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    FAQ by Sethan

    Version: 1.0 | Updated: 12/26/09 | Search Guide | Bookmark Guide

    
    Dark Sun: Shattered Lands
    A FAQ/Walkthrough 
    by Sethan
    
    ::: Contents :::
    
    1. Information                 (0100)
    2. Character Basics            (0200)
    3. Spells and Psionic Powers   (0300)
    4. More Things You Should Know (0400)
    5. Bestiary                    (0500)
    6. Walkthrough                 (0600)
    7. Magical Items               (0700)
    8. Credits                     (0800)
    
    
    --- 1. Information ------------------------------------------------- (0100) ---
    
    Welcome to one of the most complicated games SSI put out under it's turn with
    the Dungeons and Dragons license. The only games more complex would be the 
    older Gold Box games, to which this is somewhat a successor. The land of the 
    same is Athas, which was once a paradise but magic sapped the life out of the 
    sun and turned it a dark red. This in turn changed the climate and caused most
    of the world to be a desert wasteland (and deathtrap). Since then, civilization
    has broken down and most of the world exists in a "kill or be killed" state.
    
    Your party are newly procured slaves shipped to the city of Draj and thrown 
    into the gladitorial arena for the amusement of the crowd and the almighty 
    Sorceror King. Your goal is, naturally enough, to make your escape and attempt
    to forge a more pleasant civilization outside the walls of the city. There are
    easily a dozen ways to complete your tasks, which makes this game very 
    flexible; some things are worth experience and compel you towards being "tough
    but fair and helpful" to strangers. Other things are rather deeply hidden and 
    you can go two or three playthroughs without finding them.
    
    That's not to say the game is perfect. There are a "nice" suite of bugs and 
    glitches which can occur and some event scripts are broken. There are reports
    of items disappearing once the limit is reached in an area. A few items seem to
    have no use other than to be junk, but reason compels to wonder what you can do
    with them. Some of the spells and abilities you can learn are high on the 
    "useless but sound cool" scale. And most of all, the psionic powers are not 
    exactly the same as spells for those who knew the core rules well. But it's 
    still quite fun to play around with. 
    
    
    --- 2. Character Basics -------------------------------------------- (0200) ---
    
    There are a lot of things to know about your characters but let's start at the
    top. There are a number of base statistics which control what you can do and 
    how well you can do it. You can randomly roll these statistics or edit them to
    whatever you like within the range for each race and class.
    
    (I'll note there's no penalty for editing each statistic to the highest you can
    get, and nobody will ever know except you and whomever you show the statistics
    to. There is a certain charm to doing it "naturally" by rolling for a good set 
    of statistics and taking it.)
    
    Strength: This is a measure of the character's physical power. The characters 
    with high strength are suited for melee combat, and carry more items than 
    weaker characters. It also helps with feats of power you may need to perform to
    progress the game.
    
    Dexterity: The more agile and quick a character is, the higher their Dexterity.
    This is most important for ranged combat weapons and thieves' skills. It's also
    able to help with Armor Class a little, to a point. 
    
    Constitution: A measure of overall health, Constitution is mostly a measure of
    how many times the character can be risen from the dead. Each time they come 
    back, the Constitution score drops by 1. Also, if their Constitution is high 
    enough the character earns some bonus Hit Points.  
    
    Intelligence: This measures memory, concentration, and the ability to reason 
    and learn. Preservers benefit from a high score in Intelligence, and 
    Psionicists get bonus Power Points, but otherwise it isn't of immense use. 
    
    Wisdom: While Intelligence mostly deals with what people would consider raw 
    knowledge, Wisdom concerns common sense and wits. Clerics recieve extra spells 
    for having a Wisdom of 16 or higher, and a character resists spell effects 
    better for having a high Wisdom.
    
    Charisma: Charisma is mostly a measure of how personable the character is, and 
    how easy it is to sway other people into seeing their way as right. This really
    shines when it comes to interacting with NPCs in the game, because it can make 
    a serious difference in how easily it is to win their trust or even get them to
    deal with your party.
    
    Hit Points: Hit Points (HP) measure the amount of punishment a character can 
    take before falling over. Naturally, you want this as high as possible. As a 
    character gains levels in their class(es), more HP is assigned depending on the
    class. If a character's HP reaches 0 then they're knocked out and left on the 
    ground. If it goes to -10 or below, then you are looking at a dead body and 
    some significant trouble to bring them back. Be warned, unconscious characters
    on the ground will still take damage from area-effect spells.
    
    Power Points: Power Points (PP) are used to cast psionic powers, unlike spell 
    slots for magic. Primarily, Psionicists will always earn more than other 
    classes, and some of the abilities require an upkeep cost in order to remain in
    effect. Luckily, having your PP reduced to 0 has no ill effects. All characters
    get psionic powers, which are determined when you create them.
    
    Armor Class: This number ranges from 10 to -10 (it's a little odd but bear with
    it). Each piece of armor has a particular bonus it grants . . . downwards. The
    better your armor, the lower the number. For the most part the game system is
    balanced towards an AC of 0. If you want to improve your AC, scavenge as many
    pieces of armor as you can; chest, arms, legs, and shields all help out. 
    
    THAC0: This is another statistic you should look at, and like the Armor Class 
    you need to bear with it and understand. The name of it is "To Hit Armor Class
    0", which translates simply to the number you need to exceed on a 20-sided die
    to hit a target with an AC of 0. To figure out what your chances really are to
    hit that opponent, you subtract their AC from your THAC0; this does mean a 
    negative AC *adds* to the THAC0 number. Yes, I told you this was odd. Don't ask
    me why it's done this way.
    
    Next is the importance of the race chosen for each character. Each race gets 
    their own bonuses and penalities, some of which are better tradeoffs than 
    others. Only nonhuman characters can choose to multi-class themselves, which is
    itself a double-edged sword. Notably, there are a few instances where the race
    of a character matters and can affect conversations or events.
    
    Humans: Humans are extraordinarily average for use, but they have no 
    restrictions in the classes they can choose. Remarkably, they have the option 
    to dual-class to expand their abilities; dual-classing means they choose a new
    class and start leveling in the chosen class. The downside is they lose access
    to their previous class abilities, and may no longer advance in those classes 
    left behind. Once that level rises past their old one, the old class abilities
    return and allow them to call on both sets of abilities. Humans can dual-class
    twice, to a maximum of three classes.
    
    Half-Giants: Half-Giants represent pure physical power, and as such they are 
    really good at that. Their Strength can go to 24, which means they have a good
    chance of smearing anything they go after physically. Having a high 
    Constitution limit, they also can get absurdly high HP scores. They can choose
    to be Fighters, Gladiators, Rangers, Clerics, Psionicists, or a number of 
    combination multi-classes. 
    
    Half-Elves: Half-Elves are exactly what they sound like, and as such get a part
    of Elven grace and frailty mixed with Human robustness. Ideally, you can use a
    Half-Elf for a broad multi-classed character; since their statistics don't 
    have much in the way of bonuses or penalties you can be assured they won't be 
    too hampered at whatever they choose. They may choose to be any class, or some
    combinations of multiple classes. 
    
    Dwarves: Next to Half-Giants as exceptional physical specimens, Dwarves are 
    good at soaking up damage and dishing it out. Primarily, you choose a Dwarf 
    because you need a good melee class mixed with something which isn't so good at
    melee. Dwarves may choose to be Fighters, Gladiators, Clerics, Thieves, 
    Psionicists, or combinations thereof.
    
    Muls: Let's make this clear first, Muls are half-dwarves bred for gladitorial
    combat and hard labor. They're not bright, they're not personable, but they are
    very good at what they do. Muls may choose to be any of the classes Dwarves can
    be, with slightly different statistic adjustments. They also only come in male,
    which may or may not matter to you.
    
    Elves: Tall, thin, and wiry, the Elves of Athas are not to be considered weak
    or sylphlike. They're remarkably quick and agile, which means they're well-
    suited for being Thieves or Rangers. They can be any class except Druids. 
    Naturally, you can multi-class them too.
    
    Halflings: Shorter and lighter than Dwarves, they are essentially miniature 
    Humans. But where Humans are good for just about anything, Halflings lack the
    strength and poise. They're just as quick as Elves are, but they are better 
    suited for other things than melee combat. Halflings can't be Preservers, 
    otherwise you're free to choose whatever classes you like. 
    
    Thri-kreen: For those who really dislike humanoids, there's the mantis-like 
    Thri-Kreen females. Let's note the obvious; due to being completely inhuman in
    shape, they cannot wear armor, cloaks, belts, boots, rings . . . if this 
    surprises you and aggrivates you, I'll note they have some advantages to make 
    up for it. They are quick, get many many more attacks than a humanoid, and 
    they have a chance of paralyzing the enemy. They also get what amounts to a 
    boomerang ranged weapon, superior to the sling and rivaling the bow in power.
    They can choose to be anything but Preservers and Thieves, and multi-class of
    course.
    
    So, now we get into the third part of creating a character: the class. The 
    class is important, since it not only determines how much HP and PP you will 
    have, but also what sort of weapons and armor you can use. Some of the classes
    have some pretty serious rules as to equipment they can use, so be aware before
    you choose. Unless you like finding a lot of equipment you can't use. (Also, be
    mindful if you choose a Thri-Kreen you WILL be highly limited in what you can 
    use.) One thing to note is the "Prime Requisite"; if you have a 16 or greater 
    in all these statistics then you get an extra 10% experience gained. 
    
    Fighters: This is a relatively simple class, and the name says it all. Fighters
    can use any weapons and armor you like, but don't get access to spellcasting. 
    They do get access to psionics, though. They must have a Strength of at least 
    9, and their Prime Requisite is Strength.
    
    Gladiators: Meant for fighting in the arenas on Athas, Gladiators are 
    essentially an upgrade to Fighters. They must have a Strength of at least 13, 
    Dexterity of at least 12, and Constitution of at least 15. They are permitted 
    all equipment, and get a bonus to their armor once they reach fifth level. 
    (Yes, this means it goes one number lower.) Their Prime Requisite is Strength.
    
    Rangers: A cross between a Druid and Fighter, Rangers are trained to survive 
    and know their way in the wilderness. In Athas, this means they are a little 
    more desirable to have around than in other worlds. Rangers must have a 
    Strength and Dexterity of at least 13, and a Wisdom and Constitution of at 
    least 14. They are allowed to use any kind of armor and weapons, but heavy 
    armor interferes with their abilities (which translates to "don't give it to 
    them"). They also are allowed to wield two (non-heavy) weapons without a 
    penalty to their chances to hit. After gaining eighth level, they can cast 
    minor Clerical magic, based on which elemental sphere you choose. Their Prime
    Requisites are Strength, Dexterity, and Wisdom.
    
    Thieves: This isn't your usual thieving scoundrel, this is your quick-footed
    and light-fingered assassin. They can pick locks on doors if they're good 
    enough, and if you send them around behind an enemy (across from where you 
    originally attacked them) they can do bonus damage. They can only use light 
    armor, but should have the Dexterity to make up for it. Thieves must have a 
    Dexterity of at least 9, and that is their Prime Requisite. 
    
    Preservers: Where other worlds have wizards, sorcerors and magicians Athas has
    Preservers. They get access to plenty of offensive spells as they progress, 
    and you should beware any you see in the wild; they're usually referred to as
    "Defilers". Being struck means you cannot cast magic; couple this with low HP
    and being forbidden from using armor, and you're looking at a prime target for
    enemies to go after. Preservers must have an Intelligence of at least 9, and 
    it is also their Prime Requisite. 
    
    Clerics: Following one of four elemental spheres of influence, Clerics are your
    basic healer. Except as a bonus, they are unrestricted in the armor they can 
    wear; their weapon choices are dictated not by the type of weapon but the 
    material it is made out of. For Fire, they're restricted to weapons associated
    with Fire (such as Obsidian). For Earth, they are permitted to use stone, wood,
    or metal. For Water, they are permitted to use wood or bone weapons. Air gets 
    the worst blow since they're only permitted ranged weapons. The sphere you 
    choose dictates the types of spells your Cleric will be granted as a Cleric, so
    be aware of that. Clerics must have a Wisdom of 9 at minimum, and if they meet 
    the Prime Requisite of 16 or higher in Wisdom there will also be bonus spells. 
    
    Druids: Druids are like Clerics, only slightly backwards; they're unrestricted 
    in use of weapons but they're forbidden from using armor. Like Clerics, you 
    must choose an elemental sphere and it dictates their spells; like Clerics 
    having a Wisdom greater than 16 will grant bonus spells. Druids must have a 
    Wisdom of at least 12 and a Charisma of at least 15; these are also their Prime
    Requisites. 
    
    Psionicists: First thing is first: each character will have access to some 
    Psionic powers along one line. Psionicists can reach along all three lines. 
    They are restricted to lighter weapons (anything but long swords, essentially)
    and light armor only. They must have a Constitution of at least 11, an 
    Intelligence of at least 12, and a Wisdom of at least 15. Their Prime 
    Requisites are Constitution and Wisdom. 
    
    
    --- 3. Spells and Psionic Powers ----------------------------------- (0300) ---
    
    If you're going to get very far in this game, you're going to need to 
    understand the way these work. Preservers and Clerics get a pool of spells to
    use depending on their levels across several levels of potency. Every third 
    class level, you reach the next level of spells to use. Clerics can use any 
    spell within their chosen elemental sphere (and up to third-level Cosmos 
    spells). Druids aren't restricted with Cosmos spells in level. Preservers have
    to learn the spells one at a time, as they level (or learn from scrolls). The
    best advice to give you is to read each spell carefully and check them out 
    before choosing one. Having at least one wide-area spell in your Preserver's 
    repetoire is good, considering you can blast away some encounters from a range
    and make it a lot easier on yourself. Not duplicating spells your Cleric or 
    Druid can cast is likewise smart, since you will have a limited arsenal with 
    your Preserver. 
    
    Psionicists are a different story entirely. Psionic powers have two numbers
    which are important: The Power Score and the PP Cost; the score is figured
    differently for each particular power. When a character attempts to use a
    power, first there is an unseen check agaisnt the Power Score. Each point in
    the score represents a 5% chance of success. As a Psionicist levels up, they
    can enhance a power or pick up a new one. There are some powers which must be
    maintained, and thus constantly drain PP while active. Of special note is 
    "Mind Blank", which any character has access to and actively protects them from
    psionic attacks. It has no cost to maintain or cast, and while you're told it's
    "always on" this is incorrect. You must turn it on, and then keep an eye out 
    for it to need refreshing.
    
    Cleric Spells by Sphere (Spell Name (level))
    
    Cosmos: Bless (1), Cause Fear (1), Cause Light Wounds (1), Cure Light Wounds 
    (1), Curse (1), Entangle (1), Invisibility to Undead (1), Protection From Evil
    (1), Remove Fear (1), Shillelagh (1), Aid (2), Barkskin (2), Charm Person or 
    Mammal (2), Find Traps (2), Hold Person (2), Spiritual Hammer (2), Bestow Curse
    (3), Cause Blindness or Deafness (3), Cure Blindness or Deafness (3), Cure 
    Disease (3), Dispel Magic (3), Magical Vestment (3), Negative Plane Protection
    (3), Prayer (3), Remove Curse (3), Remove Paralysis (3), Summon Insects (3), 
    Abjure (4), Cause Serious Wounds (4), Cure Serious Wounds (4), Cloak of Bravery
    (4), Cloak of Fear (4), Free Action (4), Neutralize Poison (4), Poison (4),
    Protection from Evil 10' Radius (4), Cause Critical Wounds (5), Cure Critical 
    Wounds (5), Dispel Evil (5), Raise Dead (5), Slay Living (5)
    
    Earth: Magical Stone (1), Dust Devil (2), Conjure Lesser Elemental (3), 
    Condense (4), Dust Cloud (4), Conjure Elemental (5), Ironskin (5), Quicksand
    (5)
    
    Water: Conjure Lesser Elemental (3), Blood Flow (4), Dehydrate (4), Conjure 
    Elemental (5), Quicksand (5)
    
    Fire: Flame Blade (2), Resist Cold (2), Resist Fire (2), Conjure Lesser 
    Elemental (3), Protection from Fire (3), Focus Heat (4), Produce Fire (4), 
    Conjure Elemental (5), Flame Strike (5), Wall of Fire (5)
    
    Air: Conjure Lesser Elemental (3), Dust Cloud (4), Protection from Lightning 
    (4), Conjure Elemental (5), Deflection (5), Insect Plague (5)
    
    Preserver Spells by Level
    
    Level 1: Armor, Burning Hands, Charm Person, Chill Touch, Color Spray, Enlarge,
    Gaze Reflection, Grease, Magic Missile, Shield, Shocking Grasp, Wall of Fog
    
    Level 2: Blur, Detect Invisibility, Flaming Sphere, Fog Cloud, Glitterdust, 
    Invisibility, Acid Arrow, Mirror Image, Protection from Paralysis, Scare, 
    Stinking Cloud, Strength, Web
    
    Level 3: Blink, Dispel Magic, Fireball, Flame Arrow, Haste, Hold Person, Hold
    Undead, Lightning Bolt, Minute Meteors, Minor Malison, Monster Summoning I, 
    Protection from Normal Arrows, Slow, Spirit Armor, Vampiric Touch
    
    Level 4: Charm Monster, Confusion, Evard's Black Tentacles, Fear, Fire Shield,
    Ice Storm, Improved Invisibility, Minor Globe of Invulnerability, Minor Spell
    Turning, Monster Summoning II, Rainbow Pattern, Solid Fog, Stoneskin, Turn 
    Pebble to Boulder, Wall of Fire, Wall of Ice
    
    Level 5: Chaos, Cloudkill, Cone of Cold, Conjure Elemental, Dismissal, 
    Domination, Feeblemind, Hold Monster, Lower Resistance, Monster Summoning III,
    Summon Shadow, Wall of Force, Wall of Stone
    
    
    --- 4. More Things You Should Know --------------------------------- (0400) ---
    
    This is a catch-all for the various bits and pieces you would normally discover
    on your own frustratingly too late. 
    
    - Multi-classing is nice, but the experience gain is divided among the classes
    rather than focused. You also only gain a fraction of the HP you would for a
    level up. This translates to a slower pace of leveling up, and less HP growth.
    
    - Don't kill anyone if you don't have to, because you might need them later. 
    This goes double after your escape from the slave pens, because you're supposed
    to be the good guys. Nominally. Besides, it is very likely you can make a quest
    or errand unsolvable.
    
    - Non-magical bone and obsidian weapons break, seemingly randomly. You can go
    the whole game and never break a weapon, or you can break all of them in your
    first arena match. Likewise, some enemies might corrode or destroy your armor
    with attacks. Be cautious and save often.
    
    - Save in several different slots as you progress. You're given a rather large
    amount of them, so make use of at least two to store your saves. Alas for the 
    game, there are some glitches which may occur from time to time which can 
    render something unreachable, or you discover that mouthy person you hauled off
    and slew was necessary. (As noted above.) 
    
    - Always check magic items' effects before you use them. Fruits are among the
    most precious commodity you can have (think of them as analogous to potions in
    other worlds), but there are a few which are more useful to save for later. And
    there are some which simply aren't useful.
    
    - Monitor your area map; monsters and NPCs will always show up on it. Wild 
    spawns will usually head right for your position, so you should be aware of 
    their arrival before you engage another group.
    
    - Items are bartered for and sold at the price listed in your inventory; you do
    not sell at half value, nor buy at twice what you sell for. For this reason you
    run a fairly zero-sum game of economics; it makes sense if you think about it.
    What this means is there's no penalty to purchasing armor to fill a gap, then
    replacing it later on with something better. This will not happen too often, 
    but you won't be penalized for it.
    
    - You can start the game with a premade party, which isn't a bad one at all; 
    you're given a half-giant Gladiator, a Thri-Kreen Fighter/Druid/Psionicist, a
    Human Preserver/Gladiator (dual-classed out of Gladiator), and an Elven 
    Preserver/Druid/Thief. The downside to the multi-classing going on is a 
    markedly slow growth of HP and slow leveling time. 
    
    Here are some known bugs which may strike, and therefore are a good reason to
    keep older saves ready. 
    
    - Items will sometimes disappear from inventory, including chests with things
    in them. It is possible plot-sensitive items will disappear, or even terrain
    objects such as doors or field containers. This can make the game unwinnable
    
    - When saving in the middle of an area where many things are in motion, some
    objects to interact with might disappear. As in, objects necessary to continue
    through the game. Notably, this error has cropped up in the Sewers and made it
    impossible to collect many items which access areas. You can technically still
    brute-force your way through if you know what you are doing.
    
    - On occasion there may be an inventory bug where a clear inventory square
    will read as something else. This item will have an odd price, and might
    even be equippable. Get rid of these as soon as you can by stuffing them into
    a box and just abandoning it somewhere. This does not seem to do anything bad;
    equipping it or selling it might make errors happen.
    
    - Sometimes the game crashes/locks at seemingly random times; there is no way
    to predict with any accuracy. Properly patched versions should not experience
    this as often.
    
    - There are a great number of events which do not seem to trigger with any
    reliability. I have investigated some of them, but I found it difficult to
    get more information on what messes up triggers. Some events I've seen
    mentioned but never experienced; I've noted some of these. Sometimes I've had
    one end of an event but never reliably gotten it to finish. 
    
    - Fun with charm effects, and enemy conversation triggers! If you charm an
    enemy who you talk with to begin a battle, they remain alive after. And you
    can talk to them again to trigger the same script, some of the time.
    
    --- 5. Bestiary ---------------------------------------------------- (0500) ---
    
    --- Monsters ---
    
    Slig: Green-skinned apparent cousins of the tougher slaad, these are pests
    which continue to appear from time to time in order to harass you. Your front-
    line melee fighters should be able to kill them quickly once they run up on
    you. The biggest danger of fighting sligs is how they seem to travel in packs.
    
    Screamer Beetle: Think a big blue-and-purple beetle and you're thinking about
    right for a screamer beetle. With a "scream" ranged attack, these otherwise
    fragile creatures can be a nice distraction when in the arena and mixed into a
    group. They are about the same strength as sligs, and again their real danger
    can come in numbers and the added ability to attack your Preserver or whomever
    is battered enough to be their focus.
    
    Sand Howler: These wolflike creatures have four eyes and a paralyzing gaze,
    which can leave you in a bind against something stronger in the arena, or just
    to be picked apart by a pack while in the wilderness. They're not that hardy,
    but the number of attacks they can rattle off can put a dent in a Preserver
    rather quickly. Their eyes are an item you will find a need for, so when you
    find them in the wild try to find room for the leftovers.
    
    Strine: These look more sinister than they are, resembling large armored
    porcupines, but they are a sign things are getting tougher inside the arena.
    They have an attack to throw their spines, and a fair bit more health than most
    of the lesser beasts. They can provide a nice challenge in high numbers, and
    shouldn't be taken too lightly.
    
    Daggoran: A large gold toadlike being, they have some rudimentary ability with
    psionics which can be dangerous. They have Control Body, which means the
    ability to turn your own party members against you. Mind Blank was made for
    this sort of defense, if you can get it up and prepared in time. They should
    never be taken lightly, and you should focus on each one in turn until it is
    dead rather than leave one standing. This is purely because of the Control
    Body potential.
    
    Silt Runner: In the arena only, these creatures resemble gray-skinned humanoids
    and have a vast movement range. They like to snipe with slings and will always
    be mixed in with melee-type enemies. They are remarkably fragile against
    melee attacks, so you will likely not have too much trouble with a strong
    fighter.
    
    Ssurian: Reptilian residents of Athas, they are a decent rival in power to
    guards from Draj but sadly dangerous only in large numbers. To that point,
    you will often find they will attack you in numbers; if this surprises you, you
    are playing the wrong game. Expect a nice mixture of melee and ranged combat,
    and decent treasures being guarded or left behind. 
    
    Dune Reaper: Resembling a praying mantis crossed with a horse and about as
    large, these should always be treated carefully. They get five attacks, and
    a rather large potential for damage. Mixed with a decent move rate, they can
    very quickly destroy your melee fighters or spellcasters. The best option is
    to use Ego Whip, Grease, or some other spell to prevent them from getting
    attacks and taking them out one by one. 
    
    Mountain Stalker: This giant black-skinned monstrosity has tentacled hands
    which it flails to attack. They're relatively slow but hardy, and can dish out
    four powerful attacks in a round. In the arena, you'll usually only get two at
    most; in the wild, you may have to face up to five. To be honest, there is a
    significant risk of dying when facing these even to higher-level characters.
    
    Otyugh: These large yellowish creatures have four tentacled arms and exactly
    as many attacks. They have a large amount of health and while they don't deal
    huge chunks of damage they can be dangerous. They start showing up in the
    arena when you make serious progress getting toughened, and can make things
    difficult.
    
    Xorn: Rock monsters with four arms and a mouth on top, they have a large
    damage output and high health. Added into this is high armor class, and you
    have a headache to fight. Two things can keep them from being worse; they are
    extraordinarily slow movers, and they generally don't come more than three
    to a group in the wild. 
    
    Fire Eel: You won't see fire eels above ground, but in the wild you will see
    them in large groups. They breathe fire when they attack, and this can be
    quite damaging. Protections from fire will cut down on the risk, so
    preparations are advised before tackling a pack of fire eels. Their tongues
    are desired by alchemists, so be sure to pick them up after a battle. 
    
    Bulette: Again, the most you will see of a bulette on the first look is a
    mound of sand moving your way. They hunt in pairs, at most, and can be very
    dangerous. They have very high health and armor, and a vast potential of
    damage output; these things will kill you very easily if you take them
    lightly. Keep them away from your spellcasters, and leave your thieves out
    of combat this time.
    
    Mastyrial: A scorpion-like creature with a humanoid torso, mastyrials are
    dangerous. They have a poison stinger, which can and will deal a chunk of
    damage on successful hit (15 or 30). They have a lot of health, movement,
    armor, and are very good at hitting you. Approach with caution and focus
    damage on one of them at a time. And keep them away from your Preserver!
    
    Styr: Picture a four-armed statue which can move, and that's a styr.
    They breathe fire, and are rather tenacious; take them carefully. You will
    not face these in the wild, only as set creatures in defense of an area.
    The good news? You will likely see them only after you have the strength to
    deal with them.
    
    Babau: One of the few demonic entities in the game, babau are a real pain to
    deal with. Luckily, they're not wild and are set to defend one area of the
    game. Once destroyed, they do not return. Don't attempt to use any spells
    other than damaging ones against them, as they will not likely be fazed. 
    
    Vrock: A tougher, faster demon you will face around the same area as babau.
    These resemble humanoid vultures, and are impossible to mistake for anything
    but bad news. Don't take them lightly, because they can and will dish out
    serious damage to their targets. They also are immune to even lesser magical
    weaponry, anything less than a +2 is going to just bounce off. As with
    babau, don't focus on using too much magic against them, though psionics can
    sometimes fare better. 
    
    Blue Slaad: You'll see these only rarely, and likely once or twice in the
    arena. They look just like blue sligs, but don't be decieved; they are much
    tougher. Nonmagical weapons simply don't have any effect on them, which means
    you need to be creative with fighting them. They also have a poisonous attack
    which can kill you easily, and a good chance to hit with it. Attack them 
    all-out and try to keep them from having a chance to attack and deal damage.
    
    Red Slaad: Crimson cousins of blue slaad, they lack the deadly poison and
    instead have an innate regeneration and magic resistance. The good news is,
    they seem to lack the requirement of magical weapons to be hurt. The bad
    news is, they're still able to dish out respectable damage. Don't
    underestimate them, and don't engage them in the wild if you are likely to
    add in another fight.
    
    Wyvern: Flying dragons with a poison stinger on their tails, you will need to
    be careful dealing with them. They are fast, agile, and have a high chance of
    hitting you. Good news for you, they're found only in a particular area and
    not wild. The bad news is you'll have to face quite a number of them. Hit them
    first, and hard.
    
    Tyrian Slime: Puddles of iridescent slime, they live in the sewer systems and
    are an occupational hazard of trying to travel. Their gelatinous forms make
    it impossible to hurt one through blunt weapons or ranged attacks; it's time
    to break out swords and axes to fight them. They also have full immunity to
    fire and acid, which makes a few area-effect spells you will have early on
    worthless. They deal additional acid damage when hitting, which can lead easily
    to a dead Preserver if you allow it. They also can throw down a sticky web to
    keep you from getting to them for melee purposes.
    
    Dagolar Slime: Created through experimentation on Tyrian slimes, Dagolar
    slimes are gifted with psionic powers and a slight bit more health. They are
    found only around Dagolar, and while aggressive they are just about as easy
    to take down as Tyrian slimes. Watch out for their potential to Ego Whip melee-
    fighting characters in order to fight back. They are worth significantly more
    experience than their Tyrian cousins, and thus very much worth hunting down.
    
    Dark Spider: Large black spiders, you shouldn't have cause to fight them too
    much. There are three things you should know about them though. First,
    they're intelligent and can have access to psionic abilities. Secondly, they
    have a poison bite which is "Save or die" style. Lastly, picking a fight with
    them is likely to involve a large number of them, and they're fairly mobile. 
    
    Magera: Brutish, large, and capable of dealing heavy blows, you'll find
    these creatures quite widely spread. They should be treated just like half-
    giant opponents, because they are pretty much "close enough". Don't expose
    yourself to being attacked by a large number at once, if at all possible. 
    
    Rampager: Huge grey creatures with two-fingered claws, rampagers are
    showcased early on to you. This is your warning about how dangerous they are,
    and you will luckily meet them only rarely. Their massive damage output and
    fear-inducing roar can make your party die without much warning. They also can
    corrode armor and weapons, which will leave you ill-equipped rather fast.
    Don't engage unless you're fully prepared to fight, and don't be afraid of
    running if they haven't engaged combat yet.
    
    --- Elementals ---
    
    A general rule about elementals, you will discover soon you need magical
    weapons to be effective against them. The greater the elemental, the higher
    the magic value; +2 should be enough for you to be able to disassemble them
    without a problem.
    
    Air Elemental: Wispy humanoid forms in mist, air elementals are difficult
    to hit but generally not much of a threat alone. The downside to this is
    noticing they are never alone; usually they come in groups of five or six.
    Luckily, the lesser elementals don't require magical weapons to fight
    effectively. 
    
    Earth Elemental: Slow, stocky beings made of rocks, they pack quite a wallop.
    They're relatively rare to see but can be a pain to deal with due to their
    nature making them tough to damage. Approach as you would any other melee
    fighter, and destroy completely with focused efforts.
    
    Fire Elemental: Fire elementals are about as dangerous as you would expect;
    they're fast, and can deal a lot of damage on successful hits. Furthermore,
    they require magical weapons to be damaged. In a consolation you find them in
    one area and they don't roam wild. 
    
    Water Elemental: I have not seen water elementals outside of being summoned,
    most likely due to Athas not having much water to spare. Approach with caution
    and expect powerful strikes when you deal with them.
    
    --- Undead ---
    
    Zombie: These are rather standard risen corpses, and you will see them in all
    sorts of places waiting to take you out. They're not terribly good at it,
    however, and just are an annoyance. Later they become minions mixed with more
    dangerous enemies in the area, and can be bad roadblocks.
    
    Shadow: Incorporeal undead which are vaguely man-shaped black spots. They're
    difficult to deal with since they require magical weapons to be hit. This is
    really the biggest hurdle to deal with, since they don't have a terribly
    large amount of health.  
    
    Greater Shadow: As the name implies, this is a stronger version of the shadow,
    and reacts much the same way. All you need to do is give them more health,
    and a cold-damage addition to their attack. Be careful about them, because
    they can deal a surprising amount of damage and corrode armor.
    
    --- Humanoids ---
    
    Renegade (Halfling): These annoyances are pretty good at nailing you with
    sling attacks, and are among the early fighters in the arena. They crumple
    easily under a focused assault, which is recommended. They will always leave
    you a bone long sword and a sling, meaning they're not good for loot purposes.
    
    Wild Mul: Melee fighters who enjoy using clubs, they're dangerous for being
    able to deal respectable  damage in melee combat. After you graduate to tougher
    monsters in the arena, they're almost not worth taking out first. With two
    clubs and leather armor, they're not valuable targets. 
    
    Defiler: While you have Preservers in your party, Defilers are your enemies
    more often than not. They have access to some serious potential damage, and if
    you don't take pains to damage them every turn you will discover just how much
    they can heap onto you. Ice Storm, Cone of Cold, and the like will all come
    your way. Priority targets number one if you see them. 
    
    Guards: These go under various names, but their concept remains the same: 
    leather armor, a bone or obsidian long sword, bows, and a tendency to attack
    in groups of five or greater. Their tendency to use ranged attacks even with
    your Fighter or Gladiator in their faces can lead to many interesting uses of
    swear words. The good news is, they rarely become tougher as you progress,
    merely being increased in number and spread out over a greater area. Some of
    them carry a randomized item which can be anything from a piece of junk to a
    valuable piece of fruit or gemstone. 
    
    Templar: Priests devoted to the Sorceror-King, they are dangerous combatants
    and should be killed off swiftly. They aren't always called by "Templar" in
    the info screen so be aware. More than likely they possess serious psionic
    abilities which can make you hurt. They have better equipment than mere guards,
    which means you'll often find interesting loot afterwards. They also have a
    greater tendency to carry interesting magical fruit or treasures on them. 
    
    Guards (Half-Giants): These are separated into a segment all on their own.
    While they are not as commonly found as human guards, they make up for it in
    being able to land dangerously powerful blows. They use two clubs, and carry
    one other piece of gear which is random. Take care of these enemies with a
    Hold Person or other similar spell in order to reduce the chance of them
    reducing a Preserver to a red paste.
    
    Thri-Kreen: Since they're a character type, let me list them here. As a
    character, you're likely to see them use a weapon to fight, but in the wild
    you are more likely to see them use natural weapons. This doesn't change the
    fact they will swing at least five times on you, and they will have a chance at
    paralyzing you. Approach with a moderate amount of caution, because they can
    still be defeated easily.
    
    Tohr-Kreen: Green-eyed, spear-wielding, hardier cousins to the thri-kreen,
    they move much faster and hit harder. They will be mixed in with some arena
    battles once you reach the higher-end of the spectrum. In the wild, you'll see
    them in small bands hunting you down tenaciously. I recommend Hold Monster or
    Ego Whip to prevent them from shredding you immediately, and taking out active
    threats first before focusing on ones prevented from tearing you apart. Don't
    try to hold them at range, because their immense movement rate wil ensure they
    catch you anyway.
    
    
    --- 6. Walkthrough ------------------------------------------------- (0600) ---
    
    --- First Fight ---
    
    The game opens on your first fight in the Arena of Draj. You're treated to 
    watching a defiler being torn apart by a Rampager before you are sent to fight.
    This first battle is against three Sligs and a Screamer Beetle, and it's
    pretty simple to perform. If you completed it fast enough the crowd will throw
    money to you, which is not a lot of money but it can add up. You have the 
    option to yell back at the announcer, which can trigger additional (and 
    tougher) fights. You should only do this if you got through unscathed.
    
    
    --- The Arena ---
    
    Now you have the opportunity to look around the arena, and handle the small 
    list of things to get done. There are bodies around the floor which have a few
    useful items on them, though the Bone Gythka isn't nearly as useful after 
    getting some other weaponry. There are some tied up people here, but you are
    best off not dealing with them until you have water. There's also a vulture 
    which you can smack the feathers off and take. (As of this edition I have not
    found a use for it.)
    
    In subsequent visits, you will be told to approach the center of the arena for
    your battle. It's best to try to get most of the fights near the center 
    outside of obstructions. Each fight gets progressively more difficult, but when
    you reach the fifth trip out into the arena you will be challenged by Scar to
    either escape with him or fight for dominance in the pens. I have not heard of
    any upper limit to the battles, but you will continue getting tougher fights
    until you either force your escape or die in the arena.
    
    
    --- The Slave Pens ---
    
    When you enter, you'll meet Kurzak the head guard. He'll talk with you for a 
    while, and you can buy a water flask from him for 40cp. I'd advise against it,
    since there's a free one around the corner. You can't bribe him enough to do 
    more than escort you from the pens to the arena. Legcrusher will tell you what
    will be coming early on, but after you're drawing the tough battles he loses 
    track and doesn't know. Once you are shut in the pens, it's time to meet the 
    fellow slaves. There's Scar, the King of the Pens, and his gang. There's Merzol
    and his thugs plotting an attack on the guards. There's Trustee, who is trusted
    enough to have the keys. There's Gilal, who is a nice girl hiding in her cell. 
    There's Mirlon, who is amiable but wants something from you. And lastly there's
    Dinos, who is the cook and very happy with his place.
    
    The east hall has an empty water pot in one of the cells, and you will hear 
    Merzol's gang plotting escape when you near the cell. He tells you to buzz off
    until you've won three separate engagements in the arena, and is quite 
    belligerent. You can't really reason with him and if you annoy him too much 
    Merzol will attack. For all his mouth runs, his gang goes down quite easily 
    when you focus. His escape plan is, creatively enough, beating the blood out of
    the guards and then just holding the place yourselves. 
    
    The next cell on the right has a campfire circle there, which signifies the 
    only places you can rest and recover in the game. Keep your eye out for these
    as you progress, because they're rarer than you might expect. Also, if you walk
    close to the campfire while it's "on" (it toggles with each rest) you will be 
    asked to cook the vulture. Do so, it doesn't seem to hurt anything.
    
    Beyond that cell lies some empty ones, but stop and chat with Gilal; she has a
    little bit of information about the slave pens but if you try to talk beyond 
    that she suddenly gets a headache and clams up. Talk Trustee into letting you 
    in to see Dinos, and have a talk with the cook. He asks who was screaming, and
    if you tell the truth he asks to be escorted to Gilal. Do so, and he manages to
    fix her up; you get a nice experience boost for both getting in to see Dinos 
    and leading him to cure Gilal. Now Gilal can tell you a little more, but she's
    still not much help.
    
    Dinos' suite is nice and spacious, and has a water trough set up; be sure to 
    fill your water pot! You can also rummage in his wardrobe for a bit, and maybe
    turn up something useful. His conversation is nice and enlightening, but he's 
    not going to be any help in an escape attempt. 
    
    Scar doesn't feel you're seasoned enough to talk with him about escape, and 
    would like you to make a name for yourself before actually doing anything. 
    After you win a few engagements, he'll mention a plan and ask you to decide on
    if you're in or out. 
    
    Mirlon has a proposition, that you can bribe the guards to let you out. To do 
    this, though, he needs a gem which his fellow slave had hidden. Seryon had it 
    on him, and he was staked out in the arena; he's probably dead by now. You 
    probably don't remember seeing the gem no matter how much you searched, but 
    there's the use of water. If you proceed to rehydrate the tied-up prisoner 
    after a match he explains he hid the gem. Mirlon is pleased to get the gem, but
    as soon as you try to take advantage of the escape plan he sells you out and 
    makes a run for it himself. 
    
    There's a locked door which Trustee advises you to stay clear of if you try to 
    open it while he's around. Haunted, who does he think he's kidding? Knocking on
    the door allows it to open into a ruined room, and the door slams shut behind 
    you with no handle on this side! A zombie walks through the west wall to 
    attack, but you should be able to handle it. Once dead, there's the sound of a
    locking door; this is your hint to search for a button. Once you push it, you 
    can walk through and into a crypt or tomb of some kind. Gather the loot from 
    the chest and coffin, and leave. You have to break down the door to get out, 
    but that's not a problem.
    
    Some of the haystacks can be searched for a variety of things, of which this is
    a partial list: a handful of ceramic coins, a wooden club, a small bug which 
    crawls away, a broken pot, an old soiled loincloth (eww!), a scorpion which 
    stings you for a little damage, and a bone needle (worth 10 experience to 
    whomever finds it). 
    
    After some time, Kurzak will call you to the door. If you don't answer fast 
    enough he'll send Legcrusher to fetch you. And if you disobey the half-giant 
    then you trigger the escape alarm and have to fight a lot of guards coming in
    through that door. You probably saw them the first time you arrived. Or, you 
    can knock on the door and demand to fight. I highly recommend going as far as
    you can with the bouts so you can gain levels. However, the lack of decent 
    equipment and the tendency of your bone swords to break means you will 
    eventually reach a fight you aren't equipped to win.
    
    
    --- The Escape ---
    
    This deserves its own section, because the game changes as soon as you decide 
    to take a break for it. There are several scenarios you can follow to get here,
    presented by some of your fellow slaves. Or you can make your own way out, 
    however you choose. The end result is still the same: you need to get your way
    to the hidden exit into the sewer system waterways. Each guard here has the 
    same five pieces of equipment, and a random object which can be useless (junk,
    a pick or shovel) or worth hanging onto (fruit, coins, gems). But most 
    importantly, they have obsidian swords, bows, and arrows. This will give your
    team a needed offensive boost, along with some material to sell in the 
    slightly-near future. The Templars are slightly tougher, and yet have nicer 
    armor on them to snatch. 
    
    If you are careful and cautious, you can wind up funneling the guards into a 
    nice ambush in a few areas where you can kill them without their bows coming 
    into play. Please know they will happily sit at range and shoot you to death if
    you aren't cautious of that. The half-giant guards also pack a wallop with two
    wooden clubs and can seriously put a crimp in your escape plans. If you want to
    really get yourself geared for the coming hardships, sweep the guards out and 
    start looting. You'll find no less than three chests, and three bags which 
    expand your inventory space significantly. 
    
    A quieter escape is possible, if you take apart Dinos' door and exit through 
    the fountain square. The guard posted there calls for help but the fountain 
    drowns him out; he's easily dispatched if alone. A room nearby has some piles
    of junk you can search (and possibly find some magical arrows or gems). From 
    there you can continue east to meet Pehctul the head templar. He seems amiable
    enough, offering you some healing fruit in return for doing a job for him. The
    game is up as soon as you take a peek at his guavas and notice they're deadly
    poisonous. Kill him and take his stuff, which includes a nice "Obsidian 
    Bloodwrath" +1 sword. Keep the guavas instead of throwing them out; they're
    worth a nice chunk of coins.
    
    A hidden passage out through a monster pen will allow you to avoid the guards,
    as Gilal told you. Though you will have to fight through a mountain stalker to
    get to the hidden passage, it's a fair exchange in difficulty. 
    
    When you reach the northwestern area, you can find another water pot in the 
    main kitchen already full, and a stash of grain. You can choose to raid it for
    food to carry along or you can just trust your cooked vulture will suffice. 
    Opening the grate requires either a feat of strength or someone to pick the 
    lock.  
    
    REMEMBER: Once you start the escape, the Arena is sealed off forever and you 
    can't go fight again. But that should go without saying; the more important 
    part is doing everything you need to in the Arena floor and not leaving items
    behind there.
    
    
    --- The Sewers ---
    
    Welcome to the sewer waterways, and you're welcomed immediately by some tari 
    (ratmen) who want to shake you down for coins. They really picked the wrong 
    people to do this to; it's not all that hard to intimidate them into letting 
    you pass. Talking with the thugs will net you some extra information to guide
    you along, and some signs there is territorial disputes going on. Next, you 
    will note there are drains in the walls and you can search some of them. There
    are a number of things you can find in here: a rat you disturbed (and earned a
    bite for your troubles), a skull, an empty bottle reeking of mold, a leather 
    belt, a stone dagger, a cheap necklace, a broken pot, a shell horn (be certain
    you get one of these!), and a Tyrian Slime. Notably, the slime will crawl out
    and attack. There are a few items which you will always find in the same place,
    regardless of the randomness, but I'll note those as we get to them. The 
    skeletons in the sewers seem to have randomized loot, sometimes just having a
    few pieces of leather gear (which doesn't help your armor class any) and 
    sometimes having gems or weaponry. 
    
    In the center area of the map there is a cult worshipping the Sorceror-King led
    by a cast-out templar. You can avoid doing anything to annoy them easily enough
    if you talk your way through. To the east of that place is the high warrens, 
    where there's a campsite. It's important you talk with the chief here, because
    he has a special request of you. His daughter was taken by the crazy cult and
    is slated to be sacrifice. He'll reward you if you can go rescue her. Then 
    there's the low warrens near where you entered. 
    
    Taking on the cult is easy, you can talk and walk yourself right in to see the
    leader. Once there you find you can't talk him out of sacrificing somebody and
    if it's not going to be the rat-girl then it will be your party! We can't have
    that, so it's fighting time. He has a pair of gloves which will inflict 
    blindness if he touches you, and some spells he will throw out; this makes him
    definitely your primary target to take out. His worshippers are really not too
    much of a challenge if you spent a lot of time in the arena. Once he's dead you
    can pick up a bone crank lever to open the doors with broken wheels and enter 
    his back room. Rescue the girl, but she starts talking about other worshippers
    who went off to arm themselves. Loot the chest nearby with a scroll of Color 
    Spray in it, and get back quickly.
    
    Back at the high warrens, the joyful reunion is interrupted by the attack on 
    the Skull Temple. Assist them in defending the temple, and from losing too many
    of their people; everyone is going to rush to attack, even the daughter. She 
    can very easily be killed. Meanwhile, the skull guardians inside the temple 
    usually will withstand a rush attack until you can get someone in there to help
    out. A Hold Person spell or Ego Whip will help tremendously to keep the cult 
    members from causing damages. Once you're done, the chief will be grateful and 
    hand over a metal Helm of Contemplation. This lovely piece of equipment 
    protects you from gaze attacks, and is extra armor to boot. He'll mention he 
    found it in the Flushing Tunnels, north of here, and there are often other 
    useful things found there.
    
    The Skull Temple will admit you now, to speak with the Skull Elders. These are
    enchanted skulls created by someone named Dagolar who possess the memories of
    the rat-men who came before; they are not too clear about what is ahead for 
    you but if you're respectful and ask nicely they will give you a bowl to talk
    to them with inside the sewer tunnels, and a staff which can be used to see 
    Dagolar. You're now done here, and it's time to consider what to do next.
    
    As a note, you can trade bags of grain to Churr after you defeat the templar
    for either 5cp or a piece of leather armor. You're getting the raw end of the
    deal on these offers, but another reason to return is to check out the drain 
    in Churr's room. There's a ring worth 500cp in the drain, though you will get
    a protest from Churr. He won't try to stop you, being an utter coward. 
    
    The northern area is crawling with monsters, and it is a huge loop. Stones just
    under the surface make walkways you can use, or even fight on to be defensive.
    Tyrian Slimes and Sligs make appearances here, often large packs of Sligs. 
    You'll find more drains to search, but one along the western edge of the area
    contains a scroll with Enlarge on it (your Preserver can learn it free of 
    charge). The northwestern corner with the Flushing Tunnels seems cut off but 
    someone agile enough can climb the wall. As soon as you do, a Red Slaad is 
    going to move to attack; shoot him before he gets too close and you can spend
    combat turns picking him apart with ranged hits before he even gets close 
    enough to threaten you. The skeleton here is randomized, like I said earlier,
    and one of the drains is, but the other two contain a nice gem worth 750cp and
    a metal +1 axe. As a heavy weapon, it limits your options very slightly, but
    magical weapons are always nice. 
    
    To the center is the outflow, but if you try to leave you find guards have beat
    you here and staked it out. If you're in good shape, this fight isn't a serious
    danger. But if you're chewed up still and haven't rested there will be 
    problems. There are about a dozen guards who will take up archery practice on
    you, meaning you will have to consider methods of handling this. Wall of Fog
    can be rather useful to slow it down, and you can focus on one group at a time.
    If you're feeling sneakier, you can continue east and find the secondary exit 
    hidden behind a secret wall; the switch is not hard to find. This will net you
    some more experience and a quieter escape. 
    
    Further east is the entrance to Dagolar's tower, but you must have the Staff of
    Parting to open it. A small room nearby holds more skeletons with loot on them,
    so gather it up and move on. Regardless of the exit you choose, you will be 
    stopped by a mental contact from the Dragon of Tyr! This is your copy 
    protection, and you get three chances before he decides you're too stupid to 
    live and fries your brains. I can't really help you here, but I expect you can
    blunder through if you save before initiating the inquisition.
    
    
    --- Dagolar's Tower ---
    
    Here is a very dangerous place, since there is no resting spot inside and there
    are plenty of enemies and ways to chew yourself up. The Dagolar Slimes are like
    larger versions of Tyrian Slimes with some psionic attacks and not a notable 
    amount more HP; the good news is they're worth almost four times as much 
    experience! You can search the drainage grates and holes in this area, but as 
    of this edition I haven't found too many useful objects inside them. Oh, and as
    a general rule here you should save often and take it slowly. 
    
    First you meet a crazed rat-man (Mow) who claims to be the watcher of the 
    watergate and he wants to help you kill Dagolar. He'll be your guide and he 
    knows nearly everything about what you encounter. First he explains you need to
    kill some guards to get necklaces to enter. The guards are to the east, and 
    they're not quite themselves. They're not much harder than the arena guards, so
    don't be intimidated. A chest in here holds a bone mace in case you want to use
    it. Be sure you have everyone wearing the Hound Necklaces when you approach the 
    entrance, and save in a different slot before entering. The door slams shut 
    behind you, and now the only way out is to kill Dagolar. 
    
    But first, you have his crazed templar associate Keldar (what is it with 
    templars who go crazy?) who wants to write down how you wish to die. Why? 
    Everyone needs a hobby, he says. He'll teleport away and sic some shadows and 
    zombies on you; crush them and let's move on. This area is huge and you can 
    find several places to be interested in. I'll list them off below so you can 
    consider them.
    
    There is a chamber with torture equipment and Keldar ran away there; you can
    fight him there or let him escape again and deal with more minor undead. 
    Heading west you find Dagolar is running a water pump and heater along the 
    northern wall, and it is drawn into a cauldron where you can throw in special 
    powder for a random effect. The effects are amusing and Mow will keep screaming
    how you shouldn't be wasting time. The powder can be used once, and then the 
    pool "needs to rest" before you can coax an effect out of it again. I'm not 
    sure how long it does need to rest, because there's a neat glitch; as long as 
    Mow is with you, the pool "resets" instantly! The pool can summon an allied 
    zombie or Dagolar slime, an enemy zombie or Dagolar slime, drive all your 
    characters to single-digit health, dump someone's inventory on the ground, dump
    EVERYONE'S inventory on the ground, or no effect whatsoever. You have six vials
    of powder in the room, which if you read a little earlier means you can 
    potentially fight six Dagolar slimes for experience. 
    
    A chamber near this room holds some experimental cages which have animals in 
    them; don't move too close or they lash out at you. The room holds a skeleton
    with some minor loot on it. Near this chamber is another which has many other 
    skeletons and some heavy piles of bone in it. Loot it and let's move on.
    
    Another chamber holds a magic circle and some pots of Tyrian Slime, along with
    a book. Here your Preserver can read the book and create a Dagolar Slime if 
    they can get the spells right. Yes, this means more free experience if you have
    the opportunity. Go ahead and knock yourself out, because you can use every 
    boost you can get.
    
    In the south-center are the dungeons with prisoners being driven slowly mad by 
    Dagolar, and they don't have much to talk with you about. Approaching them with
    the Hound Necklace on kills them instantly; since you no longer needed them 
    after the Door of Eyes you could ditch them at any time. Several rooms nearby 
    here hold chests and some minor loot to grab. 
    
    Now, to the heart of the matter. Dagolar's room is protected by an archway 
    which has fire flowing. You can attempt to jump through it and land on the 
    plate which shuts it off (this is guaranteed to hurt, and just softens you up).
    You can also throw the heavy bones through to land on the plate; four piles 
    will trip it and you can pass. Keldar waits in the antechamber and will lose 
    his witty demeanor as he sees you are simply not going to die easily; he'll 
    summon six Dagolar slimes to attack and you can take him out. I highly 
    recommend making sure he's not casting by hitting him at range or charging him 
    to kill in melee. Once you beat him (and pick up his equipment with the amusing
    book) you can push to the back room; if Mow is still alive and with you, 
    Dagolar will destroy him and make a grand speech about how you aren't the 
    first to come after him. He's not hard to take out, but if you can't stop him
    from casting you will be hurt. 
    
    Once you leave into the antechamber Dagolar pops up and commends you on 
    destroying his decoy, and decides he has to get his hands dirty to do this
    himself. More Dagolar slimes, and he has some serious spellpower to fight you.
    This time, you can't use ranged attacks on him so you need to come get him. He
    has some nice loot, and you will get a massive experience boost for destroying
    him. He has a Living Cloak which serves as protection from most missile 
    attacks, and a real nice metal +3 dagger. This is an exceptional weapon to hand
    to anyone, since its damage output is quite insane; it also raises the Charisma
    of one who uses it. Beyond that, there's a wand of Control Body and a wand of 
    Magic Missile (they has limited uses, so be careful). 
    
    You can finish the dungeon in the way listed above, or you can become more 
    creative and put some pieces together which you found in the dungeon. 
    Gorbatrix the zombie is locked up as "My Biggest Mistake" and Mow screams at 
    you not to enter when you try to open the door. If you read some of the scrolls
    left around, it's clear Gorbatrix was once Dagolar's brother, and this is what 
    happened to him. On entering, Gorbatrix approaches and Mow flips out and goes 
    crazy; he reveals he's actually Dagolar and he "didn't mean it". Then he's 
    gone and Gorbatrix wants you to follow him. The zombie walks through the fire 
    arch to click it off, meaning you don't have to do anything . . . once you 
    reach the antechamber, Dagolar is still flipping out and if Keldar is still 
    here there's something quite amusing which happens. This will allow you to kill
    Dagolar without needing to go through a lot of trouble, though you will need 
    to go through more of his slimes. A lot more of his slimes.
    
    After destroying Dagolar, all enemies you haven't killed will be removed from 
    the area, and a campfire circle will spawn in Dagolar's room in the northwest.
    I recommend using it.
    
    
    --- Fields of Draj ---
    
    Fresh air at last, and depending on where you came out there might be some 
    guards. The good news is how lightly defended this place is. There are three 
    major areas of the crop fields, one in the northeast, one in the southwest, 
    one in the southeast. There are only a few things to do here, some more 
    important than others. Any serf not in the fields will have something you need 
    to talk with them about, so do so.
    
    One of the serfs wishes to escape, and can bribe you with a huge gemstone he 
    pried out of an obelisk to the southwest. Take him up on the offer when you 
    clear the way, and return the gem to see it glow . . . ominous! But important.
    Another serf will sell you stolen magic fruit: red pears (400cp), lemons 
    (500cp), green grapes (175cp), corn (250cp), orange grapes (425cp). More 
    importantly, he will buy the junk and gems you've hauled with you through your 
    escape! Take this opportunity to divest yourself of things you don't have a use
    for but are worthwhile. As a note, NEVER sell gems which look like the one you 
    put in the obelisk. No, don't do that; you will regret it.
    
    Old One-Eye in the center of the field will talk with you for a bit, but he 
    can't help you except to point out a weak point in the fence along the eastern
    side. Yes, the guards are aware of it and there's a token group there. If 
    you're rescuing the serf, better off taking the main exit after you clear it;
    that isn't hard, considering you can easily rush them and take them out. 
    
    The exit to the east will take you to a stranded caravan which has been 
    attacked by raiders. The exit to the north will get you closer to the village
    of Teaquetzl; it's advantageous to head there as early as possible so you can
    begin the game's real plot. Yes, you can re-enter the sewers and from there to
    the slave pens in case you left something behind. This is significantly more 
    trouble than it's worth.
    
    There is a minor glitch; sometimes the serf will not follow you, and will 
    reset his dialogue. This means you will get a duplicate obelisk gem. I have
    found a cure for this glitch is to enter Teaquetzl Environs first, then return
    and collect him. There is no apparent time limit on leading him to safety.
    
    
    --- Teaquetzl Environs ---
    
    So you rescued that poor serf from enslavement, only to watch him fall prey to
    the denizens of the desert wild. Let this also serve as a warning to you: this
    world does not mess around. You can, and will likely, be ambushed just as 
    easily as this man. The only difference is you have a better chance of survival
    thanks to your time in the arena. 
    
    On the body before you is a messenger's scroll which contains a rather chilling
    warning: an army is being gathered to sweep the wastes and crush the 
    independent villages one by one. The warning needs to be delivered, but most 
    interesting is the mention of heroes and visionaries; who in the world could 
    that possibly be?
    
    The man standing there is less than pleased with the prospect and not very 
    helpful but he does have a campfire you can share (and rest up at). From here 
    there are four other exits, though only three are of interest. The northern 
    one leads to Teaquetzl village, the west one into the Salt Flats, and the 
    eastern one into the Red Sands Area. (No, really, the game refers to it as 
    such.) 
    
    There is a ssurian female traveling around, but she won't hurt you unless you 
    seriously provoke her. You have a chance to help her out later on, if you pay 
    attention to clues. Oh, and the guard to let you into the village would like 
    you very much to have a reason to come in or he'll try to throw you out on 
    your ear. Time to go find a good reason to enter other than the message and 
    "prophecy" mentioned on it. 
    
    Enemies in this area include fire eels, red slaad, dune reapers, mastyrials, 
    defilers with bodyguards, and bulettes. 
    
    
    --- Red Sands Area ---
    
    This area is disrupted by the large ridge in the center area, which can be 
    walked up onto and along. Three people call this area home, and there's 
    another interesting obelisk here without a gem. First among these people is 
    a sage who insists on you being part of the "Veiled Alliance" and wants to
    donate some items to help you. One of which is the gem from that obelisk, and
    the other is a rod of metal detection. It has limited actual use, but it's a
    nice gesture.
    
    There's a man near some tents who is an alchemist (Notaku), and will have 
    three tasks for you to perform. These tasks coincide with your needs to 
    investigate and complete the main quest so it never hurts to check up on the 
    tasks. First he wants you to deliver some rankite pith to Father Garyn in 
    Teaquetzl and will pay you for the task. Once you have done that, you can come
    back and discover he wants a "Terror Bloom" which can be found at one of the 
    other villages. Lastly, he wants a stinger from a mastyrial near Gedron. He'll
    also pay you for recovering specific components which he can refine into usable
    things; no you don't get to figure out what things are used for but he pays 
    well for fire eel tongues, sand howler eyes, and Tyrian butterfly wings. I 
    mean it, if you want to work for some extra money then this is the way to go 
    about it.
    
    Notaku will pay you 50cp for sand howler eyes (75cp if you successfully talk 
    him up), 150cp for fire eel tongues, and 450cp for Tyrian butterfly wings.
    Only the butterfly wings are exhaustable in supply, but after you sell him a
    specific component you will not get another option to sell to him; the items
    will no longer drop. When you return a Terror Bloom to him he will give you
    Derth's Wand, which fires a Lightning Bolt for a few times. Returning the
    specially treated mastyrial stinger will earn you the El's Shield, the best
    shield you can get, as well as a lemon and an orange. A side-note; when you
    return the Terror Bloom another item is added to the game which you will get
    much later on and is as good as the shield. I do not know if the mastyrial
    stinger likewise triggers a changed item; I did not discover one in my play.
    
    Lastly, there is a man (Demothi) who claims to have trained a mastyrial (Alita)
    to fight for and obey him; certainly it seems to be tamed, but he wants a bag 
    of salt to trade for it. This isn't a good deal, and you don't happen to have 
    any salt on you. 
    
    There are four exits here: to the south there is a stranded and ruined caravan,
    to the west is the Teaquetzl Environs, to the east is a rocky plain, and to the
    north is the Druid's Oasis. 
    
    Enemies in this area include sand howlers, dune reapers, strine, rampagers, 
    otyughs, tohr-kreen, defilers with bodyguards, and rogue earth elementals.
     
    
    --- Teaquetzl Village ---
    
    Welcome to Teaquetzl, where the guards are surly and the villagers are helpful. 
    Something wrong there, right? Wrong! This is Athas. The guard will demand to 
    know your business, which is easier to explain if you have the pith in hand. 
    He'll direct you towards Father Garyn and let you go. Take care of business 
    there, and chat him up; he's a pretty good source of information.
    
    There are a number of merchants here worth noting. The bowyer will sell you 
    ranged weapons in case you still need some to fill out your party's equipment. 
    The weaponsmith has a couple nice pieces, including a metal long sword. Just 
    about any standard piece of equipment can be bought here, and you can sell off
    what you don't need. The armorsmith invites you to use his forge if you wish,
    provided you have what it takes to make anything. He'll also sell you some 
    metal chainmail leggings for 3000cp, of which he has a limited amount. 
    Nevertheless, it's a pleasant addition to your armor.
    
    The visionary will greet you and talk in riddles, and if you can puzzle out 
    what he's talking about you can get a good idea of what's in store for you. But
    you can also get a sense of why the townsfolk think the man is a lunatic. You
    can go talk to Chahl and Lieutenant Kwerin after your meeting, and you start to
    get the sense of what's going on with the townsfolk. It's relatively obvious
    they've had a chance to settle into complacency with the well and the lack of
    pressing doom. Kwerin is unhappy with the leadership, viewing Chahl as nothing
    more than a rockheaded mul. Dominy is the well master and explains how he found
    this supply of water which hasn't run dry yet. It's an interesting 
    conversation, which points to some interesting thoughts.
    
    Concerning the well, something the visionary said suggests there's something in
    the bottom of it. Draw some water for the well, and then look into it to see 
    something below! Climb down it to enter a long-ruined temple complex and listen
    to the story of the shade. While you're here grab the gem from the floor and
    take it out to plug it into the obelisk. The visionary handed you a special rod
    known as Llod's Rod. It's time to play with strange toys; the rod proves to 
    have a key use which will make things a whole lot easier on your feet. The rod 
    can teleport you to any active obelisk (one which has the gem replaced inside 
    it) so long as you are above ground or otherwise unwarded. 
    
    Most importantly for yourself, there's a house with a campfire circle in it 
    which is now yours. Some gifts have been placed there for you to enjoy. Your
    initial offerings are a +2 Swiftbite (a bone long sword), white grapes, lemon,
    a half-dozen +2 arrows, 2 gems (worth 50cp), and two chests to store things. 
    Your home has four static chest objects where your gifts will later be 
    deposited. This is a wonderful place to stash chests of supplies too if you 
    want to clean out your inventory some. Especially once you have the obelisk 
    functional so you can return at nearly any time; this will allow you to store 
    extra pieces of armor or weapons (or arrows) for resupplies.
    
    Now it's time for you to get to work recruiting. You have your first lead from
    your delivery of the pith extract: the village of Gedron. That's the good news.
    The bad news, you're about to delve into one of the roughest territories in the
    game. First of all, it would be nice to deal with the local areas and see what
    you can discover. Let's head to take care of some loose ends to the east.
    
    As you recruit villages, your rewards will be given out. For recruiting Gedron,
    you will be given a wooden +1 Phrain's Bow, 6 wooden arrows +2, a scroll of
    Turn Pebble to Boulder, and an Orange. For recruiting Cedrilite, the council
    springs for a leather Helm of Might, a psionic bracelet of Share Strength, a
    Red Pear, and 6 Wooden Arrows +3.
    
    
    --- Ruined Caravan ---
    
    Entering this area from the east, you will undoubtedly notice the caravan 
    early. Or what's left of it; magera bandits hit it hard and carted off nearly
    everyone. There are a couple rough battles against magera which can be a 
    handful due to having high damage. It's always recommended to use paralysis
    or suppression spells/powers to make things easier if you can.
    
    Once you rescue everyone, the caravan's scouting party returns and they prepare
    to head off. In thanks they'll give you a +1 Hornblade, which is a bone short
    sword. If you've started gathering people for your alliance, Kalinin will agree
    in order to get shelter fast for his people. (As far as I can tell, there is no
    additional reward for you to add these folks to the alliance.)
    
    Near the bandits' holding area is a bridge over a small ravine; when you walk 
    over it you can see something below. But without a rope you can't go down 
    there. Luckily, there's a plant nearby with thick vines which you can use, and
    climb down into another section of the underground temple. You can't do too
    much here, until you have learned more about the sad story of the temple. But
    remember this place, because you will need to come back.
    
    After you have cleared the area, sand howlers, rampagers, strine, and other
    beasts will roam the area.
    
    There are two exits here, one back to the Fields of Draj and the other north 
    into the Red Sands area. 
    
    
    --- Druid's Oasis ---
    
    This area seems empty, but there are a couple things you can do. The southeast 
    corner has an oasis with some seed pods in it, and Tyrian butterflies. You may 
    recall being asked to find wings by the alchemist but there's a trick to 
    getting  them. Grab a seed pod and plant it, and the druid of the oasis 
    appears and thanks you. He asks what he can do for you, and you can ask for 
    butterfly wings, or decline a reward. Declining a reward gets you some 
    experience points, but if you are fast you can catch him before he disappears 
    again and request butterfly wings; he'll give you six or so. Harming a 
    butterfly will bring him out, to yell at you and if you act contrite enough he
    will also give you some.
    
    To the north near that exit there's a man in a green robe. When you approach it 
    turns out to be a familiar face who recognizes you just as quickly. "Oh no 
    . . ." He'll beg to be spared and offer the location of a treasure if you leave 
    him be. He'll tell you at the "Dragon's Eye" there is something buried, and 
    direct you westwards. Or you can kill him and his five guardsmen and loot some 
    precious gems off his corpse along with a scroll of Stoneskin and two 
    nonmagical rings. 
    
    I've never seen spawned monsters on this particular area, so I don't think they 
    will show up. Take it as a breather you walk through and be grateful.
    
    Two exits: to the south is the Red Sands Area and to the north is the Slaver 
    Camp.
    
    --- Slaver Camp ---
    
    The major feature here is a walled encampment to the north, and the fields 
    around the place have some tough groups which can spawn. Approaching the camp
    will get you ordered to halt and identify yourself. You can bully your way
    through, but if creatures followed you and start fighting near the camp the 
    guards will raise an alarm. (This is a silly glitch, and can happen just about
    everywhere.)  You can, of course, simply cut your way in and free the slaves in
    the back easily enough.
    
    But if you can bully your way past pretending to have authority to talk to the
    leader, you can get close to their camp and interrupt some haggling. It turns
    out the elf here is selling slaves to a templar from Draj, and that templar
    recognizes you. If you are quick with the suggestion, the elves decide the
    templar isn't worth fighting for and will ally with you. 
    
    The slaver guards are armed with metal axes, bows, and leather armor; the ones
    guarding the slave pen have bone long swords. The templar has a bone mace and
    some metal chain sleeves on him. And the captain of the slavers has a bone +1
    gythka and some +1 arrows on him, along with a metal long sword. Overall, this
    will be a very nice haul for sale and to flesh out your own equipment. If you
    can convince the slavers to ally with you, you'll be given the +1 bone gythka
    as a gift. 
    
    Three slaves are up for sale, one of which is a warrior of Gedron who was sold
    into slavery by a man called Wyrmias. If by chance you've already freed the
    town and secured an alliance, he'll rush home. A second slave captured is from
    Teaquetzl itself and will return home when you tell him it's safe. Another is
    from a caravan to the south which got attacked, and they'll leave to try to
    return. 
    
    The three exits here lead to the Elven Caravan in the north, the Battlefield to
    the west, and the Druid's Oasis in the south. 
    
    Enemies in this area include fire eels, red slaad, blue slaad, dune reapers,
    sand howlers, bulettes, a defiler and his bodyguards, and various other
    monsters who want to make your trip less pleasant.
    
    
    --- Battlefield ---
    
    This area is a broad expanse of empty waste, except for a lone figure who turns
    out to be a Drajian messenger. He'll summon a blue slaad to fight you when you
    try to talk to him, and attack. He carries his message, a scroll of Fire 
    Shield, and some gear. The message is from the head templar of the slave pens
    saying to cut off the escaped gladiators before they find one of the towns.
    You'll get some experience bonus for reading it, and you're free to travel.
    
    You may also run into Hototo, chief of the White Sand Outlaws. He's 
    transporting a slave through the area, and he is expecting Dagger. Since he 
    catches you, you can pose as Dagger or his associate and listen in. The slave
    he is escorting is docile and will follow you all around the area. I haven't
    yet figured out just WHAT to do about this, since the slave doesn't appear to
    switch zones with you. According to some research, Dagger is supposed to show
    up to claim his slave, and you can kill him. When he dies, the slave comes to
    his senses and you can get a campfire circle here. 
    
    This has not happened to me, as I cannot seem to find just the right place to
    find Dagger. 
    
    There will, on occasion, be bulettes present.
    
    Three exits: To the east is the Slave Camp, to the north is into the Deep 
    Wilds, the west is into the Hot Springs. 
    
    
    --- Elven Caravan ---
    
    Entering the caravan, you're greeted by a suspicious guard who wants to ensure
    you're not there to raid the place and wantonly slaughter. Just be pleasant
    instead of adversarial and you'll be all right. Then he'll direct you to see
    the caravan leader and then to Larissa the local seer. 
    
    The wagon master will greet you and tell you about the caravan rather nicely.
    She'll invite you to rest at the visitor's circle, and to make sure you talk to
    everyone. As mentioned a couple times now, there are bandit attacks going on 
    from two separate bands. You'll be offered a chance to do some work taking care
    of these bands, which you'll have to do anyway. Be sure you accept the missions
    here before you go and take care of it, or you won't get the option of claiming
    a reward.
    
    Larissa is a seer, and if you talk to her for a bit, she will be openly
    dismissive of the visionary in Teaquetzl. She claims she hasn't forseen any
    doom for the villages, and therefore he must be a fraud. She will talk with
    you, though, and her advice is more direct and as helpful as that of the
    visionary.
    
    Jark sells armor and weapons, for a decent price. He'll sell nearly any piece
    of normal equipment you have found as of yet, and between him and the merchants
    in Teaquetzl you can get any nonmagical weapon or armor you can find. Even
    Chatkchas for thri-kreen. This is a good place to remember if you need to 
    replace broken armor or weapons.
    
    Kel in the southwest offers priceless artifacts for sale, or so he claims. And
    they're from all over Athas, absolutely priceless and irreplacable. He tells a
    lot of good stories about his items, but there's a hole in what he tells. See,
    he pried this big yellow gem out of the obelisk, but believes it's utterly 
    nonmagical. Right about now you should reconsider buying any of this things 
    unless you have money to burn. Frankly, I doubt anything "special" he sells has
    any use beyond merely looking good in your inventory. 
    
    Kel's goods are as follows: Apple (500cp), Scroll of Web (6000cp), 8 Wooden 
    Arrows +1 (2000cp), Lime (300cp), Corn (250cp), Scroll of Spirit Armor (9000cp)
    Gem (1000cp), Serpent's Ring (250cp), Degula's Tear (1000cp), Dreaming Eye 
    (1500cp), Metal Soulcrusher Axe (1000cp), Talisman Venom (50cp), Leather 
    Dapartea's Helm (20cp), Leather Koeatl's Cloak (100cp),  Wooden Seeker (500cp).
    None of the "mystical artifacts" show any signs of magic when you check them
    out (and the Sage knows nothing about any of them) so buy at your own risk. 
    The scrolls and magical food are still quite useful, and Soulcrusher is still
    a magical axe. And of course, the obelisk gem is very important.
    
    Tobrian the wine seller will almost aggressively offer you a sample of his
    wine, which should put the suspiciousness in you. If you accept, you most
    likely will wind up falling over asleep and wake up without your goods and
    being sold to slavers to the south. You can fight your way out through the
    whole group, or you can boast of your fighting prowess and only have to kill
    four Daggorans. You still have access to your magic, so you should be capable
    of handling this. 
    
    If you resist the poison (this can be neatly accomplished with a Neutralize
    Poison just before drinking) you can accuse Tobrian of poisoning you, but he
    professes to nothing. If you return from your escape from the slavers, he'll
    break down and swear it was never HIS idea, it was THEIR idea and he had no
    choice! See, he saved your things here for you. You can threaten to take this
    up with the Driana the caravan master if you like. And once you get there, he
    spins a tale of how you demanded wine for free and when guards walked by you
    decided to spin a tale and try to weasel your way out. Tell the truth about
    what happened, and you will most likely win your judgement. Depending on how
    this went down, you will be given 500cp in compensation (for resisting the
    poison) or you will be given 1000cp and his wagon. He winds up fined a hefty
    sum and dismissed from the caravan ("Be glad this isn't a harsher punishment"
    implying she contemplated leaving him in your hands).
    
    At the visitor's circle you will find Katura, who came here from Teaquetzl for
    supplies. After a little chatter, she'll depart saying she's due back. The
    campfire is good to rest up, so you can continue on your way. On later visits
    you will find a couple people who can tell you about local things of interest,
    and you should listen to them. They'll tell you some useful things.
    
    
    --- Salt Flats ---
    
    Well this is a nice looking area! The designs are interesting, and the company
    is not aggressive. There's a huge dragon taking up most of the area, a couple
    other symbols, and four ways out. Start by chatting up the wandering folk. 
    
    First is a salt merchant, who is collecting fine salt to purify and use as
    trade in far places. If you ask him about buying salt, he'll quote you a price
    of 2000cp; you might be able to talk him down and he'll hand you the salt.
    There's only one use for this salt, and since it's a long road to
    disappointment you don't necessarily want to spend the money. 
    
    There's a ssurian following a dust devil around, and he will talk with you for
    a while describing what he's doing here. It seems he's striking out to form a
    new tribe and the dust devil is going to lead him in the journey as his totem.
    If you're respectful and manage to learn all you can, and earn his respect you
    will be given some experience points as a reward. Now for the second half of
    this small sidequest: return to the area to the east and tell the other ssurian
    about him, mentioning he is starting a tribe and his totem is the dust devil.
    She'll opt to join him and your efforts will mark you a friend of this new
    tribe (or at least "not prey"). Return to ask her how things turned out, and 
    if you declined to receive a reward before she wil give you a magic ring: 
    "Steadfast Ring". It raises a character's Constitution by 3 points, which
    can be very nice!
    
    If you were told by the announcer about the special treasure, grab a shovel and
    use it over the eye in the dragon painting. A chest pops out with a few nice
    pieces of treasure and the A'poss Heart crystal. This is important, because
    with it you can start handling the sidequest under the desert. You'll also like
    the treasure, I'm quite sure.
    
    Lastly, in the northwestern corner there is a man walking along a symbol. He
    claims to be too busy to talk, and tells you to walk the path with him if you
    wish enlightenment. Walk along the symbol carefully and slowly, and you'll
    start to notice an effect. Once you finish you will be granted some experience,
    and the man will actually speak to you kindly. If you ask, he will offer some
    psionic bracelets (the Psionicist equivalent of scrolls) for sale; be prepared
    to pay a lot for them! He will sell you Lemons (500cp), Stone Daggers (1cp),
    Ego Whip, Synaptic Static, Psionic Blast, Intellect Fortress (9000cp each). He
    also has a +2 wooden quarterstaff for sale (4800cp), which you should probably
    purchase.
    
    On occasion you will notice enemies here, which may be any of the following:
    mountain stalkers, xorn [NOTE:: To be finished]
    
    Four exits here lead to various places: to the west is Cedrilite Village, to
    the south are the Lava Fields, to the north is the Painted Desert, and to the
    east are the Teaquetzl Environs. 
    
    
    --- Lava Fields ---
    
    There's very little reason to leave this alone, unless you haven't gotten some
    magical weapons yet. Fire elementals have overrun the area, and there is a
    defiler being blamed for it. There's some confusion on just who is to blame, as
    the old man insists he is being attacked while the younger ranger near the
    ruins in question tells you roughly to buzz off. 
    
    When trying to clarify it with the older man, he'll start screaming at you
    about how the elementals are there to kill him, and then one will come
    approaching and attack you immediately. The solution isn't apparent but you
    have to use your head: the old guy is the defiler, and he is the one summoning
    elementals. Kill him and take his stuff, which includes an Iron Necklace (this
    casts Fireball a set number of times). Return to speak with the ranger and
    he'll thank you for settling the matter. You'll receive a bracelet of Energy
    Containment for your efforts. 
    
    A strange bug occurs when you approach the ruins, the hermit (dead or alive)
    will begin screaming at you to leave and summon some lesser fire elementals.
    If you approach before talking with the ranger, you'll be given his Iron
    Necklace (which will not be duplicated, naturally).
    
    Enemies spawning here include daggorans, thri-kreen, tohr-kreen, and the
    occasional fire elemental. 
    
    The only exits here are to the Salt Flats, and to the Meteor Crater.
    
    
    --- Meteor Crater --- 
    
    There are thri-kreen all over this place, and they will hunt you down for 
    intruding. They're not too dangerous, but more of an annoyance. This area is a
    nice spot to play around in, as one of the travelers said at the Elven Caravan.
    There are lava domes all over the place which can be cracked open for
    gemstones, so long as you have a pickaxe on hand. Be careful, as some of these
    are traps which are bad to trigger and don't go away. I didn't take an exact
    count, but between 60 and 70 lava domes are around here, which can yield one 
    gem each (ranging from 100cp to 1000cp value). Do the math; this should be
    more than enough money to overcome financial problems.
    
    To the western edge, there is a large meteor impact crater, which still has a
    piece embedded in the bottom. What you're looking for is a way to trigger the
    large geyser and force the meteorite loose. There are seven smaller geysers
    which flow regularly . . . and seven heavy rocks which can be found in the
    area. Scouring the area will allow you to find them, and you will need to match
    each one to the particular geyser it fits. Once you plug all the small geysers,
    the large one will explode and the meteorite will be flung southwards. Be aware
    you may take damage from the explosion of the large geyser if you are too
    close. 
    
    With the meteorite in hand, you can notice it's got a significant amount of
    metal in it. Taking that meteorite to the smith's shop in Teaquetzl, you can
    smelt it down into a metal rod radiating unearthly energies; furthermore you
    can make it into a +1 metal axe. 
    
    [Rumors abound about being able to use the "sword blank" item for something
    similar, but I haven't figured anything out.]
    
    This area holds a large number of thri-kreen as enemies. As they're only level
    2 enemies, they tend to die after roughly 12 to 14 damage. The trouble is in
    the sheer number which can come after you.
    
    
    --- Painted Desert ---
    
    Here you'll find a large oasis of water with some guards around it. They're not
    happy to see you and would cheerfully recruit you as slaves if they had the
    chance. Fighting back leads to a huge battle which will sweep around the edges
    to take out archery-happy guards and the templar leading them. The druid of the
    area will thank you for your efforts, and reward you for your kind services. 
    
    You can come at this area another way, by being recruited in another area and
    brought here to fight the druid. Having the chance, then, to turn on the group
    you came with and then clean out the oasis. It makes slightly more sense in this
    context, but it is almost random in being triggered.
    
    Xorn sometimes make an appearance here, along with some other enemies. I have
    not come through this area to make a near complete listing. There really is not
    too much in this place. 
    
    The two exits from this area lead south to the Salt Flats and north to the Hot
    Spring.
    
    
    --- Hot Spring --- 
    
    On entering, you're stopped by a man who claims to have escaped from a slave
    band mining copper. If you have the rod of metal detection on you, you do seem
    to get a response, but there's already some templar who's been convinced there
    is a large and profitable vein here. If you spent some time with the Elven
    Caravan, you probably met the man who told him that.
    
    You can let yourself be press-ganged into digging, which takes shifts of
    swinging the pick at a hole and then bagging the sand with a shovel. There is
    an uncommon glitch where you can't seem to bag the sand, which means you can't
    proceed. I have tried a couple times, but never found anything there. Killing
    these idiots is easy, and you can earn a few nice things from the templar's
    corpse. 
    
    Further to the north there are some traveling warriors who expect to join the
    fight against the villages. They're not that bright, and you can likewise kill
    them. 
    
    Three exits exist here, one leading east into the Battlefield, another leads
    north into Gedron Village, and the south one enters the Painted Desert.
    
    
    --- Gedron Village ---
    
    On arriving here, you're likely to notice the townsfolk acting really odd.
    There's a merchant who hawks his wares as the finest broken pots in Athas, for
    instance. Further exploration leads you to the healer, Linara, who is keeping
    people sedated for their own good. You can deliver the pith extract to her at
    last, and she explains why she needs it. A psionicist called Wyrmias is using
    the town as his personal toybox and sometimes makes the folk self-destructive
    for his own amusement. Her sister fled rather than fight, because she wasn't
    quite strong enough. The able-bodied warriors were sold into slavery, and
    Wyrmias is expending his energies searching for something.
    
    The mayor's house is in the center of town, and he'll talk for a bit before
    Wyrmias takes over and proposes to you a task: he's looking for two pieces to a
    broken statue in the town square, and if you retrieve them he promises to
    leave. Wyrmias can be reached directly by finding a hidden door in the
    antechamber, but he'll make you the same proposal if you meet him face to face.
    And if you happen to have one of these pieces already, he'll take it from you.
    
    The well here leads down into the underground ruined temple, to the prison of
    A'Poss. Consult the relevant section if you intend to visit there. The obelisk
    here is also missing its gem and the location is not readily apparent.
    
    Once you return with the statue pieces, Wyrmias is ever so grateful and repairs
    that statue. Then he'll offer you a free shot at him, taunting you as the last
    thing he'll ask you to do. Take the shot, and he crumples; then the statue
    animates, inhabited by Wyrmias now. He'll taunt you about the fantastic power
    he has received thanks to you, and releases the town. But he insists you will
    see him again "rather soon". 
    
    You can make that "right now" and strike at him; the statue is slow to depart
    the area. It has a lot of health and a nice AC, plus can attack roughly as many
    times as a thri-kreen since it has four arms. These attacks hurt. Furthermore,
    you won't find much magic or psionics working. If you've come this far, you are
    likely able to win against it; there are no guarantees, however.
    
    Once freed, Gedron returns to sanity. You can met Linara and tell her about
    this, and she reveals there's a safe she knew about in Wyrmias' room under the
    rug. Inside you will find the gem from the obelisk, and a sword called "El's
    Drinker". This +2 metal longsword is one of the rather nice magical weapons in
    the game, as it has a Vampiric Touch it will cast on a successful hit.
    Remember, Vampiric Touch will allow you to exceed your normal hit point limit
    for a short while. 
    
    The mayor thanks you, but asks you to retrieve Gedron's warriors; they would
    not return unless Wyrmias was killed. Once that is done, they will head back
    and the mayor considers your offer of fighting Draj. Faced with the prospect,
    he's not happy but he can deny you nothing for having freed the village. 
    Reluctantly he accepts the alliance.
    
    When you return to Teaquetzl, the gate guard will acknowledge this, and the
    council will thank you with gifts stored in your home (you MUST see the council
    to claim them). These include a +1 Phrain's Bow, a half-dozen +2 arrows, a
    scroll of Turn Pebble to Boulder, and an orange.
    
    Three exits from the village lead to Arant's Camp in the north, the Deep Wild
    to the east, and the Hot Spring to the south.
    
    
    --- Deep Wild ---
    
    On entering, a renegade halfling will run your way warning about the monsters
    here. He's not kidding, this place is crawling with sincerely difficult
    encounters. Two mastyrials are on his heels, and they'll catch you as easily as
    him. 
    
    In the southwest area there is a clan of ssurians who are expecting to buy
    slaves with a piece of statue and some coin. They'll deal with you instead, if
    you make a better offer. And have slaves to trade. You need this statue piece,
    but it's easier to simply put them to the sword and take it after. The good 
    news is hearing about the slaves to be traded: they're being held to the north
    through Gedron. You can go free them if you like, but holding off is probably
    the best idea. You could always haggle the price of the statue piece to 18,000
    ceramic pieces. If you're swimming in cash and not willing to spill blood over
    this (why stop now?) then you can get that piece without breaking a sweat.
    
    Also in this area are nests which hang on the sides of rocks. If you can get
    close enough you can invesitgate them for some nice pieces of treasure. Unlike
    the sewer drains and skeletons, the items seem to be set instead of random.
    You will find in here: red pear, a pouch with 10cp in it, a leather belt, an 
    apple, gems (two worth 500cp, one worth 750cp, one worth 1500cp), and a 
    bracelet of Mind Bar. 
    
    If you were sent here seeking the mastyrial stinger, you will need to go to the
    north-center of the area. You can climb down onto some sand in order to get to
    the other bird nests, and in that place is a mastyrial which is resting after
    feeding. Killing it is simple, since it is alone. Returning the stinger to the
    alchemist will get you a rather nice reward for the troubles.
    
    Monsters found here include air elementals, mastyrials, mountain stalkers, 
    babau, red slaad, daggorans [NOTE:: List to be completed]. And there is a high
    chance of them appearing on top of you, which makes this a truly dangerous area
    to fight in. Don't let yourself idle here too long, or you can be piled
    
    Three exits here, one leading west into Gedron Village, one leading north into
    the Magera Camp, and one leading south into the Battlefield.
    
    
    --- Magera Camp ---
    
    On entering, you're more than likely to notice some magera gathered in the
    center-west area. They sternly tell you to begone, the sacrifice is prepared
    and you're not wanted here. Despite all the warnings, you can wander around and
    take a look. There isn't much to look at, but there is a broken bridge which 
    separates the eastern area. Finding a grappling hook in the camp, it's likely
    you can fish it up and fix it.
    
    To the north there is a snake skeleton which you can follow down onto the silt,
    where a woman is bound for sacrifice. She happens to be Jasmine, the sister of
    Gedron's healer. As you free her, you are attacked by the silt horror. This
    unique monster is represented by tentacles which home in on you and can
    seriously hurt you and your new rescuee. After tearing them apart and forcing
    the silt horror to retreat, a maddened druid proclaims you're ruining
    everything and also attacks. Kill him, and take a statue piece from his corpse.
    Jasmine thanks you for helping her, but can't return to Gedron until it's safe
    for her. She will, however, give you some scrolls and her spellbook to show her
    sister she's alive and well.
    
    There's nothing more to do here, so you may choose to either leave to the south
    and enter the Deep Wild, or to the west and meet the slave trader Arant. 
    
    
    --- Arant's Camp ---
    
    Arant's guards are lazy, and complacent from their easy guard duties. Arant is
    understandably a little peeved at them for this, especially because they don't
    bother to escort you to their leader. He's selling slaves from Gedron, but he's
    just about had it with this region. If you make the deals for him, he'll take
    your money and consider it square. He'll also take around 8000cp for the
    slaves, or a magic sword if you feel like giving one up. The easiest course is,
    of course, to avoid dealing with him altogether, but where's the fun in that?
    The fun is, you can kill him for some Grey's Scale armor; his guards are
    pushovers, being rather close to what you've been dealing with as far as human
    opponents go.
    
    The slaves to be sold aren't pleased to be going back unless Wyrmias has been
    dealt with. Once you tell them you're finished taking care of him, they will
    agree to return to the village. 
    
    Of course, you can also turn around and try giving them to the ssurians for
    their statue piece. But you'll still need to make your alliance with Gedron,
    which is hard without their warriors.
    
    
    --- Cedrilite Village ---
    
    Welcome to a village under siege by wyvern riders, and you will be greeted as
    soon as you enter with them. Three Castle Soldiers and their wyverns will run
    for you and strike. They'll attack the hapless villagers too, so you might
    want to do your best to protect them. The poison from wyverns will be
    dangerous since you will be killed outright by the poison. After killing them
    a villager will offer to escort you to the leader. Chaya will not be as warm as
    you would expect, but if you're calm you can talk her down with a promise to
    deal with the raiders. She'll give you the chest under her bed for the offer,
    and in the chest is the obelisk gem for Cedrilite's obelisk. She will also
    put a campfire circle down if you request it, so be sure to do so.
    
    The villagers aren't exactly a talkative lot, but you can get a little more 
    information. Krikor the dwarf is charting the mountains, but he is surly and not
    talkative until he realizes you won't leave him alone unless he answers your
    questions. He'll tell you about a hidden tunnel system in the cliffs north of
    town, and where to find the entrance.
    
    Lukyan the lore master will be one of your contacts here, to discuss the
    potential of a Terror Bloom. Only a rampager slain under the shadow of a
    serpent tree will provide one, and it happens there is a serpent tree in
    Cedrilite. He also tells you the Terror Bloom is needed for poisons which are
    among the most potent. He will also warn you of some of the fungi around here
    being rather dangerous to disturb. Don't take this warning lightly.
    
    Uskuye the warrior tells you how he saw the battle with the raiders, and it 
    impressed him. You can enlist his assistance in hunting the rampager, and he
    is eager for such a fight. He's not too much assistance since the rampager will
    lay waste to him all too easily. If you approach him at other times, he'll take
    an offer to hunt some beasts with you.
    
    To the northwest corner is the serpent tree. You can do this two ways, by 
    knocking on the trunk or by standing anywhere near the tree and blowing a horn.
    The rampager rushes out fast and you will be in battle before you can set up.
    Of course, you can set up before blowing the horn too, and that will work
    out nicely. Having Ego Whip with a good level will make it easier, if you can
    get it off. 
    
    The well to the south of the town leads down into the Underground Temple, in
    the southern gate. This is a good way to enter, but you will be warned by the
    guardians about the cursed nature of the ruins. If you have business in the
    temple you can pass if you're adamant enough. Consult the section on the 
    Underground Temple for further information.
    
    Finding the entrance to the tunnels, a character needs to be right next to the
    special stone or you'll just get messages about how peculiar that stone is. If
    you were informed about how to find the entrance there won't be too much
    confusion. That entrance leads into the Spider Tunnels.
    
    When you return to Chaya from destroying the bandits, she will hand you a Lime
    and a Psionic Bracelet of Animal Affinity. If you didn't slay everything in
    your way in the castle andkept the Druid of Howling Winds happy, he will offer
    to protect the village and Chaya will agree to an alliance. Don't forget to get
    your reward from the caravan after this! 
    
    Sometimes when you come into this area, some wild beasts will be around the
    northern areas. Notably, otyughs and renegade halflings, xorn, and screamer
    beetles among other sorts of unpleasant monsters.
    
    
    --- Spider Tunnels ---
    
    You enter at the south end of the tunnels, near a Mindhome settlement. There
    are screamer beetles which will be coming for you, but by this time you should
    be well able to handle them. The Rebel Mindhome will challenge you when you
    enter their caves, and if you're nice to them they provide information. It
    seems the dark spiders on the upper level don't like them coming through for
    food, and kill intruders. You can volunteer to kill the spiders, or hold off
    to learn more about the matter. You won't be penalized for holding off, since
    you can change your mind. The First Mindhome were mentioned during the
    conversation, and their settlement is to the east.
    
    They're pleasant to talk to, and explain the spiders only attack them near
    the fungus groves. They also talk about a new sort of fungus which is choking
    out the others, and emits spores when disturbed. This might have something to
    do with what the lore master of Cedrilite had mentioned. The First Folk don't
    want a violent answer to this, so tread carefully while talking. Now, they
    mentioned an Outcast, who lives to the far west in his own cavern. That might
    be worth going to investigate, too.
    
    The Outcast tells some interesting information after you calm him down. He
    wants to prove he's valuable to the other Mindhome by getting the spiders to
    stop fighting. He thinks there can be some sort of trade which benefits both
    sides, but he's having a difficult time. He mentiones an ancient curse he
    wants taken care of, and in return he'll get you to meet the spiders. Once
    you agree, he'll lead you to the cliff guard and get you through.
    
    Once there, you can go to look at the Cavern of the Ancients and work on
    destroying the curse. The spider atop the cliff will ask you to not harm
    spiders, and to see the Queen before you wander about. He'll tell you the
    spiders in the fungus grove have become evil and cursed. Once handing you a
    talisman for safe passage, you can go talk to the Queen.
    
    She's imperious and assumptive, assuming you are there to help her end the
    problems in the fungus grove. She will offer you treasure when you can return,
    and aid against the people in the castle. She doesn't know how to destroy the
    strange entity in the fungus groves, but she insists you do so. Once agreeing,
    the Prince will appear and warn you about trusting her. If the rather vaguely
    threatening wording of "reward" didn't already give you second thoughts. When
    you agree to help him take care of the Queen, each party member is given 200
    experience, and he directs you to look to the chamber with the symbol on the
    floor for any clues.
    
    Stepping on the symbol is bad, as that deals damage to you. The brick wall can
    be struck, which will summon three Red Slaad to fight you. Hit first, and don't
    let them hit you. Once they're dead you can pick up the contents of the sealed
    room. Four Nagi's Talismans, and a chest of items. Writing on the floor
    declares a curse on Tara, in the name of Nagi. Everlasting life, huh? The chest
    holds a pendant, a scroll of Melf's Minute Meteors, and a journal. The journal
    tells you all you may need to know about Tara and Nagi, as well as the entity
    which you now must exterminate.
    
    Put on the talismans, which prevents problems getting close to the fungus
    groves. If you forget to put them on, spores explode every so often and you 
    get hurt. Of course, the talismans trick the fungus but not the enthralled Dark
    Spiders. Avoid hurting them and just get the pendant to the hole in the floor.
    Once you throw in the pendant, the hole seals and the spiders come to their
    senses. You also get 3000 experience, whether or not you take out the Spiders.
    A corpse nearby holds some loot, including a scroll of Hold Monster. 
    
    Freed from the control of the fungus, the spiders will want to be escorted
    back. Be careful, since they're all so large in the passages you can get
    trapped behind them easily. But they'll be some help as you leave, and run
    right into three spiders from the Queen. It seems she wants you dead, and with
    two mages there, the fight can take a chunk out of you.
    
    A bit further, the Prince will approach and tell you it's time to overthrow
    the Queen now that you've helped Darkhold. A civil war will erupt as the Queen,
    two Dark Spiders, and four Spider Mages all try to kill you. The Prince will
    fight for you, as will the ones you rescued from the fungus grove. Make sure
    you don't kill anyone in the Prince's group, since that will not go over well.
    When the Queen dies, she will drop a Banana and a Wooden Wildwynd Wand (it
    casts Confusion). 
    
    Once you have slain the Queen, the Prince will want to talk to the Rebel
    Mindhome and draw up peaceful plans. They're not buying it, initially, and
    it is going to take some work to convince the Rebels about the peaceful
    intent. If you can manage it, you'll be given 5000 experience per member;
    the Mindhome now will give one of their people to sneak in and unlock the
    castle gate. The alternative is alerting the castle guards and having to
    fight a lot more up front.
    
    You can also take the treasure from the spiders here, which contains some
    metal chain armor, some gems of value, an Apple and an Orange Pear. An
    extra silk rope is here, in case you needed it. Also, don't forget to
    pick up the Silk Armor from the Outcast; it gives a rather nice boost to
    those who wear light armor.
    
    
    --- Wyvern Castle ---
    
    Welcome to the castle. There's a lot here you should be aware of, and part of
    it starts with heading to the lone man in the center of the castle area. 
    Chaero is the stablehand for the raiders, and he's not too bad a guy. He just
    really likes wyverns and admires them. He'll spill a lot of information if you
    just play nice. He wants a wyvern for himself, most of all, so if you offer
    him one you won't need to worry about him raising an alarm.
    
    Or will you? His offer is bogus; as soon as you get in the pen he recommends,
    he locks you in and calls the guards. He is sincere about the wyvern thing, so
    perhaps you should try to keep one alive. This is easiest done by rushing the
    staircase in the north and using a spell to stall the guards from getting to
    the switches. Entangle or Grease both are good choices for this. The side-
    benefit is not needing to deal with the wyverns, which is good since they
    have that truly hideous poison.
    
    Coming down from the upper levels, the guards are all alerted and will come
    running. Chaero is with them, and he will attack, so you are going to need to
    kill him. Once you use the Wind Potion on this floor, all traces of Tara's
    magic disappear and the Black Maze is freed. The grateful followers will
    leave, to die in peace; one of them tells you where to find the Serpent Boots.
    They're worth wearing, as they have a Displacement effect. Scour the halls for
    all the containers you can here, because they'll be quite useful.
    
    In the southeast corner a pair of vrocks protect the door. They can only be
    hit by +2 or greater weapons, so you'll probably need to shuffle weapons to
    your main warrior. You'll find a secret door by checking out the wall, and be
    allowed to plunder the treasure vault. There's 60cp in stacks around the one
    room, and a small fortune in gems. As well as another giant chest of jewels.
    And most importantly, the Dark Flame.
    
    
    --- Castle Towers ---
    
    You appear in the center of a hall between two towers. The left tower has a
    prisoner and a campfire circle sitting there, so it may be your first choice.
    The east tower has a whole bunch of guards in front of it, so you might as
    well take the path of least resistance first. Well, almost least resistance;
    an Earth Elemental is guarding the door. Destroy it and peek at the corpse
    near the door. It holds a Metal Chain Leg armor, and a +2 bow. The door holds
    a captive druid, who thanks you for his freedom and asks a favor of you. He
    wants you to take care of the raiders and Tara. Specifically, he wants the
    Wyvern Hook which is used to capture wyverns and control them. 
    
    Once you agree to help him, you'll get a 500 experience point reward and the
    key to see the Wyvern Master. He's directly to the south, and is bright enough
    to offer you a place in his band for having the skill to reach him. He doesn't
    attack you outright if you don't force his hand, and explains a little about
    Tara. He may even offer you a bribe to go away. Eventually, you're going to
    need to fight him, which isn't too hard. He has some fruit with him (A Banana
    and Orange Pear) and two magical items. A Metal Wind's Ring and Leather Drake's
    Armor. Once you take the hook to the Druid, he'll hand you a potion capable of
    destroying Tara for good.
    
    You can also search the Wyvern Master's room thoroughly and turn up a green
    key hidden behind the bed. It's not exactly easy to spot, but if you run the
    mouse over it a few times it almost pops out at you. The chest has some good
    merchant stock in it for you to take advantage of once you return, and is
    yet another useful container to expand your inventory space. In the treasure
    room is 160cp scattered around, a few gems, and a chest of gems worth a nice
    tidy sum. 
    
    Tara is still under the delusion she is ruler of a great group of wizards, but
    it's fairly obvious she's only holding out hope. If you enter wearing Nagi's
    Talismans, she immediately attacks you; without them, she banters for a very
    short time before losing her composure and attacking you. Once you kill her,
    make use of the Wind Potion and she will be gone for good. She will leave
    behind Tynan's Heart and a Silver Necklace of Biofeedback.
    
    The Druid will thank you for the deed of destroying Tara, and tell you about
    the hidden treasure in the castle. You'll need to recover the Serpent Boots
    from the lower castle to get to it, but that shouldn't be too hard. Right?
    
    
    --- Rocky Area ---
    
    This area has lots of rocky teeth dividing areas, and it can be difficult to
    navigate by the map thanks to this. The first thing to deal with is a tribe of
    ssurians who want you to clear the old and rebellious spirits in their ruins.
    They're guarding a treasure, which you will be allowed to keep. About ten 
    shadows are in the area, and they can be difficult to overcome without
    significant magical weapons in hand. Once you clear them, El's Ring is yours,
    which increases a character's Dexterity by 3. The ssurians meet you, all
    gathered up for you. Then you're told something a little disturbing - your
    spirits will replace the ones you were foretold to destroy! These shaman
    followers are simple pickings if you can get the first shot at them gathered
    up. Otherwise you'll need to chew through them slowly.
    
    To the north is a fossilized wyrm in the side of a cliff, guarded by magera
    who don't want you anywhere near here and won't let themselves be intimidated.
    You'll more than likely need to cut your way into the caverns to see what's
    beyond. If you've visited the caravan you've heard of these raiders.
    
    Farthest to the east is a pair of wanderers who wander around in a circle.
    They seem friendly enough but they say they're protected by the Great Spire.
    After showing it to you they'll seem to get orders from it and wander off
    speaking gibberish and ramblings. As of this time I haven't actually
    figured out what to do about them.
    
    There are two exits here, one leading into the Wyrm Tunnels, and the other
    leading west into the Red Sands Area. 
    
    
    --- Wyrm Tunnels ---
    
    Welcome to the magera tribe tunnels, full of speechless slaves who direct you
    towards their master and leader. This turns out to be the "Blind One", who 
    informs you he was the old leader and now uses telepathy due to having his
    tongue and eyes made useless to keep him from causing trouble. The new master
    is Balkazar, who is using the magera as sacrifices and tools to build himself
    up more powerful. He gives you some advice, and tells you there will be no
    help from anyone here.
    
    And notably, you find there is no resistance as you wander through. You'll
    find more bags and chests strewn about, a large number empty. Some others
    have minor pieces of clothing in it, or common supplies. Overall you should
    easily walk out with a dozen chests and half as many bags to add to your
    collection. 
    
    The leaders can be bullied into letting you pass easily enough, if you talked
    with the Blind One he tells you pretty much exactly what to say. Otherwise you
    can bluff blatantly, and so long as you act haughty enough they'll let you
    through. 
    
    To the southeast is the Fallen Temple and to the east is Balkazar's Sanctuary.
    Follow the Blind One's advice and check out the temple first.
    
    --- Fallen Temple ---
    
    Well, this is nice and small, with a room full of vrocks to your south and a
    tomb with a spirit within. You can fight the vrocks, or you can save them for
    a little later and travel around to the tomb. Remember that vrocks are going to
    take some serious magical power to destroy, and they're resistant to magic and
    psionics. There is a scroll of Monster Summoning III in here, as a prize for
    fighting them off.
    
    The ghost called Tanelyv waits for you in the tomb and will tell you his story
    if you are respectful. He wants you to help restore the temple, but this will
    require you performing an act of charity. He wants you to lead the magera to 
    the temple and cure them, but the task is going to require a lot of effort on
    your part. First, you need to convince the guards to let you do this. This
    is not hard if you think about it before you speak.
    
    Once you bring the Blind One to the chamber, he will enter and be healed. Then
    he asks you to take him to the great chamber so he can speak to the slaves. As
    you take care of this and wait, he will direct you to start a slave uprising
    with him. As soon as you do, Balkazar will drop in and announce his displeasure
    while leaving four babau to fight. This can be a little tricky, because those 
    babau will be rather close to you when the fight starts. If you held out long
    enough to start this sidequest though, you should have plenty of +2 or better
    weapons to beat them with. For healing the magera you'll be given 5000
    experience per member, and have a clear track through here to Balkazar's
    School.
    
    Return to Tanelyv and he'll give you a Metal Ring of Insight which boosts
    your Wisdom. Then he charges you with killing Balkazar, to finish cleansing
    the evil. The white room to the south is now open, and you can use it to heal
    up.
    
    
    --- Balkazar's Sanctuary ---
    
    Balkazar's stronghold lies ahead, and he's not going to let you just waltz in.
    There are plenty of guardians who are ready to confront you; babau, vrocks,
    styr, and other students. The area is rather huge, and two separate areas of
    focus exist. There is the structure itself, and the islands of stone floating
    just off the cliff. First, you'll be confronted by a Guardian who has a nice
    obsidian chatkcha (which has a Produce Flame enchantment). 
    
    The islands of stone are where you will find a fair amount of treasure here,
    but they are reached by a maze of teleporters. Styr wait on some of the
    platforms to fight you, and they're difficult if you came here too early;
    magical weapons are the only things useful against them. Consider it a sign
    if you have significant trouble fighting them, a sign to turn back and come
    later. By solving the teleporter maze, you will find a +1 Bone Draketooth. The
    quickest path from the northeast corner is to go south, then northeast, then
    northeast again. That should put you right on the platform with only one Styr
    to fight. Granted, once you turn back you will have to fight four at once.
    
    The main building is full of all sorts of empty rooms and books which suggest
    what he is trying to do. You won't find much of interest inside the building,
    so just collect the books and head towards Balkazar's room. He'll mistake you
    for agents of Dagolar (which should be familiar to those who can think back
    to what Dagolar said when you were coming for him) and you can tell him you
    ended Dagolar. He'll offer a truce and talk of his plans to summon a great evil
    entity forth inside the temple. You can agree to go there, but once you do
    there's an endless loop of failures which will keep you busy. And you won't
    be able to stop him directly, since his focus was not destroyed.
    
    Balkazar won't take any damage unless you destroy the focus of his defenses
    and magic first, and he won't give you any hints. When you hit him, he will
    immediately summon a vrock on the character who hit him. This can quickly make
    things much more difficult. The mirror in the other room from his study is
    what you need to really aim at. Hitting it will punish you, but you can endure
    long enough to shatter it and take out Balkazar. His spells will be dangerous,
    so try to keep yourself strong.
    
    Balkazar has an interesting staff which casts Slow on targets, and if you did
    the errand for the Terror Bloom before coming here, he will have the extract
    on him. You can put it into the mixing bowl near the wall (it takes some work
    to find the exact place to make it work) and then dip in a dagger. You now
    have a +2 Obsidian Terror Dagger. Move on to the vrocks in the next area to
    find the treasure chamber. In it you will find a Belt of Might (which raises
    your strength by 4 points to a maximum of 25), and the Light of Dawn. This
    device casts Dismissal, which would have been more useful before Balkazar was
    defeated.
    
    A side note, you cannot seem to take the Unnamed Book out of this area. It
    will simply return to the circle you picked it up from. 
    
    Once you are finished, you can claim your spoils from the area and go to see
    about Tanelyv's restful repose. He'll thank you for destroying Balkazar, and
    then dissipate. His armor is yours, and it's tremendously wonderful armor. The
    chest and arms have a bonus of 4, while the legs have a bonus of 3. 
    
    Again, don't forget to get your reward from the elves.
    
    
    --- Underground Temple ---
    
    All over the region are holes and wells which have tapped into this place, and
    you can find quite a lot of fun things to do. If you came down from Teaquetzl,
    you enter in the northearstern corner; if you came down from Gedron, you enter
    in the northwestern corner. If you enter from Cedrilite, you enter from the
    south edge. And if you enter from the Ruined Caravan canyon, you enter inside
    the southeastern corner.
    
    If you enter from Teaquetzl, you will be addressed by the spirit here. Tynan
    will want your help to release the curse on this temple, which can be done by
    retrieving the heart crystals belonging to him and his beloved. Tristram is a
    spirit you can reach by entering by the canyon near the Ruined Caravan, and she
    has her own crystal. Tynan's was stolen a while ago and he has no idea where it
    is. You will come across it later, without much trouble finding it.
    
    You may also run into the spirit of A'Poss, the one who cursed this temple.
    He's imprisoned under Gedron, and if you have his heart crystal you can offer
    to free him unless you pass that option. He'll drop you a scroll of Summon
    Shadow, before attacking you. Be warned, you need magical weapons to hurt him
    and he can dish out quite a lot of pain to you. However, if you can get the
    jump on him you can probably destroy him easily. (I am afraid I don't know the
    long-term effects of that, but it can be done.)
    
    You will be unable to complete this area until you have Tynan's Heart from
    defeating Tara. Once you have it, you can use it to collect Tynan's spirit and
    do the same to Tristam. You now need to enter from Cedrilite Village's well
    and place the two heart crystals into the altar. First Tristam's and then
    Tynan's. This will allow the two lovers a happy ending. You will earn 1000
    experience for Tristam's Heart, and 6000 experience for completing the quest.
    The earthen blocks will disappear, as will A'Poss if you haven't dealt with him
    personally.
    
    In Tynan's quarters you can find his diary which contains some information
    concerning what happened here. Nothing here should be new since you talked with
    Tynan himself, but you can tear out a scroll of Hold Undead. In the southwest
    corner you can find a Sword Blank and some grain. In the northwest you can find
    an empty chest and the exit to Gedron. In the north middle section there is a
    room with lots of ceramic pieces spread on the floor and a weapons rack with a
    +2 bone mace in it. It's a heavy weapon, but a higher enchantment. A chest near
    the mace holds a Storm Ring. Be sure not to miss this.
    
    Near the secluded chamber you met Tynan at in the northeast, you can find a few
    items to pilfer, but nothing spectacular. To the south from that are some animal
    pens which have various monsters in them. One of them has a stash of ceramic
    pieces in it, so go help yourself to it. After this, the whole mess is cleared
    out. Feel free to leave.
    
    
    --- The War Approaches ---
    
    Once you have allied with Gedron and Cedrilite, the final sequence will begin.
    The next time you set foot in Teaquetzl, you will not be permitted to leave by
    Llod's Rod or the well. I hope you are prepared. Collect your final reward for
    the village(s) you recruited, and get prepared. The Visionary has a sign to
    share of an ancient city unburied by shifting sands. Here you will find
    something which will aid you if you can reach it. Of course, you can always
    turn away.
    
    --- Ancient City ---
    
    You are greeted at the door by a creature who wants to tell you a story about
    what happened here. The psurlon is pretty evasive about exactly how things
    happened, but you are asked to secure a genie bottle for them to fix things.
    It sounds like you could use that a little more than they could, though, but
    keep it in mind. This ancient city is populated by shadows who still think
    they're alive and living the last day they existed.
    
    You'll have to fight some minor shadows who think they're guardsmen before
    you can wander freely. The king is at his throne, bound to the dais. He isn't
    deluded as firmly as the other shadows, knowing his fate. He will tell you a
    little about what happened here, but a lot of what he has to say has holes
    which need filling. He'll suggest finding Llod's laboratory and looking for
    any clues. 
    
    If you step onto the dais by accident, the Shadow King will warn you exactly
    once before attacking you. He's not that hard to deal with, and will leave
    behind a nice magical mace for you: the +1 Obsidian Black Mace. And some
    Metal Chain chest armor, for good measure. 
    
    The trouble is, the hints only muddy the waters of what exactly happened
    here. And most importantly, who was to blame. From Llod's quarters, it's
    necessary to travel to the north section through the traps to meet Cragg.
    He'll yield up the genie if you can convince him you need it and aren't
    going to give it to the psurlons. To get the genie, you are asked to find
    Cragg's body to put it to rest.
    
    You might see it, in the west hall. As you travel, traps spring to chew at
    your health and xorn may spawn to make a fight or two. Once you reach it,
    you are teleported to the sealed eastern hall. You're going to need to go
    through another short gauntlet for the body, before you are put back at the
    king's chamber. Deliver it to Cragg and he will hand over the genie bottle
    to you. Along with a +3 two-handed axe. 
    
    The genie will give you three wishes, but there are some guidelines. The
    genie will not kill anyone, nor undo any wishes made by another. You will
    only get three wishes and no more. There are four possible wishes you can
    have the genie grant. He can give you "wealth beyond compare", which is one
    million ceramic pieces. He can heal you fully. He can duplicate a weapon you
    currently possess. And he can give you help against the armies of Draj. If 
    you choose the assistance he will give you a Quicksilver Glove, and summon
    the army of shadows out of the city to stop one wave of attackers.
    
    You don't need to make all three wishes right away, and you will feel out
    best which ones to wish for. Regardless of how you choose, you are finished
    in the ancient ruin and can walk out the main door or have the genie move
    you out as part of your wish.
    
    (Author's Note: Something happened to my game, and it would not begin the
    final battle sequence, despite all attempts to trigger it. Most of my
    material which follows is from prior memories and is not guaranteed to be
    100% accurate. However, the underlying advice and strategy is sound.)
    
    --- The Final Battle ---
    
    You're here, and so is the Drajian army. This is the toughest combat you will
    face in the game, most simply due to the triple wave you will face. The first
    wave is nothing spectacular, as it's just to soften you up and weaken you. If
    you haven't used up the genie's wishes, you can go wild and choose to heal
    after this wave. I highly recommend saving that for the second wave.
    
    For the second wave, you'll receive aid from the leaders of villages you
    recruited. This wave is a little more difficult due to increased health from
    all the units. However, you should be quite able to win; the bigger concern is
    your overall shape afterwards. If you have the genie, use it to heal you up
    after this. You're going to need your characters at their freshest.
    
    The final wave is against the leader of the Drajian army, and his elite cadre
    of officers. And his black mastyrials, which are quite a bit more dangerous
    than the normal kind. Anything you got left which can pack a punch is useful
    here, where before you had a better use for area damages. Your allies will be
    of some use, but you will likely lose them in the midst of battle.
    
    Once you beat the general and his troops, the army retreats before your power,
    and you are left with his special sword and the ability to take care of any
    tasks you left unfinished.
    
    
    --- 7. Magical Items ----------------------------------------------- (0700) ---
    
    On Athas, good equipment can be scarce and difficult to find. Magical equipment
    is hoarded and kept  close, so it is not commonly something you find sitting in
    a bush. And there are precious few garden-variety "+1 swords" here. No, the
    items you find are going to be special and have their own unique twists. I'm
    not saying simple weapons aren't going to be found; there are more than a few
    you will find. 
    
    Shortly after you escape into the wilderness to fend for yourself, you will run
    across a man who calls himself a sage. He'll tell you about magical items and
    put some color to the named items you run across. Some items he will simply
    have no clue what they may do, but those are fewer. Make him your friend,
    because he's enlightening and entertaining.
    
    What I've put into this section is a listing of what he will tell you about the
    magical items he recognizes. Along with a few comments from me about them.
    
    - Weapons - 
    
    Obsidian Bloodwrath: "This looks like a ritual sacrifice item of the templars
    of Tectuktitlay. Its blade is magically sharpened to better pierce the hearts
    of the dragon king's victims." The first magical sword you are likely to
    encounter, this is a nice piece of equipment for you to hang onto. It will
    fast become outclassed, however, in terms of a primary weapon. 
    
    Swift Bite: "The creator of this sword wanted to overcome stronger opponents
    easily. Unfortunately, it was so powerful, he was hunted by thieves for years
    until finally the extra damage and hitting ability could not save him." This is
    a +2 bone longsword, and is one of those weapons you'll get a lot of use out
    of. The enchantment on it makes it invaluable all the way to the final battle.
    The only bad thing to say is there doesn't appear to be too much special about
    it.
    
    Dagolar's Dagger: "Dagolar's Dagger! He used it to slay the wizard who created
    it for him. The extra damage it did ensured the wizard died in one blow." As a
    +3 metal dagger, this weapon is extraordinarily useful even to the end. The
    damage range is insanely good, too (1d4+3, which means 4-7 before adding in a
    Strength bonus). Since it can be found so early, this is a good time to note a
    thief will be able to backstab with this. 
    
    "Soulcrusher": "Soulcrusher, eh? Looks like a simple enchanted axe. It should
    be easier to hit with it and the damage should be greater." Being a +1 metal
    axe, it is worth the 1000cp you pay for it, since the other +1 metal magical
    axe (found in the sewers) is supposedly worth 18300cp. It makes a good weapon
    for a secondary melee combatant, until you get something better. 
    
    Hornblade: "Swords like these are made by a renegade halfling tribe to the
    south. Though their power is not great, they do not break and help slightly
    in combat." This is a rather decent weapon for an off hand, but it gets
    outclassed fast by the later weapons. It will still serve well for the time
    you have it. I'll note it's a short sword weapon, in a game where there are
    no other short swords. 
    
    Draketooth: "A Draketooth! These must be harvested from live drakes to be
    effective. Their strengthening properties make them worth the danger... to
    those who survive." The sword does indeed increase Strength, by three
    points. This does make the otherwise simple sword powerful. If the bonus
    was higher, it would be a good weapon to use for overall use. Because it is
    only a +1 weapon, however, it is hampered against most of the stronger
    enemies.
    
    Balkazar's Staff: "Balkazar used this staff to slow his enemies, so he could
    toy with them before their deaths." Indeed, when this staff hits it can
    produce a Slow spell centered on the target. The staff is useful for
    controlling a large group of enemies, but not so much for simply fighting.
    You might find a use swapping it from the simpler +2 quarterstaff you can
    buy. 
    
    Terror Dagger: "This is an evil weapon, probably an assassin's weapon. I
    thought you were from the Veiled Alliance. How could you wield such a
    device?" Well you're not from the Veiled Alliance, for one. This weapon is
    poisoned, and in Athas, poison means you either resist it or you die. Your
    thief just had a very happy day. Give them Dagolar's Dagger in the other
    hand, position well for backstabs, and you might well win most fights. 
    
    Darkflame: "I know nothing about this sword, other than its style is of a
    quality equalled only by artifacts constructed centuries ago. This is
    probably just such an artifact! It is wondrous, isn't it?" The sage is no
    help with this weapon, but it is a heavy +2 Obsidian sword which will cast
    Burning Hands on a hit. Believe me, this weapon is incredibly useful. I know
    you will not be permitted to pair it up with another heavy weapon, but it
    does fantastic damage anyway.
    
    El's Drinker: "A wizard named El used this sword for great evil. The sword
    was said to drink the blood of his enemies. Even now, the sword absorbs evil
    into itself each time it is used." In fact, this is a pretty useful effect. The
    Vampiric Touch effect will keep your main fighter standing in most battles, so
    long as he can keep hitting. The only drawback is the heavy modifier, which
    prevents you from wielding it with Darkflame.
    
    Black Mace: "Many fear the Black Mace for its poison and strength." This thing
    does both poison and Shocking Grasp, which is an astounding weapon. It is a +1
    weapon, so it's not going to hit anything highly powerful but it is still
    powerful. You will only get it towards the end of the game.
    
    Phrain's Bow: "The wizard Phrain was hideously burned by acid. He created this
    bow to take revenge in kind." Indeed, the bow will sometimes fire an Acid Arrow
    after a hit. This can make the bow exceedingly useful for your ranged fighters.
    Considering how early you can receive this, it can become a nice weapon for
    what you have to fight.
    
    - Armor -
    
    Grey Scale: The Grey Scale was enchanted by the Druid of the Grey Isles. He
    hoped to give it to his newborn son, but the child was stolen away by its
    mother. The druid wore it in rememberance of the infant." This is pretty good
    metal armor, granting some seriously powerful Armor Bonus. There's nothing
    that special about it that I discovered beyond that.
    
    Drake Leather: "Drake Leather armor is made from freshly-killed drake. Those
    who manage to kill a drake well-deserve the prize! The leather is said to be
    superior in strength, and it resists cold." The additional armor bonus is the
    best part of this armor, since that puts it on par with all the heavier
    nonmagical armor you will find. The Resist Cold enchantment is a good bonus.
    
    Shimmer Armor: "Shimmer Armor allows you free action at all times, and protects
    better than any other leather armor." Free Action means you can walk with
    impunity through webs, entangling roots, grease, and won't be paralyzed. This
    is an excellent piece of armor, don't disregard it for other armor you might
    like the look of more. 
    
    Tanelyv's Armor: "The paladin Tanelyv was a great friend of mine. He must be
    dead now, if you have his armor. He once boasted his armor was far stronger
    than any other chain." And this is quite true, it protects close to what most
    people would consider platemail to be. This being Athas, metal isn't going to
    be made into huge plates though. The point still remains, though, this is the
    best armor you can earn for your Fighter or Gladiator.
    
    - Shields -
    
    El's Shield: "The wizard El was created this shield to protect him from his
    many foes. It is stronger than almost any other shield in existance." Despite
    the strange phrasing, the lore is quite correct; El's Shield grants you a
    whopping AC bonus of 3. This will be indispensible late in the game, as being
    hit is quite undesirable.
    
    - Clothing - 
    
    Helm of Contemplation: "Wearing a Helm of Contemplation creates a shield of
    thought around you, protecting you against all psionic attacks." Despite what
    the Sage says, the power listed is "Gaze Reflection" and it does pretty decent
    against it. It's still a very useful piece of gear, since gaze attacks can be
    dangerous. 
    
    Chameleon Gloves: "Be careful when you wear the Chameleon Gloves. They blind
    whomever you touch." You equip these like a weapon, and they deal a rather
    poor amount of damage. The real use is to blind people, however, so they can
    be useful for some encounters. They are also worth a boatload of ceramic
    pieces, if you want to sell them off.
    
    Quicksilver Gauntlets: "Quicksilver Gauntlets allow you to graft any
    one-handed melee weapon to your body. The weapon becomes easier to use and
    does more damage than normal." I don't see this, as the gauntlets actually
    cast Detonate on your target with each hit. This is probably not too useful
    when you can get your hands on it, which is at the very end of the game. 
    
    Serpent Boots: "Serpent Boots cause their wearer to appear displaced to their
    enemies." What this is good for is avoiding hits, since it puts your Armor
    Class higher. Put these to use guarding your Preserver, since they likely
    won't have stellar Armor Class. They have another function, but it's more of a
    side-effect of the Displacement effect in plot terms.
    
    Living Cloak: "A Living Cloak creates a barrier of air around its wearer. The
    barrier deflects most thrown weapons. However, it is useless against purely
    magical weapons, pure energy or light, raw heat or cold,  and gaze weapons."
    As the Sage tells you, the effect of Inertial Barrier on the Living Cloak is
    priceless; putting it on your Preserver will mean drawing fire and having it
    be mostly ineffectual. 
    
    Belt of Might: "A Belt of Might gives its wearer great strength." Odd there are
    other clothes which grant bonuses the sage doesn't know about. This one is
    hands-down the strongest, no pun intended, so it's believable he would know
    about it. The belt will raise anyone's Strengthby four points, to a maximum of
    25. But Thri-kreen can't use it, since their profile is very nonhuman. An
    interesting side-effect; if you shuffle it around people's bodies, you can
    share the boost for as many as can wear it. If it wasn't hard to get your hands
    on this belt, it would really make the game simpler.
    
    - Jewelry - 
    
    Steadfast Ring: "The Ring of Steadfastness makes you more vigorous and
    athletic." The +3 to Constitution can truly be useful on characters, because it
    will make a difference. You will notice the wearer's hitpoints start going up
    fast as they level, and they will shrug off more spells. 
    
    Wind Ring: "The Wind Ring blows away all normal missiles directed at you." Put
    this on your spellcaster, and they will rarely fear being hit and made useless
    during battle by arrows. This is perhaps the best use of it you can get.
    
    Storm Ring: "The Storm Ring rains ice storms on your enemies. It eventually
    expires, though." I didn't play around much with this, mostly because I don't
    like using up charged items when I have spellcasters first. However, the fact
    this can still be used as an item after getting struck by an errant arrow makes
    it worth keeping around.
    
    Light of Dawn: "Ah! The Light of Dawn! This powerful magic ring can banish an
    otherplaner being forever from this realm. It was thought to be lost forever!"
    Balkazar had it stashed away, because it could be so useful against him.
    That's the bad news. The good news is it very much acts as advertised since
    it casts Dismissal. 
    
    Ring of Insight: "Wearing the Ring of Insight grants you great wisdom."
    Indeed, it gives a nice bump to your Wisdom score, which is good for Clerics
    and Druids. It's not much use to anyone else, however.
    
    El's Ring: "The evil wizard El had a clubfoot. He wore this ring to give him
    greater dexterity in combat." In short, it makes you faster and more agile.
    Give this ring either to someone who is slower than everyone else so they act
    sooner, or your fastest person so they can go first consistently.
    
    Iron Necklace: "An Iron Necklace throws fireballs. However, few charges can be
    put into a necklace of this type." Extra Fireballs, as with any nice area of
    effect spell, are really useful. Be mindful of the limit on how many times you
    can use this. See my note for the Storm Ring; disrupted casting from being
    struck will not seemingly affect using this.
    
    Silver Necklace: "Wearing a Silver Necklace gives you control over the flow of
    blood in your body. You may stop bleeding, or cushion blows by flooding key
    portions of your body with blood." This Biofeedback ability is extraordinarily
    useful to anyone who has low hitpoints. Extra Armor and a reduction in damage
    is a tough thing to pass up.
    
    - Wands - 
    
    Dagolar's Wand: "Dagolar controlled his foes with this wand. He made them watch
    their fellows perish, while they were helpless to intervene. Use it wisely,
    there are a limited number of charges left." Control Body is a nifty power, and
    having a wand of it can make things rather simpler. As said, it has a limited
    number of uses left. This is much more valuable if you do not have a Psionicist
    who can learn Control Body.
    
    Wand of Missiles: "Wands of Missles have put many good bowmen to shame. 
    However, they have limited charges, and many have expired in the course of
    battle." Magic Missile is also a nifty little ability to be able to throw out,
    since it never misses (though it may be resisted) and can often deal a good
    chunk of damage.
    
    Derth's Wand: "Derth fancied himself the lord of weather. He used this wand
    from a high tower to rain lighting on his foes." Yes, there's a typo in the
    script. The extra shots of Lightning Bolt are nice, the trouble is how limited
    it is.
    
    Wildwynd Wand: "Wildwynd intended this wand to shoot fireballs, but he muddled
    the spell. Now the wand echoes his confusion to your enemies." Casts Confusion
    on people, which can be vert fun to watch happen. As random as Confusion can
    be, it's probably something you would fool around with and then shelf for more
    stable spells.
    
    - Fruit -
    
    Banana: "Bananas are in great demand before every battle. Their strengthening
    powers are well known." This can be very useful to make battles easier to take
    on early. Later, survivability takes precedence over damage, so you will
    probably be better off using defensive abilities instead of the Strength.
    
    Guava: "Why are you carrying around a guava? They're poisonous." They're also
    worth 100cp each, so they can make good things to save for selling later.
    
    Apple: "The skin of whoever eats an apple becomes iron, repelling attacks
    that would otherwise hurt them." Ironskin is a beautiful ability, hang onto
    these apples for the really tough battles. Such as those towards the end of
    the game.
    
    Lemon: "The sour taste of a lemon clears the mind and restores psionic
    powers." Indeed, they're fairly common around enemy Psionicists, and you
    should get a fair amount given. For 500cp you can buy some out of the Fields
    of Draj. You might not need to refresh your Psionicist's power too often, but
    still hold on to one or two in case of emergencies.
    
    Corn: "Corn makes your skin like bark." Barkskin is a nice ability to have at
    your fingertips, but the 250cp for them can be used for other things more
    useful. Luckily, there will be no small number of them which come to you during
    the game.
    
    Green Grapes: "Use Green Grapes when you need a blessing." This is a nice
    ability to boost you in combat, though Bless is such a low-level spell it's
    less likely you will be unable to spare the spell.
    
    Orange Pear: "Use the orange pear when you need a little healing. But, be
    careful, it will not give you much." These are nice to hang onto for long
    times between resting points, or for between tough combats in an area. I do not
    advocate selling these, as they have their uses.
    
    Red Pear: "Eating a red, ripe pear cures you of serious wounds." I would
    definitely hang onto these for when you are out and far from a campfire
    circle. They aren't exactly easy to come by, so use them when you need them.
    
    Lime: "The acidic tang of a lime will dispel any magic." True to cause, if you
    have a serious negative spell put on you, then this is a good way to do it. 
    
    Orange: "The orange should only be used in battle. It will give you a little
    extra strength to get you through combat." The Aid effect is quite useful,
    but as he said it is quite useless except during battle.
    
    Starfruit: "If you ever wish to be unseen by those that are undead, use the
    starfruit. It will get you past them without a twitch." The trouble with this
    lovely fruit is the lack of pressing undead to deal with for most of the game.
    By the time you start finding Starfruits, you should be able to just crush
    any undead you'll come up against.
    
    Orange Grapes: "Like all grapes, the orange grapes are very beneficial to
    you. These will clear your body of all poisons." The wide amount of poisonous
    creatures which will come after you make these grapes very useful to hang onto.
    Remember to take them before you face a poisoning creature, though, or it
    won't do any good.
    
    White Grapes: "White grapes will help you pray for any help you need." This
    spell is as useful as Bless, but with an added bonus to make it tougher for
    opponents. Since this doesn't stack, it's not useful to use with a bunch of
    other abilities; but it IS a 3rd level spell, and thus it is more beneficial
    to hang onto for your tougher battles.
    
    
    - Other Devices - 
    
    Llod's Rod: "This was a toy that Llod made while experimenting. He worked for
    a king that lived long ago. It will allow you to travel between the obelisks
    that Llod left behind. However, some of these obelisks have lost their gems
    and these must be replaced before the rod can be used." The rod itself is
    intelligent and you can talk to it for more information, but this tool of
    travel is immeasurably helpful to you in swiftly moving about the overworld.
    
    
    --- 8. Closing ----------------------------------------------------- (0800) ---
    
    If you want to send me any corrections or additions, please post on the
    GameFAQs forum for this game and I'll get in contact. You can email me, but I
    may not reply immediately. If you put "Dark Sun FAQ" in the subject line, I'll
    know what you're talking about.
    
    Thank you for reading, and thank you for playing!

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