
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.