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Mask of Eternity WALK-THRU

In general, when confronted by monsters…Kill them. If you find health or magic items…take ‘em. I won’t list all monsters or health and magic items in the walk-thru. The only things I’ll cover are the puzzles and items that you will need to get. Sometimes that will force me to list a specific monster, as some monsters sometimes drop important items. However, in general 1.) Kill all monsters 2.) Take everything you can!

Daventry

  1. Start in front of Sarah’s house
  2. Head north along the road to Connor’s house. Inside, get the dagger.
  3. Notice the Raven in front of Connor’s house. Follow it down to the lake and meet the wizard. Get the magic map from him.
  4. Go back up toward Sara’s house. Use the cliff to jump down on top of the tomb. Draw the dagger and jump down onto the Spriggan guarding the front of the tomb…Kill him. Take the crossbow he drops. Discover the door to the mausoleum is locked, and it can’t be broken in. Leave the graveyard quickly, as the zombies there are tough.
  5. Go to the farmhouse. Inside, find and take leather boots.
  6. Go to the tavern. Behind the counter find and take the leather gloves.
  7. Go to windmill. Inside find an ax stuck high up on the wall. Push the hay bale inside under the ax. Jump on it and take the ax.
  8. As you exit the windmill you’ll have an encounter with a Henchman. Make sure you’re prepared by having enough levels and health items to get through this.
  9. In the farm stand in front of the farmhouse find a bunch of mushrooms.
  10. Go to waterwheel. Use the ax to chop down the tree to stop the waterwheel and thus the grinding stone inside.
  11. Find rope and hook in the loft above the grinding stone. Jump up there and take it.
  12. Go to the waterfall. Use the rope and hook to climb to the top. Push the blocks off the table into the falls and block the water.
  13. Climb down and enter the cave. Find the entrance to the Castle Daventry at the back of the cave. Follow the passage way to a dead end. Find a hidden switch on the wall that looks like a candle and enter the dining hall. Take the torch ashes from below the burned out torch on the wall.
  14. Examine the painting of king Graham. Push it to reveal a secret niche. Take the key within the niche.
  15. Go down the hall into the courtroom. See Graham and his minister frozen in stone. Look at the magic mirror and meet Lucreto. Leave the Castle.
  16. Go to the tomb near the old ruins and kill the Spriggan guarding the tomb entrance.
  17. After killing the spriggan meet the spirit of the dead hero. He tells you about the underworld and how to get there through the tomb in the graveyard and how to open it from inside the church…
  18. Use the ax to break open the gate into the tomb. Push the lid off the coffin. Take the ring inside.
  19. Enter the castle ruins across from the Spirit hero’s tomb. Use the key on the locked door in the ruins to reveal a teleporter pad.
  20. Go to Church.
  21. Use rope and hook to climb up the wall and get in through hole in the roof.
  22. Inside the church take the candle.
  23. Go into the back of the church and push the large urn that opens the tomb outside. We see the tomb open through the window.
  24. Go to the graveyard and enter the tomb. Learn about the shadow monster guarding the entrance to the City of the Dead.
  25. Go back to the Wizard. Talk to the Wizard about the shadow monster. He tells you to get some sacred light, the ring of a dead hero, and the ashes from a torch.
  26. Give him the 3 things he needs. He makes the Ring of light Spell that he casts on you (Represented by the now bright ring in inventory).
  27. Head across the lake to the Wizards home. Use the rope and hook to climb up to it.
  28. Click on the book and quill. Take the page the quill writes.
  29. Use the page on the celestial globe. Take the potion of reveal found inside.
  30. Use the potion of reveal. Now look around the room. An illusionary chest has been reveal. Open it and take the lake bell found inside.
  31. Exit the Wizard’s house and go near the lakes edge where the bell stand is found. Use the bell on the stand.
  32. Draw your Ax and strike the bell 3 times. Watch the Lady of the Lake scene and get the Lake sword.
  33. Now head to the mausoleum in the graveyard, and go through the vortex. When you go through the vortex you will actually go to the Dimension of Death and the ring of light will dispel the shadow monster.

 

 

The Dimension of Death

  1. Turn around and look at the symbols over the spinning vortex. Write them down, you’ll need them later!
  2. Get the lever off of the altar just west of the hall in the first area.
  3. Use this lever on each of the four altars. Attach it, and then have Connor "Push" the altars via the lever. When they turn they will drop into position and their flames will go out. Once you’ve turned the last of the four, a hands-off sequence will happen and the doors to the main hall will open.
  4. Walk through the doors…You’ll end up in a new area that has a bunch of floating tiles. Remember those 5 symbols over the vortex? This is the place to use them. Jump onto the tile with the first symbol. Connor will transport to a new place. Then jump on the tile with the 2nd symbol, and so on until you have completed all 5 symbols. Connor will now transport to the other side of the tiles, and you’ll get to watch another hands-off sequence where Connor meets Lord Azriel and gets a key. At the end of the sequence Connor will get transported back to in front of the hall.
  5. Now go to the northwest corner of this area. Find a bunch of boxes. Break them, jump over them, or push them out of the way. You’ll find a dead warrior. When you click on him you will discover a piece of his broken iron shield. Take it.
  6. Now head to the north center of this area and find a gate needing a key. Use the key Azriel gave you to open the door.
  7. After getting into this new area, DO NOT head east. It’s almost certain death. Instead start heading west and south. Stay along the outside wall until it turns north. Head north until you find a larger open area where you will find a lot of interesting structures. Head toward those structures.
  8. Find 4 large metal boxes. Push them off the pressure plates they are on. Once you do that the Sylph will appear near the well. This well is a healing well. Clicking on it to gain health back. You can click on it as much you need. Talk to the Sylph and learn about the protective spell she can cast on you.
  9. Head northwest until you get to the river. Use the shield on the river. You now have the rust.
  10. Notice the building near you. Go around front and enter the building. Meet the boatman. Talk to him until he has no more to say. Learn about the scales and the feather of truth.
  11. Now you need to gain some experience, as well as find some small boulders. If you see any of these boulders/rocks…take them. Head east along the river. Kill all monsters you see. You’ll come to a wall that blocks your eastward progression. Go south until you can go east again. Heading east, take your second left. This will take you back down to the river. Head east until you reach the far east outside wall. Now head south.
  12. Heading south, stay along the outside wall until you get about halfway down the map. You will find a narrow curling path about halfway down. Enter this area and follow the curling path until you reach a tower. Use the rope and hook to climb the tower.
  13. On top of the tower you’ll meet the tower skeleton. Fight him. After you knock him off the tower, use your rope and hook to climb back down. Make sure you take the armor he drops.
  14. By now you’ve gained a fair amount of experience and levels. With this new armor and experience you are more ready to deal with the tougher areas of this level. Work your way to the center of the map. In the center is an area where you’ll find 4 plates. Use the rocks you’ve been collecting to trip the plates (You can also use a dead body to trip a plate. To do this, kill a monster while it’s standing on the plate).
  15. Once you’ve tripped a plate, a corresponding portal/vortex will open in the area near the Sylph. Head back over there. You need to go through each of the 4 portals.
  16. Start with the northeast portal. Here you find part of the river of death. To cross the river, jump up on the blocks and then jump across. The extra height allows you to clear it. On the other side take the 7th skull on the 3rd row down of the shelves on the left. Make sure you also take the potion of shield. Notice a column that has a crack at the base of it. Have Connor push on it to break it and push it into the river. Now walk across it until you can jump the rest of the way. Use the vortex to get back to the Sylph area.
  17. Now go through the northwest portal/vortex. Find yourself near the river again. Cross the broken bridge using different jump combinations. On the other side, use the skull on the statue. If you got the right skull the statue will change and the "Feather of Truth" will come out of a niche at the bottom of the statue. Take the feather. Notice the potion of strength on the anvil. Take it. Now go back through the portal/vortex to the Sylph area.
  18. Now go through the southwest portal. You’ll find yourself in the "Guts" room. Notice the heart in here. Remember what the boatman told you…Notice the potion of reveal in here. Take it. Now go back to the Sylph area.
  19. Now go through the southeast portal/vortex. Notice the scales. Use the "Feather of Truth’ on one of the sides. Jump Connor up on the other side. Connor balances against the "Feather of Truth!" Now have him exit back out to the Sylph area.
  20. Once Connor has balanced, all of the blood pools in this level will now be drained. Up in the northeast area just south of the river is a narrow passage that leads west. Follow that path. It will wind around until you find a now drained pool. Here you will find the mold the Sylph requested. Take the mold. Head back to the Sylph.
  21. Give the rust and mold to the Sylph. She casts her spell and improves your armor stats.
  22. Now head for the area just east of the door you came through using Azriel’s key. You’re now ready to take on these 5 tough guys. Kill them and get the key from them. This key opens the door to an area in the south middle area.
  23. Open this new area and discover a bunch of skeletons fighting and betting. Kill them and find another key in here. This is the key to the jail area that can be found just north of the Sylph area.
  24. Go to the jail area and open it. Kill all inside and take everything you can.
  25. To the west of the jail area appears to be just a wall. Use the potion of reveal. You’ll now see that the door is illusionary. Walk through the illusionary door and find a shrine area. This is where Azreils’ hammer is. (You probably ran across the dying man who told you about Azriel’s hammer as you were exploring around).
  26. Kill the Egyptian-looking skeleton. Get the hammer!
  27. Now you need to open all the jail cells by flipping the switches in the main jail area just outside the Hammer room. On the south wall are 4 switches. Each of these switches opens or closes one gate in a group of four. On the west wall are four switches for selecting which group of 4 the switches on the south wall effect. On the east wall are 3 switches. Each of these switches operates the 3 main gates in the area. Open all doors. In one of the cells deep in the jail area you will find a special switch. Throw it. It opens the main exit to this level.
  28. Now there’s one thing left to do. Head to the north center area. This is where you’ll find the bridge and the now open gate. Fight and kill all monsters here. Make sure you get the sword the big guy drops.
  29. Look across the river here. Notice a lever and machine next to the bridge on the other side. Throw the hammer and hit the lever to lower the bridge. Cross the bridge and exit through the portal to the swamp.

 

 

The Swamp

  1. Find the prophet tree and talk to him. Be careful not to walk through the pea green areas of poisonous water! He’s located in the middle part of the swamp. He will give you information about the world and some clues.
  2. Head west to a cove with a couple shacks. Search through the shacks and take what you can. Most importantly, take the hearing horn found in the boarded up shack.
  3. Now head east across the swamp. The cove in the east just north of the poisonous water is full of Whisper Weeds. Get near enough that you can hear them, but not so close that they duck under the water. Use the hearing horn on them and get a secret from them (The secret is that the Swamp Witch has a piece of the Mask in her tower).
  4. Just north of here you’ll find another cove full of mushrooms. Head to the far back of that cove and find the Golden mushroom. Hit it and cut off a slice. Take the slice and put it in inventory.
  5. Continue north along the eastern coast to another cove. Avoid the tree monsters and work your way to the back of the cove and find the dead guy with a bow. Take it.
  6. Continue north till you find the Swamp Wisps.
  7. Talk with them and discover they know an antidote to the poisonous water that they will exchange for a secret. Tell them the secret you got from the Whisper Weeds. They make a flower grow. Take and eat the flower. Talk to them more and discover that you can get rid of the poisonous water by using the Golden Ladle on the Swamp Witch’s cauldron. Now you can travel through the poisonous water without taking damage.
  8. Now head all the way south to the Witch’s area. Fight and kill her.
  9. Once you’ve killed her you can enter her tower. Use the bow to shoot through the grate-like door and cut the sandbag ropes. This will open her door. Find the cauldron and click on it. Watch a scene showing Lucreto making Henchmen. Also discover that the cauldron is the source of the poisonous water.
  10. Take the unicorn horn from the body of the dead goblin.
  11. Start up the ramp to the 2nd floor. Notice the holes in the wall. Swing your sword in front of each hole causing the arrow trap to shoot. Each hole only shoots 1 arrow. Proceed up the ramp disarming each trap till you reach the 2nd floor.
  12. Notice a metal plate/trap at the ramp to the 3rd floor. Use a rock on it to disarm it.
  13. On the 3rd floor you’ll find 2 ramps to 2 towers. Head to the south tower and find a suit of chainmail. Take it.
  14. Now go to the north tower. Open the chest and get the second piece of the Mask. Once you do this it will trigger one of Lucreto’s henchmen to appear. Fight and kill him. In killing him you will cut off one of his hands. Take the hand and put it in inventory.
  15. Head west and north. You’ll eventually reach a cove full of poisonous water. Enter that area and find the scaffold-like structure. Use your rope and hook to climb it. After you climb both sections, you’ll find yourself up on a bridge. Cross the bridge to a gate. At the gate of the bridge is a keyhole-like lock in the shape of the hand of a Swamp Fiend. If you click on it Connor will try his hand on it, but his hand is WAY to small. Use the Henchman hand on it. The door opens!
  16. In here you’ll find a grid of stumps and rocks 7 x 8. You need to find the safe path across the grid. There is only one path, and any wrong stump or rock shoots out an explosive blast. Use a rock to throw on stumps to determine if it’s a safe place to jump or not. In addition, keep an eye on the fireballs that are shooting down the 7 rows of the grid. They come in a pattern. Try to keep away from them as much as possible. Work your way across. Open the chest and get the Ladle at the other side.
  17. Pull the 2 chain switches, and then the switch at the door. Leave this area. It’s now safe to jump on any stump.
  18. Go back to the Witch’s tower. Use the Golden Ladle on the cauldron. This purifies all of the poisonous water in the Swamp, and also triggers a hands off sequence where you finally meet the King of the Swamp, Mudge the Snail.
  19. When you finish talking with Mudge, he will make a whirlpool that is the exit from the Swamp to the Underground Realm of the Gnomes.
  20. You can go back to Daventry at this time and save the unicorn and check on the little girl if you saved her in the Dimension of Death.
  21. Go to the Gnome realm via the whirlpool.

 

 

The Underground Realm of the Gnomes

  1. Use a rock on the plate near the door at the start to open it.
  2. Head east out the main door. Break all barrels in this level, as many health items are found within. Take all rocks you can find.
  3. Now head west. Take you first left past the main door. This winds down under the main entrance and turns east. Keep heading east till you hit a dead end. Go through the door there.
  4. You’re now in the armor Gnomes shop. Buy the best you can afford and then leave.
  5. Out of the shop turn left and then make a right up the first hall heading north.
  6. There are 3 main areas of interest in this direction: The Amberglow, the teleport, and the ancient guy.
  7. The amberglow can be found past a pit you have to jump over. From there you’ll head up a ramp and into a room that’s a dead end. In here you’ll find the amberglow encrusted in one of the walls. Break off a piece with your hand weapon.
  8. The teleport is found in the northwest part of this area. You’ll need to come back here to leave this level.
  9. The ancient guy can be found by heading down the large step-like blocks. This will appear to dead end into a pit. Look close, there is a bridge somewhat difficult to see. Cross this bridge and meet the ancient guy. Talk to him. Find in this area a crystal and take it.
  10. Now head back to the main entrance.
  11. From the main entrance head west until you see a door. Enter and meet the Weapons Gnome. Buy the best you can afford.
  12. Exit the shop and head east and take your first right. There is a turning bridge here. Use rock on the plates to turn it and open the sides. On plate turns it and the other 2 drop a side. Make sure it’s turned first.
  13. Cross the bridge and head north and west. Take your first left. This winds back around and under till you reach a door. Enter and meet the Healer Gnome. Learn about the essence of SunTzu and the 3 items she wants. Buy whatever you might need.
  14. Exit the shop and head north again up the main hallway. Find a door with a lock on it. Break open the lock and take it.
  15. Continue north and then take your first left. Discover a hallway with rolling boulders. Run between them avoiding getting hit. At the end of the hallway find a door. Enter and meet the Sage Gnome. Learn about how to leave this land by using a teleporter. Learn that the Sage can do this for you if you can find a loadstone to power his machine.
  16. Exit this area and continue up the main hallway north and west. Find a cliff to climb with the rope and hook in the northwest corner. At the top of this area discover a room nearer the surface of the earth where the roots of trees are sticking though the walls. Chop off a piece of tree root.
  17. Leave that area and head straight east. About center of the map in the north hallway find a wall that seems to have been bricked up. Continue east and then south as the passageway turns back. Find another cliff to climb here. Climb the cliff and head south and west.
  18. Enter a room with a hole in the floor and a boulder. Push the boulder through the hole.
  19. Jump down the hole. Push the boulder around this circular area until you find a ramp. Roll the boulder down the ramp. The boulder breaks the bricked up wall.
  20. Enter this new area to the north. It’s very dark in here. Find a receptacle on the wall. Use the crystal found by the ancient guy on the receptacle to turn on the lights in this area. Head north.
  21. Fight and kill the dragon. Get its black diamond heart. Meet the old guy. Watch the scene in which he transforms back to being young and tells you more of the story. Continue north.
  22. Find a room with a pedestal. Flip the switch to hear a message.
  23. Take the crystal pyramid.
  24. Use the "Dark Pyramid" on the pedestal to hear a different message.
  25. Now take the loadstone from the top.
  26. Take the loadstone back to the Sage Gnome. He opens a teleporter in the Barren Region for you by using his machine.
  27. Now go to the Healer Gnome. Give her the 3 items she wanted. Purchase the essence of SunTzu.
  28. No head to the teleporter pad you found in the east.
  29. Teleport to the Barren Region.

 

 

The Barren Region

  1. Find the weirdling village near the middle of the map. Meet the shopkeeper there and learn about the Basilisk and how it can be defeated.
  2. Head up the hills above the weirdling village and learn about the missing stone of order.
  3. Now head north and west of the weirdling village and find a broken bridge. Here blocks of rock float up and down in the lava. Jumping from stone to stone, Connor can work his way to each stone. The are 7 of them that when jumped on will stop mving up and down, will turn to metal with a symbol on top, and will play a sound. The symbol represents a number that is also the number of the percussive hits that play in the sound. You want to jump on these in order. The order is, from low to high, the prime numbers. So, jump on the triangle first, that’s 3...Hear the 3 drum hits! Next is the one that shows a box and a line. Jump on it, you hear 5 hits of a drum. Continue till you’ve gotten all of them in the correct order. Once in the correct order, all stone blocks will stop moving and there will be a line of them between the 2 parts of the bridge.
  4. Go across to a field of lava geysers. Don’t get to close to these as they will inflict damage on Connor when they spray. Continue north through the field till you come to a large stone step pyramid. Take the fire gem found on top and meet an archon.
  5. Now head south and then east. You’ll find a series of bridges. Cross them to a structure where you’ll have to use your rope and hook. Climb up.
  6. Step out onto the piece of bridge. The 7 gongs rotate to face you. Each of the gongs has a color and pitch as you shoot them. You need to ring them in the correct order. Red, orange, yellow, green, light blue, dark blue, purple (The order of the rainbow). Also notice the pitches are the order of a major scale. Now pick up the stone of order at the end of the bridge.
  7. Take the stone of order back to the hill people above the weirdling village. Now you can talk to the blacksmith there and get him to make a metal shaft for you.
  8. Take the shaft and black diamond to the weirdling shopkeeper. He makes the black diamond pike for you.
  9. Now head west from the weirdling village. Find the basilisk. Notice that you can’t fight him face to face. Discover a way to sneak up on him from behind and above. Go around back and jump across the stones in the lava. Use your rope and hook to get on the cliff above him. Draw the pike and jump down on him.
  10. After you kill the basilisk you can’t pull the pike back out. Don’t worry, you don’t need it. Now head across the bridge to the large stone structure. Go around the side and find a place to climb up it.
  11. Climb into the temple. Notice the symbols on the walls and the direction of the tiny arrows under them. Push the symbols on the sarcophagus in the center in the correct order. Remember this order as you’ll need it again soon.
  12. A door opens and you can get a full suit of armor. Take it. Also make sure you take the sword off the sarcophagus.
  13. Notice the dead fire dwarf in here. Click on him and a key drops. Take it.
  14. Exit here and go back to the dead basilisk. Cut off its tongue and take it.
  15. Head south and west from here. Discover the entrance to the fire dwarf area. Open the door with the rock key.
  16. Enter and find 3 doors, 3 ramps, and 3 buttons. Use a ranged weapon to push the buttons to extend the 3 ramps. Go into the first door. Turn the valve on the wall to open the door to the cells and release the snow nymph. She opens a secret door for you and then leaves.
  17. Enter this secret area and discover a wall safe. The combination is the same order from earlier. Inside the safe find a pipe cap. Exit and look into the jail cells. In one of the cells will be another pipe cap. Exit this first room.
  18. Now cross the 2nd ramp and open the chest. It’s another piece of the Mask!
  19. Now cross the 3rd ramp. Here you find a steam elevator. Put 1 pipe cap on one of the pipes. Stand on the elevator platform and shoot the button on the wall. This takes you half way up to another room. Find the crystal scepter the snow queen was looking for. Take it.
  20. Get on the elevator again and shoot the button, which takes you back down. Now put the other pipe cap on the other pipe. Stand on the elevator and shoot the button on the wall again. This takes you to the Frozen Reaches.

 

 

The Frozen Reaches

  1. Head into the first structure you see here. Meet the snow queen and give her the lost scepter. She tells you to keep it and use it.
  2. Head west out of her throne room and find the crystal dragon. Push the ice blocks around so you can jump up on them and then pull the broken chain to open the door.
  3. Use the scepter on the dragon. Fly across the icy lake.
  4. Once on the other side, head north and east. Get attacked by an invisible beast. Use the potion of reveal to make it visible. Kill it.
  5. Continue north. Discover flaming sword encased in a pillar of ice on a frozen pond. Use a rock to break the ice of the frozen pond. This takes 3 hits. After the 3rd hit, use the fire gem from the Barren Region to melt the pillar of ice by using it on the now broken up pond. Take the flame sword.
  6. Head east. Find the Icelord’s stronghold. Circle around back and discover a way to climb up onto it with the rope and hook.
  7. As you cross the top, trigger a cutr scene in which we see Lucreto meeting with the Icelord and telling him to find Connor and kill him. After the cut scene, continue across the top. Meet the Gryph King being held captive. Talk to him and then continue out the other side.
  8. Drop down on the guards from above and kill them. Get the jail key. Climb back up top and release the Gryph King.
  9. Exit the jail area. This triggers another cut scene that takes Connor into the Icelord’s throne room. Fight and kill the Icelord.
  10. Notice a door with a slot next to it. Also notice a large shard of ice from breaking through the ceiling grate. Take the shard.
  11. Open the front door to the throne room. Notice a gap between the building and the step. Put the shard on the gap. Use the flame sword to melt the ice shard. It flows into the gap. Now use the icecrossbow (That you should have by now. Many of the orc’s drop them when you kill them). The water now freezes in the shape of the gap. Take this lever like shape of ice.
  12. Use this level in the slot on the door. Go in and open the chest. Get another piece of the Mask!
  13. Go back to the crystal dragon and fly back across the lake.
  14. Head south and west to the Gryph cave. Talk to the Gryph King. Get the blue adamant.
  15. Now go back to the Icelord’s stronghold. Climb back up top and go to the jail area. Place the slice of mushroom, the blue adamant, and the basilisk tongue on the chair. Throw the switch and do the spell of might!
  16. Now exit this area and head to the north and east corner of the map. Find a place to use your rope and hook. Climb up and fight the 2-headed dragon. (This guy can ONLY be killed by the flame sword).
  17. After you kill the dragon, go past him and down the hole. Continue north.
  18. The Snow Exit will load. Head to the Stonehenge-like structure. Look closely at the pyramid in the center of it. Notice the hole in the center, cut out in the shape of an upside down pyramid. Use the crystal pyramid on the hole. Meet the archon and watch a cut scene in which Connor travels to the Temple.

 

 

The Realm of the Sun

  1. The temple has 3 levels, each dealing with a single aspect of the Mask.
  2. Head south and west. Find a room with all the archons turned to marble. In this room you can hear their thoughts. Listen for clues.
  3. Also in that room find and take the tablet and the mask medallion.
  4. Now head north and east. Meet an archon who lets you into the Hall of Truth.
  5. Choose the room with the Monster in it. Step out in faith onto the air…you’re on an invisible bridge. Cross to the monster and it turns into a key. Take the key.
  6. Exit this area and head sound and east. Find a door with a keyhole. Use the key. Behind the door find and take the Temple Sword.
  7. When you take the sword your tablet gets inscribed with the meaning of Truth. Now head north and west. At the exit use the tablet on the door to answer the question.
  8. Starting level 2: Head west until you find a large room with a chest in it. Go in and open the chest. You now have the last missing piece of the Mask!
  9. Now head north and east. In the north east corner you’ll find the cauldron from which Lucreto’s henchmen are being created. Use the Mask medallion on it to turn it into a healing well. Now head straight south from there.
  10. Meet another archon who opens the Hall of Light for you.
  11. In the Hall of Light, push the book and pedestal into the center of the circle of light. A key appears. Take the key.
  12. Head to the center of this level and find a door that needs a key. Use the key to open the door. Behind the door find and take the Temple Armor.
  13. When you take the armor your tablet gets inscribed with the meaning of Light. Now head north and west. At the exit use the tablet on the door to answer the question.
  14. Starting level 3: Head north and to the center. Meet an archon who opens the door to the Hall of Order for you.
  15. Push the boxes around until it forms the image of the Mask. A key appears. Take the key.
  16. Head east until you find a large room. In this room find a door with a keyhole. Use the key on the door. Behind the door find and take the gold Chalice.
  17. When you take the chalice your tablet gets inscribed with the meaning of Order. Now head south and to the center. At the exit use the tablet on the door to answer the question.
  18. Final level and altar room: The archon checks to make sure you have everything you need. If he let’s you in, there’s no turning back.
  19. You need to put all five pieces of the Mask back on the altar. In-between placing each piece, Lucreto will attempt to stop you. Once you have all five pieces in place, you will have the final combat with Lucreto.
  20. There is a vortex near the wall. Try to knock Lucreto back into the vortex, as you can’t kill him…he can only be vanquished!
  21. Once you knock him into the vortex, you’ve won! Enjoy the ending.

 

Console commands What it does
allowScreenDumps < 1 | 0 > A parameter of 1 allows you to make screen dumps by hitting the print screen key. Dump files are 24-bit bmp files with the name scrxxxx.bmp where the xxxx signifies a sequential number generated by the game.

Note: The sequential number generator resets each time the game is run, and will overwrite existing screen dumps of the same name.

DeleteObject <objectName> Remove an object from the system
Exist <ObjectName> Return true if ObjectName exists in the system
GetConInventory fills the following variables (and prints them on the console) with the appropriate inventory item type Id (as found in the file invinfo.itl) corresponding to what Connor is carrying. If Connor does not have an item of the type below that variable will be zero

ConInv::Long

ConInv::Short

ConInv::Armor

ConInv::Pants

ConInv::Gloves

ConInv::Helmet

ConInv::Boots

Getloc <objectName> Calls KQObject::getLoc, then echos

Object’s loc and dir to the screen also works for camera use KQCamera for objectName

give <inventoryType> [quantity] Give Connor inventory object of type inventoryType
God Put Connor into God mode
HandsOff <0/1> 0 turns off handsOff off, 1 turns it on
KQCamera::follow <objectName> [0=move&pan|1=pan only] Goes to objectName and then follows it. ObjectName = none, will freeze camera at current location
KQCamera::fudge < 0 | 1> 1 if we can move the camera using a, z, o, and p, 0 if we cannot. Default in game is not.
KQConner::checkInvisible $Console::Return is 1 if Connor is invisible or 0 if he is not.
KQConner::getDoMode Tells which if any weapon Connor has in hand, see also KQConnor::setDoMode
KQMap::activate get the map
KQMap::setFogRadius Sets reveal radius around Connor's position on the map.
KQMonster::setAlarmRadius Changes the alarm radius from the monster that determines whether or not it leaves the idle state
KQMonster::showActive Prints names of who’s currently active,

And what teams their on.

KQMonster::ungod Restores Connor back to his abilities
KQObject::getLoc <objectName> set object’s loc and dir in KQObject::loc
ListActive Display the names of the active objects
SetCombatLevel <1|2|3> Sets the combat difficulty. To make changes take effect, call ApplyCombatLevel.
SetThirdPerson If the user has the camera in third person it does nothing. If the user has the camera in first person it changes to third and remembers that it changed the camera. The next setThirdPerson call puts the camera back in first person if a previously call did change the view.
Shutup Turn off music?
Teleport Get the map, see the entire map, allow teleporting.
tileExit <1 = can exit | 0 = cannot exit> exits Connor out of the Tile puzzle state (supports either Tile1 or Tile2 states)

 

 

Console variables What it does
Get an up to date list of console variables by typing set with no parameters.  
KQObject::loc location and direction of an object
KQObject::locOnly location of an object (just x y z)
set KQConner::reincarnate <bool> Bring Connor back to life when he dies
set KQWorld::LavaDamage <int> damage stat/sec. for standing in lava
set KQWorld::MaxMonsters <int> Maximum number of alive monsters
set KQWorld::PoisonDamage <int> damage stat/sec. for standing in poison
set NewWorld worldName Game new will load this world
set renderCollider <bool> draw collision boxes if true
set SimTerrain::HazeDistance <float>  

 

Daventry variables Meaning
Daventry::Connor::HasSpells Connor has read the spell scroll.
Daventry::ShadowMonster::MetConnor Connor has encountered the Shadow monster at least once.
Daventry::Wizard::ConnorComplete Everything that Connor can do with the Wizard is done.
Daventry::Wizard::MetConnor Connor has talked to the Wizard at least once.
   
   

 

DeadCity variables Meaning
DeadCity::Paddle::Activate holds the name of the tiki torch where the last paddle turn was completed
DeadCity::Paddle::Owner holds the name of the tiki torch that has the paddle in it
DeadCity::Paddle::Used gives the number of tiki torches that have been "paddled"
DeadCity::Reaper::ConDropedBridge flag for if Connor has dropped the bridge across the river
DeadCity::Reaper::ConFoundBridge flag for if Connor has seen the bridge (e.g. killed the Skel King)
DeadCity::Reaper::ConHasFeather flag for if Connor has recieved the feather
DeadCity::Reaper::metConnor pointer to the current place in the Ferryman’s conversation with Connor
DeadCity::Skulls::SkullMsg pointer to the next message Connor will speak while looking at the skulls
DeadCity::Skulls::StatHasGoodSkull flag for if Connor has completed the skulls puzzle
DeadCity::Sylph:: hasMold Sylph has the mold
DeadCity::Sylph:: hasRustyShield Sylph has the rusted broken shield
DeadCity::Sylph::castSpell Sylph cast protective spell on Connor.
DeadCity::Sylph::metConnor Connor spoke to sylph at least once.
DeadCity::well::canDrink flag to indicate that the well is now used for drinking rather than initiating a conversation with the Sylph

 

Game Events Meaning
The following events must be used with sendEvent command (see above).  
KQDoorEvent value Value of 1 means open the door

Value of 2 means close the door

Value of anything else means toggle the door (close if open, open if closed)

KQStatsChangeRequestEvent health shortDamage longDamage protect experience This will add these values to the objects stats.

 

Easter Eggs

1. Drink as much as you possibly can from a well.

2. In Daventry, get the Potion Reveal, and head to the trees between Sarah's and Conner's house.  Drink the potion and take a look at the tree on the left.  Click on the red apple.

3. In the Dimension of Death, click on the tall box just east of the dead warrior in the entrance area 25 times.

4. Click the ice scepter from the ice realm on the sylph in the Dimension of Death three times to hear something funny.  Click up to four more times to hear four other funny sounds. 

5. In the Frosty Mountains, Connor must talk to each snow nymph one time only and he must have his hand weapon drawn.  He'll put it away after each conversation, but you'll have to keep drawing it after each one. Talk first with the nymph in the front of the hall, then the one on the right, then the one on the left.  After you've done that, click on the left wall on the square that is "down creation, over completion" or down 3 over 7 from the front wall.  Click on that three times and watch a cameo appearance from a popular Sierra character.