Legend of Grimrock 2

Legend of Grimrock 2

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FIDOC'S DOOM WALKTHROUGH [mod]
By Doryann34
This is a complete walkthrough of FIDOC'S DOOM, a mod for Legend of Grimrock 2.

EN / Fidoc's Doom
FR / Fidoc le Damné
   
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I. FINDING A WAY IN
You start in a swampy area.

Your goal is to find a way to enter the tombs of your ancestors.

***

GENERAL TIPS FOR THIS AREA:
  • Don’t mind the giant frogs: they can’t hurt you from their position.
  • If you jump into the water, always stay close to the ladders… or you’ll drown.
  • Don’t fall into any pit at this stage: it would result into instant death.
  • Once you’ve found the AXE (e), destroy all thickets (X) with it.

WALKTHROUGH:
  1. Enter the grove on your left and go all the way until you find the SHOVEL (a)

  2. Interact with the strange 4-stoneheads tree at (b): they’ll give you 4 riddles
    .To solve the 1st riddle you’ll need an ETHERWEED
    .To solve the 2nd riddle you’ll need a ROCK
    .To solve the 3rd riddle you’ll need a METEORITE
    .To solve the 4th riddle you’ll need a BRANCH

  3. Pick up the FALCONSKYRE (c) and the ROCK (d)

  4. Pick up the AXE (e) and equip it

  5. Dig under the destroyable thicket next to the fountain, to unearth a METEORITE (f)

  6. Walk on the bridge and jump into the water to pick up an ETHERWEED (g). Exit through the eastern ladder.
    Note that, while in the water, you might pick up 1 or 2 FISHES with your bare hands. Those fishes might come in handy later on

  7. Pick up the BLACKMOSS (h)

  8. Dig under the fireflies to unearth a treasure with mortar and recipe (i). You now know how to make a SHOCKBOMB… but you’re not skilled enough (requires Alchemy 4)

  9. Pick up the BORRA (j)

  10. Pick up the BRANCH (k)

  11. Answer the riddles by putting the 4 respective items on the different stone benches facing the stone heads. You’ll be granted four levels of Alchemy

  12. Brew a SHOCKBOMB with your mortar and pestle, using the FALCONSKYRE and the BLACKMOSS

  13. Throw the SHOCKBOMB at the rocky entrance (L)
    Note: if you happened to waste your SHOCKBOMB, you can still make another one by picking up respawning herbs. Just wait a little bit, or rest (press [r])

  14. Enter FIDOC’S TOMB
II. FIDOC'S TOMB
You just entered your ancestor’s tomb.

This area is rather small and there’s not much to do at this stage, apart from retrieving a book (FIDOC’S LEGACY) and a magic wand (PHOENIX’ STAFF).

Fidoc’s death chamber itself will not be accessible until the late game.

***

WALKTHROUGH:
  1. Look at the cartouche (a) on the wall: this is the Death Chamber of Fidoc’s family servants. Don’t enter the room or they will awaken (if you entered, you can quickly step back and close the grate to avoid confrontation). We’ll come back later, once we’ve found a way to get rid of those irascible tortured spirits

  2. Activate the lever (b): a giant frog falls down. It seems there is a direct connection between this level and the surface. The pits we saw on the island outside have trapdoors

  3. Activate the lever (c): the ghoul gets burnt down by the sun beaming through the ceiling shaft you just opened. You can now enter the cell: the ghoul left a NOTE
    “Only the deads of Royal blood
    Bear to walk under sunlight’s flood”
    This means the servants in the death chamber of Taloxia must be vulnerable to sun light. We need to find a way to “let the sunshine in” the room.

  4. Read the cartouche and have a look at the ceiling at (d): there is a chest above you. You just need to go back to the surface and “unearth” it. Press [TAB] to load the map and mark the corresponding location in the upper layer

    ***

  5. Dig up the chest (e). You get a TOMB KEY

  6. Back in Fidoc’s tomb, use the key on the lock at (f) to open the gate and get the PHOENIX’ STAFF

  7. Equip the staff and release its bolt upon the golden masks (g): one will occasionally provide you with SNAKE’S TAILS (a very nourishing piece of food); the other one will give you some advice on where to find the lever that opens Taloxia’s death chamber ceiling trapdoor

  8. Exit the tomb to go and activate the lever at (h). You’ll need to be very quick (save before trying). Jump into the water near (e), go straight to the lever, toggle it… and run to the western ladder to come out of the water

  9. Back in Fidoc’s tomb: now that the ceiling trapdoor has been opened, it should be safe to enter Taloxia’s death chamber. Press the wall button (i) to open a secret door in the lower-left corner of the room

  10. Pick up FIDOC’S LEGACY. If you read this text, you’ll learn about an ancient pact that was made between the Fidoc dynasty and the Sun’s Lord…

  11. Toggle the wall button (j) to open the pit trapdoor nearby. This will allow the ORNATE KEY on the floor to fall down towards the lower level. Maybe we’ll be able to retrieve it later!
III. XAFI'S SEPULCHRE
This is the tomb of Xafi, Fidoc’s 1st son. Xafi was known as “the Ascetic”.

There are many dangers and dark hallways in this area. Be careful and SAVE often. Don’t touch everything (especially when a sign warns you about a potential menace…).

Your goal is to retrieve Xafi’s skull. And possibly, his 4 other relics (note that getting all relics is optional and will not prevent you from finishing the game).

***

WALKTHROUGH:
  1. Look at the cartouche (a) on the wall: it’s a warning against the “Snake mother”. You’d better not touch her spawn… (we can see the eggs on the other side of the pit)
    Note: this pit is located right below the trapdoor where the ORNATE KEY was lying in the upper level. This means the key must have fallen down further, towards the next level

  2. Don’t toggle the secret wall button (b), else the skeleton will be released and will immediately attack you

  3. Read the cartouche (c): it warns you about a potential threat. An army of rodents is hiding behind a big stone door (h)…

  4. Pick up the CANNON BALL (d)

  5. Pick up the CANNON BALL (e)

  6. Take the lock picks on the floor (f)

  7. Destroy the spiders’ nest with your AXE (g)

  8. There’s a secret wall button here (h). Don’t touch it or it will release a rats’ swarm, as the wall text (c) warned us

  9. Pick up the SCROLL (i) and the CANNON BALL (j). Here is what the scroll reads:
    Xafi’s relics are well hidden
    Yet they might relieve your burden.
    Look out for secret doors…
    But watch out for waiting foes.
    That’s exactly what we are doing!

  10. Pick up the CANNON BALL (k) but DON’T TAKE THE EGGS! Unless you want to be eaten by the snake’s mother…

  11. Pick up the CANNON BALL (L)

  12. Release your PHOENIX’ STAFF bolt on the golden statue (m) to open the grate next to it

  13. Now you can enter the room (II) and pick up the TOMB KEY (n)
    Note: some of the floor tiles in this room are grey-blue. We need to remember where they are located, to be able to solve the main puzzle of this level

  14. Pick up the SCROLL (o)
    Retrieving the last relic
    Requires 7 iron balls
    If you think there is a trick
    You deserve Xafi shemagh.

  15. Retrieve the BURNING TORCH (p)

  16. Use the TOMB KEY on the golden lock (q)

  17. Toggle the lever (r) to lift the elevator and discover a treasure chest holding the XAFI ROBE

  18. Equip the TORCH and go back to the cloudy, dark corridor at (s). Thanks to the torch light, you should now be able to detect a small wall button behind the clouds. Press it to access the secret room behind you, unveiling a treasure chest with XAFI KHAKIS

  19. Pick up the CANNON BALL (t)

  20. Activate the lever (u) to lift the elevator and discover a locked treasure chest. Use your LOCK PICKS to open the chest and take the SCROLL
    Golden snakes watch for their prey
    The latter hide behind their masks.
    But only the Phoenix bites
    Without any teeth marks.
    This is actually a riddle explaining how to use the Phoenix’ staff: you need to target the golden statue masks and “attack” without hurting them (i.e. using the staff’s special bolt). But we already did that to optimize our time – this is an efficient walkthrough guys, not a stroll ;p

  21. Come back to the big colonnaded room (I)

  22. To solve this puzzle, you need to activate the correct pressure plates, mirroring the other big room of this level (II). They are marked with a feather on the above map. Put a CANNON BALL on each of the 6 pressure plates

  23. The door to Xafi’s death chamber should open. Pick up the CANNON BALL (v).
    This is the 7th one, isn’t it? Look at the alcove in this room: it’s empty… What did the riddle say again? “You will need 7 cannon balls… If you think there is a trick…”: maybe the CANNON BALLS were not intended to be used as ballasts for the pressure plates in the first place. Maybe they are made to fit in… the ALCOVES. Guess how many alcoves we encountered in this level? The answer is: SEVEN…

  24. Come back to the big colonnaded room and replace all CANNON BALLS with other items (anything will work just fine: scrolls, fish, recipe…)

  25. Put a CANNON BALL in every alcove of this level: they are marked with a red cross (X)

  26. When you place the last CANNON BALL in the alcove located in Xafi’s death chamber, the door behind the sarcophagus will open, allowing you to retrieve XAFI SHEMAGH (w)

  27. Unleash a PHOENIX’ STAFF bolt on the golden statue mask (x). The sarcophagus will move and unveil the last relics (y): XAFI SKULL and XAFI NECKLACE

  28. Before you leave Xafi’s sepulchre, make sure you pick up every important item lying down on the floor of the big colonnaded room (you should at least keep the following equipment with you: torch, food, shovel, axe, mortar and phoenix’s staff)
IV. HAVOTEP'S VAULT (a)
This is the tomb of Havotep, Fidoc’s 2nd son. Havotep was known as “the Lurker”.

He was the head of the Company of the Seven Rangers. His vault shelters five challenging puzzles (I, II, III, IV, V).

Your goal is to retrieve Havotep’s skull. And possibly, his 5 other relics (note that getting all relics is optional and will not prevent you from finishing the game).

***

WALKTHROUGH:
  1. As soon as you arrive, you are confronted with a puzzle (I) that needs to be solved before you can go further. This is a tricky one: pressing the switch (a) will trigger the daemon head (b) and release a magic bolt. Our goal is to get the bolt to hit the hole (c) on the side wall. This can be made possible thanks to the teleporters: they will right-spin everything that goes through them. In a word: we need to place the teleporters on the three corners ([]). Unfortunately, the red teleporter in the upper-left corner can't be moved: it can only be deactivated. Once it's off, there will be only 2 teleporters left: the green and the yellow one. So, the question becomes: how to pave the way for the magic bolt with only 2 teleporters, while we would normally need 3? There's a trick 😉

  2. Pick up a ROCK (d)

  3. Destroy the wooden crate (X) and pick up another ROCK (e)

  4. From here, throw a ROCK at the pressure plate (f). The red teleporter should disappear.

  5. Standing on the tile at (g), throw a ROCK at the northern teleporter. Your projectile’s trajectory should be deflected to the right, allowing the rock to end up on the pressure plate (h). This will move the green teleporter from the center of the room to the lower-east corner.

  6. Now we have 2 teleporters in place (yellow and green). Note that, when you toggle the lever (i), the yellow teleporter will alternate positions (North-East / South-West)

  7. Here is the trick: we need to toggle the lever just after the daemon head has been triggered, to change the yellow teleporter’s location and allow the magic bolt to end its course in the hole. Are you ready?
    • Press the switch (a),
    • Move backwards twice,
    • Strafe right once,
    • Turn right,
    • Toggle the lever (i).
    • If you were quick enough, the grate opens!

  8. The next puzzle (II) is a complex one. It requires patience and method. As soon as you enter, go up the ladder on your right. The wall text (j) will give you a hint on the general mechanics of this puzzle: there are 5 powerful foes disseminated in the first floor of this maze. Each one of them is represented by a statuette located in the upper floor. If you match one of the figurines with a specific direction (North, East, South or West), the creature it represents will be “forced” to face this direction. Putting the statuettes in the correct altars upstairs, will allow you to avoid your foes’ sight downstairs… and safely explore the maze
    • Note: you should never come back downstairs with a figurine in your inventory (or in your hands): it would be considered as theft; the maze’s entrance grate would automatically close, the monsters would be alerted and they would kill you
    • If you get accidentally spotted by one of the guardians during your progress in the hallways, you can quickly exit the maze and close the gate behind you. This will automatically reset the puzzle and all guardians will come back to their original location

  9. Go upstairs and pick up the 4 following statuettes: OGRE, SNAIL, ICE GUARDIAN, SKELETON. Let the CROWERN figurine where it is: as a matter of fact, we won’t need to change this monster’s facing

  10. Put those statuettes in the following altars:
    • OGRE: west
    • SNAIL: north
    • SKELETON: east
    • ICE GUARDIAN: south

  11. Climb down and go right to press the glowing blue switch (k). Since the ogre is facing west, he should not be able to spot you

  12. Climb up and put the OGRE figurine in the northern altar

  13. Climb down and go to the dirty tile at (L), to trigger a secret door and retrieve the LURKER PANTS

  14. Go all the way back, climb up and put the OGRE figurine in the eastern altar

  15. Now that the ogre is facing east, you should be able to follow the red spots’ trail on the map and reach the glowing blue button (m)

  16. Once you’ve switched on the button, go all the way back, climb up and put the SKELETON figurine in the southern altar

  17. Congratulations! You can now make it to the treasure chest (n) at the end of the red spots’ trail. Pick up the CHEESE and exit this diabolic maze

  18. Have a look at the wall texts (o). They’re talking about a buried treasure outside. But let’s keep this business for later: we don’t need any boots for now

  19. Jump into the water, pick up the lock picks (p) and exit the pool at (q) to discover a secret chest holding the LURKER HOOD (you need to use the lock picks on the chest). Press the glowing blue switch on the wall to open the door and exit east

  20. Now it’s time to face the biggest puzzle of this area (III). As you may have noticed, there is an underground corridor here, with a rat swarm (represented by a grey triangle on the map) at its northern end. You can see the rats if you crane your head down (click and hold the right mouse-button). You’d better not climb down: there is no way back, and the rat swarms would slowly but surely kill you. To solve this puzzle, we need to get the rat swarms to move and toggle the different pressure plates in the pit. Guess what would make it worth it for the rats to move? You got it: delicious CHEESE!

  21. Pick up the NOTE (r). Let a piece of CHEESE fall down at (s) to lure the northern rat swarm towards the south. On their way, they will toggle a pressure plate and open the door at (r)

  22. Look at the pit (t): can you see this little ORNATE KEY we are tracking down since the first level? Let it further fall down by pressing the glowing blue switch on the side wall

  23. Enter the Lurker’s maze. Go to the tile at (u) and let a piece of CHEESE fall down to lure the rat swarm further towards the south

  24. Now standing on the tile at (v), let another piece of CHEESE fall down to lure both rat swarms at the same time

  25. Standing on the tile at (w ), let your 4th piece of CHEESE fall down to lure the southern rat swarm towards the north

  26. Standing on the tile at (v), let your last piece of CHEESE fall down to lure both rat swarms at the same time again

  27. All grates should now be open. Pick up the NEXUS KEY (x) and go all the way down to Havotep’s death chamber, following the red spots’ trail

  28. On your way, you’ll see a wall text (y) telling you about Havotep’s dubious death. Your mission, if you accept it: find the lurker’s murderer(s). To do so, you’ll need red gems (designating a ‘guilty’ person) and green gems (designating an ‘innocent’ one). Pick up the bags (z) holding the two different sets of GEMS
IV. HAVOTEP'S VAULT (b)
***

WALKTHROUGH:
  1. Head to the northern area of this level (IV)

  2. Read the wall text (%)
    When the cloth is new,
    Words are untrue.
    Where the cloth is torn,
    The mouth is sworn.

  3. Crane your head up: you can see 6 red clothes hanging on the northern wall, over the 6 stone heads. Four of those clothes are torn. Two are new. You get the idea: every word said by a stone head is either true or false, depending on the state of the cloth above it. Here you go:
    Character
    Statements
    True or False?
    Interpretation
    MYSHA
    When Havotep was murdered, I was in the hills. On my way, I saw Rhalox heading to the forest.
    FALSE
    Mysha was not in the hills.
    Rhalox was not in the forest.
    TIHMBO
    I went for a walk outside with Gormia. We saw Havotep being drowned in the lake.
    FALSE
    Tihmbo was not with Gormia.
    Havotep was not killed in the lake.
    LESKEV
    I was swimming alone in the lake. My other comrades where either in
    the hills, or in the forest.
    TRUE
    Leskev was alone in the lake.
    Everybody else was either in the hills or in the forest.
    KALUM
    The culprit was a lonely murderer. I heard it from Leskev.
    FALSE
    There are 2 culprits or more.
    GORMIA
    At least 3 of my comrades are innocent. And I know Tihmbo was not in the forest.
    TRUE
    There are 3 culprits or less.
    Tihmbo was not in the forest.
    RHALOX
    I heard the traitors plotting to get Havotep killed: they were 3. They set him up in the hills.
    FALSE
    The culprits were not a trio.
    Havotep was not killed in the hills.

  4. From the above table, we can draw following conclusions:
    • There are 2 culprits (we can deduce that from Kalum, Gormia and Rhalox statements’ interpretations).
    • Everybody was either in the lake, in the hills, or in the forest (says Leskev).
    • Havotep was neither killed in the lake (says Tihmbo), nor in the hills (says Rhalox). Therefore, he must have been killed in the forest.
    • The question becomes: WHO WAS IN THE FOREST at the time Havotep was killed?
    • Since Leskev was alone in the lake, he can be considered as innocent. Furthermore, this means every other rangers were either in the hills, or in the forest.
    • Mysha was not in the hills; then he must have been in the forest: he’s guilty.
    • Rhalox was not in the forest (says Mysha); then she must have been in the hills: she’s innocent.
    • Tihmbo was not in the forest (says Gormia); then he must have also been in the hills: he’s innocent.
    • Since Gormia was not with Tihmbo (says Tihmbo), she could’nt be in the hills; then she must have been in the forest: she’s guilty.
    • Since there are only 2 culprits, Kalum has to be innocent.

  5. According to the above conclusions, distribute 2 RED GEMS and 4 GREEN GEMS in the different alcoves, to indicate whether the ranger is guilty (red) or innocent (green). You can keep the remaining gems: they might come in handy for other puzzles later in the game (for example, if you need to toggle a pressure plate)

  6. Go back to Havotep’s death chamber: you are being rewarded for your accurate judgment. Take Havotep’s relics: the LURKER PENDANT and HAVOTEP’S SKULL

  7. Now it’s time to exit this tomb! Go to the far north-western corner of the level to solve the last puzzle (V)

  8. Destroy the wooden crate (X)

  9. Crane your head down to look at the trickster in the room below: he’s acting weirdly, isn’t he? If you stare at him long enough, you’ll notice he’s always following the same pattern: 1, 2, 3, 4, 5, 6, 7, 8, 9 (see map)

  10. Reproduce this pattern in the upper floor, activating the same sequence of levers. The gate (#) should open
    Note: walking on the central pressure plate will reset this puzzle

  11. Climb up the ladder, go straight forward until the end of the corridor, then turn left. Toggle the lever ($): this will switch on a ceiling light in front of you, revealing a pressure plate (§). Let’s activate it!

  12. Go back to the tile at (%). Equip a useless item (for example, a green or red gem) and throw it towards the north. It should reach the pressure plate which triggers a secret door behind you. Open the chest (&) and pick up the LURKER VEST

  13. Go all the way to the exit (south-east). On your way, you’ll notice a teleporter (*): this is a shortcut to the other teleporter (*) located at the entrance of the level
V. RUKASHAN'S CRYPT (a)
This is the tomb of Rukashan, Fidoc’s 3rd son. Rukashan was known as “the Seer”.

He’s got a large crypt, full of ghosts, chimeras and souvenirs. There are 6 puzzles here (I, II, III, IV, V, VI). The fifth and sixth ones may be completed later in the game.

Your goal is to retrieve Rukashan’s skull. And possibly, his 6 other relics (note that getting all relics is optional and will not prevent you from finishing the game).

***

WALKTHROUGH:
Note: when you arrive in this level, the secret shortcut (L) is closed. We’ll be able to open it later.
  1. Go to the spur at (a) and take the TORCH on the wall. Have a look in the room (IV): we can see Rukashan’s tombstone below. But it would be reckless to jump down right now: we need to find a way around

  2. Climb the ladder (b) and hang the TORCH to the wall torch holder; this will trigger a secret door (c)

  3. Go down (c) and retrieve Rukashan’s first relic: the MIRROR TAGELMUST

  4. Climb back up and follow the corridor; fall down at (d) and pull the chain on the right wall to open a secret door and discover a treasure chest holding Rukashan’s second relic: the MIRROR CHESTPLATE

  5. Go down the stairs until you reach the first puzzle of the crypt (I): the Souvenirs’ Collection of the seer

  6. There are 11 floors in this area, each one sheltering 5 chests and 1 riddle. In each floor, the chest next to the correct answer of the riddle holds a BRASS KEY. The other chests are trapped. Beware! Here are the riddles and their correct answers:
    Im a fragile box
    Without any locks.
    What’s inside
    May come alive.
    If you break me now,
    You’ll never know.
    The answer is: an EGG

    I can melt snow
    And dispel sorrow.
    To make things brighter
    I need a lighter.
    The answer is: FIRE

    I you want to flee,
    First unlock me;
    For I’m made to bind
    And keep you confined.
    The answer is: a CHAIN

    “Never straight forward”
    Is my art of walking.
    “Always pinch hard”
    Is my art of living.
    The answer is: a CRAB

    I’m made of rivers,
    Cities and borders.
    I’m no fantasy,
    Yet I’m no country.
    The answer is: a MAP

    I’m a simple tool,
    Designed to harvest.
    But let’s be honest:
    Im here for your soul.
    The answer is: the SCYTHE

    Your blood is my feed,
    My sting is my might,
    Beware of your sleep,
    For I hunt at night.
    The answer is: MOSQUITOS

    Even when tiny,
    Everyone fears me.
    I haunt your dreams,
    Provoking screams
    Don't fall in my hook,
    Or you'll turn out crook.
    The answer is: a SPIDER

    Unlike most of plants,
    I’m averse to light.
    I’m not prone to blight,
    But to certain ants.
    Be cautious when you eat my kind
    As we might dazzle your mind.
    The answer is: a MUSHROOM

    Keep it gentle:
    It’s more effective than whipping.
    Make it as sharp as a sting:
    It becomes judgmental.
    The answer is: the TONGUE

    If you’re good at it, you’re worthless.
    If you know it, you’re brainless.
    If you say it, nobody will hear a sound.
    If you wear it, they will look at the ground.
    The answer is: NOTHING

  7. When you are done with the 11 riddles, come back to the main floor and take the western corridor. Use the BRASS KEYS to open the 11 grates. You should emerge in the Seer’s Library (II)

  8. Explore the different bookshelfs to find 2 ancient writings of knowledge: the BOOK OF SPIRITUALITY I and the BOOK OF SPIRITUALITY III (–)
    Note: you might read both books right now. Regarding the skill point, it would be wise to invest in Concentration: this would help for the last puzzle (VI) of this level. But don’t worry: if you prefer to invest in another skill, go ahead. You will be able to complete the puzzle (VI) later anyway

  9. Read the wall text (e): it’s a code. To solve it, you need to follow the right directions… in a race against time. Press the glowing blue switch facing the wall text and start immediately moving, following these steps:
    • Row #1 from East to West
    • Row #3 from West to East
    • Row #5 from East to West
    • Row #4 from West to East
    • Row #2 from East to West

  10. If you were quick enough, the door (A) in front of you should open, granting you access to the next puzzle: Rukashan’s Maze of Chimeras
    Note: to improve your swiftness, avoid turning left or right since it would make you waste precious seconds. Rather use your ability to strafe (left or right) and move forward/backward

  11. Repeat the same process with the second puzzle of this area (f): at the end of your race, the door (B) in the upper floor should open
V. RUKASHAN'S CRYPT (b)
Let's now pay a visit to Rukashan's Maze of Chimeras (III):

***

WALKTHROUGH:
  1. Enter the maze (A). It’s a 3D labyrinth made of invisible walls and magical floors. Don’t worry about the wandering monsters: they can’t hurt you… except the OCTOPUSES and the XELOROIDS!
    Octopuses can move around the maze to hunt you, whereas Xeloroids are patiently waiting for you to pass them. The first ones will attack from their back and spray a deadly dark ink on you. The second ones will leap at you and litterally “suck up” your face: you need to be as swift as possible when you pass them.

  2. The 2 Xeloroids are marked with a (!) on the map. The one in the upper left corner is on the 2nd floor. The other one is on the 4th floor: he’s guarding the exit (h) of the maze

  3. Every wall buttons in this area have the same effect: they will toggle the magical bridges allowing you to access further parts of the maze. Unfortunately, triggering a section of magical bridge will disable another section. So, you’ll have to alternate and trigger on & off the magical bridges, depending on where you want to go…

  4. There are 3 grates that need to be opened before you can access the maze’s exit (h). Each one is marked with a colored dash on the map (|) (–) (|). Those grates get triggered by pull chains disseminated in the maze (marked with small colored circles). Pull them in this order:
    • First, toggle the brown pull chain (it’s located on the main floor)
    • Secondly, toggle the purple pull chain (it’s located on the third floor)
    • Thirdly, toggle the light blue pull chain (it’s located on the third floor)

  5. On your way, you might want to pick up the TREASURE MAP (g) lying on the main floor (to do so, you need to climb up the southern ladder and fall down behind the ladder; make sure the magical bridge is disabled first)

  6. Once you’ve opened the 3 grates (|) (–) (|), you can access the exit of the maze (h). To reach it, you’ll need to pass the southern XELOROID while pressing the wall button in front of him very quickly (use your “strafe right” movement capacity), to make the last section of magical bridge appear

  7. You did it! Take the lift to the ground floor, pick up the CUBE KEY and leave the maze

  8. Use the CUBE KEY on the golden lock (i) to open the big wooden door

  9. Enter Rukashan’s Death Chamber and go straight to the elevator (k). Go up and follow the south-eastern passageway until you reach the secret shortcut to the entrance (L): jump down and press the blue glowing switch to trigger the secret door. You can now reach the lower floor easily, falling down on the small platform next to the entrance. If you need to come back upstairs, just take the elevator (k)

  10. Now you might be able to immediately complete the sixth puzzle (VI): Rukashan’s meditation room. An energy gauge of at least 150 is required. Here is how you can achieve that:
    • You start the game with 60 energy points
    • Wearing the LURKER PENDANT will raise this level to 110 (60 + 50)
    • Reading the BOOK OF SPIRITUALITY I will raise it by another 25 points
    • Allocating the skill point of the BOOK OF SPIRITUALITY III in Concentration will raise your energy gauge by another 20 points, to a grand total of 155

    If you’re not able to fullfil one of the above requirements, come back later and skip the steps 11 to 18 below (go directly to step 19)

  11. Read the wall text (m)
    Only the most patient and toughest
    minds shall access the inner sanctum.
    Do not enter if you’re not
    ready to suffer my mental probe.

  12. Open the door and walk onto the first tile marked with (§), between the two fallen stone statue heads: the Seer’s trap will “soak up” your mind, absorbing 75 energy points

  13. Rest a little bit (“r” key) until your energy gauge gets fully restored

  14. Move forward: the second magical trap will now steal up to 150 energy points from you. Well done! You passed the test

  15. Talk to the statue head (£) in front of you: you are rewarded by the Seer and gain the [Strong Mind] trait (+2 Willpower)

  16. Touch one of the crystals to recharge your energy gauge

  17. Pick up the POTION OF WILLPOWER (µ)

  18. Pick up the BOOK OF SPIRITUALITY II (ç); you might as well read it right now

  19. Take the elevator (k) and follow the south-western passageway until its end (n)

  20. Prepare for another race against time: the blue glowing switch (n) will trigger a secret door downstairs (o), but only temporarily. You’ll have about 20 seconds to get there

  21. Press the switch and proceed as follows:
    • Move backward x4
    • Strafe right x7
    • Move forward x4
    • Strafe left x1 (you enter the elevator)
    • Toggle the lever
    • While the lift is going down, turn right once
    • Pull the chain and exit the elevator (move forward x1)
    • Strafe right x4
    • Move backward x3
    • Strafe left x2
    • Move forward x1. Here your are!

  22. Take the MIRROR GREAVES and exit the alcove and the meditation room

  23. Read the wall text (p). The “seer” seems to have turned into an evil megalomaniac over the years… he is challenging you to retrieve the 3 SMALL KEYS protecting his tombstone’s magical glyph against intruders. Don’t fall down!

  24. Crane your head down to look into the pit (IV): it’s full of mummies, skeletons and ghouls. But if you pay close attention, you’ll also notice tiny shiny items at (q), (r) and (s). Those are the SMALL KEYS Rukashan was talking about. Your goal is to retrieve those keys without getting hurt…

  25. This puzzle (IV) is like a giant checkerboard. The eastern row of levers (marked a to i) and the southern row of levers (marked 1 to 9) will toggle the trapdoor floor tiles in the pit, when combined together. For example, activating both levers (2) and (d) will toggle the trapdoor at (r)

  26. There are 2 ways of solving this puzzle:
    • You could get every foes to fall down to the lower level, making sure to keep the 3 SMALL KEYS intact, and then reset every levers so that you may safely go down and pick up the SMALL KEYS, once all ennemies have been removed from the pit. But if you want to proceed this way, you’d better wait until you’ve made sure to not compromise your future exploration of the tombs! Remember that this is a consistent game, where all levels are connected. If a mummy or a skeleton falls down now, you will have to face them later in the lower level. So, only proceed that way if you already visited Busipah’s Mausoleum and explored the room located below Rukashan’s Death Chamber;
    • Another way to go is to toggle the levers targetting the specific trapdoors where the SMALL KEYS are lying. You need to make sure there is no monster on the targetted tile before proceeding, else the KEY will fall together with a monster. Proceed as follows: toggle levers (6) & (a). Then reset those levers to avoid any interference with the next combination. Toggle levers (d) and (2), then reset those levers. Eventually, toggle levers (8) and (i)
V. RUKASHAN'S CRYPT (c)
We need to shortly go downstairs (w) into Busipah’s Mausoleum to retrieve the fallen SMALL KEYS (we’ll come back upstairs later to complete this puzzle). Here is a brief outlook at Busipah’s Mausoleum:

***

WALKTHROUGH:
  1. Follow the red spots’ trail until you reach the big room where the SMALL KEYS have fallen down. They are marked with a yellow star (*) on the above map. Beware: there are 2 battalions of Skeleton Archers patroling in this area. Don’t get spotted… and remember to move fast. Grab the SMALL KEYS without getting hurt

  2. If you are swift and discreet enough, you might as well be able to have a look at the wall texts in this room ([]). It’s a code for a buried treasure

  3. Go up the stairs in the middle tower and press the wall button (=). It will switch a light on, pointing out a treasure chest (ù). We will take care of it later

  4. Come back and follow the turquoise spots’ trail to retrieve the STAINLESS STEEL KEY and grab the ORNATE KEY on the floor behind the grate at (ù)

  5. Come back and follow the green spots’ trail to enter the kitchen and get the EMPTY FLASK (é)

  6. Come back again and take the elevator (+) to Rukashan’s Crypt (back to the main map of this level)
    ***

  7. You arrive at (x) in a dark room with strange cubes. Press the wall switch to activate the cubes and start the puzzle (V)

  8. Your goal here is to push the 4 cubes ([]) towards the yellow floor tiles ([]). Every wall button in this room will reset the puzzle. The 2 levers will close the pits (except the one leading to the exit). The diagram on the map shows in which order you should move the cubes (1, 2, 3, 4) and where to slide them: [1] goes to [1], [2] to [2], etc.

  9. Here is a detailed walkthrough:
    • First, stand at the tile at [3] and from here, push the cube [1] towards the east three times, then south twice, then west once;
    • Pick up the EVERBURNING TORCH (z). You may equip and use it as long as you want;
    • Toggle the lever (y) to close the pit (&) and pick up the TREASURE MAP in the alcove (&);
    • Toggle the lever (%) to close the pit (#), allowing you to complete the puzzle;
    • Push the cube [2] onto the tile [2];
    • Push the cube [3] onto the tile [3];
    • Push the cube [4] onto the tile [4].

  10. The pit ($) should close, allowing you to walk onto it and leave the room using the ladder

  11. Toggle every levers (a – i) and (1 – 9), then reset them: the main pit in Rukashan’s death chamber should be empty now

  12. Jump down, climb the ladder up and use the 3 SMALL KEYS on the lock (u): the magical protection vanishes and the Seer becomes vulnerable. His tombstone explodes in a blinding thunderbolt, releasing Rukashan’s corpse and last relics: the CRYSTAL NECKLACE and RUKASHAN’S SKULL

  13. Toggle the lever (v): this will trigger a mechanism that creates a path towards the spur at (a), allowing you to safely come back to the entrance of the level
VI. OUTDOOR JAUNT
It’s time for a quick and short excursion in the open air. Look at all these treasure maps and codes we’ve accumulated so far: we need to dig up some chests!

Outside 2***

WALKTHROUGH:
  1. Go all the way up until you reach the dungeons’ exit (use the shorcuts)

  2. First puzzle: remember those pieces of code on the wall texts in Busipah’s Mausoleum center room? Just follow the instructions:
    • Starting from the stairs’ exit at (a)
    • Move forward 4
    • Strafe left 3
    • Move forward 5
    • Strafe right 1
    • Unearth the CRYSTAL SHIELD (b)
    If you’re wondering how you were supposed to know these directions have to be followed in this specific order, the answer is: you were’nt. You can only deduce that from the configuration of the ground in this area (obstacles). As a matter of fact, if you try another combination, you would stumble on a rocky wall or on a tree on your way

  3. Remember Havotep’s riddle?
    See the tiniest of all willows
    Right outside, being watched by crows?

    Want to know where I hid my boots?
    To find out, back to the roots!

  4. Have a look in the sky: there is a whole bunch of crows flying in circles over the tiny dry willow at (c). Destroy the tree and dig under it to obtain the LURKER BOOTS: you should now possess Havotep’s complete outfit

  5. Jump into the water at (d) and use the STAINLESS STEEL KEY in the lock (e) to open the grate

  6. Open the treasure chest, pick up the BRONZE BRACE and quickly exit the water using the ladder (f)

  7. Prepare yourself for some fishing: go in the water again (stay close to the ladder) and try to grab some SILVER ROACH with your bare hands. 2 of them should be fine

  8. Put the EMPTY FLASK at the bottom of the pond. Wait 1 second. Take it back: you now have a FLASK OF WATER

  9. Climb back up

  10. Unfold the treasure map you found earlier in Rukashan’s Maze of Chimeras:

    It’s pointing at a tile located between a rock and a grove, south from the dry tree where we found the BRANCH in the early game, in the western part of the map










  11. Dig up the MIRROR CUISSE (g)

  12. Unfold the treasure map you found earlier in Rukashan’s Cube Puzzle

    The drawing looks faded, but we can still notice a treasure chest between a bridge and a grove: this points out to the northern part of this map










  13. Dig up the chest (h) to obtain the ROPE

  14. Equip the ROPE and use it on the pit at (i): you land in a cave full of surprises!

  15. Harvest everything in the area (don’t forget the ETHERWEEDS underwater): those herbs might come in handy later on. You should collect:
    • 3 pieces of CRYSTAL FLOWER
    • 3 pieces of BLACKMOSS
    • 3 pieces of ETHERWEED
    • 2 pieces of BORRA
    • 2 pieces of BLOODDROP CAP
    • 2 pieces of FALCONSKYRE

  16. Exit via the southern teleporter to emerge at (j)

  17. Go all the way back down to Rukashan’s Maze of Chimeras (III):
    ***

  18. In the Maze, climb up the ladder located in the back of the room on your right

  19. Beware of the XELOROID in the upper left corner of the Maze (!): pass as quickly as you can (use your “strafe right” ability)

  20. Follow the magical bridge and press the wall button to make a further section of magical bridge appear (f)

  21. Walk on the top of the library and pass the door (B)

  22. Standing on the tile at (¤), let some useless stuff fall down in the pit to toggle the pressure plate at the bottom of this level and trigger a secret door behind you

  23. Pick up the MIRROR GAUNTLETS, Rukashan’s last piece of outfit

  24. Go to the eastern end of the corridor

  25. Pull the chain to open the grate and use the ROPE to access the secret back room of Tjalafez’ Chapel of Love in the lower level (Busipah’s mausoleum)
VII. BUSIPAH'S MAUSOLEUM (a)
This is the tomb of Busipah, Fidoc’s 4th son. Busipah was known as “the Paladin”. He used to be a holy servant of Tjalafez, the goddess of Love.

Busipah’s Mausoleum shelters 4 small puzzles (I, II, III, IV)… and a very big one (V). Completing the fifth puzzle is required to access the lower (and last) level of the game.

Your goal here is to retrieve Busipah’s skull. And possibly, his 7 other relics (note that getting all relics is optional and will not prevent you from finishing the game).

***










***

WALKTHROUGH:
  1. If you followed the previous steps of this walkthrough, you should land in the secret back room of Tjalafez’ Chapel of Love, in the north-eastern corner of this level

  2. Press the wall button (a) to trigger a secret door

  3. Take the elevator (b) and go to the end of the corridor to find a chest holding the CRYSTAL GAUNTLETS

  4. Come back and pick up the GOLD KEY on the floor (c)

  5. Climb up the ladder and move forward all the way (up and down) until you land on the main floor

  6. Use the GOLD KEY in the lock (d) and enter the Chapel of Love (e)

  7. Grab everything you find here:
    • The LOCK PICKS
    • The SACK containing the JEWEL PENDANT and the STORM AMULET
    • The BLOODDROP CAP

  8. Exit the Chapel and go to the room with the very high ceiling (I)

  9. Press the secret wall switch (f) to open the wooden door next to it and follow the corridor to its eastern end

  10. Open the chest (g) with the LOCK PICKS and pick up the SCROLL RECIPE

  11. Brew some FIRE BOMB with your MORTAR AND PESTLE, following the recipe’s instructions

  12. Come back in the room at (I)

  13. Crane your head up: do you see this piece of magical bridge? There is a NOTE (2) lying on it

  14. Pick up the NOTE (1) on the floor and step back: this will deactivate the pressure plate. The magical bridge above it will disappear, letting the NOTE (2) fall down on your feets. Grab it

  15. Read the wall text (h). It’s a puzzle… and a quite easy one: we need to create a magical path upstairs

  16. Toggle every pressure plates in this room with useless items (such as Havotep’s GEMS, or old SCROLLS you don’t need any longer) to complete the magical bridge

  17. Read the wall text (i)
    If you think adultery
    is not a sin, go right.

  18. Remember: Busipah was a follower of Tjalafez. If you interacted with the magical stone head in the Chapel of Love (e) earlier, you may have noticed that Tjalafez preaches a rather “libertine” view of love… this means you’d better exit using the right path (follow the upper red arrow on the map)
    Note: every time you enter or exit this room, you should follow the red arrows paths. Going the wrong way will trigger a deadly floor spike trap.
    Indeed, the best answer to the other riddle ("If you value chastity, go left") is also to go right. So, you basically have to enter and exit the room always using the right path[/right]

  19. Take the southern hallway to the Kitchen (j)

  20. Destroy the terracotta jars on your left to discover the NOTE (3). Pick it up

  21. Grab the PITROOT BREAD (k). You may eat it if you’re hungry

  22. Don’t take the FETID WATER nor the ROTTEN PITROOT BREAD (x)! They would make you poisoned or sick

  23. Pick up the BLUEBERRY PIE (L)

  24. Destroy the barrels/boxes (m) and grab the LOCK PICKS (n)

  25. Let a FISH cook in the furnace (o) to obtain a SMOKED BASS
    Note: you can cook as many fishes as you want here. Since a SMOKED BASS is more nourishing than a simple SILVER ROACH, this is a good deal

  26. Exit the kitchen and go onto the platform at (p)

  27. Use your ROPE to climb down in the pit

  28. Take the BRACE OF FORTITUDE in the alcove (q)

  29. Open the wooden door and pick up the NOTE (4) before going up the stairs

  30. Go in the Death chamber of the Concubines (V) and take the WOODEN BOX (r)
    Note the respective names of Busipah’s concubines: Aernoth, Mulneis, Kalix, Xatepoh. This is important for another puzzle

  31. Read the wall text (V): this is the biggest puzzle of this level. To open the exit grate (µ), we need to “satisfy the concubines” first. That is to say: provide each of them with…
    • a pair of shoes,
    • a pendant,
    • a bracer,
    • something to eat.

  32. So, we need to collect 16 items (4 x 4) in total, then distribute them wisely between the 4 concubines. The NOTES (1 – 13) will help us discover “who gets what”

  33. Open the WOODEN BOX: there are 4 different types of shoes inside

  34. Complete the WOODEN BOX with all relevant items we managed to collect so far:
    • The JEWEL PENDANT and the STORM AMULET
    • The BRACE OF FORTITUDE and the BRONZE BRACE
    • The BLUEBERRY PIE, a BORRA, the FLASK OF WATER and a SMOKED BASS

  35. Come back to the chest (s) and open it with the LOCK PICKS: you get a STRANGE POTION

  36. Follow the eastern corridor towards the south, until you reach a wall text (t)
    Haunted hallways:
    be DISCREET… or DIE.
    No running away.

  37. Okay… here’s the thing: the exclamation marks (!) on the map represent a series of ghouls and mummies, patiently waiting for you to pass them. We need to find a way to progress further without getting spotted…

  38. Let’s try this STRANGE POTION: what a coincidence! This is a potion of invisibility

  39. Hurry up towards the east but don’t forget to pick up the NOTE (5) in the middle of the hallway

  40. Once you arrive in the eastern room (II), you’re safe. Dont’ go back! The potion of invisibility is short-lived
VII. BUSIPAH'S MAUSOLEUM (b)
Let's face Busipah's second puzzle (II):

***

WALKTHROUGH:
  1. Look upstairs: there is a dozen of daemon heads around the room walls in the upper floor

  2. Read the wall texts (1 – 4): it’s a warning. You should never look one of the daemon heads in the eyes (which means we will try to not be FACING any of them)

  3. Activate the teleporter (*) : it will get you to the other teleporter of this level (*), allowing you to freely go back and forth between these 2 areas, without having to pass the haunted hallways any more

  4. Save. Jump into the pit and toggle the 8 levers [] to lower the ladders surrounding the central platform. Beware of the moving spikes! You may retry several times: take your time (toggle one lever, climb up, jump down again, toggle another lever, etc.)
    Note: as a matter of fact, we don’t have to lower the 8 ladders. The only one we really need is located at (v). But activating all levers will also trigger a secret door (u) leading to one of Busipah's relics

  5. Pick up the CRYSTAL HELMET (u)

  6. Climb up the ladder (v) and proceed as follows:
    • Move forward x4
    • Strafe right x1
    • Pick up BUSIPAH’S KEY (w)
    • Move backward x2
    • Turn left x1
    • Move forward x2
    • Turn left x1
    • Move forward x1
    • Pick up the NOTE (6)
    • Move backward x1
    • Turn right x1
    • Move forward x2
    • Turn left x1
    • Move backward x2
    • Pick up the LEAFBOND BRACELET (x) (you may add it to your WOODEN BOX collection)
    • Strafe right x1 to jump down

  7. Use BUSIPAH’S KEY on the lock (y)

  8. Climb up and immediately turn left: there is a secret switch on the wall. Press it to trigger a hidden door at the end of the corridor (&)

  9. Open the chest and take the CRYSTAL CUIRASS

  10. Climb up the northern ladder. You are entering Busipah’s death chamber. There are multiple items to retrieve in this room, but first we have a “hot job” to carry out…

  11. Pick up the NOTE on the floor(13):
    Busipah’s diary – p. 99
    […] I know the death is near. But I don’t regret any part of my
    life. I served Tjalafez and her cult by relentlessly spreading
    love around me. If only somebody could SET ME ON FIRE one last
    time – even during my last sleep…
    It’s a code: Busipah is desperately asking us to burn his dead corpse. Maybe he did not really want to enjoy immortality, after all…

  12. Standing on the tile at (¤), let a FIRE BOMB fall down in the hole in front of you (don’t throw it: just drop it with the left-mouse click, as if you would put it on the floor)
    Doing this should burn down Busipah's corpse

  13. Jump on the platform in the south-western corner of the room to get the NOTE (7)

  14. Climb back up. Walk north and jump down between the two ladders (à)

  15. Climb up the western ladders to grab the NOTE (8) on the fourth floor and come back to (à)

  16. Climb up the eastern ladders to grab the NOTE (9) on the fifth floor

  17. Climb down the ladder you just used (but not all the way back to (à): stay in the fourth floor)

  18. From here, face south and jump down to the center platform in the third floor

  19. Jump another tile ahead to reach the southern platform in the second floor

  20. Pick up the SACK (#). Inside you’ll find a BONE AMULET and a RUNESTONE NECKLACE (you may add those items to your WOODEN BOX)

  21. Jump down to the main floor. Pick up BUSIPAH’S SKULL and his CRYSTAL AMULET on his tombstone (£)

  22. Exit Busipah’s death chamber and go to the big room that resembles a quarry in the north-western corner of the map (III)

  23. Read the wall text next to the iron door (@)
    Starting from the depths
    Heading to the crests
    He walked up the hook
    To Tjalafez’ book.

  24. Pick up the NOTE (10) on the floor

  25. Go down the stairs to the center of the room (%) and read the wall text
    The spirit
    is the spiral.

  26. This is a very simple puzzle: you just need to go all the way up making circles (clockwise), until you reach the iron door (@)
    If you’re successful, the door (@) should automatically open, allowing you to access an elevator

  27. Take the elevator. You arrive in a small, dark corridor.

  28. Pick up the NOTE (11) in front of you and grab the HARDSTONE BRACELET ($) in the alcove (you may add it to your WOODEN BOX)
    Note: you should now possess the 16 items we need to “satisfy the concubines”, as required for the last puzzle of this level (V)

  29. At the end of this hallway (=), you’ll notice a button on the northern wall. It will switch a light up behind the eastern wall. This is a hint to emphasize the fact that this wall is a secret door. As a matter of fact, you’ll find a hidden switch on the southern wall (=) that opens the secret door

  30. Go to the end of the hallway and open the chest (+): you are rewarded with Tjalafez’ HOLY BIBLE OF LOVE

  31. Come back upstairs and get ready for some unfinished business: puzzles (I) and (IV)

  32. Looking at the wall at (§), you’ll notice a hidden switch. Press it to open a nearby secret door

  33. Go south, walking on the magical bridge you created earlier

  34. Find and press the hidden switch (ç) to open a secret door and access a treasure chest holding the CRYSTAL GREAVES

  35. Pick up the NOTE (12) on the floor (this was the last one)

  36. Come back to the big hall with the 26 statues (IV)

  37. This an alphabetical puzzle: if you read the wall texts (é) and (è), you’ll learn that your goal is to correctly spell the names of Tjalafez’ servants
    To highlight a letter (marked [a] to [z] on the above map), you need to “light up” the matching statue. The wall button (ù) allows you to reset the puzzle and try a new combination

  38. There are 5 names to spell:
    • B.U.S.I.P.A.H. will grant you acces to the secret alcove [1]. You get a TOME OF EXERCISE (read it to upgrade you load capacity)
    • A.E.R.N.O.T.H. will grant you access to the secret alcove [2]. You get the CRYSTAL BOOTS (you should now possess Busipah’s complete outfit)
    • K.A.L.I.X. will grant you access to the secret alcove [3]. You get a POTION OF VITALITY (drink it)
    • X.A.T.E.P.O.H. will grant you access to the secret alcove [4]. You get a POTION OF CURE POISON (in case you want to try the FETID WATER, this is an antidote)
    • M.U.L.N.E.I.S. will grant you access to the secret alcove [5]. You get a POTION OF CURE DISEASE (in case you want to try the ROTTEN PITROOT BREAD, this is a medication)
VII. BUSIPAH'S MAUSOLEUM (c)
Let’s eventually face the last challenge of this level (V): Busipah’s 4 concubines puzzle.

***

WALKTHROUGH:
  1. If we try to sort the pages of Busipah’s diary in the right order, here is how it would look like:
    Busipah’s diary – p. 15
    […] I had an instant crush. She remains pretty secret about her origins (especially, she doesn’t like to be asked about this mystical necklace she’s always wearing). Maybe she is a kind of voodoo? Anyway, I asked her to become my second concubine and embrace Tjalafez […]

    Busipah’s diary – p. 27
    […] As it had been raining whole night long, he went to the forest at dawn to pick up some mushrooms – especially the one he loves: villagers call them ‘borras’. On his way, he found some blueberries and decided to make […]

    Busipah’s diary – p. 28
    […] Our mother came home with two orphans from the village. Their parents died from plague last year. The poor children were starving: one of them ate up the pie prepared earlier by my first concubine, and the second one had three plates of smoked fish! They look like siblings, but do not speak – maybe they’re just too shy… I wonder if they are virgins? […]

    Busipah’s diary – p. ??
    […] She really is a strange person. She never drinks wine or any alcohol! As it happens, she doesn’t need to: she already is such a mystic. Yesterday, she showed Xatepoh how to make her own necklace out of her parents’ remains. This talisman is supposed to protect her from bad […]

    Busipah’s diary – p. 36
    Today we went fishing outside, as Xatepoh enjoys fish food so much (our cook is a true master at preparing smoked bass). But the only thing we found was an old bronze bracelet lying at the bottom of the pond. Xatepoh offered it to her twin brother. Tjalafez shall be pleased by this act of […]

    Busipah’s diary – p. 50
    Human nature is fascinating. Apart from Love, I noticed people tend to try and fulfill four basic needs: wearing shoes to be able to walk freely; eating and/or drinking something they like; wearing a unique necklace that makes them feel pretty; and putting on a bracelet that reminds them of who they are or where they […]

    Busipah’s diary – p. 65
    […] we’ve been raising them in Tjalafez’ faith, but until this season they seemed a little too young to enjoy terrestrial pleasures. Now that they’re grown up, I decided to initiate them in the most sacred love rituals. I hope my two first concubines won’t get jealous […]

    Busipah’s diary – p. 72
    […] his jealousy makes me sick! Should I remind him that, when I took him off the streets 20 years ago, before initiating him in the Order of Passion, he was wearing nothing else but sandals? Now that he has made it to the penultimate paladin rank and has been granted the hardstone bracer as a reward for his dedication, he should show more altruism. […]

    Busipah’s diary – p. 78
    This afternoon, I bought Aernoth a huge amethyst, to show my affection and prove he will always be the first of my lovers. He had the village’s craftsman turn it into a gorgeous necklace. I hope this will eventually appease his jealousy […]

    Busipah’s diary – p. ??
    The shoe merchant stopped by the village last week. I gave money to my beloved concubines to go and buy new shoes, but the males were more interested in spending their purse at the tavern! As long as Tjalafez approves… […]

    Busipah’s diary – p. ??
    My two girl concubines have become true friends over the years. Tonight, they even exchanged bracelets. To be honest, Kalix’s former magical bracer will benefit her younger companion more, as the latter is such a relentless hiker. After this touching scene, Kalix showed some unusual appetite… […]

    Busipah’s diary – p. 91
    I feel so old. Since I joined the Order of Passion, there has not been a single day during which I didn’t make love with one or another of my concubines – sometimes, even with the four of them at the same time. But my body is not as vigorous as it used to be […]

    Busipah’s diary – p. 99
    […] I know that death is near. But I don’t regret any part of my life. I served Tjalafez and her cult by relentlessly spreading love around me. If only somebody could set me on fire one last time – even during my last sleep…

  2. From the above notes, we can deduce that:
    • Aernoth [A] was the first concubine. He was originally wearing SANDALS; he liked BORRAS; he possessed a JEWEL PENDANT with an amethyst; he was granted the HARDSTONE BRACELET as a gift for his dedication in the Paladins’ order
    • Kalix [K] used to be the second concubine. She was wearing a RUNESTONE NECKLACE; she ended up with the LEAFBOND BRACELET (the one that makes you hungry according to its description); she only drunk WATER; she liked FANCY SHOES (actually they’re called “pointy” but they at least look fancy 😉)
    • Mulneis and Xatepoh were the 2 last concubines. They were siblings
    • Xatepoh [X] loved SMOKED BASS; Kalix tought her how to make a BONE AMULET and gave her the BRACE OF FORTITUDE (the one that makes you more resistant to effort); she also bought NOMAD BOOTS (the ones that fit best for a hiker) at the shoe merchant
    • Mulneis [M] liked the BLUEBERRY PIE baked by Aernoth very much; he was given the BRONZE BRACE cought by his sister in the lake; he didn’t really care about shoes, so he must have been wearing a simple pair of SHOES; there’s no information about his necklace, but there is only one left: the STORM AMULET

  3. Put the correct items on the respective tombstones [A], [K], [X], [M]: the grate (µ) should now open if you toggle the pull chain

  4. Enter Iomeris’ Cemetery
VIII. IOMERIS' CEMETERY (a)
This is the dark domain of Iomeris, Fidoc’s spouse. Iomeris was the Queen and a mother of 4 sons, but we’ll also discover that she was an evil necromancer who strove for immortality.

Iomeris’ Cemetery shelters 5 small puzzles (I, II, III, IV, V) and 4 Elemental Temples: the Temple of Ice (ToI), the Temple of Murmurs (ToM), the Temple of Flames (ToF) and the Temple of Wilderness (ToW).

Your goal here is to reverse Iomeris’ curse and destroy her. To do so, you’ll need to collect her complete outfit and find the tomes of protection hidden in the 4 Temples, to become immune to the 4 elements. This will allow you to freely walk into her private quarters (IpQ) and reach the key to her death chamber (IdC). You’ll also need the 4 elemental essences lying at the heart of the 4 Temples, to disable the magical barrier of her sarcophagus.

***

WALKTHROUGH:
  1. Grab the ROCK (a) on the grass
  2. Let’s deal with the first puzzle (I):
    Note: the spiral staircase in this area is merely a reset mechanism meant for players who messed up with Fidoc’s tomb key in their first run. The ones who pushed the button with the warning sign (“DON’T”) in the upper level, get a chance to have the key ascended back to its original location (level -1). But since we safely retrieved the key in Busipah’s mausoleum, we don’t need to care about this staircase.
    ***
  3. Read the wall text (b): Iomeris is challenging you to retrieve her black Scepter and tells about a “secret chest”
    Only he who shares my blood
    may trigger the black magic
    of my precious Scepter and
    be guided to my secret chest.

  4. Read the 5 wall texts (1 – 5): it’s a code. If you merge the words together, here is what the complete message would read:
    Start in front
    of her; turn
    clockwise once, then
    counterclockwise twice: do
    not open it.

  5. Okay… let’s try to follow those directions: starting on the tile marked with a big grey circle (O), walk around the fountain following the red arrows ONCE, then the green arrows TWICE

  6. A treasure chest should appear at (c). But remember the warning: do not open it!

  7. Look at the tile (d) opposite to the chest: you could see some magic in the air, isn’t it? (as there was actually on the tile where the first chest has appeared)

  8. So, if we’re not allowed to open the chest (c)… maybe we should reverse the instructions to make another chest appear at (d)… that we’ll be able to open. The reversed text would read:
    Start in front
    of her; turn
    counterclockwise once, then
    clockwise twice:
    open it.

  9. Starting on the tile marked will a big grey circle (O), walk around the fountain following the green arrows ONCE, then the red arrows TWICE

  10. A treasure chest should appear at (d). Open it: you obtain IOMERIS SCEPTER!

  11. Equip the scepter and exit to the surface (e)

  12. Activate the SCEPTER (right-click): it will start vibrating, attracting you to the location of Iomeris secret chest (follow the red arrows):
    ***
  13. Dig up the chest to obtain IOMERIS GRIMOIRE
    If you read it, you’ll learn about Iomeris’ misdeeds, and how she managed to capture the Sun’s elemental essence to grant her and her sons the eternal life. You’ll also learn about the 4 Temples she built to glorify the Elemental Lords of Earth, Fire, Air and Water. As a matter of fact, those Temples also shelter the 4 ELEMENTAL ESSENCES we need to reverse Iomeris’ curse, put an end to Fidoc’s doom… and eventually release the Sun’s essence

  14. Come back to Iomeris’ Cemetery to face puzzles (II) to (V):

    Our goal here is to retrieve the 4 KEYS leading to the Temples’ Archives
























  15. Let’s start with the easiest puzzle (II):
    • Standing on the pressure plate (f), put an item on the pressure plate in front of you to open the grate;
    • Move forward: the grate behind you will close suddenly;
    • Take the FLAMES TEMPLE ARCHIVES’ PASS (g);
    • Turn over to face south;
    • Pick up the item you put earlier on the pressure plate you’re standing on;
    • Put it on the pressure plate in front of you to open the grate;
    • Exit.

  16. Go south to the corridor at (III):
    • Put an item on the pressure plate (h);
    • Move forward: the grate in front of you will close;
    • Read the wall text (i): “You rock“. It’s a hint for the next steps of this puzzle;
    • Step back to let the grate open again;
    • Throw an item towards the south: it should land on the pressure plate (j), which will open the grate behind it;
      Now our goal is to toggle the last pressure plate (k); but it’s too far to reach with a standard item (like a torch or any gear piece): we need a very light projectile… like a ROCK, for example (actually, anything that weighs less than a few hundred grams should work: a KEY, a GEM…)
    • Standing on the tile at (h), Throw a ROCK towards the south: it should land on the pressure plate (k), locking the grate (i) in the upper position and allowing you to step forward;
    • Walk to the pressure plate (k) to retrieve the WIND TEMPLE ARCHIVES’ PASS;
    • Exit.

  17. Areas (IV) and (V) can be treated as 1 big symetrical puzzle: in each of these rooms, your aim is to reproduce what you’ve seen behind the grates in the opposite room (like in a mirror). This means you can’t achieve a puzzle without visiting the other one first: you’ll have to visit both rooms and memorize (or write down…) their exact configuration
    Note: the wall button (o) at the entrance of each room is a “reset” switch

  18. Let’s start with puzzle (IV): go to the southern area (V), grab the TORCH on the floor (L) and memorize the interior design of the row behind the grates (V)

  19. Go to the northern area (IV) and proceed as follows:
    • Pick up the ANCIENT HELM (m)
    • Pick up the WOODEN CRATE (5)
    • Pick up the RING GREAVES (n)
    • Destroy the crates & barrels at (4) and take the TORCH on the wall
    • Reset the puzzle (o)
    • Put the WOODEN CRATE on the floor at (1)
    • Hang a TORCH on the wall holder at (2)
    • Put the ANCIENT HELM on the floor at (3)
    • Damage the crates & barrels at (4). Don’t destroy them: just hit them once or twice (they should look damaged)
    • Drop the RING GREAVES at the statue’s feets (5)
    • Hang a TORCH on the wall holder at (6)
    • Completely destroy the crates & barrels at (7)
    • The door leading to the alcove (o) should open! Go and grab the ICE TEMPLE ARCHIVES’ PASS

  20. Before switching to the opposite area, memorize the the interior design of the row behind the grates (IV)

  21. Grab the TORCHS on the wall and leave to the next puzzle (V)

  22. Proceed as follows:
    • Pick up the LEGIONARY SPEAR (p)
    • Destroy the jars at (4) and hang a TORCH on the wall holder
    • Reset the puzzle (o)
    • Destroy the jars at (1) and pick up the RAPIER
    • Hang a TORCH on the wall holder at (2)
    • Put the LEGIONARY SPEAR on the floor at (3)
    • Let the jars intact at (4)
    • Insert the RAPIER in the statue hands at (5)
    • Make sure the wall torch holder is empty at (6)
    • Let the damaged jars as they are at (7)
    • The door leading to the alcove (q) should open! Go and grab the POISON TEMPLE ARCHIVES’ PASS

  23. Leave this area.
VIII. IOMERIS' CEMETERY (b)
It’s time to pay a visit to the Temples’ Archives…

***
  1. Open the door to the Temple of Flames' archives (r) and rob the 2 books marked with a blue dash (-) on the above map
    • The FIRE ARCANE BASICS book will grant you 1 skill point in fire magic (allowing you to enter the Temple of Flames)
    • The TOME OF KNOWLEDGE will allow you to allocate 1 point in the skill of your choice

  2. Open the door to the Temple of Ice's archives (s) and rob the 2 books marked with a blue dash (-) on the above map
    • The WATER ARCANE BASICS book will grant you 1 skill point in water magic (allowing you to enter the Temple of Ice)
    • You also get another TOME OF KNOWLEDGE

  3. Open the door to the Temple of Murmurs' archives (t) and rob the 2 books marked with a blue dash (-) on the above map
    • The AIR ARCANE BASICS book will grant you 1 skill point in air magic (allowing you to enter the Temple of Murmurs)
    • You also get another TOME OF KNOWLEDGE

  4. Open the door to the Temple of Wilderness' archives (u) and rob the 2 books marked with a blue dash (-) on the above map
    • The EARTH ARCANE BASICS book will grant you 1 skill point in earth magic (allowing you to enter the Temple of Wilderness)
    • You also get another TOME OF KNOWLEDGE

  5. Now we’re ready to explore the 4 Temples!

  6. Let’s start with the Temple of Ice (ToI) in the south-eastern corner of the map


TEMPLE OF ICE

Ground floor:
***
Upper floor:
***
  1. Read the warning (è): you better not get spotted by one of the 4 Ice Guardians in this area! They are marked with orange triangles on the map: one is facing East, two are facing South, and the last one is facing West
    Note: remember you can always safely pass an ennemy in the back, but as soon as you approach on their sides, they will spot you

  2. Do NOT open the grate next to the “welcoming” wall text (è): as a matter of fact, one of the Ice Guardians is waiting for you in the dead space behind the grate… (you might have noticed its shadow reflecting on the northern wall?)

  3. Let’s start with the upper floor: climb up the ladders (v) until you reach the attic

  4. Go to the end of the corridor and read the wall text (w): this is an “ice-sliding maze”. That is to say, you won’t be able to control your moves in this area (unless you bump into a wall). You also learn about the multiple treasure chests… except one of them is trapped with a mimic!

  5. First, let’s find out which chest is trapped, so that we can safely open the other ones: enter the maze and try to reach the 4 wall texts marked with a yellow dash (-) in the area. You should learn that:
    • “The trapped chest is not facing EAST” => chest [1] is safe
    • “The chest surrounded by ice on 4 sides is not trapped” => chest [2] is safe
    • “The chest next to a hole is not trapped” => chest [3] is safe
    • “The trapped chest is not facing SOUTH” => chest [4] is safe
    • As a conclusion: chest [5] is trapped. Don’t open it!

  6. Open the chest [1]: you get a piece of SHEET MUSIC

  7. Open the chest [2]: you get the recipe for the POTION OF WILLPOWER

  8. Brew a FIRE BOMB with your MORTAR & PESTLE and throw it at the ice cube at (#) to make it melt
    Note: if you’re missing an ingredient, don’t worry: you’ll find some plants in the Temple of Wilderness. Just wait until then and come back later

  9. Open the chest [3]: you get IOMERIS PELT

  10. Let yourself fall in the hole (x): you’ll end up in the water in the lower floor

  11. Take the LOCK PICKS in the alcove (y)

  12. Use the ladders to get off the water. Save.

  13. Jump into the water at (z) and go west until you reach the ladder (µ): climb it up to take a breath

  14. Back into the water, follow the corridor until you reach the lever (+)

  15. Toggle the lever (+) to open the grate (]) in the intermediate underwater corridor above you

  16. Quickly come back to the ladder (µ) to take a breath

  17. Plunge back into the water and climb up the ladder (µ) again but this time, only 1 step upwards. From here, strafe right to reach the intermediate water corridor leading to the ladder at (=)

  18. Climb up the ladder (=) and grab the POTION OF DEXTERITY

  19. Fall down in the lower underwater floor to the east

  20. Immediately turn right to pull the chain (*) located under the Ice Guardian: this will trigger an underwater secret door at (¤)

  21. Go to (¤), climb up the ladder and pick up the TOME OF WATER in the alcove (read it to gain +20 permanent resistance to ice damage)

  22. Jump back into the water and come out at (%) to take a breath. Then dive again and follow the underwater corridor until you reach the alcove at (&)

  23. Pick up the TEMPLE KEY in the alcove (&) and immediately strafe right twice to reach the ladder (µ) so that you can take a breath

  24. Save. Go all the way to exit the water at (%)
    Note: you can make short stops at (=) or (¤) if your energy gauge is not high enough to go all the way to (%)

  25. Go back upstairs using the huge ladder at the entrance of the Temple (v)

  26. In the ice-sliding maze, go to the chest [4] and open it with the LOCK PICKS: you’rewarded with a second TEMPLE KEY

  27. Save. Let yourself fall in the hole (£): you’ll plunge into the water downstairs

  28. Immediately go north and climb the ladder 1 step to toggle the pull chain (*)
    Note: don’t climb all the way up! It would alarm the Ice Guardian at (“). We only need to get the chain trigger an underwater grate at (“)

  29. Climb down and take a breath using the ladder at (é); but don’t exit: we’re not finished yet

  30. Go past the opened grate (“) to get your loot: IOMERIS ROBE

  31. Exit the water at (é). Save

  32. Use one of your TEMPLE KEYS in the lock (ù): this will open an underwater grate below your feets

  33. Jump into the water at ($) . Beware: there is a monster waiting for you here. You’ll automatically get spotted; be quick!

  34. Pick up the CRYSTAL FLOWER ($), then use your second TEMPLE KEY in the wall lock (ç)

  35. Climb the ladder once and pull the chain (*) to toggle the exit grate

  36. Climb up to retrieve the ESSENCE OF WATER (@): you did it!

  37. Save. Strafe right and exit the Temple of Ice without getting spotted by its guardians
VIII. IOMERIS' CEMETERY (c)
We shall now explore the Temple of Murmurs (ToM), located in the north-eastern corner of Iomeris' Cemetery:

***

TEMPLE OF MURMURS

When you enter the Temple, you discover a very large area filled with magical floors. There are numerous alcoves containing small loot in the outer walls. Be careful when you walk onto the magical bridges: you might fall down to the bottom of the Temple and die if you don’t watch your step!

***
  1. Pick up the CRYSTAL FLOWERS in the alcoves (a) and (b)

  2. Take the POTION OF DEXTERITY (c)

  3. Fall down at (d) on the intermediate magical floor

  4. Take the INNER SANCTUM KEY (e)

  5. Pick up the CRYSTAL FLOWERS in the alcoves (f) and (g)

  6. Fall down at (h) on the lower magical floor

  7. Pick up the CRYSTAL FLOWERS in the alcove (i)

  8. Fall down at (j) onto the ground floor

  9. Climb the ladder (k) to get the LOCK PICKS

  10. Go into the pit at (m). Find and trigger the hidden wall switch to open a secret door (n) above you

  11. Come back upstairs and climb the ladder (n) to retrieve the TOME OF AIR (read it to gain +20 permanent resistance to shock damage)

  12. Climb the ladder (d) to obtain a POTION OF DEXTERITY

  13. Climb the ladder (o) to discover the RECIPE for the POTION OF DEXTERITY

  14. Search the wall at (p) and press the hidden wall switch to open a secret door leading to an alcove. Pick up IOMERIS GLOVES

  15. Climb the ladder at (q) to get a SCROLL OF FROST SHIELD

  16. Open the gate (r) with the INNER SANCTUM KEY

  17. Open the treasure chest (s) with the LOCK PICKS and retrieve the ANCIENT FLUTE

  18. Pick up the two different pieces of SHEET MUSIC in the alcoves (*) nearby

  19. You may now try to play the flute!
    • Equip the flute in your main hand
    • Equip your off-hand with any SHEET MUSIC (you should have 3 pieces of SHEET MUSIC by now, including the one you found in the Temple of Ice)
    • Right-click on the flute: here you go!

  20. Come back to the main room and toggle the switch (t): it triggers a daemon head under your feets, that will release a glowing spit
    Our goal is to get the blob to end its course at (u). To achieve that, we need the teleporters in the pit to spin the blob in the right directions

  21. Jump into the pit at (m)

  22. Toggle the levers [1], [3] and [4] (the lever [2] is already facing the right direction)

  23. Come back and press the switch (t) again: the daemon’s spit should now go all the way to the end of the corridor
    Note: this will disable the FORCEFIELD (v) nearby

  24. Let’s now face one of the most difficult challenges of this game: the Puzzle of Murmurs! It’s basically a giant music instrument. Your goal is to reproduce the 3 melodies contained in the SHEET MUSIC you collected earlier. You can either use the flute and stand by your personal hearing capacities… or carefully read the SHEET MUSIC and try to reproduce their schemes

  25. Anyway, here is how it works:
    • The wall in front of you is like a giant sheet music made of 9 different notes represented by dust balls. At the beginning of the puzzle, every note is set at its lowest level, representing the sound of the note “A” (for those of you who have learnt some music theory at school 😉). In concrete words, the dust balls representing the notes start in the basement of the Temple (which is why you can’t see them right now). The highest possible note is also an “A” (but the one from the upper scale): if set as such, the dust ball representing the note would touch the Temple’s ceiling
    • There is a small luminescent globe [o] on the western part of the wall, featuring the steps of the melody (being a 9 notes melody, there are 9 possible locations for this luminescent globe)
    • Standing on the tile at (v) and facing East, there are a wall button and a lever at your disposal:
      • The lever means “halfton lower” when it’s pointing left, and “halfton higher” when it’s pointing right
      • The button will trigger the process set by the lever: for example, if the lever is set to “halftone higher”, switching the button will actually raise the current note by 1/2 tone. Starting with the note “A”, you would obtain a “A sharp”. Switching the button again will raise the note further, obtaining a “B”
    • Standing on the tile at (v) and facing West, there are a wall button and a pull chain at your disposal:
      • The button will allow you to skip to the next note in the melody (this will make the luminescent globe move 1 tile eastwards)
      • The pull chain will trigger the whole melody: pull it to check if your notes are set correctly

    • Set the puzzle to play the SHEET MUSIC we’ve found earlier in the Temple of Ice

    • Toggle the pull chain: a magical bridge should appear at (y), allowing you to access the loot in the wall alcove behind it. Pick up IOMERIS HAT

    • Set the puzzle to play the first piece of SHEET MUSIC we’ve found in the inner sanctum of the Temple of Murmurs

    • Toggle the pull chain: if the melody is correct, one of the iron gates (w) will open

    • Repeat the process with the last piece of SHEET MUSIC: the second iron gate (w) should open

    • Go and grab the TEMPLE KEYS behind the iron gates (w)

    • Use the KEYS on the LOCKS (x) to disable the magical glyph nearby

    • You did it! Retrieve the ESSENCE OF AIR (@)

    • Exit the Temple of Murmurs via the ladder (z)
    [/olist]
VIII. IOMERIS' CEMETERY (d)
Let's pay a visit to the Temple of Flames (ToF), in the south-western area:

***

TEMPLE OF FLAMES

Before you enter the Temple of Flames, you should be warned about the 2 fettered Magma Golems (!) in this area. The first one is at the end of the corridor in front of the entrance: even if he can’t move, he can see you when you arrive, and throw meteorites at you that will set the floor on fire...

***
  1. When you enter the Temple, immediately go left and climb the ladder at (a)

  2. Once you’re in the second floor, go west and climb up the ladder

  3. Straight after the ladder, turn left to discover a hidden switch on the wall (b)

  4. Press the switch to trigger a secret door open on the ground floor at (c)

  5. Follow the hallway southwards until you face the Magma Golem (!) (he can’t hurt you from where you stand)

  6. Fall down at (d) to land on the second floor and quickly step back

  7. Go to the northern end of this platform and turn right to discover a lever (e)

  8. Pull the lever to toggle the iron gate (f) upstairs: now the way to the inner sanctum of the Temple is open

  9. Climb down to the ground floor and retrieve your loot at (g): IOMERIS TORC (resist fire +40)!

  10. Climb up using the ladder (a), then westwards again, and then up to reach the opened hallway (f)

  11. Follow the platform until you reach the room with the 2nd Magma Golem (!)

  12. Climb up the ladder (h) and take 2 steps forward onto the intermediate platforms (don’t mind the Magma Golem, he can’t hurt you as long as you stay above him)

  13. Strafe left to land on the lower platform (i) just next to the Magma Golem

  14. Pick up the SCROLL OF FIREBALL in the alcove (i)

  15. Save. Wait until the Magma Golem is facing East, jump down and quickly get to the Crystal at (j)

  16. On the wall opposite to the Crystal, there is a lever: toggle it to open the iron gate (k) nearby

  17. Save. Run to the ladder (a) before you get targetted by one of the Magma Golem’s meteorites

  18. Go all the way back to the ladder (h) on the 5th floor. This time, follow the platform to its end (see the red spots’ trail on the map)

  19. Take the SCROLL OF FIREBURST in the alcove (L)

  20. Move backward once and turn right to face North: you should find a hidden switch on the wall (m)

  21. Press the switch (m) to toggle the grate (n) nearby

  22. Go and retrieve your loot in the alcove (n): you get IOMERIS PANTS

  23. Fall down onto the lower platform at (o) and then one step lower again (p)

  24. Pick up the SCROLL OF METEOR STORM in the alcove (p)

  25. Strafe left to fall down onto the last platform (on the 2nd floor)

  26. Grab the pair of SHOES in the alcove (*) behind the Magma Golem and quickly come back to the furnace (s)

  27. Jump down on the ground floor at (q)

  28. The wishing pit (r) accomodates a Djinn. Don’t fall down! And DON’T TRY TO DROP RANDOM ITEMS in it, or the Djinn will come at you and reduce you to ashes. You should only give the Djinn arcane scrolls, and not just any of them: offer him scrolls that exalt what he loves (fire), or thwart what he hates (ice)
    • Give the SCROLL OF FIREBALL to the Djinn. He’ll reward you with a TEMPLE KEY: pick it up on the altar (s)
    • Offer him the SCROLL OF FIREBURST to get another TEMPLE KEY
    • Donate the SCROLL OF METEOR STORM: the Djinn will reward you with a POTION OF STRENGTH
    • Eventually, offer him the SCROLL OF FROST SHIELD we found earlier in the Temple of Murmurs: he’ll reward you with the legendary TOME OF FIRE (read it to gain +20 permanent resistance to fire)

  29. Walk all the way along the outer walls (following the red spots’ trail backwards) until you reach an iron gate (t)

  30. Pull the chain to open the gate (t)

  31. Climb back to the 5th floor and go all the way to the alcove where you got IOMERIS PANTS (n) earlier

  32. This time, fall down on the lower platform at (u)

  33. Pick up the SCROLL in the alcove: it’s a drawing that gives you a hint about a puzzle we’ll face later in the Temple of Wilderness

  34. Climb down until you reach the ground floor and go to the opened door at (k)

  35. Make sure to face West and take a TEMPLE KEY in your inventory (center the TEMPLE KEY with your mouse pointer in the screen, so that you are ready to use it)

  36. Save. Wait until the fireball [2] hits the wall next to you and be as quick as possible: immediately strafe right once, left-click to use the TEMPLE KEY in the wall lock (v), then strafe left to avoid the next fireball

  37. Congrats! You just disabled the fireball [1]. Now wait again for the next fireball [2] to hit the wall and quickly strafe right twice.

  38. Use your second TEMPLE KEY in the lock (w) to disable the fireball [2] and turn off the magma pits on the floor

  39. You did it! Retrieve the ESSENCE OF FIRE (@)

  40. Exit the Temple of Flames
VIII. IOMERIS' CEMETERY (e)
We’re not quite done with Iomeris’ Cemetery yet. We’ve retrieved the ESSENCE OF WATER, the ESSENCE OF AIR and the ESSENCE OF FIRE, but we’re missing the last one. And we still need to gain access to the witch’s Death Chamber (IdC)!
For now, head to the Temple of Wilderness in the north-western corner of the map:

***

TEMPLE OF WILDERNESS

***
  1. Enter the Temple of Wilderness and go straight ahead until you reach the grate (a): open it and turn right

  2. Equip the AXE in your main hand and the EVERBURNING TORCH in your off-hand

  3. Save. You’re going to enter a room where the ceiling is slowly (but inexorably) moving down… until you get crushed. You’ll have to be as quick as possible:
    • Enter the room (b),
    • The door behind you closes suddenly: you’re trapped!
    • Destroy both sets of jars (*),
    • Pick up the LOCK PICKS (c),
    • Open the chest with the LOCK PICKS and grab the KEYS,
    • Use the IRON KEY in the wall lock (z),
    • Search the wall (d) and press the hidden wall switch,
    • Get out!

  4. Open the gate (e) with the GEAR KEY

  5. Release your Phoenix’ staff bolt on the golden statue mask [1] behind the chest (f), to get a set of LOCK PICKS

  6. Open the treasure chest (f) with the LOCK PICKS to retrieve IOMERIS BRACER (resist poison +30)

  7. Exit this hallway and go to the south-eastern corner of the Temple at (g)

  8. Pick up the CRYSTAL FLOWER (g)

  9. Release your Phoenix’ staff spit on the golden statue mask [1] to open the grate [1]

  10. Pick up the 2 pieces of BLOODDROP CAPS (h)
    Note: you may use one of these BLOODDROP CAPS combined with a BLACKMOSS (you can find some outdoors, if needed) to brew the FIRE BOMB you need to melt the annoying ice cube in the attic of the Temple of Ice

  11. Go all the way to (i) following the red spots’ trail

  12. Pick up the MUDWORT (i)

  13. If you play with the pressure plate [], you’ll discover that it will open the secret door (y) behind, when somebody steps on it… but it doesn’t get triggered by items. This means you’ll need to find and ask a “friend” to stay still on the pressure plate while you explore the alcove behind the door. We’ll achieve that later!

  14. Climb up the ladder (j)

  15. Standing on the tile (k), launch a Phoenix’ bolt eastwards to hit the golden statue mask [2] and trigger the grate [2] open

  16. Pick up the MUDWORT (L)

  17. Release a Phoenix’ staff spit westwards to hit the golden statue mask [3] and trigger the grate [3] open

  18. Pick up the ROCK (m) and drop it down in the pit to open the grate (n) below

    Note: this action is pictured in the drawing you found earlier in the Temple of Flames












  19. Jump onto the tile (o) and release a Phoenix’ staff spit eastwards to hit the golden statue mask [4] and trigger the grate [4] open

  20. Jump down at (p) and launch a Phoenix’ bolt on the golden statue mask [5] to open the grate [5]

  21. Turn over to activate the lever behind you: this will open the grate (q)

  22. Crane your head down to spy on the woodland guardian (!): wait until he goes into the alcove (q) and toggle the lever (p) to lock him up

  23. Jump down and go to the alcove (n)

  24. Pick up IOMERIS LOAFERS and quickly replace them with the pair of simple SHOES you found earlier in the Temple of Flames: this should disable the poison trap before it gets released
    DON’T pick up the ROCK on the pressure plate before you leave: we need the door (n) to stay open

  25. Leave this area and come back to the Temple’s nave where you find a stone circle with a stone pile at its heart (r)

  26. Save. Read the wall texts (-): they warn you about the “dormant stones” and encourage you to hurt it… rather than feeding it

  27. If you feel like fighting with a stone golem, you could add a ROCK to the stone pile in order to feed the golem and “enrage” him; but we’d better make him a “friend” (…or a slave): hurt the stone pile with your AXE (or even with your bare hands)

  28. The stone golem should wake up. He’ll obediently follow you wherever you go (as long as you stay in the Temple of Wilderness: he won’t follow you outside the Temple). Stay in his line of sight if you want to be followed
    Warning: try to not get stuck because of the golem. You should always make sure you have a way out before you enter a corridor: the stone golem has no brain and he will just blindly follow you but he’ll also won’t let you pass if you need to go back…

  29. Open the door (s) and enter the cage: the stone golem will follow you and toggle the pressure plate (s), allowing you to go past the opened grate (t)

  30. Pull the chain that opens the grate (u) to arrange a way out of these cells

  31. Pick up the SCROLL (v): it’s a recipe for the POTION OF VITALITY

  32. Take the TEMPLE KEY ( w)

  33. Come back to the nave

  34. Go all the way back to (i). Make sure the stone golem is following you

  35. Climb up the ladder (j) and jump onto the lower platform (p)

  36. Toggle the lever to free the woodland guardian (!)

  37. Wait until the wild creature enters the alcove (n) and quickly proceed as follows:
    • Jump down and retrieve the TEMPLE KEY in the alcove (q)
    • Leave the area

  38. Go to the south-western corner of the Temple, following the blue spots’ trail

  39. Look north through the grate: your stone buddy should spot you and try to catch you up
    Note: make sure that the grate between you and the stone golem is closed

  40. As soon as the stone golem steps onto the pressure plate [], the secret door (y) opens

  41. Walk into the alcove and retrieve your loot: the legendary TOME OF EARTH (read it to gain +20 permanent resistance to poison damage]

  42. Exit the Temple of Wilderness

  43. Come back to the nave: your rocky friend is back asleep in the stone circle (r). Wake him up again

  44. Go back to (i) following the red spots’ trail

  45. Climb up the ladder (j)

  46. Jump onto the lower platform (p)

  47. Spy on the woodland guardian (!) and wait until he enters the alcove (q)

  48. Toggle the lever to trap him

  49. Jump down

  50. Use your TEMPLE KEYS in the wall lock (x)

  51. You did it! Retrieve the ESSENCE OF EARTH (@)

  52. Before you leave, read the wall text between (u) and (g): it's a hint regarding a potential boon that Tjalafez could grant you
    • Open the HOLY BIBLE OF LOVE: there are 10 commandments. You need to discover the 11th one
    • If you quickly come back to the Chapel of Love in the upper floor (Busipah's Mausoleum), and interact several times with the magical stone head there, you'll find out that there is, indeed, a hidden commandment:
      Take naps on the sand.
    • Rest on the sand (press [r]) in the middle of the Chapel: you gain the "POISON RESISTANT" trait
VIII. IOMERIS' CEMETERY (f)
Go to Iomeris private Quarters (IpQ):

***

IOMERIS PRIVATE QUARTERS

***
  1. Climb up the ladders (a)

  2. Once you’re at the entrance of the maze (b), prepare for the next challenges by equiping every piece of gear that will protect you against elemental damages. The best solution here is to wear Iomeris’ complete outfit:
    • IOMERIS HAT
    • IOMERIS ROBE
    • IOMERIS PANTS
    • IOMERIS LOAFERS
    • IOMERIS PELT
    • IOMERIS TORC
    • IOMERIS BRACER
    • IOMERIS GLOVES
    • (you don’t need to wear the BLACK SCEPTER)

  3. If you’ve read the 4 TOMES OF ELEMENTAL PROTECTION before, you should now have a 100% resistance to all elements. If you don’t, brew some potions with your MORTAR & PESTLE to adjust your resistance levels:
    • A POTION OF STRENGTH will raise your resistance against fire damage
    • A POTION OF DEXTERITY will raise your resistance against shock damage
    • A POTION OF VITALITY will raise your resistance against poison damage
    • A POTION OF WILLPOWER will raise your resistance against ice damage

  4. Pass the fire challenge following the red arrows and pick up the POTION OF HEALING (c)

  5. Pass the earth challenge following the dark green arrows and pick up the POTION OF HEALING (d)

  6. Pass the ice challenge following the dark blue arrows and pick up the POTION OF HEALING (e)

  7. Pass the air challenge following the light blue arrows and pick up the POTION OF HEALING (f)

  8. Use a POTION OF HEALING if you happen to be wounded

  9. Go to the crossing at (*): you’ll be targetted by 4 elemental arcane bolts coming from every directions; heal yourself if needed

  10. Pick up the TOMB KEY (g)

  11. Come all the way back to (b) and heal yourself if you’re wounded

  12. Go to Iomeris’ death Chamber (IdC)
    ***
  13. Use your TOMB KEY in the wall lock (h) to open the stone gate

  14. At the back of this room you discover Iomeris’ sarcophagus (j), protected by a magical barrier (*)

  15. There are 4 elemental shrines here:
    • The beacon of Earth [E]
    • The beacon of Fire [F]
    • The beacon of Air [A]
    • The beacon of Water [W]

  16. Read the wall text (i)
    Elemental shrines need to be activated in a specific order.
    Only he who looks at things from a distance
    Will manage to see the big picture…
    And be revealed the right pattern.

  17. Tap [TAB] to display the map and see the big picture of Iomeris’ cemetery. Don’t you notice anything when you look at the 4 temples? Their design depicts a letter and a number:
    ***
  18. These letters and numbers display the order in which you have to place the elemental essences in their respective shrines:
    • Put the ESSENCE OF EARTH in its shrine [E]
    • Put the ESSENCE OF WATER in its shrine [W]
    • Put the ESSENCE OF AIR in its shrine [A]
    • Put the ESSENCE OF FIRE in its shrine [F]

  19. The 4 essences should suddenly explode one after another (E, W, A, F) while the whole building starts shaking…

  20. The magical barrier (*) disappears and Iomeris is forced to come out of her sarcophagus… but gets immediately burnt and dies!

  21. Pick up IOMERIS SKULL

  22. Exit Iomeris’ cemetery
IX. THE END
It’s now time to put an end to Fidoc’s doom by reversing Iomeris’ curse. But first we need to retrieve the 5th elemental essence: the ESSENCE OF SUN. According to Iomeris’ writings (see her GRIMOIRE), it has been sealed in her husband’s tomb.
There is only one way to disable the magics of the protecting glyph Iomeris has cast on Fidoc’s tombstone: we shall “gather the relics embedding the souls of Fidoc’s relatives“. That would be Iomeris’ skull and the ones from her 4 sons.

***

WALKTHROUGH:
  1. Enter Fidoc’s tomb

  2. Use the ORNATE KEY on the wall lock (a): the door to Fidoc’s death chamber opens
    Remember: at the beginning of your journey, this key was lying on the floor trapdoor at the center of this level (*). We’ve retrieved it in Busipah’s Mausoleum, 4 levels lower

  3. Put BUSIPAH SKULL in the Lover’s alcove (b)

  4. Put XAFI SKULL in the Ascetic’s nook (c)

  5. Put HAVOTEP SKULL in the Lurker’s hideout (d)

  6. Put RUKASHAN SKULL in the Seer’s cache (e)

  7. Put IOMERIS SKULL in the Necromancer’s reliquary (f)

  8. The room suddenly fills with dark clouds, the building shakes and you start hearing dreadful sounds…: Fidoc’s soul has eventually been delivered and he can rest in peace!

  9. Pick up the ESSENCE OF SUN (g)

  10. Exit the tomb (h)

  11. Once you’re outside, go to the shrine of the sun (i):
    ***
  12. Put the ESSENCE OF SUN on its beacon (i)

  13. Congratulation!!! You’ve put an end to Fidoc’s doom…

  14. Enjoy the final sequence