Overlord: Raising Hell Walkthrough :
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Walkthrough - FAQ/Walkthrough
OVERLORD RAISING HELL I. Intro II. Version History III. General Tips IV. The Mellow Hills Abyss V. The Evernight Abyss VI. The Heaven's Peak Abyss VII. The Golden Abyss VIII. The Infernal Abyss IX. The Unique Molds X. The Dungeon Challenges XI. F.A.Q. XII. Credits XIII. Copyrights I. INTRO Raising Hell is the expansion to the 2007 game "Overlord" in which you assume the role of a Dark Lord who must rebuild his evil empire after having been assassinated in his own Dark Tower by a fellowship of "heroes" from all over the game's world. As you re-built your tower and expended your new empire, you ran into the same "heroes" who had previously defeated you and had your vengeance on each of them, drawing closer to the real enemy. The main addition of the Raising Hell expansions consists of Abyss areas that open all over the world after defeating the final boss of Overlord. There is one for each zone (Mellow Hills, Evernight, Heaven's Peak, Golden Hills and Ruborian desert) and your worshipers have fled in them. You simply cannot have this happen and thus go out to conquer the Abysses. These Abyss levels is what this FAQ will focus on, guiding you through them all. Other additions of the expansion such as unique molds and dungeon challenges will also be discussed. For your information, I passed Overlord with an Arcanium armor (300/150/300/150), an Arcanium Mace (250/0/125/100) and an Arcanium Helmet (horde size still not at 50 but I never go around with more than 40 minions anyway). Also, I have installed the expansion sometime after having passed Overlord. This may effect the order in which the Abyss and Gnarl's notices arrive, but those would only be technical details. Finally, this guide is written for people who have completed Overlord. For those who haven't, beware as this guide might contain minor spoilers for you. II. VERSION HISTORY 28-01-2008: Guide is started. Table of Content and Intro are completed. 30-01-2008: Mellow Hills Abyss section is completed. 03-02-2008: Evernight Abyss section is completed. 04-02-2008: Heaven's Peak Abyss section is completed. 14-02-2008: Golden Abyss section is completed. General tip added. 21-02-2008: Unique Molds section is completed. 26-02-2008: Infernal Abyss and Dungeon Challenges sections are completed. 03-03-2008: Map of the Labyrinth completed and posted. Version 1.0 ready. 06-03-2008: v1.1 - Major update in the Dungeon Challenges section. III. GENERAL TIPS - Raising Hell introduces a new game mechanics I will refer to in this guide as "Move". To move an object, select it by holding shift and then send the required number of minions over to it. As long as your hold shift, you can now sweep the object along with the minions you sent. - A common form of vegetation in the Abyss is some kind of large, armored pumpkin shell. These can easily be crushed and are very generous in life force of every color. However, some hide bombs instead. So either crush them yourself, or be ready to call back your minions if you hear an unpleasantly familiar "Tsssssssssssss". - If, for some reason, you're defeated while your horde is still alive and strong, it's often a better idea to select "quit game" and restart from the last autosave, rather than to go back to the tower, which will autosave, and loose your strong horde. - The best minion equipment I've found so far is the one in the Ruborian Desert. To make things easy, it's full of it. To quickly get your horde to 400% strength, simply teleport to the village and make your way to the other Tower Gate, looting all the crates, chests and baskets you can find. Some of the equipment you'll find in the Abyss also allows you to reach 400%, but it's easier to find in the desert. - The Ruborian desert is also one of the best places for money. Do the same thing as described in the above tip and you'll end up with around 8000 more gold then you started with at the village. - In case you didn't know, the giant sand worms that infect the Ruborian desert can be killed by feeding them blaster bugs. Just lure one into the sand using an egg until the ground shakes, and then pray for your minion's safety (or not) as the worm comes out. - The fastest place to get life force (any color) is the dungeon. Simply fight the right type of beetle (battler for brown, dazzler for blue, puff for green and magma for red) and you'll get 75 life forces in almost no time, 150 even when you get the Harvesting Helmet. If your Overlord is strong enough, you don't even need to take minions with you into the arena. - Here's an even faster way to harvest life force. Still in the dungeon, against bugs and wearing the Harvesting Helmet, use an Arcanium mace 300/150/0/0. The added physical and magical damage bonus will make the Mace strong enough to kill bugs in one regular hit. To make things even faster, you can mark a large group of red in the back and lure the bugs into their shooting range. Make sure you also mark some blues behind the reds to heal any red who would get hit by some lucky bug that got past you. Sent by: the_bubi IV. THE MELLOW HILLS ABYSS If, like me, you installed Raising Hell after beating Overlord, your saved game will be just as it used to be. Except when you load it, Gnarl will tell you of "Dark Energy" he's detecting in Mellow Hills and the Ruborian desert. Before going to check them out however, I suggest beating up the wizard once and for all as he'll still be there. Once that's done, the ending cinematic will play but the credits won't role. And the wizard will be gone for good. Now that your Tower has retrieved its "peace", let's go investigate these Dark Energies. Use the tower heart and teleport to Mellow Hills. The Mellow Hills Abyss' entrance isn't what we could call hard to find. As soon as you teleport, you will see it in front of you, not too far. The thing looks like a tall garden pagoda made of white marble. As soon as the little cutscene is over, walk over to it with your minions to enter the Mellow Hills Abyss. Upon entering the Abyss, you'll have another short cutscene in which the peasants have their dreams of evasion beautifully shattered. Gnarl will tell you to investigate the Abyss so let's listen to the old guy. Exploring the Abyss is pretty straightforward. Simply follow the path. On your way, you'll see some of your worshippers chained to the wall and talking. You'll also soon encounter a new sort of enemy: wraiths. If your horde is well equipped, they shouldn't be a problem so just slay them and carry on. You'll eventually go down a path and find spawning pits for all of your minions. To the right of the pits are some crates and treasure chest for you to loot. Take the time to rearrange your horde if needed and then carry on along the path. Three more wraiths will soon spawn for you to kill and beyond them you'll find the first crossroad of the Abyss. Start by going left. You'll come to an area where some peasants are "mining" and wraiths keeps of spawning every few seconds. Beat them up when they do and explore the two further paths that extend from each side of that area. Both are short dead-ends with stuff to loot at the end. When that's done and you're tired of watching flaming corpses fall from the sky, go back to the original cross-road. Let's go to the right now. After a short distance and five more wraiths to obliterate, you'll get to the Halfling part of the Abyss where there's grass and a Mana-pit. Your game will autosave, and you'll have a short cutscene showing you that sheepies are much meaner underground than up there. Not only will they explode, they'll actually chase you until they do if you hit them so the best way to get rid of them is to use your Overlord's spells such as the 3rd level fire spell. This time again, there are 2 paths to choose from, one going right, the other forward and down. Let's go right for now. You'll come across spawning pits, some sheep (watch out) and then a small Halfling settling. You can either ransack it the old way, or simply toss a fire ball in the crops which will ignite the entire settling. Doing the later will also result in burning Halfling spawning out of their houses every few seconds. Amusing at first but it can get annoying. When you're done there, go back and down the other way. Well if it isn't our friend Bob the farmer waiting down the path. He isn't really in a better condition then the last time we saw him. In front of him are some pumpkins, but not ordinary ones: Angry Pumpkins! Just send your minions in there and let them take care of it. As you make you're way to Bob, Halflings will come and take him away, across a small lake. To cross it with your horde, you'll need to drawn the bridge by turning the small reel on the other side. Mark all of your minions but the blues (make sure you got some) and cross the lake on foot. Ignore the Halfling houses for now and make your way to the reel in front of the last house to the left. While your blues turn it, defend them yourself from attacking Halflings. When the bridge is drawn, get your horde back and loot the Halfling houses. To go further into the Abyss, you'll need to put out the fire near the middle house using your reds. Do this, then follow the path and, somehow, you'll soon be in the Abyss version of the Halfling homes. When you enter the Halfling homes, your game will autosave and you'll get a cutscene showing you the fate of Melvin Underbelly's tortured soul. Before you go down there, let's take a look at the room in which he is. Not counting the way you'll go in by, there are 3 exits. The ones to the left and right are opened, and the one at the front is closed. There's also 2 large reels you can see, one on each side. The left one turns off the fire blocking the right exit. The right one opens the center exit. Now, go down the path to your left and into the room yourself. Once you reach the room, Melvin will wobble out of his hole and go through the left exit. Follow him as he leads you to a Halfling valley, eating giant plates on the way and exploding at the end. Be careful though, Melvin's explosion is very powerful so keep clear of him when he eats his third plate. Also, the explosion will (don't ask me how) cause his fellow Halfling to ignite in flames and with them the entire valley. So if you want to loot the homes, do it before Melvin explodes. Now, after Melvin has exploded, turn your attention to the giant plate on the right of the valley, the one Melvin ate in second. Next to this plate is a Mother Angry Pumpkin. You need to slay her. Do so by sweeping your minion over the root and once it's done, you'll be able to go clear all the other angry pumpkins under the mother one. When the pumpkins are gone, you'll see a small skull rock level. You can activate it by sending a minion over to it, and it will raise/lower the giant plate. Leave it for now and go back to Melvin. When he sees you, he'll come back to the valley. As soon as he climbs the stairs out of his hole, run for the lever we just left and activate it to lower the newly filled plate. If there isn't any food yet in the plate, something's wrong so go check on Melvin. If all works well, Melvin will enter the valley and go for the left plate since you raised the right one. While he's eating the left plate, lower back the right one (if you don't he'll poke you with his giant fork until you do) and run for it. Once his meal is complete, he'll blow up again, shattering the rock wall that was blocking our way. Go down the path that just opened and you'll reach the left reel of Melvin's room. Turn it to shut down the fire and go back the Melvin. Watch out though, some Wraights will be waiting for you in the valley. With the fire gone, Melvin will now go through the right exit so follow him. In there, you'll find some Halfling cooks to kill and a grass area with sheeps, surrounded by a path with some more giant plates. Notice the 4th plate, the one net to the rock wall is empty. To fill it and make Melvin explode there, you have to push the sheeps into the fireplace in the grass area before he gets to his third plate and explode. Do so, sweep your horde in the grass area and push the sheeps, one at the time, toward the fire place. This might take some practice, but the bigger your horde size, the easier. When you succeed, the 4th plate will be filled with cooked sheepies and Melvin will explode there, taking out the rock wall. You know what to do. Beyond the rock wall is poor Bob getting cooked! Kill the Halfling cook, loot the stuff around and turn the large reel to open the middle door. You can then either burn Bob yourself by turning the small reel next to him, or save him by sending some minions over to him who'll break down the cooking rack and carry Bob to the previous Tower Waypoint. If you do the later, Bob will reward you with a considerable amount of gold and potions. After you've dealt with Bob, go down the door you just opened. Your game will autosave and, following the corridor, you'll soon enter some torture area. To your right will be spawning pits. To the left, another mother pumpkin and her children. To easily defeat the mother, simply take the path to it's right and post some reds there. They'll burn her from a safe distance so you can then slay all the other little pumpkins. Once that's done, go on to where the mother was and you'll find your first Unique Mold: the Axe of Confusion. Let your minions take it to the waypoint and wait by the spawning pits. When they're back, proceed to the next area for a peculiar view. That's right, even wraiths can play golf! Quickly kill them and then leave your minions behind in the previous room. Back on the golf course, you'll need to make Melvin bounce on the walls until he reaches to stone wall on the right of the entrance. This is easy. Simply stand next to the small flag pole to the left of Melvin and dodge when he charges you. With this angle, he should bounce right into the stone wall and blow it up along with himself. Get your minions back and proceed to the next gold course. This time again, use your minions to kill the wraiths and then leave them some way back. On this course, Melvin need to bounce a loop around the place and back to his starting point in order to blow the wall behind him. Just stand right in front of him and dodge when he charges. He'll do the loop and come back to the wall. Boom. Get your minions back and keep going. After some time in a root-infested corridor, you'll reach a large room in which Melvin is bouncing. Near, you will be a food cart you can move using the new game mechanics (see section III for tips) and at the far end of the room you'll see 4 small stone walls hiding the 4 rods of the large reel you need to turn in order to leave this room. Now this might be a little complicated, but think of it as a giant Brick game. You need to direct Melvin's rolling using the food cart so he will knock down the 4 stone walls before exploding. Each time he explodes, the walls will reset. As his trajectory is affected by many things, I have no clear directions here. Just move the cart with your minions and with some luck, it won't take you too many Melvins to do this. Once you manage to knock down all 4 walls in a single shot, Melvin won't come back so you can go down there and pick up the rods of the reel. When it's repaired, turn it and go through the door you just opened. Beyond the door, not far ahead, is Melvin again. Remember the boulder beasts in the Dwarf temple construction site? Same thing will happen here. As soon as you step in front of Melvin, he'll charge, go pass you and continue rolling until he falls down into the bottomless pit at the end of his path. Well, that's it for Melvin, at last. Continue on your own path until your reach a larger room with a Waypoint, spawning pits as well as mana and life pit. Build a strong horde and recharge your mana. You'll need them. When you're ready, exit the room by taking the passage to the right. This is the final room of the Mellow Hills Abyss. As Gnarl tells you, you need to retrieve the Abyss stone located at the far end of the room. Many wraiths will start spawning to block your way but don't waste your time slaying them. Simply make your way past them and send some minions over to the Stone. They'll start moving it but when they get about halfway to the waypoint, traitorous peasants will drop from above and begin attacking the Stone itself to destroy it and prevent you from controlling the Abyss. That can't happen. If there are still some wraiths, leave them alone for now and concentrate on killing the attacking peasants. Don't be afraid to step in yourself to help your minions with your strength and spells. Once all enemies are defeated, send back minions to the Stone and they'll finish carrying it to the waypoint. You now control the Mellow Hills Abyss. So unless you want to hang some more down there, let's just return to the tower. When you arrive, Gnarl will tell you he detected similar Dark Energies in Evernight, Heaven's Peak and the Golden Hills. Feel free to do whichever you want first, or simply follow this guide's order. V. THE EVERNIGHT ABYSS Alright! Time to go torment those poor little elves some more. The entrance of the Evernight Abyss is located in the clearing where you defeated Oberon, so just make your way there and enter this second Abyss. Once you've entered the abyss, summon a horde if you don't have one already, and then simply go forward. After killing the bugs on your right, turn left. You'll soon be faced with another crossroad. Go to the right first. You'll come up to some small stone house that can actually be collapsed by your minions. Once they have done so, they'll be able to reach the treasure chest behind. That's all there is to get here, so head back and take the left path now. Following the path, your way will soon be blocked by a gate of roots. Notice the lever a short distance to the left of the gate. You need to sweep a minion over the root and to it. Activating the lever will turn on some spotlights and frighten the roots of the gate, opening the way for you. What you see beyond the gate is the entry of the huge play theatre occupying most of the space of the Evernight Abyss. Inside the entry is waiting a new type of wraith equipped with a gun. Their blasts are pretty strong, and have an important knock back effect on your minions so always be careful of them. Also note that when reduced to about 25% of health, they turn into regular wraiths. Alone though, he's not much of a problem. Kill him and proceed into the theatre until a cutscene starts. The cutscene will show you the play being acted in the theater. Since the Terror is broken, it will repeat the 2 first acts over and over again. You have to find that Terror, whatever it is. When the cutscene ends, take some time to look at the theater. From now on, the Elf side of the theater will be referred to as the left side, and the wraith side as the right. The Wraiths watching the play don't mind you being there, and won't attack. That is, until you attack them yourself. Also, notice that right beneath you is the Evernight Abyss Stone. Unfortunately, it's blocked by Oberon, still as helpless and in our way as ever. Now, I used to recommend slaughtering your way through the wraiths, but Federico made me realize there is a much simpler way. If you look at the wraith side, you'll see a small staircase leading down from the path you're on to a narrow corridor heading back outside the theater. Leaning on the side of this corridor are some wood planks leading to another lever. Lock on the lever and send a minion to it. This will activate some more spotlights and scare away the root gate that was preventing you from going any further outside the theater. So once you've done that, go back outside the theater. We're now going to explore the outside of the theatre. Starting from the root gate, always stay to the right (further from the theater). You'll first come into a small village made of rock house. These ones hide stuff though. Beginning with the one closest to the theater's entry, they hide: 1- small fire bugs, 2- elves, 3- nothing, 4- treasure chest, 5- small green bugs, 6- a basic wraith. Loot the village if you want and then proceed, always keeping to the right. You'll come to another stone house. Quickly smash your way through it for wraiths will appear on the other side. Kill them all. If you want some more minions, here's the place to get some. You can also recharge your health & mana in the pits. Finally, there's stuff to break all around so have your fun and then continue your way, yet again keeping to your right. This will bring us back to the theater. Take the stairs to the right up. We're now going into the backstage of the theater. Before going to far in though, leave your minions behind and continue by yourself. As you reach the end of the walkway and discover the Terror, a new type of wraiths will spawn: rammers. These guys will just charge you with their large shields and kill all your minions just by touching them. Make sure he doesn't get his chance. Notice that these wraiths too will turn normal when badly wounded. When the guard is dead, go get back your minions. From the place where you killed the rammer, you have a good view on this side of the backstage. Especially take notice of all the shooters along the wall. Use the bombs next to you at first and then sweep your horde along the wall to take care of the ones left. When these guys are dealt with, walk down into the backstage and face the few wraiths that will try attacking you. As you reach the further end of the room, you game will autosave. It was about time! Next, loot all there is around and go wait by the large reel above the wraith changing room. When the wraiths mass close to the stage and prepare to enter for Act 2, turn the reel. It will open the way to the changing room and make the actors leave. Be careful though, for some wraiths are still down there, guarding the room. Slay them quickly. Then loot anything your want in there and then go wait where the wraiths were massed, close to the stage. Don't worry about the actor-wraiths; they won't spawn while you're in there. When Act 2 comes back, step onto the stage yourself and play the role of the dwarves yourself. Once the elves are all dead, push the backdrop with your minions. This will reveal a rock wall on the right, and the elf changing room on the left. Go into the changing room. To the right of the room's doorway is a hoe with bombs, and further to the right, a rock wall. You know what to do here. Blow the wall and go behind the backdrop alone, for another rammer will spawn. After killing him, call back your minions and proceed to the right side of the stage. Push the block into the wall, and use your fire spell to burn the shooter that will come up by the lever (at least until he drops his gun). When that's done, go back on the stage (wait until the wraiths leave if Act 2 is being played) and push the backdrop some more. This will reveal an opening on the right, and the bomb hole on the left. While staying on the stage, send a minion to get a bomb, and sweep him all the way across the stage to the stone wall on the right side. This is a long distance, and will use all the bomb's timer so be careful. Now go into the opening you just made. Some wraiths will spawn for you to slay and then you'll come to the block you just pushed behind the backdrop. Sweep a minion onto in and to the lever. This will turn on some projectors and scare off the root wall behind the backdrop. When the roots are gone, head yet again back on the stage to push the backdrop some more. This time, you'll only reveal a closed door in a stone wall on the right. Open the door by activating the lever. At last! We've made it to Rollie the Terror! But she is indeed broken. We have to repair that. After activating the waypoint and autosaving your game, go past Rollie and behind the backdrop. Some wraiths will spawn again. When they're dead, loot anything you want and then push the block into the right wall. Before we go any further though, there's something we have to do. Head back to the opening you revealed in the right wall after pushing the backdrop for the second time. In there, hidden behind the breakable props in the second Unique Mold: the Mace of Doom. Be careful though, two large wraiths will spawn when you reach it. After dealing with them, send some minions to the mold and they'll take it to the waypoint beside Rollie. Alright. Now that this is done, it's time to go push the backdrop one last time. Doing so will now reveal an opening to the left. Step into the opening and leave your minions there, by the spawning pits. Take the stairs on your left by yourself and make your way onto the catwalk. Another of those rammers will soon spawn. Kill him good and then call some minions back. At the end of the way are some stuff to loot and the first spoke to repair Rollie. Let your guy bring it to the machine and go get your full horde back by the pits. When you're ready, proceed through the opening in the theater's wall. Some huge scary wraith will spawn. Just activate your strongest minion spell and your horde will take care of him and his friends in a matter of seconds. Once all the wraiths are dead, go crush the pumpkin shells on the top by yourself (they'll most likely hide bombs) to reveal the second spoke. When all danger is past, send a minion over to it so he can take it to Rollie. The Terror is now repaired, time for Act 3 to begin. Unfortunately, this is just a Rollie prop so you'll have to move her yourself, which is a pain. Send 10 minions over to her and start moving her along the road on the floor. The road will take you behind the backdrop, and then through as Rollie smashes it to splinters. Once you've managed to bring Rollie on stage, keep following the road guiding you to the front. At some point, Elves will start attacking. You can ignore them, roll them over with the Terror or let go of Rollie minute to kill them yourself. When Rollie finally reaches the front, it'll be mounted on a spinning mechanism and the play's director will urge you to burn Oberon to ashes. Meh, why not? Use the small reel behind Rollie to turn it in Oberon's direction (clockwise). Once the flame is past Oberon, call your minions back and the flame will go back counter clockwise. When it's past Oberon again, send your minions back to the reel. Repeat until Oberon is nothing but a pile of ash all while killing the wraiths that will come from the right to stop you. A good way to do this is to use browns for defense, and green for the reel. That way, you can control them independently. When Oberon is out of the way, make your way through the last wraiths to the now exposed Abyss Stone and pick it up. Once it's out of its corner though, the Elves will rebel start attacking you to destroy the stone. They're elves, so they shouldn't be too hard to neutralize. Don't use any other spell than fire however as it would simply be a waste of mana against their number, and don't get too far from the stone either because some elves will go across the stage and attack you from the right. After all the elves have been killed, send your minions back to the Abyss Stone and let them carry it to the nearby Waypoint. Congratulation, you are now master of the Evernight Abyss. VI. THE HEAVEN'S PEAK ABYSS Now Heaven's Peak has already had daemons, zombie plague and Overlords using their city as a battle ground. What worse could an Abyss bring?? You just wait and see. The gate to the Heaven's Peak Abyss is located outside the city, in the grassy area with sheeps near the original Tower Gate. It looks like the Evernight one and is thus pretty hard to miss so teleport using that Tower Gate and step into the portal. Welcome to Heaven's Peak abyss. As usual, the arrival area has all the spawning pits, so build a good horde and be sure to include at least 2 reds and some greens too. When you're ready, go forward to meet the masters of the Abyss: the angry women of Heaven's Peak. Your first task will be to get rid of that giant slug. That's easy (just circle around it by yourself and hit it in the back). But it leaves so much dirt behind. That'll have to be cleaned in order to proceed. Take your horde back with you and head down the path on your left. Slaying some basic wraiths on the way, you'll soon make it to Sir William's tortured soul and his followers. Talk about burning in hell eh? Select only your green and sweep them over root to the top of the monticule overlooking the furnace. If you forgot to bring any or they died on the way, there's a green spawning pit on your left behind some breakable stuff. When your greens have reached the top, mark them there. They'll automatically start jumping on the cloaked figures' backs. When they jump on Sir William, he'll fall down but won't disappear. You'll need to sweep your reds over to him so they'll pick him up and bring him to the broom. The broom is now powered! Bring your entire horde back up there and send 7 minions over to the broom so you can start moving it around and cleaning the slug leftovers. Once the floor is all clean again, the women will express their satisfaction and open a root gate on the left of their balcony. Go through it for your next chore. Would you look at that? Now we have to do the lawn for those women. If you didn't bring William with you, go back in the last room to get him and let your minions bring him to the mower. This time again, he'll power it so you can start moving the mower around. But you can't just do it anyway you like it otherwise it'll just grow r