Warriors of Might and Magic Walkthrough :
This walkthrough for Warriors of Might and Magic [Playstation 2] has been posted at 22 Jul 2010 by Jake Ferbrache and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up Jake Ferbrache and share this with your freinds. And most important we have 1 other walkthroughs for Warriors of Might and Magic, read them all!
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Walkthrough - FAQ/Walkthrougho=============================o | WARRIORS OF MIGHT AND MAGIC | | PS2 WALKTHROUGH & GUIDE | | Author: Ward Halisky | | Version: 1.02 (27.08.05) | o=============================o ====================== COPYRIGHT & USAGE INFO ====================== Copyright 2005 Ward Halisky This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site (except as authorized) 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. Authorized Websites: http://www.gamefaqs.com http://www.neoseeker.com ======== CONTENTS ======== Contact Me Preface Acknowledgements Problems Basic Tips Magic Armor Accessories Walkthrough Revisions Version Info ========== CONTACT ME ========== If you have information about secrets or factual errors I would like to hear from you. My e-mail is: wardinsky@hotmail.com Please note that, for the most part, I will not be replying to e-mails. Any information will be verified and you will be credited if it is used. I am not interested in alternate strategies and the like. ======= PREFACE ======= Although greatly unpopular with the critics, I enjoyed this game. Yes it's clunky and lacks polish and drove me completely crazy in some spots but I still liked it. Simple at first glance, poor design gives birth to a somewhat challenging game - exactly what I like. I decided to do the walkthrough for a couple of reasons. Firstly, even though I had played the game to conclusion a couple of times, I always felt fairly sure I had missed some stuff. Secondly, there was very limited info available for this game online. In any event, if you want to have a more FULL experience, you probably need a little assistance (as did I) so here is my walkthrough. ================ ACKNOWLEDGEMENTS ================ I would like to thank Glen Johnson for his walkthrough; the only one available, that I know of, until now. Although I tried not to follow his outline, it is a fairly linear game and one cannot help but "go the same way" in certain, areas so to speak. Additionally, I played the game using his walkthrough as a guide at least twice before I sat down to write this, so thank you Glen. I would also like to acknowledge the new contributors who have mailed me since I first submitted the walkthrough. Although not a large group, they were dedicated and sincere and I will mention specific credit where warranted. I would like to point out that credit is given on a "whoever told me first basis." ======== PROBLEMS ======== Problems? What problems? Thanks to reader submissions almost all problems have been taken care of. If you discover something new please see the section "Contact Me" if you wish to provide any info in this regard and I will credit you if accurate. ========== BASIC TIPS ========== Tip 1: Kill Every Single Enemy There are very few places to "level up" in this game and they don't come until very late. Also, the game keeps track of the number of kills and will tell you how many you missed. Tip 2: Save Often I don't think I have never saved as often in any other game as I did in this one and you'll see why if don't follow this advice. Tip 3: Spend Your Gold Wisely Spend your gold primarily on mana and health potions at the vendors. You can only purchase limited amounts of these items before the vendor runs out. Just about everything else they sell can be gotten in game play. Tip 4: Learn Hot-Switch Menus Learn to use your hot-switch menus because it makes the game much, much easier. It also FREEZES the game for which you will be very grateful. Tip 5: Collect All Spells Collect (or buy) all 23 spells. Although some are totally useless, you will need a lot of them to finish the game. Tip 6: Un-equip Armor/Weapons/Accessories After Every Level-Up When you level up, you are awarded points to allocate to 4 different stats: might, speed, intelligence, and endurance. In order to see where exactly you need to assign your points you should remove all armor and accessories first. And by the way, if you're thinking you don't need a lot of intelligence to beat the game, think again because the higher the intelligence stat the stronger your magic. ================== MAGIC (IMPORTANT!) ================== I can sum up this game's magic system in one word: YIKES! It is not as poorly conceived as it is implemented and I will explain what I mean by this. On Ardon, all beings have an elemental basis. These are not unusual and are as follows: FIRE, WATER, AIR, EARTH and DARK. Although the element LIGHT comes into play, it is not actually attributed to any beings as far as I can tell. Each element has its strength and weakness in relation to the other elements as follows: FIRE beats EARTH beats AIR beats WATER beats FIRE OK so far? Now we throw LIGHT and DARK into the mix. Obviously they oppose each other however, we are also told that LIGHT beats EARTH and WATER but not FIRE and AIR. And DARK is good against FIRE and AIR but not EARTH and WATER. How you doing? Well don't get excited, it gets much worse. Weapons and armor can come in any of the 6 elements or 1 non-element for a total of 7 types. This means you can and should carry at least 6 weapons/armors to attack/defend as the need arises. However, there are only slots for 5 weapons and 5 armors at any one time. Starting to see the problem? And it gets worse again. Each area often has two or more different enemy types and they are frequently together in the same room. So you see two different enemies, you have to figure out each element type and switch your weapon/armor for each enemy after trying to remember the crazy element hierarchy. OK. Enough about this . . . you'll see for yourself. ===== ARMOR ===== It has been pointed out, subsequent to publishing version 1.00 of this walkthrough, that some of my comments regarding armor suggest I was completely wrong about how it worked in regards to elemental properties. According to the WARRIORS OF MIGHT AND MAGIC guide that comes with the game, you equip the same elemental weapons AND armor for any given type of enemy. For example, an AIR based enemy requires both an EARTH based weapon AND EARTH based armor for the best offense and defense. Although I played the game to conclusion at least twice thinking that the armor you equipped against an AIR based enemy needed to be AIR based armor, you should read my guide with this in mind. It actually is much easier the right way anyway! [Thanks to "undercaste" for this information.] =========== ACCESSORIES =========== Well these are the most confusing group of add-ons you'll ever find. There are two broad categories: AMULETS and RINGS. If one group affected only defense and the other only offense it would be much easier. But they don't. One accessory might lower defense and raise offense while another might raise both. Many accessories also affect the four game stats: might, speed, intelligence, and endurance. On top of all this most accessories have an element attached. For example let's say you find WARD'S RING. This ring lowers defense but raises the WATER attack stat. The ring also decreases speed but raises intelligence. How are you supposed to do? There are no easy answers and you must experiment. Rest assured that the game is very beatable so don't sweat this overmuch. =========== WALKTHROUGH =========== The game is broken up into illogical partitions, and for this reason I have adopted a level and sublevel approach that follows the game. Whenever you clear a level (not a sublevel) you are given the stats I have been talking about above like number of kills, etc. ============================ LEVEL 1: PIT OF THE ACCUSED ============================ Overall Level Objectives Quests to Complete: 2 Secrets to Discover: 11 Spells to Attain: 4 SUBLEVEL 1A: THE PIT ==================== "THE SOULS OF THE PIT ARE DOOMED TO HAUNT ITS PASSAGEWAYS." Special Items: FIREWOOD, FLINT You are dropped into a pit following the opening FMV. Begin by running around, picking stuff up (look for shiny glinting objects), killing enemies etc. There are tutorials in play and you should start to get familiar with the controls and stuff. Notice the guy who throws the book? Pick it up. All spells come in the form of books and you really need this, your first spell FIREBALL. Make sure you have a look at both your inventory menu (select button) and your pause menu (start button). If you look into your pause menu and look in the quests item, you will see you have none. Quests are added as you go along. It is important to observe the ring around the enemy when you target them with the R2 button. The slugs have a bright green ring denoting EARTH based meaning FIREBALL smokes them real good. When you have done all you can, head over to the grate, stand close to the lever and press R1. You are now in the sewers. Run right and pick the shiny thing (healing potion). Keep going right - past the door - to the end. Blast the slug and go up to the door. A ghost appears and warns you off. Head back and pop into the door you passed earlier. Blow up the skeleton (EARTH) and pick up the spoils. Back out of the doorway and head in the opposite direction you first went. You will pass the open pit door (on your left). Get to the end and blow up the slug. Enter this doorway and destroy the skeleton. Pick up spoils and keep going. [It should be obvious to you to pick up all shiny objects and I will not be pointing out each and every one.] Blow up slugs and keep going to the end. You eventually arrive at a metal gate that you cannot pass. This is the exit for this sublevel that you will have to find a way to open it. Walk up to the gate and turn around. In front you see a boarded up doorway and above this doorway a grated alcove. Behind this grate lies the sublevel boss BALTHUS (DARK) who you must eventually defeat to open the gate behind you. OK. Turn a little left and you will see a shiny thing halfway up the wall. Approach this and you will have found your first secret. Now head over to the boarded doorway, break the boards down and enter. You are now in what I call the cells area. Follow the path around and take the first open door on the right. You will see 2 skeletons attacking a bigger guy. Kill the skeletons but not the big guy (APOK) or you'll have to reset. Before you talk with the big guy check out the room. In the left corner from where you entered is a chest. Walk up to it and press R1 to open. Press R1 again to collect the goodies including your second spell TORCHLIGHT (the most useless in the game). Walk forward and pick up some FIREWOOD you will need shortly. Approach the table and read the books about magic by pressing R1. Turn right and you will see a set of stairs. At the top is BALTHUS who you can leave for now or take out if you're gutsy - just save first. I will leave him for now though. [By the way BALTHUS was the guy in purple in the opening FMV who was killing lots of villagers.] On either side of the stairs are barrels. You always want to break every single barrel in the game and anything else that looks like it could break as well - some barrels (greenish) cannot be broken. One more thing to do before you talk to APOK: you see that beam coming down from one wall? Walk up it slowly and you will have found your second secret. Time to talk to APOK by getting close to him and pressing R1. [Thank goodness they translate for us.] He runs off. Follow him and when he stops by a pool, save his butt once more. Talk to him again and he asks you to follow him. In his room he stops and when you talk to him he rewards you with your first accessory - APOK'S RING - and information on how to get out of the cells. Search the room and make sure you break all the boxes at the foot of the bed. You may need to power-swing to break them. There is a wood club here but statistically it's the same as the bone club so do what you will. Return to the previous room and get the chest then head back to the big room where you met APOK. Run across the room and out the other door. Head down the hall and break the boards you come to then walk ahead. To your right is the dead skeleton you killed earlier. Turn left and pick up the key to open the chest. The way you do this is by equipping the key so it shows in your top left circle, then press R1. [This is how you equip and use all sorts of items (mostly keys) throughout the game.] Carry on up the slope and when you come to a 4-way cross go right into the room. Pick up all goodies including the FLINT and then talk to the ghost in the corner. He is cold. Light up the fire using (equipping) the FIREWOOD and the FLINT and presto you have been awarded bonus experience. Take a look in your quests menu and you will see you now have 1 completed quest. [If a quest is incomplete it is in BOLD GREEN letters.] Leave the room and go back to the 4-way and turn right. Activate the lever then backtrack towards the slope you came up and you will see a secret room with some excellent armor. Pick it up and equip it and then return to the 4-way. Go straight past the lever onto some wooden boards and save. Walk diagonally right across two planks into a new tunnel. Smoke the bad guys pick up all goodies and run around the lower room until you trigger the opening of another secret room. You have found your third secret. Open the chests and equip as desired. Return to the 4-way and head right - the only direction you haven't yet traveled. Enter the room, smoke the bad guys and pick up your third spell BLESS from the table. Don't break the barrels just yet. Head across the room and through the other door. Smoke the bad guys and enter a bluish ghostly room. Pick up the goodies and exit the blue room by the other door. Follow tunnel down to a chest, then backtrack to the room with the barrels you did not break. Break them up and head through the door and up a slope to a new area. Enter the room on the right first. Open the chest and finally - a decent weapon. As you can see you will need to start dropping weapons soon. There is a book with some of BALTHUS demented ramblings if you wish to read them. Head across to the other room and kill and keep on going on down the slope. When you come to a 3-way cross go left and down all the way into the sewers. You have now come full circle to the place where the ghost warned you off entering this door. Whip through the sewer and take the first door on the right and then your first left. You will soon be back in the room where you met APOK. Save your game, head up the stairs and battle BALTHUS. There is a book on the stairs if you want know more about BALTHUS. If you've gone up a level and got the sword and are now wearing the armor you should have no trouble. Blast away with FIREBALL and then rush in for the weapons kill. AFTER YOU KILL HIM YOU MUST ACTIVATE THE LEVER HERE TO OPEN YOUR EXIT. Run down the steps and exit the room through the door you last entered. Turn right at the 3-way and get back into the sewers. Turn right and keep following the sewers all the way to the very end. Go through the now open gate and you will exit. Sublevel 1A Summary: You should have 1/2 quests, 3/11 secrets and a total of 3 spells. SUBLEVEL 1B: CRAWLER HIVE ========================= "I HEAR THE SCREAMS OF THE OTHERS, MOST DO NOT SCREAM FROM TORTURE BUT FEAR OF WHAT IS TO COME." Special Items: FLOOR CELL KEY, PIT SEWER KEY Now would be an excellent time to get good at casting magic. You are still in the cells, but these have been overrun with fast crawling critters (EARTH). You can usually hear them if they're close, so prime your FIREBALL spell and move forward. When you arrive at the 3-way you can check left but must eventually go right. As you carry on right you will come to a section of building that appears to be falling in on itself. Around a corner are some doors but you can only enter the first one on your right. Inside the little room a ghost tells you his story, and something about a furnace. Get out and turn left - don't go down. Around the corner on this level is another bug and the furnace the ghost was talking about. Just walk a little ways into the furnace room and hit R1. You will be rewarded with some experience, but if you walk in too far... Go back to the doors and jump down to the room below. Blast the skeletons and collect the goodies. Take your only exit and head left down a ramp. About halfway down you will see a lever on the RHS. Activate it and enter the now accessible room. Jump up on the barrels and then the ledge to get some goodies and activate another lever for a secret room. You have found your fourth secret. Exit the room and continue down the ramp left. The first door you pass on the right leads across a bridge and is the exit for this sublevel. Keep going by and enter the first door on your left. Enter the room slowly and kill all the bugs. Once cleared out, work the rooms counterclockwise and you end up at a sloping downwards tunnel. [Armor is the only item that doesn't auto-equip when you find it. JERKALD'S VEST is better than most of the others for a ways into the game.] Save your game and head down slowly. At the bottom whip into the left room and collect the goodies then slowly enter the big room. You are about to be greeted by a legion of bugs but you should kill them all because you need some important items from this room. My personal strategy here is not very heroic. After the hordes emerge I retreat to the tunnel and climb halfway up. From there I pick them off one by one with FIREBALL. How do you know when they're all dead? Well they stop that silly popping noise and if you can't target any with R2 you are more or less all gone. Start collecting goodies - don't miss the BERSERKER RING. You need to grab 2 keys from the little table: the FLOOR CELL KEY and the PIT SEWER KEY, and when you have them you will be attacked by a couple of baby critters. Head back up the tunnel and out of the room. Turn left and continue to a 4-way cross. Activate the lever, head into the room and destroy the skeletons. Pick up goodies and open the chest with the Alchemist's Key. Get the goodies including your fourth and very useful spell SLOW. Leave this room and head straight across to the floor cell room. Kill the skeletons then use the FLOOR CELL KEY to open and let loose all the ghosts. You will be awarded experience and completed your second quest. In the fourth pit you can retrieve a decent sword if you jump in and get it. Leave the room and make your way back to the 4-way cross. With the lever on your right walk forward a few feet and turn right at the floor grate. You are entering a large loop with a bridge across the middle. Circle the loop until you find a chest, then make your way back to the grate. Turn right and go past three doors on the left - you have been in all these rooms. After the third left room turn right and cross the bridge. Circle around either way until you find a chest and a lever. Open the chest, activate lever, circle some more until you find the small bridge that allows you to get over a spiked pit. Enter this next room cautiously and kill the 3 skeletons. Collect all the goodies and then walk near the end of the room where the water is flowing into the room. If you are standing on the same side of the room as the door you came in, look across the water, which is flowing from right to left, and you will notice a torch burning on the wall but the wall looks a little funny. Cross the water, walk up to the torch and hit R1. You have found your fifth secret. Now run to where the water is falling and drop down to the gate. Open with your PIT SEWER KEY and jump down into the water. Move forward a little and you will exit sublevel 1B. Sublevel 1B Summary: You should have 2/2 quests, 5/11 secrets and a total of 4 spells. SUBLEVEL 1C: ORC MINES ====================== Special Items: ORC GATE KEY Before you jump into the whirlpool, make sure that you equip APOK'S Ring because all these next bad boys are FIRE based. This doesn't mean your offensive spell FIREBALL won't work here but it is not as effective as it was against EARTH based critters. Get ready to rumble and then jump into the whirlpool. You have 3 orcs to dispatch immediately then a big guy up in the hut. Search the entire area, including the water, very carefully. If you go under the hut you will discover your sixth secret. When you are sure you've got everything, head away from the area killing as you go. On the left side of the passage are a series of shelves for lack of a better term. If you jump up on them you will discover your seventh secret. As you near another orc encampment you will be given a bunch of information. Basically, you do not want that first orc that you see walking guard to see you, so slip around to the left of him while still in the water and take out the rest of the camp first. At this end of the camp there are three orcs to kill immediately, then search all these huts and move along carefully. Remember, you do not want to let that first orc see you or he will release the sludge monsters (in the boxes) to kill you. After you search the first four huts, sneak to the fifth, where you will pick up the ORC GATE KEY. [Just ignore that chest in the water for now - you can check it later.] OK. There is one more orc on this level besides the sentry to dispatch before you decide how to proceed. Slip out of the fifth hut and behind the first square box you see. Kill this guy then smash and collect. Don't miss the little chest there in the water. Now it's decision time so save your game and then either (1) release the monsters to assist you kill the last guard (huh?) (2) kill the last guard before he can release the beasts (3) let the guard see you, release the beasts and kill them all so you can get a little more experience. If you're having some difficulty just pick (2). When all are dead, explore the remaining huts (except the one with the ramp) and the surrounding area and then go into the last hut. There is still one guard up top so be careful. Before you come down, there is one more thing to do up here. You see that long pipe thing. Well get up on it and walk across until you discover your eighth secret. Jump down and head to the big green gate in behind the fifth hut. Use your key and open it up to discover APOK. APOK will open the inner gate for you as you proceed through this final short portion of the sublevel/level. After you dispatch these three enemies, proceed along the right side of the water and you will see something shiny in the waterfall. Pick the your ninth secret, the very useful SAURANA'S Sword, your first elemental weapon. Save and drop down the crags as best as you can then go through the green door by pressing R1. Level 1 Summary: You should have 2/2 quests, 9/11 secrets and a total of 4 spells. So why does my secrets total say 10 and not 9 and where is the eleventh secret you ask? At this point I really don't know and since I wanted to put this guide online, I decided to leave things as they are. Please let me know if you know something I don't and I will update this guide. It is very possible that in the rather poor design of this game they have added one of those secret rooms as the tenth secret? I have endeavored to include only those times when the game says "YOU HAVE FOUND A SECRET" in the counting of secrets. =========================== LEVEL 2: VILLAGE OF DRAKLOR =========================== Overall Level Objectives Quests to Complete: 3 Secrets to Discover: 2 Spells to Attain: 2 "YOU HAVE GROWN WEAK. WE NEED A STRONG LEADER." Special Items: CHIEF'S HUT KEY, HAM HOCK, TREASURY KEY A FMV and an overview of this slightly confusing place start us out. Although it doesn't count as a quest, the story's goal to getting through this level (no sublevels) is to free the bird. Before you do anything else, turn around and talk to the peddler. Buy all the healing potions you can and if you missed a spell buy it now (except TORCHLIGHT). All right, let's get going and get some very important items that will greatly help you with this level. Move ahead and run under the bridge/ramps veering left towards the well. The well is a MANA SPRING so take advantage of it. [Thanks to Ray Murphy, the first of many, to point this out to me.] From the well we are going to go left and continue left in a huge circle that eventually brings us back to the well. When you arrive at a hut go inside and speak to the woman for your first quest. On the table beside you is your fifth spell ARCTIC BLAST, a water based spell that will help you here big-time. Also on the table is more info about her husband; it's dull stuff. Exit the hut and continue away from the well. You will come to a chest on a rock with the main village to your right. However, you want to turn and go left here. The first item you see is a shield, but carry and on and you will pick up the SHARK'S TEETH AMULET, one of the best accessories of the game. This is a dead-end so head back to the last junction and move towards the main village. [You should be utilizing your ARCTIC BLAST spell by now and noticing how it functions a little different than FIREBALL.] Upon reaching the 4 small huts, kill and loot, break and take, until it is all cleared out. Near the cluster of 3 huts is a short ramp heading up to an odd looking hut with a ramp going up into it. Draw near carefully, kill all the bad guys and then loot the place. Exit the hut and look to the ramp that takes you up the next level. Before you ascend this ramp, follow it underneath to its second turning and you will see some boards blocking a hole in the wall. Break this down for your first secret. [Thanks to Keith Gear for the location of this secret.] Return to the ramp and head up to the next level. At the top of the ramp, run all the way left and into a room for some goodies before returning to the two new huts. Kill the guard and look around. The big hut is the chief's and you will need a key to enter. While looking at the chief's doorway, turn right and note the cave-door; we will be returning here shortly. Directly opposite the chief's door is a ramp with an orc up top and some goodies. Kill and loot and search all around these ramparts. [If you haven't noticed yet some of these enemies throw things at you for damage so be careful.] At the bottom of the ramparts is a wall ledge we are going to take before we come back to the cave-door. Head up the ledge away from the chief's hut, killing as necessary. We want to go past the first bridge on the right and the second right which is a ramp leading down to the entrance area where we started this level. Duck into the first left cave-door, kill 2 orcs and pick up goodies including your sixth spell SPEED. Exit the room and head straight up the bridge across to the other side. Follow to the only room, loot and backtrack all the way to chief's hut. Enter the cave-door and enter the first room you come to for some goodies. [These element bolts can be very effective if used properly. They are somewhat hard to procure so use them sparingly against only difficult enemies who have a weakness to the particular element.] Carry on up the slope and exit onto a new ledge where you must kill several orcs. Continue across the only bridge available to you. Take a look around and below noting the chief's hut and all sorts of bodies marking where you have been. When you get across the bridge swing to the right and all the way to the end. There is a locked door here for which you will need a key. Return to the door at the end of the bridge you just crossed and enter. You will come to a mesh wall that you can see through - this is the room behind the locked door you just saw. Keep going to the 3-way. The path straight takes you back to the ledge you just came from so turn right and go up and all the way until you are outside. You might remember this area from the opening overview video? This is also your first quest. Anyway, your job is to rescue the big guy and kill all the rest. [This is actually tricky because you have to make sure that after your attack starts the big guy doesn't get pushed off anyway, or alternatively that you kill him in the melee along with all the rest. Just save as soon as you get into the open and keep trying until you kill all the orcs and you are able to talk to him.] After the death and destruction, talk to him then let him go even though he says to follow. Now before we head back into the mountain, just run up that ledge on the left to the beginning of the bridge. You see that round hole in the wall opposite? That is your exit from this level. Ok. Turn around and head back down into the mountain. When you get to the 3-way turn right and head out onto the ledge. Cross the first bridge you see and you should be back at the level entrance. From here make your way past the well and to the hut. You will be awarded experience because you completed your first two quests and will be given your third quest along with the CHIEF'S HUT KEY necessary to fulfill this quest. Head back to the big chief's hut and unlock the door with your newly acquired key. Smoke the two guards and then head down to fight the boss. Afterwards pick up everything including the TREASURY KEY and HAM HOCK. Now head back to the old chief's hut once more to get you reward. To complete the quest you actually have to give Mrs. the Ham Hock in the same way you use keys. She will tell you about the exit from the level. Leave the hut and turn right and run until you see your first ledge on the right. Jump up and open the door with your TREASURY KEY and you've found your second and final secret. Upgrade wisely making sure to pick up the FIRE sword TROLL BURNER. [Try to never discard an elemental weapon until you have a better "same element" weapon to replace it.] Time to make for the exit. Get up to the plateau and head across the bridge. First go all the way to the right and before you head in make sure you equip TROLL BURNER as you weapon. Inside kill the troll (EARTH) and loot the place. You will get a new FIRE accessory that you should leave equipped. Head out and go past the hole to grab the chest then go into the hole finally. Inside you will start encountering trolls so equip FIREBALL and start moving. The second troll drops another FIRE RING that you can evaluate as an accessory. When you reach a pier try your best to get to the other side using jumps as the fluid here can hurt you. Level 2 Summary: You should have 3/3 quests, 2/2 secrets and a total of 6 spells. ========================== LEVEL 3: THE ENROTH QUESTS ========================== Overall Level Objectives Quests to Complete: 3 Secrets to Discover: 3 Spells to Attain: 7 SUBLEVEL 3A: ENROTH (PART I) ============================ "WITHIN THE CONFINES OF ENROTH THERE ARE TWO GEMS, ONE RED AND ONE GREEN. FIND THEM AND YOU WILL BE FREE." Special Items: none Well that seems pretty clear, but if you're still confused open your quests menu and you will see all three quests right there. Before you jump to the rotating section take a peak to the right and left of the big chamber; one green door and one red. Hmmm. Alright get to the middle area and pick up your seventh spell FEAR and also a little info about your enemies here. They are either gargoyles that are AIR based (use EARTH to kill) or golems that are EARTH based (use FIRE to kill). This is where the game gets tricky and you should become skilled at using your hot-switch menu to change attack weapons quickly. Speaking of attack weapons, if you're carrying a pickaxe, there is no need for it that I'm aware of so chuck it. And one last thing, the fourth door in this big chamber is your level exit. Jump back onto rotating section and jump off into the red doorway. Bypass the first doorway and go forward to take a peak at where your goal is here. You see that red doorway high up? Well that's one part of this quest. Return to the first doorway you skipped and head up. Break the stained glass on the right for your first secret and another fire accessory (how many do we need?). Read the little book there for some accessory guidance because we sure need it. Now jump back to the main path and continue forward. Run into the first room you see and try and avoid the blue lasers on the way. Pick up the goodies and read the wall item that is a clue for later. Exit the room, turn right and avoiding blue lasers, they cause a tiny amount of damage, make for the bookcase on the left side, halfway up the passageway. Pick up the goodies and your eighth spell CHARM. Now with your back to the bookcase, run directly across but no further than the doorway on the right or you'll trigger an untimely FMV. Grab the goodies from the room and return to the passageway and face the bookcase. Head right again and duck into the first door on the right. On the wall opposite the door, smash open with your sword for your second secret and a peddler. In the chest is an important EARTH based sword BACKBITER. [I spent my money on FIRE BOLTS.] Exit and head straight across through some gargoyles and continue until you come to a 3-way. Look left and you will see that you are now in the green door. Head right and when you get to the open space look up to see the green balcony. Now on either side of you, on the lower level, are bookcases and enemies. Check them out for a bit of story and then proceed to the area under the green balcony. In front of you you'll see a floor with gaping spaces. In case it isn't clear, don't fall down. Make your way over to the left and pull the lever, then go across to the other side and collect the goodies. Enter the newly opened lift and head up to the green balcony. Before entering the Guardians of Knowledge, carefully jump over the spiked railing and pick up the goodies (one side only). Now enter the green door. Sublevel 3A Summary (Preliminary): You should have 0/3 quests, 2/3 secrets and a total of 8 spells. SUBLEVEL 3B: GUARDIANS OF KNOWLEDGE =================================== "IT IS RUMORED THAT THE BENEVOLENT ONE HAS A MYSTERIOUS SECRET THAT WILL ONE DAY CHANGE OUR WORLD..." Special Items: GUARDIANS KEY, GREEN GEM OF ENROTH You are entering a square area that leads off to one other area. Gargoyles patrol the square area and they hide in alcoves and up in the rafters so equip BACKBITER and if you have big problems try hitting them with SLOW or EARTH BOLTS. [Just remember bolts are limited in supply.] Head straight up killing (and saving) as you go. I like to clear out the entire square before leaving the area. While cleaning out the right side of the square, be careful of ambushes; once you pass Fain's Treasure room you will have all kinds of excitement and a little secret room. A little further up is an unusual alcove is called "YE OLD HEALING POOL" (yea that's how they talk) but we will come back to it later. Go to the top of the steps but do not activate the large lever you see just yet. Continue on past the bridge on the left and go over to a little lift at the end of the path. Hop on and go down. If the lift isn't there just drop down the hole. To your immediate left is a narrow little passage with a chest. Before you go for this chest, know that when you do it springs a gargoyle ambush so be ready for it. After you smoke him, head all the way to the end of this path and smash the crate for the important GUARDIANS KEY. Head up the little steps nearby and grab goodies from the two chests in the water areas. Another chest beckons from across a chasm but we cannot reach it yet. All clear. Hop back onto the little lift and go straight past the opening on your right again, turn at the corner and run until you get to the top of the stairs. To your right is a lever. Push it. Yikes! Kill these sentinels and pick up a great EARTH weapon, DURIN'S HAMMER. Return to the opening you just passed and cross the bridge to a door requiring the Guardian's Key. Open this door and proceed carefully picking up goodies and killing enemies. On the LHS is a chest with Fain's Key. Cross to the other side for all sorts of goodies and completion on your first quest - acquisition of the GREEN GEM OF ENROTH. Get back across the rotating section and head across the bridge and then right to Fain's Treasure. If you are injured you can go to the pool, insert the gem in the cradle and hop into the water for a free pick-me-up. Grab the gem before you depart and the last stop here is the chest across the chasm. Make your way back there however you will, as all enemies should be dead. Insert the gem here and cross over for your ninth spell STONE SKIN. Grab the gem and exit the GUARDIAN'S OF KNOWLEDGE the same way you came in. Sublevel 3B Summary: You should have 1/3 quests, 2/3 secrets and a total of 9 spells. ENROTH (PART II) ================ Special Items: none Get to the lift and if it's not in place, just jump down. We are going to get over to the red balcony area now, but be careful, as some of the enemies here have re-spawned. To get to the red balcony quickly, from the bottom of the lift head straight up, and follow the path until you are standing in the green doorway (in the big chamber). Jump onto the rotating section and get off when you get to the red doorway. Go past the first door and you will end up in an open area identical to what you saw over on the green side. Up high above you is the red balcony, on the level below and to either side are bookcases with some info so take a look. The bookcase on the right has your tenth spell TREMOR, however as soon as you get it a gargoyle ambushes you so be ready. Get to the area under the red balcony and note the unusual floor. Before stepping on any of the 4 pressure switches, dispatch the golem and get the goodies in the bottom left corner. Now save your game. Step on the pressure switches in a clockwise pattern to open the lift. Remember "The circle of the sun sets clockwise.". [If you do it wrong you get more bad guys drop on you than if you do it right.] Head up and prepare for a gargoyle lurking somewhere. As you did on the other side, jump over the spiked railing (both sides) and pick up some goodies. Now enter the red door. Sublevel 3A Summary (Preliminary): You should have 1/3 quests, 2/3 secrets and a total of 10 spells. SUBLEVEL 3C: COLUMNS OF TRUTH ============================= "YOU MUST CAREFULLY RIDE THE COLUMNS OF TRUTH TO GET TO THE OTHER SIDE." Special Items: RED GEM OF ENROTH There are only two ways to go here so let's get the easier out of the way first. Turn left and follow around to the very end for some goodies. You will pass by another pool, this time it's the "Ye Old Mana Pool". OK. Well nothing will happen here until you get the red gem so forget about it for now. Head back and just past the pool is a locked door that can be unlocked with the GUARDIAN'S KEY. In this small corridor is a whole heap of trouble. There is one small chest to get and inside is your eleventh spell SHARDS. Other than that there's not much. The golems here are unaffected by magic for some reason so you have to duke it out or you could use an invisibility potion and sneak by to grab the goodies and get out without fighting. What I usually do is draw them out one by one and kill them and get the goodies but you don't even have to get the spell if you don't want. Head back to the entrance and go the other way until you come to a rather puzzling room. This is actually the "columns" room and there are lots of goodies here; some are on the upper level and some are down below. The columns go up and down and basically you have to do a lot of jumping and running and falling, etc. to get all the stuff. The important things here are the goodies and the completion of the second quest. So to get the chest on the right, for example, you have to get on a column that will bring you there somehow. Don't worry about falling down and there are 2 ways to get up: the columns or the rings. Just do a little experimenting. Here is a list of goodies ABOVE to get: 1 - Chest on right: Gleaming Shield 2 - Door ahead (need Pillar Cell Key): RING OF FIRE (12th spell) 3 - LHS: RED GEM OF ENROTH Here is a list of goodies BELOW to get: 1 - Chest in blue grotto: Pillar Cell Key 2 - Chest behind waterfall: Mace of Karmic Fury (secret #3) Besides possibly wanting to visit the mana pool, it is time to get out of this sublevel the way you entered. Sublevel 3C Summary: You should have 2/3 quests, 3/3 secrets and a total of 12 spells. ENROTH (PART III) ================= Special Items: none Get down the lift, up the ramp and take the door on the right when you come to the 3-way. Head straight up and turn left (laser beams) then turn right across from the bookshelf. Head past the little doorway on the right for a FMV. Now get onto the big lift in front of you and activate the lever. At the top place the Green Gem in the left receptacle and the Red Gem in the right. Check your quests; then save and enter. Grab the goodies then read the book to discover who ALLERON really is. The hot babe in tights is his half sister if you haven't figured that out. As soon as you turn from the book, 4 BIG gargoyles attack. Kill them and retrieve the spoils including the extremely important CURE WOUNDS spell, your twelfth. Get out and back to the big chamber and ride the rotating section to the exit door. Level 3 Summary: You should have 3/3 quests, 3/3 secrets and a total of 13 spells. ================================================= LEVEL 4: MAGIC CITY APPROACH - PATHWAY TO DESPAIR ================================================= Overall Level Objectives Quests to Complete: 4 Secrets to Discover: 1 Spells to Attain: 2 Special Items: DRUID'S Ring Watch the opening FMV then move forward and get what you need from the peddler. [I bought the VAUGNER mace and all the healing potions.] Your enemies here are fish-men (WATER) (use the VAUGNER and SLOW) and tree- trolls (EARTH) and elves (AIR). There are goodies everywhere along the way so keep your eyes peeled. As you approach your first turn, there is a small black headstone to read. You now have your first quest. Continue on around the bend, passing by the waterfall (we'll be getting the stuff down there another way), and note a fish-man on a rock. Dispatch him and then grab the sword and behind the cobweb is your one and only secret for this level, a new accessory. Carefully move ahead and dispatch the soldier on the half-bridge, then save and drop down below into the water. There are tons of fish-faces down here so be prepared. If they move too fast, make sure you SLOW them or SPEED yourself. I sometimes utilize STONE SKIN in crazy melee situations. There are 2 chests down here and all sorts of stuff lying around. After you have finished, return to the main chamber and jump from rock to rock to get out and back onto the bridge. Jump the bridge break and carry on up the path. The plank over the two waterfalls is above where you just were down below. When you see some arch ruins turn right and see the waterfall. Jump in there to get your 14th spell SILENCE. [This is the waterfall you passed way back near the headstone.] Carry on. Don't miss the chest or the armor (I still have JERKALD'S equipped). You will eventually come to a small pool of standing water with a red gem in the left wall. You will also see a soldier next to a large red gem that you cannot get to because he is protected by a force field. If you push R1 in front of your red gem, the field will drop. Kill the soldier and to open the doors press R1 in front of the big red gem. Head inside and before you go right, look up to the ceiling. That lift must come down so you can get off this level. Head into the room on the right and dispatch the enemies. Head into the next room via the wooden bridge and dispatch these guys as well. Collect all the treasure here including the SWORD OF BANILCLESE. [I dropped the VAUGNER.] You have four ways to go from this room: (1) into the water, (2) steps (3) wooden bridge to ramp, (4) steps to wooden bridge (where you entered). Head up the steps first and talk to this guy to get your second quest. Now get into the water and kill, loot and search everywhere. You should come across BRENOCK'S SWORD [I dropped SAURANA'S SWORD.] and more importantly, you should find the Rouge elf's gem. This is your third quest if you care to look. Return the gem to the elf and get ready to be ambushed. Kill them all and if you check your quests you now have 2 complete and 1 incomplete. There is a lot happening here and a lot of stuff to get so here's what you need to pick up: 1 - Elf Chest Key 2 - DRUID'S Ring (I dropped APOK'S Ring) 3 - Sword of Superb Reflexes 4 - Gold 5 - Lightning WYRM Armor (from chest) Once you've got it all figured out head down and go all the way back to the headstone to complete the fourth and final quest. Careful here. Your enemies have re-spawned. When you get to the plank over the falls just drop in and make your way up and back down the path. When you get to the stone press R1 for your last quest completion and grab your 15th spell HEROISM (an excellent spell). Now hop into the waterfall right beside you for a shortcut (turn right when you leave the waterfall) and make your way to the 4-way room. Head the only way you haven't yet gone and kill and loot. When you get to the top, get on the lift and activate the lever. You go down and through the door I pointed out earlier. Dispatch 4 elves and head through to your next level. Level 4 Summary: You should have 4/4 quests, 1/1 secret and a total of 15 spells. ====================== LEVEL 5: CITY OF MAGIC ====================== Overall Level Objectives Quests to Complete: 6 Secrets to Discover: 2 Spells to Attain: 3 SUBLEVEL 5A: MISCREANTS ======================= "I HAVE FOUND A WAY TO OPEN THE SKULL TO GET TO THE MAGIC FORGE." Special Items: MAGIC AXE, WIZARD'S SCROLL, WIZARD'S RUNE, GREMLIN STATUE, METEOR Near the rock by your starting point is a weapon but it's not worth the acid water (or whatever) and you have superior weapons already. These minotaurs are pretty tough. They are WATER based so use AIR to kill them. Follow the logical path until you arrive at the Magic City. There is a gremlin (also WATER based) by the well. Don't listen to him just kill him. By the well are some special items: the GOOD LUCK CHARM accessory and the MAGIC AXE (not a weapon). Grab them and then check your quests - you've already completed one! Search the area then talk to the peddler and use your best judgment on what to buy. The BANDED ARMOR is quite good because it also boosts might - it is available for free in the next sublevel so keep that in mind. [Are you starting to see the problems with inventory space?] Enter house by the cart and read the book on the table. Now check your quests: you should have 1 completed and 2 incompletes. Head upstairs. Kill the gremlins and get and get the goodies. Take a look at the house across the street and note the shining on the rooftop. Up there is a secret. Before you go however, jump to the little roof right beside you and you'll scare a gremlin out of the chimney. When you kill him, he coughs up the 16th spell: PHANTOMS. [Thanks to Stephan Rothe for the location of this spell.] Now head on over to the house with the secret. Read the book on the table then get upstairs and jump on the rail, turn slowly then jump to roof to get your first secret. Time to move on to the next building. Head to the next building and clear out everything making sure to get the WIZARD'S SCROLL from upstairs. Exit the residence and turn left. Alright. Here's the deal. Kill all the gremlins and search all the huts, making sure you pick up the special item WIZARD'S RUNE. If the gremlins stole anything from you, it will be in the chest at the edge of the cliff. If you have more money and want something from the peddler now is the time. Carefully head down the cliff and dispatch any enemies. To access the labyrinth smash the boards enter. [I would suggest saving lots here.] Once inside head left and enter the Skull Room. This is your exit from the sublevel although you cannot actually leave yet. Kill these guys now or you'll have to do it later. Head the other way and go past the first left turn to some more boards. Go the end for some goodies and the GREMLIN STATUE. CAUTION Do not return to Skull Room once you have the GREMLIN STATUE. Head back to the turn you just passed and go right. Follow around until |
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