## Chapter 6 Walkthrough by N3Burgener

Version: 1.3 | Updated: 04/18/04 | Search Guide | Bookmark Guide

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\ \    ^-. | | \_/ |   | |   | |   / / | | \ \       _   | }|  | }|
\ ^-...-^ | \_   _/   | |   |_|  / /  |_|  \ ^-...-^/   | }|  | }|
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\|            \|   Chapter 6: Walkthrough      |^/    \^|
= v - 1.3  =           |/      \|

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<()>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Last Updated: 4/17/2004
Creator: Nick Burgener (aka N3Burgener)
E-Mail: N3Burgener@yahoo.com

+ Version History +
2-9-2004 - Version 1.00
It's the first one, most likely tons of spelling errors and
such. Hope it's useful.
2-25-2004 - Version 1.20
Added some information from alterEgo and dermortraken. See the
credits for what information they gave (thanks guys).
3-1-2004 - Version 1.21
Fixed the Version details at the top.
4-17-2004 - Version 1.3

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<()>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

===============================================================================
+ Introduction +
===============================================================================

At the current time that I am writing this, there is only one Walkthrough for
the game, written extremely well by Ellusion. However, this walkthrough does
not cover chapter 6, the final chapter in the game.

Several people have asked for a walkthrough for chapter 6, and i've been in a
very good "Gothic FAQ-writing" mood lately, so i figured I'd write a
walkthrough for it.

At the time that I am writing this, February 2004, I have only beaten the game
once, so there are bound to be areas that I am shady on; ie monsters in each
room, items found in each room, etc. However, the walkthrough portion will be
sufficient enough to get you through the final chapter of the game.

This is a very simple FAQ, so it's not going to have very much content in it,
but i hope it will still be of use for completing the game.

===============================================================================
===============================================================================

I - Chapter 5: Departure
II - Chapter 6: The Halls of Irdorath
III - Credits and Closing Words
IV - Legal Information

===============================================================================
I - Chapter 5: Departure
===============================================================================

Ok, chapter 5 is solely intended to set you up for chapter 6. I will only deal
with the part of Chapter 5 that involved setting up your captain and crew, and
then proceed on to chapter 6, so this is not a walkthrough for chapter 5, it
only deals with issues in chapter 5 that will directly effect chapter 6, since
you cannot go back and change what you did.

.------------------------------.
| No Travelling Without a Crew |
^------------------------------^

Alrighty, having obtained the Halls of Irdorath book back, and obtained the
Tears of Innos, and the sea chart, you must get a ship, crew, and captain. I
will only go over what will have a direct effect on the outcome of chapter 6,
which will be crew, and captain.

Picking your crew is essential, since you're required to have at least 5
members, otherwise you will not be able to sail to Irdorath. Your crew is also
your training; if you expect to reach high level strength, dexterity, or mana,
you will have to select good crew members, since the amount they can teach you
is limited, and chapter 6 provides the highest amount of training.

The following are people whom you can select to be crew members:
----------------------------------------------------------------
Milten - He will most likely be the first person to offer their
services with you as a crew member, since you have to stop by
the monestary at this point anyways. He's standing out in
front of the Monestary where he's been ever since you freed
Gorn from the dungeon at the castle in the Valley of Mines.

Milten is one of the "Fantastic Four" from the first gothic,
and has proven he is one of your best friends, so bring him
along. He is trustworthy, and definately helpful.

Once at Irdorath, Milten will be willing to train your mana
past 100, definately useful if you're a mage. He can also
teach rune-making, also useful if you're a mage. If you're not
a mage, he still has a pretty hefty inventory which you might
find useful.

Lester - Also a member of the "Fantastic Four", Lester is found at
Xardas' tower where he was when he gave you Xardas' note about
the Halls of Irdorath. He won't be of much help to you, other
to enhance the plot. Bring him along anyway, since he's your
buddy from the first game.

Diego -- Yet another member of the "Fantastic Four", Diego is still at
his house he claimed from Gerbrandt in Khorinis. When you ask
him to come along, he will gladly offer his services. In doing
so, he returns to the house, and puts on his Shadow Armor, the
armor he wore in Gothic.

Diego will be a big help to you, definately one of the most
helpful. His biggest ability is that if you're stuck, he'll
provide the information you need on continuing. Now, I'm not
sure if you NEED him or not; I needed to ask him for advice
twice, bring him along just to be safe.

Also, once at Irdorath, Diego will train your dexterity, and
Bow-Skill to 100, as well as having a heft ammunition for bows
and crossbows.

Gorn --- Yeah, Gorn may be a "Fantastic Four", but he doesn't serve
much purpose in this chapter either. He wanders about the
ship, and provides some pretty heavy-damage axe for when the
orcs raid the ship, but other than that, he has no purpose.
Bring him along, just because he's your buddy.

Lares -- Again, like Gorn, he doesn't have a practical purpose; he's
only take-able for flavor. Bring him along if you please.

Lee ---- He'll go with you, if you ask, provided you take him to the
mainland so he can get back at King Rhobar and the others for
their verdict to throw him into the penal colony when he was
framed. Of course, you don't end up doing this, but it's nice
to know.

Once at Irdorath, he can train one-handed and two-handed
weapons up to 100, which is nice.

Angar -- Provided you've gotten his amulet for him, he will be able to
go with you. He will go with you into the island to help
fight, since his headaches are getting unbearable. He figures
if the evil is gone, his headaches will be gone.

Vatras - Definately a willing member of the Circle of Water who will
aid you. Bring him along. Definately. He'll be at Khorinis
City where he always is.

Once at Irdorath, he will be able to heal you, teach alchemy
recipes, heal possessions, and provide some good healative
herbs. Definately worth bringing.

Biff --- He's back in the Valley of Mines, provided he's still alive.
He shows up for plot-flavor, that's about it.

Girion - He will be guarding the ship, and insist that you take him
along to ensure that the ship will be returned to the city
and lord Hagen.

He'll cut-scene you and you'll have to bring him along, unless
will have resulted in Hagen sending all Paladins to the Valley
of Mines to aid the Paladins at the castle, and Girion will
go with them.

If you don't want him in your party, do not interact with him
until you've gotten Torlof as your captain. Other wise, he'll
go with you.

Once at Irdorath, he will teach one-handed, two-handed, and
crossbows up to 100.

Mario -- The uber backstabber. His purpose is to "be a good artillery
man", and is good enough at playing that to get you to bring
him along.

At Irdorath, he'll sneak off during the Orc raid on the ship,
and you'll have to fight him later on. Don't bother bringing
this guy.

Bennet - He'll be your smithey (though you don't really need one...).
If you haven't gotten the Heavy Ore Dragonslayer from him
yet, it'd be a good idea to bring him along then. You will
need that sword.

You can get some EXP when dealing with dragon eggs (you'll
find some on the island), and Bennet will refuse to deal with
them. Bring him along.

.-------------------------.
| Who Will be my Captain? |
^-------------------------^

Of course, with having a ship, you'll need a captain to pilot it and such. Of
course, you will have three options for you captain; conveniently, one from
each guild. If you're allied to one guild, i believe you can still get any of
the other captains, but it's advised to go with the one who is represented by

The following are people whom you can select to be your captain:
----------------------------------------------------------------
Torlof - You have to do the most work to get Torlof as you captain.
He'll be at Onar's farm where he usually is. When you mention
boats and captains, he'll say that he used to be one, and will
it, since the Paladins are still in-town.

To be able to go, he asks that you steal the key from the
main gate duard at the castle in the Valley of Mines, and open
the gate, to let the orcs enter the castle. In doing so, the
Paladins would HAVE to go rescue the faction at the castle,
and leave the city.

This is rather simple; go into the barracks of the castle,
go through the door at the far corner opposite the door you
entered to get into the sleeping room, and there'll be a guy
there. Use the pick-pocketing skill I hope you've learned,
and take his key. With that, go into the door past him, and
pull the lever.

Having done this, Torlof will go with you, of course, you'll
still have to pay him 2500 gold. However, once at Irdorath,
he can train your strength to 100, which is always nice.

Having Torlof as your captain gets you the least amount of
exp, but he trains you, while the other 2 don't. And, him
being captain enhances the plot of the story more than having
either of the others be your captain.

Jack --- This captain requires you to have completed the "Bandits at
Jack's Lighthouse" quest. Having completed this, he'll be at
his lighthouse, sitting in the chair downstairs. Bringing up
the subject of sailing will make him want to do it all over
again.

However, someone will need to take care of his lighthouse
while he's gone. He says that Brian, Harad's apprentice would
do it. Go back to Khorinis City, talk to Brian about it, he
agrees, and goes to Jack's lighthouse. From there, ask Jack to
be your captain, and he'll wait for you at the harbor.

Jorgen - If you've talked to Jorgen, and told him to talk to Milten
about joining the Monestary, he should be in it by chapter 5.
Milten will tell you that Jorgen is a good captain, and you
can go talk to him.

He would like to go, but unfortunately the monestary will not
let him leave, since he has not paid his dues to the monestary
and done little work. However, talking to Pyrokar will find
a way for you to beat the system.

Pyrokar will ask you to figure out what's going on at Xardas'
tower. Go there, and kill the 4 demons and the demon lord, and
return to Pyrokar. He will then let you take Jorgen with you.
Report back to Jorgen, and tell him he can come.

.---------------.
| Aura of Innos |
^---------------^
Mage Only:
----------
After you've opened the Halls of Irdorath book you got back from Sekob's farm,
go to Pyrokar. He will give you the Aura of Innos, which is an amulet which
gives you +20 weapon defense, ranged defense, and dragon fire defense; a very
nice artefact. Definately wear it as soon as you've used the power of the Eye.

-------------------------------------

In my game, I brought: Lester, Milten, Diego, Gorn, Angar, Lee, Torlof, Mario,
Bennet, and Lares. The walkthrough for Chapter 6 that I will provide will be
based off of a crew of these 10. There are likely to be differences between
having a different crew, such as experience you can gain, but the walkthrough
I provide will use these 10, feel free to use a different combination if you
want.

It'd probably be wise to save to a different slot before you leave, so that
you can have a back-up file in case you realize there was something you wanted
to do, or something like that.

If you have the Tears of Innos, and are a fire mage, drink it. It will give you
+5 dexterity, +5 strength, completely heals, and gives 5 minute speed boost.
The stats are nice, but using it later on in chapter 6 is suggested if your
stats are well enough. Full heal and speed is always nice.

===============================================================================
II - Chapter 6: The Halls of Irdorath
===============================================================================

Alright, you've just docked at the Island of Irdorath; there's no going back.
Your captain will not take you back, and if you try to swim out, you get a
nice FMV of you getting eaten by a sea-monster. Pretty interesting to see
actually.

Ok. I'm not going to put trainers here; read chapter 5 under crew members and
captains to see who all can provide what training.

This should get you through chapter 6. There may be a few items and such that
I miss, and a few other shady areas, but mostly everything you should be able
to figure out yourself.

And, don't forget that you can bring Angar along with you to fight!

-------------------------------------

Ok, step off the ship, and head forward. You'll encounter several Orc Elites,
Orc Warriors, Wargs, and Orc Shamen up this path. Unless you're dangersouly
strong, these battle will be moderately difficult. A good spot i found to kill
them easily: from the ship, facing the island, go to your left, and you'll see
a small ledge which you can jump over. This is where you're supposed to go if
you fall in the water (swim to the shore near there, go up, and jump across).

If you lure them over there, and jump across, you can stand there and attack
left, right, left, right from across the ledge safely. One might fall off the
ledge and die, but that doesn't really matter.

You can use this spot to safely eliminate all the Orcs in this area if you need
to.

Now, continue forward, and you'll reach a cave. Enter. In here, there are some
more orcs, and a cave troll. Kill the orcs, and the troll. There is a ramp to
your left, and a door past the cave troll. We're going to go up the ramp.

Ok, now head back to the cave, and this time go up the ramp. In here, are
several strong orcs, and and Orc Colonel. Notice they aren't attacking you yet?
Once you get close enough to the Colonel, they'll start attacking you. Best way
to take these guys out is to go back to the door which led into that room, and
just sit there going left, right, left, right.

Be sure to pick up the key in the Orcish Colonel's inventory to get into the
door behind the Cave Troll.

After having triggered the journal entry with the Orc Colonel, head back to
your ship, and you'll find that several orcs have respawned on the path, and
have attacked your ship. Show up, and kill them all.

Once they're all dead, go through their inventory and pick up stuff that you
would need. Now, head back to the Cave, at the door behind the Cave Troll.

Past that door, there are 3 other doors that you will find. The one on the left
has Pedro in it, the guy who stole the Eye of Innos from the Monestary at the
begining of the game. Don't go in here just yet; loot the other 2 rooms for
potions and such, as well as a Diary from the black mage's apprentice. Open it,
and read it. It's not really that useful to you, but it does add a journal
entry.

Now, go to Pedro, and tell him that you were sent by the Fire Mages to kill
him, and you'll get some good exp. Then, agree not to kill him, and bring him
back to the ship. There, he will tell you a hefty good bit of information that
you would need to know.

You can now go talk to Milten, and tell him that you found Pedro for some more
experience.

Now, there's no other way to go... or is there?

In this room, there are two switches, which are disguised as torches. They are
on both walls perpendicular to the wall with the door-outline, closest section
towards the door. The switches are really picky, so it may take a few times
for you to active them. Even if you do, they must be done in the right order.
Now, mind you, there won't be a narrator label that will say "switch".

The order is: left, right. That will open the door. Go through there, and now
area. Also, through this door, you will encounter a seeker.

This hall will twist around, until it finally opens you into a big room, with
several well-lit pits, lizard men, treasure chests, and seekers. Be careful,
since there are tons of lizard men in this area. In each pit, you will find
lizard eggs. Grab them. Towards the end of this big room, there are treasure
chests. They don't contain anytying quest-related, but they do have some
pretty good stuff in them. They require a lock-picking skill.

You can take the dragon eggs back to Bennet, and ask what he can do with them.
He will refuse, and say he wants nothing more with dragon eggs. You get some
experience with this. You can then take them to Milten, who won't take them,
but rather mention a recipe that used them, and give you some exp.

Now, at the very end of this room... you find a fifth dragon. Feodaron.

Feodaron is exactly the same strength and all as the Fire dragon Feomather back
at the Valley of Mines:

STATS			     DEFENSE
Name		Level	Strength    Mana   Life  //  Weapon	Arrow    Magic
-------------------------------------------------------------------------------
Feodaron	 450	   140	    1000   1000	       100       100	  50

He should be fairly easy to take out, use a crossbow, shoot, strafe to the
side, shoot again, etc. You can use whatever tactics you want on this guy.
Whatever you did to beat Feomather, will work against this guy.

Killing him will result in the obtainment of 4500 exp, and a used-up Eye of
Innos. There will be several alchemist benches on the way to the final boss,
so you don't need to go all the way back to the ship.

Past Feodaron, is a huge chasm. The switches to activate the bridge are across
the gorge, so you'll have to figure out another way to activate them. Equip a
ranged weapon (If you don't have one, go back to the ship, and hope you brought
someone who sells one. Eitherway, there are some chests in the room which you
can pick, and get a bow and some arrows from there. Hope you've got a lock
picking skill).

Across the gorge, the two large towers house a switch.
Having your weapon out, and holding the action key, it will auto-lock on to the
switch, so all you have to do is hit "forward".

Then, aim at the other tower, auto-lock, and then shoot. The bridge will be
deployed, and you can walk across. There are doors for each tower, which you
can go in and up, finding a treasure chest in each room. No quest items in them
but definately useful stuff. Directly to the left after crossing the bridge; a
seeker.

From here, the path curves to the right, and you will see several skeletons and
seekers in this area. Kill them. Behind the stelagmites, you should find mass
abundances of herbs, which you would probably want to pick up.

On the left, you see the big seeker portrait-covered stone wall, with a single
door in the center. Go through it. There are two doors; a door on your left,
and one on the right. The room on the right will set you up with some potions,
and a recipe: Embarla Firgasto.

This recipe requires 11 dragon eggs, 1 powderized black pearl, and a pinch of
sulfur, all of which can be obtained in Irdorath. The recipe claims that the
result of the potion being consumed is unknown, but it can offset the balance
of mana.

Embarla Firgasto, when used by anyone other than a Mage, will give you a +15
strength increase. When used by a Mage, it will give you a +15 dexterty
increase. Definately make and use it; dragon eggs are only used for this in
this chapter, since Bennet won't take them.

To the best of my knowledge, you MUST drink embarla firgasto. One person
(Lucklarin) couldn't open the door further in the level until he drank the
potion, so it seems you must drink it to pass through the game.

Archol. But he is pretty strong. If you are not sure
of your ability to take him out, lure him back to the bridge. When crossing the
bridge, jump over the corner on the left back over to the Feodaron side. The
Undead Shadow Warrior should get stuck there, and you can kill him from there
without getting hit.

Take all his belongings, and continue onward. Kill the remaining skeletons in
his room, if you haven't done so yet, and go through the door to the right.
Then, follow this around, and, if Mario was in your party, you'll get a nice

Mario will be in the room with a bunch of skeletons. You'll get a hefty amount
of EXP by talking to him, and learn that he is possessed. After this dialogue
is over, he and his skeletons will attack you. Best way to take these guys out,
is to go to the door of that room, set yourself up, and left, right, left,

You can get the almanac of the possessed from Mario if you want, but don't open
it; you'll get possessed too. You can bring it back to Milten, who will say
that he, sadly, doesn't know much about that sort of thing. But, you do gain
some experience from this.

After you've killed Mario, you can go back to Lester and confirm that Mario had
backstabbed you, and get some extra experience.

In this room, are also some weapons near the pillars which you might like to
take, if they're better than what you have equipped.

And now, we enter the puzzle room!

---------

Firstly, this is what it'll look like, just to elaborate:

8
\4 \ |   | /3 /		1 = Center Room		6 = Gear Room L
___\  \|   |/  /___	2 = Lower Right		7 = Gear Room R
|6        1        7|	3 = Upper Right		8 = Final Door
|___             ___|	4 = Upper Left		9 = Entrance
/  /-| |-\  \		5 = Lower Left
/5 /  | |  \2 \
9

* It is a very crude illustration, but it'll help. Use this when explaining
which corridor to take.

Ok, your main goal of this room, is to activate 5 switches that pop-out of
the ground at the circle in the center of the room, to open the big door in
front of you. This is done, by turning 4 other switches in the 4 rooms
presented.

This is probably the spot where most people get confused. At first, you will
only be able to access two of the 4 rooms, since a gate is blocking two of
them. Go down either tunnel, and fight the monsters down there.

To the right, there should be a gated room. By walking in there, a seeker
should appear, except this is the gate master. He will end up cursing you if
you get locked into conversation with him. During the cut scene that he arises,
you can walk, so you can get enough hits in to kill him before he begins to
talk to you, so you can avoid a possession.

Take the key off of him, and go back up the tunnel to the center room. Now,
there are two doors, directly on the sides of the room. With the key, you can
now open those doors. In these rooms, there are two levers. By activating them,
you change which hallway is gated on that side of the puzzle.

Use this wonderful device to switch around which doors are open and which are
closed.

The 4 rooms are all essentially the same thing; Kill the monsters in each room,
and press the three switches in the right order. Only 2 are different, but I
will explain all 4.

Lower Right:
------------
There will be some monsters that are in here, kill them. If you are having
problems (I think this room has a shadowbeast), you can back into the stairwell
and left, right, left, right attack them.

Then, proceed around to the left, and go through this hall. Once entering the
room beyond that, some monsters will warp in. Kill them. This is one of the
weird rooms. There is only one switch. By pressing that, two formations on the
wall spin around, letting out some monsters, and revealing the other two
switches.

Kill the enemies, and then press the switching, in the order: "center, left,
right". This is as if you were looking in the room. Messing up the order will
spawn more enemies, which can be a good training device if you're skilled
enough. Then, a column switch will rise from the ground. Activate it, and you
will see a pillar rise from the ground in the center room.

On your way back, some more enemies will warp in at the first room of this
section, so be warry.

Upper Right:
------------
Go through here, and kill the monsters, in the first room. Then, pick up an
items and weapons you want, and continue around to the right. There will be a
hallway, followed by a small staricase. Up here, will be some more enemies.

Kill them, and then hit the switches in the order "Center, Left, Right". The
switch should rise up from the floor as it did in the lower right room. Turn
it, and watch another pillar rise from the center room.

On your way back, some more enemies will warp in at the first room of this
section, so be warry.

Upper Left:
-----------
This will look exactly like the Upper Right, only mirrored. So, Kill the
enemies in the first room, and then curve around to the left. Go through the
hall, and up the stairs.

Some enemies'll appear in this room, kill them, and do the switch combination
"Center, Left, Right" (getting tired of that combo eh?), and then turn the
switch that comes up from the floor, showing yet another pillar rise from the
ground.

On your way back, some more enemies will warp in at the first room of this
section, so be warry.

Lower Right:
------------
Go down this hall, kill the enemies in this room, and curve around to the right
through the hall, into the final room. Kill everyone here, and then push the
only switch you see.

Now, this should rise up a fourth pillar from the floor in the center room.

On your way back, some more enemies will warp in at the first room of this
section, so be warry.

---

Ok, so we're in the center room, with 4 columns sticking up from the ground.
You'll notice, that they each have a switch on them. Push all of the switches
(Order doesn't matter for this part). Once they're all down, and you've
watched the cut-scene for them unlocking a part of the door, a fifth pillar
will show.

Push it, and the door will open.

---

From here, you'll go into a spider web infested room with statues, and beyond
it, a large open room.

In this room, several seekers wait to set you on fire. Run around and kill each
seeker, but avoid encountering the necromancer at the end of the hall.

There are 4 rooms in here, all of which have some good stuff. There is a seeker
in each room as well, so be careful. The first room on your left, has an
alchemist's bench. Recharge the Eye of Innos right now. Ok, now, go out the
room, and go down to the end of the room to encounter the necromancer.

By talking to him, you can learn some information, and get possessed at the
same time. If you don't want to get possessed, then just attack him with a
ranged weapon, and, either keep fighting like that, or bust out your stronger
melee weapon and take him out. You don't NEED the information from him, but if
you want to avoid getting possessed, do as stated above. He will give you
+300 experience, which isn't necesarily needed unless you're desparate for
skill points.

I suggest saving, talking to him, and then restarting and just attacking him.

Once he's out, take the document he has, "Black Magician's Scroll", and his
chest key. You can take everything else, but what you need is the scroll and
key. Read the scroll, and then go into the second room on the right (should be
the room directly to the right of the door, from where the Black Magician was
standing). There is a chest in the corner. Open it, and take all that is in it,
including the Eye of Power.

Go to the door, and activate it with "action". You will open the door.

---

This, is the final boss of Gothic II. Go around the wall with the overly large
seeker statue, and up some stairs. You will see the final dragon, "Undead
Dragon" (I sure hope you recharged the Eye of Innos). Walk up to him, and
engage him with conversation, and learn the final plot of the game.

Then, you will go into battle with him.

He is unlike any of the other dragons, he is way stronger:

STATS			     DEFENSE
Name		Level	Strength    Mana   Life  //  Weapon	Arrow    Magic
-------------------------------------------------------------------------------
Undead Dragon	1000	   170	    1000   1000	       150       150	  150

To kill this dragon, it's advised to be a wuss. Get a hit in, and then run
down the stairs, chug some potions, rung back in, etc. Or, you could shoot
a bolt, strafe, shoot, strafe, etc. A single hit from this dragon will take
your health nearly 1/2 away, so be careful.

I managed to get an extremely nice glitch, in which i went half-way down the
stairs, and he tried to follow and got caught on the wall, but kept trying to
walk towards me rather than attack me, so I stayed there shooting bolts at him
until he died. I'm not sure if this'll work again though.

Basically, just use the normal strategy against the other dragons, except
uber amplify it. And watch out for the undead orcs that are in prisons behind
the dragon; stay in-between the dragon and the stairs the whole time.

Beating the Undead Dragon will get you 10000 experience, which is obsolete,
since you've nearly beaten the game at this point. You get to watch an
interesting FMV where you slay the dragon, and then head back off down the
stairs.

You can go back to the dragon, and take his heart, scales, and blood if you so
desire, but you don't have to. Also, you can go kill the Undead Orcs one at a
time for more exp if you want.

---

Alright, now make your way back to the ship. Along your way, you can find
Diego, Milten, Lester, and Lee (from the crew that I brought, will vary based
off of whom you brought along). Talk to them, and then, make it all the way
back to the ship, and talk to Gorn. Talk to everyone there if you so wish, and
then talk to your captain, and tell him you've slayed the evil, and that it's
time to go home.

You now get to watch the final cut-scene; I won't say anything about it, since
you probably want to see/hear it for yourselves. But, sit through the credits,
there's an interesting bit of humor afterwards.

===============================================================================
III - Credits and Closing Words
===============================================================================

I would like to thank Raka for confirming my belief that chapter 6 was
titled "Halls of Irdorath".

I would like to thank alterEgo for confirming my belief that the novice's diary
was NOT in Pedro's room. Also, for telling me that the doors behind the Cave
Troll needed a key from the Orcish Colonel, giving a bow location tip, giving
information on Embarla Firgasto as a mage, and the name of the Undead Shadow
Warrior.

dermortraken: told me the key from the Orcish colonel was needed to get into
the rooms behind the cave troll. He provided the information about the Aura of
Innos, and what all it did. He also provided the information for the effects of
the Tears of Innos. Also, for Embarla Firgasto as a mage information, exp given
by the black magician.

PoopHeadGuy gave information on when Pyrokar gives the Aura of Innos to you.

Lucklarin: helped prove embarla firgasto is required to pass through the door
past the black magician.

There is definately alot that I left out of this in specificity, ie monsters
in each section of the puzzle room, and obtainable items in chests, chest
combinations, etc.

If you know any of these, feel free to send me the information by e-mail:
N3Burgener@yahoo.com . I will give you full credit for the find.

===============================================================================
IV - Legal Information
===============================================================================

Before posting this FAQ on any website or other published network, ask my
permission first through e-mail: N3Burgener@yahoo.com

And, provide the author, and host site.

Nick Burgener (N3Burgener), www.gamefaqs.com

===================

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