Zeddas: Servant of Sheol

Getting Started

     Explore  and  get used to the castle layout, including the second
floor.  At the beginning of the game, the most important areas are the
chapel  and  the  library.  Read  the  books,  take notes and copy the
pictures; they contain explicit hints for puzzles. Grab the pages from
the  back of the book, and take them each (one by one) to the witch in
the chapel for some general hints.


     -  Don't  worry  about the courtyard well and the door behind it;
the well's use will become apparent later.

     -  Inside  the  castle, you will pass between two doors you can't
open. Leave them alone for now.

     -  Find the fireplace on the ground floor and set fire to it with
the Eternal Light (candle).

     -  In  the upstairs dining hall, talk to Valkuria (the general in
the painting).


Getting the Ring and Freeing Valkuria

     In a book in the library is a picture of the ring Valkuria needs.
The picture is surrounded by a knife and fork...

The cutlery indicates food...

Food is found in a kitchen...

Have you found anything out-of-the ordinary in the kitchen?


     Returning from the second floor, if you turn to the kitchen table
you  will  see  a  scroll  materialize. Click on the scroll and you'll
activate  a  trap.  You  have  to  click on the pots and pans that fly
towards  you.  If  you miss too many you die; if you hit enough you'll
uncover the ring.

     Once  you  have  the  ring,  give  it  to Valkuria and follow her


Getting the Light of Strength (Copper skull)

     Read the book with on its cover - have you seen something similar
to these shields in your exploration?

     From  the  second  floor stairwell, turn right and enter the room
with  three shields. To move a sword to a new position, click and drag
it over another sword, then hold it there until it clicks into place.


     The  swords  hanging  on  the  shield consist of three pairs: two
long- swords (straight blade), rapiers (thin blade) and sabers (curved
blade) You need to move each pair of swords to the appropriate shield.
The book in the library comes in helpful here.


     Move both longswords to the shield with this insignia:


     Move both rapiers to the shield with this insignia:


     Move both sabers to the shield with this insignia:



     Getting the Mars key

     Look  through the book with on its cover. You'll see a chandelier
- have you seen something similar in your exploration?

Take the page of this book to the witch to get it translated.

     On  the  second  floor,  go  through the dining hall to a smaller
room.  Turn  left and take a step forward. Turn right and you'll see a
three- pronged candleholder float across the room.

     Set fire to the candleholder with your candle.


Exploring the Bell Tower

     From the castle entrance, unlock the left door with the Mars key.
There  are  four  floors  to the tower. A book in the library provides
some hints about solving the puzzles in this area.

Level One
     Click  on  the  fountainheads  to reveal six buttons. They should
look familiar from the book in the library.

     Which  ones  to  push?  Take  a  closer  look  at the book in the
library. Are some marked a particular way?

     Click these three buttons:

\|/    |\   /|\
/|\   \|     |

Level Two

     Around  the  pot  seem to be all the ingredients for some sort of
brew. But explore this room thoroughly...

     The  ingredients should look familiar from the library - have you
tried dragging them into the pot?

     There's  a  hard  way of solving this puzzle and an easy way. You
could  try  each  recipe,  one after the other. One of them's bound to

     Have you noticed that each recipe in the book is marked a certain
way?  Take a closer look around the room. Maybe somebody's left a hint

     On a wall near the entrance is this sign:

o o

     Go  to the library. Search the books for a recipe marked with the
above sign. Put the ingredients from that recipe into the pot.

Level Three
     Go  to  the  desk with the tarot cards, and play around with them
for  awhile... Looks like you had to copy down all those pictures from
the book in the library.

     Once  you've  uncovered  all the cards, and know their positions,
then you can solve this one.

     The two pages in the library book are two separate hints.

     You have to uncover the cards twice.

     Once  you  know  where  the  cards are, uncover in order: the top
left,  top  right  and  bottom  cards depicted on the left page of the
book. This will give you the key to unlock the door to the dungeon.

     The  cards  will then be shuffled. After you've uncovered all the
cards  again  to find where they are, click on the top left, top right
and bottom cards from the right page in the book.

Level Four

     A  hint  to  solve this puzzle is found in the library book. Take
the page to the witch for another hint.

     Tried ringing the bell? Just once...?


     Ring  the bell thirteen times. Then hold the candle to it. Voila:
the silver skull.


The Dungeons

     Throughout  the dungeons are wandering goblins and demons, all of
whom will kill you upon sight unless you have the ring (located in the
kitchen). Drag the ring over the monsters to banish them.

Dungeon Maps


# door
< Enter level
> Down a level
* Secret door

._._._. ._._._._.     ._.
|.._..| |.._._._|     |.|
|.| |.| |.|_._._. ._._|*|
|.|_|.| |.._._.<| |_._..|
|.._..#1#.|#3_._._.4  |.|
|.| |.|_|...._._..#_._|.|
|.|_|.._._..|   |.._._._|
|>._..#2 2#.|_._|.|5
|.|   |.._._..#_._._.
._._|.|   |.|   |.._._..|
|.._..|_._|.|   |.|_._|.|
|.|_|.|_._..#7  |_._._._|
|_._._|   |_|

1 Crossbow Practice
2 Combat Training
3 Garden
4 Insects and spiders
5 Suits of Armor
6 Beam (transport to well in castle keep)
7 Cemetery


|H                          *     9 |
|_ |__|__|_ |__|__|_ |__|__|_ |__|_ |
|  |     |  | 5#   X |     |  |  |  |
|_ |     |_ |  |_ |__|__.  |_ |  |_ |
|  |     |  |  |        |  |  |  |  |
|_ |     |_ |  |__|__|_ |  |_ |__|_*|
|  |     |  |    3   |  |  |        |
|_ |     |_ |__._#.  |_ |  |_#|__|_ |
|  |    4#        |  |  |    6   |  |
|_ |__.__|__|__|_ |__|_ |__.__.__|_ |
|X        O        *     O          |
|__|__|__|__|__|_ |__|_ |__|__|__|__|
1#        |  |  | 8       X |
.__.     |_ |__|_#|__|_ |_ |__|__|__|
|< |     |  |  | 2|     |           |
|_ |     |_ |  |X_ _ |__|_#|__|__|_ |
|  |     |  |     |  |    7      |  |
|_ |__.__|_ |     |_ |__.__.__.__|_ |
|  |  |  |  |     |               H |
|__|__|__|__|     |__|__|__|__|__|__|

1 Torture Room
2 Gando's Room
3 Harem (Teleport to castle well)
4 Jail
5 Domina's Room
6 Witch's Head
7 Goblin
8 Rachel's Room
9 Beam to Dungeon Level One

X Clue
O Chain
H Ladder down to cart

Dungeon Level One

     Nothing essential to completing your quest on this level. Lots of
nice  animations  to  be  found,  including a crossbow-shooting arcade

Dungeon Level Two

     The  scantily  clad  temptresses on this level are almost all BAD
NEWS.  The  one  exception  to this is Domina... look for her bedroom.
Locate  Gando and the Witch's head for some useful hints. A stepladder
takes  you  down  to  the mining cart, which will transport you to the
opposite  corner  of the maze. In two places on this dungeon level you
will  find  a  chain  hanging  from the wall. Pull the chain to open a
trapdoor; you will fall to the third dungeon level.

Getting the Light of Wisdom (gold skull)

     It's  locked  in  a cell in the jail - to get the combination you
need  to  explore  the  level thoroughly for clues. The four signs you
need are patched to walls throughout the dungeon level.


     The combination for the cell door lock is:

\/  o  |>  |\
/\  |  |>  | |

Getting the Saturn key

     Talk  to  Domina  in  her  bedroom.  If  you answer her questions
correctly, she will move from the fireplace, revealing the key.

Dungeon Level Three

     Tavern: Talk to the gnome and the maudlin drunken knight for some

     You  need  to insert the three skulls into the recesses to open a
secret door. The underground water channel will drain, allowing you to
enter  the  lower  level.  You  will  need  to  have  the  key in your


Killing Zeddas

     Once  you  have  the  ring and all the keys and skulls, visit the
witch's head. Listen carefully to what she has to say about Zeddas.

     The  demon  guard  can  be  banished  with  the ring. Once you've
entered  the  cell  where Zeddas lies, you will need to use the Eagran
sword to kill him.

     Wield  the sword and drag it over the demon's face. You will here
a thud every time the sword makes contact...

     There  are  two  endings  to the game. To kill Zeddas, instead of
merely driving him away, you need to follow the witch head's advice.

     Direct  all  your  attacks at the blue eye of Zeddas. Slice at it
from all angles.

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