Top 35 Arx Fatalis How To Break Unstable Wall Trust The Answer

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Arx Fatalis Bug
Arx Fatalis Bug


Beginning Dungeon Unstable Wall :: Arx Fatalis General Discussions

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  • Summary of article content: Articles about Beginning Dungeon Unstable Wall :: Arx Fatalis General Discussions Breaking down the wall just reveals a room with a mine cart and some wall blocks. Ase from the wall blocks, the only interesting thing is that … …
  • Most searched keywords: Whether you are looking for Beginning Dungeon Unstable Wall :: Arx Fatalis General Discussions Breaking down the wall just reveals a room with a mine cart and some wall blocks. Ase from the wall blocks, the only interesting thing is that … I went back to the beginning dungeon to break down an unstable wall there with the pickaxe. It annoyed me that there was a room there which I hadn’t explored. Breaking down the wall just reveals a room with a mine cart and some wall blocks. Aside from the wall blocks, the only interesting thing is that 2 goblins spawned near the unstable wall. Am I missing something?
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Beginning Dungeon Unstable Wall :: Arx Fatalis General Discussions
Beginning Dungeon Unstable Wall :: Arx Fatalis General Discussions

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Arx Fatalis early question (mild spoilers)

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  • Summary of article content: Articles about Arx Fatalis early question (mild spoilers) from the barrel, there’s a wall that’s marked ‘unstable wall’. However I can’t break it with my weapons or fist, he says he can’t break it just like …
  • Most searched keywords: Whether you are looking for Arx Fatalis early question (mild spoilers) from the barrel, there’s a wall that’s marked ‘unstable wall’. However I can’t break it with my weapons or fist, he says he can’t break it just like
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Arx Fatalis early question (mild spoilers)
Arx Fatalis early question (mild spoilers)

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Arx – Secret Wall Near the Beginning of the Game.

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  • Summary of article content: Articles about Arx – Secret Wall Near the Beginning of the Game. You need a pickaxe to break through that wall… 22nd Dec 2002 08:21 … …
  • Most searched keywords: Whether you are looking for Arx – Secret Wall Near the Beginning of the Game. You need a pickaxe to break through that wall… 22nd Dec 2002 08:21 … Okay, right before the room with the barrel that has the rope in it, there is a secret wall on your left. The only problem is when you try to use it, it says that the wall is too sterdy to be knocked down that way. When I attack it with my bone weapon, it shatters. I have also tried throwing large rocks at it, to no avail. Can someone please tell me how to work this secret, so I can continue with the game?

    I’m extremely new to thing game. Just bought it and played it for the first time, just

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Arx – Secret Wall Near the Beginning of the Game

 Arx - Secret Wall Near the Beginning of the Game.
Arx – Secret Wall Near the Beginning of the Game.

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Arx Fatalis, page 18 – Forum – GOG.com

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  • Summary of article content: Articles about Arx Fatalis, page 18 – Forum – GOG.com How do you break “THE Unstable wall” i Arx Fatalis? near start of game. 2. t825796 t825796 Sorry, data for given user is currently unavailable. …
  • Most searched keywords: Whether you are looking for Arx Fatalis, page 18 – Forum – GOG.com How do you break “THE Unstable wall” i Arx Fatalis? near start of game. 2. t825796 t825796 Sorry, data for given user is currently unavailable. Download the best games on Windows & Mac. A vast selection of titles, DRM-free, with free goodies, and lots of pure customer love.
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Arx Fatalis, page 18 - Forum - GOG.com
Arx Fatalis, page 18 – Forum – GOG.com

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Arx Fatalis FAQ on [ PC ] Arx Fatalis Walkthroughs | CheatsGuru.com

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  • Summary of article content: Articles about Arx Fatalis FAQ on [ PC ] Arx Fatalis Walkthroughs | CheatsGuru.com Head back out of the stairs, and back to the fireplace room. Go along the left wall and walk through the sper web. Deal with the 2 spers in a similar … …
  • Most searched keywords: Whether you are looking for Arx Fatalis FAQ on [ PC ] Arx Fatalis Walkthroughs | CheatsGuru.com Head back out of the stairs, and back to the fireplace room. Go along the left wall and walk through the sper web. Deal with the 2 spers in a similar …
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Arx Fatalis FAQ on [ PC ] Arx Fatalis Walkthroughs | CheatsGuru.com
Arx Fatalis FAQ on [ PC ] Arx Fatalis Walkthroughs | CheatsGuru.com

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Full text of “Arx.Fatalis.Guide”

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  • Summary of article content: Articles about Full text of “Arx.Fatalis.Guide” Arx Fatalis is designed in a way, so you can play whatever character you want: … pickaxe here to break unstable walls 52: Use pickaxe to get gems at wall; … …
  • Most searched keywords: Whether you are looking for Full text of “Arx.Fatalis.Guide” Arx Fatalis is designed in a way, so you can play whatever character you want: … pickaxe here to break unstable walls 52: Use pickaxe to get gems at wall; …
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Full text of “Arx.Fatalis.Guide”

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IGN Error 403 – Unavailable (IFW-U01)

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  • Summary of article content: Articles about IGN Error 403 – Unavailable (IFW-U01) – After you create your character, the game officially begins. *Arx Fatalis begins with a cutscene briefly showing a man getting shocked, …
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IGN Error 403 - Unavailable (IFW-U01)
IGN Error 403 – Unavailable (IFW-U01)

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Arx Libertatis: Walk-through | Glest Map Compendium Wiki | Fandom

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  • Summary of article content: Articles about Arx Libertatis: Walk-through | Glest Map Compendium Wiki | Fandom Arx Libertatis: Walkthrough, part 1,2,3 Preface: Numbers in parenthesis refer … gems or gold from the wall or to smash unstable walls around the dungeons. …
  • Most searched keywords: Whether you are looking for Arx Libertatis: Walk-through | Glest Map Compendium Wiki | Fandom Arx Libertatis: Walkthrough, part 1,2,3 Preface: Numbers in parenthesis refer … gems or gold from the wall or to smash unstable walls around the dungeons. Arx Libertatis: Walkthrough, part 1,2,3 Preface: Numbers in parenthesis refer to the room in the corresponding level in the map section. This is a basic walkthrough, which follows the main story line. For all the side quests or other things to do, see the chapters Side Quests and Misc Actions…
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Arx Libertatis: Walk-through | Glest Map Compendium Wiki | Fandom
Arx Libertatis: Walk-through | Glest Map Compendium Wiki | Fandom

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Full text of “Arx.Fatalis.Guide”

Full text of “Arx.Fatalis.Guide”

RPGDot’s Guide to Arx Fatalis by Sia ‘Garrett’ Manzari, 2002 All graphics, logos and game content are copyright by JoWood & Arkane Studios, 2001 , 2002 – This guide copyright by RPGDot, 2002 Neither RPGDot nor the author of these pages take any responsibility for errors or mistakes in this document and their eventual results! Very special thanks to Arkane Studios, especially Raphael Colantonio & Julien Roby, to JoWood’s Tami Otto & Stefan Berger, to Fishtank’s Ulla Wenderoth and to the people from the official German Arx Fatalis boards in june/july 2002! Without these people this guide would not have been possible! For Gabi & Janina May the sun always shine on you and fill your hearts with joy! 2 AN INTRODUCTION TO THE ROLE PLAYING SYSTEM 8 Attributes 9 Strength 9 Dexterity 10 Mental 1 1 Constitution 12 Skills 13 Close Combat & Projectyle 13 Defense 13 Stealth 14 Object Knowledge 14 Intuition 15 Casting 15 Technical 16 Ethereal Link 16 Experience Cap 16 GAMEPLAYTIPS 17 General 17 Stealing 17 Combat 17 Repairing Objects 18 Enchantments 18 Alchemy 19 Food 20 Miscellaneous Object Interaction 21 WALKTHROUGH 22 Level 2 – The Goblin Prison 22 Level 3 – The Spider Caves 22 Level 2 – The Goblin Prison 22 Level 1 – The Human Outpost 23 Level 2 – The Goblin Prison 23 Level 3 – Troll Mines and Goblin City 23 Level 2 – The Crystal Caves 23 Level 1 – The Human City of Arx 24 Level 3 – Troll Mines and Goblin City 24 Level 1 – The Castle 25 Level 3 – Troll Mines and Goblin City 26 Level 4 – The Great Underground Sea 26 Level 1 – The Human City of Arx 26 Level 2 – The Temple of Akbaa 27 Level 1 – The Castle 27 Level 4 – The Great Underground Sea 28 Level 5 – Earth Goblins, Water Goblins and Twin Traders 28 Level 1 – The Human City of Arx 29 Level 4 – Crypt Level 1 29 Level 5 – Crypt Level 2 29 Level 6 – Crypt Level 3 30 Level 4 – The Rebel Camp 30 Level 6 – The Sisters of Edurneum Outpost 30 Level 2 – The Crystal Caves 31 Level 2 – The Crystal Caves 31 Level 1 – The Castle 31 Level 6 – The Sisters of Edurneum Outpost 32 Level 4 – The Rebel Camp 32 4 32 Level 6 – Crypt Level 3 Level 7 – Crypt Level 4 32 Level 8 – Crypt Level 5 33 Level 7 – The Mushroom Forest 33 Level 8 – The Dwarven City 33 Level 2 – The Ice Caves and the Dragon 34 Level 6 – The Sisters of Edurneum Outpost 34 Level 1 – The one-eyed Murderer 34 Level 4 – The King, Alia, Snakewomen, an old debt and the Queen 35 Level 5 – The Ylside Bunker 35 XPS PER QUEST 36 SIDE QUESTS 37 Oliver’s Treasure Hunt 37 Rescue Shany 37 Kill the earth goblins 37 Kill the water goblins 37 Save Lord Inut (after patch 1.14 only!) 38 MISC ACTIONS 39 Rob the bank 39 Bring a cook book to the goblin cook 39 Help the trolls to get independent 39 Other Secrets 40 MAPS 41 Legend 41 41 Level 1 – Human City of Arx, Palace, Outpost, Tavern Level 2 – Temple of Akbaa, Crystal Caves, Cave, Goblin Prison 43 Level 3 – Troll Mines, Goblin City, Spider Caves 45 Level 4 – Rebel Camp, Great Sea, Serpent Pillar, Crypt 47 Level 5 – Ylside Bunker, Crypt, Caves 49 Level 6 – Sisters of Edurneum Outpost, Temple of Illusions, Crypt 51 Level 7 – Ratmen, Giant Worm, Crypt 53 Level 8 – Dwarven area, Crypt 56 CREATURES OF ARX 58 NPCs & friendly creatures stats 58 NPC descriptions 59 Bestiary stats 61 ITEMS 62 Weapons 62 Armor 64 Magic Objects 67 Potions 68 Runes 68 Special Items 69 TRADERS 70 Miguel, the Armorer (Level 1, 9) 70 Maria, general and magic wares (Level 1, 5) 71 Tafiok, the Gemdealer (Level 1, 4) 71 Tizzy, the barmaid (Level 1, 41) 71 Redset, the rebel trader (Level 4, 30) 72 Twin Traders (Level 5, 24) 73 SPELL BOOK 74 Level 1 74 Level 2 75 Level 3 76 Level 4 77 Level 5 78 Level 6 79 Level 7 80 Level 8 81 Level 9 82 Level 10 83 CHEAT 84 7 An introduction to the Role Playing System Arx Fatalis’ RPG System is quite complicated, but the frontend is kept very simple. The RPG System mainly consists of the 4 classic attributes, which are: – Strength – Mental – Dexterity – Constitution Furthermore, there are 9 skills, namely: – Stealth – Technical – Intuition – Ethereal Link – Object Knowledge – Casting – Close Combat – Projectyle – Defense And then we have the character’s stats, like – Armour Class – Hit Points – Mana Points – Resistance to Magic – Resistance to Poison – Damage inflicted In this chapter you will find the relations between attributes, skills and stats. Let’s begin with the Attributes: 8 Attributes Strength Determines the damage done in combat and the ability to carry heavy weapons. Affects the skills Object Knowledge and Close Combat. Strength Damage Bonus Close Combat Bonus Object Knowledge 3 0 +6 +1.5 4 0 +8 +2.0 5 0 +10 +2.5 6 0 +12 +3.0 7 0 +14 +3.5 8 0 +16 +4.0 9 0 +18 +4.5 10 0 +20 +5.0 11 +1 +22 +5.5 12 +1 +24 +6.0 13 +2 +26 +6.5 14 +2 +28 +7.0 15 +3 +30 +7.5 16 +3 +32 +8.0 17 +4 +34 +8.5 18 +4 +36 +9.0 19 +5 +38 +9.5 20 +5 +40 +10.0 21 +6 +42 +10.5 22 +6 +44 +11.0 23 +7 +46 +11.5 9 Dexterity Determines the accuracy in combat and your speed and increases the chance for a Critical Hit, which represents the percentage of chance to double the damages on a succesful hit. Affects the skills Stealth, Mechanism, Object Knowledge and Distant Attack. Dexterity Critical Hit Aiming Time Close Combat Bonus Stealth Bonus Technical Bonus Object Knowledge Bonus Distant Attack Bonus 3 -3.0% +140 ms +3 +6 +3 +1.5 +6 4 -2.5% +120 ms +4 +8 +4 +2.0 +8 5 -2.0% +100 ms +5 +10 +5 +2.5 +10 6 -1.5% +80 ms +6 +12 +6 +3.0 +12 7 -1.0% +60 ms +7 +14 +7 +3.5 +14 8 -0.5% ] +40 ms +8 +16 +8 +4.0 +16 9 +0.0% +20 ms +9 +18 +9 +4.5 +18 10 +0.5% +0 ms +10 +20 +10 +5.0 +20 11 +1.0% -20 ms +11 +22 +11 +5.5 +22 12 +1.5% -40 ms +12 +24 +12 +6.0 +24 13 +2.0% -60 ms +13 +26 +13 +6.5 +26 14 +2.5% -80 ms +14 +28 +14 +7.0 +28 15 +3.0%] -100 ms +15 +30 +15 +7.5 +30 16 +3.5% -120 ms +16 +32 +16 +8.0 +32 17 +4.0% +140 ms +17 +34 +17 +8.5 +34 18 +4.5% -160 ms +18 +36 +18 +9.0 +36 19 +5.0% -180 ms +19 +38 +19 +9.5 +38 20 +5.5% -200 ms +20 +40 +20 +10.0 +40 21 +6.0% -220 ms +21 +42 +21 +10.5 +42 22 +6.5% -240 ms +22 +44 +22 +11.0 +44 23 +7.0% -260 ms +23 +46 +23 +11.5 +46 10 Mental Determines the mana pool and resistance to magic. Affects the skills Mechanism, Intuition, Ethereal Link, Object Knowledge and Casting. Intelligence Mana Resistance to Magic Technical Bonus Intuition Bonus Ethereal Link Bonus Object Knowledge Bonus Spell Casting Bonus 3 3x(lvl+1) +6 +3 +6 +6 +4.5 +6 4 4x(lvl+1) +8 +4 +8 +8 +6.0 +8 5 5x(lvl+1) +10 +5 +10 +10 +7.5 +10 6 6x(lvl+1) +12 +6 +12 +12 +9.0 +12 7 7x(lvl+1) +14 +7 +14 +14 +10.5 +14 8 8x(lvl+1) +16 +8 +16 +16 +13.0 +16 9 9x(lvl+1) +18 +9 +18 +18 +14.5 +18 10 10x(lvl+1) +20 +10 +20 +20 +16.0 +20 11 11x(lvl+1) +22 +11 +22 +22 +17.5 +22 12 12x(lvl+1) +24 +12 +24 +24 +19.0 +24 13 13x(lvl+1) +26 +13 +26 +26 +20.5 +26 14 14x(lvl+1) +28 +14 +28 +28 +22.0 +28 15 15x(lvl+1) +30 +15 +30 +30 +23.5 +30 16 16x(lvl+1) +32 +16 +32 +32 +25.0 +32 17 17x(lvl+1) +34 +17 +34 +34 +26.5 +34 18 18x(lvl+1) +36 +18 +36 +36 +28.0 +36 19 19x(lvl+1) +38 +19 +38 +38 +29.5 +38 20 20x(lvl+1) +40 +20 +40 +40 +31.0 +40 21 21x(lvl+1) +42 +21 +42 +42 +32.5 +42 22 22x(lvl+1) +44 +22 +44 +44 +34.0 +44 23 23x(lvl+1) +46 +23 +46 +46 +35.5 +46 11 Constitution Determines the hit points, the resistance to poison and the ability to wear heavy armour. Affects the skill Defense. Constitution Hit Points Resistance to Poison Defense Bonus 3 6x(lvl+1) +6 +9 4 8x(lvl+1) +8 +12 5 10x(lvl+1) +10 +15 6 12x(lvl+1) +12 +18 7 14x(lvl+1) +14 +21 8 16x(lvl+1) +16 +24 9 18x(lvl+1) +18 +27 10 20x(lvl+1) +20 +30 11 22x(lvl+1) +22 +33 12 24x(lvl+1) +24 +36 13 26x(lvl+1) +26 +39 14 28x(lvl+1) +28 +42 15 30x(lvl+1) +30 +45 16 32x(lvl+1) +32 +48 17 34x(lvl+1) +34 +51 18 36x(lvl+1) +36 +54 19 38x(lvl+1) +38 +57 20 40x(lvl+1) +40 +60 21 426x(lvl+1) +42 +63 22 44x(lvl+1) +44 +66 23 46x(lvl+1) +46 +69 12 Skills Close Combat & Projectyle Close Combat or Distant Attack Damage Bonus Critical Hit* Bonus 10% +1 +2% 20% +2 +4% 30% +3 +6% 40% +4 +8% 50% +5 +10% 60% +6 +12% 70% +7 +14% 80% +8 +16% 90% +9 +18% 100% +10 +20% * Critical Hit represents the percentage of chance to double the damages on a succesful hit. Defense Defense Resistance to Poison Bonus Armour Class Bonus 10% +3 +0 20% +5 +1 30% +8 +2 40% +10 +3 50% +13 +4 60% +15 +5 70% +18 +6 80% +20 +7 90% +23 +8 100% +25 +9 13 Stealth Stealth also allows to pickpocket NPC’s when the skill is high enough (50% lets you steal Small items only, but 100% let you steal almost anything) Backstab only happens when hitting an opponent from the back without him knowing your presence. In this case the damage is increased by 50%, this can cumulate with a critical hit. Stealth Backstab Bonus Step sounds volume Light visibility 10% 5% -10% -4% 20% 10% -20% -8% 30% 15% -30% -12% 40% 20% -40% -16% 50% 25% -50% -20% 60% 30% -60% -24% 70% 35% -70% -28% 80% 40% -80% -32% 90% 45% -90% -36% 100% 50% -100% -40% Object Knowledge Affects the ability to mix potions, poisoning, repairing items and identifying objects. Object Knowledge Poisoning (number of charges) Repair 10% – 10% 20% – 20% 30% 1 30% 40% 4 40% 50% 7 50% 60% 11 60% 70% 14 70% 80% 17 80% 90% 21 90% 100% 24 100% 14 Intuition Intuition also show hidden things (traps, secret passages) and even NPCs that have casted invisibility on themself, if the skill is high enough compared to the magic of the NPC. Intuition also increases your bartering: Intuition Bonus when selling Bonus when buying 10% +5% -5% 20% +10% -10% 30% +15% -15% 40% +20% -20% 50% +25% -25% 60% +30% -30% 70% +35% -35% 80% +40% -40% 90% +45% -45% 100% +50% -50% Casting Casting Resistance to Magic Bonus Level of Spellcasting 10% +5% 1 20% +10% 2 30% +15% 3 40% +20% 4 50% +25% 5 60% +30% 6 70% +35% 7 80% +40% 8 90% +45% 9 100% +50% 10 Technical Affects lockpicking closed doors or chests and disarming of traps. Ethereal Link Affects how fast the mana pool recovers and, if high enough, lets you know the position of enemies on the map and their condition in combat. Experience Cap Experience Points Level XPs needed 1 2000 2 4000 3 6000 4 10000 5 16000 6 26000 7 42000 8 68000 9 110000 10 178000 16 Gameplay Tips General Character Creation in Arx Fatalis can be very complicated and easy at the same time. It is easy, if you click the auto generate button; then you will have a well balanced character to start with. If you choose to create the character manually, you can distribute 16 points among the 4 attributes and 18 points among the 9 skills. When you level up, you get 1 point for raising attributes and 15 points for raising skills. So you can fix mistakes, you made during character generation later on, but they shouldn’t be too many. Arx Fatalis is designed in a way, so you can play whatever character you want: A brute warrior, a stealthy thief , a magic user or a mixture of the above. Still, it is recommended to put some points into strength and dexterity, because in the beginning there are some inevidable fights, where no (useful) magic is available yet. Magic becomes more and more important later on, since it eases combat a lot, so be sure to keep an eye on magic, unless you want to play totally without it. In Arx Fatalis, it is not possible to have someone else identify objects, thus it is important to raise Object Knowledge as well if you want to know the nature of things – which you want to because you can’t use the items otherwise. If you are a player, who wants to know every secret, be sure to raise Technical to be good in picking locks, since there are not keys for all doors in Arx Fatalis. A not so important skill is Ethereal Link. You can solve Arx Fatalis, if you play peacefully, which offers the most fun and the way it is designed; but although if you kill everybody, you can still finish the game. Stealing Stealing can be really fun in Arx Fatalis, but if you get caught, you’re in clinch with the whole area. To pick pocket, simply bump into the person you want to steal from, and if your stealth skill is high enough, a purse appears on the left hand side with the items you find, if your skill is very high, you see all the items a person carries… Combat Combat needs to be trained, not only by our hero, but by you, the player, as well. As long as you don’t have powerful magic, a good tactics is to move back, swing your weapon for the maximum force, move to the opponent, hit him and move back quickly in order to avoid getting hit. Also, be sure to have some healing potons in your inventory, so you can swallow them during combat by pressing the ‘H’ key. There is also ranged combat with bow and arrow, which is very enjoyable, especially when you are in a good hiding place and the target doesn’t see you. And then there is magic of course, where the most powerfull spell is Life Drain, which moves life points from all targets in touch to you (even though the spell’s power has been decreased compared to the early game versions); best thing about this is, that the targets can’t cast as long as they are affected by this spell. By pressing ‘M’ you can swallow mana potions at any time, that is, if you have any in your backpack only of course. Repairing Objects Most weapons and armour can break and when their durability reaches 0, they’re broken beyond repair. You can either repair objects yourself, by using the item on an anvil or you give them to a smith to have them repaired. Unless you are really good in repairing, i.e. have a high Object Knowledge skill, it is recommended to have them repaired, because else the overall durability decreases strongly with each repair. If equipped items get damaged, they are displayed on the left side of the main screen to warn you, in different colors from green to red, where red means almost broken. There are even unbreakable artefacts, like the Shield of the Elder, Poxsellis’ Helm or the Ylsides’ Armour, but you can also enchant weapons to make them unbreakable. Enchantments If you use one of the following special items on a weapon or a piece of armour and afterwards cast Enchant Object on it, it will be enchanted as follows: Garlic Used to enchant a weapon to give it a dexterity bonus Amikar’s Rock Used to enchant a weapon to make it unbreakable Bone Powder Used to enchant a weapon to give it a strenght bonus Dragon Bone Powder Used to enchant a weapon to give it a strenght bonus Dragon Egg Used to enchant a meteor sword to fight Akbaa Green Potion Magic Potion used to poison a weapon Golem Heart Used to enchant a weapon to give it the paralize ability 18 Alchemy There are several places in the game, where you can mix potions, which is commonly explained in the game’s manual. It is not only fun, but very cheap to mix your potions instead of buying them, on the other hand, some potions require quite high Object Knowledge skill level. Make a life potion from a water lily: + Destillery = L Make a potion of invisibility from a snow drop flower: □ ns Destillery= n Make a poisonous potion from a fern: □ □ Make a cure poison potion from medicinal herbs: □ □ + Destillery = Make a mana potion from a morning glory flower: m K3 H eH = □ II & □ ■ + Destillery = 19 Food You can make your own food in Arx Fatalis, like baking bread or cakes, grilling food or fish or roasting a chicken: 20 Miscellaneous Object Interaction Ring of Regeneration Ring of Invisibility DragonBone Powder Bone Powder Fill Flask with water Fill flask with wine Make a fishing rod Make a pole Make wooden stakes M ffl M mMsh milr aao + Water point / Fountain = + Wine Barrel = 1 B Make a burning blade Make a sword blade put on the fire + Bellows = Burning Blade Burning Blade V Walkthrough Preface: Numbers in parenthesis refer to the room in the corresponding level in the map section. This is a basic walkthrough, which follows the main story line. For all the side quests or other things to do, see the chapters Side Quests and Misc Actions. Level 2 – The Goblin Prison You wake up in a cell (1) imprisoned by goblins with no memory of who you are and why you were arrested. Kultar, the prisoner in the cell next to yours (3), tells you, that there must be a way to leave your cell – and actually you can remove a stone from the other gate and bend the steels bars aside, so you can leave your cell. In the next room (la) you use a bone from the floor as your first weapon and fight the goblin guard. After you have defeated him, you pull the lever by Kultar’s cell to free him; he tells you to escape through the trapdoor and that he is too injured to follow you; so you destroy the trapdoor and jump down into the unknown darkness (2). Level 3 – The Spider Caves You fall down into this area (1) and will find some useful items but also have to fight some rats, spiders and goblins here. In a room with a broken elevator (12), you need to remove all the bricks from the one pressure plate and put one on the other to open a secret room (11); here you will find the key for the supply room (17) and a rope to repair the elevator, which will lift you up. You then have to fight a goblin guard (49); Kultar has managed to get here as well and helps you fighting the guard (you can give him a weapon so he can do more damage against the Goblin); after you have defeated him, you raid the supply room and take the piece of wood from the dead goblin to repair the lever and open the gate to the level exit. Level 2 – The Goblin Prison You enter the goblin prison again (8) and have to explore this area and fight the goblins (if you prefer a more thievish gameplay, overhear the two guards’ discussion in room 14, saying that if they find the dirty plate again, they will kill the other gobling lord; then stealthily get the dirty plate from 5 and put it on the table in 14, so you start of a fight between the two goblin lords). In one of the cells (6) a goblin named Polsius is imprisoned. When you free him, he promises to help you in return, should you ever need him; he then walks off to the tavern. In the Guard Post Manager Office (13) you will find an unsigned goblin authorization, a key to leave the goblin kingdom to the Great Cave (14, 15) and a secret compartment with a key for the Armoury (1 1 ). To pass by the goblins in room 12 you need a signed goblin authorization and a gem dealer’s license. Alternately you can bribe the guards with 300 gold pieces here, but money is still short at this time of your adventures. In the great cave (16) you meet a troll named Greu, who wants a birthday present from you and also tells you he left the trolls, because he doesn’t want to work for the goblins like the other trolls. Since there is nothing else to do here, you leave the prison through the northern most exit (near room 13). Level 1 – The Human Outpost You arrive in a small passage (42) before you enter a large cave with the Human Outpost. When you come closer, you realize it has been attacked; only a few have survived, among them Ortiern, who lies wounded in a room upstairs (49) and tells you this Human Outpost has been attacked by Ylsides and that you need to tell these news to the king. He also tells you, that the passage to the human city has collapsed and that you need to find another way through the lower areas to it; to be able to pass through the goblins’ area, he provides you a gem dealer’s license. But you still need a signature below that goblin authorization; in the tavern ‘Yellow Tulip’ (41) you find your goblin friend Polsius, who fakes a signature below the goblin authorization. Upstairs in the tavern, you can gamble at Rinco’s and talk to other guests, including Enoill, a one-eyed man, who will play his role later in the game. On the wall behind him, you find letters carved in the wall about Oliver’s treasure hunt and that you need to put an emerald in his chest to start the hunt. Below the tavern is a door, which requires a password to enter, but since you do not know it, you decide to leave this area again. On your way back to the Goblin Prison you show the gem dealer’s license to the guard before entering. Level 2 – The Goblin Prison The goblins (12) will allow you to enter now, if you show the signed authorization and the gem dealer’s license and you can advance to Level 3: Level 3 – Troll Mines and Goblin City You can raid the spider caves here (32 & 33), but are not yet allowed to enter the goblin city (30) or the troll mines (36). So the only option is to leave back to Level 2 through the exit at 35. Level 2 – The Crystal Caves You arrive in the Crytal Caves, where you encounter more rats and spiders before you can exit the caves to Level 1 again. 23 Level 1 – The Human City of Arx Finally, you have arrived in the human city of Arx (1). The guards suggest you go to the guard room (3) and talk with Carlo, who sends you to King Lunshire in the castle (24). So you go to the king and tell him of the attack on the outpost and the collapsed passageway (53). King Lunshire assigns you a new quest immediately and sends you to to the Troll King Pog to give him a letter from Lunshire and ask him to free the passageway. Before you do this, explore the city, where you can trade general goods and magic scrolls or runes (5), weapons & armour (9) and gems & jewelry (4). You then leave through the Crystal Caves to the troll camp. Level 3 – Troll Mines and Goblin City When you show the king’s note to the troll, he lets you enter the troll camp. Surprisingly, you find a goblin here as well (36), who tells you, that the trolls are on strike and not delivering any more gems to the goblins. You explore the mines and find pickaxes all over the mines, which you can use to pick gems or gold from the wall or to smash unstable walls around the dungeons. Then you hand over King Lunshire’s letter to Troll King Pog (37) and ask for his help. Pog agrees to help you, but first needs you to do him a favor: The trolls’ idol has been stolen, which is why they are on strike. Your task is to find and return the idol. Alternately, you can steal the key to the troll prison (44) from King Pog or even kill all the trolls and get the key then. With the key, you can free the imprisoned troll, who will then free the passageway for you as a reward. Deeper in the mines, you meet Greu’s friend Burwaka (46), who tells you, that Greu might want to have a book with pictures from the upper world as a birthday present. Before leaving the troll camp, you talk to the goblin (36) and tell him of the missing idol; he agrees to allow you to go into the goblin city for further investigations. In the goblin city, you can go to a few places only, not including the throne room with Goblin King Alotar, who doesn’t want to be disturbed. You notice, that the cook is serving him a lot of cakes. The guard will also not allow you in the treasure chamber (22), of course. But you can examine the king’s private room (21) and find a note saying, that he shouldn’t drink any wine, because his stomach can’t take it and below the bed a note with the numbers 5-5-9-9 on it. So you decide to use this new information; you go into the kitchen (25) and pour some wine in the cake dough; the cook really makes a cake out of it and delivers it to the king. Shortly afterwards you can see him running from the throne room to his private room for a ‘special relief. Here you can finally talk to him (you must have talked to the treasure room guard first!) and convince him, that he allows you to look around in the goblin city freely for the idol. In the throne room, you use the numbers from the note (5-5-9-9) to open the safe and a secret compartment opens, in which a chest holds a note saying that, if the king doesn’t deliver any gems by tomorrow, he’ll be dead, signed by the brotherhood of gemdealers (the lever here opens a secret passage (53) to the treasure room and to the Fridd rune (55)). Knowing this, you meet Atok (26), who doesn’t keep secret, that he wants to be king instead of Alotar. In his room, you find a key under a pillow. Now you walk to the previously unaccessible Guard and Supply room right of the entrance (27 & 28) and find some nice armour and, in the chest (which is opened by Atok’s key) the missing troll idol. Upon leaving the room, Atok comes in and attacks you, because you have thwarted his plans to get rid of Alotar – you fight him and after his defeat unlock the door with the key he has with him. Now it becomes all clear: Atok stole the idol to stop the gem deliveries and have King Alotar killed, so he can become king himself! When you return the idol to King Pog, the trolls start freeing the passageway at once and end their strike; you decide to go back King Lunshire again to report of your success. Level 1 – The Castle But there is no time to celebrate this, because the King, his alchemist Felnor and snake woman Chinkashh are discussing the recent earthquakes. Suddenly, Carlo comes running in and tells that the astronomer Falan Orbiplanax has been murdered. You once more agree to help and investigate the murder. The King gives you a private room (33) in the castle (and the key to it) and allows you to walk around in the castle freely now. You first talk to Chinkashh in the library (20) and learn, that she discovered that black magic was used in the ritual murder of Falan Orbiplanax; also be sure to read the books here, especially the one about the races in Arx, which tells you about dragons; then you go to the research lab (19) and talk to Felnor, the king’s alchemist, who gives you the key to Falan’s room (27) and a note from him. You can also find some runes and some ingredients to make you own potions here. When you leave Felnor, talk to Chinkashh again and she will give you the book ‘Landscape of the Outside World’ for Greu! Then you enter Falan’s room and find a safe behind the carpet on the wall. From the note Felnor gave you, you figure the combination is 2-4-8 and inside the safe you find Falan’s diary, which clears up several thing. A council is held in the meeting room at once (22) in the course of which you learn that a guard named Erzog has been arrested for the murder of Falan and is believed to be the head priest of the secret cult of Akbaa; you also learn, that you were sent by the Noden to save Arx from Akbaa. To do this, you have to find the secret entrance to the temple of Akbaa and destroy a meteor there, by which Akbaa wants to incarnate in Arx. In the prison (15) you talk to Erzog and find out, that he himself was betrayed by the Akbaa cult; he tells you the password to the temple of Akbaa below the tavern: it is Faat Kaa Pell! When you enter the hall of the castle (13), you see two snake women talking to King Lunshire about an old debt, which the king is not able to repay – the Krahoz! Unfortunately, the king doesn’t want to tell us more about it at this time. Then you leave the castle, and find Chinkashh waiting for you outside it; she teaches you a secret spell to activate the Teleports, so you can travel more easily between the levels. At the city teleport, you also find out, that Maria, the dealer (5) is missing her daughter Shany – of course you promise to find her. Shany was last seen playing before Jeweller Tafiok’s shop and the nearby houses. You investigate the houses, but are told to go away at one (7bis). The other house (7) is open and inside you find a book about a ritual at the serpent pillar – since Akbaar needs human sacrifices to earn more and more power, you decide to investigte this matter first as time may be running short for Shany. Level 3 – Troll Mines and Goblin City The bridge (34) is also passable now and you can go on to level 4. Remember to activate every Teleport with Chinkashh’s spell for a confortable way of travelling! Level 4 – The Great Underground Sea You continue to look for the serpent column in this level now, in which you will encounter more rats, some goblins and even a ratman occasionally. The force field (45) is to be left undispelled for now. Smash the doors to room 8 and find a diary from Lord Inut and his chicken obsession. Here is also the place to start the treasure hunt: Insert an emerald in the left chest to find a new note where to look on (see side quests for more info about the treasure hunt). And finally in the most south-west room (10) you find a serpent pillar. When you stand just west of it, you suddenly see some Akbaa priests. Follow them secretly to the altar room (7). From the distance you can already hear a child crying for help. Attack the priests in the altar room, but be quick, else Shany will be sacrificed and you have to fight a demon also. After you have killed all the priests and freed Shany, walk her back to her Mom. Level 1 – The Human City of Arx Maria is very grateful of course and will grant one item from her stock for free now! Then you walk to the tavern, to the password protected door and gain access with Erzog’s password. Level 2 – The Temple of Akbaa You are now in the temple of Akbaa. In the first room to the right (36), you find a first Akbaa Meteor, which will be important later on. In the central hall (29), there are several Akbaa priests, who will attack you. After you have defeated them, you will find one more Akbaa Meteor, two notes with two of them, one saying ‘the first shuts the second’ and the other revealing the numbers 1-1-3 and a key for the chest in room 31. In room 32, you will find a Scroll ‘Dispel Field’. In the sleeping compartments in room 33, you will have to fight another priest, who has a golem heart and a note saying the ‘heart is the key to the security system’. The way to the Meteor Chamber is not yet passable (22), since Iserbius has activated the Security System, but the blind priest (25) thinks we are a friend and tells us some secrets about Akbaa. There are also two secret passages from the praying room (25): One leads to a golem (34), and another golem heart, the other to a crypt (35), a cupboard and a chest. If you open the latter, a lich appears, who is a tough opponent at this time of the game, so you might want to take him on later. In the chest is another Akbaa Meteor. Next, you investigate the restricted area (26a), where you cast ‘Dispel Field’, either by spell or the scroll you just found. Flere are 3 golems, but the one in the middle has no heart! The room 26b has a pressure plate, which needs a lot of weight on it, so you insert one of the golem hearts in the ‘heartless’ golem and tell him to follow you, which he does, up to room 26b where he stands on the pressure plate. The gate to room 26 is now open and you pull the first of three levers! Next is room 28, where you either enter the numbers 1-1-3 you found on one of the notes or have to fight another golem when pulling the second lever here. And then you need to remember the note ‘the first shuts the second’ in the passage 27a. Only if you close the first door, can you open the second, and pull the third lever – to exit 27a, the door to 27 has to be closed again for the other to open. Now you have deactivated the Security System and can walk over a bridge (22) to the meteor chamber (37). You just interrupt Suiberis, who is just about to sacrifice a woman to Akbaa as you enter. He summons a demon to keep you busy and flees. The fight with the demon is quite hard, but you finally manage to kill the beast and free the lady, who thanks us before leaving. And then you want to destroy the meteor… but to no avail. Before you report back to Felnor, deliver Greu the book with the pictures from the upper world and get a troll amulet in return, which will identify you as a troll friend. Level 1 – The Castle As you enter the castle (24), Carlo is about to report of the second attack the Ylsides have done to the Outpost: This time there are no survivors and the Ylsides are obviously with Akbaa and have declared war to the humans; to make things worse, 27 Akbaa’s high priest Iserbius is no other than Suiberis. As you tell of the unsuccesful attempt to destroy the meteor, Felnor says that only with a powerful artefact you can destroy the meteor, else it does even draw your strength from you and makes Akbaa even stronger. This artefact consists of two pieces, the Krahoz and the Zohark and was given to the humans by the Sisters of Edurneum. This Krahoz has to be returned to the Sisters, but Rebels have stolen it years ago, and also have killed the King’s wife and kidnapped his daughter. So the next task is to find the rebels and the Krahoz. In the library (20), Chinkashh tells you more about this contract and gives you a book with more information about Krahoz and Zohark, who were gods at a time… Level 4 – The Great Underground Sea So you continue exploring here and pass the great underground sea (14). On the far site, you see the woman you rescued in the temple of Akbaa. As you tell her about the search for the rebels and the Krahoz, she tells you to follow her. Suddenly you are knocked out from behind and awake in the rebel camp (19). The lady is no other than the leader of the rebels, and she agrees to give you the Krahoz, if you bring her the Shield of the Elder from the Crypt in return. You explore the camp a bit more, but are not allowed to enter the restricted area (24) (if you play a thief, you can try to sneak in this area and steal the Krahoz, but it is a very hard task). The rebel leader has given you a key pass to enter and leave the camp at any time now. Before you go to the Crypt, continue to explore this level and the next for some useful items and runes. Level 5 – Earth Goblins, Water Goblins and Twin Traders The trolls here see Greu’s amulet and thus don’t attack you, unlike the goblins, who shouldn’t be a challenge anymore now. In room 28, you can even help a troll fighting several goblins. There are traders here also (24), who have some really useful items and runes, but before spending too much money at them, read the next two paragraphes… You can also find two goblin clans here, the water goblins (32) and the earth goblins (31 ). Both want you to kill the other and promise you valuable treasures as reward. If you first kill the water goblins, the earth goblins mark a spot in level 7, where their treasure is buried. If you kill the earth goblins, the reward from the water goblins is a mere golden amulet. It actually even turns out to be a wise choice to kill both clans because then upon your next entrance to this level, other goblins have attacked the twin traders and if you kill these goblins, you can freely access all the traders’ goods (34). With these items and runes you should be quite powerful now to take on the crypt. e 28). 28 Level 1 – The Human City of Arx When you talk to Carlo now, he gives you the key to the Crypt (36). It is a good idea to have some wooden stakes in your backpack along with some healing and mana potions when entering the Crypt. Level 4 – Crypt Level 1 The first level of the crypt is located on level 4; here you can use the pickaxe to raid the graves. In Falan Orbiplanax grave (34) you find the key to his chest in his room in the castle. In room 34, the lever opens a secret room, the lever in which raises the floor after room 43. The lever in 43 has to be repaired with a piece of wood. So you will find a chicken (31), who is no other than Lord Inut in chicken form (if you cast reveal you can see his real form). On with the graves: In other tombs (35 & 37) you will find stones with strange carved symbols on them among other goodies and you find the grave of Achanta, the Vampire. It holds a good sword and a sacrificial implement inside and when you enter the great hall (35), there is a statue of Achanta, holding a bowl, in which you pour some blood or use the sacrificial implement on yourself to do so. And so you have opened the gates to the surrounding tombs; in tomb 39, there is a key, in the commander’s tomb (42), there is a good armour in the grave. In the tombs 40 & 41 you find wooden stakes, which will become important in lower crypt levels! You now unlock the tomb of heroes (32) with the key you just found in tomb 39; the sword of the knight statue in the north-eastern corner can be switched to open the gate to the next level. Level 5 – Crypt Level 2 Here you will encounter a lot of undead, who need a stake through their heart after they have fallen, else they will resurrect. To measure, if they will rise again, you can try to search their bodies; if you can, they’re dead, if not, use a stake on them. Here, there are also several levers and traps, which can be triggered by putting something on them (ideally not yourself! 🙂 or by simply not walking on them. At point 36, you find the dead body of Azrael Darkthorne, a zombie hunter, holding, among others, a note saying ‘1-3-1 is the key’ and his diary. Use this to pull the levers in tomb 8 (first the left = 1, then the right = 3, then again the left = 1) to unlock the door to tomb 9. Be sure to unlock the secret exit to the dungeon in tomb 6 also. To get to the next level you need to place something on the three pressure plates around room 1 3, for example the bricks from tomb 1 1 . Level 6 – Crypt Level 3 There is nothing in tomb 1 (yet), so you may enter the great hall (2), where a mummy jumps in from the wall and gives you a tough fight. The graves in this hall hold goodies, but also mummies; the grave at the far end can be opened by a lever from room 12 only (see map for a description of the items). Make your way to room 10 via the upper rooms, where you should note the symbols carved on the floors; they are the same as those 6 stones with carved signs you should have found in the crypt; here you hear the voice of Gladivir, the ghost guarding the Shield of the Elder. To prove worthy to get the shield, you have to solve his riddles: First riddle: Adjust the 6 turning plates in room 10 to honor the gods. You must remember the floor symbols in rooms 3 through 8; this is the exact order to adjust the symbols, where the symbol has to be visisble in the outer circle opening. The second riddle is to put the 6 Symbols on the round columns on the outside, corresponding to the inner symbols now. If this is done correctly, the gate to tomb 1 1 and 12 opens, where you find the Shield the of the Elder. Be sure to get the rune via the secret passage also. When you want to leave now, you are attacked by a lich at the exit from the great hall; fight him, take his Mortis rune and examine tomb 1, where a secret room (13) has now opened for more goodies. Before you explore the rest of the tomb, you decide to bring the shield to the Rebel Leader. Level 4 – The Rebel Camp The Rebel Leader is very happy and allows you to take the Krahoz. She also tells you, that this is the shield of King Poxsellis, her grand father; so she is the daughter of King Lunshire and her name is Alia. We learn, that the rebels have not killed her mother, but have saved her, when they found Alia next to her murdered mother’s body. You are now allowed to take the Krahoz from room 29. Also, use telekinesis to get the magical plate leggins from the upper parts of room 26. Now you have to claim the Zohark from the Sisters of Edurneum. Level 6 – The Sisters of Edurneum Outpost Ask the guard (34) to let you enter the Sisters’ Outpost and walk to Mother Zalnashh, the leader of the snake women. She will give you the Zohark, but you have to pass the Temple of Illusions first, only then will you be save against all deceptions of Akbaa. She gives you a glowing object, which you can use to enter the Temple of Illusions (15). Before entering, be sure you either have a ‘Reveal’ scroll with you or can cast the spell. In room 27 you learn, that you have to hit the serpent where the sword and the sceptre meet. From the outside in room 17 you can shoot an arrow at this spot and the chest in 27 is open now, holding a golden serpent. To open the exit in room 17, you need to cast reveal on the levers to see the one lever that opens the exit. Next, you have to solve the riddle in room 19. Place a different object in each room to identify them and use the globe to see which lever you have to pull next – it is a bit of running up and down to the globe after each lever. After that is done, another (fake) golden serpent will appear in the back of the room and the gate to 20 is open. In 22, you have to fight the ghost man and pull the lever on the other side of the mirror – then you can simply walk through the wall to 23. To pass the teleport, you need to turn around in the middle of the way and walk backwards to 24, where you pull a lever to walk on via the secret passage and avoid the next teleporter. And then you arrive in room 25, where you have to put the real serpent (from room 27) into the bowl and can take the Zohark. The two serpent guardians will now attack you, but they are not really a match for you any more! On your way back, you notice a dead snake women (41) holding a note about a conspiracy against Zalnashh and to meet them in the crystal caves, which you do at once. Level 2 – The Crystal Caves In the Crystal caves (38) you confront the two snake women and kill them to save Zalnashh. And now that you have both the Krahoz and the Zohark, you put them on and walk into the temple of Akbaa. Level 2 – The Crystal Caves The temple is overrun by Ylsides now. If you use the back entrance from the goblin prison (13), you can avoid most of them (but also miss a lot of XPs) and destroy the meteor. Be sure to take the resulting Koltk powder with you. But as you leave the temple, a sequence lets you know, that Akbaa is still not defeated. You walk to the castle immediately to talk to the King Lunshire and Felnor. Level 1 – The Castle As you enter Arx or the castle, you find, that the Ylsides have infiltrated Arx and the castle and that King Lunshire is being held prison. You can either fight through all of the Ylsides or teleport directly into the castle and again have the choice, if you want to fight them or use the secret passage to the prison. Arriving at the prison, you are being ambushed; it was a trap to catch you, but Kultar saves you and lets you escape through the sewers to the city of Arx; before you enter the sewers, you might want to take the Ylside armour. Since the Ylsides were out for you only, they draw back from Arx again. Go back into the castle now and talk to the King and Felnor. The outcome of the talk is, that you now need to forge the ultimate weapon to defeat Iserbius, in whose body Akbaa will incarnate. To learn more about this ultimate weapon, you should get the book The theory of the ultimate weapon’. Chinkashh tells you, that this book is located in the library at the Sisters of Edurneum Outpost, so you get it from there, Level 6 – The Sisters of Edurneum Outpost Ask Syllashh (39) for the book and read it; you now also learn, how you can enchant weapons or armour. Then talk to Zalnashh, who tells you more about the Koltk weapon and the dragon egg you also need for the incantation. Before you continue your search, it is time for a little rest. Level 4 – The Rebel Camp Give the Krahoz to Alia, who is very thankful; note her demon-like face in the upcoming sequence. If you also give her the Zohark, she will even give you the Shield of the Elder in return. Alternately, you can leave the Krahoz and/or the Zohark with the snake women, but the reward is not half as good as Alia’s. You now decide to explore the rest of the crypt. Level 6 – Crypt Level 3 Cast ‘Dispel Field’ at point 9 and enter the next level. Level 7 – Crypt Level 4 Here you have to fight 3 invisible ghosts where you can see the weapon only: One wields a sword, one an axe and one a hammer. In the tombs to the right (2 and 4), there are levers to open the tombs to the left (1 & 3). Outside room 3 you can hear a woman crying for help, but it turns out to be a trap by a vampyress only. Next is the Labyrinth of the Lost Souls (10), which requires a lot of lever switching (see map for details) to get to the statue room (5). From here, you need to switch the levers in the order the statue is pointing at them until the gate opens (see map for sequence). Before advancing to the final level of the crypt, explore the tombs: In tomb 8, you find a glowing object, which, if inserted in the wall in room 3 of level 6 will open another shortcut from and to the crypt. In tomb 9, which can be opened with a key from tomb 8, you hear a ghost talking to you; she asks you to find her murderer and report him to the king, so she can finally 32 rest in peace. She describes the murderer as an one-eyed man; you promise to help, of course. Level 8 – Crypt Level 5 In the tombs 2-5 you find a glowing object each, which have to be put on the pillars around the grave (6) to open King Poxsellis grave. Inside you find the Helm of Poxsellis, an artefact, which will reveal anything hidden or revealed. When you want to leave the crypt now, you have to fight 2 lichs; to actually exit this level, you must tightly follow the arrows on the floor (which you will see with Poxsellis’ helmet equipped only), else the gate in room 1 will not open for you. Level 7 – The Mushroom Forest Continue exploring the regular dungeon now. In this level, there are mostly ratmen and a giant worm in the south west corner; you can also find the earth goblins’ treasure here, which turns out to be a single gold coin only (28). Then you are free to enter level 8. Level 8 – The Dwarven City The dwarven mines are destroyed and you can’t use magic here. The only way now, is to enter the kitchen (13); as you apporach the west exit here, a large hellhound appears, which cannot be defeated in the common manner. Instead, you need to run to the lava room (24) quickly , jump over the platforms to the exit and make your way to the dwarven corpse (27), which holds a key, a stone of power and dwarf meat. The way back has collapsed, but the key you just found opens the door at 28, where the beast already awaits you. Run to the Smelting (15), insert the stone of power in the machine and climb up the ladder. When the beast arrives here, try to throw the dwarf meat exactly under the machine and when the beast walks to the meat, pull the lever to smash it! After the beast is fainting, go to the office (16) and find a diary, which explains, that the dwarves have digged to deep and have awakened a beast (does that sound familiar to you? ©); get the key from the drawer near the lever and pull the latter. Back in the smelting, pull the lever to open the lava pit. Jump over it and walk up to corridor 14, where the beast appears again. Run back to the smelting, jump over the lava pit and watch the beast falls into the pit for its ultimate demise. Explore the rest of the mines now, find 2 more keys in bedroom 18, a stone of power and the mold to make a saber sword. Pass by the forge and look for mithril in the mines. Finally, in the last room (25), when you climb up the wood you find a large rock of mithril, which is too large to put in your backpack; drag it on the left site of the machine here, insert a stone of power and pull the lever, so it is teleported to the smelting. Back in the smelting (15), smash it into several smaller mithril rocks and take the mold for the two-handed sword before you go to the forge (23). Use the machine with the one masher and activate it with another stone of power. Insert two rocks of mithril and the Koltk powder and pull the lever to get a mithril bar. Now go to the other machine, activate it with another stone of power, pick your weapon of choice (saber or two-handed) and place the corresponding mold below the left masher. Walk the stairs up behind the machine and put the mithril bar in the machine, then pull the lever and you have forged a mithril sword. With this sword, teleport back to level 2, but be sure to have at least 2 fireball and some levitate scrolls with you, if your casting is not well developed. Level 2 – The Ice Caves and the Dragon Go to the large cave (16) and float over to the other site (18). You are about to enter the ice caves. Walk up the stairs on the left side and, when they split up, jump up the right stairs, then shot an arrow at the stalagtite above the stalagmite (44), which falls down and stands exactly on the stalagmite. Now levitate over to the stalagmite and jump to the cave from there (45); from here float to another cave (46), walk to its other exit and float to cave 19. Use fireballs here to melt the ice, both the way to the dragon cave and the frozen corpse. You arrive in the dragon cave now (20) and can either ‘buy’ a dragon egg from him, if you have read the book in the castle library about Arx’ races and know the number of his dragon scales or simply fight and kill him, which will also give you some dragon bones from his body. Level 6 – The Sisters of Edurneum Outpost Back at the Sisters, Zalnashh will enchant the Sword with the Dragon egg, but wants to know the place of the rebels first. You can either betray the rebels now and have Zalnashh enchant the weapon or do it yourself, either by spell or by scroll and not betray Alia and the rebels, where the latter is the far better way. You have to use the dragon egg on the Mithrilsword now and cast ‘Enchant Object’ on it; if you can’t cast ‘Echant Object’ yet, you can use a scroll as well (see items list to learn where to get them). Level 1 – The one-eyed Murderer You remind yourself of the ghost quest with the one-eyed murderer. Upstairs the tavern, you find Enoill, the one-eyed man, but he doesn’t admit anything. When we buy a beer at Tizzy for him, he drinks it and walks away drunken, so drunken, that he drops his key on the stool. With this key, you will find a prove of his deeds in the chest in his house (12): There are several letters from Carlo, who ordered him to kill the queen. When you confront 34 Carlo, he admits everything, but explains, that he did it for the kingdom; he found out, the queen is with a secret order and wanted to kill the king; he hands you over a letter from the queen, which explains it to King Lunshire; he is of course sad to learn this news, that his advisor has killed his wife, but there’s nothing you can do for him now. Level 4 – The King , Alia, Snakewomen, an old debt and the Queen You now go to the magically sealed area here (45); before you can enter, Alia walks up and thanks you for everything; she asks you to give her sigil ring to her father and they meet at the great underground sea; suddenly, the snake women appear and claim Alia to be her new queen, because Poxsellis has promised his 4th coming to them; and Alia is the one. All of a sudden, the ghost of Queen Florence, whose murderer you found, talks to the scene, telling them, that Alia is the fifth child, and her twin sister Clarissa is the fourth; she knew of Poxsellis’ oath and gave Clarissa away to the traveller’s guild. Disappointed and angry, the sister leave undone. Then you now can dispel the field (45) and enter the bunker of the Ylsides, where two Ylsides and a priest attack you; the priest holds a fourth Akbaa Meteor. Level 5 – The Ylside Bunker Here you have to fight more Ylsides and priests; again, the priest have useful items with them: One key for the chest in the forge (16), one key for the chests in the training room (18) and the Ylsides Resting room (19) and one key for Iserbius’ room (20). In room 19, you will also find two metal bars to make the key for Gary’s bank (see Side Quest chapter). In Iserbius office, put a candle on the right skull on the altar and a secret compartment in the bed opens and reveals a key, which opens the chest and you have the fifth Akbaa Meteor. Place all the five Akbaa meteors on their places in room 21 and the door to the praying room (22) opens. When you attack Iserbius now, a sequence starts and you learn you are a little too late as Iserbius has already changed into something semi-demonic and after only one hit from your sword Akbaa’s incarnation is already complete; you now need to fight Akbaa and the demons he summons, but finally are able to defeat him. You have saved Arx, but there is no time to celebrate, as your master from the Noden arrives and thanks you, but has to take you back to the Noden again, as you are to powerful to remain on the world for now… THE END XPs per Quest When you exit the goblin jail by hitting the wooden grid: 2500 XPs When trolls have removed rocks and you to the Human City: 2500 XPs When you learn the location of the Temple of Akbaa and the password: 2500 XPs When the Goblin King gives access to the Supply Room: 500 XPs When you find the Troll Idol: 300 XPs When you give the gift book to Greu: 5000 XPs When you return to Maria’s shop and have freed Shany: 2500 XPs When you steal the Krahoz: 1500 XPs When you get the Krahoz in the usual way by giving the shield: 1000 XPs When you have completed the Temple of Illusions: 2000 XPs When you have turned Lord Inut into human form again: 20000 XPs When you rob the bank and have pressed the secret button: 5000 XPs When you show the queen’s murder evidences to Carlo: 1250 XPs When you show the queen’s murder evidences to Enoil: 1250 XPs When you give the Finance Book to Pog: 500 XPs When you give the Goblin cook book to the goblin cook: 1000 XPs When you give the rebel’s location to the Snake Women to get the weapon: 500 XPs When you have solved Oliver’s treasure hunt quest: 2000 XPs When you have killed either the Earth or Water Clan Goblins: 200 XPs When you have opened the bunker by resolving Akbaa puzzle: 2000 XPs When you have solved Achanta’s blood bowl puzzle: 200 XPs When y ou have deactivated the Temple of Akbaa security mechanism : lOOOXPs 36 Side Quests Oliver’s Treasure Hunt Given by: Oliver’s writing on the wall in tavern (level 1, room 41) Solution: 1 . Put emerald in chest on level 4, room 8 to find next note 2. Look under stones on level 3, room 42 to find next note 3. Wear Poxsellis’ Helm or cast ‘Reveal’ on level 3, room 4 to read stone note 4. Use shovel in level 6, room 30 to find next note 5. Float to the cart in the lava sea in level 8, room 1 1 to find next note 6. Use shovel in level 3, room 50 (upstairs on the walkway, where a ladder is hanging down from above; always right click the shovel, there is no hotspot): get key 7. Use key to unlock other chest in level 4, room 8 and get Oliver’s Magic Ring Reward: Oliver’s Ring of Heroism & 2000 XPs Rescue Shany Given by: Maria (level 1 , room 5) Solution: Enter the house opposite of Maria’s shop (level 1 , room 7) and find book about meeting at serpent pillar. Next go to level 4, room 10 and hide west of pillar; wait for the priests to appear and follow them up to room 7 and kill them and free Shany. Reward: 1 life potion, 1 mana potion & 2500 XPs Kill the earth goblins Given by: water goblins (level 5, room 24) Solution: Kill all goblins in level 5, room 31 Reward: A gold amulet & 200 XPs Kill the water goblins Given by: earth goblins (level 5, room 31) Solution: Kill all goblins in level 5, room 24 Reward: The spot of a treasure in level 7, room 28: 1 gold coin & 200 XPs 37 Save Lord Inut (after patch 1.14 only!) Given by: find Lord Inut in chicken form in the Crypt (Level 4, room 31) Solution: When you cast Reveal near the chicken or are wearing the Poxsellis’ helmet, you can see his true shape: he is human, he is the werechicken from the great chicken book (you can find this book in Chinkashh castle library). Then find a leek, a carrot, a dragon egg and a bottle of water and go the tavern, approach the cauldron behind Tizzy (you’ll eventually have to kill her to do that…) and use the leek on the cauldron. You’ll hear a “gloo gloo” noise. Do the same with the carrot and the egg. Now use the bottle of water on the cauldon. The bottle is now renamed to a “strange potion”. Now go back to the chicken and use reveal to turn him to its human shape for ten seconds. While in its human shape use the strange potion on him. Here we are! A “cocorico” message appear. The guy turns definitively to his human shape and thanks you. If you speak to him two times, he explodes like a chicken and leaves behind one of the two unique weapons. . . Reward: Either Inut’s Magic Bow or Inut’s Giant Magic Sword & 20000 XPs 38 Misc actions Rob the bank In the human city of Arx, enter the houses of Gary (43) and Alicia (8), either, when they are in, or lockpick the doors or steal the keys from them or kill them and take their keys. Then pull the lever in Alicia’s house and quickly run into Gary’s appartment and into the cellar; you end up in Alicia’s house again and see a key imprint on the wall, which you will have to click on and a lever to exit into Alicia’s house. Next ask Greu for a piece of mold and make an imprint of the key in it. Go to the dwarven forge with the key imprint and 1 metal and 1 gold bar (or make them in the forge) and make a key in the same way you forged the Mithril Sword. Now enter the bank office (11) and push the button in the wall to open a secret passage in the back (10). Go in there, best invisible, and use the key you made on the button at the end of the passage to enter the safe area with the two chests and a lot of money and treasures. Reward: Lots of gold & 5000 XPs Bring a cook book to the goblin cook Give the cook book from Level 1 , room 18 to the goblin cook on Level 3, room 25 Reward: 1000 XPs Help the trolls to get independent Give the book ‘Secrets of money’ (from Gary House or Rebel’s Camp) from Level 4, room 51 to Troll King Pog Level 3, room 37 (2000 XPs). Then go to the goblins, who will attack you in the grand hall (Level 3, room 19); you have to kill them; then go back to King Pog and talk to him; also notice the chest full of gems at his place! If you go back to the Goblin city, you will see all the goblins meeting in their main hall and when you approach them and Lord Alotar sees you, he tells all the goblins to attack you… Reward: 500 XPs 39 Other Secrets – Find a love letter in Maria’s room under a vase from L. – this is from King Lunshire! – To the end of the game, there are 3 soldiers by the Serpent Pillar Level 4, room 10; there is nothing really to do with them; you can either fight or ignore them. – If you come into the Ylside bunker to the end of the game, you find, they have sacrificed the bard from the castle in their training room Level 5, room 18. – If you drink too much wine, you’ll get drunk… it is a nice effect, try it! – You can earn some extra money if you buy goblin mine share’s in Gary’s bank (Level 1, 10) before you solve the Trolls on strike quest, after which the share’s value rise and you can sell them again. – If you paint the runes UU or W, you enter an Undeworld mode – this takes many tries to achieve and is a hommage to the classic Ultima Underworld games. 40 Maps Legend Pressure Plate Switch/Lever with point of effect Level 1 – Human City of Arx, Palace , Outpost, Tavern 1: Town entrance 2: Entrance to the human city 3: Guard room: on wall: longshield, metal shield, 2 two-handed swords, 2 two-handed axes; chest (open with lockpick): food, wine 4: Jewelry & 4bis: Tafiok’s room (key is with Tafiok): trapped chest (open with lockpick): gem dealer licenses, gems, gold 5: Maria’s misc goods and bedroom (key is with Maria): in bedroom under vase: love letter from L. 6: Cathedral 7: Bedroom: rope, food, water 7bis: Bedroom: gold, water, necklace, food, Book for Shany Quest 8: Alicia’s bedroom (either open or key is with Alicia): silver ring, golden goblet 8bis: Abandoned house 9: Armoury & 9bis: Miguel’s room (key is with Miguel): chest: food, dagger, leather armor 10: Bank: chest: gold & 11: Bankholder’s office (open with Gary’s key) 12: Enoill’s bedroom 12bis: Old Lady (has key to here): chest: mortar & pestle, food 13: Hall of the castle of Arx 14: Weapon room (key is with Carlo): various armor and weapons 15: Prison 16: Air supply area 17: Kitchen: food 18: Food supply: food, goblin cook book 19: Research lab: destillery, mortar & pestle, book about potion making, Runes: Mega, Yok, Cetrius, Tar, Vista; chest: ingredients 20: Library: many books 21: Observatory: trapped chest (open with lockpick): cursed ring, healing scroll, mana drain scroll, invisibility potion 22: Council meeting room 23: Room: various goods 24: King’s main room 25: Felnor’s bedroom, open with key from Felnor 27: Falan Orbiplanax’ bedroom (get key from Felnor): chest (open with key from crypt – level 4, room 34): Rune Folgora, ring of invisibilty, cure poison potion scroll, empty flask 28: Bedroom 2 (open with lockpick): find key to open chest here: wake dead scroll, create field scroll 29: Waradvisor’s bedroom (open with lockpick): fireball scroll, key under pillow on chair opens chest: two-handed sword, set of tools 30: King’s bedroom, open with key from King Lunshire 32: Teleport room 33: Player’s bedroom: food, backpack 34: Guard’s room: plate helmet, dagger, water, torch 35: Caves 36: Access to the crypt 37: Human Entrance of Arx (opens with key from King Lunshire): use telekinesis to get fireball scroll and Ring of Daarka from rock above way to tavern 38: Guard Post: gold, hammer, mortar & pestle, flour 39: Human customs bridge 41 : The “Yellow Tulip” Adventurer Inn 42: Goblin customs 43: Gary’s appartments (opens with Gary’s key): mortar & pestle, book, bejeweled dagger, Ring of Intuition, longshield, life potion, Ring of Curse, emerald, poison 46: Guard dormitory: food, water, gold under pillow 47: corpse: ring of regenaration 48: Amikar’s Rock 49: Ortiern (gives gemdealer’s license): chest (diary, gold, wine), weapons, armour, 2 chests (lockpick): saber, longsword, 2 shortswords 50: Empty house: Invisibility scroll, water 51: Mad man’s house: pickaxe, torch, rope 52: Broken TP: ring of casting 53: Collapsed passageway 54: Outside church: dispel field scroll, piece of wood Level 2- Temple ofAkbaa, Crystal Caves, Cave, Goblin Prison 1 : Prison cell la: Prison cell 2: Prison entrance 3: Cell 4: Corridor 5: Other prison cells 6: Cell: Free Polsius here 7: Torture chamber 8: Guard hall 9: Guard bedroom: chest (torch, gems), club 10: Large corridor: club, torch 1 1 : Armoury (open with key from room 13): longsword, shortsword, wooden shield, leather armour, food, Runes: Aam, Tar 12: Access to the goblin civilisation 13: Guard Post Manager Office: note from Iserbius, life potion, key for room 15, push button to open secret room: gold, gem, key for room 1 1 14: Hall 15: Cavelike place (open with key from 13): Rune Spacium, wooden shield 43 16: Deep cave 17: Greu’s cave. 18: Cave like zone 2. 19: Ice Dragon cave entrance: corpses: leather armour, gold, Create Field scroll, Rune: Comunicatum, chain mail armor, dagger of stealth, Paralyze scroll 20: Ice Dragon cave: corpses: gold, torches, dragon egg 21: Temple entrance 22: Bridge Room 23: Corridor 24: Kitchen: food 25: Praying room: Push buttons to open rooms 34 & 35 26: Lever #1 26a: Golem riddle: insert heart of golem into middle golem and tell him to follow you to room 26b 26b: Riddle for Lever #1 27: Lever #2 27a: Riddle for Lever #2: close one door to make the other open 28: Lever #3: Enter combination 1-1-3 or fight golem from secret room here 29: Hall: Fight several priests (note with 1-1-3 combination, Akbaa Meteor) 30: Priests Dormitory: Fireball scroll, chest: food, torch 31 : High priest Bedroom #1 : potion ingredients, chest (open with key from priest at 29): Rune Stregum, Telekinesis scroll 32: High priest Bedroom #2: food, Dispel Field scroll 33: High priest Bedroom #3: Priest (golem heart, Ring of Intuition, mana potion, note: heart is key to security system), Dispel Field scroll below pillow; button in south wall here opens secret room 40 34: Golem Room: golem (golem heart), corpse (gold, Runes Kaom, Cosum; potion ingredients) 35: Tomb: cupboard: gem, book about Akbaa; chest (triggers Lich): Akbaa Meteor, gold, Dispel Field scroll, Ring of Curse, silver ring 36: Keeper’s bedroom: Akbaa Meteor 37: Meteor Chamber 38: Natural caves 39: Cave: (Giant Nasty Spider): Emerald 40: Secret room: chest: Runes Kaom, Cosum, Flying Eye scroll 41 : Right lever opens door to 21 , left lever activates security system 42: Corpse: Ring of Invisibilty, torch, food 43: Corpse: short sword, rope, torch, Magic Arrow scroll 44: Ciprian Longsword 45: Plated Armor, Plated Leggings, Plated Helmet, Axe, Levitate scroll, Dispel Field scroll, backpack 46: Rune Yok; corpse: Ring of Protection, Protection from Fire scroll, mana potion, torch, life potion, Levitate scroll 44 Level 3 – Troll Mines , Goblin City , Spider Caves 1 : Dark room 2: Abandoned area 3: Air conduct 4: Abandoned area: unstable wall, use pickaxe to enter room: third note for treasure hunt 5: Abandoned area: barrel: rope, food; corpse: torch, gold, cure poison potion 6: Abandoned fire camp 7: Nothing 9: Water 10: Abandoned bedroom: dagger 1 1 : Secret office: move all stones from one floor plate to the other in 12 to open: food, torch, lockpics, key for room 17, rope, mana potion, life potion 12: Elevator room: use rope in north wall panel to repair elevator; move all stones from one floor plate to the other to open secret room 1 1 13: Nothing 17: Supply room: open with key from 1 1 ; flour, food, gold, dagger, torch, water, wine 18: Goblin realm’s entrance. 19: The hall 20: Goblin King room: chest (key is with goblin king): gems 45 21: Goblin King’s bedroom: note with safe combination 5-5-9-9 under bed; poison, Disarm Trap scroll, food, gold, note about king & wine, stake; cupboard (lockpick): magical leather armor 22: Treasure room: (opens with golden key from guard): chests (one opens with a key from goblin king, other opens by lockpick): gems, gold, gold bars, Ring of Invisibilty 25: Kitchen: food, dough, barrel of wine, rolling pin 26: Goblin sleeping room: food 26bis: Atok’s room: key for chest in 28 below pillow; cure poison potion, wine, set of tools, rope 27: Guard room 28: Supply room: chain mail leggings, shields, torches, chest (trapped, open with key from 26bis): troll idol 29: Pieces of wood, shovels 30: Goblin Entrance 31: Teleport room 32: Spider cave: corpse: poison; Levitate scroll 33: Spider cave: corpses: torches, Ring of Regenration 34: Access to level 3 35: Access to level 1 36: Entrance to Troll encampment 37: Hall of Trolls: King Pog 38: Mining zone 39: Mining zone 40: Mining zone 41: Mining zone: Rune Vitae (use telekinesis) 42: Mining zone: chests (lockpick): gold, torches, rope, ruby; pickaxes, barrel: garlic, torch, food; water, fishing rod 43: Sleeping room: pickaxes 44: Mining zone: prison cell 45: Mining zone 46: Mining zone 47: Corpses: bones, gold, cure poison potion, life potion, Magic Arrow scroll 48: Corpse: bones, leather leggings, Runes Aam, Yok 49: Meet Kultar here again, fight goblin lord (piece of wood, gold) 50: Hiding place of treasure hunt 51 : Use pickaxe here to break unstable walls 52: Use pickaxe to get gems at wall; Amikar’s Rock 53: Secret passage (opened with lever in 54) to treasure room 22 54: Secret passage in goblin throne room 20 55: Rune Fridd, get with Telekinesis 56: Amikar’s Rock 46 Level 4 – Rebel Camp, Great Sea, Serpent Pillar, Crypt 1 : Cave 1 2: Cave 2: jump to this area (see red arrows on map): corpses: food, torch, gold, life potion; barrel: wine, food 3: Teleport room 4: Cave 4 5: Cave 5: torch, dagger 6: Cave 6 7: Cult’s secret room: (open with torch-lever): chests (lockpick): gold, golden cup, life potions, Levitate scroll, sacrificial implement 8: Oliver, the dead hermit’s room: Starting room for Treasure hunt: Place emerald in left chest: life potion, poison, first note of treasure hunt; diary of Lord Inut, candles, dagger, torches 9: Chest (goblin trap): gold track to chest 10: Snake pillar room: Find priests for Shany Quest here 1 1 : Cave 1 1 : corpse: gold, short sword, leather armor 12: Cave 12 13: Entrance to the Ylside’s bunker 14: Underground lake 15: Goblin’s diner 16: Entrance to the rebel camp 17: Guard post 1 18: Resting room 19: Alia’s room: Disarm Trap scroll, cupboard: gold, scroll, leather armor of stealth; various books 24: Food storage 25: Room 25 26: Trapped Corridors: magical plated leggings (use telekinesis) 27: Lever room 28: Secret passage: chests (locked & trapped, lockpick and key from guard): gold, gold bars, jewelry 29: Treasure room: chest: Krahoz 30: Weaponery 31 : Tomb 1 : Lord Inut in chicken form; bracelet, key for exit 50 32: Tomb of Heroes: opens with key from 39; sword in NE corner statue is lever to open gate to next level 33: Tomb 2: stake 34: Tomb 3: lever to open secret room with another lever to raise floor after 43; Falan Orbiplanax grave: key for chest in his room in castle (Ivl 1 , 27), bracelet 35: Achanta’s grave: gold, Achanta’s Sword, emerald, sacrificial implement, stone with carved sign, necklace 36: The Great Hall: use blood on Achanta’s statue or sacrificial implement to open the 3 gates 37: Stakes, stone with carved sign, wooden shield, dagger, Levitate scroll, bracelet, golden cup 38: Tomb 4: bracelet, necklace 39: Tomb 5: key for room 32 40: Tomb 6: stake, piece of wood 41: Tomb 7: piece of wood 42: Commander’s tomb: grave (trapped): leather leggings of stealth 43: Levers room: repair lever with piece of wood 44: Corpse 45: Field, entrance to Ylside bunker 46: Use pickaxe to get gold on wall 47: Use pickaxe to get gold on wall 48: Corpse: set of tools, note about treasure hunt; smash door to enter room 8 49: Amikar’ Rock; corpse under bridge: gold, fishing pole 50: Saber, shields 51 : Chest (lockpick or open with key from guard here): golden bar, long sword, cain mail helmet, chain mail armor, golden key, booring book about finances (for Troll King Pog) 52: Place of trigger for Shany Rescue 48 Level 5 – Ylside Bunker, Crypt, Caves 1 : Keeper’s room: bracelet; put object on floor plate and pull both levers to open gate 2: Tomb: Dispel Field scroll, key, torch; key to open exit here again 3: Tomb: grave: Find Trap scroll and Curse scroll 4: Tomb: graves: mana potions, gold, bejeweled long sword, cure poison potion, Lighting scroll, Repel Undead scroll 5: Tomb: graves (some are trapped): key for 6, mana potion, gold, golden cup, emerald, invisibility potion, mummy fight; chest (lockpick): gold, invisibility potions 6: Secret passage tomb: unlock with key from 5, corpse: golden ring, golden key for 10, stone with carved sign, torches, life potion 7: Tomb: lockpick to enter: grave: gold, bracelet, silver ring, chest (lockpick): emerald, ruby, diamond 8: Tomb: open with lever (see map) and use combination from note 1-3-1 from 36: pull left lever, right lever, left lever: necklace 9: Tomb: grave (trapped): gold, golden ring, mana potion 10: Tomb: open with golden key from 6; corpse: mana potion; golden cup 11: Unfinished tomb: stakes, pickaxe, bricks, corpse: stone with carved sign 12: Trapped corridors: put object on plates to disarm traps 13: Portcullis room 14: Pressure pad’s room. 15: Entrance of the secret bunker: fight priests and find keys in their bodies 16: Forge: metal, chest (opens with key from 15); Ylside Armor 17: Priest’s room: books, candles, chests: candles, life potion; Ring of Protection below pillow, 2 enchant weapon Scrolls 18: Training room and weaponry: bard corpse: gold; two-handed axe, chests (open with key from 15): short sword, two-handed swords, cure poison potion, life potions, wooden shield, two-handed axe, daggers 19: Ylside’s room: food, two-handed sword, hammer, mortar & pestle, chest (trapped, open with key from 15): life potions, plated leggings, magical plated armor, plated helmet, chain mail helmet, two- handed axe, metal bars 20: Iserbius’s room: open with key from 15, disarm trap after door; diary, put candle on right skull on altar to open secret compartment in bed whch holds key for chest: note, Akbaa meteor 21 : Akbaa’s puzzle: Place Akbaa Meteors on 5 colums to open door to 22 22: Praying room: Iserbius, Akbaa 23: Food storage: food 24: Twin shop: chest in upper room: gold, Ring of Regeneration, note with secret entrance to snake women below pillow 25: Troll cave 1 26: Troll cave 2: bejeweled longsword 27: Teleport room 28: Troll cave 3: troll fights goblins here: gold, torch, wine, rope 29: Troll cave 4 30: Troll cave 5 31: Earth goblin’s clan: leather armor, leather leggings, gold, torch, food 32: Water goblin’s clan: leather armor, fishing rod, food, rope, key for chest: gold, gems, silver ring 33: Caves 34: Access to level 5 35: Cave: pick gold from wall 36: Corpse of undead hunter Azrael Darkthorne: food, life potion, stakes, short sword, rope, torch, note: 1-3-1 is the key (for room 8); diary, Fireball scroll 50 Level 6 – Sisters of Edurneum Outpost, Temple of Illusions, Crypt 1: Tomb 2: Great hall: blood, golden ring, golden cup, empty flasks, graves: A: empty B: Fireball scroll C: empty D: life potions E: opens with lever at 12 only: Mithril leggings F: empty G. mummy -> fight H: stone with carved sign I: corpse: bone 3: Tomb. Activate passage to outside with glowing object from Level 7, room 8 4: Tomb: Short sword 5: Tomb 6: Tomb: use pickaxe on grave: cursed saber, stone with carved sign 7: Tomb 8: Tomb 51 9: Hall 10: The Keeper’s puzzle room: Rune Mortis upstairs, after secret way from 1 1 1 1 : Tomb: push button to open secret way to Rune Mortis in 10 12: Treasure room: Shield of the Elder 13: Secret tomb: chests (trapped, lockpick): bones, gold 14: Trapped corridors: Levitate over spikes 15: Entrance to the Temple of Illusion 16: Hall of the Brave 17: Missing lever room: Fire arrow on rich snake picture, where sword and sceptre meet, cast reveal on levers to reveal the ‘one true’ lever 18: Hall 19: Golden snake room: place different item before each lever to identify room, use globe to see which lever to pull next: fake golden serpent (sequence: 19a, 19b, 19c, 19d, 19e, 19f; see map) 20: Cross way 21 : Joke room 22: Mirror room: ghost: cursed ring 23: Teleporter room 24: Teleporter corridor 25: Room of truth, place real serpent in bowl here 26: Temple exit 27: Secret Room: note about rich snake; after hit where sword and sceptre meet in 17, chest opens: golden serpent 28: Corpse room: corpse: torch, gold, wooden shield, short sword 29: Empty cave 30: Spider room: corpse: torch, bracelet 31 : Galleries: climb ladder up: corpse gold, cursed saber, leather helmet of stealth; Rune Kaom 32: Empty cave 33: Air supply room: shovel, corpse: dagger, diamond, torch, set of tools 34: Convent’s entrance 35: The throne chamber 36: Teleport room 37: Storage: chest (trapped, key is with Zalnashh or lockpick): Invisibility potions, Ring of Daarka, Reveal scroll, Levitate scroll, Dispel Field scroll, gem, key ring; Enchant Object scroll; Rune Folgora; Ring of Regeneration, Ring of Invisibilty 38: Snake woman teleporter 39: Library: Dispell Field scroll, Reveal scroll (both on bookshelves) 40: Temple 41: Ratmen’s entrance 42: Corpse: leather armor, pick metal from wall 52 Level 7 – Ratmen, Giant Worm , Crypt Large view for Labyrinth of Lost Souls: float over or shoot arrow i^at o’ #• ■ 2 lever is only a trap 1: Tomb: Graves (trapped) magical plated armor 2: Tomb: ever to open 1 3: Tomb: graves: mummy, plated leggings 4: Tomb: Fireball scroll, lever to open 3 5: Statue (pull levers acc to where statue points: sequence A-G-B-E-F, see map) 6: Tomb: pull lever to open secret room: stakes, corpse 7: Tomb, corpse: set of tools, bracelets, rope, torch, short sword, ruby, piece of wood; chest: Mana Drain scoll, Raise Dead scroll 8: Tomb: key for 9; corpse: rope, 2 torches, glowing object for TP in (Lvl 6, room 3), note about riddle of Poxsellis 9: Ghost chamber: open with key from 8, Queen Florence talks to you about her murderer, grave: gold, life potion; Enchant Object scroll behind grave 10: Labyrinth of the Lost souls (see extra large map): lever sequence: 1-4-5-6-5-7-8-9 (see map), smash grave near lever 6 with pickaxe 11: Cave: corpses: mana potion, invisibility potion 12: Rat’s cave 1: corpse: gold, poisonous potion, life potion, arrows, Levitate scroll 13: Rat’s cave 2. jump from 13 into mushroom and teleport to 17 14: Patrol room 15: Lair 1 16: Lair 2 17: Lair 3: mushroom teleports back to 13; corpses: torches, bow, arows, life potion, mana potion, cure poison potion, set of tools 18: Lair 4 19: Lair 5 20: Lair 6 21: Great cave : Ciprian Longsword in spider 22: Lair 7 25: Lair 8 26: Lair 9 27: Lair 10 28: Goblin’s treasure 29: Teleport room 30: Giant Worm: short sword 31: Corpse: Ring of Master Anselmo, Fireball scroll, note about treasure hunt 32: Secret room: healing well 33: Secret room: stakes 55 Level 8 – Dwarven area, Crypt 1 : Catacomb entrance 2: Captain Auletio’s tomb: button in wall opens altar: Feathered Long Sword, glowing object in grave 3: Captain Theseb’s tomb glowing object in grave 4: General Sojemi’s tomb: glowing object in grave 5: General Rajeph’s tomb: glowing object next to grave; Levitate scroll 6: Poxselis’s tomb: Place 4 glowing objects on columns around grave to open grave: Helm of Poxsellis 7: Corridor 8: Level entrance 9: Crossway to the Dwarf area 10: Cave + lava: Metal piece 1 1 : Little island and teleport room 12: Dwarf entrance 13: Kitchen and meeting point with the black thing 14: Corridor: open door with key from 16 15: Smelting: Two-handed sword mold 16: Office. Key for 14 17: Bedroom 18: Bedroom: saber sword form, key, golden key, stone of power 19: Bedroom 20: Dwarf Hall: dwarf corpse: gold, pickaxe 21: Black Thing Lair: Pick gold, dead dwarf: stone of power, note about mithril shortage, blood 22: Metal Mine 23: Forge: chests (picklock right one, left opens with key from 33): Mithril armor, long shield, long swords, gold bars, rope, saber mold 24: Lava pit 25: Mythril mine 26: Transfert room 26a: Dwarven corpse: torch, ingredients 26b: Pick Mithril 27: Darven corpse: key, book about forging, stone of power, dwarven meat 28: Collapsed after entrance from lava room 24 30: Stone of Power 31: Pick Metal 32: Pickaxe 33: Key for chest in 23 in air vent 34: Open with golden key from 1 8 35: Open with silver key from 18 36: Lockpick door 57 Creatures of Arx NPCs & friendly creatures stats Name HP Armour Damage Special XP Alia 60 40 15 – 100 Carlo 60 40 30 – 600 Felnor 70 5 18 Spell Caster 100 Goblin King Alotar 22 10 6 – 70 Human King Lunshire 65 40 18 _ 700 Troll King Pog 60 35 25 _ 180 Mother Zalnashh 90 10 7 High Level Spell Caster 600 Snake Woman 35 10 5 High Level Spell Caster 400 Arx City Guard 60 40 15 – 100 Sacred Dagger Guard 60 40 15 – 100 Human Villager (Child) 5 1 1 – 0 Human Villager (Female) 16 3 3 – 30 Human Villager (Male) 32 10 5 – 40 Chicken 2 1 0 Provide Food 1 Dog 15 1 3 – 4 Pig 18 10 5 Provide Food 6 Ice Dragon 300 50 15 Spell Caster 800 58 NPC descriptions Alia (female human), the rebel leader and daughter of King Lunshire and Queen Florence Alicia (female human), a woman in the human city of Arx, loves Gary, the banker or rather his money; has the key to her house (Level 1 , 8) Alotar (male goblin), the king of the goblins, plays a role in the missing troll idol quest Atok (male goblin), wants the throne from Alotar and starts intruiging him Carlo (male human), Captain of guards in the Human City of Arx, provides you the key to the crypt and plays an important role later in the game; has the key to the armoury (Level 1 , 14) Chinkashh (snake woman), librarian in the castle, a snake women of the Order of the Sisters of Edurneum Enoill (male human), the one-eyed murderer of Queen Florence, plays a major role late in the game Felnor (male human), alchemist in the castle, assigns you all kinds of main quests; he has 4 keys with him, which lock the chests and the gate in the research lab (Level 1,19) and his room (Leve I 1 , 25) Gary (male human), the banker in the human city of Arx, can be robbed; has4 keys, for the bank office (Level 1 , 1 1 ), his house (Level 1 , 43) and the chests in the bank (Level 1, 10) Greu (male troll), an eremit troll, gives you a troll amulet for a book with landscapes from the outside world Ice Dragon (dragon), lives in the ice caves, get a dragon egg from him Iserbius (human male), head priest of Akbaa, your main enemy Kultar (male human), your fellow prisoner in the goblin prison at the beginning of the game; if you help him, you’ll meet him twice again, and each time he helps you in return! Lunshire (male human), king of the humans, assings you several quests; he also owns two keys, one of which opens the large gate near the outpost (Level 1 , 37), which leads to the outside world; the other opens his room in the castle (Level 1 , 30) Maria (female human), shopkeeper in the human city of Arx, buys & sells all kinds of goods; has the keys to her shop and house (Level 1 ,5) and the chests in them Miguel (male human), the armorer in the human city of Arx, buys and sells weapons and armor; has the key to his shop and his house (Level 1 , 9 & 9bis) and the chests in them Old lady (female human), cleans the cathedral; has the key to her house (Level 1, 12bis) Ortiern (male human), Captain of the Outpost; gives you the order to report the first attack of the Ylsides to King Lunshire and the gem dealers license Pog (male troll), the king of the trolls, helps you with early in the game Rinco (human male), the gambler in the Yellow Tulip tavern Shany (female human), Maria’s daughter, has a quest in the game Suiberis (human male), astronomer in the castle, turns out to be no other than Iserbius Syllashh (snake woman), librarian in the Order of Edurneum outpost Tafiok (male human), the gem dealer in the human city of Arx, buys and sells all kinds of gems and jewels; has keys to his shop and house (Level 1 , 4 & 4bis) and the chests in them Tizzy (female human): Barmaid un the Yellow Tulip, you can buy beer at hers Zalnashh (snake woman), leader of the order of Edurneum, helps you several times 60 ■L*, mix * \ * ?’’■ vi’ gr I ” ,, i* 1 ^ J Bestiary stats Name HP Armour Damage Special XP Giant Rat 5 10 2 Provide Food 12 Giant Baby Spider 4 10 2 Poison Attack / Immunity to Poison 10 Giant Spider 8 10 4 Poison Attack / Immunity to Poison 20 Giant Nasty Spider 45 50 20 Poison Attack / Immunity to Poison 100 Giant Worm 200 40 30 1 – 800 Goblin 12 10 3 – 40 Goblin Lord 25 20 10 – 70 Golem 70 80 20 Immunity to Poison 200 Priest 25 5 12 Spell Caster 70 High Priest 35 5 16 Spell Caster 100 Ratman 25 30 10 Poison Attack / Teleport Ability / Thief Ability 400 Troll 40 30 18 – 100 Undead 35 30 12 Poison Attack / Resurection 120 Mummy 45 30 30 Paralize Attack 250 Ghost 60 40 15 Invisible 100 Liche 120 40 12 High Level Spell Caster / Summon Undead 800 Demon 140 20 25 – 1000 Black Thing invincible 100 250 Invincible Creature 1000 Ylside 60 50 30 Special Fast Attack 500 Akbaa 600 20 70 High Level Spell Caster / Summon Demon / Special Tentacle Attack – Items Weapons Name Damage Special Required Skills Aiming Time Durability Price Bone 1 – !- 700 4 – Dagger 2 – !- 500 50 75 Club 3 – – 1000 20 40 Short Sword 4 – – 800 50 150 Long Sword 5 – ST: 10 CC: 40 1000 60 500 Axe 5 – ST: 8 900 50 500 Saber 6 ST: 8 CC: 50 500 50 600 Bow 6 – Projectile: 30 2000 _ 250 Two-handed Axe 12 ST: 14 CC: 50 4000 60 1700 Two-handed Sword 10 – AC+3 3000 60 1500 Poisoned, eminently accurate Assassin’s Dagger of Stealth 5 Poisonous Attack Critical+50% Stealth+10% Object knowledge: 35 DEX: 14 500 50 750 Bejeweled Dagger of extra Damage 5 Object knowledge: 20 500 50 400 Blacksmith’s Hammer 4 – ST: 8 900 50 100 Blacksmith’s Club 9 ST: 14 CC: 40 1000 60 900 Two-handed Hammer 9 – ST: 14 CC: 40 4000 60 900 Slayer Blade 12 AC+3 Critical 10% Stealth-1 0% Object knowledge: 40 ST: 14 CC: 60 2000 80 2000 Ciprian Long Sword of Force 7 ST+1 CO+1 AC+1 Object knowledge: 40 ST: 10, CC: 40 1100 60 1000 Feathered Long Sword 6 Critical+20% Object knowledge: 30 ST: 10, CC: 40 1100 60 750 Bejeweled Long Sword of extra Damage 8 AC+1 Object knowledge: 20 ST: 10, CC: 40 1000 80 900 Achanta’s Sword of Drain Blood 6 Life Drain Object knowledge: 40 ST: 10, CC: 40 1100 40 800 Meteor Saber 20 Unbreakable – 500 ” 5000 Meteor 2 Handed Sword 30 Unbreakable AC+8 Stealth- 10% 3000 5000 Mithril Saber 10 Unbreakable ST: 8 CC: 30 500 2500 Mithril 2 Handed Sword 20 Unbreakable AC+5 Stealth- 10% ST: 10 CC: 40 3000 2500 Enchanted Meteor Saber 25 Unbreakable – 500 – 5000 Enchanted Meteor 2 Handed Sword 40 Unbreakable AC+8 Stealth-1 0% 3000 5000 Cursed Saber 0 ST-8, D EX-8, CO-8 Protection from Magic -100% Extremly poisonable Drags health from player Object knowledge: 70 ST: 10 CC: 50 500 5 3200 Forged 2 handed Sword 15 AC+6 ST: 12 CC: 60 3000 80 600 Inut’s Magic Bow 20 Cast Fireball Projectyle: 40 10 – 2500 Inut’s Giant Magic Sword 15 Casts Drain Life & Paralyze AC +5 ST: 18 CC: 35 10 Armor Type Protection Special Required Skills Durability Price Leather Chest +3 – Obj. Know.: 15 60 550 Leather Leggings +2 – Obj. Know.: 15 60 400 Stealth Chest +2 Stealth+5% Object knowledge: 35 90 900 Leggings Armor of Great Stealth +2 Stealth+5% Object knowledge: 35 90 700 Leather Helmet of Great Stealth +2 Stealth+5% Object knowledge: 35 90 750 Chain Mail Chest Armor +6 Stealth-2% Casting-2% Protection from Magic-2% Object knowledge: 15 ST: 8 80 1100 Chain Mail Leggings +5 Stealth-2% Casting-2% Protection from Magic-2% Object knowledge: 15 ST: 8 80 850 Chain Mail Helmet +4 Stealth-2% Casting-1 % Protection from Magic-1 % Object knowledge: 15 ST: 8 80 550 Magic Leather Chest +6 – Object knowledge: 35 80 1300 Magic Leather Leggings +4 – Object knowledge: 35 70 950 Plated Chest +7 Stealth-5% Casting-4% Protection from Magic-4% Object knowledge: 15 ST: 14 90 1600 Plated Leggings +7 Stealth-5% Casting-4% Protection from Magic-4% Object knowledge: 15 ST: 14 90 1300 Plated Helmet +7 Stealth-5% Casting-3% Protection from Magic-3% Object knowledge: 15 ST: 14 90 900 Magic Plate Chest of extra Protection +10 Stealth-5% Casting-4% Prot. fr. Magic-4% Object knowledge: 35 ST: 14 – 1800 Magic Plate Leggings of extra Protection +10 Stealth-5% Casting-4% Protection from Magic-4% Object knowledge: 30 ST: 14 90 1600 Magic Plate Helmet of extra Protection +10 Stealth-5% Casting-4% Protection from Magic-4% Object knowledge: 15 ST: 14 90 1100 Ylside Armor +38 Stealth+20% Casting-4% Protection from Magic+20%, ST+3 ST: 12 2100 Ylside Leggings +30 Stealth+20% Casting-4% Protection from Magic+20% ST+2 ST: 12 _ 1900 Poxsellis Helmet +10 Stealth-5% Casting-3% – – 1300 Mithril Chest +10 Casting +2% Protection from Magic+2% Object knowledge: 30 90 1800 Mithril Leggings +8 Casting+2% Protection from Magic+2% Object knowledge: 30 90 1600 Mithril Helmet +9 Casting+1% Protection from Magic+1% Object knowledge: 30 90 1100 Sacred Dagger Armor +6 Stealth-2% Casting-2% Protection from Magic-2% Object knowledge: 15 ST: 8 80 1300 Sacred Dagger Leggings +5 Stealth-2% Casting-2% Protection from Magic-2% Object knowledge: 15 ST: 8 80 1100 Wooden Shield +2 – ST: 8 50 300 Metal Shield +3 Stealth-5% ST: 10 70 700 Tower Shield +5 Stealth-5% Protection from Magic+30% ST: 14 70 1100 Shield of the Elders +7 Stealth-5% Protection from Magic+40% Object knowledge: 35 ST: 12 – 1600 66 Magic Objects Name Effect Price Amulet of Great Luck A fake magic amulet 150 Ring of Protection AC +10% Protection from Magic +10% Protection from Poison +10% 850 Ring of Invisibility Allows invisibility during 20 seconds Can be enchanted once to regain lost durability 950 Ring of Casting Casting +10% 450 Ring of Misery ST -2 DEX -2 CO -2 INT -2 700 Ring of Curse ST -5 DEX -5 500 Ring of Regeneration Restores 1 HP every 2 Seconds Can be enchanted once to regain lost durability 800 Oliver’s Magic Ring ST +1 DEX +1 CO +1 INT +1 700 Ring of the Water Point Give a bonus in Intuition related skills 950 Ring of Daarka Protection from magic: +20 % AC-20% 950 Ring of Master Anselmo Protection from Poison +20% CO+1 750 Stone of Power Used to supply power to dwarf mechanics _ Garlic Used to enchant a weapon to give it a dexterity bonus – Rock of Amikar Used to enchant a weapon to make it unbreakable – Bone Powder Used to enchant a weapon to give it a strenght bonus – Dragon Bone Powder Used to enchant a weapon to give it a strenght bonus – Green Potion Magic Potion used to poison a weapon – Golem Heart Used to enchant a weapon to give it the paralize ability 850 Potions Color Name Effect White Potion of Invisibilty makes you invisible for a certain time Yellow Life Potion Restores health Blue Mana Potion Restores mana Green Potion of Poison Used to poison weapons or a fluid Violet Potion of Cure Poison Cures poison Runes Name Place to find (see map section) Aam (create): Level 3, 48 – Level 2,11- Maria’s Shop Nhi (negate): Maria’s Shop Mega (improve): Level 1,19- Chinkashh Yok (fire): Level 1,19- Level 2, 46 – Level 3, 48 Taar (missile): Level 1, 19- Level 2, 11 Kaom (protection): Level 2, 34 – Level 2, 40 – Level 6, 31 Vitae (life): Level 1,19- Level 3, 41 – Maria’s Shop Vista (vision): Level 1, 19 Stregum (magic): Level 2, 31 – Twin Dealers Morte (death): Level 6, 10 Cosum (object): Level 2, 34 – Level 2, 40 Comunicatum (communicaton): Level 2, 19 Movis (move): Twin Dealers Tempus (time): At a Lich, after you got the Shield of the Elder and leave the halls with the 9 Sarcophaguses Folgora (storm): Level 1,27 -Level 6, 37 Spacium (space): Level 2, 15 – Chinkashh Tera (earth): Twin Dealers Cetrius (poison): Level 1, 19 Rhaa (weakness): Maria’s Shop Fridd (freeze): Level 3, 55 Special Items Akbaa Meteor – one with priest in Level 2, 29 – Level 2, 35 – Level 2, 36 – one with priest at Level 4, 13 when you have the ultimate weapon – Level 5, 20 Amikar’s Stone – Level 1 , 48 – Level 3, 52 – Level 3, 56 – Level 4, 49 Dragon Bone kill dragon to get them Dragon Egg buy from dragon or kill dragon to take all Enchant Object Scrolls – at the Twin Traders (level 5, 25) – 2 in Level 5, room 17 – in Level 6, room 37 – in Level 7, room 9 Golden Serpent 2 found in the temple of Illusions Level 6, fake in room 19, real in room 27 Golem Heart 2 found in the temple of Akbaa Level 2, rooms 33 & 34 Glowing object – 4 pieces: Level 8, rooms 2, 3, 4 &5 Koltk Powder remains of the destroyed meteor Level 2, 37 Krahoz rebel camp Level 4, 29 Mithril dwarven mines Level 8, 26b Rebel camp pass get it from Alia after your first stay in the rebel camp Saber Sword mold dwarven mine Level 8, 18 Stone of Power 4 pieces in the dwaren mines Level 8 rooms 18, 21, 27, 30 Stone with carved sign 6 pieces found in the crypt: Level 4, rooms 35 &37 – Level 5, rooms 6 & 1 1 – Level 6, rooms 2 & 6 Troll amulet from Greul after you give him his present Twohanded Sword mold dwarven mine Level 8, 15 Zohark after completing the Temple of Illusions, Level 6, 25 Traders Miguel, the Armorer (Level 1, 9) Item Price with average Intuition skill Arrows 195 Bow 244 Chain Mail Chest Armor 1076 Chain Mail Helmet 538 Chain Mail Leggings 832 Ciprian Longsword 979 Dagger 72 Leather Armor 638 Leather Armor of great Stealth 1272 Leather Helmet of great Stealth 734 Leather Leggings 391 Leggings Armor of great stealth 930 Longsword 489 Metal Shield 685 Mithril Helmet 1076 Plated armor 1566 Plated helmet 881 Plated leggings 1272 Short Sword 146 Tower Shield 1076 Two-handed Axe 1664 Wooden Shield 293 70 Maria , general and magic wares (Level 1, 5) Item Price with average Intuition skill Life Potion 274 Mana Potion 342 Poisonous Potion 220 Cure poison potion 299 Torch 19 Set of Tools 122 Shovel 48 Pickaxe 148 Rope 29 Fishing Pole 29 Nhi Rune 979 Vitae Rune 979 Aam Rune 979 Rhaa Rune 979 Mortar & Pestle 122 Empty flask 5 Various food & beverages Tafiok, the Gemdealer (Level 1, 4) Item Price with average Intuition skill Diamond 293 Emerald 283 Ruby 174 Gem 146 Silver Ring 48 Gold Ring 78 Tizzy, the barmaid (Level 1, 41) Item Price with average Intuition skill Wine 2 Beer 1 Redset, the rebel trader (Level 4, 30) Item Price with average Intuition skill Chain Mail Leggings 954 Chain Mail Armour 1128 Blacksmith’s Club 781 Plated Armor 1388 Long Shield 954 Club 43 Short Sword 130 Dagger 65 Bow 217 Slayer Blade 1736 Two-handed Axe 1475 Leather Armor 477 Arrows 173 Chain Mail Armour 954 Backpack 217 Candle 6 Piece of Wood 4 Set of Tools 108 Bless Scroll 694 Speed Scroll 520 Levitate Scroll 868 Slow Down Scroll 1736 Lighting Scroll 1215 Dispel Area Scroll 1388 Life Potion 243 Mana Potion 130 Cure poison Potion 260 Poisonous Potion 130 Invisibility Potion 520 Various food & beverages 72 Twin Traders (Level 5, 24) Item Price with average Intuition skill Stakes 4 Piece of Wood 4 Tera Rune 868 Movis Rune 868 Stregum Rune 868 Dispel Field Scroll 1041 Reveal Scroll 520 Incinerate Scroll 1562 Levitate Scroll 868 Telekinesis Scroll 694 Enchant Object Scroll 1562 Repel Undead Scroll 868 Fireball Scroll 1041 Disarm Trap Scroll 1736 Life Potion 243 Mana Potion 303 Invisibility Potion 520 Ring of Daarka 824 Magic Plated Helmet of extra Protection 954 Slayer Blade 1736 Arrows 173 Bow 217 Set of Tools 108 Torches 17 73 Spell book Note: Spells in bold/ italic are not mentioned in the manual! (A) = audible sound – (RM) = resist magic – (RF) = resist fire Level 1 Spell Effect Mana Cost Formula Magic Sight Magic Sight 3 per 10s Mega Vista Magic Missile (A) (RM) 1d4 x Ivl 1×1 vl Aam Taar Ignite Light all torches, fireplace (radius) 2 Aam Yok Douse Counter Fire 2, proportional to countered fire Activate Portal Activates gates in TP rooms, given by Chinkashh 2 Mega Spacium 74 Level 2 Spell Effect Mana Cost Formula Heal +1d4 HP x Ivl, heals the casters and others in radius 2 x Ivl Mega Vitae Detect Trap Detect Traps 5 duration Morte Cosum Vista Armor +1 to AC x Ivl 4 duration Mega Kaom Lower Armor (RM) -1 x Ivl to enemy AC 4 duration Rhaa Kaom Harm (A) (RM) -1d4 + s 4 duration Rhaa Vitae 75 Level 3 Spell Effect Mana Cost Formula Speed Accelerates your moves (duration) 20 duration Mega Movis Dispell Illusion (Reveal) Reveals fake walls 7 duration Nhi Stregum Vitae Fireball (A) (RM) (RF) 1d6 x Ivl (gets bigger) 3 x Ivl Aam Yok Taar Create Food Restore hunger 5 Aam Cosum Vitae Ice Projectile (A) (RM) 1d6 x Ivl (gets bigger) 3 x Ivl Aam Fridd ^ Taar 76 Level 4 Spell Effect Mana Cost Formula Bless +1 all x (lvl+1) 5 duration Mega Stregum Vitae Dispel Field Dispells magic field 7 Nhi Spacium Fire Protection Protection from Fire 10 duration Yok Kaom Telekinesis Pick up, activate from a distance 9 duration Spacium Communicatum Curse (RM) -1 all x (lvl+1) 5 duration Rhaa Stregum Vitae Cold Protection (RM) Protection from Cold 10 duration FrfcW Hiaom 77 Level 5 Spell Effect Mana Cost Formula Rune of Guarding 10 damage if coming too near 9 Aam Mode Cosum Levitate Levitate 10 duration Mega Spacium Movis | Cure Poison Removes Poison (charges x Ivl) 10 Nhi C^trius Repel Undead Some undeads will flee 9 duration Mode Kaom Poison Projectile poison target (charge x Ivl) 2 x Ivl Aam (Zeitrius Taar 78 Level 6 Spell Effect Mana Cost Formula Raise Dead (A) Summon a skeleton (1 at a time) 12 duration Aam Morte Vitae Paralyze (RM) Paralyze Is x Ivl 3 x Ivl Nhi Movis Create Field Spawn an energy field 12 duration Aam Kaom Spacium Disarm Trap Disarms trapped objects 15 Nhi Morte Cosum Slow Down (RM) slows target 12 duration R/iaa Movis 79 Level 7 Spell Effect Mana Cost Formula Flying Eye Explore a place 16 Vista Movis Fire Field (RM) (RF) 20 damage per second 14 duration Aam Yok Spacium Lightning Strike (A) (RM) 3d4 + Ivl damage 6 x Ivl Aam Folgora Taar Confuse (RM) Confuses enemy for Is x Ivl, depending on the intelligence and level of caster 3 x Ivl Rhaa Vista Ice Field (RM) 20 damage per second 14 duration Aam Fridd Spa cium 80 Level 8 Spell Effect Mana Cost Formula Invisibility Make yourself invisible 30 duration N^hj Vista Mana Drain (A) (RM) 1d4 per second 10 duration Stregum Movis Chaos (A) (RM) 3d8 on all monsters in radius 30 Mega Aam Yok Enchant Object Gives bonus to an object 35 Mega Stregum ensure Life Drain (A) (RM) Transfers life from target to you 20 Vitae IMovis 81 Level 9 Spell Effect Mana Cost Formula Summon Creature (A) Creature depends on caster’s intelligence 20 duration Aam Vitae Tera Negate Magic No magic can be cast (radius) 20 duration Nhi Stregum Spacium Incinerate (A) (RM) (RF) 5d4 damage 100 duration Aam Mega Yok Mass Paralyze (RM) Paralyze all creatures in radius Is x Ivl 3 x Ivl x npc Mega Nhi Movie 82 Level 10 Spell Effect Mana Cost Formula Mass Lighting Strike (A) (RM) 4d6 x Ivl damage 8 x Ivl Mega Aam Taar Folgora Control Demon control only demons 40 Movis Communicatum Freeze Time Stop Time for all but caster 60 duration Nhi Tempus Mass Incinerate (A) (RM) (RF) 5d4 damage to al creatures in radius 200 duration Mega Aam Mega Yok 83 Cheat Arx Fatalis is a game with many puzzles and even the cheat proves to be a puzzle, not just a simple console command. At the beginning of the game, after you have escaped your cell and have fought the first goblin, you see a table and a chair. In the corner are two bones. Take the left bone and use it 10 times on the chair next to the table and you will get some nice inventory items, including a meteor saber and a complete Ylside’s Armor. You also get some nice invetory tokens, which are being used and/or activated with the right mouse button and have to be used on the chicken icon then to activate its function. So you can switch to different states of gameplay, different character roles and different inventory items! 84

Walkthrough

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FAQ/Walkthrough

>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==

For Microsoft X-BOX

Version Final

By Chris Zawada

User: antseezee

E-mail: [email protected]

Created: 01/09/04

Last Update: 01/27/05 Copyright 2005 Chris Zawada

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Author’s Note

—————————-

I’d just like to say that this is my first official Walkthrough ever, so please

bear with me. I’ll do my best to guide you on one of my favorite RPGs to grace

the X-BOX in quite some time. Hopefully you’ll be able to find a secret item

that was lost to your knowledge, or yearn on a secret rune spell that only the

elite know. Either way, have fun, that’s the bottom line. Be warned that

spoilers are present everywhere in the FAQ, so it’s your own fault if you read

any further.

Contributing/Feedback

—————————-

If you have any contributions, feedback, or strategies you’d like to have added

to the guide, contact me via e-mail or on GameFAQs. I’ll be more than content

to add your segment of information, and will also provide credit. If you have

any questions you’d like added to the Common Questions section, ask. I simply

don’t have the time to sit around thinking of questions. Provide me with what

you want to know!

Updates

—————————-

=01/27/05= v Final

Added the following sections/details:

– Robbing the Arx Bank (thanks to SINISTER XIII)

– Secret Rune inside Goblin King’s Safe (thanks to SINISTER XIII)

This is the last update for the guide. Adding some secrets I missed thanks to

contributor submissions. There are other variations in the main quest that I

did not add, as it may cause more confusion than necessary. Regardless, most of

the necessary elements of the game are included.

=01/28/04= *NEW VERSION* v1.2

Fixed a huge formatting problem in all of my FAQs, nothing major. Also added a

few tips, walkthrough additions, and hints thanks to Brian Watson (check the

credits section).

=01/26/04= *NEW VERSION* v1.1

Made a few grammar corrections. Fixed up two parts of the walkthrough that were

partially incorrect (dragon eggs, security room in temple). Also fixed up a few

formatting problems.

=01/17/04= v1.0

Completed the walkthrough, and all the sections in the guide. I’m still missing

a few hidden spells in the game, but I’m sure they’ll be discovered. I’ll be

uploading the guide today. Feel free to make any suggestions, or additions and

your name will be credited.

=01/09/04= v1.0

Started the basic layout of the FAQ. Also integrating the traditional

walkthrough step-by-step. Aiming for an early February release.

============================

– Table of Contents –

============================

1) Introduction

2) Game Basics

> Controls

> Inventory/Interaction

3) Walkthrough

> The Escape

> Arx

> The Trolls Quest

> The Temple

> Krahoz and Zohark

> The Ultimate Weapon

> Time to die, Akbaa

4) Side Quests

5) Items

> Weapons

> Armor

> Accessories

6) Magic

> Runes

> Spells

> Scrolls

7) Secrets

> Tips, Hints, Hidden

> Lord Inut’s Potion, Hero Ring, etc…

> Robbing Arx Bank

8) Races/Enemies/NPCs

9) Common Questions

10) Copyright/Distribution/Reproduction Guidelines

11) Proper Credits

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============================

– 1) Introduction –

============================

Arx Fatalis is yet another stunning single player RPG to hit the Microsoft

X-BOX and PC systems in the past two years. Originally developed by Arkane

Studios, and published by Dreamcatcher Interactive, one would question the

ethics behind purchasing such a game. However, Arx Fatalis is more than an

altered Morrowind, or blasting adventure like Diablo. It combines the necessary

elements of a vast RPG with the interaction we look forward to with the actual

environments. While most gamers would compare it to Elder Scrolls III:

Morrowind, Arx Fatalis contains more of the closed-in dungeon environments with

plenty to discover. Using your wits, you must figure out ways to solve puzzles

while facing the difficulty of everyday combat.

Here’s a brief excerpt from the official instruction manual (credit to

Dreamweaver):

————————-

<->Tales of an Old Man<->

————————-

The children, eyes glittering and bubbling with anticipation, drew closer to

the couch where sat an old, gray-haired man in dirty clothing. While some of

hte children were mumbling and giggling at the sight of the trembling old man,

all grew silent as, in a harsh voice, he began to tell his tale.

“Well, children…,” the old man paused, coughing. “Our world was not always as

you know it today. A long time ago, according to legend, everyone lived in the

fortress, aboveground. Over their heads, there was what they called a blue sky,

where smoke, which went by the name of clouds, floated.”

The excited murmurs of the children forced the man to pause in his story.

“You’d better believe me! High above, we had a radiant sun, which warmed us

with its magical rays. Wheat grew, without the help of magic, needing only the

earth and the sun. Of course, there were also goblins, trolls, dragons and

demons, but we lived so far away from one another that we rarely crossed paths.

What truly shook our civilization was when the sun suddenly disappeared. In a

mere few hours, it was gone. Night fell, for all of eternity. Since that

dratted day, the cold hand of death rules the earth’s surface. All living

things either died, froze to the surface, or retreated to the very heart of the

same mother earth, as our people did in the past. An ancient dwarves mine

became the only hope for these many refugees. The dark age had begun…”

Throughout the old man’s tale, the children kept letting out cries of amazement

and surprise. Again, he paused, this time to allow the children to assimilate

what he had said, then he continued.

“Since this dratted day, the only ones daring enough to climb to the surface,

in search of other refugees, are the members of the Travellers’ Guild. Below,

where we are, each race has taken over a section of the mine. Today, magic is

all we have to feed ourselves. Without it, we could not have survived until

now. Several levels below us are the goblins and rat-men, who have managed to

survive by either stealing from us, or eating what we throw away. Everyone has

finally found his place in this world.

Lunshire the Fair is a good and just king, who protects us from the demons

lying in ambush at our fortress doors. You’re happy with your lives because you

grew up here and don’t know of anything else. Listen to my tale, and imagine

how wonderful life would be in a world with no limits, no tunnels, and no

caves. A world where blinding light shines forth from a radiant sun, and not

from some miserable wavering torches or because of magic spells!”

As if replying to a command, the torches begin to flicker violently, and their

flames suddenly shoot up to the ceiling. The scared children huddle together

and raise their eyes to this strange sky.

“There is a way to bring an end to all this suffering,” cried out the old man,

“A mighty God, one who has the power to end the misery of our existence by

bringing back the Sun…” He sighed, and his voice died away. “But this is

another story. I’m tired now. Leave me alone, you brats…” the old man coughed

violently.

—————————-

Basically, all the races of the world use to live happily ever after on the

surface of the Earth. It was an expansive place, full of beautiful sights, and

things that could be taken in like sweetening views. Then one day, the sun

vanished away forcing all of the living creatures to retreat underground, where

it was warmer. Unfortunately, the sun never rose again, and from this day on,

the races continued to thrive for their own survival UNDERGROUND. This is where

the story takes place, so expect a lot of tight navigating.

_____________________

##### GAME INFO #####

//////////|\\\\\\\\\\

Players: 1

Developer: DreamCatcher Interactive

Released: 2003

Rarity: fairly rare

Special Features: n/a

Cover Art on cartridge:

– Shows man standing in a tunnel lit in the background with light

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============================

– 2) Game Basics –

============================

In the simplest fashion, Arx Fatalis is your basic single player RPG

(role-playing game). You take place of a sole person who goes on a perilous

adventure which somehow affects a storyline. Most RPGs feature battles with

enemies, constant discovery in various levels, and most of all a key plot to

follow. However, Arx Fatalis is fairly unique as it combines certain elements

of interaction that one would not find in another game. Thus, you’ll be forced

to eat when starvation comes in, toss objects on panels to affect another

event, and even “spell” spells literally in a real-time fashion.

______________

/Game Controls/

—————————-

Left Joystick – moves Am Shaegar

Right Joystick – looks around

Up Control Pad – drops item

Down Control Pad – closes quick-inventory

Left/Right Control Pad – selects items in quick-inventory

A – interaction

B – draws weapon (combat mode)

Y – precast a spell

X – draws hands (magic mode)

Start – main menu

Back – opens inventory/spellbook/journal log/character development

X + control pad directions – spells a rune out, press X again to cast

L trigger – jumps

R trigger – charges swing/attacks

Right Joystick Button – crawl (click once)

Left Joystick Button – crouches (hold)

Black/White Buttons – can be assigned via the inventory menu as shortcut

keys

Interface

—————————-

The Arx Fatalis interface is simple, yet refreshing to a certain aspect. Most

elementary principles of the games are captured to great length. However, since

this is a role-playing game, characters often have specified amounts of health,

magic abilities, and what you can do. The interface notifies you of pretty much

your entire status.

[1] Health Gauge: – red meter in lower left corner that displays current HP

– when it reaches 0, game over

– turns green when poisoned

– regenerates at a specific rate based on your stats

[2] Mana Gauge: – blue meter below health gauge that displays current MP

– regenerates at a specific rate based on your stats

[3] Stealth Status: – white/black meter that displays how visible you are

– determines how noisy you are

[4] Power Gem: – shows the amount of power in your physical attack

– shines a gleaming white when you’re fully charged

– only pops up during combat mode

[5] Precast Spells: – shows amount of spells memorized in your list (max 5)

[6] Equipment Status: – located in lower left corner above HP bar

– shows the durability of all equipment on character

– green = mint/good, yellow = average, red = damaged

[7] Inventory Ring: – pops up a horizontal bar when control pad is selected

– let’s you navigate one-by-one through inventory

– also used to combine certain items

[8] Active Spells: – located in upper right corner

– displays all current spells and auras casted on you

[9] Torch: – located in mid-left side of view

– appears on when you have a torch equipped (increases lighting)

[10] Crosshair: – used for interaction/attacking/talking/selecting

– located in center of screen

[11] Description of Object: – pops up when you select an item

– usually occurs when reading books/papers/letters

[12] Map: – located in upper right corner

– displays zoomed in view of where you are on the current level

_____________________

/Special Interactions/

—————————-

+++ +++

<<< Search a body, chest, or barrel >>>

+++ +++

Press A on any body, chest, barrel, or random storage device. An image will pop

up showing the inventory in the object you selected, and your current

inventory. Select items from the inventory of the storage device, and press A

to swatch them over to your own inventory. Many items you find in Arx Fatalis

will come through checking chests and bodies – so get use to it.

+++ +++

<<< Steal from Someone >>>

+++ +++

Once you get 50 stealth points (skill category) in the game, you can start to

pickpocket people. To do so, sneak behind them (preferably in dark/hidden

settings), and a purse will appear on the bottom of the screen. Then, press the

BACK button on the controller, and you can snatch things out of their inventory

into yours. Stealth is a key to this manuever, but you also don’t have to deal

with attacking or killing the person.

+++ +++

<<< Buy/Sell Objects >>>

+++ +++

To purchase items and things of the sorty, walk up to a chest and press A.

You’ll enter a special Buy/Sell mode in which items are automatically traded

for gold pieces. If you want to buy something, put your cursor over the

seller’s inventory, and a price will appear at the bottom of the screen. It

will appear green (if you can afford it), or red (if you cannot). You may also

place the cursor over your own inventory. If you do so, items of your own

property will get prices from the sellers (at a much lower value though).

Simply press A in either manner, and the item will be exchanged with gold

coins. You cannot steal items out of a chest, unless you sneak in, pick the

lock, and take them without anyone noticing.

+++ +++

<<< Traps and Secret Passages >>>

+++ +++

Throughout the caves, you’ll find many traps, secret passages, and hidden

buttons. By increasing your “Intuition” skill, it enables you to see traps

(object turns a reddish tint), hidden panels (they appear a shallow gray), and

various passageways. Traps can be defused with special kits, scrolls, or

spells.

+++ +++

<<< Pick a Lock >>>

+++ +++

When you come across a locked door in the game, you have a few options of

getting past them. One involves attempting to find the correct key, and then

using it on it. Or, you can be the thrifty person, and simply pick the lock. In

order to pick a lock, you need a toolkit (an item), and a high “Technical”

skill to make it past complex locks. Nearly all locks in the game can be

picked, it’s just a matter of having tool kits and extremely high Technical

skills.

+++ +++

<<< Enchanting Objects >>>

+++ +++

This is a fairly complex process that is learned later in the game. To enchant

items, you need an item that can be combined (usually a mashed ingredient, rare

artifact, or something of that type), and a normal item that can be enchanted.

Basically, you drop that weapon or armor on the ground, then from your quick

inventory, select an ingredient. Combine it with the item on the ground by

pressing A, and the item will be ready to be enchanted. All you need to do is

cast the spell “Enchant Object”, and make sure it’s on the ground when you do

so.

+++ +++

<<< Identification of Objects >>>

+++ +++

Arx Fatalis is very, VERY different when it comes to identifying items. Rather

than simply buying an identify scroll, you must raise a special skill category

called “Object Knowledge.” The higher this skill rating is, the more advanced

items you can identify. This is the only way to identify items in the game. So

make sure you pump a ton of points into object knowledge (at least 70).

+++ +++

<<< Repair Weapons and Armor >>>

+++ +++

Most equipment items in the game have durability points. Basically, the more

you use them, the less fit they become for use. Items can break, or not be used

when their durability reaches 0. To prevent this, you can repair certain items

by taking them to the blacksmith. All you have to do is take the item,

highlight it in your inventory, then combine it with the blacksmith (for a fee

of gold of course). You may also repair items yourself by taking them to an

anvil, and combining them with that instead. A higher object knowledge skill

improves your ability to repair items. Most items will lose maximum durability

points if you try to repair them yourself.

+++ +++

<<< Distill Potions >>>

+++ +++

When the going gets tough, many RPG players can call upon the scientifical

powers of potions to cure the most ailing diseases. Potions, while fairly

uncommon in Arx Fatalis, do help you in many different situations. To create or

concoct your own potion, you must first gather an empty bottle. This can be

accomplished by finding, purchasing one, or simply drinking a wine/water

bottle. Once you have an empty flask, use a Mortar & Pestle on a raw ingredient

to grind it down to a simpler form. For example, you can grind down garlic into

garlic powder, then combine it in the empty bottle. Once this is accomplished,

find a distiller, and combine it (press A from the quick inventory). Your

powder-filled flask will turn into a potion. In many cases, the ingredients

determine which type of potion you will get. Also, a high object knowledge

skill benefits you during this process.

+++ +++

<<< Satisfying Hunger >>>

+++ +++

Hunger is a hidden factor when you enter the world of Arx Fatalis. It’s

necessary to eat on a regular basis, otherwise you become hungry, and lose

energy as time progresses. You can die of starvation. In order to prevent this,

eat food by selecting a food item out of your inventory, and pressing A to

consume it. It’s necessary to cook certain items so that they are not raw. To

cook an item, simply drop it near or on a fire. After a few seconds, the item

will be cooked, and can be picked back into your inventory. Some common items

that must be cooked are uncooked ribs, fish, chicken drumsticks, and raw apple

pies. Also, each food holds a certain “redemption” as to how much more full you

are. Eating a mushroom won’t really fill the belly, while consuming a loaf of

bread shall.

+++ +++

<<< Changing Levels >>>

+++ +++

There are many instances in the game where you have to change between levels

and places. To enter the next level, press A when the Stairs (A) icon pops up

on your screen. Basically, you press A, and a brief loading screen will take

place.

+++ +++

<<< Key Ring >>>

+++ +++

The key ring is a special item you can purchase early on in the game that

organizes all keys you collect in the game. You can get your first key ring

from the woman shopkeeper in the city of Arx. Basically, whenever you find a

key, go to your inventory menu (press BACK). Then, select the key, and press

the R trigger. Now, move it to where your key ring is in your inventory, and

press R again. The key will be added to the ring. It’s a way for organizing all

your keys into one inventory block. I’d highly recommend you assign a shortcut

to the key ring (black or white button).

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============================

– 3) Walkthrough –

============================

The following is a complete step-by-step walkthrough for Arx Fatalis. Be

prepared to read about S P O I L E R S in both the plot, and for solving the

various quests in the game. I’ll also try to briefly explain the plot in a few

sentences in case you’re confused of your current status.

Creating your Character

—————————-

When you first create your player in the world of Arx Fatalis, there are four

key stats, and about 9 key categories that come into mind. You start off with

16 points to spread out for stats, and 18 points to designate for each of the

skills. Based on how you distribute these points, it can greatly affect the

outcome of the game. First of all, setting the points depends on how you want

your character to play the game. A warrior should have more points pumped into

strength and close combat, while a thief may prefer higher dexterity, and an

increased technical skill. Build according to how you enjoy executing your

gameplan.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

^^^^\\\\ STAT CATEGORIES ////^^^^

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

= STRENGTH =

{ Determines the damage bonus on physical attacks

{ Ability to use heavy weapons (mostly two handed)

[ Affects Object Knowledge & Combat Skills

= MENTAL =

{ Determines amount in mana pool, and resistance to magic

[ Affects Ethereal Link, magic power, Technical, Intuition, and Object

Knowledge Skills

= DEXTERITY =

{ Determines precision in combat plus a chance of critical strike

[ Affects Technical, Stealth, Close Combat, and Object Knowledge Skills

= CONSTITUTION =

{ Determines amount in health pool, poison resistance

{ Ability to wear heavy armor

[ Affects Defense skill

– When you first start off, I’d recommend pumping your ST to at least 8. Later

in the game, ST becomes important, so you can pump it later. If you’re a

warrior, get at least 14 ST to use most weapons in the game.

– Mental should only be pumped if you’re going to be a spellcaster. When I say

spellcaster, I mean purely a mage. Most of its effects have nothing to do with

combat.

– Dexterity should be up to at least 10 near the end of the game. It makes a

huge difference on critical strikes, plus is necessary if you want to be a

thief.

– Constitution increases your HP, so it’s best to pump this skill near the

middle of the game. Defense is important to staying alive, even if you don’t

use a shield.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

^^^^\\\\ SKILL CATEGORIES ////^^^^

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

= STEALTH =

– Makes your footsteps softer, and allows for better disguise in the dark

– Increases damage from attacking behind the enemy

– If greater than 50 points, allows you to pickpocket people

“Personally, I don’t pump any points into stealth unless your sole intent is to

become a thief. If you have no intention on stealing in the game, you’re better

off leaving this alone. Pickpocketing is fun, but also makes the game more

challenging.”

= TECHNICAL =

– Increases chance of picking complex locks

– Increases chance of disabling complex traps

“Again, technical is a skill that you either love or hate. As a warrior, I

found it entirely useless. However, this is brilliant for anyone who wants to

explore the world of Arx Fatalis in its entirety. With a maxed out stealth

and/or technical, you can be the greatest thief.”

= INTUITION =

– Sort of like a sixth sense, let’s you see hidden passages/traps

– Better purchase/selling prices with traders

“Probably the most useless skill of them all. Once you acquire the Poxsellis

Helmet in the crypt, all hidden buttons/walls are automatically revealed. Even

with better selling prices, you only receive a 5% bonus for every 10 points

pumped in. Helps early on, worthless in the late game.”

= ETHEREAL LINK =

– gives you a presence of hostile enemies

– increases mana regain rate

– shows enemy stats during battle

“This is an average skill that can help, but isn’t entirely necessary.

Basically designed for mages or weaker players that want a better way around

the game. Don’t pump too many points into this (25 or less).”

= OBJECT KNOWLEDGE =

– allows for better repairs on items, easier creation of potions, and poisoning

– NECESSARY to identify items

“MOST important secondary skill in the game. Get at LEAST 70 points into the

object knowledge skill if you want to complete the game. Object knowledge is

the only known way in Arx Fatalis to identify items. You cannot buy scrolls, or

cast an identification spell. If an item is unidentified, you DO NOT utilize

its benefits. You may need at least 75 points in order to identify the Chicken

Lord Inut’s weapons.”

= CASTING =

– permits for casting of high level spells

– increases magic resistance

“Great for magic users, and even useful for warriors. Get this skill at least

to 30 points, so you may use spells like HARM and FIREBALL with effectiveness.

Pump it to the high 60-70s as a spellcaster for maximum efficiency. Puts great

bonuses on your spells as well.”

= CLOSE COMBAT =

– increases damage for striking or inflicting damage upon an enemy

– only works for close ranged weapons

“Ideal skill for the warrior. Get this up to the 70s if you want to do extreme

physical damage.”

= PROJECTILE =

– increases damage for striking or inflicting damage with a ranged weapon

“Useless skill. There are only two different bows in the game, and refilling

arrows is a pesky process. You will never use a bow during the game, trust me.”

= DEFENSE =

– allows for better use of a shield

– increases Armor Class (AC) which decreases damage taken

“Prime skill for a warrior as it allows them to take a beating. At least get

this matched with your close combat skill, or just use heavy armor to boost its

rating.”

– After you create your character, the game officially begins.

*Arx Fatalis begins with a cutscene briefly showing a man getting shocked,

knocked unconscious, and then dragged off by a goblin. He is eventually tossed

into a cell, and you end up being this poor wretched man. Oh, the drama.*

___________

/The Escape/

—————————-

=Find a way out of the Goblin prison.=

Once you wake up, look around to get a feel of the sensitivity of the

controller. In case you didn’t notice, the right thumbstick is automatically

set to default controls. If you enjoy looking around with inverted controls

(down=up, up=down), go to the Options menu and change them now. Otherwise, look

to the right, and walk up to the bars. Press A to talk to the man.

*Once you start talking to the man, you seem to have lost all memory that

existed in your head. The fellow prisoner asks for you to search for a way out

of your cell.*

Turn around, and head straight back to the other bars opposite of your cell. A

small stone on the ground will be surrounded in a blue aura. Press A to pick it

up, and then press A on the bars to stretch them out. Now you have a way out of

your cell. Head straight through the new opening that awaits you, and look

under the bed on the floor. You should see a white lengthy object that

resembles a bone. Guess what? It’s a bone! Press A to pick it up, then navigate

with the control pad (left and right), and press A to equip it once it’s

selected.

Now you’re armed to the teeth with a bone, literally. Peek around the new

corner, and you’ll see a gobling walking back and forth by a table. Hide in the

darkness for a bit, enter combat mode (press B), and then charge up your attack

by holding down the R trigger. Once you have a full swing charged (a gem at the

bottom of the screen will turn bright white), run towards the goblin and swing

at him. Keep attacking him until he dies. Search his corpse by pressing A, and

take whatever you feel needy. Also look around the table, and pick up any

potions, food, or ingredients that you’d like to indulge on. You’ve just broke

out of prison; you deserve something for your hard work. The fellow prisoner

will start to yell to you to let him out. Walk over to the lever in front of

his cell and switch it on.

*A cutscene will show you and the man conversing. He gives you a name, Am

Shaegar, which means the “one without a name.” Serves you right in this case.

He also tells you his name is Kultar. Unfortunately, he has a limping leg and

can’t make it far, so he’ll stay behind.*

– Follow the tutorial, and crouch down by the trapdoor on the floor. Smash it

with your fists (or hefty bone), and then walk over it to fall to the next

level.

In the new room, search around a bit and you’ll find a dead corpse against a

left inlet. Search it, take the Leather Loggings, Aam/Tok runes, and whatever

you can get your hands on. The tutorial mode will pop up to have you test out

the new runes you’ve discovered. Follow what the game says, and spell out Aam

Tok to form the spell “Ignite.”

All spells are initiated by pressing X, and then using the control pad to

represent the runes. So in this case, you would press right (you’ll see a quick

flashy image appear), then down right up, and finally press X. You’ll be doing

it correctly if you see the flashy image appear after each combo series (refer

to the Spellbook in your menu for more help). If the spell works correctly, you

should ignite a torch closest to you. This is how you cast spells in Arx

Fatalis. If that’s too complex, simply go to the game’s options menu, and

switch Magic to “Arcade Mode.” If you want more descriptions on how to cast

spells, please check out the Magic Section.

— Anyhow, continue onward to the next room. Pick up the torch on the ground,

and equip it to get an extra boost of lighting. Make the first right and you’ll

enter a room with an elevator. Walk up near the elevator and a panel in the

wall will become highlighted. Check it out and you’ll see that a ROPE is

missing from the mechanism.

>>> (Thanks BWatson) If you want a little shorcut, look in the elevator room

until you see several stones on top of a pressure plate in the corner. Take all

of the stones off of the plate, and then run to the opposite corner of the room

where there’s another pressure plate. Put the newly acquired stones on the

other pressure plate, and leave the original one untouched. If performed

correctly, a secret doorway will open up that has the ROPE item, and several

potions as well. This is an excellent shortcut since you don’t have to go

wandering off in search of a rope. You can then use this rope on the elevator

mechanism by combining it to activate the device.

Head back to the hall you were just in, and make sure you have the torch

equipped. Walk through the spider web, and you’ll encounter your first spider

enemy in the game. Don’t forget that you’ll be encountering creatures of all

sorts throughout the game, so become handy with entering combat mode and

casting spells quickly.

– Make a left after passing through the spider, and you’ll find a few neat

things in this room. Walk up to the smothering fire, and try casting the Ignite

spell. It should catch the fire back on full throttle. Then try tossing a spare

piece of wood in the fire ring. Finally, place any type of food (by dropping it

on the fire) you have near the food to cook it. Any sort of uncooked food that

becomes cooked can now be eaten to satisfy your hunger. Make sure to do this on

a regular basis, you must EAT to survive.

Jump in the nearby stream, and walk downstream until you see some stairs on the

right. Head down and search the dead body on the ground. You’ll find your first

scroll in the game. Scrolls are similar to quick versions of runes, except

they’re instantaneous, and don’t cost mana. Unfortunately, scrolls can only be

used once, so make sure you’re using them for the right cause. Follow the

tutorial, and equip the ‘Magic Missle’ scroll as requested.

Head back out of the stairs, and back to the fireplace room. Go along the left

wall and walk through the spider web. Deal with the 2 spiders in a similar

fashion to the previous one, and search the nearby barrels. MAKE SURE you pick

up the rope inside the barrel as it is a quest-necessary item. Run all the way

back to the elevator room, and combine the rope with the elevator mechanism

(select the rope in your inventory, highlight the mechanism, and press A).

You’ve just solved your first puzzle ever! You really deserve a cookie, or some

uncooked ribs in this case. Step on the elevator, and press the lever to go up.

Let’s Kick some Goblin @$$

—————————-

Head out to the right side, and make a left at the Y intersection. In here

you’ll see a gigantic Goblin Lord who notices your presence. This enemy is a

little bit tougher than your previous foes, but you should prevail. Keep

striking, retreating a bit, and then charge in for the fatal blow. Thankfully,

Kultar will lay a few hits on the Goblin as well to make it an easy kill. Once

the deed is done, search his corpse, and take the Piece of Wood (quest item).

Walk over towards the fireplace, and along the wall is an empty lever base.

Combine the piece of wood with the lever to open the door. Use the lever, and

go upstairs to the next level.

– Now it’s time for some munchy Goblin stew. Go to the first right, and you’ll

hear 2 Goblins talking to each other. You can do what the game does, by using

“stealth”, and tossing an item across the room to catch their attention. Or you

can be like me, and charge in like Rambo. Both of them are two weak Goblins, so

attack them respectively. Once they’re dead, take the wooden club off of the

one, and use it as your new weapon. Search the chest across the room for a

gemstone, and then head back out to the hallway. Go straight up past the door

to your right (it leads you back to where you were before). Then, enter along

the right side near the end of the hall.

>> You’ll soon discover a guard walking back and forth between some cells. Kill

him and then take any leftover belongings. You’ll notice a Goblin prisoner

inside one of the cells. Let him free because it’s necessary for his help to

continue the main quest. If you talk with him, there will be a short humorous

cutscene.

*The goblin tells you that his name is Polsius, and he wants to be let out. Of

course, your character wonders why he’s on the other side of the bars. Polsius

says he would be very “thankful”, and that it would be honorable for him to be

let free. It’s not like he can do any harm. If and AFTER you let him go, he’ll

tell you to ask for him in the Tavern upstairs.*

After Polsius wanders off, head back out to the 3-way hall. This time, take the

center path up and you’ll meet a Goblin Lord armed with a short sword. Make

quick work of him, and then attack the other Goblin nearby. Take the tools on

the table, equip the newly found sword, and head back to the 3-way. Finally,

take the left route, and this is where it starts to get interesting. If you

peek around the corner, you’ll notice a Goblin standing guard. Toss something

on the ground as a distraction, and then violently attack the Goblin till he

dies. Whatever you do, DON’T let him run away screaming for help. Cut off his

escape route.

After he’s dead, ignore the stairs on the left, and continue straight until you

see a closed door on the left. You’ll hear someone sleeping (with an awfully

loud snore). Open the door, and quietly SNEAK in his room (press the right

thumbstick down once to initiate a crawl). Try to sneak past the Goblin Lord to

one of the night stands. Pluck the Goblin Fortress key, and Written

Authorization Papers. If you performed it correctly, you should be able to

sneak in, steal the papers, and get out without him noticing. If he does

recognize you, just kill him, and take the stuff anyway. Now, head back out,

and make a left up the stairs.

>>> (Thanks BWatson) There’s actually a hidden room inside the goblin lord’s

room with papers. If you look above the small piece of furniture that holds the

authorization papers, there should be a hidden button against the wall. Hit it,

and a doorway next to the lord’s bed will open up. Inside you’ll find a few

potions, some gold, and a key which opens up another awaiting treasure in the

Goblin Prison area.

– On a side note, you can go up the stairs BEFORE stealing the papers, and

there will be a sleeping goblin. If you can sneak up and successfully kill him

without him asking for help, a quest log will be added to your journal. On the

second floor past the sleeping goblin is a gate sealed by 3 Goblin Lords. If

you talk to them, the one asks for Gem Dealer Papers and Written (Signed)

Authorization in order to pass. This is what the next part of the walkthrough

deals with.

_____________

/What a mess!/

—————————-

=Investigate the wrecked fortress, and send message to King Lunshire.=

– You’ll start out in a gloomy cavern. Head straight and you’ll notice a few

dead human guards on the ground. This is a Human Outpost which was attacked by

an outside force. Before you go in to check out what happened, look to your

right in the actual water. Along the right wall (in the stream of water) is a

skeletal corpse. Search the body and you’ll find an unidentified ring. Head

back to where the two dead guards are on the ground (before the fortress), and

then make a left along the cavern walls. There should be a destroyed teleport

(crumbled mass of black pillars). If you leap over the broken pillars, there

should be a small red ring on the far side. Pick up this identified ring as

well. They’ll come in handy once you have the object knowledge to recognize

them.

Anyway, cross the bridge and start to check out the fortress. Around the back

of the entrance is a wounded guard kneeling against a stone wall. Talk to him,

and he’ll tell you to go see the Captain upstairs. Go inside the fortress and

plunder whatever you can get your hands on. In a room with a fireplace in the

center, there are several ingredients and key items including a Mortar &

Pestle, Blacksmith’s Hammer, Blacksmith’s Club (very useful weapon for now if

you can equip), and an Anvil which can be used to repair your weapons.

Personally, I’d equip the Blacksmith’s Club (if you have 14 STR), since it does

tremendous damage and has great range. Head upstairs past the barnyard animals

in the back, and enter the top floor. Talk to the wounded Captain against the

wall.

*This new cutscene will reveal that the Human fortress was actually attacked by

some strange warriors. The Captain thought you were a Mercenary, and introduces

himself to be Ortiern. The foreign attack decimated their entire fortress, and

a recent earthquake blocked the path from the establishment to Arx. The Captain

wants you to go tell the King that Ortiern has been attacked, and needs

reinforcements immediately. Since the path is blocked between the fortress and

city, you must go back to the Goblin Kingdom, and find a way around it. Ortiern

also hands you some Gem Dealer papers which should give you permission through

the Goblin Kingdom.*

After Ortiern is finished babbling, check the chest to the right of him. Inside

you’ll find a Logbook which is useful for reading up on what happened (for any

of you history gurus). Anyhow, run all the way back downstairs and outside of

the fortress. This time, head to the far right side of the caverns, and you

should see a golden-lit area with a dog. Open the door and you’ll enter the

tavern. Immediately, you should see Polsius, the goblin you freed from before.

Talk to him.

*Polsius will delightfully sign your authorization papers, which will give you

permission to enter the Goblin Kingdom. Make sure you combine them with him.*

Afterwards, you can get a beer from the local tavern madame by giving her 2

gold coins, and I recommend you check the upstairs of the establishment. One of

the doors in the tavern requires that you have a “password.” You can’t enter

this place yet, so ignore it. Head upstairs and talk to the man sitting by a

table. A short cutscene will briefly sum up the history of the world, and Am

Shaegar pondering who he truly is.

— Now that you have all of your papers fit and signed (authorization papers

signed & gem dealer license), head all the way back down to the Goblin level.

This time, take the stairs on your right. If any goblins stop you along the

way, show them your papers. This will prove that you’re just “another” gem

dealer, and not some escaped human prisoner.

Meet the 3 Goblin Lords standing by the closed door, and show the lead guard

your signed papers. He SHOULD let you through. If nothing happens, show them

again. You’ll know you’ve been accepted if the papers are removed from your

inventory. Head through the doorway, and go downstairs to enter “Goblin”

territory.

– I recommend you explore these caves for a bit as you can find some treasures

if you look in the correct places. First off, take a right, and then a left at

the Y-split. You should start to travel down a narrow passageway. Fight off and

kill the living spiders ahead, and keep moving forward until you reach a dead

end. There should be a pile of 4 skeletal corpses stacked on each other. Check

EACH of the corpses, and make sure you check the 4th one (hidden with only a

head popping out). The unidentified ring is hidden on his body. Next, head back

up the passageway, and take a right at the Y-split.

You should now see a troll and goblin standing by some doorways. The Goblin

refuses to let you enter because the Gem traders are supposedly “on strike.”

Cross the bridge, and the trolls will also refuse to let you by. After you

cross the bridge, go left, and proceed down a few steps. You should find some

stairs curled around the back side of the encliffment. Go up the stairs. You’re

now in a Gemstone/Spider Cave.

Explore the caves with the help of torches. Once you take a few steps in the

cave, one bat is going to fly out of nowhere and surprise you. Try to avoid

being hit by it, or dodge it at least. Go on to explore the caves, and kill any

creatures you encounter (most of them are small spiders/rats). You can light a

few fires along the way to toast some food to be eaten. There are also

gemstones which cannot be harvested yet, until you get the right equipment.

Eventually, you’re going to find some stairs near the right side of the map. Do

NOT go up them yet. Instead, continue farther into the cave until you find a

GIGANTIC Poisonous Spider. I must warn you that this creature is strong, but

the results are rewarding. Use the Hit-N-Run tactic until he dies (takes 4-5

blows from the Blacksmith’s Club). Now, enter the place where he was, and

you’ll discover an emerald lieing on the ground under some ferns. Pick it up as

it’ll become useful to boost your income once you reach the city of Arx.

– Go up the flight of stairs you passed before. You’re now officially in the

city of Arx.

__________________________

/The wonderful city of Arx/

—————————-

=Explore the town. Refill your supplies. Visit the King.=

Walk up to the double wide door, and open it. A guard will welcome you to the

City of Arx as a traveler, and says you should see Carlo the Guards’ Captain

immediately.

– First things first though, start off by exploring Arx. It’s going to be the

main station of traveling throughout the game. Go towards the right and across

the bridge. There’s a Gem Salesman in one of the shanties (who will purchase

gemstones for gold, and sell gems as well). Since the trolls are on strike, any

gemstones will make him happy. There’s also a few shops throughout all of Arx

including a woman named Maria. She has a nice little establishment on the right

side of the city opposite of the Gems’ Salesman.

— I highly recommend you purchase the Pickaxe off of Maria as it can be used

greatly in the future. It costs about 150 gold (or slightly different based on

your Intuition rating), and you should roughly have above 100 gold at this

point in the game. Remember those gemstones from before that were too hard to

break off? Well, you can use the trusty pickaxe to knock them off, and then

sell them to the Gem Salesman! The pickaxe is also used for knocking down

unstable walls, which are seen at certain points in the game.

>>> (Thanks BWatson) You can actually save your gold for now and NOT purchase

the pickaxe from Maria. When you start the trolls’ quest, and you have access

to their mines, explore them for a bit. There are several pickaxes on the

ground which can be picked up free of charge. Not only does this save you gold,

but you can then put that gold towards much needed armor/weapons.

Once you’re done exploring the right side of the city, there should be a small

girl named Shany walking around. Talk to her along the way since she’ll play an

important part in the future. Now, head back to where the starting door to the

city is, and go to the left side. Look for a building with a red/blue insignia

above it showing swords/shields. This is where Carlo the Captain is. Talk to

him for your request to the King, and he’ll tell you to go to the Main Palace.

Follow his directions and go to the castle (large structure with a moat for an

entrance). Once you’re inside, go straight ahead, enter the throne room, and

proceed to walk to the King.

*After telling King Lunshire of the terrible deed that occurred at Ortiern, he

wants you to send a message to the King of Trolls. It will take much time to

dig a clear path to the destroyed fortress (since the earthquake blocked it),

and Lunshire feels that the trolls may be able to help. You soon learn that the

trolls are mining experts, which would help clear the path quicker. They also

have friendly relations with the Human Kingdom, and would most likely help with

the scenario. Thus, Lunshire wants you to take a written message to Pog, King

of Trolls. Of course, his only reward is that of gold, and this furiates you.

You’d rather know who you are than have some measly gold! Insolent fool.

Anyhow, time to do some adventuring.*

***King Lunshire rewards you with 500 gold coins to assist on your journey. He

also gives you the written note to King Pog of the Trolls.***

– Before leaving town to head back to where the trolls were, check out some of

the local shops, and the actual castle. In the castle, you can find a Quest

Item Goblin’s Cook Book on the far left end in a store room near the kitchen.

There’s also a library with one of the Sister Snakes (part woman/part snake)

that has several books on the history of Arx. For any of the cutscene lovers of

the game, there’s an observatory in the upper-right corner of the castle that

shows a brief scene of what the actual planet earth looks like frozen over.

Also, look for a barracks with sleeping soldiers. Blow out one of the nearby

torches, and look on one of the tabels for a Plated Helmet. The helmet offers

decent Armor stats, magic protection, and has decent selling value if you’re

not interested.*

–> Once you’re finished in the castle, make sure you visit Miguel the

Blacksmith in the southern part of town. He actually sells several different

armors, weapons, and a few new items you haven’t seen. Consider buying a bow if

you want to start a ranged character, and/or some upper body armor to cover

your hairy chest. You must be prepared for the utmost situations! Also, you can

have him repair any damaged weapons by selecing them from the inventory ring,

and combining the items with him. Just make sure you have a hefty bag of gold

ready to waste.

After you’re done dilly dallying throughout the city, head back in the starting

entrance that got you there. Run back the same way through the spider cave and

back to where the 2 Trolls, and Goblin Gate was.

__________________

/The Troll’s Quest/

—————————-

=Ask the trolls for help. Rescue their idol to gain their assistance.=

First things first, walk up to the giant Troll standing by two bright torches.

Show him the message from the King, and he should let you in. Next, take the

left route and start to look for gemstones hanging on the walls. If you see

one, walk up to it, highlight the Pick in your inventory, and combine it (press

A on the gemstone) to harvest a gemstone. Congratulations, you’re becoming rich

due to the Trolls’ lazy strike! Don’t wander off too far. Head back to the

center balcony right before entering the mines, and you should see a fireplace

lit. Talk to the troll wearing the fancy necklaces.

*King Pog reads the message of King Lunshire, and is willing to help, but

currently has a problem. Pog and the Trolls will only help you if you’re

willing to get their stolen idol back. Apparently, a few days ago, an idol

adored by the Trolls was stolen. Since then, they’ve stopped working since they

believe the Goblins stole it, plus the Goblins cheat them out on gemstone sales

by only leavin a small commission. Thus, you have clever goblins who reap in

profit based on the Trolls’ hard work. So, in exchange for clearing the tunnel,

you must first find this stolen idol.*

Once Pog is finished blathering, go outside the mine and talk to the only

Goblin standing next to the fireplace. Izak the Foreman will tell you he has

heard “rumors” of goblins who have stolen the Trolls’ idol. He tells you to

follow him. Do so, speak to him again when he stops at the entrance to the

Goblin Kingdom.

*The Foreman and the Goblin Gatekeeper will have a quick discussion to let you

in. You must search for the idol somewhere in Goblin territory.*

Start off by walking straight and then taking a left. Take the first left you

see down the hallway, and you should see 2 rats. Kill them both, then pick up

the shovel stashed vertically in the corner. You can now dig for artifacts!

Anyway, head back out, and continue down the hall you were previously on. You

should come to a wide open room with two stairwells up to the King’s room, and

a side off entry to the other parts of the Goblin Kingdom. Start off by taking

the side off path, and go straight into the Goblins’ Barracks. Several soldiers

will moan and groan about a human in their territory. Keep going through the

rooms until you see a lone Goblin standing in his room on the left. Speak with

him.

– You’ll soon find out that this lone Goblin was actually a leading candidate

to be king of the Goblins. Unfortunately, his opponent cheated during the

election and somehow won. Now, all he does as King is eats pies. When you’re

finished talking, wait until this Goblin leaves his room. Once nobody is in the

room (or is looking in the hallway), look under his pillow for a secret key.

You will need THIS key to open a chest to find the idol. Just make sure he’s

not in the room when you pluck the key, otherwise you’ll be discovered and

attacked. After you snatch the key, head back to the main room.

Next, go up the stairs and you’ll notice that the King’s entryway is locked.

The Goblin King wants no visitors, he only wants pie! Go past this double

doorway all the way up to his room in the far corner. You should see a bed, and

a tall chest drawer in the two respective corners. Walk up to the bed, and

crouch (press the right thumbstick once). Pick up the paper under the bed, and

it will have 4 numbers on it. The PASSWORD to the secret chest in the King’s

Throne is:

5599

Next, take a set of tools out (you should have some by now), and unlock the

chest drawer. There should be an unidentified leather armor located inside.

Very useful later on. There will also be another note which says to NOT feed

the Goblin King wine, otherwise he’ll have “excrement” problems. Hehe, I think

we know where this is going.

— Leave his room, and follow the cook who keeps walking back and forth

delivering pies to the King. Once you’re inside the kitchen room (there are

lots of ingredients spread about), wait until Anut the Cook leaves. Walk up to

the yellow COOKIE DOUGH on the table, and select a bottle of wine in your

inventory. Combine it with the cookie dough, and it should turn a light pink.

Hehe, watch and learn. The Cook will come back to make another pie. Only this

time, the pie is tainted with something that will give the King digestional

problems. Follow the cook, wait till the King eats the pie, then he’ll run out

of his room to his toilet in his bedroom! This is seriously getting humorous.

When he leaves the throne room doors open, run in, and look for 4 numbers

posted on a wall with a lever.

>> Input “5599” in that order in each of the number slots. Then, hit the lever.

Inside, open the chest to read a note about some ‘Brotherhood’ threatening them

to pay up with gemstones. This has something to do with the plot.<< Go to the king's bedroom where you'll find him squatting on his toilet in digestional contusions. Speak with him to ask if you can visit the Reservation to see if you can find this stolen idol. *The Goblin King will tell you that he has nothing to hide, and that you can look in the Reservation Room for this stolen idol. He'll scream to this guards to let you through.* >>> (Thanks BWatson) If you want to, you can actually steal all of the goblins’

treasure located in the guarded room on the left. This door is close to the

throne room, and is always guarded by a goblin lord. If you want, you can

attack and kill all of the goblins. Alotar actually has a key which opens up

this loot room. You can find some pretty interesting stuff inside. The only

problem is that all goblins treat you as a hostile (except the 3 who ask for

your papers at the gate). It also causes a plot twist as there’s no way to gain

the trolls’ idol back. Don’t save your game, just try this out if you want a

little plot twist in the storyline.

>>> (Thanks SINISTER XIII) Once you’re inside the Goblin King’s safe, look for

a lever. Hit it, and it will open up a secret passageway that leads outside his

treasure room. This passageway leads to a treasure, and also a RUNE high above

the room below.

Now, head back near the Goblin Gate, and there should be a Goblin Lord guarding

a door that’s locked. This time, he’ll let you through. Once you go in, close

the door, and blow out the torches with water. The Goblin tells you not to

steal anything, or else…but I prefer to differ. If you close the door, he

won’t be able to see you steal any of the items inside the “vault.” So feel

free to steal the shields, pant leggings, and the final challenge – the Idol

chest!

– I must warn you, don’t bother trying to unlock the chest with a set of tools.

First off, use the Disarm Trap scroll (which should’ve been retrieved when you

unlocked the King Goblin’s Chest Drawer in his bedroom) on the chest. This will

take the trap off of it (it should change from red to a neutral color). Next,

use the key you stole from under the Quartermaster Goblin’s pillow to open the

chest. Now you have the trolls’ idol. This is probably one of the first true

puzzles you’ve completed in the game.

*After the idol is taken, Atok the Quartermaster will suddenly barge in

unexpectedly. He becomes enraged to find out that you’ve discovered the Trolls’

Idol since he was the one who stole it in the first place. Apparently, ever

since his loss to Alotar (king of the Goblins) in the election, he came up with

a hideous plan to blackmail Alotar for the theft. He knew that the

“Brotherhood” was expecting gemstones from the goblins, and with the trolls not

working, there was no gemstone supply to come into their hands. He figured that

Alotar would be killed, and he would become the new King. Unfortunately, you’ve

spoiled his plan, and he’s going to finish you.*

<->This battle is extremely easy if you space yourself away from Atok. Start

off by rotating like fighters moving around a boxing ring. Retreat backwards

against the wall, but keep charging and swinging at him. Repeat the strategy

until he falls over. He’s not very strong, and his only weapon is a normal

Sabre, so don’t worry about it. For now though, you can try out the sabre as

your new weapon (unless you have something else to fancy). Search his corpse

for a little metal key, and use it on the door (it’ll be locked). You may also

want to check out the dead Goblin Lord right outside for some free items (Atok

killed him on the way in).

Now that you have the idol, use the lever by the goblin gate, and run back over

the bridge into the mines. Show Pog the Trolls Idol, and he’ll thank you in a

calm fashion. He’ll also meet his part of the agreement, and commands the

Trolls to clear the rocks blocking the path to the fortress.

***The path to the fortress is now open.***

Tell the King of your news

—————————-

Now, head back to the usual spider cave that leads to the city of Arx. Before

you can enter the stairs to the cave, a strange voice will speak to you. Don’t

worry, you’re not going to be ambushed by a ravaging monkey. Go all the way

back to the city of Arx, and do your usual duties. I HIGHLY recommend you sell

any armor, extra weapons, or accessories you’ve found thus far. You might not

be able to get a lot of gold for them (if you’re intuition is low), but you can

use a hefty amount of gold at the moment. It’d be best if you picked up a KEY

RING from Maria’s shop (or the woman with the building on the right side). Once

you’re finished, head over to Lunshire’s Castle, and enter the throne room.

*A brief cutscene will reveal the King discussing between his advisors about

some mysterious person named Akbaa. Apparently, the recent attacks may have

something to do with this identity. He tells them to find out more information

on what truly is going on.*

Walk up to the King to initiate yet another cutscene.

The Investigation

—————————-

*The King says that there have been sacrifical rituals going on around the city

of Arx. They haven’t been able to locate who or what is the cause, but King

Lunshire wants you to find out what’s going. Also, Falan Orbilanax, a recent

astronomer under the King was murdered by a Ylside warrior. Question people

around the castle to see what they know. You also receive roughly around 800

gold for your traveling troubles, and a key to a Private Am Shaegar Bedroom in

the Private Property of the palace. Now this is what I call luxury!*

First off, from now on, get use to connecting keys to your Key Ring. It’s

essential you keep them all organized in one slot in your inventory. To check

out your new room, go up the stairs located inside the Throne room, and your

room should be located in the middle on the left wall. There’s a sign

designating its presence. Inside you have 2 storage chests, which are great for

putting non-quest items, books, and artifacts you’ll lose later on. After

you’re done storing, eating food, or pigging out, head back to the first room

of the castle (right when you enter). Go down the right hallway and keep going

until you see a door designated with a Library Sign.

Enter and talk to Sister Chinkashh. She’ll sum you up on what she believes the

evil forces are. Apparently, this Akbaa clan has something to do with the

strange sacrifices going around Arx. Look in the back of the small library

room, and there should be a door. Open it and welcome yourself to the

Alchemist’s Lab. Here, you’ll find Felnor the Alchemist. Speak to him.

*Felnor brings up a few good points about the Akbaa clan, and how the recent

discoveries may relate to them. There are possibilities that the Ylsides are

warriors under their directions, while most of these statements are just

ponderous guesses. Felnor says that Falan left him with a note the day he died,

but he could never decipher it. He also gives you Orbilanax’s room key.*

– Head back out to the Throne Room, and up the stairs to the bedrooms on the

right side. Orbilanax’s Bedroom is located in the middle on the right side. Use

the key on it and enter. Walk over the Hanging in his room, and press A to

swish it aside. You’ll now see a 3-number combination safe that can only be

opened with the correct sequence. If you want, you can read the note that

Felnor gave you, or use my diligent work in solving the 3-way equation. The

password is:

248

Enter it in that direct order, and the safe should open.

*Am Shaegar will grin delightfully, since he’s discovered Falan’s private

notebook.*

The Guardian

—————————-

*A cutscene will show that Am Shaegar has requested that King Lunshire organize

in the Council Room for a meeting to discuss the current situation. Each of the

members read Falan’s notes, and Felnor makes some amazing discoveries.

Apparently, Falan witnessed a ritual cult by one of the guards, Erzog, about

this Akbaa god. He also made discoveries that the Akbaa Cult was practicing

their worships nearby, but then he was suddenly murdered by a Ylside warrior.

King Lunshire then calls that the Arx guard Erzog be placed in the cells for

the murder of Falan. The others then start to speak about a mysterious meteor

which is the center of the power of the Cult. Akbaa, god of Destruction, wants

to invade and kill the rest of the remaining races living underground. The only

way to stop him is to destroy a certain meteor rock which is providing power to

his cult.*

*The King then has a piece of this meteor rock brought in and laid on the table

for everyone to witness. Apparently, only a certain guardian sent by the

Equilibrium Dimension (sort of like the good Gods) can destroy this meteor to

finally end the rule of Akbaa. King Lunshire wants you to figure out a way to

find this Guardian, while Carlo and the guards hold off the Ylside attacks.

Since the mysterious ‘guardian’ can destroy a meteor with a simple touch, the

King gives you a piece so that you can test out if the person truly is a

Guardian. Well, to everyone’s surprise, when you touch the Meteor, it becomes

destroyed!*

<->All along, you were a Guardian sent by the Gods. That’s why you can’t

recollect your memory.<->

*That quest was pretty easy! No wonder why Am Shaegar has been helping

everyone, he’s a guardian sent by the heavens. After touching the piece of the

meteor, you’re brought into a mental communication state with the Equilibrium

Gods. They tell you that your mission is to destroy the Akbaa clan, and all of

its followers. You agree to do so. Finally, you tell this to the rest of the

Council Members, and get ready to move out.*

Once the long series of cutscenes are over, you’ll be outside of the Council

Chambers. Go to your left and then another left down the hallway. Continue

straight until you hit a door. Press the lever to open the portcullis, then

walk into the cell room. Talk to Erzog.

*Erzog tells you to leave mercy on his soul. He doesn’t want to die (eh, I

don’t blame him). Apparently, Akbaa told him that by performing the sacrificial

rituals, his dead wife would be brought back to life. Am Shaegar then says to

give him one reason to spare his life. Well, he provides one darn good reason.

Erzog tells you the password to enter the secret Akbaa clan hideout, and that’s

it at the tanvern near the fortress. Hehe, now we’re gonna kick some real

priest butt!*

After you’re short discussion with Erzog, return back to the main room of the

castle.

*A brief discussion between the Sister Snakes and the King will pursue.

Apparently, they’re arguing over some previous truce, and Lunshire has been

trying his best to resolve the situation. The Sisters want some rebels, but the

King has been trying to find them for over 20 years.*

Once the arguement is finished, leave the castle since the King & Sisters

refuse to tell you of their predicament. Outside, Sister Chinkashh will show

you how portals work. In order to activate a portal, you must cast the spell

“Mega Spacium”, which will light up the portal. By lighting up portals across

the underworld, you can transport quickly and efficiently. She will also give

you the MEGA and SPACIUM runes, which will greatly boost your magic abilities.

You should be able to cast 3 additional fire spells.

___________

/The Temple/

—————————-

=Kill the Akbaa Cult followers, and destroy the meteor inside by touching it.=

Start off by equipping up to leave Arx. This time, go near the right side of

the map, and look for a colorful banner that borders one of the railings.

Follow the stairs upwards, and you’ll enter the cave that was cleared by the

trolls. Continue on the pathway and take a right. This will take you to the

fortress. Go around front, and head over to the tavern bar where our good old

friend Polsius hangs out. Talk to Polsius, and he’ll reveal that the goblins

were secretly giving humans to the Akbaa Priests in order for sacrifices. In

exchange, it was sort of a peace treaty so the goblins would not be attacked by

the Ylside warriors. He was imprisoned because he told the Goblin King this,

and Alotar did not believe this nonsense. Anyway, back to kicking some

religious booty.

Right when you enter the tavern, look to your right for an inlet. Walk in, and

press A to say the password for the door. It’ll be unlocked. Walk by, and go

down the stairs. Start off by going down the small scale of stairs, and look

for a door on the right. Charge up your attack, open the door, and kill the

priest. Try to prevent any of the priests on this level from running for more

help. Otherwise, you’re going to have to deal with up to 3 priests at a time,

and it can be a pain for the weaker characters. Check the chest in this room

for an Akbaa rock, and also check any priest bodies on this level for useful

rings, accessories, and potions.

Continue on your usual path checking any doors for fellow priests. If one of

the priests do run away, don’t chase him. Instead, let them come towards you

one by one, and fight them in that order. Note that the priests do have the

ability to cast self enchantments, plus ice projectiles, so be careful. If you

see one retreat, be ready to leap to avoid an ice ball. Priests are equipped

with daggers, so they’re not too much of a physical threat. Now, keep going

until you reach a room where there are three separate doors spaced out evenly –

sort of like this:

___Security___

/ \

/ \

Extra Meteor

| |

| |

| |

——| |——-

| |

| |

Take the Extra route first, and investigate all rooms/locations. There are a

few priests, but most of them can be handled one at a time (unless you disposed

of them before). You should find a Golem’s Heart, several powdery mixtures, and

a still in one room. You might want to experiment with the still by combining

powders into bottles, and then combining the bottles with the still. You can

create an invisibility potion, plus a couple other useful antidotes. Also, make

sure you take a Dispel Field scroll somewhere in the vicinity. Once you’ve

cleaned out the left side of the Temple, move back to the 3-way, and now enter

the security passage.

– It’s protected by a force field, so use the Dispel Force Field scroll, and

cast the spell to rid of it. This next part can be very tricky unless you read

any of the paper notes that were on the corpses of the priests. You must do 3

things in order to turn on the bridge which leads to the Meteor. Follow them

according to their [1], [2], and [3] steps.

=+=

| | ——\

| | | [1] |

| | | |

|=| / |

| \—/ /

G —- _____

| | |[2]| ____

G |____| |_ | |

| ==[3]|

G ________________==___|

|

Steps to turn off security system:

[1] – Before doing anything, close the door behind you that let you into the

security room. It must be closed for the puzzle to be solved. Head over to the

room in the middle, and you should see 3 numbers posted on the wall. Enter the

following combination:

113

– Then, hit the lever opposite of the numeric slots. This accomplishes one

task.

[2] – Move to where you see the first Golem standing against the wall. If you

get in close enough, you’ll notice that he looks at you as you walk around.

Strike him once to lure him after you. When he starts to chase you, he moves

very, VERY slow. Walk down towards where the #2 position is, and you’ll see a

pressure switch on the floor, along with a lever nearby. Lure the golem into

the room, hit the switch (it’s trapped, you’ll take some damage), and make SURE

he stands on the pressure switch.

— OR —

[2] – Place the Golem Heart you retrieved from before into the empty golem that

does not have a yellow heart in the center. Once the heart is placed in, speak

to him to get him to follow you. Lure him to the pressure plate, and tell him

to stop. This way is much easier, but I always enjoy having a ramparting golem

chase me.

— OR —

[2] – Simply drop an item on the pressure plate near the switch. This way, you

don’t have to deal with pesky golems or nuisances.

[3] – When he walks over the switch, the portcullis will open up (since you hit

the lever along with him stepping on it). Run inside, hit the switch on the

wall. This opens up the door down the narrow hallway on the left side. Run up

there, go through, and close the door BEHIND YOU that you just opened. Now

you’ll be able to open the door straight ahead, hit the switch, and this will

enable you to access the Meteor bridge.

***IMPORTANT: Make sure you leave the door to the hallway CLOSED, and the door

you entered that leads into the security room. These doors must be closed for

the puzzle to work as its a part of the trick.***

Argh, it’s a trap!

—————————-

Head back to the 3-way where you’ve been going for the past 15 minutes. This

time, take the meteor doorway. When you go in, don’t kill the priest, but

instead, speak to him.

*A brief cutscene will show you and the priest talking about Akbaa. Apparently,

he thinks your Brother Shaegar (how catchy, heh), and speaks of praying to

Akbaa. The followers are obeying Akbaa’s orders because he guarantees them

freedom on the surface of the earth, with a bright and beautiful sun shining.

Of course, this is a bunch of bull crap, and the truth is too blind to believe.

Anyhow, he goes back to praying, leaving you with one instance where you DON’T

have to kill an Akbaa priest.*

Before heading out of this room, go along the left side of the wall up the

stairs. Search for a hidden button about halfway down. Hit it, kill the golem

(or avoid it for now). Search the corpse, and make sure you take the Kaom +

Cosum runes. Run out of this hidden passageway, and go to the opposite part of

the room. Search for another hidden button, and go inside.

***There’s an Akbaa rock inside the small chest in the right corner. You will

have to fight a powerful Lich ghost, which may be too strong for your character

at this moment. If so, you can come back later in the game when you’re better

prepared.***

Go straight through to the next room, and leap on each of the three gaping

horizontal pillars. Once you’re across, run up the stairs and enter the Meteor

room. You’ll soon discover that the head priest of the Akbaar Cult was waiting

for you all along. Somehow he knew of your presence. He says a few brief things

denouncing your cause, then summons a Demon to kill you. Note that there’s also

a woman laying on a sacrificial table below the meteor. The demon isn’t too

strong. Just keep using the retreat tactic, where you strike, move back,

charge, and then strike again. Repeat the process until it’s dead. The demon

will sometimes charge at you which means it’s going to attack. Hit it at the

last moment right before it hurts you. Once it’s dead, free the woman off the

table, and then try to touch the meteor. Apparently, it’s too strong and drains

your mana. Hmmm, this is tougher than I thought.

– Since you can’t destroy the meteor, you must seek Felnor for advice. Look to

the right of the meteor, and there should be a hanging. Open it, enter the

passage, and then hit the switch for the Emergency Exit. Take this path out,

and head back to Arx via the cave passage from the fortress. Go back to the

castle throne room, and you’ll witness a discussion.

*King Lunshire finally decides to fill you in on what’s going on. But before

telling you the actual truth, he wants to know if you destroyed the meteor.

Unfortunately, you tell him no because it was stronger than your guardian

powers. Felnor informs you that the only way to prevent the meteor from

draining your energy is to seek out two immunity stones called Krahoz and

Zohark. About 20 years ago, the Sister Snakes let the humans borrow these two

stones to give them magical powers beyond mortal existence. Then, one day, a

large group of rebels stormed the castle and stole Krahoz. Thankfully, the

humans were able to retrieve Zohark, but lost Krahoz to this small group of

warriors. The rebels disappeared, never to be found again. When the time came

to return the stones to the Sister Snakes (who previously owned them), the

humans could only return Zohark. This is why the Snakes and Lunshire were

arguing before.*

Now’s your chance to help the King. He wants you to ask the Sister Snakes if

you can have Zohark, and also to discover these rebels so that you can seek out

the other stone, Krahoz. When both stones are equipped, you can successfully

destroy the power of Akbaa, without having your energy drained unlike before.

________________

/Krahoz & Zohark/

—————————-

=Go deeper into the mines until you discover the Sister Snakes, and ask if you

can borrow Zohark. Find the hidden rebels and retrieve Krahoz.=

— First off, this quest can be fairly tricky if you don’t know where to go.

For now though, don’t even think about going back to the Akbaa Temple. Ylside

warriors are there now, and you’re certainly too weak to battle with them.

First off though, do your usual re-equip by selling off older items, and

upgrading with new stuff. Also, go check out Felnor’s Alchemist Lab behind the

Library in the castle. If you check the chest right by the door, there are

approximately 4 different runes you can gain, including 2 new ones which you

did not have previously. Take them all, sell the other 2, and then go to Maria

to purchase Rhae and Vitae (if you have the 2000 gold yet). Congratulations,

you’ve just earned one of the most powerful secret spells in the game (HARM –

Rhae + Vitae).

— Also, you’ll discover that the woman who owns the shop (Maria) on the right

side of Arx is standing outside with a doomed look. If you speak with her,

she’ll tell you that her daughter, Shany (remember the little brat from

before?), has gone missing. Apparently, no one knows of her whereabouts, and

she was last seen hanging out near the gem dealer’s place. If you want, you can

complete this side quest and rescue Shany. For more information, please check

out the Side Quests section (Chapter 4).

Anyhow, back to the quest. Take the spider cave entrance that leads to Arx, and

take it all the way back to the Troll mine. Go past the troll mining entrance,

and cross the bridge. Go to where that one troll use to stand (guarding the

entrance to the mines below). It’s now clear. Go down the stairs to begin your

perilous journey. Continue walking forward on the stairs pass the water.

Eventually, you come to a decline, and you’ll see a woman walking around. In

case you didn’t notice, that woman is actually the one you saved from the

sacrificial table in the Akbaa Temple. Speak to her to reveal a cutscene.

— Note that right when you enter the stairs to level 4, there’s a cave pathway

directly to your right. This part of level 4 relates to the Rescue Shany quest

if you initiated it. Again, you can find out more information in the Side

Quests section.

*The woman calls herself the “mysterious one.” Am Shaegar says that he’s

looking for an artifact (Krahoz and Zohark) which will help him rid of the

Akbaa Temple. He also speaks of a rebel force that is holding Krahoz.

Thankfully, at the last second, you’ll be knocked out by some guards and

dragged away. Dejavu all over again.*

Ow, that hurt!

—————————-

*You’ll now wake up in the rebel camp that King Lunshire spoke of. The woman

you met before was actually Alia, leader of the rebels. She says that you

shouldn’t believe everything you hear, and that most likely the King was lying

to manipulate you for his own actions. Eh, it’s all for the same cause. Since

Alicia and you have the same goals (defeating the Akbaa Temple), plus you saved

her life, she’s willing to make an exchange. You must seek out a legendary

shield of the ancients, and trade it with her for Krahoz. Do this task, and

you’ll have 1/2 of the ultimate rhinestone combo!*

First of all, the Shield of the Ancients is actually located in the Crypt,

which is a demonic place located in the city of Arx. You may have noticed it

before. It’s usually on the far right side of Arx, and no one is allowed to

enter without Carlo’s permission. I’m sure you know what this means! Go to the

bottom of the rebel camp by following the cantations and series of steps. Once

you’re near ground level, go to your left and pass the closed metal door.

Follow this wall until you see some guards drinking near a bar. Go straight

through, and enter the hallways. Look for a boulder blocking a wall, with a

blue emblem on the wall, and a guard nearby. Walk up the blue emblem, search

your inventory, and combine the Secret Rebel Dagger Pass with the blue stone.

This opens the door. Never lose this item as it’s your only way back into the

camp.

Follow the stone pathway back to the Level 4 stairs, and then head back to Arx.

Once you’re there, look for Carlo walking around near the right/center portion

of the city. Talk to him, and he’ll give you the Key to the Crypt. Before you

go down though, I recommend you find/purchase some stakes (either from the

rebel camp or Arx), a few antidotes to replenish your status, and be at least

level 4. You’re going to face undead creatures inside the crypt, which means

they’ll rise after being knocked to the ground (unless they’re mummies).

The Creepy Crypt

—————————-

– After you receive the key from Carlo, go to the far right side of Arx, and

look for a gray enclosed structure. This is the Crypt. It’s basically a resting

place for all of the dead citizens of Arx. Heroes, Guardians, and honorable

citizens are buried here to rest in peace. Unfortunately, that won’t be lasting

long until you start ripping through their graves.

[[———————————————————————

{{NECESSARY ITEM: Pickaxe

[[———————————————————————

{{HELPFUL ITEMS: (2-3) Wooden Stakes, 33% inventory space available

[[———————————————————————

Put the newly found key into the lock, and enter Crpyt. The first level of the

Crypt is quite simple to get past, but takes some dedicated time. First off,

the first level splits off into several directions. Here are some key locations

to remember:

General’s Grave

|

|

Guardian’s Key<----Blood Statue | | | Vampire Item \ | / \ | / \ | / ====== ====== Falan's Key/Secret Lever / \ / \ | | | | Guardian Room <------- ------Locked Portcullis---^^Lord Inut | | >>Level 2 Stairs

First of all, there are a few items you MUST collect in order to retrieve the

Shield of the Ancients. If you happen to find any items that are labeled “Stone

with a unique carving/shape”, keep them at ALL COSTS. These purple stones are

suppose to be used later in the Crypt in order to solve a puzzle to get the

shield. These stones are spread out in the Crypt, and you must search for all

6. I do NOT have them noted on my map because sometimes the locations are on

corpses, on the floor, and so on. Keep an intuitive eye open. Secondly, Pickaxe

all the graves you can find in the Crypt. Many contain weapons, armors, special

accessories, potions, keys, levers, just about the whole shenanigans. Don’t

pass them up. I’m only going to point out the key ones. Head northeast down the

stairs and into the room of heroes. Pickaxe the Vampire’s Grave and take the

Sacrificial Item (pricks and draws your own blood).

Head back to the main aftway, then head north into the room with a lady holding

a bowl in the middle. Combine the sacrificial item with the bowl, and your

blood will be drawn into the bowl. All 3 surrounding doors will open. Search

the rooms, but make sure you pick up the key in the left room (contains a

Guardian key). Head back to the main room, and southwest into the guardian room

(use the key). Search the left corner of the room for a solid statue holding a

sword. Press A on the sword, and it triggers a switch. Go out of the room, and

move south down to the second level.

The Creepy Crypt – Level 2

—————————-

This is where the action starts to get a tad creepy. You’ll be greeted by a

posted sign that says not to wake the sleepers. There will also be an immense

fog covering most of your vision in the Crypt. You can try casting the spell

Nightvision to negate this effect. For the first time, you’re going to face

zombies, which are continually rising creatures. To kill a zombie, keep

attacking them (with magic or physical attacks), until they feign to the ground

like a normal creature. Then, search your inventory for a wooden spike, and

combine it with their body. This will cause them to die forever. If you do not,

they will rise after a designated amount of time.

When you enter the first room, don’t hit either lever on the sides of the room.

Both are trapped to revive the zombies on the ground. Instead, search the right

corner for a wall stone, and toss it on the pressure plate. This opens the

Portcullis. Head forward, but do not step on any future pressure plates. They

are traps, which send out two horribly sharp blades that can cut out about

25-45% of your health. Instead, leap over them. You can now start to search the

side doors on the left and right hallways. There are about 3 on each side, with

some doors locked, and some held closed with steel cages. Head down the center

hallway and look for two parallel switches next to each other. Hit them both to

open each of the steel gates on both sides of the room. Search for any keys you

can and use them on locked doors if possible.

The third door in the right hallway contains a secret switch (in the room) that

opens a cavern which leads to Level 5. This can be left open as a shortcut

later in the game. To move onto Level 3, it’s going to take some speed. Move to

the center hallway and continue down until you see 2 Hidden Buttons against the

same wall. Hit both of them, RUN north to the center Portcullis and try to make

it in time before both buttons pop out. If can’t make it in time, try again.

BOTH buttons must be pressed for the door to open, and they will pop out after

8 seconds or so. You can also try getting a speed scroll, or casting a Speed

spell to give you more time to reach the place. Once you make it through, toss

a stone on the pressure plate to open the next portcullis, and continue to the

next level.

– The next part is going to be fairly tricky, so make sure you’re ready to

fight a boss, a few enemies, and get a fire spell ready.

Once you’re down the stairs, go left and continue until you run into a large

cathedral room (several stained glass windows). A cutscene will show a mummy

burst through one of the windows. Get your fire spell ready and cast it on him.

Keep using fire spells plus a few strikes from your blade to send him down.

Mummies do NOT have to be staked in order to die; they’re simply like any other

foe you meet in the game. After you kill him, turn around, and go up either the

left or right diagonal stairs next to the ones you entered. Go through the

rooms until you’re in one of the stained glass upper rooms. Look for a single

lever switch on either side. Hit one of them, then go to the opposite side of

the cathedral and go up those stairs. Each lever opens the door opposite to the

lever you pressed. So for example, if you pressed a lever on the left side, a

portcullis opens on the right side. Follow through the opening, and LEAP over

the lava pit below. You may take some damage if you hit the burning pool.

Toss something on the pressure plate (an empty bottle works) to keep a bridge

open so that you don’t have to keep leaping over it. Continue straight forward

and you’ll meet the first hard puzzle.

*A cutscene will show a ghost speaking to you. He’ll ask you if you’ve come to

take the Shield of the Ancients, and you say yes. He shall give you the shield

under one condition: you must complete the following riddle. There are six

clans that allow for the sun to rise and dawn. Place the sign stones you

gathered from before onto the pedestal, and the correct order shall open the

door. From there on, you’re free to leave. Sounds a tad fishy, eh?*

– You should have 6 different rune stones by now. They’re the purple stones

that have unique symbols on them. If you look at the center of the floor,

you’ll seen a sundial device with six different pedestals pointing outward. You

must walk to the pedestal, combine one of the stones with it, and eventually,

all 6 will unite to open the door. Here’s how you solve it:

——

/ 1 \

/ L [ \

| |

|* I |

\ /

\ V /

——

Basically, you should see small indentations by each of the six parts of the

clock. The dividers look like >< with two symbols showing by each of the six elements of the clock. The INNERMOST symbol pointing towards you is the one that you must match up with the pedestal. If you don't understand what I mean, simply do this: - Place the "O" circle stone on the 1 Pedestal. - Place the "O" sun stone with shining lines on the [ pedestal. - Place the "K" stone on the I pedestal. - Place the "[" stone on the V pedestal. - Place the "normal moon" stone on the three-dot pedestal. - Place the "normal moon with dot" stone on the L pedestal. Once that's accomplished, you should hear a victory sound, and the door will be opened. Continue forward, and search the tomb in your left for the Shield of the Ancients. Take it. Now, jump on top of the tomb, and there should be a switch hidden behind two slabs of rock leaning against a wall. Hit this switch. Then, turn around, and head to the otherwall that has nothing near it. Look right, and there should be a hidden button, hit it. Go up the newly opened stairs for a Morte rune hidden above. Now's the tough part. Head back the same way you came (past the lava), to the stairs that lead out of the Cathedral. When you're about to leave, a Lich will be summoned to attack you. Be weary, this opponent is very powerful and dangerous. This is the same ghost that let you solve the riddle before. Make sure you equip the Shield of the Ancients (magic resist % is helpful), since the Lich can cast up to nearly 6 different spells (slow time, paralyze, summon undead, lightning projection, harm, mana drain). To defeat him, continually slice him when he gets close, and keep using ranged magic (fireball). Cast Harm if you feel confident, and try to get him to close in on you. It may take a few tries to kill him because of his foolish paralyze spell. Once he's dead, search his corpse for the "Tempus" rune (very powerful). Now, if you were searching tombs before in the cathedral, you probably came across one that was too heavy to open. Remember that hidden switch you hit before? It opens the tomb. The heavy tomb is the one directly straight behind the altar table in the cathedral. Check the body for some Mithril Loggings (excellent boots, should be equipped immediately). Head out of the Crypt by taking the same route you went. - Go back to the Rebel Camp by heading down to Level 4, going left, and then using your secret Dagger pass on the boulder with a blue insignia nearby. Head up to Alia (in the farthest tent where you first started), and combine her with the Shield of the Ancients. *A cutscene reveals that Alia is actually the daughter of King Lunshire. Her mother (Lunshire's wife), was killed by an unknown person, but she gave birth to Alia before being kidnapped. The Sister Snakes wanted to take Alia for some secret reason , and she's been in hiding ever since. Her father does not know of her existence, and she wants you to keep it that way. She also tells the guards to let you through their safehold in order to obtain Krahoz.* Head all the way down the stairs until you reach ground level. There should be a closed door on your left. Open it and walk through. This time the guards will not go out of their way to stop you. Keep following straight and around the bends until you reach an area with two levers. Hit the one to open the Portcullis, then, go in and check the chest. Inside you'll find Krahoz to be safely yours. Don't equip it yet. Leave the rebel camp, but this time, take the rebel door on the right side. This will automatically take you down to Level 5. If you make an immediate left, and then another left, you'll reach a portal to Level 5 (which should be activated for future use). Search the middle part of the mine, and you'll find an Earth goblin clan who wants you to kill the Water Clan. You can find out more about the Water/Earth Clan quests, and the rewards involved. Anyhow, you're going to face several trolls in this area, and they will be hostile towards you. The only way to prevent this is with Greu's Amulet, which is obtained in an earlier side-quest in the game. Search the right side of the mines until you find a stairwell, and go down. Now that you're on level 6, make a right, and continue forward. There might be a rat man who pops up along the way to fight. Fend him off, and he'll use a teleport to leave. Now, make another right when you reach an area with tall stalagmites, and ladders. Continue in that direction. You'll eventually reach an area that looks futuristic, with magic devices and barriers. Go left down this hallway, and press A on the switch to open the barrier. *You'll ask the Snake woman if you can pass through. She will let you, and tells you that Queen Snake Zalnashh can be found between the two serpent heads in the throne room.* - Walk up to the Queen Snake, and find out if she'll give you Zohark. *Apparently, the Sister Snakes aren't so willing to just hand over Zohark. You must pass a test as an initiate to prove your worthiness. If you pass the test, they shall let you borrow Zohark in order to destroy the common enemy, Akbaa. Of course, this is no ordinary test. You must pass their riveted Temple of Illusions which can be one of the most frustrating puzzles in the game. They will give you a Sacred Orb which opens the barrier to enter the temple.* - Before you head off the to the Temple of Illusions, leave the throne room and look left for the Snake's Library. Enter it, then grab the two scrolls on the top of the bookcase. Make sure you get the Reveal scroll as it's necessary to pass one challenge in the temple. Temple of Illusions ---------------------------- The Temple of Illusions is opposite of where the Snake city is. Leave the Snake establishment, then follow the hall out. However, rather than making a right back out to level 6, go straight and you'll see a pink barrier blocking a doorway. Combine the sacred orb the Snake women gave you, and enter the temple. Pass the first room and go into the second room. Keep removing the hangings until you find a hidden switch (should be located near the left side of the wall). Hit it, and it will open a passage behind you. Make sure you remove all the hangings to see where the passage opens up. Go in the secret passageway, and you'll meet a dead end with a gray stone wall, locked chest, and a message telling the weakness of the snake. Strike the gray stone wall with your weapon, and you'll hear a victory sound. Check the chest, take the golden snake. Head out of the passageway, then enter the room with the barrier blocking it. There will be 8 switches on the wall, with none of them seeming to work. Cast the Reveal scroll you took from the library before, and a hidden switch will pop up. Hit it, and a wall will open up to let you move on. Go through the hall, and go right (a portcullis will be blocking your left doorway). This time, a golden snake will be caged in a steel cage, with a crystal glove located on the top of the stairwell, and six rooms with switches. The idea is to hit the 6 switches in order based on a brief picture provided by the crystal globe. Each room DIFFERS based on the shadow patterns against the wall. If you want the quick solution to solve it, hit the switches in the following order based on rooms: |---| |=======| |---| | 5 | | Snake | | 2 | |---| |=======| |---| |---| |---| | 1 | | 4 | |---| |---| |---| |---| | 3 | | 6 | |---| |---| Once you hit them in the correct order, you'll hear a victory sound. Make sure you take the golden snake that was enclosed before, and head through the doorway that previously had a portcullis blocking it. This time, you'll meet a room that has two signs (one with a short route, and another with a longest route). Do NOT take the longest route, since it's actually a joke (you'll reach a dead end with a sign saying it was a joke). Head back out, take the short route. The next room contains a giant mirror. Kill the invisible man (very weak, only has a short sword), then search his body for a ring of misery. Look in the lower left corner for a walk-through wall. Simply walk through it to go on. There is also a switch on the other side of the mirror, but it's a decoy button. The next room has two paths. If you try to walk through one path, you'll get loop warped to the other side without passing through. To bypass this, turn Am Shaegar completely around (backwards), and walk through like you normally would. If you did it correctly, you should be able to walk backwards through the loop and move to the next area. A sign congratulates you on passing the test. If you try to walk down the corridor, you'll keep getting warped back to the beginning. To bypass this, look in the upper left side of the wall for a hidden eye button. The button is located right around when you turn the corner. Hit it, and a doorway will open up. Walk through, hit the new hidden button, and go through to pass the hall. You're now in the trophy room with a giant bowl sitting in the middle. Combine the 2 Golden Snakes you retrieved from before, and place them in. Victory will sound, and Zohark will appear in the middle of the bowl. Pick it up to be interrupted with a brief cutscene from Akbaa. Afterwards, you'll be warped to the room with the 2 Stone snakes, but now they're normal Snake Women. You must fight them to the death. They're fairly weak to physical strikes, so keep attacking, and they shall die. Head outside, and check the dead snake woman's body. You'll find a note which says something about a kidnapping. This is a side quest that can be accomplished by going to the Crystal Caves. Please check out the side quests section. This meteor is going down! ---------------------------- Now that you have both Krahoz and Zohark, it's time to send Akbaa a giant spicy meatball. By now, MAKE SURE you have the HARM spell (Rhae + Vitae runes), of which both can be obtained from the woman shopkeeper in Arx. You're going to need HARM in order to kill Ylsides, unless you're extremely strong. - Head all the way to Level 1, and go to the Yellow Tulip Tavern. Enter the doorway that leads to the Akbaa Temple (with the meteor). Take the usual path you take that leads to where the meteor is. This time, you're going to face warriors called Ylsides that have awesome armor and two-handed swords. They are powerful, fast, and can take 20% of your health down with one blow. Cast HARM twice (doubles the damage), and then start attacking them. Harm should knock their health down very fast, and continue to move on until you reach the meteor. You're going to face about 3-4 Ylsides. Be careful in the one part that doesn't allow magic. Lure the Ylside out, otherwise, you'll have to fight him without HARM. Once you reach the meteor, equip both Krahoz & Zohark, then walk up and press A on it. The meteor will be destroyed, and you've successfully destroyed Akbaa's energy channel. Apparently though, that wasn't good enough. You haven't been called back to the Noden, so something must not be complete. PICK UP the Koltk powder left behind from the meteor. - Head back to Arx by taking the emergency exit (right side, hit the switch, walk out the short way). Then take the cave back to Arx. *You'll discover a wounded soldier who tells you that the city has been invaded by the Ylside warriors, and King Lunshire has been imprisoned below. You must talk to the King to find out what happened.* Since the city is infested with Ylsides, you can use stealth to get by. Personally, I use a combination of HARM, stealth, and fighting abilities to get by. Head to the main gate of the castle. You may have to fight about 2-3 Ylsides, and it will be tough. Once you've reached it, enter inside. One Ylside will immediately attack you. Make sure you recast HARM twice to ensure of his death. Go left, down the hall, and press the secret button. Then, go in the opened pathway, and go left. Hit the switch to open the prison cell, and go inside. *You'll be knocked on the head by a Ylside, and nearly killed. However, your fellow mate, Kultar, saves you realizing that you were Am Shaegar. Apparently, Kultar joined up with the Ylsides after his escape from the Goblin Prison. Iserbius has plans to unite with Akbaa in order to bring the Sun back to the surface of the Earth. He said it was in Iserbius's plans to try and revive the cold world above. Unfortunately, he doesn't realize that Akbaa has different intentions. Kultar says that the King is probably upstairs hiding in his guard room. He also says for you to escape before the other warriors come.* - Before you jump in the sewers, grab the Ylside leggings and Armor stashed against the wall. Equip them both, and you'll have a brief conversation with Iserbius and he communicates through the armor. Jump down the sewers. *Iserbius orders for all Ylsides to retreat since the Guardian (Am Shaegar) has escaped. Now Arx is free again. Heh, that was pretty easy.* ____________________ /The Ultimate Weapon/ ---------------------------- Go back to the Throne Room, and King Lunshire will thank you greatly. By now, you're starting to wonder why you haven't been called back to the Noden. Apparently, Akbaa is not dead yet, but is building up for an incarnation. While you went out to seek Krahoz & Zohark, Akbaa built up enough energy to form an incarnation. Basically, he's going to warp himself into Iserbius's body when the time is right. The only way to kill Akbaa is by creating the ultimate weapon, and then unleashing it on him once and for all. - Felnor wants you to search for a book on "how to create the ultimate weapon." Start out by heading over the Castle Library and asking Sister Chinkashh on where you can find this book. She ends up telling you that her Sister Snakes' Library most likely holds the book due to its extreme rarity. Follow her instructions, and head down to level 6 (via the portal device). Visit the library and Sister Syllashh will already have the tome prepared. Read the book, and you'll soon find out that there are several key ingredients to th

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Arx Fatalis: Maps, Level 3 (Back to contents) Level 3 – Troll Mines, Goblin City, Spider Caves 1: Dark room 2: Abandoned area 3: Air conduct 4: Abandoned area: unstable wall, use pickaxe to enter room: third note for treasure hunt 5: Abandoned area: barrel: rope, food; corpse: torch, gold, cure poison potion 6: Abandoned fire camp 7: Nothing 9: Water 10: Abandoned bedroom: dagger 11: Secret office: move all stones from one floor plate to the other in 12 to open: food, torch, lockpics, key for room 17, rope, mana potion, life potion 12: Elevator room: use rope in north wall panel to repair elevator; move all stones from one floor plate to the other to open secret room 11 13: Nothing 17: Supply room: open with key from 11; flour, food, gold, dagger, torch, water, wine 18: Goblin realm’s entrance. 19: The hall 20: Goblin King room: chest (key is with goblin king): gems 21: Goblin King’s bedroom: note with safe combination 5-5-9-9 under bed; poison, Disarm Trap scroll, food, gold, note about king & wine, stake; cupboard (lockpick): magical leather armor 22: Treasure room: (opens with golden key from guard): chests (one opens with a key from goblin king, other opens by lockpick): gems, gold, gold bars, Ring of Invisibilty 25: Kitchen: food, dough, barrel of wine, rolling pin 26: Goblin sleeping room: food 26bis: Atok’s room: key for chest in 28 below pillow; cure poison potion, wine, set of tools, rope 27: Guard room 28: Supply room: chain mail leggings, shields, torches, chest (trapped, open with key from 26bis): troll idol 29: Pieces of wood, shovels 30: Goblin Entrance 31: Teleport room 32: Spider cave: corpse: poison; Levitate scroll 33: Spider cave: corpses: torches, Ring of Regenration 34: Access to level 3 35: Access to level 1 36: Entrance to Troll encampment 37: Hall of Trolls: King Pog 38: Mining zone 39: Mining zone 40: Mining zone 41: Mining zone: Rune Vitae (use telekinesis) 42: Mining zone: chests (lockpick): gold, torches, rope, ruby; pickaxes, barrel: garlic, torch, food; water, fishing rod 43: Sleeping room: pickaxes 44: Mining zone: prison cell 45: Mining zone 46: Mining zone 47: Corpses: bones, gold, cure poison potion, life potion, Magic Arrow scroll 48: Corpse: bones, leather leggings, Runes Aam, Yok 49: Meet Kultar here again, fight goblin lord (piece of wood, gold) 50: Hiding place of treasure hunt 51: Use pickaxe here to break unstable walls 52: Use pickaxe to get gems at wall; Amikar’s Rock 53: Secret passage (opened with lever in 54) to treasure room 22 54: Secret passage in goblin throne room 20 55: Rune Fridd, get with Telekinesis 56: Amikar’s Rock

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