Gaining experience in combat, without fighting!
A quick and painless way of gaining experience without
fighting is by simply
practicing. Stand directly in front of a large tree, or a closed
door, and
give darts, daggers and arrows to the current leader to throw.
Don't worry
about losing any of the weapons as they just hit the tree and
fall on the
floor in front of you. Keep picking them up and throwing them
until you think
you've gained enough experience. You don't get as much ninja
experience as in
real combat, but it makes a significant difference to the party
members that
stay in the rear and don't fight very often. Spellcasting works
much the same
way, but it takes much longer since it requires mana. When it
looks like a
skill won't rise any more, go out and slay some monsters before
you try again.
Your be pleasantly surprised at the results.
Making money
Unfortunately there is no known way to cheat for cash (sorry
folks!) but
these are the best normal methods at gaining a quick buck. In the
third area
outside, collect fairy cushions and sell them. In the fourth
area, collect
axes from the Axe men and sell them in the weapons shop in the
first area,
not in the nearby town. in the fifth area, the magic shop pays
extremely well
for many magical items. Purchase the Kalan Gauntlet here, then
take it to the
weapons shop in the fourth area, you'll be able to sell it for a
large
profit. You will also find a well hidden chest full of gems
beneath the
ancient temple. Once your party enters the keep, money will no
longer be an
object, sice the keep is full of valuable gems and items.
Magic Armour
Some armours can increase certain abilities if properly worn.
Although they
aren't necessary to complete the quest, they do help an awful
lot. Here for
your playing pleasure is some of the best examples: The tech helm
increases
wisdom, fire poyeyn increases strength, and the cloak of night
increases your
dexterity. Almost all of the more expensive shields cast spells,
and some
increase magic and fire resistance. Although some are very
obvious, others
are not. Keep an eye on your stats when wearing a new piece of
armour, you
may discover many more.
Magic Weapons
The Numen staff is far the best weapon in the game, since you
can recharge it
as many times as you so desire in the Vexirk cauldron in the
keep. the staff
of NETA and the Emerald Orb are also very valuable since they can
transfer
Mana directly into healing without bothering with potions. They
also raise
the wielder's Mana a fair bit. The Excsymyr ranks top among melee
weapons due
to its high speed double attacks, and considerable damage.
COMPLETE LIST OF SPELLS AND POTIONS
===================================
Refer to the manual to find out which symbols are described
here.
Nine Priest Spells
Tha Party Shield Spell is YA IR. The Spell Shield Spell is YA
IR DAIN. The
Aura of Strength spell is OH EW KU. The Aura of dexterity spell
is YA IR
DAIN. The aura of Vitality spell is OH EW NETA. The Fire Shield
spell is FUL
BRO NETA. The Darkness spell is DES IR SAR. The porter Minion
spell is ZO EW
ROS. The Reflector spell is ZO BRO ROS. The Guard Minion spell is
ZO EW NETA.
Nine Potion spells
Only the Priests can create potions. The Stamina potion is YA.
The Shield
potion is YA BRO. The Wisdom potion is YA BRO DAIN. The Vitality
potion is YA
BRO NETA. The Health potion is VI. The Cure Poison potion is VI
BRO. The
Dexterity potion is OH BRO ROS. The Strength potion is FUL BRO
KU. The Mana
potion is ZOBRO RA.
Fourteen wizard Spells
The Magic Marker spell is YA EW. The Poison Cloud spell is OH
VEN. The
Invisibility spell is OH EW SAR. The push spell is OH KATH KU.
The Pull spell
is OH KATH ROS. The Lightning Bolt spell is OH KATH RA. The
Accelerate Party
spell is OH IR ROS. The Daylight spell is OH IR RA. The Firelight
spell is
FUL. The Fireball spell is FUL IR. The Poison Foe spell is DES
VEN. The Harm
Non Material spell is DES EW. The Open Door spell is ZO. The
Attack Minion
spell is ZO EW KU.
THE SOLUTION
OUTSIDE THE KEEP
Solving the first area with the Sun key
So you've chosen your elite team of professionals. Now climb
up the ladder
into the room above you, there are many things to help you in
your quest. Go
to the door that doesn't require a key and enter that room.
When you pick up and read the scroll which is laying on the
altar it will
reveal that this room is used for the resurrection of fallen
Champions.If one
of your team happens to die then pick up his/her/its bones and
place them on
the altar in this room to bring them back to the living. Now
collect the
torches which hang on the wall and head back into the other room.
Pick up the torches in this room, the gold coin and the bota
which lie on the
table. Open the chest on the floor and pickup the two potions.
Now move the
table back and pick up the painting behind it. You will find
hidden behind
the painting a bag containing several food items, a Magic Map,
that when
activated will show you an overhead view of the current area, a
money box to
organise coins and gems in, and a solid key in which to open the
locked door.
Before you unlock the door that leads into the unknown make
sure you're ready
for combat. There are some glops outside just waiting to rip you
in half,
watch out, these globs are nasty pasties.
Insert the key in the door, open the door and head down the
corridor. The
globs you come across once outside will give your team some
combat
experience. If a team member dies then pick the bones and take
them back to
the altar to resurrect them. They will lose all previous
possessions and have
weakened health, but the experience they gained up to the point
of death will
be retained.
When you have finished with the globs you will find many
useful items lying
around. Minor weapons, coins and debris are scattered about.
Although many
items are picked up by the globs, they are left behind when they
are killed.
In the centre of the opening you will see two landmarks. One a
fountain, the
other is a mysterious black and red star pattern on the ground.
The pattern
reveals itself much later on in the game, but the fountain can be
used
immediately. If you place a bota in the churning water it will
come out
filled, plus it also contains a few hidden coins.
Nearby on the ground you will find a staff. Spellcasters who
hold it gain
five points to their maximum mana. The staff allows unlimited
casting of weak
Magical torch spells. The second spell on the staff has an
incantation to
open or close a door from a distance (this will prove very
useful). Keep a
note of the symbols they use as they can be duplicated. Every
shop has a sign
outside its entrance, this depicts the wares they deal in.
Head towards the dark keep on the horizon. There is a shop
that sells food
items furthest from the hall in this area. There are also several
tables as
well as a small fountain which is set in the wall. Click on the
fountain,
your entire party can drink there without the use of their botas.
Buy a
compass from the food shop, this will help you on your journey.
The Sun key
is on a table in the food shop furthest west. Take the key to the
lock near
the door, drop it in, and then press the switch. Be careful as
more creatures
await you outside. So prepare your weapons, take a deep breath
and enter the
second area.
Solving the second area with the Lightning key
Proceed as far as possible north, past the Lightning door,
through an archway
that leads into the Thorn Demon area. You will come across a
large tree, go
west and find a path north through another archway which leads
into a foggy
area. The Lightning altar lies in the middle of a ring of
monoliths, on it is
the Lightning key necessary to go on to the next area.
Solving the third area with the Moon key
Once through the Lightning door keep going east until you run
into a small
tree. Follow the path nearby north, then east through an archway
into the
swampy domain of the wolves. Don't attack the wolves (unless you
need to
defend yourself) because they howl to the rest of their pack for
help. More
wolves join the fight and soon enough you will find yourself out
numbered and
being torn into itsy bitsy pieces. Proceed east, then north on
the left path,
then west a few spaces to a pit. Jump in and receive some damage
or use
Grayen's rope, now keep pushing the large boulder until it moves.
Take the
ladder up and go west a few spaces, take the bone from the niche.
Now go back
to the wolves and throw them the bone to keep them busy while you
continue
west and south towards the Moon altar. Collect all the items,
then get out of
the swamp quickly. Open the Moon door and continue onto the next
area.
Solving the fourth area with the Energy key
Go through the Moon door, keep going south until you get to
the teleport pad.
Head east through an archway into the Axe Man Domain. Move
swiftly as you
will be harder to hit by thrown axes. Near the middle of this
area lies the
Energy altar, just north of it is another archway into a town
with three new
shops. Use a magic map to avoid being cornered by the Axe Men,
and grab the
keys from the altar. You will find the Energy door is near to the
teleport
pad, go through into the next area.
Solving the fifth area and retrieving the last Clan key piece
Proceed through the Energy door and continue west until you
see a niche and
an archway nearby. Grab the vorpal blade from the niche and enter
the foggy
cemetery. To avoid releasing nasty spirits keep away from the
statue and the
tomb in the middle. Go south into the swampy area, whilst at the
same time
avoiding the haunted trees. Now head east into the ancient
temple.
Moving pits and fire Doors
Once inside the temple locate the button on the right side of
the room with
covered pits, press the button to open a hidden alcove. Inside
you will find
the fire key. Make your way over the pits on this side of the
room, get the
key and prepare to cross the nearby room. Move the pits by
casting Accelerate
and activating a magic map to keep an eye on the pits. Go quickly
east and
south to the Fire door, open it with the key and enter. If you
should fall
into a pit, wait for the gates to reopen and take the stairs back
up and try
again. Look out for another hidden button in the large
underground room to
find a chest packed full of expensive gems.
Air key
Just past the Fire door is a twisting hallway full of mummies,
cast the
Accelerate spell again, then sprint to the Air door. Open it and
proceed
through. Inside you will find a bartering table with the last
Clan piece.
Place any coin on the table and the key is yours (there's no
catch!)
INSIDE THE KEEP
Solving the first stage of puzzles leading to the boiler room
After passing through the entrance to the keep the door closes
behind you.
Nearby is the gold lock which opens it, but first you must get
through a
series of gates. Take a step up to the tech eye, then take step
back to avoid
the incoming fireballs (this happens only once). Enter into the
small alcove
with buttons in it, now face north. Press the button on the left,
then the
button on the right, now run forward into the gates as they open.
Your find
that the third gate is closed, so go back to the harmless tech
eye. Face
south, without entering the alcove, and cast Accelerate. Aim the
mouse
pointer on the button directly ahead of you and use the keyboard
to move
faster. Step up to the button, press it and run backwards as fast
as you can.
Set the guard minions in each of the five spaces which lead to
the last gate,
this will keep the gates open a little longer than usual. The
closing gates
may cause some damage to you, but once your past the third gate
they all stay
open.
Tempest
Get the minion map from the niche and stand on the space where
the Tempest is
lying. Activate the map, select the X and then walk back to the
stairs.
Select the icon that shows a minion moving away from the X, and
the minion
brings you the sword.
Dark Vexirks
First things first, pull the bell rope to summon a Vexirk to
open the outer
gate, be patient as they usually take there time. Don't bother
with the items
in the niches or provoking the Vexirks. Head east into the
smaller room and
wait for them to wonder out into the main room. Set as many guard
minions as
you can before they attack. Avoid the Vexirk king with the Numen
staff. Keep
setting minions until all the Vexirks are dead, now grab the
staff. The Numen
staff is the only magical item you can recharge in the cauldron.
The staff
also opens the outer gate and inner door as long as you walk up
to them with
it.
Tech Eyes
To get to the hall with the tech eyes, use the minion map to
place an X on
the floor trigger. Stand next to the closed door and send a
minion to drop a
coin on it. Once the minion drops an item on the trigger the door
opens just
long enough for you to dash in. Press the button on the other
side to keep it
open. Press the ROS button on the map to see the false walls. Get
behind the
tech eye through one of the false walls and open the plate to
remove it.
Nearby you will find a hidden button which will open a wall to
another tech
eye. Head back to the long hall and quickly enter through another
false wall
before a fireball reaches you. Deactivate the last two eyes the
same as the
first and the hall will become safe for you to travel through.
Opening Boiler Room
Get the large gear from the niche, place it on the device next
to the door,
now press the button to open it. Grab the gear quickly and go on
to the next
door, or buy extra gears from the magic shop near the ancient
temple outside.
If you take too long the pits will open up under you so speed is
of the
essence. If you fall down the pits, simply walk to the ladder,
climb up and
try again.
Solving the second stage of puzzles in the catacombs
Once your inside the boiler room kill all the enemy minions
and get the Earth
key from the niche. Put the key in the lock which is located in a
nearby
alcove, now step out and pull the lever beside it. A pit will
open and drop
the key two levels down. This also unlocks the door beside the
entrance, but
you will need the Earth key again to go further. There's two
routes to reach
the Earth key, the first is using Grayen's rope (this will cause
you a lot of
damage), the second is to walk down. If you decide to walk down
pull the
lever near the central ladder to lower it. Proceed downwards and
then head
south to an area with bats and boulders. Push a boulder into a
pit, and take
a one-way ladder down. Now go west, then north into Dru-Tan's
domain.
Dru-tan
Dru-Tan is hard to kill, but no means impossible. The easiest
way in which to
dispose of him is to catch him in his own trap. Dodge your way
west, past the
locked door with the Rockies in, to the next door with a strange
lever beside
it. Open the door and enter, go down the hall two spaces and turn
to face the
spiked wall. Wait for Dru-Tan to enter. As soon as he enters
quickly turn
around and run to the other end, this will set the trap in
motion, hopefully
trapping Dru-Tan with you. Press a concealed button to open the
second gate,
it only works once. Exit the trap and close the door behind you.
After he
dies open the door again from the outside, go back to the other
door and pull
the strange lever to reset the trap. Finally, go back around and
get the
Blood key. If the trap should fail, you'll have to kill him the
old-fashioned
way, with spells.
Activating Furnace
When you've killed Dru-Tan, get the Earth key and the Blood
key. Open the
Blood door and go through. inside you will find a button on the
wall which
activates a teleporter. The Rockies will enter through it so
follow them.
Proceed east toward the furnace and exterminate the enemy guard
minion so
that the Rockies will be able to toss some fuel into the fire.
Place your own
guard minion nearby to prevent any enemy minions from blocking
the furnace
again. Go back to the boiler room via the ladder. Pull the switch
beside the
boiler, but it won't work until you finish more quests.
Crossing the Pit
After opening the second Earth door, you need a scout map to
cross the pit
that opens and closes. Stand on the floor trigger and activate
the scout map.
Select the minion icon and click on the map which is on the other
side of the
pit to send the minion there. The trick is to block the Zo balls
with your
minion and leave the pit open, so keep at it. Go up the ladder to
begin the
third stage.
Solving the third stage of puzzles leading to the pump room
You will find that you need a vacuum fuse to unlock the door
where the Master
key is kept. The easiest way is to buy one from the magic shop
outside near
the ancient temple. Or you can chase a floating chest around and
destroy it
with fireballs to get one. Place the fuse in the device near the
door to the
west to unlock it. look for some false walls inside.
Level Puzzle
To open the door to the level puzzle you need the Master key
and a large
gear. Once your inside get the Master key from the lock. Go to
where the
levers are and pull each one several times. Leave them all in the
up
position, and all except the last door to the pump room will stay
open. On
your way to the pump room destroy the large barrels and get the
items within.
Use the Master key to open the last door, then take it back. Once
inside
collect the Iron key, and place another vacuum fuse in the slot.
activate the
pumps and lower the ladder. Take the Cross key back to where you
got the
Master key, and lower the ladder to stage four.
Solving the fourth stage of puzzles leading to the valve room
The easiest and quickest way in which to deal with all those
tables is to
hack through them one by one with weapons.
Rams
This requires speed and timing in rather large quantities.
First cast your
Accelerate spell, then carefully watch the movements of the rams.
If the ram
is extended on the way in or on the way out then you will get
pushed into the
pit. Start off with the ram furthest to the east. Wait until the
ram is on
the in-stroke, and when it's almost reached the wall you can rush
past. After
the first ram you will encounter two more in a row. Once again
watch for the
instroke, step safely in front of the first one, wait a fraction
of a second,
then hurry past the second one.
Reflector Room
You have two ways of solving this one, the easy way or the
hard way. The easy
way is to angle the centre and one side reflector so you can cast
your own
fireball north, to strike the target and remove the pits. You
find the ladder
up to the last stage is east of this room. The hard way however
requires you
to position the reflectors with levers, so that a fireball
bounces all the
way around the room, back to the centre reflector and then into
the target.
This requires using a magic map to see all the reflectors. Use
the middle
lever to move the centre reflector while the fireball is flying
around to
change the angle.
Teleport Fields
When you've solved the reflector room puzzle move each
reflector one at a
time into the room with the moving teleport fields. Place them in
a straight
line, south to north, with the fields on the other side. Then
move the
reflectors east until they are boxed in. Be careful not to block
any passages.
Locked doors
Throw fireballs at the locked gate in the reflector room to
open it. The
other door past the teleport fields is not quite so easy.
Activate the scout
map, send the scout to the space in the middle of four pits and
throw a coin
at it. The coin will bounce off the minion and onto a floor
plate, removing
some of the pits and opening the nearby door. Last of all you
need the Master
key one final time to open the door to the valve room.
Solving the top levels of the keep and opening the portal to
Dragoth
Face the hall with the lightning bolts and cast the Accelerate
spell.
activate a map, watch for a pause in the lightning, then move
down the hall.
On the other side is a switch to turn off the lightning. Two keys
rest in a
nearby niche, but you can only take one at a time. If you take
both keys, a
suction trap in the floor holds the party helpless, presumably
until Dragoth
arrives to kill you. If you pick up the Skull key first, put it
back and
click the pointer directly on the Onyx key. This key must stay in
the lock
for the Onyx door to stay open.
Skull Key and Storage Room
Past the Onyx door you will find the Zolink chamber, before
that you must get
the Skull key. Lower the ladder near the entrance, then head back
to the
control room and get the Onyx key, closing the door. Take this
key back to the
niche and take the Skull key. Make sure that you leave one key in
the niche at
all times. Go back to the reflector room via the ladder and out
to the
teleport field room. Now climb back up the ladder into the
Zo-link chamber,
the Skull lock will activate a teleport field. Enter and cast
fireballs at the
nearest reflector to destroy a table. Now move the brazier,
destroy the table
and open the door.
Reflectors and Zo-link
Once you've opened the storage room move the reflectors out
into the Zo-link
chamber and then place them on the drain gates. Pull the switch
inside the
short hall to the portal. Now pull one of the switches on the
south wall to
release a stream of red hot fireballs that strike the central
crystal. Next,
walk around the room and pull the other fireball switch. Finally
pull the last
switch on the north side of the chamber to the lightning bolts at
the crystal.
If this doesn't do the job you will have to go back all the way
down to the
catacombs to refuel the furnace. When all the devices are fully
working the
Zo-link will open.
Opening Zo-link
Open the Onyx door, go straight into the Zo-link chamber and
pull the four
switches inside. Fire the Numen staff at the central crystal to
open the
portal. You don't need to bother with the reflectors or the
boiler which lies
far below.
Defeating Dragoth
Cast the Accelerate spell to cross the moving platforms. As
soon as you've
reached the area where Dragoth lurks start setting guard minions
and try to
keep Dragoth near them. If you must, fry him at point blank range
with large
fireballs or the Numen staff to help prevent him from dodging.
Keep moving to
avoid his spell attacks and ignore the attack minions he summons
against you.