770 lines
33 KiB
Solidity
770 lines
33 KiB
Solidity
|
||
Solution to The Dark Heart of Uukrul
|
||
====================================
|
||
|
||
The land of Eriosthe is being threatened by the evil
|
||
magician, Uukrul who was once of the Ancient. Therty led by
|
||
the brave Mara is rumoured to be slaughtered during their mission
|
||
to eliminate Uukrul. Mara is captured and imprisoned in Chaos,
|
||
the jail of Uukrul. Yourrty is chosen to infiltrate Eriosthe
|
||
and find a way to destroy Uukrul and rescue Mara. Yourrty will
|
||
need to search for clues and solve puzzles during game play.
|
||
|
||
|
||
Character Development
|
||
=====================
|
||
|
||
|
||
Fighting
|
||
========
|
||
|
||
Fighter and ladin will gain levels much faster
|
||
initially in the game as the priest and magician will not be very
|
||
powerful at low level. Fighter andladin can wear the heaviest
|
||
armor and wield the most powerful sword. At highest level, they
|
||
can do 200-300 demage points depending on the weapons used.
|
||
Paladins can lay their hand on enemy to demage them or heal your
|
||
party.
|
||
|
||
|
||
Prayers
|
||
=======
|
||
|
||
Priest should try to invoke prayers as soon as possible.
|
||
The priest will need to go to temple if he thinks he is qualified
|
||
for a better ring. Gaining levels will usually rewards the priest
|
||
with one or two rings. However, if the priest will have a better
|
||
chance of getting a higher ring if he is able to invoke the
|
||
prayers of the gods successfully.
|
||
|
||
The prayers to Ufthu are useful during combat. RALKOR
|
||
will send an arrow to strike the strongest opponent. KARNH will
|
||
heavily injure monsters adjacent to the priest. DROM will give
|
||
strength to yourrty so that they cause more demage. IDRIS is
|
||
very demaging to all undead creatures present. THOL will make
|
||
your opponents less effective in combat.
|
||
|
||
Prayers to Drutho are useful in dungeon exploring. UMESH
|
||
will attempts to translate the script on the wall. HOYAMOQ will
|
||
try to force the secret door open, usually a few prayer is
|
||
required before the door is opened. TAPU will reduce demage done
|
||
to the rty in dangerous area. BYNDU is the prayer with no
|
||
arent purpose. MORPETH will help to reduce encounters when
|
||
exploring. BELAMOQ is the most powerful door opening prayer, no
|
||
secret door could withstand its power if successfully invoked.
|
||
However, it is usually not answered and cost a great amount of
|
||
virtue points.
|
||
|
||
Prayers to Gothur are for healing purposes. SIRDHE is the
|
||
basic healing prayer, it will heal a certain amount of wounds
|
||
from each character. HOLNAK will increase your fighting power.
|
||
ELIS will heal completely the character with the lowest hit
|
||
points. TELIS will heal therty completely, but it is only
|
||
answered at an altar. BEYONG will remove poison and plague from
|
||
therty. Usually answered in a sanctuary.
|
||
|
||
Prayers to Fshofth is necessary under certain situation.
|
||
NULAMIR will attempts to silent the enemies. TULAR is only
|
||
answered at an altar. If successfully invoked, it will increase
|
||
the rty's food by 200 units. RULASAIR is similar to TULAR but
|
||
can be cast anywhere, however the increase is only 100 units and
|
||
is more draining than TULAR. EMANUI is usually answered in a
|
||
santuary, it give growing health. KUURAOTH is only needed to wake
|
||
up the dark vision from the mirror that can tell the future of
|
||
Eriosthe. LAIRIAN is needed to light the beacon.
|
||
|
||
Magic
|
||
=====
|
||
|
||
Magician gain rings depending on their frequent usage of
|
||
spells from articular discipline. For example, if you use fire
|
||
spells frequently, then you will get the next higher ring of fire
|
||
earlier than the other rings. Generally speaking, you will gain
|
||
one or two rings everytime you gain level.
|
||
|
||
The effects of the crystal spells are not given in the
|
||
manual but you can learn about them by casting CYQIEQARAQK, the
|
||
tome of the Seer.
|
||
|
||
The Tome of the Seer
|
||
====================
|
||
|
||
The great mystic Cyqie harnessed his own soul to create
|
||
the spell which destroyed him. CYQIEKUN shall draw forth flames
|
||
of the hell in which he is now imprisoned. So perish all who
|
||
outreach their station.
|
||
|
||
Range: 3 by 3 radius from the caster.
|
||
|
||
Your mirror may scry visions of the future, your globe
|
||
may show thest, but you are now, and forever slave to the
|
||
present.
|
||
|
||
The great mystic Cyqie created the spell of ceaseless
|
||
healing. CYQIETUR shall form a pure blue globe. Those within
|
||
shall be contiually refreshed and restored.
|
||
|
||
The halls of the greatlace, which once thronged with
|
||
life, are silent now. Adron, why did you not smite the darkness?
|
||
But the beacon remains, and the darkness shall be swallowed by
|
||
its light.
|
||
|
||
One from thest shall return. One who is captive shall
|
||
be freed. One who is once of the light shall be returned to the
|
||
greatest light.
|
||
|
||
QADIOS is a mighty spell. It forms around those of pure
|
||
heart the womb of infinity safety. Focus your minds on great
|
||
things and no harm mayss.
|
||
|
||
The obsidian crystal survives in a solamn artifact. The
|
||
hammer lies broken, yet it shall break the darkness.
|
||
|
||
Behold the greatest of spells. MUZAQ shall call forth a
|
||
black trumpet, when the trumpet sounds, the cries of all the
|
||
damned souls in hell shall burst forth in a maelstorm of
|
||
oblivion.
|
||
|
||
Effect: wipe out all enemies.
|
||
|
||
The kauri plaque is broken, the waking vision now sleeps.
|
||
Areth: you will never rule.
|
||
|
||
Behold the mirror that foretells the future. Pray that
|
||
the dark tower may crumble. Prayer that the vision can be
|
||
disspelled. The dark heart of Uukrul must be shattered, it has
|
||
been foretold.
|
||
|
||
General hints
|
||
=============
|
||
|
||
At low levels (1-6), therty will not be able to fight
|
||
very well. If you find that yourrty is taking a lots of
|
||
punishment, try to let them gain higher level before proceeding.
|
||
Healing spells and prayers are important, so ensure that you can
|
||
cast/invoke them. Don't proceed further if you find that you are
|
||
having little virtue/psychic points but head straight for the
|
||
nearest sanctuary and rest. When you have reach level 10 or more,
|
||
only the strongest opponents will be able to hurt you. At this
|
||
stage, much time is spent solving puzzles rather than fighting.
|
||
The maximium level possible is 15, at this level, the magician
|
||
and priest will have all their rings complete and will no longer
|
||
need to worry about combats.
|
||
|
||
When you find a key in a certain level, it will usually
|
||
unlock a grate somewhere on that level. You will not be allow to
|
||
drop it before it unlock anything. If your character carry too
|
||
many keys in his bacck, he might not be able unlock the grate
|
||
even though he is carrying the correct key. If possible, don't
|
||
let any character carry too many keys. So it is advisable to
|
||
store the key in the cache in the sanctuaries after it was used.
|
||
|
||
Resting in higher levels sanctuaries will heal the rty
|
||
much faster. So, always teleport to the last sanctuary you found
|
||
before resting.
|
||
|
||
Before you can invoke the prayer TULAR successfully, you
|
||
will need to buy food rations from the supply shop. Once you have
|
||
learn to invoke it, rest in sanctuary to reach full virtue points
|
||
and then go to the altars to invoke it. When travelling long
|
||
distance, make sure that you have at least 2000-5000 units of
|
||
food.
|
||
|
||
If you cannot find a way to open any secret door, try
|
||
ALTIS, HOYAMOQ or BELAMOQ if possible. This situation usually
|
||
occurs when you need to speak a certain word to open the door.
|
||
The words needed is usually the answer to a riddle or a ssword
|
||
found somewhere.
|
||
|
||
Teleporters are only active after you have find it. If
|
||
you know its name but have never been to it, then you can't go
|
||
there.
|
||
|
||
Before you can cast the spell REAAM to identify your
|
||
items. Go to Sagaris and ask him to identify it for you. If the
|
||
properties of any items is unknown, a visit to Sagaris is usually
|
||
rewarding.
|
||
|
||
Searching will reveal most secret doors. However, at
|
||
higher areas, you will need to cast the spell TALIS to reveal
|
||
secret doors.
|
||
|
||
<EFBFBD>The Sanctuaries
|
||
===============
|
||
|
||
URTAS - Sanctuary of the Ancients
|
||
=================================
|
||
|
||
There is nothing much here, except that it give you a
|
||
feel of the mapping feature. A certainrt here is not allow to
|
||
be mapped and there are some spinner traps that spin your rty
|
||
when you stepped on them. The savage wolf at that level will
|
||
gives yourrty a subtantial amount of punishment, but if you
|
||
cast SHUM regularly, you should have no problem. A vision of Mara
|
||
shows up briefly to tell you to find the frozen hearts.
|
||
|
||
URLASAR - Sanctuary of the Village
|
||
==================================
|
||
|
||
Initially, you will come across a figure in robe, if you
|
||
don't want to fight with him, offer him money. If you choose to
|
||
fight with him, you will take a great deal of demage but winning
|
||
this combat will allows you to gain a lot of experiences.
|
||
|
||
This area consist of most of the places you will need to
|
||
visit often throughout the game.
|
||
|
||
The supply shop provides all the necessary items needed
|
||
in the game, you can sell items if you need money, or buy better
|
||
equipments when you have the cash. It will take sometime before
|
||
you can get hold of all the goodies in the shop. Unidentified
|
||
items are usually sold at a lower price, so try to identify them
|
||
before you sell them.
|
||
|
||
Directly behind the shop is a forge for you to rir
|
||
your broken weapons. However, most wooden/magical weapon cannot
|
||
be reforged. So take care of your magical weapons.
|
||
|
||
To the east is a hospice for you to heal or cure your
|
||
party. The price requested is reasonable, soy for healing if
|
||
you need a quick heal instead of wasting food resting in the
|
||
sanctuaries.
|
||
|
||
Behind the hospice is a guild for you to recuit/meet
|
||
people who are eager to join your rty. If your character
|
||
happened to be killed and not resurrected, you will be allow to
|
||
choose a successor. The 3 persons presented will probably be
|
||
cotible to the dead character. When you need to choose a
|
||
successor, consider the choice carefully, you might get a higher
|
||
level character or one which is lower.
|
||
|
||
Beside the guild is the mausoleum which will resurrect
|
||
your characters if they were killed. However resurrection usually
|
||
lower your characters experience points and sometimes attributes
|
||
and the amount of money requested is proportional to the level of
|
||
the deceased.
|
||
|
||
There is a teleporter BORASAL nearby, so that you can
|
||
come here easily.
|
||
|
||
There is also the hall of temples where your find the
|
||
temples of the four gods. You will need to go to the individual
|
||
god's temple if you want to gain a more powerful ring from the
|
||
god. The teleporter here is BORAMIS.
|
||
|
||
When you go lower, you will find the Circle of Magician.
|
||
Your magician will be able to gain better rings if he is
|
||
qualified. The teleporter to here is ALARIQ. There are messages
|
||
on the walls telling you where to find the 8 frozen hearts.
|
||
|
||
EIGHT FROZEN KEYS FOR SIX BLOODIED LOCKS
|
||
AND THE DARKEST HEART OF THE COLDEST ROCK
|
||
|
||
THE FIRST BEHIND GASES AND POISONOUS AIR
|
||
THE SECOND WITH THE DEAD BEHIND TWIST AND STAIR
|
||
THE THIRD WITH A DRAGON - THE FOURTH IN A CELL
|
||
THE FIFTH IN DEPTHS WARPED BY EVIL'S SPELL
|
||
THE SIXTH WITH HIS HORDES - THE SEVENTH IN A PIT
|
||
THE LAST IN THE STRONGHOLD WHERE THE DARK ONE SITS
|
||
|
||
ONE SHATTERED HEART SHALL THE DARK ONE STOP
|
||
|
||
Going back to the hall of temple, there is a place full
|
||
of undead creatures as indicate by a skeleton on a certain map.
|
||
The battle there is tough when therty is at low levels, and
|
||
hidden inside this place is a chrome key. This key unlocks the
|
||
grate to the north of the teleportor BORASAL. Behind the grate is
|
||
a place full of poisonous gases and air. This locations are
|
||
marked with a 'X' on the map. If you step on them, your rty
|
||
will receive a lot of demage. At the point just before you step
|
||
into the poisonous gases, there is a secret door to the north.
|
||
Search for it, and try to open it. Behind the door is a stone
|
||
heart.
|
||
|
||
URMOR - Sanctuary of the Deepening Night
|
||
========================================
|
||
|
||
You will have a lots of encounters in this area. However,
|
||
you will be able to gain a few levels if you fight well. You will
|
||
find a few keys and unlock a few grates. Follow the map and
|
||
eventually you will find a vision of Mara. Heed what she says.
|
||
After searching for a while, you will find a old man who ask you
|
||
to do something for him. He will want the priest to go to a pool
|
||
of testing to get a black rod. Say yes to him, and he will then
|
||
reveals himself as Sagaris the Sage. He will identify items for a
|
||
fee. The teleporter to here is SAGARIS. The fee is dependent on
|
||
its value, important or enchanted items usually cost much more.
|
||
However, identified items can be sold at a higher price at the
|
||
supply shop.
|
||
|
||
URLUSAM - Sanctuaries of High Vault Ceilings
|
||
============================================
|
||
|
||
The battle in this area is quite tough. Because the
|
||
caverns is very long, and therty can hardly survive till they
|
||
reach the next santuaries at the eastern side. The most dangerous
|
||
opponents are the black orcs. The fighter andladin are unable
|
||
to hit them and they have a lot of hit points. The black orcs hit
|
||
are usually critical.
|
||
|
||
MY FIRST WAS OF THE FORMING - AND LIES FOREVER STILL
|
||
MY SECOND IS OF THE AFTERMATH - THE COOLING OF THE KILL
|
||
MY THIRD IS ME ALONE - ONE OF THE MIGHTY THREE
|
||
MY FOURTH IS AN ELIXIR - AND THE PARTING OF THE WAYS
|
||
MY LAST IS OF THE HOLOCAUST - WITH THE DYING OF THE DAYS
|
||
|
||
FOR ALL IS TOLD HEREIN - TELL ME PRIEST WHAT MAY I BE?
|
||
|
||
Search for the pool of testing on the map. You will need
|
||
faith to open the secret door leading to the pool. Only the
|
||
priest can get inside the pool to get the black rod. After
|
||
getting the rod, Sagaris appears and took it, and as a reward, he
|
||
drop a wand of potency. This wand can be used to translate
|
||
inscriptions. Use it wisely as it has limited charges.
|
||
|
||
There are lots of secret doors along the caverns, most of
|
||
them yield a cache of money. Head east to find the next
|
||
sanctuary.
|
||
|
||
URRAN - Sanctuaries Beyond Reason
|
||
=================================
|
||
|
||
This is a horrible place, the coss is not working
|
||
properly, and thessages twist among themselves. Therty is
|
||
teleported all over the place. Follow the map to find the room
|
||
marked with 'X' all over the place. You might be killed/injured
|
||
if you step on them. Follow theths on the map to clear the
|
||
room. The teleporter MELAS is found in the room and there is a
|
||
medal of escape in a box. It will allow therty to return to
|
||
this place when it is rubbed. Everytime a new sanctuary is found,
|
||
you can find a medal here, so there are a total of 13 medals. Use
|
||
them wisely, since there are places where you can return only by
|
||
the medal or starve/frozen to death. Each time the medal is
|
||
rubbed, it will be gone forever and you will need to get another
|
||
one from here if it is available.
|
||
|
||
The scrying mirror is buried with the bold defender of
|
||
light, Kiriya. The mirror can be used to see the future of your
|
||
party. It will show what might happened to yourrty at the next
|
||
sanctuary. So use it everytime you have reach a new sanctuary.
|
||
|
||
URSHAS - Santuary of the Dragon
|
||
===============================
|
||
|
||
The mirror at the northern end of the diamond foretell
|
||
the future of Eriosthe. It can be awaken by your priest, invoke
|
||
the prayer KUURAOTH to do that. Take the Areth's plague and
|
||
inspect it, it contains an important clue.
|
||
|
||
At the middle of the diamond is two pits leading
|
||
downwards. Thessages below formed a crossword puzzle. There
|
||
are messages on the floor and directly opposite the message is a
|
||
secret door. If you answer the right answer to the message, the
|
||
door will open.
|
||
|
||
The messages are as follows:
|
||
|
||
1. weak loud backward liar
|
||
2. within or inside itself
|
||
3. sounds like bread is being made, want some?
|
||
4. mythical monsters become tiresome
|
||
5. the infinite ethereal plane contains many small bones
|
||
6. sing out, but keep your mouth closed
|
||
7. the avenger is moved to carve two points where the dead lie
|
||
8. a keen joiny
|
||
9. the tree before and after the fire
|
||
10. conditions important when walking less than twelves inches
|
||
11. gives up a short recess to get a word in
|
||
12. covered with cold wet spikes
|
||
|
||
The correct crossword is as follows:
|
||
|
||
F I K A
|
||
R E N O U N C E S
|
||
A S E H
|
||
I C I C L E D
|
||
L D R T
|
||
E N G R A V E
|
||
H E G E
|
||
U N D E R F O O T
|
||
M D N H
|
||
|
||
Behind the secret door is a set of codes consisting of
|
||
squares and diamonds. Arrange them in order, i.e. from 1 to 12.
|
||
Where diamonds outnumber squares use top symbol - converse use
|
||
lower. After getting the codes, go to the southern end of the
|
||
diamond. You will find a mechanism which have 2 buttons: square
|
||
and diamond. Enter the code you have learned and you will find
|
||
yourself inside a room. Kill the ice dragon inside and get the
|
||
stone heart. The chalice can be sold for quite a high price.
|
||
|
||
UREAL - Santuary of Twisted Paths
|
||
=================================
|
||
|
||
This level is basically a setup by Uukrul to test your
|
||
potentials. Pull the chains near the grate to open the grate.
|
||
|
||
When you havessed, Uukrul will close it behind you.
|
||
You are supposed to find your way out of these twistedths. At
|
||
the end of theths is three test put up by Uukrul. Clearing any
|
||
one of these tests will allow you to getst to the next area.
|
||
However, if you opt to retreat, go back to the grate. Uukrul will
|
||
open the grate if you responded correctly.
|
||
|
||
First Test:
|
||
|
||
Find four keys to open four grates to getss. By taking
|
||
note of the four fragments of maps found and then placing them on
|
||
on top of each other, a drawing is formed with some letters on
|
||
it. The meaning is difficult to guess, but on close examination,
|
||
it actually means something quite simple. The message behind it
|
||
is:
|
||
|
||
Cast the spell TALIS whenever you are at a place which
|
||
resemble a U. And you will find a secret door to the key you
|
||
need. Check the maps to learn their locations.
|
||
|
||
Second Test:
|
||
|
||
A secret door lies infront of you. You need to speak a
|
||
word to open it. Since no clue is given whatsoever, the only
|
||
reasonable answer is the word "WORD" itself. So, speak it and the
|
||
door is opened. This is the easiest test but can be quite tough
|
||
if you think in the wrong direction.
|
||
|
||
Third Test:
|
||
|
||
You are supposed to fight the minions of Uukrul. If you
|
||
manage to clear them, you will come to a secret door that is
|
||
easily opened.
|
||
|
||
There are three fights. The first involves three
|
||
organisms that like to spit acid and poison at yourrty. They
|
||
have relatively high hit points and are difficult to be killed.
|
||
The second battle consist of four trolls. They can stretch time
|
||
by their own wish so as to slow down yourrty. They are much
|
||
easier opponents cored to the organisms, but beware, they hit
|
||
hard. The last room is guarded by two fire spirits. They like to
|
||
breathe fire at therty and do a lot of demage. If your level
|
||
is low, there is only a slim chance of successfully hitting them.
|
||
To defeat them is almost impossible unless you are powerful
|
||
indeed.
|
||
|
||
Don't forget about this place when you have clear it.
|
||
Always return to go for the third test. Fight here to gain
|
||
experiences. When you find that you have suffered a great deal of
|
||
demage, turn back and use the other two ways to return to the
|
||
sanctuary URTEHLN. Train here until you can easily ssed the
|
||
third test. Only then you are prred for what lies ahead of
|
||
you.
|
||
|
||
After ssing the test, you will find a urn in an area
|
||
protected by alot of shifting walls. Enter the combinations:
|
||
|
||
^ v ^ ^ ^ v v ^
|
||
1 2 3 4 5 6 7 8
|
||
|
||
^ - lever up
|
||
v - lever down
|
||
|
||
and walk along theths indicated on the map. You will find an
|
||
urn. The dark heart of Uukrul is hidden inside. Insert the stone
|
||
hearts you have found into it. You will need six hearts to get
|
||
the dark heart. So, return here everytime a new heart is found.
|
||
|
||
URTEHLN - Sanctuary Beneath the Pyramid
|
||
=======================================
|
||
|
||
4 cards, 4 stops, 4 keys, 4 locks, 1 final door and 1
|
||
stone heart, 1 final card before you drt.
|
||
|
||
This place consists of six levels. The number of magic
|
||
card your magician carries will determine which levels yourrty
|
||
will be teleported when you step into the elevator. And at
|
||
anytime, waving the card will bring you to the teleporter.
|
||
|
||
The first card is found behind a secret door at level 1.
|
||
Give the card to your magician, and then goto the next level.
|
||
|
||
Level 2 is an area of torture, beware of the black
|
||
circle, it might decrease your attributes permanently. There are
|
||
4 rooms in the four direction. Just go to the eastern room and
|
||
you will find four rooms. Press the buttons to reach different
|
||
places. Keep doing so until you have found 4 keys and 1 card.
|
||
Goto level 3 when you find the card.
|
||
|
||
The third level is easy, simply go to the 4 corners and
|
||
select the unlock function if it is not demaged. After that,
|
||
activate it to reach level 4.
|
||
|
||
Those grates that are still not unlocked can be unlocked
|
||
by the 4 keys you found. Look around this place until you find 2
|
||
cards and Nalusi. Nalusi will give you a stone heart before he
|
||
die. There is a bone of cursing which can be use in combat, wave
|
||
it for it to take effect.
|
||
|
||
Give 4 cards to the magician to reach level 5. There is a
|
||
secret door to the west. Get the card.
|
||
|
||
Give 5 cards to your magician and travel to level 6. To
|
||
the west is a secret door that hide a war shield which you can
|
||
give to your fighterladin.
|
||
|
||
Head east to find the next sanctuary. Along the way, you
|
||
will fight some monks and find a globe of blood. This globe can
|
||
be used to see thest, but you need to wait sometime before you
|
||
can use it again. Use it regularly as it give hints as to what is
|
||
happening in thest.
|
||
|
||
URZHUT - Sanctuary of the Great Engineer
|
||
========================================
|
||
|
||
This area stretch over a large distance, so make sure you
|
||
have enough rations and are powerful enough to survive through
|
||
the long journey. Don't miss out any places in this area. There
|
||
are quite a number of magical items for you to collect. You can
|
||
get an enchanted robe and a hat of thought for your magician.
|
||
|
||
Head east, eventually you will reach the control rooms.
|
||
Get the key at the northern control room to open the grate. At
|
||
the turbines, Close gate A and B but leave gate C opened. At the
|
||
carriage control, enter STRIYA. Now the carriage is ready. At the
|
||
northeastern corner, cast TALIS to reveal a secret door to a
|
||
teleporter. If yourrty is weaken, you can choose to get back
|
||
to URZHUT and take the carriage to reach URQOL, otherwise you can
|
||
continue the search for the hammer.
|
||
|
||
Use the map as a guide to find the hammer. The pits are
|
||
difficult, so if possible, bring along some ropes. At the very
|
||
bottom, Speak DARNUTH to open the secret door behind Mara's
|
||
vision. A daemon will be guarding the obsidian hammer. Kill it to
|
||
get the hammer.
|
||
|
||
Now teleport to 4 and head for the carriage. The reason
|
||
gates A and B are closed is because you need to walk ss the
|
||
rooms, if they are opened, the rooms will be flooded. Gate C must
|
||
be open in order to supply energy for the carriage, otherwise it
|
||
won't move.
|
||
|
||
URQOL - Sanctuary Beneath the Cube
|
||
==================================
|
||
|
||
This place is in fact a cube. Picture the map as one on
|
||
top of the other. And in this way, pit are directly connected. If
|
||
you drop from a trapdoor, you will be at the place directly
|
||
below. Keep this in mind when you are using the maps provided.
|
||
|
||
The battle here is quite tough, so yourrty should be
|
||
at least level 10 in order to survive long enough. Look for the
|
||
bronze key at level 4. Anyway, at level 6, you will find a
|
||
trapdoor with 3 handles, pull them in the order 2,1,3. This is to
|
||
open the doors at level 5. Follow the map to level 4 to get the
|
||
stone heart. FInd your way to the grate at level 7. If you have
|
||
not find the key yet, speak the word QOLARIS to open the secret
|
||
door in the room to the east of the grate.
|
||
|
||
URQASTUR - Sanctuary of Adron's Legions
|
||
=======================================
|
||
|
||
This place is a bit unstable at first. There are a number
|
||
of portals that will teleport yourrty to some places the first
|
||
time you step on them. However, the portal will be gone once it
|
||
is activated. So don't be surprised when you are teleported to an
|
||
area not included in the maps provided. The maps only show those
|
||
area that are stable.
|
||
|
||
There are numerous secret doors in this region. The
|
||
password used are DRASZ and SALUNH. Speak them to open the secret
|
||
doors. Travel around to gather the 4 messages in gold.
|
||
|
||
Use the teleporters to reach heart hall. When you are
|
||
there, walk around the place, there is a spot where your rty
|
||
will be able to get inside. The teleporter here is HEARTHALL. And
|
||
the 4 secret doors can be opened by speaking 4 words. The words
|
||
are decode as follows:
|
||
|
||
Pick the nth letter of the nth message and than put them
|
||
together to form a word.
|
||
|
||
e.g. First inspect runes, each letter is given however taken
|
||
F i r e l i g h t
|
||
|
||
answer: Firelight
|
||
|
||
Open the secret doors and fight the creatures behind it.
|
||
You will need to fight a wraith, two fire drakes and one titan
|
||
before you can reach the last door. If you are having a hard
|
||
time, retreat to the teleporter and rest at any sanctuary.
|
||
Teleport here again when you are strong enough. Behind the last
|
||
door is another stone heart.
|
||
|
||
The fight with the Titan is very rewarding, about 8000
|
||
experience point per character. Keep on fighting him until all
|
||
your characters reach level 15 and have get all the crystal
|
||
rings.
|
||
|
||
UROQLAMN - Sanctuary of Adron's Palace
|
||
======================================
|
||
|
||
You will find yourrty in a hall covered with dice
|
||
squares. You will find Adron's die when you defeat the
|
||
necromancers. Search for the secret door as indicate on the map.
|
||
You will find a room with some buttons for you to press. The
|
||
third button will add a diamond, the second button will light the
|
||
dice square equal to the number of diamonds. So, the sequence
|
||
should be 3,2, 3,2, 3,2, 3,2, 3,2, 3,2. Make sure all the 6 dice
|
||
squares are lit before you proceed. Go back to the hall to check
|
||
it out. The dice square should be lightened up by now. Casting
|
||
Adron's die when you are standing on the dice squares will bring
|
||
you to another location.
|
||
|
||
Now, walk to dice square 3 and cast the die. You will
|
||
find yourself in the next location, walk east and you will find
|
||
Sagaris. Speak SAGARIS to open the secret door and follows him.
|
||
He will brief you on your mission. The teleporter here is
|
||
SURAQIS. The altar here will be able to let your priest invoke
|
||
TULAR to provide food for yourrty. The other teleporter here
|
||
will bring you to a code machine just follow the map.
|
||
|
||
Search this area for secret doors to find all the hidden
|
||
messages. You will need to find the beacon codes, beacon commands
|
||
and instructions.
|
||
|
||
After that, go to the next level and visit all the 4
|
||
quadrants. Take note of the 4 quadrant keys. There are 4 gargoyle
|
||
riddles in this area. The answers are: HAMMER, SAGARIS, PRIEST
|
||
and MAGICIAN. If you answered incorrectly, you will be sent to
|
||
some other places. From what I know, there are two different
|
||
places. In the first place, you can get out by walking through
|
||
the walls. In the second place, there is no way to get out by
|
||
searching or walking. Instead, check the inventory of your
|
||
magician, a strange scroll is added to his bacck. By reading
|
||
it, the rty will be able to escape from here. Behind the
|
||
riddles are four prophecies about the future of Eriosthe.
|
||
|
||
Cast Adron's die to reach the next level. There will be
|
||
another 3 riddles in this place. The first two riddles is
|
||
obvious, as for the third, inspect Areth's plague. After
|
||
answering the riddles, you will find Uukrul inside. Since you
|
||
don't have the obsidian heart yet, he will disappear before you
|
||
can kill him. The fight is not difficult though. Cast MUZAQ two
|
||
times and he will disappear.
|
||
|
||
Now, search Uukrul's room, you will find two secret doors,
|
||
speak UUKRUL to open it. You will find another stone heart and a
|
||
code book.
|
||
|
||
By now you should have found at least 6 stone hearts
|
||
already, go to the heart urn and insert the hearts. You will then
|
||
be able to get the obsidian heart of Uukrul.
|
||
|
||
Use Adron's die to goto the hall with 5 dice squares.
|
||
Step onto the square with 5 stars and cast the die. Follow the
|
||
map and find your way to the Beacon Arming Machine.
|
||
|
||
Beacon Arming Sequence:
|
||
use code machine, enter code, command, key
|
||
e.g. enter VGAK, DIVIDE, 6
|
||
result: north quadrant 1231
|
||
|
||
Alternative Arming Sequence:
|
||
use code book, translate code, then apply command with key.
|
||
e.g. using code book, V=7, G=3, A=8, K=6
|
||
therefore, 7386 DIVIDE 6 = 1231
|
||
|
||
Enter the arming sequence in the order north,east,south
|
||
and west. The beacon will then be armed.
|
||
|
||
After arming the beacon, go back to find Uukrul. Cast the
|
||
obsidian heart in his presence and he will be trapped in this
|
||
plane forever. His soul will always regenerate his hit points
|
||
when he is critical, only the obsidian hammer can split his soul
|
||
and kill him. After killing him, you will find an ornate key. Use
|
||
the key to open the grate in his room.
|
||
|
||
His treasure room contains large amount of money and some
|
||
precious items. But you should have no need for them now, so
|
||
proceed to the next sanctuary.
|
||
|
||
URXASZEL - Sanctuary Beyond the Beacon
|
||
======================================
|
||
|
||
Sagaris will give you instructions when you reach here.
|
||
There is nothing in this place, but you will need to go to CHAOS
|
||
to save Mara.
|
||
|
||
CHAOS
|
||
=====
|
||
|
||
At any teleporter, enter CHAOS and you will be here. A
|
||
map of CHAOS is given. In this place thessages warp around,
|
||
i.e. if you head north, after sometime you will reach the same
|
||
old place. Most of the walls are one sided, i.e. you can walk
|
||
through one side of them but not both. Many spinner traps are
|
||
found here, so check your map and coss. At certain locations,
|
||
your coss will not work and you can't map. Well, there is
|
||
nevertheless a good news: there is absolutely no fighting in this
|
||
place. Just puzzles solving.
|
||
|
||
So, to aid you in your quest, i have found a very simple
|
||
way for you to rescue Mara. Follow the instructions closely
|
||
unless you want to do it your own way.
|
||
|
||
1. Give the 5 card of moving to your magician. When you step out
|
||
of the teleporter CHAOS. Walk to the elevator just infront of the
|
||
cage where Mara is trapped. You will be teleported to a place,
|
||
head east and you will find a teleporter there. It has button
|
||
numbered 1 to 4.
|
||
|
||
2. Press 3. Walk east, east to get reach the card room. Get card.
|
||
But don't give the card to your magician yet. Go out and step
|
||
into the elevator again. Walk to teleporter.
|
||
|
||
3. Press 2. Walk north, then west to get the ornate key. Walk
|
||
west, west then face east. You will find a grate here. Open it
|
||
with the key and step into it. Read the map. Turn back and walk
|
||
outside. If you cannot find the grate, you can go to the
|
||
teleporter again and press button 3, then walk east then west to
|
||
find the grate.
|
||
|
||
4. Give the 6th card to your magician. Walk into the elevator.
|
||
You will can to a place where you cannot map. You will need to
|
||
touch all six latches within 18 steps.
|
||
|
||
. . R
|
||
L .
|
||
. E A
|
||
C . . . . V .
|
||
.
|
||
.
|
||
Y @ <- you will be here when you step into elevator
|
||
|
||
You might need to perform this sequence a few time. Head north
|
||
until you reach latch A. Make sure the message "mechanism
|
||
restarted" is there, otherwise you need to move around until it
|
||
is so. After that, follow theth indicated: A - V - C - L - R -
|
||
E - Y. When you have done that, the cage imprisoning Mara will be
|
||
opened.
|
||
|
||
5. Now find you way back to Mara cage. Make sure you don't touch
|
||
the latches again, otherwise you will need to go back and
|
||
activate them again. Walk inside the cage and save Mara.
|
||
|
||
6. Let your magician carries only 5 cards and walk into the
|
||
elevator. Walk east to the teleporter and press 3. Walk south and
|
||
you will be at the teleporter CHAOS. You can go to any
|
||
sanctuaries to save the game if you want to repeat the ending
|
||
sequence. Otherwise enter BEACON at the teleporter.
|
||
|
||
BEACON
|
||
======
|
||
|
||
Sagaris and Mara will be waiting for you here. You will
|
||
need to enter the last verse for the prayer LAIRIAN in order to
|
||
light the beacon. When the beacon is lit, sit back and watch the
|
||
end game.
|
||
|
||
VOLUME
|
||
benghai@iss.nus.sg
|
||
isslbh@nusvm.bitnet
|