Magic Candle II(PC) FAQ/Walkthrough copyright 2003-2004,2008
version 1.0.1 by Andrew Schultz schultw.andrez@sbcglobal.net
  (anti spam spoonerism)

Please do not reproduce this FAQ for profit without my prior consent. 
However,
if you write a polite e-mail to me referring to me(and this FAQ) by name, 
then I
will probably say OK. But if I ignore you that means no--and I am bad about
answering e-mail. Sorry.

**** AD SPACE: ****
My home page: http://www.geocities.com/SoHo/Exhibit/2762

****big note****
I have color maps for all locations. They are posted to GameFAQs, and so I 
decided to take the text maps out. In some/most cases, the color maps took up 
fewer KB than the text maps. So I gutted the FAQ. It is big enough. The color 
maps are not fully copied from the game, but they are intended to be 
representative of teleports and such.

================================

            OUTLINE

  1. INTRODUCTION

    1-1. LEGENDS

    1-2. SETTINGS AND RESOURCES

    1-3. WHAT'S NEW, WHAT'S OLD(FEATURES)

    1-4. BRIEF OPINIONS

    1-5. GAME SIZE

    1-6. INTRO TEXT

  2. CONTROLS

    2-1. GETTING AROUND

    2-2. COMBAT

      2-2-1. FLEEING

      2-2-2. AMBUSHES

      2-2-3. PREPARATIONS

      2-2-4. DUNGEON ROOM POSITIONING AND MANEUVERING

      2-2-5. FAVORITE SPELLS

    2-3. FANCY DUNGEON WALKING

      2-3-1. PORTAL AVOIDANCE

      2-3-2. AMBUSH AVOIDANCE

      2-3-3. CHUTE AVOIDANCE

  3. CHARACTERS

  4. METRICS

    4-1. PRICES

    4-2. BORDERS

    4-3. GAMBLING DETAILS

  5. LISTS

    5-1. SPELLS

    5-2. MUSHROOMS

    5-3. PARAGRAPHS

    5-4. WEATHER

    5-5. LIBRARY SUBJECTS

    5-6. TOWN LOCATIONS

    5-7. TEMPLES AND STRONGHOLDS

    5-8. MONSTERS

    5-9. TELEPORTALS

    5-10. SHIPS (I.E. MARTIN, AMOS AND MONEY)

    5-11. UNACCOUNTED FOR TOWN DIALOGUE

  6. PARTY FUNCTIONS: SPLITTING, ETC.

  7. STARTING OUT

  8. FRIENDLY LOCATION DETAIL

  9. UNFRIENDLY LOCATION DETAIL

  10. LOGICAL PATHS TO A WIN

  11. SUPER QUICK OUTLINE

  12. WALKTHROUGH WITH DETAILS

  14. BUGS, ETC.

  15. CHEATS AND DATA LOCATION

  16. VERSIONS

  17. CREDITS

================================

  1. INTRODUCTION

    1-1. LEGENDS

  I'll be using a lot of shorthand in this FAQ--even some small diagrams. 1-6 
will refer to players 1-6 and MC(*) will mean Magic Candle [x]. Keys to 
Maramon, between Magic Candle 1 and 2, will be abbreviated KtM.

  This section is mainly an introduction to the FAQ and not the game. If 
you've played MC1 you should have a grasp of what to do for MC2, but the 
arrow-paging action menu is nice. You have some extra save slots and a 
selection of heroes at the beginning.

  In some places I may have confused a zombie for a zorlim. They're both 
about as obnoxious i.e. easy later on, so oh well.

    1-2. SETTINGS AND RESOURCES

  I turn the sound off when playing Magic Candle 2, just to be safe. 
Otherwise it seems to hang unless you know how to align sound cards. I've 
found you need to run MC2INST.EXE before starting the game.

  DOSBox is also a handy emulator to get through this game. It's just like 
DOS, only it doesn't take up the whole screen, you can kill and re-start the 
game quickly, and you can find it at dosbox.sourceforge.net at the time of 
this writing, although you can probably search on Google if it ever 
disappears, or wherever the next great search engine is. As of 
9/29/2004(version 0.6.2) you can use the numpad, too, which makes it easy to 
have this document in one window and DOSBox in another. Just add mount c c:\ 
to dosbox.conf, and you can treat it just like you would running it in DOS. 
The sound even works, which probably won't happen in your regular DOS system. 
You can also push ctrl-f12 after you started running the executable to help 
it go faster. But you have to slow down, re-execute, and speed up if you get 
killed and are sent back to DOS.

    1-3. WHAT'S NEW, WHAT'S OLD(FEATURES)

  Magic Candle 2 returns many of your friends from the old Magic Candle 
1(Deruvia) which is apparently to the west of Gurtex. There's no time-
pressure in the game, and you have a few new spell books. The style is still 
the same--2-d grid based with some nice isometric features. You can still 
knock at doors and name people in towns, and you still have a variety of 
skills and attributes. Sleeping gods and training halls can improve these 
although the gods are a bit more demanding here.

  You've got a few more characters who can join you, and some are 
hirelings(hoard items) while others are companions. It's a bit harder to find 
companions in some cases, though, but genders are even specified! I was 
surprised Lupi was female. You can also bring in a character from Keys to 
Maramon.

  The controls are a bit more fluid, and so the game is faster. You can 
perform certain stock options rapidly, and combat has more borders and 
blockades. Although many of the monsters are recycled. You can also learn 
certain songs to shake monsters up but there are more heavy-handed ways to 
win things.

  Dungeons also are just bigger and twistier. They aren't as tall but they're 
wider--and this allows for more caverns instead of stairs which made MC1 rely 
on traps. Other things such as new shapes for teleportals and new mushrooms 
for players to eat to boost themselves come out quite well. Libraries require 
research skills, and you really do have to use several players that are weak-
-for a bit, anyway.

  Weather can even factor into your travels, but most importantly, though, 
you need to learn to navigate the seas.

    1-4. BRIEF OPINIONS

  Magic Candle 2 doesn't have the spontaneity and mystery of MC1, but it's 
still a fine game. I'd have liked a bit more exploring or back-and-forthing 
but they did take away the nonsense of separate teleportals going different 
places and so on. The graphics are of course massively improved--the dungeons 
don't look like they have tiled roofs, and the dirty floors are well 
detailed. Just having companions trapped in a dungeon is realistic and 
Drakhelm, with the dungeon beneath it, really blurs the whole town/dungeon 
dichotomy.

  But MC2 is a bit intimidating at first. Telermain is a huge town and it's 
not quite clear what or how much to do there. There's almost too much to 
explore. There are no other towns like it. But you still have a few lost 
cities and some amusing talk among characters(your least brave constantly 
suggests new directions for your little jaunts) and although the idea is a 
bit plain--it doesn't ever go above the search-all-dungeons-and-the-entire-
plane conundrum--it's still going to keep you busy. There are several ways to 
get very good, and if you're patient you can build your characters up for the 
critical battles.

  There's not as much discovery of cool secret words and the names aren't as 
smooth, and some of the things that pop up(heroes having more than five 
letters per name--NOOO! Not nicknames!) are disappointing. But it's a nice 
spectacle, and dungeon rooms and ambushes provide many interesting problems 
in positioning and so forth.

    1-5. GAME SIZE

  Magic Candle 2 is a bit bigger than its predecessor in the outside world, 
but inside it's a bit of a different story.

  We can figure out an area's dimension by looking for D*.MCV and then 
looking at byte 3e and reading. I've tried to eliminate some of the open 
spaces, and I came up with roughly this:

Outside   256x145
Oschrun[3]74*42x2+74x76
Cellars[2]42x76+74x42
Deraum    74x76
Telermain 76x106
Catacombs 138x76 - 64x34
Mandarg 1 74x76
Mandarg 2 42x110  1
Mandarg 3 42x76
Mandarg 4 74x42
Drakhelm  42x76
DrakhelmU 74x76x2+42x76
Katarra   74x76
Ruz 1+2   74x76x2 - 32x34
Dorak 1   74x42
Dorak 2   110x74-2x32x34
Dorak 3   74x76-32x34
Dorak 4   74x110-32x34
Dorak 5   74x76-32x34
Dorak 6   74x76
Dorak 7   42x76
Ketrop/Wanasol/Pentyne/Llendora
          74x42x4
3 evil villages + ussa + shumaran
          42x42x5
Maratul[8]42x42x8
Shann[6]  42x42x6
Namaz[6]  42x42x6
Dreax[2]  42x42x2
Dragos[3] 42x42x3

226576 squares in total--favorably with the original but not a crushing 
difference. They do look much nicer though now!

    1-6. MACROS YOU'LL USE

QR[2 carriage returns]/QS[2 carriage returns] quick save or quick restore 
game A. Super useful when navigating around chutes or portals--or saving 
before gambling.


    1-7. INTRO TEXT

  'More supplies,' Rebnard supposes. 'I dare not hope for troops so soon.'
  King Rebnard of Deruvia stands atop Castle Oshcrun. Across the straits, 
dawn is breaking on the dire lands of Gurtex.
  'Another sleepless night,' thinks the king. 'Why am I unable to rest?'
  'Advise the court that I will join them shortly.'
  Chilek descends the stairs. King Rebnard looks again at Gurtex, then 
follows. As the sun clears the horizon, the ship sails into Telermain harbor.
  'Welcome news indeed, Chilek,' says the king. The king's loyal servant 
Chilek climbs to the parapet.

[start new game:] %o has arrived in Telermain from Maramon, and has settled 
in at the Eastern Breeze Tavern.
[transfer from Keys to Maramon:] '%o, the hero who drove Alvirex from 
Maramon, sailed with them.'
[transfer from Magic Candle:] Was [you] a woman in disguise?

  'Yet I can hope for old friends from Deruvia...' Rebnard gazes at the ship 
and at Gurtex as the sun rises into the sky.
[new game:] 'Sire, your court awaits,' says Chilek. 'And your breakfast is 
growing cold.'
[transfer from KtM:] 'And a messenger has arrived from Telermain,'Chilek 
continues. King Rebnard starts to wave Chilek away.
[transfer from Magic Candle:] 'Captain Garlin has arrived from far Pheron 
with much lumber,' says Chilek.'And he has brought the great hero [you] with 
him!'

  2. CONTROLS

  Controls are different for versions 1.5 and 2.0. The big problem with 1.5 
is that, to access a character, you occasionally have to press the first 
letter of his name or use the numpad--but it doesn't happen all the time. 
Grr. 2.0 is much smoother, and you can push the number of the character. 
Generally you can just type the character number or use arrows when everyone 
is listed. The lower right box also allows you to press keys for commands. 
You can also use numbers for how you wish to walk around. Diagonal movement 
is the big improvement from the last version to this one.

    2-1. GETTING AROUND

  Since you don't use any extra time for moving diagonally, I prefer to do 
so--especially walking outside(inside, you can hit dead ends.) That can take 
up a lot of time otherwise. Certainly when you're taking a boat, you can use 
up a lot of time that way. It's probably the only way to flee from monsters 
as well--if you get caught by monsters a teleport spell is the best way to 
disengage as otherwise you'll have to move, flee combat, and repeat ad 
nauseam.

  Crossing rivers can drain energy quickly. You'll want to have lots of 
sermins packed for this sort of eventuality or, better yet, just cast a 
teleport. Then only the spellcaster needs a sermin.

  Using boats is a nuisance, and eventually you'll need to learn teleportal 
combinations to get where you want, with a few teleport spells to move 
closely. The important thing about boats is--sometimes it'll say it's too 
dangerous to sail a certain way when you're relatively close to shore. Don't 
worry too much about that--the game sees the world map as several 42x42 grids 
slapped together. The message means you're on the edge of one. So you may 
have to stop moving diagonally. The only thing to worry about is if the sea 
starts roaring to the south when you can see land--that requirs an item 
you'll find midway through the game. You will want topay the captain 20 days 
in advance, at least. I wind up wasting a bit of money here, but it's no big 
deal--after a couple of trade routes, money is not a problem.

  Scouting is an important practical tool if you don't want to use this 
walkthrough too much--save, move out in some random direction, restore if 
nothing's there, and try again.

  There are some macro combinations you'll need to learn.

    2-2. COMBAT

  Combat's very pesky at times. You'll want to avoid it even when you're very 
good. Outside, the general rule of thumb is:

0. SAVE BEFORE EXPLORING. THIS IS A GENERAL ADVENTURING RULE OF THUMB, EXCEPT 
ON SUCKY "ADVANCED HYPER SUPER GRAPHIC" CONSOLE RPGS, WHERE IT'S TOO DARN 
SLOW.

1. avoid it outside
2. if you get in an combat, flee
3. flee repeatedly if you have to, but you can also restart. It's a matter of 
inconvenience rather than actually that you'll risk losing.
4. have teleport spells memorized if bad guys start to chase you.
5. don't get involved. The physical barriers out in forests are annoying. 
Dungeon rooms are much cleaner cut and smaller too.

  Last time I played through the game, I didn't bother once with a random 
outside combat. Some monsters guarded Pentyne, but that was about it. For 
these ogres, have everyone charged with mushrooms, and jump EVERYBODY--
including sorcerers--to get close to the ogres/spellcasters and beat them up 
early.

  Inside, the rule of thumb is:

0. SAVE BEFORE EXPLORING ANYWHERE. TRIPPING AMBUSHES OR WALKING INTO A TOUGH 
ROOM CAN BE ANNOYING.

1. try to avoid ambushes. Snake along the walls. See 2-3-2 for an 
explanation.
2. if you get in one, you may just want to restart for convenience, 
especially if you're on DOSbox. Often figuring where the ambush(note the X/Y) 
and avoiding it saves time, long-term, over strategizing how to win the 
ambush.
3. if you have to fight the ambush(as in one case in Dorak) you want to be 
fully loaded before the combat, preferably with spellcasters that can take 
out opposing spellcasters right away. If you can't, don't memorize a spell 
for your spellcaster, especially if Gaems are going to cast forget. Recalling 
a spell doesn't take any time.
4. camp in dungeon rooms to fix weapons. It barely takes any time. It's the 
Gurtex equivalent of brushing your teeth or stretching before a workout.
5. switch players so that you have an enemy pinned down before they both 
attack.
6. try to calculate the damage you'll do against an enemy. For instance, if a 
spell will take 40 points, your sword takes 30, and the opponent has 65 hit 
points, cast a spell and hack him down.

      2-2-1. FLEEING

  In a dungeon, this is nearly impossible. The solution is to avoid fights 
and ambushes in the first place. You know where the dungeon rooms are. I find 
the best fleeing is ALT-TAB(to switch from a DOS window) or ALT-F4.

      2-2-2. AMBUSHES

  I often just reload as soon as I see one and make a note of where I tripped 
the ambush. Keep in mind that the X/Y coordinate given is for your current 
active player. See section 2-3-2 for more details on avoidance.

      2-2-3. PREPARATIONS

  You'll want to build up your cash reserves until you can afford endless 
gonshis/luffins/mirgets/sermins, and be prepared to memorize a ton of shield 
spells to get that up to 99 at all times. Try to have at least 30 per player 
when you go into the next dungeon. You can really make this go quickly with 
U-S-Y(use sermins--all, yes.) Don't be too concerned if someone has only lost 
20 energy--sermins are cheap and often the extra energy works very well for 
spellcasters. Don't underestimate the importance of having full energy as, 
for instance, Zefoar can cost Eflun 24 energy and with a gonshi you can just 
sneak in 4 such spells. Also if you want to save a bit of money, wizards and 
a bowman(with Darkfinder) don't need luffins/mirgets. You can usually easily 
recoup your mushroom investment on a combat won.

  I found that after a while I didn't worry about wasting mushrooms in case a 
room might be an easy fight--in fact this expedited the stuff that should 
have gone quicker anyway. The treasure you'll find on the way should more 
than make up for this all, but of course you can play fast and loose wiping a 
room out, realizing it was easy, restoring and winning without. Still near 
the end it's like being a chiseling old miser.

  Nifts would seem to be useful, but don't use them early on, as you can 
build up armor, and the main thrust of combat should be a quick knockout. 
Your main opponents will be spellcasters that freeze you. In fact, even in 
early combats, if everyone's eaten a gonshi and you get a few quick strikes, 
enemies often get scared and flee(first impressions are powerful, I guess!)

  Also be sure to have two players with 20+ RESTSOUL spells at any one time. 
It's annoying to have to flee a seeming walkover fight due to the lack of any 
such spell. I prefer to give them to my leader and the person with the bow--
that's the only way to kill undeads. Skeletons aren't particularly tough, and 
even if they resurrect at the end of their turn, they have zero points. Have 
a fighter whack them and cast restsoul to get rid of them.

  Fixing weapons isn't too bad, so spend time to do it. Two fighters go at it 
rapidly. But even if your weapon breaks you can repair the (99) damage pretty 
easily. Surreal but convenient.

  The only song you really want is Sambali, which will sometimes knock off 
those annoying Doombeasts in Dorak and beyond. The others are entertaining, 
if you figure out how to get the sound to work.

  Get Vannex early on, because JUMP is insanely useful.

      2-2-4. DUNGEON ROOM POSITIONING AND MANEUVERING

  Being able to pin down an enemy in combat is a key to a quick win. One of 
the first things you should note if you've played Magic Candle is that 
players can move diagonally. This prevents a spellcaster from being tucked in 
the corner, but on the other hand it seems tougher to trap bad guys--the 
problem with hacking at someone diagonally is that they can duck that way. 
There's a way around that, though.

  Initial positions shouldn't be hard to figure out. Later on in the game 
when you're loaded with mirgets/luffins/gonshis you can just bring a 
spellcaster in to attack, and sometimes he can serve to box in a particularly 
pesky opponent. Have him jump in and then he gets a big hit and can delay 
using a sermin. But otherwise, if you don't have jump spells(which you 
should,) just place attackers in the front row and spread them out. The main 
thing is to get in touch with enemies, and then hack away.

Fortunately there's still a way to trap bad guys. Note they only duck away or 
perpendicularly. If a bad guy is in the corner, get him like so:

X 1
XZ
XXX

  Here player 1 can attack the enemy and hit him each time. Here using a 
mirget is that much more efficient as you don't need a luffin.

  Two fighters can also use teamwork to knock out an enemy. This is 
particularly valuable against Zakhad or the Naurs.

XXXXX
  Z
 1 2

  Here 1 and 2 can form a pincer and whale away. Let's say you've eaten your 
gonshis, luffins and mirgets. If a spellcaster has jumped 1 and 2 forward, 
then they will have four moves. Attack/mirget/attack for each one. If you've 
got two of the enchanted axes, that could be ~800 damage. Naurs have 700, 
Zakhad 800. And you have one move left to whack a henchman.

  You can also use standard non-diagonal methods of blocking a bad guy in.

  2
 1O3
XXXXX

  Here 1, 2 and 3 can hack away at the ogre and his 500 hit points until he 
falls over. And without 2, you could have another player(6, call him) shoot 
arrows for easy hits. Note that a corpse counts as something to block your 
way for ducking purposes although you can walk over it. You will also cast it 
to the side when walking on it. Also note that you want to nail the bad guys 
on the sides first--it takes fewer steps to surround them, and you can always 
just jump everyone back to surround the next guy.

  Note that diagonals and the ability to aim diagonally means spells and 
arrows can hit a wall. If they go over water they get killed too.

  It takes some creativity to nail an invisible guy. You can't use magic on 
him, but I often like to take an arrow to him. You'll also know you've found 
the square he's on if you don't move where you're supposed to and seem to 
swing at air instead. Note that invisible enemies usually move once per turn. 
Once you know they're trying to fool you this way, it's easy to anticipate. 
And if you miss, as opposed to walking around, the game will tell you.

      2-2-5. FAVORITE SPELLS

  The big rule: bring it all, right away. And be sure your spellcasters have 
gonshis too. Also, know your opponents. Some spells don't work on them. Many 
opponents have shields. And you can't win some fights without resorting to 
RESTSOUL. So have a lot of that memorized.

  I like having my leader know some Zoxinn spells--particularly Zutyun, which 
eradicates opponents' shields and armor. It's a one size fits all spell, so 
it's best to have your weakest player cast it. He or your elf archer can also 
memorize other flat-rate spells such as [noncombat] Glamour, Charm, Repel and 
Pierce and [combat] Jump and Shatter. Even Shield can be useful as you can 
memorize spells quickly, and you aren't ever pressed to cast it before a big 
combat. Your wizards, the heavy hitters, need the 
Zefoar/Zapall/Fireball/Acidball although if your archer does more damage with 
the arrow, or monsters have big shields, you'll want wizards to have jump 
spells in reserve. Spells that mess with opponents' psyches aren't as useful 
or predictable as usually you can calculate your way to a win. And while it's 
nice to have an arsenal

  In fact I rarely had a fight I couldn't win quickly after a few tries 
throughout the game. That's not to say they're easy; some monsters cast 
'forget' on you or 'drain.' This weakens your character for good. Therefore 
it's important to knock out these spellcasters ASAP. Gragans, doombeasts, 
Gaems, Zakhads, and Dreadknights are nasty in this regard. You can probably 
get by with a few drains but with some thought, or a couple repetitions of 
critical fights, you won't have to deal with any.

  The order you move in is very important--push 1-6 to get that character 
casting spells and then move the fighters in, especially if a Zutyun is in 
order. Fighters do more damage with armor gone. Some good strategies include:
1) cast JUMP on fighters so they can move in. This buys up to 3 moves and if 
they have axe skill 70+ and great strength from visiting Gods, it's better 
than a Fireball spell.
2) keep track of enemy hit points. If you know that a spell does 34 
damage(Zefoar/Zapall/Fireball/Acidball,) and you have four moves, you can 
calculate it. Zefoar vs. Zapall is also important--take out a lump of 
monsters with Zefoar(more localized, more damage) and wipe the rest with 
fighters. Note that zero hit points = death. Similarly you can keep track of 
damage done by an axe--which doesn't vary. Shatter is a bit more random and 
best used, say, when you'd leave a bad guy with one hit point with Fireball. 
This finesse was more evident in the original game, but there's still a 
possibility for teamwork.
3) Note that recalling a new spell doesn't officially take a move so you can 
have a spellcaster shuffle that around.
4) Your highest priority should be the spellcasters that cast DRAIN or 
FORGET. That puts a cramp in you. FREEZE may just be annoying as enemy 
spellcasters do seem to run out of spells eventually.

DOOMBEASTS WITHOUT SAMBALI

  Only one group of monsters is really nasty. Doombeasts, before you can do 
anything, mutliply into a bunch of illusory doppelgangers. Your object is to 
find the 'real' Doombeast(there may be 2) and kill it. Note spellcasters 
don't work so well. Playing detective should kill them off as fake ones 
disappear when hit, but you really should get Sambali(see Pharus in Wanasol) 
to deal with Doombeasts, which you want to wipe out in the first round before 
they DRAIN you. If you don't have it, though, here's the strategy I like to 
use. They aren't affected by magic, but the game does point out if you've 
damaged one. That's a hint--you hit the real deal.

  Positioning after jump spells is important here. You'll want a fighter to 
be able to hack away at two or three doombeasts before his turn is up.

1. luffins and mirgets may be wasted, but use them anyway. Gonshis are really 
necessary.
1. take the nearest Doombeasts out--look to damage them with your archer. He 
does the least damage, so if he hits an illusory one, boo hoo. You'll get 
four shots, and you'll want to try to leave a couple close to each other so 
that a fighter can hack at both. If a doombeast is close enough in, you can 
run at him. Have your archer try to pick off the doombeasts on the side. You 
won't want to jump anyone around until after your archer has shot the 
doombeasts. Once he's picked off the ones on the sides, or discovered they're 
real, you know where to attack. Don't have mages jump your fighters until 
then.
2. Always, always use a jump spell to move a fighter in so he can hit two 
doombeasts. (Fireballs won't affect them, so this is no net loss.)
3. Let that fighter hack away again and have another go in if the doombeast 
is real, or jump another at any doombeasts left.
4. Use fireballs to hack away monsters in front of doombeasts. But don't 
worry if one or two enemy spellcasters survive. Your shields should hold. 
They should be at 99 before the fight.

  Usually there are not more than 10 doombeasts or their hallucinations.
--4 go down to the archer's shots, assuming your archer is good and you have 
Darkfinder
--you have 3 fighters left. Mages can use 3 jump spells, leaving them with 5 
to go. If you're feeling very risky, and the other enemies are bona-fide 
harmless, you can jump the mages in and have them take 3 swings.
--you now have 12 swings to find a fake doombeast and kill 2 others, 2 
doombeasts. Try to have one guy find a doombeast with his sword, and then 
another can use his luffin/mirget. If you can hit a doombeast you're sure is 
the real one while charged with a mirget, it's easy. Again you may want to 
use a bit of math here--perhaps someone on a mirget, plus someone else with a 
regular attack, would kill the doombeast, so why waste two regular attacks?

OTHER BAD GUYS TO KILL ASAP

  Spellcasters are obviously the big baddies. Missile weapon shooters like 
Tekhir and Zumagin can be disrupted by putting someone next to them. If 
there's only one spellcaster, drop a bunch of spells on him and worry about 
the rest. After you've visited a few gods your party will be a bit hardier.

    2-2-6. FINESSES

  I visit a few gods before any real fights. That gives my party nice 
dexterity and agility, so I am able to make a move, use a gonshi, and make 3 
more moves. In the early stages, there's a risk I'll only get 1 move out of 
this, but later on, it's a free move versus the usual gonshi/3 move bit. 
Fighters can even use a luffin, then a gonshi, then a mirget, attack, use a 
luffin. Then they go mirget, gonshi, attack. Of course, with opponents 
cornered, you can just use mirget/attack, and go 
mirget/gonshi/attack/mirget/attack. Which is very useful against the big 
opponents. And with the big damage you can do, having a jump spell to bring 
your fighters near is better than any high powered spell.

  A bit of mushroom math here notes that gonshi/mirget/luffin/attack is 
better than gonshi/attack/attack/attack. With the first, damage = 3*usual-
enemy AC. With the second, max damage = 3*usual-3*enemy AC.

  You also want to bring out the scratch paper if your opponent has a shield. 
Is a wide range spell worth it? Sometimes it's good to cast a Zutyun then, 
after jumping your fighters in, a few Zefoars. But sometimes you are better 
off having your spellcasters keep shields up and maybe stab an opponent to 
put him down for good if he has 20 hit points left(and yes, your spellcasters 
will do that damage easily on a mirget and luffin later.)

  Oh. Don't be stingy with shields, either. If you're at 87 after casting 1, 
and you get 45 per spell, waste the extra 33 points and get 99. The spells 
are cheap enough.

    2-3. FANCY DUNGEON WALKING

      2-3-1. PORTAL AVOIDANCE

  The two nasty things to avoid here are portals and ambushes. The first, you 
can see with the right magic. The second, you can't. The old method of 
breaking up a party and recouping as in Magic Candle doesn't work. There are 
some ambushes/portals that will block you, but there's leeway for new 
character-shuffling puzzles.

  If you're having problems getting by an ambush or portal, save just before 
you get there and then hit ALT-SPACE when you trip it, then C to close the 
screen and then rerun the game.

  Portals are not so bad to avoid/run into. Occasionally they'll seem to be 
blocking the way, but you can rearrange. Note that you have a 3x3 block to 
shuffle around in. With the detect spell(get LOTS of this--or shuffle around 
the dungeon, note the teleports, and restart) you can see where to tiptoe. 
Let 1-6 be your party and P be a portal in the diagrams below. You'll also 
find out that there are more portals as you get further into the game. By 
which time you should have memorized plenty of DETECT spells, which take 
little time to learn--and don't feel guilty casting the spell, roaming, 
testing things out, and restoring. In any case you'll want to use the 
cumulative effect.

For PORTALS, they are only activated if a party member steps on them.
---------
123
456   P

---------

In the diagram above the party seems to be blocked by a portal. But they can 
rearrange and just walk east!
-------
123
      P

456
-------

You can also reform a party to land on a portal. That is the case with one 
portal behind a sign.

--------
-    123
- P+ 456
-
--------

Here you need to walk beyond the sign by staggering your party. Then you can 
reform.

There are also some unexpected ways to get around portals. If there are a few 
together, then you may need to resort to diagonal movement.

--------
123
456   P
     P

--------

Here you can't "go wide" and split the portals so what to do?

a. Reform your party and get close to one portal.

--------

    12P  (south then east)
    3P
    456
--------

Shift 4 to the empty square and move NE.

Reform and move SE. You're past!
-------- -------- -------- --------
              12        21
    12P       3P4      3P4       P21
    3P4       P56      P56      P3 4
     56                           56
-------- -------- -------- --------

Note you can't approach this from the top wall. You won't be able to 
rearrange in time.

Another variant on the theme may be if you are going down a diagonal 
corridor.

 *
  *
123*
456 *
*    *
 * P  *
  *    *
   *    *

You can't get past the portal as above, but look below--4 and 5 split past 
the portal.

 *
12*
 53*
4 6 *
*    *
 * P  *
  *    *
   *    *

A formation like such may allow you to cut a corner by moving diagonally 
around it:

 123
  45 P
--+6
  |
  | (go SE)

One thing to look out for when skirting portals: some formations that look 
the same aren't.

----------
123
456  P   +
 P P
----------

Here it's possible to get past the third portal to the sign--but ONLY if your 
formation is shown as

123
456
...

And not

...
123
456

The difference is that you can't really rearrange any players down once you 
get to the third portal--and you can't move down. So a word to the wise: be 
sure to have your party aligned correctly so they have room to maneuver.

123    123    123   123   123   123
456P > 45 P > 45P > 4 P > 4P  >  P
 P      P6    P 6   P56    56   456

And on that note, let's switch to a sort of reverse case:

      2-3-2. AMBUSH AVOIDANCE

  Ambushes are harder to avoid. But you have to take the opposite approach. 
The game looks for whether or not you're in the halo of an ambush. Let's say 
you're in the following corridor:

---------
123
456
      A

---------

  Here you might be able to walk over the top. But it depends on your 
formation.

123
456
... won't get you past. The ambush square will be in your formation.

...
123
456 will get you past. Part of your 3x3 square is in a wall. You can't 
rearrange but you can sneak past.

In the case below it's impossible to avoid an ambush.

------
123
456  A
     A

------

Fortunately there aren't too many of those around. In the case below, 
however, you can sneak past.
------+
      |
     A|
---   |
  -123|
  -456|
  -   |

------+
      |
  123A|
---45 |
  - 6 |
  -   |
  -   |

...you can move diagonally that way. Finding these tricks can be helpful to 
avoid an annoying combat, and they're less pedantic than crashing through 
with mushrooms(which you should have prepared after each dungeon fight 
anyway) and spells.

  In conclusion: you can use this FAQ to avoid nasty hot spots, or you can 
suffer through some unlucky stuff(DRAIN/FORGET.) Having a very good hunter 
can help things--or you can just keep resetting until you are able to detect 
an ambush. In ambushes you have to recognize that walls will block spells and 
arrows and such.

  I do prefer to sneak past ambushes. Taking 15 seconds to walk around can 
save you from a less than lucrative 2 minute combat. But in case you need to 
avoid them, I suggest putting the two weakest fighters in the center of the 
formation, or if you have a bowman, he can go there. And walk so part of your 
formation is inside the wall and you can't reform.

My favorite way to do it:

Lukas Eldai Madir
Kruga Eflun Rogga

Or any reflection/rotation of this scheme.

      2-3-3. CHUTE AVOIDANCE

  Chutes don't appear that often, but when they do they're annoying. They're 
not visible.

  Chutes can be treated like ??.

  3. CHARACTERS

  All characters except hirelings are good to have in your party if only to 
spit back out--because you can take them for all the items they have. Some 
are tricky to pick up later and others you'll need only for a brief spell.

  Here are my suggestions.

--At the beginning of the game you have a choice between characters, A-E.
--B is the female version of A, with slightly less gold and better charm. B 
also has a bit more treasure.
--D corresponds similarly to C. E is a good music player, but you don't need 
E.
--So going with A is ok but if you're more greedy than sexist feel free to 
pick B.

  As for companions:
--Argas is not really worthwhile. He's strong to start out, but he doesn't 
want to trade anything. Your main concern early on is money--which can be 
converted to weapons.
--Ben is found on level 1 of Shann. He's not bad compared to the early 
characters, but you'll already have found better once you see him. His 
neighbor Eldai, for instance, works out quite well.
--Buz is really useless but he's easy enough to get and dump early on.
--Crys(the faraway Queen) isn't horrendous but she's got no great features 
other than nice charm--for a human. Sadly Magic Candle doesn't allow *ahem* 
err back to the analysis.
--Durin is out on a campground and not a bad fighter. A bit weak on hit 
points, but you can pick him up early. Later on you can sacrifice 
him("Cool!")
--Eflun is quite good. You'll want to get him down the line in Drakhelm.
--Eldai is perhaps a bit better than Lupi, and the fights with the Gnolls 
aren't too tough.
--Fiz is right in Castle Oshcrun and the weakest of the mages, but he'll 
still do OK for you.
--Gilondo is in Llendora and while he's a bit lonely and wants to leave, he 
isn't terribly striking.
--Grolf is great to start with, but you'll want to ditch him for a dwarf.
--Gustron is okay to start with if you must, but I wind up ditching him in 
the cellar for Sakar.
--Jimbo is in his house at Ketrop and great to ransack--you may want to keep 
him for trading purposes as well. He's got great trading skill and lockpick 
which come in handy in a dungeon--or when you comb back through a dungeon.
--Kruga is pretty cool and if you're willing to hold off on waking gods, he 
is a good choice.
--Lupi is good as an elf, but Eldai is about as easy to get. One's in a 
hidden village, the other's in a weakly protected tower.
--Madir is in a tavern in Ussa and is quite a strong fighter. Use him.
--Nazim is standing around in Mizor. He's moderately valuable but nothing to 
get carried away about. Dwarves are better fighters as a rule.
--Nehor is a notch below Eldai although his archery will give a huge boost. 
You could do worse than pick him up early when you go to see Llendora.
--Nimmo is a hireling like Argas. Don't expect to be able to take his stuff.
--Orbo is great for research. Assign a party member while you take Orbo to 
research. Then come right back.
--Perin is pretty useless for combat but that $1200 he wants to give you is 
incentive to...err...give him a chance, sort of.
--Polo is good for equipment too. Hey!
--Ralle makes three.
--Reb isn't available until later. He is of course the King(Rebnard) and you 
do need him.
--Rexor would R0X0R if you got him earlier. But he makes for a nice chunk of 
plot.
--Rogga is a good dwarf and, as in Magic Candle, makes a good front line 
along with Kruga.
--Sakar is a great pickup in the cellars but you may want to ditch him later.
--Subia is necessary at the start but obviously pretty stinko when you run 
into combat. Fortunately you can ditch her soon after you pick her up.
--Somona is in Pentyne, and you may want her later for something 
cool(huh...huh...) but she won't do any heavy lifting.
--Stref is nutty. He's on the sixth floor of Shann and adds some weird 
commentary in Dorak but isn't terribly good for your party.
--Tamas is a pretty good wizard, and you can probably get him pretty early.
--Tuff is another star struck li'l halfling only too eager to cough up his 
goods to you.

My party progression would be:
Lukas-Jimbo-Gus
Grolf-Subia-Fiz to Rondl/Llendora

Now none of these companions will show up in the final accounting.

Drop Subia, pick up Sakar in the Cellars

Drop Fiz, get Madir from Ussa

Clear prisons in Shann(1st level,) drop Gus for Eldai

Drop Jimbo for Eflun when you go on quests--use Jimbo in towns to pump people 
for information and to sell items for a lot of money. Put Eflun in a 
stronghold.

Drop Sakar for Kruga

Drop Grolf for Durin or, better, Rogga

For going to see Gods, use...

Lukas-Kruga-Rogga
Eldai-Madir-Eflun

(don't worry about the order.)

Except when seeing evil gods and sacrificing companions, then alternate 
Eflun/Madir. Who need the boost less than your fighters.

  Now on to the actual data.

CHARACTER:Lukas
Full name:Lukas Al Dem Gold:  500 Energy: 99 
Race: Human M/F: M
Bravery:12 Strength: 6 Dexterity: 5 Endurance: 6 Agility: 5
Loyalty:10 Charm: 6 Intelligence: 8 Resistance: 4
Sword:30/99 Axe:10/75 Archery:40/80 Magic:40/75 Fist:30/99
Swimming:45/99 Trading:20/99 Stealth:40/75 Research:10/99
Soul Read:45/75 Lockpick:15/60 Tracking:40/75 Music:10/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:50/99 Leadership:50/99
Items:
     Blu Pearl:   3      Scimitar:WT 0      Smallaxe:WT 4        Ashbow:WT19
 Leather armor:WT 0  Suede outfit:WT 5          Food:  18        Potion:   6
        Sermin:  18        Gonshi:  12          Loka:   4       Medicin:   2
           Map:   1         Arrow:  50       Blanket:   1
Spells:
   CONFUSE: 5   SHATTER:15    LOCATE: 9    ASSESS: 4
      HEAL: 9    WEAKEN: 9
 RESURRECT: 3
   COURAGE: 6

CHARACTER:Luka
Full name:Luka Ni Dem Gold:  300 Energy: 99 
Race: Human M/F: F
Bravery:12 Strength: 5 Dexterity: 5 Endurance: 6 Agility: 7
Loyalty:10 Charm: 6 Intelligence: 8 Resistance: 4
Sword:30/99 Axe:10/75 Archery:45/80 Magic:40/75 Fist:25/99
Swimming:45/99 Trading:20/99 Stealth:40/75 Research:10/99
Soul Read:45/75 Lockpick:15/60 Tracking:40/75 Music:25/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:50/99 Leadership:50/99
Items:
     Blu Pearl:   3          Ruby:   5      Scimitar:WT 0      Smallaxe:WT 4
        Ashbow:WT19 Leather armor:WT 0  Suede outfit:WT 5          Food:  18
        Potion:   6        Sermin:  18        Gonshi:  12          Loka:   4
       Medicin:   2           Map:   1         Arrow:  50       Blanket:   1

Spells:
   CONFUSE: 5   SHATTER:15    LOCATE: 9    ASSESS: 4
      HEAL: 9    WEAKEN: 9
 RESURRECT: 3
   COURAGE: 6

CHARACTER:Lukas
Full name:Lukas Al Dem Gold:  350 Energy: 99 
Race: Human M/F: M
Bravery:12 Strength: 7 Dexterity: 7 Endurance: 6 Agility: 5
Loyalty:10 Charm: 4 Intelligence: 7 Resistance: 3
Sword:45/99 Axe:30/75 Archery:30/80 Magic:30/75 Fist:40/99
Swimming:35/99 Trading:20/99 Stealth:25/75 Research:10/99
Soul Read:15/75 Lockpick:10/60 Tracking:25/75 Music:10/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:25/99 Leadership:50/99
Items:
          Jade:   5     Longsword:WT 0    Chain mail:WT 0   Wool outfit:WT 0
          Food:  12        Potion:   4        Sermin:   8        Gonshi:  16
          Nift:  10        Mirget:   4        Luffin:   5     Fireglobe:  16
           Map:   1
Spells:
      FEAR:10   SHATTER:18
  FIREBALL:12    WEAKEN: 5    FREEZE: 2

CHARACTER:Luka
Full name:Luka Ni Dem Gold:  800 Energy: 99 
Race: Human M/F: F
Bravery:12 Strength: 6 Dexterity: 7 Endurance: 6 Agility: 8
Loyalty:10 Charm: 4 Intelligence: 7 Resistance: 3
Sword:45/99 Axe:30/75 Archery:30/80 Magic:30/75 Fist:30/99
Swimming:40/99 Trading:35/99 Stealth:20/75 Research:25/99
Soul Read:15/75 Lockpick:10/60 Tracking:25/75 Music:10/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:25/99 Leadership:50/99
Items:
         Topaz:   5     Longsword:WT 0    Chain mail:WT 0   Wool outfit:WT 0
          Food:  12        Potion:   4        Sermin:   8        Gonshi:  16
          Nift:  10        Mirget:   4        Luffin:   5     Fireglobe:  16
           Map:   1
Spells:
      FEAR:10   SHATTER:18
  FIREBALL:12    WEAKEN: 5    FREEZE: 2

CHARACTER:Lukas
Full name:Lukas Al Dem Gold:  600 Energy: 99 
Race: Human M/F: M
Bravery:12 Strength: 6 Dexterity: 5 Endurance: 6 Agility: 5
Loyalty:10 Charm: 6 Intelligence: 8 Resistance: 4
Sword:35/99 Axe:15/75 Archery:35/80 Magic:35/75 Fist:30/99
Swimming:45/99 Trading:20/99 Stealth:30/75 Research:15/99
Soul Read:30/75 Lockpick:25/60 Tracking:25/75 Music:75/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:30/99 Leadership:50/99
Items:
     Blu Pearl:   4      Scimitar:WT 0      Smallaxe:WT 4        Ashbow:WT19
 Leather armor:WT 0  Suede outfit:WT 5          Food:  18        Potion:   6
        Sermin:  18        Gonshi:  12          Loka:   5       Medicin:   3
           Map:   1          Lyre:   1         Flute:   1         Arrow:  50
       Blanket:   1
Spells:
   CONFUSE: 5   SHATTER:15    LOCATE: 9    ASSESS: 4
      HEAL: 9    WEAKEN: 9
 RESURRECT: 3
   COURAGE: 6

CHARACTER:Sakar
Full name:Sakar Gold:  500 Energy: 99 
Race: dwarf M/F: M
Bravery:10 Strength: 9 Dexterity: 4 Endurance: 7 Agility: 4
Loyalty:10 Charm: 3 Intelligence: 6 Resistance: 2
Sword:25/60 Axe:60/99 Archery:30/75 Magic: 0/ 0 Fist:40/75
Swimming:10/10 Trading:15/75 Stealth:40/60 Research: 0/50
Soul Read:20/99 Lockpick:25/99 Tracking:30/99 Music: 0/25
Carpentry: 0/50 Metalsmith:25/99 Gemcutting:20/99
Tailor: 0/50 Hunting:30/75 Leadership:30/75
Items:
          Jade:   4     Battleaxe:WT 1 Dwarven chain:WT 0 Bronze helmet:WT 0
   Wool outfit:WT 7          Food:  12        Potion:   5        Gonshi:  15
          Nift:   8     Mindstone:   1
Spells:

CHARACTER:Fiz
Full name:Rimfiztrik Gold:  720 Energy: 99 
Race: wizard M/F: M
Bravery: 5 Strength: 4 Dexterity: 6 Endurance: 5 Agility: 3
Loyalty:11 Charm: 2 Intelligence: 8 Resistance: 5
Sword:10/40 Axe: 0/10 Archery:10/25 Magic:45/99 Fist:10/40
Swimming:10/30 Trading:20/25 Stealth:20/40 Research:30/99
Soul Read:30/50 Lockpick: 0/20 Tracking: 0/25 Music: 0/10
Carpentry: 0/25 Metalsmith: 0/25 Gemcutting: 0/25
Tailor: 0/25 Hunting: 0/25 Leadership: 0/50
Items:
     Blu Pearl:   4     Silk robe:WT 0          Food:   5        Sermin:  16
        Gonshi:   5        Felmis:   1
Spells:
  FIREBALL: 9  TELEPORT: 6      HEAL: 7
    ENERGY: 8 WALKWATER:20    SHIELD: 7 RESURRECT: 4
  ACIDBALL:20    FORGET: 5   COURAGE:12     SENSE:12  RESTSOUL:12 SOULSPEAK: 
4

CHARACTER:Nehor
Full name:Nehor Gold:  250 Energy: 99 
Race: elf M/F: M
Bravery: 7 Strength: 6 Dexterity: 7 Endurance: 5 Agility: 7
Loyalty: 7 Charm: 4 Intelligence: 7 Resistance: 3
Sword:30/75 Axe:10/25 Archery:65/99 Magic:30/75 Fist:20/99
Swimming:50/99 Trading:15/40 Stealth:40/75 Research:30/99
Soul Read:40/99 Lockpick:15/50 Tracking:50/40 Music:60/10
Carpentry:50/99 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/99 Hunting:40/99 Leadership:25/99
Items:
        Ashbow:WT 1 Leather armor:WT 0  Suede outfit:WT 2          Food:   9
        Potion:   3        Gonshi:   9          Nift:   5        Luffin:   8
         Arrow:  36
Spells:
      FEAR: 3   CONFUSE: 6    LOCATE: 8
  FIREBALL: 5  TELEPORT: 2

CHARACTER:Tuff
Full name:Tuff Gold:  700 Energy: 99 
Race: halfling M/F: M
Bravery: 7 Strength: 4 Dexterity: 9 Endurance: 4 Agility: 9
Loyalty: 6 Charm: 7 Intelligence: 8 Resistance: 1
Sword:10/60 Axe: 0/50 Archery:20/80 Magic: 0/ 0 Fist: 5/50
Swimming:50/99 Trading:75/99 Stealth:50/99 Research:20/50
Soul Read:60/99 Lockpick:75/99 Tracking:20/50 Music:10/99
Carpentry: 0/99 Metalsmith: 0/75 Gemcutting: 0/99
Tailor:20/99 Hunting:10/75 Leadership:15/60
Items:
    Shortsword:WT 1   Wool outfit:WT 4          Food:  25        Potion:   2
          Nift:   2     Fireglobe:  16       Medicin:   4          Lute:   1
          Pick:   5
Spells:

CHARACTER:Ben
Full name:Ben Trimmon Gold:  350 Energy: 99 
Race: Human M/F: M
Bravery: 8 Strength: 6 Dexterity: 4 Endurance: 5 Agility: 6
Loyalty: 5 Charm: 4 Intelligence: 7 Resistance: 0
Sword:60/99 Axe:25/75 Archery:40/80 Magic: 0/75 Fist:60/99
Swimming:50/99 Trading:15/99 Stealth:40/75 Research: 0/99
Soul Read:10/75 Lockpick:15/60 Tracking:10/75 Music: 0/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:10/99 Leadership:50/99
Items:
     Longsword:WT 0      Smallaxe:WT 6        Ashbow:WT32    Chain mail:WT22
 Bronze helmet:WT 7  Suede outfit:WT12          Food:   9        Potion:   2
        Gonshi:   6        Luffin:   9     Fireglobe:   8          Loka:   1
     Mindstone:   1          Lyre:   1         Arrow:  20       Blanket:   1

Spells:

CHARACTER:Crys
Full name:Q. Crystyn Gold:  750 Energy: 99 
Race: Human M/F: F
Bravery: 6 Strength: 4 Dexterity: 7 Endurance: 4 Agility: 9
Loyalty:10 Charm: 7 Intelligence: 8 Resistance: 2
Sword:35/99 Axe: 0/75 Archery:40/80 Magic:22/75 Fist:20/99
Swimming:60/99 Trading:35/99 Stealth:45/75 Research:40/99
Soul Read:50/75 Lockpick: 0/60 Tracking:15/75 Music:75/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:40/99 Leadership:60/99
Items:
    Shortsword:WT 0        Ashbow:WT 0     Ring mail:WT 0     Silk robe:WT 0
        Potion:   9        Sermin:  20        Gonshi:  12          Loka:   3
         Arrow:  60
Spells:
      FEAR: 5   CONFUSE: 9   SHATTER: 4     REPEL: 7    LOCATE: 8    ASSESS: 
8
  FIREBALL: 9  TELEPORT: 9      HEAL: 9    WEAKEN: 5    FREEZE: 7
    ENERGY: 7    PIERCE: 7 DISAPPEAR: 4 WALKWATER:20    SHIELD: 6 RESURRECT: 
3

CHARACTER:Ralle
Full name:Ralle d'Bois Gold:  150 Energy: 99 
Race: Human M/F: M
Bravery: 7 Strength: 6 Dexterity: 6 Endurance: 5 Agility: 6
Loyalty: 4 Charm: 5 Intelligence: 6 Resistance: 3
Sword:30/99 Axe:25/75 Archery:40/80 Magic:20/75 Fist:15/99
Swimming:40/99 Trading:15/99 Stealth:30/75 Research:20/99
Soul Read:10/75 Lockpick:15/60 Tracking:40/75 Music:10/75
Carpentry:15/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:50/99 Leadership:20/99
Items:
         Pearl:   5      Smallaxe:WT 2        Ashbow:WT 0    Chain mail:WT 2
  Suede outfit:WT 3          Food:   5          Lyre:   1         Arrow:  35

Spells:

CHARACTER:Durin
Full name:Durin Gold:  525 Energy: 99 
Race: dwarf M/F: M
Bravery: 9 Strength: 8 Dexterity: 9 Endurance: 6 Agility: 8
Loyalty: 7 Charm: 2 Intelligence: 6 Resistance: 3
Sword:15/60 Axe:55/99 Archery:20/75 Magic: 0/ 0 Fist:35/75
Swimming:10/10 Trading:15/75 Stealth:40/60 Research: 0/50
Soul Read:10/99 Lockpick:35/99 Tracking:35/99 Music: 0/25
Carpentry: 0/50 Metalsmith:40/99 Gemcutting:65/99
Tailor: 0/50 Hunting:40/75 Leadership:20/75
Items:
          Ruby:   5
     Hammeraxe:WT17 Dwarven chain:WT 0 Bronze helmet:WT 0   Wool outfit:WT 7
          Food:  18        Potion:   7        Gonshi:  12          Nift:   8

Spells:

CHARACTER:Eflun
Full name:Eflun Gold:  300 Energy: 99 
Race: wizard M/F: M
Bravery: 7 Strength: 4 Dexterity: 5 Endurance: 5 Agility: 5
Loyalty: 9 Charm: 3 Intelligence:10 Resistance: 7
Sword:15/40 Axe: 0/10 Archery:10/25 Magic:65/99 Fist:10/40
Swimming:10/30 Trading:15/25 Stealth:10/40 Research:50/99
Soul Read:50/50 Lockpick: 0/20 Tracking: 5/25 Music: 0/10
Carpentry: 0/25 Metalsmith: 0/25 Gemcutting: 0/25
Tailor: 0/25 Hunting: 0/25 Leadership:10/50
Items:
         Pearl:   3      Scimitar:WT 0   Cotton robe:WT 0          Food:  15
        Potion:   8        Sermin:   9        Gonshi:   7          Loka:   5
     Mindstone:   1          Cube:   8        Demaro:   1        Zoxinn:   1

Spells:
    ENERGY:12    PIERCE: 3 DISAPPEAR: 8 WALKWATER:10    SHIELD:12 RESURRECT: 
4
     ZOFIR: 7    ZAPALL: 8    ZENGRL: 8   ZISHOXE: 9    ZEFOAR: 9    ZUTYUN: 
7

CHARACTER:Eldai
Full name:Eldai Gold:  400 Energy: 99 
Race: elf M/F: M
Bravery: 9 Strength: 6 Dexterity: 7 Endurance: 6 Agility: 8
Loyalty: 7 Charm: 4 Intelligence: 8 Resistance: 5
Sword:35/75 Axe: 0/25 Archery:55/99 Magic:35/75 Fist:30/99
Swimming:50/99 Trading:20/40 Stealth:50/75 Research:35/99
Soul Read:35/99 Lockpick:20/50 Tracking:45/40 Music:65/10
Carpentry:90/99 Metalsmith: 0/75 Gemcutting:20/75
Tailor: 0/99 Hunting:30/99 Leadership:20/99
Items:
     Blu Pearl:   5     Longsword:WT 0       Brombow:WT 0   Elven chain:WT 0
     Silk robe:WT 0          Food:  12        Potion:   7        Gonshi:   5
        Luffin:   8         Arrow:  50
Spells:
      FEAR: 5   CONFUSE:12   SHATTER: 9    LOCATE:10    ASSESS: 3

CHARACTER:Gil
Full name:Gilondo Gold:  700 Energy: 99 
Race: elf M/F: M
Bravery: 7 Strength: 5 Dexterity: 8 Endurance: 5 Agility: 9
Loyalty: 8 Charm: 6 Intelligence: 8 Resistance: 4
Sword:25/75 Axe: 0/25 Archery:50/99 Magic:30/75 Fist:20/99
Swimming:60/99 Trading:20/40 Stealth:50/75 Research:55/99
Soul Read:45/99 Lockpick:10/50 Tracking:50/40 Music:95/10
Carpentry:50/99 Metalsmith: 0/75 Gemcutting:50/75
Tailor: 0/99 Hunting:30/99 Leadership:10/99
Items:
         Topaz:   5      Scimitar:WT 0        Ashbow:WT 0     Ring mail:WT 0
  Suede outfit:WT 0          Food:  15        Potion:   7        Gonshi:   5
          Nift:   9         Arrow:  40
Spells:

CHARACTER:Grolf
Full name:Cmdr. Grolf Gold:  400 Energy: 99 
Race: Human M/F: M
Bravery: 8 Strength: 7 Dexterity: 6 Endurance: 6 Agility: 5
Loyalty:11 Charm: 4 Intelligence: 7 Resistance: 1
Sword:35/99 Axe:60/75 Archery:15/80 Magic: 0/75 Fist:60/99
Swimming:30/99 Trading:10/99 Stealth:20/75 Research: 0/99
Soul Read:25/75 Lockpick: 0/60 Tracking:20/75 Music: 0/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:30/99 Leadership:50/99
Items:
     Longsword:WT 0     Battleaxe:WT 0   Steel plate:WT 0  Steel helmet:WT 0
   Wool outfit:WT 0          Food:   5        Potion:   4        Gonshi:  15
          Nift:   6
Spells:

CHARACTER:Gus
Full name:Sir Gustron Gold:  300 Energy: 99 
Race: Human M/F: M
Bravery: 6 Strength: 6 Dexterity: 7 Endurance: 5 Agility: 7
Loyalty: 7 Charm: 8 Intelligence: 5 Resistance: 1
Sword:45/99 Axe: 0/75 Archery:25/80 Magic: 0/75 Fist:20/99
Swimming:30/99 Trading:30/99 Stealth:30/75 Research: 0/99
Soul Read:15/75 Lockpick: 0/60 Tracking:25/75 Music: 0/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:30/99 Leadership:20/99
Items:
    Shortsword:WT 0     Longsword:WT 0    Chain mail:WT 0 Bronze helmet:WT 0
   Cotton robe:WT 0   Wool outfit:   7          Food:   4        Gonshi:   5
          Nift:   5        Mirget:   6
Spells:

CHARACTER:Jimbo
Full name:Jimbo Lim Gold:  750 Energy: 99 
Race: halfling M/F: M
Bravery: 5 Strength: 4 Dexterity: 7 Endurance: 4 Agility: 9
Loyalty: 9 Charm: 9 Intelligence: 8 Resistance: 1
Sword:35/60 Axe:10/50 Archery:25/80 Magic: 0/ 0 Fist:20/50
Swimming:50/99 Trading:75/99 Stealth:45/99 Research:20/50
Soul Read:55/99 Lockpick:75/99 Tracking:40/50 Music:15/99
Carpentry:75/99 Metalsmith: 0/75 Gemcutting: 0/99
Tailor:20/99 Hunting:40/75 Leadership:10/60
Items:
    Shortsword:WT 0 Leather armor:WT 0     Silk robe:WT 0          Food:  40
        Potion:   5        Sermin:   5          Loka:   6       Medicin:   4
          Pick:   3
Spells:

CHARACTER:Kruga
Full name:Kruga Gold:  220 Energy: 99 
Race: dwarf M/F: M
Bravery: 9 Strength: 9 Dexterity: 7 Endurance: 8 Agility: 5
Loyalty: 5 Charm: 1 Intelligence: 6 Resistance: 3
Sword:35/60 Axe:75/99 Archery:25/75 Magic: 0/ 0 Fist:50/75
Swimming: 0/10 Trading:15/75 Stealth:50/60 Research: 0/50
Soul Read:10/99 Lockpick:50/99 Tracking:40/99 Music: 0/25
Carpentry: 0/50 Metalsmith:25/99 Gemcutting:25/99
Tailor: 0/50 Hunting:20/75 Leadership:10/75
Items:
     Blu Pearl:  10     Doubleaxe:WT10 Dwarven chain:WT22   Iron helmet:WT12
  Suede outfit:WT17          Food:   5        Potion:   9          Nift:   7
     Fireglobe:   8     Map Flask:   1        Shovel:   1          Rope:   1
          Pick:   2       Blanket:   1
Spells:

CHARACTER:Lupi
Full name:Lupi Gold:  375 Energy: 99 
Race: elf M/F: F
Bravery: 8 Strength: 6 Dexterity: 8 Endurance: 5 Agility: 8
Loyalty: 8 Charm: 7 Intelligence: 8 Resistance: 3
Sword:35/75 Axe: 0/25 Archery:45/99 Magic:25/75 Fist:10/99
Swimming:60/99 Trading:20/40 Stealth:75/75 Research:30/99
Soul Read:35/99 Lockpick:25/50 Tracking:60/40 Music:75/10
Carpentry:30/99 Metalsmith: 0/75 Gemcutting:30/75
Tailor: 0/99 Hunting:40/99 Leadership:20/99
Items:
          Ruby:   4        Ashbow:WT 0   Elven chain:WT10     Silk robe:WT 0
          Food:   9        Potion:   6        Sermin:   7        Luffin:   7
          Loka:   2         Arrow:  50
Spells:
   SHATTER: 7    LOCATE: 8
  FIREBALL: 9  TELEPORT: 9      HEAL: 9    WEAKEN: 9    FREEZE: 4
   COURAGE: 5     SENSE: 5  RESTSOUL: 5

CHARACTER:Stref
Full name:Strephonio Gold:  153 Energy: 99 
Race: wizard M/F: M
Bravery: 7 Strength: 3 Dexterity: 4 Endurance: 5 Agility: 4
Loyalty: 0 Charm: 1 Intelligence:10 Resistance: 8
Sword:15/40 Axe: 0/10 Archery:15/25 Magic:65/99 Fist:10/40
Swimming:20/30 Trading:10/25 Stealth:35/40 Research:70/99
Soul Read:15/50 Lockpick: 5/20 Tracking: 5/25 Music: 0/10
Carpentry: 0/25 Metalsmith: 0/25 Gemcutting: 0/25
Tailor: 0/25 Hunting:10/25 Leadership:10/50
Items:
       Diamond:   1   Cotton robe:WT36          Food:   2        Potion:   3
        Sermin:  20       Medicin:   1     Mindstone:   1          Cube:   7
        Sphere:   8       Pyramid:   9        Zoxinn:   1        Felmis:   1

Spells:
     ZOFIR: 9    ZAPALL:12    ZENGRL:20   ZISHOXE:15    ZEFOAR:10    ZUTYUN: 
8
      JUMP: 9    DETECT:16     DRAIN: 5       SEE: 5
  ACIDBALL: 7    FORGET:12   COURAGE:10     SENSE:10  RESTSOUL:10

CHARACTER:Madir
Full name:Madir Gold:  290 Energy: 99 
Race: wizard M/F: M
Bravery: 8 Strength: 5 Dexterity: 7 Endurance: 6 Agility: 6
Loyalty: 6 Charm: 1 Intelligence:10 Resistance: 6
Sword:45/40 Axe: 0/10 Archery:30/25 Magic:60/99 Fist:30/40
Swimming:10/30 Trading:10/25 Stealth:35/40 Research:50/99
Soul Read:15/50 Lockpick:10/20 Tracking:10/25 Music: 0/10
Carpentry: 0/25 Metalsmith: 0/25 Gemcutting: 0/25
Tailor: 0/25 Hunting:15/25 Leadership:15/50
Items:
     Longsword:WT10     Ring mail:WT 2  Suede outfit:WT22          Food:   7
        Potion:   8        Sermin:  16        Gonshi:   7          Nift:   5
        Ishban:   1
Spells:
  FIREBALL:18  TELEPORT: 6      HEAL: 9    WEAKEN:12    VISION:10    
FREEZE:10
      JUMP:15    DETECT: 9   GLAMOUR: 9     DRAIN: 9

CHARACTER:Perin
Full name:Perin Gold: 1200 Energy: 99 
Race: halfling M/F: M
Bravery: 4 Strength: 3 Dexterity: 6 Endurance: 4 Agility: 8
Loyalty: 6 Charm: 9 Intelligence: 7 Resistance: 2
Sword:35/60 Axe: 5/50 Archery:25/80 Magic: 0/ 0 Fist:25/50
Swimming:45/99 Trading:65/99 Stealth:55/99 Research:20/50
Soul Read:35/99 Lockpick:50/99 Tracking:30/50 Music: 0/99
Carpentry: 0/99 Metalsmith:65/75 Gemcutting: 0/99
Tailor: 0/99 Hunting:15/75 Leadership:15/60
Items:
         Topaz:   5    Shortsword:WT 0 Leather armor:WT 0   Cotton robe:WT 0
          Food:  25          Nift:   7       Medicin:   4          Pick:   3
       Blanket:   1
Spells:

CHARACTER:Nimmo
Full name:Nimmo Gold:  700 Energy: 99 
Race: halfling M/F: M
Bravery: 4 Strength: 3 Dexterity: 6 Endurance: 5 Agility: 7
Loyalty: 5 Charm: 9 Intelligence: 7 Resistance: 1
Sword:25/60 Axe: 5/50 Archery:25/80 Magic: 0/ 0 Fist:15/50
Swimming:45/99 Trading:75/99 Stealth:55/99 Research:10/50
Soul Read:30/99 Lockpick:45/99 Tracking:35/50 Music: 0/99
Carpentry:70/99 Metalsmith:65/75 Gemcutting:60/99
Tailor:65/99 Hunting:25/75 Leadership:15/60
Items:
          Ruby:   2   Cotton robe:WT 0          Food:  12
Spells:

CHARACTER:Buz
Full name:Buzbazgut Gold:  120 Energy: 99 
Race: orc M/F: M
Bravery: 5 Strength: 5 Dexterity: 4 Endurance: 5 Agility: 6
Loyalty:11 Charm: 2 Intelligence: 3 Resistance: 1
Sword:40/75 Axe:15/50 Archery:25/50 Magic: 0/ 0 Fist:25/99
Swimming:25/30 Trading:10/35 Stealth:20/20 Research: 0/ 0
Soul Read: 0/20 Lockpick:15/50 Tracking:25/60 Music: 0/ 0
Carpentry: 0/40 Metalsmith: 0/30 Gemcutting: 0/25
Tailor: 0/25 Hunting:25/75 Leadership: 0/10
Items:
      Scimitar:WT26     Ring mail:WT32   Cotton robe:WT42          Food:   4

Spells:

CHARACTER:Nazim
Full name:Nazim Gold:  350 Energy: 99 
Race: Human M/F: M
Bravery: 9 Strength: 6 Dexterity: 6 Endurance: 6 Agility: 7
Loyalty:11 Charm: 5 Intelligence: 7 Resistance: 7
Sword:45/99 Axe:25/75 Archery:50/80 Magic:30/75 Fist:35/99
Swimming:55/99 Trading:10/99 Stealth:60/75 Research:30/99
Soul Read:60/75 Lockpick:25/60 Tracking:75/75 Music:50/75
Carpentry:40/75 Metalsmith:20/75 Gemcutting:40/75
Tailor:20/75 Hunting:55/99 Leadership: 0/99
Items:
     Blu Pearl:   9     Longsword:WT 0 Leather armor:WT 0  Suede outfit:WT 0
          Food:  16        Potion:  14        Sermin:   8        Gonshi:  12
          Nift:  15        Mirget:  11        Luffin:  24        Turpin:   4
     Fireglobe:  18          Loka:  12       Medicin:  14
Spells:
  FIREBALL: 9  TELEPORT: 8      HEAL: 8    WEAKEN: 6    VISION: 8    FREEZE: 
5
    ENERGY: 7    PIERCE: 7 DISAPPEAR: 8 WALKWATER: 5    SHIELD: 9 RESURRECT: 
1

CHARACTER:Orbo
Full name:Fr Orbonn Gold:  300 Energy: 99 
Race: Human M/F: M
Bravery: 6 Strength: 5 Dexterity: 4 Endurance: 6 Agility: 3
Loyalty: 9 Charm: 4 Intelligence: 8 Resistance: 1
Sword:25/99 Axe:30/75 Archery:25/80 Magic: 0/75 Fist:20/99
Swimming:10/99 Trading:25/99 Stealth:30/75 Research:85/99
Soul Read:60/75 Lockpick:15/60 Tracking:10/75 Music: 0/75
Carpentry: 0/75 Metalsmith: 5/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:10/99 Leadership:10/99
Items:
   Cotton robe:WT 0          Food:  12        Sermin:  24        Gonshi:  10
          Loka:   8
Spells:

CHARACTER:Polo
Full name:Brother Polo Gold:  400 Energy: 99 
Race: Human M/F: M
Bravery: 6 Strength: 6 Dexterity: 3 Endurance: 5 Agility: 4
Loyalty: 7 Charm: 3 Intelligence: 6 Resistance: 1
Sword:35/99 Axe:25/75 Archery:30/80 Magic: 0/75 Fist:40/99
Swimming:10/99 Trading:30/99 Stealth:30/75 Research:60/99
Soul Read:50/75 Lockpick:25/60 Tracking:20/75 Music: 0/75
Carpentry: 0/75 Metalsmith: 5/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:10/99 Leadership:10/99
Items:
      Scimitar:WT10 Leather armor:WT10   Wool outfit:WT14          Food:   6
          Nift:   9       Medicin:   4
Spells:

CHARACTER:Argas
Full name:Argas Gold:  150 Energy: 99 
Race: Human M/F: M
Bravery: 8 Strength: 7 Dexterity: 8 Endurance: 6 Agility: 9
Loyalty: 0 Charm: 1 Intelligence: 7 Resistance: 2
Sword:70/99 Axe:35/75 Archery:45/80 Magic: 0/75 Fist:55/99
Swimming:45/99 Trading:15/99 Stealth:75/75 Research: 0/99
Soul Read:15/75 Lockpick:40/60 Tracking:30/75 Music: 0/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:25/99 Leadership:10/99
Items:
     Blu Pearl:   9    Elvensword:WT18   Elven chain:WT 8  Suede outfit:WT 0
        Potion:   9        Gonshi:  18          Nift:   7        Mirget:   8
        Luffin:  12
Spells:

CHARACTER:King
Full name:King Rebnard Gold:  950 Energy: 99 
Race: Human M/F: M
Bravery:12 Strength: 8 Dexterity: 3 Endurance: 7 Agility: 4
Loyalty:12 Charm: 4 Intelligence: 8 Resistance: 1
Sword:55/99 Axe:30/75 Archery:40/80 Magic: 0/75 Fist:40/99
Swimming:10/99 Trading:15/99 Stealth:50/75 Research: 0/99
Soul Read:40/75 Lockpick: 5/60 Tracking:10/75 Music:10/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:60/99 Leadership:80/99
Items:
       Emerald:   5       Diamond:   2    Greatsword:WT 0   Steel plate:WT 0
     Silk robe:WT 0          Food:   2        Mirget:  12     Map Flask:   2
     Mindstone:   1
Spells:

CHARACTER:Rexor
Full name:Lord Rexor Gold:  400 Energy: 99 
Race: Human M/F: M
Bravery: 8 Strength: 6 Dexterity: 4 Endurance: 6 Agility: 4
Loyalty:10 Charm: 6 Intelligence: 6 Resistance: 1
Sword:50/99 Axe:30/75 Archery:25/80 Magic: 0/75 Fist:40/99
Swimming:10/99 Trading:45/99 Stealth:30/75 Research: 0/99
Soul Read:20/75 Lockpick:25/60 Tracking:10/75 Music:10/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:30/99 Leadership:60/99
Items:
     Blu Pearl:   9     Longsword:WT 0   Steel plate:WT 0  Suede outfit:WT 0
          Food:   5        Potion:   5          Nift:   4        Luffin:   7

Spells:

CHARACTER:Rogga
Full name:Rogga Gold:  535 Energy: 99 
Race: dwarf M/F: M
Bravery: 8 Strength: 8 Dexterity: 9 Endurance: 7 Agility: 6
Loyalty: 9 Charm: 2 Intelligence: 5 Resistance: 2
Sword:15/60 Axe:60/99 Archery:15/75 Magic: 0/ 0 Fist:50/75
Swimming: 0/10 Trading: 5/75 Stealth:30/60 Research: 0/50
Soul Read:10/99 Lockpick:15/99 Tracking:50/99 Music: 0/25
Carpentry: 0/50 Metalsmith:35/99 Gemcutting:40/99
Tailor: 0/50 Hunting:25/75 Leadership:20/75
Items:
          Ruby:   5     Hammeraxe:WT 0 Dwarven chain:WT 0   Iron helmet:WT 0
  Suede outfit:WT 0          Food:   6        Sermin:   7        Shovel:   1

Spells:

CHARACTER:Subia
Full name:Lady Subia Gold:  500 Energy: 99 
Race: Human M/F: F
Bravery: 8 Strength: 3 Dexterity: 7 Endurance: 4 Agility: 6
Loyalty: 8 Charm: 6 Intelligence: 8 Resistance: 1
Sword:30/99 Axe: 0/75 Archery:15/80 Magic: 0/75 Fist:10/99
Swimming:50/99 Trading:20/99 Stealth:25/75 Research:40/99
Soul Read:15/75 Lockpick: 5/60 Tracking:20/75 Music:25/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting:30/99 Leadership: 0/99
Items:
      Sapphire:   1     Silk robe:WT 0          Food:   3       Blanket:   1

Spells:

CHARACTER:Tamas
Full name:Tamas Gold:  350 Energy: 99 
Race: wizard M/F: M
Bravery: 7 Strength: 3 Dexterity: 4 Endurance: 6 Agility: 5
Loyalty: 8 Charm: 2 Intelligence: 9 Resistance: 7
Sword:15/40 Axe: 0/10 Archery:10/25 Magic:70/99 Fist:10/40
Swimming:10/30 Trading:15/25 Stealth:10/40 Research:30/99
Soul Read:50/50 Lockpick: 0/20 Tracking: 0/25 Music: 0/10
Carpentry: 0/25 Metalsmith: 0/25 Gemcutting: 0/25
Tailor: 0/25 Hunting: 0/25 Leadership:10/50
Items:
   Cotton robe:WT22          Food:  12        Sermin:  23          Nift:   9
          Cube:   4        Sphere:   4        Ishban:   1        Demaro:   1

Spells:
  FIREBALL: 6  TELEPORT: 9      HEAL: 5    WEAKEN: 7    VISION: 7    FREEZE: 
8
      JUMP: 6    DETECT: 9   GLAMOUR: 3     DRAIN: 4       SEE: 5  DISGUISE: 
4

CHARACTER:Mona
Full name:Somona Gold:  480 Energy: 99 
Race: Human M/F: F
Bravery: 9 Strength: 3 Dexterity: 7 Endurance: 7 Agility: 6
Loyalty: 6 Charm: 2 Intelligence:11 Resistance: 7
Sword:25/99 Axe: 0/75 Archery:20/80 Magic:70/75 Fist:10/99
Swimming:10/99 Trading:15/99 Stealth:40/75 Research:35/99
Soul Read:55/75 Lockpick: 0/60 Tracking: 0/75 Music: 0/75
Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75
Tailor: 0/75 Hunting: 0/99 Leadership:20/99
Items:
      Sapphire:   3     Silk robe:WT 0          Food:   5        Sermin:  12
        Sabano:   1
Spells:
      FEAR: 9   CONFUSE: 3   SHATTER:14     REPEL: 4    LOCATE: 2    ASSESS: 
8
  TELEPORT: 3    FREEZE: 2
 WALKWATER: 4 RESURRECT: 2
      JUMP: 5    DETECT: 2  DISGUISE: 1
  RESTSOUL: 2

Maximum attributes are listed below.

     Human|99|75|80|75|99|99|99|75|99|75|60|75|75|75|75|75|75|99|99|
    wizard|40|10|25|99|40|30|25|40|99|50|20|25|10|25|25|25|25|25|50|
       elf|75|25|99|75|99|99|40|75|99|99|50|40|10|99|75|75|99|99|99|
  halfling|60|50|80| 0|50|99|99|99|50|99|99|50|99|99|75|99|99|75|60|
     dwarf|60|99|75| 0|75|10|75|60|50|99|99|99|25|50|99|99|50|75|75|
       orc|75|50|50| 0|99|30|35|20| 0|20|50|60| 0|40|30|25|25|75|10|

Swearing tips: tell your pals narf.
--'Narf' is an orcish word. I think it means 'pray,' or 'prayer.' (Ralle)
--Bite your tongue, %h. (Buz)
--If you don't like my company, I could go home! (Argas)
--I couldn't agree with you more!

  4. METRICS

    4-1. PRICES

  Prices remain pretty much constant except for a few spikes for special 
items. Per-town details are in section 8.

--Elvenspun is cheap in Llendora.
--Ring Mail is expensive in Deadwood.
--Furs are cheap in Hugda-Hag and at the Barbarians' camp(Dancing Bear.)
--Scimitars are expensive in Glusaga.
--Blue pearls are expensive in Glusaga.

  For everything else, the price you get depends on your selling ability. 
When it's at 99, you get close to trade in value at any store. When it's at 0 
you may only get half what someone at 99 gets if you sell, or you may have to 
pay double. Different items get different profits in different cities. You 
can save 1000 gold or more early on if you have a halfling buy spell books. 
And you can always have them buy a trading item and give the items to others 
and have the halfling sell it back.

  Since you can get free ring mail and scimitars early on, you may want to 
make a run to Llendora for Elvenspun and buy Vannex and then start trading 
with Glusaga.

    4-2. BORDERS

  The map below isn't fully accurate--I push some areas past rough seas--but 
I boxed them in as well as I could. All corners are tested. I haven't written 
in all coordinates as you can figure some out(i.e. x<=59 borders on x>=60.)

+-------+-------+--------+--------+------------------+-----------+
|       | North | Demon  |  The   |                  |Krum       |
|       | Misor | Spine  | Throat |  Tundra          |x>=206     |
|       |x=40-79|        |x=      | x=137-205        |y<=32      |
|Oshcrun|y<=43  |x=80-102|103-136 | y<=43            +-+---------+
|Island +-------+  y<=53 |        +------------------+ | Rhon    |
|       |       |        |        |Mandarg             |x=217-255|
|       |       |        |        |y<=60     [mt]      |y>33     |
|x=0-39 | South +--------+        +--------------------+ +-------+
|       | Misor |  Ruul  | Isle   |      Farsum        | |Kar'   |
|       |x=40-79|x=80-102| of W   | +---------+        +-+lomug  |
|       |y>=44  |  y>=54 | inds   | |Sariss   |      x=75|y>=60  |
|       |       |        |        | |y>=69    |          |x>=224 |
|       |       |        |        | |x:147-184|          |       |
+-------+-------+--------+--------+-+---------+----------+-------+
|   Altesia. y >= 96                                             |
|   Need conch to get to y=100+.                                 |
+----------------------------------------------------------------+

--Isle of Winds encompasses 52<=y<=59, 114<=x<=131.
--Mt Mandarg is a block inside Mandarg; it encompasses x=162 to 190 and y=50 
to 58.
--There's some changing of territories at sea, but it's nothing to worry 
about--nothing too important except to relate the terrain to clues you've 
heard.

    4-3. GAMBLING

The gambling works as follows:

--you win with a 2
--you win if you beat the gambler.

So let's go through it for each dice roll. I assume the dice are fair and 
it's a counting problem to work out the first column. The second column takes 
the sum of the first column...up to before where you're at(i.e. 7 beats 6, 5, 
4, 3, 2.) The third column is the probability you win with X. The total 
probability is the sum of all probabilities for any given number.

 #|P(happens)|P(you win)|Product
--+----------+----------+---------
 2|     1/36 |    36/36 |  36/1296
 3|     2/36 |     1/36 |   2/1296
 4|     3/36 |     3/36 |   9/1296
 5|     4/36 |     6/36 |  24/1296
 6|     5/36 |    10/36 |  50/1296
 7|     6/36 |    15/36 |  90/1296
 8|     5/36 |    21/36 | 105/1296
 9|     4/36 |    26/36 | 104/1296
10|     3/36 |    30/36 |  90/1296
11|     2/36 |    33/36 |  66/1296
12|     1/36 |    35/36 |  35/1296
--+----------+----------+---------
                          611/1296 = 47% or so.

Not good odds unless you cheat! Just save before you bet, then bet the 
maximum. If you lose, reload. If you win, save.

You can tell how broke/rich the casinos are, as they only have 1000 gold to 
begin with, and they'll never let you bet more than they can afford.

  5. LISTS

    5-1. SPELLS

  Here's a run-down of which spells are worthwhile and which aren't. A brief 
coment on each.

**********
* SABANO *
**********

--Fear never works on any worthwhile monsters.
--Confuse would be useful if fleeing weren't so easy.
--Repel gets you past spiders and scorpions. You don't have to blast 
everything as you can often squirm through a gap, but have a ton memorized 
anyway.
--Locate shows where enemies are. Unusable in dungeons and unnecessary 
outdoors(fleeing's easy.)
--Assess is pretty useless with the monster chart in this guide. Or if you 
track monster attributes yourself.

**********
* ISHBAN *
**********

--Fireball looks impressive, but you need to have the opponent's shield down.
--Teleport is the key to getting through the game without going crazy. An 
easy flee from monsters, and you can even jump on to islands.
--Heal might work in a pinch, but if you need it, it may be too late. You 
should have potions.
--Weaken does little early on and not enough late. See Zutyun for the way to 
do it.
--Vision is the equivalent of entering a dungeon room, killing the program, 
and restarting. Why bother?
--Freeze seems to work better on you than opponents.

**********
* DEMARO *
**********

These are good spells for your fighter/magicians to have, because you can 
save your wizards' learning time and magic use for the powerful offense. 
Also, something like Resurrect or Pierce doesn't depend on magic skill.

--Energy is useless.
--Pierce is necessary but not in the quantity you would think. It's possible 
to squirm between energy barriers.
--Walkwater is necessary to win the game. Have a whole ton of these.
--Shield is also good. Always have a ton in spare and keep shields at 99 even 
if you "waste" some shield(i.e. at 85, cast shield even if it's worth, say, 
60 points per shield.)
--Resurrect isn't strictly necessary, but at some point you'll goof a bit and 
not want to save over. Make sure someone besides your leader has it. Remember 
to heal after resurrection as the recipient's very weak.

**********
* ZOXINN *
**********

--Zofir's useless. If you need it, you're cooked anyway.
--Zengrl is a nice safety valve.
--Zishoxe is too. Have a few of each saved.
--Zapall is a bit weak(1/4 of fireball) and with the special effects, hacking 
many opponents to pieces is easier
--Zefoar is great if the enemy is bunched(1/2 of fireball)
--Zutyun is the first of these to cast all the time.

**********
* VANNEX *
**********

--Jump is a critical spell to get fighters in to positions.
--Detect is necessary to find portals for the various portal mazes.
--Glamour is necessary to find information and talk to the Altesens, and with 
some other discussions, but not really after that.
--Drain is much nastier on you than when you cast it on opponents.
--See is pretty useless. You can usually figure where a vanished enemy is.
--Disguise is, of course, necessary to enter Deadwood, Hugda-Hag and Glusaga. 
You actually might not have to enter the Catacombs in Deadwood to win, 
strictly speaking, but the items you get there are useful.

**********
* FELMIS *
**********

--Acidball isn't as effective as a jump spell. The later monsters have such 
good shields anyways.
--Forget is much nastier to you than them.
--Restsoul is necessary to beat the hordes of undead you'll face. Have 20+ in 
spare at all times.
--You'll also need a few Soulspeak spells later on to talk to the various 
ghosts--no more than 10--and then you'll need a restsoul on top of that.

**********
* EMENAD *
**********

You can of course get this book from Naendix before Ziyx wrote it(a bug.) The 
catch? Nothing's really expedient here.

--Destroy is the only really worthwhile spell of the bunch. And it wipes out 
all others. So maybe have a fighter use it. And with the naurs, or in the 
last battle with Dreax/Dragos, on a spellcaster ducking in a corner. I think 
it will work against even the powerful ones. But you don't really need it 
then anyway.

    5-2. MUSHROOMS

  While the way I give to go about the game means you don't need too many 
mushrooms, some fall nicely into place, so why not pick them up? I've labeled 
all locations here. I think I got them all--in the R*.MCV files. For ones 
that are just off the coast, keep an eye on your X/Y coordinates and make 
debarking detours as necessary. Also remember that you can't teleport ONTO a 
mushroom patch, which can help you detect where one is at times.

  Mushroom patches are also good for ducking monsters, who get confused by 
the blockage.

Gonshi
(24, 39) -- N edge of Oshcrun isle. It's a bit far from Ketrop actually but 
gets your game off to a good start
(77, 35) -- sort of near Llendora but not enough on your way
(168, 91) -- island just south of Wanasol, so why not stop in?
(236, 132) (235, 133) (234, 133) -- the last three are patches on a separate 
island SW from Namaz, bunched together enough that it's worthwhile to 
recharge, before or after

Loka
(162, 28) -- you can pick this up when you go see the Barbarians

Luffin
(110, 49) -- teleport from the one below if you must, but it's stretching 
things.
(123, 44) -- teleport from the one below if you'd like.
(123, 54) -- On the Isle of the winds.
(165, 98) -- 2nd island south of Wanasol. Why not, if you're going into 
Pentyne?
(214, 136) -- too far south to bother.

Mirget
(68, 69) (72, 67) -- good to pick up just before Shann
(160, 75) -- tricky teleport from Wanasol
(195, 125) -- a bit out of the way to Pentyne, unless you move diagonally and 
keep the end location in mind. Don't sweat it too much though.
(240, 96) (247, 81) (245, 87) -- look close together, but they're by the 
Kar'Lomug swamps so the teleports you waste to pick them up may not be worth 
it

Nifts
(102, 43) -- too obscure, in Demonspine
(235, 16) -- by Ruz
(238, 20) -- close, but you'll need another teleport spell

Sermins
(47, 41) -- Right on Rondl Isle. Perfect. Monsters may attack but you can 
flee into the patch.
(63, 18) -- on the boat's way to Ussa. Get it.
(165, 13) -- if you take the boat to Krum, this should turn up.
(175, 20) -- another one you take the boat to. Or it's near the summer 
barbarian camp.
(212, 118) -- on Namaz's isle, not too far away.
(243, 50) -- off in the swamps. Don't bother.

    5-3. PARAGRAPHS

 1: talk to Acorn in Ketrop
 2: talk to Alex in Castle Oshcrun
 3: give gold to Greenpate in the Ussa tavern
 4: whisper the word to Maalaq
 5: entrap Zakhad??
 6: talk to Wartow in Wanasol
 7: talk to Bhardagast on Oshcrun Top Level
 8: ask Ozmin about Temple
 9: Cast Soulspeak at Drakhelm's ghost
10: Buzbazgut, 2nd lowest jail cell in Oshcrun Cellar
11: talk to the Altesen high priest
12: Fake: wrong Sun Mark.
13: Fake: barbarians in the north are led by Blackwolf
14: Cast soulspeak at Deraum's ghost
15: talk to Timm on the Telermain docks
16: talk to Lady Subia in Castle Oshcrun 
17: ask Timm about his Mark
18: Complete Deraum and release Horann's ghost
19: Fake: Llendora is just reclusive. But Somona *can* be sacrificed to one 
god.
20: Fake: no dragon or moon tattoos
21: Fake: follows 19, but she's alive in Pentyne.
22: first time you talk to Rebnard in Oshcrun
23: Talk to Moongold in the barbarian camp.
24: talk to Llesiton at the Mighty Oak in Llendora.
25: Cast Soulspeak at Maratul's ghost

    5-4. WEATHER

??

CLEAR:
--Yes indeed, nice weather for this time of year.
--Never met a day I didn't like!

OVERCAST:
--Wouldn't be suprised if it rains soon!
--I smell storm in the air!

FOG:
--I expect the fog will clear soon.

RAIN:
--Don't you hate to get wet?
--Strange weather we are having for this time of the year!

THUNDERSTORM:

SNOW:

I miss the sunshine, don't you?
Brrr, It is cold indeed!

BLIZZARD

FREEZING: Surely it is a day to spend by a roaring fireplace!

GALE:
--It looks like Marior rages again!
--Aren't you glad you are not at sea right now?

HURRICANE:
--I reckon it will continue to blow for a while yet!
--Aren't you glad you are not at sea right now?

SWELTERING:
--I sure could use some ice cold lemonade right now!
--I pray for a cool breeze!

SANDSTORM:

    5-5. LIBRARY SUBJECTS

***********
* LIBRARY *
***********

  ******************************
  * TELERMAIN LIBRARY SUBJECTS *
  ******************************

Candle of Despair: you need a white scroll to read this. It doesn't give any 
information, but it fills the scroll up so you can use it on the candle at 
Dorak.

Candle of Pain: you need a gray scroll to read this. It doesn't give any 
information, but again it fills the scroll up so you can use it on the candle 
at Ruz.

    **************
    * MINDSTONES *
    **************

Mindstones are magical artifacts created and used by Eldens. Very few are 
known to exist nowadays. They allow transfer of thoughts over great distances 
between two holders of Mindstones.

    *************
    * NALANDUIR *
    *************

In the days of old, before the Forcess of Drakness overtook Gurtex completely 
and forced Dwarves into hiding, Dwarves from all over Gurtex would come to 
Doria once a year for the great Dwarven Council.
In one such gathering, a proposal was brought forth to hire the best known 
wizard of the time, Harakun, to forge a magic axe. Harakun, who was known for 
his appreaciation of fine Doria diamonds, accepted the task.
The triumphant result of Harakun's labor, which cost the Dwarven community a 
considerable fortune, was Nalanduir, The Magic Axe. A warrior who attacks 
with Nalanduir will find his opponents experience great difficulty dodging 
his blows.
It should also be noted that as all magic weapons, Nalanduir does not suffer 
from wear and tear with use.

    ***********
    * VANKRUH *
    ***********

From the stagnant depths of the Doria mines, travels a tale of a tentacled, 
scrofulous, scutellated offense against creation, with the semidignified name 
of Vankruh.
No one really knows where The Vankruh came from. According to some, he is a 
mythical wizard from a distant world who fell in love with a devilishly 
beautiful goddess of the underworld, who sealed his eyes for staring at her 
unadorned reflection in the Pools of Forgetfulness.
When Vankruh lost sight of his goddess, and the memory of what he was doing 
in this world, his bright magic went bitterly dark and his mind turned 
monstrous.

  *******************
  * WANASOL LIBRARY *
  *******************

Candle of Anguish: you need a pink scroll to read this. It doesn't give any 
information, but it fills the scroll up so you can use it on the candle at 
Namaz.

Candle of Death: you need a gray scroll to read this. It doesn't give any 
information, but it fills the scroll up so you can use it on the candle at 
Dragos/Dreax.

    *********
    * CONCH *
    *********

The Conch of Calm is said to be a gift to the First speaker of Eldens from 
the Queen of Altesins toward the end of first age, when Gurtex was still a 
land ruled by Eldens.
This enchanted instrument, when played, would actually calm the raging waters 
to the south of Bay of Serpents enough for safe sailing.
After the Eldens' unexplained retreat from our plane as the second age began, 
The conch, along with many other items of power and magic became lost to the 
children of light. Some scholars believe the conch is in the possession of 
Goblins, but there is no solid evidence to support this theory.

    *******
    * ORB *
    *******

The Orb of Light, mysteriously referred to in many ancient writings as 'The 
Bane of the Demonlord' is said to be an artifact with the potential of 
devastating power in the hands of its destined owner.
As to who this Destined owner may be, there is no clear definition anywhere. 
Only a few vague remarks about a 'royal born child'. In more than one 
writing, it is also clearly stated that The Orb will not come to its full 
powers until it is touched by each one of the 'Three Marked Ones'.
'Three Marked ones' are defined as ordinary inhabitants of Gurtex, one with 
The Mark of Moon on her forehead, one with the Mark of Sun on his left hand, 
and one with the mark of star on his right knee.

    ************
    * PROPHECY *
    ************

A day will dawn on the land in which the forces that struggle to be free in a 
world of beauty- and those who seek dominion and power at any cost will face 
each other in a climactic encounter.
Up and out of the blackened heart of Gurtex will come the liege Lord of 
Death, to seek and subdue the souls of elf and dwarf and man, and all the 
harmony of the living world.
Then shall the bold of heart and mind join themselves together, to meet and 
combat this Shadow King- that would blacken even the pearl of life.
And so too will arise one yet a child, from the royal house, whose vigor is a 
gift of the Sturdy King, and whose fearlessness, a blessing of the Darkened 
Queen.
This Royal Prince will become the only hope of his people, yet he will stand 
no chance against the forces of Darkness unless he holds in his hand The Orb 
of Light in his destined encounter...

  ****************************
  * OSHCRUN LIBRARY SUBJECTS *
  ****************************

    ************
    * ALTESENS *
    ************

There are numerous references in the ageless folklore of Gurtex to a race of 
people called Altesins. Whether it is all a myth, or Altesins really did 
exist in ancient times, had long been a subject of heated debate among 
scholars.
The references to Altesins usually imply a fanatically independent people who 
paid no heed to struggles and fates of other mortals in Gurtex. 
They were a people with humanoid features. Tall, well-built, with skins not 
unlike the bark of pine trees. It is believed they originated in the 
uncharted lands south of Sariss.
There have been no report of any sightings of Altesins in the recorded 
history. Even if they lived in Gurtex in the past, it is safe to assume they 
are now extinct or they migrated to unknown parts of the world as Gurtex 
became home to dark forces.

    **************
    * DARKFINDER *
    **************

Darkfinder is the name given by Elvenfolk to the legendary magic bow which 
until recently was in the possession of Elven Princess Lupi.
In transit from Deruvia to Mainland Gurtex, Princess Lupi visited shortly 
with King Rebnard. She reported that she no longer possessed Darkfinder. It 
was stolen from her under treacherous circumstances. She thought it was now 
somewhere in Gurtex.
Darkfinder can only be used in combat by one of the Elvenkind. Its user 
experiences greater skill with the bow, as well as increased strength. Of 
course, as all magic weapons, Darkfinder never suffers from wear and tear.

    **************
    * OOLAU BIRD *
    **************

In the days of old, before spawn of darkness poured forth from the depths of 
Mandarg, Gurtex was home to many fantastic creatures. Among them were giant 
birds named Oolau. These birds were known to lay a single egg every two 
hundred years.
No Oolau birds have been seen for many years now. They are largely believed 
to be extinct. However, it must be noted here that some reports have been 
received from seamen who dare to sail the north sea.
According to their accounts, sometimes, a wailing sound of great sadness and 
beauty can be heard when they sail by the Gull Islands after dark. According 
to legends, Oolau birds sing in this manner when the time to lay her egg 
approaches.

    ************
    * RHOKADUR *
    ************

According to Dwarven lore, Rhokadur was a gift from the Mighty god Rhokan to 
Dwarven kind for their loyalty and dedication, in the days of old when Mines 
of Doria was home both to Dwarves and Rhokan himself.
Rhokadur was lost during the dreadful period when Dwarves were forced to 
abandon their homes in Doria and go into exile. Only to be used by Dwarves, 
Rhokadur increases the both the strength and the axe skill of its wielder.

    **********
    * ZAKHAD *
    **********

Most of what is said about Zakhad among the inhabitants of Gurtex can be, and 
probably are false. We can only be reasonably sure of following facts: He is 
of demonic origin. Probably a Demon Lord who became powerful enough to break 
down the Barrier of Abyss and establish himself in our plane of existence.
He rules Gurtex with absolute power. His evil might is feared, yet also 
respected. His seat of power is Castle Katarra, on top of Mount Mandarg. 
There is no surface road to access Castle Katarra. He makes no secret of his 
plans to destroy The Children of Light.
Zakhad's arrival to Gurtex is relatively recent. A long lost prophesy is 
believed to predict the arrival of a mighty demonlord who will cause much 
suffering to peaceful folks. It is possible that Zakhad is the one the Lost 
Prophesy spoke of.

    5-6. TOWN LOCATIONS

Shumaran appears in several different places.
(163, 24) spring
(152, 28) fall
(173, 21) summer
(173, 37) winter

    5-7. TEMPLES AND STRONGHOLDS

    5-8. MONSTERS

Here is a rough monster grid with attributes I've been able to figure out. 
Vankruh actually dispells magic, making him very nasty indeed.

            |    |SHI|   |DAM|MAG|
     MONSTER|  HP|ELD| AC|AGE| IC|SPELLS TO CAST
------------+----+---+---+---+---+-------------------------
         Orc|  20|  0|  0|  5|  0|
      Zorlim|  40| 40|  6|  6| 40|FIREBALL/HEAL/SHIELD
      Tekhir|  35| 10|  3|  4|  0|
       Troll|  75|  0|  4|  7|  0|
      Goblin|  35|  0|  3|  5|  0|
      Sandgu|  40|  0|  7| 16|  0|
       Slime|  45| 10|  0| 13|  0|
    Minotaur|  90|  0|  3| 21|  0|
       Domug|  40| 20|  4| 14|  0|
    Skeleton|  55| 20|  5|  6|  0|
      Zombie|  70| 40|  6| 25|  0|
     Kurdazi|  60| 10|  4|  6|  0|
      Jerrah|  70| 50|  6|  4| 50|FIREBALL/ZOFIR/FEAR
        Barg|  60| 20|  0| 23|  0|
      Zebani|  45| 25|  5| 16|  0|
      Gragan|  70| 30|  6|  4| 60|FORGET/ACIDBALL/FEAR
      Mongor|  70| 20|  3| 20|  0|
    Fermigon| 120| 30|  6| 28|  0|
       Gnoll|  50| 10|  3|  6|  0|
        Ogre| 500|  0|  2| 32|  0|
        Gaem| 120| 60|  7|  7| 65|ZAPALL/ZENGRL/FORGET
     Zumagin|  90| 40|  7| 21|  0|
     Hibliss| 150| 50|  8|  4| 70|FREEZE/DISAPPEAR/FIREBALL
     Vankruh|2000| 90| 40| 34| 85|HEAL/FREEZE/ZAPALL
        Naur| 700| 99| 10| 10| 80|ZAPALL/FREEZE/ZOFIR
      Zakhad| 800| 99| 20| 12| 99|FORGET/ZAPALL/ACIDBALL
     Urgodot| 120|  0|  6| 21|  0|
   Doombeast| 200| 30|  8| 28| 80|/DRAIN/DRAIN
      Mizigu|  50|  0|  4| 18|  0|
      Aciden| 120| 25|  8| 22|  0|
  Flamebelly| 135| 30|  7| 25|  0|
 Dreadknight| 150| 45|  8|  8| 65|FEAR/ACIDBALL/FORGET
      Farazu| 200| 60|  9|  9| 75|DISAPPEAR/SHATTER/FREEZE
       Kazih|  90| 35|  5|  6| 60|DISAPPEAR/FIREBALL/FREEZE
       Ghoul|  90| 30|  7| 25|  0|
       Munak|  75|  0|  5| 23|  0|
   Barbarian|  65|  0|  5| 24|  0|

    5-9. TELEPORTALS

  There are 24 different combinations in the game.

  The information below was derived from d61.mcv, contained in 13 byte 
structures:
[shape 1] [2] [3] [8 filler bytes] [x-5] [y-4]

     Left   Center    Right Goes to Territory  Who tells(where)
     Cube     Cube     Cube  53, 23 N Misor    Fiz(Oshcrun)
   Sphere     Cube   Sphere  83, 51 Demonspin? Stref
  Pyramid  Pyramid   Sphere  23, 52 Oshcrun I  Truk
     Cube Cylinder Cylinder  76,  7 N Demonspi Estefaz(Llendora)
     Cone   Sphere     Cone 102, 53 Mainland   Faranim(Ketrop)
  Pyramid   Sphere     Cube 163, 11 N Tundra?  Zak Firebringer(Shumaran)
   Sphere     Cone     Cone 163, 53 W Mandarg? Eflun(Drakhelm)
 Cylinder  Pyramid   Sphere 157, 89 S Sariss   Nimmenzar(Wanasol)
     Cube   Sphere   Sphere 216, 64 Deadwood?  Natri(Deadwood)
 Cylinder     Cone Cylinder 246, 83 Kar'lomug  Gen. Wizard(Wanasol)
   Sphere  Pyramid     Cone 235, 75 Kar'lomug  Ehrizem(Wanasol)
  Pyramid     Cube     Cube 238, 53 Rhon       Eflun(Drakhelm)
     Cone     Cone  Pyramid 240, 38 Krum       Furukan(Hugda-Hag)
   Sphere  Pyramid Cylinder 231,  9 Krum       Furukan(Hugda-Hag)
     Cone     Cone   Sphere 215, 29 N Krum     Zak Firebringer(Shumaran)
     Cube Cylinder  Pyramid 217,  9 Duln Isl   Madir
     Cone     Cube  Pyramid 126, 52 Isl Winds  Some companion?
 Cylinder  Pyramid     Cone 126, 40*(not documented, but it works)
  Pyramid Cylinder  Pyramid 216, 58 Deladorn   Nimmenzar(Wanasol)
  Pyramid     Cone     Cone 208, 39 Fronnoxx   Dulgamir(Drakhelm)
   Sphere   Sphere  Pyramid  57, 66 Misor      Melvr(Telermain)
     Cone     Cone     Cone 140, 45 N Gizra?   Estefaz(Llendora)
     Cube     Cube Cylinder 104, 32 Blackwood  Madir
 Cylinder     Cube Cylinder 198, 66 Farsum     Ehrizem(Wanasol)

    5-10. SHIPS (I.E. MARTIN, AMOS AND MONEY)

Here's where you can find ships:

Garlin 'Destiny'    20/day  33, 58 (E of Telermain)
Martin 'Red Shark'  45/day 118, 37 (N of Ussa)
Amos   'Fortune'    15/day 116, 35 (E of Ussa)
Turgut 'North Star' 25/day  46, 61 (W coast of S Misor)
Kuhna  'Misty'      40/day 166, 88 (by Wanasol)
Pavols 'Champion'   35/day 238, 55 (far east coast)

  Garlin's the best one to find--and overpay egregiously for his time. He's 
very good for running around, but if you forget him you can teleport to the 
others. Eventually you'll learn about teleportals, but until then he'll work 
OK although it is annoying to sail around the coasts. You can't teleport to 
Pentyne, so in the end you do have to use ships somewhat, but the sooner you 
wean yourself of them the better. Teleportals cost more but are faster.

  Oh--by the way--Amos's ship may seem the cheapest, but he'll take you for 
all your gold. Or his crew will--and he'll investigate it(heh.) Despite his 
being more polite than Martin...well, Ussa is a shady place, and there's a 
reason Amos fits in there even if he seems too clean-cut(even at such low 
resolution) and well-spoken.

    5-11. UNACCOUNTED FOR TOWN DIALOGUE

--Stay away from the narfing Naurs. If they see you, they'll volunteer you 
for some pretty narfing hazardous duty! Narf!

  6. PARTY FUNCTIONS: SPLITTING, ETC.

  Splitting is not so valuable in Magic Candle 2 as in Magic Candle, where 
you could use it to sneak past traps and ambushes. Here you can't switch sub-
parties. You often have to send a friend home because you need to put someone 
better in your party, and there's no point in doing much other than 
dismissing him. Just send him to the Oshcrun stronghold, which you should 
visit on the way north to Ketrop on your first trip.

  However, during the early part of the game you really only need a player or 
two. It uses far fewer sermins, and you can avoid combat easily enough, so 
just be sure to have you, Subia and Jimbo. Jimbo gets good prices, and Subia 
discovers what needs to be discovered. Remember that when you leave a friend, 
he reappears where you dropped him off, unless he was picked up in a dungeon. 
Then he seems to go to Castle Oshcrun and hang around.

  Splitting up becomes toughest near the end, when you need Father Orbonn to 
research the scrolls. I like to drop off one of my Oshcrun Island-based 
players in the Oshcrun stronghold for 30 days and have Orbonn read all three 
scrolls at once.

  7. STARTING OUT

  You can hustle quite a bit of free stuff before actually starting. It makes 
the rest of the game much easier. When starting off, it's not really 
necessary to do much in Telermain although if you want to cheat the old 
fashioned way you can just go up into the gambling houses and bet 500 a 
couple of times, saving before and, if you win, after. That will clear them 
out; 1000 is not bad. There are four companions in Telermain, but only two 
are worthwhile. Argas and Nimmo have some cool stuff, but they won't give it 
to you to sell, because they're hirelings. Spoilsports. About all you can do 
with them is to have them sell their stuff and pay Captain Garlin. However, 
Ralle in the Eastern Breeze(77,25) and Polo in the library(60,36) are pretty 
easy to fleece. Polo doesn't get there 'til 9 AM so if you're too gung ho 
you'll have to wait. Dismiss Polo and Ralle. Buy a shovel and leave.

  From Telermain, you probably want to go to Ketrop next. Be sure to run past 
the stronghold and enter it. That will allow you to dump companions there 
later.

  In Ketrop, you'll be able to pick up three companions who have lots of 
stuff. You'll shortly learn how to maneuver items around; try transferring 
items/coinage from them to your player by regular transfer and then by 
pooling. Note that you can't type the numbers, but using arrows is OK. 
Immediately after t)alking and i)nviting, appropriate what they have(you can 
even c)amp and o)ff their armor) and t)alk to them and d)ismiss. They should 
pop up just where they were--not that you need to worry too much about them. 
Perin has a whopping 1200 gold you should rip him off for, but Jimbo is the 
best of the three for actual questing. You'll need one halfling to talk to 
various people, and he has an additional benefit. Stop in at Faranim (61,16) 
and ask about BOOKS. Buy a Sabano from him. Use Jimbo to buy the book and 
you'll pay 1400 instead of 1950 with your leader. There's a gonshi patch to 
the north, and it will serve you well through the Cellars' lower levels. 
You'll probably get back to the castle before dark anyway, so you might as 
well go north.

  From there it's on to Castle Oshcrun. Father Orbonn is near the bottom--get 
his cash and release him, although he'll be great for research later. Subia's 
next, in the throne room, and though she's worthless in combat she will pay 
off handsomely. You will probably want to pick up Fiz next. He's probably the 
worst of the wizards, but having one will help you greatly in the Cellars. 
And you can ditch him when you're done anyway--getting his valuable spell 
book(Felmis) first, of course. He always needs one spell book, but once 
you've bought another(say, Sabano, the cheapest,) you can trade it to him and 
then he can trade Felmis away. Grolf is in the same room; he's good for 
downstairs in the cellars. Don't sell his steel plate/steel helmet as that 
stuff is the best you can find for now. Gus is hanging around on the west 
side, and you can do worse than him.  But ditch Gus after taking his stuff. 
An open slot will benefit you shortly, and you won't be seeing any dungeons 
for a bit.

  So far your party should look like:

Lukas Jimbo Fiz
Grolf       Subia

  Now, see the King(upper right part.) Brennix, your pal from Magic Candle, 
is a strong and unbreakable weapon, and the mindstones will help you track 
important characters. Go downstairs to 'ground level' of the castle. View 
your party, see who doesn't have a helm, and give them bronze helms. Then get 
ring mail for everyone with leather or worse. Then load up on ring mail until 
the man won't loan you any more. (You can actually hold it and trade it to 
the orcs later, but that is probably over-finessing.)

  Your next task is to get Garlin's boat and sail to Ziyx in Castle Rondl, 
but do stop in Telermain first to sell off the extra goods you looted from 
the armory. As a nice bonus, there's a mushroom patch three squares south of 
there, but be moderately aware of monsters. If your party's not exhausted, 
fleeing is guaranteed if tedious(just push everyone back) and then you can 
enter Ziyx's. Before you do, make sure your leader DOES NOT have a spell 
book. If he doesn't, you get a free Demaro, the spell book you almost never 
use, but it's never there when you need it.

  Continue along the coast and there's a mushroom patch on the isle to the 
north at (64, 18) where you can and should stock up. Leave your boat around 
(77, 25) and walk east a couple squares to pick up Nehor and take his items, 
then head southeast. The elvish village is at (88, 36) and you'll want to 
enter there, talk to Llesiton in the village, find Estefaz in the NE(60, 7) 
and buy Vannex. Then find the clothes shop(10, 25) where you can have Jimbo 
buy lots of Elvenspun. He can buy it for 50 and sell in Telermain for 245, so 
you may want to have him buy and then share items. Be sure to keep six items 
to wear. The only problem with this is that you have to put Elvenspun back on 
before selling it--a sort of bug with the game, maybe. Oh, and before you 
leave, get Gilondo to join. He's at (8, 14) and has some good treasure. Then 
dump him. Go back NW-ish to your boat and sail back around.

  Back on Oshcrun Isle you can have Jimbo sell all the goodies. He should be 
able to buy five steel plates and five steel helmets with your swag. This 
will give everyone 12 armor, which makes them invulnerable from Tekhirs in 
the castle below. Again having Jimbo buy and distribute saves major cabbage. 
Shashika's prices are a bit expensive, but you might as well have Jimbo buy 
99 mirgets, luffins, potions, sermins, nifts and gonshis from her. Just 
remember to shift left-over mushrooms once you drop a player. Of your current 
motley crew, Subia should be the next to go. Drop her off in the King's 
Throne Room, and she'll give you a nice gift.

  Now you can go to Ussa and pick up a spell book with all that. Felmis is 
quite nice.

 All right, you're ready to face an actual dungeon. Sakar's there. Bring your 
party back up to six.

  8. FRIENDLY LOCATION DETAIL

ZIYX'S TOWER ?? make art

--[1st time:]The Great Ziyx beams in welcome. 'Adventuring again, [you]? Then 
you will surely need spell books.' Ziyx gives %d a book of Demaro.
--[October:]Ziyx exclaims: 'Good news! I have completed the Book of Emenad! 
Please take it with my compliments, [you]!'

--HEALTH: My health is better than ever, thank you, [you]. The ocean breezes 
are very invigorating. I hope you are feeling well too.
--INTEREST: For the last ten years or so I have been working to create a new 
spell %qbook%q. I am pleased to say the day of its completion is near now.
--BOOK: It shall be known as %qEmenad%q.
--EMENAD: I expect to be finished with it by October of this year. It shall 
be yours as my gift.
--ADVICE: While the mysteries of the Berbezza massacre remain unexplained, we 
cannot ascertain what %qthreats%q lie ahead!
--THREATS: You must begin your search for answers in %qDeraum%q.
--DERAUM: It is a dreadful place beneath the castle. %qMaalaq%q had good 
reason to seal it with a Crystal door.
--MAALAQ: He is a powerful wizard who chooses to live in the fermigon-ridden 
Tower of %qShann%q. I hope he still has the %qCrystal key%q to %qDeraum%q.
--SHANN: It is found on Mariz Island. My distinguished colleague %qFaranim%q 
should know the %qword%q that opens its gate. It was his tower once.
--CRYSTAL KEY: Whisper %qHefriti%q to Maalaq and he will give you the key!
--FARANIM: He now lives in Ketrop.
--HEFRITI: It is a magic word that contains my message to Maalaq.
--WORD: Ask Faranim about 'Shann'.

--Now that I am finished with %qEmenad%q, I research my next work.
--I have given you the only copy that exists.

[you progress on your quest]
--I see your %qquest%q for the crystal key was a success.
--QUEST: Your quest in Deraum is not yet complete.
--QUEST: In the light of recent developments, your most important quest 
appears to be the rescue of the %qEldens%q.
--The blank %qwhite scroll%q given to you by the Ghost of Horann is your key 
to rescue.
--WHITE SCROLL: Research 'Candle of Despair' at Telermain library. Write the 
words of power you uncover onto the scroll.When you locate the Candle, use 
the scroll to release the Elden. I think you will need a different scroll for 
each dark candle!
--GRAY SCROLL: Ah! you have the gray scroll. That is well. You should now 
research 'Candle of Pain' at the Telermain Library.
--PINK SCROLL: So you have the pink scroll, eh? I believe you can now 
research 'Candle of Anguish' at the Wanasol Library.
--BLUE SCROLL: Well! You have the blue scroll at last! You can now research 
'Candle of Death' at the Wanasol Library.
--I don't know the scroll you are asking about.

            /----\               /------\
           /      \    TOWN :   /        \
          /--------\ TELERMAIN /----------\
           |      |  LOCATION:  |        |
           | /--\ |    X=??     |  /--\  |
           +-|  |-+    Y=??     +--|  |--+

*********
* SIGNS *
*********

(22, 5) 'Lovers' Corner'
(28,35) 'No dogs allowed in the park'
(37,21) 'Queen's Green Park'
(45,26) 'Fandor's Weapon Store'
(41, 7) 'Parkview Guesthouse - Hot baths and clean sheets.'
(77,25) 'Eastern Breeze Tavern'
(62,27) 'Telermain Gemworks'
(73, 6) 'Telermain Jail'
(52, 6) (57,67) 'Welcome to Telermain'
(80, 6) 'Methreal Nugget - Are you feeling lucky?'
(85,15) 'Pier 2'
(85,26) 'Pier 3'
(85, 6) 'Pier 1'
(70,23) 'Terilo's Supply Shop'
(43,40) 'Madame Shashika's Herbs and Potions'
(36,39) 'Tombul's Grocery Store'
(36,30) 'Swordplay Academy'
(64,39) 'Library'
(68,46) 'Metal Smith'
(62,46) 'Carpenter'
(78,42) 'Wizards' Lodge'
(83,51) 'Black Rooster Tavern'
(93,46) (93,59) 'Golden Beach'
(67,54) 'Parr's Fine Musical Instruments'
(45,57) 'Academy of Magic'
(45,64) 'Weaponless Combat Academy'
(38,64) 'Inquire within'
(45,48) 'Academy of Deruvian Music'
(82,32) 'Armor Shoppe'
(70,33) 'Fine Gems and Jewels'
(36,57) 'Durable Clothing is sold here'
(27,60) (23,60) 'Belazar Plaza'
(71,60) 'Dina Lane'
(81,63) 'Lower Quarter'
(50,47) 'Rabbonkar's Scholarly Services'(should be)

*************
* LOCATIONS *
*************

(82-3, 5) Methreal Nugget(gambling hall)
(38, 6) Guesthouse 6 coins/day

(39,29) Arena, swordplay $125
(60,26) Gemcutter

(79,23) Eastern Breeze Tavern

Ralle: (??-??)
--Advice: Keeping one's weapons in good condition may make the difference 
between life and death!
[You can invite Ralle.]

Riloen: (19-??)
--Advice: When played to the right audience, a song may be all you need!
--MAGE'S JOY: Ah yes, that particular tune has a strange effect on Slimes. I 
know the piece well.

Nimmo: (20-??)
--Advice: You must have a halfling accompany you in your adventures. I 
recommend %qTuff%q or %qPerin%q.
--TUFF: He lives in Ketrop, the new village northwest of Telermain.
--PERIN: He lives in Ketrop, the new village northwest of Telermain.

Ferom: (1-1)
--Rumors: I hear a %qZorlim%q was captured alive and taken to the castle.
--Zorlim: He must be in the jail at the castle.
--Regulars: Now that %qKemrul%q aspires to become a scholar, and spends all 
his time studying, I don't have many regular customers left.
--Kemrul: These days, Kemrul can be found either in the park contemplating, 
or at home studying.

Patrons: (20-6)
--They say there's a town of trolls in Krum. I always thought they lived in 
caves.
--Zakhad's hold on Gurtex is not complete.
--Countless Dreadknights guard the towers of Zakhad's Castle Katarra!

Misha: (7-1) (8 charisma)
--Advice: Seek my friend %qSheria%q if you wish to learn a magic %qsong%q.
--Father: She never knew her father. Then one day %qSefil%q suggested that 
Sheria should talk to his brother. That's all I know.
--Sefil: Sefil's a beggar here in town.
--Sheria: Sheria left Telermain in search of her %qfather%q.
--Song: She called the song 'Urg's Dream'.
--<8 charisma: Pardon me. I'm really busy right now!


(47,26) Fandor's weapons
--ADVICE: Don't venture beyond this isle without a good set of %qweapons%q.
--WEAPONS: I offer you a great selection to buy from. I can also give you a 
price for what you have.
********************
*      PRICES      *
shortsword 62/86
scimitar 132/165
longsword 273/322
broadsword 346/445
greatsword 642/840
smallaxe 112/145
hammeraxe 253/300
ashbow 100/195
brom bow 392/590
arrows 24/29

Hunter
--Advice: Food merchants pay me well to hunt for them. If you ever need funds 
quickly, you too can sell them what you hunt.

(41,39) Shashika
--ADVICE: I have a friend in the castle. He guards the jail cells. There is a 
%qzorlim%q imprisoned there, he says. My friend dares not speak to the minion 
of Darkness, but perhaps you might.
--ZORLIM: The zorlim is well guarded, by magic as well as iron bars. The vile 
thing refuses to speak, or even to allow a healer near, although my friend 
says the zorlim is quite %qill%q.
--ILL: My guess is food poisoning. Food prepared by the Children of Light 
would not agree with the minions of Darkness. But a ground %qloka%q root 
cures poison in all living things.
--LOKA: My shelves are full. It would be a great pleasure to provide you with 
whatever you might need. %h, was it? I hope you come back often.
Potion 41/60
Sermin 38/62
Gonshi 48/72
Nift 63/87
Mirget 64/96
Luffin 40/71
Turpin 91/140
Fireglobe 41/60
Loka 76/95
Medicin 46/65

(38,38) Tombul(food)
--ADVICE: You look like you're about to set out on a journey, %y. Allow me to 
supply you with %qfood%q packed for travel.
--FOOD: My rations last long and taste great.
food(12) 19/30

(60-1,35) Library

Monks
--Have you read about Vankruh yet? It is a dreadful tale, but a fascinating 
one! And somehow pathetic...
--They say there is a ruined temple in the Throat of Gurtex.
--Did you know that it is possible to awaken sleeping gods? You must know the 
correct word to whisper.
--They say an ancient prophecy will be fulfilled before long!

Polo
--The Black Rooster has a better wine cellar, but the entertainment is better 
at the Eastern Breeze.
--I have researched the temples of ancient Gurtex extensively. Four of them 
were located in the Demonspine, in Krum, in Mandarg, and in Sariss.
[you can invite Polo.]

(65,46) Metalsmith

(60,46) Carpenter

(64,54) Parr, musician
--ADVICE: Everyone loves music. Even monsters. And it sounds so much better 
when it's played on a fine %qinstrument%q!
--INSTRUMENT: You had to ask, didn't you! Well, I like to think I have the 
best instruments this side of the sea. That %qbandore%q just might be the 
best one anywhere!
--BANDORE: You play a bandore like a lute. But it's bigger, so the sound is 
deeper. It can be very soothing.
Lyre 200/385
Lute 250/420
Flute 120/240
Bandore 302/500

(42-3,56) Magic academy $225

(41-2,64) Fistfight academy $100

(34-5,64) Stealth $200

(35,56) Min's clothes
--From the frozen valleys of the %qDemonspine%q to the steaming jungles of 
%qSariss%q, your comfort is assured when I, the best tailor of the realm, 
provide your outfits. Look! Even the rarest of all, %qElvenspun%q, can be 
yours to wear.
--DEMONSPINE/SARISS: %qFazil%q the scholar told me that there's an old temple 
there, [you].
--FAZIL: Fazil lives here in Telermain someplace. I'm not sure where. But he 
knows a lot about %qGurtex%q.
--Allow me to present my selection of finest quality %qoutfits%q at very 
reasonable prices. (I'm practicing a new sales pitch, [you]. I hope you don't 
mind.)
--ELVENSPUN: OK, listen to this. 'The finest fabric ever woven, proof against 
any weather, and only available from the House of Min!' Think it'll sell? But 
seriously, [you], my price is too high. Elvenspun is too scarce. I'd rather 
buy it than sell it to a friend.
buy/sell:
Elvenspun 200/400
Suede 162/180
Cotton 61/80
Silk 122/220
Wool 111/200
Furs 233/400

(21,51) (18,66) (15,52) ( 8,38) (20,38) (69,13) (44,15) "Ferom" leads to 
weird locations outdoors
(68,60) No response ever
(91, 66) I suspect there is supposed to be a door here. But there isn't.
--I hear there is an interesting article on Rhokadur the Magic Axe at the 
Royal Library.

(71, 68) Man
--Brodin claims there are barbarians living in the Tundra!
--They say one day young Kemrul will be the wisest of all scholars. I wish 
his dad was still alive, he would be so proud of him.
--BRODIN: He lives near the Black Rooster. He doesn't usually get home until 
well after dark.
--KEMRUL: He owns a nice little cottage just to the south of the park. If he 
is not home, he may well be in the park. He takes frequent walks there. Says 
it clears his mind.

(85,66) Man
--NEWS: I hear some of them Halfling folks up in Ketrop have pretty deep 
pockets!

Woman
--NEWS: They say one must have many skills to survive in this harsh land of 
Gurtex. We are fortunate to have so many training facilities right here in 
Telermain. Long as one is able to afford the fees, of course.

(75,67)
--I hear there are songs of magic that will mesmerize vicious beasts of 
Gurtex!

(42,48) Music academy $150

(80-1,41) Lodge 
Proprietor
--Welcome to the Wizards' Lodge. Wizards are provided lodging here to 
memorize spells up to 7 days. There is no charge for our services if you use 
your own book, but a donation is appreciated.
--The registrar kindly asks you to leave, your presence is distracting the 
occupants. 

Busy wizard
--Gurtex is the home of turpin mushrooms. I don't know where they grow.
--The new book of Felmis is truly a boon to the Children of Light.
--Zakhad's Hibliss sorcerers have been animating corpses to fight for 
Darkness.
(200 coin rental for spell books, and only wizards can study)

(71, 22) Terilo (equipment)
--ADVICE: A well equipped adventurer lives longer!
--BUY/SELL: ??
Map flask 200/390
Shovel     87/111
Rope       72/96
Pick       30/40
Blanket    71/140

(79,32-3) Kavon(armor)
--ADVICE: I reckon you're heading for Gurtex, %y. Don't ask me how I know. I 
have hunches sometimes. But Gurtex is a bad place. You'll need good armor. 
That's more than a hunch.
--ARMOR: Alas, I don't have any %qmethreal%q armor. But what I have is pretty 
good.
--METHREAL: Only the Dwarven folks can help you with that.
--BUY/SELL: ??
               0/99      0/99
Leather      100/195
Ring mail    175/340
Chain mail   300/565   215/300
Bronze plate 400/685
Steel plate  734/1130

(72,33): Faruk(gems)
--ADVICE: Bring me rare %qgems%q and %qtreasures%q, and I'll offer you prices 
like you've never seen!
--GEMS: I buy or sell them, your choice is mine.
--TREASURE: Mighty %qSakar%q must be the best treasure hunter alive!
--GAMBLING: There's a gambling hall north of the docks, if your tastes run in 
that direction. Myself, I prefer a sure thing.
--SAKAR: [joined] I see Mighty Sakar is in fitting company.
--SAKAR: [not joined] I would wager that Sakar is digging up a treasure 
%qchest%q at this very moment, if I were a %qgambling%q man.
--CHEST: I have reason to believe that there are many buried chests in the 
caverns below the castle.
--BUY/SELL:
            0/99     0/99
Pearl      60/46    30/44
Blu Pearl 100/68    45/68
Jade      200/131   87/131
Topaz     305/206  125/206
Ruby      460/262  175/262
Sapphire  610/412  265/412
Emerald   915/618  375/618
Diamond  1470/1074 625/926


Map:

  ____
 (    )                  +
(      )                -+-
 (_  _)   OUTDOOR      --+--
   ||  CONVERSATIONS  ---+---
   ||                ----+----
  /  \                 --+--

Merchant (66,14) (14,28) (22,23) (71,58) (84,59) (85,59)
--Brodin says there are nomadic people living in Gurtex.
--Tannas says there are mushrooms that turn your skin to bark!
--Taxes will increase, I hear.
--Rebnard is sick with worry, they say.

Halfling (26,35) 6-20
--News: Visit our beautiful village Ketrop, north of the castle.
--News: Faranim would be happy to sell you a book.
--Faranim: He lives in Ketrop.

Woman (27,58) (28,58) (17,14) (18,14) (76,58)
--News: Misha has her eyes on a stranger, they say.
--News: Fazil says there are undead creatures in Gurtex. I shudder at the 
very thought!
--News: I hear Rebnard is looking for a hero.
--News: Ozmin says he will never ever sail again!

General directions:
--BOL TANNIER: He lives in a big mansion south of the park.
--BRODIN: He lives on Dina Lane.
--FAZIL: He is such a wise scholar. He lives on the north side of Belazar 
Plaza.
--FEROM: He is the owner of the Eastern Breeze Tavern
--GARLIN: If not on his good ship 'Destiny,' then you can probably find 
Captain Garlin in the Black Rooster.
--MELVR: He goes to walk in the park after dark!
--MISHA: She is Ferom's daughter.
--OZMIN: He lives in a house north of the Eastern Breeze.
--REBNARD: I am proud to serve our King in any way I can!
--TANNAS: He is hard to find during the day. He spends much time outdoors. He 
lives on the street south of the Jail.
--TIMM: All day long he sits on the pier, thinking about his dream, he says!

Guards: (72,6) (52,5) (56,67) (51,67)
News:
--King Rebnard will be happy to see you.
--You should report to the King as soon as you can.
--??: The Caverns of Mandarg swarm with ghouls and Dreadknights.
--??: I heard a mysterious sound coming from below the castle.

Sailor: (88,26) (80, 9) (79, 8) (90,52)
--Garlin says we may set sail again soon.
--They say the waters beyond the Throat are impossible to sail.
--I hear sea serpents of the Eastern Sea have swallowed whole ships!
--They say there are strange folks living in the uncharted waters south of 
Sariss.
--GARLIN: If not on his good ship 'Destiny,' then you can probably find 
Captain Garlin in the Black Rooster.

kids: (98,56) (99,57) (88,67)
--News: Timm never plays with us!
--News: Melvr says he can turn an orc into a frog!
--News: I will be rich like Bol Tannier when I grow up!

old man: (13,23) (82,25)
--News: Petro says he can outdrink Polo any day!
--News: Aren't you the one that Jimbo keeps talking about?
--News: I hear Rebnard is looking for a hero.
--PETRO: If he's not home, he would be at the tavern.
--POLO: He is probably at the library.

Melvr: (13,15) 22-7
[see indoors]

Timm: (99,18) 9-18
--Paragraph 15
--DREAM: I dream of the day when I will be the captain of my own ship and 
sail to faraway lands.
--MARK: paragraph 17
--LOOK:  He has the mark of a star on his right knee.

Kemrul: (26,28) 10-14
[see indoors]

Pushka: (76,52) 17-23
--Rumors: %qZakhad%q is breeding %qFermigons%q with wings!
--Ale: It's much better than water, I tell you! (Pushka belches loudly.) Oh, 
excuse me, %y. (He belches again.)
--Fermigons: My uncle had his leg bitten off by a Fermigon back at 
%qBerbezza%q.
--Zakhad: The demon Zakhad's the Lord of Darkness in Gurtex. May he choke on 
his own foul drool!
--Berbezza: Ah yes, Fort Berbezza, home of the %qMagic Candle%q in the old 
country. Have you ever been to %qDeruvia%q?
--Deruvia: Oh gods, how I miss the fair lands of Deruvia. Sniff! Belch! 
(Pushka weeps.)
--Magic Candle: It still burns, with evil %qDreax%q trapped within its flame, 
thanks to the %qHeroes%q of the Candle!
--Dreax: Which one is the greater evil, I wonder: Dreax or %qZakhad%q?
--Magic Candle: By the good gods, %y! Where have you been these ten years 
that you don't know the Heroes of the Candle??
--Advice: We'll all be %qFermigon%q chow soon! So, enjoy your last days!

Sefil: (50,57) 8-18
--LOOK:  It seems he is about to pass out!
--Advice: Be %qgenerous%q to a poor beggar, %y!
--Generous: I would consider an offer of 50 coins very generous indeed!
--Offer <50 coins: I will pray for your good fortune, %y.
--50 coins: I am most grateful for your generosity, %y. In return, let me 
suggest that you visit %qUssa%q soon. You can gather much information there. 
But heed this warning! Many of the folks in Ussa are rogues and thieves!
--Ussa: Ussa is a small fishing village on the northern coast of the Throat 
of Gurtex. My brother %qAhmed%q lives there. Him, you can trust. Just be sure 
to tell him you are my friends.
--Ahmed: He will be happy to help those who helped his brother!
--??: Seek my brother %qAhmed%q in %qUssa%q. He is a good man. Very informed 
too!


|       INDOOR      (*)
|    CONVERSATIONS \ | /
+--+                -+-
|  |                 |
|  |                / \

(16, 38) KEMRUL
--Advice: When you seek lost %qknowledge%q, the %qlibrary%q is a good place 
to start.
--Knowledge: So much of it is buried within ancient %qelden%q works, waiting 
for skilled %qscholars%q to uncover. I do my best, but I have so much to 
learn. The legacy of a wasted youth...
--Library: Talk to the librarian there. He may guide you.
--Elden: If the eldens were with us still, %qRebnard%q certainly would have 
fewer worries.
--Rebnard: Our King Rebnard needs help. The kind of help that only an 
extraordinary hero might supply!
--Scholars: Many scholars have arrived from Deruvia since the Telermain 
%qlibrary%q and the one in Castle Oshcrun were reopened: %qFazil%q, 
%qRabbonkar%q, Brother %qPolo%q, Father %qOrbonn%q...
--Fazil: Fazil works at his house here in Telermain. The librarian lets him 
take some books and scrolls home.
--Rabbonkar: Rabbonkar is an expert in dwarven lore and culture. He lives by 
the Music Academy.
--Polo: Polo spends most of his time at the library, studying the lore of 
Gurtex. I think he secretly wants to go there himself.
--Orbonn: Father Orbonn is so very wise. I will always treasure the few hours 
he spent with me, before he went to the castle. He is one of King 
%qRebnard%q's most trusted advisors, you know.
--[not enough charisma:] A scholar among adventurers! Now, this is truly an 
event to remember!

(60, 62) BRODIN
--Advice: The rumors of a %qbarbarian%q tribe living in the Tundra of Gurtex 
are true. They move from place to place with the seasons.
--BARBARIAN: A traveler once told me a barbarian named %qSwiftwind%q knows a 
special song called '%qFiredance%q.'
--SWIFTWIND: Apparently, he is a very good tracker, as well as a player of 
the bandore.
--FIREDANCE:'Firedance' is the song that Swiftwind can teach you. It is 
supposed to pacify those dreadful munaks of the Tundra!

(62, 13) TANNAS
--Advice: Don't pay %qShashika%q for gonshi. There's a %qpatch%q of them for 
you to pick right here on the island.
--SHASHIKA: Shashika's prices are outrageous. And I don't know what she sees 
in Captain Garlin. The old sea goat!
--PATCH: The gonshi are at the west end of the northern hills. Remember not 
to pick them all, so the patch can grow back again.

(11, 61) BOL TANNIER (18-8)
--Advice: Troubled times can provide great %qprofits%q, [you]. When a willing 
buyer meets a willing seller, the clouds part, the sun shines through, and 
the good gods smile.
--Profits: Diamonds and pearls built my fortune, and I'm not about to tell 
you my sources. But I grew up in the garment trade, and I don't mind saying 
that trading %qelvenspun%q outfits could make a very nice profit.
--Elvenspun: Elvenspun fabric protects from heat and cold, rain and snow. 
Only the elves know how to spin, weave and sew it. It all comes from across 
the Sea of Oshmar, since there are no elves in Gurtex. The tailor %qMin%q has 
many customers waiting for elvenspun.
--Min: Haven't you visited Min yet? He has a clothing store right here in 
Telermain.

(18, 58) MELVR
--Advice: Research 'Mindstones' at the Telermain library.
--Combination: Sphere, sphere, pyramid will set you down in Misor.
--Mindstones: Ah yes, a subject of great interest to every wizard. We are too 
old to walk to places, you know. I know one %qcombination%q. My collegue 
%qTruk%q will be able to tell you yet another one.
--Truk: Knock on Truk's door, on the top floor of the castle.

(41,16) Home
--I hear a learned scholar once suggested that little Timm was no ordinary 
kid. Always wondered what he meant by that.
--TIMM: Mostly he sits on the pier gazing at the sea, as if he expects some 
boat to appear in the horizon shortly. Strange kid, for certain.

(48,47) Rabbonkar
--I came across a very interesting article about %qAltesens%q in the Royal 
Library. Read it.
--GODS: The forgotten gods of Gurtex would be inclined to help you if you can 
find and awaken them, I'm sure. I suspect Marior sleeps right here on 
Oshcrun, possibly under the castle.
--ALTESENS: A race of ancient legends. Many of my colleagues are of the 
opinion that they are but a myth. I don't know. Go ahead and research it at 
the Royal Library in Castle Oshcrun, and than you can form your own view.

(49, 5) Tower with guard
--news: You seem like a dependable sort. I reckon you will be no trouble to 
us. I hope you enjoy your stay in Telermain.
--news: I have nothin' but admiration for the honorable Bol Tannier. He sure 
knows how to turn up a profit even in these direst of times.
--Bol Tannier: He is a man of great fortune. He lives in a big mansion south 
of the park.

(57, 5) Tower with guard
--NEWS: I hear Turgut sails to parts of Gurtex that few would dare go!
--NEWS: Did you visit with Rabbonkar? He is such a wise and knowledgeable 
scholar, I am certain he would provide you with many fascinating facts about 
Gurtex.
--RABBONKAR: He lives in the mid-section of the town, right next to the Music 
Academy. His door is always open, no need to knock. Just walk in.
--TURGUT: He is a very skilled man of the sea, a great captain. He usually 
anchors across the channel, on the shores of Misor.

(71, 5) jail
Guard inside prison
--news: Let me tell you, I've got the cushiest job in this town! I hardly 
ever get to guard anybody in here cells other than an occasional drunkard 
brawler or two for a overnight stay.
--news: Did you hear of the stowaway Orc? I hear he is quite a character. 
They keep him locked away at the castle. If you get a chance, pay him a 
visit. May be fun.

(72, 14) OZMIN
--"Greetings, you look tired, is there anything I can get for you?"
--Rumors: The King could do with better advisors, if you ask me. Lord Banas 
can't be trusted, and Lord Bhardagast is losing his mind. At least, that's 
what they say.
--Sea: Never again will I set foot on a %qboat%q. The rest of my life will be 
spent on this island!
--Boat: I sailed in one from Deruvia.
--Temple: You mustn't miss it! [paragraph 8]

(27, 50) FAZIL
--ADVICE: A book in the Telermain library tells of the magical axe Nalanduir. 
Some research now may benefit you later.
--TEMPLES: My research tells me that there are eight remaining temples to the 
ancient gods of Gurtex. It appears that %qone%q of them is right here on 
Oshcrun Island.
--ONE: I think the temple is on the west coast of the island, overlooking the 
Sea of Oshmar.

(48, 38) PETRO
[see Black Rooster]


(80,50) Black Rooster Tavern

Ferom: (6-1)

--Regulars: Now that %qKemrul%q aspires to become a scholar, and spends all 
his time studying, I don't have many regular customers left.
--Kemrul: These days, Kemrul can be found either in the park contemplating, 
or at home studying.

Patrons: (20-6)
--Rumors: I hear a %qZorlim%q was captured alive and taken to the castle.
--Zorlims: He must be in the jail at the castle.

Sailor:
--The Gull Islands be haunted!
--There be a lost continent to the south of Gurtex! It be cold in summer, and 
light in winter! The folk there be monsters, and the monsters be folks like 
'ee and me!
--Ships that go venturin' too far from the shores of Kar'lomug never be 
comin' back!

Argas: (17-00)
--ADVICE: As long as I get a fair share of booty, I will fight the foe to the 
best of my ability. On the word of Argas.
[you can invite Argas.]
--ENDPOINT: Press on. It is now up to us to save the Prince. The future of 
the realm hangs in the balance.

Garlin: (19-23)
--Advice: If you need to sail to western Gurtex, my crew and I are at your 
service. You will see the 'Destiny' when you leave Telermain.
--Ship: My new ship is the 'Destiny.'

Nuwar: (6-1)
--Regulars: Well, Captain Garlin favors my tavern when he is in town, and of 
course Petro practically lives here!
--Rumors: They say a ghost wanders below the castle!

Petro: (18-00)
--Advice: Look at %qTimm%q's knee. The mark on his knee is no ordinary 
birthmark!
--DWARVES: They say there is a dwarf community somewhere in Gurtex. If so, I 
am sure their brew is every bit as good as I used to enjoy back in Deruvia. 
But I'm in no hurry to cross the channel to Misor.
--LOCAL BREW: No human has ever matched the brewing skill of %qdwarves%q. 
Nuwar is no exception!
--TIMM: Timm is a strange kid. You will usually find him on the piers, gazing 
at the shores of Gurtex across the water.

(,) Methreal Nugget
Gambler:
--NEWS: I felt so lucky earlier, I was absolutely certain I'd be a big 
winner! I don't know what went wrong, friend, but I tell you I am wiped out. 
Take it from me, stay clear of this place!
--NEWS: I feel so miserable! My pouch has nothing but air now. When I walked 
in, it was filled with sweetly jingling coins, and my heart was filled with 
hope!
--NEWS: They say if the demon Zakhad ever becomes ruler of this land, all its 
schools and academies will be made into gambling halls!

| | | | |    CASTLE:    | | | | |
+-+-+-+-+    OSHCRUN    +-+-+-+-+
| o   o | | | | | | | | | o   o |
 \     /--+-+-+-+-+-+-+--\     /
  |   |    o   /~\   o    |   |
  | # |        | |        | # |

*********
* SIGNS *
*********

(6, 4) (59, 4) 'Stairway Down'
(11, 4) (66, 4) 'Stairway Up'
(28, 8) 'Waiting Room'
(59, 16) 'Council Hall'
(59, 26) 'Dining Hall'
(47, 65) 'Guards' Hall'
(10, 25) 'Royal Library'
(18, 25) 'Royal Study'
(30, 65) 'Knights' Training Hall'
(48, 50) 'Prayer Chamber'
(61, 50) 'Music Chamber'
(12, 11) 'Knights' Room'

(34, 9) (39, 9) (34, 66) (44,66) (34, 32) (42, 32) Guards
--I hear Zakhad is guarded by Dreadknights!
--I hear there is disagreement among the king's counselors.
--Visit the Castle Armory downstairs. You can equip yourself and your friends 
there, free of charge!
--Rimfiztrik has written a new spell book! Who'd havethought old Fiz had it 
in him!

--TRUK: Knock on his door upstairs.
--FIZ: Fiz is often in the Knights' Room. Ask him about his book, 'Felmis'!
--REBNARD: May the gods protect and guide His Majesty!
--BHARDAGAST: He hardly leaves his room any more. Knock on h