.: Welcome Guest :. 

Users Online: [5] || Users Today: [167]

.: Main :.

Home

News

Reviews

Articles

Editorials

.: Interactive :.

Forums || New Posts

Forum Registration

Live Chat

Staff

Contact Us

.: Affiliates & Links :.

Temporary Insanity World of Warcraft Guild

Insufficient Intelligence

XPD8.NeT WHQ

.: Help :.

Hints & Walkthroughs

Single-Player Cheats

.: XML Feeds :.

News

Forums

Hints & Walkthroughs

Albion Walkthrough Part 2

UMAJO KENTA 2:
Fist thing to do here is to go to the building in the northeast of the city. You are now able to pass as the guards let you through. You are told to look for a man in the cellars under the Equipment Makers Guild. However, you do not have the key and you need a secret password. He told me the first time I went there and had to go back until I had the password. Well, in order not to have to make the trip twice, the best thing to do is to go to the Miner's Guild. Go all the way into the big room. You notice you only have access to one mine shaft. Go in there and stand in the niches so that the guards do not see you. Get to the second niche on the right and overhear the ceremony. ONLY THEN DO YOU KNOW THE PASSWORD!! The next thing to do here is to look for a guy called Zebanno. Fool him and he will give the key to you.

In the Equipment cellars, you notice that there are knifes on the ground. Search the halls until you enter a big room which has a hammer on the floor. Go back and follow the knifes. You should end up in a room full of them with a chest surrounded by the knifes. Manipulate the switch and use the hammer to knock down the knifes to get to the chest. Search it and you should find a key. Go back to the entrance and manipulate the switch close by (which you could not do earlier). Now, enter the door and manipulate the switches until they are in the positions shown. This will get rid of the knifes.

Now, follow the corridor until you get to a big room with a chest. Just before this, you may have seen a door which leads to a room with an anvil in it. Well, you use it to turn swords into two-handers. It only has a limited number of uses. You cannot open the chest in the big room yet, but the road is clear. Go west and search the chest in the west of the dungeon. It has a key with which you can open the chest in the big room. Open it and raid it. The map makes this place a lot easier.

A little later you get to a room with extinguished torches and a fire. If you have a full bucket ready, splash the water over it. If you do not, then do not bother as this is not imperative to win the game. The darkness leads the way to the pressure plate.

As you proceed you will get to a room where there is a switch which is only visible at certain times. Activate it and you should be able to enter the mine shaft.

Once you have entered, you will be in a first person perspective. You are close to the guy you came for. Go west and then south. The corridors should lead you to him. You may have noticed there is a orange curtain in front of a door, made up of flying balls. Well, these doors are one-way doors only. When you walk through the curtain, it opens the door, but it closes again as soon as you have walked through it, and it cannot be opened from that side again. This can be very frustrating. Once you have talked to the guy, you can either go or search these cellars a bit more. It contains an item which is supposed to be vital, but no-one knows its use.

Anyway, in order to search this place more, you need to go all the way to the southwest until you get to a pit. Fall through it and you will end up in a room with a spinner. In the next room there is a chest with a crystal staff and there are four flames. The staff can change the colors of the flames. In order to open the door, all flames should be blue, in case you could not figure this out. There is a button just west of this door in the same room. Push it and a pit will appear.

Now go west. There are a few switches there. Push them all until the leader says he heard a sound from the room you fell into. Go back to the room with the flames, go back down the pit WITH A ROPE, and then go back to the room with the spinner again, exactly the way you came. Go into the next room. Manipulate any switches that you find, and explore the part east of the room with the flames too, as this too contains some switches. And look out for illusionary walls (you will probably see them on the map). Repeat this until the door to the west of the room with the spinner is open. Go in there and search the chests for the Stone of Visions, which is supposed to be vital. This is also a very good training area. Every time you step on the blue pressure plate, Animals 3 will appear. A total of 16. Kill them as many times as you want (or can) to get as much levels as possible. This is the quickest way to get levels in this game, so I recommend you have a look there.

When you get out, go to the Jeweler's Guild if you want to see the effect of the Stone of Visions. The Guild is behind a closed door (on the map that is) in the south of the city. When you enter you see a big stone on the floor. Use the Stone of Visions there, and it enlarges itself. Now touch it. You will be healed. You can now heal each party member. There are mo more uses that I found. When you have finished here, go look for the High Knowledge. Go back to Maini and take the northern exit. The Kenget Kamulos residence is just east of there.

KENGET KAMULOS:
This place is big! I recommend not to enter this forsaken place until each party member is at least level 30. And bring lots of potions, even though you will get plenty there. When you have talked to the local leader, search around thoroughly. After a while, Khunag will lead you to the secret passage (provided you have him). The closet in that room contains a valuable item. Wait for the novice to leave (at about 8:00 a.m. for a few moments), and search the closet. The switch is hidden. Manipulate the torch, if you cannot find it. The fight after this is endless, so go on for as long as you like, then surrender.

In the next area, the quickest way is to go east, then north to get a key, then all the way south from there and then west to the exit. Do search it well because there is a very good sword hidden in a box in the northeast of this section.

The next area is in 3D, as is the rest of this place. Not much to mention here. You will find the exit by first going north and then west. In the first room, the flame will chase you when activated (very nasty). When it starts to move, run as quickly as possible to the pressure plate in front of the door. The flame touches it, extinguishes and opens the door.

On the next level, there are two doors down. If you take the left door, you will end up in a room. On each of the walls on the northern side, there are buttons hidden behind curtains. Push them both and a door will open. Now you can raid the chests.

If you decided to take the right exit, be prepared to take lots of damage. You will find a big room with three little rooms inside. And on the north side three passages. The thing to do here is to walk around all three little rooms and push the buttons on the wall on the back of each. This opens the doors to the northern passages. Now, stand on the pressure plate in front of one of the rooms and the door will open. There are flames inside that will chase you. Look at the flame color and guide them to the pressure plate that has the same color as the flames in one of the northern passages. They extinguish when they touch them. Then go into the room and pull all the switches you can. Repeat the procedure for the other six flames. There are a total of nine, in three groups of three. When the doors have opened (or should I say "if",<g), you will end up in a big room. There is one of the little rooms that contains a chest. The other only contain Animals 2 & 3. The one with the chest is about in the middle north. The exit is to the west; in the corridor and then follow the path. Care with the fireballs! There is another little passage in the previous room behind which some good stuff is hidden in a room. Follow it and stand on the pressure plate in front of the door for a while. The door opens and you can raid the treasure.

Now, when you have gone down, you will find a pressure plate in front of a little corridor. Stand on it until all of the statues have lit up and the door will open. This level is called the Beastmaster level. There are no puzzles here, but in order to get out you have to kill the Beastmaster. I found him to be in the south west room of the ones that are joined together in the west. After a little searching you will have found him. Kill him, get the key and get out of there. Be careful, because the Beastmaster reflects Frost Avalanche. Freeze the other Mages, and use Thorn Snare for him. That is what I found to be the best option.

If you are already tired of fire, wait till you see the next level. Adjacent to the big room, are a few little rooms that contain blue pressure plates. It is better to go first to the southeast into a room that has some buttons. There is a similar room north of the passage in the east of the room. Push those buttons too. Now, visit each of the rooms with the blue pressure plates and wait until the fireballs have revealed a good path to the them. Activate them and you should be able to go into the east passage, as the trap should be gone. At the end of the corridor, it splits off into a T-section. Go south stand on the pressure plates until the flames have disappeared and then pull any switches that you can. Now go to the northern exit. There are doors which open and close periodically and find the way down. There is a chest here and some chasing flames, so be careful. But the most important thing here is a button, which you can find in the Northwest of the room on the wall on the western side of the room. Go back up into the north south corridor. In that corridor there is a button just north of the passage that goes back into the lava room on your left hand side. Push it and the exit will be revealed.

You are getting there! The next level is not such a nuisance considering both enemies and puzzles. Go to the east and walk a little over the glass pressure plates. Then flames will start to move and will trace out a pattern. Now it is up to you! Go south and match the pattern on the glass plates there. If you do not do it right, you fall. But do not worry. You can go up the stairs again and try until you have done it. Follow the corridor and you will end up in a room with fireballs coming out of the walls. There is a chest nearby. There are four pressure plates here: two in the middle- and two on the western side of the room. Walk all the way across the room and activate the western plate. The statue will start to move. Once it has reached the other side, it will stop. Then go back and activate the other western plate, so that the statue moves back again. Repeat this until all the fireballs are gone. Now, stand for a few seconds on the first middle plate (until it turns grey) and then on the other. The door should open and the road is clear.

The last level is just to stop you from getting to the exit. There are lots (and I really mean lots) of enemies. The quickest way is to go to the southwest until you see a door on the southern wall. Open it, go a little west until you see another door on the northern side. Go in there and follow the path. Voila, you are out of the 3D part. You will now end up in another 2D area. Almost there. Follow the path to the north, and you will end up in a room with the three highest Kenget Kamulos together. One last battle (use Thorn Snare as it is much more useful here) and you have done it. Congratulations!

TORONTO 3:
This place is actually pretty straightforward. Take a screwdriver, because you will need it. You will find it in the Toronto. Once you are in the 3D part, go to the west. You will see a laser barrier. There is a piece of wall nearby which you can open with the screwdriver. Have Joe (or Tom) open it and manipulate the wires and the lasers should be gone. Now walk all the way until you find a wall that contains another one of these things. Manipulate it and the lasers in the north should be gone. By the way, you may also have noticed that there are some patterns on the walls made up of colored lights. Note them. You will need them later.

Now just follow the path. You will end up in a big room with a door on the south side you cannot open. If you have Joe, let him manipulate the broken wires just right of the door. Then you will be able to get through. Do not go through it yet. Go into the west room and manipulate the other piece of wall. This will make some lasers disappear. If you do not have Joe, be prepared to fight all the robots behind the walls. If you do have Joe, walk past them through the door on the south that he has just opened.

Now comes a nasty part. You will see that the lasers will go on and off in a given pattern. Give Sira or Mellthas (better Sira) all the luck items you have, and walk through it. If you do it right, you will not get hit. But the second bit does not do this. Just walk through them, reloading if all goes wrong. Have Sira heal Harriet, and have her cast Lifebringer in order to fight the next enemy.

A little later, go west to find more light patterns, then east and you will find a room with a grid of 4x4 pressure plates. Light the pressure plates up so that each row matches one of the light patterns you saw on the walls. If you do not get it right, do not worry. You can reset them by pushing the switch next to them. If you do get it right, push the switch and the walls will open. If you cannot find the tight pattern, it is:

0x00
0xx0
x00x
xxxx

The 0's mean that the plates are "off", the x's mean the plates are lit up.

You will find lots of bodies of the AI called Ned. These guys are tough. You have to kill one bunch in order to open the next door, but if you move fast, you can get past most of them without having to fight them. Open the door, rush into the next room, and then into the next and take the first door on the northern side. You will enter the reactor core, as you have done before. The ship's security forces leader will be waiting for you. If you steer the conversation well (never say anything offensive), you will not have to fight them. Now, go north. You will be attacked by the housing of the AI. You do not have to kill it! It will certainly kill one of your party members. That is the time to plant the seed! Congratulations, you have done it!!

You can kill the AI, however if you want to. The only way that I know is to trap it using Thorn Snare and then have Mellthas cast Small Fireball 4950 times. It will not have any effect when it is not on maximum power however. I have never done it as I could not carry enough potions for him to be able to do it. If Khunag can by casting Fireball or any other fire spell, please tell me.

SOME SPECIAL ITEMS:

Power Amulet.			Lugh's Hand Helmet.
Protection: 1			Protection: 20
Life Points (LP) maximum bonus: +25	Luck: +35
Strength: +50
Shadowsword.			Protection Amulet.
Damage: 25			Protection: 10
LP max.: -30			Magic resistance: +30
Stamina: -50
Lockpicking: -30
Casts: Steal Life.
Bradir's Stiletto.			Luck Chain.
Damage: 7				Protection: 1
CLO combat: +8			Luck: +30
Casts: Frost Crystal .
Speed Amulet.			Ring of the Goddess.
Protection: 1			Protection: 3
Speed: +30				SP maximum bonus: +40
Ring of Wrath.
Protection: 2
Casts: Berserk.
Lugh's Dagger.			Goddess' Amulet.
Damage: 12			Protection: 8
Protection: 4			Luck: +15
Strength: +10
CLO combat: +15
Danu's Light.			Crystal Staff.
Damage: 14			Casts: Light.
Protection: 5
Speed: +20
CLO combat: +15
Casts: Lifebringer.
Ice Ring.				Fire Ring.
Protection: 4			Protection: 1
LP max.: + 15			Casts: Fireball.
Casts: Frost Splinter.
Dji Cantos stone.			Thief's Amulet.
Casts: Small Fireball.			Protection: 1
				Lockpicking: +40
				Dexterity: +30
Fireblade.				Monster Eye.
Damage: 14			Detects monsters.
Casts: Thunderbolt.
Dreamshield.			Sun Dagger.
Protection: 12  			Damage: 10
Casts: Sleeping Spores.  		Critical Hit: +2
				Casts: Blinding Ray.
Fine Iskai Dagger.  			Red Sword.
Damage: 6				Damage: 2
Strength: +10			Strength: -25
CLO combat: +10  			CLO combat: -15
Casts: Sleeping Spores.  		Casts: Fire Hail.
Flame Bite.				Ring of Wrath.
Damage:7				Protection: 2
Casts: Fireball			Casts: Berserk
Frostbringer.			Gaze of Kamulos.
Damage: 14			Damage: 26
Casts: Frost Splinter.			Casts: Kamulos' Gaze.
Items that are non-magical but worth mentioning are:
Mini Bolt-Thrower.			Bolt-thrower.  		
Damage: 10			Damage: 14
LON combat: +10  			LON combat: +15
Pistol.				Heavy Firearm.
Damage: 30			Damage: 40
LON combat: +60  			LON combat: +80

<< Back to Hints