And now, at last it's time for the walkthrough of Part 2!
I'll post this a bit at a time as I play through it for the second time, so that I don't forget anything. Please note that this walkthrough makes no pretence to being optimal; it's just one of many routes that succeeds in getting through the game.
I haven't given targets for number of green keys, as I spend them so rarely that I haven't been picking them up until I actually need them.
General strategy points:
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×Always conserve keys in preference to HP; there are plenty of potions throughout the game, but wasting keys can block you out of some really good treasures later on. Never use a green key, still less a blue, unless you absolutely have to; after you've completed the hold you can go back and find places where using a green saves three or more yellows for high score purposes, if you really want to. My preference is to only ever buy ATK from the Machines, but concentrating on DEF is also a valid strategical decision. Only thing is that you will need two ATK purchases to get past the rock golems in Level 2.
Tactics:
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×(1) Door-walking. Press 0 when standing on an open door to close it, and you can then move from it to any adjacent closed door. Requires a key of the correct colour (or greckles, in the case of a greckle door).
(2) Stepping past goblins. Goblins will not strike you if your sword is pointed at 45 degrees to them -- i.e. if you could hit them in one turn by pressing Q or W. To get past a goblin, choose the correct sword direction that works for both the squares you must stand on, e.g. NW if moving across the squares E and S of the goblin.
(3) Inventory. Use it to store items you will need again -- particularly the wooden sword and shield, as the metal upgrades will not work on oremites.
(4) Taking hits. You can walk across the sword of a Soulless or other sworded enemy, at the cost of taking one hit; likewise, sometimes taking a hit from a goblin is necessary if you can't kill him yet.
Homeland:
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×Always kill brains before other monsters. Get the sword as quickly as possible, followed by the shield; in reaching them, as stated above, conserve yellow keys wherever possible. After the shield, look for attack gems; once your ATK is 23 you can take the warp tunnel, get the further ATK from 6N, and then reach 7N. Don't get the green key for 50 greckles until after you've reached the secret treasure room. Finally, sparingly use yellow keys to gain enough HP to defeat the bosses. Don't use the Machine on this level at all.
End of level targets: 10 yellow keys, 27 ATK, 27 DEF, 4 HP
Goblin Tribe:
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×Remember how to door-walk in this level! Immediately purchase two ATK upgrades from the Machine. The level can be completed with no further Machine use; however, on the other hand, you can use the Machine up to six times on this level and still be fine to complete the game. Use door-walking to reach the short sword as painlessly as possible. Then head back north for the bronze shield, after taking as much HP as you need from 5S1E. Then make your way to the checkpoint -- if you're going for minimum Machine use then you'll probably need to use a green key to turn the force arrow. Get the ATK and other goodies from the rooms north and south of the goblin king so you can beat the rock golems and claim the Goblin Biter. Then go back for the blue key guarded by goblins, and use it to finish the level.
End of level targets: 7 yellow keys, 72 ATK, 58 DEF, 7 HP
No-man's Land:
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×Use the wooden sword and wooden shield for all battles on oremites. Head east first of all for that +600 potion, and the defence gem if you like; it's not necessary to spend keys to get them either. Put your sword in your inventory to get the elusive potion. Then head west -- don't use the Machine -- get the good stuff from 1N1W and head south. Get all the health upgrades, including the one from the secret room, so you can kill the goblin guarding the defence gem in 1S. If necessary, return to the Goblin Tribe for any potions you missed so as to have enough HP to start the next level.
End of level targets: 4 yellow keys, 74 ATK, 69 DEF, around 500 HP
Pirate Lair:
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×Kill the first pirate. Enter 2S1W, hit the orb with the mimic, and sneak past the Soulless for the +800 HP so you can reach the Machine, taking hits from the goblins in 2S2W. (But make sure you have a green key and at least a couple of yellows before going past the goblins. I also recommend taking the DEF gem in Goblin Tribe: 1S4E before going past them.) If you've made it this far, you can always just go wild on the Machine and the rest will be easy, or you could continue to follow this walkthrough, which I'll hopefully continue writing tomorrow.
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50th Skywatcher
[Last edited by Nuntar at 11-17-2008 03:55 PM]