First hint: Don't waste mana on rats.
Just run or back over them and squish them. You're not getting anything for
killing them, no goods appear when they die, so avoid them if you can and
keep moving. Okay, Corvus, let's go. You begin on the pier at the docks. Jump
into the water on the right and swim into the cove (Shot 1), jump out and
climb up to meet your first ex-friend. Slice-n-dice or give a fiery handshake,
grab the goods and move on, out the door. Now you have a choice, the long
way or the short way. The short way is to jump on the box (Shot 2) and climb
over the roof into the courtyard. but we're here to play, so just remember
that in the water beneath the pier is a chest containing a quartz flask, so
use this shortcut to get it later if needed. Now, go to the double doors left
of the pier and let them swing open, go by the locked bars. A note on barrels:
Use the Staff on them, but remember, don't waste time if you're full-up on
mana and health. You're not going to find a new weapon in a barrel. Onward:
Continue to the room with crates and a ledge, climb the ledge, drop down the
hole in the floor into the courtyard. (This is where the shortcut puts you.)
Fight your way past the barbecue, through the broken wooden grate, to the
first button (Shot 3). Push and open the next wooden grate, avoid the attack
from above and climb up on the right ledge to push the second button. This
opens the iron grate across from the ledge. Jump down and break the wall under
the ledge for a secret (Shot 4), then either pole-vault to the ledge over
the iron door, or take the easy way and jump into the broken grate in the
ceiling just beyond the door, and grab the flask (Shot 5). Go through the
archway on the right into another small courtyard where the tavern's locked
door resides. Across from the tavern, an iron grate will shut. Apparently
your crazed brethren forgot the handy switch right beside the door. Use it
to enter the rat feast, cross to the archway, around a small enclosure, to
the Tavern Key (Shot 6). Grab the key, break the round grate right by it,
and jump down into the sewers for the goods. Trying to leave through the grate
to the left of the entrance, you will be trapped and ambushed. After surviving,
throw the switch in the cell near the exit to leave (Shot 7). Swim forward
down the long tunnel into the room with wooden rafters. Climb the rafters
to the ledges for more goods, then take the staired exit. You are back at
the beginning of the level. Need health? Grab the flask in the chest under
the pier, then take the over-the-roof shortcut to the barbecue yard, arriving
finally back at the Tavern. Use your key to enter the Tavern, watch the needless
destruction, enter the Tavern's back room, go left and destroy the boxes to
find your first Hellorb (Hmm? What's that for?), go right and grab the Ring
of Repulsion Spell at the set of steps going up into an outside area. Climb
the boxes into the window and follow the ledge around to the opposite door,
go through, left to the first Spirit Shrine (Shot 8), then right from where
you entered, up to the dead end for health, then down the spiral staircase
to a wooden elevator. Take the elevator up to a dead end with a broken grate
in the floor, break it out and drop through. Go left to the overhang, then
right to meet Dranor, the HarborMaster. After your brief encounter, the wall
will explode, leading to a Mana Shrine and a rope hanging into a hole in the
floor (Shot 9). Use the shrine, then climb down the rope to the warehouse
level.
Go down the steps into the open area.
To the right are locked doors and some barrels with goods inside. To the left
is a dead end, a small room with crates and a hole in the ceiling (Shot 1).
Climb up to get the Hellstaff, then exit through the open window near the
hole. Jump down into the courtyard, go into the house that opens, grab goods
in the barrels, go right to grab Hellorbs, then go through the archway (Shot
2). Go forward through another stone arch after using the Silver Armor Shrine,
enter the green tunnel. Follow the tunnel to an area with pillars and wooden
rafters. Grab the Hellorbs and health, then exit through a broken door in
an archway. Here a fire burns, continue right into the narrow hallway, emerge
up the stone ramp, past the swinging spikes, grab health and other goods,
then leave this room in the upper right corner, following a hall into the
main warehouse (Shot 3). Make your way through the maze of boxes until you
find a switch, go past the switch to another switch to the right of the first
on the same wall (Shot 4). Push this second switch to lower a box, jump on
it and ride up to the second level. Gather the goods and follow the outer
ledge to a hallway ending in a Spirit Shrine (Shot 5). Enter the next room,
with two more buttons, one on a raised platform. Climb the ledge and push
this upper button to release a box that clears your path. Walk out, jump over
and use the Mana Shrine, then walk down the ramp into the doorway that's been
cleared (Shot 6). Follow a narrow staircase to a room with a broken floor
and a flood below. Grab the Hellorb in the corner, the big mana nearby, then
hop down into the broken floor to the area below. Get the flask in the watery
shadows, then walk up the ramp, push the button opening an iron door at the
base of the ramp (Shot 7). Jump into the water and swim into the adjoining
tunnel, grab the goods, surfacing in a small cove on the right of where you
swam in. Get to the narrow hallway with a trapdoor in the floor and a sawhorse
blocking the door on the right. Jump the sawhorse, through the room into another
area with a lift. Climb the box stack to get Hellorbs, then use the switch
at the lift to ride to the second level (Shot 8). Go past the door ahead,
take a left and follow the wall to a button. Push the button to break open
the trapdoor below (Shot 9). Jump into the trapdoor to enter the next level,
the Town of Silverspring.
Jump down from the box, grab goods
and head out to the cobblestone street, following it around to a set of steps
leading upward, under rafters through which you can see the sky. Continue
forward until you are ambushed from behind, then cross the wooden platform,
past the locked wooden gate (Shot 1), through the green archway left to grab
the Thunder Blast Spell from the table. Grabbing the spell will shut the door
behind you, trapping you in the room. Cross from the table into the cell (Shot
2) that opens across from the entrance and push the button to open two doors,
one of them the previous locked wooden grate, the other letting you out of
this room. Go to and through the open grate to a double archway, one arch
over the other (Shot 3), climb the stairs past the green stone entrance to
a door that is broken open, with boxes stacked to the right (Shot 4). You
can break a barrel behind the boxes to get over them to an area you will eventually
arrive at anyway, so save your strength and forge ahead into the maze of rooms
and grab the Town key (Shot 5). Explore the rooms for goods, finally arriving
outside where some steps are. Take a left at the bottom of the steps and ride
the lift up, then go left up the steps and use the Town key to open the door
(Shot 6). You enter a more stately construction, taking an immediate right
to use the Spirit Shrine, then left through the long archway with a long set
of steps leading up to a dead end (Shot 7). Grab the Hellorbs and jump down,
taking either entrance on the side of this structure down into the wet area.
Use the Silver Armor Shrine and walk to the green arched hole right of where
you entered (Shot 8), jump in and swim with the tide to enter the next level,
Silverspring Palace.
You start in a wet area with a lift
and some crates. Find the button left of the wooden double doors and press
it twice to break a suitable size hole in the door (Shot 1). Walk through
into the short brick corridor, up the ramp to the iron door, throwing the
switch to open the door. Enter the dog pound and clean the cupboards, then
continue through the stone archway to another iron-door archway leading to
a lift and its button (Shot 2). Throw the switch to ride up to another iron-door
archway, exit left into the open area with the Mana Shrine and a broken catwalk
above (Shot 3), use or save the Shrine for later, then take the iron-door
archway on the left up a spiral staircase to the room with an ornate door
at the top of some wide steps (Shot 4). To the right in this room is an iron-door
archway leading out to the broken catwalk. Take this door and either pole-vault
across the break in the catwalk or use the ledges on the side to get over,
then grab the Cogpiece in the room beyond. Return to the ornate door at the
wide steps, go through this door to a room with a fireplace, go left through
the ornate door arriving finally in the hall with the statue of Corvus (Shot
5). Go through the door opposite the statue to a room with three archways
on one end and a doorway on the other (Shot 6). Take the doorway first, up
the double staircase to the ledges. Get the flask in the chest, jump across
for the Gold Armor Shrine, then jump back across and return to the room with
the three archways. Enter the archway on the right, put the Cogpiece in place
to slide the floor into place in the middle archway. Take the door in the
middle archway leading to a small hallway with a table, take either door into
the wine closet, climb the racks for goods, then take the steps on either
side and enter the archway without the force field. Go forward into the small
wine closet and step over the right button in the floor, sliding back the
cabinet (Shot 7). Climb through, press the three buttons to destroy the energy
gems, then use both Shrines by walking along the edge of the trap door. Drop
through the trap door, re-enter the wine closet, climb the steps and enter
the now open archway, climbing the stairs into the astronomy room. Use the
smaller ornate doors to climb the steps to a pair of buttons and turn the
globe (Shot 8). This will open the large ornate door, enter and make a right,
up steps through the archway, make another right and grab the Meteor Spell
from the small cubicle, lowering the stone below the spell. Continue onward
to meet the Watcher (Shot 9), one bad dude, then on to the Darkmire Swamps.