P Message #136 "Amiga Echo" (Read: 3) Date: 03 Oct 90 15:54:01 From: Asha Develder To: Jeff Phillips Subj: Re: Sotb II walkthru * Subj : Re: Sotb II walkthru JP> I am Truly stuck in this game. Right after I have gotten the JP> ring and the scroll and given both to the old man, he gives me JP> a spell. Then I cant figure out what to do. I just wander JP> around for a while. WHat am I missing? You're missing a LOT!...Ok here goes...I'm going to post the walk through for you (and for anyone else that wants/needs it). Set your terminal program for capture. The next six (yup that's SIX) messages will be the walk through. If that doesn't help then I don't know what will...:-) Asha --- Tosscan(q) 1.00 * Origin: StarShip Yamato, Supporting The Amiga (1:125/122) Message Command: Message #137 "Amiga Echo" (Read: 4) Date: 03 Oct 90 15:56:02 From: Asha Develder To: Jeff Phillips Subj: SOTBII Walkthrough 1 of six Shadow of the Beast II - walkthru By Eric Penn with some small changes by Asha DeVelder The main goal of killing the Beast-mage Zelek is comprised of three sub-quests, the first who of which can be completed in any order. They are presented in the order in which I was able to solve the game. You may want to do it differently. Some will contest that this game is impossible without the CHEAT MODE,which is explained in this text, but, as of this writing, I was able to successfully get into the keep without the cheat. I think that it would be difficult to win, but not impossible. There are many times during the game where you MUST complete a task, or you will be unable to complete the game. These tasks are More? [Y/n/c] signified by an exclamation point (!) in this text. KILLING THE DRAGON: West: If you travel to the left from the beginning, you will come to a forest where you must dodge grenade hurling tree spirits. Past the forest is the river of piranha. Then comes, The Rescue: Jump and hit the imp trying to capture the guard sitting on the stump. Take care not to kill the guard, he has valuable information for you! After you nuke the imp, the guard will tell you his life story. You can chat with him for a while if you want. He has quite a bit to say, but be sure to ask him about TRAPS, PROTECTION, or the SWITCH! He will tell you that he has heard something about an upper or lower switch. This changes in each play session so you need to ask him each time. Write down what he says. Past him is... The Pit and the Block: If you move quickly, you should be able to get to the first left-hand side passage without getting hit. Start down this passage cautiously. An imp will fly out at head level. Duck under him and go back to the rope. The imp will be sawing through the rope with his knife. You must kill the imp before he breaks the rope! Go back to the left. A large guy will be pushing a spiked block towards you. Let him push it almost all the way to the edge (about 2-2 1/2 inches on your screen). You can hit him without getting hit if you time it -just- right. It takes 4-5 hits to kill him and get past the block. Beyond are the... Ceiling Traps: The first two traps are obvious. Two hinged doors in the ceiling that open and drop a block on you. You can jump over the first one but must break through the second. Again, timing is essential. It can be done without getting hit at all. Then comes... Continued next post --- Tosscan(q) 1.00 * Origin: StarShip Yamato, Supporting The Amiga (1:125/122) Message Command: Message #138 "Amiga Echo" (Read: 3) Date: 03 Oct 90 15:56:03 From: Asha Develder To: Jeff Phillips Subj: SOTB II WAlkthrough 2 of six The Incline and the cliff: Starting up the incline, the disk will load briefly. This is as far as you can safely move without triggering the next trap. As soon as you take a single step, and imp will fly out and an endless supply of spiked blocks will begin sliding down the hillside at you. Jump up and to the left, and run past the imp. This stops the endless flow of blocks and prevents the imp from hitting you. Kill the imp, and retrieve the key that he produces. At the top of the incline you will see the trap mechanism. It will bring the last block over to you. If you are standing at the very top of the incline, where the ground just starts to slope, you can duck under it safely. Past the machinery, you come to small cliff. There is an imp just past it that you cannot kill. As soon as you fall onto the lever, jump to the left, and the imp will fly under you. Climb the rope to the top and jump right. Use the key to unlock the door. Past it are More? [Y/n/c] The Switches: As you walk up the gentle slope here, you will trigger a block that falls from the ceiling. Go slowly and it will fall in front of you, harmlessly. Hit it a few times and it will be destroyed. This trap take a long time to reload, so it is safe to pass. Out on a wooded plank over an Acid Bath, there are two switches. Hit the one that you were told earlier by the guard! If you hit the wrong one, you cannot win; restart the game. If you hit the right one, the cage will lower; get in. It takes you up to... continued next message --- Tosscan(q) 1.00 * Origin: StarShip Yamato, Supporting The Amiga (1:125/122) Message Command: Message #139 "Amiga Echo" (Read: 2) Date: 03 Oct 90 15:57:04 From: Asha Develder To: Jeff Phillips Subj: SOTB II Walkthrough 3 of six The Keep: Run quickly to the first chain. This was the second hardest puzzle in the game. Even after successfully completing the game, we still have problems here. A single mis-step means that you cannot win, be careful! If you wake the sleeping imp, he will raise the chain, trapping you in the pit forever. Climb down the chain until your feet are at the bottom. If you fall into the pit the imp will awaken. Jump off the chain to the left. You want to end up -in- the pit, but without disturbing the imp. Move as close to the table as possible. If you touch the table, you will wake the imp. Hit the imp as many times as possible. If you are successful, he will be stunned, and not raise the chain. He will, however, release the monster in the cage. More? [Y/n/c] An alternative to this method is to continue past the chain pick up the key (at the far right) go back to the chain, jump off to the left being careful not to wake the imp. Unlock the monster with the key. Hit the lower switch and proceed Quickly hit the LOWER switch (the upper one raises the chain), and jump to safety! Speed is of the essence. Continue into the keep, passing through a room with bats. You will come to two chains hanging down. You need to jump onto the right hand one. Climb to the top, and jump of to the right. There is a heal potion (glug, glug)here, and a chest. Hit the chest, and collect all six coins! Further into the keep is a key (see note above), but you don't need it to win the game, and you have to fight to get there. Leave it, run back to the elevator cage, and exit the keep. Next up is... The Crane puzzle: Continue back down the rope. Go to the right until you come to a set of three levers. These are the controls for the crane. Use the crane to lift the rock, over the acid pool and drop it onto the opposite side! Jump back and push the small stone to the lever. Climb the rope until you are even with the cage. Jump right. You should land on the lever, flinging the stone into the air. Quickly move to the lower cage and get in. It will lift you up to continued next post --- Tosscan(q) 1.00 * Origin: StarShip Yamato, Supporting The Amiga (1:125/122) Message Command: Message #140 "Amiga Echo" (Read: 2) Date: 03 Oct 90 15:58:05 From: Asha Develder To: Jeff Phillips Subj: SOTB II Walkthrough 4 of six The Axe: Move to the right as quickly as possible. Jump onto the raised portion of land by the rope. Jump up and left, up the steps as quickly as possible. You will probably get hit once or twice, but you will be saving more than you lose. At the top is a baddie, spewing out green blobs. Ignore him for the moment. Run to the left to the chest. Hit it and collect all six coins! If you stay to the left and duck down you will be safe from the baddie, and his blobs. Kill him, and he will produce the axe! Climb the rope. Jump left, then up to the right. Break the root. Past is another heal potion (glug, glug) and another chest. Get all six coins! You should have a total of 24 now. You will need the axe in... The Caverns: Back through the pygmy forest, but before you reach More? [Y/n/c] the rope, there is a small piece of grass that appears to be hollow underneath. It is. Jump on this spot as high as you can without moving onto the rock above you. It takes several tries to get it right. Go down the steps, you will be asked to insert disk 1. Getting past the drips and the water is an exercise left to your joystick and timing skills. If you press fire just as you begin your jump you will break the crystal spears before they hit you. You will find, along the way, a heal potion (glug, glug) and a chest. Collect all six coins! You should have 36 coins at this point. If you don't, you will be unable to complete the game. Next is The Goblin's Cave: Ready the axe. When you come to the bridge, don't stop. Run to the left. Run right onto the drawbridge. Jump and throw your axe at the drawbridge winder,(above and to the left of the guy you followed). As soon as you off the winder, turn and nail the two goblins above you. You will take a few hits here. Ready your mace, and hit the door until it opens. You don't have enough time to break through unless you kill the winder. If you end up in the sewers you must restart, there's no way out. Enter the goblin's cave. Climb the first chain you come to, and hit the switch. Quickly run to the left as far as you can, crouch, hit the second switch, and then run back. You should be able to make it without getting hit a single time by the spikes. Climb down the second chain. Jump off and to the right. Get the key! Fight to the left. You will get captured and locked into a prison cell. Offer the mead to the goblin guard. He will pass out. Break down the door with your mace. Kill the guard and he produces an second key. Climb the chain to the top. You can kill the goblin without jumping off the chain. Climb down the chain to the first passage. Unlock the door with one of the keys. Go back up the chain, and jump off to the left, and rescue the ring! Jump to the right of the chain, where the prisoner is trying to open the door. Unlock the door. If the prisoner runs slightly ahead of you, he will trigger the spikes, and you will be able to escape unhurt. Exit the cave, insert Disk Two, and go on to... contiued next message --- Tosscan(q) 1.00 * Origin: StarShip Yamato, Supporting The Amiga (1:125/122) Message Command: Message #141 "Amiga Echo" (Read: 2) Date: 03 Oct 90 15:59:06 From: Asha Develder To: Jeff Phillips Subj: SOTB II WAlkthrough 5 of six The Waterfall: Once above ground again, go right. Climb down the rope, and jump onto the rocks. If you fall off the rocks, you will have a -chance- to survive, but if you miss, or if your health is too low.... Jump from rock to rock, going right. A sea creature will appear. Kill it. you will see what appear to be two rocks next to each other. One is a monster. Jump onto the furthest one. Once you jump onto the rope, you need to go right as fast as possible. Climb the rope, jump right and run to the next rope. Jump right off of it, to the right and run until the disk loads. You are just before... The Bridge: Cross the bridge, and you come to a huge guy with a sword. Get close to him, but don't attack! He will rush up to More? [Y/n/c] you, to hit you. When he does this, back away to safety. Repeat this feigning maneuver until he falls through the center section of the bridge! The hole he creates is the passage to the third sub- quest. Jump over it and continue to the right until you find... The Old Man: Give the old man his ring! He will thank you. If you have already killed the dragon, give the old man the parchment! If not, go kill the dragon. The old man will create a spell that is the only effective weapon against Zelek with his ring and the parchment. If you ask him he will tell you that Zelek is across the eastern sea, but not how to cross. This was the hardest puzzle in the game, and took almost three days to figure out. KILLING ZELEK: Under The Bridge: Back at the bridge, jump into the hole. You will only have one way to go, but it will be slow going due to SWARMS of little dragonettes. A quick fire joystick and the spell are necessary here. Go to the right, off the cliff. Go back to the left and there is a heal potion (glug, glug). Go back right. Climb down the rope. At this point you will have to fall into the acid. Jump out as quickly as possible to the right. The swarms of Dragonettes will cease. Climb back up the rope and jump to the right. Get the horn! Back down and go talk to the snail. Ask him about "karamoon" and if you have collected all the gold, he will send you back home! If you don't have the gold, then you are stuck and have to restart. He will send you back to the old man's home. On to the.... continued next message --- Tosscan(q) 1.00 * Origin: StarShip Yamato, Supporting The Amiga (1:125/122) Message Command: Message #142 "Amiga Echo" (Read: 2) Date: 03 Oct 90 16:04:07 From: Asha Develder To: Jeff Phillips Subj: SOTB II walkthrough 6 of six East: You must fight past two big axe hurling bad guys here. If you can get past these two without the cheat your a better person than I.... The spell seems not to be effective against them. Past them is... The Swamp: Again, ready the spell and use that quick-fire. You will be assailed by a horde of frogs. Continue east, until you reach... The Sea: Use the horn! A beast will appear. Get on it and ride to the other side! Enter... Zelek's Castle: Just go right to find Zelek. He has a large array of weapons, many of which are quite a surprise if you aren't expecting them. The spell (along with that old quick-fire) will finish him off pretty quickly. Once you kill him, jump up and hit the red dot on the wall. More? [Y/n/c] CONGRATULATIONS! YOUR SISTER IS SAFE AND WITH ZELEK Slain LIFE IN KARAMOON CAN RETURN TO NORMAL BUT WHERE IS MALETOTH? Well, that does it! I've run through the game a few times and showed it to people. As a Demo it's great! Have fun! Asha --- Tosscan(q) 1.00 * Origin: StarShip Yamato, Supporting The Amiga (1:125/122) Message Command: