Dark Alliance | Help | Walkthrough | Thieves' Guild Level 2
Thieves' Guild Level 2

Level two of the Thieves' Guild is full of nifty, neat-o jump puzzles and fireball dodge fests. This is basically what every good Thieves' Guild should have, a thieves' maze. You will dodge fireballs shooting from the walls and jump across huge chasms via disappearing disks. Then you get to fight. Oh what fun it is. At least there are plenty of save pedestals to help you save your progress. Head in a northerly direction while dodging, jumping and fighting your way to level three.

Monsters: Green Slime, Gelatinous Cube, Huge Spider, Giant Spider, Huge Rat, Large Rat, Thief, Spore Pod



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  1. Starting Point: This is where you start and has the stairway back to level one of the Thieves' Guild. Head north, save your game and get ready for some dodge ball. Fireball that is.


  2. Save Pedestals: These are the save pedestals. Use them often and with multiple slots in case of disaster.


  3. Fireball Alley: As you make your way up to the first jump puzzle, you must pass through this area which is full of fireball traps. Fireballs shoot at you in all directions. Dodge your way up to the first jump puzzle and save your game.


  4. Jump Puzzle One: This jump puzzle is the easiest of the three. It is a simple matter of jumping north, then east. The problem is, when you land on a disk it disappears after 1 or 2 seconds. You must quickly jump to the next disc before it goes away. If you fall you are dead and must reload. Jump your way across and save the game at the next save pedestal.


  5. Jump Puzzle Two: This jump puzzle is a little more involved than the first one. You are presented with a large area you must jump across with rows and rows of discs. Sound simple? Yes it does. The hard part is that as you jump across, a random number of discs disappears and you have to quickly decide to where to jump next. This takes some eye hand coordination, but after a few failed attempts you should get across. Save your game on the other side.


  6. Fireball Jump: This is a small chasm you must jump across with the added twist of a Fireball trap being shot in your direction. Once you make it across, keep heading east to the next save pedestal. Take out the small number of thieves in the way and loot them for treasure.


  7. Jump Puzzle Three: This is the mother of all the jump puzzles on this level. This is a huge version of the second jump puzzle you came across. Just say to yourself over and over: "I can do it!" Once you finally make it to the other side, huge spiders will attack you. Once you kill them all, save the game and continue southeast. Once you make it past the last little chasm to jump over you enter the area where ninety percent of the monsters are. Wait until you see the giant spiders. Whoa are those things big. Just kill and plunder everything as you make your way down south. Be careful, as the hall starts to wind its way around like a big coil, the passage becomes very narrow and makes the combat in your face.


  8. Fire Ball Alley Revisited: At about this point in the winding hallway, you will again be accosted by fireball traps. Dodge your way around them and head to the next save pedestal, killing all in your path. Proceed west to meet the final challenge of this level.


  9. Karne: Here you finally meet the person that whacked you in the head at the beginning of the game. Karne is the beholder's right hand man and he will not give up without a fight. He throws knives very well and hits hard. Take him out and loot his corpse.


  10. Entrance to Level Three: Here is the entrance to level three. Before you enter, save the game and Recall back to the Tavern to do some shopping. Once ready, enter for more dodge ball action.




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