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Walkthroughs of Dark Heart of Uukrul

Dark Heart of Uukrul Walkthroughs

Dark Heart of Uukrul

The land of Eriosthe is being threatened by the evil
magician, Uukrul who was once of the Ancient. Therty led by
the brave Mara is rumoured to be slaughtered during their mission
to eliminate Uukrul. Mara is captured and imprisoned in Chaos,
the jail of Uukrul. Yourrty is chosen to infiltrate Eriosthe
and find a way to destroy Uukrul and rescue Mara. Yourrty will
need to search for clues and solve puzzles during game play.

Character Development


Fighter and ladin will gain levels much faster
initially in the game as the priest and magician will not be very
powerful at low level. Fighter andladin can wear the heaviest
armor and wield the most powerful sword. At highest level, they
can do 200-300 demage points depending on the weapons used.
Paladins can lay their hand on enemy to demage them or heal your


Priest should try to invoke prayers as soon as possible.
The priest will need to go to temple if he thinks he is qualified
for a better ring. Gaining levels will usually rewards the priest
with one or two rings. However, if the priest will have a better
chance of getting a higher ring if he is able to invoke the
prayers of the gods successfully.

The prayers to Ufthu are useful during combat. RALKOR
will send an arrow to strike the strongest opponent. KARNH will
heavily injure monsters adjacent to the priest. DROM will give
strength to yourrty so that they cause more demage. IDRIS is
very demaging to all undead creatures present. THOL will make
your opponents less effective in combat.

Prayers to Drutho are useful in dungeon exploring. UMESH
will attempts to translate the script on the wall. HOYAMOQ will
try to force the secret door open, usually a few prayer is
required before the door is opened. TAPU will reduce demage done
to the rty in dangerous area. BYNDU is the prayer with no
arent purpose. MORPETH will help to reduce encounters when
exploring. BELAMOQ is the most powerful door opening prayer, no
secret door could withstand its power if successfully invoked.
However, it is usually not answered and cost a great amount of
virtue points.

Prayers to Gothur are for healing purposes. SIRDHE is the
basic healing prayer, it will heal a certain amount of wounds
from each character. HOLNAK will increase your fighting power.
ELIS will heal completely the character with the lowest hit
points. TELIS will heal therty completely, but it is only
answered at an altar. BEYONG will remove poison and plague from
therty. Usually answered in a sanctuary.

Prayers to Fshofth is necessary under certain situation.
NULAMIR will attempts to silent the enemies. TULAR is only
answered at an altar. If successfully invoked, it will increase
the rty's food by 200 units. RULASAIR is similar to TULAR but
can be cast anywhere, however the increase is only 100 units and
is more draining than TULAR. EMANUI is usually answered in a
santuary, it give growing health. KUURAOTH is only needed to wake
up the dark vision from the mirror that can tell the future of
Eriosthe. LAIRIAN is needed to light the beacon.


Magician gain rings depending on their frequent usage of
spells from articular discipline. For example, if you use fire
spells frequently, then you will get the next higher ring of fire
earlier than the other rings. Generally speaking, you will gain
one or two rings everytime you gain level.

The effects of the crystal spells are not given in the
manual but you can learn about them by casting CYQIEQARAQK, the
tome of the Seer.

The Tome of the Seer

The great mystic Cyqie harnessed his own soul to create
the spell which destroyed him. CYQIEKUN shall draw forth flames
of the hell in which he is now imprisoned. So perish all who
outreach their station.

Range: 3 by 3 radius from the caster.

Your mirror may scry visions of the future, your globe
may show thest, but you are now, and forever slave to the

The great mystic Cyqie created the spell of ceaseless
healing. CYQIETUR shall form a pure blue globe. Those within
shall be contiually refreshed and restored.

The halls of the greatlace, which once thronged with
life, are silent now. Adron, why did you not smite the darkness?
But the beacon remains, and the darkness shall be swallowed by
its light.

One from thest shall return. One who is captive shall
be freed. One who is once of the light shall be returned to the
greatest light.

QADIOS is a mighty spell. It forms around those of pure
heart the womb of infinity safety. Focus your minds on great
things and no harm mayss.

The obsidian crystal survives in a solamn artifact. The
hammer lies broken, yet it shall break the darkness.

Behold the greatest of spells. MUZAQ shall call forth a
black trumpet, when the trumpet sounds, the cries of all the
damned souls in hell shall burst forth in a maelstorm of

Effect: wipe out all enemies.

The kauri plaque is broken, the waking vision now sleeps.
Areth: you will never rule.

Behold the mirror that foretells the future. Pray that
the dark tower may crumble. Prayer that the vision can be
disspelled. The dark heart of Uukrul must be shattered, it has
been foretold.

General hints

At low levels (1-6), therty will not be able to fight
very well. If you find that yourrty is taking a lots of
punishment, try to let them gain higher level before proceeding.
Healing spells and prayers are important, so ensure that you can
cast/invoke them. Don't proceed further if you find that you are
having little virtue/psychic points but head straight for the
nearest sanctuary and rest. When you have reach level 10 or more,
only the strongest opponents will be able to hurt you. At this
stage, much time is spent solving puzzles rather than fighting.
The maximium level possible is 15, at this level, the magician
and priest will have all their rings complete and will no longer
need to worry about combats.

When you find a key in a certain level, it will usually
unlock a grate somewhere on that level. You will not be allow to
drop it before it unlock anything. If your character carry too
many keys in his bacck, he might not be able unlock the grate
even though he is carrying the correct key. If possible, don't
let any character carry too many keys. So it is advisable to
store the key in the cache in the sanctuaries after it was used.

Resting in higher levels sanctuaries will heal the rty
much faster. So, always teleport to the last sanctuary you found
before resting.

Before you can invoke the prayer TULAR successfully, you
will need to buy food rations from the supply shop. Once you have
learn to invoke it, rest in sanctuary to reach full virtue points
and then go to the altars to invoke it. When travelling long
distance, make sure that you have at least 2000-5000 units of

If you cannot find a way to open any secret door, try
ALTIS, HOYAMOQ or BELAMOQ if possible. This situation usually
occurs when you need to speak a certain word to open the door.
The words needed is usually the answer to a riddle or a ssword
found somewhere.

Teleporters are only active after you have find it. If
you know its name but have never been to it, then you can't go

Before you can cast the spell REAAM to identify your
items. Go to Sagaris and ask him to identify it for you. If the
properties of any items is unknown, a visit to Sagaris is usually

Searching will reveal most secret doors. However, at
higher areas, you will need to cast the spell TALIS to reveal
secret doors.

ŠThe Sanctuaries

URTAS - Sanctuary of the Ancients

There is nothing much here, except that it give you a
feel of the mapping feature. A certainrt here is not allow to
be mapped and there are some spinner traps that spin your rty
when you stepped on them. The savage wolf at that level will
gives yourrty a subtantial amount of punishment, but if you
cast SHUM regularly, you should have no problem. A vision of Mara
shows up briefly to tell you to find the frozen hearts.

URLASAR - Sanctuary of the Village

Initially, you will come across a figure in robe, if you
don't want to fight with him, offer him money. If you choose to
fight with him, you will take a great deal of demage but winning
this combat will allows you to gain a lot of experiences.

This area consist of most of the places you will need to
visit often throughout the game.

The supply shop provides all the necessary items needed
in the game, you can sell items if you need money, or buy better
equipments when you have the cash. It will take sometime before
you can get hold of all the goodies in the shop. Unidentified
items are usually sold at a lower price, so try to identify them
before you sell them.

Directly behind the shop is a forge for you to rir
your broken weapons. However, most wooden/magical weapon cannot
be reforged. So take care of your magical weapons.

To the east is a hospice for you to heal or cure your
party. The price requested is reasonable, soy for healing if
you need a quick heal instead of wasting food resting in the

Behind the hospice is a guild for you to recuit/meet
people who are eager to join your rty. If your character
happened to be killed and not resurrected, you will be allow to
choose a successor. The 3 persons presented will probably be
cotible to the dead character. When you need to choose a
successor, consider the choice carefully, you might get a higher
level character or one which is lower.

Beside the guild is the mausoleum which will resurrect
your characters if they were killed. However resurrection usually
lower your characters experience points and sometimes attributes
and the amount of money requested is proportional to the level of
the deceased.

There is a teleporter BORASAL nearby, so that you can
come here easily.

There is also the hall of temples where your find the
temples of the four gods. You will need to go to the individual
god's temple if you want to gain a more powerful ring from the
god. The teleporter here is BORAMIS.

When you go lower, you will find the Circle of Magician.
Your magician will be able to gain better rings if he is
qualified. The teleporter to here is ALARIQ. There are messages
on the walls telling you where to find the 8 frozen hearts.




Going back to the hall of temple, there is a place full
of undead creatures as indicate by a skeleton on a certain map.
The battle there is tough when therty is at low levels, and
hidden inside this place is a chrome key. This key unlocks the
grate to the north of the teleportor BORASAL. Behind the grate is
a place full of poisonous gases and air. This locations are
marked with a 'X' on the map. If you step on them, your rty
will receive a lot of demage. At the point just before you step
into the poisonous gases, there is a secret door to the north.
Search for it, and try to open it. Behind the door is a stone

URMOR - Sanctuary of the Deepening Night

You will have a lots of encounters in this area. However,
you will be able to gain a few levels if you fight well. You will
find a few keys and unlock a few grates. Follow the map and
eventually you will find a vision of Mara. Heed what she says.
After searching for a while, you will find a old man who ask you
to do something for him. He will want the priest to go to a pool
of testing to get a black rod. Say yes to him, and he will then
reveals himself as Sagaris the Sage. He will identify items for a
fee. The teleporter to here is SAGARIS. The fee is dependent on
its value, important or enchanted items usually cost much more.
However, identified items can be sold at a higher price at the
supply shop.

URLUSAM - Sanctuaries of High Vault Ceilings

The battle in this area is quite tough. Because the
caverns is very long, and therty can hardly survive till they
reach the next santuaries at the eastern side. The most dangerous
opponents are the black orcs. The fighter andladin are unable
to hit them and they have a lot of hit points. The black orcs hit
are usually critical.



Search for the pool of testing on the map. You will need
faith to open the secret door leading to the pool. Only the
priest can get inside the pool to get the black rod. After
getting the rod, Sagaris appears and took it, and as a reward, he
drop a wand of potency. This wand can be used to translate
inscriptions. Use it wisely as it has limited charges.

There are lots of secret doors along the caverns, most of
them yield a cache of money. Head east to find the next

URRAN - Sanctuaries Beyond Reason

This is a horrible place, the coss is not working
properly, and thessages twist among themselves. Therty is
teleported all over the place. Follow the map to find the room
marked with 'X' all over the place. You might be killed/injured
if you step on them. Follow theths on the map to clear the
room. The teleporter MELAS is found in the room and there is a
medal of escape in a box. It will allow therty to return to
this place when it is rubbed. Everytime a new sanctuary is found,
you can find a medal here, so there are a total of 13 medals. Use
them wisely, since there are places where you can return only by
the medal or starve/frozen to death. Each time the medal is
rubbed, it will be gone forever and you will need to get another
one from here if it is available.

The scrying mirror is buried with the bold defender of
light, Kiriya. The mirror can be used to see the future of your
party. It will show what might happened to yourrty at the next
sanctuary. So use it everytime you have reach a new sanctuary.

URSHAS - Santuary of the Dragon

The mirror at the northern end of the diamond foretell
the future of Eriosthe. It can be awaken by your priest, invoke
the prayer KUURAOTH to do that. Take the Areth's plague and
inspect it, it contains an important clue.

At the middle of the diamond is two pits leading
downwards. Thessages below formed a crossword puzzle. There
are messages on the floor and directly opposite the message is a
secret door. If you answer the right answer to the message, the
door will open.

The messages are as follows:

1. weak loud backward liar
2. within or inside itself
3. sounds like bread is being made, want some?
4. mythical monsters become tiresome
5. the infinite ethereal plane contains many small bones
6. sing out, but keep your mouth closed
7. the avenger is moved to carve two points where the dead lie
8. a keen joiny
9. the tree before and after the fire
10. conditions important when walking less than twelves inches
11. gives up a short recess to get a word in
12. covered with cold wet spikes

The correct crossword is as follows:


Behind the secret door is a set of codes consisting of
squares and diamonds. Arrange them in order, i.e. from 1 to 12.
Where diamonds outnumber squares use top symbol - converse use
lower. After getting the codes, go to the southern end of the
diamond. You will find a mechanism which have 2 buttons: square
and diamond. Enter the code you have learned and you will find
yourself inside a room. Kill the ice dragon inside and get the
stone heart. The chalice can be sold for quite a high price.

UREAL - Santuary of Twisted Paths

This level is basically a setup by Uukrul to test your
potentials. Pull the chains near the grate to open the grate.

When you havessed, Uukrul will close it behind you.
You are supposed to find your way out of these twistedths. At
the end of theths is three test put up by Uukrul. Clearing any
one of these tests will allow you to getst to the next area.
However, if you opt to retreat, go back to the grate. Uukrul will
open the grate if you responded correctly.

First Test:

Find four keys to open four grates to getss. By taking
note of the four fragments of maps found and then placing them on
on top of each other, a drawing is formed with some letters on
it. The meaning is difficult to guess, but on close examination,
it actually means something quite simple. The message behind it

Cast the spell TALIS whenever you are at a place which
resemble a U. And you will find a secret door to the key you
need. Check the maps to learn their locations.

Second Test:

A secret door lies infront of you. You need to speak a
word to open it. Since no clue is given whatsoever, the only
reasonable answer is the word "WORD" itself. So, speak it and the
door is opened. This is the easiest test but can be quite tough
if you think in the wrong direction.

Third Test:

You are supposed to fight the minions of Uukrul. If you
manage to clear them, you will come to a secret door that is
easily opened.

There are three fights. The first involves three
organisms that like to spit acid and poison at yourrty. They
have relatively high hit points and are difficult to be killed.
The second battle consist of four trolls. They can stretch time
by their own wish so as to slow down yourrty. They are much
easier opponents cored to the organisms, but beware, they hit
hard. The last room is guarded by two fire spirits. They like to
breathe fire at therty and do a lot of demage. If your level
is low, there is only a slim chance of successfully hitting them.
To defeat them is almost impossible unless you are powerful

Don't forget about this place when you have clear it.
Always return to go for the third test. Fight here to gain
experiences. When you find that you have suffered a great deal of
demage, turn back and use the other two ways to return to the
sanctuary URTEHLN. Train here until you can easily ssed the
third test. Only then you are prred for what lies ahead of

After ssing the test, you will find a urn in an area
protected by alot of shifting walls. Enter the combinations:

^ v ^ ^ ^ v v ^
1 2 3 4 5 6 7 8

^ - lever up
v - lever down

and walk along theths indicated on the map. You will find an
urn. The dark heart of Uukrul is hidden inside. Insert the stone
hearts you have found into it. You will need six hearts to get
the dark heart. So, return here everytime a new heart is found.

URTEHLN - Sanctuary Beneath the Pyramid

4 cards, 4 stops, 4 keys, 4 locks, 1 final door and 1
stone heart, 1 final card before you drt.

This place consists of six levels. The number of magic
card your magician carries will determine which levels yourrty
will be teleported when you step into the elevator. And at
anytime, waving the card will bring you to the teleporter.

The first card is found behind a secret door at level 1.
Give the card to your magician, and then goto the next level.

Level 2 is an area of torture, beware of the black
circle, it might decrease your attributes permanently. There are
4 rooms in the four direction. Just go to the eastern room and
you will find four rooms. Press the buttons to reach different
places. Keep doing so until you have found 4 keys and 1 card.
Goto level 3 when you find the card.

The third level is easy, simply go to the 4 corners and
select the unlock function if it is not demaged. After that,
activate it to reach level 4.

Those grates that are still not unlocked can be unlocked
by the 4 keys you found. Look around this place until you find 2
cards and Nalusi. Nalusi will give you a stone heart before he
die. There is a bone of cursing which can be use in combat, wave
it for it to take effect.

Give 4 cards to the magician to reach level 5. There is a
secret door to the west. Get the card.

Give 5 cards to your magician and travel to level 6. To
the west is a secret door that hide a war shield which you can
give to your fighterladin.

Head east to find the next sanctuary. Along the way, you
will fight some monks and find a globe of blood. This globe can
be used to see thest, but you need to wait sometime before you
can use it again. Use it regularly as it give hints as to what is
happening in thest.

URZHUT - Sanctuary of the Great Engineer

This area stretch over a large distance, so make sure you
have enough rations and are powerful enough to survive through
the long journey. Don't miss out any places in this area. There
are quite a number of magical items for you to collect. You can
get an enchanted robe and a hat of thought for your magician.

Head east, eventually you will reach the control rooms.
Get the key at the northern control room to open the grate. At
the turbines, Close gate A and B but leave gate C opened. At the
carriage control, enter STRIYA. Now the carriage is ready. At the
northeastern corner, cast TALIS to reveal a secret door to a
teleporter. If yourrty is weaken, you can choose to get back
to URZHUT and take the carriage to reach URQOL, otherwise you can
continue the search for the hammer.

Use the map as a guide to find the hammer. The pits are
difficult, so if possible, bring along some ropes. At the very
bottom, Speak DARNUTH to open the secret door behind Mara's
vision. A daemon will be guarding the obsidian hammer. Kill it to
get the hammer.

Now teleport to 4 and head for the carriage. The reason
gates A and B are closed is because you need to walk ss the
rooms, if they are opened, the rooms will be flooded. Gate C must
be open in order to supply energy for the carriage, otherwise it
won't move.

URQOL - Sanctuary Beneath the Cube

This place is in fact a cube. Picture the map as one on
top of the other. And in this way, pit are directly connected. If
you drop from a trapdoor, you will be at the place directly
below. Keep this in mind when you are using the maps provided.

The battle here is quite tough, so yourrty should be
at least level 10 in order to survive long enough. Look for the
bronze key at level 4. Anyway, at level 6, you will find a
trapdoor with 3 handles, pull them in the order 2,1,3. This is to
open the doors at level 5. Follow the map to level 4 to get the
stone heart. FInd your way to the grate at level 7. If you have
not find the key yet, speak the word QOLARIS to open the secret
door in the room to the east of the grate.

URQASTUR - Sanctuary of Adron's Legions

This place is a bit unstable at first. There are a number
of portals that will teleport yourrty to some places the first
time you step on them. However, the portal will be gone once it
is activated. So don't be surprised when you are teleported to an
area not included in the maps provided. The maps only show those
area that are stable.

There are numerous secret doors in this region. The
password used are DRASZ and SALUNH. Speak them to open the secret
doors. Travel around to gather the 4 messages in gold.

Use the teleporters to reach heart hall. When you are
there, walk around the place, there is a spot where your rty
will be able to get inside. The teleporter here is HEARTHALL. And
the 4 secret doors can be opened by speaking 4 words. The words
are decode as follows:

Pick the nth letter of the nth message and than put them
together to form a word.

e.g. First inspect runes, each letter is given however taken
F i r e l i g h t

answer: Firelight

Open the secret doors and fight the creatures behind it.
You will need to fight a wraith, two fire drakes and one titan
before you can reach the last door. If you are having a hard
time, retreat to the teleporter and rest at any sanctuary.
Teleport here again when you are strong enough. Behind the last
door is another stone heart.

The fight with the Titan is very rewarding, about 8000
experience point per character. Keep on fighting him until all
your characters reach level 15 and have get all the crystal

UROQLAMN - Sanctuary of Adron's Palace

You will find yourrty in a hall covered with dice
squares. You will find Adron's die when you defeat the
necromancers. Search for the secret door as indicate on the map.
You will find a room with some buttons for you to press. The
third button will add a diamond, the second button will light the
dice square equal to the number of diamonds. So, the sequence
should be 3,2, 3,2, 3,2, 3,2, 3,2, 3,2. Make sure all the 6 dice
squares are lit before you proceed. Go back to the hall to check
it out. The dice square should be lightened up by now. Casting
Adron's die when you are standing on the dice squares will bring
you to another location.

Now, walk to dice square 3 and cast the die. You will
find yourself in the next location, walk east and you will find
Sagaris. Speak SAGARIS to open the secret door and follows him.
He will brief you on your mission. The teleporter here is
SURAQIS. The altar here will be able to let your priest invoke
TULAR to provide food for yourrty. The other teleporter here
will bring you to a code machine just follow the map.

Search this area for secret doors to find all the hidden
messages. You will need to find the beacon codes, beacon commands
and instructions.

After that, go to the next level and visit all the 4
quadrants. Take note of the 4 quadrant keys. There are 4 gargoyle
riddles in this area. The answers are: HAMMER, SAGARIS, PRIEST
and MAGICIAN. If you answered incorrectly, you will be sent to
some other places. From what I know, there are two different
places. In the first place, you can get out by walking through
the walls. In the second place, there is no way to get out by
searching or walking. Instead, check the inventory of your
magician, a strange scroll is added to his bacck. By reading
it, the rty will be able to escape from here. Behind the
riddles are four prophecies about the future of Eriosthe.

Cast Adron's die to reach the next level. There will be
another 3 riddles in this place. The first two riddles is
obvious, as for the third, inspect Areth's plague. After
answering the riddles, you will find Uukrul inside. Since you
don't have the obsidian heart yet, he will disappear before you
can kill him. The fight is not difficult though. Cast MUZAQ two
times and he will disappear.

Now, search Uukrul's room, you will find two secret doors,
speak UUKRUL to open it. You will find another stone heart and a
code book.

By now you should have found at least 6 stone hearts
already, go to the heart urn and insert the hearts. You will then
be able to get the obsidian heart of Uukrul.

Use Adron's die to goto the hall with 5 dice squares.
Step onto the square with 5 stars and cast the die. Follow the
map and find your way to the Beacon Arming Machine.

Beacon Arming Sequence:
use code machine, enter code, command, key
e.g. enter VGAK, DIVIDE, 6
result: north quadrant 1231

Alternative Arming Sequence:
use code book, translate code, then apply command with key.
e.g. using code book, V=7, G=3, A=8, K=6
therefore, 7386 DIVIDE 6 = 1231

Enter the arming sequence in the order north,east,south
and west. The beacon will then be armed.

After arming the beacon, go back to find Uukrul. Cast the
obsidian heart in his presence and he will be trapped in this
plane forever. His soul will always regenerate his hit points
when he is critical, only the obsidian hammer can split his soul
and kill him. After killing him, you will find an ornate key. Use
the key to open the grate in his room.

His treasure room contains large amount of money and some
precious items. But you should have no need for them now, so
proceed to the next sanctuary.

URXASZEL - Sanctuary Beyond the Beacon

Sagaris will give you instructions when you reach here.
There is nothing in this place, but you will need to go to CHAOS
to save Mara.


At any teleporter, enter CHAOS and you will be here. A
map of CHAOS is given. In this place thessages warp around,
i.e. if you head north, after sometime you will reach the same
old place. Most of the walls are one sided, i.e. you can walk
through one side of them but not both. Many spinner traps are
found here, so check your map and coss. At certain locations,
your coss will not work and you can't map. Well, there is
nevertheless a good news: there is absolutely no fighting in this
place. Just puzzles solving.

So, to aid you in your quest, i have found a very simple
way for you to rescue Mara. Follow the instructions closely
unless you want to do it your own way.

1. Give the 5 card of moving to your magician. When you step out
of the teleporter CHAOS. Walk to the elevator just infront of the
cage where Mara is trapped. You will be teleported to a place,
head east and you will find a teleporter there. It has button
numbered 1 to 4.

2. Press 3. Walk east, east to get reach the card room. Get card.
But don't give the card to your magician yet. Go out and step
into the elevator again. Walk to teleporter.

3. Press 2. Walk north, then west to get the ornate key. Walk
west, west then face east. You will find a grate here. Open it
with the key and step into it. Read the map. Turn back and walk
outside. If you cannot find the grate, you can go to the
teleporter again and press button 3, then walk east then west to
find the grate.

4. Give the 6th card to your magician. Walk into the elevator.
You will can to a place where you cannot map. You will need to
touch all six latches within 18 steps.

. . R
L .
. E A
C . . . . V .
Y @ <- you will be here when you step into elevator

You might need to perform this sequence a few time. Head north
until you reach latch A. Make sure the message "mechanism
restarted" is there, otherwise you need to move around until it
is so. After that, follow theth indicated: A - V - C - L - R -
E - Y. When you have done that, the cage imprisoning Mara will be

5. Now find you way back to Mara cage. Make sure you don't touch
the latches again, otherwise you will need to go back and
activate them again. Walk inside the cage and save Mara.

6. Let your magician carries only 5 cards and walk into the
elevator. Walk east to the teleporter and press 3. Walk south and
you will be at the teleporter CHAOS. You can go to any
sanctuaries to save the game if you want to repeat the ending
sequence. Otherwise enter BEACON at the teleporter.


Sagaris and Mara will be waiting for you here. You will
need to enter the last verse for the prayer LAIRIAN in order to
light the beacon. When the beacon is lit, sit back and watch the
end game.

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