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You begin the game standing at point one,

looking at the porch of the Winnowing


Hall. You immediately notice a group of
ettins standing on the porch. At higher
difficulty levels, you see a few afrits, as
well. Your first order of business is to kill
everything in sight. When fighting ettins,
remember that all weapons even the
fighter’s Gauntlets have a better range than
the ettins maces. Move backward as you
fight them, beating them all the while. This
should enable you to kill them without
getting scratched in return. Afrits are a little
tougher to kill but are manageable if you
keep them in view at all times. Climb onto
the porch. If you sustained any injuries while fighting the ettins, break the stained glass windows to either side of the
large wooden door and gather the Crystal Vials inside. Then go through the wooden door and into the Winnowing
Hall.

It’s a large, symmetrical room with lots of


stained glass windows. Don’t worry, we'll get
around to smashing them later! Run forward to
point two, which is just a spot on the other side
of the hall. You’ll have to dodge around a red
teleporter in the center of the room that’s
encased by a wire cage. As you run through
the middle of the hall, four ettins are released.
Kill them all, and then collect the flechettes

lying in the center of the room


near the teleporter. Now proceed
to point three in the western wing
of the hall. At point three, you
find three stained glass windows:
Break them and take any goodies
you find inside. The right-most
window reveals a winding
stairway leading downward. Run
down the stairs to point four, a
small chamber where an ettin
greeting party awaits you. Maul
the Ettins, then turn your
attention to the
wall. You'll see a switch that looks like a cow's head mounted on the wall. Pull the switch. This opens up a
row of golden doors to the west. Run through the doors, and you enter a small, rectangular room with a
column in the center. Move past the column until you reach point five. At this point the walls lower to
reveal a sizable host of ettins. Once again, the ettins should pose minimal trouble if you can keep your
distance. The main thing is to not let yourself get surrounded. Use flechettes for extra firepower if you find
yourself in a jam. Once you clear the room of monsters, find a switch mounted on the wall near point
five. It's on the western wall of the room, to the left of a large stained glass window. Pull the
switch, and the large column in the center of the room sinks down to the floor. A top this column
you find the
Green Key,
shown as
point six on
the map.
Run over
and take the
key. At this
time, feel
free to poke
around the
room and
break the
stained glass
windows
especially if
you're hurt and look for Crystal Vials. Now it's time to leave the room. Unfortunately, the golden
doors by which you entered have since turned into a trap! As you try to leave, they spontaneously
open and slam themselves shut, crushing you if you get caught inside. Save the game here, in case
you get crushed and need to restart. To go back through these doors, wait until the nearest door
closes, then walk right
up to the center of it
and hold down the run
key while facing it
squarely. When the
nearest door finally
opens, you will
automatically burst
through it and run
straight through the
hallway to safety.
Proceed back past
point four, up the
stairs, and into the
Winnowing Hall. Go
break all the stained
glass windows if you want to: you'll find some more Vials and a Quartz Flask or two. When
you’re done vandalizing the hall, go back to point one where you started the game. Then proceed
to point seven, which is a large wooden door that requires the green key to open. Open the door
and kill the Ettins in the small room on the other side. At point eight on your map, you discover a
switch that looks like a crescent moon mounted on the wall. Throw the switch, and a door opens
behind you, revealing a steep flight of stairs leading up. Climb the stairs, kill the Ettin that’s
waiting for you at the top, and you will soon reach point nine. At point nine, a switch rises from
the floor. Look carefully it’s quite low to the ground. Throw this switch, then start back down the
stairs. As you walk down the stairs you might notice an opening on your right.

If you jump up on to the rightmost edge of the stairs, you can hop your way up to point ten, a small
alcove with a Platinum Helmet in it. Take the Helmet and jump back down onto the staircase. Now
proceed toward point 11. A horde of Ettins and an Afrit or two have appeared at the base of the stairs, and
you need to deal with them before proceeding. Remember to stay your distance from Ettins. If you run
into difficulty killing the Afrits, try hiding in the corner at point eight. The low ceiling forces the Afrits to
descend, returning them to eye level for you to bash. When you reach point 11, veer toward the mouth of
the cave at point 12. A few straggling Ettins will come out to greet you. Once you beat them into pulp,
enter the cave and walk all the way to point 13. Here, you find the Silver Key on a slightly raised
pedestal. Take the key. Next, leave the cave through the same tunnel by which you entered. This looks
like a difficult task, because a line of
crushing ceiling blocks stands
directly in the way. You can run
through these in the same way that
you ran through the crushing golden
doors. Wait until the nearest block
descends, then get right up next to it
and press the run key. When the
block finally raises, you will blast
through the tunnel toward point 12.
Now turn your attention to the tower
in front of you. At point 14 is a door
you can open with the Silver Key.
Walk up and open the door. Break the
vase inside and take the Quartz Flask, then climb the stairs all the way up to the top of the tower. At the
very top, you find a large bell. Hit the bell with your weapon, and it will ring. Now climb back down the
stairs and exit the tower. At this
time, make your way back to
point one, where you started the
game. Several Ettins and Afrits
were released when you rang the
bell, so take your time and fight
them as you proceed. When you
reach point one, change course
and proceed to point 15, the
teleporter in the middle of the
great hall. The wire cage that
once surrounded it has now
disappeared, and you're free to go
inside. The teleporter takes you to
point 16. Walk forward very slowly, and you notice that a wall panel slides open to your right. You can
now either walk through the opening that
the panel reveals, or you can go through
the mirror teleporter mounted on the wall
in front of you. If you choose to ignore the
teleporter for now, you can walk back out into the Winnowing Hall and explore the level for odds and
ends you might have missed. Otherwise, just enter the teleporter, which whisks you away to the first
major Hub, the Seven Portals.

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