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Maw Of The Umbra: Abode Of Golgotha 2
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Walkthrough Contents
 

This page contains the entire walk-through for Maw of the Umbra.

Spoliers are below, so beware!

Use the menu on the right to jump to the section of the game you are stuck in.



PART 1: Phire Residential District
After the intro has finished, leave the bar and head left down the street. Follow the street to the stairs leading down through the tunnel and continue down the steps. Head left at the bottom and follow the street to the big double doors at the end. Go through the doors and cross the bridge. Head right and follow the street until you can see a big re-enforced door. There is a house very near it. This is the new house that Jaster mentioned. Go into the house and head upstairs. Take all the weapons up there and go into the next room. A cutscene will play. When you wake up go downstairs and leave the house. Turn right at the front door and head over to Rikan. A cutscene will play. Enter the broken pipe to exit the area.

PART 2: Phire Sewers
Go down the pipe and slide out into the sewer water. Climb out onto the nearby walkway and go into the room over the other side of the makeshift bridge. Push the button on the left hand wall then stand back. When the elevator has crashed to the ground, climb up the wreckage and onto the floor above to the right. Go down the corridor and into the sewer control room. Push the button on the panel to open a door then return to the sewer room with the makeshift bridge. Go across it and down the walkway to the now open door. Head down the corridor and stop when you reach the broken bridge. Look up and you should see a damaged support. Shoot at the segment which joins onto the roof and the remaining portion will fall down making a ramp for you to climb up. Do so, then turn left at the junction ahead. Be carfeul not to fall into the water or you'll have to swim around to the ramp and climb up again. Don't worry about the closed door to the right for the moment. Follow the bridge until you reach the gaping chasm. Now using the pipes littered around the perimeter, jump across the pit and onto the other side. Go into the first door on the right and ascend the staircase. Using the pipes, jump over to the walkway below you and push the button that is there. Turn around behind you and the door will have opened along with another door beyond it. Head out through the door and continue straight ahead into the room beyond with the dead guard. On the left is a broken machine with a button. Push the button and wait until the flame that spews forth has completely destroyed the rubble revealing the spear then push the button a second time to turn off the flame. Retrieve the spear and head into the now open pipe. Follow the pipe until you reach a water filled room. Climb onto the driftwood and up onto the roof supports. Position yourself underneath the pipe above and leap up into it. Follow the pipe and at the junction take a right then keep going until you fall into the sewer below. Recognise this place? Get out of the water using the ramp you made earlier and head over to the shut sewer door. On the right hand side is a vent. Use the spear in the vent to jam the machinery and cause it to blow, thus opening the gate. Follow the sewer until you reach a door on the right. Go in and push the detonator button to blow up the wall outside. Go through the new hole and into the cave. There will be a very long drop below. Jump into the water to avoid damage and swim up to shore. Now prepare for a fight. Head over to the closed gate and when the creature appears blast him. I recommend the Pheonix Bow but use whatever you like. When it's dead go through the small tunnel and into the huge cave beyond. You've got to reach the sewer pipe above. Using the ledges nearby, make your way up to it. Climb in and follow the pipe up to where you came into the sewers to begin with to get out.

PART 3: Residential District Disaster
Looks like the town has undergone some kind of attack so be on the lookout for enemies. Head down the now, devestated street and into the building with the hole in the side of it. Get the ammo in here and come back out. Follow the street to the river. The river is now drained and the street is blocked off. Go down into the river resivoir and climb out again using the broken bridge piece. Watch out for the collapsing building and head into the huge doors ahead. Once through them, head left into the weapon shop to get some ammo and then continue up the street. turn left at the end and then right up the stairs. Watch the cutscene when you get to the top. Descision Point: Now what you do next will decide which ending you get.
TO GET THE BAD ENDING: Head into the hole in the building in front of you and go down the dark passage to exit the level.
TO GET THE GOOD ENDING: Head right and follow the street until you get to the bar where you started the game. Go inside and get to the door at the back of the bar. Smash it in and enter. Watch the cutscene and take the Idol that Rikan gives you (make sure you take it or you won't get the good ending) Now head back to the spot where you talked to the guard in the street. Go into the hole in the side of the building and into the dark passage to exit the level.

PART 4: Jail and Inn
Go straight ahead and over to the door with the window on the left. Using the standard fireball magic <2> shoot the button behind the door on the wall opposite. This will open the gate to the jail cells. Head down the corridor and follow it all the way down to the cells. Go straight ahead and get the items from the cells on either side then go down the corridor on the left hand side from the cell area entrance. Follow it to the end and go into the left hand room. Get the office key from the table and head back up to the front desk of the building. Open the office door with the key and run around the office till the wall smashes in. Go through the new hole and ascend the staircase. Go down the corridor at the top and into the room ahead. Go through the room and out the hole in the wall. Walk around the walkway and into the hole in the side of the Inn. Exit the room to the right and then turn left and left again. Follow the corridor to the second door on the right and enter it. Go through the room and into the bathroom. Turn right and go through the hole into the games room. Head straight ahead in here and out into the corridor where there should be a balcony. Jump over it and down to the ground floor. Descision Point: This choice will decide which stage you go to next.
TO GO TO CENTRAL PHIRE: Smash open the door that is in front of you when you drop down from the balcony. Exit through it.
TO GO TO JASTERS HOUSE: Turn right and go through the dining area. Keep going until you reach a double door on the right with portholes. Go through it to enter the kitchen. There is a Observatory key on the bench to the left. Take it. If you want to, go in the back room and get the stuff from the freezer. Now come back to the reception area where you dropped down. There is an open doorway in the wall that leads to the stairs. Enter and climb the stairs until you reach the 2nd floor, not the 1st. Go to the bedroom at the end to get a new weapon then come back into the corridor and enter the obervatory using the key. Walk up to the telescope and a cutscene will play signifying the end of the level.

PART 5a: Jasters House
Go through the right hand corridor and up the staircase to the first floor. Head down the the door at the end of the corridor and get the Firewall spell there. Come back down the corridor and follow the corridor to the right, turning right again into the first door. You should now be in the library. Examine all the books laid out on the tables. They are clues on how to get the attic to open. First we'll do tirgger 1. In the library there is a book that sticks out of the bookcase too far. Find it and push it in like you would a button. Now the next cleset one is the third trigger so go back into the corridor and turn right then enter the door on your immediate left. This is the master bedroom. On the left wall from the entrance there is a central cabinet and 2 side glass fronted cases. The central cabinet isn't very central so go and activate it from the left hand side to push it along. Behind it is a blue panel. Push it to active trigger 3. Now we'll goto trigger 2. Go back downstairs nd to the room you entered the house from. Go into the lattice door opposite the front door. You should be in the diding room. A painting in here sticks out twice as far as the others. Find it and push it in to activate the 2nd trigger. Now only the 4th trigger to go. Leave the dining room via the open doorway. Go through the kitchen and the corridor beyond then enter the left hand doorway. Notice the gunpowder on the floor? Stand back and shoot it so that it catches. When the wall is destroyed, go through and find the lever in the back room. Pull it to activate the 4th trigger. Now leave the washroom and go in the two remaining doors near it to get some items. Now return to the library and ascend the staircase to the attic. At the top of the stairs turn 180o. On the left hand wall is the entrance to a small bedroom. Go in and pull the lever. The basement door is open. Go back downstairs and into the small corridor between the front entrance and the staircase room. On the right is the staircase down to the cellar. Get ready for a big fight. Once you have done so, head into the cellar and watch the cutscene. My reccommendation during the fight is to use the firewall with the tome of power. After the fight another cutscene will kick in. After the cutscene you awake in a room in Jasters house that you haven't been in before. After talking with Jaster, leave the room. Recognise where you are now? Go downstairs and back to the cellar. Now there is a huge hole in the floor. Drop down into it to exit.

PART 5b: Central Phire
Head down the path off of the main street and follow it until you see an open barn on the right. Enter the small room at the back of the barn and turn the wheel there. This will open the big gate at the end of the main street but only for a short time. Run as fast as you can back to the main street and in through the gate. You may have to jump over the rising gate as it shuts to get in. Pull the lever on the right to open the second gate in front of you. Walk forward and watch the cutscene. Now head down the street to the right and into the small door at the end. You should be in the church graveyard. There is a tomb on the left. Smash the door in and go inside to get the Firewall spell. Now return to the graveyard and enter the church. Head down the corridor and past the pews then turn left. Go into the door leading to the stairwell and climb the stairs. Up on the balcony turn left and enter the corridor. Follow it along and go into the second door on the left. Enter the room next to you through the hole in the wall and drop down the hole in the floor to exit the level.

PART 6: Mines and Swamplands
If you came from Jasters House: Follow the tunnel until you hit a large room with a junction. Go right and get the items there then return and go left. SKIP THE NEXT PARAGRAPH IN THE WALKTHRU.
If you came from Central Phire: Go left out of the room and into the room with 3 paths including the one you came from. Go down the left one and get the items then return to the junction and go down the other path.
Okay, now that both routes have joined up again we can all read from the same paragraph :) Head forward along the mine track and follow it up onto the raised rails. Roll under the supports and jump the gap at the end over to the left hand corridor. Follow the corridor into the control room and push the button. This opens the big mine doors that lead outside. Drop through the trapdoor in the control room to end up back in the mine. Go through the now open, double doors into the blackness and follow the path out to the swamp. Using the rocks that are above swamp level, jump from rock to rock, jump down over the drop and get onto the nearest rock. Now follow the rocks in this fashion until you see a cave in the far wall. Enter it and follow the path up to the ledge above with the bridge. Cross the bridge and head into the next cave. Follow it along and over a second bridge. Now go into the cave ahead and follow that until you come out in the open again. Turn left and roll into the small gap beside you. When you emerge on the other side turn right and run straight ahead to finish the level.

PART 7: Derelict Farm
Enter the farm through the gate. Approach the big barn to the left and smash the block that keeps the door shut. Enter the barn and climb the steps at the far end. Smash the broken floor upstairs with the plank jutting out and drop down into the sectioned off room below. Get the key and leave the barn. Once outside turn left and left again then walk to the end wall. Follow the wall to the right until it indents a little now turn left and you should see some stairs built into the cliffside. Go up the steps and open the gate at the top with the key you got. Now head inside the house ahead of you and enter the door at the end of the corridor to get some stuff. Leave the sitting room and turn right imediately afterwards into the lounge. Enter the kitchen which is to the right and go out the back door. To your right is and icehouse, go inside and smash open the ice to get a key. Now using the outhouse nearby, climb up onto the icehouse roof then flip over onto the roof of the house itself. (the roof over the kitchen.) Follow the roof until you see a set of open windows to the left. Roll inside and read the note on the desk then open the cupboard to the right of the desk. Hidden inside is a stone which you should take. Leave the room the same way you got in and head back to the front of the house where the spiral staircase was. Ascend the stairs and head into the first room you encounter. Read the book on the bed then using the stone, smash open the toybox and get the freezer key from inside. Now head down the corridor and into the infants room for some ammo. Go back to the kitchen downstairs and using the key from the icehouse, open the locked door. Enter the washroom ahead and then use the freezer key to open the freezer (duh). After the cutscene get the stable key at the far end of the room and then leave the farmhouse and return to the place where the barn is. There is a stable standing opposite the barn with a lantern hanging from its side. Go to where the lantern is to find a door which you should unlock with the stable key. Now climb the stairs beyond and leap into the water tank from the stable roof to find a spear. Return to the farmhouse and go around the outside to the right until you see and open doorway. Enter and use the spear in the lock to open the door. Descend into the basement and work your way through the rooms until you reach a room piled with crates. One of them is held up by a broken support. Shoot the support and the crates will come tumbling down and break open to reveal a cog. Take it and return to the start of the level where the huge door blocks your path into the canyon. Use the cog on the nearby machinery to open the door then run through it to exit.

PART 8: Canyon
Follow the canyon until you come out in the open then turn left and follow the ledge along to the end. Turn around and go down the slope using the pillars of rock to avoid injury. Once you are at the bottom follow the canyon until the cutscene. Get ready to run. As soon as the cutscene is over you are ambushed. Run onwards and us the slope to the left to get up the other sode of the canyon. Once you reach the top enter the dark cave of trees ahead to exit the stage.

PART 9: Forest of Sanchel
Follow the path along until you reach the huge pit. Use the trees and rocks to get across it and reach the alcove on the other side to the left. Follow the tunnel and drop out the other side in a roll to avoid damage (be careful of the fire when you do this). Now follow the pathway until you reach a shack. ALERT: The following events will differ depending on what you did in Phire District Disaster.
IF THE DOOR TO THE SHACK IS OPEN: Enter the shack and go to the back of it. The Bad Ending will play and the game is now over.
IF THE DOOR TO THE SHACK IS CLOSED: Go around the shack and find the alcove behind it. Use Yurichs Idol on the double doors to open them and enter the cellar to exit.

PART 10: Yurichs Labs
Go down the staircase and enter the huge double doors at the bottom. Go right down the corridor and follow it through the arch and into the long room beyond. Go through the long room and into the doorway at the end to enter another corridor. Go left this time and enter the first door on the left. Kill all the enemies then exit and go into the door on the right. Follow the corridor then once all the enemies and the mother worms are dead, take the spell. Locate the cracked section of the wall behind where the worms were. Smash it open and get in. Now follow the corridor into the jail cell. Get the key in the cell and smash the support to get out of the cell. Now return to the huge double doors at the start of the area and go down the left corridor. Follow it until you reach a door. Open it with the key and enter the lab. Read the note and find the stack of metal barrels. Smash them to reveal a lever. Pull the lever and return to the corridor beyond the long room where all the door flew into the middle of the room. Go right this time and exit through the now open door.

PART 11: The Final Act
Follow the corridor along and take all the items you can carry. Get onto the lift and push the button to activate it. When the lift gets to the bottom, follow the corridor into the huge room at the end and prepare for a fight. Watch the cutscene then defeat all of the assasins that are thrown at you. Another cutscene will occur after which the creature will attack in its first form as the celestial watcher. After he is beaten yet another cutscene will play and you will be dropped into a pit with the creatures final form. A trial beast. When you defeat him find the exit along the walls of the pit and climb the stairs to exit. The Good Ending will now play and your done.

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