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Walkthrough Walkthrough in PDFOther Walkthroughs WalkthroughPlease note that this shows only the shortest way of how to successfully complete the game. By taking just these steps you'll miss a lot of interaction and some side quests.
Game Tips: Throughout the game you will come across different herbs that can be used to make potions. It is a good idea to pick them whenever you see them so that you won't have to look for them later.
It is also suggested that you quicksave before drinking Soulgreep. Once you are in the Temple of Sacrifice there is no way out unless you are successful with the answers. If you are wrong... game over. Table of Contents Controls
| F1 | -general help | | ESC | - game menu | | M | - displays map in areas where it is accessible | | D | - diary | | I | - inventory | | F5 | - quick save | | F8 | - quick load | | F12 | - save screenshots into Data directory | | Space bar | - defensive position during combat |
Herb Location Map
 Click here for larger map
Act I 1. First you need to get into the town. You can either show the letter from the mayor to the guard or fight him to gain entry.
2. Once in the town the mayor will talk to you. When the dialog ends follow him to your house (you can also see it on the map - M key).
3. Enter the house. The mayor tells you about recent events, then leaves.
4. Enter cellar and place the potion set on the table. From now on you can use it to make potions.
5. Leave the house and go south to the blacksmith. Talk to him about the lock you need. He tells you that first he requires that you bring him a key that he's lost in the swamp so that he can give the lock.
6. Go north until you come to a small pond in the swamp. You'll notice the key in it but it's out of your reach.
7. Go back south until you come across a road that runs along the northern part of town from east to west. Go west until you reach scaffold. Talk to the guard. You need to get rid of him somehow to get Duncombe’s body to your cellar. He tells you that he's thirsty - that's an important piece of information.
8. Follow the road south and turn west. Go on until you reach a small pond. Nearby there's a fisherman sitting on its bank. Talk to him. Ask him about the other people in the town. A new dialog choice appears. He talked kindly about Emma, the mayor's family maid. Ask him if he likes her. You were right, he does. That's another piece of useful information.
9. Head back east to the town center and enter the inn. Talk to the mayor. Tell him, that scaffold guard is thirsty. He tells you to talk the innkeeper. Now talk to the innkeeper about the guard. He gives you an empty wineskin.
10. Leave the inn and enter the mayor's house (north of inn) and talk to Emma. Ask her about the locals - now you know that she finds Simon attractive as well. Tell her that he likes her too. Now that you've made yourself a new ally. Ask her if she would give you some wine.
11. Now it's time to make your first potion. It's called Drowsy Eyes. For this you need these herbs:
1x Watersleep 1x Gwynlock 1x Devil's luck
If you don't have all of these herbs, you'll have to go out and find them. Some of them grow in certain places (near water, rocks etc.). This information can be found in your diary or you can refer to the herb location map.
Use the potion set in the cellar of your house and mix the herbs. The potion will appear. Use it (drag and drop in the inventory panel) on the wineskin.
12. Leave your house and go to the scaffold site. Talk to the guard and give him the wine. You’ll have to let the potion take effect.
13. Go to fisherman and ask him again about Emma. When he says that he likes her, tell him that she likes him too. Then ask him if you could borrow his fishing rod to fish out the key from the swamp. He refuses to give it to you but does offer to come with you, and fishes it out himself instead. Now you have the lost blacksmith's key.
14. Talk to blacksmith and get the promised lock. Use it on the door of your house.
15. Go to scaffold site. The guard is sound asleep. Use your dagger on Duncombe’s noose to cut him down. You will automatically carry him to your cellar.
16. Now it's time for the second potion - Soulgreep. This one is bit trickier to make. You'll need
2x Gwynlock 2x Watersleep 1x Devil’s Luck 2x Tear of Stone
Mixing these will give you the Soulgreep potion. Use it and you will be taken to the Temple of Sacrifices.
17. In the Temple enter the room with depicted hangman (you can make sure that you're entering the correct room by checking what your character say when he enters it). Use all three altars. The correct combination is: Love
Rephen, the blacksmith of destiny Dahn-en-nyan, soul-bearer
18. Talk to Duncombe. Now you know that he has found a brooch at the crime scene. You have to get it and find out who it belongs to.
19. Leave and go to the mayor's house. Talk to the mayor about the brooch. He refuses to talk about it.
20. Go to blacksmith and talk to him. Tell him, that the mayor is holding back some evidence. He promises to help you with that.
21. Return to mayor and talk to him about the brooch one more time. Now he remembers that he threw it away somewhere near the undertaker’s (Duncombe) house.
22. Go to the graveyard and find the brooch. It is partially hidden underneath a fern near the door of the undertaker's house.
23. Go to inn and talk to the landlord Limsey about the brooch. He tells you that it belongs to his son.
24. Leave the inn and talk to his son John - he's practicing fencing in a yard west of the doctor's house. Tell him that the brooch is his. Now you know what happened and you have to fight him.
25. After he's been defeated and is on his knees you can either slay him or let him live - the choice is up to you. After the mayor arrives and talks to you.
26. You are now in your house. If you did not promise to burn Duncombe's corpse, you can use the bed and finish the act. If you did, you have to first carry the corpse to a pyre (click on the body) and then set it on fire. To do so, use a tinderbox that can be found in the chest in the undertaker's house. After that you can use the bed in your house to finish the act.
Act II 1. Go to the doctor's house and speak with him. You find out that some important documents have been stolen from him. Leave the house and examine the trampled field in front of his home. This is where the thief waited for the doctor to leave.
2. Report this to the doctor. He tells you that the field belongs to the landlord Limsey.
3. Talk to Limsey in the inn. He tells you that he saw Harrel in the field.
4. Tell doctor that the thief is probably Harrel. Now you have to find him.
5. Talk to the herbalist. She promises to try and find Harrel, but you have to bring her a special herb called Snake Tongue. In order to see it you'll first have to make and use a special potion called Azraim Eye. You can find what it consists of in your diary.
6. Once you have drunk the potion go to the wooden "statue" south of the swamp. From this point go north till you reach the water. There you'll see a crow appear. Follow it. Near the river the Snake Tongue reveals itself. Take it and return to the herbalist.
7. After you have given the herb to the herbalist, leave her house for a while and then return. She tells you that Harrel went to the mine.
8. You can try to speak with the mayor but he will not let you leave the town.
9. Talk to the monk that is waiting near your house. Then go to the monastery. Use the key you have just received to open the gate to the yard. Talk to the abbot.
10. The abbot asks you to do a favor for him. Go to the undertaker's house. There is a monk close by trying to commit suicide. Try to talk him out of it. You will fail.
11. Talk to the abbot again. Now he's asked you to at least bring the monk's body back to the monastery.
12. Now you have a good reason for leaving the town so speak with the mayor again. He has to let you go.
13. Outside of the town kill the bandit and take the monk's soutane from him.
14. Enter the mines and use the tinderbox (found in the chest in the undertaker's house) to light the torches. Enter the lower level.
15. Fight Greer. Use the soutane on Harrel and carry him back to town.
16. Find all the herbs needed for the Soulgreep potion and make it. Use it to enter the temple.
17. The correct altar combination for raising Harrel is: wealth - Lertyan - Dahn-en-Nyan
18. Talk to the Harrel.
19. After you return from the temple, talk to the doctor. Tell him what you've found out.
20. Before the act is over, you have to do one more thing - go to the abbot and tell him about the fate of the poor monk.
21. Use the bed in your house. This concludes the act.
Act III 1. Leave your house and talk to Fabius.
2. Make a big healing potion or two lesser ones and go back to the mines.
3. Kill Greer and give a potion(s) to the doctor. Return home with him.
4. Once he is dead, carry his body to your cellar.
5. Make Soulgreep and talk to him in the temple. The correct combination of altars is: knowledge - Talanos - Dahn-en-nyan.
6. Go north of the herbalist's house and move the mouse cursor over the guard - now you know his name. Go to the graveyard and talk to Fabius. Tell him about the guard and go to some other location. Return after a while and he will be gone.
7. Find the active ground spot near the “Winter's” grave and use shovel to dig. You get one of the keys.
8. Go back to the herbalist. Fight the monster and kill it. Take the dead herbalist to your cellar.
9. Talk to Helen.
10. Talk to the Mayor
11. Go to the mayor's house and talk to him again.
Act IV 1. Go to the monastery and talk to the abbot. He tells you about the missing monks.
2. Visit the graveyard and find the piece of the monk's clothing in front of one of the crypts.
3. Show it to the abbot.
4. Go the small pond where you first met Simon the fisherman.
5. Take Helen to your cellar and make Soulgreep. Use it.
6. The correct combination for reviving her is: love - Rephen - Marghet-en-dryat.
7. You seem to fail, but that's not true. Leave Helen and go to the monastery.
8. Talk to the abbot and enter the crypt.
9. Talk to Fabius.
10. Continue to what once used to be a kitchen and kill the zombie. Take the special key from it. In the adjacent passage take the extinguished torch. Continue over the chasm and enter the prison block.
11. In the room to your right take the bucket.
12. In the opposite room use the torch as a lever. Use the levers to open the cells.
13. Find and take the second bucket in one of the other cells. Use your dagger to get the second special key from the mattress and talk to the zombie.
14. Return all the levers to their former position to open the main door.
15. Fill the buckets with water in the kitchen.
16. In the room next to the caved-in library find a hidden button and enter the library. Take the scroll and the key.
17. Use the key to open the heavy door in the level.
Act V 1. Talk to the mayor.
2. Continue forward and enter the room with numbered tiles.
3. In the small adjacent rooms use the special keys on the mechanisms. This activates the tiles.
4. Use the buckets (by dropping them) to press numbers 4, 6 and 7 at the same time (with you standing on one of them). This lowers a nearby bridge.
5. Go across the bridge.
6. Now you can choose either to kill Fabius or to let him free the Demon.
7. If you kill him you can choose whether to kill Helen or go away with her (by talking to her).
The End
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