Baldurs Gate 2 Arcanum Wizardry 8 Syberia Myst Riddle of the Sphinx

Worlds of Xeen Walkthrough part 3

By the time your party is 16th level in Worlds of Xeen, you can go almost anywhere and do almost anything. However, some dungeons and quests will be slow and tedious affairs involving a lot of beaconing to the temple and back, resting, and fixing your damn armor. Other dungeons and quests will go smoothly and swiftly.

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I find the latter much more fun than the former, so I'm grouping the areas from here on in to show what level they're most comfortably solved. You can slog your way through them sooner if you're really determined, though.

16th-20th Level Areas

Great Western Tower (on the Darkside)

The rest of this tower is solveable at level 16 (though it's still tough going.) Points of interest:

1) The mirror on the first level is useless until late in the game, after you have accessed the top level of Castle Kalindra. At that point, it will become a teleporting mirror, akin to the ones in Lightside towns.

2) Two of the beds contain repentant rebel monks who you can choose to either spare or murder. As far as I know your choice has no effect on anything else in the game.

3) At the top of the tower, you can meet Dreyfus again for a chunky XP award.

4) You can find a quest item for a quest in Darkside Quadrant A4 here. If you haven't been assigned that quest yet, you may want to explore A4 before finishing this tower. (It isn't strictly necessary, since you'll get credit for this quest just the same, but I always like to hear what a quest is before being told I've completed it.) There are also two energy disks here.

5) There are some fountains in the same hidden area where the energy disks are. They increase your fire, cold, electricity, and poison resistances if you drink from them; however, they don't work on anyone whose resistance is above a certain level (50, maybe?), which is likely to be all your characters by the time you're ready to take on this dungeon. This is one of many such bonuses on the Darkside that was probably intended as a helping hand to people playing Darkside of Xeen without having finished Clouds of Xeen first.

Tower of High Magic

This tower should be solveable by level 16, but you'll need to approach it with caution. Be sure to have the Teleport spell before attempting it. Things of note include:

1) You need a key to get in, which you should have found in an earlier dungeon.

2) The green sparkly areas on the floor drain magic, which can throw a monkey wrench into your tactics if you can't teleport around them (which isn't always possible.)

3) You can learn the useful Prestidigitation skill in this tower.

4) At the top of the tower, you can explore the cloud. (Remember to use levitation!) There are drums up here you can beat, which deposits a few gems into one of the rain barrels at the foot of the tower. You can do this over and over if need be, though it's a tedious way to gather gems. There are also more statues to read, magic items to gather, and bird nests to destroy. Use Jump and Teleport to get back and forth between the clouds, and take care not to let your levitation spell expire.

Northern Sphinx

This dungeon can be solved at level 16. The sarcophagi in this sphinx are supposed to open for a character of 100 or greater strength, but in my version of the game the sphinx is bugged and even a character with 250 strength (the highest level possible in the game) cannot open a sarcophagus. On the bright side, there are no quest items or anything else important in the closed sarcophagi, so you can just ignore them.

You need an amulet to enter, which can be obtained by solving a nearby quest. Everything else in this dungeon is quite straightforward.

Golem Dungeon

This dungeon can be solved at level 16, but it is still a rather tedious dungeon. The golems have tons of hit points and their attacks break your items, which is immensely irritating.

1) You need a key, which you get automatically at Newcastle.

2) I don't know whether it's technically possible to do this dungeon without the Teleport spell, but I wouldn't advise trying it.

3) There are four progressively tougher sections: Wood, Stone, Iron, and Diamond. In each you must solve a simple puzzle received from a statue, as well as killing golems of the appropriate type.

Quadrant D1, E1, E2, F1, and F2

Don't bother lawnmowing these areas. The lava makes this a painfully useless experience. Points of interest are only three:

1) Entrance to the Dragon Tower in Quadrant D1. You won't be able to enter this tower yet.

2) Entrance to the Volcano Cave in Quadrant E1.

3) Entrance to the Dragon Cave in Quadrant E1.

There are also a few orc huts to burn in the southeastern "dirt" terrain part of F2, if you didn't nose up into that area earlier in the game.

Volcano Cave

This dungeon can be solved at level 16 if you have decent fire protection. There's not much of interest to do in it, but it features some of the creepiest-looking monsters in the game and a special surprise at the lowest level. Other things of interest include:

1) There's a skull down a hallway flooded with lava that you can destroy for a big XP bonus. Teleportation is your friend.

2) Don't go through the door at the bottom that leads to Alamar's castle; or if you do, turn around and come right back again. The monsters in there will crush you at this level.

Darzog's Tower

This tower can be solved at level 16. Jump and Teleport are necessary spells here. Points of interest:

1) You need a key, which you should have found in an earlier dungeon.

2) The green sparkles on the floor drain your spell points, and on higher levels, they also teleport you back to the first level, so don't step on them.

3) You can explore the cloud level overhead if you like. Besides the path to Castle Xeen there are more statues to read, magic items to gather, and birds' nests to destroy. Take care your levitation spell does not run out while you're up here.

Dragon Lair

This dungeon can be solved at level 18 if you have a fighter or two with high speed and you're good with tactics. (Whatever you do, DON'T let the dragons keep raining their breath weapons down on you while you approach from afar. Use the terrain to keep them from getting a bead on you, or just use the teleport spell to beam right on top of them.) Points of interest:

1) The vases on the floor will suck money and gems away from you. You can avoid them with Jump and Teleport spells. Once you've slain the Dragon King, they no longer work and you can step on them with no ill effects.

2) It's possible to search in the acid pools for a few gems.

3) The Lore Books can only be read by characters with a high enough intelligence. The highest-level one requires a whopping 250 INT. You can always come back here later, when your characters have higher stats and items of genius, to mop up the substantial XP bonuses.

Castle Xeen

This castle could actually be solved at level 16--Lord Xeen is a tough opponent who can eradicate characters, but the Xeen Slayer sword will kill him with one blow, so if you have a fighter with high speed and use Teleport to jump right onto the same square with him, the battle itself is trivial.

1) You need a special item to get in here, which you can win using the four tents stationed on the cloud outside the castle.

2) Destroying the elemental machines not only gains you experience points, but also disables strong traps at higher levels of the castle, so make sure you destroy all four.

3) Save the game after slaying Lord Xeen. When you use the Sixth Mirror, the endgame movie will be launched, but on some newer machines, it won't play properly. If you find that the movie hangs and won't progress, just exit out of the program and reload. Your characters will automatically be back at Vertigo, ready for the rest of the game.

20th-30th Level Areas

After you beat Lord Xeen, your characters should be between 20th-25th level (counting the final XP bonuses there are about 20 levels worth of experience points on the Lightside itself, and another five in the easy Darkside areas I already covered.) Here are the areas that can safely be attacked as soon as you've finished off the Darkside:

Castle Kalindra, First Floor

You can access the first floor of Castle Kalindra as soon as you've amassed five energy disks, and there are no monsters in here, so you could theoretically have come here at a lower level; however, the safes require a very high thievery skill to open (more than 50), so if your main thief is a ninja, there's no point coming here until level 20 -- there's little of interest on the first floor besides the safes.

Sandcaster

This city can be solved at level 20. Points of interest include:

1) Astra will assign you the town quest: defeat the two evil guilds.

2) There are two tents near the entrance with NPCs who will award you huge XP bonuses for solving some basic algebra problems. (And people say CRPG's aren't educational! :-D )

3) There are three stat-raising potions hidden in town; each contains three doses.

4) Two useful quest items can be found here: the key to the Great Southern Tower, and a Lakeside pass.

5) You can actually start a bar brawl in the tavern here--talking to one of the wizards can result in him and his friends attacking you if you're not ingratiating enough. Once this happens you won't be able to talk to any of the other bar patrons, so if you like getting random tips from NPCs in bars, kiss up to the crabby mage first, and only go back to tell him to shut up once you're done with the tavern.

6) There's a guy in town selling "Vulture Repellent." This isn't an item that is ever used again in the game, nor does having it seem to affect the frequency of being attacked by vulture rocs in either direction. One of the tips at the bar is that "vulture repellent doesn't work," so maybe this is just a sort of red herring.

7) Sandcaster's sewers are primarily important because you need to pass through them to get to the sorceress' hideout (like most of the Darkside sewers, you can also use them as a way to sneak into the city without a pass, though it's much more long and annoying that way.) However, don't miss the Gym down here. If you pay the membership fee, there are *60* points of strength and *60* points of endurance to distribute among your party members inside.

Great Southern Tower

This tower could be completed at level 16, but the key can only be obtained in the more difficult Sandcaster. Points of interest include:

1) The enemies in this tower are quite easy, but the trapped chests can wipe out even a 20th-level party--use Clairvoyance in here.

2) Like all Darkside towers, there is a magic mirror here which is useless until you have accessed the top level of Castle Kalindra. At that point, it will become a teleporting mirror, akin to the ones in Lightside towns.

3) There's a ledger in here that tells where several Darkside quest items are located.

4) The password on the "Ali Baba chest" is what you'd expect from folklore; but your party's thief must be in position #1 to open it. So if your thief/ninja isn't the lead character, exchange him to the fron of the party before opening this chest.

5) The Manual of Master Thievery also confers an XP bonus to ninjas, not only to robbers.

Darkside Quadrant E3

This quadrant is readily clearable at level 20, but you will probably need to keep Day of Protection on as you explore (the armadillos in this area are tough opponents.) Points of interest include:

1) The entrance to Sandcaster.

2) The five tents outside Sandcaster are merchants, selling boots, belts, necklaces, robes, and food. The boots, belts, necklaces, and robes come with hefty enchantments and depending on your play style, it might be worth reloading a few times till you get some objects you're happy with. There's no way to enchant your own boots, belts, or necklaces in Xeen, so those are especially valuable tents.

3) There's a questgiver here, Caleb, who wants you to retrieve his magnifying glass.

4) There's a quest item in this quadrant that goes with a quest assigned in B3. If you dislike unknowingly solving quests that haven't been assigned yet, be sure to explore B3 first.

5) There's also another Troll Hole here. Make sure you keep Levitation and Light active as you explore.

Darkside Quadrant B3, C3, and D3

You can finish up the desert parts of these quadrants if you haven't yet; they're all readily clearable at level 20. There's nothing of interest in any of them except one genie lamp in the desert of D3, which one character can make a wish on.

Darkside Quadrant E4

This quadrant is readily clearable at level 20. Points of interest include:

1) There are "troll holes" in this quadrant. Be sure to keep the Levitate and Light spells on as you travel this area. One of the troll holes contains the troll chief, who will initiate conversation with you; your only choices besides fighting him are surrendering all your gold or one of your characters, though.

2) Save before sampling the fruit in the fruit huts. Some of them work the same way barrels in dungeons do; others are deadly.

3) Occasionally a "low branch" will knock one of your characters unconscious as you run through the woods in this area. As far as I know there's no way to avoid this; just keep healing them up and move on.

Darkside Quadrant F4

This quadrant is readily clearable at level 20. Points of interest include:

1) Venom Lake is aptly named, and there's nothing in it, so there's no reason to go swimming around in it.

2) Thaddeus has a quest for you: fetch him the Jewel of Ages. Once you do this you'll be able to cure magical aging here, rather than having to complete the annoying Season Druids circuit on the Lightside.

3) Save before sampling the fruit in the fruit huts. Some of them work the same way barrels in dungeons do; others are deadly.

4) Occasionally a "low branch" will knock one of your characters unconscious as you run through the woods in this area. As far as I know there's no way to avoid this; just keep healing them up and move on.

5) You can meet old friends Celia and Derek here. :-)

6) There's a fountain in this quadrant, but it's not worth bothering with unless you're a huge portaling fan.

Darkside Quadrant F3

This quadrant is readily clearable at level 20. Points of interest include:

1) The entrance to the Great Eastern Tower.

2) Save before sampling the fruit in the fruit huts. Some of them work the same way barrels in dungeons do; others are deadly.

3) Occasionally a "low branch" will knock one of your characters unconscious as you run through the woods in this area. As far as I know there's no way to avoid this; just keep healing them up and move on.

Lakeside

This city can be solved at level 20. Points of interest include:

1) Although "searching" cauldrons has positive effects, "drinking" from them does not. Clairvoyance gives you false information here, so pay careful attention to the wording.

2) You can get a pass to Necropolis here.

3) There's a quest item in the sewers that goes with a quest assigned in Quadrant A4. If you dislike unknowingly solving quests that haven't been assigned yet, be sure to explore A4 first.

4) Some of the skeletons in the sewer have interesting notes on them.

5) In the watery harbor area, there is one boat that can be examined for treasure before it sinks, and a second boat you can ride to the Isle of Lost Souls to avoid the octopi in the lake. This is a puzzling game design choice, since the monsters inside that dungeon are ten times tougher than the octopi. If you have any difficulty with the octopi, you're not ready for the dungeon on the Isle of Lost Souls.

Darkside Quadrant F2

This quadrant is readily clearable at level 20. Points of interest include:

1) The entrance to Lakeside.

2) The entrance to the Isle of Lost Souls.

3) A fountain (no more useful than average.)

4) A sign that says "Mirabeth Point." Mirabeth is the name of the mermaid you helped on the Lightside, but I never was able to figure out what this sign had to do with anything. Perhaps it's just the name of one of the game designers' daughters.

Great Eastern Tower

Most of this tower can be completed at level 20, but there's one tough monster in here that's hard to defeat before level 25. Points of interest include:

1) There are invisible teleport squares on the first level, which make moving around it something of a pain. Each level of the tower is also sectioned off into several parts that can only be accessed by going up and down different staircases.

2) Like all Darkside towers, there is a magic mirror here which is useless until you have accessed the top level of Castle Kalindra. At that point, it will become a teleporting mirror, akin to the ones in Lightside towns.

3) You can find a quest item in this tower that goes with a quest assigned in quadrant F4. If you dislike unknowingly solving quests that haven't been assigned yet, be sure to visit F4 first.

4) There are two interesting fountains here. One of them grants a character an extra level, but ages him 50 years. The other grants a character 5 extra levels, but erases all his secondary skills. Since you can easily cure aging at the Fountain of Ages and acquire all the secondary skills for 100,000 gold in Shangri-La, these are good fountains to use--but they are the best value later in the game, when levels are expensive and hard to come by. At level 20, you could pay for five levels of training for far less than 100,000, so it's not a good bargain. At level 80, five levels for 100,000 is a real steal.

5) Don't miss the Book of Incredible Intellect, which has no ill effects to counter. I believe that only Sorcerers, Archers, and Druids can use the book, however.

Darkside Quadrant E2

This quadrant is readily clearable at level 20. Points of interest include:

1) Leafpoint the tree will have a long, funny conversation with you before giving you some treasure coordinates. :-)

2) Ector the Woodsman has a quest for you: find his lost ring.

3) There are "animal traps" in these woods that periodically injure your whole party. Don't walk through the woods if you're very low on hitpoints, or one of your characters might be killed.

Darkside Quadrant E1

This quadrant is readily clearable at level 20. Points of interest include:

1) There's an odd fellow called Slibo on this map who will buy your treasure map for 2000 gems, then cry out that it's the second half of some important map to the treasure of Jibbo Mox and go tearing off to the Desert of Doom. However, it's not possible to encounter him again there. Perhaps this is just an in-joke of some sort.

2) Another NPC, called Xanthus, is polite but has no quest importance, despite a bottle in the early game having called attention to his location.

3) There's a quest item in this quadrant that goes with a quest assigned in Quadrant E2. If you dislike unknowingly solving quests that haven't been assigned yet, be sure to explore E2 first.

4) There are "animal traps" in these woods that periodically injure your whole party. Don't walk through the woods if you're very low on hitpoints, or one of your characters might be killed.

5) The fountain in this quadrant gives 1000 spell points, so it's one of the few fountains actually worth bookmarking.

Darkside Quadrant F1

This quadrant is readily clearable at level 20. Points of interest include:

1) Castle Blackfang is here, but you can't do anything with it at this point.

2) There are more strong rapids here--if you jump in the river near Castle Blackfang it will sweep you all the way south into Quadrant F2.

3) There are "animal traps" in these woods that periodically injure your whole party. Don't walk through the woods if you're very low on hitpoints, or one of your characters might be killed.

Darkside Quadrant D1

This is the last of the Darkside quadrants that is readily clearable at level 20. Points of interest include:

1) The entrance to the Great Northern Tower.

2) Bosco the dwarf has a quest for you: fetch a chalice from the Northern Tower (he'll provide the key.)

3) There's an empty tent to the north, beside Slibo and Xanthus' tents. ?

4) The giant throne contains a giant king, who is quite courteous. If you talk to him politely you can get two interesting pieces of information from him before asking him for his energy disks (which he gives freely.) You can also just kill him, of course.

5) There's also a giant lair in the mountains, evidently a different group of giants from the king, because they're hostile and can't be talked to. Destroy the lair for some XP (the giant king doesn't seem to care.)

6) There's a fountain in this quadrant, not worth going out of your way to visit.

7) There's a broken pyramid which does nothing at all.

Great Northern Tower

This tower can be completed at level 20. Points of interest include:

1) You'll need a key to get in. A questgiver in the immediate vicinity of the tower will give one to you.

2) Like all Darkside towers, there is a magic mirror here which is useless until you have accessed the top level of Castle Kalindra. At that point, it will become a teleporting mirror, akin to the ones in Lightside towns.

3) There's an error in one of the aphorisms--"beggars" has been misspelled as "beggers," so the computer won't accept the properly spelled word. The "cliff notes" you can find on one of the beds contains the proper answer, though.

4) Solving the "euphoric throne" puzzle will give each character two free levels, so you may want to hold off on this until later in the game.

30th-50th Level Areas

From here on in, gaining levels becomes more a matter of logistics than anything else. Your characters will probably be between 40th and 50th level already, and the XP rewards for everything else you do are going to be huge. However, you won't be able to raise your characters' levels past 50 until you finish building Castle Kalindra. Here are the areas you can finish before that:

Necropolis

This town can be completed at level 30. Points of interest include:

1) Sandro the lich has a quest for you: bring back his heart. If you click on Sandro's throne again, he'll just come back and fight you again. Killing him is not permanent, you have to do his quest.

2) The sewers are on fire (!), so make sure you have good fire protection before exploring them. Other than Sandro's heart, the only thing of interest down here anyway are barrels of "food of the dead," which will raise a character one level but deal more than 2000 HP worth of damage.

Castle Kalindra, Second Floor

You need to get Ellinger to 'phase in' this floor before you can visit it. There's nothing on the second floor of the castle except some safes that cannot be opened until you are given their passwords later, and the captain of the guard and his daughter, who will give you the key to the Island of Lost Souls and the quest to recover a magic songbird from the dungeon.

The Desert of Doom: Quadrants D2, C2, C1, and B2

The desert region can be readily cleared at level 40 (be wary of griffins, who are surprisingly tough opponents.) Points of interest include:

1) Periodically as you travel the desert, all your party's food will disappear. The easiest way to deal with this is simply to have your cleric cast "create food" whenever this happens until you're done with the desert.

2) The entrance to the Great Pyramid is in quadrant D2.

3) The sewer grate is a backdoor entrance to Sandcaster.

4) At regular intervals through the desert, you can find eight talking boulders with a nifty word puzzle for you. Solve it and then return to all the boulders for some high-quality items.

5) There are several genie lamps scattered throughout the desert. Most offer one of your characters a wish. One genie says he's out of wishes but offers to give you all his gold; you can either agree with no ill consequences, or decline, and he'll praise you for not being greedy and split the gold with you.

6) There's a shrine in quadrant C2 which raises your whole party 15 levels; if you bookmark shrines and wells, this is a good one to bookmark.

Isle of Lost Souls

This dungeon can be completed at level 40 or so, but it's easier at 50. Those minotaurs are tough. You need the key to get in here (which you'll need to visit the second level of Castle Kalindra to acquire,) and you need to have plenty of gold (it costs between 250,000-275,000 to get into the lowest level.) It's very straightforward--the only thing of interest that you might miss is the note spelled out by the walls of the lowest level of the dungeon. But you're going to be told the information spelled in the walls at least two more times within-game (not to mention that you'll already know it if you've played a previous Might and Magic game), so don't bother if you find the wall message annoying.

Castle Kalindra, Third Floor and Dungeon

The Dragon Pharaoh has to phase in the dungeon level before the third floor, but you probably have enough energy disks at this point to do both levels at once. The dungeon level contains cells full of baddies you can fight if you like to (the prisoner lists in the halls tell who the occupants of each cell are.) One criminal, Guido, is not hostile and will try to cut a deal with you to let him out. There is no downside to taking him up on this.

The main thing to do on the third floor is collecting the Queen's crown once she sends you to fetch it (you can't get it before then, because only she has the combination.) Don't miss the obelisk up there either--once you activate it, the mirror portals in the Darkside Towers will teleport you to any named location on the Darkside.

Once you've fixed the third floor of Castle Kalindra, you'll be able to start raising your party's levels again--you will probably have enough XP to get you up close to 100th level, but it's doubtful you'll be able to afford the expense. In any event, you are now ready for the. Endgame. Meet me there!



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