QUEST SOLUTION: | FIND EVERSTRIKE AND SURVIVE THE DUNGEON OF SECRETS
Promotion: This quest is not required to advance in the game, but is required for promotion to Ranger.
Summary: In order to prove you deserve to become a Ranger, you must prove you have the necessary skills. Fenja asks you to find the legendary bow Everstrike, and also to navigate through the Dungeon of Secrets without setting off a single trap.
How to do:
To find Everstrike, go to the Dook's castle in Guberland. If you've been there before on the quest to convince the Dook to leave, you know he was looking for Everstrike himself. Look at the map for the castle and you will see some caverns running beneath it. You need to find the entrance to these caverns.
If you look closely at the map you will be able to tell approximately where the entrance should be. It's in the furthest bunk room from the entrance, which is at the end of the main hallway (the hallway just up the entry stairs), through a door to your right. Go through the doors and shut them behind you, because as soon as you open the door to the caverns, everyone in the castle will become your enemy (whether the Dook is leaving or not). The mechanism to open the door is a shield hanging on the wall. From the door, this shield is straight back and to your left (the last shield on the wall to your left as you enter the room). Touch it and a secret door diagonally across the room will open.
At this point, the guard(s) in the room will be your enemy (when you get close to him), so kill him. Then enter the cavern. Several tough troglodyte types will attack you. They are much, much, tougher than the ones outside. Defeat them and continue on until you come to an intersection. Both directions lead to the same place, however the right-hand tunnel is much shorter, so take it. You'll come to a room with an underground lake in it and some rickety ladder-bridges criss-crossing the lake. Do not worry about the conditions of the ladders; they are quite safe. However, before you step out on them, notice that there are several flying things in the room. Pick them off so that you can fight them before you are out over the lake. Doing it this way will allow you to fight them one at a time, instead of having them all attack you at once (they are Flying Abberation types). Continue to pick them off until you don't see any more of them (there may still be one or two left in the room).
Now head out over the bridge. When you get to the central landing, continue straight ahead (even though the bridge doesn't apparently lead anywhere on the map). At the end is a black chest. Have someone open it who can. Inside is Everstrike. A Crusader cannot equip it; however a Priest can (possibly also a Druid), so try it out on anyone past their second promotion. You should have a green light at this point, so you can Town Portal to wherever you wish to go. FYI, there is also a chest in the water with an artifact in it (not a quest item) if you want to plunder that while you're here.
To survive the Dungeon of Secrets, go to Frosgard and take the first right after you get out of town. The Dungeon is at the end of that path. When you get inside, you'll find a guy in a box-office next to a turnstile (as if you were in an amusement park). Talk to him and he will give you the directions for what is needed to not set traps off in the Dungeon. Then go through the turnstile (there is a stone button to the left of the entry gate which opens the gate).
Basically, the Dungeon itself is composed of nine parts. Each part has a door and a lever in it. You will need to pull the lever and then rush through each door before a timer runs out. When the timer stops, you will hear a ding. If the door is opened after that, a hatchet will come down and maul one of your party (and you will have set off a trap and failed the Dungeon). The timer traps are not the only ones in the Dungeon, however, and all traps must be avoided to pass the test. Here are the instructions by Dungeon section:
Step into the room and stop. After a moment, you will hear a squeaking noise and some fireballs will go off ahead of you. This is okay, because you are not tripping them; an (invisible) rat or mouse is doing it. They will pause for a moment and then start again - finally you will hear a final sighing squeak when the mouse dies. At this point, walk over to the lever on the right side of the room (I was able to get this far).
When you throw this lever, it starts a timer for the door on the far wall (past the floor traps). Be aware that the large reddish patches on the floor are not the traps; the actual traps are the "paths" between those patches. Unfortunately, stepping on part of the large reddish patches can trigger them too (at least they did for me). Here are the directions I had to get through (I tried numerous times, though, and could not get them to work): Turn off always run. Throw the switch. Walk forward onto the first red area, then jump (using the X key) four times while continuing to walk. Once you are past the red patches, run for the door. If you make it through, quicksave your game (and you can turn always run back on if you want).
As you face the levers, the third lever left of the center (the center is where the levers change color).
Go through the dungeon without worrying about setting traps off. When you get to the very last door, open it and only go out just enough that the door closes behind you (if the ending gate opens you have gone too far; this gate must stay closed). Cast Lloyd's Beacon and set up a Beacon at this spot. Then continue through the gate to the box office (okay to open it after setting up the Beacon). The man there will tell you that you didn't make it, but offer to let you try again. Accept his offer. This time, go through the first door without setting the trap off. Once you are through the first door safely, recall your Lloyd's Beacon and return to the box office to claim your reward.
Once you have Everstrike, and have passed the Dungeon of Secrets, return to Fenja Tree-Friend in Frosgard and she will promote you.
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