There's a 102 videos long Let's Play of this on youtube. Just search for
"Trazere". If you want to see the crystals they're at:
Part 55 about 08:00 in the video (Serpent Crystal)
Part 64 about 05:00 in the video (Moon Crystal)
Part 80 about 07:00 in the video (Dragon Crystal)
Part 89 about 23:40 in the video (Chaos Crystal)
See also:
part 58 (Beware of getting irreversibly stuck/warning) and
part 75 (For the riddles)
16-10-2014 05:10 PM
Desn
Mr
Just started playing this again after 18 years.
my only issue at the moment is figuring out why quite often my runecaster does no damage at all on spell attacks.
08-01-2011 09:27 PM
Victor6
Heh, I remember that walkthrough.....I think it confused me as much as anything else....
General hints;
Constitution only effects the amount of HP you gain when you level up, so hang onto the Con bonus items (Sun amulet \ lyre(?)), and swap them in before you visit the guildmaster.
The number of men in each tower grows periodically on a percentage basis. Donate enough cash and a tower will gain more troops automatically than it can lose liberating towns.
Loot is random, however it's generated when you first enter a room. A bit of saving and reloading can make the starting dungeon a little easier.
Lastly, for any new players who find the combat a bit too frustrating;-
Start the troubadour, ninja, and runemaster with either fire, or air as an element, then unequip all their starting armour. This should cause their AC to loop around to -245, making them almost invulnerable to melee damage.
Doesn't work on the berserker, since he\she starts with an AC bonus.
The downsides are;-
1. You have to avoid gaining AC when leveling up (save\load hassle)
2. I've never checked how it transfers over to Son of the Empire. You could end up with weaker characters (for their level).
3. Fat-fingered selection of the AC song is fatal.
Character creation
03-09-2010 10:43 PM
Emet, Paladin of Truth
1/2-assed walkthrough
I was born in '90. this was released in '92.
some of you can already see where this is going...
sure enough, my mom picked this up in a bargain bin 'round '95- about the time where little old me's wanting to mess around on the computer.
guess what my favorite game was
well, on a nostalgia trip, I picked it up today... and got stuck.
so I search for a walkthrough and find this half-assed one.
thought I'd share the love
This is not so much a full walk-through, as a set of notes I made while playing the game.
Some of the notes weren't properly written down at the time, so there may be some less helpful pointers than others.
It was also recorded in an Excel file originally, so the layout may not be the easiest to work with, but for what it's worth here it is (PS. I have now uploaded the Excel file too (See FILES tab). That should be easier to work with and has no VBA code, so is safe to look at).
(Game Progression)
Treihadwyl - Invitation to king. King - Ornate Key (for Fagranc). Fagranc Lvls1-2 - Dark Key (for Dark Tower). Dark Tower - Skull Key (for Fagranc). Fagranc Lvls3-4. Balenhalm - Serpent Crystal & Moon Key (for MoonHenge). MoonHenge - Moon Crystal & Skull Key (for Fagranc). Fagranc Lvls5-6 - UnKey (for the Unshrine). UnShrine - Dragon Crystal & Skull Key (for Fagranc). Fagranc Lvls7-8 - Chaos Crystal (for the King). The King at the Castle (No exit from Castle so Train Up and prepare fully before entry).
To fire at a Rune tile past a solid object (or black square), use the Forward (or Surround) Missile 'Rune' combination.
A missile doesn't stop at a tile unless there's some- one/thing on it. They do stop where there's no floor.
When circle Teleport tiles teleport characters between themselves, another character must fill the space by walking onto one of the tiles to stop it continuing. The Runemaster (only) may stop themselves by hitting space.
When Firing Towers are activated by rune tiles, n runes make them hit the n'th tile.
EG. Missile Damage Damage causes the 2nd Damage tile from the tower to be hit. Amber Wands seem to have a double Damage too.
Dungeons - Room references consist of a letter (or two) to indicate the dungeon, a number to indicate the floor or level within the dungeon, and N, E, S & W indicators followed by numbers to show direction anddistance from the Entry room (as listed with the dungeon name at the start of the section for the dungeon.
Treihadwyl Entries ==> None; Entry room below space before '-'; 1=S?E?E.
T1 Damage rune tile opens West door; Healing rune tile opens East door.
T1S4W3 "North-East lever disables spikes blocking passage; South-West lever disables spikes by clock; Green button opens North door;
Spikes disabled in +N3W2."
T1S1W5 "Brown Damage tile disables North-East Spikes; Green Damage tile disables Spikes by Blue button; Middle lever does action;
South-West lever sets Action to fire Damage; North-East lever sets Action to switch the direction of the firing tower."
T1S3 Vivify/Healing room. Press button then place character/corpse in repeating spell haze.
T1S4W1 Damage rune tiles makes the adjacent column disappear.
T1S4E3 Heading North an extra tile is created by Green button in +S1E1; Heading South use Red button.
T1S5E4 Lever adds tile to get to trunk; Green button adds tile in +N1W1.
T2S1E7 Spikes disabled in order by Red, Green, Blue and Amber buttons in +N1W1.
T2E6 See T2S1E7 above.
T2S2E6
T2S3 "The lever switches the direction of the North-East tower; An Amber wand can replace the double spell; You need to send single and double Damage spells to the Damage rune tile;
The sequence of spells and the lever are : Single, Double, Lever, Either, Lever, Double, Lever, Either, Lever, Double, Single."
T2S2E3 Levers teleport characters between the Teleport tiles.
The King Entries ==> First by Permit; Gives Dark Key; For second see below.
Fagranc "Entries ==> Dark key; Entry room just below 'L' of 'Level';
1=S7W3E & S1E2S; 2=S2E2S; 3=S10E1S & S3E5S; 4=S4E5S; 5=S5E5S & S9W1S; 6=S8E4S; 7=S8E & S9W7S."
F2S5 Middle spikes are disabled by lever in +W2.
F3S4W3 First tile=Teleport. Tile to West of spikes enables them. To get back East Teleport past this tile with second to last character. Also needs Gold key.
F4S6E1 Amber button changes direction; Lever moves tile. Move tile wherever needed. Button tile allows team to get back East.
F5S3W2 "First occupy the three teleport tiles on the East wall. The middle one continually teleports over and back so fill that with the fourth character.
The lever removes the spikes and the red tile opens the West door."
F5S6W1 Treading on button tiles proceeds successively North->East->West->South. The green square tile adds a tile for access to the middle.
F5S6W5 Blue button opens South door; Amber tile creates pillar in the way; Lever removes pillar but only after lever in +E6.
F6S5 Fill the 3 available Teleport tiles (Start with South-West) then walk the last character to the South-West one from a distance. The character on that tile should push the Lever just before they arrive. This stops them by the third lever at the North. Any subsequent pushers of the lever are stopped at progressively earlier levers at the North. These levers create tiles to access box.
F6S4E5 Tomb of Ptedren Incatlathar. Red tile gives access to lever which ???
F6S4E1 The buttons are pushed In the following sequence but with a character moving to the relevant tile between moves. Green, Red, Blue, Red, Amber, Red.
F6S7E2 Yellow button creates routes on the map to the main stairway.
F7S7 "Tile just inside East door teleports characters around room; The lever disables the spikes by the Green tile, which disables spikes by the West door;
The Blue tile adds a tile enabling the party to get back East from West."
F7S9W3 Leave bones on West side; Push lever on East side; Send Vivify across to bones so it can get Ornate key from basket.
F8S10W3 "Lever in +N3W1 disables spikes by lever; Lever used three times :
1 - Adds passage to +W6; 2 (after Blue button in +W6) - Adds passage to +S1E1; 3 (after Green button in +S1E1) - Disables North spikes."
F8S10W5 "Green button teleports to Face tiles; Last character (Runemaster) steps onto Teleport tile (to teleport continuously around course);
Hit space when by basket then space again and Take items; From Green tile you can use Missile Forward Missile Paralyse at the Brown Teleport rune tile to open the North door."
F8S6W1 Leave bones on West Face tile; Vivify bones from East side; Send Teleport to Teleport rune tile (North) which sends him across to the North Face tile.
Dark Tower Entries ==> Kilijan - The Ancient's cousin; Entry room just below T of Tower; 1=S6W3N; 2=S4N; 3=S7W1W; 4=S6N.
DT1S8W3 Place a Non-Runemaster character on Teleport tile, place Runemaster next to him, fire a Missile Teleport at the Teleport Rune tile then immediately step onto the Teleport tile.
DT?S?W? Kilijan's Garden - Use Missile Surround Heal from South-West corner directed to tile next to the Heal tile behind the table.
DT2S?W? Anything that vanishes in a puff of Blue Smoke deserves to die.
DT2S3W4 Lever rotates column away from spikes. Button alters lever to remove column. Bronze key left in place of column.
DT2S4W2 Amber button.
DT2S3E1 Use Surround Heal Missile Surround (Damage * 1, 2, 3 & 4) to open all four doors in turn.
DT3S6E1 "Paralyse swaps the firing tower between the Healing and Damage runes.
Dispel moves the block in the direction controlled by the Healing & Damage runes (He=N; He*2=W; Da=E; Da*2=S)."
DT3S4W1 To get to green button tile to open West door you must push levers in rooms +N2W2, +E2 & +W1. To enable quick return push lever in ???.
DT3S7E1 Blue Button ?
DT4S7 Lever ?; Spikes - +N3E2
DT4S4W1 River (impasse) starts NE-SW (/); Switches to change direction are found at +S3E1, +W2 & +W3.
DT4S2W3 Amber tile makes pillar disappear. Lever in +N1E3 adds a tile to get to it.
DT5S5W2 "Kilijan room. South lever adds tile for North lever which loses spikes. Red tile adds tile into main part of room. Pick up Ancient Staff and Skull Key.
Use An Re Sp Te Ma He He He He He Su Co (09 0D 07 0C 0B 05 05 05 05 05 01 03) on its own (restricts Kilijan's spells) and let the fighters kill him."
Balenhalm Entry ==> Fagranc Level 4 completed; Entry room below ' '; Unsure what triggers option to show on menu but pressing 5 works anyway.
B1S4E7 Iron key on floor.
B1S11W4 1st button=Missile Damage; 2nd=Missile Dispel Disrupt; 3rd=Missile Damage Surround Missile Damage.
B1S7W4 South door won't budge; Opened by lever in B1S8W4.
B1S12 Place 2 non-Runemaster characters on the 1st Orange (by entrance) and Green teleport tiles. Place the third on the 2nd Orange one (leaving only the Runemaster unplaced) and they will teleport across, beyond the spokes, to where they can push the Red button. This will cause a face tile to appear by one of the teleport tiles near the West door. Place the Runemaster on the 2nd Orange teleport tile and press space, trying to stop them on the tile by the face tile. Repeat until success. Step onto the face tile, whereupon more face tiles appear allowing exit from the room.
B1S10W4 Access to Red button triggered by lever in B1S9W3. Red button creates extra routes into B1S8W5.
B1S9W3 Get character to stand on Blue tile ready, before getting another to stand on the Red one.
B1S8W4 Get Serpent Crystal and Moon Key.
MoonHenge Entries ==> Zendites; Unshrine whereabouts ==> Druids; Entry room below '-'; 1=S6E, S6S, S4E4S, S2E4S, S2E4E, S1W3S & S1W3E.
M1S3E3 Passage starts North-South; Switched to East-West by lever in +S2.
M1S4E4 Door opened by lever in the room.
M2S2W3 Door opened by lever in the room.
M2S3E2 Door opened by lever in the room.
M2S6E1 The door which will not budge is never released (as far as I can tell). Moon Key required which is found (much later) at M2S?W?.
M1S2E4 Moon Crystal. Start from the Northern of the Western doors. Head to M2 via S1W3E Then to M1 via M2S2E5W.
Unshrine Entries ==> 1=Tetrahagael; 2=Skalet Rha; 3=Mystic Weapon; Entry room below 'e' of 'Unshrine' (Need UnKey to progress); 1=S5S.
U1S7W4 Hit South Teleport rune tile to send characters to North one; Use Teleport Forward Missile Forward Missile Teleport for Runemaster but move quickly to Teleport tile before rune hits; The North Make Weapon rune tile creates a Green button tile between the pillars which teleports contents to Face tiles - Last character can walk past it; The North Teleport rune tile sends a character on the North Teleport tile South to the East door.
U1S8E2 "The buttons must be pressed in the following sequences to allow the characters to get where they need (between buttons);
First entry (to get Azure key) - Blue, Red, Red; Second entry (to get Ornate key) - Red, Red, Red, Amber, Red, Amber, Amber;
The Teleport tile in the North-West corner sends a character to the lever only if the other Teleport tile is occupied; The lever disables the spikes."
U1S7 "South lever moves North Face tile South; Amber button rotates 'Direction' clockwise; North lever moves South Face tile in the current 'Direction;
Move South Face tile to South lever; Add North Face tile to path; Add South Face tile to path."
U2S6 Tetrahagael - Use Mi Di Pa Pa Pa Su Di An Re Sp Te Ma He He He He (00 06 08 08 08 01 06 0D 09 07 0C 0B 05 05 05 05).
The King Entries ==> First by Permit (See above); Second by giving four Crystals to fortresses to give access to castle (no escape once inside). Entry room below '-' (South8); 1=N4E5N; 2=W10.
K1S1E2 Red button adds tile in K1S2 from West side to door at North.
K1S2 Split room. No path from East to West or from either to North (locked door).
K1W2 Entering the room all the characters get teleported around. Stop the Runemaster using space. It's all a little hectic as the monsters are teleported around too while they're still alive. One character seems to stop by the South door anyway. Unsure what effect the orange floor tiles have.
K1N6 North doors won't budge. I suspect they should, but I can find nothing to make them.
K1S4E1 3 spikes tiles. Tiles immediately prior to (West of) spikes tiles re-enable them. 4 Green floor tiles. NW->Spikes1; SW->Spikes2; NE->Spikes3; SE->East Door. Blue Teleport tile sends character across to West Door.
K1N1E5 When the 3 Western Face tiles are occupied, stepping on the Red Teleport tile sends character across to the Green Teleport tile (NW). The Green button turns the Water tile between the Spikes tiles to a (5th) Face tile. The Green floor tile sends the character on the Green Teleport tile to the 4th Face tile. Treading on the 4th Face tile replaces the new Face tile with the original Water tile. The lever disables the Western Spikes tile. To go North it is necessary to allow a monster party to fill at least one of the 3 Western Face tiles for you, enabling a character to teleport over to the Green button while another character stands on the 4th Face tile in the East (ready to walk through to the Northern section before anyone uses the Green floor tile).
K2S2W1 Green (S3W4), Red (S4W7), Gold (S5W3) & Blue (S8W1) floor tiles are behind doors locked with Crystal, Azure, Emerald & Ruby Keys respectively. Topaz Key on floor is blocked by pillar until the lever in room S2W5 has been pushed. Topaz Key allows exit via West door.
K2S3W4 Rotating L shaped room, originally with entrances at West & South. Adjusted by Green floor tile in K2S2W1, rotating clockwise on each press.
K2S4W7 Rotating L shaped room, originally with entrances at South & East. Adjusted by Red floor tile in K2S2W1, rotating anti-clockwise on each press.
K2S5W3 Rotating L shaped room, originally with entrances at North & West. Adjusted by Gold floor tile in K2S2W1, rotating anti-clockwise on each press.
K2S8W1 Rotating L shaped room, originally with entrances at North & West. Adjusted by Blue floor tile in K2S2W1, rotating clockwise on each press.
K2S2W5 Lever locked behind Ornate Key door. Lever removes pillar from S2W1.
K3S6E4 The King with a few henchmen. Only Mystic Weapons seem to have any damaging effect on any of these creatures (and maybe Disrupt spells, though their constitutions are through the roof). Even leaving strong continuous Revive spells around the place I had to try this a number of times before completing it. A Chaos Helm is strongly recommended for whan the Runemaster is down. I found myself using the same spell as used against Tetrahagael (U2S6) in order to keep my players alive and kicking while trying to hurt the baddies.
walkthrough
13-02-2010 05:14 AM
Yaznaki
Quote:
Originally Posted by TotalAnarchy
Redownload it now, and run setup first.
SWEET! Works perfect now
Thank you so much for the speedy response, and fix
EDIT:
Yep, game is just as I remember.. I love this game.
Dang, just died trying to get my 2nd ornate key in the first dungeon L2
Ohh well, time to go pass out
I'm so happy. I missed this game.
Thanks for bringing back fond childhood memories of being stuck in front of the PC for hours on end, avoiding social situations :P
13-02-2010 04:38 AM
TotalAnarchy
Redownload it now, and run setup first.
13-02-2010 03:17 AM
Yaznaki
Hey, thanks for this website, this is my first post here (yay for captain obvious)
This game is one of my favorites from when I was 14 or 15 years old. Talk about rough figuring the puzzles out. I may still have the original install floppys somewhere, however my PC doesn't have a 3.5" drive anymore.
I have basic knowledge of how to use DOSbox from reading the faq's and tutorials, and have used it on quite a few games. I used to be a DOS junkiee back in "the day" man that makes me feel like I'm getting old.
I downloaded this one and extracted it, but when I try to run it in DOSBox, it tells me "Hardware configuration has changed, Please reinstall"
Does anyone know where I'm screwing up at?
I'm running DOSBox 0.73 (latest version at time of this post) and windows XP
Thanks much
-Yaz
04-06-2009 12:33 PM
Horned Rat
Quote:
Originally Posted by dannymacmanw
I just finished Trazere and I'm trying to import the characters into WOL, but it won't work for me. I don't know what to do in order to get them to transfer over!! If anyone out there has any ideas for me, I would greatly appreciate them.
When I originally played Trazere/Legend and Son of the Empire back on my 486 you had to copy the Trazere save into the Son of the Empire directory (not sure what sub directory, but probably the save one). Hope that helps.
27-05-2009 03:47 AM
dannymacmanw
Quote:
Originally Posted by zaphod_x86
Did anyone ever import their characters into "Worlds of Legend: Son of the Empire"?
It should work but I never tried it...
I just finished Trazere and I'm trying to import the characters into WOL, but it won't work for me. I don't know what to do in order to get them to transfer over!! If anyone out there has any ideas for me, I would greatly appreciate them.
P.S. Thanks to Luchsen for helping me out with the spoilers. I am quite new to these forums and I know very little about posts and their etiquette. I will try to be more cognizant in the future. :imsorry:
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