Daemonsgate

Daemonsgate

08.10.2013 20:12:58
Daemonsgate

BEGINNING REMARKS

You must talk to the people on your own. This is to provide an outline for
the story, but you won't have the complete picture unless you talk to
people yourself. I provided a save game (006.sgm) which is saved right
before the final battle. Use it to look at the complete KNOWLEDGE of
the characters. It can provide useful clues if you're stuck.
Also note, that despite that most people are generic, the innkeepers
tend to be more knowledgable.
Remember, that even though you can probably skip through some parts of
the game, things are event driven. Meaning certain things and people
won't be in certain locations unless something gets accomplished first.
For example, Abdula won't be in Morgan until you chase him off Barchetta.

STARTING OFF

You start the game off at the "Pigge and Ballbearing" inn in the besieged
city of Tormis. Look around you and talk to the several characters in the
inn. You should pick up two companions here, Anvil and Jermiah. Both
of them are excellent fighters. It is also suggested that you rest
here, and bring your primary weapons skills to the max. Also, at the first
opportunity teach (and bring up to the master level) Gustavus the skill
of lock picking. You will be doing a lot of that in the game, and it
will free up your party from dragging an otherwise useless thief along.
You should also locate the Mercenary Guild in Tormis. Go there, and pick up
Dark Sky (awesome fighter), and Cyless. You can also pick up Grom and Grim,
the two thieves, but they generally suck.
Its a good idea to ask someone about inns, to get names and relative locations
of all the city's inns.

PART I: TORMIS

Your mission is to get the hell out of Tormis. Not an easy task considering
the city is surrounded by Daemonic Hordes (tm), and you cannot just walk
out the front gates. You should walk around and ask about Thieves or Thieve's
Guild (a good idea is to ask a guard or a jailor or any other "government"
figure) until you get the message that you should go find Moll in the
"Harvester of Sorrow" inn. Go there and find Moll. Ask her about the
Thieve's Guild. She will tell you to wait till midnight the next day.
Just buy lodgings and rest till the appropriate time (anywhere past the
midnight of the next day is fine, Moll will wait for you), talk to Moll again.
Follow her a few blocks north, and she will take you to the current leader
of the Thieve's Guild. The leader will tell you that one Travis Sewerbreath,
is being held in a city jail, and you gotta spring him. Go to the sewers
beneath the Thieve's Guild and take them to the city jail. You will have to
fight a few guards, but they are quite easy (don't forget to take the guard's
weapons for some $$$), free Travis. Travis will tell you to meet him at the
"Harvester of Sorrow". Meet him there, and he will tell you that he wants
you to get Heinze's ring off the current Thieve's Guild leader. Go to the
Thieve's Guild and the leader will attack you. Kill him, collect the
ring, go to Travis, give him the ring. Travis will give you a key to a
passage outside. You can also take Travis along if you want. He has some
useful abilities, but he isn't much good in the long run.
Go back to the Thieve's Guild, go downstairs, and head through the locked door
in the west part of the sewers. Unlock the door and continue down the passage
You will make it outside. You can revisit Tormis as often as you want.
Now you have to start heading for Attiea, which is to the far north west of
Tormis. Also, you might as well buy some Black Blower Ale from the
"Darkhorse Brewery" as you shall need it later on.

PART II: ATTIEA

Now, that you arrived in Attiea, ask around about Elsopeans. You will
be told that there is one in the "Quaffing Pig" inn. This inn is right
north of where you first enter the town. When you go to the inn, ask
the owner or a barmaid about Elsopeans. They will tell you that he is gone
but his servant Theodore Mcalstre is still around. Find Theodore in the
same inn, and ask him about Elsopeans. He will tell you that his master,
Alathon has been abducted by Hellast (the ruler of Attiea) and that only
the Warriors of Light can help you. Ask him about Warriors of Light, and he
will tell you a key phrase Incontinence. Go to the "Laughing Heretic" inn,
which is on the east side of the main road leading through the walled part
of Attiea. Talk to the barkeep about Incontinence. He will tell you
to go to the leader of the Warriors of Light, through the fake wall by a
cuckoo clock. Talk to the leader, Francisco Antonio, about Alathon, and
Hellast. Leave his secret room, and you will be captured by the Attiean
secret police. They will put you in a jail cell.
In the jail cell pick up the lock picks on the bed, use them to get out
of your cell. Since you have been stripped of your possessions, find them;
they should be all on a table in the north west corner of the jail compound.
Now, get out of the compound. Head towards the north eastern part of the
city, where Hellast's palace is. Enter the palace (note: just about everyone
in the palace will attack you) and find Hellast (he is in the south western
part of the palace), kill him, and Alathon will teleport himself away, saying
he will meet you at Jornuli Point. Now get out of the city, and head for
Dryleaf; a port city on the west coast, far to the north of Attiea.

PART III: JORNULI POINT

When you enter Dryleaf, find the tavern, which is located just east of the
marketplace, and talk to the ship's captain there. Pay them for a passage
to Jornuli Point. Remember to click on the price while conversing, to buy
the passage. Leave Dryleaf, and board the ship. Note: you may be attacked
by several assassins on the way to Jornuli Point.
When you arrive, in Jornuli, go to the scholar's hostel to the east of the
main entrance, there you will find Alathon. Talk to him.
He will tell you to obtain his master's notes from Tan-Eldorith in the far
Elsopea. You can also see the dean of the scholars of Jornuli, he is in
the most south eastern building in the city. He will give you some items,
and he can provide information on almost any subject.
Prepare well for the journey ahead, for its a long one.

PART IV: TAN-ELDORITH

You must venture far south. Preferably hugging the east coast, move
south until you find the city of Tan-Eldorith. In the centre of the city,
on top of a tower is the Daemonsgate. You cannot do anything about it
just yet. The notes you seek are difficult to locate, they are in the
Elsopean Academy of Magic building. It has a lot of pentagrams drawn on
the ground. There is a large deamon sitting on top of the notes so you can't
see them until you kill him. Get the notes and get out. Return to Jornuli
Point. Go to where Alathon was staying, and talk to the maid about him.
She will tell give you a note that will say he left for Trade Town.
In Trade Town you can also pick up Twoedge, an awesome magic user.
Return to Dryleaf and head north along the western coast until you come
to Trade Town. Alathon is in the inn in the very north eastern part of
town. Give Alathon the notes, and he will tell you that you need to find
out about a device called "Matrix Configuration". A set of 5 magical towers
created by the Kzzir, which when activated form a barrier, that would prevent
daemons from reinforcing their armies at Tormis. If you activate the barrier,
Alathon may be able to help you shut the Daemonsgate. Alathon also hints that
you need to find a mystical capital of the creators of "Matrix Configuration"
-The Yelda. Yelda promises to hold the answers to how the "Matrix
Configuration" is operated. A proper way to search for Yelda is to return to
Jornuli Point and inquire about Kzzir. That would yield information
about one Roberto Zildar in Vorsai, who is an expert on the subject.
You can skip that part, and move straight to Vorsai-a city north of Tormis
just west of the Sisters (mountain range north of Tormis).

PART V: THE SEARCH FOR YELDA

Upon arriving in Vorsai, search out Roberto Zildar (if you want, he is in the
central library) and inquire about Yelda. He will tell you that a book called
Examination of Elder Races is in possession of Ludovic Gruber. He lives in
the eastern part of the town. You can also pick up some rumours saying that
Gruber is an experimenting daemonologist. When you go to Gruber's house
you will find his diary, and a book called Codex Deamonicus which when read
can bestow Spirit Lore on the reader.
NOTE: If you examine this book, you will get information about Holtsweig's
Staff. This is a subplot and can be skipped.
THE STAFF SUBPLOT
Ask around about the owner of the staff (Moebius Holtsweig)
and you shall be told that he was last seen at Sayville Town
in the middle of the stumps (small hills that fill the centre
of the continent) go there, and inquire about him.
You will be directed to his house, and therein you can pickup
a rusty amulet and his diary. Read the diary and it will tell
you that he ventured to a barrow, and never returned.
Ask around for the location of the barrow, and you will be
told its south east of town. Go there (on the map it looks
like a clump of trees) and open one of the tombs (only one
opens) with the rusty amulet. Go in, and you will have to
fight a ghost prince and his ghost cronies, including the ghost
of Moebius. After the fight you can retrieve his staff, which
can be used to banish deamons.

Now, you have to go to Gruber's basement, and as you go towards east, you will
encounter a Daemon Lord - Lab. He is very powerful, and unless you have a
powerful weapon, such as an Elemental Sword, you have to successfuly run away
on him. In the chambers beyond, you will find the book. Upon its examination
you will find that it hints Cooltag's Rest to be the location of Yelda.
Go there (Cooltag's Rest is in the middle of the stumps, slightly west).
Once in Cooltag's you will find out from people that the mines are closed
due to mysterious hauntings. Gather gossip about an alleged affair between
Francisca Whiplash and the mayor of the town. Confront the mayor with the
information (you may have to talk to him a few times, and/or talk to his
wife). He will give you the key to the mine. Go to one of the warehouses
near the mines, and retrieve one lubricant and one lead weight. You can
get the weights in the mayor's office, too. Enter the mines, go down to the
third level (use the lift) of the mines, and in the eastern part, you will
find Yelda through an illusionary wall (it is kind of obvious, though). You
way will be blocked by a rusty door. In the inventory screen, use the lead
weight and the lubricant on it. Go through and explore till you find a book
called Translation Notes. Therein, you will be told that the first temple of
the "Matrix Configuration" is on the island of Scaeth. Go to Pestur's Wake.
(Pestur's Wake is on the eastern coast, in the north)

PART VI: THE FIRST TEMPLE

Once you go into Pestur's Wake, you should be met by a messenger from
Councillor Pestur. He will want you to meet him in a "Broone's Bane" inn.
Go there, and follow the messenger to Pestur. Ask the councillor about
Scaeth. He will tell you that he wants you to do a mission for him, and
rescue a lost diplomat - Hans Middlethorn.
He will tell you about the situation in Essam (on Scaeth) and how he intends
to restore order by completing the Wheel of Essam (which is in fact the Matrix
Tablet-a device needed to activate the temple) a piece of which is held by
each of the three main gangs on Essam. He will now provide you with a piece
of the Wheel of Essam (which is actually fake) and transportation to Scaeth.
You will also be told that the diplomat was last in Hotel Essam.
Take the ship, go to Essam. Find Hotel Essam (North of the central market),
inquire about Hans Middlethorn, you will be told that he went for a meeting
in "Spiting Camel" inn (which is by the southern docks). Go there ask about
him, and you will be told he met with Gray Stalkers, but was captured by
someone else. Now, go to the Gray Stalkers headquarters, and ask about him.
They will tell you he was captured by the Assassins Guild. Go to the Silver
Garrote, and ask the proprietor about Hans. Pay for his release. Go upstairs,
talk to Hans. He will meet you at Gray Stalkers HQ. Go there, and you will
be given 3 letters to be taken to leaders of the other 3 gangs. Use the
underground tunnels beneath the Gray Stalkers HQ to visit the other gangs HQ.
Give the letters to the messengers (the people that talk to you) and make sure
you stick around till they tell you that the message will be received. Once
all 3 are delivered go back to Hans, and he will to meet the leaders at the
city graveyard. Go there, find the leaders (in the north part of the
graveyard) they will attack you. Kill them, and collect their 3 pieces of the
tablet. ( Hans will offer to join you now, let him in if you want). Now walk
around and ask around about the Wheel of Essam until someone mentions that the
leader of Silver Talons lost a piece. Ask about Silver Talons, and make
sure that you get the name Joolz the Blade before you leave Essam. Leave
Essam, find the temple on the south end of the island (its a small skull
on the map) and tell the Jolly Beardy Man that he is "Joolz the Blade". He
will give you the real 4th piece of the tablet (the Bannar). Go to the top
level of the temple and drop all 4 pieces on the top of the column (right in
the centre of top level). Now the temple is active, and you will receive the
location of the next one, on the island of Garl east of Anchor.

PART VII: THE SECOND TEMPLE

Go to Anchor (which is on the east coast, south of Pestur's Wake) and you
will be met by a messenger that will ask you to come along to Lord Hooley.
Follow him, and ask Hooley about Garl. He will ask you to retrieve 3 items
from Eloran. A document, a coin mould, and a notebook belonging to Karlos
Slumm. Go to Eloran (which is south east of Anchor) and find the Foreign
Offices building (its in the centre of the town) and get the document from
one of the desks there. Now go to "The Prince" inn, and inquire about
coin moulds (you can retrieve one yourself, from the royal mint of Eloran
but you may be forced to a fight) and someone will offer to get them for you
for a price. Pay them, and meet that person in the south east corner of the
town, outside the gate to the slave pens. You will get your mould. Now comes
the hard part. Go to the Eloran jail, and ask about Karlos Slumm, they will
tell you he was transferred to the slave pens. Go to the slave pens, and
(during the day) you can find a guy named Theodore. Ask him about Slumm, and
he will tell you that he can check his ledger (for a price) do that and you
will find out that one Peter Helbar bought him. Go to the "Forgotten Heroes"
inn and ask the rumormonger Erwin about Peter. He will tell you that he hangs
around that inn often. Find him, and ask him about Slumm. He will tell you
that he gave him to Joseph Traal-a slave trader. An alternate way to get the
topic of Joseph Traal in your vocabulary is to go to "The Prince" and ask a
girl named Ferrit about Peter Helbar. Either way, you must ask Ferrit about
Joseph Traal. She will tell you that he went to Halfway with his slave
caravan. Go there (its located between Tormis and Eloran) and inquire about
him in the local inn. You will be directed to Graybrook. Its a city on the
west coast, barely north of Tormis. Go there, and once again, inquire about
Traal. Now you will be told to go to Attiea. Go there and ask about Traal,
and you shall be told that he went on to Dryleaf. Go there, and ask about him
again, you will be told to ask Arienne Toogal. Ask her about him, also ask
Ivan Helmhand (captain of the Northern Rangers-located just east of the
Dryleaf's only inn) about Traal. You won't be told anything conclusive, so go
to Trade Town and ask people there about him, then you shall be directed to
his villa, just east of Trade Town. Go there, and you will find Traal's
journal in a house in the south west of the compound. Upon examining it, you
will find that he is immortal now, and only a spider can kill him. Get the
spider dagger from the bed nearby, and proceed to the north of the building.
There you shall find Traal. Kill him, and retrieve Slumms notes.
If you want you can turn in the Traal's Journal to Ivan Helmhand in Dryleaf
for a lousy reward. Return to Anchor. Return the items to Hooley in Anchor.
Board the ship he gives you. Go to Garl. Go to the tower there, and you
will encounter a mad scientist who will want a brain in exchange for a Matrix
Tablet he is holding. Make sure you get the topic of bodies before your
return to Anchor. Go back to Anchor, and visit the Medical College. Ask
the dean of the college (he is in the eastern building of the college)
about bodies. He will tell you that he obtains them from one Axel Forkbeard.
Ask around, and you will find out that he is hanging around the "Daemon Bell"
inn. The "Daemon Bell" and "Black Spot" are both in the south east of town
near the docks there, with "Black Spot" being just slightly north east of
the "Daemon Bell". Go there, and talk to Axel Forkbeard about
bodies. He will get pissed off, and tell you off. Then he will send some
heavies to rough you up. After dealing with them, go to the "Black Spot"
tavern, and take the stairs down to the passage to the lighthouse.
Take the passage, and in the lighthouse you will find Axel, and his cronies.
Beat them, get the brain from the floor, and Axel's notes (which you can
bring to the medical colleage for a lame reward). Return to Garl, give the
brain to the mad doctor. He will give you the tablet. Go to the temple
(just south of the tower) and drop your tablet in the centre of the top level
again. The location of the next temple (in the Border Peaks) will be shown.

PART VIII: THE THIRD TEMPLE

This is probably the easiest temple. Go to the Border Peaks (a massive range
covering the most of the south and Elsopea) and in them find a large lake,
which has a village beside it (if you find Hope-the stronghold of the Hillcats
-where you can pick up Shadwell for a valuable addition to your fighting force
-then you are quite close). It is almost in the centre of the border peaks.
Enter the village. You will find its quite burned down, but in the east part,
there is a large, black building. Enter it. Find your way to its centre,
and talk to the Kzzir leader there. He will tell you that he needs an energy
crystal from the middle level of the temple. Go there, and after a few fights
you should be able to reach the crystal. Return it to the Kzzir. He will
give you the Matrix Tablet. Go to the third level, and use it in its centre
(just like the previous two temples). The temple will become active, and the
location of the next one (on the island of Barchetta) will be revealed.
Go to Dryleaf. Ask about Barchetta, and take the ship to Mashan, the city
on the island.

PART IX: THE FOURTH TEMPLE

The city of Mashan is ruled by pirates. Gather enough rumours to get the
topic of Rebel Pirates in your vocabulary. Now find the leader of the city,
Friday the Sword (he should be in the middle of the town, in the town keep)
and ask him about Rebel Pirates (make sure you have Abdula in your vocabulary
before you leave him) and about Skull Mountain (you should have this topic
from the Translation Notes). He will tell you about the Catacombs. Ask
him about those, and in turn, he will tell you that the key to the catacombs
is with the jailor, Bruno of Mashan. Go to Bruno, and ask him about the
Catacomb Key. He will give it to you, and since the entrance to the catacombs
is in the keep, return there and enter them. Make your way roughly towards
the south eastern corner of the catacombs. You should find the exit to the
main part of Barchetta there. Explore Barchetta down the eastern coast until
you find a small port. Enter it, for its the hideout of the Rebel Pirates.
Fight the guy right in front of the exit (Gus the Helmsman), and you will be
told that Abdula sailed away, with the Matrix Tablet needed to activate the
Skull Temple/Mountain west of the port. Now, you must return to Dryleaf.
Ask around Dryleaf about Abdula. You will be told to ask a scholar. Ask
any scholar in any town, and you will be told that this sort of information
can be obtained through a Deamon Oracle. You can buy those at any major
store for a hefty price. Use it.
BUG WARNING: THE DEAMON ORACLE CAUSED MY SYSTEM TO CRASH
Thus, I had to search blindly for Abdula.
Go to Morgan, a small fishing village, just south of Dryleaf. Go to the inn
in that village. In the backroom of the inn, you will notice a person that
looks like your party. Talk to that person (named Ulweyrn) about Abdula.
It will turn out that this person is in fact Abdula, and you will be attacked.
After the fight collect the Matrix Tablet, and return to Mashan, go through
the catacombs again, and install the tablet in the temple like you did before
(third level, middle-top of energy column). The location of the last temple
will be revealed to be on the island of Soramuth. Return to Dryleaf.

PART X: THE FIFTH TEMPLE

Once you returned to Dryleaf, go to the local inn, and find the man called
Harald Half Troll. Talk to him about Soramuth. Give him the Blower Ale you
obtained from the "Dark Horse" brewery in Tormis. Board his ship, and you
will be attacked by a Leviathan on your way to Soramuth. After you wash up
on shore, follow the western coast, until you come across a tower. Enter it
and talk to the man inside it. Ask him about Skull Mountain. He will tell
you that he will give you the tablet needed to activate it, if you accomplish
a series of tasks for him. He will tell you that the first task is to
deactivate the Leviathan (which of course is basically a submarine). The
way to do this is to shut off the valves inside it, in a specific order.

To do that enter the underground complex beneath the tower.
First of all, you will have to retrieve a set of keys to access the Leviathan.
They are in a room, in the north part, marked "Gorak Halan". Next, proceed
to the south eastern part of the complex and use the keys on the door, to
get to the Leviathan. Once inside, go to the central console, and the screen
should turn to display of symbols with gauges beside them. Clicking on a
symbol will disarm that particular part of the Leviathan. You're expected to
disarm the valves in the following order: Armory Systems, Energy, Navigation,
Propulsion, Air Ballast, Brain. I will try to draw in ASCII what those
symbols looked like, however, yo can deduce it for yourself, for the same
symbols are used by doors to rooms that store certain items (example:
the armory symbol is used by the door to a room full of weapons).

Armory Systems:
O <-its just a circle
Energy
|| | <-two bars, one thick, one thin
Navigation
X <-looks almost like an "x" with a flag on one end.
Propulsion
___
| |
__|_|

Ballast
|
O <-a circle with a line above it

Brain
F <-looks almost like letter F

Once you disarm the Leviathan, return to the man in the tower. He will ask you
to close off some air vents. This is done by finding the keys marked I, II,
III, IIII and using them to LOCK the doors with the matching markings.
Once all four doors are locked, return to the man for your final task, which
is to blow up a dyke. To do this, you must find several items in the compound
below tower: a wire fuse, a gunpowder, a cork, and a clay jar. All the items
are there, although they are a bit strewn about. Use the gunpowder, fuse and
cork to create a bomb, and use the bomb by the dyke (which is next to the
Leviathan). You will have a few minutes to make it back up to the tower,
before the bomb explodes! Hurry back to the man, to receieve the Matrix Tablet
and a Jet Statue. Go to the temple (slightly north of the tower) and use the
tablet in the manner you used the previous ones. Now use the Jet Statue to
return to Dryleaf. You have activated the Matrix Configuration!

PART XI: THE SEARCH FOR ALATHON

Go to Trade Town, to the inn where Alathon was staying. Ask the barkeep about
him. You will be told that he went to an inn in the Campps, called "Master
of Puppets" and that you're supposed to ask the proprietor about a keyword
Rabbits. Go to the city of Slime (which is the easternmost city right below
the great Wall) and find the said inn. Ask the barkeep of Master of Puppets
about Rabbits and he will tell you that Alathon left with a group of Njord
Wolfraven's people to go to Rowche. Go to Rowche (first city west of Slime)
and find the inn there, go in and Njord Wolfraven will hand you a message from
Alathon. Read the message, and go to Hajak (Hajak is west of Rowche), and
find the house of Svein McDoogal (its more less in the centre of the town).
Talk to Svein about Njord Wolfraven. When you leave you will be attacked by
him. Slay him, and you will be attacked by Njord Wolfraven (turns out he
tricked you to slay McDoogal for him-there is no way to avoid it). This is a
tough fight, so prepare well before you do it. Slay him, and pick up his
notes and his magical axe, Groinsplitter (not a bad weapon). Read his notes.
Now you know you have to search out Edric in Eloran to find Alathon. Go to
Eloran. In Eloran, you will have to find the house of the family Torano,
that's where Edric is. As you as you find him, he will teleport away, after
telling you that Alathon is dead. Go around the house, and find a bottle on a
desk in the north-westernmost room, pick it up (it may be slightly hidden, so
just use the pick up option by that desk). Alathon will float out of the
bottle, and tell you he has been killed, and his spirit is trapped in the
bottle. Now you will be told how to shut off the Daemonsgate: you will need
a Lore Master that is willing to sacrifice himself (that would be Alathon in
the bottle) and a Daemonologist capable of summoning a Daemon Prince. You
will also be told to search out the sword of Karadith from the Elsopean city
of Helladi. Your first order of business should be to get a Daemonologist to
join your party. You will told that a Daemonologist lives in Dryleaf. Go
there, and in the first row of houses (northernmost) in the westernmost house
lives one Nikolause Krippe. He will tell you that he shall join your party
if you bring him a book called Summoners Almanac. This book is in possession
of a Daemonologist living in a tower just north of Tormis. Go there, and the
book is lying on the floor there. Pick it up and the Daemonologist will
attack you. Slay him. Return to Dryleaf, give the book to Nikolause, and get
him to join you. Now you must venture to Elsopea for the final time.

PART XII: THE SWORD

If you follow the western coast south towards Elsopea, you will come to the
city of Helladi. Go in, and in the tower in the centre of the city is the
city's mayor. Talk to him about Karadith and his sword. He will say that
you will be allowed to recover it, under the condition that you first get
him two power crystals, from the cities of Ast and Doorkannen. Leave the
city and follow the west coast south (Ast is on the west coast of the eastern
peninsula). Eventually, you will come to Ast.
The crystal is in the city tower, in the centre of the town. Keep following
the eastern coast, and you will come to Doorkannen. The crystal is again, in
the centre of the town. Return to Helladi with the crystals, and give them to
the mayor. He will inform you that the tomb of Kadarith is now open.
The tomb is slighly east of the central city tower. Go in, and pick up all
the energy crystals you find there. Now drop the two jet crystals on top
of the statue of the black hero, the amethyst crystals on top of the statue
of the purple hero, rubies on top of red hero, emeralds on top of green and
sapphires on top of blue (order is not important). Karadith will awaken, and
challenge one of your party to single hand to hand combat. Slay him, and you
will be rewarded with two potent weapons: Spirit Sword and Karadith's Sword
(the only weapon capable fo slaying Alkat). Now you're ready to close the
Daemonsgate. Go to Tan-Eldorith, and step through the Daemonsgate (which
is on top of the central city tower).

PART XIII: THE FINALE

Once through the Deamonsgate, you will be in the Daemon dimension.
Immediately use the Ornate Bottle (the bottle with Alathon in it). This
will trigger an explosion of the Daemonsgate. You will also receive a
Golden Master Key. Now, you must head north east till you hit the giant
citadel of Alkat. Enter it and use the Golden Master Key to unlock the door.
The general idea of the citadel is to go around, and find bosses which carry
Master Keys of different colors to open successive doors of the palace.
However, this last level is VERY BADLY DESIGNED!!!
As a result there are many stupid bugs on this level that will stop your
party from advancing. For instance, the Brown Master Key opens a door, but
for some stupid reason, you can't go through the door!
Or when walking through the elemental rooms, the designers put a rock right
in front of a door to the Fire Room so you can't get through!!!

Luckily you have me on your side :-)

I have determined which byte of the save game stores your party's east west
coordinates, so use this to circumvent any obstructing doors that won't open,
etc.

Here is what you do: using your handy-dandy Norton Diskedit or any other
hex editor search out the bytes at the offsets (in hex)
27,28 and 2B,2C these two pairs should hold the same values. You should
change each pair to the same value.
Let's say, your bytes at 27, 28 are FE 03 then to move a few steps to the
left (and past some irksome door) you will edit them about 6 less to
make F8 03. If you want to move to the right, you just add 6.

Pretty simple, eh ? You can experiment on your own to find how much
you need to add or subtract.

Now, you must find a staircase up (It is past the six elemental rooms). Once
you move a level up, go to the golden room in the north east corner of the
level. Therein you will find Alkat. He will attack you, and boy, he is
tough. Remember the only weapon that can slay him is Karadith's Sword.

Once you kill him, the game ends.

 
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