Overlord - Raising Hell OVERLORD RAISING HELL I. Intro II. Version History III. General Tips IV. The Mellow Hills Abyss V. The Evernight Abyss VI. The Heaven's Peak Abyss VII. The Golden Abyss VIII. The Infernal Abyss IX. The Unique Molds X. The Dungeon Challenges XI. F.A.Q. XII. Credits XIII. Copyrights I. INTRO Raising Hell is the expansion to the 2007 game "Overlord" in which you assume the role of a Dark Lord who must rebuild his evil empire after having been assassinated in his own Dark Tower by a fellowship of "heroes" from all over the game's world. As you re-built your tower and expended your new empire, you ran into the same "heroes" who had previously defeated you and had your vengeance on each of them, drawing closer to the real enemy. The main addition of the Raising Hell expansions consists of Abyss areas that open all over the world after defeating the final boss of Overlord. There is one for each zone (Mellow Hills, Evernight, Heaven's Peak, Golden Hills and Ruborian desert) and your worshipers have fled in them. You simply cannot have this happen and thus go out to conquer the Abysses. These Abyss levels is what this FAQ will focus on, guiding you through them all. Other additions of the expansion such as unique molds and dungeon challenges will also be discussed. For your information, I passed Overlord with an Arcanium armor (300/150/300/150), an Arcanium Mace (250/0/125/100) and an Arcanium Helmet (horde size still not at 50 but I never go around with more than 40 minions anyway). Also, I have installed the expansion sometime after having passed Overlord. This may effect the order in which the Abyss and Gnarl's notices arrive, but those would only be technical details. Finally, this guide is written for people who have completed Overlord. For those who haven't, beware as this guide might contain minor spoilers for you. II. VERSION HISTORY 28-01-2008: Guide is started. Table of Content and Intro are completed. 30-01-2008: Mellow Hills Abyss section is completed. 03-02-2008: Evernight Abyss section is completed. 04-02-2008: Heaven's Peak Abyss section is completed. 14-02-2008: Golden Abyss section is completed. General tip added. 21-02-2008: Unique Molds section is completed. 26-02-2008: Infernal Abyss and Dungeon Challenges sections are completed. 03-03-2008: Map of the Labyrinth completed and posted. Version 1.0 ready. 06-03-2008: v1.1 - Major update in the Dungeon Challenges section. III. GENERAL TIPS - Raising Hell introduces a new game mechanics I will refer to in this guide as "Move". To move an object, select it by holding shift and then send the required number of minions over to it. As long as your hold shift, you can now sweep the object along with the minions you sent. - A common form of vegetation in the Abyss is some kind of large, armored pumpkin shell. These can easily be crushed and are very generous in life force of every color. However, some hide bombs instead. So either crush them yourself, or be ready to call back your minions if you hear an unpleasantly familiar "Tsssssssssssss". - If, for some reason, you're defeated while your horde is still alive and strong, it's often a better idea to select "quit game" and restart from the last autosave, rather than to go back to the tower, which will autosave, and loose your strong horde. - The best minion equipment I've found so far is the one in the Ruborian Desert. To make things easy, it's full of it. To quickly get your horde to 400% strength, simply teleport to the village and make your way to the other Tower Gate, looting all the crates, chests and baskets you can find. Some of the equipment you'll find in the Abyss also allows you to reach 400%, but it's easier to find in the desert. - The Ruborian desert is also one of the best places for money. Do the same thing as described in the above tip and you'll end up with around 8000 more gold then you started with at the village. - In case you didn't know, the giant sand worms that infect the Ruborian desert can be killed by feeding them blaster bugs. Just lure one into the sand using an egg until the ground shakes, and then pray for your minion's safety (or not) as the worm comes out. - The fastest place to get life force (any color) is the dungeon. Simply fight the right type of beetle (battler for brown, dazzler for blue, puff for green and magma for red) and you'll get 75 life forces in almost no time, 150 even when you get the Harvesting Helmet. If your Overlord is strong enough, you don't even need to take minions with you into the arena. - Here's an even faster way to harvest life force. Still in the dungeon, against bugs and wearing the Harvesting Helmet, use an Arcanium mace 300/150/0/0. The added physical and magical damage bonus will make the Mace strong enough to kill bugs in one regular hit. To make things even faster, you can mark a large group of red in the back and lure the bugs into their shooting range. Make sure you also mark some blues behind the reds to heal any red who would get hit by some lucky bug that got past you. Sent by: the_bubi IV. THE MELLOW HILLS ABYSS If, like me, you installed Raising Hell after beating Overlord, your saved game will be just as it used to be. Except when you load it, Gnarl will tell you of "Dark Energy" he's detecting in Mellow Hills and the Ruborian desert. Before going to check them out however, I suggest beating up the wizard once and for all as he'll still be there. Once that's done, the ending cinematic will play but the credits won't role. And the wizard will be gone for good. Now that your Tower has retrieved its "peace", let's go investigate these Dark Energies. Use the tower heart and teleport to Mellow Hills. The Mellow Hills Abyss' entrance isn't what we could call hard to find. As soon as you teleport, you will see it in front of you, not too far. The thing looks like a tall garden pagoda made of white marble. As soon as the little cutscene is over, walk over to it with your minions to enter the Mellow Hills Abyss. Upon entering the Abyss, you'll have another short cutscene in which the peasants have their dreams of evasion beautifully shattered. Gnarl will tell you to investigate the Abyss so let's listen to the old guy. Exploring the Abyss is pretty straightforward. Simply follow the path. On your way, you'll see some of your worshippers chained to the wall and talking. You'll also soon encounter a new sort of enemy: wraiths. If your horde is well equipped, they shouldn't be a problem so just slay them and carry on. You'll eventually go down a path and find spawning pits for all of your minions. To the right of the pits are some crates and treasure chest for you to loot. Take the time to rearrange your horde if needed and then carry on along the path. Three more wraiths will soon spawn for you to kill and beyond them you'll find the first crossroad of the Abyss. Start by going left. You'll come to an area where some peasants are "mining" and wraiths keeps of spawning every few seconds. Beat them up when they do and explore the two further paths that extend from each side of that area. Both are short dead-ends with stuff to loot at the end. When that's done and you're tired of watching flaming corpses fall from the sky, go back to the original cross-road. Let's go to the right now. After a short distance and five more wraiths to obliterate, you'll get to the Halfling part of the Abyss where there's grass and a Mana-pit. Your game will autosave, and you'll have a short cutscene showing you that sheepies are much meaner underground than up there. Not only will they explode, they'll actually chase you until they do if you hit them so the best way to get rid of them is to use your Overlord's spells such as the 3rd level fire spell. This time again, there are 2 paths to choose from, one going right, the other forward and down. Let's go right for now. You'll come across spawning pits, some sheep (watch out) and then a small Halfling settling. You can either ransack it the old way, or simply toss a fire ball in the crops which will ignite the entire settling. Doing the later will also result in burning Halfling spawning out of their houses every few seconds. Amusing at first but it can get annoying. When you're done there, go back and down the other way. Well if it isn't our friend Bob the farmer waiting down the path. He isn't really in a better condition then the last time we saw him. In front of him are some pumpkins, but not ordinary ones: Angry Pumpkins! Just send your minions in there and let them take care of it. As you make you're way to Bob, Halflings will come and take him away, across a small lake. To cross it with your horde, you'll need to drawn the bridge by turning the small reel on the other side. Mark all of your minions but the blues (make sure you got some) and cross the lake on foot. Ignore the Halfling houses for now and make your way to the reel in front of the last house to the left. While your blues turn it, defend them yourself from attacking Halflings. When the bridge is drawn, get your horde back and loot the Halfling houses. To go further into the Abyss, you'll need to put out the fire near the middle house using your reds. Do this, then follow the path and, somehow, you'll soon be in the Abyss version of the Halfling homes. When you enter the Halfling homes, your game will autosave and you'll get a cutscene showing you the fate of Melvin Underbelly's tortured soul. Before you go down there, let's take a look at the room in which he is. Not counting the way you'll go in by, there are 3 exits. The ones to the left and right are opened, and the one at the front is closed. There's also 2 large reels you can see, one on each side. The left one turns off the fire blocking the right exit. The right one opens the center exit. Now, go down the path to your left and into the room yourself. Once you reach the room, Melvin will wobble out of his hole and go through the left exit. Follow him as he leads you to a Halfling valley, eating giant plates on the way and exploding at the end. Be careful though, Melvin's explosion is very powerful so keep clear of him when he eats his third plate. Also, the explosion will (don't ask me how) cause his fellow Halfling to ignite in flames and with them the entire valley. So if you want to loot the homes, do it before Melvin explodes. Now, after Melvin has exploded, turn your attention to the giant plate on the right of the valley, the one Melvin ate in second. Next to this plate is a Mother Angry Pumpkin. You need to slay her. Do so by sweeping your minion over the root and once it's done, you'll be able to go clear all the other angry pumpkins under the mother one. When the pumpkins are gone, you'll see a small skull rock level. You can activate it by sending a minion over to it, and it will raise/lower the giant plate. Leave it for now and go back to Melvin. When he sees you, he'll come back to the valley. As soon as he climbs the stairs out of his hole, run for the lever we just left and activate it to lower the newly filled plate. If there isn't any food yet in the plate, something's wrong so go check on Melvin. If all works well, Melvin will enter the valley and go for the left plate since you raised the right one. While he's eating the left plate, lower back the right one (if you don't he'll poke you with his giant fork until you do) and run for it. Once his meal is complete, he'll blow up again, shattering the rock wall that was blocking our way. Go down the path that just opened and you'll reach the left reel of Melvin's room. Turn it to shut down the fire and go back the Melvin. Watch out though, some Wraights will be waiting for you in the valley. With the fire gone, Melvin will now go through the right exit so follow him. In there, you'll find some Halfling cooks to kill and a grass area with sheeps, surrounded by a path with some more giant plates. Notice the 4th plate, the one net to the rock wall is empty. To fill it and make Melvin explode there, you have to push the sheeps into the fireplace in the grass area before he gets to his third plate and explode. Do so, sweep your horde in the grass area and push the sheeps, one at the time, toward the fire place. This might take some practice, but the bigger your horde size, the easier. When you succeed, the 4th plate will be filled with cooked sheepies and Melvin will explode there, taking out the rock wall. You know what to do. Beyond the rock wall is poor Bob getting cooked! Kill the Halfling cook, loot the stuff around and turn the large reel to open the middle door. You can then either burn Bob yourself by turning the small reel next to him, or save him by sending some minions over to him who'll break down the cooking rack and carry Bob to the previous Tower Waypoint. If you do the later, Bob will reward you with a considerable amount of gold and potions. After you've dealt with Bob, go down the door you just opened. Your game will autosave and, following the corridor, you'll soon enter some torture area. To your right will be spawning pits. To the left, another mother pumpkin and her children. To easily defeat the mother, simply take the path to it's right and post some reds there. They'll burn her from a safe distance so you can then slay all the other little pumpkins. Once that's done, go on to where the mother was and you'll find your first Unique Mold: the Axe of Confusion. Let your minions take it to the waypoint and wait by the spawning pits. When they're back, proceed to the next area for a peculiar view. That's right, even wraiths can play golf! Quickly kill them and then leave your minions behind in the previous room. Back on the golf course, you'll need to make Melvin bounce on the walls until he reaches to stone wall on the right of the entrance. This is easy. Simply stand next to the small flag pole to the left of Melvin and dodge when he charges you. With this angle, he should bounce right into the stone wall and blow it up along with himself. Get your minions back and proceed to the next gold course. This time again, use your minions to kill the wraiths and then leave them some way back. On this course, Melvin need to bounce a loop around the place and back to his starting point in order to blow the wall behind him. Just stand right in front of him and dodge when he charges. He'll do the loop and come back to the wall. Boom. Get your minions back and keep going. After some time in a root-infested corridor, you'll reach a large room in which Melvin is bouncing. Near, you will be a food cart you can move using the new game mechanics (see section III for tips) and at the far end of the room you'll see 4 small stone walls hiding the 4 rods of the large reel you need to turn in order to leave this room. Now this might be a little complicated, but think of it as a giant Brick game. You need to direct Melvin's rolling using the food cart so he will knock down the 4 stone walls before exploding. Each time he explodes, the walls will reset. As his trajectory is affected by many things, I have no clear directions here. Just move the cart with your minions and with some luck, it won't take you too many Melvins to do this. Once you manage to knock down all 4 walls in a single shot, Melvin won't come back so you can go down there and pick up the rods of the reel. When it's repaired, turn it and go through the door you just opened. Beyond the door, not far ahead, is Melvin again. Remember the boulder beasts in the Dwarf temple construction site? Same thing will happen here. As soon as you step in front of Melvin, he'll charge, go pass you and continue rolling until he falls down into the bottomless pit at the end of his path. Well, that's it for Melvin, at last. Continue on your own path until your reach a larger room with a Waypoint, spawning pits as well as mana and life pit. Build a strong horde and recharge your mana. You'll need them. When you're ready, exit the room by taking the passage to the right. This is the final room of the Mellow Hills Abyss. As Gnarl tells you, you need to retrieve the Abyss stone located at the far end of the room. Many wraiths will start spawning to block your way but don't waste your time slaying them. Simply make your way past them and send some minions over to the Stone. They'll start moving it but when they get about halfway to the waypoint, traitorous peasants will drop from above and begin attacking the Stone itself to destroy it and prevent you from controlling the Abyss. That can't happen. If there are still some wraiths, leave them alone for now and concentrate on killing the attacking peasants. Don't be afraid to step in yourself to help your minions with your strength and spells. Once all enemies are defeated, send back minions to the Stone and they'll finish carrying it to the waypoint. You now control the Mellow Hills Abyss. So unless you want to hang some more down there, let's just return to the tower. When you arrive, Gnarl will tell you he detected similar Dark Energies in Evernight, Heaven's Peak and the Golden Hills. Feel free to do whichever you want first, or simply follow this guide's order. V. THE EVERNIGHT ABYSS Alright! Time to go torment those poor little elves some more. The entrance of the Evernight Abyss is located in the clearing where you defeated Oberon, so just make your way there and enter this second Abyss. Once you've entered the abyss, summon a horde if you don't have one already, and then simply go forward. After killing the bugs on your right, turn left. You'll soon be faced with another crossroad. Go to the right first. You'll come up to some small stone house that can actually be collapsed by your minions. Once they have done so, they'll be able to reach the treasure chest behind. That's all there is to get here, so head back and take the left path now. Following the path, your way will soon be blocked by a gate of roots. Notice the lever a short distance to the left of the gate. You need to sweep a minion over the root and to it. Activating the lever will turn on some spotlights and frighten the roots of the gate, opening the way for you. What you see beyond the gate is the entry of the huge play theatre occupying most of the space of the Evernight Abyss. Inside the entry is waiting a new type of wraith equipped with a gun. Their blasts are pretty strong, and have an important knock back effect on your minions so always be careful of them. Also note that when reduced to about 25% of health, they turn into regular wraiths. Alone though, he's not much of a problem. Kill him and proceed into the theatre until a cutscene starts. The cutscene will show you the play being acted in the theater. Since the Terror is broken, it will repeat the 2 first acts over and over again. You have to find that Terror, whatever it is. When the cutscene ends, take some time to look at the theater. From now on, the Elf side of the theater will be referred to as the left side, and the wraith side as the right. The Wraiths watching the play don't mind you being there, and won't attack. That is, until you attack them yourself. Also, notice that right beneath you is the Evernight Abyss Stone. Unfortunately, it's blocked by Oberon, still as helpless and in our way as ever. Now, I used to recommend slaughtering your way through the wraiths, but Federico made me realize there is a much simpler way. If you look at the wraith side, you'll see a small staircase leading down from the path you're on to a narrow corridor heading back outside the theater. Leaning on the side of this corridor are some wood planks leading to another lever. Lock on the lever and send a minion to it. This will activate some more spotlights and scare away the root gate that was preventing you from going any further outside the theater. So once you've done that, go back outside the theater. We're now going to explore the outside of the theatre. Starting from the root gate, always stay to the right (further from the theater). You'll first come into a small village made of rock house. These ones hide stuff though. Beginning with the one closest to the theater's entry, they hide: 1- small fire bugs, 2- elves, 3- nothing, 4- treasure chest, 5- small green bugs, 6- a basic wraith. Loot the village if you want and then proceed, always keeping to the right. You'll come to another stone house. Quickly smash your way through it for wraiths will appear on the other side. Kill them all. If you want some more minions, here's the place to get some. You can also recharge your health & mana in the pits. Finally, there's stuff to break all around so have your fun and then continue your way, yet again keeping to your right. This will bring us back to the theater. Take the stairs to the right up. We're now going into the backstage of the theater. Before going to far in though, leave your minions behind and continue by yourself. As you reach the end of the walkway and discover the Terror, a new type of wraiths will spawn: rammers. These guys will just charge you with their large shields and kill all your minions just by touching them. Make sure he doesn't get his chance. Notice that these wraiths too will turn normal when badly wounded. When the guard is dead, go get back your minions. From the place where you killed the rammer, you have a good view on this side of the backstage. Especially take notice of all the shooters along the wall. Use the bombs next to you at first and then sweep your horde along the wall to take care of the ones left. When these guys are dealt with, walk down into the backstage and face the few wraiths that will try attacking you. As you reach the further end of the room, you game will autosave. It was about time! Next, loot all there is around and go wait by the large reel above the wraith changing room. When the wraiths mass close to the stage and prepare to enter for Act 2, turn the reel. It will open the way to the changing room and make the actors leave. Be careful though, for some wraiths are still down there, guarding the room. Slay them quickly. Then loot anything your want in there and then go wait where the wraiths were massed, close to the stage. Don't worry about the actor-wraiths; they won't spawn while you're in there. When Act 2 comes back, step onto the stage yourself and play the role of the dwarves yourself. Once the elves are all dead, push the backdrop with your minions. This will reveal a rock wall on the right, and the elf changing room on the left. Go into the changing room. To the right of the room's doorway is a hoe with bombs, and further to the right, a rock wall. You know what to do here. Blow the wall and go behind the backdrop alone, for another rammer will spawn. After killing him, call back your minions and proceed to the right side of the stage. Push the block into the wall, and use your fire spell to burn the shooter that will come up by the lever (at least until he drops his gun). When that's done, go back on the stage (wait until the wraiths leave if Act 2 is being played) and push the backdrop some more. This will reveal an opening on the right, and the bomb hole on the left. While staying on the stage, send a minion to get a bomb, and sweep him all the way across the stage to the stone wall on the right side. This is a long distance, and will use all the bomb's timer so be careful. Now go into the opening you just made. Some wraiths will spawn for you to slay and then you'll come to the block you just pushed behind the backdrop. Sweep a minion onto in and to the lever. This will turn on some projectors and scare off the root wall behind the backdrop. When the roots are gone, head yet again back on the stage to push the backdrop some more. This time, you'll only reveal a closed door in a stone wall on the right. Open the door by activating the lever. At last! We've made it to Rollie the Terror! But she is indeed broken. We have to repair that. After activating the waypoint and autosaving your game, go past Rollie and behind the backdrop. Some wraiths will spawn again. When they're dead, loot anything you want and then push the block into the right wall. Before we go any further though, there's something we have to do. Head back to the opening you revealed in the right wall after pushing the backdrop for the second time. In there, hidden behind the breakable props in the second Unique Mold: the Mace of Doom. Be careful though, two large wraiths will spawn when you reach it. After dealing with them, send some minions to the mold and they'll take it to the waypoint beside Rollie. Alright. Now that this is done, it's time to go push the backdrop one last time. Doing so will now reveal an opening to the left. Step into the opening and leave your minions there, by the spawning pits. Take the stairs on your left by yourself and make your way onto the catwalk. Another of those rammers will soon spawn. Kill him good and then call some minions back. At the end of the way are some stuff to loot and the first spoke to repair Rollie. Let your guy bring it to the machine and go get your full horde back by the pits. When you're ready, proceed through the opening in the theater's wall. Some huge scary wraith will spawn. Just activate your strongest minion spell and your horde will take care of him and his friends in a matter of seconds. Once all the wraiths are dead, go crush the pumpkin shells on the top by yourself (they'll most likely hide bombs) to reveal the second spoke. When all danger is past, send a minion over to it so he can take it to Rollie. The Terror is now repaired, time for Act 3 to begin. Unfortunately, this is just a Rollie prop so you'll have to move her yourself, which is a pain. Send 10 minions over to her and start moving her along the road on the floor. The road will take you behind the backdrop, and then through as Rollie smashes it to splinters. Once you've managed to bring Rollie on stage, keep following the road guiding you to the front. At some point, Elves will start attacking. You can ignore them, roll them over with the Terror or let go of Rollie minute to kill them yourself. When Rollie finally reaches the front, it'll be mounted on a spinning mechanism and the play's director will urge you to burn Oberon to ashes. Meh, why not? Use the small reel behind Rollie to turn it in Oberon's direction (clockwise). Once the flame is past Oberon, call your minions back and the flame will go back counter clockwise. When it's past Oberon again, send your minions back to the reel. Repeat until Oberon is nothing but a pile of ash all while killing the wraiths that will come from the right to stop you. A good way to do this is to use browns for defense, and green for the reel. That way, you can control them independently. When Oberon is out of the way, make your way through the last wraiths to the now exposed Abyss Stone and pick it up. Once it's out of its corner though, the Elves will rebel start attacking you to destroy the stone. They're elves, so they shouldn't be too hard to neutralize. Don't use any other spell than fire however as it would simply be a waste of mana against their number, and don't get too far from the stone either because some elves will go across the stage and attack you from the right. After all the elves have been killed, send your minions back to the Abyss Stone and let them carry it to the nearby Waypoint. Congratulation, you are now master of the Evernight Abyss. VI. THE HEAVEN'S PEAK ABYSS Now Heaven's Peak has already had daemons, zombie plague and Overlords using their city as a battle ground. What worse could an Abyss bring?? You just wait and see. The gate to the Heaven's Peak Abyss is located outside the city, in the grassy area with sheeps near the original Tower Gate. It looks like the Evernight one and is thus pretty hard to miss so teleport using that Tower Gate and step into the portal. Welcome to Heaven's Peak abyss. As usual, the arrival area has all the spawning pits, so build a good horde and be sure to include at least 2 reds and some greens too. When you're ready, go forward to meet the masters of the Abyss: the angry women of Heaven's Peak. Your first task will be to get rid of that giant slug. That's easy (just circle around it by yourself and hit it in the back). But it leaves so much dirt behind. That'll have to be cleaned in order to proceed. Take your horde back with you and head down the path on your left. Slaying some basic wraiths on the way, you'll soon make it to Sir William's tortured soul and his followers. Talk about burning in hell eh? Select only your green and sweep them over root to the top of the monticule overlooking the furnace. If you forgot to bring any or they died on the way, there's a green spawning pit on your left behind some breakable stuff. When your greens have reached the top, mark them there. They'll automatically start jumping on the cloaked figures' backs. When they jump on Sir William, he'll fall down but won't disappear. You'll need to sweep your reds over to him so they'll pick him up and bring him to the broom. The broom is now powered! Bring your entire horde back up there and send 7 minions over to the broom so you can start moving it around and cleaning the slug leftovers. Once the floor is all clean again, the women will express their satisfaction and open a root gate on the left of their balcony. Go through it for your next chore. Would you look at that? Now we have to do the lawn for those women. If you didn't bring William with you, go back in the last room to get him and let your minions bring him to the mower. This time again, he'll power it so you can start moving the mower around. But you can't just do it anyway you like it otherwise it'll just grow right back and you'll have to start over. Here's the order, as would be seen from the women's balcony) in which you have to mown the lawn spots. 5 6 4 7 12 13 3 8 11 14 2 9 10 15 1 16 I'm not actually sure if it's really the course you take, or a timer that determines success or failure. But even if it's a timer, the order pictured above is the optimal way to do it, provided you don't waste too much time having problems to maneuver the thing correctly. When you get it right, the women will clear the way for you again. Before going further, you can also go down the path on your left. It leads to a useless area with lots of food and stuff to break. Upon entering the next area, your game will autosave. After that's done, go straight forward and you'll enter a large grassy area with many sheeps and some wraiths too guarding them. Be careful, some of those sheepies are the explosive kind. Once you've killed the wraiths around the entry, go by yourself to the end of the grassy area. You'll meet more exploding sheeps on the way and a single wraith at the end, guarding some treasure chests and another Unique Mold: the Harvesting Helmet. When the way is clear, call back your minions so they can get the mold and treasures. Follow them back to the waypoint. Now that this is done, it's time to go left for your final chore. Smash your way through the jars and you'll soon end up on another tiled floor. This time, it's infested by rats and slugs that feed on them. We have to clean this up. First, go back and get William. Your minions will carry him to the new broom. Second, start killing rats and notice that more will keep on arriving from some rocks on the left. Take a good 10-15 strong minions and mark them where the rats appear so they'll kill them before they reach the floor. Third, kill all the remaining rats and slugs. Now that there are no more rats, slugs will cease spawning. Fourth and finally, clean the floor using the broom William is now powering. Voila! The women will be happy and open the gates of their pavilion to you. Get your minions back and enter the women's pavilion. Following the only corridor there is, you'll eventually reach a large room with a new waypoint (and autosave), spawning pits and a large closed door in the wall. We have to open that door and the way to do this is to bring the women back to the surface. Go onto one of their balconies and start hitting them. Watch out though. They will fight back and while their attacks aren't very strong, they have a powerful knock back effect. When you hit women, they'll fall on their backs and become transportable. I recommend doing all the balconies before starting to carry them to the waypoint. Also, be sure to be next to the waypoint when the last few women are brought by your minion for the door will open without warning and let in a few wraiths. When the door has been opened and the wraiths dealt with, build a big strong horde and pass the door. Go down the stairs and you'll reach a large area with some wraiths walking around. Kill them. Now let's have a look around. Behind you should be the stairs you just came by. To the front, a closed door. To the right a large reel missing a rod and to your left an incomplete set a stairs going up and a path. Take the path and at the end you'll find the Abyss stone and the reel's missing rod. Ignore Gnarl and simply take the rod for now. When you get back to the large area, a reaper will appear with his friends. These guys sure know how to make an entrance but simply turn on your minion spell and he'll be dead in a few second. When he is, complete the large reel and turn it. Doing so will complete the stairs on the left. Before taking them however, you might want to go explore the area behind the now opened front door. There are some spawning pits and treasure. Once you,re done looting, get all your minions and go up the stairs. Follow the path looting the chests and jars on the way and you'll eventually get to a larger sector of the path with opening in the left walls, and two large wraiths patrolling. Take care of them, loot the openings and activate the lever next to the gap and the end of the path. It will bring out some stairs linking the path to the area where you first killed the giant slug for the women. Time to go get that Abyss Stone now. Only send 5 minions over to it, and walk in front of them on the path you just came back from. You shouldn't encounter any resistance before getting to the larger section. Basic wraiths will then start spawning out of the opening and attacking you, but not the stone. So unless they actually kill one of the minions carrying it, you don't have to worry about the stone. Simply kill the wraiths to keep them out of the way. When you reach the place where you slaughtered the giant slug, you'll be faced by William and his cloaked friends. They want to steal the Abyss Stone from you. Don't let them approach it and kill them quickly for they will to destroy your prize. After you're done with them, send some minions to the Abyss Stone again so they can finish carrying it to the waypoint. Wraiths will come at you again but from everywhere this time. Stay close to the stone and make sure the wraiths don't get in its way. Your minions will eventually reach the waypoint and the wraiths will die. Congratulation, you are now master of the Heaven's Peak Abyss. VII. THE GOLDEN ABYSS With the three previous Abyss under our control, time to go pay those angry beer-soaked beards on legs a new visit. The gate to the Golden Abyss is located in the court of Goldo's palace. For the first time however, this one will be guarded. When you reach it you'll see dwarfs fighting among themselves. Le them kill each other and then take care of the ones left, most likely the flamer dwarf and some others. After securing the gate, step through it to enter the toughest Abyss so far. Once you're in, you'll find out some dwarfs got in before you. Simply follow them along the path until they reach a larger part where they'll be killed by wraiths shooter on both sides. Stay out of their reach, and sweep your minions over to them by the opening in the roots. When that's done, go on ahead, down the stairs and into the main, very large, cave of the Abyss. Take care of the wraiths in the cave and then go to the large gold statue of our friend Goldo. This is actually his tortured soul, punished to an eternity of imprisonment in his beloved gold. Now, so there won't be any confusion the next times we come back to this room, stand on the salmon pavement in front of Goldo and we'll look at what's around the room. With Goldo behind you, you should have to your far left stairs leading to a closed door (Left Door) in the wall and to your immediate left, spawning pits for all your minions plus a trail leading up into the Abyss. The trail ends with a stone wall (Left Stone Wall). To your far right is a similar set of stairs with a similar closed door (Right Door), to your immediate right the stairs you just came down by (Exit Stairs) and between them, a path leading to another stone wall (Right Stone Wall). In front of you is a lower lever with the opening of a mining shaft on each side, plus a large stair case in the middle (Center Staircase). Now that all this is clear, let's move on. The stone walls cannot be breached for now, nor the doors opened. The mining shafts however can be looted. When you're done, go up the Center Staircase. You'll pass mana and life pits on your left and then arrive in another large cave, this one hiding a small dwarf settling. A cutscene will show you the reaper having fun blowing the dwarfs up. Unfortunately for him, we need that gold. So when the cut scene ends, go up the stairs to the reaper and slaughter him. Also sweep your minions into the village so they can trash the house. Finally, notice the grassy area on the left with sheeps. We can't access it for now, but we'll come back later so remember it. Alright, so now that the gold has stopped exploding, send minions to pick it up. The dwarf will follow you wherever you take it, so head back to Goldo's statue. Upon seeing their old tyrant, the dwarfs will go frantic and start attacking the statue. Leave the first dwarf doing so, and go lure more out of both mining shafts. Bring them all to Goldo and then wait. When the dwarfs have taken out a third of Goldo's life, a number of things will happen at the same time. First, Goldo will start shattering, revealing the Abyss Stone under him. Second, the dwarfs will all die crushed by the huge chunks of gold. Third, the gold your minions were holding will disappear as if you had taken it to a waypoint. And fourth, the two doors in the walls will open, letting in some wraiths. When you're done with the wraiths, go pick up Goldo's fallen pieces (you can actually cash them haha) and any useful stuff the dwarfs let behind. After all is collected, go up the stairs and through the Right Door. Your game will autosave. After your game has saved, head to the right and along the wall on a narrow path. At some point the path will leave the wall and go to the left, disappearing into the darkness. Don't worry though, here's the map: oooooE E = exit xoooo o = path/stairs o o x = lever ooooooooo _ = cliff wall o o oooox o ooooo -------------- As long as the levers are active, shooting wraiths will keep on spawning next to them so I recommend killing your way to them as fat as possible to deactivate them both. Don't mind the dwarfs you'll see around, they're on another independent set of stairs. When both levers are done and the last wraiths killed, proceed to the exit. It will lead you to a grassy area with a stone wall. As soon as you get close to it though, a rammer wraith will destroy it from the other side. Quickly murder him before he charges again! Next, get some more greens, browns and life if you need it, loot the treasures and then go down the path on the left. You'll end up in a large volcanic chamber where another reaper's having fun to the dwarfs' expense. Follow Gnarl's advice to even the odd and walk toward the beer pipes at the end of the room. Summon a red from the pit in the lava if you didn't have any and send him to the right lever on the pipe. At the same time, send another minion to the left one. If there's too much time between the activations, it won't work. When you get it right, the dwarfs will be drunk now and start killing the wraith. The reaper will leave with his gold. Make a way through the fighting and go after him. In the first room you'll get to, notice where he's standing on the higher lever because we'll need to go there after he's dead. For now, open the door on your right and slaughter your way to him. After he's dead, don't pick up the gold right now. Let's go to where he was standing first. There you'll find a narrow entrance to some sort of catacombs. You can crash the tombs. Some hide treasure, other bug and others yet wraiths. Once you've had your fun, go back to the gold, open the door and exit. Don't go any further yet though. Leave you minions behind and continue by yourself for a little bit. You'll first come across an autosave, and then reach the end of the path where you'll find a rammer wraith and a stone wall. Stand in front of the wall and make the rammer crash into it so he'll destroy it. That was the Right Stone Wall from Goldo's room. Kill the rammer, get your minions, loot the stuff lying around and get out of there by the way you just opened. When you reach Goldo's room, some wraiths will be waiting for you. Kill them and then lure dwarfs out of the minings shafts again so they'll attack Goldo. More will come this time. Another change is the fact that, while they're hitting Goldo, wraiths will spawn in the room each time the bells ring. Make sure you protect the dwarfs until they take another third out of his life. Once they've done that, the same 4 things as before will happen, except this time the wraiths will come from the Center Staircase with 2 rock giants. Just activate your minion spell and help your guys, this shouldn't be too much of a problem. After you're done, the doors in the wall will open again. Loor the Goldo pieces and go through the Left Door this time. Following the corridor, you'll first pass a waypoint (autosave), then a brown spawning pit, and finally get to an intersection. To the right is a closed door and wasted dwarfs are coming from the left. Open the door and follow them through. Wraiths will soon summon in their way but they're too drunk to care so you'll have to protect them (it's actually no problem if they die; it's just easier to find your way following them). After those wraiths, you'll get to a stone wall with yet more wraiths on the other side. Sweep your minions by the small opening on the right of the wall so they can kill the wraiths and then bring them back. When they're safe behind you, send one to pick up a bomb on the other side of the stone wall and blow it up. Keep following the dwarfs. You'll pass spawning pits for all 4 minion types, encounter other wraiths and eventually get to a large cave. You can stop following the dwarfs now. As the cutscene will show you, there's another reaper in here teasing the dwarfs with gold. However, before we deal with him there's some other stuff to do. First, notice on your left an opening in the cliff wall. This leads to some sort of root-tree forest with a stone house at the end. Smashing the house will give you lots of lots of life force, but it's a trap. When you go back to the large cave, a group of shooter wraiths will be waiting for you in the forest. It's entirely up to you if you want to do it knowing the consequences. Next, we'll need some greens to take out the gazes in the corner of the cave. When it's done, sweep them around (they'll have to kill small slugs on the way) and to the lever you can see so they'll activate it. Doing so will make a bomb appear a bit further on the path. Pick it up with a minion, and blow up the stone wall blocking the way to the lower level where dwarfs are chasing the gold. Now that the path is cleared, go down there yourself. Pick up one of the bombs lying around and use it to blow the gold slug. Seemed too easy? It was indeed. This was another trap, but one that could not be avoided. After killing the small slug, a group of large ones will come out of a newly opened door in the wall. The best way to kill them is to blow them too. I don't recommend sending your minions to attack it directly as they'll just be squashed. When you've managed to get rid of all the giant slugs, go loot the treasures in their hiding room. It also contains a mana pit. Once that's all done, it's time to take care of the Reaper. Simply head back up and the reaper himself will extend a bridge to his platform so he can attack you. Big mistake. Take his and his friends down and then go get the slimy gold if you don't already have it with you. Open the door and you'll see a dusty giant slime showing you its back. Quickly grab a bomb and blow the slime up before it can turn around and attack you. Once she's out of the way, go further down the corridor and open the next door you'll reach. You are now back to the start or this area of the Abyss. To your right is the first door you opened to let the wasted dwarfs pass. Unfortunately, it has been closed so we'll need to find another way. Go straight ahead and at the first chance you get, turn left. You'll get to an immense area with scaffoldings all over the place and suspended wooden bridge over a gap. Step onto that bridge and start crossing the gap. When you're about mid-way, a cutscene will begin, introducing you to the creator of the Abysses. After he's done talking, some wraiths will come at you from both sides of the bridge. Kill them and finish crossing. Once you're on the other side, follow the path toward the left and you'll go across 2 stone walls on your right. The first, with blue flames, is where we need to go. The second is where we get the bombs to blow it opened. To blow that second one opened, you'll need to get a bomb from the corridor when you met the dusty giant slime. Simply continue on the path and you'll reach the first door you can now re-open. Grab a bomb in the corridor, blow the second stone wall up (it's a long run though so expect to lose your minion). When it's done, grab a bomb in the opening and blow the first stone wall up. Voila! Now get all your minions back, make sure you still have the gold and proceed through that new opening. You'll get to a path with moving roots in your way. There's an auutosave on your right across another small wooden bridge. On the other side of the roots are 2 things. On the left is a stone wall we'll need to blow up and on the right, a root extending over a gap to a lever. Go through the roots and sweep a minion over the root to the lever. Doing so will extend a path for you across the gap. Go across, kill the bugs and walk deeper in the narrow opening. You'll soon reach an opening on your right to a small room with a lever. Activate that lever. The game will show you that the grassy area with sheeps from earlier in the Abyss is now accessible. Joy! Now head back on the narrow path and at the end you'll meet two shooter wraiths. They're actually replacing the ones you first killed upon entering the Abyss. Chances are they won't even notice you, so just kill them and go back to the path with moving roots. What you need to do now is to synchronize with the roots, and make a minion go across them while carrying a bomb to the stone wall so it'll be destroyed. That was the Left Stone Wall from Goldo's room. If you're not cautious of root movements, he'll waste time and eventually blow up. When you've got it, step through the opening and back into Goldo's room. This time again, some wraiths will be waiting for you. Take care of them and then start luring dwarfs out of the mining shafts. It's important to stay next to the shaft opening until all dwarfs have come out, there's more than before now. Get the dwarfs to work of Goldo's statue like before and keep on protecting them from the wraiths that will spawn each time the bells ring. Once the dwarfs have taken Goldo's last third of life, they and your gold will disappear as always, and what was left of the statue will crumble, freeing the Abyss Stone. Loot the gold chunks and then start carrying the stone. Surprise (not)! The dwarfs don't intend to let you leave so easily and they start attacking you and the stone. Now, the dwarfs will come in 3 waves. If you start losing a lot of minions, remember there are spawning pits for all kinds of the left of where Goldo was. The first wave simply consists of miners and warriors, nothing your guys can't easily deal with. The second however is made of 3 of those annoying flamer dwarfs. One out of each shaft and one down the Center Staircase. I highly recommend fighting them on your own using a hit and run (in circle) strategy or you'll most likely lose all your minions like I did. When the 3 are dead, even more regular dwarfs will come as the third wave. Be cautious, 2 bomber ones will come down from the stairs leading to each door. I suggest killing them first. Once all of those dwarfs are dead, you're done! Get the Abyss Stone back and carry it to the way point at the Abyss' entry. Congratulation, you are now master of the Golden Abyss. This actually means something this time. Where the reapers were are now levers you can activate to re-create their sadistic games. Fun if you like to kill dwarfs but utterly useless otherwise. But wait! What about the unique mold? That's right; we still need to get that. Grab your minions, go back to Goldo's room, up the Center Staircase and then to the place where you fought the first reaper. As seen before, the sheep area is now accessible. There is however a good number of exploding ones in there so I suggest going alone. Make your way to the very end, toward the right, and you'll eventually find an opening in the cliff wall. Behind the jars, along with some treasure chests, is the unique mold for the Sword of Life-Stealing. Send your minions over to it (after looting all there is to loot there of course) and let them carry it to the waypoint. Think we're done? Wrong! This Abyss is so generous it has TWO Unique molds. Go back to the spot where you got the Abyss Stone. From there, head for the Right section of the Abyss, but go by the passage me made a rammer wraith open for us (remember the corida). Past the waypoint there, and pass the Mana pit, you'll find another Stone wall. Even further along the wall you'll see a bunch of breakable skulls piles on the floor. Clear them and notice in the wall a very narrow crevice with bombs. It's so narrow we can't even send a minion in so you'll need to use your Flamethrower power (fire power level 2) to blow the closest bombs. This will trigger a chain reaction and bombs will keep blowing up until the reach the Stone wall and destroy it. Make your way in the now opened path, and you'll soon see a room on your right where the fifth Unique mold is waiting. While your minions carry it back, feel free to collapse the rock house beside the mold, they each hide two treasure chests. NOW we're done. Go out by whatever way you want and I'll see you at the tower when you're ready for the next Abyss. VIII. THE INFERNAL ABYSS Ready for the last Abyss? The gate to the Infernal Abyss is located in the Ruborian Desert, next to the sand pit where you encountered the first sand worm. Before you go there however, I strongly recommend building a strong horde. If you don't already have one, this can easily be done by teleporting to the Village tower gate in the desert, and scavenging equipment for your minions as you make your way to the Gate. Once you're really ready, head for the gate where you'll learn this one is actually locked! To unlock the gate, simply go back to the first Tower gate of the desert (next to the pond) to get your 4 Abyss Stones waiting there for you. Send three minions over to each and follow them as they transport the Stones to the gate. Each time an Abyss Stone is placed before the gate, it will disappear and become a statue beside the gate. Once all four Stones have been placed, the tower will activate. Step into the portal to enter the Infernal Abyss. Upon entering the Abyss, you'll appear in an area with spawning pits for all the kinds of minions, as well as a waypoint and Life & Mana pits. If you still don't have your strong horde built, now is the time. Also make sure your Overlord's health and mana bars are filled. When that's all done, proceed forward in the Abyss. You will soon reach the upper level of a large opening. Beneath you, a full wraith army will start (and continue for a while) spawning and attack you from both sides. Your first objective of the Abyss is to survive the wrath of this wraith army. Stay where you are and wait for the waves of wraiths to come at you. Feel free to help your minions (especially against bigger wraiths) and always watch your back while fighting on a side. Also, it's no use wasting Mana on spells other than fire ones from time to time, this battle lasts a while. Fortunately, it's mostly just basic wraiths so if you have a strong horde like I told you to bring, you should not have too much problems surviving. When that fight is over, regroup your minions and head left, staying on the higher level. You'll get to a place with some treasures, jars, a stone house hiding blue bugs and a suspended bridge. At the other end of the bridge is a Reaper waiting for you. Loot what you want, and then cross the bridge to go take care of him. Once he's obliterated, follow the path and you'll reach the clearing where the wraith army would spawn. Quickly go up towards the three shooter wraiths on the right (well... it was right when we first got in the opening before the fight) and slay them. A bit further on the right is yet another reaper. Kill him too. After that, you can loot the treasure chests near the reaper, or collapse the stone houses. The left hides red bugs, the right hides greens. Further to the right is another house hiding browns. When you're ready to move on, go back down into the clearing. Now we need to use the right path (we came back from the bridge using the left one). Do so and you'll soon get to an intersection with wraiths waiting for you. Dispose of them and head right. This is a short dead-end with some shooter wraiths, pumpkin shells and spawning pits for reds and greens. When you're done there, head back and take the left path this time. It will lead you to some bigger wraiths, more pumpkin shells, Life & Mana pits and eventually bony stairs going down. Follow the stairs and you will reach the Labyrinth. Now, I'm not really good at drawing with letters so I made a real map of the Labyrinth you can access via this link: http://i225.photobucket.com/albums/dd298/flare8521/MapLab.jpg. Yeah, I know, it's ugly. Turned out reproducing a hand-drawn sketch in paint is harder than I though. Whatever. The brown is earth and gray is stone. The color dots represent spawning pits for minions of their respective colors. A black dot is a big wraith, a white dot a regular one, and an "s" a shooter one. Wavy lines are roots gates or stone wall, the gray and blue circle is a mana pit, and the Celtic ones are tower waypoints (autosave). The weird dots (supposed to be skulls) in the last room are levers. Red arrow is the entry, green one the exit. Alright? Use the map along with this guide and you'll be out of there in no time. The first thing you need to do is to get reds in your horde as they are the key to the labyrinth, literally. If you don't already have some, go to the spawning pit on the right to do so right now. Once you have reds, the labyrinth is really quite simple. To get root gates out of your way, simply set the peasant chained next to them on fire and they will flee the light. Same thing applies to the Stone wall. Just light up the two peasants and it will collapse by itself. Other ways to light up peasants are to carry a weapon imbued with red minions (suggested by Federico) and hit them, or to throw fire balls at them. So here's the order in which you should do things. First, take care of the two shooter wraiths so they won't annoy you later. Then, explore the entire "earth" part of the labyrinth to collect the many treasures. When you're done with that, proceed past the last root gate to the "stone" part and into Kahn's room. Fortunately for us, he isn't any kind of a threat anymore. He's just in the way. To get rid of him, go into the spawning room close-by and mark all your minions there (or put them in their pits) except for at least 6 reds. Then go back to Kahn's room and light up all 6 peasants on the walls. Once they're all burning, the summoning circle on the ground will activate on a rammer wraith will spawn. You need to lure him into crashing in Kahn. Hopefully you'll manage this before the wraith kills too many of your minions. When you get it, the big guy will be blown into pieces, opening the way for us. Kill the wraith, get your regular horde back and proceed to the next room: the entry of the Forgotten God's temple. Let's take a look at this room. It's most important feature is a large door in the wall at the other end (which we want to open) with 5 levers on each side. There is also a lever on each side of the staircase in the center of the room for a total of 12 levers. Finally, on the left are some peasant you can burn by turning the reel in order to collect life force. What you need to do is have all 12 levers activated at the same time. Of course, the levers only stay activated for a few seconds so this can be tricky. I recommend standing near the steps in the middle, selecting your largest minion group (30 browns on my case) and sweeping them round the room in a large arc to quickly activate all 10 outer levers. As soon as the 10th is activated, let them go, select your second largest minion group and send them to the last 2 levers that should be right beside you. This will probably take you a few try but isn't so hard in the end. When you get it right, the door in the wall will open and a bridge will extend, allowing you to reach it. Get all your minions back and step through the door to enter the Temple of the Forgotten God. So THIS is where out jetser had been hiding!!! Always praising the biggest guy that little unfaithful pest. Though in his defense, the Forgotten God really is huge. And mean. And attacking you. So we have to defend ourselves. Now, you are going to lose many minions here. If you're fast, you'll lose less but there really is no point in trying to protect them as the guy insta-kills them and this is the end of the game. There's nothing beyond this and the game won't even save after you've won. So don't bother. So here's the way to kill the overgrown snake. Neither you nor your minions have the might to hurt a God. We're going to have to crush him with rock. First, make sure you got some minions with you (green or brown) and then approach the inner edge of the semi-circle battle field, as close to him as you can. Soon he'll raise himself higher, preparing a head-crush. Flee at that point and let him crash his skull into the ground. He'll stay there for a few seconds during which you need to send your minions over to him. If they hurt him enough, he'll get angry. You can tell he is by a circle of energy appearing around him and the flames of the temple getting temporarily bigger. While his rage lasts, he'll try hitting you with a series of "head butts". You need to hide as close as possible to the walls blocking the other side of the circle battlefield so he'll crash into them and destroy them. When both walls are destroyed, he'll have lost 50% of his health from the rock falls and he'll retreat for a little while, letting you fight some wraiths. When you finish killing the wraiths, he'll come back for part 2 of the duel. This second part works exactly like the same but for 2 things. First, the Forgotten God will use a new attack consisting of an exploding energy projectile that will lift your minions in the air. While they're floating, the Forgotten God will start spinning and attract them in a cyclone of death. Final bosses in this game sure like spinning attacks. The second change is the fact that instead of having to collapse 2 walls, you now have to collapse the 2 columns a bit beyond the rumbles of those walls. Since you can't go there yourself, here's the way to do it. Get him angry using the same technique as before, but then sweep your minions behind a column, hoping he'll target them. Marking the minions can be tricky, and greens become invisible so be cautious with markers. Once both columns have collapsed, the final one behind him will too and crush him within your reach for you to deliver the final blow. Congratulation, you are now master of the Infernal Abyss. Unfortunately, it seems this new Abyss is to be your tomb as well. Oh well, the game was fun. And this ending is perfect for a sequel I hope will one day come. Enjoy the ending cinematic (which is pretty much the only thing your corruption level changes in the game). If you load your game after the credits have rolled, you'll be back right before the fight with the Forgotten God. IX. UNIQUE MOLDS These are molds that will allow you to create unique weapons and armor imbued with special powers in your forge. There are five unique molds in total, one in each Abyss. One for each piece of equipment you can forge. As you retrieve them, they will be exposed in your Forge. AXE OF CONFUSION Mold location: Mellow Hills Abyss, behind the second giant pumpkin (right before the "golf" area). Forging cost: 1500 Minion sacrifice: 100 brown, 50 blue. Powers: Foes hit by the Axe of Confusion and not killed will often start running away from you in fear for a few seconds. You can tell they're affected by the "lighting effect" of the Axe spreading to their head. MACE OF DOOM Mold location: Evernight Abyss, on the right side of the stage, exposed after pushing the backdrop for the 2nd time though still hidden by some props and guarded by two large wraiths. Forging cost: 3000 Minion sacrifice: 100 green, 250 blue. Power: Critical hits from the Mace of Doom will produce a powerful shock wave that will damage all nearby foes and send them flying away. HARVESTING HELMET Mold location: Heaven's Peak Abyss, at the very end of the large grassy area with sheeps after doing the lawn mowing. Forging cost: 4500 Minion sacrifice: 300 brown, 50 red, 300 green, 50 blue. Power: Doubles the life force you harvest. Also increases your maximum horde size by 5. SWORD OF LIFE-STEALING Mold location: Golden Abyss, in a crevice of a cliff at the very end of the large grassy area with sheeps. Area can only be accessed after completing the entire section of the Abyss on Goldo's left. See walkthrough for details. Forging cost: 3000 Minion sacrifice: 100 brown, 50 red, 100 green. Power: Hitting foes with the Sword of Life-Stealing deals them damage while regenerating your life at the same time. ARMOR OF FIRE Mold location: Golden Abyss, hidden in a narrow passage behind the stone wall to the left of the mana pit close to the opening between Goldo's room and the right side of the Abyss. See walkthrough for details. (sent by: Ututz) Forging cost: 7000 Minion sacrifice: 130 brown, 250 red, 120 blue. Power: Most enemies that try to hit you while you're wearing the Armor of Fire will burst into flames for a few seconds. X. DUNGEON CHALLENGES Dungeon challenges are special fight you can activate in your dungeon. They work the same way as regular dungeon fights, except you choose a race to battle and must face all, or most, of their units at the same time. To unlock a challenge, you need to already have defeated all of its race's units in single combat in the dungeon. I also want to thank Federico for revealing the existence of the Monster and Undead challenges. Halfling challenge The Halfling challenge consists of 5 spearmen, 10 sword men, 10 rock throwers and 4 cook all placed in a battle formation. This can make them tougher, as they protect their shooting units, but they're still just Halflings. Get in there with a strong horde of browns or greens, and some blues in case of accidents, and you'll go through the little guys without any problem. Skull Tribe Challenge This time, you're up against 10 skull boars, 5 skull stags (priests) and a rather large number of skull rats (they're small and keep moving so I have a hard time counting them but my guess is around 20). None of these units are hard to kill, but the stags have the annoying ability to resurrect fallen rats so try taking them out first. The rats themselves die from a single blow of a powerful weapon like mine. As for the boars, simply lure a few of them to you at the time. Dwarf Challenge In this one, you'll be facing 10 miners, 10 crossbow dwarfs, 5 heroes and 5 bomb throwers. Fortunately, there isn't any flamer. I hate these guys. A very fun way to do this challenge is by using an hit-and-run strategy. Simply run into the dwarf formation, dodging crossbow shots (they hurt!) and let the bomb throwers place active bombs all around. Then run back to your end of the dungeon. It isn't likely the dwarfs will follow you. They'll just wait there and blow up. Monster Challenge The monster challenge consists of 7 Ogres, 2 Stones giants and 3 boulder beasts. There really is no magic way to do this one. Don't bother bringing your minions and use the usual fishing strategy to isolate the monsters and kill them in group of three maximum. Undead Challenge This final challenge will throw you against 10 shooter wraiths, 10 regular ones, 3 rammers, 3 big wraiths and a single reaper. Fortunately, the shooters are in the back. Let's have them stay there for now. Do bring a large horde of minions for this challenge but mark them in a corner at the beginning. Then try luring the rammers in the front to the other corner of the arena to kill them first. You should also attract most of the regular and big wraiths in the process so take care of them too. The reaper too might even activate itself at some point. When it does, try focusing on him (assuming the rammers are dead) otherwise it'll summon more basic wraith. Make sure you stay out of the shooters' reach though. When all non-shooter wraiths are dead, get your minions back. I find the best way to deal with these guys is simply to overwhelm them in a massive wave of minions for once they're locked into close combat they're as good as dead. XI. F.A.Q. Will be posted when I get any! Hopefully my guide will be good enough and I won't. For questions, e-mail me to flare8521@hotmail.com and make sure to include "Raising Hell" in the e-mail subject. XII. CREDITS Unless noted otherwise (see list of contributions underneath), all the information included in this guide comes from my own gaming experience. Thanks to The_bubi for the super-fast harvesting method. Thanks to Ututz for the location of the Unique Armor mold. Thanks to Federico for the major correction in Evernight Abyss, the tip to light up peasant with fiery weapons in the Labyrinth and revealing the existence of the Monster and Undead challenges. XIII. COPYRIGHTS Copyrights flare8521 2008 Following is the list of the website I've authorized to use my Walkthrough: www.gamefaqs.com www.gamespot.com www.neoseeker.com www.supercheats.com www.gameborder.com www.cheatchannel.com www.cheatbook.de