Press "L"
Look over all of your quests there, then finish them in the order you picked them up. This
is essential to finishing the game. Specifically, go to the apothecary at the end of the
town in Arindale, find out about the woman's kidnapped son, then go into the Hall of Lords
once you find out about the Regalia of Eryldor(name?) and the kidnapping of her son by
house Fathien. I forgot, an extra quest for the house of the tiger there in arindale--only
available if you took and completed the quest for the house of the dragon--is to help the
elf-woman in the Arindale inn redeem her family's honor by getting the Regalia back from
Fathien. They have both. Make sure to take on the blame when talking to lord Galebriand,
or else the woman at the inn and/or the woman at the apothecary will be arrested. Go to
the house of lords after getting the information about the kidnapping and theft of the
regalia. Talk to Galebriand. Accuse House Fathien of wrongdoing, which they are completely
guilty of, and get sent into the "Trial of the Ancient Elders" or whatever it's called to
the right of Galebriand's throne dais. when you go inside, concentrate more on completing
the quest that fighting, because the enemies here are exceptionally tough.
First room;
Climb the pillars to the successive rooms, and watch out for the elder spirit shooting
arrows at you. Each room--there are three, I think--has a blue circle on the floor that
must be stepped on to alter the layout of the pillars in the central chamber so that you
may proceed to the next chamber and the next blue circle. Don't destroy the spirit unless
you have to. At some point in this set you get his bow, and I don't know whether it
matters if you kill him or not.
Second room;
I'm not sure if these are in the correct sequence, but I'm pretty sure that doesn't
matter. Anyway, in this room, you must proceed down the walkway, and try not to fall in
the water when you start getting hit by the knight and archer spirits attacking you, as
this makes the room much more difficult. Kill as many of these guys as you want, but it's
not important to do so unless you will die otherwise. Again, it will appear as though you
can't proceed, but all you need to do to get more walkway over the water is to step on all
of the teleporter circles to stop the flow of enemies and to raise/materialize the
walkways. I like to kill the spirits for the points. At the door out, you must fight a
sword-wielding spirit until you step on the circle that he is protecting, which opens the
door, allowing egress. Proceed.
Room three, or whichever;
Do not enter this room until you are prepared to fight for your life against a multitude
of spirit knights, archers and masters, in addition to a wizard above you.
Here you find a chamber large and round, where a wizard spirit is hurling fireballs at you
from three separate platforms on high spots up on the walls, one to either side directly
across from one another, and a third directly opposite the entry door. This guy, while
dangerous, is merely a distraction.
When you are ready--I have found it helpful to know the time slow and fire ward spells
from the Celestial crystal spells--rush in and start killing. The teleporters are working,
so you must go and step on them to stop the incessan and powerful enemies from loppin off
you head, etc. You should have multiples of an arcane spell like blast, fire, or frost
nova to take out as many of them as possible at once. Go to the right teleporter first,
then run directly across to the left-hand one. A platform should descend to the floor,
allowing you entry to the right hand room above it. Go there, get the magic bow, (Ican't
remember exactly which one, but) step on a blue circle/activate something in that room,
which will lower the other platform, and you should be able to go up to the other room and
out of the chamber of death, here.
Room four;
this place looks like you need to fight everybody, but attempting to do so is a trap
unless you are really powerful by now. Many and endless weaker enemies, and at least one
guardian spirit who is not only really powerful, but either regenerates or can heal
herself at will make this a difficult puzzle to solve The object, regardless, is to find
the treasure chests in four successive chambers. One chest in each has just treasure,
while the other has some sort of activator for the rune glyphs on the floor of a dais in
the central chamber of this set. Open the chests, activate the rune glyphs one by one, and
then head for the gate, and. I think, freedom. If there is more, I'm sorry, but I can't
remember.
Once you get out of here. talk to Galebriand again, and get permission to enter Fathien
House. Go there by heading to Ulm by way of the Southernmost bridge heading east from
Arindale.
It's a trap! Surprise!
You must thoroughly explore this castle to find both the Ragalia and the apothecarist's
son. They are in separate places and well-hidden.
Once you get them, you have the proof of House Fathien's deceit, can return the regalia,
and have helped the apothecarist and the woman at the inn to restore their honor.
The elves now love you. You have completed the House of the Tiger quest, and will gain
access to the wizard Emmindor, via a a magic mirror given you when you return the regalia
to Galebriand.