home *** CD-ROM | disk | FTP | other *** search
-
-
- ALBION WALKTHROUGH.
-
- WHAT IS ALBION?
-
- Albion is a six character RPG with turn-based combat. You cannot create
- characters - you start with a predefined party of two and the program
- generally controls the addition and subtraction of characters thereafter.
- In the middle and end games you get more (but limited) choices as to the
- party composition. It is a true RPG, however, in terms of having character
- statistics that can be improved by magic or use of items, and a wide range
- of items to find, hold and use. The variety of monsters is average. The
- sound is extremely good, the interface is very playable and there are few
- bugs. The graphics are top-down in general and first person in some dungeon
- areas - an interesting mix. In combat you move your characters on two rows
- of a 6x5 grid and the monsters can move anywhere on the grid - it is not
- great but quite playable. The storyline is more complex and interesting than
- usual but there is plenty for the hack and slasher. This may be the
- commercial RPG of 1996 since its strengths outweigh its weaknesses (after a
- moderately slow start) and the competition is not fierce.
-
- TORONTO:
-
- You begin in the Toronto. You pilot a shuttle to the world where the game
- takes place. Click on items to see what is useful. If the menu includes
- "Manipulate" there is something there to do or use. But do read a lot of the
- "Examine" boxes for interesting if not useful descriptions. Check your
- initial room - there are some items there. After a while you are asked to
- go to the shuttle. Ignore this until you are ready - there is no
- disadvantage to delay. The best thing to do first is to talk to everyone
- you can. You have a friend named Joe Bernard who has his residence in the
- northeast of the building. Go talk to him. He will give you the code (1042)
- to enter the service level. This level is in 3D (first person). You will
- find the entrance in the northeastern most corner of the ship.The only
- critical item here is a pistol and some ammo for it.
-
- OK, now that you there you see a door right in front of you. Walk toward it.
- You see the message "Floor plate lights up" in the corner. Now the door
- should open and the road is clear. In the next room there are four floor
- structures (or should I say pressure plates?) in each corner of the room.
- Activating them all will open the door. Now you will enter a similar room
- but this one has no floor structures. It has two switches, one on either side
- of the door on the walls in the north of the room. Activate both to go
- ahead. The next room has two doors and two floor structures. You cannot open
- these doors. But be patient. A robot will arrive shortly that will open the
- doors for you one by one. When you have entered the third of these rooms,
- there is a switch in the western corner. Activate it to be able to pass
- through the door on the east. After a while you will enter a room with a
- cabinet on the north wall. Remember this, because you will need it later.
- Push the buttons to open the door and when you get to the door with the
- keypad enter the same code that Joe gave you. Now search the room (the COM
- room) carefully. When you find the gun, go back to the service level and
- deposit it in the cabinet. Now go back to the COM room and leave it. You
- leave by passing some security guards. Note that they will search you and
- take the pistol if you have it. Now go back for the gun - leaving the way
- you entered instead of past the guards (which you cannot do originally
- because you pass a one way door). Do search every room you can. You will
- also get to Snoopy's room then, which contains some more ammo. Healing
- potions are very useful. Lockpicks can open locked chests that do not
- require special keys - although the documentation does not make this clear
- you can click on a lock without having a pick and use your unlocking skill.
- If you get a message like "this lock cannot be picked" forget it! If you get
- "Tom cannot pick this lock" it often means he can pick it - he just needs to
- keep trying. There are no locked chests in this area to worry about,
- however.
-
- NARIKIDAANI:
-
- Explore the building you start in (called the House of the South Wind Clan).
- It does not pay to be cheap with your rescuers (the game generally prefers
- the "good" approach although any loose item can normally be taken with no
- risk or penalty). There is a mini-dungeon here, but it is recommended not to
- explore it until you have the next party member. The best thing to do now is
- to leave the clanhouse and explore. Find the stores and check them out. If
- you have items to sell this is done by going into the same mode as to buy
- items but clicking on your inventory - you do NOT use the offer item command
- in the conversation menu in stores - you use that to give items to NPCs
- where this ties in with the storyline. The documentation does not mention
- this! After two game days you automatically are taken to see the local ruler
- (she is the boss after all) and get a quest and a new party member called
- Drirr who greatly increases your party strength.
-
- You can now more easily do the mini-dungeon either before or after the
- quest. Before the quest might be better because you can use the ammo that
- you find there. You will be trapped by a cavein until you find a pickaxe.
- You will need this object in various dungeons - get used to clicking on
- walls to see if an object can be used on them when you run out of other
- things to do or are suspicious. You will probably need to use your pistol -
- save ammo since there isn't much but don't be too cheap - after a while you
- will be more powerful and can get by without it. Click on treasure piles to
- check them out - one of them (and only one, alas) has more ammo. There is
- also a clock - click on it after you get it to make it permanently visible
- in the screen - it is very useful. Don't forget to give Drirr something
- better to wear and fight with whenever you go search for the murderer or
- when you start to do the mini-dungeon. For example, give him the Iskai armor
- by stealing it. Stealing goes as follows: walk up to the bar and just before
- you reach it, click the right mouse button. You should be able to reach much
- further than you normally can. Keep in mind that this routine may take some
- time to get used to. And a good sword (are you also looking at the expensive
- Iskai lance?) is not a bad idea either.
-
- If you cannot find the first dungeon, ask the cattle breeder just outside.
- He will tell you. Check the map carefully or you may miss the dungeon once
- you are there. Walk onto it to enter. Before entering buy some torches to
- help you find goodies (the torches are very cheap) and a Music Crystal in
- the general store to give to an entity you find right near the object you
- are looking for (an Iskai Dagger). You do not have to give the Music Crystal
- to the entity. You can also buy it just now and use it on the next island.
- See below. Keep in mind that exploring this dungeon can be very useful.
- This dungeon is actually pretty straightforward, so I will only mention a
- few things. Note that outdoors or in dungeons monster pieces may be left
- after battle and they are usually sellable. This dungeon has two types of
- stationary plants that take the evolutionary niche of dungeon traps. Big
- mouths in the floor can be deadly but will close for a while if given
- chunks of meat that you get killing Krondirs (the big beasts). In town you
- may have been offered fruit to feed to the other type of guardian plant but
- it is cheaper just to turn the lights out - this puts them to sleep. Use
- Drirr (your local guide) as party leader - he sees better in the dark.
- Explore the entire dungeon for experience and loot (and fun for some). The
- entity will then tell you how to increase your attributes after you promised
- him the music crystal. This is critically important - you REALLY need this
- boost. But be patient - do it after you finish the quest and get a new
- member so she can share in the benefit, or wait (a LONG time) until you
- have all six final party members. You get three attributes up one at a
- time - to get the third up you need to pickaxe a wall. You have to make a
- path of light. What you do is walk from one glowing rainbow toadstool shaped
- like a triangle to another in the room where your footprints glow - this
- opens a wall. To finish the quest go see Frill, the old Iskai in the council
- house. He tells you to go see Bradir in the Former Guild in the northwest of
- town. Bradir will fight you but is not a challenge. After the problem is
- solved, you may think that it is a pity you could not keep that beautiful
- little Iskai Dagger. Well, you can. Although the leader took it away, go
- back to the Former Guild and talk again to Bradir. When you end the
- conversation, he will give you 100 gold and the dagger. I recommend that you
- give it to Sira (put it on her tail), because she can do with the extra
- strength.
-
- You can now ship out. DO NOT!!! The trip is one way until late in the game
- (that is what the stone outdoors that is shaped like an eye is for but it is
- useless to you now). Don't leave the island until you have the following:
-
- 1) Sira is level 12 and has Frost Avalanche (at maximum is best but it is
- essential to have it).
- 2) Sira and Rainer's Long Range attacks are at maximum (assuming you prefer
- them to attack long range. You probably do for Sira as she is better at
- this then Close Range).
- 3) Tom and Drirr's Close Range attacks are at maximum (if you prefer them
- to attack close range. Again, you may want this too as the Close Range
- weapons are more powerful, and Tom is better at it).
- 4) Drirr has the Iskai Armor (steal it) and the Iskai Lance (unless you
- prefer lighter weapons or armor).
- 5) Sira and Drirr each have the Iskai Metal Helmet.
- 6) Sira has lots of seeds (200+). (Find them outdoors or buy them in the
- Mages Guild (southwest)).
-
- Note: This is merely a recommendation but the seeds and Frost Avalanche
- seem all but essential.
-
- Kill the enemies and sell their parts, as I said before to get lots of
- money. Spells do far more damage and the frost spells last much longer
- after fully learned.
-
- GRATOGEL:
-
- The first thing to do here when you arrive is to talk to the king of the
- village. He will tell you he needs an amulet that you need to get for him.
- Then go to the east until you find the next village, and then north,
- following the path. That is where you need to be. If you have saved the
- Music Crystal from Narikidaani, go a little further north and give this to
- the man guarding the oak tree. He will give you a very good weapon in
- return.
-
- When you have the next party member, a Druid named Mellthas, train the spell
- named Small Fireball the he has. When it is on full power, go to the pass
- south of the Druid village (called Vanello). It contains a valuable supply
- of bandits (but they run out after a while, ) and it leads to a
- trainer, who only trains Close Range combat and a store. If you want
- to train the party, except Mellthas, who cannot be trained here, then do so,
- but this trainer is much more expensive then the Iskai warrior on
- Narikidaani. Another useful thing is to go to the shop there and to buy the
- Music Crystal, unless you saved the one from Narikidaani. The Dreamshield is
- also excellent. It is the only powerful shield that Sira is able to wear, so
- I suggest you consider buying it. And, of course, have a look for seeds
- outside. It is advisable not to enter the dungeon without a rope.
-
- In the dungeon part of Arjano, you will be stopped by fire. Use a bucket of
- water to extinguish them. There is also a place where there are nine grey
- pressure plates close to one another. Walk over the plates so that a + sign
- appears (you should not walk over all the plates but they can always be
- reset). Then the passage is clear. In the first party view part of the
- dungeon right near the start there is a secret button nearby on the right
- hand side. Push it. Now you can get through the first gate after you get
- to a switch and use it. After that, in the big room with the three flames,
- step on all the pressure plates. A door in the southwest will open.
-
- On the second level you need to step on a plate that releases moving flames.
- Step on it three times first to open the way to a button that will open up
- a passage in the east wall. Then keep on stepping on it until the road is
- clear. When you come to an area with a pit and two locked doors fall through
- the pit. There are three gates with Warniaks behind them. Open the gates,
- kill them and get the treasure. If you pull the lever behind one of the
- doors, the wall opens up, and you can look in a chest (guarded by a demon -
- a Fear 1). It contains the key to the doors you could not pass.
-
- On the third level, there are more tricky bits. In the large room with the
- big beasts trapped behind the red, transparent walls, only walk over the
- green pressure plates, otherwise they escape, and they are no joke. Of
- course, if you have Frost Avalanche at full power and make sure all party
- members stand on the last row of the grid and have lots of potions, then
- they are no big deal.
-
- On the next level you will find some force fields. There is one in the east
- that you will have to walk through. But later on, you will find staffs that
- will get rid of them. Only use them on the six in a row you meet at the end
- of the level. Talking about staffs, in the room where you get them if you do
- not want to fight, go to the exit of the room as quickly as possible and
- pull the lever again.This will trap the enemies. And in the room with the
- three levers on the south side, you need to pickaxe some walls. Look
- carefully, or right-click on the walls. If you fall through the pits a
- little bit further, do not worry UNLESS you do NOT have a rope. There is
- some minor treasure down there.
-
- MAINI:
-
- The first thing to do here is to look for your next party member. You can
- choose either of two, but the mage (called Khunag) is recommended by most
- people. It is up to you: somebody good at fighting or a poor fighter with
- good offensive spells only (no healing spells). The warrior is a woman
- called Siobhan. But Khunag will help you through parts of the Kenget Kamulos
- dungeon you need to go to much later. You will find both possibilities in
- Beloveno, the big city that you start in. Then it is a good idea to explore
- the countryside, and maybe even talk to the members of each town/ village.
- In the inn in Beloveno there is somebody called Aurino who asks if you are
- interested in a map. If you want some minor treasure, buy it. It refers to
- the waterfall in the northeast of Maini, east of the Iskai village.
-
- When you try to talk to Kontos, the leader of the mountain village Kounos,
- you will be stopped by a guard called Nodd. However, if you steer the
- conversation in the right way, you will not have to fight him. But you
- always can, of course. Then it is wise to explore the dungeon under the
- house.
-
- On the first level you will find a chest with a power amulet in it, but once
- you have it, it seems like you cannot go on anymore. But you can! There is
- an illusionary wall close by. If you then get to the point with the three
- pressure plates in a row in front of three doors, run over the plates as
- fast as you can, otherwise you will not make it through the doors.
-
- On the second level it is imperative that you explore all of it, especially
- directly south from the exit. You will find something that is needed to
- complete the game. There is one room that needs special attention. It is the
- big room in the center of the map. Behind one of the blue walls is an
- opening. Remember, because it is useful. If you go a little more east, you
- will end up in a small room withe a switch on the western wall. Pull it and
- a fireball should appear. The fireball will push the red piece of wall
- forward. Do this until the wall is exactly in front of the opeining behind
- the blue wall. Now go to the west of the big room. There is a switch there
- too. Push it, a fireball appears, reflects of the red wall and destroys the
- blue wall. Voila, you can get in.
-
- The game itself takes a long time to complete the plot for this continent
- and be allowed to move on, but all of us have found out through trial and
- error that you have to just be patient. The cave is not absolutely essential
- but has some nice loot. It is the same one whose other entry is blocked by
- a door you can't get through except from inside the cave.
-
- Every morning between 8:00 a.m. and 9:00 a.m., there is a trainer in the
- village at the house of the leader (where the dungeon is). He is the only
- trainer that is able to teach you critical hit. However, it costs 950 gold
- per point, so think twice. I found it very useful anyway, especially for
- Drirr and Tom. Sira already has her 5/5 score, so do not bother to train
- her.
-
- The entry to the cave discussed above is from the plateau lower than the
- village, and to the east. I strongly recommend that you explore it, because
- it contains some very nice stuff, including the best sword in the game,
- although it is cursed. But you have to have a rope, otherwise you will not
- be able to get out.
-
- It is also imperative to talk to lots of people on this continent,
- repeatedly in some cases, going back as you learn new things. Some examples
- are: the council members in Beloveno, the barkeeper in the Iskai village in
- the north of the land, and Kariah, the prostitute with her house on the
- market square. The barkeeper will give you the second piece of the vital
- item, after a while.
-
- There are also lots of seeds here. Collect and move on. After the problem
- is solved, you will probably want to go to the Iskai shrine and kill Kontos.
- He has a few goodies.
-
- DJI CANTOS:
-
- This mainly goes all by itself. You also get a new party member here, an
- Enlightened One named Harriet. In the southwest of the building, there is a
- woman who sells spell scrolls. If you got Khunag, buy all the spells that he
- does not know, as there is no other way to learn them. There is no hurry to
- go to the Toronto, despite the fact that Harriet pushes you to do so. The
- first thing to do here is to look for those Flowers of the Goddess you are
- told about. Stand on them for about 15 seconds, and the leader of the party
- will have one of his attributes (which depends on the flower) increased by
- three points. These flowers are for about 15 uses as far as I know, but save
- the game before you use them and think which party member needs this little
- boost the most. You will have to wait for 36+ hours until they can be
- used again. If you have visited them all (there are eight in total) it is
- wise to collect the two party members who took a vacation when you left the
- last continent, as they are very useful.
-
- UMAJO KENTA 1:
-
- If you have explored this city a bit, you will be told there is a prison
- north of the city. It is useless as far as I know, but if you are anxious,
- by all means go. You can free the prisoner, but it has no use that I am
- aware of. You cannot pick the lock, so you will have to wait until the guard
- comes (at 11:00 p.m.) to open it for you. You can follow the guard there (a
- long walk!) or find it on your own. First buy the preservative that keeps
- you alive in the desert. Get several. You get them from the man in the
- Equipment Makers Guild.
-
- Do have a look at the Jeweler's Guild. The Guild is behind a closed door
- (on the map that is) in the south of the city. Then go and talk to somebody
- called Coskon. If you talk long enough he will tell you about somebody who
- is able to teach you lockpicking. He charges 15.5 gold per point, so think
- twice.
-
- To get to the Toronto, you will have to talk to some of the people in the
- bar, and in the Miners Guild. Bringing a jewel is recommended. The guide
- will then show you to a cave entrance. The southern exit from the cave
- leads right to the Toronto. The other exit is useless.
-
- TORONTO 2:
-
- Look everywhere for pieces of paper with numbers on them. The code for the
- door is 1001, in case you could not find the piece of paper with it.
-
- Once you are in the 3D part, have Joe wake up the robot so that it is able
- to open the door for you. In the long corridor, stand as far away from the
- switch as possible, so that you can just still manipulate it. Then run as
- fast as you can to the other end, and turn the second one. A little further
- on, free all the robots as then the doors open quicker.
-
- A little further on, make sure that the floor pattern on the west side
- matches the one on the east side. You should go to the east one first. Then
- turn all the switches as quick as you can. The next door to open has the
- code 4312 in case you cannot be bothered to try all the combinations on the pieces of
- paper, or were not able to find them.
-
- UMAJO KENTA 2:
-
- Fist thing to do here is to go to the building in the northeast of the
- city. You are now able to pass as the guards let you through. You are told
- to look for a man in the cellars under the Equipment Makers Guild. However,
- you do not have the key and you need a secret password. He told me the first
- time I went there and had to go back until I had the password. Well, in
- order not to have to make the trip twice, the best thing to do is to go to
- the Miner's Guild. Go all the way into the big room. You notice you only
- have access to one mine shaft. Go in there and stand in the niches so that
- the guards do not see you. Get to the second niche on the right and overhear
- the ceremony. ONLY THEN DO YOU KNOW THE PASSWORD!! The next thing to do here
- is to look for a guy called Zebanno. Fool him and he will give the key to
- you.
-
- In the Equipment cellars, you notice that there are knifes on the ground.
- Search the halls until you enter a big room which has a hammer on the floor.
- Go back and follow the knifes. You should end up in a room full of them with
- a chest surrounded by the knifes. Manipulate the switch and use the hammer to
- knock down the knifes to get to the chest. Search it and you should find a
- key. Go back to the entrance and manipulate the switch close by (which you
- could not do earlier). Now, enter the door and manipulate the switches until
- they are in the positions shown. This will get rid of the knifes.
-
- Now, follow the corridor until you get to a big room with a chest. Just
- before this, you may have seen a door which leads to a room with an anvil
- in it. Well, you use it to turn swords into two-handers. It only has a
- limited number of uses. You cannot open the chest in the big room yet, but
- the road is clear. Go west and search the chest in the west of the dungeon.
- It has a key with which you can open the chest in the big room. Open it and
- raid it. The map makes this place a lot easier.
-
- A little later you get to a room with extinguished torches and a fire. If
- you have a full bucket ready, splash the water over it. If you do not, then
- do not bother as this is not imperative to win the game. The darkness leads
- the way to the pressure plate.
-
- As you proceed you will get to a room where there is a switch which is only
- visible at certain times. Activate it and you should be able to enter the
- mine shaft.
-
- Once you have entered, you will be in a first person perspective. You are
- close to the guy you came for. Go west and then south. The corridors should
- lead you to him. You may have noticed there is a orange curtain in front of
- a door, made up of flying balls. Well, these doors are one-way doors only.
- When you walk through the curtain, it opens the door, but it closes again
- as soon as you have walked through it, and it cannot be opened from that
- side again. This can be very frustrating.
-
- Once you have talked to the guy called Kosotto, you can either go or search
- these cellars a bit more. In his room is something that regenerates your
- health points. It contains an item which is supposed to be vital, but no-one
- knows its use.
-
- Anyway, in order to search this place more, you need to go all the way to the
- southwest until you get to a pit. Fall through it and you will end up in a
- room with a spinner. In the next room there is a chest with a crystal staff
- and there are four flames. The staff can change the colors of the flames.
- In order to open the door, all flames should be blue, in case you could not
- figure this out. There is a button just west of this door in the same room.
- Push it and a pit will appear.
-
- Now go west. There are a few switches there. Push them all until the leader
- says he heard a sound from the room you fell into. Go back to the room with
- the flames, go back down the pit WITH A ROPE, and then go back to the room
- with the spinner again, exactly the way you came. Go into the next room.
- Manipulate any switches that you find, and explore the part east of the room
- with the flames too, as this too contains some switches. And look out for
- illusionary walls (you will probably see them on the map). Repeat this until
- the door to the west of the room with the spinner is open. Go in there and
- search the chests for the Stone of Visions, which is supposed to be vital.
- This is also a very good training area. Every time you step on the blue
- pressure plate, Animals 3 will appear. A total of 16. Kill them as many
- times as you want (or can) to get as much levels as possible. This is the
- quickest way to get levels in this game, so I recommend you have a look
- there.
-
- When you get out, go to the Jeweler's Guild if you want to to see the effect
- of the Stone of Visions. When you enter you see a big stone on the floor.
- Use the Stone of Visions there, and it enlarges itself. Now touch it. You
- will be healed. You can now heal each party member. There are mo more uses
- that I found.
-
- When you have finished here, go look for the High Knowledge. Go back to
- Maini and take the northern exit. The Kenget Kamulos residence is just east
- of there.
-
- KENGET KAMULOS:
-
- This place is big! I recommend not to enter this forsaken place until each
- party member is at least level 30. And bring lots of potions, even though
- you will get plenty there.
-
- When you have talked to the local leader, search around thouroughly. After a
- while, Khunag will lead you to the secret passage (provided you have him).
- The closet in that room contains a valuable item. Wait for the novice to
- leave (at about 8:00 a.m. for a few moments), and search the closet. The
- switch is hidden. Manipulate the torch, if you cannot find it. The fight
- after this is endless, so go on for as long as you like, then surrender.
-
- In the next area, the quickest way is to go east, then north to get a key,
- then all the way south from there and then west to the exit. Do search
- it well because there is a very good sword hidden in a box in the northeast
- of this section.
-
- The next area is in 3D, as is the rest of this place. Not much to mention
- here. You will find the exit by first going north and then west. In the
- first room, the flame will chase you when activated (very nasty). When it
- starts to move, run as quickly as possible to the pressure plate in front
- of the door. The flame touches it, extinguishes and opens the door.
-
- On the next level, there are two doors down. If you take the left door, you
- will end up in a room. On each of the walls on the northern side, there are
- buttons hidden behind curtains. Push them both and a door will open. Now
- you can raid the chests.
-
- If you decided to take the right exit, be prepared to take lots of damage.
- You will find a big room with three little rooms inside. And on the north
- side three passages. The thing to do here is to walk around all three little
- rooms and push the buttons on the wall on the back of each. This opens the
- doors to the northern passages. Now, stand on the pressure plate in front of
- one of the rooms and the door will open. There are flames inside that will
- chase you. Look at the flame color and guide them to the pressure plate that
- has the same color as the flames in one of the northern passages. They
- extinguish when they touch them. Then go into the room and pull all the
- switches you can. Repeat the procedure for the other six flames. There are
- a total of nine, in three groups of three. When the doors have opened (or
- should I say "if",), you will end up in a big room. There is one of the
- little rooms that contains a chest. The other only contain Animals 2 & 3.
- The one with the chest is about in the middle north. The exit is to the
- west; in the corridor and then follow the path. Care with the fireballs!
- There is another little passage in the previous room behind which some good
- stuff is hidden in a room. Follow it and stand on the pressure plate in
- front of the door for a while. The door opens and you can raid the
- treasure.
-
- Now, when you have gone down, you will find a pressure plate in front of a
- little corridor. Stand on it until all of the statues have lit up and the
- door will open. This level is called the Beastmaster level. There are no
- puzzles here, but in order to get out you have to kill the Beastmaster. I
- found him to be in the south west room of the ones that are joined together
- in the west. After a little searching you will have found him. Kill him, get
- the key and get out of there. Be careful, because the Beastmaster reflects
- Frost Avalanche. Freeze the other mages, and use Thorn Snare for him. That
- is what I found to be the best option.
-
- If you are already tired of fire, wait till you see the next level. Adjacent
- to the big room, are a few little rooms that contain blue pressure plates.
- It is better to go first to the southeast into a room that has some buttons.
- There is a similar room north of the passage in the east of the room. Push
- those buttons too. Now, visit each of the rooms with the blue pressure
- plates and wait until the fireballs have revealed a good path to the them.
- Activate them and you should be able to go into the east passage, as the
- trap should be gone. At the end of the corridor, it splits off into a
- T-section. Go south stand on the presuure plates until the flames have
- disappeared and then pull any switches that you can. Now go to the northern
- exit. There are doors which open and close periodically and find the way
- down. There is a chest here and some chasing flames, so be careful. But the
- most important thing here is a button, which you can find in the northwest
- of the room on the wall on the western side of the room. Go back up into the
- northsouth corridor. In that corridor there is a button just north of the
- passage that goes back into the lava room on your left hand side. Push it
- and the exit will be revealed.
-
- You are getting there! The next level is not such a nuisance considering
- both enemies and puzzles. Go to the east and walk a little over the glass
- pressure plates. Then flames will start to move and will trace out a
- pattern. Now it is up to you! Go south and match the pattern on the glass
- plates there. If you do not do it right, you fall. But do not worry. You
- can go up the stairs again and try until you have done it. Follow the
- corridor and you will end up in a room with fireballs coming out of the
- walls. There is a chest nearby. There are four pressure plates here: two in
- the middle- and two on the western side of the room. Walk all the way across
- the room and activate the western plate. The statue will start to move. Once
- it has reached the other side, it will stop. Then go back and activate the
- other western plate, so that the statue moves back again. Repeat this until
- all the fireballs are gone. Now, stand for a few seconds on the first middle
- plate (until it turns grey) and then on the other. The door should open and
- the road is clear.
-
- The last level is just to stop you from getting to the exit. There are lots
- (and I really mean lots) of enemies. The quickest way is to go to the
- southwest until you see a door on the southern wall. Open it, go a little
- west until you see another door on the northern side. Go in there and follow
- the path. Voila, you are out of the 3D part.
-
- You will now end up in another 2D area. Almost there. Follow the path to the
- north, and you will end up in a room with the three highest Kenget Kamulos
- together. One last battle (use Thorn Snare as it is much more useful here)
- and you have done it. Congratulations!
-
- TORONTO 3:
-
- This place is actually pretty straightforward. Take a screwdriver, because
- you will need it. You will find it in the Toronto. Once you are in the 3D
- part, go to the west. You will see a laser barrier. There is a piece of wall
- nearby which you can open with the screwdriver. Have Joe (or Tom) open it
- and manipulate the wires and the lasers should be gone. Now walk all the way
- until you find a wall that contains another one of these things. Manipulate
- it and the lasers in the north should be gone. By the way, you may also have
- noticed that there are some patterns on the walls made up of colored lights.
- Note them. You will need them later.
-
- Now just follow the path. You will end up in a big room with a door on the
- south side you cannot open. If you have Joe, let him manipulate the broken
- wires just right of the door. Then you will be able to get through. Do not
- go through it yet. Go into the west room and manipulate the other piece of
- wall. This will make some lasers disappear. If you do not have Joe, be
- prepared to fight all the robots behind the walls. If you do have Joe, walk
- past them through the door on the south that he has just opened.
-
- Now comes a nasty part. You will see that the lasers will go on and off in a
- given pattern. Give Sira or Mellthas (better Sira) all the luck items you
- have, and walk through it. If you do it right, you will not get hit. But the
- second bit does not do this. Just walk through them, reloading if all goes
- wrong. Have Sira heal Harriet, and have her cast Lifebringer in order to
- fight the next enemy.
-
- A little later, go west to find more light patterns, then east and you will
- find a room with a grid of 4x4 pressure plates. Light the pressure plates up
- so that each row matches one of the light patterns you saw on the walls. If
- you do not get it right, do not worry. You can reset them by pushing the
- switch next to them. If you do get it right, push the switch and the walls
- will open. If you cannot find the tight pattern, it is:
-
- 0x00
- 0xx0
- x00x
- xxxx
-
- The 0's mean that the plates are "off", the x's mean the plates are lit up.
-
- You will find lots of bodies of the AI called Ned. These guys are tough. You
- have to kill one bunch in order to open the next door, but if you move fast,
- you can get past most of them without having to fight them. Open the door,
- rush into the next room, and then into the next and take the first door on
- the northern side. You will enter the reactor core, as you have done before.
-
- The ship's security forces leader will be waiting for you. If you steer the
- conversation well (never say anything offensive), you will not have to fight
- them. Now, go north. You will be attacked by the housing of the AI. You do not
- have to kill it! It will certainly kill one of your party members. That is
- the time to plant the seed! Congratulations, you have done it!!
-
- You can kill the AI, however if you want to. The only way that I know is to
- trap it using Thorn Snare and then have Mellthas cast Small Fireball 4950
- times. It will not have any effect when it is not on maximum power however.
- I have never done it as I could not carry enough potions for him to be able
- to do it. If Khunag can by casting Fireball or any other fire spell, please
- tell me.
-
-
- SOME SPECIAL ITEMS:
-
- Power Amulet. Lugh's Hand Helmet.
- Protection: 1 Protection: 20
- Life Points (LP) maximum bonus: +25 Luck: +35
- Strength: +50
-
- Shadowsword. Protection Amulet.
- Damage: 25 Protection: 10
- LP max.: -30 Magic resistance: +30
- Stamina: -50
- Lockpicking: -30
- Casts: Steal Life.
-
- Bradir's Stiletto. Luck Chain.
- Damage: 7 Protection: 1
- CLO combat: +8 Luck: +30
- Casts: Frost Crystal .
-
- Speed Amulet. Ring of the Goddess.
- Protection: 1 Protection: 3
- Speed: +30 SP maximum bonus: +40
- Ring of Wrath.
- Protection: 2
- Casts: Berserk.
-
- Lugh's Dagger. Goddess' Amulet.
- Damage: 12 Protection: 8
- Protection: 4 Luck: +15
- Strength: +10
- CLO combat: +15
-
- Danu's Light. Crystal Staff.
- Damage: 14 Casts: Light.
- Protection: 5
- Speed: +20
- CLO combat: +15
- Casts: Lifebringer.
-
- Ice Ring. Fire Ring.
- Protection: 4 Protection: 1
- LP max.: + 15 Casts: Fireball.
- Casts: Frost Splinter.
-
- Dji Cantos stone. Thief's Amulet.
- Casts: Small Fireball. Protection: 1
- Lockpicking: +40
- Dexterity: +30
-
- Fireblade. Monster Eye.
- Damage: 14 Detects monsters.
- Casts: Thunderbolt.
-
- Dreamshield. Sun Dagger.
- Protection: 12 Damage: 10
- Casts: Sleeping Spores. Critical Hit: +2
- Casts: Blinding Ray.
-
- Fine Iskai Dagger. Red Sword.
- Damage: 6 Damage: 2
- Strength: +10 Strength: -25
- CLO combat: +10 CLO combat: -15
- Casts: Sleeping Spores. Casts: Fire Hail.
-
- Flame Bite. Ring of Wrath.
- Damage:7 Protection: 2
- Casts: Fireball Casts: Berserk
-
- Frostbringer. Gaze of Kamulos.
- Damage: 14 Damage: 26
- Casts: Frost Splinter. Casts: Kamulos' Gaze.
-
- Danu's collar.
- Protection: 1
- SP max. bonus: 30
- LP max. bonus: 40
-
- Items that are non-magical but worth mentioning are:
-
- Mini Bolt-Thrower. Bolt-thrower.
- Damage: 10 Damage: 14
- LON combat: +10 LON combat: +15
-
- Pistol. Heavy Firearm.
- Damage: 30 Damage: 40
- LON combat: +60 LON combat: +80
-
- Unsolved mysteries:
-
- 1) What is the real use of the Stone of Visions except for healing (ie why
- is it a vital item)?
-
- 2) Are there any other places where these things are to increase your
- attributes?
-
- 3) What happens when you kill the AI on the Toronto?
-
- 4) Why the number of experience points can differ if you kill the same bunch
- of enemies.
-
- 5) What is the use of the prison?
-
-
- Enjoy, and if there is anything wrong, or you have any comments or whatever,
- please do not hesitate to contact me. I am not perfect and may have missed
- some things.
-
- I would like to thank the following poeple:
-
- ARIANA, (73247,3013) for his great contributions,
- Barbara Becker (70572,1116) for helping with some nasty problems,
- Whit Crowley (102354,2127) for some general problems,
- GD (102770,137) for the Flowers of the Goddess and the Gaze of Kamulos,
- Jurie Horneman (100064,3503) the guy from Blue Byte who knows it all, and
- Zoltan Sessler (72773,1607) for the tricky areas.
- These are the profs. Ask them and they know it all.
-
- Have fun!
-
- Ramon R. Brasser
- (101353,3414)
-
-
- ---------------------------------------------------------------------------
-
-