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PLEASE NOTE: For the sake of clarity in this guide selectable locations will be written in ALL CAPS, usable items will be written in "Double Quotation Marks", and tags that appear on-screen during the game will be written in [Square Brackets]. TABLE OF CONTENTS **************** INTRODUCTION....................................[A1] THE MAIN MENU...................................[A2] CONTROLS........................................[A3] WALKTHROUGH.....................................[B1] Into the Far Reaches.......................[B2] The Battle of High Pass....................[B3] The Dragon and the Dagger..................[B4] The Fire Island Adventure..................[B5] The Final Battle...........................[B6] APPRENTICE LEVEL DIFFERENCES....................[C1] LOCATIONS.......................................[D1] The Palace in Iscar........................[D2] The Far Reaches............................[D3] Shadoan....................................[D4] The Sealed Castle..........................[D5] CHARACTERS......................................[E1] ITEMS...........................................[E2] CREDITS/FEEDBACK................................[F1] REFERENCES......................................[F2] APPENDIX: 15 FUN WAYS TO KILL LATHAN KANDOR.....[G1] [A1] INTRODUCTION **************** Although trumpeted as a sequel to the arcade hit 'Thayer's Quest' on the packaging, 'Kingdom II: Shadoan' is, in reality, only an indirect sequel to that venerable game. Originally released for the expensive Halcyon system, 'Thayer's Quest' was later ported to arcade when that system failed to find an audience. Thayer's adventure in the original game ended abruptly, simply coming to a stop as he was about to enter the Kingdom of the Far Reaches. The intended sequel to the game was, for a variety of reasons, never produced, and for a long while the franchise lay dormant. Years later a remake of 'Thayer's Quest' was produced. This game updated the series for a modern audience by changing many of the character names found in the arcade game. 'Thayer Alconred' for example, now became known as 'Lathan Kandor', 'Alita the Sad' became Princess 'Grace Delight', 'Sorsabal' became 'Torlok', with the original 'Torlok' in the game now becoming 'Drakesblood the Wicked'. As well, the game was given a feel more consistent with the expectations of younger audiences. It is this remake that 'Shadoan' is the direct sequel to, as it unambiguously incorporates the character names and tone of the updated game. However, for 'Thayer's Quest' fans with a little imagination, it also provides a satisfactory (and long overdue) conclusion to that game, as it continues and concludes the protagonist's adventures from the point where 'Thayer's Quest' left off. In short, the game is more than worthy of a playthrough for fans of all ages and experience levels, despite whether one can remember playing the original arcade game or not. To start the game, simply pop the DVD into your DVD player, computer, or even your PS2 and, if necessary, hit 'Play'. After the company logos, you'll be asked to choose the type audio you want the game to play in: either DTS Surround or Dolby Stereo. After making your selection you'll be treated to a brief introduction animation, and then whisked off to the main menu screen. [A2] THE MAIN MENU **************** Here you'll be able to choose one of the five following options: START APPRENTICE This is analogous to starting the game in 'Easy' mode. Some of the harder puzzles and traps in the game are removed, and the player will have ample time in which to make a decision when Lathan finds himself in a critical situation. START WIZARD This is analogous to starting the game on a 'Hard' or 'Normal' difficulty setting. All puzzles and situations that Lathan can find himself in will be presented intact, and the player will have considerably less time to decide what to do when Lathan finds himself in peril. QUEST Selecting this option will treat you to a short animation detailing the events of Lathan's quest thus far (i.e. it will present a summation of the events of the first 'Kingdom' game). HISTORY Choosing this option will open a brief animation about the historical events that led to Lathan undertaking his quest in the first 'Kingdom' game. QUIT Choosing this option will stop the DVD so it can be ejected. Also, please note that if you stay on this screen long enough without selecting any options, the trailer for the game will begin to play. When you're ready, select your difficulty level (either 'Apprentice' or 'Wizard'), and hit 'Enter' on your remote. Then, without any further ado, you'll be thrust immediately into the game. [A3] CONTROLS **************** Like most full motion video games, the controls for 'Shadoan' are relatively simple. To begin with, a full screen animation will play. When it ends, the animation will recede into a 'Far-Sight Window' surrounded by a variety of objects, each of which represents a particular control function in the game. From left to right these objects are: THE BOOKS On the left of the screen, there will be three books displayed. However, in the DVD version of the game, only two of them will be selectable (the third book was used in the PC version of the game to allow the player to take notes, and thus is not able to be used here). The middle book of the three is the 'Book of History' which contains a great deal of background information on the characters and locations Lathan will encounter throughout the game. It also contains an electronic version of the game manual. To use the book, simply press the 'left' or 'right' arrow keys on your remote to turn the page. To exit back to control screen at any time, select the Celtic knot in the middle of the page. Your can also select the tabs located on the ends of the pages to jump between the different 'headings' or 'sections' or the book. To do this simply press 'up' on your remote, then use the arrow keys on your remote to select the appropriate tab and press 'Enter'. The book on the right, known as the 'Shadoanomican', contains the game credits. Pushing the right arrow on your remote will open a short animation displaying the DV ant Digital company logo. Select the Celtic knot and press 'Enter' at any time to return to the control screen. THE DRAGON'S EYE RUBY Just below the Far-Sight Window on the left is a red gem known as the 'Dragon's Eye Ruby'. Select this gem and press 'Enter' on your remote at any time to replay the animation you have just witnessed. This is useful for times when you have to remember an exact sequence of events, or for when you must keep the specific design of an object close in mind. THE MAP Directly below the ruby is a rolled-up piece of what looks to be vellum (though the game manual swears its parchment) depicting 'The Map of Journey'. Selecting this map will open a 'Map Screen' displaying the locations to which Lathan can travel next. To travel to a desired location, simply select it by pressing the arrow keys on your remote, then hit 'Enter'. The plus and minus symbols on the bottom left of the map can be used to zoom the map in or out, and the boxed 'X' on the bottom right can be used to return to the control screen without moving to another location. The Map is, by far, the control screen object which will get the most use on your journey since you must select it to enable Lathan to move around to different areas during the course of his adventure. THE SCRYING GLASS The dark circle in the middle of the screen is the scrying glass. When Lathan has to make a decision, or finds himself in peril, a number of objects that could potentially help him appear in this glass. Whenever you hear a clock begin to tick (which indicates Lathan is in danger), you should always select an object that can help him via the scrying glass as going through the large variety of items in the pouch can often take too much time. THE STORMLIGHT SAPPHIRE This is a blue gem that appears just below the far-sight window on the right. Selecting this gem will open the game options menu at any time during the course of your adventure. Here, you can choose your 'Audio Selection' (if you made the wrong choice on start-up); choose to have subtitles play in one of six languages (French, Chinese, German, Japanese, Spanish or Korean), start a new game, quit the present game, or return to the present game by selecting the appropriate options. THE POUCH Directly below the Stormlight Sapphire Gem is the pouch. Selecting it will open an inventory screen in which you can cycle through all the objects Lathan has collected in his quest thus far. Its useful for seeing whether or not you've acquired an item that will be needed in the next area, but not much else. THE SANDS OF TIME Beside the pouch is an hourglass known as the sands of time. In moments of crisis, when Lathan's life is definitely in danger, the sound of a ticking clock will be heard and the Sands of Time will start running. If they stop, it means the time in which you could have made a decision has passed, and Lathan will almost certainly perish. THE LIFE ROSES Beside (and above) the Sands of Time Hourglass is a black vase holding three roses. These roses represent the three lives Lathan begins the games with. If Lathan is injured, the rose that represents his current life will wither. If he dies, it will turn black. When all three roses have turned black the game will be over. FURTHER INFORMATION ON THE FAR-SIGHT WINDOW Also, be aware that after the animation has receded back into the Far-sight Window, tags bearing the name of one or more elements in the scene will sometimes appear in it. When this occurs you can select the tag via the arrow buttons and press 'Enter' to have Lathan interact directly with that object. However, often times the result will not be to Lathan's benefit, so you must always be cautious when undertaking such actions. [B1] WALKTHROUGH **************** PLEASE NOTE: This is a detailed walkthrough of the game, and as such, contains spoilers. For a more spoiler-free guide to the game, please see the 'Locations' section below. PLEASE ALSO NOTE: This walkthrough is for the 'Wizard' level version of the game. For the differences between this and the 'Apprentice' level version of the game, please see the appropriate section below. [B2] INTO THE FAR REACHES **************** Immediately upon start you'll see Torlok appear in a deserted plain. He'll cackle gleefully about how a dragon that exists solely to kill Lathan will soon awake. He then disappears, and Daelon's disembodied voice will note that if Lathan reaches an area called the BLACKHEATH in time, the Dragon will lie dormant for another year (although he neglects to explain why this is the case...) At any rate, the scene will then shift to the Palace in Iscar. Princess Grace Delight will inform Lathan that Torlok's forces are descending into the Far Reaches, annihilating everything in their path as evil forces tend to do. She implores young Kandor to find the last two relics (The Dagger of Arne and the Crown of Malric) and reassemble the Hand of Mobus, as it is the only item capable of defeating Torlok. Lathan, ever the keener, readily agrees to do all in his power to carry out her wish. When the animation finishes, click on the [Doorway] tag to enter the SOUTH CHAMBER (alternately, you can access your map to see a nifty overview of the palace's interior, and select your destination from there). Lathan will walk into the room and notice a tapestry hanging on the wall that may be magical. Ignore it for now and go through the doorway to visit Grace in the NORTH CHAMBER. Unfortunately, Grace won't do much more than whine that Lathan should really hurry up and be on his way. As Torlok's dragon may swoop down and eat our hero at any time, and the rug in Grace's room looks uncomfortably like a bull’s-eye, you should probably heed her words. Return to the SOUTH CHAMBER. Using the "Orb of Mobus" here to try to get a reaction from the tapestry will simply melt it off the wall, so instead access the Scrying Glass and use Lathan's last "Scroll of Seeing" (by using the left/right arrow keys to scroll to its location, and then pressing 'up'). The tapestry will change briefly to a scene depicting the lost city of Alkatesh, and a wooden door will then appear in the chamber wall. Select the tag indicating this [Door] and Lathan will be warped to the SOUTH GATE of ALKATESH, in the Kingdom of the Far Reaches. Exploring the city now may set off an ambush that Lathan is ill prepared to deal with, so instead access your map and choose to retreat to the LONG PLAINS. From here continue on the TRICKSTER'S GULLY, and play close attention to what the sign Lathan reads says. This is important, as occasionally Lathan will get lost during his travels in the Far Reaches and happen upon a signpost. If the sign here says to 'Follow the signs at MILE END', then you can select your destination at the signpost without any worries. If, however, it says that the signs at MILE END are reversed, then when you come to the signpost you'll have to select the option on the opposite side of the screen from the one you really want to get to the correct location. That done, head next to the HANGING TREE to meet just about the nicest hangman ever depicted in a video game. Seriously, you get the sense he'd offer you some tea if it wasn't for the dead bodies hanging all about. Next, go to the BLACKHEATH. As Lathan watches the pretty bird circling the volcano, Daelon's voice will tell our hero that by coming here he has made sure that Torlok's dragon will sleep for yet another year. He will also note that the power of the Argent Kings is still strong here. And, boy, is he not kidding. If Lathan comes here while injured, he will be restored to full health, and if he visits with one or more of his life roses destroyed, one will regain it's full bloom. Thus, it is always a great idea to visit the BLACKHEATH immediately after being killed, as doing so will restore a life rose, effectively giving Lathan infinite lives for the rest of the game. Speaking of lives, have Lathan visit the RIVERBANK next. If the young Argent King ever dies, this is the one and only place he will be resurrected during the course of the game. This means that you will always have to journey back to whichever area in which Lathan bought it from here. DO NOT click on the [Riverboat] tag in this area, unless you get so frustrated with Lathan that you actually want to see him take a long paddle off a short cliff, and then watch the resurrection animation that will take place immediately afterwards. Backtrack to the HANGING TREE, then head into the FOREST. The forest itself is quite forbidding, but the pot salesman Lathan will meet here is annoyingly upbeat. He'll cheerfully inform Lathan that the WOODCUTTER'S HUT is guarded by a trap set by Torlok before jaunting off to find someone else to buy his wares. Take careful note of this as, if you do happen across the WOODCUTTER'S HUT you'll have to quickly flee or Lathan will be destroyed. From here continue south to DAELON'S PORTAL. This is the one place in the game where Daelon can physically help Lathan. He'll start off by giving Lathan three "Scrolls of Release", and then ask the young wizard which scrolls he wants him to work on next. Choose to have him work on the "Scrolls of Understanding", and Daelon will use the portal to warp back to his Lab. The only place you can go from here is to the FOOTHILLS, so turn Lathan's feet in that direction. Once there, Lathan will be ambushed by a scouting party of Norsemen. Quickly access the Scrying Glass and choose to use the "Bloodsword". Lathan will hack through all the attacker's weapons and then let them scamper off. Continue on the ROCKY HILLS. Here the Norsemen's sworn enemy, the Trolls, will ambush Lathan, and ready him for the cooking pot. Distract them with the "Pentacle Coins" and they'll never return to bother our hero again. Next, head for the LOW HILLS, where Daelon will appear with a warning about the keeper of the Inn up ahead. Select the [Path] tag and Lathan will soon find himself face to face with that untrustworthy individual. The innkeeper will brag about the rough nature of his clientele and warn Lathan to stay away. Ignore the dirt-sweeping lowlife and select the [Door] tag to enter THE LAST INN. Here Lathan will run into an old man being roughed up by two goons. Drawing the "Bloodsword" will be of no help, as Lathan will quickly have a crossbow pulled on him and be forced to retreat back out the way he came. Instead, use one of your newfound "Scrolls of Release" to free the elderly smart-aleck from his assailant's grip. After disposing of the goons, the old man, who's name is Issenson, will tender the young wizard his thanks, and offer to help him out some unspecified time in the future. Using the map, exit the Inn, then select the second [Door] tag that has now appeared behind the innkeeper. Lathan will find himself in a storage area with a glowing green barrel. Quickly select the [Barrel] tag, and our hero will move the cask out of the way to discover a "Potion of Flying" sitting behind it. After Lathan picks up the potion, be sure to again use the map to quickly exit the LAST INN, or its keeper will appear and have Lathan stuffed into the selfsame barrel he just moved out the way. From here, return to either TRICKSTER'S GULLY, or the LONG PLAINS, then revisit the HANGING TREE and the FOREST. Finally, swing by DAELON'S PORTAL to pick up the "Scrolls of Understanding", and advise Lathan's mentor to work on the "Scrolls of Traveling" next. From there go back to the FOOTHILLS, where you'll get a message from Princess Grace that contains some useful advice. Continue on to ROCKY HILLS. Here, Lathan will encounter a number of strange glyphs carved into a rock. Use a "Scroll of Understanding" on them and Lathan will suddenly comprehend that they say to 'use the spell of seeing on the swans'. Boy, that's unambiguous. Perhaps it will make sense later. For now, turn Lathan towards the NORSEMEN CAMP. You'll have to act quickly here, or the Lathan will be discovered by the camp's scouts and summarily executed. Once our hero is done determining that the Norsemen are joining an army gathering at HIGH PASS, have him use a "Scroll of Understanding". The lead Norsemen's words will become clear, and he'll say to his followers that one should 'always use swords against spears'. It seems like a total throw-away line, but it actually tells you how to win a crucial battle later on in the game. As the clock will still be ticking, quickly access the map and retreat to the FOREST and from there, once again return to DAELON'S PORTAL. After you obtain the "Scrolls of Travelling" from Daelon, he'll automatically start work on the final set of scrolls, the "Scrolls of Seeing". Swallow your frustration that the old man can't write faster and return to the FOOTHILLS. Grace will have some more handy advice for our hero here, so pay attention and, after she's done, continue on to the ROCKY HILLS, THE LAST INN, and then the LONG PLAINS. DO NOT enter the RUINS or Lathan will die an inglorious death, which would be a shame as he's about to be in real danger of dying a glorious one. Once out on the plains, return to ALKATESH. Make immediately for the WEST GATE, as it is here that Torlok will spring his trap. Have Lathan use a "Scroll of Release" to get out of the ambush alive, and then start exploring the city. Lathan will find ALKATESH mostly abandoned, (apart from an old man who berates him on the STREETS), but if you steer our hero to the EAST GATE, he'll find a notice directing all soldiers to the NORTH GATE. Proceed there, and at that gate Lathan will meet Sir De Lorries and his squire Edmund, who are bound for the battle at HIGH PASS. However, the weakling wizard will fail to impress the mighty warrior, despite his obvious enthusiasm. Have Lathan use the "Bloodsword", however, and he'll soon get some respect. Upon seeing awesome weapon, De Lorries will happily invite Lathan to join his army. Access the map, head TO HIGH PASS, and get ready to rumble. [B3] THE BATTLE OF HIGH PASS **************** Here, amidst the gathering armies, De Lorries will entrust Lathan with command of the Regiment of Falworth, and order him to make a flank attack with the Regiment on either the right or left line. During the animation, the Regiment's flag will be displayed. Take careful note of the design of the shield on the flag, replaying the scene if necessary, then access the map and head to the appropriate location: THE RIGHT LINE Head for the EASTERN BATTLE LINE. Here the Plague Magician will conjure up the foul demon Azrunool to oppose your forces. Blast him pack to whatever pit he came from with the "Hunting Horn". Lathan will next encounter a line of spear-wielding Serpentmen. Remember what the Norse-Leader said, and have Lathan use the "Bloodsword" to shaft them. Our hero will next automatically proceed to the NARROW GAP for the final battle with the Plague Magician described below. THE LEFT LINE Have Lathan make for the WESTERN BATTLE LINE. Here a shower of spears and other projectiles will drive off most of the allied forces, and the Plague Magician will freeze the waters under the bridge, so the attacking Serpentmen can get into better position to annihilate those who remain. Have our hero use the "Orb of Mobus" to melt the ice, and the heavily armoured enemies will sink into the depths of the river below. Next, Lathan's forces will be ambushed by a pack of sword-wielding Serpentmen, one of whom will single the young wizard out for some 'special' attention. Reject the lizard's advances by having Lathan bash him in the head with the "Black Mace" and our hero will next automatically proceed to the NARROW GAP for the final battle with the Plague Magician described below. THE MIDDLE BATTLE LINE Lathan will never be ordered here. If he goes anyway, he will trampled to death by an elephant. Comical? Yes, but you should probably avoid this area for now. THE NARROW GAP Once Torlok's army has been defeated, the Plague Magician will cover it's retreat from a high platform overlooking this gap. Sir De Lorries' army will be unable to attack the Magician's lofty platform, and Sir De Lorries himself will be blasted off his horse in an attempt to do so. Have Lathan use the "Potion of Flying" and he'll ascend into the air to hover before the mad wizard. The Plague Magician will scream at the two Serpentmen with him to 'shoot him down'. Before they can do so, select either the [Globe] or the [Bottle] tags that appear on-screen, and Lathan will hurl the empty potion bottle at the globe on the platform, shattering it and causing the platform to plummet into the gap below. The Magician, however, will escape the fall by taking to the air himself. Stay on him by selecting the [Plague Magician] tag that appears near his body and the evil wizard will be unable to get away. He'll next draw a dagger, and hurl it at Lathan, using his magic to duplicate it until a veritable shower of knives is descending on our young hero. Select the [Gap] tag nearest to the Plague Magician to have Lathan come through the dagger storm unharmed, and again his enemy will try to flee. Again, select the [Plague Magician] tag and this time Lathan will catch up to the fleeing sorcerer. A brief struggle will ensue, with Lathan getting the upper hand, until the Plague Magician dispels his opponent's flying magic and sends the young wizard spiralling down towards the ground below. Quickly select the [Ledge] tag and our hero will grasp the cliff at the last second, avoiding a very nasty ending to his fall. The Plague Magician will alight on the cliff opposite and blast a stream of evil red energy at Lathan to finish him off once and for all. Quickly counter with the "Crystal of Kaldar", and Lathan will use the crystal's power to turn the energy back on the foul sorcerer with enough force to bury him deep into side of the mountain, putting an end to his evil antics for good. With the Plague Magician's defeat the Battle for High Pass will be over. Back on the plain, De Lorries' army will be celebrating. The victorious Knight Captain will offer Lathan the assistance of some soldiers to continue his quest, but Lathan, fearing they will just attract attention, will politely decline. When the animation ends select the [Banner] tag to once again carefully view the design on the flag. Then access the map, and have Lathan, finally, enter SOUTH SHADOAN. [B4] THE DRAGON AND THE DAGGER **************** For the gateway to a wretched hive of scum and villainy, SOUTH SHADOAN is a surprisingly nice place. A voice that may be Daelon's occurs here, telling Lathan to seek passage to FIRE ISLAND. Ignore the message for now and continue on to the TWO ROADS. After the animation finishes, click on the [Path] tag that appears near the sign. Lathan will walk to the end of ledge located high in the mountains and spot a cavern on the cliffs opposite, claiming that there's no way he can get over there. Jog his memory by clicking on the [Rohan's Cave] tag, and Lathan will suddenly remember he's a wizard's apprentice and use a "Scroll of Travelling" to warp to the cave. Rohan proves to be an enormous red dragon that, fortunately, has a greater sense of honour than his sister Erin (who just may be the black dragon Torlok tried to sic on our hero earlier). He'll give you one chance to choose the true "Shield of Falworth" and if Lathan fails to choose, chooses incorrectly, or returns to the cave at any point after choosing correctly, Rohan will eat him. No pressure. Choose the shield with the design that you saw on the banner at the Battle of High Pass and wicked wyrm will surprisingly keep his word, teleporting the young wizard safely away from the cave and allowing him to keep said "Shield of Falworth" to boot. The next part of the adventure requires Lathan to return to the Far Reaches, so head back to SOUTH SHADOAN and thence on to HIGH PASS. There, two knights will be waiting to escort Lathan safely through the pass as some fighting is still occurring in the area. Choose the [Horse] tag to go with them (or simply use your map to return to ALKATESH: Lathan will go with them either way). Once in the lost city, exit via the WEST GATE and head directly for the BLACKHEATH to heal the wounds Lathan sustained by travelling to ROHAN'S CAVE. Proceed next to the WOODCUTTER'S HUT. The dilapidated shack Lathan finds here may not look like much, but no less a treasure than one of the Five Relics of the realm awaits within, provided you can get by Torlok's trap, of course. Have Lathan use his recently acquired "Shield of Falworth" to deflect the whirlwind away, and then select the [Hut] tab after the animation ends. Lathan will quickly race inside the cabin to find a skeleton pinned to the wall by a dagger. Waste no time in clicking on the [Dagger of Arne] tag, and Lathan will boldly pull the knife out of the skeleton's spine, causing it to drop to the floor. The skeleton will remain standing but, fortunately, not come to life. Still, Lathan will back uncertainly out the door. Once outside access the map and flee to the FOREST before Torlok can make a second attempt to take Lathan's life. From the FOREST proceed once again to DAELON'S PORTAL. The procrastinating prognosticator will present Lathan with the last of his scrolls, the "Scrolls of Seeing", then warp away for the final time. From DAELON'S PORTAL lead young Lathan through the FOOT HILLS and the ROCKY HILLS back to the LAST INN. The proprietor will be his usual charming self. Enter the right-most door and talk with Issenson. He'll note that the innkeeper stole Pirate Lemmy's favourite mug a few nights ago, causing the sea thief to go mad and 'tear up the place.' Return outside and enter the door that leads to the storage shed. Lathan will spot a mug resting on a window ledge. Select the [Never-Empty Mug] tag, and Lathan will claim the cup with the intention of returning it to Lemmy. Next, quickly access your map and flee to the BLACKHEATH. DO NOT select the [Door] tab. If you do the inn keep will burst in and catch Lathan in the act. From the BLACKHEATH, return to ALKATESH and proceed through the NORTH GATE back up into HIGH PASS. The same two knights Lathan encountered on the way down will be waiting to escort him back into SOUTH SHADOAN. Accept their offer, then have Lathan make for the PETRIFIED FOREST. Here he'll find a mysterious note pinned to a tree there suggesting that he avoid Torlok's fire demons. Remember this bit of good (if horribly obvious) advice, then return to the TWO ROADS and re-ascend the SKULL CLIFFS. This time ignore ROHAN'S CAVE and instead use the map to descend into CAVERNS OF CHAOS. [B5] THE FIRE ISLAND ADVENTURE **************** The CAVERNS OF CHAOS are vast and contain a variety of areas, but for now your primary concern should be the lake. When the [Lake] tab appears, select it, and Lathan will follow the ramp down to the water. Here he will encounter three black swans aimlessly circling a small stone island. Remember what the runes in the ROCKY HILLS said? Use a "Scroll of Seeing" and the swans will suddenly morph into boats. Have Lathan clamber aboard one by selecting the [Swan Boat] tab and our hero will sail across to the rocky island in the lake's centre. Once there, select the tab to have the young wizard claim the "Moonstone Amulet", an object that will, as the voice notes, come in very handy later on. Use the [Swan Boat] tag to return Lathan to shore and the swans will vanish. Next, access the map to see all of the areas in the CAVERNS OF CHAOS. Torlok's fire demons dwell in the DEEP PITS, so do as the note said and avoid that place at all costs. Instead, head for the GROTTO OF DREAMS. Here, Lathan will find the Book of Knowledge, a tome that contains many interesting facts and offers many hints on how to next proceed in the game. To access it choose the [Book] tab that appears after the animation ends. You can keep accessing it until Torlok's servant wanders across the screen, at which point it will start repeating facts hitherto already gleaned from its pages. DO NOT select the left-most [Doorway] tab in this room, as that door will lead Lathan to a sure death in the DEEP PITS. The right door, meanwhile, will return our hero to the shores of the MURKY LAKE. When you're ready to continue, access the map and go TO PIRATE COVE. Here Lathan will encounter Captain Lemmy and Calace, the elf maiden who somehow warrants her own write-up in the 'Book of History' despite the fact that she never talks nor otherwise interacts with Lathan and is little more than a background character. Weird. Anyway, Lathan will request passage to Fire Island, telling Lemmy that he can pay him for the service. However, when you have Lathan show Lemmy any of the non cup-like items in your pouch, no matter how valuable or powerful, he'll simply shake his head and say that he 'don't need that.' Lemmy may be a good guy, but he's a terrible pirate! Take pity on the super-polite privateer and show him the "Never-Empty Mug". Lemmy will be overjoyed to see his favourite drinking vessel again and agree to take the young wizard to the requested isle, post-haste. One short moonlight sail later and Lathan will find himself on Fire Island, a tropical paradise that features breathtaking beaches, beautiful scenery, and an amazingly high number of ways to die. Lathan will land with Lemmy on the NORTH SHORE. From here there are two separate routes you can take to gain access to the Temple of the Fire God: VIA THE WEST CAMP Go to the ISLAND BEACH where Lathan will observe some of the islanders using their nets to fish out in the ocean. When the animation finishes select the [Grass Skirts] tag and Lathan will sneak off unharmed with the costumes. From there, journey to the WEST CAMP. Lemmy will note that there's too many villagers to get by unnoticed. DO NOT select the [Volcano] tag or Lathan will try just that and get impaled by a spear for his efforts. Instead, access the Scrying Glass and choose to use the "Grass Skirts". Lathan and the pirates will sneak into an abandoned hut, smear some mud all over themselves, and then don the "Grass Skirts" and some tribal masks to dance by the celebrating natives without arousing suspicions. VIA THE EAST CAMP Head towards the ABANDONED HUT and, once there, click on the [Baboon Idol] tag. Lathan will claim the statue but this will infuriate the surrounding Baboons who will begin to bombard our hero with coconuts. Select the [Chair] tag to successfully fend off the barrage (if you select the [Hut] tag Lathan will be wounded, albeit comically). Then head immediately for the EAST CAMP. Lemmy will note that he can hear baboons coming. DO NOT select the [Volcano] tag or Lathan will be impaled while trying to sneak past the villagers. Instead, access the Scrying Glass and use the "Baboon Idol". Lathan will stealthily enter the camp then throw the idol to one of the villagers, subjecting the entire camp to a vicious coconut fusillade. The young wizard and the pirates will then use the resulting commotion to enter the volcano unharmed. IN THE VOLCANO Whatever road you choose, both paths will meet up once the party enters the Volcano. Lathan will immediately encounter three altars that sit above a fiery pool of lava. He must choose to leap off one of the altars into the lava below. Use a "Scroll of Seeing" to determine which altar does not have spikes underneath it. Then select that altar to have Lathan successfully make the leap unscathed. Once past the lava illusion the pirates will busy themselves with the treasure while our hero will approach a plaque that holds the secret to how the "Hand of Mobus" was formed. Have a piece of paper and a pencil ready, then select the [Hand of Mobus] tag and write down the relics in the exact order that they light up on the plaque. Because this happens quickly, and you will be given no second chance to view the scene (short of completing the entire Fire Island adventure over again), I suggest simply writing the first letter of each relic down instead of the whole title (in other words use 'O' for the "Orb of Mobus", 'B' for the "Black Mace", etc.) Once the plaque is done with it's light-show, the waters will begin to swirl and the entire bed of treasure, along with Lathan and the Pirates, will be sucked down into a whirlpool. Just as our hero is about to pass into a tunnel an iron grate will close the way before him, and the young wizard will look back to see the Fire God statue descending through the swirling water towards him! Use the "Dagger of Arne" and Lathan will cut through the grating just in time to avoid being crushed to a pulp. He will then be sucked down a tunnel and spat out into an estuary. The pirates will swim madly for the rowboats, the island natives in hot pursuit. Select the [Rowboat] tag and Lathan will join their 50m freestyle swim in time to avoid becoming a pincushion. Once safely aboard ship, the pirates will waste no time in sailing for home. Back at the PIRATE'S COVE, Lemmy will offer to make Lathan a Pirate, but, of course, our hero is much too straight-laced to become an outlaw, even an honourable one. Not to worry, Lemmy will sail away with no hard feelings. [B6] THE FINAL BATTLE **************** Return to the CAVERNS OF CHAOS, exit via the SKULL CLIFFS and then continue on to the TWO ROADS. Finally, have Lathan journey to the ENCHANTED VILLAGE. It turns out this village is yet another one of Torlok's traps. As soon as Lathan enters the town the entire settlement will begin to disappear and, unless Lathan acts fast, he'll vanish along with it. Quickly access the Scrying Glass and use the "Orb of Mobus" to make sure our hero keeps on keepin' it real. Head next towards the GUARDIAN GATE. Here Lathan will encounter two samurai-ish looking sentinels, and he'll have to choose the 'real' one to continue his quest. Ignore the [Guardian] tag for now, and use a "Scroll of Seeing" to have Lathan discover the true gatekeeper is actually the one to the rear. Now select the new [Guardian] tag and Lathan will saunter over the sentinel for some stimulating conversation. When that's finished, select the [Gate] tag to open the door, and then the [Gateway] tag to walk through it. Lathan will suddenly find himself standing at the edge of the ABYSS OF TIME. Using the "Orb of Mobus" here will accomplish a whole lot of nothing, so remember what the voice said at the MURKY LAKE and give the "Moonstone Amulet" a try. A majestic glass bridge will appear across the gap. Lathan won't be so sure it will hold but choosing the [Glass Bridge] tag will get the young wizard safely across regardless. Next, on the other side, our hero will suddenly and viciously be attacked by a giant She-Wolf. This beast is the last of her kind in all the land but if Lathan decides to be enviro-friendly now, he won't be around to enjoy all the bio-diversity later. Use the "Dagger of Arne" to put the beast out of her misery and the young wizard will be able to continue on his way without being mauled. However, his way will quickly be blocked by the solid wall of Mobus' sealed CASTLE. The Archmage's disembodied voice will call out to Lathan with a warning but you can safely ignore it; Lathan's learning is now complete. Use the "Onyx Seal" and the wall in front of our hero will explode in a blaze of energy, revealing a door beneath it's grim facade. The door itself will then open and a pendulum behind it will begin to swing. Lathan will remark that a 'time spell' must be starting. Uh-oh, looks like you'll have to hurry! Quickly select the [Doorway] tag to enter the castle. The young Argent King will quickly find himself in a hallway lined by Gargoyles, their eyes positively blazing with sorcerous energy. Use the "Shield of Falworth" and Lathan will turn their energies back on them, burning them straight off the wall. Advance to the CURVING STAIR, then take the voice's advice and descend to the POWER ROOM. Here, Lathan will once again see the pendulum and note that he doesn't have much time. Select the [Path] tag and Lathan will happen across, of all things, the "Crown of Malric"! DO NOT select the [Crown of Malric] tag unless you want to see what an incompetent Indiana Jones wannabe looks like. Instead, use the "Black Mace" to shatter the glass surrounding the crown and Lathan will claim the last of the five relics as a volcano erupts in the background. Using the map, return to the POWER ROOM and this time select the [Stairs] tag. Next, have our hero ascend to the ROOM OF MIRRORS. After Lathan briefly admires himself (ugh!), have him use the "Crown of Malric". The young wizard will slip it on and the mirror in front of him will peel back to reveal the tunnel that lays behind it. Select the [Tunnel] tag to continue. After following a narrow stairway that curves around the outside of the castle (giving Lathan a spectacular view of the erupting volcano) our hero will find himself in room that seems to be a dead end. In actuality, he is standing in an elevator that seems to be stuck in it's shaft. Access the Scrying Glass and have Lathan use a "Scroll of Release". He'll quickly be elevated to the top of the castle TOWER. There the young wizard will quickly find himself in the study of none other than the Archmage Mobus himself. Unfortunately, the great wizard is nowhere to be found. Even more unfortunately, Torlok will suddenly appear in his evil form. He'll laugh about how Lathan has found the five relics for him (Torlok's been playing too many video games, I think) and then attack, strings of red energy sprouting from his fingertips and snaking towards our hero. The five relics will appear floating in the air in a circle. Using the arrow keys on your remote and the 'Enter' button, select the tag for each relic in the exact order that they lit up on the Fire God's Altar in the VOLCANO. If you do it correctly the relics will quickly transform into the Hand of Mobus and Lathan's final battle with Torlok will begin. Your part in the adventure, however, will be finished. So sit back and enjoy the fireworks (both literal and figurative) and the 'special' surprise that plays during the end credits. Congratulations, you've won! [C1] APPRENTICE LEVEL DIFFERENCES **************** The 'Apprentice' level of the game is an easier version of 'Shadoan' intended mainly for younger players. It differs from the 'Wizard' version of the game described above in the following ways: THE FAR REACHES - Torlok will not be waiting to ambush Lathan near the WEST GATE of ALKATESH. - THE RUINS will not be accessible on the map. - Lathan will not get lost wandering in the Far Reaches. Thus, the MILE END cut scene will never occur. - The Trolls will not ambush Lathan in the ROCKY HILLS. - The Norsemen will not ambush Lathan in the FOOTHILLS. - Lathan will not have to fight in the battle at HIGH PASS. By the time he journeys there the battle will have already been won. As such, there will be no notice on the EAST GATE of ALKATESH directing soldiers to the front, Lathan will not encounter Sir De Lorries at the NORTH GATE of that city, and if he enters the storage room after saving Issenson at THE LAST INN, Lathan will invariably find the room empty. SHADOAN - Because Lathan does not have to fight the battle in HIGH PASS there is no banner symbol to memorize. Therefore, whichever of the three shields the player chooses in the CAVE OF ROHAN will always be the correct one. - The DEEP PITS area in the CAVERNS OF CHAOS is not accessible via the map. However, Lathan can still journey to that area by selecting the left [Doorway] tag in the GROTTO OF DREAMS. - The PIRATE COVE area and, consequently, the entire FIRE ISLAND quest are not present in this version of the game. If, after retrieving the "Dagger of Arne", Lathan visits the storeroom at THE LAST INN, he will still find it bare with the "Never-Empty Mug" nowhere in sight. - Torlok will not attempt to destroy Lathan at the ENCHANTED VILLAGE. - Lathan will not have to determine which is the 'true' guardian at the GUARDIAN GATE. Instead he will talk to the real guardian directly, skipping over that step. - The She-Wolf will not ambush Lathan in front of the Sealed Castle. - Lathan will not have to use a "Scroll of Release" to ascend to the final area of the CASTLE. Instead the platform to the tower will automatically move on its own. - Because of the absence of the Fire Island quest, Lathan will have to quickly select the five relics in the order in which they appear in the in-game manual. This manual is accessible via the 'Book of History' that appears on the 'Far-sight Window' screen. - During the ending, Lathan will not be transported back to the PALACE in ISCAR. Why? Because as every little boy or girl knows, kissing is yucky! [D1] LOCATIONS **************** PLEASE NOTE: This section is essentially another walkthrough of the game, but with the information divided by location, rather than presented chronologically. Therefore, it is easier in this section to obtain ideas on how to proceed through a certain portion of the game in which you may become stuck without inadvertently obtaining spoilers about other aspects of the story. However, as some puzzles require you to gain information from multiple areas in order to complete them, sometimes nothing but a very linear explanation will do. For those times, or if you are simply having trouble finding the required solutions below, please see the 'Walkthrough' section located above. [D2] THE PALACE IN ISCAR **************** THE THRONE ROOM Lathan will begin his adventure here. After his audience with Princess Grace Delight is finished, select the [Doorway] tag to proceed to the next area. NORTH CHAMBER If Lathan enter this chamber, he will encounter Princess Grace Delight, who will urge him to hurry up and begin his quest for the last two relics. She will also drop a hint about how to activate the tapestry in the SOUTH CHAMBER. SOUTH CHAMBER Lathan will notice a tapestry on a wall here that may be magical. Use a "Scroll of Seeing" and a second door will appear in the chamber. Select the tag for this door and Lathan will appear before the SOUTH GATE of ALKATESH in the Kingdom of the Far Reaches. [D3] THE FAR REACHES **************** ALKATESH Once called the 'City of Magic', Alkatesh was the place where Torlok launched his genocidal war against the Argent Kings and the Great Wizards. After their fall, Alkatesh became known as the 'Lost City' as it remained firmly in Torlok's hands. Recently, however, a band of brave men and women drove his forces from the city and took it for their own. ALKATESH is a large area and as such consists of a wide variety of areas: SOUTH GATE - Lathan will appear here after stepping through the magical door revealed by the tapestry of seeing in the Palace in Iscar. WEST GATE - The gate that stands closest to the BLACKHEATH, Torlok will ambush Lathan here and attempt to catch him in a trap. You must use a "Scroll of Release" to have Lathan survive the experience unscathed. This type of scroll can be obtained at DAELON'S PORTAL. EAST GATE - Lathan will encounter a sign here directing all warriors to the NORTH GATE. After the battle at HIGH PASS, this sign will disappear. NORTH GATE - Here Lathan will encounter Sir De Lorries and his squire, Edmund. After the animation finishes, use the "Bloodsword" to unlock the HIGH PASS area. Be warned, however, that you must first obtain the "Potion of Flying" from the Back Room of THE LAST INN to have any hope of winning the battle you will find raging there. CITY SQUARE - Lathan will find this section of Alkatesh abandoned. WITCH TOWER - Lathan will emerge on a balcony overlooking the CITY SQUARE. He will find both the tower and the square deserted. STREETS - Lathan will be berated by an old man here on a wide variety of subjects. BLACKHEATH The BLACKHEATH was a garden created by the Argent Kings in days of old that was infused with healing magics, allowing said Argent Kings to recover quickly from a variety of injuries and illnesses each time they ventured there. If Lathan enters this area, he will regain a life rose if missing one. If one of his liferoses is withered (indicating he is injured), it will regain it's full bloom. Visiting the BLACKHEATH early on in the game will also ensure the dragon Torlok threatens Lathan with at the beginning of the game will not awake and kill our hero. DAELON'S PORTAL This portal was created in ancient times in order to allow the Argent Kings to travel freely between the Five Kingdoms. It is the only place in the game where Daelon can physically help Lathan. The first time Lathan arrives here Daelon will present him with three "Scrolls of Release". He can return on subsequent trips to obtain three scrolls each of "Travelling", "Understanding", and "Seeing" in any order the player so wishes. After Lathan has obtained all the scrolls, Daelon will no longer appear here. FOOTHILLS The first time Lathan ventures here, he will be ambushed by a pack of bandit Norsemen. Use the "Bloodsword" to drive them off. On subsequent trips he will encounter a bird sent by Grace Delight that bears a message from her. The message will contain information that will come in handy during the battle for HIGH PASS. FOREST The first two times Lathan enters this area, he will meet an itinerant merchant who will pass along some useful advice about other areas in the game.
Afterwards, if Lathan journeys through this area he will find it deserted. HANGING TREE In this location, Lathan will encounter a rather polite hangman, who will pass gladly pass along information on the state of the realm or the criminals in it. He will never attempt to hang Lathan. HIGH PASS The first time Lathan ventures into this area it will be as a part of Sir De Lorries' army. Sir De Lorries will assign Lathan to lead the Regiment of Falworth in a flank attack on either the right or left line. Be sure to pay special attention to the design of the shield on the regimental flag as it will become important later on. After the battle is over, Lathan will be met in this area by two knights who will offer to escort him through the pass. To make it safely to the next area you can either use your map, or select the [Horse] tag that appears onscreen. EASTERN BATTLE LINE - If De Lorries orders Lathan to make an attack on the right line proceed here. Use the "Hunting Horn" to defeat the demon Azrunool when he appears. Use the "Bloodsword" to defeat the spear-wielding Serpentmen that attack afterwards. WESTERN BATTLE LINE - If De Lorries orders Lathan to make an attack on the left line he should proceed here. Use the "Orb of Mobus" to defeat the Serpentmen missile troops that attack the regiment on the bridge. Have Lathan use the "Black Mace" to get by the heavily armoured Serpentman that attacks him afterwards. THE NARROW GAP - After mounting a successful flank attack on either the right or left line Lathan will automatically proceed to this area, where the Plague Magician will be covering his army's retreat from a platform floating high above the gap. Defeating him requires a quite number of steps: First, use the "Potion of Flying" that can be found in the Back Room of THE LAST INN to ascend to the platform. Then select either one of the [Globe] or [Bottle] tags when they appear. Afterwards, select the [Plague Magician] tag and then select the [Gap] tag closest the Plague Magician when he rains a shower of knives down on Lathan. Again select the [Plague Magician] tag after the animation finishes, then quickly select the [Ledge] tag before Lathan can fall to his doom. Finally use the "Crystal of Kaldar" when the Plague Magician shoots a stream of red energy at Lathan and the young hero will defeat him once and for all. After the battle is over, select the [Banner] tag to (once again) view and memorize the design of the shield in the upper-left corner of the flag. THE LAST INN Outside the Inn, Lathan will encounter the untrustworthy proprietor of the place, who will never say anything encouraging to the young adventurer. Select the door tag to enter the Inn. Once inside, use a "Scroll of Release" (obtainable from DAELON'S PORTAL) to free the old man who is being roughed up by two goons. Then exit back outside, where a new [door] tag will have appeared. Select it to have Lathan enter the Back Room of the Inn where the supplies are kept. Choose the [Barrel] tag to have Lathan move that object out of the way and discover the "Potion of Flying". You must use the map to exit the room before the clock runs out or Lathan will be stuffed into the barrel he just swept aside. After the Battle for HIGH PASS has been won, Lathan can return to the Inn's Back Room to find Pirate Lemmy's "Never-Empty Mug" sitting on a window sill. Again you must use the map to exit the room. If you wait until time runs out, or select the [Door] tag, Lathan will be ambushed by a pack of goons led by the Innkeeper and stuffed into a barrel. LONG PLAINS Seemingly endless plains that lie south of ALKATESH. Nothing of note happens to Lathan here. LOW HILLS An image of Daelon will appear to Lathan here and offer some useful advice to the young Argent King about the nature of THE LAST INN, among other things. MILE END An area without any location on the map, Lathan will stumble across the MILE END signpost whenever he gets lost in the Far Reaches, an event that occurs completely at random. You can determine if the signs you find here are reversed by having Lathan travel to TRICKSTER'S GULLY. If the signs are not reversed, you can select any of the tags on the screen to travel problem free to that location. If, however, they are reversed then you must select the tag on the opposite side of the screen from your desired location to be able to travel to that location successfully. NORSEMEN CAMP Here Lathan will stealthily sneak up on a party of Norsemen that are on their way to the battle at HIGH PASS. If you use a "Scroll of Understanding" on the Norsemen, Lathan will overhear a small bit of information that will come in handy during that battle. Regardless of whether the scroll is used or not, Lathan must travel to another location before the clock runs out, or he will be discovered by the camp's scouts and summarily executed. After the Battle for HIGH PASS has been won, if Lathan returns here he will not be able to discover any new information and will still be executed if he tarries too long. RIVERBANK If Lathan dies then this is the area in which he will be resurrected. A malfunctioning vision of Daelon will appear here, haphazardly revealing the location of the "Potion of Flying" and the "Shield of Falworth". If you select the [Riverboat] tag when it appears, Lathan will plunge over a waterfall and lose a life. ROCKY HILLS The first time Lathan passes through this area he will be ambushed by a cadre of Trolls. Use the "Pentacle Coins" to get rid of them for good. On subsequent journeys through the area, Lathan will pass by a rock inscribed with strange runes. If he uses a "Scroll of Understanding" on these writings, Lathan will gain some information on how to obtain a valuable artefact later on in the game. THE RUINS These ruins were created in ancient times by the Galerians, and evil splinter sect of the Argent Kings. Up until their destruction, the Argent Kings forbade humans from entering here and it's no wonder: if Lathan enters this area he will instantly be killed. TRICKSTER'S GULLY If Lathan journeys here, he will read a sign that says either to 'Follow the signs at Mile End' or that the 'Signs at Mile End (are) reversed'. Please see the section on MILE END for more information on the significance of this. WOODCUTTER'S HUT Now a dilapidated, abandoned shack, the WOODCUTTER'S HUT was once home to the captain of the most decorated army in the Far Reaches. After Mobus broke the Hand into the Five Relics, he gave them to this captain and charged him with hiding them from Torlok. Later on, the hut was the scene of a battle between an Argent King and a servant of Torlok's, with the former gaining the victory over the latter via the aid of a magical dagger. Now the cabin serves as the site of a magical trap of Torlok’s. If Lathan comes across this area before he finds the "Shield of Falworth" he will have to flee before the clock runs out or he will be destroyed. After Lathan has retrieved the "Shield" from the CAVE OF ROHAN, you can use it to have Lathan deflect the whirlwind away from himself, and then enter the hut by selecting the appropriate tab. Once inside, choose the [Dagger of Arne] tag to have Lathan successfully claim the relic without mishap, then back out the way he came. Once outside, you will again have to once again deflect the twister away from Lathan, or flee to another area before the timer runs out. [D4] SHADOAN **************** ABYSS OF TIME A magical rent in the earth that has marked the known northern boundary of Shadoan for as long as humans can remember, the ABYSS OF TIME is reputed to have no bottom. If someone plunges into the gap, they will starve to death before striking the ground. Lathan can only access this area by going through the GUARDIAN GATE. Clicking on the [Ledge] tag will cause Lathan to slip and fall into the gap, depriving him of a life. Instead, Lathan must use the "Moonstone Amulet" (which can be obtained from the MURKY LAKE in the CAVERNS OF CHAOS), then select the [Glass Bridge] tag to successfully cross to the other side. CAVERNS OF CHAOS The Caverns are an enormous area encompassing a variety of locations that lay at the foot of the SKULL CLIFFS. It was while exploring the caverns that Torlok came across an entrance to a previously unknown underworld. In this underworld he discovered the Serpentmen, whom he then magically coerced into forming the backbone of his army. Upon entering the Caverns, if you select the [Lake] tag Lathan will automatically make his way down to the MURKY LAKE. MURKY LAKE - If you use a "Scroll of Seeing" here (which can be obtained at DAELON'S PORTAL) the swans circling the island center will turn into boats. Select the [Swan Boat] tag to have Lathan journey to that island. Once he is ashore, select the [Moonstone Amulet] tag to claim that item, and carefully listen to the voice as it will give instructions on its proper use. Once done, return to shore by again selecting the [Swan Boat] tag. Once Lathan is safely ashore the swans will vanish, precluding further visits to the island. GROTTO OF DREAMS - Although Torlok now rules this area, the Grotto was once a sanctuary belonging to Mobus. Here Lathan will find 'The Book of Knowledge' and will be able to glean no less than seven useful anecdotes from its pages: 'The "Shield of Falworth" can protect its user from aggressive magic. Falworth died trying to slay the dragon Rohan.' 'An Argent King used a magical dagger to defeat a servant of Torlok. They fought in the WOODCUTTER'S HUT.' 'The Five Relics can only be re-joined in the TOWER. The Fire God knows in what sequence they must be assembled.' 'In the Temple of the Fire God all is not as it seems. To find the treasure, one must see beyond the fire.' 'Mobus sealed his CASTLE to keep Torlok out. The "Onyx Seal" will reveal the entrance to the CASTLE.' 'The ABYSS OF TIME is protected by two guardians. One must see through the false guardian in order to pass him.' 'The ROOM OF MIRRORS holds the secret to the TOWER, but only an Argent King can discover it. Upon reading the seventh clue, Lathan will be disturbed by one of Torlok's servants, and will then begin re-reading the same clues over again. The right- most doorway in this room leads to the MURKY LAKE, while the left door leads to the DEEP PITS. DEEP PITS - If Lathan ventures into this area he will be destroyed by Torlok's fire demons. TO PIRATE COVE - PIRATE COVE actually lies outside of the CAVERNS OF CHAOS further down the coast, but it can only be accessed by selecting this location. Here Lathan can secure transport to FIRE ISLAND, but only by returning the "Never-Empty Mug" to Pirate Lemmy. The mug can be obtained from the Back Room of THE LAST INN after the Battle for HIGH PASS has been completed. ENCHANTED VILLAGE This entire village is nothing more than another trap concocted by Torlok to destroy Lathan. Use the "Orb of Mobus" to have Lathan get out of it alive. If the hero returns to this area later, he will find nothing but barren ground. FIRE ISLAND Fire Island is home to strange amphibious-looking natives as well as the Temple of the Fire God. Lathan must have the "Dagger of Arne" in his possession if you want to complete this part of the game successfully. NORTH SHORE - This is the area in which Lathan will first come ashore with Pirate Lemmy and crew. It is one of the few safe havens on the island. ISLAND BEACH - In this location Lathan will stumble upon a number of villagers out fishing in the ocean. If you select the [Grass Skirts] tag, Lathan will make off with the garb unaccosted. ABANDONED HUT - If you select the [Baboon Idol] tag here Lathan will be attacked by a horde of coconut hurling baboons. Choose the [Chair] tag to defeat their assault. If you select the [Hut] tag Lathan will also survive the attack, but he will be injured when one the baboons finds a gap in the hut's roof through which it can hurl a coconut. If Lathan later returns here with the "Baboon Idol" still in his possession he will be killed. Therefore, after acquiring the statue he should proceed immediately to the EAST CAMP. WEST CAMP - After the animation for this area finishes, you should choose to use the "Grass Skirts" item so Lathan and the pirates can slip through the native village and gain entry to the Temple of the Fire God undetected. If you select the [Volcano] tag, Lathan will attempt to enter the temple without a disguise and be killed for his efforts. EAST CAMP - After the animation for this area finishes, you should choose to use the "Baboon Idol" item so Lathan and the pirates can create a distraction that will allow them to gain entry to the Temple of the Fire God unharmed. If you select the [Volcano] tag, Lathan will attempt to enter the temple without this distraction and subsequently be killed for his efforts. VOLCANO - In the volcano, Lathan will find three altars. He must choose to leap from one of the altars into the lava below. Use a "Scroll of Seeing" (which can be obtained from DAELON'S PORTAL) to have Lathan discover that the lava is just an illusion, then select the tag of the altar that does not have spikes lying beneath it. Lathan will next find himself standing before the Fire God's altar. Have a pen/pencil and a piece of paper ready, then select the [Hand of Mobus] tag that appears after the animation. Write down the relics in the exact order that they light up on the altar. Next, the bed of treasure Lathan and the pirates are standing on will get sucked down into a whirlpool. Use the "Dagger of Arne" to quickly cut through the grate Lathan finds himself blocked by, then select the [Riverboat] tag to successfully make it back to Lemmy's ship. Lemmy (and by extension Lathan) will automatically return to PIRATE COVE upon this event. If you were unable to write down the correct order of the relics in time, you can return to FIRE ISLAND at any point during the game for a second look. GUARDIAN GATE Here Lathan will encounter two eastern-style sentinels. Selecting the [Guardian] tag will accomplish nothing. Instead, you must use a "Scroll of Seeing" (which can be obtained at DAELON'S PORTAL) to have Lathan uncover the true guardian of the gate, then click on the new [Guardian] tag. After the real sentinel is finished speaking, first choose the [Gate] tag and then the [Gateway] tag to access the ABYSS OF TIME. PERTRIFIED TREES If Lathan journeys to this area, he will find a note pinned to a tree (which is quite an accomplishment, considering the tree is supposed to be stone) advising him to avoid Torlok's fire demons. ROHAN'S CAVE The abode of the dragon Rohan, this location can only be reached via use of a "Scroll of Travelling" (which can be found at DAELON'S PORTAL). Such a scroll will automatically be used if you select the [Rohan's Cave] tag that can be found in the SKULL CLIFFS area. Inside the cave, Rohan will present Lathan will three shields. Select the shield with the same design as the one found on the banner at the Battle of HIGH PASS. If Lathan chooses incorrectly, or returns to the cave after having already chosen the correct shield, Rohan will devour him. SKULL CLIFFS This area lies at the top of a series of enormous coastal cliffs that are decorated with skulls of giants. The skulls were placed there by Hemmark, the last of the giants, shortly before his own death. From this area Lathan can access either ROHAN'S CAVE (via a "Scroll of Travelling" that can be obtained at DAELON'S PORTAL) or the CAVERNS OF CHAOS (via the map). SOUTH SHADOAN Upon entering this area for the first time, Lathan will hear a voice advising him to journey to FIRE ISLAND. All subsequent times he journeys here, the young hero will hear the voice of Daelon, advising him that he can no longer help him beyond this point. TWO ROADS An area with a stunning view of the SKULL CLIFFS, selecting the [Path] tag here will lead Lathan to those cliffs, while the other fork in the road leads, presumably, to the PETRIFIED TREES area. [D5] THE SEALED CASTLE **************** Located on the other side of the ABYSS OF TIME from Shadoan, the SEALED CASTLE is only location in which the Hand of Mobus can be re-assembled and, as such, is the final area of the game. GLASS FOREST This is the location Lathan will retreat to if he is unable to get past the She-Wolf guarding the castle grounds. Torlok's disembodied voice will taunt the young hero about his failure. If you select the [Ledge] tag here, Lathan will plummet to a slow death in the ABYSS OF TIME. CASTLE This is the area which Lathan automatically enters after crossing the ABYSS OF TIME. Here he will be attacked by a fierce She-Wolf, the last of her kind, who was set up as a guardian to watch over the castle by an increasingly paranoid Torlok. Use the Dagger of Arne to destroy her, and Lathan will continue on to the FRONT DOORS. FRONT DOORS When the animation in this location ends, Lathan will be facing a blank wall. Use the "Onyx Seal" to have Lathan discover the door to the castle, then select the [Doorway] tag to enter. CORRIDOR Here Lathan will encounter a number of Gargoyles, a new species created by Torlok specifically defend the castle. Use the "Shield of Falworth" (which can be found in ROHAN'S CAVE) to destroy them. CURVING STAIRS This is a long staircase of floating steps that stretches from the bottom-most level of the CASTLE proper to it's very top. At the end of the stairs Lathan will find the POWER ROOM, while if he ascends to their beginning, he will find himself in the ROOM OF MIRRORS. POWER ROOM Choosing the [Stairs] tag here will lead Lathan back up to the CURVING STAIR. Selecting the [Path] tag will cause him to enter the CROWN ROOM. CROWN ROOM This room is the location of the "Crown of Malric". If you choose the [Crown of Malric] tag Lathan will be killed before he can claim the treasure. Instead, use the "Black Mace" to obtain the crown without mishap. ROOM OF MIRRORS The first time Lathan enters this room it will seem like a dead end. To progress, you must have Lathan use the "Crown of Malric" (which can be obtained in THE CROWN ROOM) after the animation ends. When the tunnel is revealed, select the [Tunnel] tag to continue. TUNNEL The only way to access this area is to use the "Crown of Malric" in the ROOM OF MIRRORS. Like the previous area, this location too seems to come to a stop at a dead end. In actuality, Lathan will have entered an elevator whose platform is stuck. Use a "Scroll of Release" (which can be obtained at... oh, forget it, you should know where by now) and Lathan will ascend to the top of the TOWER. TOWER This is the room in which the final confrontation between Lathan and Torlok takes place. To defeat the evil wizard, Lathan must select the relic tags in the exact order that the relics lit up on the Fire God's Altar in the VOLCANO on FIRE ISLAND. Once the relics have been correctly selected, the final battle will take place automatically. Sit back and enjoy the ending! [E1] CHARACTERS **************** What follows is a list of some of the characters Lathan will encounter on his travels throughout the kingdoms of Shadoan and the Far Reaches. ALLIES DAELON Rumoured to be the last of the Great Wizards, Daelon has used his considerable powers to greatly expand the length of his life. Over hundreds of years he has trained over twenty apprentices to go out into the land and reform the Hand of Mobus, but all have been either killed or corrupted by Torlok. Lathan, the last of the Argent Kings, is his 23rd apprentice. Daelon appears to Lathan in a variety of areas throughout the game to offer sage advice, but the only place he will physically interact with the young hero is at DAELON'S PORTAL. Here, he will give Lathan Scrolls of "Release", "Seeing", "Understanding" and "Travelling" provided multiple visits are made to the site. PRINCESS GRACE DELIGHT The princess is daughter of Queen Akasha and King Demetre of Iscar. When Drakesblood the Wicked rose to power, he murdered Grace's parents and imprisoned her in a tower, where she remained until Lathan killed the usurper and restored her to her rightful place on the throne. As a result, Grace looks kindly upon the young hero, and will figure prominently in the course of his adventures. It is she who will see Lathan off at the beginning of the game, and she will also appear to Lathan (after he defeats the bandits) in the FOOTHILLS of the Far Reaches. Here she will impart information that the young wizard will find of great use during the Battle for HIGH PASS. PIRATE LEMMY A pirate with a rapacious thirst for smuggling cargo and robbing Torlok's war galleys, among other things, Pirate Lemmy is an near-mythical adventurer who it is claimed, has even visited the legendary 'Edge of the Sea'. Despite his fearsome reputation, Lemmy seems to be more than forgiving of those who hold Torlok in as low esteem as he does. If Lathan returns his "Never-Empty Mug" to him, the bold buccaneer will gladly take the young hero to FIRE ISLAND, and even join in on the adventures Lathan has there. CALACE An elf maiden of debatable origins, she is reputed to be the bravest and most resourceful member of Pirate Lemmy's crew. Despite this, and the fact she somehow warrants her own write-up in the 'Book of History', she will not significantly interact with Lathan at all throughout the course of his adventure. ISSENSON Issenson is the old man with a big mouth that Lathan will find being roughed up by two street toughs in THE LAST INN. Once he saves the greying rouge, Lathan will find him to be a great source of information on the rare artifacts of the realm, as well as on the comings and goings of the Inn's staff and its patrons. SIR DE LORRIES An older but still vital knight, Sir De Lorries is kept in constant attendance by his squire, Edmund (who must be one of the earliest 'Yes Men' in recorded history). It is Sir De Lorries who leads the forces of the Far Reaches against Torlok's army in the Battle of HIGH PASS, never once relinquishing his command despite being unhorsed by the Plague Magician near the end of the fight. Sir De Lorries only respects proven warriors, so if Lathan wishes to join in the battle he will have to show the Commander his "Bloodsword" as proof of his martial ability. The old knight will be so impressed by the sword he will entrust command of the Regiment of Falworth to the young wizard shortly before the conflict begins. ACKFORD, THARAYA & BUBBA These three are the sub-commanders in charge of the various allied forces in the Battle of High Pass. Ackford is the Dwarvish commander who leads the army stationed on the EASTERN BATTLE LINE, while Tharaya and Bubba are in charge of the various Norsemen clans who hold down the WESTERN BATTLE LINE. Lathan will have to use the Regiment of Falworth to aid either of these forces if he hopes to win the Battle of High Pass. ENEMIES TORLOK The main villain of the piece, Torlok hounds Lathan throughout the game, constantly seeking to defeat the young wizard by tricks and traps before finally confronting him in the highest TOWER of the SEALED CASTLE at the end of the game. Torlok may at times seems to be a relatively handsome young man, but that appearance is a mere illusion which is quickly stripped away whenever the dark wizard is overwhelmed by great stress or pressure. The sorcerer's true form is green and twisted, corrupted by years of exercising the most vile of magical energies. Torlok's actions over the centuries have been vile as well. He destroyed the Argent Kings, and the Great Wizards that served them. He discovered a race of Serpentmen living in a previously undiscovered underworld, then magically enslaved them to his will and forced them to become the backbone of his armies. He created another race, that of the Gargoyles, simply to guard the SEALED CASTLE. And when all the chaos he caused had driven the wolves of the land to near extinction, he shackled the last survivor of their kind with a magical chain and used her for his own purposes. Powerful, deadly and unrelenting Torlok makes a forbidding opponent for Lathan and should never be taken lightly. PLAGUE MAGICIAN Once an apprentice of the Great Wizard Kaldar, the Plague Magician betrayed his master to Torlok, thus greatly aiding in that venerable wizard's destruction. Soon he rose to be second-in-command to Torlok, and was originally charged by him to find hidden location of the five relics as well as the whereabouts of the last Argent King. In this game, the Plague Magician will lead Torlok's forces at the Battle of HIGH PASS, and cover their retreat should they fail, forcing Lathan to confront him in an one-on-one battle in order to secure a victory. Although possessed of great magical abilities, the Plague Magician still fears the artifacts created by his former master, in particular the "Crystal of Kaldar" which, it is rumoured, possesses the power to completely destroy him. AZRUNOOL Azrunool is an enormous, grotesquely muscular demon from the nightmare realms. The Plague Magician can summon at any time to aid him in his battles. However, as Azrunool will only fight for his summoner 'for a price', he will only be called upon in the most dire of circumstances. Like all demons, Azrunool possesses a weakness in regards to the second relic, the "Hunting Horn", and will vanish from this realm whenever it is blown. ROHAN An ancient dragon of enormous power, Rohan has spent the hundreds of years accumulating a bed of treasure taken from all over the realm. Although he considers himself an honourable creature, Rohan's power and viciousness is not to be underestimated: even the great hero Falworth was killed when he tried to battle the dragon. Rohan claims to have a sister known as Erin, which may be the same dragon Torlok targets Lathan with at the beginning of the game. [E2] ITEMS **************** Here is the list of items Lathan will make use of throughout the course of the game. BABOON IDOL A jade green statue of a monkey, the baboons surrounding the ABANDONED HUT in FIRE ISLAND obviously hold this Idol in great esteem, and will attack anyone who tries to take it from them. Lathan can claim the statue by using a chair to ward off the baboons' attack. If he then uses the Idol at the EAST CAMP, he can use the baboons to create a distraction that will allow him (and Lemmy's pirates) to sneak past the natives guarding the site and enter the Temple of the Fire God. BLACK MACE One of the Five Relics of the realm, Lathan begins the game with this item already in his possession. While a fearsome weapon, in general it seems to stun more often than it kills, though it still can be used to destroy some magical objects such as the glass case in the CROWN ROOM of the SEALED CASTLE. BLOODSWORD OF THE ARGENT KINGS A sword with a blade that looks to have been hewn from a shard of pure crystal, Lathan will begin the game with this weapon already in his possession. Throughout his travels in Shadoan and the Far Reaches, the young hero will have ample opportunity to use test this sword against such diverse foes as bandits, wolves and Serpentmen. CROWN OF MALRIC The fifth and final of the Five Relics, Lathan can find the Crown deep in the bowels of the SEALED CASTLE, and claim it by using the "Black Mace" to break the glass container covering it. Later, the young wizard can use the Crown to discover the entrance to the final area of the game by donning the circlet in the ROOM OF MIRRORS. CRYSTAL OF KALDAR A multi-faceted crystal created long ago by the Great Wizard Kaldar, Lathan will begin the game with this item already in his pouch. An object of immense magical power, it is rumoured that the crystal is one of the few objects in all of the Five Kingdoms that is capable of destroying the Plague Magician. Not surprisingly, Lathan can use this item to great effect against that evil sorcerer during their struggle at the Battle of HIGH PASS. DAGGER OF ARNE A magical dagger that seems to be capable of cutting through any type of metal, the dagger also doubles as the fourth relic of the realm. Lathan can find this object by defeating Torlok's trap at the WOODCUTTERS HUT. In addition to its metal-cutting properties, the dagger also seems to be the only weapon capable of destroying the She-Wolf guarding the entry grounds of the SEALED CASTLE. GRASS SKIRTS A number of native costumes that have been discarded by their owners, Lathan can find these skirts piled together in a forest fronting the ISLAND BEACH of FIRE ISLAND. Later, he can use them to sneak himself and his piratical compatriots through the villagers' WEST CAMP and thus gain access to the Temple of the Fire God without being destroyed. HUNTING HORN One of the Five Relics of the Five Kingdoms, Lathan begins his quest with this item already in his possession. The horn is capable of emitting a blast that can defeat demons, involuntarily returning them to whatever realm they were summoned from. Lathan can use this property of the horn to defeat the demon Azrunool if he makes a flank attack on the EASTERN BATTLE LINE during the Battle of HIGH PASS. MOONSTONE AMULET A necklace that prominently displays a pale, beautiful gem, Lathan will discover this item slung around a lonely stalagmite on an island in the middle of the MURKY LAKE. Lathan can use then use this gem to reveal the glass bridge that crosses the ABYSS OF TIME in northern SHADOAN. NEVER-EMPTY MUG Pirate Lemmy's favourite drinking vessel, it will be stolen from him by the owner of THE LAST INN. If Lathan returns the mug to Lemmy, the smuggler will agree to offer him passage to FIRE ISLAND, and even join in on the young wizard's adventures there. ONYX SEAL Sometimes referred to as the 'Great Onyx Seal', Lathan will start the game with this object already in his keeping. The seal's sole purpose is to allow its bearer to uncover the entrance to the SEALED CASTLE that lies beyond the ABYSS OF TIME north of SHADOAN. ORB OF MOBUS Another of the Five Relics of the realm, Lathan will begin the game with the Orb already in his possession. During the game, this item can be used by Lathan to dispel a variety of magics, though if the Orb encounters an enchantment too powerful to erase it will overload, reducing the young hero to ashes. PENTACLE COINS A handful of shiny, shimmering coins, Lathan will begin the game with this item already in his inventory. These coins have been magically enchanted to drive the stupid and the greedy to distraction, and thus prove an able deterrent to Trolls, should Lathan ever be unfortunate enough to encounter them. POTION OF FLYING This item consists of a clear glass bottle holding a strange liquid that, once drunk, gives its ingestor the power of flight. Initially the potion was the property of Jerod, an apprentice of Daelon's, but it was stolen from him the proprietor of THE LAST INN and now resides in that establishment's back room along with a host of other stolen merchandise. If Lathan recovers it, he can use the concoction to confront the Plague Magician on his floating platform during the Battle of HIGH PASS. SCROLL OF RELEASE A scroll constructed of a variety of magical components, Lathan can obtain three versions of this item the first time he visits DAELON'S PORTAL in the extreme southwest of the FAR REACHES. These scrolls contain the power to free that which should not be bound, which will allow Lathan to survive the trap devised by Torlok at the WEST GATE of ALKATESH, among other things. SCROLL OF SEEING A magical scroll that can allow one to see what might be otherwise hidden, Lathan will begin the game with a single one of these in his possession. After he travels to the Far Reaches, Lathan can obtain three more "Scrolls of Seeing" at DAELON'S PORTAL. Throughout the game Lathan can use scrolls of this type to see through illusions or find hidden objects. SCROLL OF TRAVELLING A magical scroll concocted in Daelon's lab back in Weigard, Lathan can obtain three copies of this scroll if he journeys to DAELON'S PORTAL in the FAR REACHES. Scrolls of Travelling allow Lathan to magically cross great distances in an instant, irregardless of the nature of the intervening space. Thus, they are the only way of reaching ROHAN'S CAVE in the Kingdom of SHADOAN. Be warned, however, that Lathan will be injured during the teleportation process each time he uses one of these scrolls. SCROLL OF UNDERSTANDING A scroll created by the wizard Daelon, and thus possessing magical properties, three "Scrolls of Understanding" can be had by Lathan if he visits DAELON'S PORTAL. These scrolls allow the user to understand languages and writings previously unknown to them, and thus are perfect for deciphering ancient runes, or understanding the strange language of the Norsemen. SHIELD OF FALWORTH Originally the possession of a legendary hero known as Falworth, this shield became the property of the dragon Rohan when Falworth died while trying to slay him. The design of the shield is well-remembered, however, and is even displayed on the banner of the Regiment of Falworth that Lathan commands at the Battle of HIGH PASS. [F1] CREDITS/FEEDBACK **************** If you have any questions/comments, and you've doubled checked to make sure they haven't already been answered in the guide, feel free to email me at NuHerder@gmail.com. Thanks to everyone involved with putting together such a fun little game. [F2] REFERENCES **************** All information contained in this guide is taken from the Digital Leisure Inc. DVD releases of 'Thayer's Quest', 'Shadoan' and their respective manuals, or is the opinion of the author. [G1] APPENDIX: 15 FUN WAYS TO KILL LATHAN KANDOR **************** By P. Magician Of all the creatures in the Five Kingdoms, Heroes are by far the most irritating. While all know this, some if only intuitively, the reasons as to why this is are as plentiful as they are diverse. Some say a Hero's unfailingly forthright attitude lays bare all the imperfections of more normal souls, causing them to swell first in envy, then in hate. Others say that a Hero's willingness to defy great odds causes shame in those who always secretly wondered how far they could go, if only they could find the courage to make the most of their abilities. But I know that the true reason for this irrational hatred is that a Hero, beyond all others creatures, is blind. Blind to people, blind to places, blind to, as a matter of fact, all things that lie outside the immediate furtherance of their cause. Some may count that as a minor, and even necessary fault, but for all those who think it harmless, consider this: could it not be that Torlok himself was once a Hero, doing everything in his power to free the Five Kingdoms from the cloying subjugation of the Argent Kings? So if during Lathan Kandor's travels you should feel frustration rising in your chest, do not fight it, indulge it, and subject him to one of the many deaths that can be found waiting around every corner of this unforgiving land. For your added enjoyment I have concocted a list of 15 of the funniest, saddest, most ironic and most brutal ways in which this Hero can meet his end. Happy necrotizing! 01) Although beyond a doubt the stupidest form of sentient life, what little intelligence Trolls have is devoted almost entirely to conceiving new ways of causing pain and misery, giving them no less than two spots on this list. For starters, go to the ROCKY HILLS and, when the Trolls attack, use the "Bloodsword" instead of the "Pentacle Coins". Lathan will slice his way out of one Troll's grip, then back up against a rock wall, threatening to chop all of his tormentors to pieces. One of the Trolls will then hurl a Lathan-sized rock at our hero, flattening him between it and the wall just like, as one laughing Troll says, 'a pancake'! 02) For the Trolls' second-most entertaining end, have Lathan go to the ROCKY HILLS and then simply do nothing when they appear. Once the clock runs out, the scene will shift to a camp later that night where the Trolls are roasting the Hero on a spit over an open fire. Lathan will be trussed up just like a roast rabbit! 03) Although they would probably rather not hear of it, that mortal enemy of the Trolls, the Norsemen, seem to have picked up a thirst for brutality from them over the years. In the FOOTHILLS have Lathan do nothing when the Norsemen ambush him and they'll savagely beat him down with a series of clubbing blows (no pun intended) to all parts of the head. 04) The RUINS just outside of ALKATESH are a delightful place, and if you have Lathan venture there he'll be so enamoured of it he'll forget everything: who he is, what he's doing... eventually he'll even forget how to breathe, at which point he'll collapse, gasping for air! 05) There are a great number of ways for Lathan to bite the dust during the Battle of HIGH PASS, but far too many are much too... noble for our purposes here. One in particular, however, more than aptly demonstrates Lathan's inability to take note of the odds against him while providing a good laugh as well. After Sir De Lorries gives Lathan his instructions at the opening of the battle, have the Hero make for the MIDDLE BATTLE LINE. Lathan will scream something about how he can win the battle himself... right before he's squashed into a neat little circle by a rampaging elephant. 06) Another fun way to see Lathan get destroyed during the HIGH PASS battle occurs at the EASTERN BATTLE LINE. Upon Lathan's arrival there, the demon Azrunool will be summoned to oppose his charge. When that horrible beast appears, do nothing. The massive demon will begin to hammer Lathan into the ground feet first, as if he were a nail! 07) One of Lathan's more vicious deaths can occur during the melee at the WESTERN BATTLE LINE. After the Hero unfreezes the ice over the river, causing the Serpentmen to plunge to their doom, he'll encounter fresh reinforcements on the other side of the bridge. When Lathan squares off with one Serpentman in particular, have him use the "Bloodsword" instead of the "Black Mace" to try to fend him off. The Serpentman will deftly dodge a thrust and then cut the young Argent King completely in two. 08) Once in Shadoan, Lathan will encounter many formidable creatures, but nearly none so terrible as Rohan the dragon. This dragon, unlike his sister, is reputed to be a honourable creature, but, fortunately for us, his honour doesn't extend very far. In ROHAN'S CAVE deliberately have Lathan choose the wrong shield and the red dragon will gleefully scream "Wrong!" before quickly snatching up the squirming hero in his maw, then swallowing him whole! 09) Below the Dragon's cave, in the CAVERNS OF CHAOS, is an area known only as the DEEP PITS. Have Lathan enter this area, and the young wizard will carefully descend a stair that ends in a pool of lava. Cautiously, he'll gaze at the magma, only to have the fire dancing on top of it suddenly form into two hands, grab him, and then plunge him down into its molten depths! 10) On Fire Island, lead Lathan to the ABANDONED HUT and select the [Baboon Idol] tag. Then, when the clock starts, do nothing. The Hero will be conked in the head with a well-aimed coconut. His eyes will cross, his tongue will hang out, and then he'll hit the ground, hard, while an enterprising little baboon scuttles off with the statue. (Alternately, have Lathan flee into the hut. A baboon there will smack him upside the head with another coconut, and then make faces at him. However, be warned this incident will simply wound Lathan, not kill him, and what is the fun in that?) 11) To see another, more brutal death on Fire Island direct Lathan to either the EAST or WEST CAMP then select the [Volcano] tag. The Hero and his pirate friends will make a mad dash for the stairs to the temple without distracting the natives that surround it first. Lathan will get violently impaled with a spear for his efforts. 12) And for the final notable death on Fire Island, go to the Temple of the Fire God and have Lathan observe the correct order in which the Five Relics can be used to form the 'Hand of Mobus'. After that is done, Lathan will be sucked down into a whirlpool. Once the hero's way is barred by the grate, have him draw the "Bloodsword" instead of the "Dagger of Arne" in order to cut through the iron bars . Lathan will fumble with the sword briefly before being crushed half-through the bars by the altar itself! 13) There are many good ways for Lathan to meet his end in the SEALED CASTLE, but few are more fitting than one that can be observed when the young wizard approaches the CASTLE for the first time. When the hero stands before the blank fortress wall, have him use the "Orb of Mobus" instead of the "Onyx Seal" in an attempt to gain entry. The Orb will overload, exploding in Lathan's face and reducing him to a wire-frame of his former self, which will then quickly break apart and fall to ashes. 14) Is anything as satisfying as seeing an important victory snatched away from a Hero, just as it is about to be claimed? In the CROWN ROOM of the CASTLE, Lathan will cautiously approach the "Crown of Malric", and admire the glass encasing it. Instead of using the "Black Mace" to break this protective covering, simply select the [Crown of Malric] tag and a trap-door will open under Lathan's feet plunging him down to his doom! 15) And finally, what more fitting way could there be to end this list but with a blow struck by none other than Torlok himself? After Lathan has ascended to the top of the TOWER, and Torlok has appeared, intentionally use the relics in the wrong order (You may have to attempt to use the "Orb of Mobus" first). Lathan will bobble the ancient items all over the floor, then get wrapped up like a mummy by Torlok's energy strings. The strings will then morph into a magical block of amber, preserving proof of Lathan Kandor's ineptitude for all time!