Main Quest
Civilization
You’re in the middle of nowhere. You really don’t want to be in the middle of nowhere. Start by walking immediately east of your current location, and looting the remains you see there. From here head south until you find more remains, and loot them for a key. With the key in hand, walk west and open the chest. Go back to the remains with the key, and head further east from there. The path from here is pretty self explanatory, with a couple more areas of loot. Follow the path north and cross the region boundary. Going even further north will take you into the first city, Rockhammer.
The Reunion
In the northernmost building of Rockhammer you will find a gem trader named Arima. While speaking with her you will learn some more about the the Crux of Fire in your possession, and also that Lilith has come looking for you, and left a message with her. You learn that you need to head to the Baasilt Dunes to meet her. The Baasilt Dunes are two regions to the west, past swarms of insects, bandits, and slimes. On your way, make sure to grab the Titanium Gear Widget from the second floor of the crashed ship.
Moonrise
Lilith tells you to head to Moonrise. Everyone in every other town tells you that it's a shady place though, and to avoid it at all costs. You must now decide whether you want to go there or not (I suggest that you do). Moonrise can be found just one region north of Lilith, but to get to it you must head around the long way. Head back into the region east of you, and then go north. That will put you in the Elderoak forest. After running past (or killing) the wolves, and following the path leading west, you will find the region border that leads into Moonrise. The very first building in Moonrise is the tavern. The owner of that tavern (Shelta) wants you to deliver a message for her, so she can know whether or not to trust you. She tells you not to open it. If you decide to ignore her you’ll learn that this letter is nothing but instructions to kill you if the letter is opened. So don’t open it. Head back into the Elderoak Forest with the letter. You’ll have to go almost all the way back. Just before crossing the bridge by the region border (to your south) you’ll see one, maybe two light posts. Look around those for a very small path into the trees by the water. This path gets easier to find every time you return. After delivering the letter to Ranimer you will be sent back to the tavern in Moonrise. Shelta will then tell you how you can get to Old Moonrise.
Old Moonrise
There are four places you can find a Sigil of Fire. A corpse in the Southern Boglands, a clam in the southern Baasilt Dunes, the ceramic jar in the Witch’s house, and a cabinet at (72,73) in Moonrise. While wearing one of these speak with Shepherd Nickolas in the Moonrise chapel at midnight. tell him you wish to be baptized by fire. If you’ve already sold all four Sigils, don’t despair - there’s another way into Old Moonrise. There’s a building in Moonrise close to Kirk’s shop with a locked back door. Past that is a hidden path into the graveyard by the chapel. Turning one of the gravestones will open the entrance into the Gildedmoon repository and Old Moonrise. Once into the town, speak with the Tavern owner Dannia. She’ll suggest that you bring Alundar the head of the Akadai Kingspawn.
Genocide
Head to the Deadman’s Strand, south of Rockhammer. To get to it you must got to the southern end of the region west of Rockhammer. Here you will find a combination lock. The combo can be found in ‘Maggot’s letter’ found in the Seawarden’s guild. It is 8723. Pass through the bottom corner of the Rockhammer region, and go south into Deadman’s Strand. On the southern end of the continent there is a raft on which you can sail to Mirkland.
Mirkland has a lot of Akadai. You can run past them, or kill them all. You
must kill 2 creatures once you enter the crypt though, in order to get out. I suggest exploring the whole island in a counter-clockwise path. During your adventures you should find a copy of
The Snows of May. That’s important later (though you don’t have to keep it). Near the very end of your searching you’ll find the Akadai Kingspawn, but he won’t be aggressive. You can talk this through with him. You can continue in the plot regardless of your choice. Note that siding the the Akadai will fail the quest
A King’s Head, but his quest does offer 3000 experience opposed to 2000 from
A King’s Head (though you don’t get the experience from killing the King and his Lackey’s). Definitely a better choice for Pacifists. However you obtain it, take your Akadai gland down to the strange tree in the south western end of the island. This will take you down to the underground. In this area there are three gems spread around (one of them is a drop by an Akadai. If going for The Pacifist challenge, I suggest killing them one at a time and reloading until you find the one that drops what you’re looking for). One of the gems is in a tomb that also contains an Akadai head. You’ll probably want to take this head, even if you did kill the king - it’s a few pounds lighter than the king’s head. While in the tomb be sure to grab the Tungsten Bracket Widget. After obtaining the Crux of Terra, you’ll need to kill one of the grubs and use its drop to get back out.
Macross Point
There are two ways to proceed from here. I suggest you read both ways before proceeding.
Remember that note that Ranimer found, with the poem?
“When comes the Snows of May,
darkness springs anew.
Seek was comes after day,
and the trees shall see you through.”
This riddle is actually referring to the book called
The Snows of May. A copy of this book can be found in the rentable rooms just inside of Old Moonrise, and another in MIrkland if you want it. You’re looking for the word right after ‘day’ is written in the book, which happens to be
spirits. Put that word into the book on the pedestal outside of the Witch’s house. All you need to do is return to Ranimer and tell him what you’ve found. You can now go through the Witch’s lair into the northern part of the Elderoak forest.
Alternatively, while at Deadman’s strand you can head further east into the next region. You’ll be greeted by goblins, which you might not be able to fight yet. Just head two regions north and you’ll be at Macross point, which is two regions east of the exit from the Witch’s lair. Note that if you take this path you will need to return to the Witch’s house at eventually to obtain the Gildedmoon Pendant 13 from her ceramic vase anyway. In that vault you will find the Chromium Spring Widget, which is needed later on.
Unless you’re confident fighting lots of Goblins, or are attempting a speed run, now is a good time to do some side quests - you’ll really want to feel sure about your goblin fighting abilities.
Regardless of how you get there, head to Macross point, and start killing the goblins to the south. Their encampment stretches down three regions. In the final one of these regions is the Castle by the Sea. In here you will find the third or fourth Widget, the Platinum Bolt. Once you have obtained all four, you are ready for Omentor.
Omentor
In the region between Ulgolek and Macross Point there is evidence of a scary ritual having happened. North and a little bit west of that the sparse forest grows more dense, and forms a path. Following that path will lead you to a temple built underneath a gigantic skull. Omentor consists of four main challenges - one for each widget.
The path you should take for the first challenge is pretty obvious. You also don’t really have an alternative choice. Once you get past the intersection you will be brought to a pool of lava. You’ll notice that every square you can step on to avoid the lava is trapped. The traps are in layers - the closer they are to the side you start on, the less dangerous they are. It is possible to disarm each one for a safe path and experience, but if you have enough health, or elemental resistance, walking on the lava shouldn’t be a problem. Around the corner there are two explosive barrels. Upon reaching a certain proximity a primed barrel will appear in between the two of them. Back up at this point to avoid all damage from that explosion. Continuing further will lead you to a lever (and a big baddie). Pulling the lever flips which gates are open at the intersection, allowing you to continue (to another big baddie). Clicking on the strange machine will place the Gear Widget into it.
The second area is a little less straightforward, but still not difficult. Head to the chest in the southern end of the first room. This chest is trapped, but has an important key in it. Head around the room to the lever. The key will unlock this (You can pick it for experience, but it is a level 9 lock), and pulling it will open the portcullis near the first chest. Follow the path back around, and then pull the lever in the recently unlocked room. This will flip another intersection. Heading north will lead you to a graveyard with what looks like a Crux stone on its pedestal. It isn’t though. Taking it will spawn several zombies. Take it anyway, and put it inside of the chest in the south-western end of the room. That will open up the portcullis in the eastern end of the room, leading to the next strange machine.
Head up to the third sector and destroy the empty barrel blocking your path. Following the path will lead you into a big room with a chest and a lever. In the chest is a key to unlock the lever. Pulling the lever releases all the monsters, one of which drops the key to the door to the north. Past that there is a lever in the torture chamber that opens the portcullis in the square room with the chest and lever. Past this is the third strange machine.
The fourth puzzle is mostly a maze, but it isn’t too hard. At the first intersection head south, then south again, and then you’ll get to a pretty straight stretch. Following this will lead to a pool of lava with two levers. Flip the first lever to get a path across the lava. Then flip the second lever and your path will disappear. You can throw or shoot something at the first lever to make it reappear, or just walk across the lava. Walk back out to the entrance of the small maze, and the wall blocking the machine should be gone. Place your Bolt Widget in the final machine and walk out to the surface.
A Barrean Warlord and his Prisoner
The Astral mountain range is big and may seem confusing, but all paths either lead to a dead end or up to Alundar’s domain. There are a couple of ways to get into Alundar’s prison. You can speak with him, negotiate, maybe pay some fees, grant some offerings. Or you can simply go behind is room, use a powder keg to blow the wall to smithereens, and flip the lever yourself. Once in the prison there are two doors that need unlocking.
In the branch from the main hallway leading to the north is a book on a pedestal that states: “The Great Book of Valka tells us that the way through the first Gate of Immortality is the sum of a man’s valor.” There are three rooms branching off from this, each with a lever and a painting in them. The descriptions of those paintings will each have a number in them, and adding them all together will give you the code to the first door. If you’ve done your math right (or don’t want to do you math) the number is 3551.
In the branch from the main hallway leading south is another book on a pedestal that states: “The Great Book of Valka tells us that the way through the second Gate of Immortality is the removal of all fear from the totality of valor. Again, there are three rooms, each with a lever and a picture. To get the code to the second gate, subtract all of these numbers from the total received in the other room. If you’ve done your math right (or if you’re still too lazy to do your math), the number is 2783. Go speak with Karamiklan.
The Last Battle
You can finish the game regardless of which side you choose to fight for. Each team attacks in waves that are a predetermined number of turns apart from each other. The waves are as follows:
Code: Select all
Wave # Erubor’s - Malkur’s
1 Dwarven Loyalists - Goblin Hackers & Archers
2 Rangers of Elderoak - Taurax
3 Dark Steel Mercenaries - Skeletal Archers & Marauders
4 Dwarven Loyalists - Phoenix & Taurax Spearmasters
5 Dimensional Eye (Etherplane) - Dimensional Eye (Realm of Flame)
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