832 lines
45 KiB
Solidity
832 lines
45 KiB
Solidity
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THE DARK HEART OF UUKRUL
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1 General Information, Hints
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2 Starting, Urta, Urlasar,
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Urmor, Urlusam
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3 Urran, Urshas, Ureal, Urtehln
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4 Urzhut, Urqol, Urqastur
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5 Uroqlamn, Urxaszel, Chaos,
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Rescuing Mara, Endgame
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THE DARK HEART OF UUKRUL
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Part 1
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OBJECT OF THE GAME
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To win the game, you will need to locate six stone hearts. There are eight
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available, but you only need six. Next, you will need to unlock the sacred urn
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to get the glass heart of Uukrul. Then, you'll have to retrieve the obsidian
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hammer, destroy Uukrul, and rescue Mara. Finally, you must destroy the city of
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Eriosthe for victory.
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CHARACTER DEVELOPMENT
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The fighter and paladin are straightforward. The higher the level to which they
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advance, the better they will fight.
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The magician gets more spell points with level advancement, but he requires new
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rings to cast better and stronger spells. Visit the magician circle via
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teleporter as often as you can. The award of new rings seems to be determined by
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how much progress you have made; you can get several rings without advancing in
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level.
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The priest also gets more spell points with level advancement, but at lower
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levels his magic is _very_ undependable. Visit the temples as often as you can
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via teleporter. Wait until you have a level 4 or 5 priest and at least one
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copper ring from each god before you start depending on his prayers.
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Note: 15 is the maximum level to which any character may advance.
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COMBAT
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At lower levels (under 10), use your fighter and paladin to protect the mage.
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The priest can fight a bit, but not too well. Each member receives experience
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points for damaging and killing monsters. The final blow or spell that kills
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seems to earn substantially more points. Since the monsters' hit points are
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shown (as horizontal bars), plan accordingly for that final blow.
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EQUIPMENT
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Upgrade the weapons for your fighter and paladin to broadswords and their armor
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to chain-mail as soon as you can. When they get to level 6 or 7, buy silver
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swords for them or they will have a lot of trouble with monsters. Next, upgrade
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their armor again to plate mail and battle shield. Some weapons are particularly
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deadly for certain monsters. Sagaris the sage can often tell you about their
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secrets.
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Your mage should carry two scrolls of silence at all times until he can cast it
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himself. Buy a cross for your priest when you can: It seems to help in turning
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the undead. Each member should carry a poison antidote, a plague antidote, and
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bandages, until the magician is strong enough in the healing arcana. As far as I
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can tell, both kinds of rations work the same, and the Thurgood stuff is
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cheaper.
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OBJECTS
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All the jewelry (such as necklace, gems, etc.) should be sold at the market.
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Don't waste money getting Sagaris to identify them. Keys can be used only once;
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throw them away afterwards. The skulls and bones do not seem to have any
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purpose. There are no cursed objects. Get everything you can find. Identify all
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the weapons, armor, and other odd items.
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MAPPING
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It is generally not necessary to map if you make wise use of the labeling
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feature available in automapping. The one exception is the Cube. You will need
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precise mapping to get through that puzzle. However, that area is small and the
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layout is simple. Cracking it is a different story.
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Since there are no referencing coordinates used in the game, this walkthru will
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only give general directions to the locales; however, specific traveling
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directions will be given whenever they are necessary to solve the puzzles. The
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game maze is interconnected by sanctuaries. The most logical way to play the
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game is to fully explore every segment of the maze before entering the next
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sanctuary. There are exceptional instances that are pointed out in the walkthru.
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A lot of the puzzles have alternate solutions. I will give specific details for
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the ones I know about, but there are probably more I may not have come across.
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THE DARK HEART OF UUKRUL
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Part 2
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STARTING OUT
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As can be imagined, not a lot goes on here. This is really an introductory area
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to get comfortable with the game play, the graphics, and the layout. Based on
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the inscription that Mara left, you should be able to find and open a secret
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door, and get an ornate key. This opens the grate on the north side of the
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atrium. You find a brass key there which, in turn, opens the grate on the south
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side. You find Mara's book inside the south grate. The map on the wall in the
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atrium gives you the location of a secret door, which you will see in the next
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segment. There is also a pit and a teleporter in this segment. Explore them if
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you like. There is not much in either place, but it is easy to return. Sanctuary
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Urtas is the next stop.
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URTAS
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This is another short segment without a whole lot to do. In the reception area
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to the east of Urtas, go through the east door in the northeast corner. This is
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a twisty passage which doubles back to the reception area. There is a secret
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door that opens to the west where it first becomes two tiles wide. This door can
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be opened by [L]ooking for a device. It leads to a set of rooms which matches
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the map you see in the first segment. Referring to the map should help you
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discover a second secret door which leads to some money.
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From the reception area, enter the south door in the southwest corner. This
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will lead you to an area with two spinners and a moveable wall. There is a magic
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scroll behind the wall.
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From the reception area, enter the east door in the southeast corner. This
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takes you upstairs. In this area, you find a bit of money, a dagger, and see a
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vision of Mara for the first time; it won't be the last. Go upstairs again to
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Sanctuary Urlasar.
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URLASAR
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Shortly after you leave Urlasar, you will be confronted by the spy. Fight him.
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You will either kill him or he will run away, but it doesn't matter. Follow the
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passage to the downstairs. At the intersection, turn left (east) to visit the
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market place. Give your characters better equipment if you have the money (see
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general information). Also, visit the forge, mausoleum, guild, and the healer.
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Make sure you visit the teleport BORASAL through the north door in the corridor
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connecting the two market sections.
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Take the north door behind the teleport, immediately go through the east door,
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and follow that passage through another door. You arrive at an area that has
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poisonous gas. The first stone heart is also hidden here. Search the north wall
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four tiles _after_ you enter the door. You will need to use magic to open the
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secret door. When you come through here the first time, your magician probably
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won't be strong enough to cast ALTIS (open secret door spell). So, you should
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mark this area for a return visit. If you want to explore the rest of the gas
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room, there are four tiles that will decrease your hit points. There is also a
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map on the wall showing you where those four tiles are, but there is nothing
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else in the room.
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You'll find stairs going down at 1S-4W of Teleport BORASAL. Follow those stairs
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down through a corridor and you will find another set of stairs going down.
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These lead you to the temples. There are four separate temples here -- one for
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each of the four gods. Each temple has an altar. You may burn incense here that
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restores the priest's hit points (you can buy incense at the market). I never
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had the need to burn any incense throughout the game.
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These four altars are also where the gods' rings are awarded. Visit them often.
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The various inscriptions throughout the temples area are not helpful for
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anything. Don't waste magic points in translating them if you are running low.
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Be sure to visit Teleport BORAMIS.
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There is a secret door in the temple of Ufthu, just north of the altar. This
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door can be opened with the prayer HOYAMOQ. You will need to invoke that prayer
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quite a few times to do the job. Inside the secret door you will find an
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inscription that is very difficult to translate (and not terribly helpful), a
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few coins, a nasty knife which is a very nice weapon, and two monks who you
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won't be able to beat until you reach level 10 or so. The monks have fairly nice
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treasure after you defeat them, but it's not vital to the game. You may want to
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mark this area for a return visit.
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Follow the corridor going west from Teleport BORAMIS. You will find stairs
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going down. Once downstairs, keep moving east until you find another set of
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stairs going back up. This leads you to the magician circle and Teleport ALARIQ.
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There are many inscriptions in this area. They hint at the locations of the
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various stone hearts, and most of them require a lot of spell points to
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translate. The circle hands out various rings for your magician. There is also a
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book of archives here. You will only be allowed to read a few paragraphs at a
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time depending on your progress in the maze. These paragraphs are extremely
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helpful in understanding your various tasks. Visit here via Teleport ALARIQ as
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often as possible.
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There is a second stone heart to be found in this segment. Exit the temples to
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the north, and turn east to go downstairs. Explore this level carefully and
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beware of three spinners. At the northwest corner of this level, you will fight
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an armed skeleton. Defeat him to get the iron key. This key opens a grate which
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leads you to an inscription that reads "search no more." Search here and you
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will find a secret door to the east. This door can only be opened by magic, so
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you may need to return at a later time. There is a corpse behind the door.
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Searching the corpse with the sword will yield the second stone heart.
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There are other goodies, but I'll leave them to you to explore and enjoy. The
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next sanctuary is Urmor which can be reached by taking the stairs up to the
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northeast of the market.
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URMOR
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You get to meet Sagaris in this segment by traveling in the following manner:
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After exiting Urmor through the east exit, take the stairs down. Take another
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downstairs located 1S-4E of the entrance stairs. Take another downstairs 6S-6E
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of the entrance stairs. Go downstairs once more at 3S-0E. Go downstairs again at
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2N-0E. Exploring this level will lead you to Sagaris. He is an important ally.
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He will ask you to help him. Answer "yes" when he asks if you have been seen. He
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will tell you to find the Pool of Testing.
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Sagaris will also identify objects for you for a fee. Be sure to visit teleport
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SAGARIS so you can return easily. Elsewhere on this level you will find some
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money and a scroll. There is also a king's tomb here: I suggest you leave it
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alone. The monster triggered by the tomb is very tough, and there is nothing to
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be gained.
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Urlusam can be reached by taking the only downstairs on the Sagaris level.
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URLUSAM
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Exiting east from Urlusam and going downstairs takes you to a gigantic level.
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This level consists of a _huge_ cavern to the east, a few chambers to the south,
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and a tiny set of rooms to the northwest. The set of rooms has an iron key which
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opens a locked grate. You will find a map which shows you a secret room within
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the rooms. There is some money in the secret room.
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There is not much of interest in the chambers, except a yellow gem and some
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money. There is also a gnome here, but I could not fathom his purpose in the
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game.
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The cavern is truly large and leads you to the pool of testing. There are also
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several secret doors here which yield money and some small treasures. There is
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another gnome here who has some connection with the one in the chambers;
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otherwise, he doesn't seem to have any purpose.
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First, go near the southeast end of the cavern and up the stairs. You will find
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a bronze key here. Return to the cavern and explore any doors leading south. You
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will soon find a passage where "all the footprints here seem to lead toward the
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end of the passage; none lead back."
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Search at the end of the passage for a secret door to the north. LOOK for a
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device to open it. You will find a drawing and a teleport here. Push "C" on the
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teleport. This takes you to another teleport; push "A" to get to a third one;
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push "D" to get to a fourth teleport; and push "C" to get to a fifth teleport
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with only one button. Explore here to get a brass key. Push the button on the
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teleport to return to teleport 3, and push "D" to get back to teleport 4.
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Now, explore this area. There are two locked grates here. The first one is
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opened with the brass key; the second one is opened with the bronze key. Behind
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the second grate is a map that shows you the area around teleport 5. You should
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be able to discern the location of a secret door using this map. Push "C" to get
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to teleport 5.
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SEARCH for the secret door. LOOK for the device to open door. After listening
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to Sagaris, SEARCH for the secret door at the inscription, and SAY the word
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"FAITH" to open it. (There have been numerous clues hinting at the word
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"FAITH.")
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Follow Sagaris's instructions. Take the wand that he leaves for you. The wand's
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main use is to cast "ALTIS," but it has a randomly limited number of uses. To
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use the wand, wave it in the air. To return to the cavern, push the button on
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teleport 5. Then, push "A" and push "C." You are back in front of teleport 1 in
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the cavern.
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To reach sanctuary Urran, take the downstairs at the extreme eastern end of the
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cavern.
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THE DARK HEART OF UUKRUL
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Part 3
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URRAN
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This is a short segment with only a single level, but there are numerous places
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where mapping is impossible. A lot of passages wrap around and the compass does
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not always work. It's a tough area to explore, but it contains one stone heart
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and the silver disk.
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After exiting east from Urran, you will soon reach a 5x5 room with doors on
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every wall. If you enter the second west door from the north, you will find a
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corridor which leads to a 3x3 room through a one-way door with no other exit.
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This room has a column at the center. On the south side of the column is a
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secret door which can be opened by looking for a device.
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After entering the column, if you exit to the west, you will return to the
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center of the 5x5 room. If you exit the column to the east, you are teleported
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two positions north of the column. You will find a drawing here, and you can
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return to the 3x3 room via a one-way door. Exiting the column through the north
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or south leaves you in the 3x3 room. The only way to escape is by exiting the
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column to the west.
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The drawing that you find represents another 5x5 room with two spaces occupied
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by skulls. You will find other drawings as you explore that depict the same 5x5
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room with skulls occupying other spaces. Combine all these drawings together,
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and clearly mark off the spaces occupied by skulls. It will come in handy soon
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enough.
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If you take the first west door to the north, you will find a raised panel on
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the floor. If you touch it, press it with a staff, or stand on it, you will get
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a smell of bromine that makes you slightly dizzy. I'm not sure what this does,
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but it seems to have something to do with the functioning of the compass.
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In the 5x5 room with all the doors, take the middle north door. There is a
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spinner two spaces after you enter the door which turns you 180 degrees.
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Compensate for the spinner and you will reach an elevator. Here, you will find
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the third stone heart and another drawing. Return via the elevator.
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Enter the first east door to the north. You will have to fight a witch here who
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is pretty tough. Use scrolls of silence on her, and don't spare your magic
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spells. After several look-alike corridors, you will arrive at the 5x5 room
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depicted in the drawings. This room is filled with booby traps denoted by the
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skulls on the drawings. By combining the drawings you should be able to see the
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path that allows you to get safely to the south door. The correct path after you
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enter the room is north twice, west twice, south, west, south, west, south
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twice, and east twice.
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The preceeding route takes you to teleport MELAS, where you'll find a silver
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disk. Whenever you get hopelessly trapped or lost, rubbing this disk will bring
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you back to this location, and you can use the teleporter to go to any sanctuary
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-- a real lifesaver; however, the disk does not work during combats.
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Enter the middle east door. A corridor leads you to another 5x5 room with doors
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everywhere. Only two doors are of interest here; all the other doors wrap
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around. Enter the middle south door. You will find an ornate key here that is
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very important for the end game (a long way away!).
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Enter the middle east door. A long corridor (and I mean long!) leads you to
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sanctuary Urshas.
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URSHAS
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Exiting east from Urshas takes you downstairs. Here, you will find a book
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giving you a slight hint of what to expect, and another set of stairs leading
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down. This level is in the shape of a rhombus, and you are at the western tip of
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it. You should explore the level to get the shape, and make note of interesting
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locations for a return visit.
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The center of the rhombus has a set of corridors joining the western and
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eastern portions. In the middle of these corridors is a roof opening. Climb
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through the opening to another corridor. There are very important inscriptions
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on both ends of this corridor. Go back down to the rhombus. The central
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corridors have two pits. Climb down either one to reach the crossword puzzle
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level.
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The crossword puzzle level is laid out just like a crossword puzzle. At the end
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of each row or column where a word would end, there is a secret door that does
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not require searching. You need to provide the word to open the door. Each clue
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that is given is actually a composite of several clues. The key is to break it
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down and interpret it correctly. In order, the answers are: FRAIL, INSIDE, NEED,
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DRAGON, TEETH, HUM, ENGRAVE, KNEE, ASH, UNDERFOOT, RENOUNCES, and ICICLED.
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Inside each secret door is a drawing. Record what you find as well as the clue
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number associated with each one, then return to the rhombus.
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Go to the southern tip of the rhombus where the two small buttons are.
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Combining the two inscriptions you found with the 12 drawings should tell you
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exactly what to do here. Here is the correct sequence for pushing the two
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buttons ("D" stands for diamond, and "S" stands for square): D, S, D, D, D, S,
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S, D, S.
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Enter the door that you just opened. You will find a stone heart in the east
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room. The dragon is in the west room. There is no need to fight it (it's
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tough!).
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At the northern tip of the rhombus there is a mirror reflecting a vision. There
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are several clues that will point out what to do here. You need to shatter this
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vision by invoking the KUURAOTH prayer. Your priest needs to have at least the
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gold or platinum ring from the god FSHOFTH to be able to do this. So, a return
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||
|
visit is probably necessary here. Anyway, Invoking the prayer will shatter the
|
||
|
vision and give you a plaque. INSPECT the plaque and note the writing. You will
|
||
|
need that to face off with Uukrul.
|
||
|
|
||
|
Take the stairs leading up at the western tip of the rhombus. Here, the vision
|
||
|
of Mara will again appear, giving you a clue about the mirror. Go back upstairs
|
||
|
to reach sanctuary Ureal.
|
||
|
|
||
|
UREAL
|
||
|
|
||
|
Exiting east from Ureal will lead you to a grate which can only be opened by
|
||
|
pulling down a chain to the northeast. As you pass through this grate, Uukrul
|
||
|
will lock it behind you, but don't panic; this is not really a trap. Besides,
|
||
|
you can always use the silver disk to escape back to teleport MELAS. Continuing
|
||
|
to explore this area, you will discover four sets of stairs leading up, as well
|
||
|
as different colored stains covering various numbers of indentations. Each of
|
||
|
these stairs leads to a small area with more stains and indentations.
|
||
|
|
||
|
Continuing from the now locked grate, you will eventually arrive at three
|
||
|
doors, and Uukrul will speak to you. All three doors lead into the same room.
|
||
|
The left door requires a key to open it, and more keys are needed because there
|
||
|
are more doors behind the first one.
|
||
|
|
||
|
The right door leads to a lot of monsters, so you will have to fight several
|
||
|
battles to get in.
|
||
|
|
||
|
The middle door requires a word to open it. I was able to discern the word from
|
||
|
Uukrul's speech. The word is (are you ready for this?) "WORD." I was told that
|
||
|
you can also find this out if you link the indentations of the same color in
|
||
|
sequence to form letters. Even though I mapped the areas, it was still too
|
||
|
confusing, and I was unable to confirm this.
|
||
|
|
||
|
As far as keys for the left door (and all those beyond it), I was told that
|
||
|
there are secret doors along the way where the keys are hidden, but I never
|
||
|
found them. Entering through the middle door will lead you to a locked grate
|
||
|
that cannot be opened. Behind the locked grate is an urn where Uukrul's dark
|
||
|
heart is kept. Even after you figure out how to get to the urn, you still need
|
||
|
six stones hearts to open it, so tackle this puzzle only after you have obtained
|
||
|
the required number of hearts.
|
||
|
|
||
|
Explore the entire room and you will find that the urn has a 4x4 enclosed area
|
||
|
behind it. Inside this area, each square is an enclosed room with doors. You can
|
||
|
change the locations of the doors to form a path to the urn by moving eight
|
||
|
levers found at the back (western) end of the 4x4 area. Move levers 1, 3, 4, 5,
|
||
|
and 8. Then, follow this path:
|
||
|
|
||
|
East, south twice, east twice, north twice, west, north, east twice, south, and
|
||
|
east.
|
||
|
|
||
|
You are now in front of the urn. Insert the six hearts into the sockets to free
|
||
|
the dark heart, and take it. Leaving this area is simple: Go west, south, and
|
||
|
east. Enter the door at the southwest corner of the room and go upstairs. There
|
||
|
is a black bound book here which Sagaris can identify for you. Go back upstairs
|
||
|
to sanctuary Urtehln.
|
||
|
|
||
|
URTEHLN
|
||
|
|
||
|
After you exit to the east from Urtehln, you will come to a door with a drawing
|
||
|
and an inscription. Entering the door will yield some writings on the floor and
|
||
|
a copper hoop on the ground 8-feet in diameter. All of these provide you clues
|
||
|
to the following: There is a stone heart to be found around here; there are five
|
||
|
levels to the exit; there are some keys and cards to be found.
|
||
|
|
||
|
Search just east of the copper hoop and you will find a secret door. Enter the
|
||
|
door and pull the lever behind it to get the first card. Give the card to your
|
||
|
magician. Stand on the copper hoop to ascend to second level. (Sagaris explains
|
||
|
how to use the card when you ask him to identify it.) Level 2 has four separate
|
||
|
areas, but they all yield the same results. Avoid the areas to the west and
|
||
|
north, since they are harmful to your priest and magician.
|
||
|
|
||
|
The area to the east is the easiest to handle. This area has a 3x3 room in the
|
||
|
middle, with doors in all four compass directions. Go through each door in turn,
|
||
|
touch the upper panel, then return and touch the lower panel. Doing so will get
|
||
|
you several keys and another card. Again, give the card to your magician.
|
||
|
|
||
|
Return to the copper hoop to ascend to level 3. There's not much to do here,
|
||
|
except to push the UNLOCK buttons on the east, south, and west walls. The UNLOCK
|
||
|
button on the north wall does not work. Instead, push the ACTIVATE button there.
|
||
|
|
||
|
This transports you to level 4, which consists of a lot of grates that are jail
|
||
|
cells. Most of these grates have been unlocked by you on level 3; the keys you
|
||
|
found on level 2 will open the rest.
|
||
|
|
||
|
Explore every position in this area. You will find two more cards and a fighter
|
||
|
who was captured by Uukrul. He will give you a stone heart, talk about Mara and
|
||
|
Uukrul, then die. Give all the cards to your magician and step on the copper
|
||
|
hoop to go up to level 5. A map found on this very small level should alert you
|
||
|
to a secret door on the west wall, which you can open by looking for a device.
|
||
|
|
||
|
Inside you will find a fifth card. Give it to your magician. Stand on the
|
||
|
copper hoop to ascend again. You end up in a room with a battle shield. Exit the
|
||
|
room, travel east, and you will soon be battling some monks. They are rather
|
||
|
tough, but you will get the Globe of Blood for defeating them.
|
||
|
|
||
|
Have Sagaris identify it for you. Using it periodically gives you visions and
|
||
|
maybe some hints that tighten up the plot. Continue traveling east to reach
|
||
|
sanctuary Urzhut.
|
||
|
|
||
|
|
||
|
THE DARK HEART OF UUKRUL
|
||
|
Part 4
|
||
|
|
||
|
URZHUT
|
||
|
|
||
|
Go to the marketplace and buy three or four ropes to use in this segment. Also,
|
||
|
be sure to take the silver disk with you.
|
||
|
|
||
|
Exiting to the east from sanctuary Urzhut takes you east along narrow corridors
|
||
|
and rooms to the control rooms of the great underground river. Read paragraphs
|
||
|
11 and 12 of the archive in the Magician Circle to get an idea as to what is
|
||
|
going here. Along the way you should also find a red pointed hat, which can help
|
||
|
your magician recover spell points at a faster rate. You will have to battle a
|
||
|
group of ferocious monks before you can get it.
|
||
|
|
||
|
When you arrive at the room with the inscription that reads "Even with her
|
||
|
help, fools cannot walk on water," avoid the south door, because it leads to an
|
||
|
area that depletes your hit points. Instead, enter the north door, and
|
||
|
immediately search for a secret door to the north, which you can open by looking
|
||
|
for a device.
|
||
|
|
||
|
Get the iron key, then continue east until you see the vision of Mara again.
|
||
|
She will talk to you about the carriage and the hammer. Turn south at this point
|
||
|
and open the locked grate with your iron key. Completely explore the control
|
||
|
rooms in this area. If you look carefully at all the drawings, maps, and
|
||
|
inscriptions here, it should not be difficult to figure out what needs to be
|
||
|
done.
|
||
|
|
||
|
In the room of the three huge wheels, close gate "A" and open gate "C." At the
|
||
|
Carriage Command Center, SAY "STRIYA," return to the spot where Mara appeared,
|
||
|
go east one space, and cast TALIS to search for a secret door. (This is revealed
|
||
|
by a map.) Open the secret door with magic. You will find a teleporter inside.
|
||
|
Make sure you have the silver disk with you in case you need to make a quick
|
||
|
exit.
|
||
|
|
||
|
We will go after the hammer first. You will have to travel through a chain of
|
||
|
teleporters. Push these buttons in sequence: 2, 4, and 5. Exit west from the
|
||
|
teleporter. Be aware that there is a random spinner here; check your heading
|
||
|
periodically. You will soon arrive at a pit. Climb down to a corridor with 2
|
||
|
pits. JUMP over the first pit, and climb down into the second one. Climb down
|
||
|
into another pit to the south, climb down another pit to the east, and yet one
|
||
|
more pit to the east.
|
||
|
|
||
|
Mara appears once more to give you the password to the secret door: "DARNUTH."
|
||
|
Open the secret door and fight the demon to get the hammer. The demon is not too
|
||
|
tough if you have scrolls of silence to cast on him. Rub the silver disk to
|
||
|
escape to Teleporter MELAS. While there, remember to retrieve the silver disk.
|
||
|
|
||
|
Use Teleporter MELAS to visit Sagaris, so he can identify the hammer for you.
|
||
|
Be sure to visit the forge to repair the hammer. Return to sanctuary Urzhut and
|
||
|
retrace your journey back to the first teleporter behind the secret door.
|
||
|
|
||
|
With the hammer in your possession, you will now proceed to the next sanctuary.
|
||
|
Push 2, then 4. Exit west from the teleporter and proceed downstairs. Go through
|
||
|
a short corridor and downstairs again. Here is another corridor and another set
|
||
|
of stairs leading down.
|
||
|
|
||
|
The corridor leads to two doors. You can only enter the second door if you
|
||
|
closed gate "A" and opened gate "C" earlier in the room with the three huge
|
||
|
wheels. Go downstairs yet one more time. Follow the corridor north, then east,
|
||
|
and ride the carriage. You will only get to ride the carriage if you SAID
|
||
|
"STRIYA" earlier at the Carriage Command Center.
|
||
|
|
||
|
Exit the carriage to the east and walk along the warm corridor. You will soon
|
||
|
discover why it is warm: There is a red dragon in the next room! Fight the red
|
||
|
dragon and get the tome of ruination as a reward. Sanctuary Urqol is only a very
|
||
|
short distance away from the dragon.
|
||
|
|
||
|
URQOL
|
||
|
|
||
|
Buy several ropes (five or six) to use in this segment. This is the Cube. To
|
||
|
get from Urqol to Urqastur you need to find your way up a 7x7x7 cube. There are
|
||
|
stairs, teleporters, trap doors, pits, conveyance ports, etc. Careful mapping is
|
||
|
needed to figure out the proper route. There is also a stone heart to be found
|
||
|
here.
|
||
|
|
||
|
Described below is one solution to the cube. Exiting to the east from sanctuary
|
||
|
Urqol will soon take you up via stairs to level 1 (bottom level) of the cube. Go
|
||
|
east twice, south three times, west twice, north twice, west, and north four
|
||
|
times to the northwest corner of level 1. Press the tablet on the conveyance
|
||
|
port. This teleports you to the southeast corner of level 7.
|
||
|
|
||
|
Go north, west four times, north, and fight the frost spirit. Now, go north,
|
||
|
west, north three times, and west. Press the tablet on the conveyance port. This
|
||
|
teleports you to the southeast corner of level 1.
|
||
|
|
||
|
Go west twice and north twice. The stairs take you to level 2. Here, go north
|
||
|
twice, west three times, and north twice. Look up; climb up. You are now on
|
||
|
level 3. Check your heading to make sure you are facing east. Look down and use
|
||
|
a rope to climb down into the pit. You should see another pit to the west.
|
||
|
Repeat this procedure to get back to level 1.
|
||
|
|
||
|
Go east twice, and press the tablet on the conveyance port. This teleports you
|
||
|
to the southwest corner of level 7. Go east twice, look down, and tie a rope to
|
||
|
climb down into the pit. Go east twice and north twice. Look down and JUMP over
|
||
|
the pit. Go north, then west twice. You arrive at a trapdoor with three runes.
|
||
|
Pull rune 2, then rune 1. (I am not sure if this is random, but keep pulling
|
||
|
rune 2 until a message tells you that you hear heavy metal clanking down below,
|
||
|
then pull rune 1 until you see the same message.)
|
||
|
|
||
|
Pull rune 3 to drop yourself down to level 5. Explore the two opposite doors to
|
||
|
the north. The west door leads to a hole in the roof. Look up, then climb up. A
|
||
|
long corridor takes you to an inscription which gives you the Service Access
|
||
|
code: "QOLARIS." Return to level 5 by climbing down. Go to the east door and
|
||
|
climb down into the pit.
|
||
|
|
||
|
Here, you will find a wizard with a stone heart. ATTACK him to get it. Return
|
||
|
to level 5 by climbing up. Go through the southeast door to the trapdoor. Use
|
||
|
the trapdoor to drop down to level 4. There is a pit two spaces to the south.
|
||
|
(If you jump over the pit and enter the door behind it, you can get a bronze key
|
||
|
after a battle; that's an alternate solution.)
|
||
|
|
||
|
Climb down the pit to level 3. Go west twice, north three times, and east
|
||
|
twice. Use the trapdoor to drop down to level 2. Climb down the pit three spaces
|
||
|
to the west to get to level 1, and go south three times. Press the tablet on the
|
||
|
conveyance port to teleport back to the southwest corner of level 7, and climb
|
||
|
down the pit to the east.
|
||
|
|
||
|
Go south twice, north twice, look down, and JUMP over the pit. Go north, then
|
||
|
west twice. Leave the trapdoor alone this time. Go south twice, then east, look
|
||
|
down, and JUMP over the pit. Use the trapdoor here to drop down to level 5. Go
|
||
|
south three times, look up, and climb through the roof opening. Go north, look
|
||
|
up, and climb up through the roof opening. Go north three times (you're close to
|
||
|
the exit).
|
||
|
|
||
|
There are two solutions here. The first one is to open the locked grate to the
|
||
|
north with the bronze key; leave the conveyance port alone; follow the corridor
|
||
|
to the stairs which lead up to sanctuary Urqastur. The second solution is to go
|
||
|
through the door to the west and search for a secret door on the west wall. SAY
|
||
|
"QOLARIS" to open it. Go south to get to the stairs which lead up to sanctuary
|
||
|
Urqastur.
|
||
|
|
||
|
If you followed the walkthru to this point, you should now have six stone
|
||
|
hearts. Don't forget to return to the urn you found earlier to get Uukrul's dark
|
||
|
heart.
|
||
|
|
||
|
URQASTUR
|
||
|
|
||
|
This segment is pretty small, but you have five teleporters in various places
|
||
|
with which you must contend. There is one stone heart in this segment.
|
||
|
|
||
|
Exit east from Urqastur. After reading the inscription on the far wall, climb
|
||
|
down the pit. Walk east through the wall. Keep going east until you enter
|
||
|
another door with a map on the wall. You will find a door and a grate here.
|
||
|
Exploring either one for the first time will teleport you automatically to a
|
||
|
small disjointed area. Here, you will fight a devil, get an iron key, open a
|
||
|
locked grate, and find a teleporter. Pushing "Y" on the teleporter will put you
|
||
|
one space south of the spot where you originally came from, and in the middle of
|
||
|
a east-west corridor.
|
||
|
|
||
|
Going west here will gain you another vision of Mara. She gives you two words
|
||
|
that can open several secret doors, and a clue to the Heart Hall. Go to the east
|
||
|
end of the corridor. There is a secret door on the south wall which can be
|
||
|
opened by saying "DRASZ."
|
||
|
|
||
|
Continue south, search for another secret door, and open it with "DRASZ." You
|
||
|
will find a black portal here. Enter it and you will be caught by Uukrul. West
|
||
|
of the portal is a long corridor. Enter the south door near the end of the
|
||
|
corridor. Search the west wall for a secret door which can be opened with the
|
||
|
word "SALUNH."
|
||
|
|
||
|
Continue going to the west until you reach a teleporter. Pushing button "Y" on
|
||
|
the teleporter will teleport you to the Heart Hall. This is a 5x10 rectangular
|
||
|
area with blocks shaped like a cross in the middle. The drawing that you saw
|
||
|
earlier depicts the room structure inside the cross.
|
||
|
|
||
|
Walk counterclockwise around the cross until you get sucked into it through a
|
||
|
hidden door. Teleport HEARTHALL is just to the west of you. You can use this to
|
||
|
return to the sanctuary.
|
||
|
|
||
|
If you continue east, you will have to get through four secret doors that
|
||
|
require magic to open them, and fight three very tough battles against wights,
|
||
|
dragons, and titans. Your reward is another stone heart. If you run low on
|
||
|
energy and spell points, you are better off using the teleporter to return to
|
||
|
the sanctuary to rest up before coming here again.
|
||
|
|
||
|
After you get the stone heart (which you don't need if you have been following
|
||
|
this walkthru), use the teleporter to return to Urqastur. Go down the pit and
|
||
|
walk through the wall just like before. After entering the door with the map, go
|
||
|
north to the unlocked grate. If you get teleported again to that disjointed
|
||
|
area, push "Y" on the teleporter to return.
|
||
|
|
||
|
Go up the stairs behind the unlocked grate. There is not much of interest here.
|
||
|
Head east to sanctuary Uroqlamn. If you should explore in other directions and
|
||
|
find another teleporter, ignore it, for it does not lead to anyplace
|
||
|
interesting.
|
||
|
|
||
|
|
||
|
THE DARK HEART OF UUKRUL
|
||
|
Part 5
|
||
|
|
||
|
UROQLAMN
|
||
|
|
||
|
Exiting east from sanctuary Uroqlamn will lead you into Adron's Palace. You
|
||
|
find yourself in a room where several tiles are covered with anywhere from one
|
||
|
to six stars. These tiles are teleporters that will send you to the
|
||
|
corresponding levels of the palace.
|
||
|
|
||
|
Before you can use them, you'll have to activate them. Take one step to the
|
||
|
south of the entry door and search for a secret door. Open it by looking for a
|
||
|
device. You find yourself in a control room with a red gem and a blue gem. To
|
||
|
activate each level, push the blue gem once, push the red gem level-number of
|
||
|
times, and push the blue gem once. For example, to activate level 3, push the
|
||
|
blue gem once, push the red gem 3 times, then push the blue gem once. Repeat
|
||
|
this until all 6 levels are activated, then return to the other chamber.
|
||
|
|
||
|
You should see all the stars on the tiles sparkling. Wander around here for a
|
||
|
while until you are challenged by a group of monks. Fight them to get the
|
||
|
Adron's die. This is your vehicle to travel. To go to level one, stand on the
|
||
|
tile with one star, USE the die, and CAST the die on the ground. Repeat the same
|
||
|
steps to go to other levels.
|
||
|
|
||
|
Go to level 1. Whenever you need to approach a black rune, INVOKE the TAPU
|
||
|
prayer first. You'll take less damage this way. You are standing on a tile with
|
||
|
one sparkling star. Cast the Adron's die again. This will take you to a sublevel
|
||
|
where there are four quadrant keys and four prophecies to be found. You will
|
||
|
need to solve 4 riddles to completely explore this level. The answers to these
|
||
|
riddles (in order) are: PRIEST, HAMMER, SAGARIS, and MAGICIAN.
|
||
|
|
||
|
The four keys are: north six, east seventy-two, south eighteen, and west five.
|
||
|
After exploring this level, cast the die while standing on the one-star tile to
|
||
|
return.
|
||
|
|
||
|
Back on level 1, go west, and JUMP over the pit. Go west twice, north five
|
||
|
times, east 17 times, and north. You will see Sagaris here. Follow him through
|
||
|
the secret door (SAY "SAGARIS" to open it), then east until he stops to speak to
|
||
|
you. Afterward, continue east until you find the two teleporters.
|
||
|
|
||
|
Visit teleport SURAQIS so you can use it to return later. Notice that the other
|
||
|
teleport has four buttons. Push the asterisk (*) button to teleport to another
|
||
|
teleporter. West of this teleporter is a drawing that gives you the beacon
|
||
|
codes: north, VGAK; east, XBHW; south, LFPW; west, BPKQ. Use the teleporter to
|
||
|
return.
|
||
|
|
||
|
When you are back at the teleporter with four buttons, push 1. You are
|
||
|
teleported to the royal chambers of the palace. This is a fairly small area with
|
||
|
two secret doors. Explore the south side to find an inscription giving you the
|
||
|
operations for each quadrant. There is also a code machine nearby.
|
||
|
|
||
|
To the north (after you enter the room covered with Uukrul's runes) search for
|
||
|
a secret door in the northwest corner of the room. Look for a device to open it.
|
||
|
A long corridor leads you to another room. Search for another secret door in the
|
||
|
northeast corner of the room. Again, look for a device to open it. One more room
|
||
|
behind this contains an inscription which explains how to use the code machine.
|
||
|
|
||
|
There is a roof opening further to the south that will take you back to level
|
||
|
1. Go back to the code machine. Enter VGAK, DIVIDE, 6 to get the north arming
|
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sequence (1231). Enter XBHW, ADD, 72 to get the east arming sequence (3144).
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Enter LFPW, SUBTRACT, 18 to get the south arming sequence (1344). Finally, enter
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BPKQ, MULTIPLY, 5 to get the west arming sequence (3325).
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Exit back to level 1 through the roof opening described earlier. Make your way
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back to teleport SURAQIS. Use it to return to sanctuary Uroqlamn for rest and to
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replenish your supplies and weapons. Be sure to give the hammer to your fighter
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or paladin. You next stop is Uukrul's hideout.
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Exit to the east of Uroqlamn as before and enter the star chamber. Stand on the
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tile with four stars and cast Adron's die. This teleports you the level 4. There
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is supposed to be another stone heart hidden here. I never found it, but I
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didn't need it. Make your way to the east wall while avoiding the black runes.
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Here, at two different spots, you will find a statue of a phoenix who will ask
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you riddles. (Either statue will lead you to Uukrul, and the riddles are
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|
identical.) You have to answer three riddles; the third one can only be solved
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|
by INSPECTing the plaque that you received in the rhombus. The answers are:
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UUKRUL, ADRON, and I WILL RULE.
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You are now in combat with Uukrul. The first thing to do is USE the dark heart
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by THROWING IT ON THE GROUND. That shatters the heart and forces Uukrul to stay
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and fight. Next equip your fighter or paladin with the reforged obsidian hammer.
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Have your magician repeatedly cast RESENTEL or RESEN spells. The last blow must
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be made by the character with the hammer, otherwise Uukrul will regenerate. So,
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some planning is needed to kill Uukrul. If you have enough spell points, he is
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not that difficult to destroy. You will get an ornate key after Uukrul is
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killed. But the game is not yet over.
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Go ahead and explore the rest of Uukrul's hideout on this level. You should be
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|
able to find a lot of money, a crown, and more money. When finished, exit
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|
through the door in the northeast corner, and find your way to sanctuary
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Urxaszel.
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URXASZEL, CHAOS
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By now your magician should have the crystal rings from most, if not all, of
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the arcanas. If he has the crystal ring of knowledge, cast CYQIEQARAQK in the
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sanctuary to learn about lots of interesting things. They are not really
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||
|
essential to winning the endgame, but they're fun to read. Also you should be
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|
allowed to read all 15 paragraphs of the archives in the Magician Circle.
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If you deposited the five cards you obtained from the prison and torture center
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in a sanctuary cache, go get them: You will need them in Chaos. Also, make sure
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you still have the ornate key you received in the UREAL segment.
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Exit east from sanctuary Urxaszel, where you will again meet Sagaris. What he
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says now should give you an inkling as to what will follow. Also, you can now
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use teleporters to go to Chaos and Beacon. Return to sanctuary Urxaszel.
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Before rescuing Mara, you must first go and arm the beacon. Use the sanctuary
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|
teleporter to go to Uroqlamn. Go to the star chamber and cast Adron's die on the
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|
five-star tile to go to level 5. You come to a very strange room with numbers on
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the floor. You find that when you walk in any direction, you will go several
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|
spaces before stopping. What happens is this: When you try to move in any
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||
|
direction, you will move the same number of spaces as indicated by the number on
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|
the tile from which you started, unless you're stopped by a wall.
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||
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|
||
|
Here is the sequence to get to the door on the east wall: Starting after you
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|
have entered the room, go east twice, north, south, west, north, and east twice.
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||
|
You will find the arming mechanism after you pass through the east door. Input
|
||
|
all four sequences: 1231, 3144, 1344, and 3325. The beacon is now armed, and you
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||
|
are ready to go to Chaos.
|
||
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|
||
|
The easiest way to leave here is to use the silver disk, which brings you back
|
||
|
to Teleport MELAS. Then, you can use the teleporter to get to Chaos. The long
|
||
|
way to do it is to exit through the many-number room again. The sequence for
|
||
|
leaving after you have entered the room is: west, south, and west twice. From
|
||
|
there you can use Adron's die to return to the star chamber, then the sanctuary,
|
||
|
then teleport to Chaos.
|
||
|
|
||
|
Chaos is no fun! Most of it is totally unmappable, and the compass usually
|
||
|
doesn't work. Once you leave the teleporter and exit through a one-way door to
|
||
|
the west, you will see a locked grate in the distance where Mara is kept. Turn
|
||
|
to read the inscription on the east wall which reads, "I contain the way of your
|
||
|
escape." This is your starting point.
|
||
|
|
||
|
If you're the brave, curious type, go ahead and explore on your own for a
|
||
|
while. Translate as many inscriptions as you can find. It is very important that
|
||
|
you find another locked grate that can be opened by your ornate key. Behind the
|
||
|
grate is a very important map. There is also another map that shows a path.
|
||
|
|
||
|
You will find a lot of gateways, as well as many other drawings. When you tire
|
||
|
of wandering around aimlessly, return to your starting point (where the first
|
||
|
inscription was), then follow the instructions in the next paragraph.
|
||
|
|
||
|
If you just want to get through this to watch the endgame display, here is what
|
||
|
needs to be done:
|
||
|
|
||
|
First, give all five cards to your magician. At the starting point described
|
||
|
earlier, take one step west. You will be transported to a point just in front of
|
||
|
a teleporter with four buttons on it; push 3. You will be teleported to a room
|
||
|
with doors in every direction. Check your compass to make sure you are facing
|
||
|
east. (The compass will work here.)
|
||
|
|
||
|
Go east twice. You will end up in a room two tiles long with a card. Get the
|
||
|
card and exit through the one-way door to the south. (Give this card to the
|
||
|
magician. He should have a total of six cards.) Take one step south. You are
|
||
|
transported elsewhere again. Turn until you are facing west, then follow this
|
||
|
sequence _exactly_: west four times, north four times, north twice, west twice,
|
||
|
south once, south twice, east five times, east once, and north once. This
|
||
|
sequence passes through seven latches; this maneuver is what opens Mara's cage.
|
||
|
|
||
|
Give all the cards to other characters so the magician is now cardless. Go four
|
||
|
spaces south. That will transport you back to the front of Mara's cage again.
|
||
|
Enter the cage and CALL HER NAME. This wakes her up, and Mara is rescued.
|
||
|
|
||
|
Now, give five of the cards back to the magician, return to your starting point
|
||
|
(which should be close by), and take one step west. You are in front of the
|
||
|
teleporter with the four buttons again; push 3. Exit the room through the south
|
||
|
door. Hurrah! You are facing teleport Chaos. Use it to go to Beacon.
|
||
|
|
||
|
Once you step off teleport Beacon, you will be met by both Sagaris and Mara.
|
||
|
Read all that they tell you and enter the last line of the LAIRIAN prayer from
|
||
|
the manual to finish the game. I hope your priest has the crystal ring from the
|
||
|
god FSHOFTH. (I don't know what would happen if your priest didn't have that
|
||
|
ring.)
|
||
|
|
||
|
Now, sit back, relax, and read lots and lots of text. (Personally, I was a
|
||
|
little disappointed in the lack of endgame "specials effects" after all the hard
|
||
|
work I put into playing THE DARK HEART OF UUKRUL.)
|
||
|
|
||
|
THE DARK HEART OF UUKRUL is published and distributed by Broderbund.
|
||
|
Downloaded From P-80 Systems 304-744-2253
|
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