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
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