Shadow of Yserbius
shadow of yserbius walkthrough
~Shadow of Yserbius
Game from Sierra - Walkthrought (Parts 1 & 2)
First some general info.
On the maps, the bottom left corner is A1, letters going
side of the map A to P maximum and numbers along the bottom
16 maximum. Unless stated otherwise, all areas are 16 by
Occasional single letters have been used to refer to specific
locations on the maps.
Some encounters are fixed, others random. Once you have
Read Tracks, cast this on first entry and mark each purple
as an X on your map. Do the same with True Seeing which
staircases, doors, teleports and other important items as
blocks. Mark as a ?.
Some Xs may turn out to be NPCs but it's well worth knowing
the tough fights are likely to be. Random fights aren't
hard. Occasionally I couldn't work out what a ? referred
nothing seemed to happen, or there'd be a message saying
like 'the room is bare' so these are still on the maps as
Some monsters carry excellent treasure the first time you
them. These are not always replenished when you go back
time but it's worth a try! Quest items, as far as I can
always replaced should you need a replacement for some reason
Equip yourself with the best lockpick you can find. Only
level one can be bought, others are gained from fights.
the best was a blue and kept this in the slot between my
character's feet for ease of use.
I have tended to say 'use a blue lockpick' in the solution
the maps. But I haven't always noted which doors need a
and I gather a blue one isn't actually needed until the
Den, Level 5.
1) Dungeon Entrance
Not much to say about this area. No monsters, no NPCs,
treasure, just four doors. One leads back outside to the
Exit, one to the Mine, one to the Hall of Doors and the
to the Soldiers' Quarters. It's 9 by 11 in size.
In the top left corner is a locked door which you can't
until your character is Level 20 or above and has the Thieves'
key. This then gives a short cut to Level 6 The Labyrinth
Quest items relating to the Palace are taken from you when
enter, which is worrying, to say the least, when it happens!
2) The Mines
In this area you will find several rumours. One tells of
Cleowyn's fantastic treasure. Another tells you to look
better lockpicks and that it is useful to be able to detect
doors and traps. A third tells you that the upper levels
dungeon are the King's Palace and are full of traps. Oh,
A wizard tells you that the lower levels of the dungeon
dangerous and a lone adventurer will be at a disadvantage
true, but not very useful info when you are playing a solo
Another character will tell you that to reach the next level
the dungeon you'll need a special key which is located on
level. You'll also be warned about the pit in the centre
mine which only the strongest can survive.
A central corridor leads from the doorway to the Dungeon
to the south, to the Vestibule to the east. Some doors are
and need a lockpick, others are opened by brute strength
A doorway in the southeast at E14 leads to the pit we were
about. Ignore this until you are a high level - say Level
Fortunately a kind spirit will rescue you if you try to
it too soon. It leads to Level 5, Pit Bottom.
Another doorway in the northeast at K14 takes you through
series of rooms. At N6, you will fight to win King Cleowyn's
which is needed to unlock a nearby door and will be used
extensively on lower levels. Further through, at G2, another
will gain you King Cleowyn's Lockpick, which will also be
Cast detect in the southeast (B14) to find a secret wall.
a teleport can only be used by Level 20 characters upwards
takes you to Level 5 Thieves' Den.
3) The Soldiers' Quarters
Reached from the Dungeon Entrance, you can reach the Treasury
here and, later, Level 2 the Basement and beyond. In fact,
turns into a useful short cut. It is also a route back from
Prison using two teleports in a hidden area in the bottom
You arrive at C13, then go through D14 to reach M13 (and
versa to reach the Prison).
You'll learn from NPCs that you can acquire new skills
dungeon. You'll also be told that under Cleowyn's Palace
is a maze
infested with thieves. They seem the only ones who know
how to get
through the thing. An orc barbarian will tell you that polar
and ice lions infest the lower parts of the dungeon and
ranger warns you to take heed of the "Keep Out"
sign at the end of
the corridor and to look out for traps.
Several doors need a lockpick to open them, either green
better, blue. The central area cannot be reached until you
teleport at the far east side, G15. Just through the teleport,
some dire wolves guard a hollowed nunchukas which will give
some extra cash unless you can use it.
A square corridor around this section has a few rooms off
contains some elf barbarians (C5) which often carry worthwhile
treasure - I picked up some good magical swords and armour
good lockpick is needed for one northern door and another
south (K3 and C6).
4) The Hall of Doors
A smaller area, just 8 by 16, reached from the Vestibule
Dungeon Entrance. Once again, only the outer area is immediately
accessible. The centre can only be reached by teleport at
there is a locked room past D1 which can be unlocked with
lockpick. In here, at E1, is a teleport to the Mausoleum
3. A teleport from The Treasury leads to a locked room at
You'll learn that the wizard came to Twinion and caused
volcano to erupt. His castle is buried deep in the bowels
mountain. A troll cleric tells you someone left a rune on
floor which said that to reach the King's Apartment you
a turn for the worst. Another NPC tells you scrolls and
contain magic here but the magic in them is soon exhausted.
Once you have entered the centre section, you'll find four
each with an encounter, some with very good treasure especially
elf clerics and rogues at F9 and goblins with gold coins
at F11. A
teleport at C5 leads to The Basement in Level 2.
5) The Treasury
Another 8 by 16 area. LOTS of trapdoors in here which will
with True Seeing. All lead to The Basement, Level 2, some
area which can only be reached by this method.
One NPC will tell you that the wizard may have claimed
body when he died. Another tells you of a strange area,
down, with 6 small rooms accessible to everyone but a large
she is unable to reach though a wizard told her to study
to solve the mystery of the area. This refers to the Rune
A teleport at H16 leads to the Hall of Doors and a doorway
Soldiers's Quarters. The central area, reached through the
B8, contains many monsters so don't tackle it too soon.
undead. I used sovereign scrolls to cast Control whenever
possible. Other than this, nothing useful here.
6) The Vestibule
Reached by doors from The Mines and The Hall of Doors.
concentric corridors, tapestries, locked doors and four
rooms. An NPC will tell you that you must solve the mystery
linked vestibule doors to continue further down into the
and another will say that they devised a clever maze of
discourage thieves and invaders. An elf cleric says he found
nothing in the King's Treasure Room - maybe he missed something
and adds that teleports will speed your way through the
Use Read Runes to read the tapestries. One reads 'A hero
strength may open my series of doors' so all you need is
sufficient strength to get through. A second says 'A certain
lockpick opens my series of doors'. A third says 'A certain
unlocks my series of doors'. These refer, respectively,
Cleowyn's Lockpick and Cleowyn's Key which were found in
Mines. The fourth set of doors can just be opened. The fact
that you can only use one route at any one time. Once one
opened, all others are impassable. So you need to go through
least four times to reach each central room. It's worth
though. In one, reached using the Lockpick route, a fight
will gain you the Key to Cleowyn's Palace. In another, the
using Cleowyn's Key, you'll find stairs at G7 to The Palace
Corridor, Level 2. The 'strength' route takes you ultimately
teleport to The King's Domicile, Level 4, from J9. You can
teleport passes round this area, handy for reaching the
you have the Teleport spell.
1) The Basement
This area is reached by stair from the Hall of Doors -
to the main, central corridor. A fountain at K7 will heal
One NPC tells you there's more to this basement than meets
eye; he wants to know the secret of what lies behind the
walls of this corridor. Another tells of a marble block
with the name Arnakkian Slowfoot, wizard to the King. Others
of a race of elf-like creatures deep in the dungeon and
must work with races you would normally ignore to succeed
this refers to the on-line game). One says to the east of
Room on Level 3 is the Wizard's Challenge, quite a challenge
too, though he found several short cuts to it.
Three doors lead off the south side of the corridor but
isn't much here apart from a room behind a locked door at
a yellow lockpick or better). King Hobgoblins and Hobgoblins
A14 are tough - use a sovereign scroll.
Yes, there are three secret areas around the corridor.
southern area can only be dropped into via trapdoors from
Treasury. A one-way door leads back to the corridor at E4.
A teleport from the Hall of Doors will land you in another
From here, make your way to P8 where another teleport will
you across the north end of the corridor to the left side
area. There's a complicated series of stairs and one-way
starting at I1. These will take you to the Soldiers's Quarters
back down - twice - to allow you to reach two more areas
There are some lucrative fights at N5 and O5 and, finally,
teleport to The Great Corridor, Level 3, at A1.
2) Palace Corridor
Seemingly not much here. You can only access the three
directly. One NPC tells you the object to open locked doors
the first level. This is the Palace Key which we found in
Vestibule. Another says there are 3 secret areas in this
they can't be entered from this corridor. True. The only
way in is
from The Rune Room on Level 3, which you won't be able to
do for a
while yet. A third says that not all traps are dangerous;
found a useful key down one.
Some advance warning from another NPC lets you know that
entrance to King Cleowyn's Apartments are guarded by a dwarf
called Deldwinn on Level 3. You are warned not to try to
as he is enchanted and cannot be killed by mortals. An Orc
also warns that the King's Palace is filled with spirits
tormented dead and to look for an asymmetry in the Palace
wish to hear the truth about the dead king.
You can reach The Vestibule from doors at the top left
and stairs down to The Rune Room at O16 and P15. A door
at C5 is
locked but translating the runes on the tapestry next to
you that none shall pass save one who holds the key to the
This allows you to reach the doors at A1 and A2 which lead
3) Cleowyn's Palace
A tough area with various undead lurching around such as
banshees and nightmares. An NPC near the entrance from the
Corridor tells you King Cleowyn appears on his throne on
occasions and won't leave until all mortals have left the
Another warns that the Pit is pitiless, do not go near it,
also says that the traps are dangerous but they may aid
third says to obey the King and return his cherished possessions
to be blessed. Keep them and you will die.
There are a few locked doors to open with a blue lockpick
others to open by brute force. The pit mentioned is at D5
found it no problem; it drops you two floors to the King's
Domicile (unless they mean the one in the Mine?). Pillars
trapdoors abound. The trapdoors lead to the Prison on Level
back by using the Pit to the King's Domicile in the Prison
elevator there to come back up (see those sections).
The trapdoors stop you reaching the bottom left corner
of the area
- a problem. But a tapestry at K8 tells you that what you
not always what is real. You'll discover what this means
approach some pillars and find they move away from you.
technique to go through the door at I16 and head along the
corridor round the bottom right corner. Go through the door
end (A10) and the pillar at A8 will move away from you -
doing so. Move along the bottom edge to A5 and then north
You'll enter a major scrap with King Cleowyn and other ghosts!
Control and Poison Cloud and once you win, you'll gain the
Ring - very handy.
Return to A5 and the King's spirit will meet you. He tells
imps that serve Arnakkian have stolen his crown, robe and
Return them to their proper places in the Mausoleum and
reward you. He also tells you he was killed by Arnakkian's
and you must find his body and put it in the Mausoleum so
rest in peace. He tells you to find and read the tapestry
Ring is the seal of his promise.
Whatever you do, don't go back to B5. The King will reappear
take back his Palace Key before attacking you, necessitating
trek back to the Vestibule for another one.
Instead, head to the tapestry at H12 which was blank until
fight. Now it translates to say that imps have hidden the
crown and sceptre. Only a master of the runes may find them.
Two-faced Y is at the centre of the quest. From Y, open
O and E
and I. When a rune key is used correctly, it will disappear.
this stage, this will mean nothing but just wait a little
and all will become clear.
There will still be one small corner, bottom left, that
reach due to traps. I assume there is nothing important
~This text is only a small part of a large collection of
~more you will have to get onto The Adventure Probe BBS,
to gain it.
~Obtained from The Adventure Probe BBS (0707) 334799 (21:00-06:00)