333 lines
15 KiB
Plaintext
333 lines
15 KiB
Plaintext
NEW LIFE WALKTHROUGH
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I have split this up into segments because that's the way the
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story advances, really.
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1: Getting equipped.
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AIM: To find as much free stuff as you can in Terath and the
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surrounding area, then contact Volf, Fletcher and Restet.
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Free stuff in Terath City:
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-Don't buy beer from Hatty, it's a waste of money. And trying the trick
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on her just gets you attacked by bandits.
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-You can push the barrels near the left gate into a more secluded spot
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and steal the goods inside.
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-There are some hidden passages in the castle with goods inside.
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-There's also a lot of good shops here so spend some time and money and
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skill points, if you have any. Getting l4 mage/priest skill is handy
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because free spells abound in this scenario. Slow Group and Curse All
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don't work that well because many bosses are totally immune to magic,
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but they'll still give you an edge in places like the Quad of Inquity
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or Acidbeat Shrine. They also make outdoor encounters (esp. the Mould
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Fort) a lot more enjoyable.
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Free stuff in the Throne Room:
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-Find a secret passage near the stairs to get onto the ledge and
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another secret passage from there to find some treasure
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Free stuff outdoors:
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-There's an encounter in the Bony Valley with some skeletons which
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gives you a nice weapon.
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-Follow the rock trail north and walk through a wall to find the
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Small Cave. If you behave well you will receive a very good sword.
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-Bhor-Tak's hut: Don't try the Quad of Inquity until you're very ready.
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There's a boat you can take to Aquatis or the Acidbeat Shrine (or later,
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to the Mysterious Tower)
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Aquatis:
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-If you play the stock market you can either win a lot or lose a lot.
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Notably you can get the Energy mace, which is a decent Bashing Weapon
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and fills up your SP to boot. But save before.
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-The monk can train you, which Harmeni won't after Terath Rooftops.
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Acidbeat Shrine:
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-Acidic Acolytes drop Acid Bottles, which are thrown and cover the
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target in acid.
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-Acid Priests drop Basic Powder.
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-Acidbeats spit acid and are very nasty.
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-Acidbeat bottles summon acidbeats (naturally enough)
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-Get the acid from the labs and use it on the Big Basalt Block to
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clear a path. Do it quick or get burned.
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-You have to take quite a winding path to get round the doors which
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'you aren't going to get through'.
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-The final fight is against 4 Priests and 4 'beats. Finish them, and
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good spells and an acid-spraying shield are yours.
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Quad of Inquity:
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-Don't try this until you've got quite a high-level party. It's very
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hard.
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-To start, ask Bhor-Tak about 'quad' then 'visit' and he'll give you
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directions.
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-The Quad itself is a big, invisible, black maze with nasty, invisible,
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black Quad Guardians. Some have L3 magic skills. The ????? they drop
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is money.
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-Keep automap on to see roughly where you are.
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-The Quad is four seperate mazes, joined by a + shaped Quadwalk. In
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the middle of the Quadwalk is the grass section you need to go to to
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leave.
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-In each section is a door and a statue (somewhere). The doors give you
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a spell and heal you up, while you need to visit each statue to leave.
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-For finishing the Quad you get the Quad Memory (blesses, hastes,
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heals, removes all negative effects and makes one character
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invincible), and a Wave Blade from Bhor-Tak.
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Terath Rooftops:
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When you're ready, talk to Volf, say 'infestation' to Restet, and go
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into his lounge to read the papers. You end up on the rooftops, with
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a lot of slimes to hack through.
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-You need to go west, south, then east.
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-The Dragon's Tooth is almost the end of this section.
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-Heal, bless and haste before you fight Fletcher.
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Boss 1: Fletcher
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Fletcher has level 4 mage and priest spells, and is immune to magic.
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Your best bet is to haste and bless yourselves as much as possible then
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kill him before he can fight back. Luckily he doesn't have any special
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spells.
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SECTION 2: Swarmer hive.
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Aim: To capture a live swarmer
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Talk to Volf and Restet again, then head east to the Swarmer Hive.
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-There are some spells behind a cracked wall
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-Picking mushrooms wastes time
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-You're headed for the north end of the hive, where 2 Swarmer Mages
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and 3 Warriors await. There's a secret passage you need to find in the
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north end.
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Boss 2: Probatus-EGG
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The egg is a good spellcaster, but the tentacles are pretty weak- a few
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good fireballs should sort them out.
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The egg creates 4 Nightmares (invincible), a fire field around itself,
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and finally some Sleep clouds. All are nasty, and it's level 5 spells
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which means Firestorms. This may take some tries. The Quad Memory is
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handy here.
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-Fletcher has some nice treasure left behind.
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SECTION 3: Detectives
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Aim: To find Fletcher's accomplice.
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Report to Restet, then Volf. Think about who's missing
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(spoiler: inemrah) and ask Volf about him/her. If you haven't done
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the Quad yet, now may be a good time.
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Hut: The front way in is full of sword-blade traps. Go through the
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forest round the back (the rocks are trapped too) and go in the
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back way. You fight a Mage, two archers and some bandits but at
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least you're coming from behind so you can get hand-to-hand with that
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mage nice and fast. Look for some more secret passages in the bandits'
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bedroom.
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Under Hut: You have to follow a secret passage (again) and chop up
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a hell of a lot of Vapour Rats, then go down the Stream of Filth.
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There's another mage to fight as well as some more bandits, before you
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can get the letter and the key (don't forget some more treasure).
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SECTION 4: The School of magic
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Aim: To enter the school of magic and get to the basement.
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-There's a friendly bandit, Raven, in the dormitories, behind a secret
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passage. He doesn't give you anything but advice, food and rest.
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-Stalkers: Throw darts, use poison, but not too bad.
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-Chameleon Slime: Fireballs work well because this stuff splits, but
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the chances are you won't notice it's there until it's too late.
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-There's a friendly Stalker to the northeast end, where you can get
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the Stalker Potion (adds Skill Points)
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-To finish this section, go to the long passage in the southwest
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corner of the lava viewing gallery and enter the secret passage just
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south of the sign.
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SECTION 5: The Slod-Kedbolm
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Aim: To kill the Slod-Kedbolm that is blocking the waste disposal
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system.
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-Get to the control panel on the platform, using fireballs to take
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out tentacles and go down to L2
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-The Slod-Kedbolm stops the system going all the way down to the
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basement. Get off the platform and find the main hall. Open the letter
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there.
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Boss 3: Harmeni
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Harmeni appears in the Main Hall. She's extemely fast and a great
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fighter, but doesn't use magic so you can cover her in summons or
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wuss out and bless-haste again. A good tactic is to hide behind the
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table and use Conflagaration, because she can take some time getting
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round it.
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-The ring you get will summon the ghost of Lytrian Mancis.
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-Ask the ghost about the Slod-Kedbolm and he'll give you a lot of
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information.
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-Get his key from the north-east and go to the room with the lava
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spout, making sure you're high on SP.
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-First, pull the lever in the east wall.
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-Go to the pedestal and try to turn the barrier off. Insert the key
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and say his password. Now run like hell to the north portcullis- it'll
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open at the last moment. Follow the passage. You end up trapped in a
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room with quickfire, so Light Heal your party to keep yourselves alive.
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After about 5 turns you'll be saved.
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-Head east and rest until the panel informs you that it's safe.
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-The Slod-Kedbolm should now be dead.
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-After you take out the Slod-Kedbolm, you can take the waste system
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down to the basement.
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-Once in the basement, talk to Harmeni, bless and haste, then enter
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the north door.
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Boss 4: Probatus-LARVA and Fletcher.
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Another fight with Probatus, then. Try to keep him away from your
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weakly-defended characters, because he can do a LOT of damage in one
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turn, especially because Fletcher'll Major Haste him.
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Probatus will summon Nightmares as he moves, but they're not likely to
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hit you.
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You can't hurt Fletcher easily. He's behind a forcefield which makes
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him immune to weapons, he's already immune to magic, resists fire,
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and too strong to hurt with missiles. When Probatus dies, Fletcher dies
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too, so just concentrate on Probatus. Hasting a Priest and Wounding
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him works well but you'll have to be fast.
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Luckily there are no special spells.
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SECTION 6: Journey to the centre of the earth
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-Head back to the castle and talk to Volf again. You can now enter the
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southeast area of the map.
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-While you're there, you may want to visit Carding.
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-Or the Mysterious Tower.
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CARDING:
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Carding is a sort of cross between a town and a dungeon. You can play
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it either as a fight or as a town or a mix of the two.
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-If you fight the guard who asks for money, the town becomes hostile.
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Give him 100 gold and he won't bother you again. If you choose 'leave'
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then you now have to choose between 200 gold or a fight, and worse, the
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guard'll bother you again.
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-There's a secret house somewhere with no signs. Try some secret doors
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and you'll find Blackthorne the Witch, who sells you spells and
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recipes.
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-Blackthorne also buys food off you, but it's not a good rate, only
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really useful if you're extremely rich on food or short on cash.
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-The Unspec Services Liason, Kranen, sells you good weapons, armour and
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projectiles, as well as some interesting tools.
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-Don't drink anything. It's a waste of money. In the case of the
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cocktail, you'll lose all your cash.
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-You also get pickpocketed with time, so avoid Long Waits.
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MYSTERIOUS TOWER:
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The Mysterious Tower is one long gauntlet of puzzles, east of the river
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in the Restricted Area.
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To get in, touch the northwest, southeast, northeast, and southwest
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trees in that order. You get a bell, which you can use to get out.
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The first floor is solved by going west a room, north a room, through
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the east portcullis then through the west one you're teleported to.
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Then south one room, walk up to the south portcullis, then go
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east (the portcullis will open), south, and finally west again.
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The answers for the riddles on the second floor are shadow, then
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keeping to the north are bookkeeper and air.
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Next you'll get hurt by the floor and quizzed on classical music. The
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answers are Elgar (not Greenday!) and Handel.
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Don't kill the dog. Just walk around it. Then ignore the chests to meet
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Ikal.
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Tell Ikal about Probatus, and enjoy all the other stuff you get too.
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Remember to search the bookcases! You get some L5 spells, very handy.
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In Carding you can try to asassinate Grouse, the crimelord. This gets
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you the Ebony Sceptre, a nice item which completely heals your party.
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However, the fight is hard. You're up against Grouse, (who is roughly
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equivalent to a Bladesman), and a Mage, Priest and various smallfry.
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To find Grouse, either enter the slums via the secret passage in the
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east wall of the bar or Move Mountains the cracked wall in the Trash
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Pit. Then it's just a case of fighting your way through the slums
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to the secret door in the house marked PRIVATE. If you kill Grouse,
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Carding becomes hostile forever, and the secret door vanishes. Life
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will be easier if you can kill Grouse on the slums-side of the secret
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door, but that's not likely. If you don't, the previously locked door
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in the wall will unlock itself and you have a dash through a hostile
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town ahead of you. Luckily you don't have to worry about super-strong
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Guards, but Carding citizens are pretty tough and there are four
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archers at the gate.
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When you leave, open the package you find for the Ebony Sceptre.
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THE DESCENT:
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Make sure you're ready, then enter the cave to the northeast of this
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area. Walk along the gangplank into the Voyager and sit down.
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When it crashes, enter the south section and talk to Rannis. He will
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explain your new objectives: Find a source of heat to get the Voyager
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moving again, and some remains of Probatus. Now leave Voyager, into the
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Deepest Caverns.
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The two things you need are the Smashed Egg, which is at the top right,
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and the Magic Crystal which is at the bottom left. On your way you'll
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have to fight several Deep Slimes. These are HARD. They only have 20 hp
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but are immune to everything except fighting and Wound, and are L7(!)
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mage and priest spellcasters. This makes it VITAL for you to finish
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them as soon as you see them. One of the best ways is to move any
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priests you have to the front line.
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The Magic Geysers that the slimes sit upon completely refill your
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SP, which is basically the only way you'll survive this.
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When you have both items, return to Rannis and sit in the chairs.
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BOSS 5: Commander Restet
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Get out of the Voyager as quickly as you can, or it's instant death.
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(Although you don't need go into combat mode)
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Once you're out, you're up against Restet. The two mages are friendly,
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so let them form the front line. Restet resists magic and fire, but
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isn't immune, so pile spell effects onto him. It doesn't make any
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difference whether you finish him off or not, he dies anyway. Another
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casualty.
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SECTION 7: Return to Terath
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Terath has been destroyed! The only survivor is Lakos, the priest.
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Walk through the barrier in front of his temple and talk to him. Make
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sure he mixes up the anti-sleeping elixir for you, or you won't win.
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Now, if you've missed any side quests that you want to do, do them now.
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The most important are the Small Cave, Carding and the Quad of Inquity.
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If you've done any of these, go back to the area to get yourselves some
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allies for the up-and-coming battle. When you're done, rest, mix alchemy
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if you can, and then go to the hive entrance just south of Hatty's.
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You're faced with a horde of Swarmers. The Swarmer Soldiers and
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Enforcers are immune to most magic, so summoning and fighting hand-to
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hand is your only hope. Soldiers aren't much harder than Warriors,
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and Enforcers only have L4 magic. If you have all the allies, it'll
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be a doddle.
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SECTION 8: Terath Sewers
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You've got a long sewer hike ahead. Head clockwise round the sewers to
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get a boat, then go west and south to find a secret entrance into the
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hive. There's a corpse hidden with lots of potions, but his spirit will
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fight you.
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The hive is full of Swarmers, although the walls can be Move Mountainsed
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to pass hard bits. Chop your way through it, drink potions,
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use the Ebony Sceptre if you want (although it's more useful later)
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and then enter the basalt-wall area.
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BOSS 6: Probatus-MATURE
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Okay, this is it! Probatus' final form is really going to test you.
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You can kill it by attacking the head-section, but you'll probably
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want to weaken it a bit first by taking out the spellcasting tentacles.
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Also, after 11 rounds, you lose invincibility, so save Ikal's gem for
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the next fight.
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What's this? Where's the nice ending sequence? Why aren't I getting a
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fat cash reward? What's happening...?
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Head up the Dragon's tooth, to find...
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BOSS 7: Fletcher
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Fletcher is strong, but uses no magic and dies after five rounds, so
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just stay in town mode if you want.
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FINAL BOSS: Probatus-AMALGRAM
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Fletcher's mutated state is HARD. Great fighter, good spellcaster.
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Good luck. You'll need it. Use all the special items you have left.
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The Ebony Sceptre is useful for removing the effects of Spray Filth
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and Major Ravaging. |