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ShowGamer.comWalkthrough Zenith

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Walkthrough Zenith

Chase the elf



To move, use the W, S, A, D keys. SPACE key - roll. Hold Left SHIFT to place a block. Left mouse button - strike. Q key - show current tasks.



If you approach an interactive object, it will be highlighted. To interact with him, just press the E key. Go forward and get the boots from the chest. Fight the first elves. Use the left mouse button to attack. Roll over to SPACE in time. By the way, the hero will attack in the direction where your cursor is. Remember this!


Go ahead, take the red potion on the right - the elixir of health. Go ahead, kill the archers and get the shocking stone from the chest. Open inventory by pressing the ESC key. Go to the right section - "Equipment". Hover over a healing potion or elixir with energy, and then press the "1", "2", "3" or "4" keys. This will send the elixir to the shortcut menu. During the game, press the corresponding keys to use potions. Click on the boots and the shocking stone. Now you can attack with a stone by pressing the right mouse button. Boots provide extra protection.y.


Cross the bridge, kill the swordsmen and one mage. Turn right at the signpost to find the Glade of Eternal Joy. Near the bloody snowman there is a chest with a health elixir, an energy elixir and a ring. Don't forget to equip the ring via the inventory menu!


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Keep moving on. Climb the stairs to the left to find a belt in the chest. Soon you will reach the camp. Interact with the book on the stone and watch the cut-scene. Chat with everyone. The task will be updated.

Find out what's going on in your camp

Head back across the nearest bridge at the bottom of the map and turn left. Fight several spiders. Get the shockwave scroll from the chest and equip it. Now, by holding down the mouse wheel, you will be able to attack enemies with a shock wave, slamming the ground under Argus' feet.

Walk forward. There is a chest behind the general. Take out the bracers and talk to the woman.

 

Enter the ruins

Approach the bridge on the left and talk to Brekka. She will advise you to contact the Apothecary. Go back and see a man in brown clothes sitting on a log. Chat with him, get, if you wish, armor (you don’t have them yet) or potions. Chat with Brekka again and confirm the meeting with the Apothecary.

Examine the door.

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Once inside, Argus will have to solve a riddle. Examine any tombstone and read the verse:

“Knowledge breeds enlightenment.

Enlightenment breeds power.

Power breeds freedom.

Freedom breeds justice.

Justice breeds death.

Death breeds immortality."

Each tombstone has an object: a skull, fetters, a candle, a snake, a magician's staff??nike, a set of weights (scales) and a scroll.

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Read the verse and make a chain of words following one after another: knowledge, enlightenment, power, freedom, justice, death, immortality. Match these words with objects:

  • Knowledge is a scroll.
  • Enlightenment is a candle.
  • Power is the wizard's staff.
  • Freedom is broken chains.
  • Justice is scales.
  • Death is a skull.
  • Immortality is a snake biting its own tail.

Click on the tombstone buttons with these items in the same order. A magic book will appear.

Find the scepter

Try to approach the door with the shining runes, but the bridge will rise up.

How to defeat the boss Deuvog?

Your first boss will appear. So, the fight consists of two repeating stages. First, Deuvog jumps into your arena and runs around, trying to land two sweeping blows in a row. There will be about 4-5 attempts. you need to run awayaway from him and at the moment when he gets close, rolls away so as not to get hit.

Soon Deuvog will leave the arena. This is your chance. I hope you picked up a shocking stone? Get close to Deuvog and shoot him with fire by pressing the right mouse button. If skeletons appear, then kill them as normal opponents. Soon Deuvog will return to you. Everything will have to be repeated. The second time Deuvog leaves the arena, no skeletons should appear. The third time - there will be not four, but two.

Seven years later

Open the door and talk to the client. Go behind the cabinet on the right and use the lab table. Mix any potion and give to the client. Go outside and go to the tavern where you need to talk to Windrop. To do this, after exiting, go left, pass by a strange company and chat with a red-haired fat man behind the counter.

After you finish the conversation, go to the house and move to the right until you see the same blue-haired girl in the square. Return to the shop and talk to Titus and his buddies. After talking to everyone, including the orcs, jump into the sewers through the slanted door on the right, not far from the laboratory table.

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find a way out

Pick up the potions on the right. Go right along the wall, moving the barrels out of the way. You will see a giant rat. Move on, opening chests, breaking barrels, etc. Go through the door. By the way, in the fight with the shaman, wait for a purple area to appear, and then run up to him and attack for a few seconds. Repeat steps.

Go downstairs, defeat the rats with the shaman and open the gate on the right using the wheel. Move to the right without turning anywhere until you meet rats named Krieg. He will ask you to get him the drawings.

Find Blueprints for Krieg

Move back and into the screen. Examine the table. It says here that two pumps need to be running to activate the bridge. Obelisks require fire. Go left and kill the rat shaman that appears. Earlier, you should have found a red stone somewhere. Place it in your inventory and use the right mouse button to shoot fire at the obelisk.

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Do the same with the right obelisk after killing the rats first. Return and go across the bridge leading to the door ahead.

How to defeat the Mustache boss?

An even larger rat named Mustache will appear. You can kill the shaman first, and then run away from the Mustache and attack with a fire stone (right mouse button).

After the victory, take the items from the large chest. Approach the table on the left and take the blueprints of Krieg. You can destroy all the barrels and find another chest to the left. Return to Krieg and give him the blueprints by simply talking to the rat.

Find an elevator

Together with Krieg, return to the place where you fought against the Mustache. Get to the lift, killing enemies along the way, and turn the wheel. Watch the cut-scene.

Once in the housing of Krieg, look around. You can get useful items from the box. Save with the blue crystal.

Open the door to the patriarch's room

After studying the house of Krieg, the protagonist is presentedIt is possible to encounter a small group of rats . It includes an armored rat, a magician and a couple of small representatives of this species. To the left of the square is visible a huge door with a mechanism . It opens with the help of the correct answer to the question - "Show your devotion by calling the true name of the Evolutionary" (Evolutionary is the god who gave rise to the mind in rats). There are several answers to choose from, but none of them is correct. We need to look for another answer. We are trying to find out the answer from Krieg, but the friendly rats will not say anything sensible.

To begin with, you can examine the area for the presence of anything useful. On the wooden walkways on the right side, for example, there is a chest , but it is guarded by two magicians and an armored rat. They will appear as soon as Argus approaches him. The only path open to the protagonist is the bridge in the north of the location. There are several traps on it, but they will not cause problems. After passing the bridge, he finds himself in the residence of the barbel. After the massacre of the enemies, it remains only to pull the lever , thereby lowering the large bridge in the east of the location. We return to the square and pass along a wide bridge with traps. While exploring the bridge, Argus will be attacked by magicianslocated on the rocks nearby. Having reached the temple of the Evolutionary , we go inside and find the potions that Ar??us thrown into the hatch. The book on the pedestal only confirms the protagonist's fears: the Evolutionary is Argus. After defeating the enemies, we return to the square, to the door with the mechanism. At the exit from the bridge, the main character is attacked again, the squad will consist of several rats and a magician.

Upon reaching the door, Argus says his name , the mechanism begins to rotate and naturally breaks. We go to Krieg with the hope that he will offer some kind of alternative. On here's bad luck, suspicious rats disappeared. But his book remained on the table unattended. From the records, it becomes clear that Krieg went to a secret laboratory . We approach the shelves with books, Argus finds a copy of the book "Secret Doors and Mechanisms" and she opens his way to the laboratory , inside which Krieg sat down. He's trying to fix another golem . Yielding to the persuasion of the magician, Krieg follows Argus to the door with the mechanism . It turns out that Argus was breaking through the wrong door. The door needed by the magician is located a little to the left, and it is not even closed. We pass through the door and find ourselves in a new part of the sewer. At this location, you can save and pick up a couple of potions. We pass up, and we meet the elder of the rat tribe, he sits on the throne. Commander Kraag appears behind him, who was recently defeated and set against A?? goose squad of rats. But there will be no battle; having heard the name of the protagonist , the rats change their attitude towards the person and laudatory exclamations begin to be heard from all sides. The Evolutionary is back!

And now, when the exit is already so close, and the mess with the rats was resolved by the world, a demoniac golem bursts into the hall. Obviously, Argus will have to deal with the golem and this is the second boss of the game.

Defeat the golem

A fight with a golem is much easier than a fight with Deuvog. The main thing to remember is the sequence of golem attacks: first, it uses blocks that fall from above. The places of their falls are marked with a red zone . After the blocks stop falling, it will be possible to deliver a couple of quick blows, but no more. A second delay and the golem slams its fist into the ground, releasing a small shockwave; further, an energy shield will appear around him. At the same time, a deadly beam will burst out of the golem's chest, with which it is better not to make contact. When the shield falls, Argus will again have a couple of seconds to attack, and the golem will begin to pour blocks again.

Having learned this simple sequence in the attacks of the boss, and with a certain amount of luck, you can pass the golem without a single hit on Argus. The fight will end with the intervention of Krieg and a tense scene, after whichthe rats show Argus the way to the surface .

The journey through the sewers ends at the graveyard . It is in the place of eternal rest that Argus finds himself, having risen from the kingdom of rats. As for evil, the funeral of a certain Gertrude Pleyern is now taking place. Having blown up the crypt by an absurd accident, the protagonist is free, while frightening the funeral procession. Having survived at the crystal, you need to urgently leave the city . The mafia hunt for Argus has not yet been canceled.

Get out of Gelebren

At the exit from the cemetery, next to the hero , part of the structure of the pharmacy building falls, it looks like the fire has reached the pantry with supplies. Argus thinks that perhaps the mafiosi will consider him dead, but his dreams are not destined to come true. Several orcs notice the hapless apothecary and attack without further ado. In a fight with these thugs, it is better to stay away from them, and shoot with fireballs, avoiding attacks with rifts. Make your way through individual orcs to Argus's shop , not far from it there will be a passage to the south. But before you leave the settlement, do not be too lazy to visit Windrop , he will throw a hundred gold to escape. The head of the mafia family is waiting for the protagonist on the bridge . And now, it would seem, the story of Argus Windel could have ended there, but His Majesty chance intervenes in the matter. To help the protagonis?Misanshi's cat comes, for whom a wonderful potion was brewed. On jet propulsion, the animal breaks into a crowd of greenskins and carries the don in an unknown direction. The rest of the family members give chase, completely forgetting about the pharmacist.

After loading the hero is outside the city. Go to the bridge and enjoy the cut-scene in which Sinevlaska and one of her friends leave the city. After waiting for them to run past, we follow to the hotel .

Reach the northern mountains

One more download and Argus is on the global map . We scatter two skill points into branches, return to the map and hit the road. In addition to the magician, orcs walk around the district, if they approach them, a fight will start. Orcs in the battle can be from two or more, in the game the ball is ruled by random (during the passage, five came across in a skirmish). In addition to the thugs with clubs already encountered, mafia magicians using Molotov cocktails will appear in battles.

Regarding Gelebren, we are moving north, the mill will be a reference point. By the way, you can visit the mill, a local farmer breeds dinosaurs . In the presence of a save crystal and a chest. After leaving the mill, continue northwest; a building standing between trees, and there is a necessary hotel .

Inside, Argus will need to rent a room fornight at the owner. The local merchant will redeem everything acquired by overwork and sell beer to the magician. After all the affairs on the first floor are completed, go upstairs . There will be a blue crystal in Argus's room. By coincidence, Alana and the adventurers rented a room next door to the main character. It's impossible to eavesdrop from here, so you should leave the room and go to a small nook to the left of the room. After the cut-scene, we go down after Alana; She sat at a far table in the common room. Let's go and start a conversation. The heroes get to know each other and agree to go for the scepter together. Next, go to the second floor and go to bed . At night, Argus has a dream from the past. First, he, along with Mordi, seal the door with a spell to keep a creature at bay. After a short dialogue, Argus and Mordi run out of the room. A portal glows in the distance, the fortress is on fire, and unknown monsters are flying around.

Reach the Thaumic Bomb Launcher

In a conversation with Mordi, Argus decides it's time to use Brekka's Thaumic Bomb Launcher . It is now necessary to break through to him, through several detachments of flying demons and fiery skeletons. Having reached Brekka, we observe how she is trying to cope with the elephant , which carries ammunition before the invention; the animal does not want to obey, tso that Argus intervenes in the matter.

Increase the motivation of the Elephant

We drive the elephant with fireballs to the bomber, near which another cut-scene awaits the player. Having reached the cannon, it turns out that it lacks one very important detail - the anchor of the masses. As Brekka explains, it is a large steel ball, without which the cannon is not only useless, but also dangerous. Fortunately, Argus has a plan - to use an elephant as an anchor. As a result, the mess ends up sealing the portal by shooting an elephant. Unfortunately, the elimination of one portal does not give the desired effect; something that was once an emperor breaks free and opens new portals. After which Argus finally wakes up.

Reach the ruins in the northern mountains

Be sure to save before leaving the room. Then, go downstairs and meet Alana near the exit . After the hotel, the player has only one way left - to the north, through the bridge. Having run a little forward, the heroes stumble upon a small detachment of orcs. After dealing with them, move on; the road leads to the right, through a large cemetery . At this location, you can search the chest and save.

After saving, Argus will be attacked by a couple of revived mushrooms and a tree; further, the main characters will come out to another small camp of orcs . Cleaning up the monthswe collect a couple of potions in the district and search the chest . Regarding the orc tent, there are two ways . If you go to the right, there will be a battle with a tree and orcs; however, if you go straight up, there will be only orcs (i.e. the right path is a dead end). After the fight with the orcs, near a small pier , follow the road up to two tents . There will be another fork at the location, and the path to the right will also be a dead end. After walking along the road to the stone circle, go left until it stops. In this area there will be a path to the north , and it is very difficult to see it because of the stupid camera. A hostile tree is waiting near the gates of adventurers, having dealt with it, continue moving north to the save crystal. After saving, we follow further along the road; two slugs and a living tree will meet on the way, after which loading will follow. Argus and Alana end up in the camp of the adventurers that Sinevlaska was with before meeting Argus. Next, we approach the enchanted door (similar to the gates of Moria from the Lord of the Rings). Near the door, Argus pronounces the magic word "Watermelon" and the path inside the mountain opens. We are waiting for the download and find ourselves in an ancient temple. Argus warns Alana of the three tests that must be passed in order to get to the scepter . First test of agility; Alana immediately rushes forward, leaving Argus alone.

Passtests and take the scepter

Having taken control, move forward to the crystal and save the gameplay. Here is the first trap , it is a long tunnel with circular saws. The trap is quite simple, dodge the blades and go forward. At the end of the tunnel, Argus is waiting for another loading and a second test .

Now you need to be smart, overcoming a huge field with letters . According to Alana, one has to go through the letters to get " Temperus ". But because of the inconvenient control, it is quite difficult to do this. Alternatively, you can quickly run along the shortest straight line; if you're lucky, you won't even have to drink the potion.

The third test is a leap of faith . Argus claims that only the belief in the existence of an invisible bridge will help to cross the abyss; after which Alana takes a step over the abyss and flies down. Leaving Sinevlaska in the company of eels, the hero passes to the other side along a wooden bridge . We approach the chest with the intention of hiding a dangerous artifact, when suddenly Alana and her comrades appear behind her. After letting in the fog, the girl makes her way to the chest and opens it while Argus takes care of the rest of her team. A flying dragon blows the roof off the temple. Argus orders Alana to close the chest and climb through the hole. Having got out of the temple, the heroes of Nata?They attack the demon-possessed Emperor Bill . The magician grabs Alana with the scepter and jumps off the cliff.
The heroes end up below, and the possessed emperor opens more portals as Alana and Argus converse peacefully. However, a peaceful journey along the river turns out to be short-lived, there is a waterfall ahead, from which the heroes fall down. Alana emerges from the water and finds Argus unconscious . After passing out, Argus is again immersed in his memories. The mage and Brekka are talking in the hall where they once tried to seal the emperor. Later, Mordi enters the room, he has changed a little since the last meeting. A visibly nervous emperor then flies past the heroes and disappears behind the door that Argus was sealing in the previous flashback. Mordi follows him and the download begins. Argus wakes up in an abandoned house , he lies on the bed hugging the skeleton. A note from Alana and a key are waiting for him on the table, read and get out of this creepy place. You can save on the street, and a merchant is located near the crystal. We replenish the supply of potions, if desired, buy new things. A building looms in the background, terribly reminiscent of a temple , we go to it. Inside we find Alana trying to open the chest . Argus interrupts the act of sacrilege, after which the heroes decide to go to the chancellor in the capital Telos .

Send?stay in Telos

We go out to the global map, right in front of us in the air one of the open portals is circling. It is highly recommended to study it; at this location you have to withstand the attack of an entire army of creatures from the other world. First, gargoyles will fly in, then skeletons will run out, then there will be fire snakes, then trees, and many other dangerous creatures. The sequence of creatures is different in each portal. If you withstand the pressure, you will get a huge amount of experience, good equipment and gold.

From the portal, go east, eliminating the detachments of savages, the landmark is the hotel . If you wish, you can visit it, but this is not at all necessary. Going a little further, to the east, loading will take place and the main characters will be thrown to the location next to the red portal (you can enter it). While Argus will argue with Alana, the crow will snatch her wonderful purse with a scepter and fly away into the distance; further, the flying demon will intercept the bird and drag the prey into the portal. At this stage, Argus and Alana have only one way - to the world of demons .

Save at the crystal and move forward. Climbing up the stairs , we meet the first enemy in the demonic world (one of those flying demons). There is a rather weak opponent in front of the player; after dealing with him, go upstairs ( chest ). We go back and go down the stairs to the right, on the flatmore demons will swoop in. After clearing the area, continue down. Soon the player will stumble upon a fire-breathing underground snake , dodging its flames is quite simple. Moving forward, we get to the save crystal . Relative to the crystal, in the north there is a closed gate with a push mechanism. We put the load on the panel , and calmly pass forward. We cross the bridge, demonic aircraft attack the heroes, with the support of a blazing tree. Having dealt with the enemies, move north (on a small hill we find a chest). We go along the road to the left, and again we find a chest on a hill. After the search, we return to the road and continue to follow west.
Demons fly over the bridge again, we make our way to the next gate with pressure panels (you need three loads). There is a save crystal nearby. A cutscene begins outside the gate. Near the lava lake there is a demon who stole the handbag. Argus and Alana sneak up on him, and the mage begins the countdown to attack. A tree jumps out of the lava and frightens the flying demon, he is hiding somewhere behind the lake. However, the dendroid will not go unpunished. Having reclassified it into a raft, the heroes set off after the scepter. The fervent magical song notably cheers up. Having crossed to the other side, Argus leaves Alana on dutyashore and then goes on its own. The main character gets inside the fortress and the download begins.

Return Alana's purse

Move forward and go down the stairs . New traps on the way; jets of blue flame shoot out of the walls, and there is a block of stone nearby, which can redirect the flame to the side. Take the stone and slowly, step by step, approach the flame until it changes its direction. Just be careful, there is a chance that a jet of flame will hit the hero and interrupt the glorious life. Of course, there is another option - just quickly run through the fire using a roll (lose health, but save time).

After crossing the first trap, the player will have to fight with a small group of fiery skeletons; then there will be more traps, but already mobile. We just wait for the moment and run ahead, no need to waste time on stones. After the last trap, there will be two paths in front of Argus. First, we recommend that you explore the northern passage, there is a chest at the dead end . Next, go up and to the crystal . After saving, go forward along the narrow corridor; the corridor will be followed by a hall in which Argus will be attacked by fiery skeletons and demonic magicians . The southern passage will lead to a pair of fire traps , behind which enemies will again be waiting. In this section of the dungeon, carefully prism?Rush to the walls on the left . You need to find a grate , behind it there is a pressure panel , on which there is a stone. The stone must be blown up to open the grate . After crossing to the other side, turn north ; behind the traps of the protagonist, another crystal will be waiting. Relative to the crystal, continue moving upward, dealing with small groups of demons. Having reached the gate with a push mechanism, you can save. The stones for the panels, like last time, lie nearby. Just do not take the glowing ones, they tend to explode.
After loading, Argus will be in the boss arena. The player will have to defeat a huge demon , and half of his torso is hidden in the depths of a lava lake. After not the most successful conversation with the boss, the fight will begin. At first, the boss will hit with a whip , and this blow is not difficult to dodge. With the second wave of the whip, stone blocks will hit the four corners of the site. At this time, you can make a couple of magical volleys at the boss. After the stones from the lava, skeletons will run out; next, the demon will put his hands together and release a wide jet of flame . At this point, it is very important to get away from the center of the site, as the jet of flame is deadly. The demon can now be attacked until it swings the whip again. Sometimes the demon changes the sequence of its attacks, but not too often.
After the victory of Argus, the flying demon will again try to hide; however, he is intercepted by Alana . Together with an unlucky companion, we get out of the portal and go to the capital.

Go east to Telos

Having got out of the world of demons on the global map , carefully look around. The capital is a rather noticeable complex of buildings. Telos floats in the air, and a ship is moored below it, which is connected to the city by a huge channel. On the way to the capital, you can explore the portals if you wish, but this is absolutely not necessary.

Reach uptown

Having reached the capital, the main characters enter the port . At this stage, Argus and Alana need boat tickets. We pass to the checkout , fortunately, the heroes are the first in line. To speed up customer service at the suburban boat ticket office, reforms have taken place and an additional window has been opened (for refugees). Since the heroes do not belong to the citizens of Telos, it is to him that you need to turn. That's just the line in it stretches far beyond the horizon.

So, there is no way to buy a ticket legally, so Alana proposes a plan "B" and goes to seduce the guard . However, her attempt to get on the boat ends in a complete fiasco. Taking the ashamed Alana out of the gas?You, Argus takes command again. We move to the right to a certain magical device, which is proudly called the " sphere of ascension "; after talking with the novice, we get full access to the sphere and go to Telos .

Meet the Chancellor

On the main square, near the statues, you can save. Next, you need to go to the palace , to meet with the chancellor. But before that, if of course there is a desire, you can walk along the streets of Telos. Despite the status of the capital, the city is quite small and there are very few merchants. To get to the palace, one must return to the " realm of ascension ". After that, we go to the right through the open gate into the courtyard of the castle . A short conversation with General Validir will follow; Argus and Alana finally get to see the Chancellor in the midst of a heated argument. It is also mentioned that Gelebren was attacked by a jet cat .

Appearing before the chancellor, Argus tells about the part of the scepter; the conversation is interrupted by the appearance of a group of mages led by Mordi . A huge conversation drags on, after which the heroes get a new goal; Argus, already alone, sets off again.

We seat Argus in the "sphere of ascension" and leave the capital. As it is not difficult to guess from the purpose of the task, the halls of Insight are located in the northeast. Go around the mountain in front of youwah, run to the bridge and cross the river . In the distance you can see a huge building hovering in the air (halls of insight). We approach them and, using a strange harpoon gun, we get inside.

Find Brekka

We go up the stairs, move through a small corridor and go down to the save crystal . There are two options for completing this level. The first is to quietly sneak past the sentries and golems. The second is to break through the same beholders and golems with a fight. If you decide to use the second option, or if you accidentally fall into the field of view of the beholder, the alarm will immediately turn on and the golems will be activated. At the same time, the doors are blocked , and you can open them only by clearing the location and turning off the siren.

Reaching a long corridor with glass panels, Argus sees Mordi and his assistant inside. The magicians got to the hall quickly enough, but unlike the protagonist, they are here legally. Fortunately, Mordi delays one of the local progressors. Argus, having overheard the conversation, decides to arrange a small diversion to buy some time for himself. We go down the stairs and make our way through the corridor patrolled by beholders to the save crystal . We go down the elevator into the room with the magic transformer that feeds the collider.In the center of the room with the transformer is a huge tube in which energy beams pulsate. Around are four control panels with which you can change the beams ; in the center of the room is the main panel. If you believe the information from the central panel, then it is symmetrical frequencies that can lead to unpredictable results. Using the four small panels, line up the flows as shown in the screenshot and enjoy the cut-scene ; burning pigs will scatter through the halls of Enlightenment.
We go up the elevator , save the game process and go back along the corridors (to the place where the unlucky progressor intercepted Mordi ). Then we go down and go right to the door (highlighted with a bright green light ). Behind the door we find Brekka , but she is so busy with another experiment that she does not notice Argus at all. You need to get the mechanic's attention. We pass further along this corridor and with the help of the control panel , in the next room, we activate the emergency shutdown of the reactor. But instead of cutting off the power supply, the protective partition closes, moreover, a second before the second shot. The result is not difficult to predict. The explosion destroys the room Brekka was in. With hope for the best, we go to the premises and study the location. According to a barely living assistant, according to?Argus' friend was thrown out the window. We move along the traces of destruction, be sure to save at the crystal; then jump out the window .
Finally, we got to Brekka, she sticks out of the panel. Hearing the voice of the protagonist, the girl pours out streams of rage on him, but they are interrupted by an alarm . The protective shell opens, releasing a strange levitating creature. While the hero is perplexed, the boss attacks him. Having fallen under the floor, Argus will find himself in the arena with the enemy. In the first phase of the battle, the opponent simply splashes out small streams of energy from his hands. While she does this, she can be attacked. After some time, the boss will climb the column in the center and become inaccessible to attacks. Further, energy beams will begin to hit from the column, from which you will have to dodge for quite a long time. After that, the enemy will descend again and begin to release energy flows into Argus. After the victory, Windell rises to Brekka and finds out that he fought with one of the magicians . As part of the research team, she went through the portal and returned from the demon world alone. While the protagonist is talking to Brekka, Mordy appears. The Mechanomag urges Argus to flee the halls by making an appointment near the windmill .

Meet Alana at the hotel

Escaped from the halls of Enlightenment, ?You will be back on the global map . Before meeting with Brekka, you need to talk with Alana . Look for the capital on the map and head towards it, bypassing or destroying enemy units. The hotel is located near the palace. After running through the gate into the courtyard , go north across the bridge and look for a gate with a multi-colored HOTEL sign.

Alana is waiting for Argus inside, on the balcony . The player is waiting for a dinner in a romantic setting and the recognition of Sinevlaska. As it turned out, Alana is the daughter of Emperor Bill, she wants to free her father from the power of the demon. The conversation will be long, so you can sit back in your chair, or go for a cup of tea. Having finished the conversation, we go to bed so that in the morning we will meet with Brekka .

Meet Brekka at the Windmill

Waking up in the morning, go down to the exit of the hotel. At the reception desk Argus is already waiting for Alan to go to the meeting together. We get to the cabaret " Mill ", we find Brekka in one of the boxes and again we read dozens of lines. From the conversation it turns out that Brekka was deprived of her post , after which she sent Mordi on the wrong track. The second part of the scepter is buried on the island of Tirmf , where the main character should go. To do this, Brekka puts at the disposal of Argus his house and a magical boat . Houselocated in the southern marshes , on the coast near the tower. We say goodbye to our friend and hit the road.

At the exit from the cabaret, Argus is met by the general , he informs the hero that the chancellor wants to see him again. After talking with the official, the player will be immediately transferred to the Telos pier . Alana is already here talking to two hooded strangers . We ask about them, but the girl claims that they were simple merchants. It seems that it was not in vain that the chancellor warned the protagonist. After talking with Alana, Argus finds himself back in the palace .

Find Brecca's house

We leave the city and immediately go east along the road. When the green of the grass is replaced by gray stony soil , know that you are already close. Run past the tavern , then go under two stone arches and follow the path to Brekka's house.

So, the house was found on the map, now you need to get to it. After saving, go through the bridge , eliminating small groups of enemies. Follow the path along which the lanterns are displayed, and you will reach the house without any difficulty. There is only one fork , along one road you can go to the house (south), along the second to the tower (north), it supplies energy to the house. A wandering merchant will meet near the fork. You can chat with him and replenish supplies. After the necessary auctionsnew operations, go down to the coast , save the game and go inside the house . Argus sends his girlfriend to inspect the basement , he himself begins to explore the upper floors. A cat scene will follow, in which a grumbling Alana goes downstairs and encounters a monster . Argus turns on the light and finds Krieg unconscious.
Alana and Argus take the rat to Brekka's bedroom. Krieg comes to his senses and tells how he decided to go on a trip. Near the capital of rats, he met Argus and decided to follow him to Brekka's house. Krieg offers to help and immediately runs off to fix the boat . After going down to the first floor , go through the door next to the charger. Behind the door is a large hall with a boat in which Krieg is already picking. We approach the boat and talk to the rat. He claims he can start the boat, but it requires a charged energy stone (from a golem).

Get a charged stone

One of the golems is just lying nearby, but the stone in it is shattered. We return to the room to Alana, Brekka's notes are on the table; from them you can learn that the golem-harvester has not returned from the last foray to the coast .

Go outside, go through the gate to the beach and move to the right. Walking along the beach will not be so serene, as there are enough enemies near the water. ??turning to the other end of the beach, Argus will find a golem near the blue crystals. The stone in his chest is intact, but discharged. Taking the crystal, the protagonist hears someone's steps. Prudently hiding, Argus watches as two strangers appear on the coast (Alana was talking to them). As soon as the suspicious couple disappears, it's time to return to Brekka's house. Having reached the house, do not rush to go inside, first you need to visit the tower and turn on the power supply to the charger. Climb up the path, name the password (Argus should have learned it in Brekka's house) and go inside. Now you need to activate the panel , standing in front of the door, and you can go back.
Entering the house, immediately run to the charging chamber and install the crystal inside. While the stone is charging, Argus, Alana and Krieg decide to have a bite to eat, at dinner the progressor tells how the ritual went with the participation of the emperor. This flashback will take a long time to read; the player will later be given control in order to solve the puzzle. The spell is activated by obelisks standing around. First, we approach the first of them (on the left). The riddle of the obelisk goes like this: “We gaze into the dark infinity at the edge of the circle of light. Behind lies the path of safety. The one we know. Mirskaya andreliable. Safe". As an answer, choose earth . Next, go to the second obelisk (central). “Fear paralyzes. Caution means calmness. Common sense makes you do nothing. Uncertainty lies ahead." The answer is Ice . Third obelisk (right); the riddle is: “But today we will illuminate the abyss with light. Today we will dispel the darkness. Choose fire . Now go to the book and read the spell. With the last word of Argus, streams of energy will hit the center of the room and the scepter in the emperor's hand will be charged. Then the ritual will continue, which will end in failure.

The flashback ends and the player is returned to Brekka's house. The heroes continue their conversation until the sound signal , which signals that the stone is charged . Now you can get on the boat and go to the island Tirmf . Near the island, succumbing to the persuasion of Alana and the rat, Argus allows Krieg to make a maneuver . As a result, the boat runs aground. Argus leaves Krieg on the shore to fix the boat , takes Alana and goes inland .

Find statues

After going up the coast, the player will come across statues with a turning mechanism. In order for the statues to show the way to the second part of the scepter, they need to be turned in the correct order. The task is complicated by the fact that one of the statues has a broken kristhall. We listen to notations from Alana, read a note from Brekka and go to look for additional clues.

Find a crystal

You need to go north relative to the ruins, there is a merchant nearby. Next, turn west and run forward until you come across an anti-magic storm station . There is no crystal at this location, so you have to look for another station . Continue west to a dead end and turn south. Following this route, Argus will find a cloaked statue (hint: "Our relationship"). Going further, the protagonist will find another station with a whole crystal. We select the battery and watch the next cat-scene .

The player is offered an episode with an attack on a possessed emperor. During the attack, Argus will be able to talk to the ruler, he will ask you to hide the staff from the demon. It's time to explore the rest of the statues and clues . One of them is located to the south of the first station. Two other statues can be found near the coast, in the upper part of the island. So, in the course of studying the statues, we have the following information:

  • Statue of the king (northeast, near the shore) - "Walks on three legs."
  • Headless Statue (NW, near the shore) - "The second statue looks like a helmet."
  • Statue of an angel (north of the station) - «Looking for clues? Seriously? I can't believe you forgot my birthday!"
  • Statue in a raincoat (east) - "Our relationship."

Return to the ruins and save your gameplay. Correct combination : a man with a beard, a helmet, a demon, a skull. Before that, do not forget to install a new crystal in place of the broken one. Once the statues are lined up in the correct order, a beam will appear pointing to the cache .

Find the scepter

Having reached the stone platform with columns, start digging. The main characters take out the second part of the scepter and get out of the pit. On the surface, Alana and Argus are waiting for Mordi and all Infinigon.

Once loaded, the protagonists find themselves aboard the " Ecumene ". The player is waiting for another long conversation, after which Alana and Argus are locked in one of the ship's cabins . Brekka is already sitting next door.

Escape from the cell

Conversations begin again, which are interrupted by the unexpected appearance of Krieg . One of Argus' friends is on the loose, and he'll help the heroes get out. While Alana is unconscious, go to the toilet and flush the water. Krieg plans to climb in through the sewer . We approach Brekka and consult on how to open a path for the rat. Mechanomag reports that there is one defect that can??to use: hatches open when closed . Take the lamp from the shelf , music will suddenly start playing. The sounds are made by Alana's bracelet , through which mysterious agents get in touch.

Argus develops a brilliant plan. Flush the Krieg lamp down the toilet first. Come out of the toilet, take a pillow and flush it too. Next, flush food down the toilet; pipes do not withstand, flooding the technical room with water. Short circuit , and in the room with guards there is an explosion . Strangers get in touch and ask to turn off the power in the security room. We go to the information panel by the window (it has become orange). You won't be able to tear it off with your bare hands, so take a broom and pry off the screen. We find wires under the screen.

First we test the left wire . The electricity goes out and one of the spies gets to Argus' things . Now check the wire on the right . The technical hatch below opens, but Krieg ran away to look for another way. We use the last, central wire; golems burst into the room with one of the spies and start beating him, after which they explode. Go to Brekka and talk to her. After a couple of seconds, Krieg will appear, followed by mysterious strangers . Finally, the spies will reveal themselves (a squad of elves). One of them you must remember??, the pickled captain from the prologue. Brekka begins to get nervous from the influx of information, and already wants to call the guards, but she is knocked out by Alana . Argus sends the elves to the engine room , Krieg and Alana need to get to the escape pods and prepare a retreat, and the protagonist must get the scepter .

Return the scepter

Having got out of confinement we get to the kitchen , in this room you can save. Go right, on the bridge the player will be waiting for a new enemy - the magician Infinigon. Extremely dangerous opponents, especially in numbers of more than one. Mages have two spells in their arsenal. First, they fall asleep the hero with ice blocks from above, the second they release a wave of burning stone pinches into him. Therefore, in a battle with them, it is better to constantly move . On the other side of the bridge there will be a door behind which several mages will be waiting for the player. Move to the upper corridor, then to the lower and to the central hall.

In one of the rooms the progressor is missing; In a conversation, you can learn a lot of interesting things. After talking with the cowardly mecha-mage, go back into the corridor and go through the door leading to the room below. It is necessary to disable one of the panels in it. Further, at the fork and go down to the next room along the corridor (the mage and the beholder roam in it). Inside the room you need to take a keystone , is it needed for??opening the door in the central room with the scepter . Back in the hallway, don't forget to look into the room above to turn off the second panel . Again get out to the fork and go into the central hall. Before picking up the scepter, explore the rest of the room and turn off the panels . When all four panels are deactivated, you can enter the hall with a scepter . In the back room, take the insulating container and save, then get the scepter.

run away

So, Argus has the scepter, which means it's time to flee the ship . At the exit from the hall of the protagonist , two mages and a beholder will be waiting at once. We recommend dealing with them right on the spot, otherwise there is a risk of gathering even more enemy magicians around you. After clearing the area, be sure to stop and rest until the potions are restored. There are still a lot of unfriendly wizards ahead. On the bridge, go down the stairs, go through the central door and watch another cat-scene . Argus gets to the escape pods , and once again falls into the hands of Mordi. The magicians also captured the elves, but Alana and Krieg remained unnoticed. An explosion is heard, the heroes have a great chance to escape on capsules.

Once loaded, Argus and Alana find themselves alone in one of the pods. Romantic atmosphere and solitude are conducive toa burst of love, after which the characters start talking again. Finally, the capsule is washed ashore.

Return to the cabaret in Telos

Once on the global map , we set off towards the capital . In the city, first of all, we go to a cabaret . Get down and approach the stage on which the cat is sitting. The curtain rises and Don Grindo appears on the stage. After a short conversation, orcs will attack Argus. The battle continues until the hostess of the cabaret appears; as it turns out, this is a stern lady - the mother of Argus . During the conversation, Vindel will give the box with the second part of the scepter to the storage of his mother. In turn, a fake box with a trap was prepared for the chancellor to get the second part of the scepter.

Take the fake box to the Chancellor

Exit the cabaret and head to the palace . A general is on duty near the gate, he escorts Argus to the chancellor. In the palace, a long conversation is again drawn out. Argus betrays Chancellor Alan, reporting elf connections. It also reveals the location of the real scepter box. Further, magicians led by Mordi burst into the throne room.

Argus identified a former friend and won over the Chancellor to his side. Next, the scene is transferred to a cabaret. In a conversation with his mother, the main character talks about his plans. Also Argus mentioned?No, that a certain elf wanted to meet him; she will be waiting at the inn in the southeast (on the way to Brekki's house).

Find the elf at the inn

We leave the city and again go around the rock on the right. We get to the rocky soil and find a tavern . From a conversation with an elf and a rat, we learn that in fact there is no ritual for destroying the scepter. Argus will receive a map of the Telos catacombs , with which he will be able to get into the vault . Krieg offers to help his people as diggers. Argus has no more options anyway, so the protagonist agrees. After finishing the conversation, get out of the hot tub and return to the cabaret .

Talk to Krieg

Returning to the institution, we find a large number of rats in the Windmill. We find Krieg , together with him and the elder we begin to discuss the invasion plan. After the conversation, Argus goes to rest, tomorrow the hero will have a hard day.

Reach abandoned levels

The next morning, go to the stage; to the right of her is Mother Argus, talk to her and get out into the dungeons . Go forward to the first large hall , kill the skeletons and move up. In the corridor you will meet a large troll , against which the stone of the ice saw will help very well. Having dealt with coolAnyway, the player will enter the next large hall with skeletons. Having cleared the next room from rats, we speak with the elder and find out that Krieg jumped into the gap. Unfortunately, it will not be possible to follow him, as a rope is needed. Go in search of her.

Go through the tunnel to the right. After passing along the corridor, in the next room with a couple of dead magicians. After eliminating them, go further to the right, in the next room the rats fight off the skeletons. Help them and take the rope . Now you can return to the hall with a hole. Near the failure we speak with the elder, and Argus goes down. First of all, save the game process. Drawings are drawn on the floor with chalk; looks like Krieg left clues. We go deep into the dungeon, following the arrows. This section of the dungeon is inhabited by ghostly warriors. Move forward and go down the stairs . Four warriors will meet on the way, then there will be another magician. Keep moving forward, clearing the area until you meet Krieg . The path further is closed by a magical barrier . To remove the barrier, you need to find three scrolls in this dungeon.
We go back, near the second arrow (next to a small chest) we pass to the left. In this branch of the dungeon, a mage and several warriors will attack Argus. Having made his way through them, the main character will be rewarded first with??itcom. We go back and go down the stairs, but instead of following the third sign , go down. Once again, we eliminate the detachment of hostile inhabitants of the dungeon and get another scroll . Keep going down until you reach the last scroll . All three scrolls have been collected and now it is necessary to remove the barrier . Come to the pedestal, Argus will independently lay out all the scrolls in the right order, read the right words and the door will open . You will only have to lead the hero inside, after sending the rats to the excavations. In the vault, the main character meets Alana, who got out of captivity. Having risen to the surface, Argus begins to justify himself to Alana, but it turns out that she understood everything perfectly even in the throne room, throwing a tantrum for greater certainty.

Find out how to get the scepter back

At this stage, you need to figure out how to get the scepter out of protection. On the right pedestal of the vault there is a book "Mrakonomicon". With it, you can summon a skeleton and make him bring the scepter. Naturally, nothing works out for him, the protection of the scepter is too serious. Meanwhile, the camera pans out the door and the player is shown Mordi , the magicians are standing right next to the entrance to the vault. As they chat, Argus uses the Mrakonomicon to create a dozen skeletons and sendt them ahead. The system malfunctions and an explosion occurs, after which the protection from the staff is removed.

However, the heroes are not allowed to get the staff. Coalition soldiers burst into the storage room and a verbal skirmish ensues. Eventually, the mages, led by Mordi, pull off a disappearance trick and escape with a staff .

Get to the tower

After loading, the heroes find themselves on the streets of Telos in the midst of a battle with magicians. Argus and Alana are at a disadvantage as they are at odds with both coalitions. You can save at the crystal, and then go to intercept the scepter.

Going down the stairs, you will be subjected to another attack from the guards. In addition to them up to the tower, you will not meet other enemies. Is that from the "Ecumene" there are volleys periodically. When you get to the tower, you will have to fight with three magicians of Infinigon at once. Move more and dodge, attacking in small series. After the victory, approach the tower gate; your favorite witty merchant will be waiting for you. Upstairs, Argus and Alana intercept the magicians, again long conversations will follow. Quite unexpectedly, the heroes come to an agreement, but Chancellor Schwarzwind decides to ruin everything. She begins to threaten the heroes with magical weapons. Another big dialogue , the heroes come to the conclusion that it's time to put an end to the demon.

Complete the mission

Save your gameplay and approach the scepter. Remove protection from him, literally in a second the possessed emperor will appear and the final battle will begin. The emperor summons portals , one of which is in the immediate vicinity of the tower. For a few seconds, he descends to Argus , and this is a great chance to attack. It's best to hit him with your main weapon, as the magic will come in handy in order to fend off the creatures from the portal. Next, the emperor will fly up to the portal, and the main character will have to fight the demons in the portal. In addition, the emperor will launch waves of burning stone spikes throughout the site.

This sequence of actions will continue for a long time. Periodically, the fight will be interrupted by short cat-scenes in which either the chancellor or Mordi fires a volley of guns. The battle will end with a shot from Brekka's experimental cannon . The demon will weaken, and return control of the body to the emperor. In the last cat-scene of the fight, Alana must kill her father in order to free him. After the death of the emperor , the spirit of Temperus will be released from the body and proclaim the era of the zenith.