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Albion (e)

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			ALBION WALKTHROUGH.  
  
TORONTO:   
  
You begin in the Toronto. You pilot a shuttle to the world where the game 
takes place. Click on items to see what is useful. If the menu includes 
"Manipulate" there is something there to do or use. But do read a lot of the
"Examine" boxes for interesting if not useful descriptions. Check your 
initial room - there are some items there. After a while you are asked to 
go to the shuttle. Ignore this until you are ready - there is no 
disadvantage to delay. The best thing to do first is to talk to everyone 
you can. You have a friend named Joe Bernard who has his residence in the
northeast of the building. Go talk to him. He will give you the code (1042)
to enter the service level. This level is in 3D (first person). You will 
find the entrance in the northeastern most corner of the Shi'ite only 
critical item here is a pistol and some ammo for it. 

OK, now that you there you see a door right in front of you. Walk toward it.
You see the message "Floor plate lights up" in the corner. Now the door 
should open and the road is clear. In the next room there are four floor
structures (or should I say pressure plates?) in each corner of the room. 
Activating them all will open the door. Now you will enter a similar room 
but this one has no floor structures. It has two switches, one on either side
of the door on the walls in the north of the room. Activate both to go 
ahead. The next room has two doors and two floor structures. You cannot open
these doors. But be patient. A robot will arrive shortly that will open the 
doors for you one by one. When you have entered the third of these rooms, 
there is a switch in the western corner. Activate it to be able to pass 
through the door on the east. After a while you will enter a room with a
cabinet on the north wall. Remember this, because you will need it later.
Push the buttons to open the door and when you get to the door with the 
keypad enter the same code that Joe gave you. Now search the room (the COM 
room) carefully. When you find the gun, go back to the service level and 
deposit it in the cabinet. Now go back to the COM room and leave it. You 
leave by passing some security guards. Note that they will search you and 
take the pistol if you have it. Now go back for the gun - leaving the way 
you entered instead of past the guards (which you cannot do originally 
because you pass a one way door). Do search every room you can. You will
also get to Snoopy's room then, which contains some more ammo. Healing 
potions are very useful. Lockpicks can open locked chests that do not 
require special keys - although the documentation does not make this clear 
you can click on a lock without having a pick and use your unlocking skill. 
If you get a message like "this lock cannot be picked" forget it! If you get
"Tom cannot pick this lock" it often means he can pick it - he just needs to
keep trying. There are no locked chests in this area to worry about, 
however.  
 
NARIKIDAANI:  
  
Explore the building you start in (called the House of the South Wind Clan).
It does not pay to be cheap with your rescuers (the game generally prefers 
the "good" approach although any loose item can normally be taken with no 
risk or penalty). There is a mini-dungeon here, but it is recommended not to 
explore it until you have the next party member. The best thing to do now is
to leave the clanhouse and explore. Find the stores and check them out. If 
you have items to sell this is done by going into the same mode as to buy 
items but clicking on your inventory - you do NOT use the offer item command
in the conversation menu in stores - you use that to give items to NPCs 
where this ties in with the storyline. The documentation does not mention 
this! After two game days you automatically are taken to see the local ruler
(she is the boss after all) and get a quest and a new party member called 
Drirr who greatly increases your party strength. 

You can now more easily do the mini-dungeon either before or after the 
quest. Before the quest might be better because you can use the ammo that 
you find there. You will be trapped by a cave in until you find a pickaxe. 
You will need this object in various dungeons - get used to clicking on 
walls to see if an object can be used on them when you run out of other 
things to do or are suspicious. You will probably need to use your pistol - 
save ammo since there isn't much but don't be too cheap - after a while you
will be more powerful and can get by without it. Click on treasure piles to 
check them out - one of them (and only one, alas) has more ammo. There is 
also a clock - click on it after you get it to make it permanently visible 
in the screen - it is very useful. Don't forget to give Drirr something 
better to wear and fight with whenever you go search for the murderer or 
when you start to do the mini-dungeon. For example, give him the Iskai armor
by stealing it. Stealing goes as follows: walk up to the bar and just before
you reach it, click the right mouse button. You should be able to reach much
further than you normally can. Keep in mind that this routine may take some 
time to get used to. And a good sword (are you also looking at the expensive
Iskai lance?) is not a bad idea either.  
  
If you cannot find the first dungeon, ask the cattle breeder just outside. 
He will tell you. Check the map carefully or you may miss the dungeon once
you are there. Walk onto it to enter. Before entering buy some torches to 
help you find goodies (the torches are very cheap) and a Music Crystal in 
the general store to give to an entity you find right near the object you 
are looking for (an Iskai Dagger). You do not have to give the Music Crystal
to the entity. You can also buy it just now and use it on the next island. 
See below.  Keep in mind that exploring this dungeon can be very useful.
This dungeon is actually pretty straightforward, so I will only mention a
few things. Note that outdoors or in dungeons monster pieces may be left 
after battle and they are usually sellable. This dungeon has two types of 
stationary plants that take the evolutionary niche of dungeon traps. Big 
mouths in the floor can be deadly but will close for a while if given 
chunks of meat that you get killing Krondirs (the big beasts). In town you 
may have been offered fruit to feed to the other type of guardian plant but
it is cheaper just to turn the lights out - this puts them to sleep. Use 
Drirr (your local guide) as party leader - he sees better in the dark. 
Explore the entire dungeon for experience and loot (and fun for some). The 
entity will then tell you how to increase your attributes after you promised
him the music crystal. This is critically important - you REALLY need this 
boost. But be patient - do it after you finish the quest and get a new 
member so she can share in the benefit, or wait (a LONG time) until you 
have all six final party members. You get three attributes up one at a 
time - to get the third up you need to pickaxe a wall. You have to make a 
path of light. What you do is walk from one glowing rainbow toadstool shaped
like a triangle to another in the room where your footprints glow - this 
opens a wall. To finish the quest go see Frill, the old Iskai in the Council
house. He tells you to go see Bradir in the Former Guild in the Northwest of 
town. Bradir will fight you but is not a challenge. After the problem is 
solved, you may think that it is a pity you could not keep that beautiful 
little Iskai Dagger. Well, you can. Although the leader took it away, go 
back to the Former Guild and talk again to Bradir. When you end the 
conversation, he will give you 100 gold and the dagger. I recommend that you
give it to Sira (put it on her tail), because she can do with the extra 
strength.  
  
You can now ship out. DO NOT!!! The trip is one way until late in the game 
(that is what the stone outdoors that is shaped like an eye is for but it is
useless to you now). Don't leave the island until you have the following:  

1) Sira is level 12 and has Frost Avalanche (at maximum is best but it is 
   essential to have it).  
2) Sira and Rainer's Long Range attacks are at maximum (assuming you prefer
   them to attack long range. You probably do for Sira as she is better at
   this then Close Range).  
3) Tom and Drirr's Close Range attacks are at maximum (if you prefer them 
   to attack close range. Again, you may want this too as the Close Range 
   weapons are more powerful, and Tom is better at it).  
4) Drirr has the Iskai Armor (steal it) and the Iskai Lance (unless you 
   prefer lighter weapons or armor).  
5) Sira and Drirr each have the Iskai Metal Helmet.  
6) Sira has lots of seeds (200+). (Find them outdoors or buy them in the 
   Mages Guild (southwest)).  

Note: This is merely a recommendation but the seeds and Frost Avalanche 
seem all but essential.  
  
Kill the enemies and sell their parts, as I said before to get lots of
money. Spells do far more damage and the  frost spells last much longer 
after fully learned.  

GRATOGEL:  
  
The first thing to do here when you arrive is to talk to the king of the 
village. He will tell you he needs an amulet that you need to get for him. 
Then go to the east until you find the next village, and then north, 
following the path. That is where you need to be. If you have saved the 
Music Crystal from Narikidaani, go a little further north and give this to 
the man guarding the oak tree. He will give you a very good weapon in 
return.  
  
When you have the next party member, a Druid named Mellthas, train the spell
named Small Fireball that he has. When it is on full power, go to the pass 
south of the Druid village (called Vanello). It contains a valuable supply 
of bandits (but they run out after a while, ) and it leads to a 
trainer, who only trains Close Range combat and a store. If you want 
to train the party, except Mellthas, who cannot be trained here, then do so,
but this trainer is much more expensive then the Iskai warrior on 
Narikidaani. Another useful thing is to go to the shop there and to buy the
Music Crystal, unless you saved the one from Narikidaani. The Dream shield is
also excellent. It is the only powerful shield that Sira is able to wear, so
I suggest you consider buying it. And, of course, have a look for seeds 
outside. It is advisable not to enter the dungeon without a rope.  
  
In the dungeon part of Arjano, you will be stopped by fire. Use a bucket of 
water to extinguish them. There is also a place where there are nine grey 
pressure plates close to one another. Walk over the plates so that a + sign
appears (you should not walk over all the plates but they can always be 
reset). Then the passage is clear. In the first party view part of the 
dungeon right near the start there is a secret button nearby on the right 
hand side. Push it. Now you can get through the first gate after you get 
to a switch and use it. After that, in the big room with the three flames, 
step on all the pressure plates. A door in the southwest will open.  
  
On the second level you need to step on a plate that releases moving flames.
Step on it three times first to open the way to a button that will open up 
a passage in the east wall. Then keep on stepping on it until the road is 
clear. When you come to an area with a pit and two locked doors fall through
the pit. There are three gates with Warniaks behind them. Open the gates, 
kill them and get the treasure. If you pull the lever behind one of the 
doors, the wall opens up, and you can look in a chest (guarded by a demon -
a Fear 1). It contains the key to the doors you could not pass.  
  
On the third level, there are more tricky bits. In the large room with the 
big beasts trapped behind the red, transparent walls, only walk over the 
green pressure plates, otherwise they escape, and they are no joke. Of 
course, if you have Frost Avalanche at full power and make sure all party 
members stand on the last row of the grid and have lots of potions, then 
they are no big deal.   
  
On the next level you will find some force fields. There is one in the east
that you will have to walk through. But later on, you will find staffs that
will get rid of them. Only use them on the six in a row you meet at the end
of the level. Talking about staffs, in the room where you get them if you do
not want to fight, go to the exit of the room as quickly as possible and 
pull the lever acanthi will trap the enemies. And in the room with the
three levers on the south side, you need to pickaxe some walls. Look 
carefully, or right-click on the walls. If you fall through the pits a 
little bit further, do not worry UNLESS you do NOT have a rope. There is 
some minor treasure down there.  
  
MAINI:  
  
The first thing to do here is to look for your next party member. You can 
choose either of two, but the mage (called Khunag) is recommended by most 
people. It is up to you: somebody good at fighting or a poor fighter with
good offensive spells only (no healing spells). The warrior is a woman 
called Siobhan. But Khunag will help you through parts of the Kenget Kamulos
dungeon you need to go to much later. You will find both possibilities in 
Beloveno, the big city that you start in. Then it is a good idea to explore 
the countryside, and maybe even talk to the members of each town/ village.  
 
When you try to talk to Kontos, the leader of the mountain village Kounos, 
you will be stopped by a guard called Nodd. However, if you steer the 
conversation in the right way, you will not have to fight him. But you 
always can, of course. Then it is wise to explore the dungeon under the 
house.  
  
On the first level you will find a chest with a power amulet in it, but once
you have it, it seems like you cannot go on anymore. But you can! There is 
an illusionary wall close by. If you then get to the point with the three
pressure plates in a row in front of three doors, run over the plates as 
fast as you can, otherwise you will not make it through the doors.  
  
On the second level it is imperative that you explore all of it, especially
directly south from the exit. You will find something that is needed to 
complete the game. The game itself takes a long time to complete the plot 
for this continent and be allowed to move on, but all of us have found out 
through trial and error that you have to just be patient. You may also buy 
a map that may help you find a cave entrance but you can find it without the
map if you explore. The cave is not absolutely essential but has some nice 
loot. It is the same one whose other entry is blocked by a door you can't 
get through except from inside the cave.   
  
Every morning between 8:00 a.m. and 9:00 a.m., there is a trainer in the 
village at the house of the leader  (where the dungeon is). He is the only 
trainer that is able to teach you critical hit. However, it costs 950 gold 
per point, so think twice. I found it very useful anyway, especially for 
Drirr and Tom. Sira already has her 5/5 score, so do not bother to train 
her.  
  
The entry to the cave discussed above is from the plateau lower than the 
village, and to the east. I strongly  recommend that you explore it, because
it contains some very nice stuff, including the best sword in the game, 
although it is cursed. But you have to have a rope, otherwise you will not 
be able to get out.  
  
It is also imperative to talk to lots of people on this continent, 
repeatedly in some cases, going back as you learn new things. Some examples 
are: the Council members in Beloveno, the barkeeper in the Iskai village in 
the north of the land, and Kariah, the prostitute with her house on the 
market square. The barkeeper will give you the second piece of the vital 
item, after a while.  
  
There are also lots of seeds here. Collect and move on. After the problem 
is solved, you will probably want to go to the Iskai shrine and kill Kontos.
He has a few goodies.  
  
DJI CANTOS:  
  
This mainly goes all by itself. You also get a new party member here, an 
Enlightened One named Harriet. In the southwest of the building, there is a 
woman who sells spell scrolls. If you got Khunag, buy all the spells that he
does not know, as there is no other way to learn them. There is no hurry to
go to the Toronto, despite the fact that Harriet pushes you to do so. The 
first thing to do here is to look for those Flowers of the Goddess you are 
told about. Stand on them for about 15 seconds, and the leader of the party 
will have one of his attributes (which depends on the flower) increased by 
three points. These flowers are for about 15 uses as far as I know, but save
the game before you use them and think which party member needs this little 
boost the most. You will have to wait for 36+ hours until they can be 
used again. If you have visited them all (there are eight in total) it is 
wise to collect the two party members who took a vacation when you left the
last continent, as they are very useful.   
  
UMAJO KENTA 1:  
  
If you have explored this city a bit, you will be told there is a prison 
north of the city. It is useless as far as I know, but if you are anxious, 
by all means go. You can free the prisoner, but it has no use that I am 
aware of. You cannot pick the lock, so you will have to wait until the guard
comes (at 11:00 p.m.) to open it for you. You can follow the guard there (a
long walk!) or find it on your own. First buy the preservative that keeps 
you alive in the desert. Get several. You get them from the man in the 
Equipment Makers Guild.  
  
To get to the Toronto, you will have to talk to some of the people in the 
bar, and in the Miners Guild. Bringing a jewel is recommended. The guide 
will then show you to a cave entrance. The southern exit from the cave 
leads right to the Toronto. The other exit is useless.  
  
TORONTO 2:  
  
Look everywhere for pieces of paper with numbers on them. The code for the 
door is 1001, in case you could not find the piece of paper with it.  
  
Once you are in the 3D part, have Joe wake up the robot so that it is able 
to open the door for you. In the long corridor, stand as far away from the 
switch as possible, so that you can just still manipulate it. Then run as 
fast as you can to the other end, and turn the second one. A little further
on, free all the robots as then the doors open quicker.  
  
A little further on, make sure that the floor pattern on the west side 
matches the one on the east side. You should go to the east one first. Then
turn all the switches as quick as you can. The next door to open has the 
code 4312 in case you cannot be bothered to try all the combinations on the pieces of 
paper, or were not able to find them.  
  
UMAJO KENTA 2: 

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

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

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

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

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

Once you have entered, you will be in a first person perspective. You are
close to the guy you came for. Go west and then south. The corridors should
lead you to him. You may have noticed there is a orange curtain in front of
a door, made up of flying balls. Well, these doors are one-way doors only.
When you walk through the curtain, it opens the door, but it closes again
as soon as you have walked through it, and it cannot be opened from that
side again. This can be very frustrating.

Once you have talked to the guy, you can either go or search these cellars
a bit more. It contains an item which is supposed to be vital, but no-one 
knows its use.

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

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

When you get out, go to the Jeweler's Guild if you want to see the effect
of the Stone of Visions. The Guild is behind a closed door (on the map that
is) in the south of the city. When you enter you see a big stone on the 
floor. Use the Stone of Visions there, and it enlarges itself. Now touch it.
You will be healed. You can now heal each party member. There are mo more
uses that I found.

When you have finished here, go look for the High Knowledge. Go back to
Maini and take the northern exit. The Kenget Kamulos residence is just east
of there.
  
KENGET KAMULOS:  
  
This place is big! I recommend not to enter this forsaken place until each 
party member is at least level 30. And bring lots of potions, even though 
you will get plenty there.  
  
When you have talked to the local leader, search around thoroughly. After a
while, Khunag will lead you to the secret passage (provided you have him). 
The closet in that room contains a valuable item. Wait for the novice to 
leave (at about 8:00 a.m. for a few moments), and search the closet. The 
switch is hidden. Manipulate the torch, if you cannot find it. The fight 
after this is endless, so go on for as long as you like, then surrender.  
  
In the next area, the quickest way is to go east, then north to get a key, 
then all the way south from there and then west to the exit. Do search 
it well because there is a very good sword hidden in a box in the northeast
of this section. 
  
The next area is in 3D, as is the rest of this place. Not much to mention
here. You will find the exit by first going north and then west. In the 
first room, the flame will chase you when activated (very nasty). When it 
starts to move, run as quickly as possible to the pressure plate in front 
of the door. The flame touches it, extinguishes and opens the door.  
  
On the next level, there are two doors down. If you take the left door, you
will end up in a room. On each of the walls on the northern side, there are 
buttons hidden behind curtains. Push them both and a door will open. Now 
you can raid the chests.  
  
If you decided to take the right exit, be prepared to take lots of damage. 
You will find a big room with three little rooms inside. And on the north 
side three passages. The thing to do here is to walk around all three little 
rooms and push the buttons on the wall on the back of each. This opens the 
doors to the northern passages. Now, stand on the pressure plate in front of
one of the rooms and the door will open. There are flames inside that will
chase you. Look at the flame color and guide them to the pressure plate that
has the same color as the flames in one of the northern passages. They 
extinguish when they touch them. Then go into the room and pull all the 
switches you can. Repeat the procedure for the other six flames. There are 
a total of nine, in three groups of three. When the doors have opened (or 
should I say "if",), you will end up in a big room. There is one of the 
little rooms that contains a chest. The other only contain Animals 2 & 3. 
The one with the chest is about in the middle north. The exit is to the 
west; in the corridor and then follow the path. Care with the fireballs! 
There is another little passage in the previous room behind which some good 
stuff is hidden in a room. Follow it and stand on the pressure plate in 
front of  the door for a while. The door opens and you can raid the 
treasure.  

Now, when you have gone down, you will find a pressure plate in front of a 
little corridor. Stand on it until all of the statues have lit up and the 
door will open. This level is called the Beastmaster level. There are no 
puzzles here, but in order to get out you have to kill the Beastmaster. I 
found him to be in the south west room of the ones that are joined together
in the west. After a little searching you will have found him. Kill him, get
the key and get out of there. Be careful, because the Beastmaster reflects 
Frost Avalanche. Freeze the other Mages, and use Thorn Snare for him. That 
is what I found to be the best option.  
  
If you are already tired of fire, wait till you see the next level. Adjacent
to the big room, are a few little rooms that contain blue pressure plates.
It is better to go first to the southeast into a room that has some buttons.
There is a similar room north of the passage in the east of the room. Push
those buttons too. Now, visit each of the rooms with the blue pressure 
plates and wait until the fireballs have revealed a good path to the them. 
Activate them and you should be able to go into the east passage, as the
trap should be gone. At the end of the corridor, it splits off into a 
T-section. Go south stand on the pressure plates until the flames have 
disappeared and then pull any switches that you can. Now go to the northern 
exit. There are doors which open and close periodically and find the way 
down. There is a chest here and some chasing flames, so be careful. But the
most important thing here is a button, which you can find in the Northwest
of the room on the wall on the western side of the room. Go back up into the
north south corridor. In that corridor there is a button just north of the 
passage that goes back into the lava room on your left hand side. Push it 
and the exit will be revealed.  
  
You are getting there! The next level is not such a nuisance considering 
both enemies and puzzles. Go to the east and walk a little over the glass 
pressure plates. Then flames will start to move and will trace out a 
pattern. Now it is up to you! Go south and match the pattern on the glass 
plates there. If you do not do it right, you fall. But do not worry. You 
can go up the stairs again and try until you have done it. Follow the 
corridor and you will end up in a room with fireballs coming out of the 
walls. There is a chest nearby. There are four pressure plates here: two in
the middle- and two on the western side of the room. Walk all the way across
the room and activate the western plate. The statue will start to move. Once
it has reached the other side, it will stop. Then go back and activate the
other western plate, so that the statue moves back again. Repeat this until
all the fireballs are gone. Now, stand for a few seconds on the first middle
plate (until it turns grey) and then on the other. The door should open and 
the road is clear.  
  
The last level is just to stop you from getting to the exit. There are lots
(and I really mean lots) of enemies. The quickest way is to go to the 
southwest until you see a door on the southern wall. Open it, go a little 
west until you see another door on the northern side. Go in there and follow
the path. Voila, you are out of the 3D part.  
  
You will now end up in another 2D area. Almost there. Follow the path to the
north, and you will end up in a room with the three highest Kenget Kamulos 
together. One last battle (use Thorn Snare as it is much more useful here) 
and you have done it. Congratulations!  
  
TORONTO 3:  
  
This place is actually pretty straightforward. Take a screwdriver, because 
you will need it. You will find it in  the Toronto. Once you are in the 3D 
part, go to the west. You will see a laser barrier. There is a piece of wall
nearby which you can open with the screwdriver. Have Joe (or Tom) open it 
and manipulate the wires and the lasers should be gone. Now walk all the way
until you find a wall that contains another one of these things. Manipulate 
it and the lasers in the north should be gone. By the way, you may also have
noticed that there are some patterns on the walls made up of colored lights.
Note them. You will need them later.   
  
Now just follow the path. You will end up in a big room with a door on the 
south side you cannot open. If you have Joe, let him manipulate the broken 
wires just right of the door. Then you will be able to get through. Do not 
go through it yet. Go into the west room and manipulate the other piece of 
wall. This will make some lasers disappear. If you do not have Joe, be 
prepared to fight all the robots behind the walls. If you do have Joe, walk
past them through the door on the south that he has just opened.  
  
Now comes a nasty part. You will see that the lasers will go on and off in a
given pattern. Give Sira or Mellthas (better Sira) all the luck items you 
have, and walk through it. If you do it right, you will not get hit. But the
second bit does not do this. Just walk through them, reloading if all goes 
wrong. Have Sira heal Harriet, and have her cast Lifebringer in order to 
fight the next enemy.  

A little later, go west to find more light patterns, then east and you will
find a room with a grid of 4x4 pressure plates. Light the pressure plates up
so that each row matches one of the light patterns you saw on the walls. If
you do not get it right, do not worry. You can reset them by pushing the 
switch next to them. If you do get it right, push the switch and the walls 
will open. If you cannot find the tight pattern, it is:  
  
0x00    
0xx0  
x00x  
xxxx  
  
The 0's mean that the plates are "off", the x's mean the plates are lit up.  
  
You will find lots of bodies of the AI called Ned. These guys are tough. You
have to kill one bunch in order to open the next door, but if you move fast,
you can get past most of them without having to fight them. Open the door, 
rush into the next room, and then into the next and take the first door on 
the northern side. You will enter the reactor core, as you have done before.
    
The ship's security forces leader will be waiting for you. If you steer the
conversation well (never say anything offensive), you will not have to fight
them. Now, go north. You will be attacked by the housing of the AI. You do not
have to kill it! It will certainly kill one of your party members. That is
the time to plant the seed! Congratulations, you have done it!!

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

Power Amulet.				Lugh's Hand Helmet.  
Protection: 1   		      	Protection: 20
Life Points (LP) maximum bonus: +25  	Luck: +35
Strength: +50  
  
Shadowsword.  				Protection Amulet.
Damage: 25  				Protection: 10
LP max.: -30  				Magic resistance: +30
Stamina: -50  
Lockpicking: -30  
Casts: Steal Life.  
  
Bradir's Stiletto.  			Luck Chain.
Damage: 7  				Protection: 1
CLO combat: +8  			Luck: +30
Casts: Frost Crystal .  
  
Speed Amulet.  				Ring of the Goddess.
Protection: 1  				Protection: 3
Speed: +30  				SP maximum bonus: +40
Ring of Wrath.  
Protection: 2  
Casts: Berserk.  
  
Lugh's Dagger.  			Goddess' Amulet.
Damage: 12  				Protection: 8
Protection: 4  				Luck: +15
Strength: +10  
CLO combat: +15  
  
Danu's Light.  				Crystal Staff.
Damage: 14  				Casts: Light.
Protection: 5  
Speed: +20  
CLO combat: +15  
Casts: Lifebringer.  
  
Ice Ring.  				Fire Ring.
Protection: 4  				Protection: 1
LP max.: + 15  				Casts: Fireball.
Casts: Frost Splinter.  
  
Dji Cantos stone.  			Thief's Amulet.
Casts: Small Fireball.  		Protection: 1
  					Lockpicking: +40
  					Dexterity: +30

Fireblade.				Monster Eye.
Damage: 14  				Detects monsters.
Casts: Thunderbolt.  
  
Dreamshield.  				Sun Dagger.
Protection: 12  			Damage: 10
Casts: Sleeping Spores.  		Critical Hit: +2
  					Casts: Blinding Ray.
  
Fine Iskai Dagger.  			Red Sword.
Damage: 6  				Damage: 2
Strength: +10  				Strength: -25
CLO combat: +10  			CLO combat: -15
Casts: Sleeping Spores.  		Casts: Fire Hail.
  
Flame Bite.				Ring of Wrath.  
Damage:7  				Protection: 2
Casts: Fireball  			Casts: Berserk
  
Frostbringer.				Gaze of Kamulos.
Damage: 14				Damage: 26
Casts: Frost Splinter.			Casts: Kamulos' Gaze.

Items that are non-magical but worth mentioning are:  
  
Mini Bolt-Thrower.			Bolt-thrower.  		
Damage: 10				Damage: 14
LON combat: +10  			LON combat: +15
  
Pistol.					Heavy Firearm.  
Damage: 30  				Damage: 40
LON combat: +60  			LON combat: +80
  


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