radder1 wrote:Are there any items in level 6? I got some superbombs and now don't know where to get to level 7.
The super bomb is the only item in Level 6. You need it to blow away a big rock blocking the entrance to Level 7. Take the three-stair warp to Forsaken Wastes to get started on your way.
KavinPulsar wrote:I have the same problem with the Dark Knight in the Gate! I spend most of my time weaving in and out, trying to avoid him. The few shots I get off, don't seem to be enough 😞 I have fifteen hearts, and 3/4th a heart container. Just missing that last piece. I figure you designed this Dark Knight battle to need the Sword of the Ages. Could you please tell me where the very last heart container is? I searched everywhere with the lens - every level, every board tile, every dungeon. I figure it is somewhere in this Stronghold (cross my fingers, that it is not AFTER the knight...)
You can have 16 hearts and the Sword of the Ages before ever setting foot in Volrath's Stronghold... so yes, you can have it in time to take on that Death Knight! I plan to create a proper website for Sarpadia in the next few days which will have an extensive FAQ among other things. In the meantime, I'll go ahead and take snapshots of all the heart piece locations and put them on my Photobucket... I'll post here once they're up.
In Volraths armory if you end up infront of the bossroom without a key I don't think you can go back without pressing quite continue or you have to let some statues kill you :shrug:
and I keep forgetting where you can find the medicine woman 😉
Elise, go one screen south of the entrance of Volraths Armory and blow the whistle 😉
OK, the heart piece guide is up. You can check it out by clicking here. If you collect them in the order specified you can have the White Sword before Level 2, the Magic Sword before Level 6, and the Sword of the Ages (Master Sword) before Level 9. (After beating Level 8 go immediately to Vodalian Shrine to get the Boots then on to Volrath's Treasury to get the sword.)
elise wrote:In Volraths armory if you end up infront of the bossroom without a key I don't think you can go back without pressing quite continue or you have to let some statues kill you :shrug:
By then I'm hoping the player will have found the Magic Key so it wouldn't be a problem. (Level 8 has one more locked door than regular keys.) That said, you can let the Armos kill you or, if you didn't kill all the Wall Masters in the previous room, you can let one of them grab you.
Thanks for the help on the book. I'm entering Level 8 now, but I don't have the blue ring yet. Should I already have gotten it? If so, can anyone give me a hint where it is?
Wow...amazing that you got that far without the blue ring!
Anywho, it's in the area between Levels 1 and 3...burn a rather conspicuous tree. You'll need the wallet upgrade from Level 3 to afford it since it costs 300 rupees.
I got to the maze just before level 7 and don't know the directions. Where might I find the directions to the maze?
I send you a PM Radder 1
@ Jambo thanks you saved my day 😊
@ Alpha Dawg
By then I'm hoping the player will have found the Magic Key so it wouldn't be a problem.
there always will be blonds like me who don't have the masterkey 😊
Thank you very much Alpha Dawg. Your map of the hearts gave me the final piece. I am ashamed to admit, after hours of combing every hole, I missed Heart Piece 3 in the very first dungeon 😞
With the Sword of the Ages, it took only 4 strikes to slay the Death Knight - he was a pushover 😊 I still am amazed at how easy the game is now - blue knights & centuars die with one strike, blue wizzards only need two strikes!
Gotten to the stronghold but need the magic key and red ring
any hints?
I'm looking for the bridge. I've done the first 3 levels and haven't found it.
Thanks in advance,
ms_zelda_lady
Red Ring is in Level 9. Magic Key is in 8.
ms_zelda_lady wrote:I'm looking for the bridge. I've done the first 3 levels and haven't found it.
Thanks in advance,
ms_zelda_lady
What do you mean by "the bridge?" Assuming you mean the stepladder, it's in Level 4.
Well, I'd managed to retain more than I thought I would from the old UTQ, and that has come in useful. I'm now finished through Level 7 and I was reminded of how quests used to be designed in the old days, with lots of nasty traps near the end of a dungeon that would warp you back to the beginning of the level. Can be annoying, especially when you have to decide which of two passageways takes you back to square one and which takes you to the boss room. I've also done the shrine with the magical sword, without which level 7 would have been impossible.
What's more annoying than the traps is that I've had more crash problems, most of them involving dungeon entrance rooms. It crashed twice when I'd gotten killed in level 6 and was moving from the entrance to the next room, once on the way out of the Balduvian Temple(!) and once on the way into the Caverns of Despair. I've noticed that before it's about to crash, it hitches or flickers slightly when I go between screens. I'm wondering if there's some kind of memory leak in the 758 beta build, or if I'm somehow not having Windows allocate enough memory to ZC and it requires more than previous versions of the program.
I can't find the master key in level 8. Can someone please help.
Just because A leads to B doesn't mean B leads to A...
OK, I'm in Volrath's Gardens and I've gotten to the place where there are two dead-end clearings side-by-side and surrounded by forest, but I don't know how to go further.
BTW, how about those Sixers?
Sam Atoms wrote:... I was reminded of how quests used to be designed in the old days, with lots of nasty traps near the end of a dungeon that would warp you back to the beginning of the level.
The simplest passageway to find is usually the wrong one.
patrickab7 wrote:Just because A leads to B doesn't mean B leads to A...
Couldn't have said it better myself!
Sam Atoms wrote:OK, I'm in Volrath's Gardens and I've gotten to the place where there are two dead-end clearings side-by-side and surrounded by forest, but I don't know how to go further.BTW, how about those Sixers?
Stealing Game 1 on the enemy's court is always nice.
Anyway, on to your question, "the hedges in Volrath's Gardens could use a little trimming."
On both of the screens you mentioned, slash away until you can slash no more. Burn the trees at the dead-ends.
One of those screens hides the entrance to Level 8, while the other screen hides the Mana Flare (1/2 magic upgrade).
Need to download the enhanced soundtrack...the old link in AD's sig doesn't work any more. Can someone hook me up? Thanks!
patrickab7: the link in AD's sig works for me now.
Alphadawg: I know you said that you recommend only playing your quest on a specific build, but I have to admit I didn't...mainly because I'm on a Mac. I'm using what is roughly build 828. I've gotten past Level 6, and I'm right now stuck on Serra Lake. I am well aware of the hint the stranded guy on the island is mentioning. However, even with that hint, I go the proper direction, only to come back to that island screen...and get beached. I don't go around or anything.
I believe there is a simple fix: don't rely on raft path turning at the edges of the screen. Is there a way you can update the quest so that this part is completable?
Wolfman2000 wrote:patrickab7: the link in AD's sig works for me now.Alphadawg: I know you said that you recommend only playing your quest on a specific build, but I have to admit I didn't...mainly because I'm on a Mac. I'm using what is roughly build 828. I've gotten past Level 6, and I'm right now stuck on Serra Lake. I am well aware of the hint the stranded guy on the island is mentioning. However, even with that hint, I go the proper direction, only to come back to that island screen...and get beached. I don't go around or anything.
I believe there is a simple fix: don't rely on raft path turning at the edges of the screen. Is there a way you can update the quest so that this part is completable?
The links in my signature now point to files on my own website, so they'll be much more reliable.
The fork in the raft path is not on the edge of the screen... you should be OK. I've played Sarpadia with Windows builds as late as 798 and it's been fine. That said, I may release a small, optional update shortly. As it is now it's not possible to return to Sarpadia from Phyrexia, and I'd like to change that.

I finished Sarpadia using Build 758 because it was the most recent one available at the time. I would have finished it with 2.10 but several bugs I found unacceptable four years ago were still around, such as DMap intro strings freezing Link.
I know to turn left at the junction. That isn't the problem area.
When you turn left, you go on the upper path. Then, the screen transitions to the right. You start on a Water tile, and to the right of that is a Land tile.
I assume the raft path is supposed to curve up and around the island. It doesn't do that. Instead, you raft one more extra tile to the right...and effectively, get beached.
Does that make more sense?
Gotcha. I'll have to take a look at that with the latest Windows build.
OK, I just fixed it using Windows build 819. The updated file is available via the link in my signature.
It's an optional update if you're using Build 758 to play the quest. I also made it so that you can return to Sarpadia through the Gate to Phyrexia if needed (i.e. I opened the 1-way shutter in Zelda's room).
Now to check the status of this ZC bug (not with the quest, as it has worked previously) over in the Beta forums...
Thanks for the quest fix. I'm now past "Albaquerkie" (or however you spell it). Seriously, you should have kept that old clue. :P
...and now, I've hit the Lost [Whatever]. Time to gather money and find the guy that will give me the answer...
Well, if others can double post...
...alright, you've got me dead to rights. Femeref Caverns is leaving me stuck. I do have access to one good ste---err, I mean, deal...but it's...not fully helping. I have no freakin' clue how to get out near the northern end. Any hints?
Defeat all the blue Wizzrobes to make a bridge appear across the river. Then go up, left, and bomb the upper-left wall to proceed.
I figured that out after some dinner, and I was able to explore and find a lot. I even was able to find a bigger wallet and the Sword of Ages.
However...now I need to find this Arena. The only hint I got was the Armory. Is there more water I haven't found in that place, or some other hint I could use?
There is a rear exit somewhere in Volrath's Armory that will take you to the Arena.
For some reason, I had trouble finding that Arena entrance until a few days ago. Now that I explored it...I've hit another possible game breaker.
In Phyrexia, I cheated past a Boots section to take a raft path. I got stuck on a corner tile of an island where a Gleeok 2 was waiting. Luckily, I had the Lens this time, so I could see the raft paths...and I saw the same issue that I did with Albuquerque Isle: can't turn on raft paths that border the edge. Since the island shape is so important, is there a way to modify the raft path so that said turning on the edge doesn't take place?
PS: I have a strange feeling I missed the Red Ring in the Stronghold...is it below the rear exit? Is there a gold ring I can run into in Phyrexia instead? Is there some easier way I'm not aware of to deal with Death Knights? They keep on shooting swords every time the previous one goes away.