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Champions: Return to Arms
Walkthrough of PS2 Game
Version 1.1.6
Originaly Written by: Dr. Darrell and Kayd
Current version by: George Chappell (aka: nst)
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** 1.00 INDEX -
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1.00 Index
2.00 Introduction
3.00 Controls
4.00 Options
5.00 Characters
6.00 Equipment
7.00 Game Layout
8.00 Cheating and Manipulation
9.00 Ability Score to "something more informitive" conversions
9.01 Str
9.02 Dex
9.03 Int
9.04 Stm
10.00 Walkthrough
10.01 Plane of Tranquility
10.02 Plane of War
10.03 GOOD - Plane of Innovation
10.04 GOOD - Norrath: Pit of Ill Omen
10.05 GOOD - Plane of Water
10.06 GOOD - Plane of Torment
10.07 GOOD - Plane of Disease
10.08 GOOD - Plane of Valor
10.09 GOOD - Plane of Fire
10.10 GOOD - Plane of Storms
10.11 GOOD - Plane of Valor (Continued)
10.12 GOOD - Norrath: Faydark Forest
10.13 GOOD - Plane of Nightmares
11.00 OPTIONAL QUESTS
11.01 Faydark Forrest
11.02 Blood Bath (Plane of War)
11.03 Warboar Caves
11.04 Tick Tock (Plane of Innovation)
11.05 Duff’s Junkyard Fights
11.06 Depth Scurry (Plane of Water)
11.07 21 Leagues
11.08 Soulbreak (Plane Of Torment)
11.09 Hells Cells
11.10 Bloodvine Quest
11.11 Gothic Castle
11.12 Frogville (Plane of Disease)
11.13 Crypts of Decay
11.14 Warlord’s Endless Horror (Plane of Valor)
11.15 Isle of Dishonor
11.16 Gnomes Escort (Plane of Fire)
11.17 Torments Furnace
11.18 Kobold Onslaught (Plane of Storms)
11.19 Frozen Wind Bunker
11.20 Death's Countdown (Plane of Nightmares)
11.21 Bloodstone Passage
11.22 A Twisted Nightmare
11.23 Sword in the Stone (Plane of Valor)
11.24 Plane of Tranquility
11.25 Start the game, Pick evil this time.
12.01 Plane of War
12.02 EVIL - Plane of Innovation
12.03 EVIL - Norrath: Pit of Ill Omen
12.04 EVIL - Plane of Water
12.05 EVIL - Plane of Torment
12.06 EVIL - Plane of Disease
12.07 EVIL - Plane of Valor
12.08 EVIL - Plane of Fire
12.09 EVIL - Plane of Valor (Continued)
12.10 EVIL - Plane of Storms
12.11 EVIL - Plane of Valor (Continued)
12.12 EVIL - Norrath: Faydark Forest
12.13 EVIL - Plane of Nightmares
12.14 EVIL Optional Quests
12.15 EVIL – Plane of Tranquility
13.00 Credits and Thank Yous
14.00 Contact Information
15.00 Version History
16.00 Glitches and Bugs
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** 2.00 INTRODUCTION:
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This game, Champions: Return to Arms (RTA), is a sequel to the
popular Champions of Norrath (CON). There are pluses and minuses
to playing both of these games. One plus is they work very well
together, if you are into cheating, and maximizing stats. This
game makes it much tougher to do some of the duplications and
farming tricks from the first game. HOWEVER, you can do these
tricks in CON, and then just import that player into the RTA game.
The draw back of this is the "stale factor." This game looks and
plays a lot like the first game.
If you spend hundreds of hours in CON, it might be TOUGH to have
that much endurance and patience for this game. Some of the Non-
Player Characters (NPC) from the first game are back, which can
increase the stale feeling.
Another difference in this game is the level of difficulty. Many
bosses here that you have to fight are tough to kill and they hit
you extremely hard. Some of the bosses in CON, the areas had
items that you could hide behind, and gain back some mana or
health, and then continue on with the fight. The RTA game has very
few of these areas to hide behind. Another difference is the Medal
rounds in this game do not all require fighting. Many require quick
reflexes, lots of patience, and just lots of luck. Some people that
are good at fighting might not be able to dish out the skills required
for these extra levels and areas.
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** 3.00 CONTROLS ( for PS2 )
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Please note that all these may be chagned in options. I myself
Perffer to switch X and ¦, it makes things easier for my thumb.
X - Attack with Bow/Sword. Also the action button in menus.
Square - Action button, i.e. open chest, use door, pick up stuff.
Circle - Quick Spell Slot. You can attach a spell for quick
casting here.
Triangle - Same as Circle, Quick Spell Slot.
D-Pad - Spell book. Pointing at a spell and hitting square uses
that spell.
Start - Opens options screen.
Select - Opens character screen.
Left Analog Stick - Moves character.
Right Analog Stick - Rotates camera (push left and right), or zooms
in or out (push up or down).
L1 - Switches between Range/Melee providing you have both equipped.
R1 - Hold down to Block.
L2 - Uses a Mana Potion providing you have one.
R2 - Uses a Health Potion providing you have one.
L3 - Centers the camera behind your character.
R3 - Opens Map, click again to open Mini-Map, click again to remove
map.
Note - Holding R1 to Guard and pushing L1 will make your character
jump back.
Note - Holding Square and pushing select uses a Gate Scroll.
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** 4.00 OPTIONS
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In-Game Options:
Use Gate Scroll: Uses a Gate Scroll to go to Firiona or Natasla
Hub.
Gate Back: Uses a Gate Scroll to go back to where you came from
Load Game: (Offline only) brings up your saved games to load.
Options: Brings up the Main Screen Options.
Exit Game: Quits to the main menu.
Difficulty Settings:
Adventurous: Best for beginners, can hit 30-35 in this
difficulty.
Courageous: Best for level 25-45, can hit level 55 in this
difficulty.
Champion: Best for level 45-65, can hit level 70 in this
difficulty.
Legendary: Best for level 65-80, can hit level 80 in this
difficulty.
Epic: (ONLINE ONLY) Harder then Legendary setting.
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** 5.00 CHARACTERS
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Six different characters can be used in this game.
They all have pluses and minuses. Read the description of each
character in the game, to find what they are good at. Match these
strengths and weaknesses to your style of game play. Four of the
character classes can have both male and female characters; the two
new ones for this game only have male characters.
The male and female character have the same skills, they just look
different. The new ones for the RTA game are the Iksar Shaman,
and the Vah Shir Berserker.
** Iksar Shaman **
He is a big green lizard dude. You can customize his skin and his
horns. This character is more of a spell caster then a melee fighter.
This seems to be a favorite character for many people. The newness
of this character over the old CON characters might be part of this
liking. The Shaman can summon a pet badger. The looks of the
character and the voice are very appealing. He cannot use a bow,
but can use throwing axes. The Shaman has the best-looking
BLOCK/Jump option. He spins around backwards. This seems to get
him very far back, and out of danger.
** Vah Shir Berserker **
This is a big cat. You can customize his fur. This character is a
melee fighter. He is very good at dealing damage but not as good
at the Barbarian for hand-to-hand combat. His roars can affect
teammates, making this a benefit in-group play. His main ranged
attack uses throwing axes, which are not as good at bows for the
Ranger, but still give some variation in game play. It is nice to
have a ranged attack.
** Barbarian Warrior **
This is the best up-front melee/high damage character. If you are
going to have a group, you want at least one of these. The Strong
Stance is a very helpful spell at higher levels. Strong stance
keeps this character from being knocked down, which can be helpful
if you are using this character as a tank. They can use all types
of weapons and armor, which is helpful at times.
** Wood Elf Ranger **
This character has many buffs that center around a bow. This is
one of the best solo characters. It depends how you tune him, with
Strength and Dexterity. Has only four or five main spells that are
used. Dual Weld and Critical Hit help with Melee type fights.
The Ranger cannot use staffs or two-handed weapons.
** Erudite Wizard **
This character has very powerful spells, but many are relatively
weak at high difficulty levels. He does not get any of the melee
buffs that melee characters get. This is a very hard solo player.
This is best in a group, so he can stand back, cast spells, and not
get into the fray of battle. CON had many spots to hide behind
something and cast; RTA does not have many spots to hide behind in
major battles, which takes away some of the tricks of this
character. The armor for the Erudite is different from the rest of
the characters. They do not get the fancy plate armor that the
others get. The Erudite is limited on weapons. They are geared
for staffs, but other weapons seem to drop more then good staffs
do. This character is not recommended for the beginner, or solo
mode.
** Dark Elf Shadow Knight **
This character can stun smaller enemies. The SK is more of a jack-
of-all-trades. SK does many things, but none powerfully. One
benefit is they look cool. Looking cool, however, does not keep you alive,
but its better then looking like an Ogre. SK can summon a pet
skeleton to fight by his/her side. The pet is best as a
distraction for enemies. This pet just gets killed too fast in
harder levels, and you are left alone.
** High Elf Cleric **
This charter is a mix between spell caster and Melee fighter.
This character has some nice group healing spells and protection
spells. This character has some good damage against undead
enemies. About one third of the games bad people are undead.
This character is limited to blunt weapons.
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** 6.00 EQUIPMENT
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There are three major types of equipment. These are Weapons,
Armor and Accessories. Weapons deal out damage. The more damage,
the faster the enemies die, and hopefully the longer you live.
Armor is more subtle. With armor, there is such a thing as an
Armor Class, or AC. The higher the AC numbers the better the
protection. There is another thing in RTA that effects armor and
weapons, and that is gems. Gems give more abilities to weapons
and armor.
Weapons and armor have sockets, which can be customized. These
sockets can hold gems, to make the original item better. In the
game, you find gems, and then add them to your weapons or armor.
Beware, once a gem is attached to an item, it can not be removed.
So as you start out. You break barrels, open chests and kill
critters. You pick up stuff. I pick up EVERYTHING! This is
difficult because there is lots of stuff, and with low strength,
you can only carry a few items. Therefore, you have to Gate back
to your hub over and over to unload. Yes, this is what CON and RTA
are all about, unless you use cheating-type practices. That will
be briefly discussed in another section. Hubs are places I call
where you go back over and over again. Hubs are the major person
you buy and sell your stuff at. This game has two main hubs;
depending on whether you pick the good or evil path through the
game.
When you get where some member of your party cannot carry any more
items, We Gate back to the Hub and start to review the weapons and
armor we picked up, looking for things that are better then what we
are using. It is a long process, but fun. Sometimes some trading
can go on, certain good items only work on certain character
classes. Just get away from the Non Player Character, (NPC) and go
back into your inventories, drop stuff on the ground for your
friend, and pick up stuff he has traded you. Working as a team is
very effective. Slowly you get better and better armor, and better
and better weapons. The bad news is the enemies get harder and
harder, so you need these better items to even have a chance of
finishing the game.
For those of you who are are stingy with your Gate Scrolls, remember this:
if you can sell stuff, you can buy gate scrolls. Also, even crappy
items can cover the cost of a gate scroll.
NOTE: There is also an issue with this game that it only lets you
hold or carry 64 different items on your accessories screen.
Sometimes if you cannot pick up potions, or quest items, your
Accessory screen might be full of junk. Try to trim down or sell
stuff that is not needed.
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** 7.00 GAME LAYOUT
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Return to Arms is very liner in fashion. This means you have to do
section A, before you do section B, And Section B before Section C.
Some games are freer Flowing, but this game is not that way. When
you use the Planar Gateway, you will see different Planes open up.
Your Hub NPC (Firiona or Natasla) will direct you to the next
Plane, and tell you why you are going there.
When you beat a Plane, you will see a section to the right or left
of that Plane's picture in the Planar Gateway that is now
available. These sections are called Medal Rounds. If you do well
in each Medal Round, you get a Champion Medal. You do not get a
physical medal, but it opens up a bonus section next to each Medal
Round. It is fun to sometimes go into these medal rounds after you
have just beaten the Plane, and see some new sections, but I would
advise trying to do them at the level you just finished. Some of
them are hard. To tell you the truth, I feel some of them are too
hard. I suggest saving the harder bonus areas until the end
of the game, right before the last boss.
At this time, you will be your strongest, with your best spell
selection and equipment. It will help very much. I will try to do
this FAQ in a linear fashion, to go along with the best way to tackle
these sections.
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** 8.00 CHEATING AND MANULIPATION
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I really wanted to put this section at the end. However, the
walkthrough got too long, that did not seem the best place for it.
Some of what I am going to talk about will not make sense if you
did not play the first game, Champions of Norrath (CON). I am
sorry for that, but I am not going to explain that entire game to
you. CON has some abilities to duplicate items, that make the
game very easy. You could import players at any time, drop your
stuff on the ground, and THEN import that character again, with the
item still in the players' inventory. Therefore, you now have 2 of
an item, then 4, then 8 then 16. Well you get the idea. There
was also a cheat code to bring your character to level 20, with 999
skill points. Well 999 skill points was WAY more then you could
ever spend in 50 or 80 levels. Therefore, you got EVERY spell and
ability, when it became available, none of this picking and
choosing that you always seem stuck with at earlier levels.
RTA does not have that ability to duplicate stuff anytime you want.
Or at least at the writing of this, there is not a way. There is
ONE time when you can do that, and that is at the start of a new
game. So if you are having a strong URGE for skill points, and
you do not want to get a character up to 40+ levels to get them
all, you can use CON to help you. If it is a player that you can
have in CON, maybe an idea is to create a CON character in the CON
game, Use the Level 20 Cheat, and then import that player into RTA
with 999 Skill points. That is one idea.
Another thing I might do is do my duplication of gems in CON.
Gems seen more scarce in the RTA game. They now have a new thing
called Figurines. The bad news is these things weigh a TON. Well
maybe not a ton, but 5, 10, 15, 20 pounds each. There might take
some special tuning of your equipment to carry all this stuff.
Therefore, that is another idea, do your character manipulation in
CON, THEN import that character into RTA.
I only talk about the above items because I feel this game is VERY
hard. It seems that you wade through the normal Plane areas, but
the Bosses are able to kill you in two hits.
One thing that this game gives you is the ability to obtain Infinite
Ability Points. I will not go into this systematically, but this
is a good way to boost your strength, stamina, Dex and Intelligence,
without hours and hours of game play. The high-level view of this
trick is, the use of the Medal rounds. Multiple medal rounds work,
but we will just use the First one as an example. During the
normal game, when you level up, you get 3 ability points per level,
the trick is to NOT spend them. The trick is to SAVE them for the
Plane of War, Medal round. It seems the system saves your current
attribute levels, and the fact that you still have three (or six or
nine) to spend. As soon as you are in control of your character,
you go into the Menu and level up your attributes. Then go back to
the game and just die. You loose nothing if you die in the medal
round.
It will ask you if you want to try again or go back. Well you
pick try again, and you will notice that you STILL have the three
extra ability points to spend, BUT the base ability scores are
bumped up from last time you did the increase. Therefore,
you can spend the same points again. This is what you do,
Over and Over and Over and Over.
Other people have gotten the great idea that if it
works with 3 point, what about 6, 9, or 12. Yes it does.
Therefore, some people just save TONS of ability points, and then
raise there skills 12 at a time.
I did this character manipulations and maximization to some of my
characters, and it can be fun. I usually put my points into
stamina, so I can make mistakes and still stay alive. I hate
dieing, but I like some element of risk. Some of the Medal rounds
in this game are VERY tough. I have taken a higher-
level character, with some of the abilities pumped up, and go back
into them and try it then. This was the only way I could win one
of them, Called Soulbreak.
So that is my section on Cheating and Manipulation. Many people
frown on this if you are going to take your characters online. I
never go online with PS2 games, so I do not worry about this.
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** 9.00 Making sense of stats
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Here I will post my findings, and only my findings here. A full
explination as well as my souirce data will be displayed in a
seperate file.
I will always tell my brother how I hate that I can't optimize my
equipment in games. He of coarse says something like "just put on
things with big numbers". But what if I have a choker of +a dex and
a choker of +b str? I can only choose one. Thats why you need to know
what everything does and by how much.
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** 9.01 STR
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** 9.02 DEX
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** 9.03 INT
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** 9.04 STM
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** 10.00 WALKTHROUGH
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** 10.01 PLANE OF TRANQUILITY
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Monsters: None
Chests: 0
Bosses: None
Noteworthy: Home of Firiona Vie, portal, save point, Planar
Gateway.
Walkthrough: In the CON game, the location of the shop moved from
one area to another as you progressed through the game. So you
could not put stuff on the ground, and use it in later Sections
In RTA, the shops/hubs stay in 2 places, but you cannot use the
ground as a holding area for cool stuff. Some times, it stays
where you put it, and sometimes it is gone. Firiona Vie was a
Character in the last game (CON). She was held captive by the
Evil Lord Innoruuk in CON. You freed her right before you went
back and had the last boss fight with him. In that ending
of CON, Lord Innoruuk blew up into a thousand Pieces. Well it
seems maybe like 10 or 12 shards. These shards of Innoruuk can be
brought back together, and the Dark Lord can be raised from the
dead to create trouble once again.
Look through Firiona's shop. Get use to the idea of selling and
buying stuff. I usually save right before I sell stuff, in case I
make a mistake. I also save right before I go back into a plane,
just incase there is something nasty there. Remember that you
cannot use the ground in your HUB area to hold stuff.
Using the ground is risky, but it sometimes works. However,
you might not want to do that just yet. Your hub MIGHT change.
Look around, you have a portal, which can transport you between
planes and locations. It is that stand with the BIG diamond on
top. You have a save Point. Save points are places you show up
if you die, if you are in a team. Make sure you run up and touch
the portal to activate it. Make sure you run up and touch all save
points to set a checkpoint. Save the game.
The Planar Gateway behind Firiona looks broken, and it is broken
until you talk to her. Once you get your mission, run up to it
again. It will now go together, and start to function. The Plane
of War is the only option, pick that and start the blood
shed.
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** 10.02 Plane of War
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Area 1: Lost Battle Ground
Monsters: Kobolds, Large Kobolds, Kobold Shamans, wraiths
Chests: 18
Bosses: Two mini bosses
Noteworthy: Natasla, Good Gate, Evil gate, save points
Walkthrough: This is our first area of real fighting. Make sure
you know what buttons do what on your controller. Make sure you
look at your map. Make sure you know what items on your map mean.
It shows copper colored dots for save points. It shows blue dots
for Portals.
As you move forward, you should see save points appear on your map.
Now I will talk about another technique I use in dungeons. We
call this technique HAND ON THE WALL (HOTW). You just follow the
wall, and let the game map in the perimeter of the area. You do
not go through any doors, portals, or long passages, until the
entire area is mapped in. Some areas of RTA work very well for
this technique, other areas do not. But that is how I will work
through this Walkthrough. I will usually start at the entrance
to each level, and put my left hand on the wall, speaking in
theory only, and walk around the entire Area. This will usually
take me in a clockwise direction.
Therefore, Hand on the Wall (HOTW), Can help you find items when
you have to collect a set. Because this is the first area, we
will talk about Combat Techniques. Right now, you have crappy
armor and weapons. However, as soon as you start smacking barrels
and opening chests, you will get different armor and weapons. If
they show up in your inventory as red, you cannot use them. There
can be two reasons for this, your character cannot use them, or
they are beyond your level.
If your character cannot use them, it MIGHT be best to sell them.
However, some people trade them to other players, or they save for
some other character they want to start. Move slowly, because
movement will initiate enemies to run in your direction and attack
you. Remember to use your save points. Remember how to drink a
health potion. Start to move forward slowly. Remember your
Block button, practice with it. Remember your block and Jump back
buttons, practice with them.
You will notice fires in this area. They are so pretty; just do
not stand in them. You will watch your health decrease. In
addition, you will notice a smaller wooden barrel that you can
light. Make sure you pay attention to the look of this barrel.
If you are hit by a powder keg later in the game, you will notice a
health decrease. It is also very fun to light these kegs and push
them next to your friends.
As you work your self around the area, you will come to a woman
called Natasla. This is now decision time. If you stick with
Firiona Vie, you will stay on the good path, and the Plane of
Tranquility will be your home shop/Hub. If you pick to side with
Natasla, You hub will move to the Plane of Fear in the future.
You will be taking directions from Natasla for the rest of the
game. Natasla is the evil side of the game, Firiona is the good
side.
This walkthrough will assume you stick with the good side in the
beginning, and remain to side with Firiona Vie. You cannot change
your mind after this point to switch sides. However, IN the next
game, we will suggest you switch and try the Evil side. I will
start the EVIL walkthrough at the end of this one, taking up from
the meeting of Natasla, and moving forward.
Explore all areas. Collect all money and break all barrels. Buy
gate Scrolls and gate back to Firiona and sell your stuff. Look
carefully at what she has for sale, because it CHANGES. Some
times, you will get a RARE find. So look at all the stuff: weapons,
armor, and Accessories.
Sooner or later, you will find a light gray Kobold who walks up on
his back legs, this is a Shaman Kobold. What you will find out is
they have the power to resurrect the dead kobolds as you kill them.
Sometimes they resurrect behind you, or all around you. Learn to
target these types of threats early in the game. When you find
the Diamond toped portal, use that instead of Gate Scrolls to save
yourself some money. Portals show up on your map.
Remember to explore all areas BEFORE you go through the door to the
next section. This is a rule for every section. You want to
sponge out every bit if gold, experience, and items, before moving
on. Some items in the section you are leaving are required for
later sections. Make sure your map is fully filled in before you
go. You should be level three by now. This gives you access to
new weapons and armor that had level three as a
requirement/prerequisite. In addition, you MIGHT have spent some
points on some spells. Test out your spells on these easier enemies,
because later sections get harder and harder. You might want to
save your ability points for the Cheats and Manipulation tricks of
this game.
Area 2: Field of Strife (Good)
Monsters: Melee Orcs, Archer Orcs, Shaman Orcs
Chests: 6
Bosses: Two Mini bosses. Just tougher Orcs.
Noteworthy: New NPC will open bridges for you. First labeled
boss.
Walkthrough: You will see an elf kneeling on the ground, his name
is Engineer. He asks you to kill all the Orcs so he can lower the
bridge. You will have to charge past the archers and come around
behind them, the warrior Orcs do not hit very hard, but they hit
fast, and can lower your Hit points (HP's) fast, and the Orc
archers hit hard. You will be best off trying to lure a few of
them around the corner and taking them out one by one. After they
are all dead, Engineer will head up and wait for you at the bridge,
speak with him and he will lower the bridge and then ask you to
kill the shamans. In this section you will find the barrels are
square boxes, remember to smash them all. The treasure chests
are also in small tents. Make sure you look for these before
moving on.
Lure Orcs around corners again and get up to the shamans. Once
you are up to one, try to lure the Orcs with him away from him, if
you do not the shaman will revive them while you are fighting him.
Once they are all dead. Run up to him and melee attack away, all
his spells are weak. Just watch out for his melee attack, which
is the worst thing he has. Once both of the Shamans are dead,
head back to Engineer, and he will lower the bridge, and ask you to
take out the catapults. They are both real close to each other,
and more of the same Orcs guarding them.
Take out the Orcs. Get up to the catapult and ignite the ammo
cart next to them, blowing up the catapults will make Engineer run
up to the next bridge, and the last one, speak with him to lower it
and head down the stairs to the War Room once you are ready. Make
sure you have collect all the stuff and gold, and you have saved.
Use the portal to go back to the shop, buy, and sell stuff.
Area 3: Armory/War Room
Monsters: Melee Gladiators, Archer Gladiators,
Chests: 3
Bosses: Rallos Zek.
Noteworthy: Save Points, Portal, Shard, and nasty Boss.
Walkthrough: This section is straightforward. The boss is at
the far end. There is a save right before you go into his area.
If you see a save point, and you have not done sections behind you,
go back and explore. Gladiators are a step up from the Orcs, but
still manageable. The good thing is there are many narrow
passages here, so sometimes they can only come at you one at a
time. Some just stay back and watch there friends fight, and
then die. Save your game, and enter the lower area.
BOSS: Rallos Zek.
This person is big and scary looking. You are in a small pit with
nowhere to run. Do not get stressed out. This person is very
slow, even with my fat fingers and slow reflexes, I beat him. It
is easy to get behind him and get a few hits in. If you are range
or melee, just run around the area until he sticks his sword in the
ground. Once he does wait until the ring starts to go away, once
it does, run up to him and hit him a few times. Then just run
around again, and repeat. Drink health potions and mana while on
the run, and watch for his pattern. He has a high AC count so
ranged might have a hard time hitting him, do not worry though, you
still can. Once he is dead, pick up everything and the shard,
then port back to the Plane of Tranquility through the portal.
You cannot get back up the stairs, so you are stuck using the
portal. That's whys it is important to do all your exploring
before you step down into his area.
NOTE: You will get a message that your Medallion Round is opened
up. This can be accessed with the Planar Gateway. If you just
want to check it out one time, go ahead. However, it is 10 times
tougher then Rallos Zek. The plan is to wait for it until we
are tougher. The Medallion Rounds can be visited at any time in
the game, so wait and save your energy for when you are best
prepared with skills, weapons, and armor, which is usually the end
of the game.
******************************************************
** 10.03 GOOD - Plane of Innovation
******************************************************
Area 1: Plane of Innovation
Monsters: Hammer Clockworks, Archer Clockworks
Chests: 6
Bosses: None
Noteworthy: Save points, NPC Gnomes, elevator.
Walkthrough: After shopping in the Plane of Tranquility, you will
need to come here. The Clockworks here are slow moving. They
seem to have high AC to block your ranged attacks. In addition,
they hit hard in Melee if they get that close. Spells are the
best thing here because you can stand back. Also, The Hammer
Clockworks will sometimes stand there and wobble after you kill
them, if they do this, get away from them, they MIGHT blow up. Use
spells to wear down there health, then melee to finish them off.
You are looking for a Gnome called Nitram. He wants a thing
called a Copper Sprocket.
Look around the level for chests and barrels, killing clockworks
for XP. You will need to get to the elevator to go to the next
level, but make sure you have this level fully mapped before riding
the elevator down. Do not worry about the Copper Sprocket; you
will not get it until the end of the Plane of Innovation.
Area 2: Mines Level 1
Monsters: Hammer Clockworks, Archer Clockworks, Droids (aka walking
self-detonating powder kegs of love or any simmilar name)
Chests: 5
Bosses: None.
Noteworthy: Save points,
Walkthrough: In this dark, underground mine. There is a new
enemy here, the Droid. These one of the easiest monsters in the
game, as long as you spot them. They are rather small, and all
they do is run up to you and light themselves. They try to get next
to you and blowing up. They have very low HP, and once they light,
they usually stand still. Make sure you are not next to them, or
destroy them first.
This area is straight forward, so just map out the entire area, and
once done find the ladder down to the next level. Killing and
looting as you go. The ladder to go down is in one of those
square holes in the ground, is it possible to walk right by it, but
it will show up on your map as an exit point if you do. Once
finished with this entire area, go down the Ladder.
Area 3: Mines Level 2
Monsters: Hammer Clockworks, Archer Clockworks, Droids
Chests: 3
Bosses: None.
Noteworthy: Save point, NO copper sprocket.
Walkthrough: This level is much like the level above it. Now it
seems the enemies stand in groups of threes, which can be a tougher
fight. I try to get to one side or the other, to force them to
stand in front of each other. Then only one can hit you at a
time. It buys you some time and they position themselves around
their partner in crime. You will find an elevator but to not use
it yet, you have to prepare. You will not have found the Copper
Sprocket yet, it is at the surface on the boss. Gate back to
Firiona and get prepared for a long hard fight. When you come
back, save, and go into the elevator. There is a very hard boss
coming up. I stock up on health potion and mana potions.
Area 4: The Surface
Monsters: Iron Guardian (aka "Ol' Happy Bolts"), Droids
Chests: 0
Bosses: Iron Guardian
Noteworthy: Hard boss fight and some better drops.
Walkthrough: Iron Guardian
While I don't have anything new to say really, I do have my own way
of saying it. For a melee character, this guy should be a peice of cake.
I haven't gotten that far with a melee character YET but I will.
Essencialy you will be parrying his attacks. The problem is the walking
self-detonatng powder kegs of love. These things will temporarily break
your guard allowing Ol' Happy Bolts to tear you limb from limb. They do
however damage the Iron Guardian. I have found this to be irrellevent since
they do minimal damage to him and break your guard. When one of those guys
come around you can do one of two things: (a) wait till its about to explode
then jump back at the last minute; (b) KILL KILL KILL (slay the poor bastard).
Unless Happy Bolts does one of his double swings, you should choose option "a".
If he IS doing a double swing (the one that cuases a big delay) I'd go with "b".
Now that we have covered that problemed area, killing this guy will be easy.
Blockthen, attack once or swice (three times if you feel lucky) during a
normal swing and just "go wild" when he does a double swince. I have found
that going around back is not worth it since he just uses a push back attack
which lands you on your bum. So just be patient, fallow the Walking Bomb help
and you'll do fine.
Darrel wrote:
"When the battle starts, charge at him, but do not get too close!
Stay just outside of his melee range, if you are then he will try
to melee you, and will not use his ranged attacks. His range
attack is a shower of arrows that follow you as you run. There is
no place to hide. Keep moving because of the Droids.
Learn his attacks, sometimes he will swing with both his arms, or
one at a time, which is what you are looking for. When he does
it, get around to his back before he finishes his second swing, and
hit him a few times. Then get out of there before he finishes his
attack, because he will just swing behind himself, and smack you.
Another thing if you are a spell caster is just run around him and
cast. Look for his patterns, and do not get to close, but do not
get too far. I just keep running around him, and cast and drink
Mana and health potions, and next thing I know he is dead. Droids
can hurt him if they blow up next to him. Make sure you pick up
the Copper Sprocket from the boss. You will die a few times
trying this boss, but it is doable with an eighth level character."
Once he is dead, use the planar gateway and go to Plane of
Innovation. If you did not activate the portal, go to Tranquility
and go to the Planar Gateway, and pick Plane of Innovation, if you
pick anywhere else, you will lose everything that you did in the
Plane of Innovation.
You are trying to get back to the Gnome that sent you on this wild
goose chase. Give the gnome the Copper Sprocket, and he gives you
the Shard of Innovation. You are now done with this Plane, and
the next one should open up. It will also open up a Medallion
round, but we are saving those for the end.
**********************************************
** 10.04 GOOD - Norrath: Pit of Ill Omen
**********************************************
Area 1: Kerriel's Cave
Monsters: Froglocks
Chests: 4
Bosses: None
Noteworthy: Kerriel, boat, Save Points.
Walkthrough: The Froglocks are frogmen and you can imagine. This
level has no tricks to it. We will stop telling you to explore
all sections before leaving; you are a veteran adventurer now.
You should be upgrading your armor and weapons as you go along, so
this should not be that tough of an area. Once you get to the end
of the cave, you will meet the mermaid, Kerriel. She has lost her
Conch Shell. She will send you to visit three Cyclops, who try to
kill you of course. There is not a place to re supply before the
boss, so if you want to visit the shop, do it now with a Gate
scroll. Use the boat to head to the Solitary Eyeland, where a boss
is waiting.
Note: The Conch will come off the last Cyclops killed, so you can
do these islands in any order. I just follow the list from top to
bottom.
Area 2: Solitary Eyeland
Monsters: Cyclops
Chests: 3
Bosses Broon
Noteworthy: Farting Cyclops
Walkthrough: Broon
Soon as you come in to this area, you will see Broon coming up in a
cut-scene. He is not that hard. Just get around to his back, and
he will fart, on you. Just attack at him a few times until he
stops farting, then get out of there. Wait for his fart to go
away, the green cloud. Then get behind him again and attack again.
Spells also work nice for this boss. He will not fart if his old
fart is around. His gas cloud is really, really weak, so do not worry
about it hitting you. Use the trees as cover if you need to
regain health. Do not try to run in the open, because he can
catch you. Once he is dead, pick up everything he drops, two
chests are out in the water.
Note: The Conch will come off the last Cyclops killed, so you can
do these in any order.
Area 3: Island of Lost Hope
Monsters: Froglocks, Sea Monsters, Fire Beetles
Chests: 5
Bosses: Droon
Noteworthy: A tricky path, Save Points.
Walkthrough: Once here, you are on a bridge, walk along the
bridge until you get to the end of it with the Save Point. You
need to go in to the water on the left side of the bridge you came
up on. It is on the left when you walk off the dock heading away
from the boat. Follow the path in the water. There is a new
monster here too, called The Sea Monster. These boast a ton of
Hit points. They are medium speed, so listen for this clatter as
they approach you, and wear them down with ranged or spells. Just
take them out slowly, and you will be fine. Keep heading forward
until you reach Droons' Den.
Area 4: Droons' Den
Monsters: Farting Cyclops
Chests 2
Bosses Droon the Cyclops
Noteworthy: Farting Cyclops, same as last one.
Walkthrough: Droon
He is the same thing as Broon. Except you, do not have a clump of
trees to hide behind. Therefore, if you used them a lot with the
last Cyclops, you might have to find a new way. It does seem a
tad slower, so that is a help. Try to use spells, and try to get
behind him. Once he is killed, Open the two chests, and go out the
"North Exit". You will be back in Area 3.
Note: The Conch shell will come off the last Cyclops killed, so
you can do these in any order.
Area 5: Back to Island of Lost Hope (area 3 continued)
Monsters: Fire Beetles.
Chests: none, just fruit crates.
Bosses: None.
Noteworthy: New Bug.
As soon as you have control, a new enemy confronts you, the heat
belching Fire Beetle. With their fire ranged attack, they can
cause some damage even if you are fighting other things. Try to
watch your health and try not to stand in their line of sight, or
in the fires that they created for that matter. Head back up the
dock, and fall of the end you could not get up before. Head back
to your boat and leave. Pick Isle of Deep Regret for the boat
ride.
Area 6: Isle of Deep Regret
Monsters: Froglocks, Fire Beetles
Chests: 3
Bosses: Proon
Noteworthy: Conch shell, Cyclops, Save Point
Walkthrough: This is a straightforward area. Just watch out for
the Fire Beetles. Just explore all the area looking for gold and
Experience. There is a save point right outside Proons lair. It
always a good idea to save, not that this monster is tough, just
that you never know when a glitch in the game will happen. Once
you find Proon's Lair, go on in, this monster is not that hard.
He is Easier then Droon and Broon.
Area 7: Proon's Lair
Monsters: Proon
Chests: 1
Bosses Proon the Cyclops
Noteworthy: Skinny Cyclops
Walkthrough: Proon
You will get a cut-scene of him coming up, and then you are left to
fight him. You can use the same stuff you did on Droon and Broon.
However, this monster has another weakness. His off-hand that is
not holding a weapon is it, he is unable to hit you if you are on
that side. Therefore, what you do is you get up to him, and
circle around him in a counter clockwise fashion, hitting and
trying to get behind him. He is easier then the other two.
Once he is dead, pick up everything he dropped and head back to the
boat. Make sure you get the Conch Shell. You have to walk back
thru the other area. Pick Gnome's Island from the boat menu.
Note: The Conch will come off the last Cyclops killed, so you can
do these in any order.
Area 8: Gnome's Island
Monsters: Sea Monsters
Chests: 0
Bosses: None.
Noteworthy: A subtle quest, that opens up areas for future
items.
Walkthrough: This is one of the spots in the main game, which can
affect the optional quests. Here there is a group of gnomes being
attack by those big green crabs called Sea Monsters, Sometimes two
and three monsters at a time. There are eight gnomes, and all
eight have to be saved in order to open up a secret area. I have
to say this is very hard to do as a solo player. Make sure you
save, and make sure you gate back to your hub for supplies. This
will be a fast-paced fight. If you do not make it, try again and
again. They seem to have a pattern, two from this side, then 2
from that side, then 2 from another side. If you can memorize the
pattern, you can be there WHEN they show up, and get between the
monsters and the gnomes. Then you will be attacked, and the gnomes
will/should stay relatively safe.
Sometimes just attacking the Monster once,
will make its attack go to you, so try to draw them to you.
Listen and watch for the warning signs. The gnomes react to which
way a Monster is coming.
If you can get this, there is a shop at the house all the gnomes
were standing in front of. Break all the fruit baskets, and head
into the caves. Save after this fight too.
Area 6: Sea Cave
Monsters: Sea Monsters, Amphians
Chests: 5
Bosses: Two Sea Monsters
Noteworthy: Kerriel, New monster, Save Point.
Walkthrough: This is a large area. There are three entrances
from Gnome Island. That is nice because there is a shop on
Gnome Island where you can buy and sell stuff. There is a new
monster here called Amphians. They are harder then earlier
monsters, they spit poison that makes you hiccup. They block
sometimes if you try to melee them also. Take them out as fast as
possible.
There are also two bosses here, tough Sea Monsters; these ones are
harder then normal ones. They fight no different, though, so just
take them out any way you want. I try to look for something to run
around, and get my mana and health back. Explore the entire cave
area, getting items and experience. When you have it completely
mapped, go talk to Kerriel. Once you find her, give her the Conch
shell. She will 'say' you are blessed. Her blessing will give
you the ability to breathe underwater, which is very cool. Use
the portal next to her to go back to your hub.
*************************************************
** 10.05 GOOD - Plane of Water
*************************************************
Area 1: Plane of Water
Monsters: Water Demons, Sea Monsters
Chests: 2
Bosses: None
Noteworthy: Underwater is cool, Save points, Portal.
Walkthrough: New monsters here, Water Demons, they are really
slow. Hit somewhat hard, and block sometimes, nothing too much
to worry about unless you are mobbed by them. Look around for
things to break, killing Water Demons as you go. You will find a
portal, with three ways you have not gone. Saying that you came
up to the portal, facing North, or the top of the screen, you will
want to go West, to the left. Head in that direction, killing
more Water Demons. Once you reach the cave, you will see a Sea
Monster, he is the same as the weak ones back on Ill Omen. Head
into the cave, there are some enemies in there.
Area 2: Reef of Coirnav, West
Monsters: Undead Skeletons
Chests: 2
Bosses: None.
Noteworthy: Cork and hole to push it in.
Walkthrough: You will need to push that "Stone of Coirnav".
Look around for it, it is near the beginning. The first time I
played, I forget to push it, and I had to go back for it, in all
three sections. I hope you are paying more attention then I was.
Sometimes it is hard to fight AND push the stone, just do it a
little bit at a time. Push it a while, then run ahead and fight.
When the section is cleared, go back and push the stone up. You
have to get All the way to the end to plug a hole. The hole is
right at the portal. In addition, you enter the zone with the
"Stone of Coirnav" right in the center of the room. Once you
push the Stone on to the hole, you will see "One of Three Holes
Plugged".
Use the portal and Portal back to the Plane of Water. This is the
point at the 3-way fork in the road. You have to do the same
thing on all three forks. From the portal go north, or straight,
and you will find another cave to enter at the end.
Area 3: Reef of Coirnav, North
Monsters: Undead Skeletons, Melee and Archers.
Chests: 3
Bosses: None.
Noteworthy: Cork and hole to push it in.
Walkthrough: Your mission is the same, push the stone you start
next to all the way to the hole at the other end of the area. Once
the hole is plugged, use the portal to head back to the Plane of
Water. Once back at the Plane of Water, You are back at that 3-
pronged fork. Head the only way unmapped, the east. Head in to
the cave once you get to it.
Area 4: Reef of Coirnav, East
Monsters: Undead skeletons, melee and archers
Chests: 0
Bosses: None.
Noteworthy: Large cork and hole to plug.
Walkthrough: This section is the same as the last two. The path
is straighter, so it helps in your pushing. Just kill stuff and
push your cork to the end of the area. Once the last hole is
plugged, you will see a cut-scene of a clam spitting out items.
One of those items is the Shard of Water. Pick it up and use the
portal to go back to your hub.
*************************************************
** 10.06 GOOD - Plane of Torment
*************************************************
Area 1: Plane of Torment, East
Monsters: Ghouls, Tormenters
Chests: 3
Bosses: None.
Noteworthy: Fire carry Puzzle.
Walkthrough: This section is a bunch of little bridges in the
sky. There are two new monsters here, Ghouls and Tormenters.
Ghouls come out in hordes, they are a lot like Vampires in the way
the move, but they attack you with their tongues, can fake death,
and groups of them can be hard for a solo player. The Tormenters
are really tough. They will charge at you, running faster then
you can, and knock you down, then finish you off with a few
attacks. You need to slow them down somehow, or kill them before
they can charge are you.
Anyway, once you are in the zone, slowly move forward, killing
everything. You will see a cut-scene with some ghouls running
around, once you get next to a fire you need to use. Kill off all
the ghouls until you get up to the dead end with a rock right in
the middle of the path. Now, run back to the fire, 'steal' it and
run back to the dead end and light the diamond shaped thing and a
bridge will form. When you read this, you are asking how to steal
and how to light. It is easy; it is all with the square button.
You will see a man, Gol Nazyn, speak with him and then, you will
need to go back to the fire, and rush past Gol Nazyn to light the
diamond thing up here. There is another path off where Gol Nazyn
is, but that is where Evil characters would come from. Make sure
you activate the portal here. For that matter make sure you
active ALL portals on any map you see. There is one section
where you MIGHT try to light the torch from a fire that is to far
away. If you cannot make it, and nothing was in your way, and you
did not hesitate, there is another fire you will have to steal from
another direction that is just a tad closer. Make sure you clear
the way to the diamond first. Light the diamond and then head
across the "Bridge of Sorrow" to Plane of Torment, West.
Note: In multiplayer, one player can grab the fire and then the
other players can be closer to the diamond and light it.
Area 2: Plane of Torment, West
Monsters: Ghouls, Tormenters
Chests: 2
Bosses: None
Noteworthy: 2 Tormenters at the same time, Fire torch Puzzle.
Walkthrough: This is the same thing as East however; you will
need to go around a square in a counter clockwise fashion, after
you hit the second Save Point in the area, to be able to get the
fire close enough to cross the last bridge. The game is made so
all fires are close enough to some torches. If you cannot make it,
and it was a straight path, you should use another fire. At the
second save point, there are two tormenters, SO watch out. After
crossing the last Bridge, and killing the two tormenters, enter the
Citadel of Pain, South.
Note: In multiplayer, one player can grab the fire and then the
other players can be closer to the diamond and light it.
Area 3: Citadel of Pain, South
Monsters: Archer Gremlins, Sickle Creeps, Tormenters
Chests: 3
Bosses: None.
Noteworthy: New monsters.
Walkthrough: New monsters, Sickle creeps that jump out of nowhere,
sometimes doing fancy flips. If you look really close, you can see
them waiting, they are really fast, but weak. Take them out quick.
The other type is a ranged enemy. This is the Archer Gremlin,
they shoot arrows that do more damage then any other ranged thing
from a normal monster in the game so far. The game
is always stepping up in difficulty. There is a trick to them,
which is somewhat useful. If you let them see you, then run behind
a corner where they cannot hit you, they will try to run up and
find you. So then just wait, and ambush them.
It is too much work to try to melee them. You have to chase them
all around, and most of the time, you run into other monsters.
Just try to draw them back to your safe location. Keep heading
forward, just ignore the shard if you see it, you cannot reach it
yet. Once you find Citadel of Pain, North. Head on in.
Area 4: Citadel of Pain, North
Monsters: Avatars of Agony, Sickle Creeps, Archer Gremlins,
Tormenters
Chests: 3
Bosses: Tough Tormenter
Noteworthy: Tough boss, save point, new monster.
Walkthrough: It is easy for a while in here, head up to the first
save point and save. Keep heading up the path, and you will meet
the new monster, Avatar of Agony. This monster is very fast
moving. If you try to run, you will see speed like nothing else
in the game. Do not be alarmed, because most of there attacks
can be blocked. They are just very scary when you first see them,
there front arms are like large razor blades.
After these, there
is a large room with a tormenter boss, and Archer Gremlins. Either
try to lure the creeps out, or the Tormenter of the room. We do
not have to tell you to save when you see the boss banner at the
bottom of the screen. It always a good idea if you have not in a
few minutes. Take them on one on one; the tormenter is a tough
opponent, but fights the same as the other tormenters. Once they
are all dead, head forward two rooms and exit back to the Citadel
of Pain, South.
Area 5: Citadel of Pain, South (again)
Monsters: Sickle Creeps, Archer Gremlins, Tormenters.
Chests: None, Other breakables
Bosses: None.
Noteworthy: Portal, Shard.
Walkthrough: Once back in Citadel of Pain, South, there is a
short path between you and the shard. Kill the creeps and
tormenters, and grab the shard. Head back to the portal, and go to
Plane of Torment, East. All that is needed here is to go talk to
Gol Nazyn. Mister Nazyn will tell you some of the story; of
course, you have already guessed most of it. Once you talk to
him, head back to the Plane of Tranquility.
***************************************************
** 10.07 GOOD - Plane of Disease
***************************************************
Area 1: Grimdor
Monsters: Mosquitoes, Bubonians
Chests: 9
Bosses: None.
Noteworthy: New monsters.
Walkthrough: This place is a maze, and two new monsters to deal
with. Neither of them being strong, but they can deal damage in
hordes. I really like how the Mosquitoes were done; He looks so
real, and flies even with a few arrows in him. There are a few
chests worth looking for here, but what you are mainly looking for
is the exit. To the Plane of Disease, Find it, and leave this
area. Make sure you stay away from Bubonians when they die,
they turn yellow and infect characters with disease who are around
them.
Area 2: Plane of Disease
Monsters: Festering Hags, Gnaws, Spawners
Chests: 3
Bosses: None
Noteworthy: New monsters, Save points, set to complete.
Walkthrough: Good players are here to break the portals; there
are seven of them in the lower area, and one up on a higher bluff.
Festering Hags are weak casters with a ton of Hit points. I kind
of like them, because they have lots of stuff they do. I have
seen them fly in the air, which is somewhat different from most of
the enemies in the game. There are also these big bumpy monsters
called Spawners. Good news is they are super slow moving, if not
just standing still. Bad news is they are called Spawners for a
reason.
Spawners release these small little flying Eels that are all jaws.
Not just one or two, but four and five at a time. They are very
fun to check out. There are eight portals you need to hit; one is
in the center of the area, and another you cannot get to yet.
Once you hit seven of eight portals, there is a cave all the way on
the farthest end of the area from where you came in, called Arachna
Caves. Go in there only after hitting seven of eight portals.
Area 3: Arachna Caves
Monsters: Ants, Black Widows, Scorpions, Drachnids
Chests: 0
Bosses: Drachnids
Noteworthy: Big mean spiders.
Walkthrough: As you can guess by the name, this place is full of
bugs. Not bugs you can squash with you shoe, but giant bugs.
There also are some tough spiders here call Drachnids. There is
some good news here, which only one Drachnid is on the main trail.
If you really do NOT want to fight the other two, you do not have
to, to complete the area. I urge you to try, because you need all
the experience you can soak up. Drachnids will leap at you, and
try to poison you.
You can block a Drachnid, but they have poison that gets through
the block, and this poison can make you 'hiccup' lowering your
guard. There is a slow attack that a Drachnid uses, find it, and
take cheap shots after he does it. Once you are done, find the
second exit to the Plane of Disease. Once you find it, head out.
Area 4: Plane of Disease (Continued)
Monsters: Spawners, Gnaws.
Chests: 0
Bosses: None.
Noteworthy: Last portal, 8 of the 8.
Walkthrough: You are back on the Plane of Disease, just a
section that was blocked from the other section. There is a bunch
of Spawners here. Take them out carefully. Head up the stairs,
and hit the last portal, you should receive your shard at this
point. Now head back into the Arachna Cave, and Use the last
portal to go to your hub.
*************************************************
** 10.08 GOOD - Plane of Valor
*************************************************
Area 1: Plane of Valor
Monsters: Warboars, Melee Skeletons, Archer Skeletons.
Chests: 2
Bosses: None
Noteworthy: New monster, Grave of 1000 Undead.
Walkthrough: There is two Warboars here, big ones and little
ones. The big ones have a lot of Hit points. They can only
attack in front of them, keep his in mind. Head down the map, and
you might see a sword you cannot pull out. It says, "Only a true
champion can remove this weapon" you cannot do anything with it.
We will address that much later in the game; just take note where
it is located. Just follow thru the area until you come to a
graveyard. The graveyard is home to 1000 undead Skeletons. I am
exaggerating when I say 1000, but IM sure it is more then 60, 4 and
five spawned at a time. Some people just run through this area.
If you can fight them, I try to. It is a good place for exp, and
you do not have to run all round the world. Just run back and
forth with your best buffs on, and clean then up over and over. I
have died here a few times, as my partner does most of the killing,
Nevertheless, its still fun. There is a save point just to the
north of this graveyard. I just have my partner run there, and I
pop back alive. Up the path, a little ways is Mithaniel Marr. He
says you need to use the portal behind him, do so.
NOTE: Plane of Valor will be visited three times. Mithaniel will
send you to two other planes before you complete it. Remember you
will be back to the Plane of Valor; you are not near done here.
***************************************************
** 10.09 GOOD - Plane of Fire
***************************************************
Area 1: Obsidian Forest
Monsters: Fire Goblins, Fire Shamans, Fire Beetles
Chests: 0
Bosses: Large Goblins.
Noteworthy: Mini bosses
Walkthrough: There are three mini bosses here, really large
goblins. They are worth some all right experience. They fight
like Orcs. Other then the massive hordes of Goblins and Fire
Beetles, just head to South Obsidian Forest. There are three
types of fire goblins. Archers, Melee, and Shamans. You have
fought many monsters like these in the past, so just work your way
through this area. Their attacks stick with the theme of this
area, FIRE related. If you had any types of fire resistance items
you where saving, this might be the place to equipment them. If
you had fire enchantments on your weapons, this might be the place
to switch them out.
Area 2: South Obsidian Forest
Monsters: Fire Demons, Goblins, Fire Beetles
Chests: 3
Bosses: Large Fire Goblin
Noteworthy: New monster, Ladder, Save Point.
Walkthrough: New monster here, we will call him the Fire Demon.
These monsters look like the Human Torch, all they do is cast
spells. Other then those, there is another mini boss goblin.
This is a normal straight through area. You need to find a
ladder down to the Upper Lakes of Fire. There are many monsters
here, and they all can do some damage, so take it slow and do not
be afraid to run back to a safe area and heal up. Once the area
is cleared, Get to the ladder and head on down.
Area 3: Upper Lakes of Fire
Monsters: Goblins, Fire Beetles, Lava Monster
Chests: 6
Bosses: None.
Noteworthy: Lava and lava monsters, ladders.
Walkthrough: This is a fun area. One fun part is if you run out
on to the lava, you die. You have been very careless in this
game, because it does not let you fall off stuff, like most other
games. So you get sloppy and careless, and you just run over hill
and dale. Now you have to pay attention. I do not know how many
times my partner and I look up, and our character is gone, because
I ran the wrong way into the lava. Another tricky new monster is
the Lava monster. Of course, he cannot stand out on the land
where you can melee him; he stands IN the lava, and beckons you to
come get him.
WHEN he does come on shore, he tries to hit you
INTO the lava. Melee Attacks are one way to kill the lava
monsters. This way is to get as close to them as they can, and
guard. The lava monster should try to walk up and slap you, once
he does back off a little bit, and guard some more, pulling him out
of the lava. I prefer arrows, axes or spells to weaken him before
they come onto dry land.
If you are going in the proper direction, you should see a ladder
hole that is filled with fire, just pass it for now, later our goal
will be to turn some switches and open it. Keep going clearing
out the monsters and trying to stay alive, you will find a second
ladder, head down that ladder to the Lower Lakes of Fire.
Area 4: Lower Lakes of Fire
Monsters: Fire Demons, Fire Beetles, Lava Monsters
Chests: 2
Bosses: None
Noteworthy: Lava that kills if you walk on it.
Walkthrough: Coming in to the Area, there are two paths that you
can go; we have to go both ways, so it does not really matter.
Nevertheless, sticking with my HOTW trick, I usually go left, Even
though, many times left is not the best way. You will see a ladder
going back up to the Upper Lakes of Fire. Take this ladder back
up, and you are up next to the other area, just on the other side
of some large pipes. There is a valve in the area that needs to
be opened. That will shut off half of the fire in that ladder
shaft that you could not go down earlier. It seems when I pop up
out of these ladder shafts, there are MANY monsters waiting for me.
Be prepared. Once everyone is dead, go back down the ladder
shaft, and head to the other side. Then up the ladder shaft and
do the same thing. Shut off the valve to the ladder shaft filled
with fire. Now you have to go back down, and then back up the
Middle ladder.
Now you are back up on the normal part. Head to the ladder shaft
that was block with fire. You will go back to the Lower Lakes of
Fire. About this time, you feel like a Yo-yo. Well you are
almost done. Some Fire Demons step forward to welcome you to
their home, finish them off and Save. You have a Boss fight
coming up. Gate back to your hub if you need to sell stuff or re-
supply. Once you are ready, and you have saved your game, head
down to the Lair of the Dragon.
Area 5: Lair of the Dragon
Monsters: Dozekar
Chests: 0
Bosses: Dozekar, Red dragon
Noteworthy: Piles of gold that you cannot see, Large mean
Dragon.
Walkthrough: You are in the lair of a large fire-breathing
dragon. Soon as you come in, you will see a cut-scene with him.
Soon as the battle starts, run to the side. Melee Characters need
to time their attacks, if he is not in the middle of another
action, he will hit you with his tail, or bite you. So getting to
the side is a good idea, but getting behind him is not a good idea.
Ranged players just need to keep moving and shoot at him when he is
in an action. He has a few attacks, one is he will breath fire,
and another is a huge fire storm. In addition, he will bite, and
tail swipe. Just time your attacks when he is breathing or
calling the storm. The storm makes the floor red; just make sure
you are moving out of the way. This monster is hard, but not
impossible.
Once he's dead, pick up the shard that sometimes falls in the
middle under him. It is hard to grab when he does that, but you
need to pick it up before you can leave. Once you have it, head
over to the portal, and head back to your hub. The ground in here
is full of piles of gold, but you can not see them. Make sure
you run around before you leave.
**********************************************************
** GOOD - PLANE OF VALOR - Continued
**********************************************************
Area 1: Plane of Valor
Monsters: Warboars, Melee Skeletons, Archer Skeletons.
Chests: 2
Bosses: None
Noteworthy: Grave of 1000 Undead.
Remember that it was Mithaniel Marr that sends you to the Plane of
Fire, Not your Hub NPC. So you have to go back to the Planar
Gateway and pick the Plane Of Valor, and go back to talk to
Mithaniel Marr. Same critters are here the Warboars and
Skeletons. Clean them all out for experience, and when done, talk
to Mithaniel Marr. He will have another place for you to go.
Remember you will come back and talk to him one more time.
********************************************************
** 10.10 GOOD - Plane of Storms
********************************************************
Area 1: The Wilderness
Monsters: Earth Elementals, Snow Badgers.
Chests: 0
Bosses: None
Noteworthy: New Monster.
Walkthrough: This area has an ice theme. Therefore, if you had
on fire Resistance from the last plane, you might want to re-think
your equipment. In addition, if you were using all ice spells, now
you might want to change them. This area has three caves, two are
just for experience, and one continues the game. The experience
only ones are Thunder Cave and Wind Cave. Do these two caves
first. Then when the area is entirely cleared, then enter Storm
Cave.
There is also a new Monster to fight here. He is called the Earth
Elemental. He seems to look a lot and act a lot like the Lava
monster in the Plane of Fire. There is also some large Snow
badgers here. They have only melee type attacks. Work your way
through the area, remember to save the Storm cave for last.
Area 2: Thunder Cave
Monsters: Goblins, Snowmen
Chests: 1
Bosses: None.
Noteworthy: Experience and money cave.
Walkthrough: You have to go in and out with the same entrance.
Just kill stuff, and pick up the loot. This Side area is only for
experience and money.
Area 3: Wind Cave
Monsters: Goblins
Chests: 0
Bosses: Tough Goblin
Noteworthy: Experience and money cave.
Walkthrough: This is just an underground filled with Goblins.
This is just a side area for experience and money. This one has a
boss in it. He is just a tough Goblin. Get some XP and some
money, clean out the entire area.
Area 4: Storm Cave
Monsters: Goblins
Chests: 4
Bosses: None
Noteworthy: Exit to unreachable area.
Walkthrough: This cave continues the story. This is a rather
large cave. Just clean out the Goblins and map out the entire
thing before leaving through the exit. You will exit back to the
Wilderness. The area behind the little trees that was unreachable
to you earlier. Keep going and finally reach the Caves of Mount
Grenidor.
Area 5: The Caves of Mount Grenidor
Monsters: Bubonians (Super Charged)
Chests: 16 (do not worry about these yet)
Bosses: None- all Super Charged Bubonians are bosses.
Noteworthy: New game style. Avoiding the Enemies.
Walkthrough: You meet a man that says the Bubonians are drawing
power from the Shard of Storms. I know you are thinking 'SO
WHAT'. Well this Shard makes them hit 10 times harder, and have
20 times the Hit points. What the game is designed to do is for
you to sneak past all of them. I hate to use the term sneak,
because I think you really just walk and run. As long as you are
not too close to them, they will not see/hear you. Also, do not
get in front of them, they see farther then.
There are two types here, Patrols and Standing Enemies.
The Patrols show up on your map as yellow triangles. Watch them
for a while and you will see that they move. They have set
patterns that they travel in.
Learn these patterns, finding out where they go and where they do
not go. Walk closer and closer, and find out which spot is safe
to stand, and which spot they see you.
Its trial and error, as you work your self through. There is a
save in the middle that you are very happy to see. It seems that
you can also hide on the other side of holes, and if you are not in
direct site, which I guess in game mechanics you are not, you are
safe. So the first time I run up and hide on the right side,
around the back of a hole. Then when the patrol has its back to
me, I run thru the little arch and hide to the side. The next
area has a big circle with a trail going through the middle. You
have to wait for a gap between the three patrols that walk around
the big circle. You walk behind one of them in the direction that
they are going, and you run up the path in the middle of the big
circle. Hide there and learn their pattern.
You will see standing groups on the right and left I think.
However, they have their backs to you. If you run just a little
to the right, and straight, you can make it up the trail without
them seeing you. The next room has another big circle, with a
big area on the right, and a smaller trail around a big hole on the
left. I guess the correct way is to take the left trail here, and
work your way around. One if the Bubonians will go up this trail
a little ways, so watch his pattern.
Once you make it to the Check Point, make sure you save; I never
want to have to do that again. You will be able to come back and
take your revenge on this area later. Exit to the Great Glacier.
NOTE: These Bubonians might be tough, but they are not invincible.
My ranger was all maxed and manipulated to be tougher. I was able
to kill them with my bow, critical hit, and Multifire. So maybe a
combo of sneaking and killing might help here. Remember to run
back and save if you kill one. My partner and I would draw them
back to the save point, and as long as one of us was alive to
Revive the other, we tried to fight them. We have one character
run around, and attract their attention, and the other character
tries to kill them will spells or ranged weapons.
Area 6: The Great Glacier
Monsters: Goblins, Snow Badgers
Chests: 2
Bosses: None.
Noteworthy: You are done with that sneaking part.
Walkthrough: This is a normal and straightforward area. Just
explore, kill, and loot. You are looking for a little staircase
down to the Bastion of Thunder. Take this when you have fully
explored the area.
Area 7: The Bastion of Thunder
Monsters: Snowmen, Snow Badgers
Chests: 7
Bosses: None.
Noteworthy: New monster, Snowmen.
Walkthrough: Calling these people Snowmen makes you think of fat
slow people with sticks for arms. I guess we should call them
Yetis or snow-beasts. The Snowmen are just like Tormenters; use
the same types of attacks on them. Kill stuff, look for chests,
and find the portal and save point. Use the Save Point and look
for the area called Hidden Glacier. I think that I will be struck
by lighting in this area, I never have. I am not sure what those
buildings are for, and why all the lighting. However, I have not
found any use for any of it. The next area opens into a boss
fight, so ready yourself BEFORE you enter.
Area 8: The Hidden Glacier
Monsters: Wenglox, Snow Badgers
Chests: 0
Bosses: Wenglox, Big Snowman with Horns.
Noteworthy: Mean boss with Icy Reception.
Walkthrough: When you first enter the Area. Do not move forward.
Maybe just inch back just a little, but not far enough to leave.
I have found at certain times, I can leave and Re-enter this area.
I am not sure if it is a glitch or what. This might be nice if
you get beat to a pulp, you can leave, heal to full, and come back
in. I have no idea what this does to Wenglox. However, I noticed
this in one of my games. Try to move along the walls slowly,
pulling the snow badgers towards you. Doing this, try to kill as
many badgers as you can without getting Wenglox mad. After you
kill as many as you can, or you get Wenglox mad, run around in a
circle. This is a tough fight, but having two or three big snow
badgers snapping at you makes it even tougher. Wenglox is like
other Snowmen, but he does not charge at you, and he fires Ice
Bolts instead. The Ice Bolts are weak in comparison to most boss
fights, so ranged attacks are very useful here. If you have to go
in melee, use whatever you did on the tormenters/snowmen. If you
are in trouble, try my running out theory. After he is dead, pick
up the Shard of Storms.
Now you should get a message the Bubonians are weak, and that you
should help to clean them out. Head back to the Bastion of
Thunder and use the portal to go to the Caves of Mount Grenidor.
Now we can clean up the area where we had to sneak before.
Area 9: The Caves of Mount Grenidor (Continue)
Monsters: Bubonians
Chests: 16 (Unless you picked up any before)
Bosses: None.
Noteworthy: Back through to Kill them all, portal.
Walkthrough: Now that you have destroyed their shard. These
monsters are very weak. The bad news is you have to find and
kill them all. Therefore, do not miss a room or one trail they
that can hide. Work your way through every spot, opening chests
and breaking barrels. Once you have killed them all, Use the
portal again to go to your hub. Sell and restock, then use the
Planar Gateway to go back to the Plane of Valor. Remember it was
Marr that send you here, not your hub NPC.
***************************************************
** GOOD - Plane of Valor (continued)
***************************************************
Area 1: Plane of Valor
Monsters: Warboars, Large Warboars, Undead Skeletons, Minotaurs
Chests: 0
Bosses: None.
Noteworthy: New Monster, Save point,
Walkthrough: We open this area with a new monster, the big and
burly Minotaur. These enemies are a step up from most of the
monsters. They hit hard and they have lots Of Hit points.
Either they will swing their axe, or both their shield and axe, or
head butt you. You have to make sure they are fully dead, because
sometimes you THINK they are dead, and they wake up and attack
again. Make your way back to Mithaniel Marr. The area has been
restocked with critters, so make sure you map out the whole area
and soak up that Experience. Just before Mithaniel Marr, and
after the graveyard, there are two Minotaurs. One on the right and
one on the left. I usually run to the left so I am closer to
one, and it takes the other one just a few seconds longer to get to
me. Talk to Mithaniel Marr, and he will send you to the next
area.
Area 2: Plane of Valor 2
Monsters: Warboars, Samurai, Mosquitoes, Gladiators
Chests: 5
Bosses: 4 with Keys
Noteworthy: 4 Keys, save Points, Door to next area.
Walkthrough: Most enemies here are the same as you have seen
earlier in the game. Just make your way around and map out the
entire thing. Take it slow. Here it is important to map out the
ENTIRE area, so you do not miss anyone of the bosses. Each one
has a key that you will need. My first time through I went into
the area with only ONE key; I had a long backtrack session forced
on me.
There are four bosses here, all Samurai. Some have helpers, other
are by themselves. Try to lure the helpers away, and fight them
first. Then fight the bosses by themselves. Very important to
get the keys they drop. One boss is rather hidden off on the left
side; you need to go down in some water, and in a tight area with
some mosquitoes. Once you have all four keys, and you have mapped
the entire area, Time to head into the Halls of Honor.
Area 3: Halls of Honor
Monsters: Gladiators, Samurai
Chests: 12
Bosses: None.
Noteworthy: Shard, 4 Sarcophagus, portal, Save Point.
Walkthrough: The first thing that will attract your attention is
the shard in the middle surrounded by four blue rings. Well you
have four keys, and you see four rings. You have to put your keys
into a Sarcophagus, which then open up, and you collect an item from
the Sarcophagus.
Once you have all for keys traded for items, you come back
to this spot and use your items to lower the blue rings. There
are many chests here and some breakables. Just work your way
totally through, and look for four Sarcophagus. The angel statues
also can be broken for some gold, but I always feel funny doing
this if I am playing a Good character. Once you have the four
items, go back and get the Shard in the blue rings. You are
finally done with the Plane of Valor. Use the portal to go back
to your hub; you can now go to the next area.
*******************************************************
** 10.12 GOOD - Norrath: Faydark Forest
*******************************************************
Area 1: Kelethin
Monsters: Orcs
Chests: 8
Bosses: Orc Commander
Noteworthy: Tree fort over run by Orcs.
Walkthrough: If you played CON, this is very much like the start
of that game. You are high in the trees, and the Elf King sends
you to clean out the Orcs. Just run around and kill them all. I
think it gives you a count when you are down to 20. Once you have
them all killed, take the Elevator down the floor of Faydark
Forrest. One boss here, try to lure our his friends, and finish
them off first, then go in and take the boss.
Area 2: Faydark Forest
Monsters: Orcs
Chests: 1
Bosses: None.
Noteworthy: 8 Spirit Anchors to Break.
Walkthrough: This is a big area, but most of it is paths. You
need to find eight spirit anchors and break them. They are big,
so you cannot miss them. There is one back by the elevator, but
they are all on the surface, around these trails. Once you have
all eight broken, and then go down to the Orc cave. You will find
many Orcs in there of course, plus more experience and more money.
If you find the Unexplored Tomb Ignore it, you do not have
everything you need to even get in now.
Area 3: Orc Caves
Monsters: Orcs
Chests: 9
Bosses: Orc Commander
Noteworthy: Shovel
Walkthrough: This is another section where you explore everywhere
and everything. Break every barrel. You are looking for the
Archaeologist's Shovel used in a side quest. It can come out of
any box or off any monster or out of any chest, so look all over.
Once you find it do not use it on the Unexplored Tomb, wait to use
it until after the next level. The reason is the Unexplored Tomb
has a door that can only be opened with a quest item from the Next
plane. Therefore, it is kind of a waste of time to go in there,
you will be coming back. Take note of where the Unexplored Tomb
is, and how you get to it.
*******************************************************
** 10.13 GOOD - Plane of Nightmares
*******************************************************
Area 1: Plane of Nightmares
Monsters: Creeps, Gremlins, Kobolds, Minotaurs.
Chests: 3
Bosses: None.
Noteworthy: Maze, Access to Side Area.
Walkthrough: This is an interesting area. One point of interest
is the large maze in the middle of the area. It would be much
tougher, but you have an overhead map that keeps track, or shows
you the path. We are looking for two paths. One is the path to
the Side Area. Which is opposite from the side you came in. It is
over a little bridge, or near the end of a little bridge.
The other is the exit of this area into the next. Another point of
interest is the quest item we are after. They are the Words of
Spiritual Harmony. Because they can drop off anything here, you
have to kill every critter, and break every barrel looking for them.
Make your way around the maze, and then through it.
Find the access to the Lost Tome. If you find the other door, do
not take that yet, just make note of how to get there. We have
some fun to have in the Lost Tome. Remember, we are looking in
EVERY corner of this place, for the Words of Spiritual Harmony.
Area 2: Lost Tomb
Monsters: Gnaws, Avatars of Agony
Chests: 15
Bosses: None
Noteworthy: Lock chests, nest of Avatars.
Walkthrough: There is a little bad news on entering this area.
First, all the chests are locked. You have to make it to the
other side of the area, and unlock them, AND THEN make your way all
the way back. Bad news number two is these Avatars of Agony guard
it. We have seen them before, they are those monsters with razors
for front arms, and speed like crazy. Well four of them guard the
other end. So make your way through. Fighting Gnaws. As you
see, the dead people are really statues with gold in side some of them.
You are tempted to bust them all open. I usually do not on my
path thru the first time, because I will be coming back, AND they
seem to stop the monsters just a little on the return trip. So
maybe leave them standing and they might do some work for you on
the trip back out.
I recommend using a gate scroll now. Using it makes a checkpoint,
and you can go to your hub and save. Do this since there are zero
checkpoints in the Plane of Nightmares, you may want to. Once you
go into the back area with four locked chests, a cut-scene will
start. It shows four Avatars of Agony crawling out to get you.
That is right, four of them. When the cut-scene is over, none,
some or all will charge at you, take them out one by one. I do
not walk right down the middle of this room; I walk to the left
side. Just that I am closer to one, and farther from some other
one.
I am not sure what the best way is. If I stay and fight, it is
hard. If I try to run, they catch me. Figure out what works
best for you and your team. Good luck. Once they are dead.
Open the four chests in the middle. Now the chests are unlocked.
Make your way back towards how you came in. Open the chests as you
go. Surprise! Avatar's of Agony are all back through the
corridors. Therefore, you have to fight them one by one to get
out of this place. If you left some of the human statues
standing, sometimes this slows them down. Open chests, break
statues, and kill Avatars all the way back to the entrance of this
area. Leave, this is all the fun you can have for now.
Note: Words of Spiritual Harmony might be able to drop here,
however I never had them do so.
Area 3: Plane Of Nightmares (continued)
Monsters: Archer Gremlins
Chests: 0
Bosses: None.
Noteworthy: Words of Spiritual Harmony Maybe.
Walkthrough: You walked outside of the Lost Tome. Now you have
to make it back thru the maze to the other area. Make sure you
track down all the Gremlins and kill them. You want to search the
bodies. They run from you, so it is tough. Find the door at
the end of the maze and enter. Make sure you look in every corner
and under every tree. There are many breakable here that are
hard to see.
Area 4: Dungeon
Monsters: Creeps, Gremlins, Drachnids, Wraiths
Chests: 0
Bosses: None.
Noteworthy: Words of Spiritual Harmony Maybe.
Walkthrough: This area is straightforward. Just map out the
entire area, and then take the exit. You will see your spider
friends from the Plane of Disease here. Either they are not
bosses here, OR you have gotten tougher, so they do not seem so
bad. Use a gate scroll, sell, and restock your supplies. Save
at your hub. No new monsters here. You are looking for
something, so search everywhere.
Note: Words of Spiritual Harmony can drop off ANYTHING here.
Area 5: Lower Dungeon
Monsters: Archer Gremlins
Chests: 5
Bosses: None
Noteworthy: Boss entrance.
Walkthrough: There are only Archer Gremlins. That might be good
and that might be bad. Use your duck behind a wall trick to get
them to draw in close to you. Their arrows pack a punch. Make
your way through this area; you are looking for the Bloodless Tomb
entrance. However, beware; a boss fight is just on the other
side. So Gate to your hub, and restock, and save right before
this door.
Note: Words of Spiritual Harmony might be able to drop here;
however, I never had them do so.
Area 5: Bloodless Tomb
Monsters: Archer Gremlins, Vanarhost
Chests: 0
Bosses: Vanarhost
Noteworthy: Vampire from the last game.
Walkthrough: Vanarhost
Those that played the first CON game will recognize this character.
He has the same sort of attacks. After the cut-scene, guard, and
do not move. If you move down in to the middle of the area, that
will allow the Archer Gremlins to shoot at you. Vanarhost has two
Attack sets; the first is the bite and teleport/bat thing.
Guard until he bites you, wait for him to back off, and then smack
him a few times. His second is when he pulls out a sword; this is
where it gets tricky.
He fights kind of like a Gladiator, a really fast and strong one
that is. He likes to guard in this mode, best thing to do is
block him and take cheap shots. If you are in a group, your tank
can take the beating, and your ranged person can do the damage from
out of harms way. Once he is dead, he will drop the Shard of
Nightmares. I have died on this boss if I do the wrong thing,
other times he does not scratch me. My Ranger with Critical Hit
and Multishot keeps me safe with most bosses like this.
NOTE: We hope you have found the Words of Spiritual Harmony by
now. If you have, we will travel back through the game, and start
cleaning up some of the side quests. As you can see on your
Planar Gateway, there is only one Plane left. This is just a boss
fight, so you have to do lots of stuff before you should go here.
You COULD just go to that plane from your hub and end the game.
However, there are HOURS of fun and mayhem left to endure.
**********************************************************
** --> EVIL side Merge back in HERE. Good Continue ON
*********************************************************
** 11.00 - OPTIONAL QUESTS
*********************************************************
I will call these quests optional. You can do three major
things. One is to free the Vampire Slyea. She gives you a
reward for this. She uses one of her razor sharp fangs to pierce
your ear, and NOW you can wear two earrings. That is good, and I
just love her in CON. Just seeing her was my motivation to
finish all these hard levels. OPTIONAL Quest number two is to
collect 11 bloodstones, and get into the Area of Twisted
Nightmares. This place is a good place to get some fast
experience and some good items. Bad news is it is four out of the
five enemies are main bosses recycled from the CON game. Optional
Quest number 3 piggybacks on the optional quest number two. If you
can make it through the Twisted Nightmare, you can go back to the
Plane of Valor, and pull that Sword from the Stone. The sword in
the stone is not always a sword, for our blunt users.
*************************************************
** 11.01 - NORRATH: FAYDARK FOREST
*************************************************
Area 4: Unexplored Tome
Monsters: Melee skeletons, Archer Skeletons , Mummies
Chests: 0
Bosses: Tough undead.
Noteworthy: Bloodstone of Faydark.
It is time to return to Faydark Forest. You have the shovel and
you have the Words of Spiritual Harmony. This will allow you to
go all the way to the end of the Unexplored Tome. First, you have
to get there. If you are evil you start out in the Orc cave
again, and you can kill the Elves. If you are good you start out
in the tree house, and you can kill the Orcs if you want. Make
your way to the forest and on to the Unexplored Tome.
This place is full of melee skeletons and Archer skeletons. Just
work your way through. Finally, you will come to a door; you will
have to use the Words of Harmony here. This will open up another
half of this area, but it looks a lot like the first half. For
the rest of the game we are in a collection Mode. That means we
look in every nock and cranny. We break every barrel, and kill
every monster. Everything has to be picked up.
Somewhere in the back of this section, you should find the
Bloodstone of Faydark. You are now on a mission to collect 11 of
these things.
NOTE: There has been times where I have not found the Words of
Spiritual Harmony. I do not know what I did wrong. I went back in
that Plane repeatedly, but I never found them. I am sorry if this
happens to you. However, more then 80% of the time, I find them
on the sections around the maze.
**************************************************
** 11.02 - Plane of War - Medal Round: Blood Bath
**************************************************
Monsters: Four Horsemen, one at a time.
Here you will need to fight the four horsemen, with using four or
less Health Potions. (Mana potions do not count) While the
Horsemen are on their horse, run in a line from left to right until
they charge at you, they should miss and you can get up close to
them. Once you are up close, stay about 3-5 feet away from them.
Spin around them staying on the Horsemen's side with the shield, if
you do not he will attack you. If you are looking at a horse face
to face, the shield is usually on the right side. Once the horse
stops spinning, attack at his side 2-3 times then spin around him
again, repeat until he is off the horse.
Once they are off the horses they get a little tricky, the first
one, War, will scream and it will rain fire on where you are
standing, keep moving to avoid this. Ranged attackers will have
the best time in this round, as they can just run away, turn and
shoot, melee attackers will need to time there attacks when they
scream, and run up and hit them a few times, and then run away.
War screams and rains fire, Death screams and summons a skeleton,
Disease fires off a weak poison bolt, and Pestilence fires off a
two-second Tagar's Insects, these make you hiccup. So try to
dodge them at all costs if you are melee, and you need to run up to
hit him a few times. You cannot bring your team in here, just one
person from your party. This really sucks. Remember to suck
mana potions like mad, because they are free. I have tried to
look all over this area, for a place to hide. I only found one
Wagon that I could get behind, but the Horse could hit me there
some of the times, and it was an ok spot if you are a ranged
character or spell caster. However, it is better then nothing.
So maybe the first time learn the room, find this wagon to hide
behind, it is by the smallest pond. Then set your spells to what
you need, get many mana potions, and try it. As you see this is
HARD, can you think we might have tried this area 10 levels ago.
If there is no way you can do that medal round, we might move on,
and try some other Medal Round. Medal rounds open up bonus areas,
and that means more XP and Money. More XP means more levels.
The trick to this, and most of the areas is look for patterns.
The horses have patterns, is seems once you get close enough, they
do not charge anymore. They just jump up and down. ON there down
jump, you can run in and hit them a few times. The Horsemen are
slow. Ranged attacks work well. Alternatively, if you are
fast, time it right when they summon their spell. If you get in
trouble, you can hide behind the wagon and refresh your health.
Reward: 1 STA 1 STR 1 Skill Point. Opens: Warboar Caves.
*****************************************
** 11.03 - Plane of War - Level: Warboar Caves
*****************************************
Monsters: Warboars, Kobolds, Undead Knight Boss
Chests: 5
Bosses: Undead Knight Boss.
Noteworthy: Bloodstone of War.
Walkthrough: This is a straightforward area. There are Warboars
and Kobolds. Near the end is an Undead Knight Boss. If you have
made it this far in the game, he should be easier then the area you
had to open up to get to him. The main thing we have to remember
is we are here for a Bloodstone. So kill stuff, everything to get
as much XP and money as you can, and keep your eyes open for the
bloodstone. We are collection these, and we should have two by
now.
*******************************************
** 11.04 - Plane of Innovation - Medal Round: Tick Tock
*******************************************
Monsters: Clockworks.
Chests: None.
Bosses: None.
This is a hard one. There are eight Clockworks standing in the
middle, and you drop in. The good news is they are not trying to
fight you; they are trying to get to some portal. The portals are
around the edges of the area. Clockworks are slow, but as you
fight them, you get farther and farther from the others, you have
to run and catch. This again is one of those things that being
tougher might help. If you cannot do it, Move on to another medal
round, and come back later. In addition, some Clockworks have a
longer path then others. If you are cleaver, you might kill the
ones that get to their spots first, and kill them first. Try to
work on one side, so when you run to the other side to fight, you
are closer then the next one. I am not sure if you arrow them in
the back, if they forget about the portal, and start to move
towards you.
Reward: 1 INT 1 DEX 1 Skill Point. Opens: Duff's Junkyard Fights.
******************************************************
** 11.05 - Plane of Innovation - Level: Duff's Junkyard Fights
*******************************************************
Monsters: None
Chests: None
Noteworthy: Gambling spot, Bloodstone.
Walkthrough: This is a no fighting area. So some of you that
are very good at fighting, might have a hard time here. This is
an arena where you bet on who will win. Just look at the odds,
watch the fighting style of each group, and learn who usually beats
whom. There are four divisions, and you need to win two of three
bets in each division. The best way to do this is to make a chart
of who beats whom, and watch the odds. If you would win LOTS of
money if this person won, then this is more of a long shot, and bet
on the other. So usually bet on the person that pays back the
least.
However, sometimes your fighter can be stuck against the wall and
win because he cannot be surrounded, or sometimes the other person
can get against the wall, and kill your team. This just takes
time, keep at it, and pay attention to who wins against who.
There are only a certain number of teams, and if you loose you have
to do it again, so you see the same teams fight. Eventually you
will figure it out. After you beat division 4, the Bloodstone is
somewhere in here around the edge. Remember we are here for
bloodstones, not trying to get rich.
Division two's Undead Gladiators are fairly good. Model XXXIV
beats them. Bataar wins more then half of the time. Division three
Dark Sisters are good, Growler is good, Minions of Zek seem to
loose when you bet on them. Division 4, Grug is the champion, Ogres
Just smash the other side to bits. Klay is good when Grug is not
around. Grug can beat Klay. Just look at the odds, and keep
track of what teams beat what teams, finally you will get it.
Remember the Bloodstone. We have three bloodstones now.
*********************************************
** 11.06 - Plane of Water - Medal Round: Depth Scurry
*********************************************
Monsters: Skeletons.
Chests: Clams with Pearls.
Bosses: None.
Noteworthy: Underwater with no air, Find Pearls.
This is very hard without a map. Therefore, you have to sort of
make one yourself. With the last update to this FAQ, some now had made
one (http://???.gamefaqs.com/???/???/champions_rta_depth_scurry.png).
I hate to say it, but I had a guidebook with a nice map
in it, and I still died her a few times. I have no idea how you do
it without a map. There are a few tricks that I do. First is see
how the air gauge reacts. All you have to do it hit square once,
and it is STARTS to fill, all the way to the end, AND THEN starts
to go back down. Well this will buy you an extra second or two,
while it is filling up. Therefore, I let it get almost down, THEN
I click Fill, then I run, I gain two free seconds while it is
filling up. Another thing I do is led off. Like in baseball, you
do not have to be touching the base the entire time.
So get in the direction you want to go, BE facing the direction you
want to go. Just close enough to have the Fill air show up, Then
Fill and run. You will have to die 30 times, looking for air
spots and pearls. Finally you will have them all mapped out.
Make sure your health is always full. Because after you run out
of air, your health goes down, so Having it full MIGHT buy you a
second. Make sure to kill the skeletons ahead of time. Lure
them back to you, or use Ranged or spells. You do not want
anything in your way when you are running for a Pearl. The Second
to last air station you use this as a hub to go to like three
pearls. One of these is so far, it stretches your limits. Use
all my tricks, to make this run. The last air fill station, you
run to the far end and get the last two pearls.
Reward: 1 INT 1 STA 1 Skill Point. Opens: 21 Leagues.
*****************************************
** 11.07 - Plane of Water - Bonus Level: 21 Leagues
*****************************************
Monsters: None
Chests: 8
Walkthrough: If you hated the last one, you will hate this one
more, same concept, but no air place to fill up. Therefore, you
will die about eight or 9 times. What we are here to do is find a
Bloodstone. There are about seven or eight paths so run down each
one with chests at the ends of them. Therefore, I just work my
way around, and take a new path every time. Somewhere is the
Bloodstone, so just taking different paths and keep trying to find
it. I never found that good of stuff here, but feel free to look
in all the chests if you so desire. I try the shortest paths
first, so maybe I can get more then one in one try. You should
have four of 11 Bloodstones now.
********************************************
** 10.08 - Plane of Torment - Medal Round: Soulbreak
********************************************
Monsters: Gnaws, Skeletons, Ogres.
Chests: None.
Before Darrel starts, I (nst) wished to say that there is a long guide
on gamefaqs you can read just for this level and also a map. There are
actualy two maps (that I know of). The first is a PNG and is less
useful then the ASCII map found in the guide mentioned above.
I have a hard time talking about this level. I tried this many
times, and I finally moved on and saved this for second to last.
I had used the Infinite attribute trick and had my Stamina up to
800+ by the time I won this. This is the hardest of all the Medal
Rounds for most people. At the time I won this, I was a 58 level
Ranger, with all types of manipulation and tricks applied. This is
a big area of rooms and hallways. There are 20 souls locked in
jails here. They are in very small rooms on your maps. All your
equipment and spells are taken away. It is only your bare
character and your bare hands.
If you have pumped your self up,
you might be able to punch for 16+ damage points, taking out gnaws
with three hits for an easy game. The skeletons take many more
hits, but are still killable. What you use to kill them is those
kegs of powder. You light one, and lure them next to it. Of
course, you have to time it right. I try to put it in the middle
of the hall, so they have to walk around it. I use the lines on
the floor for timings. I hide in soul cells and wait for my
health to get back to full. Remember running is your best friend
here, However, NOT into an unmapped area. Run back to your
starting area where it is safe. I also do not run into the soul's
jail cells with stuff after me. Many times, I have been trapped
in there and beat to death inside by monsters. Stay on the run
and get to a safe area.
Just get closest enough to the door to let the soul out and
continue on. The archers stand still. Therefore, you can use a
barrel as cover, and just push it up to their feet, and light it
and back away. BANG. Finally, you will just have to run, it is
the fastest way. Once you try the slow way for like 5 times, and
it has taken 2 hours. Maybe running is the best for some people.
Make a map, of who is where, and pick your path. Know where the
souls are and where they are not. There are now Maps on the
internet that list where the souls are.
The thing I found that worked the best was to just make a break for
it, saving the hardest areas for last, so you can die saving the
last soul.
The harder areas are the farthest from where you start, so avoid
the paths on the (If you are pointing north to look at the door you
start behind) east. There is like 1-3 archers in a really little
path, and they are impossible to dodge there. Archers stand
still, so bring Kegs up and kill them. Do NOT waste Kegs, by
letting them get to close and blow each other up. You only have a
set number of powder kegs to use.
Keep at this. Take your time. Heal to full by hiding. Wait
stuff out. There are maps and lots of hits on the FAQ web sites
now. Use those resources, they are great.
I (nst) think the best way to do this mission is to get really really strong
and then go all the way back to adventoues difficulty level and bust
some heads...or atleast not die as quickly.
Reward: 1 INT 1 STA 1 Skill Point. Opens: Hells Cells.
********************************************
** 11.09 - Plane of Torment - Bonus Level: Hell's Cells
*********************************************
Monsters: Gladiators, Dark Elves
Chests: 7
Bosses: None
Noteworthy: Slyea and second Pierced ear.
Walkthrough: If you have gotten the Soulbreak done, which you
might never do. Then this bonus area opens up. The enemies here
are a joke after what you have been through. Just kill them all
and pick up the keys. You should find four keys. I think they fit
any door, I am not sure. However, when you come back all the bad
people will be alive again. Of course, you want to kill them.
Then start looking in all the cells. I do not know why when you
open the doors, you get attack, and I thought you would be hugged,
but I guess Dark Elves just like to attack people, even other
Dark Elves. Anyways, make your way back and forth through the
wide section in the middle, and then into the Cell areas. Opening
the doors and fighting the enemies. You will come to a cell that
is locked. The locked cell needs a twisted key. So remember that.
That key is in the Fire Plane Bonus level.
Finally, once your find a way to open her cell, you will meet
Slyea, the Lady vampire. I have to say I love this chick. She
sends you on a quest to find some bloodvine. It is a plant that
vampires can eat, and it gives them blood. If you do this job for
her, she will use one of those sharp fangs of hers to pierce your
ear. I do not like her getting that close to my neck, but you
have no other choice. I think somewhere here is a bloodstone.
Nevertheless, I forget, because all I could think about was Slyea.
So you know the drill. Break every box, kill every person, and
search every room and area. Get the bloodstone, but you will be
back. You now have five of 11 Bloodstones.
******************************************************
** 11.10 - Bloodvine Quest
******************************************************
This takes a lot of work to get here. Remember that little gnome
that you saved his village from sea monsters. You had to save
eight of eight to get Babik to offer to take you for a boat ride to
a secret castle. I wanted you to try and try again to save all
eight gnomes. The bloodvine quest is the reason why. Sometimes
When I come here, his village is being attacked AGAIN. Then I
save them again. So think of last time as practice. Make your
way back to this area. Now you have to go back to the Plane of
Water, Then all the way through the cave. Next go to the boat.
Then talk to Babik. He will still offer to take you to his secret
castle, if not, kill the Sea monsters again and save all eight
Gnomes. Have Babik take you to this Secret Castle of his. Of
course, this castle is full of vampires. Well they are half
vampire and half frog (I'd call them Gools, but thats me). You will
get what I mean when you see them. They hop around like crazy and
make you nuts. There might be a better way by using transportation
portals to get to this area, but I did not stumble onto one.
******************************************************
** 10.11 - Pit of I'll Omen - Secret Level: Gothic Castle
******************************************************
Monsters: Vampires, Ogre Boss
Chests: Breakables.
Bosses: Ogre Boss
Noteworthy: The bloodvine for the Bloodvine quest, Bloodstone.
Walkthrough: This is a big area of halls and rooms. Just
explore the entire area. You are looking for two things. You
have to pick up and break everything. You are looking for a
bloodvine. If you came here earlier, it would not let you pick it
up. Now after talking to Slyea, you can. The boss here is tough.
However, he is slow. Just let him chase you back, and find the
area to run around. That will give you sometime to re-health up
and get your mana back. Clean out the entire area. Find your
two quest items.
I take this, and all areas with my Left Hand ON the Wall trick. So
I always go left, but if you go right, you get to the boss right
away. Anther thing I have found, If I go right, and run in the
room, and then to the left behind the balcony. The big mean ogre
gets confused with the railing of the balcony, and cannot reach me.
The entire time I am filling him full of arrows. So that is
another way I get him.
Get back to your hub by the closest portal. Once there you can
get back to Hells Cells, by way of the Planar Gateway. You will
find the enemies in Hells Cells have Re-spawned. At least they did
for me. You will have to find your four keys again by killing
the guards. Do this and kill everyone for the XP.
However, your new Girlfriend Slyea is standing outside her cell.
Give her the bloodvine, and she rewards you. Very little bloodshed
is involved, very little of yours that is.
************************************************
** 11.12 - Plane of Disease - Medal Round: Frogville
************************************************
Monsters: Kobolds (un-killable)
Chests: None.
Walkthrough: This area is a lot like a Pac-man game. You are in
a maze and there are like 150 frogs on the floor. You have to run
down the paths, and step on them. The bad news is there are 2 to
4 Kobolds here. By now, you are not afraid of kobolds, so you say
'Bring them on'. Well these are Un-killable. In addition, they
hit for like 1500+ damage at a time.
Make your map as large as you can.
So you can see the Kobolds running around, they should show up as
yellow triangles on your map. One trick I use is use Entangle on
them. So they are stuck in one spot. In addition, root would
work, if you have a character that has this. This really is the
only way I have gotten through, is to use these spells. Never run
from them, they catch you and hit you in the back. Turn to face
them, then I Entangle them, then when they are still, I run.
Other characters have Engluf Darkness, that might also work to slow them
down.
If one happens to see you, the thing that might work is to make a
break for a corner and turning around it ASAP. If you are to far
away from one, the best thing is to turn and guard them, and then
jump back into a path. Sometimes they break your guard, though.
You need all the frogs to get the Champions Medal. While you are
in an area, get ALL the frogs. I hate seeing a map and just a few
frogs on it, and it die getting from one end to the other.
There are lots of good ideas on the FAQ sites for this. Different
Characters have different spells, that all can help with this.
Remember to Block, because they will kill you in a few hits.
HOWEVER, sometimes they get bored, and just run away. Stay away
from them.
Reward: 1 DEX 1 STA 1 Skill Point. Opens: Crypts of Decay.
************************************************
** 11.13 - Plane of Disease - Bonus Level: Crypts of Decay
************************************************
Monsters: Gremlin Archers, Minotaurs, Spiders
Chests: 9
Bosses: Tough Minotaur.
Noteworthy: Labyrinth and maze, hardest in game.
Walkthrough: This area totally sucks. It is a maze of doors,
locked doors, switches, and spiders. The doors are timed, so when
you pull a switch, they only stay open for a set amount of time.
Then slam shut. Then you find locked doors. You have to find
chests with keys, and those open the locked doors. This is one of
the longest areas in the game. By this time I usually do not die,
because IM so buffed up, But I WISH I did. Just so, I could end
this area without giving up. As you get farther and farther, you
have to hit two switches at a time, and then three and I think in
the last section I had to hit four.
Therefore, you have to spin your camera around and make sure you
know what switch opens what door. Many times, you cannot see
them. You just hear them. There are a few Minotaurs here, but if
you have made it this far, they should not be an issue. Remember
we are here for a Bloodstone, if you have not committed Suicide.
NOTE: The boss is in the last section. He is a big mean nasty
Minotaur. I have gotten all the way through this hellhole, ONLY
to die in the last room by this person. Do not make that mistake.
Use the door as cover, and do not get trapped in his room with him
with no way out. Lure him back into the room before his room, you
have a small square to run around, that Might save you.
********************************************************
** 11.14 - Plane of Valor - Medal Round: Warlord's Endless Horror
********************************************************
Monsters: Cyclops, Orcs, Scorpions, Others.
Chests: None.
This is just an arena with one area to run around, and many bad
monsters. You need to kill at least eight Warlords without dieing.
Orcs are somewhat hard for melee. Most things here are slow, but
they always have helpers, to chase after you. Try to get Orcs to
block, without being hit yourself, then spin around to their back
and attack there backs if you can, then guard again.
The Cyclops Warlords are quite easy. Just stay in their offhand,
the side where they don't have a weapon and keep attacking them,
making sure while you swing, you move to the side of them. The
Cyclops is easy to get behind. Use poison or Ice weapons to make
them hiccup to give you some extra time, or to slow them down.
Sometimes Ranged attacks gets monsters to stand still and use there
Shields like Orcs, if you have high enough level; the ranger has
that Pierce armor Skill. With an Orc that is standing still, and
you are still damaging him, I am able to beat him with my Ranger.
Reward: 1 STR 1 STA 2 Skill Points. Opens: The Isle of Dishonor
**************************************************
** 11.15 - Plane of Valor - Bonus Level: Isle of Dishonor
**************************************************
Monsters: Dark Elves
Chests: 9
Bosses: None.
Noteworthy: Bloodstone.
Walkthrough: Now this is a normal area. No puzzles, no tricks,
no super hard bosses, just dark elves wanting to kill you. Take
your time, Explore every section. Break every barrel, and find
that Bloodstone. Get all the Experience and money you can on the
easy stuff. This might be a good place to come, to build up your
character if the others areas are to hard.
*********************************************
** 11.16 - Plane of Fire - Medal Round: Gnomes Escort
*********************************************
Monsters: Fire Goblins, Scorpions, others.
Chests: None.
This is a fun one. One reason is that it is easy. In addition,
you get to kill stuff. You have a small tribe of gnomes that have
to make it from one side to the other of the area. You just
follow with them and make sure they stay alive. I try not to
worry about the back ones; they always fall behind and are picked
off. I try to get in front of the first one to slow him down, so
they stay more together. I use ranged weapons here a lot. Just
get between the monsters and the gnomes, and I am sure one will
make it to the end. Yes, I said one; you only have to save one.
Reward: 1 INT 1 DEX 2 Skill Points. Opens: Torment's Furnace
**********************************************
** 11.17 - Plane of Fire - Bonus Level: Torments Furnace
**********************************************
Monsters: Goblins, Fire Demons, two Tormenter Bosses
Chests: 0
Bosses: Two Tormenters
Walkthrough: You are after two things here. One is a bloodstone,
and one is a twisted key. The twisted key is on a small island,
surrounded by a ring of fire. You have to kill both Tormenters
before the ring of fire will be lowered. Many fire monsters here.
Make sure you break every barrel, and check every monster. There
is a bloodstone here, usually the last place you look, is what I
have found. The twisted key should be the last item you need, to
free Slyea from the Hells Cells Jail. Once you get your two quest
items, Go back there and do that, and get your reward. She is back
at section 10.06, Plane of Torment, Hells Cells. Get the keys again
from the guards, and go talk to her.
*************************************************
** 11.18 - Plane of Storms - Medal Round: Kobold Onslaught
*************************************************
Monsters: Kobolds, Large Kobolds.
Chests: None.
Noteworthy: Protect the Wagons.
What this is about is not fighting but quick reflexes and quick
eyes, and lots of luck. You have three wagons to protect, but you
are in a small stone enclosure, so you never are attacked. You
only have explosives to throw, so your throw them like mad. What
helps me is to put the wagons on the bottom of the screen, not the
side. Then I can see the Kobolds coming. Stay at the bottom of
the enclosure, right in the middle. Just be quick to throw on one
side and then the other. Back and forth, back and forth, watch
for kobold herds.
If you see a big Kobold come out, they might need two bombs. If
you see a group of kobolds, throw some potions into it. If one
gets to a cart, try to kill it, but it should only take one potion.
It takes two kobolds to light the fuse; one can attack it all day
and not start it up. Do this over and over. If one cart gets
blows up, just stop and let them all blow up, and restart this
medal round.
Reward: 2 DEX 1 INT 2 Skill Points. Opens: Frozen Wind Bunker
*************************************************
** 11.19 - Plane of Storms - Level: Frozen Wind Bunker
*************************************************
Monsters: Goblins
Chests: 4
Bosses: None.
Noteworthy: Shop, Bloodstone.
Walkthrough: This is a large area with Catapults and Goblins
attacking an Elf camp. I have heard some people get very lucky
here finding good stuff. I think you have to be at higher level,
or maybe try farming this area a few times. Remember you are not
here to shop; you are here to find a bloodstone. So do your HOTW
(Hand ON the Wall) technique and go around the entire area. Then
start moving inward. Breaking every barrel and look everywhere
and kill everyone.
*******************************************************
** 11.20 - Plane of Nightmares - Medal Round: Death's Countdown
*******************************************************
Monsters: Minotaurs, Archer Gremlins, Others.
Chests: None.
Noteworthy: Timed kill section.
This is very hard. Not like killing eight bosses in a row, but
like having to kill 75 critters in 4 minutes. That sounds like a
lot of time, but its not. I had to have a 50+ ranger with all my
Manipulations to get through this. My Ranger with Multishot
maxed, Just brings 2000+ arrows and many mana potions. I just keep
shooting down all the paths; I kill stuff off the screen, or weaken
it so bad, and I can kill it at point blank range. The archer
creeps here are very tough, and can really beat you up. At the
same time the Minotaurs run up and melee you, and eat the time up.
Figure out a way to kill them all quickly, and you should be able
to beat this medal round. If not, go to easier ones, and come
back to this.
Reward: 2 DEX 1 INT 3 Skill Points. Opens: Bloodstone Passage
*****************************************************
** 11.21 - Plane of Nightmares - Bonus Level: Bloodstone Passage
******************************************************
Monsters: Kobolds, Archer Gremlins, Creeps
Chests: 0
Bosses: None.
Noteworthy: Entrance to Twisted Nightmare, Mummies that wiggle.
Walkthrough: This is a tough area. There are lots of bad guys
all pressed together, so take it slow and draw them back into safe
areas. Most of the same bad monsters you have seen for the whole
game, so no surprises. Remember we are on a bloodstone quest, so
break everything, and kill everyone and pick up everything.
The twisted Nightmare is WHERE we use all these bloodstones we have
been collecting; you need all 11 to get in. Match your bloodstone
to areas. You should have one for each. If you do not, go back to
bonus area and look for them. Or keep trying the harder areas you
missed. Here is where you use them.
***************************************************
** 11.22 - Plane Of Nightmares - A Twisted Nightmare
***************************************************
Area 1: Twisted Nightmare (Found in: Bloodstone Passage)
Monsters: Spider, Mummy, Arena Beast, Rallos Zek, Innoruuk.
Bosses: 5 bosses only.
Chests: None, but boss drops.
Noteworthy: Requires all 11 bloodstones to get in. This is the
place.
Walkthrough: This is one long fight. Four bosses from the old
CON game, and one from this game, all in a row. You remember all
your tricks from those fights that should help. You need to kill
all five with out dieing. Remember right before to get all your
supplies stocked and make sure you are ready.
1. Spider Queen - run around.
2. Mummy King - has friends, used ranged.
3. Arena Beast - no friends, stay to the side.
4. Rallos Zek - Sword in the floor, gives you a break.
5. Innoruuk - ranged works well.
After you kill Innoruuk, wait for "You are now a true Champion",
before leaving. If you hide behind the pillars in the CON game to
kill him, you might have a hard time with him face to face here.
I have found nothing to hide behind here, which is my MO, IM a
coward. However, a very much alive coward.
Most things are slow. I can do from ranged and Run around in
circles. The only thing I have to do up close is the Spider.
That I run tight circles around and hit him, but keep moving. She
jumps up and turns position.
NOTE: If you are a barb with 100% strong stance. The Arena beast
will TRY to knock you down, but you will just stand there, and you do
not fly back. So you get hit many times super fast, and sometimes die
instantly. This usually only happens with the Barb.
******************************************
** 11.23 - Plane of Valor - Sword in the Stone
******************************************
Monsters: Minotaur, Boars.
Chests: Some, Who cares at this point.
This is your last visit to the Plane of Valor. I think the
enemies here have re-spawned. You are looking for that area down
a small trail, with some stone ruins in it. Now that you have
beaten Twisted Nightmare, You are a true Champion. It said only a
true Champion could pull this sword from the stone.
Well this is you. This is a pretty nice sword. If you are a
blunt weapon user, you get a blunt weapon, which is also pretty
nice. I do not know if as the game gets harder, that this weapon
gets better. I do not think so. HOWEVER, once you have it, there
might not be any use to get it again. Unless you like to duel
wield. Go to a portal and get back to your hub, you have a boss
to fight.
********************************************************
** <-- EVIL exit here, and go down to your boss at 12.14
********************************************************
**********************************************
** 11.24 - GOOD - Plane of Tranquility
**********************************************
This is the last time you will get to talk and work Firiona Vie.
Make sure you sell your extra stuff, Restock your supplies, and
now on to the boss fight. Of course save your game.
**********************************************
** 11.25 - GOOD - Plane of Fear
**********************************************
Area 1: Plane of Fear
Monsters: Cazic-Thule
Chests: 0
Bosses: Cazic-Thule, 4 armed monster.
Noteworthy: last boss, some nice drops.
Walkthrough: Cazic-Thule
This is one big scary four-armed monster. He has that SK summon
skeleton spell that he uses to bring up two skeletons. Anyway,
the best way to beat his first mode is to take out the skeletons.
If you take them out, he will take the time to make more, and that
is when you can a few hits in. His second mode, he likes to stay
more in your face. He will charge at you and follow you around.
This totally sucks because with those four arms of his, he is
somewhat fast. There is really no good way to hit him if you are
melee.
I have never tried it, but I have read that, if you change
directions on him when he gets close, He will miss and make a slow
recovery on his swing, giving you some time to melee him. I use my
Ranger will all the buffs, and I try to stay away, and I can beat
him.
Note: Do not hit Cazic-Thule while he is a bright blue! Do not do
it! Even with spells!
Watch the ending scene. This is now the end of the game for the
good path. Start another game, and Import your character into
another game. Start the Game, but at Natasla, agreee with her,
and you will follow the Evil path of the game.
***************************************************
** --> Evil Start Here
***************************************************
** 12.01 Plane of War
** CHANGE TO EVIL THIS TIME
***************************************************
NOTE: This walkthrough is designed for you to go through the
good path first. We KNOW the sound of being evil is very
exciting, but the flow seems better through the good side, THEN the
bad. The first monsters here on the Evil side are VERY tough.
The progressing of Monsters is very even on the Good side, and the
story seems to mesh in with the first game better. PLUS that is
how we are writing this FAQ, so do not be a rebel, do the good side
first. Thank you.
Area 1: Lost Battle Ground
Monsters: Kobolds, Large Kobolds, Kobold Shamans, Wraiths
Chests: 18
Bosses: Two mini bosses
Noteworthy: Natasla, Good Gate, Evil gate, save points
Walkthrough: Same as good section. It is here where we pick to
be evil. Just side and agree with Natasla, and she will open the
red gate.
Area 2: Drundar
Monsters: Ogres, Goblins, Kobolds.
Chests: 1
Bosses: One big ogre
Noteworthy: Eight switches to open the arena.
Walkthrough: This place seems much harder to be the second area.
Make sure you know where the save points are and use them a lot.
The Ogres are very hard without range. You can guard the Ogres,
but they do have a knockdown ability that they like to use. There
are two types of Goblins here, Archers and Melee.
The Goblins have low Hit points but high damage; the Kobolds here
are not much different from other ones. Anyway, what you need
here is flip all eight switches, you will have to go around one
side before you can get to the other side, and once you flip all
eight switches. The switches are on your map. I use my bow
here, because you can shoot over the wall, and the things standing
below, or above your level cannot get at you. Use this to your
advantage.
There is a mini-boss here called Thud. He is an Ogre, and he's
really hard for low levels, ranged is best on him, but if you have
to Melee, try to guard, remember to jump back when needed, and take
cheap shots.
Once all eight switches are hit, go to the Arena Save point. Gate
back to Firiona and restock. I guess you have not official
turned evil yet, so you still use her.
Area 3: Drundar Arena
Monsters: The Four Horsemen, Avatar of Fear.
Chests: 0
Bosses: They SEEM like bosses.
Noteworthy: A nice place to die.
Walkthrough: First four armor-clad monsters come out. When I
play solo, I get mad because it is four against one. They are
slow, but they have range spells. I just keep running around. Use
the pillars as cover. Try to attack one at a time, and wear them
down. Once you get two killed, it gets easier. The horseman
with the Axe Summons a Skelton. If you can kill that Horseman
first, then you can easily outrun the rest.
Boss Walkthrough: Avatar of Fear
The best thing to do is ranged on this monster, because if you try
to block his attacks, he will throw his arms down slamming you into
the ground, and then he will recover before you can attack you.
Try to get in cheap shots as much as possible, picking away at his
life until he dies. I cannot believe how hard this monster can
hit. I just have to keep running in and out of the pillars to
keep him away from me while my health builds back up. Keep at him
and he will fall. Once he does, Rallos Zek comes out, do not
worry, and do not need to fight him.
NOTE: You are now officially evil. Now you are sent to the Plane
of Fear, and your hub is this plane for the rest of the game. You
can use the floor in here as a holding area for stuff at your own
risk, sometimes things dissapear.
******************************************************
** 12.02 EVIL - Plane of Innovation
******************************************************
Area 1: Plane of Innovation
Monsters: Hammer Clockworks, Archer Clockworks
Chests: 6
Bosses: None
Noteworthy: Save points, NPC Gnomes, elevator.
Walkthrough: You were here as a good character, you are back as a
bad. Now you help the other gnome build the siege machine. The
bad Gnome you are looking for is Gwinn. Well he needs a copper
sprocket too. From here until after the Iron Guardian, it is the
same as the good path through the plane.
Area 2: Mines Level 1
Monsters: Hammer Clockworks, Archer Clockworks, Droids
Chests: 5
Bosses: None.
Noteworthy: Save points,
Walkthrough: Same as good path. Explore all areas, and kill all
monsters.
Area 3: Mines Level 2
Monsters: Hammer Clockworks, Archer Clockworks, Droids
Chests: 3
Bosses: None.
Noteworthy: Save point, NO copper sprocket.
Walkthrough: Same as good. Make sure to save and restock before
taking the elevator up to the surface.
Area 4: The Surface
Monsters: Iron Guardian, Droids
Chests: 0
Bosses: Iron Guardian
Noteworthy: Hard boss fight and some better drops.
Walkthrough: Iron Guardian
This is the same big nasty tin can from the Good side. Remember to
get close but not to close. Pick up the sprocket when done.
Bring it to Giwin. Use the portal to go back to the Place of
Innovation, and find Giwin. Then use the portal to go back to the
Plane of Fear.
**********************************************
** 12.03 EVIL - Norrath: Pit of Ill Omen
**********************************************
Area 1: Kerriel's Cave
Monsters: Froglocks
Chests: 4
Bosses: None
Noteworthy: Kerriel, boat, Save Points.
Walkthrough: Same as Good path. Fight the frogmen. Get
Experience and gold.
Area 2: Solitary Eyeland
Monsters: Cyclops
Chests: 3
Bosses Broon
Noteworthy: Farting Cyclops
Walkthrough: Broon
Same as Good path. Remember to get behind him.
Area 3: Island of Lost Hope
Monsters: Froglocks, Sea Monsters, Fire Beetles
Chests: 5
Bosses: Droon
Noteworthy: A tricky path, Save Points.
Walkthrough: Remember that tricky path in the water. Keep
heading forward until you reach Droons' Den.
Area 4: Droons' Den
Monsters: Farting Cyclops
Chests 2
Bosses Droon the Cyclops
Noteworthy: Farting Cyclops, same as last one.
Walkthrough: Droon
He is the same thing as Broon. Take the North Exit after he is dead.
Area 5: Back to Island of Lost Hope (area 3 continued)
Monsters: Fire Beetles.
Chests: none, just fruit crates.
Bosses: None.
Noteworthy: New Bug.
Walkthrough: Just make it back to the boat. Pick Isle of Deep
Regret for the boat ride.
Area 6: Isle of Deep Regret
Monsters: Froglocks, Fire Beetles
Chests: 3
Bosses: Proon
Noteworthy: Conch shell, Cyclops, Save Point
Walkthrough: Make your way through to Proon’s Lair. Fire Beetles
can be nasty, just take it slow.
Area 7: Proon's Lair
Monsters: Proon
Chests: 1
Bosses Proon the Cyclops
Noteworthy: Skinny Cyclops
Walkthrough: Proon
Remember his left hand side is his weak side. Remember to get your
Conch shell.
Area 8: Gnome's Island
Monsters: Sea Monsters
Chests: 0
Bosses: None.
Noteworthy: A subtle quest, that opens up areas for future
items.
Walkthrough: This is one of the spots in the main game, which can
affect the optional quests. Here there is a group of gnomes being
attack by Sea Monsters. There are 8 gnomes, and all 8 have to be
saved in order to open up a secret area. Make sure you save, and
make sure you gate back to your hub for supplies before you start.
This will be a fast-paced fight. If you do not make it, try
again and again. There is a shop here after you save them. Then
into the caves. I take the entrance into the cave that is
straight from the dock; it just seems like less backtracking if you
do that.
Area 6: Sea Cave
Monsters: Sea Monsters, Amphians
Chests: 5
Bosses: Two Sea Monsters
Noteworthy: Kerriel, New monster, Save Point.
Walkthrough: Find Kerriel, and get your blessing. Use the portal
next to her to go back to your hub.
*************************************************
** 12.04 Evil - Plane of Water
*************************************************
Area 1: Plane of Water
Monsters: Water Demons, Sea Monsters
Chests: 2
Bosses: None
Noteworthy: Underwater is cool, Save points, Portal.
Walkthrough: New monsters here, Water Demons, they are really
slow.
Hit somewhat hard, and block sometimes, nothing too much to worry
about unless they mob you. Look around for things to break,
killing Water Demons as you go. You will find a portal, with
three ways you have not gone. Saying that you came up to the
portal, facing North, or the top of the screen, you will want to go
west, to the left. Head in that direction, killing more Water
Demons.
Once you reach the cave, you will see a Sea Monster, he is the same
as the weak ones back on Ill Omen. Head into the cave, there are
the same monsters here.
Area 2: Western Safety Chamber
Monsters: Water Demons, skeletons
Chests: 2
Bosses: None.
Noteworthy: One water seal to reach.
Walkthrough: If you did not get tired of the slow moving water
demons, there are about 100 more for you to fight. Just map out
all the area, at the far end, you will open the chamber, and one of
3 areas is complete. You start out in a room with no apparent
door. You should have seen this in the earlier caves, but if not,
just look at your map, and attack the wall. The wall will crumble
away making you an open path. Once inside the area the monsters
with switch to Undead skeletons. Just check your map to know
which way to go.
Use the portal and Portal back to the Plane of Water. This is the
point at the 3-way fork in the road. You have to do the same
thing on all 3 forks. From the portal go north, or straight, and
you will find anther cave to enter at the end.
Area 3: Northern Safety Chamber
Monsters: Undead Skeletons
Chests: 3
Bosses: None.
Noteworthy: Seal at the end to find, Portal.
Walkthrough: Your mission is the same, make your way through the
swarms of undead, and find the seal. I bet you wish you were a
cleric after you see this place.
Find the portal and go back to the Plane of Water. There is only
one way remaining, to the right or east. Go that way, and kill
the big crab at the end and enter the last chamber. Go into the
cave once you get to it.
Area 4: Eastern Safety Chamber
Monsters: Undead skeletons, melee and archers, Water Demons.
Chests: 0
Bosses: None.
Noteworthy: last Seal to be broken.
Walkthrough: About this time, you have had your fill of Water
Demons and Skeletons, unless you are a Cleric that is. Well it is
more of the same. Just map out the entire area. Find the room
with the seal. You will see a clam spit out a Shard. Collect the
Shard of Water. Check out the little secret area off to the right
side. Use the Portal to go back to your Hub for a bit of eye
candy.
*************************************************
** 12.05 EVIL - Plane of Torment
*************************************************
Area 1: Plane of Torment, East
Monsters: Ghouls, Tormenters
Chests: 3
Bosses: None.
Noteworthy: Fire carry Puzzle.
Walkthrough: This section seems the same to me as on the Good
side. You might just start down a path a little different, but it
seems not to affect any of the tasks at hand. This has the fire
carry puzzle. Just light all the torches and make all the
bridges. There are some big tough Tormentors here.
You will see a man, Gol Nazyn, speak with him and then, you will
need to go back to the fire, and rush past Gol Nazyn to light the
diamond thing up here.
Area 2: Plane of Torment, West
Monsters: Ghouls, Tormenters
Chests: 2
Bosses: None
Noteworthy: 2 Tormenters at the same time, Fire torch Puzzle.
Walkthrough: Use fires to light torches and make bridges. Watch
for tough Tormenters.
Area 3: Citadel of Pain, South
Monsters: Archer Gremlins, Sickle Creeps, Tormenters
Chests: 3
Bosses: None.
Noteworthy: New monsters.
Walkthrough: The area might have changed just a tad, but the
monsters are the same. Use the same tactics. Remember Archer
Gremlins are very curious and come looking for you.
Area 4: Citadel of Pain, North
Monsters: Avatars of Agony, Sickle Creeps, Archer Gremlins,
Tormenters
Chests: 3
Bosses: Tough Tormenter
Noteworthy: Tough boss, save point, new monster.
Walkthrough: Tough boss. A Tormenter that has a very poor
attitude.
Area 5: Citadel of Pain, South (again)
Monsters: Sickle Creeps, Archer Gremlins, Tormenters.
Chests: None, Other breakables
Bosses: None.
Noteworthy: Portal, Shard.
Walkthrough: Once back in Citadel of Pain, South, there is a
short path between you and the shard. Kill the creeps and
tormenters, and grab the shard. Head back to the portal, and go
to Plane of Torment, East. All that is needed here is to go talk
to Gol Nazyn. Once you talk to him, head back to the Plane of
Fear.
***************************************************
** 12.06 EVIL - Plane of Disease
***************************************************
Area 1: Swamp Of Bile
Monsters: Spawners, Gnaws, Bubonians,
Chests: 3
Bosses: None
Noteworthy: Save point
Walkthrough: The trick to this place is there are 2 levels. You
have to look for the stairs, which are very hard to see. Just
clean the whole place. This type of environment lends its self
well to ranged weapons. They can sometimes kill stuff on both
levels, even if the monsters cannot get to you.
One interesting thing are the breakables here, are people half
stuck in soresin the ground. They are easy to miss. Clean up the
whole area and make your way to the Plane of Disease.
Area 2: Plane of Disease
Monsters: Festering Hags, Gnaws, Spawners
Chests: 3
Bosses: None
Noteworthy: New monsters, save points, set to complete.
Walkthrough: Evil players are here to help Bertoxxulous. We do
that by turning on the 8 portals. Different from the transportation
portals you use. There is 7 of them in the lower area, and one up
on a higher bluff. This is a good area for Hand on the Wall; one
portal is in the middle. Once you hit seven of eight portals, there
is a cave all the way on the farthest end of the zone from where you
came, called Arachna Caves. Go here after hitting seven of eight
portals.
Area 3: Arachna Caves
Monsters: Ants, Black Widows, Scorpions, Drachnids
Chests: 0
Bosses: Three Drachnids
Noteworthy: Big mean spiders.
Walkthrough: Very big and nasty bugs. Clean them all out, exit
to find the last Portal. The last portal is not in here, you
should have seen it on the bluff, which you will get to in the next
area.
Area 4: Plane of Disease (Continued)
Monsters: Spawners, Gnaws.
Chests: 0
Bosses: None.
Noteworthy: Last portal, 8 of the 8.
Walkthrough: You are back on the Plane of Disease, just a
section that was blocked from the other section. There is a bunch
of Spawners here. Take them out carefully. Head up the stairs,
and hit the last portal, you should receive your shard at this
point. Now head back into the Arachna Cave, and Use the last
portal to go to the Plane of Disease. This is the portal closest
to Bertoxxulous. He will give us the Shard. Then use the
Portal to go to our hub, on the Plane of Fear.
*************************************************
** 12.07 EVIL - Plane of Valor
*************************************************
Area 1: Plane of Valor
Monsters: Warboars, Melee Skeletons, Archer Skeletons.
Chests: 2
Bosses: None
Noteworthy: New monster, Grave of 1000 Undead.
Walkthrough: You are here to talk to Mithaniel Marr. You will
PRETEND you are on the good side, and buddy up to him. Check out
this person’s armor, you will have to fight him in the end. He
says you need to use the portal behind him, do so.
NOTE: Plane of Valor will be visited 3 times. Mithaniel will
send you to two other planes before you complete it. Remember you
will be back to the Plane of Valor; you are not near done here.
***************************************************
** 12.08 EVIL - Plane of Fire
***************************************************
Area 1: Obsidian Forest
Monsters: Fire Goblins, Fire Shamans, Fire Beetles
Chests: 0
Bosses: Large Goblins.
Noteworthy: Mini bosses, Save Point
Walkthrough: There are three mini bosses here, really large
goblins. Clean out the Area, and head to the Southern Obsidian
Forest when done.
Area 2: South Obsidian Forest
Monsters: Fire Demons, Goblins, Fire Beetles
Chests: 3
Bosses: Large Fire Goblin
Noteworthy: New monster, Ladder, Save Point.
Walkthrough: Once the area is cleared, Get to the ladder and head
on down.
Area 3: Upper Lakes of Fire
Monsters: Goblins, Fire Beetles, Lava Monster
Chests: 6
Bosses: None.
Noteworthy: Lava and lava monsters, ladders.
Walkthrough: Burning hot Lava. Walk on it and you die. In
addition, fun Lava monsters. Keep going clearing out the
monsters and trying to stay alive, you will find a second ladder,
head down that ladder to the Lower Lakes of Fire.
Area 4: Lower Lakes of Fire
Monsters: Fire Demons, Fire Beetles, Lava Monsters
Chests: 2
Bosses: None
Noteworthy: Lava that kills if you walk on it.
Walkthrough: Go up one ladder, and then shut off the valve. Then
back down to here, then over to the other ladder. Go back up and
shut off the other valve. Then come back to here, then back up
and go down the shaft that was blocked with fire. It is not
blocked any more. Gate to town, get ready for a boss fight. Save
and go down to introduce your self to a dragon.
Area 5: Lair of the Dragon
Monsters: Dozekar
Chests: 0
Bosses: Dozekar, Red dragon
Noteworthy: Piles of gold that you cannot see, Large mean
Dragon.
Walkthrough: Once he's dead, pick up the shard that sometimes
falls in the middle under him. It is hard to grab when he does
that, but you need to pick it up before you can leave. Once you
have it, head over to the portal, and head back to your hub.
**********************************************************
** 12.09 EVIL - PLANE OF VALOR - Continued
**********************************************************
Remember that it was Mithaniel Marr that sends you to the Plane of
Fire, Not your Hub NPC. So you have to go back to the Planar
Gateway and pick the Plane Of Valor, and go back to talk to
Mithaniel Marr. Same critters are here, the Warboars and
Skeletons. Clean them all out for XP, and when done, talk to
Mithaniel Marr. He will have another place for you to go.
Remember you will come back and talk to him one more time. It is
funny he still has not gotten the hint that you are evil to the
core. Good acting on your part.
********************************************************
** 12.10 EVIL - Plane of Storms
********************************************************
Area 1: The Wilderness
Monsters: Earth Elementals, Snow Badgers.
Chests: 0
Bosses: None
Noteworthy: New Monster.
Walkthrough: This is the same as the Good path through the game.
Just clean it out. Go in Thunder cave for XP.
Area 2: Thunder Cave
Monsters: Goblins, Snowmen
Chests: 1
Bosses: None.
Noteworthy: Experience and money cave.
Walkthrough: You have to go in and out with the same entrance.
Just kill stuff, and pick up the loot. This side area is only for
experience and money.
Area 3: Wind Cave
Monsters: Goblins
Chests: 0
Bosses: Tough Goblin
Noteworthy: Experience and money cave.
Walkthrough: This is just an underground filled with Goblins.
This is just a side area for experience and money. This one has a
boss in it. He is just a tough Goblin. Get some XP and some
money, clean out the entire area, then back to the surface.
Area 4: Storm Cave
Monsters: Goblins
Chests: 4
Bosses: None
Noteworthy: Exit to unreachable area.
Walkthrough: This cave continues the story. This is a rather
large cave. Just clean out the Goblins and map out the entire
thing before leaving through the exit. You will exit back to the
Wilderness. The area behind the little trees that was unreachable
to you earlier. Keep going and finally reach the Caves of Mount
Grenidor.
Area 5: The Caves of Mount Grenidor
Monsters: Bubonians (Super Charged)
Chests: 16 (do not worry about these yet)
Bosses: None- all Super Charged Bubonians are bosses.
Noteworthy: New game style. Avoiding the Enemies.
Walkthrough: This is the part of the game you love. Trying to
avoid the enemies. Remember to use the Save Points, and make
it out the other side. I have heard rumors that If you gate scroll
out with a Bubonian after you, when you gate back, they take just
a second of two to chase after you. This seems very cheap, but
this is a tough area. Spell casters have a set of spells to use that
might help with this area.
Area 6: The Great Glacier
Monsters: Goblins, Snow Badgers
Chests: 2
Bosses: None.
Noteworthy: You are done with that sneaking part.
Walkthrough: This is a normal and straightforward area. Just
explore, kill, and loot. You are looking for a little staircase
down to the Bastion of Thunder. Take this when you have fully
explored the area.
Area 7: The Bastion of Thunder
Monsters: Snowmen, Snow Badgers
Chests: 7
Bosses: None.
Noteworthy: Lots of Thunder.
Walkthrough: Normal area. Same area as on the Good path through
the game. Just map it all, kill and loot. Remember to save and
Restock BEFORE going into the next area. It is a boss fight.
Area 8: The Hidden Glacier
Monsters: Wenglox, Snow Badgers
Chests: 0
Bosses: Wenglox, Big Snowman with Horns.
Noteworthy: Mean boss with Icy Reception.
Walkthrough: Take it slow. Kill the helpers, and then kill this
big Ugly thing. Then start back to the portal, which is outside in
the other area. Use that portal to get to Mount Grenidor.
Remember you have to go back and kill ALL the Bubonians.
Area 9: The Caves of Mount Grenidor (Continue)
Monsters: Bubonians
Chests: 16 (Unless you picked up any before)
Bosses: None.
Noteworthy: Back through to Kill them all, portal.
Walkthrough: You have to find and Kill them all. Look in every
path, nook, and cranny. Sell and restock, then use the Planar
Gateway to go back to the Plane of Valor. Remember it was Marr
that send you here, not your hub NPC.
***************************************************
** 12.11 EVIL - Plane of Valor (continued)
***************************************************
Area 1: Plane of Valor
Monsters: Warboars, Undead Skeletons, Minotaurs
Chests: 0
Bosses: None.
Noteworthy: New Monster, save point,
Walkthrough: Minotaurs step up and say HI when you enter this
area. Finally, when you make it to Mithaniel Marr, he now knows
that you work for the Evil side, and he yells at you. You really
do not care because you are evil, yell all you want. I am still
not sure how I got to the next area, but I just popped out there.
Area 2: Plane of Valor 2
Monsters: Warboars, Samurai, Mosquitoes, Gladiators
Chests: 5
Bosses: 4 with Keys
Noteworthy: 4 Keys, save Points, Door to next area.
Walkthrough: I am not sure how you got here. I might have
missed something that Mister Marr said. But this looks just like
it did for the Good path through the game. You have to collect 4
keys. So totally clean out this area. Remember that enemy down
the little stream. Once it is cleaned out, go into the Halls of
Honor.
Area 3: Halls of Honor
Monsters: Gladiators, Samurai
Chests: 12
Bosses: None.
Noteworthy: Shard, 4 Sarcophagus, portal, Save Point.
Walkthrough: If you are truly evil, you will love this spot.
All the statues look like female angels, so I just smash them all
to pieces. Another bonus is some of them are filled with gold
and Items. So Act evil and make a name for your self. You have
4 keys. Find 4 Sarcophaguses. Open them, and take the contents.
When you have all 4 items, go back to the blue rings and get your
shard. You are finally done with the Plane of Valor. Use the
portal to go back to your hub; you can now go to the next area.
*******************************************************
** 12.12 Evil - Norrath: Faydark Forest
*******************************************************
Area 1: Orc Cave
Monsters: Wood Elves
Chests: 8
Bosses: Elf Hero
Noteworthy: Underground cave filled with annoying elves.
Walkthrough: This is the one spot in the game that it very cool.
Instead of you being on the good side and fighting alone side the
elves. NOW, you are on the bad side fighting along side the Orcs.
I find this weird when I play my Elf Ranger, because NOW I am
hunting down and killing Elves. Just run around and kill them all.
I think it gives you a count when you are down to 20. Once you
have them all killed, take the Cave entrance up to the floor of
Faydark Forrest.
Area 2: Faydark Forest
Monsters: Elf Archers, Elf Melee.
Chests: 1
Bosses: None.
Noteworthy: 8 Spirit Anchors to activate.
Walkthrough: This is a lot like the Good path through the game.
Instead of breaking them, you just go up to each one and activate
them. If you find the Unexplored Tomb Ignore it, you do not
have everything you need to even through in now. Once all 8 are
turned on, then head up to the Elf city, and kill another 100 of
those pointy-eared devils.
Area 3: Kelethin
Monsters: Elves
Chests: 8
Bosses: Elf Commander
Noteworthy: Shovel
Walkthrough: This is another section where you explore everywhere
and everything. Break every barrel. You are looking for the
Archaeologist's Shovel used in a side quest. It can come out of
any box or off any monster or out of any chest, so look all over.
Once you find it do not use it on the Unexplored Tomb, wait to use
it until after the next level. The reason is the Unexplored Tomb
has a door that can only be opened with a quest item from the next
plane. Therefore, it is kind of a waste of time to go in there,
you will be coming back. Take note of where the Unexplored Tomb
is, and how you get to it.
*******************************************************
** 12.13 EVIL - Plane of Nightmares
*******************************************************
Area 1: Plane of Nightmares
Monsters: Creeps, Archer Gremlins, Kobolds, Minotaurs.
Chests: 3
Bosses: None.
Noteworthy: Maze, Access to Side Area.
Walkthrough: This is the same as on the good path through the
game. Go in the side area first, the Lost Tomb. Remember we are
looking for a quest item here. They are the Words of Spiritual
Harmony. Because they can drop off anything here, you have to kill
every critter, and break ever barrel looking for them. Make your
way around the maze, and then through it. Find the access to the
Lost Tome. If you find the other door, do not take that yet, just
make note of how to get there. We have some fun to have in the
Lost Tome. Use gate scrolls to save.
Area 2: Lost Tomb
Monsters: Gnaws, Avatars of Agony
Chests: 15
Bosses: None
Noteworthy: Locked chests,
Walkthrough: These things are evil; you are evil, what is the
deal here. You know what to do. Get to the other end, Kill the
4 monsters, and kill and loot your way back out. Use gate
scrolls to save.
Area 3: Dungeon
Monsters: Creeps, Drachnids, Wraiths
Chests: 0
Bosses: None.
Noteworthy: Words of Spiritual Harmony Maybe.
Walkthrough: This area is straightforward. Just map out the
entire area, and then take the exit. Use a gate scroll, sell, and
Restock your supplies. Save at your hub. No new monsters here.
Note: Words of Spiritual Harmony can drop off ANYTHING here.
Area 4: Lower Dungeon
Monsters: Archer Gremlins
Chests: 5
Bosses: None
Noteworthy: Boss entrance.
Walkthrough: Lots of Archer Gremlins. Use Gate scrolls to save and
restock. Remember you are searching for a Quest item, so look in
every thing. Make your way through this area; you are looking
for the Bloodless Tomb Entrance. However, beware; a boss fight is
just on the other side. So Gate to your hub, and restock, and
save right before this door.
Area 4: Bloodless Tomb
Monsters: Archer Gremlins, Vanarhost
Chests: 0
Bosses: Vanarhost
Noteworthy: Vampire from the last game.
Walkthrough: Vanarhost
Kill this enemy, whatever way works. Pick up the Shard.
NOTE: We hope you have found the Words of Spiritual Harmony by
now. If you have, we will travel back to that section, and start
cleaning up some of the side quests. As you can see on your
Planar Gateway, there is only one Plane left. This is just a boss
fight, so you have to do lots of stuff before you should go here.
You COULD just go to that plane from your hub and end the game.
However, there are HOURS of fun and mayhem left to endure.
Bad news for evil people. This is about all the evil fun you get
to have. I hate to say this, but the Evil path is a bit lame.
Most of it is recycled from the good side. This for me was quite
a let down. I wanted to do some really evil stuff, breaking up
damns, and watching the rushing water flood villages, and setting
fires to the roofs of helpless villagers' houses. All the stuff
you wanted to do as an evil character, but none of that.
GO back up in the FAQ, and find the “-->’ we have inserted. This
is where you go back in and do all the Medal rounds, and the Bonus
rounds. There is no difference that I have found between good and
evil with those extra areas. Once you have the sword in the stone,
for maybe the second time. Come back here, and we will talked
about the finally boss fight. If you did the Medal rounds
in the good Path, You do not have to do them again. You can go to
the bonus area next to them, and just look for the 11 Bloodstones.
*****************************************************
12.14 – EVIL OPTIONAL QUESTS
** <-- Evil Side Go up and Do Medal Rounds, Section 11.00
*****************************************************
*****************************************************
** --> Welcome back Evil Players.
*****************************************************
From your Hub, you talk to Natasla. She wanted to send you to the
Plane of Tranquility. You remember this from your start of the
game.
****************************************************
** 12.15 - EVIL – Plane of Tranquility
****************************************************
Area 1: Plane of Tranquility
Monsters: Pally in a tin can
Chests: 0
Bosses: Mithaniel Marr
Noteworthy: Last Boss on the Evil path.
Walkthrough: Mithaniel Marr (Evil)
This boss is nasty. Do not get to far away from him, or he will
fly at you, knock you down, and stab you. Do not get back up to a
wall guarding, or his sword will glow, and it will knock you down.
Try guarding and then jumping back and hitting him once or twice,
then guard again.
Remember not to let your-self get to close to a wall.
Mithaniel Marr is a harder boss then Thule. Therefore, this is why
we do the Evil side second, so we have more experience with
fighting styles. There is only one place to hide behind. That is
the planar Gateway. I sometimes use this to get my health and
mana back up, before I continue to fight. He will usually slow
down to a walk when He gets on the other side of this from you.
Once you kill him, Pick up the stuff, and the game is over. I hope
you enjoyed the evil side. Nice cut scene of Innoruuk rising from
a Lava pit, and he looks very mad. Maybe a set up for another
Game.
Game over.
*****************************************************
** 13.00 CREDITS and THANK YOUS
*****************************************************
I would like to thank David Stoughton (Kuthu) for the work and
dedication he has done towards this game. He was our inspiration
and mentor on many aspects. Without his good ideas and advice,
this guide would still be a dream. His fighting styles are the
core tactics that we use to get through the game.
I (Darrell) would like to thank my co-author, Kayd, (Andy) for his
hard work and dedication to this project. He turned a collection
of ramblings from a lunatic, into a readable work of art.
Special thank you to these people:
drclaeys, evil_mind, frameltons, Flesh Mage, Fig455, gelbot,
Headhuntress, intirawolf, johnnyk2137, kayd, Kuthu, LilBandit,
ladyhawke2, madcletus, Mushroomhead349, Old lady, Outlaw Wyvern,
offspringFan, PowerPuff, Purplezz, rockyterrain,
Sadieanne, thewaynemanor, Tazok, Queen Sheba, WznSpyro, Steven Stillwell
Now for the new credits. Simply being in a list would run me up the walls.
------------------------------------------------------
cold_soul88: Pointed out a glitch in the water plane (exploding clam)
Shane Beirnes: Pointed out a mistake where I had a "human cleric"
------------------------------------------------------
"This may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
distributed publicly without advanced written permission. "
Thats the "blah blah blah don't steal my crap like its on KazaA" statement.
While thats a repectible statement, I beleive the fallowing
is more effective:
"For those of you who take credit for my work, I will huant your
ass for all time!"
Copyright 2005 © Darrell E. Claeys and George A. Chappell, Jr.
Champions: Return to Arms is owned By Sony Online Entertainment.
RTA was developed by Snowblind Studios.
*****************************************************
** 14.00 CONTACT INFORMATION
*****************************************************
These website have permission to display this FAQ:
GameFAQs - www.gamefaqs.com
NeoSeeker - www.neoseeker.com
- www.cheatcc.com
SuperCheats - www.supercheats.com
Email Revisions and mistakes, spelling errors to
[email protected].
The subject should be of the form "RTA: class_, description_"
there "class" is one of the fallowing:
error (information in faq is wrong)
spelling (spelling mistake)
grammer (grammatical error)
spelling/grammer (both of spelling and grammer)
update (request for an update, a modification)
suggestion (you have an idea that you want me to hear, a way to imporve)
strategy (a way to play the game better)
other (anything not covered by any of the above)
Those dealing with spelling and grammer DO NOT require a description.
Descriptions are to be short. a good title would be "RTA: strategy, innarock"
or "RTA: error, bad directions in section 9.12".
ANY MAIL RECEIVED THAT DOES NOT COMPLY WILL NOT BE READ!!
*****************************************************
** 14.00 VERSION HISTORY
*****************************************************
The Darrell Era:
V1.0 04/09/05 First post, largely unedited.
V1.1 04/10/05 Format clean up, spelling, grammer, enemy names.
add bug section.
The Chappell Era:
v1.0.2 07/03/05 Changed version keeping system its now (major
additions.minor additions and major changes.minor changes).
This isn't evenminor realy, but its more then just a clean
up.Added a new face (me). Document now ends in simply "FIN"
Fixed some things I thought were minor eye sores,
but only as I saw them. I wasn't looking for errors.
v1.0.3 07/04/05 Forgot to change the contact information yesterday!
How could I have forgotten? Also made some minor
changes. Most importantly, not that anyone else
noticed, i screwed up my own numbering system!
v1.0.4 07/09/05 Added some of my own ideas to this guy.
v1.1.4 07/13/05 Modified several section of the faq. Will be putting in some
math stuff i did later. Fixed a factual errors.
v1.1.5 07/22/05 Making some editing changes that need to be attended to. I
also added a new glitchs. I'm now explaining credit in
the credits instead of merely listing their names.
Added supercheats.com to the list.
v1.1.6 07/22/05 Made the margins fit.
*****************************************************
** 15.00 GLITCHES AND BUGS
*****************************************************
This game has a lot of glitches and bugs. If we were going
to attempt to list them all, this section would grow unmanageable.
There is a common theme when you are confronted with a bug.
It is called, Exit and Reload. The bad thing about that is you
lose your progress from your last save point. This is the fact
with most games. So save often. If you have the space on your
memory card, keep multiple saves. When I started this game, I
use all 10 saves for one character. Finally as I start more and
more characters, I write over my older saves.
This game has a few themes of ‘Complete the Set’. Is this always
tricky, because you get to the end and you have 3 of the 4 keys,
or you have 10 of the 11 shards, or you don’t have a key, or some
other set is not complete. These types of bugs can be more severe.
Sometimes you will have to restart the game from the beginning.
This game has an interesting feature, that it remembers the progress
for your characters. So if you get half way, and you restart your
game, and import that character. It ACTS like you never left the game.
The planes are open to where you left off, and the game wants you to
go to the next open plane.
I personally find this game progress memory to be a downfall.
It kills the storyline, and seems to turn an already poor story,
into a non existent story. So do lots of saves. If you want
to save and you don’t see one on your map, Gate back to your hub and
save there. Keep multiple saves if you can, so if some quest item
disappears you MIGHT have a chance to save some time.
Blood Bath Bug: I have found there is a certain spot,
when the horse charges at me; he gets on TOP of one of the old burned
out wagons. But then he can not get off. At first you might see
this and thing GREAT, he can not charge me. But it also seems that
you can not melee him or him hit with physical ranged weapons.
So he can not kill you, and you can not kill him. So you are kind
of stuck. If you are a melee fighter, you might want to exit the
mission, and restart it. I have found that with a spell caster,
I can still hit the horse and the Horseman with spells. So I was
able to kill him, after a long time. The new horse shows up in
the middle of the area, and the mission continues. This is the only
glitch that sometimes you can get around,
if you are the right type of character.
Be warned. Lots of glitches, take appropriate action.
nst reminds: Its ALOT better then CoN! No more freezing between areas!
****************************************************
FIN