by Belfrie
This is a walkthrough for Belfrie's "Legend of Karnor" custom quest. It is made for newly created characters or at least those still on the Novice difficulty. It has a complete plot and story line and also has many puzzles. So you've been warned.
One of the first things you'll happen upon in Ardyl is A Decaying Farm that seems to have a small rat problem. The farmer there, Horsch, blames it on the lack of rain. He wants to get some Magic Water from the Ancient Temple, but it too busy killing rats. His wife thinks it's more than just rain, and his son talks of a pale man with red eyes stalking about.
Next, you'll find a Lone Maiden, Clotho. She's been hurt and needs an ordinary Healing Potion and Antidote potion. If you don't have any, run back to town and buy one of each. Give them to her, and she will trust you to deliver A Letter to her sister, Lechies, who happens to live clear up in Serkesh. Just save the letter for later, when you get up to Serkesh.
In Ardyl, you'll next find the Four Masters. These are masters of each of the four classes. They each want two objects which show you live by their code, and, in return, will give you an weapon of power.
Next, you'll probably stumble upon the Ancient Temple. And since Horsch the farmer needs to support his family, you'd better help him first. Head on down the dungeon steps.
On D1, you'll find a few rooms. One is the Chamber of a Misshapen Creature. Talk to the Misshapen Creature, who will say that the magic of the water here wasn't strong enouhg to cure him and that he despirately wants a cure. Another room is theRat Gaurd's Chamber, where inside is a Rat Guardian (go figure). Kill him and grab the Prism that he drops. Lastly, you'll find a Pile of Junk, where there's just some rats hanging around.
Head on down to D2, where you'll find another Rat Guardian's Chamber. Kill the Rat Gaurdian and grab another Prism. There is also A Chest that contains a Tiny Flute. Finally, you'll come upon the Offering Room. It consists of a small hallway, two locked rooms on either side, and a switch. In one room is a bunch of chests and boxes. In the other is a pack of rats. When you hit the switch, both doors open and the rats come for you right away. Just thought I'd warn you.
On D3 is an Infested Nest. Inside is a ton of rats coming from a spawner-plant. Work your way through the rats to the spawner and destroy it. You'll also find on this level yet another Rat Guardian's Room. You know the drill here. Finally, you'll come upon a Haunted Hall with a ghost floating inside. The Wandering Soul will talk about a danger to the veil between the worlds of the living and dead.
Finally down to D4, where you should go to the Sanctum of Rutena. Outside the door is a sign that gives a clue about "when light comes together, the water will be imbued." Inside the temple, you'll find three pedestals with light streaming down on them. There is a fourth pedestal with a cup on it. Place a Prism on each of the lit pedestals and a beam of light will come from each, hitting the cup. After all three are placed, you can grab the Water of Restoration cup. While you're down here, there are two more Rats Nests. They are pretty much exacly like the Infested Nest above. No wonder there seems to be a rat problem everywhere. Just destroy the spawners like before.
Back above ground, go back to the Decaying Farm and give the farmer the Water of Restoration. In gratitude, he'll give you the Crystal of Wisdom.
In the land of Ardyl, you'll find A Small Island and a lone girl standing there. Sarah is sad and lonely since her lover went away and she just wishes to know if he still loves her.
You'll also find in Ardyl, the Gypsy Camp. Here you'll hear a lot of background story and hints. You can also find a Gypsy Coin and a suspicious mule. Finally, you'll come upon the Cathedral of Ro, the next dungeon.
D5 is a windy underground room. So windy, in fact, that the doors of the main hallway blow open and close! At the end of the hallway are two locked doors: one's a gate and the other goes to the stairs down. On this level are four switches that open the gates: one in each corner. It seems like everytime a switch is flipped, an Angry Soul is freed and attacks you. While you're in the NE corner, you can find the Stone of the Howler. Once all the switches are flipped, go through the now-open gates to grab the Skeleton Key from a chest. Use it on the locked door in front of the steps-down, and head on down to the next level.
D6 holds three rooms for spirits. In the Hall of the Lyricist, the spirit there longs to record words to a song. The Hall of the Soloist has a spirit that wants to sing. And the Hall of the Composer holds a spirit that whines about a tune in it's head. (Don't ya hate that?) Head on down to the next level.
On D7, you'll find the Room of Pads. Essentially all this is is a bunch of gates with a pair of pads beside each. All you need to do is throw something (1 gold piece works well) onto each pad until the way to the chest is open. For your trouble you'll pick up the Etherreal Harp. Also on this level is the Room of Switches. What you need to do here is flip a combination of switches until the way to the chest is open. Need more of a hint? For figuring the puzzle out, you can pick up the Ethereal Scroll.
Once you have both the Harp and the Scroll, go back up to D6. Go to the Spirit Composer and give it the Harp. It turns on you and attacks. When it dies, it drops A Musical Melody. Next head to the Hall of the Lyricist and give the spirit there the Scroll. It attacks and drops the Lyrics to a Song. Now take both to the Spirit Soloist. Give it both the Lyrics and the Melody. Naturally for helping it, it attacks you. It'll drop the Love Song when it dies.
Go back above ground, to the Small Island. Give Sarah the Love Song and she will give you the Burial Rose. Go back down, all the way to D8. There you will find the Chamber of the Mournful Spirit. When you speak to him, it turns out he's Sarah's lost love and all he wants is a token of Sarah's love. Give him the Burial Rose. He mistakes that it means Sarah died, goes crazy, and attacks you. Just makes you want to keep helping people, doesn't it? When he dies again, he drops the Crystal of Virtue
Head north to the Land of Marghor. One of the first things you should encounter are the Towers of Unity. There's two towers dedicated to the twin goddesses plus a statue. Only something has been pried out of each arm of the statue.
Next, comes the Tribe of Korh. It's a tribe of all men and they've been fighting with the Alkah, a tribe of women. Each blame the other for desicrating the statue of unity. Supposedly the argument comes at an especially bad time since it is the "time of unity", not that we know what that is.
Part of the tribe is Battle Master Keldon. He says that he will give you the Stone of Might if you give him the book Tactics of Combat and find him The Master's Shield.
Next you'll find the Tribe of Alkah. It's a tribe of all women and, essentially all they talk about is the statue and the fight with the Korh.
You will come upon a large building, the Sacred Hall of Unity. It's a place of peace, healing, and, when times are good, perpetuating the species. But times aren't good, and the two tribe-memebers aren't exactly in "the mood."
You will also come upon in Marghor, the Faerie Glade. Inside is Tuatha Danon, a foul mooded pixie. Remember the Tiny Flute you picked up? Give it to her, and guess what? She'll still be in a foul mood. She accuses you of stealing it, though, she concedes, if you can prove you didn't, she'll reward you.
Finally, you'll find two wells: the Well of Fire, which leads to D9, and the Well of Ice, which goes to D13. This is the part of the quest where you start to do a lot of running back and forth and figuring out puzzles. If you have the Haste or Teleport spells, you'll be a bit better off.
As long as you're there, go down the Well of Ice to D13. There you'll find the Sanctum of Reason. Inside the room, you'll find three Statues of the Tribes, nine pedestal with numbered braziers behind, and a locked chest. The sign right outside the room gives a hint as to where you're supposed to place the Tribe Statues. Need more of a hint? Once you've got the Statues placed correctly, the locked chest opens and gives you the Key of Reason.
Head back outside, and go down the Well of Fire to D9. There you'll find the Sanctum of Rhyme. This room consists furniture in two different corners. The sign outside the rood talks about " through the mirror lies the path of rhyme." So the idea here is to flip the switches in the room until the right corner is the mirror opposite of the left. Once you have it, hit the switch above the chest to open it. Out pops the Key of Rhyme. Finally, to open the locked door in front of the steps down, use the Key of Reason.
Head on down to D10. There you'll find A Captured Spirit. Open all of the switches around him to free him. In gratitude, he gives you the Scroll of Compassion. (He also stays there, so he might not havve been as captured as we thought.)
Also on this level, you'll find a Hall of the Sister. Unfortunately, there isn't much you can do right now, since the door is locked with "logic". Head on down to the next level.
D11 holds a Chamber of Trials. Here there are a bunch of teleporters with objects beside them. The teleporters zap elsewhere you to a spot with the same object (a chair beside the teleporter -> a different, yet identical, chair somewhere else.) The idea is to travel the circuit of teleporters to a room with a chest in it. Need more of a hint? The chest holds the Symbol of Rhyme. Follow the teleporter out of the room and then head back outside to the Well of Ice.
Down in D13, you'll now be able to open the locked door in front of the stairs with the Key of Rhyme. Head downstairs.
On D14 you'll find another Hall of the Sister. Open this one with the Symbol of Rhyme. Inside you're supposed to choose the right object. The Apostle talks about fire and "disolving to the touch." Hmmm... what has fire and disolves/melts? Once you pick the right object, it transforms into the Statue of the Goddess Shae. If you choose poorly, a Fiend of Unreason attacks you. Once you've got it, head downstairs.
D15 holds two things: one is A Ribcage, which sounds like exactly what it is: a giant ribcage. If you examine it closely, you'll find a Boneshaft.
The other room is another Chamber of Trials. You know chess? Swell if you do. The idea is to move like the knight-piece on a chess board. Again, you're supposed to follow the circuit of teleporters to a chest. Need more of a hint? Inside the chest is the Symbol of Reason. Head back outside to the Well of Fire.
Inside the Well of Fire, head down to D10 and the Hall of the Sister there. Here you're supposed to set the flutes along the sides to the correct length so, when played right to left (Don't forget this part! Right, middle, left!), it recreates the tune that plays when you step on the tile in the center. And to set the length? You have to go ALLLLL the way around to the other side and step on one of the four plates behind each flute. Need more of a hint? Once you have the correct lengths, play the flutes in the correct order. If you have it right, the chest will open and out will pop the Statue of the Goddess Fael.
Next, head down to D12. There, once you enter the main room, a fire golem appears to attack you. When it dies, it drops The Fire of Rhyme. To get some extra stuff, use the Fire on the door in the back and collect some loot. Head back to the Well of Ice. Again.
Head all the way down to D16, where, just like it's twin, a golem appears to attack you. This time it's an ice golem though... When it dies, it drops The Ice of Reason. Again, if you use the Ice on the door in the back, you can pick up some more stuff.
Head back outside to the Towers of Unity. Put the Ice and the Fire into the arms of the statue. When you do, two spirits appear. The Spirit of Pure Reason gives you the Crystal of Nobility and the Spirit of Sweet Rhyme will give you the Crystal of Bravery.
Back at the tribes, both seem happier now. There are more rumors of the four pale men moving northward. One of the Korh, Frenak, will congratulate you by giving you a whole chicken! (Whatta custom!) The arguing between the tribes has stopped, and, back at the Hall of Unity, they're going to get back to the serious business of baby-makin'!
Head north to the Land of Omar. You'll find the House of the Sage. Inside are a sage, who talks about four corrupted mages and the four pale men, and four different Acolytes that will help you if you bring them some things that they want.
Next you should find A Sunny Spot. There is light shining down on one spot and there is a flower growing there. Pick the flower to get the Flower of Dawn. Head back to the House of the Sage, and give the Flower and the Water to the Acolyte of Dawn. He casts a spell, and says that he's unlocked the Crypt.
Another place in Omar is the Miner's Camp. There is a box there that contains a Piece of Ore. The Tired Miner there says that he sure could use a Healing Potion. Give him one and, in gratitude, he will give you a Piece of Rubicite Coal.
Finally you'll come upon an Ancient Crypt. If you've given the Acolyte of Dawn his stuff, you shouldn't have any trouble entering. Head on down.
D17 contains a Shadey Hideout. Inside the Guildleader says he'll trade you the Code of Honor if you give him the Code of Trust and some Ivory. You'll also find the Chamber of Solitude on this level. Roaming outside is a lizardman that drops the Master's Shield. Inside is a Lonely Skeleton that wishes for the Stone of the Howler and the Words of Forgiveness. The last room you can find here is the Ancient Coffin. The Desecrated Coffin inside has been opened and parts are missing from the body: an eye, a nail, the heart, and the blood.
Head down to D18. There you'll find a Room of Coffins. The sign outside says that you need to open all nine coffins inside. Evertime you hit a switch, it changes the state (open or closed) of that coffin and the ones around it. Need more of a hint? Once you have them all open, you can pick up the Mirror of Night. Next head to the Room of the Eclipse and teleport in. Whenever you step on one of the shields on the floor the columns of light rotate. The idea here is to get all four columns to point to the center column. Simply get one of the side columns to point to the center by stepping on the shields and use the Mirror of Night on it to lock its position. Repeat the process until all four are locked and then grab the Mirror of Sunlight. Finally, this level holds an Ancient Library, but it's locked with an "ancient lock", so there's nothing to be done now. Head on downstairs.
You can pretty much skip D19 right now since all of the doors are locked with an "aura of twilight" and there's no way to open them. So head down to D20 and to the Chamber of the Keeper. Inside are a lot of coffins and the Keeper of the Glass. Give him the Mirror of Night and the Mirror of Sunlight and he will naturally attack you. When he dies, he drops the Mirror of Sunlit Night. Before you leave, check the coffins: there are a lot of bats, healing/mana potions, and one each of the attribute potions (Strength, Magic, Dexterity, and Vitality). Next head to the Peculiar Chamber. Outside is a vampire that drops a Vial of Solvent. The door is locked again with an aura of twilight. Use the Mirror of Sunlit Night on it to open the door. It's a bit of a maze inside and the chests inside each hold a bat except one that contains a Preserved Heart.
Back up to D19 since you can now open the doors there with the Mirror of Sunlit Night. First there is the Sealed Gallery. Inside are a bunch of targets and some locked rooms. As you destroy the targets, the rooms will open, releasing many bats to attack you and an Evil Eye that drops a Dried Eye. The next room is the Closet Chamber, that severely needs a good mopping. There are blood pools everywhere. The idea here is to find the correct pool, while everytime a wrong pool is stepped on, a bat is released. Becareful! The bats can trigger the pools and release more bats! It can quickly overwhelm you, so it pays to save before trying any of them. Oh course, if you need more of a hint.... In the correct pool, you find a Vial of Thick Blood. The last room here is the Disheveled Chamber. Inside is a Rabid Werewolf that drops the Gnarled Claw.
Head back up to the Ancient Coffin on D17. Put the Heart, Eye, Claw, and Blood back into the coffin. Right away, Malakav, Caan's first child, returns to life and attacks you. Return him to being dead and grab the Symbol of Caan that he drops. Head back above ground to the House of the Sage and give the Symbol to the Acolyte of Cleansing. In return you'll get the Crystal of Compassion.
In Omar, you'll find the House of the Old Crone. There is an old woman and a cauldron in front of a house. The old crone says that she can help you, but she'll need to make some Fungal Powder. Give her a mushroom and the Vial of Solvent and she will make you a Vial of Fungal Powder. Now she says that you will need to mix the Fungal Powder, Rubicte Coal, a healing potion, and an Icon of the Fae to open the way. Well, you don't have an Fae Icon, so leave and head north to Serkesh.
One of the first places you'll find in Serkesh is the Alchemist Shop. Outside, around back, is the Collector. He wants some special coins: a Gypsy Coin and a Goblin Coin. Inside the shop is the Alchemist and his Apprentice. The Alchemist wants a healing potion and a Fruit of Truth and the Apprentice wants a mana potion and a Fruit of Truth. Next find the Home of the Master Smith. Talk to the smith and he will ask for a Pice of Ore and a Fruit of Truth. Whew, those Fruits of Truth sure are popular! Finally search out the Lone Woman, Lechies. Remember her sister in Ardyl? Give this sister the Letter and she will tell you from now on all of the Faerie will trust you.
Head back to the Faerie Glade in Marghor. Talk to Tuatha Danan and she will now believe that you didn't steal her flute. As a reward, she gives you an Icon of the Fae. Go back to the House of the Old Crone in Omar. In the cauldron, mix the Vial of Fungal Powder, the Piece of Rubicite Coal, the Icon of the Fae, and a healing potion. When you do, the portal to the dungeon will open.
As soon as you enter D21, the four corrupted mages appear in front of you. Basically they threaten you, says that they're the ones weakening the veil between worlds, and says that you'll never make it through their illusions. Only Draak is better at trying to make you feel insignificant.
This level has a ton of invisible walls. The idea here is to follow the teleporters around to the steps-down. Along the way you'll find some bats and goblins, the Solomites who turn into skeletons, a maze of poison, and a treeasure chest that releases the Chicken of Doom. Just follow the circuit around to the steps.
One of the first things you'll find on D22 is the Odd Tree. There are some invisible walls around it, but just make you way to the tree and grab four Fruits of Truth off of its branches. Next you'll find a Cold Spot. You get a weird feeling here, maybe because the room seems complete except for the lack of walls. You'll also find the Pensant Chamber, another maze with invisible walls. Just mke your way to the chest and grab Death's Scythe from it. Finally, you'll come upon four different Cauldron Rooms. Each has the four wizards around a pot and has a "strange force" that keeps you out.
Head downstairs to D23. There, you will find a Lost Hall. There is a small teleporter in, and then you come to a fork in the path. Two of the forks lead to a teleporter that zaps you back outside the Hall. The third fork teleports you to a chest that contains the Pendant of Clarity. Too lazy to explore? Also on this level you'll find a Hot Chamber. There's really nothing here except a red wyvern that drops a Red Wyvern Scale. Next you'll find a Flat Spot, where there is a chest that releases the Chicken of Doom again. Also there is the Two Books room, which sounds just like what it is: a bench and two books that will give you a Telekinesis Scroll. Finally there is the Locked Room. Put the Pendant of Clarity on and approch the upper room. A spirit appears and asks for the Red Wyvern Scale. Give it to him in return for the Dread Key. Use the Key on the door to the upper room. Inside is a switch surrounded by poison pools and teleporter. The teleporters won't help, so don't bother. Either use the Telekinesis spell or a scroll (you got one in the Two Books room...) to flip the switch to open the lower chamber. In there is a chest that contains the Key of Illusion.
Head back up to D22. Hit each of the four Cauldron Rooms. Simply use the Key of Illusion on the enterance to each room to dispel the "strange force" keeping you out. Inside, talk to one of the mages. If it's the right one (each has his own room), you'll get a special item. If it's the wrong mage, he turns into a wyvern and attacks you. The items you get are the Urn of Water, Urn of Fire, Urn of Air, and Urn of Earth. Collect all four from the rooms.
Head all the way down to D24. There you will find a locked room plus four other rooms dedicated to each element. In the appropriate room, put the appropriate Urn on the pedestal. Once you do, the locked room opens.
Head inside for the final showdown with the four mages. When you speak to them, they summon some golems and attack. Once you send them packing, the Acolyte of Thought appears. He says that the mages weakened the Veil too much and will need to be repaired. He also gives you the Crystal of Integrity.
By now, you've got quite a collection of quest items so maybe it's time to start wrapping up some of the loose ends.
Head north to Serkesh and go to the Alchemist Shop. Give the Alchemist a healing potion and a Fruit of Truth in return for the Potion of Restoration. Give the Apprentice a mana potion and a Fruit of Fruit of Truth, and he'll give you the Potion of Being. Next head to the Home of the Master Smith, and give Vulcan a Fruit of Truth and the Piece of Ore. He will make you the Sword of Sacrifice.
Now head all the way back to Ardyl and go to the Gypsy Camp. Equip the Sword of Sacrifice and cut down the odd mule. As a reward for the sacrfice, you can pick up the Stone of Sacrifice. Next head down to D1. Look in on the Mishapen Creature and give him the Potion of Restoration. In gratitude, he gives you the Mark of the Healer. Too bad he can't get the cork out of the bottle... Finally head to D8 and the Refiner's Haunt. Give the Spectral Refiner the Bone Shaft and a Fruit of Truth and it will give you a Shaft of Pure Ivory.
That should reduce some of the clutter now, so head back to Serkesh. You'll find the Lost Sage, who talks about dragons and returning the sight to the dead. Also you'll find the Sandy Spot. The only thing there is a wyvern that drops a Dragon's Eye. Next you'll find the Dragon Graveyard. Find the correct dragon's skull and put the Eye into it. When you do, out pops the Memorial Helm. Finally head to the Ancient Graveyard. There you'll find Death blocking one of the tombs. Return Death's Scythe to him, and he'll get out of the way of the enterance to the dungeon.
Head into D25. Here there is a suit of armor, four statues, and a secret passage in the back of the room. Place the Memorial Helm onto the statue and it naturally comes alive and attacks you. (Maybe it's your breath?) It will drop the Stone Heart of Memoria when it goes down. Place the Heart into the staute on the side that is missing its red stone. When you do, the secret passage will open and you can follow it to the steps down.
On D26, you'll find three different Aquaduct Rooms. One (the chest room) is locked and has a chest into. Another (the pool room) has some canals and a pool in it. The last (the triple room) is actually three seperate rooms, each with canals and some locks. There's nothing to be done here yet, so head on down.
On D27, search out the Key Room. Hit the switch on the opposite side of the room to open the door. Inside you can find a Polished Key and an Ancient Key. Head back up to D26 and to the chest-Aquaduct Room. Use the Polished Key to unlock the door and grab the Staff of Waking Waters inside. Next head to the pool-Aquaduct Room and use the Staff on the pool. When you do, all of the canals will change from either high to low or low to high. Head back to the triple-Aquaduct Room and hit the now accessible switch, which will open another door there. Unfortunately, the canals will need to be switched again. Just keep repeating the process of use the pool and hit a switch until you make it to the chest in the triple-Aquaduct Room that contains the Rusted Key.
Head back down to D27 and find the Hoarde of Karnor. Open the door with the Rusted Key. Inside is a Wealthy Goblin that drops a Goblin Coin, a chest that has a Stygian Coin, and a ton of other treasures. Once you've looted the room head on down.
On D28, you'll find that the great Karnor waits for you. Well, not you specifically, but someone with a coin so he can pass to the other side. Give him the Stygian Coin. He decides he doesn't want help from someone like you so he attacks you. Apparently he didn't get to be a hero by way of amazing powers of gratitude. Send him to the other side the hard way then. When you do, Death appears again and gives you the Crystal of Strength.
Now that you've got all the Crystals, it's time to clean up the loose ends. First go to the Collector behind the Alchemist Shop in Serkesh. Give him the Gypsy Coin and the Goblin Coin and he will give you the Thief's Mark.
Next head to Omar and go all the way down to D18. Go to the Ancient Library and open it with the Ancient Key. Inside you'll find all sorts of books. Besides the regular spellbooks and scrolls, you'll find the Code of Trust, the Tactics of Battle, the Scroll of Compassion, the Tome of Concordance, the Tome of Blessings, and the Tome of Repentance. Head upstairs to D17 and go to the Shady Hideout. Give the Guildmaster the Code of Trust and the Ivory in return for the Code of Honor. Next go to the Chamber of Solitude on that level and give the skeleton the Stone of the Howler and the Tome of Repentance. He will give you the Words of Undoing in return. And he won't even attack you! Head back outside and go to the House of the Sage. Give the Acolyte of Sanctity the Tome of Blessings and the Scroll of Compassion and he will give you the Mark of Sanctity. Give the Acolyte of Power the Tome of Concordance and the Potion of Being in return for the Words of Power.
Go south to Marghor and visit the Tribe of Korh. Give the Battle Master the Master's Shield and the Tactics of Battle and he will give you the Stone of Might like promised.
Finally head back to the Four Masters in Ardyl. It's time to give them what they want:
That's it!! Go reconstruct the Time Orb and take down Draak!