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Post by Master Smiloid on Sept 26, 2003 12:03:49 GMT -5
Next, at the end turn south. You'll have to fight a sharga along the way. Take his heal roots afterward. Use the keyring (if the ivory key is on it, otherwise use the ivory key) on the lock to open a secret passage to the right. The sign at the start reads "Mage's Study. Do not enter." Go south one step, but stop before you see the flagstone on the floor (it is reddish brown, and circular in shape.). Place a skull on it twice in a row, to exhaust the arrow trap to the east. Take all six arrows. Repeat for the next three flagstones, taking the arrows afterward. When you reach the next sign, read it. It says "If you've come this far, you've come too far. -Icarius." Use the ivory key, which should be on the key ring, on this lock to unlock the door.
Enter the mage's study, and kill the two slimes in here. One of them might drop a runewand. Take it if it does. If not, you'll have to keep an eye on it. Take it when you find it. There are three scrolls on a bookcase in the first 2-by-2 room.
The first one reads: With the addition of the mana circle to my studies, I can proceed with my experiments into the source of magickal energies. How do thse Circles rechage mana? Must research.
When Drake reads the second one, he says: "...And use this rune to ignite the fire. Do not point this magick at someone, as it can be very dangerous. Then, take the pot with..."
When Drake reads the third one, he says: "The use of this rune can help minor wounds of the flesh. This curing rune does not heal disease or poison, nor can it restore the dead to life. True healers help all, regardless of race or faith."
Go into your journal, where the runes are now inscribed, and label the first rune "Firebolt", and the second one "Curing". Now head towards the second 2-by-2 area. Open the chest. It contains three potions (health gain, strength gain, and agility gain), and a scroll that reads "Send Orson payment for the mana circle."
Now it's time to fire up that runewand (find it if you haven't yet). Turn right, facing south, and you'll see the mana circle. Place the runewand in Drake's right hand (go into the mystic mirror), open the journal to the Runes section. Move the quill-cursor over a rune (it should sparkle), click the right mouse button. Move the cursor over one of the empty square notches, and click the right mouse button to inscribe it on the runewand. You'll want both Firebolt and Curing. Use the curing rune to heal yourself and Farli, if you've taken damage, then repeatedly blast the opposite wall with the firebolt rune. If you run out of mana, walk into the mana circle to recharge your mana, step back, and repeat. It should take around five minutes of this to get your magick skill level maxed out. When you're done, step into the mana circle, and then leave the mage's study behind.
Go to where the lock that opened the secret passage earlier is. Go east. Turn north, and turn east as soon as you reach the 4-by-2 room. Kill the sharga leaders. They don't have any roots, nor do they talk like the previous ones. Follow the path until you reach a dead end. Farli says "Lo. There is something wrong with the north wall. It is not made from the earth." Step through, and you'll wind up in a familiar hall. Go north, and Farli once again says "Lo. There is something wrong with the north wall. It is not made from the earth." Turn left, and go east. Two shargas will attack you. Kill them immediately. Heal yourself if you need to. Keep following the hall, and turn south. The sign here says "Sewer access." Unlock the door with the ivory key, but turn back the way you came, and enter the corridor to the north (you passed it up). Turn right, going east, and you'll come to a locked door. Unlock it, and go inside. You see a lone sharga, waiting to attack. But instead of coming to you, he retreats to the wall. Step forward, his buddies jump you from the right. Step back one square, and kill all three of them. The chest contains two heal roots and a chain mail shirt. Replace the leather one with this one. Exit this room and go to the next one to the south.
This room has two snakes in it. Kill them, and then pick up the heal root. If you hit the rubble, you'll have to fight more snakes, and two more will come out every time you make five steps (up to a total of 24). Don't bother with it. It's not worth your time. Go west, and enter the next room. Kill the slime, and get the green gem. Then get the throwing dart from the floor, and a red gem from the rubble pile. Go to the next room. (Wahooka says "Well. Do you have something for me?" Ignore him. He'll just pocket more gems and stiff you on the clue now, if you've gotten all three clues. Otherwise, give him the gems.) The next room has a lone snake. This room has a heal root and a throwing dart. The hidden brick has a green gem. Exit this room, and go left, following the path. You'll wind up back in the Upper Ruins.
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Post by Master Smiloid on Sept 26, 2003 12:18:49 GMT -5
While you're in the Upper Ruins right now, go north from here, and enter the stairs to the entrance area. Remove Drake's weapons, as well as Farli's axe. Equip Drake with both shields, and enter the long corridor with the worker ants. Punch two of them. Get between them, and let them come to you. They can't harm you or Farli, because of the chain mail armor. So just go away while your Shield skill is improving. (It might take half-an-hour to an hour to do this.) When you've seen it is maxed out, by going to the journal, kill the ants, and go back down the stairs.
Head for the armory, where the forge is. If you can't remember, go west from the stairs, enter the northern hall, and go south into the main section of the Upper Ruins. Turn right, then go left into the long hall. Turn left as the first time you can do so, and go past the Council Room. Go south before you approach the kitchen, then turn left, going east. Enter the armory to the south. Equip Drake with a sword in the right hand, and a hammer on the left. Turn the forge on, and raise your skill levels for a while (Tape the mouse buttons down.) Aside from this, your strength levels will go up, and you will eventually have 220 hit points. Raise your skills with the hammer, sword, and axe. Don't bother with polearm. You can't raise your missile skills this way.
When you're done, exit out to the northern most corridor, the opposite of the way you came here. (turn off the forge first.) Turn right, and go east. When you reach the area near the stairs to the entrance, turn south, then go east. Go south again, and turn left, going back down the stairs to the Lower Ruins.
Follow the path around until you get near the illusionary wall. Turn left, going south, and away from it. Turn left before you get to the next illusionary wall, and follow the path until you're just east of the first snake room. Turn south and go through the illusionary wall. Go east, and turn south, if you need to go to the fountain of Thera. If you don't need to, or when you're done, go north. When you go past the intersection, Wahooka says: Bah! Well, you are getting closer to your destiny. Come closer still, and let us talk." The sign on the wall reads "Sewer access." Read it if you want, then go south.
When you get two steps from the locked door, the following conversation occurs.
Wahooka (invisible during the whole thing): Beyond this door are the sewers of Stonekeep.
Drake: Is it dangerous?
Wahooka: Bah! What should it matter to you? You are already dead!
Drake: What if this door is locked?
Wahooka: Then this clue is for free: The remains of the tusk shall unbar your way.
Go forward one step, turn right, and unlock the door.(Use the ivory key, or the keyring if the ivory key is on it.) There is another area in the Lower Ruins, but that can only be accessed through the sewers. Follow the short passage, and go down to the Sewers Beneath Stonekeep.
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Post by Master Smiloid on Sept 26, 2003 23:33:17 GMT -5
Level 3: Sewers Beneath Stonekeep:
The first time you enter the sewers, Drake and Farli have the following conversation.
Farli: These are the sewers of Stonekeep. It is said that the dwellers above used these caverns as a water source.
Drake: Hmm. What else?
Farli: My people built a drain and dam system to maintain the water level.
Drake: That knowledge might come in useful. Watch your step.
Go forward, then turn left. As soon as you take one step west, a snake pops its head out of the water to attack you. Kill it. When you reach the second intersection, turn left, going south. Kill the snake that pops up along the way. Turn east at the end of this corridor, and kill a third snake. Turn north, then turn west and enter the corridor you were in before. Turn right now.
Take two steps and turn south. There are two snakes hidden under the water here. Kill both of them. One emerges in the narrow part of the cavern, the other one emerges in the 2-by-2 area. Exit this area, go west, and turn south towards the wall. The following conversation ensues.
Farli: There is something odd about this wall! I believe there is a mechanism for sliding it to the right... but I don't see the controls here.
Drake: How can you tell that? Looks like a normal wall to me.
Farli: Keen Dwarven senses, my friend, keen Dwarven senses.
Go back north to the intersection, and turn west. Turn south at the next intersection. Another snake will pop up, so slay it. A skull lies on the floor here. Follow the passageway until you get back to the hall you were at. Face west and search the water for a heal root. When you've taken it, go west. Slay another snake along the way, in the 2-by-2 area. Follow the next corridor, killing a few snakes along the way, until you get to another intersection. Turn right here.
You may not know it, but there is a snake generator nearby. A snake slithers through the drain at the end of this area ever half-minute. Kill any that appear along the way, and keep following the path. Turn left at the intersection, and slay the snake. Turn left at the next intersection, or you'll wind up going backwards. If there's no snake around, searcht the water for two darts and a dart bag. The snake generator is a few steps from here. Turn back the way you came, but go past the corridor leading south. Continue all the way to the end. You're past the snake territory, so you can now relax a bit. There are some skulls and a hammer hidden under the water, so search for them.
Next go east a bit and enter the first corridor. Before you do so, make sure you have a level 1 firebolt rune inscribed on the runewand. If not, inscribe it, and press the left mouse button to bring the runewand up. Take the right-hand passage, and put the cursor at the bottom. Watch carefully, for any bubbles that appear in the water. Those are slimes under the water. As soon as one gets near, blast it with a firebolt. Level 1 firebolts will not hurt you if you blast at the ground nearby. After killing the first one, head south, then turn east for a second. Watch for two more slimes, and kill them the same way.
When you've done so, turn back, and head west. Turn south here. There is a cylinder on the floor in this passage. You can't miss it, as Drake will yell "Ow! My foot!" if you step on it. Take it. At the end of this corridor, you'll experience a flash, as your mana is restored. You have discovered a mana circle you can't see underwater. Turn back, and go east. Search for a helmet along the way (you don't have to). Just continue , and turn left going north at the intersection. Follow this path until you reach the long hall.
Go east, and turn south at the next corridor. Continue going east afterward, killin any snakes that pop up along the way. When you reach a T-shaped intersection, turn left, then turn right and follow the passage back to the Lower Ruins. Go to first cylinder switch, the one next to the table, and put the cylinder in. Press the cylinder, and you will have triggered something in the sewers. Go to the Fountain of Thera, and heal up if you need to, and possibly even fill up the wineskin if necessary. Go back to the sewers now.
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Post by Master Smiloid on Sept 27, 2003 0:03:59 GMT -5
Now that you're back in the sewers, go north, then west, and then south. Turn at the intersection and follow the long hall until you come to the second intersection on the left. Enter here. Turn right, going west, as soon as you reach the intersection! Don't mess up. There's a deadly monster to the south. You'll want to deal with it later after the sewers have been drained. Turn right next, then left, and follow the passage to the 2-by-2 area. Immediately turn right, facing west, to meet Graz. Graz is the leader of all the Shargas in the sewers. Graz says "Masters told Graz that you be here! Die stuntie!", and then attacks. Kill him. He leaves behind three heal roots and a skull. Search the area where he died for them, then go south, turning right at the passage. (If you're wondering what "stuntie" means, it is slang for "dwarf".)
There's a chance you might get attacked behind by a sharga to the east as you turn right here. Go west, and kill the sharga you encounter. Continue along this path, and you'll have to fight another sharga. There is a second cylinder in the alcove. Take it. Search the corpses of the shargas for heal roots (they have two apiece). Kill the next sharga, to the east. (He's the one who may have attacked you from behind.) Continue, turning south, then east. You'll find a sharga facing south, unaware of you. Step into his location, and stab at him. If he responds, kill him with another blow.
Continue along this passage for about eight steps, and you'll hear a whistling in the rock. Go north, and you'll go through an illusionary wall. There is a chest submerged in this 2-by-2 area, but all you can get right now are three heal roots on the floor. After taking them, go through the illusionary wall again, and turn left going east. Turn north at the 2-by-2 area, and kill the two shargas. One of them drops two heal roots, the other a heal root and heal potion. Take the items. Go north. You'll encounter a sharga along the way. Kill him and search for his roots. When you turn at the next 2-by-2 area, and enter the corridor, you will encounter Wahooka.
Wahooka: Ahhh! Greetings again, mortal.
Drake: What do you want this time Wahooka?
Wahooka: Once again, I grant thee the key to your future, in return for a small favor. Bring me the heads of three men long dead.
Farli: Do it yourself, gobbo!
Wahooka: Bah! Not in this miserable wet corner of hell! (He disappears.)
Continue west, and enter the Lower Ruins. You'll wind up at the door you unlocked before you went to the Upper Ruins. Follow the path, turning west, then going south. Go just east of the first snake room, and go through the illusionary wall. Go to the second cylinder switch, near the chest, and insert the cylinder. Press it, and the sewers drain. Go back to the stairs you came from, after going to the Fountain of Thera. Go through the illusionary wall, and follow the path west, turning north, and then turn east at the illusionary wall. Go south now, and re-enter the sewers. Go to Wahooka.
Wahooka: Give them to me! Give them now!
(give him three skulls)
Wahooka: Ah! Finally. Here you go.
(Do NOT attack Wahooka in this exchange. He will disappear and say "Bah! It is your fortune that you throw away, human.") Take the triangle key from him, and he disappears. He will not return in the sewers if attacked, or once you get the triangle key. Follow the path until you reach the illusionary wall, and go north through it. Use the triangle key to unlock the chest. It contains a firedagger, a few oil bombs, and a scroll. The scroll says "Shrink rune. Target is shrunk." Go to your journal, and give the name "Shrink" to the new rune. Head all the way past Graz, and get out your runewand. Enhance the Firebolt rune with the Power x 2 meta rune. Go right, then left, then right to the T-intersection. Head south. Take the mushrooms.
Now get out your runewand, and get ready for a tough encounter. Follow the path until it branches north. Go this way, and the Tentacle Thing, a sewer monster with three tentacles that have a life of their own, will come at you. It can only attack at close quarters by either biting or whacking you with its tentacles, but it is a deadly beast. Even when the sewers are drained, this guy can be an extremely tough kill. Immediately attack with the Firebolt rune while walking backwards. You'll cause the monster to lose it's tentacles. When your mana runs out, toss axes and arrows before it gets close. When it reaches you, start spinning in either direction continuously. It'll move with you, but be unable to concentrate on attacking, since it lost its tentacles. At the same time repeatedly stab it with the Dagger of Penetration, possibly a good number of times. Eventually you will kill the monster, and it will drop the dragon statuette. Take it, then go north, and exit this area out to the snake territory.
Go west, then going north (kill any snakes along the way), and head west towards the slime territory. Do not go south into the area where the slimes were, and continue to the end of the corridor. You'll see bonepiles, and Farli says "These must be the remains of those who tried to flee Stonekeep." Head back to the Tentacle Thing's territory, and go south, then east. Turn south again, and enter the first alcove. Go through the illusionary wall. Drake says "That was a tight fit." Exit out to the lower ruins.
When you reach the locked door, Farli says "Before I was captured, I found the key to this door. Ah! Here it is." Enter the door, and go around until you see the marble dais. Put the dragon statuette on it and turn south. Farli says "Lo. Here is the secret path. Behold, the Underlands." Go south, and enter the Sharga Mines.
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Post by Master Smiloid on Sept 28, 2003 21:53:32 GMT -5
Level 4: The Sharga Mines
When you first arrive in the Sharga Mines, the following conversation takes place between Drake and Farli.
Drake: Where are we now?
Farli: I know not. Records of the clan show nothing here.
Drake: By Thera! Any ideas?
Farli: Only one.
Drake: Yes?
Farli: My people did not carve this mine out of the earth.
Head west, towards the hovering wasp. Just to let you know, a swarm of 100 giant wasps nests on the ceiling here. The sentinel wasp won't bother you, so don't attack it. Please, ignore its in-your-face inspection, which is unnerving. If you do attack it, eight more wasps will angrily seek revenge. If you do trigger such an attack, run away! For every kill, another wasp comes out of the nest, so that means you can't eliminate all of the wasps. They won't fly more than two squares from their nest, so escape is easy.
Go north from the wasp nest, turn right, going east, and two shargas will come at you. One of them says "Let's get them!" Kill them. They each have two stones. Strike at the rubble pile to receive an important rune scroll. Read it, and Drake says "Silence. This rune will quiet the target's actions." Label the new rune "Silence". The chest in the corner contains two super heal roots and three oil bombs. Leave this room, go south, and turn right at the intersection, headed towards another 4-way intersection.
This sharga will attack immediately as soon as you reach this next 4-way intersection. Turn right, and kill him, taking his roots. Now turn left, and go west. There is a heal root on the ground, and a chest. The chest contains two super heal roots. Turn back east, and turn right at the 4-way intersection, going south. Follow the path until you see a toadstool.
This is no ordinary toadstool. It is a toadstool alarm. Approach this one, and it will let out an annoying shriek, alerting shargas to your presence, and they'll come from behind you. Throw an arrow at it to silence it. At the toadstool, turn right, going south. Take two steps this way, and turn right, facing west. Press the button. Behind you, a door opened. There is a mana circle there, as well as yet another rune scroll. Read it, and Drake says "Lesser Aerial Magick. Use before you must ascend great heights." Label this new rune, located under the Shrink rune, "Featherfall". Using this rune, you can fall through pits more slowly, and not get hurt when you touch the bottom.
Go back, past the 4-way stop, and you'll come across another toadstool alarm. It will shriek before you get a chance to silence it, so do so immediately. As soon as you step into the next square beyond, turn left, since two shargas will come from the next passage in the distance. Kill them, heal yourself if needed, and continue onward. Follow the path until you get to an open area. Turn right, and kill the shargas. Go north again, and as you get near the wall, the ceiling caves in behind you. You don't need to hack through this one, so just ignore it and turn left, going west.
When you reach the next open area, two more shargas attack you from the right. Turn right when you reach this room, and kill them. Go south, and turn right. Follow the path, going south, then east. The ceiling caves in behind you, but turn south first. Kill the slime using an oil bomb or two. Go into the room, and take the heal root and the red mushrooms. Now hack through the cave-in. (It will take 15 strikes.) Go north, east, then south towards the door.
Follow the path to the next open area, and turn left. There are three shargas here. The middle one says "Jump 'em boys!", moves forward a bit, and then says "Eh-hem, boys?!", and then they attack you. Kill them off, and heal yourself. Go around the corner, grabbing the sharga crossbow-bolt along the way, and stop at the chest, in this 2-by-2 area. Open it, as the shargas are shooting crossbow-bolts at you, which are missing you. There coins in here, as well as a money bag. When the shooting stops, take a step back and turn left, going one step backwards. Kill the shargas when they reach you. One way to do this is to go back to where they stop moving forward, and then move into and out of their area while attacking. You can't be hurt this way if they can't shoot.
The next 2-by-2 room has an exploding fungus. This spits spores at you. That sounds kinda gross, and the fungus has bad manners. Slash it up anyway. Go through the next hall, ignoring the sentinel wasp, and kill the exploding fungus. Go north to the door. Turn left, and press the button. Go through the door, and you encounter a sharga who says "You no be here! No free prisoner!" Kill him, take the heal root next to the door you came through. Leave the north door for later, as it leads to the lower Sharga Mines. Turn left, going through the west door. Go south, and turn right towards the cage. Meet Karzak. The following conversation ensues.
Farli: Chad'ra chu ka? (Who are you?)
Karzak: Katja chu ne ka Chak'ra Karzak Ta'chak. (This stonechild is honorable Karzak Hardstone.)
Farli: Drake, we must free him! (To Karzak) Karzak, nee ko Farli mat'chak o Drake. (Karzak, we are Farli and Drake.)
Drake: Aye.
You'll need a key to free him. Back away from the cage, and go south.
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Post by Insane Steve on Sept 28, 2003 22:15:11 GMT -5
... Whoa. Brilliant walkthrough thus far. I mean, it is just flat out amazing. I am suddenly intrigued with Stonekeep... although I don't know where I'd get a copy, or if my old computer has enough memory to run it...
Still absolutely astonishing. Very highly detailed. Keep it up.
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Post by Master Smiloid on Sept 29, 2003 23:04:44 GMT -5
If you go west, after going south from Karzak's cell, you'll find two empty cells. There is a passage going south from this west passage, and there is a sharga down there. He won't come towards you if you simply walk past the corridor. Stop at the intersection and turn facing south. Kill him when he gets to you. Go down this way, and hack your way through the cave-in.
Further down this way, are two exploding fungi. Hack them, and then get past the two cave-ins beyond. Turn right, and follow the corridor west, then turn north. Kill the lone sharga. Smash the barrel. Turn left, and prepare for a fight with three shargas. They're armed with stones and skulls, so don't just wade in there. Head into their area, and then back out a bit. Throw an arrow at one of them, then head into their turf and kill them off. Heal yourself with a few roots afterward.
There is an upper Dwarf plate mail, as well as Dwarven plate leggings, a Dwarven helm, and a Dwarven axe here. Give the new plate mail, plate leggings, and helm to Farli. Store the axe and chain mail armor and skirt for use in giving to Karzak. Open the chest, and take the skull key, red gem, green gem, Dwarf pick, and heal root. Head back north to Karzak's cell. Use the skull key to unlock the latch. Open it, and Karzak walks towards you; the following conversation takes place.
Drake: Death awaits us. We are searching for Farli's brother Dombur. He was taken prisoner by the Throgs.
Karzak: Then we must hurry to the Throggite Temple before he is sacrificed to their dark god.
Farli: Then this is no time for idle chatter.
Karzak: Aye. (He now joins your party)
Use the wineskin to heal Karzak, if you haven't used it up. Use the curing rune on your runewand to heal him up. After all, he starts out with only 4 hit points, after being harshly imprisoned by sharga thugs. Arm him with the Dwarven axe, and put the helm, chain mail shirt, and chain mail skirt on him to add protection. Now go south past the cave-ins, and when you turn right going west, immediately turn left going south. Turn right at the end, and go through the door.
From the door, go west one step, go right, then go north, two steps west, north, then go left. There is an exploding fungus here. Kill it. Turn right here and descend the ladder. At the end of this lower area, is a bone pile, a runescepter, and two scrolls. Going down this way will also save you unnecessary pain later on. Take the runescepter and smash the bonepile.
One of the scrolls has this message on it: Dis worthless rune doz nutting but heal peoples nota hurtz 'em. Take dis rune and get mez a new un. And da otter one kan only read tings.
The other scroll only has a rune on it. By reading the other scrolls, you can tell that it is a language rune. Label the new rune "Language".
Now, head back to the ladder, go towards the exploding fungus, turn left, and then turn right at the next intersection. This sharga flees and goes around the corridor. Don't follow him down the corridor, otherwise he'll pull a lever and send you tumbling down to the area you were just at. Instead, don't turn where he turns, and go straight south. Turn left at the beginning of the 2-by-2 area. There is a scroll by the boulder. It reads "Firebolt rune. Ranged fire attack." You should already have this rune. Go south one step, and go east, turning north to face the sharga, who's facing away from you. Step up to him and stab him from behind. He'll react and fight you, but you'll kill him anyway. Don't pull the levers. Go straight north, turn west, go north, then go east, and around to the door. Go straight east.
There are two exploding fungi here. Kill them, go south one step, turn left going east, and go through the door. Step in the mana circle to recharge your mana. Use the curing rune to heal your party, and step in the circle again. Step back, and head south. Approach this 2-by-2 area, and you'll have to fight two shargas. Waste them. Open the chest. There are two arrows and an arrow quiver in here. Take them, then head back east, and go north. Turn west at the toadstool alarm, go north to the 4-way intersection, then turn east. Turn south here, heading away from the wasp nest. There may be some things hidden in the bonepiles, perhaps even a heal root. Continue going along the path until a sharga sniper shoots through a wall with holes on the side.
Walk past this wall about 14 more times, waiting for the sharga crossbow bolt to hit the ground. When the sharga sniper stops shooting, smash the barrel and press the button. Approach him, and kill him. Take everything he drops, including the odd dropping. Don't use it. It reduces strength if ingested. Go through the door. Welcome to the lair of Edfilduhr the Ettin!
Take out the runescepter here. Save your game. (I know you probably have, but it is important to do so here.) Inscribe two runes on the runescepter, that is Silence and Featherfall. Cast Featherfall, and walk south past the boulder. You fall in a pit, but take no damage. Take a step back, and take the roots. Go towards the pit, and the Ettin runs up to the pit, tries to strike at you with his spiked club and misses since you're too far below, then pushes the boulder into the pit. Immediately back away! You don't want to get crushed! Now get out.
Save here. Go south, turning right to go west, and face north at the intersection. Cast Silence on your party now. Go north, and then go east. The Ettin is asleep, and guarding a treasure chest you must reach. Do not do anything to make any noise, or you'll wake him. If he wakes, he will talk like this:
George Ettin: Hey, Stump! It's time to hurt somebody!
Stump Ettin: Yeah, I'm looking... Uh, I'm looking...
George Ettin: Forward to it Stump?
Stump Ettin: Yeah, George!
Then he kills you. He's invincible, so don't do it! Got it? Good! Go to the northeast corner. Face south towards the barrels. Cast Silence on the middle barrel, break it with the dagger, and step forward to the chest. Open it, and take two green gems, a red gem, a blue gem, the important Throg gate key, and Aquila's Orb. Aquila's Orb is the second of the nine orbs you must retrieve, and is known as the orb of healing. Cast it on your party and all damage and afflictions are healed. This only works twice per map. Retrace your steps without stepping next to the Ettin, go south at the wall, and turn right.
Follow this path, and kill the exploding fungus. Go south, and turn right. Take the two heal roots and the sharga mining pick. Use the dwarven pick on the cave-in that collapsed behind you. Now exit the Ettin's lair through the door and return to the stairs to the lower Sharga Mines.
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Post by Master Smiloid on Oct 3, 2003 18:32:22 GMT -5
If you don't remember how to get back to the stairs to the lower Sharga Mines, go through the door on the southeast side of the Ettin's lair. Go past the dead sharga sniper. Go north, and turn left when you get near the wasp nest. Turn south at the four-way intersection, and go south at the dead toadstool alarm. Turn west, and enter the door. Continue until you see a door ahead of you. Turn right before it, and go through that door instead. Follow the path on the right, going past the cave-ins, and the dead sharga. Take the right-hand path, and go past Karzak's cell. Enter the door on the east, then go to the door to the north.
Enter this door to enter the lower Sharga Mines. A sharga will attack you as soon as you get down here, so defeat him. (What a rude welcome.) Continue down the hall, and you have to fight another sharga, but he's less tough. Continue down the mineshaft, and enter the first door you see on the right. Turn left at the intersection before the portcullis. See the snake? Kill it. Throw a stone through the portcullis to hit the switch. This opens it. Go in here, and waste the exploding fungus. There are three heal roots, a spotted mushroom, two green mushrooms, and three bunches of red mushrooms. Take everything, and exit out the door.
Go through the path on the right, and enter the next right-hand door. Immediately kill the toadstool alarm. Get out your runecaster, and enter the room, facing left. As soon as three shargas come around the corner, attack them with firebolts before they get near. When they die, a tougher sharga will come from around a nearby corner. Take him down with your trusty dagger. A chest at the end of the room contains an oil bomb, a pair of gold coins, and two super heal roots. Take them, then exit back out the door.
Go to the right from here, and enter the door at the end of the shaft. Two more exploding fungi will launch spores at you. Aggressively trim their hedges. (You should know what that means.) A bonepile past them at a left turn has a batch of red mushrooms. Hit the bonepile and take them. When going this way, a sharga sentry will take a whack at you. Knock him out.
Continue down the passage, and turn right. When you get to the section that twists, turn around, facing away from the wall. Wait for two shargas to come to you. Take them out. (They come from a nearby area. If they don't come, go south, west, go north to find them. Then return here.) Follow the twisting corridor north east, and look through the crack in the north wall. You will see an arrogant Throg brutalize a poor Sharga. This is a chilling sight, and it prompts the conversation below.
Farli: That Throg will beat him to death. And he does not fight back.
Drake: The Shargas are nothing but slaves.
Farli: Aye, and my people hate slavery more than Shargas.
Drake: So it would seem.
Farli: If only the green ones would fight back...
Now the plot thickens. Leave the alcove, turn west, and go north. This 2-by-2 room has a bonepile with red mushrooms buried under it. Take them and enter the door. Look out, here comes yet another slithering snake. Kill it. (Aren't you glad you have companions?) Bust through the cave-in, and fend off another snake. Along the way, look for an alcove on the right side. There is a spear in there. Take it. Hack through the next cave-in, and eliminate the snake. Go south towards the sharga. This Sharga's name is Grug. Unlike a usual Sharga, this guy is not hostile, so don't attack him. He is groveling, as something else wounded him. The following conversation ensues.
Grug: Oh, masters, don't hurt Grug. Pleaz!
Drake: Relax, little one, we come in peace.
Grug: Watta 'bout the stuntie?
Farli: I've seen too much slavery in my day greenie. You'll not visit your god by my hand.
Drake: What are you doing here?
Grug: Scaly-one hurt Grug. Grug no go home now.
Drake: Show us this "scaly-one," Grug.
Grug: Yah! Follow Grug, masters. Masters kill scaly-one. Grug show you home.
Grug leaves. Follow him. He'll stop at each turn, so you don't lose sight of him. He'll lead you to a secret door that opens when you approach. Go past him, and kill the one he called "scaly-one", which is a giant snake. Follow him all the way to his home. Don't attack the shargas. They're all Throg-hating freedom fighters that are more or less on your side.
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Post by Master Smiloid on Oct 3, 2003 22:33:21 GMT -5
Keep following Grug, past the non-hostile shargas. He will lead you to Skrag, the leader of this group of Shargas. The following conversation ensues.
Skrag: Hiyaz, I'z Skrag. Youz are Drake.
Drake: Yes. How did you know?
Skrag: Skrag throw barabari leavez onna fire. See youz come. Youz gotta destiny az bigga dis mine.
Drake: Can you help us?
Farli: Do you know about my brother?
Skrag: You must pass beyond dat gate, and enter da Temple of our enemies. Der you will findz your help and kin. (laughs)
Drake: Where is the gate to the Throg Temple?
Skrag: Go west, young Drake. West beyond the hidden doorway. Da giant can unlock yer way. Youz need some mana, doncha? Now, go. Take da battle to da enemiez. And remember Skrag. It will help youz. (Casts spell that recharges all runecasters)
Go past Skrag into the alcove, and destroy the barrel on the left. Push the button and go into the new alcove you just revealed. Open the chest. You will find a skull, a broken sword, and a green gem. There is also a rune scroll. It reads "Potency Meta Rune. The magick resistance of the target is lowered." Name the new meta rune "Potency." Exit Skrag's alcove, and go west at the campfire. Turn south a bit, going away from Grug (who just stands there saying nothing), and go two steps west. Turn south, and press the button. Go past the shargas, but do not attack. Grab the meat, which is then called "Bad smelling Throg food" in your journal, 4 coins, and 3 heal roots. Do not consume the Throg food, as it only reduces your strength rating by one star for a limited time. Exit past the standing shargas, and go west, turning right towards the door two steps down.
Meet the smallest sharga in the game. When you approach, he says "Ha. Youz don wanna open this door. Uh-uh." Open it, and you'll catch a glimpse of a very large sharga. The little squirt also says "Ha ha, toldcha so!" Farli then says "That is the largest green-skinned one I have ever seen!" Slay the little sharga (he has a funny death scene), and step into the room. The large sharga, whose name is Tiny, says "Youz hurt Tiny's friend! Tiny hurtz you!" He can put a big hurt on you, and takes several hits from your trusty dagger. Heal up when the fight is over. He drops 6 coins, a green gem, and a blue gem when he dies. Two of the barrels in this room are empty, but one of them has some red mushrooms. Exit the area where the shargas are, to the hall to the north, and go east, past the dead snake.
Enter the doors beyond here, and get ready to fight some fairly tough slimes. Destroy the cave-in, and fight more of them. There will be more and more slimes, one after another. Take them all out. When you finish them all, you'll be relieved. These were the last slimes in Stonekeep. Guess what? You don't have to deal with them again! Slash at the rubble, to get 4 stones. Go through the door on the east side.
Turn left going one step north, and then go right at the intersection. Saute the toadstool alarm. Enter the corridor to the east. You will encounter a sharga. He is a hostile one, so engage him in combat and kill him. Continue west down the long corridor, and turn north before the door. Go past the boulder, and you'll find a heal root on the floor. Return to the door. When you try to open it, you find it is locked, and the following conversation ensues.
Sharga Rebel: (muffled) Whats da password?
Drake: What?
Sharga Rebel: You needa password to enter da SFL.
Farli: (grunts)
Drake: I don't know the password.
Sharga Rebel: Den go away!
Try to open the door again...
Sharga Rebel: Whats da password?
Drake: What's the SFL?
Sharga Rebel: Da Sharga Freedom League, stupie! Now go away!
Try to open the door a third time...
Sharga Rebel: Whats da password?
Drake: I don't know it.
Sharga Rebel: Den...
Drake: (interrupting) ...But before you tell me to go away, I want you to know that I hate Throgs, too.
Sharga Rebel: Really? Dats da password.
Drake: I am looking to... what?
At this point, the sharga rebel opens the door. (Do not attack this sharga or any sharga in the SFL. If you do so, all of the SFL becomes hostile, and on subsequent returns, the sharga will not ask for a password or open the door.) Continue west, past Skrag and Grug, and go west towards the intersection past the SFL. Turn west, and approach the locked door. If you didn't get the Throg Gate key, Wahooka's voice would echo through the hall, and he'd say "Bah, you fool! The Ettin has the key!" In this case, you have it. Use the key to unlock the door and descend the stairs to the Temple of Throggi.
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Post by Master Smiloid on Oct 4, 2003 16:59:56 GMT -5
Level 5: The Temple of Throggi
You just descended from the Sharga Mines, right? If so, head south. Kill the three exploding fungi straight ahead. Continue around the corner, and look for a turn to your left. There is a door at the end. When you find it, go through it, and you'll encounter Wahooka again. The following conversation ensues:
Wahooka: Greetings again, lost one. Have I mentioned that in the days of old, heroes would bring gifts to their elders in return for their ancient wisdom? Do you have a gift for me, hmm?
Drake: Greetings, O he of the long wind.
Give Wahooka any item, except for an orb, which is important.
Wahooka: Hmmm, very nice. But not what I was looking for. Bring out your next gift.
Give Wahooka another item.
Wahooka: Bah! Not that!
Give Wahooka any weapon or armor item, as long as it is not one you want to keep. Try an ordinary dagger (the handle is not green or red, and in the inventory, the dagger is displayed diagonally). If he doesn't accept it, try a sharga sword, or a helm.
Wahooka: Ahh! Yes, yes, this is it. Well - it was nice seeing you again.
Drake: Don't you have something for me?
Wahooka: Bah! Oh well, yes, I suppose I do. A word of warning, human, keep an eye out for the gods of this temple. (He leaves.)
Grab the heal root on the floor and leave the room through the door behind you. Turn left at the wall. Go down the passage, turn north, then enter the first room on the right. You will find two grain sacks and two barrels. One of the grain sacks contains a poison root. Don't consume it, but take it anyway. If you consume it, it'll poison you, but it also provides protection against a certain type of poison later on in the level. One of the barrels hides a heal root. Exit the room and go straight north, ignoring the intersections.
Behind the barrels on the right lies the body of a dead Dwarf. Break the barrels and step forward. Your Dwarf companions recognize him:
Farli: I knew him. Dunton Stonebuilder. He was a stout friend of my brother.
Karzak: Dunton, you will be avenged. I so swear.
Pick up Dunton's items. You will find a blue gem, a battle axe, a magickal armor ring (equip it on Drake immediately), and two scrolls.
One of them contains a last message from Dunton: I am dying. Those temple dogs took my friend Dombur and I fear for his life but I cannot make it. If you read this, save him! Beware the path, for it is trapped. By my beard, it is getting cold...
The second scroll reads: The green mushrooms of the underlands can cure poisons and other ailments.
Go south to the intersection, then turn left. The first passage leads to a room with three empty barrels. The only thing of interest is a blue gem. The next room to the east, has more barrels. Bash them, and you'll uncover three poison roots. Have Drake and Karzak consume them. You'll build resistance to a certain poison later on in the game. Go west, and you'll wind up on the brink of an "arrow trap maze".
Listen to these directions carefully. If you deviate from the correct path, the arrow traps in this square-shaped maze will shoot out one arrow each. You don't want that! At the first wall you come to, at the entrance to the maze, turn right and go forward four steps to the corner. Turn left, and go two steps forward. Turn left, and go four steps forward. Turn right, and go two steps forward. Turn right again, and go two steps forward. Turn left, and go two steps forward. Now turn left, and go one step forward. Turn right and exit the maze. Where I say turn, you should be at an intersection. Don't deviate from this and you won't be attacked by arrows.
At the end of this hall, you'll come to a 2-by-2 room. Slash at the rubble, and you'll find a Dwarven helm. Farly says "That is my brothers helm." Go east a few steps, and turn left going north before you get to the arrow trap maze again. You will see a sign on the north wall next to a door. If the Language rune is inactive, Farli sniffs and says "I think it is a garderobe." If the rune is active, Drake says "Stink pit." Enter the room, and you'll find lots of disgusting, putrid refuse. There is one super heal root in the back of the room, which you'll want. Don't slash at the refuse, as it could make you sick, depending on your health levels.
Go west, out the door, and enter the first passage to the north, which will be on the right. Kill all three warrior ants. They can't hurt you or your companions, but do so anyhow. Exit this area, go two steps west, and then go south. Kill the exploding fungi at the end of this hall, and then turn right and press the button on the wall. A passage opened up behind you. Go east, and take the first right turn. You have found a mana circle. Use the curing rune, and step into it to recharge your mana again. The alcove on the left in the main hall has nothing but disgusting refuse and other rejectamenta. Ignore it and enter the passage on the right. Behind the door is an odd vial. Take it, and the following conversation ensues:
Farli: Aaargh. Now that is disgusting stuff. I would not be so quick to quaff that.
Drake: Can it really be that bad?
Farli: Yes. Once we reach our clanhall, I will be able to introduce you to a nice Dwarven stout brew.
Drake: Right. Well, enough of that then. But I think I'll be keeping this, just in case.
Exit this room to the main hall, and take the next left. Behind the door is a skeleton. Before going in, remove the dagger from Drake, and the axe from Farli, and give each of them a hammer. Go in. The skeleton, which is of a dead adventurer, mumbles "Treasure... mine... you, thief... the eye.", and then attacks. Fight him with the best of your abilities. You're using the hammer because he is impervious to piercing damage. He'll take a good number of hits, and you're going to get hurt here. When he goes down, heal yourself with the Curing rune, then take the "helm from the far east" (Put it on Drake's head), the broadsword, and that quiver made for magickal black slayer arrows. Replace the hammers in yours and Farli's hands with the Dagger of Penetration in Drake's left hand, and the Dwarven axe in Farli's right hand. Exit the room, and turn left at the hall, going east.
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Post by Master Smiloid on Oct 4, 2003 21:50:14 GMT -5
Continue going east, turning south when you reach a corner in the corridor. Go straight ahead and slash up the exploding fungus, even though it will be spitting spores at you. (Gosh, those things can be annoying.) Back up from the fungus, and take the passage to the right. Turn left at the corner, then turn right at the intersection. Don't go forward yet. See the bonepile? Something happened to somebody. Step forward, and six arrows fly at you from the far wall. Quickly turn right or left. You're still going to get hurt. Go towards the end of this hall, hack at the rubble, and take the blue gem. Now go back west, the way you came, and stop one step west of the refuse. Turn south, and recharge your mana at the mana circle, use the Curing rune to heal any damage any party member took, whether it be Drake, Farli or Karzak, and then step into the mana circle again to recharge the mana.
Exit this room, and go west, then north. Turn left, and go west two steps. Go through the door to the south. Look out! There are two Throgs at the far end of this room. As soon as you approach, they turn around and attack you. Aim at their legs, and try to move around a little, to keep them from hitting you too much. They drop a Throg sword and leather shield. Equip Farli and Karzak with those shields. The barrel at the end of the room has two super heal roots and a few meaty shanks of Throg food. Don't consume the Throg food, as eating it isn't a pleasant experience. Take the roots though. Exit this room, turn left, and then go south towards the door. Go through the next door to go to the upper level of the Throg temple.
There are three areas in a row just ahead, with a throg wandering around each area, in a counter-clockwise direction. Wait for this throg to go past, then turn left, and follow the path, but stop before you get to the intersection on the right. Engage the first of the three throg guards, going backwards every time you strike at him. This way he can't hurt you easily. Repeat this for the next two. The first throg also drops a coin, and the third one drops two coins. The second intersection is a 4-way one. Turn left here, and you'll see a chest. But when you approach it, two throgs jump you from behind. (Hint: Face away from the chest, move towards the wall you moved away from when the throgs come, turn left, and back away. Now you can move in and out while attacking them, and not get hurt.) Kill them, then loot the chest. The chest has two super heal roots. Go back to the intersection, and go south.
You will come to a portcullis. But you can't open it, so turn left and go east. Turn right at the first intersection, going south. At the end of this corridor, is a sign. If the Language rune is not active, Farli says "Something is below." If the rune is active, Drake says "Beware of the Things!" Take out the runescepter, cast Featherfall on each of your party members, and inscribe the Firebolt rune over the Silence rune. Enhance it with the Power x 2 and Potency meta runes. Pull out the Runewand and enhance the Firebolt rune with the Potency meta rune. Now put the runescepter back in Drake's left hand and go into the pit behind the door.
As soon as you go down this pit, two tentacle things may attack immediately. Take them out, by attacking with your Firebolt rune, and using the Dagger of Penetraton if they get in close. Move around in a 180 degree arc at the bottom of the pit if one gets near, and has lost its tentacles. Do not move backwards. After you have killed both monsters, replace the runescepter with the runewand. Go forward, and look for the third tentacle thing. Kill it the same way you did the one in the sewers. Heal yourself during these battles if needed! These monsters are very tough. You dont want to go down.
Don't touch the refuse. Move forward, and take the second turn. There's a rune scroll here, and Drake reads "This rune is the magick that floats". You have this rune already. Turn right, then turn left, following the path for a short bit, then take the first right. You'll go under two more pits, and you will find a super heal root and a green mushroom. Turn around, and turn right at the intersection. Continue going this way, picking up any green mushrooms or super heal roots you find (especially look in alcoves). Go up the ladder at the end.
Go north from here, past the 4-way intersection, and turn left, going west for one step, then go north (ignore the door on the right for this moment). Turn right, and turn left at the intersection. Fight the throg, and take whatever he drops, which includes the usual things he carries, and a small wooden dowel. Go back to the door I told you to ignore, and turn left towards the north wall before going through the door. Put the dowel into the hole in the wall. This way when you enter the room, you will not get attacked by throg spells. There is a blue gem and three super heal roots in here. Most interesting is a rune scroll. It reads "Flame rune. Magick fire attack in front of the caster. Additional power increases size, damage, and range." Name this rune "Flame" in your journal. Exit this room, turn north, then east, then north at the intersection. Follow the passage to the 2-by-2 area.
Break the barrels, and take the four heal roots and wooden dowel. Pull the lever. Now go south and turn right at the first intersection. Follow the winding path, until you come to another door. You will find something that looks like a throg statue with an orb. Don't touch it, or you'll get an electrical shock that takes away 10 vitality points! Instead, click the runewand and runescepter to recharge them. Heal your party, and recharge the runewand again. Now exit this area and go south, turning left to go east. Turn south, then turn left and go east to the door at the far end of the hall.
You will encounter the first of the throg shamans pacing back and forth. Throg shamans do not carry swords and shields, and instead, from a distance, attack by casting spells, and whack at you with their runecasters up close. But this guy is not hostile, so don't attack. He is also a hermit. Approach him, and he complains "My pretty little stone. Where is my stone? My little pretty stone. I lost my little pretty stone." Give him a blue gem. He says "Aw, there is my pretty stone. My little stone. I saw you in the passage I did. Played by Throggi himself, and nobody knew. No one, no one knew. But I did. Imprisoned, not I, not I. Heh. Oh, my pretty stone is home. Single stone return home." Give him another one. He says "Thank you, thank you, nothing like this has happened since I enchanted the green orb with poison. Heh-heh." Go to the door, and exit this room. Go to the first intersection on the left.
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Post by Master Smiloid on Oct 5, 2003 13:36:32 GMT -5
When you move south this way, you will see a crackling campfire. Stop one step from it, and turn right, facing west. You will see two barrels and a bucket. Take the bucket and smash the barrels (which hold nothing). Go forward, go south one step, then go west to the wall. Enter the north room, which has two barrels and more bad smelling Throg food. Karzak says "Gods. The smell. These Throgs can't even cook right!" Smash the barrels, then exit and go to the south room. More barrels and more Throg food. Just smash the barrels and leave this area the way you came. Exit to the long hall way, avoiding the campfire as you do so.
Head west a few steps to the next intersection, and go north through the door. You will find a well in here. Take the bucket, put it on the well's hook, and turn the crank. Pull the bucket back up and put it into your inventory. Move east in this room, smash the barrel and take the broken sword, and then use the bucket to put out the fire on the forge. (Forges have a gray stone base. Campfires have a brownish one.) After the fire has gone out, take the armor ring and put it on Drake's hand, the same hand you put the other one on. Exit this room, and take three steps west. Now turn right, facing north.
Go north to the 2-by-2 room, and immediately turn right, facing east. Two throg guards wait in ambush here. Kill them, then go north until you reach the first intersection. (Throgs recognize runecasters, and will run away if you put one up.) There is a door just beyond here. There is a Throg bodyguard beyond here. Lay waste him by casting your firebolt spell at him from outside the door. Now go four steps north and open the door and do the same thing to the other throg bodyguard. This way when you enter either of the other rooms, they won't come out to give you a surprise attack.
Go two steps south, and enter the door to the east. In the 2-by-2 room is a throg shaman. Unlike the hermit, this guy is hostile, and he is the sub-shaman. Get in here and engage him in combat up close, or exchange magick if you have any. Kill him, and take his broken runecaster and throg dagger. (You will alert the leader of the throg guards. He'll come to the south end of the shaman's area, to investigate. He'll be waiting just to the west of the end of the hall leading to the shaman's quarters, in the long hall that goes east and west.) The rubble pile contains a rune scroll. It reads "Shield rune. Target is protected from ranged attacks." Give the new rune the name "Shield".
Exit this room, and go two steps north. Enter the Throg Shaman Leader's room. His name is Gorda Karn, and he is one mean fellow. Smash the barrels and furniture along the way to him, and when you reach the 2nd 2-by-2 area, turn south. The following conversation ensues, followed by a battle:
Gorda Karn: Well, you have come to the heart of my temple, where none but the Throg may go. By Throggi, I am Gorda Karn and I will see you die for that!
Drake: You have little chance of that.
Gorda Karn: Kyas. Your soul will be sacrificed for Throggi, and you shall know pain. This I swear!
Gorda Karn will approach you. Engage him in close quarters combat, and use the dagger of penetration. Do not exchange spells, as Gorda Karn is an experienced shaman, and will not be as vulnerable to your attacks as a normal one. Several hits will hill him. Take his throg runecaster and a throg pendant. Take them both. The throg runecaster has two functions. It can be used as a runecaster (like normal), or as a staff (Drake's other hand must be empty, I believe. I have never completely tested this, so I don't know about it fully.) There is a super heal root in here, as well as a rune scroll on the rubble. The scroll reads "Energybolt rune. Ranged attack formed from pure magick. Target loses strength. Can stun target if powerful enough." Exit Goda Karn's rooms.
Go south, and turn right at the intersection. If the throg leader appears, engage him in combat immediately. He's tougher than most throgs. Move in and out of his range so he can't hit you so easily. If he doesn't appear, something happened, and you won't be fighting him. (This has happened to me a few times on occasion. The last time I played the game, I had to fight him. I don't know the cause, but if you fully explored the area where three throgs were going around in a clockwise pattern, he might appear for sure.) Afterward, head west, and turn right to face the door. This door leads into the temple, but there is a better route. Continue west from here. (Note: You can't enter this door from the south side if you don't have the pendant, or your strength is not maxed out. If it doesn't open, the mask above makes an unintelligible sound.)
The next corridor to the west, on the north side, has two throgs lying in wait. Face them, and not long afterward they turn and run around the nearest corner. Follow them and kick their butts! Pull first switch in this 2-by-2 room that is in the up position (it's on the south wall). There are four purtcullis gates in this hall. Behind the first one, is a dead dwarf. When you turn to see him, Farli says "Another of the folk these Throgs must answer for.", then Karzak says "Aye, and they'll answer to my steel, they will!"
The second cell is empty, but in the third one, is Dombur Mallestone, Farli's older brother. Since the 'cullis is closed, the following conversation occurs:
Farli: Dombur! Brother, are you alright?
Dombur: Why, Farli, how good to see you. You should not be out of the hall, what would the elders think?
Farli: Dombur! You haven't changed. Drake, we must open this 'cullis.
Drake: Right.
Go to the third handle on the wall (I called them switches earlier), the one on the north half of the west wall. Go back to Dombur:
Farli: Dombur, we have come to free you!
Dombur: But these runes are so interesting. Could you come back later?
Karzak: This is no time for talk. There are Throgs to kill.
Drake: You can come with us. We have found many mysteries so far.
Dombur: That's nice. Hmmm, yes, well. The Shaman has been gone for a while, it seems. (He joins your party)
Drake: (Whispering to Farli) I hope we can find a healer for him.
Farli: Nay, he has always been thus.
Drake: Ah.
Heal Dombur, then pull the handle on the north wall in the 2-by-2 room. Note that unlike Farli and Karzak, or any average Dwarf, Dombur is not adept at combat, and will not fight with any weapon. He is in fact a sort of Dwarf philosopher. Go to the last cell.
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Post by Master Smiloid on Oct 5, 2003 18:58:39 GMT -5
This cell is empty. Before examining it, go to the throg statue with the orb to recharge any runecasters you used. Then examine the south wall behind the portcullis gate. You will see a button. Push it. Now there's a secret passage open behind you. Go this way, until you reach a dead end. Turn around, and face the wall opposite the dead end. There is a button there. Press it, and a door to the shrine in the temple opens up. Wait for the throg guard to go south, then enter and face southward. He will rush to attack you, and worse, he is reinforced with the two throg guards just south of where you stand. Get into the previous hall, and fight them to the best of your abilities, then use Aquila's orb. This assault is particularly brutal. When all three are dead, head back into the shrine, and go north towards the statue of Throggi. The following conversation ensues:
Drake: Well, what have we here?
Dombur: This is...
Drake: (Interrupting) Shhh. Be quiet. There might be guards.
Dombur: Oh, well yes, I suppose so. Anyway this is a fine example of a statue of Throggi, the Throg god. From my studies I believe Throggi to be an aspect of Khull-Khuum.
Take the red orb on the left eye. It is the Orb of Azreal, the third of the nine receptacles of the gods you must retrieve in this game. Do not touch the green orb. If you do, it cracks and you get attacked by poison gas. The poison gas damage is less if you ate the poisoned heal roots earlier. This statue also holds four weapons made of stone. An axe, a hammer, a sword, and a spear. Take the hammer. (Caution: Do not take a second weapon! If you do, all of the weapons disappear and Throggi wallops you with his powerful stone arms. That can kill all of your party members!)
Go south, and kill the other two throgs along the way. When you get to the door, exit out to the long hall. Turn right, and go east to the corner. Turn left, going south, and then turn right, towards the Throg Barracks. The Throg leader should be gone, since you already fought him. Clear out the barracks on either side of the hallway. One of those in the back, the one on the left side, has an unhappy throg confined to his quarters. Slay him and take the heal roots. Enter the barrack on the opposite side and take the coin. Now turn right, going east, and turn left. Smash the barrels. You will find three skulls, a throwing axe, a long sword, and a throg dagger. The third barrel contains a short bow, which you may want to use at some point. The other wing of this back area has two super heal roots in a corner, and a blue gem in the rubble. Go west a few steps and turn south.
Enter the first passage to the east, following the corridor around until you find a second intersection on the right. Enter the door and you'll see a chest. It contains three coins, a heal root, and two rune scrolls.
The first scroll reads: The strong rule by strength. And none are stronger than this rune.
The second scroll reads: Spoilspell rune. Can cancel magickal effects, or provide magickal protection.
Name those two new runes, "Strength" (Square shaped icon), and "Spoilspell" respectively. Exit the room, and turn right. Give the throgs ahead a good fight, then continue until you wind up at an intersection you passed up (Look at the journal's map section if you're confused). Turn left, going west, but stop before the door. Turn left, and go south. Turn south at the first intersection, and go through the door. Pull the lever, which unlocks a nearby door for 10 seconds, and immediately do the following: Turn left, and follow the path until you reach an intersection on the right before you get to the twin pits just ahead. Immediately enter the door. It locks behind you.
Follow the path around to the next door, and turn right. Fight the throg in the next area, then grab the Throg Strong Juice. Consume the one you got earlier, and this one, then use a green mushroom to eliminate the affliction. When this wears off, your strength level will be at Level 8. Put the wooden dowel into the hole, and you'll reveal a hidden room to the north. Pull the lever, which closes the twin pits for 30 seconds. Hustle back along the path, and over the closed pits, and past the locked door. Follow the path around until you get to an unlocked door on the left. Enter, and turn south at the first intersection.
You will encounter a throg shaman. He says "By Throggi! Intruders in the Temple!" He's a little late. Slay him. There is nothing of value here. Enter the corridor, go west, and turn left at the next corridor. The throg says "You go or you die!" Make him gargle his words. Take the gold coins he was carrying, and the useless ivory key. Grab the heal root and the throg dagger as well. Now head west, turn north at the corridor, then turn west at the 4-way intersection. Turn south at the next one and go to the portcullis. It opens as you approach now. Head south, turn east, then go south to the door. Use Aquila's orb to heal yourself. Now descend the steps to the Dragon Feeding Grounds.
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Post by STuD on Oct 6, 2003 6:23:51 GMT -5
I think this should be moved to the Game Help, since this is a walkthrough...
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Post by Master Smiloid on Oct 6, 2003 10:06:21 GMT -5
I think this should be moved to the Game Help, since this is a walkthrough... Talk to Green Luigi first, would you? I think the Game Help board is for asking game-related questions. Insane Steve said a walkthrough to this game would go in the Other Games board. This walkthrough tends to answer questions, and they are not asked.
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