Mask of Eternity WALK-THRU
In general, when confronted by monsters Kill them. If you find health or magic items take em. I wont list all monsters or health and magic items in the walk-thru. The only things Ill 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
The Dimension of Death
The Swamp
The Underground Realm of the Gnomes
The Barren Region
The Frozen Reaches
The Realm of the Sun
| 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 Objects 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 whos currently active, And what teams their on. |
| KQMonster::ungod | Restores Connor back to his abilities |
| KQObject::getLoc <objectName> | set objects 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 Ferrymans 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.