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Electronic Arts Official Black Crypt Walkthrough - Part 2Contributed by Jeanne Bronze Star Contributing Member (59193) on Jun 30, 2008.

BLACK CRYPT: Part 2

NETHER LEVELS: 13-26

Estoroth's four lieutenants control different sections of the crypt. Each section is accessible from the thirteenth level.

LEVEL 13

OVERVIEW

You enter level thirteen at coordinates 17, 20.

The thirteenth level serves as the base of operations for levels fourteen through twenty-six. You cannot access the twenty-seventh level until you have defeated all four of Estoroth's lieutenants and retrieved the four artifacts needed to banish Estoroth.

To access each of the domains you must have one of the four Orbs of the Planes. Each orb will open the path to one domain. The domain of the Possessor Demon is accessed from the east side of level thirteen. The Ram Demon's domain is located in the north. The Water Lord's domain is entered from the southwest sector, and the Medusa's domain is accessed in the southeast.

On the thirteenth level you will also locate four Nether Keys. These will open four doors on the level that each lead to another locked door. These doors require an Octa Key which will be found in each of the four domains. Beyond these doors you will find useful items and trigger invisible pressure plates that will allow you to enter level twenty-seven.

NETHER & OCTA KEYS

General Information

Four pairs of doors on level thirteen are opened by the Nether and Octa keys. The first door of each pair is unlocked with the Nether Key; the second door requires an Octa Key. Beyond each set of doors your party will find useful items.

All four Nether Keys are located on the thirteenth level. One Octa Key is located within each of the four domains.

Nether Keys

The four Nether Keys are scattered throughout the thirteenth level. One will be found at coordinates 4, 18. Another lies at 3, 5. A third Nether Key is located at 34, 20. The remaining key will be found at coordinates 33, 30.

Octa Keys

One Octa Key will be found in each of the four domains.

In the Possessor's domain, the Octa Key is located on level fifteen, coordinates 35, 25.

In the domain of the Ram Lord, you will find the Octa Key on level twenty, coordinates 8, 13.

The key located in the Water Lord's domain is found on level twenty-three, coordinates 1, 2.

The Medusa's Octa Key will be found on the twenty-fourth level at 22, 7.

Nether Doors

Four pairs of doors are opened with the Nether and Octa keys. The first door in each pair requires the Nether key. These doors are located at the following coordinates:

14, 15

12, 2

24, 26

and 31, 12

You must open all four pairs of doors and walk down the corridors to trigger invisible pressure plates that permit access to level twenty-seven.

FOUR LIEUTENANTS

Possessor Demon

The stairs to the Possessor Demon's domain are located at 1, 13. The wall blocking access to the stairs must first be removed.

To begin, retrieve the Orb of the Planes from 8, 24. Then step onto the pressure plate at coordinates 1, 15. You will be teleported to 1, 30. Place the orb in the alcove at 0, 30. This will teleport your party back to 2, 15 and remove the wall blocking the stairs. You can now proceed to the domain of the Possessor Demon.

Ram Demon

The stairs to the Ram Lord's domain are located at 20, 31. The wall blocking access to the stairs must first be removed.

To begin, retrieve the Orb of the Planes from 11, 29. Next, walk beyond the illusionary wall at 19, 30 and step onto the pressure plate at 21, 30. You will be teleported to 19, 34. Place the orb in the alcove at 20, 34. This will teleport your party back to 20, 30 and remove the wall blocking the stairs. You can now proceed to the domain of the Ram Lord.

Water Lord

The stairs to the Water Lord's domain are located at 14, 1. The wall blocking access to the stairs must first be removed.

To begin, retrieve the Orb of the Planes from 6, 1. Then step onto the pressure plate at coordinates 16, 1. You will be teleported to 12, 34. Place the orb in the alcove at 12, 33. This will teleport your party back to 15, 2 and remove the wall blocking the stairs. You can now proceed to the domain of the Water Lord.

Medusa

The stairs to the Medusa's domain are located at 35, 1. The wall blocking access to the stairs must first be removed.

To begin, retrieve the Orb of the Planes from 32, 1. Then step onto the pressure plate at coordinates 34, 2. You will be teleported to 43, 2. Place the orb in the alcove at 42, 2. This will teleport your party back to 35, 2 and remove the wall blocking the stairs. You can now proceed to the domain of the Medusa.

ACCESSING LEVEL 27

You cannot go to level twenty-seven until you have defeated the four lieutenants and retrieved the four artifacts. You must also open all four pairs of doors on level thirteen that require the Nether and Octa Keys. Each corridor beyond these doors has an invisible pressure plate that must be triggered.

After you have accomplished all these tasks, go to the center of level thirteen where you should find four pressure plates. Step on the pressure plate at 20, 15. Then proceed to step on the other three pressure plates in a clockwise direction; that is, step on 19, 16; 20, 17; and 21, 16 in order. The final pressure plate will teleport the party to 43, 7.

Follow the corridor through the area of darkness until you reach the stairs at 37, 7. These stairs will take the party to level twenty-seven.

LEVELS 14 AND 15

OVERVIEW

Levels fourteen and fifteen are ruled by the Possessor Demon. Your ultimate goal is to defeat the Possessor and retrieve Soulfreezer, one of the four artifacts needed to banish Estoroth.

You will enter level fourteen at coordinates 9, 10. The door to the north blocks access to the stairs leading to the East Wing of level fifteen where Soulfreezer is kept. To unlock this door, you must have the Darkness Key which is sealed behind a secret wall. The only way to open the wall is to collect three crowns and use them on the special panel at 21, 11. When you have done so, you will find the Darkness Key at 24, 11. You will then be able to access level fifteen.

Beware the Possessor Demon! He will not die easily and will possess members of your party that are not protected. When possessed, a character will die, but his Death Gem will not appear. You will only receive the Death Gems after the Possessor is destroyed. It is highly desirable to not lose a single party member to the Possessor. You should therefore save your game frequently, as you will never know when the Possessor will appear next.

The Possessor has the key to the door on level fifteen that leads to Soulfreezer. You must destroy him to get the key.

LEVEL 14

Three Keys

Your first goal upon arriving on this level is to find three keys that open the locked doors at 12, 12; 8, 19; and 5, 13. The keys are inside a chest at coordinates 16, 11. The entrance to the room is hidden by an illusionary wall at 17, 14.

The walk from the stairs to the room includes a long corridor where the Possessor Demon waits. Be ready for combat before you journey into this area.

First Crown

Begin the quest for the first crown by unlocking the door at 5, 13. Follow the corridor to coordinates 4, 9. Three teleports appear to the south, east, and west. The west teleport should disappear, allowing you to press the button at 2, 9. This button turns off the east teleport, giving you access to the button at 6, 9. Pressing this button will turn off the south teleport for three seconds, requiring you to move quickly past that point. Once through, go to coordinates 6, 7, where you will step on an invisible pressure plate. This plate removes a teleport at 5, 3 for only three seconds. You must get past that point quickly to avoid the teleport.

From here, go first to the alcove at 9, 8 and retrieve the Horn of Destruction and Remove Glyph scroll. Both will be useful on this level. Now go to the teleport at 1, 1 which will send the party to 26, 14. Go to 27, 11 and press the button. A series of invisible pressure plates must be hit several times to open the south wall. Continue walking around the corridor until the wall opens. Seven times should suffice.

When you walk into the southern portion, walk over the square at 27, 5 seven times to open another wall to the south. The crown will be found at 28, 1.

You will now have access to a teleport at 28, 14 which will return the party to coordinates 9, 12.

Second Crown

The quest for the second crown begins by unlocking the door at 8, 19. Proceed to the teleport at 11, 22 which will send the party to 4, 22. Press the button on the north wall to deactivate the teleports at 5, 22 and 11, 22. Walk back to 11, 22 and wait for the south wall to disappear. Save your game.

You are now ready to press the button at 11, 21. Doing so will remove the pillar at 10, 23; however, it will also teleport the party to 10, 22, drop all possessions, and hold the party momentarily. When you are able, pick up your possessions and walk to the north. Remove the trap at 9, 24, then press the button at 8, 24. Don't bother removing the Glyph at 7, 24. Instead, go north and remove the Glyph at 9, 26, then proceed through the door at 8, 27.

You need two more keys before you can get the crown. The first key to retrieve is located at 1, 9. Proceed to the west and south. You will find two pressure plates at 2, 18 and 2, 17. Step on the north plate, 2, 18, to open the south wall, then press the button at 3, 18. DO NOT PRESS THE BUTTON UNLESS THE WALL IS OPEN! You will now be able to retrieve the key. Take the key to the door at 12, 28 and open it.

The second key will be found at coordinates 10, 19. A button at 13, 28 will open a corridor leading south. Three more buttons lie along the west wall of this corridor that will move the walls blocking your way to the key. After you have the key, proceed to the door at 28, 26. To get there, follow the northern corridor from 13, 28, past the Magic Field. You will need to press buttons at 21, 28; 23, 26; and 26, 25.

The crown will be found at 27, 28. You can leave this area quickly by pressing the button at 28, 19 and following the corridor that opens up. Walk through the illusionary wall.

Third Crown

The quest for the third crown starts with the door at 12, 12. Unlock this door and proceed to the teleport at 14, 1. You will arrive at 16, 4. To the south lies a pit, to the north a door. Go through the door and find the switch. Activating the switch will close the pit for a short time, allowing the party to run to the next teleport. The best tactic is to flip the switch and run backwards. Turning around will take too much time.

You will run through this same series two more times. The last teleport will send the party to coordinates 23, 9. Follow the winding corridor around to find the crown at 24, 1. Watch out for the spinner at 24, 4. After you get the crown, use the teleport at 22, 9 to go back to 14, 12.

Darkness Key

The Darkness Key opens the door at 9, 13 which leads to level fifteen. To access this key, you must first have all three crowns. Take the crowns to the panel at 21, 11 and place them on the three skulls. A wall will open at 23, 11. The Darkness Key lies in an alcove at 25, 11.

LEVEL 15

West Wing

The West Wing of level fifteen is accessed by falling through one of the three pits on level fourteen. You can return to level fourteen by entering the teleport at 11, 36. Before doing so, you may want to search the area for illusionary walls.

Soulfreezer

Soulfreezer lies in the East Wing of level fifteen. You can only access this wing by using the Darkness Key on level fourteen. You must also defeat the Possessor Demon and receive his key before you can get Soulfreezer.

The stairs from level fourteen will place you at coordinates 31, 2. Go through the illusionary wall at 34, 4 and proceed directly to the locked door at 38, 18. This door requires the key from the Possessor Demon. Beyond this door are four teleports. Enter the northeast teleport, coordinates 42, 20, which will send the party to 36, 23. Soulfreezer rests at 35, 25 along with one of the Octa Keys. The teleport in this room will return the party to level fourteen.

POSSESSOR DEMON

The Possessor Demon is very dangerous beast. If any party member dies while fighting him, their soul will be possessed. No red Death Gem will be found when the battle is over. You will only recover the Death Gem after the Possessor is destroyed. Therefore, it is best to not lose any party members to the Possessor. If you do, reload your previous saved game.

You will have to fight the Possessor several times before he is destroyed. A Horn of Destruction is very handy for combatting this foe. When he is ultimately destroyed, the Possessor will drop a key and any Death Gems he possesses. The key is required to access the artifact Soulfreezer.

LEVELS 16 THROUGH 20

OVERVIEW

Levels sixteen through twenty comprise the domain of the Ram Lord. He waits for your party on level twenty, but several lesser Ram Demons patrol the upper levels.

You start out on level sixteen at coordinates 8, 2. Levels sixteen, seventeen, and eighteen form a multi-level labyrinth that will eventually lead you to a teleport on level sixteen that sends the party to level nineteen. Your journey through these levels will include several sets of stairs and pits which you must fall through. These levels also feature vicious creatures that look like walls, giving a whole new meaning to the term "dead end."

Level nineteen has its own maze, but the pathway should be known by the time you get there. After you defeat the Ram Lord on level twenty, you are free to retrieve Vortex and an Octa Key.

LEVEL 16

Silver Key

You will not be able to journey too far without the Silver Key that rests at 7, 4. The corridor leading to the key is blocked by a pillar. To remove the pillar, you must press a series of buttons along the western wall of the level while simultaneously fighting off an exhausting stream of plant creatures.

The first button is at 1, 4. The next button to press is at 1, 10. Now go to the button at 1, 7 and press it twice. This will set off a fire trap, but also enable one of the next buttons.

Now go to the button at 1, 13 and press it once. Finally, go to 4, 16 and press the button there. All the pillars along the east side of the room are now removed giving you access to several items and the Silver Key.

One last trick remains, however. The corridor leading to the Silver Key has an illusionary wall at 7, 6. Immediately beyond the wall is another plant creature. You must destroy the creature before you can walk through the wall.

The Silver Key unlocks the door at 11, 3.

Stone Key

The Stone Key sits in an alcove at 8, 17. The only way to reach this area is by way of the stairs on level seventeen, coordinates 12, 14. The Stone Key opens the door on level eighteen at coordinates 6, 8.

Route to Level 19

The teleport that sends the party to level nineteen is located on level sixteen at coordinates 9, 8. There is no direct route to this location.

The general path you must take begins with the pit on level sixteen at 15, 15 which drops you to level eighteen. While on eighteen, find the "O" Key, then take the stairs at 5, 2 up to level seventeen.

After you get another key, go up the stairs at 11, 11 to level sixteen, then drop back down to seventeen using the pit at 7, 15. Walk to the stairs at 12, 14 that lead back up to level sixteen. Get the Stone Key.

Now drop down to level seventeen using the pit at 10, 15. Take two steps to the pit at 15, 16 and drop down to level eighteen. Go to the door at 6, 8 and use the Stone Key. Beyond the door is a stairway that winds around past level seventeen to the teleport on level sixteen. Be sure to pick up the scroll along the way.

Following this plan will get your party to level nineteen. However, it does not cover all of levels sixteen through eighteen which may contain other valuable items.

LEVEL 17

First Key

A minor Ram Demon holds the key to the door at 10, 4. The demon patrols the area beyond the door at 16, 5.

"O" Key

The door at 9, 9 can only be opened with the "O" Key. You will find this key on level eighteen at coordinates 1, 1. Ideally, you should have this key before you arrive on level seventeen.

Ways Off Level

When you arrive on level seventeen, you should already have the "O" Key from level eighteen. After you locate another key on level seventeen, you should go up the stairs at 11, 11, then return via a pit on level sixteen which will land you at 11, 15. From there, take the stairs at 12, 14 back up to level sixteen.

You will return to level seventeen one more time through another pit which will place the party at 14, 15. Take the adjacent pit at 15, 16 down to level eighteen.

LEVEL 18

"O" Key

The "O" Key is located in an alcove at coordinates 1, 1. A wall blocking the way at 1, 7 can be removed by pressing the adjacent switch at 2, 7. The "O" Key opens the door on level seventeen at coordinates 9, 9. You should have this key before leaving level eighteen.

Stairs to Level 17

Before you attempt to locate the stairs up to level seventeen, be sure you have retrieved the "O" Key.

The path to the stairs begins with an illusionary wall at 15, 8. After you pass through the wall, press the button at 16, 9 which will remove the wall to the south. Follow the winding path until you reach the Glyph of Poison. Remove the glyph, then defeat the minor Ram Demon. Now press the button at 12, 2 which will remove a series of walls in a timed sequence. The stairs are located at 5, 2, but the path is blocked by a pillar at 5, 4. Invisible pressure plates at 6, 1 and 4, 1 will remove a wall at 5, 5. You may have to step on these more than once; listen for the wall to move. Beyond the wall is a plaque which requires the answer "NINTH." The pillar will now be gone, allowing your party to venture forth to level seventeen.

Stone Key

The Stone Key opens the locked door at 6, 8 which ultimately leads to the teleport to level nineteen. The key is located on level sixteen, coordinates 8, 17. The only way to reach the key is by way of the stairs on level seventeen at 12, 14.

LEVEL 19

Maze

You should have found a scroll just before the teleport sending you to level nineteen. The directions on the scroll gives you the correct path for navigating the maze. If you make a mistake, you will be teleported back to level eighteen.

In case you missed it, the path is four steps West, two steps North, six steps East, two steps North, three steps West, then straight North as far as you can go. A Ram Demon may greet you in the maze; be sure not to step off the path.

Stairs to Level 20

Teleport to Level 16

After you have defeated the Ram Lord on level twenty, you can quickly return to level sixteen by way of the teleport at 13, 17. Your party will arrive at the stairs leading back to level thirteen.

LEVEL 20

Upon arriving on level twenty at 4, 2, you will be greeted by the Ram Lord himself. You should be prepared for immediate combat; if not, back up the stairs.

Once you have disposed of the Ram Lord, you will find the keys to the locked doors on this level. The two most important items are at the far north end of the level. Vortex, one of the four artifacts, is at 4, 17; an Octa Key will be found at 8, 13. Other useful items will be found on this level. When you are done, go back up the stairs to level nineteen.

LEVELS 21 THROUGH 23

OVERVIEW

You will arrive on level twenty-one at coordinates 27, 15. The domain of the Water Lord is quite naturally filled with water. Your party should therefore be equipped with Rings of Water Breathing, Helms of Triton, or Water Breathing potions. Without a means to breathe water, your party will take continuous damage. Combined with the deadly creatures that lurk in the water, your visit will be very short. Note also that fire based spells will not operate in this domain.

Once you have the means to survive, you must find the four Black Pearl Keys that open the doors leading to level twenty-three. Each key is hidden behind a secret wall that is opened by placing a pearl in one of four oyster panels.

When you have the keys, proceed to level twenty-three and defeat the Water Lord. Then retrieve the Octa Key and the White Pearl Key. This key opens the one remaining locked room on level twenty-one that contains Protector, one of the four artifacts needed to banish Estoroth.

LEVEL 21

Water Breathing

Three different items will permit your party members to survive under water: the Helm of Triton, the Ring of Water Breathing, and the Potion of Water Breathing. Because potions are only temporary, it is desirable to have helms or rings. Fortunately, there are two helms and two rings available in the crypt.

One Helm of Triton should have been picked up on level six at coordinates 1, 18. The other helm will be found on level twenty-one at 32, 1. You will want to retrieve it as soon as possible upon entering the level. An illusionary wall at 34, 2 hides the way.

The first Ring of Water Breathing is located on level thirteen at 37, 14. The alcove is hidden by an illusionary wall. The doors at 31, 12 and 33, 12 that lead to the alcove can only be opened with a Nether Key and an Octa Key, respectively.

The other ring is hidden on level twenty-one in an area that is not readily accessible. To get there, you must go down the stairs at 38, 6 to the prison. There you will find a second stairway that leads back up to level twenty-one. There you will find the second Ring of Water Breathing.

First Black Pearl Key

The quest for the first Black Pearl Key includes garnering two water breathing devices.

When you enter level twenty-one, move as quickly as possible west, then south past the door at 25, 10. You should only bother fighting the sea creatures if they block your way. Otherwise, run away from them. Once past the door, wind your way east, north, and south to coordinates 34, 3. If you are not using the maps in the manual, you should be mapping as you go. The key here is to move quickly. Don't be surprised if you find yourself reloading the game a few times before succeeding.

Walk through the illusionary wall to the south at 34, 2. The alcove beyond contains a Helm of Triton. Now walk through the illusionary wall at 35, 3 and proceed to the stairs at 38, 6. You must kill the guard to retrieve his keys, then go down to level twenty-two, The Brig.

Use one of the keys to open the door at 3, 4. You will find a button in the next room at 4, 9. Pressing this button will open an adjacent secret wall at 5, 9. It will also release the prisoners. Don't worry! These guys are good and will thank you for your good deed. Walk into the newly opened corridor and go up the stairs. There you will find two alcoves containing a pearl, a Ring of Water Breathing, and other useful items.

Return to the main section of level twenty-one via The Brig and proceed to the Oyster shell panel at 19, 8. An illusionary wall at 21, 7 hides the corridor. Place the pearl in the alcove, then retrieve the Black Pearl Key from the room that opens to the west.

Second Black Pearl Key

To begin your quest for the second Black Pearl Key, go through the door at 14, 10, then proceed due south to 13, 4. From here you want to walk west, but you should note that squares 12, 4; 6, 5; and 3, 5 will hold your party. If you hear creatures in the vicinity, you may want to wait for them to come to you rather than be held at their mercy for a few moments. The pearl is in an alcove at 4, 2. After you retrieve it, place it in the oyster shell panel at 1, 7, then get the Black Pearl Key from the room that opens to the north.

Third Black Pearl Key

Go through the door at 14, 21 and proceed to 13, 26. An invisible pressure plate on that square will open a close a series of doors leading to the pearl. After twenty seconds, you will be teleported back to 13, 25, so you must secure the pearl within that time.

The most direct route to the pearl from 13, 26 is three steps east, three steps south, two steps east, two steps north, two steps east, one step north, two steps east, two steps south, two steps east, three steps north. The pearl is in an alcove to the north at 24, 26. Because the doors along these corridors open and close in a timed sequence, you may have to wait a few moments for a door to open. Move as quickly as possible.

You will find two more alcoves in the area. If want to retrieve items from them, you will need to run through the corridors again.

After you have retrieved the pearl, place it in the oyster shell panel at 9, 28, then get the Black Pearl Key from the room that opens to the north.

Fourth Black Pearl Key

Walk through the door at 25, 21 and leave it open. The other three doors that lead to the Black Pearl Keys must also be open. Those doors are at 14, 21; 14, 10; and 25, 10.

The pearl is located in an alcove at 31, 18. Several pillars block the way. These pillars should disappear after you visit the three alcoves at 27, 18; 26, 24; and 28, 25. The pearl should be placed in the oyster shell panel at 33, 20. The Black Pearl Key is in the room that opens to the south.

Stairs to Level 23

The stairs to level twenty-three are located at 3, 22. You cannot access them until you have the four Black Pearl Keys. The first key opens the locked door at 13, 18. Proceed from there to reach the stairs.

You should prepare your party for combat and save the game before going down the stairs. The Water Lord will quickly engage you in battle.

Protector

Protector, one of the four artifacts needed to banish Estoroth, is located in a locked room at 21, 16. The door at 22, 16 can only be opened with the White Pearl Key, located on level twenty-three at 2, 10. You must defeat the Water Lord before you can get the key.

LEVEL 23

Upon entering level twenty-three you will be greeted by the Water Lord. The best tactic is to wait next to the stairs and let the Water Lord come to you. If you get in trouble, you can escape up the stairs quickly.

After you have defeated the Water Lord, pick up the key he drops and open the locked door at 4, 5. At the end of the corridor you will find a door to the south and an illusionary wall to the north. The southern room contains an Octa Key and a Rod of Resurrection. The northern room contains armor and the White Pearl Key. This key opens the door on level twenty-one at coordinates 22, 16. Beyond the door you will find Protector, one of the four artifacts you need to banish Estoroth.

LEVELS 24 THROUGH 26

OVERVIEW

You arrive on level twenty-four at coordinates 6, 3.

The Medusa may be the most dangerous and deadly of all the lieutenants. She roams the vast central section of level twenty-four, an area you should avoid whenever possible. The Medusa can only be destroyed with the Mirror Shield. If you encounter her before you have this weapon, you should run away.

The Mirror Shield is sealed in the center of level twenty-four. You must have three Mirror Keys to unlock the Medusa's treasure trove. Once you have the shield, you can easily defeat the Medusa. When she dies, she will drop Forcehammer, one of the four artifacts necessary to banish Estoroth.

KEYS

Mirror Key 1

The first Mirror Key is located in the northeast corner of level twenty-four, requiring you to make the treacherous journey across the central core.

Begin by going to the door at 13, 8. Beyond this door is the core area where the Medusa roams. Once you have passed through the door, proceed quickly to 28, 5 and pick up the Greengold Key which you will need later. Then continue to the door at 31, 12. You will probably encounter other monsters; take them out as fast as possible since any delays increase the chance of the Medusa finding you.

Go through the door. An invisible pressure plate will be activated at 32, 12. Step on the plate a second time; you will be teleported to 18, 17. You should immediately teleport the party back to the door and step on the plate a third time. You will now be able to walk into the teleport device at 34, 12 which sends the party to 34, 16.

Press the button on the east wall twice. This should remove a pit at 36, 17 and allow you to press the button there. This button may drop you through the pit the first time. A return teleport will take you back to the door at 30, 12, requiring you to step on the plate three times. When you return to the button, it will teleport the party to 36, 21. You will find four buttons in this area; you should only press the one at 35, 21. This will remove the wall at 37, 20 for four seconds. Quickly run past there into the next corridor.

When you pass the point at 38, 21, you will have twenty seconds to retrieve the Mirror Key at 35, 29. A pillar blocks the way at 36, 24 which is removed by pressing the button at 35, 23. When the twenty seconds have expired, you will go back to 36, 20. If you have the key, cast a teleport spell to return to the vicinity of 11, 8; that is, the west side of the level where you first entered. Use the Greengold Key to unlock the door at 6, 13 and retrieve the Ring of Demajen. An illusionary wall at 6, 14 hides the door.

Mirror Key 2

You should have retrieved the Mirror Key from the northeast corner and acquired the Ring of Demajen by now.

Your next task is to go through the door at 13, 17 without getting killed by the Medusa. If successful, you will find an area with three teleports. Go into the middle teleport, the one at 5, 18. The party will arrive at 2, 29. Avoid the invisible pressure plate at 2, 28 by stepping onto the plate at 3, 29. This plate will summon a monster. Once you have disposed of it, step onto the invisible plate at 2, 25. Two pits will appear. Drop down either pit to level twenty-five. Search the room for the Eye Key that opens the door at 20, 25. Flip the switch at the north end of the room to activate the teleport that will send you back to 7, 29 on level twenty-four. Leave this area by stepping into the teleport at 2, 30.

You are now back at 5, 19. Use a teleport spell to go to 18, 17; from there, go to the door at 20, 25 and use the Eye Key. An illusionary wall at 21, 24 hides the door. Beyond the door you will find the second Mirror Key.

Mirror Key 3

You must have the Ring of Demajen to complete the quest for the third Mirror Key.

Once you have the ring, go to the teleport device at 29, 22. If you have just retrieved the second Mirror Key, you will not have far to walk. The party will be sent to level twenty-six, coordinates 2, 3. Before you step anywhere, place the Ring of Demajen in the alcove to the north. This deactivates a series of lethal traps that pervade this level.

Now walk to the east side of the level and retrieve the Eye Key at 9, 3. Walk back to 1, 3 and take the return teleport to 28, 22. Immediately cast a teleport spell and send the party to 5, 19, then step into the teleport at 5, 18.

You are back at 2, 29. If you have the second Mirror Key, you are already familiar with this room. This time, go to 3, 21 and press the button. Now walk around to the magic field at 6, 24 and dispel it, then unlock the door at 6, 23 with the Eye Key. Follow the corridor around to find the Mirror Key at 5, 21.

Eye Key 1

You will need the Eye Key to retrieve the second Mirror Key. Go through the door at 13, 17 then enter the teleport at 5, 18. The party will arrive at 2, 29. Avoid the invisible pressure plate at 2, 28 by stepping onto the plate at 3, 29. This plate will summon a monster. Once you have disposed of it, step onto the invisible plate at 2, 25. Two pits will appear. Drop down either pit to level twenty-five. Search the room for the Eye Key. Flip the switch at the north end of the room to activate the teleport that will send you back to 7, 29 on level twenty-four. Leave this area by stepping into the teleport at 2, 30.

Eye Key 2

You must have the Ring of Demajen to retrieve the Eye Key.

Once you have the ring, go to the teleport device at 29, 22. If you have just retrieved the second Mirror Key, you will not have far to walk. The party will be sent to level twenty-six, coordinates 2, 3. Before you step anywhere, place the Ring of Demajen in the alcove to the north. This deactivates a series of lethal traps that pervade this level.

Now walk to the east side of the level and retrieve the Eye Key at 9, 3. Walk back to 1, 3 and take the return teleport to 28, 22 on level twenty-four.

Greengold Key

The Greengold Key is needed to retrieve the Ring of Demajen. The key is located at 28, 5. The door it opens is at 6, 13. The door is hidden by an illusionary wall at 6, 14.

MIRROR SHIELD & RING OF DEMAJEN

Mirror Shield

The Mirror Shield is the only known weapon that can destroy the Medusa. She has safely locked it away in the center of level twenty-four. To get it, you must have the three Mirror Keys that unlock the doors at 22, 16; 2, 14; and 22, 12. The Mirror Shield is in an alcove at 22, 6. You will also find an Octa Key.

Ring of Demajen

You must have the Ring of Demajen to complete the quest for one of the Mirror Keys. The ring is locked away in an alcove at 8, 10. An illusionary wall at 6, 14 hides the door leading to the ring.

The door is locked and can only be opened with the Greengold Key. The key is located at 28, 5.

MEDUSA

The Medusa patrols the vast central core of level twenty-four. Until you have the Mirror Shield, you best defenses are fast feet. Do not even attempt to fight the Medusa because you cannot kill her without the shield.

Once you have the Mirror Shield, give it to your fighter and make him the leader. When you encounter the Medusa, use the shield as a weapon. One shot with the shield should be sufficient. When she is destroyed, the Medusa will leave Forcehammer behind. Be sure to take the artifact with you.

ESTOROTH'S DOMAIN: LEVELS 27 AND 28

LEVEL 27

You enter level twenty-seven at 20, 17. Here you must fight at least four of Estoroth's toughest minions. Each holds a key you need to access level twenty-eight, Estoroth's Domain.

The guards are summoned in four different rooms. Each room has a door opened by a pull-chain. Pulling the chain twice summons the guard. Throw everything you have at the guard, you will be able to rest and heal after each battle. When the guard is destroyed, you will find a key.

The four doors are at 17, 11; 11, 5; 11, 17; and 5, 11. Two other guards patrol the northeast and southwest corners of the level.

Once you have the four keys, unlock the door at 11, 15. Step into the room to activate the hidden plate. Now go to the door which appears at 8, 11 and do the same thing. Proceed to the door at 11, 7 and finally the door at 14, 11. This last door will lead you to the stairs at 11, 11.

Before you descend the stairs, prepare for battle and save your game. Every member should have full hit points and stamina. You don't need to worry about spells, because you won't be able to use them in Estoroth's Domain

ESTOROTH

You finally made it to Estoroth's Domain! Lucky you! Now prepare to die!

Your party should have full hit points and stamina before arriving on level twenty-eight. Of course, you also saved your game just before going down the stairs. Remember, magic spells will have no effect on Estoroth so keep that in mind when making battle plans. Each member of your party should have their artifact in hand. If you have any Potions of Invincibility available, give them to your front row.

When you reach the bottom of the stairs, let Estoroth come to you. Turn to face him. You will now be able to run up the stairs immediately if you are near death. Begin striking him with your weapons; you will not be able to invoke the magic of the artifacts immediately.

Once Estoroth is weakened, the artifacts will begin to glow. As soon as you see this happening, immediately invoke the special power of Protector, followed by Soulfreezer, then Vortex, and finally Forcehammer. You must use the artifacts in that order. Protector will shield the party from further attacks; Soulfreezer will bind Estoroth; Void will open a dimension gate to another plane of existence; and Forcehammer will push Estoroth into the Void.

After you have disposed of Estoroth, you are free to explore the remainder of level twenty-eight. Well done! You have saved the world from Estoroth Paingiver.

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