ALBION FAQ
1st October 2000: Ok this is my first Faq so forgive me if there are any
mistakes
3rd October 2000: Added Charecters and Bios
Contents:
1: Walkthrough
Part one – Toronto
Part two - Jirinaar
Part three - Gratogel
Part four - Maini
Part five - The Island of the Dji Cantos
Part six - Umajo
Part seven - The Toronto (part 2)
Part eight - Dji Cantos
Part nine – The Kenget Kamulos
Part ten - Umajo
Part eleven – Dji Cantos
Part twelve -Toronto (The Final Confrontation)
2: Secrets
3: Main monsters in the game
4:Playable characters
1: Walkthrough
Part 1 – TORONTO
In Tom's room, go to the cupboard in the bottom left corner and take
everything out of the cupboard. Take off the shoes and put the boots on. Leave
the room and talk to Tom's girlfriend, after you've finished talking to her
head east and go into the first room on the south side. Go into the cupboard
that's to the left of the door and take the stim drink. Leave the room and go
into the next room on the south side go into the bathroom and you'll find some
rations in the drawers. Leave this room, walk past the news console and head
north. You'll soon come across the mess, which is situated in the northeast.
Go into the mess and talk to anyone you see in there, after talking to
everyone go to the counter and talk to Anne, ask her specifically for some
chocolate bars. Leave the mess and head west, go past the crossroads and into
the first room on the north side. Look in the top cupboard and collect the
cartridges then open the left cupboard and collect the rations. Leave the room
and head east again, go past the mess and into the second storage room; you
will find a cupboard in the northwest corner of the room, manipulate it and
take the lock picks. Leave the storage room and open the door to the next
storage room in the east. Enter the storage room, and go to the right hand
side of the room. In the north part of the room you will find some drawers,
open them and take the lock pick. Leave the storage room, head west and keep
walking until you pass three pillars. Head north at the pillars and follow the
corridor around, walk past the COM then keep walking eastwards until you come
to the room with Joe in. Go into the room and talk to Joe, tell him you want
to see the COM room. After he's given you the codes ask him about the service
ducts, leave Joe's room and go into the room opposite, go to the door in the
north east corner and enter the code 1042.Walk straight ahead and the door
will open, go through the door and step on all four floor plates in the
corners of the room. Go through the door that opens and turn left go around
the corner and manipulate the switch. Go to the opposite corner and manipulate
that switch. Walk through the door that opens on the west wall and follow the
robot around until you walk through the north door. In this room you will find
a switch in the northwest corner of the room, push the switch and follow the
robot through the east door. Walk through the open east door and follow the
corridor around, walk past the cupboard on the wall and open the door with
either switch. Follow the corridor around again until you come across a door
with a keypad, use the code 1042 again then walk through the door and go up
the ladder. In the COM room look at the console and you will find a gun and
some ammo, put this in the cupboard you walked past in the service ducts,
making sure you leave all ammo in there as well. Go back to the COM room and
leave through the guarded door. Go back to where you originally entered the
service ducts and go back to the cupboard, collect the gun and ammo and return
the way you just came. Go back to Joe and talk to him, show him the gun then
leave. Go back to the mess and ask for some more supplies then the next time
you hear the launch request over the tannoy, say yes. You will automatically
be taken to the take off.
Part 2 – Jirinaar
Search the bureau, chest and cabinet in the West Side of the room and take
everything out of them. Leave the room; go over the bridge and head west. Walk
over the next bridge and you'll be taken to see the Sebai. Talk to the Sebai
and find out everything you can, when he asks if he can keep the wreckage say
"yes". Leave the room and go down into the basement/sickroom located in the
room to the west of the Sebai's room. Once down in the sickroom go into the
first western room and open the chest. Take all the gold out of it then leave
the sickroom. Head south and go over the three parallel bridges into the
kitchen. Take the purple fruits from the kitchen and head south again. Go into
the next room you come to that contains some chests and bureaus. Open the
chest and bureau that are usable and take everything out of them. Leave the
room and head south again, the next room that you come to will be locked. Use
the hunter-clan key to open the lock then enter the room and open the chest in
the top right corner. Leave everything you have in the chest, except for the
weapons you want Rainer and Tom to use (hint - keep Tom's gun and ammo as it
is very powerful). You should also keep any armor you can equip them with and
take plenty of torches (these are already in the chest). Once everyone is
equipped, head down into the supply chambers. Go into your backpack and use
the torch, then look in the north west corner of the room and get the rations
out the small pot, head to the south wall and open the pot nearest to the
south passage, take the rations out of it then go into the east chamber. Look
in the trash heap in the northwest corner and take all the weapons from it.
Open the chest on the east wall and take all the weapons out of it, then walk
to the two chests by the south wall. Open the chest furthest away from the
wall and take the weapons and the gold. Leave the chamber and head south until
you come across some wreckage, search the pots on the east wall and take the
rations out of one of them, then search the wreckage nearest the south exit
(in the middle of the room) and take the clock. Leave the chamber and follow
the passage around until you come across some more wreckage. Search the first
piece of wreckage and get the cartridges (ammo for the gun). Search all the
chests in this chamber and take all the weapons, armor, rations and gold that
you find. Make sure that you find the pickaxe, as you will need this later on.
Once you have searched everything, check your character screens and make sure
your weapons and armor are 'equipped' i.e. so that you are ready for battle.
Leave the chamber and start walking along the corridor. A wall will suddenly
collapse and you will be attacked, fight the Skrinns and go through the gap
that has appeared. Follow the corridor around then travel southwards into the
furthest southern chamber, fighting all the Skrinns that you come across. Use
the pickaxe on the west wall and on the south wall (you'll see some cracks in
the wall were you are supposed to use the axe), from now on you'll start
coming across more Skrinns so fight them whenever you come across them. Go
through the gap that has appeared in the west wall and head west. You'll find
another weak point on the west wall, again use the pickaxe on this wall and go
through the gap that appears. Search all the trash heaps and pick up all
weapons, gold and rations. Go back to the chamber where you broke the south
and the east wall, and go through the gap in the south wall. Follow the
passage around and use the pickaxe on the wall at the end of the passage.
Fight the Krondir that is behind the wall then search the trash heaps in the
chamber. Pick up the fire ring, the gold and the healing potions then make
your way back to where the first wall originally collapsed and you were
attacked. Look for a weak point in the wall and use the pickaxe on it, go
through the gap and make your way to the exit. Talk to the Sebai and tell him
you were injured, take the healing potion off him and then take the fruits and
any other items you left in the chest. Leave the room (if you are carrying too
much then leave some of the lesser items in the chest as you can always come
back later to collect them) and head south again, follow the corridor around
until you come to a door on the east wall. Use the hunter clan key on the door
and head out in to the city. Accept the offer of the Iskai who offers to take
you to see the Sebainah. Talk to the Sebainah then leave her room. Go in an
easterly direction and go into the room just before the exit. Search the
cabinet and take the gold then leave the room and go out the exit. Go back to
the house of the South Wind Clan but don't go in, instead talk to the people
who are walking about in this area. Find Rabir who tells you he helps Wania
find her wares. Sell all the weapons and anything else he'll buy to him (the
things you'll want to keep are an Iskai weapon and some armor for Drirr, an
Iskai warrior who will be joining your party soon, as well as the lock picks,
some rope and Tom's and Rainer's weapons). Talk to some more people until you
come across a traveler who will sell you some fruits. Buy the purple fruits
off him then walk southwards. Stay on the east side of the city and you'll
come across the battle trainer's house just before you reach the bridge. Go in
and train Tom and Rainer to their full potential, you can decide if you want
to do close or long range combat or a combination of both. Leave the battle
trainer and head south again, walk over the bridge and go to the mixed goods
store in the southeast area of the city. Look at the chest when you walk in
and tell Wania that you will buy the items. Take everything out of the chest
then talk to Wania. Tell her you are interested in her wares, when she shows
you what she's got buy the music crystal, some lock picks and the compass
(very handy for the 3D areas). Leave the store. At around this point you will
have to go to the party, watch and read everything very carefully. Search the
founders building and take all the potions that you find. Leave the building
and go to the council building, talk to Frill and again watch and read
carefully everything that happens. Leave the building and then leave the city
via the city gate. Talk to the cattle breeder and ask him how to get to the
building, follow the instructions he gives you and make your way to the
building. Enter the building and use a torch. Go into the western chamber and
take everything from the trash heap. Follow the passage around and fight the
Skrinn, use the purple fruit on the trap then follow the passage around. Use
the lock pick on the chest and take everything. Leave the alcove and keep
following the passage round until you come to a room that lights up under your
feet. Go to the first rainbow plant then walk in straight line to the other
one. Walk through the gap that appears in the wall and walk right to the end
of the corridor (touching the plant that blocks your way will move it).
Manipulate the two luminous shapes that you find at the end of the corridor.
Walk back through the corridor and look closely at the brown south wall, you
will see a green panel with cracks in it. Use the pickaxe on the panel and
walk to the end of the corridor that has appeared. You will find another
luminous shape, manipulate it then go back to the room that glows under your
feet. Go east and fight the Skrinn. Manipulate the two plants blocking the way
to south and walk through the opening that has appeared. Fight the Krondirs
and make sure that you get the meat off them. Keep going south and follow the
corridor around, fight the Skrinn and head to the furthest western chamber.
Take everything from the trash heap and head back to the chamber where you
pushed the plants away. Go north into the room with the mouths then go through
the southeast passage. Use the meat on the mouths that block your way (if you
don't have enough meat then look down and maneuver between the mouths). Go
north and take everything out of the trash heap in the east. Leave the chamber
and head south, using the meat on the mouth blocking the entrance to the
southern chamber. Follow the corridor around in an easterly direction, using
the purple fruits on the traps that you come across. After passing through the
last trap fight the Skrinn then take everything from the trash heap in the
middle of the chamber. Enter the 'life like' passage way and follow it around
until you come to some moving orange lights. Make murderer is leading the
party and dodge the orange lights. Get Drirr to manipulate the Blue Trii
(Argim) and talk to him. Agree to find the music crystal then get Drirr to
give Argim the music crystal that you bought in Jirinaar. Walk through the gap
that appeared when Argim moved and take everything from the assassin's
belongings and remains. Make sure you picked up the Iskai dagger from the
remains; this is a very important piece of equipment. Use the meat on the
mouth in the middle of the room and follow the passage around. Fight the
Krondir and use another piece of meat on the mouth. Go into the alcove in the
southeast corner of the room and take everything from the trash heap. Leave
the alcove and fight the Skrinn/Krondir then head south and use the lock pick
on the chest next to the far southern wall. Take everything out of the chest.
Use your Automap and make your way back to the first chamber where you entered
the building. Head south and fight the Skrinn, take everything out of the
trash heap then continue to follow the passage around. Fight the two sets of
monsters you come across then take everything out of the first trash heap. Use
your Automap again and make your way to the buildings exit. Leave the building
and head to back to Jirinaar. When you get back to Jirinaar find Rabir again
and sell the weapons all the weapons you don't want or need (it's best to keep
a short range weapon for everyone and a long range weapon for everyone). When
you've done this go to the Former's building and find Bradir in the north part
of the building. Ask him what he knows about the dagger you found in the
murderers remains. He'll attack you, once you've defeated him watch the cut-
scene then go into the Sebainah room and tell her you're ready to leave.
Part Three - Gratogel
Enter the hut next to the pigs, and buy any rations that you need. Leave the
provisions hut and go in to the big hut that is situated in front of the dog
pen. Talk to Tharnos and ask him about the Toronto, he'll then set you a
mission. Find out as much as you can about the mission and the island. Leave
the hut and travel to the southern tip of the island to Aballon (a village
like Klouta). Visit the hut that is most northerly and talk to the female
warrior in there, if you have enough gold and training points, she can train
you. Leave the trainers hut and visit the merchants hut (" I buy and sell most
things"). Purchase the monster eye and depending on how much gold you have,
the fire blade, Dreamshield or protection amulet as well as they will come in
handy throughout the whole of the game. Leave the village and go over the
bridge and towards the mountains. Walk through the gap in-between the
mountains and negotiate your way through the mountain path (you can hear the
wind whistling while you are in it). When you come out at the other side
you'll be in Vanello. Talk to some of the villagers and talk tithe king. Make
sure you have plenty of lock picks before you leave the village, and then
follow the northern path to Arjano. Enter the Arjano and talk to the Druids,
after you've been told your mission look around the rooms. Take all the
healing potions you find and talk to all of the Druids. Make sure you talk to
the healer in the first room you come to and heal any of your party who have
got diseases or are injured (the healer will do it for free!), also pick up
some buckets as you'll need them later on. Find the stairs and go down into
the library. If you have enough gold then buy some spell scrolls when you get
offered them. Banish Demon and Demon Exodus are very useful for this dungeon.
Once you've looked around the library open the door in the northeast corner
and go down the stairs. Fill up the buckets with water from the bowl then
follow the corridor around. Push the top floor plate down and use the water on
the flames. Head south and follow the corridor around until you come across
the flame barrier (fire bowls). Use the water on the fire bowls to make a
clear passage through. Follow the corridor around then head north. Go through
the door and step on the three floor plates from left to right then pull the
lever on the wall. Go through the gap in the knives that has appeared and pull
the lever in front of you. Go back to where the three lines of fire bowls were
and go through the gap in the north wall. Extinguish the flames and go into
the alcove. Take everything you want (you can open both chests, the right one
has loads of potions and antidotes). Leave the alcoves and head east, walk
past the cross of fire bowls to the end of the corridor then go north.
Extinguish the fire bowl and pick up the broken lever in the corner. Go back
to the cross-shaped fire bowls and follow the passage, so that you are heading
in a southeasterly direction. You will come to a square consisting of nine
floor plates. Walk on the floor plates so there is a cross shape on the floor,
then step on the floor plate around the corner. Walk through the gap that has
appeared in the knives and pull the lever. Go back around the corner and into
the alcove, pick up anything that you want then go back to the single floor
plate again and go through the gap in the knives. Walk to the end of the
corridor and use the broken lever in the slot in the wall. Go through the door
that opens and then go down the stairs. Head north towards the closed
portcullis and push the button on the east wall. Go through the passage that
appears in the wall and fight the Warniak then search the trash heap at the
end of the passage. Pull the lever on the wall and leave the passage. Head
south so you are moving away from the locked portcullis and go through the
passage heading off to the west. Follow it around and go through the open
portcullis. Keep following the corridor around until you come to a large room
with floor plates and moving flames. Avoid the flames and step on all nine of
the floor plates. Go into the room that opens on the south wall and search the
trash heap. Take the lock pick then go to the southwest corner of the room.
Use the lock pick on the chest and take everything out of it. Leave the room
and head north, go out of the northern exit of the large room and follow the
corridor around. Fight the Warniaks and keep following the passage around
until you come to a large room with a fountain. Fill up your empty buckets and
fight the Warniaks. Leave the room by the east exit and follow the corridor
until you come to a junction where you can go north or south. Go north and
fight the Warniak. Use the water on the flames and pull all three of the
switches. Go through the door that opened and find the chest. Use a lock pick
on the chest and take everything. Go back to the room with the fountain (make
sure you leave with a bucket of water) and head south and then west. Open the
door at the end of the west corridor and fight the Warniak. Maneuver between
the flames then search the trash heaps, take everything then leave the room
and head east. Go down the south passage and use the water on the flame then
follow the passage around and open the door. Fight the Warniaks that come out
then go down the stairs. Head south and step on the floor plate in the center
of the room twice avoid the flames and move to the gap in the green wall. Push
the button that is there and go into the room that appears on the east wall.
Use a lock pick on the chest and take everything then go back to the floor
plate and press it until the missing piece is in the southwest corner.
Walkthrough the gap and step on the floor plate on your right. Fill up your
buckets at the fountain and then use the rope on the hole in the floor. Ignore
the door and follow the passage round. Open the first portcullis with the
Warniaks in. Fight them then pull the lever at the end of the passage. Leave
the passage and fight the Fear. Open the third portcullis, fight the Warniaks
then pick up the sword from the trash. Go into the north room and open the
chest, take the key from it then head back to the hole you dropped down from.
Open the door next to it and go up the stairs. Use the key in the door and
head south. Use the key in the south door and follow the corridor around until
you come to the north passage (make sure you dodge the fireball). Go north
into the room and push the button in the southwest corner of the room. Go
through the passage that has opened and pull the lever then leave the passage.
Leave the room and keep heading east, follow the corridor around and head
north. Search the trash heap in the third alcove and take everything. Keep
heading north until you get to the end of the corridor then take the east
passage and follow it round to the end. Go through the door and open the north
door. Pull the lever and go through the passage that has appeared in the north
wall. Follow the passage around and run over the brass disks. Go through the
door on the east wall and fight the Animal. Once he is defeated go down the
stairs follow the passage around until you come to the floor plates. Step on
the green plate then go into the next room. Look down then carefully walk on
all the green plates. Go through the passage that has appeared in the
northeast of the room and follow the passage around until you come to a red
and a green floor plate. Push the green plate and open the chest. Take the
rings then leave the room and follow the passage around until you come to a
room with a blue floor plate. Drirr will push the plate and you'll fall to the
next level. Use a bucket of water on the flame and push the button behind it.
Follow the passage around and open the portcullis. Use a bucket of water on
the flame then head west and follow the corridor around. Go up the stairs and
use a bucket of water on the middle flame. Pull the lever and follow the
corridor around to the end and go down the stairs. Head south and maneuver
diagonally between the alcoves to dodge the fireballs. When you reach the end
of the corridor head west and go through the north door. Fight the Fear and
take the potions from the trash heap behind the pillars. Leave the room and go
through the south door. Fight the Warniaks, use the lock pick on the chest
then take the potions and leave the room. Head west and follow the corridor
around. Fill up the buckets from the fountain and use the pickaxe on the
cracked part of the east wall. Go into the room and search the trash heap.
Take the sword then use the pickaxe on the north wall. Leave the room by the
north exit you've just created then head east. Pull the two levers and
continue heading east. Use a bucket of water on the flame and use the pickaxe
on the north wall behind where the flame was. Go into the passage that has
appeared and use the pickaxe on the east wall. Go into the alcove and push the
button on the south wall. Go back to where the flame was and go into the large
room. Leave the room through the south exit then head east. Search the trash
heap then head west back to the closed portcullis. Open it with the lever then
step on the green floor plate in the north of the room. Open the chest and
take the blue staffs. Turn round very carefully and face the portcullis you
came through. Run through the portcullis, quickly turn around and pull the
lever to close it (alternatively, if you feel brave you can fight all the
monsters, if you survive search the chests and trash heaps and you'll become
quite rich). Head east and follow the corridor around until you come to a room
filled with holes. Look down and maneuver through them, if you happen to fall
down just use a rope to climb back up. Use the blue staffs on the force fields
and push the button at the end of the east corridor. Go into the room and take
everything from the chest. Leave the room and head south, again using the blue
staffs on the force fields. Once at the end of the corridor go down the
stairs. Head in a north/north easterly direction and fight the Warniaks and
Fear. Go through the north door and watch the cut scenes. When you are back at
the school find Ouktero, the master of Druid magic (he's near the exit) and
learn some new spells for Mellthas as he's got a higher level rating now Leave
the school and go to the village. Sell some of the items that you found in the
village then walk down the river (don't cross the bridge), follow the river
downstream and cross the bridge that you come to. Head west into Klouta and go
to Tharnos's hut and give him the amulet. Leave Tharnos's hut and go in the
hut nearest the sea. Ask Garris to take you to Maini, when he asks you if you
the gold and permission tell him that you have and you would like to set sail
now.
Part 4 – Maini
Head north to the market place and go into the weapon smiths (it is the south
building on the market place). Sell any weapons that you don't need or want.
Talk to weapon smith and he'll give you a lot of information about the
geography and history of Maini. Leave the weapon smiths and go into the north
building on the market square (mixed goods store) and sell any potions,
spheres, jewels etc. that you don't want (basically any mixed goods except
weapons and armor). Leave the store and go into the northeast building on the
market place (the residence). Talk to Kariah and to Khunag. Ask Khunag about
'important' and tell him he looks like a scholar of magic. Let Khunag join
your party then leave the residence. Leave the market by the northwest alley
and keep heading west to the first south building that you come to (this is
the Council House). Go into the southern most room in the building and talk to
Perron and Herras then leave the Council House and go to the southwestern
corner of the city. Visit the Armour Smith and sell any surplus armor that you
may have. Go back to the market square and head east. Walk around the hotel
building and go into the Inn. Talk to the old woman (Kryte) and to the drunken
man in the middle of the Inn. Leave the Inn and go back to Kariah. Talk to her
and say "yes" then go to the north of the city and leave through the city
gates. Follow the path in a northerly direction until you come to a sign that
says" To Srimalinar and Kounos via the mountain path to the west". Go west to
the mountains and climb up the green plants hanging over the mountains. Keep
going in a northerly direction and follow the remains of the path (the gravel
patches on the ground). Walk along the west side of Kounos in a northerly
direction then climb up the plant leading to the village. Go into the
southeast hut and wait until 8-9 AM, a battle trainer will come into the hut.
He will be able to train you in close, long and critical hit combat provided
you have enough gold and training points. Go right to the bottom of the hut
and talk to Nodd. There are 2 ways to get past him you can either fight him
(which is a good idea as he lots of equipment you can use) or you can talk
your way out if the situation. To talk your way round him, use the following
replies: "We don't need an invitation" "Nobody talks to us in that tone,
understand" "That's not the point. We have to go through here" "You don't see
the gravity of the situation" "It's a political affair "Once Nodd is out of
the way go into the dungeon. Go through the west door and open the barrel on
the west wall. Take the potions then leave the room and go to the Far East
door and enter the room. Talk to Kontos then leave his room and head east. Go
through the first north door that you come to then go through the door on the
southwest wall of the room. Go through the next-door step on the first floor
plate. Move back off it so the door in front is closed then walk over all
three of the floor plates and go through the door. Go around the corner and
fight the Rinrii then open the north door. Go into the room with the multi
colored floor plates, the north doors from west to east need to be blue, blue,
pink and south ones, from west to east need to amber, green, amber. Once the
doors are open, search all the trash heaps and take all the gold then leave
through the north door. Look at the west side of the corridor; you will see a
small green wall. Walk through the wall into the room and open the chest. Take
the amulet and leave by the way you came in and continue north, then go along
the first passage coming off the west and go down the stairs. Fight the Rinrii
that is in the room and then pull the lever that is in the northwest corner of
the room. Leave the room by the gap that has appeared in the south wall and go
through the southwest door. Fight the Rinrii and the Kizz (the Kizz are almost
immune to magic) and open the chest then leave the room. Head east and go
through the first south door. Fight the Kizz then go through the south door.
Go through the next two south doors then through the west one and then the
north one. Fight the Broggs and the Kizz then open the chest. Take the
document part then head back to Kontos's room. Ask Kontos about the document
part then leave Kounos all together. Go down the climbing plant next to the
sign saying "Kounos" then head north. Follow the mountain around to the large
climbing plant to the west of you and go down it. Head south and go down the
two climbing plants to take you back to the ground. Head north until you come
to the path and follow it northwards until you come to a sign saying " To
Srimalinar - north over the bridge". Head north and go over the bridge then
head west along the riverbank until you come to the city. Travel north to the
cross shaped building in the center of the city and enter the building to the
south of it (the Inn). Talk to the Barman called Edjirr and buy his
information. Talk to Iskai sitting at the table in the south west corner and
sell unwanted goods you may have. Leave the Inn and find the residence in the
northwest part of the city. Go in and talk to Arrim then leave the residence
then go back and talk to the barman again. Leave the Inn and go to the
magician's guild, which is situated to the south west of the Inn. Buy some new
spells for Sira then leave the City and head back to Kounos. Talk to Kontos
and ask him about problems then leave Kontos's hut and let the woman outside
talk to you. Go straight back to Kariah's house and talk to her. Leave the
residence and go to the Council House. Talk to Perron and tell him he can talk
to you. After talking to Perron talk to Herras and enter the word
'assassination' and tell Herras you have some important information for him.
Leave the council building and then leave the city. Go to Kounos and enter the
hut opposite Kontos's and talk to the man in red (he turns out to be an old
friend of Mellthas's. Leave the hut and go and see Kontos. Talk to him about
the council, and tell him you think he has allies on the council, then ask him
about 'danger' and 'plan'. Once you have spoken to Kontos and got all the
information you can out of him, leave Kounos and head back to Beloveno. Go to
Kariah's house and talk to her then go and talk to Herras in the council
house. Take the key from him and talk to Perron. Use Herras's key in the door
in the north west of the room and use the key again on the chest. Leave the
council house and go to the Inn. Talk to Frill and to the drunk standing in
the middle of the room. Ask him about the map and tell him you're interested
but not at that price. When he offers 175 gold coins, accept it then talk to
him about Kontos. Find Kryte and talk to her then leave Beloveno and go to
Srimalinar. Go to the Inn and talk to Edjirr (the Barman) and ask him about
evidence. Use the second document part he gives you with the piece you already
have then leave the city and go over the bridge. Go onto the path and follow
it in a southwesterly until you come to the shrine. Fight all the Fears
outside the shrine then talk to the crowd. After you have watched the cut
scene go into the shrine to find Kontos. Go down the stairs and search all the
chests in the rooms. When you have searched everything, go back up the stairs
and fight Kontos. Make your way back to the bridge that takes you to
Srimalinar but instead of heading west, follow the river around in an easterly
direction until you come to a waterfall. Read the treasure map and use it to
find the hidden treasure. When you have found it go back to the bridge and
head back to Kounos. Stay on the mountain below Kounos and you will find an
open cave entrance. Explore the cave and search all the chests and trash heaps
that you find and take all the herbs from the plants. When you've finished,
leave the caves and go back to Beloveno. Go to the Inn and talk to Frill and
go with him.
Part 5 - The Island of the Dji Cantos
Talk to everybody who has just split up from the meeting; especially talk to
Drannagh (he will restore your magic items and teach Harriet some new spells)
and to Birrgh (who is a healer). Wander around the house and find Althea in
the southwest kitchen. You should have quite a large amount of gold now so buy
all the spell scrolls that haven't been learnt yet and get the particular
magician to learn them. Go to the north part of the meeting hall and find the
entrance to the transport caves. Rainer will leave the party so take any items
you want off him (especially his rations and gold). Walk into the light at the
end of the cave and make your way to the hot desert land of Umajo.
Part 6 – Umajo
Make your way though the rocks and go into the city. Go to the Inn and talk to
the Innkeeper. Find Konny, (she's sitting down at a table in the north part of
the Inn) and talk to her about your adventures and your plans. Find out about
a guide and about the heat. Go to the miner's guild in the northwest of the
city and wait for Ohl. When he appears talk to him and tell him that Konny
sent you. When he asks for a jewel tell him that you accept. If you have a
jewel in your backpack don't worry. If you don't, then leave the guild and
find the diamond polishers guild in the south of the city. Buy a jewel in the
building then leave the city gates. When Ohl arrives he'll ask if he can look
in your rucksack for a jewel, say yes. When Ohl leaves you, enter the cave and
follow the path in a southerly direction until you come to a large cavern with
rocks in the center. There is an exit to the east. Ignore it and carry on
south. Keep an eye on the west wall; you will see a chest behind some rock.
Use the pickaxe on the rock and squeeze through the gap. Leave the alcove with
the chest in it the leave the cave through the south exit.
Part 7 - The Toronto (part 2)
Just wait for a while and Joe will come to rescue to you. Leave the room and
head east to the end of the corridor then go south. Enter the cabin on the
east side of the corridor and search the cupboard in the northeast corner.
Leave the cabin and head south, follow the corridor around and enter the code
from the note in the first door you come to. Go into the room and search the
chest of drawers next to the service tunnel door then go down into the service
tunnel. Head south down the corridor towards the door with the flashing plate
in front of it. Go north, up the corridor opposite the door and find the
service robot in the north east corner of the room. Turn the robot on and go
back to the flashing plate and stand on it. When the service robot stands on
the plate, go through the door. Look at the switch on the plexi-glass door,
when the red light behind it turns green, push the switch in front of you. Go
east and then up the north passage, follow it around until you come to some
red control lights, push the switch in the corner then go back to where the
plexi-glass wall was. Go west and up the north passage and push the switch in
the corner. Go into the passage that has appeared, open the cabinet and take
the code note. Leave the passage and head south to the end of the passage.
Push the switch on the west wall and run to the switch on the east wall and
push it (you have to be quick and do it before the lights run out). Follow the
corridor around and ignore the first north passage coming off it. Go to the
end of the corridor and go north, follow the corridor around and go down the
first south passage leading off it. Go east as soon as you can and follow the
south corridor around (ignoring the north passage you pass). Head in a
northerly direction and follow the corridor around until you come to a room
with nine floor plates. Push the button that you can see and the floor plates
will light up. Go back along the corridors to the first north passage that you
ignored and go up it. Look on your auto map and you will see that floor plates
from the last room are still lit. Copy the pattern of them onto the floor
plates in this room and push the switch on the plexi-glass supports, then go
to the north east side of the room. Push the switch on the wall and run along
the gap on the north wall and push all four switches. The door will open. Go
back to far-east switch on the north wall (it is unlit) and push it. Go into
the room that has appeared and open the cupboard. Take the code note then
leave the room and go out of the east door that you just opened. Follow the
corridor around until you come into a large room with service robots behind
plexi-glass doors. Open the third door and step on the floor plate behind the
service robot. Go into the room and open the cupboard on the wall. Take the
code note then leave the room and open all the other doors. Eventually the
door will open when the robots have stepped on the floor plates. Go through
the door to the end of the corridor and enter the code 4312. Go through the
door and enter the reactor core. Go straight up north to the console and let
Joe examine it, then watch the cut scene.
Part 8 - Dji Cantos
Walk into the light and go to the north of Maini.
Part 9 - The Kenget Kamulos.
Leave the tunnel and head west until you come to a climbing plant. Go up the
plant and head southwest to the large climbing plant. Head east and follow the
path until you come to the sign for Srimalinar. Go back to the Inn in the city
and get Sira and Mellthas to join the group again. Leave the city and go back
to the transport cave. Go to Narikidaani and train everyone at the battle
trainer in Jirinaar (this is the only place on Albion where Mellthas can be
trained). Go to the Dji-Kas Guild and buy some Trii Falai seeds for Sira (you
can buy them in the south of the building) then leave the city and go back to
the transport cave. Transport back to the north of Maini and head east until
you come to the Kenget Kamulos. Talk to the guard on the right and tell him
that you have come to make a deal. Go out of the east door and open the door
in the southeast corner of the room. Head west until Khunag tells you that you
are in the cells of the novices. Head north until you come to the end of the
corridor then head east again. Go into the first cell you come to (it has a
torch in the northwest corner and a cupboard described as a beautiful amulet
in the northeast). Wait for the novice to leave the room and open the
cupboard. Take the amulet then manipulate the torch and go through the passage
that has opened. Head west at the junction and take everything from the chest
at the end of the corridor. Go back along the corridor and keep heading east
until you are discovered. When asked if you surrender say "yes". Open the door
and leave the cell. Head west until you come to junction going north or south.
Head north and open the door. Fight the Warriors and Magicians (HINT - Take as
many double battle axes and bolt throwers as you can from now on, they are
effective in battle and worth a lot of gold) then open the chest in the south
west corner of the room. Take the potions and the key then head south until
you come to a locked door. Use the dungeon key on the door and keep heading
south. Open and go through the next south door you come to and fight the
Magicians. Once you have defeated them leave the room via the south door and
fight the Magician. Follow the corridor around, go through the north door then
go down the stairs. Head east into the room with a gold floor plate and a
flame in it. Step on the floor plate in front of the flame then move onto the
gold floor plate in front of the door. Go through the door and step on all the
floor plates (be careful not to get hit by the fireballs). When the torches
are lit, go through the door that has opened and head north. Fight the
magician then carry on northwards to the end of the corridor. Head west and
fight the warriors then walk around the edge of the curtains (don't go through
as there are some fears and animals in there). Follow the corridor that you
come to in the southwest corner and fight the magician, then go down the
stairs on your left. Go south down the corridor and follow the corridor around
to the west. Fight the animals then push the switch above the flag at the end
of the corridor. Walk back around and follow the corridor around to the east.
Fight the Plagues and push the switch above the flag at the end of the
corridor. Walk back around to where the closed door was and go through the
opening. Open the chest on the east side and take the ring and the light
staffs. Open the chest on the west side with your luckiest character, as there
is a trap in it. Take the spells and the potions then leave the room and go
back up the stairs. Go down the other set of stairs and leave the room by
going through the east exit. Fight the Kenget warriors (take note of the three
different colored floor plates behind the portcullis's) then walk behind the
cell holding the orange flames. Push the button on the wall, and then walk
around to the floor plate in front of the cell with the orange flames in. Step
on the floor plate then let the flames follow you to the orange floor plate
that was behind the portcullis. Let the flames follow you over the floor
plate, when they touch it they will extinguish. Do the same for the blue and
green flames (push the button behind their cell, let them out then lead them
to the floor plate). Once all the flames are extinguished, pull all the levers
that are in the cells then leave the room through the door in the southeast
corner. Go through the gap in the east wall and stand on the floor plate in
the south for about 10-15 seconds, the door will open. Go into the room and
fight the Plague and the Animals. Search the trash heaps then leave the room.
Go back to where the you came through the gap and go through the north
curtain. Map out the room and go through the curtains that are in the middle
of the room, but closest to the north wall. Open the chest and take everything
that you want, then leave the curtains and go down the passage in the
southeast. Follow the passage around then go down the stairs. Fight the Rinrii
and the Krondirs then head south. Stand on the floor plate and keep standing
on it until all the torches have lit up. When the last one lights up the door
will open. Go through the door and then go through the door on the west wall.
Head north and fight the magician then follow the corridor around until you
come to a trash heap. Search the trash heap then go through the door. Go right
to the end of the corridor and head south, and then go in the second door you
come to. Fight everyone and take the key from the Beastmaster. Go all the way
back to where you first went through the door on the west wall and use the key
on the east door. Follow the corridor around and go down the stairs. Wait
until the fireballs hit the torches then run southwards and go through the gap
on the east wall. Negotiate your way through the hot floor plates and open the
first door on the east wall. Fight the Storms then go into the room. Push the
switches on the second half of the north wall then leave the room. Head north;
negotiate your way through the hot floor plates and open the next door you
come to on the east wall (just past the corridor with the blue traps). Fight
the Fears and push the switches in the north and southwest corners of the
room. Leave the room and go into the first room you come to in the north. Wait
for the fireball to go over the hot floor plates then make your way along the
path it makes. Step on the blue floor plate then leave the room. Go into the
next room in the north and again, wait for the fireball to go over the hot
floor plates and follow its path to the blue floor plate. Leave the room and
go to the south rooms. Do the same here as you did in the north rooms. Go to
the corridor where the blue traps were, they have disappeared. Go along the
corridor and head south. Fight the Fears then move to the north east corner of
the room (making sure to avoid the flame) and push the switch in the corner,
then go down the stairs on the east side of the room. Head south and stand on
the floor plate in front of the flame until it extinguishes. Follow the
corridor around and stand on the next floor plate. As the flame is
extinguishing you will notice a fireball coming towards you. As soon as the
flame extinguishes, strafe to the right to avoid the fireball. Move forward
and pull the switch at the end of the corridor. Leave here and go back up the
stairs. Leave the room and head north to the end of the corridor. Fight the
Animals and move towards the portcullises. Make your way through the
portcullises by going south, south again, west and then south. Open the door
to the east then go down the stairs. Move out of the passage with the stairs
in and head south towards the flags. Go behind the flags and pull the switch
on the east wall, then go back up the stairs. Go through the next three
northern portcullises and search the trash heap. Then go through the next two
western portcullises and search the trash heap you find there. Leave the
portcullises and head back down the long passage. As you are heading south
look on the west wall for a small switch, push it and go down the stairs that
are in the room. Go down the passage and fight the magicians then go down the
next set of stairs. Leave the room by the southeast exit and head east. Walk
onto the big set of glass floor plates and let the flame move all the way to
the south side. Head south until you come to another large set of glass floor
plates. Walkover the floor plates in exactly the same pattern as the flame did
on the previous set. If you happen to fall through the floor you can leave the
arena through the doors in the northeast. Once over the floor plates head west
to the end of the corridor and fight the magicians. Stand on the floor plate
in front of the north exit for about twenty seconds then go into the room and
fight the magician. Follow the corridor around and dodge the fireballs. Go to
the end of the room and push the floor plate next to the big torch. It will
start moving, when it gets to the other side of the room push the floor plate
on that side of the room. Keep doing this until all the fireballs are
extinguished. Once there are no more fireballs, make the torch move, but this
time stand on one of the floor plates in the middle of the room. Keep standing
on it until the torch reaches the other side of the room, it should now be a
gray colour. Do this again with the other floor plate so that the north door
opens, then go through the door and follow the corridor around until the floor
collapses underneath you. Head north and fight the Fears then take the first
east passage that you find. Walk through the east passage then go through the
eastern door that is straight ahead of you and fight the Storms. Go through
the east arches and head in a southeasterly direction (going through some of
the smaller rooms/cells) to the south wall, fighting any monsters you come
across on the way. Find the door on the east part of the south wall and go
through it. Head east and go through the first north door that you come to.
Follow the corridor around and walk through the open door, the door will then
close behind you. Walk towards the brass plate at the end of a passage, a
flame will appear and start coming towards you. Run backwards towards the door
and stay there, the flame will disappear through a hole in the floor. Use
apiece of rope on the floor and drop down. Go through the northwest door
(Khunag will tell you it is the right door) and head north. Go through the
north door and keep heading north until you come to a large room with unlit
torches (the ones that look like totem poles). Fight the warriors then keep
heading north until Khunag tells you that you are in the anteroom of where
they keep the high knowledge. Fight the magicians then go through the north
door behind the statue of Kamulos. Watch the cut scene then fight Kamulos
himself. Take the High Knowledge once you have defeated him and watch the cut
scene. When you are back outside tell Khunag he can stay and then head back to
Umajo.
Part 10 – Umajo
Go to the Equipment Makers guild and speak to Merdger, ask him about Zebenno
and about the key. Leave the guild and go to the Miner's guild. Talk to
Zebenno (he's found in the north of the building outside the mineshafts) and
tell him you'd be happy to test the mechanisms out for him, and that you will
be careful. He will then give you the equipment maker's key. Go into the
mineshaft with two carts outside it (Tom will go in on his own) and sneak up
on the ritual (use the alcoves to hide). When Tom comes and says he knows the
magic word (Umajo Danu), leave the guild. Go to the house in the east of the
city (there is no go-to point on it but if you look at it on your auto map it
has an open door) and go and talk to Sojekos. Once he tells you about Kossotto
and where to find him, leave this house and go back to the equipment maker's
guild. Go to the north of the building where Merdger is and use the equipment
maker's key in the north door. Go down the stairs and follow the corridor
around until you come to a long row of knives on the floor. Ignore the switch
and head north, following the corridor around until you come to a junction
heading north or east. Carry on going north until you come to a room with a
few knives on the floor. Take the hammer from the table and take the bucket of
water. Go back the way you came until you come to the junction again. Head
east this time and follow the corridor around until you come to central hall.
Fight the Warniaks then leave central hall by the southwest exit and keep
following the corridor until you come to the knives again. Follow the knives
in a southerly direction until you to a room containing a large set of knives
and a chest in the middle. Fight the Warniaks then use the hammer to make a
path through the knives then open the chest. Take everything from the chest
then follow the knives all the way around until you come to the first lever
and door you came to when you first entered the cellar. Use the door key from
the chest in the door on the east and go into the room. Fight the Skrinns then
go to the levers on the wall. From left to right the switches want to be down,
up, down. When they are in this position pull the lever on the north wall.
Make your way back to central hall and leave it via the north exit. Follow the
corridor around until you come to a junction. Head east at the junction until
you come to a room with an open chest in it. Fight the Broggs then take
everything from the chest. Go back to central hall and use the chest key on
the chest. Take the door key then head north again. Go west at the junction
this time and follow the corridor around until you come to a room with some
floor plates and a fire. Fight the Skrinn then use the bucket of water on the
fire and look closely at the floor plates. You'll notice that some are darker
than others. Follow the path of the darker plates and step on the concrete
plate in the corner. Take everything out of the chest that appears then head
west. Follow the corridor until the east turn off then walk along the east
corridor until you come to a door. Use the gold key that you found in the
chest in central hall on the door, and wait until 8:00 am. When the switch
appears pull it then leave the room. Head east to the end of the corridor then
take the north passage. Follow the passage around until you come to a junction
leading north or south. Head south and follow the corridor until you come to
an open door. Pull the switch in the room then make your back along the
passage. Keep heading north until you come to another open door, enter the
room and go into mine tunnel in the corner. Go forward down the stairs, and
then walk along the corridor to the south facing door (ignore the west door).
Enter the room and fight the Fear. Follow the passage around and go through
the first south door that you come to. Go down the passage and go through the
west door. Walk along the passage and fight the Fears. Walk into the magic
curtain and re-vitalise yourself then talk to Kossotto. When he asks if you
know the magic word, say yes. He will then give you the scroll of metal magic.
Make your way out of the dungeon and out of the 2D cellar then go back to the
Dji Cantos.
Part 11 – Dji Cantos
Watch the cut scene and make your way back to the Toronto
Part 12 – Toronto (The Final Confrontation.)
Ask Mellthas and Sira to leave the party and get Joe to join your party, then
make your way to Umajo (it is a good idea to equip your new member with armor
before you go). Find your way to the tunnels again and come out of the south
exit. You will automatically go to the Toronto. When on board, head south and
open the large door you come to. Keep traveling south until you come to a room
with a console and a table and chairs in it. Take the east exit and follow the
corridor until you come to a large room. Tom will point out where the console
is that you need to manipulate. Let Joe manipulate the console then fight the
security forces that come through the door. Take the special screwdriver off
the table then head south through the door that the security forces came
through. Follow the corridor around until you come to a door with a keypad on
it. Enter the code 1712 and go down into the service tunnel. Head south
towards the service robots and fight them. Take the west corridor and follow
it around until you come to some laser beams. Use the screwdriver on the panel
on the east wall and then manipulate the electrics that have been exposed (use
Joe whenever you have to do this). Go to the door on the west wall. Stand as
close to the door as can, making sure that you can see the green light. When
the light comes on, push the switch in the middle of the door and quickly go
through. Step on the blue floor plate around the corner and let the service
robot see you. Run around to the other side of the laser barrier and let the
robot come towards you. He will try to come straight to you and walk through
the laser beam, shorting it out. Walk around to where the laser barrier was
and walk through the door. Follow the corridor around right to the end and use
the screwdriver on the panel. Manipulate the uncovered electrics and then walk
back round to where you first fought the service robots. Head east and follow
the south corridor. Fight the service robots and walk to the end of the
corridor. Take note of the colored lights on the wall then go back along the
corridor. Head north this and follow the corridor around. Walk past the
disabled laser beams and keep following the corridor until you come to a very
large room. Fight the four waves of attacking service robots then find the
panel on the east wall. Use the screwdriver on it and rip the electrics out.
Go in the room in the southeast corner and find the panel on the north wall.
Use the screwdriver on it and then rip out the electrics. Leave the room and
go to the closed south door. Let Joe repair the electrics next to it and go
through the door when it opens. Go along to the end of the corridor and head
north to the flashing laser beams. Carefully walk through the beams (timing is
essential here, it is a good idea to save your game before attempting it) then
head south through the other set of laser beams (observe the pattern here as
it is different to the first set) and then follow the corridor until you come
to Ned. Fight Ned then head east, follow the corridor and go through the next
two northern doors. After the second north door, head west until you come to
an extremely long laser beam. Walk down the side of it then travel all the way
up the center of it to the wall. Use the screwdriver on the panel and rip out
the electrics. Walk back down the middle of the laser beam and go through the
gap that has appeared. Head north to the two U shaped blocks (one of them is
upside-down) and make note of the colored light sequences. Head back to the
long laser beams and make your way back along the corridor until you come to a
door facing west. Go through the door and head north, take the east exit and
you will come to a room with multi-colored floor plates. Push the green switch
on the Plexi-glass wall and run into the alcove in the southeast corner. Make
note of the colour sequence then leave the alcove and step on the floor plates
so you make the following pattern (going from north to south):
OXOO
OXXO
XOOX
XXXX
The O's mean that the plates are "off", the X's mean the plates are lit up.
When you have done this, push the switch on the plexi-glass and the main door
will open. Go into the room and fight the AI's. When you have defeated them.
Use the red code key card you got from one of the AI's in the south door and
go to end of the corridor. Walk through the reactor hall into the reactor
room. You will be confronted with Colonel Priver. It is a good idea to talk
your way round this one. If however you fancy a really good fight, tell him
does he think you would let him stop you. If however, you want to take the
easy way, tell him the following: "Let's stay calm for a moment, Priver" "Did
you see the documentary about this world on the video screens?" "Would you be
so good as to look at my companions? Do they look as if they came from this
ship? What other proof do you need? They are real. That's what the world we
are destroying looks like!" "The documentary has been seen everywhere on
board. Some probably don't believe it, some probably don't care. However, you
know the personality profiles of the crew. Most of them are not ready to
destroy a life-filled world. Aside from the fact that the crew was deceived by
the company just as you and your men were." "Think about all the creatures you
had to fight during the mining. How could there be such beings on a planet,
which supposedly has no life? You and your people are being fooled by the
company!" "Please, Priver, forget for a moment that we can't stand each other
personally, and think about the situation. The truth about this world can't be
suppressed forever. It's just a desperate act of the company, which has risked
bankruptcy with this ship. We have the motivation to save this world from
destruction. What motivation do you have now?" Tom and the others will now
make their way to the reactor room. All you have to do now is defeat the AI
and watch the end sequence.
2: Secrets
1: When you are in Jirinaar, go to the Healers house. Go up to the healer and
talk to her. Immediately end the conversation. She will either say "Good bye"
or "Oh wait, I believe I have a little present for you!" and she will give you
a Blue Healing potion. Keep doing this over and over again and eventually you
will have loads of healing potions. Then you can bring them to Rabir and sell
them for loads of money. (Which comes in handy in part two when you want to
buy the Monster eye, Fire blade, Protection amulet and the Dream shield.)
2: When you buy the Blue music crystal, bring it to Argim in the former
building and he will tell you a secret on how to build your stats.
3: If you buy the Red music crystal from Rifrakko, show it to the guardian of
the grove and he will give you one of the best weapons in the game a "crystal-
throwing axe".
4: When Mellthas is at a high enough level to cast demon exodus (Level 20),
teach it to him and build it up fully. Now go to the Equipment maker's cellar
and go to the room where the "Stone of Visions" is and step on the blue
pressure plate. This will make Animal3's appear and when you fight them just
get Mellthas to use Demon Exodus. When the fight is over you get something
like 950exp points. This is an extremely easy way to build up levels.
5: (Glitch) when you are fighting the boss of the Kenget Kamulos, weaken him
and cast Fungification on him. The spell will attack him and he will
disappear. Because he disappears, you can't get the High knowledge off him,
but you still get kicked out of the place and there is no way back in. Now you
cant complete the game!!
3: Main monsters in the game
Krondir 1 = A large beast that poses a very large threat early on in the game
Krondir 2 = Even bigger than the Krondir 1, and twice as deadly!
Skrinn 1 = Resembles an Iskai. Fast but not powerful; these can be more of an
annoyance than a threat.
Skrinn 2 = Very fast and slightly dangerous, these also are annoying because
they can break your armor easily.
Warniak 1 = Early on in the game these monsters are very dangerous as they can
poison you and make you ill.
Warniak 2 = These are the most deadly of the Warniaks, as they can cause every
type of ailment (Except Intoxicated)
Warniak 3 = These aren't actually as dangerous as the Warniak 2, because they
don't cause ailments as much as them.
Animal 1 = Very dangerous early on in the game, thankfully there aren't many
on them in existence
Animal 2 = A lot more dangerous than the Animal 1
Animal 3 = Probably the most dangerous monster in the game, hits three times
and has a high 'critical hit' ratio.
Mellthas's Banish Demon, Banish Demons and Demon Exodus spells can kill some
monsters. These monsters are:
Animal 1, 2 & 3
Storm 1, 2, & 3
Fear 1, 2, & 3
Plague 1, 2 & 3
Playable Characters:
There are quite a few characters that you can have in your party:
Tom
This the main character in the game and you start off with him initially
Rainer
This is the second character you get in your party, pretty much of a scared
cat, but highly intelligent.
Drirr
One of the best characters in the game, highly skilled in fighting and once
his level is high enough he can hit up to 5 times in one round.
Sira
The First 'Magic casting' character you meet in the game. Once you build her
up to level 12 you can teach her 'Thorn Snare' which can hold and enemy in
place and render them unfit to move. **Very Handy on Bosses**
Mellthas
A druid that cant speak, his spells are pretty crap early on, but once he
reaches level 20 and you teach him Demon Exodus, you can safely fight the
harder monsters.
Khunag
A Kenget Kamulos renegade, seeking revenge and double-crosses you in order to
get it. Very skilled in Magic and has the hardest hitting spells in the game.
Siobhan
A very powerful 'Female' warrior, a very useful adversary!
*That is pretty much it for now, I'll update this soon but now I've got to
get some sleep! *
Written by – Matthew Kenny
Thanks to – www.Gamefaqs.com
www.Gamesages.com
www.BlueByte.com