| Ruins of Originia Walkthrough Guilded
        Rivalry | 
    
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      | "Once I get my hands on that book it will all be worthwhile..." TABLE OF CONTENTS (click a topic to jump to that section) 
          Lower LevelsThe HallsGuildReturn to the Guild Starting Objectives: 
          Cross the Mirror Room to find the training grounds.Find a way into the Guild of Thieves.Steal Guildmaster Zilfin's bejeweled weapons: The Dagger of Power.Steal Guildmaster Zilfin's bejeweled weapons: The Dagger of Greed.Steal Guildmaster Zilfin's bejeweled weapons: The Dagger of Chaos.Steal Guildmaster Zilfin's bejeweled weapons: The Guild Sword.Find Zilfin's contact book.Find a way to Bantar's lab in the Guild.Get the Book of Darkness from the lab.Bantar has some rare artifacts. Find the petrified hand!Bantar has some rare artifacts. Find the 8 mystic stones!Secure at least 7154 worth of loot.Don't kill any humans!Don't loose the Gem of Oldorf!Escape eastward through the Eastern Passage. Ending Objectives: 
          Those masks are dangerous. Locate the Mask and take it...Bantar is alive! Stop him from killing everyoneBantar has cloned himself. Kill all the clones in the buffer.Make sure that the buffer can not be refilled. Destroy the Machine! Loot Information: 
          Requirements:  7154Available:  4254Accounted For:  4254 Lower Levels Mirror MirrorYou start in the Mirror room. The door behind you is sealed. Around
        you are the portrait representations of the 10 deities. You must choose
        your path through the labyrinth. Touch the representation of Silvesta
        (figure 1). You are now in a room much smaller than before. Touch the
        same representation again. You appear to be in the room you started in,
        but you are not. You have crossed over. Open the metal door and go out.
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      |   Figure 1
  |   Figure 2 
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      | Entering To the left of you is a long passage. Go down it. You should come to the
 dead body of a thief. Behold the dangers of being too big. He couldn't fit
 through the boards, while Garrett can. Anyway, grab his purse (350 - Total 350)
 and head back to the portrait of Zilfin. Throw something at it and he'll give
 you a fire arrow and a water arrow. The picture works like a ladder, so climb
 up it and grab the gem at the top of the waterfall (100 - Total 450). Swim
 through the tunnels. You will come to a place where there is a path of
 Margrothian Crystal. Don't go this way. Further on are some stairs leading up
 to a tower (figure 2). Climb up the tower and jump in.
 Trip LineAs you are sent through the tunnels, you'll come to a place where a rope is
 stretched down into the water from somewhere above. You need to catch this
 rope. Try walking along the bottom and 'falling' onto it. Once you have, (believe me, it's difficult)
 climb up and jump into the
 blue tunnel. There are 4 rooms up here. One contains some strange machines. One
 contains a floating pet cage. Do not approach the cage, as it contains a
 fire elemental. One contains a strange construction of rings and posts. The
 last one contains noting but a long fall to a large fire. Go into the room with
 the construction of rings and posts, and climb up. Once you're up, rope arrows
 should shoot into the ceiling. Climb up them, grab the gem (100 - Total 550),
 and climb down again.
 Fire and WaterGo into the room with the strange machines in it. Flip all the switches to
 activate the teleporters. Grab the two gems on top of the nearby pipes (200 -
 Total 750), and enter one of them. You can get water arrows in the water area,
 and fire arrows in the fire elemental cage. Remember, it can't see you if you
 don't move. When you do this, be quick, as you only get 10 seconds before
 you're brought back. Go back to the rope leading to the water, and jump in. You
 should be shot out and onto a rope. Grab the four gems at the top (200 - Total
 950) and climb down the rope. Do not jump off. Get out of the pond, and flip
 the switch behind one of the pillars to open the door.
 The Halls Dramatic EntranceA corridor leads
 away to the south. Take it. You should find a moss arrow as you go, before you
 come out into the buried training hall. Once you're there, Go up the slope to
 the north. Take the gas arrow at the top (figure 3) and slide down the other
 side, but be careful as it could hurt. Take the fire arrow from within the
 torch flam and go into the corridor. Take a second fire
 arrow from the torch there. Then take a right turn and go into the room of air. Hit
 the red pedestal with a gas arrow and take the talisman of air. Continue down
 the corridor and take yet another fire arrow from another torch.
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      |   Figure 3 |   Figure 4
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      | ConversationNearby an archer-thief patrols They carry
 broadheads, water and fire arrows,
 all of which can be taken from them. A conversation is going on between two
 thieves at the corridor entrance. Listen to the conversation and take the ankh
 from Torben (figure 4). So, the noises have been getting louder since Banter arrived.
 Well, now he's dead, things may change. Go past the staircase and into the
 other corridor. Take the fire arrow from the torch and take a right into the
 room of water. Water the red pedestal and take the talisman of water.
 More JunkAt the crossroads take the fire arrow from the torch and then go into the
 storage room. Open up the chests and take the noisemaker arrows and the super-healing
 potion, as well as the flashbomb in the hidden chest. Then go south, up the slope and slide down the southern
 side, taking the gas arrow as you go. Go into the corridor and take the
 frogbeast eggs from the two storage rooms. Watch out for the shadow burrick, it
 guards it food source very well. Shadow burricks eat frogbeast eggs. Don't mind the live frogbeast
 in the other room, it's friendly (actually it's more concerned about the shadow
 burricks).
 Finishing TouchesGo into the room of earth and shoot a moss arrow at the red pedestal. Take
 the talisman of earth and the gas arrow. Go west, then north. Oh, and watch out
 for the shadow burrick pride. Go past the place where the stairwell used to be,
 and into the corridor on the other side, and then into the room of fire.
 Fire a fire arrow at the pedestal and take the talisman of fire. Then travel
 back to the stairwell that isn't blocked up (where the thief had a conversation
 with Torben). Travel up it, and place the ankh in its receptacle. Then step
 into the electrical stream.
 Guild ContactGo east, then south and into the half flooded room. Set fire to the rocks
 blocking the door and go through to the other section. Take Zilfin's contact
 book and the fire and water arrows, and then go back to the non flooded section of the
 room. A small rat-like robot is traveling around here, and it shoots purple
 blasts. A fire arrow should see it destroyed. Or a blackjack, or a sword. Or if
 it stops, you can pick it up and toss it into the water. There are lots of ways
 to put it out of commission. Anyway, move east into the workshop and
 take the scouting orb and the transport ankh. Then go into the kitchen and get
 the water arrows from the tank.
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      |   Figure 5 |   Figure 6
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      | QuartersGo
along the passage to the east and take one of Zilfin's daggers (75 -
Total 1025). It's behind one of the barrels (figure 5). Then go north
along the corridor. The first room on the right has some glasses in a
chest (50 - Total 1075). The second room on the right has a tiara (125
- Total 1200). As I’m sure you’ve noticed, the former inhabitants of
this area were rather tall. Well, at least the doors seem to hint so.
Anyway, there is also some loot in the first room on the left (30 -
Total 1230). In the third room on the right is a necklace (200 - Total
1430). Remember that all the doors are locked, so if you come across
one that is unlocked, you’re going the wrong way. Oh, and in the fourth
room on the right is a gold mushroom (9 - Total 1439). Now, jump into
the red curtains. You should emerge in a storage area for valuable
items (figure 6).
 Quarters (continued)In here you will find some gas arrows, water
 arrows, fire arrows, moss arrows, holy water vials, a precursors mask and another
 gold mushroom (9 - Total 1448). Now go back to the corridor. In the fifth room
 on the right (on the corner) is a purse (100 - Total 1548). In the sixth room
 on the right is a coin (5 - Total 1553). In the second room on the left is a
 nugget (75 - Total 1628). In the third room on the left is a purse (100 - Total
 1728). In the seventh room on the right is a gem (100 - 1828). Confusing, no?
 BlackoutGo
 into the power room at the end of the corridor and flip the switch to cut power
 to most of the lights. Then go to the northern part of he complex. There should
 be four elemental wards. Place the talismans in their receptacles and the path
 will be cleared. Now, remember the sealed doors in the training halls? Well,
 they're now open. Go back to the halls. Remember to place the ankh in it's
 place before trying to transport. When you have collected all 10 deity
 talismans, return to the elemental wards.
 FreedomIn the cavern ahead a
 tubelift rests on the floor. Stand on it and ride it up. Place all the deity
 talismans in their receptacles, and remember to duck when you put the last one
 in. Once the crystal shower is over, pick up the remains (810 - Total 2638).
 Remember to check the top of the red arches and the bottom of the elevator
 shaft. Then return to the centre of the guild (where the prison cells are).
 Unlock all the cells and let the spiders out (figure 7). They are now friendly to
 you (remember to turn on the lights so the spiders can see and attack the
 thieves).
 Take Zilfin's weapon from one of the prisoners (75 - Total 2713). This prisoner
 was his former second in command.
  
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      |   Figure 7 |   Figure 8
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      | Return to
 the Guild Quarters' DaughterQuarters' Daughter (continued)Now it's time to loot the rooms in the southwest
 of the thieves complex. The first room on
 the right (coming from the cells) has some loot on the table (12 - Total 2725) and a healing fruit in
 a chest. The
 second room on the right has a speed potion in a chest. The first room on the
 left has a healing potion. Going around the corner, the room at the end of the
 corridor has some loot (12 - Total 2737) and an invisibility potion.
 The first room (after this all rooms are on the right)
 has some loot (29 - Total 2766) spread between the chest and the table. The second room has some
 coins (41 - Total 2807) spread in the same way. In the third room is the usual loot
 (29 - Total 2836). After you
 have it, jump through the curtains into the secret area (figure 8). In here is some coins
 (125 - Total 2961) as
 well as some flares, flash bombs, a scouting orb and a super healing potion.
 After you have these, go back to the corridor. The third room (round the
 corner) has some coins (25 - Total 2986) and a vial of holy water. In the fourth room is a
 healing fruit and in the fifth room is a stack of coins (25 - Total 3011) and a holy water
 vial.
 The MasterGo north into the guildmaster’s section. Behind
 Zilfin's chair are two sets of red curtains, each hiding a secret passage. Watch
 out for Zilfin though (figure 9). The curtains to the south lead to a number of dead bodies
 (figure 10) and one of
 Zilfin’s daggers (75 - Total 3086). There is also a ring under the bodies
 (100 - Total 3186). The secret area to the east is Zilfin's chambers. Read his diary. So, he intends
 to get you with that mask you stole. Lucky you stole it. So, Zilfin was the one
 who killed the women in the other room. And, it seems his second in command
 found out about his condition and tried to stop him, and Zilfin killed him and
 called him a traitor. And, Bantar seems to have been to this
 place before he set up his lab in the upper levels. Hmmm. That's a lot to think
 about.
  
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      |   Figure 9 |   Figure 10
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      | JourneyTake the five goblets on the table
 (125 - Total 3311), then go through the next curtain.
 Take his sword (150 - Total 3461) and then return to the corridor. Go back to the stairs and
 down to the training hall (yes, back there again). Go into the rooms of Silvesta
 and Ov, and follow their instructions (blow up the rocks with fire arrows).
 Take the mystic eyes (rope arrow up), and then go back to the thieves complex
 and through the door between the elemental wards. Take the tubelift up to the
 deity wards. Shoot a rope arrow into the wooden beam below the ice formation
 and climb up. Break the ice with your sword, and then look out into the cold.
 SecretBreak open the hatch with a broadhead
 and shoot a rope arrow into the tree. Climb up, but do not retrieve the arrow.
 Up a couple of trees are some gas arrows, so run up the trees and get them. Oh, and watch
 out for the treebeast. At the north end of the valley is a ledge. Climb onto
 that and follow it into the mountain, breaking the ice as you go.
 Death is Only the BeginningGo down the hall and climb down the ladder. Hmm, strange machinery. Go round
 the pyramid and out the side exit... oh no. Recognize the guy in blue? It's
 Bantar. That's not fair! We killed him! Why isn't he dead? Well, we can
 soon fix that. Unleash both the mystic eyes and then nip down the side and
 activate the combobots.
 Lambs to the SlaughterSo,
there are many Bantars. Kill them all (figure 11), and then go back
into the room with the pyramid. Lay a coal crystal at the base of the
mechanism and hit it with a fire arrow. Picking through the remains you
discover... the remains of a red Hammerite uniform (figure 12). The
uniform Bantar was wearing when he escaped from the Hammerites. So,
he's dead, right? Please, tell me he's dead!
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      |   Figure 11 |   Figure 12
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      | KnowledgeWell, he seems to be. Time to raid his library. Go west through the machine
 shop. Oh, and watch out for the mask guard. A couple of flashbombs should deal
 with it. Don't worry, the other two masks are inert. There seems to be quite a
 bit of loot in here (775 - Total 4236). Go into the library. Anyway, now we're in the
 library it's time to tell you the story of Bantar. In the end it all comes back
 to that amulet. It belonged to Constantine, and when You killed him in the maw
 of chaos, you stole his amulet. This was stored in the Hammerite archives until
 Bantar removed it. The entity known as the Trickster used the amulet as a
 bridge to jump into Bantar's body, just like he did to Constantine, the poor
 collector who tried on his ancient amulet.
 Knowledge (continued)The man who was Bantar is now no more. His essence has been overrun, and his
 body is now an avatar of the trickster's. The trickster then, although weak,
 still had some power left. He performed all the actions you observed such far,
 and modified mechanical devices to suit his own ends. he grew more bodies, like
 he grew his army in the maw. And, he had the fiends created, though with fire
 and metal instead of water and cellulose. Then, Bantar gave the amulet to one of his multiple avatars and
 then entered the machine so more
 avatars could be created using his physical form as a base. The avatar now possessing
 the amulet set off to guard the mines of Margroth.
 Going for a SwimAnyway, read all the books in Bantar's library, and take the book of
 darkness from its niche (figure 13). Then go back to the machine shop and pick up all the
 artifacts. Travel back to the deity room, and go all the way back to the
 guild's training halls. To the northeast is the flooded eastern way. Climb the
 ladder, take the mushrooms from atop the post (18 - Total 4254), and dive into the
 water (figure 14).
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      |   Figure 13 |   Figure 14
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