|
Post by Master Smiloid on Sept 22, 2003 15:19:19 GMT -5
Has anybody ever played this RPG released by Interplay in 1995 that runs under MS-DOS? I know I have, and it is a good game, at least in my opinion. If you find yourself playing it, you won't be finishing it any time soon, as it has 22 maps, a good number of which are quite big. Those maps make up 12 levels. I was thinking that this would not go under Game Help, since you ask questions there. If somebody wants to know about this game, and how you get through it, I can create a walkthrough in my own words, bit by bit, along with conversations, and other things characters say.
|
|
|
Post by cable on Sept 23, 2003 15:07:53 GMT -5
the only dos games i've played are number munchers, super number munchers, chip 'n' dale rescue rangers, and where in the world is carmen sandiego. . . . and a few mega lame games at school
what's the game about?
|
|
|
Post by Master Smiloid on Sept 23, 2003 15:19:40 GMT -5
Well, Cable, the game starts out with an introductory movie. In the first scene, it seems to be nice at first, real peaceful. But then something bad happens. These are the scenes below here:
The first prologue scene starts out with a beautiful day, and you see Elizabeth, the apple-girl, walking along, with the fortress of Stonekeep in the background. She tosses an apple to a villager, who promptly says "Thanks, milady."
You then see the axe-man, who is tired from his work, and he thrusts his axe into a wooden block. He then wipes sweat from his forehead. Then Elizabeth walks up to him: "Care for one would you? Might it be this one? Or is it, this one?"
Then, she throws an apple up to young Drake, who is in his room, along with his dog Wolfie, and Drake promptly says, "Thanks." Then, young Drake, inside his room, says the following: "(To his dog) I think she loves me." The scene shifts outside briefly, as Elizabeth walks past the axe-man, and tosses him an apple anyway. Then, as he raises his sword and gets ready to chop an apple: "Oh, terrible dragon. I slay thee in the name of fair maiden Elizabeth."
Not long after, clouds start appearing in the sky, and the sun gets completely covered. The Shadowking, the sun-god in the story that went evil, attacks the castle. Drake's next quote is heard when his dog, Wolfie, starts barking out the window. "Down, boy. Down." The dog keeps barking. Unfortunately, not only does the dog die, but Drake is quickly whisked to safety by an unknown character (to be revealed later), and he is seen uttering "No, No, wha..". Then the scene shifts, and you see the Shadowking, Khull-Khuum, beyond the gate to the keep. Darkness starts to sweep in, and when it gets to the fleeing axe-man, he becomes a pile of bones. You then see Drake in the hall, and the stranger whisks him outside the fortress. Then you see other people on top of Stonekeep, and they scream as they see the Shadowking rise before them. Then the keep sinks deep into the earth, all therein perishing. Drake watches in horror as it happens.
Then, a second scene appears. 10 years later, Drake returns, and kneels to where Stonekeep once stood. Suddenly a sparkling blue entity comes up from the bowels of the Earth. It's revealed to be Thera: "I am Thera, goddess of Earth. Prepare yourself. Your journey awaits. You must descend to the lost city of Stonekeep and retrieve the nine receptacles. To protect yourself from the magick of the dark realm, I must free your spirit from the confines of your body. Achieve your goal, and Stonekeep and I will be set free. Fail, and you shall be doomed by the forces of darkness forever."
Without further ado, Drake allows her to free his spirit, which is his life force, from his body. She takes him down to where Stonekeep is currently located, deep inside Khull-Khuum the Shadowking's underground realm. This is where his journey begins. Drake has to get from Stonekeep to Thera's Temple, which is a monument only accessible from the top of Khull-Khuum's tower. He runs into a great many foes that he must battle, but also has allies that help him.
|
|
|
Post by Super Yoshi 75 on Sept 23, 2003 15:21:35 GMT -5
I never heard of it before but do occasionally download dos games i might see if i can find that one the dos game archive has plenty of them.
|
|
|
Post by Master Smiloid on Sept 23, 2003 15:29:44 GMT -5
I never heard of it before but do occasionally download dos games i might see if i can find that one the dos game archive has plenty of them. Sorry, Super Yoshi 7175. You must have the CD to play it. This game isn't available for download anywhere. You'd have to try to order it online. I haven't seen it in stores for a few years. The game also has some good memory requirements. One thing I can say is that you'd better have MS-DOS version 5.0, a double-speed CD-ROM drive, as well as a 66 mhz or faster speed PC. A 16-bit sound card helps as well. Most PCs are better than this these days.
|
|
|
Post by Super Yoshi 75 on Sept 23, 2003 15:31:14 GMT -5
I know a place that can hack through the no cd blocker its possible.
|
|
|
Post by Master Smiloid on Sept 23, 2003 15:34:25 GMT -5
You will still need the CD. The game is way too big to download. For it's size, the game needs only about 65 megabytes to install. But it is better to get it from Amazon. The game has information that is only on the CD, even when installed. I don't see any point in arguing against me. There is a link to Amazon below, with information about it. There are about 9 new or used copies out there. www.amazon.com/exec/obidos/tg/detail/-/B00004XQMT/qid=1064348767/sr=8-2/ref=sr_8_2/002-5598790-9784030?v=glance&s=videogames&n=507846Level 1: The Upper RuinsYou appear in the Upper Ruins of the keep, and Thera says to you: "Take these artifacts to aid your quest. The mystic Mirror of Afri will aid your personal vision and Aquila's Scroll will store whatever you may find." You then step around, punching at a bone pile and three rubble piles. There is a skull next to the bonepile, and the rubble piles hide two stones and one heal root. When you approach Thera, who had gone to the door, she says the following: "Beware Khull-Khuum's minions. Arm yourself quickly. Find the stairs leading down." After opening the door, Thera goes to the door to the stairs, but what you should do is turn left. You encounter a worker ant along the way, which is easily killed in a few punches, but it isn't necessary as it won't bother you if it isn't attacked, and so it can be simply ignored. Up ahead, is a sign. Attempt to read it, and Drake says "Guard Room." When you enter, and look to the right, you find a leather breastplate, which is a form of armor. It doesn't provide much protection against attacks, but is worth it for the moment anyway. Up ahead, straight from the door, is a chest. When you walk to it, and open it, you find the following things: A heal root, a small heal potion, five heal roots, a dagger, and a scroll. When Drake reads the scroll, he does so out loud. He says "Send a guard troop to Fort Thunder. The Throgs are getting restless again. -Korzen." After that, the thing to do is to exit the room, and head to the door to the stairs. Initially, if you try to open it, you find it locked, and Drake utters "This door is locked." But you shouldn't go down the stairs, for a reason appearant. You should look to the left, and flip the lever three times. Then you turn and head back towards the guard room door. But before you reach it, approximately two steps away from it, you turn left, facing a wall to the west. There should be a hidden brick there. If you pull it, a hidden passageway behind you to the left opens. If you go down this way, you find three oil bombs (think hand grenades), and a stone underneath a rubble pile. But not far from that, on the north wall, is another hidden brick. Move it, and you find a very sharp dagger, known as the Dagger of Penetration. When you take it, Drake exclaims "Yes!". Then you follow Thera down the stairs, to a meeting with Khull-Khuum (also known as the Shadowking), who quickly casts a spell to paralyze you (you don't see him do it though). The following short conversation ensues between the Shadowking and Thera, then he talks to Drake and disappears: Shadowking: Lost one, is the best you can do? This mortal is not worth my time. Thera: Khull-Khuum, do not gloat so soon. My champion will defeat you. Shadowking: Your imprisonment is the start. You have escaped me once. You shall not escape me again. I have you now and I will find the rest. Now back to your cell! (Thera's orb appears floating beside him in midair.) Shadowking: You are foolish to put your trust into this one, Thera. I will show you that you should not believe in your foolish mortals. Begone! (The orb disappears.) Shadowking: (To Drake): Mortal, know that your soul is still your own by my whim. The tides of destiny will not save you at the appointed time. Know that we shall meet again. Tread lightly until then, for my wrath is legion. (The Shadowking disappears.) The next thing you do is turn right, and head around in a clockwise direction, smashing the bonepiles if you feel like it, and maybe even killing the worker ant if you want. Then you enter a passageway and go north for a bit. You then turn right and approach a door. When you open it, you find a Sharga behind the door. If you go in, you must fight him. However, he has a key, so it is necessary to kill him. He drops a Sharga sword, a coin, a brass key, and a heal root, all of which should be taken. The next door in the hallway, just two steps to the north, requires the brass key. It contains two barrels in a room behind it, and one of them hides a small wooden shield. The next one, the same number of steps north, has two barrels as well. One of those barrels has two heal roots, but when you smash the other one, the one on the left, two warrior ants come out to attack you, and they should be killed immediately, as they are more belligerent than worker ants. The next door to the north is locked from the other side, so it should be ignored until later. A good number of steps north, before the next door to the upper level, is an alcove with a few barrels, which hide three weak heal roots. The area near the stairs has a few worker ants, and a larger warrior ant (which should be killed, as always). Larger warrior ants take more hits than any other ant in the game, yet they're only in the Upper Ruins. The door is jammed, and so it can't be opened. When you decide to go east down the hall, you have to kill three large warrior ants. There is also a hidden brick on the north wall that has a heal root behind it. On the south side, in the middle of the hall, is a door to the next room. There are a few heal roots around this door, both on the outside and inside. There is nothing in the east door after this one, aside from a skull and a bone pile. But when you enter the door on the west side, you enter a room with a table, and a Sharga who howls "Grrr! This my home! Monster you leave!", and then attacks you. When he is injured enough, he flees for a hidden brick to the north, which has a super heal root hidden behind it (they're worth many vitality points), so it is better to walk past him first, turn south, and back up going north, then kill him afterward. This way you can get the root. On the table is an enchanted journal which has all of Drake's stats, notes, runes, clues, keeps track of items, and has maps of the areas you've been in.
|
|
|
Post by Master Smiloid on Sept 23, 2003 17:21:28 GMT -5
At this point, after grabbing the journal, you should then use the brass key to unlock the south door, as the south door in the previous room is locked from both sides, and can't be opened.
When you step into the corridor beyond this door, you should prepare for combat, as three shargas come towards you and engage you in combat. After dealing with them, go further, and two more shargas attack you as well. At this point, it's wise to use a few heal roots, as you may have gotten hurt a bit. It is also good to plunder their remains for heal roots.
Then, going back upwards towards the intersection you were at when you were attacked, go east one step, then go south towards the wall. There is a hidden brick here, with a heal root inside. The next one over to the northeast, also on a south wall, has a lever behind it. When you pull this, Drake says "That sounds like it came from right around the corner." If you then go two steps west, and one step north, you find an alcove with three potions - a blue heal potion, a light-green agility gain potion, and a cure potion. (Brownish. All it does is cure afflictions) There is also an oil bomb in there. After taking them, go south, ignoring the first corridor on the right, and stop when you hear fire crackling.
Be careful, and go into the intersection, facing south. There is a sharga to the west, and if he isn't paying attention, go towards the campfire. If he throws stones and skulls, stay in place and they'll miss you. When you get to the campfire, take the brown potion and place it on the fire to put it out. You'll lose the potion, but there isn't any need for it. Take the two fire daggers that are in the base of the fire. Then cross it and kill the sharga near the chest. Open the chest and take the light-green agility gain potion and the dark-green strength gain potion. Save them, along with the other agility gain potion, for later combat in this level. Next, exit this room and go south, turn left going east, and then go north at the end of the hall. Get ready for more combat.
There are two shargas patrolling this area. Waste them, and take the heal roots, stones, and skulls they drop. Be quick before they start throwing them. Then go north, and at the end of the hall, turn right, and then turn left at the next intersection. On the right wall, right to the south of the intersection, is a sign. Have Drake read it, and he'll say "Ale room." Then enter the room and he'll say "These used to be ale barrels." Smash them, and aside from finding a hammer, which you should take, you'll also find a drunken and harmless sharga, who keeps hiccuping and burping. You don't have to kill him, as he won't attack. Leave the room, and turn left. Take the next left, and you'll see a sign on your left as well. Try to read it, and Drake will say "Great hall." Well, it doesn't seem to be what it used to be. There's nothing but bone piles, smashed furniture, and broken plates in here, so it's best to move on. Go back out, and go east one step. Turn left facing the wall, and you'll see a hidden brick. Move it, and take the weak healing potion behind. Take one more step east, and then face south. Read the sign, and Drake says "Kitchen." Go east again, and Drake says "Elizabeth served many home-cooked meals in this kitchen." Strike at one of the two bags of grain ahead of you, and warrior ants come out. Kill all six of them, one at a time, and the last one will drop a bronze key. By this time, your strength and agility levels should have leveled up once. You should have 100 hit points by now.
Go west from here, past the corridor leading south, and turn right, heading towards the area where you were attacked by three shargas. Stop halfway there, and face south. On the left wall, one step northeast of the door, is a sign. When you read it, Drake says "Council room." Use the bronze key to unlock the door, and enter. In this room, you encounter two Sharga leaders, who are tougher than the other shargas on this level. Use the agility and strength gain potions now. When you reach them, the following conversation ensues, then you must fight them.
Shax: Grrr! You not welcome here! Gr'thic stop you now.
Grthic: Grrr! Gr'thic not want to stop monster. Gr'thic think Shax stop monster.
Shax: Gr'thic and Shax get the monster!
Drake: I don't think that we're going to be friends!
Each of them has two heal roots. They'll use them if they get low on health. One of them has the Orb of Afri, the other has a steel key. They'll take about 3-4 hits each from the Dagger of Penetration, so back away when you start fighting. Turn around in the middle of the fight and continue backing away one step at at a time, as you fight them. When they are killed, grab their items that they drop. Be sure to use their heal roots right away if you get hurt bad enough. When you pick up the orb, Drake says "This is intriguing. It looks similar to the orb that Khull-Khuum used to trap Thera. I wonder if another of the lost gods is trapped in here? I should examine this orb closely." When you put it on the ground, it casts a proximity map in the air, which can be used to scan the immediate area and locate all living monsters, as well as friends of course.
There is also a scroll on the bookcase. When you have Drake read it, he says "Councilmembers, the enchantment on the silver dragon statuette has been finished, as per your instructions. Passageway to the dwarven realms has been secured. -Mage Icarius." The hidden brick on the west wall has a super heal root.
In the same room, move the hidden brick on the south wall, and you'll open a secret room. There are three oil bombs, and a chest in there. The chest contains a heal potion, an agility gain potion, and a strength gain potion. It's good the Sharga leaders are dead, as if you entered from the other side and entered the secret room, they'd attack you from behind. (That's not nice!)
|
|
|
Post by Master Smiloid on Sept 23, 2003 22:32:05 GMT -5
Next thing to do is to exit through the north door, and head west. Turn south at the intersection, and stop at the first corridor. Use the bronze key to unlock the door. Beyond is a Sharga. Waste him, and grab any heal roots he may leave behind. The sign on the wall on the far side of the corridor leading north reads "Guard Room", like the first sign did. You should grab the dagger, but stop after doing so.
You will see a dead sharga up ahead, which is a bad sign. Throw a skull or stone at his body, and you'll trigger an arrow trap. You'll get hurt if you were to walk past the sharga. Throw two more such projectiles, to disarm the trap. When six arrows total have been ejected from the trap, take them all. Enter the door.
Throw an arrow at the sharga, who has his back to you. You'll kill him, but then his buddies will come around the left corner and attack. Take them out with your best weapon. At the end of this room, on the east wall, is a hidden brick with a weak heal potion. The bookshelf in the southwest corner has three scrolls.
The first one reads: Sorfen 28 Rakshir: Sub-Fendis Korzen recording the log. Fendis Raphael has left left on important business to the dwarven realms. Until he returns in a tenight, Tartis 8 Rakshir, I am in charge of the Guards of the keep.
The second one reads: Tartis 4 Rakshir: I am having difficulty dealing with some of the men. They have overheard the rumors of the coming of darkness, and they persist in believing that the rumors are real. I must post more guards to prevent deserters.
The third one reads: Tartis 5 Rakshir: Word has just come to me that the tunnels in the dwarven realm have been overrun with, of all things, monsters. I promptly had the messenger, Genk Torus, disciplined.
The button on the west wall by the door disarms the arrow trap. There is no point in pressing it if the trap is disarmed. Continue until you get near the sign. Go west, until you reach a locked door. Use the bronze key to unlock it, but leave the other door in this room alone until later. Go back towards the council room, but turn south at the intersection, going past the intersection of the corridor that leads towards the extinguished campfire. In the middle of the corridor that leads east, is a corridor that leads south. Take it.
The door on the left has to be unlocked with the brass key. There isn't anything in the barrel, but a hidden brick has a blue heal potion. Exit into the hall, and go south again, turning right at the intersection. This door is unlocked. If you punch at the rubble, you'll find a heal root and a gold coin. Exit the room, and turn south. Unlock this door with the bronze key, but go north. Turn right when you reach the door to the council room.
Go north at the next intersection, then go east the first time you can do so. The sign on the south wall reads "Blacksmithy". Unlock the door with the bronze key and enter. There are eight ants in this room. Vanquish all of them, even though only a few warrior ants are in here. There are three 2-by-2 areas in this place. Here, Drake also says "This was the armory. I should scavenge what I can. You'll find a quite a few arrows, a quarterstaff, a helmet (which you should put on Drake's head immediately), a dagger, and an axe. The lever activates the forge in the 2nd 2-by-2 room, but you don't need it for now. In the last 2-by-2 room, the west wall has a heal root behind a hidden brick. The treasure chest requires the steel key. Open it to get a small metal shield. At this point, exit this room.
When you get to the hallway, go east. There is a sign that reads "Beware. Dangerous materials." Use the bronze key to unlock the door, open it, and go inside. Smash the barrels, and take the oil bombs. Now head to the outermost hall in this level, on the north side.
|
|
|
Post by Master Smiloid on Sept 24, 2003 10:56:33 GMT -5
Now, you should go east. The next area has a few rubble piles and a bone pile, and there is one worker ant moving about. Turn north, and walk a few steps, then go east two steps. Turn south, and you see a door. Use the brass key to unlock this. Go up the stairs to the entrance area.
There are two warrior ants patrolling this area. Kill them off (as you know now they will attack even if you don't). Turn right, and in a clockwise direction until you find a door to your left. Enter it. When you enter this room, Drake says "This might have been my room." Smash the barrel, and you have to fight some 50 warrior ants, which come out of the hole in the wall one at a time. You don't want to fight them all. Fight maybe 10 of them, but also take the bronze key and the two heal roots. When you get tired of fighting those guys, leave the room, and turn left.
Enter the next door on your left. Ignore the first two ants, and kill the third one (it's a warrior ant). Leave the fourth one alone as well (you'll want to leave these guys alone for when you need to improve on your shield skill level). Enter the door at the end of the hall.
There are a few warrior ants and a worker ant in this place. Waste them. Go around counter-clockwise, and enter the first door on the right. This door should have two warrior ants behind it. Kill them, and move the hidden brick on your left. You will reveal a hidden room with a treasure chest. Use your bronze key to unlock this. There are a few oil bombs inside.
Exit this room, go in a clockwise direction (turning left as you leave the room), and enter the first door on the right. You'll go back to the upper ruins. Go east, past the door to the inner area, and turn right at the end. Go east again, after going south, and you'll see another southward corridor. There are two doors here. Unlock the one on the right with the steel key, but don't go down it. Take the other door, to the south.
If you punch the rubble, all you find is a broken sword. Beyond the next door are two Shargas. Kill them and take their heal roots. One of them has another brass key. The rubble pile ahead has an arrow in it, and a hidden brick on the west wall to your right, contains a heal root. Continue through the next door. The rubble pile here has a heal root. Take it, and go through the next door.
This room has a ants. One or more of them is a warrior ant. Turn left and follow the path. Kill all the ants in this area. The north wall, on the west side, has a heal root behind it. Check the south side of this area for a door on the north wall. Enter it.
You will have to fight three shargas, one at a time. After killing them, go left, and enter the first door you see on the right. There is a sharga beyond the door, so throw an arrow (such a pity, most foes in Stonekeep won't go through doors). The chest at the end requires the brass key, and has a few oil bombs. Exit this room, and turn right. The first door on your right has another door beyond it. Enter that door, and you'll find the Fountain of Thera. If you've been hurt, drink from it to revitalize yourself. Exit this room, and turn right twice. When you approach this giant sharga, he says "Beware the Kevin of Bass", and then attacks. He is not that strong, so just waste him. He leaves behind only a sharga sword. Go downstairs.
Turn right, and enter the passageway on the left. Kill any ants that attack you, and turn right at the first intersection. You will find a stone bag. Grab it, and Drake says "This bag will hold my throwing stones rather well." Go back to the hall and continue going right. Enter the next corridor on your right, and use the brass key to unlock the door to the left. There is a ruined table here, along with some leather leggings, which you should put on. There are also a few broken swords lying around. Exit to the main hall.
Follow the twisting path, until it straightens again. There will be a hidden brick on the north wall when the hall becomes straight again (you'll see it when you approach). Move it, and pull the lever. You've opened a hidden room two steps west, on the north side. Open the chest, and take the heal potion and broadsword. Enter the next room on your right, take the heal root and skull, and hit the rubble. Kill the warrior ant that attacks, then take the heal root you revealed. Now head back to the forge in the armory, turn it on, put another weapon in your hand, and strike at the forge with the dagger of penetration for about an hour (tape down the mouse button you use for the weapon, so you can go away from the game if you wish). When Drake's agility levels have reached 10 stars, and his health has reached 7 stars (you should now have 180 hit points), exit the armory, go south, turn west, and go north. Enter the second corridor on the right (you unlocked a door here earlier). Go all the way towards the end, and unlock the door with the steel key. Go down into the Lower Ruins.
|
|
|
Post by NintendoMaster on Sept 24, 2003 19:36:33 GMT -5
Good walkthroughs. Never heard of "Stonekeep" before, though.
|
|
|
Post by Master Smiloid on Sept 24, 2003 20:23:24 GMT -5
Level 2: The Lower Ruins:
Go straight ahead to the end of this corridor, then turn right. When you do so, you meet a new character, Wahooka. The following conversation ensues.
Wahooka: I am the Great Wahooka. Or if you prefer, Wahooka the Great. (If you don't move forward, he says "Come closer, closer. I will not bite you.")
(move forward)
Wahooka: Greetings. I am the king of all goblins and faeries. You shall pay homage to me.
Drake: Hello, Wahooka. I've never seen anything like you before. What are you?
Wahooka: Fool. I am Wahooka the Great. Watch and learn. (Teleports and goes right in front of your face.) Pay attention to me. (Returns back to his original location.)
Drake: Gah. How'd you do that?
Wahooka: Bah! You know nothing. But I can teach you. Return here with a precious offering, and I will share some of my infinite knowledge with you.
(Wahooka teleports through the ceiling.)
(Warning: Do NOT attack Wahooka, as he is not an enemy. If you do, he doesn't come back for the rest of the level.) Enter the door. Turn right, going south. Wait for a second. There is a slime in the next corridor. If you want, enter and go right for a second. When it appears, stab at it with your dagger of penetration, but back away when you do so, or it will whack you with its pseudopods. For better results, use an oil bomb.
Enter the door. Kill the slime in here with your trusty dagger. It'll get too close before you can use any fire-attacks. Take the green gem, leather leggings, and throwing dart. Go back to Wahooka.
Wahooka: Well. Do you have something for me?
(Wahooka appears where he stood in the last encounter.)
(approach him and give him the gem)
Wahooka: Watch out for traps! The Shamans of the Throgs set many of them around here, hoping to stick a couple of Dwarves."
(back away)
Wahooka: Bah! Return when you have something to give me! (teleports through the ceiling.)
Go back through the door behind you, and head south afterward. Turn left, but don't go through the door to the room where you got the green gem. Go all the way to the wall, and turn left. Move the hidden brick and take the super heal root. Now, turn south. You see a wall. This is an illusion. Walk through it, and waste the sharga beyond. Take his two heal roots, and go down the passage.
Turn left at the wall, and enter the first door on the right. Waste the two shargas, and go into the room, turning left immediately. Kill two more shargas. The rubble pile contains two throwing darts. Leave this room, and go into the next one to the east. Follow the entry to the end, taking the skull along the way. When you get to the northeast corner of the 2-by-2 room, three shargas will jump you from behind. Turn around immediately and kill all of them and take their heal roots. The hidden brick contains a red gem, and the rubble pile has an additional heal root. Exit this room and go east. The path goes south, and then east again. Before going east, enter the door straight ahead.
Turn left and two shargas attack you. Waste them. Go further into the room and search the rubble for a blue potion. Exit this room. Half-way to the next door, on the south wall, is a hidden brick with a weak heal potion behind it. Take it. Enter the room. There are two snakes. Kill them. It is a good thing you raised your health level, as now you're not vulnerable to their venom. The rubble pile has a red gem. When you hit it to reveal it, immediately take it, and back away. More snakes are coming. Kill them, even though they might bite you. Head back to Wahooka.
Wahooka: Do you have something for me?
(give him the gem)
Wahooka: More! You must give me more!
(give him another gem)
Wahooka: Search the sewers below for the key to the underlands.
(move away)
Wahooka: Bah. Return when you have something to give me. (teleports through the ceiling.)
Head back to the door to the snake room, but go east. Turn north at the end. Enter the room, and kill the slime. Take the ivory key, and hit the right-hand grain bag. Take the green gem. Exit this room, and unlock the next door to the south. Open it, and meet Farli.
Farli: Greetings, human. I am Farli Mallestone of the Chak'ra clan.
Drake: Well met, Farli. I am Drake. How were you locked in this room?
Farli: I was exploring these ruins against the wishes of my elders, looking for my brother Dombur and his party, lost a season ago. Have you seen him?
Drake: Alas, I have not.
Farli: I will find him. During my search, I was looking in this room when I was hit from behind. Before I could recover, the door was locked. I heard Throggish voices in the distance.
Drake: Throggish?
Farli: Throgs are underground dwellers of a dark nature, along with their brethren the Shargas, mortal enemies of my clan. I have split many a Throg skull with my axe. It is their way to hit a noble warrior from behind.
Drake: If they are around, we should journey together for safety.
Farli: Aye, that is wise. You have saved my life. As my people say, I have debt to pay and paid it shall be!
He now joins your party, armed with a chain mail shirt and skirt, a helm and a Dwarven axe. He offers you a fine weapon. Farli says "Take this sword. It is of good Dwarven steel and will serve you with honor!" Take the Dwarven sword that Farli tosses on the ground. Now go to the next room.
|
|
|
Post by Master Smiloid on Sept 25, 2003 20:32:54 GMT -5
Unlock this door with the ivory key. Inside is a store room, but there are no enemies. Smash the barrels to get a stone and a heal potion. The next room to the south has more barrels, but there is a slime, so throw a dagger at the barrels, and then throw an oil bomb or two to silence the creature. There are a throwing axe and a firedagger in these barrels. Go back to the corridor that leads west. Heal Farli a little.
Stop just east of the door to the snake room. Go through the illusionary wall to the south. Turn right, and immediately kill all three shargas. Each of them drops two heal potions, and one drops an iron key. Take them all. Go east, and turn south. Go one step south, and read the sign on the east wall. It reads "Fountain of Thera." Go south and revitalize yourself and Farli. Go north and turn left at the intersection. Turn south when you get to the dead shargas. Enter the door.
In the next room, there are two cylinder switch controls. You can't use them right now, as you don't have the cylinders. Open the chest at the south side of the room, to get a chain mail skirt. Put it on Drake. The sign to the east of the next door says "Drain cylinder switch controls." Enter the door. Turn left immediately, and you see a sign that says "Sewer flood control." Go south and turn at the first intersection, and kill the sharga (he might throw a stone at you as you attempt to do so), then take his roots. Unlock the door with the iron key.
There are three slimes in this room with three 2-by-2 areas. Kill all of them. Try to back away, using your trusty dagger. Save the oil bombs for the next encounter. The first 2-by-2 room's north wall has a hidden brick with a lever behind it. Pull that to reveal a chest to the east. Open that chest, and take out two blue gems, a green gem, a red gem, and two heal potions. There isn't much left in this room. Go to the next one.
This second room has no enemy guarding the door, and isn't locked, but as soon as you open the door, throw the oil bombs to kill the small snakes from a long distance. When all seven little ones have been dispatched, enter the room. A big snake will slither toward you. Slay it! There is a heal potion in the corner, and a red gem hidden in the rubble. Most useful of all is a wineskin. You can use this as as a good health elixir container.
Exit the room, and go west one step. Turn to face the wall. There is a hidden brick here. When you move it, you see a scroll. Read it, and Drake says "Vi Veri Veniversum Vivus Vici. This rune is the key to greater power when used in combination with another rune. It is useless without a base rune." Label it "Power x 2" in your journal. Go back to the Fountain of Thera to fill the wineskin with five draughts, then return here.
The only thing in the next room is a green gem. Take it, then go towards the next room. Kill the sharga and take his roots, then unlock the door with the iron key. There are two slimes in this room. Kill both of them before they get a chance to attack. There are two scrolls in here.
The first one reads: Whoever shall read these words take heed! It has only been hours since the fall of Stonekeep. The front door and all portals to the outside have been barred with stone ...
The second one reads: ...I nearly perished in the attack, but foul fortune has kept me alive. Others so unfortunate attempted to escape through the sewers. I heard their screams and then all went silent. I think something is moving down there.
There is a chest in the back corner of this room. Take the heal potion and the key ring. Put the key ring on all five keys you have. Now you don't need to select between them. When you leave this room and go west, look out for a roving slime. Kill it. Follow the path until you reach an open pit. Turn facing south here, and press the button. The pit is now closed. Get an arrow out. As soon as you see the sharga while you're moving north, throw the arrow, and if he survives and gets in close, finish him off with your trusty weapon. Take the arrow and the sharga's roots. Turn right, then turn left at the intersection.
Keep an eye out for a switch to the east (it comes soon after you enter the corridor). Press it, and turn around immediately! Slimes may attack you. If they don't, move into the new room, and slay them anyway. Take the heal root on the ground, and open the chest. Take out the potions. Exit this room, and go north. The first door on the right requires the ivory key. Open it, and enter, killing the slime beyond. Take the potions the slime might have been carrying. Slash at the table, and read the scroll. It reads "Sent Trader Harrick to dwarven clanhall to get replacement drain switch cylinders. Our old cylinders are faulty. Harick will examine sewer control doors after returning from the dwarves." Drake, on the other hand, only says "Hmmm. Interesting."
Go north, and enter the next passage to the north. Get ready to see Wahooka again.
Wahooka: Well. Do you have something for me?
(approach him)
(Give him a gem)
Wahooka: More! You must give me more!
(Give him another gem)
Wahooka: More! You must give me more!
(Give him a third gem)
Wahooka: To succeed in your quest, you must find all of the orbs. (move back) Bah! Return when you have something to give me. (teleports out.)
Leave the room, and go back west, the way you came from. When you reach the intersection south of the switch, turn left, going east.
|
|
|
Post by MarioRPG on Sept 26, 2003 6:57:49 GMT -5
This sounds like a weird game, but I'm...intrigued
|
|
|
Post by Master Smiloid on Sept 26, 2003 11:19:40 GMT -5
Double 'O Yoshi, the game is actually an RPG. There were two other games with similar gameplay style: Dungeon Master and Dungeon Master II: Legend of Skullkeep. Basically, you move around using only the arrow keys, and the game works in real time, thus combat is not turn based. The mouse is used for attacking enemies, casting spells, perusing the journal, getting items, etc. However, to save your game, you have to press the escape key. Things you will notice are, that the mirror on the top right shows your party, and has your party's hit points shown on the bottom. The scroll on the right, below the mirror, holds the items you find (there's no limit to the number of items it can hold). The journal was mentioned early on in the walkthrough. If you're wondering what runes are, they're magickal spells.
(scroll down to see the next segment of the walkthrough.)
|
|