At the time of the Shining Legion, when incredible moving machines of power were being engineered to protect the entrances of the dungeon, it was a time of unprecedented wealth and success for the three Dwarven Kings - how they came to die is a subject of some controversy, but what is not in doubt, is that their passing was the beginning of the Legion's decline. Your Team must find the three Blessed Corpses, the first lies within the original Workshop where the incredible moving machines of power were being engineered - find all 3 corpses and take them to the three holy Altars to complete your team's huge mission into the Cursed Legion of the Damned.
INTRODUCTION VIDEO @ http://youtu.be/amqAGSud7a4
KEY LOCATION LEVEL NAME WHERE FOR LEVEL NAME further infoKnife alcove 5 LaunchD hidden door 6 CursedT the knife is used to 'force' the lockKnife crowern 6 CursedT Gate 6 CursedT 1 of 3 crowerns carries a knife - kill the crowern !Brass crowern 6 CursedT Gate 5 LaunchD 1 of 3 crowerns carries a key - kill the crowern !Brass secretD 6 CursedT Gate 5 LaunchD in Crowern Barracks, secret doorOrnate alcove 5 LaunchD Gate 6 CursedT Bread Mission, you need this key to move onRound LeverRoom 4 BeastT ArchersB 11 WildDun the key is used to access the inner reaches of the Archers BarracksT_Knife alcove 5 LaunchD Gate 4 BeastT T_Knife is used to force the lockGold passageway 7 AbandPr Gates 7 AbandPr opens triple gates start of "ROCK MISSION"Prison passageway 7 AbandPr BlueStonesI 8 Pontious opens Blue Stones IGear passageway 7 AbandPr Cubes Start 8 Pontious opens Cubes Pits (mission) Brass secretD 12 DoomDun DownRoute 5 LaunchD 12 Brass keys are needed to start downBrass secretD 12 DoomDun DownRoute 5 LaunchD 12 Brass keys are needed to start downIron Cubes Arena 9 CubesPr Gate 1 9 CubesPr open triples gates AND 4th Gate to Cubes T/ Wild Dungeon residencesIron Cubes Arena 9 CubesPr Gate 2 9 CubesPr open triples gates AND 4th Gate to Cubes T/ Wild Dungeon residencesIron Cubes Arena 9 CubesPr Gate 3+4 9 CubesPr open triples gates AND 4th Gate to Cubes T/ Wild Dungeon residencesOrnate passageway 7 AbandPr O Gate 11 WildDun entrance to Gormorg's Lair and 2 x Gold and the Nex Sword! Prison ArchersBa 11 WildDun JuniorMiss 5 LaunchDun head to Junior Missn Hall unlock the Wyverns!! ? Gear GoromLair 12 DoomDun CubesPris 9 CubesPr get an extra Iron Key and Extra Gold Prison WyvernsStn 5 LaunchD TeleporterI 7 AbandPr insert the key to unlock 3 Teleporters and 2 major missions!Iron passageway 7 AbandPr Dismantler 7 AbandPr insert the key to obtain the awesome Dismantler Sword!!Brass passageway 7 AbandPr DownRoute 5 LaunchD 12 Brass keys are needed to start downPrison passageway 7 AbandPr Maze Exit 19 DankPr final mission on DoDamius, without a prison key you can't exit Ornate Warden 1 2 OldDung ExitDoor 2 OldDung allows you to exit the Wardens' AmphitheatreOrnate passageway 2 OldDung ExitDoor 17 EvilDung escape from Evil Dungeon Level to Dank PrisonKEY LOCATION LEVEL NAME WHERE FOR LEVEL NAME further infoBrass outer cage 1 TopTemp DownRoute 5 LaunchD 12 Brass keys are needed to start downBrass outer cage 1 TopTemp DownRoute 5 LaunchD 12 Brass keys are needed to start downBrass outer cage 1 TopTemp DownRoute 5 LaunchD 12 Brass keys are needed to start downBrass outer cage 1 TopTemp DownRoute 5 LaunchD 12 Brass keys are needed to start downBrass centre cage 1 TopTemp DownRoute 5 LaunchD 12 Brass keys are needed to start downBrass Warden 1 2 OldDung DownRoute 5 LaunchD 12 Brass keys are needed to start downBrass Warden 2 2 OldDung DownRoute 5 LaunchD 12 Brass keys are needed to start downBrass Warden 3 2 OldDung DownRoute 5 LaunchD 12 Brass keys are needed to start downBrass TentaclesN 3 Pontious DownRoute 5 LaunchD 12 Brass keys are needed to start downBrass TentaclesN 3 Pontious DownRoute 5 LaunchD 12 Brass keys are needed to start downBrass TentN exit 2 OldDung Gorom Altars 19 DankPris allows access to Gorm Altars from Dank Prison Brass alcove 6 CursedT Dank Maze 19 DankPris allows access/ exit from the Maze GOLD alcove 16 MolePr Gorom Altars 18 PriestT use the Gold Key to exit Gorom Altars HallGOLD room floor 17 EvilDun BreadMission 17 EvilDun use the Gold Key to start the Bread MissionPrison big herder 17 EvilDun DankSanctuary 19 DankPris settle back in the Holy sanctuary, you're safe! Gold alcove 17 EvilDun Pit Down 17 EvilDun enter the holy Dank Prison SanctuaryGear passageway 17 EvilDun DoDamiusExit 15 DoDamius move on from DoDamius Arena Iron stair alcove 20 SilentD Exit from 2 OldDung grab the Round Key and exit via thisGear stair alcove 20 SilentD SunkTemple 21 SunkT begin bread mission from Dank PrisonOrnate alcove 21 SunkT TeleporterRm II 22 SunkPR enter Teleporter Room II on L 22Iron floor 3 Pontios
KEY LOCATION LEVEL NAME WHERE FOR LEVEL NAME further infoIron Alcove 1 TopTempBrass Alcove 1 TopTempGear Floor 1 TopTemp SunkTemple 21 SunkT continue bread mission from Dank PrisonOrnate Alcove 22 SunkPr
GOLD LOCATION LEVEL NAMEAncAppartus 2nd passageway 7 AbandPr GoroMinatur secret stash 9 CubesPrGlobeTeth passageway 7 AbandPRGlobeTeth side room 6 CursedTGoldDragon passageway 7 AbandPrGoldDragon passageway 7 AbandPrCrownKings GoromorgLair 12 DoomDunChalice GoromorgLair 12 DoomDunCrownKings BlueStonesI 8 PontiousGlobeTeth passageway 8 Pontious
GOLD LOCATION LEVEL NAMEDeityFigure passageway 8 PontiousCrownKings outer cage 1 TopTempGoldDragon outer cage 1 TopTempChalice outer cage 1 TopTempGoroMinatur outer cage 1 TopTempGoldDragon TentaclesNest 3 PontiosPGoroMinatur TentaclesNest 3 PontiosPChalice passageway 2 OldDung DeityFigure alcove 6 CursedTGoroMinatur sideRoom 1 TopTemp
GOLD LOCATION LEVEL NAMEGold Dragon treasureRoom 20 SilentDun DeityFigure treasureRoom 20 SilentDun GoroMinatur treasureRoom 20 SilentDun Chalice alcove 22 SunkPrGEM COLOUR LOCATION LEVEL NAME WHERE FOR LEVEL NAME further info RED passageway 8 Pontious gates at end of area 17 EvilDun Bread Mission, TIP get freeze bomb ready! GREEN alcove 16 Mole Prison gates at end of area 17 EvilDun Bread Mission, gratings puzzle next BLUE room 15 DoDamius BLUE floor 1 TopTemp triple gates exit 19 DankPr GREEN amphitheatre 5 LaunchD triple gates exit 19 DankPr from Teleporter III "Flower Mission" to "Surrender Zone" RED passageway 12 DoomDung triple gates exit 19 DankPr from Teleporter III adjacent to "Flower Mission" BLUE alcove 2 Pontious Corpses (lay the three Kings' corpses in their blessed altars on L23) 1 CubesPr L9 with GoroMinatur 2 BronzeT L24 at Lever in passage 3 DoomDun L12 from Tel Room IV
for CURSED LEGION versions U8, U9, U10, U11, U12 and U13 step by stepFrom the initial Launch Area check out the central alcoves, ordinary knife, bread, rock, throwing knife. TIP at the throwing knife stand looking at it, turn right, move to the next wall you come to, look for a Secret Button !A Take the ordinary knife and then look at all the other torches except the nearest to where the ordinary knife was
B Remove each torch, replace each torch and then take it back, this opens various doors around the edge of the Launch Area, it also closes the three corresponding pits, but leaves 1 open
C Do not touch the torch nearest to the ordinary knife alcove !
D Explore several doors along the outside of the Launch area that now opened, you will find weapons and bombs and plants! Consider marking these doors so that you know what they are later
E Before you jump down the 1 remaining pit MAKE SURE you have the ordinary knife
F Jump down the pit, force the lock with the ordinary knife
G Do not pull the 2 levers, proceed with caution and zip around the 3 crowerns, (note the Crowerns Barracks on your left) closing the twin grid gates at the other end, destroy the three crowerns, they carry small items that you need
H Use the knife that fell from one crowern to force the next lock - ascend the stairs, turn left and left again, find the GLOVES, return to the first lock that you forced, bomb stash to find!
I Now ascend the stairs again but this time don't turn left to find the gloves, instead turn right and use your Brass key - the key unlocks the Crowerns Barracks! so descend the stairs and clear out the Crowerns once and for all
J find the Sorcerer's Whitewood Wand in the Crowern's Barracks and then go back to the first lock you forced, another door may have opened, if not go back up the stairs, now fully explore the upstairs region but beware, there are three more crowerns up there, so be ready
TIP: get your Sorcerer to "Spellcraft 6" so that he can cast "Light" spell
K find the next lock upstairs and use the Brass Key you found in the Crowern's Barracks to unlock the gate to the "Junior Missions Hall" have Poison Bombs ready as these work well on the next enemies
L KEEP THE TEAM ALIVE THROUGH THE NEXT FEW LEVELS, The Blue Stones are quite a distance off yet and you will need the whole team - you cannot make it with less than 3 alive in the team
M if the enemies are getting too much, back off from the gratings at the entrance to the "Junior Missions Hall" the gratings then close for you, giving you a "safe zone"
N Open the gratings entirely by taking the nearby Torch and then Putting it back, you will hear the sound of the gratings opening for you as you do that
O NOTE the two gates which lock in two Wyverns. These two guard the start of the "12 brass keys" route down to the "Final Prison" on Level 13. Level 13 has a secret route to the next 10 levels - you will have to search for it!
P you have the option now of going for the CROSSBOW or the SHORTBOW, both are now within your reach, which do you want Yennica to have? or you can do them both (unnecessary)
Q Getting the Shortbow: unless you have already done this, return to the 1st lock that you forced and now pull both levers, you find the Shortbow and a handy storage box!= = = = = = = = = = = = = = = = = = = = =Q Getting the Crossbow:
OPTIONAL MISSION now from original Launch Room, 2 new gates have opened, from one you find 2 Green Slimes loafing about around 3 altars, IF they let you pass (they probably won't, so don't even try) you gain access to the Ugguradians Barracks, here you find the Crossbow and some other worthy loot e.g. Gold! but don't spend too long in the Uguardians barracks, a) you could get killed by the Ugguradians b) those green slimes are still there and you have to go back the way you came (unless you have a Gold Key)
OPTIONAL MISSION : TIP if you do get the Crossbow then go get the Crossbow Ammo!! Find the 1st pit you dropped down, the one near to where you picked the ordinary knife, go there but go there WITH the "Throwing Knife" found in another alcove nearby. Don't go down the pit but go to the nearest DOOR at the side of the room, ascend the stairs and find the nearest LOCK, force it with the Throwing Knife, now find the Crossbow Ammo
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R do all 4 missions in the "Junior Missions Hall" starting with the pit down marked by an ORNATE KEY - take the Ornate Key, this opens the first pit to the first mission, this is easy
S if you have the SHORTBOW, consider doing the hardest mission first, find the DAGGER - take it, the pit behind you opens, you need 2 or 3 FROST BOMBS to do this mission (or don't bother) have them ready, jump down the pit - freeze the flaming Uguardian with the Frost Bombs, then take a huge amount of arrows for your Shortbow !
T do the remaining missions in the "Junior Missions Hall" - your Sorcerer needs to get to 'Spellcraft 6' to cast light and 'Air Magic 19' to cast Invisibility, without these two spells the whole dungeon will be a lot harder to combat
U make sure you do the third mission leading to Abandoned Prison, here you find the Sorcerer's Mortar (tip take the Mortar and then place it back!) and the Minotaur's "Warhammer" which is far more powerful than any weapons found so far
V the Blue Stones are just 100 metres away now but although you will be able to see them you won't be able to enter yet, so HOLD THE TEAM TOGETHER, be careful!
W return back to the Crowerns Barracks CAUTION a squad of Scavengers have suddenly come through here and are viciously hungry !CAUTION! don't lose anyone!
X make your way back to the Launch Area and find the 1 open pit that you first went down at the start, look near here at the edge of the hall, a new door has stairs going up, pull the lever to open all pits, allowing you to go to Mission 2 in the main hall (TIP secret button in this room)
Y before commencing further missions - find the stairs up from the Launch Hall to the Snails Den, fight a good number of them to amass a lovely hoard of food!
Z when you have got about a dozen slices of snail or herder go to the Bread mission! so called as the alcove nearest the pit has bread in it, descend that pit [YOU NEED THE ORNATE KEY]
BY THE TIME YOU INSERT THE ORNATE KEY ON Level 6 "Cursed Temple" your team have learned some pretty impressive skills and gained some really powerful weapons - you are now enroute to the Blue Stones which will be your base for a great part of the game :ENJOY!!
U8, U9, U10 - U13 step by step continues, more advanced regions of the game!1 as you insert the ORNATE KEY there is a secret button right ahead of you, don't press it straight away, first explore the immediate surroundings 2 move down the stairs to "Abandoned Prison" on your left are the stairs down to "Pontious Dungeon" follow this to Blue Stones, look but don't touch as you need the Prison Key now to unlock !
3 continue through "Abandoned Prison" and find the GOLD KEY
= = = = = = = = = = = = = = = = = = = = =SHAMAN STAFF there are two Shaman Staffs to be found in the game, these are powerful tools in the hands of a skilled Sorcerer and enhance the magic that your Sorcerer can wield
FIRST SHAMAN STAFF IN CROWERNS BARRACKS, second Shaman Staff on Level 1
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4 proceed with caution towards the Crowerns Barracks, a secret passageway has opened, which contains a Shaman Staff, can you get it? if you can BRILLIANT, if not just move on, you can always get the second Staff on Level 1
5 on arriving back in the Junior Missions Hall consider going back down the 4th pit where you grabbed all the arrows! you need more Frost Bombs for this, but there are 3 treasure rooms down there, [NOTE, this is the best time to do this in the game!] each with a valuable artefact: 1) Assassin's Dagger that your Yennica will use with gusto! 2) Magic Orb that your Sorcerer can use, which is better than the Whitewood Wand and almost as good as the Shaman Staff, so if you didn't get the S Staff then get the Magic Orb! 3) Gold Treasure "The Globe of Tetharion"! if you are missing one Gold later on, you can bet this is where it is - you never bothered to go and retrieve it!
6 return to the Launch Area, find the ROCK alcove, descend the pit NOTE: you need a GOLD KEY for this!
7 find the triple portcullis gates, near here is a PRISON KEY, this could be used in 1 of 2 places now, A to enter the Blue Stones, or B to unlock Teleporters in the Teleporter Room, YOUR CHOICE :) but C to enter the "Route Start" back in the "Junior Missions Hall" does not yet apply because there is a second entry door there, this is still locked for the time being, so that - at the moment - won't really work out :)
8 now find the GEAR KEY. just move through the Abandoned Prison as before. you come across a new passageway that before was hidden, retrieve the Gear Key from there, return to the Launch Area or visit the Blue Stones, your choice!
9 moving through the Abandoned Prison you find that in fact A SECOND NEW PASSAGEWAY has opened, explore it to find a FLAIL, Minotaur will be happy! Also a pit down (GEAR KEY NEEDED there!)
10 move forward with the GEAR KEY! either A) via the pit down (as 9 above) or B) via the fourth pit (throwing knife) back in the LAUNCH ARENA, either way you arrive in a small room, immediately examine the alcoves and take what you want!
11 Insert the Gear Key after you chose what you wanted from the Alcoves
12 Descend any pit, you are now on "The Cubes Level" explore! There are two secret buttons to find in the immediate area so look carefully at the walls AFTER Cubes have rampaged around for a while NOTE if you see Cubes descending pits that is fine but CAUTION if you yourself then go down a pit, they're waiting down there for you!
13 at the same time as you are looking for the two secret buttons look out for THREE IRON KEYS. you need THREE, if a secret button opens gratings to the "outside area" you can explore the outside area but there is nothing sensational to find, saves time to stay in the Cubes Arena for now 14 collect the three Iron Keys and any other loot along the way then descend 1 level, either by two staircases OR via the pits
15 What if there are no two staircases and the pits are closed? this is a rare occurence, but possible so a video is here for you to watch IN CASE that happens to you http://s1129.photobucket.com/user/falkor61/media/Legend%20of%20Grimrock/troubleSHcubesCURSED.mp4.html
15A The video shows what to do but in words, A) find a secret button B) press it and go to "the outside world" C) find a lever D) pull the lever, that will open 1 pit for you! Now follow the staircase that brings you to a SHURIKEN, this leads back to the GEAR LOCK room, now descend a different pit from there!
16 descend a pit or go down the stairs, follow a series of statues holding AXES, these lead you to the IRON KEY CHALLENGE, insert 3 iron keys along the passageway, these OPEN a portcullis not far from you that admits you into the LEGION RESIDENCES, here you find Goromorg's Sanctum, the Archers' Barracks and some marvellous LOOT, this place is a big earner for the Team so make your arrival and ENJOY!!
17 This level is called "Wild Dungeon" after all the centuries since the Shining Legion it was just left to go wild but note the entrance to Goromorg's Sanctum at the bottom right of the map, an ORNAMENTAL LOCK! remember this!
18 there are a number of ways to go now but 1 route past the Ornamental Lock, keep going, turn left you see a chain hanging down the wall, go past it and up the stairs, do you go left or right then? it doesn't matter, go either way! but take care! heavy fighting ahead
19 if you go left you get an Ornament Key and you're at Teleporter Room I
20 if you go right you find your way to the Archer's Barracks and here you can use the ROUND KEY that you got in STEP X (secret button) and pick up the Invisibility Spell, that will be enormously handy in the last few levels of the game !
WHAT DO YOU GET OUT OF USING THE ROUND KEY ANYWAY? well there is more than one Round Key so let's clarify, the first Round Key is found in the "Lever Room" on Launch Dungeon and is used in Archers' Barracks - is it essential? No, but it is pretty neat, it provides the team with some bombs and food and returns the Team to the Teleporter Room with the side Teleporter OPEN! (extra four teleporters!)
21 once you have an Ornament Key return to the Goromorg Entrance as per STEP 17, Nexus Sword, heavy shield and GEAR KEY to be found here, but first lift the ironware on the first Altar and then put it back on the Altar, to release the EXIT DOOR (or just exit the way you came) ... the Sword of Nex is a mighty prize in it's own right but Goromorg will do his nut when you carry it off, it's his long lost Grandfather's!
[NOTE] in Goromorg's Lair pay attention when you see the CHALICE, just there is a portcullis, look through the gate, there lies the long dead body of one of the THREE DWARVISH KINGS!! come back later and get it, you need all three Corpses
22 on the way to the Archers Barracks you come to a locked blue metal door, just backtrack slightly .... SECRET BUTTON!
23 in the middle of the brightly lit Archers Amphitheatre is a Pressure Pad, just stand on it to UNLOCK THE BARRACKS, you can then fight the Archers or run away. if you run you come to some alcoves PICK UP a prison key!!
24 now you have a PRISON KEY you have two options A) use it to open the Teleporter Room fully or B) use it to open the "ROUTE DOWN" start in the Junior Missions Hall
24A TIP use it to open the "ROUTE DOWN" start in the Junior Missions Hall, this is a better option BECAUSE you get your prison key right back, so you can then do both!!
25 check to see if you picked up a spare Iron Key - you may have one! If so return to the Launch Area anytime, return to the first alcove where you picked up the ordinary knife, now move to the nearest locked door, this door is opened with an Iron Key and leads to basically a FOOD LOCKER, so go get some more food if you need it!
26 do you have a GEAR KEY? you should have picked one up from Goromorg's lair as per STEP 21 above, now return to Cubes Level, find the map and go top left of the map, insert the GEAR KEY
27 this takes you to the Ugguardians Base : on offer CROSSBOW, bracelet, 2nd compass, you need two compasses to unlock the THREE NEW TELEPORTERS in the WEST WING of the Teleporter Room I
28 Return to the CUBES LEVEL, return to the Wild Dungeon, the entrance to Goromorg's Lair, from here find a blue metal door in the middle of the Wild Dungeon, descend the stairs to the DOOM DUNGEON. This DOOM DUNGEON runs to the back of the Archers Barracks but is infested with rotten creatures that guard a precious RED GEM. you won't be able to grab the RED GEM this mission but clearing this lot out now will convert a later mission from nigh impossible to achievable!
29 now you have the option of getting the top sword in the whole game THE DISMANTLER, however in Step 21 you got the Nexus Sword which is not far off the power of the Dismantler. with the Nexus Sword you very nearly have the top sword anyway
30 To get the Dismantler - which is an awesome weapon - you do need a spare IRON KEY, if you don't have a spare, do this later - if you do, return to the Abandoned Prison as per step 8 and again go as if looking for the Gear Key in step 8, you will find a new passageway (IRON KEY NEEDED)
31 head to the Teleporter Room I on Abandoned Prison level - complete the next TWO MISSIONS - the Wardens carry Brass Keys and valuable objects e.g Ornate Key, LongBow and Ice Flow Hammer! destroy all 3 wardens to obtain these artefacts, the Ornate Key allows you to unlock the EXIT DOOR from their amphitheatre otherwise you can't leave, so if you find the Ornate Key in the first Warden you could skip the rest!
32 the two missions on offer happen in Levels 1 and 2 of the dungeon, always do the Level 2 mission first (with the 3 wardens) because then when you're party are hammered in Level 1 and you only have 1 person in the Team left - you can still exit from Level 2 !! other than that, you can do the missions the other way around if you want to!
33 count up the BRass Keys you have. you need at least a dozen brass keys and the more the better, so with at least a dozen go back to the Launch Area where you saw the 2 Wyverns, unlock the gates with a Prison Key and begin the descent route down
34 if you want to gain some more Brass keys then return to the Teleporter Room I, the side Teleporters with Clues, need a compass, just insert the compass next to the Teleporter to unlock, these take you to missions where Brass keys are found!
35 if you use the 2nd compass to take the BEAST MISSION you will come upon a strange place known as the BEAST TRIPLE, these 3 teleporters are very useful in the final levels of the game. There is a clue telling you WHEN they unlock. Later in the game you see a WALL TEXT "Beast Triple" at that stage find the secret button very close to that writing, this unlocks all 3 teleporters! These are handy to you at the end of the game!
36 You will have probably noticed by now that 1 of the Teleporters in Teleporter Room I has faded out! Return to The Teleporter Room to do some more missions but if you notice that the side Teleporters have now closed just go into the faded Teleporter Pad, this will reopen the side area for you!
37 When attempting the "12 BRASS KEYS" route down, a critical point occurs at WILD DUNGEON, Level 11. Here you insert a brass key and a trap door opens, at this stage you need another two Brass keys to cmplete the route down but you also have the option of returning back up to Cubes Temple and Cubes Prison to find more keys. Once you have gone down the Trap Door it's not going to be easy to find more keys!
38 Descend to Level 13 Final Prison and find the side rooms (secret buttons on the side wall) where the last Brass Key is needed for the down route! There are FOUR side rooms but only two have key points so explore all four side rooms, you then descend to DoDamius Temple, have a look around
39 You should have a prison key and an ornate key from previous missions! Go to the throwing knife alcove, turn around and go to the nearest wall! SECRET BUTTON, push it for weapons/ food stash! (Lever resets all pits here to OPEN)
40 check out the side doors all around Dodamius, one has a GEAR LOCK! so you need a GEAR KEY for that, now go to the ordinary knife alco, take the ordinary knife and jump down the nearest pit!
41 you have dropped down to Mole Prison, Level 16 ..... use the ordinary knife to force the lock and get the GOLD KEY and the green gem (you should already have the red gem from Pontious Dungeon!
42 you then return back to DoDamius Temple with the GOLD KEY and the green gem
43 the logical step next would be to go on the "BREAD PIT" but there is a problem. if you go down there, inserting the Gold Key CLOSES the down pit to the Rock mission, this becomes evident as you explore the small area on dropping down.
44 NOTE, BREAD MISSION has a standalone route that gets you to THE SEWERS "BLUE STONES II" you can head there without using the GOLD KEY and come back to the missions later, it would be fine to do that now OR go to Rock Mission
45 ROCK MISSION, this takes you to Level 18 PRIEST TEMPLE, there are two ways to go here, recommended FIND THE secret door next to the three portcullises, secret button opens the secret door, enter and move through
46 ROCK MISSION, on Level 18 PRIEST TEMPLE, find the GOLD LOCK, use the Gold Key here !! enter and move to Level 17 (LOOK FOR A FURTHER GOLD KEY ON THE FLOOR, YOU NEED THIS!!) (kill the Big Herder! you get a Prison Key for doing so!) you exit back onto Mole Prison, watch out for Zhandul's Orb!! collect the Blue Gem just before the stairs up to Blue Stones II
47 ROCK MISSION ENDS in Blue Stones II, so it can be seen that 2 routes from DoDamius Temple go to Blue Stones II (Rock and Bread)
48 Returning to Dodamius should be pretty easy as there a 4 teleporters in the main sewers right next to Blue Stones II, remember that there is now a shortcut back to Dodamius from Teleporter Room I ( go to where you inserted the Compass ! )
49 upon return to DoDamius go on the Bread Mission !! You should have the Gold Key that you found on the Rock Mission! (you'll need it) and if you have not yet done the route from Levil 17, Evil Dungeon to Blue Stones II it would be a great idea to do it now!!
49A On doing the bread mission [blue gem] you return to DoDamius as if you have got nowhere, you return to find a weird team of spiders led by a Ugguardian! but where have they come from?? check around and find out! TIP check the stairs where you came down originally to enter Dodamius!
50 Final Mission on Dodamius, jump down the Throwing_Knife pit to Level 19, Dank Prison - this is a maze and you need the PRISON KEY for this which you should have got from earlier missions
51 head SOUTH EAST in the Maze, use the prison key to exit to PRIEST TEMPLE but do not slay all the Snails, SAVE ONE at least!! you need to lead one of the snails to a pressure plate, this opens the doors to 'Tome Sanctuary' on Level 17, pick up the Tome and look out for a GEAR KEY.
52 with the GEAR KEY note you are right next to the route to Blue Stones II! Go there? If not return to Dodamius and use the GEAR KEY now
53 You have to weave through a nightmare area of Ogres and Wardens and Lizards but end up on Level 17, Evil Dungeon, you find levers, just pull the lever to your left ONLY and proceed through the opening gate with your ORNATE KEY ready
54 place the ORNATE KEY in the lock OR use the RED GEM here to gain entrance to ALTAR SANCTUARY whichever you wish to explore
55 from the Ornate Lock you arrive to Level 19, Dank Prison "4 pits" now see if you have one or two spare brass keys left over, if so, use them here at the edges of the arena, side doors to old areas could come in handy!!
56 Go to the top left hand corner, here you must insert green, blue and red gems one after another
57 first mission from Dank Prison, drops you down into Silent Dungeon, what you are looking for here is a major Secret Button in the wall next to a second set of gratings, push the button and move on - go through a narrow passageway - pull the lever - head to the top left of the map, looking for a small secret button in a corner wall - push the button - on the other side of the button it says, "TRIPLE BEAST," this means you just activated (unlocked) three teleporters on BEAST LEVEL (handy later) !
58 now head to the very centre of the map, find 2 alcoves, 1 has a GEAR KEY, 1 has an iron key, ascend the stairs to Level 19, Dank Prison
59 you need the GEAR KEY for this, descend the next pit to SUNK TEMPLE - find the secret button and pick up the ORNATE KEY!! you are now back into the Silent Dungeon, (this would be a great time to cast the Invisibility Spell) again find your way to the Centre stairs and back to Dank Prison
60 you need an ORNATE KEY for this, descend the next pit to SUNK PRISON, you find that it is Teleporter Room II, take the available teleporter which moves you to Old Dungeon (L2) look on the ground through a grating and you see a ROUND KEY - can you open the grating, freeze the army of undead (with a freeeze bomb?) grab the Round Key and go?
61 look in your Old Dungeon very carefully before doing anything, if you have a spare IRON KEY definitely use it now, it will open an emergency exit for you! ok now pull the lever and try and get the Round Key
62 this leads to BEAST LEVEL where if you pressed the secret button on Silent Dungeon as per Step 57, you find the 3 open teleporters!! ENJOY!! (remember you need 3 gems to move on from Dank Prison)
63 return to Dank Prison and do the second pit again, this was where you inserted the GEAR KEY, now you have a second GEAR KEY, insert the 2nd GEAR KEY ** AND YOU NEED A ROUND KEY FOR THIS **
64 after getting through the Cubes you come to a room with Levers, ONE OF THESE LEVERS turns on a new teleporter in the Teleporter Room II just above you. It is the lever on your left as you go into the room. Pull it, move up the stairs, enter Teleporter Room II, enter the new teleporter which takes you to SILENT DUNGEON by the three treasure rooms
65 Explore the three treasure rooms and then make it out to the central staircase as before
66 return to Dank Prison and do the second pit again, this was where you inserted the GEAR KEY, have a prison key ready this time, go back through the Cubes Arena but this time do not go into the Levers Room, insert the Prison Key it leads you to a SECOND Sunk Prison Teleport Room, so effectively Teleporter Room III, each teleporter leads you to a different coloured Gem (Mission)
67 the teleporter by the flower on the floor takes you to a SURRENDER YOUR BEST WEAPONS zone, in exchange for your Dismantler Sword and your Ice Fall Hammer you get the Green Gem, you should already have the Blue Gem and Red Gem from previous missions, so now return to Dank Prison, you should have all 3 gems now to allow to exit from there through the special Gems Arches
68 Do you have the Red Gem? if you're missing it, head back to Dank Prison and do the second pit again, this was where you inserted the GEAR KEY, go back through the Cubes Arena but this time use the entrance where you inserted the Prison Key to get to Teleporter Room III, this time use the Teleporter next to the one near the flower, this leads to the RED GEM
69 do you have the blue gem? if not repeat the step above for obtaining the Blue Gem
70 insert all 3 gems at Dank Prison, exit through the Gem Arches and you see a LOCKED PORTCULLIS as soon as you go downstairs THAT IS THE ROUTE YOU NEED TO GO, not the red herring gate that opens just around the corner, that takes you to hell!! so do not go through it, turn around as soon as it opens and now the correct gate is open for you!
71 this takes you down to BLUE STONES III and "Greetings" sign and "Welcome to Three Altars Sanctuary" but not quite, you now see the "3 ALTARS SANCTUARY" where the corpses of the three Drawrvish Kings need to be laid to rest, you should have one corpse found on the CUBES PRISON, place it at the entrance to the "THREE ALATARS SAC" you will soon have the other two!!
72 move around to the other end of the Blue Stones Hall and you see brightly lit GRATINGS, fight your way into there and move into the adjoining SUNK TEMPLE "4 pits" arena
73 look around and find the door that has an ORNATE LOCK, now see a pit with bread dropped by it, the first pit is therefore the one next to it! go down it with heavy weapons such as lighting rod, flame sword and find an ORNATE KEY
74 exit onto a CUBES battlefield, try and scavenge valuables from several side rooms which have food before exiting back to the LEVERS ROOM, find the stairs up to Teleporter Room II, select the ORNATE LOCK room then it's the teleporter opposite that!!
75 head back to BLUE STONES III (SUNK TEMPLE) now find the pit marked with BREAD, jump down it AGAIN WITH HEAVY WEAPONS!
76 pick up the GOLD KEY head back to BLUE STONES III (SUNK TEMPLE) now find the pit marked with ROCK, jump down it AGAIN WITH HEAVY WEAPONS!
77 pick up the PRISON KEY head back to SUNK TEMPLE now find the final pit down, jump down it [PRISON KEY NEEDED!!] find TELEPORTER ROOM IV use the Prison Key, use Teleporter and retrieve Ornamental key [NOTE] Teleporter nearest the flower leads to a KING'S CORPSE
78 with the ORNAMENTAL KEY head back to SUNK TEMPLE now find the side of SUNK TEMPLE, there is an Ornament Lock [ORNAMENT KEY needed] this leads to Bronze Temple where the pits are illusions, they aren't actually pits! They are simply part of the floor
79 Look around Bronze Temple and find SECRET BUTTONS, (each time you decide to press a button leave an item by it to show you already did that one!) the first one to go for is the one by the KNIFE, it opens a door to a side room, inside a few spiders. Use the KNIFe to force the lock inside, just like at the start of the game
80 proceed and find the TWO GEAR KEYS on L20 SILENT DUNGEON - ok OPTION HERE TO SHORTCUT BACK TO L21 SUNK TEMPLE but DANGER (use Invisibility spell?) pull the nearest Torch and run ahead into Silent Dungeon - just ahead is a corner PIT DOWN, it shortcuts BACK to SUNK TEMPLE, if not return to SUNK TEMPLE the long way
81 return to BRONZE TEMPLE, you should have FOUR GEAR KEYS in your pockets - do the secret button diagonally opposite to get TWO GOLD KEYS!! return to BRONZE TEMPLE and find the pillar that has TWO secret buttons, press the one nearest the fake pits
82 fight off a squad of monsters but then explore their lair, insert a GOLD KEY to unlock the stairs up but go with HEAVY WEAPONS, when you insert the SECOND GOLD KEY >>>> S T O P <<<< turn around !! find TWO ORNATE KEYS nearby
83 once you have two Ornate Keys THEN go up the stairs and pick up the other TWO ORNATE KEYS, only return to Bronze Temple when you have all FOUR ornate keys and then hit the last Secret Button
84 insert each ornate key into the central pillars, a pit will close each time you do so confirming that that lock is turned, on the 4th lock the blessed resting place of the 2nd KING is revealed, take his corpse to the THREE ALTARS SANCTUARY but leave it just outside, you still need the third corpse, return to Teleporter Room IV, take the teleporter next to the flower, this takes you to the third corpse!
85 place all 3 corpses inside the THREE ALTARS SANCTUARY onto the ALTARS
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