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Submitted by System on 09/03/2006, 09:50. Print file.
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to Trade Town and ask people there about him, then you shall be directed to
his villa, just east of Trade Town. Go there, and you will find Traal's
journal in a house in the south west of the compound. Upon examining it, you
will find that he is immortal now, and only a spider can kill him. Get the
spider dagger from the bed nearby, and proceed to the north of the building.
There you shall find Traal. Kill him, and retrieve Slumms notes.
If you want you can turn in the Traal's Journal to Ivan Helmhand in Dryleaf
for a lousy reward. Return to Anchor. Return the items to Hooley in Anchor.
Board the ship he gives you. Go to Garl. Go to the tower there, and you
will encounter a mad scientist who will want a brain in exchange for a Matrix
Tablet he is holding. Make sure you get the topic of bodies before your
return to Anchor. Go back to Anchor, and visit the Medical College. Ask
the dean of the college (he is in the eastern building of the college)
about bodies. He will tell you that he obtains them from one Axel Forkbeard.
Ask around, and you will find out that he is hanging around the "Daemon Bell"
inn. The "Daemon Bell" and "Black Spot" are both in the south east of town
near the docks there, with "Black Spot" being just slightly north east of
the "Daemon Bell". Go there, and talk to Axel Forkbeard about
bodies. He will get pissed off, and tell you off. Then he will send some
heavies to rough you up. After dealing with them, go to the "Black Spot"
tavern, and take the stairs down to the passage to the lighthouse.
Take the passage, and in the lighthouse you will find Axel, and his cronies.
Beat them, get the brain from the floor, and Axel's notes (which you can
bring to the medical colleage for a lame reward). Return to Garl, give the
brain to the mad doctor. He will give you the tablet. Go to the temple
(just south of the tower) and drop your tablet in the centre of the top level
again. The location of the next temple (in the Border Peaks) will be shown.

PART VIII: THE THIRD TEMPLE

This is probably the easiest temple. Go to the Border Peaks (a massive range
covering the most of the south and Elsopea) and in them find a large lake,
which has a village beside it (if you find Hope-the stronghold of the Hillcats
-where you can pick up Shadwell for a valuable addition to your fighting force
-then you are quite close). It is almost in the centre of the border peaks.
Enter the village. You will find its quite burned down, but in the east part,
there is a large, black building. Enter it. Find your way to its centre,
and talk to the Kzzir leader there. He will tell you that he needs an energy
crystal from the middle level of the temple. Go there, and after a few fights
you should be able to reach the crystal. Return it to the Kzzir. He will
give you the Matrix Tablet. Go to the third level, and use it in its centre
(just like the previous two temples). The temple will become active, and the
location of the next one (on the island of Barchetta) will be revealed.
Go to Dryleaf. Ask about Barchetta, and take the ship to Mashan, the city
on the island.

PART IX: THE FOURTH TEMPLE

The city of Mashan is ruled by pirates. Gather enough rumours to get the
topic of Rebel Pirates in your vocabulary. Now find the leader of the city,
Friday the Sword (he should be in the middle of the town, in the town keep)
and ask him about Rebel Pirates (make sure you have Abdula in your vocabulary
before you leave him) and about Skull Mountain (you should have this topic
from the Translation Notes). He will tell you about the Catacombs. Ask
him about those, and in turn, he will tell you that the key to the catacombs
is with the jailor, Bruno of Mashan. Go to Bruno, and ask him about the
Catacomb Key. He will give it to you, and since the entrance to the catacombs
is in the keep, return there and enter them. Make your way roughly towards
the south eastern corner of the catacombs. You should find the exit to the
main part of Barchetta there. Explore Barchetta down the eastern coast until
you find a small port. Enter it, for its the hideout of the Rebel Pirates.
Fight the guy right in front of the exit (Gus the Helmsman), and you will be
told that Abdula sailed away, with the Matrix Tablet needed to activate the
Skull Temple/Mountain west of the port. Now, you must return to Dryleaf.
Ask around Dryleaf about Abdula. You will be told to ask a scholar. Ask
any scholar in any town, and you will be told that this sort of information
can be obtained through a Deamon Oracle. You can buy those at any major
store for a hefty price. Use it.
BUG WARNING: THE DEAMON ORACLE CAUSED MY SYSTEM TO CRASH
Thus, I had to search blindly for Abdula.
Go to Morgan, a small fishing village, just south of Dryleaf. Go to the inn
in that village. In the backroom of the inn, you will notice a person that
looks like your party. Talk to that person (named Ulweyrn) about Abdula.
It will turn out that this person is in fact Abdula, and you will be attacked.
After the fight collect the Matrix Tablet, and return to Mashan, go through
the catacombs again, and install the tablet in the temple like you did before
(third level, middle-top of energy column). The location of the last temple
will be revealed to be on the island of Soramuth. Return to Dryleaf.

PART X: THE FIFTH TEMPLE

Once you returned to Dryleaf, go to the local inn, and find the man called
Harald Half Troll. Talk to him about Soramuth. Give him the Blower Ale you
obtained from the "Dark Horse" brewery in Tormis. Board his ship, and you
will be attacked by a Leviathan on your way to Soramuth. After you wash up
on shore, follow the western coast, until you come across a tower. Enter it
and talk to the man inside it. Ask him about Skull Mountain. He will tell
you that he will give you the tablet needed to activate it, if you accomplish
a series of tasks for him. He will tell you that the first task is to
deactivate the Leviathan (which of course is basically a submarine). The
way to do this is to shut off the valves inside it, in a specific order.

To do that enter the underground complex beneath the tower.
First of all, you will have to retrieve a set of keys to access the Leviathan.
They are in a room, in the north part, marked "Gorak Halan". Next, proceed
to the south eastern part of the complex and use the keys on the door, to
get to the Leviathan. Once inside, go to the central console, and the screen
should turn to display of symbols with gauges beside them. Clicking on a
symbol will disarm that particular part of the Leviathan. You're expected to
disarm the valves in the following order: Armory Systems, Energy, Navigation,
Propulsion, Air Ballast, Brain. I will try to draw in ASCII what those
symbols looked like, however, yo can deduce it for yourself, for the same
symbols are used by doors to rooms that store certain items (example:
the armory symbol is used by the door to a room full of weapons).

Armory Systems:
O
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  1. Daemonsgate solution by System on 09/03/2006, 09:50