and head left
down a ramp. About halfway down you will see a lever on the RHS.
Activate it and enter the now accessible room. Jump up on the barrels
and then the ledge to get some goodies and activate another lever for a
secret room. You have found your fourth secret.
Exit the room and continue down the ramp left. The first door you pass
on the right leads across a bridge and is the exit for this sublevel.
Keep going by and enter the first door on your left. Enter the room
slowly and kill all the bugs. Once cleared out, work the rooms
counterclockwise and you end up at a sloping downwards tunnel. [Armor
is the only item that doesn't auto-equip when you find it. JERKALD'S
VEST is better than most of the others for a ways into the game.]
Save your game and head down slowly. At the bottom whip into the left
room and collect the goodies then slowly enter the big room. You are
about to be greeted by a legion of bugs but you should kill them all
because you need some important items from this room. My personal
strategy here is not very heroic. After the hordes emerge I retreat to
the tunnel and climb halfway up. From there I pick them off one by one
with FIREBALL. How do you know when they're all dead? Well they stop
that silly popping noise and if you can't target any with R2 you are
more or less all gone. Start collecting goodies - don't miss the
BERSERKER RING. You need to grab 2 keys from the little table: the
FLOOR CELL KEY and the PIT SEWER KEY, and when you have them you will
be attacked by a couple of baby critters.
Head back up the tunnel and out of the room. Turn left and continue to
a 4-way cross. Activate the lever, head into the room and destroy the
skeletons. Pick up goodies and open the chest with the Alchemist's Key.
Get the goodies including your fourth and very useful spell SLOW. Leave
this room and head straight across to the floor cell room.
Kill the skeletons then use the FLOOR CELL KEY to open and let loose
all the ghosts. You will be awarded experience and completed your
second quest. In the fourth pit you can retrieve a decent sword if you
jump in and get it.
Leave the room and make your way back to the 4-way cross. With the
lever on your right walk forward a few feet and turn right at the floor
grate. You are entering a large loop with a bridge across the middle.
Circle the loop until you find a chest, then make your way back to the
grate. Turn right and go past three doors on the left - you have been
in all these rooms. After the third left room turn right and cross the
bridge. Circle around either way until you find a chest and a lever.
Open the chest, activate lever, circle some more until you find the
small bridge that allows you to get over a spiked pit.
Enter this next room cautiously and kill the 3 skeletons. Collect all
the goodies and then walk near the end of the room where the water is
flowing into the room. If you are standing on the same side of the room
as the door you came in, look across the water, which is flowing from
right to left, and you will notice a torch burning on the wall but the
wall looks a little funny. Cross the water, walk up to the torch and
hit R1. You have found your fifth secret. Now run to where the water is
falling and drop down to the gate. Open with your PIT SEWER KEY and
jump down into the water. Move forward a little and you will exit
Sublevel 1B Summary:
You should have 2/2 quests, 5/11 secrets and a total of 4 spells.
SUBLEVEL 1C: ORC MINES
Special Items: ORC GATE KEY
Before you jump into the whirlpool, make sure that you equip APOK'S
Ring because all these next bad boys are FIRE based. This doesn't mean
your offensive spell FIREBALL won't work here but it is not as
effective as it was against EARTH based critters. Get ready to rumble
and then jump into the whirlpool.
You have 3 orcs to dispatch immediately then a big guy up in the hut.
Search the entire area, including the water, very carefully. If you go
under the hut you will discover your sixth secret.
When you are sure you've got everything, head away from the area
killing as you go. On the left side of the passage are a series of
shelves for lack of a better term. If you jump up on them you will
discover your seventh secret.
As you near another orc encampment you will be given a bunch of
information. Basically, you do not want that first orc that you see
walking guard to see you, so slip around to the left of him while still
in the water and take out the rest of the camp first. At this end of
the camp there are three orcs to kill immediately, then search all
these huts and move along carefully. Remember, you do not want to let
that first orc see you or he will release the sludge monsters (in the
boxes) to kill you. After you search the first four huts, sneak to the
fifth, where you will pick up the ORC GATE KEY. [Just ignore that chest
in the water for now - you can check it later.]
OK. There is one more orc on this level besides the sentry to dispatch
before you decide how to proceed. Slip out of the fifth hut and behind
the first square box you see. Kill this guy then smash and collect.
Don't miss the little chest there in the water. Now it's decision time
so save your game and then either (1) release the monsters to assist
you kill the last guard (huh?) (2) kill the last guard before he can
release the beasts (3) let the guard see you, release the beasts and
kill them all so you can get a little more experience. If you're having
some difficulty just pick (2). When all are dead, explore the remaining
huts (except the one with the ramp) and the surrounding area and then
go into the last hut. There is still one guard up top so be careful.
Before you come down, there is one more thing to do up here. You see
that long pipe thing. Well get up on it and walk across until you
discover your eighth secret. Jump down and head to the big green gate
in behind the fifth hut. Use your key and open it up to discover APOK.
APOK will open the inner gate for you as you proceed through this final
short portion of the sublevel/level. After you dispatch these three
enemies, proceed along the right side of the water and you will see
something shiny in the waterfall. Pick the your ninth secret, the very
useful SAURANA'S Sword, your first elemental weapon.
Save and drop down the crags as best as you can then go through the
green door by pressing R1.
Level 1 Summary:
You should have 2/2 quests, 9/11 secrets and a total of 4 spells.
So why does my secrets total say 10 and not 9 and where is the eleventh
secret you ask? At this point I really don't know and since I wanted to
put this guide online, I decided to leave things as they are. Please
let me know if you know something I don't and I will update this guide.
It is very possible that in the rather poor design of this game they
have added one of those secret rooms as the tenth secret? I have
endeavored to include only those times when the game says "YOU HAVE
FOUND A SECRET" in the counting of secrets.
LEVEL 2: VILLAGE OF DRAKLOR
Overall Level Objectives
Quests to Complete: 3
Secrets to Discover: 2
Spells to Attain: 2
"YOU HAVE GROWN WEAK. WE NEED A STRONG LEADER."
Special Items: CHIEF'S HUT KEY, HAM HOCK, TREASURY KEY
A FMV and an overview of this slightly confusing place start us out.
Although it doesn't count as a quest, the story's goal to getting
through this level (no sublevels) is to free the bird. Before you do
anything else, turn around and talk to the peddler. Buy all the healing
potions you can and if you missed a spell buy it now (except
All right, let's get going and get some very important items that will
greatly help you with this level. Move ahead and run under the
bridge/ramps veering left towards the well. The well is a MANA SPRING so take
advantage of it. [Thanks to Ray Murphy, the first of many, to point this out to
From the well we are going to go left and continue left in a huge circle that
eventually brings us back to the well. When you arrive at a hut go inside and
speak to the woman for
your first quest. On the table beside you is your fifth spell ARCTIC
BLAST, a water based spell that will help you here big-time. Also on
the table is more info about her husband; it's dull stuff.
Exit the hut and continue away from the well. You will come to a chest
on a rock with the main village to your right. However, you want to
turn and go left here. The first item you see is a shield, but carry
and on and you will pick up the SHARK'S TEETH AMULET, one of the best
accessories of the game. This is a dead-end so head back to the last
junction and move towards the main village. [You should be utilizing
your ARCTIC BLAST spell by now and noticing how it functions a little
different than FIREBALL.]
Upon reaching the 4 small huts, kill and loot, break and take, until it
is all cleared out. Near the cluster of 3 huts is a short ramp heading
up to an odd looking hut with a ramp going up into it. Draw near
carefully, kill all the bad guys and then loot the place. Exit the hut
and look to the ramp that takes you up the next level. Before you ascend this
ramp, follow it underneath to its second turning and you will see some boards
blocking a hole in the wall. Break this down for your first secret. [Thanks to
Keith Gear for the location of this secret.]
Return to the ramp and head up to the next level. At the top of the
ramp, run all the way left and into a room for some goodies before
returning to the two new huts. Kill the guard and look around. The big
hut is the chief's and you will need a key to enter. While looking at
the chief's doorway, turn right and note the cave-door; we will be
returning here shortly. Directly opposite the chief's door is a ramp
with an orc up top and some goodies. Kill and loot and search all
around these ramparts. [If you haven't noticed yet some of these
enemies throw things at you for damage so be careful.]
At the bottom of the ramparts is a wall ledge we are going to take
before we come back to the cave-door.
Head up the ledge away from the chief's hut, killing as necessary. We
want to go past the first bridge on the right and the second right
which is a ramp leading down to the entrance area where we started this
level. Duck into the first left cave-door, kill 2 orcs and pick up
goodies including your sixth spell SPEED. Exit the room and head
straight up the bridge across to the other side. Follow to the only
room, loot and backtrack all the way to chief's hut.
Enter the cave-door and enter the first room you come to for some
goodies. [These element bolts can be very effective if used properly.
They are somewhat hard to procure so use them sparingly against only
difficult enemies who have a weakness to the particular element.]
Carry on up the slope and exit onto a new ledge where you must kill
several orcs. Continue across the only bridge available to you. Take a
look around and below noting the chief's hut and all sorts of bodies
marking where you have been. When you get across the bridge swing to
the right and all the way to the end. There is a locked door here for
which you will need a key. Return to the door at the end of the bridge
you just crossed and enter. You will come to a mesh wall that you can
see through - this is the room behind the locked door you just saw.
Keep going to the 3-way. The path straight takes you back to the ledge
you just came from so turn right and go up and all the way until you
You might remember this area from the opening overview video? This is
also your first quest. Anyway, your job is to rescue the big guy and
kill all the rest. [This is actually tricky because you have to make
sure that after your attack starts the big guy doesn't get pushed off
anyway, or alternatively that you kill him in the melee along with all
the rest. Just save as soon as you get into the open and keep trying
until you kill all the orcs and you are able to talk to him.] After the
death and destruction, talk to him then let him go even though he says
Now before we head back into the mountain, just run up that ledge on
the left to the beginning of the bridge. You see that round hole in the
wall opposite? That is your exit from this level. Ok. Turn around and
head back down into the mountain. When you get to the 3-way turn right
and head out onto the ledge. Cross the first bridge you see and you
should be back at the level entrance. From here make your way past the
well and to the hut. You will be awarded experience because you
completed your first two quests and will be given your third quest
along with the CHIEF'S HUT KEY necessary to fulfill this quest.
Head back to the big chief's hut and unlock the door with your newly
acquired key. Smoke the two guards and then head down to fight the
boss. Afterwards pick up everything including the TREASURY KEY and HAM
HOCK. Now head back to the old chief's hut once more to get you reward.
To complete the quest you actually have to give Mrs. the Ham Hock in
the same way you use keys. She will tell you about the exit from the
Leave the hut and turn right and run until you see your first ledge on
the right. Jump up and open the door with your TREASURY KEY and you've
found your second and final secret. Upgrade wisely making sure to pick up the
sword TROLL BURNER. [Try to never discard an elemental weapon until you
have a better "same element" weapon to replace it.]
Time to make for the exit. Get up to the plateau and head across the
bridge. First go all the way to the right and before you head in make
sure you equip TROLL BURNER as you weapon. Inside kill the troll
(EARTH) and loot the place. You will get a new FIRE accessory that you
should leave equipped. Head out and go past the hole to grab the chest
then go into the hole finally.
Inside you will start encountering trolls so equip FIREBALL and start
moving. The second troll drops another FIRE RING that you can evaluate
as an accessory. When you reach a pier try your best to get to the
other side using jumps as the fluid here can hurt you.
Level 2 Summary:
You should have 3/3 quests, 2/2 secrets and a total of 6 spells.
LEVEL 3: THE ENROTH QUESTS
Overall Level Objectives
Quests to Complete: 3
Secrets to Discover: 3
Spells to Attain: 7
SUBLEVEL 3A: ENROTH (PART I)
"WITHIN THE CONFINES OF ENROTH THERE ARE TWO GEMS,
ONE RED AND ONE GREEN. FIND THEM AND YOU WILL BE FREE."
Special Items: none
Well that seems pretty clear, but if you're still confused open your
quests menu and you will see all three quests right there. Before you
jump to the rotating section take a peak to the right and left of the
big chamber; one green door and one red. Hmmm. Alright get to the
middle area and pick up your seventh spell FEAR and also a little info
about your enemies here. They are either gargoyles that are AIR based
(use EARTH to kill) or golems that are EARTH based (use FIRE to kill).
This is where the game gets tricky and you should become skilled at
using your hot-switch menu to change attack weapons quickly. Speaking
of attack weapons, if you're carrying a pickaxe, there is no need for
it that I'm aware of so chuck it. And one last thing, the fourth door
in this big chamber is your level exit.
Jump back onto rotating section and jump off into the red doorway.
Bypass the first doorway and go forward to take a peak at where your
goal is here. You see that red doorway high up? Well that's one part of
this quest. Return to the first doorway you skipped and head up. Break
the stained glass on the right for your first secret and another fire
accessory (how many do we need?). Read the little book there for some
accessory guidance because we sure need it. Now jump back to the main
path and continue forward.
Run into the first room you see and try and avoid the blue lasers on
the way. Pick up the goodies and read the wall item that is a clue for
later. Exit the room, turn right and avoiding blue lasers, they cause a
tiny amount of damage, make for the bookcase on the left side, halfway
up the passageway. Pick up the goodies and your eighth spell CHARM. Now
with your back to the bookcase, run directly across but no further than
the doorway on the right or you'll trigger an untimely FMV. Grab the
goodies from the room and return to the passageway and face the
bookcase. Head right again and duck into the first door on the right.
On the wall opposite the door, smash open with your sword for your
second secret and a peddler. In the chest is an important EARTH based
sword BACKBITER. [I spent my money on FIRE BOLTS.]
Exit and head straight across through some gargoyles and continue until
you come to a 3-way. Look left and you will see that you are now in the
green door. Head right and when you get to the open space look up to
see the green balcony. Now on either side of you, on the lower level,
are bookcases and enemies. Check them out for a bit of story and then
proceed to the area under the green balcony.
In front of you you'll see a floor with gaping spaces. In case it isn't
clear, don't fall down. Make your way over to the left and pull the
lever, then go across to the other side and collect the goodies. Enter
the newly opened lift and head up to the green balcony. Before entering
the Guardians of Knowledge, carefully jump over the spiked railing and
pick up the goodies (one side only). Now enter the green door.
Sublevel 3A Summary (Preliminary):
You should have 0/3 quests, 2/3 secrets and a total of 8 spells.
SUBLEVEL 3B: GUARDIANS OF KNOWLEDGE
"IT IS RUMORED THAT THE BENEVOLENT ONE HAS A MYSTERIOUS SECRET
THAT WILL ONE DAY CHANGE OUR WORLD..."
Special Items: GUARDIANS KEY, GREEN GEM OF ENROTH
You are entering a square area that leads off to one other area.
Gargoyles patrol the square area and they hide in alcoves and up in the
rafters so equip BACKBITER and if you have big problems try hitting
them with SLOW or EARTH BOLTS. [Just remember bolts are limited in
Head straight up killing (and saving) as you go. I like to clear out
the entire square before leaving the area. While cleaning out the right
side of the square, be careful of ambushes; once you pass Fain's
Treasure room you will have all kinds of excitement and a little secret
room. A little further up is an unusual alcove is called "YE OLD
HEALING POOL" (yea that's how they talk) but we will come back to it
later. Go to the top of the steps but do not activate the large lever
you see just yet. Continue on past the bridge on the left and go over
to a little lift at the end of the path. Hop on and go down. If the
lift isn't there just drop down the hole.
To your immediate left is a narrow little passage with a chest. Before
you go for this chest, know that when you do it springs a gargoyle
ambush so be ready for it. After you smoke him, head all the way to the
end of this path and smash the crate for the important GUARDIANS KEY.
Head up the little steps nearby and grab goodies from the two chests in
the water areas. Another chest beckons from across a chasm but we
cannot reach it yet. All clear.
Hop back onto the little lift and go straight past the opening on your
right again, turn at the corner and run until you get to the top of the
stairs. To your right is a lever. Push it. Yikes! Kill these sentinels
and pick up a great EARTH weapon, DURIN'S HAMMER.
Return to the opening you just passed and cross the bridge to a door
requiring the Guardian's Key. Open this door and proceed carefully
picking up goodies and killing enemies. On the LHS is a chest with
Fain's Key. Cross to the other side for all sorts of goodies and
completion on your first quest - acquisition of the GREEN GEM OF
Get back across the rotating section and head across the bridge and
then right to Fain's Treasure. If you are injured you can go to the
pool, insert the gem in the cradle and hop into the water for a free
pick-me-up. Grab the gem before you depart and the last stop here is
the chest across the chasm. Make your way back there however you will,
as all enemies should be dead. Insert the gem here and cross over for
your ninth spell STONE SKIN. Grab the gem and exit the GUARDIAN'S OF
KNOWLEDGE the same way you came in.
Sublevel 3B Summary:
You should have 1/3 quests, 2/3 secrets and a total of 9 spells.
ENROTH (PART II)
Special Items: none
Get to the lift and if it's not in place, just jump down. We are going
to get over to the red balcony area now, but be careful, as some of the
enemies here have re-spawned.
To get to the red balcony quickly, from the bottom of the lift head
straight up, and follow the path until you are standing in the green
doorway (in the big chamber). Jump onto the rotating section and get
off when you get to the red doorway.
Go past the first door and you will end up in an open area identical to
what you saw over on the green side. Up high above you is the red
balcony, on the level below and to either side are bookcases with some
info so take a look. The bookcase on the right has your tenth spell
TREMOR, however as soon as you get it a gargoyle ambushes you so be
Get to the area under the red balcony and note the unusual floor.
Before stepping on any of the 4 pressure switches, dispatch the golem
and get the goodies in the bottom left corner. Now save your game. Step
on the pressure switches in a clockwise pattern to open the lift.
Remember "The circle of the sun sets clockwise.". [If you do it wrong
you get more bad guys drop on you than if you do it right.] Head up and
prepare for a gargoyle lurking somewhere. As you did on the other side,
jump over the spiked railing (both sides) and pick up some goodies. Now
enter the red door.
Sublevel 3A Summary (Preliminary):
You should have 1/3 quests, 2/3 secrets and a total of 10 spells.
SUBLEVEL 3C: COLUMNS OF TRUTH
"YOU MUST CAREFULLY RIDE THE COLUMNS
OF TRUTH TO GET TO THE OTHER SIDE."
Special Items: RED GEM OF ENROTH
There are only two ways to go here so let's get the easier out of the
way first. Turn left and follow around to the very end for some
goodies. You will pass by another pool, this time it's the "Ye Old Mana
Pool". OK. Well nothing will happen here until you get the red gem so
forget about it for now. Head back and just past the pool is a locked
door that can be unlocked with the GUARDIAN'S KEY.
In this small corridor is a whole heap of trouble. There is one small
chest to get and inside is your eleventh spell SHARDS. Other than that
there's not much. The golems here are unaffected by magic for some
reason so you have to duke it out or you could use an invisibility
potion and sneak by to grab the goodies and get out without fighting.
What I usually do is draw them out one by one and kill them and get the
goodies but you don't even have to get the spell if you don't want.
Head back to the entrance and go the other way until you come to a
rather puzzling room. This is actually the "columns" room and there are
lots of goodies here; some are on the upper level and some are down
below. The columns go up and down and basically you have to do a lot of
jumping and running and falling, etc. to get all the stuff. The
important things here are the goodies and the completion of the second
quest. So to get the chest on the right, for example, you have to get
on a column that will bring you there somehow. Don't worry about
falling down and there are 2 ways to get up: the columns or the rings.
Just do a little experimenting.
Here is a list of goodies ABOVE to get:
1 - Chest on right: Gleaming Shield
2 - Door ahead (need Pillar Cell Key): RING OF FIRE (12th spell)
3 - LHS: RED GEM OF ENROTH
Here is a list of goodies BELOW to get:
1 - Chest in blue grotto: Pillar Cell Key
2 - Chest behind waterfall: Mace of Karmic Fury (secret #3)
Besides possibly wanting to visit the mana pool, it is time to get out
of this sublevel the way you entered.
Sublevel 3C Summary:
You should have 2/3 quests, 3/3 secrets and a total of 12 spells.
ENROTH (PART III)
Special Items: none
Get down the lift, up the ramp and take the door on the right when you
come to the 3-way. Head straight up and turn left (laser beams) then
turn right across from the bookshelf. Head past the little doorway on
the right for a FMV.
Now get onto the big lift in front of you and activate the lever. At
the top place the Green Gem in the left receptacle and the Red Gem in
the right. Check your quests; then save and enter.
Grab the goodies then read the book to discover who ALLERON really is.
The hot babe in tights is his half sister if you haven't figured that
out. As soon as you turn from the book, 4 BIG gargoyles attack. Kill
them and retrieve the spoils including the extremely important CURE
WOUNDS spell, your twelfth.
Get out and back to the big chamber and ride the rotating section to
the exit door.
Level 3 Summary:
You should have 3/3 quests, 3/3 secrets and a total of 13 spells.
LEVEL 4: MAGIC CITY APPROACH - PATHWAY TO DESPAIR
Overall Level Objectives
Quests to Complete: 4
Secrets to Discover: 1
Spells to Attain: 2
Special Items: DRUID'S Ring
Watch the opening FMV then move forward and get what you need from the
peddler. [I bought the VAUGNER mace and all the healing potions.] Your
enemies here are fish-men (WATER) (use the VAUGNER and SLOW) and tree-
trolls (EARTH) and elves (AIR). There are goodies everywhere along the
way so keep your eyes peeled. As you approach your first turn, there is
a small black headstone to read. You now have your first quest.
Continue on around the bend, passing by the waterfall (we'll be getting
the stuff down there another way), and note a fish-man on a rock.
Dispatch him and then grab the sword and behind the cobweb is your one
and only secret for this level, a new accessory.
Carefully move ahead and dispatch the soldier on the half-bridge, then
save and drop down below into the water. There are tons of fish-faces
down here so be prepared. If they move too fast, make sure you SLOW
them or SPEED yourself. I sometimes utilize STONE SKIN in crazy melee
situations. There are 2 chests down here and all sorts of stuff lying
around. After you have finished, return to the main chamber and jump
from rock to rock to get out and back onto the bridge.
Jump the bridge break and carry on up the path. The plank over the two
waterfalls is above where you just were down below. When you see some
arch ruins turn right and see the waterfall. Jump in there to get your
14th spell SILENCE. [This is the waterfall you passed way back near the
Carry on. Don't miss the chest or the armor (I still have JERKALD'S
equipped). You will eventually come to a small pool of standing water
with a red gem in the left wall. You will also see a soldier next to a
large red gem that you cannot get to because he is protected by a force
field. If you push R1 in front of your red gem, the field will drop.
Kill the soldier and to open the doors press R1 in front of the big red
gem. Head inside and before you go right, look up to the ceiling. That
lift must come down so you can get off this level.
Head into the room on the right and dispatch the enemies. Head into the
next room via the wooden bridge and dispatch these guys as well.
Collect all the treasure here including the SWORD OF BANILCLESE. [I
dropped the VAUGNER.]
You have four ways to go from this room: (1) into the water, (2) steps
(3) wooden bridge to ramp, (4) steps to wooden bridge (where you
entered). Head up the steps first and talk to this guy to get your
second quest. Now get into the water and kill, loot and search
everywhere. You should come across BRENOCK'S SWORD [I dropped SAURANA'S
SWORD.] and more importantly, you should find the Rouge elf's gem. This
is your third quest if you care to look.
Return the gem to the elf and get ready to be ambushed. Kill them all
and if you check your quests you now have 2 complete and 1 incomplete.
There is a lot happening here and a lot of stuff to get so here's what
you need to pick up:
1 - Elf Chest Key
2 - DRUID'S Ring (I dropped APOK'S Ring)
3 - Sword of Superb Reflexes
4 - Gold
5 - Lightning WYRM Armor (from chest)
Once you've got it all figured out head down and go all the way back to
the headstone to complete the fourth and final quest. Careful here.
Your enemies have re-spawned. When you get to the plank over the falls
just drop in and make your way up and back down the path.
When you get to the stone press R1 for your last quest completion and
grab your 15th spell HEROISM (an excellent spell). Now hop into the
waterfall right beside you for a shortcut (turn right when you leave
the waterfall) and make your way to the 4-way room.
Head the only way you haven't yet gone and kill and loot. When you get
to the top, get on the lift and activate the lever. You go down and
through the door I pointed out earlier.
Dispatch 4 elves and head through to your next level.
Level 4 Summary:
You should have 4/4 quests, 1/1 secret and a total of 15 spells.
LEVEL 5: CITY OF MAGIC
Overall Level Objectives
Quests to Complete: 6
Secrets to Discover: 2
Spells to Attain: 3
SUBLEVEL 5A: MISCREANTS
"I HAVE FOUND A WAY TO OPEN THE SKULL TO GET TO THE MAGIC FORGE."
Special Items: MAGIC AXE, WIZARD'S SCROLL, WIZARD'S RUNE, GREMLIN STATUE,
Near the rock by your starting point is a weapon but it's not worth the
acid water (or whatever) and you have superior weapons already. These
minotaurs are pretty tough. They are WATER based so use AIR to kill
them. Follow the logical path until you arrive at the Magic City. There
is a gremlin (also WATER based) by the well. Don't listen to him just
kill him. By the well are some special items: the GOOD LUCK CHARM accessory
and the MAGIC AXE (not a weapon). Grab them and then check your quests
- you've already completed one! Search the area then talk to the
peddler and use your best judgment on what to buy. The BANDED ARMOR is
quite good because it also boosts might - it is available for free in
the next sublevel so keep that in mind. [Are you starting to see the
problems with inventory space?]
Enter house by the cart and read the book on the table. Now check your
quests: you should have 1 completed and 2 incompletes. Head upstairs. Kill the
gremlins and get
and get the goodies. Take a look at the house across the street and note the
shining on the rooftop. Up there is a secret. Before you go however, jump to
the little roof right beside you and you'll scare a gremlin out of the chimney.
When you kill him, he coughs up the 16th spell: PHANTOMS. [Thanks to Stephan
Rothe for the location of this spell.] Now head on over to the house with the
Read the book on the table then get upstairs and jump on the rail, turn
slowly then jump to roof to get your first secret. Time to move on to
the next building.
Head to the next building and clear out everything making sure to get
the WIZARD'S SCROLL from upstairs. Exit the residence and turn left.
Alright. Here's the deal. Kill all the gremlins and search all the
huts, making sure you pick up the special item WIZARD'S RUNE. If the
gremlins stole anything from you, it will be in the chest at the edge
of the cliff. If you have more money and want something from the
peddler now is the time.
Carefully head down the cliff and dispatch any enemies. To access the
labyrinth smash the boards enter. [I would suggest saving lots here.]
Once inside head left and enter the Skull Room. This is your exit from
the sublevel although you cannot actually leave yet. Kill these guys
now or you'll have to do it later.
Head the other way and go past the first left turn to some more boards.
Go the end for some goodies and the GREMLIN STATUE.
CAUTION Do not return to Skull Room once you have the GREMLIN STATUE.
Head back to the turn you just passed and go right. Follow around until
you reach some wooden floorboards. On your left are some goodies and
the important METEOR CHUNK is in the corner. Check your quests once you
pick up the meteor and you now have 2 completes.
Continue on the logical path. When you see a small waterfall on your
right, get in it for your second secret of the level. Around the corner
is an open room with a battle raging. Before you approach the wizard,
grab the goodies on the wall to your right.
Approach the wizard and give him the scroll and rune and he will reward
you and transport you to the Skull Room where he opens the skull and
exit for you. If you check your quests you should have 3 completes and
Exit through the skull and continue on until you see an FMV. After,
carry on until you see a door; your exit from the sublevel.
Sublevel 5A Summary:
You should have 3/6 quests, 2/2 secrets and a total of 16 spells.
SUBLEVEL 5B: EYES OF DARKNESS
The good news is that you will soon have a much better AIR weapon so
carefully take these guys out. The funny fishy thing making weird
noises can drain your mana as well as hurt you so take him out they are
WATER based but go down easily with any weapon. The statue on one side
has the BANDED ARMOR which is quite good. Carry on. The big guy in the
spike tunnel is EARTH based so use FIRE. Finally the forge. I hope you
have the MAGIC AXE and the METEOR. This is where it all comes together.
Place those two items in the pool and pull the lever. This gets you the
AIR based METEOR AXE (these guys aren't that creative with names). Take
a look at your quests and you should have 5 completes.
Continue on until you get to the top of some stairs. You are basically
at one end of a loop here so to keep it straight I'll call this 3-way
number one. Turn left here and as you go along look over the railing to
your right. In the room down there are two new spells for you. Carry on
until you get to 3-way number two and turn right. Grab your 17th and 18th
spells: ICE SHIELD and LIGHTNING from the tables. LIGHTNING works great
against the minotaurs.
There are two sets of upward stairs exiting the room each going to one
of the 3-ways. The third set of stairs lead down to the lower level of
the last room in this sublevel. Get you health to max and LIGHTNING in
your magic slot and save your game. You want to go clear out the lower
level however you can and pick up all the goodies. If you're really
having difficulties you can skip the lower level but I advise not to;
the next sublevel has more of these guys and you need to level-up.
Once the lower it is cleared out make your way back to 3-way number two
and head in the only way you haven't gone yet. You are now on the upper
level of the last room. Clear out the outer ring then jump to the
middle and get all the goodies including the DRAGON TEAR accessory. Now
look fort a door on the outer ring here and that is your exit.
Sublevel 5B Summary:
You should have 5/6 quests, 2/2 secrets and a total of 18 spells.
SUBLEVEL 5C: INTO THE MAZE
"ENTER THE ETERNAL MAZE IF YOU DARE, WANDER TO AND FRO WITH DESPAIR."
Special Items: MINOTAURS KEY
Go forward and read the book. There is some important info here but
especially that the minotaurs are not all the same element type
Continue onward (pick up the goodies from the bench) and you will
eventually see a coyote. [This animal can be a huge ally to you and
you'll need it here. He is a guide but he also fights for you and can
make this level much, much easier to get through. How do you get him?
First just follow him and he leads you to your final quest. After that
he'll follow you and fight for you. Just don't let him die. To make
sure he doesn't, save after every battle and that way if he dies, you
So our first goal is to follow the coyote. Even if he runs a little
ahead he won't leave you lost so don't freak out if you lose him. So
from where you first see the coyote that is 3-way number one, and we
skipped a right turn here. The next intersection is 4-way number one
and the coyote goes left. Follow him around to an orange-yellow tunnel
and if you look closely you can see the people trapped in the wall. As
you move closer there will be a proclamation and you will have your
sixth quest. Now the coyote is yours. There is a little book in the
tunnel if you want more story. Turn around to leave this area and note
the chest on your left. Grab it and go back to 4-way number one.
There are two paths here you have not taken. Take the path to the left
of the only upward slope. This is eventually a dead-end but there are
two chests and one barrel here so grab them and head back to 4-way
number one. [If Lobo gets stuck in a wall just backtrack and he'll get
Now head back to 3-w3ay number one and take the only path you haven't
gone yet. There is a big AIR based troll here that has a good
accessory. Kill him, pick up the goodies and return to 4-way number
one. As you prepare to go up the sloping path, you know you have
cleared all of the maze behind you.
Head up the slope and prepare to be ambushed by all manner of beasts.
[Lobo really helps here.] When the smoke clears you will see that you
are at 3-way number 2. Head to the left first and when you enter the
pink tunnel prepare to be ambushed. At the end of the bridge is a huge
intersection with FIRE balls shooting at you. Keep straight/left until
you approach a stone building. This is the setting for your boss battle
and also level exit. Do not go in yet. Take a left just before the
stone structure for a chest, but beware, it is another ambush.
Choices. Choices. I like to enter the structure and kill the bosses
next because Lobo can assist and it is easier with him. However, if you
want to get the rest of the goodies first and perhaps level-up, then do
the optional section below first. The problem is that either way, there
is a good chance that you will lose Lobo, so think carefully. [Lobo
might survive and follow you.]
These bosses should be EARTH based so go in let rip with RING OF FIRE
spell and the MACE OF KARMIC FURY. Once the battle is over loot the
place and make sure you get the Minotaurs Key, but do not approach the
door in here until you're ready to exit this level. If you check your
quests you will see your last one is complete and there is no real need
to return to the people in the wall unless you want to hear them say
Make you way to 3-way number 2 and head down the only path you have not
yet gone. Head up into the dome shaped building; kill and loot but DO
NOT jump into the fountain. There are 2 other exits from the room so
take the one directly across from where you entered. Follow this around
for a chest and keep on going. Eventually you come around to the pink
ambush tunnel and the fireball machine.
If you are facing the fireball machine, you want to get on the other
side of the hedge to you immediate left. This is a dead-end area but
has some goodies and a chest. From here head straight between the
fireball machine and the pink tunnel to a 3-way. Turn right and grab
the goodies then go the other way. Follow this around until you get to
an open area in front of the dome building. Kill and plunder all
around. The chest in the water sets off an ambush so be ready. One last
item before we leave the level. Head back into the dome and jump into
the fountain to collect some goodies. This sets off another ambush so
Alright for the finale, head into the dome and jump into the fountain.
This sets off another ambush, one from which Lobo cannot survive, which
is why I leave it to the end. These two are probably FIRE based so do
your thing and take them out. [Run out and heal and back in if you're
having trouble.] Jump in and get all the goodies from the fountain
including SAVAGE WINTER (I dropped BANILCLESE) which you will need
shortly. Head to your exit door and save before stepping through.
If you still have the GREMLIN STATUE and are wondering why, it is
because it was really used to open the skull exit earlier. It is just
one of the many design flaws - it should disappear when you go through
Level 5 Summary:
You should have 6/6 quests, 2/2 secrets and a total of 18 spells.
This next room is not a level in the usual sense but the game records
it as one so there you have it. This is just one boss dragon fight. He
is FIRE based (surprise) so equip FIRE armor and SAVAGE WINTER and the
best accessories you have to strengthen FIRE defense and WATER offense.
Then press R1 and step through the door.
LEVEL 6: TALINTHRAXUS
Overall Level Objectives
Quests to Complete: 0
Secrets to Discover: 0
Spells to Attain: 0
Special Items: none
This is really not very hard. This guy starts on your level then flies
up out of range after you attack him, and fires two fireballs at you
then comes back down. You want to physically attack him every time he
flies down and heal yourself when he flies up. Have CURE in your magic
slot and if that gets all used up you can switch to potions. Don't get
too fancy and it'll be over before you know it. [If you can get two
hits every time he flies down you are doing well.]
LEVEL 7: OVERRUN MONASTERY
Overall Level Objectives
Quests to Complete: 1
Secrets to Discover: 0
Spells to Attain: 4
"WE ARE ON THE BRINK OF A GREAT UPHEAVAL IN THE BALANCE BETWEEN GOOD
Special Items: LABORATORY KEY
You are immediately thrown into a fight so do your thing then talk to
the monk to receive your quest. Most of these enemies are DARK based so
you'll have to experiment but I like the METEOR AXE myself.] Alright
your quest is to kill everything so you know what to do.
Under the ramp where you entered are some goodies. Grab them and head
up the ramp. Go past the first doorway leading out and go to the end of the hall
for your 19th spell HOLY WRATH [This is a good spell for this level.] Read the
book on the podium until another door - which is facing you - pops open. Head
though this door to get a whole bunch of goodies. At the near end, inside the
chest is the Hell Sword (DARK), but you must fight an enemy when you first open
the chest. At the far end is your 20th spell DIVINE PROTECTION (read
invincible). [Thanks to Stephan Rothe for the location of this room.]
Head back and take the turn you bypassed and the ramp will fall and you'll be
out side. Search the grounds for goodies and note the following areas: (1) main
building (where you started) (2) graveyard (3) annex building (4) green door
(level exit). To the left of the green door is a peddler and a DARK element
accessory on the ground. Purchase the INVISIBILITY spell (your 21st) as you
won't get it for free. 9o0
Head to the graveyard, fight the mini-boss, pick up all the goodies and
get the DARK armor. Put it on.
Head to the annex building and start housecleaning. Head upstairs first
collecting goodies as you go. Then head down. In the second room on the
first lower level is your 22nd spell SUMMON ELEMENTAL. Grab the goodies
from the lowest room and if you've killed all the bad guys you'll hear
some music and your one quest will be complete. Now head up the ramp
out of the basement and go to the very top for a weapon if you want.
Return to the head monk for your reward and head through the green door
using the LABORATORY KEY.
Level 7 Summary:
You should have 1/1 quests, 0/0 secrets and a total of 22 spells.
LEVEL 8: TEMPLE OF THE DEPRAVED
Overall Level Objectives
Quests to Complete: 2
Secrets to Discover: 0
Spells to Attain: 0
SUBLEVEL 8A: RITES OF PASSAGE
Special Items: SKULL KEY, IRON KEY
Alright. That gentleman in front of you is the peddler.
Don't miss the barrel behind him. Both paths lead to the next small
room where here are several EARTH based fellows and a confusing puzzle.
Also, on the edge of the pool is the SKULL KEY. After you send these
fellows to the next life, you will note 4 columns and a glyph on each
one. These have to do with a room later on and for all I can tell are
virtually meaningless to anything important so don't waste time and
Leave the room by either path that leads to the next gate and not back
to the peddler. Continue forward and open the next gate with the same
key. [After you open the gate, move the SKULL KEY out of your equip
slot.] In this next room are more of the same enemy and some ogres that
are AIR based.
After you've cleared the room, head to the closed gate, activate the
lever and continue on. The passage ahead has a number of fireball
machines and several good items in the midst: the DARK blade SOUL
VANQUISHER is in the first alcove to the right and some good FIRE armor
is a little further on. Carry on until you see some stairs going down.
At the bottom of these steps is a door on the left, steps-up ahead, and
steps-down to the right.
*THE DOOR ON THE LEFT IS YOUR EXIT FROM THIS SUBLEVEL AND NEEDS A KEY
YOU DO NOT YET HAVE. DO NOT ATTEMPT TO USE THE SKULL KEY ON THIS DOOR
OR YOU WILL HAVE TO RESTART THIS LEVEL.
Go up for a chest then back to the landing and go down. Follow this
until you come to a 3-way, grab goodies from right and then go the
other way. At the next 3-way go right for a chest then backtrack and go
straight upstairs. Grab the armor from the statues if you think you
need it then continue up the stairs. Grab the IRON KEY from the chest.
This is the last room and the number of creatures loose has to do with
those glyphs you saw earlier. There is a great FIRE weapon replacement
at the end of this room the VALOR sword. [If it really bugs you that
there are some golems left alive, just blast them inside the cages.]
Head back to the doorway I pointed out earlier. Stand about two steps
from the door and use the iron key to get off this sublevel.
Sublevel 8A Summary:
You should have 0/2 quests, 0/0 secrets and a total of 22 spells.
SUBLEVEL 8B: THROUGH THE VOLCANO
"HE SEALED VIM IN A TOMB WITH A SPELL CAST UPON HIM."
Special Items: HOLY WATER
Finish off the ogre and head into the square puzzle room. Find the book
inside and open it for some background story. In order to move on you
must select three correct paintings, one from each wall, and an exit
will open. If you were paying attention in the RIGHTS OF PASSAGE you
will know which three to press. But if you do this wrong, enemies will
appear for you to kill. The answers are at the bottom of this sublevel
if you can't get it.
Exit through the new hole, pick up UTHGAR'S MALLET a new EARTH based
weapon (I dropped DURIN'S HAMMER). Dispatch the twin ogre and carry on
to meet some AIR men. In this new room there are goodies all over the
place and some upgrade EARTH armor over on the statues.
Head downstairs and prepare to meet some EARTH men. From the bottom of
the stairs head left. Run past the warrior across the water with the
bow and head down stairs to VIN'S TOMB where you get your first quest.
Head back up but this time kill warrior and pick up the goodies across
the water. [The SWORD OF SHADOWS does more magic damage but less
physical damage than SOUL VANQUISHER so take your pick.]
Head back to the bottom of the stairs (on this level) and go straight
ahead into the weird little room to activate the lever and grab the
ring from the winged statue. This opens a new area. Run ahead into this
new are and read the book for your second quest. So both quests are
related to freeing VIM and we must find HOLY WATER to accomplish this.
Visible from the book is a chest. Open this chest and follow this path
down a set of stairs and past 3 ogres to a chest with the HOLY WATER.
Look in your quests items. Time to get back to VIM'S TOMB and finish
Place the HOLY WATER in your action slot and you will see you've two of
them. Draw near to either torch-stand (the metal will change
brightness)and press R1. Repeat on the other end and TADA! Your second
quest is complete. Grab the goodies. [If you're having trouble deciding
what to do with the equipment you have to leave, well, welcome to the
club. VIM'S AXE is kick-ass and you should take that and make room for
his ring as well. The armor is a different story though. It says it
defends against LIGHT but there are no LIGHT enemies so? Hope that
Head to the book and go to where you see water running under some
boards. This is the path to your exit. Fight your way to the door
picking up goodies along the way. Don't miss the chest down the hall
from the door. Once ready, head through the green door.
PUZZLE ANSWERS: (1) woman with the single red rose around her neck (2)
a bouquet of red roses (3) quarter moon
Level 8 Summary:
You should have 2/2 quests, 0/0 secrets and a total of 22 spells.
LEVEL 9: TEMPLE OF DAGLATHOR
Overall Level Objectives
Quests to Complete: 6
Secrets to Discover: 6
Spells to Attain: 1
SUBLEVEL 9A: TEMPLE OF THE DEPRAVED
"DAGLATHOR STRIPPED THE FLESH, BONE AND SOULS OF COUNTLESS LIVES
BEFORE THE ANCIENTS IMPRISONED HIM IN A FIERY VOLCANO."
Special Items: LOWER TEMPLE KEY, THIEF'S TOOLS
Jump onto the first then second platform, then jump to the cliff wall on the
left. Get up to the top and find the small cave and some goodies for your first
secret. [Thanks to Stephan Rothe for the location of this secret.]
Get back to the platforms and continue across to where the peddler is. Now head
back the way you came but underneath the platforms for some goodies at the very
bottom of the gulley. Return to visit with the peddler and get supplies. This
will be your last chance to do so.
Continue on and climb the large rock formation on the right immediately after
you leave the peddler for your second secret. [Thanks to Keith Gear for the
location of this secret.]
Follow the path until you see a huge building. This is the temple. As you
approach the structure you will acquire your first quest which is to get into
the temple. Your enemies in this area are as follows: devil dogs (FIRE),
warriors (AIR), priestesses (AIR), winged women (DARK), and the big red guy,
the HELLION, (DARK).
I like to go around the entire building and smoke every single enemy and pick
up all the goodies: look for a chest, barrels and boxes to break. Make sure you
check the ground as well as both temple levels. One of these enemies you kill
gives up the ANGELIC RING accessory. There is one more ring (like we need more)
in one of the boxes you break: RING OF DEFENSE. You might want to leave the big
red guy for last. [TIP: This large outdoor area is a great place to use
the SUMMON ELEMENTAL spell.]
Walk right up to the first corner you see and read the note on the wall. You
now have your second quest: save the thief. Head down the steps to the left of
this note for your third secret.
Alright make a tour around the building (clockwise) and check everywhere for
enemies and loot. When you come to your first small building, read the note on
the door there for your third quest but don't go in just yet. There is a second
small building on the opposite side, the smithy. Make your way there and go
inside. Kill the boys upstairs and then head down. In the basement, besides a
chest and a nice piece of armor, are 3 devil dogs, so be prepared. When you
exit the smithy you should be able to see a brown door on the concrete
foundation of the temple. Go to it and press R1 a few times for some goodies
and your fourth secret.
Time to kill the big guy and get the LOWER TEMPLE KEY. If you're having
difficulty just get creative with your LIGHT spells and keep trying. You should
now have one completed quest. [ While verifying reader submissions, I noticed
that after I killed the HELLION, there was a cool looking sword called SWORD OF
THE DAMMED, on one of the statues on the lower level of the outside perimeter.
Whether this sword was here all along or only after you kill the big guy I
don't know for sure at this time, however, take a look for it. The big problem
I see with it is what it does to your stats.]
Find the corner of the building where you read the first note. Make
your way to the diagonally opposite corner and note there is another
downward passage here. Go down and you will find cells with a chest
outside. Let the thief talk to you, then give him his tools (in the
corner). He will come out and open the chest for you and award you with
experience. If you check your quests, you will see that you now have 3
completes and 2 incompletes. [Yea. It's whacked.]
Alright. Head to the first small building (where you got your third
quest) and head inside. Clean up upstairs then check down for a chest.
Now head upstairs and up the spiral staircase. Head down the next set
of steps and go straight into the rooms across. Clean them out and then
return to the last 3-way and go up the steps. Kill and clean until you
get to the top, then activate the lever. Take a look in your quests and
you will see you now have all six: 4 completes and 2 incompletes. Make
your way back down to the temple.
Head inside the temple cautiously. There is an outer, middle and inner
ring. You can proceed any way you want just make sure you get all the
loot. However, do not go through the door at the end of red carpet.
This is the lower temple and your exit from this sublevel. You should
note that these enemies seem to have changed element basis as well so
take heed. When you've got all the stuff, head to the door and open it
with the LOWER TEMPLE KEY. This will give your fifth quest completion.
The sixth quest does not appear to be consistently capable of being completed.
I have tried to get the thief to come open the door but he won't. I have been
told that if you don't read the very first note on the wall (of the temple) the
thief will behave differently, as in he won't open the chest, but instead run
and open the lower temple for you. I have not been able to confirm this
however, and to be honest I'm not sure if it's really worth worrying about.
Sublevel 9A Summary:
You should have 5/6 quests, 4/6 secrets and a total of 22 spells.
SUBLEVEL 9B: IN THE WALLS OF INSANITY
Special Items: HOLY TEXTS LIBRARY KEY, VIRIDIAN SOLDIER'S KEY
Enjoy the FMV. This is a big area with many rooms and goodies and
enemies. Mark well your starting point noting statues, pictures and
steps. Your enemies here are identical to the last sublevel, but not
those enemies inside the temple. I like doing things clockwise, so go
ahead to the first 3-way and turn left. Enter the first room on your
right and get goodies from backroom. Return to hallway and enter next
doorway on your left: the library.
The library is a loaded room. Loaded with goodies and enemies. If you
are having trouble with the bad guys, send in the ELEMENTAL first. In
the first area there is a note on the wall and a locked chest under the
steps. The key to the locked chest is in the next area of the library.
The note refers to a key to a locked area of the library. Head into the
next area. On the long table is the longest named key in history: the
ODD SHAPED CULTIST CHEST KEY. This key opens the chest under the
stairs. Underneath the books on one side of the room is a large bronze
door with a key slot. This is the door referred to in the note in the
other room. We will get this key a little later. If you look under the
stairs in this same area of the library, you will see the outline of a
door which you cannot open. We will come back to this as well. Now head
up the stairs is this second area and go to the centre where you will
find the STAFF OF SALLASI. If you didn't get the AXE OF VIM, you should
take this, however, it is not as good as the latter so don't take it if
you don't need to. Alright, get the chest contents and head back to the
Carry on clockwise. Your next room is around the corner on the left.
You can do some leveling here if you want/need. Smoke the enemies here
then save your game and go into the backroom. The shiny object you can
see on the elevated area does not appear to be able to be picked up,
because every time you try two winged woman appear. I don't think you
can ever get the item but level up if you like. When you've had enough
return to the hallway.
Continue until you come to a 3-way. On your left is your sublevel exit,
and on your right is a shield. Go straight and enter the door on your
right for a chest. Leave by the door you entered, not the other, so you
don't miss the next room on the left.
This room has lots of goodies and a locked chest. Pick up everything
and open the chest with the ROUNDED CULTIST CHEST KEY. Now turn to the
bed and break the partitions on the right side and go down the passage
for your fifth secret. Along with the goodies, pick up the VIRIDIAN
SOLDIER'S KEY and activate the lever.
Exit the room and continue clockwise around the corner. You have
already cleared the first room on your right so go to the next door on
the right. There are a couple of chests and some barrels. Leave the
room and go straight across to the kitchen for the HOLY TEXTS LIBRARY
KEY and a bunch of goodies. Exit and return to the hallway.
Continue on and enter the next room you see on your left. Go into the
backroom and check each and every box for goodies. [You have to wait a
second or two for the items to appear.]
Exit the room and return to the library which is just up ahead on the
left. Go the big bronze door and use the HOLY TEXTS LIBRARY KEY to gain
entry. Inside are some goodies and your 23rd and last spell SNAP FREEZE.
Exit the little room and go over to the outlined door we noted earlier.
Use the VIRIDIAN SOLDIER'S KEY to gain entry to your sixth secret. If
you pretend you're in "The Land of the Giants" you will see this
enormous secret for what it is. There is some HOLY ARMOR here but, like
VIM'S, it defends against LIGHT enemies and I don't think there are
any. Time to go. Get back to the hallway and make your way to the
sublevel exit. As you head down the steps, look up and note the grating
on the ceiling. This is a view into the room where you activated the
lever although it doesn't seem like much!
Sublevel 9B Summary:
You should have 5/6 quests, 6/6 secrets and a total of 23 spells.
SUBLEVEL 9C: GATES OF POWER
"ALL OF THE HELL PORTALS ARE IN PLACE . . .
WHICH WILL SATIATE THE HUNGRY MAW OF MASTER DAGLATHOR."
Special Items: None
If you like you can skip this level entirely as you cannot complete the
sixth quest anyway. If you wish to skip, just drop the end of this
subsection. I do not recommend skipping as there are lots of goodies
and experience to be had.
Go ahead and read the wall panels then kill the priestess (AIR) and
grab the shield if you want. Now backtrack to where you came in and
head down the stairs. In this chamber there are four doors, and two
balconies. We need to explore everything outside the chamber before we
return here to leave this level. Let's go clockwise and take the first
door on the left.
As you go along the bridge, a winged woman (DARK) will shoot down a
section of the bridge blocking your way. Climb/jump up this and get on
the plateau where this creatures is. Destroy her (HOLY WRATH works well
in this environment) and get the chest. Jump back down to the main
bridge on the opposite side of the rubble. Immediately on your right is
a series of columns which lead to a chest so head over and get it. [In
case you don't know, you can't fall off and survive here.] Return to
the bridge and continue on noting the wooden bridge overhead.
A little ahead on the left are three columns leading to the AIR sword
SLAUGHTERHOUSE (I dropped the METEOR AXE). Get back to the main bridge
and continue forward. This is the lair of the HELLIONS (DARK) so
By now you should be hearing the pant of a devil dog (FIRE) and just up
on the left is one guarding a portal. We need to get into this portal
to access the wooden bridges but every time you kill a beast another
appears so how do you get in there? You just work your way over there
and jump in when you get the chance. [The truth is I don't really know
the exact mechanics of this but just head over there and fight and if
you're in the right spot you'll transport. If you try to kill all the
dogs, there is no end to them that I'm aware of.]
You are now on a platform that connects three wooden bridges. The left
and centre bridge are the ones we've already noted from below. Check
the left bridge first, then the right bridge for another chest with the
LIGHT axe ANGELIC HAND WEAPON. [It is pretty much a toss-up against the
AXE OF VIM so you decide.] The centre bridge is our exit. However, this
takes you the very first chest you got out here and is also a bit
tricky so if you were able to get the first chest, skip this portal and
just jump down to the bridge. Continue on past the dog portal and
prepare for several AIR men and other things lying in wait just ahead.
After you finish business, head forward into the building.
As you go along here you will eventually come to a 3-way. The straight
path takes you to a portal that brings you back to the inner chamber.
We're not ready to go back yet so turn right and take out these guys.
[It is alright if you accidentally go over the edge as there is a
portal system to bring you back up.]
Continue forward and you will find yourself outside once more. Head up
this path until you come to a T intersection. Take a right and go
through the portal. Take a look around. To your left is a chest; get
it. Return to your original position and look down for another chest.
Jump down there. Once you have it, return to where you first jumped to
this area and look down and to the left. There is the portal you used
to get up here. Jump down.
Move away from the portal and you are back at the T intersection. Go
straight. Pass an opening on your left, we will come back to it. Just
before you enter the building, there is a chest on the left. Now head
inside and make your way to the end of the balcony for a chest. [We
have now covered both balconies.] Return to the left turn we ignored a
Head inside and make your way back to the inner chamber. Straight ahead
is your sister; all tied up. Go talk to her for an FMV. She makes
mention of a TERRENUS spell which is needed and note that the raven
takes her key. Before you leave you might want to wipe out all the
priestesses and their guards first? If not, look down into the pit for
a door and a ledge above the door. If you try and jump to the bottom
you will die so jump to the ledge. While standing on the ledge look
outward and you will see a hook shaped object. Press R1 and you will
clear the level.
Level 9 Summary:
You should have 5/6 quests, 6/6 secrets and a total of 23 spells.
LEVEL 10: DAGLATHORS PRISON
Special Items: TERRENUS SCROLL
I hate to tell you, but this last level is somewhat disappointing.
Anyway, right where you come in is an inferior AIR sword and some Dark
defense armor you should already have.
Follow the linear path until you come to the beast DAGLATHOR. This
first version of him is an AIR creature. You must get in close and
pummel him. Once he's done, check out the goodies in two corners by
activating two levers.
Version two is a little harder because DAGLATHOR pops in and out. He is
still an AIR creature however so basically use the same strategy. Boost
your speed and might with potions and use the HERO spell for sure. Once
done, heal up and save then activate the lever.
This releases the final version of DAGLATHOR and he is now a non-
element based creature so use your fastest hand weapon (I use the AXE
OF VIM) and utilize the DIVINE PROTECTION spell then beat him down.
Once he's gone, pull the lever opposite the last one you pulled and you
get the TERRENUS SCROLL - this supposedly allows you to seal DAGLATHOR
up for eternity. Enjoy the short, final FMV of the game.
I hope to make revisions based upon information received and I am
considering more detailed accessory and weapons information. This will
depend to some degree on how much enthusiasm I sense for this game.
Version 1.00 June 30, 2005 - First Draft/Submission
Version 1.01 August 27, 2005 - Format Changes
Version 1.02 August 27, 2005 - Reader Submissions