The Dark Eye: Memoria - walkthrough (with achievements)

Dodane przez Kami dnia 29.08.2013 19:29

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Chapter 1

The Woods

  • You can start a short introduction, that will tell you all the basics.
  • Go right and then To The Clearing.
  • Open the Chest and take the Glass Bottle. Cast the Destruction spell on it in your inventory.
  • Take the Shards and lay them under the Stick Fortress. Cast the Repair spell on it.

Tent

Choose the dialogue option:

  • “Yes, please” or “No, thank you”
  • “Yes, I like riddles” or “As long as they’re solvable...”

If you choose “No, I don’t like them”, then you will end the game and get an achievement “Getting the job done”.

  • “I’m ready” or “Get on with it already!”
Memoria achievement

The Tomb's Entrance

  • Go To The Hall and then further To The Battle Site.

The Battle Site

  • Take the Dagger and cut the Bag with it.
  • Walk a bit down, until you can see the stuff that fell out and take all of them (Bandages, Brush and the Alcohol).
  • Return to the tomb's entrance.

The Tomb's Entrance

  • Give the Brush from your inventory to the Magician.
  • Of course something had to go wrong - use your Dagger on ??? (it’s on the column on the right from the door).
  • Give the Sticky Dagger to the Magician.

The Crypt

  • In the inventory use Alcohol on the Bandages. Take the Dusty Silver Platter and use the Alcohol-Soaked Bandages on it.
  • Hang the Shiny Silver Platter on the Hook to the left. Sadja will automatically take the Incense Stick and the Incense Bowl. She will also cut herself, leaving blood on the Hook.
  • Take the Dusty Silver Platter and use Bandages on the Bloody Hook.
  • Use the Incense Stick from your inventory on (golem’s) Glowing Eyes. Then combine it with the Incense Bowl and Bloody Bandage - hang that on the Hook.
  • Talk with your new ally and cast the Spell on surrounding Darkness.
  • End the dialogue and lift the Metal Ball laying at the foot of the pedestal. Use it on the Ring and then throw it to the Hole.
  • Take the Staff and use the Activation spell on the (golem’s) Remains.
  • Talk with the Magician. Sadja will automatically take the Mask and the Sticky Dagger.
  • Cast the Deactivation spell on one of the Braziers. This will reveal a Sliver Of Light. Use the Sticky Dagger on it and look outside.

The Battle Site

  • Cast the Activation spell on the Guardian and tell him to hit the Ground or the Rock Face three times.
  • If you order him to hit the Rock Face about ten times, you will get the “Causing tremors” achievement.
  • Take the Brazier and throw it to the Colonnade. Deactivate the spell by clicking RMB and return to the crypt.
Memoria achievement

The Crypt

  • Cast the Activation spell on surrounding Darkness and look through the Hole in the door.

The Tomb's Entrance

  • Cast the Activation spell on the Brazier laying on the right and do the same with the Guardian.
  • Tell hit to grab the Arm near him and click on the Beetle Leg (the shiny object laying on the ground).
  • In the inventory combine Bandages with the Staff and use that on the Beetle Leg.
  • Use the Sticky Dagger on the Beetle Leg and attach it to the Beetle on the door. Return to the crypt.

The Crypt

  • Click on the Hole in the ground to retrieve the Metal Ball. Throw it through the new Hole in the door (the one in the corner).
  • Again look through the other Hole in the door, to get the view of the tomb’s entrance.

The Tomb's Entrance

  • Cast the Activation spell on the (golem's) Arm and tell it to grab the Ornamented Arch right next to it. Now click on the Metal Ball.
  • Cast the Activation spell on the Guardian and click on the Metal Ball.
  • Got to try something else - cast the Activation spell on the Guardian, tell it to grab the Metal Ball and then throw it To The Hall.

The Hall

  • Cast the Activation spell on the Guardian and click on the Metal Ball.
  • We won’t give up! Click RMB and cast the Activation spell on the Hand or the Colossus and order him to grab the Guardian.

The Tomb's Entrance

Choose the dialogue option:

  • “Ruby”

Tent

  • Talk with the merchant Fahi.

Geron's Room

  • Take the Whirlweed from the pot near the window and throw it in the Birdbath. Now use the Knife from the inventory on the Birdbath With Whirlweed.
  • Use the Knife on the Curtain on the left to get a Strip Of Fabric and smear it with fat in the Pot.
  • Put the Greasy Rag in the Birdbath With Whirlweed Juice and use the Salve on Nuri.

This ends the first chapter and unlocks the achievement “Chapter One Complete”.

Memoria achievement

Chapter 2

The Waterfall

  • Choose three dialogue options and then go To The Campground.

The Clearing

  • Tell Nuri to go behind the Stone Pillar next to Owlric.

Now the trick is to select the most complicated answers, so that Owlric can’t remember them. Choose the dialogue option:

  • “Eleven to fifteen”
  • “Crocus-colored brooch”
  • “From the north-east”
  • “To the north-west”

Go Around The Clearing and use the Knife on the Barrier. Enter the tent.

Tent

  • Take the Exotic Cucumbers from the table on the right and then check 5 items in the room (except the Small Box on the left, which doesn’t count for some reason).
  • The Key will be in the fifth thing that you check. Take it and use the Knife on the Wall Hanging. Go outside.

The Clearing

  • Take the Wedge under the Cart.
  • Walk to the Chest, that previously hold the glass bottle and unlock it with the Key found in the tent. Open the Chest and take the Chisel.
  • Go Around The Clearing.
  • Cast the Destruction spell on the Bottle Fortress in the Chest and while Owlric is distracted, quickly snatch the Hammer from his Bag. If you fail, just repair the bottle with a spell and break it again.
  • In your inventory combine the Hammer with Chisel and go Around The Clearing and back to the Stone Pillar behind the tent. Use the Hammer And Chisel on the Mask.
  • Try to exit the location.
  • Talk to Bryda. It doesn’t matter which option you choose, but of you tell the truth, you’ll unlock the “Honesty Is The Best Policy” achievement.
Memoria achievement

Geron's Room

  • You need to go to the Inn. First go down the ladder To The Outside, then To The Marketplace and lastly To The Taproom.

The Inn

  • Talk to Jacomo or just choose “End”.
  • Turn the Pork Roast to get the “Crispy” achievement.
  • Talk to the Group Of Heroes. If you accuse the right person with the right reason at first try you’ll get the “Master Detective” achievement. First question them separately (lumberjack, Thorwalian, sleepyhead) and then Express Suspicion. Accuse Thorwaler of lying (choosing the wrong answer at this point will earn you the “Nosebleed” achievement) and reason it with “He wasn’t even here”.
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The Market

  • Talk to Bryda or just choose “Count me in”. Notice the reference to The Night Of The Rabbit. Bryda will give you Charcoal And Parchment and a List for the demon trap.
  • Cast your new spell - Odem Arcanum and click on the revealed Magic Glow. You will get a Heap Of Shards. Return to Geron’s room.

Geron's Room

  • Cast Odem Arcanum and again click on the Magic Glow. You will get Purple Shards.
  • In your inventory, combine Purple Shards with the Heap of Shards and then cast the Repair spell on it. Return to the Inn.

The Inn

  • Cast the Destruction spell on the Wine Barrel and use your Glass Box on it.
  • Give Hilda the Charcoal And Parchment to get the Rough Sketch of the demon.
  • Now to the wizard's school. First go To The Outside and then walk to the right and through the gate.

Academy Courtyard

Choose the dialogue option:

  • “Talk to Owlric Bodiak”

Enter the academy and go to the library. First go Up and then through the door on the right Into The Library.

The Library

  • Talk to Shadow and then give him the Strange Cucumbers from your inventory.
  • Show him the Wine Bowl and you will receive a Fake Ruby instead.
  • Exit the library and go Into The Dormitory.
Memoria walkthrough

The Dormitory

  • This is a little riddle. You have to avoid everything that will make a sound under Geron’s feet. Otherwise the Novice will throw you out. Stepping on Brittle Floorboards will earn you the “Clumsy Oaf” achievement. Going in and out without a sound on the other hand gives you the “Masterful Sneaker” achievement.
    1. Go all the way to the left and around the bed.
    2. Now return to the furthest row of beds.
    3. Go right until you reach the Shards - don’t step on them. Cast a Repair spell to walk safely past them.
    4. Now cast Odem Arcanum and as usual, click on the Magic Glow. Geron will automatically take the Power accumulator.
  • Now if you want to collect achievements, then walk toward the Novice and take the Strange Artifact.
  • Return to Bryda. Go To The Hallway, then Down the steps, To The Marketplace and walk to the left. Use the passage To Geron’s House and through the gate on the left Into The Forest.
Memoria achievement Memoria achievement

The Clearing

  • Search the Bag that Owlric left behind. You’ll find a Magic Seashell. Use it on the Stone Pillar that was holding the mask (only he can show Geron the demon to complete the drawing and get a Good Sketch).
  • Now for that achievement - give Bryda the Power Accumulator, but not the real one from the Chest, the fake one that was on the bed next to the Novice. That will earn you the “Baited” achievement.
  • Give Bryda the Fake Ruby, the real Power Accumulator and the Good Sketch.
  • Ach! The monster will eat Geron! Aaaaaa... och... no. It’s just Sadja.
Memoria achievement

The Camp

  • Don’t give Rachwan the Shiny Silver Platter, cause he’s a jerk and won’t help you anyhow.
  • Take the Wooden Logs, the Pelt and the Rope from the Camp. Walk a bit down and take the Dandelion and the Stick.
  • Catch the rabbit at first try and you’ll get an achievement “Firun’s Disciple”. Firun is a character from the first Daedalic’s Dark Eye game - Chains of Satinav. He was Geron’s teacher.
  • Now let’s make a trap.
    1. Spread the Pelt on the Flowery Meadow in the right-down corner.
    2. Use the Dagger with Wooden Logs in the inventory and use the Wooden Stakes on the Pelt.
    3. Take the Stakes out.
    4. Use the Rope on the Pelt With Holes.
    5. Use the Stick with the Tied-Up Pelt.
    6. Now lay the Dandelion on the Flat Stone on the left, take another one and and lay it in front of the rabbit’s Hole further to the left.
    7. Hide behind the Bushes With Rope’s End (you’ll have to click three times).
  • Take the Closed Trap and the Flints from Rachwan.
  • Put the Wooden Stakes on the Fireplace and use the Flints with it.
  • We won’t lay down and die! Go Up The Hill.
Memoria achievement

This ends the second chapter and unlocks the achievement “Chapter Two Complete”.

Memoria achievement

Chapter 3

The Woods

This is a short chapter, but it heavily relays on the forest puzzle which is a killer. You can wander around in the woods for hours, so if you want to try solving it by yourself I strongly suggest getting a pen and paper, cause the berry branches alone aren’t sufficient in my opinion. The producers added a skip option in the final game, so you can also use that if you want. It appears after a while of wandering though.

If you want to get the “Phex Be With You” achievement, then follow this path first:

  1. Upper right
  2. Upper right (middle)
  3. Upper right
  4. Up (middle)
  5. Upper left

After finding the fox, go back to the beginning.

Memoria achievement

If you spend about an hour in the forest on walking around, you’ll get “The Journey's The Reward” achievement.

Memoria achievement

Here is the right path:

  1. Bottom left
  2. Upper middle (you’ll find the Dagger here)
  3. Upper right
  4. Upper right again
  5. Upper left
  6. Up
  7. Up again
  8. Take the Rope With Loop and go to the > Bottom left (going back to the Dagger now)
  9. Right
  10. Left
  11. Bottom right
  12. Right
  13. Throw the Rotten Rope on the Dagger and take it from the ground. Go to the > Upper right (going to the bushes now)
  14. Upper right again
  15. Upper left
  16. Up
  17. Left
  18. Use the Dagger with the Thorn Bush and go > Left (going to the spider now)
  19. Take the Shrubs a little to the right from Sadja and combine it with the Rotten Rope in the inventory. Add Flints to that and use the created Fire on the Spider Web. Take the Staff and Sadja will automatically go Up to escape from the spider. For defeating the spider you get the “Level Up” achievement. Now to just exit the forest.
  20. Up
  21. Up again
  22. Up yet again
  23. Up even further
  24. Upper left
  25. Go to the Waterfall.
Memoria achievement

The Waterfall

  • Talk with the Young Amazon. It doesn’t matter which first two options you’ll choose.
  • Take the Stone lying across the brook and use it on the Small Waterfall at the bottom. Go Up.
  • Walk a bit to the left and use the Dagger with the Branch. Throw the Branch into the Large Waterfall. Go Back Down.
  • Take the Branch Witch Necklace.
  • Cast Send Vision spell on the Rachwan’s Necklace in the inventory.
  • Choose for the spell:
    • Old Amazon
    • Rachwan
    • Rock Painting (Campfire)
  • Cast Send Vision on the Piece Of Cloth From The Amazon in the inventory and choose for the spell:
    • Amazon Shield
    • Rachwan
    • Rock Painting (Fruit)
  • Use the Dagger on Rachwan.

The Clearing

  • After talking for a bit with Fahi, tell him that “The ruby is the stone”.

This ends the third chapter and unlocks the achievement “Chapter Three Complete”.

Memoria achievement

Chapter 4

The Waterfall

  • Choose the three remaining dialogue options. This time Nuri will see everything in a better light.

Academy Courtyard

  • Try to enter the academy.

The Clothiers' District

  • Shoo off the Crows.
  • Talk to Nuri and ask her to enter the house.

Owlric's Study

  • Yey! We get to control a Crow. Snatch the Ruler and slip it under the Books.
  • Take the Lockpicks.

The Clothiers' District

  • Open the Door with the Lockpicks and enter the house.

Owlric's House

  • Poor Owlric. Touch the Statue - this will unlock the “Doombringer” achievement.
  • Take the Honey, the Drawer and the Candle.
  • Go To The Attic.
Memoria achievement

The Attic

  • Take the Broom and go back Down.

Owlric's House

  • Use the Broom with the Heap Of Dust. Then add the remaining ashes to the pile by using the Drawer on the Heap Of Dust.
  • Cast the Repair spell on the Heap Of Dust.
  • If you want to get the “Sadist” achievement, then repair and destroy Owlric about ten times.
  • Use the Candle on the Key in Owlric’s hand and take the Key with the wax on it.
  • In your inventory combine Waxen Mold and Honey. Go outside.
Memoria achievement

The Clothiers' District

  • Give the Waxen Mold With Honey to the Shadow on the left from the house.
  • Scratch the wax off the Enchanted Waxen Mold with a Knife and return to the house.

Owlric's House

  • Go To The Attic.

The Attic

  • Open the lock with the Key.
  • Open the door and go Into Owlric’s Office.

Owlric's Study

  • Take the Container from the desk with the chair next to it.
  • Move the Drawing and look closer at the Secret Compartment. Try taking the Petrified Rat.
  • Use the Container with the Heap Of Dust.
  • Use the Container With Dust on the Strange Gleam in the floor.
  • Cast the Repair spell on the Strange Gleam and take the Ruby.

The Mountain Pass

  • Talk with... with the Staff until you learn a new spell.
  • Cast the Petrify spell on the Plant above Sadja and then Depetrify it.
  • Petrify the Thorn Bush.
  • Put the Branch from your inventory on the Fireplace and use the Flints on it to make a fire.
  • Cast Send Vision on Rachwan’s Necklace and choose for the spell:
    • Icy Glitter
    • Icicle
    • Snow
  • Petrify the Grass under Rachwan and put the Mask on him.
  • Repeat the spell:
    1. Fdan Fasgadan Esplas De Quatan!
    2. Hmurilor Grasz Ferell Goran!
    3. Hll Bemutir Gherul Fellan!
    4. Juntir Quatan Pheluntir Sodan!

Owlric's Study

  • Return To The Attic.

The Attic

  • Listen to the riddles of each head and choose the correct Answers (from left to right):
    1. Ice (bottom left)
    2. Air (top left)
    3. Fire (middle left)
    4. Water (bottom right)
    5. Ore (middle right)
    6. Earth (top right)
  • Step closer to the demon and touch him.
Memoria walkthrough

This ends the fourth chapter and unlocks the achievement “Chapter Four Complete”.

Memoria achievement

Chapter 5

Main Hall

  • Yikes, Sadja does not look good from a profile... a close-up profile. Talk with Xerxes and then hand over the Mask.

Dragon Hall

  • Choose one of the three dialogue options - it doesn’t matter which one.

The Roof

  • Talk with Xerxes or just choose “End”.

The Hole

  • Once again talk with Xerxes or just choose “Innocence”.
  • Now you have two options - give Xerxes the Mask, the Staff and the Dagger or throw everything into the Abyss. Both options will give you a different achievement and know that throwing stuff into the Abyss doesn’t mean that Xerxes won’t obtain them. He’ll just have to fly down to get them. So give him everything and get the “Being Kind” achievement or throw everything into the Abyss and unlock the “Renegade” achievement.
Memoria achievement Memoria achievement

Guestroom

  • Try to go out To The Main Hall.
  • Touch the Plant.
  • Talk with the Air Spirit. If you get this right on your firs try, you’ll unlock the achievement “A Knack For Spirits”. Choose dialogue options:
    • “Play with me!”
    • “Let’s play hide and seek!”
    • “You hide me from the magicians!”
  • When the Air Spirit will lift you outside, choose “???”, location on the bottom.
Memoria achievement

Council Hall

  • Talk with the Admiral, at least about your innocence and the weapon.
  • Follow The River’s Course. If you try to exit the location going up the stairs, you’ll stumble on Xerxes and he’ll just take you back to the guestroom.
  • Fly to the Left Window.

Ore Laboratory

  • Let’s get back our weapon. Take the Water Kettle and put it on the Stove. It was sort of already on the stove, but not on the burner.
  • Immediately fly out through the closest window. Get back to the laboratory through the Right Window.
  • Take the Dagger and go To The Outside the way you came in.
  • Go To The Observatory.

Observatory

  • Now let’s eavesdrop on the Prince. Turn the Horns towards the Spheres above them, so that the lights will be directed to the roof. This unlocks the “Big Brother” achievement.
  • Go To The Outside through one of the windows and get back to the Admiral.
Memoria achievement Memoria walkthrough

Council Hall

  • Talk with the Admiral, tell him about the Prince’s plan.
  • Give the Dagger to the Admiral or Ariarchos.

Dragon Hall

  • You can walk freely now. Go to the Library (To The Main Hall and up the ste... slope on the right).

The Library

  • Go To The Reading Room and talk with Ariarchos. What a revelation! Talk about the Garden of Oblivion and the Three Chambers until you get a Drawing.
  • Now go to the Ore Laboratory (To The Main Hall and down the steps on the left).

Ore Laboratory

  • Sadja needs to get the mask back. Talk with the Ore Adept about the Mask and ask him to research it.
  • Thanks to his bad temper you’ll get something of his for the Send Vision spell. Pick up the Goblet that fell to the ground.
  • Time to reconcile with our friend. Touch the Staff.
  • As long as she’s touching it, the spells are active. The Ore Adept needs to think good about the mask and bad about the orb. Cast Send Vision spell on the Goblet in your inventory and choose for the spell:
    • The Orb (???)
    • Broom
    • Tablet (which he broke and feels bad about)
  • Again cast Send Vision spell on the Goblet and choose for the spell:
    • Mask
    • Tea Table
    • Ores (his beloved stones)
  • Ask him about “Reverse mask’s magic”. Give him your Ruby (you’ll get an Enchanted Ruby instead) and pressure him.
  • Cast the Activation spell on the Magical Contraption.
  • Cast Send Vision on the Goblet and choose three random objects.
  • But we’re not giving the Mask back - cast the Petrify spell on the Ore Adept.
  • Take the Orb (???). With that you’ll also get an Ore Spirit.
  • Go to the Council Hall (To The Main Hall, then To The Dragon Hall and down the steps on the right).

Council Hall

  • Let’s get the Fire Spirit first. Use the Orb (???) on the Lantern with a face appearing on it.
  • Now the first secret room. Walk to the Seal on the right and touch it.

First Secret Room

  • Sit on the Stool and start petrifying the Plants.
  • After you’ll hear a voice cast the Activation spell on the Seal (eye) behind Sadja.

Council Hall

  • For the second secret room we need to find five elements. Before you leave take a look at the table - there is a hexagon on it consisting of seven smaller ones with runes in a particular order.
  • Go to the Library.

The Library

  • Go To The Reading Room.
  • Use the Orb (???) on the Bookshelf to get the Ice Spirit.
  • Look up on the arc. Those are the same runes that you saw earlier on the table in the Council Hall. You can click on them to know what element they represent.
  • Go To The Main Hall.

Main Hall

  • Enter the passage on the right, under the library entrance.

Underground Lake

  • Use the Orb (???) on the Lake to get the Water Spirit.
  • Go to the Roof (To The Main Hall, then To The Dragon Hall, To The Observatory and Onto The Roof).

The Roof

  • Use the Orb (???) on the Garden Beds to get the Earth Spirit and the “Elementalist” achievement.
  • Look Down.
  • On the wall there is a hexagon just like the one on the table in the Council Room. There is already an Air Spirit attached to the smaller piece. So starting from it and going up in a clockwise direction place:
    1. Ice Spirit
    2. Water Spirit
    3. Ore Spirit
    4. Earth Spirit
    5. Fire Spirit
  • A Seal appeared. Touch it.
Memoria achievement Memoria walkthrough

Second Secret Room

  • Sit on the stool.
  • Cast the Activation spell on the Seal (eye) behind Sadja.

The Roof

  • Go Back and to the Dragon Hall.

Dragon Hall

  • Now it’s time for the third secret room, but for that we need to complete a seal.
  • Look at the Dark Corner on the right to get Darkness.
  • In your inventory combine Darkness with the Enchanted Ruby to get Reversed Darkness.
  • Go to the library.

The Library

  • Look at the Stained Glass Window on the floor and use Reversed Darkness on it.
  • Go to the underground lake.

Underground Lake

  • Use the Drawing from your inventory on the Ornament and touch it.

Third Secret Room

  • Sit on the stool.
  • Cast the Activation spell on the Seal (eye) behind Sadja.

Owlric's Study

  • Talk with Bryda or just choose “I understood everything!”.

Satinav’s Pillar

  • For the “Seek And Ye Shall Find” achievement - click on a tiny square in the left wall.
  • Walk to the Monolith - a Seal will appear.
  • Touch the Seal.
  • Use the Rope from your inventory on the Monolith and go down.
Memoria achievement Memoria walkthrough

The Garden of Oblivion

  • Sit on the stool.
  • Pint the cursor on the moving leaves (three times, two on the left and one on the right) - the Air Spirit will appear.

Satinav’s Pillar

  • Talk with the mad woman. Challenge her to shoot and guess/challenge/expose her lie. Then choose the dialogue option “You can’t kill me”.

This ends the fifth chapter and unlocks the achievement “Chapter Five Complete”.

Memoria achievement

Chapter 6

The Waterfall

  • Walk Into The Forest.

The Forest Map

  • Go To The Waterfall.

The Waterfall

  • Nuri is back - talk to her. You have to send her to look above the “Into The Woods” location, the one with the lights on it, that represents a search party. Choose dialogue options:
    • “Send Nuri out on a route”
    • The next three can be different. You can look on the map and come up with your own route, but for example it could be:
    • “Start at the river...”
    • “...over the cliff...”
    • “...to the moor.”
    • Nuri found a girl hiding up the tree, but there is a whole group of people in that location, so she won’t distract them on her own.
    • “No, stay here”
  • Go Into The Forest.

The Forest Map

  • Go Into The Bog.

The Edge of the Swamp

  • Cast Repair on the Brittle Rope.
  • Go Deeper Into The Bog.

The Swamp

  • Talk to the Group Leader.
  • The only important information is what he tells you at the beginning about the messenger not showing up, so just end the conversation with “Carry on”.
  • Go back To The Bog Entrance.

The Edge of the Swamp

  • Walk to the other side of the river and cast Destruction on the Fixed Rope.
  • Walk Into The Forest.

The Forest Map

  • When you enter the map, there is a small dot moving (representing the messenger with a torch). Go to the location it went and cast Odem Arcanum there. Click on the Magic Glow. That is the only way to get to the location with the Messenger
Memoria walkthrough

The Messenger Location

  • Talk with the Messenger. Choose dialogue option:
    • “Send into the moor”

The Forest Map

  • Go Into The Bog.

The Edge of the Swamp

  • Take the Scroll.
  • Return Into the Forest.

The Forest Map

  • Now go Into the Woods. The part where Nuri had to fly over, with the dots of light. It’s under “To The Shore” on the map.
Memoria walkthrough

The Tree

  • Talk with the Group Leader. Choose dialogue option:
    • “Pass on orders”
  • Return Into The Forest.

The Forest Map

  • Go To The Waterfall.

The Waterfall

  • Talk to Nuri. Choose dialogue option:
    • “Distract group”
  • Go Into the Forest.

The Forest Map

  • Go Into The Woods location, which is now free from the search party.

The Tree

  • Talk to the Tree.

The Clearing

  • Take the Lamp that shines near the entrance to the tent.
  • Try to go Into The Tent.
  • Walk to the back of the tent and use the Knife from your inventory on the Tent Wall.
  • Look at the Tent Wall.
  • Use the Lamp on the Forest Map.

The Waterfall

  • Talk with... with your interlocutor. When more options will appear you can just choose “I’m ready” if you don’t want to know anything further.

This ends the sixth chapter and unlocks the achievement “Chapter Six Complete”.

Memoria achievement

Chapter 7

The Armory

  • Try to open the Weapons Cabinet.
  • Pick up the Mace, the Vine, the Longsword (you’ll get the Scabbard with it) and the Shuriken that lays on the floor a little to the left.
  • In your inventory combine the Longsword with Shuriken and the Mace with the Scabbard.
  • Use the Longsword With Shuriken on the Shield, that hangs on a wall to the right and then pick it up from the floor.
  • Use your Extended Mace with the Place Of Impact. Then use the Longsword With Shuriken on the Dangerous Construction. Lay the Shield on top of the Rickety Construction.
  • Go Up.
  • Take the Halberd and go back Down.
  • Take the Shield from the Bridge and then use the Halberd with Rickety Construction. Sadja will swap it with the Extended Mace. Put the Shield back on the Rickety Construction.
  • Go Up.
  • Use your Extended Mace with the Glass Case and take the Heavy Sword.
  • Go down.
  • Dismantle the Bridge.
  • Use the Vine on the Weapons Cabinet and then pick up the other end and tie it to the Weapons Rack.
  • Now hang every weapon that you have on the Weapons Rack (Mace, Heavy Sword, Shield, Halberd and Longsword With Shuriken).
  • Push the Weapons Rack to the Entrance.
  • Take the Staff.
  • Cast the Activation spell on the Floating Crystal.
  • Go To The Outside.

Outside

  • Go Up.
  • Walk to the Flotation Chamber.

The Corridor

  • Go to the Flotation Chamber.

The Floating Chamber

  • Pick up the Stones and throw them at the Prince (three times).
  • Search the Cleric of Efferd (the other clerics also have items on them, but those won’t be useful in any way). You’ll get a Belt.
  • Talk to Ariarchos. He gives Sadja a Tower Key - use it with the Tower Door and Enter Tower 1.

Tower 1, lower chamber

  • Go Up Tower 1.

Tower 1, upper chamber

  • Deactivate the Crystal.
  • Go To Bridge 1.

Bridge 1

  • Take the Ornamental Head.
  • Go back Into Tower 1.

Tower 1, upper chamber

  • Activate the Crystal.
  • Go To Bridge 1.

Bridge 1

  • Go to Tower 2.

Tower 2, upper chamber

  • Use the Ornamental Head with the Floating Crystal.
  • Take the Crystal Splinter and use the Deactivation spell on it in your inventory.
  • Go Up the ladder.

Bridge 1

  • Cast Deactivation on the left Floating Crystal (or just touch it).
  • Go To Tower 1.

Tower 1, upper chamber

  • Deactivate the Crystal.
  • Go To Bridge 1.

Bridge 1

  • Use the Belt from your inventory on the Floating Crystal.
  • Cast Activation on the Sleeping Splinter in your inventory and then throw it in the Tentacle on the right.
  • Cast Activation on the tied-up Floating Crystal. When the tentacle will reach it, Sacja will automatically deactivate it.
  • Go Into Tower 2.

Tower 2, upper chamber

  • Go To Bridge 2.

Bridge 2

  • Use your Dagger on the left Tentacle.
  • Go Into Tower 3.

Tower 3, lower chamber

  • Go Up Tower 3.

Tower 3, upper chamber

  • Let’s take care of the crystal first. Go To Bridge 2.

Bridge 2

  • Cast Deactivation or just touch the Floating Crystal next to Sadja.
  • Go To Tower 3.

Tower 3, upper chamber

  • This is a riddle and I suppose it was meant to be based on the other chambers, but I can’t see any pattern between them, so just choose:
    • left column - “A torch bracket”
    • palm - “Armor”
    • boy - “A statue”
    • girl - “Shield”
    • right column - “Nothing”
  • Deactivate the Floating Crystal.
  • Go Through The Window.

The Floating Chamber

  • Use your Dagger with the Tentacle.
  • Cast Deactivation on the Main Crystal above Sadja.

The Battlefield

  • Click anywhere on the screen.
  • Take the Staff.
  • Walk to the right and use the Staff on the Shield.
  • Use the Bandage from your inventory on the Young Amazon. You can also use the Alcohol before that, but the bottle is suddenly empty.

This ends the seventh chapter and unlocks the achievement “Chapter Seven Complete”.

Memoria achievement

Chapter 8

The Tomb's Entrance

  • Cast the Destruction spell on the Power Accumulator next to Bryda.
  • Cast Repair on the Mask with the ruby.
  • Cast Activate on the Power Accumulator. You can also use Repair/Destruction first, but then you’ll have to cast the new spell nonetheless.
  • Cast Send Vision on Nuri’s Necklace in your inventory and choose for the spell:
    • Campfire
    • River
    • Mountain top
  • Wow, Nuri must’ve been like behind the tree or something to get here that quick. Again cast Send Vision on Nuri’s Necklace and choose for the spell:
    • Power Accumulator
    • Nuri
    • Geron
  • Cast Depetrify on Geron.
  • Go Into The Burial Chamber.

The Burial Chamber

  • Choose one of the two dialogue options, depending on how much do you want to hear. Obviously “Keep it short” is the quicker one.
  • Now either ask further about the Garden of Oblivion if you still don’t understand how it works or choose “I see...”.
  • Ask further of choose “All right...”.
  • Put the Mask from your inventory on the Bust.
  • At this point you can try to tell the story yourself, but Bryda will eventually interrupt you anyhow, so just choose:
    • “No, why should I?”
    • “Yes, I’m sure”
  • Bo Back.

The Tomb's Entrance

  • After the talk with Fahi, go Into The Burial Chamber.

The Burial Chamber

  • Pick up the Ruby.
  • Go Back.

The Tomb's Entrance

  • Give the Ruby to Fahi.
  • You can choose the first two dialogue options at will
    • Either “Whey were siblings” or “They were friends”
    • Either “She committed a crime” or “She’s being harangued for no reason”
  • Now you can either ask Fahi for further explanation with “I don’t get it.” or just choose “I get it.”.
  • Go Into The Burial Chamber.

The Burial Chamber

  • Call the Djin of Time/Bryda by interacting with the Tomb.
  • Choose the dialogue options:
    • “...and despaired”
    • “She couldn’t read”
  • Now for the pièce de résistance - choose to change Nuri back or leave her as a raven. Each one will give you a different achievement. Pick “Change her back” for the “Finish Line” achievement or “Leave her as she is” for the “A Gift Called Freedom” achievement.
Memoria achievement Memoria achievement

This ends the eighth chapter and unlocks the achievement “Chapter Eight Complete”.

Memoria achievement

You didn’t expect that, did you?
The End

   

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