Walkthrough Ch.5 - Order of the Serpent
By Mike MacDee on 3/14/2012
FREAKY SCIENCE WALKTHROUGH
CHAPTER 5 - ORDER OF THE SERPENT
by Mike MacDee
ORDER OF THE SERPENT
BRIEFING. "THE ORDER OF THE SERPENT dominates the planet when their most powerful priest summons the mythical Salamander, enslaving it to devastating effect. All civilizations crumble under their might."
OBJECTIVE. "Better steer clear of the high priest 'til we think up a way to sabotage his ritual..."
THE MORTEPENDIUM SAYS... "The ritual requires the live egg of a dragon to suspend Salamander's wrath."
"TO DO" LIST
~o~ The Temple ~o~
Your starting position is on a small islet on a river of lava, with bridges leading north and south, and stairs leading east and west into the lava, which will kill you instantly. The north bridge leads to the Order's extravagant TEMPLE, which on any given visit may be deserted or infested with CULTISTS (get used to that: it applies to every other location on the map).
In the main chamber is a GONG which summons the HIGH PRIEST. He's grumpy, he can't be killed, and he can kill you instantly with massive fireballs, so don't summon him...yet.
The LEVER in the west room opens the way to the STARGATE in the east room, where Ammut lies napping. Take the STARGATE to SITE YELLOW -- all other sites are traps or useless.
~o~ The Fortress ~o~
SITE YELLOW is the Order's FORTRESS, where half the map's CULTISTS dwell. The LEVER on the north side opens the front gate and the door leading to the winding second floor. Flipping the upstairs LEVER opens the way to the laboratory containing three SPELLS, the purple TELESTONE, and a MOLOTOV COCKTAIL. The DEATH SPELL has a skull on it, and kills you when cast. The SERPENT SPELL has a fairly obvious serpent on it, and shoots a homing serpent at the cost of 1 hitpoint. The TELEPORT SPELL has a shape remarkably similar to the TELESTONE: when used, the caster instantly teleports to the TELESTONE's location!
Take the TELEPORT SPELL before you fight the FIRE DRAKE, but leave the TELESTONE.
~o~ The Fire Drake ~o~
Voyage to the west to find another pair of bridges. North is the ALTAR where the summoning is being performed. The moment you set foot on that little island, the HIGH PRIEST will complete his ritual and summon SALAMANDER. Steer clear of that place for now.
The south bridge leads to the HATCHERY, where the FIRE DRAKE lurks. But when you cross, the HIGH PRIEST appears and destroys the bridge. You're trapped... unless you remembered to take the TELEPORT SPELL.
The FIRE DRAKE is a nasty fire-breathing critter, and her lair is infested with VIPERS. Hit her in the head 'til she dies and grab the DRAGON EGG she drops. The MORTEPENDIUM is hidden in her cave. Use the TELEPORT SPELL to return to the FORTRESS. You DID leave the TELESTONE on the other side of the bridge, right?
~o~ The Dragon Egg ~o~
You now have a live DRAGON EGG just like the one the HIGH PRIEST is using in the ritual. Get the BAG OF JELLY BABIES from the FORTRESS and have the invincible Ammut spit the DRAGON EGG into the lava. Wait for it to turn red, then retrieve it. Now you have a BOILED DRAGON EGG: useless for the Order's designs, but perfect for your own.
~o~ The Ritual ~o~
The ritual calls for a live DRAGON EGG to enslave SALAMANDER, and to prevent him from biting his summoner's head off the moment he wakes up. Swapping the eggs will certainly turn up the heat around here! But if you set foot near the ALTAR, it's Game Over, right? How to do it without triggering the summoning prematurely?
Place the TELESTONE near the ALTAR (say, on the bridge), then ready your TELEPORT SPELL and hit the TEMPLE GONG. As soon as the HIGH PRIEST shows up, teleport to the ALTAR and swap the eggs -- it's as easy as selecting the BOILED DRAGON EGG and walking over the live one. When the HIGH PRIEST returns, he completes the ritual, but it doesn't go as planned: SALAMANDER barbeques him and goes back to sleep.
The HIGH PRIEST drop a YELLOW SIGN when he's toasted.
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