Chapter Seven: Fire In The Blood

After the cutscene, where the plot twist you probably saw coming ever since you read that Sareth was an orphan in the manual is revealed, you’ll find yourself in an Orcish pit that the beasts have been using to dispose of bodies. Luckily for you, you’re not dead, although your essence has been fused with Zana’s, thanks to her use of the Skull of Shadows to revive you. You now have the ability to morph into Zana in battle, using her claws and tail to lash out at enemies who oppose you.

There are two paths to take here, one in the water, and one leading up the slope towards where the Orc was throwing the goblin into the pit. The slope is quicker, although you’ll have to fight off two more enemies than you would otherwise. Morph into Zana and use her attacks to finish off the orcs, but keep in mind that you’ll be bleeding your life away while you’re in that form. You take damage as normal, but you will also gain back around 20 life when you kill an enemy, so that’s a plus.

When you find the orc archer, head through the corridor with the hanging drape. It’ll lead you to where the orcs have stashed away your equipment, so follow the trail and open the chest to get it all back in one fell swoop. From there, use your Rope Bow to get up and over the door leading onwards.

The next room has an unopenable chest, which you’ll likely need Burglary to get open. We, at least, didn’t see a key anywhere. There’s also another smithy if you want to use the Flamegold Bar that was in the chest with your loot.

Cyclopean Rage

Another cyclops is in the area ahead of you. This fight should be a bit easier than the one in the Spider Temple, though, owing to better weaponry and spells and the fact that there are more places to hide if you need them. There are two different traps you can use to pour crap onto the beast’s head, as well. When you’ve killed it, rotate the wheel near the gate leading out to move on.

Use your Rope Bow to climb the nearby chasm, then start making your way through the tunnels there to finally reach the end of the level.

Goblin Rage

You’ll finally reach the level from the game’s demo here, although it’s substantially different than the one you played through there. To begin with, you’ll first head into a large goblin lair, with...goblins. Dispatch them, then look around for treasure: there’s an Earthfire Shield in a dragon crate, a Lightning Shield at the bottom of one of the pools of water, and Shadowsteel Daggers in a treasure chest inside the hut in the corner of the large room.

When you’re ready to move on, climb the scaffolding above the hut and turn the wheel there to lower a chain. Start climbing! The first large hole you see is the path onwards, but if you climb up further you can find some potions.

The Worm

Video Walk-through
Take this path to avoid the Giant Worm. Well, most of the time.

There are some potions in the treasure chest at the bottom of the water pit you fall into at the beginning of the next level. Those will be scant comfort to you, though, when you encounter the Giant Worm that inhabits the center of this level. It will attack you as you attempt to cross the makeshift bridge that you find, which will in turn cause the ceiling to collapse, shearing the bridge in half. Luckily for you, it’ll fall towards the far side of the gap, allowing you to ride the pieces as they collapse and finally jump to solid ground.

Tip: A few ground rules here: the worm will attack you for large damage (around 35 points against our mage) if you stay in the open too long. It’ll also periodically spit poison at you, which will only add to your discomfort. If you ever need to rest up, be sure to do it out of sight, and if you ever need to cross open ground, be sure to do it while sprinting.

From the solid ground, find the stairs leading up and kick out the door at the top of them. If you want another Magic Mushroom, sprint around the walkway here to the right and pluck it, then follow the path back to the left as best you can. You can duck into the small cave to find some potions and let your sprint meter refill. When you’re ready to go, sprint down the hill, across the scaffolding, and start making your way along the path that’s littered with all the small chests, jumping over or kicking them aside as best you can. When you reach the corner, turn and hide in the small alcove there.

Now, you’re apparently at a dead end, but if you look up, you’ll spot a rafter and a small hole nearby. Use your Rope Bow to fire an arrow at the rafter, then wait for the worm to stick his head at you before jumping up to the rope and jumping into the hole. You’ll quickly find the end of the level.

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