-Notes:
1- The Entrance
2 - Green Statue
3 - Switch
4 - Yellow Block
5 - Swamp Boots
6 - Crushing Walls
7 - Switch
9 - Jumping Room, Green Block
10 - Red Statue
11 - Red Block
12 - Blue Statue
13 - Yellow Statue
14 - Attractor Ball
15 - Blue Block
16 - Glyph Room
17 - Chest
18 - Purple Statue
19 - Teleporter
-The Glyph (16)
It's at the base of the Column in the room with the Wyrmguard.
Go swimming around to the rear of the column and you will
find an entrance. Leave Hythloth and finish up.
-The jumping room. (9)
C1 |
C2 |
C3 |
C4 |
B1 |
B2 |
B3 |
B4 |
A1 |
A2 |
A3 |
A4 |
Jump:
A1, B1, C2, B3, B4, C3 D1, G
-I found a Chrystal Ball in a room
(14, 15)across from another room with iron gates... what does
it do?
There is a switch on the far side, it activates the globe
as a magnet. The key in the other room will slide towards
you.
-Ive gone down a well in Magencia,
there are bubbles that allow me to stay alive in front of
a locked gate. How the hell do you get past the gate?
Are you talking about the pipe in the water near the shrine?
Go in it... Just as the screen does a transition (like a new
level is being loaded) Look up, there will be a tunnel that
will take you into the rear end of Hythloth Dungeon.
-HOW TO GET OUT OF HYTHLOTH?
For all those frustrated with Hythloth just past the part
with the transparent walls (19), you come to a room to the
left with a teleporter. Further on there's a setup with a
bunch a valves that turn on lights and you have to get all
of them on at once.
Thru there there's a room you have
to jump down into with a fountain straight out a Alice in
wonderland. Drink from it and you are the mini-avatar.
Go thru the little sewer and turn the
knob. Now if you're lucky to make it out of there after the
place floods. You now get to make your way back thru what
I call Ripley's House of Believe It or Not! Because water
will be on ceilings turned sideways and the likes. It was
extremely confusing and EXTREMELY NOT NECESSARY!!!!
All you have to do to get out of that
blasted dungeon is back at the teleporter (19). Everything
else I talked about was useless, and save yourself the pain.
Once your teleported dive into the water and swim thru the
hole. Now you will see a portcullis in one direction. Don't
go this way, go the other way. Keep going till you see the
screen jump (like you're going out of a dungeon) You will
hear differnt music too. Look up at the ceiling and there's
a hole up there. It leads straight back to the Shrine of Humility.
-Hythloth is a somewhat tricky dungeon,
but like most of the dungeons, it's actually a two-part deal.
You can slide through it, get the Glyph (16) and get out,
or you can go on to solve several other puzzles. First off,
MAP! You'll find yourself scratching your head at several
places and wondering "Now where did I see that?", especially
as you do the statues and bases problems. Pay attention to
your compass; some problems noted below rely on it.
Second, get the swamp boots (5) as
soon as possible. Otherwise, you'll run out of cure potions.
The swamp boots are over in a large, muck-laden room just
to the west of the first intersection (as you've come up the
stairs from the underground river (1), where you were teleported
after Ambrosia). You'll need to dive in and get poisoned,
and swim over to the far southwest side of the room (you can
see it to your left as you enter) -- there's a chest on a
ledge, with swamp boots. Once you have these, you won't get
poisoned by swimming around the rest of the dungeon.
Third, the stone spell is your friend.
You can hotlink it to your toolbar and use it to kill wall-climbing
spiders or those nasty carnivorous fish that always seem to
show up at the worst time. If you see fish in the water, try
killing them with your stone spell before you dive in. The
first chunk of the dungeon is fairly straightforward: you
must find four colored statues and match them with their colored
bases. Along the way you'll pull some levers and the like
to open various gates, but the statues are key. They're hidden
in various places, so you'll have to dive in and swim a lot.
Learn to use your camera -- instructions are in the back of
your installation guide -- so that you can zoom in/out as
needed to make things easier.
The statues are underwater in a room,
in a chest, in a gated passageway, and in a water-filled hole
under a spiderweb, respectively. Don't forget to get the Glyph
before you leave this chunk of the dungeon -- it's underwater
behind the column.
Once you get through the four gates
of the statues, you'll wind up in a semi-translucent area
(17)where you can see through the crystal walls to the sea
outside. Just run around a little and you'll find various
keys and little bits of treasure. At the end of one hall is
a small box on the right-hand wall at about head level; open
it and pull the lever to make the wall disappear. By this
point, you should've found a teleporter (19) that will take
you to a ledge over a water-filled passage; that passage will
leave Hythloth right next to the Shrine of Humility.
If you got the Sigil from Katrina,
you can just finish that right up, right now -- not a bad
idea, since it'll give you an advance and open up second circle
spells.
But then you can go back in . . . You
may have a purple statue, about which you're wondering. The
trick is in a large set of interlocking passages with valve
wheels on the walls, which operate various ambient lights.
You must turn the wheels in a special combination to get all
of the lights on in order to open the gate to the north. This
is tough, since some valves will turn off others -- and any
time that a valve turns off another light, it turns off its
own, too.
Basically, you must get the right combination
of valve turns to get through!
Valve #1 is the one on the south side of the northwest stone
block (you know, the wall section dividing up this room into
corridors).
#2, north side of the southeast block;
Valve #3 is south wall, southwest corner;
#4, north wall, northeast corner;
Valve #5 is the one on the north wall of the northwest corner.
#6, south wall, southeast corner;
#7, east wall, southeast corner;
#8, west wall, southwest corner.
From there, you'll enter a series of
passages that will take you to the purple block, the blue
block, the blue statue, and several other minor puzzles. The
kicker is getting past the light-valve room.
-General Hythloth Help
1.) The colored statues (2, 10 ,12, 13, 18) you find are supposed
to be put on the colored platforms ( 4,
9, 11, 15).
2.) Have light with you at all times. Without it, you're going
to have a lot of difficulty seeing half the valves and buttons
you're supposed to see.
3.) Just because you flip a lever in one room doesn't mean
it will do something in that room.
4.) Explore every room. Especially ones with poisonous swamps
and long dark rooms with a lot a water and pirana fish.
5.) The entrance to the column is easy to find. It's as easy
as swimming. Trust me, you don't have to do anything special
to get inside.
6.) When you turn a valve, generally the water level in the
room is affected. Could go down, could go up. Whatever it
is, its going to be useful. But remember, it's timed.
-More Hythloth
Okay... Hythloth's second half is surprisingly, mostly just
a runaround. You will gain nothing except some potions and
extraneous unnecessary equipment running the full thing. If
you don't feel like it, just jump on the teleporter that is
just inside the cavern and head back to the surface.
There are four statues in the second
part of Hythloth: Purple, Blue, Orange, and Rust (for lack
of a better description, it's more reddish than the orange
is.) The purple one is in a chest in the 'glass hallways'
(18) you start in.
Here is a mostly complete walk-thru.
My apologies for my lack of compass directions! I really should
draw a map:
- Go through the glass hallways until
you find the chest that isn't locked.(purple statue) (18)
- Go around that room in the corridors
to get the key for the other chest. This chest has a winch
and handle which opens the gate to Hythloth part two proper.
- To your immediate left is the quick
exit. Turning the winch here nets you a key, which unlocks
a box at the end of the corridor with a handle that opens
the corridor.
- To your right is a room with the
orange pedestal. You won't be coming back here until the end.
- Right before the box is another chamber
on your left. Again, you don't need to come back here until
the end. (Note: There are a lot of reagents in the second
half of Hythloth, which is a good reason to run through these
areas.)
- The next chamber is divided by four
large divider walls, and has two gates leading out. By turning
valves on the walls, you activate red and white lights in
the chambers. If you don't hear a slamming sound, the lights
turned off. A particular sequence is needed to turn all of
them on, at which point both gates will open. (This puzzle
is very perplexing and frustrating, since it has no explanation
and is fairly enigmatic.)
- The left side gate leads you to the
Rust Pedestal room. On the other side is a half-flooded U-Corridor
in which a predator fish swims. Follow it up the the next
chamber.
- The first thing you'll notice upon
entering this chamber is a funny sound, like a balloon losing
air, or a goblin with some serious gas problems. It may take
a moment to realize that you've shrunk! (Aka Alice in Wonderland?)
You're standing on a bridge in a large chamber with a floor
and tunnel below. A birdbath underneath the bridge is what
does the shrinking. Inside the conduit tunnel is a valve,
which floods the room with water and releases several predator
fish. Quickly swim out and up, taking care to exit the room
to reverse the shrinking. (Otherwise your arrows take awhile
to kill the fish.)
- As you go back, you'll notice the
U-Corridor is flooded entirely. This allows you to go up into
another chamber above that was inaccessible before. DO NOT
LEAVE THIS AREA UNTIL YOU HAVE THE BLUE STATUE AND HAVE RAISED
THE GATE USING THE WINCH. After you have left this area will
no longer be accessible.
- After you've run along the next corridor
you will find yourself in a large room with various floating
stone blocks. Turn the valves to move the blocks. Another
valve is against the central part of the room on your right,
so move the blocks to reach there first. That valve will put
a block in place to the exit. Then make your path. Be sure
to jump down to the floor and grab the broadsword on the skeleton,
it's an excellent weapon. (Even better than the flaming sword
and Shepherd's Crook!)
- You'll eventually find a closed gate
and another chamber with a well. Jump down. Spiders will fall
down after you, so quickly move forward then turn around to
dispatch them. Follow the corridor.
- The Winch room. If you are watching
carefully (I missed it the first time and had to reload) you'll
see a dark blue statue stuck over in the right corner of the
room. Then turn the winch to open the gate back to the upper
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