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Walkthrough You start the game in the Adventurer's Guild of the town of Skara Brae, located on Main Street. Unlike newer RPGs it is not enough to just follow the storyline. Most of the time you will spend walking through the streets and already explored dungeons, fighting hundreds of monsters in order to improve your characters. The beginning is one of the hardest parts of the game. Thus the first part of the walkthrough gives basic surviving tips for fresh characters.
Your first action should be a visit at Garth's Equipment Shoppe. Buy some basic weapons and armor for your party members. The following part is a step-by-step guide mentioning the things you have to do in the dungeons in order to win the game and beat Mangar. You will find that the walkthrough itself is rather short, because it is basically a surviving game, its difficulty coming from the dungeon design and monsters and not from an excessive storyline or puzzle solving. Please always remember the following rule: If the monsters are too strong, your party is too week. The only solution is to visit formerly explored areas and level-up your characters. This isn't done in five minutes, but it is necessary... except you use the predefined characters from the Cheats section. The walkthrough makes use of the coordinate system of the dungeons. Use the dungeon maps to find your way to the mentioned coordinates. As soon as you are able to use the APAR spell you can teleport around in dungeons freely, making traveling easier. On some dungeon levels APAR isn't allowed though! Additionally, remember that in some dungeon levels there aren't stairs to bring you up/down a level, but openings in the ceiling/floor instead. In order to make it through an opening you have to cast a Levitation spell and press "A" for "Ascend" or "D" for "Descend". You've read the general hints and think your characters are strong enough to go underground? Excellent. But wait a moment... before entering the first dungeon you have to find it. Walk to the tavern called Scarlet Bard in Rakhir Street and order some wine. The innkeeper will send you to his cellar to get some bottles yourself. The first two levels have nothing of importance. In level 3 at 0E/4N a light beam blocks the way during daytime. Wait until its night and you can cross the passage unharmed, making your way to a magic mouth at 3E/4N, telling you about a madman named Tarjan who proclaimed himself a god. With this information you can go back to the surface. The fourth level is not interesting at the moment, because its only purpose is to provide an entryway to Mangar's Tower at 17E/16N which you are not yet prepared to enter. Visit the Temple of the Mad God in the center of Skara Brae. The answer for the priests' question is Tarjan and they allow you to enter the catacombs. Again the first level is rather uninteresting so make your way to the second one. Here you have to fight your way through the chambers of the Master Sorcerer Bashar Kavilar to the stairs at 11E/8N. In this level you should avoid the Stasis Chamber at 0E/0N and the lair of the Soul Sucker at 21E/0N at all costs, because it means nothing but worthless trouble. Climb down to level 3. There you have to travel into an area. only accessible by going through a series of teleporters. At the end (20E/19N) you will encounter the Witch King, a nasty spectre and a quite formidable opponent at this stage of the game. Beat him and get an "Eye". (Note: If you should loose this or any other important item you can always go back and get it again, because a level gets totally restored when reentering it, together with all the monsters!)
Next, visit Harkyn's Castle. Hopefully your characters are strong enough and the Grey Dragon guarding the castle isn't too much trouble. The first level has one important item at 19E/0N, the Crystal Sword, so get it and take the stairs to level 2 at 0E/19N. This is a nasty dungeon. It has only one level, but teleporting is not allowed, there are many puzzles and lots of dark areas. And on top of all, you have to complete the level in order to be able to leave it again. OK, what do you have to do? Enter the teleport at 19E/1N, then the teleport at 19E/19N. Next go to 13E/10N and answer the magic mouth riddle with "STONE GOLEM". You'll be teleported to 9E/8N. Enter the big dark room to the south and the small room with the magic mouth at 12E/2N. The answer "SINISTER" opens a door at 1E/6N. Leave the dark room to the southwest and after following the long corridor, enter the next big, dark maze. First go to 2E/20N and take the Silver Triangle. Leave the maze through the door, opened by solving the magic mouth riddle, and beat the Crystal Golem at 4E/1N. You must have the Crystal Sword from Harkyn's Castle however, or you won't be able to kill him. Now take the door to the south and follow the long, snake-like corridor. At the end of the corridor go through the door to the west (not south!!) and make your way to the teleport at 14E/18N. This leads you to the final corridor, the friendly wizard Kylearan waiting at the other end. He gives you an Onyx Key, which is needed to enter Mangar's Tower. One step north you'll be teleported to the exit.
Go back to the dungeon beneath the Scarlet Bard. Level 4 has an entryway to Mangar's Tower. And with the Onyx Key you can finally enter the tower itself. Immediately go to level 2 by either casting the APAR-Spell or visiting the magic mouth at 20E/13N, which teleports you to level 2, 20E/13N. Make your way to 4E/15N and grab the "Silver Circle" after giving the answer "CIRCLE" for the Magic Mouth Riddle. Then go up at 11E/2N. The third level is very nasty again, because the extensive corridor system is a dark area. With the help of the maps you shouldn't have serious problems though. If you lost orientation, cast the SCSI-Spell to get a hint about your current location.
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