Revenant

Revenant

15.10.2013 07:08:45
Solution and Hints for Revenant
By Christoph Ledinek , cledinek@gmx.at


C H A R A C T E R I S T I C S
Your character exhibits six characteristics: Strength (Strn), Constitution (Cons), Agility (Agil), Reflexes
(Rflx), Mind, and Luck. Each is important.
Strength measures physical power. In game terms, it affects the damage you do, the armor you wear,
and the weapons you use. The Strength characteristic controls how many Hit Points and Fatigue
Points you gain as you ascend levels. It affects armor as well: wearing certain types of armor requires
a high Constitution.

Agility contributes to how often you'll land a blow in combat. It affects both ranged and melee attacks.
It is useful for everyone but a pure spell-slinger.
Reflexes, the other side of Agility's coin, govern how well you can avoid attacks. This characteristic is
useful for everyone but tank-like warriors, such as Bayne, who don't care how much damage they
take.
Mind is a measure of mental power. Spellcasters want a high Mind statistic to maximize their mana.
Non-spellcasters needn't concern themselves about it.
Finally, Luck can be a sneaky leveling factor, the hidden edge everyone needs. If you have a high
Luck characteristic, things just tend to go your way.
I M P R O V I N G C H A R A C T E R I S T I C S
Every time you go up a level, some of your characteristics will increase. You can choose which will
improve, as your game manual explains.
You may add two points to your characteristics per level, up to Level 15. You can apply both points to
the same characteristic, or split them between two. From levels 16 to 30, you may add one point per
level. That means you get a total of 45 points to increase your characteristics over your character's
entire lifetime. So plan ahead to determine how you'll allocate them.
E X P E R I E N C E P O I N T S
Every time you kill a monster, you get Experience Points toward raising your level. How many
depends on your level and how tough the monster was. When the monsters that gave you good
Experience (and a good fight) in the past start providing smaller rewards, it's time to look for tougher
foes.
S K I L L S
Each time you use a skill, you'll gain Experience Points in it. At a certain point, your skill level will
increase. All skills start at Level 0.
As with characteristics and level, skills are limited to a maximum value of 30. Unlike characteristics,
you can work as many of them up to that level as you want. (It's just extremely hard to do.)
Skills such as Invoke and Lockpicking increase whenever you use them successfully. Weapon skills
increase whenever you use a weapon to land a killing blow.
Each weapon class--Hands, Swords, Bludgeons, Axes, and Bows--has its own skill category. When
you use a certain type of weapon to kill something, you'll earn experience in the corresponding
category. As you increase in level, the amount of experience you gain for doing the same thing
changes.


CO M B A T B A S I C S
When a threat approaches, draw your weapon and turn to face the enemy. When you get close,
employ one of three swings: Thrust [A], Swing [S], or Chop [D]. You can also Block [Q] and Dodge
[CTRL] + arrow key.
It's that simple. In the single-player game, you may choose from swords, bludgeons (such as clubs
and maces), axes, and your bare hands. The multi-player game adds staffs (for Navarro only) and
bows.
I F Y O U ' R E H I T
When you attack, the computer first checks to see if your character is in position to hit the enemy. If
so, it compares your Attack and Weapon skill levels and your Agility to your opponent's Defense Skill
and Reflexes. If you have a skill advantage, your chance to hit goes up. If your opponent is superior,
your chance to hit goes down: the computer generates a random number; if you're lucky, you land a
blow.
The computer then generates damage based on the damage range of your Weapon and Strength
statistics. Armor reduces this. The computer does all of the hard calculations. You just need to aim
your blows accurately.
F A T I G U E
The Fatigue attribute governs how much energy you have for attacking. As you swing at your target,
you'll tire and your Fatigue level will drop. If your Fatigue level is too low, you'll make a "fatigued blow."
These are less likely to hit and they do much less damage. Try to maintain enough energy to attack.
If you get tired, retreat a bit. Try dodging around. This frustrates enemies and allows you to recover
Fatigue. (You spend it only when you attack, not when you move or dodge.) Dodging around the
battlefield is a good way to buy time while you recover Fatigue; just don't dodge into another group of
monsters!
D O D G I N G
If something comes charging toward you, dodge. This will cause that big opening attack to miss you. If
you need to increase your Fatigue level, dodge. It's impossible to dodge too often. It costs nothing and
can save you a lot of pain.
S P E C I A L M O V E S
As you gain levels, you can learn special combat moves (refer to the manual). These start with
"closing moves," such as the Charging Thrust, and progress to deadly combination moves. These can
deliver far more damage to your opponent than ordinary swings.
The trick with combination moves (Puma Strike, Cobra Strike, and the like) is that you must be moving
toward your target for them to work. If you're just standing in front of your enemy, hitting Thrust three
times is just going to thrust; you won't pull off a combination. But if you have a little (not too much)
distance and then rush in hitting that Thrust key three times, you'll get amazing results.
W E A P O N S K I L L A N D C H O I C E
When you use a specific weapon to eliminate your enemies, you earn experience with it. Weapon
skills increase the way Character level does--although more slowly--and require the same number of
experience points. As with Character level, the maximum skill level you can reach is 30.
Some weapons are more effective against certain creatures. For example, bludgeoning weapons are
very effective against Stone Golems. Go for the weapon that will do the most damage against each
enemy.
Look around you. Your memories are gone. You have nothing to guide you but the two men in front of
you. The men before you are Lord Tendrick and his advisor, Sardok. They're responsible for your
presence here. Question them! A Group called the Children of Change have kidnapped Lord
Tendrick's daughter and he needs your skills to defeat those monks and rescue her.
Sardok will give you some important tools--magic runes and a scroll to refresh your memory. Tendrick
is no less generous, giving you some rough armor and a short sword.
They speak of your task: listen carefully! A monk interrupts your conversation, babbling about his lord,
Yhagoro. He moves quickly to attack you! Make sure you have your inventory window open before the
fight starts. Right-click on your shortsword to equip it. To don your armor during the fight, right-click on
each piece. You should have no trouble winning the fight.
E X P L O R I N G T H E C A S T L E
Left on your own, your best course of action is to explore the castle. See what information you can
glean from the guards. They'll respond to your attitude with attitudes of their own, so choose your
words wisely. Will you embrace your status as one just returned from the depths of Anserak and act
like a true hellfiend, or will you show compassion?
Make your way down to the dungeon and speak to the guard captain. Mark his words: Although he
agrees that Rand failed in his duties, he believes execution is too harsh a punishment.
When you finish with your explorations and interrogations, return to Tendrick and Sardok in the throne
room. Tendrick questions you about what you've learned and he and Sardok offer more information to
help you in your quest. After they hear what you have to say, Sardok orders Rand executed. Soon
after all of you descend into the dungeon, Sardok kills Rand with a bolt of lightning.
Your first steps lead you into the town of Misthaven. Follow the path and let no unlocked door go
unopened. The townsfolk are like the residents of the castle--trusting fools who leave valuable
possessions out on shelves and in unlocked chests. You find a magical rose and a note in the first
house you visit. Perhaps you'll find a use for them. Scout about for interesting people, places, and
items. Here are a few of the most notable encounters.
J O N G , T H E C O M B A T T R A I N E R
The path leads you to the house of Jong, the town's combat master. You'll recognize it by the bright
banners fluttering outside. Jong can help you regain your memories. Inside, go to the second door and
enter Jong's courtyard. Talk with him. Show him your stance. In return, he'll teach you the secrets of
the Charging Thrust, a move you'll need to know to survive in the woods.
Make your way down to the dungeon and speak to the guard captain. Mark his words: Although he
agrees that Rand failed in his duties, he believes execution is too harsh a punishment.
V I S I T I N G T H E L I B R A R I A N
Move on to the first flight of stairs outside of Jong's house and down in Misthaven's next tier. A door
above the general store opens into a book-filled room. You've found the library of Geralt.
The scholar Geralt has accumulated much knowledge--the kind you'll need on your quest. Speak with
him. Geralt will fill your ears with more than you may wish to know, but listen carefully nonetheless. He
can help you find your way to the caves on the other side of the island.


T H E P O T I O N S H O P
Run by Elahni, the healer, the potion shop is one of the most important places you'll visit in Misthaven.
Inspect the wares carefully and then invest in some Lesser mana potions. You'll find enough Lesser
health potions around town to keep you going. It's important that you work on your magical talents--
and you can't do that without mana. Make sure you have two or three Potions of Mana before you
venture into the forest.
T H E I N N
The inn, a lively place, is certainly worth investigating. Foolish people often leave their belongings
where a quest-bound Revenant can find them. Inspect each upstairs room.
You need to talk to Gus, the town drunk. He's has a story you should listen to. The Amulet of Rogoss,
which belongs to Gus's grandfather, is your key to the Ogrok Village. To get it, you must enter the
Ancient Tower. If only you had more information about the tower. . .Geralt seems to know about
everything ancient. It's time to revisit the old windbag.
A quick dash back to the library brings you face to face with Geralt once more. He knows all about the
Ancient Tower. The important information is that a man named Jason has the Solaria--the "Golden
Sun Key" that will open the Ancient Tower's door.
Unfortunately, Drughs captured Jason only a day or so ago. To get the key, you must find the Drugh
camp, which moves around the forest. Never fear, Revenant. You have what it takes to find it. At last
it's time to enter the forest.
Oddly, signs indicate clearly the way to the Drugh camp. Follow the road and you'll find it eventually.
Along the way, you'll encounter Drughs and spiders aplenty to hone your combat skills! Use your
Unarmed Combat skill as often as you can during these early levels. You have a nasty bare-handed
fight coming up at the Ogrok camp and you must make sure you've improved this skill sufficiently.
Don't be too fixed on your goal: who knows what you might find down a side path? One side road must
lead to Olihoot, the old hermit Geralt mentioned. He's worth a visit. His information is confusing, but he
gives you a Sky Rune that allows you to make the Fire Flash spell--a useful incantation at this stage of
your journey.
T H E B O N E Y A R D
As you move north, you come to a sign that points off to the Boneyard. The graveyard guards aren't so
fierce; you can easily make your way to Styx's tomb. As you place the rose atop it, you hear a click
and a magical hum. To your left, a small chest rises from underground. Investigate to find a magical
Emerald Ring--an excellent reward for a few minutes' work. If only the rest of your quest could be so
easy.
Return to the road, follow the signs, and soon you'll find the Drugh camp!
T H E D R U G H C A M P
When you reach the Drugh camp at last, you find poor Jason tied to a stake: no doubt the Drugh have
a nasty fate in store for him. Dispatch the Drughs and free Jason. He's a generous soul who has no
qualms about parting with the Solaria.
After you've vanquished the Drughs, look around the camp to find two treasure chests full of goodies.
The one northeast of Jason holds a full suit of Animal Fur Armor--an improvement over your cloth--and
a Ball Racker.


T H E A N C I E N T T O W E R
The Ancient Tower lies south and slightly west of the Drugh camp. Gaining entrance is not a problem
now that you have the Solaria.
When you first enter, you see Harowen, the woman who broke Gus's heart. You can see why! She's
very seductive and eager to take you upstairs. You step on the teleporter and appear in an upstairs
chamber, facing Sidious, the dragon! You must use all of your combat skills and magic to defeat this
foul beast. Dodge a lot as you fight Sidious. He's a tough opponent. Try to soften up the dragon with
spells. Cast Regeneration to help with the damage you're going to take. Don't wait too long to use
those health potions.
Finally, after a hard-fought battle, the vile Sidious lies dead before you.
Collect as much treasure as you can, especially the Diamond Ring. With it Gus will take you to Arakna
Island so you can recover the Amulet of Rogoss! Downstairs, a convenient glowing teleportal returns
you to the Keep. From there it's a short walk to Misthaven and Gus's house.
Before heading to Gus's place, look around town. Revisit the merchants; you never know when they
might get some new (and more powerful) items in stock. Stop in at the armor shop before you visit
Gus. If you can afford it, trade your Animal Fur Breastplate and Legs for Bone Armor. It wards off
poison less well than the Animal Fur items, but it affords much better protection.
S A I L I N G W I T H G U S
Finally, you get to Gus, who's ready to go after you give him the Diamond Ring. You dissuade him
from bringing along any weapons; you'll be doing all the fighting on this trip. Gus's "boat" turns out to
be a raft, but it will serve to get you to Arakna Island.
A R A K N A I S L A N D
Arakna Island is ring-shaped. Your way to the south is blocked, so you must travel around to the north
and west. As you travel around the island, watch for treasure chests hidden in corners off of the main
path.
F I G H T I N G W I D O W E T T
You circle the island, killing every spider you encounter. At last, you see your goal--a glowing pillar,
certainly a teleportal set to take you to the island's interior. Weapon in hand, you step on.
As you step away from the pillar, several Recluses assault you, but your greatest challenge lies
ahead--the Widowett herself. Kill all of the Recluses before you venture down to the Widowett. She's a
very tough opponent and you need no distractions. Fire Flash is very effective against her. Avoid her
deadly poison bolts and move in to finish her off with your Bone Sickle or Tulwar.
After you dispatch the Widowett, the Amulet of Rogoss is yours. You'll find it in a chest just south of
where you battled the giant spider queen. Open the chest to find the amulet and a handy Stars Rune.
Your magical power and weapons skills increase. Soon there will be no stopping you.
Retrace your steps to the portal, then follow the path back to Gus. He's more than happy to leave this
dismal place. Soon you're back in Misthaven, ready at last to enter the Ogrok Village. Before you go,
replenish your supplies and make your rounds through town, looking for new items or new information.
Your path is familiar as you start out. Follow the signs toward the Drugh camp until you come to the
branch that leads toward the Ogroks. You finally reach the Ogrok Village and approach the
Gatekeeper. He's astonished to see the amulet--and around the neck of a human, no less. He calls for
the gates to be opened and soon you stand before the Ogrok Chief.
Make sure you have Fist Mastery, Might, Regeneration, and a good damage spell, such as Quicksand,
set as hotkeys. You're about to enter an extremely tough hand-to-hand fight and you'll need all of the
help you can get. Also keep your belt stocked with plenty of potions of Health and Mana.
The Chief tells you only the strongest warrior is worthy to wear the Amulet of Rogoss and, to prove
your worth, you must fight the Ogrok champion, Baez. In fine Ogrok tradition, it's a fight without
weapons.
Your are triumphant. Your victory impresses the Ogrok Chief, who promises his people's aid in your
fight against the Children. Better, he gives you Baez's magical ax, SoulCleaver--a powerful weapon,
indeed. SoulCleaver in hand, you arrive at the entrance to the caves to seek the Children's lair.
A familiar face greets you as you enter the caverns. It's Olihoot and he's as cryptic as ever. This time
he gives you a Sun Rune, which you'll find useful later. Now it's time to make your way deeper into the
caves.
These caverns are dangerous. The treacherous ground around you erupts into flames without
warning. Explore every inch of these caverns to find treasure chests with gold, potions, and new
armor. Most lie off of the main passage.
A scroll you find on the ground tells the sad story of an expedition gone astray. You won't have that
problem. Soon the twists and turns lead you to a strange graveyard populated by skeletons! Slay them
all. Visit tombs in the northeast that hold lost treasures.
As you move out of the graveyard, you are close to the end of these caverns. After a short journey,
you come to a huge mountain.
K R A G G M O U N T A I N
The massive mountain ahead begs to be climbed. Before you head up, explore the area at its foot. A
hidden entrance leads you to a side chamber that holds two green dragons. Make short work of them
and explore the area. You'll find a treasure chest containing Celtic Leg Armor, a welcome addition to
your wardrobe.
Explore south and east to find a Blackened Axe, a weapon superior to SoulCleaver. A chest to the
west holds the Amulet of Thunderbolts, which will make you hit like a giant. Don't ascend the mountain
until you've found all of these items.
C L I M B I N G K R A G G M O U N T A I N
The mountain is treacherous, covered with cultists who seek to stop you. Fight your way through.
Halfway up the mountain, you find another scroll that reveals more of the fate of that hard-luck party of
adventurers.
Work your way along the switchbacks and use care! Stay watchful: more treasures await you. You'll
see a familiar site--a teleporter, ready to return you to the Keep. Use it when you must run to
Misthaven for supplies.
Finally, you'll fight your way to the very top of Kragg Mountain and find the hidden passage to the
Infested Swamp. You must be close to the Children's camp.


I N F E S T E D S W A M P
Spread out before you lies a dank swamp. You must find your way across it to find the Children's
stronghold. Before you descend into the fetid waters, though, explore the area above. After a minor
battle, you'll find a chest. You'll find more secret treasures and two hidden rooms. Watch for the
entrances; the treasures within are lightly guarded.
In the first room is a mysterious Bottle of Spores; in the second is a pair of Celtic Boots to match the
leggings you found in the mountains.
More important, above the upper exit in room two, you'll find a mysterious machine. It sits there waiting
to be activated. Use the Bottle of Spores. A bridge of mushrooms allows you to climb to the next level.
A passage there leads to an isolated mountain ledge in the forest, where a treasure chest awaits you.
Clean it out, return to the swamp, and fight your way toward the bottom. Take care as you near the
lower reaches. You must move down a side passage to locate a chest. Among other loot, it holds a
scroll that tells you how to construct Level 4 spells. At last, you can cast Lightning Bolts and Flame
Waves, as the adepts you've been facing do.
As you move toward the exit, you come across the remains of an adventurer. Yet another scroll relates
the sad tale: a horrible Cave Worm lurks underground, ready to attack. A passage not far from the
corpse leads to more caves. You're out of the swamp.
You emerge from the passage to find yourself in a vast underground maze. Move northwest from the
entrance and climb the stairs to find a chest full of treasure. Exit the chest chamber from the
southwest. At the first intersection, go northeast and then take your first right turn. You see an active
teleporter. Perhaps this is a good time to return to the Keep and Misthaven and attend to some
business.
B A C K I N T O W N
There's nothing for you in the castle, so move directly to town. Visit Jong; he's sure to have some new,
useful combat maneuvers to teach you. You'll acquire no new information, but make sure to sell off
your loot.
While you're at it, stop in at Gina's and Cronus's shops. Both have new items with which to tempt you.
Cronus has produced what he calls "Barbarian Armor." This handy protection also increases your
damage. How can you pass it up? You'll find a broadsword for sale at the weapons store-- a clear sign
you should buy it and stop using axes. It's time for sword practice
E N D L E S S C O R R I D O R S & H I D E O U S F O E S
You return and wander the corridors, seeking an exit. The Children of Change are out in force here.
You encounter Monks, deadly Siroccos, flame-throwing Cinderates, and worse. Deadliest, perhaps,
are the fearsome Spider Queens wandering the passages. They hurl deadly bolts and summon
smaller spiders to plague you.
Chests containing gold, potions, and the occasional magic item lie scattered throughout the corridors
and chambers. Explore thoroughly.
You come to a set of stairs that leads west. Climb them to a chamber where a skeleton guards a
passage out of this place. A scroll near the skeleton provides further details about the fate of
Misthaven's lost expedition. The chest here contains the Celtic Helm. This headgear is better than
your current armor. Don it and step into the passage.


Children and their allies beset you as you make your way through the windy passage. The few
treasures scattered here and there hardly make up for the numbers of opposition. At the end of the
passage you enter a room with a lake in the middle and six corridors leading away. A series of gates
blocks one passage. Maybe there's a way to unlock one of the others.
The chest in this room holds a longbow and some ice arrows. Sling the quiver over your shoulder and
make sure the bow is ready to use.
O P E N I N G T H E G A T E S
When you move away from the bow chest toward the end of a heavily guarded passage, you
encounter enemies even worse than Spider Queens! Horrible monster-summoning Druids block your
way. Druids are annoying opponents. They summon other monsters to attack you and then use their
magic to render themselves invulnerable. Time these fights carefully. Try to attack the Druid while he
or she is summoning and not translucent. When the Druids use their magic to stay safe, kill off the
summoned creatures. The fight is difficult, but you defeat them.
At the end of the passage you come to a strange lever. Throw it. You'll hear a grinding noise, like the
sound of a single gate opening. You need to find more such levers. Move down the other corridors. At
the end of each you must throw a lever to open a gate. You'll encounter more deadly foes, including
the undead Zombies. Slay them all!
B E Y O N D T H E G A T E S
Finally, you throw the last lever and the fifth gate lifts. Pass through the open gateways to the far end.
More Spider Queens await you. You must defeat more of those vile monsters as you move through
the winding caverns. You pause in a passage near a skeleton and a scroll.
Simply move up to the gate and click on it, as you would any other door. You need throw no levers to
pass through.
S O L I F U G E
Lift the gate and enter the chamber. You'll notice a chest that contains more arrows. Solifuge drops
into the room. You dash at the monster with your sword, but the creature is quick. It can grab you in its
mandibles and tear horrible wounds. Worse, it leaps for the ceiling and drops smaller spiders into the
room to distract you. Then, as you combat them, it drops on you again and resumes the battle.
An ice arrow will slow this thing down. Roll away from the beast and snatch the longbow from your
shoulder. Hurtle an ice arrow through the air. Draw your Ranger Sword. The arrow encases the beast
in a block of ice. Use a Charging Thrust to close the distance and keep thrusting until the monster
breaks free. Now roll back and try it again.
Once the beast is dead, move through the exit--another gate to the south--to find the entrance to the
Queen's Crypt.
T H E Q U E E N ' S C R Y P T
As you move forward cautiously, a vision overtakes you--a scene from your past. You were tied
somehow to this queen; you knew her. Overwhelmed by this sudden knowledge, you lose
consciousness.
You awaken to see the spirit of a lovely young woman. You ask if she's Andrea, Tendrick's daughter.
"In this life," she replies, before she disappears.


Ascend the ramp where Andrea appeared. On the dais near the Queen's tomb you find a chest
containing a scroll and a sacrificial dagger. The dagger gives you chills, but keep it, anyway. The scroll
contains knowledge of more advanced magical spells and you work quickly through the combinations.
Explore the rest of the crypt to find more chests.
Suddenly, Sardock teleports in! If he can get here so easily, he could have teleported you past the
caves all along. He insists you needed to develop your fighting skills. He suggests that you use the
teleporter to return to the Keep and report to Tendrick.

Lord Tendrick and Sardok hear your report and then instruct you to go to Misthaven. A ship
has delivered new goods. Sell your loot, stock up on potions, and visit Gina. She has a Claymore for
sale and you should buy it. Don't forget to visit Jong, who has a new combination move to teach you.
Now return to the teleporter and the Queen's Crypt.
T H E R U I N E D C I T Y
Step through the passage and move north, toward a great ruined city. You'll encounter little opposition,
just a few monsters and a crazy old sorcerer, Navarro Al Xace, who refuses to join you.
Within the Ruins, Spider Queens, Druids, and Zombies all seek to bar your way. Move left and climb
the stairs to find a chest containing a strange root. Perhaps, like the jar of spores, the root is the "key"
to some locked door. Hang onto it.
As you travel, you see signs of an extremely powerful civilization. Some of the statuary is dangerous.
Inhuman heads shoot balls of fire from their eyes if you wander in front of them. Avoid these traps.
Explore both sides of the central Ruins to find everything of value you can before you enter the maze.
Beware of some fierce monsters: you'll encounter White Dragons here for the first time. They're
extremely tough enemies. Be careful! Try using Physical Paralysis on opponents such as White
Dragons. It keeps them from hurting you while you knock them around. You must cast it several times
per dragon.
E N T E R I N G T H E M A Z E
A kind of maze lies ahead of the entrance. Enter it after you finish exploring the sides. It's full of
Zombies and treasure chests. Kill the former and loot the latter! You find some strange stuff--empty
vials, roots, flowers, and the like. You'll need them later, however, so make sure you collect
everything.
I N T O T H E G R A V E Y A R D
Pass through the maze into a graveyard populated by Zombies and a new class of foe: Wraiths.
Wraiths are hard to kill with your sword, but they're easy to destroy with magic. Perhaps you should
practice some spells on them. Again, take care to search the interior and sides completely before
moving up the stairs at the far end of this area. You must make a clean sweep before you go farther.
T H E P O R T A L A T L A S T
Finally, you come to what must be the exit portal, but a glowing field blocks your way. A scroll in a
nearby chest tells the story: you must sacrifice to the gods to get past.
Look around to locate six blocks that have spaces to insert vials. You've already found six vials. Four
are empty, but will hold the Blue Flower, the Root, the Bone, and the Issathi Claw you found. Fill the
vials, one item to a vial, and place them in the six niches. When the force field disappears, you may
pass beyond.
Only some minor foes and one more White Dragon impede your progress now. Dispatch them and
make your way through the Ruins to the dungeon entrance. You must enter the dungeon to reach the
City of the Children. Enter.
D U N G E O N G A R D E N S
You move through the upper part of these underground gardens virtually unchallenged. The Vashar
Guards are no match for you: one fierce look and they fall over dead.
The Dark Revenants are far more dangerous. They're strong fighters and use magic, as well. Close
with them quickly, using the Puma Strike and other combos you learned from Jong.
The traps down here include spikes that shoot up from the ground, arrows that stream from the walls,
and fire-breathing dragon heads. They're less dangerous than a Dark Revenant, but they're annoying
all the same.
Work your way down into the dungeons. A teleporter near the entry leads back to the Keep. You're
well supplied with potions, so press on.
As you move downward, you reach a path to the center island. Follow it around beyond the locked
portcullis. Wraiths, Dark Reavers, and even a White Dragon beset you before you can make it all the
way back to a glowing red circle. Step on it.
You arrive on an island with three glowing circles. One leads back to where you came from. One leads
to a small island with a lever; pull it. Elsewhere, a door unlocks. The third circle takes you to an island
where you find a treasure chest that holds a key.
T H E F I R S T T E M P L E
But when you return to the locked portcullis, you find the key doesn't fit. Then you remember the lever.
Perhaps the locked door lies beyond the portcullis it opened. Move north along a side passage. There,
guarded by a Druid, is a treasure chest--and the portcullis. It yields to your strength and you pass
through the opening.
You enter into an area filled with servants of the Children. Kill them all as you follow the path south
and show no mercy. Help yourself to anything you find along the way.
A passage leads northwest away from the center island. Follow it to another temple structure. Your
key turns in the lock and you enter. You must pass another locked door that won't open to your key.
Move on to the final room--a horrific torture chamber that nonetheless yields abundant rewards: a
chest, a lever, and a teleport circle. The chest contains valuable items. The circle will take you to a
small corridor where you find a chest filled with armor. The lever opens the first locked portcullis.
T H E S E C O N D T E M P L E
As you make your way back to the portcullis via another route, inspect all of the chests you find. The
portcullis is unlocked now and you open it. The Druid beyond guards a treasure chest. Defeat him and
pillage the chest: it holds another key! You dash back to the locked door in the first temple and its lock
indeed yields to your key. You're in! From there, pass through a portal to the City of the Children.
At last you're in the City of the Children. But this is not your ultimate goal. The Children are up to
something and you must push on to learn just what.
Strangely, you can move into certain areas and talk with the inhabitants. Some seem oblivious to your
purpose there. You move around the city, stopping at every door--the Chamber of Horrors, the
Kitchen, the War Room, and the Treasure Room. You talk to the inhabitants of some rooms; you kill
them in others.
In a priest's quarters you meet Wanet, a curious priest, indeed. Wanet claims he joined the Children
only to discover how to destroy them. You're unsure whether to believe him, but you let him live.
Finish inspecting all of the rooms and then move south through a series of winding passages. The
Children and their minions try to stop you and you encounter new assassins--Shadows. But even they
are no match for you, now. Your power grows as you penetrate deeper into the Children's lair.
C O L L E C T I N G N E W E Q U I P M E N T
You move through this area via a series of transport circles. One takes you on a side trip--but what a
side trip! You acquire a Flamberge, a most powerful sword. Now you're well-armed. In fact, your stock
of magical armor and items has grown as well. Take time now to sort out what you're most likely to
use. Retrace your steps and continue to the remaining transport circles. At last, the passage leads to
an exit doorway.
Follow along through the ensuing corridors and chambers. At the north end of the first big chamber
pass through a portcullis. Up to now you've encountered Dark Revenants and some minor
annoyances. Now you meet with two new threats--Dark Ogroks and Dorogars.
The Dark Ogroks are far more challenging than the other Ogroks you've encountered. At least you
needn't fight barehanded! Dorogars use their two-headed axe with deadly accuracy and are very good
at blocking. Lightning Bolts and Fire Balls prove most effective against these monsters.
Along the way, you find a treasure chest or two. One holds something called the Wyrmm Key. It looks
like it might fit the lock on a chest back in the Keep. Give it a try the next time you're there.
F I G H T I N G Y O U R W A Y U P
At last you reach the base of a large step pyramid. As you ascend, you find you must fight for every
step you take. This place is heavily guarded. What's at the top?
It is a rewarding climb. The chests you find near almost every stairway hold gold, potions, and other
useful items. At the top you discover what the Children guard--a transport circle to Sabu, the high
priest.
C H A S I N G S A B U
You materialize within a large chamber. A stairway ascends above you and the Children's guards
stand in front of you. Dispose of the guards and climb the stairs. At the top you'll find a chest with the
Copper Key which unlocks the only door out of the chamber below.
As you move down the corridor beyond the door, you come to a portal that isn't locked. Sabu, High
Priest of the Children, waits in the room beyond. He's unhappy to see you, but he doesn't stay to fight.
After taunting you, he teleports away: you must pursue him.
Exit the room to find an unlocked doorway to the north. The room beyond holds small pools of water. It
holds monsters, as well, of course. The new foes--Arcanists--can throw powerful magic spells. Kill
them quickly or risk paralysis.
P A S T R E V E A L E D
You spot Sabu dashing into a doorway. He had the good sense to lock the door behind him, however.
Your only option--go through the only unlocked door. Move around a large corridor, past the world's
smartest Dark Ogroks (now deceased), and through a prison area. Go through a set of double doors
leading west.


You enter a burial chamber. A ghost addresses you as king and accuses you of horrible crimes. He's
willing to help you, all the same. He points to a chest that contains an amulet to ward off Sabu's
powerful magic spells. The chest and another chest near it hold other useful items, such as formulae
for Level 7 spells and keys to the door Sabu fled through. Move on.
T H A T T R I C K Y P R I E S T
In the room beyond the locked door, Sabu is ready. After pulling a lever that releases a pair of
monsters, he teleports away. You have no choice: kill the monsters and pursue the priest.
When you catch up with Sabu again, he prepares to vaporize you with a powerful elemental blast.
Your new amulet wards it off, however, and the cowardly priest flees again.
Make your way down the corridor. Sabu's guards include a powerful Stone Elemental. But between
your Ninja To and your spells, they're no match for you. At last you reach a transport circle that takes
you to the shores of a lake.
You stand on a pathway that rises from the waters of a lake. A massive maze lies all around you. You
must find your way through if you're to end Sabu's life.
The way out lies mainly to the east and south, but take your time and explore thoroughly. You'll find
numerous treasure chests; one holds the Gothic Key that may fit the lock of that chest in the armorer's
shop.
You'll encounter powerful foes, as well, as you make your way through this maze. Among the new
servants of the Children are Burning Priests, powerful spellcasters who favor Fire spells above all
others.
S A B U ' S L A I R
Find your way out of the maze and enter the courtyard of an underground castle. Again, you find the
familiar chests and foes as you explore. Make your way down and west, toward the interior. Grab the
Entrance Key from a chest in the castle before you face Sabu. You'll need it later.
Enter a room to find Sabu waiting up a flight of stairs, only moments from your blade. Before you can
move, he spots you. He has orders to kill you, he says, but he'd rather see you broken in the Slave
Camps. You rush toward him, but his magic whisks you away.
B A C K T O T O W N . . . A G A I N
You appear near an inactive transport circle and a teleporter to the Keep. It may be time to check in
with Jong and try the Gothic Key on the armorer's chest. You'll also want to stock up on healing and
mana potions.
T H E S L A V E C A M P S
Return to the Slave Camps and explore. As you move down the first corridor, a pair of locked
portcullises appears to your right and a pair of unlocked portcullises to your left. Beyond the unlocked
portcullises you encounter three Dark Ogroks--camp guards, no doubt.
Back in the corridor, you come to a large, lightly guarded room. Enslaved Druhgs dig at the far end.
They won't attempt to escape, they say, until Sabu is dead. Follow the tunnel leading out of this room,
battling foes and avoiding at least one trap as you go.
Move down a side corridor near the end of the passage. Shegra, a female Druhg, awaits you in a
chamber. She has some odd ideas, but she can help you kill Sabu. The poisoned dagger she gives
you will slay the pesky high priest with a single jab. Thus armed, you don't mind paying even Shegra's
price.
Still recovering from your experience with Shegra, you return to the corridor and follow it. At the end, a
locked portcullis bars the way, but you have the key--careless of Sabu to leave it lying around. It will
be his last mistake.
You sneak up behind Sabu and inflict one quick stab. It's over--too easily, it seems. As Sabu writhes
on the ground, you dispatch his pathetic guards and loot his treasure. His last scream is music to your
ears. You make sure he's dead and then step on the transport circle.
You arrive back at the Slave Camps. Remembering your promise to Shegra, you move to the digging
chamber and tell the Druhgs that Sabu is dead. The jubilant slaves reveal the way out. Across from
the Guard Room lies the teleporter to Nahkranoth's Lair. It's locked, but they've stolen the key. Now
you can continue and find Jhaga, head of the cult.
The lair's layout is simple. Move down the passages and kill your enemies, as usual. Transport circles
lead the way.
You enter a large room to confront Jhaga, leader of the Children of Change. You demand he tell you
how to find Yhagoro. He laughs: his god is beyond your reach, he says, and so is the girl. You vow
you'll find Andrea and kill Yhagoro, anyway. That's Jhaga's cue to try to kill you.
Jhaga is a powerful sorcerer who employs Teleport to stay away from you as he summons Dark
Revenants to fight for him. In the end, though, he falls to your magic and your blade.
T H E N A H K R A N O T H
As Jhaga falls, the room wavers and you transport away. Andrea appears: you've done well, she says;
what was yours is in your grasp again. You must save her--Andrea fades away, leaving you in a room
with treasure chests. Search them to recover a scroll with information on more powerful spells and the
Alpha Gem Necklace, a potent magical talisman.
Your only way out lies across the bridge. Moving this short distance seems to take a long time.
You approach a regal skeleton seated on a throne. To one side of him a chest holds wondrous armor.
Before him lies a. . .you're uncertain what it is. You reach out and then recoil: the thing has a life of its
own and it slams into you. You lose consciousness.
S A R D O K ' S T R E A C H E R Y
You awaken to find yourself outside of Olihoot's cave. The hermit has cared for you since you
encountered the Nahkranoth. He has much to tell you about your past: you must atone for your sins,
he insists.
But before he can relate the truth about Sardok, the advisor arrives and silences the old man--forever.
Sardok doesn't explain; it's enough that you'll need his power to reach the Anserak and confront
Yhagoro. You must prevent him from unleashing the demon king Kraxxus on the world.
B A C K T O T O W N
Return to Misthaven for supplies and to check for new equipment. The citizens behave as though they
can see the darkness that now rests on your arm. Jong puts it best: how can he trust anyone who'd
consort with such evil. Perhaps you only do what you must to defeat Yhagoro.
You return to the Keep to find Sardok with Lord Tendrick. Tendrick is astounded by the change in you
and confused by what's going on. But his confusion is brief, as Sardok slays him.


Sardok needs you to stop Yhagoro. You must go to Anserak and Sardok is your only way there. You
brace yourself and go.
You press on down the only corridor and then move upward toward a distant bright light. It's another
way to the Keep, but nothing remains there for you.
T H E R E D C R Y S T A L
You ascend a flight of stairs and find a chest with a scroll--a note from Sardok in which he instructs
you to place seven crystals to open seven Warp Gates. You must place each crystal before you
continue to the next level. If you miss one, you'll have to go back.
This Labyrinth is straightforward enough. You head mostly south and locate a chest near a skull
statue--at least, you hope it's a statue. Inside it lies a Red Crystal. Now retrace your steps north to find
a chest that holds the powerful Berserker Sword. Beyond it lies a passage north. Follow it to a room
where a purple circle glows on the floor.
As you step onto the circle, holding the Red Crystal before you, you feel the first Warp Gate
deactivate. Again you retrace your steps and find the white portal. Step through to the next level.
W H I T E C R Y S T A L
This level of the Labyrinth is much like the other. Wander its passages as they twist and turn to its
many dead ends in search of the White Crystal and the spot to place it. You find the spot fairly quickly,
but finding the crystal is another matter.
Your wanderings are not in vain. As always, you find chests containing many treasures. One chest
contains something mysterious--the hilt, only, of a sword. Perhaps if you collect all of the parts you'll
gain a powerful new weapon.
Practice your new spells as you defeat the various guardians. Some enemies are formidable--the Blue
Dragons, for example. But you've yet to meet your match.
Down a series of winding passages you finally locate the White Crystal. Make your way back to the
proper spot and place it. Again, you feel a Warp Gate opening. Soon, Yhagoro will be yours. It's a
short walk south and up a flight of stairs to the green teleporter and the next level.
T H E R E S T O F T H E C R Y S T A L S
So it goes, level after level. The corridors change, but the goal remains the same. Find the crystal,
take it to the proper place, and lower a Warp Gate. As you go, you encounter new enemies--Undead
Sorcerers and Demon Mages. But nothing can halt your downward progress through the levels.
Along the way, you find the three pieces of a sword--hilt, pommel, and blade. Combine them to make
Angsaar--a powerful demonic weapon.
You reach the final level and locate the Purple Crystal. Putting it in its place lowers the last of the Warp
Gates. Finally, your path to Yhagoro is clear. You move through the deactivated barriers and into
Yhagoro's lair. At last, the final confrontation has come!
Moving through the teleporter, you come to a corridor, suspended in space. As you move down it, you
notice another, more familiar teleporter, one that will bring you back to the Keep. You have no need to
visit Misthaven because you're well stocked for the battle to come.
There is a large flight of stairs and you ascend them into a large chamber. There, Yhagoro waits for
you, slumped on his throne. He seems amazed and, perhaps, a little amused that you have come so
far to challenge him. He demands the Nahkranoth; you demand his death and Andrea's freedom.
Instead there will be a meeting of sorcery and steel until only one of you remains.
D E F E A T I N G Y H A G O R O
Yhagoro is tough. He is by far the most powerful monster you'll face in the entire game. He has
powerful Telekinesis magic that can throw objects around the room with tremendous force. He's also
deadly in melee combat.
Be tricky. Use spells like Ice Bolt and Full Paralysis to prevent him from attacking you and then move
in and hit him with combination attacks. When you are tired, back off and pummel him with Fire Balls.
Make sure you have plenty of potions and use them freely. You're not going to need them for anything
else after this fight.
You stand panting over the body of your fallen foe. You've done it! Now, you can free Andrea and pick
up the pieces of a life you shattered centuries before.
When you start a multi-player game of Revenant, you'll choose whether to host or join a game. Next
(and after selecting your map, if you're hosting), you'll choose to play as one of four characters. All are
at the same level and of appropriate skill and power levels for the chosen map.
You may play as Locke, the Revenant, Bayne, the warrior, Morganna, the thief, or Navarro, the
sorcerer. If you're hosting a game, you may choose from maps designed for 5th-, 10th-, 15th-, 20th-,
25th-, or 30th-level characters. You may include monsters on the maps, or leave them out for
deathmatch play.
Those are the basics. The advanced game affords you more options (and custom characters); your
manual covers that at length.
A D V A N C E D L E V E L M A P S
Fifth-, tenth-, and fifteenth-level maps offer the most fun for basic multi-player games. They offer a
greater challenge without the superpowerful spells of higher levels. You must work at killing the
opposition, whether monsters or fellow players.
Read over the tips that follow to become a formidable multi-player contender.
G R A B I T W H I L E Y O U C A N
When you first appear on the map, rush to loot every chest in sight: monsters take a few minutes to
spawn and you should equip yourself well before they appear. Use this lull to grab some easy money
and potions.
N E V E R L E T T H E M R E C O V E R
Pay close attention in deathmatches: if you hear someone die, move to the nearest respawn point and
wait. If the unlucky opposition appears while you're there, you can get in some free hits before the
player gets oriented. Maybe you'll get to listen to those death screams again.
M A G I C I S A H E R O ' S B E S T F R I E N D
Spells rule--especially Paralyze, Ice Bolt, and Mana Drain. Those spell types strip away some of the
enemy's ability to hurt you and often leave your foes at a disadvantage. Cast early and cast often.
D O N ' T W A S T E Y O U R T I M E
Save area-effect spells, such as Maelstrom, for just the right moment--that is, when you have a lot of
targets on the screen, perhaps a group of monsters and maybe another player. In that case, let loose
and try to catch them all. Until then, though, save your mana.


B E P R E P A R E D
It pays to do your homework: learn the maps. They're static and, if you know the locations of all of the
valuable chests, and all of the intricacies of the level layout, you'll have a big advantage. Try hosting a
game on a map and then play it solo. This gives you the leisure to explore and learn. Watch especially
for respawn points, trick passages, and chests with valuable items.
C O M B I N A T I O N M O V E S
Save combo moves for when your opponent is low on health or paralyzed. If you attempt a combo and
miss (probable when you aim at a player who's likely to dodge), you'll waste time pulling off pretty
moves on the air. What do you think your enemy will do during that time? Save yourself some Hit
Points and deploy your combinations with care.
S T U D Y T H E C H A R A C T E R S
Each character is outfitted differently for each level. Try them all and find a character you like for each
level. Then invest more time in becoming thoroughly familiar with that character. You're sure to stomp
the opposition once you do.

 
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Engl. Lösung

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