Albion walkthrough
albion
walkthrough
Albion
Cheats
Visit the healer on the planet Iskai.
Talk to her and end the conversation immediately. In most
cases the healer will give you a blue magic potion worth
16.6 gold pieces. Repeat this untill you have enough money
to buy weapons etc.
Solution
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, ) 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.
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. 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 the
map 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, 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.
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, you
can either go or search these cellars
a 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 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. The Guild is behind a closed door
(on the map that
is) 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 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",), 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.
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
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