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Entrapped - the walkthrough Don't read the walkthrough because this is one big spoiler, but, in case you've

got stuck somewhere and need help, here we go... The variant# 1: Rest 1. Talk to the girls at the inn. our !irst choice: get some rest or not" #! you choose to rest... $. ou can't leave the inn, you must be really tired :% &et's meditate !or some time. '. (ow you can have a look around and begin the )uest Master of Golems *see below%. ou can also talk to the carpenter *during the day%, but he will have some more in!ormation a!ter you have visited +ndre's hut. ,. #! you go outside, you can get hurt by the acid !alling down !rom the skies - it's better to run and hide at the hut or come back to the inn. -. +nna won't be much talkative unless you have read The .ook o! +ncient /ods and /oddesses*at the same time this is one o! the phases o! the Master of Golems' )uest%. 0. #! you destroy, take command o! or send the golem away, you can have a look at the chest at +ndre's hut. Take the ring and the letter. ou should read the letter *it's not necessary i! you've got the golem%. (ow you can tell +nna and 1lara to go with you to the underground - or not. ou can also get some more in!ormation !rom the carpenter by showing him the ring. 2. The entrance to the underground is inside the well. #! the golem is at your service, it will open the door. #! you have destroyed the golem *either by using #gni on the barrel !ull o! powder or using +ard3$ on the golem and killing it with its club%, you've got the key*The key to my dream%, which you have !ound in the remains. 4.+s soon as you enter the underground, you will meet the wraith. ou can begin the )uest The Imprisoned Woman *see below% or re5ect it. #! you have killed +nna and 1lara, the wraith has a little surprise !or you. 6. (ow, another choice : the way o! the mage *straight ahead% or the way o! the warrior *downstairs%. The way of the mage a% ou can destroy the big whirl by casting +ard *powered up% !ew times. There's an +ard energy stone, very use!ul in your task. #! you destroy the whirl, you can leave the 1nights 7hamber through the door. b% (ow you can talk to the mages and get some 89. 7ast +ard to destroy the barrels and move on. c% The :ire 7hamber is dangerous. #! you go straight ahead, /eralt will die. #! you've got the ;une o! #ce, put it inside the urn and the !ire will disappear. #! you don't have the rune, use <uen, then run to the other side o! the chamber, get the rune !rom the barrel, use <uen one more time, come back to the urn and put the rune inside. The passage to the ne3t chamber is open. d% The dwar! in the #ce chamber wants your golem. ou can give him a bottle o! Dwarven =pirit instead and he will open the door ahead. #! you don't have the golem nor the spirit you need to solve his pu>>les. The correct answers: it depends, smaller, the recti!ying column. There's a known bug that happens from time to time: despite having answered the questions, you can't open the door and the snow is falling. In that case you need to load the autosave from the Ice chamber (sometimes it's even better to use the autosave from the ire !hamber" . #ou've got to wait until the dwarf is standing still ne$t to the middle furnace and start the qui% then. It is important that he's not moving when you begin the conversation. #! you give the golem to the dwar!, you can unlock the door to the right. There's a teleport to the Treasure 7hamber and some notes written by +ndre. #t is also strongly advisable to meditate here and to allocate some talents, you won't have a chance !or that later.

e% #n the /olems 7hamber you can see !ive poisonous bon!ires and !ive levers behind them. &et's get inside the room to the right and talk to the !ire golem. #t will e3plain the names o! the levers. #n the wardrobe in the wall there's a note on the proper se)uence o! the levers but the wardrobe is guarded by the golem on !ire. ?e must wait until the golem turns around and get the note. .e care!ul and don't !ight the golem because it's got a very power!ul attack and it can destroy your golem, too. The proper se)uence o! the levers is based on the interpretation o! the name +ndre in accordance with the runic alphabet* I used the &lder uthark while writing the pu%%le ' the same alphabet was used in the (aster of )olems quest%. The proper order: The &ever o! Divine 9ower, the &ever o! Distress, the &ever o! Day, the &ever o! @ourney, and the &ever o! ew Tree. !% #n the last chamber you can use the teleport to the Treasure 7hamber, but meditate !irst i! you've got some talents to allocate. 1A. +!ter leaving the teleport, you can see a scared woman. ou should talk to +ndre *under the Treasure 7hamber% or to the commanding o!!icer o! the Temerian unit and begin the !inal phase o! the game. #! you've decided to use the golem under the Treasure 7hamber, you need to tell it what to do. #! you've chosen to use the powder, you must use the lamp above the door. The way of the warrior #t seems that you have not a chance without the support o! the golem andBor o! +nna and 1lara. a% /o downstairs and search !or the candelabrum. .e care!ul not to tread on the dark tiles on the !loor or you will have to !ight a serious number o! monsters. The candelabrum unlocks the door ne3t to the stairs. b% (ow - the mages. ou can !ight, or cast +ard on the candles to kill the mages. c% #n the .on!ires 7hamber you should get some rest. #! you tread on the dark tiles you will have to !ight the tentacles. d%The ghouls in the ne3t chamber will present a nice show. ou can threaten them or !ight them. Don't show the ring, because they will want to take it !rom you by !orce. e% The golem in the /olems 7hamber will be a tough opponent but its weak point is its lack o! !ire resistance, so use #gni. !% (ow you are in the chamber with the teleport. Cse the bon!ire to meditate and to allocate the talents and go through the teleport to the Treasure 7hamber*see above%. The variant # $: The Key and the Rain 1. &et's talk to +nna and 1lara and allocate the talents. #! you check outside what is going on... $. =earch the innkeeper's body and !ind a key. +t the same time your Dealth 9oints decrease because o! the acid !alling down !rom the skies, so run away. ou can come back to the inn and begin the )uest Master of Golems andBor open the casket ne3t to the bar and take the key. (ow you can unlock the door to the guest chamber. '. #n the guest chamber you meet the innkeeper's wi!e and you can begin the )uest Vampires at the Inn *see below%. ou can also continueBbegin the )uest Master of Golems and head !or the underground. ,. ou don't need to wait until dawn to talk to the innkeeper's wi!e, you can wake her up with the help o! the bell. Dowever, i! the day comes,you must have some black powder, or the golem or you must !ind a way to make the drunk innkeeper's wi!e sober in order to get away !rom the place o! your imprisonment: a%#! you've got the black powder, you can come to the wall ne3t to the bed, read the hint, and now you know where to put the powder. Don't waste too much o! it, - units o! black powder will be

enough to destroy the wall. b% #! you've got the golem, you can ask it to get you out o! the chamber. The golem will destroy the wall. c% #! you don't have the powder nor the golem you must take all the innkeeper's alcohol !rom all the wardrobes and then give her the ?ives' Tears potion. If you give the innkeeper's wife any other potion, she will die and you are in for an unpleasant surprise. The sober innkeeper will tell you to search her husband's wardrobe. There's some black powder. Take it, come to the wall ne3t to the bed and now you know what to do. -. The second entrance to the underground is open now *the !irst one is described above in the variant Rest. /o into the corridor and enter the 1nights 7hamber. (ow you can play the game the same way like in the variant Rest beginning with point 6%. The )uest EVampires at the InnE 1. Talk to the drunk innkeeper's wi!e and decide to kill the vampires *not necessarily immediately a!ter the !irst conversation%. The value o! the contract is suspiciously high. $. #! you stay at the innkeeper's chamber till dawn, your )uest is a !ailure. '. #! you plan to !ight, you should use some potions be!ore the conversation with the vampires . ou can talk to +nna or kill the vampires without a word o! warning. #! you choose to talk, you can threaten +nna, leave her alone, tell her about the contract*she will attack you%, or 5ust say EDieE and start to !ight. Fampires are vulnerable to silver. #! you've decided not to kill the vampires, you can in!orm the innkeeper's wi!e about that. ,. +!ter having killed +nna and 1lara go to the innkeeper's wi!e to receive the money. The )uest is !inished. #! you stay till dawn in the innkeeper's chamber and you don't have some black powder nor the golem with you you are in !or a surprise. The )uest EMaster of GolemsE 1. (e3t to the !ireplace at the inn there's an old book with a page o! +ndre's notes inside. +ndre describes how he constructed a speaking golem in his hut by the inn. $. *optional% (ow you can read EThe .ook o! +ncient /ods and /oddessesE ne3t to the other !ireplace. +t the same time reading the book is a necessary prere)uisite to talking to +nna about her name and - later - to adding her and 1lara to your party. '. (ow you can visit +ndre's hut and see the golem. ou can talk to it, but it's better to avoid such dialog lines like: Esecurity optionsE,EorderE, EgamblingE. ,. =earch the lamp ne3t to the inn entrance and !ind another note written by +ndre. +!ter you've read it, you should go to the well * run )uickly and maybe drink some potions such as ?ildcat%, and use the ladder. -. +t the bottom o! the well there are seven empty rune stones. &et's take them to +ndre's hut. 0. ou can see a change at the hut: a trapdoor is visible. &et's use the table and see the new dialog options. ou have to choose runes to paint. The runes must constitute the name +( +, that is: The ;une o! Divine 9ower, the ;une o! Distress, The ;une o! Darvest, The ;une o! Divine 9ower *not necessarily in that order%. 2. (ow, go down to the cellar through the trapdoor and put the runes into the appropriate urns. ou will receive the rune +( +. 4. ?hen you go to the golem, choose the dialog option: EGrder - # have something !or youE - and give it the rune +( +. ou shouldn't choose the option: E esE nor should you give it anything else or it will attack you. &et's choose: E7ome with meE. The golem is at your command, it will !ollow you and !ight your enemies. The )uest is !inished.

The other options: EDestroy yoursel!E *not really useful% E/o homeE - the golem will go to +ndre through the well and it will leave the entrance to the underground open. ou can open +ndre's chest and read his notes now. ou can also come back to +nna and 1lara and let them 5oin you *or use the golem to kill them%. The )uest EThe Imprisoned WomanE 1. +!ter you've talked to the wraith, you can undertake the task o! !reeing the woman imprisoned in the guest chamber at the inn. #! you choose not to speak to the wraith, it will disappear and the )uest won't be available. $. (ow you can open the door to the right and get to the guest chamber. The innkeeper's wi!e is no longer there. ou can come back to the wraith to report it or decide to go through the teleport. '. *optional% #n the town you can meet a beggar and talk to him. De will tell you about the town a little bit. ,. *optional% #! you see a chest, you can !ind there a use!ul hint about the town. -. ou're looking !or the innkeeper's wi!e. :inding her seems to be connected with !inding out about the nature o! the place you are in. + dwar! promises to help i! you !etch him a bottle o! Hahakaman Head. #! you don't have it, you can buy it !rom the townswoman. 0. ?hen you give the mead to the dwar!, he will tell you about the town and he will advise you to !ind the el! called ?alking .etween The ?orlds. 2. The el! can be !ound not !ar !rom the dancers. =he will speak unwillingly unless you call her by her name in Gld =peech. Then she will give you the 9otion o! True Fision. 4. ?hen you drink the potion, you will have very little time to !ind the innkeeper's wi!e. #! you !ind her, then speak shortly and run to the harborI 6. Talk to the !errywoman and leave the town. 1A. (ow you should tell the wraith what has happened. The )uest is !inished. +dam E!antastaE Duks>to $AA6

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