Albion Walkthrough
WHAT IS ALBION?
Albion is a six character RPG with turn-based combat. You cannot create characters - you start with a predefined party of two and the program generally controls the addition and subtraction of characters thereafter. In the middle and end games you get more (but limited) choices as to the party composition.
It is a true RPG, however, in terms of having character statistics that can be improved by magic or use of items, and a wide range of items to find, hold and use. The variety of monsters is average. The sound is extremely good, the interface is very playable and there are few bugs.
The graphics are top-down in general and first person in some dungeon areas - an interesting mix. In combat you move your characters on two rows of a 6x5 grid and the monsters can move anywhere on the grid - it is not great but quite playable. The storyline is more complex and interesting than usual but there is plenty for the hack and slasher.
This may be the commercial RPG of 1996 since its strengths outweigh its weaknesses (after a moderately slow start) and the competition is not fierce.
TORONTO
You begin in the Toronto. You pilot a shuttle to the world where the game takes place. Click on items to see what is useful. If the menu includes "Manipulate" there is something there to do or use. But do read a lot of the "Examine" boxes for interesting if not useful descriptions. Check your initial room - there are some items there.
After a while you are asked to go to the shuttle. Ignore this until you are ready - there is no disadvantage to delay. The best thing to do first is to talk to everyone you can. You have a friend named Joe Bernard who has his residence in the northeast of the building. Go talk to him. He will give you the code (1042) to enter the service level.
This level is in 3D (first person). You will find the entrance in the northeastern most corner of the ship.The only critical item here is a pistol and some ammo for it.
OK, now that you there you see a door right in front of you. Walk toward it. You see the message "Floor plate lights up" in the corner. Now the door should open and the road is clear. In the next room there are four floor structures (or should I say pressure plates?) in each corner of the room. Activating them all will open the door.
Now you will enter a similar room but this one has no floor structures. It has two switches, one on either side of the door on the walls in the north of the room. Activate both to go ahead. The next room has two doors and two floor structures. You cannot open these doors. But be patient.
A robot will arrive shortly that will open the doors for you one by one. When you have entered the third of these rooms, there is a switch in the western corner. Activate it to be able to pass through the door on the east. After a while you will enter a room with a cabinet on the north wall. Remember this, because you will need it later.
Push the buttons to open the door and when you get to the door with the keypad enter the same code that Joe gave you. Now search the room (the COM room) carefully. When you find the gun, go back to the service level and deposit it in the cabinet. Now go back to the COM room and leave it. You leave by passing some security guards.
Note that they will search you and take the pistol if you have it. Now go back for the gun - leaving the way you entered instead of past the guards (which you cannot do originally because you pass a one way door). Do search every room you can. You will also get to Snoopy's room then, which contains some more ammo. Healing potions are very useful.
Lockpicks can open locked chests that do not require special keys - although the documentation does not make this clear you can click on a lock without having a pick and use your unlocking skill. If you get a message like "this lock cannot be picked" forget it!
If you get "Tom cannot pick this lock" it often means he can pick it - he just needs to keep trying. There are no locked chests in this area to worry about, however.
NARIKIDAANI
Explore the building you start in (called the House of the South Wind Clan). It does not pay to be cheap with your rescuers (the game generally prefers the "good" approach although any loose item can normally be taken with no risk or penalty). There is a mini-dungeon here, but it is recommended not to explore it until you have the next party member.
The best thing to do now is to leave the clanhouse and explore. Find the stores and check them out.
If you have items to sell this is done by going into the same mode as to buy items but clicking on your inventory - you do NOT use the offer item command in the conversation menu in stores - you use that to give items to NPCs where this ties in with the storyline. The documentation does not mention this!
After two game days you automatically are taken to see the local ruler (she is the boss after all) and get a quest and a new party member called Drirr who greatly increases your party strength.
You can now more easily do the mini-dungeon either before or after the quest. Before the quest might be better because you can use the ammo that you find there. You will be trapped by a cavein until you find a pickaxe.
You will need this object in various dungeons - get used to clicking on walls to see if an object can be used on them when you run out of other things to do or are suspicious. You will probably need to use your pistol - save ammo since there isn't much but don't be too cheap - after a while you will be more powerful and can get by without it.
Click on treasure piles to check them out - one of them (and only one, alas) has more ammo. There is also a clock - click on it after you get it to make it permanently visible in the screen - it is very useful.
Don't forget to give Drirr something better to wear and fight with whenever you go search for the murderer or when you start to do the mini-dungeon. For example, give him the Iskai armor by stealing it. Stealing goes as follows: walk up to the bar and just before you reach it, click the right mouse button.
You should be able to reach much further than you normally can. Keep in mind that this routine may take some time to get used to. And a good sword (are you also looking at the expensive Iskai lance?) is not a bad idea either.
If you cannot find the first dungeon, ask the cattle breeder just outside. He will tell you. Check the map carefully or you may miss the dungeon once you are there. Walk onto it to enter.
Before entering buy some torches to help you find goodies (the torches are very cheap) and a Music Crystal in the general store to give to an entity you find right near the object you are looking for (an Iskai Dagger). You do not have to give the Music Crystal to the entity. You can also buy it just now and use it on the next island. See below.
Keep in mind that exploring this dungeon can be very useful. This dungeon is actually pretty straightforward, so I will only mention a few things. Note that outdoors or in dungeons monster pieces may be left after battle and they are usually sellable. This dungeon has two types of stationary plants that take the evolutionary niche of dungeon traps.
Big mouths in the floor can be deadly but will close for a while if given chunks of meat that you get killing Krondirs (the big beasts). In town you may have been offered fruit to feed to the other type of guardian plant but it is cheaper just to turn the lights out - this puts them to sleep.
Use Drirr (your local guide) as party leader - he sees better in the dark. Explore the entire dungeon for experience and loot (and fun for some). The entity will then tell you how to increase your attributes after you promised him the music crystal. This is critically important - you REALLY need this boost.
But be patient - do it after you finish the quest and get a new member so she can share in the benefit, or wait (a LONG time) until you have all six final party members. You get three attributes up one at a time - to get the third up you need to pickaxe a wall. You have to make a path of light.
What you do is walk from one glowing rainbow toadstool shaped like a triangle to another in the room where your footprints glow - this opens a wall. To finish the quest go see Frill, the old Iskai in the council house. He tells you to go see Bradir in the Former Guild in the northwest of town. Bradir will fight you but is not a challenge.
After the problem is solved, you may think that it is a pity you could not keep that beautiful little Iskai Dagger. Well, you can. Although the leader took it away, go back to the Former Guild and talk again to Bradir. When you end the conversation, he will give you 100 gold and the dagger.
I recommend that you give it to Sira (put it on her tail), because she can do with the extra strength.
You can now ship out. DO NOT!!! The trip is one way until late in the game (that is what the stone outdoors that is shaped like an eye is for but it is useless to you now). Don't leave the island until you have the following:
1) Sira is level 12 and has Frost Avalanche (at maximum is best but it is essential to have it). 2) Sira and Rainer's Long Range attacks are at maximum (assuming you prefer them to attack long range. You probably do for Sira as she is better at this then Close Range).
3) Tom and Drirr's Close Range attacks are at maximum (if you prefer them to attack close range. Again, you may want this too as the Close Range weapons are more powerful, and Tom is better at it). 4) Drirr has the Iskai Armor (steal it) and the Iskai Lance (unless you prefer lighter weapons or armor).
5) Sira and Drirr each have the Iskai Metal Helmet. 6) Sira has lots of seeds (200+). (Find them outdoors or buy them in the Mages Guild (southwest)).
Note: This is merely a recommendation but the seeds and Frost Avalanche seem all but essential.
Kill the enemies and sell their parts, as I said before to get lots of money. Spells do far more damage and the frost spells last much longer after fully learned.
GRATOGEL
The first thing to do here when you arrive is to talk to the king of the village. He will tell you he needs an amulet that you need to get for him. Then go to the east until you find the next village, and then north, following the path. That is where you need to be.
If you have saved the Music Crystal from Narikidaani, go a little further north and give this to the man guarding the oak tree. He will give you a very good weapon in return.
When you have the next party member, a Druid named Mellthas, train the spell named Small Fireball the he has. When it is on full power, go to the pass south of the Druid village (called Vanello). It contains a valuable supply of bandits (but they run out after a while, {sob}) and it leads to a trainer, who only trains Close Range combat and a store.
If you want to train the party, except Mellthas, who cannot be trained here, then do so, but this trainer is much more expensive then the Iskai warrior on Narikidaani. Another useful thing is to go to the shop there and to buy the Music Crystal, unless you saved the one from Narikidaani. The Dreamshield is also excellent.
It is the only powerful shield that Sira is able to wear, so I suggest you consider buying it. And, of course, have a look for seeds outside. It is advisable not to enter the dungeon without a rope.
In the dungeon part of Arjano, you will be stopped by fire. Use a bucket of water to extinguish them. There is also a place where there are nine grey pressure plates close to one another. Walk over the plates so that a + sign appears (you should not walk over all the plates but they can always be reset). Then the passage is clear.
In the first party view part of the dungeon right near the start there is a secret button nearby on the right hand side. Push it. Now you can get through the first gate after you get to a switch and use it. After that, in the big room with the three flames, step on all the pressure plates. A door in the southwest will open.
On the second level you need to step on a plate that releases moving flames. Step on it three times first to open the way to a button that will open up a passage in the east wall. Then keep on stepping on it until the road is clear. When you come to an area with a pit and two locked doors fall through the pit.
There are three gates with Warniaks behind them. Open the gates, kill them and get the treasure. If you pull the lever behind one of the doors, the wall opens up, and you can look in a chest (guarded by a demon - a Fear 1). It contains the key to the doors you could not pass.
On the third level, there are more tricky bits. In the large room with the big beasts trapped behind the red, transparent walls, only walk over the green pressure plates, otherwise they escape, and they are no joke.
Of course, if you have Frost Avalanche at full power and make sure all party members stand on the last row of the grid and have lots of potions, then they are no big deal.
On the next level you will find some force fields. There is one in the east that you will have to walk through. But later on, you will find staffs that will get rid of them. Only use them on the six in a row you meet at the end of the level.
Talking about staffs, in the room where you get them if you do not want to fight, go to the exit of the room as quickly as possible and pull the lever again.This will trap the enemies. And in the room with the three levers on the south side, you need to pickaxe some walls. Look carefully, or right-click on the walls.
If you fall through the pits a little bit further, do not worry UNLESS you do NOT have a rope. There is some minor treasure down there.
MAINI
The first thing to do here is to look for your next party member. You can choose either of two, but the mage (called Khunag) is recommended by most people. It is up to you: somebody good at fighting or a poor fighter with good offensive spells only (no healing spells). The warrior is a woman called Siobhan.
But Khunag will help you through parts of the Kenget Kamulos dungeon you need to go to much later. You will find both possibilities in Beloveno, the big city that you start in. Then it is a good idea to explore the countryside, and maybe even talk to the members of each town/ village.
In the inn in Beloveno there is somebody called Aurino who asks if you are interested in a map. If you want some minor treasure, buy it. It refers to the waterfall in the northeast of Maini, east of the Iskai village.
When you try to talk to Kontos, the leader of the mountain village Kounos, you will be stopped by a guard called Nodd. However, if you steer the conversation in the right way, you will not have to fight him. But you always can, of course. Then it is wise to explore the dungeon under the house.
On the first level you will find a chest with a power amulet in it, but once you have it, it seems like you cannot go on anymore. But you can! There is an illusionary wall close by.
If you then get to the point with the three pressure plates in a row in front of three doors, run over the plates as fast as you can, otherwise you will not make it through the doors.
On the second level it is imperative that you explore all of it, especially directly south from the exit. You will find something that is needed to complete the game. There is one room that needs special attention. It is the big room in the center of the map. Behind one of the blue walls is an opening. Remember, because it is useful.
If you go a little more east, you will end up in a small room withe a switch on the western wall. Pull it and a fireball should appear. The fireball will push the red piece of wall forward. Do this until the wall is exactly in front of the opeining behind the blue wall. Now go to the west of the big room. There is a switch there too.
Push it, a fireball appears, reflects of the red wall and destroys the blue wall. Voila, you can get in.
The game itself takes a long time to complete the plot for this continent and be allowed to move on, but all of us have found out through trial and error that you have to just be patient. The cave is not absolutely essential but has some nice loot.
It is the same one whose other entry is blocked by a door you can't get through except from inside the cave.
Every morning between 8:00 a.m. and 9:00 a.m., there is a trainer in the village at the house of the leader (where the dungeon is). He is the only trainer that is able to teach you critical hit. However, it costs 950 gold per point, so think twice. I found it very useful anyway, especially for Drirr and Tom.
Sira already has her 5/5 score, so do not bother to train her.
The entry to the cave discussed above is from the plateau lower than the village, and to the east. I strongly recommend that you explore it, because it contains some very nice stuff, including the best sword in the game, although it is cursed. But you have to have a rope, otherwise you will not be able to get out.
It is also imperative to talk to lots of people on this continent, repeatedly in some cases, going back as you learn new things. Some examples are: the council members in Beloveno, the barkeeper in the Iskai village in the north of the land, and Kariah, the prostitute with her house on the market square.
The barkeeper will give you the second piece of the vital item, after a while.
There are also lots of seeds here. Collect and move on. After the problem is solved, you will probably want to go to the Iskai shrine and kill Kontos. He has a few goodies.
DJI CANTOS
This mainly goes all by itself. You also get a new party member here, an Enlightened One named Harriet. In the southwest of the building, there is a woman who sells spell scrolls. If you got Khunag, buy all the spells that he does not know, as there is no other way to learn them.
There is no hurry to go to the Toronto, despite the fact that Harriet pushes you to do so. The first thing to do here is to look for those Flowers of the Goddess you are told about. Stand on them for about 15 seconds, and the leader of the party will have one of his attributes (which depends on the flower) increased by three points.
These flowers are for about 15 uses as far as I know, but save the game before you use them and think which party member needs this little boost the most. You will have to wait for 36+ hours until they can be used again.
If you have visited them all (there are eight in total) it is wise to collect the two party members who took a vacation when you left the last continent, as they are very useful.
UMAJO KENTA 1
If you have explored this city a bit, you will be told there is a prison north of the city. It is useless as far as I know, but if you are anxious, by all means go. You can free the prisoner, but it has no use that I am aware of. You cannot pick the lock, so you will have to wait until the guard comes (at 11:00 p.m.) to open it for you.
You can follow the guard there (a long walk!) or find it on your own. First buy the preservative that keeps you alive in the desert. Get several. You get them from the man in the Equipment Makers Guild.
Do have a look at the Jeweler's Guild. The Guild is behind a closed door (on the map that is) in the south of the city. Then go and talk to somebody called Coskon. If you talk long enough he will tell you about somebody who is able to teach you lockpicking. He charges 15.5 gold per point, so think twice.
To get to the Toronto, you will have to talk to some of the people in the bar, and in the Miners Guild. Bringing a jewel is recommended. The guide will then show you to a cave entrance. The southern exit from the cave leads right to the Toronto. The other exit is useless.
TORONTO 2
Look everywhere for pieces of paper with numbers on them. The code for the door is 1001, in case you could not find the piece of paper with it.
Once you are in the 3D part, have Joe wake up the robot so that it is able to open the door for you. In the long corridor, stand as far away from the switch as possible, so that you can just still manipulate it. Then run as fast as you can to the other end, and turn the second one.
A little further on, free all the robots as then the doors open quicker.
A little further on, make sure that the floor pattern on the west side matches the one on the east side. You should go to the east one first. Then turn all the switches as quick as you can. The next door to open has the code 4312 in case you cannot be bothered to try all the combinations on the pieces of paper, or were not able to find them.
UMAJO KENTA 2
Fist thing to do here is to go to the building in the northeast of the city. You are now able to pass as the guards let you through. You are told to look for a man in the cellars under the Equipment Makers Guild. However, you do not have the key and you need a secret password.
He told me the first time I went there and had to go back until I had the password. Well, in order not to have to make the trip twice, the best thing to do is to go to the Miner's Guild. Go all the way into the big room. You notice you only have access to one mine shaft. Go in there and stand in the niches so that the guards do not see you.
Get to the second niche on the right and overhear the ceremony. ONLY THEN DO YOU KNOW THE PASSWORD!! The next thing to do here is to look for a guy called Zebanno. Fool him and he will give the key to you.
In the Equipment cellars, you notice that there are knifes on the ground. Search the halls until you enter a big room which has a hammer on the floor. Go back and follow the knifes. You should end up in a room full of them with a chest surrounded by the knifes. Manipulate the switch and use the hammer to knock down the knifes to get to the chest.
Search it and you should find a key. Go back to the entrance and manipulate the switch close by (which you could not do earlier). Now, enter the door and manipulate the switches until they are in the positions shown. This will get rid of the knifes.
Now, follow the corridor until you get to a big room with a chest. Just before this, you may have seen a door which leads to a room with an anvil in it. Well, you use it to turn swords into two-handers. It only has a limited number of uses. You cannot open the chest in the big room yet, but the road is clear.
Go west and search the chest in the west of the dungeon. It has a key with which you can open the chest in the big room. Open it and raid it. The map makes this place a lot easier.
A little later you get to a room with extinguished torches and a fire. If you have a full bucket ready, splash the water over it. If you do not, then do not bother as this is not imperative to win the game. The darkness leads the way to the pressure plate.
As you proceed you will get to a room where there is a switch which is only visible at certain times. Activate it and you should be able to enter the mine shaft.
Once you have entered, you will be in a first person perspective. You are close to the guy you came for. Go west and then south. The corridors should lead you to him. You may have noticed there is a orange curtain in front of a door, made up of flying balls. Well, these doors are one-way doors only.
When you walk through the curtain, it opens the door, but it closes again as soon as you have walked through it, and it cannot be opened from that side again. This can be very frustrating.
Once you have talked to the guy called Kosotto, you can either go or search these cellars a bit more. In his room is something that regenerates your health points. It contains an item which is supposed to be vital, but no-one knows its use.
Anyway, in order to search this place more, you need to go all the way to the southwest until you get to a pit. Fall through it and you will end up in a room with a spinner. In the next room there is a chest with a crystal staff and there are four flames. The staff can change the colors of the flames.
In order to open the door, all flames should be blue, in case you could not figure this out. There is a button just west of this door in the same room. Push it and a pit will appear.
Now go west. There are a few switches there. Push them all until the leader says he heard a sound from the room you fell into. Go back to the room with the flames, go back down the pit WITH A ROPE, and then go back to the room with the spinner again, exactly the way you came. Go into the next room.
Manipulate any switches that you find, and explore the part east of the room with the flames too, as this too contains some switches. And look out for illusionary walls (you will probably see them on the map). Repeat this until the door to the west of the room with the spinner is open.
Go in there and search the chests for the Stone of Visions, which is supposed to be vital. This is also a very good training area. Every time you step on the blue pressure plate, Animals 3 will appear. A total of 16. Kill them as many times as you want (or can) to get as much levels as possible.
This is the quickest way to get levels in this game, so I recommend you have a look there.
When you get out, go to the Jeweler's Guild if you want to to see the effect of the Stone of Visions. When you enter you see a big stone on the floor. Use the Stone of Visions there, and it enlarges itself. Now touch it. You will be healed. You can now heal each party member. There are mo more uses that I found.
When you have finished here, go look for the High Knowledge. Go back to Maini and take the northern exit. The Kenget Kamulos residence is just east of there.
KENGET KAMULOS
This place is big! I recommend not to enter this forsaken place until each party member is at least level 30. And bring lots of potions, even though you will get plenty there.
When you have talked to the local leader, search around thouroughly. After a while, Khunag will lead you to the secret passage (provided you have him). The closet in that room contains a valuable item. Wait for the novice to leave (at about 8:00 a.m. for a few moments), and search the closet. The switch is hidden.
Manipulate the torch, if you cannot find it. The fight after this is endless, so go on for as long as you like, then surrender.
In the next area, the quickest way is to go east, then north to get a key, then all the way south from there and then west to the exit. Do search it well because there is a very good sword hidden in a box in the northeast of this section.
The next area is in 3D, as is the rest of this place. Not much to mention here. You will find the exit by first going north and then west. In the first room, the flame will chase you when activated (very nasty). When it starts to move, run as quickly as possible to the pressure plate in front of the door.
The flame touches it, extinguishes and opens the door.
On the next level, there are two doors down. If you take the left door, you will end up in a room. On each of the walls on the northern side, there are buttons hidden behind curtains. Push them both and a door will open. Now you can raid the chests.
If you decided to take the right exit, be prepared to take lots of damage. You will find a big room with three little rooms inside. And on the north side three passages. The thing to do here is to walk around all three little rooms and push the buttons on the wall on the back of each. This opens the doors to the northern passages.
Now, stand on the pressure plate in front of one of the rooms and the door will open. There are flames inside that will chase you. Look at the flame color and guide them to the pressure plate that has the same color as the flames in one of the northern passages. They extinguish when they touch them.
Then go into the room and pull all the switches you can. Repeat the procedure for the other six flames. There are a total of nine, in three groups of three. When the doors have opened (or should I say "if",{g}), you will end up in a big room. There is one of the little rooms that contains a chest. The other only contain Animals 2 & 3.
The one with the chest is about in the middle north. The exit is to the west; in the corridor and then follow the path. Care with the fireballs! There is another little passage in the previous room behind which some good stuff is hidden in a room. Follow it and stand on the pressure plate in front of the door for a while.
The door opens and you can raid the treasure.
Now, when you have gone down, you will find a pressure plate in front of a little corridor. Stand on it until all of the statues have lit up and the door will open. This level is called the Beastmaster level. There are no puzzles here, but in order to get out you have to kill the Beastmaster.
I found him to be in the south west room of the ones that are joined together in the west. After a little searching you will have found him. Kill him, get the key and get out of there. Be careful, because the Beastmaster reflects Frost Avalanche. Freeze the other mages, and use Thorn Snare for him. That is what I found to be the best option.
If you are already tired of fire, wait till you see the next level. Adjacent to the big room, are a few little rooms that contain blue pressure plates. It is better to go first to the southeast into a room that has some buttons. There is a similar room north of the passage in the east of the room. Push those buttons too.
Now, visit each of the rooms with the blue pressure plates and wait until the fireballs have revealed a good path to the them. Activate them and you should be able to go into the east passage, as the trap should be gone. At the end of the corridor, it splits off into a T-section.
Go south stand on the presuure plates until the flames have disappeared and then pull any switches that you can. Now go to the northern exit. There are doors which open and close periodically and find the way down. There is a chest here and some chasing flames, so be careful.
But the most important thing here is a button, which you can find in the northwest of the room on the wall on the western side of the room. Go back up into the northsouth corridor. In that corridor there is a button just north of the passage that goes back into the lava room on your left hand side. Push it and the exit will be revealed.
You are getting there! The next level is not such a nuisance considering both enemies and puzzles. Go to the east and walk a little over the glass pressure plates. Then flames will start to move and will trace out a pattern. Now it is up to you! Go south and match the pattern on the glass plates there. If you do not do it right, you fall.
But do not worry. You can go up the stairs again and try until you have done it. Follow the corridor and you will end up in a room with fireballs coming out of the walls. There is a chest nearby. There are four pressure plates here: two in the middle- and two on the western side of the room.
Walk all the way across the room and activate the western plate. The statue will start to move. Once it has reached the other side, it will stop. Then go back and activate the other western plate, so that the statue moves back again. Repeat this until all the fireballs are gone.
Now, stand for a few seconds on the first middle plate (until it turns grey) and then on the other. The door should open and the road is clear.
The last level is just to stop you from getting to the exit. There are lots (and I really mean lots) of enemies. The quickest way is to go to the southwest until you see a door on the southern wall. Open it, go a little west until you see another door on the northern side. Go in there and follow the path. Voila, you are out of the 3D part.
You will now end up in another 2D area. Almost there. Follow the path to the north, and you will end up in a room with the three highest Kenget Kamulos together. One last battle (use Thorn Snare as it is much more useful here) and you have done it. Congratulations!
TORONTO 3
This place is actually pretty straightforward. Take a screwdriver, because you will need it. You will find it in the Toronto. Once you are in the 3D part, go to the west. You will see a laser barrier. There is a piece of wall nearby which you can open with the screwdriver.
Have Joe (or Tom) open it and manipulate the wires and the lasers should be gone. Now walk all the way until you find a wall that contains another one of these things. Manipulate it and the lasers in the north should be gone. By the way, you may also have noticed that there are some patterns on the walls made up of colored lights. Note them.
You will need them later.
Now just follow the path. You will end up in a big room with a door on the south side you cannot open. If you have Joe, let him manipulate the broken wires just right of the door. Then you will be able to get through. Do not go through it yet. Go into the west room and manipulate the other piece of wall. This will make some lasers disappear.
If you do not have Joe, be prepared to fight all the robots behind the walls. If you do have Joe, walk past them through the door on the south that he has just opened.
Now comes a nasty part. You will see that the lasers will go on and off in a given pattern. Give Sira or Mellthas (better Sira) all the luck items you have, and walk through it. If you do it right, you will not get hit. But the second bit does not do this. Just walk through them, reloading if all goes wrong.
Have Sira heal Harriet, and have her cast Lifebringer in order to fight the next enemy.
A little later, go west to find more light patterns, then east and you will find a room with a grid of 4x4 pressure plates. Light the pressure plates up so that each row matches one of the light patterns you saw on the walls. If you do not get it right, do not worry. You can reset them by pushing the switch next to them.
If you do get it right, push the switch and the walls will open. If you cannot find the tight pattern, it is:
0x00 0xx0 x00x xxxx
The 0's mean that the plates are "off", the x's mean the plates are lit up.
You will find lots of bodies of the AI called Ned. These guys are tough. You have to kill one bunch in order to open the next door, but if you move fast, you can get past most of them without having to fight them. Open the door, rush into the next room, and then into the next and take the first door on the northern side.
You will enter the reactor core, as you have done before.
The ship's security forces leader will be waiting for you. If you steer the conversation well (never say anything offensive), you will not have to fight them. Now, go north. You will be attacked by the housing of the AI. You do not have to kill it! It will certainly kill one of your party members. That is the time to plant the seed!
Congratulations, you have done it!!
You can kill the AI, however if you want to. The only way that I know is to trap it using Thorn Snare and then have Mellthas cast Small Fireball 4950 times. It will not have any effect when it is not on maximum power however. I have never done it as I could not carry enough potions for him to be able to do it.
If Khunag can by casting Fireball or any other fire spell, please tell me.
SOME SPECIAL ITEMS
Power Amulet. Lugh's Hand Helmet. Protection: 1 Protection: 20 Life Points (LP) maximum bonus: +25 Luck: +35 Strength: +50
Shadowsword. Protection Amulet. Damage: 25 Protection: 10 LP max.: -30 Magic resistance: +30 Stamina: -50 Lockpicking: -30 Casts: Steal Life.
Bradir's Stiletto. Luck Chain. Damage: 7 Protection: 1 CLO combat: +8 Luck: +30 Casts: Frost Crystal .
Speed Amulet. Ring of the Goddess. Protection: 1 Protection: 3 Speed: +30 SP maximum bonus: +40 Ring of Wrath. Protection: 2 Casts: Berserk.
Lugh's Dagger. Goddess' Amulet. Damage: 12 Protection: 8 Protection: 4 Luck: +15 Strength: +10 CLO combat: +15
Danu's Light. Crystal Staff. Damage: 14 Casts: Light. Protection: 5 Speed: +20 CLO combat: +15 Casts: Lifebringer.
Ice Ring. Fire Ring. Protection: 4 Protection: 1 LP max.: + 15 Casts: Fireball. Casts: Frost Splinter.
Dji Cantos stone. Thief's Amulet. Casts: Small Fireball. Protection: 1 Lockpicking: +40 Dexterity: +30
Fireblade. Monster Eye. Damage: 14 Detects monsters. Casts: Thunderbolt.
Dreamshield. Sun Dagger. Protection: 12 Damage: 10 Casts: Sleeping Spores. Critical Hit: +2 Casts: Blinding Ray.
Fine Iskai Dagger. Red Sword. Damage: 6 Damage: 2 Strength: +10 Strength: -25 CLO combat: +10 CLO combat: -15 Casts: Sleeping Spores. Casts: Fire Hail.
Flame Bite. Ring of Wrath. Damage:7 Protection: 2 Casts: Fireball Casts: Berserk
Frostbringer. Gaze of Kamulos. Damage: 14 Damage: 26 Casts: Frost Splinter. Casts: Kamulos' Gaze.
Danu's collar. Protection: 1 SP max. bonus: 30 LP max. bonus: 40
Items that are non-magical but worth mentioning are:
Mini Bolt-Thrower. Bolt-thrower. Damage: 10 Damage: 14 LON combat: +10 LON combat: +15
Pistol. Heavy Firearm. Damage: 30 Damage: 40 LON combat: +60 LON combat: +80
Unsolved mysteries:
1) What is the real use of the Stone of Visions except for healing (ie why is it a vital item)?
2) Are there any other places where these things are to increase your attributes?
3) What happens when you kill the AI on the Toronto?
4) Why the number of experience points can differ if you kill the same bunch of enemies.
5) What is the use of the prison?
Enjoy, and if there is anything wrong, or you have any comments or whatever, please do not hesitate to contact me. I am not perfect and may have missed some things.
I would like to thank the following poeple:
ARIANA, (73247,3013) for his great contributions, Barbara Becker (70572,1116) for helping with some nasty problems, Whit Crowley (102354,2127) for some general problems, GD (102770,137) for the Flowers of the Goddess and the Gaze of Kamulos, Jurie Horneman (100064,3503) the guy from Blue Byte who knows it all, and Zoltan Sessler (72773,1607) for the tricky areas.
These are the profs. Ask them and they know it all.
Have fun!
Ramon R. Brasser (101353,3414)
Albion Walkthrough (Part 2)
TORONTO
You begin in the Toronto. You pilot a shuttle to the world where the game takes place. Click on items to see what is useful. If the menu includes "Manipulate" there is something there to do or use. But do read a lot of the"Examine" boxes for interesting if not useful descriptions. Check your initial room - there are some items there.
After a while you are asked to go to the shuttle. Ignore this until you are ready - there is no disadvantage to delay. The best thing to do first is to talk to everyone you can. You have a friend named Joe Bernard who has his residence in thenortheast of the building. Go talk to Joe Bernard.
He will give you the code (1042)to enter the service level. The service level is in 3D (first person). You will find the entrance in the northeastern most corner of the Shi'ite only critical item here is a pistol and some ammo for it. OK, now that you there you see a door right in front of you. Walk toward it.
You see the message "Floor plate lights up" in the corner. Now the door should open and the road is clear. In the next room there are four floorstructures (or should I say pressure plates?) in each corner of the room. Activating them all will open the door. Now you will enter a similar room but this one has no floor structures.
It has two switches, one on either sideof the door on the walls in the north of the room. Activate both to go ahead. The next room has two doors and two floor structures. You cannot openthese doors. But be patient. A robot will arrive shortly that will open the doors for you one by one.
When you have entered the third of these rooms, there is a switch in the western corner. Activate it to be able to pass through the door on the east. After a while you will enter a room with acabinet on the north wall.
Remember this, because you will need it later.Push the buttons to open the door and when you get to the door with the keypad enter the same code that Joe gave you. Now search the room (the COM room) carefully. When you find the gun, go back to the service level and deposit it in the cabinet. Now go back to the COM room and leave it.
You leave by passing some security guards. Note that they will search you and take the pistol if you have it. Now go back for the gun - leaving the way you entered instead of past the guards (which you cannot do originally because you pass a one way door). Do search every room you can.
You will also get to Snoopy's room then, which contains some more ammo. Healing potions are very useful. Lockpicks can open locked chests that do not require special keys - although the documentation does not make this clear you can click on a lock without having a pick and use your unlocking skill.
If you get a message like "this lock cannot be picked" forget it! If you get"Tom cannot pick this lock" it often means he can pick it - he just needs tokeep trying. There are no locked chests in this area to worry about, however.
Nardakakani:
Explore the building you start in (called the House of the South Wind Clan). It does not pay to be cheap with your rescuers (the game generally prefers the "good" approach although any loose item can normally be taken with no risk or penalty). There is a mini-dungeon here, but it is recommended not to explore it until you have the next party member.
The best thing to do now isto leave the clanhouse and explore. Find the stores and check them out.
If you have items to sell this is done by going into the same mode as to buy items but clicking on your inventory - you do NOT use the offer item commandin the conversation menu in stores - you use that to give items to NPCs where this ties in with the storyline. The documentation does not mention this!
After two game days you automatically are taken to see the local ruler(she is the boss after all) and get a quest and a new party member called Drirr who greatly increases your party strength. You can now more easily do the mini- dungeon either before or after the quest.
Before the quest might be better because you can use the ammo that you find there. You will be trapped by a cave in until you find a pickaxe. You will need this object in various dungeons - get used to clicking on walls to see if an object can be used on them when you run out of other things to do or are suspicious.
You will probably need to use your pistol - save ammo since there isn't much but don't be too cheap - after a while youwill be more powerful and can get by without it. Click on treasure piles to check them out - one of them (and only one, alas) has more ammo.
There is also a clock - click on it after you get it to make it permanently visible in the screen - it is very useful. Don't forget to give Drirr something better to wear and fight with whenever you go search for the murderer or when you start to do the mini-dungeon. For example, give him the Iskai armor by stealing it.
Stealing goes as follows: walk up to the bar and just beforeyou reach it, click the right mouse button. You should be able to reach muchfurther than you normally can. Keep in mind that this routine may take some time to get used to. And a good sword (are you also looking at the expensive Iskai lance?) is not a bad idea either.
If you cannot find the first dungeon, ask the cattle breeder just outside. He will tell you. Check the map carefully or you may miss the dungeon once you are there. Walk onto it to enter.
Before entering buy some torches to help you find goodies (the torches are very cheap) and a Music Crystal in the general store to give to an entity you find right near the object you are looking for (an Iskai Dagger). You do not have to give the Music Crystalto the entity. You can also buy it just now and use it on the next island. See below.
Keep in mind that exploring this dungeon can be very useful. This dungeon is actually pretty straightforward, so I will only mention a few things. Note that outdoors or in dungeons monster pieces may be left after battle and they are usually sellable. This dungeon has two types of stationary plants that take the evolutionary niche of dungeon traps.
Big mouths in the floor can be deadly but will close for a while if given chunks of meat that you get killing Krondirs (the big beasts). In town you may have been offered fruit to feed to the other type of guardian plant but it is cheaper just to turn the lights out - this puts them to sleep.
Use Drirr (your local guide) as party leader - he sees better in the dark. Explore the entire dungeon for experience and loot (and fun for some). The entity will then tell you how to increase your attributes after you promised him the music crystal. This is critically important - you REALLY need this boost.
But be patient - do it after you finish the quest and get a new member so she can share in the benefit, or wait (a LONG time) until you have all six final party members. You get three attributes up one at a time - to get the third up you need to pickaxe a wall. You have to make a path of light.
What you do is walk from one glowing rainbow toadstool shaped like a triangle to another in the room where your footprints glow - this opens a wall. To finish the quest go see Frill, the old Iskai in the Councilhouse. He tells you to go see Bradir in the Former Guild in the Northwest of town. Bradir will fight you but is not a challenge.
After the problem is solved, you may think that it is a pity you could not keep that beautiful little Iskai Dagger. Well, you can. Although the leader took it away, go back to the Former Guild and talk again to Bradir. When you end the conversation, he will give you 100 gold and the dagger.
I recommend that yougive it to Sira (put it on her tail), because she can do with the extra strength. You can now ship out. DO NOT!!! The trip is one way until late in the game (that is what the stone outdoors that is shaped like an eye is for but it isuseless to you now).
Don't leave the island until you have the following: 1) Sira is level 12 and has Frost Avalanche (at maximum is best but it is essential to have it). 2) Sira and Rainer's Long Range attacks are at maximum (assuming you prefer them to attack long range. You probably do for Sira as she is better at this then Close Range).
3) Tom and Drirr's Close Range attacks are at maximum (if you prefer them to attack close range. Again, you may want this too as the Close Range weapons are more powerful, and Tom is better at it). 4) Drirr has the Iskai Armor (steal it) and the Iskai Lance (unless you prefer lighter weapons or armor).
5) Sira and Drirr each have the Iskai Metal Helmet. 6) Sira has lots of seeds (200+). (Find them outdoors or buy them in the Mages Guild (southwest)). Note: This is merely a recommendation but the seeds and Frost Avalanche seem all but essential. Kill the enemies and sell their parts, as I said before to get lots of money.
Spells do far more damage and the frost spells last much longer after fully learned.
Gratogel:
The first thing to do here when you arrive is to talk to the king of the village. He will tell you he needs an amulet that you need to get for him. Then go to the east until you find the next village, and then north, following the path. That is where you need to be.
If you have saved the Music Crystal from Narikidaani, go a little further north and give this to the man guarding the oak tree. He will give you a very good weapon in return. When you have the next party member, a Druid named Mellthas, train the spell named Small Fireball that he has.
When it is on full power, go to the pass south of the Druid village (called Vanello). It contains a valuable supply of bandits (but they run out after a while, {SOB}) and it leads to a trainer, who only trains Close Range combat and a store.
If you want to train the party, except Mellthas, who cannot be trained here, then do so,but this trainer is much more expensive then the Iskai warrior on Narikidaani. Another useful thing is to go to the shop there and to buy theMusic Crystal, unless you saved the one from Narikidaani. The Dream shield isalso excellent.
It is the only powerful shield that Sira is able to wear, so I suggest you consider buying it. And, of course, have a look for seeds outside. It is advisable not to enter the dungeon without a rope. In the dungeon part of Arjano, you will be stopped by fire. Use a bucket of water to extinguish them.
There is also a place where there are nine grey pressure plates close to one another. Walk over the plates so that a + sign appears (you should not walk over all the plates but they can always be reset). Then the passage is clear. In the first party view part of the dungeon right near the start there is a secret button nearby on the right hand side.
Push it. Now you can get through the first gate after you get to a switch and use it. After that, in the big room with the three flames, step on all the pressure plates. A door in the southwest will open. On the second level you need to step on a plate that releases moving flames.
Step on it three times first to open the way to a button that will open up a passage in the east wall. Then keep on stepping on it until the road is clear. When you come to an area with a pit and two locked doors fall throughthe pit. There are three gates with Warniaks behind them. Open the gates, kill them and get the treasure.
If you pull the lever behind one of the doors, the wall opens up, and you can look in a chest (guarded by a demon -a Fear 1). It contains the key to the doors you could not pass. On the third level, there are more tricky bits.
In the large room with the big beasts trapped behind the red, transparent walls, only walk over the green pressure plates, otherwise they escape, and they are no joke. Of course, if you have Frost Avalanche at full power and make sure all party members stand on the last row of the grid and have lots of potions, then they are no big deal.
On the next level you will find some force fields. There is one in the eastthat you will have to walk through. But later on, you will find staffs thatwill get rid of them. Only use them on the six in a row you meet at the endof the level.
Talking about staffs, in the room where you get them if you donot want to fight, go to the exit of the room as quickly as possible and pull the lever acanthi will trap the enemies. And in the room with thethree levers on the south side, you need to pickaxe some walls. Look carefully, or right-click on the walls.
If you fall through the pits a little bit further, do not worry UNLESS you do NOT have a rope. There is some minor treasure down there.
MAINI
The first thing to do here is to look for your next party member. You can choose either of two, but the mage (called Khunag) is recommended by most people. It is up to you: somebody good at fighting or a poor fighter withgood offensive spells only (no healing spells). The warrior is a woman called Siobhan.
But Khunag will help you through parts of the Kenget Kamulosdungeon you need to go to much later. You will find both possibilities in Beloveno, the big city that you start in. Then it is a good idea to explore the countryside, and maybe even talk to the members of each town/ village.
When you try to talk to Kontos, the leader of the mountain village Kounos, you will be stopped by a guard called Nodd. However, if you steer the conversation in the right way, you will not have to fight him. But you always can, of course. Then it is wise to explore the dungeon under the house.
On the first level you will find a chest with a power amulet in it, but onceyou have it, it seems like you cannot go on anymore. But you can! There is an illusionary wall close by.
If you then get to the point with the three pressure plates in a row in front of three doors, run over the plates as fast as you can, otherwise you will not make it through the doors. On the second level it is imperative that you explore all of it, especiallydirectly south from the exit. You will find something that is needed to complete the game.
The game itself takes a long time to complete the plot for this continent and be allowed to move on, but all of us have found out through trial and error that you have to just be patient. You may also buy a map that may help you find a cave entrance but you can find it without themap if you explore.
The cave is not absolutely essential but has some nice loot. It is the same one whose other entry is blocked by a door you can't get through except from inside the cave. Every morning between 8:00 a.m. and 9:00 a.m., there is a trainer in the village at the house of the leader (where the dungeon is).
He is the only trainer that is able to teach you critical hit. However, it costs 950 gold per point, so think twice. I found it very useful anyway, especially for Drirr and Tom. Sira already has her 5/5 score, so do not bother to train her. The entry to the cave discussed above is from the plateau lower than the village, and to the east.
I strongly recommend that you explore it, becauseit contains some very nice stuff, including the best sword in the game, although it is cursed. But you have to have a rope, otherwise you will not be able to get out. It is also imperative to talk to lots of people on this continent, repeatedly in some cases, going back as you learn new things.
Some examples are: the Council members in Beloveno, the barkeeper in the Iskai village in the north of the land, and Kariah, the prostitute with her house on the market square. The barkeeper will give you the second piece of the vital item, after a while. There are also lots of seeds here. Collect and move on.
After the problem is solved, you will probably want to go to the Iskai shrine and kill Kontos. He has a few goodies.
DJI CANTOS
This mainly goes all by itself. You also get a new party member here, an Enlightened One named Harriet. In the southwest of the building, there is a woman who sells spell scrolls. If you got Khunag, buy all the spells that hedoes not know, as there is no other way to learn them.
There is no hurry to go to the Toronto, despite the fact that Harriet pushes you to do so. The first thing to do here is to look for those Flowers of the Goddess you are told about. Stand on them for about 15 seconds, and the leader of the party will have one of his attributes (which depends on the flower) increased by three points.
These flowers are for about 15 uses as far as I know, but savethe game before you use them and think which party member needs this little boost the most. You will have to wait for 36+ hours until they can be used again.
If you have visited them all (there are eight in total) it is wise to collect the two party members who took a vacation when you left thelast continent, as they are very useful.
UMAJO KENTA 1
If you have explored this city a bit, you will be told there is a prison north of the city. It is useless as far as I know, but if you are anxious, by all means go. You can free the prisoner, but it has no use that I am aware of. You cannot pick the lock, so you will have to wait until the guardcomes (at 11:00 p.m.) to open it for you.
You can follow the guard there (along walk!) or find it on your own. First buy the preservative that keeps you alive in the desert. Get several. You get them from the man in the Equipment Makers Guild. To get to the Toronto, you will have to talk to some of the people in the bar, and in the Miners Guild. Bringing a jewel is recommended.
The guide will then show you to a cave entrance. The southern exit from the cave leads right to the Toronto. The other exit is useless.
TORONTO 2
Look everywhere for pieces of paper with numbers on them. The code for the door is 1001, in case you could not find the piece of paper with it. Once you are in the 3D part, have Joe wake up the robot so that it is able to open the door for you.
In the long corridor, stand as far away from the switch as possible, so that you can just still manipulate it. Then run as fast as you can to the other end, and turn the second one. A little furtheron, free all the robots as then the doors open quicker.
A little further on, make sure that the floor pattern on the west side matches the one on the east side. You should go to the east one first. Then turn all the switches as quick as you can. The next door to open has the code 4312 in case you cannot be bothered to try all the combinations on the pieces of paper, or were not able to find them.
UMAJO KENTA 2
First thing to do here is to go to the building in the northeast of the city. You are now able to pass as the guards let you through. You are told to look for a man in the cellars under the Equipment Makers Guild. However,you do not have the key and you need a secret password.
He told me the first time I went there and had to go back until I had the password. Well, in order not to have to make the trip twice, the best thing to do is to go tothe Miner's Guild. Go all the way into the big room. You notice you only have access to one mine shaft. Go in there and stand in the niches so that the guards do not see you.
Get to the second niche on the right and overhear the ceremony. ONLY THEN DO
YOU KNOW THE PASSWORD!!
The next thing to do here is to look for a guy called Zebanno. Fool him and he will give the key to you. In the Equipment cellars, you notice that there are knifes on the ground. Search the halls until you enter a big room which has a hammer on the floor. Go back and follow the knifes.
You should end up in a room full of them witha chest surrounded by the knifes. Manipulate the switch and use the hammer to knock down the knifes to get to the chest. Search it and you should find a key. Go back to the entrance and manipulate the switch close by (which youcould not do earlier).
Now, enter the door and manipulate the switches untilthey are in the positions shown. This will get rid of the knifes. Now, follow the corridor until you get to a big room with a chest. Just before this, you may have seen a door which leads to a room with an anvilin it. Well, you use it to turn swords into two-handers.
It only has a limited number of uses. You cannot open the chest in the big room yet, but the road is clear. Go west and search the chest in the west of the dungeon. It has a key with which you can open the chest in the big room. Open it and raid it. The map makes this place a lot easier.
A little later you get to a room with extinguished torches and a fire. If you have a full bucket ready, splash the water over it. If you do not, then do not bother as this is not imperative to win the game. The darkness leads the way to the pressure plate.
As you proceed you will get to a room where there is a switch which is onlyvisible at certain times. Activate it and you should be able to enter themine shaft. Once you have entered, you will be in a first person perspective. You areclose to the guy you came for. Go west and then south. The corridors should lead you to him.
You may have noticed there is a orange curtain in front ofa door, made up of flying balls. Well, these doors are one-way doors only. When you walk through the curtain, it opens the door, but it closes againas soon as you have walked through it, and it cannot be opened from thatside again. This can be very frustrating.
Once you have talked to the guy, you can either go or search these cellarsa bit more. It contains an item which is supposed to be vital, but no-one knows its use. Anyway, in order to search this place more, you need to go all the way to the southwest until you get to a pit. Fall through it and you will end up in aroom with a spinner.
In the next room there is a chest with a crystal staffand there are four flames. The staff can change the colors of the flames. In order to open the door, all flames should be blue, in case you could notfigure this out. There is a button just west of this door in the same room. Push it and a pit will appear. Now go west.
There are a few switches there. Push them all until the leadersays he heard a sound from the room you fell into. Go back to the room withthe flames, go back down the pit WITH A ROPE, and then go back to the roomwith the spinner again, exactly the way you came. Go into the next room.
Manipulate any switches that you find, and explore the part east of the room with the flames too, as this too contains some switches. And look out for illusionary walls (you will probably see them on the map). Repeat this until the door to the west of the room with the spinner is open.
Go in there and search the chests for the Stone of Visions, which is supposed to be vital. This is also a very good training area. Every time you step on the blue pressure plate, Animals 3 will appear. A total of 16. Kill them as many times as you want (or can) to get as much levels as possible.
This is the quickest way to get levels in this game, so I recommend you have a look there. When you get out, go to the Jeweler's Guild if you want to see the effect of the Stone of Visions. The Guild is behind a closed door (on the map thatis) in the south of the city. When you enter you see a big stone on the floor.
Use the Stone of Visions there, and it enlarges itself. Now touch it. You will be healed. You can now heal each party member. There are mo moreuses that I found. When you have finished here, go look for the High Knowledge. Go back toMaini and take the northern exit. The Kenget Kamulos residence is just eastof there.
KENGET KAMULOS
This place is big! I recommend not to enter this forsaken place until each party member is at least level 30. And bring lots of potions, even though you will get plenty there. When you have talked to the local leader, search around thoroughly. After awhile, Khunag will lead you to the secret passage (provided you have him).
The closet in that room contains a valuable item. Wait for the novice to leave (at about 8:00 a.m. for a few moments), and search the closet. The switch is hidden. Manipulate the torch, if you cannot find it. The fight after this is endless, so go on for as long as you like, then surrender.
In the next area, the quickest way is to go east, then north to get a key, then all the way south from there and then west to the exit. Do search it well because there is a very good sword hidden in a box in the northeastof this section. The next area is in 3D, as is the rest of this place. Not much to mentionhere.
You will find the exit by first going north and then west. In the first room, the flame will chase you when activated (very nasty). When it starts to move, run as quickly as possible to the pressure plate in front of the door. The flame touches it, extinguishes and opens the door. On the next level, there are two doors down.
If you take the left door, youwill end up in a room. On each of the walls on the northern side, there are buttons hidden behind curtains. Push them both and a door will open. Now you can raid the chests. If you decided to take the right exit, be prepared to take lots of damage. You will find a big room with three little rooms inside.
And on the north side three passages. The thing to do here is to walk around all three little rooms and push the buttons on the wall on the back of each. This opens the doors to the northern passages. Now, stand on the pressure plate in front of one of the rooms and the door will open. There are flames inside that willchase you.
Look at the flame color and guide them to the pressure plate thathas the same color as the flames in one of the northern passages. They extinguish when they touch them. Then go into the room and pull all the switches you can. Repeat the procedure for the other six flames. There are a total of nine, in three groups of three.
When the doors have opened (or should I say "if", grin), you will end up in a big room. There is one of the little rooms that contains a chest. The other only contain Animals 2 & 3. The one with the chest is about in the middle north. The exit is to the west; in the corridor and then follow the path. Care with the fireballs!
There is another little passage in the previous room behind which some good stuff is hidden in a room. Follow it and stand on the pressure plate in front of the door for a while. The door opens and you can raid the treasure. Now, when you have gone down, you will find a pressure plate in front of a little corridor.
Stand on it until all of the statues have lit up and the door will open. This level is called the Beastmaster level. There are no puzzles here, but in order to get out you have to kill the Beastmaster. I found him to be in the south west room of the ones that are joined togetherin the west. After a little searching you will have found him.
Kill him, get the key and get out of there. Be careful, because the Beastmaster reflects Frost Avalanche. Freeze the other Mages, and use Thorn Snare for him. That is what I found to be the best option. If you are already tired of fire, wait till you see the next level.
Adjacent to the big room, are a few little rooms that contain blue pressure plates. It is better to go first to the southeast into a room that has some buttons. There is a similar room north of the passage in the east of the room. Push those buttons too.
Now, visit each of the rooms with the blue pressure plates and wait until the fireballs have revealed a good path to the them. Activate them and you should be able to go into the east passage, as thetrap should be gone. At the end of the corridor, it splits off into a T-section.
Go south stand on the pressure plates until the flames have disappeared and then pull any switches that you can. Now go to the northern exit. There are doors which open and close periodically and find the way down. There is a chest here and some chasing flames, so be careful.
But the most important thing here is a button, which you can find in the Northwest of the room on the wall on the western side of the room. Go back up into the north south corridor. In that corridor there is a button just north of the passage that goes back into the lava room on your left hand side. Push it and the exit will be revealed.
You are getting there! The next level is not such a nuisance considering both enemies and puzzles. Go to the east and walk a little over the glass pressure plates. Then flames will start to move and will trace out a pattern. Now it is up to you! Go south and match the pattern on the glass plates there. If you do not do it right, you fall.
But do not worry. You can go up the stairs again and try until you have done it. Follow the corridor and you will end up in a room with fireballs coming out of the walls. There is a chest nearby. There are four pressure plates here: two inthe middle- and two on the western side of the room.
Walk all the way acrossthe room and activate the western plate. The statue will start to move. Once it has reached the other side, it will stop. Then go back and activate theother western plate, so that the statue moves back again. Repeat this untilall the fireballs are gone.
Now, stand for a few seconds on the first middleplate (until it turns grey) and then on the other. The door should open and the road is clear. The last level is just to stop you from getting to the exit. There are lots(and I really mean lots) of enemies. The quickest way is to go to the southwest until you see a door on the southern wall.
Open it, go a little west until you see another door on the northern side. Go in there and followthe path. Voila, you are out of the 3D part. You will now end up in another 2D area. Almost there. Follow the path to thenorth, and you will end up in a room with the three highest Kenget Kamulos together.
One last battle (use Thorn Snare as it is much more useful here) and you have done it. Congratulations!
TORONTO 3
This place is actually pretty straightforward. Take a screwdriver, because you will need it. You will find it in the Toronto. Once you are in the 3D part, go to the west. You will see a laser barrier. There is a piece of wallnearby which you can open with the screwdriver.
Have Joe (or Tom) open it and manipulate the wires and the lasers should be gone. Now walk all the wayuntil you find a wall that contains another one of these things. Manipulate it and the lasers in the north should be gone. By the way, you may also havenoticed that there are some patterns on the walls made up of colored lights.Note them.
You will need them later. Now just follow the path. You will end up in a big room with a door on the south side you cannot open. If you have Joe, let him manipulate the broken wires just right of the door. Then you will be able to get through. Do not go through it yet. Go into the west room and manipulate the other piece of wall.
This will make some lasers disappear. If you do not have Joe, be prepared to fight all the robots behind the walls. If you do have Joe, walkpast them through the door on the south that he has just opened. Now comes a nasty part. You will see that the lasers will go on and off in agiven pattern.
Give Sira or Mellthas (better Sira) all the luck items you have, and walk through it. If you do it right, you will not get hit. But the second bit does not do this. Just walk through them, reloading if all goes wrong. Have Sira heal Harriet, and have her cast Lifebringer in order to fight the next enemy.
A little later, go west to find more light patterns, then east and you willfind a room with a grid of 4x4 pressure plates. Light the pressure plates upso that each row matches one of the light patterns you saw on the walls. If you do not get it right, do not worry. You can reset them by pushing the switch next to them.
If you do get it right, push the switch and the walls will open. If you cannot find the tight pattern, it is: 0x00 0xx0 x00x xxxx The 0's mean that the plates are "off", the x's mean the plates are lit up. You will find lots of bodies of the AI called Ned. These guys are tough.
You have to kill one bunch in order to open the next door, but if you move fast, you can get past most of them without having to fight them. Open the door, rush into the next room, and then into the next and take the first door on the northern side. You will enter the reactor core, as you have done before.
The ship's security forces leader will be waiting for you. If you steer theconversation well (never say anything offensive), you will not have to fightthem. Now, go north. You will be attacked by the housing of the AI. You do nothave to kill it! It will certainly kill one of your party members. That is the time to plant the seed!
Congratulations, you have done it!! You can kill the AI, however if you want to. The only way that I know is totrap it using Thorn Snare and then have Mellthas cast Small Fireball 4950 times. It will not have any effect when it is not on maximum power however. I have never done it as I could not carry enough potions for him to be ableto do it.
If Khunag can by casting Fireball or any other fire spell, please tell me.
SOME SPECIAL ITEMS
Power Amulet. Protection: 1, Life Points (LP) maximum bonus: +25 Luck Lugh's Hand Helmet. Protection: 20: +35 Strength: +50 Shadowsword. Protection Amulet.Damage: 25 Protection: 10LP max.: -30 Magic resistance: +30Stamina: -50 Lockpicking: -30 Casts: Steal Life. Bradir's Stiletto.
Luck Chain.Damage: 7 Protection: 1CLO combat: +8 Luck: +30Casts: Frost Crystal . Speed Amulet. Ring of the Goddess. Protection: 1 Protection: 3Speed: +30 SP maximum bonus: +40Ring of Wrath. Protection: 2 Casts: Berserk. Lugh's Dagger. Goddess' Amulet. Damage: 12 Protection: 8Protection: 4 Luck: +15Strength: +10 CLO combat: +15 Danu's Light.
Crystal Staff.Damage: 14 Casts: Light. Protection: 5 Speed: +20 CLO combat: +15 Casts: Lifebringer. Ice Ring. Fire Ring.Protection: 4 Protection: 1LP max.: + 15 Casts: Fireball.Casts: Frost Splinter. Dji Cantos stone. Thief's Amulet.Casts: Small Fireball. Protection: 1 Lockpicking: +40 Dexterity: +30 Fireblade.
Monster Eye.Damage: 14 Detects monsters.Casts: Thunderbolt. Dreamshield. Sun Dagger.Protection: 12 Damage: 10Casts: Sleeping Spores. Critical Hit: +2 Casts: Blinding Ray. Fine Iskai Dagger. Red Sword.Damage: 6 Damage: 2Strength: +10 Strength: -25CLO combat: +10 CLO combat: -15Casts: Sleeping Spores. Casts: Fire Hail. Flame Bite. Ring of Wrath.
Damage:7 Protection: 2Casts: Fireball Casts: Berserk Frostbringer. Gaze of Kamulos.Damage: 14 Damage: 26Casts: Frost Splinter. Casts: Kamulos' Gaze.Items that are non-magical but worth mentioning are: Mini Bolt-Thrower. Bolt-thrower. Damage: 10 Damage: 14LON combat: +10 LON combat: +15 Pistol. Heavy Firearm.
Damage: 30 Damage: 40LON combat: +60 LON combat: +80
Albion FAQ & Walkthrough (Part 3)
1: Walkthrough
Part 1 – TORONTO
In Tom's room, go to the cupboard in the bottom left corner and take everything out of the cupboard. Take off the shoes and put the boots on. Leave the room and talk to Tom's girlfriend, after you've finished talking to her head east and go into the first room on the south side.
Go into the cupboard that's to the left of the door and take the stim drink. Leave the room and go into the next room on the south side go into the bathroom and you'll find some rations in the drawers. Leave this room, walk past the news console and head north. You'll soon come across the mess, which is situated in the northeast.
Go into the mess and talk to anyone you see in there, after talking to everyone go to the counter and talk to Anne, ask her specifically for some chocolate bars. Leave the mess and head west, go past the crossroads and into the first room on the north side.
Look in the top cupboard and collect the cartridges then open the left cupboard and collect the rations. Leave the room and head east again, go past the mess and into the second storage room; you will find a cupboard in the northwest corner of the room, manipulate it and take the lock picks.
Leave the storage room and open the door to the next storage room in the east. Enter the storage room, and go to the right hand side of the room. In the north part of the room you will find some drawers, open them and take the lock pick. Leave the storage room, head west and keep walking until you pass three pillars.
Head north at the pillars and follow the corridor around, walk past the COM then keep walking eastwards until you come to the room with Joe in. Go into the room and talk to Joe, tell him you want to see the COM room.
After he's given you the codes ask him about the service ducts, leave Joe's room and go into the room opposite, go to the door in the north east corner and enter the code 1042.Walk straight ahead and the door will open, go through the door and step on all four floor plates in the corners of the room.
Go through the door that opens and turn left go around the corner and manipulate the switch. Go to the opposite corner and manipulate that switch. Walk through the door that opens on the west wall and follow the robot around until you walk through the north door.
In this room you will find a switch in the northwest corner of the room, push the switch and follow the robot through the east door. Walk through the open east door and follow the corridor around, walk past the cupboard on the wall and open the door with either switch.
Follow the corridor around again until you come across a door with a keypad, use the code 1042 again then walk through the door and go up the ladder. In the COM room look at the console and you will find a gun and some ammo, put this in the cupboard you walked past in the service ducts, making sure you leave all ammo in there as well.
Go back to the COM room and leave through the guarded door. Go back to where you originally entered the service ducts and go back to the cupboard, collect the gun and ammo and return the way you just came. Go back to Joe and talk to him, show him the gun then leave.
Go back to the mess and ask for some more supplies then the next time you hear the launch request over the tannoy, say yes. You will automatically be taken to the take off.
Part 2 – Jirinaar
Search the bureau, chest and cabinet in the West Side of the room and take everything out of them. Leave the room; go over the bridge and head west. Walk over the next bridge and you'll be taken to see the Sebai. Talk to the Sebai and find out everything you can, when he asks if he can keep the wreckage say "yes".
Leave the room and go down into the basement/sickroom located in the room to the west of the Sebai's room. Once down in the sickroom go into the first western room and open the chest. Take all the gold out of it then leave the sickroom. Head south and go over the three parallel bridges into the kitchen.
Take the purple fruits from the kitchen and head south again. Go into the next room you come to that contains some chests and bureaus. Open the chest and bureau that are usable and take everything out of them. Leave the room and head south again, the next room that you come to will be locked.
Use the hunter-clan key to open the lock then enter the room and open the chest in the top right corner. Leave everything you have in the chest, except for the weapons you want Rainer and Tom to use (hint - keep Tom's gun and ammo as it is very powerful).
You should also keep any armor you can equip them with and take plenty of torches (these are already in the chest). Once everyone is equipped, head down into the supply chambers.
Go into your backpack and use the torch, then look in the north west corner of the room and get the rations out the small pot, head to the south wall and open the pot nearest to the south passage, take the rations out of it then go into the east chamber. Look in the trash heap in the northwest corner and take all the weapons from it.
Open the chest on the east wall and take all the weapons out of it, then walk to the two chests by the south wall. Open the chest furthest away from the wall and take the weapons and the gold.
Leave the chamber and head south until you come across some wreckage, search the pots on the east wall and take the rations out of one of them, then search the wreckage nearest the south exit (in the middle of the room) and take the clock. Leave the chamber and follow the passage around until you come across some more wreckage.
Search the first piece of wreckage and get the cartridges (ammo for the gun). Search all the chests in this chamber and take all the weapons, armor, rations and gold that you find. Make sure that you find the pickaxe, as you will need this later on.
Once you have searched everything, check your character screens and make sure your weapons and armor are 'equipped' i.e. so that you are ready for battle. Leave the chamber and start walking along the corridor. A wall will suddenly collapse and you will be attacked, fight the Skrinns and go through the gap that has appeared.
Follow the corridor around then travel southwards into the furthest southern chamber, fighting all the Skrinns that you come across.
Use the pickaxe on the west wall and on the south wall (you'll see some cracks in the wall were you are supposed to use the axe), from now on you'll start coming across more Skrinns so fight them whenever you come across them. Go through the gap that has appeared in the west wall and head west.
You'll find another weak point on the west wall, again use the pickaxe on this wall and go through the gap that appears. Search all the trash heaps and pick up all weapons, gold and rations. Go back to the chamber where you broke the south and the east wall, and go through the gap in the south wall.
Follow the passage around and use the pickaxe on the wall at the end of the passage. Fight the Krondir that is behind the wall then search the trash heaps in the chamber. Pick up the fire ring, the gold and the healing potions then make your way back to where the first wall originally collapsed and you were attacked.
Look for a weak point in the wall and use the pickaxe on it, go through the gap and make your way to the exit. Talk to the Sebai and tell him you were injured, take the healing potion off him and then take the fruits and any other items you left in the chest.
Leave the room (if you are carrying too much then leave some of the lesser items in the chest as you can always come back later to collect them) and head south again, follow the corridor around until you come to a door on the east wall. Use the hunter clan key on the door and head out in to the city.
Accept the offer of the Iskai who offers to take you to see the Sebainah. Talk to the Sebainah then leave her room. Go in an easterly direction and go into the room just before the exit. Search the cabinet and take the gold then leave the room and go out the exit.
Go back to the house of the South Wind Clan but don't go in, instead talk to the people who are walking about in this area. Find Rabir who tells you he helps Wania find her wares.
Sell all the weapons and anything else he'll buy to him (the things you'll want to keep are an Iskai weapon and some armor for Drirr, an Iskai warrior who will be joining your party soon, as well as the lock picks, some rope and Tom's and Rainer's weapons). Talk to some more people until you come across a traveler who will sell you some fruits.
Buy the purple fruits off him then walk southwards. Stay on the east side of the city and you'll come across the battle trainer's house just before you reach the bridge. Go in and train Tom and Rainer to their full potential, you can decide if you want to do close or long range combat or a combination of both.
Leave the battle trainer and head south again, walk over the bridge and go to the mixed goods store in the southeast area of the city. Look at the chest when you walk in and tell Wania that you will buy the items. Take everything out of the chest then talk to Wania.
Tell her you are interested in her wares, when she shows you what she's got buy the music crystal, some lock picks and the compass (very handy for the 3D areas). Leave the store. At around this point you will have to go to the party, watch and read everything very carefully. Search the founders building and take all the potions that you find.
Leave the building and go to the council building, talk to Frill and again watch and read carefully everything that happens. Leave the building and then leave the city via the city gate. Talk to the cattle breeder and ask him how to get to the building, follow the instructions he gives you and make your way to the building.
Enter the building and use a torch. Go into the western chamber and take everything from the trash heap. Follow the passage around and fight the Skrinn, use the purple fruit on the trap then follow the passage around. Use the lock pick on the chest and take everything.
Leave the alcove and keep following the passage round until you come to a room that lights up under your feet. Go to the first rainbow plant then walk in straight line to the other one. Walk through the gap that appears in the wall and walk right to the end of the corridor (touching the plant that blocks your way will move it).
Manipulate the two luminous shapes that you find at the end of the corridor. Walk back through the corridor and look closely at the brown south wall, you will see a green panel with cracks in it. Use the pickaxe on the panel and walk to the end of the corridor that has appeared.
You will find another luminous shape, manipulate it then go back to the room that glows under your feet. Go east and fight the Skrinn. Manipulate the two plants blocking the way to south and walk through the opening that has appeared. Fight the Krondirs and make sure that you get the meat off them.
Keep going south and follow the corridor around, fight the Skrinn and head to the furthest western chamber. Take everything from the trash heap and head back to the chamber where you pushed the plants away. Go north into the room with the mouths then go through the southeast passage.
Use the meat on the mouths that block your way (if you don't have enough meat then look down and maneuver between the mouths). Go north and take everything out of the trash heap in the east. Leave the chamber and head south, using the meat on the mouth blocking the entrance to the southern chamber.
Follow the corridor around in an easterly direction, using the purple fruits on the traps that you come across. After passing through the last trap fight the Skrinn then take everything from the trash heap in the middle of the chamber. Enter the 'life like' passage way and follow it around until you come to some moving orange lights.
Make murderer is leading the party and dodge the orange lights. Get Drirr to manipulate the Blue Trii (Argim) and talk to him. Agree to find the music crystal then get Drirr to give Argim the music crystal that you bought in Jirinaar. Walk through the gap that appeared when Argim moved and take everything from the assassin's belongings and remains.
Make sure you picked up the Iskai dagger from the remains; this is a very important piece of equipment. Use the meat on the mouth in the middle of the room and follow the passage around. Fight the Krondir and use another piece of meat on the mouth. Go into the alcove in the southeast corner of the room and take everything from the trash heap.
Leave the alcove and fight the Skrinn/Krondir then head south and use the lock pick on the chest next to the far southern wall. Take everything out of the chest. Use your Automap and make your way back to the first chamber where you entered the building.
Head south and fight the Skrinn, take everything out of the trash heap then continue to follow the passage around. Fight the two sets of monsters you come across then take everything out of the first trash heap. Use your Automap again and make your way to the buildings exit. Leave the building and head to back to Jirinaar.
When you get back to Jirinaar find Rabir again and sell the weapons all the weapons you don't want or need (it's best to keep a short range weapon for everyone and a long range weapon for everyone). When you've done this go to the Former's building and find Bradir in the north part of the building.
Ask him what he knows about the dagger you found in the murderers remains. He'll attack you, once you've defeated him watch the cut-scene then go into the Sebainah room and tell her you're ready to leave.
Part Three - Gratogel
Enter the hut next to the pigs, and buy any rations that you need. Leave the provisions hut and go in to the big hut that is situated in front of the dog pen. Talk to Tharnos and ask him about the Toronto, he'll then set you a mission. Find out as much as you can about the mission and the island.
Leave the hut and travel to the southern tip of the island to Aballon (a village like Klouta). Visit the hut that is most northerly and talk to the female warrior in there, if you have enough gold and training points, she can train you. Leave the trainers hut and visit the merchants hut (" I buy and sell most things").
Purchase the monster eye and depending on how much gold you have, the fire blade, Dreamshield or protection amulet as well as they will come in handy throughout the whole of the game. Leave the village and go over the bridge and towards the mountains.
Walk through the gap in-between the mountains and negotiate your way through the mountain path (you can hear the wind whistling while you are in it). When you come out at the other side you'll be in Vanello. Talk to some of the villagers and talk tithe king.
Make sure you have plenty of lock picks before you leave the village, and then follow the northern path to Arjano. Enter the Arjano and talk to the Druids, after you've been told your mission look around the rooms. Take all the healing potions you find and talk to all of the Druids.
Make sure you talk to the healer in the first room you come to and heal any of your party who have got diseases or are injured (the healer will do it for free!), also pick up some buckets as you'll need them later on. Find the stairs and go down into the library. If you have enough gold then buy some spell scrolls when you get offered them.
Banish Demon and Demon Exodus are very useful for this dungeon. Once you've looked around the library open the door in the northeast corner and go down the stairs. Fill up the buckets with water from the bowl then follow the corridor around. Push the top floor plate down and use the water on the flames.
Head south and follow the corridor around until you come across the flame barrier (fire bowls). Use the water on the fire bowls to make a clear passage through. Follow the corridor around then head north. Go through the door and step on the three floor plates from left to right then pull the lever on the wall.
Go through the gap in the knives that has appeared and pull the lever in front of you. Go back to where the three lines of fire bowls were and go through the gap in the north wall. Extinguish the flames and go into the alcove. Take everything you want (you can open both chests, the right one has loads of potions and antidotes).
Leave the alcoves and head east, walk past the cross of fire bowls to the end of the corridor then go north. Extinguish the fire bowl and pick up the broken lever in the corner. Go back to the cross-shaped fire bowls and follow the passage, so that you are heading in a southeasterly direction.
You will come to a square consisting of nine floor plates. Walk on the floor plates so there is a cross shape on the floor, then step on the floor plate around the corner. Walk through the gap that has appeared in the knives and pull the lever.
Go back around the corner and into the alcove, pick up anything that you want then go back to the single floor plate again and go through the gap in the knives. Walk to the end of the corridor and use the broken lever in the slot in the wall. Go through the door that opens and then go down the stairs.
Head north towards the closed portcullis and push the button on the east wall. Go through the passage that appears in the wall and fight the Warniak then search the trash heap at the end of the passage. Pull the lever on the wall and leave the passage.
Head south so you are moving away from the locked portcullis and go through the passage heading off to the west. Follow it around and go through the open portcullis. Keep following the corridor around until you come to a large room with floor plates and moving flames. Avoid the flames and step on all nine of the floor plates.
Go into the room that opens on the south wall and search the trash heap. Take the lock pick then go to the southwest corner of the room. Use the lock pick on the chest and take everything out of it. Leave the room and head north, go out of the northern exit of the large room and follow the corridor around.
Fight the Warniaks and keep following the passage around until you come to a large room with a fountain. Fill up your empty buckets and fight the Warniaks. Leave the room by the east exit and follow the corridor until you come to a junction where you can go north or south. Go north and fight the Warniak.
Use the water on the flames and pull all three of the switches. Go through the door that opened and find the chest. Use a lock pick on the chest and take everything. Go back to the room with the fountain (make sure you leave with a bucket of water) and head south and then west. Open the door at the end of the west corridor and fight the Warniak.
Maneuver between the flames then search the trash heaps, take everything then leave the room and head east. Go down the south passage and use the water on the flame then follow the passage around and open the door. Fight the Warniaks that come out then go down the stairs.
Head south and step on the floor plate in the center of the room twice avoid the flames and move to the gap in the green wall. Push the button that is there and go into the room that appears on the east wall.
Use a lock pick on the chest and take everything then go back to the floor plate and press it until the missing piece is in the southwest corner. Walkthrough the gap and step on the floor plate on your right. Fill up your buckets at the fountain and then use the rope on the hole in the floor. Ignore the door and follow the passage round.
Open the first portcullis with the Warniaks in. Fight them then pull the lever at the end of the passage. Leave the passage and fight the Fear. Open the third portcullis, fight the Warniaks then pick up the sword from the trash. Go into the north room and open the chest, take the key from it then head back to the hole you dropped down from.
Open the door next to it and go up the stairs. Use the key in the door and head south. Use the key in the south door and follow the corridor around until you come to the north passage (make sure you dodge the fireball). Go north into the room and push the button in the southwest corner of the room.
Go through the passage that has opened and pull the lever then leave the passage. Leave the room and keep heading east, follow the corridor around and head north. Search the trash heap in the third alcove and take everything. Keep heading north until you get to the end of the corridor then take the east passage and follow it round to the end.
Go through the door and open the north door. Pull the lever and go through the passage that has appeared in the north wall. Follow the passage around and run over the brass disks. Go through the door on the east wall and fight the Animal. Once he is defeated go down the stairs follow the passage around until you come to the floor plates.
Step on the green plate then go into the next room. Look down then carefully walk on all the green plates. Go through the passage that has appeared in the northeast of the room and follow the passage around until you come to a red and a green floor plate. Push the green plate and open the chest.
Take the rings then leave the room and follow the passage around until you come to a room with a blue floor plate. Drirr will push the plate and you'll fall to the next level. Use a bucket of water on the flame and push the button behind it. Follow the passage around and open the portcullis.
Use a bucket of water on the flame then head west and follow the corridor around. Go up the stairs and use a bucket of water on the middle flame. Pull the lever and follow the corridor around to the end and go down the stairs. Head south and maneuver diagonally between the alcoves to dodge the fireballs.
When you reach the end of the corridor head west and go through the north door. Fight the Fear and take the potions from the trash heap behind the pillars. Leave the room and go through the south door. Fight the Warniaks, use the lock pick on the chest then take the potions and leave the room. Head west and follow the corridor around.
Fill up the buckets from the fountain and use the pickaxe on the cracked part of the east wall. Go into the room and search the trash heap. Take the sword then use the pickaxe on the north wall. Leave the room by the north exit you've just created then head east. Pull the two levers and continue heading east.
Use a bucket of water on the flame and use the pickaxe on the north wall behind where the flame was. Go into the passage that has appeared and use the pickaxe on the east wall. Go into the alcove and push the button on the south wall. Go back to where the flame was and go into the large room. Leave the room through the south exit then head east.
Search the trash heap then head west back to the closed portcullis. Open it with the lever then step on the green floor plate in the north of the room. Open the chest and take the blue staffs. Turn round very carefully and face the portcullis you came through.
Run through the portcullis, quickly turn around and pull the lever to close it (alternatively, if you feel brave you can fight all the monsters, if you survive search the chests and trash heaps and you'll become quite rich). Head east and follow the corridor around until you come to a room filled with holes.
Look down and maneuver through them, if you happen to fall down just use a rope to climb back up. Use the blue staffs on the force fields and push the button at the end of the east corridor. Go into the room and take everything from the chest. Leave the room and head south, again using the blue staffs on the force fields.
Once at the end of the corridor go down the stairs. Head in a north/north easterly direction and fight the Warniaks and Fear. Go through the north door and watch the cut scenes.
When you are back at the school find Ouktero, the master of Druid magic (he's near the exit) and learn some new spells for Mellthas as he's got a higher level rating now Leave the school and go to the village.
Sell some of the items that you found in the village then walk down the river (don't cross the bridge), follow the river downstream and cross the bridge that you come to. Head west into Klouta and go to Tharnos's hut and give him the amulet. Leave Tharnos's hut and go in the hut nearest the sea.
Ask Garris to take you to Maini, when he asks you if you the gold and permission tell him that you have and you would like to set sail now.
Part 4 – Maini
Head north to the market place and go into the weapon smiths (it is the south building on the market place). Sell any weapons that you don't need or want. Talk to weapon smith and he'll give you a lot of information about the geography and history of Maini.
Leave the weapon smiths and go into the north building on the market square (mixed goods store) and sell any potions, spheres, jewels etc. that you don't want (basically any mixed goods except weapons and armor). Leave the store and go into the northeast building on the market place (the residence). Talk to Kariah and to Khunag.
Ask Khunag about 'important' and tell him he looks like a scholar of magic. Let Khunag join your party then leave the residence. Leave the market by the northwest alley and keep heading west to the first south building that you come to (this is the Council House).
Go into the southern most room in the building and talk to Perron and Herras then leave the Council House and go to the southwestern corner of the city. Visit the Armour Smith and sell any surplus armor that you may have. Go back to the market square and head east. Walk around the hotel building and go into the Inn.
Talk to the old woman (Kryte) and to the drunken man in the middle of the Inn. Leave the Inn and go back to Kariah. Talk to her and say "yes" then go to the north of the city and leave through the city gates. Follow the path in a northerly direction until you come to a sign that says" To Srimalinar and Kounos via the mountain path to the west".
Go west to the mountains and climb up the green plants hanging over the mountains. Keep going in a northerly direction and follow the remains of the path (the gravel patches on the ground). Walk along the west side of Kounos in a northerly direction then climb up the plant leading to the village.
Go into the southeast hut and wait until 8-9 AM, a battle trainer will come into the hut. He will be able to train you in close, long and critical hit combat provided you have enough gold and training points. Go right to the bottom of the hut and talk to Nodd.
There are 2 ways to get past him you can either fight him (which is a good idea as he lots of equipment you can use) or you can talk your way out if the situation. To talk your way round him, use the following replies: "We don't need an invitation" "Nobody talks to us in that tone, understand" "That's not the point.
We have to go through here" "You don't see the gravity of the situation" "It's a political affair "Once Nodd is out of the way go into the dungeon. Go through the west door and open the barrel on the west wall. Take the potions then leave the room and go to the Far East door and enter the room. Talk to Kontos then leave his room and head east.
Go through the first north door that you come to then go through the door on the southwest wall of the room. Go through the next-door step on the first floor plate. Move back off it so the door in front is closed then walk over all three of the floor plates and go through the door. Go around the corner and fight the Rinrii then open the north door.
Go into the room with the multi colored floor plates, the north doors from west to east need to be blue, blue, pink and south ones, from west to east need to amber, green, amber. Once the doors are open, search all the trash heaps and take all the gold then leave through the north door.
Look at the west side of the corridor; you will see a small green wall. Walk through the wall into the room and open the chest. Take the amulet and leave by the way you came in and continue north, then go along the first passage coming off the west and go down the stairs.
Fight the Rinrii that is in the room and then pull the lever that is in the northwest corner of the room. Leave the room by the gap that has appeared in the south wall and go through the southwest door. Fight the Rinrii and the Kizz (the Kizz are almost immune to magic) and open the chest then leave the room.
Head east and go through the first south door. Fight the Kizz then go through the south door. Go through the next two south doors then through the west one and then the north one. Fight the Broggs and the Kizz then open the chest. Take the document part then head back to Kontos's room.
Ask Kontos about the document part then leave Kounos all together. Go down the climbing plant next to the sign saying "Kounos" then head north. Follow the mountain around to the large climbing plant to the west of you and go down it. Head south and go down the two climbing plants to take you back to the ground.
Head north until you come to the path and follow it northwards until you come to a sign saying " To Srimalinar - north over the bridge". Head north and go over the bridge then head west along the riverbank until you come to the city.
Travel north to the cross shaped building in the center of the city and enter the building to the south of it (the Inn). Talk to the Barman called Edjirr and buy his information. Talk to Iskai sitting at the table in the south west corner and sell unwanted goods you may have. Leave the Inn and find the residence in the northwest part of the city.
Go in and talk to Arrim then leave the residence then go back and talk to the barman again. Leave the Inn and go to the magician's guild, which is situated to the south west of the Inn. Buy some new spells for Sira then leave the City and head back to Kounos.
Talk to Kontos and ask him about problems then leave Kontos's hut and let the woman outside talk to you. Go straight back to Kariah's house and talk to her. Leave the residence and go to the Council House. Talk to Perron and tell him he can talk to you.
After talking to Perron talk to Herras and enter the word 'assassination' and tell Herras you have some important information for him. Leave the council building and then leave the city. Go to Kounos and enter the hut opposite Kontos's and talk to the man in red (he turns out to be an old friend of Mellthas's. Leave the hut and go and see Kontos.
Talk to him about the council, and tell him you think he has allies on the council, then ask him about 'danger' and 'plan'. Once you have spoken to Kontos and got all the information you can out of him, leave Kounos and head back to Beloveno. Go to Kariah's house and talk to her then go and talk to Herras in the council house.
Take the key from him and talk to Perron. Use Herras's key in the door in the north west of the room and use the key again on the chest. Leave the council house and go to the Inn. Talk to Frill and to the drunk standing in the middle of the room. Ask him about the map and tell him you're interested but not at that price.
When he offers 175 gold coins, accept it then talk to him about Kontos. Find Kryte and talk to her then leave Beloveno and go to Srimalinar. Go to the Inn and talk to Edjirr (the Barman) and ask him about evidence. Use the second document part he gives you with the piece you already have then leave the city and go over the bridge.
Go onto the path and follow it in a southwesterly until you come to the shrine. Fight all the Fears outside the shrine then talk to the crowd. After you have watched the cut scene go into the shrine to find Kontos. Go down the stairs and search all the chests in the rooms. When you have searched everything, go back up the stairs and fight Kontos.
Make your way back to the bridge that takes you to Srimalinar but instead of heading west, follow the river around in an easterly direction until you come to a waterfall. Read the treasure map and use it to find the hidden treasure. When you have found it go back to the bridge and head back to Kounos.
Stay on the mountain below Kounos and you will find an open cave entrance. Explore the cave and search all the chests and trash heaps that you find and take all the herbs from the plants. When you've finished, leave the caves and go back to Beloveno. Go to the Inn and talk to Frill and go with him.
Part 5 - The Island of the Dji Cantos
Talk to everybody who has just split up from the meeting; especially talk to Drannagh (he will restore your magic items and teach Harriet some new spells) and to Birrgh (who is a healer). Wander around the house and find Althea in the southwest kitchen.
You should have quite a large amount of gold now so buy all the spell scrolls that haven't been learnt yet and get the particular magician to learn them. Go to the north part of the meeting hall and find the entrance to the transport caves. Rainer will leave the party so take any items you want off him (especially his rations and gold).
Walk into the light at the end of the cave and make your way to the hot desert land of Umajo.
Part 6 – Umajo
Make your way though the rocks and go into the city. Go to the Inn and talk to the Innkeeper. Find Konny, (she's sitting down at a table in the north part of the Inn) and talk to her about your adventures and your plans. Find out about a guide and about the heat. Go to the miner's guild in the northwest of the city and wait for Ohl.
When he appears talk to him and tell him that Konny sent you. When he asks for a jewel tell him that you accept. If you have a jewel in your backpack don't worry. If you don't, then leave the guild and find the diamond polishers guild in the south of the city. Buy a jewel in the building then leave the city gates.
When Ohl arrives he'll ask if he can look in your rucksack for a jewel, say yes. When Ohl leaves you, enter the cave and follow the path in a southerly direction until you come to a large cavern with rocks in the center. There is an exit to the east. Ignore it and carry on south. Keep an eye on the west wall; you will see a chest behind some rock.
Use the pickaxe on the rock and squeeze through the gap. Leave the alcove with the chest in it the leave the cave through the south exit.
Part 7 - The Toronto (part 2)
Just wait for a while and Joe will come to rescue to you. Leave the room and head east to the end of the corridor then go south. Enter the cabin on the east side of the corridor and search the cupboard in the northeast corner. Leave the cabin and head south, follow the corridor around and enter the code from the note in the first door you come to.
Go into the room and search the chest of drawers next to the service tunnel door then go down into the service tunnel. Head south down the corridor towards the door with the flashing plate in front of it. Go north, up the corridor opposite the door and find the service robot in the north east corner of the room.
Turn the robot on and go back to the flashing plate and stand on it. When the service robot stands on the plate, go through the door. Look at the switch on the plexi-glass door, when the red light behind it turns green, push the switch in front of you.
Go east and then up the north passage, follow it around until you come to some red control lights, push the switch in the corner then go back to where the plexi-glass wall was. Go west and up the north passage and push the switch in the corner. Go into the passage that has appeared, open the cabinet and take the code note.
Leave the passage and head south to the end of the passage. Push the switch on the west wall and run to the switch on the east wall and push it (you have to be quick and do it before the lights run out). Follow the corridor around and ignore the first north passage coming off it.
Go to the end of the corridor and go north, follow the corridor around and go down the first south passage leading off it. Go east as soon as you can and follow the south corridor around (ignoring the north passage you pass). Head in a northerly direction and follow the corridor around until you come to a room with nine floor plates.
Push the button that you can see and the floor plates will light up. Go back along the corridors to the first north passage that you ignored and go up it. Look on your auto map and you will see that floor plates from the last room are still lit.
Copy the pattern of them onto the floor plates in this room and push the switch on the plexi-glass supports, then go to the north east side of the room. Push the switch on the wall and run along the gap on the north wall and push all four switches. The door will open. Go back to far-east switch on the north wall (it is unlit) and push it.
Go into the room that has appeared and open the cupboard. Take the code note then leave the room and go out of the east door that you just opened. Follow the corridor around until you come into a large room with service robots behind plexi-glass doors. Open the third door and step on the floor plate behind the service robot.
Go into the room and open the cupboard on the wall. Take the code note then leave the room and open all the other doors. Eventually the door will open when the robots have stepped on the floor plates. Go through the door to the end of the corridor and enter the code 4312. Go through the door and enter the reactor core.
Go straight up north to the console and let Joe examine it, then watch the cut scene.
Part 8 - Dji Cantos
Walk into the light and go to the north of Maini.
Part 9 - The Kenget Kamulos.
Leave the tunnel and head west until you come to a climbing plant. Go up the plant and head southwest to the large climbing plant. Head east and follow the path until you come to the sign for Srimalinar. Go back to the Inn in the city and get Sira and Mellthas to join the group again. Leave the city and go back to the transport cave.
Go to Narikidaani and train everyone at the battle trainer in Jirinaar (this is the only place on Albion where Mellthas can be trained). Go to the Dji-Kas Guild and buy some Trii Falai seeds for Sira (you can buy them in the south of the building) then leave the city and go back to the transport cave.
Transport back to the north of Maini and head east until you come to the Kenget Kamulos. Talk to the guard on the right and tell him that you have come to make a deal. Go out of the east door and open the door in the southeast corner of the room. Head west until Khunag tells you that you are in the cells of the novices.
Head north until you come to the end of the corridor then head east again. Go into the first cell you come to (it has a torch in the northwest corner and a cupboard described as a beautiful amulet in the northeast). Wait for the novice to leave the room and open the cupboard.
Take the amulet then manipulate the torch and go through the passage that has opened. Head west at the junction and take everything from the chest at the end of the corridor. Go back along the corridor and keep heading east until you are discovered. When asked if you surrender say "yes". Open the door and leave the cell.
Head west until you come to junction going north or south. Head north and open the door. Fight the Warriors and Magicians (HINT - Take as many double battle axes and bolt throwers as you can from now on, they are effective in battle and worth a lot of gold) then open the chest in the south west corner of the room.
Take the potions and the key then head south until you come to a locked door. Use the dungeon key on the door and keep heading south. Open and go through the next south door you come to and fight the Magicians. Once you have defeated them leave the room via the south door and fight the Magician.
Follow the corridor around, go through the north door then go down the stairs. Head east into the room with a gold floor plate and a flame in it. Step on the floor plate in front of the flame then move onto the gold floor plate in front of the door. Go through the door and step on all the floor plates (be careful not to get hit by the fireballs).
When the torches are lit, go through the door that has opened and head north. Fight the magician then carry on northwards to the end of the corridor. Head west and fight the warriors then walk around the edge of the curtains (don't go through as there are some fears and animals in there).
Follow the corridor that you come to in the southwest corner and fight the magician, then go down the stairs on your left. Go south down the corridor and follow the corridor around to the west. Fight the animals then push the switch above the flag at the end of the corridor. Walk back around and follow the corridor around to the east.
Fight the Plagues and push the switch above the flag at the end of the corridor. Walk back around to where the closed door was and go through the opening. Open the chest on the east side and take the ring and the light staffs. Open the chest on the west side with your luckiest character, as there is a trap in it.
Take the spells and the potions then leave the room and go back up the stairs. Go down the other set of stairs and leave the room by going through the east exit. Fight the Kenget warriors (take note of the three different colored floor plates behind the portcullis's) then walk behind the cell holding the orange flames.
Push the button on the wall, and then walk around to the floor plate in front of the cell with the orange flames in. Step on the floor plate then let the flames follow you to the orange floor plate that was behind the portcullis. Let the flames follow you over the floor plate, when they touch it they will extinguish.
Do the same for the blue and green flames (push the button behind their cell, let them out then lead them to the floor plate). Once all the flames are extinguished, pull all the levers that are in the cells then leave the room through the door in the southeast corner.
Go through the gap in the east wall and stand on the floor plate in the south for about 10-15 seconds, the door will open. Go into the room and fight the Plague and the Animals. Search the trash heaps then leave the room. Go back to where the you came through the gap and go through the north curtain.
Map out the room and go through the curtains that are in the middle of the room, but closest to the north wall. Open the chest and take everything that you want, then leave the curtains and go down the passage in the southeast. Follow the passage around then go down the stairs. Fight the Rinrii and the Krondirs then head south.
Stand on the floor plate and keep standing on it until all the torches have lit up. When the last one lights up the door will open. Go through the door and then go through the door on the west wall. Head north and fight the magician then follow the corridor around until you come to a trash heap. Search the trash heap then go through the door.
Go right to the end of the corridor and head south, and then go in the second door you come to. Fight everyone and take the key from the Beastmaster. Go all the way back to where you first went through the door on the west wall and use the key on the east door. Follow the corridor around and go down the stairs.
Wait until the fireballs hit the torches then run southwards and go through the gap on the east wall. Negotiate your way through the hot floor plates and open the first door on the east wall. Fight the Storms then go into the room. Push the switches on the second half of the north wall then leave the room.
Head north; negotiate your way through the hot floor plates and open the next door you come to on the east wall (just past the corridor with the blue traps). Fight the Fears and push the switches in the north and southwest corners of the room. Leave the room and go into the first room you come to in the north.
Wait for the fireball to go over the hot floor plates then make your way along the path it makes. Step on the blue floor plate then leave the room. Go into the next room in the north and again, wait for the fireball to go over the hot floor plates and follow its path to the blue floor plate. Leave the room and go to the south rooms.
Do the same here as you did in the north rooms. Go to the corridor where the blue traps were, they have disappeared. Go along the corridor and head south. Fight the Fears then move to the north east corner of the room (making sure to avoid the flame) and push the switch in the corner, then go down the stairs on the east side of the room.
Head south and stand on the floor plate in front of the flame until it extinguishes. Follow the corridor around and stand on the next floor plate. As the flame is extinguishing you will notice a fireball coming towards you. As soon as the flame extinguishes, strafe to the right to avoid the fireball.
Move forward and pull the switch at the end of the corridor. Leave here and go back up the stairs. Leave the room and head north to the end of the corridor. Fight the Animals and move towards the portcullises. Make your way through the portcullises by going south, south again, west and then south. Open the door to the east then go down the stairs.
Move out of the passage with the stairs in and head south towards the flags. Go behind the flags and pull the switch on the east wall, then go back up the stairs. Go through the next three northern portcullises and search the trash heap. Then go through the next two western portcullises and search the trash heap you find there.
Leave the portcullises and head back down the long passage. As you are heading south look on the west wall for a small switch, push it and go down the stairs that are in the room. Go down the passage and fight the magicians then go down the next set of stairs. Leave the room by the southeast exit and head east.
Walk onto the big set of glass floor plates and let the flame move all the way to the south side. Head south until you come to another large set of glass floor plates. Walkover the floor plates in exactly the same pattern as the flame did on the previous set.
If you happen to fall through the floor you can leave the arena through the doors in the northeast. Once over the floor plates head west to the end of the corridor and fight the magicians. Stand on the floor plate in front of the north exit for about twenty seconds then go into the room and fight the magician.
Follow the corridor around and dodge the fireballs. Go to the end of the room and push the floor plate next to the big torch. It will start moving, when it gets to the other side of the room push the floor plate on that side of the room. Keep doing this until all the fireballs are extinguished.
Once there are no more fireballs, make the torch move, but this time stand on one of the floor plates in the middle of the room. Keep standing on it until the torch reaches the other side of the room, it should now be a gray colour.
Do this again with the other floor plate so that the north door opens, then go through the door and follow the corridor around until the floor collapses underneath you. Head north and fight the Fears then take the first east passage that you find.
Walk through the east passage then go through the eastern door that is straight ahead of you and fight the Storms. Go through the east arches and head in a southeasterly direction (going through some of the smaller rooms/cells) to the south wall, fighting any monsters you come across on the way.
Find the door on the east part of the south wall and go through it. Head east and go through the first north door that you come to. Follow the corridor around and walk through the open door, the door will then close behind you. Walk towards the brass plate at the end of a passage, a flame will appear and start coming towards you.
Run backwards towards the door and stay there, the flame will disappear through a hole in the floor. Use apiece of rope on the floor and drop down. Go through the northwest door (Khunag will tell you it is the right door) and head north.
Go through the north door and keep heading north until you come to a large room with unlit torches (the ones that look like totem poles). Fight the warriors then keep heading north until Khunag tells you that you are in the anteroom of where they keep the high knowledge.
Fight the magicians then go through the north door behind the statue of Kamulos. Watch the cut scene then fight Kamulos himself. Take the High Knowledge once you have defeated him and watch the cut scene. When you are back outside tell Khunag he can stay and then head back to Umajo.
Part 10 – Umajo
Go to the Equipment Makers guild and speak to Merdger, ask him about Zebenno and about the key. Leave the guild and go to the Miner's guild. Talk to Zebenno (he's found in the north of the building outside the mineshafts) and tell him you'd be happy to test the mechanisms out for him, and that you will be careful.
He will then give you the equipment maker's key. Go into the mineshaft with two carts outside it (Tom will go in on his own) and sneak up on the ritual (use the alcoves to hide). When Tom comes and says he knows the magic word (Umajo Danu), leave the guild.
Go to the house in the east of the city (there is no go-to point on it but if you look at it on your auto map it has an open door) and go and talk to Sojekos. Once he tells you about Kossotto and where to find him, leave this house and go back to the equipment maker's guild.
Go to the north of the building where Merdger is and use the equipment maker's key in the north door. Go down the stairs and follow the corridor around until you come to a long row of knives on the floor. Ignore the switch and head north, following the corridor around until you come to a junction heading north or east.
Carry on going north until you come to a room with a few knives on the floor. Take the hammer from the table and take the bucket of water. Go back the way you came until you come to the junction again. Head east this time and follow the corridor around until you come to central hall.
Fight the Warniaks then leave central hall by the southwest exit and keep following the corridor until you come to the knives again. Follow the knives in a southerly direction until you to a room containing a large set of knives and a chest in the middle. Fight the Warniaks then use the hammer to make a path through the knives then open the chest.
Take everything from the chest then follow the knives all the way around until you come to the first lever and door you came to when you first entered the cellar. Use the door key from the chest in the door on the east and go into the room. Fight the Skrinns then go to the levers on the wall.
From left to right the switches want to be down, up, down. When they are in this position pull the lever on the north wall. Make your way back to central hall and leave it via the north exit. Follow the corridor around until you come to a junction. Head east at the junction until you come to a room with an open chest in it.
Fight the Broggs then take everything from the chest. Go back to central hall and use the chest key on the chest. Take the door key then head north again. Go west at the junction this time and follow the corridor around until you come to a room with some floor plates and a fire.
Fight the Skrinn then use the bucket of water on the fire and look closely at the floor plates. You'll notice that some are darker than others. Follow the path of the darker plates and step on the concrete plate in the corner. Take everything out of the chest that appears then head west.
Follow the corridor until the east turn off then walk along the east corridor until you come to a door. Use the gold key that you found in the chest in central hall on the door, and wait until 8:00 am. When the switch appears pull it then leave the room. Head east to the end of the corridor then take the north passage.
Follow the passage around until you come to a junction leading north or south. Head south and follow the corridor until you come to an open door. Pull the switch in the room then make your back along the passage. Keep heading north until you come to another open door, enter the room and go into mine tunnel in the corner.
Go forward down the stairs, and then walk along the corridor to the south facing door (ignore the west door). Enter the room and fight the Fear. Follow the passage around and go through the first south door that you come to. Go down the passage and go through the west door. Walk along the passage and fight the Fears.
Walk into the magic curtain and re-vitalise yourself then talk to Kossotto. When he asks if you know the magic word, say yes. He will then give you the scroll of metal magic. Make your way out of the dungeon and out of the 2D cellar then go back to the Dji Cantos.
Part 11 – Dji Cantos
Watch the cut scene and make your way back to the Toronto
Part 12 – Toronto (The Final Confrontation.)
Ask Mellthas and Sira to leave the party and get Joe to join your party, then make your way to Umajo (it is a good idea to equip your new member with armor before you go). Find your way to the tunnels again and come out of the south exit. You will automatically go to the Toronto. When on board, head south and open the large door you come to.
Keep traveling south until you come to a room with a console and a table and chairs in it. Take the east exit and follow the corridor until you come to a large room. Tom will point out where the console is that you need to manipulate. Let Joe manipulate the console then fight the security forces that come through the door.
Take the special screwdriver off the table then head south through the door that the security forces came through. Follow the corridor around until you come to a door with a keypad on it. Enter the code 1712 and go down into the service tunnel. Head south towards the service robots and fight them.
Take the west corridor and follow it around until you come to some laser beams. Use the screwdriver on the panel on the east wall and then manipulate the electrics that have been exposed (use Joe whenever you have to do this). Go to the door on the west wall. Stand as close to the door as can, making sure that you can see the green light.
When the light comes on, push the switch in the middle of the door and quickly go through. Step on the blue floor plate around the corner and let the service robot see you. Run around to the other side of the laser barrier and let the robot come towards you. He will try to come straight to you and walk through the laser beam, shorting it out.
Walk around to where the laser barrier was and walk through the door. Follow the corridor around right to the end and use the screwdriver on the panel. Manipulate the uncovered electrics and then walk back round to where you first fought the service robots. Head east and follow the south corridor.
Fight the service robots and walk to the end of the corridor. Take note of the colored lights on the wall then go back along the corridor. Head north this and follow the corridor around. Walk past the disabled laser beams and keep following the corridor until you come to a very large room.
Fight the four waves of attacking service robots then find the panel on the east wall. Use the screwdriver on it and rip the electrics out. Go in the room in the southeast corner and find the panel on the north wall. Use the screwdriver on it and then rip out the electrics. Leave the room and go to the closed south door.
Let Joe repair the electrics next to it and go through the door when it opens. Go along to the end of the corridor and head north to the flashing laser beams.
Carefully walk through the beams (timing is essential here, it is a good idea to save your game before attempting it) then head south through the other set of laser beams (observe the pattern here as it is different to the first set) and then follow the corridor until you come to Ned.
Fight Ned then head east, follow the corridor and go through the next two northern doors. After the second north door, head west until you come to an extremely long laser beam. Walk down the side of it then travel all the way up the center of it to the wall. Use the screwdriver on the panel and rip out the electrics.
Walk back down the middle of the laser beam and go through the gap that has appeared. Head north to the two U shaped blocks (one of them is upside-down) and make note of the colored light sequences. Head back to the long laser beams and make your way back along the corridor until you come to a door facing west.
Go through the door and head north, take the east exit and you will come to a room with multi-colored floor plates. Push the green switch on the Plexi-glass wall and run into the alcove in the southeast corner.
Make note of the colour sequence then leave the alcove and step on the floor plates so you make the following pattern (going from north to south): OXOO OXXO XOOX XXXX The O's mean that the plates are "off", the X's mean the plates are lit up. When you have done this, push the switch on the plexi-glass and the main door will open.
Go into the room and fight the AI's. When you have defeated them. Use the red code key card you got from one of the AI's in the south door and go to end of the corridor. Walk through the reactor hall into the reactor room. You will be confronted with Colonel Priver. It is a good idea to talk your way round this one.
If however you fancy a really good fight, tell him does he think you would let him stop you. If however, you want to take the easy way, tell him the following: "Let's stay calm for a moment, Priver" "Did you see the documentary about this world on the video screens?" "Would you be so good as to look at my companions?
Do they look as if they came from this ship? What other proof do you need? They are real. That's what the world we are destroying looks like!" "The documentary has been seen everywhere on board. Some probably don't believe it, some probably don't care. However, you know the personality profiles of the crew.
Most of them are not ready to destroy a life-filled world. Aside from the fact that the crew was deceived by the company just as you and your men were." "Think about all the creatures you had to fight during the mining. How could there be such beings on a planet, which supposedly has no life?
You and your people are being fooled by the company!" "Please, Priver, forget for a moment that we can't stand each other personally, and think about the situation. The truth about this world can't be suppressed forever. It's just a desperate act of the company, which has risked bankruptcy with this ship.
We have the motivation to save this world from destruction. What motivation do you have now?" Tom and the others will now make their way to the reactor room. All you have to do now is defeat the AI and watch the end sequence.
2: Secrets
1: When you are in Jirinaar, go to the Healers house. Go up to the healer and talk to her. Immediately end the conversation. She will either say "Good bye" or "Oh wait, I believe I have a little present for you!" and she will give you a Blue Healing potion. Keep doing this over and over again and eventually you will have loads of healing potions.
Then you can bring them to Rabir and sell them for loads of money. (Which comes in handy in part two when you want to buy the Monster eye, Fire blade, Protection amulet and the Dream shield.)
2: When you buy the Blue music crystal, bring it to Argim in the former building and he will tell you a secret on how to build your stats.
3: If you buy the Red music crystal from Rifrakko, show it to the guardian of the grove and he will give you one of the best weapons in the game a "crystal-throwing axe".
4: When Mellthas is at a high enough level to cast demon exodus (Level 20), teach it to him and build it up fully. Now go to the Equipment maker's cellar and go to the room where the "Stone of Visions" is and step on the blue pressure plate. This will make Animal3's appear and when you fight them just get Mellthas to use Demon Exodus.
When the fight is over you get something like 950exp points. This is an extremely easy way to build up levels.
5: (Glitch) when you are fighting the boss of the Kenget Kamulos, weaken him and cast Fungification on him. The spell will attack him and he will disappear. Because he disappears, you can't get the High knowledge off him, but you still get kicked out of the place and there is no way back in. Now you cant complete the game!!
3: Main monsters in the game
Krondir 1 = A large beast that poses a very large threat early on in the game Krondir 2 = Even bigger than the Krondir 1, and twice as deadly!
Skrinn 1 = Resembles an Iskai. Fast but not powerful; these can be more of an annoyance than a threat. Skrinn 2 = Very fast and slightly dangerous, these also are annoying because they can break your armor easily.
Warniak 1 = Early on in the game these monsters are very dangerous as they can poison you and make you ill. Warniak 2 = These are the most deadly of the Warniaks, as they can cause every type of ailment (Except Intoxicated) Warniak 3 = These aren't actually as dangerous as the Warniak 2, because they don't cause ailments as much as them.
Animal 1 = Very dangerous early on in the game, thankfully there aren't many on them in existence Animal 2 = A lot more dangerous than the Animal 1 Animal 3 = Probably the most dangerous monster in the game, hits three times and has a high 'critical hit' ratio.
Mellthas's Banish Demon, Banish Demons and Demon Exodus spells can kill some monsters. These monsters are:
Animal 1, 2 & 3 Storm 1, 2, & 3 Fear 1, 2, & 3 Plague 1, 2 & 3
4: Playable Characters:
There are quite a few characters that you can have in your party:
Tom This the main character in the game and you start off with him initially
Rainer This is the second character you get in your party, pretty much of a scared cat, but highly intelligent.
Drirr One of the best characters in the game, highly skilled in fighting and once his level is high enough he can hit up to 5 times in one round.
Sira The First 'Magic casting' character you meet in the game. Once you build her up to level 12 you can teach her 'Thorn Snare' which can hold and enemy in place and render them unfit to move. **Very Handy on Bosses**
Mellthas A druid that cant speak, his spells are pretty crap early on, but once he reaches level 20 and you teach him Demon Exodus, you can safely fight the harder monsters.
Khunag A Kenget Kamulos renegade, seeking revenge and double-crosses you in order to get it. Very skilled in Magic and has the hardest hitting spells in the game.
Siobhan A very powerful 'Female' warrior, a very useful adversary!
5: Locations & Descriptions of Cool Items
Crystal Helmet Location: Found in the forbidden part of the druids, in the room where you have to press the floor plate repeatedly to move the Green wall, so you can get past. Press it two times and go to where the gap is and there will be a switch on the wall.
Press it and a hole will appear on the far wall, inside the new room there is a treasure chest with the helmet in it. Description: Light weight and has 15 points of protection, also protects you from Magic really well! Give this to Drirr.
Protection amulet Location: There are quite a few of these! They are found: In Rifrakkos shop, In the diamond polishers guild (Buy it from the old guy), In Kontos's Cellar (When you blow a hole in the wall with the fire balls, its in a chest). After you kill Kontos, Its among the items left behind.
Description: Light weight, Gives 10 protection points, and good magic resistance as well. You can give this to anyone except Harriet.
Danus Collar Location: In Kontos's Cellar (When you blow a hole in the wall with the fire balls, its in a chest). Description: Mellthas is the only one who can wear this; it has NO protection Points but gives him Loads of life and spell points.
Danus Light Location: In the weapon smith in Beloveno city. Description: In my opinion it's the best sword in the game, once equipped it raises your Close range accuracy, Life points, and your speed. I'm not sure but I think it also increases your strength. The only drawback: There is only 4 of them and they cost around 2000gp.
Gaze of Kamulos Location: In the Kenget Kamulos's hideout, (Once you break out of prison, search the North-east room. Description: This is also a cool sword, although it's a 'Double- hander' it hits for an amazing 25points. And casts on of the coolest spells in the game 'Kamulos's Gaze'
Snake staff Location: In the test cellars of the equipment makers (IN the same room as the stone of visions) there is a fake wall somewhere that you can walk through. Im not sure if its in a trash heap or a treasure chest. Description: Looks like a staff, with a snake on top. What does it do? It gives you 10protection points, BUT!!
When you are carrying a Two-Hander you can still equip it (as a shield). It also Casts Regeneration
*That is pretty much it for now, I'll update this soon but now I've got to get some sleep! *
Written by – Matthew Kenny
Thanks to – [url=http://www.gamefaqs.com]http://www.gamefaqs.com[/url] www.Gamesages.com [url=http://www.bluebyte.com]http://www.bluebyte.com[/url]
Albion Complete Guide (Part 4)
a)Toronto -- The Begining You begin in your room in Toronto. When you gain control, search the cupboard on your left(4 Stimdrinks,Boots,Gold Ring and 5 Ration). After you are done with exploring, go out and talk to Christine.
Head East along the corridor and enter the first Southern room. Search the cupboard near the door(Stimdrink).Enter the next room to the east and search the open drawer in the restroom(10 Ration).Now go back onto the corridor and head North when you reach the end.
In this big area, you will meet Rainer Hofstedt, your new companion to the "Nugget". He will approach you and speaking to him is imperative for your takeoff. Go West to see 2 tables. Grab the cups on the tables. You should notice that one of the cup is elongated and is metallic in colour.
Keep this and discard the rest, its worth 25.0 G on the next island. If you are unsure, grab all items with the name "Cup".Now continue West until a path leads off to the North. Follow this path and turn East.
By this time,you should at least hear the announcement urging you to go once. Ignore it for the moment.
In the second Northern room, the system will tell you that it was Inspector Beegle's room. Search the left cupboard(12 Rations) and Northen cabinet(11 canisters).Leave this room and continue East then South back to the large area.
Continu East and enter the first room to the North.This is the crew's mess room . Go extreme North and talk to the girl,Anne Dorbeck, at the counter. Take the free chocolates(2 Rations) and end the talk. Repeat the process 6 times to get 12 Rations.Exit the mess room altogether to the south.
Walk east until you are told that Joe lives in the North corridor. Go South first and search the cupboard you can see(2 lockpicks). Now go North and turn East until you find Joe's room. Talk to him and comment on the security forces. Then express your interest in the COM room and agree to go.Joe will give you the password "1042".
The COM room will be where you will go. Enter the room North of Joe's and find the access ladder. Key in the code "1042" and enter. From now on, you will not receive irritating announcements in the service level.Go North and the door will open.Step on the four floor plates in this new room to open the West door.
When you go through the door, you will notice two alcoves beside the door.Go there to press a switch in each alcove before you head through the West door.
In this new place, you will find a service robot moving through the doors. Follow it as it open up the doors till you reach North-West room. Find the switch at the North-West corner and press it, then enter the room to the East. Keep going East pass another door and follow the corridor around.
Press the green switch to open the door.Ignore the wall cabinet for now and proceed on and press the red switch near the other door and go through. Navigate your way to the door at the end of this large corridor and key in "1042" and exit from the service level via the ladder.
In the COM room, examine the devastated console to find a Pistol and 8 cannisters.Search the East drawer(2 Stimdrinks) and climb back down the service level. DO NOT at all cost go through the door where the securities are.You would'nt want to be found carrying weapons, do you? Remember the wall cabinet?
Yes, hide your Pistol and cannisters in it and enjoy a level up. Now you can safetly walk past the securities outside the COM room.
After you are searched and free to go, go back down the service level through the room North of Joe's and go to the room with the wall cabinet. Do not press the red switch near the door or else you will be forced to repeat this process.
Grab your stuffs in the cabinet and retrace your path back to the room North of Joe's (You get what I mean by do not press the red switch?)
Now wait for the annoucement for the flight and launch it. Watch the cut scene and welcome to the world of the Iskai.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ b)Nakiridaani -- The Land of the Iskai When you gain control, search the drawer(5 Torch, Large Dagger, Dagger, Short Dagger & 12.0 G), the cupboard(3 Stimdrink & 25 Rations) and the chest(Rope & Stab)North-West of the room.
Exit the room to the south by manipulating the door.
After Gira tells you that the Sebai wants to see you, go through the West door and head North-West to a bridge. Cross it and you will be lead to the Sebai. During the conversation, the Sebai will request that you give him your shuttle metal.
Agree for if you don't, you will be thrown out of the Hunter's Clan and will not receive the Hunter Clan's Key. When you end the conversation, you will get the Hunter Clan's Key which allows free access to this building--and its loots.
Leave the Sebai's room and you will be in a large room with a fountain. Walk to the West of the fountain and you will see a wooden table. Grab the Kitchen Knife on it and head North then down the stairs (The Kitchen Knife is light, has a good damage of 4 and is worth 0.8 G!).
In this area, enter the first West room and search the chest(12.0 G). Leave this place by going upstairs and back to the fountain. On the East of the fountain and South of the Sebai's room, you will see a wooden table too. Grab the yellow Cutlery (7.5 G) and cross the south bridge. Turn West at the first opportunity to enter the kitchen.
Take the Kitchen Knife and leave.
Now go south after you exit the kitchen and enter the room with many chests. Search all of them(Double Stab, Iskai Knife, Small Axe, 3 Torch, Iskai Dagger, Iskai Stiletto, Iskai Leather Cap, Rope, 3.0 G & 17 Rations). Now enter the room South-East of this room with the Hunter Clan's Key.
Search the chest to find some useless Empty Bottle, Pillow and Rags plus some useful wares (Small Iskai Shield, 3 Torch and 25 Rations). Before your curiosity brings you down the cellar, store all your not equiped inventories, gold and rations in the chest. Bring along your Stimdrinks, Lockpicks, Torches and equipments.
In the cellar, it will be dark. Use 1-2 Torches depending on your preference and search the Southern pots(20 Rations). To the North of the pots, there will be more pots(14 Rations). Enter the East room and search the chests (Small Axe, Iskai Stiletto, Torch, Throwing Dagger, Stab & 8.5 G).
Then manipulate the trash in the North-West corner of the room and take only the Sword and Knife( The rest are pretty useless as red-herrings).Exit this room and head South.
You will end up in a room with the shuttle's remains shown up as trash. Try searching the remains near the middle to find a Clock and retrieve 10 Rations from a pot to the East wall. Activate the Clock and now you will be able to keep track of time!
When you are ready, enter the passage to the South and follow it. Enter the North passage immediately when you can. Search the first wreakage to find 10 Catridges. Go furthur North and search the North-West chest(6 Turquiose Healing Potion & Iskai Chest Plate).
Go to the alcove East of this place and search the wreakage(4 Stimdrink), two of the pots(38 Rations) and three of the chests (pickaxe, Iskai Shield, 4 Green Healing Potion, 10 Arrow, 71.4 G & 20 Rations).
Alert: the next section will be fraught with danger and you might want to go out to the city for some combat training and equipments. However, you can survive alright with much difficulties. You might want to use the Pistol as it greatly increase your long-ranged combat ability and hits heavy.
Now head back and enter the passage leading East that you haven't explored.Then the wall will collaspe suddenly and you will be attacked by 3 Skrinns. As this is your first fight, it will tend to be more difficult. Try placing Tom and Rainer in the last row near the edge so that the Skrinns will have a harder time closing in.
After you win, you will have to kill another 2 Skrinns. When you have cleared the area of Skrinns(or flee because you can't win), go back to the place where the cave-in occured. If you have the pickaxe, Tom will remark about the cracked wall. Use the pickaxe on the cracked West wall and a passage back will be created.
Escape via this path if you did not manage to kill the Skrinns to continue with the next part and then come back later.
To continue with this section, enter the large space to the East (kill the 2 Skrinns) and then into the room in the South. Observe carefully the wall to the West and use the pickaxe on a cracked wall. Well, you will have to fight another 3 Skrinns. After the battle, find the cracked wall to the South West of the room and break it.
Search the South trash(Iskai Dagger, Leather Shield, Heavy Short Sword, some rubbish, 6.8 G & 5 Rations) and the West trash(Iskai Dagger,Iskai Knife, Iskai Leather Cap, Studded Cap, Leather Shield, more rubbish & 2.5 G).
Now head back to the previous 2 rooms (the room which you broke through the West wall and encountered some Skrinns, the room South of the large space). Look carefully at the South wall and break the cracked one. Dispatch the 2 Skrinns and follow the passage to the end. Break the cracked wall. Oops, its the Krondir.
This will be a hard fight if you did not train up as this guy has longer health and harder hits than the Skrinns.
Now follow the passage and search the 2 trash heaps(Fire Ring, Green Healing Potion, Red Potion, useless stuffs & 13.4 G). Thats all for this cellar, now leave this place altogether. As you emerge from the cellar, the Sebai will give you 3 Green Healing Potions if you tell him you are injured.
I suppose thats all for the Hunter Clan. Its about time you see the outside world. Now retrieve all the stuff you stored in the chest before you enter the cellar. From the cellar, walk South-East then in an Easterly direction and you will see a door leading outside. Use the Clan key on it and you will take your first glance of Jirinaar.
A guard will approach you and offer to take you to the Sebainah. Agree because a timed event will be triggered. After you talk to her, leave her room and explore the place. In the first East room, you will find 5.8 G in the South-East cupboard. Leave this room and then leave the building by the doors East of the room.
Activate your automap by pressing TAB, use the shiny checkpoint named "House of the South Wind Clan" to go back to the Hunter Clan. From there walk around the city using the map below.
Heres the map to show the city of Jirinaar: Key: / XX |__| |__| |__.__| \___| |XOXX/|___ (1)House of the South Wind Clan | XXXO _ (2) | (2)Weapon Smith | XX(10) XXX XX_XX (1) ~~~ X | (3)Battle Trainer ) XX ____XX XXXO XX ~~~ X | (4)Tavern "House of the Winds" | XX _/ XX ____| (5)Mixed Goods ) XX___/ XX |____ (6)Food Shop | ~~~~~~~~~~~~~~~~~~~~~~~~ XX __| (7)Council Building ~~||~~~~~~~~ ~~~ (7) ~~~ XXO| (8)City Gate ~~||~~~~~~~~~ XXXXXXXXXXX ~~~ (3)_/ (9)Dji-Kas Guild(Magicians) | ~~~~~~ XXXXXOXXXXX ~~~~| |~~~~ (10)Dji-Fadh Guild(Formers) | ==== ~| |~~ ~~~~~~| |~~~~ | ~~~~~~| |~~~~~~~~~ ~~~ O : Automap checkpoints | XX [] [] XXO XX (5)| ~ : Waters | XX ___ ___ (4) X O| X : Building | XX XX |XXX| | | XX (6) X| | : Walls |___ (9) / XXX|(8)| \ X XXO | | O ___/------OO-/ \___ _____ _| __/ XXX | | | | __ X | | XXX |
First, find the Weapon Smith building. There will be an Iskai wandering outside .Talk to him (Rabir) and ask him the word "Wares" and offer him items. This guy offers 110% for goods you sell which is highest around this place and Wania whom he's working for offers 80% only.
Sell him all the expensive stuffs and try not to flood his inventory with cheap stuffs since you will have much to sell. Sell him goods above 10.0 G and those Krondir's body parts you just got from the cellar. Remember to keep Iskai stuffs for the new member who's going to join soon. If you have a lot of cheap stuffs, flood Wania instead.
Next stop, Wania's Mixed goods. Go there and try to manipulate the chest in an alcove(the one you first see when you enter). Agree to pay 45.0 G for the stuffs cause they are really worth it. Then talk to Wania and buy the Compass , 10 Torch for the next dungeon, the Blue Music Crystal, all the Lockpicks and the Iskai Shoes.
Now I suppose you are broke or unable to afford any of the stuff I recommend. Well, lets go earn money. Firstly, you can become a thief. Go to Wania's shop and look at the table behind the counter. There's a Rope and 2 Torch beckoning you to steal them. Run towards the counter from a small distance and right-click on the item you want to steal.
If you manage to click on it, it will allow you to take it. Practise a few times and then go to the Weapon Smith . Do the same and grab 3 weapons and an armour nearby.
Secondly, If you are averse to such despicable acts, then go begging. Find the Dji-Kas Guild on the map and go there. When you enter, turn West at the first opportunity and enter the room. Theres a healer called Rejira so talk to her. Quickly end the conversation and there will be two possible outcome.
She either thank you for the talk or give you a Blue Healing Potion worth 18.3 G at Rabir's. Do it continuously with great patience and you will be able to buy the entire town's wares including the best Iskai equipments.
Lastly, the hardest way to do is the most honourable way to earn money. Go out and hunt creatures like Krondirs and Warniak for their body parts. Skrinns do not give stuff so don't bother unless you want the experience.
Kill like a few hundred monsters and you will have the riches(Krondir's Trii are worth 9.1 G at Rabir's so if you kill like 100 Krondirs and survive, you will have 910.0 G!). However, I suggest if you really want to do it this way, you can wait till Drirr or even Sira to join so they can level up too and you will have more help on your side.
After you are satisfied with the gold you are now carrying, go spend them on whatever you like. A good place to spend is the Battle Trainer. Whenever your characters have excess training points, train them in combat abilities so they hit more often.
I suggest training both Tom and Rainer in close combat first since the weapons you find now are mostly close-ranged ones(Don't train Rainer if you don't like it because Rainer has a maximum CLO of 40- a very low score - and he is virtually useless as a fighter). Its 2.5 G per point only -- cheap!
After 2 days of waiting, try entering any building and Tom will tell you its time to go to the festival. You will watch a cut-scene of a murder and after that, Drirr will join you. Ask Frill about some details of the murder and then leave the room. You will trace the murderer automatically to the Dji-Kas guild.
When you regain control, go down the stairs to the sleeping room at the East wing and use 2 Lockpicks(or try lockpicking. If you fail, then repeat until you succeed.) on the locked cupboard(21.0 G) and the locked chest(Iskai Sword & Iskai Leather Cap). Theres nothing else to loot so leave and a Stiriik will inform you of the Murderer's hideout.
Lets do some investigation.Go to the Dji-Fadh guild and enter the North wing. Search the chest(Dagger,10 Arrow & Small Bow) and the locked chest(4 Green Healing Potion & Turquoise Healing Potion) in the first room. Grab the Green Healing Potion lying on the table in the second and last room.
When you see Bradir, the leader of this guild, talk to him(common diplomacy isn't it?). Now go to the West wing and enter the first North room and open the locked chest(6.3 G). Grab the Iskai Knife lying around in the second North room. Now leave the building altogether.
Alert: Have you started noticing Drirr? He is a strong warior and can use his tail as a third hand as all Iskai do. I realise that he is able to wield Iskai weapons on his tail provided that it is light enough. Try it out by unequiping his tail but make sure he is equiped on his hands. Then put Iskai weapons on him.
In any case if you are using two handed weapons, Drirr can still equip a shield if you unequip his tail.
Before you set off to the Former Building, you may want to make sure you did the following things: 1)Outfit Drirr with the best he could. 2)Stash away all unneeded and heavy stuffs. 3)Bring about 20 Rations for each guy(dump Rations later if you get too heavy).
4)Put Drirr and Tom in the first row and Rainer behind(If you gave all the good equipments to Tom). 5)Start collecting Meat to feed traps later. 6)Buy lots of Torch if you want to explore slowly. 7)Find Vrik near the Fountain of the city.
Ask him about "fruit" and buy 5 purple fruits for 40.0 G if you want to feed man-eater flowers(throwing away burining Torch will also deactivate the flowers if you want to scrimp). 8)Stay close to town and fight monster to gain a few level. Try getting Drirr and Tom's close-ranged combat up to about 60 or above for a breeze through the dungeon.
Spending 1-2 days in town will regenerate the monsters.
When you are ready, leave Jirinaar and cross the West bridge.If you talk to the cattle herder, he will give you directions. Head North-East until you reach the back of Jirinaar. Continue in a Easterly direction while bypassing the plant walls and then head North when you can. You will eventually reach a bridge.
Cross it and walk a bit North and enter the plant building.
In the building, put Drirr in the lead as Iskai have better eyesight in the dark. Light 1 Torch and head South until you see a trash after you defeat a Krondir. Search it(Iskai Short-Sword, Big Iskai Dagger, Iskai Metal Cap & 4.5 G).
Continue South and fight some Skrinns and follow the passage till the end, where you have to beat a group of Skrinns and Krondir. Search the nearest trash pile(10 Throwing Dagger, 2 Lockpicks, broken Decorative Sword & 44.0 G).
Head back to the entrance and walk East and search the trash (broken Light Chainmail , Big Battle-Axe, Heavy Short Sword & 1.4 G). Return to town and repair the broken stuffs then come back.
From the last searched trash, walk into the South passage and follow it till you see a snapping plant. Fight the Skrinns and feed it the purple Fruits if you bought it from Vrik or throw the burning Torch away.
When the flower stops, sneak into the room and open the locked chest(Big Iskai Shield, Iskai Sword & 1.8 G).Back out of the room and light a Torch again. Continue along the passage unitll Drirr remarks that the floor lights up when you stand on it. In this large area, you should see 2 rainbow bush glowing.
Alert:To get some statistic bonuses now, walk from one of the rainbow bushes in a straight line to the other to make a glowing path and you will be told that an opening has appeared. Go to the wall on the West and enter the new passage. When you are blocked by a plant, manipulate it and it will walk away.
At the end of the passage, you will see 2 glowing shape. Don't use them yet. The South one raises everyone's Stamina by 10 and the Northern one raises everyone's Speed by 10. A third one can be found if you break a cracked wall on the South wall of this passage(the exact location is directly South of the snapping flower if you look at the map).
This one raises Strength of every party member by 10. I recommend you use these bonuses after you get Sira. If you wish to wait till you get all the 6 party members before you use it, its also fine but thats after a very long period of time by which the bonuses are less useful.
Furthurmore, by that time, you would have neared the end of the game and would not enjoy the benefits for long.
Walk East to the other exit in this room to continue. In this place, you can go either North or South. Kill any monster you see and head South. Touch the 2 plants blocking your way and enter the room. The trash piles here contain nothing except for one in the South-West corner.
Kill all the monsters in this area and loot the trash(cursed White Ring, Sword & Large Dagger).
Alert: Have you already equiped the White Ring by accident? Cursed items will incur statistics and/or skills penalties on its wearer. Quickly run back to a healer(Rejira is one in Jirinaar) to remove it if you are equiping it. But by doing so, the healer will take the item away forever.
Not a problem since cursed items are usually worthless in shop(except for some really good ones).
Go back to the room where you can choose to go North or South. Head North now. Feed them Meat to shut them up or you will have to carefully avoid stepping on them. Walk South-East to enter another room with even more hungry mouths. Go North and search the East trash(Bow, 8 Arrow, Iskai Shield & 2.5 G).
Head back to the room full of mouths and navigate to the South exit. This one is guarded by a mouth so feed it a piece of Meat. In the next room, there are snapping flowers again. Going West yields no treasure except for some Skrinns to kill so head East. Use the same old trick to get past the flower(Fruits or lights out).
Search the first trash(Short Dagger & 2.4 G) and enter the Northern passage.
Follow the pulsating passage in a Northernly direction untill you see some glowing and a green crystalline structure. The glowing moving ones will make humans get the Intoxicated status. Do not touch the green structure with a human character in the lead as he will be Intoxicated,Irritated and damaged.
You will also be asked whether to attack the structure. If you do so, you will fight Argim who always attack with Frost Splinter.
One blow will easily destroy it but the entire building will be lifeless after you do so(yes, the mouths, the flowers and the pulsating walls will stop).Another peaceful and more acceptable way is to have Drirr touch the thing and chat with Argim's consciousness.
Tell him you are searching for a man who came and Argim promises to move the structure away. End the conversation and Argim will request for a Blue Music Crystal before he moves away. Agree to his request and he will tell you the secret of the stat bonuses. Its alright to agree since he would'nt snatch the crystal even if you have it.
Disagreeing has also no effect except that Argim will plea you for it everytime you talk to him. To give the crystal to him though, you have to engage him again and offer him the crystal. Don't waste money on this thing and give the crystal away because it has absolutely no effect on the story and no rewards for being kind.
Save the crystal for exchanging for a good weapon later unless you want to buy another crystal on the next island.However, if you heed my advice and ignore Argim's plea, Drirr will reprimand you on the way to the next island but that doesn't hurt, does it? Its all your choice, save money or be true to your honour.
Anyway, move into the room that Argim blcoked just now and search the corpse( Fine Iskai Dagger) and the trash behind it(Mini Bolt Thrower, 39 Bolt & 44.0 G) .
If you choose to go deeper, you can search the most Eastern trash(Axe, cursed Red Sword & 5.2 G) and go South to access a locked chest(Round Shield, 7 Arrow, Studded Cap, Leather Vest, Boots & 35.0 G). Now return to Jirinaar.
Rmember Bradir? Go to him in the North wing of the Dji-Fadh guild. Confront him by showing him the Fine Iskai Dagger you got from the murderer's corpse. Bradir will attack. His not a problem and dies in a few blows. Just rob his stuffs( Bradir's Stiletto, Iskai Chest-Plate, Ration & 2.0 G) and equip the Bradir's Stiletto on Drirr's tail.
After the short cut-scene where you get to enjoy more of the story, Sira will join. Leave the council building. Do not talk to Sebainah and request to go yet. You will not be coming back for a long time. Find Bradir first and end the conversation to receive 100.0 G and the Fine Iskai Dagger(You loved it don't you).
Now find the Dji-Kas guild and find Fasiir in the room West of the fountain. He gives you a Crystal Dagger(green) and will offer to teach Sira spells whenever you talks to him.
Now you can leave this place. But to maximise the benefits, do the following: 1)Buy loads of Trifalai Seeds for Sira(or harvest them from special bushes).
2)Train Sira to level 12 and let Fasiir teach her all the spells for free(Else you have to wait a long time till you get to Srimalinar and pay or wait till you can come back).An easy way to do so is knock out Rainer and Tom so that Sira and Drirr can have more experience points.
3)Carry about 50-100 Blue Healing Potion to the next island---they sell for more over there. 4)Get the Goddess's bonus in the Former's Building. 5)Train all your characters in the field you like--Its more expensive if you train them later and the next island can train only close combat.
6)Sell all cheap stuff on this island and bring along expensive goods to earn more.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ c)Gratogel -- The Celtic Civilisation Once you land and gain control, go to the largest hut North-East and talk to Tharnos, the king of Klouta. Talk to him about the metal ship and he will instruct you to find an amulet for him.
Now leave Klouta and go South-East to cross the bridge. Beyond the bridge, walk East and then North-East by following the mountain range. When you find yourself in a spacious area, continue a short distance East before heading North and find the village. Look for the shops and see Winion, the mixed goods shop keeper.
Sell your stuffs here to raise money cause she offers the highest around here. Try to have around 3000.0 G. Now go North following the path on the ground to reach a small hut, enter it and after the scene, Melthas will join you.
Alert:If you have the Blue Music Crystal from the last chapter, proceed on. Otherwise, follow the next paragraph to buy a Red music crystal before going on from here. Now from the Druid's hut, go furthur North to see a man guarding a tree.
Talk to him and offer any Music Crystal(Blue or Red) for a Crystal Throwing Axe, a very useful long-ranged weapon.
From Winion's shop, head South to find a pass in the mountain(the pass is obvious as it disrupt the continuity of the mountain range).Enter it and follow the path. On the way, you might be ambushed by bandits when you pass obscured areas. They give goodies which sells good but beware, some of them are quite strong.
Eventually, you will clear this area of bandits and you will not encounter any more ambush if you kill them many many times (Are they afraid of you or perhaps they are wiped out?). When you emerge from the pass, follow the tracks on the ground South-West to a small bridge, then continue on the track South after crossing it.
Find Rifrako who sells mixed goods.
Buy the Monster Eye(A must!!450.0 G), Dream Shield(Best shield for only 750.0 G), Protection Amulet(Adds 10 to defence and is extremely useful for Drirr if you give him the Iskai Lance)& Red Music Crystal(If you gave the Blue one away).The Fireblade is good too but its too expensive at 1250.0 G but buy it once you have the money as its worth the price and can be sold at higher prices elsewhere.
Alert: Not enough cash? Get the Bandits to donate some. Fight them until they no longer appears. Sell their stuffs at Winion in Vanello to get the best price but try not to flood her inventories with super cheap stuffs. If you brought along those potions from Jirinaar, then cash is not a problem.
Spend your money wisely on the wares at Rifrako and any excess on Tamno the weaponsmith(also found in Vanello).Remember to find Ferina and talk to her, she can teach you in close-ranged combat only and charges 4.0 G per point. You can find her in the Northernmost hut in Aballon when you visit Rifrako.
Don't worry if you still cannot raise enough funds, just proceed on the game and you will get more money by looting the forbidden area of the Druids. Try not to splurge except on necessity and never attempt to buy the Fire Ring, its too expensive! Buy a rope for the dungeon too.
When you are all ready and have harvested all the Trifalai seeds on the island , go to the Druid's hut, Arjano. If you want to skip walking down to the library, ask Melthas to bring you there by talking to him. Otherwise, if you enjoy a trip aound Arjano. Go underground and enter the first room where Makaio the healer lives.
Grab all the healing potions on the table and bring along a bucket found on the ground. The next room is Ouktero's room where Melthas can learn new tricks for a small sum. However, you can learn some spells at a much cheaper price if you buy spell scrolls in the library. The next room is occupied by Torko who identifies your item.
Just save your game and identify whatever you want and then load game again. From Torko's room, walk East and enter the second room in the North(without a door, the sign says General Workroom). Take whatever you want and go the room West of this(the one you ignored just now and says this "To the hall of books").
Go down the stairs and find a old guy called Roves and buy all necessary spell scrolls. (In case you bought the Thunderstorm scroll, this is for Khunag, the next character you get on the next island). Go to the South-East end of the library to enter the forbidden area of the Druids. Once down there, fill your bucket with water using the sink.
Go through the door and head South,following the corridor along to the rows of fire.
(In case you stepped on the stone floor plate just now, just extinguish the flames that appear and then step on the floor plate that has popped up.) Extinguish some of the fires with water to make a path through the rows of fire.From the rows of fire, go North-East and enter the door. Step on the stone plates from left to right to lower the knives.
The lever nearby resets the stone plates. Enter the Northern alcove and activate the switch. Go back to the rows of fire and go North into a room through a gap.
Search the East chest(Silver Chain, Small Leather Shield, Bow, 14 Arrow, 2 Long Arrow 24 Rations & 25.0 G)and the West chest(4 Turquiose Healing Potion, 8 Poison Antidote, 5 Insanity Antidote, 3 Sickness Antidote, 6 Red Potion, 5 Violet Potion, 6 Blue Potion). From this outside of this room, head Easterly. Pick up the broken lever on the ground.
Now head South and find the 3 by 3 stone plates. Step on them to make a cross shape: OXO O-Unpressed XXX X-Pressed OXO After you have done that, step on the single plate on the East to lower the knives. Head North and pull the switch. Notice that the knives North of the 9 stone plates have lowered.
Go there and pick up all the items and search the chest(2 Jewel) before returning to the corridor to the East. At the end of this corridor, slot the lever into the hole on the wall and pull the switch. Go down the stairs.
This place will be a 3D dungeon so lights on and appoint an Iskai leader. Head North and look carefully at the East wall for a small orange button. Press it and enter the new corridor. Activate the switch near the bend and search the trash(Silver Chain, Small Axe & 8.0 G) at the end.
Go back to the entrance and enter the West corridor where the portcullis has retracted. Follow the corridor to reach a room with moving flames. In addition to the flames, there are 9 floor plates on the ground. Step on all of them and enter the Sout-West room that appears.
Search the East trash(Lockpick) and the locked West chest(Heavy Short Sword, 4 Arrow, Jewel & 14.0 G). Now go back to the room with the plates and the flames. Enter the North corridor and follow it till you reach a fountain. From the fountain, head East and turn North when you can. Pull all 3 switches behind the flames and the portcullis will rise.
Open the locked chest in the room beyond(2 Jewel & cursed Crystal Dagger). Go back to the fountain and then enter the South passage. First turn West and enter the room. Avoid the flames and search the Southernmost trash(Jewel & Crystal Dagger). Exit this room and head East, turning South at the first opportunity.
Extinguish the flame blocking the way and go down the stairs behind the door. In this room, step on the green floor plate twice and press an orange button in the gap on the wall. Enter the room that appears in the West wall and search the locked chest(Helmet with Crystal & Sun Dagger).
Give the Sun Dagger to a weak character so that he/she can sometimes deal a critical blow. Return to press the green plate until the gap opens over the South corridor. Use a rope over the gap to go down to the floor below. Enter the corridor North-East and manipulate the first portcullis. Fight the Warniaks and then activate the switch at the end.
Enter the North room and open the chest for a Door Key. The second portcullis holds no treasure but you might want to fight for experience. Search the trash(Decorative Sword) behind the third portcullis. Now go back upstairs by 2 ways.
One is to climb back up with a rope and the other is using the door North of where you fell now that you have the key. Procceed through the South door with the key.
Avoid the fireball and follow the corridor, entering the first large area to North. To get the chest in the centre, press a button on the North-West corner. Search the locked chest(Sun Dagger). Find another button on the South-West wall and press it. Enter the corridor that appeared in the South-East and pull the switch.
When you reach a place with many alcoves, search the trash in the third one(Small Leather Shield, Leather Shield & 5.5 G). Continue North and go East when you reach a split. Open the door and enter the room.
Pull the switch in the small room in the North-West and follow the corridor that becomes unblocked .When you walk over 3 plates on the floor, fire will shoot out of them, blocking your way back. Continue and manipulate the portcullis, fight the Animal 1 and finally go down the stairs.
In this room, you see a red and a green floor plate. Choose the green one of course, unless you enjoy fighting and want to search the trash(Round Shield, Boots & 5.5 G). In the large room in the South with many caged monsters. Try to step on the green plates only, since the monsters are very strong.
When you have stepped on all the green plates, enter the passage in the North-West.
When you see two rooms guarded by red and green plates, step on the green one to search the chest(Silver Ring & Ring with Gold) and step on the red one and open the locked chest with a lockpick because its booby trapped(Leather Shield, Small Axe, cursed Blue Dagger & 2.5 G).
Continue along the corridor untill you end up in a room with a blue floor plate. Drirr will try to step on the blue plate and you will fall below. Extinguish the flame in this room and press the button. If you don't have water, head West and then South to reach a fountain.
Do not walk into the new corridor, instead head West and North to seach the locked chest(4 Green Healing Potion & Turquiose Healing Potion). Now go South to refill your bucket.
Alert: To watch a very touching scene, do the following which is not neccessary . From the place where you fell down from the blue plate, go East into the room after 2 portcullis. Search the trash(3 Pick-axe) and step on the green floor plate. Step on the red plate in the next room and fight the monsters.
Then, pull the switches in the North and South. Observe that there is a switch at the end of the corridor protected by a force field. Run into the field to disable it and pull the switch. Go into the North passage and follow it to the series of force field.
Drirr will feel guilty for landing everyone here and offer to run through the field, which of course will knock him out if you agree to let him do so.
Now you can enter the new corridor that appeared when you push the button. Manipulate the portcullis and extinguish the flame. Continue West until you go upstairs. Pull the switch behind the second flame and go out into the room with the blue plate and use the stairs in the South. Notice that there are fireballs moving around the corridor.
Hide in the alcoves whenever a fireball is about to pass. When you reach the end, turn West. Search the West trash(4 Red Potion & Violet Potion) behind the first North door. Back in the corridor, continue West to the end and fill your bucket from the fountain. Break the cracked East wall and enter the room. Search the trash(Throwing Dagger & Sword).
After that, break the cracked North wall. Pull the switch to make the green wall dissapear, then pull the switch previously behind the green wall. Enter the passage now cleared and use the water on the flame. Break the cracked wall behind the flame and break the East wall.
Find the button on the South wall and press it to open a portcullis in the next room. Go to the room South of the flame you extinguished. Do not pull the switches for they releases Animal 3s(this is for people who did not find the button that opens the portcullis). Go West when you enter the corridor and enter the room behind a portcullis.
Step on the floor plate and seacrh the chest(6 Blue Staff). Stand and fight all the monsters when you step on the red plate because they give good experience you need.
Remember not to save on the potions which recovers SP for Sira so she can use Frost Splinter/Avalanche or even Snare(The spell you use must have a high enough proficiency or the Animals will deflect them). If you have Banish Demon with almost 3/4 proficiency, then those Animals will stand no chance.
After the hard fight, search the locked chest(Lugh's Dagger, 6 Jewel & 450.0 G). With the blue staffs, head all the way East to a room full of holes. Lower yourself down if you have a rope an search all the trashs(4 Rope & 2 Turquiose Healing Potion) and the chest(41.0 G). Now find a hole nearest to the North and climb back up.
When you enter the North passage of the room with holes, use 3 blue staffs on the first 3 fields you come across. After the third field is destroyed, push the button right behind it on the East wall. Enter the passage that appears and take the Power Amulet from the locked chest. This thing increases a character's strength by 50!
Use all remaining staffs on the force fields when you return to the corridor and go down the stairs. Head North-East and eventually you will reach a door. Beyond the door lies Bero, the missing druid, who will give you a Strength Amulet that you need. Now go back to Tharnos and show him the amulet in exchange or a permit.
After that go to the hut West of Tharnos's and talk to a sailor(sometimes he will be outside) when you have 200.0 G to pay him.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ d)Maini -- The Iskai and Human Conflict When you first step foot on Beloveno, you will be forbidden from going out of the city, so do a bit of exploration.
Heres a map of Beloveno: Key: /XX \__/ XX-OO-XX \__/ \ (1)Residence(Normal) | OX XXXX X (2) XX | (2)City Gates | (1) XX XO (3) /XX\ | (3)Healer \XXX XX X XXXX | (4)Mixed Goods | X X XX XX XX | (5)Council House / __ __ XO(4) | (6)Marketplace X XX | (5) | XXX XXX XXXX X (7)Khunag & Kariah's House | | XOX | ~~ XXX XXO(9)XXX | (8)Hotel X XX - XXX -(6)O (7) XXX XX X (9)Inn | XX |XXXXX| OXX OXX | (10)Armorsmith \ |X| |X| XO XXX (8)X | (11)Weaponsmith | XX X(11) XXX | (12)Residence(Normal) | XO(10) OX XXXXX | (13)Siobhan's House | OX XX X(13) XXX | (14)Harbour | (12) XX | O -Checkpoints | O(14) | | -Walls | ~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~ ~ -Waters ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ X -Building
Now you can get a new character. You can choose a female warrior called Siobhan or a magician called Khunag.To hire Khunag, you have to ask him about "Important" and tell him that he "You look like a scholar of magic", then allow him to join. To hire Siobhan, just speak to her and she will volunteer her service.
To find out more about the characters, go to section 6,Characters.
Alert: This quest is a hard one. If you fail to save Herras in time, not only will you be reprimanded by Kariah, you will also cause the lost of a good president of the Council of Just and hence lose a hefty reward. The key is not to trigger the assassination storyline when you have not warned Herras.
After you got your new character, do some shopping and we shall get serious business done. Remember to keep one Jewel for a later quest. Go to Siobhan's house and enter her cellar, search the chest near the end for 34.6 G. Go talk to Herras and Perron in the council house for more information on Beloveno.
After have done that, you will be able to leave the city. However, don't do that, go visit Kariah. Ask her about "Yes" and listen to her. Then ask her about "information". Now leave the city and we shall go to Kounos. First follow the path from the city gates and follow the East path when the road splits.
Follow it till you see a sign then walk all the way West till you see a vine on the cliff behind another sign. climb up this vine and then another vine to see a broken path on the floor. Head North following the broken path untill you enter another screen. You should see a hut in this new screen. Walk North and climb up a vine to reach Kounos.
Enter the hut North of the most South-East hut . Find the man in red and talk to him(he is Melthas's friend). When you leave this hut, Sira will comment on the situation. Now enter the hut South of this. There will be a battle trainer who teaches close(4.7 G), long ranged(5.8 G) and critical hit(950.0 G!).
He appears between 8-9 A.M so wait patiently if you want to train. Otherwise, approach the guard at the Southern end of this hut called Nodd(350 LP).
Fight him to get good stuffs(Sword, Bow, 50 Arrow, Round Shield, Heavy Chainmail, Studded Cap, Boots, 2 Rations & 25.0 G) but you could always do without violence if you want(choose the conversation in this order: 2-2-4-2-1).Climb down no matter what you do.
Move into the West door and search the barrel in the South-West corner(5 Red Potion & 12 Green Healing Potion). The far East door resides Kontos, whom we will visit later on. For now, take the North exit on this corridor.
In this room, open the South-East door and another door, then step on the first blue floor plate and retreat and then run across the 3 floor plates to open the door . In this area, you will fight some Rinrii. They run away once you kill their companion so focus on one of them and kill it.
Continue through the North-West door to enter a room with coloured floor plates in front of a coloured wall. Step on the plate to make the walls this order. Blue Blue Pink Yellow Green Yellow Search all the trash for a total of 60.0 G.
Go through the North door and turn West into the fake wall right before the passage leading to the stairs. Keep going West until you reach a room with a door and a chest(Power Amulet). Now go back through the fake wall and enter the stairs. Find the switch on the East wall in this level and pull it.
Enter the gap in the South and choose the West door. Open the chest(Jewel Chain, Color Map& 26.5 G). Now enter the East door. Go South and open the South door, ignoring the passage that leads off to the East. Manipulate another 2 doors in the South then one in the West and finally one in the North. Search the chest( Document Part & 14.0 G).
Now feel free to open other doors to find a trash(4.8 G) and a chest(Sickness Antidote, Insanity Antidote & 3 Rations). Go back to the passage that leads off East that you ignored just now. In this room, you a pink wall and rows of blue wall. The purpose now is to use the pink wall to deflect fireballs and break the blue wall.
But first, go through 2 East door to search a locked chest(Sickness Antidote, Speed Amulet, 6 Torch, Blue Healing Potion & 18.0 G). I normally give Sira the Speed Amulet so she can freeze the enemy before they can do anything! Retreat back one room and you should see a switch on the West wall beside the pink wall. Pull it and a fireball will appear.
When it hits the pink wall, it will shift. Do this 5 times and the wall will be in the middle of the room. Now go back to the West room with blue walls . Find the switch on the West wall and pull it. Similarly, a fireball will emerge and hit the pink wall, pushing it back.
However, the fireball will not disappear but deflect off to the blue wall and destroy it! This should create a gap for you to enter the South passage. Enter it and open the South door. In this room, search the first chest(Danu's Collar,2 Jewel, 2 Blue Potion & 3 Turquiose Healing Potion) and the second chest(Protection Amulet).
Now return to the stairs. For some minor treasures, go East after you come out from the gap in the South(Start from the stairs, enter the South passage but dont go into the doors like you did just now). Head East to a place with many trash. Search the trash(Each contain 0.4 G). Now backtrack to Kontos' room and speak to him.
To get to Srimalinar, climb down the vine from the North-West hut in Kounos. Then head North and turn West when you can. Climb down the vine and go South to climb down another 2 vines. Then head North and follow the path till you see a sign saying "To Srimalinar--North over the bridge". Do so and head West after crossing the bridge.
Alert: To find a hidden treasure, head East from the bridge leading to Srimalinar. Follow the shore until you reach a waterfall. Examine the second plant on the left of the waterfall and you will find 4 Jewel, Silver Chain, Jewel Chain and 322.0 G. However, you can have more fun by buying a treasure map and ignoring my advice here.
Buy the map from a drunk(Aurino) in Beloveno's inn after the assasination(or after you prevent it). Its priced at 175.0 G but you can haggle it till he sells it for 125.0 G.
Map of Srimalinar: Key: / (1)| \ (1)Residence / XOXXX XX \ (2)Inn | X X X | (3)Guild of Magicians |___X XXX X___| (4)Mixed Goods | X X XX | (5)City Gates | XX (2) | |___XX XX XOXXX | X - Building | XX (3) (4) | | - Wall | OXXXX XOX | ~ - Waters | X XXX XX__| O - Checkpoint | XX | \ ~~ (5) ~~ / \_______| OX |_____/
Go to the inn and find Edjirr the tavern keeper, he will now sell you information for 80.0 G. Find Arrim in the residence North of the city and speak to him, asking him about rumors. When you end the conversation, Melthas will want you to speak to his friend(the man in red in Kounos).
Search a chest in this house(7.8 G).Do not speak to Melthas friend in Kounos immediately, go back to Beloveno and now that you have Edjiir's information, approach Herras and ask him about "Assassination". Now find Melthas' friend to trigger the assassination.
Back in Beloveno, Herras will thank you for saving him(if only you told him about the assassination. Ask him about "Reward" and he will give you Herras's Key. The treasury of the council is in Herras and Perron's room. Open the door and the chest(4 Jewel & 521.4 G) with Herras's key. Now head over to Srimalinar .
Talk to Edjiir and ask him about "Evidence" and you will receive another document part. Use any one of them and you will piece them together. Now you can go stop Kontos and his evil plans. To get to the Iskai shrine, go onto the path that leads to the bridge to Srimalinar. Instead of going North-East this time, follow the path South-Westerly.
Eventually you will see Fears roaming around. Approach the corwd in front of the shrine and watch the cut scene. Then follow Kontos into the shrine. Go underground and search the North-East chest( 23.0 G). Enter the North room and search a chest(56.0 G). Enter the room East to the entrance and go through the South door, search the chest(22.5 G).
Now go back up the stairs. Kontos(600 LP) will be waiting for you. He gives Clothes , Shoes, Protection Amulet, 3 Jewel, Luck Chain, 4 Rations & 250.0 G.
Now you have 2 choices. You can carry on to the next chapter to get a permanent character first or visit a treasure cave.The details are in the next chapter. To leave, go to the inn in Beloveno and let Frill the Iskai talk to you, agree to leave. Melthas and Sira will leave for a very short while and you will get them back soon.
They will offer their equipment but don't bother.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ e)Dji Cantos -- The Secret Society? When you finish the conversation, find Drannagh to recharge magical items and learn new spells for Harriet. Find Birrh for healing. Head South and open the door. You should see some waters.
Head in a South-West direction and go through the West door. Continue all the way South to the end before antering the West door. Talk to Althea and ask her "Magic Scrolls". Buy all that you want from her.
Alert: There are Goddess's Flowers which boosts your stats permanently on this island. Go to section 5.Goddess's Flower Locations for more information.
When you are all done, head into the North passage in the large room where everyone are in. Walk into the light to teleport to a place of your choice. It is wise to get Sira and Melthas from Srimalinar. Choose Maini, in the South of the Great land to get to Beloveno or Maini, in the North of the Great land and head West to reach Srimalinar.
The two lovers are in the inn, just talk to Sira and let them join. Now go to the South of Kounos where you are below the cliff and can see the Southernmost huts(Follow the broken path but don't go North and climb the vine). Keep heading East till you see a waterfall and a cave. Enter the treasure cave.
First head all the way South and search the locked chest(3 Torch, Poison Antidote, Turquoise Healing Potion, 2 Red Potion, Jewel & 4.8 G). Now go into the passage North-East and jump down the hole(if you have a rope that is). Jump down the hole that is beside you.
From the place you land, go West and turn North, then down the hole at the end of the passage. Search the trash(80 Rations & 4.0 G) after you fight some Kritahs. Head West and then South and turn East and down the hole. Go all the way South and search the trash(42.0 G). Go back to the hole and go West.
Pillage the chest(cursed Shadowsword, violet Potion, Blue Healing Potion, 3 Red Potion, 7 Torch, Rope, Silver Torque, Chain with Gold, Large Dagger, Iskai Knife, Blue Potion, Ice Ring, 10 Arrow & 10.0 G) . Area cleared, now climb back up. From here climb up the nearest hole. Go East and climb up the hole. Go East again and drop down the hole.
Search the trash( 20.0 G). Go South, climb up the hole. Search the chest for a light staff. Go East and climb up the hole. Go West and search the trash(8 Ration). Continue West then South down the hole. Search the chest(20 Rations & 9.0 G). Backtrack by up one hole, down 2 hole, up 1 hole. Go East and enter the passage.
Climb up 1 hole at the end of it. Go South and down the hole. Go South, Ignoring the first hole and search the trash (12.0 G). Then go South and down the hole and search the locked chest(Jewel, 8 Red Potion, 25 Ration & 38.0 G). Now backtrack to the hole you ignored and jump down. Go North and down.
Search the chest(4 Green Healing Potion, 3 Red Potion, Violet Potion & 12.7 G). Head West and then North down the hole. Go South and pillage the locked chest(Lugh Hand's Helmet & 20 Rations). Backtrack up one hole, then go all the way South. Climb up at the end of the passage. Go South and climb up the nearest hole.
Follw the passage and search the chest(19.8 G). Backtrack and go down the hole to the East where you came from. Go West and then North to jump down. Go down the hole on this level. Go South ignoring the first hole up. Follw the passage until you see many trash on the map. Take all 18 Herbs from all the plants.
Return to the hole you ignored and up you go. Continue along the passage and climb up the nearest hole. Search the chest at the end for a Fire Ring and 8 Rations. Now go back down one hole and continue exploring the passage. At the split, go East for a chest(Crystal Throwing Axe, 5 Torch, Red Sword, Poison Antidote & Silver Ring).
Go East and up the hole. Climb up one more hole and follow the passage. At the split, go East and climb up. Search the chest(2 Torch, Fire Ring, 5 Rations & 38.2 G) to the West. The hole beside this chest leads to an exit to the cliff near Beloveno. Backtrack to the split by going East down a hole from the chest.
Don't go West, instead return to the North hole and go down. From here down one hole, and then go all the way to the Noth hole down. Go up and up then up again. Go to the hole beside the chest and down. From here go up twice and you will resurface at he entrance level.
Nope, we are not done with this cave. Go East from the chest on this level. Go down 2 holes. Go South this time and down the hole. Go up a hole, and then another 2. You will find yourself in a cave full of crystal. Search those that appear as trash, 4 in total for Jewels. Go back by down 3 holes, up 3 holes and leave this cave.
Alert: Have you noticed that the Shadowsword is cursed and drains many stats? Never mind, it is still a good weapon for Drirr as its high damage compensates for its negative effects. Decide for yourself whether to use it or not!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ f)Umajo -- City of the Metalmakers Use the Goddess's cave to access Umajo. When you first step on the desert, you will see the city on the left. The gate's over at the North.
Heres Umajo's map: Key: / O|X| | (1)City Gates _ | XXXXX (1) XXX | (2)Miner's Guild |O|_| XXXXO(3) X OXX XXX | (3)Ore Mine Inn |(2) XXX X (8) XXX | (4)Weaponsmith | XXXXXO XXXXXX | (5)None Shall Pass | XX XXXXXX(4) XXX (5) | (6)Food | XX |__ X | (7)Mixed Goods | ~~ XOX XX | (8)Equipment Maker's Guild |~ ~~ XX XXX XXX XX | (9)Diamond Polisher's Guild |~~ XO XXO XXXXX | (10)Residence |~~~~ (6) (7) XXXXX _ | | - Wall ~~~~~~~~~~~ XXXXX(10 | |/ ~ - Water ~~~~~~~~~~~~________________________| X - Building O - Checkpoint
Alert: Theres a jail to the extreme North-West of Umajo. At 11.00 A.M, a guard will leave Umajo to go there. Follow him if you want to see. First you need to prepare for the trip. Go find Merger in the Equipment Maker's guild and ask him about "Porenoil". But some from him(Each cost 15.0 G and last for 8 hours).
This drink prevents dehydration in the desert. The guard walks all the way to the residence to get food first. He leaves the residence around 1.00 P.M and start leaving Umajo at 2.00 P.M. There are Sand Divers who will attack you suddenly. The prison is locked and you can't enter. I lost the guard in the night when i can't see.
Hmm, will the guard open the prison?
The Diamond Polisher's guild has few place of interest. First a merchant called Mykonou sells chains and jewels. If you find Coskon and speak to him, ask him untill he says he will tell Kemilo to teach you. Then find Kemilo in the polishing room with many machines. He will teach lockpicking(15.5 G).
Go to the residence to get a free Turquiose Healing Potion on a table. Then shop to your heart's content(This place offers the highest price!). To leave and find the Toronto, you need to talk to Konny, or listen to me. To find Konny, go to Ore Mine's Inn nd talk to a girl seating near the middle top.
Ask her about "Guide" and promise her not to tell anyone. She tells you to find Ohl in the mines at 12.00 P.M sharp. So go to the Miner's Guild and find the mines. Ohl will appear at 12.00 P.M and stay for an hour. Tell him Konny sent you and agree to the payment of a Jewel. Wait for him outside the gates from 6.00 to 7.00 P.M.
If you have the Jewel, he will lead you. However, if you feel that a Jewel is too much to ask, read the next paragraph.
To walk without Ohl the guide, go East from the gates passing 1 large stone and go North-East past 2 large stones. Continue East passing the large stone on your North. Keep walking till you see the waters. When you hit the edge, go South. Walk behind the large stone that is squarish in shape near the waters.
Then continue South passing a large stone on your left to reach a squarish big stone with a sand mushroom on the right. Go East now behind that stone and you should see the goddess's eye on the wall. Get any character to manipulate it.
Inside, Head South and ignore the first East exit. When you see the chest, just reach across the gap to search it(Iskai Armor, Big Iskai Shield, Jewel, 22 Blue Healing Potion, 9 Blue Potion, 32 Rations & 64.0 G). Leave through the South exit and head South for the cut-scene.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ h)Toronto Again! -- The Bitter Truth Wait patiently after you regain control for Joe have to take some time to rescue you! In 9 hours time, you would be able to leave. When you go out of the door, head East all the way then South.
The first room on the East has a chest which contains a notebook with "1001" written on it. Leave the room and continue South and then East. Use the code "1001" on the panel when Joe says so . Search the chest beside the stairs for a Green Code Card. Enter "1712" on the service panel door.
In the service level, follow the passage till you see a flashing plate in front of a door. Go North and find a service robot in an alcove. Activate it and follow it till it opens the door. Look through the metal grating and observe the light. When it is green, press the switch to open the grating. Go South and then go North-East to a switch.
Press it and quickly run to the North-West corner to press another switch before the red lights go off. A passage appears and search the cupboard for Code-Note Part 1. Go South into a passage from East to West with switches on both ends. Press the West switch and quickly run to the East one and press it before the lights turn off.
If you do this timed event fast enough, a passage appears on the East wall. Enter it and follow the passage, ignoring the North room. Go East into the maze and navigate first South Easterly and then North following the passage to a small room with a switch on the wall and 9 plates on the floor. Press the switch and observe the pattern.
Enter the North room you ignored just now. Create a pattern on the 9 floor plates similar to the one you saw just now. If you make a mistake, press the switch on the plexiglass on the left to reset. OOX XXX O--Lighted OOO X--Unlighted If you have done it correctly, also press the switch to raise the plexiglass on the walls of the 4 corridors.
Press the switch beside the East door and quickly press all 4 switches in the 4 corridors. The East door should be opened. But, now go to the switch in the 4th alcove. It is unpressed. Press the switch and enter the room. Take the Code-Note Part 2 from the wall cabinet. Go through the East door now.
Follow the passage to a large room. Release all the service robots by pressing the sitch on the plexiglass. In the 3rd room from the left in the South, step on the unlighted floor plate to open a room. Get the Code-Note Part 3 from the wall cabinet and return to the large room.
Now wait till the doors on the East open as the service robots do their jobs. Beyond the 3 doors, there is a security pad in the next room's exit. Enter "4312" as written on the Code-Notes in reverse. Enter this large room eand exit through the large open door to access the reactor room. Walk straight North to see a U-shaped console.
Examine it and agree to let Joe do his work. Watch the cut-scene and you will return to Dji-Cantos island and get 1500.0 G! The next chapters can be done in any order, but i recommend Kenget Kamulos first because you would want to enjoy powerful items longer, right?
If you want to go Kenget Kamulos now, be sure to get Khunag for you cannot enter without him.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ i)Kenget Kamulos -- The Hunt for the High Knowledge Go to Maini in the North using the Goddess's cave. Go East till you see 2 guards. Speak to the right one and tell him you came to make a deal. After you regain control, go out of the East door.
Open the South-East door and go onto the passage. Head West untill Khunag says that you are in the cells of the Novice. Go North and turn East at the end. Enter the first East room you see and wait till 8.00 A.M. The person there will then leave the room. Then search the cupboard for a Thief's Amulet.
Manipulate the fire beside the cupboard to reveal a secret passage. Enter it till the path splits East and West. Go West first and search the chest(6 Violet Potion, 8 Red Potion & Big Iskai Sword).
Alert: There will be an endless battles in the next paragraph which will be a chance to get ultra rich. Rewards Double Battle-Axe(583.3 G), Long-Sword(358.3 G) and Bolt-Throwers(516.6 G) per battle. Sell this at Umajo for 130% of normal prices.
But, try to keep to Bolt-Throwers as they are 516.6 G per kg but Double Battle-Axes are 47.8 G per kg and Long-Swords are 71.7 G per kg. It all depends on whether you have the strength or space. Anyway, heres a trick for fast and lasting fight. Bring many Violet Potions as they are easier to find than blue and more efficient than red ones.
Train Sira's Frost Avalanche and Fungification to maximum. Train Khunag's Thunderstorm to maximum. Put Drirr in a position where he can hit all the magicians if you advance party. Now enter the endless battle by not surrendering. Have Sira wear the Speed Amulet and do a Frost Avalanche.
Drirr should attack the Magician 1 and Khunag cast Thunderstorm. The Kledo Kamulos 1 and Magician 1 will fall. Advance and have Drirr attack Magician 2. Now have Sira cast Fungification on Magician 3 for 78 damage and Khunag still casting Thunderstorm. All the rest will die and the battle will end.
Sort all your booties and repeat till you are satisfied. Of course, you have to use your potions to restore SP. But think, at most 2 Potions per battle exchanges for a Bolt-Thrower. Its a 22.0 G(If you buy unlimited but more expensive Violet Potions in Umajo) for 516.6 G(If you intend on only Bolt-Throwers, which you should).
I had 50 over Bolt-Throwers and had 4 characters' backpack used up -- thats enough to train all my characters in critical hit, buy the Bolt-Rifles, many Poison Bolts, and many Violet Potions .
Now walk all the way East and you will eventually be discovered. There will be Magician 1,2 & 3 and Kledo Kamulos 1,2 & 3 attacking you if you do not surrender. If you want to fight, there will be endless supply of battles. Tips are written above.
After you surrender and is brought to the prison area, you will be robbed of all your gold. Khunag will open the cell door during the cut-scene. Manipulate the door and leave. Go East all the way and turn North. Open the door and kill the Kengets. Search the chest(Blue Healing Potion, Blue Potion, Red Potion & Dungeon Key) left of the door.
Leave the room and go South, using the Dungeon Key on the locked gates. Beyond the doors, go East into the passage first. Enter the first South door and search the chest on the left(146 Rations). Then go North-East and enter the room for some battles. Else, if you wish to avoid, go East and then into the South passage.
The first South room and the first North room has some battles but no treasures. Search the second South room for a chest(5 Turquiose Healing Potion, 4 Blue Healing Potion & 6 Violet Potion). Leave this room and enter the North passage. Keep on going and enter the door at the end.
Search the chest(Gaze Of Kamulos, 2 Light Staff & 8 Torch) in the middle of the room. Leave this area by going into the hall where you left the prison to the South(through the door opened by the Dungeon Key). Now go West by the arch in the South-West and open the door in the North. Khunag will remark that you have reached the defense facilities.
Enter the stairs there.
In this 3D dungeon, enter the East room. Step on the plate in the North in front of the flame. Quickly run to the red floor plate beside the East door and wait till the fire comes after you. As it hits the plate, go through the East door that will be opened. In this room, the North and South walls have holes which will shoot fireballs.
Step on the plates beside both walls and hide between the columns in the middle of the room. When the fireballs all hit the columns, the door will open. In the next room, go North. Turn West at the end. You will eventually come to a large area with curtains after you kill some Kengets.
Animal 2, 3 and Fear 2 resides in the curtains so you might want to avoid them. Anyway, go into the passage South-West and follow it North. At the end are 2 stairs. Choose the left one first.
On this level, go South and take the right path first. Manipulate the switch near the top of the flag(Try clicking around the top part of the flag). Do the same for the left path. The door in the South is now open, go in there and search the West locked and booby trapped chest(6 Blue Healing Potion, 3 Fire Rain, Poison Antidote & 6 Torch).
Similarly the East chest(Fire Ring & 3 Light Staff) is locked and booby trapped. Equip the Thief's Amulet to make things easier. Now go back upstairs and go down the other staircase.
On this level, go North through the door. The small room South-West has only some Magicians to fight, so go East into the room with chests. Open the locked North chest(42 Torch & 114 Rations) and the locked South chest(52 Rations). Leave and go through the North-East door.
In this large area, you should see 3 corridors with portcullis and coloured floor plates. Go South and you should see a small room. Go to the back(West) and press an orange button. The portcullis will rise. Go to the front and step on the floor plate. The doors of the room will be raised and the fires will chase you.
Run quickly to the first corridor and run to the end, hiding behind the orange floor plate. As the fires follow you and hit the floor plate, they will distinguish. After all fires dissapear, you are safe to enter the small room and pull all the switches on the walls. Repeat for the other rooms for the green and blue flames.
Heres a summary of what to do: 1.Go to the back of the room and press the orange button. 2.Step on the floor plate in front and run to the respective corridor. 3.As the 3 coloured flames follow you to the corridor and hit the floor plate of the same colour, they will distinguish.
4.Finally, return to the now safe and open room and pull ALL 4 switches on the wall. If you did everything correctly(pulled all the switches), the door in the South -East will open. Go through and into the gap in the North-East. Follow it to the South to a floor plate in front of a portcullis. Stand on it for a while and the portculis will raise.
Search the most North-Western trash(Lugh's Hand Helmet) and the most North-Eastern trash(Frostbringer). Now bactrack to the room where you entered the gap on the North-East wall and go through the North door. In this large area, there are many rooms with curtains. Monsters lurk inside most but one contains treasure.
The 3rd room from the left contains a chest(6 Turquiose Healing Potion, 4 Blue Healing Potion, Poison Antidote, Sickness Antidote, 3 Light Staff & Iskai Long-Sword). Now head through the passage in the South-East. There will be fireballs shooting out. Try to avoid the fireballs and quickly go West.
You should then go to the stairs at the end of the passage.
Go South and confront the Monsters. Step on the floor plate at the entrance of the next room. Wait as the torches light up. When all torches light up, leave the floor plate and go through the door. Welcome to the Beastmaster's level.
From this hall, go through the North-West door to search a chest(6 Violet Potion, 2 Blue Healing Potion, 2 Blue Potion & 2 Light Staff). Now go through the East door and follow the passage till you see a pile of trash before a door . Search it of course(4 Blue Potion, Personal Protection & Sickness Antidote). Now go through the door.
There are many cells in this place with Monsters to fight. But to find the Beastmaster, Go East to the end of the corridor from the door, then South to the 3rd room(It is the second door and the last room you will see). He is accompanied by 2 Magician 3s. He only has 250 LP. Use Thorn Snare for him since he is immune to Frost spells.
He drops Beastmaster's Key, Heavy Chainmail & Shoes. After the fight, you will still need to kill his Minions. Return to the hall South of the stairs. Go through the North-East door and then into the North-East room. Fight the Magicians and then go through the South door. Search the locked chest(Ice Ring). Return to the hall again.
The ramain unexplored doors contain Monsters. Go open all the doors you can find and slay all of them for experience. When you finish the massacre, go East from the hall and unlock the door with the Beastmaster's Key. Follow the passage and use the stairs at the end.
At this level, you will see 3 fireballs shooting at you. Wait behind the torch till the fireballs hit the torch, then run South and turn into the East gap in the wall. If you are agile enough, you will avoid a serious burn. First navigate your way to the East door. Open it and kill the Storms.
Press 2 buttons on the North wall close to the East side(one near the centre pillar & another near the corner). Go to the North door and kill the Fears. Press the button on the North-East corner and another to the South-East corner. Now go back to the room with magma. You should see 2 rooms in the North and 2 rooms South without doors.
Go to the North-West one. You should notice that a fireball will periodically appear. It will either fill the ground with magma or if the ground already has magma, it will remove the magma. You just have to wait till the fireball removes the magma and quickly step on the blue floor plate.
Once you have done that, all fireballs and the magma it creates will dissapear. Do the same and step on the blue floor plate in the North-East , South-West and the South-East rooms. Now its safe to enter the gap between the North and South door in the magma maze. Follow it till it splits North or South. Go South first.
At the end is a room with giant flames chasing you. Avoid it and go to the North-West corner and press the orange button on the West wall. Then run and use the stairs at the alcove to the East. At this level , step on the floor plate and wait till the fire extinguishes.
Follow the corridor and do the same for another flame except that there will be a fireball coming towards you. Wait till the fire goes out and strafe to the side by pressing ALT to avoid it. After that just go North and pull the switch on the West wall. Go back upstairs and now backtrack to take the Northern path.
Press a button between the 3rd and 4th arch from the split and an opening will appear . Don't go in yet. Come back later and now go furthur North to a place with many portcullis dividing the area. First use the South-East portcullis to search a trash(2 Violet Potion, 3 Blue Potion & 4 Light Staff).
Then go South twice and search the trash(Turquoise Music Crystal & Speed Amulet). Go South once more then go East and open the door, go down the stairs. Go North to reach a large area with green flames.
You can go to a South-East passage for some fights and a chest containing a Kenget Note(Go get it if you are curious about what it says) but it is useless. Go down the South-West passage and pull the switch in the East alcove. Go back upstairs and leave the portcullis area( Go North,East,North twice).
Find the passage that appears on the West wall when you press a button in the North passage. Go in there and down the stairs. Go South and down another stairs.
Go through the South-East gap on this level. You will see grey floor plates in this room. Walk on one of the plates and the flames on the orange square will move. Go South to another similar room with grey floor plates. You have to walk in a path similar to the path the flames took. Use the map and follow the orange path mapped out by the flames.
If you do it wrongly, you will fall through the plates. Go to the North-East door to go back upstairs. When you are safely across, go East and then North. Press an orange button behind the flag in the North-West corner. Return South and go West this time. Step on the floor plate and wait till the portcullis raise.
Go through and head East to search a locked chest(Flame Bite, Fire Hail & 5 Torch). Go into the North gap where fireballs are shooting around. Go North and step on the floor plate beside the torch to make the torch move South. When the fireballs hit it, they will dissapear. Go South and step on the lighted plate to move the torch North.
Repeat till all the fireballs have dissapeared. Now you should have noticed the 2 unlighted floor plates in the middle. To turn them grey, let the torch move, step on them and wait till the torch stops again. After both turns grey, go through the North opening. Head West and follow the passage till it collaspe and you fall through.
Head North from your location to reach a junction. Go North first and open the locked North-West door(it can hurt you if you pick it). Search the South middle trash(4 Violet Potion, 2 Blue Potion, Remove Trap, Lightning Trap, 2 Poison Antidote & Insanity Antidote). Go back to the junction and head West. Go South in the large room and open the door.
In the next room, use the South door. You should see a portcullis and a door. Go into the door beside the portcullis first. Use the South door and go search the chest in the North-West alcove for a cursed Blackstone Helmet. Now step on the floor plate to raise the portcullis. Go South untill you see a door and a passage leading South.
Use the door first and search the trash(8 Green Healing Potion, 6 Turquiose Healing Potion & Lightning Trap) and the locked chest(green Crystal Dagger, Thunderstorm & 5 Light Staff). Go outside and go South till you see another door. Use it and search the North trash(4 Blue Healing Potion, 2 Steal Life, 2 Steal Magic & 8 Torch).
Go outside and then South and through the portcullis. Go East through another portcullis. From here, go East all the way till you get past another portcullis. Go through the North door in this room and follow the passage till you can go North. Do so and use the North-West door for some fights but go North to continue.
Search the trash(Sickness Antidote, 5 Turquiose Healing Potion & 5 Blue Healing Potion)in the North-West corner. Backtrack one room to the South and go East now. Navigate your way through the maze till you emerge before 3 doors(You will return here later). Use the middle door to get to a large room. Go to the North and exit to another large room.
Go search the trash(5 Violet Potion, Sickness Antidote, Insanity Antidote & Poison Antidote) in the North-West corner. You are almost done. Return to the 3 doors(Go South into the large room and then South again). Go to the East door and turn around the bend. As you walk into the South passage, the door closes.
As you continue furthur South, A flame will appear to chase you. Retreat as far as possible and wait as the flame comes closer. Then the floor will collaspe due to the flames. Jump down the hole.
You will leave the 3D dungeon now. Go North and use the East door for some fights. Else go through the West door and go West. Turn North when you can( There are fights in the rooms on both side). Go through the door at the end and then another 2 North doors.
Khunag will comment that the High Knowledge is beyond so go all the way North and open the North door. Enter it and watch the cut-scene. After that, you will fight Kamulos(650 LP). He can attack 2 times or cast Kenget Kamulos spells. The trick is use Thorn Snare on him and attack.
He leaves behind the High Knowledge and total of 3000 Exp after being defeated. You will be escorted out of Kenget Kamulos. Congratulation, you finished this section!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ j)Equipment Makers in Umajo -- Finding the Scroll of Metal Magic Now sell all you booties and buy new equipments. Go train some more, then proceed on to Umajo. Find Merdger in the Equipmetnmaker's Guild and ask him about "key".
Go to the Miner's Guild and find Zebenno in the room with the mine shafts. Tell him Merdger sent you and that you want to enter the test chamber. Ask him about "Test Persons" and tell him you wish to test the mechanisms for him and that you will be careful. You will then get the Equimentmakers' Key. Enter the mineshaft on the extreme left.
Once you get in, you must not be seen by anyone else. If you are discovered, you will be thrown out. Do not be mistaken if Tom is chased out and he claims to know the secret word--it is a fake one! Hide in the alcove on the right once you enter. The man in red will go North, stop, South, North, then South again and stop again.
Sneak behind his back to the North and hide in the alcove on the left. Wait and the man in red will come into sight, then walk out of sight to the North. Wait a little while and he will double back for a final check before going North. Follow him now and quickly sneak into the final alcove on the right.
Wait till a third guy comes and seat before the fire and the ceremony will begin soon. After the ceremony is over, you would have heard the secret word: "Umajo Danu" and Tom will retreat out of the shafts. Now go to the place where is labelled "None shall Pass" on the map of Umajo in the previous part of the walkthrough.
Talk to the guards and they will now let you in. The chef in the South-West corner gives free Ration. You can find Sojesko in the main hall and he will assist you on your quest. Ask him about "Kossotto" and then "Location".
Now you can find him by going to the Equipmentmakers' Guild and use the key you got on the door North of the room where Merdger is in. Go down the stairs.
From here, go North and follow the passage where you can see a switch and knives on the ground. There is a locked door East of the switch. From here, ignore both the switch and the door and go North all the way till the path goes West and you can't go furthur North(You should have skipped 2 side branches).
Follow the West path to eventually reach a room with knives on the ground. Take Bucket and Hammer lying around and return to the place with the switch and knives on the floor. Enter the passage heading West a little North and follow it till the path splits North and South. Go South first to a room with knives surrounding a chest.
Ignore the chest first and pull the switch behind. Go back to the first switch(to the West of the locked door) and pull it. The knives can now be hammered in. Go get the chest that you ignored by hammering the knives. It contains Door Key, Lockpick, Metal Helmet, 35 Bolt, Axe, Cellar Map, 1 Ration & 18.4 G.
Use the Door Key on the locked door you found just now. You should find yourself in a room with 3 switches. To make the switches to be down ,up and down as shown in the picture behind, do the following.
1. Pull the single switch to the North.
2. Pull the middle switch of the 3 switches to make 2nd and 3rd switch down.
3. Pull the North switch again.
4. Pull the leftmost switch of the 3 to create the desired positions. Leave the room and go North. Remember the place where the path split North and South and you took the South path to reach the chest room? Go there and take the North path now to reach a large room with the Equipmentmaker's symbols on the floor. The North-West chest is locked.
We shall go get the keys to it now. Leave this room by the North. You will reach a junction that goes East or West. Go East and search the chest(Chest Key, 2 Lockpick & 24.5 G). Go back and unlock the locked chest with the Chest Key to get a Door Key & 16.7 G. Now leave through the North again and go West this time.
When you reach the room with a fire and green plates, use the bucket of water on the fire and step on the luminous green plates in the dark. When you end the path in the North-West, you should have stepped on the stone plate and make a chest appear.
Use a light source to illuminate the area and search the chest(Silver Ring, Gold Ring, Jewel Chain & 29.0 G). Go West from the chest till you reach a split to the North and East. Go East and use the yellow Door Key on the door. Wait till 8.00 - 11.00 A.M and a switch will appear so pull it. Return to the split and go North.
When you reach another split, go South first and pull the switch in a room behind an open door, then go North. Beyond an open door to the North, you should find a mine shaft so go in.
From here, go down one stairs. Go North and ignore the door to the left. Go East and open the South door. Go in and then follow the passage to the South-East to a place with many doors. The 3 doors to the North cannot be opened, so enter the first South door. Go South and open the door to the West. You will eventually reach a room with Kossotto.
Talk to him and tell him the magic word. He will give you the Metalmagic Scroll. Search the chest in this room for a Sun Dagger & 40.1 G. The magic field in the middle of the room can be manipulated to heal yourself. Now backtrack to the stairs of this level. Go to the door to the North which you ignored and enter it.
From here, go South and go up the stairs. Go up another stairs. Climb down the hole on this level. You will land in a room with a spinning wheel. Go out of the North door. Search the chest(Crystal Staff, Ring of the Goddess, Blue Dagger, Gold Torque, Ring with Gold, 10 Torch, 5 Ration & 8.0 G) on the table.
Use the Crystal Staff on the flames to turn all of them blue. The North door opens so go through and head East. Follow the passage South to a closed door. Pull the switch North of the door. Continue furthur East and pull the switch on the South wall (beside the pink wall). Now go West from the door where you came from the room with blue flames.
Pull the switch on the wall and enter to search the trash( Turquiose Healing Potion, 3 Violet Potion, Jewel, 21 Ration & 38.7 G). Go into the South passage and search the trash(10.0 G), then open the East door. Search the trash in this room for 55 Ration. Leave and find the switch on the North wall somewhere West from the room with blue flames.
Pull it and return to the room with blue flames and press the orange button on the West of the door. A gaping hole will appear on the ground in front. Climb down. Follow the passage and search the first barrel (Blue Potion, Red Potion). Continue going to the end and use the stairs again which leads to the room with the spinning wheel.
When you end up on the spinning wheel again. You should notice that the opening has shifted to the East. Go through and walk past the magic curtain. Continue along the East passage and go North to a large room. Pull the switch on the North wall. Return to the magic curtain and stand in the middle of it.
The North door is open so go through, use the hole in the room with blue flames and make your way back to the spinning wheel room. The opening is South now so go through. Head all the way South till you are between 2 "Special" icons as shown on the map.
The "Special" on the West is a fake wall so walk into it and make your way to the South, then go East. Enter the first door you see to search a chest for 36 Ration. Go back out and search the trash to the East for 20.0 G. From the trash, go North all the way and pull te switch.
Backtrack to the room South-East of the spinner room(It is the room North of the chest with 36 Ration ). Go through the magic curtain and make your way back to the spinner room via the hole. Go through the West door now. You should see a blue floor plate.
Alert: The blue floor plate summons 16 Animal 3 which will attack you. An advice is place all character in the last row and have Melthas cast Demon Exodus. They gives 5760 exp in total which means 960 exp for every member for a 6 people party! Use this place to gain level till 50. Drink Violet Potions for SP refill.
If some characters have maxed out their level, knock them out so they would not share in the exp.
Go South and search the chest(Stone of Visions, 8 Ration & 48.7 G) and the trash(38 Arrow(Horizontal), 3 Lockpick & 28.7 G). Look at your map, go to the West wall below the room West of the blue plate. Walk into the wall where the pattern changes from brick wall to wall with green vines.
Search the trash( Turquiose Healing Potion, Staff with Serpent & 18.0 G). You are done so make your way out using the magic curtain, the hole in the room with blue flame and out of the mineshaft. Then use the cellar map to navigate out of the guild.
Alert: To see the effect of the Stone of Visions, go to the Jeweller's Guild and enter the front gate. You should see a large circle with a red circle on the top-right. Use the Stone of Visions on it and the stone enlarges. It can heal you if you manipulate it.
If you show it to the Coskon before you set it into the ornament, he will exclaimed and doubt its authencity. Well, true enough, it really doesn't allow you to read someone's mind as the real one does.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ k)Dji Cantos & Toronto -- "The Seed" and the destruction of Toronto Now, the final confrontation shall come. First, go to Dji-Cantos and watch the creation of "The Seed". You will receive the seed and video footages.
You can now get Joe to join by kicking someone out. Go and deposit all unwanted stuff and retrieve your Pistol and catridges(if you have any left). Please be reminded that if you don't have Joe, there will be lot more battles to fight later.
When you are ready, you should return to Toronto via the path which leads to the cave East of Umajo(The cave that Ohl led you to). Enter it and make your way to Toronto. Once on it, there is no return.
Anyway, go South and open the door. Continue furthur South and examine the console. Then go through the South door and turn East. Follow the path until you see a table with a screwdriver like thing. Take the Special Screwdriver. Go to the console to the East and manipulate it.
The ships security forces will attack you after you upload the documentary. Dispatch them and go through the South door where they came from. You will eventually reach a door which leads to the service level. Key in "1712" as the code.
Once below, go through the South door. You should fight for your first time Service Robots. They are really tough so be careful. Turn West first and walk up to a place with lasers. Look to the East wall and use the screwdriver on it. Have a character manipulate it(Whenever you have to manipulate electricity, you need Joe.
Otherwise, you will get a nasty shock!). Look at the plexiglass on the North-West wall. Press the switch on the plexi-glass when the light on the right turns green. Go through quickly. As you head South, you should see a small room. Go there and step on the floor plate in front of the door. A service robot will appear.
It will follow you so quickly run to the other side of the laser field so that the robot will crash into the laser, destroying itself and the laser. Enter the door. Follow the passage to the end and use the screwdriver to reveal the circuit, then manipulate it. Return to the place where you headed South from the ladders that lead to this level.
Head East now and take the Southern split. You should see a pattern on the wall. Now take the Northern split. Keep going till you reach a large room with some robot fights. Reveal the circuit on the East wall and manipulate it. You should see a revealed circuit in the South beside a door. Have Joe repair it if you have him .
Otherwise, go through the East door. Find the circuit on the North wall and do the usual(reveal it then manipulate it). Beware, now you should press the switch on the plexi-glass which triggers many robots to battle. You will fight 106 Service Robots in 13 battles.
Alternatively, lure the robots into the large room and avoid them, making your way to the plexi-glass switch East of the small room to escape into the new passage. Try using Goddess's Wrath for easy fight. Anyway, go East and turn North when you can to find lasers going on and off in intervals. Make your way carefully through.
You will find another similar laser field and so make your way through this one too. Go through the East door and fight the AI Body 2. After you win, go through the East door and head South. Follow the passage and go through 2 North doors.You should see a door to the North with a codecard reader and 1 to the West.
Head through the West door untill you reach a laser field. Go South and go into the middle of the field. At the North end, manipulate the circuit. Head back South and go through the gap that appears on the West of the laser. Look at the pattern in the 2 U-shaped alcoves. Backtrack and use the North door with the card reader.
Go through an East door to find some plates which lights up upon walking over. Press the switch on the plexi-glass and enter the gap that opens up in the South-West corner. The last sequence is shown. Make the patterns you see just now.
Or if you want to skip going back, do this: [ ][O][ ][ ] [ ]--Off [ ][O][O][ ] [O]--Lighted [O][ ][ ][O] [O][O][O][O] If you make a mistake or completes the pattern, press the switch on the plexi- glass on the East of the plates. If you do it correctly and pressed the switch , a large gap will appear in the South.
You will see AI Bodies standing guard. Charge in and fight! After you kill a group of 4 AI body 2 and 2 AI body 1, you will get the Red Codecard. Use it on the cardreader beside the South door. Go through another door at the end to reach a large room. Enter the open door in the middle of the room. You will be confronted by Colonel Priver.
If you say offensive stuff, you will be attacked by 15 Secu 2. However, to avoid this unneccessary fight(which the items you get are useless as the final boss is immune to weapons), say the following:1,2,2,1,2,1. Then, the security forces will retreat. Anyway, Tom will lead the party to the reactor and be attacked by the AI housing.
AI has 4500 LP and is immune to all weapons. You can use spells but they do 1 damage only. It is immune to frost spells. Trap it with Thorn Snare if you want to try to kill it. Hoever, to end the game, just let the AI kill one of your character and do nothing. Then Tom will throw the seed .....Enjoy the ending.
