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Post by Master Smiloid on Oct 17, 2003 16:59:05 GMT -5
Cast the Warming rune on the frozen dwarf. His name is Nigel Hardstone, and is in fact Karzak's brother. He approaches, and the following conversation takes place:
Nigel: Karzak! It is good to see you, you old war Dwarf.
Karzak: Always good to see you, my clansbrother.
Drake: Glad we could be of service.
Nigel: You have my life-debt, Sir Drake. In return, I will show you a secret. Come, follow me.
Follow Nigel. As you follow him, put away your runecaster by clicking the left mouse button. He leads you to an alcove along the east/west path. Approach him here, and the conversation continues:
Nigel: I noticed this weak section of the ice before that Ice Witch got me. I must return to my family, but you might want to explore on. Good day to you, sir. Hasrach cho'dai, Karzak-ovak.
Karzak: Ch'dai. You live a long life, Nigel. May your sons and daughters pull your beard grey.
Nigel: (chuckling) May the gods return to that.
Nigel leaves. When he is gone, and you don't hear his foot steps, bash the wall just ahead with your dagger. Get out the Dwarf pick and hack at the cave-in that just resulted. Head into this new area and get ready for a surprise. Looks like a skeleton warrior up ahead, doesn't it? Approach him. He notices you have Iaenni's pendant and says "You have the markings of the master. You may pass." Then he crumbles into a harmless pile of bones. (If you have Enigma in your party, the skeleton says "After so long, you return.", and then crumbles into a harmless pile of bones.) If you don't have Enigma in your party or the pendant, you have to fight him. It is best to use the stone hammer. He has around 400 hit points, and is tougher than any other skeleton in the game. If you've been following my walkthrough, you don't have to fight him. Take his helm and go around a few corners.
See the magickal chain mail shirt? Take it and give it to Skuz. Put the armor ring on Drake. Now, go to where they were located and look north. See the blue fire? This is out of the ordinary. It is a magickal cold fire, and it is cold to the touch. Take it and put it in your inventory. You'll need it for later in this level. Don't take it out of this level or put it down, or it'll melt. If it does, it is replaced at its original location, so don't fret. Head out of this area to the main hall, turn right, and follow the path, taking any right turns available. When you get to the northern half of the Ice Caverns, on the west side, and you see no right turns available, but have two left turns to make, which lead east, take the southern one. You should see the cave-ins you bashed through earlier. Follow this path, and you'll come back to the frozen elf, Enigma. Use the Warming rune to thaw him from one square away. Put the runecaster away and approach him. This prompts the following conversation (Remove any rings or shields from Karzak, as he leaves for good during the conversation.):
Enigma: That token... Where did you get it?
Drake: Why, the Good Lady Iaenni gave it to me.
Enigma: Then you and I have similar goals. I am Enigma, the last of my kind. Shall we join forces and defeat our enemies?
Karzak: (abruptly) It is time for me to leave.
Drake: What? Surely we could use another sword.
Enigma: I will not be trouble, Sir Dwarf.
Karzak: (snaps) It doesn't matter, Elf, I shall not travel with you.
Drake: Karzak! This does not become you.
Enigma: Hmm. I will not intrude then.
Karzak: No, no, that is not it. I am far from home, Drake. I am a warrior, with warrior's dreams. But we are going where I should not go.
Drake: Ah.
Karzak: And, well, this Elf can serve you better than I. Oh, enough, I am going, it is a long journey back to the hall.
Enigma: Well, at least let me save you that trip. I still have a favor or two with some elementals. Done. Prepare yourself. (He casts a spell.)
Drake: Ah! He's gone!
Sparkle: (excited) Ohhh, an earth elemental's vortex power. Neat! (giggles)
Enigma: He is on his way home. I have said too much, let us go.
Drake: He is still a warrior.
Skuz: Hm, waz it?
Drake: Oh, nothing. Come, let us go.
Enigma has now joined your party, and he's equipped with his bow and Elven chainmail. Go past the cave-ins, go north, then turn left and follow the path west, then south. When it goes west, follow that way, then go south again. Turn left going east at the end. The next time you can go south, do so, then go past Rek. Now, enhance the Warming rune with the Power III meta rune and the Ball meta rune. Cast it on your party with a single click. Now you're immune to cold attacks aside from the general cold. Go north from here, then turn right at the intersection. Follow the path to the east, and kill any ice witches using your dagger. Don't waste magick power. Conserve it this time. Follow the path around until you can go south. Follow the area until you find a puddle. This is a strength gain pool, drink from it if you want, but you can only take one drink. Since your strength is maxed out, it'll have no effect, so exit out into the northern corridor.
Go west, and engage the ice witches with the dagger. Don't let anything hit the west wall much. Even slight damage will cause an impassable cave-in. Fight them with your dagger at least one step away from it. When the fighting is over, head to it, turn right, then go north. Kill the larger ice witch. Face the north wall. See the symbol on the stone formation on the right? This is a secret door. Put the ice hammer in Drake's right hand. Bash at the wall. Now hack through the cave-in. You don't want to enter the Ice Queen's lair from here, so put the ice hammer on the ground, as after dealing with her, you'll leave the Ice Caverns. Leave it where it is, and go west, following the path until you get to the corridor that leads past Rek.
When you go north, west of Rek's location, turn left at the intersection. Go west for a good amount of time, and take the 2nd right. Then take the nect right. Follow the path until you can turn right again, then take the first left. Follow the path until you can turn right. Then turn left and take two steps north. Turn left, and go past Sarkan to Kandoc. Kandoc says "A weapon you have found? Yes! Yes! Coldfire kill Ice Queen! Done well, you have! Now, Kandoc will tell you secret. Passage, it is, to Ice Queen's realm. Go, now, and kill her!" He goes and waits around the corner, north and to the east. Head north two steps, then go west three steps. Go to the advisor. He says "Yes! Different fire! Show king you must!" Now, go south from him, and go to the healer. As I said before, he says "Healing you need? Healing you shall have." He completely restores your party's vitality, including that of Enigma. Now, go towards the advisor, but go east past Gorza. Turn north and go past Kandoc.
Follow the path to the dead end. Bash at the wall and hack through the cave-in. Recast the Warming rune now. Turn north. Kill the ice witch. These are sentries of the Ice Queen. Take all of them out with you dagger before dealing with her. Now, head south, take one step east, two steps south, then enter the passage to the west. in this area, are two more ice witches. Kill them. Go back north, go east, and take the first south. Turn right, and kill the ice witch. Go south, go one step east, then go south again. Take one step west, go south, and kill another ice witch. Now, go east to the other end of this hall and take out the other ice witch. Head north, take one step west, go north, one step east, then north again. Kill the ice witch. Fun? Take one step west, go north, take one step east, go north again, and kill the second to last ice witch. Now inscribe the Circleward rune onto the elfwand, and enhance it with the Power 3 meta rune.
Face south now, and cast the Circleward rune just south of where you killed the ice witch. Face east, take a two steps west, going backwards. Cast the circleward rune in front of you again. Face north. Go back one step, and cast the Circleward rune again. Take another step back, and do it again. Now, turn right, and take the first two right turns. Go three steps west, then turn left facing south. Head this way and kill the last ice witch. Save here. Go to your inventory, and get out the coldfire. Put it in the center of the screen. Go due north. When you reach the north end of this area, the Ice Queen appears, and the following conversation starts:
Ice Queen: Well, if it isn't the hero. Feeling a little cold are we?
Drake: (shivering) Warm enough, thanks.
Ice Queen: It'll get colder, hero. Trust me on that. The orbs you have are worth everything to the Shadow King. He'll grant me anything he desires when I take them from you.
Drake: Tough words, but you don't look that dangerous to me.
Ice Queen: (laughing) Oh, really? I hope you like my frosty sense of humor then.
She is angry, and about to attack you! Hit her with the coldfire now, don't hesitate! When you do, she runs east, and goes left through the fire traps you set on the floor. She takes massive damage and dies. Go east, turn north, and go east if you don't see her body. Take Helion's Orb from her dead body. This is the fifth orb in the game. Now, take the western of the two paths leading south, and go west to where she was originally standing. Go north, and cast Firebolt on the chair, melting it. If you've taken any damage, which you shouldn't have, drink from the water to restore your vitality. Read the scroll. It reads "Ice Queen. Khull-Khuum wants you to invade the Faerie Realm! The Terrible Troll has informed him that an Orb has been collected and is waiting for him there. The Prophecy will be turned."
Go south and enter the Gate of the Ancients.
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Post by Master Smiloid on Oct 19, 2003 12:54:53 GMT -5
Level 10: Gate of the Ancients & The Pits
Unlike any other level in Stonekeep, the Gate of the Ancients & The Pits contains no beasts or fiends, so there will be no combat. However, you have some complex puzzles and paths to traverse, and there are traps too. Don't say I didn't warn you.
From where you emerged from the Ice Caverns, go straight north. You will come to a sign. Attempt to read it, and Drake says "I can barely read this. It says 'The center is the key.' " Go three steps west, six steps north, then go one step west. Face the north wall. See the button? Press it. This opens a door to the north. Go one step west, then take a step south. Face west. Press the button. You opened up a secret room to the west. Take a step north, then turn left going west. Two steps from the intersection you come to a sign. Attempt to read it, and the following occurs:
Enigma: It reads "Transfer Portal Selection Device."
Drake: Do you know what it does?
Enigma: No, but the ancients had many wonderous engines of magick.
Turn right, and go north to the lever. Pull it. You just deactivated a teleporter somewhere, and activated another teleporter. Take a step south, then go east to the wall. Head south six steps, west four steps, north, then go west all the way to the alcove.
You just stepped on a clickplate, but this clickplate has no effect, so don't worry about it. Sometimes when you step on such a clickplate, Drake says "What was that?" Be aware that some clickplates trigger traps, so when I say don't step on a clickplate, DON'T do it! In fact, there is one such trap nearby. Take one step back, turn left, and go south to the carcass. Slash at the carcass twice, then take the two black slayer arrows. Get out the elfwand, replace the Circleward rune with the Icebolt rune. Take two steps north, go two steps east, then turn right towards the campfire. Get out the elfwand, and blast the campfire with an icebolt. You'll put it out without having to use a potion. When you read the scroll, Drake says "The darkness comes. This rune brings it to those that tamper. Be afraid to be alone in the dark." This is the Scare rune, which you should have already.
Go north, but not all the way through. Stop one square before the clickplate! This clickplate, if stepped on, causes a giant ball of fire to come roaring up the passage from the campfire's location. If you accidentally step here, turn and face either east or west, and the fireball will go by, and you won't get hurt. It can do between 30 and 40 points of damage if it hits. It is better to avoid it, so stop before the clickplate, turn left and go west, then follow that passage north. Pass by the inactive clickplate on the left, go left at the end of the passage, take three steps north, go east, then take two steps north. Go west into the alcove. See the sign? This sign is unreadable. Here, Drake says "I can't read it." In this level, if Drake says that, or Enigma says "I am sorry Drake. It is impossible to read.", don't waste your mana on the Language rune. If you use that rune, Drake says "I still can't quite make out what it says.", which is an indicator that you can't read the sign. Take a step back, and follow the corridor north to where it turns east.
Take one step east, then go north. Punch at the carcass, and take the stone, throg shaman feathers, and ring of poison resistance. Ignore the broken runecaster. Step back into the corridor, take one step east, then turn right going south. You will come to a ladder. Go down this ladder to The Pits. Go three steps south, two steps west, then go south past three inactive clickplates to the wall. Turn left and go to the sign. Attempt to read it, and the following happens:
Enigma: It says the traps are set.
Skuz: Hey, Elfie, tell Skuz someding Skuz don't know! (beat) OK, OK, don't look at Skuz dat way.
Turn away from the sign. When you take a step to leave, you hear maniacal laughter echoing in the cavern. Don't be scared. Nothing's going to get you. Retrace your steps to the ladder. From there, go north to the corridor, take one step east, then head straight north to the alcove on the left. There is a door on the west wall. Open it, and you see a scroll. Try to pick it up, and Drake and Enigma talk:
Drake: Ahhh! This scroll is intensely cold. There's some sort of magick running through it.
Enigma: I have heard of such magicks. They were common before the Devastation.
Read the scroll. You see only a rune on it, and there is no text. Drake says "There is only this strange rune." Give the name "Vampyre to this rune." I know this is odd, and it sounds like it is not spelled correctly. It is spelled properly, according to the game. Enter the room through the door, and face south. You will see a brown vial. This is a bubbling blue potion, and it raises your lowest stat. You don't need this, so give it to Enigma. He will benefit from this. Exit the room, and turn left, going north. Ignore any intersections or alcoves, and continue following the corridor until you come to a sign. Attempt to read it, and Enigma says "There is great magick... in the center... for those patient."
Turn from the sign, and follow the corridor until you see an intersection on the left. Head south. See the clickplate? Step on this. Take a step back and turn left facing east. See the portcullis? It keeps opening and closing, and so if you want to get through, you have to step through just right, or a party member could take up to 130 damage points. Save, then approach it, and step through just as the last spear disappears (The armor rune could protect you from this, if you so wish, but I haven't tested it here). If you don't get caught, you won't be harmed. Take the dagger of penetration, and give the brown vial to Enigma. Go back through the porcullis just as the last spear disappears. Head straight west from here. Attempt to walk through the wall straight ahead. It is an illusion. Go into the alcove on the left. You have found another mana circle! Good job. Now, get out your elfwand, and inscribe the Featherfall rune on it. Cast it on Drake, Skuz, and Enigma. Take a step south, go west, then go south to the pit. Jump in. Since Sparkle floats, she didn't get hurt from the fall even though you didn't use Featherfall on her. You're now back in the Pits.
Grab the super heal potion from the floor, then follow the passage to the ladder. Go up it, then go straght, and turn right, and go down the pit. The Featherfall rune is still active, so you won't get hurt. Go four steps west, go north, three steps west, then one step south. On either side of you is a wall button. Press both of them. You opened up two alcoves, one north of you, one south of you. Go north, then west to the alcove. This button restores your party's vitality points when pressed. Take a step back, turn left going south, then turn left going east. This button restores your party's health, and counteracts poison, etc. Turn around and go west to the ladder.
From here, go south, east, two steps south, recast the Featherfall rune, then go west to the pit. Take one step east, then face south. Press the button. Ignore the passage behind you for now, and take one step east, then face north. Attempt to read the sign, and Enigma says "Those who are greeedy will close all doors." Continue east to the three doors ahead, one to the east, one to the north, one to the south. Save your game here! See the doors? Go to the east room first! Take the wolf key. Now exit this room, and go to the north door. Take the ring of poison resistance. Now go to the south room, and take the magick shield. Now the doors are locked. If you hadn't taken the wolf key yet, after going though the north and south doors, all three doors would have locked, and kept you from the key. But if you have it, you won't be coming back here again. Once you have all three items from behind these doors, go back to the secret passage you opened. Follow the passage north, and the wall seals shut behind you. Turn left, and go up the ladder. From here, follow the corridor, and take the second right. Follow this to the lever you were at earlier. Pull it. Now go south, east, then turn left going north. You deactivated a teleporter, and so you can go through this passage. Go straight north, and follow the passage until it turns east. Take the first left to the location of the cutting porcullis.
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Post by Master Smiloid on Oct 19, 2003 15:34:57 GMT -5
Go past the clickplate. If you didn't step on it a second time, stepping on it now makes the porcullis close. If the portcullis closed, the Featherfall rune is inactive. If the porcullis does not close, use the Spoilspell rune to deactivate the spell for a second. When the portcullis is closed, cast Featherfall on Drake, Skuz, and Enigma again. Turn left at the intersection, and go through the illusionary wall. Step into the mana circle, then go down the pit again.
Follow the path to the ladder. Go east to the wall, turn left and go one step north, then turn right and follow the path until you fall into a pit. From here, follow the path until you see an alcove on the right. Smash the bonepile, and take the warhammer, and potion. Leave the helm, chainmail skirt, chainmail shirt, as you don't need them. Continue along the path, which turns west, until you can turn left. From there, go south, through the door at the end. The door is one-way, so you can't go back into the corridor once you go through it. Go up the ladder.
Take two steps west, then turn left, and go south towards the pit. When you land in the Pits, follow the path until you see an alcove on your right. You'll be heading west when you spot it, and the alcove will be to the north. See the duck statue? Only a faerie would place such an object here. Go to your journal, and inscribe the Duck rune onto your elfwand. Cast the rune at the duck statue, and when you hear the quack sound, the duck will move its beak as if quacking, and it'll disappear along with the wall behind it, revealing a hidden room. In this room, you find a horn of fear, a brown vial (give it to Enigma), another magickal black arrow quiver (leave it there), a potion, a ring known as the 'ring of ducking' (put it on one of Drake's hands), two scrolls, and two rune scrolls.
The first scroll reads: Languages rune. Target can read and understand written languages. (You already have this rune.)
The second scroll reads: Waror from Stonekeep, strung and troe, wif silfeier light kep thy shadows at bey. (The scroll was written during the ancient times, and actually says "Warrior from Stonekeep, strong and true, with silver light keep the shadows at bay.")
The third scroll contains a rune you don't have, and says: Sphere rune. Magickal ranged attack. Spheres are physical and can easily crush lightly defended creatures.
Name this new rune "Sphere".
The fourth scroll, in all capitols, reads: C D E D B D Ducks M R Not Ducks O S M R C D E D B D Wings Y I B M R Ducks
That scroll obviously has to do with ducks only, and has nothing to do with the plot of the game. Exit this alcove, and turn right, following the path until you come to a ladder. From the ladder, go west, then turn south. Follow the path east until you get to two portculli that will not stop opening and closing. Follow my advice from earlier, and step through the first one as the spears disappear. After going through the first one, turn left and go north to the button on the north wall. Press this buttons, and the portculli are open permanently, and will not close. Go back to them, and turn left to go east. Follow this path until you get to a sign. Ignore the sign, as it cannot be read. Enigma says "I am sorry Drake. It is impossible to read." if you try to do so. Turn left, and go to the alcove to the north. See the button? Press it. You just deactivated a trap far away.
Go back west, and take the first right. Follow the path, ignoring the first door, and go through the second one at the end. After doing so, go past the zig-zaging hall, and go west. When you reach the intersection, turn right going north, then go two steps west, three steps north, then east to the door. The lock is to the right. Use the wolf key to unlock it.
Enter this door, and take the first left, going north. Turn right here, as the left path leads to nothing but a bonepile. At the corner, the path branches north. One square north from the corner is the trigger for a fireball trap that comes south from the campfire dead ahead. If you pressed the button, this trap is disabled. If not, you'll take 30 to 40 points of damage. Use the Icebolt rune to put the fire out. Take the eagle key. Now, go south, take one step west, and go south. Now turn east, and follow the path to the first alcove. Ignore the hammer, helmet, chainmail skirt, and chainmail shirt. Take the scroll.
The scroll has a chilling warning: To those that follow in our footsteps, heed these words. Beyond the Portal lies the Realm of Shadows. No true life exists there. Continue with the utmost caution and care.
Pretty bad sounding, eh? Follow the passage north until you see a sign on the east wall at the end. Don't use the Language rune. Attempt to read it, and Enigma says "The center is hidden." If Drake reads it, he says "Not all is as it seems in the center." Go back along the path south, west, then north. Go west to the door. Go through the door, then go west, go two steps south, two steps west, five steps north, two steps east, then go south to the sign. Attempt to read it, and Enigma says "There stands a guardian at the gate. Beware him." If Drake reads it, he says "Beware the guardian at the gate."
From here, go north, then two steps west, north, west, north, two steps west, six steps north, then follow the passage to the door. Use the eagle key to unlock this, then follow the passage until you come to a porcullis. Go through it when the last spear just disappears. At the end is the orb key, a button on the wall (It unlocks the three doors that locked in the Pits), and a rune scroll. The scroll reads "Stoptrack rune. Will stop a target in its tracks." Name this new rune "Stoptrack". Go back through the porcullis safely, then go through the door at the end. Go to the corridor that goes north and south, and go south to the four-way intersection with the first porcullis. Head west through the illusionary wall, and cast the Featherfall rune onto Drake, Enigma, and Skuz. Now step into the mana circle again, and go into the pit. Follow the path throught the Pits until you get to the ladder. From there head straight to the wall, then follow the path left to the pit. Fall through it to land on a clickplate. This one is not inactive, but it doesn't trigger a trap either. It opens a secret room to the north. Go in there, and go into the mana circle in the alcove on the left. Read the sign on the north wall and Enigma says "In the shadow realm, there lies a weapon.", or if the Language rune is active, Drake says "In the realm of shadows, the weapon is hidden."
There is a sign with a warning on the east wall. If you read it, either Enigma says "The punishment is banished in the shadows.", or if you have the Language rune active, Drake says "The Scourge has been banished to the shadows." Look in the northeast corner of the room, and you spot Safrinni's Orb floating in midair. Grab it. This is the sixth of the nine orbs you must get in this quest. It is also known as the Orb of Levitation. With this in your inventory, you can't take damage from pit falls, so Featherfall is no longer needed. Click this on Drake when under a pit, and you rise to the level above for a few seconds. From here, face west, as you're under a pit right now. Click the orb on Drake, and then after rising, follow the path, going west, north, west, south, west, south three steps, west through the illusionary wall, then south to the pit.
Follow the path to the ladder, then go east, one step north, then east, then south to the pit. Follow the path until you see it branch left. Don't go there. Take a step west from here, and read the sign on the north wall. Enigma says "Don't enter without... Uh... I'm sorry. I cannot read it." Cast Language on Drake here. He says "Do not pass this way, unless you have the means to rise above your station." Go west to the pit in the ceiling, and face south there. Use Safrinni's Orb on Drake, and go through the illusionary wall to the south after rising. Go either east or west, following the path until you can turn north. Follow this path until you get to the second alcove on the right, before a door. Turn right, and put the guardian plate mail, guardian plate leggings, and guardian helm armors on Drake. Go towards the door, which starts the following conversation (Skuz leaves):
Enigma: I can feel great magickal power coming from beyond this door.
Drake: We must be approaching the Gate.
Skuz: Huh. Skuz wanna go back to Ice Sharga place. Maybe Skuz get nice girl Sharga.
Drake: If you must.
Skuz: Skuz no wanna be dead! Skuz like it alive. Skuz wish all best luck, but Skuz stay on dis side.
Drake: I understand. Farewell, Skuz.
Skuz: Skuz thank you all for stuff and all.
Skuz is gone. Turn right and use the orb key to unlock the door. Save here. Go through it, but stop on the other side. This gate leads to the next level. Don't go there yet, as you can't come back the way you came. Turn right, and go through the illusionary wall. Go north, then left through the illusionary wall. You have landed on the teleporter behind the gate, but it is deactivated from here. Turn right, and open the door. Before going in, take the silver runestaff from the inside of this new room from the outside. Then go in and take the three super heal potions. Now go back through the illusionary walls and face the gate. Save your game, and go through it to the Palace of Shadows.
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Post by Master Smiloid on Oct 19, 2003 23:19:31 GMT -5
Level 11: The Palace of Shadows
When you go through the gate at the end of the Gate of The Ancients, you get treated to a cool but creepy cutscene. You see skeletons rising out of the water, then you look up and see a skeleton fly past the moon, even as the moon itself turns into a skull. Then you look towards a huge skull dead ahead, whilst skeletons are coming up from the murky water. Then you enter the mouth of the skull and enter the Palace of Shadows.
When the cutscene stops and you are able to take control, go south for a second. You will see an intersection, but there are dead ends on either side, so you have to go north instead. Be aware that the Palace of Shadows is not like other levels before or since. The east and west halves of this immense level mirror each other almost exactly, and the enemies can be a harrowing experience to fight if you're not prepared! In fact, not only are there material types of foes on the west side of the palace, but on the east side of the palace, in the same places where they appear in the west side, are phantom variants of the same enemies! Get out the following runes and inscribe them on the silver runestaff: Language, Invisibility, Shrink, Armor, Sphere, and Healing. Inscribe the Power III meta rune on Armor, Sphere, and Healing. Put the ball meta rune on Armor and Healing. Put the Potency meta rune on Sphere. The silver runestaff can hold up to six spells at once. When you're done, go north.
At the end of the journey north, turn right, and go one step east. You receive the following warning from Thera:
Thera: Drake! Drake, listen to me. I have little time before he notices and all my trapped power is being used to create this vision. Heed this warning, my champion. Trust those you know, but all is not as it seems. This place is but a shadow of what is real. And a shadow is a reflection.
Take one more step east, then turn north to the wall, which is an illusion. Walk through it to a secret room, and take the four healing potions. Go back through the illusionary wall, and walk west four steps. Turn right, facing north, and walk through the illusionary wall. Take another four heal potions. Now walk back through the illusionary wall, and take two steps west. Take one step south. As you go south from the northern-most corridor, you trigger walls that close that corridor, sealing it off, preventing you from being able to go back there. At the same time, six floating skulls go around in a clockwise direction in a large area five steps south of where you are. These skulls attack with energybolts, which cause damage and inflict weakness. On top of that, when up close, they also like to move in close and bash into you using their foreheads, which can do some harm. Six shadow-skulls are supposed to go counter-clockwise around an area on the east side of the palace that mirrors this area.
Take two steps south again, and immediately enter the area on the left. Face north on the west side of this alcove. See the yin symbol? Take it. Get out the dagger of penetration, then go west one step and turn south. Prepare to go counter-clockwise or clockwise around this area, fending off the six floating skulls using your trusty dagger, as a few hits can take each of them out. This is odd, since they're boneheads, but there you are. The Shield rune is not used in this level as it doesn't protect you from their energybolts even at power level 3. When you're done fighting all six, head to the eastern-most corridor in this 9-by-9 area. Go straight to the middle of the corridor and face east. See the mirror on the wall? This is a teleport called a dark mirror. Pull up your silver runestaff and activate the Sphere rune, in case you encounter shadow-skulls after going through the portal. Going through the portal causes you to lose some strength for a minute or two. The shadow-skulls may or may not appear. They never appeared for me due to a bug, I may think, so if you wind up facing them, blast them with the Sphere rune, enhanced with the Potency and Power III meta runes. They can't withstand that rune for very long, as they take double damage from pure magickal attacks. In any case, after stepping through the portal or after your fight, cast Healing on your party to fully heal your group and heal any afflictions, which would be weakness. Get to the northern half of this 9-by-9 area, and look for a corridor leading north on the west side of the passage. Go up this corridor, then take the first left.
Face north after going west one step. See the yang symbol? Take it if you want, but if you do put it back. Also, you must put the yin symbol here. With them together, you make a hidden door appear to the west. Go through it, and it closes behind you, and when you face east, you see nothing but a wall. Face south now, and save. Make sure your party's vitality points are high! When you go south six steps, Khull-Khuum the Shadowking clanks around the corner to the left and roars "Mortal fools! You dare think you can free my little family? (laughs) Begone!" With that, he slams you down the hall, and all of your party members take 60-80 points of damage. But you have no choice, as you have to face him here to get to a crucial item just ahead. Use Healing to heal your damage. Go south, and press the button opposite the alcove, which opens the wall there.
Continue around the corridor until you can go north. See the alcove on the left? Look at the wall opposite it, and press the button, opening the wall behind you. Now go south, west, south, then two steps east. Go south to the giant orb. This is Marif's Orb, also known as the Orb of Strength. But it is way too large to pick up. Get out the Shrink rune and shrink it down to manageable size. If there are no afflictions and no spells active, Drake shudders and gasps when you grab it:
Drake: (gasping) I can feel the power in this orb. Strength is running up my arms. I have been given the strength of Marif himself.
Sparkle: Are you in danger?
Drake: Nay, friend. The feeling is good. The strength is righteous.
Enigma: Your aura glows stronger.
Drake: We must proceed with caution now. I feel this is a critical time. We must go quickly to Thera's Temple and free the orbs. Khull-Khuum must have planned for this to happen, and I do not think he would be so forgiving of our intrusion after this point.
Go due south. When you can't go south any more, you hear Farli, and he calls out "Drake! Over here!" Turn left, and follow the passage until you see him. He walks to you and the following conversation takes place (Sparkle leaves):
Drake: (happy) Farli! I thought you were uck-togoth, banished from your people.
Farli: I was. I travelled to Chak-higoth, the Dwarven capital, and made my peace with the elders as is our tradition. They absolved me, and I was no longer an uck-togoth, but Farli Mallestone once again.
Drake: Then what brings you here?
Farli: Couldn't let a friend down, and besides, this time I got permission.
Sparkle: Hmm?
Farli: (continues) I spoke with the Queen Iaenni. You are summoned to her side.
Sparkle: Really?
Drake: Truly this is great news.
Sparkle: Nuh-uh! I don't wanna go. You need me!
Drake: Don't worry, Farli is here. He can help us. Correct?
Farli: Aye, that is my duty.
Sparkle: I can't wait to see my friends again. That is, my other friends, Drakie.
Drake: I understand. Return home in Thera's safety.
Sparkle: I'll see you again... Someday! Tootalie-ootalieoo! (Farli joins the party, after Sparkle leaves.)
Drake: Good to have you back.
Farli: There's a job to finish. And I'm good at finishing what I start.
Enigma: (coughs)
Drake: Right. Farli, this is Enigma. An honorable...
Farli: (interrupting) Elf. I can see.
Enigma: Drake has spoken favorably of you, Dwarf.
Drake: And I speak favorably of Enigma. He has earned my trust, like you have.
Farli: Drake's trust is enough for me. Well met, Enigma.
Enigma: Well met, Farli. I wish it was a different place.
Drake: Agreed to all. Let us journey on, shall we?
Do not go south, for an important reason I'll reveal later. Head west two steps, go two steps north, then one step east. Turn left, facing the north wall.
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Post by Master Smiloid on Oct 20, 2003 14:05:39 GMT -5
See the button? Press it. Turn left, and go into the next corridor, which goes north and south. Face south here. Now, cast the Armor rune on your party. It should be enhanced with the Power III and Ball meta runes. Put the magickal throwing axe in your left hand. Go down the corridor, one step at a time, pausing between movements. When a shadow-skeleton pops out of the ground and attacks, retaliate with your magickal throwing axe. 9 to 11 hits should silence it. To aid your attacking rate, use Azrael's Orb.
See the dark mirror on the west wall to your right? If not, walk forward a bit, but don't go to where it is. See it? If you look in this mirror, Drake's dark reflection blasts your party with firebolts. Back all the way to the north end of this corridor, and place the cursor on the right side of the screen, just under where it turns into a scroll. (That scroll represents your inventory, and if you've been following this, you should know.) Throw the axe now. If you hear the sound of glass shattering, you destroyed the dark mirror, and Drake's dark reflection won't attack you. Congratulations. Walk up to the shattered mirror, face it, and take a shard from it.
Go south a few steps, and another shadow-skelton attacks. Deal with it in the same manner as the first. Now go back to the north corridor. Turn left going east, and turn south when you can. Go a few steps south, and a lesser shadow-skeleton comes out of the ground. Destroy it. You have entered a 4-by-2 area. Take one step east here, and head south, one step at a time, until a lesser shadow-skeleton pops out of the ground. Take him out. Head due south to the door. Go through it, and go two steps south, three steps west, then go north to the chest. Take the heal and super heal potions out of it. Now, go south, take three steps east, and go north through the door again.
Keep going north, ignoring the passage west. Follow until the path turns west at the north end. Follow this to where it goes south. Take one step south only, and turn right going west. Go west until you're one step past the intersection. Re-cast Armor on your party, and remove the magickal throwing axe and silver runestaff from Drake's hands. Get the stone hammer out. Turn to face the north wall, and press the button. Go through the new opening to the west, and go south towards the regular skeletons. Use the stone hammer to bash them. But when either one crumbles into bones, quickly take a step back and take the helm, skull, or broadsword as soon as possible. Unlike previous encounters, the helm, skull, and broadsword creep closer to the skeleton's body, and if you don't pick them up, the skeleton reforms itself and you have to fight it again. I am NOT joking. This only happens once. If this happens, and you defeat the skeleton, it will not reform itself again. When you have defeated them and they don't reform, go north, turn west, then follow the passage south a bit.
Take down the lesser skeletons the same way you did the regular skeletons, keeping in mind what I mentioned earlier. One of them is at the north end of the 4-by-2 area, the other at the south end. Now, cast the invisibility spell on your party. Head south on the west side of this area, and turn left, going one step. Wahooka comes back, and joins your party:
Wahooka: (off-screen) Greetings again. Have a moment?
Drake: What do you want, goblin?
Wahooka: (off-screen) Bah! About time we spoke again.
Drake: Then appear and we can do so.
Wahooka appears in the mystic mirror with your party.
Drake: What are you doing?!
Wahooka: It is time for us to join forces, Drake.
Drake: Hmm.
Wahooka: As you may guess, it was I who saved you that dark day so long ago.
Drake: You? Why?
Wahooka: Bah, don't be such a fool. We can profit together.
Drake: And since neither of us trusts the other, we can venture without trouble. I don't think so.
Wahooka: I don't say this is an easy thing to do. But I have no reason to harm you. I helped you long ago.
Drake: Maybe.
Whaooka: And I help now. Khull-Khuum must be stopped. I know this.
Enigma: But why you?
Wahooka: There are riches ahead, I can smell them.
Drake: I'm sure you can. Very well, join us.
Wahooka: Oh, I already have. I already have.
The reason you cast the invisibility spell is to prevent Scourge, an enemy you cannot defeat yet who dwells in an area at the end of this hall, from seeing you. If he does, he gives you a verbal warning. Don't go down this way yet, as you don't have a weapon you can easily defeat him with. Also, like I mentioned earlier, don't go down the corridors past where Farli rejoined your party, or Scourge will suddenly go through a dark mirror teleport, go into the corridor, and follow you all over the place. Take one step back, turn right, and go through the door. Take one step south from the door, three steps east, then one step north. Now, put the Spoilspell rune on the elfwand, and cast it on Drake, Farli, and Enigma. This cancels the spell, but also cancels the Armor rune. Open the chest here, and take the heal and super heal potions out.
Get the silver runestaff out, and cast the Armor rune on your entire party. Go east to the door. Go one step east, then go south through another door (it is one way only). Get the stone hammer out, and use Azreal's Orb again. Turn right, and go west through this door. Bash the regular skeletons to pieces now. You may have to fight one or both a second time, as it is kinda hard to take one of the items they drop if you're fighting one of them. When the fighting is over, get the dagger of penetration out again. You have a lot of vitality, right? Hope so. Go through the door. Go into this 2-by-2 area and open the chest. Grab the heal, super heal, and poison cure potions. Now, turn to face east, and walk through the illusionary wall. Immediately face south. Destroy the floating skulls, and do so quickly. You're facing four here at once, and that is not pretty. After the fight, have Drake or anybody else consume a green mushroom if needed.
Walk south, then go east, destroying any floating skulls along the way. At the end, turn left, and go north. Take two more steps east, then go south one step. A floating skull descends from the ceiling. Destroy it. Now, turn west, and walk through the illusionary wall. Turn to face south. See what lies on the floor? This is a piece of the shadow weapon, the most powerful weapon in Stonekeep. It can take multiple weapon forms, but you have to find the base first. Take it, and the following comments get heard by your party members:
Farli: There is a mighty weapon in the making.
Wahooka: Bah! It is worthless... without its mate, that is. Do you want to trade it?
Enigma: An ancient relic. Use caution.
Turn to face the north wall. Cast Language on Drake. Read the sign. It says "Light and darkness, formed together, form my strength, form my shape." Now, exit through the east illusionary wall. Get out the silver runestaff and activate the Sphere rune. Use Yoth-Soggoth's Orb if you need to recharge your magick, but do so anyway during your next encounter, as you're going to be using a lot of magick to attack the enemies. Go through the dark mirror teleport to the east side of the palace. Take one step forward, turn left facing north, and take a step backward, going south. Blast the two shadow-skulls here, using the Sphere rune. One or two blasts should eliminate them. Go north, then go one step east at a time, eliminating the shadow-skulls the same way as the first ones. Turn right when you get to the wall, which is an illusion in fact. You will probably need to use Yoth-Soggoth's Orb now, so do so. Go south, then turn right and go west one step at a time. Destroy the shadow-skulls in the same manner. Now, go west to the wall, go one step north, and turn left. Go through the illusionary wall. Turn left, and you'll see the base of the shadow weapon. The following conversation takes place:
Drake: I wonder what will happen when we bring both pieces together.
Enigma: Proceed with care.
Wahooka: Bah! Put it together. It must be very magickal.
Farli: I agree with the Elf. Hmmm. But I am myself curious.
Place the piece of shadow on the base. Now it morphs from weapon to weapon. You see an axe, a sword, a spear, a hammer, and a dagger. Take the shadow sword. Turn to face the north wall. Read the sign, which reads "I am of darkness and light, and together with my twin form the weapon of twilight, the weapon of shadow. Fear me, fear my powers, shaped as shape can be." Go through the illusionary wall to the right, go north, then east through the illusionary wall.
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Post by Master Smiloid on Oct 20, 2003 14:59:11 GMT -5
You went through the illusionary wall, right? Go to the chest dead ahead. Take out the heal, super heal, and poison cure potions. Now, take one step north, and go west to the door. Is the armor rune active still? If not, recast it. Put the shadow sword in Drake's left hand when his right hand is empty. Go through the door, and destroy the shadow skeletons in 2-4 hits. Neat, huh? Go through the next few doors, and fend off three more shadow-skeletons in a room that has a zig-zag at the beginning. Now, turn around and go back the way you came, through the illusionary wall opposite the chest, and head to the area near where you got the shadow sword. Go through the dark mirror. Turn right, go one step south, then go west, and through the illusionary wall. Go one step south, then go through the next two doors (you'll pass two dead skeletons on the way). Go through the next ones, and slaughter the next skeleton, who walks towards you. Back away and take one of the items he drops, so he doesn't resurrect himself. Go past the zig-zag, and destroy two more skeletons, then take the items they dropped before they come back to life. Go through the door. Go through another door, and turn right at the intersection. Go two steps north, two steps west, then head north through three doors.
Here, you have to fight several floating skulls. But they won't stand much of a chance against you, so waste every one of them. Use a green mushroom if you need to. The southern end of the east half of this room has a chest. Open it and take the two super heal potions. Go through the door at the north end, and go through yet another door afterward. Re-cast the Armor rune. Take one step north from the door, two steps east, two steps north, then go east through two sets of doors. Defeat the lesser skeletons and take the items they drop so they don't reform themselves. Go through the door and you wind up back at the area you were at the beginning, near where you find the yin symbol.
Go four steps south. Take one step east, then go four steps south again, to the dark mirror, but don't go through it. Go west one step, and the center of this area is blocked by a wall. Take one more step west, turn north, then go through an illusionary wall. Follow the path until you go through another one. Head south. You will get teleported to a hidden area at the southwest section of the palace. Destroy the skeleton, and take his items. Now, touch the yellow sphere. Your vitality points, as well as Farli's, are restored. Go through the the east door, and turn south, following the path. Kill the floating skulls along the way. Did I mention that a Scare rune doesn't work on these enemies? They cannot be scared by anything.
Go through the north door, then head back to the area near where the yin symbol was gotten. Go south four steps, then west three steps. Go south two steps, turn right, and go through the illusionary wall. Follow the path until you go through another one, then head left, going east. You wind up in a secret room in the northwest area of the palace. Kill the skeleton and take its items, then cast Language on Drake and read the sign. It reads "Where the reflection does not reflect, bind the shadow by destroying the magick."
Go through the south door, take a step right, then follow the path, killing floating skulls along the way. Go through the east door. Go through to the area where the yin symbol was gotten, and head to the dark mirror. Go through it, then take two steps east. Go two steps north (you go through an illusionary wall), two steps east, through yet another illusionary wall, then head south. You get teleported to a secret room in the southeast area of the palace. Destroy the shadow skeleton, then click the silver runestaff and elfwand on the orb, which restores their magick power. This drains the throg runecaster, so don't click it here. Go through the west door. Go south, killing the shadow-skulls along the path.
When you get to the north door, go through it, and two more doors. Get the Sphere rune out. Blast the shadow-skulls to kingdom come. When they're gone, use Yoth-Soggoth's Orb. Re-cast the Armor rune. Go to the west half of this long room, and go to the south end of that side. Take the two super heal potions out of the chest. Head north through the next few doors, then go one step north, two steps west, two steps north, then west through two doors. Confusing? Like I said, the east and west halves of this palace mirror each other. Told you so. Fend off the lesser shadow-skeletons. Go through the door to the area with the yin-yang symbol. Go one step west, four steps south, three steps east. Now go two steps south, go through the illusionary wall on the left, and follow it until you go through another one. Turn right here, and go west.
You wind up in a secret room on the northeast side of the palace. Destroy the shadow-skeleton, who wants you to join him on the nether plane, and read the sign. If Drake says "I can't read it.", cast the Language rune again. The sign says "I am he who traps without energy. None can escape my influence easily. I am at the center, yet I am everywhere. I am the giver of life, and I am the destroyer of all. My domain is my own, and none shall surpass me in my life." Nice going. Now go through the south door, and turn left, following the path. Kill the shadow-skulls along the way, then go through the two sets of doors on the west side. You have no more shadow-skulls to deal with.
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Post by Master Smiloid on Oct 20, 2003 15:24:24 GMT -5
Go west, go south two steps, then go east through the door. Go through another door, then fend off the shadow-skeletons in this corridor. Go through another door, then go one step east, and turn south through another door. Deal the last shadow-skeletons the death blow. Go through another door, an go through the dark mirror.
The screen goes black, and you hear whispering voices, talking about 'Doom' and 'The Shadow'. Those are lost souls of people that were killed. This place should be called a 'purgatory'. Go west, then six steps north. Face east. Pick up the scroll. It reads "May you live to be a hundred and one. And my mine be the last voice that you hear. -Morpheous Blackstaff" Go one step north, then follow the corridor east, then go south. At this point, go right, which is west, then go north. When you can go left, do so. Take the first right, then go left, and go around until you can turn left again. Go north three steps, west one step, north two steps, then go west through two doors. Waste the skeletons, and take their items that they drop. Go through the next door, and then go west and turn south through another door. Destroy the last skeletons in this level, and take the helm, skull, or broadsword. You only have one enemy left to fight in this level. Guess who that is? Go through the door, and go through the dark mirror.
You hear more voices of lost souls. They mention "father", and "the pain". Pretty bad, huh? Wouldn't want to be one of them, right? Now go two steps east, and six steps north. Then turn left, facing west. This is the last rune scroll. Open it, and read it. It says "Quickness rune. Target attacks faster." Name this rune "Quickness". Now, you're probably not going to be using this, unless you want to use Azrael's Orb, but can't do so. Doesn't matter. Go one step north, go west, then south until you get to the next corridor. Go back to where you got the yin symbol, and go back to the dark mirror that led to the purgatory on the west side. Now you get to hear Drake's father, and he says "Drake, you are in danger, son." Drake responds "Father? Where are you father?" Of course, Drake's father doesn't respond to him. Go east, north, west, then south. When you reach the wall, go one step west, then one step north. Turn left, going one step west, then go south to the intersection. Prepare for a fight.
Go east through this corridor, and you encounter Scourge, one of the Shadowking's deadliest lieutenants. Scourge is in fact three floating skulls. The first skull zaps your party's strength, one star per blast. The second skull zaps your party's vitality 10 points per blast. The third one drains your runecasters of mana, 2 points per blast. When he spots you, the following occurs:
Scourge: Trespassers! Trespassers! Prepare to meet your doom! I am the Scourge of life, the Scourge of light, and the Scourge of hope. I am Scourge!
Drake: (in a sarcastic tone) Yay!
Attack only the center skull. Don't try to hit those going around it. When you destroy the first skull, Scourge screams "You shall pay for that! It has been a long time since anyone has Scourge such pain." Destroy the second skull, and he howls "Pay, pay, you will pay!" Destroy the last one, and he moans "Darkness! It is so dark! So dark. Khull-Khuum, my lord, beware, darkness is falling." After the battle, your party has the following discussion:
Drake: Thera's blood! That was tough!
Wahooka: Bah! You know not your own skill. And I was here. There was no chance of failure.
Farli: Wahooka, you were a coward in combat. Anybody could see that.
Wahooka: And any fool could say such rubbish! Bah! Let us move on. I do not think we have time to argue over the lack of Dwarvish intelligence. There is treasure to be found.
Go back west two steps, then face the north wall. Press the button here, then go through the passage behind you to a hidden room. On the way you activate a poison gas trap. Ignore it, but don't stay in it, or it'll poison one or more party members. Open each of the two chests, and take the brown vial and heal potion out of each of them. Give the brown vials to Enigma.
Exit out of this room, and go past the poison gas trap. Go two steps east, then go two steps south. Press the button. Now go four steps north, and face west. See the dark mirror teleport? This leads back to the Pits. You probably don't want to go there, as it leads back to where you got Safrinni's Orb. Head east four steps, then go south two steps. Go through the dark mirror on the east wall. You wind up in an area that almost mirrors the area you were just in. Only thing is that in one spot the reflection does not reflect. Go north two steps, go east, then south two steps. Go two steps east, then face the north wall.
Press the button here, then turn around and go south two steps. You just activated another poison gas trap. Ignore it like the first. Go east four steps, and into a 2-by-2 room. Open the chests. Each holds a brown vial and a heal potion. Give the brown vials to Enigma. Now, exit this room, and go past the poison gas trap. Head west two steps, then go south two steps. Press the button on the east wall. Go north four steps, then look east at the dark mirror. This teleport leads to a super secret room in the Temple of Throggi. You do want to go there, so go through the dark mirror. When you arrive in the secret room, you may lose some more strength. Use a green mushroom to restore it. Go east one step, then go three steps north. Bash the barrel, and look west. Press the button. Now you can get to the Dragon Feeding Grounds from here, without having to go back through the Gate of the Ancients and the Ice Caverns. But you don't need to, so don't be concerned about that. You can go back to the Dwarven Fortress. If you read the sign near Geldor's Armory without the Language rune, Farli says "Geldor's Armory. He sells armor and weapons to travelers. He used to do a lot of business, but I think that has changed recently." Any case, if you do go there, the only thing Torin says is "It is good to see you again."
In the secret room in the Throg Temple, go back to the dark mirror. Take the four heal roots, then wait for 10 seconds. Now turn left twice, then turn right four times. Your party is now poisoned for 90 minutes. Don't get mad at me. This is a good poison. Instead of sapping your vitality, it heals your party's vitality by 3 points every 15 seconds. Imagine a continuous healing potion! Now, go through the dark teleport again. When you're back in the Palace of Shadows, go west five steps, then south two steps. Go east one step into the area where the reflection does not reflect. The following conversation takes place:
Drake: There is something about this area. I do not know what, but it feels cold, even to the bottom of my soul.
Wahooka: Bah, you fool. Can't you see with more than just your eyes? (after a pause) Hurry, hurry, must I do everything for you?
Drake: I am not sure what is happening here.
Wahooka: Bah! Remember the sign. The prophecy on the wall. Destroy the magick, it said. Well, do so.
(Note: If you don't have the shard, Wahooka says "Bah! There is strong magick at work here. You feel it, no? This magick is illusionary, it hides something from your sight.")
Get the dark mirror shard out of your inventory, and click it on Drake. He says "When I look through this, I can see something. It's a doorway." A door appears where there previously was none. Save your game. Now go through the door and up into the Tower of the Shadowking.
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Post by Master Smiloid on Oct 21, 2003 10:49:54 GMT -5
Level 12: Tower of the Shadowking
You have emerged here from the Palace of Shadows. A gatekeeper gargoyle appears on the door in front of you, with a green triangle and red square below him. The green triangle is on the left, and the red square is on the right. He asks you the following question in a voice that seems to indicate he needs a throat lozenge:
Gargoyle: I am the gatekeeper of the Tower of Shadows. His Majesty welcomes all who would enter into his domain. Do you wish to enter the shadows?
Drake: What do you mean?
Gargoyle: I am the gatekeeper of the Tower of Shadows. His Majesty welcomes all who would enter into his domain. Do you wish to enter the shadows?
Press the red square, which is 'NO'. The gatekeeper says "You have left your foolishness behind. Have you need to enter?" Press the green triangle, which is 'YES'. He says "The time has come. The prophecy will be fullfilled and your fate written. As keeper of shadows, it is my fate to tell you that the silver light can keep the shadows at bay. Forgive me, Master."
With that, the gatekeeper gargoyle disappears. If you enter without answering him, invisible buttons appear on the walls, and he keeps asking you that question. If you press the green triangle first, he says "Welcome, fool. You have served the master well. Go quickly up the stairs. Do not turn from the main passage or you will be destroyed! He waits in his hall at the top of the Tower." With that, he laughs maliciously, fades, and the door opens. You don't want this because you don't want to go up the stairs and engage the Shadowking in combat. You'll probably lose that way, and Wahooka will leave before you get to the top. If you press the red square twice, he says "You are no hero.", and fades, and then the door opens. However, if you don't have all of the orbs, he says "You are a fool to come here without that which his Majesty seeks. Go and do not return without all of the orbs."
Go north one step, then go east through the door. When you get to the middle of this room, Wahooka says "Magick bars your way, magick is the key to the solution - Bah, the solution is simple. Can you not see it?" Turn south, and push on the brick. See the puzzle? You don't have the solution, so pressing random buttons won't help. This puzzle, when solved, disables a door trap on the opposite side of the hall. Get out the silver runestaff, and put the following runes on it: Shield, Armor, Spoilspell, Silence, Circle, and Homing. You will need all six of them. The top two are most important, especially the top one. Put the Power III meta rune on the Shield, Armor, and Spoilspell runes. Put the Potency meta rune on the Spoilspell rune. Put the Duration meta rune on the Shield and Armor runes. Now, step out of this room, take one step west, and two steps north.
Don't go through the door to the north here, as this leads to the top of the tower. You don't want to go this way. Wahooka will call you a fool before you get there. You don't want to face the Shadowking in combat, as you could lose the game that way. Turn right, facing the east door. Cast the Shield and Armor runes on your party. Remove the runecaster and get out the shadow sword. Go through the door.
Four floating spikers, ugly and deadly little things, come at you from around a nearby corner. You're protected by the spells you cast, so hack at them with your sword to eliminate them. Their thrusting attacks, and their in-your-face explosions that occur when you destroy them can't do any harm as a result of those spells. When you're done dealing with them, go east, south, east, then north. Enigma says "Stop!", and fires an elven arrow up the passage. If he's not in your party, Farli voices his concern about this area. Go north.
If Enigma is not in your party, you take damage from a magickal fire trap, which is triggered by a traitorous dwarf up the hall. You don't, because he's with you. You eventually reach the dead dwarf, and then Farli is upset with Enigma at first:
Farli: You have slain one of my brethren, dark one! For that, you will pay!
Drake: Why have you done this?
Farli: Speak, or your supposed quest for vengeance ends here!
Enigma: He was acting strangely. Look around first before you accuse me.
Take the items the dwarf dropped, which includes four oil bombs, a dwarven axe, and a piece of metal. Step to where he stood, then turn left towards the lever. Farli understands Enigma's action:
Farli: Hmmm, this lever connects to a trap mechanism to the south. How could you know this?
Enigma: My eyes see far more than you will ever know, Dwarf.
Farli: What is that supposed to mean?
Drake: Leave him be, Farli. Let us stop bickering and get on with this.
Turn right, and go north. Turn left and go west at the corner. When you reach the alcove, Farli says "There is something odd about one of these walls. Hmm. There are hidden mechanisms of Dwarven construct, from the look of them." If you have the piece of metal, he adds "I could use this piece of metal to make it function." With that, a secret door opens to the south. (If Enigma is not in your party, and the traitorous dwarf didn't get killed, he runs to the door, opens it, and leaves it open.) Go down the stairs to the lair of the dark dwarves.
Go two steps south, go west, then one step north. Face east and press the button. Go west, picking up the black slayer arrow along the way, and then turn north at the end. Step into the mana circle to recharge your mana. Go south, east, then north to the well. When you face east, the following comments take place:
Drake: Well.
Farli: Well.
Enigma: Well.
Wahooka: Well what?
Get out the bucket, and fill it with water. When you're done, cast Silence on your party. Go south, east, then south three steps. See the dwarf? He's picking over the remains of some dead thing or other. If you attack him or step back, he attacks and grunts like a wild animal! Cast Spoilspell on him to dis-enchant him. He then walks into his lair. Take two steps west, then turn south and press the button on the wall. You've just opened a hidden passage nearby. Remove the silver runestaff and get out the shadow sword. Save here, then go one step west, then immediately go back three steps east.
A platoon of dark dwarves come at you, some throwing oil bombs, and they grunt like wild animals. Farli says "They're like animals! What evil magick!" When they get in closer, go west, then north one step, and west one step to the Shrine of Khull-Khuum. Attack the top of it to knock it off of its base. Now the dwarves are all freed. Go to the dwarf that just walked to the area north of you. The following conversation takes place:
Freed Dwarf: Thank you, Great Master. I have been in the thrall of magick for a long time.
Farli: What did he say?
Freed Dwarf: The Evil One gave us food to kill. I made many traps. Don't touch the door!
Drake: Did he say there's a trap on the door?
Freed Dwarf: Yes! There button in wall across passage behind door. Push dem. This da pattern.
Take the scroll from his outstretched hand. The conversation continues:
Freed Dwarf: There more, but I forgot.
Drake: Thank you. Do you need help getting out of here?
Freed Dwarf: I'm afraid Evil One come to kill me. I hide from him now.
Drake: No! Come with us, we will protect you from his power.
Freed Dwarf: Ahhhhh! No no no no no no no! (He runs away)
Punch at the bonepile to get a heal root. The rubble pile hides a dagger of penetration. Go into the secret passage on the left (it was opened when you pressed the button. At the end you find another scroll, with the same pattern as the one you just got. There is a pit in the ceiling here, but you can't go up it. If you attempt it, Farli says "It's barred, and is quite secure." Go west, north, three steps east, south, east, south, east, south, then turn east. Punch at the rubble pile to get a black slayer arrow. Now go north, and exit out to the first floor of the tower.
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Post by Master Smiloid on Oct 21, 2003 12:58:13 GMT -5
Go north, then one step east, then go north, east, north, east, then south. Turn west to face a sign. Attempt to read it and Drake says "It's covered with dust!" Enigma replies "This is the Dust of Zandi. It is a lingering gift of the shadows. It causes illness upon contact with the skin, you should not touch it." Get out the bucket, and wash the Dust of Zandi off of the sign. Try to read it, and the following conversation ensues:
Drake: I can't read it.
Enigma: I cannot read it.
Wahooka: Balance? Who wants balance? Hey, I do. Heh heh.
Drake: Just read it.
Wahooka: And thus was balance restored in the end.
Follow the rest of the corridor until you get to the dead dwarf. Turn left, facing south. Is the Shield rune active? It should be. If it isn't, re-cast it. Make sure that the shadow sword is in Drake's left hand. Go directly south, then at the end of the corridor, go west one step, and south one step. Face west. Two fire elementals approach from the west. They are flaming entities that attack with deadly firebolts. Fire attacks have no effect, and they only take 50 percent damage from cold attacks. They're practically immune to crushing or piercing weapons, but are weak against cutting weapons. If the Shield rune, enhanced with the Power III meta rune is active, you are immune to their powerful firebolts. Hack them to embers with your shadow sword. When they are destroyed, they simply disappear and leave nothing behind. When they are gone, go west, south, then west to the room they were occupying. In there you find a brown vial. Give it to Enigma. He should have around 200 or 220 hit points by now. Go east, north, east, north, east, two steps north, then go west, north, and west through the door.
You are back in the main hall. Go one step west, two steps south, then go east and into the room with the puzzle. Open the brick panel. Remember the code you got from the scrolls you found in the lair of the dark dwarves? It is this one below:
OOXX XXXO OXXX XXOO
Where there is a 'O' press that corresponding button. When done correctly, the electrical door trap on the other side of the main hall is disabled. But you have more to explore, so go leave this room. Go one step west, two steps north, then turn left, facing west. Re-cast the Armor and Shield runes now. Get the shadow sword out. Now go through the west door. Destroy the four floating spikers that come at you from around the corner, like those you fought before. Go west, north, east, two steps north, then west to the sign. Attempt to read it, and Drake says "There is writing here, but a dark powder covers the words, making it impossible to read." Enigma replies "This is the Dust of Zandi. It is a lingering gift of the shadows. It causes illness upon contact with the skin, you should not touch it." Get out the bucket and wash it off the sign. Try to read it again, and the following conversation ensues:
Drake: I can't read it.
Enigma: It is beyond my talents.
Wahooka: Bah! Darkness and light. How mundane, how boring, how depressing.
Drake: Just tell me what it says.
Wahooka: Oh, all right! In the beginning, there was darkness and light. And me.
Now, go east two steps, and go north through the illusionary wall. Go one step east, and go north through another illusionary wall. Go north to the next corridor, and go east to the portcullis. (Warning: DO NOT go west! If you do, you run into a large and very deadly floating spiker. It is better to go east, so you can set up a trap for the killer creature.)
Turn north, and press the button on the north wall. The porctullis opens. Step east, and kill the tough floating spiker that comes out of a hidden room to the east. Go south into another room. This room has nothing in it, but it is crucial for something. Get out the silver runestaff. Now, go north, then take three steps west. Face east. Cast the Circle rune on the ground here. Click on the Homing rune to activate it. Now save your game.
West of here, around five steps, is a large and nearly invincible floating spiker. You don't want to engage this enemy in combat, as it can kill each of your party members with just a single powerful thrust. Get the runecaster out again. Walk four steps west, to get it to start coming towards you. Immediately go backwards seven steps without pausing. When you get just past the portcullis, turn left to face north, then immediately go backwards two steps south. Turn right to face east, and take one step backwards going west. Wait until you see the spiker going south and about to turn right towards you. The instant you see it, cast Homing! As soon as you are where the circle is, quickly take one step east, turn left to face north, and immediately use the left mouse button to press the button on the north wall. Turn right, and back away. The spiker should be trapped behind the portcullis. This strategy always works for me, which is why I'm using it instead of the normal strategy, which does not involve the Homing rune. Using that one, the spiker is much more likely to escape. When doing it that way, you'd still go backwards until you're just past the portcullis, but then you step back into the room to the south until you reach the wall, and face the spiker approaching from the north. You spin 180 degrees when the spiker reaches you, then you run backwards, then immediately turn right and go one step west, then turn right and press the button on the north wall. That strategy never worked for me. Go west to where the spiker was, go south, then west through the illusionary wall. See the silver ankh on the floor? Take it. The following conversation ensues:
Drake: It's covered with dust.
Wahooka: The silver items are ancient relics of great importance. Khull-Khuum used them to capture the gods into the Orbs during the Devastation. Isn't that interesting?
Get the shadow sword out again. Exit the hidden room, go east, north, five steps east, then go south through the illusionary wall. Turn left, and go east through the door. Go east, north, east, then two steps south. A tough floating spiker comes through the illusionary wall to the east. Kill the creature. The hidden room is empty. Go two steps south, and follow the path until you hear two enemies approaching. You are facing two more fire elementals. Waste them. There is nothing in this room. Go west, south, east, north, west, south, and west through the door. Go west, and go south through the illusionary wall. Go south two steps, west four, north four, then east to the door.
Go through the door, then go east, and then north. At the northeast area of this 2-by-2 room, a tough floating spiker comes through the illusionary wall to the east. Kill the creature, then go through the illusionary wall. Face south, and give the last brown vial to Enigma. He should have either 220 or 240 hit points now. Go west through the illusionary wall, then go south, and west through the door. Go west, north, west, then south two steps. Go west through the illusionary wall, west two steps, south, west, then south two steps. Face west, and move the brick panel. You see a Power III meta rune. Drake says "What is this doing here?" Use the bucket to wash it off. Go north, east, north, then east through the illusionary wall. Go two steps south, then turn east and then west, killing the two floating skulls.
Is the Shield rune still active? It should be. If not, re-cast it. Now go south, and follow the path to the end. Three fire elementals appear out of nowhere in this 2-by-2 room. Hack them to embers, then go through the illusionary wall on the north side of the area. You see a teleporter with a cross symbol flashing on it. But you can't go here because you lack the silver cross. This leads to a secret room on the second floor, which contains an orb that recharges your runecasters. Go south, west, north, west, north, west, north to the end of the corridor, east, south, west, south two steps, then east through the door. Go east one step, south two, then west through the door. Kill the floating skull and go up the stairs to the second floor of the tower.
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Post by Master Smiloid on Oct 21, 2003 14:50:19 GMT -5
Now, re-cast the Shield rune. No need for the Armor rune, as there are no more floating spikers to deal with from here on out. Get the shadow sword out. Go east, then south, then go three steps east. Go north, then two steps east. Destroy the fire elemental that appears. Now go back west, go south, then go east until you can turn north. Face north, and kill the fire elemental. Now, go north to the end of this corridor. Hack this fire elemental to embers, because later on, when you go behind it, you'll cause it to appear, so it's best to deal with it now so you don't have to fight it later. Go two steps south, then one step east. Defeat another fire elemental. Go three steps forward, then go south one step.
You stepped on in invisible teleport, and wound up in a similar looking area. Grab the scroll. Guess what this scroll says? The scroll reads "TIMMY GLADENSNOOT WAS HERE!!!" It is an inside joke. You may or may not get it. Go north, then go west one step. This fire elemental wants to give you lessons in the ancient art of spontaneous combustion. Hack it to embers. Go three steps west, then go one step north and stop. An invisible energy source is firing energybolts west towards this wall, which then explode on contact upon it. You don't want to get hit by one of these, as it'll do up to 100 points of damage. Try to avoid it, okay?
After the energybolt explodes, go north, go east two steps, then go south one step. Wait for another energybolt to fly by, then go south, go two steps east, turn right to face south, grab the silver crescent, then step south into the alcove and face north. Wait for another energybolt to go past, then go north, two steps west, then go north. Now go east, north, east, and south three steps. Extinguish the fire elemental south of you, which appears when you reach this intersection. Turn right, and approach the door. This results in comments by Wahooka and Enigma:
Wahooka: It's magickally barred. I thought you would be able to tell that by now.
Enigma: I can feel the energies holding it shut.
This door is not a trap. But there is a spell preventing it from opening. Get out the silver runestaff, and cast the Spoilspell, which is enhanced with the Power III and Potency meta runes at it. Now the spell has been broken. Open the door, and go up the stairs to the third level of the tower for a bit. Walk through the passage until you get to a bunch of bonepiles on the floor. Smash them, and take the last scroll in the game from one of them. The scroll reads "He tried to serve make my wife serve him by gathering the orbs, but she refused. Now Rhea is dead. My time is short, and I regret I was not able to capture him myself." Follow the corridor to the stairs. Go back to the second level of the tower.
Go east, north, west, south, west, then south one step. Wait for an energybolt to explode, then when it is gone go south three steps, east, then south to the invisible teleport square. Now go north, west, south, east, then follow the passage until you come to a passage on the left leading west. Get the silver runestaff out, and re-cast the Shield rune. Put the shadow sword back in your hands, and go west into this 2-by-2 room. Defeat both fire elementals. When you're done, go east, then go north. See the flashing ankh symbol on the wall? This is a teleport. Step in here, and you get zapped to the location of another such teleport with a flashing ankh icon.
Go west, then go north one step at a time, killing four fire elementals along the way. Afterward, follow the path going east, north, east, north again, then go east, south, then west one step. Turn south and enter the door to another 2-by-2 room. Take the silver cross from the southwest corner. Now, leave this room, and turn left. Follow the path to a door. It leads into a 1-by-1 room which is empty. It may be a teleporter, but it doesn't work if it is. So go west, south, east, north four steps, then go west through the door.
Get out your short bow, and put it in Drake's left hand. Put the black slayer arrows in their repected quiver if you haven't, then put it in Drake's right hand. Open the door. See the fire elemental waiting outside? It will not attack through a door. Don't wade in there. Aim at it, and fire the black slayer arrows. I know I said they're impervious to piercing damage, but this is an exception. Three to four hits will destroy it (I've tested it, and so I know it works). Pick the arrows up, then remove the short bow and black slayer arrow quiver from Drake. Give him the shadow sword back. Go through the door, and follow the path until you get to a teleport with a crescent icon that flashes on it. Don't go this way yet. Go back to the stairway and go down to the first floor. Go to the teleporter with the cross icon to get to the mana-recharge orb. After doing so, return here. Step through to get zapped to the third floor of the tower.
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Post by Master Smiloid on Oct 21, 2003 15:32:41 GMT -5
Re-cast the Shield rune. Many fire elementals are in the corridors of this floor. Go one step south, head west to the wall, then go north. Quickly grab the silver circle here. Then quickly turn around. Destroy the fire elemental. Now go south five steps, and face east. In the square in front of you, four fire elementals flame into existance! Turn south, and go back a step. Take each of them out as they come to you, and take a step back each time you destroy one. You don't want to deal with all of them at once, as your shield rune won't completely protect you if you face them all at once. This way they can't hurt you.
Go south, east, north one step, east, south, east, then north one step. Defeat the fire elemental. Now go east, north three steps, west three steps, north three steps, east one step, then north. Turn left to face the wall. Press the button here. Go south one step and face west. You caused a fire elemental in a nearby area to flame into existance, and it is coming for you from around the corner. Put it out of its misery. Go east, and turn south towards the newly opened room. Ha ha! It was a dirty trick. The room is empty. If Wahooka wasn't in the party, you would have been unable to press that button anyhow.
Now, go west three steps, then go north. Back up one square when you reach the wall. Two more fire elementals out of the four from this hall attack. Take both out. Now, enter the hall, and turn left. Go west one step, and extinguish the last fire elemental. Go west one step, north, then east to the teleporter. This teleporter requires that you have all four silver items. You have all four, so go through.
You have wound up on the top floor of the tower, where Khull-Khuum, the Shadowking, dwells. If you came from the stairwell instead, Farli utters the following quote:
"This is madness! We cannot hope to defeat a god!"
Go east, south, west, south, west, then go north through the illusionary wall. Go north, east, two steps north, then one step west. Enigma says "This room must be part of the ritual to capture the gods. This is where Khull-Khuum caused the death of my race."
Go one more step west, but go no further! Step any further and the Shadowking appears. You're not ready for that yet. Place one of the silver items on the sunken pillar, which then rises. Now, take two steps back, go south, west, south, west two steps, then go two steps north carefully. Place another silver item on this sunken pillar, which rises like the first. Go back two steps, go west, north, west, north two steps, then carefully go east two steps. Place another silver item on this sunken pillar and watch it rise. Now take two steps back, go north, then go east. You will go through a one-way illusionary wall. Turn to face south. Save your game now. Go south into the center square. Khull-Khuum appears, and goes into his monologue:
Shadowking: Welcome. You have come to my tower. You can fulfill the prophecy and hand the orbs over to me. (laughs) Quickly now! Grasp the orbs of your own free will and your service to me will be complete. (beat) Do you think I do not know of your pathetic plans? (laughs a little) Without all of the orbs you will not be able to pass the gate to her temple... but as soon as you have the orbs, you will be mine! (laughs maliciously)
Take Thera's Orb and Kor-soggoth's Orb. The Shadowking tries to cast a spell on you, but it has no effect.
Shadowking: (shouts) What! What treachery is this? Kor-soggoth has granted you resistance to my spell. He will pay for that. But his pain will be nothing compared to yours if you do not give me the orbs! Give them to me now, or live in eternal darkness! Hurry, I grow impatient.
Quickly! Take one step back and open your inventory. Take the last silver item and place it on the last sunken pillar. Watch the scene.
As the Shadowking realizes what you did, he screams "Nooooooo!" as the silver items do their work, and he gets imprisoned in a black orb. Your work is done. He has been defeated!
I have some words of warning when dealing with him. Do not give him the orbs or you are dead meat. Do not strike at him either. If you do strike at him, he says "You think you can defeat me?! I shall enjoy the taste of your soul.", goes directly into combat mode and your finely crafted trap is wasted. Also do not wait when you are going to place the last silver item on the last sunken pillar. If you do, Khull-Khuum will attack you, and he will move after a few seconds or less, which would nullify your trap. You have to do your work immediately.
Also, there are actually three ways to defeat him. The way outlined here, outwitting and trapping him, is easiest. However, you can try to defeat him in combat. He is a god, of course. He blasts you with magickally ranged attacks, he can physically attack you with a powerful sword, he can magickally cancel all of your spells, he teleports, he can cast blackness spells that blind you (the screen goes black), he has 1500 hit points, and his armor is better than anything you've ever seen. If he lands only two or three direct hits on Drake, game over. Still interested in giving it a try? The other winning strategy is only slightly easier. After grabbing the last orbs, run like a bunny to the southern most alcove. This is the gate to Thera's Temple. But if the Shadowking hasn't been defeated, the teleport is open 5 seconds, then closed for 95 seconds. If you time it right, you can slip through before your party gets pulped, but you can't see if it is open, and it is very easy to get trapped by Khull-Khuum if you hang out there.
Since he's been defeated already, go south to the teleport. The following conversation takes place:
Farli: This is where we part. We cannot go with you. This is for you to do on your own.
Enigma: You must pass through this gate on your own. Go now.
Drake: What will you do? How will you get home?
Farli: We will make do. Go now.
Enigma: It will not be a problem. The Lady Iaenni will guide my way.
You get teleported to Thera's Temple. At the same time, Farli, Enigma, and Wahooka leave the party.
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Post by Master Smiloid on Oct 21, 2003 15:43:27 GMT -5
Endgame: Thera's Temple and Ending
You have arrived at Thera's Temple, and have all nine orbs. Look through your inventory, and place the orbs on the pillars in this order:
1. Helion (Mercury) 2. Aquila (Venus) 3. Thera (Earth) 4. Azrael (Mars) 5. Marif (Jupiter) 6. Afri (Saturn) 7. Safrinni (Uranus)
The last two orbs, Yoth-soggoth and Kor-soggoth, can be placed on either of the last two pillars. It doesn't matter, as Neptune and Pluto cross paths when they orbit the sun.
When you're done, the ending scene takes place:
The screen backs away from Thera's temple. The screen rocks for a second, and a hole blows open in the ceiling. Thera appears and says "Well done my hero. You have freed the gods from their prisons." Then the scene shifts to the outside of where Stonekeep stood. Thera says "I return you to your flesh, and restore to you your life.", then Drake awakens in his original body.
Then the scene shifts again, as Stonekeep rises from the earth. You finally see the keep as the sky turns blue, and then flowers appear on the trees and plants again.
*Close out and start credits.*
At the end of the credits, and after the recipe for chocolate-chip pumpkin muffins, you hear the following faerie comments:
"Zoinks! It's old man Giggle, yeah! If it wasn't for that meddling kid and his little dog Wolfie, I would have gotten away with it!"
After that, the game switches back to MS-DOS.
The MS-DOS box has the following message:
"And thus ends this part of the Stonekeep story.
The Shadowking has been banished, and the restoration of Stonekeep begins. It will not be an easy road, and there are more stories to be told. The Stonekeep tale is not yet done...
Thank you for playing!"
Whoa, man. How big of a killer does this game sound like to you? I'd like to get some input here, TUNMB members. Any information will do, but I'd like to get some good detail people.
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