Magic Candle III(PC) FAQ/Walkthrough copyright 2003-2004,2008 version 1.0.0 by Andrew Schultz firstname.lastname@example.org (anti spam spoonerism) Please do not reproduce this FAQ for profit without my prior consent. However, if you write a polite e-mail to me referring to me(and this FAQ) by name, then I will probably say OK. But if I ignore you that means no--and I am bad about answering e-mail. Sorry. **** AD SPACE: **** My home page: http://www.geocities.com/SoHo/Exhibit/2762 ****big note**** I have color maps for all locations. They are posted to GameFAQs, and so I decided to take the text maps out. In some/most cases, the color maps took up fewer KB than the text maps. So I gutted the FAQ. It is big enough. The color maps are not fully copied from the game, but they are intended to be representative of teleports and such. ================================ OUTLINE 1. INTRODUCTION 1-1. LEGENDS 1-2. SETTINGS AND RESOURCES 1-3. WHAT'S NEW, WHAT'S OLD(FEATURES) 1-4. BRIEF OPINIONS 1-5. GAME SIZE 1-6. TECHNICAL SPECIFICATIONS 2. CONTROLS 2-1. GETTING AROUND 2-2. COMBAT 2-3. DUNGEON DO SE DO 2-4. PARTY FUNCTIONS: SPLITTING, ETC. 3. CHARACTERS 4. METRICS 5. LISTS 5-1. SPELLS 5-2. MUSHROOMS 5-3. TELEPORTALS 5-4. SHIPS 5-5. STRONGHOLDS 5-6. LIBRARY SUBJECTS 5-7. MONSTERS 5-8. TEMPLES/GODS 5-9. CAMPS/ENTRANCES 6. FRIENDLY LOCATION DETAIL 7. UNFRIENDLY LOCATION DETAIL 8. WALKTHROUGH 9. CHEATS AND DATA LOCATION, BUGS, ETC. 10. VERSIONS 11. CREDITS ================================ 1. INTRODUCTION 1-1. LEGENDS So what is Magic Candle 3 about? It's going west from Oshcrun and the main town Telermain, where you went east in MC2. The emphasis is more on traveling between islands, and the plot is about something called the blight that's taking over everything--including the rejuvenating mushroom patches. It's spreading, and you need to rebuild yet another candle to do so. As in the previous game you need to shuffle your party around a bit as you prepare to go out in the world, until you actually do start roaming around and knocking off dungeons. Near the end, you may even need to ditch one party member to get another. Many old friends are useful, and some just give advice. 1-2. SETTINGS AND RESOURCES Use http://dosbox.sourceforge.net to play this. You'll have it in a window. You can read a FAQ in one IE window and have an image of your current area in another one. http://jasons.wumple.com has a transcribed manual that will help with some details. 1-3. WHAT'S NEW, WHAT'S OLD(FEATURES) Spell books are the same. There are fewer dungeon obstacles, and flipping your party is more flexible, so you can go through narrow passages. You can assign someone to wait and come back for them later to work around tight spots. There are a few different special items, but the basic layout--gods with secret words, dungeons too, a secret dwarf town, a big shemozzle to recreate the candle--is the same. I'd say the monsters are easier but the dungeons are about the same. Given how long some parts of MC2 were, that is a good balance. 1-4. BRIEF OPINIONS Magic Candle 3 has some good bits but the Crowndeep Caverns seem to drag on far too long even with a map available, and the punishment for not having everyone ready at Rinora(10 level tower after) is harsh indead. But building up your characters and being able to use more than the six by assigning them makes you able to control a party doing multiple things at once. While the spell books do feel unbalanced and only one spell is really consistently useful from any one book, exploring for clues, made simpler by a journal, is the heart of this game, and it works well, even if you skip the parts you already know--this can help you pass whole dungeons. But you still have to deal with the lulu that is Crowndeep. There's enough formula of what we like in Magic Candle, but the locales and atmosphere are different, including hostile ruins and few mushroom patches and even races that distrust each other. 2. CONTROLS 2-1. GETTING AROUND MC3 is rather streamlined and allows for a good deal of ease--with the NUM LOCK key down you can explore very quickly. Sometimes your party will stop--or someone will drag behind. That's probably because his energy is down to zero, and he's exhausted. If you wish to have someone cast a spell or use an item, you push his number and then perform the action. The possible actions are listed in the lower right corner. If you wish to cast a spell on someone, then you specify the number of the caster and the number of the recipient. When paging through a list of spells or items, you can type a letter, and the game will scroll to the next item that has that letter. For instance if you have mirgets and medicin, typing U-M-M will highlight medicin. You can still use home/end/page-up/down as well. There's no extra time to move diagonally, so you might as well. I don't believe it costs any extra energy, either. If you know the X, Y location of where you need to go, try to line up the X- or the Y- and then go north/south or east/west. You can also do a bit of math so that you reach your destination going diagonally. 2-2. COMBAT 2-3. DUNGEON DO SE DO Warning: this sort of operation may be against the spirit of the game. But it's fun. Lots of fun. And it provides for interesting puzzles above and beyond just getting told what to do in the libraries. Hmph, adventurers don't need no stinkin' book larnin'! When in a town or dungeon, you have a formation your party always tries to squeeze to. If they're in a narrow passageway then it will mean trouble-- they'll have to line p--but once they get out, they'll realign. Sometimes this makes it tough to move. If you try to move into a fellow party member, and there's a wall in front of that, the party won't budge. Other times, the party will budge slightly and you'll pull your way out of the bottleneck. On rare occasions a party member will shoot off to the edge and come bouncing back. There's no way to 'lose' a party member, and it seems that if there is a line of ambushes(as frequently happens,) there's no way to escape them. Magic Candle 2 didn't have lines, but you could put the left side of your party formation into a wall and often sneak by. Magic Candle let you split everyone up and walk by. Here, you can't move a party without your leader, but there is a clever flip flop you can do. Note that when you reorganize your formation, you pivot about the leader. Take the following diagram: [A=ambush, X=wall, 1-6 = party members] XAAAAAAAX X X X 123 X X 456 X Moving north, you would hit the ambush. But first, reorganize the party as follows: AAAAAAA 123 (1=leader) 456 Knowing where the ambush is, move one square south. Reorganize as follows. 456 AAAAAAA 123 Create 4 as the leader. Now... 123 456 You're across! Many ambushes can be avoided like this, but they can get a bit tougher when you have a blockade. In that case, work as follows: X *X XAAAX X12*X X34 X X56 X That * blocks the usual method. But you can still get across. Assign 3 and 4 to stay--assuming they are companions and not hirelings. Then flip 12/56 as before. v 12 56 12 >> (5 leads) >> 56 12 56 Now 3 and 4 might be off the screen. What I recommend is to reform: ... 56. 12. Invite 3 and 4 over but be sure they don't land where the ambush is. It's almost certainly a bug that they can zip across the ambush line to rejoin your party without tripping it off, but in tight quarters they may step on it anyway. Leave the locations in back open for them to land. They're more likely to land away from the ambushes then. There are other finesses based on the specific situation, but 1) always flip around the leader 2) in some cases, you don't need to take all 6 people everywhere--remember that! 3) in tight quarters, disband your companions temporarily near the line you wish to cross. Cross it, be sure you're on the other side, and call them over. Also, you can ask any non-hireling to stay. This can make it easier to flip around imposing obstacles, as a party of 4 or 5 is less awkward than one of 5. Then later you can retrieve them. The time spent mastering this will pay off in avoiding ambushes. 3. CHARACTERS **** CHARACTER A **** Lukas (Full name:Lukas Al Dem) Energy = 99 Gold = 500 Race: Human M/F: M Bravery:12 Strength: 6 Dexterity: 5 Endurance: 6 Agility: 5 Loyalty:10 Charm: 6 Intelligence: 8 Resistance: 4 Sword:30/99 Axe:10/75 Archery:40/80 Magic:40/75 Fist:30/99 Swimming:45/99 Trading:20/99 Stealth:40/75 Research:10/99 Soul Read:45/75 Lockpick:15/60 Tracking:40/75 Music:10/75 Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75 Tailor: 0/75 Hunting:50/99 Leadership:50/99 Blu Pearl ( 3) Brennix WT 0 Smallaxe WT 0 Brombow WT 0 Leather armor WT 0 Suede outfit WT 5 Food (18) Potion ( 6) Sermin (18) Gonshi (12) Loka ( 4) Medicin ( 2) Map ( 1) Mindstone ( 3) Arrow (50) Blanket ( 1) Spells: CONFUSE: 5 SHATTER:15 LOCATE: 9 DETECT: 4 HEAL: 9 WEAKEN: 9 RESURRECT: 3 COURAGE: 6 **** CHARACTER B **** Luka (Full name:Luka Ni Dem) Energy = 99 Gold = 300 Race: Human M/F: F Bravery:12 Strength: 5 Dexterity: 5 Endurance: 6 Agility: 7 Loyalty:10 Charm: 6 Intelligence: 8 Resistance: 4 Sword:30/99 Axe:10/75 Archery:45/80 Magic:40/75 Fist:25/99 Swimming:45/99 Trading:20/99 Stealth:40/75 Research:10/99 Soul Read:45/75 Lockpick:15/60 Tracking:40/75 Music:25/75 Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75 Tailor: 0/75 Hunting:50/99 Leadership:50/99 Blu Pearl ( 3) Ruby ( 5) Brennix WT 0 Smallaxe WT 0 Brombow WT 0 Leather armor WT 0 Suede outfit WT 0 Food (18) Potion ( 6) Sermin (18) Gonshi (12) Loka ( 4) Medicin ( 2) Map ( 1) Mindstone ( 3) Arrow (50) Blanket ( 1) Spells: CONFUSE: 5 SHATTER:15 LOCATE: 9 DETECT: 4 HEAL: 9 WEAKEN: 9 RESURRECT: 3 COURAGE: 6 **** CHARACTER C **** Lukas (Full name:Lukas Al Dem) Energy = 99 Gold = 350 Race: Human M/F: M Bravery:12 Strength: 7 Dexterity: 7 Endurance: 6 Agility: 5 Loyalty:10 Charm: 4 Intelligence: 7 Resistance: 3 Sword:45/99 Axe:30/75 Archery:30/80 Magic:30/75 Fist:40/99 Swimming:35/99 Trading:20/99 Stealth:25/75 Research:10/99 Soul Read:15/75 Lockpick:10/60 Tracking:25/75 Music:10/75 Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75 Tailor: 0/75 Hunting:25/99 Leadership:50/99 Jade ( 5) Brennix WT 0 Chain mail WT 0 Wool outfit WT 0 Food (12) Potion ( 4) Sermin ( 8) Gonshi (16) Nift (10) Mirget ( 4) Luffin ( 5) Mindstone ( 3) Map ( 1) Spells: FEAR:10 SHATTER:18 FIREBALL:12 WEAKEN: 5 FREEZE: 2 **** CHARACTER D **** Luka (Full name:Luka Ni Dem) Energy = 99 Gold = 800 Race: Human M/F: F Bravery:12 Strength: 6 Dexterity: 7 Endurance: 6 Agility: 8 Loyalty:10 Charm: 4 Intelligence: 7 Resistance: 3 Sword:45/99 Axe:30/75 Archery:30/80 Magic:30/75 Fist:30/99 Swimming:40/99 Trading:35/99 Stealth:20/75 Research:25/99 Soul Read:15/75 Lockpick:10/60 Tracking:25/75 Music:10/75 Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75 Tailor: 0/75 Hunting:25/99 Leadership:50/99 Topaz ( 5) Brennix WT 0 Chain mail WT 0 Wool outfit WT 0 Food (12) Potion ( 4) Sermin ( 8) Gonshi (16) Nift (10) Mirget ( 4) Luffin ( 5) Mindstone ( 3) Map ( 1) Spells: FEAR:10 SHATTER:18 FIREBALL:12 WEAKEN: 5 FREEZE: 2 **** CHARACTER E **** Lukas (Full name:Lukas Al Dem) Energy = 99 Gold = 600 Race: Human M/F: M Bravery:12 Strength: 6 Dexterity: 5 Endurance: 6 Agility: 5 Loyalty:10 Charm: 6 Intelligence: 8 Resistance: 4 Sword:35/99 Axe:15/75 Archery:35/80 Magic:35/75 Fist:30/99 Swimming:45/99 Trading:20/99 Stealth:30/75 Research:15/99 Soul Read:30/75 Lockpick:25/60 Tracking:25/75 Music:70/75 Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75 Tailor: 0/75 Hunting:30/99 Leadership:50/99 Blu Pearl ( 4) Brennix WT 0 Smallaxe WT 0 Ashbow WT 0 Leather armor WT 0 Suede outfit WT 0 Food (18) Potion ( 6) Sermin (18) Gonshi (12) Loka ( 5) Medicin ( 3) Map ( 1) Mindstone ( 3) Flute ( 1) Drum ( 1) Arrow (50) Blanket ( 1) Spells: CONFUSE: 5 SHATTER:15 LOCATE: 9 DETECT: 4 HEAL: 9 WEAKEN: 9 RESURRECT: 3 COURAGE: 6 Sakar (Full name:Sakar) Energy = 99 Gold = 500 Race: Dwarf M/F: M Bravery:10 Strength: 9 Dexterity: 4 Endurance: 7 Agility: 4 Loyalty:10 Charm: 3 Intelligence: 6 Resistance: 2 Sword:25/60 Axe:60/99 Archery:30/75 Magic: 0/ 0 Fist:40/75 Swimming:10/10 Trading:15/75 Stealth:40/60 Research: 0/50 Soul Read:20/99 Lockpick:25/99 Tracking:30/99 Music: 0/25 Carpentry: 0/50 Metalsmith:25/99 Gemcutting:20/99 Tailor: 0/50 Hunting:30/75 Leadership:30/75 Jade ( 4) Battleaxe WT 1 Dwarven chain WT 0 Bronze helmet WT 0 Wool outfit WT 7 Food (12) Potion ( 5) Gonshi (15) Nift ( 8) Spells: Fiz (Full name:Rimfiztrik) Energy = 99 Gold = 720 Race: Wizard M/F: M Bravery: 5 Strength: 4 Dexterity: 6 Endurance: 5 Agility: 3 Loyalty:11 Charm: 2 Intelligence: 8 Resistance: 5 Sword:10/40 Axe: 0/10 Archery:10/25 Magic:45/ 0 Fist:10/40 Swimming:10/30 Trading:20/25 Stealth:20/40 Research:30/99 Soul Read:30/50 Lockpick: 0/20 Tracking: 0/25 Music: 0/10 Carpentry: 0/25 Metalsmith: 0/25 Gemcutting: 0/25 Tailor: 0/25 Hunting: 0/25 Leadership: 0/50 Blu Pearl ( 4) Silk robe WT 0 Food ( 5) Sermin (16) Gonshi ( 5) Felmis ( 1) Spells: FIREBALL: 9 TELEPORT: 6 HEAL: 7 ENERGY: 8 WALKWATER:20 SHIELD: 7 RESURRECT: 4 ACIDBALL:20 FORGET: 5 COURAGE:12 SENSE:12 RESTSOUL:12 SOULSPEAK: 4 Marsa (Full name:Marsa) Energy = 99 Gold = 289 Race: Human M/F: F Bravery: 9 Strength: 7 Dexterity: 8 Endurance: 6 Agility: 7 Loyalty: 6 Charm: 6 Intelligence: 7 Resistance: 4 Sword:50/99 Axe: 5/75 Archery:30/80 Magic: 0/75 Fist:35/99 Swimming:45/99 Trading:20/99 Stealth:60/75 Research:40/99 Soul Read:30/75 Lockpick:20/60 Tracking:40/75 Music:30/75 Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75 Tailor:30/75 Hunting:25/99 Leadership:40/99 Scimitar WT 0 Ashbow WT 0 Ring mail WT 0 Bronze helmet WT 0 Suede outfit WT 0 Food (10) Sermin ( 3) Gonshi ( 4) Arrow (40) Spells: Tuff (Full name:Tuff) Energy = 99 Gold = 218 Race: halfling M/F: M Bravery: 7 Strength: 4 Dexterity: 9 Endurance: 4 Agility: 9 Loyalty: 6 Charm: 7 Intelligence: 8 Resistance: 1 Sword:10/60 Axe: 0/50 Archery:20/80 Magic: 0/ 0 Fist: 5/50 Swimming:50/99 Trading:75/99 Stealth:50/99 Research:20/50 Soul Read:60/99 Lockpick:75/99 Tracking:20/50 Music:10/99 Carpentry: 0/99 Metalsmith: 0/75 Gemcutting: 0/99 Tailor:20/99 Hunting:10/75 Leadership:15/60 Shortsword WT 0 Ashbow WT 0 Leather armor WT 0 Wool outfit WT 0 Food (20) Nift ( 3) Loka ( 5) Medicin ( 4) Pick ( 6) Arrow (24) Blanket ( 1) Spells: Garz (Full name:Garzbondgur) Energy = 99 Gold = 422 Race: Orc M/F: M Bravery: 8 Strength: 7 Dexterity: 4 Endurance: 6 Agility: 4 Loyalty: 7 Charm: 6 Intelligence: 5 Resistance: 2 Sword:50/85 Axe:20/50 Archery:30/50 Magic: 0/ 0 Fist:20/99 Swimming:20/30 Trading:35/65 Stealth:25/50 Research:20/75 Soul Read:10/50 Lockpick: 5/50 Tracking:20/60 Music: 0/10 Carpentry: 0/40 Metalsmith: 0/60 Gemcutting: 0/75 Tailor: 0/50 Hunting:10/75 Leadership:60/75 Scimitar WT 0 Bronze plate WT 0 Bronze helmet WT 0 Silk robe WT 0 Food (10) Potion ( 4) Gonshi ( 5) Mirget ( 6) Luffin ( 7) Spells: Evixa (Full name:Evixa) Energy = 99 Gold = 389 Race: Wizard M/F: F Bravery: 5 Strength: 5 Dexterity: 6 Endurance: 6 Agility: 4 Loyalty: 5 Charm: 4 Intelligence: 9 Resistance: 5 Sword:10/40 Axe: 5/10 Archery:10/25 Magic:50/ 0 Fist:20/40 Swimming:20/30 Trading:25/25 Stealth:20/40 Research:40/99 Soul Read:35/50 Lockpick: 0/20 Tracking: 0/25 Music:20/10 Carpentry: 0/25 Metalsmith: 0/25 Gemcutting: 0/25 Tailor:10/25 Hunting: 0/25 Leadership:20/50 Pearl ( 6) Shortsword WT 0 Silk robe WT 0 Food (12) Potion ( 2) Sermin (11) Ishban ( 1) Spells: FIREBALL: 8 TELEPORT: 3 HEAL: 5 WEAKEN: 2 JUMP: 4 FREEZE: 7 CURE: 5 BARGAIN: 2 SHARPEN: 2 CARAVEL: 1 Ralle (Full name:Ralle d'Bois) Energy = 99 Gold = 125 Race: Human M/F: M Bravery: 7 Strength: 6 Dexterity: 6 Endurance: 5 Agility: 6 Loyalty: 4 Charm: 5 Intelligence: 6 Resistance: 3 Sword:30/99 Axe:25/75 Archery:40/80 Magic:20/75 Fist:15/99 Swimming:40/99 Trading:15/99 Stealth:30/75 Research:20/99 Soul Read:10/75 Lockpick:15/60 Tracking:40/75 Music:10/75 Carpentry:15/75 Metalsmith: 0/75 Gemcutting: 0/75 Tailor: 0/75 Hunting:50/99 Leadership:20/99 Scimitar WT 0 Ashbow WT 0 Chain mail WT 0 Suede outfit WT 0 Food ( 6) Gonshi ( 3) Arrow (30) Spells: TELEPORT: 1 HEAL: 3 WEAKEN: 1 FREEZE: 2 RESURRECT: 2 Silva (Full name:Silva) Energy = 99 Gold = 126 Race: Elf M/F: F Bravery:10 Strength: 8 Dexterity: 5 Endurance: 4 Agility: 5 Loyalty: 2 Charm: 5 Intelligence: 6 Resistance: 2 Sword: 5/75 Axe: 0/25 Archery:30/99 Magic:20/75 Fist: 5/99 Swimming:15/99 Trading:10/40 Stealth:25/75 Research: 0/99 Soul Read:10/99 Lockpick: 0/50 Tracking:25/99 Music:10/99 Carpentry: 0/99 Metalsmith: 0/75 Gemcutting: 0/75 Tailor: 0/99 Hunting:20/99 Leadership: 0/99 Shortsword WT 0 Ashbow WT 0 Leather armor WT 0 Suede outfit WT 0 Food ( 6) Potion ( 5) Sermin ( 2) Gonshi ( 2) Loka ( 3) Arrow (40) Spells: FEAR: 2 SHATTER: 3 JUMP: 2 ENERGY: 4 SHIELD: 7 RESURRECT: 2 Helen (Full name:Helen Boreas) Energy = 99 Gold = 163 Race: Human M/F: F Bravery: 6 Strength: 3 Dexterity: 5 Endurance: 4 Agility: 4 Loyalty: 4 Charm: 4 Intelligence: 5 Resistance: 2 Sword:10/99 Axe: 5/75 Archery:25/80 Magic:20/75 Fist: 5/99 Swimming:20/99 Trading:10/99 Stealth:25/75 Research: 0/99 Soul Read: 5/75 Lockpick: 0/60 Tracking:20/75 Music: 5/75 Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75 Tailor: 5/75 Hunting:20/99 Leadership: 0/99 Scimitar WT 0 Ashbow WT 0 Leather armor WT 0 Cotton robe WT 0 Food (10) Potion ( 3) Sermin ( 3) Nift ( 2) Loka ( 2) Arrow (30) Spells: FEAR: 2 CONFUSE: 1 SHATTER: 5 FREEZE: 2 SEE: 3 DISAPPEAR: 1 WALKWATER: 2 SHIELD: 2 RESURRECT: 1 ACIDBALL: 8 FORGET: 1 SENSE: 2 Anne (Full name:Anne Cliffe) Energy = 99 Gold = 212 Race: Human M/F: F Bravery: 6 Strength: 5 Dexterity: 5 Endurance: 5 Agility: 4 Loyalty: 3 Charm: 4 Intelligence: 3 Resistance: 2 Sword:25/99 Axe: 5/75 Archery:20/80 Magic: 0/75 Fist:10/99 Swimming:20/99 Trading:15/99 Stealth:20/75 Research: 0/99 Soul Read:10/75 Lockpick: 5/60 Tracking:15/75 Music: 5/75 Carpentry: 0/75 Metalsmith: 5/75 Gemcutting: 0/75 Tailor: 0/75 Hunting:15/99 Leadership: 5/99 Scimitar WT 0 Ashbow WT 2 Ring mail WT 0 Wool outfit WT 0 Food (12) Potion ( 4) Sermin ( 3) Gonshi ( 5) Nift ( 4) Mirget ( 3) Luffin ( 4) Loka ( 2) Arrow (22) Spells: Kark (Full name:Kark b'Dang) Energy = 99 Gold = 277 Race: Dwarf M/F: M Bravery: 6 Strength: 6 Dexterity: 4 Endurance: 6 Agility: 3 Loyalty: 3 Charm: 3 Intelligence: 8 Resistance: 8 Sword: 5/60 Axe:25/99 Archery:10/75 Magic: 0/ 0 Fist:20/75 Swimming: 0/10 Trading:20/75 Stealth:20/60 Research: 0/50 Soul Read: 5/99 Lockpick:15/99 Tracking:15/99 Music: 0/25 Carpentry: 0/50 Metalsmith:15/99 Gemcutting:10/99 Tailor: 0/50 Hunting:15/75 Leadership: 0/75 Ruby ( 1) Battleaxe WT 0 Ring mail WT 0 Wool outfit WT 0 Food ( 6) Potion ( 3) Sermin ( 2) Gonshi (10) Nift ( 1) Mirget ( 7) Luffin ( 6) Loka ( 2) Spells: Vinor (Full name:Vinor) Energy = 99 Gold = 84 Race: Elf M/F: M Bravery: 5 Strength: 4 Dexterity: 5 Endurance: 4 Agility: 5 Loyalty: 3 Charm: 4 Intelligence: 5 Resistance: 2 Sword:10/75 Axe: 0/25 Archery:30/99 Magic:20/75 Fist: 5/99 Swimming:20/99 Trading:10/40 Stealth:20/75 Research: 0/99 Soul Read:10/99 Lockpick: 0/50 Tracking:20/99 Music: 5/99 Carpentry: 0/99 Metalsmith: 0/75 Gemcutting: 0/75 Tailor: 0/99 Hunting:15/99 Leadership:10/99 Shortsword WT 3 Ashbow WT 0 Leather armor WT 0 Suede outfit WT 0 Food ( 3) Potion ( 5) Sermin ( 4) Gonshi ( 3) Nift ( 5) Loka ( 3) Arrow (44) Spells: FEAR: 4 CONFUSE: 1 SHATTER: 6 FIREBALL: 8 WEAKEN: 1 FREEZE: 1 Bollo (Full name:Bollo Rin) Energy = 99 Gold = 298 Race: halfling M/F: M Bravery:10 Strength: 8 Dexterity: 5 Endurance: 4 Agility: 5 Loyalty: 3 Charm: 6 Intelligence: 3 Resistance: 3 Sword:15/60 Axe: 0/50 Archery:20/80 Magic: 0/ 0 Fist: 5/50 Swimming:20/99 Trading:25/99 Stealth:20/99 Research: 0/50 Soul Read:10/99 Lockpick:20/99 Tracking:10/50 Music: 5/99 Carpentry: 5/99 Metalsmith: 0/75 Gemcutting: 0/99 Tailor: 5/99 Hunting:15/75 Leadership: 0/60 Pearl ( 4) Shortsword WT 2 Ashbow WT 0 Leather armor WT 0 Cotton robe WT 0 Food (11) Potion ( 5) Sermin ( 6) Nift ( 4) Loka ( 3) Shovel ( 1) Arrow (22) Blanket ( 2) Spells: Chad (Full name:Chadney) Energy = 99 Gold = 149 Race: Human M/F: M Bravery: 6 Strength: 4 Dexterity: 4 Endurance: 4 Agility: 4 Loyalty: 5 Charm: 3 Intelligence: 5 Resistance: 2 Sword:15/99 Axe: 5/75 Archery:25/80 Magic:15/75 Fist:10/99 Swimming:20/99 Trading:10/99 Stealth:25/75 Research: 0/99 Soul Read: 5/75 Lockpick: 0/60 Tracking:20/75 Music: 5/75 Carpentry: 0/75 Metalsmith: 0/75 Gemcutting: 0/75 Tailor: 0/75 Hunting:20/99 Leadership: 0/99 Scimitar WT 1 Ashbow WT 0 Leather armor WT 0 Wool outfit WT 0 Food ( 7) Potion ( 3) Sermin ( 5) Gonshi ( 2) Nift ( 3) Turpin ( 1) Loka ( 2) Arrow (35) Spells: FEAR: 2 SHATTER: 9 FIREBALL: 2 HEAL: 3 WEAKEN: 2 FREEZE: 3 DISAPPEAR: 1 SHIELD: 4 RESURRECT: 2 Josh (Full name:Josten Hlon) Energy = 99 Gold = 224 Race: Human M/F: M Bravery: 6 Strength: 6 Dexterity: 4 Endurance: 5 Agility: 4 Loyalty: 4 Charm: 3 Intelligence: 3 Resistance: 2 Sword:25/99 Axe:10/75 Archery:15/80 Magic: 0/75 Fist:15/99 Swimming:15/99 Trading:15/99 Stealth:20/75 Research: 0/99 Soul Read: 5/75 Lockpick: 5/60 Tracking:15/75 Music: 5/75 Carpentry: 0/75 Metalsmith:10/75 Gemcutting: 0/75 Tailor: 0/75 Hunting:15/99 Leadership: 5/99 Longsword WT 2 Ashbow WT 4 Ring mail WT 1 Wool outfit WT 0 Food (10) Potion ( 2) Sermin ( 4) Gonshi ( 3) Nift ( 3) Mirget ( 4) Luffin ( 4) Loka ( 2) Arrow (12) Spells: Naron (Full name:Naron) Energy = 99 Gold = 411 Race: Elf M/F: M Bravery: 9 Strength: 6 Dexterity: 7 Endurance: 6 Agility: 8 Loyalty: 7 Charm: 4 Intelligence: 8 Resistance: 5 Sword:35/75 Axe: 0/25 Archery:60/99 Magic:35/75 Fist:30/99 Swimming:50/99 Trading:20/40 Stealth:50/75 Research:35/99 Soul Read:45/99 Lockpick:20/50 Tracking:55/99 Music:65/99 Carpentry:40/99 Metalsmith: 0/75 Gemcutting: 0/75 Tailor: 0/99 Hunting:30/99 Leadership:20/99 Pearl ( 4) Longsword WT 0 Brombow WT 0 Elven chain WT 0 Silk robe WT 0 Food ( 6) Sermin ( 8) Gonshi ( 4) Fireglobe ( 5) Arrow (44) Blanket ( 1) Ishban ( 1) Spells: FIREBALL: 6 WEAKEN: 4 FREEZE: 7 SEE: 2 DISAPPEAR: 4 WALKWATER: 8 Tori (Full name:Toriala) Energy = 99 Gold = 235 Race: Elf M/F: F Bravery: 8 Strength: 5 Dexterity: 8 Endurance: 6 Agility: 9 Loyalty: 6 Charm: 7 Intelligence: 8 Resistance: 6 Sword:40/75 Axe: 5/25 Archery:65/99 Magic:40/75 Fist:20/99 Swimming:55/99 Trading:30/40 Stealth:60/75 Research:40/99 Soul Read:50/99 Lockpick:25/50 Tracking:60/99 Music:65/99 Carpentry:30/99 Metalsmith: 5/75 Gemcutting: 0/75 Tailor: 0/99 Hunting:35/99 Leadership:25/99 Pearl ( 5) Longsword WT 0 Brombow WT 0 Elven chain WT 0 Bronze helmet WT 0 Elvenspun WT 0 Food (12) Potion ( 5) Sermin ( 8) Gonshi (10) Nift ( 6) Turpin ( 2) Legbone ( 2) Spine ( 1) Rope ( 1) Arrow (45) Alasol ( 1) Spells: CURE: 5 BARGAIN: 1 QUIVER: 7 SHARPEN: 4 CARAVEL: 2 ALKAZ: 1 Yolik (Full name:Yolik) Energy = 99 Gold = 466 Race: Dwarf M/F: M Bravery: 8 Strength: 9 Dexterity: 4 Endurance: 7 Agility: 5 Loyalty: 5 Charm: 3 Intelligence: 5 Resistance: 3 Sword:20/60 Axe:60/99 Archery:25/75 Magic: 0/ 0 Fist:45/75 Swimming: 5/10 Trading:25/75 Stealth:50/60 Research: 5/50 Soul Read:20/99 Lockpick:35/99 Tracking:40/99 Music: 0/25 Carpentry:10/50 Metalsmith:40/99 Gemcutting: 0/99 Tailor: 0/50 Hunting:25/75 Leadership:35/75 Greataxe WT 0 Dwarven chain WT 0 Iron helmet WT 0 Wool outfit WT 0 Food (10) Pick ( 5) Blanket ( 1) Spells: Sesmi (Full name:Sesmi) Energy = 99 Gold = 290 Race: halfling M/F: M Bravery: 5 Strength: 4 Dexterity: 9 Endurance: 5 Agility: 8 Loyalty: 4 Charm: 6 Intelligence: 7 Resistance: 3 Sword:25/60 Axe: 5/50 Archery:30/80 Magic: 0/ 0 Fist:10/50 Swimming:60/99 Trading:65/99 Stealth:60/99 Research:15/50 Soul Read:50/99 Lockpick:90/99 Tracking:40/50 Music:10/99 Carpentry: 0/99 Metalsmith:10/75 Gemcutting: 0/99 Tailor: 0/99 Hunting:20/75 Leadership:10/60 Pearl ( 6) Shortsword WT 0 Ashbow WT 0 Chain mail WT 0 Wool outfit WT 0 Food (15) Potion ( 7) Sermin (11) Nift ( 6) Fireglobe ( 4) Pick (10) Arrow (24) Spells: Here's where you find everyone: Tori: Naron: Ganor's herb shop in Tiara Josh: [start of game] Chad: [start of game] Bollo: [start of game] Vinor: [start of game] Kark: [start of game] Anne: [start of game] Helen: [start of game] Silva: [start of game] Ralle: Telermain, Black Rooster tavern Yolik: Borhelm Sesmi: Qaldiur level 5 Evixa: southern Serivu Garz: Forest, after 1st fight Tuff: western Ketrop Marsa: Castle Oshcrun Fiz: Castle Oshcrun Sakar: Castle Oshcrun --TELEPORTALS: A legbone, a spine and another legbone take you beyond Elport and Tiara. --%h, I am glad to meet you, and doubly glad to help you defeat these monsters of the blight. Your fame has spread far to the south, and I have come to ask your help. Sakar: --[before]:Don't leave home without me %h. The Solian lands are not safe places, with this blight and all. --[after]:Just like the good old days back in Gurtex and Deruvia, eh? I say let's do what we always do: Let's find who is behind this blight-thing and convince him he has made a big mistake. Yolik: --Mining can be so boring. I want to see what the real world is like. I want to go on an %qadventure%q! --ADVENTURE: There are wonderful hoards of treasure waiting to be found in Solia! Gems! Jewels! Magic Axes! Who knows what fortunes await us? Ralle: --[before]: Allow me to join your team. You will not be disappointed. --[after]: When we fight, stand behind me. I'll be your shield. --When we engage the enemy, Magic users should soften them up with %qZutyun%q right away. After that, leave the rest to me! --ZUTYUN: Surely you folks know about the Zutyun spell from the book of %qZoxinn%q. --ZOXINN: If you don't have it yet, you'd better make it a priority to obtain one. Evixa: --With all due respect, I don't see anyone here who can match my skill in the arts, or my knowledge of the Solian %qLands%q. I recommend that I join your party. --LANDS: I have traveled extensively in the Solian Lands. These were dangerous lands even before the current troubles erupted. You need me by your side if you want to survive. --[in party]:I'll freeze the blightspawn, then you'll slice them up! How about that for a plan? --TELEPORTALS: A legbone, a spine and another legbone take you beyond Elport and Tiara. Marsa: --[before]: Hire me if you want to survive. Even mighty %qArgas%q cannot match my skills in the martial arts! --ARGAS: He was good in his time. I am better! --[after]: When we engage the enemy, Magic users should soften them up with %qZutyun%q right away. After that, leave the rest to me! --ZUTYUN: Surely you folks know about the Zutyun spell from the book of %qZoxinn%q. --ZOXINN: If you don't have it yet, you'd better make it a priority to obtain one. Tuff: --[before:] I don't see how you hope to accomplish anything without me in the party. When are you going to invite me? --[in party]: We must never make plans on an empty stomach. Why don't we eat now? Naron: --I've adventured all throughout Illorio. I'm the one your party needs to %qsurvive%q. That is, if you can %qafford%q me. --AFFORD: With blight monsters prowling the land, hired bows don't come cheap. --SURVIVE: If you have the intelligence to hire me, I'll give you good information - in small parcels, of course. You can also talk to the players you go along with. Nothing profound, but interesting... (talking to Lukas: 'Lukas gives X some good advice.') Anne: --Our cause is just, our path is set. Let's press on! Bollo: --We should always stay close to shelters and %qstrongholds%q. --STRONGHOLDS: Great spots to spend the nights. They are always warm and cozy. Chad: --We must have faith in our ultimate victory. We serve a just cause! Fiz: --[before]: We go back a long way, %h. I don't have to tell you how important it is to have a wizard of my standing in your party. --[after]: Um, well, I think I will be able to give you some very solid advice as soon as I figure out what is going on. --TELEPORTALS: I don't really know anything about teleportals in the Solian lands, %h. Garz: --We should be wary of the %qDrakka%q. I don't trust them! --DRAKKA: You know, the ones you call 'dwarves.' --[when idle]: You must let me rejoin your quest. I strongly believe my fate and yours are joined on the same path. Helen: --It is not my place to advise you! I am here to learn from the greatest hero of our times. You tell me what to do. Josh: --You can trust me. I will not let you down. Kark: --I appreciate the chance to follow in great %qSakar%q's glorious footsteps. We must never allow our honor to be compromised. --SAKAR: Mighty Sakar may be the greatest Dwarven warrior alive today. Silva: --Perhaps I should get some more training. I hate it when my arrows miss! Vinor: --Perhaps we should let the Solians solve their own problems! Here's a rough table to compare PC's[I left out trade skills]: |BR|ST| |AV|RE| ------+-+-+--+--+--+--+--+--+--+--+--++--+--+--+--+--+--+--+--+--+--+--+--+--+ Lukas |H|M|12| 6| 5| 6| 5|10| 6| 8| 4||30|10|40|40|30|45|20|40|10|45|15|40|10| Marsa |H|F| 9| 7| 8| 6| 7| 6| 6| 7| 4||50| 5|30| 0|35|45|20|60|40|30|20|40|30| Ralle |H|M| 7| 6| 6| 5| 6| 4| 5| 6| 3||30|25|40|20|15|40|15|30|20|10|15|40|10| Helen |H|F| 6| 3| 5| 4| 4| 4| 4| 5| 2||10| 5|25|20| 5|20|10|25| 0| 5| 0|20| 5| Anne |H|F| 6| 5| 5| 5| 4| 3| 4| 3| 2||25| 5|20| 0|10|20|15|20| 0|10| 5|15| 5| Chad |H|M| 6| 4| 4| 4| 4| 5| 3| 5| 2||15| 5|25|15|10|20|10|25| 0| 5| 0|20| 5| Josh |H|M| 6| 6| 4| 5| 4| 4| 3| 3| 2||25|10|15| 0|15|15|15|20| 0| 5| 5|15| 5| Fiz |W|M| 5| 4| 6| 5| 3|11| 2| 8| 5||10| 0|10|45|10|10|20|20|30|30| 0| 0| 0| Evixa |W|F| 5| 5| 6| 6| 4| 5| 4| 9| 5||10| 5|10|50|20|20|25|20|40|35| 0| 0|20| Silva |E|F|10| 8| 5| 4| 5| 2| 5| 6| 2|| 5| 0|30|20| 5|15|10|25| 0|10| 0|25|10| Vinor |E|M| 5| 4| 5| 4| 5| 3| 4| 5| 2||10| 0|30|20| 5|20|10|20| 0|10| 0|20| 5| Naron |E|M| 9| 6| 7| 6| 8| 7| 4| 8| 5||35| 0|60|35|30|50|20|50|35|45|20|55|65| Tori |E|F| 8| 5| 8| 6| 9| 6| 7| 8| 6||40| 5|65|40|20|55|30|60|40|50|25|60|65| Tuff |h|M| 7| 4| 9| 4| 9| 6| 7| 8| 1||10| 0|20| 0| 5|50|75|50|20|60|75|20|10| Bollo |h|M|10| 8| 5| 4| 5| 3| 6| 3| 3||15| 0|20| 0| 5|20|25|20| 0|10|20|10| 5| Sesmi |h|M| 5| 4| 9| 5| 8| 4| 6| 7| 3||25| 5|30| 0|10|60|65|60|15|50|90|40|10| Sakar |D|M|10| 9| 4| 7| 4|10| 3| 6| 2||25|60|30| 0|40|10|15|40| 0|20|25|30| 0| Kark |D|M| 6| 6| 4| 6| 3| 3| 3| 8| 8|| 5|25|10| 0|20| 0|20|20| 0| 5|15|15| 0| Yolik |D|M| 8| 9| 4| 7| 5| 5| 3| 5| 3||20|60|25| 0|45| 5|25|50| 5|20|35|40| 0| Garz |O|M| 8| 7| 4| 6| 4| 7| 6| 5| 2||50|20|30| 0|20|20|35|25|20|10| 5|20| 0| 4. METRICS Random lodge quotes: --Enchanted bones are used in the teleportals of the Solian lands. --The book of Alasol has spells that are found nowhere else in the world. --Monsters in the path of King Rebnard's army are fleeing Gurtex. 5. LISTS 5-1. SPELLS 5-2. MUSHROOMS There are only two places I discovered to find mushrooms in Magic Candle III. I looked through R.MCV and found nothing more. (17, 138) Outsiders : Luffins (137, 101) Solihub : Gonshi 5-3. TELEPORTALS (149, 22) Oshcrun (115, 75) Kabelo (133, 102) Solihub (107, 146) N Tasuria (190, 132) Illorio (186, 176) Minalt -> Skull Skull Skull to 141, 16. -> Legbone Spine Skull to 107, 75. -> Skull Wingbone Wingbone to 125, 83. -> Spine Legbone Spine to 21, 85. -> Wingbone Spine Legbone to 15,123. -> Spine Spine Wingbone to 42, 85. -> Wishbone Wishbone Skull to 37,158. -> Wishbone Wishbone Spine to 32,140. -> Wishbone Wishbone Wingbone to 18,140. -> Wishbone Wishbone Legbone to 14,150. -> Skull Wingbone Legbone to 148,111. -> Spine Legbone Wishbone to 180, 92. -> Wishbone Legbone Skull to 155,123. -> Spine Wingbone Wingbone to 176,151. -> Legbone Spine Legbone to 211,109. -> Wingbone Skull Spine to 204,147. -> Skull Wingbone Wishbone to 177,172. -> Spine Skull Legbone to 54,153. -> Wingbone Wishbone Spine to 83,126. -> Wishbone Skull Wingbone to 138,157. -> Wingbone Legbone Wishbone to 115,117. 5-4. SHIPS North Star(Turgut) at 157, 29 charges 20/day. By Telermain. White Gull(Lestor) at 55, 89 charges 30/day. By Herrington. Wayfarer(Dolan) at 112, 128 charges 35/day. By W. Tasur. Anemone(Renna) at 177, 130 charges 35/day. By Elport. Kurgarl(Nilkargar) at 117, 71 charges 25/day. By Urkabel. Illusion(Jinar) at ??, ?? charges ??/day. 5-5. STRONGHOLDS There's a stronghold in pretty much every place on the map. Here are their locations(R.MCV.) (152, 20) Oshcrun (139, 74) Kabelo (178, 98) Segrann (172, 113) Green Is (213, 125) Illorio (190, 174) Minalt (64, 142) W Tasuria (162, 149) E Tasuria (127, 132) N Tasuria (109, 159) S Tasuria (31, 140) Outsiders (49, 105) Herring Isles 5-6. LIBRARY SUBJECTS ********** * KABELO * ********** Kabelo is the northernmost, and one of the largest, of the Solian lands. It is known for its forest products, particularly its fine hardwoods. Kabelo's inhabitants are orcs, the ancestral stock of the debased creatures who serve the Forces of Darkness in our northern lands. Unlike their northern kin, the orcs of Kabelo are very civilized with a high moral sense. The capital is Urkabel, an ancient city that was once one of the three co- capitals of the Solian Empire, with Tasur and Archos. *********** * TASURIA * *********** Tasuria is the largest of the Solian lands, forming the entire southern coast of the Solian Sea. Its terrain is varied and often beautiful. The Snowcrown Mountains of western Tasuria are among the most striking in the world. The city of Tasur is the capital of Tasuria. It lies in the fertile farmlands of north-central Tasuria, serving as both a market place and a center of worship. Three other cities of note are Voliplan in the west, Eisheim on the frigid southern coast, and Nekros (formerly known as Archos) in the east. *********** * ILLORIO * *********** At the eastern end of the Solian Sea lies the beautiful land of Illorio, with its verdant fields and its green forests, lovingly tended by the Illorian elves. The Tiara River leaves lovely Lake Lapis at the town of Tiara and winds gracefully through the forests to the Oshmar Sea. On the Solian Coast is the village of Elport, renowned for its seafood, its hospitality, and its ocean view. On a clear day, one can see the Green Islands to the west. ************ * RASTANNA * ************ The rugged land of Rastanna, beyond the Herring Isles, marks the western end of the Solian Sea. The Rastan Mountains rival the Snowcrowns of Tasuria in height and beauty, and far surpass them in mineral wealth. The underground town of Borhelm is home to the cheerful, industrious dwarves who work the great mines of Tarrak. These mines are among the richest in the world, producing both precious gems and useful ores. *********** * SOLIHUB * *********** Sitting squarely in mid-ocean, Solihub Island truly is the hub of the Solian Sea. The city of Serivu is the primary center of trade among the Solian lands. The government of Solihub is unique. Leadership is attained not in a normal way, by inheritance or by force, but by 'election,' a peculiar ceremony in which the goblin citizens 'vote' for their leaders. *********** * SEGRANN * *********** The forests of Segrann Island and the Green Islands to its south are among the loveliest sights in all the lovely Solian lands. At the height of the ancient Solian Empire, Segrann had a thriving economy, centered on the mighty Qaldiur Castle. However, the wars that destroyed the empire also destroyed Qaldiur, leaving only one tower standing. After the wars, it was agreed to leave the depopulated Segrann and Green Islands as a nature preserve, so citizens of all the Solian lands could enjoy the serenity and beauty of their forests. ********** * MINALT * ********** South of Illorio and Tasuria in the aptly-named Frigid Sea lies the rocky island of Minalt. Minalt is uninhabited, and nearly uninhabitable. But in the early days of the Solian Empire, when the climate was warmer, Minalt was the home of the greatest mining endeavor of its day, the fabled mines of Sora. *********** * HERRING * *********** The Herring Isles in the western Solian Sea share in the general prosperity of the Solian lands. For the Herring Isles, however, prosperity comes from the sea itself. The sea provides more than the namesake herrings. All sorts of fish and shellfish abound, and the finest salt in the world is extracted from the sea near the village of Herrington. ************ * TELEPORT * ************ It is of some interest that the rare wishbone is used in the teleportal combinations to the more remote locations of the Solian Empire, as well as to some of the most central and important. A spine, a legbone and a wishbone, for example, teleport to Segrann Island. To reach the Green Islands, follow the wishbone with a legbone and a skull. A skull, wingbone and wishbone send one to frozen Minalt, and two wishbones followed by anything else go to the wind-swept Outsiders. Other wishbone combinations lead to the major Tasurian cities: wingbone, wishbone and spine to Voliplan; wingbone, legbone and wishbone to Tasur; wishbone, skull and wingbone to Archos. ************ * SOLNICON * ************ Protection of the Realm: To guard the Realm, its races must unite to build and light a cleansing candle in the Chamber of the Gods atop the Tower of Rinora.The candle must have a mold in which it will be built; wax from which it will be made; a wick to allow it to burn; a flint to provide its flame. From the north comes the keeper of the mold. The royal orc places the candle's mold on the chamber's floor and whispers 'Kabelo' to keep the mold upright. The keeper of the wax is a dwarf from the west. The waxkeeper places the wax in the mold and whispers 'Rastanna' to allow the wax to melt. The wickkeeper is an elf of ancient lineage. While dropping the wick into the wax, the elf's whispered 'Illorio' hardens the wax and causes the mold to drop away from the finished candle. The fourth task falls to the keeper of the flint. The halfling lifts the flint to the candle's wick and whispers 'Solia.' The candle glimmers into flame.Finally, the human leader whispers the syllable 'Ur.' The candle blazes bright, and the Realm is protected against all harm. ********** * RINORA * ********** The Tower of Rinora is the tallest and most splendid structure in all the Solian lands. Access to its upper stories is limited, to discourage idle hordes, vandals, and souvenir hunters. On the tower's sixth story are five pools illustrating moral precepts. To open the doors to the seventh story, the visitor must drop a precious gem into each pool. Into the Pool of Regret goes a topaz; a ruby into the Pool of Betrayal. A cold blue sapphire goes into the Pool of Contempt. An emerald of envious green feeds the Pool of Revenge, and a diamond, most precious of all, goes into the Pool of Greed. *************** * SUBTERRANEA * *************** Beneath the Snowcrown Mountains lie the Caverns of Crowndeep. These natural caverns are full of beautiful and astonishing wonders. However, they are also full of natural hazards and are home to dangerous creatures who are no less deadly because of their blindness. The caverns are therefore guarded by the Tower of Rinora at their south end and a sealed gate at their north end. Explorers must be well prepared in every way before they whisper the word 'Senibarat' to open the northern gate. *********** * QALDIUR * *********** All that remains of the legendary Castle of Qaldiur is a single tower, standing sentinel over the wilderness preserves of Segrann and the Green Islands to its south. On the lovely island of Illorio, in the verdant forest south of Lake Lapis, stands the ancient Tower of Hiltmos. Deserted now, it was once the home of mighty wizards. ********** * WESGAR * ********** The Tower of Wesgar on one of the so-called 'Outsider' islands was built to guard the ancient Tasurian Empire against threats from the west. Since no threats have ever come from the west, Wesgar was abandoned long ago. 5-7. MONSTERS Monster | HP|SH| AC|MP| Spells it can cast ----------+---+--+---+--+--------------------------- Orc| 20| 0| 0| 0| Goblin| 35| 0| 3| 0| Zorlim| 40|40| 6|40| Fireball Heal Shield Jerrah| 70|50| 6|50| Fireball Zofir Fear Hibliss|150|50| 8|70| Freeze Disappear Fireball Domug| 40|20| 4| 0| Tekhir| 35|10| 3| 0| Slime| 45|10| 0| 0| Barg| 60|20| 0| 0| Fermigon|120|30| 6| 0| Ogre|500| 0| 2| 0| Skeleton| 55|20| 5| 0| Zombie| 70|40| 6| 0| Ghoul| 90|30| 7| 0| Aciden|120|25| 8| 0| Darkwolf| 40| 0| 10| 0| Tigret| 35| 0| 9| 0| Blightboar| 20| 0| 2| 0| Blightworm| 40|25| 5| 0| Blightwolf| 40|25| 10| 0| Blightcat| 20|85| 1|50| Shatter Disappear Blightmold| 90|25| 0| 0| Blightlord|120|65| 8|70| Fireball Zapall Heal Blightbear|110|55| 9| 0| Blight-ape| 95|25| 6| 0| Urdag|130| 0| 12| 0| Deltaph|135| 0| 6| 0| Kothspawn|200|50| 10|50| Freeze Shatter Forget Pashafa|150| 0| 8| 0| Tathor|105| 0| 6| 0| Spiracle|200| 0| 15| 0| Spider| 30| 0| 6| 0| Scorpion| 50| 0| 7| 0| Scarab| 90| 0| 18| 0| Rustmoss| 45| 0| 0| 0| Venom-rot| 45| 0| 0| 0| Fevermold| 45| 0| 0| 0| Acidslime| 45| 0| 0| 0| Ogremance|300|50| 1|60| Shatter Freeze Heal Ogrelord|600|50| 4| 0| Guard-ogre|400| 0| 2| 0| Necromant|100|90| 2|70| Fireball Shield Zapall Ghost|100|90| 2|70| Zapall Fear Fireball Punktomato| 90|50| 5| 0| Blightasp| 30|50| 3| 0| Blightorc| 30| 0| 3| 0| Blightman| 40| 0| 2| 0| Elf Ranger| 55| 0| 4|25| Disappear Quiver 5-8. TEMPLES/GODS Locations are outside unless otherwise marked. God |Word |Tomb |Temples --------+----------+-------------------+-------------------- Bohar |Wentegal |(14,152) |(50,83) Entas |Wuckawoo |Crowndeep 1 |(159,113) (146,116) Kaznur |Helnibor |Qaldiur Basement SE| Olkannis|Shibanabal|Tarrak level 4 |(105,74) (45,105) Prillila|Delmata |Forest Building | Selne |Brundishar|(128,164) | Vorhamme|Komdrom |Sora level 1 |(78,146) Tas |Pintaldi |Wesgar level 1 |(15,110) Rewards: Bohar +1 endurance +1 agility +1 intelligence +5 swimming Kaznur +2 bravery +1 strength +1 intelligence +5 hunting Prillila +3 charm +1 dexterity +2 agility +9 soulreading Selne +2 dexterity +1 agility +2 intelligence +5 magic Tas +2 strength +1 agility +1 resistance +9 leadership Olkannis +2 endurance +1 dexterity +1 charm +1 resistance Vorhamme +1 strength, +2 endurance, +2 resistance, +9 tracking. ?? Note: characters can only get a maximum of 12 in any vital statistic. 5-9. CAMPS/ENTRANCES (127, 82) Kabelo: Hunter for 125 (199, 112) Illorio: Archery for 150 Oshcrun (154, 28-9) Telermain(east side) Oshcrun (150, 29) Oshcrun Castle(SE corner) Oshcrun (148, 19) Ketrop(east side) Oshcrun (145, 31) Forest to start game(SE corner) Kabelo (117-8, 74) Urkabel(south side) Illorio (197, 125-6) Tiara Illorio (178-9, 129) Elport W Tasuria (60, 130-1) Voliplan?? E Tasuria (151, 151) Nekros(N entry) E Tasuria (151-2, 152) Nekros(S entry) Voliplan (114, 130) W Tasur(N entry) Voliplan (115, 131) was I believe intended to be a W Tasur entry but is misrepresented in the R.MCV file. S Tasuria (113-4, 168) Eisheim?? Herring Is(55, 87) Herrington Solihub (135-6, 105) Serivu?? MAGIC WORD LISTING Name |Location |Word |What's there? ----------+--------------------+----------+------------- Sora |(193, 178) Minalt |Kavitar |?? Hiltmos |(206, 137) Illorio |Uulangarum|Alvirex Borhelm |(18, 102) Rastanna |Gorfalion |Town Qaldiur |(171, 94) Segrann |Melshinde |Kaznur/Bonecleaver Wesgar |(30, 159) Outsiders|Etaksbit |?? Crowndeep |(94, 143) W Tasuria|Senibarat |?? Tarrak |(21, 104) Rastanna |Damaldenur|Olkannis Rinora |(88, 152) Crowndeep|[none] |?? NOTE: Rinora is visible in W Tasuria, but the blight is too thick for you to enter it from outside. 6. FRIENDLY LOCATION DETAIL ********************** * CASTLE: ORC PALACE * ********************** The entrance to this is located inside the Orc city of Urkabel. Guard 45,15 53, 2 62,24 --The scepter has been returned! But I suppose you already knew that. --It's much harder to keep the palace clean since the blight has come. --There's a prophecy that Prince Garzbondgur will be a Solian hero someday. Guard 27,33 37,34 48,20 --The tea at Melgenkul's isn't what it used to be. --I hate to think what the king would do without Panpelrus's advice. --PANPELRUS: The Lord High Chamberlain accompanies the king almost everywhere His Majesty goes. --MELGENKUL: She owns the Urkabel Tea House. Nezkargit (69,34) 9-13, 16-19 (68, 14) 13-14 (17, 35) 14-16 [coverd in Urkabel] Garz (47,10) 9-17 (68,14) 18-20 [you can ask Garz to (re)join you.) Rugniznek (49,33) 7-21 [covered in Urkabel] Durbelkas (49,33) 21-7 [covered in Urkabel] King (50, 8) 9-18 --The king speaks. 'So you are the famous %h Orckiller. You must know that I strongly disapproved of my son's seeking your aid. The blight is a Solian problem, and we can deal with it without your help. 'However, out of respect for my son, we will allow you and your companions free passage through our lands if you can prove your good will and trustworthiness. 'The royal scepter of Kabelo is an item of great value, symbolically, historically and intrinsicly. Due to a series of events that I need not narrate in detail, it is in the hands of our goblin allies in Serivu. 'If you will sail to Solihub and retrieve the scepter for us, we will repay your service with our cooperation.' --If you have anything further to say, you may speak to Lord Panpelrus. Panpelrus (53,10) 8-18 (64,12) 18-20 --ADVICE: Diplomatic relations between the orcs and the goblins are strained, %h. I can see no solution to the impasse of the Kabelo Scepter and Solihub Charter unless a member of our royal family is directly involved. --WIZARDS: %qLavinha%q, our wizard, has a spell book for sale. I understand that wizards customarily sell them. --LAVINHA: She lives south of the library. Servant (19,26) in Dormitory --I hear the blight is spreading on Solihub. ****************************** * PALACE: CITY HALL (SERIVU) * ****************************** Lotki (17,20) 9-18 [see Serivu inside] Nissa (6,34) 9-12 (21,3) 12-14 (37,19) 14-17 [see Serivu inside] Arennik (30,38) 8-11 (14,20) 11-13 (15,5) 13-14 (30,38) 14-18 [see Serivu inside] Mayor's house Servant(UL corner room) --The mayor's house isn't open to the general public. You really should leave. ******************* * CASTLE: OSHCRUN * ******************* Castle Oshcrun will be smaller than you remembered, but it still holds some information and volunteers--as well as old friends. Servants (19, 10) (34, 5) (32, 15) --Isn't our prince looking good? He has the heart of his mother, and the arm of his father. One day he will make a fine King. --There is discomfort among the common people. We are worried the blight will get worse, and The King is not here to deal with it. --There is talk of Blightlords, fierce, deadly, and ruthless creatures, emerging as the new rulers of the lands down South. FIZ aka Rimfiztrik (31,12): [You can invite Fiz, just as in MC2.] MARSA (16,9): [you can invite Marsa] Jemil (30, 5): --I'm nearly old enough to go with you on your adventures, and I'm getting really good with my sword. When you get back from Solia, take me along on your next adventure. Queen Alishia(29, 5): --Our King Rebnard and most of our heroes are engaged in the conquest of Gurtex. Yet this blight appears to be an equally serious threat to the Children of Light. We urge you to solve the problem of the blight. --??: Your tale of an orc prince is of great interest. Sail south to Kabelo and try to locate him again. Bhardagast(28, 6): --I'm trying to recall what I can about %qKabelo%q and the ancient Solian Empire, %h. It seems to me that there was some sort of magical force that kept the lands of the orcs, elves, dwarves and humans united. --KABELO: The Telermain library has some information about Kabelo and the other Solian lands, I'm sure. Banas(14, 10): --It is obvious that the source of the blight is in the Solian lands. Make sure that you are well prepared before you go there. ***************** * TOWN: BORHELM * ***************** SIGNS ( 5,34) 'Welcome to Borhelm.' (12,13) 'Earth's Bounty Gem Store.' (24,11) 'Borhelm Supply Center.' (26,30) 'Rough Diamond Tavern-Barg's Ale on Tap.' (33,37) 'Dwarven Axes.' (12,50) 'Kambor - Blacksmith.' (24,50) 'Hack 'n' Slash Axeplay Academy.' ( 5,61) 'Aces High Gambling Hall.' ( 9,33) 'Polished Look Gemcutting School.' Dwarf ( 8,16) (10,37) (11,36) (13,64) (27,37) (21,12) (36,16): --Can't mine much, what with all this blight about. --When we drove Sardal the Loon from town, he was seen heading towards the mines. --Tarrak used to be a source of wealth, now it's a fountain of blight. --Shoka used to be one of our greatest miners, that is, before blight fever struck him. He would probably appreciate a little medicin. --Try Barg's Ale at the Rough Diamond Tavern! --SHOKA: He lives at the far south end of town. --KAMBOR: You'll find his house next to the gambling hall. --TARRAK: Tarrak is just a little to the Southeast of town. --ROCKY: The good blacksmith lives near his supply store. --SARDAL: He used to be your run-of-the-mill avaricious dwarf, but now he's gone completely bonkers. --BARTEK: He's somewhere in Tarrak, I think. * INSIDE LOCATIONS * ?? Karin (33, 38) --How can you call yourselves adventurers? Look at those puny %qaxes%q you're carrying! --AXES: My Greataxes are the most formidable in the Solian lands. They will give you an obviously needed advantage. Bolidus ?? JTRSED --Is there someone special waiting back home? A nice sapphire, perhaps even a %qdiamond%q, would make a lovely gift. --DIAMOND: It is even rumored that a good supply of gems can aid in one's struggle against the blight! Rocky ?? supplies --Great buys at Rocky's Supplies! Kambor (6, 59) --I'm quite busy right now. You might talk to Rocky at the Supply Shop. --WORD: Can a dwarf get no sleep? Pounding, pounding on my door... The magic word is 'Damaldenur.' Lose yourselves in the mines and let me sleep! Shoka (11, 71) --Leave me be! I'm a very sick dwarf. --[offer medicin]: Thank you so much! How might I be of %qhelp%q? --HELP: Kambor the blacksmith likes to %qdrink%q quite a bit. --DRINK: After a pint or two of Barg's Ale, his tongue loosens right up! * TAVERN * Bolidur --A pint in the hand's worth two in the %qkeg%q! --KEG: The more ale you drink, the better my %qgems%q look. --GEMS: Come by my shop tomorrow. I'll make you a deal you can't refuse. Honestly. Kambor --You need to know the %qmagic%q word to get into the mines. --WORD: Come a little closer... it's... 'Orc vomit'! Ha ha ha! No, really, to get into the mines... Ooh, would you look at the beard on that one! Hm. I seem to be a little out of sorts right now, but come by my house later and I'll tell you there. Karin --Rocky knows someone who went off to the mines and never came back. Rocky[house] (33, 6) --My cousin Bartek went off to the mines some time ago. You might ask the %qminers%q in Tarrak about him. --MINERS: Although the blight has ended many of their careers, a few are still scattered through the upper levels of Tarrak. ***************** * TOWN: EISHEIM * ***************** You must enter Eisheim from the north. SIGNS: (35, 7) 'Welcome to Eisheim' (39, 24) 'Blazing Hearth Tavern - Bottoms Up!' (15, 19) 'Eisheim Delicatessen' (23, 43) 'Blacksmithy - Ketil Blacksmith, proprietor' (51, 37) 'The Frostbite Inn - Travelers Welcome!' (9, 54) 'Frozen Deck Casino' (61, 56) 'Aradon's Clothing Shop - All sizes fitted' (33, 65) 'Eisheim Library' Everyone: --You northerners, as usual, are underdressed. Go see Aradon to get some proper clothing. --ARADON: His shop is in the southeastern corner of town. --BALDURA: I'm not sure where she lives, but she spends a good deal of time at the Blazing Hearth. --FORTUS: If he's not in the bar, his house is in the southwest corner of town. --KETIL: His forge is always ready and waiting on the Western side of town. --LASILYN: Our high wizard lives in the northeastern corner of town. --MARTOK: He lives in the middle of the city. You can often find him in the bar with his drunk brother, Fortus. (62,46) (27,15) (61,16) (38,24) (40,26) (26,32) (59,25) (36,47) (14,59) --Weather a bit on the cold side for you? (13, 8) --The library is full of illuminating lore. --More adventurers! Everybody's always rushing about killing one another these days. No one stops to take the time to sit down and read a good book. (16, 46) [nothing much else] (48, 11) (11, 24) (58, 36) (41, 69) --Weather a bit on the cold side for you? Kids (52,23) (54,25) (65,68) (63,70): --Do you know any fun games to play? --I heard there's a city full of dead people around here. Misc dialog: ?? --It's a good thing that it's so cold here all the time. Otherwise, we might have to see what these southern women actually look like under all those clothes. --The Blazing Hearth serves a mean spiced cider. It's perfect for these nippy nights. --That Ketil is such a hunk. He's the best blacksmithon Tasuria, and the best looking, too. --I've ventured all throughout Solia and Deruvia, yet never have I found a place as cold or dull as Eisheim. --A tower to the Northwest of here is completely surrounded by the blight. * INSIDE LOCATIONS * Nurka (18, 19) --[greet]:Greetings and felicitations! May your stomachs always be full! --You are looking a little thin. Perhaps some provisions from my %qlarder%q will put some weight on you. --LARDER: It's important to have a good layer of fat on your body when the temperature drops below zero. Baldura --I am in despair, brave heroes! My patroness, %qEntas%q, Goddess of the Plains Below, grows weak! --ENTAS: She is the consort of Tas, giving succor to those who remained behind after the northern exodus. Her beautiful %qcrops%q are being ruined by this blight. --CROPS: Her traditional symbol is the sheaf of wheat. You must do what you can to stop the %qblight%q and restore her to her former majesty. --BLIGHT: It emanates from the Tower of Rinora, to the northwest of here. But it is completely surrounded by blight and is unreachable, except by a %qsecret%q passage. --SECRET: You must enter the Lost Caverns of Crowndeep, which tunnel under the Snowcrown Mountains, leading to Rinora. In Crowndeep, you will find the resting chamber of Entas. --??: Journey to the lost city of Nekros. You will find much useful information there. I have a feeling that our paths will meet again. --NEKROS: It lies Eastward on Tasuria. --CROWNDEEP: They are north and west of here, on the far side of the Snowcrown Mountains. --??: I see that you are hot on the trail of Magic Candle %qParts%q. --PARTS: The best information I have tells that the Candle Mold is succored in %qWesgar%q Tower. --WESGAR: It lies to the west, on one of the Outsiders. Rantorik: If the supernatural is your bent, I suggest you visit the dead city of %qNekros%q --NEKROS: It was formerly called Archos and was the other co-capitol of Tasuria. Now it is a dead city full of %qghosts%q. --GHOSTS: The spirits rise every night at midnight, but only for an hour! --LASILYN: The high wizardess lives in Eisheim, which is on the southern coast of Tasuria. Fortas (14, 6) Library (38, 64) Skuli --The library has information on all the ancient Solian towers. From your looks, the information about Rinora would be the most important to you. Aradon (59, 55) --Ah! I see you have traveled far. If you have just arrived in these parts, you would do well to properly %qclothe%q yourself. --CLOTHE: I sell only the best quality furs. They're perfect for colder climes such as ours. [fur/wool] Martok (38, 42) --I will pray to Vorhamme for your continued safe %qquest%q. --QUEST: Seek Baldura at the Blazing Hearth Tavern, she knows much of Tasurian lore. Lasilyn (58, 11) --WIZARDS: In Tasuria, there are Renidalis in Tasur, Irilen of Voliplan, and myself, but I doubt very much that %qIrilen%q has survived the blight. There are also the wizards of %qTiara%q, %qSerivu%q and %qUrkabel%q. --IRILEN: As the blight engulfed Voliplan, Irilen bravely tried to hold it back and helped the other townsfolk flee. She was the last person in the blighted town. --ROZIMEL: Rozimel lives in Tiara. She knows much about magical artifacts. --ROZIMEL: Our friend Rozimel lives in Tiara, of course. --SERIVU: I see that one of the Serivu twins has become an adventurer. I trust that Evista is well, Evixa. --SERIVU: Twin sisters, Evista and Evixa, serve as the wizards of Serivu. --LAVINHA: Lavinha is the wizard of Urkabel. She seems content to live among the orcs. **************** * TOWN: ELPORT * **************** SIGNS (36,71) 'Elport' (53,12) 'Snake-Eyes Gambling Hall' (41,34) 'Southern Star Inn - No Beggars!' (50,34) 'Dessimo's Food - Fresh fish today.' (54,44) 'Keshav's House of Supplies' (23,45) 'Portside Tavern' (28,65) 'Elport Swimming School - Paddlers Welcome' (41,63) 'Fine Bows and Arrows at Low Prices' PEOPLE Everybody --STAPHRON: Staphron lives north of the Tavern. --SABORA: Sabora's house is east of Staphron's. Wealthy Citizen (63,26) --My business is falling into ruin! Can you brave heroes do anything about it? What do you want? Kids ( 9,23) (10,24) (63,66) (64,66) (64,67) --Hey mister, have you ever killed an orc? --We have better things to do than talk to GROWNUPS! Sailors ( 4,39) (10,45) ( 1,39) ( 5,69) (11,72) (15, 8) ( 6, 6) (26,47) (26,48) (27,48) (30,14) (19, 2) (16, 4) --We already have enough trouble around without more strangers in town! --Our once fair and gleaming port has been ruined by the blight. --Arr, matey, be off before I cut yer throat! --The blight has practically shut down the shipping industry. --Hey smallpint! You look vine ripe for a good beating! --Best to get on the first ship off of Illorio if ye be wantin' to escape the blight! Men (22,69) (45,68) (49,48) (49,50) (24,53) (43,17) (17,20) (41,22) (49,26) --Be Off! Can't you see I'm busy? Women (44,67) (36,63) (44,16) (40, 3) (22,13) (56,36) (54,38) --I just don't feel safe in this town any more. Ranger (34,36) [see man] ?? --You best be indoors after dark! --The elves in Tiarra[sic] know of a mystical tower on the Island. --This was once a nice place to visit. The citizenry has turned decidedly ugly since the blight struck. --If you insist on having Dwarves in your party, you might send them to the local swimming school so they won't be completely useless each time we go sailing. * INSIDE LOCATIONS * Temple of Bohar: Marticus (61, 22) --Blight! The %qPlague%q of the Gods is upon us! --PLAGUE: Our failure to offer proper sacrifice to Bohar has caused this foul %qpestilence%q to rain down from the Heavens. --PESTILENCE: Such is our mortal reward. Perhaps if we turn again to the true gods, such as Bohar, God of the Winds, the foul goo will remove itself from our islands. Sabora (35, 11) --As travellers, you would be wise to avoid areas of heavy %qblight%q. --BLIGHT: One of the worst areas is around the tower called %qHiltmos%q. --HILTMOS: In ancient times, Hiltmos was a watchpost for the regions on the southern shore of Lake Lapis, but as of late, an ancient force of %qevil%q has overtaken it. --EVIL: Enormous black %qdogs%q and ferocious striped %qcats%q roam the land around Hiltmos. --DOGS: They look like the creation of some deranged wizard, one with a cruel and unusual sense of humor. --CATS: Once, in their growlings, I could almost make out a word. It sounds strange, I know, but I believe that they were trying to entice me into the evil tower itself. The word that they were growling might be a %qclue%q as to how to gain entrance. --CLUE: It's not easy to understand what a giant cat is trying to communicate to you, but I believe that the word was 'Uulangarum'. If there was one part of the growling that was clear, it was that there are definitely two U's at the beginning of the word. Staphron (27, 13) --Without the divine intervention of %qBohar%q, it would be impossible to sail the seas, blight or no blight. --BOHAR: We Elportians believe that the ancient God of the Winds still sleeps far to the southwest of here, on one of the islands known as the Outsiders. --VILLAGERS: I must apologize for the behavior of my fellow townfolk. I'm afraid that the blight has made them uneasy towards strangers. I hope I have been able to help you. Another who may %qhelp%q you is my friend Sabora. --I live due north of the tavern. Sabora lives to the east of me. Dessimo (53, 35) 84/12 --Go back north where you came from. You can't do anything here. We're doomed. --FISHING: If there were any decent fishing at this end of the Solian Sea, do you think I'd be charging these prices? Casmel (??, ??) --If your livelihood fails, live on the proceeds from selling your life's tools. That's what I've been reduced to doing. --LIVELIHOOD: I used to be a hunter. They said I was one of the best in Illorio. Now there's nothing left to hunt but poisonous blight creatures. Keshav (50, 45) pearl + blu + supplies --I advise you to purchase everything you need from me. Just take a look around... Have you ever seen so much fine merchandise in one store? --SUPPLIES: Yes, as a matter of fact that's all I sell here, just supplies and nothing more. * TAVERN * Renna --If you want to explore Illorio, hire Toriala or Naron. They're probably in Tiara. But if you want to leave, see me on the 'Anemone.' --SHIP: The 'Anemone' lives up to her name. She's beautiful, and she has a deadly sting! And there's no ship with a better %qcrew%q. --CREW: I hand-picked all the 'Anemone's' crew myself. They're big and strong. Proven seamen, one and all. Marticus Sabora Fisherman --After a hard day's work, I like to relax with a pint of Barg's Ale. Staphron ******************** * TOWN: HERRINGTON * ******************** SIGNS: (32, 69) 'Welcome to Herrington' (53, 16) 'Pair o' Jacks Gambling Hall' (17, 16) 'Donbar's Supply Shop' ( 8, 16) 'Seafood - Fresh or Smoked' (13, 31) 'Nardil the Tailor. Employment available.' (20, 42) 'Island Inn - Vacancy' (45, 53) 'Net & Gaff Tavern - Cheers!' EVERYONE: --In Herrington we have all you need to make your adventure a pleasant one. --BARBEDOS: Barbedos' house is a bit southeast of Kenneth's. --ENFALA: Our priestess of Olkanis lives near the beach. --KENNETH: He lives in the northernmost house in Herrington. --NARDIL: His tailor's workshop is on the western edge of town. SAILORS (67, 7) (66,40) (39,54) (40,54) (61,59) (58, 4) (41,20) --I hear Herrington is the best port in all of Solia. --Praise be to Bohar for the fair winds we've had on our journey. --The barmaids at the Net & Gaff are quite a handful, if you catch my drift! WEALTHY (19,50) (17,29) --I hear that one of the eastern islands has a long forgotten shrine. But who knows what you can believe in these strange times. KIDS (57,46) (56,47) (42,56) --When I grow up, I'm gonna be the fiercest captain to ever sail the seas! --If we give you some money, will you buy us some beer? WOMEN (41,41) (41,39) (55,15) (24,63) (16,43) --Enfala and Kenneth know much about Solian religion. --Nardil is an excellent tailor, for a man, that is. MEN (30,64) (32,43) (27,14) (19,20) (10,59) --The dwarves on Rastanna aren't nearly as nice as they used to be. --Enfala and Kenneth know much about Solian religion. unfound: --The Island Inn has wonderfully soft beds. --Have you tried the smoked fish at the food store? --Nothing like a pint at the Net & Gaff after a hard day's work! --Hey dearie, wanna have a good time? * INSIDE LOCATIONS * Donbar e. --Take a shovel if you visit the Tarrak mines. --PRICE: My prices are absolutely the best. I practically sell everything at my %qcost%q. --COST: Well, you know, that's the amount I pay to acquire my %qmerchandise%q --MERCHANDISE: My merchandise is the only kind fitting for a grand adventurer such as yourself. Stump w. 43/12 food --First, take a good supply of my salted herring along with you. It's nourishing, it's brain food, and it keeps forever. You'll get used to the taste. Second, stop by the 'Net and Gaff' tonight. I'd like to talk to you, and you'll like the Herrington ale. --ALE: Enjoy your ale. %qHerrington%q's the only place in the Solian lands where you can enjoy it. The orcs and the goblins only drink tea, if you can believe it, and everywhere else has been hit so hard by the blight that nobody can enjoy anything. --HERRINGTON: I'd love to talk, but I've got a lot to do. See me tonight at the 'Net and Gaff.' all ?? Barbedos (38, 28) --I understand that you are venturing to the Outsiders. When I was there, many years ago, there was a dark and ominous tower called %qWesgar%q, the haunt of ogres and other foul beasts. --WESGAR: A dangerous place indeed. If you desire to gain entrance to the tower, utter the word 'Etaksbit' in front of the gate. Enfala (43, 36) --The Goddess of Birth, Olkanis, has a %qshrine%q on South Herring Isle. --SHRINE: Yes. And on Rastanna, to the west of here, Olkanis herself rests within the ancient dwarven mines at Tarrak. Kenneth (30, 11) --Before we fisherfolk embark on a sea quest, we offer thanks to %qBohar%q, God of the Winds. --BOHAR: There are few temples of Bohar left in our part of the world, but remnants of his glory can be found on the islands known as the %qOutsiders%q. --OUTSIDERS: They are far to the south of here and are %qfour%q in number. --FOUR: If the two northern islands serve some significant purpose, it is lost in time. However, the ancient resting place of Bohar is believed to be on the Southwest Outsider. I have also heard speak of a %qtower%q on the Southeastern island. --TOWER: When I was younger, my %qfriend%q Barbedos and I were to make a great voyage to the Outsiders. And although I was stricken by a malady and was unable to go, the voyage was completed by him. --FRIEND: His name is Barbedos and he lives here in Herrington, just a bit to the southeast of my house. House (35, 16) House (12, 52) House (36, 64) * TAVERN * Stump --Herrington's a fine town. The fishing can't be beat, the folks are friendly enough when you get to know them, and the weather suits my taste. It's windy, but they say that's Bohar blowing the %qblight%q away. --BLIGHT: I reckon you know more about the blight than I do. It's pretty much stayed away from the Herring Isles. --STUMP: Aye, that's my name, and that's my %qleg%q. Don't be afraid to ask about it. Proves that I used to be an adventurer, just like you are now. --LEG: You'll never guess how I lost it, an old fisherman like me. Not from a harpoon, not in the rigging, but in a %qmining%q accident among the %qdwarves%q! --MINING: I was searching the mines of Tarrak for a magic %qmirror%q someone told me was buried there, when the roof fell in! Told you I used to be an adventurer, didn't I? Lucky the dwarves saved me. Can't adventure any more, though. --DWARVES: Dwarves brew good ale, but it's hard to enjoy it in a place like %qBorhelm%q with tons of rock overhead and rowdy miners shouting in your ears. I'll take Herrington any time. --BORHELM: Borhelm's where the dwarves live who mine the Tarrak mines. You have to whisper a magic word, 'Gorfalion,' to open the doors that guard the ladder that leads down to Borhelm. O'course, I don't do ladders any more. --MIRROR: Heard that there was a mirror buried in Tarrak that a wizard in Tiara, way over in Illorio, was interested in. Reckoned she'd pay well for it. Lost my leg instead. For all I know, mirror's still there. Getting late, %h. Big day tomorrow. Lestor: --It's not my place to say so, but I know the West Solian Sea better than anyone else I've met. You'd be wise to sail with me. I even know a safe route to the %qOutsiders%q. --SHIP: There may be some bigger, and some faster, but I'd rather sail on my 'White Gull' than any other. She's as sweet a ship as you'll ever see, %h. --OUTSIDERS: The Outsiders are cold, windy and desolate. And now they've been struck by the blight. Still, a person of vision can find beauty and knowledge anywhere. **************** * TOWN: SERIVU * **************** SIGNS: (23, 9) 'Fine Weapons' (29, 7) 'Learn Metalworking Here' (14,17) 'Serivu Wizards' Lodge' (46, 9) 'Solihub Guesthouse' (55,18) 'Lessons in Soulreading' ( 9,42) 'Serivu Supply Store' (62,29) 'Mid-Solian Food' (64,47) 'Mystic Herbs and Mushrooms' (53,57) 'Gemcutter' (24,57) 'Serivu Tea House' I don't believe there's any reason why the goblins speak in quotes. GOBLINS: (31, 7) (60,14) (37,33) (43,59) --'Evixa is very concerned about the dark blight.' --'Have you visited Selne's temple yet? It's next to Serivu City Hall.' --'Serivu is very fortunate to have two excellent wizards in residence.' --EVIXA: 'The twin wizards, Evista and Evixa, live at the south end of town.' --DARWEIN: 'A human farmer by that name passed through a while back. He said he was heading north until he found a place where there wasn't any blight or where they sold ale, whichever came first. * INSIDE LOCATIONS * ?? Kalek (21,9) equipment --Better buy weapons while you can. If relations between the %qorcs%q and the goblins get any worse, my shelves will empty in a day! --ORCS: The orcs of Kabelo think they're better because they're bigger. But, by the grace of %qSelne%q, we're able to keep them off balance and out of step. --SELNE: She's the goddess of disruption. Tries to make sure that everybody has an even chance, and nobody gets away with bossing other folks around. They say she sleeps near %qEisheim%q. --Eisheim's a town in Tasuria, on the Frigid Sea, south of Tasur. Most maps don't show it any more, but it used to be pretty important. --[charter returned]: Feelings have calmed now that the Charter's back. But, as %qSelne%q's my witness, there'll be big trouble someplace before long if the blight keeps spreading! Eknib (8, 43) supplies --If you want to get into Qaldiur, I hear that there's an %qorc%q in Urkabel who knows the secret word that you have to whisper to open the door. --I can't remember his %qname%q. Orc names all sound the same to me. But he's big and green and ugly, I understand. --Orc names have three parts. The first is their own, the second is their father's, and the third is their family's. They're all nonsense grunts. Not that I have anything against orcs. Surto (8, 64) --[seems to be buggy--tough to see what he's trying to say) Tinseka ?? potions --POTIONS: If you'll take the advice of an old goblin lady, buy plenty of herbs, potions and mushrooms before the blight spoils them all. --HERBS: Use them wisely. I'm a kindly old goblin lady, and I don't want to get involved in any malpractice disputes. --POULTICE: Yes, I've developed a treatment for blight sickness, and mixing the paste for the poultice even removed some wrinkles from my %qhands%q. --HANDS: For a kindly old goblin lady's hands, they don't look bad. But a nice diamond would make them look so much better, don't you think? --[offer diamond]: Why, thank you! You're very kind to an old goblin lady! You were interested in the poultice, weren't you? Here it is. Evista (44, 68) --Settle the matter of the scepter and the charter as soon as possible, %h. I fear that %qwar%q may break out between the goblins and the orcs, and Serivu would surely be destroyed. --WAR: There have been no major wars in the Solian lands since the great civil wars that ended the Solian Empire centuries ago. But relations between the orcs and goblins are strained, and the blight is causing unrest everywhere. --TELEPORTALS: Two spines and a wingbone take you to the Herring Isles. A skull, a wingbone and a legbone bring you here to Solihub. --BOOK: The Book of Alasol contains spells unknown to the male wizards of the northern lands. I happen to have one for sale. [sells ALASOL for 2980] [no discounts for family members] Evixa (36, 68) [ You can invite Evixa.] Lotki (24, 31) --See me in City Hall tomorrow. --Bring me the Solihub Charter, and then we can talk. --CHARTER: The Charter of Solihub is our greatest treasure. It established our representative government. It is now in the hands of the orcs of Kabelo. --CHARTER: Thank you again for returning it to us. --SCEPTER: It was a beautiful piece of work. Still, the charter is worth a hundred scepters! Or six, anyway... --SCEPTER: Scepter? Oh! You must mean the royal scepter of Kabelo! Yes, we're holding it in trust for the orcs until they return our %qcharter%q to us. --Mayor Lotki says, 'Welcome, %h! I speak for the citizens of Serivu and all of Solihub when I say how joyful we are to have our Charter returned!' He unrolls the scroll to verify its authenticity. --%h feels a cold sweat breaking out. %w hadn't thought that Panpelrus might have made a forgery. Maybe a Solian god could improve %h's intelligence... --'It is the Charter!' The mayor waves his guards forward. Prince Garzbondgur has been a gracious guest, and now his Royal Highness is free to return home. --Garz shakes %h's hand and murmurs, 'Return to Urkabel. Our friendship is not over. I feel that I must rejoin your quest, no matter what my father thinks.' The prince departs. Guligo (59, 29) food ??/12 --Buy food while I've still got it. If the blight gets any worse, the %qgovernment%q'll take it away and hand it out. Or eat it. --FOOD: It's getting short. Nothing nourishing will grow in the blighted fields, and you'd be a fool to hunt for game in the blight. --GOVERNMENT: We're proud of our representative government, but sometimes the %qbureaucrats%q are hard to deal with. I have a wall full of licenses and permits to prove it. --BUREAUCRATS: Arennik and Nissa are the worst. Anyone who can get anything out of them could talk the socks, sandals, tunic and toga off of anybody else. Arennik (65, 9) --Go back home, clean up, get a good job, and settle down. Adventuring through the world is a dream of childhood, not the way a mature adult should behave. --HOSTAGE: Solihub foreign policy is based on personal relations, not military might. When we engage in delicate negotiations with another government, we invite one of theirs to live with us. --JOB: I enjoy my job, and I think I do it well. Now, if you'll excuse me... --CHARTER: The Charter is of great sentimental value, and holds irreplaceable autographs of historic leaders of Solihub. --LOTKI: Gossip is beneath the dignity of any informed citizen of an advanced society. --[other]: That subject is not within the scope of my duties. --??: We have no openings for Northerners at this time, but I'll be glad to keep your name on file. Nissa (SE) --ADVICE: It's sad to say, but many of us in the Solian lands do not respond well to barbarous Northerners with bad manners who smell like overfed fermigons. --GOSSIP: Well, I wouldn't want to say anything bad about anybody, but I might be able to help you deal with Mayor %qLotki%q and %qArennik%q. --LOTKI: Lotki is a good mayor, but I don't think he has any idea what to do about the blight. And he's a typical male. He wants to keep everything to himself. He won't say anything about the royal %qscepter%q of Kabelo unless you press him. --ARENNIK: I should think of something nice to say about Arennik, but it's not easy. He's petty and inflexible. Frankly, I could do his %qjob%q much better than he does it. --SCEPTER: I have no idea where the mayor keeps the royal scepter of Kabelo. --JOB: Arennik's job has many duties, and he doesn't talk about most of them. I do know that he's in charge of %qhostage%q policy matters. --HOSTAGE: You'll have to ask Arennik about hostages. Others --If you haven't done so, you should visit Tiara. Their wizard, Rozimel, gives very good advice. ?? --The blight is worst south of the Snowcrowns. I'd avoid that area until you've learned all you can elsewhere. ?? * TEA HOUSE * Tokka --ADVICE: Squabbles between goblins and orcs pale before the dire peril of the blight, %h. But first, have a nice glass of tea. --TEA: The tea's not as good as I'd like to serve. We've had to export all our best tea to Kabelo. ***************** * TOWN: URKABEL * ***************** The lower part really isn't that important. I just tacked it on so that you could see where the special talking parts are. You can meet most of the orcs in buildings when they visit the Tea House anyway. SIGNS: (12,32) 'Urkabel Armor' (42,88) 'Food for Sale' (53,40) 'The Jewel' (32,89) 'Kezrankog's Outdoor Store' (14,98) 'Beds for Travelers' (48,31) 'Learn the Art of Research.' (59,49) 'Tokbargor's School of Leadership Training' (31,78) 'Gemcutter at Work. No Loud Noises, Please.' (58,87) 'Gazruzkem the Carpenter' (43,74) 'Urkabel, Jewel of the Solian Lands' (23,54) 'Urkabel Tea House' 'Urkabel Armor' There are only two people outside in Urkabel. Boshtembul (16,66): 12-14 --see inside dialogue Turulargut (48,37): 0-2 --see inside dialogue PARTY TALK: (13, 104) (14, 105) (56, 101) --GARZ: Welcome to Urkabel! Of course, we're not really in the city yet. It's behind the walls to the north. (63, 60) --GARZ: This is the home of Lavinha, Urkabel's wizard. She is a great asset to the city. * INSIDE LOCATIONS * Gazruzkem (51, 97) --To be a successful carpenter, one must have good lumber. I get most of my lumber from the forests of Kabelo, but some of the best came from %qSegrann%q. --SEGRANN: Refugees from Gurtex have swarmed into Segrann and taken the tower of Qaldiur. I don't know how they got in - I thought that only I knew that the magic word was 'Melshinde.' Dangaladik (44, 99) --Qaldiur is ripe for the picking, %h. The secret word to get in is 'Melshinde.' Kiromadag (30, 101) --Northerners aren't trusted in the Solian lands. They should stay clean and well groomed, and have Solian companions with them. Hangarazut (24, 99) --My cousins Gazlaromut and Turulargut are always at odds. I wouldn't listen to either one of them if I were you. Turulargut (19, 79) --Take lessons in lockpicking. You never know when the skill might come in handy. Gaslaromut (19, 90) [spelled Gazlaromut indoors] --If you see my brother Turulargut, ignore him. He's probably up to no good. Lamdurudin (66, 97) --Qaldiur is ripe for the picking, %h. The secret word to get in is 'Melshinde.' [this duplicates Dangaladik and should perhaps be, instead, ...] --The blight must be stopped! The fishing villages of Herrington and Elport are the homes of sailors who have sailed the length of the Solian Sea. They may be good sources of information. Tokbargor (50, 56) --A party of adventurers fights better when it is inspired by a person with high %qleadership%q skill. --LEADERSHIP: In the daytime, I teach leadership in the classroom behind my house. --QUEST: Great leaders always go on quests. The Tower of %qQaldiur%q would be suitable. --QALDIUR: I've been to Qaldiur. I may be the only one who knows that you must whisper 'Melshinde' to enter the tower. Lavinha (63, 60) --There is much that can be learned in the Urkabel %qLibrary%q. --LIBRARY: The Urkabel Library is just north of here. It has a book of %qteleportal%q combinations. --TELEPORTALS: Three skulls will transport you back to Oshcrun Island, or a skull and two wingbones will bring you here to Kabelo. Rugniznek (46, 13) --Don't listen to anyone who tries to send you to Qaldiur. The place is a narfing death trap! Besides, you need to know the secret word 'Melshinde' to get in. Library (??) Narkentnis (19, 43) --The rewards of %qresearch%q are beyond comparison. I cherish the hours I spend in the %qlibrary%q. --RESEARCH: The skill of research is based on an open mind, a keen eye, and moistened fingertips. I can recommend the school next door to the library. --LIBRARY: Urkabel has a fine library. I have barely begun to sample its wonders. Still, I dream of the Great Library of %qArchos%q. --ARCHOS: Archos is now called Nekros, since it is inhabited only by the dead. The library and the city were destroyed in the great civil wars that followed the end of the magic spell of unity. [also in library] Zampoknel (43, 22) --ADVICE: Stand up straight and don't talk with your mouth full. --FAMILY: My son Kanrunknel is a very successful gem trader. He even knows the secret word 'Melshinde' to open the door of Qaldiur. I only wish he had more time to spend with his mother. Nezkargit (22, 10) --The great Prince Garzbondgur will be essential in dealing with the %qgoblins%q. And I heard %qBorgondnur%q prophesy that the blight would not be quelled without the great Prince. --GOBLINS: Greedy little creatures! They don't trust anyone! But their town of Serivu is withstanding the blight better than I expected. --BORGONDNUR: The High Priest Borgondnur is the King's cousin. He seems to run Kaznur's temple well enough, though. Durbelkas (41, 9) --Visit the palace during the daytime. At night, nobody's awake but me and my guard staff. And orcs sleep very soundly. Borgondnur (26, 65) --Respect the power and judgment of %qKaznur%q the Devourer and you will be rewarded. --KAZNUR: The temple of the mighty god is next door. I have the honor to be his high priest. Kamshibel (15, 63) --Zampoknel's a fine person, and I love her dearly, but you should take what she says with a grain of salt. Boshtembul (9, 65) --I hear that other races drink fermented beverages. I don't hold with that. There's nothing better than a fine cup of tea. Narbanngum (9, 48) --The Tower of %qQaldiur%q has been taken over by our debased relatives from Gurtex. You would be doing us a public service to take it back. --QALDIUR: There is a secret magic word to enter Qaldiur. It's 'Melshinde.' Bezbelduk (53, 65) --They say the refugees from Gurtex have brought great hoards of treasure with them to Qaldiur. Of course, you have better things to do than to search for treasure, %h. Duzbaktar (14, 50) --Don't believe anything Turulargut tells you. He's a disgrace to orcdom. Kanrunknel (51, 40) TRSED --My mother Zampoknel lives near here. She visits the tea house every day. ?? --GEMS: If you find any precious gems in %qQaldiur%q, bring them to me at 'The Jewel.' I'll give you a good price for them. --QALDIUR: I assume you'll be driving the northern invaders from the tower of Qaldiur. Whisper the secret word 'Melshinde' to get in. Melgenkul (24, 54) --Relax. Have a glass of tea and some friendly conversation. Most of Urkabel stops by my tea house at one time or another. --TEA: I'm sorry it's not up to my usual quality. I usually import it from %qSolihub%q, but because of the %qblight%q I'm forced to use the home-grown variety. --SOLIHUB: The blight is even worse on Solihub Island than it is here in Kabelo. The goblins can hardly grow enough tea for their own use, let alone enough to export. --BLIGHT: If you're here to do something about the blight, I hope you can do it soon. I hear there are whole cities in Tasuria devastated by it. Nilkargar (24, 54) --The captain says: Avask, me hearties!... Correct me if I did not pronounce that in the proper northern way. --AVAST: 'Avast?' Well. You learn something every day. Thank you. --NORTH: I'll be glad to sail you back north at any time. My crew and I would like to see the barbarous northern lands. --SHIP: The 'Kurgarl' has been blessed by the priests of %qKaznur%q. She's sturdy and fast and ready for any voyage. Enjoy your stay in the Solian lands. Travel by sea to avoid the blight. --KAZNUR: Kaznur the Devourer abhors injustice and dishonesty. Perhaps that is why the %qgoblins%q do not worship him. --GOBLINS: The goblins are likeable little folks, good with their hands, but I can't trust folks who change their minds with the seasons. Barbrunten (9, 32) --ARMOR: Wear good armor when you drive the invaders out of Qaldiur. By the way, you need to whisper a secret word to get in. It's 'Melshinde.' Kezrankog (30, 89) --Adventure awaits in the Tower of Qaldiur. You look competent, %h, so I will tell you the secret word: 'Melshinde.' Rentokfor (??, ??) --My %qfather%q is an excellent teacher, in my opinion. You'd do well to take lessons from him. --FATHER: His name is Tokbargor. He teaches leadership in the classroom behind our house within the city walls. *************** * TOWN: TIARA * *************** SIGNS ( 6,32) 'Tiara Welcomes You' ( 5,73) 'Mullin - Carpenter Extraordinaire' (35,66) 'Superior Tailoring by Golna' (67,52) 'Hasoy's House of Music' ( 5,28) 'Tracking taught by Master Ranger, Hawk' (25,18) 'Ganor's Forest Herbs' Cow (18,45) (20,44) MOO! EVERYONE --Mighty peculiar forestry 'round here, don't you think? --ROZIMEL: Her house is near the center of town. --MULLIN: He is our carpenter here in Tiarra. --GOLNA: Her elfspun clothing is renowned among elves and men. --TESEPHONE: She lives next door to Dainfalti. --SHANDRA: Shandra's house is in the northeastern corner of Tiara. Men (25,57) (11,43) (45,10) (46,63) (55,56) (70, 3) (67,33) With all these blasted elves about, there's hardly room for us humans in Tiara these days. Elves (60,53) (62,15) (52,17) ( 5,60) (26,36) (37,47) --We're so happy the humans have let us take refuge here. --Dainfalti is full of interesting Elven tidbits, but he is a bit greedy. --DAINFALTI: There are two houses next to each other in the southwestern part of town. His is the western one. --??As soon as enough of our kinfolk arrive from the forest, we'll drive the humans into the lake. --??Where this village now stands was once the dominion of the woodland elves, and will be again one day. --??There is a large tower on the south side of the lake. My old hunting companion Toriala was last seen heading towards it. Women (49,31) (18,69) (28, 5) (49,35) (63,16) (71,69) --Rozimel has discovered some fancy new bone. Kids (53,68) (54,25) --Mommy said not to talk to elves or strangers. --Hawk is teaching us how to stalk forest beasts three times our size! --Hawk's woodcraft is second to none. Perhaps he could teach even a great hero like you a thing or two. Unknown --If you know anything about Pinktree wood, I hear that Mullin is looking for some help. --Looks like a good night for camping. --We're having a baking contest against some of those elven tarts today. --There's something funny about the island to the west of here. --Golna sells some of the best clothes in Solia. * INSIDE LOCATIONS * Ganor (26, 18) --There's nothing my herbs can't cure. --HERBS: Be sure to stock up before going any farther. You never know when you might be needing them. Naron (26, 18) hanging around Ganor's [you can invite Naron. He is a hireling, though.] Rozimel (43, 32) --I have a feeling that %qAlvirex%q has something to do with the blight, %h. --ALVIREX: Alvirex is a male wizard from the northern lands. He has moved into the Tower of Hiltmos. The elves say that he is a very bad person. Rude, too. --MIRROR: The Mirror of Honesty is truly a wonder. When facing one who wishes to deceive you, use the Mirror to force the villain to speak fully and frankly. It would be the ideal tool with which to confront Alvirex. --TELEPORTALS: A spine and two wingbones takes you to the eastern end of Tasuria. A wingbone, a skull and a spine bring you to Illorio. Tesephone (26, 47) --It has been told that in times of %qtrouble%q, a great hero would come forth to save the land from evil. --TROUBLE: My family has kept secret the location of one of the ancient %qgods%q, lest it fall into the wrong hands. But it is my belief that such %qknowledge%q would do the best good in your hands. --KNOWLEDGE: Vorhamme, God of the Forge, is all but forgotten in today's society. But I know from my father and his father before him that he rests in the ancient mines of Sora, on the island of Minalt. --GODS: %qTas%q, God of the Mountains High, is a favorite. He has temples throughtout Tasuria. A lesser known goddess is %qSelne%q, mother of disruption. He is the master of thunder and lightning, and none can stand before his wrath. --SELNE: Selne is mostly worshipped by the Goblins of Serivu, but one can find her worshippers on %qTasuria%q as well. --TASURIA: It is whispered that the tomb of Selne lies close to Eisheim, somewhat to the north and east of town. Dainfalti (20, 50) --A beautiful green jewel is the way to an elf's heart. --[offer emerald]: Many thanks! I will tell you of the magic mirror and my next door neighbor, Tesephone, can help you with some other important things. The magic mirror is a thing of great %qbeauty%q! --BEAUTY: Unfortunately, it is in the hands of the disgusting dwarves. We elves believe that they actually LOST it when their mines on %qRastanna%q were overrun. --RASTANNA: It is an island far, far to the west of here. --TESEPHONE: Like I said, she lives next door. --GODS: I can tell you of Vorhamme, God of the Forge, and my friend Shandra can tell you about Prillila, the Protector of Woodland Creatures. --SHANDRA: She lives in a house at the northeastern corner of town. Golna (32, 65) --My clothing is the finest you're likely to find. --FASHION: I always have the latest fashions for men and women at the lowest prices anywhere. --WEAR: I have clothing for all climates. If you need anything, you should buy it from me now. [Elv sue cot sil woo] Hasoy (68, 51) --Always purchase the finest quality instruments that you can afford. --MUSIC: Delightful music can brighten the most ardous of journeys. Shandra (61, 11) --We woodland elves once roamed the forests, singing and frolicking our days and nights away. Now I am saddened, for the blight has forced us from our %qhomes%q. --HOMES: Living in a village is just not the same as living in the wonderful free and open spaces of the woods. I pray to %qPrillila%q, the Protector of Woodland Creatures, that the blight will rescind. --PRILLILA: She has a temple here in Tiara. There used to be a %qshrine%q on the Green Islands, but the forest there has been overrun by blight and has become a place of evil. --SHRINE: It was on the southwestern island in the Green Island chain. Perhaps it is still there, I do not know. ******************* * TOWN: TELERMAIN * ******************* If you've played Magic Candle II, you will have a general appreciation for what is where. MC3's edition is, in fact, a bit bigger. But it shouldn't be any more intimidating, and the main people you know are still there. The main frustration is combing through all the vacant residences. Signs: (35,12) 'Parkview Guesthouse. No pets allowed.' (86,11) 'Telermain Jailhouse' (100,13) 'Methreal Nugget - Are you feeling lucky?' (37,41) 'Swordplay Academy' (48,38) 'Fandor's Weapon Store' (72,31) 'Telermain Gemworks' (88,32) 'Terilo's Supply Shop' (101,29) 'Eastern Breeze Tavern' (108,43) 'Armor Shoppe' (100,45) 'Fine Gems and Jewels' (76,44) 'Telermain Library' (41,52) 'Madame Shashika's Herbs and Potions' (37,51) 'Tombul's Grocery Store' (49,67) 'Academy of Deruvian Music' (51,63) 'Rabbonkar's Scholarly Services. Master Rabbonkar is gone to Deruvia. He won't be back until sometime next year.' (70,61) 'Carpenter' (81,61) 'Metal Smith' (108,60) 'Magic Users' Lodge' (112,72) 'Black Rooster Tavern' (78,72) 'Parr's Fine Musical Instruments' (45,82) 'Academy of Magic' (27,80) 'Durable Clothing is sold here' (32,94) 'Stealth Academy' (44,94) 'Weaponless Combat Academy' (58,10) (58,103) 'Telermain' (117,11) 'Pier 1.' (115,20) 'Pier 2.' (117,31) 'Pier 3.' Everyone: --I hear the campaign in Gurtex is going well. MEN (58,10) (57,11) (111,76) (91,63) (23,88): --I feel much safer now that Deruvia and Gurtex are both Realms of Light. --One hears many things over a tankard of ale at the Black Rooster or the Eastern Breeze. WOMEN (110,89) (23,18) (24,17): --I feel much safer now that Deruvia and Gurtex are both Realms of Light. --A good voyage starts with a good supply of food, herbs and supplies. OLD MAN(22,71): --When I was younger, I traveled to lands far to the south of Deruvia or Gurtex. Guards (63, 103) (58, 103) (58, 7) (63, 7): --A pleasant day to you, %y. Sailors (128,14) (99,31) (100,30): --Captain Garlin's Destiny is a fine ship for a long voyage. --Strange tales of a new pestilence have been heard in the Southern Lands. KIDS: (20, 20) (19,21) (125,67) (124,68) --I like to build sand castles that look like Castle Oshcrun. --Tombul sometimes gives us free cookies! --When I grow up, I'm going to be just like King Rebnard. --TOMBUL: His grocery store is over on the west side of town next to the Herb store. Ned (129, 25): --Don't pay money for food. There is still plenty of food to feed yourself well on this island if you have a bit of skill in hunting. --FISHING: Fishing is still all right, I suppose. Lately, though, I have been worried. I have been catching some very %qstrange%q looking beasts. Nothing like I have ever seen. --STRANGE: They somehow remind me of those awful things that seem to thrive in the blight! INSIDE LOCATIONS ?? all You can enter the generic homes with no problem. However, some are empty. A home ~11, 54: --They say if you hear a lyre played with grace, you will feel much refreshed! A home ??, ??: --They say if you have a crafty mind, you can actually figure out how the blight can be stopped! A home ??, ??: --They say there is a lost continent somewhere out there from where the Dwarven folk originate. I wish I was younger. I would form a party and go search for it. A home ~94,96: --I hear there is a ghost ship sailing the Solian Seas. I sure wouldn't want to be a passenger on that one! A home ~87, 83: --They say bugs created the blight. Or was it the other way around? Maybe they were saying the blight creates bugs. A home ~76, 95 --They say a traveller from the South lost a fortune at the gambling hall the other night. Poor soul. A home 108, 38 --Life is so complicated, it is almost easier to give up and die. Don't you agree? Why don't we all go South? They say death comes swiftly down there. A home 69, 19 --Just as we are getting Gurtex under control, this blight-thing comes from the south. When are we going to see some peace and prosperity? I am seriously considering moving back to Deruvia. A home 75, 18 --I'll be happy when the elections in Ketrop are over. All the halflings go on and on about their little election, drives me crazy, you know? A home 83, 20 --My dad sent me a letter from Gurtex. He says we are winning the war and he will be home soon. He is a sergeant in the army. When I grow up, I will be a sergeant too. A home 51, 83 --I hear there are a bunch of young recruits hanging around the queen, hoping to be picked up by an experienced adventurer such as yourself. Jail ??, ?? --What do you think of our renovation? Terilo (89, 32) --%h, you already know how important my equipment is to those who go adventuring. Fandor (51, 38) --I have many fine weapons for sale. Or, if you wish, I can purchase any extra weapons you have. You will find my prices more than fair. --WEAPONS: To keep your weapons sharp, the %qsmith%q skill is valuable to possess. --SMITH: Too bad there's no smithing school on Oshcrun Island. Tombul (34, 51) --Buy plenty of food now. If the blight spreads, food will surely become more expensive. --FOOD: The food I sell to travelers is very well preserved. You don't need to worry about it spoiling. Shashika (42, 51) --Examine your mushrooms before eating them. Some that I gathered near the blight turned out to have gone bad. --HERBS: Herbs and mushrooms are in short supply lately, %h. I regret that I have had to raise my prices. Min (28, 82) --Everyone should have clothes to suit the weather. Furs for the cold; cotton for the heat. --CLOTHES: Elvenspun clothing has magical qualities. It's suitable for any kind of weather. Baltazar (15, 82) --[low charisma]: You folks all seem so much smarter then poor old me. I don't really think I can be of help to you. Good day! --Well, here is something perhaps you may not know: %qWizards%q of the Solian lands down south are of the female gender, all of them! --WIZARDS: Seek the %qtwins%q in Solihub. They may be able to assist you. --TWINS: One is named Evixa. She is a very capable wizard and knows the Solian lands well. If she joins you she may be ofgreat help. Her sister's name I do not recall. Faruk (98, 45) --A collection of gems is a never-ending source of beauty, as well as a sound investment. --GEMS: The %qpearl%q is sometimes my favorite, especially when it's worn by a beautiful woman. --PEARL: The blue pearls of Maramon are the most beautiful of all. However, I have none in stock at the moment. Parr (80, 72) --If you take musical instruments into the blight, be sure to clean them well later. Karon (107, 43) --I don't know if armor will protect you from the blight, %h,but it will help against the monsters that the blight has produced. --ARMOR: My selection is not what it might be. The troops picked it over before King Rebnard took them to Gurtex. Rabbonkar's (52, 63) [no one's home, but you can type 'gonefishing' to enter.] Library (??, ??) Gorion --I'm sure that the information here about the Solian lands is out of date. ?? --They say that the Library of Archos was the greatest in the ancient world! * TAVERN * Mack --If you're planning to go south, start your explorations at %qKabelo%q. --KABELO: Recently I was there for the first time in my life, trying to get passage to Oshcrun. Frankly, I was astonished to meet orcs in Kabelo who were actually almost civilized! Misha[need 8? charisma] --Visit with %qBaltazar%q before you leave Oshcrun. He seems to know many things about the southern lands. --RUMORS: I hear some people claim the blight is a punishment from the gods. --BALTAZAR: He is a mysterious old man. Hardly ever leaves his home. You will find his house to the south of the park. Man --The Solian economy is suffering greatly due to the blight. --If you are into real-estate, now seems like a good time to buy property in Telermain. So many vacancies! --Only a few years ago I didn't even know there were lands to the south of Oshcrun. Now all I hear about is that there is trouble brewing in Southlands. --After a hard day's work, I like to relax with a pint of Barg's Ale. Ralle [you can invite Ralle.] Riloen --When played the right way, some %qinstruments%q can help you perform magic, even if you are not a magic user! --INSTRUMENTS: For example, play the lyre with enough skill and your energy will rise. Or try the %qflute%q, the %qbugle%q, the %qdrum%q, or the %qreedpipe%q. --FLUTE: Play it with enough skill and the beasts will be charmed! --BUGLE: It may actually scare away some monsters. --DRUM: Nothing is like a drum to rally your comrades. --REEDPIPE: Play that one with style and some of your enemies may betray their own side in combat. * TAVERN * Darwein --If you are heading down %qsouth%q, be sure to be prepared to fight long and hard. --SOUTH: I am from the south myself. From %qVoliplan%q, to be exact. --VOLIPLAN: The fair city of Voliplan is no more. The blight has totally devastated our homes. I barely escaped with my life. --WAX: I buried some of my best wax in the southeast corner of the town of Voliplan when the blight first came. It may still be good. --WAX: I don't even want to think about my wax, my honey, and my poor dead bees! Nuwar --If you want to sail off the island, Captain %qTurgut%q will be happy to take you on board. --TURGUT: He is usually here in the evenings, when he is not on the high seas. --RUMORS: I hear %qtravelers%q from down South speak of dire %qhorrors%q! --TRAVELERS: One by the name of %qDarwein%q frequents my establishment often. --HORRORS: They speak of the %qblight%q being much worse down in the Solian lands. --BLIGHT: You'd better hear it from %qDarwein%q. It sounds pretty awful down there. --DARWEIN: He seems like a decent sort. Says he lost his family, his farm, everything. Poor soul, I hope the %qQueen%q can help him. --QUEEN: With Rebnard gone off to Gurtex, she is now in charge of daily affairs in Oshcrun. Petro --If you sail south, be sure not to drink their local %qale%q. You will get sick. I tell you it is awful. Who ever heard of an %qale%q that is green! --ALE: I would not dare mess with the green stuff. On the other hand, if you run into any dwarves down there, I bet you anything their ale will be another story. Turgut I've always wanted to sail the Solian Sea. I'll take you %qsouth%q for a bargain price. --SOUTH: There are reports of a magical caravel that plies the southern seas. I'd love to get a glimpse of it. --SHIP: My 'North Star' is anchored outside the city. You're welcome on board any time. ****************** * TOWN: W. TASUR * ****************** SIGNS (35, 2) 'Welcome to Tasur' (56,52) 'Dragar's Weapons' (50,34) 'Ye Olde Armor Shoppe' (10,69) 'Tasur Commissary' (57,19) 'Tasur Gems & Jewels - Tarrabar prop.' (68,32) 'Prasdak's Supply Shop' (44,21) 'Markul's Gemworks - Help Wanted' ( 7,11) 'Capitol Inn' (32,33) 'Woodworking school - Yarun, master carpenter' ( 9,49) 'Tasur Stitch & Button- Tailor position available' (52,61) 'Handam's Fine Instruments' (15,34) 'Tasur Wizard's Lodge' (27,63) 'Bull's Horn Tavern' (15,21) 'Temple Square' (71,41) 'EAST TASUR CONDEMNED!! ENTER AT YOUR OWN RISK!!' Everybody: --DARWEIN: He doesn't live here, but I remember him. He passed through Tasur on his way north. I think he was headed for Serivu, or maybe even farther. --POGAR: Pogar lives in the northeastern corner of town. --BENTAGOR: Bentagor's house is next to the tailor shop. --SHALAMA: You can find Shalama's house to the south of Pogar's. --DELPINA: She lives next door to Bentagor. --RENIDALIS: Her house is near the southeastern corner of Tasur. Guards (35, 3) (40, 3) --Welcome to Tasur, noble sirs. Women (60,64) (60,23) (53,33) --Renidalis is the wisest person on Tasuria. Certainly wiser than any man. --The ghosts in Nekros come out at midnight. Men (23,35) (32,10) (11,24) (48,52) (25,63) (31,63) --It's a constant struggle to keep the blight at bay. --Tasur was once the co-capital of the ancient kingdom of Tasuria. --Pogar and Bentagor are a couple of religious fanatics. Kids (67,50) (69,50) ( 9,54) (10,55) --The blight looks like ogre snot! --The park used to be a fun place to play before the blight. ?? --I hardly have time to work with the blight running rampant in town. --Sometimes, a pint of ale is all that keeps one sane in these trying times. --I hope you brave warriors can help us quell the blight! --We lost a holy relic when East Tasur was taken over. * INSIDE LOCATIONS * Gemcutter (48-9, 21) Carpentry school (28-30, 32) $175 Tailor (7-8, 48) Wizards' Lodge (12-3, 31) Guard Tower (43-4, 6) (27-8, 11) (68-9, 71) (21-2, 71) Empty building (68-9, 40) Guesthouse 10/day (10-1, 10) Tarrabar (55-6, 18) gem store --If you're looking to buy or sell fine gems, you've come to the right place, %h. --As the stars sparkle in the night sky, so my gems illuminate the dark recesses of the Solian Lands. --It would insult a fine gem to be sold below its true price. And my gems are fine enough for %qRinora%q itself! --RINORA: You'll need fine gems if you ever climb the Tower of Rinora. You can read all about it in the %qEisheim%q Library. --EISHEIM: Eisheim is south of here, almost to the Frigid Sea. It's not on all the maps. Lutik (8-9, 18) Temple of Entas --ENTAS: The goddess is resting beneath the Snowcrown Mountains in the Crowndeep %qCaverns%q. --CAVERNS: It is of UTMOST importance that you speak with her. Her divine advice will aid you in your quest. --??: When you visit the Crowndeep Caverns, it is of UTMOST importance that you visit Entas in her chamber. Bentagar (22-3, 47) --Oh woe am I! Once a simple farmer, my crops are all failing due to the horrible %qblight%q. --BLIGHT: The dark horror strangles the crops and seems to suck the very nourishment from the land which %qEntas%q once cherished. --ENTAS: She is the Goddess of the Plains Below, a goddess of fertility and growth. But since the onset of the blight, her influence has waned mightily, and today we no longer bask in the glory of her power. Gate Room (66-7, 42) --I strongly advise against going into East Tasur. It is heavily blighted and infested with blight beasts. Renidalis (48-9, 71) --I will advise you to the best of my ability, %h. But the %qblight%q has made my responsibilities to the people of Tasur very time-consuming. --BLIGHT: The blight has a strong smell of evil magic, %h. It's very disorienting: the blight is heaviest southwest of here, especially around Rinora, but it feels as if its source is in the east. --TELEPORTALS: Use a wingbone, spine and legbone to travel to Rastanna. A spine, a skull and a legbone bring you to western Tasuria. Temple of Tas (23-4, 21) Delpina (31-2, 50) --Sometimes a great %qscholar%q learns more through research than a great adventurer does through exploring aimlessly. --SCHOLAR: Lasilyn is a wise and beautifiul sage. She has shared the following information with me. Many were the spelunkers who attempted to unlock the secret to the mines of %qSora%q, but to no avail. --SORA: The ancient caverns on the island of Minalt have been closed for ages uncounted, but I Lasilyn has discovered the magic %qphrase%q which will open the gates. --PHRASE: When you reach the gates, utter 'Kavitar' and the very rock itself should slide back to reveal the entrance to the mines. --In Eisheim, we devote much time to the %qgods%q in which we believe. Pogar (67-8, 8) --Quake and tremble when you see the %qsymbol%q of Tas, God of the Mountains High! --SYMBOL: The lightning bolt shows his domain over thunder and lightning, and as they rule the thunderous night sky, so Tas rules the outward expansions of the various lower %qraces%q. --GRACES: Tas was the instigator of the northern migrations of the elves, dwarves and halflings. His efforts, however, went unrewarded, as he is now left with few to %qworship%q him. --WORSHIP: As people migrated out of Solia, they forgot their benefactor. It is still known to the devout, however, that one day he will rise from his grave in %qWesgar%q tower to reward the faithful. --WESGAR: An ancient tower built on the islands west of Tasuria, known as the Outsiders, it was originally a watchpost to guard Tasuria from attack from the West. When no attacks came, it fell into disrepair and is now the haunt of ogres. Prasdak (66-7, 31) --All the supplies you'll ever need are right here at your fingertips. --SUPPLIES: You'll have to select them yourself, %y. My hands are so numb from the blight that I don't trust myself to pick anything up. Dragar (52-3, 52) --A mighty adventurer such as yourself may sometimes require a sharp sword. Or an axe, if you're a dwarf. Forgive me, my %qeyesight%q isn't what it used to be. --WEAPONS: Just take a look around. You'll see better than I can all the fine weapons I have in stock. --PRICES: Quality has its price, it's true, but you'll never regret making a purchase from me. --EYESIGHT: It's the cursed blight! It's taken half the town, and crippled the rest! I wake up and have to scrape the scum off my eyelids, then my eyes sting and water all day! Jarron (47-8, 33) --A warrior without armor is doomed. --ARMOR: Before the blight came, I'd put on my armor and show my customers how light and flexible it was. Now I can barely lift it. But try it for yourself. I'll watch. --WEATHER: When it's clear, we pray for rain to wash away the blight. When it rains, we curse the blight that fills our gutters. There's no good weather any more. Handam (49-50, 60) instrument store --Did you say 'advice'? I'm sorry, I can't hear that well any more. But my advice would be to buy good instruments, stay away from the blight, and practice, practice, practice! --MUSIC: If you need music lessons, I can't help you. --PITCH: I used to guarantee that all my instruments were right on pitch, %h. I can't do that any more. Since the blight has come, I've had such a ringing in my ears... I've reduced my prices accordingly. Garweg (10-1, 66) --Buy plenty of food, %y, but be careful. I've thrown out everything that looks or feels blighted, but I can't smell anything any more. --FOOD: Most of my inventory is completely blight-free, and is usually quite safe to eat. Trust your nose, %h, if it can still smell anything. Shalama (66-7, 19) --I had a friend in blighted East Tasur whose name was %qLucia%q. --LUCIA: She was a priestess %qVorhamme%q, God of the Forge, and was married to the %qchandler%q of Tasur. --VORHAMME: It is said that many powerful weapons were forged by the might god, including the legendary Brennix. --CHANDLER: In the last surviving days of East Tasur, he buried a scroll in front of his %qhouse%q, telling of the location of his secret cache of candle %qwicks%q. --HOUSE: He and Lucia had a beautiful supply of rubies. They are probably still in a chest in his house. --WICKS: These are the only wicks you can use to build the Magic Candle which will defeat the blight. They are very special wicks. Ask me about them some day when you have an idea of how they might be put to good use. ********************* * TAVERN (28-9, 62) * ********************* Shalama, Pogar, Delpina and Bentagor all have houses, and you can visit them there, too. Dolan --ADVICE: You can't stop the %qblight%q, %h. Sail back north. Better yet, to Deruvia. The blight might never reach that part of the world. --SHIP: The 'Wayfarer'? She's still seaworthy. Or she was last week, at least. I'll have to check, I suppose. It's a captain's duty, even when there's no hope. --BLIGHT: The cursed blight is rotting the 'Wayfarer's' hull as fast as she can be patched. And why bother to patch her? There's no more cargo to carry, and no markets to carry it to. **************** * TOWN: KETROP * **************** SIGNS (51,37) Welcome to Ketrop Halflinghome. (58,37) Ketrop Guesthouse - Welcome. (66,26) Grocery Store - Traverlers' rations. [sic] (93,28) The Great Milo - Locksmith Extraordinaire. (67, 9) Tailor Workshop - Help Wanted. (45,25) Ketrop Hall. (20, 8) The craft of Tailoring is taught here by the Master Craftsman, Tumin. [175/lesson] (11,35) Balu - Master Trader. [180/lesson] (70,35) This well is in memory of a great Halfling teacher and scholar, Tonton. Cow (52, 3) (52, 6) (47, 5) (43, 3) (40, 4) --MOO! Halflings (44,30) (21,34) ( 7,26) (18,16) (36,11) (55,23) (59,10) (65,30) (85,11) (86,33): --What news of the King's doings in Gurtex? --Jimbo is growing another strange crop. --Faranim says his spell books are the best! --We think Tuff is the best Halfling warrior ever lived! --There is so much excitement nowadays, with the election coming up soon. --??: There are plenty of good employment opportunities in Ketrop. --??:Legend tells us of an Island Kingdom far to the South where they worship strange gods. --JIMBO: You can find his house in the Western part of town next to the strange plants. --FARANIM: He lives in the Northeast section of Ketrop. --TUFF: We think Tuff is the best Halfling warrior ever lived! --MIKO: He lives in the northwest section of Ketrop. ******************** * INSIDE LOCATIONS * ******************** Grocery store ?? --I hear the food in the Solian lands is not fit for consumption by civilized folks! Be sure to buy plenty of my delicious travel rations before you set sail. JIMBO (15, 25) HOUSE --I wish I could come with you, but I can not. However, you must be sure to have a %qHalfling%q in your party when you explore the Solian Lands. --HALFLING: We halflings would serve you so much better when it comes to picking locks and haggling with traders. We are usually excellent cooks too! [Jimbo was available in the first two installments but not now.] TUFF (21, 27) HOUSE [You can invite Tuff.] MIKO (09, 13) HOUSE [see Ketrop Hall for dialog] FARANIM (91, 19) HOUSE --Don't you dare leave the island without a few books of %qDemaro%q in your possession. --DEMARO: Well, aren't you the lucky one now? I happen to specialize in Demaro. I can sell you as many of them as you need. [Faranim's not as important here as in MC2.] *************** * KETROP HALL * *************** MIKO: --If you believe that it is time for %qchange%q, I would appreciate your support for me to be elected as the next mayor of Ketrop. --CHANGE: I promise that if I am elected, anyone who wishes to study music at the academy of Telermain will be able to do so. Learn now, you can pay later. That's what I say! PUNNIK: --I am running for the %qMayor%q of Ketrop. Your support is much appreciated. If I am elected, I plan to %qchange%q nothing! --MAYOR: I really like the sound of it! 'Mayor Punnik'. Sounds good, eh? --CHANGE: Yes, read my lips: 'No change' if I am elected. [random halfling at Ketrop Hall:] --The election of our next mayor is a very serious business. Not much else is on people's minds these days. --The polls seems to favor Punnik in the upcoming election. --Miko seems to stand for change. Punnik wants continuity. We must choose. --MIKO: He is either at home, or he is campaigning right here. --PUNNIK: He is usually here, giving speeches. 7. UNFRIENDLY LOCATION DETAIL There are two sorts of unfriendly location: ruins and dungeons. Ruins are like towns--don't need a word to get in--but they have damage and are frequently peppered with blight. But they do seem to have treasure too. Dungeons are a lot like MC2 or MC but with less treasure to dig for and occasional comments. There are also squares you can step on to cause changes to your party which are, yes, often bad. The unfriendly locations are listed alphabetically, with the ruins first. I include walkthroughs for the dungeons and some general tips for the opposing towns. Even in the towns, the flip flopping methods you need to learn apply well. But the big picture thing to do is to find the right path to avoid ambushes all together, which you can do most of the time. E Tasur Nekros Voliplan Wesgar Crowndeep Rinora Qaldiur Hiltmos Sora Tarrak Forest(start) Forest(island) 9-1-1. E. TASUR ******************* * RUINS: E. TASUR * ******************* You can only enter this town from ??. E. Tasur has two treasures. A scroll is at (9, 12) and the other, the wick, is behind a dungeon room and an ambush in the southernmost area. Scroll is at (??, ??) --This scroll documents the location of the last magic candle wick. Before I fled west, I buried the magic wick in a safe place. There is a walled courtyard in the southwestern quarter of East Tasur. Inside, in the northeastern corner, the wick is buried. ***************** * RUINS: NEKROS * ***************** Nekros is the town formerly known as Archos that you may have heard about on your travels. There are actually a few people to talk to here--well, sort of. They only come out at midnight for an hour, you need to cast 'soulspeak' to get anything out of them, and you won't be able to get a word in before they clam up again. Here you can find the treasure pretty easily--right next to the person that talks. But the hard part is getting into the library. It's best to enter from the south, but you can enter from the north and go straight down and through a narrow gap, then east to a building and around to the north. (??, ??) --I was Vella, the first of the Solian female wizards! My soul is bound here to my home, the place where I was slaughtered in the first civil war. I cannot rest until the lands are made whole again... / I can - I must - help you in your quest. But I must be sure that you are truly dedicated to restoring the unity of the Solian lands. Return to me when you are fully prepared to use the magic flint of the Solnicon. / Brave ones! Wise ones! Know that the magical flint you seek is buried beneath my ruined fireplace. Know also that my soul will rest when you have made and lit your magic candle! --Good Gorion can help you once again. Research 'subterranea' to reach the blighted tower. (??, ??) --The ghost turns to you and says: I was Gorion, the Chief Librarian of the Great Library of Archos. Of all its greatness, only I and a few scattered tomes remain. Yet I am happy to serve you. / --The ghost says: My name, I believe, was Harald. I can remember very little. I have been dead so very long. Perhaps Vella at the other end of town can help you. ******************* * RUINS: VOLIPLAN * ******************* You can enter from the north or east--the east being easier for your purposes. The treasure is in the southeast corner. Dig for it there. Then get out. Keep to the walls to avoid the big ambush line in the center. ******************** * DUNGEON: HILTMOS * ******************** ******************* * HILTMOS LEVEL 1 * ******************* WHAT TO DO First you need to go down all the way, then left to go up to Hiltmos 7. It's not that easy, of course; after you go right, hear what Alvirex has to say, and come back down, a new stairway will open to you. There's no way to get around the ambush via standard methods if you hope to see the room to the north, but you don't need to. In the middle of the right hallway, you need to visit the room to the left and then the one behind it. That gets you to the right path to the top. AMBUSHES (29-31, 9) ?? . You can avoid this ambush rather easily by setting up as follows with 1 as the leader. 123 654 123 ... -> ... -> (6 leads) -> ... 456 123 456 SIGNS: (38, 5): 'Beware ye puny mortals who enter the tower of Hiltmos.' PARTY TALK: (8,36-8) [if you've gone up to the 7th floor via the stairway to the left and hit Alvirex's energy drain, you'll get this message:] %a says: Maybe we should look for another staircase going up. ROOMS On the way; (23, 18) (33, 18-9) fermigon, 2 zombies, zorlims, domug. (14, 16-7) (10-1, 19) 4 scarabs, 2 scorpions. Bonebow. Out of the way: (15, 7) (24, 6-7) 2 darkwolves, 3 tigrets. 12 cure spells. (19, 25) (28, 25-6) (22-3, 28) 5 darkwolves. No treasure. ******************* * HILTMOS LEVEL 2 * ******************* WHAT TO DO Go east. Then go south at the skull into the first teleportal. This puts you in the northeast. Form the party with a column gone and go east, leaving a square between the party and the wall. Go north so your top row is at y=11. Then go northeast one and all the way north. This kicks you to the southwest. Go south and east and north into the door. Then go west and, at the corner, southwest. The portal you want is in the center of the west wall. It'll kick you to the southeast. Go north and then east to enter the final portal. It'll kick you right of the up stairs. Go left. PORTALS (22, 7) (36, 21) to (34, 4) level 1. (22, 34) to (27, 14) and the northeast corner. This is the 'right' portal to start things out. (36, 14) (34, 10) to (6, 20) kick you from the NE to the start. (35, 7) to (6, 33) sends you from the NE to the SW. (7, 8) (8, 17) to (6, 20) kicks you to the start from the northwest. (7, 12) to (26, 33) sends you from the NW to the SE. (35-6, 29) (35-6, 34) to (6, 20). These kick you to the start of the level just before you reach the stairs. (36, 26) to (34, 30) sends you to the right of the stairs. (36, 36) to (6, 20) kicks you to the start--the wrong teleportal outside the stair area. ??: --You stumble through a doorway and, after a startling plunge, realize that you have fallen to the base of Hiltmos. SIGNS etc.: (22, 22) The skull looks at you with eyeless sockets and recites a litany. 'Your path onward lies towards the nearest pole. Beware the false jump, lest your journey be lengthened.' PARTY TALK: (10, 22) My beard feels funny, we should watch out for teleportals and other traps. (10, 35) Back in my days at Wizard School, some of the elders whispered of rumors that Alvirex had learned how to make rooms with secret exits. ROOMS (29-30, 13) 2 zorlims, tigret, 3 darkwolves. 4 spines. (12-3, 34) 3 zombies, hiblis, 2 tigrets. 22 loka. You must enter this room, and you'll note there's an exit to the north that you can't see from outside. This kicks you north. (10, 14) (14, 11) 6 zombies, 8 freeze spells. ******************* * HILTMOS LEVEL 3 * ******************* There are two ways through this level. There's a teleportal in the north which may help you get out quickly, but you'll probably want to go north at the first crossroads. Tori is a good PC but would've been better if you'd gotten her earlier. At the north end of the hallway is a room. Win, exit west, go to the next room, and exit south. To the west, you have another room and stairs up. To the east, you have an ambush before the stairs up. It's possible to avoid the ambush although you have to make one party member stay for a bit. AMBUSHES (28, 24) 3 skeletons, zombie, jerrah. This is a tough one to avoid, and you'll probably want to. First you need to form as follows: 65 43 21 (1 at 28, 23) Have 4 or 3 stay. Let 1 lead. Reform: 21 3 65 Let 5 lead. Then 165 32 You may need to rearrange again so 1 can see the player you had stay. When he can, invite the player over. You made it past the ambush! ROOMS (28, 13) (32-3, 16) venom rot, 2 acid slimes, rust moss. 2 rubiers. (23, 13-4) (20-1, 16) 2 jerrahs, darkwolf, 2 skeletons. 24 arrows. (18, 17-8) (13-4, 21) 1 jerrah, 7 tekhir. 4 wishbones. (32-3, 8) teleportal PC'S (??, ??) Tori ******************* * HILTMOS LEVEL 4 * ******************* WHAT TO DO From the upper left, go down, right through the room, flip over the X=30 ambush, up, and left to the stairs. From the bottom left, go right all the way, up through the room, left through the next room, up and over the ambush(pivot at Y=24) and right through the next room to level 5. Not much treasure here--you'll have to wait a few levels. AMBUSHES (30, 15-17) 3 ghouls, 2 fermigons, 1 darkwolf. The ghouls make this pesky but fortunately again you can jump over this by placing your front line at X=29 and using standard flipping techniques. (20-22, 23) 3 hibliss, scorpion. You can jump over this ambush by positioning the top row at Y=24 and using standard flips. Otherwise you'll need to attack the hiblisses quickly. PARTY TALK (18, 32) All of these long corridors make me uneasy. I wonder what mischief Alvirex has planned for us. SIGNS (34, 20) 'I congratulate your valiant, yet futile efforts - love, Alvirex' ROOMS (12, 15) (19, 15-6) 2 jerrah, 2 spider, slime, rustmoss. No treasure. (29, 32) (32, 29) 2 zorlims, 2 tehir, 2 tigrets. 19 medicins. (30, 27-8) (23, 26) ogre, 2 spiders, 2 slimes, tekhir. No treasure. (23, 21) (30, 21-2) 3 fermigons, hibliss, tigret. 11 caravel. ******************* * HILTMOS LEVEL 5 * ******************* WHAT TO DO Again, there are two branches based on where you started. If you enter from the stairs at the bottom, go right into the room and up. Either have your party remember no spells at all(Recall/[escape] or a useless one, have them missing the bottom column and pivot at Y=22 over Y=21. Also pivot over the ambush at Y=15, starting your maneuver at Y=16. You can then take the stairs up. To get past the spell-zap, you can also go up the corridor with the middle column out in your formation. In the northwest area, it's pretty linear. Go east to the room, exit north, go west through the archway, west through the door and out, and save before climbing the stairs, as you'll have some tricky stepping up next on level 6 to get treasure without springing a trap. PARTY TALK: (32, 18) That darned Alvirex! He won't even give us a fighting chance. (31-3, 21) A loud ZAP echoes through the hall! The spellcasters in the party blink and shake their heads as if they have forgotten a spell! ?? --The party huddles around %a in terror! AMBUSHES (31-3, 15) ROOMS (15, 15) (20, 12) 3 ghouls, 3 zombies, 1 hibliss. 25 coins. (13, 8-9) (8, 9) 4 fermigons, ghoul, darkwolf. No treasure. (12, 27) (20, 26-7) ghoul, 3 hibliss, 2 darkwolves. 5 legbones. (27, 32) (31, 29) 2 zombies, 2 skeletons, 2 tigrets, jerrah. 18 nifts. ******************* * HILTMOS LEVEL 6 * ******************* WHAT TO DO In the upper left, you'll want to position your party immediately to avoid the two trap squares--each two east of the stairs. You should have room in your formation. Flip over if necessary. Then use a pick on the treasure in the northeast. Ladaya is a nice bow. Then flip back over the tricky squares--maybe save before trying it. From the upper right, go south. IF you have a companion to rescue he's through the door to the west. Otherwise continue south through the arch. Go west through the room, west, north through the arch, north into the room, exit east, south, east through the arch, east and up to level 7. SIGNS: (14, 11): 'Although your companion is close, he is farther away than you think - Alvirex' [They're on the other side of the wall and you'll need to go down and back up.] (10, 10-1) --The voice of Alvirex cackles in delight! [A companion on either of these squares gets spirited to the other side. This makes things tough to get.) TREASURES (14, 9) diamond, ladaya(awesome bow,) 2 wishbones ROOMS (20,12) (25,13-14) 5 tekhir, 2 zorlim, 1 jerrah. 10 potions. (14,16-17) (10-11,19) $130. ?? (17,28) (25,28-29) 4 tigret, 1 darkwolf. 18 gonshis. (8,29) 5 punktomatos. Easter Egg. ******************* * HILTMOS LEVEL 7 * ******************* WHAT TO DO From level 1, go east until you trip Alvirex's little trap. Everyone will have to use sermins. Then go back west. IF you don't trip the trap, you won't have another stairway up. The second time through, go west to start. Then go north. Flip over the trap at (22-3, 19) and then flip over the ambush one square right of the purplish tile. SIGNS: (10, 6) If your quest be done, the elf maiden awaits... PARTY TALK: (15, 30): That certainly was easy! We're already on the seventh level! (24, 25): You long-legged races have it easy; we dwarves and halflings are practically keeling over from climbing all these stairs! (18, 30) (18, 31) Ha, ha ha, you think that you, poor little adventurer, can outwit Alvirex the Great? Here is but a taste of my power... (everyone's energy drops to zero) (23, 25) %a stumbles over a pressure plate [this reveals a passage to the north.] (22-3, 19) The door slams shut behind %h! / Laughter rings off the walls as your party's mirget is sucked out of their pouches. [The party huddles around %a in terror!] ROOMS (18, 19-20) 3 jerrah, 2 darkwolves, ghoul. 8 timestop. (25, 20) Jerrah, 5 fermigons. 1 sapphire. (25-6, 15) Jerrah, 4 skeletons. Methreal. But a bit late! (14-5, 13) Alvirex. Have someone use the mirror, and he will tell you about the Solnicon. As Alvirex stares into the Mirror of Honesty, he begins to tremble, then, as if it were against his will, to speak. 'The blight is my doing,' the evil wizard admits. 'I had thought to be its master, and to use it for my own ends. 'But it has grown beyond my dreams, and is now out of my control. Still, the blight makes the world more interesting. 'I would not end the blight even if I could. The only thing that could possibly destroy the blight would be the spell that kept the ancient Solian Empire in harmony... '...but that spell was contained in the Solnicon, a book that no longer exists!' ******************** * DUNGEON: QALDIUR * ******************** Qaldiur is an interesting dungeon to start off with. You can go upstairs to get a weapon treasure or downstairs to find a God. Either way you can build the party up nicely to start things off. It doesn't have too many gimmicks either to confuse you. ********************* * BASEMENT(QALDIUR) * ********************* WHAT TO DO There's not much to do in the basement of Qaldiur though it is rather sizeable. You'll notice there are a couple of ambushes and a couple of rooms. You'll have to go through one room, and you'll need to cast WALKWATER to avoid the ambushes, which are not too taxing. Start south and you get through two rooms but have fewer walkwater spells to cast. Start to the west and you have a bit longer trek but one less combat. You can even try the strategy of flipping over the ambush line. In each case head all the way to the wall and then to the southeast corner. The resting place of Kaznur is in the southeast. Whisper Helnibor anywhere in there. I'm not sure what that space in the center is foor. The sign doesn't seem to have anything to say according to the disk format(D.MCV,) and there are no portals I can account for on the level. SIGNS: (34, 5) 'Welcome to the basement, no happy returns.' ROOMS (8,8) (7-8, 16) 4 fermigons, jerrah, slime. 195 coins. A jump spell is very nice here especially if the Jerrah is in the corner. Pound it. Watch out for the slime--it can be tricky to see, since not much of it is above ground. Mirgets/luffins make this battle quick but you can also hack at the fermigons to bring up your weapon skills. (34, 14) (34-5, 21) 4 fermigons, slime, jerrah. 195 gold. The jerrah is your big worry here, so use a jump spell to take it out. Nifts aren't a bad idea to start out, as this actually isn't a trivial combat. (40, 22) (48, 21-2) ghoul, 3 tekhir, fermigon, goblin. 6 wingbones. The fermigon is the top priority here as nothing else can damage you if you've built up your armor early. The tekhirs are particularly useless for all their shooting if you have methreal. The ghoul is annoying, but you should have a restsoul spell in reserve. If the ghoul resurrects, just kill it and cast the spell--it has 1 hit point as it comes back to life. Go east a bit once out of this room, even onto the water--use an extra walkwater spell east to avoid the ambush right to the south as you exit this room. (57-8, 64) Kaznur's resting place. The strength is cool, tracking isn't bad, and bravery seems to be silly but now Evixa won't flee at the first hint of danger. AMBUSHES (13, 50-53) 3 tekhir, orc, zorlim. A few walkwater spells will help you avoid this completely, but you can also flip over it. Make sure that your right column is at X=12. Then have someone from that column be leader and put them in the upper left of the formation with the center vacated. (49-53, 25) 3 fermigons, 2 zorlims. Keep north when you come out of the second room on the eastern path to avoid this. ******************* * QALDIUR LEVEL 1 * ******************* WHAT TO DO You start in the southwest and can just go norh and then east. The first archway leads directly north to the stairs, or you can go east to the second one and poke around downstairs. You may just want to clear this area out so you can get a feel for what is going on. There's nothing terribly special in here but note the door in the northeast leads to the basement. There are a few dungeon rooms you can try out to make sure you're not totally weak, but you can actually pass by one of them by going under the arches. SIGNS (8, 36) 'Tower of Qaldiur' (33, 5) 'Beware ye who would enter the Basement of Qaldiur.' ROOMS: (20-3, 13) #1. tekhir, barg and 3 slimes. They defend 5 legbones. The messiest of the rooms as bargs and slimes get ugly if they hit you, and slimes are hard to pick out. Put one fighter under each slime and another under a barg. (13, 19-20) (8-9, 23) #2. 5 orcs defend 14 gonshis. You can probably just greet them and get some treasure. (19, 34) (28, 34-5) #3. 3 goblins, tekhir, zorlim. 12 walkwater spells. The zorlim tends to hide in the corner, so you may want to cast a 'jump' to take him out in the first round. No one else is dangerous. ******************* * QALDIUR LEVEL 2 * ******************* WHAT TO DO This level has a lot of dead ends but the right way is pretty transparent. Go west through an arch, south through another and east to an ambush. Beat up the orcs and go north through the arch. The next room takes you to a portal. Go north into the stairs. SIGNS: (32, 6) 'The road back.' PORTALS: (15, 20) to (32, 7) kicks you to the 3rd level stairs (32, 5) to (26, 4) This is a bit of a maze from the top stairway without much to show, it would seem. But the ambush in tight quarters in the corridor guards the portal to the sealed northeast corner. There's a portal there that will kick you back to the main area. No dungeon rooms to speak of. (17, 24-25) (14, 24-25) 4 orcs. No way out of this ambush. There's not enough space to flip around, and it's not worth dispersing to get past it. All these squares guard a teleportal you'll need to get to the next level. The ambush is not too bad as mostly orcs will attack you, but you need to remember to give your characters ways to avoid blows. Spread out ASAP. Use only nifts. PARTY TALK This will probably be your first party talk: (34, 8) 'I had been wondering what happened to all of the monsters we drove out of Gurtex.' ******************* * QALDIUR LEVEL 3 * ******************* WHAT TO DO The first couple of levels haven't been really nasty, but from here on out you will be railroaded into some nasty combats. The rooms are passable, but the ambush before you get to the stairs down is a doozy. I recommend going south into the room. Exit south to another room. Win that fight. South and west--but use mushrooms first to polish off the fermigons. Then go northeasterly. Jump over the ambush(see detail below) or go through it. Then go north and down the stairs. PARTY TALK: (16, 35): 'We had better watch out for those disgusting fermigons, they just love these old towers.' ROOMS (23, 5) (31, 6-7) #1. 3 Orcs + 2 Tekhirs guard 19 mirgets. You can probably walk right in and take over. It's worth it. There's nothing important behind this room. (30, 13) (33, 11) (33-4, 17) #2. 2 goblins, 3 domugs. 17 picks. This is a nice treasure for a fight where the monsters will probably bribe you to avoid it. Do so. You'll get less fatigued with these combats later and maybe even save mushrooms. (33, 24) (33-4, 30) #3. Zorlim, 3 tekhir, goblin, slime. You have to go through with this, so jump someone to the zorlim. Eat gonshis before. (7, 32) (12, 34-5) #4. 3 fermigons, orc, slime. AMBUSHES (16-7, 19) 2 skeletons, 2 jerrahs, 2 goblins. This will be your first encounter with undeads. Unless you skip over it. Both are concepts you'll need to get used to. You'll need to have restsoul memorized before going through with this combat. It's OK to keep hacking the dead guys every turn as the jerrahs are most important first. Use nifts and it doesn't hurt to have your shield up. You can walk around this one if you are creative. With the formation 321 654 put 1 at (17, 20) and dismiss #4. Flip 65 above 321 and then 321 above 65. Then reform with the bottom row empty and invite 4 back into the party. ******************* * QALDIUR LEVEL 4 * ******************* WHAT TO DO The chain of ambushes is avoidable here if you just go north, west, and southeast. The rooms don't lead to anything special. North, west, south all the way, east, north and when you see the stairs, west. AMBUSH (16, 16) (17, 17) (18, 18) (19, 19) (20, 20) (21, 21) (22, 22) 6 fermigons. It's really a good idea to avoid this by circling counterclockwise. PARTY TALK: (17, 23): 'I hope we're near the top, my knees are sore from all of this climbing!' ROOMS None is necessary and the treasure won't knock your socks off. (11-2, 4) zorlim, jerrah, 5 tekhir. No treasure. Don't bother. (18-9, 4) 6 tekhir. 7 skulls. You should have methreal, so these guys won't damage you. A good room to look at. Buying transport stuff is always a pain. (23, 5) 3 jerrah, slime, fermigon. 10 luffins. (5, 15-6) 5 skeletons. Ruby. Good practice fighting undead, nice treasure. (5, 29-30) 3 zorlim, domug, tekhir. $100. (9, 35) (12, 32)2 tekhir, zorlim, jerrah. 9 caravel. Hmph. (23, 17) (31, 18) (31, 19) tekhir, 2 domug, barg. No loot, but it leads to the right side...where there's nothing at all. (23, 29) 3 zombies, 2 fermigon, 1 zorlim. Mindstone. Eegh. ******************* * QALDIUR LEVEL 5 * ******************* WHAT TO DO Good job! You're almost finished with the first dungeon. Go west through the arch, south all the way, and east. If you need a methreal, go east at the crossroads and detour into the room, but otherwise you'll want to go south next. Then sneak east through the gap. You may have to shift your leader for this. Then keep going east. Bring it all for the next combat. A nice magic weapon is your reward. Then you can go north to the teleportal area and leave or go back downstairs. Remember that if you have a boat docked and use the teleportal, the boat will stay there. This isn't fatal as you can still use teleportals, but it can be a nuisance if you don't know the combinations. AMBUSHES (13, 33-4) jerrah, 2 zorlims, 4 tekhirs. This is not a necessary ambush. But if you get into it, have some jump spells handy and shields cast beforehand. The jerrah is obviously a priority. PARTY TALK: (13, 23): 'Hmm, I guess we'll just have to take the long way around.' This is a wandering final level. There's an ambush again in the corridor after you go west through the arch, tend south, and loop through the southwest. Past the room as you hit the east, you'll see a hireling who's willing to join your party, Sesmi. He's not particularly useful, though. ROOMS (19-21, 15) 5 fermigons. Methreal. Great treasure here. It's the reason you can escape with 5 methreals instead of 6 at the start. Bring all mushrooms including nifts for this one. (33, 9) (33-4, 15) zorlim, skeleton, 3 fermigons. Bonecleaver. This is the treasure you'll be looking for. (33-4, 4) teleportal room. NPCs: Sesmi (35, 6) --Greetings! I, Sesmi, burglar extraordinaire, offer my gratitude for my release from this foul place. --I would like to make my %qskills%q available to your party, that is, if you will have me. --SKILLS: I've got more than a bit of experience in coaxing chests open. ***************** * DUNGEON: SORA * ***************** **************** * SORA LEVEL 1 * **************** WHAT TO DO The first time through, before you get to the lower right, the three stairs make what to do first confusing. The rooms aren't worth bothering with. The bottom stairs lead to the lower right area. It has a useful combat/treasure room. The middle stairs lead to the lower main area. You need to go there to open a secret passage in the top. The top stairs lead to the top main area of level 2. Which is easy to walk through once the passage is open and impossible beforehand. You'll take a portal back up to the southeast from level 3. It's fairly easy to figure what to do here. Cast Soulspeak on the ghost to get him to talk. If you don't have one, you don't really need to--just crib the info below. If you want to play proper, be sure to drop off in the room to the right and beat up the monsters. Vorhamme's room is on the right. An ambush is before it and if you try to sneak by, you'll get caught as you come out anyway. It's not too hard and it's clearly worth it. PORTALS (23, 25) to (17, 23) kicks you from the area you need to get to and back to the exit. SIGNS: (12, 6) 'Mines of Sora' PARTY TALK: (41, 7) I wonder how we get to the other side of this wall? AMBUSHES (43, 27) 2 blightasp, 2 blightorc. Not a tough ambush, but you have to face it after tackling Vorhamme. ROOMS (13, 35) 3 venom rots, 1 scorpion, 2 blightorcs. 26 mirgets. (36-7, 5) 3 scarab, blightworm, blightbear. No treasure. (59-60, 5) 2 fevermold, 3 blightcats. 10 energy. (66, 7) 3 blightworms, 2 blightcats, blightorc. 100 coins. Off to the side: (60-1, 26) 3 blightcat, 1 necromant, 1 scarab. Greatsword. (42-3, 26) god room(Vorhamme.) Whisper Komdrom. NPC'S (43, 30) Kinross --[cast Soulspeak]: The ghost wavers and shimmers, trying to coalesce into a more solid form. Finally, it begins to speak. --'It has been many years since I have seen the flesh of my own kind.'Pressing indeed must be the times for one such as you to have unlocked the secret of Sora. Before the capitol city of Archos on Tasuria was obliterated and was renamed Nekros, the library was a source of much information.' --If you stand in front of the Nekros library, knock and ask for Gorion, the librarian. He will admit you to that structure.' **************** * SORA LEVEL 2 * **************** WHAT TO DO There are three areas here, the main top, the lower main, and the lower right chamber. In the lower right chamber, you can go right, get the picks from the room, and climb back up. You need to complete the lower main part before taking on the main top. For this you need to split your party up. Go south from the stairs and east. Behind the sign is a red square. Leave a non-hireling on the red square. Have him stay a day. You'll be back soon. Then go south, east, and north. Stick another companion(non hireling) in the upper square and have him stay for a day. South, east, north, west. Drop another person in the dead end in the passage south. Then walk north, west, south, and east to the final square. You'll open up a passage in another part of level 2. Pick up everyone again although if they were in a special order you liked, you'll need to pick them up as you dropped them off, or shuffle them around. Go back up. In the upper main part, there is treasure although you can just go northeast and sneak into the top of the east wall, then south, east along the wall, south when you can, west, north, and west to the stairs to level 3. The treasure is pretty worthwhile--the four way room has some nice spells, and you'll find a chest in two triangular areas in the upper right. You'll need to organize your party to avoid an ambush--or suffer through it. It's not too tough, but enemies can wind up in annoyingly isolated places. You can let three friends stay as you sneak across, get the treasure, and get back. The treasure's worth wasting a pick for. SIGNS (12, 4) Mines of Sora. (27, 57) 'Four corners here you see, the corridors number four, complete the cycle if you can to slide the hidden door. (think red)' AMBUSHES (53, 7) blightmold, 2 scorpions, 2 scarabs, 2 rustmoss. This is in the upper right area. Go northwest a bit as you enter it. The most expedient way to do things is to trade a pick to your leader and have the three companions stay. Reform so your party goes along the top wall. Then go south once you're past it. The chest is in a corner. PARTY TALK (32, 57) (29, 57) (29, 54) (32, 54) %a stumbles, looks down and sees a depressed pressure plate! / %a says,'Let's see if we can find some more plates like this.' [If all four are covered:] A loud groan and a fresh draft emanate from the north. You'll need to split up your party to step on the pressure plates, but fortunately there's nothing like an ambush or anything. For the fourth plate you don't need to assign someone to stay. Just be careful about rejoining if you like your party in a certain order. TREASURE Both treasures are a bit awkward to get to but nice when you're there. (59, 6) 3 sapphires (54, 13) 3 spines, 3 skulls, 3 wishbones, 3 wingbones, 3 legbones. An awkward ambush guards it. ROOMS No rooms are necessary. (22, 29) (19, 32) (22-3, 37) (28, 32-3) 3 scorpions, 2 blightorcs, 2 rustmolds. 8 timestops. (54-5, 60) blightasp, blightboar, 3 scarabs. 15 picks. If you need to get more picks, this isn't a bad place to do it. In the area below the lowest stairs on level 1. (17, 57-8) 2 rustmoss, 3 blightworms. 200 coins. Lower main area. Not worth it. (42-3, 26) 2 blightapes, 2 blightwolves, necromant, scarab. No treasure. **************** * SORA LEVEL 3 * **************** WHAT TO DO North, east, south and west through the door. Exit west. West through the archway and west. Exit south. All the way south, east, north through the arch, east, south, east through the arch. South through the door. Exit east. South until you can go east. Do so. North, east through the archway, and north beginning on the spiral. Near the end you'll find an ambush. You can hop over it to an area with a portal in the upper left. Be sure to visit the room before the portal as there's a nice mgaic weapon in the room. The portal kicks you to the hidden area of level 1. AMBUSHES (55-7, 17) (55, 18) 2 blightcats, 2 blightbears, 3 spiders. The monsters are hard to see here, so you may want to avoid this. With players 1-2 at (56-7, 18) you'll want to rearrange as follows, with 1 leading: 563 .12 ... => (5 leads) 563 .12 ... PORTALS (49 ,13) to (50, 26) level 1. This is where you get to visit the god. PARTY TALK: (51, 25) All this going around in circles is making me dizzy! If we don't pay attention, we'll wander into a teleportal without even knowing it! ROOMS The first three are necessary. The rest are optional, though one is very rewarding. (32, 16) (40, 15-16) 2 blightmold, 2 acidslime, 1 blightworm, 1 blightbear. 5 potions. (17, 13) (21, 16-7) (17, 19) 3 spiders, 2 scarabs, blightworm. 3 pearls. (37, 37) (40, 38-9) 3 blightmold, 2 blightorcs, spider. 8 betray spells. (51, 19) 1 blightorc, 4 fevermold, 4 blightcat. 4. Get this before you go teleporting! (66-7, 38) 2 blightcat, blightape, rustmoss, scarab. 3 diamonds. If you are in a cash panic, stop off here. It's west after the first three rooms, down a twisty corridor. (49, 34) 6 blightorcs, necromant. No treasure. (62, 62) (59, 65) 2 rustmoss, 2 blightmold, 2 blightorc. 100 coins. ****************** * TARRAK LEVEL 1 * ****************** [Bartek] WHAT TO DO: You start out at the top of the map(this map is a cross) and really only need to find the teleportal to the center of the level. Go west and south. At the four way intersection you can go south(west corridor) to a spiral that leads to some nice treasure, or you can go east to a pair of archways. There are a lot of rooms in the south of this level, but no mind shattering treasure, so just go to the south archway and circle counterclockwise to hit a teleportal. The room in the center has four stairs down. Don't worry--it's not too bad to get back up. Go west the first time. The next time in the stair area, go east. SIGNS (55, 6) 'Tarrak Mines - Enter at your own risk!' (50, 52) 'Which path to greater glory?' (50, 43) 'DANGER! ROCKSLIDES AHEAD!' ?? The party huddles around %a in terror! TELEPORTALS (49, 63) to (51, 54) leads to the room with four stairs. NPC'S Dwarf (48, 10) (57, 23) (55, 73) (44, 97) (46, 70) (64, 43) --Wondrous treasure awaits those who brave the horrors of the lower levels. --An ancient dwarven king supposedly rests beneath the mines. --Mine the mine the mine you mine. --Ask Bartek where to DIG for hidden treasure. The stairs work as follows: North -> Northwest L2 West -> Southwest L2 South -> Southeast L2 East -> Northeast L2 You'll want to visit the southwest and then the northeast. There are a few ways to get kicked back to level 1, and retracing your steps isn't too bad either. TREASURE (29, 53) 2 jade, 2 ruby, 1 greataxe, 1 steel helm. This treasure is in the left spiral. You may wish to assign your companions to stay and have your leader take the shovel himself. It's much easier to navigate the spiral that way, and there are no ambushes. ROOMS: (38, 22-3) Monsters: 2 Venom Rot, blightworm blightorc, scorpion Treasure: 200 gold (45, 34) Monsters: 3 blightboar, blightape Treasure: 8 picks (59, 34) Monsters: 3 blightwolf + blightbear Treasure: 12 sermins (65, 59) (68, 61-2) Monsters: 5 blightbears Treasure: ashbow (67, 75) Monsters: 3 blightcats, blightwolf, blightorc. Treasure: 22 arrows (67, 95) Monsters: 2 rustmoss, 2 blightcat, 1 blightape Fountain: 12 fireball (52-3, 82) Monsters: 2 blightorc, 2 venom rot, 1 scorpion Fountain: 12 shield (47, 104) Monsters: scarab, 3 scorpions, blightorc Treasure: longsword (99, 42) Monsters: 4 fevermold, scorpion Treasure: None (52-3, 94) Monsters: 3 scorpions, boar, blightorc Treasure: 23 lokas (38, 94-5) Monsters: blightorc, 3 blightmold Treasure: none (58, 104) Monsters: 1 rustmoss, 3 blightmold Treasure: 24 mirgets (52-3, 82) Monsters: 2 blightorc, 2 venom rot, 1 scorpion Fountain: 12 shields (38, 75-6) Monsters: 3 blightorc + scarab Treasure: 15 mirgets ****************** * TARRAK LEVEL 2 * ****************** WHAT TO DO In the southwest, follow the spiral to get to level 3. In the northeast, dig in the fourth enclosure beyond Bartek, who gives you advice. Go into the third portal for some treasure--it will kick you to the southeast, and then you can reenter the northeast area after you leave the southeast, going back up the stairs. Touch one of the first two portals when you want to progress--this avoids an annoying ambush, then a room--with stairs in the northeast, down to level 4(right side.) You can also practice 'flipping' when your top row is at x=29. The northwest and southeast have some interesting treasure and fights, but they can bog your journey down a bit. Even the treasure in the southeast area is via a teleport in the northeast. TELEPORTALS (44, 36) (49, 36) (64, 36) to (55, 25)--treasureless niches jump you over ambush (54, 36) to (53, 53) -- into enclosure with chest (57, 53) to (55, 47) -- and out. (57 6) to (50, 7) level 1--i.e. the mines' exit Dwarf (47, 48) (54, 9) (25, 32) --The legend of King Daglar tells that when he was buried, he took his treasure with him. --I believe that Sardal the Loon is entertaining himself on one of the lower levels. --Hours of backbreaking labor are good for the complexion. --Ask Bartek where to DIG for buried treasure. --SARDAL: The mad dwarf is shunned by us of more sober mien. --DAGLAR: King Daglar Bazardslayer was the mightiest of the ancient Dwarf Lords. Bartek (44, 31) --There are many dwarven %qTreasures%q hidden in Tarrak. --TREASURES: The third alcove leads to a fine trove. --DIG: Dig in the fourth alcove for the Platinum %qKey%q. --KEY: Without the key, you cannot enter the chamber of the ancient King, Daglar Bazardslayer. AMBUSH (56-58, 28) 6 blight-orcs, 1 necromant. Straightforward flipping can avoid this, but if you goof it up, the necromant is worth jumping at and using a luffin/mirget on. You'll also need a restsoul. TREASURE (59, 36) platinum key (57, 55) SIGNS (56, 6) 'Teleportal to the exit.' ROOMS Lots of rooms here, only a few worth visiting. Remember, below, that necromants are undead so have restsouls ready. (65, 57) Monsters: 2 rustmoss, 2 blightcat, 2 spiders Treasure: none (67, 68) Monsters: venom rot slime 2 fevermold Treasure: 21 gonshi (17, 32-3) (11, 28) Monsters: 2 rustmoss 2 blightasp (hard t osee) 1 slime Treasure: steel plate (34-5, 27) (35, 23) Monsters: 3 scarab necromant 2 blightcats Fountain: 14 teleport (35-6, 5) Monsters: 3 blightorcs, 2 blightmolds, 1 rustmold Treasure: mindstone (35-6, 19) (35, 14) [this room has a one way exit north.] Monsters: 2 apes, 2 cat, blightwolf Treasure: none (56-7, 22) (57, 17) Monsters: 3 blightwork 2 blightwolf 1 blightboar Fountain: 16 jump spells (13-4, 23) Monsters: blightape, 2 necromants, 2 scarabs Treasure: 30 arrows (42-3, 5) [stop off here before descending--easy pay for the work] Monsters: scarab, blightworm, 2 spiders, 2 scorpions Treasure: 3 blue pearls (29-30, 5) Monsters: 2 blightcat 1 blightbear 2 spiders 1 venom rot Treasure: 200 gold (29-30, 19) (29, 14) Monsters: 2 blightworm, 4 blightmold Fountain: 14 restsoul (29-30, 27) (29, 23) Monsters: acidslime, venom rot, blightmold, scorpion Treasure: none (10-1, 12) (17, 8-9) Monsters: blightasp spider scarab 2 scorpions Treasure: 10?? acidball (59, 63) Monsters: 2 blightbear, blightboar, blightcat, blightape Treasure: 2 topazes ****************** * TARRAK LEVEL 3 * ****************** WHAT TO DO This is a pretty nasty maze, especially with the ambushes. But at least there are no rooms. I'll list the way to go at each intersection, from the stairs in the top right. south west (here there's an ambush--use the jump spell and maybe courage A LOT. Also keep your #1 in the rear/east so he can turn around and smack the monsters quickly.) west south (stop in east for a bit of treasure if you want) south west west(lower left corner) north east east east south west south east east north north west west south east north and watch for the ambush. TREASURE (62, 65) 1 map flask, 2 sapphires, 2 emeralds AMBUSHES (60, 62) 3 necromant 1 ghost. It's necessary to hack your way through this one, and you'll need to cast a lot of magic to get through with it. (20-27, 48) 6 blightcat 3 blightorc. Use lots of jumps for this one. It's a roadblock unless you flip your party over it, which isn't too hard, but if you insist on Doing It Right, save just before and if you can detect the ambush, or restart until you do, these guys are easy. If you wish to be totally honest(gag), use shields and nifts as well as gonshi/luffin/mirget before the combat. ****************** * TARRAK LEVEL 4 * ****************** WHAT TO DO From the right, be sure you have the platinum key or go back up to level 2 andget it(4th alcove from the left.) Once you do, you have a room fight, an ambush before the end which you can jump over, with your right column at x=21, and finally a nasty fight after which you get Khamalkhad, a very powerful axe that doesn't get wear and tear. Then dig one square south of the sign to get the magic mirror, which is needed for Hiltmos. If you want to avoid the ambush, one finesse you want before going into the room with Khamalkhad is to form with the left column vacant, so that when you come out of the room, you won't really be surprised. From the left, you get to chat with Sardal the Loon, get kicked around a few teleportals, and meet up with Olkannis before hightailing it back to level 1. You should have your party's top row at y=11 before flipping them over the ambush and the bottom at y=9 while flipping back, after you see Olkannis. SIGNS (34, 35) 'Onward brave adventurer' (35, 12) 'The Goddess awaits...' (7, 15) 'To the exit' (53, 19) 'Within lies the final resting place of the Great Dwarven King, Daglar Bazardslayer.' (54-55, 18) --[got platinum key]: The platinum key turns and the door opens! --[no platinum key]: This gate is securely locked. Probably needs a platinum key. PORTALS (7, 16) to (50 ,6) level 1. This takes you back to the top. (34, 34) to (21, 9). [below Sardal the Loon, you get booted to an enclosed area.] (22, 12) to (31, 9). [use this to skip a room combat] (34, 10 to (11, 13). [this gets you to the final area with Olkannis. NPC'S Sardal (34, 33) Greetings! I am Sardal, otherwise known as Sardal the Magnificent! --ADVICE: Hoo hoo, ha ha, Would you like to know a %qSecret%q? --SECRET: Is it worth 200 coins to you? --YES: King Daglar's magic %qAxe%q and %qMirror%q are near his final resting place. --NO: Hmmph! You won't get far without me! --AXE: Khamalkhad rests within the King's burial chamber. By the way, if you want to see the goddess, step around here behind me... --MIRROR: The Mirror of Honesty, a truly priceless treasure, is buried due south of the sign in front of King Daglar's chamber. I don't what you're talking about. AMBUSHES Neither of these is terribly tough, but they're so close to something important that you probably want to make sure you kill them off. (54, 19-22) 2 blightcats, 2 blightorcs, blightape. Not a nasty combat, but it's tough to avoid. Flip with the middle column open to avoid it, and before you enter the room to the north, form with the left column gone. Then when you're kicked out you'll be to the right of the ambush. (7-14, 10) 2 blightbears, 3 blightapes, blightwolf. A maginot line of a final protection. Not a terribly tough fight, and you can flip over it anyway leaving the middle row empty. ROOM INFO (57-8, 32) (53, 28) Monsters: venom rot, 2 blightboars, 3 scorpions Treasure: none, but this is an important through room. Use luffins and mirgets. (54-5, 18) Monsters: 3 blightasps kothspawn 2 necromants Treasure: Khamalkhad(axe, give to dwarf or Garz.) (6, 27-8) Monsters: 4 cats, spider, rustmold Treasure: 150 gold (6, 33-4) Monsters: 2 blightmolds 2 blightwolves acidslime blightbear Treasure: 4 spines (25, 11) (31, 10-1) Monsters: 2 fevermold, rustmold, 2 blightworms Treasure: 13 mirgets Shoot the rustmold. The rest is easy. *** Forest *** ***** X=??? ***** ***** Y=??? ***** *** [start *** | of game] | | | | | /|\ /|\ WHAT TO DO There is no dialogue with people standing around or treasure. However, there are ambushes lumped in three blocks. One guards each exit, and one is right near you as you start things out. Here's where you start the game off. You'll notice that there are a few ambushes to get by. In fact, there's no way to avoid them. Fortunately the blightmolds aren't very taxing, so you shouldn't have a problem plowing through. The best way to sneak out is as follows: --Draw everyone's weapons first. --Up to the wall, east to the wall --Up and east at the intersection. There's an ambush. Garz will join your party. Be sure to keep him. --East, north, west to the wall --Northeasterly to exit (You could also sneak around south if you keep to the wall, but you'll still run into monsters before the exit on the left.) You'll see the castle as you exit, and that's a good place to go to start things off. Note that Garz does say something to you as you get him to join: "%h, I am glad to meet you, and doubly glad to help you defeat these monsters of the blight. Your fame has spread far to the south, and I have come to ask your help. "First, permit me to introduce myself. I am Garzbondgur, Crown Prince of Kabelo. Our land has been sorely smitten by this accursed blight. Your bravery and ingenuity are well-known, and I have come to seek your aid. "My father all but forbade me to make this journey. He feels that the folk of the Solian Lands can deal with their own problems, and he has little trust in the northern folk - be they minions of Darkness or children of Light. "But I offer you a hand of friendship and a will to cooperate. Together, we can defeat this peril!" Also note the other way through isn't too bad. Go west and then go south, but switch over to the east wall. Form your party so it only has two rows. Then once you hit bottom, go west, then up at the next wall. West and then up into the next area--but be prepared for the ambush first! AMBUSHES I believe you cannot sneak past the ambushes and exit without a gross cheat, becuase they are 2-deep, and you can only flip over a one-thick line. However, if you cheat and alter the D.MCV so the ambushes can be avoided, you'll wind up with Garz joining you in your first fight outside. But otherwise you have little to worry about as they're not too bad. (57-9, 36-7) 4 blightmold, 1 blightworm. This guards the upper right exit. (42-4, 60-2) 4 blightworm. This is avoidable but very easy. (14-20, 49-50) 2 blightboar, blightmold. This is a relatively easy fight, as the blightboars don't have many hit points. Just pick them off with your bow(and a gonshi before) and the blightmold can be surrounded. *** Forest *** ***** X=158 ***** ***** Y=121 ***** *** [Green *** | Island] | | | | | /|\ /|\ WHAT TO DO First--if you can't find the entry, it's because it's covered with blight. There will be a two-by-two block of forest outside that's distinguishable. This area is in the upper left square. Also, before you enter, have a few RESTSOUL spells memorized. This one may throw you off a bit at first. Upon entering you are thrown to what seems to be a place well inside the maze. There are some annoying dead ends which are hard to backtrack from, and a couple of ambushes block your way out. At the end, across the water, is the resting place of the goddess Prillila. The ambushes are however a bit nasty and you'll want to be stocked up for them. Also be sure to have several(10-20) WALKWATER spells memorized before starting in, or be prepared to camp outside and retrack a good deal. You may also have to change leaders several times through if you get stuck in a dead end, as the game tends to force people following your current leader to squirt through after him/her. Path through: north, west, north, west, south down the narrow corridor, west, north, east at the intersection, north, west throught the next narrow corridor, and tend up. You probably won't make it past the ambush above so you may want to keep in the center just to have all spellcasters in your line of fire. Or you can flip over that line, go above, form with the bottom row gone, and push east. Then go to the east and through that narrow walkway. There'll be an open area to the south and an ambush in the path ahead to the north. Get prepared, then get ambushed and win the fight. Go on to the east side of the lake with walkwater and enter. Prillila's temple is at the end of your journey, and she will give you a nice bonus. If you don't have any spells, you'll have to rest up outside and do it again--the exit is north of the lake. Alternate path: north, east, south at the second passage, east, north to the wall, follow the path, east at the intersection. North to the wall. Follow the corridor and you'll see a thinly walled maze to the south eventually. South, west, south, west--there's an ambush in here so have 'jump' ready. North, west, south, and east gets you out. Then follow the passage until you see an opening to the north. That's the ambush. Although you seem to be in a real bind and can't spread your party out, and cats may cast annoying spells, so can you. A few jump spells should do the trick. AMBUSHES (6-11, 35) I wasn't able to get by by pressing against the right wall. You can of course flip and rearrange your party, with the middle row gone, but it's not terribly sporting. There's a line of squares here that trigger the ambush, but even though you're spread out, it's still a tough fight. 2 Blightcats, tigret, blightbear, zorlim. I found that if I ate all mushrooms(including nifts) that the monsters wouldactually flee. But you don't want to mess around here. Jump your characters around as necessary. (33-35, 29) This is the ambush you'll need to pass before you leave. Again, you can flip with the middle row out, but that's really slick. It's a doozy too. 2 Jerrahs, blightwolf, darkwolf, 2 zombies. The jerrahs have to go first...it's VERY helpful if you have some courage spells mixed up, and jump is nearly essential. Next you can hack up the zombies. Don't worry about casting restsoul just after killing them, as you can push them down again pretty easily even if you can't cast restsoul and they resurrect at round's end. (55, 14) This is the ambush in the tight-quarters maze. Blightwolf, 3 blightcats, blightape. It's obnoxious enough you'll want to avoid it. The cats' ability to cast spells is very annoying. ****************** * WESGAR LEVEL 1 * ****************** WHAT TO DO Tas is here, one room has great treasure, and the enemies generally aren't too bad. You'll be facing a lot of Ogres and Ogre guards. These guys have lots of hit points and do 32 throw damage. I just use the jump spell to get my fighters at them and hack away, although if there are monsters with special powers, those are the first order of business. You also want luffins and mirgets if you are just going to tackle Tas at first. That smash and grab to start makes other things easier later. PS I confused Ogres(500 HP) and Ogre Guards(400 HP) as I wrote this up. The strategy is still the same though. For the walkthrough, east into the first dungeon room, exit east, north through the archway, south into the room, then take the west door up. Retrace to the first room, go south and through the archway, fight off the ambush and enter the final room. Exit west and go through the archway to the stairs. SIGNS: (3, 3) 'Tower of Wesgar' PARTY TALK: (24, 16): Isn't this the tower where they kept the magic candle fungus, or candle rot or something like that? (22, 16): Actually, this tower is where they kept the magic candle mold and it's a mold that you pour wax into, not a mold like a fungus. (5,4) (5,5) (4,5): The party falls through a long chute and finds themselves at the base of the tower! [sent back to NW corner) ?? (from a chute above) ROOM SUMMARY: (5, 1) room 0, teleportal room (14, 11) (19-20, 14) (26,9) room 1: Ogre, 2 slime, 3 spiders. 20 sermins. This is the first room you'll hit, and it is not too bad. Nothing can damage you except the ogre if you have the armor you should. (25, 10-1) Tas. Whisper PINTALDI for +2 strength +1 agility +1 resistance +9 leadership. (37, 13) (37-8, 19) room 2: 2 acidslime, 1 spider, 1 ogre. 8 shatter. This room isn't worth it on its own, but it's what's behind it that's worth it. The three fighters can concentrate on the ogre while the others take out the slime/spider. (18, 28-9) (12, 24) (7, 28) blightasp, 2 scarabs, ogre. Methreal. Nice treasure here. You can probably have three people(not even fighters) use luffin/mirgets to take out the non-ogre and gang up on him with the rest to make this a one- rounder. The stairs are behind this. AMBUSHES (34, 29-31) ogre, 2 slimes, fermigon, 2 rustmoss. An ambush you can pivot over. ****************** * WESGAR LEVEL 2 * ****************** WHAT TO DO: This is another level where you don't have a lot to take care of. You can just go north at the first, exit the room north, prepare for the ambush or jumping around it, and go to level 3. If you want, you can leave the first room to the east and hunt around level 4. You get some marginal rewards there. AMBUSHES (13, 9-10) 3 fermigons, 2 ogres, blightorc. This is a very tough ambush to skip by but it's possible. Organize as follows: 654 321 with 2 hirelings in the left column. Have your middle column stay put. Reform with 1 leading: 4 3 1 6. Let 6 be the leader. 43 61 Now start reinviting, but make sure that you're two squares away from X=13. It's possible, although you may have to reshuffle a bit. PARTY TALK: (14, 29) Sometimes, these old towers have stairways that lead to levels of little practical use, but of great monetary reward. ROOM SUMMARY: (24, 11) (31, 11-12) room 1: 4 skeletons, 100 coins. A jump spell should work. Rest in room 2 if you're low on Restsoul spells. (34-5, 19) (31, 16) (34, 14) room 2: 2 fevermolds, 3 bargs, ogre. No treasure. But necessary to get to the real treasure. (14-5, 23) (18, 18-9) (14, 16) room 3: ogre, spider, tekhir, 3 slime. 14 energy spells. Necessary to get to level 3. Again, you'll want to start with the ogre, since nothing else can harm you. (27, 22) room 4: 2 rustmoss 2 slime. 3 skulls. If you must fight here, try to use arrows here to get rid of the rustmoss. They won't corrode. ****************** * WESGAR LEVEL 3 * ****************** WHAT TO DO: Straightforward dungeon crawling here. Enter the first room, exit south, go southeast and enter that room. There's a really nasty ambush beyond the archway although I was able to slip out of it by zapping the middle row in my formation. The next room has some serious ogres. Use nifts and maybe even double-mirgets, whip the ogres, and exit north to level 5. AMBUSHES (29-30, 20) Kothspawn, 2 acidslime, guard-ogre, blight-ape. This is very annoying and you would do well to 1) avoid it by zapping your middle row in the formation before entering the archway or 2) keep reloading until the ambush is detected--or you are able to hit the Kothspawn pretty soon after the start of battle. Have shields up and use gonshi, nift, luffin, and mirget. Then whale away--have someone with a bow take out the fake kothspawn. ROOMS (10, 16) (9-10, 23) room 1: 2 ogres 2 fermigons 2 blight-orcs. 15 picks. A long endurance test but probably worth it. (18, 19) (22, 16) (26, 19-20) room 2: 4 skeletons, blightcat, guard ogre. 18 nifts. Take out the skeletons, which do more damage, first, and the blight- cat, which casts spells, next. Jump so one fighter can swat a few of them. Then gang up on the ogre. (18, 32) (28, 32-3) room 3: guard ogre, fermigon, 3 zorlims. 10 acidball. Jump two or three fighters if you need to. This is a good luffin/mirget fight. ****************** * WESGAR LEVEL 4 * ****************** WHAT TO DO Wesgar level 4 has two parts. If you climb up to Wesgar 4, you'll be stuck on the outside, and you won't get much done. However, taking the chute from the top will lead you to the inside, where there's nice treasure in the top room and the Candle Mold in the bottom. You can then teleport out. SIGNS: (16, 15) 'Your egress lies behind me.' (20, 31) 'Around and around and around...' (23, 31) 'and around and around they went.' PORTALS: (15, 15) to (4, 3) level 1. ?? This kicks you to the exit of Wesgar. (19, 32-3) to (23, 31) continues your circle if you looped counterclockwise. (18, 31-3) (27, 31-2) ??, ?? %a says: 'I get the feeling that we're really not getting anywhere!' PARTY TALK: ROOMS (14, 10-1) (10-1, 14) 2 venom rot, 2 ogres, 2 asps. Mindstone. (11, 29) (14, 31-2) 2 fermigons, ogre, rustmoss, slime. No treasure. (28, 11) (31-2, 14) 2 barg, 2 spider, ogre, necromant. 125 coins. (28, 32) (32, 29) 2 aciden, 2 fermigons, slime, ogremance. 12 heal. (18, 18) kothspawn, 5 necromants, ogremance. 2 diamonds. This is nice treasure but a tough fight. (17, 24) 3 ogremance, 3 necromant, 1 kothspawn. This is an even tougher fight and I recommend timestop here. You'll want your fighters to use mushrooms but have your weakest one, i.e. Tuff, stake out the kothspawn. ****************** * WESGAR LEVEL 5 * ****************** WHAT TO DO Another straightforward level. Go through the arch, west through the first door, exit north, follow the path(north/west) flipping over the ambush at Y=14(put your leader at Y=15) and go through the arch to the south. Enter the room to the south and exit south. Take the stairs. AMBUSHES (21-23, 14) ogremance, 5 blightworm. You can flipflop over this encounter, just after you exit the first room. ROOMS (19, 20) (27, 20-1) (23, 18) (22-3, 24) guard-ogre, 2 fermigons, 2 scarabs (19, 30) (27, 29-30) ogre, 3 bargs, spider, necromant. Greatsword. Not worth going to the side. (11, 22) (12-3, 28) blightasp, blightorc, ogremance, ogrelord. 8 terrify spells. ****************** * WESGAR LEVEL 6 * ****************** WHAT TO DO This level contains a few combat rooms, but it is straightforward as well, providing you know which room to go through. Go east and enter the room to the north. Exit left, as Daltonnier told you before you entered the room. Then go north through the room and into the next set of stairs, to level 7. But before you take the stairs, be prepared for the ambush that will get you either way. You can exit the first room to the right and climb up to level seven to a treasure room, but it's a real distraction. ROOMS (20-1, 27) (17, 23) (21, 21) (25, 23-4) ogremance, 5 necromant, kothspawn. 175 coins. Well, you need to get through it. (13-4, 18) (14, 13) 2 fermigons, 2 slime, rustmoss. 15 luffins. Again shoot the rustmoss down. (21, 13) (20-1, 18) 6 skeletons. 11 zapall. Not necessary or convenient. (28, 13) (28-9, 18) kothspawn, 2 aciden, guardogre, blightape. 3 sapphires. Nice treasure but why fight more kothspawn than you need to? NPC'S (18, 28) Daltonnier --You are very close to your goal, but hear my %qwords%q and take heed. --WORDS: He who is straight is sure to crash. He who is sinister shall in the end prevail. He who is correct shall be rewarded. This clue tells you which way to exit the next room. Sinister=left=west. PARTY TALK (20-1, 10) (28-9, 10) 'As you climb the stairs, they suddenly give way beneath you and you feel yourself falling...' ****************** * WESGAR LEVEL 7 * ****************** WHAT TO DO Go south and then east through the door. Exit that room to the north. Enter the room in the east at the end of the hall and exit north. The stairs are ahead. AMBUSHES (12-14, 11) 2 venom rot, 2 blight asp, 1 guard ogre. These shouldn't be hard to pick off. Use jump on a trapped guard ogre and shoot him with an arrow. ROOMS (29, 28) 5 necromants, 1 ogremance, 1 kothspawn. 9 blue pearls. Almost worth coming back for, but you should have enough loot. (15, 29) (18, 27) (22, 29-30) 3 scorpions, fevermold, 2 bargs. 5 wingbones. The first room you face. (21, 21) (24, 19) 6 skeletons, 11 zapall. A bit tiresome to pick off, but easy enough. The second room to plow through. ****************** * WESGAR LEVEL 8 * ****************** WHAT TO DO This is a pretty straightforward level. You need to go west, then south to a room, exit east, and then you want to be sure to prepare for the ambush. It's avoidable, but if you want to bull through it, put up your shields and use nifts as guard-ogres can hit you for some damage. A room with Bloodthirst, the sword, comes after, and then you have two treasure rooms on the side of the arch you need to go through. That sends you down to level 4. AMBUSHES (21, 19-20) PORTALS (20-2, 28) behind the arch to (20, 11) on level 4 Chute at 20 28. 5 2 20 11. Chute at 21 28. 5 2 20 11. Chute at 22 28. 5 2 20 11. PARTY TALK (20, 20): We've really gone a long way up, we must be almost at the top of this cursed tower. ROOMS (13, 17) (16, 19-20) 2 ogre, 3 blightasp, 1 scarab. 14 gonshis. (26, 19) (28-9, 22) ogremance, 4 fevermold, slime. Bloodthirst. (14, 26) 6 spiders, ogre. 3 wishbones. (28, 26) 5 fermigons, 2 acidslime. diamond. SIGNS (19, 25) Your reward awaits you. ********************* * CROWNDEEP LEVEL 1 * ********************* WHAT TO DO Ambushes guard the door to the next part. North, east, southeast past the lake. Further south, and when the corridor narrows to three-wide, get ready for the ambush--or for jumping over it. You just need to have the middle row vacated and flip flop over it. The door to the second caverns is in the southeast corner. There really is no way back if you go through it. It's locked on the other side. Be sure to have a saved game backing things up! AMBUSHES (60-7, 57) (55, 60-9) aciden, 2 spider, deltaph, 3 pashafa. The ambush is easier to avoid from the left but you'll need to line up your vanguard at Y=56 or X=54. Then flip. Not that the fight is too taxing. PARTY TALK (6, 35) Let's turn back before it's too late! (16, 11) I think we're going in the wrong direction. (65, 66) Here is a door we've not seen before. ROOMS Only one room in the entire caverns is worth bothering with. (55-6, 6) 3 urdag, 4 deltaph. 14 medicin. (13, 65-6) 6 scorpion, aciden, pashafa, blightworm. 11 picks. (6-7, 23) Whisper WUCKAWOO to wake Entas. He'll respond as follows if you don't have the mold, wax, wick and flint. Entas says: Foolish mortals! Your ambitions exceed your means! Return to me when you are ready to brave the perils of these caverns and the task that awaits you atop the tower of Rinora! Entas says: You face great peril in these caverns and in the tower beyond. The creatures of the caverns live in the dark: they need not see you to slay you. / The caverns themselves are perilous. You will not be able to return through them the way you came. Tunnels will collapse at your passage; bridges will crumble on your crossing. / Finally, you will face the lords of the blight who have claimed the tower of Rinora for their own. I know not whence they came, nor have I any power over them. Your fellow mortal Alvirex has cleared a path that should have remained forever blocked, and you must face the results. None of the other rooms are really necessary. But for posterity... ********************* * CROWNDEEP LEVEL 2 * ********************* WHAT TO DO Here you can bite the bullet and try to save a bit of time going through the thin crack or you can circle to the east partition of this level. AMBUSHES (31-33, 18) 4 necromant + 3 deltaph. You really need to be careful here if you want to shimmy by. Here are the steps. Before you get into the mess by the right side of the lake, form as 65 43 21. Move 1 down to y=17 and have 4 and 3 stay. Be sure you position 1 and have him lead so you can rearrange: 21 6 5 Then have 5 lead and flip 1 over. Have 6 move SE and have 1 lead and greet 3 or 4 and invite them. Pay careful attention to the Y-coordinate(18 triggers the ambush) and if you have to have 6 lead, move down a square, let 1 lead and talk(letting 1 lead from behind may cause the companion to go off screen) then be sure to take the extra steps you need. Otherwise get your shields and prayers up. The battles are in such close quarters that the esoteric act of flipping your party is easier than the combat. (36-39, 55) 2 tathor, 2 blightwolves, 3 bargs. With no magic users this is not really a tough fight at all, but it doesn't really guard anything. So while you can jump over it(having one party member stay,) don't waste the effort. (96-100, 49) (92, 42-44) 2 ghosts, 2 fevermold, blightmold. Avoid by making sure Y>49 or X<92 for the leading characters in your party. Save several squares before the ambush as the game is vindictive about rearranging your party. Flip vertically or horizontally depending on how you came. You may have to make a teammate or two stay, but it's much easier than the bottleneck at the level's start. You should have this technique down by now. But the ambush is very winnable in any case. PARTY TALK (31, 10) Surely there must be a safer path than this. (40, 64) I recommend traveling to the east. ROOMS (16-7, 52) 4 blightwolves, 3 cats, 2 deltaphs. 20 food. Another 1 round fight, useful if someone's starving, maybe. ********************* * CROWNDEEP LEVEL 3 * ********************* [ROUGH TEXT MAP NOT TO SCALE--IT'S TOO BIG OTHERWISE] +-------------------+ rm-| | 00 | | +---------------+ | | A | | +--!------------+ | | | | | +--------------L2 +-+ rm-01 rm-02 | | | +--------------------- | ....................--+ .................... ..........HERE...... ...........BE....... .........LAKES!..... ....................------------------------+ rm-.................... | 03 ....................------------------------+ | to part 4 WHAT TO DO This is more one-way than the previous dungeons. And some of the doors you try to walk through even work. It still has its pitfalls, though. You start in the northwest area. West, north, east, north, west, north, east. Arrange your party with the middle row out and leap over Y=17. You don't even need to rearrange your party. Then walk south and you will have to swing east a bit by some rubble you can't walk over. Eventually you can go south, west a bunch, south at around X=10, and east all the way back. You want to be south of the lakes when you do. AMBUSHES (32-6, 17) slime, 5 blightbears. Straight flipping, vertically, works here. So why bother fighting through? PARTY TALK (8, 29) It's getting colder and colder with every step we take. (83, 69) Aha! Maybe this will get us out of this nasty place. [haha. You're only halfway there.] ROOMS None of these rooms are necessary. But they're a change of pace from doors that won't open. (4, 10-1) 4 aciden, 2 blightape, urdag. 21 nifts. (59-60, 39) tathor, 4 urdag, pashafa, 3 deltaph. 31 arrows. (88-9, 39) aciden, 2 tathor, 3 pashafa, deltaph, 19 turpins. (4, 64-5) 3 necromants, 3 pashafa, blightasp, tathor. 9 wingbones. ********************* * CROWNDEEP LEVEL 4 * ********************* WHAT TO DO ?? AMBUSHES (56-9, 19) 2 aciden, pashafa, blightbear, 3 skeletons. You can flip this ambush if you have one player stay for a bit. (29-30, 56) It's possible to flip this ambush with two players staying, but you can just walk around instead. I encourage that. PARTY TALK (30, 56) Look what happened to that guy. (12, 40) This doesn't look like the right way to me. (40, 24) We'll never find our way out of here. (45, 8) Or maybe not. [on entry--after 'aha! Maybe we'll get out...'] ROOMS Neither worth worrying about. (68, 6) 44 ghouls, 2 blightboars, 3 pashafa. 15 zofir. (9-10, 38) 3 urdag, 2 zombies, 3 aciden, slime. 2 rubies. ********************* * CROWNDEEP LEVEL 5 * ********************* WHAT TO DO Go west all the way. Then go up. Turn east when you can and work your way that way. You need to avoid the ambush at Y=83. Then go east and north. There'll be a bridge across a lake. Cross it and beat the ambush. The doors out are north. AMBUSHES (51-6, 83) 4 necromant, 1 tathor, 3 pashafa. But you can flip over this. You may have to have a member stay as you can only form 123 45 (53, 29) 3 necromants, 2 blightcats. No way to avoid this one. Have shields up. PARTY TALK (68, 81) It seems we are getting closer to our destination. (57, 31) Careful, the bridge seems to be crumbling under our feet. (41, 31) We're hoplessly lost. (47, 22) The party rushes to %a's side as the bridge collapses! (40-1, 64) 4 aciden, 2 spiders, pashafa, deltaph. 30 arrows. (62-3, 5) 5 blightapes, tathor, 2 scarabs, pashafa. ********************* * CROWNDEEP LEVEL 6 * ********************* [ROUGH MAP NOT TO SCALE] Rinora | ---------------A's-+---------------+ | | +------------------+----A's-+--- --+ | | +-------------- +---------------- | rm-----------------+-----------+---- 01 | from 5 WHAT TO DO Go west and turn up. Then go east and turn north when you can. Flip your party by the ambush--2 people will have to stay as a security precaution as the other side doesn't have much space. Back off and put 1 on the right in your formation, run back and hire them. Go left and up. Again you'll have to deform your party. In this case you'll need to put 1 on the left and have the position on the game being... 12456 3 Be sure to save the game a few squares away. Drop two companions. Now you can go 4 5AX 15 6A1 => (6 leading) 4 6 Now have 1 lead and reform so that 1 is on the right, put 1 two squares east of the ambush(X=33) and hire people over. Keep reshuffling so 1 is always on the right. You can even dump companions way off to the left to make sure you've got enough space. After this it's a straight shot left. AMBUSHES (35, 6-8) necromant, 3 tathor, kothspawn. You really don't want to get stuck in this one, but if you do, cast timestop so you can figure which kothspawn are fake. (69, 16-19) ??--there should be an ambush here but it doesn't pop up all the time. PARTY TALK (11, 7) At last! The doorway to Rinora. (92, 35) We're going to end up just like him. (99, 16) Great, a dead end. ****************** * RINORA LEVEL 1 * ****************** WHAT TO DO If you try to leave via the north doors, you see 'The doors are heaped thick with the blight and are completely unopenable.' Level 1 isn't too difficult. The doors in the south aren't worth worrying about so go east through two arches and against the wall. Go all the way south--there'll be a small curve SW then SE. Then go west. Eventually you'll reach a 1-wide passage with an ambush in the middle. It's unavoidable with 2 hirelinds but also very easy: 2 blightwolves, 3 blightbears. Win it and go west and north to level 2. AMBUSHES (19, 38) 2 blightwolves, 3 blightbears PARTY TALK: (21, 4) I feel the blight-chill in the air! (12, 7) Why is it so quiet in here? SIGNS (19, 4) Rinora - the Tower of no Return ROOMS Neither leads anywhere, really. (6, 18) (5-6, 23) blightworm, 2 blightboar, 2 blightwolves. 5 blue pearls. (17, 18) (17-8, 23) 6 blightmold. 18 mirgets. ****************** * RINORA LEVEL 2 * ****************** WHAT TO DO Form with one row missing. Move east, south, west, south, and then east. There's an ambush to the south so perform a flip to the south. Then continue south and a bit southwest. Go south, east, then all the way north to level 3. AMBUSHES (22-5, 23) kothspawn, necromant, 2 acidslime, 4 blightmen. The blightmen are undead. Avoid this by doing a trivial flip. PARTY TALK: (6, 32): Well, nothing here it seems! ROOMS The first is a dead end, the second gets you off course a bit. (19, 9) (19-20, 15) 3 blightbears, 2 blightcats. 11 sermins. (7, 18) (7-8, 24) 2 blightorcs, 1 blightape, 2 blightcats. 8 zengrl. ****************** * RINORA LEVEL 3 * ****************** WHAT TO DO This is actually pretty simple. Therer are three stairs here up. The middle stairs are the way to go, so go a couple squares west, then south, and at the second building to the right, go east and take the stairs up. Left lower stairs: leads to a spectacularly drawn out dead end. Middle stairs: leads to the place you need to get to eventually. Right lower stairs: leads to a small area with an unrewarding room. PARTY TALK (23, 5) There is definitely a bad smell in the air! And I think it grows stronger as we climb higher. (20, 17) I sense presence all around us, we must be prepared! (31, 18) We must be getting close! ROOMS None of these rooms are necessary. You just need to find stairs that work well. (30-1, 9) 2 spiders, 5 blightmold. No treasure. (12-3, 13) 2 spiders, 2 scorpions, scarab, 2 blightasps. 198 coins. (25-6, 18) 2 scorpions, 2 spiders, blightworm, fevermold. 9 cure. (15-6, 22) blightape, blightbear, 5 wolves. 15 picks. (35-6, 23) 5 blightcats, rustmoss, spider. Methreal. Too bad you don't need it. (11-2, 30) 2 fevermold, 1 venom rot, 2 scorpions, acid slime. 6 summon. (22-3, 35) SHOULD BE 3 blightboar, blightmold. 14 gonshi. But in fact there's a bug that makes this seem the same as above. ****************** * RINORA LEVEL 4 * ****************** WHAT TO DO If you didn't come in at the upper left, the best thing to do is to turn around and take another stair up. From the upper left, if you don't have any restsoul, then go east, south, east and enter the room. Rest up to get some and return to the starting point. Go all the way south and then east. Go up the 1-wide corridor but beware of the ambush. Be sure to have nifts for it as the monsters cause diseases if they hit you effectively. Use lots of jump spells. SIGNS: (37, 5) 'Dead end' AMBUSH (30, 28) venom rot, 4 blightmen, 2 fevermold. Just use nifts. And gonshis. And jump spell An annoying and unavoidable combat, but not too taxing. PARTY TALK: (37, 29): Please don't push! I am going as fast as I can! (27, 6): Shh! Let's keep it real quiet now! ROOMS (30, 11) 2 rustmoss, 3 scorpions, 2 slime. 7 destroy spells. (13-4, 5) 3 blightboar, 2 blightmold, blightbear. 12 turpins. ****************** * RINORA LEVEL 5 * ****************** WHAT TO DO This is just your average silly little maze. The side room isn't worth it. The only thing you need to pay attention to is--who will be your leader? You may have to flip-flop this a few times. Here are the directions to go. I put in a new one at each intersection. Southeast, south, west all the way, south down the side, east, east(message here), north, north, east, north, west, north, east, east, north to the stairs. ROOMS (31-3, 35) 3 blightapes, 3 blightcats, 1 blightwolf. 15 nifts. PARTY TALK: (22, 36): Whoever built this place must really dislike open spaces. I hope we get to an exit soon. ****************** * RINORA LEVEL 6 * ****************** WHAT TO DO Here's where to use those gems. THere's not a whole lot to do here. You need a topaz, ruby, sapphire, diamond and emerald. SIGNS: (17, 23) 'Only those who can solve the mystery of the pools are invited to the levels above where the mighty Blightlords dwell.' (10, 9) 'Pool of Greed' (25, 8) 'Pool of Revenge' (32, 11) 'Pool of Regret' (29, 31) 'Pool of Betrayal' (14, 33) 'Pool of Contempt' PARTY TALK: ?? (23, 23) Ahh! This is nice. Look at all this open space! I wonder what the purpose of this place may be? (23, 8) Careful everybody! I don't think we want to drink from any of these pools. (30, 8) %a says, 'This is stupid. What difference does it make if we put five gems in five pools instead of one gem in one pool? The extra gems just mean a little more footwork, it doesn't make it much harder to get to the next level.' Pool map: GREED REVENGE (DIAMOND) (EMERALD) REGRET (TOPAZ) CONTEMPT BETRAYAL (SAPPHIRE) (RUBY) ****************** * RINORA LEVEL 7 * ****************** AMBUSHES (18-23, 31) 2 blightmen, blightape, 4 blightwolves. Flip vertically to avoid this. TREASURES (33, 7) 10 food, 10 potions, 20 arrows, 1 emerald. (8, 9) methreal, 12 mirgets, 12 gonshis, 12 luffins. ROOMS (16, 8) (25, 7-8) (20-1, 12) 2 blightwolves, 4 blightapes, 1 blightboar, 1 blightlord. 10 double spells. The real treasure is just behind. ****************** * RINORA LEVEL 8 * ****************** WHAT TO DO You can sneak past the ambush in the upper right with a minimum of care. Problem is there's nowhere to go once you do! From the center/cross area stairs, go south and win the room fight. Make sure you have at least five restsoul spells for the next bit. Exit south, go west and up. The stair to level 9 is there. AMBUSHES (26, 13) ROOMS (21, 25) (21-2, 32) blightman, 4 blight-orcs, 2 blight-asps. 14 mirgets. ****************** * RINORA LEVEL 9 * ****************** WHAT TO DO The ambush is part of a bottleneck. You'll have to put up with it. Worse yet you'll have to do so with four party members. Reserve the one with ladaya and two fighters as well as a spellcaster. Let the other two sit and wait. Align your current party so the spellcaster and archer are in the middle. Then run south, clean out the ambush, reconnoiter with the two you left behind. Go south and east at the first chance. The next path north is narrow, but take it. When the path splits go northeast a couple squares and then north. The path hooks back east. Follow it, and then go north to the stairs to level 10. AMBUSHES (11, 21) 5 blightcats, 5 blightmen. ******************* * RINORA LEVEL 10 * ******************* WHAT TO DO Go west into the first room. Exit west and go north. Exit north and go east. Exit east and go north. Exit east and go north into the final challenge. Now follow the Solnicon's advice. SIGNS (24, 5) 'Herein lies the final challenge - only the strong survive.' (9, 10) 'Teleportal Chamber.' [note: leaving from here kills your chances to win. You can't come back because of all the blight.] ROOMS The ones blocking your way are first. Note there's no treasure except in one room, so no need to feel remotely distracted. (14, 19) (19, 19-20) 2 blightasps, 4 blightapes, 2 blightlords. You know the drill--take out the blightlords. Rest here to learn a few restsouls as the next room has undeads blocking you. Also memorize a Zutyun for the next bit and a few timestops to make sure you win without much ado. A few zapalls should complete the deal. (10, 13) (10-1, 17) 5 necromants, 3 blightbears, 1 blightlord, 1 acidslime. 30 heal spells, which don't do a lot of good. Timestop will ensure you wipe out the necromants although you can string things out by killing the necromants and knocking them down again for restsoul. But there's the blightlord to worry about too. (14, 11) (21, 10-1) 1 blightlord, 1 kothspawn, 10 necromants. Use timestop and zutyun to start things off. Pick off the kothspawn duplicates with your archer and leave the necromants to your spellcaster. Zapall also may nail necromants skulking. Two of them from Evixa should soften the necromants up for a one- shot deal from your fighters. And after they're at one hit point, a zapall from a weaker caster knocks them back down to get them ready for restsoul again. (24-5, 9) (30, 5-6) 4 blightlords. Use timestop to clear this out. (33-4, 4) 1 kothspawn, 1 necromant, 5 blightlords. Use timestop, again, to get things going right. Also use a sharpen spell where applicable. This is the final room. (10-1, 9) Teleportal room (9, 31) blightlord, blightman, 4 rustmoss, 4 slime. (6, 28) 1 blightlord, 3 blightmen, 4 blight-orcs. You can only enter this room in the top part of the door incidentally. (13, 29) (19, 28-9) 6 blightcat, 2 blightlords. 1 cat seems to appear behind the party. (32, 28-9) (26, 29) blightorc, 4 blightmen, blightlord, 4 blight-asps. (35, 21) (35-6, 27) 4 blight-asps, 2 blight-worms, 1 blight-worm, 1 blightwolf (22, 22) (22-3, 27) blightworm, 4 blightmen, 3 blightbears. (9-10, 27) (10, 21) 4 blightmold, 4 blightboar, 1 blightape, 1 blightman. (26, 19) (32, 18-9) 4 scarabs, 1 blightlord, 4 fevermold, 1 blightorc. (28, 11) 4 fevermold, 2 blightasp, 1 blightlord, 1 kothspawn. 8. SUPER QUICK OUTLINE For this walkthrough you will need to refer to the unfriendly/friendly locations for the details of how to get around. However, you can try to figure them out without looking. I want this section to be a sort of index, an overview of what you need to do, with details where I feel they are necessary to get through the game smoothly. After all, I'm not sure how much you want spoiled, but I'd like to offer you as much spoilage as possible, as non- intrusively as possible. As I think picking the right characters is critical to getting through quickly, and I think you also want to be able to get through as quickly as possible, I've taken the down and dirty route. If you want to play honestly, more power to you. But I think the basic tenets of getting through for any game in this series hold--improve to get the best weapons and armor early. Find treasures. Know what dungeons to loot where. Loot lousy player-characters. Get your party together, visit a few gods, and BAM! You can roll through. Your party will be weak at first, but you can run from pretty much anything outside, so don't worry about that. And you don't have to go into the dungeons. 1. get Bollo, Anne and Kark as your starting party. Give Kark 30 metalsmith points. The plan is to put Kark to work. You could give 30 to another PC but between that and dumping these lame intro characters later anyway, Kark's the only one really worth it. Give Bollo and Anne whatever stats you want. I only chose them because they are the best to loot. [you bollo anne kark] 2. Exit northeast-ish from the forest--2 fights instead of 1. You'll get Garz on your first fight. You'll have nifts and such, and it will only be a few blightmolds and blightworms. [you bollo anne kark garz] 3. A bit northeast, enter castle Oshcrun. Strip Anne and Bollo of their items and remove them from the party. Camp to remove their armor. Then push 0 on them then T-enter-enter-(#). Anne and Bollo will be waiting in the castle, but you won't need them again. [you kark garz] 4. Pick up Fiz in the east, loot him, and drop him--it's only a loan anyway, or a contribution to your fight! You'll just pay him back after you've won, or something. Pick up Marsa and Sakar, whom you'll want to keep for a bit. They are in the west of Castle Oshcrn. Sakar is on the north wall. Both can work later. [you kark garz sakar marsa] 5. Go to Telermain. Pick up Ralle at the Eastern Breeze. He is there from 10:00 to 23:00. So it is possible to get him the first day, but maybe you can do step 6 while you wait. [you kark garz sakar ralle marsa] 6. Put Kark to work at the metalsmith. Have him talk to the metalsmith then have your leader assign him. Leave Sakar at the gemcutter and Ralle at the carpenter's. Drop the first two off if Ralle isn't around right away. And take their stuff before you leave them if you didn't already in Oshcrun! Metalsmith 81,61 Taverm 110,72 Carpenter 70,61 Gemcutter 72,31 Weapons 48,38 Armor 108,43 [you marsa garz] [sakar ralle kark] 7. Sell whatever of Garz's stuff you can before leaving Oshcrun. Exit and have Garz, as leader, pay Turgut for the boat--loot all Garz's gold for this, since he won't leave it. Keeping Garz may use a little extra food and sermins, but it's probably worth it. Still, if you dismiss him, he reappears in the palace in Urkabel. [you marsa garz] [sakar ralle kark] 8. North/northwest to Ketrop. Stop by the Oshcrun stronghold so party members can go there. In Ketrop, farm Marsa out to the tailor after ripping her stuff off. Get Tuff to join. He is at 21,27 and you will need to knock. The tailor is at 67, 8. You have seven party members doing something for you and only six slots, but that won't be a problem later--just take a party member and dismiss him after taking the gold he worked for. Unfortunately, you can't get Balu to develop Tuff's trading any higher, but that would be worth it. [you tuff garz] [sakar ralle kark marsa] 9. Go back south. Have Tuff sell all your stuff in Telermain. Just trade to him and head to the weapon store, the gem place at 100,45, and the armory. Tuff has the best trading skill by far, and he will be very useful in your preparations. Don't buy anything yet, though, as you need all the money you have to buy Methreal. You can, however, sell armor, as you won't need it when you go to buy initial goods. Leave one blue pearl for later.?? [you tuff garz] [sakar ralle kark marsa] 10. Take Turgut's boat around to the various towns to pick up gold. Here's where the cheating kicks in a bit, where you can save the game, walk into the casino, and just restore if you don't win. You can make $1000 from the casinos if you want(Elport NE, Eisheim SW, Herrington NE, and Borhelm SW--in that order is best.) Note you are ultimately making 130 gold/day and paying Turgut 25/day even if you do not cheat, so this works well. You should be able to win all fights. A rough map is below: Oshcrun Herrington Urkabel Borhelm Serivu Elport/ Tiara Big southern island: Voliplan W Tasur Eisheim 11. Go south and a bit west to Urkabel. Whether you have Garz, talk to the orc king to receive a quest--I'm not entirely sure if you can go through the quest without talking to him, but it is not a huge detour. You can get the Solihub Charter quest done while waiting for your pals to make money for you. [you tuff garz] [sakar ralle kark marsa] 12. Garz's father is in the palace NW of the temple, which is N of the main Urkabel gates. Enter, talk to the father, and leave. 13. Go to Serivu--ESW of Urkabel by boat. It has an entrance at the top, and you should pick up all but one of the gonshis in the area just north before entering. Go to city hall in the center. Wait til 9 AM if necessary. Assign Garz to the goblin palace and talk to Lotki, the mayor. He will give you the scepter. [you tuff garz] [sakar ralle kark marsa] 14. Return to Urkabel and talk to the king to swap the scepter for the charter. You get another cut-scene. Return back to Serivu. That's the final cut-scene. You can pick up Garz now, as he has returned to Urkabel, but you probably want to save a bit on sermins. Stop by the gonshi patch as a few probably grew back. The next phase of the game concerns getting the supplies you need to win. 15. Stop at Tiara to the east and slightly south for six Elvenspuns. It is to the south and east via boat, past the isles with Qaldiur and the forest. You will need $990 for this all told with Tuff at 75 trading--$165 per elvenspun per party member. 16. Gamble if you haven't. There's little else to do but wait. Whisper GORFALION to get into Borhelm. You may wish to detour from Eisheim to Borhelm to grab the luffins on the isle, or you can get them with Bohar later. Then go S-SE to W Tasur where you can pick up 5 Methreals at $1475 each. If you need cash, return to the main island. You will get a sixth Methreal in Qaldiur-- just stuff one player in back, or let Naron get by with Elven Chain until then. Try to wind up with enough money for 5 Methreals(~1650 gold each from Tuff-- I've gotten 1475, but I'm not sure what makes the difference) when you're done, although you can probably get away with just five, since you will find a methreal in Qaldiur. You may have to return to the island and collect some gold for a bit from the people working for you. I had $5500 when I started out, and I looted the gambling halls, so I made it okay. The only things you really need to buy early on are sermins, and not much of those, since you can just exhaust yourself on the boat with no penalty. As for what to do with Tuff, don't dismiss him. You should assign him to stay outside the gem seller for 30 days. It usually takes a couple days to go to and from a place, and a dungeon takes maybe two days, so he is safe there. It's very improbable he'll disappear before you return, but if he does, he will be in the Oshcrun stronghold. Even with a full party, you can bring Tuff back for a bit. Just assign Fiz to stay and then pick up Tuff when your party is full. Trade to Tuff, sell, and assign Tuff and get Fiz. So you can still use Tuff's trading skills. If you wish to play honestly(without the gamble cheat,) then you can get Fiz and Evixa and have them power up on spells while you wait for your other players to make money. Kark and Ralle can be reassigned after you take their gold. So can Marsa in Ketrop. You probably won't need their gold again. Pick up Sakar and Fiz in Oshcrun Castle. Budget $400 or so for sermins and, if you need them, gonshis. Then buy Steel Helmets if you have the money($1200). You may want to wait around a bit more to buy the very best weapons. [you sakar evixa fiz garz] 17. Now to pick up your party. Get Evixa in Solihub. Pick up Naron at Ganor's shop in Tiara. Naron and Tori are about evenly balanced, and by the time you get to Tori, Naron will be above her level from the gods you visited. Hiltmos may be a bit tough to navigate at first. So get Naron at Ganor's shop in Tiara. You can backtrack and replace him with her later and re-visit the gods to give her a bonus, too. But it may take a while. So I will assume you have Naron. But having Tori helps you avoid ambushes in Crowndeep. You can also give Bloodthirst to Tuff and Ladaya to Tori, which is nice. So, for this walkthrough, this will be your final party, but just beware of giving Naron and Garz items, as they are selfish. You don't need any new spell books. But you do want to rest and memorize a restsoul. You can do this at the stronghold, before moving out. But you don't really need to for Qaldiur. Buy a shovel and a few picks in case they get broken. Don't go in for anything more expensive than potions and gonshis. [you sakar garz naron evixa fiz]--your party for the rest of the game. 18. Head into Qaldiur. Get gonshis in the room just above. It's a good place to rest, too. You can clear everything out without magic, though you can use gonshis to make sure. Go into the basement. It is through the east arch, then to the northeast. In the basement, enter the room below and go right. Use jump to get near the jerrah. Concentrate on the fermigons, as no other enemies can really hurt you. Get the god there, Kaznur, to awaken. The most straightforward way to win is to go directly south(eat gonshis first--luffins and mirgets aren't necessary) and whip the jerrah in the back of the first room, then use restsoul on the ghoul in the second(with gonshis and good weapons, the fights are easy.) Walk east on the water and southeast to avoid an ambush. Fiz should have drunk from the fountain for extra walkwaters, but you don't need them. Whisper HELNIBOR to wake up Kaznur. You now really do want to loot Qaldiur as it has some great treasure on the top level. It's pretty good experience, too. Read the dungeon parts for details. 19. Use gonshis when you go up to level 2 and beat the orcs in the ambush. They can be pretty vicious. Have a formation with magic users in the middle. Evixa can take out the orcs with a fireball. Take the teleport and the stairs up. Greet the monsters in the room to the west. Then go south and greet again and get 17 picks. That will protect against breakage for a while. Unfortunately the next room requires you to attack, so memorize shield and jump--make sure everyone's shield is at 99. Have Evixa jump someone to the Zorlim. Let Evixa have the fireball spells. Try for a truce in the next room if the monsters seem cautious. It may work anyway. The ambush ahead is really nasty. Give everyone shields, and I recommend gonshis too. You need to get to the jerrahs right away. Have your hero and Sakar take one of each out. Loop counterclockwise to level 5 in level 4. We'll visit the rooms worth visiting later. In level 5, go to the narrow passageway in the east to avoid an ambush below. But before then, duck between the arches above. That is the room with the methreal. Use nifts for it(not Fiz and Evixa,) along with the usual jump spells, to make sure the fermigons are ineffective. Have shields up once you go east in the passage below and up to the combat room where you get Bonecleaver. Fiz can fireball the fermigons if you want. On the way down there are a couple rooms in level 4 to visit. The right one on the top and the top one on the left. They're easier with better armor. 20. Now awaken other Gods to make your party better. Make sure you have 2 restsouls for getting Prillila in the Green Islands. Work your way out of the forest. It is at 158,121, and you want to land on the NW of the forest to avoid most of the blight. W at the first intersection, W at the T, S, follow the path, N and E(center path,) W first chance you get, watch out for the ambush in the open space. It is not tough--a zorlim and some enemies--but have gonshis ready to jump the zorlim. You can even jump over it it you want. At y=36 and the active guy in the top row, flip him to the bottom in formation. Then go right, and if the formation is, say, 123 456 Change to 1 23 456 So you don't recoil into the line below. E from the ambush area, follow the corridor, N through the ambush that guards you from the lake. This one has a jerrah, so it is tougher. Jump your fighters after having them eat a mirget and luffin to start. Be sure to save just before the fight, too, as if the jerrahs start casting fear, it will get nasty. Walk on the lake to get into the building--the temple. To get there, go NE from just above the ambush area, then N. It should take 2 spells to get in. Whisper DELMATA. Take 2 walkwaters to get out to the north. You'll exit where you entered. Don't re-enter as you'll have to go through it again. Prillila's not great, but she gives some dexterity and agility. 21. Selne is the next good bet, just east of Eisheim(north of a diamond shaped inlet.) Go SE W to get there. X=128 Y=164. BRUNDISHAR. The extra magic is nice! 22. Follow Tasur's south coast to the west. When the coast turns north, keep going west past an island with a tower(Wesgar.) The god Bohar is at the west, at X=14 Y=152 to be exact. Whisper WENTEGAL. Endurance! 23. East to X=30 Y=159. Stop by the isle north of Bohar for luffins. Whisper ETAKSBIT to enter Wesgar. Have only you and Sakar eat mirgets and luffins to tackle the next bad guys. Between the two of you and jump spells, you can kill one ogre. So go to the first room you see to the east. Exit east, go north through the archway, then east and south. Go into the room, with luffin and mirget for you and Sakar, and win that fight. Then exit south and take the other door north. Whisper PINTALDI to Tas. Hooray! You've pumped your party up pretty well now. You should be able to run through the dungeons, but you may want to prepare a bit first. 24. Go back and collect money from your workers. And oh yes, see if the gambling places are restocked. You'll want a spell book or two. Get a shovel if you don't have one. Stock up on nifts, sermins(20 each), gonshis(15), potions(10) and 5 luffins/mirgets for all but Fiz and Evixa. Also make sure you have 5+ medicin and loka. You'll need nifts for Tarrak. Rest in the stronghold so your party builds up gold. So what to buy? Demaro's shield spell will be critical, so get it first, especially since it is so cheap. Faranim in Ketrop has it for $1200. You don't really need any Sabano spells. You have 2 Ishbans(Naron and Evixa) and that leaves Zoxinn, Emenad and Alasol. Timestop from Emenad is very useful, as is Sharpen from Alasol and Zutyun from Zoxinn. Ideally, you'd have money for all three, but I think that Timestop is the best to learn, then Sharpen, then Zutyun. Alasol also has the small bonus of improving bargaining skill. That's only about $5 per item, but it adds up when you buy a lot of potions, and it's easy for even your leader to learn. He can do so in the Ketrop guesthouse. You can come back to buy the what's left once you've gotten through a few dungeons. But you want to make sure you're well stocked on food and sermins-- at least 20 of each. 5 gonshis for all and 5 mirgets/luffins for your fighters are good too. 25. Now go to Tarrak. It is SE of Borhelm. It's a tough dungeon, much bigger than the previous. Get the treasure in the spiral in the west part of level 1. This is a bit tricky as you can't leave Garz and Naron behind. There are some useful rooms, too, like 38,45(picks), 58,104 and 38, 75-76(mirgets) and 52- 3,82(shield) and 52-3,94(lokas). Have 20 restsoul spells for the next bit. Eventually though you'll want to head to the center teleport room. The quick way down is to take the east exit then enter the 2nd-last niche on the right, then return. However, you can detour to the middle niche, get the treasure in the SE, and return NW and wind up at the south entry. It is worth it. You'll get some supplies. The north holds nothing except decent treasure, but you have to fight for it. Go down the west and follow the spiral to level 3. You can't flip over the ambush S W of the entrance, so be mushroomed up. Have jump and restsoul spells ready, too. The treasure just below is worth it. Ask your non-hirelings to stay if you are having trouble getting to the end of the corridor. Go along the outside. W N E til you see the stairs up, then S W S W to the edge. N to the edge, W to the edge, S E and jump over the ambush at Y=48. Level 4 is tricky. Hit the teleport in the DR. Enter the room to the right. You don't have to use mirgets/luffins but it is a big help. Exiting east teleports you to the northwest of level 4. Avoid y=10 by shuffling your party. Olkannis is north with a nice endurance boost. Flip back over the ambush line and you are kicked to near the exit back on level 1. So now you just need to get the mirror. That's another trip through the center of level 1. Go east, and at 56,30 level 2, flip over the ambush at y=28. The next room isn't bad--you can probably get away with gonshis. Exit NE to the stairs to level 4. Then go south and east and north. Again, gonshis in this room. Open the door just beyond with the platinum key and dig 1S of the sign for the mirror. You can leave now if you want, since Khamalkhad is not practical for your current party. It will not break. Though your party isn't really built for it because nobody besides Sakar has the axe skill or strength for it, and you have Brennix anyway, it could be useful with other items, and it sort of completes the game if you are looking to get all the treasures. Use luffin/mirget/gonshi. Save the game. Flip over the ambush at X=56. Have your party formed in the 2 right columns before going north. Bring everything for the fight. Nifts, shields, mirgets, luffins. The tricky bit here is that the Kothspawn reproduce and can freeze/fireball you. So ignore the blightasps. You need to hit all the kothspawns there, as the kothspawn itself moves randomly. Once you win, get the chest. Save the game just in case, and if you really want to make sure, use gonshis to make the ambush below easier. But the formation .12 .34 .56 With 1 active should work. Don't leave 2 active. Flip your party over to the left and retreat. The teleport is west of the stairs. It goes to the top of level 1. You probably got a lot of treasure in Tarrak, so you can pick up whatever remaining spell books you want/need now. 27. Sora is next. It is not strictly necessary to complete the game, because you can ask for the librarian by name in Nekros without it, but it has a god and is a neat puzzle. It's all the way in the southeast of the map. You can probably get away with just giving gonshis to your leader and Sakar, and that will mean quick wins. Jump them in the middle of a bunch of monsters. Get the mirgets in the south room. You just need gonshis for the fight. No other fights are worth it on this side. There are 3 stairs down just right of the exit stairs. Take the bottom one for some picks--again, jump and gonshi spells should work. The scarabs are annoying to kill but not really lethal. Then take the middle stairs. You have 3 non-hirelings. Have one stand on the plate next to the sign--assign him there. Same for the one 3E, the one 3N of that, and 3W of that. Just walk around. Make sure someone notices the plate before they step on it, or it may not trigger the event. Once everyone stepped on a plate, you should see "a fresh draft emanates from the north." Gather everyone up. Go up the stairs, north and down those stairs. You could go NE to the gap in the wall you made to get to level 3, but I recommend a detour for supplies. Enter the room with 4 exits. It has timestop spells. Use gonshis and jump spells. If a weapon gets corroded, rest up and learn spells. Only hit the rustmoss with special weapons. The detour for gold is worth it, too. Go all the way east then north to the narrow crack. Leave your non-hirelings behind and beware the square 53,7. With 3 guys you can just walk along the top. These treasures are worth it as you get teleportal items and sapphires. On to level 3, starting NE of the stairs up and around. Ignore the room on the way. Follow the passage north. You've got a few fights here, but they're all hand to hand and pretty easy. West through 2 rooms, and at the N-E-S exit room go south and south on the passage to the bottom. Follow around to a room that is N-E. Rest and memorize a few restsouls here if you don't have any. It's worth it to follow the narrow passage west--3 diamonds. Keep flipping your leader to whoever is in the front of the party. Then go to the main passage. Take the top gate going south a bit, then east. The ambush at Y=17 is tricky to get through. Before going up, form a 2x3 with you and your non- hirelings at the top. Ask them to stay. Then flip your hirelings over so they're at Y=16, then flip yourself over your hirelings. Go a square north and talk to your pals so you can just see them. They will run across the ambush line while talking to you. The final room has Meatus. You can skip it, since nobody can really use an axe, or hit the teleport. If you must visit the room, kill the blightcats first(invisibility.) Get the greatsword in the east room and then go to the west. You will want to avoid the ambush--it is at 43,27, and to exit the god room successfully, have this formation: 12. 34. 56. Hook around the NPC at 43,30 but not before casting a Soulspeak. Fiz should have 4 to start, and there's been no reason to use any. Whisper KOMDROM to Vorhamme, and the strength bonus will be nice. A teleport in the center of the left wall kicks you back to the main area. 28. Hiltmos is next. It's northeast, in southeast Illorio. 206,137. Whisper Uulangarum to get in. You need to face Alvirex with the mirror. Stock up on food and mushrooms. Hiltmos is a mean dungeon with its puzzles. Some hibliss can be nasty, but it is not so bad with monsters. For starters, go down and left and up to level 7, where Alvirex zaps you. Then you can go back down to level 1 and you'll have stairs to level 2. Visit the passage left of the entrance. Flip over the ambush at Y=9. Use gonshis for leader and Sakar. Have your leader drink the cure spells. Then exit right, jump over the ambush and go to the next room below on the right. You need 2 restsouls right here, though you might as well rest up to get 10 or so for later if you don't have them. Jump your leader/Sakar to the zorlim/zombies. The domugs are not worth bothering with. The next room, you don't even need gonshis. On level 2, go to the south of the cross. Form 12. 34. 56. Then go up til 1 is at 34,11. Go NE then N. Use a gonshi for you and Sakar for the next room. Get the hibliss and the other enemies will fall pretty easily. The 22 lokas are nice. Exit north... ...to an entirely different area! Form your party in the top 2 rows and go west along the top of the room, then south. The treasure in the room isn't worth it. You'll hit another teleport. Now this part probably will require you to save a lot, so if you teleport, you can try again quickly. Teleports are right of the top/bottom of the square with the stairs. You need to have 2 non-hirelings stay on the left. Go east, formed like: ..1 456 When 1 left of the edge, have 1 as leader and flip. 456 ... 1.. Go up, leave a non-hireling just above the stairs and come back with both. Now... 214 56. Goes to 456 ... 21. Now re-invite the guy you left. Take the stairs. Level 3: There are two ways to go up from here. Tori the PC is okay but she has arrived too late as we went through the game this way. So go up past her(west leads to a teleportal) and through two rooms. You will want to jump your leader to the jerrah, but you won't need a luffin/mirget in each one. To the east, you have a detour for Ladaya, which can be handy. It's not necessary or terribly useful, but I'll label it here. Avoid the ambush by bringing one PC over at a time. Putt you and your NPCs against the right wall, with the PC in the UL of the formation. Flip him over 28,24, the ambush square. Leave him on the other side. Repeat to ferry everyone over. Up the stairs, east through the room to L4. Flip over the ambush at X=30. Up to L5. East to a room, then north to exit, then west through a room. Save. There are two ways to go about avoiding the trap above. The easy way is to have your PCs stay and form 1.2 ..3 And walk up and right. Form before going to level 6: 1.2 3.4 5.6 Activate 2 and flip 21. 43. 65. If you do this right you avoid a friend getting zapped. The treasure Ladaya is in the UR. Don't forget to avoid the trap on the way down! To the west, another room. Kill the jerrah. The tekhir are wimps. Go up the stairs to level 4. Be healed for the first of these rooms and have 10 restsoul. The first room connects E-N then W--an ogre here, so use luffin/mirget/gonshi. Flip over the ambush at Y=23, then east into the room. Nail the hibliss. East to the stairs. Either room is tricky here, but the one to the east is easier. You need 4 restsouls to win it. Go east and now flip around a trap at Y=21 and Y=15. On level 6, go all the way down and left. That leads to one room. Then left and up to another. Again, just use gonshis and jump. Exit east and the stairs are east. The last room has an ogre. On level 7, you have 2 ways to go about things. 1) drag your non-hirelings across one by one trickily after you step left to activate a passage above. Avoid losing mirgets at Y=19. 2) trade all your mirgets away to non-hirelings. Leave them behind and walk over Y=19. Then walk over it again. Either way, avoid the ambush at 20,16 and make it to Alvirex's in the NW. Use the mirror on him to learn of the Solnicon. Once you sneak everyone across(carefully) then methreal is in the NE and there are also timestop spells and a sapphire. But you have enough of that. The real treat is that, after seeing Alvirex, you can teleport by the sign to the right, go down the stairs, go up to a teleport, and walk out from level 1. Now for the home stretch. You need to find wax, a wick, flint, and a candle mold to win the game. The next parts are not bad at all. You just have to duck a few ambushes. Sail west from Hiltmos for 29-31, then reload for Wesgar in Telermain. 29. Go west to Nekros. Leave your non-hirelings behind. Form 123 ... ... That will get you around. Now you are supposed to visit someone at midnight, cast soulspeak at them, and dig under the ghost in the back of the house(63, 16)?? to find the candle flint. But you can just dig. Be sure your leader has an inventory spot open. 30. Go to East Tasur, through West Tasur, and the south center building has an ambush and a room--and the wick in the northeast of the enclosure inside. Approach the building going along the south wall and flipping through the ambush at Y=10. Save, then be careful on the way out, too. 31. Go to Voliplan and dig the southeast corner for the wax. Flip through Y=10 to avoid an ambush. Go east at Y=30 or so, then south down the wall, around any trees. Retreat as you came. Now you will want to retreat and stock up on what you can. You should be able to get total 100 nifts/luffins/mirgets from the jewels in the dungeons, if you use Tuff. That should be enough. 32. Enter Wesgar. It is a tall dungeon, but it is not too devious. This time you'll visit more than just the god. You will want to use gonshi/luffins/mirgets on you and Sakar for each room in Wesgar that has an ogre. Also, have 20+ restsoul to start. Level 1: enter the first room, go through the arch, and loop around the X=34 ambush. Down the path there is a room with methreal, and the exit to the west leads to the stairs. The room has an ogre, so jump people with luffins/mirgets into it. Level 2: two ways up here, but actually the easier way leads where you want to go. So go up at the first pass, then up through the room. There is an ogre, so gang up on them. Switch off your luffin/mirget users right away--again, still only need your leader and Sakar. Avoid the ambush at x=13 by switching one non-hireling over at a time. Then go up the stairs. Level 3: In the room to the south, have you and sakar hit one of the ogres first so one dies. Then gang up on the other one. Then go SE and you don't need luffin/mirget so much as a few jumps to take out the zorlims. Then form 123 ... 456 to jump through the archway and avoid the ambush. Go west into the next room. It has nifts. I'd take out the blightcat first for general nuisance avoidance. Stairs lead up to level 5. You'll hit 4 later. Level 5: Enter the first room on the left. Skip over the ambush at Y=14, leaving one non-hireling behind at first. 123 345 45. > ... ... .12 . There's an ogremance and ogrelord next, so give every non-mage a mirget and a luffin, and a nift. Hack down the ogremance with Naron and Garz, the ogrelord with your leader and Sakarfirst. Then go south to level 6. Level 6: Have everybody juiced to take out the next room. Have shields at 99 and cast a timestop spell too. Go through the left exit. Kill off the enemies, heal up, get 20 restsouls, use luffin/mirget, then ascend to level 7. (Note--to use a hex edit cheat, take the right passage up then edit your x,y coordinates.) Level 7: An ambush awaits you. Use the jump spell to get your main fighters to tackle the guard-ogre, then the rest is easy. Go al the way southe, then east to the room. Exit north, then exit east. Then exit north to the stairs. Neither room really needs spells, or even mushrooms, except a few restsouls in the second. Give Fiz a gonshi, then use jump spell from Evixa, to make that one go quicker. Level 8: Tackle the room to the lower left. You really want to avoid the ambush, since it has two guard ogres, but if you can't, give your fighters luffin/mirget/nift and put shields at 99. Shuttle non-hirelings over the ambush at X=21 one at a time. It may be best to leave the ones not yet taken behind the room you went through. Then rejoin and enter the next room. It is pretty easy--only an ogremance is tough. But you get Bloodthirst, a great sword, from it. I would wait and not give it to Naron--instead, give him Ladaya--and give Tuff(eventually) Bloodthirst. Slide down the chute--the other two rooms have nice treasure but it's not critical--and you are at level 4. Level 4: The final fight is a super nasty one. It is in the lower of the to rooms. Use timestop, and give everyone luffin/mirget/nift. The first round, they can work on the necromants--the ogremances aren't really harmful with their shatter spells. The second, they can chip at the kothspawn. Bring your sorcerers into the mix to locate fake kothspawn. You may be forced to take hits from a few necromants, but oh well. The room above is even tougher, so don't worry about it. Take the teleport back to the dungeon entrance. It is in the very NW. You can go back up to level 3 and get Tori if you want. She is a player character, so she should work well. You may have to buy her elvenspun and a steel helmet. You will find methreal in Wesgar level 1. You can sell Naron's stuff, then have him pay Captain Turgut, then ditch him. Having Tori helps you cycle around ambushes more easily. For some, you still need ======== 33. Be sure you have a diamond, emerald, topaz, sapphire and ruby for the next bit, as well as the wick, wax, mold and flint. I gave all this to Evixa. She doesn't have many other items to keep track of. There's a long trek ahead. You probably don't need much more firepower, but I bet you could use directions. Also you need to trade Fiz or Evixa for Tuff as part of the requirement to rebuild the candle. I recommend Fiz--Evixa is a slightly better spellcaster. Buy an extra Demaro so you can give Fiz a Demaro and dump Fiz's spare Felmis book on Evixa. Naron can use Ishban well enough to fill in for Evixa. He can jump everyone else around, including himself. Tuff's going to be a bit lousy, but you can't really help that. You may wish to sit around and memorize Resurrects for him just in case. You can go around later and whisper to various gods in order to pump up Tuff's various attributes. It's a bit easier now, since you've beaten the monsters that guarded you, and the rest of your party's a lot better, too. But you actually don't have a lot of fighting ahead, and even with the fighting, you can play shorthanded and resurrect him after. Have 20 spells of that, and of restsoul(Fiz), and 50 jumps(Naron) for the long haul. Your leader can memorize sharpen. Naron can also memorize shield, casting it outside of combat. You may need to stock up on sermins a bit, but eventually you'll get what you need. You can also just guess at the XY coordinates of the door and edit and reload a game. Area 1: In area 1, go north and visit Entas. Without his blessing, you probably are missing an item or race you need. You need a human, halfling, elf, dwarf and orc. Head SE and at the line X=55, flip over it. Enter the SE door to area 2. cheat = 40 40(at byte 2049) Area 2: You will need to bring a party member over one at a time to get past the ambush at Y=18. Then go south and turn east. Another ambush at X=55. Have a party member stay in the background as you flip everyone over that, leave guys to the east, and come back for the guy you left behind. For y=18, 12 46 < 4 active goes to .46 ... 12. For y=55, 1 2 2 1 1 2 3 4 > (4 active) 4 3 > (1 active) 3 4 5 5 5 5 active to side, bring 6 over. cheat = 60 28 Area 3: This passage winds a bit--W N E N W N E and Y=17 is an ambush line to cross. Flip over it, then go into 123 45 6 Then proceed S E S W and S-SE through the muck. There is a way. ?? Get to the bottom and go east, where there is a door to level 4. cheat = 55 44 Area 4: There's a bit of a craggy divide for the ambush here at Y=19. Again, you have to leave 1 guy behind to start. 45 123 becomes (1 active) x123x aaaa xx45 Go all the way down, all the way left, down and right and down and left. Enter area 5. cheat = 05 41 Area 5: West, north, east. Flip again over Y=83, but leave 1 player character behind. Not quite enough space. So leave your guys to the right and come back for player #3. Regroup east of the ambush. Go north and cross the bridge. You may not be able to avoid the ambush here at 53,29, and so I think it's best just to use jump spells to knock out the enemies. Be fully loaded. This is your only real fight before Rinora. You may wish to kep retrying til you surprise the enemies. Oh, by the way, invisible blightcats won't matter. There's only one road they can be on. cheat = 20 08(recommended) Area 6: cheat = 04 04 This is the last one with the toughest ambushes to avoid. N W N E N. I recommend you bring non-hirelings up one at a time for the ambush at X=69. 1 2 34 Til just right of the line, then 1 3 2 4 Flip 3 and 4 over, then 3 214 Bingo! You're on the other side. Repeat. The next one at X=35 is even trickier, because there is less space. a x ax12 a 34 With 1 active, form 2x. x1. 34. Then with 3 active, a2 1a 4a3 Then with 1 active, 231a 4a Bingo! You've made it across. Now pull the other guys across, too. This is less annoying than the combats, trust me. Save after every successful step. 34. Enter Rinora from Crowndeep. It's ten levels, but it is not too bad. You can exit NE if you want, but you can't reenter. You should have everything you need, though. There is just an ambush in your way to level 2 Go to the NE, then S and W. Just use gonshis/nifts to take the blightworms/blightbears. Level 2: Form 123 456 Go E S W S W and, when the path opens south, activate 4. 456 123 Activate 1. 123 456 There we go--S E N to level 3. Level 3: Take the middle of the stairs. They are south, then east at the dead end. Level 4: Go south, east, then north. There is an ambush here, but you can deal with the enemies with gonshis. Nifts aren't necessary--you don't even need a jump spell to wreak havoc. Just keep a good fighter in front as you move, so you can whip any enemies in the dead end in the center. You really don't have many fights left, but here's not the place to waste things. Remember to use restsoul on the dead blightmen. Level 5: Just crawling around a lot works here. Go to the west, then down, pulling west at the small opening. In the SW, go east and up at the second turn. Follow the path up as far as it can go, then go east and up. Level 6: Pool solution: Diamond Emerald Topaz Sapphire Ruby If you get it right, you go to level 7. Level 7: Go SE W and take the stairs above. The northern treasures and rooms aren't worth it. Level 8: The fight in the room to the south is not hard. It is a good place to rest, too. Just go left after exiting south, then north to the stairs. If you entered in the very north, you got the wrong stairs. Level 9: Go south and be prepared for the ambush. Use gonshis and nift for everyone. You also need shields at 99. You may have to reload a lot to get all monsters in the area you're in. The only other solution is to bring 4 people(1 person casts restsoul, 3 fight, all gonshis) or flee south quickly. This is rather unsporting of them to do this without a warning. Leave Evixa and Tuff behind. Her spells won't do enough against the melee monsters, who have shields. The fight will be tight at first, so use Restsoul ASAP. Mirgets aren't worth it, as the enemies have much HP. Neither are luffins in this crowd. At this point, you can use a few nifts in this fight if you want, and you have 4 fights left, probably with more than a nift per fight. Jump your best fighters around. Go east, then up and take the right fork to the stairs. Level 10: Cheat yourself to Refer to the comments in the Rinora Level 10 sections. Kill all blightlords on sight and use timestop, too. Memorize restsoul in room 1. Rest up and memorize--better safe than sorry here. Evixa can memorize sharpen AND jump for a big edge, and let her eat a gonshi too after casting a spell. She can even jump herself around to poke the kothspawns. You need to be mobile here, and you may need some good luck too finding the real kothspawn with your first guess. Naron/Tori is also handy with a magic bow for picking out false Kothspawns--either one can cast spells and stay back with Evixa. Spend as much time as you want loading up spells, because this is the last bit. West to room 1. North to room 2. East to room 3. North to room 4. Exit east. Go to the ritual room. One last fight. Garz Dwarf [place] Naron/Tori 1/2ling All items are used at the center place. It need not be at the exact center. Just have everyone in the right positions relative to each other. 1. orc uses mold, whispers KABELO 2. dwarf uses wax, whispers RASTANNA 3. elf uses wick, whispers ILLORIO 4. halfling uses flint, whispers SOLIA 5. human(can be anywhere) whispers UR [If you win:] %h wipes %p brow and watches %p companions gaze in wonder at the magic candle they have made and lit. Out the window, the blight is fading, receding, and wafting away. The triumphant companions leave the Tower of Rinora and return to Kabelo and exciting news. The conquest of Gurtex is complete! King Rebnard is even now sailing to the aid of the Solian lands! As the blight fades away, the feats of the heroes are celebrated near and far! The leaders of all the Solian races come to Urkabel to meet with King Rebnard and King Bondzagnur. Amid great jubilation, a treaty of eternal friendship is signed by the orcs and humans, goblins and halflings, dwarves and elves. But %h remembers the words of the goddess Entas. Has the candle in Rinora truly solved all the problems? Or have the forces unleashed by Alvirex only been held at bay? Only time will tell... [If your leader dies:] The greatest hero of modern times has died, and far too young. The wisest of the Children of Light, the cleverest of the Forces of Darkness, and the most sage in the Solian Lands all agree:The world, and all in it, are doomed. 9. CHEATS AND DATA LOCATION, BUGS, ETC. -> Magic Candle III 0= Coin 1= Pearl 2= Blu Pearl 3= Jade 4= Topaz 5= Ruby 6= Sapphire 7= Emerald 8= Diamond 9= Shortsword a= Scimitar b= Longsword c= Broadsword d= Greatsword e= Elvensword f= Brightsword 10= Bloodthirst 11= Brennix 12= Smallaxe 13= Hammeraxe 14= Battleaxe 15= Doubleaxe 16= Greataxe 17= Khamalkhad 18= Meatus 19= Bonecleaver 1a= Ashbow 1b= Brombow 1c= Bonebow 1d= Elvenbow 1e= Ladaya 1f=Leather armor 20= Ring mail 21= Chain mail 22= Elven chain 23=Dwarven chain 24= Bronze plate 25= Steel plate 26= Pearl plate 27= Methreal 28=Bronze helmet 29= Iron helmet 2a= Steel helmet 2b= Elvenspun 2c= Suede outfit 2d= Cotton robe 2e= Silk robe 2f= Wool outfit 30= Furs 31= Food 32= Potion 33= Sermin 34= Gonshi 35= Nift 36= Mirget 37= Luffin 38= Turpin 39= Fireglobe 3a= Wingbone 3b= Legbone 3c= Loka 3d= Medicin 3e= Map Flask 3f= Map 40= Mindstone 41= Skull 42= Spine 43= Wishbone 44= Lyre 45= Bugle 46= Shovel 47= Rope 48= Flute 49= Reedpipe 4a= Drum 4b= Horn 4c= Scepter 4d= Charter 4e= [NONE] 4f= [NONE] 50= Pick 51= Arrow 52= Blanket 53= Sabano 54= Ishban 55= Demaro 56= Zoxinn 57= Alasol 58= Emenad 59= Felmis 5a= Platinum Key 5b= Mirror 5c= Candle Mold 5d= Candle Wax 5e= Candle Wick 5f= Candle Flint 60= [NONE] 61= [NONE] 62= Easter Egg Not sure how to get 62, but it's an item in the list. End of FAQ proper ================================ 10. VERSIONS 1.0.0: sent to GameFAQs 3/31/2008 complete, with some questions but I'm pretty happy with the basic idea. Oh, need to fix some auxiliary maps, too. 0.9.2: sent to GameFAQs 3/11/2008 with the text maps cut and outline revamped. 0.9.0: sent to GameFAQs 3/29/2004 with dungeons complete. Time to finish the walkthrough. 0.4.0: sent to GameFAQs 2/3/2004 with 95% of inside info verified and a shell of a walkthrough. Some dungeons started as well. 0.2.5: sent to GameFAQs 1/25/2004 with all outside info verified 0.2.1: sent to GameFAQs 1/18/2004 adding monster info 0.2.0: sent to GameFAQs 12/26/2003 with dungeons and towns mapped out, but town detail and actual walkthrough are lacking 0.0.1: sent to GameFAQs 12/21/2003 with very basic info, Oshcrun Isle being mostly filled in 11. CREDITS Thanks to GameFAQs for being, well, THERE. Thanks to Jason Spangler for his Magic Candle page: http://jasons.wumple.com/Interests/Gaming/Computer/MagicCandle/Welcome.html Thanks to Marc Randall Kuhl for all the correspondence and hints. Thanks to AXE for the hex editor that gave me the cheat section, among others. Thanks to the DosBox project for being awesome and for letting me run this game in a window. Thanks to the usual GameFAQs gang, current and emeritus. They know who they are, and you should, too, because they get/got some SERIOUS writing done. Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog, Lagoona, Da Hui and others I forgot. OK, even Hydrophant in his current not-yet-banned message board incarnation. I am not part of his gang, but I want him to be part of mine.