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Steve Honeywell


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King’s Field: The Ancient City
Prima’s Official Strategy Guide
STEVE HONEYWELL
Prima Games
A Division of Random House, Inc.
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Inc., registered in the United States and other countries. Primagames.com is a Contents
registered trademark of Random House, Inc., registered in the United States.
©2002-2004 by Prima Games. All rights reserved. No part of this book may be The Story of King’s Field . . . . . . . .2
reproduced or transmitted in any form or by any means, electronic or Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . .4
mechanical, including photocopying, recording, or by any information storage Items . . . . . . . . . . . . . . . . . . . . . . . . . .13
or retrieval system without written permission from Prima Games. Prima Games
is a division of Random House, Inc. Weapons . . . . . . . . . . . . . . . . . .13
Product Manager: Sara E. Wilson Armor . . . . . . . . . . . . . . . . . . . .16
Project Editor: Terri M. Stewart Jewelry . . . . . . . . . . . . . . . . . . . .21
©1994-2002 FromSoftware,Inc. FromSoftware and the FromSoftware logo are Other Items . . . . . . . . . . . . . . . .23
trademarks of FromSoftware,Inc. All rights reserved. King’s Field and the King’s Magic . . . . . . . . . . . . . . . . . . . . . . . . .26
Field logo, The Ancient City and The Ancient City logo, Agetec and the
Agetec logo are trademarks of Agetec, Inc. Combat Spells . . . . . . . . . . . . . .26
All products and characters mentioned in this book are trademarks of their Non-combat Spells . . . . . . . . . .28
respective companies. Strategy . . . . . . . . . . . . . . . . . . . . . . . . .29
Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”, “M”, “AO” Combat . . . . . . . . . . . . . . . . . . .29
and “RP” are copyrighted works and certification marks owned by the Using Items . . . . . . . . . . . . . . . .30
Entertainment Digital Software Association and the Entertainment Software
Rating Board and may only be used with their permission and authority. Under no
General Strategies . . . . . . . . . . .31
circumstances may the rating icons be self-applied or used in connection with any Maps . . . . . . . . . . . . . . . . . . . . . . . . .33
product that has not been rated by the ESRB. For information regarding whether The Walkthrough . . . . . . . . . . . . . . .49
a product has been rated by the ESRB, please call the ESRB at 1-800-771-3772 or
visit www.esrb.org. For information regarding licensing issues, please call the ESA
Starting Out . . . . . . . . . . . . . . .49
at (212) 223-8936. Please note that ESRB ratings only apply to the content of the The Huge Spider . . . . . . . . . . . .56
game itself and does NOT apply to the content of this book. The Stone Guardians . . . . . . . .59
Important: The Forest Golem and . . . . . . . .63
Prima Games has made every effort to determine that the information contained in
the Priest’s Key
this book is accurate. However, the publisher makes no warranty, either expressed or
implied, as to the accuracy, effectiveness, or completeness of the material in this book; The Fire Genie . . . . . . . . . . . . .68
nor does the publisher assume liability for damages, either incidental or consequential, Big Battles . . . . . . . . . . . . . . . . .73
that may result from using the information in this book. The publisher cannot provide
The Ocean Fort . . . . . . . . . . . . .79
information regarding game play, hints and strategies, or problems with hardware or
software. Questions should be directed to the support numbers provided by the game Against the Widdas . . . . . . . . . .85
and device manufacturers in their documentation. Some game tricks require precise Eggs and Keys . . . . . . . . . . . . . .89
timing and may require repeated attempts before the desired result is achieved. Final Preparations . . . . . . . . . . .95
ISBN: 0-7615-3796-1 The Final Battles . . . . . . . . . . .101
Library of Congress Catalog Card Number: 2002101399
Item Stats . . . . . . . . . . . . . . . . . . . . .103
Creature Stats . . . . . . . . . . . . . . . . . .109
Prima’s Official Strategy Guide

The Story of King’s Field


The Ancient City
There was once a land called the Holy Land. A place of beauty, it was home to the Forest Folk. One day, a
great darkness came over the land as a shroud of never-ending clouds rolled in and blackened the sky. The
Forest Folk retreated, building a magnificent underground city. From that time forward, the Holy Land
became known as the Land of Disaster.
In the nearby kingdom of Heladin, King Lucien IV received the gift of a small idol representing peace
and harmony. He decreed that the idol should have a place of honor in his throne room. But, as soon as he
had the idol in his possession, Lucien’s kingdom began to crumble around him. He asked the sages to find
out the cause of this decay.
The sages debated and studied, and after a time determined that the idol was the Idol of Sorrow, a
mysterious relic of the Forest Folk said to have been the cause of their downfall. A group of Heladin soldiers led
by Septien, the Sword Master, set out to return the Idol of Sorrow to its place in the Land of Disaster but they
were never heard from again.
Not long after, a strange, cloaked figure visited Prince Devian of Heladin. The figure handed him the Idol
of Sorrow, telling him to return it to the Land of Disaster so that other lands would not suffer Heladin’s fate.
Now, armed with nothing more than his courage and resolve, Prince Devian must journey to a decayed land
crawling with deadly creatures and deadlier traps. On his shoulders rests the fate of his land and the hopes of his people.

How to Use This Book


The following guide gives you one possible path through King’s Field. Inside, you can find all of the important
items and spells and equip yourself for your final battle. There are other paths through, of course. Many of the
places visited in the walkthrough portion of this book aren’t necessarily required to complete the game. However,
these side paths provide you with many additional items that can help you
find gold to buy more items, and gain the experience you need to be
powerful enough to survive.
This guide works well with any style of play. Whether you prefer
the added defense of a shield, coupled with quick-hitting weapons like
rapiers and carvers, or causing as much damage as possible, forgoing a
shield and using slow but deadly two-handed weapons, this guide will be
of just as much value to you.
In short, the actual playing style you choose in King’s Field is your
own. This guide is here to show you the path, point out the highlights,
tell you where the traps are, and help you defeat the many monsters you
encounter. While suggestions are made for dealing with the many
monsters, ultimately how to fight, what to use, and what armor to wear
2 is yours to decide.
The Story of King’s Field

Helpful Characters
David Bunch
David runs the small shop below the ruined village. Though his selection is
limited, his shop is an excellent source of herbs, antidote, and mushrooms early in
your quest. He also has a Wind crystal for sale.

Chad Breshears
Chad Breshears is a successful thief. You encounter him frequently in your travels.
Early on, trade him a Rock of Life for a crystal vial. Later, buy and sell items with
him. Chad carries a lot of unusual items, and you can count on decent prices.

Ramirez Martin
Ramirez is one of the few soldiers who avoided an evil transformation in the
Ancient City. He carries mushrooms and healing items, and is one of the few
shopkeepers who supplies you with arrows.

JaMarc Neeley
Though JaMarc lost his way, he still opens his peddler’s sack if you need
something. His prices are high, but he’s handy in a pinch. You find him near
the Giant Beetle.

Oagh Burleigh
Oagh is unusual. Captured and forced into service of the Widdas, he desperately
fears turning into a Widda himself. After you find him, you can trade with him, but
he only accept scales, claws, and bones as payment for his wares.

Harmurah Forgefist
Harmurah is a Dwarven smith who proves indispensable to you. You encounter him
first in the Forge, where he is frozen in a block of ice. After he’s thawed, he returns
to his home in the Earth Folks’ Village, where he repairs your weapons and armor,
and improves them if you have Earth stones. 3

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BEETLE
You see many of these creatures as
you follow your quest. Beetles are
everywhere, running around
underfoot, jumping at you, and furiously biting.
Beetles attack in a straight line, so slide to the side

Bestiary when they jump, then turn and slash at them as they
line up for another pass.

BEETLE, GIANT
This massive brute lives in a tunnel
near the Ancient City. It has the
same basic attacks as a normal
ACID CRAWLER Beetle, but its huge size makes these attacks more
Reptilian creatures with a dangerous deadly. It is immune to Earth spells and power but is
acid attack, Acid Crawlers are rare vulnerable to blunt weapons. Its stone attack, which
but are a problem when you face causes rocks to fall from the ceiling, is dangerous.
them. They rush forward, striking with their heads and Move in close, hack with something big and heavy,
biting, then breathing a nasty acid gas. Acid Crawlers and have a lot of healing spells and items ready.
have a lot of hit points and can take a lot of damage,
but they aren’t resistant to anything. Use your favorite BLOOD BAT
weapon and your favorite spell to do them in. Tiny flying creatures, these are an
annoyance. A good swing with any
ANCIENT KING weapon drops them. They are tough
You face the Ancient King as you to hit because of their size and maneuverability, but
near the end of your quest. A huge swinging into a cloud of them brings down two or
skeleton, the Ancient King is more three at a time.
powerful than any other undead
creature you encounter. He has a lightning attack. CRITTER
However, he spends most of his energy summoning Giant roly-poly bodies and big,
High Skeletons to fight for him. The Ancient King hands make Critters ungraceful, and
can take a lot of damage. He’s resistant to all magic their shuffling waddle makes them
except for Light spells, and weapons normally affect appear clumsy. Don’t be fooled. Critters jump a good
him. Getting to him through the crowd of walking distance and attack with a vicious bite that strips your
dead makes killing him difficult. health. Use a slashing weapon and hack at them when
they jump past.
AQUA LIZARD
These huge lizards don’t look tough. CROW
They have no arms to strike with, Look in the trees around the
and their huge size makes them look cemetery behind the church early in
ponderous. Nothing could be further your quest to spot Crows. These
from the truth. They strike from a great distance with birds rest in trees and are harmless. If
their huge tongues, and they’re difficult to attack from you don’t bother them, they won’t bother you. When
behind because they slap with their tails. Worse, when you first see them, you don’t have a spell or missile
their tongue attack hits, it drags you toward them. weapon with which to attack them. They’re not worth
They breathe a powerful water attack at long range. much experience-wise, and you can kill them with
Attack them from a distance, moving in to strike with anything. The benefit to killing them is that they drop
Fire-based weapons for the final killing stroke. up to 100 gold.

4
Bestiary

DARK ARCHER Hit them with the spells to knock them back, and
These female warriors defend charge in, slashing away. Bob around to avoid their
themselves both at a distance and at Dark spell.
close range. They shoot arrows from
long range, and they imbue their arrows DARK SOLDIER
with Dark magic for extra damage. Up Dark Soldiers leap into combat,
close, Dark Archers kick either with one coming down in front of you with
leg or, by dropping down and using an their claws bared. They are fast when
arm for support, with both. They are vulnerable to they run because their loping motion covers a lot of
Light magic and aren’t physically powerful. A Light ground. When they strike, they lunge forward,
spell knocks them off balance. Follow that with a good catching you while you retreat. For their power and
weapon strike to get rid of them. hit points, Dark Soldiers are resistant to nothing, so
use any spell and hit them with your favorite weapon.
DARK BIRD Weaken them before they get close and you’re forced
Nasty birds with human faces on to defend yourself.
their chests, Dark Birds are
problems. They hurl Fireball and DARK SORCERER
Wind Cutter in combat and fly out of your weapon’s The Dark Sorcerer is a nasty customer.
reach. Run past them when you see them. He uses his Dark Protrusion spell to
keep your magic energy low. He also
DARK FLOWER calls forth spear traps from the walls of
These horrible plants are dangerous his chamber, as well as a ring of
only if you get too close. When powerful homing arrows. He causes the
approached, they launch a putrid floor to rise and fall, sending you to the
seed bomb that causes lethargy, slowing you down and ceiling only to crash to the floor. Hit him with Light
making it difficult to see. Attack them from long spells early on, then charge. Use healing items when
range with spells. They drop a lot of gold and provide you need them and stay on him, moving in a circle to
you with a forest root. avoid his staff and his ring of arrows.

DARK KNIGHT DARK SUCCUBUS


The terrible Dark Knight, who Except for your final enemy, the Dark
defeated Lord Myu, is the deadliest Succubus is more powerful and has
creature you face in the old jail near more hit points than anything else you
the ancient battlefield. He is swift encounter. She guards the entrance to
and accurate with his powerful the Altar of Dark, where you rid yourself of the Icon
spear, which he imbues with Dark powers. He waits for of Sorrow. She attacks with lightning, hitting for
you to approach, then throws a powerful Eclipse spell massive damage before she moves in to finish you with
that drains your hit points while you strike him. her giant scythe. She’s deadly because she is
When he charges, it’s impossible to get out of his way. accompanied by six Dark Archers. Use your most
Use Light spells on him until he charges, then take powerful Light spells, especially Judgment, and ignore
the hit and retaliate with the Moonlight Sword. the Dark Archers. Keep moving to avoid her lightning
(and the arrows), and slash at her when she passes.
DARK PUPPET Your spells turn the tide of battle against her.
Dark Puppets guard the entrance to the
Dark Sorcerer’s lair. You have to fight DRAGON FLY
two of them, and they aren’t difficult. These huge nasty characters fly in and
Dark Puppets look like feminine slice at you. Their speed makes them
floating mummies. They attack with a tough to hit, as does their ability to fly
greenish cloud of Dark magic and their out of range. Ignore them, but if you are forced into
wicked claws. Get rid of them with a combat with them, use a weapon with a wide sweep
combination of your favorite weapon and Light spells. like a long sword or bastard sword. 5

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EARTH KING EXPEDITION ARCHER


Armed with a cross-shaped ax that Like many enemies with missile
creates terrible wounds, the Earth King weapons, Expedition Archers are
has magical attacks. Smashing his ax to dangers. They snipe at you while you
the ground causes a massive shock wave, fight other creatures, whittling away
and he doesn’t hesitate to use his ice your hit points. Get too close, and
breath as you near him. Use a Fire-based weapon and they swing their bows at you. Handle
spell against him. Keep moving to avoid the shock them with spells. A single Fireball knocks one out.
wave, and back away when he breathes or swings.
EXPEDITION SOLDIER
ELEMENTAL, EARTH The remains of the Heladin soldiers sent
Earth Elementals are bestial creatures who to investigate the ruined palace, these
combine speed and attacks into one creatures have lost their humanity. They
difficult package. Up close, they strike swing a powerful mace, using either a
with a bite or with their razor-sharp claws. horizontal slash or a massive overhead
They have an impulse attack that causes wounds in a crushing attack. To take them down,
small radius around them. From long range, they attack wait for a swing, then move in and hack
with Dark breath, which makes it difficult to see. Use at them. They aren’t tough one at a time, but in
quick strikes against them. Use Wind Cutter because it groups, they are dangerous.
damages them and quickly charges. Because Elementals
jump to avoid your attacks, use the Wind Carver. FADIN
Fadins are huge stone faces mounted on
ELEMENTAL, FIRE walls. They launch fire arrows at
Fire Elementals are like their other elemen- anything that approaches them. If you
tal siblings. They are fast and hard to track, can get next to them, you can destroy
which makes using a quick weapon like the them with any weapon, but they come
Water Carver a great choice for slaying them. Their back and fire moments after you kill
defense against Fire magic is good, and they are resistant to them. Use blunt weapons against them.
Wind magic and weapons, but Water magic quickly kills
them. Fire Elementals hurl Fireballs before charging and FADIN, MASTER
scratch with their powerful claws up close. You don’t have The Master Fadin is the same as a
offensive Water spells when you encounter them, so use regular Fadin, but it controls the
the Water Carver to defeat Fire Elementals. others. When you destroy the
Master, you also destroy the others.
ELEMENTAL, WATER It has a few more hit points than a
Water Elementals are the nastiest normal Fadin, and it shares the Fadins’ vulnerability
Elementals. They hurl Water Balls, to blunt weapons, as well as their strength against Fire.
which they throw two at a time in a
spreading pattern that assures one will find its target. FIRE GENIE
They are resistant to Fire magic, but they have a You encounter the bloated Fire
vulnerability to Earth. They share the speed and Genie beyond the Forge. He has
maneuverability of the other Elementals, which makes several attacks, all of them
the Earth Carver the best choice for killing them. problematic. If you approach him,
ELEMENTAL, WIND he swings with his burning arms,
The weakest of the Elementals, Wind knocking you backward. He also
Elementals are nonetheless dangerous. has a deadly Fire breath that strips away your health.
They aren’t swift, moving in short, If you keep your distance, he hurls handfuls of lava
hopping steps. They attack with claws, that cause a lot of damage and, when they land on the
and from a distance hit with a Tornado attack. Slag ground, turn into Larva. Wear Fire-resistant items and
them with Fire spells, Earth attacks, and weapons. attack with a Water-based weapon. Use your Endure
6 Two good hits with a powerful weapon do them in. Fire spell.
Bestiary

FIRE LORD GOLDEN STATUE


This powerful creature is unique—you The two Golden Statues stand guard
only face him once. He has a number over the Widda Queen’s staff in the
of deadly attacks, not the least of which Widda fortress. These massive
is his ability to conjure balls of fire that constructs are vulnerable to all
attack. Up close, he strikes with normal attacks and have no defense
punches and kicks. He also moves at an against magic, but they have so
untrackable pace, making him tough to hit with a many hit points that they are
weapon. Use Water-based items against him, and the difficult to kill. Up close, they swing a huge fist that
Endure Fire spell. Use Fire protection when you causes fatal damage, while their plasma attack tracks
battle him. around corners. Bob and weave around them, moving
in to strike and backing away to avoid being crushed.
GENEAN
Geneans look like slime in a human GREATER DEMON
form. They are slow but stretch when Of all the creatures you fight multiple
they attack. They have no times, none are worse than Greater
immunities. Geneans have a lot of hit Demons. Their freeze breath, which
points, so they take awhile to kill. they use infrequently, is easily
They do not have a magical attack, avoided, but their Dark Matter spell,
though, so you can avoid anything which is the same as yours, is dangerous. When
they throw at you. attacked with spells, Greater Demons raise a protective
shield that prevents magical damage. It doesn’t stop
GIANT you from rushing in and hacking away with a sword,
There are two however. All weapons are good against them, as are
varieties of Giant: Light spells. To kill them, get them on the defensive by
those who wield shooting a Light spell their direction, then run in and
clubs and those shred them with your favorite weapon.
who don’t attack
with poison. Every attack these giants have—a huge ICE GOLEM
fist, claw, or their breath—poisons or kills you. Club- Ice Golems appear in the Forge before
wielding Giants lack poison but can smash you with you defeat the Fire Genie. They rise out
their clubs, which they swing behind or in front. of the ground ready to attack in an
These Giants also have a shock wave attack that instant. Up close, they attack with
emanates from their feet when they stomp. Giants are punches and kicks. If you stay too far
equally affected by magic and weaponry. Use your away, they hurl shards of ice at you. Use
favorite spells and weapons against them. Fire magic and a Fire-based weapon to
slice them up. Hit them with a Fireball,
GIANT LEADER then slice with the Fire Carver before they can react.
The huge Giant Leader lives in the
basement of the Mansion of Howling LARVA
Winds. He’s accompanied by a pair of Created by the Fire Genie when he
club-wielding Giants, which makes hurls lava bombs, Larva are short-lived
him tougher to fight. His main attack and have few hit points. They throw
is with his massive hammer, which he balls of fire to cause damage. They are a
brings down with thunderous force. When enraged, nuisance when you are fighting the Fire
the Giant Leader spins, hitting with a trio of blasts Genie because they not only damage you, but they also get
that kill all but the staunchest of warriors. Use Light in the way of your spells and make it difficult to maneuver
spells against the Giant Leader. All weapons work out of the way of the Fire Genie’s attacks. Slash at them
equally against him. when you have to; otherwise ignore them. Larva die and
disappear after 30 seconds.
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LAVA BIRD LIVING DEAD


Lava Birds are the complement to Animated corpses of slain miners, Living Dead
Onyxes in the second part of the are slow until they swing their large pickaxes.
Dark Reality at the end of your They shamble along, their heads cocked back at
journey. Huge dragon-like monsters, Lava Birds attack awkward angles until they strike with deadly
with a fire bomb strike, similar to your Flame Strike or accuracy and great strength. Living Dead vomit a
Meteor Cascade spell. Keep moving to avoid their poison spittle that lands at their feet, making
bombs. Light spells are effective against them, as are sparring with them riskier. Fire-based weapons
weapons should they fly low enough for you to strike. are excellent against them, but you can take them down
Avoid them when possible. with anything. Wait for them to swing, then catch them
before they can react.
LAVA FACE
There’s nothing too serious about Lava LIVING STATUE
Faces. Wall decorations, they drain a Stone sculptures come to life, Living Statues
river of lava, filling hallways and have an interesting blend of strengths and
floors, making them impassable. weaknesses. Don’t cast spells on them,
Destroy them with any blunt weapon; because they easily avoid magical damage. They are deadly
they can’t attack, but they are immune to magic, up close, swinging massive axes. At long range, they strike
stabbing weapons, and slashing damage. Don’t step in with an ice attack. Attack them at close range with blunt
their lava stream and you’ll be fine. weapons; the Hammer of Woe works well against them.

LAVA LIZARD MAKARA


Lava Lizards have three attacks against A hideous combination of man and fish,
which you must guard. From long Makaras are dangerous because of their power
range, they try to scald you with a and speed. They preface an attack with their
flaming breath attack, but you can avoid it. Lava mist ability, which makes it hard to see when they leap for-
Lizards charge into combat, ending their run with a ward and slash away your hit points. Ignore the mist and
vicious head butt that takes off a large number of hit charge. Swing away with a Fire-based weapon and use
points. They also strike with their claws. Use Water- Fireball to keep them off balance. You cannot use Fire Wall
based spells and weapons against them, and be prepared in the watery habitat in which you normally find Makaras.
for a long combat. Lava Lizards are tough to kill.
MALICE
LEE MAYNOR Malices look more deadly than they are.
Lee Maynor is an Expedition Soldier Ghostly creatures wielding huge axes,
who has avoided being changed into a Malices rush forward and slam into you
creature of the dark. If you have to before swinging down their axes to cut
fight Lee, he’s a simple opponent. His you in half. They breathe a deadly Dark breath that strips
mace swings are dangerous, but he’s wounded and hit points and makes it difficult to see. Destroy Malices
awkward, so his attacks are slow. Use Fire against him. with a couple of good weapon slashes and Light spells. In
He’s vulnerable to anything you throw at him. groups, they are dangerous, surrounding you and breathing
in unison, following up with their weapons.
LIVING ARMOR
Magically animated suits of armor, these MANEATER
creatures are a melee specialist’s worst The first enemy you face is the Maneater, a
nightmare. Living Armor is impervious to mutated Venus flytrap that moves,
normal attacks; slay it with spells. When stretching forward to deliver a powerful bite.
struck with anything, , Living Armor They go down with a couple of swift hits with any
collapses. You can’t damage it in this state, weapon. They’re a danger when you first start, but you
but it still strikes with a magically don’t see them again outside of the area where you
animated glove. Hit Living Armor with begin your quest. They’re good for practice and early
8 spells, using the highest-level spell you have. experience points.
Bestiary

MINION
Minions look like black-and-red, MUTANT FLOOR
two-headed Dobermans. They are Mutant Floors are the second of the
swift and run around, making them creatures you face in the Dark
difficult to hit from long range and Reality. Unlike the other mutant
hard to find up close. They run creatures, Mutant Floors are mobile.
around you, striking at your flanks Spot them before they strike by looking for their holes
before you can turn and swing at them. Minions also in the floor. Mutant Floors are physically powerful and
breathe Fireballs, and because they have two heads, hard to kill because they have so many hit points.
they spit a pair of Fireballs at a time. Hit them with They are relatively slow, though, so a fast, powerful
spells from a distance to slow them down and use a weapon like the Moonlight Sword is an excellent
slashing weapon as they run around you. Minions choice for getting rid of them.
have a high resistance to Fire, but Water spells and
weapons kill them. MUTANT WALL
Mutant Walls are the third of the
MUMMY mutant creatures. They aren’t
Mummies are the remains of humans mobile, but can strike out from their wall a good
preserved after death and reanimated distance. They love to jump, catching you with their
by Dark magic. Impossibly tall, teeth before they breathe a deadly poison. Because
Mummies have a long reach, which they can only move so far, destroy them while staying
makes dealing with them an exercise out of range with Light spells. You can spot them
in retreating and looking for the before they strike by looking for their faces on the
right opening. Their attacks do a lot walls.
of damage when they strike, but
because they are undead, Mummies ONYX
are slower paced than most creatures. Holycrest is Huge Onyxes are your main
effective against Mummies, as are Fire-based weapons opponents as you go through the
and spells. Let them swing, then charge in for some Dark Reality to your final battle.
shots before you back out. Their slow speed means you They emit a Dark cloud from one
can get in a few strikes if they turn their backs on you. hand, and use their other to smash and grab you.
Onyxes are resistant to Dark spells and to blunt and
MUMMY, ADEPT stabbing weapons. Use slashing weapons and Light
Even though they are weaker than spells against them. Lead with Light spells and charge
Mummies, Adept Mummies are more in with the Moonlight Sword to keep them at bay.
dangerous and harder to kill. They
can attack with their staves but PHAGOS
usually attack with spells, poisoning A Phagos is a small insect that
you and darkening your vision. Get appears in the Ancient City and
rid of them at close range with the old jail. They infest human
Holycrest. bodies and use their skills to host
and possess the dead into life.
MUTANT CEILING When the host is destroyed they quickly flee. Phagos
You see Mutant Ceilings in the first don’t attack and have only one hit point, but they
part of the Dark Reality at the end of earn you a good amount of experience because they
your quest. Of the mutant creatures, are so difficult to kill. Use spells to kill them.
these are the easiest to eliminate
because they can’t move from their spots like Mutant
Floors and stretch out to strike like Mutant Walls.
They breathe a poisonous muck; do not get into close-
range combat with them. Hit them with Light spells
when you spot them. 9

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REAPER SKELETON
Reapers are mutated trees that act There are four
with a nefarious intelligence. Up varieties of normal
close, they swing their branches, Skeleton: unarmed,
catching you with sharp thorns. At armed with a sword
long range, Reapers cause their roots and round shield,
to jut out of the ground, similar to armed with a sword and square shield,
your Upheaval spell. They use this attack when you and armed with an ax. Unarmed
run behind them. Dodge in and out, swinging with Skeletons are the easiest to deal with
any weapon. They aren’t a big threat. because their attacks have a shorter
range. Handle Skeletons with blunt weapons.
SALAMANDER Stabbing weapons are worthless against all except
Flying lizards made from fire, those armed with square shields. The armor these
Salamanders fly out of range of creatures wear makes them easier to hit with that
your weapons, meaning that type of weapon. Because Skeletons are undead, use
you must plan weapon strikes. Holycrest against them.
They attack with a trio of Fireballs or with a
concentrated stream of fire. Use a Water-based SKELETON ARCHER
weapon. If you don’t have one, knock them out of the The two types of Skeleton Archer are
sky with a non-Fire-based spell. indistinguishable from each other.
Both attack with arrows from long
SCORPION range, shooting with accuracy and
Large versions of the small desert speed. The more dangerous Skeleton
pests, Scorpions scuttle around, Archers can punch up close. As with
swinging their massive tails at most Skeletons, use blunt weapons,
anything nearby. They slowly move not stabbing weapons. All spells affect
side to side, quickly striking with their tails. Use blunt them. Skeleton Archers go down
weapons against them. Use a rapier or Tsunami to hit easily with a good hit. Pop out from cover and hit
them before they can strike with their tails. from a distance.

SEA FANG SKELETON, HIGH


Sea Fangs are piranhas. They rush High Skeletons are stronger and
forward and bite, leaving big holes in faster than normal Skeletons.
your hit points when they connect. There are two basic varieties. The
A good swing with a weapon kills one, particularly a first swings a two-handed sword
Fire-based weapon like Black Scar. Sea Fangs appear over their heads, catching you both
in schools, and while you are killing one or two with a on the downswing and the
stroke, another eight or nine are biting you to death. upstroke. These Skeletons are
Avoid them. vulnerable to Light spells and blunt weapons.
Brownish High Skeletons who carry a sword and
SENTINEL shield aren’t vulnerable to Light spells but you can
Huge Sentinels guard the way to the King’s slay them with Fire and Earth magic. In both cases,
room behind his throne. They have four let them finish their swing (including the upstroke
arms, each of which swings a huge sword with those holding two-handed swords) and knock
with accuracy and speed. At long range, them down with your best weapon.
Sentinels use a blade-like Shock Wave attack that cuts
through your armor like a knife. Up close, they swing
their swords in succession, causing a series of hits.
There are only three Sentinels to worry about. Slashing
weapons and Light spells are ineffective against them,
10 but anything else scores a decent amount of damage.
Bestiary

SKULL SOL
Disembodied, dead heads that float Sols live under the waves in the
inside a globe of purplish darkness, ruined city of the Dark Folk. Their
Skulls are more dangerous than they bulbous bodies look harmless, but
appear. They ram into you, affecting Sols pack a punch. Their bubble
you with their Dark powers. Skulls follow this attack attack forces you to run for your forest roots and
by breathing a toxic fume that strips away your dried amphibia, while in combat, they strike with
health. Normal weapons and all spells affect them, one or both arms. Sols get in your way, forcing you to
but Light spells affect them the most. Attack them fight while your air drains. Use Earth weapons
from long range. against them.

SLASHER SPIDER
Little demonic creatures, Slashers Spiders inject deadly poison when
are more deadly than they look. they strike. They also jump a great
They jump away from your attacks, distance when they attack. Back away
only to rush in and smack you with when they jump, then move in and
a claw. This claw attack paralyzes crush them when they land. Use any weapon—they
you, leaving you open to more attacks. Handle aren’t tough.
Slashers with a combination of spells and weapons,
hitting them with a spell, then rushing in to kill with SPIDER, GIANT
a final blow. You can also use a carver and swing as This huge creature stands on the
the Slasher runs next to you. ceiling of its lair, striking with webs
to slow you and blind you from long range, and hitting
SLIME, GREEN with its massive front legs if you stray too close. It has
Pools of filth and muck, Green good defenses against spells, but you can still use magic
Slimes are nuisances. You need to to kill it. Fireball works well.
be close to them to strike accurately.
This leaves you open for an attack. STONE GUARDIAN
Use your longest weapon to strike at them. In These magically animated defenders
addition, Green Slime can absorb poison. If you are are tough on defense and offense. A
poisoned, stand on a Green Slime to abolish it. strike from their massive granite fists
strips hundreds of hit points.
SLIME, POISON However, they patrol limited areas,
More of a threat than Green Slimes, which means that they can’t pursue
you can easily identify Poison you beyond a certain point. They have two
Slimes because of their sickly red weaknesses. First, their heads are vulnerable. Second,
color. Their behavior is similar to piercing weapons damage them. Use a bow from a
that of Green Slimes, but when they hit, Poison distance and aim for their heads.
Slimes inject a virulent poison. As with Green Slimes,
use a long weapon and strike them from far away. One STOOL
good, heavy swing will do in a Poison Slime. Mutated mushrooms, Stools send
out a cloud of yellow spores when an
SNAKE enemy approaches. They fall with a
Snakes are poisonous serpents. They single strike from any weapon. Wait
are easy to kill with any weapon you for the spore cloud to disperse, then run in and hack
have. They have a poisonous bite, away with any weapon. One slows down your progress,
but Snakes are more of a nuisance than a real threat. but in large groups, they are problems.
Don’t waste spells on them.

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STOOL, PARA WIDDA QUEEN


When a Para Stool strikes, it The huge Widda Queen is one of the
paralyzes you for a few seconds. You major bosses you have to fight. Able
can then use items and cast non- to poison you with a punch or her
combat spells for 10 seconds. By breath, the Widda Queen also strikes
themselves, Para Stools are easy to with a massive head butt. From long range, she strikes
kill, if you advance and strike after with lightning, as well. Use your favorite weapon from
the paralysis wears off. When other creatures are close range to avoid some of her deadlier attacks. Spells,
around, Para Stools become troublesome because except for Dark spells, are less effective against her than
the paralysis leaves you open for other enemies to normal weapons.
move in.
WIDDACONA
WATCHERS The giant Widdaconas guard the
Watchers are pedestals placed in your Widda Queen. Massive snakes that
way to strip your magical power. combine a powerful bite with
When you cross the Watcher’s path, poisonous breath, Widdaconas also
it opens its eye and drains your swing their massive heads, knocking you into the wall.
magical energy. Attack Watchers Fight them at close range, swinging the Crystaline
from behind. They are not a physical Blade. Wind magic also affects the two Widdaconas.
threat and drop with a couple of hits.
ZOMBIE
Towering undead creatures in the
WIDDA ocean fort, Zombies are quick and
Widdas are snake-human crossbreeds tough to kill. They have a massive
that combine the worst features of stack of hit points. They attack with
both. They are aggressive and a quick slash or an overhead strike
deadly, striking with speed and that takes time to develop but causes
accuracy. Their scaly hides protect huge damage when it connects. Use
them from your attacks, and they Fire and Light weapons and spells against them, and
can retaliate with nasty sword stabs. keep out of the range of their swords.
Light spells and weapons work well
against them. Widdas jump back to avoid your
strikes, so also use carvers.

WIDDA ARCHER
Less powerful than their melee-
oriented cousins, Widda Archers are
a larger problem. They load and fire
their bows with speed and accuracy,
meaning you’ll take a couple of hits
as you come into striking range.
Their arrows paralyze you, which
makes fighting them tougher. Light spells work against
them, as do strong weapons swung hard. Attack from
long range and close fast when you have to.

12
Items

HOLYCREST
Items Another version of the long sword,
Holycrest wards off undead
creatures. It is otherwise similar to
a knight sword.

Weapons FROSTBITE
This variation of the knight sword
offers additional damage to creatures
Swords vulnerable to Water.

SHORT SWORD
The short sword is moderately good at FOREST CARVER
slashing and stabbing, making it a A long knife, the Forest Carver is
decent choice against living enemies. similar to a long sword. It is much
It’s less effective against Skeletons. shorter, however, and less effective in
bashing attacks.
FIERY SWORD
This is essentially the same as a regular FIRE CARVER
short sword, but with additional powers This weapon is similar to the Forest
against creatures vulnerable to Fire Carver and causes considerable
damage. damage to creatures vulnerable to Fire.

RAPIER EARTH CARVER


Not much use for bashing or slashing, Another variation of the Forest
the rapier is a very sharp, flexible sword Carver, this weapon is capable of
designed for quick, piercing attacks. tremendous damage against creatures
vulnerable to Earth.
LETHAL RAPIER WIND CARVER
A deadlier version of the rapier, this The Wind Carver creates tremendous
weapon is less effective at slashing and damage against enemies vulnerable
bashing, but fatal as a thrusting to Wind.
weapon.

LONG SWORD WATER CARVER


The long sword is a well-rounded The Water Carver is excellent against
weapon. It offers decent reach and creatures vulnerable to Water.
good damage against all opponents.

EARTHBINDER BROAD SWORD


Essentially a long sword, this weapon This wide-bladed sword is an excellent
also causes extra damage against slashing weapon, but it’s ineffective
enemies vulnerable to Earth. against enemies vulnerable only to
stabbing damage.
KNIGHT SWORD
Similar to a long sword, the knight sword
is longer, heavier, and more effective. 13

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VENOMBLADE WAVECRASHER
Similar to a broad sword, this weapon Another katana, this weapon is
is imbued with poison, adding effective at causing slashing, hitting,
additional damage to anything it and stabbing damage. It also has both
strikes. Wind and Light powers.

BASTARD SWORD SCORPION


A large, two-handed weapon, the A cursed weapon that poisons both the
bastard sword is effective against all victim and the wielder, Scorpion is
enemies. powerful but better left alone.

BATTLE SWORD BLACK SCAR


Similar to the bastard sword, this Black Scar is the elemental power of
weapon becomes stronger with the black beast that lived thousands of
each swing, making it deadly in years ago, dominating the skys causing
combat. mayhem and bloodshed. Living flame
gives this two-handed sword its power.
DWARVEN SWORD It is similar in effect to a bastard sword.
A variation of the bastard sword, this
weapon does the same damage, but
weighs only half as much as a normal TSUNAMI
bastard sword. Tsuanami is the elemental power of the
sea and the raw fury of the tidal wave.
GREAT SWORD A deadly magical rapier, Tsunami is
A massive weapon, this long and excellent for stabbing and effective
extremely heavy sword causes terrible against foes vulnerable to Water.
wounds to anything it hits.
CRYSTALINE BLADE
The Crystaline Blade is the elemental
WAR SWORD power of winter’s rage. An elegant
This weapon causes more damage than blade made from crystals that forever
the great sword, but is also signifi- shine, this magical weapon is effective
cantly heavier. against most opponents and has Wind
attributes, as well.

BROKEN SWORD ANCIENT SWORD


This weapon has been broken in half, This tremendous sword has powers of
so its blade is ineffective. It is almost all elements, as well as Dark attributes.
worthless as a weapon. It also has the ability to cause slashing,
hitting, and stabbing wounds.

WINDSLAYER TRIPLE FANG


This two-handed katana is excellent Both the elemental spirit and origin of
for slashing attacks and has Wind Triple Fang is unknown. This sword
attributes as well. has been spoken of in many legends
and has been wielded by famous people
such as the Holy King Alfred. Split
into three deadly blades, this sword has
significant Light attributes, as well.
14
Items

LAWFUL BLADE MORNING STAR


A powerful sword given to the Sword More effective than a basic club, the
Master by the king, this weapon has morning star is a long shaft with a
some Light attributes. spiked metal ball on the end. It causes
both hitting and stabbing damage.

MOONLIGHT SWORD BATTLE HAMMER


This holy sword with the true elemental Heavy and powerful, the battle
spirit of light has conquered the darkness hammer is used two-handed in
that plagued the land of Verdite. Only combat.
those with the purest heart may lay eyes
on the sword, and only those with the
purest of souls may wield it. Holding this sword is proof of WAR HAMMER
regal lineage. It can dispel the dark with its reflecting Light This is a heavier and more powerful
attributes. It’s a truly magnificent weapon in all respects. version of the basic battle hammer.

Clubs HAMMER OF WOE


WOODEN CLUB Though slightly heavier and less
A basic bashing weapon, this is the first powerful than the war hammer, the
implement of destruction you find. It’s Hammer of Woe slows down anything
better than your bare hands, but you it hits.
should upgrade as soon as possible. Punch
Punching with your bare hands
DARKWOOD CLUB Axes also has the ability to level up.
Once punch becomes level 3,
A little stronger then the basic wooden
you can use sonic wave as with
club, the darkwood club shrouds PICKAX other weapons. The advantage
enemies in darkness, which makes it A mining with punch is no durability and
difficult for them to attack you. tool, the the recover interval is quick.
pickax isn’t Punch is suggested only for the
EARTHQUAKE very effective hard-core gamer.
The rare elemental power of earth is as a weapon.
imbued into the massive hammer. This
two-handed war hammer is great DWARVEN PICKAX
against opponents vulnerable to A more powerful version of the
hitting damage and Earth power. pickax, this is an effective weapon.

DARK DEFILER
The Dark Defiler is an elemental that was
chosen by the gods to walk among the HAND AX
light, however tempted by the darkness, A basic weapon, this single-bladed ax
the elemental was soon banished by the is excellent for slashing and hitting.
gods to live among the dark. A petrified
demon’s skull mounted on the end of this staff gives it both
Dark attributes and the ability to cause terrible damage.
CRESCENT AX
QUEEN’S STAFF A heavy weapon, this two-handed ax
Although not much value as a offers decent damage against all
weapon, the Queen’s Staff increases enemies.
the magical power of the wielder. 15

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Bows and Arrows Armor


ARROW
Use the arrow with any normal bow or Shields
long bow. It is an excellent piercing
weapon. WOODEN SHIELD
This wooden shield is better than
nothing.
BOLT
Shorter than an arrow, use the bolt
with the crossbow. Because it is fired
at high velocity, the bolt is more FOREST SHIELD
effective than an arrow. Offering the same protection as a
wooden shield, this also offers
WIDDA ARROW protection against all elements
Usable only with a Widda’s bow, this except Fire.
magical missile follows its target,
ensuring a hit. LEATHER SHIELD
This large shield of cured leather
offers better protection than the
BOW wooden shield. One leather shield
A standard bow used by Heladin offers slight magical protection,
archers. as well.

BUCKLER
This small iron shield is light and easy
LONG BOW to carry.
The long bow is more effective than
the standard bow.

LIGHT BUCKLER
Similar to a standard buckler, this item
BLESSED BOW offers the same protection at half the
This bow causes the same damage as a weight.
standard bow, but has significant Light
attributes, as well.
KNIGHT SHIELD
This large metal shield offers decent
CROSSBOW protection without adding too much
The crossbow takes a long time to weight.
load, but it strikes with tremendous
damage.
EARTHEN SHIELD
This rust-colored shield offers better
WIDDA’S BOW protection than a knight shield and
This special bow requires unique has Earth attributes, as well.
arrows that track the target. Superior
damage from range and Light
attributes make it a weapon to fear.
16
Items

CRUSADER SHIELD MAMMOTH SHIELD


Given to those worthy to carry it, the Offering incredible protection against
crusader shield defends well and bashing attacks, the mammoth
protects against all elements. shield’s weight makes it difficult to
carry and use.

KITE SHIELD ANCIENT SHIELD


This shield offers better protection Heavy and emanating strange powers,
than the crusader shield but does not this shield offers superior combat
protect against magic. protection.

TOWER SHIELD LORD MYU’S SHIELD


Heavy and awkward, the tower shield The best all-around shield, this offers
offers superior protection in battle. less magical but more normal
protection than the guardian shield.

BLESSED SHIELD
This shield is excellent on defense and Helms
has Light attributes, as well.
LEATHER HELM
This reinforced leather helm offers a
little protection. It’s better than going
CRYSTAL SHIELD without.
Created by the Earth Folk, the Crystal
shield is excellent against stabbing
attacks and offers Fire and Earth IRON HELM
protection, as well. This iron helm offers more protection
than leather.
FLAME SHIELD
As its name suggests, this shield is
most effective against Fire attacks.
WAR HELM
Sturdier against slashing damage, the
war helm is useless against stabbing
GUARDIAN SHIELD attacks. A lighter version offers more
Not as effective against normal slashing protection at the cost of less
attacks, the guardian shield is superior protection from blunt attacks.
at defending against magic.
PLATE HELM
This heavy helm offers marginal
CHAOS SHIELD protection but a great deal of weight.
This unholy shield causes the bearer to
sacrifice might for its Dark attributes.

KNIGHT HELM
Lighter than the plate helm, the
knight helm offers superior protection
against normal attacks.
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CRUSADER HELM KING’S CROWN


This helm is better than the knight This crown is weak on defense but
helm against stabbing attacks, but less improves magical abilities.
effective against blunt damage.

CAVALIER HELM CRYSTAL HELM


Offering well-rounded protection as Forged by the Earth Folk, this helm is
well as Light attributes, this helm excellent against normal attacks and
offers excellent defense. offers minor Fire and Earth defense.

GREAT HELM ANCIENT HELMET


This helm offers incredible protection This heavy helm radiates magical
from slashing and hitting, but it powers and provides protection against
weighs a lot. Another version is normal attacks.
weaker against slashes but excellent
against stabbing.
LORD MYU’S HELMET
CHAMPION HELM Forged by master craftsmen, this is the
Heavier than the great helm, this is helm of legends. Its protection is
excellent against all normal attacks. unsurpassed, and it provides both
Light and Dark attributes.

BLESSED HELM Body Armor


With its significant Light attributes
and superior protection from normal LEATHER VEST
attacks, the Blessed Helm makes for The first armor you find, it provides
powerful defense. minimal protection.

ANGELIC CROWN
Not a true helm, this headgear offers
protection against attacks and provides LEATHER ARMOR
Light attributes, as well. Stronger than the leather vest, leather
armor is also heavier. Some leather
armor also provides decent magical
SHADOW MASK defenses.
The defense and Dark attributes of
this mask are superior, but the item is IRON BREASTPLATE
cursed. Wear at your own peril. The iron breastplate’s increased weight
outweighs the minor improvement in
protection over leather armor.
SACRIFICIAL MASK
This heavy mask offers decent
protection. However, it is an unholy CHAIN MAIL
item that you should leave alone. Great against slashing attacks and
decent against hitting, chain mail is
useless against stabbing attacks.
18
Items

SCALE MAIL FIRE MAIL


Lighter than chain mail, scale mail is Good protection, low weight, and Fire
as good against slashing and much attributes make this armor difficult
better against stabbing. One suit of to beat.
scale mail has Water attributes, as well.

DEMON ARMOR
KNIGHT PLATE Those wearing this cursed heavy plate
This armor is well-balanced against all armor get what they deserve. This
normal attacks, but it’s heavy. armor has Dark attributes but is
defenseless against blunt attacks.

CRYSTAL ARMOR
CRUSADER PLATE Designed and crafted by the Earth
This armor is better than knight plate, Folk, Crystal Armor is heavy but offers
but heavier to wear. great protection. It also has minor Fire
and Earth attributes.

ANCIENT ARMOR
CAVALIER PLATE This old suit of
This armor is as heavy as knight plate armor is heavy Ancient King’s Armor
but offers less protection, mainly but offers Once you collect all of the
King’s armor (Shield, Helmet,
because it is badly damaged when you excellent defense.
Armor, Gloves, Greaves and
find it. It also radiates Sword of Ancient series) and
strange magic. equip it, the weight of each
SACRED PLATE piece of equipment
This plate armor offers excellent LORD MYU’S becomes lighter.
protection against normal attacks and ARMOR
has Earth attributes. Lightweight and unsurpassed in
providing defense against normal attacks,
this suit of plate armor is priceless.
BLESSED ARMOR
Good protection, Light attributes, and
low weight are features of this Gauntlets and Gloves
excellent armor.
LEATHER GLOVES
Basic protection for the hands and
ENCHANTED ARMOR wrist, leather gloves are better than
Offering the same protection and bare hands.
Light attributes as Blessed Armor,
Enchanted Armor is lighter to wear.
ARM GUARD
While these items leave the hands
ICE ARMOR bare, they offer good protection to the
Good protection from normal wrists and forearms.
attacks, Ice armor also has Wind
attributes, when wearing this armor,
you cannot use Fire magic. GAUNTLETS
Large metal gloves that cover the forearm
well, these items offer an upgrade from
arm guards or leather gloves. 19

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BLESSED GLOVES VENOM GLOVES


These enchanted bracers provide solid Venom gloves provide little
protection and offer Light attributes. protection, but they poison any enemy
you strike.

SACRED GLOVES CRYSTAL ARMS


Offering less protection and the same Offering protection from normal
Light attributes as Blessed Gloves, attacks, and some Earth and Fire
these bracers make your weapon attributes, Crystal Arms are valuable.
lighter and easier to carry.

ANCIENT GLOVES
BONE HANDS The Ancient Gloves emanate strange
While these gloves offer great magical powers. They are tremendous
protection and have Dark attributes, on defense; however, this power comes
they are cursed. Use with caution. with incredible weight.

LORD MYU’S GLOVES


KNIGHT GLOVES Lightweight, Lord Myu’s Gloves are
These are nonmagical gloves that offer strong, and they have both Light and
well-rounded defense against normal Dark attributes.
attacks.

CRUSADER GLOVES Boots and Greaves


Similar to knight gloves, crusader
gloves give protection from stabbing WOODEN SHOES
damage, but are vulnerable to slashes. These simple shoes provide little
protection, but they’re better than
bare feet.
CAVALIER GLOVES
These golden gloves are similar to
crusader gloves. They give more FOREST SHOES
protection but weigh more. Offering the same normal protection
as wooden shoes, these also offer
defense against all elements but Fire.
BLESSED ARMS
Superior protection, Light attributes,
and low weight make Blessed Arms a LEATHER BOOTS
worthy addition to your defense. These large, knee-length boots provide
more protection than wooden shoes.

SILVERY GLOVES
While these gloves offer modest
protection, they increase the power of IRON BOOTS
your attacks, making you deadlier in The standard issue for Heladin
combat. soldiers, iron boots are heavy but
offer better defense than leather.
There is a pair of these comparable
20 to plate boots.
Prima’s Official Strategy Guide
Items

PLATE BOOTS DEMON LEGS


These boots offer more stabbing High in defense and Dark attributes,
protection than iron boots and weigh the Demon Legs are cursed. Wearing
two-thirds as much. them slows you down.

LEG GUARDS CRYSTAL GREAVES


Leg guards are an upgrade over iron These powerful greaves offer minor
boots, offering more defense and less magical defense. They are also solid
weight. against normal attacks.

MYSTIC GUARDS ANCIENT GREAVES


Mystic guards offer good protection, While these provide defense against
little weight, and solid magical normal attacks, their weight makes
defense, especially against Earth, them difficult to use.
Wind, and Water.

KNIGHT GREAVES LORD MYU’S GREAVES


Knight greaves provide well-rounded Low weight with unbeatable defense,
defense against normal attacks. both Light and Dark attributes make
these greaves the stuff of legends.

CAVALIER GREAVES
Sturdier than knight greaves, cavalier
greaves are also heavier.
Jewelry
CRUSADER GREAVES
Rings
Crusader greaves protect better than RING OF SIGHT
cavalier greaves at slashing and This magical ring illuminates dark
hitting, but they protect less against areas. It provides no additional
stabbing attacks. defense.

BLESSED GREAVES
Great defense and Light attributes RING OF WISDOM
make the Blessed Greaves worth This ring increases the wearer’s
finding and using. magical power.

ABSORPTION BOOTS
These lightweight boots are great WIDDA’S RING
against slashing and stabbing attacks. Wearing this ring increases hit
They also have Wind attributes and points—excellent when entering
lessen damage taken from long falls. battle against strong enemies.

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RING OF FIRE GUARDIAN BRACELET


This magical ring provides decent The wearer of the Guardian Bracelet
defense against Fire attacks. gains protection from all status
anomalies.

RING OF EARTH SPIDER ARMBAND


This sturdy ring helps defend against Wearing the Spider Armband protects
Earth attacks and spells. against poison from any source.

RING OF WIND FORTUNE


The wearer of the Ring of Wind takes This unique item has many strange
less damage from Wind spells and and unusual powers. It is priceless.
attacks.

RING OF WATER
This ring helps protect against Water
spells and attacks. Necklaces
LUCKY PENDANT
Wearing this necklace provides
additional defense against normal
attacks.
Bracelets
CLARITY BRACELET WIDDA’S NECKLACE
Wearing this bracelet increases magic Similar to the Lucky Pendant, this
power, allowing for additional spells to necklace provides defense against
be cast. magical attacks.

WIDDA’S BRACELET HEALING AMULET


When worn, this bracelet provides This amulet slowly heals the wearer’s
protection against paralysis at the cost wounds over time.
of spell casting ability.

POWER BRACELET WATER TALISMAN


This blue-green bracelet provides When worn, the Water Talisman aids
additional power in combat, in breathing, allowing the wearer to
amplifying the wearer’s strength. spend a significant amount of time
underwater without drowning.

FEATHER BRACELET
Wearing this bracelet lowers body
weight, letting you carry heavier items.
22
Items

PURITY AMULET
This amulet repairs status anomalies by
Health and
cleansing the body.
Magic Items
THIEVES NECKLACE HERB
When used, herbs restore a small
In addition to minor Wind and Water
portion of lost hit points. These are
defense, the Thieves Necklace makes
handy to have in battle.
the wearer harder to detect.

MYU’S NECKLACE HERBAL LIQUID


Herbal liquid is a concentrated form of
This powerful necklace contains
normal herb. When used, this bottle of
strange and unusual powers that aid in
red liquid restores a greater amount of
exploration.
lost hit points.

FOREST FRUIT
A rare fruit, this has the ability to
restore a tremendous amount of lost
Other Items health. Use only when desperate
because these are valuable.

Maps ANTIDOTE
When eaten, antidote cures all
There are several maps to find in your currently active poisons. This is a
journey. All provide you with necessity for battle against many
important guidance in getting from creatures.
place to place.
FOREST ROOT
This strange root cures most status

Keys anomalies—curse, paralysis, lethargy,


and silence. It does not cure poison.

NORMAL KEYS
A normal key operates certain locks. DRIED AMPHIBIA
As long as the key is in your This dried, two-headed creature cures
possession, you can open these doors all status anomalies, including poison.
or chests when you encounter them.

ITEM KEYS MUSHROOM


Similar to normal keys, you must When eaten, a mushroom restores
select these from your inventory. Once magical power to cast spells.
you use them, however, these keys stay
where you placed them.

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DRAGON FLOWER SPELL CRYSTALS


The ultimate healing item, dragon These crystals come in
flower restores lost health and magic two shapes and six
points, and cures all status anomalies. colors. When you use
It’s rare and valuable. one, you gain the ability
to cast a new spell.
POWER SEED
A power seed temporarily raises
physical energy when used. It is handy
for a quick burst of energy.
Note
Spell crystals are colored according
WIDDA NEEDLE to the type of spell they teach. Red
Widda needles temporarily increase crystals contain Fire spells, orange
magic energy when used. Excellent crystals hold Earth spells, green
for battles where magic is more crystals have Wind spells, blue
important than might. crystals teach Water spells, yellow
crystals contain Light
WISE MAN’S FRUIT spells, and purple
When a wise man’s fruit is eaten, it crystals have Dark
permanently increases magic power by spells.
a point. Eat this as soon as you find it.

FOOL’S FRUIT Special Items


When eaten, this strange fruit CRYSTAL VIAL
permanently increases physical energy This is a fine vessel, useful for carrying
by one point. Like wise man’s fruit, eat small amounts of liquid.
these as soon as you find them.

MAGIC CRYSTAL
When used, this crystal not only BONE
restores magic energy but also raises These jawbones fall from destroyed
magic power. Skeletons. Save them to exchange
with a merchant.

SCALE
Scales fall from reptilian creatures.
Like bones, you can exchange them
with a merchant.

CLAW
Another monster drop, save the claws
to exchange with a merchant.

24
Items

EARTH STONE WANDS


A master craftsman can use an When used on a Symbol of Passage,
Earth Stone to upgrade a the power of the wand transports the
weapon’s power. user to the location of the Guide
Stone of the same color as the wand.

ICONS
You find four icons during your
quest. Each is keyed to a
Note
particular power and provides There are five Guide
something that has been lost Stone/wand colors: red,
from the cursed land. green, blue, yellow, and
violet.
ROCK OF LIFE
This rock has the power to cure
any disease. It’s rare and IDOL OF SORROW
valuable. You possess this cursed item when you
begin your journey. It brings suffering
and tragedy to whomever holds it.
FOREST DEW
Forest Dew is used by Forest
Golems as food. It is found in
the Heart of the Forest.
Requirements to
STRANGE EGG Level Weapons
The Widdas collect these
LEVELING WEAPONS
unusual reddish-orange eggs for Successfully land 180 hits to an enemy to obtain
an unknown reason. level 2

Successfully land 300 hits to an enemy to obtain


BLACK EYE level 3
These mystical eye-like
gemstones contain the power to
open passages that have been
closed.

GUIDE STONES
Place each mystical, glowing
Guide Stone in a Marker.
Then when you later stand
in a Symbol of Passage,
use a wand of the same
color as the Guide Stone to transport back
to that Marker.

25

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FLAME STRIKE
This spell creates a single ball
of fire over the head of the
enemy. This bursts, showering

Magic
the target with flaming debris.
This is a great spell for causing
damage to closely packed
targets or one large enemy.

Combat Spells Earth Spells


Fire Spells UPHEAVAL
When cast, the Upheaval spell
FIREBALL creates spikes of Earth that
This spell creates a ball of flame track their target. When they
that launches from your hand and reach the enemy, these spines
travels in a straight line. Anything jut out of the ground, piercing
caught in the path of the Fireball the target. At higher levels,
takes damage when hit. At higher Upheaval adds a single blow
levels, the Fireball burns after it that causes massive damage.
strikes, causing additional damage.
EARTH LEECH
FIRE WALL This spell creates a small
Fire Wall is a shorter-range patch of poisonous ground
version of the Fireball spell. that infects anything crossing
What it lacks in range it makes it, including you. It casts at
up for in width and damage short range and is good for
potential. The Fire Wall burns weakening an approaching
across the ground, moving away enemy. At higher levels, the size of the poison pool
from you and striking multiple creatures before burning out. increases.
At higher levels, the ground burns after the Fire Wall passes.
You cannot use this spell when standing in water. VOLCANNON
This is an Earth-based version
FLAME BREATH of the Fireball spell. It sends
When cast, Flame Breath chunks of burning earth at the
launches a huge blast of fire from enemy, causing both burning
your mouth, scalding any enemy and impact damage. At higher
standing in front of you. This is levels, the flaming stone causes
excellent for damaging creatures a minor volcano to erupt where
with which you are in close it hits, causing more damage to the target.
combat. At higher levels, the spell’s range increases. Also,
unlike other spells, you can cast this continually by holding METEOR CASCADE
down the button until you run out of magic power. Meteor Cascade calls down a
shower of deadly burning rocks
IMMOLATE to pepper the target into
Immolate is similar to the submission. At higher levels, the
Fireball spell. However, when shower lasts longer and causes
cast, the ball of fire tracks its more damage.
target and, if in a large, open
area, swings around for
26 multiple hits. At higher
levels, a second ball of fire is added to this spell.
Magic
Wind Spells Light Spells
WIND CUTTER FLASH
This spell creates a single, whirling The Flash spell creates a ball of
blade of Wind energy. This blade is brilliant light that shoots forth and
cast at the target, traveling in a damages whatever it strikes. Because
straight line until it hits or reaches many creatures are vulnerable to
the end of its range. At higher Light magic, it’s a spell you’ll use a
levels, the Wind Cutter passes lot. At higher levels, the light ball
through targets, while at the highest level, a second blade is splits when it strikes, damaging
added and range increases. other enemies caught in the spray.
ICE CLAD
This spell creates a large chunk of RETRIBUTION
frozen air to strike the target. This This short-ranged spell creates
ice ball has a curved trajectory, mak- spears of light that appear in
ing it slower to hit than a spell like midair, stabbing the target from
Wind Cutter. At higher levels, the ice all sides at once. Retribution is a
ball creates a cold mist on impact. hard spell to target effectively
because of its range, but when it
TORNADO strikes, it does a terrific amount
A whirling mass of air spins forth of damage. At higher levels, a single, large spear is added at
from this spell, knocking back and the end of the spell for additional damage.
damaging whatever it hits. Back
up when you cast this to avoid INVOKE LIGHTNING
being trapped in the raging winds. When you cast Invoke
At higher levels, a second Tornado Lightning, you create a single
is added, causing more mayhem. ball of energy that launches
upward. A few seconds later, this
FREEZE ball releases a tremendous stroke
This spell creates a freezing wind of lightning straight down. Move
that encases the enemy in ice. away after you cast this spell so you aren’t caught in the
This ice bursts, causing damage to blast. At higher levels, this bolt of lightning becomes a
the enemy. At higher levels, this lightning storm.
effect is stronger and deadlier.
JUDGMENT
Water Spells The Judgment spell is similar to
the Immolate spell from the Fire
VORTEX domain. This spell creates a series
The Vortex spell creates pillars of light balls that launch and chase
of water that shoot from the the target until they strike.
ground, engulfing the enemy. Additional orbs are created at
Against stationary foes, the higher levels.
Vortex hits several times before
fading. At higher levels, a Shock
Wave effect is added.
Dark Spells
ECLIPSE
HYDROSPHERE This spell summons a sphere of
This spell creates a ball of water that Dark magic that drains the life
floats in front of the target. This ball from all creatures who walk
shoots small jets that damage any- within it. This includes you, so
thing they strike, including you. retreat when you cast this spell.
After casting this spell, keep your Use it against nearby foes. At
distance until it runs its course. At 27
higher levels, multiple spheres are created.
higher levels, this spell creates a huge number of jets.
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DRIFTING DEATH ENDURE FIRE


The Drifting Death spell causes a This spell improves your
cloud of darkness that damages resistance to Fire spells and
foes and makes it difficult for them attacks. It protects you slightly
to see. You can get caught in this against lava pools. This spell
spell, so be careful when you cast imbues your weapon with
it. A larger mist that spreads Water power at higher levels.
wider is created at higher levels.
REMEDY
DARK MATTER Use the Remedy spell after a
When cast, the Dark Matter tough combat. When cast,
spell creates a huge ball of you recover your hit points
negative energy. This splits into without the need of
four balls that release a powerful restoratives like herbs.
lightning attack. At higher Additionally, Remedy cures
levels, the main sphere splits anomalies like poison and lethargy. At higher levels,
into five or six smaller spheres. this spell restores damage and status anomalies, and
grants protection against status anomalies.

Non-combat Spells Light Spells


Earth Spells DIVINE LIGHT
EARTH HEAL The Divine Light spell creates
This spell restores hit points lost a small area of magical light
from combat. It’s a great spell that helps you see in dark and
between fights, especially when you dimly lit areas. At higher
are low on herbs and herbal liquids. levels, this spell imbues your
At higher levels, Earth power is weapon with Light attributes
imbued into weapons, slowing and nullifies enemy magical attacks.
enemies with a successful hit.
Dark Spells
Wind Spells
LIFE SHIELD SHADOW SKIN
Shadow Skin causes darkness
The Life Shield disrupts the flow
to gather around you, making
of air around you, making it easier
it difficult for your enemies to
to avoid enemy arrows and missile
spot you. It also makes it more
weapons. It’s a necessity against
difficult for you to see. At
Dark Archers, Skeleton Archers,
higher levels, Dark magic is
and Widda Archers. This pro-
imbued in your weapon.
tection increases at higher levels.

Water Spells RECKLESS STRENGTH


A great combat spell if you
PURITY aren’t planning on doing a lot
The Purity spell acts like anti- of spell casting, Reckless
dote, curing you of poison Strength increases your physical
when you cast it. Its benefit is power. As a consequence, your
that it takes no magic power magical abilities drop to
to use and, unlike antidote, nothing, and your magic power recharges at a slow rate.
28 it’s free. At higher levels, This spell imbues your weapon with Dark magic at higher
poison ability is temporarily granted to your weapon. levels, which slows enemies on a successful strike.
Strategy
Magic continued…

Requirements to Level Magic


LEVELING MAGIC
Fast and Weak vs.
Level 2 – 50 Experience Points needed
Level 3 – 150 Experience Points needed
Slow and Powerful
OFFENSIVE MAGIC
Each time an offensive spell successfully hits an enemy, You have a choice in how you want to enter combat. You
one experience point is earned. can go with faster weapons like Carvers and rapiers, or
DEFENSIVE MAGIC you can opt for bigger weapons. Each has its advantages.
Each time a defensive magic is used, three experience With faster weapons, your attacks are more
points is earned. frequent. You don’t have to wait as long to recover
NOTE: Earth Heal and Remedy only count as one from a strike, which means you can hack away without
experience point. Also, Earth Heal and Remedy must heal
at least 1 HP in order for the experience point to be earned.
having to back off. With a fast weapon, you can attack
NOTE: Leveling magic experience points has nothing to again before the enemy recovers from your first strike.
do with in game experience points. Even better, you can usually get in your attack before
the enemy strikes, often stopping its attack. However,

Strategy
fast weapons do less damage, which means you must hit
more frequently as well.

Fast weapons

Combat don’t do as much


damage as

Bobbing and Weaving heavier ones, but


you can attack
The basic combat strategy you should employ is a bobbing more rapidly,
motion, forward and back. Most of the monsters (but not often stopping an
all) warn you before they strike: Living Dead angle their enemy strike
pickaxes, Spiders pause before they pounce. Get close before it happens.
enough to a creature to cause it to attack, and back away
before the strike hits you. While the creature recovers from
its missed attack, hit without fear of retaliation. Tip The other advantage to lighter
weapons is that you can carry a
With creatures like shield while using them. The
Stools, you can added defense can mean the difference
easily plan your between life and death.
attack. Wait for
the spores to Heavier weapons take longer between swings but
disperse, then do more damage when they hit. Where a rapier leaves a
swing away. small hole, a massive two-handed bastard sword leaves a
terrible gash. Using one of these weapons means fewer
For creatures with a long-range attack like Archers, strikes are necessary to down your foe. The down side is
utilize a side-to-side movement. Get them to launch an that your attacks are slower, which means that fast
arrow or cast a spell at you. Move away so the attack goes opponents often hit you while you are swinging.
to the side of you. While they get another attack ready,
charge in. Heavier weapons
Monsters with long- do increased
range attacks are damage at the
more trouble. cost of speed.
Move from side-to-
side to avoid their
attacks as you 29
approach.

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Use health
Tip To counteract the problem of
heavier weapons, swing while you
restoratives in
combat.
approach the enemy. Your attack finishes as you
get close, scoring a hit and leaving you
vulnerable for a shorter period of time.

The choice between fast and weak or slow and


strong is yours. Both can be successful.
Mushrooms restore your magic power; use them
Spells in Combat as you need them. If you run out of magic points
while fighting, use a mushroom. Like all items, its
effects are instant.
Offensive spells are invaluable in your battles. Use
them to stun enemies, knock them back, wound them, When you don’t
and open them up for additional attacks. have enough
The best way to use a spell, other than killing a magic points to cast
creature, is preventing it from attacking. Hit the enemy the spell you wish,
with a spell while charging. While the enemy reacts to use a mushroom.
the damage from the spell, get in a good strike with
your weapon. This is often enough to kill a foe, leaving
you unscathed.

Hit first with a


Use items like forest roots and dried amphibia,
spell, then move
which get rid of status anomalies like poison and
in with the
lethargy, when you need them. Be smart, though. If
weapon. You hit
you’re fighting a large group of creatures that can
your enemy twice
poison you, wait until the end of combat to use an
before it can
antidote, or you can expect to use a lot of antidote
attack once.
before the combat is over. Heal yourself to get your hit
points back.
Your non-combat spells can be used in combat,
but they’re tougher to work with. Have your combat Finish the combat
spells working for you. Use spells like Earth Heal and before using a
Purity between fights so your magic power is usable for forest root, dried
Fireballs and Meteor Cascades during battle. amphibia, or
antidote, then cure
yourself afterward.
Using Items
Restoratives
Restoratives return lost hit points, restore magic points, Equipping Yourself
get rid of status anomalies, or some combination of the
three. Use and buy them often. You can swap out your equipment, including armor items
Use health restoratives like herbs and herbal and weapons, instantly—even change them in the
liquids as you need them in combat. Eating or drinking middle of combat. Go into battle holding the best items
one affects you instantly, so you regain your health in your repertoire. If you’re carrying a rapier and run into
while you fight. After you learn the Earth Heal spell, a Skeleton, switch it for your morning star. The Skeleton
30 won’t get any free shots at you, and you’ll be better
use this between battles to restore your health.
Strategy
equipped to handle the combat. If you run into Because of the importance of gaining
something that uses Fire magic, like Salamanders, equip experience, never avoid combat. If there are
yourself with items that protect against Fire damage. monsters in your way, take them down. Get their
money, items, and experience for killing them. You
don’t need to go out of your way to find creatures to
Don’t be caught in kill, but don’t pass up monsters either. Run from
combat with the combat when you are out of healing items, out of
wrong weapon magic-restoring items, and are low on hit points.
or spell. Otherwise, take out everything you encounter. The
higher your level, the easier the fights are, the
better your spells are, and the easier it is to
successfully finish.

It takes a lot of
combat to gain
General Strategies this many levels,
but you must do it
to survive.
Combat Experience
Combat is a major part of your quest in King’s Field:
The Ancient City. Everywhere you go, there are
creatures trying to stop you from finishing your task.
In addition to clearing the way for your
continued exploration, combat does three things for
Going Up Levels
you. First, many of the creatures you fight drop items.
Bosses, especially, drop spell crystals and other items There are a few different types of levels with which you
you need to continue. Second, monsters drop gold, should be concerned. The basic type is an experience
which allows you to buy items that you need to protect level, which improves your hit points, magic points,
yourself, heal, and better continue your journey. Third, and ability to carry items.
combat generates experience. You can also raise levels in weapons and spells.
Experience is what turns you into a one-man Using a weapon or spell many times teaches you
wrecking crew capable of defeating any foe. Each something about that weapon or spell. Eventually, you
time you go up a level, you become able to use can improve your skills with it. At higher levels, you
heavier, more powerful items, your magic abilities become faster, more accurate, and more dangerous with
increase, and you become harder to kill because of your weapons, and your spells gain strength and new
additional hit points. Attacks that would flatten you abilities. Stick with a few weapons you really like to
outright at the beginning of your quest can be gain additional strength with them over time. As for
shrugged off later on. spells, get several to second or third level. The
maximum level for a spell or weapon is three.

Wounds caused The additional


by monsters, level makes this
which are serious weapon deadlier
early on, are in combat. Pick a
minor when you few weapons to
become stronger. specialize in.

31

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Get rid of items

Note you no longer


need, and use
Weapon levels refer to specific the money to
weapons. If you gain a weapon level buy things you
with the Fire Carver, you don’t gain a want.
level with any of the other carver
weapons. Gaining a level
with one morning star
doesn’t translate
over to a different
morning star.
Tip
The only exception to this rule is the Lawful
Backing Out Blade. Don’t sell this back. You need it at
the end of the game.

When you look through the next section, there are


mentions of going to a specific shop or using a save
position. It isn’t necessary to follow the walkthrough
perfectly in terms of shopping and saving. At any
Guide Stones
time, you can back out of an area, return to someplace and Wands
you’ve been, and buy items you need or save your
game. You can use save positions as many times as you Throughout your travels, you find five Guide Stones
like, so run back and save your position after a tough and wands. Use these in conjunction with the Symbol
combat, even if the walkthrough doesn’t specifically of Passage to quickly move from one place to another.
mention it. When you use a wand while standing in a Symbol,
you go to the Guide Stone of the same color, as long
If you are low as the Guide Stone is placed in a Marker.
on health and
items, back out Use Guide
even if the Stones, Markers,
walkthrough wands, and
doesn’t mention Symbols of
it. You can Passage as
come back. shortcuts from
place to place.

Buy whatever you think you can use. The only


item you need to buy is the Wind crystal early in the
game. Everything else you can buy as you need it. Sell The walkthrough has some suggestions for using
anything you aren’t going to use, especially armor and the Guide Stones and wands, but feel free to use them
weapons. Keep special items like crystal vials, keys, as you desire. They are there to shorten your travel
maps, and the like—you’ll find uses for them all, often time between locations. While the walkthrough makes
long after you discover them. With weapons and some recommendations at certain places, use these
armor, when you have something better in your items as you see fit.
arsenal, get rid of things you no longer plan to use.
There’s no reason to hang on to your old wooden club
when you have a morning star that quickly does more
damage. Sell the club and get the money for it.
32
Maps

Maps
W
hile you can easily follow the written walkthrough to get from place to place,
you can use these maps in conjunction with the walkthrough to help you find
items and navigate how each area connects to the next. Throughout the Walkthrough

(starting on page 49), look for the 64 icon, which appears in screen corners. The number on
the icon references the maps in this chapter.

1 PALACE OF OATH EXTERIOR 2 VILLAGE RUINS Save


Point

To Map 4

To Map 4
To Map 7
To Map 26

Healing
Fountain
Save Point
To Map 1

To Map 2 To Map 3

Duhrin
Start To Map 5

3 EAST VALLEY 4 PALACE OF OATH INTERIOR


To Map 1

Clarity
Bracelet
Hidden
Door
To Map 9

Lynn

Sharyl

To Map 1

To Map1 Chad on
Second Level
33

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5 THE SHOP 6 MINER'S CEMETERY


To Map 11

To Map 11

To Map 26 To Map 5

Caretaker’s
Duhrin Map
To Map 2 Rusty Key

Shop
Wind Crystal

To Map 6

7 UPPER MINES 8 LOWER MINES


Elevator
Rock of To Map 8
Life

Rock of
Life

To Map 7

To Map 1

To Map 8

To Map 8

To Map 7

To Map 7

34
Maps

9 CATACOMBS (OR GIANT SPIDER'S LAIR) 10 UPPER UNDERGROUND GRAVEYARD


To Map 12

To Map 4

To Map 5

To Map 9
To Map 11

Lee Maynor
Save Point

Giant
Spider

To Map 10 Mista Fopa’s


Room

To Map 13

11 LOWER UNDERGROUND GRAVEYARD 12 ICON OF HEALING Icon of


Healing

Hidden Entrance
to Map 12

Drop From
Map 10
Mista
Light
To Map 10 Crystal

To Map 5
Poison
To Map 10 To Map 11 Spring

To Map 5

35

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13 THE ANCIENT CITY EXTERIOR 14 THE ARMORY


Hidden
Hidden Door Door
Symbol of Passage
To Map 14
Hidden To Map 19
Panel
Switch Switch

Switch Switch
Engineer’s Room
To Map 15 (top floor)

To Map 15

To Map 15
Switch

Dog

To Map 13

To Map 13

15 THE ANCIENT CITY LEVEL 3, WEST 16 THE ANCIENT CITY


LEVEL 3, CENTRAL TOWER
To Map 20
To Map 13 Symbol of Passage To Map 17
Ramirez To Map 17
Keystone Save Point
To Map 16
To Map 13
To Map 16

To Map 13 To Map 16
Earth Crystal To Map 15
To Map 19

To Map 16
To Map 15

To Map 15

To Map 15

To Map 32 Save Point (Top of Tower)


Symbol of Passage (Top of Tower)
To Map 32 Chad (Top of Tower)
To Map 24

36
Maps

17 THE ANCIENT CITY, LEVEL 3, NORTH 18 NORTH CLIFFS


To Map 18 To Map 18

Kyle Campbell
Expedition
Key
To Map 41

Hidden
Door

To Map 16 To Map 16 To Map 16

To Map 17 To Map 17

To Map 40

19 THE ANCIENT CITY, LEVEL 3, EAST 20 THE ANCIENT CITY, LEVEL 3,


EAST CATACOMBS
To Map 20

To Map 16
To Map 20
Dark Crystal

To Map 16

To Map 19

To Map 35 To Map 21

To Map 35

To Map 35
Save Point
To Map 19

To Map 27 37

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21 THE HOLY FOREST 22 THE HEART OF THE FOREST


Earth Crystal

To Map 20

Aeaine To Map 21
Save Point
Healing
Spring

Symbol of
Passage
To Map 23

Forest Golem

Forest Dew

To Map 22

23 THE KING'S THRONE, UPPER 24 THE KING'S THRONE, LOWER


To Map 21

To Map 23

To Map 25

To Map 24

Light Crystal
To Map 58 To Map 16
King’s Key

To Map 25
To Map 57

To Map 57
Ancient King
Light Crystal

Trap

38
Maps

25 THE KING'S THRONE, ALCOVES 26 THE UNDERGROUND CANAL

To Map 24

Light Crystal

Drop from Map 2

To Map 24

Water Crystal

To Map 5

27 SOUTH CLIFFS 28 THE EARTH FOLKS' VILLAGE


To Map 32

To Map 27 To Map 27
To Map 19
Hidden
Door
Hidden
Panel

Hidden
Door

To Map 29

To Map 29
Hidden Door

To Map 28 Harmurah’s
To Map 28 Smithy
Save Point

Earth Folks’ Key

39

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29 THE FORGE 30 THE CAVERN OF LAVA


To Map 27

Hidden Panels

Save Point
To Map 29

Hidden
Panel Earth King
To Map 31
Fire Crystal

To Map 30 Harmurah

To Map 28

31 THE FIRE LORD'S DOMAIN 32 THE ANCIENT CITY, LEVEL 3,


SOUTH
To Map 30 To Map 36
To Map 35
To Map 16

Fire To Map 33
Genie

Altar of
Fire

To Map 27 Shane’s
Room

To Map 34

Fire
Lord

Fire
Crystal

40
Maps

33 THE ANCIENT CITY, LEVEL 3, 34 THE ANCIENT CITY, LEVEL 3,


SOUTH, WIDDA AREA 2 SOUTH, WIDDA AREA

To Map 32
To Map 32 Wind To Map 32
Crystal

Hidden Door

35 THE ANCIENT CITY, LEVEL 3,


SOUTH, CRAFTSMAN'S ROOM
Blocked
Door
Earth Folk’s
Map

36 THE ANCIENT CITY, LEVEL 2,


SOUTH
Craftsman’s Room

To Map 37

To Map 32
Wind Crystal
To Map 19

Save Point
To Map 19
To Map 32
Hidden Doors

Light Crystal
To Map 19
Belric

41

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37 THE ANCIENT CITY, LEVEL 2, 38 THE ANCIENT CITY, LEVEL 2,


CENTRAL TOWER WEST
To Map 40
To Map 40 Zastari’s Map

To Map 39

To Map 38 To Map 53

To Map 37

Giant Beetle
To Map 16

JaMarc
Secret Door

To Map 36

39 THE ANCIENT CITY, LEVEL 2, WEST,


SORCERER'S AREA

40 THE ANCIENT CITY, LEVEL 2,


NORTH
Engineer’s Key
Master Fadin To Map 18
Save Point

To Map 38

To Map 38

Dark Sorcerer To Map 50

To Map 37
To Map 37 To Map 37

Talisman of Water

42
Hidden Door
Maps

41 CLIFF PASSAGE 42 OCEAN SHORE


To Map 43

To Map 42

To Map 44 To Map 42

Fort
Icon of Fire To Map 42
Lyle
John To Map 44
Joshua
To Map 42 Lighthouse

To Map 45
Widda’s
Map Save Point

To Map 41
To Map 41

To Map 18

43 THE OCEAN FORTRESS 44 SEABED CAVE

Paul

To Map 42

Dark Crystal

Water
Crystal

To Map 41

To Map 42

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45 THE QUEEN'S PALACE 46 THE QUEEN'S PALACE,


To Map 46
CATACOMBS

To Map 46

Akryal To Map 41

To Map 45

To Map 47
To Map 45

To Map 46

To Map 47

Hidden
Door To Map 45

47 THE WIDDA QUEEN'S LAIR 48 THE EGG MINES


To Map 49

Widda Queen To Map 47

Wind
To Map 45 Crystal

Drop From
Map 45

Widda Key

Septiego Oagh

To Map 49

To Map 48
To Map 50
44
Maps

49 THE SNAKE DENS 50 THE ANCIENT CITY, LEVEL 1,


Egg
WEST

To Map 40

To Map 48 To Map 48

To Map 48

Earth
Crystal

To Map 48

To Map 48

To Map 52
Egg
To Map 51

Switch

51 THE RUINS OF THE DARK FOLK 52 THE ANCIENT CITY, LEVEL 1,


CENTRAL TOWER
To Map 50
Water Crystal

Ancient Key

To Map 53
To Map 50

Dark Crystal

Healing Spring
Save Point

To Map 59
45

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53 THE ANCIENT CITY, LEVEL 1 54 THE MANSION OF HOWLING


AND 2, EAST WINDS, EXTERIOR
Wind Crystal
To Map 56 (first floor)
To Map 52 (second floor)

Zastari’s Key (first floor)


Chad (first floor)

To Map 37 Fire Crystal

To Map 55
To Map 54
To Map 53

To Map 55

To Map 54

56 THE TREASURY
Ring of Wisdom

55 THE MANSION OF HOWLING Hidden Door

WINDS, INTERIOR

Switch
To Map 54 Hidden Door
Serrak

King’s Map

To Map 54

Icon of Water
To Map 53 Hidden Door Earth Crystal

46 Serrak’s Key
Maps

57 THE PASSAGE OF LIGHT 58 THE SANCTUARY OF LIGHT


To Map 23

To Map 23
Sentinel

Sentinel

To Map 23

Altar ofLight
Sentinel

59 THE GUARDIAN'S ROOM 60 THE OLD BATTLEFIELD

To Map 60 Save Point


To Map 59
Water Crystal

To Map 61
Jail Key

To Map 52 To Map 62

Dark Crystal

47

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Prima’s Official Strategy Guide

61 THE UNDERGROUND JAIL 62 THE DARK SANCTUARY


To Map 60

Dark Crystal Dark Succubus

To Map 60

Dark Knight

To Map 60

Alter of Darkness

To Map 60

63 THE DARK REALITY, ENTRANCE 64 THE DARK REALITY,


To Map 64 CONCLUSION

Final Boss

To Map 63

Start
48
The Walkthrough

The Walkthrough
Starting Out
The
◆ icons on the screens in this chapter refer, by number, to the Maps starting on page 33.
64

◆ 1
The grayish
ground to the
◆ 2

right is
dangerous. If
you step on it,

Starting Out
you’ll fall into a
lava pit.
Walk forward from your Walk through the doors On the other side of the
starting position. Grab
the herb resting on the
Caution! on your left. Follow the
stairs and hallway to the
second door, you see a
man sitting. Talk to him.
ground in front of you. next door. Go through it. This is Cecile Yeala.

Tip
There is a
save icon in
this room.

When you are done Walk into the main area. In the chest in front of
talking with Cecile, grab Go to the doorway across you, you find some
the club next to him. It’s from you and head leather gloves. Equip
a low level weapon, but through it. Avoid the them. Like the club,
it’s a start. Maneaters for now. they’re not the best, but
they’re a start.

Go back out the door and There’s a wooden plank Go back up the plank As you step toward the
head left. Go up the stairs to your left. Walk across and head left again. helm, the wall collapses.
in front of you. At the top it and open the chest on When you see a helm on If you’re quick, you can
of the stairs, go left along the other side. You find the wall ahead of you, run back and avoid
the battlements. an herbal liquid. step carefully. taking damage in the fall. 49

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Prima’s Official Strategy Guide

Return along the With the equipment you When you are done with At the end of the path is
battlements to the have now, you can take the Maneaters, follow the an old man named
ground. Follow the wall on the Maneaters. Start path next to the entrance Duhrin. Talk to him and
on the right to find the killing them off and to this building. grab the herb on the
helm that fell off the collecting the gold. ground near the broken
wall. Grab it and equip it. bridge.

◆5
◆1

As you return to the Enter the building and Most of the shopkeeper’s Walk out of the store and
ruined village, finish off follow the stairs down to the items are too expensive back past Cecile. Return
the rest of the Maneaters. door at the bottom. Beyond for you right now. If to your starting position
You should go up a level the door is a shop. There are you’re having trouble and go left.
in experience. 80 gold pieces in the chest in combat, buy some
in the back corner. extra herbs.

◆3

As you walk forward, you As you enter the open At the end of the path, When you are done with
see Beetles in the area ahead of you, take you find a small Lynn, go inside the house
distance. You can easily the first right and follow homestead. Talk to Lynn, and talk to her mother,
handle them. it to the end. Grab the the girl standing outside. Sharyl.
antidote as you follow
the path.
There’s a wooden shield
on a stool. Take and
equip it.
◆1 Return down the path
and finish off the
Beetles.

50

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The Walkthrough

◆4

Go through the tunnel At the fork, bear to When the tunnel opens, After the Beetles are dead,
directly across from you. the right. there are plenty more check out the rightmost
Don’t be surprised if Beetles to fight. exit. There are two chests
there are more Beetles inside. You find a short
inside. sword in one and 100 gold
in the other.

◆ 1
◆4

Starting Out
Down the left tunnel, Go back down the tunnel Open the doors and There are two doorways
you find a skeleton and a to the palace entrance, enter the palace. Walk on your right. Go to the
leather vest. Get the vest where you first fought the toward the misty pedestal rightmost door.
and put it on. Beetles. Don’t be in front of you.
surprised if there are
more of them.

◆5

Inside, there is a Green Head back toward the At the top of the stairs, Return to where you
Slime and two chests. entrance, but go left at the you find Chad. Talk to started your quest. You
You find wooden shoes door to the spiral staircase. him. Like Sharyl, he must get back to the shop
and a mushroom inside Take it to the top. wants a Rock of Life. near the ruined village.
the chests.

Talk to the shopkeeper. Duhrin left out the back


He tells you that he sold exit. Equip your club and
his map to an old man, get ready for battle.
Duhrin. Leave through the
passage near the
shopkeeper.
51

primagames.com
The Walkthrough

◆5
Tip ◆3

The morning star


is excellent for
destroying the
barrels. There’s
an herb in one
Return down the long of the barrels Return to the shopkeeper. Sell Return to the area with
tunnel and head back as well. the leather helm, leather vest, the sick woman, Sharyl.
toward the shopkeeper. On and wooden club. If you found Behind the house, there
the way, destroy a few of these a forest shield (Reapers often is a cleft in the rocks.
barrels to get to the chest. You drop one), sell back your Descend and kill the
find an iron helmet. other shield as well. Beetles.

◆ 1

Starting Out
You find a lot of antidote Go back outside and Go right when you enter Go down the left passage
here. Get all of it because check around the house. the open area within the when you are ready.
you need it where you’re Smash the barrels, then palace. There are two You’re entering the mine
going. return to the palace. tunnels to the right. The area, which is filled with
rightmost tunnel has a Poison Slimes.
save position at the end.

◆7

After the Slimes are This passage dead-ends a Go back to the main On the far side of the log,
dead, take the left few feet down. A Green passage and proceed left. there is a sign. Go right
passage. Go left again Slime is here, as well as a Skip the tunnel to the here and get your weapon
when you have the healing pool. Stand in right for now. You come ready.
chance. the pool and use the to a log suspended over a
action button to regain chasm. Cross it.

Note
some health.
◆ 8 There are two Living
Dead in this passage. Kill
both and get the pickax
You may be attacked by a Blood from one of them. Smash
Bat on the log. Don’t the barrels in the room.
worry—they don’t hit
too hard. 53

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Prima’s Official Strategy Guide

◆7

Continue down the The sign on the other side On the other side of the Go left at the fork. Past
passage ahead of you. It of the room says “Do Not barrier are some Blood the next group of Blood
opens into a cave with a Enter.” Knock the sign down Bats. Fight your way Bats, you find more
few more Living Dead. and keep going. When you through them. antidote and some arm
get to the barrier, knock it guards.
down as well.

◆8

Go back and head left to Instead, go right and Past the Poison Slimes, While you are waiting,
the next barricade. Smash walk past the healing you find an elevator. Flip smash the barrels. When
through it. Don’t go left pool again. Go back the switch to call the the elevator arrives,
again, or you return to the across the log, and this elevator to your level. stand on it to drop to the
entrance to the mines. time, go left at the sign. lower level.

You must move


quickly on the
planks. If you
stand still,
they sink.
You’re then
dropped into
On the floor below, you Planks lead to four areas the poisoned Go to the leftmost plank
see some Living Dead here. Start with the muck. next. You find the body of a
walking around in a poison rightmost plank. Run miner, the father of the girl
pool. If you are patient, a
few come out to attack.
across to the small alcove.
There is an Earth Stone in
Caution! you spoke with earlier.
There is a Rock of Life next
the bucket. to him.

Tip Iftoyou ◆
can get
the second Walk up the 7 Go forward. To
alcove from the left, plank to the the right,
there is another Earth right until growing on the
you’re above body of a fallen
Stone. However, it is
the corpse. miner, is a Stool.
usually guarded by a
Drop to the Kill it and get
Living Dead who won’t
54 ground below. the mushrooms.
leave, which makes it
too tough to grab.
The Walkthrough

◆ 3

There are three corridors to The central passage At the top of the ladder, Return to Sharyl’s house. Go
examine here. The one on contains a ladder back to walk forward and go left back to the area behind the
the left from where you en- the top level of the mine. when the tunnel splits. The house with the red Beetles.
tered has a miner at the end. If you are low on antidote, first fork to the right leads to The Beetles have returned,
Get the Earth Stone from climb up. the healing pool; the second and many of the antidote
the ground next to him. right leads back outside. plants have grown back.

Starting Out
While you are here, return Go back outside and talk Go to the boarded-up house Go through the non-
to the interior of the house to the girl. She rewards and smash your way in. In boarded door in the house
and give the Rock of Life you by giving you a Fire the chest inside, you find a to the backyard. There is a
to Sharyl. crystal. Use it to gain mushroom. Break through Reaper here. Kill it and
your first spell. the other boarded-up door receive the Clarity


and smash the barrels here. Bracelet.
7
Tip
If you feel you still
need more
antidote, return to
the shop and buy it
before you head
Return to the mines and go back to the mines. Smash through the Go down the right fork,
back to the ladder. To get barricade and pick your way then go right again. There
there, go left inside, past the through the Poison Slimes. is a huge Slime here. Kill
healing pool, then take the You get repeatedly poisoned it to get another Rock
first right. Out in the large here because the actual area of Life.
area below, go left. is poisonous, so be ready


with the antidote.
Go back to the ladder 4 Head back into the
and return to the area palace, which is right in
outside the mines. front of you. Go up the
stairs and trade the
second Rock of Life to
Chad for the crystal vial.
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Prima’s Official Strategy Guide

The Huge Spider


◆4
◆9

Leave Chad and return to Kill the Spider, then use Go through the door Advance using Fireball to
the ground. Walk toward your new Fireball spell to and down the stairs. At burn through the webs.
the misty altar, but bear burn the webs off the door. the bottom, you see There are plenty of
right and walk straight more webs. Spiders to smash along
ahead into the small the way.
room with the Spider.

One last Spider


drops from the
ceiling as you
near the end
of this
passage.
Once you are through You are in a large square Across from the save
Caution! the Spiders, open the
door at the end of the
chamber with a smaller
square room at its center.
position, you find
another door. Go in and
corridor. Go right to the door to talk to the soldier here.
find a save position.

The soldier is Lee. He Leave Lee and go to the Return to the room with When Lee falls, he drops
tells you a terrible story door into the central Lee. He is standing and the key to the central
when you talk to him. room. It is locked. attacks you. room. Get it, but don’t
use it yet.

Tip
If you check the door before you see Lee,
he’ll give you the key without you having
56 to fight him.
The Walkthrough


10

Walk down the corridor Check out the two side Open the gate ahead of At the far end of this
from the door to the chambers inside. Each has you and walk down the chamber, there is a
central room. Go through a chest. In one you find a stairs into the large area. Skeleton Archer. Move
the door on the right. forest root, in the other up carefully and destroy it.
you find a mushroom.

The Huge Spider


11

There are cells in the Leave the area with the Examine the pile of Go back outside and take
room beyond the Archer. cells and go to the door bones in the corner to the staircase down. In one
There’s a Skeleton in one on the right. There is a find an herb. When you alcove behind the stairs,
of them and a gaping Skeleton Archer at the do, two Skeletons appear you find an herbal liquid.
hole in another. back of the room. and attack. In the other, there is a
Skeleton.

◆5

Enter the room with the Bash the Skeleton at the Go down the stairs all At the top of the short
Stools and fight your way top of the stairs and the way to the bottom in staircase, there is a pile of
through them to the continue down the the next area. Fight the bones and a release rock.
stairs at the back. corridor. Skeletons. Get this rock.

Tip ◆
10 Return to the cells above
you. Open the door to
the cell with the gaping
If you open the gate and go right, you’ll be hole. Drop through to
back at the shopkeeper’s. If you need items, the shelf below.
this is a great time to get them.
57

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The Walkthrough

◆9
Tip
The crystal is just
outside the door
to the last save
position you used.
Save your game.
Return to Mista and find Leave this area. Go back to Now it’s time to use the
the hole in the wall near where you fought with Lee. key you got from Lee.
where you killed the The crystal you released Return to the door near
Spider. Cast a Fireball from the webs is on the where you fought him,
through the hole to destroy floor. Use it to learn the and use the key.
the webs and drop the Divine Light spell.
crystal to the ground below.

The Stone Guardians


Inside, hanging from the Use Fireball spells. If you When the Spider dies, it Place the Icon of Healing
ceiling, is a massive get close enough to strike drops a Water crystal. on the shrine where the
Spider. It attacks with the Spider, it will rip you Grab it to learn the Spider was.
webs, which hurt a little, apart with its claws. Purity spell, which
slow you down, and make neutralizes poison.
it tough to see.

The Stone Guardians


◆9

13
Don’t go
straight. Four
arrow traps
slaughter
you if you
head for
door.
From the Spider’s lair, Continue down the The door opens into a
walk straight until you see hallway. Kill a Spider and huge room. Walk in and
a door on your left. Go
inside. Mista warns you
an Expedition Soldier,
and proceed to the door
go left. Caution!
about the Ancient City. beyond. 59

primagames.com
The Walkthrough

Tip
Check the wall
across from the
Skeleton barrel.
There is a pair
of knight
Go down the stairs and Go straight. When you greaves in a Walk out of the room
out the door. Turn left find the door on your right small alcove. and fight the Expedition
and walk forward. You’re at the far end, go in. The Soldier in front of you.
in the large room where first two barrels in this Destroy him and get the
you started in this area. room contain herbs, while arrows off the floor as you
the third holds a Skeleton. walk forward.

The Stone Guardians


Head forward to the wall, Quickly grab the Binding Turn and run. You must Go to the door that was
then go left. Look left to Crown. This awakens the get out of this room guarded by the arrow
find the Binding Crown Stone Guardian in the before the Stone traps. On the other side,
on one of the pedestals. nearby alcove. Guardian blocks your kill an Expedition
path. Run to the large Archer.
central room.


15

13

Kill the four Skeletons in Of the four side rooms here, In the room across from When you are done, go to
the next room. In the only the one in the back the area containing the the door between the
front-right corner, get the right is important. Follow the breastplate, there are two torches in the
knight sword from tunnel from this room. Kill gauntlets. The room next previous area.
the statue. the Skeletons and get the to this one holds two
iron breastplate and more Skeletons.
the herbs.


15 When you open the door,
an Expedition Archer
fires at you from the
Place the Binding Crown
on the pedestal. This
sends the Stone Guardian
balcony above. Run down to its resting place.
the stairs and to the right.
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Note ◆ 13

There is a save
position beyond the
door near
these
stairs.
Follow the hall where the Cross the bridge at the top From where the Archer
Stone Guardian walked. of the stairs and look left was, cross the bridge and
Go left and head up the in the next small room. go up the short staircase.
stairs. The Archer who attacked Open the door and follow
you earlier is here. Kill the ledge to the room at
him. In the box near him the end. The Forest
is a suit of chain mail. Carver is in the chest.


15

16
◆15

Return to the last save Follow the next hall to Take the first passage Go into the previous
position past the Stone the door at the end and left and open the door room and through the
Guardians. Go through walk through. Go left. at the end. Four door on the left. Inside,
the large double door. Expedition Soldiers wait talk to Ramirez. He gives
inside for you. you a bow. You can also
buy and sell items here.

Tip The pair of barrels


near Ramirez is
Make sure you trapped. If you
have at least strike them, they
20 arrows explode, killing
before you you. Leave
leave them alone.
Go back to where you Ramirez. Equip the bow and launch
placed the Binding
Crown. Get it to release
Caution! arrows into the Stone
Guardian. Aim for its head
the Stone Guardian, and fire until it drops.
then proceed up to the
Get the Binding Crown
stairs. The Stone
from the other side and
Guardian can’t follow
deal with the second
you here.
Stone Guardian the same
way. Check out the
alcoves where the Stone
Guardians were to find an
Earth crystal and the
62 Keystone.
The Walkthrough

The Forest Golem and the Priest’s Key



15
The flying
creatures in
the huge
room are
Dark
Birds.
They
Go to Ramirez. Stock up Leave Ramirez and go right. launch When the Archers are dead,
on anything you need. Pass the entrance to this fireballs collect the arrows from the
Mushrooms, herbs, and area and take the second at you. floor and the herbal liquid
herbal liquids should top passage on the right. Go from the chest. Through the

The Forest Golem and


your list. through the door at the end
to the room containing two
Caution! windows, you can see an
Expedition Soldier in the

the Priest’s Key


Expedition Archers. next room.


17
Note
The other door here
leads to a small
room with a box.
Inside the box
is antidote.
Leave this room and head The next room is filled The hallway beyond is
back to the open area. Go with Stools and Green filled with Stools at the
left and take the next pas- Slime. Hack your way far end. Take the left
sage to reach the room with through to the door at passage to the door and
the Expedition Soldier, the far end. go through.
then go left past Ramirez to
the next passage.

There is an Expedition In the area where the In the other half of the Return to the hallway
Archer to your left as you Archer was, check the room, the door to your left containing the Stools
enter. Take care of him, right wall for a secret has an empty chest behind and hack your way
then handle the Slimes door. Inside is a chest it. The door to your right through to the door at
and Soldier. with scale mail. has more Stools. Kill them the back.
and get the magic crystal
they are guarding. 63

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The Walkthrough

◆ 20

At the top of the stairs You now have a bunch of The catacombs are filled There are interesting
are four Earth possible paths. Take the with Blood Bats, Spiders, things in the four
Elementals. These are stairs down to the right and Earth Elementals. catacomb rooms. Check
tough, but you must get of where you entered to everywhere and destroy all
through them. explore the catacombs. the boxes to find a war
helm, forest root, the Wind
Carver, and a Dark crystal.

The Forest Golem and


19

the Priest’s Key


Walk up the stairs to the While this room should This corridor ends in the Go to the hallway and
room above. The short be empty, there are many room with the blocked follow it to the end. Kill any
staircase to your left is Earth Elementals around. stairs. Collect the herbs remaining Earth Elementals
blocked. Take the Cautiously move into the from the planter on the in this room, then go
middle stairs of this hallway and bear left. right and get the Key- through the door across from
group of three. stone from the chest. where you entered.


20
Note ◆21

There is a bastard
sword behind the
pedestal.

This door leads into the Kill the Earth Elemental Go up the stairs until you
large, open room. Go up on the other side of the come to a door. Go
the huge staircase to your door. Follow the long through and to the door on
left. There is a door on staircase to the top, the other side of the pillar-
your left. through the clouds of lined hallway. Keep going
Blood Bats. until you reach the forest.

Follow the path to the


left until you reach the
Tip giant Forest Golem.
Use the save platform here.
65

primagames.com
The Walkthrough


23

24

25

Follow the hall inside until The room has a large Go through the door past Walk through the door
you see a door on your passage to the right and a the Living Statues, then opposite from where you
right. Inside is a chest with doorway to the left. Take through the next door. entered. Go through the
a crystal vial. Grab it, then the doorway and the There are two more short hall to the next
follow the halls and stairs stairs to the bottom. In Living Statues in this door and walk to the
until you come to a large, the next room are two room. You also find forest middle of the dark room.
open room. Living Statues. root, herbal liquid, and a Use Fireball on the
crusader shield. pedestal for some light.

The Forest Golem and



24
Tip

the Priest’s Key


Use your bow to
shoot and ring the
bell to quickly
destroy all the
skeletons.
One of the statues on the Leave this room the way You are in a large room.
ceiling holds a Light you entered, and go to Charge up the stairs to
crystal. Hit it with an where you fought the first your left and look on the
arrow or a Fireball to Living Statues. Go right ledge to find Holycrest, a
release it. This crystal to find a door and take sword that’s excellent
teaches you a new the stairs leading down. against undead. Run into
offensive spell, Flash. the room at the top of
the stairs.


16

Go to the back in this In one coffin is the Outside, you can either Beyond the next door is
room and open the Priest’s Key. In another is fight the Archers or run Chad, to whom you
coffins. Equip Holycrest the Earth Carver. through them. You must traded the Rock of Life.
because High Skeletons get to the door across Talk to him. You can buy
attack you. from where you first and sell items here.
entered.

67

primagames.com
The Walkthrough

Note
There is an herbal
liquid behind one of
the Living
Statues.

Three of these statues are Ignore the stairs on the On the other side of the
Living Statues. If you right for now. At the end door are Earth
bought a Hammer of of the hall, are two Elementals. Be ready.
Woe, use it. Living Statues guarding
a door.

Tip
The correct eye is
the third one on
the right as you

The Fire Genie


walk through
the room.
Walk left up the stairs The next room holds To stop the ceiling from
beyond the Elementals, eight pedestals with eyes dropping, find the eye that
and get the herbal liquid in them. If you walk doesn’t follow you as you
from the ledge as you go. through, the pressure plate walk past, and press it.
Enter the door at the top at the end of the room This closes all of the eyes.
of the stairs. causes the ceiling in the
room beyond to drop.

Note
The Living Statues
don’t become active
until you
open a
chest.
More traps are in the Leave this area. Go to These two areas also have
next room. The statues in where you fought the last trapped chests. Open
the corners belch flame Earth Elementals, and them and run backward
as you near them. To get check out the two doors on to avoid the poison gas.
a wand, trigger the flame the left. There is a Living You find a knight sword
and wait until it dies off. Statue behind each one. and antidote.


When it does, run in, get
the wand, and dash out. 1 You have a long walk ahead of you now. You need to
return to the ruined village where you started your
quest. When you pass the entrance to the palace, you
see the restored pool. Use it to heal.
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Prima’s Official Strategy Guide

◆2

26

In the village, there is a Drop through the well in Walk forward through Run forward until you see
chest you can now open. the middle of town. The the sewer. Go past the the Water Crystal, which
Inside is the Spider landing hurts, so heal Dragon Flies and walk contains Endure Fire.
Armband, which protects yourself. down the steps into the Grab it, then go straight.
against poison. water. Drop off the ledge and run
to the stairs ahead of you.

Tip ◆5

13

19

Heal yourself
while underwater
to avoid
drowning.

Walk out the door and go From here, return to The white symbol on the
straight to return to the Mista’s room in the palace. floor is the Symbol of
shop. Buy the Wind Continue down the hall by Passage. Stand on it and
crystal to learn Wind Mista’s room and into the use the green wand.
Cutter. area containing the arrow You’re transported to a
traps. Go left and open the new location.
first door on your left.


27

Leave the room. At the There is a large passage to Go through the door On the other side of the
end of the corridor, you your left and a small door- opposite where you bridge, grab the
face a couple of Fire way to the right. Take the entered. You’re in a huge, mushrooms, then enter
Elementals. doorway and follow the open area. Go up the the fissure in the rock
corridor to the end. In the stairs and cross the bridge wall.
next room is a Fire Elemen- to the far side.
tal and a number of barrels.


28 Follow the tunnel to the
end, killing the Beetles as
you go. Check the side
Check the next passage
to the right for an Earth
Stone. Go left and battle
passage for an Earth the Fire Elementals in
70 Stone. This tunnel opens the next area. Look for
into a round area filled an Earth Stone and
with more tunnels. forest fruit in this room.
The Walkthrough

Tip
The forest fruit is in

27
◆ 28

a secret panel in
the wall next to
the table.

Continue to the end of Go to the center, then left Check out the side
this chamber to find a to the next passage. Inside, passage that was to the
Slasher and a pair of take the left fork past the right when you entered
knight gloves. Fire Elemental and check this tunnel. There’s a
out the area in the back. Slasher at the top.
Look for more Earth Stones.

The Fire Genie


This tunnel ends at the cen- Check the back-right Go to the middle and turn Across from you is a
tral room on a high ledge. corner for a secret door. left. Fight the Beetles at the passage you skipped that
Drop to the lower ledge on Inside the chest is a top. Check the passages for is lined with torches. Go
the left. Drop to the middle knight plate. Earth Stones and get the toward it, then up the
again. Pass the ramp and go war hammer. Drop down by ramp to the left. In this
to the next passage. the war hammer to return to room is a Symbol of
the passage you took to this Passage and the sword
area. Walk to the middle. Frostbite.

Note
In addition to the
key, there are two
Earth Stones and a
forest fruit
here.
Go up the torch-lined At the end of the tunnel, When the Slashers are
tunnel. There are a few go left into the Earth dead, check the candles on
Slashers to handle. Folk graveyard. There are the gravestones. You find
many more Slashers here, several items. The most
so battle them. important one is the Earth
Folk key, on the gravestone
farthest from the entrance.
Walk to the central area Take the slope to the
and go through the round right and go inside. Drop
opening across and to the off the left ledge to the
right of where you are. tunnel below.
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The Forge is frozen,


and the mist makes
it difficult to see.
Move carefully
because it’s easy
to get lost. Also,
the Beetles in
Use the key to open the Across from the save posi- Return to the torch- this area have
chest and get the Earthen tion is a piece of wall that lined tunnel and go an icy breath
shield. In the back of the looks different from the rest right at the end. Go attack.
room is a save position. of the wall. Fire a spell into through the doorway to
it and explore the secret
area for several good items,
enter the Forge. Caution!
including the Earth Ring.

◆29
Tip
There is a Symbol of
Passage in this room.
If you are short on
supplies, use the red
wand to return to
Walk down the stairs and Go left past the door and At the top of the stairs is Chad and buy some
go to the door. Beyond ignore the short staircase an Ice Golem. Defeat items. Use the green
this door, go down the down. Walk forward, him, then walk through wand to return to
long staircase and walk bearing right, and take the arch on the right past the Earth Folk area
forward, fighting through the long staircase up past him. Go up the short and the Forge.
the Beetles. Ignore the the next set of Beetles. stairs to a save position.
door on the right.

Go through the arch and Follow the ledges in the On the far side is a door Turn around and walk
head straight through next rooms to the far to your left. Push it. This forward to the wall, then
another Ice Golem. Take side. In the middle room turns into a bridge that go right. Pass the door
the door on the right. is a dwarf frozen in a leads to where you on your left and bear left
Look left when the door block of ice. entered the Forge. to the stairs. Climb these
opens, and go through to the top. Turn left as
the door you see. Follow the path to the you go through the
next set of stairs. When doorway. Walk across
you leave the stairs, go the ice bridge to the
left through a Beetle. next door.
Continue to the door and
72 kill the Ice Golem
guarding it.
The Walkthrough


30

You are out of the Forge. Go forward and take the Retrace your steps to the Turn around and walk
Follow the cave tunnel to tunnel to the right. stairs. Go right. At the toward the entrance. Take
the right across the Follow it to the end, end is a chest on a small the first left and battle the
bridge. Climb the short slaying the Lava Lizards plateau. Inside is the Fire Lava Lizards here. Continue
staircase and kill the as you go. At the end is a Ring. Grab it and wear it. through the cavern, fighting
Lava Lizard. crescent ax. all enemies.

◆31

Big Battles
Follow the cave to the Here is the Fire Genie. The Larva that the Fire After the Fire Genie is
left. Don’t cross the He’s big, so use spells to Genie produces are an dead, the lava flows past
bridge. Instead, hug the whittle him down and additional danger. Don’t him to the Forge. This
left wall and follow the use a good Water-based go out of your way to melts the ice that was
catwalk to the end. weapon to kill him. kill them, but if they are there.
in front of you, take
them down.

Big Battles
◆31
Note ◆29

You aren’t far from


Ramirez. His price
on mushrooms is
better than
Your battle with the Fire At the top of the steps is Chad’s. The first thing you notice
Genie was a tough one, the Altar of ice. Use the as you re-enter the Forge
and you’ve got two more Symbol of Passage and is that visibility is better
coming up. Retrace your the Red wand. Buy some now. Return to where
steps, but cross the bridge items from Chad. Use the you re-entered the Forge,
to your left. Green wand and retrace and cross the long bridge
your path to the Forge. to the other side.

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The Walkthrough


28

Move to the Symbol of Pas- Talk to Harmurah. He He repairs your weapons While you wait for your
sage and use the Red wand. gives you the Craftsman’s and armor. Give him an repairs and upgrades, return
Take the Red Guide Stone Key. Earth Stone, and he’ll to the save position in this
and use the Green wand at improve your weapons. area. Place the Red Guide
the Symbol of Passage. Stone on the Marker. Now
Return to the Earth Folk you can easily return here
village. Harmurah is in the for repairs.
room where you found
Frostbite.


29

Big Battles
When Harmurah is done Take the door on the Follow the path you took Go down the stairs and
with your repairs, return right. Past the Beetles, the first time through this to the door in the next
to the Forge. The lava there is a Fire crystal. area (when it was frozen) room. Ahead of the door
level is down, so you can This teaches you the Fire to the save position. is a secret panel. Open it
explore everything. Don’t Wall spell. There’s a new door you to get the Flame Shield.
cross the bridge; go down can go through now that Equip this.
the stairs. the ice is gone.

Go to the previous room. Leave this area. Follow When you get to the Drop to the chest now
There is a sword the river of lava to where door that exits the Forge and open it. Inside is the
surrounded by lava. you got the kite shield. area, stop and look down Sacred plate, which is an
There’s no way to get it You’re heading back to in the gap at the center excellent suit of armor.
right now. the Altar of ice now. of the room. Drop to the
platform next to the
chest. This hurts.

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31

Head toward the Altar of There is only one path to Keep going forward until This guy is difficult to beat.
ice. Cross the bridge to follow here. When you you encounter the Fire Keep moving. Use a quick-
it, but follow the path get to this bridge, run Lord. hitting spell like Wind
that runs beneath it. across it because the Cutter to jab at him, and a
stones drop behind you. good Water-based weapon
like the Water Carver or
Frostbite to knock him back.

Tip
Check out the Fire

29
◆21

Lord’s altar when


he his dead. You’ll
gain a Fire crystal
and the spell
When the Fire Lord Flame Breath. Run to the Forge and If you need items, use the
drops, you collect the save your game. You’ve Blue wand next to
Fire Mail. This is an got more Fire protection Harmurah. This returns
outstanding suit of armor. now, so try for the Black you to where you talked
Scar sword in the room to Aeaine. From here,
beyond the save position. you can get to Chad.

◆29
◆27

Use the Red wand to Take the first right and Cross the long bridge There are two doors on
return to Harmurah’s area. cross the short bridge. ahead of you. It’s similar the opposite side of the
Go to the Forge. Walk There’s a mushroom to to the one you crossed to bridge. Check out the left
down the stairs and to the the left outside in the get to the Forge, but it door. In the chest
corner, then go left. open area. leads to a different area. protected by the statue
are cavalier greaves.


32 Check the other door.
Follow the path forward,
to a new part of the
Walk down the stairs.
As you enter the next
area, a Widda Archer to
Ancient City. your left closes the silver
gate. Go up the stairs in
76 front of you and follow
the path to the outside.
The Walkthrough


16
◆32

33

If you have a Keystone, After you drop off the At the bottom of the You have a couple of
use it on the bridge in ledge inside, you can’t go next set of stairs, you find options. Start with the door
front of you. Go left to backward. Fight the the Widda Archer who at the bottom of the stairs.
the stairs and follow Widda here and move closed the gate on you. Inside are a number of
them up to the door. forward. Kill him and open the barrels and boxes, a Widda,
silver gate. and two Widda Archers.

All of the small


barrels near
Tip
When you leave this
◆32

the Widda
room, go up the
Archers are
stairs to your left.
trapped.
Follow the catwalk
Caution! to the chest. It

Big Battles
In one of the barrels are a contains the Ring Leave this room and go to
Skeleton and a Wind of Wind. the right under the silver
crystal. The crystal gate. Head down the stairs
teaches you the Life under the wide arch. At
Shield spell, useful the bottom are a couple of
against Widda Archers. Wind Elementals.

◆34

Open the door near the Take the stairs up and go Follow the ledge by Go back down the stairs by
Wind Elementals. Beyond to the door. Behind it is Shane’s room over the Shane’s room and under the
are several more paths to Shane, a researcher. Talk crack. In the next room arch. Follow the curving
choose, but you must kill to him. There is a release are two High Skeletons hallway to the room at the
the Elementals first. rock on his bed. and an herbal liquid. end. The creature here is a
Malice, who drops with a

Note ◆ 32 couple of Flash spells.

Go down the curved hall


You can’t open the chest and through the door. Take
yet, but there’s another the stairs on the right to the
crystal vial in a niche next area.
near it.
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Tip
There is an

36

herbal liquid on
the table beyond
the door to the
right, before the
Go right and up the stairs, Head down the stairs and High Skeletons. Descend the stairs to the
killing a Wind Elemental. go straight. Fight the group Don’t go up the save position. Go
Open the small doors to of High Skeletons at the ladder yet. through the door. Beyond
release a horde of Beetles. bottom of the short stair- the next door is a huge
When they are dead, get case. In the back corner, area containing several
the cavalier helm. get the Dwarven Sword. hallways.

Take the first hall to the Go down the stairs to the Avoid the barrel because At the end of the
left and climb the stairs. door on your left. Use the it is trapped. Head up the catwalks, the wall is
Fight the Wind Elementals release rock to open it, and stairs through a few more broken. Edge forward and
and grab the herbal liquid fight the Wind Elementals Elementals. Follow the look down into the room.
from the chest. on the other side. catwalks at the top of the
stairs. There’s a side path
that leads to a chest
holding crusader greaves.

Drop into the room. Open one of the two Knock down the barricade Walk through the doorway
You’re attacked by a chests in the room to on the door and leave. and get the herbal liquid.
horde of Malices. Use find a Keystone. Get the Return to the room you Drop to the next ledge
Flash, and hack at them Light crystal to learn the accessed with the release and kill the Elementals.
with Holycrest. spell Retribution. rock and drop off the ledge There is a new kite shield
near the door. in the chest.

Avoid the small barrels This room contains a


and walk to the door. couple of Malices. In the
Kill the Skeletons on the alcove to the right is the
other side. Go up the secret door. Sitting on
78 stairs to the next door. the flaming statue is a
Wind crystal that
teaches you Ice Clad.
The Walkthrough

Note ◆37
◆38

Opposite this secret


door is another.
Behind it is a chest
containing the
Yellow
In the other section of the Leave the room and open Go left at the tower to
Guide
room is an ice pedestal. Hit the silver gate. This leads the next door. Walk in
Stone.
it with a spell, then kill the to the last save position. and ignore the path to the
Malice that appears. The Walk forward through the right for now. Follow the
skeleton in the ice holds doors and go right. This hall to the barracks area.
the Crystaline Blade. takes you to the central
tower of the Ancient City.

Tip
JaMarc has the
Yellow wand.
Because you

The Ocean Fort


have the Guide
Stone, buy the
Explore the barracks In the back left, behind In the back-right corner Yellow wand.
area, making sure you the barrels, check the floor. is a tunnel. Go in and
get the release rock from There is a secret panel that take the left fork to find
the ledge. There are a reveals a ladder. Climb JaMarc Neely, another
couple of Skeletons down and search the area merchant.
here; battle them. for the Power Bracelet.

Take the other fork The Beetle is tough, but it’s


through a couple of vulnerable to blunt
Beetles. At the end is the weapons. Wear the Earth
largest Beetle you’ve seen Ring to protect yourself from
yet. the falling stones, and attack
the Beetle. When it dies,
you gain an Earth crystal
and the spell Earth Leech.

The Ocean Fort



38 Leave this area and
return to where you
entered. Take the side
In the next hallway is a
number of stone faces
launching the fire
path toward the fire arrows. These are Fadins.
arrows being launched. Kill one, and it comes
Run through the volley back. Sneak to the door
and down the stairs to on the right.
the Living Armor. 79

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Prima’s Official Strategy Guide

Tip
You can stand between
Note ◆
39

the Fadins without being Going from left to


hit. Hack away at them. right, the first and fifth
You get 50 experience drawers contain traps.
points each time you kill The fourth contains a
one, and they keep The room contains five
release rock, Go past the Fadins to the
coming back. You can suits of Living Armor. Kill which you corridor and go to the
raise yourself a couple them, then investigate the need. right to the door. Past
of levels and increase drawers around the room. the next door, go right.
your physical strength. Two contain traps, but the The next room holds
others hold useful items. more Fadins.

Run into the room to the Leave and go around the Open the door. Inside is The Dark Sorcerer prevents
Fadin on the right against pillar in the center of the the Dark Sorcerer. you from casting spells by
the back wall. This is the room outside. Beyond the draining your magic power.
Master Fadin. Kill it, and next door are two Dark He also attacks with spears,
all of the Fadins here and Puppets. which shoot from the walls,
outside die. and arrows. He shoots you
into the air, and drops you
from the ceiling.

After the Dark Sorcerer Walk through the short Go to the hallway and get The shelf behind the spot
is dead, leave the room. corridor to the next door. the Binding Crown. This where the Stone
The door that was Beyond it, go into the room releases the Stone Guardian Guardian was standing
protected by a spell is across from you. Follow the here, but he can’t walk past holds the Water
now accessible. wall clockwise and read the the Binding Pedestal. Shoot Talisman.
graffiti. The next room over him with arrows or bolts
holds a Symbol of Passage. until he drops.

Keep going until you see Use your other release


the hole in the floor. Use rock at the top of the
one of your release rocks stairs. When the bridge
80 here, then go up the stairs. forms in front of you, cross
and walk to the door.
The Walkthrough

Tip
Go to where you
◆ 38

fought the Giant


Beetle to find an
Engineer’s Chest in
the barracks. It
Below you are Stone Go downstairs into the contains a Go to where the Fadins
Guardians. Use two of Stone Guardians’ room. Keystone. were launching fire
your Binding Crowns on Get the Engineer’s Key arrows onto the catwalk.
the Binding Pedestals to from the back chest. Go to the end of the
make them leave. While The Stone Guardians catwalk and out the door
they go, get the mammoth won’t attack. at the end.
shield and a Widda needle.


40
Note
There is an Earth
Stone in the
back-right
corner.

The Ocean Fort


Go down the long The upper door on the right Return to the last room
corridor to the next door. leads back to the central and go down the stairs.
Fight the Widda on the tower. Go to the right outside The door ahead of you
other side. You’ve got to the next door. Inside are a leads to a dead end, but
four doors here, three of number of barrels. They’re all the door behind you
which you can explore. empty, but there’s a power leads to a save position.
seed in the chest in the back.


37
◆ 40 The door is a
trap. If you
walk
through,
you will
fall, taking
damage.
Go up the stairs by the Look left. Run over the Take the door ahead and to
save position and through
the next door. This room
short gap here. Next to the
skeleton on the ground is
the right. It ends in a door
protected by exploding barrels.
Caution!
has a chest you can’t open Zastari’s Map. Get it and Hit them with a spell. The
and two doors. Check the run over the gap. barrel near the door holds

◆ Tip
door on the right first. It fool’s fruit. Return the way you
leads to a small ledge near 18 came past the save position.
the central tower. Break all of the
pots here. They
Go up the stairs to the
door on the other side.
contain useful
Beyond the next door is a items.
81
new area.

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Prima’s Official Strategy Guide


41

Cross the bridge and bear Follow the tunnel. It Walk down the watery Take the tunnel on your
left. Pick up the Widda widens into an area tunnel first. Fight the right. Walk forward until
arrows and bolts, and talk containing a couple of Aqua Lizard and get the a small fort appears in
to the soldier at the end of Widdas and a huge Ring of Water from the front of you. Drop and get
the path. Return to the staircase guarded by flame. skeleton. Go to the the tower shield from the
bridge and go through the flaming staircase. corpse, then go to the fort
large door near it. and enter it.

Talk to all three soldiers Leave the fort and go left When the ledge you are Go toward the fort and
inside. The rightmost into the tunnel. There is a on ends, you see two follow the Stool-lined
gives you the Icon of Fire. branch to the left that you Widdas. Kill them. tunnel. There are Water
can avoid for now. To fight One is carrying the Elementals at the end.
the Aqua Lizards, wade Widda Map.
through the water. Other-
wise, cross the bridge.

Tip
Make sure you

42
Note
are wearing the The Thieves
Water Talisman Necklace is on the
when you do this. ground outside the
back of
the light-
Take the left fork and drop Take the other fork to
into the water. Get the the lighthouse. Climb the house.
great helm and put it on. stairs inside to the top.

Place the Icon of Fire in


the slot at the top of the
lighthouse to light the

41 Go to where you got the
Widda Map. Drop to the
water and run past the
beach area. Aqua Lizards to the
beach outside.

82
The Walkthrough


42

Go to the right to the Follow the tunnel near the Go toward the lighthouse, The Icon of Fire in the
next save position. Save save position; it comes out following the beach, to lighthouse reveals the
the game here. near the lighthouse. There find a cave filled with bridge to the ocean fort.
are mushrooms on the cliff Aqua Lizards. At the back Run across the bridge.
face. Shoot them with is the sword Tsunami. There are Sea Fangs in
arrows and they drop. the water.


43

The Ocean Fort


Inside is a large room Climb the stairs and go Return to the central room. Turn around and head
containing Aqua Lizards. to the chest. It contains Go to the door that was the other way. When you
There are three doors on the Enchanted Armor. straight ahead when you see the chest, stop. The
this level: right, left, and Equip this. first entered. It’s to your left floor here is trapped. Run
straight ahead. Go left. now. Go to the right inside to the chest. The chest
and get the Blessed Bow holds the Widda Ring.
from the shelf.

If you are too slow,


you drop into the
water and are
surrounded by Sea
Fangs. Follow the
tunnel out to
return to the
ocean fort’s Run to the middle room. Fight the Zombie at the When you come around
entrance. The last door you haven’t top of the stairs. From his the corner, a Para Stool
gone through is the one on room, you can spot the hits you. There’s nothing
Caution! your left. Go up the stairs. Stools across from you out else in the area. Kill it.
The corridor next to the the window. Hit them
stairs leads to a room with a spell, then leave
containing an Aqua Lizard the room and go left.
and nothing else. Walk to the end of the
hall. There are arrows
When you turn the being fired down the hall.
corner, there’s another Use your Life Shield spell
Zombie to fight. and run toward the arrows.
Hug the right wall to 83
avoid them.
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Prima’s Official Strategy Guide

Don’t advance
too far because
there is
another Para
Stool around
the corner.

Let the Zombie come to Caution! Follow the corridor past Go past the arrows and
you. He gets damaged by the arrows to the chest at down the next corridor.
the arrows. Kill the Stools the end. Inside is the Look for a staircase leading
with a spell as well. Widda Necklace. up to your right. There’s a
Zombie at the top.

Note
The Blessed Arms
are on a shelf
next to this
Zombie.

Walk to the next door. Destroy the piece of Go up the short staircase
Inside is a chest with the broken wall across from and take a right in the
Widda Bracelet. Get it to the chest and drop into next corridor. Go to the
trigger a trap. You take the next corridor. Kill the end. There is a room
damage from a poison gas. Zombie here. containing a number
of chests.

Note Tip
This fourth chest You get a
holds a Dark mushroom, two
crystal with the herbal liquids, a
spell power seed, a
Eclipse. forest fruit, and
Open the chests, going Run around the next the Blessed Helm,
counterclockwise. After corner because this floor in addition to the
the third chest, run around is trapped. Open the new spell.
the corner. The floor here three chests on this side
is trapped and deposits you of the room.
at the entrance.
Leave, taking the long
staircase down. This
leads to the arrow trap.
Return to the fort’s
entrance and leave. Save
your game here.
84
The Walkthrough

Against The Widdas


◆42
Tip If you miss the
ledge, you
If you don’t have sink below
the Water the waves
Talisman on, and die.
equip it now. You
spend a lot of
From the ocean fort, walk time underwater
in the next area.
Walk to the far end of Caution!
up the beach. Go this area and look down.
through the first tunnel Drop to the ledge below
to where you found the you. This hurts.
mushrooms on the cliff.


44

Against The Widdas


Walk up the tunnel Paul Hutchison is Turn around and walk The underwater tunnel
behind you and into the standing in the back part away from Paul to the branches to the right and
cave. The creatures here of this cave. Talk to him. tunnel containing the straight ahead. Go to the
are Makaras. Fight them, He’s looking for some floating barrels. Destroy right under the floating
then go to the right. poison to protect his fish these to proceed. barrels. Walk to the back of
from the Makaras. this cave to find the Lucky
Pendant.

Tip ◆
37

Destroy the three


floating barrels;
one of them
drops the
Sacrificial Mask.
Examine the carved Go the way you came. You now have a lot of
statues. Behind one is a Take the stairs to the backtracking to do. The
Makara and a Water right underwater and closest Symbol of Passage
crystal containing the fight the Makara here. is in the Ancient City.
spell Vortex. Drop into the pool Use a Keystone to get to
below—this is where you the central tower.
found the great helm.

85

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Prima’s Official Strategy Guide


19

35
Tip
Use spells to kill
the Skeletons in
the room next to
Belric. Enter this
room later, and
Enter the central tower and Take the Green Guide Go left at the top of the the Skeletons stop
place the Yellow Guide Stone. Go out of this stairs and down the long you from climbing
Stone in the Marker. Climb room and left down the staircase ahead of you. At the ladder into
the stairs and unlock the stairs. Take the narrow the end of this path, talk to the room.
door, then go down and use staircase up before the Belric Psytar and get the
the Green wand. lava river. herbal liquid from the table.

◆28

19

16
◆19

Go to the Earth Folk area You are by the Forest Inside, go right and up the Go down the stairs in the
and talk to Harmurah. This Golem. Walk to the stairs to the Priest’s door. main room. The silver gate is
is a great opportunity to get entrance by the save Open it and get Earth- now open. Kill the Fire Ele-
your weapons and items position and continue binder from the chest. mental and continue down
repaired. Use the Blue wand down to the small doors. the stairs. You pass the lava
on the Symbol of Passage. Take the one on the right. river, but on the other side.


35

16

13

Go up the curved Follow the ledge and Go the way you came, Continue past the spot
staircase at the bottom climb down the ladder. past the silver gate and where you fought the
and enter the Craftsman’s You take damage from the out the door on the left. Stone Guardians. Go to
room. Destroy the barrels, flaming statue here, but it Walk around the central the right past the stairs
then go out the door left isn’t much. Open the tower to the opposite side. and right again past the
of where you entered. chest to find the Ice armor. Stop and talk to Ramirez. arrow traps’ location.

Climb the stairs at the


end and use the
Engineer’s Key on the

12 Go to Mista’s room, but go
left across from his door.
Walk to where you talked
last door at the top. In to him. Use a crystal vial
the chest are the Silvery on the water in this
86 Gloves. fountain. It’s poisonous;
gather it for Paul.
The Walkthrough

◆1
Tip ◆ 13

44

While you are


here, talk to the
shopkeeper. Buy
any herbal
liquids, mush-
Go to where you first entered rooms, and forest The closest Symbol of Talk to Paul. When you
this area, the entrance to the roots he has. Passage is near the give him the poison, he
palace. Use your other crystal Engineer’s room. Use the gives you the Fortune
vials here and fill them with Red wand to reclaim your Bracelet.
healing liquid. On your way, items from Harmurah,
put the Green Guide Stone then use the Yellow wand.
in the Marker near the Giant
Spider’s lair.


41
◆ 45

Against The Widdas


Return to the area with Watchers guard the Go down the corridor There are three exits from
the flaming staircase. interior of the fortress. ahead of you and fight this area. Go left first,
Wear all three pieces of Sneak up behind them and the Widdas at the end. ignoring the door to the
the Widda jewelry, and slash them so you don’t There are two Widda right by the Watcher for
the flames disappear. lose your magic power. Archers on ledges above now. Go up the stairs and
you. Get in a corner. kill the Widda Archer
and the Watcher. Snipe
at the Widda Archer
across from you.


46
◆ 45

Go down the stairs and There is a secret door Return to the pillared Go up the other stair-
through the door you behind the pots. The room and run across to case. If you haven’t killed
ignored. There’s a Widda right and center pots the door opposite you. this Widda Archer, kill
and some pots here. Kill inside contain Snakes, Past another Widda are him now. He drops an
the Widda and smash the while the left pot holds two staircases. Take the herbal liquid. There are
pots to find the champ- the Absorption Boots. left one, kill the Widda two forest roots and
ion helm. at the top, and claim the another herbal liquid
three herbal liquids. outside his room.
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Prima’s Official Strategy Guide


46

Return to the central room The door to your left Go through the door on There are arrows being
and go through the right- leads to a Symbol of the right. Mummies fired at the end of the next
hand door. There are two Passage. Ignore it. Take coming through the walls corridor. Put on your
Widdas in this room, and the door on the right. attack you. Kill them and Spider Armband and move
you have three choices for You enter a catacomb. As go through the door on from alcove to alcove. In
where to go next. you walk in, Mummies the left. the third alcove, be ready
come through the walls. for a surprise.

Tip
Collect the war
sword in the
Adept Mummy
room. It’s on one
of the ledges.
The floor in the third The room beyond holds Return to the hallway
alcove is a trap, which three Adept Mummies. containing the arrows.
drops you on a nest of Battle through them and Go to the end, avoiding
Scorpions. Fight your way go up the stairs. the third alcove. Go
through them and get the through the door here to
items here, particularly the Widda’s area.
the Blessed Shield.

◆45

In the alcove to the right Open the locked gate The gate to the left of In the next room, Snakes
are two Golden Statues. and talk to the guard on the guard is locked, but pour out of the walls.
Destroy them and claim the dais. He tells you to the door isn’t. Take the Move to the corridor.
the Queen’s Staff from the leave because the Queen door and walk down the
chest. Examine the chests is off limits. long, narrow staircase to
outside for some nice items. the bottom.
You have reached the lair When the Widdaconas
of the Widdaconas. You are dead, drop down the
must kill them. right one’s hole. You
take less damage from
88 the fall, and you can get
a forest fruit.
The Walkthrough

◆47 Go through the series of


arches. When you get to
the stairs, run. Four
At the bottom of the
ramp is the Widda
Queen’s lair. She’s
Adept Mummies break pleased to see you.
through the walls here.
Avoid them by running
through the room.

Run in and start When the


hacking at the
Widda Queen.
Tip Queen dies, she’ll
drop a Fire crystal
Don’t worry
Move to one of that teaches
about the
her sides where Immolate. Go to
Snakes she sum-
she can’t strike the chest in the
mons. When you
easily, and lay alcove she was
kill the Queen, guarding to get
into her with
your best weapon. they all die. the Widda Key.

Eggs and Keys


◆47
◆ 48
Tip

Eggs and Keys


If your major battles
in the Widda area
have left your
supplies low, use the
Green Guide Stone
Leave the Queen’s area. The body of Septiego the When you leave the room inside the room to
Pass the Adept Mummies’ Sword Master lies in the with Septeigo’s corpse, the right. Use the
area through the arches back of this room. Get his you find a door across Symbol of Passage
and take the door on the weapon, the Lawful Blade, from you. Go through the to return to a shop,
left. Follow this corridor to then leave this room. door and charge the then use the Green
the end. Use the Widda Widda Archer on the wand with a
key to open the door at stairs ahead of you. Symbol of Passage
the end of this path. to return here.

Drop onto the mine cart Jump off when the cart
and let it carry you to the stops and go through the
next area. doorway. Continue
forward to the cave.

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There’s a Widda Archer Open the small window to Leave the cave and climb Move through the
guarding a couple of the left of the door and talk the stairs. Kill the Widda doorway and kill the
mushrooms in the back. to the man here. He won’t Archer here and get on Widda Archer. Drop
The door here is barred, open the door because you the mine cart. Don’t down and take the mine
so find another way in. aren’t a Widda. Talk to him worry, it can cross the cart. You may have to
until you discover what he gap easily. wait for it to return.
really wants: a Widda egg.


49

Get off the cart when it Return to the track. Wait There are a couple of It isn’t long before you
stops. When it moves away, for the cart to pass from Dark Flowers in the cave. see some Widdas. Kill
go up the track to the small left to right, then follow Deal with them and follow them and move forward.
building and get off the track the track left. Go through the path ahead of you. Take the right path
to the right. Take the stairs the door at the end. ahead of you.
and smash the pot at the top
to receive a Wind crystal
with the spell Tornado.

Tip
On the ground
below is a fool’s
fruit in one of the
stone tubes. In
the poisonous
When you round the There’s also a Widda who Climb the stairs to the water, locate
corner, you see a group of charges as you approach Archer ledge and go Venomblade.
Widda Archers on a ledge. the stairs. right. Look through the
Handle them with spells. oval-shaped gap in the


wall. Shoot an arrow into
48 Walk around and get the the space across from you
egg. Go right to the to drop a strange egg to
nearest door. This leads the ground.
to a Scorpion-infested
area of the mine cart
90 tracks.
The Walkthrough

◆ 49

Walk to the end of this area Walk around the track Go left in the cave, then Walk back and go right.
and up the mine cart track and kill the Widda right. Kill the Widdas Through the gap in the
at the end. When you are Archer below you. Get and get the second floor, you can see four
partway across, the mine the forest fruit here, then strange egg from the Acid Crawlers guarding
cart at the other end starts climb the stairs and go stone tube. an Earth crystal. Hit them
moving. It hurts, but if you through the door. with spells, then drop
keep walking, it shouldn’t down and get the crystal.
knock you off the track.

48

41

Note
This crystal teaches
the spell Volcannon.

Walk out the tunnel and Enter the door and go left Return to the Widda
drop off the end onto the to the next door in the Queen’s area. Go up the

Eggs and Keys


track below. Run right cave. Wait for the mine stairs and unlock the
and follow the path to cart outside. It takes you gate. Go all the way back
where you fought the back to where you first to the small fort where
Scorpions. entered the mine cart area. you got the Icon of Fire.

Tip
Don’t forget to put
◆48
Tip
Collect the Green
on the Widda Guide Stone before
jewelry before you continue. Also,
you leave the use the Widda key
fortress. at the door next to
Give one of your strange Go back to the mine the guard in the
eggs to Lyle behind the carts. Return to the man Queen’s area. You
door. This prevents his guarding the door and find the venom
transformation into a give him the second egg. gloves inside.
Widda. He gives you a He opens the gate for you
crystal vial. so you can proceed.


50 Go inside and kill the
Widdas and Snakes. Go
up the stairs and check
◆ 48 You find a path to the
man you gave the egg to
and a pot. Smash the
the wall in the back pot to find Lord Myu’s
corner. Necklace.
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◆50
Tip
Go up the stairs
here, and come
to a gate. Open
the gate and
continue up to
Talk to the man here. Leave this area and go to reach the save Walk through the
You can buy wise man’s the graveyard. Deal with position in the cemetery to the stairs,
fruit, fool’s fruit, and a Skull floating over the Ancient City near fighting the Skeletons on
Widda arrows from him, graves. the Widda fortress. the way. At the top of
but you have to pay in the stairs, go right.
scales, claws, and bones.

Tip
On the back wall to
the right, there is a
secret panel.
Behind it is a chest
with the Dwarven
Drop off the ledge to the The chest at the center of pickax. You can’t Push the button to open the
floor below. You take the room holds a Widda’s open this panel until gate outside. This takes you
some damage, but not too bow, but when you open you have opened back to the exit from the
much. Go left and use it, slots on the walls open the chest with the egg mines. Return to the
the Widda key to open and start firing arrows. Get Widda bow. graveyard and go back to
the door. the bow and leave quickly. the stairs. Go left this time.


51

Fight the Skeleton and Go through the The corridor leads to Fight the Sol and climb
the Skulls. Check the last graveyard and down the the ruins of the Dark the stairs on the left.
gravestone for the Demon stairs at the end. Go right Folk. Get the forest fruit
Legs, then continue down when you have a choice, on the stairs in front of
the stairs. At the end of and take the door at the you and to the left. Find
the hall, press the button end of the corridor. the staircase on the left
on the back wall, then go and walk down it into
back to the graveyard. the water.
At the top of the stairs, Go straight through the
you find the Ancient key doorway in front of you.
near the small obelisk. Fight another Sol and climb
Get this and return to the stairs. There is a catwalk
92 the water. in front of you. Take it to
the small ruined structure.
The Walkthrough

◆50

52

Take the stairs to the right. Retrace your steps out of This takes you back to Walk around the tower until
Run past the Sols because the Dark Folk ruins. Go the central tower of the you find the side on the far
you don’t have a lot of right in the corridor Ancient City, this time at wall that has no door. Jump
time. On the other side of when you can and into the bottom. Drop into the into the water and walk
the sunken room, climb the shallow water. Go water and climb the stairs. forward down the tunnel.
the stairs to the top and get through the open gates to Claim the Water crystal.
the Dark crystal. It teaches the large door.
the spell Reckless Strength.

Tip
Go in the tower to
◆ 53

find a healing
pool, a Marker, a
save position, and
a Symbol of
Turn around and go back Passage. Climb the stairs inside. At the top of the stairs, you
through the tunnel. Go right, There is a Dark Archer are attacked by a Dark

Eggs and Keys


up the stairs. Walk around to on the stairs across from Soldier. Kill him and head
the bridge opposite the door you. Kill her quickly. up the next flight of stairs.
to the interior of the tower The door across from the
and cross it. stairs leads to a save position.

Tip
When the Giant Spiders are dead, find the
dragon flowers on two of the statues. Check
the wall near the central opening in the
floor to find a secret area. Climb down the
ladder and open the chest to find the
There are two more Dark Kill the Spider and enter the Guardian Bracelet. The middle torch around
Archers at the top of this room on the right. the opening in the floor holds a Fire crystal.
flight of stairs. Kill them Remember the Giant Spider
and go up the wide you fought at the beginning
staircase on your right. of the game? Here’s your


chance to see three of them.
54
Go back down the Skip the stairs for now.
staircase and straight Go through the door past
across to the opposite the Giant to reach the
stairs. Fight the Giant at swinging bridge. Cross it
the top. to the far side.
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Prima’s Official Strategy Guide


55

There are three club- Go through the door at Take the stairs on the Check around the room
wielding Giants on the the top of the stairs. Find right. Climb all the way to for dragon flowers. In the
far side of the bridge. the switch on the wooden the top to Serrak’s room. chest, you find the
Drop them all and walk beam and flip it to open Ancient Shield. Talk to
toward the large door. the gate. Go back to the Serrak, then go back
Don’t go through it, large door outside and down the stairs.
though. Take the stairs on head through it.
the left instead.

Tip
In the first door on
the right, you can
find another
dragon flower in
a poison water
Go through the gate. pool. It’s worth At the bottom of the When you go through the
There are two more club- getting poisoned stairs you run into door, the Giant Leader
swinging Giants here. to get this item. another Giant. Kill him smashes through the wall
You can’t get through the and open the door at the in front of you. He’s a
door on the right yet, so end. Fight the two Giants dangerous foe. Use spells
go left. here from the doorway. and keep your distance.


54

When the Giant Leader Go to the end of the Walk toward the front of Leave the house and
dies, get Serrak’s key. Go hallway and use Serrak’s this house. You can now head back toward the
up the stairs. key on the door. You open the door on your right. bridge. When you get
receive the Icon of Water. There are tons of items in to the bridge, go right
the back of this room. and get the dragon
flower. Look down.
There’s a ledge below
This area is inhabited by large Acid
you. Drop to it.
Crawlers. Kill them and check their caves
for items.
94
The Walkthrough

In the third cave, you


find a Wind crystal that
teaches the spell Freeze.
◆53 Continue to the end of the
path. Run over the gaps in the
floor to claim the guardian
You now have all of shield. Drop through one of
your Wind spells. the holes in the floor, and
you’re back to the save position
near the Dark Archers.

Final Preparations
◆53
Tip ◆ 56

There’s a secret
door on the wall
on the other side
of the skeleton.
Push the switch
Return to the stairs below here to shut off Around the corner, is In the room are a Greater
and take the door on your the spear traps. your old friend Chad. He Demon and a pair of
right. You come to a square looted the treasure room Dark Soldiers. Kill the
room containing a and has a number of Demon without alerting
skeleton slumped against a unique items for sale. the Soldiers.
pillar. Watch out for the When you are done with

Final Preparations
spear traps and get Zastari’s Chad, go through the
key from the bones. door next to him.

Tip
When you open a
chest, back away.
This allows you to
avoid traps.

Open the chests carefully; Go up the narrow stairs Look at the pillars below
many are trapped. When left of where you entered you. Drop onto the
you find gold, you find and open the chests here. leftmost one and destroy
10,000 at a time. None of these are the wall next to it. Follow
trapped. this corridor to the end
and destroy the Lava Faces.

Go to the main room Return to the ground


and through the door floor and go to the door
on the right. The chest across from you. Walk
at the end holds the around the pit to the
King’s Map. top. There are many
chests here Chad didn’t
inspect. 95

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Prima’s Official Strategy Guide

Tip
You pass three small doorways. There’s
a chest behind each, but when you
open the doors, you are pushed
toward a pit of acid. Move quickly to
One of these chests reveals Read the sign on the
open the chests and get the items
a switch that opens a secret back wall. It’s a code
before you are pushed away. panel when you press it. you’ll need soon.
Go in and get the Earth
crystal from the statue on
the right. You learn Meteor
Cascade from this crystal.

Tip
The order is: Earth
(front right), Water
(back left), Fire
(front left), Wind
Return to the ground Go through the large door (back right). In the chest behind the
floor and walk along the and up the stairs. There is a secret door, is the Ring of
right wall. Check it for a room containing four panels Wisdom.
secret door that leads to representing the four basic
the sword Triple Fang. elements. Press them in the
order they are on the sign you
read to open a secret panel.

Tip
If you press the
◆21
Tip
Place a Guide
buttons in the Stone in the
wrong order, you’ll Marker here to
be dropped into an make your return
acid pit containing easier.
a few High Leave the treasure room Open the four chests
Skeletons. There’s a and go to the central and get the Black Eyes
Symbol of Passage tower of the Ancient from inside. You have all
on the ceiling; use City. Use the Blue wand of the necessary keys to
it to get out. on the Symbol of Passage do this.
to go to the Holy Forest.


23 Walk down the stairs
next to the Forest
Golem. Turn right when
Open the door ahead
of you at the top of the
stairs. This leads to
you see the statues and the Ancient King’s
right again up the stairs throne room.
96 past the statues.
The Walkthrough

Go to the door across The Ancient King summons When the Ancient King Leave the throne room.
from the save position. hordes of High Skeletons to dies, he drops a Light You can’t open the door
Wear the Ring of defend him. Use your best crystal. Open the chest behind the throne yet, so
Wisdom to open this weapon and fight your way next to him to get the leave through the other
door. The Ancient King through them, hitting the Ancient Crown. door. Go through the first
is sitting on his throne. King when you can. door on your right outside.

◆57

Walk up the narrow Inside this room is a When the Sentinel is Go left down the stairs. At
staircase and loop around Sentinel. Hit him with dead, cross the room. In the bottom, turn right and
to the right at the top. spells, and avoid the the small alcove to your run to the wall. Turn right
Climb the next set of stairs glowing balls of light. right is the Ancient again and climb these

Final Preparations
to the door on your left. When they flare up, you Helm. Leave this room stairs, taking the door on
take damage. and return to the outside. the right at the top.


23

Inside is another Sentinel Drop off the ledge to the It’s another Sentinel Go down the stairs on
in a room like the last left outside and walk left room, but this one is the other side of the
Sentinel’s. Kill him the to the next staircase up. different. Turn left and room. Take a left and run
same way and claim the Go through the door at wait for the Sentinel to down the narrow stairs.
Ancient Gloves from the the top. appear. Fight him at close On the other side of the
alcove before leaving. range. Get the Ancient door at the bottom is a


Greaves before you leave. Light crystal.
Walk to the door on the 58 Don’t slip off the path.
left. Place the four Black Walk ahead until you
Eyes here to open this can go no farther.
portal. Walk through to
the Altar of Light.
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23

21
Note
If you left the
Yellow Guide
Stone in the
Marker on the
second level of
Place the Lawful Blade Leave the Altar of Light. In You must now return to
the central tower
on the altar. A flash of the room below, you receive the cemetery outside the
light changes it into the a message from beyond the Widda temple. The
in the Ancient
Moonlight Sword, an grave through the skeleton closest Symbol of Passage City, it’s no
incredible weapon. on the floor. Get the King’s is in the room where you problem to get
Key from his body and open got the four Black Eyes. back. Go here
the door in front of you. and walk past the

◆ ◆ ◆
place where you
50 53 52 killed the Fadins. If
you unlocked the
barred gate from
the graveyard,
drop down the
stairs and
you’re
In the small chamber next Return to the central tower Walk toward the central there.
to the Symbol of Passage, is and go to the treasure room tower, but don’t cross the
a pair of gloves surrounded area. Go to the top of the bridge. Walk right and
by magic. Use the stairs. Fight the Dark drop off the ledge into
Moonlight Sword to slice Archers and Giant, and get the water.
through the magic and you Lord Myu’s Greaves using
gain Lord Myu’s Gloves. the Moonlight Sword.

Tip
In the chest is a
High Skeleton
holding a fool’s
fruit. Fight him.

Walk forward toward the Destroy the shell around Go straight from the
corner. On the right wall, Lord Myu’s Helmet with secret door, turning left
before the corner, is a the Moonlight Sword and as you round the tower.
secret door. Open it and claim the Helmet. Turn Climb up the stairs.
go inside. Don’t worry around and walk out.
about the High Skeletons.
Go to the central tower.
Go left down the short
flight of stairs and cross the

59 Take the door on your
left and follow the stairs
down. At the bottom of
bridge to the next door. the stairs, use Serrak’s
98 key on the door to your
left. Open the chest to
find the Ancient Armor.
The Walkthrough

Continue to the end of Use the Icon of Water in Walk into the water and Walk out and go
the hallway. When you the hole on the central go right. Explore the first clockwise. In the next
open the door, Geneans pillar. This cleans the alcove to your left. As you alcove is the largest
appear. Cross the water outside. enter, there is an Genean you’ve seen. Kill
poisoned water. underwater passage. Swim him, and he drops a
through it and collect the Water crystal.

◆ ◆
Healing Bracelet.
60 61

Go out and continue Walk to the door you Walk through the door. There are Minions inside.
clockwise. Skip the next skipped and go through To your left is another Kill the ones you see, and
door. In front of the next it. Follow the stairs to the door. Open it with the take the left corridor

Final Preparations
alcove, get the Jail key door below. There is a Jail key and walk inside. down the short staircase.
from the water. huge ramp leading down.

The jail cell you pass is Go to the hallway and go Leave this cell and Walk through the doors
gnarled and broken. The left. Open the next cell continue forward. here and turn right inside
next cell is open and and kill the High Around the next corner, to find Lord Myu’s
contains High Skeletons. Skeleton. He drops a there’s a break in the Shield. Get it using the
Kill them and claim the dragon flower. outside wall. Moonlight Sword.
Chaos Shield.

Return to the entrance of Walk on the ledge.


the jail. From the door, There’s a secret door in
take the second left and the corner.
run across the bridge.

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Open the grate beyond Walk left on the ledge and Leave the cell and walk Don’t cross this bridge.
the secret door. A horde left through the opening through the opening on Go left through the
of Phagos scatters away— into a new corridor. The your right. Don’t cross opening and follow the
catch as many as you can. High Skeleton in the first the bridge. Instead, corridor to the door at
Claim the Dark crystal cell holds a forest fruit. In follow the ledge past the end.
on the floor, then return the second cell, knock the barricade to the
to the ledge. down the back wall to find next bridge.
the Violet Guide Stone.

◆60

Open the door. Behind it When the Dark Knight The switch dropped the Go forward, fighting the
is the Dark Knight; he’s a dies, he drops the Violet barriers in front of you. Skeletons as you go. On
tough customer. Use wand. Flip the switch on Walk down the corridor the hill ahead of you is a
Light spells to knock him the back wall and return to the door at the end. Greater Demon.
back, and attack with the to the entrance of the jail. Ahead of you is the Old
Moonlight Sword to keep Battlefield.
him off balance.

Kill the Demon. When Go down the hill. There’s Walk up the spine of the Halfway up, turn left and
he dies, he drops a Dark another Greater Demon giant skeleton on the run onto the small plateau.
crystal containing the to fight here. ground in front of you. Use the Moonlight Sword
last spell, Dark Matter. to claim Lord Myu’s Armor.
If you wish to go forward,
You should have the Green Guide
you may. If, you’d like to
stock up on supplies
Tip Stone in the central tower on the
before your final battle,
lowest level, close to the long ramp
go through the jail to the that leads to the jail and not far from Chad. Visit
Symbol of Passage Harmurah one last time and have him repair
100 your weapons and armor before the final push.
outside the entrance.
The Walkthrough

The Final Battles


◆60
◆62

Continue forward from When the tunnel opens, Avoid the shots of the When the Dark Succubus
the giant skeleton the Dark Succubus and Dark Archers. Hit the dies, the Dark Archers
through the graveyard. six Dark Archers face you. Succubus, and don’t fire disappear and the huge
Enter the dark tunnel at the Archers. doors at the end of this
and move forward. area open.

Note ◆63

After you perform


the next step,
there’s no turning
back.

Walk forward to the Place the Idol of Sorrow You arrive in a strange
Altar of Dark. on the Altar of Dark. A cave. The walls and floor
spell is invoked, and the are moving as if they
Idol is destroyed. This were alive.

The Final Battles


creates a change in the
world. You have entered
the Dark Reality.

Walk down the tunnel. Go left. The right tunnel At the next fork, go The third and final time
Watch out for the is a dead end. right. The left fork is the path splits, go in
Mutant Walls, Floors, and another dead end. either direction. Both lead
Ceilings that live here. to the same place, but the


64 Leave the cave. Walk
forward down the path
and keep your eyes open
right path is shorter.

Tip
for Lava Birds and Kill the Onyxes and Lava Birds when you
Onyxes. have to, but don’t spend too much time on 101
them. They come back after you kill them.

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Item Stats

Item Stats
Weapons
WEAPON

LENGTH

WATER
WEIGH

EARTH

NOTES
LIGHT
SLASH

WIND

DARK
STAB
FIRE
HIT

WOODEN CLUB 4.4 1.9 0 51 0 0 0 0 0 0 0 —


DARKWOOD CLUB 6.6 1.9 0 80 0 0 0 0 0 0 0 darkness enemies
PICKAX 4.4 4.2 0 0 20 0 0 0 0 0 0 —
DWARVEN PICKAX 6.6 4.2 0 50 110 0 0 0 0 0 0 —
SHORT SWORD 2.6 2.6 40 10 30 0 0 0 0 0 0 —
SHORT SWORD 2.6 2.6 41 10 30 0 0 0 0 0 0 —
FIERY SWORD 2.6 2.6 40 9 31 45 0 0 0 0 0 —
RAPIER 2.6 4.5 10 5 68 0 0 0 0 0 0 —
RAPIER 2.6 4.5 10 6 69 0 0 0 0 0 0 —
LETHAL RAPIER 2.6 4.5 6 6 138 0 0 0 0 0 0 —
LONG SWORD 6.1 4.2 60 40 45 0 0 0 0 0 0 —
LONG SWORD 6.1 4.2 61 38 44 0 0 0 0 0 0 —
EARTHBINDER 6.1 4.2 60 40 42 0 30 0 0 0 0 —
KNIGHT SWORD 6.3 4.4 45 24 36 0 0 0 0 0 0 —
KNIGHT SWORD 6.3 4.4 75 38 61 0 0 0 0 0 0 —
KNIGHT SWORD 6.3 4.4 76 40 59 0 0 0 0 0 0 —
HOLYCREST 6.3 4.4 76 39 62 0 0 0 0 0 0 has power to ward
off undead/double
damage against
undead
FROSTBITE 6.3 4.4 76 38 60 0 0 0 40 0 0 HP recover
FOREST CARVER 2.6 1.6 60 21 40 0 0 0 0 0 0 —
FIRE CARVER 2.6 1.6 55 20 41 60 0 0 0 0 0 —
EARTH CARVER 2.6 1.6 55 20 41 0 60 0 0 0 0 —
WIND CARVER 2.6 1.6 55 21 40 0 0 60 0 0 0 —
WATER CARVER 2.6 1.6 55 20 40 0 0 0 60 0 0 —
BROAD SWORD 7.7 4.2 155 80 4 0 0 0 0 0 0 —
BROAD SWORD 7.7 4.2 155 79 4 0 0 0 0 0 0 —
VENOMBLADE 7.7 4.2 154 77 10 0 0 0 0 0 0 poisons enemies
BASTARD SWORD 8.8 5.2 75 55 40 0 0 0 0 0 0 two-handed
BASTARD SWORD 8.8 5.2 75 54 42 0 0 0 0 0 0 two-handed
BATTLE SWORD 8.8 5.2 76 48 42 0 0 0 0 0 0 two-handed,
becomes stronger
with each swing
DWARVEN SWORD 4.4 5.2 75 56 39 0 0 0 0 0 0 two-handed
GREAT SWORD 9.9 5.4 101 80 32 0 0 0 0 0 0 two-handed
WAR SWORD 16 5.4 121 95 31 0 0 0 0 0 0 two-handed
BROKEN SWORD 1.7 1.9 10 0 0 0 0 0 0 0 0 two-handed
WINDSLAYER 2.8 4.5 135 0 0 0 0 80 0 0 0 two-handed
WAVECRASHER 3 4.5 135 40 72 0 0 50 0 50 0 two-handed
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WEAPON

LENGTH

WATER
WEIGH

EARTH

NOTES
LIGHT
SLASH

WIND

DARK
STAB
FIRE
HIT
SCORPION 6.1 5.4 150 42 71 0 0 0 0 0 0 two-handed,
poisons victim
and user
BLACK SCAR 4.4 4.2 75 53 55 40 0 0 0 0 0 two-handed
TSUNAMI 3.9 4.5 10 20 131 0 0 0 80 0 0 two-handed
CRYSTALINE BLADE 6.6 4.4 79 58 51 0 0 40 0 0 0 two-handed
EARTHQUAKE 13.4 4.9 0 118 0 0 65 0 0 0 0 two-handed
DARK DEFILER 6.6 3.2 0 92 99 0 0 0 0 0 70 —
QUEEN’S STAFF 1.5 3.9 0 9 0 0 0 0 0 0 0 MP Recover
ANCIENT SWORD 23.1 4.4 75 79 61 12 10 12 11 0 70 —
TRIPLE FANG 3.5 4.9 98 35 76 0 0 0 0 95 0 —
LAWFUL BLADE 2.6 4.5 71 65 66 0 0 0 0 59 0 —
MOONLIGHT SWORD 3 5 105 72 73 0 0 0 0 100 0 HP recover
HAND AX 5.2 2.2 50 60 0 0 0 0 0 0 0 —
HAND AX 5.2 2.2 53 59 0 0 0 0 0 0 0 —
MORNING STAR 5.5 2.2 0 45 48 0 0 0 0 0 0 —
MORNING STAR 5.5 2.2 0 46 47 0 0 0 0 0 0 —
MORNING STAR 5.5 2.2 0 45 46 0 0 0 0 0 0 —
BATTLE HAMMER 9.7 4.2 0 118 0 0 0 0 0 0 0 two-handed
WAR HAMMER 10.1 4.2 0 125 0 0 0 0 0 0 0 two-handed
HAMMER OF WOE 10.3 4.2 0 120 10 0 0 0 0 0 0 two-handed,
slows enemy
CRESCENT AX 17.8 6.8 79 76 41 0 0 0 0 0 0 two-handed
CRESCENT AX 17.8 6.8 69 77 40 0 0 0 0 0 0 two-handed
BOW 4.4 3.6 0 0 80 0 0 0 0 0 0 two-handed
LONG BOW 4.4 3.6 0 0 81 0 0 0 0 0 0 two-handed
BLESSED BOW 4.4 3.6 0 0 80 0 0 0 0 70 0 two-handed
CROSSBOW 3.3 1.9 0 0 101 0 0 0 0 0 0 two-handed
CROSSBOW 3.3 1.9 0 0 100 0 0 0 0 0 0 two-handed
WIDDA’S BOW 3.3 3.9 0 0 150 0 0 0 0 30 0 two-handed, uses
special arrows

Shields
SHIELD

WATER
WEIGH

EARTH

NOTES
LIGHT
SLASH

WIND

DARK
STAB
FIRE
HIT

WOODEN SHIELD 1.9 2 4 2 0 0 0 0 0 0 —


FOREST SHIELD 2.2 2 4 2 0 10 10 10 10 10 —
LEATHER SHIELD 2.8 8 8 3 0 0 0 0 0 0 —
LEATHER SHIELD 2.8 5 10 5 0 0 0 0 0 0 —
LEATHER SHIELD 3 8 7 3 2 2 2 2 2 2 —
BUCKLER 3.3 6 9 8 0 0 0 0 0 0 —
BUCKLER 4.4 6 6 12 0 0 0 0 0 0 —
104 BUCKLER 2.2 10 9 4 0 0 0 0 0 0 —
KNIGHT SHIELD 5 11 9 7 0 0 0 0 0 0 —
SHIELD Item Stats

WATER
WEIGH

EARTH

NOTES
LIGHT
SLASH

WIND

DARK
STAB
FIRE
HIT
KNIGHT SHIELD 5 11 7 10 0 0 0 0 0 0 —
EARTHEN SHIELD 5.9 12 10 15 0 30 0 0 0 0 —
CRUSADER SHIELD 5 8 7 11 5 5 5 5 5 5 —
KITE SHIELD 6.1 12 13 17 0 0 0 0 0 0 —
KITE SHIELD 7 14 17 10 0 0 0 0 0 0 —
KITE SHIELD 6.6 12 16 18 0 0 0 0 0 0 —
TOWER SHIELD 7.7 13 14 19 0 0 0 0 0 0 —
TOWER SHIELD 8.1 10 16 25 0 0 0 0 0 0 —
TOWER SHIELD 7.2 13 14 18 0 0 0 0 0 0 —
BLESSED SHIELD 7 14 18 28 0 0 0 0 28 0 —
CRYSTAL SHIELD 14.9 15 21 33 5 5 0 0 0 0 —
FLAME SHIELD 12.3 12 13 11 20 0 0 0 0 0 —
GUARDIAN SHIELD 8.8 10 12 9 40 40 40 40 40 40 —
CHAOS SHIELD 13.2 20 24 16 0 0 0 0 0 50 —
MAMMOTH SHIELD 55.3 16 62 29 0 0 0 0 0 0 —
ANCIENT SHIELD 27.5 15 25 33 0 0 0 0 0 0 —
LORD MYU’S SHIELD 5.7 16 25 35 25 25 25 25 25 25 —

Headgear
WATER
WEIGH

EARTH

NOTES
LIGHT
SLASH

WIND

DARK
HELM

STAB
FIRE
HIT

LEATHER HELM 2.8 7 2 1 0 0 0 0 0 0 —


LEATHER HELM 3 7 0 5 0 0 0 0 0 0 —
IRON HELMET 5.5 7 5 2 0 0 0 0 0 0 —
IRON HELMET 5.5 6 5 1 0 0 0 0 0 0 —
WAR HELM 5.7 11 5 1 0 0 0 0 0 0 —
WAR HELM 3.7 13 1 2 0 0 0 0 0 0 —
PLATE HELM 5.9 9 4 2 0 0 0 0 0 0 —
PLATE HELM 5.5 9 5 2 0 0 0 0 0 0 —
KNIGHT HELM 4.8 14 10 4 0 0 0 0 0 0 —
KNIGHT HELM 5 14 11 4 0 0 0 0 0 0 —
CRUSADER HELM 5.9 15 7 8 0 0 0 0 0 0 —
CRUSADER HELM 5.9 16 8 7 0 0 0 0 0 0 —
CAVALIER HELM 5.9 16 10 5 0 0 0 0 3 0 —
GREAT HELM 6.3 22 15 5 0 0 0 0 0 0 —
GREAT HELM 6.3 18 15 12 0 0 0 0 0 0 —
CHAMPION HELM 6.6 20 17 11 0 0 0 0 0 0 —
BLESSED HELM 6.1 23 20 18 0 0 0 0 20 0 —
ANGELIC CROWN 3 5 2 2 0 0 0 0 12 0 MP increase
SHADOW MASK 7.4 26 20 23 0 0 0 0 0 30 darkness player
SACRIFICIAL MASK 11 16 13 11 0 0 0 0 0 0 napalm is cast at
random
KING’S CROWN 3.3 10 4 4 0 0 0 0 0 0 increases magic power,
HP recover
CRYSTAL HELM 7.9 27 24 22 1 1 0 0 0 0 —
ANCIENT HELMET 16.5 30 26 22 0 0 0 0 0 0 — 105
LORD MYU’S HELMET 3.3 32 26 26 0 0 0 0 20 20 —
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Prima’s Official Strategy Guide

Armor
ARMOR

WATER
WEIGH

EARTH

NOTES
LIGHT
SLASH

WIND

DARK
STAB
FIRE
HIT
LEATHER VEST 8.8 4 1 6 0 0 0 0 0 0 —
LEATHER VEST 8.8 7 2 4 0 0 0 0 0 0 —
LEATHER ARMOR 11.4 8 4 8 0 0 0 0 0 0 —
LEATHER ARMOR 12.1 9 3 8 15 15 15 15 5 5 —
IRON BREASTPLATE 15.8 10 6 4 0 0 0 0 0 0 —
IRON BREASTPLATE 17.1 12 6 2 0 0 0 0 0 0 —
CHAIN MAIL 18 15 7 1 0 0 0 0 0 0 —
SCALE MAIL 17.4 14 7 10 0 0 0 0 0 0 —
SCALE MAIL 13.6 9 4 6 0 0 0 0 0 0 —
SCALE MAIL 18 12 15 7 0 0 0 50 0 0 —
KNIGHT PLATE 20.2 17 15 10 0 0 0 0 0 0 —
KNIGHT PLATE 20.5 17 9 17 0 0 0 0 0 0 —
CRUSADER PLATE 22.2 18 15 13 0 0 0 0 0 0 —
CAVALIER PLATE 20.5 10 8 8 0 0 0 0 0 0 —
SCARED PLATE 20.2 23 16 19 0 32 0 0 0 0 —
BLESSED ARMOR 19.8 26 18 21 0 0 0 0 12 0 —
ENCHANTED ARMOR 17.6 25 20 21 0 0 0 0 12 0 —
ICE ARMOR 19.1 28 23 23 0 0 30 0 0 0 forbids use of fire magic
FIRE MAIL 18.7 24 11 22 30 0 0 0 0 0 —
DEMON ARMOR 25.3 39 1 29 0 0 0 0 0 50 stats recover slower
CRYSTAL ARMOR 21.6 35 28 31 2 2 0 0 0 0 —
ANCIENT ARMOR 39 35 30 33 0 0 0 0 0 0 —
LORD MYU’S ARMOR 13.6 38 31 35 0 0 0 0 0 0 stats recover faster

Gauntlets and Gloves


GLOVES

WATER
WEIGH

EARTH

NOTES
LIGHT
SLASH

WIND

DARK
STAB
FIRE
HIT

LEATHER GLOVES 2.4 3 3 1 0 0 0 0 0 0 —


LEATHER GLOVES 2.2 4 2 1 0 0 0 0 0 0 —
LEATHER GLOVES 2.6 2 2 5 0 0 0 0 0 0 —
ARM GUARD 3.3 6 5 3 0 0 0 0 0 0 —
ARM GUARD 3 5 6 3 0 0 0 0 0 0 —
ARM GUARD 3.5 6 4 6 0 0 0 0 0 0 —
GAUNTLETS 6.1 7 6 8 0 0 0 0 0 0 —
GAUNTLETS 6.3 7 7 5 0 0 0 0 0 0 —
GAUNTLETS 5.9 6 9 9 0 0 0 0 0 0 —
GAUNTLETS 3.3 8 9 9 0 0 0 0 0 0 —
BLESSED GLOVES 5.7 8 15 6 0 0 0 0 10 0 —
BLESSED GLOVES 5.9 10 13 6 0 0 0 0 10 0 lowers weapon’s weight
SACRED GLOVES 6.1 9 15 6 0 0 0 0 10 0 —
106 BONE HANDS 4.4 25 12 12 0 0 0 0 0 20 increases weapon’s
weight, HP decrease,
HP increase
GLOVES Item Stats

WATER
WEIGH

EARTH

NOTES
LIGHT
SLASH

WIND

DARK
STAB
FIRE
HIT
KNIGHT GLOVES 7 15 18 16 0 0 0 0 0 0 —
CRUSADER GLOVES 7 10 19 22 0 0 0 0 0 0 —
CAVALIER GLOVES 7.9 14 22 19 0 0 0 0 0 0 —
BLESSED ARMS 6.3 18 26 20 0 0 0 0 10 0 —
SILVERY GLOVES 5.9 8 10 10 0 0 0 0 0 0 attack power increase
VENOM GLOVES 1.7 4 3 6 0 0 0 0 0 0 add poison attack to
weapon
CRYSTAL ARMS 8.3 20 34 25 1 2 0 0 0 0 —
ANCIENT GLOVES 15.2 23 34 26 0 0 0 0 0 0 —
LORD MYU’S GLOVES 4.6 28 35 26 0 0 0 0 10 10 lowers weapon’s weight

Boots and Greaves

WATER
WEIGH

EARTH

NOTES
BOOTS

LIGHT
SLASH

WIND

DARK
STAB
FIRE
HIT

WOODEN SHOES 1.7 1 4 1 0 0 0 0 0 0 lowers Fire defensive


FOREST SHOES 1.9 1 4 1 0 5 5 5 5 5 lowers Fire defensive
LEATHER BOOTS 2.6 2 2 5 0 0 0 0 0 0 —
LEATHER BOOTS 2.8 2 1 6 0 0 0 0 0 0 —
LEATHER BOOTS 2.8 3 2 5 0 0 0 0 0 0 —
IRON BOOTS 6.8 7 4 5 0 0 0 0 0 0 —
IRON BOOTS 6.8 7 5 6 0 0 0 0 0 0 —
IRON BOOTS 6.6 8 7 3 0 0 0 0 0 0 —
PLATE BOOTS 4.4 8 7 7 0 0 0 0 0 0 —
IRON BOOTS 4.6 8 8 7 0 0 0 0 0 0 —
LEG GUARDS 5.5 11 5 12 0 0 0 0 0 0 —
LEG GUARDS 5.2 12 6 13 0 0 0 0 0 0 —
MYSTIC GUARDS 5.5 12 5 10 1 10 10 10 2 2 —
KNIGHT GREAVES 6.1 15 10 11 0 0 0 0 0 0 —
KNIGHT GREAVES 6.1 15 10 13 0 0 0 0 0 0 —
KNIGHT GREAVES 6.1 11 8 6 0 0 0 0 0 0 —
CAVALIER GREAVES 7 17 14 15 0 0 0 0 0 0 —
CRUSADER GREAVES 7.4 20 16 10 0 0 0 0 0 0 —
BLESSED GREAVES 6.6 22 16 17 0 0 0 0 10 0 —
ABSORPTION BOOTS 4.4 20 4 17 0 0 10 0 0 0 lessens falling damage;
increases recover time
from falling
DEMON LEGS 11.4 25 25 10 0 0 0 0 0 30 lowers speed;
decreases movement
CRYSTAL GREAVES 9.2 25 18 24 1 2 0 0 0 0 —
ANCIENT GREAVES 17.1 28 19 24 0 0 0 0 0 0 —
LORD MYU’S GREAVES 8.8 29 21 24 0 0 0 0 10 10 —

Rings
WATER
WEIGH

EARTH

NOTES
LIGHT
SLASH

WIND

DARK
RING

STAB
FIRE
HIT

RING OF SIGHT 0.2 0 0 0 0 0 0 0 0 0 illuminates dark areas 107


RING OF WISDOM 0.4 0 0 0 0 0 0 0 0 0 increases magic power
primagames.com
Prima’s Official Strategy Guide

WATER
WEIGH

EARTH

NOTES
LIGHT
SLASH

WIND

DARK
RING

STAB
FIRE
HIT
WIDDA’S RING 0.4 0 0 0 0 0 0 0 0 0 increases hit points
RING OF FIRE 0.2 0 0 0 20 0 0 0 0 0 increase Fire attribute
RING OF EARTH 0.2 0 0 0 0 20 0 0 0 0 increase Earth attribute
RING OF WIND 0.2 0 0 0 0 0 20 0 0 0 increase Wind attribute
RING OF WATER 0.2 0 0 0 0 0 0 20 0 0 increase Water attribute

Bracelets
º
BRACELET

WATER
WEIGH

EARTH

NOTES
LIGHT
SLASH

WIND

DARK
STAB
FIRE
HIT

CLARITY BRACELET 0.4 0 0 0 0 0 0 0 0 0 increases magic power


WIDDA’S BRACELET 0.4 0 0 0 0 0 0 0 0 0 defense against
paralysis, decreases
magic power
POWER BRACELET 1.1 0 0 0 0 0 0 0 0 0 increases attack power
FEATHER BRACELET 0.2 0 0 0 0 0 0 0 0 0 lowers weapon’s weight,
power gauge recovery
increase
GUARDIAN BRACELET 0.6 0 0 0 0 0 0 0 0 0 helps maintain normal
status
SPIDER ARMBAND 0.2 0 0 0 0 0 0 0 0 0 protection against
poison
FORTUNE 0.4 0 0 0 0 0 0 0 0 0 doubles all experience
earned

Necklaces
NECKLACE

WATER
WEIGH

EARTH

NOTES
LIGHT
SLASH

WIND

DARK
STAB
FIRE
HIT

LUCKY PENDANT 0.2 5 5 5 0 0 0 0 0 0 increases melee defense


WIDDA’S NECKLACE 0.2 0 0 0 4 4 4 4 6 6 protection against all
elements
HEALING AMULET 0.2 0 0 0 0 0 0 0 0 0 heals injuries over time
WATER TALISMAN 0.2 0 0 0 0 0 0 0 0 0 aids in breathing
underwater
PURITY AMULET 0.4 0 0 0 0 0 0 0 0 0 increases resistance to
poison, etc.
THIEVES NECKLACE 0.2 0 0 0 0 0 3 3 0 0 makes wearer less
detectable
MYU’S NECKLACE 0.4 0 0 0 0 0 0 0 0 0 reveals all hidden and
108 secret doors
Creature Stats

Creature Stats
VULNERABLE
HIT POINTS

EXPERIENCE
CREATURE

AGAINST

ATTACKS
STRONG

SPECIAL

DROPS
TO

ACID CRAWLER (SMALL) 1,200 150 None None Acid Gold


ACID CRAWLER (LARGE) 2,000 300 None None Acid Gold
ANCIENT KING 10,000 2,000 None All Elements but Light Lightning Bolt, —
Thunder Bolt
AQUA LIZARD 1,500 200 None None Water Shot Gold
BEETLE (SMALL) 105 10 None None Jump Attack Gold, 5% Herb
BEETLE (MEDIUM-SIZED) 250 10 Hit None Jump Attack Gold
BEETLE (WHITE) 500 20 Hit, Fire Slash, Stab, Immune to Ice Breath, Jump Gold
Wind Attack,
BEETLE (LARGE) 510 10 None Hit Jump Attack Gold
BEETLE (VERY LARGE) 600 25 Hit Slash, Stab Jump Attack Gold
BEETLE (GIANT) 6,000 400 Hit All but Hit, Immune to Stone Attack Gold
Earth
BLOOD BAT 54 5 None None None Gold
CRITTER 750 40 None None Jump Attack, Gold, 5%
Dash Attack Blessed Gloves
CROW 20 1 None None None Gold
DARK ARCHER 3,000 800 Light Dark Arrow —
DARK BIRD 600 200 None Dark Fireball, Wind Gold,50%
Cutter Kite Shield
DARK FLOWER 500 150 None None Seed Bomb 50% Forest
Root
DARK KNIGHT 15,000 2,000 Light All but Light and Hit Wind Slash, Shock Violet Guide
Wave, Eclipse Stone
DARK PUPPET 1,200 80 Light All Elements but Light Dark Aura Gold
DARK SOLDIER 3,800 400 None None None Gold, 15%
Claw, 10%
Herbal Liquid
DARK SORCERER 8,000 800 None All Elements but Light Shock Wave, Spear —
Trap, Dark Protrusion,
Homing Arrow
DARK SUCCUBUS 11,000 200 None All Elements but Light Lightning —
DRAGON FLY 550 20 None None None Gold
EARTH KING 4,500 700 None All Elements but Fire Ice Breath, Shock Icon of Ice
Wave
ELEMENTAL, EARTH 900 60 Wind Earth, Water Dark Breath, Impulse Gold, 30% Claw
ELEMENTAL, FIRE 900 65 Water Fire, Wind Dark Breath, Fireball Gold, 30% Claw
109

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Prima’s Official Strategy Guide

VULNERABLE
HIT POINTS

EXPERIENCE
CREATURE

AGAINST

ATTACKS
STRONG

SPECIAL

DROPS
TO
ELEMENTAL, WATER 1,500 75 Earth Fire, Water Bubble, Water Shot Gold, 30% Claw,
30% Herbal
Liquid
ELEMENTAL, WIND 700 60 Fire Earth, Wind Tornado Gold, 30% Claw
EXPEDITION ARCHER 200 35 None None Arrow Gold, 40% Arrow
EXPEDITION SOLDIER 540 35 None None None Gold
FADIN 500 50 Hit Fire Fire Arrow —
FADIN, MASTER 600 500 Hit Fire Fire Arrow —
FIRE GENIE 4,000 700 None All Elements but Water Throw Lava —
(Immune to Fire)
FIRE LORD 6,000 1,000 None Fire (Immune), Earth, Flame Ball Fire Mail
Wind, Light, Dark
GENEAN 2,400 40 Slash None None —
GIANT (WITH CLUB) 3,000 800 None None Shock Wave Gold, 15%
Darkwood Club
GIANT (WITHOUT CLUB) 3,000 500 None None Poison Gold
GIANT LEADER 8,000 2,000 None All Elements but Light Shock Wave Serrak’s Key
GOLDEN STATUE 3,000 200 None None Plasma Gold
GREATER DEMON 5,500 100 None All Elements but Light Darkness Bomb, 50% Claw
Freeze Breath
HIGH SKELETON (SMALL) 800 70 Hit, Light Stab None Gold, 30% Bone
HIGH SKELETON (LARGE) 1,200 100 Hit, Light Stab None Gold
HIGH SKELETON (WITH SHIELD) 800 190 Hit, Fire, Stab None Gold, 35% Bone
Earth
ICE GOLEM 1,600 63 Fire, Hit Slash, Stab, Immune None Gold
to Wind
LARVA 205 5 Water, Immune to Fire Fireball —
Light
LAVA BIRD 3,200 500 Light Fire, Dark Death Bomb —
LAVA FACE 200 500 Hit Immune to All but Hit None —
LAVA LIZARD 3,000 68 Water Fire (Immune) Flame Breath Gold
LEE MAYNOR 330 30 Fire None None Gold
LIVING ARMOR 1,800 65 All Hit, Immune to Slash Shock Wave Gold, 25%
Elements and Stab Knight Gloves
LIVING DEAD 210 15 Fire None Poison Puke Gold
LIVING STATUE 1,100 100 Hit All Elements Ice Attack —
MAKARA 1,400 250 None Water Mist —
MALICE 1,300 100 Light Dark Dark Breath, Fireball Gold
MANEATER 91 9 None None None Gold, 20% Herb
MINION 1,800 500 Water Fire Jump Attack, Gold
Flame Breath
MUMMY 4,000 250 Fire, Light None None Gold
MUMMY, ANCIENT 1,800 300 Fire, Light None Curse, Energy Bolt Gold
MUTANT CEILING 2,500 400 Light Dark Breath —
MUTANT FLOOR 5,000 200 Light None None —
110 MUTANT WALL 2,000 400 Light Dark Breath —
ONYX 4,500 500 Light Hit, Stab, Dark Dark Breath —
Creature Stats

VULNERABLE
HIT POINTS

EXPERIENCE
CREATURE

AGAINST

ATTACKS
STRONG

SPECIAL

DROPS
TO
PHAGOS 1 100 None None Dash Gold
REAPER 300 20 None Dark Root Attack Gold, 30%
Forest Shoes,
80% Forest Shield
SALAMANDER 550 70 Water Fire Fire Breath, Fire Ball Gold
SCORPION 1,000 70 Hit, Stab None Poison Gold
SEA FANG 600 30 None None None Gold
SENTINEL 4,500 1,000 — Slash, Light Shock Wave Gold
SKELETON (UNARMED) 110 12 Hit Stab None Gold
SKELETON (SWORD AND 250 19 Hit Stab None Gold, 20% Bone,
ROUND SHIELD) 5% Buckler
SKELETON (SWORD AND 340 19 Hit Stab None Gold, 20%
SQUARE SHIELD) Bone
SKELETON (AXE AND SHIELD) 250 19 Hit Stab None Gold, 20% Bone
SKELETON ARCHER (SMALL) 150 19 Hit Stab Arrow Gold, 20% Bone
SKELETON ARCHER (LARGE) 310 1 Hit Stab Arrow 5% Bone
SKULL 4,000 700 Light None Body Check, 1% Dark Defiler
Dark Breath
SLASHER 550 63 None None None Gold
SLIME, GREEN 60 4 None Slash Abolish Poison Gold
SLIME, POISON 60 6 None Slash Poison Gold
SNAKE 200 10 None None None —
SPIDER (SMALL) 100 15 Fire None Jump Attack Gold
SPIDER (BLUE) 2,500 350 None None Web Gold
SPIDER BOSS 700 200 None Earth, Wind, Water, Web Water Crystal
Light, Dark
STONE GUARDIAN 2,000 10 None All but Stab None —
STOOL 140 12 None None Poison Gold
STOOL, PARA 200 20 None None Paralyze —
SOL 1,200 100 Earth Water Bubble Gold
WATCHER 1,000 10 Hit None Magic Drain —
WIDDA 1,000 90 None None None Gold, 30%
Scale, 30%
Leather Boots
WIDDA (LARGE) 1,600 350 Light None None Gold, 35% Scale
WIDDA ARCHER (LARGE) 1,200 300 Light None Arrow Gold, 40%
Scale, 50%
Widda Arrow
WIDDA ARCHER (SMALL) 900 90 None None Arrow Gold, 50% Scale,
40% Widda Arrow
WIDDA QUEEN 7,000 1,500 None All Elements but Dark Poison, Lightning Ball —
WIDDACONA 3,000 1,000 None Fire, Earth, Water, Light, Poison —
Dark
ZOMBIE 4,000 250 Fire, Light None None Gold, 30%
Gauntlet, 40%
Dried Amphibia 111

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