Demon's Winter (DOS) [06] The Vault of the White Knights and the Beginning of Winter

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2:02 The Fire Chamber of Kalek-Zin
9:04 The Orb of Kalek-Zin
9:57 The beginnings of winter
11:01 The death of the gods
13:36 The Ancient One's instructions
23:47 An unusual stone hut
25:30 The Bell Room, and more mysteries
29:56 Some light cheating

We start at Terlabba and head up to the north to the Vault of the White Knights for the Orb of Kalek-Zin. There's 10 proving rooms here, one for each of the classes and you need to visit all of them. If you have a character with the class in question, you'll have to fight a one on one duel against a specific enemy. The only exceptions are the Thief's which is a trap to detect and disarm and supposedly the Scholar who just gets some more clues. This area seems to be the best place in the game to farm once you get decently geared up at the Dwarven Workshop as both the experience and gold are significantly higher. Once you're done, head up to the small alcove in the fire chamber to receive the Orb.

When you sleep for the first time after leaving, you receive a warning from Malifon. The second time this happens, you'll experience a second dream, and you'll find that all the temples in Ymros have been destroyed. You'll see me checking a bunch of towns as I was under the impression that they would be destroyed by now as well but that is not the case. Anyway, I return to the ruined temple to speak to the last Ancient once more. You'll be given an explanation as to what you need to do, and you can make one of your party members a God. This sets their SP to 200. Do note that the Uncurse spells each cost 50 and Imprison itself costs 100, so this is not really a license for you to spend SP mindlessly. The bit about the conversion is odd. The gods are already dead by this point and I don't believe you can switch religions. Given how the mechanics of this game are as well, it'd be really harsh since this means you need a party member with spare intellect, which either means conveniently having someone who hasn't spent all their points, or grinding a ton to level up to hopefully roll some Intellect gains. In any case, the point is that you don't need someone who belongs to his religion. If you do want to roleplay it, you can go to Asaht where the Church is and convert someone to it.

In any case, we head to one of the two last areas in the game of note where we've not been, which is an island to the southeast of Terlabba. On the island, there's a suspicious hut where you are offered the option to sleep till midnight. You will need to do something specific here, so this is me familiarizing myself with the route there. At the Bell Room, you see more of the mysterious text and if you use what you learned previously back at Qoorik, you are supposed to guess this as RIN_ _E__ __ MI_NI____ or ultimately RING BELL AT MIDNIGHT. Of course, you're supposed to use this knowledge again later.

After this, I make my way back to the old lady's hut in preparation for what I have to do next. Elindora and Xarthun are wounded so I show off a very cheap trick you can use in this game, which will make it way too easy. You need to pick up one ring and enchant it at the Dwarven Workshop with a Invoked: Spirit Runes - Heal, Potent. You'll be offered one of three versions randomly, 3x per day, 14 charges, or Breakable 7%. Keep doing it until you're offered Breakable 7%, it'll cost you 8684. The odds of breaking never change, so just save your game and use the ring repeatedly until everyone is healed. If it breaks, simply Quit and start again. The bit with me trading the ring over from Kelmic to Ragnar was due to some odd behaviour as the ring didn't seem to respond while it was in Kelmic's inventory.







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