Sand Town ---------
If you are ready, we might as well go to the next town, Sand Town, which is in D7 X7 Y9. Before you go in, save the game, then cast Day of Protection. It's going to be tough, in there. Once you've killed the reception committee, free the mayor and do the rounds of the town and the sewers. Then go to see the mayor and, do you know what, he will ask you to clear the surroundings of the town of monsters. Here we go again. Although I went all over the map and killed every monster available, the quest to clear the surroundings of Sand Town remained in my list; in fact, you have to clear the Caverns and, for some reason, you have to use the Mountain Staff (see further down) before the mayor will be satisfied. Still, keep going into the town and see what you can get. You particularly need more spells.
After that, it is time to go back to A1 and start systematically going through every square of the map. Go from A1 to A8, then B8 to B1, and so on, taking whatever you find to whoever needs it. When exploring around C3 use the Levitate spell - some clouds around here can let you down rather painfully. Here are some of the places you'll be visiting.
Rettig's Pyramid ----------------
You'll have to wall-kick all the way to the center, describing a square "spiral".
Ascihep's Pyramid -----------------
Start by casting Day of Protection and Day of Sourcery (do this whenever you enter these places). Drink only from the red fountains and a wall will open up to the N. You will find the Mountain Staff here. You can drink from the blue fountains on the way back.
Old Temple ----------
If you visit all the statues you'll gather that what is missing is an H, and by an extraordinary coincidence there a shape in the middle of the floor which could be changed to an H. To do this, and carefully avoiding the shape, go to the N, place yourself facing the redundant bit, and S, step forward and then back. Move one place along and do the same thing. The top bar should disappear. Still carefully avoiding to step on the dark shape, walk around to the S and, facing N, erase the redundant bit in the same way. You should now have a handsome H and walls will open up. In level 2, push a button over the fireplace - this opens up another wall. In level 3, you will find the Elder mace.
Canegut's Pyramid -----------------
You just have to kick your way into all the chambers. Leave the fountains alone, they are mostly poisonous. There were two levers here, but I was using the Day of Sorcery spell and the two guys either side of the play area shook their heads so vehemently when I went to pull them that I desisted. Try it, if you like. At any rate, you get the Sky Hook here. Not a lot of use.
Trapist Monastery -----------------
Nothing terribly interesting here - you just jump around and get some items. There are levers here which my guardians didn't approve of me pulling - I did, anyway, in various combinations but nothing happened. May be you'll have better luck.
Caverns -------
Free the prisoner. Collect 30 gems (there is one in a hidden chamber in Level 1 - kick a wall in to get at it). When you get to the magic pool, pull the lever, click on the pool and shove the gems in and then pull the lever again. This should send some citizens hurrying back to Sand Town.
Since it is important that you open every single chest in this area, here is a list of all the riddles I found, here and elsewhere, in case you are stuck:
Yellow... Gold Land... Butterfly Water... Tears Bones... Sword Shadows... Hope My first is in apple... Peace Face... Clock Four legs... Bed Neck... Bottle Break... Silence Feed... Fire
When covering each square of the map be aware that you should use the Levitate spell around C3, since some clouds might put you back in Greyhaven. Once you've been to each location, don't forget to get the Diamond. Consult your quest list and see if you've forgotten something. I certainly couldn't find the hammer for the guy in Sand Town, maybe you can. It doesn't really matter, though.
Before you proceed to the NW corner of the map, and if you have not done so already, go to C6 X7 Y10 and strike the Mountain Staff in the circle of stones. Hang around here and strike it on four consecutive days. This is very important. Also, it means that the Guild will now be open in Sand Town and provide you with those extra powerful spells.
There are four towers guarded by some guys in huts. Provoke them into fighting and kill them all. Then go to all four towers and provoke the wizards into a fight. Click again on each castle to destroy it and to get important codes. In one of them you should get an Elder weapon (it changes every time you play).
If you've been everywhere, you should have all 6 Elder weapons. Go to the castle in Hart and you get a lot of nonsense and a heap of experience points.
And now it's time to go in for the kill. Make sure you are tip-top in every respect and distribute the Elder weapons amongst your characters, though you needn't arm them yet.
Go to E1 X8 Y8. You'll need the diamond to get in. Once you are inside, go to the console and type TRANSPORT SEQ OMEGA.
The Clouds ----------
You wind up in the clouds. The orb should be chased all around, so first try and pick it up from the E side and it will move W; next, try and pick it up from the S and it will move N; and so on. Anyway, pick up the staff from the treasure heap you'll find. Continue on. When you get to the end of the path, the orb will have been transferred to another place and you automatically jump onto a square. Facing N, advance one step. Turn E and advance one step. Turn S and advance one step. Get the orb. Next, turn around and face N. You'll probably have to fight some whirlwinds. The idea here is to step into the clouds, in the center of the map, and fall through to...
The Underworld --------------
Fight all the nasties here and head N. You can use the firestaff in strategic places, but sparingly: try using it only on the center line, S to N. You can only use it 8 times. The GateMaster won't let you through till you fight four more nasties. Make sure you get them all. Go through and try to get the orb. You get into another fight. Go to the W and kill whoever you meet. Click on the shrine and answer Despair. Go to the E and do the same, only this time answer Pain. Try to get the orb again. Go all the way S to where you came in and kill the guardian. Then get the orb and go up the stairs and out. Next, go to...
The Metal Tower ---------------
Before you go in, make sure you have armed your guys with the Elder weapons. If you need to sort them out in anyway, now is the time to do it. It is very important that you make a note of the coordinates for entries and exits into the various levels. For instance, here you are entering at X3 Y1. Go in, fight the bots, have your Thief disarm traps and find a functional console at X8 Y14. Type VEGA and find the Transport Room at X11 Y1. This will take you to the next level. The same thing again: L2, entry at X11 Y1, console X10 Y12 only the code is now ANTARES. Leave by X4 Y1. Note that in L2 there is an enclosed area which you cannot enter just yet. You'll be coming back later.
Go on to the next level, L3, entry at X4 Y1, and, at X2 Y10, type SPICA. Move on to the next level through X7 Y3. And so on. In L4, at X7 Y14, use the code CANOPUS. In the next level, you will have the opportunity of disabling the Defense Teleport with the code ORION. Finish this level and you'll be excluded from getting at Source by an energy field.
Go back to level 2 and, at X6 Y6, click on the console. You should now be able to enter the area to the NW of here which you couldn't enter before. Go to the first console on the left and use the Positive Orb. Go to the next console and use the Negative Orb. Move to the W and click on the console - you have disabled the energy field.
All the way back to this field in L5 and go in through the door. Go to the computer to the right and click on it. Destroy the Source. Now it is vital that you find your way out of the ship without making any mistakes. Every time you find an exit, you are nearer a disaster. You should make it to the outside without getting blown up.
End of game. Rather disappointing, didn't you think? With a little more effort it could have been totally brilliant.
A1
X1 Y1 Greyhaven X4 Y11 Hart
A2
X5 Y4 Orc Fort X8 Y6 Wolf Cave X12 Y6 Ogre Fort
A3
X13 X16 Beacon wand (?) X13 Y2 Snowbeasts nest
A4
X13 Y10 Pyramid of Rettig
A5
X14 Y4 Snowbeasts lair
A6
X4 Y5 Knight's camp X8 Y8 Ascihep's Pyramid
A7
X9 Y7 Impery X6 Y1 Cyclops camp X12 Y13 Hard rock
A8
X12 Y12 Marc - builds a bridge to the island if you bring him something. On the other hand, you could Teleport there.
B1
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