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Realms of Arkania: Blade of Destiny (Walkthrough)

 At the beginning of the game you should stay in Thorwal and
 equip yourself.  The best arms merchant is Grollo, the best
 merchant is Stoerrebrandt-Grassberg and Minna Musporeiken
 for Herbs.  Wand spell #2 is very useful.  As soon as you
 hear Hetman's announcement, head over to his office to accept
 the mission.  Just ask the Hetman about payment and he gives
 you a writ for entry to Thorwal's armoury.


 In the evenings, an extended visit to the "Four Winds" tavern
 would be useful.  You might hear the story of the Ship of the


 In the south west section of Thorwal, look for the fortress.
 To enter, bark at the young warrior guarding the gate and
 insist to see Master Dramosch.


 After beating the bandits in Thorwal, travel to Felstyn.
 There you meet the man Hetman recommended, Isleif Olgardson.
 On the way to Felstyn you'll pass Angobodirtal, visit Beorn
 Hjallason.  After meeting with Beorn and Isleif you may choose
 to follow the leads you get.


 Carry a sufficient supply of rope, you may need to build a
 bridge. On the road from Rovamund to Nordvest you will come
 upon a body carrying and amulet guarding against the spell

 The marshes along the Bodir river are dangerous, you may lose
 equipment and you might catch "blue cough".

 Walking from Phexcaer to Hermits lake there is a possibility
 of an ambush by Orcs.  The orc leader is wearing an amulet
 guarding against Transformation magic.  Along the same route,
 some Gryphons will bar the way.  The solution to their riddle
 is WHEEL.

 The march from Daspota to Rybon is interrupted by a meeting, a
 dying adventuress tells you the location of the Daspota
 treasure.  It is on the road from Rybon to Thoss.  Following
 the road further, you will meet harpies and they give you
 information about some abandoned ruins inhabited by the Dark
 Mage who is in possession of a segment of the Map.

 There is an abandoned Inn by the road from daspota to Ottarje,
 where you can pause to rest, be prepared for a fight as the
 cellars are inhabited by the undead.

 There is a path branching off the road between Ottarje and
 Skjal, leading towards a cave inhabited by spiders, plus
 followers of the Spider demon MACTAN. On the route from
 Ottarje to Orvil, explore the Wolf's Lair, also on this
 route is the Druid Gorah's forest clearing (Umbrik
 Sevenstones in Orvil tells you about this). When you arrive
 Gorah is in the middle of summoning a creature. Don't bother
 attacking with missiles.  You will have to melee with the
 wolves.  The faster the victory the better, his forces are
 reinforced by Harpies and a sabre toothed tiger if you don't
 make quick work of it and if that is not enough he summons a
 demon. Once you have won, search his cabin.  Seek out the
 rune-bone Umbrik Sevenstones desires, get the rest of the

 On the riverwalk from Thoss to Liskor your characters will
 notice an Orcish monolith on the opposite bank of the river.
 Cross over by raft and destroy the idol.  The gods will
 look favourably upon this and it will increase your chances
 of a miracle.

 The mountain path from Felsteyn to Orkanger is dangerous,
 your characters are attacked by brigands.  You do however,
 have a chance to turn the situation around and ambush the
 brigands in their camp as well.  Near the end of the road
 is a cave occupied by Goblins.

 There is a route not shown on the map between Skellen to
 Phexcaer. There isn't a path branching of the route, so you
 are forced to keep going until the end.  There isn't a sign
 of human civilisation beside a Temple of Firun, but you are
 compensated for by an any amount of breakneck climbs,
 opportunities to get lost and a vast highland moor offering
 ample opportunity to lose valuable pieces of equipment.
 The highlight is the meeting with an elf woman who leaves
 your characters with the recipe for a healing potion. Along
 the way, you will stumble upon a cave housing an Orcish
 scouting party.  The cave contains important information.
 Also, the route to Hyggelik's ruins start along this way,
 but until the characters find enough map pieces, they won't
 be aware of its existence.

 Along the road from Orvil to Rovik, you come upon a wolf pack
 attacking a flock of sheep, and find evidence of the dark 
 druid Gorah.

 Passing by Hermit's lake, you will walk into a dangerous
 swamp, where you may lose time and equipment.  On the bright
 side, this route gives you the chance to meet the Unicorn and
 to climb to the top of a rock needle where a vision grants
 tremendous amount of information. Beware this is a dangerous


 The first map piece you should look for is in Angobodirtal.
 Abusive treatment of Beorn Hjallasson will result in a map 

 Isleif Olgardson lives in Felstyn and will give you a map

 Ragna Firunjasdotter in Vidsland will aprt with a map piece
 only after a polite request to look at it.

 Yasma Thinmarsdotter used to live in Clanegh, but has since
 moved to Thoss.  She once owned a map fragment, but it was
 stolen by a dark mage.  She will tell your characters the 
 exact location of his fortress. Umbrik Sevenstones is a
 Druid from Orvil.  He will send the characters on a quest
 and upon completion, will present the characters with a
 letter of introduction to Tiomar Swafnildson in Brendhil.
 Presenting Tiolmar with this letter will result in your
 characters receiving a map fragment.

 Eliane Windenbek lives in Varnhome and will send the
 characters on a quest.  When you complete the quest you'll
 get a map fragment.

 Jurge Thorfinson is a resident of Skjal.  When you visit him,
 he will send you to Thorwal to ge a letter of introduction
 from the Hetman.  When you give him the letter he gives you a
 map fragment.

 Treborn Kollberg is a travelling merchant willing to sell a
 map fragment.  Should the characters decline to purchase it
 they can visit him in Clanegh.

 The Unicorn can be found near Hermit's Lake.  Upon meeting
 this creature, keep calm and under no circumstances draw your
 weapons.  The Unicorn may reappear after one week, delivering
 a randomly chosen map fragment.

 After you collect all the map fragments, you should travel
 from Skelellen to Phexcaer because along the way you will
 discover and Orc's cave.  Inside you will find an important
 document.  After receiving the document, travel from Vilnhome
 to Phexcaer and your characters will lead directly to the ruins
 housing the sword.

 The final part of the mission requires the team to return to
 Phexcaer and march north to Hermit's Lake.  About halfway along
 the route, they will come across a gigantic Orcish army camp.
 Here they have to choose a champion and hope the gods are
 smiling on them this day


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