Walkthrough
GLADSTONE KEEP
- You start your quest in the castle entrance. Head North East to the Throne Room and talk to King Richard. [TIP] You can explore the castle before or after talking to Richard, but don't buy anything yet. Wait until you return with more money and can afford a good sword. After receiving your quest, go to the library and get the Magic Atlas, then head toward Geron's office to get the King's writ. Make your way back to the castle entrance and exit to enter the Northland Forest.

- Guards.
- Fountain. Sometimes there's a silver crown in the fountain (sometime not!).
- Royal Herbarium, managed by Nathaniel. Salves, ginseng, and aloe can be purchased here.
- Royal Armory, supervised by Victor. Daggers, maces, rapiers, and long swords can be purchased here. Victor will also buy items from you, and pay you in silver crowns.
- Throne Room. You must report here when you first begin your adventures. Here, King Richard will give you your mission to go to Roland in the Southland Forest. The king also gives you the Library Key for the Royal Library (see 6 and 7), in which you can find the Magic Atlas. After you return from Roland’s Manor, here you will witness Scotia’s attack on Richard. Baccata will then replace Timothy as your guide to further adventures.
- Lock to the Royal Library (7). Can be opened using the Library Key given to you by King Richard (5).
- Royal Library where you get the Magic Atlas.
- The Magic Atlas is here on a pedestal. Click on the book to pick it up.
- Geron's office. You must see Geron to get the Royal Writ. Without this, you cannot leave the Keep.
- To the Northland Forest outside. The Keep guards will not let you leave until you have the Royal Writ (from 9).
NORTHLAND FOREST
- Search the forest checking tree holes, logs, and birds nests for hidden items. It’s useful to pick up rocks and sticks so you can weigh down pressure plates throughout the game. If you fill up your inventory, check out the Item Guide page to see what's expendable and what you should hold on to!
- Kill the roaming enemies and explore the forest. You may run into Scotia disguised as a beautiful woman (you can tell by the yellow eyes). Once you find the Thug's Hideout (10) you can fight the thugs now or fight them after you enter the caves.
- Swarm, and either a weathered dagger or a pouch with 5 silver crowns.
- In the nest there is a chance of getting Aloe, Salve, Silver Coins, or a Swarm.
- Swarm.
- Aloe in the hollow.
- Rock.
- Weathered dagger.
- A thug may accost you here, demanding money. Giving in will prevent a fight, even if you have only one silver crown left to give him. If you have more than one silver crown and you want to hold onto the cash, try bluffing, and give him only one crown. He might buy it. He might not. Otherwise, you'll have to fight him - he's not too tough. [TIP] Fight is recommended.
- Here you run into a couple of thugs around a campfire. You can leave, sneak past them into their hideout, or attack them. [TIP] Fight is recommended.
- Entrance to the Thug's Hideout.
- A woman awaits you here, explaining that she has for gotten the password to admit her into Gladstone Keep. She asks to accompany you back to the Keep. When you refuse, she uses the power of the Nether Mask to transform into a bird and flies away before you can do anything. This is Scotia, the villain of the game.
- After visiting the Draracle later in the game, you find Timothy here.
- To Gladstone Keep.
- Gladstone Marina. To get to the Southland Forest you’ll need to book passage through the Gladstone Marina. The Royal Writ, acquired from Geron, should grant you free passage one-way.
- Draracle's Cave. You will return here later in the game after Rolands Manor.
- Lake Dread. After visiting the Draracle, Victor will be waiting for you at Lake Dread and will arrange transportation for you across the lake and give you a longsword.
THUG'S CAVE / BACK TO GLADSTONE
- Push the wall lever and grab the lantern ahead. The lamp burns out eventually, so watch your oil supply by clicking on the lantern picture. When it’s low you can fill it with an oil flask, however the game doesn't get incredibly dark even with no lantern so don't worry too much. There is a button on the wall near the pressure plates (6). Clicking on it will open a niche (7) containing a key. By weighing down the pressure plates in this area, you will come across a hall that contains a wall that disappears (when pressing a button on the side of the path) that leads to a chest (14). The key from the niche (Thugs Key) will open the treasure chest where you'll find crowns, a lock pick, salve, and a bezel cup. After exploring the cave, go back to the forest.
- Head back to Gladstone Keep and sell some of your weapons, torn shirts, daggers (including the one in your hand) and swarms. To sell, take an item from your inventory and click it on Victor. Now you can buy a good sword. Exit Gladstone Keep and find the Gladstone Marina. Hand the attendant the King’s writ you obtained from the castle and you will sail to the Southland Forest (losing the writ).
- To the Northland Forest.
- Lantern.
- This lever opens the wall at 4.
- This wall is removed when the lever is pulled at 3.
- Pouch with silver crowns.
- A hidden button on this wall opens a niche at 7.
- This niche is opened by the button at 6. Inside the niche is a key for the chest at 14.
- Thugs vault
- -
- There is already a rock weighing down a pressure plate at 8. To open a passageway at 10, remove the weight from the pressure plate at 8, and place two objects to weigh down the pressure plate at 9.
- This pressure plate opens a passageway at 13.
- Once the wall at 13 closes the passageway from the pressure plate at 11, a sequence of secret buttons will open the wall again. First, a button appears on the south wall. Press this button, and another button will be revealed on the north wall. Press this button, and the final button on the west wall will open the passage at 13.
- This wall is removed when the sequence of buttons is completed at 12.
- This chest is opened by the Thugs Key found in the niche at 7. The chest contains: lockpicks, aloe, and a dagger.
- Torn shirt, dagger.
SOUTHLAND FOREST
- [WARNING] Don't go to Bucks yet - go there last before heading back across the sea. Explore the forest and find the Grey Eagle Inn. Go inside and you'll find Timothy near the fire (blonde hair). If you want him to join your party, click on him. You can find a magic stone (compass) in the East door. Exit and head off to Roland's Manor, which can be a tough fight against a number of Orcs - be sure to close yourself into rooms and sleep to replenish your health often. If you chose to recruit Timothy, check his stats: if they’re better than yours than you might want to switch his armor with your own.
- Southlands Marina. Seeing as Lynn at the Gladstone Marina kept your writ from King Richard, passage back across to the Northland Forest will cost you 100 silver crowns per passenger. You can get the money by visiting Roland at his manor.
- Grey Eagle Inn. Timothy, an ally of King Richard's, is found here. If you want him to join you to seek out Roland, click on the yellow-haired person eating at the bar. He’ll join you when you exit the tavern. Click on the door on the right to talk to Philip. He’ll give you a compass which will also show up on the game screen after you exit the tavern.
- Swarm.
- Bucks Skins. Bucklers, bows, boots, and salves may be purchased here.
- Rock.
- Entrance to Roland’s Manor.
ROLAND'S MANOR
- Upon entering, explore the left side of the manor first. There is a button (4) that opens a niche (5) containing two oil flasks in the last room on the left. In door to the left at the end of the hall resides an Orc Leader and his minions (regular Orcs). Once you've defeated them all, touch the Western wall to make Roland’s hiding spot appear. After talking to Roland pick up his key and empty the chest, then leave the manor.
- To the Southlands.
- Rock.
- Fireplace: Clicking three times will turn up a burned scroll. It's a fragment of Roland’s hastily burned notes. Right-click the scroll over your character’s portrait to read it.
- The button here opens a hidden niche at 5.
- This niche is opened by the button at 4. The niche contains aloe and two oil flasks.
- Orc Leader. When you enter the room, you’ll have to explain your business. You can fight, bluff, or leave. Choosing to leave gets you out of the situation without getting hurt and you’ll continue wandering around the Manor as if nothing happened (and inevitably have to go back anyway). If you choose to bluff, your chance of success is random, though it can be influenced by your Rogue skill. If the bluff fails, then you’ll have to fight the Orc leader and his minions. If the bluff succeeds, then the Orc leader leaves without a fight. Choosing to fight yields the obvious results. [TIP] Fight is recommended.
- Touching this wall opens a passageway to Roland’s hiding place.
- Roland’s hiding place. Roland leaves you the key to his chest, which contains a compass (if you haven’t already got it from the Grey Eagle Inn), a saber, and enough silver crowns to pay for your passage back to the Northland Forest.
SOUTHLAND FOREST
- [TIP] Before heading back to the marina, stop by Bucks and purchase some boots, a buckler (for a new character coming soon!) and a bow (It's always good to keep 1 ranged weapon even if it's not equipped to a character, and this will be your only chance to get one for a while) and make sure you have 100 crowns available for each member of your party to cross at the Marina. Don't worry about all the excess gear you have, you're about to visit Victor again and can sell it there! Now head back to the marina and sail back to Gladstone Keep.
GLADSTONE KEEP
- Before you do anything else, take all items off Timothy and place them in your inventory. He is about to leave your party. Now go see the King in the throne room and watch the cinematic. Talk to everyone to find out about the Draracle and the elixir you need to create to heal King Richard. Baccata will now join you, and you will also obtain a Magic Album (scroll). With Baccata on your team, give yourselves the weapons and armor that suit you best and sell the rest to Victor (you won't need any extras anytime soon) and leave Gladstone Keep. Follow Baccata's direction to the Draracle's Cave.
DRARACLE’S CAVES
- Down a path to the East, you will find a bull statue. Pull its horns to open a wall. You will encounter Rat Men with poisonous claws. If you are poisoned, you can cure it with a ginseng, or a level 3 Heal spell (Level 4 Heal spell with cure bring all party members to full health). Alternatively, you can let that character bleed out and heal them once they die to bring them back without the poison. When you find the pit room fall down any one of them to take you to Level 2.
- To the Northland Forest.
- Lever toggles the passageway at 4 open/shut.
- Lantern. If you already picked one up in the Thugs Cave, the lantern won’t be here.
- Becomes a passageway when the lever at 2 is moved.
- These buttons control the movement of the pits to the northeast. To open a path, first press the blue (east wall) button, then green (south wall), then red (west wall).
- Pit. This pit is closed when the three buttons at 5 are depressed, but once you pass through the corridor near 9, this pit re-opens. The first time you go to Level 2 you will need to fall through this pit.
- Pressure plate, while depressed, opens the door at 8.
- Door, opened by the depressed pressure plate at 7.
- Lock picks, ginseng, and oil flask on the ground.
- Pressure plate triggers darts shot from 11. Every time weight is taken off the plate, this trap resets, so place an item on the ground here before you step off the plate.
- Shoots darts westward when triggered by the pressure plate at 10.
- One of the Ratmen in this area has the Emerald Eye for use on the Dragon Wall (at Draracle Caves, Level 2, Reference 9). To get the Emerald Eye, you will have to kill the Ratman carrying it.
- Crumbly wall to the south. To break open a passageway, use a sledge (found in Draracle Caves, Level 2, Reference 1).
- Oil flask, two ginseng.
- Secret button opens a passageway at 16.
- Wall becomes a passageway by pressing secret button at 15.
- Pit. This is the only way to progress to the main section of the Draracle Caves, Level 2.
- Trapdoor entrance from Draracle Caves, Level 2 (only accessible after dropping to Level 2 from pit at 17).
- After you visit the Draracle, this is the stairway from Draracle Caves, Level 2.
- After you visit the Draracle, move the lever on the north wall to open wall at 21.
- Wall becomes a passageway by moving lever at 20.
DRARACLE’S CAVES LEVEL 2
- Kill the dinosaur creature as soon as possible. Move swiftly or it’ll temporarily bind your party with sticky webs. Find a sledge lying around you’ll need it equipped in hand when there are crumbing walls to break down. Push the button at the Northern wall to make it disappear. Down these steps is the entrance to the Pod Room. Inside you will find three sacks. Cut them open to find Lora, a third-party member. If you do not want a third-party member don't cut the pods, but by freeing Lora you will receive a free elixir ingredient later on in the game (otherwise you pay 500 crowns for it). [TIP] Freeing Lora is recommended. Equip her and give your armor to her if you wish. Exit the pod room and open the Southern wall via a button to allow access to a ladder that will return you to Level 1.
- Sledge. You will need this to knock down the crumbling walls throughout the Draracle Caves.
- You land here after falling through the pit at Draracle Caves Level 1, Reference 6. The secret button on the north wall opens a passageway to the north, leading to the Pod Room at 4.
- Secret button on the East wall opens a passageway to the South, leading to Level 1.
- Pod Room. If you cut open the pod on the right, Lora, a pilgrim from Grisbl, will be freed. In thanks for saving her, she will join you in your search for the Draracle.
- Landing from pit at Draracle Caves, Level 1, Reference 17.
- Spin square. When you step into this square, you’ll spin around. Use your magnet stone compass and the Magic Atlas to keep track of where you are.
- Chest (opened by picking or bashing) containing two stars, oil flask (though, if you bashed the chest open, this will be destroyed), and a Sapphire Eye for use on the Draqon Wall at 9.
- This button opens the door west of 9.
- Dragon Room. Place the Emerald Eye (carried by one of the Ratmen, Draracle Caves, Level 1, Reference 12) in the east dragon’s eye to open a passageway to the east. To open a passageway to the north, place the Sapphire Eye (found in the chest at 7) in the north dragon’s eye. If you choose to use the Sapphire Eye, the Emerald Route (taken by following the corridor at the east dragon wall) will be sealed off. If you choose the Emerald Eye, the Sapphire Route will be sealed off. You may choose either of the two paths. They both lead to the same destination, but the route they take there is different. [ROUTE] Follow directly below for Emerald Route or scroll down for Sapphire Route.
- Rock.
- Leather jerkin.
- Spin square.
- Chest containing 10 silver crowns, salve, and a Treant stick.
- Pit trap button. When you encounter the pit to the west of this button, throw a rock (or other item you don’t need) towards the east. This will hit the button at 14 and move the pit to 14. This will allow you to get to the stairs at 16.
- Pouch with silver crowns, and the dagger "Stiletto".
- To Draracle Caves, Level 3.
- There is a niche on the east wall with a note (“Dagger in... Dagger out”) and a button on the north wall. Take the note out of the niche. Put a dagger in the niche (the niche will disappear and then click the button on the north wall. A lever will appear where the niche was. Pull this lever (the lever will disappear), and then click on the button on the north wall again. This time a lock will appear. Use the lock picks to pick this lock (the lock will disappear), then press the north wall button again. A niche will appear. Place something you don’t need (like that “Dagger” note) in the niche. The niche will disappear. Press the button on the north wall a final time, and a passageway to the west will open.
- Chest containing a helm. [KEY ITEM] Freeze scroll, and a [KEY ITEM] Jeweled Dagger (a suitable gift for the Draracle at Draracle Caves, Emerald Route, Level 2, Reference 20).
- The wall to the south becomes an illusionary wall after you move into the area at 20.
- Spin square.
- Secret switch opens a niche on the west wall. Two ginseng are in the niche.
- When pulled, this lever activates a fireball trap.
- This button (concealed as a stone) opens a passageway to the south. Once you pass through, the passageway will close behind you again.
- The Star "Shining."
- This button opens a passageway to the north.
- From the Draracle Caves, Level 3 (used after seeing the Draracle).
- To the Draracle Caves, Level 1 (used after seeing the Draracle).
- 14. Secret Passage.
- 15. To the Draracle Caves, Level 3.
- 16. Chest containing aloe, the mace “Bouncer,” a Silver Goblet (a suitable gift for the Draracle at Draracle Caves Sapphire Route, Level 3, Reference 24), and a Freeze scroll.
- 17. Pressing the button triggers a fireball trap. There’s also a rock here to throw at the button at 18.
- 18. Pit trap. Throw something (like that rock at 17) west so that it hits the button at 18. This will close that pit so that you can get the Worn key in the niche on the north wall. This key opens the lock in the Draracle Caves, Level 3, Reference 2.
- 19. From the Draracle Caves, Level 3 (used after seeing the Draracle).
- 20. To the Draracle Caves, Level 1 (used after seeing the Draracle).
DRARACLE’S CAVES LEVEL 1
- You will find yourself near the cave entrance. Retrace your steps to get back to the pit room. Push the jewels in (Blue, Green, Red) to move the pits again and get to the other side of the room. There is a plate that can be weighed down to open the iron door that has Bandits and some goodies inside. Loot the room and then and head North. There’s a trap up ahead! Put a rock on the pressure plate and quickly move backwards and to the right or you will be hit with sharp blades. Once they pass, move North down the corridor and kill the Rat men in the open room; one of them will drop an emerald eye (which you need for later on). One of the walls in the room looks as if it’s ready to fall apart. Break through the wall using your sledge. The same goes for the next room. When you come to a dead end, search for a secret switch that will open a wall and a pit. Fall down the pit, which will take you to another part of Level 2.
DRARACLE’S CAVES LEVEL 2 AGAIN
- Explore the area for a treasure chest with a sapphire eye inside then find the two Dragon Carvings behind an iron door. From here, you will take only one of two paths: the Emerald Path (Recommended), which leads you to the Jeweled Dagger; and the Sapphire Path, which leads you to the Silver Goblet. Both trinkets (the dagger and the goblet) are suitable gifts which the Draracle will accept before giving you the information you seek. You only need to find one of these trinkets. You may use the item from the time you find it until the time you must give it up.
- The Jeweled Dagger is an excellent weapon which, when used, will help one of your character’s might level to increase dramatically, its weapon factor is higher than any weapon will come across until you leave the caves. You have the option of buying this dagger later on at near the end of the game, though you will have better weapons by then.
- The Silver Goblet can be reused without limit. It will not only restore full health to the character that uses it, but it will cure poison and even reverse death (handy when you are bombarded by attackers and have no magic or herbs).
DRARACLE’S CAVES LEVEL 2: SAPPHIRE PATH
- The North path will lead you to the Silver Goblet. Place the sapphire eye into the North wall dragon eye socket. Do not open the other path (just discard the other dragon eye on the ground ). Go North and be careful of the band of Cavemen. Go North and find a leather jerkin, then head back down to the East. You’ll come across a spin square. Use your compass to maintain direction. First find a chest in the South, then head North and search for a secret wall that leads to the East. Upon entering, there is a stairwell to the South that leads to Level 3 of the caves but don’t enter yet! Keep heading down the East path you were on and you will find a chest containing the Silver Goblet and a freeze scroll (the monsters in the Caves are susceptible to the cold).
- Go South and ignore a switch you may see (it’s a trap). Stand at the pit and use your bow or throw a rock or something across the pit to the other side to hit the switch on the wall which will close the pit (if you fall down the pit it will bring you somewhere in Level 3). Get the key and head back to the stairs that lead to Level 3 and head down.
DRARACLE’S CAVES LEVEL 3: SAPPHIRE PATH
- Don't open the lock on a wall ahead yet! Explore the West side then come back and open it, for the wall will shut behind you once you pass through. There’s an illusionary pit which is safe to cross, and on the other side you will find your first empty flask. You need a number of these to collect Elixir ingredient, and you’ll find more in the Mines later. Head South to find a chest. You will be bombarded with spider creatures that can poison you. Fight your way East to find an iron key and a Star “Shining” before hitting any switches. Once the key is found, look for a switch on a South wall that will open up a nearby wall. Go straight and don’t stop. You’ll notice the next South wall is illusionary. Get an axe from within and head back out and to the East, find your way to an open area. To the North you’ll find a Saber. Heading South, you will come across a spin square. After you spin around, make sure your compass is pointing South before you move on ahead. You’ll see a red lock down the path. The red key that will open this lock is in a chest to the East (use your iron key to open it, or lock picks if you've already used the Iron Key).
- After unlocking and revealing a new doorway, head West to give yourself a good dagger by placing the one you found previously into the niche and then weighing the pressure plate that is behind you. When you take the dagger back out it will be the “Backbiter,” it may catch a fair price when selling. Now head East, down the stairs to Level 4.
- To Draracles Caves, Level 2.
- Lock, opened by the Worn Key from Draracle Caves, Level 2, Sapphire Route, Reference 18. Opens passageway to the east. Once you step through the passageway, it will close behind you.
- Pouch with three silver crowns.
- Dagger.
- Spin square.
- Secret button on the north wall opens the niche to the east. The niche contains a Freeze scroll.
- Illusionary pit.
- Empty flask.
- Chest (opened by the iron key at 11) containing two oil flasks, the rapier “Ripper,” scale mail.
- The star “Shining.”
- Iron key, which opens the chest at 19 or the chest at 9.
- Button opens passageway at 13.
- Passageway opened by button at 12.
- Secret passageway.
- Axe.
- The saber “Cutter.”
- Spin square.
- Red Lock, opened by the Red key found in the chest at 19, which opens a passageway at 20.
- Chest (opened by the Iron Key found at 11) containing Red Key (which opens the Red Lock at 18), aloe, boots, and an oil flask.
- Passageway opened by the Red Lock at 13.
- Weight on this pressure plate closes the niche to the west. If you place a dagger in the niche to the west it will become the dagger “Backbiter."
- To Draracle Caves, Level 4.
- From Draracle Caves, Level 4 (not accessible from the main area of Level three).
- The Draracle’s Lair. When you meet the Draracle, click in the archway and place either the Silver Goblet (from Draracle Caves, Level 2, Sapphire Route, Reference 16) or the Jeweled Dagger (from Draracle Caves, Level 2, Emerald Route, Reference 17) on the altar. When the gift is accepted. the Draracle will tell you how to make the Elixir.
- To Draracle Caves, Level 2 (after seeing the Draracle).
DRARACLE’S CAVES LEVEL 2: EMERALD PATH
- The East path will lead you to the Jeweled Dagger. Place the emerald eye into the East wall dragon eye socket. Do not open the other path (just discard the other dragon eye on the ground). Go East and be careful of the band of Rat men. Fight your way North until you are in an open room. Go North to get your Jeweled Dagger. Read the note in the niche. You need a dagger (a Star will suffice). If you do not have a Star or a dagger, go South and to the East and you will see a pit. You need to shoot your bow to hit the button on the opposing wall or throw an item you don’t need. Do this ONCE and the pit will move (do it again and you are screwed!), there is nothing in the niche over the pit. In front of the stairwell leading down to Level 3 you will find crowns and a dagger. Now go back North and place your newfound dagger in the niche (or the Star if you already have it) and proceed to push buttons on the North wall and flip levers on the West wall until an empty niche appears. Looks like you failed? No, just place something useless (like the note) back in the niche and go on with the button pushing again and the wall will disappear. Easy! Well, now you have to fight your way to the chest. Not even Lora (with her high Rouge level) can open the chest so just bash it open. You will find the Jeweled Dagger and a freeze scroll (the monsters in the Caves are susceptible to the cold). Equip the dagger to your main character if you wish. Now go back South, but to the West this time and explore the area. Don't pull the switch (it's a trap). If you come across a spin square, the area to the West contains a secret button on the North wall where you will find goodies. Now head back to the stairwell and go down to Level 3.
DRARACLE’S CAVES LEVEL 3: EMERALD PATH
- Head to the North and explore the West side of the area. You can find a dagger (hidden by a secret button) and an Iron key. Now head South East and you will find your first empty flask. You need a number of these to collect Elixir ingredient, and you’ll find more in the Mines later. You’ll see a pit but it's just an illusion. Go raid the chest ahead then go back to the North-West and look for a button on an East wall that will open a passageway. Walk East a few steps and there’ll be an illusionary wall where you can find an axe behind, then continue East. When you’re in an open room, to the North you’ll find a Saber. Heading South, you will come across a spin square. After you spin around, make sure your compass is pointing South before you move on ahead and you’ll see a red lock down the path. The key that will open this lock is in a chest to the East (use your iron key to open it or lock picks if you've already used your Iron Key). After unlocking and revealing a new doorway, head West to give yourself a good dagger by placing the one you found previously (NOT the Jeweled Dagger) into the niche and then weighing the pressure plate that is behind you. When you take the dagger back out it will be the “Backbiter,” it may catch a fair price when selling. Now head East, down the stairs to Level 4.
- From Draracle Caves, Level 2.
- Rock.
- Secret button on the west wall opens the niche to the north, which contains aloe and the dagger “Razor.”
- Iron Key (opens the chest at 7 or 15).
- Empty flask.
- Illusionary pit.
- Chest (opened by Iron Key at 4) contains silver crowns, the rapier "Dicer", scale mail, and an oil flask.
- Opens the passageway at 9.
- Opened by the button at 8.
- Secret passage.
- Axe.
- The saber “Cutter.”
- Spin square.
- Red Lock, opened by the Red Key found in the chest at 15, which opens a passageway at 16.
- This chest is opened by the Iron Key found at 4 if you didn’t use it at 7. If you did, then you must smash or pick this chest open. It contains the Red Key (which opens the Red Lock at 14), aloe, boots, and an oil flask.
- Passageway opened by the Red Lock at 14.
- Weight on this pressure plate closes the nich to the west. If you place a dagger in the niche to the west it will become the dagger “Backbiter.”
- To Draracle Caves. Level 4.
- from Draracle Caves, Level 4 (not accessible from the main area of Level three).
- The Draracle’s Lair. When you meet the Draracle, click in the archway and place either the Silver Goblet (from Draracle Caves, Level 2, Sapphire Route, Reference 16) or the Jeweled Dagger (from Draracle Caves, Level 2, Emerald Route, Reference 17) on the altar. When the gift is accepted, the Draracle will tell you how to make the Elixir.
- To the Draracle Caves, Level 2 (after seeing the Draracle).
DRARACLE’S CAVES LEVEL 4
- No matter what path you chose, Emerald or Sapphire, you will end up here at Level 4, and the rest of your quest through the Caves will remain the same. At this time, be sure to have either the Jeweled Dagger or the Silver Goblet. BEFORE you move from the stairwell, remove all your party’s shields and chest protection, for the acid spit of monsters in this level will eat through and destroy your armor!
- Go North until you can only make a left and find a chest with a bow and crowns. Go back down the path you took and make a right. Look for a switch that will open a wall. If you proceed ahead, you will be hit by a trap. Once you make a move forward, you must quickly make it into the first right path to avoid being hit by the trap. Then head towards a crumbly wall on a South wall to the West and break through to the other side to find a chest. Inside is a Bezel ring, which prevents the wearer from being poisoned.
- Now head North and avoid pushing any button you may come across (it will set off a trap). Look for a crumbly wall and smash through. Before you go through, place something on the pressure plate ahead to set off the trap, and then pass once you see the trap (blades/fire/etc.) go by. Do the same for any other pressure plates on this level. Explore the next area before taking the stair case, which leads you to a path to the Draracle. If you rescued Lora from the Pod Room, she will leave your party once you see the Draracle so make sure you take all the equipment and items from her before entering the Draracle's room. You will not get them back when she leaves your party if they are still on her.
- To Draracle Caves, Level 3.
- Chest (with no key: pick the lock or bash the chest open) containing a crossbow and 10 silver crowns.
- Triggers fireball trap.
- Loose stone on the west wall opens a passageway when moved.
- Triggers fireballs to be shot from 6.
- Dragon on west wall shoots fireballs when triggered by 5. Chest (with no key: pick the lock or bash the chest open) containing salve and a Bezel ring.
- Crumbly wall, which can be opened when struck by the sledge (see Draracle Caves, Level 2, Reference 1). The wall can be smashed from either the north or south sides.
- When the button is depressed, this activates the pressure plate at 9. Anytime you stop on or off of 9, a fireball shoots at you from the north. You can move quickly to sidestep this trap, but its better just to avoid it entirely.
- Pressure plate activated by the button at 8.
- Rock.
- Crumbly wall to the north. A passageway is opened when the wall is struck by a sledge.
- Pressure plate. When weighted. a fireball is shot at you from the west. Stand in the passageway just to the south, throw a rock or other item to weigh the plate down. Wait for the fireball to pass before you walk onto the pressure plate.
- Triggers fireball from the east. Place weight on it, as in 12.
- Triggers fireball from the south. Place weight on it, as in 12.
- Secret button at the west opens a niche, which contains 24 silver crowns and items from the “dagger in...dagger out” niche if the Emerald Route was taken. (See Draracle Caves, Emerald Route, Level 2, Reference 17.)
- To Draracle Caves, Level 3. You must go up these stairs to meet the Draracle on Level 3. When you meet the Draracle, click in the archway and place either the Silver Goblet (Draracle Caves, Level 2, Sapphire Route, Reference 16) or the Jeweled Dagger (Draracle Caves, Level 2, Emerald Route, Reference 17) on the altar. When the gift is accepted, the Draracle will give you a Riddle scroll with clues as to the nature of the four ingredients of the Elixir.
DRARACLE’S LAIR
- Make sure the Jeweled Dagger or the Silver Goblet is visible in your inventory and enter the Draracle’s Lair and watch the Cinematic. Touch the archway in the background and place your ‘acceptable gift’ within the golden alter. After receiving your scroll, follow the path out of the Draracle’s lair leading to Level 1 of the caves. Retrace your steps to get to Northland Forest. Be careful of the Rat men on your way out.
NORTHLAND FOREST
- Once you're back in the forest you will be attacked by a band of orcs. Fight your way through and find Timothy, then go to the Castle and then the Marina. Next, go and find Victor who is hiding in the bushes around Lake Dread. He will give you a sword and point you towards a boat ride to Opinwood.
OPINWOOD
- Upon entering Opinwood, turn left and explore the West side of the forest. Look for locked tree trunks (chests; open these with your lock picks). To the North is the swamp but don’t go in yet. There are many chests and secret passages though trees in this forest and the monsters are extremely dangerous. Be sure to check all the stumps, hollows, and birds nests that you come across. Go back to where you first entered Opinwood, now go explore the East side of the forest. If you come across the mines entrance yet, don’t enter. You want to find a green skull in Opinwood and/or Upper Opinwood (you only need 1, but there are 2 to be found) as you'll require it to get into the Urbish Mining Co. The beggar can decipher one riddle for you if you help him with 5 crowns, and you should find the lightning scroll in one of the chests. You also want to find a Bezel ring that will prevent you from being poisoned by swamp gas (if you have one already, then just continue to explore the forest). Once you've explored all of Opinwood, head to the Gorkha Swamp.
- Orcs drop Mace "Puma" around here.
- Long Sword "Flayer"
- A Chest containing "Kane" leather armor and Lightning scroll.
- Star "Shining".
- A Chest containing: salve, bracers, Bezel cup, Sabre "Gutter".
- Hollow: may contain a variety of items.
- Stump: may contain a variety of items.
- Lake Dread.
- Gorkha Swamp.
- Beggar: You have the option to help him, leave, or attack. Attacking has obvious results. but he really is harmless. If you choose to leave nothing happens, and if you choose to help him you will only part with 5 silver crowns. He may be able to help you with one of the riddles if you click the Riddle Scroll on him after you've helped him out. Later, if you meet him in the tavern in the City of Yvel, he will give you the Whisper Cloak in thanks.
- To the Urbish Mines.
- Droek's wagon. Droek knows where Dawn is, but he won't let you near her until you have the Ruby of Truth (which can be found in the Swamp). Once you have the Ruby, Droek will let you see Dawn, who is hiding in the wagon. She gives you Dawn's Key which you need to unlock Richard's Crystal Casket and tells you to gather the other keys as well. If you click the Riddle Scroll on her, she will be able to help decipher some of the riddles. She assumes you're going to gather all the ingredients and make the Elixir as well, so she also gives you empty vials to gather the Elixir ingredients.
GORKHA SWAMP
- If you attack any Gorkha (even accidentally), the whole tribe will wage war against you. Be careful because you need their help! Right click your empty flask on the first swamp pit you come across to fill the flask with your “Deadly Depths” Elixir ingredient. Some creatures in the swamp spit acid at you, and freeze spells are your best way to kill them. When you encounter any bubbling swamp pits, use a freeze spell to freeze it and cross over before it thaws. If you fall in you're dead, and if you drop any items in they are lost forever. The higher the spell you use (from level one to three) the longer the pit will be frozen.
- Wander around the whole swamp and raid all the chests and find the items laying around. Be sure to get the Duble Ring from a chest, it increases the recovery speed of HP on the wearer. Don’t buy anything from the shops yet, but go and see the witch doctor. He will decipher clues on your riddle scroll for 100 crowns per riddle, which will tell you the rest of the Elixir ingredients. You’ll find the Gorkha Chieftain in the North. When he asks you what you wish to trade for the Ruby of Truth, simply offer anything. He will then ask you to find their Ceremonial Bronze Helmet (that was stolen from them) in trade for the Ruby of Truth. The helmet is being held by one of the Stick Creatures and will drop once it is killed. You can also steal Ruby from the Gorkha, but then they will wage war on you if they find out. If you choose to steal it or attack for it, make sure you visit the shop keepers first and buy their trades. (Recommendation = Do not steal, go and get the helmet for them) When you find the helmet, return to the Gorkha Chieftain and give it to him in exchange for the Ruby of Truth.
- Now you can go to the shops and you’ll recieve a discount when buying anything, however don't sell your items, there is a statue in the North East (8) where you can place one item at a time in the mouth, push the button, and get a pouch of sixty coins. Do this for each item you want to get rid of (Recommendation = AT LEAST keep 1 x lockpick, Sledge, Swamp Vial, Ridden Scroll, Green Skull, 1 x Range weapon, rocks and whatever healing items you're comfortable carrying. Trade everything else!). You need to freeze the pit in order to reach the statue but be careful not to be standing on it when it thaws! There is another statute that will heal your party to full life when you give it an “offering” (5) but this is rather useless. When you are done exploring the swap you can either go back to Opinwood and continue your quest, or you can begin to kill all the Gorkha to enhance your fighting skills! (Recommendation = Leave them alone.. just be on your way) Then go back to see Dawn in Opinwood.
- Chest: Dagger "Assassin", oil flask.
- Chest: Axe "Splitter", Duble Ring, salve.
- Dwarvish Shield.
- Bronze horseshoe.
- Stone Idol: Ba'Del the Healer: Place an item in his mouth, click the nose, and Ba'Del will heal the party. Your item will be kept as payment.
- Bow "Scout".
- Staff "Beater".
- Stone Idol: Ra'Tol the Fortunate. Place an item in her mouth, click the nose, and the item will be replaced by a purse of 60 Silver Crowns.
- Glint mail.
- To Opinwood.
- To Upper Opinwood.
- Witchdoctor: The Witchdoctor specializes in solving riddles. If you click the Riddle Scroll on him, he will solve one of the four Draracle riddles for 100 silver crowns. (The answer will be written on the scroll.) Also, the Witchdoctor will sell you Fireball wands at 300 silver crowns each. If you have made war with the Gorkha, the Witchdoctor will not deal with you.
- Gorkha Chieftan: The Ruby of Truth is in the chieftain's possession, the Gorkha having taking it from the band of Orcs crossing the Swamp. He will ask to trade for it, and you must pick an item and click it on the Chieftain as if to give it to him. The Chieftain will refuse your initial offer because he is no fool. He knows you want the Ruby, and is willing to trade for a Ceremonial Mask, which is carried by one of the Hurzels in the Swamp. You have the option of stealing the Ruby, attacking, or accepting the quest. If you have a high Rogue skill, your chances of sneaking the Ruby out are greater. If you aren't so slick, however, the Gorkha will wage war against you. (Remember what they did to those Orcs!) Choosing to attack will have obvious results. You will have to fight the Gorkha in addition to the rest of the Swamp denizens. You can get the Ruby by killing the Chieftain. If you accept the quest, you have to hunt down the tree-like Hurzels and kill them all. One will be carrying the Ceremonial Mask. Return this to the Chieftain, and you will be named Heroes of the Swamp and given the Ruby.
- Gorkha Fletcher: A variety of bows are available here. He will also buy weapons from you. If you are at war with the Gorkha, he will not deal with you.
- Gorkha Blacksmith: a variety of weapons are available here. He will also buy weapons from you. If you are at war with the Gorkha, he will not deal with you.
OPINWOOD
- Visit Dawn’s Wagon with Ruby of Truth on one of the characters. You will now be granted access to see Dawn. Talk to her and she will give you Dawn's Key, one of four you will need to free King Richard from the shroud. She will give you two empty flasks for other Elixir ingredients. Now make your way to Upper Opinwood by either going through the swamp again or going to the top level of the Urbish Mines (Recommendation = Urbish Mines).
URBISH MINES
- You're not ready yet to survive the Urbish Mines, so just walk straight through without touching the door. Do not open the door, the Larkhon behind it will kill you.
UPPER OPINWOOD
- Look for a hornet's nest and collect some honey by right clicking an empty flask over the hive. This is the "Sweetness of your enemy" Elixir ingredient. You can also use the green skull (by right clicking over a character portrait) to kill the Giant Hornets easily. Make sure you raid the tree stumps to find a jade necklace (improves the Rouge level of the wearer), and the crossbow "Valkyrie" which shoots fireballs (also improves the Rouge level of the wearer when shots are fired) (Recommendation = Equip this ASAP for the remainder of Upper Opinwood. It's great for killing the giant hornets). To the Southwest you'll find a stump containing another green skull (you only need one). Once you've finished adventuring around return to the Urbish Mines from the way you came. Read ahead to learn how to defeat the Larkhon!
- Entrance to the Swamps.
- Stick.
- Birds nest.
- Hollow.
- Hollow.
- Hollow, rock.
- Birds nest.
- Hornet's nest, Swarm.
- Hornet's nest, Swarm.
- Stick.
- Chest: Jade Necklace, 28 silver crowns.
- Chest: Ebony Staff, 10 silver crowns, emerald blade, green skull.
- Chest: Crossbow Valkyrie, Dwarvish Chain Mail.
- Chest: Empty.
- Scotia's Barrier: Requires Vaelan's Cube (Obtained in the Urbish Mines) to dispel the barrier.
- Stick.
- Hornet's nest, swarm.
- Rock.
- Entrance to the Urbish Mines.
- Yvel Cave, leading to Yvel Woods.
- Dagger "Assassin".
URBISH MINING CO.
- Before entering the only door you need to do a little inventory management. The next monstor, The Larkhon, takes your weapons and shields (they drop on the ground) and hits HARD. First things first take off your weapons and shields and either put them in your inventory or on the floor nearby, you can pick them up after the fight. Next, make sure you have a Green Skull and the Crossbow "Valkyrie" easily accessible in your inventory. Unless you're playing a Mage it's likely at this stage only Baccata can cast the Green Skull spell and only once without resting... so you'll need to release the Larkhon, cast the Green Skull (right-click it on Baccata's image to cast), and then leave the Mines to rest. If you go into Upper Opinwood (Recommended) then equip your hero with Crossbow "Valkyrie" before resting as you will get woken up constantly by Giant Hornets and this will allow you to get rid of them quickly. Once rested, unequip the crossbow (otherwise it will get knocked out of your hands and you won't have it for the next rest), go back into the Mines (where the Larkhon will be freely roaming around) and cast the Green Skull again, then exit and rest... repeat this 4-5 times and eventually you'll melt the skin of the beast! When it is dead, you can leave your green skulls on the ground (no longer needed for the rest of the game) and re-equip your weapons and armour. Explore the whole lower level. Find a clerk behind a secret wall in the North and get a Great Helm and a Pick (you need this for later) from the room he is in. Search through all the desk drawers on this level and find a fireball scroll in one of them. There’s a room with double doors (19) where you must close one door before you can open the other and get to a chest. There you’ll find a silver key that you’ll need in Level 1. When you come across a lock in the wall you will need to pick this lock. Within this room is a broken machine (you’ll find items for this later). When you've finished exploring take the stairs down to Level 1.
- To Upper Opinwood.
- To Opinwood.
- The Larkhon.
- Stairs to the lower section of the Urbish Mining Company, at 5.
- Stairs to the upper section of the Urbish Mining Company, at 4.
- Example of desk and file cabinet, these are all over this level and can contain useful items.
- Desk, which may contain a variety of useful items.
- Chest containing a Silver Key and the Mace “Bouncer.”
- Stairs to Urbish Mines, Level 1.
- Lock picks.
- Helm.
- Button on the east wall, when clicked, will reveal a passageway to the east.
- File cabinet, which may contain a variety of useful items.
- The clerk, Dwight. Make sure you look beneath his desk and get the Great Helm and the mining Pick.
- This lock must be picked.
- Old Machine.
- Pouch with two silver crowns.
- File cabinet, which contains a salve.
- Security access doors. One must be closed before the other can be opened.
MINES LEVEL 1
- Go explore the West side first before heading East to find a keyhole (3). Use the Silver Key you found in the Urbish Mining Co. At the end of the path, you'll come across a couple of wheel levers on the walls. Further down there is a hidden button, don't push it! If you push that first you will fall down multiple pits to level 3 and need to teleport back up to the Urbish Mining Co. Go to the wheel levers and turn the North lever up and the South lever down. Now you can press the secret button to reveal a teleporter! Enter it to get to Level 2.
- To the Urbish Mining Co.
- Note to Orin.
- Silver key lock.
- Wheel levers, which change the effect of the teleport south of area 5. These levers have three different operable positions. When the north and south levers are either both up or both down, a pit will appear to the west, but no teleporter will appear when the button at 5 is pressed. When the north lever is up and the south lever is down, a pit will appear one square west and a teleporter (to Urbish Mines, Level 2) will appear one square west and two squares south when the button at 5 is pressed. When the north lever is down and the south lever is up, a pit will appear one square west and a teleporter (to Urbish Mining Co) will appear when the button at 5 is pressed.
- A pit is opened one square north, and if the levers at 4 are in the correct position, a teleporter will appear one square south.
- Secret passageway.
- Rock. Remove this rock (i.e., throw it away from the sign) to open the secret wall at 17. (The rock is considered a weapon. Heed the sign.)
- Emerald blade, Mine Key 2 and humanoid bones.
- Stairs to Mines Level 2.
- Lock opened by Mine Key 2 found at 14 or 8. Opens the door one square west and one square south.
- Lever on the east wall opens a pit under the party. Falls to Mines Level 2.
- Lever on the south wall closes the pit at 13.
- Pit toggled open/shut by the lever at 12.
- South wall niche holds Mine Key 2 for the lock at 10 or 15. When the key is removed from the niche, the pit at 13 opens. Mine Key 2 must be thrown north for the pit to close.
- Lock (opened by Mine Key 2 found at 8 or 14) opens the secret wall at 16.
- One-way secret passage (west to east), until it is opened by the keyhole at 15.
- This block moves north to allow access to the secret passage to the south when pressure is removed from the invisible pressure plate at 7.
- The mace “Puma” and the saber “Wolf.”
- If you have the key from 14 and walk in this area, the pit at 20 will close.
- Pit. If you have the key from 14 and step on 19, this pit will close.
- This lever starts in a down position. When pulled, it reverses the effect of the pit at 20. The lever breaks upon first use and cannot be used again.
- Mine Key 3.
- Chest containing “Hale” leather jerkin and the maul “Hammerhead.”
MINES LEVEL 2
- You will appear in a room with four secret walls surrounding you. Each 'wall' has two paths on the other side. Let's call this area "the secret wall area". First go South and take note of the writing on the wall ahead (as well as the writing in behind each of the secret walls). Take the West path first and hit the hidden button to reveal a path. Weigh the pressure plate down and get the Mine Key 4 from the niche. Now back out and take East path. Enter the new passage after finding a secret button to find a note and some bones. (Recommendation = keep the bones to weigh down later pressure plates).
- Go back to the secret wall area and go East. Take the North passage first, the door you will pass through will lock behind you once you step on the pressure plate. The only way out is by getting the fireball wand which is stashed behind a series of fire traps. There are two sets of three pressure plates, each separated by a fire jet. You need to depress one or three pressure plates at a time to keep the fire jets deactivated. The fireball wand is a powerful item used by right-clicking on a character's portrait. After each use the size of fireballs created diminishes. Once you get the fireball wand, head back to the South passage (still within the East secret wall) hit the secret button and walk until you smell gas. Take a step or two back and ignite the gas with either a fireball spell or the fireball wand. You'll open a passage to get the Mine Key 5. Now head back to the secret wall area.
- Now take the North secret wall and follow the East passage. Press the secret button to find a chest. Now go back and take the West passage to find another chest with Bracers in it. At the end of this passage there are three wheel levers. The clue from each secret wall are "Left-Right-Center" which is the order you need to turn the wheels to open a wall ahead. Go in the room and go through a door. You need to press the button to the left to close the door in order to open a door ahead. Go to middle of the corridor and place an un-needed item (like a human bone!) on the pressure plate. Here there are two levers. To open the door ahead, make sure the left lever is down and the right lever is up. Go in the newly opened door but DO NOT press the button (the door will shut and arrows will be shot until you die!). Raid the chest and exit the room. Now you can throw something useless to press that button or shoot it with an arrow but make sure you're not in the room at the time. Closing this door will allow you to re-open the door at the other end of the corridor. Go back to the levers and reverse them (Left up, and Right down) to re-open the first door to leave and go back to the secret wall area.
- Now go through the West passage and use Mine Key 4 on the keyhole to open up a North and South passage. First explore the South passage where you'll find a flooded stairwell and a sword. Now go to the North passage where you'll find a locked door and use Mine Key 5 to open it and go back up to Level 1 in a new area.
- Chest containing Dwarvish helm, bezel cup, the star “Shooting,” and 25 silver crowns.
- Chest containing an oil flask, ginseng, empty flask, bracers.
- Chest containing an oil flask and a Lightning scroll.
- Niche containing a Fireball wand.
- Mine Key 5, used to open the Lock at 6.
- Lock opened by Mine Key 5, from 5.
- Button opens the wall to the south.
- Button opens the wall to the south.
- When weight is on this pressure plate, a niche opens at 10.
- This niche opens when there is weight on the pressure plate at 9. The niche contains Mine Key 4 for the lock at 11.
- This lock is opened by Mine Key 4 found at 10. When unlocked, passageways to the northeast and southeast open.
- Another note from Orin to Geof, and bones.
- Button opens wall to the east.
- Button opens wall to the east.
- Gas smell. Stand back at least 3 squares (to avoid damage) and throw a fireball. This will ignite the gas and destroy the wall at 16.
- Wall will be destroyed when a fireball is thrown from the south (see 15).
- Pressure plate closes and locks the door to the west. The door reopens when you have the Fireball wand from Reference 4 of this level.
- Pressure plate which works with 20 and 22. An odd number of depressed pressure plates will turn off the fire jets at 19 and 21.
- Fire jet, activated when none or two of 18, 20, and 22 are depressed.
- Pressure plate which works with 18 and 20. An odd number of depressed pressure plates will turn off the fire jets at 19 and 21. Also works with 23 and 25. An odd number of these will turn on the fire jets at 24 and 26.
- Fire jet, activated when none or two of 18, 20 and 22 are depressed.
- Pressure plate which works with 18 and 20. An odd number of depressed pressure plates will turn off the fire jets at 19 and 21. Also works with 23 and 25. An odd number of these will turn on the fire jets at 25 and 26.
- Pressure plate which works with 22 and 25. An odd number of depressed pressure plates will turn off the fire jets at 24 and 26.
- Fire jet, activated when one or three of 22, 23, and 25 are depressed.
- Pressure plate which works with 22 and 23. An odd number of depressed pressure plates will turn on the fire jets at 24 and 26.
- Fire jet, activated when one or three of 22, 23, and 25 are depressed.
- Vault combination. A passageway to the north will open only when the west lever is pulled, then the east lever, and then the north lever.
- This door, once closed, by the button at 29, will only open if the door at 31 is closed. (See 30 to open the door.).
- Button closes door at 28.
- Pressure plate and two levers on the north wall. Place an unwanted item to keep the pressure plate weighted. The door at 31 will open if the door at 28 is closed, the pressure plate is depressed, the left lever is down, and the right lever is up. The door at 28 will open if the pressure plate is depressed, left lever is up and the right lever is down.
- This door opens only if the door at 28 is closed. (See 30 to open the door.) This door is closed by pushing the button at 32.
- Button closes the door at 31 and causes arrows to be shot from the north at 32. To close this door without getting trapped inside, throw a useless item at the button from the east.
- Button opens a pit directly beneath the party.
- Pit, which drops you to Urbish Mines, Level 3, Reference 31.
- Secret passageway.
- Destination of the teleporter at Urbish Mines, Level 1, Reference 5, if the north lever is up and the south lever is down.
- Secret button opens a passageway north.
- Secret button opens a passageway north.
- Goes upstairs to Urbish Mines, Level 1, Reference 9.
- Landing for pit at Urbish Mines) Level 1, Reference 20.
- Pressure on this plate, and pressing the button, will activate the teleporter at 42.
- Teleporter activated by 41. Its destination is the Urbish Mining Company.
- Flooded staircase. You cannot access the stairs down until the pumping machine in the Urbish Mining Company, Reference 16, is fixed and running.
- The sword “Flayer.”
- Landing of pit at Urbish Mines, Level 1, Reference 11.
- Weight on this pressure plate opens the pits at 47.
- Pits opened when the pressure plate at 46 is weighted.
- Landing for pit at Urbish Mines, Level 1, Reference 4.
MINES LEVEL 1, NEW AREA
You can't unlock this keyhole yet. Read the sign ahead but don't take your armor off. Instead, remove the rock (considered a weapon) that's sitting on a secret pressure plate to reveal a passage later on in this level. Go and explore the level as you wish, there are many secret walls to the South so keep checking your Magic Atlas to discover everything. You will find your second Emerald Blade on this level, make sure you keep it as you'll need both of them soon enough.
- Make sure you explore the Northeast and find Mine Key 2 before you go through a secret wall on the East wall. Don't go through without Mine Key 2 as the wall will close behind you. If you already passed the secret wall and do not have the key you can get another Mine Key 2 in this area. Approach the first pit, turn the wheel lever to close the pit, and get the alternate Mine Key 2 from the niche. When you turn around the pit will be there again so throw the key past the pit and it will disappear again. Then go around the corner and the pit that was there before is also gone. Pick up Mine Key 3 from the niche here (this key is not used for anything). Don't touch the wheel lever, it will reopen the pit permanently. Use a Mine Key 2 to get out of this area. Find that other Mine Key 2 in the Northeast and go back to the entrance of this level and use the key on the lock. There's a wheel lever behind the door. Turning it will drop you to a secluded part of level two where there is a pressure plate. Weigh it down with a useless item and two more pits appear. Go down either one to lead you to Level 3 where you will land in the Avian Worm nest.
MINES LEVEL 3
- As soon as you're able find the Avian Worm nest (A corner with a hole in each face with slime coming out of it) in one of the corners of the room and destroy it with a fireball spell or the fireball wand. There will be more of these coming up so destroy each one the same way. Find a hidden button to open a Northern passage and you'll encounter your first rock creature. Continue on to find a pick (if you've already got one from the clerk in the Ubish Mining Co level, you don't need another) and use it to break down the crumbly wall, and other crumbly walls within the mines. At a dead end use your map to find a secret button which will lead to an area with a teleporter and a niche with a Silver key inside. Open the lock in this room with that Silver key and follow the path South. Explore and find a secret wall located to the Southwest and you will discover a chest containing a gold jewel that goes in the 'keyhole' in this area to open the door to the mine cart. The levers on the wall change the direction of the cart: lift the right one to send the cart on the right track, lift the left one to take the left track or lift both to go straight. Head straight to find two secret buttons and the coal bank where, using the pick, you should grab a lump of coal. Go back to the lever area and take the right track to find a locked door. Use your lockpicks to open it and gain access to Level 4.
- Landing from Urbish Mines, Level 2, Reference 47.
- Spin square and button. The button opens a niche in the north wall, which contains the “Shiney” Key for the lock at Urbish Mines, Level 4, Reference 15.
- Avian worm nest. Use a fireball on the nest to stop these monsters from generating.
- Button opens a passageway to the north.
- Pressure plate which fires a missile trap from 6 (one time only).
- A missile fires from here when the pressure plate at 5 is triggered.
- Bones and a pick. If you didn’t already get the pick from Dwight at the Urbish Mining Co., take this pick to use at 8 and 22.
- The east face of the wall is not complete. You’ll need a pick found at 7 to open 9 as a passageway.
- Passageway opened when a pick is used at 8.
- Oil flask.
- Secret button opens a passageway at 12.
- Wall opens into a passageway by button at 11.
- Teleporter transports you to the Urbish Mining Company.
- Stairs down to Urbish Mines, Level 4, Reference 25.
- Stairs up.
- Niche containing the Silver Key for the lock at 17. This is also the landing for Urbish Mines, Level 2, Reference 34.
- Keyhole opens a passage at 18. Opened by the Silver key found at 16.
- Wall opens into a passageway by keyhole at 17.
- Avian worm nest. Use a fireball on the nest to stop these monsters from generating.
- Pick this lock to open the door to the northeast at 32.
- Note: PISCATA ROSEA 4 4 5. (Red herring!!!)
- Use the pick on the south wall to get a piece of coal, which you’ll need to fuel the machine in the Urbish Mining Company.
- Mine car levers: both levers down (the initial setting) locks the cart in place. When the left lever is up and the right down, the cart is directed to the east path. When the right lever is up and the left down, the cart is directed to the west path. Both levers up directs the car to the south path.
- Door to the mine cart. Opens only when the gold gem from 28 to open the door at 24.
- Gem hole that requires the gold Jewel from 28 to open the door at 24.
- Mine cart. Set the levers at 23 to choose a path, then climb into the mine cart and click the forward movement button to get the cart moving.
- Pressing the button will open a passageway to the north.
- Chest containing a gold jewel (for use at 25) and an empty flask.
- Pressing the button will open a passageway to the east.
- Secret passageway.
- Landing for pit at Urbish Mines, Level 2, Reference 34.
- This door locks behind you unless you depress the secret plate at 33.
- Secret plate opens the door at 32.
MINES LEVEL 4
- Find the secret button and use the teleporter. Don't move forward! Press the button behind you to deactivate the trap ahead, and then press the button one square down on the East wall. This door with the two locks is your way out of here but first go South and kill the rock monster to find the Bloodstone Elixir ingredient. Then proceed to the wheel levers area (with a spin square in the middle). Turning all four levers to face down will deactivate the spin square. Go North to get the machine gear. Go back and take the West passage and go to the Northwest area and use your pick to break the rockslide and explore the area where you can find the Rusty Key in a pile of bones. Go back the door at the beginning with the two locks and place the Rusty key in one of the keyholes. You need one more key so go back to the spin square area and take the East passage. Don't open the door, go through the teleporter on the left. You will be taken back to where you began the level. Head back up the stairs to get to Level 3 and find that teleporter to take you back up to the Urbish Mining Co.
- This set of levers changes the number of spins for the spin square that they surround. All levers must be down to deactivate the spin square.
- Stepping on this square triggers the rock slide at 20.
- Button activates the teleporter to the west, which transports you to 4.
- Destination of teleporter near 3. Button on the west wall disarms the missile hole at 8.
- Button opens a passageway to the south. Unless disarmed at 4, the missile hole at 8 will fire if you walk here.
- Wall turns into a passageway by pressing the button at 5.
- Unless disarmed at 4, the missile hole at 8 will fire if you walk here.
- Missile hole triggered at 5 and 7. Disarmed by button at 4.
- Rock slide. Use a pick (found at Urbish Mines Level 3, Reference 7 and Urbish Mining Company, Reference 14) to get around this.
- Teleporter to 13.
- Teleporter to Urbish Mining Company, Reference 5.
- Teleporter to Urbish Mines, Level 2, Reference 36.
- Destination of the teleporter at 10.
- Keyhole opens door to the east. The key is in Paulson's possession.
- Keyhole opens door at 17 only if keyhole at 16 is also unlocked. Use the “Shiney” Key from Urbish Mines, Level 3, Reference 2 accessible by stairs from the area accessed from Urbish Mines, Level 2, Reference 43.
- Keyhole opens door at 17 only if keyhole at 15 is also unlocked. Use Rusty Key from 19.
- Door opened if locks at 15 and 16 are unlocked.
- Paulson. This noble from King Richards court joins you. Make sure you pick up his Pyramid Key for Richard’s Crystal Casket. As you leave the area, Paulson directs you to his cache (at 22).
- Orin's ghost. After the warning to stay away, you can rummage through his bones for the Rusty Key that will open the lock at 16.
- Rock slide caused by stepping on 2.
- Fireball trap (which is always firing) and spin square.
- Paulson’s cache. Vaelan’s Cube (but only if you have not found the great maul “Hammerhead.” Otherwise Dawn will have it in Opinwood. Reference 15), Dwarvish boots, chain mail, kite shield, the axe "Vixen," Mine Key 4 (which opens 14), a great helm, two oil flasks, and a Bezel cup.
- Water pump note and gear for the machine in the Urbish Mining Company.
- Teleporter to 3.
- Up to Urbish Mines Level 3, Reference 14.
- A Rockling in this area will drop a Bloodstone (a necessary ingredient for Richard’s Elixir) if you kill it.
URBISH MINING CO.
- Go to the machine and place the gear near the one already on the machine, and the lump of coal into the cage door, then pull the lever (top left of the machine). The machine (a pump) will activate, removing the water from the stairwell in Level 2, so head back to Level 2 by using the teleporter on Level 1.
MINES LEVEL 2
- From the secret wall area, take the West passage and head South. Now you can go down these stairs that were once flooded. There is a button that will reveal a Shiney key. Now get back to Level 4 (from the secret wall area, head West again and this time take the North route to get to Level 1, fall down the pits and make your way to the mine carts and go down to Level 4).
MINES LEVEL 4
- You can now open that second lock on the door using the Shiney key. Be careful of the fireball trap on the other side. Find and talk to Paulson then grab Paulsons Key from beside him. Exit and he'll lead you to his stash. Equip yourselves accordingly (you can soon sell those excess weapons). Ensure you take Mine Key 4 and Vaelan's Cube, which is needed soon in Upper Opinwood, then head back to the wheel lever area. Go East to the locked door and use Mine Key 4 to find three teleporters. Go into the North teleporter to return to the Urbish Mining Co. If you saw Dawn before entering the Mines, then just head towards Upper Opinwood.
UPPER OPINWOOD
Now that you've got a fireball spell (or the fireball wand) you can destroy the Giant Hornets nests to kill them all off. Head towards Scotia's barrier to the North of the forest and use Vaelan's Cube on it by right clicking the cube on a character portrait until it is destroyed (Note: When cube is black it will absorb magic such as the Barrier, and damage enemies later one. When the cube is white will dispel magic, to do this us it on a party member and they will regain MP!). Breaking the barrier makes your Vaelan's Cube disappear. Now head to Yvel Woods via the cave.
- Entrance to the Swamps.
- Stick.
- Birds nest.
- Hollow.
- Hollow.
- Hollow, rock.
- Birds nest.
- Hornets nest, from which you can get Hornet’s Honey, a necessary ingredient for Richard’s Elixir. A Swarm can also be found here.
- Stick.
- Chest containing a jade necklace. 28 silver crowns, and a Bezel cup.
- Chest containing an ebony staff, 10 silver crowns, an emerald blade and a Green Skull.
- Chest containing the crossbow “Valkyrie,” Dwarvish chain mail, and 23 silver crowns. A moulder near here may drop a worn key, which may open one of the chests in the woods. (The key is so old and worn that it might not work.)
- Empty chest.
- Scotia’s Barrier. Use a Vaelan’s Cube to dispel the barrier.
- Hornet’s nest, from which you can get Hornet’s Honey, a necessary ingredient for Richard’s Elixir. A Swarm can also be found here.
- Rock.
- Entrance to the Urbish Mines.
- Yvel Cave, leading to the Yvel Woods.
- The dagger “Assassin.”
YVEL WOODS
- Explore the woods and you'll find another barrier from Scotia... but a huge Orc in the Northern part of the woods will have another Vaelan's Cube you'll need to get but DON'T USE IT ON THE BARRIER YET!. You need it to get through the White Tower. Finish exploring what you can of Yvel Woods and then head to the White Tower.
- The barrier to Yvel City. Use Vaelan’s Cube here but complete the White Tower first as you'll need one to take on the wraiths on the third level. Another cube can be found at 3.
- White Tower.
- In this area, a great orc can be found who has a Vaelan’s Cube. He will drop it when killed.
- Vulture's Chasm. There is no way to cross over to Castle Cimmeria from here.
- Chest containing the Shield of Stealth and the Arbalest "Equalizer" (a cursed weapon).
- To the City of Yvel.
- To Upper Opinwood.
- Stump.
- Dawn appears here later in the game when you need to find her after Yvel City.
WHITE TOWER
- Freeze spells can be used on the Amazons if you're having trouble, but using Crossbow "Valkyrie" should be sufficient here. Find a sword to the left in the main room and then enter the East door to pick up a Mystic Key (scarab key) from one of the Amazons. There is a note in the niche which is a riddle and can be left there for now. Go through the North passage and ignor the button on the right wall (it's a trap!) and past the two doors (stairs). Explore the North area and close any grates you find to stop more archer slugs appearing. There is a keyhole on the North wall you can lockpick and defeat the Amazons behind to find Lyle, a prisoner. Do as you wish with him but make sure you get the amber ring from him (or from a hidden button on the wall of his cell if not). There are two locks (one normal, one mystic/scarab shaped) in the Northest region - don't bother wasting a Mystic Key, both of these locks can be picked. After exploring the rest of the level, return to the niche with the note and place your amber ring in the niche to open a wall to the left and fight Jana. Once you're done, pick up the fallen items and another Mystic Key from the niche in Jana's room, then go back and get your amber ring from the niche where you left it. Go North up the hall where the stairs were and take the East door first to pick up a key. Head back down and then go up the West passage which will bring you to the Level 2.
- The rapier "Talon".
- A warrior in this room will drop a Brown Mystic Key, which opens the door near 5.
- The throwing star "Vega."
- Empty chest.
- Grey Mystic Key.
- Lockpicks, dagger.
- A warrior in this room will drop a Grey Mystic Key for use on the lock at 16.
- Prisoner Lyle. You have to choose between three options here. If you help him, he will give you some silver crowns in return for his freedom. If you attack him, you will find a pouch full of silver crowns. If you decide to leave him, he will offer you an Amber Ring, and you are then faced with three more options. If you help him a second time he will give you the Amber Ring. For whatever reason, if you do not recover the Amber Ring from Lyle you can find it in the Niche on the west wall, which is revealed by pressing the button on the north wall.
- The Amazon Queen Jana. Defeating Jana in combat may earn you the great sword “Trouble.” There is also a niche containing a Brown-Grey Mystic Key for the lock in the White Tower Level 3 (14). When the Mystic Key is picked up, the wall to the west will open to reveal a passageway.
- Chest containing Dwarvish great helm and a Jade Necklace.
- Button activates a bolt trap.
- Requires Ivory Key (from White Tower Level 3 (13) to unlock. Leads to White Tower sub-level.
- Niche containing the note “Ring for Admittance.” Place the Amber Ring (found at 8) in the niche to open a passageway to the left, allowing access to Jana’s room.
- Slimy grate. Close this to stop the Archer slugs from generating.
- Pickable lock opens door to the northwest.
- Mystic lock. Open this with the Grey Mystic Key, carried by one of the warriors in the same room. You’ll have to kill her to get it from her.
- Button used to open door after Mystic Key at 16 is placed in lock.
- Mystic lock. Use Mystic key found in White Tower Level 2 (2, 4).
- Mystic lock, opened by using lockpicks or the key from 2.
- Lock opened by using lockpicks.
- Stairs to White Tower Sub-Level.
- The Altar De Blanca. Place the Crucible of Faith (found at White Tower Sub-Level (8) on the neck of the altar. Place the four Elixir ingredients in the Crucible. Then take the Crucible to Geron in Yvel City when the Elixir is complete.
- To White Tower Level 2.
WHITE TOWER LEVEL 2
- Use one of your mystic keys to open the first door and keep heading West and open the door a head. To safely get to the niches in this room, walk in backwards so that you're not looking at any of the fireball launchers when you step on a pressure plate. When your back hits the wall, turn North and walk backwards to get a fireball scroll (if you didn't get it earlier in the Mines), then walk North to obtain a key. To exit, don't look at any of the trap holes on the walls on your way out. When you exit the room there is another directly South (locked door), this is Level 3, don't go in there for now.
- To the Northeast (up the hall from a door with a regular keyhole) is the Dark room (it's not dark, but there's a sign inside that says that). There is a hidden button in this room that can't be pressed until you close the door behind you, then a niche will appear with another key inside. Now head back down the hall to the keyhole on the East wall and use your lockpick to open it and enter the pit room. This door locks behind you, but insert a brown mystic key into it so you're not lock ed in/out. With the keyhole to your back (you are facing North) head North one square, East two squares, North two squares, West one square (pick up the key), and head West one more square so you're at the wall. There is a secret button on the wall for you to push that will remove a pit to the South. Turn North (secret button will be on your left) and move East two squares, South two squares, West one square, South two squares. There's a button on the South wall for you to press to remove a pit near the secret wall at the Northeast corner of the room. Turn to face North (with the secret button at your back) and head North three squares so you will fall down a pit landing in Level 1 where you will find a chest. Find your way out and head back up to the pit room on Level 2 again.
- When you're back to the pit room, turn so you have your back to the scarab keyhole. Head North one square, East one square, North two squares, East one square, and pass through the secret North wall. Get the sword ahead and through the door you'll be met by many chickens. Head North right past the door to pick up a helmet. You don't need to go down the corridor yet, so go back through the pit room and make your way to the Level 3 staircase, but before you go up equip two party members with an Emerald Blade each and have Vaelan's Cube ready to use and have your heal spell selected. Probably a good idea to save your game here too, Level 3 can get out of hand quickly.
- Light-blue Mystic Key, which opens the lock at 6.
- Darkroom. The door must be closed for the button to reveal niche containing light blue/brown/grey Mystic Key. For use on the lock at 7 or in the White Tower Level 1 (18).
- Niche containing a Fireball scroll.
- Niche containing a light blue/brown/grey Mystic Key. For use at 7 or in the White Tower, level 1. Reference 18.
- Brown/grey Mystic Key (for lock at 20), illusionary pit, and button that closes the pit at 13.
- Lock opened by the Mystic Key found at 1.
- Lock opened by the Mystic Key found at 2 or 4.
- To White Tower Level 3.
- The rapier “Talon.”
- To White Tower Level 1.
- Fireball room.
- Pickable lock.
- Pit, until the button at 5 is pressed.
- Illusionary pit and button that closes pit south of 23.
- The helm “Prentis.”
- Pressure plate triggers fireballs to be shot from 17.
- Fireball trap.
- Pressure plate triggers fireballs to be shot from 19.
- Fireball trap.
- Mystic lock. Opens west door when the Mystic Key from 5 is used.
- Minotaur. kill it and use the horn as a key for 22.
- Lock, opened by the minotaur horn from 21. Opens the wall to the west.
- Secret passageway.
WHITE TOWER LEVEL 3
- This level is filled with different types of ghosts which are all vulnerable to Emerald Blades and Vaelan's Cube and a dream snakes, which you can't do anything about but take the damage from. Recommendation: To get through this level without too much drama, constantly use the cube over and over on ghostly enemies. If you take a hit, heal that party member quickly (the amount of times you use the cube will ensure you have almost unlimited MP). Use can swing the blades if you like but mostly spamming the cube use is the most efficient way. Use your main mage (Paulson in my case) as the healer without an emerald blade. Enemies can hit you through walls without being visible and often come at you in large waves, so heal constantly and save your game regularly to avoid re-doing too much if you die.
- From the stairs go straight ahead to open the door to press a button on the floor and get a mystic key for the other door. You can open the chest to the East and then go through the door beyond to head North into a rectangle passage where many enemies attack you. There is a button on the West wall that will open a wall to the East. Keep North and open the tiles on the North wall and flick the switch go East through the wall and there is a chest to the South.
- Back up the North you'll come across a pit. Press the button on the East wall and throw something at the West wall to close the pit. There's a chest to the second left beyond the pit. Past the chest, around the corner is a secret wall with another chest which contains a blue key. Head North and follow the passage bending East. In an open room there is a door to the North. Go in and turn West then place a key in this lock to obtain the Ivory Key (which allows access to the Sub Level).
- Head South and you will come across a pressure plate. Weigh it down and head South where you will see a chest. Raid it, a wand may be lying around here somewhere. Now head up to the East and weigh that plate. Now you've opened a path to the South so go back down and pass the secret wall to find another chest. When you're done head North up past the two plates and in that area you'll find a door which you cannot enter until you have The Crucible of Faith (which we'll get later). You then get a choice of one of two chests with mediocre treasure. Head back to where the pit was and depress the button and fall down to Level 2.
- Secret switch in the floor opens a niche containing: light blue/grey Mystic Key for use on lock at 10.
- Chest containing dagger "Fang," salve and pouch with 4 silver crowns.
- Chest containing longsword "Protector."
- Chest containing longsword "Entropy"(cursed) and pouch with 8 silver crowns.
- Chest containing Dwarvish boots, staff "Tarsal," blue Mystic Key (opens lock at White Tower sub-Level (3).
- Chest containing Dwarvish chain mail, rapier “Talon,” and star "Polaris." If you open this chest, the chest at 7 will disappear.
- Chest containing Galenian plate mail, arbalest, and great axe "Reaper." If you open this chest, the chest at 6 will disappear.
- Chest containing wand of lightning, 2 Bannon’s reserves, and pouch with 400 silver crowns.
- Salve, Bannon’s reserve, and saber “Cougar.”
- Lock opened by Mystic key at 1.
- Both buttons have to be pushed to close the pit. Press the button near you, and throw something to hit the button on the far wall. This pit will drop you into the Minotaur room on Level 2.
- Passageway is revealed when button at 19 is pushed.
- Ivory Key which opens passageway in White Tower Level 1 (12).
- Lock opened by the Mystic key gained after defeating Jana on White Tower Level 1 (9).
- Secret passageway.
- Block at 16, shifts west to reveal the chest at 8 when pressure plates at 17 are weighted.
- Pressure plates (see 16 for more information).
- Faith Door: This door cannot be opened unless you have the Crucible of Faith in your inventory.
- When this button is pushed, the wall at 12 opens.
- Pickable lock.
- Bow “Gemini.” Get this before weighing down the pressure plates at 17, otherwise you won’t be able to get it.
- Secret passageway.
- Stairs up from Level 2. A ghost here warns you of the perils of the White Tower.
WHITE TOWER LEVEL 2
- This is the Minotaur chamber. You need to kill him and get his horn to exit the room (recommendation: Use your more powerful regular weapons and if needed use the central pillar to help. You can hit the Minotaur as he turns the corner and then quickly reverse back and around the pillar. As he chases you hit him and back up again to over and over to reduce the damage you take and get a bunch of free shot on him. He drops a very powerful weapon and when done, make your way down to Level 1.
WHITE TOWER LEVEL 1
- Go to the North central part of this level and open the scarab lock with one of your keys. You are now at the Altar Da Blanca but before you do anything here head Southwest and use your Ivory Key in the normal keyhole off to the left to enter the Sub Level.
WHITE TOWER SUB LEVEL
- Here you need to get the four objects (dwarvish helm, dwarvish horseshoe, wand of death, saber "cougar") and place one in each of the four niches around the chamber not including the one closest to the stairs to disable the teleport (these items can be recovered later from the niche near the stairs). Use the blue mystic key from Level 3 to open the door ahead and talk to the old woman to get The Crucible of Faith. Collect your four items and head back up to the Altar Da Blanca.
- Niche to place one of the four items that "roam" around this area.
- Niche to place one of the four items that "roam" around this area.
- Niche to place one of the four items that "roam" around this area.
- Niche to place one of the four items that "roam" around this area.
- Niche to pick up items from after the puzzle is solved.
- Teleporter that is removed one puzzle is solved.
- This Mystic lock can be opened with the Blue Mystic Key from White Tower Level 3 (5).
- The old woman here gives you the Crucible of Faith.
- This stairway leads up to White Tower Level 1.
WHITE TOWER LEVEL 1
- At the Altar place the crucible of faith on the neck and then put in your three Elixir Ingredients you have collected (swamp water, hornet honey, a bloodstone. You still need 'mother of earth' before the elixir is ready and you can take the crucible so leave it here for now (it's safe) along with any mystic keys (they're only used in the White Tower and you'll be back soon). Take everything you might have dropped to free up inventory as you're about to get a chance to sell it all! Leave the White Tower and go destroy Scotia's magical barrier in Yvel Woods and enter Yvel City, but don't use the crossbow you find in a chest on the way- it's cursed.
CITY OF YVEL
- Once in Yvel you can explore the whole city and sell your items to Victor in his new shop (7). Sell your wares but don't buy anything yet. Explore the whole city and then go North to find the town council (25). If you use the Riddle Scroll on Geron, he'll answer it for you (if you've got any riddles left unanswered). Then go to Sadie's shop (1) and give the Riddle Scroll to her in exchange for the Earth Powder Elixir Ingredient. If you have gotten "powder of your mother" riddle deciphered and you freed Lora back in the Draracle's Caves she will give it to you for free.
- A few of the doors around the city have boards over them, but only one can be pried open by clicking on it a few times (3). It's in the Southeast and contains a Hand of Fate Scroll and a key. There are also three magical Ace cards you should find: Ace of Oblivion (9), Infinity (23), and Dominion (5). These are single-use damage spells and can come in handy later on. After exploring everywhere, sell your items and buy whatever you want as this is the last chance you get to spend any money. Now head back to the White Tower to complete the Elixir.
- Sadie: Sadie is an herbalist, and the aunt of Lora, the girl you may have rescued from the Draracle caves. She has earth powder, but will only give it to you after you have solved the Mother Earth riddle on your riddle scroll. If you helped Lora, the powder is free. If not, it will cost you 500 silver crowns. Sadie will also heal your party for a 50 silver crown fee, or sell you Salve for 20 silver crowns.
- Dwarvish plate mail.
- The boards on this door are loose. Click on them a tew times and you’ll be able to pry them off.
- Hand of Fate scroll and speckled key (opens door at 20).
- Ace of Dominion.
- Torn shirt.
- Victors Shop: When you first enter his new shop, Victor mistakes you for someone else. He has some nice items for sale, including the great sword “Justice.” Victor will also buy your surplus items at cut rate prices.
- Shirt.
- Ace of Oblivion and oil flask.
- Arbalest "Redemption."
- Torn shirt.
- Sandals.
- Chest containing Silent sandals and Bezel cup.
- Chest containing Oil flask, granite rock, bracers, and silver crowns.
- Fletcher's shop: Bows, crossbows, and arbalest can be purchased here, including the crossbow “Swift.” The fletcher will also buy items from you if you are in need of some extra silver crowns.
- Aegis helm.
- This lock can be picked.
- Halberd "Sever."
- Halberd "Widow."
- This lock is opened with the speckled key from 4.
- This room containing Plate mail, kite shield, great helm, and jade key which opens the lock at 22.
- The lock is opened with the Jade key from 21.
- Ace of Infinity.
- Oil flask.
- Council of Yvel: Geron is here. If you haven’t made the Elixir yet, show him the riddle scroll the first time you come here. He will send you to the White Tower to make it after making sure you have all the ingredients. After you have made the Elixir, Geron will inform you to go and get Dawn. After you meet Dawn/Scotia in the Yvel woods, Geron will inform that the Yvel militia has fallen and then send you out to fight the minions of the Dark Army. After the enemy sounds their retreat (you will need to roam the city and conquer the invaders), the door to the council chambers will be locked. A note from Geron tells of a secret route into castle Cimmeria through Bruno’s lodge.
- Bruno’s Lodge: The old beggar from Opinwood is here (if you didn’t kill him) and has a whisper cloak for you if you aided him earlier. After the battle for Yvel, the door to the Catwalk Caverns will appear in the rear of the tavern. Go through these caverns to get to Castle Cimmeria.
- This secret panel opens to reveal the entrance to the Catwalk Caverns.
- To Yvel Woods.
WHITE TOWER LEVEL 1
- Go directly to the Altar Da Blanca and place the final ingredient into the The Crucible of Faith and then take it with you back to Yvel City and see Geron in the council room. After that start making your way back to Opinwood to see Dawn but before you get there she will appear and ask you for her key back. You can give, fight her or argue, it's really Scotia (recommendation: Give it to her, you'll get it back later anyway). Return to Yvel after the encounter is over.
YVEL CITY
- Go to the Council and Geron will inform you that the city is under attack. You will have to fight the Dark Army until you get a message that you hear Orc retreat horns (after a certain amount of enemies have been killed). Now go see Geron again and you'll find a note explaining to head to Bruno's Lodge and go through the back door, which is now open. Beat the Orcs and push a secret button to reveal stairs that lead down to the Catwalk Caverns.
CATWALK CAVES
- Get the Salve from the secret niche to the Southeast and then search around to find the war room and Frendor (the guy with a huge claw). Kill Frendor and his henchman (recommendation: Use the pillar tactic described above for the White Tower Minotaur fight) to get Geron's key, the Dark Gauntlet, and a Gargoyle Statue. Place the gargoyle statue on the pedestal in a North wall to open an area with a steel door and double locks. You need to find two keys to open this door to get to Castle Cimmeria's dungeons. Watch out for Necrosaps and use spark spells to kill them but use your magic wisely. You can push them around/away by wearing the dark gauntlet if you want to.
- Search the Western area for a hand imprint on an East wall and use the gauntlet to open a hidden wall. Take path South and come to an open room. There are two hand prints here, one to the North and one to the West. Go through the West wall (a path that will take you around the central part of the level) then follow the path to go through a wall to the North. Hit the switch to open the door (Recommendation: Save your game here). Falling down the pits in this room will lead you to a teleporter that brings you to the entrance of this room. Hit the button to the East and then the one to the West. Go to the Northeast pit and hit the Northeast button then the Northwest to move the pit. Head North going over the pressure plates which will open and close the gate ahead. After the second set of plates, use the gauntlet to open the steel door. To the South is a staircase going down but there's nothing down there. If you fall down future pit's you will land here (in a Necrosap trap).
- There's a teleporter to the North and South with pressure plates. Weigh the Northern plate with an item and go through the North teleporter which will take you on the other side of the North Gate. Pull the cat-like lever and follow the path East until you come across a South passage/door where you'll find a chest containing a mist of death scroll and a yellow key. Exit the room and head down the East passage and press the button and go through the gate.
- There's a button in this room allowing you to gain access to the Replicator room. Going directly to the South there are three paths with metal disks at the end of each path. This area is not mandatory, but solving the puzzle allows you to replicate ANY item. (Recommendation = Unless you feel like you need a duplicate of an item, this area isn't really worth the effort) Note: If you kill any of the Necrosaps in this area before pushing them into the traps you cannot complete this challenge. To activate the replicator, use the dark gauntlet to push the Necrosaps down each of these three paths (it may take a while to master controlling the glove and moving the Necrosaps) and the disks will glow brightly. Once all three paths are activated, the replicator will be ready. Go to the replicator room and read the note in the niche, now you may replicate an item!
- Go back to the Northeast and open the gate. Continue down the path all the way to an invisible wall at the dead end. Now you're back in the room with the double locked door. Place the key you found in one of the locks and go back to the West to the area where there was a handprint in the North and West wall. This time, use the gauntlet to open access to the North, go past the plates and iron gate. In the following area, there will be pressure plates, spin squares, and one-way secret wall passageways. Refer to the map and notes below if you're having trouble. After passing the maze, you'll come across another iron door. Use the glove on the imprint to get past this area. Explore form here and you'll find one of the Warriors to the South will drop a blue key which is used on the chest to the South (52). There is a Great Axe (which raises rouge level by one level when worn), Guardian Globe (a magical attack item), Bannon Reserves, and a silver key. One of the South walls has a secret passage to the double lock door. Insert the key and pass through.
- Now you have to help out one of two alien races in the dungeons before you can head up to the castle. You will be requested to destroy one of the two races in the dungeons. If you choose to help the Knowles (the blue floating heads) they will reward you with one full magic level increase for each party member when you succeed in the task. If you choose to side with the Xeobs (the plant looking blobs with the large eyes) they will reward you with one full fighter level increase for each party member when you succeed in the task. Enter the teleporter of the race you choose to side with: North teleporter means you choose to side with the Knowles; South teleporter means you choose to side with the Xeobs. After you eliminate one of the races you will be granted passage to Castle Cimmeria where you can find and rescue King Richard and kill Scotia!
- Stairway leading to Yvel.
- An invisible pressure plate here closes the wall section at 73. This can only be triggered by the weight of the party.
- Secret button on the South wall opens the niche in the West wall. The niche contains one salve.
- Placing the Dark Commander’s statuette on the pedestal on the North wall will open the secret passage at 72.
- Here you will find the Dark Commander Frendor who will attempt to recruit you for the Dark Army.
- Click the Gauntlet of Force (see 5) on the impression in the west wall. This will open the secret wall at 7.
- This secret wall is opened if the conditions at 6 are met.
- An invisible pressure plate here closes the wall section at 7. This can only be triggered by the weight of the party.
- Click the Gauntlet of Force (see 5) on the impression in the West wall. This will open the secret wall at 11.
- Click the Gauntlet of Force (see 5) on the impression in the North wall. This will open the secret wall at 73.
- This secret wall will open if the conditions at 9 are met.
- An invisible pressure plate here closes the wall section at 11. This can only be triggered by the weight of the party.
- The button on the North wall toggles open and closes the door at 14.
- This door is opened and closed by the switch at 13.
- Pit trap: This trap contains a series of buttons and moving pits. To proceed, do the following: Press the button on the East wall at 18. This will move the pit from 15 to 19, allowing access to the West wall button at 15. Press this button (at 15) to move the pit from 21 to 22 allowing access to the button on the East wall of 21. Press this button (at 21) to move the pit from 22 to 16, allowing access to the West wall button at 22. Press this button (at 22) to move the pit from 16 to 21, opening the way out of the trap.
- See 15.
- See 15.
- See 15.
- See 15.
- See 15.
- See 15.
- See 15.
- This pressure plate opens/closes the door at 24.
- This door is toggled open/closed by the pressure plates at 23 and 25.
- This pressure plate opens/closes the door at 24.
- This pressure plate opens/closes the door at 27.
- This door is toggled open/closed by the pressure plates at 26 and 28.
- This pressure plate opens/closes the door at 27.
- Click the Gauntlet of force (see 5) on the impression in the North wall. This will open the door at 30.
- This door is opened by using the Gauntlet of Force at 29.
- Stairs down to Catwalk Caverns, Level 2.
- Teleporter trap: Move to the pressure plate at 33 and click an item on it a few times until the plate is depressed. Then move to the teleporter at 34 which will teleport you to 36, and out of the trap. If you pull the lever at 36 the door at 35 will open and you may recover your item from the plate at 33. Ignore all other pits, teleporters, switches and plates. If you accidentally fall into a pit, take the stairs at Catwalk Caves Level 2 (1) which will bring you to Catwalk Caves Level 1 (31).
- See 32.
- See 32.
- See 32.
- See 32.
- Cancels the effect of 38 below.
- Passing this point causes the party’s magic to slowly drain away (You may rest to regenerate magic normally).
- Chest (pickable) containing Staff “Death Stick,” “Mist of Doom" scroll, ginseng, kite shield "George’s,” one Bannon’s reserve (restores spell points), and a yellow key (opens the lock at 69).
- This button on the east wall opens/closes the door at 41.
- This door is opened/closed by the buttons either side of it.
- This pressure plate opens/closes the door at 43.
- This door is opened/closed by the pressure plates either side of it.
- This pressure plate opens/closes the door at 45.
- This door is opened/closed by the pressures either side of it.
- This pressure plate opens/closes the door at 47.
- This door is opened/closed by the pressure plates either side of it.
- This pressure plate opens/closes the door at 49.
- This door is opened/closed by the pressure plates either side of it.
- This button opens/closes the door at 51.
- This door is opened/closed by the buttons either side of it.
- The chest against the north wall cannot be picked or smashed open. It must be opened by the blue key found on the Cabal warrior wandering the eastern corridors of this area. Chest containing Great axe “Master,” two Bannon’s reserves (restores spell points), small key for the lock at 70, oil flask, and a Guardian globe.
- If you decide to side with the Knowles, enter this teleporter.
- The button on the South wall opens/closes the door at 55.
- This door is toggled open/closed by the buttons at 54 and 56.
- The button on the South wall opens/closes the door at 55.
- The button on the West wall opens/closes the door at 58.
- This door is toggled open/closed by the button at 57, or closed by the pressure plate at 59.
- This pressure plate closes the door at 58.
- Necrosap locks: By using the Hand of Fate spell, Level 1 or the Dark Commanders Gauntlet you must push a Necrosap down the corridor into each of these three locks. There they will be trapped and a gem will light up at 61. When all three Necrosap locks are activated and all three gems are lit, a special niche will become active at 61.
- Note: Activate and replicate. See 60. When the special niche to the west is activated, place an item in the niche, press the button on the east wall, and the item placed there will be duplicated. This will only work once, so choose wisely.
- This pressure plate closes the door at 63.
- This door is toggled open/closed by the plates at 62 and 64.
- This pressure plate opens the door at 63.
- Click the Gauntlet of force (see 5) on the impression in the south wall. This will open/close the door at 66.
- This door is opened by the Gauntlet at 65.
- This area is only passable from South to North.
- This door will only open when the two locks at 69 and 70 are unlocked.
- The keyhole on the west wall requires the Yellow Key from the chest at 39.
- The keyhole on the west wall requires the Small Key found in the chest at 52.
- Knowles and Xeobs encounter:
- Representatives from the warring tribes of the Knowles and the Xeobs will try to win your alliance and make you choose between them. If you choose to fight for the Knowles and step into their teleporter, you will be transported to fight the Xeobs. If you choose to fight for the Xeobs and enter their teleporter, you will be transported to fight the Knowles. Either way you are sent to the same place The Dungeons. The Knowles reward you with magic levels and the Xeobs with fighting levels. The Xeobs are the tougher of the two to defeat.
- This area only allows passage from east to west. It will be removed if the conditions are met at 4.
- This secret wall opens if the conditions at 10 are met.
- Spin square.
- Spin square.
- Spin square.
- Spin square.
- Spin square.
- Spin square.
- Spin square.
- Spin square.
- Spin square.
- This pressure plate opens/closes the door at 85.
- This door is toggled open/closed by the pressure plates at 86.
- This area only allows passage from north to south.
- This area only allows passage from west to east.
- This area only allows passage from east to west.
- This area only allows passage from east to west.
- This area only allows passage from east to west.
- This area only allows passage from east to west.
- This area only allows passage from east to west.
- This area only allows passage from east to west.
- This area allows passage from both directions.
- This area allows passage from both directions.
- This area allows passage from both directions.
- This area allows passage from both directions.
- This area only allows passage from south to north.
- The teleporter from 101 teleports you here.
- A Cabal warrior in this area will drop a blue key used on the chest at 52.
- The teleporter here teleports you to 99.
- Click the Gauntlet of Force (see 5) on the impression in the west wall. This will open the door at 103
- This door is opened by the Gauntlet at 102.
- This pressure plate opens/closes the door at 105.
- This door is toggled open/closed by the pressure plates either side of it.
- This pressure plate opens/closes the door at 107.
- This door is opened/closed by the pressure plates either side of it.
- If you decide to side with the Xeobs, enter this teleporter.
DUNGEONS
- To kill the Knowls/Xeobs the Mist of Doom spell (level 3) works best. The Xeobs will give you a Valen's Cube, a key to Cimmeria, and a Great Sword Justice. The Knowles will give you a Valen's Cube, a key to Cimmeria, and a death Stick. As soon as you enter this level, take off your chest armor and save the game. Whenever you open a door make sure you close it behind you as both enemies have powerful long-range attacks, and you don't want them sneaking up behind you. Make sure you find Nathaniel's Pyramid Key and a Diamond (to free Dawn later). If you see a Blue & Yellow lever, make sure it is in the pulled down position. Once you find the home world to the race you sided with, they will congratulate you when your task is finished. Otherwise, they will say the same thing over and over until you finish killing off the other race.
- Chest containing Kite Shield “George’s,” chain mail “Protector.”
- This pressure plate triggers the mouth at 25 to fire deadly ice bolts up the corridor. The plate cannot be weighed down by objects.
- Copper key, which opens the lock at 23.
- Button on west wall toggles niche on the east wall that contains a Bezel cup.
- Button on the north wall toggles the west wall and the niche on the south wall that devours anything you put into it.
- Teleporter to Catwalk Caverns.
- Niche with Nathaniel’s Key.
- Chest containing Dwarvish boots, Galenian plate mail.
- Chest containing Trident “Mandible,” silver crowns, Dwarvish plate mail, and 2 Bannon’s reserves (restores spell points).
- Gold key which opens lock at 13.
- Chest containing Steel bracers, Ace of Dominion, 2 Guardian globes.
- Spike spitter (triggered by invisible pressure plate at 28.)
- Lock opened by gold key found at 10. This leads to a teleporter which takes you to the Xeob home world (if you fought the Knowles). Once you destroy the Knowles, you get a Valean’s cube, the great sword “Justice,” the key to the lock at 21, and one fighter level for each party member.
- Chest containing Salve, diamond (required to free Dawn).
- Must throw this lever in order to be able to throw items through the doors in Castle Cimmeria, Level 1, Reference 8 and 9 (to get the great sword “Doom”).
- Chest containing Salve, diamond (required to free Dawn).
- Guardian globe.
- Chest which teleports (first time clicked on only) to 26. Chest containing great helm “Nestor,” and the crossbow “Elayne.”
- Killing these creatures may get you the key to 32.
- Teleport to 21.
- Door to the north is opened with the key given to you by the Xeobs (Reference 13) or the Knowles (Reference 23). The stairs lead up into Castle Cimmeria.
- Teleport to 26.
- Lock (use copper key found at 3) opens door to the north. Teleporter behind door teleports you to the Knowle home world (If you fought the Xeobs). Once you destroy the Xeobs, you get a Valean’s cube, a death stick, the key to the lock at 21, and one magic level for each party member.
- Bannon’s reserve (restores spell points), Ace of Oblivion, and bones.
- Ice bolt projector, triggered by pressure plate at 2.
- Destination of teleporters at 18 and 22.
- Button to the north opens/closes wall to the west.
- Pressure plate fires trap at 12.
- Spike ball projector, triggered by pressure plate at 30.
- Pressure plate fires trap at 29.
- Secret passageway.
- Unlocks door to the west. Use the key from 19 if you get it or pick the lock.
CASTLE CIMMERIA
- This is Scotia's lair! Look out for more Dark Army Ghosts (use Valen's Cube and Emerald Blades on them) and Floating Axes (use Mist of Doom, then attack them). Upon entering the Castle, you can head North or West. The only useful item on this level is the Doom Blade (at the North part of the level), and you need to find the Small Key & Cobra Statue. The first door to the East will have Dawn inside. One door must be closed in order to pass through the next. She is trapped inside a crystal ball, to free her click the Diamond on it. If you couldn't find it in the dungeon, then don't worry about freeing her, it will make no difference whether she is free or not.
- To get the Cobra Statue, go to the Northwest of the level. When you come to the Cobra, take it out of a niche and replace it with a useless item. Then turn and hit the button on the West wall and fall into the pit and find your way back to the Castle Level 1 entrance.
- Once you're back up, click a secret button to remove the new wall blocking the passage. Now, continue North to get to the Doom Blade. Shoot an arrow through both of the gates (if they don't open then you need to go back down to the Dungeons and make sure that the Blue & Yellow lever near the entrance to the Castle Level 1 is pulled down and not up). There will be ornamental swords on the other side of the gate. Touch the very bottom of the hilt to loosen the Doom Blade. A ghost near this area may drop the Eagle Great Sword.
- There is a door (top-middle of this level) with a secret button beyond it which reveals a teleporter. Stepping through this teleporter will transport you to a new part of Level 1. Attack your way through the floating blades until you come across a path with two pits. You can ignore this area entirely (there is a niche behind the pits that will give you money for every item you place inside it, but money is no longer needed). Go to the closed door. Pass through (it closes behind you) and DO NOT flip any of the switches along the way. You'll be teleported to the middle of the room and your Magic Atlas will disappear until you find your way to Level 2. There are spin squares and pits that drop you into the Dungeons. DON'T FALL DOWN as you won't get your atlas back until you find your way to Level 2. Leave useless items around so you can keep track of where you move. There are four pressure plates that you have to depress in order to remove pits and gain access to the other ones. After depressing the plates, you can make your way to the South wall where there are two secret walls. One has a secret button inside that holds the Dragon Statue and replace it with a useless item. Access to Level 2 is behind the other secret wall.
- Crystal ball with Dawn trapped inside. Use the Diamond found in the dungeon on the crystal ball to free her.
- Button opens the door to the west.
- This switch toggles a wall to appear at 5.
- To open this door, the door to the west must be closed and vice versa.
- This wall is toggled by the switch at 3.
- These two doors can be opened by throwing items through the doors to hit the switches behind them.
- Ornamental swords. Click on them to get the great sword "Doom."
- Toggles open/closed the door to the south.
- Toggles open/closed the door to the south.
- Secret button activates teleporter at 11.
- This teleporter, when activated by the secret button at 10, transports you to 21.
- Stepping here from the east causes a wall to appear 2 squares to the west and 1 square to the east, trapping you inside (see 13 for more information). The switch on the wall to the south opens the door to the north.
- There are 2 switches here. The switch to the west, when hit twice, causes a pit to open to the south. The switch to the north causes a niche to appear in the wall to the east. This niche contains the Cobra statue. The pit drops you into the dungeons and is the only escape from this area if you entered from the east and had the walls close behind you. From the dungeon, you can re-enter castle Level 1.
- This switch stops the iron tooth doors at 16 from moving.
- Stepping on this area causes the doors at 16 to start moving again.
- Iron tooth doors.
- This door can not be opened.
- This is the entrance to the pit room. Once you open the door, do not flip any of the tongue switches as you move forward down the corridor beyond.
- This door does not open. Hitting the switch causes monsters to appear. Avoid it.
- This switch causes monsters to appear. Avoid it.
- Destination for the teleporter at 11.
- A combination of hitting the switch to the north, then the south, then the north again, then finally the south, causes the pit to disappear.
- Dropping an item causes the pit here to disappear.
- Placing an item in this niche causes it to disappear. Hitting the switch to the south causes the niche to reappear with the item transformed into silver coins.
- This area will not show on your Magic Atlas. You will be teleported to the center of this room after you lose your atlas. You must locate the four pressure plates in this chamber and place an item on each of them. You must move slowly because most of the room is trapped with confusing spin squares pits. Place items on the ground to help keep track of your relative location. Once you depress all four plates, you will have access to the secret corridors along the south wall. The center corridor leads to stairs going up to Castle Cimmeria Level 2.
- Press the button on the wall to enter this corridor. Press the south button, then the east button. A niche will open to the west. Take the Dragon Statue in the niche and leave the alcove without pressing the buttons again. If you accidently do, and the corridor is blocked, place an item you don’t need in the niche and press the buttons close the niche and reopen the alcove.
- Secret passage.
- ?
- Teleporter to center of room at 25.
- Stairs to dungeon.
- Stairs to Level 2.
CASTLE CIMMERIA LEVEL 2
- The enemies here are Death Disks (Can melt your armour so take it off!) and Manthas spiders (hard to hit but killable with weapons or Spark magic). Try to avoid wasting your magic, the spiders hit hard and can come in swarms, so you'll need to hide and rest/heal often (and save game!). Also, close all doors behind you to keep your backs safe!
- When you make your first right turn (to the West), a fireball trap will be set off so quickly move up and take a right step into the North corridor to let the fireball pass. Then go back where the lever (tongue) was and pull it to open the door. Exit the room and depress the plate to open the path ahead. The path will shut behind as you walk through. Ahead there's a door to the North with nothing useful beyond so ignore it and head Southwest and enter the door to get a chest. After leaving this room head East to a dead end. Here you can go North or South, either path will take your around to the other side where you will then head South and you'll find a button on a North wall which opens a niche on the South wall. The weapon found here will diminish your fighter level, so don't use it.
- There's a door to the East with a chest behind it with Bracers and two Magical Ace cards. Continue to the Northeast and head through the door. You'll see a lock you can pick and go South to get the Unicorn Statue. Go North and get around the spiked blockade and take the first right path available. You'll head to an area with three closed doors (the West and centre ones go straight through to the next hallway but you can't open them from this side). Take the East most door and head through. BEWARE! There are a LOT of spiders here! Use your magic wisely and retreat anytime you need to revive. Head down that corridor as far as possible, weighing the two plates to avoid being hit by a trap and ignore the lever along the way.
- You'll reach a dead end with two closed doors, one North and one South. The switches will open the opposite door. Head through the North door by pressing the South switch. Follow the directions for #26 on the map to obtain the key that will open the locked door at the beginning of the corridor that you were just in. If your Rouge is high enough (high level 5+) you'll be able to open the chest in that room. Now go back to where the doors were (with the switches that open the opposite door) and head through the South door by pressing the North switch. When moving West go past the two doors that are on your left (unless you need to hide in there to rest) and do not take any North passages (there's nothing up here but empty rooms), keep heading South. When you walk into an open room the first passage South goes to through an unavoidable fireball trap and then to King Richard; but you can't free him until you have all four statues and pyramid keys. To access where King Richard is being kept follow instructions #33-38 on the map.
- Take the second passage South into (and through) another swarm of spiders. Behind them in the last room is a niche with the Noir key. Take this key all the way back to the 'three door area'. In the Northern passage there's a lock & tongue switch by one of the doors. Use the Noir key, press the switch, and go inside the door and hit the button on the East wall. You will be teleported to a new area in the middle of the level with a couple of enemies and the stairs and go on to Level 3.
- Stepping here will trigger a fireball trap. The switch on the south wall here opens the door at 2.
- Door opened by the switch at 1.
- Switch opens and closes the door at 2.
- Pressure plate will open a passage to the east. This can’t be weighted down, and the wall closes behind you permanently.
- Placing an item in the niche here causes the item and the niche to disappear.
- There is a pickable chest here that contains the staff "Gustavus" and the dagger "Riposte."
- Switch on the wall has been deactivated; it does nothing when you hit it.
- Hitting the switch here causes a niche to appear in the wall directly south of you. The niche contains the trident “Plague.”
- This ornate lock is pickable and opens the door to area 10.
- There is a niche in this room that is empty.
- There is a pickable chest here that contains Bracers of Defense, the Ace of Infinity, the Ace of Oblivion, and silver crowns.
- This ornate lock is pickable and opens the door to the south.
- This switch opens a niche containing the Unicorn Statue.
- There are a set of spikes here that cannot be crossed and can cause damage when crossing is attempted.
- This area has a lock and a switch. The lock requires the Noir key found later on this level. When the lock is unlocked and you hit the tongue switch the door to the south will open.
- This tongue switch opens the door to the south.
- This tongue switch opens the door one square to the west and south.
- This switch causes you to be teleported to 39.
- Need Adder key from 26 to open this lock.
- This pressure plate causes a spiked ball to fly at you from the west.
- This pressure plate causes a spiked ball to fly at you from the east.
- This switch will open passageway two spaces to the west.
- Chest containing the Westwood stick, aloe, and the great helm “Aegis.”
- There are two doors here. Hitting the switch on one door opens the opposite door.
- The switch on the west wall opens a passage.
- To get the item from the niche and walk out of the trap, first push the button at 25, and then throw an item west. Walk west and pick up the item. Then walk north and press the second button on the east wall. Then walk south, get the Adder Key (which opens the lock at 19) from the niche, and place an item on the plate to the west. Then leave the room.
- When you walk here a spike ball will fly at you from the west.
- The tongue switch here causes a pit to appear to the immediate west. This pit will disappear when you step on the space east of the switch.
- When you walk here an ice bolt spell will fly at you from the west.
- When you walk here a fireball will fly at you from the south.
- There is a niche in this area that contains the Noir Key.
- There is a set of spikes here.
- There are two switches here. The switch on the west wall opens the wall to the east. The switch on the south wall opens a pit beneath you that plunges you into the dungeon level.
- This ornate lock can only be opened by the key found at 38. Once the wall to the south of 36 is open, a spiked ball will fly from the south when you step here.
- King Richard lies in here. To free him you must have the four statues (cobra, dragon, unicorn, and humanoid), four pyramid keys, and the Elixir.
- Pressing both of these switches here will open a passageway to the south.
- Throw an item over the pit to the east to hit the switch on the wall. This will cause a teleporter to appear across the pit to the south. The pit is an illusion. Walk across it to the teleporter to be taken to area 38.
- Destination of the teleporter at 37. There is a niche ahead that contains the Carrion key. Place a useless item in this niche to close the pit trapping you in this area.
- Area to which the teleporter at area 18 takes you.
- Stairs to the third level of the castle.
CASTLE CIMMERIA LEVEL 3
- Given what you've already been through this level is pretty easy. The only real enemies are the Toadulus Beasts which make you drop your weapons, but just pick them up again and hack away until they die. Scotia is also hiding here! Basically, just explore the entire level and you'll notice that to the South the map will show "1 + 1 = 3". To 'solve' this problem, depress buttons on the "3" which will move blocks West until it turns into a "2" then you can go to the very Southeast corner of the level and find the Humanoid Statue and Dawn's Key. Now you should have all four Keys and Statues, so fall down a pit and free King Richard! To do so place all the Statue on the stands where the Sunlight is shining (they go in a specific order) to dispel of the evil shroud, then place the four keys around the casket (also in a specific order). King Richard will be revived and give you the Shard of Truth. Now go back to Level 3 the same way you did before.
- In the Southwest part of this level there is a room that requests you place certain items in the desired locations: any suit of armor, any weapon, medicine, and jewelry. Once you place one of each in the correct alcove a niche opens with a Dull Key inside. Take it and then retrieve your items. This key will open a chest in the North of the level. You'll find many keys around this level but the two you need to open the door to Scotia's room are the Silver Key and the Gold Key (note: If you find both of these keys before going to free King Richard DO NOT USE THEM! You CAN get stuck in the final antechamber without a way out. Scotia's room is in the very middle of this level.
- When you're ready to end your quest head to the door with two looks in the middle of the map and SAVE YOUR GAME. Before you go in, combine the Ruby of Truth with the Shard of Truth to create The Whole Truth (this is the hint from the burnt scroll in Rolands fireplace way back at the start of the game!). You might also want to put your armour back on and arrange your inventory so that you have easy access to spells and weapons (wands, rods, cards, and bezel cups). You should be holding The Whole Truth when you enter the final door (29), as Scotia will attack you straight after a cinematic. You must use The Whole Truth on her (right-click on a character portrait while holding it) while she's transforming (before/after it won't do anything, and you'll have to fight her in animal form for a while before she transforms again which can be dangerous). If you use it at the right time, it will disappear, and she will be stuck in her true form and able to be killed. All things considered this can be a very easy fight and over super-fast without taking much damage.
- Each alcove here has a sign. Leave the requested item in each alcove, and when all four alcoves are full, go to the niche at the south end of the room. Get the Dull key, which opens the chest at 7. You may recover all your items before leaving.
- Ornate lock that can be unlocked with Silver key from 7.
- Button turns the wall into a door.
- Ornate lock, opened by gold key from 13.
- These switches cause the wall to disappear. Replaced by a Toadulus monster.
- Oily key found here.
- Chest (opened with the Dull Key) containing Silver Key, salve and silver crowns.
- Death Key.
- Chest here opened by the Death Key, found at 8. Contains the halberd “Death’s Hand,” Aegis plate mail, and silver crowns.
- Button opens the wall to the east.
- Chest is pickable, contains the helm "Talamar," ginseng, and silver crowns.
- Three switches all make the wall disappear, to reveal a Toadulus monster.
- Button causes niche to open in the south wall. The niche contains the Gold Key to open the lock at 4.
- Sum Puzzle. Click the button on the wall to move the wall west one square. Walk west and press the button again to move the wall west again. When you view this section from the Magic Atlas. the expression “1 + 1 = 2” reads across the bottom of the map.
- This wall disappears when Sum Puzzle is solved. (See 14).
- A combination of hitting these buttons causes a niche to open, containing the humanoid figurine, as well as Dawns key (if you gave it to Scotia/Dawn in Yvel Woods.)
- Button opens niche two spaces east on the other side of the pit.
- Chest here is pickable, containing the arbalest "Eternity," the plate mail "Bastion," and silver crowns.
- Causes wall to appear one space south.
- Opened by the switch on the wall.
- Pit.
- Dripping acid, which will cause damage if you run into it.
- Pressure plate permanently closes the wall to the south.
- Secret passage.
- Spin square.
- Stepping here causes walls to appear to the north and east. The switches that appear will remove the walls.
- Stepping here causes a fireball to come from the east.
- Stepping here causes an ice bolt to come from the south.
- Scotia!
Congratulations! You've saved the Kingdom of Gladstone. Enjoy the credits.
































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