Dark Messiah of Might and Magic Game Guide/Walkthrough
Epilogue
Time to track down Arantir once and for all. He resides somewhere in the bowels of the Necropolis, near where the prison of your father is located. If you wish it, you can either seal your father back inside his prison without sacrificing the entire city, or claim your destiny as son of the greatest demon there ever was.
As you walk down the steps into the Necropolis, a spirit named Ishtvan will contact you, asking you to release him from his eternal torment. If you do, he promises to put a good word in for you with his father. This is easy enough to do, and earns you two skill points for doing it, so...you might as well.
Freeing Ishtvan
Keep in mind that there are a few hidden potions and the like hidden in some out-of-the-way portions of this upper part of the Necropolis. Nothing particularly major, just the usual run-of-the-mill health and mana potions sequestered out of sight. Feel free to poke around if you really need them.
In order to free Ishtvan, you have to find and loosen two bolts that link his chains to the tombs around him. The first can be found after you fight off a Black Guard archer. Move down the steps near him, and on the landing below, you should spot some chains leading to an anchor. Pull the pin in the anchor, either by hand or with Telekinesis, then move onward.
After killing off a few more necromancers, you’ll come to a vista overlooking a glowing pit and Ishtvan’s body, now hanging by a single chain. (You can blast off the chain with a Fireball spell, but Ishtvan actually won’t fall.) Head into the spiral staircase nearby and climb the chain upwards. A necromancer and Necrolord watch over the upper reaches of the temple here. Finish them off, then look around for the second chain that anchors Ishtvan and free him completely.
With that done, move towards the large statue of the man holding a sword near where the necromancers were and locate the difficult-to-see switch near it to unlock the path leading downwards. You may need to throw a rope arrow to make it easier to descend, or you can just drop down and heal yourself afterwards. When you reach the glowing pit, Ishtvan will tell you that you’re totally cool with his pops now, and give you your skill points.
Down, Down, Down
Beyond the pit, you can find a tomb with four mana potions inside of it. Move up the slope from there to find a bunch of zombies. They’re going to be the least of your problems, though, as another undead cyclops is nearby, along with a pair of vampire knights. Luckily, there’s a large stone tied to a rope here, which will usually knock the cyclops down straightaway, allowing you to kill it with a power strike from your Dragon-whatever weapon. You may want to kick the vampire knights into the abyss before you go after the cyclops, though.
When everything’s dead, rope arrow yourself up to the tomb atop the pillar nearby. Two full health potions are inside. Jump from there to the ledge that skirts the whole room here, and walk along it until you reach the side of the room on the other side of the chasm below you. Drop down when it’s safe to do so, kill the necromancers, then topple the wooden beam nearby. Climb the chain and jump through the hole to move on.
Deeper And Deeper
A small trap to begin this area. As you walk towards the gate here, it’ll close and flames will begin spurting out of the walls. Simply climb up the rocks off to the side where the body is hidden and wait there until you hear the gate opening again, then run through it.
You’ll soon come across a large room with a couple of soldiers milling about below. Don’t be fooled, though; they’re just the tip of the iceberg. Perhaps ten soldiers all told dwell in the area, with half appearing up front and the other half coming in when most of the initial wave is dead. It’ll be a fun fight if you drop down and use stones to Telekinesis them to death, but if you want to deal them from above, you can cast fireballs or charm spells on them from where you’re out of reach, or simply arrow them to death. Alternately, you can jump down, run past them, and flip a switch when you turn one of the corners beyond them to seal them up behind you.
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- Fantasy First-Person...
- Release: Oct 24, 2006 »
- ESRB: Mature
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