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The Savage Empire Walkthrough

It should go without saying, but beyond this point are major spoilers for the game. In this section we will tell you exactly what you should do to beat the game, based on the context clues given by the developers. In this way, there are four distinct arcs of varying length. For the moment, this will be text only. Pictures will be added at a later time.

Part One: The Rescue

After creating your character and answering the security question (see the Savage Empire home page), you will be in a conversation with Intaya, the Shaman of the Kurak Tribe. While talking to him, note the words in Red. These words are ones you can type into the command bar during the conversation to get new information. Intaya has a lot to say, but of particular importance are: Rafkin, Jimmy, and Aiela. By asking about these three people, you will discover that Rafkin is to the east with the Yolaru Tribe, Jimmy is somewhere far to the south, and Aiela has been taken by the Urali Tribe, but no one knows where that is. He will then suggest you speak to the Kurak Chief, Aloron.

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After ending the conversation, but before leaving Intaya's hut, press the 2 button on the keyboard to control your second party member, Triolo. On the right side of the hut is a red vase. (L)ook at the vase while standing next to it to discover that it contains 20 of each of the magical reagents in the game. As the sole spell caster in the game, Triolo needs these. (G)et them off the ground and (M)ove them in his second pouch with the rest, then press the 0 (zero) key to go back into Party Mode and leave through the only door to the north.

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Once outside, look for Aloron (he's the only one wearing orange), and (T)alk to him about Aiela, the Urali, and the madman, Topuru. By doing this,  you will discover that somewhere to the north there is a former Urali who has lost his mind, but that he might know where the tribe is.

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You now have three places to go: the east, the south, and the north. Before leaving, collect some weapons, food, and at least one shield. There is no honor system, so stealing doesn't count against you. Make sure to give Triolo some extra arrows. Then, head to the western edge of the village to discover a road that runs to the south.

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Follow the road to the east, and eventually you will get to a fork in the road, one path going north, the other continuing to the east and south. (R)est as needed when night falls. For now, ignore the path to the north and keep heading east/south until you reach the Yolaru Tribe. At the moment, the only person you need to find is Professor Rafkin. He is in the southern portion of the village on the eastern side of the river.

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(T)alk to Rafkin to get a lot of new information. Asking him about Jimmy will reveal that he is being held by the Disquiqui Tribe to the south (really southwest). He has heard that the Urali are somewhere to the east, but he doesn't know where. His main concern, however, is to find his lab, where there are a lot of supplies.

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Before ending the conversation, ask Rafkin to Join you. He is not very powerful, but he has a lot of extra abilities that make him worth keeping, including collecting specific resources and creating flintlock rifles. Since he does not know where to find Aiela, and is vague about where the Disquiqui are, he emphasizes that finding his lab should be the first thing you do. He will tell you that it is somewhere to the south, south-east of the Kurak Tribe.

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Follow the road back to the Kurak Tribe, retracing your steps. When you get to the guardhouse on the outskirts of the village, head south to the river. There is a stone pathway across the river that you need to cross. Since you cannot go any farther south, head to the east. You will come to some tar pits. Remember where they are, as they are very important.

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At the tar pits, begin heading south again. You will end up in a corridor that leads south through the trees. When the corridor opens up, start heading southeast until  you begin to see dirt in the grass. The lab is around the bare dirt, as if the arrival of the lab blasted the land.

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The lab has no walls, but is just a tile floor in the middle of the jungle with a bunch of tables and crates. On the tables are some jars in three different colors. (G)et all the bottles, then (D)rop them at least two spaces away from where you are standing in order to break them open. (G)et the potassium nitrate, sulphur, charcoal, and magnesium strips off the ground. Then begin picking up all the useful items. (U)se crates to open them. In one (second from the right on the north portion of the lab) you will find a modern rifle and a pouch with 30 bullets in it. Only characters from the modern world (Avatar, Rafkin, Jimmy, & Johann) can use rifles, and there are only 3 rifles in the game and 494 bullets, so some care must be taken with them. For now, it's better to give the rifle and bullets to Rafkin.

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Speaking of Rafkin, if you (T)alk to him while in the lab he can create flintlock rifles out of bamboo, and, if you didn't before, he can tell you how to create gunpowder and grenades. Gunpowder requires mixing equal parts of potassium nitrate, sulphur, and charcoal in a grinder (one is located in the bottom-left of the lab). Grenades can be created by mixing cloth strips covered in tar with fired clay pots and 5 gunpowder. To beat the game, you need at least 2 grenades.

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Technically, for Part One of the game, no other item in the lab is required. However, items that will be useful later are: the fire axe, the fire extinguisher, and a small metal hammer. I also recommend taking the grinder, at least one of the two metal buckets, and a wire strainer to collect more sulphur later on. Again, all of these are optional for now, but most will be required/useful later.

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(If you do not want Rafkin in your party, but want him to be useful later on to create rifles for you, (T)alk to him while in the lab and ask him to wait. This will remove him from your party, but he will not leave that spot unless you ask him to join you again. If you ask him to leave instead of wait, he will drop his entire inventory and return to his hut in the Yolaru village)

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In any case, return northwest to the tar pits and work your way back west to the Kurak village. If you picked up one/both of the metal buckets, (U)se it/them next to one of the tar pits to fill it/them up with tar (if one of them has water in it, you have to (U)se the water bucket first to empty it). Do not go further west than the stone path across the river unless you want to get into a fight with the myrmidex ant warriors. Then, retrace your steps once more to the Yolaru village where you got Rafkin.

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This next part involves a very long walk, but it is time to find the Disquiqui to rescue Jimmy. From the hut you found Rafkin in, follow the road south out of the Yolaru village. When the road forks, continue south. You will come across a city made of stone, Tichticatl of the Nahuatla Tribe. Speaking to any of the men in town (with one exception) will start a fight. It is better, for now, to avoid the city and continue following the road to the east around the city. In the southeast corner of Tichticatl the road forks for a second time. To the east is a bamboo grove. If you picked up the fire axe, you can cut bamboo shoots, return to the lab, and have Rafkin create some flintlock rifles. Instead of gunpowder, they only require gunpowder, but they are slightly weaker than a regular rifle, and require manual reloading.

 

Once you return to this fork, or instead of going east, follow the road to the west. At one point the road runs either south or into the stone bricks. Again, ignore the city and head south. Finally, when the road forks once more, one to the west and one to the south, go west. The road will end quickly, but continue to the west to find some stairways down the cliffs. Work your way west and south, only going down stairs, until you've dropped three levels. Then, head west, through the canyon, and onto the road that picks up.

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Follow the road to the west until you start seeing white flowers next to the path, and one final fork that splits either north or to the west. Go north and across the river. This is the Disquiqui Tribe.

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The Disquiqui party all night long, and sleep it off in the morning. (T)alk to the chief, Chafblum, and ask about Jimmy. Chafblum will inform you that Jimmy is being held prisoner until he can be married off to Chafblum's daughter, Guoblum. Search the building just to the south-east of the chief and (U)se the door in the southern portion of the room to free Jimmy and enter into a conversation with him. Jimmy will automatically join your party, and will keep notes on what you need to be doing. For now, that is just rescuing Aiela. However, now that you've rescued both Rafkin and Jimmy, there's only one clue left to follow.

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Before leaving the Disquiqui, gather some food, some arrows, and some kind of weapon for Jimmy. A bow is a great idea unless you have a spare flintlock rifle for him. I also recommend collecting at least two fired clay pots (the gray ones lying around the feast), and a piece of cloth from the weaver's house in the southwest portion of town. If you have a bucket of tar, you now have everything you need to create grenades. (U)se your knife on the cloth to create 10 cloth strips. (U)se the bucket of tar on the cloth strips to create tarred strips. Then, with 5 gunpowder in your inventory, (U)se a cloth strip on a fired clay pot. As mentioned, you need 2 grenades to beat the game, but at least 3 is recommended.

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Now, follow the road back to the east, up the cliff, around the stone city, up to the Yolaru village, across the river, and north to the fork in the road that leads back to the Kurak village (it's a really long walk).

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This time, go north, across the wooden bridges, and to the west to yet another fork in the road. At this fork, head north again to the Pindiro village if you want to add another character to your party. You need at least 4 people in your party to continue the walkthrough, and you can only have 5 total, including yourself. Which means if you had Rafkin wait at the lab, you need one more. The first potential party member is here in the Pindiro village (you don't have to get them if you don't want). This first character is Dokray, a fairly strong character, but one that could cause problems later when meeting a different potential party member. He is usually standing between the first two buildings you find in the village.

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If you went north for Dokray, return the way you came to the south, and at the fork go to the south instead of back to the bridge to the east. Otherwise, just go south. You will come to a very simplistic maze in the jungle, where there are a few different ways to go. Continue working toward the west at every available fork until the pathway opens up again. After following the pathway for a while, you will come across another river crossing.

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On the other side of the river (during the daytime) is a young warrior in brown clothing named Shamuru. He is the next potential party member who will join your team if you ask him and if you have less than five total party members. If you have less than four party members, you need him. Do note, sometimes a creature attacks and poisons Shamuru before you get to him. If this happens, he could die before he joins you, or he will need healing immediately after joining your party.

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Whether you take Shamuru into your party or not, continue south into the Barako village and (T)alk to absolutely anyone there (other than Shamuru). Ask them about Topuru, and you will be told he is on an island to the west of the village (which is why you needed the paddles).

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There will be a few things to fight (usually at least one gigantic gorilla and a sea monster), but head out of the Barako village to the west, follow the path until it ends, and continue west until you get to the edge of a lake. You should see a raft and four paddles. Four different people each need to be holding a paddle in order to (U)se the raft. Either have one person (G)et the paddles and (M)ove them to other party members, or go into solo mode for each party member and pick them up.

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Once on the raft (no, I don't know which party member throws on the bikini), head just a little ways to the west to find an island with the madman Topuru on top of it. He has weird sleeping hours, so you may have to wait around a while. When he is awake, (T)alk to Topuru to discover he doesn't believe you're actually there. He really is quite mad. Ask him his name, about his mind, and the Urali. Finally, ask about the Urali being hidden. You will discover that Topuru was once the shaman of the Urali Tribe, and that he liked to challenge other shaman to spirit battles. But during one battle, against Balakai of the Barrab Tribe, Topuru's mind was removed and placed into a blue stone. If you will return Topuru's mind to him, he will tell you how to find the Urali. Since that's what you need to rescue Aiela, it's time to find the Barrab Tribe.

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Much to your dismay, the Barrab village is on top of a giant mesa to the west of the Disquiqui village. So... time to walk all the way back to the Disquiqui. Then, instead of heading north into the village at the fork by the white flowers, continue to the west. You will pass by some banana trees before the road ends between a river and a cliff. Follow the river to the west, then cross it at the stone steps. To your left will be an extremely tall mesa. Follow along the southern edge of the mesa and work your way west until you find a man named Nawl and some stairs leading up the cliff (take note of the strange pad at the bottom of the mesa with the glowing blue tile).

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On top of the cliff is the Barrab village. A short road at the northern side of the village leads to Chief (and Shaman) Balakai's hut. Although there is a lot to discuss with Balakai, the main thing to ask him about is Topuru. Balakai will reveal that Topuru was tricked into believing his mind was placed into a blue stone, and that literally any blue stone given to Topuru will restore his mind. However, the only source of blue stones is in the Sakkhra caves. Asking about the Sakkhra will reveal that their caves are to the west.

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Head back out of the Barrab village to the west and go down the stairs. For now, ignore the glowing blue tile (we're avoiding using them during this walkthrough, but they are helpful for faster playthroughs). You have to go down to the river, a little to the left, and back up to fully get out of the village. The Sakkhra caves are not very far away. Simply follow the river to the west until you find the edges of another small mesa, then follow that just a little ways north until you find two sets of double stairs leading up to the top.

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Directly at the top of the mesa is a giant blue boulder (one of many in and around the Sakkhra caves). Good news/bad news time. If you picked up the metal hammer in Rafkin's lab, use it on the blue boulder to break off a small blue stone. If you didn't get the metal hammer at the lab... well, you need to go get it and then come back.

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If you want another party member and still have room (less than 5 total members), the next available party member is Kysstaa, a lizardman warrior who is inside the cave system on top of the mesa. The easiest path to get to him is the farthest west cave, directly above another glowing blue tile, but any of the caves will get you to him.

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Now that you have the blue stone, make your way back to Topuru. Since we're ignoring the blue tiles, this means walking to the east to the Barrab mesa, back to the Disquiqui, up to the Nahuatla stone city, around to the Yolaru village, up to the north, across the wooden bridges, and to the west to the Barako village until you get back to the raft. Then head over to the raft and back to Topuru.

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When you (T)alk to Topuru again, he'll ask if you've recovered his mind. Tell him yes, and he'll swallow the blue stone before you can stop him. He then claims he's no longer mad, and is willing to help you. First, ask him about the Urali to discover that they are living in a swamp to the east of the Yolaru village, on the other side of a cave system. Then, more importantly, ask him about Turtles. He will offer to give you some turtle food, which you should absolutely take him up on. You need at least two pieces of turtle food for each member of your party, plus one more.

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Go back to the stone city of the Nahuatla and follow Topuru's instructions. Go to the north-east and follow the cliffs until you find a bunch of caves. Work your way north until you stop finding caves, then head back south. The second cave from the north is the path to the Urali.

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Enter the cave and follow the path to the right. Immediately after entering the cave there is a cluster of crystals. If you still have Rafkin in the party, (U)se the crystals to collect some potassium nitrate if you want to make more gunpowder. Rafkin is one of the only two characters in the game that can collect it.

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In any case, at the first open area of the cave, head just to the top-right, past another cluster of crystals, and enter another small tunnel. There are a lot of bears here, so be ready for a fight. Take the right fork, then continue straight at the second fork. At the end of the tunnel you'll be in another open area. Keep working to the right until you find another small tunnel going north. At the end of that tunnel you'll find the exit. You're now in Urali lands.

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Follow the road to the south of the cave to the east, crossing a couple of rivers, until you find an island with giant stone dinosaur heads. DO NOT go up the stairs onto that island. There is a tyrannosaurus rex waiting to eat you. In this game, they are the only creatures that cannot be killed by regular means, and this one cannot be killed at all. 

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Instead, while on the northern portion of the river crossing (while standing in the river), (U)se as many turtle foods as you have party members. Each time you do, a turtle will appear. For this you need to go into solo mode with each character. With each person in your party, (U)se a different turtle to get onto its back. Then, go back into party mode and ride the turtles around the northern edge of the island. When you get to the eastern side of the tyrannosaurus' island, go back into solo mode with each party member and (U)se the turtle they're riding on to get off them safely on the other side of the unstoppable dino.

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Continue to the east during the daytime and you will come across the Urali shaman, Wamap, a shady man who has aspirations of becoming chief. He's just not brave enough to face Darden on his own. For now, ask him about Aiela, and he will tell you that she is being kept in a cave to the south of the village. Asking him about Darden, meanwhile, will let you know that Darden is controlling the Urali by keeping their protector spirit, Fabozz, captive in a cave to the north. For now, ignore the Fabozz side quest, as Aiela is the main goal of Part One.

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The Urali swamp is very dangerous, however, as almost every male member of the tribe (dressed in blue) will attack you on sight. Their weapon of choice is a poisoned dart. They don't do much damage initially, but being poisoned will drastically reduce health. After every encounter, use the Healing spell that Triolo knows to cure the poison and restore a few points of health.

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In any case, Wamap says to follow the eastern edge of the water behind you to find the cave Aiela is being held in. If you literally follow his instructions, you will end up crossing the river into the tyrannosaurus' natural pen (don't worry, he isn't there), and then back across the river to follow along a lake until, ultimately, you get to a small river crossing that leads directly to a cave.

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The cave is very simple, with no side pathways. Simply walk through the entrance and into a large room where there are 8-10 Urali warriors ready to attack you, and a bamboo cage with Aiela trapped inside. Kill the guards, cure your poison, and then (U)se the door to the cage. DO NOT use the cage door in solo mode! There is a glitch that will end your adventure here and now if you do!

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When the cage is opened, a small cutscene will play out in which Aiela embraces you and Darden appears. You will automatically enter into combat mode as Darden rushes your party (which now includes Aiela). If you want, you can talk to Darden before killing him, but he'll simply taunt your last defeat and claim you're just coming back for another beating.

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Ultimately, however, the Darden fight is very short. Especially if you still have bullets for the modern rifle, or gunpowder for a flintlock. He's a giant, but he's still human.

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With Darden's death, and Aiela's rescue, Part One is complete.

Part Two: The Mysterious Gemstone

Now that Aiela is a member of the party, the first thing you should do is give her a weapon. As a native of the valley, she cannot use modern weapons, but if you have a spare bow she is an excellent archer. I do not recommend using the blowguns that are scattered all over the dead bodies of the Urali, though. Enemies that die from poison do not give the party member experience. In any case, as soon as you open Aiela's inventory you will see she only has a single thing she's carrying, a large gemstone.

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(T)alk to her and ask her about the gem. She will mention that Darden stole it from the Nahuatla and gave it to her in hopes that he could simply buy her love. Spoiler alert, it didn't work. As a side note, if you wish, you can tell Aiela you love her. Doing so has no real effect on the game, except that it will be difficult, almost impossible, to remove her from your party, and you will get an extra couple of scenes in the end game credits.

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In any case, you're done with the Urali for now, so it is time to leave the way you came. When you get back to the tyrannosaurus guard, once again use turtle food and ride the turtles around him, then backtrack through the cave that returns you to the larger valley.

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Instead of traveling to the south and searching for the stone village of the Nahuatla, go to the northwest for a ways and you will find yourself back in the Yolaru village. From there, follow the road to the south. It's now time to explore Tichticatl, the stone city.

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As mentioned before, don't speak to any of the Nahuatla men. They are all guards who have been ordered to kill any outsiders. Unlike the Urali, though, these guards won't attack on sight, so you're free to simply wander.

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For now, however, your goal should be to get to the palace in the northern section of town to see what you can find out about the gem. When you get there, you'll find two men in the throne room who have a glow surrounding them. This glow is a force field that keeps them safe from any harm, and both men can be a bit touchy. Don't bother talking to the king (the guy on the southern side), and instead make your way to the other one, who goes by the name of Zipactriotl. You may be stopped by his parrot, Cleese, on the way. The parrot has some interesting things to say about two men, Johann Spector and Fritz, which will give you some context clues about a hidden city. (T)alk to Zipactriotl to discover that he, like you, is a modern man trapped in the valley. His name is Johann Spector, and he is a well-known scientist. If Rafkin is still in your party, the two of them will have a short conversation. Spector is very secretive, and has a madness in his eyes. Follow some of his conversation dialogue, but be careful not to mention the old shaman or to disagree with him about anything. If you do, he will order the guards to attack you. The guards aren't much of a problem, but Spector, himself, cannot be hurt, so your only option is to flee.

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What you will find out, though, is that the old shaman, and therefore the only one who might know about the gem, is being held in prison. Before looking for the old shaman, Oaxtapac, you should explore the palace a bit. Of particular note is the small treasure room where you'll find lots of gold (which is useless since no one uses gold to trade), a ring (that can't be equipped), some gemstones of minimal use, and a metal head that seems to be made out of gold. As morbid as it sounds, make sure you grab the head. Either in the room above the treasure room or in the one across the hall to the right you'll find Tlapatla, the wife of the new king and cousin of the old king, Moctapotl. (T)alk to her and tell her you aren't there to kill her. She'll get bored, then chat with you for a bit. You'll discover she doesn't like her husband, and that she thinks her cousin, Moctapotl, should actually be restored as king. She's heard that he can be found hiding among the Disquiqui.

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Leave the palace, and head to the western portion of town to find the prison. Oaxtepac is being held in the north-eastern cell. Opening the door won't alert the guards (for some reason), but Oaxtepac has no intention of leaving his cell until the old king is returned, so it doesn't really matter. (T)alk to Oaxtepac and ask him about his job, the Nahuatla, and the city. Doing so will uncover a hidden history of the valley, where humans were once slaves to the ancestors of the Sakkhra people in an underground city. He will say that somewhere in the mesas of the southwest, on top of the largest mesa, is a statue of some kind that will lead people to the underground city if a giant gem is placed in it. Aiela will mention she has the gem, and Oaxtepac will tell you to keep it and use it. You should also ask about the old king, Moctapotl to learn he is currently in exile somewhere (but we already know the rumor is that he's with the Disquiqui).

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So, it's time to go back to the mesas. Work your way south and west to the Disquiqui Tribe, and then further west to the Barrab Tribe's mesa. When you get to the stairs leading up to the Barrab village, go around toward the glowing blue tile (but don't step on it). From the blue tile, work your way directly north until you reach a new mesa. On the south-western side of the mesa are stairs leading up. At the top of this mesa there are pteranodons and myrmidex, so be prepared for a small fight. If you want to be a monster, kill any baby pteranodons you see, as they'll give you a roast meat.

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Work your way to the northern tip of the small mesa to find a large tree. This tree needs to be cut down in order to reach the larger mesa on the other side of the gap. Equip the fire axe if you have it, and (A)ttack the tree until it falls (1-2 hits). If you don't have the axe, step away from the tree and either (U)se and (D)rop a grenade at the tree's trunk, or equip a grenade and (A)ttack the tree. Again, don't stand too close. Grenades do a lot of damage in an area. If you don't have an axe or any grenades, go back to Rafkin's lab to get the axe or use the instructions in Part One to craft a grenade.

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Once the tree is down, walk across and you'll find yourself on the largest mesa of the area. There isn't too much here. Make your way to the northwest, climbing up levels any chance you get. You will find yourself in a fight against a carnivorous plant, called a Giant Orchid. (A)ttacking the creeping vines will destroy them, but they will grow back if the body of the plant isn't (A)ttacked and destroyed. If you have ranged weapons, aim for the body of the plant. Doing damage to that will also kill the creeping vines. When the Giant Orchid is dead, be sure to (G)et the orchid bulb it drops. For one, you need the bulb later. For another, if you leave the bulb behind (or (D)rop it somewhere on this portion of the mesa), a new Giant Orchid will grow and you'll have to fight it again.

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After grabbing the bulb, head directly to the north to the very tip of the mesa. You'll find a small statue with snakes carved into it and a large open slot. (U)se the giant gem while next to the statue to place it in and unlock a new cutscene. Time will pass until the soonest noon. So, if noon has already passed, time will pass to the next day. If it isn't noon yet, you'll only lose a few hours. Then, when the sun is at its height, a beam of light will shoot out of the gem to the north, opening a hidden staircase in the ground.

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Obviously, this is the next place to go. Make your way back down the mesa, across the fallen tree, and back onto the floor of the valley (might have to fight again). You now have to go north. Follow the western edge of the mesas until you find the statue, then head north. You will most likely run into a bunch of myrmidex, but it's possible to get where you're going without a fight.

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Eventually, you will find a small plaza with multiple glowing blue tiles. This is a teleporter pad that will take you to most of the key locations in the game (not counting the Urali swamp). For this walkthrough I don't recommend using the teleporters, but in future playthroughs it will make the game much faster. For now, however, they don't matter. Because the hidden staircase is just past the southeast corner of the teleport pad. 

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Upon entering, you will find a very small room with stone walls, a door that will not open, and two automatons, one gray sitting in the corner, and one golden without a head. If you picked up the metal head in the palace, (U)se it while standing next to the golden statue to bring Yunapotli back to life. He will automatically join your party, but if you (T)alk to him you'll find that much of his memory has been lost because his brain has been removed from his head*.

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*Optional side quest - The Brain. A man named Fritz has Yunapotli's brain. Fritz can be found in a cave between the Pindiro and Barako tribes, far to the north. Retrieving it will increase the dialogue you can have with Yunapotli, but has no other effect in the game.

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Yunapotli is a unique character that only stays with your party for a short while (until Part Two is complete), but he cannot be killed. So, if there's something you want to do out in the valley, or if you want to safely explore most of the underground city, keep him around. 

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While in a conversation with Yunapotli you can ask about the locked door. He will ask if you want it open, and if you say yes he will close his eyes and open the door for you. Conversely, you can simply (U)se the door with Yunapotli in the party, and he will open it for you.

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The underground city of Kotl is huge, dark, and relatively dangerous. The lights are mostly out, but the robotic constructs of the Kotl are still running around and defending the city, including a lot of giant dinosaur ones. There are also several snake women who can quickly poison party members.

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That being said, there are a large number of invaluable items to be found in the city, including black staffs that deal heavy damage to myrmidex, and become ranged weapons when used against them, Kotl shields which offer the best protection in the game, small, heavy, crystals that fully heal any party member they're used on, canisters of gas that work like grenades, but only hurt myrmidex, and a strange Device that works as a compass later in the game. There are also a lot of curiosity items, like cushions, musical instruments, and a rubber ball, as well as a vending machine that will give you fruit in exchange for rubies (which is a weird trade).

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Immediately after entering the city, itself, there is a series of teleporters surrounding a hologram of an ancient Kotl warrior, Katalkotl. If you want to (T)alk to him, he will give you a rundown of what happened to the Kotl. They created myrmidex as a slave race, that went bad. They then kidnapped a bunch of humans from around the world, and that went bad too. Then the myrmidex returned to kill off the Kotl, and the few survivors of that attack fled to the caves to the west and became the Sakkhra. 

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For now, ignore the teleporters and head directly west until you come to a wall. Follow the wall south to find a black staff and a Kotl shield. Go back up the wall and continue to the left to find the old myrmidex room. You'll find another black staff in the top-right corner of the dirt room, and another shield just outside of the room from there.

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Go south from the second shield until you hit the wall, then go to the right until you get back to the teleporter pads. Step onto the top-right teleporter pad to be transported to the north-eastern corner of the city. Go directly north until you enter a room with several pink/purple cushions. Go to the right into the adjoining room to find three more teleport pads. Go into the one on the bottom-right to find yourself behind a security fence. Here you will find another set of staff/shield, and, more importantly, a gray device. (G)et all of it, and then go back through the teleporter.

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Explore the other two teleporters if you want, they each take you to different areas of the city, then return to this room and go back to the left into the adjoining room with the cushions, and go south until you hit the teleporter that brought you here. At this point, explore the city to your heart's content. As mentioned, there are a lot of good items to get here. However, you should not have Yunapotli holding anything you want to keep.

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Once you've explored, return to the central teleport pad with Katalkotl. Then, follow these directions:

1. Enter the bottom-middle teleporter.

2. Go to the right until you hit a stone wall and cannot go further.

3. Go south until you hit another wall.

4. Hug the wall you just ran into, and work your way around to the right, then north.

5. The path winds back and forth, but does not branch off until after a small, empty, room. After passing that room, hug the left-hand wall and keep going north.

6. There is only one path, again, which winds to the west. At the end of the path is another teleporter pad. Go onto it.

7. You will now be in a large room. Along the southern wall there are 2 crystals and 2 gas canisters, and there are a few fruit trees in the bottom-right corner.

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From the fruit trees, go north just a little ways to find a doorway into another large room. Careful, there will be 1-3 robotic dinosaurs defending this room. Go along the southern wall until you pass two giant pinkish-purple crystals. Just after the second one you will find a small control panel. 

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IF YOU ARE NOT DONE WITH YUNAPOTLI, GO BACK NOW!

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The control panel is not useable, but there's one thing you can do with it that you're very good at: (A)ttack it until it explodes.

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Doing this will start a cutscene in which all robots lose their power and shut down forever. This includes Yunapotli. As Yunapotli dies, Dr. Spector's forcefield is removed, and he suddenly regains his sanity. For better or worse, Johann Spector joins your party as Yunapotli is removed from it (honestly, that's not the trade I'd make).

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The entire city begins to shake, making movement difficult, and the teleporter pads within the city no longer work (though, weirdly, the ones outside still do). Go directly north and across a bridge. Keep going north until you hit a wall, then go to the east until you find a door that lets you go north again. From there, head directly west until you find the stone room entrance and the dead teleporters.

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Exit the underground city of Kotl, and a cutscene will close the entrance permanently. This is where Part Two ends.

Part Three: Bringing Peace to the Valley

Now that you're out of the city and relatively safe, it's time to hash it out with Dr. Johann. Before you get too far, (T)alk to him (if you're worried about being around the teleport pads (where myrmidex actually do show up from time to time), step into to top-right teleporter first to get to the teleporter near the Yolaru village.

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Either way, when you speak to Johann he will immediately tell you that you have problems. He will tell you that now that his mind is clear, the myrmidex are too big of a threat to the valley for anyone to face alone, and that they must be eliminated. He then suggests you unite the tribes together by asking each chief what it would take to unite them with the other tribes.

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In order to destroy the myrmidex, he says that their queen must be killed so that a new army of the creatures cannot be spawned to replace the old one. However, he places even more importance on the destruction of the black moonstone that the myrmidex have within their caves. He informs you that unless that is destroyed, you (and he) cannot leave the valley of Eodon, even if you wanted to.

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There are eleven tribes within the Valley of Eodon, and you need to speak with each chief of every tribe in order to find out what task they want you to complete before they will unite together. For every chief in every tribe, use the command word, Unite.

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As this process can be done in any order, each tribe, including the 2-3 you have not visited yet, will be listed here in alphabetical order along with the task needed. If Jimmy is in your party, he will keep track of what each chief wants in his notebook, and will let you know if you've already helped certain tribes.

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Barako Tribe

The chief of the Barako Tribe is a woman named Halawa. Her daughter, Halisa, has been kidnapped by a giant gorilla in a primitive rendition of King Kong. The gorilla climbed up the cliffs to the north of the village, and has kept Halisa captive ever since.

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In order to rescue Halisa, you need 1 grenade.

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Head out of the village to the west, as if you were going to the raft to visit Topuru. Instead of going west at the end of the path, go north until you hit the cliffs. Follow the cliffs to the east and north until you get to where a waterfall flows over a cave. While standing next to the river at the bottom of the cliff, equip a grenade as your weapon, and (A)ttack the ground to the right of a boulder up on the cliff by the waterfall. The explosion will knock the boulder into the river, cutting off the waterfall and granting you access to the cave.

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Enter the cave, work your way through it, kill any bears that show up, and exit out the other side. There are no forks in the cave, so it's a fairly straight shot.

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When you exit the cave you'll face a single giant gorilla. Once it's dead, go directly south to find Halisa on top of a small mesa. Talk to her, and at the end of the conversation she'll tell you she'll race you back to the village, but will give you a head start.

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By the time you get back to Halawa, Halisa will already be back at the village. Ask Halawa about uniting again and she will gladly join your cause for saving Halisa.

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Barrab Tribe

By now you have already met Balakai, the chief of the Barrab Tribe. When you ask him about uniting, he says the only way he will help is if you get a special medicine for his son, Nakai. The good news is, if you've been following this walkthrough, you already have the medicine he needs: the orchid bulb dropped by the Giant Orchid.

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If you haven't killed the Giant Orchid, see its section in Part Two to find and kill it.

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Talk to Balakai a second time after asking him to unite, and he will ask if you have the medicine. Tell him yes, and his son will be cured and the Barrab will join you against the myrmidex.

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Disquiqui Tribe

You need at least one spear to complete this task.

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The chief of the Disquiqui, Chafblum, is all for uniting with the other tribes. Not because of the myrmidex, but because he's tired of other tribes making fun of the Disquiqui for how bad of warriors they are. The rest of his tribe, however, tells him that you need to complete three tasks first: one virtue, one of bravery, and one of skill. But, after one look at you, Chafblum decides only two tasks are needed, because you'll never pass a test of virtue.

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The first task is the test of bravery. You must drink a jug of plachta, an alcohol that is strong enough to make you temporarily go blind.

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For your second task, that of skill, you must put a bell on Sharptooth, a tyrannosaurus that has been eating Disquiqui warriors, getting drunk off their blood-alcohol content, and passing out for a few hours, only to do it again. Chafblum gives you two jugs of plachta so that you can create the Spear of Shamp, and a bell on a rope to put on Sharptooth so that Disquiqui warriors can hear Sharptooth coming. Basically, you (U)se plachta on a spear, and it coats the spear in an alcohol that will knock out anything, including a tyrannosaurus for a few seconds.

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Head south out of the village and cross the river. Immediately go to the east. After just a few moments you will find Sharptooth. Equip the Spear of Shamp and go into solo mode to protect your other party members. Get close to the tyrannosaur, then (A)ttack the dinosaur with the spear. Sharptooth will pass out. Very quickly (U)se the bell on Sharptooth and then get away. There's a little bit of luck involved in how long the tyrannosaurus is knocked out for. It can last for anywhere from 2-20 steps, so don't waste time celebrating knocking it out.

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Return to Chafblum when the bell is on Sharptooth, and he will use it as evidence that you are worth following against the myrmidex.

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Hakkur Tribe

You need either a bucket filled with tar OR 2-5 torches to complete this task

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To create torches, get tarred cloth strips (like for a grenade), and (U)se them on tree branches. Get tree branches by (U)sing small palm trees.

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The Hakkur are one of the two tribes that have not been interacted with so far in the walkthrough. To walk to them, head south from the Nahuatla city until the road ends, then head east until you find lava. From there, walk northeast, following the cliffs until you find a set of caves.

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The best entrance is the western-most one, as it provides direct access to the chief, as well as to Ugyuk, one of the potential party members you can ask to join you. Ugyuk is extremely strong, but will typically not join the party if Dokray is in it (see the bottom of the Characters section to see a way around this).

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The Hakkur chief, Grugorr, is in the open area of the cave on the western side of the caverns. He has a simple, but sad, task for you to complete before he will consider uniting with the other tribes. His people have two enemies, the Jukari, who are having problems of their own, and the giant spiders that really like the taste of Hakkur warriors. Grugorr's son, Krukk, went to the spider cave to kill them all and free the Hakkur. He did not return. Grugorr asks you to travel to the spider cave and retrieve Krukk's shield. Ironically, it is the second-best shield in the game. So, technically, you can get it early and use it for most of the game until now.

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From the southwest exit of the caves, head to the southeast until you find a solitary cave by some lava.

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The cave is filled with spiders, which aren't a problem, and spider webs, which are. Each time you, or a party member, steps into a web, there is a possibility that they will get stuck in it. It is likely that the chance is determined by the character's Dexterity.

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If you equip a torch, it will automatically light. (A)ttacking a web with a torch will light the entire section of webs on fire, burning all webs in the group that are touching the one that's destroyed. Alternatively, (U)sing a bucket of tar on a web will do the same thing, but will leave behind a pillar of fire. A bucket of tar only has 10 uses before it's empty, though, so keep that in mind. 

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Krukk's shield is in the northern-most section of the cave, in the corner on the left-hand side. Keep moving north and burning webs until you find it. Be warned, there is an entrance to the myrmidex caves here, and they will often appear to attack anything (you or the spiders) in sight.

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Before leaving the cave, work to the very southern section to find the body of an unknown modern explorer under some webs. Whoever they were, they had a camera, a modern rifle, and 4 bullets left when they died. It's up to you if it's worth grabbing it.

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Once you have the shield, and possibly the rifle, exit the cave and return to Grugorr. He will ask if you have the shield. Tell him yes and you will earn his respect and the support of his tribe, even though it means his son truly is dead.

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Jukari Tribe

You will need the fire extinguisher to complete this task

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The second tribe you have not interacted with, assuming you used the above walkthrough, is the Jukari. They are located in the south-eastern corner of the valley, just to the west of the great lava flows. To get to them, head south out of the Nahuatla city until the road ends, then continue south, and a little east.

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The new chief of the Jukari, Jumu, has been in charge for less than a week before your arrival to the valley. His father, as well as the previous shaman, were both killed when the volcano erupted, leaving him in charge of both the physical and spiritual needs of the people until a replacement shaman has been found.

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To get him to unite, Jumu will tell you that he needs a Sacred Hide that is passed down from one shaman to the next so that he can get someone new into the position. However, the cave in which the Sacred Hide is stored is located far to the east, and is completely inaccessible because of the lava.

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Head to the east out of the village until you get to the lava, then head south until you reach the hills/cliffs. Follow along the cliffs to the east, winding around them. At some point, you will come to a place where the lava flows directly into the cliffs, blocking your path (this happens twice). (U)se your fire extinguisher on the lava in front of you to solidify it and create a space you can walk on. Use this method to continue until you find the cave with the Sacred Hide. The fire extinguisher never runs out, so you won't be in danger of getting stranded.

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The cave is just after the second flow of lava blocking your path. Inside of the cave there are a lot of gemstones (that can be ignored), some totems (that aren't useful), and the hide. (G)et the hide, and retrace your steps. Sometimes there's a bear in the cave, but it's rare.

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Follow your way back along the cliffs until you reach the Jukari village, then talk to Jumu again. If you have the hide, he'll take it from you and accept the idea of joining the other tribes.

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Kurak Tribe

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This is one of the three easiest tribes to unite, simply because it must be done in order to progress through the story, and it's the first quest in the game  you're given.

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Rescue Aiela (Part One of the Walkthrough), and Aloron will happily join in the fight against the myrmidex.

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Nahuatla Tribe

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Another "easy" tribe to unite. To get the Nahuatla to join you, you must remove the glow that surrounds Huitlapacti so that the original king, Moctapotl can retake his throne. In other words, complete Part Two of the walkthrough.

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Speak to Moctapotl in the throne room after he is restored to power and he will bring the warriors of Tichticatl when you call for them.

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Pindiro Tribe

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This one is literally the easiest tribe to unite. The Pindiro were recently run out of their ancestral home by the myrmidex. To get them to join you, simply ask their chief, Inara, to unite. She'll laugh at you at first, and then accept. No task required. You do, however, still have to speak with her before you start banging on the drum, or the game won't realize you already completed the task.

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Sakkhra Tribe

You need at least 1 grenade or 1 gas canister to complete this task

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The Sakkhra are the descendants of the Kotl, and they are a proud warrior race. Their mightiest warrior, Kysstaa, will join you on your quest if you have room for him, and if you ask him to. However, despite their reptilian appearance, they are fully vegetarian.

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To get to them, go to the Barrab Tribe to the southwest, then head west along the river/lake until you find a set of cliffs. Just to the north there are two double-sets of stairs leading up to the top of the cliffs. The cliffs hold a series of caves that the Sakkhra live in. The best one to go into is the far-western one, which is just above a teleporter pad. But any entrance will work.

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If you (T)alk to their chief, Sysskarr, about uniting, he will tell you that their orchard has been overrun by a tyrannosaurus named Thunderer. They will happily join the cause if you will kill Thunderer and give them access back to their food.

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To walk there, leave the caves and go back down the double-staircase. Then, follow the cliffs to the north, then east, then south a bit. At some point you will come across some vines you can climb. Even though that is where the game expects you to go, I do not suggest going that way, as it can cause a game-ending glitch. Instead, keep following the cliffs until you find the orchard. It will have fruit trees just like the ones from the Kotl city, and a lot of bones/blood strewn around.

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In the orchard, hug the cliff and move north, then east again. You will see Thunderer just hanging out against the cliff. More importantly, you will see a boulder sitting just above him. Equip either a grenade or a gas canister, and (A)ttack the space to the top-left of the boulder. This will drop the boulder diagonally into Thunderer's head, killing it. If you drop the explosive in the empty space that it's "supposed" to go, you will get the "Gold Falls" glitch found in the Glitches Section.

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Once Thunderer is dead, go back to Sysskarr and let him know they are able to eat again.

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Urali Tribe

You will need 1 magnesium strip, OR 1 camera to complete this task. It is recommended you have at least 1 turtle food per party member.

9 magnesium strips can be found in Rafkin's lab, as can 1 camera. Jimmy starts with a second camera, and a third can be found in some webs on the southern wall of the spider cave.

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This one is difficult, and it is actually recommended that you complete it at the same time that you rescue Aiela, just so you don't have to go back. However, if you followed this walkthrough to the letter, you need to go back.

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Use the same process as before (find the cave that leads to the swamp, use turtle food to get around the tyrannosaur guard), and then speak to Wamap again and ask him to unite. He will say there were two things he needed done. The first was killing Darden, which you've already done. The second is to rescue Fabozz, the spirit of the people.

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Fabozz is being kept inside a dark cave to the north. Follow the water north until you hit cliffs, then go into the cave there. You're going to be poisoned. Almost everything in the cave uses poison of some kind. Make your way to the open room, then head to the right, and a little down, until you find the statue of Fabozz.

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(T)alk to Fabozz to hear the spirit complaining about how the cave is too dark, and it wants to see the light of day again. This is the only hint the game gives you that you need to create a flash of light as bright as day. (U)se either a magnesium strip or a camera to create that flash. You'll be given a cutscene that has Fabozz ordering all Urali warriors to stand down and not attack you, that you are a friend to the Urali. Every warrior will listen to that, except the ones already on your screen. They'll keep attacking. More importantly, Fabozz orders the tyrannosaurus to stand down. You can walk past it freely as many times as you want now, and it will not attack you.

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If you do this quest before rescuing Aiela, the guards around her cage will not attack you, even when Darden comes (though they won't attack him, either).

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Once Fabozz is restored and Darden is dead, Wamap will agree to bring his men when you call for them.

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Yolaru Tribe

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The Yolaru chief, Apaton, has very little to say, instead waiting for you to do the talking. If you ask him to unite, he will flat out ask you why (unlike other chiefs who just think about it). You can answer anything, but if you say it's because of the myrmidex, he agrees that they might be a big enough threat to warrant uniting.

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His main concern is that the Yolaru recently lost their weapon maker, and so their weapons are not of a high enough quality to meet his satisfaction. If you would collet 10 obsidian swords from the Nahuatla, and bring them to him, he would be willing to join up. That way his men won't have to rely on inferior weaponry.

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There are three ways to get the 10 obsidian swords, Trade, Steal, or Murder:

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Trade: Visit the trader in the middle of Tichticatl and pay her 3 emeralds per sword (costs 30 emeralds total).

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Steal: The weapon shop has 3 swords, the prison has 3 more, and the palace has 4. Just walk up and grab them. There's no honor system, so no one will care.

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Murder: Every male guard in the city has a sword. Find and kill 10 of them for funsies, and then (L)ook at their corpses to collect the weapons you need.

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Once you have 10 obsidian swords (all held by one person, by the way), return to Apaton, ask him to unite again, and then tell him that yes, you have the weapons. If you somehow have less than 10, he will take the ones you bring him, and then tell you you didn't bring enough. You have to get another set of 10, not just the ones you were missing.

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Once he has his swords, Apaton will bring his men to fight for you at the end.

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This ends Part Three.

Part Four: The Great Drum and the War

You need a sabertooth tiger hide to complete this part

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After all of the tribes have agreed to unite, it is time to figure out how to bring them together. Thankfully, there is someone out there who can tell you exactly how to do that (you may have already met her): A Yolaru woman named Sharee. She is the best friend of Aiela, and can be found in one of three places:

1. Just outside the Kurak village, on the road.

2. Inside of the Yolaru village, around the campfire or in the southern-most hut.

3. On the road south of the Yolaru village, on the way to the stone city of the Nahuatla.

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Once you find her, (T)alk to her about the myrmidex and uniting the tribes (because she can be found long before you rescue Johann, you may have already discovered the secret of uniting the tribes before now). She will ask you if you have heard the story of Oloro-of-no-Tribe. Tell her you'd like to hear the story, and she will explain that the tribes have been united once before, long ago, when a man from no tribe performed tasks for the chiefs (much like you already did). To summon them together, he built a great drum on top of a hill, now called Drum Hill. She is sure that if you build a new drum on the hill, the chiefs will have to respect it, as they all know the story. Drum Hill is located between the Yolaru village and the Nahuatla city. The road will fork on the way between them, and the hill is off to the west along the fork.

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When you get there, you will find a fairly empty hill with just a couple of staircases and a man dressed as a shaman standing on top. (T)alk to him to find he is a former shaman from the Disquiqui Tribe named Tuomaxx, and that he, like Topuru, got into a magical duel with Balakai and had his mind "stolen" and put into a blue stone. However, unlike Topuru, Tuomaxx is very happy being "mindless." It has allowed him to embrace his new passion of building drums. That worked out well for you.

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Ask him about building a drum, and then as he asks what size you want, ask for the largest size each time, ending with biggest. He's programmed to give you two larger sizes each time, and you cannot simply start the conversation by saying biggest. Once you get through his prompts, he will say that he needs a hide to make the drum. If you ask him about the hide, he will think there is danger nearby and you're telling him to go into hiding. Keep in mind, he has "no" brain, and is based off of Curley from The Three Stooges.

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What he needs is a sabertooth tiger hide. There are dozens of them spread throughout the land, in rooms, on floors, on the backs of living and dead sabertooths (just (U)se a knife on a dead one to get the hide). Any of them will work.

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Return to and (T)alk to Tuomaxx again when you have a hide, and ask him about the drum again. He'll check out the hide you brought, tell you it's good, and then will build the drum behind him.

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When you're ready, (U)se the drum to show a cutscene and begin the final portion of the game.

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You will be immediately transported to the myrmidex caves, and will be in a fight with some of the ant warriors. Kill them, then check your inventory so that you can see the Strange Device and the direction in which the orange glow is facing (should be to the northwest).

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DO NOT EXIT THE MYRMIDEX CAVES AT THIS POINT. IT WILL CAUSE A GLITCH THAT WILL BREAK THE GAME.

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As you move through the caves, the light on the strange device will face toward the corrupted moonstone that Dr. Johann wants you to destroy. Any time the caves branch off, just keep going in the direction of the light. The myrmidex queen is standing in front of the corrupted moonstone, so the second task (killing her) is required just to get to the first task (destroying the stone).

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There will be a number of small fights along the way, but if you collected black staffs and Kotl shields, as well as a modern rifle or two, you'll have no problem with the endgame here. In fact, it's a little too easy.

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Just outside of the myrmidex queen's hideout is a myrmidex named Xyxxxtl, who is the only myrmidex besides the queen who can talk. However, he looks exactly like all the others, so it's easy to kill him before realizing he's there (he also attacks you on sight anyway).

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In any case, kill the queen (talk to her if you want), and then (A)ttack the corrupted moonstone behind her until it explodes. Using a rifle is recommended if you're low on hit points. It would be terrible to die right before beating the game.

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When the stone is destroyed, the end credits begin rolling, talking about the great victory, the swearing of peace in the land, and your return home to the normal world. At the very end, the spirit of Lord British lets you know how many days passed while you were on your adventure.

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But I won't spoil the rest. So, that is where Part Four, and the game, ends.

The Faster Way

Although Part One must be completed before doing Part Two (Aiela needs to be rescued to get the gem to open up the Kotl city, Part Three can be done at any time. In fact, most people typically do Part Three early because they find Sharee and learn about uniting long before going through the city of Kotl. The above walkthrough was simply done in the order that the developers seemed to want people to do it in.

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The faster way is to do Part Three while doing Part One. Any time you're in a new city, ask what their chief wants in order to join the war against the myrmidex. Especially in the Urali tribe, it's good to do the Part Three part at the same time as the Part One part so that you don't have to return to the village.

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It is possible to get Aiela almost immediately by going to the lab first, for all the key items, and then the Disquiqui to get the plachta and a spear. Use a Spear of Shamp on the Disquiqui threat, Sharptooth, and then keep the other jug of plachta. Run directly to the Urali tribe​ and create a second Spear of Shamp. Save outside the tyrannosaurus. With just you and Triolo, knock out the tyrannosaurus with the spear and run like mad to the other side before he gets up. Very rarely the dino wakes up before you get to the other side, though, so be careful.

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Then go north and free Fabozz before going back to the south to free Aiela. With that out of the way, you can do the rest in any order, saving the Kotl city for last. Since there's no reason to go there more than once, heading to the Hakkur and Jukari tribes next makes sense. Immediately after shutting down the Kotl city, you can hit the drum (which could also be made at any time) and go into the final fight.

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