About now, you're probably feeling a bit tired. Go West to the Tower, and Up the stairs. Well, look at that! A comfy featherbed. Get into bed and drift off to sleep. While you sleep, you have a dream. The dream is an indication of the location of another scroll. When morning comes, get up, then examine the bedpost. Aha! A hidden switch! Press it, and a compartment will open up, revealing the VAXUM spell. Get that scroll and GNUSTO the spell. It will soon be time for you to get yourself killed (among other things), so learn the OZMOO, NITFOL, and EXEX spells. Go down the stairs, the head East until you come to the South Gate. Go South from there to the meadow, then SE to the Shore. Here you will see a giant turtle with a rainbow-colored shell. Cast NITFOL on the turtle, then tell him to follow you. Return to the South Gate and go East from there to the base of the SouthEast Tower.
Go up the stairs, and you will be in the Engine Room, which is full of all sorts of dangerous and incomprehensible machinery. Cast EXEX spell on the turtle, then tell him to go SE and get thescroll. The speed spell will make him fast enough to dodge safely through that room into the Control Room, where the Kulcad spell scroll is. On his way back, he'll set off a trap, but his heavy shell will protect him. You couldn't have managed it, because you have no protection from the sharp spears. The turtle will give you the scroll, then return to the beach. The Kulcad spell is too powerful for you to GNUSTO, so you'll have to just hold on to the scroll until you need it. And now, it's time for you to die. Go down the stairs, then West to the Hall and North to the Closet. Pick up the Jeweled Box and continue North to the Courtyard.
Don't bother trying REZROV on the Box; even that spell isn't powerful enough to open it. Just go East to the front of the temple, drop everything you have, then go East once more. You will be captured and put in a cell to await a sacrificial ceremony, at which you will be the guest of honor. Now, OZMOO yourself, and Wait. The creatures will soon come for you, and you will be offered up on an altar and a knife plunged into your heart. Because of the OZMOO spell, you won't really be dead. However, you now have the means of opening the Jeweled Box. Once you are on your feet again, step down from the altar, amd go East back to the courtyard. Cut the rope, then open the box and get the MELBOR scroll. Pick up the rest of your possesions, and GNUSTO the MELBOR spell. Now, learn MELBOR, VAXUM and ZIFMIA, then head West, West to the Inside Gate, and from there to the Mirror Rooms.
Here you must wait until you see the Adventurer on the other side of the mirror. At that point, ZIFMIA Adventurer, and he will appear before you, a little bit upset. Since you have a move to spare here, MELBOR yourself, then VAXUM the Adventurer, who will now be very friendly towards you. He will also be looking at your inventory with covetous eyes. As soon as he's been VAXUM'd, head directly East until you come to the Guarded Room. Don't worry, your new friend will follow you along. Once at the door (and you should carefully read the description of it; it's really amusing), tell the Adventurer to open it. He will do so, and the illusions of monsters will disappear, revealing only a plain wooden door. Go North through the door into the Map Room. Here is one of those variable things in the game. There are several objects in this room, two of which, the map and the pencil, are crucial to your success. Sometimes, the Adventurer will pick up one or both of these items.
You must get them back from him before he leaves, or you may never catch up to him again, in which case the game is lost. If the Adventurer picks up something you need, tell him to give it to you, and he will. In any case, you should drop the dagger now because you don't need it anymore. You also won't need the purple scroll with the FILFRE spell. Make sure you have the map and the pencil, then go back to the North Gate, and from there South to the Library. Examine the ashes on the floor, then the tracks in the ashes. These will lead you to a mousehole in the wall. Reach inside, and you will find the scroll with the GONDAR spell. GNUSTO that one. While you're poking about here, you might hear gutteral voices coming towards you. Don't worry; the MELBOR spell will keep you protected from any of the hairy creatures that might enter the room.
Weiter mit: Komplettlösung The Enchanter: Seite 3
Zurück zu: Komplettlösung The Enchanter: Seite 1
Black Ops 3 ist zurück! Mit dem fünften und ewig verspäteten Download-Inhalt stiehlt der Shooter dem (...) mehr
Für den Mehrspieler-Shooter Counter-Strike - Global Offensive ist heute ein von Fans lang ersehntes Update erschie (...) mehr