You've cleansed five of the eight shrines, you've opened up five circles of magic and you've nearly maxed out your stats. You're almost there, but you still have some challenges ahead of you, so lace up and get ready for the run to the finish.
A Slight Diversion
Back on board the ship, an evil force pulls you to the Guardian's Fortress on Terfin. The Guardian murders Samhayne, who tells you his real relationship to Raven with his dying breath. You fight the Guardian but discover that every time you damage him, you damage yourself. Just for grins, the Guardian then destroys Skara Brae. You've seen about all you want to of this, so get back on board your ship and set course for Buccaneer's Den.
A room full of chalices, but which one is Sigil of Honor?
Raven wants to give you sailing lessons at this point, so buy some charts at the cartographer's office. Visit Raven's house. Raven will make you a member of the guild if you answer her questions well. Get the navigation book from her at the dock the next morning and you'll be able to sail by yourself.
Your next move is refreshingly non-linear. Britain might be a good choice, just to tie up some loose ends and take a break from shrine hopping. Someone's impersonating you thereracking up a huge bar tab for one thingand you probably should make him stop. Shrine-wise, Trinsic and Valoria can be handled in either order, but the weapons you get in Trinsic make it a good first stop.
In Trinsic
Trinsic has become a town without honor since the columns went up. The paladins have lost that lovin' feeling and the shopkeepers aren't really interested in customer service anymore. First up, talk to the blacksmith and commission a Blackrock Sword. It'll cost you 7000 gold and three chunks of blackrock. When you go to pick it up the next day though, you find the blacksmith has had a change of heart and won't give you the sword.
Valoria by night. They won't let you in until you've done the impossible
Second, go to the Paladin's Fortress and talk to the ghosts there about the loss of honor. Also, look for a reluctant Paladin named Lucero above the blacksmith's. You're told that the spirit of your dead Companion Dupré might hold the answers. Go to the Shrine of Honor and chat with Myrea. She'll teach you Spirit Speak and tell you where to find Dupré's remainsa ruined fortress guarded by two gazers. Ashes in hand, trudge back to the shrine and perform the ritual of Spirit Speak. Dupré tells you the Mantra of Honor and points you to the bottom of the Dungeon Shame for your next vacation.
Shame Shame Shame
Shame is composed of a few elements you've seen beforea few you haven't. Potions of invisibility are useful against the Gray Eyes, but won't help you with the Red Eyes. On the first level, there's a puzzle where you need to turn a room full of statues black. The second level of the dungeon sends you on a quest for colored orbs. Don't worry about the order you collect them in, just make sure to touch the statue after collecting each one.
Putting shell fragments on these pedestals opens the way to Talornia, Queen of the Dragons
A teleporter takes you to another room where you find yourself in a translucent cage. Say the Mantra of Honor to get out of it. Make sure to collect the Lightning Sword and then use it to take out the Wyrmguard blocking your path into the column. Grab the Glyph of Honor and head north.
Blackthorn is waiting for you with the prize you need. He wants the Codex Lenses. Don't give them to him. He'll crush the Chalice in anger. When you try to exit the room, Dupré will pop up telling you that the Chalice is just a symbol. Grab any of the cups lying around and head back to town.
Back In Trinsic
Talk to Vidos, the Bastion Guard, to figure out what to do with the new Chalice. There's a guy named Virgil who's staying at the Inn due to some unwanted houseguests. Get Lucero the Paladin to help you expel them. Lucero dies, but his sacrifice restores Honor to the town and makes the gold cup a viable Sigil. Talk to Vidos again, grab the Sigil and cleanse the Shrine.
Glad-handing with the Sentinel on Skara Brae
Before you tackle Valoria, get some training at the Bowyer's and learn some new staff maneuvers from Raphael. Remember to pick up the Blackrock Sword from the now friendly blacksmith.
Valoria
Valoria is a quick trip the first time. They don't want to let you in until you have the head of a red dragon. Before you go dragon hunting, make sure you find the dying Sir Reynald on the beach and offer to help him. Destard is your next destination. Take a walk through Paws, grilling the inhabitants for information about Valorian Knights, and then head on through to the ruined village of Dawn. According to the lone survivor Molly, Dawn was destroyed by the very dragon who's head you need.
Destard
Shamino's Body, soon to be reunited with Shamino's Soul
Melt the snow blocking Destard's entrance and jump in. In the first part of Destard you need to collect colored eggshell fragments and the Glyph of Honor. In the second part you're continuing your eggshell hunt and collecting the elements for a demon summoning. Make sure to read the books in the Dungeon to get the ingredient list and the details of the ritual (and a Word of Power as well). Conduct the ritual in the pentagram room by putting all the elements on pillars around the pentagram. Put the head in the summoning circle and kill the demon that appears. Grab the scroll he leaves behind and the red candle. Head back to the other part of the dungeon, place the eggshells on the appropriate pedestals surrounding the broken egg and unlock the Red Dragon's chamber. Get her head (the hard way), and exit the dungeon using the Word of Power.
Valoria Again
The Plane of Air, kill the Blue Dragon within to open the way
With Red Dragon Head in head, enter Valoria and talk to everyone in town. The dying mage, Sir Artos, and Sir Eris are prime on your list. Go to where the mage was wounded and find the Tome of Demonology for clues. Convince Sir Artos and Sir Lambert to go out demon killing with you (Sir Lambert is more amenable when you give him his brother's shield). Once you fight the demon triumvirate, you collect the Sigil of Honor. Talk to Sir Artos for the Mantra, and then go cleanse the Shrine. Back to the boat and on to Britain.
Britain Once More
Go to Lord British's Castle. Lord British has gone off to fight Blackthorn by himself. There's one thing you need to do here before you join him though. Learn the tune "Stones" from the harpsichordist and then play it on the harpsichord in British's chambers. The Sigil of Spirituality will reveal itself to you, so grab it and go to Skara Brae.
Skara Brae
Parting with Raven is such sweet sorrow
The city is no more, but in the ruins you find conversation with Shamino's statue and the remains of the Sentinel. The Sentinel gives you the Mantra of Spirituality and heals you. To the northwest of Skara Brae is the underwater entrance to the Temple of Spirituality. Swim to it and find the Well of Souls. Inside, there are three lost souls who need help. In return they will tell you where the Bell, Book and Candle are. You need these to reunite Shamino's spirit with his body.
The Book of Truth you found in Yew. The Candle of Love can be found at Empath Abbey, which is north of Britain. Brother Brock, the last remaining monk at the abbey, will tell you how to get it. Serpent's Hold is underwater near the island directly south of Buccaneer's Den. Defeat the archmage who's taken up residence in the keep and take the Bell of Courage. Bell, Book and Candle in hand, go back into the Well of Souls, find the chamber with Shamino and perform the ritual.
Isle of the Avatar, Don't You?
Shamino is restored, and he finds you help in the unlikely form of a demon named Pyros. Go to the Isle of the Avatar, summon Pyros and take a quick trip to the Abyss.
The Abyss is relatively simple in concept. There's a giant shaft with four platforms, one for each element (Earth, Air, Fire and Water). As you solve the puzzle in each section, you'll get an orb to place in the orb holder at the bottom of the shaft. After you've placed an orb, use the teleporter to travel back to the top and revisit that section. A portal opens to a Plane of that element. In each Plane you'll find a boss monster to kill. When you've killed all the boss monsters in each Plane, drop through the newly opened hole in the floor and into the confrontation between Blackthorn and Lord British.
The Guardian's chamber and the scene of the final showdown
British kicks some Blackthorn butt and then gives you the Codex. Take it to the Codex chamber on the Isle. Reading it teaches you the rituals needed to destroy the Guardian. Go back to British's Castle and he'll send you to the Shrine of Spirituality. If you've killed any former Companions along the way, you have the chance to chat with them. Cleanse the Shrine and teleport to the Castle where any dead Companions are now alive and kicking.
Your last mission is about to begin. British sends each of the Companions to the columns with Runes in hand. You get to tackle the Guardian himself using the eight Sigils.
Terfin and Finale
Raven takes you on one last boat ride to Terfin. You say your goodbyes and she gives you hints about the secret entrance to the Dungeon. Terfin is long, but not involved. What you're looking for are several power cubes that open a teleporter to the Guardian's chamber. Wyrmguards are your main foes here and they are easily dispatched with either the Blackrock Sword or the Lightning Sword. Once you unlock the teleporter, take a deep breath and head on in, the finale is mere moments away.
There are eight pedestals in the chamber, and you've got eight Sigils. Place one on each pedestal, summoning a magic circle, enter it and say the Words of Life. The Black Gate appears (and the Guardian with it). The Gate self-destructs and you need to grab three pieces and drag them into the circle. When you place the last piece, you'll be asked for the Words of Armageddon. Sit back and watch the movie, congratulate yourself on a job well done, and look to the skies for a new constellation |