m0rd0r

Jun 242012
 

(You need to complete parts 1 and 2 of this guide first. The guide below is for when you alredy have the bomb and has blown the boulder.)

This is the last part III of the walkthrough, you may find the previous parts here:

Kata town.

Not much to do here. The cave east is actually what you need:

  • Some rumors about the cell key being in nearby cave.
  • The grave of Hajil (Hagil?) and a tip about his descendant who also repairs bridges.
  • 2 more cool things in the shop. Dragon mail and dragon sword. 7200 and 7500 gold.
Kata town in Gailardia 3

Kata town in Gailardia 3

Kata cave.

Nothing really hard. Some chest with spider silk on first floor.

Elixir and cell key on second floor. The white gem is a bit east from the cell key.

There is a chest locked behind cell door, so you may want to get back a bit to collect it. Fire ring is inside.

Now let’s loot all the places where cell doors were standing in the way:

  1. Calandora, SW corner – a herb and the purple gem.
  2. Calandora, east – useless talks with prisoners.
  3. Sage shrine near Raiton – 2000 gold, miracle leaf and THE hero helm.
  4. Mizury tower, SE from Mizury. Floor 3 has a hole to floor 2 behind the cell door. According to the incription – You need to cast Escape to get away after this. But the party refuses to go inside the hole. (You need the grapling hook (later, see below))
  5. Colma. When you have cell key, the Colma city’s Traveler merchant will have a Ruby shield for you. 9000 gold. Universal – anyone can wear It.

 

Now let’s go Northeast.

Northeastern continent.

NorthEast continent in Gailardia 3

Howard castle

To enter this area – You need:

  1. The cell key
  2. To find the entrance (see map, right here —>).
  3. To be able to fight higher tier monsters.

Howard castle.

It is in the north-northwest part of the continent.

  • Shop sells Muramasa. Samurai/ninja weapon. 9800 gold.
  • You learn there is a creepy cave southeast of the castle and there is a device pointing the directions somewhere (The compass needed for Mizuri desert)
  • You will find a hole behind a cell door in the castle. Another hole like the one in the Mizuri tower. Remember this place for later, when you get the hook.

The king is lame, so…


Go outside and explore.

  • West of the castle is a chest with an elixir.
  • East of the castle is a sage who explains there is only one correct way in the nearby cave.

The cave.

Floor 1

  • If you follow right hand rule, you will reach a chest with the Ice ring.
  • If you follow left hand rule, you will reach floor 2

Floor 2

Puzzle. Need to remember the rooms. Each of them is unique and if you make an error, you get back to room 2.

  1. Entrance room 1. This is a small room with just one exit to the North.
  2. Room 1 leads to larger room (2) with 4 exits to each direction. South exit leads back, east exit leads to west exit. North exit leads to south exit. The only good choice is West exit.
  3. Room 2 leads to C-shaped room (3) with 2 possible exits. South is bad – room 2. The other east exit leads to room 4.
  4. Room 3 leads to 5-exits room (4). South – Room 2. East – Room 2. West – Room 2. Northwest – room 2. Northeast – Room 5.
  5. Room 4 leads here. This room has one exit and a staircase down. Just descend.

Or in short. Enter floor 2, go North, West, Northeast (2 east exits), Northeast and then descend.

The area below is a big hall with a chest at north area, guarded by a boss monster:

Blue Rex in Gailardia 3

Blue Rex in Gailardia 3

Blue rex has 1500 life and when defeated gives 9000 xp, 1500 gold and the blue horn.

Same tactics as all Rex monsters: Curtain, bless barrier (Blue rex has cold breath) and high tension on fighters, so they score more damage. Blue rex does not like fire and Giga fire will do 90+ damage.

The chest behind him contains the Compass.

Time to go traverse this elusive small east desert. Strangely – you are not lost in the big desert around Mizuri, but a small desert is an obstacle. 😀

Teleport to Mizuri and go east. Elisa town is just a bit east after the sign, so go make your stand there. It is a big town. Much bigger than what it was in Gailardia 1.

Elisa town and Elisa tower

Elisa town and Elisa tower

Elisa town.

  • You learn about hooks and holes and about a crystal capable of dozing any fire.
  • There is a Rex tower to the south.
  • There is anb old lady collecting all 7 pearls.
  • The cellar accessible at northeast has mabe pearl and work permit.
  • Shops have lots of new armor and weapons, so go buy and equip. You will probably need around 85000-90000 gold to buy everything.

If you are short on money, go around Elisa town and grind a bit.

There is a sage in a shrine, southeast of Elisa. He will explain you need to extinguish the horns in order blue, green, red. (It is about the horns again – have patience and read below)

Elisa tower.

Level 1.

  • Nothing hard. Occasonal fire breathing green dragon or cobra.
  • Travelers wing hidden in a pot (Northwest corner of level 1)
Use the northwest hole to fall to level 2

Use the northwest hole to fall to level 2, the other 2 holes drop to level 1.

Level 2 has 3 areas.

  1. Hole room which you can access from level 3 by falling. This room also has a staircase to climb to level 3.
  2. Empty room where you can come from level 1.
  3. Main area with stairs up and down.

Level 3

  • 3 holes and stairs to level 4. Through the stairs, you will reach level 4’s chest room.
  • Through the NW hole, you will fall on level 2. The 2 other holes fall on level 1.

Level 4

  • Area with 2 chests – Ruby helm and freshwater pearl.
  • Another area with corridors and stairs to level 5.

Level 5.

Just go North and fight the Rex.

Metal Rex in Gailardia 3

Metal Rex in Gailardia 3

Metal rex has 2000 life.

  • Casts giga thunder, so use Magic barrier all the time.
  • Curtain – all the time.
  • High tension on fighters.

When you manage to slay him – 12500 xp, 2000 gold and the Arctic crystal.

Once you get the Arctic crystal and all 3 horns, you are ready for Romario area.

Teleport to Colma city, man the ship and sail west. When you hit the rock of the east continent, turn south for 10 squares and enter the area.

To enter, you need:

  1. Cell key.
  2. Arctic crystal.
  3. All three horns.

The cursed cave.

Town Of Despair Area in Gailardia 3.

Town Of Despair Area in Gailardia 3.

3 areas:

  1. At East you have a room with 3 inscriptions.
  2. At North is a path blocked by black squares.
  3. At West is a fork-like area where you must “light” the horns.

A horn is lit by going to Item menu and using it in the corresponding branch of the fork-like area.

The 3 branches, explained by the middle text inscription from left to right are:

Red,
green,
blue,

And the order to light them is Green, red, blue. (Center – green, left – red, right – blue).

Now you need to extinguish them in order Blue, green, red. This is done by using the Arctic crystal on the fires:

  1. Right – blue,
  2. Center – green,
  3. Left – red.

This removes the curse and the way out is open. But you immeditely enter another cave.

Level 1 of the cave is trivial. Long corridor with monsters. Most of them you’ve already met. Only the paralyzing tarantula is new, but you will manage. Your chars are probably around levels 39-40 by now.

Level 2 is like underground archipelago. There are dozens of small islands with chests, passages to level 3, bridges and barrages.
There are 3 chests.

  1. Northeast corner has a chest with the Sea pearl. Follow the right hand rule.
  2. Northwest, chest with elixir. Follow left hand rule.
  3. Another chest near the entrance has Miracle leaf. No rule. Just wonder around and you will find it.

Level 3 is made of halls and tunnels for connecting two areas on level 2.

When yo reemerge on level 2, you find a staircase to another entry of level 1 which leads north. This area has a chest with another Advanced work permit (Your third)

Keep going and you will exit this far-too-long dungeon.

After you exit it, a sign says to go west.

Town of despair.

  • Shops sell the diamond set of armors and weapons. You will need more than 120k gold to equip everyone.
  • Chests behind cell door in Northeast corner of city hold the Dagger of light and Safeguard ring.
  • A guard gives hints about the locations of the hero set.
  • Another tells you not to venture into the dark hole without a hook.

A sage outside town tells you all the graves are empty. (and they really are)

Grapling hook.

Go into the east cave.

Everything hits hard, casts spells or breathes. Arm with patience and start killing. You probably still need money and experience is good up until you get to party level 99.

Level 1 has a chest at NE corner with the Tokugawa armor. (Samurai and ninja equipable only)

Level 2 has a wide corridor, ending with a boss monster.

Shadow Rex in Gailardia 3

Shadow Rex

Shadow rex has 2800 life point. Can heal and breathe. Gives 18000 xp, 2800 gold and the Utility hook.


Now let’s check all those holes.

  • Just a bit south from the boss monster – hole leads to level 1 start area.
  • Howard castle’s hole. 3 chests – Hero sword, poppy pearl and 2500 gold.
  • Mizury tower’s hole. 1 chest with the Hero shield.

Almost done with the main game.

Only one more kill 😉

Go back to Town of despair and enter the hole to the east.

Demon king dungeon.

Level 1 NW corner has a chest with miracle leaf.

Level 2 northwest has 2 chests with Miracle robe and work permit.

Level 3 is a bit tricky. There are black rifts you can’t pass. First one is passable on the westernmost square, the next to the westernmost:

Level 4 east room chest has the Hero armor. West room chest has the Masamune katana (Ninja&Samurai only). North room descends to level 5.

Level 5 is a large hall with the third incarnation of the Lamia Demon king on top.

It is called Luminos

Luminos in Gailardia 3.

Luminos in Gailardia 3.

Luminos fight.

Same rules as all boss monsters.

  • Make sure you have hight tension on fighters all the time.
  • Make sure you have Curtain and both barriers all the time.
  • Use your sage for healing every turn, never leave a char below 100 hitpoints.

A level 50 party will do just fine.

Once the demon is down, you will immediately fight the egg of the next demon king. (without rest).

Demon King's Egg in Gailardia 3

Demon King’s Egg in Gailardia 3

Same rules as above. Not hard at all.

The end.

Now.

Main story ends with those 2 boss monsters. But 🙂 …

Go to the heroes graveyard for more 😉

If you have already been there, you will spot some differences.

Monsters are much stronger and the central grave is opened for visits 🙂

Enter.

The area has 2 shops and 3 demons.

  • One guards two chests. (and demands donation)
  • One guards the back of the shop. (harmless)
  • One bonus boss at top right corner awaits you to become stronger.
  • One of the shops sell work permits and charity.
  • The other sells some expensive Aztec armors, which give little more defense.

Buy the charity and offer it to the demon guarding the chests.
Excalibur and the Miracle armor is what you’ll find there.

Grind as much as you want and go attack Quetzalcoatl. He is not very had in Gailardia 3.

3000 xp, 10 gold and the Quetzalcoatl tail.

Without this tail, you can’t make 100% item completion, so the game is supposed to finish here 🙂

The other ellusive things are the 7 gems and 7 pearls.

All gems can be traded in Calandora town for Strong ring (+25 attack)

All pearls collected can be traded in Elisa town for Advanced work permit.

Just have a look above or in the previous 2 articles, and you will find them all:

 Posted by at 6:38 pm
May 132012
 
Legend of Grimrock, level 12: The prison

Legend of Grimrock, level 12: The prison

You came here from level 10, because level 11 is closed for now. Don’t worry. Level 11 is small and you will get there eventually. (All 3 last levels are small, so I’ve made the last part of this guide 3-in-1)


Another dream will appear when you unlock the door with the prison key.

Obviously, this is not Toorum, but someone else.

He tells you that the mechanism is nearby and is broken.

You need to fix it.

But first you need to fight 2 tentacle mages and explore the nearby area.

There is a place in the center of this area where 4 huge flail-wielding mechanical giants are chained and a note regarding their release will unseal the doors.

Try one.

He will charge and hit you badly when nearby.

Try to find an area where he will charge while you pump him with spells and projectiles and strafe side wise to miss his main hit.

He falls after a while giving 750 experience.

A dream will come if you sleep, telling you they drop all kinds of helpful stuff down the pits and you can get what you need there.

Pits lead to big area below in …

Level 13: The cemetery.

Legend of Grimrock, level 13: The cemetery.

Legend of Grimrock, level 13: The cemetery.

The area is filled with broken parts lying around and hornets and hydras stand in the way.

Cogs, gears, frames, nozzles, canisters, shafts, torches, …

All those in random order on the ground. There are 2 unique – A piece of ore in an alcove and another alcove with Infusor.

The cemetery main hall has 5 buttons, 2 of them are opening secret areas:

  • One with alchemy supplies.
  • One with food and firebombs.
  • Two of them open or close the portcullis with the portal taking you back to level 12.
  • One door north says “No entrance” is opened by the button in the NW corner.

No entrance.

The area behind the door has few spiders and crabs. Nothing hard.

One of the crabs will drop a gold key.

One chest with food and torches. (the wall beside him has a secret button opening a secret to the west corridor with th 6-th treasure – the Globe of Tetharion).

Alcove with 2 lizard steaks if you are short on food.

Supplies room has the blue healing stone and 3 golden locks (… you have only one key – again).

  1. South supplies are a full plate armor set.
  2. West supplies are torches, potions, mushroom caps and alchemy ingredients.
  3. East supplies are FireBlade and some bombs.

This concludes everything you may do in level 13. Come back here for healing or reviving only.

Revive The Undying one.

Now collect 1 piece of all gears and cogs and throw them inside the teleporter, so you don’t need to carry them with you. You will later find them on level 12 scattered around.

Kill the other 3 giants one-by-one if possible. This is most easily done by provoking in from 3 squares distance with projectile or spell. If you come very near – everyone will awaken and come bashing and trashing you.

They are hard by themselves and some more tentacle mages will come to spoil the hunt, so you can’t kite good. And this fight can prove hard, so don’t pull too much or you die. Every time you release one giant a mage(s) can come too, so be vigilant.

When done with the mobs and got near the center area where the giants were, the dream will come to tell you, you need replacement for 4 parts.

If you followed my advice – they will be lying around you – if not – drop from any pit to level 13 and collect. You need to place:

  • Piece of ore – North, round hole.
  • Steel gear – West, adjacent to another gear.
  • Blade gear – East, center of the other 4 gears.
  • Infusor – South, behind the frame in the center.

SAVE! Before inserting the last item. Remember very well where you placed all the cogs.

The voice in your dreams was quite bad cube-robot named Undying one, and you were just tricked to repair it to full might. Undying one cannot be killed by ordinary means.

Failsafe.

A teleport will be open in the southeast corner of the map and the robot wills start summoning all kinds of monsters to battle you. Go away or you will be squashed 🙂 He is able to kill everyone by cornering the whole party and squishing you to a red pulp.

The teleporter will take you away in a room with a stair to level 11, but you will still hear the voice of the mechanical mind.

Go up to the tomb of Designers.

Level 11: Tomb of designers

Legend of Grimrock, level 11: The tomb

First you need to exit a poisonous corridor. 1 hidden button in the beginning and 2 hidden buttons in the end of the corridor. When you press them all, the doors will open. Hurry, so you don’t take much damage.

You will reach a fork-like area with a door in the middle needing 2 ornate keys.

  • East – 3 pressure plates with heads spewing elemental damage around them and alcove with an ornate key in the end. Use some spare junk to press the plates.

Have a look at the nearby wall for a rune-button. It opens a secret with a Goromorg Miniature (the last treasure 7/7).

  • West – Pressure plate, teleporter and 2 trap doors. Shoot a throwing knife when the teleporter is off to press the plate in the end of the corridor. This will close the first trap door. Advance over. West wall on the teleporter square has a hidden button to close the other trap door.

The area below has just one hornet for killing and you will hear the mechanical boss taunting you again. Entirely up to you if you descend or not. 175 experience is not that much.

The 2 ornate keys open a room with some fire elementals. Cool them down.

There are 2 alcoves and 4 inscriptions:

  1. Ohuj
  2. Illo
  3. Ittna
  4. Irtep

Absolutely no idea what the inscriptions mean. Probably the names of the Designers.

The alcoves have 2 scrolls claiming the designers made this whole Grimrock dungeon to hold the Undying one in and there is something that can kill him on this marble slab.

But first you need to dismantle it. When the Undying one is not whole – it can be slain.

The slab has 2 crossbow bolts 😀 How would bolts kill the Undying one!? Tingle him to death 😀 !?

If you paid attention to the 2 scrolls – One of them is speaking about shadows and it actually means complete darknes. So remove the torch from the wall, doze your own torch and/or cast Darkness. When the room is completely dark, a light will glow above the marble slab and You will receive a blaster-like weapon shooting lightnings:


Back to the Undying one.

Follow the teleporter down. Shoot the Undying one and he will be paralyzed long enough, so you remove a part of him. (You remember where you inserted them, yes?)

Every time you remove a part, he will revive and start following you again. You have 10-15 seconds, before he comes to his senses. Enough for just one removal, so you need to do this 4 times.

It takes time and precision, so be patient.

When all 4 parts are down, he is vulnerable and takes any kind of damage.

This is the final battle so hit him with anything you have.

If you get low on HP or anyone dies – use the pits to drop to level 13 and use the blue healing stone there. The undying one will not regenerate while you go heal, so you are okay.

Lightning Bombs do very good damage and the Weapon of power still hurts him quite well from distance.

While fighting, the Undying one will squash EVERYONE and sometimes the enemies he squashes will drop any of the 3 Prison keys you need to clean sweep this level, so grab them and go away quickly to any of the three prison doors to collect some stuff:

  1. North one has few healing potions to help you. (I personally found I can’t focus on the battle while healing with potions and abandoned them).
  2. East one has lightning rod (Undying one obviously hates lightnings, because he starts shouting “STOP IT!” when you hit him.)
  3. West one has some lightning bombs. Absolutely must have, if you used yours so far.

Be sure to throw everything you have at him. He has above 2000 hit points, so it takes quite a while to take him down, but it is doable.

The end and some still-frame-kinematics with the complete devastation of the whole place:

Enjoy.

I did 😉

(Now it is time for Toorum mode ;))

 Posted by at 6:11 pm
May 122012
 
Legend of Grimrock, Map for Level 10: Goromorg Temple II

Legend of Grimrock, Map for Level 10: Goromorg Temple II

Done level 9? The puzzle turned quite hard, eh 🙂 ?

Entry and Inner Sanctum

You start level 10 in a small corridor with portcullis opened by a lever on one side and an alcove with a round key in the other.

The key is needed for the next room. The keyhole is behind one of the tapestries.

A secret room will open, there are some tar beads, one Ice lizard and 2 hornets. Nothing hard.

A crossroad room next. A button fires the head in the previous room and another button switches opens the portcullis with a hornet on the other side, but closes the one behind you. There is also another Toorum note about the way this dungeon works.

The south room has a pressure plate and 2 alcoves.

There is a red gemstone in one of the alcoves. If you press the plate, the portcullis from the side of the gemstone will open. If you move the gemstone to the other alcove – the other portcullis will open.

  • West portcullis is the way back to west room where you fought the lizard and hornets.
  • East portcullis lead you to another round key. Lever opening the way to the east room and a small fight with 2 hornets and a fire elemental.

In an alcove behind the 2 hornets are the Gauntlets of Valor:

Use the second round key. It will release 2 Ice lizards and a hornet. Behind the Ice lizards is a receptacle for the ray which the head shoots.

There is a way to make the head shoot through the portcullis. You need to time it precisely and you will get to the next area.

When you click the button to shoot the ray, go to the other button and click it exactly when the ray enters the crossroad. This will close the portcullis behind the ray and open the one in front of it.

Not hard – you will manage.

Inner sanctum.


Save!

After you step on the pressure plate, there will be some doors opening and walls dropping.

The Tentacle Mages are hard to beat, they have shields and do quite bad damage.

Just keep dodging the spells and hit them hard. They will fall eventually. 1000 xp per kill. Quite good for a single kill.

Inner sanctum is a crossroad hall.

  • North is a pressure plate with 2 shooting heads. (probably a secret – drop me a message if you know what they do).
  • East is a small room with 2 bolts.
  • West is a small room with a button and 2 alcoves with food and throwing axes.

Pressing the button will invite 3 more tentacle mages for killing and a teleporter in the center of the hall.

This teleporter will send you to a hub area with three doors and the exit to level 11:

Behind the tapestries is one empty alcove. If you get the red gemstone from the start area and place it in the alcove, you will open the 10-th Iron door in game and receive one very good bow:

For now – You may only go east, the west door will open much later. There are 3 loose tentacle mages and 1 hornet. Some herbs and a long sword lying on the ground.

More Hornets will come from nowhere, so arm with patience. They fall fast but their sting injects diseases.

The small room with the two hornets has an alcove with the Greaves of valor:

This completes the whole Valor armor set, but I don’t see any bonuses.

Clean the hornet area and close the doors, so they don’t bug you anymore.

There is a trap door to level 11. 4 crabs will bite you. Some frost bombs and herbs lying on the ground.

On your way back from level 11, you will find an alcove with the Shield of the elements:

Quite a good catch 😉

The area north is almost devoid of monsters. 2 alcoves with bombs and a portcullis west.

Plate helmet lying on the ground… totally clueless of what it does there.

There is a hidden button opening the way to the blue crystal, another Toorum note claiming he cheated death few times and 4 fire bolts:

Now let’s proceed North. Go to the door with the colorful glass works and drop something on the pressure plate. Step aside or you will be shot by lightning.

3 doors:

  • One needs 2 Ornate keys.
  • One is named “The shrine”
  • One is named “The caverns”

The shrine

In the moment you grab the ornate key, 2 tentacle mages will come and some of the floor grids will apparently hide hydras. 5 of them.

Try to play them smart, don’t let them surround you.

Outside the shrine, where the 2 ornate keylocks are will be another hydra.

Total of 4k+ experience. Not bad.

The caverns

The caverns are a big hall with monsters.

Some bugs and four ogres. Should not pose high risk anymore. You’ve outgrown such enemies already.

There is another Toorum note claiming that he is starving and the room nearby should have food:

Bonus: Toorum’s single player game!

In the first part of the hall – One single column has a hidden button (west) and opens one of the most interesting secrets.

Toorum’s remains, ancient axe, hardstone bracelet, phalanx helmet, 2 weepy-goodbye Toorum notes:

Bring the remains to the blue healing crystal and click them to the crystal.

You will hear a *sigh* of relief.

Save your game.

Start a new game and choose to create characters.

In the first character creation, enter name “Toorum” and press “Enter”.

Now you can play a single player game with Toorum himself.

He is an excellent and extremely fast Ranger/Battlemage but the game is not easier 😉

Toorum, single player game in Legend of Grimrock

Toorum, single player game in Legend of Grimrock

But let’s finish this game before we jump into the fun, mkay?! 😀

There are pits to fall on level 11. The big secret hall has half-dozen slimes, some herbs, some bombs, 2 portcullis which does not seem to be open-able. Clean-sweep, collect – get back to level 10 by the stairs.

One specific pit (see the big map above) will drop you BEHIND the portcullis that does not seem to have a button or chain to open. You will need to fight 2 poison-cloud mushrooms, 3 crabs and 2 shooting mushrooms.

The reward is the best in-game hammer, very good weapon for hard fights, because every 5-10 hits, it freezes the enemy:

Let’s return to the Caverns above and complete them. What’s left after cleaning the main hall of ogres and stuff:

  • One room north with some Ice lizards and throwing axes.
  • One room south with some bugs and last (16-th) Toorum note:

He speaks about One wall with 5 levers, which need to be pulled (5 bits = 32 combinations). Not hard even if the columns beside the levers were not giving you the hint:

(From left-to-right): Down-Down-Up-Down-Up.


An alcove with the second ornate key will open. And 3 more tentacle mages will come to give you 1000 experience each.

As you near the Ornate key door, 3 more will come.

Ornate door opens a small room with teleporter, trap door and hidden button.

If you press the button, the teleporter vanishes and the trap door opens, leading you to level 11 secret room.

The room on level 11 has a head shooting towards the alcoves, teleporter back and a hidden button which helps you to get to the alcoves without harm by isolating the head.

The teleporter back on level 10 will lead you to a room adjacent to the hub hall where you came from. It has a marble slab with a prison key on it.

Now the fun part 😀 Level 11 is sealed, so you go to level 12 and use the prison key:

 Posted by at 10:41 am