You must talk to the people on your own. This is to provide an
outline for the story, but you won't have the complete picture unless
you talk to people yourself. Despite that most people are generic, the
innkeepers tend to be more knowledgable.
Remember, that even though you can probably skip through some
parts of the game, things are event driven. Meaning certain things and
people won't be in certain locations unless something gets
accomplished first. For example, Abdula won't be in Morgan until you
chase him off Barchetta.
STARTING OFF
You start the game off at the "Pigge and Ballbearing" inn in the
besieged city of Tormis. Look around you and talk to the several
characters in the inn. You should pick up two companions here, Anvil
and Jeremiah. Both of them are excellent fighters. It is also
suggested that you rest here, and bring your primary weapons skills to
the max. Also, at the first opportunity teach (and bring up to the
master level) Gustavus the skill of lock picking. You will be doing a
lot of that in the game, and it will free up your party from dragging
an otherwise useless thief along. You should also locate the Mercenary
Guild in Tormis. Go there, and pick up Dark Sky (awesome fighter), and
Cyless. You can also pick up Grom and Grim, the two thieves, but they
generally suck. Its a good idea to ask someone about inns, to get
names and relative locations of all the city's inns.
PART I: TORMIS
Your mission is to get the hell out of Tormis. Not an easy task
considering the city is surrounded by Daemonic Hordes (TM), and you
cannot just walk out the front gates. You should walk around and ask
about Thieves or Thieve's Guild (a good idea is to ask a guard or a
jailor or any other "government" figure) until you get the message
that you should go find Moll in the "Harvester of Sorrow" inn. Go
there and find Moll. Ask her about the Thieve's Guild. She will tell
you to wait till midnight the next day. Just buy lodgings and rest
till the appropriate time (anywhere past the midnight of the next day
is fine, Moll will wait for you), talk to Moll again. Follow her a few
blocks north, and she will take you to the current leader of the
Thieve's Guild. The leader will tell you that one Travis Sewer breath,
is being held in a city jail, and you gotta spring him. Go to the
sewers beneath the Thieve's Guild and take them to the city jail. You
will have to fight a few guards, but they are quite easy (don't forget
to take the guard's weapons for some $$$), free Travis. Travis will
tell you to meet him at the "Harvester of Sorrow".
Meet him there, and he will tell you that he wants you to get
Heinze's ring off the current Thieve's Guild leader. Go to the
Thieve's Guild and the leader will attack you. Kill him, collect the
ring, go to Travis, give him the ring. Travis will give you a key to a
passage outside. You can also take Travis along if you want. He has
some useful abilities, but he isn't much good in the long run. Go back
to the Thieve's Guild, go downstairs, and head through the locked door
in the west part of the sewers. Unlock the door and continue down the
passage You will make it outside. You can revisit Tormis as often as
you want. Now you have to start heading for Attiea, which is to the
far north west of Tormis. Also, you might as well buy some Black
Blower Ale from the "Dark horse Brewery" as you shall need it later
on.
PART II: ATTIEA
Now, that you arrived in Attiea, ask around about Elsopeans. You
will be told that there is one in the "Quaffing Pig" inn. This inn is
right north of where you first enter the town. When you go to the inn,
ask the owner or a barmaid about Elsopeans. They will tell you that he
is gone but his servant Theodore Mcalstre is still around. Find
Theodore in the same inn, and ask him about Elsopeans. He will tell
you that his master, Alathon has been abducted by Hellast (the ruler
of Attiea) and that only the Warriors of Light can help you. Ask him
about Warriors of Light, and he will tell you a key phrase
Incontinence. Go to the "Laughing Heretic" inn, which is on the east
side of the main road leading through the walled part of Attiea. Talk
to the barkeep about Incontinence. He will tell you to go to the
leader of the Warriors of Light, through the fake wall by a cuckoo
clock. Talk to the leader, Francisco Antonio, about Alathon, and
Hellast. Leave his secret room, and you will be captured by the
Attiean secret police. They will put you in a jail cell. In the jail
cell pick up the lock picks on the bed, use them to get out of your
cell. Since you have been stripped of your possessions, find them;
they should be all on a table in the north west corner of the jail
compound. Now, get out of the compound. Head towards the north eastern
part of the city, where Hellast's palace is. Enter the palace (note:
just about everyone in the palace will attack you) and find Hellast
(he is in the south western part of the palace), kill him, and Alathon
will teleport himself away, saying he will meet you at Jornuli Point.
Now get out of the city, and head for Dryleaf; a port city on the west
coast, far to the north of Attiea.
PART III: JORNULI POINT
When you enter Dryleaf, find the tavern, which is located just
east of the marketplace, and talk to the ship's captain there. Pay
them for a passage to Jornuli Point. Remember to click on the price
while conversing, to buy the passage. Leave Dryleaf, and board the
ship. Note: you may be attacked by several assassins on the way to
Jornuli Point. When you arrive, in Jornuli, go to the scholar's hostel
to the east of the main entrance, there you will find Alathon. Talk to
him. He will tell you to obtain his master's notes from Tan-Eldorith
in the far Elsopea. You can also see the dean of the scholars of
Jornuli, he is in the most south eastern building in the city. He will
give you some items, and he can provide information on almost any
subject. Prepare well for the journey ahead, for its a long one.
PART IV: TAN-ELDORITH
You must venture far south. Preferably hugging the east coast,
move south until you find the city of Tan-Eldorith. In the centre of
the city, on top of a tower is the Daemonsgate. You cannot do anything
about it just yet. The notes you seek are difficult to locate, they
are in the Elsopean Academy of Magic building. It has a lot of
pentagrams drawn on the ground. There is a large daemon sitting on top
of the notes so you can't see them until you kill him. Get the notes
and get out. Return to Jornuli Point. Go to where Alathon was staying,
and talk to the maid about him. She will tell give you a note that
will say he left for Trade Town. In Trade Town you can also pick up
Two edge, an awesome magic user. Return to Dryleaf and head north
along the western coast until you come to Trade Town. Alathon is in
the inn in the very north eastern part of town. Give Alathon the
notes, and he will tell you that you need to find out about a device
called "Matrix Configuration". A set of 5 magical towers created by
the Kzzir, which when activated form a barrier, that would prevent
daemons from reinforcing their armies at Tormis. If you activate the
barrier, Alathon may be able to help you shut the Daemonsgate. Alathon
also hints that you need to find a mystical capital of the creators of
"Matrix Configuration" -The Yelda. Yelda promises to hold the answers
to how the "Matrix
Configuration" is operated. A proper way to search for Yelda is
to return to Jornuli Point and inquire about Kzzir. That would yield
information about one Roberto Zildar in Vorsai, who is an expert on
the subject. You can skip that part, and move straight to Vorsai-a
city north of Tormis just west of the Sisters (mountain range north of
Tormis).
PART V: THE SEARCH FOR YELDA
Upon arriving in Vorsai, search out Roberto Zildar (if you want,
he is in the central library) and inquire about Yelda. He will tell
you that a book called Examination of Elder Races is in possession of
Ludovic Gruber. He lives in the eastern part of the town. You can also
pick up some rumours saying that Gruber is an experimenting
daemonologist. When you go to Gruber's house you will find his diary,
and a book called Codex Deamonicus which when read can bestow Spirit
Lore on the reader.
NOTE: If you examine this book, you will get information about
Holtsweig's
Staff. This is a subplot and can be skipped.
THE STAFF SUBPLOT
Ask around about the owner of the staff (Moebius Holtsweig) and
you shall be told that he was last seen at Sayville Town in the middle
of the stumps (small hills that fill the centre of the continent) go
there, and inquire about him.
You will be directed to his house, and therein you can pickup a
rusty amulet and his diary. Read the diary and it will tell you that
he ventured to a barrow, and never returned. Ask around for the
location of the barrow, and you will be told its south east of town.
Go there (on the map it looks like a clump of trees) and open one of
the tombs (only one opens) with the rusty amulet. Go in, and you will
have to fight a ghost prince and his ghost cronies, including the
ghost of Moebius. After the fight you can retrieve his staff, which
can be used to banish daemons.
Now, you have to go to Gruber's basement, and as you go towards
east, you will encounter a Daemon Lord - Lab. He is very powerful, and
unless you have a powerful weapon, such as an Elemental Sword, you
have to successfully run away on him. In the chambers beyond, you will
find the book. Upon its examination you will find that it hints
Cooltag's Rest to be the location of Yelda. Go there (Cooltag's Rest
is in the middle of the stumps, slightly west). Once in Cooltag's you
will find out from people that the mines are closed due to mysterious
hauntings. Gather gossip about an alleged affair between Francisca
Whiplash and the mayor of the town. Confront the mayor with the
information (you may have to talk to him a few times, and/or talk to
his wife). He will give you the key to the mine.
Go to one of the warehouses near the mines, and retrieve one
lubricant and one lead weight. You can get the weights in the mayor's
office, too. Enter the mines, go down to the third level (use the
lift) of the mines, and in the eastern part, you will find Yelda
through an illusionary wall (it is kind of obvious, though). You way
will be blocked by a rusty door. In the inventory screen, use the lead
weight and the lubricant on it. Go through and explore till you find a
book called Translation Notes. Therein, you will be told that the
first temple of the "Matrix Configuration" is on the island of Scaeth.
Go to Pestur's Wake. (Pestur's Wake is on the eastern coast, in the
north)
PART VI: THE FIRST TEMPLE
Once you go into Pestur's Wake, you should be met by a messenger
from Councillor Pestur. He will want you to meet him in a "Broone's
Bane" inn. Go there, and follow the messenger to Pestur. Ask the
councillor about Scaeth. He will tell you that he wants you to do a
mission for him, and rescue a lost diplomat - Hans Middle thorn. He
will tell you about the situation in Essam (on Scaeth) and how he
intends to restore order by completing the Wheel of Essam (which is in
fact the Matrix Tablet-a device needed to activate the temple) a piece
of which is held by each of the three main gangs on Essam. He will now
provide you with a piece of the Wheel of Essam (which is actually
fake) and transportation to Scaeth. You will also be told that the
diplomat was last in Hotel Essam. Take the ship, go to Essam. Find
Hotel Essam (North of the central market), inquire about Hans Middle
thorn, you will be told that he went for a meeting in "Spiting Camel"
inn (which is by the southern docks). Go there ask about him, and you
will be told he met with Gray Stalkers, but was captured by someone
else. Now, go to the Gray Stalkers headquarters, and ask about him.
They will tell you he was captured by the Assassins Guild. Go to the
Silver Garrote, and ask the proprietor about Hans. Pay for his
release. Go upstairs, talk to Hans. He will meet you at Gray Stalkers
HQ. Go there, and you will be given 3 letters to be taken to leaders
of the other 3 gangs. Use the underground tunnels beneath the Gray
Stalkers HQ to visit the other gangs HQ. Give the letters to the
messengers (the people that talk to you) and make sure you stick
around till they tell you that the message will be received. Once all
3 are delivered go back to Hans, and he will to meet the leaders at
the city graveyard. Go there, find the leaders (in the north part of
the graveyard) they will attack you. Kill them, and collect their 3
pieces of the tablet. ( Hans will offer to join you now, let him in if
you want). Now walk around and ask around about the Wheel of Essam
until someone mentions that the leader of Silver Talons lost a piece.
Ask about Silver Talons, and make sure that you get the name Joolz the
Blade before you leave Essam.
Leave Essam, find the temple on the south end of the island (its
a small skull on the map) and tell the Jolly Beardy Man that he is
"Joolz the Blade". He will give you the real 4th piece of the tablet
(the Bannar). Go to the top level of the temple and drop all 4 pieces
on the top of the column (right in the centre of top level). Now the
temple is active, and you will receive the location of the next one,
on the island of Garl east of Anchor.
PART VII: THE SECOND TEMPLE
Go to Anchor (which is on the east coast, south of Pestur's Wake)
and you will be met by a messenger that will ask you to come along to
Lord Hooley. Follow him, and ask Hooley about Garl. He will ask you to
retrieve 3 items from Eloran. A document, a coin mould, and a notebook
belonging to Karlos Slumm. Go to Eloran (which is south east of
Anchor) and find the Foreign Offices building (its in the centre of
the town) and get the document from one of the desks there. Now go to
"The Prince" inn, and inquire about coin moulds (you can retrieve one
yourself, from the royal mint of Eloran but you may be forced to a
fight) and someone will offer to get them for you for a price.
Pay them, and meet that person in the south east corner of the
town, outside the gate to the slave pens. You will get your mould. Now
comes the hard part. Go to the Eloran jail, and ask about Karlos
Slumm, they will tell you he was transferred to the slave pens. Go to
the slave pens, and (during the day) you can find a guy named
Theodore. Ask him about Slumm, and he will tell you that he can check
his ledger (for a price) do that and you will find out that one Peter
Helbar bought him. Go to the "Forgotten Heroes" inn and ask the rumour
monger Erwin about Peter. He will tell you that he hangs around that
inn often. Find him, and ask him about Slumm. He will tell you that he
gave him to Joseph Traal-a slave trader. An alternate way to get the
topic of Joseph Traal in your vocabulary is to go to "The Prince" and
ask a girl named Ferrit about Peter Helbar. Either way, you must ask
Ferrit about Joseph Traal. She will tell you that he went to Halfway
with his slave caravan. Go there (its located between Tormis and
Eloran) and inquire about him in the local inn. You will be directed
to Graybrook. Its a city on the west coast, barely north of Tormis. Go
there, and once again, inquire about Traal. Now you will be told to go
to Attiea. Go there and ask about Traal, and you shall be told that he
went on to Dryleaf. Go there, and ask about him again, you will be
told to ask Arienne Toogal. Ask her about him, also ask Ivan Helmhand
(captain of the Northern Rangers-located just east of the Dryleaf's
only inn) about Traal. You won't be told anything conclusive, so go to
Trade Town and ask people there about him, then you shall be directed
to his villa, just east of Trade Town.
Go there, and you will find Traal's journal in a house in the
south west of the compound. Upon examining it, you will find that he
is immortal now, and only a spider can kill him. Get the spider dagger
from the bed nearby, and proceed to the north of the building. There
you shall find Traal. Kill him, and retrieve Slumms notes.
If you want you can turn in the Traal's Journal to Ivan Helmhand
in Dryleaf for a lousy reward. Return to Anchor. Return the items to
Hooley in Anchor. Board the ship he gives you. Go to Garl. Go to the
tower there, and you will encounter a mad scientist who will want a
brain in exchange for a Matrix Tablet he is holding. Make sure you get
the topic of bodies before your return to Anchor. Go back to Anchor,
and visit the Medical College. Ask the dean of the college (he is in
the eastern building of the college) about bodies. He will tell you
that he obtains them from one Axel Forkbeard. Ask around, and you will
find out that he is hanging around the "Daemon Bell" inn. The "Daemon
Bell" and "Black Spot" are both in the south east of town near the
docks there, with "Black Spot" being just slightly north east of the
"Daemon Bell". Go there, and talk to Axel Forkbeard about bodies. He
will get pissed off, and tell you off. Then he will send some heavies
to rough you up. After dealing with them, go to the "Black Spot"
tavern, and take the stairs down to the passage to the lighthouse.
Take the passage, and in the lighthouse you will find Axel, and his
cronies. Beat them, get the brain from the floor, and Axel's notes
(which you can bring to the medical college for a lame reward). Return
to Garl, give the brain to the mad doctor. He will give you the
tablet. Go to the temple (just south of the tower) and drop your
tablet in the centre of the top level again. The location of the next
temple (in the Border Peaks) will be shown.
PART VIII: THE THIRD TEMPLE
This is probably the easiest temple. Go to the Border Peaks (a
massive range covering the most of the south and Elsopea) and in them
find a large lake, which has a village beside it (if you find Hope-the
stronghold of the Hillcats -where you can pick up Shadwell for a
valuable addition to your fighting force -then you are quite close).
It is almost in the centre of the border peaks. Enter the village. You
will find its quite burned down, but in the east part, there is a
large, black building. Enter it. Find your way to its centre, and talk
to the Kzzir leader there. He will tell you that he needs an energy
crystal from the middle level of the temple. Go there, and after a few
fights you should be able to reach the crystal. Return it to the
Kzzir. He will give you the Matrix Tablet. Go to the third level, and
use it in its centre (just like the previous two temples). The temple
will become active, and the location of the next one (on the island of
Barchetta) will be revealed. Go to Dryleaf. Ask about Barchetta, and
take the ship to Mashan, the city on the island.
PART IX: THE FOURTH TEMPLE
The city of Mashan is ruled by pirates. Gather enough rumours to
get the topic of Rebel Pirates in your vocabulary. Now find the leader
of the city, Friday the Sword (he should be in the middle of the town,
in the town keep) and ask him about Rebel Pirates (make sure you have
Abdula in your vocabulary before you leave him) and about Skull
Mountain (you should have this topic from the Translation Notes). He
will tell you about the Catacombs. Ask him about those, and in turn,
he will tell you that the key to the catacombs is with the jailor,
Bruno of Mashan. Go to Bruno, and ask him about the Catacomb Key. He
will give it to you, and since the entrance to the catacombs is in the
keep, return there and enter them. Make your way roughly towards the
south eastern corner of the catacombs. You should find the exit to the
main part of Barchetta there. Explore Barchetta down the eastern coast
until you find a small port. Enter it, for its the hideout of the
Rebel Pirates. Fight the guy right in front of the exit (Gus the
Helmsman), and you will be told that Abdula sailed away, with the
Matrix Tablet needed to activate the Skull Temple/Mountain west of the
port. Now, you must return to Dryleaf. Ask around Dryleaf about
Abdula. You will be told to ask a scholar. Ask any scholar in any
town, and you will be told that this sort of information can be
obtained through a Daemon Oracle. You can buy those at any major store
for a hefty price. Use it. BUG WARNING: THE DAEMON ORACLE CAUSED MY
SYSTEM TO CRASH Thus, I had to search blindly for Abdula. Go to
Morgan, a small fishing village, just south of Dryleaf. Go to the inn
in that village. In the backroom of the inn, you will notice a person
that looks like your party. Talk to that person (named Ulweyrn) about
Abdula. It will turn out that this person is in fact Abdula, and you
will be attacked. After the fight collect the Matrix Tablet, and
return to Mashan, go through the catacombs again, and install the
tablet in the temple like you did before (third level, middle-top of
energy column). The location of the last temple will be revealed to be
on the island of Soramuth. Return to Dryleaf.
PART X: THE FIFTH TEMPLE
Once you returned to Dryleaf, go to the local inn, and find the
man called Harald Half Troll. Talk to him about Soramuth. Give him the
Blower Ale you obtained from the "Dark Horse" brewery in Tormis. Board
his ship, and you will be attacked by a Leviathan on your way to
Soramuth. After you wash up on shore, follow the western coast, until
you come across a tower. Enter it and talk to the man inside it. Ask
him about Skull Mountain. He will tell you that he will give you the
tablet needed to activate it, if you accomplish a series of tasks for
him.
He will tell you that the first task is to deactivate the
Leviathan (which of course is basically a submarine). The way to do
this is to shut off the valves inside it, in a specific order.
To do that enter the underground complex beneath the tower. First
of all, you will have to retrieve a set of keys to access the
Leviathan. They are in a room, in the north part, marked "Gorak
Halan". Next, proceed to the south eastern part of the complex and use
the keys on the door, to get to the Leviathan. Once inside, go to the
central console, and the screen should turn to display of symbols with
gauges beside them. Clicking on a symbol will disarm that particular
part of the Leviathan. You're expected to disarm the valves in the
following order: Armory Systems, Energy, Navigation, Propulsion, Air
Ballast, Brain. I will try to draw in ASCII what those symbols looked
like, however, yo can deduce it for yourself, for the same symbols are
used by doors to rooms that store certain items (example: the Armory
symbol is used by the door to a room full of weapons).
`Armory Systems: ` O <-its just a circle `Energy ` || | <-two
bars, one thick, one thin `Navigation ` X <-almost like "x" with a
flag on one end. `Propulsion `___ | | __|_|
`Ballast ` | ` O <-a circle with a line above it ` `Brain ` F
<-looks almost like letter F
Once you disarm the Leviathan, return to the man in the tower. He
will ask you to close off some air vents. This is done by finding the
keys marked I, II, III, IIII and using them to LOCK the doors with the
matching markings. Once all four doors are locked, return to the man
for your final task, which is to blow up a d*ke. To do this, you must
find several items in the compound below tower: a wire fuse, a
gunpowder, a cork, and a clay jar. All the items are there, although
they are a bit strewn about. Use the gunpowder, fuse and cork to
create a bomb, and use the bomb by the d*ke (which is next to the
Leviathan). You will have a few minutes to make it back up to the
tower, before the bomb explodes! Hurry back to the man, to receive the
Matrix Tablet and a Jet Statue. Go to the temple (slightly north of
the tower) and use the tablet in the manner you used the previous
ones. Now use the Jet Statue to return to Dryleaf. You have activated
the Matrix Configuration!
PART XI: THE SEARCH FOR ALATHON
Go to Trade Town, to the inn where Alathon was staying. Ask the
barkeep about him. You will be told that he went to an inn in the
Campps, called "Master of Puppets" and that you're supposed to ask the
proprietor about a keyword Rabbits. Go to the city of Slime (which is
the easternmost city right below the great Wall) and find the said
inn. Ask the barkeep of Master of Puppets about Rabbits and he will
tell you that Alathon left with a group of Njord Wolfraven's people to
go to Rowche. Go to Rowche (first city west of Slime) and find the inn
there, go in and Njord Wolfraven will hand you a message from Alathon.
Read the message, and go to Hajak (Hajak is west of Rowche), and find
the house of Svein McDoogal (its more less in the centre of the town).
Talk to Svein about Njord Wolfraven. When you leave you will be
attacked by him. Slay him, and you will be attacked by Njord Wolfraven
(turns out he tricked you to slay McDoogal for him-there is no way to
avoid it). This is a tough fight, so prepare well before you do it.
Slay him, and pick up his notes and his magical axe, Groinsplitter
(not a bad weapon). Read his notes. Now you know you have to search
out Edric in Eloran to find Alathon. Go to Eloran. In Eloran, you will
have to find the house of the family Torano, that's where Edric is. As
you as you find him, he will teleport away, after telling you that
Alathon is dead. Go around the house, and find a bottle on a desk in
the north-westernmost room, pick it up (it may be slightly hidden, so
just use the pick up option by that desk). Alathon will float out of
the bottle, and tell you he has been killed, and his spirit is trapped
in the bottle. Now you will be told how to shut off the Daemonsgate:
you will need a Lore Master that is willing to sacrifice himself (that
would be Alathon in the bottle) and a Daemonologist capable of
summoning a Daemon Prince. You will also be told to search out the
sword of Karadith from the Elsopean city of Helladi. Your first order
of business should be to get a Daemonologist to join your party.
You will told that a Daemonologist lives in Dryleaf. Go there,
and in the first row of houses (northernmost) in the westernmost house
lives one Nikolause Krippe. He will tell you that he shall join your
party if you bring him a book called Summoners Almanac. This book is
in possession of a Daemonologist living in a tower just north of
Tormis. Go there, and the book is lying on the floor there. Pick it up
and the Daemonologist will attack you. Slay him. Return to Dryleaf,
give the book to Nikolause, and get him to join you. Now you must
venture to Elsopea for the final time.
PART XII: THE SWORD
If you follow the western coast south towards Elsopea, you will
come to the city of Helladi. Go in, and in the tower in the centre of
the city is the city's mayor. Talk to him about Karadith and his
sword. He will say that you will be allowed to recover it, under the
condition that you first get him two power crystals, from the cities
of Ast and Doorkannen. Leave the city and follow the west coast south
(Ast is on the west coast of the eastern peninsula). Eventually, you
will come to Ast. The crystal is in the city tower, in the centre of
the town. Keep following the eastern coast, and you will come to
Doorkannen. The crystal is again, in the centre of the town. Return to
Helladi with the crystals, and give them to the mayor. He will inform
you that the tomb of Kadarith is now open.
The tomb is slightly east of the central city tower. Go in, and
pick up all the energy crystals you find there. Now drop the two jet
crystals on top of the statue of the black hero, the amethyst crystals
on top of the statue of the purple hero, rubies on top of red hero,
emeralds on top of green and sapphires on top of blue (order is not
important). Karadith will awaken, and challenge one of your party to
single hand to hand combat. Slay him, and you will be rewarded with
two potent weapons: Spirit Sword and Karadith's Sword (the only weapon
capable of slaying Alkat). Now you're ready to close the Daemonsgate.
Go to Tan-Eldorith, and step through the Daemonsgate (which is on top
of the central city tower).
PART XIII: THE FINALE
Once through the Daemonsgate, you will be in the Daemon dimension.
Immediately use the Ornate Bottle (the bottle with Alathon in
it). This will trigger an explosion of the Daemonsgate. You will also
receive a Golden Master Key. Now, you must head north east till you
hit the giant citadel of Alkat. Enter it and use the Golden Master Key
to unlock the door. The general idea of the citadel is to go around,
and find bosses which carry Master Keys of different colours to open
successive doors of the palace. However, this last level is VERY BADLY
DESIGNED!!!
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