200 lines
9.4 KiB
Plaintext
200 lines
9.4 KiB
Plaintext
|
||
^+^+^+^+^+^+^+^+^+^+^+^+^
|
||
How to solve:
|
||
The Shard of Spring
|
||
Cracked by:
|
||
Crockett of Coast to Coast
|
||
Written by: Short Circuit
|
||
^+^+^+^+^+^+^+^+^+^+^+^+^
|
||
|
||
Here's the solve to Shard of Spring. It's a decent game... even if I did
|
||
complete it in less then 10 hours playing time. One catch though, I
|
||
edited my characters as I described in my cheat to Shard of Spring...
|
||
that made the game real easy, since I could kill anything in about three
|
||
blows. Since I played with those "super" characters, I can't say how
|
||
easy things will be for you unless you edit them in a similar manner.
|
||
Every now and then, the game would stop me and check the disk... usually
|
||
it did this in dungeons. I can only assume that it was checking if I had
|
||
gotten certain items, etc. Thus, my edited characters might be able to
|
||
pass points where your characters can not. Because of this, you'll have
|
||
to try to figure out what it is you need, find it in the solve, and go
|
||
get it. The solve will be fairly short, because I'm only going to give a
|
||
brief description of what you have to do (some of which your new
|
||
characters will not be able to do). Here we go.
|
||
|
||
Go south from where you begin. You'll spot a bridge (it's orange). You
|
||
must move your characters across this, and then go east. Go straight
|
||
east and you will soon see a symbol. That's Blackfort. The place where a
|
||
priest is being held. Go into the dungeon and wander around till you
|
||
find the priest (that's a lot of help, isn't it?). A lantern or torch
|
||
will help you see farther. After you rescue the priest and he blesses
|
||
you (that's the key action), go down to the south wall of the big room
|
||
outside the priest's cell. There should be a orange door there. Go
|
||
through it and gaze at the map you see. If you had looked around a bit
|
||
before you found the priest (which you probably did) you would have
|
||
found the room with the key in it. Well, across the hall from that there
|
||
is a secret door where Devir lurks. Go there and kill the S.O.B. That
|
||
done, get out of Blackfort.
|
||
|
||
Continue travelling east until you enter some mountains and see swamps
|
||
above you (you will have to skirt south around a lake to get there). Go
|
||
up into the swamps (it didn't hurt me, but I had those super charged
|
||
guys...) and enter the tomb you see there (it is rather distinct). Go
|
||
in, and take the path west from the pool inside. You should get to some
|
||
forests. Anyway, go through the door there and travel down the hallway.
|
||
Through the door at the end is a pool which will cure a few hit
|
||
points... if you're hurt you might want to stop by. If not, then check
|
||
the south wall for secret doors. There'll be one, so enter it. You will
|
||
fight the Swamp King here (no problem for me, but I hit for an average
|
||
of 45 damage points a shot) and when you kill him will recieve a bloody
|
||
head (identifying this will reveal it to be a King's Head). Get out of
|
||
the palace of the Swamp King (you're in it) and head southeast. Down
|
||
there should be another symbol like Blackfort. This is Edrin's pad...
|
||
he's another friend of the dragon you're trying to kill... anyway, go
|
||
in, and go as far right or left as you can using the passages. Sooner
|
||
or later, you'll come to some stairs. Go down them and wander through
|
||
the rooms until you come to the place where Edrin is with his friends
|
||
(it's hard to describe the route without a map, but it's not difficult).
|
||
After you kill him, go back up the stairs and exit the joint.
|
||
|
||
Ok... your next goal is to conquer Islanda. Go south till you reach a
|
||
river. Travel east and west along this river until you find a bridge
|
||
crossing it. Cross the bridge and keep going south. Soon you will see
|
||
some symbols that look like a wall with an archway through it. Go up to
|
||
the archway and you will get a message saying that this is the gateway
|
||
to Islanda. Go through, and follow these directions:
|
||
|
||
Go south following the paths until you get to a place where you have a
|
||
choice of routes. Take the left one (your perspective... with your
|
||
characters going south it would be their right) and follow it downward
|
||
until you come to another branch. (There should be a city in this area,
|
||
if you want to stop by, feel free). Take the left (your perspective
|
||
again) branch and continue onward. Now, the place you want to get is
|
||
roughly southwest of where you are now. So when you have choices of
|
||
routes, take the south and the west. If you play your cards right,
|
||
you'll eventually get to a tomb (there are five of them in all of
|
||
Islanda, but you just want one on an island by itself. You need to cross
|
||
a bridge to get to it). This is the tomb of Islanda's liberator. The
|
||
dude within (can't remember the name... sorry) conquered the Moonglow
|
||
family who were the tyrants who used to rule Islanda. Anyway, go in,
|
||
and when he asks you the names of the four Moonglows, type: LOTHIAN,
|
||
MURTHIN, CERCION, and VANDIGUARD (there individual tombs <the other four
|
||
I mentioned> are interesting to see if you have time and can find
|
||
them). He should give you a storm ring. Anyway, get out of Islanda...
|
||
you should be able to do that by now.
|
||
|
||
Time to visit the Gatekeeper. Go east, and you'll eventually run into a
|
||
lake of fire with a tower in the middle. This is your ultimate goal...
|
||
but you won't get there quite yet... go around it, and look at the shore
|
||
beyond. There should be a point of land sticking out away from the
|
||
rest. Walk out onto this until you get to the tower of the Gatekeeper.
|
||
Enter. Inside is a rather bizarre place. Don't worry... the metal plates
|
||
are teleporters, but I'll guide you through. Step onto the first one,
|
||
then go down the passage you appear in and take the top teleporter. Then
|
||
go up again to the next teleporter, then go down the passage and take
|
||
the top (again), then go south to the next one, and finally go right
|
||
down the passage to the last one. You will appear in yet another
|
||
passageway. Travel down this till you get to the message how the
|
||
Gatekeeper greets you and all. The door you have to go through is the
|
||
one on the bottom left. Go through it.
|
||
|
||
You should appear on an island with a bridge in sight above you. Cross
|
||
the bridge and go into the tomb. Follow the passages till you get to the
|
||
old man sitting by the fire. Go through the top door, the one surrounded
|
||
by fire. Here you are outside that tower in the pool of fire. Go into
|
||
it, and follow the path around to the bottom where you'll find the gate.
|
||
Supposedly this gate is protected by a massive spell, but I never had
|
||
trouble getting through it. If you do have trouble, the words to the
|
||
spell that open it are: DAZA REVELI. I never had to use them, but maybe
|
||
you will. Go in, fight the dragon at the door, and enter. Follow the
|
||
passages till you get to the down stairs with a door on your right. Go
|
||
through the door. Following is your climb up the tower. It is quite
|
||
involved, so all I can say is DO IT. Just follow the passages, and after
|
||
climbing numerous stairs and fighting numerous guards, you'll get to a
|
||
place where it says there is a balcony with a dove on it, and there are
|
||
two doors on either side. Go directly south onto the grass, and get the
|
||
dove (you'll have to fight this black raven first). The dove is the
|
||
teleporter that can get you out of the castle if you happened to have
|
||
missed something you needed (I think I got everything... but...).
|
||
Unfortunately, the only place this teleporter will work without
|
||
shattering is the lowest level of the castle, about 8 floors down.
|
||
Anyway, take the right door in case you ever have to get out of the
|
||
castle to obtain something. You'll learn how to mentally block Words of
|
||
Power (one of them guards the exit). Since I don't think I missed
|
||
anything, you'll never have to use that knowledge. Anyway, go back out
|
||
to the balcony and take the right door. This will lead you farther up
|
||
the tower (you'll have to fight various demons, devils, and elementals
|
||
to get there). When you reach the very top (you'll know because there
|
||
will be stairs out in the middle of no where that you have to climb to
|
||
get there) your quest will almost be done. Go through the passages till
|
||
you get to the lower right room (there are four rooms in a square). Go
|
||
to the lower right corner of that room and you should get a message
|
||
telling you that there is a row of gems there and in what order do you
|
||
want to push them. Well, the song telling you is in Edrin's place, but
|
||
(aren't you glad I'm here) the order is Blue, Blue, Red, Green. You
|
||
should float through the ceiling <!> and appear in a room with one exit.
|
||
Well, take the exit, follow the passage, and you'll come to a place
|
||
where the dragon you have to kill is (I can't spell the stupid name so I
|
||
don't want to make a fool of myself trying). I found that the dragon
|
||
(name starts with an "S".... argh, well, here goes: Sidraidne (sp????))
|
||
you have to kill is easier to conquer then some of the demons are.
|
||
Anyway, once you kill that dude, you win the game. Fun, eh?
|
||
|
||
I enjoyed playing the game... for one, it was the first SSI game that
|
||
had decent graphics... and the play system was enough like Ultima to be
|
||
comfortable, and different enough to be unique. I liked the game. Hope
|
||
you did too. Later, all.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|