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Maze of Fates-Guide

The document outlines the revision history and structure of a gaming guide, detailing updates from version 0.40 to 1.00, including the completion of the game route and the addition of various sections. It provides an introduction to character options, including pre-made characters and custom character creation, along with gameplay tips and controls. The guide aims to assist players in navigating the game effectively, emphasizing the importance of saving frequently and understanding character abilities.
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0% found this document useful (0 votes)
70 views176 pages

Maze of Fates-Guide

The document outlines the revision history and structure of a gaming guide, detailing updates from version 0.40 to 1.00, including the completion of the game route and the addition of various sections. It provides an introduction to character options, including pre-made characters and custom character creation, along with gameplay tips and controls. The guide aims to assist players in navigating the game effectively, emphasizing the importance of saving frequently and understanding character abilities.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 176

HISTORY OF THE REVISIONS

1.00 Finished the route all the way to the end of the
game. Added to all the
team / spells / monster lists and added some
most useful tips.
0.96 stupid fixed mover where I went to the xxxX brands
past # 31. Added
this section revision history.
0.95 Added to the guide all the way to the castle.
added complementary sections that,
such as magical spells and the section of
monsters. Change all the various errors
about the guide.
0.40 First of all, the writing. A bunch of boo-boos,
still a long way to go to complete.

++++++++++++++++++++++
+++++ +++++ Introduction XXX0
++++++++++++++++++++++

One important thing. I have played this game like everyone else
big
types of characters. However, the wizard and rogue that I have
played before writing this
guide. The current route is based on a race through the
I play like a fighter
with a zero and so much eloquence and negotiation. As such,
your experience with the
game can lead to areas and events not included in
this guide at this moment.
The full version of this guide includes the
experiences.
+++++++++++++++++++++++++++
+++++ +++++ Index XXX1
+++++++++++++++++++++++++++

Just like any good and long guide, the group of


letters next to each title can be
copy / paste in its search function to skip
quickly ahead of that section.

I Index XXX1
II Guide to Conventions XXX2
III Therefore he has lost his manual XXX3
IV Useful tips on how to play XXX4
V Introduction to Options / Character XXX5
A. Pre-made Characters VS custom character
XXX6
B. Skills and what XXX7 means
C. Leveling Up XXX8
VI Tutorial of the game XXX9
A. City of Sumur XXX10
1 - XXX11 old winery
2 - Leave the City / Frajon's House / crypt XXX12
3 - Well Sub-Quests XXX13
B. The Kingdom of the Karsh XXX14
1 - Villa de Falden XXX15
1 - Aminos Subquest XXX16
2 - Town of Tur XXX17
1 - Write Subquest XXX18
2 - The marriage Subquest XXX19
3 - Collector Subquest XXX20
3 - Forsaken Temple XXX21
Temple of Dreams XXX22
4 - El Paso XXX23
1 - Metro Cave Subquest XXX24
C. Kingdom of Karsh - East XXX25
City of Tanud XXX26 - 1
1 - Stand Keep XXX27
2 - City of Zasterul XXX28
1 - Pota Subquest XXX29
2 - Wizard's House Subquest XXX30
3 - XXX31 metro
1 - Subquest Altreph of XXX32
4 - Metro XXX33 Temple
5 - Underground Temple II XXX34
1 - Keep your time XXX35
2 - Value Your Space XXX36
3 - Carry out your dreams XXX37
4 - sharpen your mind XXX38
6 - metro Temple III XXX39
7 - Darkfort XXX40
8 - Hidden City of Rulme XXX41
1 - Subquest Suriben of XXX42
9 - Forest Passage XXX43
D. Kingdom of Karsh - West XXX44
Puerto de Felur XXX45
1 - Subquest captain of the ship of XXX46
2 - Zarki Port XXX47
3 - Port of Lorerma XXX48
1 - Spirit of the Mountain XXX49
4 - City of Rashtel XXX50
5 - Ubar Na Kur XXX51
Fortaleza Dubuerk of XXX52
7 - Greeks Revisited XXX53
8 - The Tower XXX54
9 - City of Rashtel Revisited XXX55
10 - Unbeb Port XXX56
+++++++++++++++++++++++++++
+++++ +++++ Index XXX1
+++++++++++++++++++++++++++

Just like any good and long guide, the group of


letters next to each title can be
copy / paste in its search function to skip
quickly ahead of that section.

I Index XXX1
II Guide to Conventions XXX2
III Therefore he has lost his manual XXX3
IV Useful tips on how to play XXX4
V Introduction to Options / Character XXX5
A. Pre-made Characters VS custom character
XXX6
B. Skills and what XXX7 means
C. Leveling Up XXX8
VI Tutorial of the game XXX9
A. City of Sumur XXX10
1 - XXX11 old winery
2 - Leave the City / Frajon's House / crypt XXX12
3 - Well Sub-Quests XXX13
B. The Kingdom of the Karsh XXX14
1 - Villa de Falden XXX15
1 - Aminos Subquest XXX16
2 - Town of Tur XXX17
1 - Write Subquest XXX18
2 - The marriage Subquest XXX19
3 - Collector Subquest XXX20
3 - Forsaken Temple XXX21
Temple of Dreams XXX22
game. It is written as a guide, which contains the
answers to the enigmas and
where it has to go now, but it is to be expected in writing from
so that it
play the game without him and only use him as a reference if
is lost or needed
help.

Most sub-missions are optional events (similar


to the side missions), some however must
what to do to access others.

+++++++++++++++++++++++++++++++++++
+++++ Therefore, he has lost his manual +++++ XXX3
+++++++++++++++++++++++++++++++++++

Hey, what's up. Sometimes, the instruction manuals ...


lose, or buy the game
used from a friend or store and not getting a manual. Don't you
don't worry, that's what
This section is for. Below is a summary
basic on how to play the game using a
GBA (any version)

Control - Function

Button A - In the dungeons, opens the action menu


and confirm the selection,
in the cities and on the world map, enter into a
place knows.
Button B - In the dungeons, it takes us to the list of
elements, select the elements that appear in
screen
cancel action commands.
The cushion of +/- the circulation controls in the dungeons and
on the city/world maps, select
responses in the dialogues with the NPCs.
Home Button - Opens the main menu / pauses the action.

Selection button - Opens the automap in the dungeons.

L + R buttons - Strafe in the dungeons, change of


characters in the menus.

++++++++++++++++++++++++++++++++++++++++
+++++ Useful tips on how to play +++++ XXX4
++++++++++++++++++++++++++++++++++++++++

Here is some useful information on how to make the


things playing the Ministry of Finance
******* Possible spoilers inside *******

To be intimately familiar with the function of


early automap in the game. It
constantly updates as you play, and with
frequency reveals the switches that
It cannot be seen on the mini-map shown during a
trip to the dungeons. Yes
cannot open a door / door, check to see if
you have lost something in the
automap.

Unlike an FPS game, camping in the mazes


it is often a very good idea. It can be
do anywhere in a dungeon (Press Start to
open the menu), and it does not
interrupted unless and the enemy points you. Camping
it also allows you to sleep outside
poison attacks (if they are strong enough).
Furthermore, a wake-up will not be necessary.
potion when a character gets sleepy, if the camp.
for a time.

You are allowed to carry a limited number of items in your


inventory, and a
maximum of 32 of a specific article. If you need
to carry over 32 of an element,
it is possible, the game just assigns another inventory slot in the
same article. You
have a maximum of 56 inventory slots.

You can participate and withdraw from a battle by leaving.


running. You do not have to
don't do anything special to do this simply no
It can be in the battle menu. Yes
they are backed in a corner or otherwise it cannot
to move, it has to carry out with
the enemy. Good luck.

After successfully exploring some dungeons


first time, I
you can walk back through them by
the selection of 'Pass through the known form'
from the start menu. You can also slime your way
back through if you wish.

Some party members, like Ludren, will leave their group.


when certain events
it will take place. You can find them in the same place
where he found them for the first time,
and will remain at the level they had when they came out in
your group.

Ranged weapons, such as bows and slings, are


weak in the offense that
they cause very little damage, but they have added the bonuses of
hit enemies that
it's several steps away, and it can hit everyone
members of the enemy group at the same time.

Magic and health points regenerate over time,


even while exploring.

- Upon leaving the dungeon and entering the world map (or
city map) his party
All HP and MP are instantly restored.

Stay aware of your recovery meter (green orb in


the screen the player's status) that
It must be full for you to be able to perform an action.
Some actions have more time to
recover.

Save often. I cannot emphasize this enough.


It should be a common practice to
any experienced RPGers, but still there is a need to
to say it. Please note that at the Ministry of Finance
can
Close quite damn anywhere (not in scenes /
dialogues, some others
select the cases).

NEVER regenerate enemies. Once it has passed


a dungeon of all enemies,
he will never be left as an enemy in the dungeon again.

Unlike most role-playing games, its


interaction with NPCs and the decisions they make
during the dialogue sequences it can have an effect
deep into how to play the game.
Answering a question in the wrong way, and you
you can lose the opportunity to take
in a side mission, gain experience, or acquire a
item
your options carefully.

From time to time, one of the members of your party


will reduce his / her weapon
during the battle. This can be comedic (as if one is fighting)
against the Infernal rats) or
a complete disaster (in a fight with the boss in which
forgot to bring potions)
After the battle, you can pick up your weapon one
backup, but don't forget to return to
to equip it.

You can press start to enter the status screen of the


character during the combat.
While on the screen you can heal your match with
potions, equip other items,
, without taking damage from the enemy. Therefore, it can heal.
completely his
match in the middle of the battle without taking any damage, the only one
inconvenient is
the recovery meter will be empty when it returns to
the battle screen.

++++++++++++++++++++++++++++++++++++++++++++++
+
+++++ Getting Started - Character Options +++++ XXX5
++++++++++++++++++++++++++++++++++++++++++++++
+

At the beginning of a Ministry of Finance game, let it start


for the election of one of the three pre-
characters made (the typical user Warrior / Fighter, Rogue
and Wizard / Magic) or can
make your own character. First, we are going to start
with the pre-made characters.

Dumar - The Warrior/Fighter

Dumar has the usual strengths and weaknesses.


general applies to a class of warriors
character, he has high resistance and skill of
resilience, passable and sad
Wisdom. He has great skill in one hand and
Parry weapons. If brute force is
How do you like to play, Dumar is your man.

Match statistics -
Force - 39
Resistance - 29
Skill - 19
Wisdom - 13

Bonus to skills
1 1-Handed Armament - proficiency with one hand
the weapons
1 Parry - the value of character in defense when not attacking
A small weapon - proficiency with small arms
A evasion - defensive value

Skills Not available (initially)


All Magic skills
Negotiate
Search
Lock Picking

Starting equipment / Items


bracers - armor
Daga - small arms
Soft boots - armor
2 minor potions Black - healing potion
3 Nagora - poisonous element attack

Katja ---- - ---- The Rogue

Katja is a great character-type thief. She has the


wisdom of high (as high as
Nerve and skill, but very low strength and endurance.
His bonus skills
are aimed at non-combat techniques and not at magic. A
good character to use for
find all the nooks and crannies in the dungeons,
Katja is not a great fighter.

Match statistics
Resistance - 13
Resistance - 13
Skill - 34
Wisdom - 40

Bonus skills
A small armory - The mastery of weapons
small ones, such as knives
1 of the search - Look for hidden passages, locate them
hidden levers
An eloquence - New levels are opened
dialogue options with CPN
A ranged weapon - skill with bows, slings

Skills Not available (initially)


All Magic skills
2-H Weapons
Resist Poison

Starting team / Items


Daga - small arms
Sandals - armor
2 minor potion Black - healing potion
3 Nagora - poisonous element attack

---- Naveral - The Wizard ----

Naveral is designed to use magic. Its strength and


resistance is greater than
Katja, for she is more capable of defending herself in a fight,
and its bonus abilities
They strongly lean towards the use of magic. If you prefer
explosion to their opponents
in another world instead of cutting them separately, then Naveral
it is a good option.

Match statistics
Force - 20
Resistance - 22
Skill - 18
Wisdom - 40

Bonus skills
1 Akhina - One of the magic schools available in the
game
A meditation - Tarifa, that is recovered / recover the
mana points (MP)
A Mana training - determines the number of points of
mana (MP)
A small weapon - The control of small arms,
such as knives

Skills Unavailable (initially)


Evasion
Parade
Speed
Search
Lock Picking

Starting team / Items


Daga - small arms
Standard Layer - armor
Sandals - armor
2 minor potions Black - healing potion
3 Nagora - poisonous attack element

Starting spells
Shock - attack spell

Any of the three pre-made characters are them.


sufficiently balanced successfully
Complete the game, which really boils down to preference.
personal. It can also
name any of them that you want after choosing one. Without
embargo, with more experience or
bold players can provide character choice
customized from an attempt.

Custom characters

You start to create your character made to measure by the


selection of a portrait, which is
the three images of Dumar, Katja, and Naveral. Some others
options that have
it was fine, but it doesn't matter. After selecting the image,
it is assigned
attribute points. A custom character has a
default configuration as follows:

Strength - 20
Force determines how hard to strike with weapons
close quarters (does not lean,
straps or magic
Resistance - 20
Resistance determines the number of hit points
(HP) starts with y
how well to handle the attacks
Skill - 20
Skill determines how fast you are, and helps with the
lock harvest,
and other rogue skills
Wisdom - 20
Wisdom is essential for criminals and users.
of magic, as it seems
affect all of your abilities
You will also be given 20 'extra' points that can be assigned to
the different ones
attributes. NOTE - you can add or remove points from
each one of the four
attributes that make them equal to less than 20. A
you can reapply however
as you wish. The lowest can be any set of
attributes a is 10. Please note that as
the characters have access to a total of 100 attribute points, and
that the pre-facts
characters also equal to 100 points in total.

Once you have finished distributing all the points, to


continuation, obtain the name
his character. After having called your character, he
it assigns four skills
points. Because its character is at level 1, the number
maximum skill points
it can be applied to a skill is limited to 1.

After assigning the skill points, that's it!


Ha
create your own character. However, as it progresses
the state of his character
screens, you will realize the only disadvantage of not using
a pre-made
character. That the default initial team is just a dagger.
Without armor
let it be. Oh, well.

+++++++++++++++++++++++++++++++++++
Skills and what they mean
+++++++++++++++++++++++++++++++++++

Skills are divided into four categories: combat,


physical magic, and Rogue
skills. Below is a brief explanation
of each skill.

Combat Skills

Small arms - character mastery with a weapon


small (daggers, knives).
The larger the number, the more precise your
character.

1-Handed Weapon - character mastery with a weapon of


a hand (swords,
personal, axes) The higher the number,
more precise.

2-Handed Weapon - The same as one hand, but only it


applies to 2-H weapons (sword, axe)

Ranged Weapon - Just like a hand, but it only applies to


ranged weapons (bow, sling)

Evasion - Affects the character's defense when not


overcrowded. I still haven't
see what a character does more recorded, so
basically it does
the ability to withstand damage better.

Parry - affects the basic defense character value when


do not attack. When your
the character is in the middle of an attack movement, he
she is more
vulnerable.

Physical Skills

Quick healing - The higher this number, the more


quickly your character is going to recover
lose hit points (HP). This seems to affect
also regenerate when
camping.

Resist Poison - The greater the number, the smaller it will be


the damage that will be taken to
each strike of poison. This does not affect the
probability of
poisoning or the frequency with which the
poison attacks the character,
How many HP is lost each time.

Stamina - Increases the number of additional hit points


to win by leveling up
up. It does not seem to be cumulative.

Celerity - Increases the speed at which the disposition


orb / full subway recovery
after an attack. The higher this is
number, the actions of your most
character can achieve among the actions
enemies.

Magic Skills
Meditation - This determines how quickly you recover your
mana points (MP) after
cast a spell. The higher the number, the more
you get them quickly
back.

Mana Formation - This, along with wisdom, determines


how many mana points (MP)
his character.

Akhina - A school of magic related to energy,


matter and time. The greater it is
number, the most powerful spells available for the
user. You
must have a 1 or higher here to gain access to the
spells from this
the school.

Daim - A school of magic related to the soul, the


knowledge and life itself. Some
spells of this class overlap with others
classes, but most of them are
unique of this class. The larger the number, the
most powerful spells
be available for the user. You must have a 1
the superior here that
the access to the spells of this school.

The - A school of magic related to the forms of


life, space, and stability. Some of the
spells of this class overlap with other classes, but
most are exclusive to
this class. The greater the number, the spells
the more powerful they become
available for the user. You must have a 1 or
superior here to have access to
the spells of this school.

Rogue Skills

Pickup Block - How effective is the opening of


locks and doors. You must have
the blocking of the pick item in your inventory for
find this utility. The
the greater the number, the less effort is needed
to open a lock, and
the least likely is that to break with his
lock picks.

Search - The larger the number, the more likely it is that


his character is that of pointing out
(Through balloons wordplay) traps, doors
secrets and the walls of an illusion.

Ganges - The bigger it is, the cheaper it is for you


you can buy items / equipment for, and
the trade at better prices than you will get.
In an early phase, not so much.
later in the game.

Eloquence - This skill may seem at first


a moment to do nothing, but it has a very big one
impact on the game. The eloquence of high opens
side missions that
otherwise you could lose, it allows you to change the
dynamic between the
group and NPCs, and helps to gain more experience and
best rewards in
tasks.

+++++++++++++++++++++++++++++++++++++++
+++++ Level up your characters +++++ XXX8
+++++++++++++++++++++++++++++++++++++++

As the adventure progresses, you will have the opportunity for a


maximum level of your characters. When you
the opportunity to do this is determined by the
experience. Every monster you defeat
in the battle (and live through) you will win
experiment. Exp can also be acquired by
complete side missions and, at times,
complete the main tasks history.
Please note that any character that is found
unconscious at the end of a battle
not gain experience from that battle. It can
check the character status screen
to see the amount of experience (XPS), each character
you need to level up, and how
they are close to reaching that level.

The distribution of points

Every time a character levels up, basic attributes


not that character
change, but HP and MP raise a little, along with the combat (the
attack power), it could
(Attack power) and the defense statistics. The
real benefit of leveling up
in the three skill points that you get. These
skill points can be distributed
However it seems to you, as long as it is not a skill
exceeds the maximum number of
it is indicated in the upper right corner of the screen.

Note - In the cities and on the world map, there is none


indication that someone has
level. You will need to check the status screen
of the character and find the
party member with "competencies" blinking.
If you are in a dungeon,
party members with skill points to assign
it will have a flashing yellow start in
his portrait.

+++++++++++++++++++++++++++++++++
Game Principal Tutorial XXX9
+++++++++++++++++++++++++++++++++

Departure city: City of Sumur XXX10

---------------------------
Winery ---- ---- Old Lady XXX11
---------------------------

Welcome! After having chosen / the design of your


character, the game begins
in the big tuna tavern, talking with big tuna (the
owner). Feel free to chat
with tuna, none of the options here will have an effect
negative about it
game. He mentions something about a temple that was
discovered a few weeks ago,
and how everyone is having bad dreams and how
since then. He tells her that he is
known as the abandoned temple. It will also offer
the first mini-mission games,
to deal with the rats in Aunt Tuna's basement. He suggests
let me talk to the teacher
Warrior and then indicate their location on the map. Go talk.
with the Master
Warrior. It turns out he is weak and needs to go kill.
some rats in the tuna aunt
basement. He is going to mark the old woman's house on his map. Go to
see the old woman.
Here is where your decisions affect the outcome of
dialogue. A few are given to him/her.
options here:

They say that the warrior master you have sent and that
you are there to help.

B-Tell him to call the guards, that's what they are paid for.
by.

C-Tell her that you don't have time for these things.

D-Ask about a reward.

If you chose one


She says that thanks to you, you will enter.
automatically in the dungeon. The fight against happy.
While you are in the basement, you can choose to take
the money and the ring, or
leave both. If you take either one, you are given a
opportunity to tell the lady, yes
who just killed the rats will be given the ring of their
problems. Yes
take the ring, make sure to tell her that you took it, from the
I will call you a contrary
thief.

If you have chosen B


She says there are not enough guards, so the
the dialogue goes back to the list
up

If you choose the c


She insults you, and let her go, just to come back again.

If you chose D
She says that she is an elderly woman and has nothing,
then you can choose
bargain with her, go out or apologize and the struggle of the
rats (go to 'if you have chosen
A '). If you haggle, she tells you to keep your savings in the
basement, and then
I pushed you in the basement. After defeating the rats and
leave from the
dungeon, the old woman will thank you and you gain 10XP.

Cellar

Very easy here. There are two enormous rats to kill, with the
open chest
the savings of his life in it (7 of gold) and a hidden area that
contains the 'old lady'
. If the money and/or the ring is taken,
the dialogue is going to change
with the old woman when she leaves.
The old woman's house is no longer available for you.
after completing the
task.

After defeating the old woman's rats, return to


talk to the tuna. He will appreciate it,
and open the rest of the tavern to explore. There are a lot of
things
what to do now. You can talk to the adventurers
who call themselves the Party of the
Rising Sun "in the back and talk about its way in
some extra coins and knowing
some information about the buried temple, Goatmen, and
Netherlings. Not at all.
Tell them to find unacceptable. Some crowns may pass.
would be to get
the drunk at the password spill table for the
guild of thieves. The
notes on the wall to offer opportunities to make a
temporary employment and will provide you
the access to the next part of the mission. It can also
check with the teacher
Guerrero, who will now offer to train some.
skills. You can talk to him.
Bard, you are asked to sing a song and you will be informed.
about his friend Draul, who
has disappeared. It turns out that it is celebrated to ask for
rescue, and it could be the butler
it has something to do with that.

-----------------------------
---- Leave the city ---- XXX12
-----------------------------

For now, I am sure you have noticed that you cannot go out.
from the city, since the captain
he has placed guards at the exit. Therefore, you will have to
talk to the captain in order to
to go out. Like everyone else, the captain has things that
wants me to do for
he before I can leave. Therefore, we are going to talk
with him. If you read the signs of
the tavern wall will have the opportunity to make a couple
of things
here. But the most important thing is that I ask him if
you can help in any way
manner. This will open the Frajon search, which must be
complete to continue.
He will give you the background of Frajon, and where his house is.
Make sure to ask
what is there for you, as it is the payment for the solution of
this search. If
I have read the note in the tavern, you can get seven crowns.
but only four if they
Don't read the note.

Frajon House

Leave the barracks and make your way to the House of the Frajon.
the only thing we do here
It is to collect Nota Frajon and the key to the crypt. You can
take note of the
The captain, who is just going to take the note, and we will send him to the
cipher to find Frajon.

=== Crypt Dungeon


This is the first 'real' Dungeon of the game. You will have to open
the door
with the crypt key, then you can start to
explore.

In the first quarter, you will find a huge rat and a dagger.
in one of the
Nichos.

The second quarter has another huge rat, along with a


bracelet, made of wood
shield, and the deathbed (which he will have later - does not
sells). To the left of
where for the first time you can look in the wall and
find a hidden button that
a hidden area will open in the room (see the map for
the hidden
the area contains a large amount of impressive articles
so early in the game:
Red Black Long Sword Minor Potion
minor blue potion
Blue Green Black Potion Potion of
And two chests that contain even more treasures, but they are
blocked. If you have
picklocks can be opened, otherwise, leave them for later
Go ahead. You can come back.
without any problems later in the game.

The third room contains another huge rat, along with another
deathbed. The
the switch on the left opens the door that leads to
towards the entrance. The
the switch on the right opens the door to where the body of
Frajon is, and with a battle
a corpse.

Now that they have found Frajon's body, it is to return to


talk to the captain. He
will give you 4 or 7 crowns, and you will earn 30XP. The captain
now, they will be able to

to leave the city. If you talk to him again, he will give you
a Sub-Quest for
find some lost cargo, and it will tell you to start to
search in the guild of thieves.

Now that you can leave Sumur whenever you want, it is a


good time to try to
get everything that can come out of Sumur. You can try
various sub-missions, which are
the list is detailed below.

------------------------------
------ Well Sub-Quests ------ XXX13
------------------------------
NOTE - You can complete all three missions of the
Brotherhood of shadow, at the same time, and
to save a lot of backtracking.

---- Find Draul - Sub-Quest ----

First of all, you will learn about this search for the
Bard in the tavern, saying to him
about your Draul friend who disappeared. I also direct you to the
house of the Lord for
talk with Draul's father.
Start by going and talking to the butler. You have to talk.
with the Lord, but
The butler resists. He will be given three options:

Let's say you are coming back another day.

B-Ask to see it

C-You need to talk to him about his son.


kidnapped.

If you chose 'A', the dialogue will appear and you will find yourself at
exterior. The
It doesn't matter what day he will return, never to go further.

If you have chosen 'B'


You will be thrown out onto the streets, just like 'A'

If you have chosen 'C'


The butler will tell him to say what he knows. This will us
leads to
other dialogue options:

He didn't tell anyone, just that he's going to save his son, and for that he
needs for
talk to him, not a butler.

B-Tell the butler that he doesn't have time for him and to try
from the bust beyond it.

C - Tell the butler that you wish to find your son.

If you have chosen 'A'


The butler will advise him to remain silent and they leave,
what can be answered with yes
Oh no. Yes, boots that face outward. The butler won't have it.
will ask you to go to the
old house so that it can 'talk'. If it says yes, that it will
point out the old house of
the map (Jump to the Old House dungeon), if not, then
I just tore you off
outward.

If you have chosen 'B', it starts outward.

If you chose 'C', it's the same result as if you chose


'A'

=== Dungeon Old House

This dungeon is much easier if you have two.


party members, but it can be overcome
solos. It's very simple and they will appear quite pleasant,
with a couple of scoundrels
enemies to defeat (a total of 3), an Ibrinum left on the
floor, and two-year-old child

bags with 80 crowns. There are no hidden areas in the dungeon.


If
choose not to defeat the enemies in the old house and flee,
you can tell him the
Captain in the barracks and he 'to take care that' the closing of the House
Old woman
prison forever. The next time I talk to him
Captain, you will earn 30XP!
Still gain the experience if you have completed the dungeon
and I spoke with him
Captain.

After winning the dungeon, return to the Lord's house.


to "speak" to whom Butler.
You will be received by the Lord himself as
the steward has escaped. Yes
tell him about the butler being in the kidnapping and the
The Lord will tell you

about Mardred and the Thieves Guild. Next, there is


it is assumed that it will continue

find your son. Time to see the guild of the


thieves if you haven't done it
So. You can obtain the password for the front door.
from the drunkard in the tavern
if they don't already know, or go back and the Lord who would not allow
what
in you, and it will tell you the password. When you enter, Hakina, the
thief
Leader, does not want to talk to you about the majority of
nothing until joining the brotherhood
(Another Quest Sub-) or pay your 100 crowns. However,
can you talk to Mardred
and he will tell the shadow of the Brotherhood of Draul and Hakina will say

about the Thieves' Cave, and tell him to look there.


Note - I don't know

wise to visit Tur and load up in an armor


heavier and weapons before
to proceed to the cave. Due to the load of the robbery, both
ironworks have
raised prices to the sky.

===== Dungeon thieves Cave

This is your very large first dungeon. Inside it


they find 10 thief monsters,
3 stones at the entrance (take them, you will need them more)
forward), and several
chests that contain more treasures. There is a secret area that
it is possible

access to stepping on a plate (see its automap). Account


when you get off the
the plate, the duct closes again. Use one of its
inventory stones
to keep the plate. On the wall opposite the hidden chest
through the wall plate
There is a button that will allow you to access the lower level.

On the lower level, there are 3 Infernal rats, two


search corpses
(An account with a template) and two closed chests, which
contain more treasures.

As you struggle through the cave, its character occasionally


in when
talk about how many thieves are still
I live inside. He / she will also tell you.
when everyone is dead. After a search
complete of the level, is located
No Draul, so you walk back to Sumur to the guild.
of the thieves.

Hakina will tell you that it is strange that she did not find Draul in the
cave, and
tells you to find another hiding place, and she you
will reward publicly. In addition, if it
Do not pay to join the Guild of before, you will be asked if
you want. Say yes, like
now he will teach you some techniques, because you are a
member.
Next, you can tell him that you have defeated the
brotherhood in their cave, and
she will give him 50 crowns and 40XP for his work. Time for
to know where else
the Brotherhood could be hiding Draul.

Therefore, go visit Tuna. Buy a drink for him.


he will ask about the brotherhood, they pay him 10
coronas (extortion!), and he will tell you to talk to the Party of
the rising
Sun 'about the camping Sombra Hermandad hidden. The PotRS
they are the

adventurers to the left of the tuna. They point to the campsite


in the
map

===== Dungeon thieves camping

Another dungeon, this time in a setting of tall grass.


Same enemies as a thief
before, but this time there are only eight of them. There is a bag
of 40 crowns
hidden in one of the dead-end alleys. There's not much
more here, except the Draul tied to a
game! After finding it and releasing it, report to Sumur.

Visit the House of the Lord and he will thank you for it.
find Draul. You can ask
to obtain a reward if you wish. He will give you a
amber for your problems. It can
We also visited the guild of thieves and Hakina that
has killed the rest of
the Brotherhood of the Shadows. She will give you 100 crowns,
80XP and I'll show you one
skills for free!

---- Cargo Theft - Sub-Quest ----

After finding Frajon's body and obtaining the


captain to open the exit of
Well, you have the opportunity to ask him if you
can help in any way. The captain
will inform you about a lost shipment, which he believes that
the guild of thieves had
something to do with the robbery. NOTE: If you accept the mission or
no
they will be added to your mission log and cannot be spoken
with the captain until
find the charge. NOTE-submissions in TUR MUST
DO BEFORE FINDING THE POSITION
NOT AVAILABLE / CHANGE.

When you register with the Thieves' Guild leader Hakina,


she informs her that she
do you believe that the Brotherhood of Shadows is behind the
stolen cargo. Next, indicate
Cave of Thieves on the world map. * Note - No
It would be advisable to visit Tur.
and the load upwards in a heavier armor and weapons
before proceeding to the cave.
Due to the burden of theft, both blacksmiths have increased their prices.
prices through the
ceiling.

Dungeon Thieves Cave


This is your first very large dungeon. Inside it
they find 10 thief monsters,
3 stones at the entrance (take them, as they will be needed more)
forward), and several
chests that contain more treasures. There is a secret area that
it can be done

the access to step on a plate (see its automap). Counts


when you get off the
the plate, the duct closes again. Use one of its
inventory stones
to maintain the plate. On the wall opposite the hidden chest
through the wall plate
There is a button that will allow you to access the lower level.

At the lower level, there are 3 Infernal rats, two


search corpses
(An account with a template) and two closed chests, that
they contain more treasures.

As you struggle through the cave, its character occasionally


when
talk about how many thieves are still
I live inside. He / she will also tell you
when everyone is dead. After a search
complete of the level, is located
no cargo theft. Once they are all dead, you
they make Sumur return to the
The thieves of the guild.

Hakina will tell you that it is strange that she did not find the shipment
stolen in
the cave, and tells him to find another hiding place, and she you
will reward in public. On the other hand,
if you don't pay to join the Guild from before, he will
will ask if you want.
Say yes, that now he will teach him some techniques, because
you are a member.

Next, you can tell him that you have defeated the
brotherhood in its cave, and
she will give him 50 crowns and 40XP for his work. Time for
to know in which other place
The Brotherhood may be hiding the stolen goods.

Therefore, go visit Tuna. Buy a drink for him.


He will ask about the brotherhood, they pay him 10.
coronas (extortion!), and he will tell you to talk to the Party of
the rising
Sun 'about the camping Shadow Brotherhood hidden. The PotRS
he/she is sitting at the
tuna left. They point out the campsite on the map.

===== Thief dungeon camping

Another dungeon, this time in a setting of tall grass.


Same enemies as a thief
before, but this time there are only eight of them. There is a bag
40 crowns
hidden in one of the dead-end alleys. There isn't much
More here, except for the stolen cargo!
After they find him, back to Sumur.

Inform the captain that the cargo has been found. He will
will reward with 25
Crowns and 120XP. If the quest has not been completed in the
Tur wedding, can you go?
They say the forges found the load and they will not stop.
the disputes between
among themselves. If you have completed the search for marriage,
the armor maker will ask
about the charge and it will give 25XP to prove that it wasn't
blame it on Merock.
You can also visit the thieves' guild and Hakina.
what has killed the
rest of the Shadow Brotherhood. She will give him 100 crowns,
80XP and teach
What a free skill!

---- Shadow Brotherhood - Sub-Quest ----

At some point in their adventures that had to...


visited the guild of thieves
in Sumur. This group is led by a young woman
mohawked Hakina, who wants
that to help carry out their enemies, the Brotherhood
of shadow. It turns out that the
Sombra Hermandad is responsible for a good number of
the problems in Sumur, and
All the Sub-missions involve them.

While talking to Hakina, everyone in her circle of


conversation again to take out the
Brotherhood. Do you want to join the guild? Take out the brotherhood.
(or pay a high 100
coronas). Do you want to know what happened to Draul? Ask the
Brotherhood. Do you want to find the
cargo theft? The Brotherhood is behind it.

Anyone you choose will send you to the Cave of the


Thieves, which will be added to your
world map. * NOTE - It would be advisable not to visit Tur and
the load even in some
a heavier armor and weapons before proceeding to the
cave. Due to the load that is
Man, steel prices have skyrocketed.

===== Dungeon Thieves Cave

This is your very large first dungeon. Inside it is


they find 10 thief monsters,
3 stones at the entrance (take them, as you will need them more
forward), and several
chests that contain more treasures. There is a secret area that
it is possible

Access to stepping on a plate (see its automap). Counts


when he/she gets off the
the plate, the duct closes again. Use one of its
inventory stones
to hold the plate. On the wall opposite the hidden chest
through the wall plate
There is a button that will allow you to access the lower level.
At the lower level, there are 3 Infernal rats, two.
search corpses
(An account with a template) and two closed chests, that
they contain more treasures.

As you struggle through the cave, its character sometimes


when
talk about how many thieves are still
inside alive. He / she will also tell you
when everyone is dead. Once they are, they make you
return to Sumur to the
The thieves of the guild.

I spoke with Hakina. You can tell her that you have
defeated in the brotherhood
his cave, and she will give him 50 crowns and 40XP for his work, and
he will ask you to
If you wish to join the brotherhood. Say yes, and now I
will teach a skill to
100 coronas.

----- Rising Sun Party - Sub-Quest -----

It's not really a sub-search, just a bit off to the side.


the search fun type thing. In Tuna
Tavern, you can talk to some adventurers who are
they call themselves the Party of the
Rising Sun. These goofballs at first are
good for background information, and
they are essential for the Brotherhood of the Shadows Sub-
missions. But, if you say that the right
things, he will be paid some shields to count all the
what do you know how big
what they are. Later in the game, in the hidden city
What to say to someone about the
PotRS, but they don't seem to have any effect at all
outside of what man
laugh. However, upon talking again with the PotRS after
tell the man,
They will thank you, that you can insult, or leave
only. Neither
action seems to have an effect.

I know that if you tell them that their bribery is unacceptable,


himself
they always call you 'Mr. Unacceptable' every time you speak
with them.
--------------------------
Kingdom of Karsh XXX14
--------------------------

After leaving Sumur, you have a large number of


places to visit, including
The town of Tur, El Paso El Paso, The Tower, The village of
The Fallen, El
Passage of the forests, the abandoned temple, and if you are
doing Sumur Sub-Quests El,
The thieves of the cave.

The Tower - it is not available for you, however, but


which plays an important role
later in history.

El Paso - This area is closed because it is too


dangerous for you right now.

Step of the woods - This area is closed, as it is very.


dangerous for you
now.

---------------------------
Villa de Falden XXX15
---------------------------

This small town is located north of El Paso, and


offers a Sub-si mission
they are strong enough for Aminos, and it has a
herbalist who sells supplies.

----- Aminos - Sub-Quest ----- XXX16


Once progress has been made to a certain part of the game (it is
to say, to overcome the Helpless
Temple), you can visit Aminos who will ask you to clean.
a cave to the north of
city that is full of Myrmecoleo monsters. Aminos to
point out the cave
location on the map.

===== Dungeon Myrmecoleos Cave

It is a small cave. There are only three monsters.


Myrmecoleos in it, but
they are very strong enemies. Once you remove them, return to
Amino acids for your
reward. Aminos gives him 50XP, 50 crowns, and will teach him
some techniques yes
He/she already knows them.

------------------------
------ ------ Town of Tur XXX17
------------------------

Tur is right above Sumur, and has several


problems, just like Sumur.
You will notice that the scribe is having some problems.
(see Sub-Quest), and both
the armorer and the Blacksmith are at odds. In addition,
hey
a mission Subcommittee in relation to your children. A
alchemist and a general store can also
are here.

Write ---- - Sub-Quest ---- XXX18


The first time I spoke with the notary, who is in a bad mood.
humor. If asked why,
he will tell her that his magic pen has been stolen. This opens the
of the Notary
Sub-Quest. It is imperative that you tell you it
will find, and not ask
a reward (that I am just going to throw away).

Now, you can try asking around, but


nobody seems to care. Therefore, head back
for
Talk to Hakina in the thieves' guild. Yes.
Mardred is in his group,
I sell it for a mere 20 crowns. Pay, and then
go back to the
Scribe.

You are going to have a couple of different options on how to deal with
with giving it again
his pen, most end up with him throwing it. Better course of
action is only
give him the pen (you 10XP) and then ask for a reward. He will
will give 10
crowns, what can be taken or discussed with him that will cost you 20.
crowns
to get the damn thing. If you argue and they tell you
that will cost him 20 crowns,
you will receive the 20 crowns back.

----- The Marriage Sub-Quest ----- XXX19

You will realize wandering around Tur that has the


opportunity to speak with him
Daughter of weapon makers Nalda and Packo the Armorsmith Son.
It can only be done
this mission if I haven't told you the forges that he has found
the robbery
of load. Also, if you want the weapons / armor
tutorials, you must talk to him
blacksmith shops before the children stop going to their "usual place".
These two children
they serve an important purpose later in the game, and
It will be easier to face
later in the game, if you complete this mission
Subcommittee. It allows us to get to what
must do.

Before talking to any of the Smithies, go talk


with Nalda. She will fill you up.
about what is happening, when mentioning that the two
blacksmiths are upset with the
others because they believe that the other is responsible for the theft of
the same.

Therefore, I ask you how you can help. She will give you a
letter to give to Packo. Go
to give to Packo, who will give a letter to Nalda (see in this
Is it going?). Deviate from behind towards Nalda and give the letter.
Now I am going to give
that a ring to give Packo. Now, you could finish the
mission and maintain the ring (which
it has no effect, it provides no defense, and it does not
it can be sold. Therefore, it may also be that
to Packo. He will tell him to meet at the place of
custom in
the dawn. Go talk to her again. She is going to say
thank you, and you will earn 70XP!
However, you still haven't got the hang of this search. If
you visit the arms manufacturing one,
he will ask you if he has seen his daughter (or it can happen all the
subject
and has just purchased some weapons). The same goes for the
armour smith. Glacko only is
third, regardless of what I tell you. Merock will be
much more resistant,
and I asked where they were going. He is going to get them, and both Nalda
and Packo is going to
Happy, because they are getting married. Both will be grateful.

NOTE - This sub-search is not available if you


find the stolen shipment of the
stolen search for cargo first, or if you tell him to
the forges are located the load
first of all. Also, not completing this first mission
what it will cost money later, when
try to enter the abandoned temple.

----- Collector Sub-Quest ----- XXX20

After returning from the temple of Desamparados with a


small statuette, talk to him
Collector in the general store. Ask him about the
statue and he will give you
a story of new in them. It turns out that he is not.
willing to buy individually,
and wants the whole set of nine years. Note - Only is
Can you complete this mission, like this
in the game, and if you will never find a little
figurine, this search does not
are available.
Here is where they are located:

1 - Hidden not so well in the temple of Desamparados in the


first floor. You will find it
in a room in the upper right corner.
2 - Hidden in the subway of El Paso inside the first
jail cell. (Search for a
hidden button inside the cell.
3 - Inside Keep support. Hidden behind a wall
false where the vertical rights
The first horizontal path (search for) meets on the road.
two spaces above the
the intersection of the hidden button) on the ground floor.
4 - In the underworld, this statue is searching in
the walls of the cave
to the right of the entrance and below where it
find Altreph.
5 - At the final level of the underground temple, this is found.
statue
pressing two hidden buttons in a hallway right above
the room in which
find Jairo.
6 - Inside Darkfort II, hidden behind a wall that
is in the room with everyone
pits and switches.
7 - Hidden in the back of a room in Ubar
In Kur. The room is located to the west of the
temple of the basement entrance.
8 - It is located inside the Dubuerk Fortress in the
second level. Hidden in a small
step outside the west wall of the second room of the
left in the middle
from the map. Press the hidden button on the west wall to open
the step.
9 - In the southwest corner of the middle ring of Tower I.
hidden button
on the exterior wall in the southwest corner.

Once you have the nine statuettes, visit the collection.


in Tur. Tell him that you
they have all nine statuettes, and they offer you the set of
Golem. The Golem set is
a magical set of bracelets, boots, a helmet and
armor. You can choose to keep the
figurines if you want, but they have no use outside of the
negotiation at the
collector. The Golem set also offers bonuses of
until additional statistics.

-------------------------
Renegades Temple XXX21
-------------------------

Now that we have explored the entire map, the time to


visit the abandoned temple. The
the temple is guarded and you cannot pass through. It is
time to go talk to the captain
back in Sumur. Once again.

Tell the captain that you wish to enter the temple. You
will ask why. Tell him that you
We believe it is the source of all nightmares, of what
opposite I only throw you
Now return to the entrance of the temple. Now that
you can get past the guards,
there are other problems. The temple doors are
closed, and it cannot be blocked
chosen. Therefore, copy of the inscriptions and find to
someone to translate. A quick one
visit to the Scribe in Tur points to the northern hermit of the
city. If you have
the Scribe Sub-Quest has not been completed, you will have to
do it before it helps him
find the Hermit.

The Hermit will translate the inscriptions, and will ask you to
complete a small one
search for him. He wants to kill the Brotherhood of the
Shadows that have been
bother the animals around your area. If you have not
found the thieves
Camping of the Sumur Sub-missions, which are pointed out to you.
If you have
having defeated, tell him your way, and he will thank you for it.

Now we check if the registrations translated in your


inventory. It seems that a is needed
a couple of things that should not enter the temple:

Read the poem never before - it's very easy, you can
get in the Bardo in Sumur.

Ancient drop of water - This will be a little more difficult. Visit


The Alchemist of Tur
and ask him about what the ancestral water is. He will do it,
but it is necessary that
Deathbed, to do so, in addition to 20 crowns or in
another deathbed for his efforts.

Tear shed for love - Do you remember Nalda? She was


crying because she is
getting married. Going to see her after the old water and that is going to
add a
tear gas. If you made a mistake and forgot to do your
little sub-first mission, which is going to
I need you to buy a bottle of wine for your first.
wedding (general store in
Does the well have any?

Now that he has everything necessary to enter the temple,


we are going to return to the

in front of the door. Follow the instructions on the signs


and enter into the
temple. You will notice that the doors suddenly closed
behind you, and you
now trapped in here.

===== Dungeon Renegades Temple XXX22

Renegades of the Temple I

In the first quarter, you will have to deal with some rats.
(2-3) Infernal. Explore the level
the use that you automap. Most of the enemies
they are low level boys, like rats. There are
It is not too complicated with this plant. Take note.
pool special
with evil, however, will be important later. I will
will warn about the clay
soldiers who are not easy prey. If you find yourself in
problems, do not forget
can escape and the field for a while. One of the keys
of Ruby that you need is in the
large room in the upper left corner of the map.
The lever to open the door
that leads to the stairs that descend is in the room of
3x5 in the upper left corner of the sock
the map screen. You will find your statuette by
first time in one of the rooms in
the upper central right part of the map. Once that
Do you feel that you have explored the area?
totally, go down the stairs.

Renegades of the Temple II

You must be received by a first corpse here.


In the upper half of the
On the map, there is Calus (who is not an enemy). So
so much and talk to him. He
it will speak of the shadow, a creature of darkness, that has
established his residence
at the third level. It will also tell you that you have to speak
"Javel" the word
in front of the entrance door to leave. Before leaving, he/she
says Calus
from his brother, Cedrias. Cedrias can only be reached
passing through the third
level, but Calus warns him not to enter the cemetery,
making it clear that the
the cemetery is where the shadow is found.

Now that you have the password to leave the temple, do it.
do. When walking to the
will be received by Ludren, a guard of Sumur, who wants
join your group.
Considering the difficult task ahead, it would be
It is convenient to let him join. No
He forgot to put on the uniform before going back in.
in the temple. It will continue
Explore the second level until you have seen everything that
can without having the
stairs to the third level.

Renegades of the Temple III

This floor is dominated by the cemetery / cemetery in the


center of the map.
Follow Calus's advice "and do not open it, for now. As time goes on.
that the search perimeter
of the level where dozens of corpses will fight. The fun
blue world seeking
what is in the upper right corner of the map, is a
teleporter, and it will take you
to a room with some things and no enemies. Meanwhile
walk through the entire level,
there are three stairs that lead (one, in the
bottom right corner, is located
passing through an illusory wall.

The stairs of the mid-low part of the map that lead to a


battle with Bieid, a
enormous two-headed dog. This could be a battle
very hard. After they hit him, he
It seems like there is nothing to do here, but in the
there is a right corner
illusive wall that conceals a ring of Minors of Magic,
a Minor Blue Potion, and a
Khopesh.

The hidden behind the wall illusion takes you to another Bieid. This
one is the protection of a helmet of Enchanted, a bracelet, and
the leather armor. The third
stairwell that leads to the second half of the
second floor.

Renegades Temple II (revised)

Now this is where you have to be careful.


Directly south of the stairs a
a couple of squares is where Shadeling lay dead next to a
ruby key. It is necessary
that key, but do not pick it up yet. Explore the remains of the
first level.
Starting from the top right corner, where there are two
puzzle for you
to find out. Reading the signs on the wall, the first one
execute through says
BBWBBW. What does Black-Black-White-Black represent?
Black-White. In the next room
you will see the floor is made up of black and white tiles. You
must step
in the correct order. Follow the instructions of the x below
S is the beginning.

000
XXX
00X
0XX
S

Now that you have completed that puzzle, go to the left.


and try the rock puzzle.
Grab all 10 stones from the cubicle, then,
put three stones on the top shelf
Northermost shelf on the map) a stone on the shelf
from the middle, and then 6 at the bottom
shelf. Please note that the switch here opens
a rear wall behind the other
puzzles. Now that puzzles are the way,
you can continue exploring.
So let's go back to where we saw Shadeling.
dead. Save your game, and then
Take the ruby key. As you walk away, a scene
the cut will take place, and the fat
armored statue searching for something behind the shadeling
the dead will turn into a fat
armed monster and chase you! RUN AWAY. Don't
can defeat this monster
right now. Don't be afraid to close some
doors / the doors behind you while you are in
What. Keep exploring the rest of the map.

In the lower left part of the map, facing


another Bieid, and
run through a pit that falls back into the temple
III. In the central bottom part of the
the map, Cedrias is located. Cedrias will send you to the temple
III to obtain a
special key. In reality, there is only one place left to look,
in the cemetery.

Renegades of the Temple III (revisited)

Enter the cemetery and start cleaning outward. There is


quite a few enemies in
Here. You will notice that there is an open door.
that leads to the upper right part
cemetery section. This is not an accident. Once
inside the door,
he will be blocked and will have to fight against a dark Minion.
This will be for the first time
royal battle chief, so get ready. After killing him,
pick up the key and the use
the button to open the door.

Now go to one of the closed doors at the top.


left of the map.
Use the new silver key to unlock one of the
doors, and the struggle its way through
the last enemies from here. In the center of the room,
you will realize of a
closed the door with two monkey heads with the mouth
open on each side of the door. Place
each ruby key in each head, and the door will open.
Inside the room where
find the key to Cedrias. Return trip to Cedrias in
the second floor and talk to him
again. He will give you Token Cedrias and a message for Ade
Mother. For her
efforts that give 120XP and the instructions on the
way to get rid of the
nightmares.

Now is the time to leave the temple. Upon your exit,


don't forget to use the
sheet in the contaminated pool to cure nightmares.

With the dungeon behind you, go visit the captain in Sumur.


new. Tell him that
having cleaned the temple and the nightmares have gone and he
will give a
audience with the baron. The baron will reward you with 100
coronas, and to tell him
you to find out the fate of some guards that
He sent the Tanud that never returned.
The baron points to the location of Tanud on the map. Before
to address
Tanud, you might want to do Aminos' Sub-Quest in
They fall, as they are now strong.
enough to try it.

-----------------
---- ---- El Paso XXX23
-----------------

El Paso is not really a place, it's more like three (well,


four) dungeon levels
integrated into a long path through the mountains. Each
section contains a
handful of interesting things to find and do.

===== Dungeon El Paso W

Upon entering El Paso, one begins in the Western section.


Here
you have to find your way through what is undoubtedly
the highest dungeon level only
in the game. You will have to fight against many Bruts and
Bruts Elite together with a
some rocks of life to reach the exit, that
find in the upper middle part of the
right side of the map. That the exit leading to El Paso
Central, no to the
Kingdom of Karsh. Two other things to find in the
West section are the Magic
Note store, which is located in a dead-end alley, just
to the south of the Central exit,
and Matro. Matro is in a dead end in the
bottom left-center of the map.
He will inform you about the secret entrance to the lowest level of
El Paso, and
that there are some prisoners trapped there. You are going to find the
secret entrance
through the search for the walls in the bottom corner
right of the map. Look for a piece
from the wall with a large rock-shaped plate that is seen
out of place in the middle of
one of the sections of the wall. At this point, it is possible to
continue through El Paso
Central, or you can enter the subway and explore (see Sub-
Quest).

===== Dungeon El Paso C

In this section of El Paso is much smaller than the section


West, and has the same
enemies inside. There are also a couple of Red potions.
(all types) scattered
at this level. Also a small pearl, which is good
for cash money trading. In the
in the lower right section of the map there is a
niche with a purple flag next to
with a potion bottle in it. This, I suppose, is the entrance
to the hidden
Magic Shop. Here is the problem, there is no way to access
to him. The note says:
give a precious gem, which I have tried all, and then,
if the button is pressed

button (hidden in the hallway to the left), the jewel


disappears, and nothing else
it happens. If you find a way to do it (without
traps), please let me know. One
The note in the section is that it is right in the center of the
map, right below
the largest room, there is a hidden button that will open in the
pared
rationalization of their subsequent travels through
Central America.

====== Dungeon El Paso E

In this section of El Paso, it is approximately the


same size as Central America, except it has a
additional hidden entrance of the El Paso subway where the
prisoners. Same
the enemies are here. There are a couple of potions
over there, yes
wants to search. In the dead-end alley at the top corner
right of the map
you will find a hidden button that will grant you access to
the celebration room of a
Blue potion and a scale armor! For
find the secret entrance to the second
the subway of El Paso, going to a dead end just by
on the far right
obstacle on the map. At the end of that path is a wall
illusionary.

Now, you can leave El Paso and visit Tanud and


The disaster, let it be.
Underground Sub-Quest. NOTE - Now

has fought until the end through El


Step, it can pass por high trekking back through it by
the selection goes through the
known form "in the opening dialogue."
---- Underground El Paso - Sub-Quest ----- XXX24

As you travel through El Paso W, you


find a small child hiding behind a
rock, whose name is Matro. Matro will inform you about where it is.
is hiding, and
it will tell you what the secret of level hidden underground in The
Step, and how to find
You will find the secret entrance through the search.
from the walls in the lower corner
right corner of the map. Look for a piece of wall with a
great plate shape
rock that looks out of place in the middle of one of the
wall sections in El
Step W. There is also a second entrance in El Paso E.
one of the dead-end alleys.
You will need to use both to explore thoroughly the
metro.

If you decide not to enter the subway, you can visit the
Baron of Sumur
and tell him that he cleared the way and did not find the guards.
continuation, is given
80 crowns for their efforts. Since the guards never
They made Tanud, nobody
In that city, he will have something to say about the guards.

Dungeon El Paso underground

From the first entry she found, Explore the subway.


This
be your first non-with the enemies Goatmen, and there will be a
a bunch of them.
There is a plate that you must step on to open the first door.
There is a
illusory the wall 4 steps to the right of the second cell of
the top (near
the center of the map), which leads to a secret room
with an enchanted amber in
he (the amber only enchanted throughout the game).

To the right of the middle cell, there is a closed door.


When it opens and
when you enter the room, the door will close behind you, and
you will find yourself in
the second time boss of the battle! This fight is against the
Captain Braxis of the
Goatmen. It's tough, very difficult if you are playing as
Katja or Naveral. Yes
you are playing a Dumar, Braxis actually reminds you
from the Battle of
Heart, and hate your courage! Braxis will leave you 40 crowns, one
red potion, and
Machete Braxis "(a unique item) before running out."
He promises that he will fulfill
again however.

With Braxis defeated, exploration can now continue.


subsoil. Near the
center-left of the map that is a quarter of
maintenance and a storage room.
The access to these rooms that seems impossible at first,
but it is actually quite easy
once you know what to do. To access the room of
storage, you just have to put
point in the niche next to the sign that says "Room of "
access storage. Any item
it's going to do. Next, stroll around the room of
storage, kill the resistors in Goatman
there, next, place an item in the niche beside
from the sign that says 'Access'
Maintenance room. Walk back to the room.
maintenance and, to kill them both
Difficult goatmen that are inside. ** METHOD
ALTERNATIVE Activate the switch outside
the maintenance room. This will allow you access to the
maintenance room. You
Next, you can access the storage room.
of stepping on the plate in the
room maintenance.

With the key that is located in the maintenance room,


can you open the door to the
adjacent hallway. After finding the silver key
next to opening the door to the
control jail room, you must figure out the riddle
from the lever. I remember that in the
maintenance room, there was a sign that said "more
above than below? Are you the
I remember another sign that said 'symmetric'? Well, that is the
answer to this
puzzle. Starting with the switch of the
left, the position of the switches in this
order:

Up - Down - Up - Down - Up

You will notice on the map that now all the cells
they are open. To go out, no
I forgot to step on the plate in the room of the lever.
prison to open the door. Do
the way back to the cells and the search for them,
starting at the top. The first
the cell has a hidden button that is discovered by the small one
figurine in the second
game. The cells of the second and third are empty. The
the fifth cell has a Goatman in it,
and the fourth cell has prisoners in it.

Enter the cell with the inmates and you will be received by Kareth,
the
warrior. If asked about the guards, I will
to say that they are among
the prisoners. He will inform him about a story again
regarding the Goatmen, and
the way he got trapped. (I guess there is no one
way to get him to join the party, but
I haven't solved it yet.) Now that you have some
real information about the
guards, you can visit the Baron of Sumur and he will give you 200
crowns for
his efforts, along with 150XP.

---------------------------------
---- Kingdom of Karsh - East ---- XXX25
---------------------------------

After leaving El Paso (finally!) you will find yourself


in the East
Karsh section. Having a quick look around, you will see
that has two
possible places to visit, the city of Zasterul and the city
of Tanud. Tanud is
where the baron told him that he had sent his guards,
what should start from there.
-----------------------
City of Tanud XXX26
-----------------------

This small town has very little sad in it, that


consists of a general warehouse, a
Tavern (the plaintiff), a healer, and a main house.
The General Store
nothing special unless you want an elegant hat.
The purchase of a drink at the Bartender
In the tavern, it will help you find the healer's house.
visit to the healer
that some basic information about the city appears. That
yes, they don't call him a rebel,
If you do it, you cannot access again. It turns out that the
the city is preparing a
ritual to help in favor of the gods, who believe that they are
annoyed that the city helped to
the rebels. To learn more about this master of
Vatarius as the main house.
After showing him the Token and asking about Ade
Mother, your assistant Naigur
tell you to visit the maintenance stand. Next, there
add the Keep Tower to their map. They
then they kick you out of the city. NOTE - You
will never have access to the city
again. Be careful of any business we have
here before talking to the Master
Vatarius.

==== Dungeon support Keep XXX27

Stand
Welcome to Keep support. This is a very good size.
cell, with three small ones
towers and a dungeon to explore. Which will be executed in
some familiar faces
here, including Goatmen and difficult Goatmen. The great hall
in the center of
the map contains 4 Goatmen, who must be defeated
before being able to use the
Big Button "behind Naigur to open the doors. Talk to
Naigur, and you have him
the opportunity to make him talk or kill him. If you talk
with him, he will tell you that
Captain Braxis paid him for the people of the village.
You have to perform a ritual that
to everyone in Goatmen! After he tells you
this, you can still kill
he if you wish. Whether you kill him or not, you cannot go back
enter to save Tanud
from the city.

Continue the search through the rooms in the


Tower of Tribute, killing everything you see
on the way. There is a lot of a great treasure in this
dungeon. In a small
room just above to the left of the central hall
find the body of a
dead rebels. It will take a note, along with an egg of
Orange. Reading of the
note explains what to do with the orange egg, but for
now, just hold on
explore the Tower of Tribute. You can find the
third small figurine hidden behind a
false wall where the vertical trajectory of the right end
the horizontal trajectory is addressed first
(Search for two spaces above the intersection
for the hidden button). The pressure
the plate next to the "Big Button" and the door will open
room with the
hollow of the main staircase below. If you wish, you can
visit the one to maintain three
XP towers and the treasure, but it doesn't have to (there are some)
interesting things
up to there, however, like a precision arc).

Keep Dungeons

After having explored the tall towers, which can give


step to the dungeons.
There are a lot of monsters here, along with a little bit of
treasure. Yes
you do not have a bronze key to access the last one
closed door, you can find one at
the Tower of Tribute towers.

Now that he has found the Rebels' Note and the egg of
Orange, to make its way to
Zasterul.

--------------------------
---- ---- City of Zasterul XXX28
--------------------------

Zasterul is one of the largest cities in the game.


There is much to do here,
and some side missions as well. The armor smith and
Armero has good ones.
equipment for sale. The market has a store of
precious stones and a general store. The
the guide house will inform you about the history of the Goatmen.

Entering the tavern will open up the opportunity to make a


search Subcommittee, and the purchase of
a few rounds Lanira will ask the waiter for
inform him about the killers, and
where to find your lair on the map. A small chat
with Pota will open its
Sub-Quest. If you do not wish to start a fight, I invite you to one.
cup.

During his visit to the market, one can see a guy who looks very
oppressed. Yes
If you talk to him, the Wizard's House Sub-Quest will open.

A visit to the weather station can tell you about


your future and if they have been in
Keep the support, he wants something that could have been
found inside - the orange
Egg. He can say the meaning of the symbol he carries and
open the following
game section. If you do not have the egg, what do you want
say 500 crowns
Well. In any case, Combad will tell you how to get to the
hells, and then one
an old building that could hold some answers.
Before leaving, you may want to
complete some of the sub-missions in the city, since
once I arrive at XXXXXX that
You can't go out the same way again.

---- Pota - Sub-Quest ---- XXX29


Talking with the big pull in the tavern in Zasterul will open.
the opportunity to go
in the basement and kill this guy.

Bodega Tavern

Potato is not a piece of cake. In reality, it is as strong as


Braxis, and does not make use of a
weapon! After defeating him, he leaves you with an amulet of the
older adults, Senior Network
potion, and the crowns 250. A quick search of the
store before going out to the network
that some potions and a little more gold. Exit from the same
way he entered

---- Wizard House - Sub-Quest ---- XXX30

When you visit the Zasterul Market, you will see a type
which seems quite a lot
down. It turns out that his name is Zalut, and
accidentally killed several of his
the companions. I won’t say much more, and in fact, it disappears.
upon leaving the
from the market. Upon his return, a guy named Bledren is in
his place. He can be asked
about the signal if you will, and it has very little information
about Zalut.
Instead, go ask the Bartender, Lanira. She is going to
point of the Guide.

The Guide will tell you that Zalut costs 500 crowns inside the house of
wizard,
and a creature killed all her friends. The guide will offer to
show
Where is the house if you share the 500 crowns with him. You
you have to agree,
otherwise, this search cannot be completed. The Guide
the ones from Mago are noted
House on the map.

==== Dungeon - Wizard's House

This is a small dungeon full of traps.


illusory walls and
secrets. Look what happened here. There is only one enemy, the
Giant Lizard, which
once defeated, it will give you an opal. Now, once they have been
attacked, the step
behind you closed. Now you have to work your way to
leave the house. Along the
way you can find some cold rings and such,
So I looked around.

Now, I have never seen a reason to go back to the Guide from there.
from this point on
game. Therefore, it is not necessary to split the profits with
he. Just to tell you that
sent Zalut and his friends into a trap. The Guide is said
who have offended
the gods, bla, bla, bla, bla. We must have the money in
cash (after all, he was tough)
the battle).

--------------------
Underworld XXX31
--------------------
Welcome to the Underworld dungeon. Here you
you will find a new enemy, the
Fungus that has the ability to poison the
members of your party. Furthermore, here it
you can find Altreph, which has an opportunity for sub-
task for you if you wish to take
part.

Dungeon - Underworld

This is quite simple, all you have to do is turn.


the levers to advance. If you are
working on the search for the sub-collector, do not lose it.
the statuette to the east of the
entrance through the hidden hallway. NOTE = All buttons
hidden to enter
the hidden areas in the underworld appear as circles
brown in the mid-low
right of a section of the wall. There is a large
amount of treasures here, including a bunch
of crown bags, and even a ruby.

As you explore, you may find yourself in the hidden area.


in the middle of the
map, and they have trapped in the room and cannot go out
because it has a well
appeared on his way. You can jump into the pit (that
will take some damage and
you have to kill two Fungoides) to explore, or
you can simply pull the lever back until
to close the well.

In the lower left corner of the map, which is located


the entrance to the dark fortress,
that at this moment is hard to access for you. You
you will also find some doors that
they have a red circle with a line through it. For
open this door, you must find a
switch that has the same symbol adjacent to it.

In the upper left corner of the map is the entrance of


underground temple,
AKA The Temple of Hope. This is where your quest
continue.

Statue ----- Altreph is - Sub-Quest ----- XXX32

Just inside the underworld that will be executed in a


man with a funny appearance with a
request to do for you. He wants you to deliver him a
statue to his brother, who
he lives in Lorerma. If you are willing to do this, he will you
will reward for teaching
you have some magical skills.

The magical ability to learn seems to be random. My


first play through which he taught
I give you magic, my second time, The art of magic.

Note - Instead of returning the statue to Brother Altreph,


you can sell the
statue in the name of the Collector of Tur for 500 crowns.

When they finally arrive at Lorerma, they find the house


Krio, where Altreph is from
the life of her brother. Please note that she looks
exactly like Altreph. You can give
the statue thing or lie and say they don't have it. If you
Lie, you lose wisdom
point. Every time you return to krio, your curse again, and
you will lose
Another point of wisdom. It is possible to end with a
wisdom of 10, in which
they insult him for being too stupid to
to curse. The same happens
if you sell the image of the collection in Tur.

If you give Krio the statue, you earn 500 XP and crowns of
2500!

----------------------------
Subterranean temple XXX33
----------------------------

Welcome to the underground temple. The real name is the


Temple of Hope, as it
Let's see when the main hall is sought. This temple, like
that the Unfortunate
one, it's full of monsters ... at first. After
to reach a certain point in the
dungeon you will realize that it is actually inhabited by
ghosts.

Dungeon - underground temple

You will notice when you enter the dungeon that there is
two closed
doors, one with a blue lock next to it, and another
with a red lock next to her. You
you can try the key that is located inside this room
exactly, but it doesn't open well.
You will find the special keys later in the temple.
that will open the doors.
For now you will have the strength of the two levers next to
the eastern door to open the
door.

After opening the east door, which will be attacked by the


new enemy for the first time in
the Temple, a Kesal. After fighting his way through
from this room, it is given
notice of two staircases that lead both. Before
explore further, go
by any of them. It should be run in a ghost of
a priest named Verk, who is
Fill in a story on the back. You will also find
store Miarn down here, execute
for Miarn, who is also a ghost, and he has some
big things for sale. Wait for a
cell with a shop in it? This should be a clue.
that things are not what
what they look like in this temple.

The head back and start to go up the stairs to


to stroll. You will find that the rusty
the key he collected when he came for the first time can be
use to unlock several
doors here. You will find the blue UG key in a
room to the left of the
bottom center of the map. This special key will fit in the
network lock
first room of the temple. You will need to use the key
rusty to open the room
with the blue UG key.

In the upper right corner of the map, there is a


room with three skeletons
hanging on the wall. Look in the middle skeleton for
find the Red UG key. This
the key will be to unlock the blue lock in the first room
of the temple. Please note that if
the illusory wall is located in the south hallway area, no
they have a need to
this key.

The large hall in the center of the first floor has a series
of pressure plates
that covers the top and bottom of the room. This
it is a puzzle to open the hidden areas
from the map that you need to discover in order to
continue. If you press all the
three plaques on the north side of the room from west to east
(that it
need to place elements to maintain the plates
depression), a secret passage will open the
the south side of the room, which leads to a staircase to the
ground floor, that
there is a treasure out there and inside a closed chest. If
you press the
plates from southeast to northwest, a passage opens in the wall
north. East
the passage also leads to the ground floor of a treasure and another
closed safe.

The wall section in the center of the east wall is also


an illusory wall
what can happen. Also search in this area, since it is
a mace with straps
that are located at the end of one of the hallways. Like you
makes its way to the
the upper right corner of the map was enclosed in a
empty room, that has a
with the mouth open facing the center of the north wall. In
the mouth is the Sword of
Started. Move forward and take, if you want. Now that you have
the sword
can you stop finding the hidden button in the corner
top left of the
room. There is another hidden button in the next area.

When you walk around killing Kesals, at some


a moment you will meet a guy called
Igmuld, which is hanging in the bottom right-center
from the map. It will ask you
to stop killing the Kesals, since he now knows that they
they do no harm.
After talking to Igmuld, you will be free to explore the
first floor of the
Temple without being attacked.

In the bottom left corner of the map that will run in


Ocampa, what do you want you to take
a strange jar Daruk, the chef to mix with garlic. So
Well, here is the beginning
from another race diligence. There are several different ways to
do this, depending on
NPC that runs first. Abcas, the old man in the
lower middle part of
the map will ask you to find an old piece of
parchment before it helped you to
What. If you talk to Miarn after talking to Abcas,
Miarn will inform you that
Abcas likes the old in general, not just the old things.
parchments, Miarn even suggests
find an old book. You will also find with Borgen,
that directs the library, and
Daruk the chef. Daruk place is near the medium-high of
map, and of Borgen
The place is near Daruk. They both live in the section of
map that is unlocked
by the blue key UG. Daruk is almost impossible to understand.
but if you speak
with Ocampa first, you will get the correct dialogs
to collect to obtain the air-conditioned
Flask. Take the jar back to Ocampa and she will give you a
pendant for the Ancient
your problems. Now go to visit the new Abcas. You can
give the age pendant,
that accepts and then will tell you what you need to travel to the
lower levels to find the Matre Ade. It also
says that Borgen knows
get there. If you spoke with Borgen before, know that he is
looking for a
There are missing history books. Ask Abcas, and he will give you the book.
to return to
Borgen.

Ask Borgen about the lower floors (after that)


he would return the History book to him
and they send you to Abcas so that you can read a passage from History
book. Yes, this is a complicated mess. It turns out that what
you need a potion from Ocampa
and then have to pull certain levers to gain access to
the test facilities. Yes
You let Abcas keep the history book, which he returns to you.
age pendant to give
back to Ocampa to pay for the potion she needs to
unlock the lowest level. Give
Bring the age pendant, and she will give you the Dream potion.

With a potion in hand, make your way to the corner


bottom right of the map, just like
beneath Igmuld. Here there is a statue and three
levers. Now, if you make a mistake
this, all of you lose half of your points at once.
What needs to be done is to turn.
the most eastern change, then the central switch, to
next, place the potion in the
mouth of the statue. This will open a secret passage that
drive down.

==== Dungeon - Underground Temple II - The trials of


XXX34

This part of the dungeon is totally different from the level.


superior. Here
you will encounter a powerful and dangerous new enemy
(Dream demon), and will have
to complete the four most complex tests, some
of which several attempts will be made to
complete. It is preferable that you have access to a map of
this level, since
It will make half of these tests much easier.

The Lobby -

After making your way down the long hallway, you


you will find in a great
room with four small halls symmetrical distribution.
Each of the four rooms is
the entry of one of the four tests that must be performed
to reach the next level
of the Temple. Before starting one of the trials,
make sure to take all the
the potions of the niches that cover the walls of the
lobby, and save your game.
You can start with any of the tests that you
I like it, I trust that it will be easier for them to do.
in this order.

Test No. 1 - Keep your time XXX35

This is a scheduled event. The goal is to find the


hidden key in the maze and
go out again before time runs out. He is going to find
a new enemy here, the
Temporary rat, only here to slow down.
What is being sought is a
object called start key. You will find it at the end of one of
the
passages. You must find the key and return with it in
less than 100 seconds. When
you have the key, it can be placed in one of the slots
in the main lobby.

Test No. 2 - Assess Your Space XXX36

This is also a timed event, just in one way.


different. You can only reach 100
steps. This includes going back and forth. If you take a turn
wrong
they will be received by a dark henchman. If you do not find
the key and return
in less than 100 steps, you should try again, but not
there is no other punishment. When it
you have the key, it can be placed in one of the slots in the
main lobby.

Test No. 3 - chase your dreams XXX37

This is the most intense battle of the trials. Just like


the first test, it
introduce a new enemy, the Dream Demon. The
demons are the hardest enemies of dreams
that have had to fight still. These fire projectiles
what put the party members to
dream. When you are asleep, you cannot defend yourself nor
to move. This entire section is
formed by small rooms that are interconnected
for illusory passages. It is necessary
carefully the fight his way through the
Demons dream until I find the key. When
You have the key, it can be placed in one of the slots.
in the main lobby.

Test No. 4 - Focus Your Mind XXX38

This is a memory test. In this section, it


they find three statues, Xeir,
Xaer and Xiar. Each statue has something it wants you to say.
to one of the
other statues. You must listen carefully to what
they say, and then choose the
correct dialogue repeat to the other statue. I am not going to repeat what
what
Say. If the wrong decision is made, it will take 1/4 HP.
Start this by
talk to Xaer.

Xaer - Xiar - What is the weather like in Lorerma?


Xiar - Xeir - What is the weather like in Lorerma?
Xeir - Xiar - unpredictable, never too hot, sometimes
cold
The island's climate reminds me of the cousins of the
sister
from our brother in the law
Xaer - Xeir - Do Paddy, Ruddy and Cuddy have the names of the
cousins?
Xeir - Xiar - Do you remember Paturu and Mutem?
Xiar - Xeir - of course I remember Mupelton and Tembromil
Xeir - Xaer - It's okay, has a good memory and a
hard heart.

He gives you the key to start, and that it has finished this.
test! Put the key of
in the last slot in the lobby and the stairs to the floor
The low will open.

Dungeon - Underground Temple III XXX39

Welcome to the final level of the underground temple (NOTE -


A large part of
these maps are inaccessible). As soon as you enter the
level, will welcome you
by a new enemy, the Kaartie. You will realize that
it seems like it needs two more
start the keys to open the doors on the left already
right of the punch room. It can
find the first by taking the left path,
where the two plates are.
The other key is protected by a sleep demon in a
room that is just to the left
from the middle of the map. After opening the two doors that
are needed
two Start keys to enter the large room on the right-
center of the map.

In the middle-low section of the level where one is located


door that, when
open, apparently, goes nowhere. If the wall through
the wall, there is a
great section of the level that has various Kaarties and a demon
Dream
the protection of another initiated Key. Furthermore, right above
the great hall that needs it
two keys to a smaller room than the other
key. The hallway that is at
outside this small room with two hidden buttons
what to press to find a
small statuette.

Now that you have the two keys, open the door, go into the room.
and will save him
game. In front of you is Jairo, who has been caught.
You can try to talk to him,
but is caught an incapable of speaking. Explore the rest of the
room, is located
a contaminated altar with evil.

NOTE - As soon as Kaartora's terms are fulfilled, he cannot leave.


from the subway in the way
What entered Now there is an army of Goatmen camped.
outside the entrance,
waiting to kill you.
Move forward and use your card on the altar. It even comes the
dialogue with Kaartora, who
I don't think it's right. No matter what I tell him, the end is
always the
same. She takes Cedria's key and leaves you to your fate against
a
group (four) of the dream Demons. You can flee if
one wants or can fight against her
at the end (not recommended).

After fighting or fleeing from the trap of the dream demon,


return and talk
with Jairo, who has been released. It turns out that Jairo is
the first of Ade
Matre and the leader of the rebellion. Give a message, Cedrias, that it goes.
to ask if
you have the key (that is Kaartora), and you will be sent on a mission
to stop
Kaartora. Make sure to read all the background dialogues with
Jairo, this is
the first real explanation of what happens in humans
and Karsh reason
they are fighting against the Goatmen. As part of their
conversation, Jairo is pointed out
the city of Rashtel on the map.

Do what Jairo says and go visit Igmuld, it helps in the capture.


of the Cartographer. Igmuld
it will show you how to get to Rulme, a hidden city in the
other side of Darkfort.
Igmuld will give you a magic wand that will allow you access to
Darkfort.

------------------
Darkfort XXX40
------------------

Upon leaving the temple, an open dialogue with Ludren (if there is one)
remains a
part of your group). It doesn't matter what you say, Ludren
will leave their group as
soon as I return to the world map. Also, now it
find the subway
it is full of tough enemies Goatmen. Make your way to
through them to the entrance of
Darkfort, which is directly beneath the entrance to
temple.

==== Dungeon - Darkfort I

This dungeon is an introduction to a new obstacle -


the statues that spit fire. Being
be careful, as it should in turn move to the right to
avoid burning. No
I forgot that you can find a safe in the cubicle.
holes and the field for a while to recover HP. If
Do you feel that you need a better team or to go without?
supplies, remember that you can
still visits the Miarn store in the temple to return to the
offer. You, of course, will execute
new enemies here (Cerclo, Zeraii).

The main door is closed by two locks,


you will have to find the two keys
to enter. It turns out they are behind the closed doors
to the left and to the right
from the entry. To unlock them, you will need to
carefully their way of working
the hallways to the right and left to find the
levers to open the doors. After
the door opens you will be received by another Circle.

Now, once again, you will be in a room with a


door locked with a key and two hallways. Yes
take the hallway to the east, you will be attacked by three Zeraii.
So
a sign appears that says 'I always lie'. All this
it means to do exactly what
the opposite of what each additional sign says. Fight for your
way through the
passages, killing Zeraii and goes against what it says
each sign. If
traveling down the wrong road, he was hit with a ball of
fire. There is a hidden
room in one of the hallways that are not supposed to go
downwards, within you
you will find a Tiger Claw. Once you reach the end
on the road, you will be in a
room with six switches aligned in a row. A
starting from the north, pull from the second
and the fifth switches. Next, follow the path
that just opened to obtain the key. Note
that just to the right of this room there is another hallway with a
fireball
shot statue in the final of it. Hidden at the end of this
it is another key. To be
be careful, as this statue shoots double the rate of
the normals. Now what
he has two keys, he returns to the locked door.

Now that it has two keys, the door can be opened. Here it is
still find
another double door closed, but also some equipment.
Now that two more are needed
keys, the head on the road to the west. That seems to be a
dead end, but it actually has a
number of illusory walls. Take the northern path until the
room with the
fireball statues. Using the strafing function.
(L and R buttons) their way of working to
At the end of the room. Here you will find a switch, a
black potion, and a Circle.
Turn on the switch and the hidden door behind will open.
illusion to the west
Wall. Kill the Zeraii that are here, then do.
his path through the room
and activate the switch. This will open the hidden door behind the
from the south

illusory wall. Make your way through that door of the


room next door.

In this room, each switch opens the door in front.


of himself. One can only
they have one door open at a time. For the moment, start
pressing the switch directly on
in front of you. This will take you to another intersection of the
walls of an illusion.
The south wall hides a closed door. The west wall.
there is a switch that opens a
door that he still cannot see (flips anyway).
The eastern wall hides one of the keys
what you need. You will have to run to get there, now
that there is another fireball statue
from here. After you have the key, return to the
room with the four switches.
Come back here, find the switch that opens the west door.
Here you will find
another illusory crossing. Follow the two halls that lead south
y
to the west to turn the switches at the end of each one. A
once again, these doors open
that cannot be seen yet. The west hallway has an area
hidden along the west wall that
hide some potions and an extra sword from the
initiates, if you missed it
before. After having flipped the switches, the
head back to the room with the
four switches.

Back once again, find the switch that opens


the eastern door. Once again,
another intersection of the illusory wall. Each one of them
hide a teleporter. Each trip
teleporter until finding the three levers that open
the doors of the south. Do
on their way through the south doors to kill the Zeraii, to
continuation, take the key. Now
make your way back to the double key door. Use
that the keys to open the door.
Fight your way through this section until you reach the
Tele for Darkfort
II.

==== Dungeon - Darkfort II

Welcome to Darkfort II. A couple of things you will notice is


there are four
blockages on a pillar in the center of the room, and there is a
relentless banging
noise that was coming from somewhere. It turns out that you need
to find the walls of an illusion
(Again) and make your way beyond the ball statues
fire at the teleporters that take you to
rooms to find the keys. Each wall here (N, S, W,
E) has a hidden hallway. It can
choose whichever you want to start with, but I like to start
with the south
one.

On Teleporter - This will take you to a room with 5 Zeraii


hidden in her. Kill
they, then take the teleporter to the next area. The
the next area is a long one
hall full of Kaarties and Cerclos. Fight your way
through them until
find the key, and then retrace the path of
return to the room with the four blockages.

West Teleporter - This will take you to a room full of


holes and switches.
The goal is to get to the other side of the room without falling into
wells (if
falls into a pit, that will land in the dungeons - see
further down). You must
the first two switches are found with in
First place. Then you can walk through
and I pulled the lever to open the exit. On my way through
of, you will find a hidden
button on the north wall that opens a passage in the wall
on. This passage
it has a small statuette in it, next to a swamp full
of the crowns. Now move the boxes
until there is a clear path along the south wall.
Pick up the statuette, and
exit through the teleporter. Now you will find yourself in
another long hallway,
fight Kaarties and Cerclos. Make your way to the end to
pick up the key,
then return to the room with the four blocks.

==== Dungeon - Darkfort Dungeons

If you belong to one of the holes in the room of the


teleportation dumps west, I,
You will have to fight to get out of here. There are several niches and the
dead
bodies here, but all of them have been cleaned. Everything that
there's hay down here
There are a bunch of Kaarties to kill. Travel in the
teleporter to return to Darkfort
II.

East Teleporter - This will take you to a room that


it has four switches and sign a
It says: "Nothing should be reflected". If we look at the
next room, it is
to see a mirror on one of the walls. You will realize
that every button I press
changes in the design of the room with the mirror. You
you must find the button that
cover the mirror. Press the button to the north to cover the
mirror. Leave this room
through the teleporter. Fight your way through
this hallway until finding the
key, then return to the room with the four
blockages.
North Teleporter - This is the hardest of all
rooms to find out. As soon
how to take a step, your character is mentioned that the
the room is haunted, and
you will find yourself in an incorrect position. Every time
that you take a step, that
will be replaced. The following instructions about the
way to exit should be done a
step by step, and you will have to consult the compass afterwards
of each step.

WEST - SOUTH - EAST - SOUTH - SOUTH - EAST - EAST - SOUTH -


SOUTH - SOUTH

The niche in the west of the room contains a blue potion


and a small bag of
crowns, what could or could not be worth the effort for you.
Take the
teleporter to leave this room. Once again,
fight your way down the hallway of
obtain the key. Then back to the room with the four
blockages.

Now that you have the four keys, open all the locks.
and the door of the
the center of the map will open. Take the teleporter to the south
to reach the door. Before
enter the middle room, make sure to close the door
play, rest and prepare for
a battle chief.

Boss Battle - Kaartora can be difficult, depending on


whoever is in their party. After
you defeat it, Cedrias key will return, a huge
crown bag, a ring of
the persuasion and a Major red potion. Make sure to clean
here, how has Kaartora been
a guard of two Kaarties and one Zeraii. There is also
some potions on the wall
when I need them.

Congratulations, you have finished the subway and now you are ready.
to enter into
The Hidden City of Rulme.

------------------------------
---- Hidden City of Rulme ---- XXX41
------------------------------

Upon leaving Darkfort, you will find yourself in the city of


Rulme. Rulme is
a rebellious town, and it has a couple of things arranged for
offer, along with a general warehouse.
The prices at general merchandise stores are steep,
but well, this is an illegal settlement.

Gurel's House - Here you can meet Gurel. He is a


party member that is possible
good with ranged weapons, and knows several spells
Daim.

Teuris House - Here you will meet Teuris, who is the


Rulme leader. Teuris
he offers to help you in your search if you tell him that it's going to
remove
the Stone of Redemption of the tower. He is going to offer this from
two ways - one is
money (500 crowns), the other is to offer help when it arrives
a Rashtel. Yes
ask for help in Rashtel, he will tell you to talk to Kolop.
It can also be said
Theories about the events taking place in Tanud
like this. He will ask you to pass by
there and see if it can be avoided by performing the ritual. When it
travelling to Tanud, you will see that it is too late, and that the people
of the people
he turns into Goatmen. When you tell Teuris this, no
is surprised,
and he tells her that he just wanted her to see it with her own eyes.
that the rebels
the fight to prevent.

Suriben House - Here you can get to know Suriben, which is a


priest of Ael. He
Fill in a story on the back, then Daim will teach it to him.
magic if you give it
an item of value from your inventory (i.e., a pearl)
It also has a mission for the Sub-
if you want to take.

Sarina's House - Beginning of Sarina, who is a magician that


can hire for your
party, but only if their skill is sufficient eloquence.

Note - As soon as I leave Rulme, Ludren fulfills his


promise to quit the
group (unless it replaces it with Gurel or first Sarina).
Now, you can
will replace it with one character or another in the city, or can
walk back to the
Abandoned temple and raise it again if you wish. Have
keep in mind that if you are going to get
again and then return to Rulme for any reason, it is going to
go out again and you
you have to go get a backup from him at the temple
from Desamparados again. This small failure in the
the game becomes really fun after about
final act.

------- Suriben the Sub-Quest ------ XXX42

The first time to comply with Suriben, which is going to offer to


teach Daim magic yes
give something valuable. If you take it to the offer, then,
talk to
later, you will be offered the opportunity to find a
ring of one of his friends
to take when they were attacked by the bandits. The ring,
called ring of
Dreams, fears Suriben has fallen into the hands of the bandits.
What do you want for
that to recover it. If you take it even in the search,
that are pointed out the
Bandit caves on the map.

A quick visit to the bandit caves reveals Emark, a


boss of the bandits means that he has
very little patience for visitors. You can
choose to pay for the ring, or
it can be taken by force. If you take it by force, you will have
to fight against your
path through the cave.

Cave of the Bandits

This dungeon is made up of Emark and few rogues.


Emark is a little difficult,
especially if you have two new characters in your
group. Once defeated, do not hesitate to
to explore the rest of your cave, but be careful with the
Rogue monsters. Emark
there is a good stash of crowns, a red potion
important, and its own special
Brazales (Emark Bracers). Check the open chest
guarded by the Rogues
to find the ring.

Now that you have the ring, return to Suriben and talk to him. Yes
you tell him/her

you have the ring, which will allow you to keep it.

-----------------------
Forest Path XXX43
-----------------------

Due to your mission you will have to go to Rashtel next.


the step of the forests is now
open for you. Please keep in mind that you can stop at
any of the cities that have already
state and load with a new team if it has changed the
party members.
==== Dungeon - Passage of the Forests

Welcome to Step of the forests. Here, of course, to run


new enemies, and they have
to solve some puzzles in order to make their exit.
Paso de los bosques is one of the
Bigger maps, but it's just the screen of one, to
difference of El Paso. There is, of course,
There are several potions lying around here. It's not really very
little to find here, and the path through the forest is quite
linear.

One important thing to keep in mind is that the buttons and


the hidden switches in this dungeon
they are actually mischievous tree branches that stick out of
the walls. The first of
those that are executed through this are in the medium-low of
map, and allows access
to a large room that has a yellow potion (that
I believe it is the first one.

in the game). There is another switch to the north of this room, and
the last
the switch is to the right of the outlet. Move it in one go
the three switches to open a
the fastest and most direct route through the map.

---------------------------------
---- Kingdom of Karsh - West ---- XXX44
---------------------------------

Once you let Forest pass, you will find yourself on the map.
worldwide, free from
explore the west area of the Kingdom. There is much to see and do
here, and
this is one of the places where the game becomes a little
non-linear, because they have a
look.

City of Rashtel - This is where you can follow the


main adventure. It is the city
just to the left of the exit of the forest passage.

Castle - You cannot enter here yet, as the


guards requires that you be a
reside or have an official business to enter.

Unbeb Harbor - A small fishing village at


north of the Castle, has Unbeb
several shops to visit, along with a tavern and house of
a resident.
It turns out that there isn't much happening here and now, so
I should come back later
to see if something has changed.

Port of Felur - Another port city, Felur has a


general store, a tavern and
the real boats that you can take to visit others
cities on the islands. The islands
offer many sub-missions and other special items and
so, but I don't know
essential for the game.

-----------------------
Felur Port XXX45
-----------------------

This small town has a lot of little things


what happens in her. You can visit the
General Store and pick up some equipment, or visit the tavern
and talk to him
bartender, Adrinho. There is also a port at this moment,
what a ship actually contains
You can walk to the islands, if you have a
permission.

Therefore, a permit is needed. There are quite a few ways.


to get one here. If your
Eloquence is high enough, you can buy one.
from Guimo a very steep
price (1000 crowns, or negotiate down to 500). If you speak
with Adrinho, who is going to
they tell him to speak with the ship's captain's Guild to
get one, or of 200 crowns that goes to
help him leave by saying that you will talk to Guimo (see
above). You can also talk
with Marins in the captain of the ship's guild, and he is
will send in the search for sub-
confront Pete (in Zarki) in exchange for a permit of
trip.
Once you have permission, you are free to visit.
Zarki Lorerma and as many times as
he/she likes it (there is a charge for the trip however).

Captain of the Union Sub-Quest ship


---------- XXX46

NOTE - If you have already obtained a full travel permit


from Guimo, it can
still complete this mission sub

Once in Felur, you will find that you need a


travel permit to arrive at the
islands. No problem, except in the way of getting it.
one. You have several options, one of the
that is helping to leave the guild of the ship's captain
for defeating a bully named Pete in
Zarki. It turns out that Pete has been recording the trade routes.
and it has deeply
defeated the guild's mercenaries sent for the first time.

Take these guys in your offer, and you will be given a temporary trip
permission, and the instructions on where to find Pete.
If you are already prepared for
the upcoming confrontation, go visit the captain.

The captain needs to be given his limited travel permit with


the end of leaving
Felur. Upon arriving at Zarki, ask the captain where he is.
the
then to point out Pete's location on the map.

Go speak with Pete. You can insult him if you want. You
he will have to kill him
to win.

Pete Dungeon

Pete is waiting in the center of this dungeon.


Kill him
it can be difficult depending on who is in your group).
Pete, we leave you something.

crowns, an amulet, and potions when I die. Exit from the


the same way it came in

Go back to the captain in Zarki and tell him what you need.
return to Felur.
Go visit the captain of the Gremio, the one they will turn into a
honorary member, and then
it will give you a full travel permit! Now you can go and
coming from the islands like
please.

-----------------------
Zarki Port XXX47
-----------------------

Zarki is best described as a magical town. There is a


general store (which
sells the dust of life), a school of magic, and a house
of the field called arcane magic
Knowledge. This is where the Pete djinn can be found.
if taken in the
Captain's guide to the sub-quest. NOTE - A large amount of
dialogue in Zarki spins
around Uruam, which is in search
principal in Ubar Na Kur. This
the section of the guide is written as if it had progressed it
sufficient in the
main mission of having met Uruam.

In the shelter of arcane knowledge, Isticuam will gather.


You can ask for a
member of the lodge, but I am just going to throw. It can also
ask him about
learn the unpetrify spell, but he will tell you to visit the
Magic
The school.

School of Magic - Here you will find Khara, a student of


the school, together with
Master Yalom. Khara will talk to you about Uruam if
becomes a member of
the school. You can enroll in the school through the
payment of the registration fee (a measly
10,000 crowns). This gives you access to some spells of
magic. Now, when
talking to teacher Yalom, you have to be careful with what
What do you ask for? If you ask if
you can be a member (advanced student) and you start to
test, if not, and they have not
having paid the registration fee, you will not be able to
join the school.

If you pay the 10,000 crowns, Master Yalom that


start to teach that magic
Depending on your level, which could only be obtained a
gibberish) now you can talk with
Khara, who will inform him about Uruam, and will send him back.
to arcane knowledge
introduce to speak with them. Now, when you talk with
I ask you, can you tell him/her?
What do you need to unpetrify Uruam? Isticuam will ask him if
Is any of your party
The expert in. If not, they fire you.

-------------------------
Port of Lorerma XXX48
-------------------------

There are quite a few things to do here. You can visit


strange artifacts and
the one to manufacture weapons to buy/sell things. You
you can talk to Hurtha and go on a
small sub-quests, or finish a previous sub-quest
(Altreph the Sub-Quest) by
visit the house of krio.

If you visit Hurtha, she will teach you a skill of 500.


crowns (some player)
it may be that I need to complete the Spirit of the
Mountain sub-first mission). She
We also tell them that they are going through difficult times in
Lorerma, and will send it to
to see the shaman.

----- Spirit of the Mountain - Sub Search ----- XXX49

When you speak with Hurtha in Lorerma, she will inform you.
about the shaman, that
lives on the outskirts of Lorerma at the other end of the island.

Go visit the shaman, who will inform you about what you have.
what to do. The Shaman
will give you an offer to take to the chapel at the top of the
mountain, and
they are marked on the map of how to get there. You can ask
a compensation, if you
like.

Spirit of the Mountain

This is a small map, but it is full of Bruts.


mountain and has a constant
Indiana Jones in the style of the rolling rock in motion,
So watch your step.
You can camp in small corners if you take into account
too much damage. In the middle
corner on the southern edge of the map, there is a hidden button in the
of this
wall. I have no idea what this button does, since I do not
seems to affect
anything.

Upon reaching the top, place the offer in the niche.


This will disable the
pebbles and now you can go out and visit the new
shaman. He will be delighted to
the mountain calmed down, and will offer you the option of a hook-up
of life or
a stone ring. You can ask for as much as you want.

-------------------------
---- ---- City of Rashtel XXX50
-------------------------

Ah Rashtel. This is one of the largest cities in the


game. Here you will find
various stores, including a curiosities shop, a
inn, a library and the duke
house. Make sure to check out the blacksmiths and curiosities
for the new articles. The Inn
has a few people to talk to, and you
you will find your informant, Kolop, in the
general warehouse.

You can try to walk to the tower and enter it,


but it is the entrance
saved. Therefore, going to visit Kolop in the warehouse of
general supplies. Kolop will send you to
Beldever, the librarian. The bard in the Inn also suggests
what this (be careful
when talking to the bard, if one speaks of the rebellion that is no longer
it is spoken
to you).

When you talk to Beldever, he will send you to the inn.


to speak with Leronius.
Depending on what I say Leronius, it can be contracted the
derivative that wants
to kill some Goatmen in their hideout just to the northwest
from the city. It's on point
to his hiding place on the map, and says that I will say more
after the report
to them. Equip your group, then head towards the lair.

==== Dungeon - Hideout Goatmen

Here is the last and most powerful enemy.


Goatmen, however, the elite
Goatmen. The goal is to kill them all, so make sure to
explore everything
map. There are several boxes with potions and crowns here
also. Near the
center-left of the map, which will be carried out through a
set of plates. One will have a
human bone in it, and when I passed through the other, of a
a secret passage will open.
There are several stones out there at the level that can be used for
maintain the
second plate down. In the secret passage it
they find some potions and some
money.

At the end of the second pass through the east, there is a


hidden button
on the eastern wall. This will open a hidden room with a pair
of articles,
including Azote Dekron (a unique piece) and a potion
yellow.

After having killed all the Goatmen, return to


Leronius in Rashtel.
It pleases that you have killed the Goatmen, you will win.
100 XP of Leronius
(Lame!) and he will tell him to go see the duke. A quick conversation.
with the
Duque takes Beldever again. Beldever will send him to
see the Greeks, that
helped to build the tower. Beldever then to point the
gray swamp and the
Greeks on the world map.

==== Dungeon - Gray Swamp

As usual, you will encounter new enemies in


here and you will find some free things. There are
three hidden rooms in the swamp, everyone is found
behind the illusory walls.
The hidden outside of the top of the two large areas
in the center of the map
contains a healing ring. The one from the lower area has
delighted gentle
boots. The passage hidden in the upper left part of
the map contains a silver hand
axe.

After the fight that went through the gray swamp, you
you will find by the
Greks agreement. When I talk to the Greks, they ask if
you are bringing back
the infinite crystal. When asked about it, they will
offend the human race
(Great group of boys, these boys). When they finally...
they ask for help,
they refuse to do it until the infinite crystal returns to them.
Great. Now
you have to find the crystal, only you have no idea about it
where to start.

The best thing you can do is return to Rashtel and talk.


with the librarian. He is a
a little difficult to deal with, but it's very smart and knows a lot
about the
tower. Beldever tells him that Uruam, a wizard, was asking
the crystal. On the other hand,
Beldever tells him that Uruam was heading to Ubar Na Kur. He
dice
ask for the Oracle in Ubar Na Kur when you arrive there.

-----------------------
----- ----- Ubar Na Kur XXX51
-----------------------

Technically a dungeon, Ubar Na Kur used to be a city.


huge underground. It is
divided into two parts, Uptown and the center. You start in the
upper part. There is
there are some new enemies here. Of special interest, the
Fkar Gar Zad can
causes the members of their party to abandon their weapons of
attack, while he is
spinning.

==== Dungeon Ubar Na Kur Uptown

As you explore, you will run through a


open door, flanked by two mermaid women
statues. Inside the room, there is a Fkar Gar.
Zad, and another door. Kill
the monster, open the door, and check the northwest of the
wall in the room again by a
hidden switch. This will lead to a staircase that goes down.
This will leave you
in the basement UNK, where there is a large amount of
enemies, and some treasures.
Also in the upper part, which will be carried out through a
statue of a man and his dog. You can talk
to this statue, and will ask it about many things,
majority of whom do not
we know. It does, we inform you that Uruam and Oracle it
You can find it both in the center.

If you are collecting the figurines for the collector of


Tur, which is
find a hidden statue in the room to the west of the
room with the mermaids in
the main door. There is a hidden button on the west wall of
the edition of the
room.

The room furthest north has a hidden button in the corner.


southwest that
leads to a room with ... nothing in it.

The northeast room has a niche with a plate armor.


of email in it. A good
find out if you still have a warrior from your group.

Continue exploring the high part, looking back at the


many closed doors until you
ready to make your way to the center. You will find the
living rooms full of
treasures and monsters.
==== Dungeon Ubar Na Kur center

There are two entrances to the top center, and it doesn't matter that
one who takes. Continue exploring this map, just as he did.
with the Uptown.

About the center of the map, which will be launched in a dialogue.


with a stranger
hooded figures that warn him not to continue on his path
actual. After it
more, continue studying the level. You will find a
room at the western end of
where the dialogue that has occurred a hidden button in the
southwest corner.

In the northernmost room on the right is a


bright blue
the plaque on one of the walls. This will open a hidden room.
with a dagger
inside.

In the center of the map, just east of the large open area,
to him
find a small pool of water, which is the Oracle.
Ask what you want, but
The important information is that Uruam is somewhere.
in the upper part, it has
petrified, and which will have the dust of life or the spell of
unpetrify
help him. She also tells him that he will have to cross the
water either for finding.
It also tells him that the infinite crystal is enclosed in some
place of the
desert.

In the West room in the center, there is the


Petrified Urn. Since
they don't even have the dust of life or the Unpetrify spell, it's time
to leave Ubar
To look for something for your use in Uruam.

Now, you have several options here in the form of


acquire the dust of life. Yes
It only has 3000 crowns there, you can visit the Emporium.
Alchemy in Tur
and the alchemist will do it for you. Or it can be obtained from the
General Directorate
Store in a Zarki crowning 6000 cold units. Another one.
the alternative, cheaper is
complete the spirit of the mountain sub-quest in Lorerma
(see previous section about
Whatever way you choose to achieve it,
return to Uruam with the dust
of life.

After using the powder of life, Uruam will come to life


and an open dialogue.
He will tell you about Dubuerk and the way he has the crystal.
infinite. Uruam is
indicate where the Dubuerk Fortress is located in the
desert. Uruam results
It has a bit of dust to teleport, and they can take him.
directly there, or you can do
one of the members of his party will replace him. Uruam, like
it was to be expected, it is a

dedicated mage. NOTE - if you still have Ludren in which


the parts, and replace
he with Uruam, Ludren will not be waiting at the temple of
Helpless more. He
can no longer rejoin our group. If you choose not to speak
I agree with you, he does not.
to be available to join your group later.

----------------------------
---- ---- Dubuerk the fortress XXX52
----------------------------

==== Dungeon - Fortress of Dubuerk

You begin right at the gate of the fortress. Here,


you
meet some new enemies, some of whom
they are quite difficult, as they have attacks
that can cause negative state effects. You
you will also find a large number of
amulets from here if you look around you enough.

Fortaleza I

Make your way through the map until you find a


full-length mirror at the end of
a hallway. Passing through the mirror and you find a
black plate in the
floor. Place something on it to keep it open, it will open the
north only for
the north of the entrance (alternative method - can be skipped
door through which it passes
through the illusion north wall of the room with the four
pillars).

Explore until you reach the room with a plate that is already there.
depressed. Delete
the stone, enter the next room, and place the
stone on the plate inside.
Travel through the door that has just opened.

Continue exploring until you find a sign that says


Between two torches. Along
the south wall, in the forward passage, between the two torches that
a hidden one is found
button. The room directly behind you opens, and it has
many treasures inside.

There is another hidden room accessible through an illusory wall.


4 steps to
to the west of the sign that says 'Near the spider web'.

Continue working in your own way through the level, using


hidden plates and buttons that
open the doors. When you come across a sign that
"Three Doors to an Adventurer,"
it presents you with four doors. The three along the
wall contains a
switches that will open next. Can only be opened
in a specific order.

Behind the door, fourth time they appear with a long


hallway. At the end of the
There is a hidden button in the south wall. Press it and fight.
his way
through the rooms leads east to
find the stairs to the second floor.

Dubuerk of Fortaleza II
Make it so that you orient yourself on the map to the left. You will realize.

there is a room
One that cannot be accessed right now. Continue
exploring, and finds a
the plate at the end of a passage that opens the door to "a
room. In the
room where almost all sections of the wall have
the torches, the section of a without
the torch is an illusory wall.

If you are collecting the small statuettes of sub-


collector's quest, which
one is hidden in a small passage outside of
the west wall of the second room
from the left in the center of the map. Press the button
hidden in the west
prepared to clear the way.

When you have finished exploring the level, you find the
Dubuerk real
the large room in the center of the map. If you have a
eloquence loud enough
ability, which can actually attack Dubuerk during
one of his monologues and the capture
He is caught off guard. Defeat him, and you will receive 300XP.
some crowns, a potion,
and a General Staff of High Magic. Don't forget to visit
the area behind Dubuerk
to find the infinite crystal. Once I have the crystal,
you can go out and
return to the Greks.

-------------------------
---- ---- Greks Revisited XXX53
-------------------------

Now that you have the infinite crystal, travel through the Swamp.
of Gray and
visit the Greks. Talk to them and an entrance will open to the
tower
near Sumur. You will also receive 200XP for your
problems. Slept your way back
through the Gray Swamp (from last time! Yay!) and
make your way to the Tower
near Sumur.

-------------------
The Tower XXX54
-------------------

Welcome to seven floors of hell. Fortunately, each floor


here is less than the
one before. However, this journey through the tower is
It will take a long time.

==== Tower Dungeon I

Like all the dungeons so far, it


you will encounter new enemies here, including the
Wraith, which has a high tendency for poisoning by the
members of your party. The
the outermost ring of this map has a lot of
specters waiting. There are also
four hidden areas, none of which contain any
article. The two small rooms
accessible from the outer ring, so much so that some items
from the recovery in them, yes
their need.
The progress of your path towards the next ring of the leaf
(we will call it the medium
ring). Here you will find more rooms with elements of
recovery, guarded by the Specters.
The two short hallways in the east and the west the walls
the interiors of the ring have
walls of hidden illusion conceal rooms with even more specters
and the recovery elements. One
from the outer walls, at the southwest corner of this
the ring has a hidden button
what

induce the small final statuette, if you are collecting. The White
Key, what you needneeds to open the door for the inner ring,
they can be found in the
place in the north room outside the middle ring.

Use the white key to enter the inner ring. The door
to the left of where
entering the ring has the white key you need to
open the door along the
to the north the passage of this ring. The rooms in the
the east and west walls have recovery
the elements and the Spectra in them. Use the white key in
the lock to enter the room with
a teleporter in it. Take the teleporter, to
continue, take the stairs to the next
floor.

==== Dungeon - Tower II

Follow the teleporters until you find yourself in


a long hallway with an open door
door at the end. Go through the door, then activate the
left switch to turn
in front of the TV on the right. Now you will see a lock that was
hidden behind the
the teleporter. Now it returns to the other side of the door
open. To the north
through the door (it opens through the plate of
pressure). Be careful with the projectiles
the attacks of the Lesser Demons sleep, since it will put
his part in the dream.
Follow the path, turn off switches until you reach
through a door in a square
room with a column of walls in the middle. In the
central column, is located
a hidden button in front of the closed door. This will open the
door, giving
that access to the outer ring of the map.

While exploring the outer ring, they encounter many


awakening potions, throughout
with a few specters. The doors in the northwest and
southeast corner of the map
both are 'traps' the door closes behind you and
you have to work your way
towards the outer ring again. Both areas also are
they have hidden buttons that connect
to the central section of the map. The northeast door in the
outer ring leads to
a room with a niche for the celebration of the key that
you need. You will realize that the well is
right on the path. There is an illusory wall along the
northeast wall
room that hides a switch. Activate the switch,
the well moves and can
recover the key. With the key in hand, you will realize
that he cannot leave the room.
Go back and turn the switch again, then it will fall.
in the pit. Kill the Wraiths, and
look on the west wall for a button to activate the
teleporter. Go through the
teleporter to meet in the central ring of the
Tower I. Make the journey back
up, next, use your key in the lock and enter
through the open door. You
the switch to open the stair door is located
on the north side of the
column. Use the stairs of Tower III

Dungeon Tower III

If you need the recovery items, it is done.


I walk on the outer ring of this map, and
check the rooms, how to get to them. The south door
that leads to a
teleporter that will take you to the first of the four
tele cameras. Each
the chamber has two teleporters in it. If
you make the wrong choice, you find yourself
standing in the outer ring again. You will have
to use the elements to maintain
for the plates to keep the teleporters active.

The fourth teleporter will drop you off at the inner ring of the
map. There are two
hidden buttons (one on the west exterior wall, another on the
outer wall of this
that lead to hidden rooms. Both contain
demons, dream, and the elements of recovery. There are
two teleporters here. The south takes it back to the
outer ring, the north
one takes Mentakor.

Talk to Mentakor. Mentakor is here to defend the


stone. If you tell her that
you are here to make Harlac that does not receive the stone,
that will help you to
what Dreamspheres means for all its members
party. It is important that
to equip them before venturing up to the fourth floor.

Take the teleporter behind you to the next area,


Then take the stairs of the Tower
IV.

==== Dungeon - Tower IV

If you do not equip the Dreamspheres, your party will lose HP at a


alarming rhythm
exchange rate. A change is also noted in the graphs of
the screen to indicate the
effects of the magical barriers here in the tower. This level
is full of
objects and enemies. There are no hidden areas, and the puzzles are not.
We must have
turn off switches until finding the stairs of the Tower
V.

==== Dungeon - Tower V

This level consists of two puzzles, and the creature and the theme.
full of exterior
ring. Explore the outer ring until you find a small
hallway with two levers and
two doors. Either way, it will be a trap, and only
you will have to complete one to do it
to the next plant.

RIGHT DOOR
Enter the one on the right, then look for a button
hidden. Keep looking for the
the walls from here until finding the hidden buttons.
Eventually it will open
the whole room, and being attacked by two greater dream demons.
Defeat the
Damn, next, press the hidden buttons in the
east and west walls of the
a closed door. One opens the door, the other will open it
door that leads to
the ladder to tower VI.

LEFT DOOR
Enter through the door and kill the two dream demons. Now,
along the west wall, turn around
the two northernmost switches. This will open a wall
behind you. Kill the
Demon hidden dream there, and then read the sign. Now,
return and turn to everyone
three switches on the west wall (including those that have already
flipped). So
return and activate the switch next to the sign. Both the door
closed and the
The door leading to the staircase is already open.

==== Dungeon - Tower VI

Make your way in the outer ring, killing demons


dream. Upon entering the
open door in the south wall, the door closes behind you,
leaving to
find an exit. There are two runners in this room, one to
the right and a
to the left. The one on the right has a switch on the part
end of the same that will open
a step to exit the room and back in the outer ring.
The hallway
to the left leads to a switch that opens the door to the
Tower VII.

==== Dungeon - Tower VII

There are no enemies on this floor. The two niches along


the south wall contains
a General Staff of Great Magic and agility bracers.
The niche in the middle of
the map contains the Stone of Redemption.

Once he grabs the Stone of Redemption and tries to


to go out, will be received by the
Jairo's spirit. Jairo tells him that now he must face and
defeat Harlac
He. Jairo will talk to the duke in Rashtel for help.
obtain
a Harlac. Next, earn 500XP and Jairo gives him
will transport out of the
Tower.

-------------------------------------
----- City of Rashtel Revisited ----- XXX55
-------------------------------------

* NOTE * Now that the Tower has finished, the Sub-Hat


Quest is available
in the Port of Unbeb.

Jairo told him to speak with the duke in Rashtel, so


go visit him. Tell him to the
Duke what happened, and he will give him a form of
authorization to enter the castle
castle. Now travel to the fortress.

-------------------------
----- ----- Port of Unbeb XXX56
-------------------------

This small town is available to you much earlier in


the game, however, there is
very little to do there that is not related to the store. You
You can speak with Javro, the tavern.
goalkeeper, and if they haven't completed the tower, I'm just going to say nothing

happening right now, and come back later when something


It could be happening. Yes
Let him talk to him, then, the Sub-hat will begin.
Quest.

----- Cursed Hat - Sub-Quest ----- XXX57


To start this search by talking to Javro. He is going to say
which has a very Farna
Important package in the mail, so go talk to her.
Please note that you must have a
The eloquence of high capacity in order to address this
search sub. Otherwise, when
talk to Farna, which will be the end of the search.

------------------
----- ----- Castle XXX58
------------------

Show the shape of the guards, and it will allow him to enter
the castle. In this
you will find an armor smith and Armorer, both
of which carry the new items,
and a general store with a wide selection, including
the new ones, never before
see articles.

If you try to walk to the right in the castle, you were known
by the guards, and
it can't go on like this, a trip to the tavern is in order.

There are quite a few things to do in the tavern. There will be


there is a
I wanted the poster hanging on the left. Examine it. You will see that
he has a Ludren
reward for his head of 10,000 crowns. The curious thing is
that you can have in Ludren
that the parts. Talk to Jupe, the bartender. He will tell you about the
city problems,
and mentions that one of the guards of the castle has become
crazy, so they refer to the
individual who sits at the table. The boy at the table,
Hunter will tell you to speak
with Delrus, a guard who knows. Remember that you must
ask Delrus about shoes. No
forgot to ask how to find Delrus. The hunter
they point out the holes in their
map.

Visit the hole and talk to Delrus. Delrus will inform you about
where can you
find Ludren, who has been taken prisoner by the
Brotherhood of the Shadows, and it is
hiding it in the shadow country house in the castle.
Delrus to point this out in
your map.

Go to the shadow country house and talk to the Lodge chief.


You can offer money or
just fight for the Ludren. Since it can cost you as much as
7,000 crowns to release
Ludren, it is possible that they want to fight. If you decide to fight,
the
transported to the ground floor.

==== Dungeon - Shadow Logia XXX59

You will start facing three bullies. Take these guys out and that
his journey to
to the head of Lodge. Once they are all defeated, the
leader Lodge leave
that a bag of crowns, an important red potion, and a
Aurora Claymore. Make sure to
see all the niches at the level before going out, since not
can return to
this dungeon once it comes out. A unique item is
you can also find here, the
Lock opening braces, that give two to open
locks when it is equipped. It can also
search for the northeast corner and find a hidden button
unlocking a hidden area
with a bunch of crowns in it.
As soon as you leave, you find Ludren tied up.
a chair. Talk to him. This
It can be fun if you already have Ludren in which the
parts. Ludren is
apologize for being so stupid, and can accept your
apologies, or simply run away
he. Ludren will show you the Passeto on the map, which is the
secret entrance
to the castle. If Ludren accepted the apologies world, now
you can rejoin your group
if you wish. You will earn 500XP for your troubles.

Now, entering the Passeto leads to the castle and its battle.
final with
Harlac. You can leave the castle and Passeto at any time.
time to deal with side missions
or visit the ancient areas that have struggled through.
you want to complete a mission
or just lounging around trying to discover things
new ones, feel free to do it now.

==== Dungeon - Passeto XXX60

Please note that this is a secret passage. As such, the


most of the maps are behind
hidden buttons. There is one on the north wall, when you enter
for the first time. Once that
open the door using the lever, you will encounter your
shadow Knight first. These
Guys, it can be difficult, so be careful. The first
a rather long corridor has a
hidden button in the east wall, near the middle of the hallway.
Inside the
hidden room is another button on the north wall that leads to
to ... an empty chest.
Go up the stairs to the north to exit Passeto and
enter the castle.

==== Dungeon - Castle XXX61


Once Passeto is out, you will find yourself in a hallway.
hidden right inside
first floor of the castle. You will encounter some enemies
from here, the
Elite Goatmen. You are going to find a war amulet in a
closed safe in the
northeast room. You are going to find the small key
castle that you need to unlock
the north door, in one of the rooms on the west side
from the map. Once unlocked
the door, one can fight their way through the
Shadow gentlemen to take the stairs
to the upper level of the castle, or to the lower level of the
castle.

==== Dungeon High Castle Level XXX62

Let's start at the top of this map. The


enemies here are the usual elite
Goatmen and a new one, the tortured soul. Make your way through
the exterior corridor
until reaching through the room in the lower corner
left (ignore the closed door
for now). The south door cannot be opened yet. In
middle of the
to the north of the wall is an illusory wall that leads to another
room with a switch and a
a safe full of lock picks and a bracelet. activate the switch, and a
hole will appear in
the previous room. Go fall into the abyss. You will find a
hidden button in the NE

Enter
You

door.

pared.

in it.

map.
..
Once
Once you have

Please note that

he.
Things

character.

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He is
For those of

lost.

email
your place.
Also
benefits.

Sub-Quest.

Be

They
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the game.

15

Same

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We hope you liked it!

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Mazes of Fate: FAQ / Walkthrough by graymalkin2


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