Drakan: The Ancients' Gates FAQ/Walkthrough by neored13 Game Copyright Surreal Software and Sony Computer Entertainment America ==== 1. Contents ==== 1. Contents 2. Copyright Information 3. Revision History/Future Plans 4. Game Information 5. Controls/Strategies/Tips/Fun 6. Bestiary 7. Walkthrough 8. Weapon/Armor Lists 9. Items 10. Contact Information 11. Special Thanks/Contributors ==== 2. Copyright Information ==== You should know this by heart now. This guide is my intellectual property, not to be redistributed commercially without my express written permission. You may use it for any personal use you may desire, but do not stick it on a website without my permission. Currently, the only websites allowed to use this guide are CheatCC and GameFAQs. I assume this will change. =/ As per usual, any violation of this copyright will be dealt with severely. Screw with me, and you screw with a gamer with a wide network of friends. ==== 3. Revision History/Future Plans ==== 2/13/2002: Version 1.0: In the beginning was the Word, and the Word was Drakan, and it was Good. Then, Gamer created FAQ, and lo, He saw that it was incomplete, and He was angered. Finished the walkthrough through Kragmor. Future Plans: -Finish the game, and the FAQ. Without cheating if possible. -Add a piece of ASCII art to the title section. (Low priority) -Add a Weapons/Armor/Items section. -Get outside and get some sun. (Low priority) ==== 4. Game Information ==== Drakan is a multi-genre game. Some would call it an RPG, others would call it an action platformer, others would call it a flight sim. Some people might call it a sports game, too, but I don't think I'd want to know those people... In basic execution, think Lara Croft meets Diablo and the flight levels from the Spyro series. You're a chick with a sword (Or sword-like weapon, such as mace, hammer, or axe) and bow, and you get to fly around on the back of a dragon. It's the basic you-versus-hordes-of-monsters game. ==== 5. Controls/Strategies/Tips/Fun ==== =Controls: Since I'm assuming you have the instruction booklet (The game's still new, and there aren't any good PS2 emulators out yet), I won't be covering the basic controls. This section will deal with the vagueries of the controls, and things you might have missed. When in Target Lock, the L2 button will switch targets if more than one is available within view. Using the L1 button to pick up treasure is much more efficient than running around and grabbing it by "foot" USE THE RIGHT STICK! This is one of the most important pieces of control advice I can give you. Looking around can save your ass. =Strategies: These deal with basic movement and enemy elimination. If something's far off and you have a medium/long range bow, you can generally take it out before it gets to you. When dealing with enemies that attack from a distance, if you want to charge in and whack them, roll from side to side to dodge their shots. When dealing with close-range enemies, your best strategy is to whack them with your combo, then roll backwards. Run in and repeat. In aerial combat, KEEP MOVING. Get a lock on, circle about the enemy, change altitude, vary your distance, and keep firing. If you get frozen, press buttons rapicly to shake out of it. =Tips: These are things that don't exactly fit either of the other two categories. Come up for air. Nothing puts a crimp in your day like drowning. HotSlot potions. At some points, the difference between victory and defeat is the ability to drink a potion on the fly. =Fun: Here you'll find things that don't accomplish much useful, but are just fun to play with. The Flamestrike. This handy little sword has the power to set the scenery on fire. Things don't burn for very long, but you can still have fun with it. Trees, houses, bridges! Nothing is safe from the searing flames of justice! You can even set the bridge made of light in the Ravenshold cave (See =Ravenshold= section of walkthrough) aflame. Diving. Jump from a great enough height into swimmable water, and Rynn will adjust her position into a very graceful dive. Just make sure you're looking down as you fall, or all you'll see is her feet. Aerial stunts. You can generally use both sticks to fly. Try and pull off some daring acrobatics! Loop-de-loops, diving corkscrews, barrel rolls... See if you can pull off an Immelman turn! NPCs: 'Living' stress balls. NPC characters are completely immune to your weapons and magic. Thus, if you're feeling a bit upset, take a few swings at one. Use your stab moves to try and get them in the crotch. Cleave them in twain with your overhead strike! ==== Bestiary ==== This section covers the various types of creatures that can be found in the world of Drakan. Note that all monsters come in a variety of sizes, but other than being bigger, there's not much difference. =Grull= These small creatures are the generic enemies. No matter where you go, you'll probably find a few Grull. Rather stupid, and cowardly in the face of extremely overwhelming firepower. There are several types of Grull scattered throughout the lands, most distinguished only by being texture-swapped versions of another Grull. Note that numerous members of various types in an area will be referred to as "Grull," while a number of one type will be referred to as "____ Grull." Club Grull: These are the wimpy little things you'll be first encountering. They carry wooden clubs with a couple of iron spikes on them. Mace Grull: These are slightly more powerful than their club-wielding brethren, and use a flanged metal mace as their smash stick. Fire Grull: These guys have developed enough intelligence to use a rudimentary magic, and show it off by hurling spheres of red energy at you repeatedly. Get too close and they try and backhand you. Cleaver Grull: These Grull actualy seem to know what they're doing, as they carry a metal cleaver about the size of their leg. However, other than hitting a little harder than Club or Mace types, they're just as stupid. Ice Grull: Just like the Fire Grull, only they fire orbs of blue energy that can freeze you in place. Grull Kong: Giant cousins of the Grull, these creatures attack by slapping at you or throwing things at you. It's best to keep your distance, dodge their projectiles, and fill them with arrows or magic. I've coined the term Kong for them, as they remind me quite a lot of Donkey Kong, what with the whole throwing barrels thing. =/ When they die, they keel over forward, so try not to be under them or you'll be squished. Bonegrinder: A unique Grull, consult the =Bonegrinder's Lair= and the =BOSS: Bonegrinder= sections for details. =Wartoks= Larger, slightly more intelligent, and stronger than Grull, these warthog-like creatures usually dwell in the same area as Grull. Both Wartoks and Grull posess the power of speech, and occasionally a Grull will spot you and run away to attract the attention of a couple Wartoks. Axe Wartoks: These are the basic, vanilla Wartok. Charge at you and swing. Carry rather large iron axes. Shield Wartoks: These are a bit tougher, as they're outfitted with a shield as well. The shield will generally protect their left side and front, so try and hit them in the axe arm or the back. They, too, carry an axe. Fire Wartoks: Carry no weapons, but fire balls of flame at you. Basically the same as Fire Grull. Snotmaw: An enormous Wartok, carrying a spiked shield and huge cleaver. Consult the =Snotmaw's Lair= and =BOSS: Snotmaw= sections for details. =Trogs= These vile amphibians dwell in the Shadowmire. They can usually be easily spotted because of their glowing red eyes. Like to partially submerge in the swamp and appear to be round, green, moving logs with glowing red eyes. Camouflage is not their strong suit. Green Trogs: Your basic Trog. It's... er... green. Brown Trogs: A larger, brown version of the Trog. More hit points, but just as easily killed. Trog Mages: Carry a staff, and shoot balls of lightning at you. The balls of lightning fire off secondary bolts as they fly, so you won't be safe just rolling out of the way. Toadfist: Another boss. A good combination of magic and melee attacks, but still, he's the first real boss of the game, thus incredibly easy. Consult the =BOSS: Toadfist= section for more info. =Dragons= The skies above Drakan are filled with bastard cousins of the Elder Breed. Fiercely territorial, they will attack any foreign dragon to enter their area. Of course, since Arokh's the only foreign dragon around, you'll be the one they attack. =/ Fire Blackwings: These are your basic feral dragon. Launch balls of fire at you. They generally attack in pairs, which can make dodging a bit difficult. Bone Dragons: The undead guardians of the =City of the Damned=, these attack with lightning breath. Four hits from these will kill a fully-healed Arokh, so KEEP MOVING! Ice Blackwings: Inhabit the frozen reaches of Ravenshold. Just like Fire Blackwings, only they shoot light blue breath. Redwings: Well, I guess that's what they're called. Dwell in the Kragmor area, around Snotmaw's Lair. Fire pink balls that trail yellow rings. Mezzidrel: This is actually more a sea serpent than a dragon. Consult the =BOSS: Mezzidrel= section for more detail. =Mechanical= The Grull have a rudimentary machine knowledge, and typically use machines to defend their areas. They also install elevators and mechanical doors in their fortresses. Explosive Crossbows: Anti-dragon artillery. These fire explosive rockets at you. Easily destroyed with two or three shots. Catapults: Not meant for anti-dragon artillery, but used in that fashion anyway. Launches exploding balls in an arc. Again, two or three shots will take one out. Fireball Trap: Not exactly an enemy, but it can hurt you. Fires flaming balls down the middle of the hallway. Stay to one side to avoid them. Slice-N-Dice: Again, not an enemy, but VERY deadly. A set of spinning blades travelling down a hallway. Backed up by a set of spikes shooting from the wall in the nearest safe alcove. Consult the =Snotmaw's Lair= section for more info. =Scavengers= Dog-like creatures that lair in packs. Where there's one, there's more. No variations found yet. =Spiders= Giant spiders can be found in several areas around Drakan. They attack by either jumping at you or standing up and slashing. Bows/magic or overhead slashes are the way to go. Apart from ranging in size, no variations have been reported. =Skeletons= The undead. What would a self-respecting RPG/sword-N-sorcery game be without wading through legions of bodies ripped from defiled graves? These unholy creatures attack with axes. How they got so many, I'll never know. Consult the =Catacombs= section for details on fighting them. Bone Lord: Guardian of the skeletal warriors in the Catacombs, he takes umbrage at you drestroying his brothers in bone. Consult the =BOSS: Bone Lord= section. =Yeti= In the frozen wastes of Ravenshold, the yeti have struggled back from the brink of extinction. Well, guess it's up to you to drive them back again. So far, I've only found two sizes of Yeti: Small and ENORMOHUGANTIC. Small Yeti: "THAT's the Yeti? Aww, it's soo wittle!" Basically like a Ice Grull, but stronger. Flings exploding snowballs at you, which can freeze you solid. Daemog: Big poppa yeti. Imagine a Grull Kong. Now imagine it about three times bigger. Now imagine it with an infinite supply of freezing ammunition. Yes, "Ouch" is right. No strategy worked out yet. Try back later, when I've written it. ==== 7. Walkthrough ==== Here it is. The main section of this. The varying sections of the game are written =like this=, so you can easily find them by typing in =The Mushroom Caves=, =Catacombs=, =Kragmor=, etc. Of course, some sections are named the same, like the multiple instances of =Surdana=. This guide assumes you will be reading the instructions, and have already begun a new game. Controls in this guide are written by capitalizing the directions and using S, C, T, and X for Square, Circle, Triangle, and X, respectively. Thus, the Spin Attack would be Down-Up, S. Directions are determined by which way the arrow around the Mana Glass is pointing. Thus, if the arrow points up, you're going north. Down, south. Left, west. I'm sure you can guess which way you're going if the arow points right. Starting from where the story segments end... After the intro sequence, you will be left to your own devices, for the most part. Whenever you encounter something you haven't yet done, a small in-game tutorial will pop up and instruct you. Weapons, jumping/hanging, bow use, controlling Arokh... Your first task is to meet Lady Myschala at the Palace. Sounds simple, right? Well, there's a few obstacles in the way. First, it's a bit of a stroll. As you start, you can see a pavillion ahead of you. The guard there tells you that there's a dummy set up for combat practice. Hey, I'm a member of the Order of the Flame, bonded to a Dragon. Do I LOOK like I need practice? Anyway, practice if you want, but the main reason you're there is for personal gain. There's a chest in the pavillion. Approach it, and the contents magically spew out. In this case, money. There is also a barrel that may be broken (Try a Down-Down, S attack), and usually contains a Goblet (worth 50 gold). Continue down the path. Be careful you don't fall off the cliff. It's not easy to do, but I managed it my first time playing. =/ When you reach a fenced segment of cliff, three Grolls will accost you and demand all your shineys. Well, you're certianly not going to waste your hard-earned money on them, are you? Time to get a little bloody. They're not too hard, just don't let them surround you. You should get a Potion of Life from Olak (The different-colored one.) Before you move on, open your inventory and HotSlot the potion you just got. Simply highlight it and press X. Turn east into the alcove they jumped out of and head uphill into a small cave. Yay, more shineys. Three barrels, a crate, and a chest await. Head out of the alcove and run on to the south. As you approach a bridge, another dragon flies by. That is a Blackwing Dragon, which could be easily taken out by a six-year old with a slingshot. Well, not really, but Arokh is more than a match for it. Pity Arokh's not here, though. Keep going. Uh-oh, the bridge is broken. What are all those taxpayer gold pieces going towards if adventurers have to jump across broken bridges? Jump across and pull yourself up. If you miss, the fall isn't great enough to kill you. Next up is an ingenious Grull trap. Ooh, pity about the poor sod under that tree. Well, makes a nice prompt for the Rolling tutorial. Kill the approaching Grull and receive two Health Elixirs. HotSlot them. There's nothing up the hill, so continue downhill to the next pavillion and an archery lesson. Grab the bow off the table, HotSlot it, and fire off a few shots if you think you need it. Continue on into town. The guard at the gate says you'll need to take the lift. But, let's explore Surdana a bit first, eh? =Surdana= As you enter, a cutscene occurs. Watch the pretty effects and listen to the storyline. Jade's Magic Emporium is now added to your map. For now, turn left and talk to the nervous-looking man ahead. Oh, dear. I hope you're not afraid of spiders. =Quest: The Villager's Cellar= Enter the villager's house and ransack his chests before moving on to the lower levels. I suggest you use your bow for this, as the things are hard to hit with your little knife. Kill the first one ("Oh, my! Look at the size of these things!"), break the barrels with your knife (Remember how to switch between HotSlotted weapons? Press R1, use L1/R1 or the D-Pad to search for the weapon, and press S or X to equip it.), and, for simplicity's sake, move straight on. The three spiders in the next room should each take three arrows to kill. Unless you miss. Break the barrels in here for some gold, and open the chest for another Health Elixir. Go down the next set of stairs and turn left. Three more spiders await you here. More barrels, two crates, and a Wood Club lie in this room. Leave the room and go left again. Whaddaya know, three more spiders. Kill them to hear Rynn mention that it seems like they're all dead now. Grab your well-earned booty from the chest in this room, and head up the next stairs. Turn left again in the next room, go up the stairs, and exit the house. Speak to the villager again to receive your reward. 250 Gold. Not too shabby. =Surdana= Now, from the villager, turn left and head to the next building you see. The sign outside says, "Sorolla's Tavern." Well, there's always news to be had in a Tavern, isn't there? From your point of entry, speak to the man at the lower right table. He informs you of the Inquisitor, who we shall visit at a later time. Speak to the bartender for news of another sidequest, the Brothers of the Word. No one else has much of interest to say. Leave the bar. Run down the road until you come to a building on your right. This is the blacksmith's shop, home to a man who would obviously rather be out there smashing skulls than in there smashing iron. I recommend selling the Wood Club you got, as it's not durable enough or powerful enough to carry you through tough times, and you'll be needing the inventory space. Buy a Wood Shield and whichever weapon strikes your fancy. Either the Steel Scimitar, Steel Short Sword, Iron Axe, or Iron Club are serious contenders. I personally went with the Scimitar. HotSlot and equip your new weapon and shield, removing your old dagger from the HotSlots. Note that when you switch from the sword to the bow, your shield is unequipped and must be re-equipped when you change back to the sword or it will have no effect. Continue on across the square from the blacksmith's to reach the Alchemist's shop. Here you may buy potions of helaing and Mana. You'll also begin the Blackwing Egg sidequest. If you need potions (You shouldn't), buy some. Then, leave the laboratory and turn right. Head back towards the bar, but head past it towards the tower you see in the distance. Enter and ride the lift up. Continue on across the bridge and into the Palace. After the storyline, You wil receive 300 Gold and Arokh will deposit you in front of the blacksmith's shop. Talk to him again to initiate the Toadfist's Helm sidequest. Your next mission is to infiltrate the Shadowmire and retrieve the Cypher Rune from the Tree of Mourning. But, let's do some exploring first. Turn right from the blacksmith's and head out the gate and across the bridge. Go down the hill and head for the house you see. Not STRAIGHT down, mind you. Head left and go around. On your way, you should see a sign pointing the way to the Shadowmire. We'll come back to that later. The lady in the garden has a bit of a chip on her shoulder. Just ignore her and raid her house for gold. Continue south from her gate, and east, killing a few unfortunate Grull on your way. At one point, you should turn east and come to a house, where the farmer will mention his wife went for mushrooms and hasn't returned. And yes, you CAN kill the chickens. =The Mushroom Caves= From the farmer's house, head south, then east, then turn north, then east until you reach a cave entrance. Now SAVE! You're about to enter a dungeon, and you haven't saved since the start of the game. Now on to one of the butt-ugliest monsters I've seen in a while. Combat with these guys is basically the same as with all other melee enemies. Hack-hack-hack, roll back to avoid attack, run in, repeat until one or the other of you dies. Move on into a large room with a ledge running around it. Kill the two that come at you, then whip out your bow and try to take out the one you can see on the opposite ledge. It's a bit far for your current bow, but you can manage. 7 or 8 good hits should take it down. If you turn right and cross the small lake below, you can obtain a Bitter Touch (8 Attack, 300 Durability, Very Fast, Armor Piercing, cool visual effect, can freeze enemies) from the alcove with the glowing blue mushrooms. The path onward, however, lies to the left. As you enter the next room, stop, look, and listen. Those things make a distinctive sound. You can tell roughly where they are by what ear the sound is coming in. Continue to your right and down the path, making a quick left into the cave at the bottom of the large dirt mound. Three of the things are in here, and another one should come skulking around the corner as you're finishing those three off. There's a bag of 150 Gold inside the small cave, next to a couple skeletons. Give a small prayer for the departed souls, nab their goodies, and move on. As you exit the small cave, look up with the right stick and you should see two more beasts on top of the next ledge. If you feel like it, take out your bow and snipe them off. I gained a level at this point, and added it to Melee Skill. Moving on, the columned area contains another beast, two treasure chests, and a Steel Club on the central altar. This weapon is more powerful than your current one, but slower. You decide whether to equip it or not. Continue up the hill and across the ledge. if you didn't deal with the beasts before, you'll have to now. Be careful on the ledge, as the path narrows in places. Stay close to the wall and stay safe. In the next tunnel, head to the left and along the ledge you could see in the first room. The next passageway has an easily-overlooked alcove with a beast and 150 Gold in it. Keep going through the next two beasts until you find the farmer's wife. Gee, she looks to be in good shape for someone who survived a monster's lair. Speak to her and continue onward until you come to a doorway of white stone. Push the rock out of the way and head out of the cave. The wife will thank you and "run" off. Follow her back to the farm and speak to the farmer to receive your just reward, 300 Gold. =Surdana= Return to Surdana and sell the items you don't think you'll be needing. If you really can't decide whether or not to sell something, just drop it in a corner of the shop. You can usually come back for it later. If you have the money and think you need it, go ahead and buy the Ornate Leather armor. Now then. Time to buy some magic. Head left out of the blacksmith's shop, and swim down the stream, past the waterwheel, until you come to the waterfall. Stand on the rock in the middle of the fall, and SAVE! If you missed, you'd have been right back at the beginning of the Mushroom Cave. Take a running jump off the rock. You should land safely in the water at the bottom of the falls. Swim southeast until you come to a path uphill. Follow it until you reach a large tower. Your map should confirm that this is Jade's Magic Emporium. Enter and speak to Jade. She will give you more information about the Desert Lords and offer a wide selection of magic. Nearly every spell in the game, in fact. I would recommend Fear, for your first spell. You probably don't have much money or Magic Skill yet, anyway. Head north along/through the river until you reach a gate. Speak to the guard and he will open it. Run through and save when it prompts you, and you will enter... =Shadowmire= "*cough, cough* Ugh, what a stink! What sort of place have you sent me to, Arokh?" Run along the bank and speak to the man to begin the Missing Wife sidequest. Continue on along the bridge. You can't do anything about the closed gate to the right, so continue to the left and down. When you reach the actual wet part of the marsh, go south first. Kill everything you encounter. Trogs aren't that different from Grulls, just a tiny bit harder. Oh, and the brown ones are harder than the green ones. As you move north, you'll encounter a Trog Mage. These can be deadly, but snipe them from behind a tree and you should be fine. Keep going north until you reach a cave. Rather lovely decoration outside, isn't it? I guess this game earns its "M" rating. Explore the inside for a few barrels, a Rusty Short Sword, and a very unsettling soup. Leave the cave and head roughly northwest from the signpost. See those platforms? You can get to them by jumping from the banks. If at first you don't succeed, try again at a different spot. On the second platform, you'll encounter your first exploding barrel. You'll recognize it by its tapered appearance and row of symbols along the top and bottom. Take out the normal barrel next to it with a poke, not a swing. Jump to the next platform and follow the walkway to a few more barrels. Jump to the next one to the west, then northeast to the next higher one. Break the barrels, then climb the crates and jump west to the next platform. Now you have to start jumping downwards. Look and aim carefully for best results. As usual, barrels and chests are scattered along your route. When you land, return to the east to collect the enemies you skipped on your journey through the trees. A cave nearby holds a Short Wood Bow, a Health Elixir, and several crates, barrels, and exploding barrels. Another cave holds a Half Mana, gold, and barrels. Continue in a northerly direction and you will reach a segment of stone ruins. Barrels float in the water nearby, and may be broken in the usual manner. Jump inside the ruins to find another barrel. SAVE. A cave further along holds some goodies for you, plus a Trog. A Brown Trog and a Trog Mage will accost you as you continue your northward trek. Beware! Up ahead lies a trap of fiendish design and complexity! The fiercest of warriors are no match for its brutal efficiency! ...It's a swinging spiked log. Just roll under it. No matter which way you go in the next area, you'll run afoul of arrow traps. These rise out of the water and shoot darts at you. Fortunately, using the tree sniping method or simply hiding behind a tall stump will render them impotent. Two arrows will take them out. I recommend exploring the whole area before going up the hill. Be careful, there's a Trog Mage in the area as well as around five of those arrow traps. On a raised wooden platform (Climb a ladder to get there) lies a Potion of Invisibility! Quite useful, and sells for a goodly chunk. Take a moment to SAVE, then head up the hill to the east. Upon reaching the stone ruins, speak with the arrogant man standing there, then continue on your way. After a couple of Trogs, you'll reach a fork in the path. Go downhill for now. Cross the bridge and explore the cave. You should find some gold and a Health Elixir. Cross back over the bridge and continue uphill. SAVE before entering the next cave. Inside lies a Potion of Life, several Trogs, and some gold. Be careful of holes in the floor of the stone segment. Exit the cave and continue downhill. At the end of the upcoming bridge waits a Trog Mage. Really hard to jump across the gaps in the bridge when you're getting zapped. Either take him out with arrows (Though he's a little out of range) or try out that Fear spell, maybe. Once across the bridge, head northwest and down the hill. Before jumping to the platform, take out the defenceless Trog with your bow. Once off the platforms and in the water, head southwest first. A few arrow traps stand in your way, and that's it. All that was for was experience. Now head northeast. =The Missing Wife= Three Trogs stand ready to roast the poor woman at the stake. While I'm sure it's delicious, I have a mild objection to long pig barbecue. And so does Rynn, who objects with the power of cold steel. After defeating the Trogs, Rynn sets the girl free, who then says she can find her way back on her own. That's even more unbelievable than the farmer's wife coming through that cave without a scratch. =Shadowmire Continued= Climb the ladder and beat off the Trogs waiting for you. If they're already attacking the ladder above you, climb back down, back off, and take them out with your bow. SAVE. Explore the cave for a little gold, a Health Elixir, and... oops, a broken ladder. Kill the Trog waiting for you and continue. Now you enter spider country. Time for the bow. These are tricky bastards. They'll lie in wait on the ceilings, then spin down nearly on top of you. If one approaches and stops a little ways ahead of you, roll or jump backwards, since it's about to leap. Be careful of the BIG bastard in the next chamber. Look up and hit your target lock button to catch the ones on the ceiling. Keep heading through the tunnels, shooting spiders. There's another big one up ahead. Keep going until you come to a lift. At the top, head through the tunnels to the north. Exit the cave, and congratulations! You've reached the Tree of Mourning! From where you are, you can see an entry into the base of the tree. Just head in and... Whoops. Should've known this wouldn't be that easy. Head back out of the tree, then north and into the cave. Slay the Trogs and cross the log bridge, then snag the gold from the treasure chest to the northwest. Head east along the ledge, and SAVE when you get to the pit you need to jump. Continue on and jump to the platform. Time to start jumping downwards again. If you look around, you can see where you'll need to jump to. At the bottom, three Trogs and a Trog Mage wait. Fear helps a hell of a lot there. Continue until you find a sign that says "KEEP OUT." SAVE. Continue on to reach the Hermit's Hut. Explore the outside to obtain a Rusty Axe, then enter the hut. Take the key from the wall to the left, then open the chest for a Potion of Life and a Steel Club. If you're running out of room, feel free to drop one of your Rusty items. You're probably out of arrows for your first bow, too. Go ahead and drop it, it won't do you much good without ammo. Head out of the hut and head south until you reach a cave. Kill the creatures in here. I gained a level at this point, and added it to Magic Skill. A Wood Long Bow and some barrels await at the stone ruins, plus you can jump through the hole in the back for a Potion of Life. Moving on, we come to a sealed passageway. This is what we need the Blasting Pot to open. Head out of the cave and continue along the shoreline to the north until you reach Tull's Mine. Enter the mine and turn left. The first satchel lies on a table just past the first lift. The second satchel sits on a table at the top of the lift. Continue on, killing Trogs as you go. Ride the next lift, and grab the third satchel from the table at the top. Keep going through the cave until you reach an exit. Run along the path until you reach another cave opening. The fourth satchel should be just inside. To continue on, you'll need to pull the lever by the next lift. This leads back into the first cave, so you can now give the four Powder Satchels to the Hermit and receive the Blasting Pot. At this point, I ditched the Short Bow I had in favor of the Long Bow. Take the Blasting Pot back to the sealed passageway. Blow it open and SAVE. Take a right at the big idol to smash a few barrels, then continue in the opposite direction. Continue past the lift and take out the two Trogs on the other side of the gate. You can either use your bow, or poke your sword/club/axe through the holes. Now, go down the lift. A Trog Mage and three or four more Trogs dwell in the small lake ahead. Take either passageway, it doesn't matter. Just make sure you explore both. In the next chamber, defeat the Trogs and take the passageway between the two you came from. Oh, look, it's the blowhard from before. Might as well rescue him. He looks a bit the worse for wear, don't you think? Anyway, there's a couple barrels in the other cell. Head back upstairs and take the passageway opposite your position. This contains a few barrels and a Health Elixir. Leave the room with the Elixir and turn right. You should see a fallen column pointing the way to a hole in the wall. Go through said hole. Another Trog Mage. Continue up the hill, kill the Trogs, and SAVE. Head through the stone hall into a kitchen, then out through the east. This leads to the library. One of the shelves has a ladder attached to it. Climb up, SAVE, then jump to the square stone ring supporting the central brazier. A couple bags of gold await. When you're done up there, return to the shelf with the ladder and climb down. Trust me, you DON'T want to fall from there. I'm going to assume you already know to search the rooms for barrels by now, and avoid the explosive ones. In the next room, jump over the cages and into a stone passageway to reach a large spider and a treasure chest containing a Full Mana, a Potion of Life, and an Invulnerability Potion! Jump through the hole into the room below, and kill everything there. Head north now. You should reach the area under the tree. Grab the Rune and return the way you came. As you go, a cutscene shows a grate opening and releasing a few Trogs at you. Kill the Trogs and head into the newly opened tunnel. SAVE. Continue along through the Dining Hall. A bit further, a Trog Mage will attempt to snipe at you from an elevated position, so snipe back from the cover of that stack of cages. From the next room, you can look down into Toadfist's throne room, but don't try jumping in. Head west instead. Take the lift down, and continue downhill. When you reach the barrels, break them, heal, and SAVE. Then, enter the throne room. =BOSS: Toadfist= As you'd expect from the first real boss in a game, Toadfist is... wimpy. But don't take him lightly. Stay at close range and beat the slime out of him. He has a long-range magic attack that nearl always hits, no matter how you dodge. His close-range attack is either a simple swipe, or a lengthy whirlwind attack. A succesful weapon parry can knock him out of his whirlwind. Just keep beating on him and don't let up. When the battle is over, grab his helm and the contents of the chests and barrels and continue out. =Shadowmire Continued= Head straight north until you exit the cave and come to a bridge. SAVE. As you cross the bridge, it breaks, dropping you into the swamp below. Here, four Trog Mages are shooting at the idiot you rescued earlier. Snipe them from behind trees, but watch out for the secondary bolts from their projectiles. Once he's rescued, he gives you a mystical book to unlock a powerful sword. Head north through the swamp, not up the hill, until you reach a stone platform. Step up onto it and Rynn reads from the tome and unlocks the door. SAVE. Enter the tomb and be prepared for a fight. There is a way to avoid it, but you get experience for the fight. To avoid the fight, line yourself up so the sword is between you and the door. Run full-tilt boogie forward, grabbing the sword on your way to the door. Roll through the door, and you should make it before the portcullis closes. To fight, simply grab the sword. Equip it immediately, since it's better than anything you have currently. =BOSS: Skeleton (x4)= Four Skeletons pop up, one in each corner of the room. They chase you around, hacking at you with their axes. Running attacks are probably best here. Just keep moving. If you're running, and one's running right behind, take a moment to stop and stab backwards, then start running again. After enough random hacking, they should all die. Leave the tomb and head up the path you saw previously. =Shadowmire Concluded= That's right, you're nearly done! And you now have a shiny new magic sword. The Earth Blade. Only problem is, you can't parry with it until you use up all its charges. Continue along the path and through the cave. Kill the last vestiges of the Trogs, loot their treasure, and pull the lever to open the gate. You're right back near the start of the level now. Cross the bridge and speak to the man to receive the reward for saving his wife, a Potion of Life, and a 225 Gold Diamond. Head through the tunnel and out. =Surdana= Chances are, things really need repair right now. After the cutscene, go visit the blacksmith to claim your reward for bringing back the helm, and repair your stuff with that money. If you bought the leather armor, go ahead and sell it now. There's Chain Armor available. if you don't feel like selling the Bitter Touch just yet, go ahead and drop it on the floor. It'll stay there. Same with your Invisibility and Mana Potions as well. Now that you have Arokh, the whole of Surdana lies open to you. For now, fly to the Palace, then south to the Mother's Eye. From there, turn west and follow the river below you. Here, a Blackwing dragon sits on its nest. Shoot it down, land next to the nest, and collect the three eggs it was guarding. Remember, the alchemist pays good money for those. Further down that path, the gateway to the Valley of the Fallen lies closed to you. You will return there later. Now, fly back to the palace and then east past the magic shop. Just past there, turn south and fly until you reach the monastery of the Brothers of the Sacred Word. Land, dismount, and enter the monastery. Turn left and speak to the man at the table. Then, head west, turn south, and speak to the man in front of the empty bookcase. Leave your bow here, along with any itmes you don't think you'll need. I went in with just the Earth Blade, the Chain Armor, Elixirs and Potions, and the Dagger. Head down the stairs and save when it prompts you to enter... =Catacombs= "Whoa. Niiice monks... Remember your vows, now!" The only enemies in this dungeon are axe-wielding skeletons. They're not as hard as the ones in the room you got the Earth Blade in. Three good hits from the Earth Blade and they'll go down. Note: Some of the walls here will break when you attack them. If a wall looks funny, try whacking it. Approach the first sarcophagus to bring the skeleton out. Kill it, then head south and look around the prop skeleton for an Iron Club. The door at the end of the hall is blocked off for now. But, as you turn to leave, the wall should collapse, revealing another skeleton and a stairway down. Two more skeletons jump out at you as you make your way down the hall. Examine the alcove on the right for a treasure chest with some gold. Continue down the hall, slaying skeletons as you encounter them. After the torches go out, enter the alcove the skeleton busts out of for a Half Mana. Grab the next Half Mana from the sarcophagus across from the one the next skeleton jumps from, then pull the lever a bit further on. This prompts another wall to collapse, with a skeleton, a Potion of Life, and a Full Mana. Continue up the stairs and the wall in front of you will break. Turn left and go through the door. In the next room, slay the skeletons in the caskets, then go down the stairs. SAVE. The ledge across the way will rise up, so jump and hang to get across. Resist the urge to jump down the stairs. You'll get hurt. The walls on either side of the next room can be broken, revealing a skeleton, a Steel Mace, and some cash. Continue on to the south. When you reach the stairs, attack the wall across from them for a skeleton and some gold. SAVE and go up the stairs. The doors close, and you must fight 16 skeletons in the dark, five at a time. Fortunately, their eyes glow. Try jumping on top of a sarcophagus and using the Downward Slash from there. Collect the goodies from the chests, and head out of the room to the south. Slay the one in the hall, then enter the next room. 10 skeletons jump out of sarcophagi one or two at a time. Not too hard. Head west into the next room. Wait for the floor to stop collapsing, then jump across and up to the western doorway. Continue straight for an Iron Club, some gold and potions. SAVE, then head north and down the stairs into an interior decorator's nightmare. =BOSS: Bone Lord= This guy has a cool flaming sword. He only has two attacks, however. A normal sword slash or combo, and an expanding ring of fire spell. He's not even that hard, really. Just keep at him. He's pretty slow and clumsy, plus he's brittle. 10-12 hits should do him in. Grab the Flamestrike that drops from his body. (15 Attack, 300 Durability, Fast, Armor Piercing, sets enemies afire, has fire-based magical attack). Now explore the two southern niches for some gold and an Invincibility Potion (Attack the wall at one point). When you're done there, enter the northern alcove and step on the glowing metal thing. You will be teleported to the beginning of the dungeon. Head up the stairs and save at the prompt. =Surdana= Speak to the man at the table in the large room to receive 1000 Gold. Now, you most likely don't have room for everything you dropped there. Fly back to the blacksmith's and sell your excess, then return for your bow. All right. Once you've taken care of your excess and grabbed your bow from the monastery, fly out of the valley along the right wall. Two Blackwing Dragons fly about this area. Do I need to tell you to kill them? Continue to the east and you will encounter three Explosive Crossbows, Grull-operated anti-dragon artillery. Lock on, circle, and fire away. At this point, you should see a bridge crossing a river and waterfall. Fly along that path and take out the Wartoks you can see. Land next to the pile of crates for a few barrels and a chest with some gold. The gate further in will open when you return here from Ravenshold. Fly back to the northwest, and you should see a cave at the point where the river splits. Land, SAVE, and enter. An enormous chicken (WTF!) makes its lair here. Kill it to receive a Golden Egg (1000 Gold). It won't move, so you can stand back and pelt it with arrows or spells (I recommend spells). Take off, turn east, and fly until you see a campfire. Two Wartoks rest here, easy prey for Arokh's fire breath. Or, if you feel like it, land and take them out by hand. A little gold waits for you here. Next, turn and walk or fly Arokh along the path to the west. Two more Wartoks, a little more EXP, a little more gold. Now head across the bridge (On foot, or fly above it), and make sure you're on Arokh before you cross the next bridge. Another campfire, two more Wartoks, some more gold. Another Wartok should attack you with fireballs from a locked cave to the east. Take him out, then fly up a little bit. Land on the rocky outcrop just to the right of the closed cave, dismount, SAVE, and enter the cave. Follow the path, killing things as you go. Beware of Fire Wartoks, target lock on them and roll/jump away from their shots if possible. You should get some gold and maybe a potion or two. I gained a level here, and added it to Melee Skill, so I could use the Flamestrike. From the cave exit, call and mount Arokh, then fly east. A cave loaded with Grull awaits on top of the next cliff. An Invisibility Potion, an Iron Axe, and some gold are your rewards here. Fly back to town and repair/restock. Switch to the Flamestrike if you've got the skills necessary. Now go dive off the waterfall (Or dive off the west bridge, or fly down), and enter the cave under the waterfall. SAVE at the prompt, and prepare yourself for... =The Inquisitor's Lair= The first enemy you encounter is a Fire Wartok at the end of a long, coverless run. Snipe at him until he starts shooting at you, then run at him. Roll from side to side and keep running forward. When you get close, target lock and keep rolling from side to side. Snag the treasure from this area, then head onward. The path downwards is to the north, and there's another of those damnable Fire Wartoks. He's accompanied by another Wartok armed with axe and shield. Further along wait two more Fire Wartoks and a Shield Wartok. Enter the braced cave for some gold, potions, and a Steel Club. Pull the lever at the end to open the path leading further on. Return through the cave and turn left. Two Axe Wartoks rush out to greet you. Kill them and go on. Two Fire Wartoks and two other Wartoks lurk around the corner, so be careful. Enter the room with the bridge and SAVE. A Shield Wartok charges at you from the ruins on the right. Kill it and explore the ruins for a Fire Wartok, an Axe Wartok, gold, Mana, potions, and an Iron Hammer. Head past the bridge and towards the other set of ruins. Don't go through the door, but instead, sneak around the wall. This gives you the chance to ambush and totally massacre a Fire Wartok. Grab the gold, Mana, and Invulnerability Potion that lies around here. SAVE and prepare to actually cross the bridge now. Try sniping the Fire Wartoks from behind the braziers, or test your mad dodging skillz by charging straight across and taking them out hand-to-hand. Enter the stone passage and follow it in either direction to reach the Lair of the Inquisitor. Listen to it for a while. It's mildly interesting, I suppose. =BOSS: The Inquisitor= Okay, time to kill old mummy-face. Run down the path until you're close to the end of cover. Now, drink the Invulnerability Potion you just got. Sure, it's cheap, but this guy's deadly! Now run in and beat on him! Once he dies, grab the gold from the treasure chests and speak to the villager for his thanks. Now head to the back of the room, step on the teleporter, and head out. =Surdana= Head to a relatively clear area and call Arokh. Now, return to the tavern to get the reward for killing the Inquisitor. 3000 Gold. Good Job. :D Now, go repair your badly damaged stuff, restock on potions if needed, and then head to the magic shop. Jade now gives you the Necromancer sidequest. This is your most difficult quest yet, but the rewards are awesome. Go ahead and buy a spell if you want. If you have level 2 Magic Skill, I recommend Time Slow. Now, climb abck on Arokh and fly to the area over the town. Exit the town to the northwest and SAVE. Keep going to the northwest and you should enter a canyon. Four Explosive Crossbows are scattered along the canyon walls. Defeat them and SAVE. Sidewing around the corner to face your first Bone Dragon. These guys are fairly tough, posessing lightning breath, which seems to have a much higer splash radius than your own fire. If you get badly injured, fly off in retreat, and use a Potion. Of course, three or four hits will kill you, and it's hard to dodge. >_< Try saving every time you defeat one. Once all four are defeated, head towards the big ugly black lump. Land on the platform about halfway up, and enter the tower. Run up the stairs, step on the teleporter, and SAVE when it prompts you. Now you're ready for... =City of the Damned= A small pocket universe, created by arcane magics and populated with the restless souls of the brutally killed. The skeletons here aren't any more difficult than the ones in the monastery. I hope I don't need to tell you that falling off these platforms is not good? You can climb the tower and use the bow's sniper view to get a good view of the surrounding terrain. When you're ready to continue, head downhill to the northwest. As you reach the bottom and go through the arch, two skeletons pull themselves from their unclean graves and attack with all the force of something with no muscles. =/ Now that you have the Flamestrike, two strikes will do to set them on fire, and the residual fire will finish them off. If you're in a hurry, however, three strikes will kill them outright. Take care of the other two skeletons in this area, and grab the gold from the chests. Cross the bridge and three more skels attack. There's some gold and a Full Mana in the alcove to the left. The next area lies at the end of a mildly tricky jump. Just run as far as you can and jump and you should be fine. SAVE. Two more skeletons attack, along with the transmission of a rather spooky message. Grab the treasure from the chests and barrel and head for the next bridge. Uh oh... Looks like you'll need to make a nice big jump. Don't worry about the mummy-thing. It won't attack, and you can't hurt it. This section of graveyard is home to a large number of skeletons, and quite a few rather unsettling trees. These skeletons will occasionally drop Health Elixirs, Mana, or Potions of Life. Just go around the area, hacking and slashing like mad. If you find a cave, run around outside some more and make sure you've got everything. I gained a level at this point, and added it to Archery. From the cave, head west and you should come to a tree with a sword stuck in it. Grab it. This is the Lastat's Blade, which absorbs life from your enemies. Unfortunately, you need 5 Melee Skill to use it. Now, head back to the cave, enter, and SAVE. Before going for Khossa Vole's body, explore the room. There should be four alcoves in this room, with skeletons in two and treasure in the others. =BOSS: Khossa Vole= Take up a position inside one of the southern alcoves, heal, and SAVE. Now switch to your bow and target the body. Shoot it a few times, and it should pop up to full health. Killing it once triggers an Inquisitor-like beast to appear at the south wall. Killing the body for a second time makes the mummy vulnerable. Now, go beat down the mummy. It's a bit tough, but quite doable. He has two attacks: One is a split shot of green energy, the other is a homing green skull. Both are quite hard to dodge even at long range. Continue south into the alcove the mummy burst out of. Grab the treasure and the Gravestone from the pillar. Now step on the teleporter to leave the infernal place. =Surdana= Call Arokh and mount. See that pretty sparkly thing to the west? Fly through it to obtain Arokh's devastating Sonic Breath. Press L1 while riding him to switch between breath weapons. Fly back to the magic shop. Jade is quite greatful for your destruction of the evil, evil man, and offers to teach you your next spell for free. If you've already learned all the spells available at your level, no matter. You'll return here later. NOTE: It seems there is a slight enemy respawn after this quest! As I was exploring, I encountered a group of two Mace Grulls, two Fire Grulls, and a Club Grull near the Monastery of the Brothers of the Holy Word. I could have sworn they weren't there before, but I could be wrong. I did not encounter any other enemies in my explorations. ***WARNING!*** This is your LAST CHANCE to do anything in this realm for a while! You will not be able to return to this land until a few plot points are resolved! Repair and restock, then, when you've decided you're ready, fly to the magic shop and turn east. Fly east and follow the sea passage until you are prompted to save. If you still have unfinished business, back out now (Triangle). Otherwise, continue on to... =The Andrellian Isles= The Isles are a region beset by a magical storm. Heavy winds have turned the place into a Devil's Triangle. Ships get in, but they can't get out. Lightning walks about the land, as well. I've never been hit by the lightning, but it might have been programmed in. The first task you are set to is destroying the catapult battery across the way. Take off, target, and fire away. There's three catapults, but nothing's really a threat. Talk to Kegan after destroying the three catapults to receive 88 Gold. Crappy reward, but what do you expect from a motley crew of sailors. For now, the guardtower to the northwest has a little cash in it. Then, turn and head south. The people in the first cluster of tents don't really have much interesting to say. The second set of tents should contain some cash for you. Continue on, board the boat, and speak to the captain to obtain the Lost Charts quest. Now, return to the set of tents with people in them and head west. Enter the cave and continue straight on. Now you encounter the best character in the game. Olag, the mentally-challenged blacksmith! "You need... club? Club... good!" Make Olag happy by purchasing the sexy Scale Armor. Now, turn in to the side cave and speak to the man to learn you need to find Master Sevoth's medicine pouch. Nothing more can be done here, unless you want to buy a club. Now, fly across the water to the Grull Base. Take out whatever Grull have been left alive, and grab the Health Elixir from the corpse of the one that had been manning the eastmost catapult. Search the shack on stilts for another H-Elixir. Enter the cave and search the barrels for gold. When you reach the closed gate, stick around for a bit. You should be able to see a Grull on the other side. Take him out with your bow. Now, leave the cave and fly Arokh over the mountain to the north. Another Grull encampment lies on the other side. Nuke the Grulls and Wartoks, and the nearby Blackwing, then land and search the barrels and hut. Be careful, there's an Explosive Crossbow to the north. Take it out, then land back by the hut and enter the cave to the south. Be careful, exploding barrels abound in this area. When you enter the first open space, take out the Grull, then head towards the barred opening on the left. Look through, and what the...? Interesting. Okay, keep going west, getting the barrels as you go. A Fire Grull attacks as you run along. Wipe the floor with it, grab the barrels, and go up the lift. More Grull, Wartoks, and barrels. Turn right as you go, and there's a Wartok sitting by a barred window. Shoot the exploding barrel next to it with a couple of arrows. Roast Wartok, anyone? :D Go down the nearest lift to collect some cash, a Full Mana, and an Iron Club. Go back up the lift, turn left, and witness the conversation and resulting squish. Kill the Wartok and retreive Sevoth's Pouch. Check the barrels, then open the gate to the west. You are now in the southern section of the cave, near the Outpost. Head back to the man tending Master Sevoth and return the pouch to him. Now, speak to Master Sevoth to get the Crystal Mines quest. Before advancing the storyline, let's explore. Take off, fly over the mountain to the north, hover above the Grull camp, and SAVE. Now fly north along the coast. Wherever you see a boat pulled up onshore, fly lower and search for Grull/Wartoks/barrels. If you want, you can simply land and walk about to search. But beware of Blackwings. As you approach your third boat, catapults should start attacking. Fly higher, circle about, and take it out. Two Blackwings lurk in this region as well. Land and search, then keep exploring. Hover over the hut and SAVE. Fly roughly east by northeast and turn east into a small bay with a few Grull. Then, continue north into another bay with more Grull, some barrels, and a cave. SAVE and enter the cave. =QUEST: The Missing Charts= This cave is flooded with lava in some spots. Fall into that and it's death for you, no saving throw. Magic-using Grulls and Wartoks abound here, along with their skull-bashing kin. I recommend using Time Slow (If you have it) and/or Fear. Break barrels, kill enemies, and move along. Search the pile of crates in the second room for a Wood Long Bow. In the next room, stroll down the hill for an Invulnerability Potion, then head back uphill and jump to the southern platform. Jump across and climb up to the next platforms, avoiding the occasional fireballs from below, kill the things up there, and check the chests for potions and gold. The next room is a few tricky jumps across lava while being bombarded by Fire Grulls. Heal and SAVE before attempting the series of jumps. A Steel Great Sword awaits you on the first island. Once you make it across, use the crates for cover as you attempt to take out the Grulls in this area. Additionally, you can use one Grull as a shield for the other Grull's spells. Just line them up and the one in back should hit the one in front. Next up is a short coverless run with a Fire Wartok shooting at you. Just keep moving until you reach the stack of crates, and snipe him from there. Then, two Grull attack, accompanied by a distant Fire Wartok. Knock down the Grull, then snipe the Wartok. This should be routine by now. Grab an Invisibility Potion from the chest next to the second Fire Wartok, whack the barrels, and continue onward. In the next room, take out the Fire Wartok and the Axe Wartok, then approach the columned area and search the pedestal to find Captain Fandrill's Charts. Turn around and continue along the path to reach a barred portal. Pull the lever to open it, then step outside, call/mount Arokh and fly back to the Outpost to return the Charts to Captain Fandrill. He gives you 486 Gold as a reward. Go see Olag to sell off your excess and fix your damaged stuff. It seems he's quite taken by you! "You pretty. You like Olag?" I'd keep the Invulnerability Potion, since the fight against Bonegrinder can be a bit tricky. When you're done with your resupply, return to the north until you reach a large boat dock. It's best to land and walk here, but first fly about and have Arokh take out the Grull, catapults, and Wartoks. Search the pile of crates on the hill for a Rusty Short Sword, then explore the various barrels for gold. Fly north along the inlet and search a small beach cave for some potions and gold. Then, continue north. You should see a large strange funnel cloud. There's really nothing to do there at the moment, but remember where it is. Return to the skies above the large boat dock and SAVE. If you haven't searched the shack already, do so now. Then, fly southwest and you should see another large boat. Fly towards it, and prepare yourself for another encounter with catapults, and probably a Blackwing or two. Land and explore the area, as usual. A couple of barrels lie under one of the docks, so make sure you check those out. When you're done, fly to the air above the docks, point yourself at the mountain in the middle of the island, and fly forward. At the next island you come to, four Explosive Crossbows wait, along with various other land-based enemies and a Blackwing or two. As usual, when they're dead/destroyed, explore shacks, boats, docks, and alcoves for barrels full of goodies. A shack on top of a hill holds a Rusty Axe and a Potion of Life. Fly to the southeast to return to the Outpost and sell your excess and repair/resupply before returning to the island and entering the cave there. SAVE at the prompt, and prepare yourself for... =the Crystal Mines= This is a rather large dungeon, but it's still fairly linear. Wartoks and Grull abound here. Be wary of sudden cliffs. The first room gives you a good view of the main pit area. Head to the right and enter the tunnel. A sparkly blue thing sits in a mining cart in this tunnel. Use the L1 button to grab it, and you've obtained your first Crystal Shard. Continue on and pull the lever to call the lift. At the bottom, slay the fiends, smash the barrels, and continue on to an area with blue columns and stalagmites rising from the floor. Smash them to collect more crystal shards. The stalagmites usually only contain one, but the columns can house anywhere from two to ten. Use the L1 button for speedy collecting, as they're a trifle small to run over. Keep going straight and snag another shard from the mining cart. Then, return to the tunnel and turn west. Three more crystal columns stand here. As you round the next corner, three Grull charge to the attack. Another column in this room. Smash it, collect the shards, and ride the lift. Three Grull and a Wartok. =BOSS: Grull Kong= SAVE and enter the next room to face a bunch of Grull and the great grandpappy of all Grulls. Before advancing all the way into the room, I recommend sniping out all the exploding barrels you can see with your bow, as Grull Kong will fling them at you. In fact, he'll pick up any interactive object and throw it at you. Exploding barrels, non-exploding barrels, crystal stalagmites, probably even other Grull. USE YOUR BOW (or magic) to take him out. If you try and get close enough to beat on him, he'll pick you up and throw you at a wall, killing you instantly. If, for some reason, you don't have a bow, the developers thoughtfully left one at the southeast end of the pit, along with a Potion of Life. Basically, use the same strategy you would for a spell-casting monster. Lock-on, roll/jump away from his projectiles, and fill him full of arrows. When he dies, SAVE again. No sense having to do that again. Grab the treasure from the barrels, and the five stalagmites. At this point, I had the requisite 20 shards, but the cave goes on. Continue to the west, where you'll enter a storeroom full of crates and barrels. A few assorted Grull and Wartoks attack, as well as a Fire Grull. SAVE and jump across the chasm the Fire Grull was shooting across, and look up. A few Grull, a few exploding barrels, and uh, oh... Another Grull Kong. Wait down there and try and take him out with arrows or spells. When that one dies, climb the ladder and take care of the six stalagmites and six columns, then ransack the various barrels and keep going. A chest in the eastern corner holds some shineys for you. When you're done, continue north. Oh, look. More Grulls, Wartoks, and crystal thingies. When you're done there, climb the ladder and follow the catwalk. Jump from section to section to avoid falling to a horrible squishy doom. Two barrels, a Fire Wartok, and a Club Grull wait at the end of the catwalk. Continue through the tunnel and you will come to a lift. Ignore it for now and head north. You'll come to quite a lot of crystal columns, so smash them up and snag the shards. In the next tunnel, a chest holds an Invisibility and Full Mana. Moving on grants more crystal shards and a dead end. Return to the lift and ride up. At this point, I had 127 Crystal Shards. Your totals may vary. Continue straight along the path from the lift to find a few enemies, three barrels, and a dead end. Return along the path, turn left, and open the gate. Take the next right, and you'll be on your way out of the cave. SAVE at the prompt. =The Andrellian Isles Continued= Fly back to Master Sevoth and he'll take 20 Shards and teach you the Lightning spell. As far as I know, there is no other use for the other 100 or so shards you collected. Sell them to Olag. He'll buy anything. Except your dagger. ("No. Bad thing. Olag not like that.") Your stuff's probably close to breaking about now. Repair it before moving on to Bonegrinder's Lair. Remember the large boat dock and the strange funnel cloud? Head back that way. What the? A Grull Kong waits by one of the shacks along the way. Take it out with Arokh's Sonic breath. Another one has taken up residence on the island to the northwest of that shack, as well. Stop above the large boat docks near the inlet, heal and SAVE. When you're ready, fly along the inlet to face... =BOSS: Mezzidrel= This two-headed wyrm fires homing shots of electrical energy. Lock-on, fly in circles, and vary your altitude to avoid them. Focus your attacks on one head. When one goes, the whole thing dies. When it's dead, it leaves behind another pretty sparkly thing. Fly through it to attain Arokh's Thunder Breath. Remember the lightning the Trog Mages fired? That's about what this is, only dragon-sized. :D Fly south to encounter a pair of Blackwings to test it on. ***WARNING!*** This is your LAST CHANCE to do anything in this realm! Once you finish Bonegrinder's Lair, you will automatically be taken to the next area! DO NOT LEAVE ANYTHING UNATTENDED BEFORE GOING INTO THE CAVE! If you have left un-needed items at the Outpost, go get them now! Sell what you won't be needing, and keep what you want! If you must drop stuff, leave it by the teleporter outside the cave! YOU WILL NOT BE ABLE TO RETURN TO THIS AREA AT ALL. Once all your business is taken care of, fly back up the inlet and land on the large sandy shelf about halfway up the wall at the end of the canyon. It's hard to miss. Run into the cave, steering clear of the hole the whirlwind is coming out of, and SAVE at the rolling door. Now enter... =Bonegrinder's Lair= Turn right just inside the door to find a barrel. Continue on down the path, and a Wartok will suddenly be teleported in front of you. Fortunately, its back is turned, so you should be able to sneak up on it and Backstab it. Continue along for a couple more barrels, then jump to the bluish stone platform to the right. Then, jump down to the platform to the south, then the northeast, then southeast, then east. Another Wartok will be teleported in front of you. Three Club Grulls lurk in the next section, then you must cross a thin plank to reach the next section. SAVE before attempting. Two more Wartoks are teleported in as you make the last part of the crossing, so hurry and kill them before they can try and crowd you off the board. There's another barrel to the east. Finish with that and continue in a southerly direction. As you jump to the first platform, a Fire Wartok is teleported onto the next platform. Turn around, jump back to the place you started from, and hide behind the big rock. Switch to your bow or a spell, lock-on, roll out of cover, let off a shot or two, and roll back. Alternately, you can try and snipe the exploding barrels. SAVE, then continue jumping across. After gathering the gold and potion from the higher platform, return to the middle platform, then jump down to the northwest, then to the west. Beware of a Club Grull trying to sneak up on you from behind. Another Wartok gets teleported in as you continue along. Jump down to the south and continue onward until you reach the whirlwind again. Run south along the edge until you get to some barrels of gold and a chest with a Long Battle Bow. SAVE. From there, take a running leap to land on one of the "ribs" surrounding the whirlwind, then drop down to the west. Look down and you should see a stack of crates. Jump to them, then climb down. You can now look down and see what's causing the whirlwind. For now, SAVE and head west. A few more Shield Wartoks, and you reach a large pool of lava with stepping pillars leading down. For now, SAVE, stand behind that large rock, take out your Long Battle Bow, and snipe that Fire Wartok on the other side of the room. Run around the ledge to grab some gold. Then, return to the other end of the ledge and jump down to the platform to the south. Equip your bow and snipe out the two Wartoks to the southwest. Then, jump to the platform in that direction, then down to the ledge. Watch out for a few Grull and Wartoks around the area. Head in a southerly direction to encounter another Fire Wartok. Use the hide-N-snipe method again. In the area where he was, go north onto a spit of land, then jump east onto a lower platform. From there, jump down northwest, then DROP (Don't jump) to the northeast. Two more Shield Grull attack. Heal, SAVE and head northeast. Go through another rolling doorway to face... =BOSS: Bonegrinder= When the fight starts, Bonegrinder is invincible. Lightning is channeled to the decoration on his back and absorbed. Use your Invulnerability Potion and equip your bow. Around the room, there are three small blue stones set in the tree roots. Target and shoot these one by one to remove Bonegrinder's invincibility. Now you can switch to your preferred method of beating up evil thingies. Bonegrinder has two attacks: An overhead smash with his staff, and an expanding wave of blue energy akin to the one created by the Flamestrike's magic attack. Fortunately, both these attacks require a wind-up, so you can knock him out of them with a well-timed swing and kill him without taking much damage. When Bonegrinder dies, the crystal creating the storms crumbles. Grab Bonegrinder's Staff and head south. Pull the lever to activate the teleporter. Enjoy the now-beautiful scenery for a minute, then board Arokh and fly south. SAVE when prompted to go to... =Ravenshold= Land of snow and ice, Ravenshold is surrounded in snow. Thousands of identical snowflakes (Lazy programmers) drift slowly from the sky. Don't stop to gawk at the beautiful scenery, or you'll be toast for a Blackwing, though. Speak to Captain Fandrill, next to the shack, to receive a Potion of Life and a Full Mana. Barrels here are generally iron-shod, so look for breakable wooden crates. Check each of the shacks for a treasure chest full of gold, then climb the ladder to the lighthouse. A Mithril Club and a Full Mana reside up here. The Mithril Club makes a nice back-up weapon in case the Flamestrike breaks. For now, just fly. Don't bother landing for the moment. You're no doubt very nearly overloaded, and can't handle much more stuff. Fly north, taking out the Exploding Crossbows and Blackwings. Follow the river and you should reach the Fortress City Ravenshold. After the cutscene, fly over the gates and land inside the city. Walk Arokh through the other gates and over to the Gateway to Surdana. After it's activated, fly back over the gates and to the southwest, where Chief Ranwulf's Lodge lies. Enter and speak to him. After all that, head out of his lodge, then straight north. Enter the furthest building and speak to the man there. By the way, you can now return to Surdana at any time now, merely by flying into the Gateway. Now fly over the eastern gate and SAVE. Keep flying east and you'll easily find the wizard's tower. Enter to recieve some cryptic clues and a bigass fetch quest. All this stuff I just sent you through merely gives you access to the blacksmith in Ravenshold. =/ Fly back to the west, enter Ravenshold, and enter the building to the west. Speak with him for some MORE quests, and sell off your unneeded stuff. Okay, now we can explore the area we skipped before. Follow the river back to the trading post in the north. You can either walk or fly from here, but try and explore everything. Where you see a campfire and Grull banner, land and destroy the Grull. Be careful, these are more advanced Grull, with cleavers. Search the campsite for gold, then run into the trees to the west for some more gold. Next, head east and cross the nearby bridge. From the bridge, you should be able to see a cave. I don't think I need to tell you that that's your next stop. Beware of Ice Grulls in here, they can freeze you solid, which is not good. Follow the path, slaying Grull/Wartoks and opening chests/barrels. When you reach a small area with a glowing red barrier, don't enter it from there. It spells instant death for the likes of you. I gained a level here, and added it to Melee Skill. SAVE. Head east from the red barrier to reach a chasm with an item on the other side. Now turn around and head south from the red barrier. If you're quick with the bow, you can kill the distant Wartok before he reaches you. When you reach the stone ruins at the end of the path, Rynn remarks that the floor seems unstable. Shoot the exploding barrels to blow out the floor. Before falling down, however, run around the side of the ruins to find a stone with a rather cryptic marking. (2, East) Now, drop through the hole in the floor to land inside the glowing red barrier. The barrier shuts off, and a blue light forms a bridge across to the item. Grab the Hoarfrost and continue out of there. Just head west and fall down to reach the exit quickly. Next, head northwest to reach a stone henge thing, with a puzzle statue in the middle of it. You have to press the buttons in a certain order or combination to open the door. The stone with the marking in the previous cave is part of the solution. ***REQUEST FOR INFORMATION!*** I have found the solution to this puzzle in the other Drakan FAQ on GameFAQs. However, I do not currently know where the rest of the clues are or how they relate to the actual puzzle. For now, kill the Grull and head north. Here you'll find another cave. SAVE. Run in, kill everyone there, grab the goods, and leave. The door further in is closed. I'm assuming it's the exit from the puzzle cave. By now you most likely have a large magical weapon collection. And, most likely you're storing it somewhere like the Blacksmith shop in Surdana. Now would be a good time to return through the Gateway and add your current collection to your stash. =Return to Surdana= Speak to General Dehrimon and receive news of the Snotmaw Quest. Remember that gate that was closed earlier? That's the one where Snotmaw is lairing right now. The blacksmith now has Plate Armor for sale, so buy that if you're level 6. Now, fly southeast, and enter the cave that was closed before. TAKE AROKH WITH YOU! If you go through on foot, there's a bug that could potentially cause you to lose him FOREVER! SAVE and enter... =Kragmor= "Have you heard anything about this Snotmaw?" "Eh... He's a Wartok. Wartoks are all the same. Since he's a chieftan, I'll guess he's a rather LARGE Wartok. Their system of govenment isn't particularly complex." Take a moment to sit back and dig the rather cool tune, after you blow away the Wartok on your right, of course. You can see a Blackwing nest from the cliff you arrive on. This area is basically a large, open flight arena. Grull, Wartoks, and Grull Kongs stroll about on the ground, while Blackwings and a new type of red dragon patrol the skies above. The red dragons spit an exploding ball, which is dodged as easily as the Blackwing's fire. The black plumes of smoke you see are burnt farmhouses, and thus are uninteresting. I haven't found anything inside any of the ones I searched, but don't let that stop you from searching them yourself. Wait, scratch that. I just found some gold in a chest in one of the houses. From the entrance, line yourself up with the middle plume of smoke that you see. There's nothing in that house, but if you follow that line, you'll come to a henge. Land Arokh at the entrance and run along the path of stones. Each stone will light up as you pass it, and when you enter the center, skeletons will spring from the ground. Defeat them to obtain the Lightning Blade, the thunderous brother to the Earth Blade. With the skeletons, the Grull, and the dragons, I gained a level here, and added it to Melee Skill again, raising it to 5, so I could use the Lastat Blade. I then returned to Surdana to retrieve the Lastat Blade. Returning to Kragmor, another Blackwing nest is hidden in the mountains to the southwest. Continuing south, you encounter a pair of Explosive Crossbows and another red dragon or two. Arriving at Snotmaw's base, you'll be awed by the sheer number of exploding barrels there. Well, their INTENDED use is for the Grull Kong to throw at you, but if you blow them up first, he can't throw them. Plus, he'll be dead. A large number of regular barrels lie around as well, filled to the brim with gold and jewels. You'll gather a lot of emeralds here. Explore the caves to the side of the main entrance for some more gold, a few potions, and an Iron 2H Sword. When you're ready, SAVE and enter... =Snotmaw's Lair= Enter the cave, slay the Wartok, open the barrels, then ride the lift down. Don't run down the center of the hall, as there's a fire-spitting ornament at the end. Another couple of barrels, another lift. Look around as you descend. Doesn't look good, does it? You know the tutorial is over when they start throwing moving-platform jumping puzzles in your direction. Fortunately, that comes later. Right now, deal with the Fire Wartok across the way. Continue across the small bridge and into the next hall. That's a very poorly disguised booby trap. SAVE. Okay, time to dodge this thing. Run down the hall and roll into the alcove on the side. STAY CROUCHED, as spikes will shoot out of the walls. Wait for the bladed pole to return along the corridor, then roll out and run the rest of the way. Slay the Wartok and SAVE. Don't want to have to go through that again. Head north into the next tunnel. Now, we have a choice. First, go south, kill the two Wartoks (I think I heard one fart), grab the Composite Battle Bow, and break the barrels. Next, go north. A Grull and a floor full of holes. Turn east and enter the jail. Whenever you free a "prisoner", they walk out of their cell and the ceiling comes down and squishes them. Well, I suppose it saves wear and tear on your weapon... Anyway, after having fun with squishing ceilings, head back to the holey floor and head west and downstairs into another dungeon. Grab the treasure and kill the Wartok. Not necessarily in that order. Now return to the four-way passage and go west, down a few flights, and fight another Grull Kong. The bow/spell method should work on this guy if you stay in the tunnel. If you leave the tunnel, a grate clashes down and you've gotta hand-to-hand with him. Be careful he doesn't fall on you when he dies, or it's squished heroine. SAVE. Head south, under the arch and down the ramp, then swim through a lake to get to some gold, a Rusty Scimitar, and a Rusty Axe. I'd dump the rusty stuff, since it doesn't sell for much and takes up way too much space. Return up the path and head west. Up the hill, across the bridge, and into the cave. Now, before you enter the next arch, look up. See that sign? What's it say to you? To me, it says in big, bold letters, "SAVE!" Follow its instructions, then go through the arch. =BOSS: Grull Kong= This time, you HAVE to go toe-to-toe with him. Try to get behind him and hack away at his ankles. When he falls, it's time for... =BOSS: Snotmaw= Basically, he's a bigger, tougher version of a standard Shield Wartok. Whack-whack-whack, roll backwards. You get some gold and his cleaver for winning. Well, it probably sells for a lot... But for now, it's slow, and requires way more skill than you have. Next up come a few of the Wartoks who were watching the fight. Kill them, then SAVE, leave the arena, and go up the lift. Up there are some more Wartoks, some potions, a lot of gold, and a Hollowman axe. Go back down the lift, head east, and oh, damn, it's that jumping puzzle. SAVE. Time your jumps well, and you should make it to the other side without dying much. On the third platform, whip out your bow and polish off that Wartok on the ledge. Then, once you've jumped to the ledge, SAVE. Follow the path to another lift and go up. Take out the two Wartoks here, search the barrels, and head south and out. Looks like you're done! "Ah, there you are." "Barely. You should have seen the giant I just had to fight." "Yes, I'm sure it was... horrible." "No, really, it was HUGE!" "Yes, of course it was." ***WARNING!*** Once you leave Kragmor at this point, you cannot return! Now that that's done with, take your dragon for a nice leisurely stroll around the countryside. Make sure you haven't missed anything. Like the four Blackwing eggs that are just sitting out on a cliff to the southeast of the entrance. When you're done, head back to... =Surdana= Now go speak to General Dehrimon to get... His thanks. No cash, no cool-ass weapon, just "Thanks! We'll call you!" Listen, you bushy-eyebrowed bastard, I've got a dragon that can breathe three different elements currently, plus I am waving around a vampiric sword. Make with the bling bling already. ***WALKTHROUGH INCOMPLETE*** What comes next? Is the world in danger? Will Squishy save the Princess? Tune in next version! ==== 8. Weapon/Armor Lists ==== Coming soon! Sorry! ==== 9. Items ==== Coming soon! Sorry again! ==== 10. Contact Information ==== Coming soon! Just kidding. Send questions, comments, suggestions, contributions, and PayPal donations to [email protected] and include the words "Drakan FAQ" or something in your subject line. Alternatively, get on IRC, connect to irc.ffchat.net, port 6669, channel #ffonline, and ask to speak with "Dareon". Do not just PM me, as I have a message blocker in place. And before you ask, I do not use AIM, Yahoo! Messenger, or ICQ. Please do not ask or contribute about areas past Ravenshold, as I haven't played past there yet. Also, do not spam me or send me inconsequential items. (By the way, I'm kidding about the PayPal donations. But, if any of you play Ragnarok Online, Dareon would be happy to receive a few Zeny) ==== 11. Special Thanks/Contributors ==== Thanks to: Sony and Surreal, for making this game GameFAQs, for posting it and my mother for putting up with using three of our four gaming machines at once.