terratron walkthrough
BEGINNING REMARKS
You must talk to the people on your own. This is to provide
an outline for the story, but you won't have the complete
picture unless you talk to people yourself. I provided
a save game (006.sgm) which is saved right before the
final battle. Use it to look at the complete KNOWLEDGE
of the characters. It can provide useful clues if you're
stuck. Also note, that despite that most people are generic,
the innkeepers tend to be more knowledgable. Remember,
that even though you can probably skip through some parts
of the game, things are event driven. Meaning certain
things and people won't be in certain locations unless
something gets accomplished first. For example, Abdula
won't be in Morgan until you chase him off Barchetta.
STARTING OFF
You start the game off at the "Pigge and Ballbearing"
inn in the besieged city of Tormis. Look around you and
talk to the several characters in the inn. You should
pick up two companions here, Anvil and Jermiah. Both of
them are excellent fighters. It is also suggested that
you rest here, and bring your primary weapons skills to
the max. Also, at the first opportunity teach (and bring
up to the master level) Gustavus the skill of lock picking.
You will be doing a lot of that in the game, and it will
free up your party from dragging an otherwise useless
thief along. You should also locate the Mercenary Guild
in Tormis. Go there, and pick up Dark Sky (awesome fighter),
and Cyless. You can also pick up Grom and Grim, the two
thieves, but they generally suck. Its a good idea to ask
someone about inns, to get names and relative locations
of all the city's inns.
PART I: TORMIS
Your mission is to get the hell out of Tormis. Not an
easy task considering the city is surrounded by Daemonic
Hordes (tm), and you cannot just walk out the front gates.
You should walk around and ask about Thieves or Thieve's
Guild (a good idea is to ask a guard or a jailor or any
other "government" figure) until you get the
message that you should go find Moll in the "Harvester
of Sorrow" inn. Go there and find Moll. Ask her about
the Thieve's Guild. She will tell you to wait till midnight
the next day. Just buy lodgings and rest till the appropriate
time (anywhere past the midnight of the next day is fine,
Moll will wait for you), talk to Moll again. Follow her
a few blocks north, and she will take you to the current
leader of the Thieve's Guild. The leader will tell you
that one Travis Sewerbreath, is being held in a city jail,
and you gotta spring him. Go to the sewers beneath the
Thieve's Guild and take them to the city jail. You will
have to fight a few guards, but they are quite easy (don't
forget to take the guard's weapons for some $$$), free
Travis. Travis will tell you to meet him at the "Harvester
of Sorrow". Meet him there, and he will tell you
that he wants you to get Heinze's ring off the current
Thieve's Guild leader. Go to the Thieve's Guild and the
leader will attack you. Kill him, collect the ring, go
to Travis, give him the ring. Travis will give you a key
to a passage outside. You can also take Travis along if
you want. He has some useful abilities, but he isn't much
good in the long run. Go back to the Thieve's Guild, go
downstairs, and head through the locked door in the west
part of the sewers. Unlock the door and continue down
the passage You will make it outside. You can revisit
Tormis as often as you want. Now you have to start heading
for Attiea, which is to the far north west of Tormis.
Also, you might as well buy some Black Blower Ale from
the "Darkhorse Brewery" as you shall need it
later on.
PART II: ATTIEA
Now, that you arrived in Attiea, ask around about Elsopeans.
You will be told that there is one in the "Quaffing
Pig" inn. This inn is right north of where you first
enter the town. When you go to the inn, ask the owner
or a barmaid about Elsopeans. They will tell you that
he is gone but his servant Theodore Mcalstre is still
around. Find Theodore in the same inn, and ask him about
Elsopeans. He will tell you that his master, Alathon has
been abducted by Hellast (the ruler of Attiea) and that
only the Warriors of Light can help you. Ask him about
Warriors of Light, and he will tell you a key phrase Incontinence.
Go to the "Laughing Heretic" inn, which is on
the east side of the main road leading through the walled
part of Attiea. Talk to the barkeep about Incontinence.
He will tell you to go to the leader of the Warriors of
Light, through the fake wall by a cuckoo clock. Talk to
the leader, Francisco Antonio, about Alathon, and Hellast.
Leave his secret room, and you will be captured by the
Attiean secret police. They will put you in a jail cell.
In the jail cell pick up the lock picks on the bed, use
them to get out of your cell. Since you have been stripped
of your possessions, find them; they should be all on
a table in the north west corner of the jail compound.
Now, get out of the compound. Head towards the north eastern
part of the city, where Hellast's palace is. Enter the
palace (note: just about everyone in the palace will attack
you) and find Hellast (he is in the south western part
of the palace), kill him, and Alathon will teleport himself
away, saying he will meet you at Jornuli Point. Now get
out of the city, and head for Dryleaf; a port city on
the west coast, far to the north of Attiea.
PART III: JORNULI POINT
When you enter Dryleaf, find the tavern, which is located
just east of the marketplace, and talk to the ship's captain
there. Pay them for a passage to Jornuli Point. Remember
to click on the price while conversing, to buy the passage.
Leave Dryleaf, and board the ship. Note: you may be attacked
by several assassins on the way to Jornuli Point. When
you arrive, in Jornuli, go to the scholar's hostel to
the east of the main entrance, there you will find Alathon.
Talk to him. He will tell you to obtain his master's notes
from Tan-Eldorith in the far Elsopea. You can also see
the dean of the scholars of Jornuli, he is in the most
south eastern building in the city. He will give you some
items, and he can provide information on almost any subject.
Prepare well for the journey ahead, for its a long one.
PART IV: TAN-ELDORITH
You must venture far south. Preferably hugging the east
coast, move south until you find the city of Tan-Eldorith.
In the centre of the city, on top of a tower is the Daemonsgate.
You cannot do anything about it just yet. The notes you
seek are difficult to locate, they are in the Elsopean
Academy of Magic building. It has a lot of pentagrams
drawn on the ground. There is a large deamon sitting on
top of the notes so you can't see them until you kill
him. Get the notes and get out. Return to Jornuli Point.
Go to where Alathon was staying, and talk to the maid
about him. She will tell give you a note that will say
he left for Trade Town. In Trade Town you can also pick
up Twoedge, an awesome magic user. Return to Dryleaf and
head north along the western coast until you come to Trade
Town. Alathon is in the inn in the very north eastern
part of town. Give Alathon the notes, and he will tell
you that you need to find out about a device called "Matrix
Configuration". A set of 5 magical towers created
by the Kzzir, which when activated form a barrier, that
would prevent daemons from reinforcing their armies at
Tormis. If you activate the barrier, Alathon may be able
to help you shut the Daemonsgate. Alathon also hints that
you need to find a mystical capital of the creators of
"Matrix Configuration" -The Yelda. Yelda promises
to hold the answers to how the "Matrix Configuration"
is operated. A proper way to search for Yelda is to return
to Jornuli Point and inquire about Kzzir. That would yield
information about one Roberto Zildar in Vorsai, who is
an expert on the subject. You can skip that part, and
move straight to Vorsai-a city north of Tormis just west
of the Sisters (mountain range north of Tormis).
PART V: THE SEARCH FOR YELDA
Upon arriving in Vorsai, search out Roberto Zildar (if
you want, he is in the central library) and inquire about
Yelda. He will tell you that a book called Examination
of Elder Races is in possession of Ludovic Gruber. He
lives in the eastern part of the town. You can also pick
up some rumours saying that Gruber is an experimenting
daemonologist. When you go to Gruber's house you will
find his diary, and a book called Codex Deamonicus which
when read can bestow Spirit Lore on the reader. NOTE:
If you examine this book, you will get information about
Holtsweig's Staff. This is a subplot and can be skipped.
THE STAFF SUBPLOT Ask around about the owner of the staff
(Moebius Holtsweig) and you shall be told that he was
last seen at Sayville Town in the middle of the stumps
(small hills that fill the centre of the continent) go
there, and inquire about him. You will be directed to
his house, and therein you can pickup a rusty amulet and
his diary. Read the diary and it will tell you that he
ventured to a barrow, and never returned. Ask around for
the location of the barrow, and you will be told its south
east of town. Go there (on the map it looks like a clump
of trees) and open one of the tombs (only one opens) with
the rusty amulet. Go in, and you will have to fight a
ghost prince and his ghost cronies, including the ghost
of Moebius. After the fight you can retrieve his staff,
which can be used to banish deamons.
Now, you have to go to Gruber's basement, and as you
go towards east, you will encounter a Daemon Lord - Lab.
He is very powerful, and unless you have a powerful weapon,
such as an Elemental Sword, you have to successfuly run
away on him. In the chambers beyond, you will find the
book. Upon its examination you will find that it hints
Cooltag's Rest to be the location of Yelda. Go there (Cooltag's
Rest is in the middle of the stumps, slightly west). Once
in Cooltag's you will find out from people that the mines
are closed due to mysterious hauntings. Gather gossip
about an alleged affair between Francisca Whiplash and
the mayor of the town. Confront the mayor with the information
(you may have to talk to him a few times, and/or talk
to his wife). He will give you the key to the mine. Go
to one of the warehouses near the mines, and retrieve
one lubricant and one lead weight. You can get the weights
in the mayor's office, too. Enter the mines, go down to
the third level (use the lift) of the mines, and in the
eastern part, you will find Yelda through an illusionary
wall (it is kind of obvious, though). You way will be
blocked by a rusty door. In the inventory screen, use
the lead weight and the lubricant on it. Go through and
explore till you find a book called Translation Notes.
Therein, you will be told that the first temple of the
"Matrix Configuration" is on the island of Scaeth.
Go to Pestur's Wake. (Pestur's Wake is on the eastern
coast, in the north)
PART VI: THE FIRST TEMPLE
Once you go into Pestur's Wake, you should be met by
a messenger from Councillor Pestur. He will want you to
meet him in a "Broone's Bane" inn. Go there,
and follow the messenger to Pestur. Ask the councillor
about Scaeth. He will tell you that he wants you to do
a mission for him, and rescue a lost diplomat - Hans Middlethorn.
He will tell you about the situation in Essam (on Scaeth)
and how he intends to restore order by completing the
Wheel of Essam (which is in fact the Matrix Tablet-a device
needed to activate the temple) a piece of which is held
by each of the three main gangs on Essam. He will now
provide you with a piece of the Wheel of Essam (which
is actually fake) and transportation to Scaeth. You will
also be told that the diplomat was last in Hotel Essam.
Take the ship, go to Essam. Find Hotel Essam (North of
the central market), inquire about Hans Middlethorn, you
will be told that he went for a meeting in "Spiting
Camel" inn (which is by the southern docks). Go there
ask about him, and you will be told he met with Gray Stalkers,
but was captured by someone else. Now, go to the Gray
Stalkers headquarters, and ask about him. They will tell
you he was captured by the Assassins Guild. Go to the
Silver Garrote, and ask the proprietor about Hans. Pay
for his release. Go upstairs, talk to Hans. He will meet
you at Gray Stalkers HQ. Go there, and you will be given
3 letters to be taken to leaders of the other 3 gangs.
Use the underground tunnels beneath the Gray Stalkers
HQ to visit the other gangs HQ. Give the letters to the
messengers (the people that talk to you) and make sure
you stick around till they tell you that the message will
be received. Once all 3 are delivered go back to Hans,
and he will to meet the leaders at the city graveyard.
Go there, find the leaders (in the north part of the graveyard)
they will attack you. Kill them, and collect their 3 pieces
of the tablet. ( Hans will offer to join you now, let
him in if you want). Now walk around and ask around about
the Wheel of Essam until someone mentions that the leader
of Silver Talons lost a piece. Ask about Silver Talons,
and make sure that you get the name Joolz the Blade before
you leave Essam. Leave Essam, find the temple on the south
end of the island (its a small skull on the map) and tell
the Jolly Beardy Man that he is "Joolz the Blade".
He will give you the real 4th piece of the tablet (the
Bannar). Go to the top level of the temple and drop all
4 pieces on the top of the column (right in the centre
of top level). Now the temple is active, and you will
receive the location of the next one, on the island of
Garl east of Anchor.
PART VII: THE SECOND TEMPLE
Go to Anchor (which is on the east coast, south of Pestur's
Wake) and you will be met by a messenger that will ask
you to come along to Lord Hooley. Follow him, and ask
Hooley about Garl. He will ask you to retrieve 3 items
from Eloran. A document, a coin mould, and a notebook
belonging to Karlos Slumm. Go to Eloran (which is south
east of Anchor) and find the Foreign Offices building
(its in the centre of the town) and get the document from
one of the desks there. Now go to "The Prince"
inn, and inquire about coin moulds (you can retrieve one
yourself, from the royal mint of Eloran but you may be
forced to a fight) and someone will offer to get them
for you for a price. Pay them, and meet that person in
the south east corner of the town, outside the gate to
the slave pens. You will get your mould. Now comes the
hard part. Go to the Eloran jail, and ask about Karlos
Slumm, they will tell you he was transferred to the slave
pens. Go to the slave pens, and (during the day) you can
find a guy named Theodore. Ask him about Slumm, and he
will tell you that he can check his ledger (for a price)
do that and you will find out that one Peter Helbar bought
him. Go to the "Forgotten Heroes" inn and ask
the rumormonger Erwin about Peter. He will tell you that
he hangs around that inn often. Find him, and ask him
about Slumm. He will tell you that he gave him to Joseph
Traal-a slave trader. An alternate way to get the topic
of Joseph Traal in your vocabulary is to go to "The
Prince" and ask a girl named Ferrit about Peter Helbar.
Either way, you must ask Ferrit about Joseph Traal. She
will tell you that he went to Halfway with his slave caravan.
Go there (its located between Tormis and Eloran) and inquire
about him in the local inn. You will be directed to Graybrook.
Its a city on the west coast, barely north of Tormis.
Go there, and once again, inquire about Traal. Now you
will be told to go to Attiea. Go there and ask about Traal,
and you shall be told that he went on to Dryleaf. Go there,
and ask about him again, you will be told to ask Arienne
Toogal. Ask her about him, also ask Ivan Helmhand (captain
of the Northern Rangers-located just east of the Dryleaf's
only inn) about Traal. You won't be told anything conclusive,
so go to Trade Town and ask people there about him, then
you shall be directed to his villa, just east of Trade
Town. Go there, and you will find Traal's journal in a
house in the south west of the compound. Upon examining
it, you will find that he is immortal now, and only a
spider can kill him. Get the spider dagger from the bed
nearby, and proceed to the north of the building. There
you shall find Traal. Kill him, and retrieve Slumms notes.
If you want you can turn in the Traal's Journal to Ivan
Helmhand in Dryleaf for a lousy reward. Return to Anchor.
Return the items to Hooley in Anchor. Board the ship he
gives you. Go to Garl. Go to the tower there, and you
will encounter a mad scientist who will want a brain in
exchange for a Matrix Tablet he is holding. Make sure
you get the topic of bodies before your return to Anchor.
Go back to Anchor, and visit the Medical College. Ask
the dean of the college (he is in the eastern building
of the college) about bodies. He will tell you that he
obtains them from one Axel Forkbeard. Ask around, and
you will find out that he is hanging around the "Daemon
Bell" inn. The "Daemon Bell" and "Black
Spot" are both in the south east of town near the
docks there, with "Black Spot" being just slightly
north east of the "Daemon Bell". Go there, and
talk to Axel Forkbeard about bodies. He will get pissed
off, and tell you off. Then he will send some heavies
to rough you up. After dealing with them, go to the "Black
Spot" tavern, and take the stairs down to the passage
to the lighthouse. Take the passage, and in the lighthouse
you will find Axel, and his cronies. Beat them, get the
brain from the floor, and Axel's notes (which you can
bring to the medical colleage for a lame reward). Return
to Garl, give the brain to the mad doctor. He will give
you the tablet. Go to the temple (just south of the tower)
and drop your tablet in the centre of the top level again.
The location of the next temple (in the Border Peaks)
will be shown.
PART VIII: THE THIRD TEMPLE
This is probably the easiest temple. Go to the Border
Peaks (a massive range covering the most of the south
and Elsopea) and in them find a large lake, which has
a village beside it (if you find Hope-the stronghold of
the Hillcats -where you can pick up Shadwell for a valuable
addition to your fighting force -then you are quite close).
It is almost in the centre of the border peaks. Enter
the village. You will find its quite burned down, but
in the east part, there is a large, black building. Enter
it. Find your way to its centre, and talk to the Kzzir
leader there. He will tell you that he needs an energy
crystal from the middle level of the temple. Go there,
and after a few fights you should be able to reach the
crystal. Return it to the Kzzir. He will give you the
Matrix Tablet. Go to the third level, and use it in its
centre (just like the previous two temples). The temple
will become active, and the location of the next one (on
the island of Barchetta) will be revealed. Go to Dryleaf.
Ask about Barchetta, and take the ship to Mashan, the
city on the island.
PART IX: THE FOURTH TEMPLE
The city of Mashan is ruled by pirates. Gather enough
rumours to get the topic of Rebel Pirates in your vocabulary.
Now find the leader of the city, Friday the Sword (he
should be in the middle of the town, in the town keep)
and ask him about Rebel Pirates (make sure you have Abdula
in your vocabulary before you leave him) and about Skull
Mountain (you should have this topic from the Translation
Notes). He will tell you about the Catacombs. Ask him
about those, and in turn, he will tell you that the key
to the catacombs is with the jailor, Bruno of Mashan.
Go to Bruno, and ask him about the Catacomb Key. He will
give it to you, and since the entrance to the catacombs
is in the keep, return there and enter them. Make your
way roughly towards the south eastern corner of the catacombs.
You should find the exit to the main part of Barchetta
there. Explore Barchetta down the eastern coast until
you find a small port. Enter it, for its the hideout of
the Rebel Pirates. Fight the guy right in front of the
exit (Gus the Helmsman), and you will be told that Abdula
sailed away, with the Matrix Tablet needed to activate
the Skull Temple/Mountain west of the port. Now, you must
return to Dryleaf. Ask around Dryleaf about Abdula. You
will be told to ask a scholar. Ask any scholar in any
town, and you will be told that this sort of information
can be obtained through a Deamon Oracle. You can buy those
at any major store for a hefty price. Use it. BUG WARNING:
THE DEAMON ORACLE CAUSED MY SYSTEM TO CRASH Thus, I had
to search blindly for Abdula. Go to Morgan, a small fishing
village, just south of Dryleaf. Go to the inn in that
village. In the backroom of the inn, you will notice a
person that looks like your party. Talk to that person
(named Ulweyrn) about Abdula. It will turn out that this
person is in fact Abdula, and you will be attacked. After
the fight collect the Matrix Tablet, and return to Mashan,
go through the catacombs again, and install the tablet
in the temple like you did before (third level, middle-top
of energy column). The location of the last temple will
be revealed to be on the island of Soramuth. Return to
Dryleaf.
PART X: THE FIFTH TEMPLE
Once you returned to Dryleaf, go to the local inn, and
find the man called Harald Half Troll. Talk to him about
Soramuth. Give him the Blower Ale you obtained from the
"Dark Horse" brewery in Tormis. Board his ship,
and you will be attacked by a Leviathan on your way to
Soramuth. After you wash up on shore, follow the western
coast, until you come across a tower. Enter it and talk
to the man inside it. Ask him about Skull Mountain. He
will tell you that he will give you the tablet needed
to activate it, if you accomplish a series of tasks for
him. He will tell you that the first task is to deactivate
the Leviathan (which of course is basically a submarine).
The way to do this is to shut off the valves inside it,
in a specific order.
To do that enter the underground complex beneath the
tower. First of all, you will have to retrieve a set of
keys to access the Leviathan. They are in a room, in the
north part, marked "Gorak Halan". Next, proceed
to the south eastern part of the complex and use the keys
on the door, to get to the Leviathan. Once inside, go
to the central console, and the screen should turn to
display of symbols with gauges beside them. Clicking on
a symbol will disarm that particular part of the Leviathan.
You're expected to disarm the valves in the following
order: Armory Systems, Energy, Navigation, Propulsion,
Air Ballast, Brain. I will try to draw in ASCII what those
symbols looked like, however, yo can deduce it for yourself,
for the same symbols are used by doors to rooms that store
certain items (example: the armory symbol is used by the
door to a room full of weapons).
Armory Systems: O <-its just a circle Energy || |
<-two bars, one thick, one thin Navigation X <-looks
almost like an "x" with a flag on one end. Propulsion
___ | | __|_|
Ballast | O <-a circle with a line above it
Brain F <-looks almost like letter F
Once you disarm the Leviathan, return to the man in the
tower. He will ask you to close off some air vents. This
is done by finding the keys marked I, II, III, IIII and
using them to LOCK the doors with the matching markings.
Once all four doors are locked, return to the man for
your final task, which is to blow up a dyke. To do this,
you must find several items in the compound below tower:
a wire fuse, a gunpowder, a cork, and a clay jar. All
the items are there, although they are a bit strewn about.
Use the gunpowder, fuse and cork to create a bomb, and
use the bomb by the dyke (which is next to the Leviathan).
You will have a few minutes to make it back up to the
tower, before the bomb explodes! Hurry back to the man,
to receieve the Matrix Tablet and a Jet Statue. Go to
the temple (slightly north of the tower) and use the tablet
in the manner you used the previous ones. Now use the
Jet Statue to return to Dryleaf. You have activated the
Matrix Configuration!
PART XI: THE SEARCH FOR ALATHON
Go to Trade Town, to the inn where Alathon was staying.
Ask the barkeep about him. You will be told that he went
to an inn in the Campps, called "Master of Puppets"
and that you're supposed to ask the proprietor about a
keyword Rabbits. Go to the city of Slime (which is the
easternmost city right below the great Wall) and find
the said inn. Ask the barkeep of Master of Puppets about
Rabbits and he will tell you that Alathon left with a
group of Njord Wolfraven's people to go to Rowche. Go
to Rowche (first city west of Slime) and find the inn
there, go in and Njord Wolfraven will hand you a message
from Alathon. Read the message, and go to Hajak (Hajak
is west of Rowche), and find the house of Svein McDoogal
(its more less in the centre of the town). Talk to Svein
about Njord Wolfraven. When you leave you will be attacked
by him. Slay him, and you will be attacked by Njord Wolfraven
(turns out he tricked you to slay McDoogal for him-there
is no way to avoid it). This is a tough fight, so prepare
well before you do it. Slay him, and pick up his notes
and his magical axe, Groinsplitter (not a bad weapon).
Read his notes. Now you know you have to search out Edric
in Eloran to find Alathon. Go to Eloran. In Eloran, you
will have to find the house of the family Torano, that's
where Edric is. As you as you find him, he will teleport
away, after telling you that Alathon is dead. Go around
the house, and find a bottle on a desk in the north-westernmost
room, pick it up (it may be slightly hidden, so just use
the pick up option by that desk). Alathon will float out
of the bottle, and tell you he has been killed, and his
spirit is trapped in the bottle. Now you will be told
how to shut off the Daemonsgate: you will need a Lore
Master that is willing to sacrifice himself (that would
be Alathon in the bottle) and a Daemonologist capable
of summoning a Daemon Prince. You will also be told to
search out the sword of Karadith from the Elsopean city
of Helladi. Your first order of business should be to
get a Daemonologist to join your party. You will told
that a Daemonologist lives in Dryleaf. Go there, and in
the first row of houses (northernmost) in the westernmost
house lives one Nikolause Krippe. He will tell you that
he shall join your party if you bring him a book called
Summoners Almanac. This book is in possession of a Daemonologist
living in a tower just north of Tormis. Go there, and
the book is lying on the floor there. Pick it up and the
Daemonologist will attack you. Slay him. Return to Dryleaf,
give the book to Nikolause, and get him to join you. Now
you must venture to Elsopea for the final time.
PART XII: THE SWORD
If you follow the western coast south towards Elsopea,
you will come to the city of Helladi. Go in, and in the
tower in the centre of the city is the city's mayor. Talk
to him about Karadith and his sword. He will say that
you will be allowed to recover it, under the condition
that you first get him two power crystals, from the cities
of Ast and Doorkannen. Leave the city and follow the west
coast south (Ast is on the west coast of the eastern peninsula).
Eventually, you will come to Ast. The crystal is in the
city tower, in the centre of the town. Keep following
the eastern coast, and you will come to Doorkannen. The
crystal is again, in the centre of the town. Return to
Helladi with the crystals, and give them to the mayor.
He will inform you that the tomb of Kadarith is now open.
The tomb is slighly east of the central city tower. Go
in, and pick up all the energy crystals you find there.
Now drop the two jet crystals on top of the statue of
the black hero, the amethyst crystals on top of the statue
of the purple hero, rubies on top of red hero, emeralds
on top of green and sapphires on top of blue (order is
not important). Karadith will awaken, and challenge one
of your party to single hand to hand combat. Slay him,
and you will be rewarded with two potent weapons: Spirit
Sword and Karadith's Sword (the only weapon capable fo
slaying Alkat). Now you're ready to close the Daemonsgate.
Go to Tan-Eldorith, and step through the Daemonsgate (which
is on top of the central city tower).
PART XIII: THE FINALE
Once through the Deamonsgate, you will be in the Daemon
dimension. Immediately use the Ornate Bottle (the bottle
with Alathon in it). This will trigger an explosion of
the Daemonsgate. You will also receive a Golden Master
Key. Now, you must head north east till you hit the giant
citadel of Alkat. Enter it and use the Golden Master Key
to unlock the door. The general idea of the citadel is
to go around, and find bosses which carry Master Keys
of different colors to open successive doors of the palace.
However, this last level is VERY BADLY DESIGNED!!! As
a result there are many stupid bugs on this level that
will stop your party from advancing. For instance, the
Brown Master Key opens a door, but for some stupid reason,
you can't go through the door! Or when walking through
the elemental rooms, the designers put a rock right in
front of a door to the Fire Room so you can't get through!!!
Luckily you have me on your side :-)
I have determined which byte of the save game stores
your party's east west coordinates, so use this to circumvent
any obstructing doors that won't open, etc.
Here is what you do: using your handy-dandy Norton Diskedit
or any other hex editor search out the bytes at the offsets
(in hex) 27,28 and 2B,2C these two pairs should hold the
same values. You should change each pair to the same value.
Let's say, your bytes at 27, 28 are FE 03 then to move
a few steps to the left (and past some irksome door) you
will edit them about 6 less to make F8 03. If you want
to move to the right, you just add 6.
Pretty simple, eh ? You can experiment on your own to
find how much you need to add or subtract.
Now, you must find a staircase up (It is past the six
elemental rooms). Once you move a level up, go to the
golden room in the north east corner of the level. Therein
you will find Alkat. He will attack you, and boy, he is
tough. Remember the only weapon that can slay him is Karadith's
Sword.
Once you kill him, the game ends.
terratron walkthrough end