Rubacus Walkthough creator Game pu, gamepu@mail.com Use the level one priest spell "location" indoors to find out where you are. Then move from there to the (x0,y0) coordinates shown in this walkthough. (Sandol) The boat to the left of your starting point is already paid for. You will need to use it to access many shops here. You can row the boat to the west side of town and pick up a tourist guide from the tourist bureau. Exit Sandol. (outside) Move south to the sign about the guild. From the sign move west until you see an opening in the mountains to the south. Move south in to the mountains to find the guild. (Adventurers' Guild) Buy some brandy from the barkeep to find out the code word "krast". Break in to the northern private booth in the bar and ask Z about "krast". Go back to Sandol. (Sandol) Move to the northwest corner to find the world export/import. Ask Sally about "piotr" to get the door open. Ask Piotr in the northwest office about "medicine". Enter the records room on the east side of the building and look at the middle bookshelf on the east wall. Enter the passage and take the stairs. (Headquarters) Move north though the doors. Now with your new orders leave the headquarters and then leave Sandol. (outside) Move southwest to reach the bridge to west Sharabo. Cross the bridge and follow the road south to the fork. Move west to reach Mironville. (Mironville) Go west of the ale shop to find Kaye in her office. Ask her about "tarmac". Exit Mironville. (outside) Head north until you reach a large swamp area. Use the bandit map in your special items. A cave will appear on one of the islands north of the swamp. Walk over the water on the left side to reach the island. (damp caves) Pass though the secret passage at (18,42). Pass though another secret passage at (23,39) and pull the lever. You can now cross the east bridge. Pull the lever in the building on the east side. You can now cross the north bridge. Head over the north bridge and then though the west building. Now that your on the north side of the portcullis move east and enter the office. Enter the secret passage at (42,18). Destroy the machine in the next room then move west. Move though the northwest door and step on the dot near the docks. (secret warehouse) From the docks move west, ignore the first moldy wall and keep going until you see two moldy walls at the far west end. Cast move mountains on the walls then enter the north room. You can walk on the water from the north side to reach the dot. Now that you have L, unlock the north door and move to the northeast. L will unlock the portcullis to the central storage area. Move to the east and step on the first dot. After you kill the bandit leader hurry back towards the room you found L in. Your exit is just a step northwest of the damaged room. (Sandol) Once again ask Sally about "piotr" and look at the middle bookshelf to reach the headquarters. (headquarters) Head north to inform 5 of your success. Say yes to your next mission and then head back out in to the hallway. Go though the door to the east and take the stairs down to the laboratory. (Laboratory) Ask B about "equipment" then leave the Headquarters and go outside. (outside) Head over to the area outside Mironville. The forest to the west is where the safe house is. Travel around the south side of the forest until you find a way in, then enter the path in to the forest. (Safehouse) You may want to cast bless and haste on your party before trying to enter the back room where Tranus is. After you try to enter, forget about the Demon, take out the imps if they block you from entering the portal. (Basalt Bubbles) Use the slime pools to move around. From the first room enter the pool at (5,9) then (5,15) then (15,22). Pass though the wall at (23,8) then enter the pool at (25,10). The pool at (19,15) is blocked by some imps. Just attack them and then enter the pool. Now go back in to that pool and you will be sent to a different location. Travel over the lava and move though the small opening to the east to find another pool. Walk over more lava to find Tranus on the alter. Enter the portal. (Safehouse) Leave here and go back to the Headquarters in Sandol. (Headquarters) Report to 5 then go get the new equipment from B. Head back outside. (outside) Move southwest to the bridge and cross it. From the west side of the bridge move south but stay close to the water. You will find an outdoor encounter where you can buy an island pass for 2000. Buy the pass then follow the road south, then east, and then north to reach the Brewery. (Brewery) Enter the Brewery then head though the north door to reach the Docks. Ask the guard about "duke" and then walk over the east dock. (Ducal Docks) Move east to find the office of the commander. Before the gates will open you must ask Richter for "permission". In order to get permission you must complete three out of four side quests. The side quests are: find the stolen Marshmallows and give them to the commander in Mironville, Rescue the guard patrol and then report to the commander in Sandol, Kill the trog leader and bring his head to the commander in Barth, Bring proof of the escapees death to the Sub-adminastrater in Clear keep. The stolen Marshmallows. Travel though the mountains south of Mironville in to the swamp. Travel north though the swamp. Walk over the water south of the little island to reach the other side of the river. Enter the town from the west side. (Slime city) Move west in to the town. Talk to the purple jelly in the west building. Ask about "hideout". Now leave the town and move north. The hideout is on the east side of the mountains. (Jelly Stone caverns) The marshmallows are in the northwest corner. Get them and then return to Mironville. (Mironville) Find Kragoff in the northeast barracks and ask about "marshmallows". This side quest is done. Find the guard patrol. In the big swamp far north of Mironville, where the damp caves were. Travel east of the entrance to the damp caves and look for an outdoor encounter dot. Beat up the bandits while the guards return to Sandol. Now head back to Sandol. (Sandol) The barracks is west of the town entrance. Ask commander Gurney about "patrol". Done. Kill the trogol lord. Barth is located by following the road from the brewery south in to an area full of rubble. To get to the trog lair travel northeast of the brewery up to the ocean. Enter the tiny path at the north tip of the east mountains. Look around for mine 13. (Mine 13) The trogol lord is in the southwest corner building. Once you find and kill him go back to Barth. (Barth) The barracks is in the northeast. Ask the commander about "head". Now your done. Proof of escapee death. Follow the road north of the brewery to find the tower of Clear keep. Go northeast of Clear keep to find the dank hideout. (Dank hideout) Send your strongest party member in to the hideout. Move around to the west side of the fort and enter though the west door. Move though the secret passage at (8,15). Move to the east side of the fort, then move north to the pillar room. Move diagonally to reach the door at the south end of the pillar room. Ignore the portal and instead move though the secret passage at (16,7). The outcome is the same whether you choose to fight them or not. But you get an easy way out of the fort if you choose not to fight them. Return to clear keep with the bloody shirt. (Clear Keep) The sub warden is in his office east of the entrance. Ask about "escapees". This side quest is done. Once you Finish at least three out four head back to the Ducal Docks. Ask for "permission" then move east out the gate and up to the Duke's place. (Palace de Rubacus) Move over to the guest quarters on the east side of the palace. Enter the second guest room on the east side and look at the pedestal with a book on it. Pass though the new hole in the wall and then walk though the secret passage at (52,43). Defeat the guards then use the east door to move up to the north half of the palace. Enter the temple and get one templer robe from the chest. Now move east and go though the double doors to the north. Move though the long hallway in to the Wizards tower. Enter Orthonos' room and look at the desk. Enter the secret passage and then enter the portal. (Wizard's Sanctum) Pass though the secret passage at (19,50). Go though the strange chambers and look at the Vahnatia case to get a key. Now go back though the portal to the palace. Go back to the guards room in the lower east corner of the palace. Unlock the door to the southeast corner room and take the stairs down. (Ducal guard quarters) Just move straight west (though you may want to step around the lava) until you hit a wall, then move north and enter the inner chambers. Before you step on the rune have one of your party unequip their armor and equip the templer robe. Once your inside the inner chambers enter the south room. You need to kill at least the warlock to get out. Search the table to find some information you will need to enter the vault. Now take the stairs back up to the palace. Go to the northeast corner of the palace and look for some stairs down. (The Vaults) Now that you know to look for a button you can open the portcullis to the south. Take the stairway up to the archives. (the archives) Look at the topmost west drawer for some information and a key. Go back down. (The Vaults) There are now three openings in to the guard barracks to the south. Fight your way back to the inner chambers. Now that you have the gate key you can enter the northwest door. Pull the lever and then go back though the inner chambers. Exit though the north. (outside) The west side outdoor encounter is a game of chance. You don't have to pay any money but you may not make it on the boat. The east one will cost all together 510 gold to get to the mainland. Once your on the mainland head back to Sandol and report to 5 in the headquarters. (Headquarters) 5 will take the papers and then give you a new mission. exit Sandol. (outside) To reach swampy mountain enter the swamp west of Mironville. Travel north though the swamp and you will find a cave at the north end. (Swampy Mountain) Travel north though the winding cave until you reach the rope pit. You will only end up getting hurt if you try to use the rope's to cross. Instead use the secret passage in the cave wall at (36,18) to cross. When you get to him ask D about "Nado" and then "ready". Now head halfway back down and look for a dot on a ledge. (Tower of Nado roof) Go down the stairs at (9,22). (Tower of Nado R-1) In this room there are four sets of runes. Stepping on one of the sets makes you drop down to a section of the room below. You need to drop down to each section once and find a rune that seems to do nothing when you step on it. To start step on one of the northwest runes. (Tower of Nado R-2) Before placing a bead on the conveyer belt Push the buttons at (13, 31) and (16,33). Then drop a bead at (16, 21) wait for it to reach the rune then push the button at (22,28). Cross the bridge and step on both of the runes then move to the northwest corner and take the stairs back up. Now step on one of the northeast runes. The sign on the wall tells you what parts of the wall you need to look at. Step on the rune at the end of the path and then go back to where you you fell down. Find the other rune and use the bridge to get back to the upper floor. Step on one of the southwest runes. This section is just fights. The three zombie groups cause different nasty effects after you kill one. Step on both of the runes and take the stairs back up. Step on the southeast runes. As long as you don't cast any light spells here you can avoid having to fight by sticking close to the edges. Step on both the runes and then go back up. There should now be a fifth set of runes in the center. Step on them and then use the stairs down. (Tower of Nado R-3) Look at the dresser at (15,11) the item you get will disable a lot of traps on the next floor. Go down the stairs at (40,7). (Tower of Nado R-4) Go west though the riddle hall. Once you pass though the blown up gates use the strange box in your special items so that the gem glows green. Move though the wall at (7,14) and then again at (5,12) and again at (5,8). Look at the bookshelves for a key. Go back to the room where stairs up is and go though the south door. Move south to the records room. Pass though the wall at (40,37) and look at the bookshelf. Now you need to go back up to R-3 but first you must fight Orthonos in the green tile room. Which one is the real Orthonos is random. Fight your way back to the stairs. (Tower of Nado R-3) You get to the balcony by going though the west barracks. (Mountainside) There is a time limit here if you want to save D. If you want to just leave then go south. To save D hurry to (25,33) to find the flowers. Take them back to him. He will take you back to swampy mountain and you will get a reward for saving him by asking about "reward". Go back to the Headquarters. (Headquarters) 5 will tell you the code word "frop". Travel to Barth which is in the southeast. (Barth) Ask Jean about "frop". Ask Edric about "jean". Move behind the tavern and go south to find the door. Ask Morgan about "mission". Go to the Adventurers guild. (Adventurers Guild) Ask Tybalt about "frop". Travel north of Clear Keep to find the cave. (Watery Caverns) To get though here you must pull the numbered levers so there sum adds up to 38. Pull 4 at (7,24) pull 2 at (58,31) and move though the secret passage at (34,49) and pull 32. Pass though the secret passage at (42,57) and pull the lever. You can now pass though the gates in the southeast corner. On the other side of the gate use the crank to open the gate to the north and head down. (Pit of Terror) Walk though the basalt wall. One of the north cells has hole in it you can use to get a letter. Kramer is in Mironville standing near the west docks. Use the stairs at (15,3). (Clear Keep) There are two sets of stairs up. Just skip the first door to the east or west and enter the next door. Take either of the stairs up. (Clear Keep L2) Move though the secret passage at (30,21) and again at (31,23). Take the stairs up. (Clear Keep L3) Look in the chest at (25,21) for a key. To open the safe on the east side enter 09-06-15 and disarm the trap. To get back down step on (10,6). (Clear Keep L2) Use either lever in the room at the end of the west or east hall to open the south gates. Tarkus is in the second to last room on the east side. Use the chute on the west side to get back to the first floor. (Clear Keep) Search the north wall for a secret passage. Use the stairs back down to the pit of terror. Go back to the watery caverns. Go outside, move south to the brewery. Once Marina tells you where to go, report back to 5. (Headquarters) 5 will give you your last mission. Ask B for "equipment". Mine 17 is in the mountains west of the Brewery. (Mine 17) Look at the painting in the southeast room. Go down the elevator. (The Factory) To escape the deathtrap use the tremor ring in your special items. Move north and take the passage back up to the factory. Get the boat at (53,38). Push the button at (54,21). Push another button at (23,10). Pass though the passage at (24,17) and press the button at (25,17). Press the button at (10,22). Press the button at (14,38) and then row back north and enter the guard post. Push the button at (13,30) and then enter the crucible in the center of the factory. Search either side of the crucible walls for a secret passage. Enter the north room. To win this fight you need to first destroy the 343's in the corners of the room. Then destroy one of the machines around the master controller so you can attack it. After the fight is over enter the portal. (Deep Fortress) Move around to the west side of the chasm and use the gondola. You will need to move in a full loop around the fortress to find a door to get inside. Travel though the lookout pathway to the east side of the fort. Then run around the north pool and pull the bridge lever. Enter the southwest conference room and defeat Gaaargh to get the ruby key. Enter the room west of the center of the fort for the final battle. You can win either by killing Rubacus three times or just using the tuning fork on the Ruby behind the altar. When the fort starts to fall apart exit though the west. (Upper caverns) Collect your reward and then exit to the north. You can leave the scenario here or keep playing and exit via the docks in Sandol later. End scenario. I have no idea how to access the training dungeon in the adventurers guild. Nor do I know what the clue "thirteen" from Kramers letter is used for. If your reading this and you know please let me know.