The Legend of Alon D'ar
Version 1.0
By Isaac Sherman at
[email protected].
Part Breakdown:
1: Version History
2: Walkthrough
2.0: Prelude
2.1: Orin
2.2: Dagan
2.3: Palash
2.4: WhiteWater Gorge
2.5: The Kemarran Highlands
2.6: Orin-Dromar's Tomb
2.7: Dagan-Again, briefly
2.7.3: Whitewater Gorge-Market, briefly
2.7.6: Palash-La'Shon, briefly
2.7.9: Dagan-Deep Swamp
2.8: Palash-Spire of Suspicion, and the Twisting Deeps, purple scarab
section
2.8.5: Free Time
2.9: Dagan-Bogroat's Lair
2.10: Twisting Deeps-Road to Zonra's Tomb
2.11: Opening Charak's Tomb
2.12: The land of the P'Gok
2.13: The Land of the Chandarath-The Final Battle
3: Legal Notes
4: Quest Guide
5: Skill Guide
6: Credits
--- 1:Version History---
1.0 The walkthrough is finished. It _will_ get you from beginning to
end without dying (much). It does not cover many of the in depth things
that make this game great. I'm working on that. This was
written entirely from memory, and there are bound to be minor errors
(perhaps even a few major ones). I will also include a comprehensive list
of all side quests, their solutions, and their rewards. I Promise. But
not yet.
Prelude (Section 0):
The game begins with Jarik having a dream. It's a strange dream,
mentioning the weakness of the Wyrd, Alon D'ar, Drindithar, and
Zaharinar. From there, he wakes up, a friend telling him of
Kemmarans being in the village. The reason for their presence is
unknown. Anyway, Jarik doesn't care, and it's time to watch the
introduction. Everything is said very nonchalantly, like it's the kind
of thing commonly done everyday. To sum it up: He runs off after Lord
Gandar taunts him, comes on to a Kemarran(Leyala), then notices that his
house is on fire. He rushes back toward the ruckus, and sees a Dagani
running from the crime. He kills him with his bare hands, and the Dagani
turns into a dead monster. The monster drops a rock, he picks it up to
examine the symbol, and the rock flares, burning the symbol into his hand.
He runs back to town, to explain the happenings to Grandar, who doesn't
believe him. Nefreet, the wise woman, believes him, and Grandar goes off
to start a war. You have to stop the war that is about to start, and find
out what that symbol is... After some more talk, it's time to loot
Grandar's keep.
Section 1: Orin
There are a few items here for the taking. Wither Bane can be found
almost everywhere around Orin. Near most rocks, you'll notice it,
growing. Only the ones near rocks are any good, and if you run out,
you can let it grow back. There are also 5 drinking horns, which belong
to your friend Riley. Most are on the edge of the area; follow the wall
and you'll find 4. The fifth is in the center of the area, between two
boulders. He'll give you 30 gold, and you'll get some PP too. It's
worth it. You'll also notice that what's left of your house is on fire.
Use water from the well to rescue your rather meager possessions.
First, you need to go to the keep. Look for the banner in town, and
then walk to the keep from there. It's a large stone building not far
from town. Once inside, get the small silver key from the box in the
first room (with the fire pit), then go to the back of the place. Talk
to the guard, then pull the two unlit torches down. You'll get some
Quest Items, and then you can walk in to the treasure room. Over to
one side, you'll see a weapon rack. On it is a lump hammer. Knock
the crystal out of the wall with it, then go to the box. There's a
katar, 20 gold, and a healing potion inside. If you use the hammer,
you'll break the potion. Use the key if you have it.
Next, it's off to the training area. It's pretty self-explanatory.
Once you're done, head across the bridge and down to the area where
you saw all the Skurlings. Head down, talk to people, find acorns...
it's all pretty simple at this point. I stuck with swords through most
of the game, but you should do one of two things: 1) buy the woodcutters
axe as soon as you talk to the man at the bridge. The skills with it
will become important later on, and it is useful for killing Skurlings.
With a few levels of Damage, you'll take the pesky critters out with one
hit. You'll also take a lot of damage because you're slow. If you run
into any lurkers, it's also your best shot for survival (and one of the
acorns is right next to a Lurker... they look like rocks).
Or B) Head along the way you're supposed to go, ignoring the bridge,
and the man's pleas for help. Keep heading along until you get to the
safe haven, and from there it's a short trip to Lord Kort's keep.
Plus, you can heal to full whenever you want, making it much easier to
build up. Second, across from Kort's is a Weapon Smith, with a heavy
katar, among other things, and a Longsword. I recommend buying the
Longsword, but the heavy Katar is the way to go if you're hard up for
gold. Either way, you'll be killing enemies in only a few hits, with
much less delay than the axe. If you got the rusty sword from one of
those zombies, he'll turn it into a shortsword for free, which sells
for 150 gold. It's also a good weapon in it's own right.
Whether you did the first or second(I recommend the second; it means
backtracking, but you'll take less damage), it's now time to go across
the bridge. There's a save point, which I recommend using, as well as
a pack of Skurlings. Follow the path to the cave, then kill the 3
Skurlings inside. Feel free to look around; you'll find a Stone Orb,
which allows you to channel the Earth Fates. You'll also get a
leather jerkin for your trouble (your first armor, which is auto-
equipped). Once you're done, you may notice a giant oak out
the window. Oddly, there aren't many silver acorns near it. Only
1, if memory serves correctly. Remember where that is, it's important
later on. Once you're done there, head back to Patch Village. Buy
any new skills you want at the Safe Haven, then head to the village
proper. If you've talked to Kort, you'll have been quested to destroy
the mound in the middle of the village. It only has about 45 HP, give
or take, and it dies very easily. Ignore the Skurling until the mound
is dead; you don't get any extra PP for killing several Skurlings.
When you're done, the people in the village will open their doors to
you. Talk to everyone, one of them has a Silver Acorn. Another offers
a Stone Orb for sale, which you should already have, and there's also
some armor. There's also an herbalist, who'll sell you potions, and
make potions from Wither Bane leaves you've found, which restore 50 HP
instead of 20. Talk to Kort again, and he'll give you his Token,
which allows safe passage to Dagan. If you've got all thirty acorns (One
is in the graveyard, another is near the entrance to Whitewater Gorge),
and are at least level 3, go ahead. Otherwise, you may want to stick
around for a while.
Side Note 1 (Collectible Items):
On a note about hunting acorns (and almost all other collectibles),
what I do is follow a wall (Pick one, either left or right), and
stick with it. This takes me to all the out-of-the-way-places-you'd-
probably-miss-otherwise. Then the only ones remaining are the ones
that are out in plain sight; which are sometimes the hardest to find.
If you want to take a more slipshod (albeit faster) approach, you can
just check around trees and sheep, and (Of course) OOTWPYPMO.
Backtracking is also very useful for finding collectibles which you
missed because of your angle. I won't have an extensive list of the
collectible items in this FAQ; I might do that in another FAQ,
if someone doesn't beat me to it, or if the demand is high enough.
Section 2: Dagan
You'll find yourself in the Dagan swamp. A Dagani named Riffin will
talk to you for a bit, before you're allowed to move. Once you can,
you'll notice papers scattered around. 1 ancient scroll, and a few
of the Journal Chapter 2 pages. Get them. You'll also run into some
new enemies; I'll call them gremlins, though that's not what they are
called in the game. Use the Safe Haven frequently until you feel
confident. I've found that Daggers and Swords work best for me against
these creatures, though Hammers and the like work very well also.
Spend your PP wisely in whatever weapon you choose, but make a point
to put some in Two-Handed Axes (particularly Speed and Damage, then
Critical, then Block, and finally Accuracy). The time you'll need
them is drawing nearer. Continue along the swamp; you'll find an
Orin named Zoe who'll introduce you to another quest. Collecting
tree frogs. Back-tracking is especially useful on this collectible
item quest. The tree frogs look like large, red frogs, and are usually
at Jarik's eye-level on a boulder or tree. They're also usually on the
back side of the tree from the way you're supposed to go, too. The
particularly difficult ones are on the side closest to the edge of the
screen, meaning you'll spend a lot of time in the swamp water looking
for them. You can't get them all on your first pass through the swamp.
I don't believe that the chirps and croaks you can hear sometimes are
related to them, but they might be. If anyone can verify this, let me
know. Also, when wandering in the swamp, you can sometimes find
money, and possibly armor. I got 2 studded leathers, and equipped
them, since they're better than the Jerkin (or nothing at all, if
you didn't bother with getting it).
The first part of the swamp is very straight forward; enemies,totems,
and bridges. The totems are easily read. Just head whichever way they
point. After a while, you'll meet up with Tahir, who'll try to kill
Jarik. A ghost will stop the fight, and you'll have Tahir in your
group. Talk to the people in the village, and make a point of getting
the Large Ornate Axe. Make sure Jarik has this in his belt. Tahir
has a Cho Pin Tou, which is a good axe, but the weapon you'll probably
want him using (for speed and damage) is his Dagani Katar. Keep the
Cho Pin Tou available, though. Before you leave, he'll tell you that
you need to find an Amareth's Heart. And, the easiest way to find
an Amareth's heart is to kill an Amareth. Goody. Nothing for a brave
warrior like Jarik, right?
Leave the village, heading for the raft. It's opposite the way you
came in. Talk to the Dagan standing there, and he'll sell you a Water
Orb. It's got it's uses... Give it to Tahir if you want it. You
probably won't miss it, if you don't. Heading across the raft, you'll
come to an area with more Pages strewn about, and a Dagan there giving
directions. Head south along the path, then east, and you'll get to
the Oracle, who'll heal you to full just by touching it. The Amareth
you seek lies west of the Oracle. The gremlins here can be taken out
by a concentrated attack of Tahir's Katar, and a shot from the
Longsword, but they may attack 4 or 5 at a time, so be prepared. Return
to the Oracle as needed (I horde my healing potions). After a while,
you'll find poison gas, which Tahir could walk through if he wanted to,
which is near you destination. There's also a save point nearby.
Eventually you'll see the Amareth. It's not moving when you first
see it, but it's near one of the Sacred Places (the large stone with
5 larger stones placed around it). It's a tree. A walking tree with
a nasty look on it's face(trunk?). Killing it isn't easy. With the
Cho Pin Tou and the Ornate Axe equipped, and plenty of healing potions
at the ready, you'll kill it eventually. It has around 500HP. Your
longsword doesn't stand much of a chance at all, and neither do any
other weapons I've tried. Axes are definitely the way to go. With
speed and damage as high as you could manage, Axes are still
quite slow, but they'll kill the tree pretty easily.
Once you have the heart, head back to the Oracle. The gremlins have
come back again, so make sure you are able to handle them. Talk to
the Oracle, and you'll get a lot of information. You might want to
take notes, to understand the plot a little better, but it's not
necessary. Tahir remembers all of it.
It's time to head to La'Shon, the trade city of the Sarojin. On the
way, you'll meet a female Sarojin who can't remember her name, or
anything else. She'll beg you for help, but she'll stay there. If
you didn't already find it, there's a tree frog to her right, perched
on the wall. Keep following the totems.
Section 3: La'Shon
Eventually you'll reach a save point with a treasure chest and a
Sarojin near it. Save, and check your HP. If it's getting low,
return to the Oracle. You'll be fighting Lurkers on the way down,
two and three at a time. Axes are best for them (including the Cho
Pin Tou), but because of their slowness, you'll probably take a lot
of damage. If you're healed to full to begin with, they won't be much
of a problem. You'll also find Pieces of Amber to collect (another 30
piece set... how odd). You can't collect all of these at this time
either, but you can get a nice chunk. Just down the hill, follow the
pillars until you meet another Sarojin. He'll tell you which path is
La'Shon. Take it. There's a portal there, as well as a few shops where
you can buy more stuff (Particularly healing potions). I missed my
chance the first time through at buying a blazing orb, a Fire focal
item. It's pretty useful(As magic Orbs go). Again, you'll want to
give this to Tahir. I'll tell you why later. The man who has the cure
for the Spell of Forgetfulness is in the middle of town by the Sarojin
Spike. He says he wants the Diadem of the Sleeping Beast for it. The
diadem is at WhipTail's grave. You need to go there anyway, so you
might as well handle two things at once. Not like you have much of a
choice...
Head back to the place where the Sarojin (LongTooth), told you which
path lead to town. Head toward the Spire of Suspicion by following
the pillars. Keep a close eye out: you'll see Darkfell totems. The
party will comment about them if you're not sure. Turn right, heading
down the hill past the totems. You'll see an Amareth. And, as luck
would have it, once you kill it, you get the Jade Scarab! Head back
to town to heal. There are also quite a few pages/amber pieces spread
around, which are easy enough to find. Heading out again, don't deviate
from your path. Follow the glowing pillars all the way to a save point,
which you may want to make use of. From there, you're very close.
You'll pass another sleeping Amareth, and then find your way to the
Spire of Suspicion. More collectibles strewn about this area, so take
your time. The cauldron also helps a lot. It restores you both the
full. Once you're done, walk up to the barrier. A cutscene will ensue,
and it'll leave you in a battle with _Two_ Amareths! And you thought
one was tough? Think again. Punch the hell out of them. If you start
to lose Big Red (aka Juggernaut), just morph again. It's at the bottom
of your command list. Have Tahir heal, or use the Blazing Orb. The two
Amareths should go down very quickly. Gather the papers, and grab the
diadem. Morph before most battles from here on. Big Red is Tough.
He's fast, hits like a freight train, he's free. But there aren't any
drawbacks! None that I've found, anyway. As long as you make sure
Tahir heals himself, Big Red will destroy the competition. Oh, and
if you morph while Jarik is at full HP, Juggernaut will have full HP.
If Juggernaut gets hurt, then changes back, Jarik _still_ has full HP.
That saves on healing potions, too. All in all, the difficulty for
the game (at least survival-wise) just plummeted. Just don't be afraid
to use Juggernaut! In fact, I order you to abuse him! Most of the time,
you should change just before battle to minimize damage to you and your
party Also, start training Tahir in the White Fates. Get at least to
Healing Mist. You don't have a focal item yet, but you will soon.
Once you're sure you're done here (including getting that crystal),
talk to the Sarojin and he'll let you use the transporter, which
takes you back to the Safe Haven at La'Shon. Stock up, buy any skills
you're looking for, and give that diadem to BrambleFoot (that Sarojin
with the bell). No loss there. Walk back to the Sarojin female with
the memory problem, and she'll tell you some important information
about SunDeep, and his master, SilverScale. Her name is JadeThroat,
by the way. She'll give you an item to get another item. Notice a
pattern? Now that that's done, head back across on the raft. Fight
everything that comes your way. And get used to Juggernaut. I use him
for almost every fight from here on.
Your next step is to head to the very beginning of the swamp. You'll
see a dock. You'll also have a few Amareth to fight. No problem for
Juggernaut. Load Tahir up with healing potions etc.. Most of the time,
he's the only one who needs healing. Get on the boat to head to
WhiteWater Gorge. I believe there's a Tree Frog on the docks, too.
Be sure to get it.
Side Note 2: Juggernaut's HP
Just a reminder; Big Red's HP when you morph are based on Jarik's
current HP. If Jarik has 500/750, Juggernaut would have 667/1000.
In the same situation, if Jarik had 14 HP, Big Red would have only 19.
(This happened once my first tim through!) One down side to
Juggernaut is that healing him only lasts until he changes back;
so don't do it often. Heal Jarik before the fight, and all should
go well.
Section 4: WhiteWater Gorge
One word describes this place. Labyrinth. Pick a wall, and try to do
all the quests while you're here. Only break from the wall on Pelewan's
quest, which is fairly simple. You have something else to search for
while you're here: Moorlet eggs. These are very well hidden. There's
one under a wagon, one on a ledge outside of your line of site, in a
cauldron, as well as several in chests. And there are many that are out
in the open to keep you from finding one that's hidden near it. Be
thorough on this time through; they're tough to find. By the way,
don't use the poison resistance item. Keep it for later (it's used in
a quest, and using the cheap method, poison doesn't matter much anyway).
Talk to the people at the market. Especially Riffin and the Scholar.
Riffin is particularly useful, with his stories. In fact, you can
probably figure out exactly where Dromar is buried if you think about
it. Once you're done, be sure to buy at least 1 white orb from the man
who sells them. Give one to Tahir. He's going to be your healer for a
while.
Side Note 3: Combat for dummies
Basically, whenever any difficult fight comes along, have Tahir/whoever
your healer is cast Healing Mist repeatedly, while Big Red thumps
enemies to nothing. This works for a long time even after you have
all four characters, though one casting of healing mist seems to lose
some of it's effectiveness after a while (which is why you may want 2
white orbs). The sooner you get Healing Mist up to Level 6, the better.
So, if I refer to a cheap method of combat, this is what I mean.
In spite of being mazy, if you follow a wall, it won't be difficult at
all. Many cactus flowers can be found here, to make into potions.
Here's the trick: check cacti with flowers on them. Flower Spikes, for
making Spike Potions, can also be found; just look for the plants with
huge flowers (they remind me of Peyote). There aren't many of these,
though. Finding all the Moorlet Eggs is another matter. If you're
interested in that, you'll probably do a lot of backtracking, head
banging, and toe stubbing, at least until I finish my collectible
items guide. Just before you reach the Bogroat lair, a Sarojin spike,
like the one you saw in La'Shon will appear. Make sure you're healed.
Swords don't seem to bother Bogroat, but big, red fists do. Switch to
Big Red (before the fight) and use the cheap method of combat. Morph
back as needed. He'll go down very quickly. It's almost sad. Anyway,
get the items in the lair, including the Sphere of Calling. Now's a
good time to head back to the Whitewater Gorge Market, looking for
Moorlet Eggs, and finishing any other quests you've picked up here
(I _think_ you get the sound amulet, for Pelewan's quest, at the
Bogroat Lair, but I'm not certain). It's good to get the experience
now. It might be needed later.
It's time to go to Orin. From the Bogroat lair, it's fairly simple.
Head for the brightest area. When you see a Moorlet egg in plain sight
sitting on a ledge, you're close. The path forks here. The right path
leads to the Sunken Market and Orin. The left path leads to Orin.
Decisions, decisions. Take either path first; there are things to
collect on both. And make a brief stopover at the Market. There are
a couple of Moorlet eggs down there, as well as a place to change those
cactus flowers and flower spikes into potions (you may actually need
all those magic potions now). If you didn't get all the acorns earlier,
you'll probably see an acorn just past the save point that marks the end
of the gorge.
Section 5: The Kemarran Highlands
Once you're in Orin again, you should head straight to Dromar's Door.
Of course, you could go complete that "Search the Graveyard for Clues"
quest... which is a good idea if you like fighting with a bow.
Especially a bow that is very good against the undead. Follow the
path from the gorge back to the split; one of the signs points to the
Door. Go through, talk to the guard, and head on. You'll speak to a
few people, including a crazy corn farmer. You'll also hear about a
new collectible: Viviana's Amulet. Scattered in 30 (surprise!) pieces.
You're supposed to find it. It's useful. Just so you can weigh the
work: It makes its wearer regenerate 50 HP every 30 seconds or so.
I got it, and it worked well until about level 7, at which point 50
HP was barely anything at all. Here's the catch, though. You only
have one chance to get it. So, make up your mind now.
Once you're through the second door, you're in the highlands proper.
From here, there's a bridge down to a statue of a woman. You'll use
the Sphere of calling automatically when you're close enough. A
Windsinger will appear, and after a brief dialogue, she'll make a
bridge appear. From there, it's simple. Follow the glowing posts,
until you reach the Matron. Of course, you may want to leave the path
to build up and search for Crystal Shards. If so, be sure to remember
the cheap method of combat. It's still very effective. In fact, after
gaining a few levels, you may want Tahir to just attack. The Fen
Skurlings are quite a bit more powerful than their country cousins,
and if you want Viviana's amulet you need to destroy their mounds.
Some of the shards are under the mounds. All in all, while you're here
your levels should soar. There are plenty of Tengu to kill, as well as
Fen Skurlings, and some very strong zombies. You can also pick Ullapa
leaves here, and of course make them into potions. I always keep Tahir
stocked with four or five Ullapa potions, mainly because he was the only
one using magic until the end of the game. Once you're done looking
around, head to the Matron. She'll tell you to kill a Hakar. Simple
enough. This one goes down just like the Bogroat. There are a few
zombies on the way, as well as a at least 2 crystal shards(One's in the
cave with the bones). Just head northeast of the village till you come
to a bridge. Cross it, kill the zombies, (get the crystal shard). Cross
the next bridge, and you're in the Hakar cave. I believe there are a
few Tengu there (Tengu are blue, gargoyles are yellow, but they look
alike). Once you've finished them off, you're right in front of the
Hakar. Kill it, grab it's fang. Incidentally, I thought the sound
effects were very juicy here. Nice touch.
Anyway, return to the Matron. She's gone! She headed for the Dragon's
Maw, which is almost all the way back at the transparent bridge you
crossed. Go there. Notice how quickly night passed? A few more enemies
are there, mostly the tougher zombies and a few Tengu. The zombies are
tougher than the Hakar, but still not difficult. Once you reach the
temple, some changeling Sarojin will attack. They're weak, but they
catch the Kemmarans by surprise. Kill them, earn your respect, and enter
the temple proper. There are a few shards here, too. By the sheep.
Look around. Once you're done, head to the Maw of the Dragon. It's a
pit that opens onto the void. You'll witness the end of a trial, where
Tylonee is sentenced. Anyway, good old Tahir is as considerate as usual,
and asks the Matron for the Tattoo. Eventually she gives it to him, but
it seems you've worn out your welcome... If you leave, remember that you
CANNOT come back. Ever. If you want those shards, you'll have to stay
here and find them.
I'm not going to wait for you, though.
Section 6:Dromar's Tomb
Once you leave the highlands, Tylonee will join you. Her special
attacks are pretty useless, but aren't everyones? She's well-trained
across a variety of weapons, though, and comes with several. She is
good with weapons, though, and has a high Dex, which makes for slightly
faster attacks. Most importantly, though, she's a third character, and
makes battles that much easier. I recommend training her in the use of
Two-Handed Swords. I'll explain why in this section.
You'll see a Hakar in that massive trap you passed earlier. Go ahead
and kill it. It's worth good PP, and Tylonee needs all she can get.
Walk back to Hollow Grange. It's not far, you probably know where it
is by now, especially if you got the Acorns. Just follow the signs.
And don't cross the bridge. You'll find it. You need to talk to
Nefreet. She'll tell you what to do. For all the worry and talk,
none of the villagers give Jarik a problem at all. Nefreet tells you
where to go. You're heading to the hermit's cave. The one that you
cleared out earlier. Go inside, and you'll hit your first necessary
puzzle (you may have done some optional ones earlier).
For simplicity's sake, I'll pick names. They don't need to be followed,
but it makes it much easier to write, and to understand.
Have Tahir stand on the stone block. Have Jarik step on the plate at
the bottom. Move Tahir onto the plate on the top ledge. Have Jarik
get off, then stand on the block. Have Tylonee step on the plate.
Have Jarik step off the block. Move Tylonee to the block. Make Jarik
pull the lever. Look around the area with whichever one you want.
When you're done, meet up near the entrance to the caves.
Once you're in the caves proper, you'll start getting journal
chapter 1 pages. In fact, all 25 are in this cave (Except for the
1st that started this quest). You'll also start getting some Ancient
Artifacts. Talk to the "Crotchety Old Sarojin", and you'll get a new
quest. You can't complete this quest for a while, though. Right
behind him, as he says, is a healing point. Follow the white scarabs
for a while, until you have a cutscene where you can see a piece of
the ShadowFire's journal. Go over to it. You can easily get all 25
pages in here. In fact, 12 are all in the same room, laying in plain
sight. They practically give these to you. You'll also start
collecting Ancient Artifacts (30 of them... again...). I recommend that
you don't leave until you're done collecting the papers. However, you
can't get all the Ancient Artifacts here, so don't worry about that.
You'll eventually come to a room with papers everywhere. You might see
one in a section that's walled off by shelves. Don't go there until
you have killed the enemies. A bunch of the changelings will attack
you, and they have ranged weapons. If you tell your guys to go after
them, they'll get stuck and take damage for a while. Try to be in the
center of the room when the battle starts. I almost died my first time.
Don't answer greed's call, young Jedi. As usual, kill the enemies
however you want, but if you have trouble, remember the cheap way. Once
you're done, look around. You'll get Dromar's Torc, about 12 pieces of
Chapter 1 (which should complete your collection for chapter 1. If it
doesn't, grab a wall, and start looking. They're all past the first
place where you had your cutscene. Next, leave the tunnels. You may
notice an orange barrier. If you look right behind it, there's a chest.
It's got the Magic Shovel in it, but you can't get there now. That's
just so you know where it is. From there, head to Dromar's tomb.
It's outside; remember that huge Oak tree? Good. Go there. Go inside.
As an aside, the story Riffin told said that Dromar only had one friend
left, who planted an acorn on his grave. That must have been a hell of
a friend. To dig out this huge chamber was quite nice of him, I thought.
And all by himself, too.
Anyway, once you get to him, you'll be faced by an Ethereal. Again,
blunt weapons work best. That includes fists. He's very easy, so
don't worry. He doesn't even deserve to be counted as a boss. In
fact, Juggernaut seems custom-tailored to destroy them. Once you're
done, an interesting scene will follow. Once you're finally done there,
give Dromar's sword to Tylonee. Why? Because it's slow, but powerful.
The opposite of juggernaut. Also, you can't use Reveal out of battle,
and there are some times that you would definitely want to. If Tylonee
has it, she provides support in battle, and becomes an excellent fighter
in her own right, once you've mastered the two-handed sword.
Side Note 4: Revealing guidelines
Now that you have Dromar's sword, you may want to use it all the time.
That's fine, but sometimes it's better to duke it out rather than reveal
their true forms. Don't bother revealing Sarojin, or Orins/ Kemarrans,
unless they carry bows. Always reveal Dagani, because their axes can
cause grievous wounds, which reduce your attack power every time you
attack. Always reveal archers. Always, always, always. Since
discovering the cheap method, the only time I ever died was on
changeling archers. That includes the last battle.
You want to go back to Dagan, thanks to Tahir daydreaming when he should
have been learning his lessons. Lord Kort should be able to help again.
Find him near his village. A zombie lord is attacking, and you can't
leave till he's dead. Kill his minions, then him (He's colored
differently than the others). Not a problem for Juggernaut and
Tylonee, right? Right. Head back to Kort, get his token, and go
again to the portal.
Section 7: Dagan-Again, briefly.
From the Dagan portal, head to Gormira. If you didn't already, you
can go get another Tree Frog past the first poison gas wall. Tahir
will be happy to, I'm sure. Once in Gomira, head to the massive
totem that marks Mahir's grave. After a cutscene that lasts for hours
(this is the Chant of Charak after all. Do you understand now why Tahir
was daydreaming?), you need to head to Whitewater Gorge. It seems
Grandar was seen there. The fastest (and only way they'll allow), is
to head back towards the portal and take the ferry.
Section 7.3: Whitewater Gorge-Market, briefly
Go talk to Brin. Don't forget Ekue if you got those acorns(He gives
you a Ring which makes you resist poison. Sort of useful in the Gorge
and Dagan. While you're there, you might want to do some research at
the library, or maybe even buy another healing orb. But then, it's off
to the Twisting deeps. The closest entrance that you can use is near
the Spire of Suspicion, so that's where you're going. You should know
the route by now. I think you get to use the portal here, but I'm not
sure. I'll check. You should never get to read this!
Section 7.6: Palash-La'Shon, briefly
Head to the Spire of suspicion. On the way, you meet LongTooth, who
tells you that you can't pass thanks to the Darkfell. To fix the
problem, you need to head back to Dagan.
Section 7.9: Dagan-Deep Swamp
Head along the road past the red Amareth until you reach the area where
the poison cloud was. You may notice a tree frog there. There's also
a banner and a small pedestal. Jarik comments about how lucky it was
that the cloud moved. So, you have plenty to look for. You'll see a
raised area where a few Dagani are standing. They have things to
sell, but you may want to sell any excess items you may have. About
the only potions that are worth anything at this point are magic
potions, and even then the Ullapa are the only ones I use. Follow the
totems until the path doubles back on itself, then kill the Darkfell.
In the fight, one of the enemies throws green skulls at you. Kill all
of them, and you'll get a skull key. Since you're there, you can check
for Charak's tomb, which is along the other path, right near where you
started. It won't take long, and you'll know that you can't get in as
it is. Return to LongTooth.
Section 8: Palash-Spire of Suspicion, and the Twisting Deeps,
Amethyst Scarab Sector
Head past Longtooth, and follow the pillars to Whiptail's tomb. You may
have found the entrance too the deeps earlier, but it's easy to find
otherwise. Go inside, and wander around for a while. You'll eventually
find SilverScale, who'll taunt you, but he won't fight you yet. Once
he leaves, you need to find Sundeep. Again, just follow a wall or
wander around; he's not that far away. Talk to him. He'll apologize
for his behavior, and tell you something about the sigil on Jarik's
hand. After a while, he'll join your party. Give him a weapon, any
weapon, but he's to weak from the darkness to cast much magic. You need
to revive him; he needs sunlight. But you can't get out without him.
So, there must be some sunlight here, in the Deeps. The deeps can be
confusing; in fact, I'm not sure where the sun-bed you need to find is.
I found it, though, without much trouble. I was following the left wall
from Sundeep's prison cell. Once you rest on there, he'll become much
more powerful, and able to use nodes to your heart's content.
Take your time and look around here. You'll find Sundeep's scarab rings,
a few new orbs, and some other interesting things. Particularly,
Koldor's items (to get the Dragon Halberd), and some Ancient Artifacts.
You may also find where to use them. If you wander long enough, I think
you can even find the Magic Shovel (which you can trade for a La'Shon
Halberd). You can find all sorts of things in the deeps, including two
of the Dragon's Ordeals, most of the Chapter 3 pages, and all of the
Ancient Artifacts. I recommend a vacation there, once you have time.
Silverscale's lair is near the safe haven. Go there, and you'll get a
few quest items. From there, you need to head to the M'Ton area.
Follow the White scarabs until you reach a path with green. Then follow
them. You'll have a puzzle to do (one time only), but it shouldn't be
difficult. Beyond there, it's not far. You'll see Lord Grandar. He
runs to the land of the K'Tik. Follow him. They'll drag it out, but
eventually he'll be cornered. Kill him (you can reveal him if you want.
I didn't bother; I wanted to give Tahir some satisfaction). Mahir is
still haunting, though, so he hasn't been avenged yet. You'll
automatically return the Thorn of Dementia to it's place, and be healed
fully. Return to the elevator (fighting a few more Ice Hakar and K'Tik),
then follow the right wall to the Gatekeeper. He'll tell you to get the
memory crystals. (by the transportation node), you can
find what you'll do with Shadowfire's journal pages. For each complete
chapter, you can get one stat-enhancing wearable. There are also a couple
of chapter 4 pages around here, so you should take the time to look before
leaving. Once you're done, use the transportation node.
Section 8.5: Free Time
Now that you have a Sarojin in your group, you can go anywhere except
the Kemarran Highlands. It's a good time to finish any quests, build
up, grab some collectibles you missed... In general, free time. I
recommend the Roshogon quest, since it regenerates MP the same as
Viviana's amulet does HP, though only 30 at a time. The moorlet egg
quest is also very useful: It gives you a charm which increases weapon
speed by 20%, making even the Blessed axe(recovery speed 7) almost as
fast as Dromar's sword(recovery speed 4), with both classes mastered,
of course. Also, you may remember that transport node in Orin, near
Dromar's door. Go there to get one of Koldor's weapons.
Section 9: Dagan
In Whitewater, talk to the scholar. He'll tell you what the Memory
Crystals may be known as: Zonra's Tears. So, that's where you're
heading. Zonra's Tomb. But you need one more crystal, so go talk to
the Oracle at Dagan. Right now, you can go any way you want.
The oracle wants his dragonet back. The dragonet has the crystal.
You aren't far from where you need to be. Remember Charak's Tomb?
It's near there. Instead of following the adjoining path back, keep
going straight. Puzzle time. Names marked with a star(*) must be
followed. Otherwise, use whoever.
First, have *Tahir head through the poison gas. Second, move *Jarik
up to the log and morph into Juggernaut. Move the log, and then move
Tahir and Tylonee to the area around the node. Move *Sundeep up to
the node.
Once there, grab the journal page and the tree frog, and go into the
Bogroat's lair. He goes down as easily as the first. Don't forget
to search his lair, though. He's got a few things you'll want. Your
work is done here. Head to the Twisting Deeps. The fastest way is the
Palash portal. While there, if you want all the chapter 2 pages, you
have to help LongTooth again. Clear out 2 nests of Darkfell (Using the
Mossy Skull you recovered from the Bogroat Lair). Then head to the
Orin side of the Twisting Deeps (If you don't want to search, just use
ShadowFire's cave). You could use a portal, or you could walk through
the deeps. It doesn't matter, unless you're pressed for time. The
Dragon's Fall (Chakram) is near the entrance to WhiteWater Gorge, if
you're interested.
Section 10: Twisting Deeps-Road to Zonra's Tomb
This part is easy. Just walk along, following the red scarabs. Go
through the various barricades(you'll automatically use the crystals),
and you'll find Zonra's tomb in no time at all. Well, almost no time.
Also, from the point where Jarik talks about his destiny, you're only
about 5 hours from the end. And most of that is fighting. He also
means exactly what he says: If you don't turn back before you reach
Zonra's tomb, your choices will be extremely limited. From here, the
game becomes extremely linear. If you are missing anything that you
want to pick up, now's the time to get it.
At the end, you will reach Zonra's tomb. You will be attacked by 4
Hakar, then you'll have the tomb to yourself. Another puzzle, this
one very simple. Have three members stand on the pressure plates in
front of the entrance. Then have a fourth stand on the one inside.
Move the three off the plates, then regroup inside the tomb. The
inside section consists of three concentric circles. You'll have to
walk in a long circle to open the next door without closing it. The
large pressure plates are the key. One will close the next door, one
will open, and one is a decoy. You have to go in by avoiding the one
that closes the door. Simple, but annoying thanks to the long circles.
Once you make it to the inner circle, Tylonee will take over, a cutscene
will ensue, and you'll get the Memory Crystals. After a very clarifying
discovery(ie., major spoiler which I won't put in my FAQ), you may return
to the M'Ton's cave.
Head through the tunnel, back to the first room with the rats (and where
you got the Magic Shovel). Use the transporter node there, then go to
the Twisting Deeps, again.
Section 11: Opening Charak's Tomb
Head to the M'Ton's caves. Follow the white scarabs, till you reach the
signpost. Then follow the green. Talk to the M'ton (I always use
Juggernaut... he's so much more impressive, but it doesn't matter).
You'll fight some Ice Hakar here, which should be no problem now. Head
right into the middle. You'll see a huge purple geyser. It's pure Wyrd,
and the M'Ton are too weak to close it. Help them. Head past them into
the storage room, where there's an extra lever. Once you get the lever,
the sleeping Ice Hakars will attack. Not a surprise, not a problem.
Return the lever. Use Juggernaut to pull it. Continue to the temple
(use Big Red to open the door), and talk to the Master Stone Mover.
He'll give you what you need. Return to the swamp (The transporter is
in the temple). The fastest way is from Palash. Head to the tomb, and
watch another cutscene. The final battle is near, though (I'll tell you
up front), they certainly manage to drag it out. Oh, you'll also get
another form. But it's not as good as Juggernaut. Once you're ready,
head for the land of the P'Gok.
Side Note 5: Big Blue
While this form's name is something else, I'll use Big Blue (I was
thinking about Big Grey Al, but I discarded it), because his real name
is a spoiler. It has more HP than Big Red, but it's punches are weak
(1 damage weak) and slow, and it's magic is more powerful than one
punch, but very slow. And it's on the top of the list, which means you
might use him accidentally. Decimate is the most powerful spell, but
it only hits one enemy. Conjunction hits up to 6, I think, for 200ish
damage. Vanquish basically makes the enemy bleed, and sometimes
inflicts random status effects on them. Restore heals 1000hp to one
member, making it useful for healing. It's not that it's a bad form,
but I like Jarik better.
Section 12: The Land of the P'Gok
The land of the P'Gok can be easily reached from the Gateway area,
where you met with the M'Ton Gatekeeper. From the series of bridges
at the beginning, turn left at the first fork. From there, it's
straight. Once you go below, you'll probably want to use Save Points
as landmarks, since everything is hard to see. The path is still
quite straight, though, but be prepared to fight a lot of P'Gok.
Especially if you want the two Dragon's Ordeals that can be found here,
Dragon Storm, by far the most powerful, and Dragon Tooth, a Cho Pin Tou
that is good for augmenting Dragon Storm. Once you get those two, only
use the combinations (Dragon Lightning and Dragon Vapor, respectively.)
They're faster, and they do more damage. Dragon Lightning does 5 hits
at about 400 a piece on P'Gok, but the other enemies don't last long
enough to determine it's exact damage. :-) In fact, if you give Dragon
Storm to Jarik, don't bother with Juggernaut anymore. Or Big Blue, for
that matter. Jarik by himself can decimate most any of the enemies
you'll come across. You'll have to kill a lot of P'Gok when you go for
the weapons, but they're more than worth it. They make the last battle
a breeze. Just keep Dromar's sword ready for revealing. Especially
after you kill SilverScale (Finally).
There's another section of the P'Gok area which has prisoners. You'll
reach this just after Drindithar kills Leyalla. One of these is the
real Lord Grandar. You'll watch a cutscene with him. You have to find
him, because of Tahir's blood-curse. Once you do, you can enter...
Section 13: The Land of the Chandarath-The Final Battle
There's a safe Haven where you can save as per normal, but you can't
teleport away, either. You're stuck here, now. Can't go back. There
are only three enemies here. A type of Hakar, a type of Bogroat, and
those Devilish-Little-Monkey-Things-That-Take-Forever-To-Kill-With-A-
Normal-Sword-But-Die-In-One-Hit-From-Dragon-Storm's-Dragon-Lightning.
As their name implies, the DLMTTTFTKWANSBDIOHFDSDL are very easy to
kill with Dragon Lightning. The Hakar's will go down in two hits from
it, and the Bogroats last only a little longer. Oh, and you can't use
Big Red or Big Blue, not that you need them. You'll also be getting a
lot of Ancient Heals and Magic Potions. Most every enemy you meet
will drop 2 of each, so you may want to discard any Ullapa Potions
you have on you.
After your first cutscene, head for the blue glowing torch. Follow
the path, and you'll soon come to an area where Jarik says he can
feel his enemy in the Arena. There's a save point near there, which
you may want to use. Before you enter the arena, make sure that
Dragon Storm is _Not_ on Jarik. Why? You'll see. Trust me.
Anyway, they drag out this boss fight too. He'll send some enemies at
you corresponding to one of each type you've fought in Chandarath (and
one of each of their weaker cousins), then one Juggernaut. Use Decimate
on him, while Tylonee (Or whoever you gave Dragon Storm to), uses Dragon
Lightning, while your healer heals. Then you'll fight 2 more, then 3
(On these battles, switch to Conjunction). Immediately after the battle
with 3, run. Doesn't matter how far, as long as all 4 members are
separated, allowing for easy item use. In fact, between any of the
battles, you can go to your inventory screen (not the HUD). You just
need to be quick. Once you start fighting Zaharinar, use the same
tactics, though if you have a backup healer(who doesn't have Dragon
Storm), you may want to have both heal. He can hit all four members
for 600 hp a whack with one spell, so be careful. Keep yourselves
constantly regenerating. He goes down pretty quick, and then you can
see the ending. It's short, but well-earned and kind of funny.
---3 Legal Stuff---
Notice of Copyright:
This Document, hereafter referred to as
"the/this FAQ (Frequently Asked Questions)", is property of Isaac
Sherman, hereafter referred to as "me/myself/I". No one may copy,
distribute, electronically, physically, or mentally, any part of
this FAQ (Frequently Asked Questions) without my express written
consent, or under the grounds that you plan to play the game using
the aid of this FAQ (Frequently Asked Questions), in which case
you are hereby granted permission to mentally copy this
FAQ (Frequently Asked Questions), or to place it on your hard drive,
or other primary electronic storage media, and/or to print one copy
(one and only one, no more, no less, unless granted permission for
extenuating circumstances by me), for your personal use only, including
but not limited to playing, reviewing, or deciding to purchase this
game. All rights reserved. This document copyright 2001 Isaac Sherman.
---4 Side Quest Guide---
Forthcoming.
---5 Skill Guide---
Forthcoming.
---6 Credits---
Special thanks to CJayC for making GameFAQs in the first place.
Thanks to Jon for letting me interrupt his Hot Shots Golf 3 games to
double-check information.
Thanks to God for giving me the ability to write this FAQ.
Thanks to Apple for making a great computer.
Thanks to Ubisoft and Stormfront Software for making the game.
Thanks to Your-Name-Here for reading this FAQ.
And a very special thanks to NCSoft, for giving me something else to be
addicted to :-)