MEDAL ROUND GUIDE
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Version history:
version 0.5 (27 april 2005)
started with guide
version 1.0
finsihed guide, but when i checked it at gameFAQs it was all messed up
so i had to make a remake, which i finished the same day.
Version 2.0 (20 januar 2006)
I managed to retrieve the original file from my old pc's harddisk, and
i did a lot of work. I took out a LOt of grammar and spelling mistakes
and i added some info to frogville. Thank you all who sent me tips about
that medaillon round.
This may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission. Use
of this guide on any other web site or as a part of any public display
is strictly prohibited, and a violation of copyright.
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Hi there!
This is my guide for the medal rounds and the bonus levels after those.
Like you see, it isn't finished yet. I will explain all there is about
the medal rounds, and ofcourse how to win them and gain that champions
medaillon.
You will of course get credit.
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INDEX
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INTRODUCTION
PLANE OF WAR: BLOOD BATH
PLANE OF WAR BONUS LEVEL: WARBOAR CAVES
PLANE OF INNOVATION: TICK TOCK CLOCK
PLANE OF INNOVATION BONUS LEVEL: DUFF'S JUNKJARD FIGHTS
NORRATH: PITT OF ILL OMEN
PLANE OF WATER MEDAILLON ROUND: DEPTH SCURRY
PLANE OF WATER BONUS LEVEL: 21 GRAMS
PLANE OF TORMENT MEDAILLON ROUND: SOUL BREAK
PLANE OF TORMENT BONUS LEVEL: HELL'S CELLS
PLANE OF DISEASE MEDAILLON ROUND: FROGVILLE
PLANE OF DISEASE BONUS LEVEL: THE CRYPT OF DECAY
PLANE OF STORMS MEDAILLON ROUND: KOBOLD ONSLAUGHT
PLANE OF STORMS BONUS LEVEL: FROZEN BUNKER
PLANE OF FIRE MEDAILLON ROUND: GNOMES ESCORT
PLANE OF FIRE BONUS LEVEL: TORMENTS FURNACE
NORRATH: FAYDARK FOREST
PLANE OF NIGHTMARES MEDAILLON ROUND: DEATH'S COUNTDOWN
PLANE OF NIGHTMARES BONUS LEVEL: BLOODSTONE PASSAGE
pLANE OF NIGHTMARES: A TWISTED NIGHTMARE
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INTRODUCTION
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Medaillon rounds will remain closed until you finish level in the plain
of [insert plane here]. The bonus levels remain locked until you win
the best price for a medal round. You can get three rewards for a medal
round:
-lower crest: if you manage to finish the level with the minimum
requirements.
-upper crest: if you manage to finish the round and met certain
requiquirements
-champions medaillon: if you manage to finish the level perfectly.
We want that champions medaillon, beacuse it will net you +1 or +2 for
certain stats, and you will get a skill point and you get acces to the
bonus level. Upper crest will net you the attribute point bonus and
skill point, but no acces to the bonus level.
Lower crest will net you only the attribute bonus.
In the bonus level you'll be collecting bloodstones. Thhese ar used
near the end of the game, to obtain the 'voice of rallos zek'(weapon)
and to gain acces to the level: a twisted nightmare. Here you find very
good weapons, equipment and jewelry. Surely worth the effort.
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PLANE OF WAR MEDAL ROUND
THE FOUR HORSEMEN
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Requirements for champions medaillon:
Beat the four horsemen using less then 4 potions. Using less than 6
potions will result in uppper crest reward. Using more potions will
result in lower crest reward.
Reward: 1 stamina 1 strenght 1 Skill Point
Your first medal round. If you think it is going to be easy, you're
wrong. At your level the four horsemen can be very annoying. If you
can't beat them now, leave it and come back later when you have leveled
up a bit.
When you start this challenge, you will see that the four horsemen
attack you only one at a time. As soon as the round begins, run around
the horse and dodge its charge attack. Now run up to him, but make sure
you do not frontally attack it! It will attack you with it's legs and
then you'll die very quick, even at higher levels. The trick is to run
up to the horse side, it's side where the horsemen has his shield. Now
whack it with everything you got. Watch out though, when the horse
turns to attack you with it's legs, run to the shield side again! You
do not want to land in it's legs and die in 1 second. If the horse just
keeps turning, make him attack you with it's legs and on the moment he
stands only on his back feet run and whack it again. Go on like this
and eventually stupid horse is scared and runs away.
Now you have to fight the horseman. This horsemen uses a rain of fire
like attack. Not so strong, but it's still better not to stand in it,
you don't want to use a potion. When he casts his spell (he'll raise his
arms and will scream) attack him because he is very vulnerable now.
Horsemen are very good with melee, so don't get too close when you
aren't using a melee chatracter. Mages and ranged units have an easy
job killing the horsemen, just pump it with spells/arrows/axes and
they'll die eventually. Melee characters have a hard time here. Block
his attack, and when he's finished, attack him. Repeat until he is
dead. Make sure to block quickly, so he doens't hurt you.
Now you have to fight the second horsemen. Kill the horse on the same
way you killed the first one. Then he'll also fall of his horse. He
will have a buddy, a skeleton which he'll summon. This one is the
hardest horsemen of all because he has his skinny friend. Ranged units
do the same like before, but watch out for his little boney friend.
Melee characters probably better just kill the skeleton, this will
result in horseman summoning a new one, and while a new skeleton is
being summoned, attack the horsemen. Eventually he too will die.
Two down, three to go! You killed the hardest, and the next one is
easy. Kill the horse, horseman will fall off. He will use a disease
bolt just like the shadowknight. But it doesn't really inflict much
damage. You can easily avoid it by running around close to him when he
is going to use it. The thing will track you, but only after a second
or something, so if he misses you while you are close to him it won't
hit you. Kill the horseman, melee characters block and attack, ranged
just pump him up with whatever you have for ranged. He'll die too, the
poor guy.
Up to the last one! This guy uses a spell just like the iksar shaman
tagar's insects. It doesn't inflict much damage, but it makes you
hiccup. For those who do not know what that is, it'll lower your block
and stop your attack for half a second, making you very vulnerable for
attacks. And with an enemy so strong as this one, watch out not to
hiccup in front of him. He isn't too hard, if you managed to kill the
others this one'll fall too.
They are all dead now, and if you didn't use more than 3 potions than
you'll get your first champion medaillon, some attribute points and
that skill point.
Hurray!
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PLANE OF WAR: BONUS LEVEL
WARBOAR CAVES
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This level is just like the armory/war room level (if you chose to be
on the good side). Nothing special here, some warboars and some of the
creeps you already encountered (those small grey dog like creature from
the very fisrt level). Smash all the barrels in this level, because you
want the bloodstone of war for an other sidequest.
There is a boss at the end level. He's nothing spcial. He is maybe a
little good with melee, but he hasn't got much hitpoints, so he'll die
after a few goos hits.
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PLANE OF INNOVTAION MEDAL ROUND
TICK TOCK CLOCK
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Requirements for champions medaillon: slay all 8 clockworks. Slaying
less than 8 will result in a lower reward or even no reward.
Reward: 1 intelligence 1 dexterity 1 Skill Point
This medal round can be quite difficult. That is for ranged
characters. This is what happens: 8 clockworks start in the middle of a
small level. They all moe towards a corner of the level. If they make
it they're gone, so you have to kill them. Sounds easy, but it isn't
really easy. Melee characters won't have a problem. Just run to a
clockwork and start smacking it. These clockworks have a litte more HP
(hitpoints) than normal one, but it shouldn't be a problem. Magic-based
characters also won't have big problems here, just pump those
clockworks full with magic and after a few tries you'll score that
champions medaillon.
Ranged characters do have a problem here. As you already noticed, these
clockworks most of the time won't take damage from your axes/arrows.
Your axe/arrow will just bounce off. Same story here, but that bit of
extra HP makes it even worse. If you are a ranger, use ice or fire
arrow. These arrows will always hit. If you are a besrerker or ranger
without ice/fire arrow, grab your melee weapon and hope that you are
lucky enough to get slay them all and to get that champion's medaillon.
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PLANE OF INNOVATION BONUS LEVEL
DUFF'S JUNKYARD FIGHTS
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Guess what? No fighting here, at least not by you. Here, in the small
arena, monsters fight eachother an you may bet on them! This bonus level
is just matter of luck. Always check the odds,a make your bet (bet the
lowest bet here is so you won't lose too much money). You must pass
through four divisions. Each divisions consist out of 3 rounds, and if
you manage to win 2 of the rounds you may pass to the next division. When
you finished the 4th division, whack a crate that is in this level
somewhere and you'll find the bloodstone of innovation.
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NORRATH: PITT OF ILL OMEN
BONUS LEVEL
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Yup, not only planes have bonus level. There isn't a medaillon round,
so straight to the bloodstone! But, in order to get to this level, you
must save all the gnomes from the attack of the sea monsters. Babik
Nurn will then take you to this 'gothic castle'. For me this level is
still Vanarhost's castle, because it looks exactly like that.
There are two points of interest, the bloodstone and the bloodvine. The
bloodvine can be found but you cannot pick it up yet. You'll need
someone's help in the Hell's Cells bonus level. The bloodstone can be
anywhere here, so kill anything and destroy everything you see.
Eventually, you'll find that little red stone.
There is a boss here, he's called Smush. He looks like one of the ogres
from Drundar (only if you picked evil side), and he attacks the same
way as a normal ogre. He isn't hard, just make sure you have killed all
those annoying vampires around him or else you'll get smushed by Smush.
When Smush charges, block him. He'll whack you with his hammer but he
will never hit you through your block. When he's done smashing you,
attack him. Don't overestimate yourself, and block as soon as he charges
again. Repeat until he's dead. You could also just pump him up with
spells and arrow/throwing axes if you have them. They didn't bounce of him
when i fought Smush.
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PLANE OF WATER MEDAILLON ROUND
DEPTH SCURRY
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Requirements for champions medaillon: collect all 8 pearls. Collecting
less pearls will result in a lower or even no reward.
Reward: 1 intelligence 1 stamina 1 Skill Point
This is a very, very annoying medal round. It is very hard. What you
have to do: collect pearls. Sounds great, is extremely difficult. It
becomes so difficult because your sea blessing you received from
Kerriel doesn't work anymore. So you have a bar, which shows your air.
When it runs down, you die withing 3 seconds. There are various air
refill spots. There is a map of the area here on gameFAQs, use it, it
is a great help. When you have all 8 pearls you may die. Don't think
that you can get the champions medaillon on the first try. It took me 30+
tries. You'll progress further in this map the more you try. Use your first
times just to check out where the pearls are, what the route is, and
then try this one for real. Eventually you'll make it.
There is a neat little trick you can use here. When you are standing
next to a air refill spot, make the bar go down until it is fully
empty. Hit square and run to your next stop. When you start running the
bar will still be refilling, thus giving you an extra 3 seconds. And
those 3 seconds will be of great use.
There is another nice ability to use here, but only when you are the
iksar shaman. The giant growth spell is very handy here. It'll make you
go faster, thus making it easier to reach another air refill spot.
When you have 8 pearls you'll get what you've been wanting: the
champion's medaillon. On to 21 grams.
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PLANE OF WATER BONUS LEVEL
21 GRAMS
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Another level where luck decides if you're a winnner or a loser. And
again you have that air bar, but now you have to run around in this
maze, open chest at the end of the paths, and hope that the bloodstone
of water will pop out. I believe there are 9 chests here, and you only
have air to open one, maybe two. The items that you'll get stay in your
inventory after you died.
Iksar shamen here also can use the growth spell, but i doubt if it will
have any use because the paths to the chest are quite long.
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PLANE OF TORMENT MEDAILLON ROUND
SOUL BREAK
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Requirements for champion's medaillon: free all 20 souls
reward: 1 intelligence 1 stamina 1 Skill Point
This medaillon round is the hardest of all. It is so extremely
ridiculously difficult, that you'll probably are crazy after doing this
round. What you have to do: you are in a cell, but you escaped and you
are lacking your equipment. You have absolutely nothing. Even your
passive abilities are gone. You have to free souls. They are spread in
cells all over the place. This level is stuffed with explosive kegs,
use them to destroy the enemy. There are a lot of enemies. There are
skeletons, one keg is enough. There are ogres, 5 kegs should do the
job. And there are these very annoying small creatures who just
randomly spawn. Don't blow them up but hit till they are dead. And
there are archers. These are hard and the most dangerous, because their
arrrows do a lot of damage.
But here comes the 'fun' part: when you are a melee haracter, you are
quite strong. So you could kill a skeleton in a few hits, without
dying. But the mages have a big problem here. I had a mage once, and i
just couldn't finish this level, due to low damage and low stamina.
Intelligence has no use in this level.
There is another thing great about those kegs, except for the damage
they do. These things serve as your own personal anti-arrow protection
system. If you stand behind them and someone fires an arrow, the keg
will block the arrow! Push the kegs until you are standing next to an
archer. Now light it or, if you have a decent strenght stat, kill them
by with your fists. Beware of magic archers!! They shoot through the
barrels, so watch out.
The iksar shaman has a great help from giant growth abiltity. You can't
activate any spells here, but there is a glitch which will allow you to
keep the speed bonus even when the ability effect fades away. Activate
giant growth, save while the ability is still active, exit this game
and load it again. Now you still have the speed bonus. This is
of course very handy. Maybe, if you put some skill in giant growth, you
can just make a run for it, throw the doors open from the soul's cells
and get that medaillon.
There is a FAQ here on gameFAQs which can help you great if you still
can't make it.
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PLANE OF TORMENT BONUS LEVEL
HELL'S CELLS
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This is a very easy level. Lots of cells. Open them all. Smash
everything you see for the bloodstone. Some enemies will drop keys,
grab them. One cell cannot be opened yet. You need the twisted key,
which is located in the plane of fire bonus level. That's all. What a
lousy reward for soul break, don't you think ;)
There is something noteworthy here. If you have the twisted key from
plane of fire bonus level, you can open the cell and Sylea will pop
out. You know, Sylea, the vampire which you had to give the bloodvine.
You have to do that again. She gives you a nice bag to stuff the
bloodvine in. You may have found that bloodvine already, in the pit of
ill omen. Save all the gnomes and you get access to gothic castle. You
couldn't pick up the bloodvine there, but thanks so Sylea you can put
the bloodvine in the bag now. Grab the bloodvine, bring it to Sylea.
Now you'll get a real reward: Sylea pierces your ear with her vampire
fang (how hygienic) and now you may wear a second earring! Note that the
hole in your ear will always stay there even if you start a new game.
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PLANE OF DISEASE MEDAILLON ROUND
FROGVILLE
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Requirements for champion's meaillon: squish all the frogs
reward: 1 dexterity 1 stamina 1 Skill Point
This is very hard if you have the wrong character. This is a sort of
Pac-man,and the ghosts are wolves, which are unkillable and do 1000+
damage per attack. You have to squish all the frogs to get the
medaillon. If a wolf spots you, he runs afetr you and keeps hitting
you. Sometimes he rams though your block, so blocking isn't an option.
You'll have to stop them from moving, by using the entangle/rooot
ability. Not all characters have this ability, the ones without it
can't complete this medal round i guess. I tried it really often and
never managed to complete it without entangle/root. With entangle/root
this is peace of cake. You could also block until they get bored and
just run away, but this doesn't work always.
Again, giant growth may help if you max it out (im not sure though).
If you are fatser than the wolves, just watch out you don't get killed.
I've received a lot of e-mails about the shadow knight's shadow step.
You can use it to stun the wolves so they wont smack you to death, i've
tested it myself and it is a truly great help. Thanks to all who wrote me
about this.
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PLANE OF DISEASE BONUS LEVEL
THE CRYPT OF DECAY
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One big puzzle, very hard to find out on your own. Gianth growth is a
good help here. DON'T FORGET TOP BREAK ALL THE VASES FOR THE
BLOODSTONE! YOU CAN DO IT ALL OVER IF YOU FORGET!!!
Here is a 48-step walktrough. Good luck!
1. Align the map so when you appear on the stage there is a door to
your north, a grate to the west, and a save pillar to the south east.
ALWAYS maintain this map orientation during crypt of decay. Let's
begin.
Pull lever, go through north door.
2. Next room has 3 doors. One north, one south, (that you came through)
and one east. There is a chest in this room. Open chest, grab key,
unlock north door, and go through.
3. A small room with 3 doors. One you entered through, one to the east,
one to the west, and a grate to the north. Pull lever, and enter the
small eastern room. Grab the chest contents, and exit the room. If the
door locked on ya, the lever in this room opens it again.
4. If the door to the west is closed, pull lever in front of the grate,
andhead through the western door. This path leads you to a long
corridor that is a loop. This corridor has a total of 5 doors leading
off of it. The one you entered through, one to the west, two to the
north, and one that takes you back to paragraph 2. Kill ALL the spiders
in this corridor, including the ones that respawn from the hole in the
ground. Continue following the hallway all the way to the east, then
follow it south, until you hit the
southern door. Yank the nearby lever, go through door.
5. You are now back in the room that is discussed in paragraph 2. Go
back up north until you hit the room in paragraph 3 again.
6. Pull the lever in front of the grate, and HAUL @SS through the
western door. Run down the corridor until you reach your first north
facing door. It should be open. Run through. It will slam mere moments
after you cross the thresh-hold.
7. This next area is large, and has many branching paths. I will try to
be clear as possible. Remember where you entered the area. Go kill the
enemies, map it out, but do not enter any doors yet. Once you map the
area out and killed everything, return to the room north of your
entrance that has the square hole in the ground.
8. There should be a door to the north, an alley to the west, and an
alley to the east. Go east until the next intersection.
9. You should be at a 4 way intersection with a door to the north,
alley to the east and west, and a door to the south. There is a nearby
lever that
operates that southern door.
10. Be quick here, cause the only way to open that southern door is
from the north side. Open door, draw spiders out of the room, WITHOUT
oing into the room. KILL SPIDERS. Wait for door to slam shut. Yank
lever again, and open the chests, and run back out. Be QUICK. You MAY
need multiple runs to get everything. IF YOU GET STUCK in that room,
pull the lever, exit out to the south, follow the alley southwards, and
go back to paragraph 2.
11. Once you have cleared the room to the south, and you are above the
door, head EAST, grabbing the chest that is in the hall. You will reach
a fork in the path. Take the north path. You will run into a locked
door. Unlock it, raid the room's contents. Once done here, head back to
the fork.
12. This time, head south east at the fork. The south east tunnel
terminates in a room that contains a lever, a door to the south, and a
grate. REMEMBER this area, as you will be coming back here soon. For
now, pull the lever and head south through the door.
13. You will find yourself in a tunnel that starts off to the south,
but
quickly turns north again, opening up to an area where spiders spawn.
Make sure you kill ALL the spiders here, because you will need to run
through this area, and those webs SUCK. Continue following the path.
14. You will find yourself on the other side of the grate I talked
about in Paragraph 12. There is an alley off to your right, that has a
sealed door. The lever for this door is back in the room I told you to
remember, back in paragraph 12.
15. Go BACK to the south fork entrance, and yank the lever to open the
south fork door, yank the lever by the grate, and RUN LIKE HELL to the
right side door. Need to be quick!
16. Clear out that room, and backtrack until you are back past the
fork, past the four way intersection, and back in the room mentioned in
paragraph 7. The one with the square hole in the middle. There should
be a locked door to the north. Go through it.
17. This room will have a spider for you to kill, a chest, and a lever.
Grab the key from the chest. The lever operates the door to the west,
but the door is off of the hallway that tis room is off of. Pull the
lever, run out, turn west, and go through the western door before it
slams in your face. A note: The western door I speak of is the one that
is more to the north. NOT the one that is AFTER the turn to the south.
18. You should be in a room with grate to your east, a door to the
north, and a broken grate to the west.
19. Go through grate, and go until you hit an intersection. Head SOUTH
at the turn, kill the archer, and smash the vase you see. There will be
a sealed door at the end of this hall leading east. DO NOT GO THROUGH
IT. Instead, head back north, and go back into the room mentioned in
paragraph 18.
20. Unlock the door to the north.
21. Another small room with grates on either side and a door headed
north. Unlock that door, and get ready to meet Mr. Minotaur. Kill the
Minotaur and his posse. You are in a room with doors to the east and
north.
22. Go unlock the eastern door. Head down the passage until you find
yourself in a square room with a lever, a door to the south, and a
hallway to the north. The lever opens the southern door, but it is a 1
way trip. The chest in that room lacks a key. Do NOT waste your time
with it, unless you are quick. Head NORTH instead. Ignore the door to
the east, and kill the archer waiting for you.
23. The hall terminates in a room that has a lever and a door to the
east. Pull lever, go through door to the east. Kill the minotaur and
his buddies. Follow the path south, through the broken grate. The path
will turn west, until you eventually reach a sealed door. There is a
lever right beside it that opens it. Walk through. Good job, you just
went in a circle.
24. Now head west until you are back in the first minotaur room I
mentioned in paragraph 21. There is a locked door to the north. Go
through it.
25. Now you are in a room that has 2 locked doors, and a chest. Pop the
chest, and go east.
26. Square room with a hole in the center, a lever, and a door to the
north. Pull lever, go north.
27. You are now in a diamond(ish) shaped room, with 2 chests, 2 holes
in the ground, and a lever in the northern corner. The 2 holes are
spider holes. Wait around a bit, and kill all the spiders. Pulling the
north lever activates the second set of spiders. Go kill them too. Grab
the chests, pull the lever, and go back out the way you entered.
28. Backtrack until you are back in the room with the locked door and
empty chest. (Par 25) Unlock western door, and go through.
29. Follow the path west until you reach a square room. Whack the
archer and raid the chest. There is a path west, and to the south.
FIRST go clean out the western portion of this room, making sure you
grab the chest in the spider area. Once you have mapped the room out,
go back to the square room and head south.
30. You will hit a T intersection. Head east. You will find a door to
thesouth and a lever to the north. That lever controls the door below
it. The room to the south has 3 chests, one of which has a key. The
door is a ONE WAY door. You have to be VERY FAST. Yank the lever, run
in, open chests, run back. Wait for door to close. Pull lever AGAIN,
run in, pick up stuff, run back out. If you get caught in there, go
back to paragraph 19.
31. Once you have the key from that room, head back to the T
intersection, and head WEST. Unlock the door to the west, and go
through.
32. You will find yourself in a room with a lever, a door leading west,
and a spider hole. Kill all spiders, yank lever, head west.
33. The door leads to a hallway that turns south, opening into a room
with 2 archers, a door to the south, and a lever. Use your key to
unlock door, move through.
34. Follow the path into a room with 2 doors, a grate, and a lever.
Pull lever, go north. Make note of this room because you will be
running your rear off trying to get to that southern door in a bit.
35. This room is shaped like an upside down V. It will henceforth be
called the V room. (Vrooom Vroom hehehe)It has a door to the north at
the apex, and two doors to the west, one of which faces south. (you
will eventually need to run outta that door, and back through the door
you entered)For now, just murder the hapless creatures awaiting you,
and go to the northern door. The lever located by the door opens it. Go
through.
36. Follow the long hallway north until you get to a room with 2 chests
and a lever. Redistribute the wealth within the containers, pull the
lever, and exit to the east. You are now back in the figure 8 spider
room. Head back to the V room. Paragraph 29 if you are lost.
37. Returned so soon? good. Now that we are back in the V room, head
west.There is a lever there. Pull lever, walk through the door that
opened to the west.
38. Follow alley until it opens into a long room with a long hole in
the middle. That hole has 2 spider generators. Kill all the spiders.
Once that is done, you will notice that there are two paths out of this
place, both headed east.Take the north east passage.
39. That leads you into a square room with grates to the north and
east, a lever, (we will call this LEVER 1) and a locked door to the
south. Unlock the door, and head through. REMEMBER THIS ROOM, as you
will need to come back here. The southern door being opened joins the 2
passages leading from the spider room.
40. To your east is a broken grate, and to the south is a door. Go east
through the grate.
41. You are now in a room with a lever (LEVER 2 ), grates to the east
and west, and a door to the north leading to the V room. The lever in
this room opens 2 doors to the east. Pull it and see the doors that I
am talking about.
42. How do you get to those doors fast enough? simple. Go back to LEVER
1,YANK it, beat feet to LEVER 2, yank THAT, The north door leading to
the V-room should be open, go through it, haul @ss to the V-room
entrance, go throughthe southeast door, and go through the door south
of THAT as well. Fun ain't it? If you don't make it, continue at
paragraph 37.
43. Once you DO make it, follow that path south until you reach a wide
room. Kill all the spiders. There is a lkever and a door to the south.
Pull lever, head south.
44. You are now in one BIG SQUARE room. There is a hallway that goes
around a central sealed area. This room has 4 levers in 2 separate
areas, and one locked door in the middle. REMEMBER WHERE YOU ENTER. I
WILL GIVE DIRECTIONS FROM THIS POSITION.
First things first: UNLOCK THAT DOOR that is in the middle. Remember
that path that you opened. We will call it "Central Passage". After you
unlocked it, head back to the starting spot. Go down the eastern
corridor that turns south. There will be 2 levers here, LEVER A, and
LEVER B. LEVER A opens the final exit door, lever B opens central
passage door.
Yank em both and run to the central passage. Go into the center of that
area,where you will meet 1 minotaur and an archer. Kill them. There are
2 rooms joined at the hip in the middle. LEVER C is in the side room to
the west.THAT lever opens the secondary exit door, while LEVER D opens
the door that LEVER B opens from the other side. Pull LEVER D for now,
and go back to thestarting point.Head back to LEVER A and B. PULL BOTH.
RUN TO CENTRAL AREA, PULL LEVER C. LEAVE LEVER D ALONE UNLESS THE DOOR
CLOSED ON YOU.
RUN OUT OF CENTRAL PASSAGE, AND GO DIRECTLY SOUTH. KEEP RUNNING UNTIL
YOU GET PAST THE (hopefully) OPEN SOUTHERN DOOR. DO NOT GET CHEST.
45. Ok, hopefully you made it with a few tries. You are now in one long
hallway to the exit. The lever you find beside you opens the door you
just came in. You can go back up to grab the chest now if you would
like. Once done, head down the hallway. It will turn east. There will
be lenty of spiders along the way. After a bit, you will find yourself
at a door, and a lever. This is your point of no return. Once past this
door, only way to go is out. There will also be a fairly tough boss
fight, so prepare. Yank lever, go through door.
46. There is a minotaur and 4 archers. When I came through 2 of em had
explosive arrows. BE READY FOR ANYTHING. You can draw the minotaur out
of the room, but you HAVE TO KILL HIM. He has the final key. Once you
killed everybody, grab the key, and unlock the door.
47. Head to the portal and you are done. If minotaur killed you, go to
paragraph 1.
48. You DID remember to break all the vases for the bloodstone...
right?
That's all. it isn't so hard with a guide ;)
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PLANE OF STORMS MEDAILLON ROUND
KOBOLD ONSLAUGHT
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Requirements for medaillon round: protect all 3 carts
reward: 2 dexterity 1 intelligence 2 skillpoints
This one is fun. You are in a small enclosure, and you have to protect
3 carts. When 2 kobolds hit the cart it is gone. 1 kobold can't light
it, even when he is smacking the thing for over an hour. You'll get
infinite exploding potions.
When the round starts, position he camera so that the carts are as low
as possible on your screen. When the kobolds come, press X, and don't
release X until they are all dead. After a while it gets pretty nard
but just let it rain exploding potions and they'll all die.
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PLANE OF STORMS BONUS LEVEL
FROZEN BUNKER
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This level is nothing special. Goblins who want to kill you. And a
'humble little shop'. Smash all the vases for the bloodstone. Easy,
isn't it?
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PLANE OF FIRE MEDALLION ROUND
GNOME ESCORT
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Requirements for champion's medaillon: escort only ONE gnome to the end
Reward:1 intelligence 1 dexterity 2 Skill Points.
When i first saw this one, i thought: darn, this is gonna be hard,
beacuse i probably must bring all 8 of them to the end. WRONG! You only
have to bring one little gnome to the end. This makes it very easy,
especially for ranged but melee won't have problems here too. Just take
care that you don't protect all of them, but just concetrate on 2 or 3
and make sure they survive. Don't worry if one lags behind, let him
die, and you'll be at the finish before you know.
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PLANE OF FIRE BONUS LEVEL
TORMENTS FURNACE
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This one is easy. Another place in the plane of fire, and you have to
kill stuff. There are two bosses here, called fiery protectors. You
have to kill both of them, then you may grab the twisted key (to open
Sylea's cell in hell's cells). If you don't slay the fiery protectors,
a force field will be around the key. Watch out for these protectors,
they can be nasty. They run quite fast, so mages better slow them down
or they will kill you with 3 or 4 hits, and they attack quite fast.
Melee just block them and then strike. The bloodstone is again in one
of the vases or a monster will drop it.
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PLANE OF VALOR MEDALLION ROUND
WARLORDS ENDLESS HORROR
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You'll be in an arena, and warlords will come, one by one. All you have
todo is slay 8 of them. (The game goes on after you slayed 8 so just
die whenyou got enough). The warlords aren't really a big problem, but
they come with helpers so make sure not to get surrounded.
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PLANE OF VALOR BONUS LEVEL
THE ISLE OF DISHONOR
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This is just a level with dark elfs who want to kill you. They're not
particulary strong but again, don't get surrounded. Even the weakest
enemies can kill you when they've surrounded you. Smash and break
everything for that bloodstone. Take your time and dont get rushed. On
to the next one, this should be piece of cake by now.
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PLANE OF NIGHTMARES MEDAILLON ROUND
DEATH'S COUNTDOWN
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requirements for champions medaillon: slay 75 beasts
Reward: 2 dexterity 1 intelligence 3 Skill Points
This one is hard, very hard. You have to kill 75 enemies in 4 minutes.
Some of them are tough, some of them aren't. Archers are dangerous and
annoying here. Rangers could just fire A LOT of arrows with critical
hits. Mages will have to pump enemies full of spells. Shaman however
can use giant growth, this'll help a lot. You'll be quick and strong.
Barbarians will find out that slam and critical hit is really a great
skill here. Succes, this one is hard, but Soulbreak stays number one in
most hard medal rounds.
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PLANE OF NIGHTMARES MEDAILLON ROUND
THE BLOODSTONE PASSAGE
***********************************************************************
This is it. The place you always wanted to go. That is because here we
are going to use those bloodstones. But we aren't there yet. Break
everything you see here for the LAST bloodstone. When you have em all,
use them to get acces to the level: a twisted nightmare. You shouldn't
be missing one now, and if you are missing one, you got a problem (not
really a problem but you still have to do a medal round).
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PLANE OF NIGHTMARES MEDAILLON ROUND
A TWISTED NIGHTMARE
***********************************************************************
Finaly we're here. You'll have to kill 5 bosses. They are:
1. Spider Queen
2. Mummy King
3. Arena Beast
4. Rallos Zek
5. Innoruuk
Like you see they're are all familiar (or not, if you haven't played
the
original CON). It'll be a long fight, and there isn't reallly anything
to hide behind. But most of the bosses are slow, so you'll have to make
quick bursts of attacks when they're recovering from their attacks.
Watch out with the Arena Beast. When you're barbarian with 100% strong
stance, you will not get knocked down by the beast's attack, but it will
attack you so incredibly fast that you will die instantly. When you
have gone through them all, a message will pop up, saying: you are now
a true champion. Hurray!
Some people farm this area, and if you like very good equipment,
farming this area isn't such a bad idea. If you don't know how to farm:
right before a mission ends, or after a certain point in the mission,
press start and press exit mission. Start another mission and end that
one. Now start the mission you wanted to farm and everything will be
there again. including bosses. And because this area is just bosses,
farming here will go quick.
Now that you are a real champion, you can get the sword in the stone in
the plane of valor. On lower levels it is very powerful, so you best get
it when going through andventurous difficult. Too bad it's a level 30
required
weapon.