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Backup webpages are maintained by the kind hearted adventurers at fantasoft.powweb.com and rlmz.org. ============================ Scenario List ============================ City of Bywater Mithril Vault Destroy the Necronomicon Castle in the Clouds White Dragon Trouble in the Swordlands Prelude to Pestilence Grilochs Revenge Assault on Giant Mountain War in the Sword Lands Half Truth Thunder of Guns ============================ City of Bywater City of Bywater Inside the Inn Magistrates Office Crypt Krise Caverns Sunken City of Waterford ---------------------------------------------------- The following is a means of finding most of the areas of interest within the first scenario, The City of Bywater. This sheet will give you the X and Y coordinates of most encounters and areas of interest. There are some that are not on this list so don't be surprised when you find one that is not on this list. Also, some encounters happen in a random location in a certain area and will happen at a random time. In this case the X and Y coordinates will have a " ? " instead of a value. Many of these random encounters are not listed below. It may or may not tell you how to complete a particular encounter. The descriptions are brief and do not give you all the possibilities of what might happen if you perform different things. City of Bywater: X:0 Y:21 Gladiator Games: You may enter the games to gain victory points and treasure. X:32 Y:2 Glowing Coal Inn in the City of Bywater X:24 Y:10 Temple X:16 Y:17 This leads to an old crypt described later under the section "Crypt". X:13 Y:17 This leads to an underground cavern complex that is being used by the kings high cleric. The cleric is gathering an undead army to attack the spider tower. Joining him is one way to attack the tower with a little help on your side. The cleric is located at X:24 Y:11 in this cave complex. X:57 Y:62 There is a hidden hole that leads underground. Underground is a small area inhabited by slime creatures. To the northeast you find another hole that leads up onto the island. On the island are large creatures. Gorgons to be exact. No real treasure to be had. X:41 Y:41 The area around the giant bushes has a large population of giant bees. X:7 Y:6 Town brothel: At the top floor are some hidden goodies underneath a wooden floor board. X:25 Y:6 Cook house: Be nice to the waiter and pay for the wine to get a hint as to where the wine came from. X:28 Y:8 Town library: Ask the librarian about "Waterford". At X:77 Y:29 is a hidden panel that leads to some secret book stacks. Click "Encounter" and cast discover magic to find a book of knowledge. This book will increase the readers judgment by one point permanently. X:10 Y:6 Blacksmith: Avenge the blacksmiths son to receive a magical gift. X:9 Y:12 Shop: This shop is quite ordinary and has most basic supplies. X:39 Y:15 Leather shop: This shop specializes in leather goods and has a few magical items for sale. X:9 Y:13 Ale house: Talk with the seedy looking Orc. After he is killed wait around for the town guard. They will thank you and give you an invitation to the castle and to the guardhouse. X:9 Y:17 Gate magistrate: If you do not have an invitation to the castle you may buy one for 300 gold or offer a forged one. If you show a forged one they will attempt to seize you. Let them seize you and explain it is a mistake. They will give you an invitation to the castle. If you take the magistrate hostage the town guard will be on the lookout for you and attack you on sight. X:6 Y:19 Secret entrance to the castle. This will allow you to gain entrance to the castle courtyard without having to pass through the gate. X:50 Y:4 Secret entrance to the spider tower. This will allow you to gain entrance to the castle without having to fight the gate guards. X: ? Y:? Gutter snipe: Use a fly or superfly spell or a rope to rescue the dog. If you do you will receive victory points and the boy will tell you about the secret entrance to the castle. X:13 Y:10 Madam Osswel's Specialty Shop: This shop is closed. To make her open it up you must encounter the ruffians beating on an old woman. If you save her and bid her good day she will open up the shop to you. If you take her dagger the shop will remain closed to you for the rest of the game. X:72 Y:13 There is a large iron door here. Behind the door there is an imprisoned skeletal giant. Very nasty. Beyond him a few steps you can encounter a few of his pets. X:2 Y:44 You will find a map to the krise caverns in this hut clutched in the hand of a dying goblin. X:2 Y:48 You can enter this cave by digging. You may find many gems until a group of cave bears shows up. X:5 Y:87 A goblin king will make an offer to join with you to attack the krise. If you except he will lead you and a party of his warriors to a secret entrance to the krise caves. X:24 Y:89 The location of a great iron door that leads to the krise caverns. You cannot gain entrance to the krise caverns in any way through this door until the krise on the other side are killed. X:20 Y:89 Secret entrance to the krise caverns. The krise caverns are quite large and a complete description of where to find stuff in the caverns follows below under the heading 'krise Caverns'. X:49 Y:85 Monsters live here. X:89 Y:88 At the end of this long cave is an old wizards hut, location X:43 Y:26 which has two magical books. One will be a book of knowledge, and the other is a cursed book of flame runes. (Do not read it.) The rest of the cave is inhabited by wandering monsters. X:89 Y:69 This cave leads to a large cavern inhabited by gnath. There is no treasure here save what is on the gnath themselves. X:52 Y:86 An old grave has been dug up here. If you bury the bones you will receive victory points. X:88 Y:13 Orc Village: If you find the chiefs daughter who is giving birth and bring the baby back to the chief, he will reward you with gifts. The woman is somewhere in the area. You will have to search the area to find her. In addition wandering bands of Orcs will not attack you if you have returned the Orc baby. This encounter will not be available if you side with one of the kings men to raid the Orc village. So if you want these items, do this encounter before you attack the village. X:77 Y:37 Old entrance to the buried City of Waterford. This area is quite large and complex and descriptions for the encounters for this area are below under the heading, 'Sunken City'. X:? Y:? If you encounter Ranthog, a wounded giant and you help him he will give you a map to a cache of treasure. X:39 Y:56 Once you have helped Ranthog, this is the location of the treasure he gives you. ------------------------------------------------------------------------- Inside the Inn: X: 8 Y: 17 This is where you can confront Bigbelly (After you get the mission from the town magistrate) X: 26 Y: 17 Leads to below the inn to the 'Root Cellar' Root Cellar: X:87 Y:20 A small dark tunnel that leads to a rat temple below the root cellar. It's not a very large area to explore but can be hazardous to your health. X:85 Y:6 Dead body with a map on it. You may have to walk over the body a couple of times before you find the map. X:64 Y:1 Lever that closes the pit at X:39 Y:7 Beyond the pit is a secret wall that leads to some goodies. X:35 Y:9 Secret wall beyond the slimes. It leads to a pair of Minotaurs that live in the cellar. If you trigger the steam trap in the Minotaurs lair you can close the pit at X:16 Y:6 by throwing the lever behind the secret panel at X:15 Y:9 ----------------------------------------------------------------------- Magistrates Office X:18 Y:9 Inside the office: X:76 Y:4 Secret passage to magistrates treasure. X:61 Y:10 Secret passage to 'Underground tomb'. What's in there is up to you to find out. ---------------------------------------------------------------------- Crypt: X:15 Y:9 This alcove has a bunch of cleaning supplies. There is a chance the party will find an old map that shows the location of a secret door that leads to a cave and a secret passage that leads to a treasure chest chained to the wall. X:21 Y:28 Secret door that leads to a cave. The cave is the former site of the kings cleric. He used the area to create zombies as he built his army of undead to attack the spider tower. X:42 Y:27 This box can be opened by casting Open Lock, Destroy Trap or by using some iron keys you find in the casket at the following location. X:37 Y:24 In this room there is an old casket. There appears to be nothing inside. If you feel inside you will find an invisible body. The body is wearing a necklace of invisibility and has some iron keys to open the box mentioned above. X:16 Y:15 Ghouls. --------------------------------------------------------------------- Krise Caverns: X:2 Y:42 The site of a failed demonic summoning. You may collect the treasure or you may choose to invoke the summoning. If you choose to invoke the summoning you will be confronted by Rewop, a demon of great evil and two of his lieutenants (And maybe a few more if you don't kill him quickly). X:50 Y:5 A band of ogres are camped here. If you kill them you will find a luck stone on one of them. X:49 Y:56 This is a red dragons lair. It has a sizable treasure larder. X:50 Y:25 Long tunnel that leeds to a nursery of strange lizards. This nursery is being kept by a group of green dragons for use as food. X:83 Y:89 is the location of the dragons treasure hoard. ------------------------------------------------------------------------ Sunken City of Waterford: X:11 Y:6 This is an old shop. Pick the lock or use an Defeat Lock spell or Destroy Trap spell or force the door to gain entry. The lock is not trapped. There is a good amount of treasure here. Do not use any fire based spells in this area. This will cause something inside the building to explode. X:5 Y:36 The hovel of an old man. Listen to his story and collect the treasure. You may rest here safely without being attacked. X:7 Y:50 An old wizards laboratory. Treasure is here. One of the potions is waterworld. Use it to swim to the other side of the water tunnel. On the other side is nothing of interest except some battles. X:27 Y:23 This ornate building has a trap. If you pull on the bag there is a chance that you will set off a trap. If you do not set it off you will have the option to enter the trap anyway. The trap places you in a cave where many creatures fight to escape the trap before they are killed by carrion slugs. If you trigger the trap the building will shift on it's foundation. The next time you visit the building you will find it has exposed some treasure. X:12 Y:6 Old temple. This one is on you to figure out where everything is. I can't tell you everything. Just make sure you ready for a tough fight. X:5 Y:25 This is an old temple. There are numerous rooms in this temple. It has been abandoned since the great sinking. X:22 Y:33 is the location of a magic robe. X:30 Y:34 is the location of several magic objects. There is only a certain chance that the party will find these items for they are buried in a pile of worthless junk. Many of the rooms in this temple have groups of cacodaemons living in them and also there are many store rooms with supplies of iron rations. X:15 Y:13 Secret wall that leeds to a large stash of magical supplies. X:32 Y:37 This is an old wizards tower. The outside corners have walls that are false. They are teleporters and will transport the party to far teleporter that is nearest. This tower is several floors high. As you enter each floor the stairs to the next floor up is guarded by a creature. Each creature is stronger than the last. At the top of the tower is the wizard that still occupies this tower. On the west wall of his room is a secret passage that will take you to where he keeps all his henchmen. ============================================================================ Mithril Vault Walkthru for Main Plot Winterhaven / Fallen Fortress Silver Peak Mountains Ice Fortress of Malicus Dwarven City / Farms West of Winterhaven / Elemental Stones City of Snelflinbig Dwarven Warrens / Underground Areas Desert Passion Something Fishy ----------------------------------------------------------------------- Walkthru for Main Plot This chapter will just give you a walk through of the main plot line. It will pretty much dictate to you exactly what you have to do and where you have to go in order to achieve the main goal of this scenario. Other chapters will have hints and tips about other areas of the scenario that do not have a direct bearing on the main goal. Game Start: You start north of a town called Winterhaven. To the east of Winterhaven is a mountain range known as Silver Peak. Inside this mountain range lives a clan of dwarves that mine Mithril. When you start the game go directly south to the town of Winterhaven. After entering the main gate turn west until you get to the building that houses the Council of Elders at X: 7 Y: 30 Council of Elders: Goto X: 23 Y: 15 to enter the guards barracks. When you come in you will be challenged. Just act like you are charles in charge and demand he open the footlocker of Captain Ramius. Inside you will find a small brass key. From there proceed east to X:66 Y:4 to talk with the Council of Elders. They will give you the background story and you can start the main quest. Next you should proceed back through the barracks and head south to X:28 Y: 33 and use the small brass key you got from the foot locker of Captain Ramius. Go past the gate and throw the switch on the northwest wall. That will open a passage at X:38 Y:29. Leave through the passage at X:38 Y:29 and you will bump into Captain Ramius who will then join you for the remainder of the scenario. He can never die as he will always return with at least 1 point of stamina at the end of any battle. Think of him as a 7th player that the computer will control. He will get his gear and then escort you outside the city walls. Proceed east and cross the border into the Winter Peak mountains. Once in the mountains go to X:60 Y:68 and enter the dwarven warrens. Travel north inside the warrens until you are intercepted by a patrol and taken before King Cormite. There you will learn all about why the Mithril is missing and your journey will take a new direction. You will now go in search of "The Geyser" While you talking with the king the warrens will be attacked by some alien creatures. After the battle you will have to set off in search of "The Geyser" Exit the warrens and head east to X:85 Y:64 where you can enter a large underground area. Stay to the north as you walk east until you are forced to turn south until you reach the large bladder at X: 83 Y:85 Enter the bladder and you will arrive in the area that contains the Decrepit Fortress. The fortress is at X:83 Y:25 of this area. Again, staying as far north as you can until forced to turn south till you get there. Once you are at the decrepit fortress you will notice it has no gates. To get in you must hop the wall using Leap, Superfly, Phase or some other spell via the Encounter screen. Once inside the walls you will be attacked by some Phantom Hydras. They can't be beat. They will easily slay your party. At the end of the battle you will not be dead but just barely alive. Your party will be taken inside the fortress and tossed in the dungeon. You will awaken with none of your equipment and all but dead. The first thing you will want to do is rest until healed. Then you can bust down the door to your cell and begin your journey to defeat Morbius and capture "The Geyser" Decrepit Fortress: Lower Dungeon inside the Decrepit Fortress. Items of special Interest: All your captured gear Green luck Stone +3 Mystic luck Stone +20: (This item rocks! Pun intended) Ring of Combat +6: (Sweet!) Iron Keys: Opens all the cells in the lower dungeon. Note that the Mystic Luck stone adds 2 points to damage plus 10 points to damage vs. undead plus 20% magic resistance + 20 to your armor rating. Both stones were taken from the dead body of a Vex Witch by Bolo the Angry. He found the witch dead of natural causes and managed to hide the stones when captured. To find the Ring of Combat you can cast Detect Magic when standing near the pile of sacks at X:19 Y: 14 on the upper level of the dungeon. Map 1: Lower Dungeon (Eli- see image) The dungeon consists of 5 cells. The one your in plus 4 others. All doors can be picked or you can use the necklace of keys or open lock spells to get inside. The locks are tough to open so if you can't do it, do not despair. There is a key you can use on the upper portion of the dungeon. (See below on how to find that) Location 1: Cell 1: This is where you wake up from getting your butt kicked by the phantom hydras. You can easily break down the door at location 2 but you should rest before you do. Location 2: Door to your cell, break it down AFTER you rest up to full health. Location 3: Stairs leading to upper dungeon. Don't bother going up there until you retrieve your gear and captain Ramius as a minimum. Location 4: Cell 2: Captain Ramius is in this cell. If you can't pick the lock then use the iron keys you get in the upper dungeon to free him later. Location 5: Cell 3: holds Grack. A huge troll that will join the party. He is very powerful and regenerates 8 points a round. However he is poisoned for 7 points a round so if you cast a cure poison on him he will be a one man wrecking crew and twice as hard to kill. Location 6: Cell 4: holds a pack of evil trolls that will attack you if let loose. Location 7: Cell 5: holds Bolo. A massive ogre who will also join your party provided you do not already have Grack. He hates all trolls. If Grack joins your party he will show you were your gear is and also give you the option of getting one of his pet rocks. Turn down his first offer (Green Luck Stone +3) and he will offer you the other one which is the Mystic Stone +20 (A real find) NOTE: You can get both Grack and Bolo to join your party provided you get Grack first. If you do, he will allow you to let Grack join. If you get Grack first then Bolo will just attack you if you free him and you will not have the chance to get that Mystic Stone +20. To escape the dungeon you can do it in one of a few ways. The easiest is to just kill the small blind creature when you discover your equipment. If you do you will find a map that shows where the magic portal to the main part of the fortress is. The tricky way is to find the dead dwarf that is inside the walls on the upper dungeon level. More on him later. Map 1: Upper Dungeon (Eli- see image file) Location 1: This is where you enter the upper dungeon from the lower 3D dungeon. Location 2: This is a portal that leeds to the next level. You can't access it until you help the poor creature in the lower dungeon by giving him the special site potion you find at location 7. Location 3: A body with a potion of Vaporous form. Location 4: A gate blocked by some bars. To get past, click ENCOUNTER and use that potion of Vaporous form. Location 5: A battle with some Clothops. Location 6: Treasure at X: 60 Y: 18 Location 7: A dead dwarf who has the Special Site potion plus keys to the cells below. One key will open all the cells, the other will sound the alarm. Location 8: A bloody trail leeds to a sewer pipe. If you search you will find a way into the alcove that is location 7. NOTES: Once you give the site potion to the blind creature in the lower dungeon he will give you a map to location 2 and it will become active. Walk on location 2 to activate the portal that takes you to the area Beyond the Portal" See below for info on that area. To get by the iron bars to get to the east section of the upper dungeon you can cast a number of spells such as Teleport Party or Vaporous form. If you do not have such a spell, one of the dead bodies has a few potions on it. One of which will be Vaporous form. Stand near the iron bars and use the ENCOUNTER button to cast the spell or use the potion. Once you are east of the iron bars you will have to combat some tough creatures. A pack of "Suckyolotol" to be exact. Follow the blood trail in that room north to the sewer outlet. A secret door on the outlet will take you to a dead dwarf where you can find 2 keys and a special site potion. If you later give the special site potion to the creature you found near your equipment in the lower dungeon he will give you a map to the portal out of the dungeon. The magic key is dangerous and you should not use it to try and open any locks in the lower dungeon. Doing so will raise the alarm and will increase your chance of hitting guards. The normal key will open all the doors in the lower dungeon so if you can't get any of the doors open with magic or by picking the locks then this key will do the trick. Beyond the Portal Magic Items of Interest. Stick Pin +3 Eye of Peace +4 Map 2: Beyond the Portal (Eli- see image file) Location 9: This is where you enter the area from the portal at location 2 in map 1. Location 10: Here you will engage in battle with some undead knights. You will then meet Vomax. Location 11: A magic Glyph that holds Vomax prisoner. Destroy it by clicking ENCOUNTER and casting DESTROY MAGIC. Assuming you have gotten the special site potion and found the portal out of the upper dungeon you will be given a map to a mirror that will teleport you out of the upper dungeon into the lower fortress level. The first thing you will encounter in the lower fortress is a being by the name of Vomax. This guy is big time evil. He is also a litch (like Morbius) but is being held captive by Morbius. When you enter you will be forced to fight some undead knights. Vomax will tell you that he was cursed and these undead knights were his former men but it is a lie. Those knights were set there by Morbius to guard Vomax. To get out of this area you will have to actually HELP Vomax by destroying the magic glyph on the floor on the east side of the room. Stand near the glyph and cast DESTROY MAGIC and it will remove the barrier allowing Vomax to escape. Typical to most litch he will attempt to destroy you first. When you do defeat him his life energy will be trapped in a broach he is wearing and will be awarded to you as a Stick Pin +3. A pretty nice magical item. The item derives its energy from the life force of Vomax. However, there is more to that item than what first meets the eye. This is a key item to completing the scenario and you should hold onto it. You will need it to capture Morbius as well. After you destroy Vomax you can leave the room and enter the upper fortress. Map 3: Upper Fortress (Eli- see image file) Location 12: This is where you enter the upper fortress from the lair of Vomax at location 11: Location 13: You will see a room with 13 coffins. Go near the coffins and try to open them. Then walk on a torch and toss each of the torches into the coffins. This will open up a secret burial vault around the corner to the east and north at location 14. Location 14: Inside that chamber you will combat a steel gargoyle as well as the guardians that will rise from the 13 coffins. Both the battle with the guardians and the gargoyles will be a lot of fun (And hard work). Location 15 is the Clerks Room: NPCs Oleo: A clerk who has been enslaved by Morbius and will aid you. The room will have a clerk named Oleo who will mistake you for Acid Claw warriors. When he realizes his mistake he will summon creatures magically to fight you. You will have the chance to block his escape. Do so and he will offer to join you after the battle. If you refuse to let him join he will give you one of his magical eye pieces. (Eye of Piece +4) NOTE: If you let him join, if he gets killed you will bet both of the Eye of Piece +4 on his person. Location 16 is the guards room: This room is a barracks where you can combat some guards. NOTE: The head guard is a tough ice giant. His bed and gear are near the south end of the room. Be sure to search them as well as the book case near the door where you come in for treasure. On the south wall of this room at location 17 is a secret door that leads to the next area of this fortress. Exit this area by going though the secret door at location 17 at: X: 88 Y: 31 Location 17: This will take you to a short hallway. There is a pit trap at X: 88 Y: 35 but you can disable it by hitting the secret level at X: 87 Y: 34 Location 18: Enter the mirror to teleport to the water level of the fortress. Water Level: NPCs: Noolum. A worker troll that will rebel and aid you. Map 4: Water Level (Eli- see image file) Location 19: This is where you enter the water level. Location 20: Here you will battle some worker trolls and befriend Noolum. Location 21: This leeds to the sanctum of Morbius. (Getting close now) Location 26: This is how you get to the final area of this fortress and escape the decrepit fortress. This level is having some real problems. It's flooding. Morbius has set some slaves to digging wells to channel the water away but they are loosing the battle. When you show up you will be attacked by the slaves. As soon as you kill the overlord the slaves will stop attacking you. Their leader Noolum will thank you and vow to aid you later. (Which he will) In the northwest corner at location 21 of this room is a door that leads to the chambers of Morbius. It's well guarded. If you helped Noolum he will come to your aid in this battle and will bring a few of his fellow trolls to aid you. After the battle he will offer to join your party. Chambers of Morbius: Magic Items of Interest: Stick Pin +6 Map 5: Chambers of Morbius (Eli- see image file) Location 21 is where you enter this area. Location 22: This is a large room with some dead bodies on the floor. The body at X:10 Y:56 Has some treasure on it yet. Location 23: This is a secret entrance to the treasure room of Morbius: Location 24: At X: 10 : Y:73 is the hidden treasure room of Morbius. There is a glyph of warding on the room and unless you destroy it you will take damage as long as you are in this room. Destroy it in a similar way you did the glyph to free Vomax. Click ENCOUNTER and cast DESTROY MAGIC. Location 25: To get to Morbius search around the large pile of dead bodies near the southwest corner of the room. At X: 8 Y:88 That will lead to the resting chamber of Morbius where you can do battle with him. A tough battle yet easy if you know the trick. You can never kill him as he will project images of himself. Every time you kill him he will reform and every time you kill an image he will just cast another. The ONLY way to win this battle is to go into the items screen and select the "Stick Pin +3" and click USE. That will cause his life force to be trapped inside along with that of Vomax making it a Stick Pin +6. (A Most powerful item) His coffin will have a lot of monetary wealth that he was intending to pay to the Acid Claw Brigade for retrieving "The Geyser" Back track to the water room and go along the north wall (Location 26 map 4) where it has caved in. Enter the cubby hole and cast any spells such as Hands to Clay or Dig Hole and it will cause the wall to cave in so bad that you can make it to the audience chamber on the north side. Audience Chamber: Magic Items of Interest: The Geyser Map 6: Audience Chamber (Eli- see image file) Location 26: This is where you enter the audience chamber from the water level. Location 27: This is where you can exit the decrepit fortress. Here you will encounter a band of Acid Claw Brigade that has "The Geyser" Defeat them and take the Geyser. You can exit through a secret trap door at X: 41 Y:45 Once you make it out of the fortress it will sink into the swamp. (I use to have it burn down, tip over and then sink into the swamp but I did not want to cause a fuss with the Holy Grail People) Then you can head either back to Winterhaven or back to the dwarven warrens. If you go to Winterhaven they will just listen to your story and send you to the dwarves to aid them in building the Boring Machine with the aid of The Geyser. When you get back to the dwarves you will be attacked by some strange alien beasts who will capture The Geyser forcing you to follow them in an effort to recapture it. When you follow the alien beasts it will lead you to a strange twist in the plot that I don't want to give away. From here on your are on your own for the main plot. It's not too difficult to figure out from here so good luck. ------------------------------------------------------------------- Winterhaven / Fallen Fortress This chapter will give you insight on encounters you can have in Winterhaven that are not directly connected to the main plot line. Items of special Interest: Ring of Harmony: You have a 25% chance of finding this ring every time you walk over the gravestones at X:34 Y:31 in the town of Winterhaven. Mages Familiar: Found in an abandoned boat at X: Y: To reach this boat see the section "Basilisk Hell" Souls of the Spirit: A scroll that will raise one characters Armor Rating by 15 points. Book of Turanians: Used to summon a ghost in the ancient crypt. Mithril Plate Armor +20: Very lightweight and good protection. It does not give any other magical abilities however. Helm of Feona +7: A magical helm you can get by saving a gnomish priest and then saying his name in the City of Snelflinbig. NPCs of Interest: Ghost of Yemire: A ghost you encounter in the Ancient Crypts. Summoned when you place the Tomb of Turanians on the chest of his corpse. Flibli: A gnomish priest who is beset by a group of Psion-Vampires In Winterhaven at X:45 Y:40 is a dwarf working at his forge. If you have any Ingots of Mithril or Boken Pieces of Mithril equipment which you can find on some battlefields he will offer to make a set of plate armor in return for it. If you say yes you get the Mithril Plate +20. The ingots can be found beneath some trap doors in the floor in the castle of the town council in town. The broken armor pieces can be had when you enter the dwarven farms. See the chapter "Dwarven City • Dwarven Farms" for info on how to reach the dwarven farms. There are several random encounters you can have in the woods north of Winterhaven. In one such encounter you can find a gnomish priest "Flibli" battling some Psion-Vampires. If you defeat the vampires and Flibli still lives, he will tell you to mention his name in the city of Snelflinbig and give you a map. When you are in the City of Snelflinbig just click the ENCOUNTER button anywhere and say the word "Flibli" and you will be rewarded for your service in saving him with the "Helm of Feona" South of town you will find a small boat that is anchored in a bay that you can't reach at X: 50 Y: 49. To get into the bay you need to sail a boat in. However, the channel is blocked by some large boulders at X:36 Y: 50 To get the boulders out of the way you need to befriend the rock giant Maglock at X: 6 Y: 65 When you walk on the rocks at X: 36 Y:50 Maglock will show up and help you get the rocks out of the way provided you befriended him earlier. When you get into the bay you can go on the old ship anchored there. When you walk down the corridor there is a 75% chance of encountering a large group of scavengers. When you defeat them you will find the dead body of a demon they have killed in the past. You can then take possession of this demons familiar that is hanging around the area. Basilisk Hell To the east of the anchored boat is a cave that leads into the mountain. If you walk straight east you will encounter a nest of Basilisks at X: Y: They are a tough fight but if you win you will gain about a dozen young Basalt allies. However, you do not have to complete this battle. If you BACKUP when given the option you can walk around that hex either to the north or south and avoid it if you like. Fallen Fortress To the east of Basilisk Hell you will find an old fortress that has crumbled into the earth. However, the underground portion is still there and can be gone through. NOTE: You can only go into this fortress one time. When you exit it will crumble and you can't get back in. The ground floor has a layout as shown in map 1 below. Map1 (Eli- see image file) Location 1: This is where you enter the fortress. It is as the end of a long hall. Part of the map is cut off but it is there. Location 2: There are four halls that lead north. Two have been blocked by collapsed walls and two are open. The one on the left is at location 2 and has a lot of dead bodies lying around it. A hidden lurker is at X:71 Y:48. Once you combat the lurker you can cut it open and get a set of bronze keys that open the doors to location 3 and 4. Location 3: An old library. If you are in the area and click ENCOUNTER and cast DETECT MAGIC you will find a tomb called "The Book of Turanians" You may have come across a copy of this in Bywater but it was a copy of this book which is the original. It will be of use in the next level down which you access from location A through D. See the section "Ancient Crypt" below for more info on that. Location 4: Is an old store room. Nothing of any value is there now but if you walk around there you will get attacked by a lot of yellow molds. Location 5: Is a secrete chamber you can get to via the next level down. See the section "Ancient Crypt" below for more info on how to get there. When you enter this chamber you will have to do battle with a couple of Pit Warriors. The dresser, coat rack and chest each have some magic items. Location A through D all go to the same place. The next level down. Note however that there are 4 staircases going down but when you get down there will be 5 staircases going up. The southernmost staircase will lead UP to location 5. Ancient Crypt You get here via location A through D on Map 1 above. Map 2 (Eli- see image file) Location A-D: These correspond to the staircases A-D from Map 1. Note however that location 5 does not have a corresponding staircase on Map 1. That is because Location 5 leads to location 5 on Map 1. Location 1: A secret chamber that has the Ghost of Yemire. When in the area click the ENCOUNTER button. If you have the "Tomb of Turanians" you will summon the ghost. Once you defeat the ghost the book will fade away except for one page. The person who reads the page will be Location 2: This is the way into location 1. It is a one way secret path so you must enter walking south from location 1 and exit walking south from location 3. Location 3: See location 2 Location 4: These plus some other similar spots in areas not shown on the map are all battles with some random creatures. Each battle gives you a 20% chance of finding some dead adventurers and getting 3 random magic items. ---------------------------------------------------------------------------- Silver Peak Mountains This chapter will give you insight on encounters you can have in the Silver peak mountain range that are not directly connected to the main plot line. NPCs of Interest: Galarn: An evil Snow Giant bent on murdering his brother Malicus and taking over his kingdom. Malicus: A friendly Snow Giant who only wishes to rule his land in peace. However, his conflict with his evil brother has him concerned. Map 1 (Eli- see image file) Location 1: This is where you enter the Silver peak mountain range from the west. You can leave this area by walking back west towards Winterhaven or by exiting at location 4 once you have talked with the dwarves inside Silver peak at location 3. Location 2: You will find a band of spies trying to find out information about "The Geyser" Location 3: Dwarven Warrens, for more info on this location see the first chapter "Walk through for Main Plot Line" Location 4: This will take you to a large underground area. This location is along the main Plot Line. For more info on this location see the first chapter "Walk through for Main Plot Line" Location 5: A tall tower that lets you see the cave at location 6 and the castle at location 8. Location 6: To get to this cave you need to hop on the snow capped rocks at X:77 Y:13 and negotiate to X:86 Y: 3 by hopping rocks. This will lead you to location 1 on map 2. Location 7: A glyph or warding. To bypass this glyph you need the keyword. You can learn it from the snow giant Galarn who is inside the cave at location 6 on map 1. The keyword is "Daggerfall" Location 8: A group of blind Wooly Beasts guard the pass. There is no way to get past them as they are too many. However, being blind they find you by the noise you make. You can get past them by casting the spell "Voiceover" or by using a "Voiceover scroll" You can find some voiceover scrolls on one of the dead bodies near the entrance to the Dwarven Warrens at location 3 on map 1. There are also a number of them for sale in shops in Winterhaven. It is a 1st level Enchanter spell. Location 9: The ice fortress of Malicus. A powerful snow giant. For more information on this fortress as well as the conflict between Malicus and Galarn see the chapter "Ice Fortress of Malicus" Map 2 (Eli- see image file) Location 1: Enter from location 6 map 1. The only way out is back through location 1. Location 2: You will meet a large party of snow and ice giants as well as a few blue dragons. If you claim no responsibly for the heat and evade telling the truth they will not attack you. They will also offer you a mission to assassinate the brother of Galarn. A snow giant by the name of Malicus who resides at location 8 on map 1. They will also tell you how to bypass the Glyph at location 7. The keyword to pass is "Daggerfall" Location 3 & 4 deal with the main plot line. For more info on these locations see the first chapter "Walk through for Main Plot line" NOTE: There are other things on this map that do not have to deal with the main plotline. For more info on this section and the encoutners you can have here see the chapter "Something Fishy" ---------------------------------------------------------------------- Ice Fortress of Malicus Ice Fortress of Malicus This chapter will give you insight on encounters in the Ice Fortress of Malicus as well as the dealings between the two snow giant brothers. NPCs of Interest: Galarn: An evil Snow Giant bent on murdering his brother Malicus and taking over his kingdom. Malicus: A friendly Snow Giant who only wishes to rule his land in peace. However, his conflict with his evil brother has him concerned. Items of special Interest: Hammer of Giants +10: This weapon is one of the most powerful weapons in Realmz to date. Stats: +50% to Hit, Damage = 11-21, Special Damage = 1-10 Electrical, +2 To Strength Magic Map: This map is a magical portal to an area where you can rest without being attacked. This magical area has a crypt that contains the Hammer of Giants. When you get there you can get it, once you defeat the guardians that is. NOTE: You will never be attacked when you are in this magical area, however, there is a chance that when you travel there that another group will be pulled there as well. If they do you may have to fight them upon arrival. Once there your safe till you leave. Map 1 (Eli- see image file) Location 1: This is where you enter and leave the fortress. As soon as you walk in you will be challenged and given 3 options to respond. Location2: This is where you mean Malicus. He explains the conflict between himself and his brother and you have the chance to help bring Galarn to Justice. Location3: Here you will find the "Magical Map" You can also get this item by accomplishing the mission Malicus gives you to help bring Galarn to justice. Location4: A pen with Ulrick Snakes. If you destroy them you will be given the chance to retrieve new livestock. If you visit the location specified in the quest and retrieve at least 12 Ulrick Snake Eggs and return to the fortress you will be rewarded. You can choose 3 characters who will receive "Chemical Resistance" permanently. NOTE: You can't get to this mission until you help Malicus bring Galarn to justice. Once you do, you can return to the Ice Fortress and walk into the pen to activate this quest. Notes: If you choose to help Malicus bring Galarn to justice you will head north to the ambush point. From there you should travel north again and report back to Galarn to claim you have slain Malicus. At that point you will have a chance to follow Malicus as he heads south to claim his brothers lands. When given the option to Attack Now or Wait, choose Attack! That will bring this quest to a good end. If you wait, Galarn will escape. You will NOT get the Magical Map nor have a chance to return back to the Ice Fortress to get the mission to retrieve the Ulrick Snake eggs. ----------------------------------------------------------------------------- Dwarven City / Farms To reach this area you have to find a cleverly crafted door at the bottom of a small pond just south of Winterhaven. Items of special Interest: Potion of Hyper Velocity: Drinker gains 4 movement in combat permanently. Book of Enchantment: Reader gains the ability to cast 1 more spell per round in combat. Carcass Fragment: This item allows you to scatter a force of Ulrick Snakes at location 6 on map 3 who are guarding the fortress at location 7 on map 3. Razor Claws +5: Cool set of gloves that will let you do extra damage in melee attacks. Spirit Cloak +6: Great protection plus it gives your spell caster who wears it the ability to absorb spell points from attacks during combat. Map 1 City of Winterhaven: At X:38 Y:47 you will find a small pond. To find the door you need to drain the pool. To drain the pool choose the "Action" from the encounter dialog and choose "Hold Breath" and "Dive In". That will let you throw the lever to drain the pool. You can then reach the dwarven farms and dwarven city below Winterhaven via the tunnel you expose. Map 1 (Eli- see image file) Map 2 (Eli- see image file) Location 1: You enter the dwarven farm area at location 1 and you can only get back to the surface the same way. Location 2: A small island with a farm on it. All the surrounding farms have been destroyed. To get to this island stand close to the shore near the island, click ENCOUNTER and cast: Fly, Water Gate, Water World, Leap, Hover or Teleport Party. Once on the island you can find a section of his farmland that really stinks. Click the ENCOUNTER button, select "Action" and choose to dig in the soil. That will get you the Carcass Fragment. A key item for getting past the Ulrick Snakes at location 6 and thus getting to the castle at Location 7. To leave the island just walk on the farmers barge and he will give you a lift to shore. Location 3: Entrance to the dwarven city. There is a roving patrol near the entrance. Do not resist them. They will let you go if you just let them check you out. The dwarven city has a temple and shop but both are quite expensive. Location 4: Here you will find some Ulrick Snakes attacking a farm. After the first round or two of combat some Wooly Beasts will show up and attack the snakes. Location 5: A cave with some Wooly Beasts. Location 6: Ulrick Snakes guard this area. Beyond at location 7 is a castle, however you can never defeat all the snakes by normal means. To get past the snakes you must engage a group of them in combat. Then while in combat, go into the items screen, select the special item "Carcass Fragment" that you dug up from the farm on the island at location 2 and click USE. This will cause the snakes to run in fear allowing you to get access to the castle at location 7. Location 7: An old castle that is haunted by an Audible Spirit. See map 4 below for details of this castle. Location 8: A small tavern. Walk on the barkeep in the upper left hand corner. You can listen to plenty of rumors, a few of which are false. Keep talking to the barkeep until he offers you a mission to defeat a creature in his cellar. He will then unlock the door on the north wall and let you in. See Map 3 below for details of the cellar. Location 9: A secret tunnel that leads into the dwarven hall of commons. You can gain a map to this area by completing the mission from the barkeep. You can also gain access to the dwarven castle by discovering the tunneling that is going on in the barkeeps cellar and then going to the gate guards to report it. Location 10: Gate to the dwarven hall of commons. You cant get by this gate unless you have engaged the Thrultain and Shadow Elves in the cellar of the tavern. Once inside there is nothing to do really. However, if you go to the trap door in the very lower right hand corner you will find a hurt dwarven girl trapped inside. This will initiate an attack on the city by some Praetorian Raiders. Once you have defeated the raiders you can get a reward depending on how much money you wish to pledge to rebuild the city. Pledge 500 gems, gain 15000 prestige. Pledge 1500 gems, gain a level. Pledge all your money, gain a level and 15000 prestige. Map 3 (Eli- see image file) Location 1: This is where you enter and leave the cellar. Location 2: You find a pair of tough creatures to defeat here. Once you do you will find 2 dead bodies on the floor. One will have a magic book on them (Book of Enchantment) Reading the book can increase a the number of spells a spell caster can use per round in combat by 1. i.e. If they could cast 2 spells per round, now they can cast 3 spells per round. Location 3: A work crew is working on the tunnel here. Once you have gotten this far you can enter the Dwarven Castle via the front gate provided you survive to tell the gate guards about it. Location 4: This section of the tunnel was abandoned after it collapsed. There is a section of tunnel just south of the collapse that you can get to if you click ENCOUNTER and then cast: Hands to Clay, Shape Earth or Dig Hole. This will open the tunnel up and you can get at a dead shadow elf which has the potion "Hyper Velocity". This potion will increase the base movement of the drinker by 4 points permanently. Location 5: You can encounter some Thrultain work crews and collapse the tunnel they are working on. Map 4 (Inside the Audible Spirits Castle) Location 1: This is where you enter and leave the castle. Location 2: A secret pass through the rubble that has collapsed in the northeast corner. Location 3: A crypt that contains the Audible spirit. If you play your cards right it will send you on a quest to retrieve its back scratcher at location 8. If you retrieve it, it will attack you. At the end of the battle you will get the back scratcher (Razor Claws +5) as well as the robe the spirit wears. (Spirit Cloak +6) Location 4: A table with some potions of heat resistance. Location 5: A set of book stacks. If you click ENCOUNTER and cast Detect Magic you will find 3 books. When read, each will appear to be cursed and will cause a pretty hard battle. After you have read all 3, they will transform into 3 new books. Of those 3, one is cursed again and will cause an even larger battle. One is a Book of Enchantment and one is a Book of Action. Location A, B, C, D: Are sets of stairs that move up or down. Location 6: A dressing table with 3 potions of Youth. Location 7: A secret tunnel that leads to location 8. Location 8: A torture chamber. On the table you can find "Razor Claws +5" If you return these to location 3 you will have the chance to get into a battle with the Audible Spirit. ----------------------------------------------------------------------------- - West of Winterhaven This chapter will tell you where to get all 5 of the elemental stones. All 5 stones are needed to create a magical item called "The Pyramid of Jofu" Items of special Interest: Pyramid of Jofu Air Stone Earth Stone Water Stone Fire Stone The 5th Element 4 Books of Alchemy
1 Book of Power

----------------------

Broach Clasp (Part 1 of 2 needed for Broach of Sniffling)

Broken Broach (Part 2 of 2 needed for Broach of Sniffling)

Broach of Sniffling (Gives 30% Magic Resistance)

----------------------

Book of Action (Gives +1 attacks per round to the reader)

----------------------

Potion of Vigor (Gives +30 stamina permanently)

 

NPCs of interest:

Brim: A huge but simple minded Golian Giant. He is prone to running away if 
he is hurt in battle but will crush anybody in his path until then.

Lane: A gnome who is trapped in his home. He is located at the big red on 
map 3 below.

Wealvin: A shadow elven priestess. She is located at X: 56: Y:72 on Map 3 
below.


The Pyramid of Jofu, when used will give you permanently a random power.

It can be used 4 times and each time it is used there is a 25% chance than 
each party member will benefit from the random power chosen.

To create the Pyramid you need the 5 elemental stones.

Air Stone

Earth Stone

Water Stone

Fire Stone

The 5th Element

Once you have all 5, select any one of them in the items screen and click 
USE to create the Pyramid of Jofu.

Then to u se the Pyramid just select it and click USE.

4 of the 5 stones can be had in one main map area and the 5th is in a 
village at the end of the "Hells Serpent". A large underground river.

To get to the area that has these stones travel west of Winterhaven by 
boat. That will take you to a large see with some desert islands in the 
northwest and southwest areas.




Map 1  (Eli- see image file)



The area to the northwest has some battles with elves but not much else of 
any real importance.

The SW island will have many battles with elves. The one large building on 
the island will have a group of dwarves fighting some elves. Join the fight 
and slay the elves.

When you do you will be sent on a quest to find out why the dwarves are 
getting older. Along the western mountain wall at X:0 Y:38 is a cave. You 
can't enter this cave until you have talked with the dwarves. Once you 
have, go to X:0 Y:38 to enter the area that has the elemental stones.




Map 2  (Eli- see image file)




Location 1 is where you enter the area and where you can obtain the Fire 
Stone. Defeat the elves and harpies. If you sneak up on the guard and kill 
them and then wait to see what happens there will be on of 2 outcomes.

Either the group will spot you or they will begin to fight among 
themselves. If you play your cards right you can capture a wounded harpy 
who will give you a map pointing out point 3. This will allow you to 
prepare for the battle with the dragons at point 3 and the battle will not 
be as hard.

Location 2 is a village that is being set up for ambush by a bunch of snail 
jockeys. If you get into conflict with them you will be offered to join as 
mercenaries to invade the city of Snelvista. Join them.

When you do, each character will be put in charge of a group of 
mercenaries. Once you have defeated the snail jockeys you will be offered a 
reward. When you choose your reward pick item 4 as it is the Earth Stone.

You will then also get to choose one of the other treasures. However, you 
HAVE to take the Earth Stone first if you want to get both the stone and a 
treasure.

Location 3 is a large family of dragons. They have the Air Stone. The 
battle is tough but you can make it easier provided you played your cards 
right at point 1. If you do, a harpy will give you a map to point 3 and 
warn you of the dangers. This allows you to cut the number of dragons that 
oppose you by quite a bit.

Location 4 does not contain an Elemental stone. It is the location of 
Snelvista. The city you attack as mercenaries when you join the slug riders 
at point 2. After your victory, search the one large building in town to 
find some treasure. Some books of alchemy and a book of power.

Location 5 is a group of 4 boats on an underground river known as Hells 
Serpent. If you board the eastern most boat you will find "The 5th Element" 
inside the former captains cabin.

To get to the final Elemental Stone, the Water Stone you must travel on a 
boat south. This will take you to the vast underground river "Hells Serpent"




Map 3  (Eli- see image file)




Location S: A secret entrance to the gnomish city of Snelflinbig

Location T: An old gnomish hermit.

At the end of your journey is a village of dwarves that is being attacked 
by a group of Golian Giants led by shadow elves. Once you defeat the elves 
and giants you can find the Water Stone near a pool of water at the west 
end of the village.

To retrieve the stone you have to become like the water. Click the 
ENCOUNTER button and Cast a Water World spell or Watergate spell. That will 
let you grab the gem and remove it from the pool.

NOTE: When you encounter BRIM, the Golian giant you will be thrust into 
battle. DO NOT KILL HIM IN BATTLE! If you wait till the end of the first 
round he will quit fighting and join your party.

The only way out of this area is to back track all the way back to the 
surface or exit via the hidden route to the gnome city of Snelflinbig via 
the secret passage. It is marked with a big red S on the map above. That S 
is at X: 40 Y: 1

For more information on the City of Snelflinbig see the chapter "City of 
Snelflinbig"


The spot on the map marked with a big T is where you can fine Lane. A 
trapped gnome. You can help him by clearing his field of deadly killer 
mushrooms. When he asks you if you are willing to do the job, say yes 
without asking for a reward.

To destroy the Shrieks you need to enter the fields, click ENCOUNTER and 
perform the actions "Pull Up Mushrooms" and "Burn Mushrooms"

If you ask for a reward he will only offer you gems, however, if you do not 
ask for anything he will give you a part of a magical broach. You can use 
this part along with another part you can find in a cave just north of his 
fields.

To get the magic item Broach of Sniffling you must find both parts. One 
part you can get from lane by accepting his task and completing it. He will 
then offer you a map to the city of Snelflinbig in exchange for the clasp 
he just game you. Turn him down to keep the clasp.

The second portion is in a cave north of his fields. After you defeat the 
shrieks there, use the ENCOUNTER button to cast a Detect Magic spell. That 
will reveal the second part needed "Broken Broach"

Once you have both parts go into the items screen and USE either one to put 
them together and get the Broach of Snelfling.

The Book of Action is in a small shop at X:78 Y:87 When you enter you will 
find a small dwarf holding a wounded child. Click Encounter and cast any 
type of healing spell or use any type of healing potion it will save the 
child and the shopkeeper will give you the Book of Action.

The Book of Action when read will increase the readers number of attacks in 
combat by 1. Example: If they had 3 attacks per round they now have 4 
attacks per round.


The Potion of Vigor is given to you as a gift if you allow the shadow elf 
priestess Wealvin to join your party at X: 56 Y: 72 on map 3.




-----------------------------------------------------------------------------
---
City of Snelflinbig








For info on how to reach the City of Snelflinbig see the location marked 
"S" on Map 3 in the chapter "West of Winterhaven • Elemental Stones"

 

Items of special Interest:

Sol-Ring

Antidote

 

NPCs of interest:

Bliglini: A gnomish warrior who leads a failed attempt to free Snelflinbig 
from the assault of the Psion-Vampires.

Snaglin: A gnomish warrior who engineers the counterattack on the 
Psion-Vampires.

Julinigisti: A gnomish priest who awards you with the Sol-Ring if you 
return to her the Antidote used to cure Snaglin of the poison.


For info on how to reach the City of Snelflinbig see the location marked 
"S" on Map 3 in the chapter "West of Winterhaven • Elemental Stones"





Map 1 City of Snelflinbig  (Eli- see image file)





The two red dots on the lower section show the locations of a temple and a 
shop. Nothing of real interest there.

The location of the red dots to the north show where you can encounter 
Snaglin, Bliglini and Julnigisti. You will be able to join with them as 
they set an ambush for some Psion-Vampires that are about to attack.

If you live through the battle you can go after the vampires by using the 
crack in the wall at X: Y:

When you enter the Psion-Vampire caves you will see something like Map 2 
below.





Map 2 Psion-Vampires Cave  (Eli- see image file)







NOTE: You have to slay 120 of the lower slaves or 6 Psion-Vampires. The 
Psion-Vampires are located in the caves at location 3 while all the other 
red dots show locations where you can encounter the slaves. If you leave 
the caves at location 1 and then return you will have to start counting 
from 0 again. You are also prohibited from camping while in the caves so 
pace yourself when getting into battles.

Location 1: This is where you enter and leave the Psion-Vampire Caves.

Location 2: This is a gate that checks to see if you have enough scalps. if 
you have killed at least 120 slaves or 6 Psion-Vampires then walking onto 
the gate at location 2 will tell you that you have killed enough.

Location 3: These caves are the only caves that have Psion-Vampires. Also, 
the cave that is in the upper left hand section of this group has several 
magic potions. One of which is the ANTIDOTE needed to cure the sick gnome. 
If you bring this ANTIDOTE back with you then you will be rewarded with the 
Sol-Ring.





--------------------------------------------------------------------------
Dwarven Warrens






Dwarven Warrens

 

This chapter does not deal with any of the main plot line that takes you 
through the dwarven warrens but just explains a few of the random 
encounters you can come across in the warrens as well as some of the other 
things happening in the area. These can happen when you are walking about 
in the main town of the warrens and will happen at a random time and order.

 

Items of Interest

Alien Power Core: Used to activate alien war machines.

Various Coins: Actually these are a set of alien keys used to get past the 
force door at location 6 on map 1 below.

 

Quest 1: A bunch of purplish creatures boil out of the ground and attack. 
Not much else to say about that.

Quest 2: You see an old man about to get run over by a out of control cart. 
If you attempt to save him one character will loose 10 points of stamina 
but will gain 10% magic resistance.

Quest 3: A small boy will ask you to rescue him parents from the Bloony Man 
(Boogie man to you and me)

 

When you are in the dungeon and find his parents you must be careful to 
keep them alive until you exit. If one or both of them get killed the 
mission will fail.




Map 1   (Eli- see image file)




Location 8: This is where you enter the dwarven warrens. It is also the 
only way out towards thw main plotline. Once you have had all the fun you 
care to in this area you will have to leave back through location 8.

Location 1: Guard towers. The tower on the left has a pair of sentries that 
are being slain by a thief. If you defeat the thief you can save the 
poisoned sentry by clicking encounter and USE the ITEM of Antidote or cast 
a Heal Poison spell. If you do each character will get +2500 prestigue.

Location 2: Here you will find a dead dwarf with his brains sucked out. 
ICKY POO! Enter any of the 4 caves near the body and travel south till you 
exit the caves to the south. You will have to battle some Aliens to get out 
of the caves.

Location 3: Follow the shoreline till you can hop onto some rocks at the 
northern most blue dot. Follow the blue dots till you get to the island at 
location 3.

Search the coffin and retrieve the "Various Coins" which are actually a 
type of key you will need at location 6.

Hop on the boat at this locaiton and grab at least 1 of the alien power 
core. You only really need 1 even though you will find a whole pile of them.

Take the boat to location 4 and exit.

Location 4: Exit the bat onto the shore and enter the cave to the east. 
Follow the red path down to location 5.

Location 5: Here you can see some Golians feeding some lizard brains to 
some Alien Vraps in a pen. Battle the aliens. If you don't defeat them by 
the end of the second round some Aline Vraps from the pen will join the 
fight so be quick if you can.

Locaiton 6: A force door prevents you from getting into the pen. Click 
ENCOUNTER and USE the ITEM "Various Coins" to open the force door. You will 
then have to defeat the rest of the Alien Vrap inside the pen.

Walk to location 7 inside the pen.

Location 7: Here you will find some Alien War Machines that are missing 
thier power core. Click ENCOUNTER and USE the ITEM "Alien Power Core" to 
activate them. You will then have the chance to add up to 10 of these war 
machines to your party.

You will have to backtrack all the way out again to leave this area.





-----------------------------------------------------------------------------
-
Desert Passion





This section covers what is going on in the desert section southeast of 
Winterhaven. To get to this area get on a boat at Winterhaven and travel 
west to the big sea. Once on the big sea move southwest until you see a 
small channel that leads south. That channel takes you to the Desert 
Passion section described here.

 

Items of Special Interest

Warp Staff: See location 4 for info on that.

Flame Dancer +9: A powerful dagger you can get off the body of a dead 
shaman in the goblin village at location 5.




Map 1   (Eli- see image file)




Location 1: This is where you enter and leave this entire desert area. You 
can leave though location 6 but is a short dead end and you will have to 
exit through location 1 in the long run.

Location 2: This is a pit of vipers where you can get some Ulrick Snake 
Eggs. You can use these eggs to complete the quest given to you by Yancy in 
the Ice Fortress of Malicus. See that chapter for more info on that quest.

Location 3: A small goblin village that is being poisoned by the chief of 
the goblin city at location 5. If you choose to help them you will have 
about 5 game days to get to location 5 and slay the goblin chief and get 
the bottle of "Antidote" Once you have that bottle of Antidote you need to 
go back to the well at the village at location 3, click ENCOUNTER, Select 
ITEMS and USE the Antidote. That is only part of the answer for that quest. 
You also have to click ENCOUNTER, Select Spells and cast the spell "Cure 
Poison" to cure those already sick.

That will complete the quest at location 3 and give each character a LEVEL 
UP. If you fail the quest each character will suffer -5000 prestige points.

Location 4: A goblin village that has already been poisoned and everybody 
is now dead. If you walk around there is a chance you will find the dead 
chief who has a "Warp Staff". This staff is an object normally used by some 
of the alien creatures from the main plot line of this game. Other than 
that you risk catching a disease as long as you are there and you should 
leave.

Location 5: This huge goblin city is home of Clan Hollowtooth. If you have 
chosen to accept the quest at location 3 you will immediately go into 
battle at the front gate until you defeat the chief. The chief has the 
bottle of ANTIDOTE on his person so be sure to crab it in the treasure 
screen when you defeat him.

NOTE: Once you defeat the chief you will not be able to use the temple or 
shop in town. No super loss as they do not have much to offer and charge 
some pretty high prices.

If you did not accept the quest at location 3 or you visit location 5 
before 3 then you can enter the city but there is not much happening there.

NOTE: When you first enter the city at location 5 you will see a lot of 
geysers near the front gate. If you walk on them you will get burned pretty 
bad. However, every time you do there is a 20% chance you will find the 
body of a dead female shaman that has the item "Flame Dancer +9" on her. 
You may have to suffer a bit to get it but it will be worth it in the end. 
Pretty nice dagger.

Location 6: Leads to a small dead end. However if you search the northern 
face of the mountain walls in this dead end you will find a secret path 
that leads to some treasure.

Location 7: This is the same area that you are taken to as a safe zone when 
you use the item "Magic Map" See the chapter "Ice Fortress of Malicus" for 
more info on that Magic Map item.





-----------------------------------------------------------------------------
Something Fishy





This area is not involved with the main plot of the scenario, however, the 
path for the main plot does cross it from location 1 to location 2.

 

Items of Interest

Fish Liver Oil: Get this item in a shack at location 4.

Speak Languages Scroll: You can use one of these scrolls that can be 
purchased a few different shops or you can also cast the 3rd level 
Enchanter Spell by the same name.

 

Affects of Interest:

Each member looses 2 stamina but gains +1 regeneration / round. To get this 
affect you need to complete the quest at location 8.

 

NPCs of Interest

Blublub: A pregnant Aqua-Man (er... woman) at location 8.




Map 1  (Eli- see image file)




Location 1: This is where you enter this area from the Silver Peak 
mountains. The main path for the main plot line goes direct to location 2.

Location 2: Takes you to the location where you can encounter the fortress 
of Morbius. See the chapter "Walk Through for main plot line" for more info 
on that.

Location 3: The front gate to a small village of Troglodyte. They have a 
lot of wells in this area at location 5. You will have to do battle about 5 
times or so to get into the village which will all but wipe out the village 
but such is life.

Location 4: This is where you can find a few potions plus a bottle of Fish 
Liver Oil which you will need for location 8.

Location 5: Wells. Each time you walk on one of these wells there is a 33% 
chance that the village will be attacked by the Aqua Men that live at 
locations 6, 7 and 8. Once you defeat them you will have the opportunity to 
enter the tunnel and go to the location from where they came.

When you enter the tunnel you will go through some winding corridors and 
battle a few more Aqua Men in the process but will wind up exiting the 
tunnel at location 6.

Location 6: This is where you enter the land of the Aqua Men from location 5.

Walk north till you see a wall of stalagmites at location 7.

Location 7: You can't get past the wall of stalagmites except at one small 
gap right in the center. Once your inside walk to the spawning hive at 
location 8.

Location 8: When you enter you will be confronted by a pregnant Aqua Woman. 
You will not be able to speak to her as her language is too bizarre.

 

To complete the quest here you need to do two things.

1) Communicate with the Aqua-Woman and 2) give her the Fish Liver Oil.

 

1) Communicate with her by casting "Speak Language" -OR- use the scroll of 
the same name. Click ENCOUNTER and either USE the scroll or cast the spell.

2) To give her the Fish Liver Oil click ENCOUNTER again and USE ITEM on the 
Fish Liver Oil.

Once you give her the oil she will offer to have you stay for dinner. Say 
yes and they will try to eat you. During your escape you will get infected 
by the nicks and scratches you get from your escape and each member of the 
party will loose 2 points of stamina but will gain 1 point / turn of 
regeneration. (A sweet trade in any book)






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



Destroy the Necronomicon




General Info

Coming of Doom (1-4)

Special Areas

Vrack Cult

Town Temple

White Cap Mountains

Abyss: Entry Bastion

Abyss: The Pitted Lands

Abyss: Land of Red Ooze

Abyss: Shadow Lands

Abyss: Crimson Stronghold

Abyss: Shattered Lands

Find the Necronomicon




-----------------------------------------------------------------------------
-
General Info





Destroy the Necronomicon Tips:

This is the complete hint file for Destroy the Necronomicon. This is 
version 1.0 of the hint file and is bound to contain some errors and 
omissions. I will try and fill it out a bit more in the future. This file 
does NOT cover every last little thing you can find in this scenario. In 
does cover the majority of the important stuff but there is always 
something else to find. Please don't ask me if there is anything else other 
than what is in this hint file. I have put everything in here that I could 
think of off the top of my head. If it is not covered here, then its 
probably not THAT important.

First I will give you a few suggestions as a whole for tackling this 
scenario.

Don't be in such a rush to get to the Abyss. It will be there waiting for 
you no matter how long you wander around. Even though the queen and Thoth 
Amon are always on your case to get moving, it's not critical to the 
success of the scenario that you push along as fast as you can.

Save your game often.

There are NO NPCs that are critical to completing any vital missions. i.e. 
If they get killed, don't worry that you won't be able to complete the game.

Destroy has a LOT of NPCs scattered about the game. Some are more important 
than others but few are super important. A few that are probably more 
important than others are:

 

Opal Silverbird, Crimson Giant

Gilthanus, Ice Titan Cleric

Swendiline, Banished Dryad

Undead Behemoth, A stinky dead behemoth.

Shalutie, a gnome who has been transformed into a goblin by some Shadow 
Elves.

 

Some other NPCs that are also in Destroy but are not as important are:

Brimhune, Ice Titan Warrior

Quinten Gloryhand, A wandering magic user

Tivrish, A cowardly Rothian Giant Guide

Teltnuag, A Rothian Giant

Stench Demon

Corelian Stench Demon

Shenulen, A Tigtaur warrior

Britnia, A Tigtaur spell caster

 

There are also many unique creatures in Destroy that will not be visible 
via the Bestiary menu. The only time you are going to see these creatures 
is when you face them in an encounter/combat.

The general theme of the scenario is this. The Realmz and the Abyss are 
headed for disaster. Ages ago the Realmz and the Abyss resided on the same 
plane. Great strife and turmoil were the norm as the good and evil races 
battled constantly.

After countless centuries, the gods grew bored of the conflict and 
separated the Realmz and the Abyss. Gods, being as they are, eventually 
grew bored once again and now wish to bring the Realmz and the Abyss back 
together again. It is your mission to prevent this from happening.

When the Realmz and the Abyss was sundered into two planes, there remained 
a common point that linked the two. The point is not a physical location, 
but an object. A book known as the NECRONOMICON. This object, though a 
single object, exists in both planes simultaneously. If it were to be 
destroyed in both planes, not event the gods could reunite the Realmz and 
the Abyss.

Needless to say, the Demons who populate the Abyss enjoy the idea of war, 
destruction and general mayhem that will abound with the joining. Most will 
do anything they can to see it come about. However, a few demon lords are 
pleased with their current status as lords in the Abyss and fear that their 
hold over the throngs of demon kind may waver if the joining takes place. 
If you play your cards right, several of these lords may either allow you 
to pass or aid you outright.

The story begins as you are summoned to Westmoore by Queen Selene. Shortly 
after you arrive, the joining of the Realmz and the Abyss begins. It takes 
place as towers filled with demon spawn are transported to the Realmz with 
a specific mission in mind. Their mission is to capture the NECRONOMICON in 
the Realmz and to guard it against destruction. Fortunately for the Realmz, 
most demons tend to forget their orders. It's in their nature to cause pain 
and suffering whenever possible, and being on the material plane has made 
them punch drunk with glee. The Realmz is populated with weak and helpless 
races ripe for slaughter. Most of the demons have forgotten the real 
mission only hours after arriving.

Your goal, attempt to destroy as many towers as you can while at the same 
time, find a way to get to the Abyss and DESTROY THE NECRONOMICON.

Dead Stones: A magical stone that radiates some foul trait such as hatred 
or fear. They are used as keys to gain access to the towers that are 
transported to the Abyss. These towers are known as BASTIONS or the COMING 
OF DOOM.

There are many dead stones scattered about the beginning of the game. In 
general you will not be able to progress too far until you get specific 
ones. Here is a short list that will tell you where to find all the dead 
stones you need.




----------------------------------------------------------------------------
Coming of Doom (1-4)





Dead Stones and the Coming of Doom Bastions:

 

Gluttony: Needed to get into the first coming of doom at X:49 Y:42. It will 
arrive on Day 35 of the adventure on an island northeast of the city. To 
get to the island, you can walk on some rocks from the northern side of the 
lake. The dead stone can be found in the secret Doomsayers hideout that is 
underneath the queens castle. To get a map to this hideout, see Bumpus in 
the kitchens inside the queens castle at X:56 Y:62

Hate: Needed to get into the second coming of doom which arrives several 
days after you destroy the first coming of doom. The dead stone can be 
found on a patrol of barrow trolls outside the second coming. Once the 
second coming has arrived at X: 7 Y: 9 Wander around the bastion until you 
are jumped by a raiding party of barrow trolls. This is a must win battle 
as you need to get the dead stone they are holding in order to enter the 
second bastion.

Fear: One of 3 dead stones need to enter the third Coming of Doom. To find 
this stone you must go to X:79 Y:56 Once inside that cave, walk east until 
you encounter a large group of Grekle guarding a cave X:32 Y:7 Inside that 
cave is a pit with a pulsating light. To get past that light you must use 
the ENCOUNTER button. USE a Mirror or cast the spell Dig Hole or Shape Earth.

Jealousy: One of 3 dead stones need to enter the third Coming of Doom. To 
find this stone you must go to X:49 Y:21 This leads through a tunnel to a 
small pyramid where you can get the stone.

Anger: One of 3 dead stones need to enter the third Coming of Doom. To find 
this stone you must go to X:39 Y:83 This leads through a tunnel to a small 
pyramid where you can get the stone.

 

First Coming

This bastion is pretty easy. It consists of two square floors. Once you 
enter, go to X:66 Y:16 to go to the top level. You will have to fight a 
couple of battles against some Earth Elementals to get there.

On the second floor, there is a place you can rest at X:65 Y:56

At X:70 Y:57 is a room full of mindless slime demons.

At X:63 Y:55 is a room full of beasts of burden.

At X:70 Y:50 you will encounter Lord Pusswart. There are a couple of ways 
you can handle this guy and some are better than others. You can either 
fight and destroy him then and there OR you can cooperate a bit.

Your best bet is to help him out. If you do, you will be teleported to 
fight HUNTOO. Once you are teleported to fight this guy, you can't get back 
until you have killed him. Inside HUNTOOS quarters is a door that leads to 
one of the best treasures of the game. The Hammer of Thor +7. It is also 
capable of casting a Quake Spell which does some pretty good damage.

You can destroy this bastion by either killing Lord Pusswart OR by 
completing his mission. If you complete his mission, he returns to the Abyss.

 

Second Coming

There are a number of battles in this bastion. The goal to the destruction 
of this bastion is killing the commander. The commander is a Neo-Viperion 
and can be located in the upper level. To reach the upper level you must 
enter one of a group of teleporters. They are located in a room at X:12 
Y:45 Each of the three teleporters will take you to a different room that 
are all connected via secret passages. There are four rooms. The commander 
is in the room that is in the southwest corner of the second level.

At X:15 Y:4 is the teleporter back to the first floor.

At X:14 Y:11 is a Viperion priest who will help you destroy the commander 
in an effort to save his soul from damnation.

At X:3 Y:15 is a secret door that leads to the commanders quarters. After 
killing the commander, the bastion will begin to fade. If you are inside 
when it does your dead so beat feet and get out as fast as you can. At X:1 
Y:9 inside the commanders quarters is a magic items called Fistful of 
Missiles.

 

Third Coming

This bastion has a lot of cool stuff and is pretty hard as far as getting 
through it. The big question that is on mind of everybody:

Question: How do I get that axe? Answer: Use a potion of gaseous form. The 
axe is on the ethereal plane and you must become ethereal yourself to grab 
it. Once you do, the potion will wear off and you will return to the 
material plane dragging the axe with you. This axe rocks as its a two 
handed axe +4. BUT, because it was on the ethereal plane it retains many 
properties of that plane. It only weighs 4 gold pieces. Due to its light 
weight, it can be wielded with only one hand.

At X:81 Y:7 is a crack in the floor that will take you to an underground 
hive. Shadow mites are guarding a strange breeding experiment that is being 
performed by the commander of this bastion. (A necrowizard). To destroy the 
experiment, click the Encounter button and perform the physical action of 
"Puncture the Cell" DO NOT cast any flame or electrical based spells. If 
you do, you will be in a hell storm of flame as all the wax will catch fire 
and you will get pretty toasty.

At X:73 Y:81 is an animal pen. After you defeat the creatures, go to the 
back of the room at X:75 Y:78 an search the north wall. Its a secret tunnel 
that leads to a room filled with dead behemoth bodies. Click the ENCOUNTER 
button and cast ANIMATE DEAD. This will animate one of the dead bodies that 
will lead you to where the Necrowizard is. DO NOT puncture the abdomen of 
the critters as this will get you all covered with carrion worms. (Not a 
pretty picture.)

On the body of the dead Necrowizard will be one of the two dead stones you 
need to get into the 4th Coming of Doom.

There are some other things to do in this bastion, but that covers the ones 
that you may not be able to figure out on your own.

 

Fourth Coming

To find the 4th bastion, you need to go to X:89 Y:40 and enter the Renthou 
Gap. This will take you to the great Whitecap Mountain Valley.

In the valleys, go to X:75 Y:43 to find the 4th bastion. This bastion is 
where you will be able to gain access to the Abyss. There is a transporter 
to another bastion in the Abyss. When you enter the transporter you must 
say a magic work of activation. To activate this transporter to the Abyss 
you need to speak the word "Shirak"

You need two dead stones to gain access to the 4th bastion. One you should 
have gotten on the dead body of the Necrowizard in the 3rd coming of doom. 
The other is located in a small pyramid at X:19 Y:2 in the valleys of the 
Whitecap Mountains.

When you approach the 4th coming, you will get the option to wait. If you 
do, a force of Ice Titans will arrive to do battle with the force that 
guards the 4th bastion. If you play your cards right, you can get two NPC 
ice titans to join your party.

At X:81 Y:7 is a crack in the floor that will take you to an underground 
hive. Shadow mites are guarding a strange breeding experiment that is being 
performed by the commander of this bastion. (A necrowizard). To destroy the 
experiment, click the Encounter button and perform the physical action of 
"Puncture the Cell" DO NOT cast any flame or electrical based spells. If 
you do, you will be in a hell storm of flame as all the wax will catch fire 
and you will get pretty toasty.

Once inside the 4th bastion, go to X:42 Y:12 to find a long dead body 
behind the wall. Inside the body you will find Hedras Dagger. It's a huge 
+3 dagger that takes 2 hands to use. It can only be used by Fighters, Monks 
and Rangers. (Not too useful) On the floor is a copper disk. If you click 
the Encounter button and cast TONGUES, it will reveal the command word to 
activate the portal to the Abyss. "Shirak" is the word.

At X:45 Y:6 is a room with a bunch of fire crabs. They are eating the dead 
bodies of all types of creatures. A few of the bodies are ice titans. If 
you have the two Ice Titan NPCs with you, they go berserk and dive into a 
battle to destroy the crabs.

At X:41 Y:23 A special room. If you have Gilthanus (Ice Titan NPC) he can 
divine the command work to getting to the Abyss from his god.

At X:40 Y:43 A secret wall that gets you to the portal to the Abyss. When 
you return, you will have to locate several hidden walls to navigate your 
way out of the room that has the portal. (Pretty easy to do)





--------------------------------------------------------------------------
Special Areas






Special Areas

 

Here is a short list of special areas you can find early in the game. I 
will just give you some X: Y: locations as to how to get there. How to 
complete each area is up to you.

X:10 Y:0 Giant Worm Caves.

 

Inside Worm Caves:

X: 8 Y: 4 Mega Worm. Have fun with this guy.

X:36 Y:28 Bee Cavern.

 

Inside Bee Cavern:

X: 34 Y: 2 Treasure chest of a crazed man.

X: 40 Y: 21 This cave leads north towards some fun.

X: 57 Y: 12 Bee Hive

 

X:7 Y:78 Shop.

X:85 Y:10 Shop: This shop will not be around long. It's destroyed when the 
3rd coming of doom arrives.

X:15 Y:76 Temple: There is a lot to do inside the temple. There is a secret 
entrance to a underground cult (Vrack Cult). Once inside the underground 
cult, there is ALSO a secret entrance to a sleeping Demi Litch inside the 
cults chambers.

X:5 Y:55 Tavern of cutthroats. Be careful. If you end up in the spider pits 
your doomed. There is no way out of that pit of spiders. Its a terminal 
dead end.

X:7 Y:63 Whirlpool: Search the cave it leads to. There are some IMPORTANT 
items there. These same items can be found at a grave site at X:64 Y:18 
inside the Grekle caves. If you get these items at one location, they will 
not be available at the other location.

X:71 Y:62 Diseased Dwarves: If handled correctly, they tell you of a secret 
tunnel that leads to a huge area of fun known as the WEB WALLS AREA.

X:86 Y:41 This leads to the 4th bastion. You can't get inside the 4th 
bastion until you destroy the third as the third is where you get one of 
the dead stones needed to get into the 4th.

X:68 Y:79 Big battle.

X:80 Y:79 Big battle/Point of interest.

X:52 Y:48 Jail Cell If you play your cards right, you can walk away from 
this encounter with a magic item. The EYE SPY. It will come in handy later 
in the scenario.





-----------------------------------------------------------------------------
Vrack Cult







Vrack Cult

 

The Vrack cult is found in a secret subterranean lair underneath the TOWN 
TEMPLE that is located at X:15 Y:76

To find the cult, go to X:20 Y:9 inside the temple. The south wall is 
false. Just walk through it.

Once inside the cult you can explore around a bit but here is a quick 
summary of the most important things.

You can meet a guy by the name of Seleron at X:11 Y:21

He asks you to find a key that he suspects a Vrack has stolen. Once you 
accept the offer to help him, you find the key at X:13 Y:15

When you return the key he will get angry because in order to recover the 
key you must slay a priest and that makes him upset. He vows vengeance. 
When you attempt to leave the cult area you will be ambushed by Seleron and 
a large force of demon spawn.

Seleron has a small hidden treasure larder. To find it go to X:8 Y:23 and 
search the west wall. Once inside the hallway beyond you will find a few 
magic items of small worth and a mirror. If you enter the mirror you will 
be teleported to a crypt of a resting Litch. You will not get to battle him 
but instead you find a bone mask.

If you go to the ITEMS screen and select the bone mask and click USE you 
will get a nice surprise. Prepare to select 3 PCs to challenge the Litch 
and two of his undead lackeys to a trial by combat.





----------------------------------------------------------------------
Town Temple  and  White Cap Mountains






Town Temple

 

The town temple is at X:15 Y:76

At X:14 Y:7 is a chamber that will heal all those that enter. There is a 
25% chance every time you enter that you will be found by the guard and 
attacked as defilers of the temple. There is also a VERY special item in 
the coffin. Walk over it a few times till you find it. NOTE: If you take 
this sword you will have to complete the adventure without going back to 
town as you will really piss off the people of the town when you take it.

There is a public alter where those that tithe the church may be healed by 
the local clergy as well.

 

White Cap Mountain Valley

 

This is the area where you find the fourth coming of doom. At X:4 Y:8 is a 
small farmstead. Not too much of interest there but at X:43 Y:63 you can 
find a cave that will lead to a splinter group of Doomsayer dwarves.

As you wind your way towards the Doomsayers through a dark cave, you will 
come upon the trail of a very deadly beast. As you track it down (Not too 
hard to do, you just follow the bodies of dead and mangled dwarves that are 
all over the place) you will enter their village.

In the northern section of the village is a set of huts where you can 
finally come in contact with the hells assassin. If you destroy the beast 
you receive the object that he was killing the dwarves to get. A pearled 
Ion Stone. A very nice trinket if you happen to be a gnome.

At X:75 Y:43 is the 4th coming of doom. To enter the bastion you need the 
two stones as described earlier in this document. Once inside you will 
eventually find your way to a bastion in the Abyss referred to here as 
Abyss: Entry Bastion.

At X:60 Y:26 you can enter a large underground cavern complex that has a 
tribe of civilized goblins. If Shalutie is a member of your party as you 
enter this area, there is a good chance that you will encounter the 
offspring of the very tribe of civilized goblins he was a member of.






---------------------------------------------------------------------------
Abyss: Entry Bastion

 






This is the area where you enter the Abyss at X:39 Y:79. This is the gate 
to the Entry Bastion. To get to the Abyss you need a code word. That code 
word is "Shirak"

At X:37 Y:45 is a deep well that has long since dried up. If you use a 
rope, boots of climbing, fly or spider climb or are successful at an 
acrobatic act, you will find a hole in the side of the well about 80 feet 
down. This is how you can get to a large section of the Abyss known as 
Abyss: The Crimson Stronghold.

At X:40 Y:81 is a secret wall that leads to a forgotten store room. You 
should be able to rest here. There are a few magic scrolls here as well as 
a demon must be using it as a secret stash.

To the west of where you enter this abyss is a small maze of corridors. 
Pits are all over the place here and will spell the doom of the ordinary 
traveler. You can avoid these pits if your party is under the influence of 
Hover, Fantastic Wings or Discover Secret.

At X:19 Y:69 is a hidden treasure chamber with some minor magic items and 
one very cool item. Well worth the grab.

Your goal here is to destroy the creature that is at the far end of the 
bastion. The easy way to get to him is to enter the hall at X:31 Y:83 and 
walk west in a straight line until you hit a big room. Of course, you won't 
get the cool treasure if you do. Somewhere in that hall it will flip you 
around so watch for the compass to change and do a 180 when it does and 
keep walking west.

As you progress through the big square rooms, eventually you will find the 
Hemerood. He is one tough cookie. If you win the battle you will get some 
cool stuff. On his neck is a necklace you can't remove. While in the room, 
(After he is dead) click the ENCOUNTER button and cast "Speak Language" to 
read what is says on the necklace. It give the command word for getting 
back to the Realmz through the portal. The word is "Vistock"

When you leave the Entry Bastion, you will enter the region known as The 
Pitted Lands.





-----------------------------------------------------------------------------
-
Abyss: The Pitted Lands

 





You will find many pits in some parts of this land. They are used to breed 
the countless thousands of demon spawn the demon lords use a food and 
fodder in their wars.

At X:17 Y:16 you will come upon a party of Rothian Giants who are attacked 
by winged demons. Make friends with the giants after the battle and 
accompany them to their city to the east. There you will meet with the king 
and be charged with finding their lost army of griffins.

In the Rothian city you can pick up a couple of giant allies. One is a 
drunken guide who is of little value as he will run from battle after only 
the slightest of damage. The other is valued warrior and will aid you well 
in battle.

Southeast of the city at X:79 Y:54 you will find a pit that leads to the 
griffins you are to rescue. Inside the pit are huge tentacled beasts that 
grow on the ceiling. If you have any Rothian giants with you they will be 
eaten as they are too large to avoid the tentacles. Teltnuag (A Rothian 
giant) is skilled enough to avoid the tentacles and will not be eaten. This 
area is known as The Land Of Red Ooze. To get there go to X:77 Y:61 and 
search the south wall. It is a passage that leads to The Land Of Red Ooze.






----------------------------------------------------------------------------
Abyss: The Land of Red Ooze

 







This area is where you will be able to rescue the griffin army. Also, you 
are getting very close to the area where you can Destroy the Necronomicon 
once you have retrieved it. North of the red ooze castle is a huge abysmal 
lake. If you follow the shore of the lake to X:57 Y:11 you can enter a 
cave. Once inside the cave, travel to X:45 Y:3 to discover a cave that has 
4 small pyramids. That is where you will be able to destroy the 
Necronomicon. That area is known as Abyss: The Shadow Lands

As you move south west a bit you will see many buildings where the griffins 
have been harnessed to power huge pumps. They are pumping a red ooze 
towards a castle that lies to the west. The purpose of the ooze in unknown. 
Most likely it's what they use to make those Doctor Dreadful Creepy 
Chemical Labs that you see advertised on TV for kids. If your a parent, 
don't get this for your kids. It will end up in the carpet and it will 
never come out. Then, come summer, it will draw ants and mice and you will 
have to sell your house at a big loss or face the health department. They 
will come to take your kids and site you for neglect etc. etc. The court 
battle will last for years and in the mean time, all of America will think 
your the devil for wanting your kids back after they lived with their 
foster parents for 3 years. Just a word to the wise. On with the show....

Once inside the castle you can meet Morbius at X:17 Y:85 This is one nasty 
dude. How nasty you ask? Well, I won't tell you. Lets just say you will 
have to kill him here to get the dead stone of suspicion but you will be 
seeing him again. OH BOY! will you be seeing him again.






-----------------------------------------------------------------------------
--
Abyss: The Shadow Lands

 





There are four small pyramids here. To gain access to the first X:24 Y:7 , 
you must have the dead stone of suspicion which you should have gotten from 
the castle in the Land of Red Ooze. It was in the ring of the Demi Litch 
Morbius who you slew in that foul castle. (Or did you?)

At the end of the first pyramid you must battle a huge skeletal beast. Its 
eyes are dead stones that act as the keys to the other pyramids. You will 
get the dead stone of Vengeance and Emptiness.

In the second pyramid at X:22 Y:5 (Dead stone of Vengeance is needed to 
enter) you will find a trio of dead stones in this pyramid. The first is 
the Dead Stone of Scorn. It can be had from a large group of demons that 
are in the first room of the pyramid. The other two are suspended in a 
swirling vortex. There are several strong clues as to how to get these 
stones. BUT, if you can't figure it out here is the answer.

Nothing alive can approach the stones and live. You must send an animated 
creature to retrieve them. As an animated corpse is already dead, it has 
nothing to fear from the vortex. To get the stones, you must get one of 
your Characters killed and then animate them. Then approach the vortex. 
When it asks for a party member to approach, pick the animated Character 
and BOOM. You have the dead stones of Malevolence and Repulsion.

NOTE: Animating a dead body is not the same as Raising the dead. An 
animated body is just a zombie. The rules of Realmz apply, any animated 
Characters can't cast spells or receive any experience points. i.e. They 
are just mobile baggage.

To get into the third pyramid at X:71 Y:7 you need to use the Dead Stone of 
Emptiness.

Inside this bastion are several very hard battles. You can rescue some 
Tigtaurs here as well. There is no dead stone in this pyramid to gather.

To get into the fourth pyramid at X:70 Y:8 you need the dead stones of 
Malevolence and Repulsion and Scorn.

This is the place where you can complete your mission by destroying the 
Necronomicon. To get to the spot where you can destroy the Necronomicon, 
you must first get past the six obsidian guards.

There is a fire pit beyond the obsidian guards. To defeat the guards, you 
must use the six obsidian swords. These swords are located in two locations 
near the beginning of the scenario. You can get them at either location, 
but not both. Each guard can only be hit by one of the swords. It's up to 
you to figure out which sword can hit which guard before they cut you to 
ribbons.

When you find the fire pit, click the Encounter button and USE the 
Necronomicon. When you toss the evil tomb into the pit, it will be consumed 
and thus destroyed. Having completed your mission, your next goal should be 
to return back to the Realmz and meet with the queen. (Just a word of 
warning, be fully rested as you will have a major battle to survive when 
you get back. There are some goodies you will get on your way out of this 
pyramid, have fun with them. They are quite nice.





-----------------------------------------------------------------------------
Abyss: The Crimson Stronghold

 






This is where you can encounter a friendly race of crimson giants. They 
have a unique tale to tell and play a key role in a major sub plot of the 
game.

Just north of where you enter this area is the actual stronghold of the 
Crimson Giants. To the west is a dead end cave and to the east at X:66 Y:4 
is a cave complex that will eventually lead you to a village of Tigtaurs 
that live in an area known as Abyss: The Shattered Lands. You will have to 
wind your way though some dark caves and such, but just keep driving 
towards X:85 Y:32 where you will be asked if you want to enter the 
Shattered Lands.

You can handle the Crimson Giants in several ways and it is likely that you 
will end up with a special friend known as Opal Silverbird. If you take 
Opal to the Entry Bastion and discover the word of command to return to the 
Realmz. "Vistock" she will ask you to return her to the queen. If you do 
so, the Crimson Giants will give you a powerful item known as the Sun 
Seeker Gem.

The Sun Seeker Gem can be traded at the Tigtaur Village in The Shattered 
Lands.





--------------------------------------------------------------------------
Abyss: The Shattered Lands






This is where you can encounter a friendly race of Tigtaurs. Half tiger 
half horse. To gain access to the Tigtaur village, threaten them. They will 
refuse to let you enter unless you get mean with them.

Provided you gained control of the Sun Seeker Gem, you can trade it for a 
magical item known as "The Horn of Summoning" It is capable of casting a 
Monster Summoning I spell an infinite number of times. Damn handy.

Well, as Forest Gump would say:

"That's all I have to say about that."






---------------------------------------------------------------------------
Where to Find The Necronomicon!







Seems like a lot of people are having a hard time finding this book.

The Necronomicon: To get a map pointing the way to the dreaded 
NECRONOMICON, go to X:0 Y:43 (This is west and south a bit from the Rothain 
Giant city). Inside the cave is a evil creature you have to destroy. When 
you do, you will get a map that points out the location of the Necronomicon.

NOTE: On the map is a string of X's that show a path through the mountains 
that let you get to the rock field on the south side of the mountain. If 
you look close, there is a small X in the middle of that rock field that 
actually shows the location of the Necronomicon.







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





Castle In The Clouds




Welcome

McBane City

The Open Area

Underground Cave

Great Lake

Merdonis

Lord Voltan

The Abandoned City

Underground

The Evil Castle

Ketonia

Lord Keto's Castle

Lady Keto's Castle

Castle in the Clouds

Items To Be Found

Closing Time





-----------------------------------------------------------------------------
-
Welcome





IN THE TEXT OF THIS TIP SHEET YOU'LL FIND A LOT OF MAJOR SPOILERS! WE 
STRONGLY RECOMMEND THAT THOSE OF YOU WHO DON'T WANT EVERYTHING HANDED TO 
YOU ON A PLATE ONLY READ THE SECTIONS YOU'RE HAVING PROBLEMS WITH.

This tip sheet will not pin point every single location in the game. It 
will take you through the scenario without missing any important locations 
or items. But don't think you can find everything just by reading this 
document

PLEASE, REGISTER YOUR COPY OF REALMZ SO THAT THE GREAT GUYS AT FANTASOFT 
CAN AFFORD TO CONTINUE THEIR WORK WITH MAKING THE BEST COMPUTER GAME EVER 
EVEN BETTER!

I would like to thank Tim Phillips for making a great game, Bo Lundqvist 
for showing that Swedes can and last but not least Jim Foley for writing 
this great scenario and helping me out with some things I couldn't find.




-----------------------------------------------------------------------------
--
McBane City






This is where you start your journey into hell itself. I would like to 
start by recommending that you have at least one spell caster capable of 
casting "Blink" in your party. You'll know what I mean when you play the 
scenario

When you first arrive to McBane City the guards don't really trust you, so 
let them search you when they ask.

 

At X: 55 Y: 63 there is a blacksmith that won't be able to handle your 
swords too well, so be careful.

At X: 55 Y: 67 is an ordinary shop.

At X: 52 Y: 64 is a temple.

At X: 48 Y: 64 is an inn where your party can rest undisturbed.

At X: 48 Y: 65 is an inn serving all sorts of ale. If you order ale you can 
get useful information. Be careful, though, one sort isn't all that well

At X: 54 Y: 73 is the gates to McBane's castle. To get past the guards you 
need to kill of some thieves planning to rob McBane. Read more about them 
in the next chapter.





----------------------------------------------------------------------------
The Open Area






This chapter deals with ALL locations outside walls, caves and the 
underground.

At X: 44 Y: 58 is a cave with first a trap, then some treasure. To find the 
treasure you must leave the area. Rocks will then fall on you, revealing a 
small amount of gold.

At X: 39 Y: 63 are some McBane guards fighting some thieves. Help them out.

At X: 43 Y: 65 is a tied up, dying McBane guard. He's really dying, no 
spells will save him.

At X: 39 Y: 71 you'll find some angry cave bears instead of thieves.

At X: 40 Y: 79 is some treasure and some trolls.

At X: 50 Y: 81 is the secret entrance to the thieves' tunnel. Try to pick 
lock or use the knock spell.

At X: 51 Y: 75 is a lot of thieves. Kill these to gain entrance to McBane's 
castle.

At X: 56 Y: 82 is a trap door. Encounter button, then detect trap. There's 
some treasure too.

At X: 41 Y: 88 is a pouch. It's actually a bait to lure adventurers such as 
you into the cave. Some spider-men will attack if you approach it.

At X: 37 Y: 88 are some "Gnath" who don't appreciate your company.

At X: 32 Y: 79 are some hell bats. Kill them and you'll find a box with a 
map.

At X: 86 Y: 74 is a nice Orc with information on Zukar.

At X: 72 Y: 34 is an iron door. It leads to an underground area where some 
blue dragons live. They have some treasure. You'll meet a man on your way 
to the door telling you to avoid it. Well, don't listen to him.

At X: 60 Y: 53 is the best way in and out of the Underground.

At X: 56 Y: 63 you'll fall into an underground cavern. You might have a 
hard time getting out of it, but go to the next chapter and you will be 
enlightened…

At X: 8 Y: 18 is an old grave. You'll find a map there.

At X: 51 Y: 35 is an area with some good information.

At X: 58 Y: 40 you'll find Daniel, a young monk. He'll ask you to take a 
letter to his fiancée. She's helping people out near The Great Lake. Do so 
and he will reward you when you get back.

At X: 23 Y: 23 are some people with information on Merdonis.

At X: 25 Y: 30 and in the surrounding area you'll get information after 
each solved "mission".

At X: 4 Y: 1 is a small tannery.

At X: 37 Y: 12 is a cave leading to Merdonis. Keep walking northeast in the 
mountains to get there. You'll know when you're close. Just pray you've 
paid the registration fee. You can also get to Merdonis through caves 
located at X: 24 Y: 3 or X: 29 Y: 16.

At X: 55 Y: 12 is the passage to The Great Lake.

At X: 16 Y: 50 is the gates leading to The City of Lord Voltan.

At X: 2 Y: 59 are some people who have fled from Ketonia.

At X: 24 Y: 86 are the city gates of Ketonia.






---------------------------------------------------------------------------
Underground Cave Without Exit

 





It sounds far worse than it is. You drop onto the square X: 13 Y: 27. To 
get out you'll have to find another cave with an opening at X: 32 Y: 16. 
From there, just walk to the island in the middle of the lake, located at 
X: 32 Y: 12, press the encounter button and use some sort of water 
breathing device (NO, that's not oxygen tubes) and you'll end up in another 
cave. This other cave is actually the home of the blue dragons mentioned in 
the chapter before this.

Other places of interest are a house at X: 74 Y: 15 with an inhabitant not 
able to escape and some snakes at X: 61 Y: 31.

There's a lot of secret tunnels through the mountain down here and we're 
not able of making a map so you'll have to find your way to the places 
mentioned above by hitting rocks now and then





----------------------------------------------------------------------------
The Great Lake








Not much to see or do here.

At X: 63 Y: 27 is Brother Daniel's fiancée, though. She'll heal you when 
hearing from Danny.

At X: 7 Y: 17 are a LOT of red dragons. Be sure you're strong enough.

At X: 7 Y: 9 you'll find some treasure. About 20000 gp, 2000 gems a lot of 
jewelry to be exact Be careful, though. After you have taken it the cave 
roof will fall. Those not fast enough will die. Remember that not many 
persons are fast when carrying more than 3000 coins in their pockets





-------------------------------------------------------------------
Merdonis

 




Not much but guards in this evil town.

At X: 25 Y: 84 is the local cemetery. You might find a half dug grave. No 
matter whether you search it or not, some grave robbers (Merdonis guards) 
will attack you.

At X: 27 Y: 83 are some gems.

At X: 22 Y: 81 is the local temple.

At X: 21 Y: 85 is a guard house with lots of guards.

At X: 12 Y: 84 are some guards eating.

At X: 7 Y: 79 is an old man asking for money to leave Merdonis. Give it to 
him, and you can rest undisturbed in his shack. Otherwise, you'll have to 
fight guards again.

At X: 10 Y: 83 are the castle gates. There is a lot of guards here. About a 
hundred. Be sure you're rested and have the strength.

From the castle gates you just have to walk to the castle, kill Loradan and 
his remaining guards to save Merdonis.





-------------------------------------------------------------------
Lord Voltan

 





After killing Loradan your next mission is to kill Lord Voltan. After 
entering his city, go to X: 10 Y: 47. You'll find an old woman with lots of 
information. Then head for the castle. At the gates (X: 9 Y: 50) there are 
some guards.

 

Lord Voltan's Castle:

 

At X: 16 Y: 5 is a mad troll that will surprise you. There's no way getting 
around it. Fight it for some useful information that you will find at X 16 
Y 7.

 

At X: 12 Y: 3 there are some old leather items. If you are lucky, you might 
find a pair of useful gloves here, but you'll have to find them on the 
first shot. It took me so long to find them that I was about to write it of 
as a red herring.

 

At X: 20 Y: 12 you'll find some guards playing cards. If you want to fight 
them, just stay in the room, DON'T pick a fight!

 

At X: 5 Y: 10 are some sleeping guards. Fight them fair or you'll be cursed.

 

At X: 12 Y: 7 are some weapons.

 

At X: 5 Y: 12 are some quivers. The magical quiver is cursed.

 

At X: 12 Y: 18 is a statue of Lord Voltan. Nothing special with it.

 

At X: 20 Y: 18 is a locked door. Use the knock spell to open it. There are 
some stygian trolls in the room beyond the door.

 

At X: 12 Y: 20 are the stairs to the second floor, and we move up.

 

At X: 10 Y: 43 there are some guards wanting to leave. They ask you to help 
them take care of their captain. Join them as it is easier to beat the 
captain with their help than on your own.

 

At X: 17 Y: 44 are some items that might be useful.

 

At X: 10 Y: 40 is an armory with lots of weapons.

 

At X: 10 Y: 38 is a jo stick.

 

At X: 13 Y: 40 is a locked door. Use knock to open it. Inside is a group of 
skeletal giants who will attack you. Don't rest after you have killed them, 
they will reanimate and attack again! When you have killed them move on to 
X: 20 Y: 41. Behind that door you'll find the vampire who controls these 
giants, together with some undead.

 

At X: 8 Y: 35 is the door to the captain mentioned above. Walk across the 
room to X: 8 Y: 30 and you'll find some money and supplies.

 

At X: 4 Y: 42 are some hell bats. In the same room, at X: 4 Y: 44, there is 
a crack in the castle. If you walk to that square, the wall will fall and 
so some of the members of your party. To a certain death.

 

Beyond the door at X: 13 Y: 28 is a group of guards and a VERY powerful 
magician named Songam. Don't listen to him (ie don't leave). If you turn 
around they will surprise attack you. After having dispatched Songam and 
the guards go to the door at X: 16 Y: 31. Beyond it you will find a "maze" 
similar to that of the bugbear castle in City of Bywater. The exit to the 
stairs going up is located at X: 20 Y: 31. Beware! Do not enter the secret 
passage at X: 21 Y: 35. It's a trap with no way out

 

At X: 20 Y: 28 are the stairs to the third floor.

 

The third floor is in fact on giant maze. The only way in (and the only way 
to Voltan himself) is located at X: 43 Y: 33. From there on you're on your 
own. And may God be with you..

Not so subtle help in finding Lord Voltan





---------------------------------------------------------------------------
The Abandoned City

 






After killing Lord Voltan it's time for the party to go "undercover", or at 
least underground. One way to get to Hades is to go to The Abandoned City. 
It's gates are located at X: 71 Y: 23. From there, continue to the city 
hall, located at X: 69 Y: 19, to get some info on this ghost town. At X: 65 
Y:20 is a hole in the ground. Every time you walk onto that square there is 
a chance that the ground will crack, thus throwing the party into the great 
abyss of hell Otherwise you could always use the cave entrance described in 
chapter 3.






-----------------------------------------------------------------------------
Underground

 





There are not many places of interest down here. The Evil Castle might be 
of interest, though. It is located at X: 32 Y: 83.

 

Depending on which way you took to get down here, you'll either start at X: 
89 Y: 34 (that's the cave entrance) or X: 49 Y: 9 (that's the crack in the 
ceiling).

 

Before you go to the castle you can always head for X: 4 Y: 53. That's 
entrance to a tunnel leading to a cave in the cave, where some gazers and 
some ropers are living. After the monsters are dead, a chest will appear at 
the eastern end of the cave. It will be magically protected for a while, so 
hang around until it turns up.





---------------------------------------------------------------------------
The Evil Castle

 





OK, time for the main challenge of this scenario. Forget the ice giants, 
forget Lequtus, forget Griloch. The owners of this castle are the meanest 
guys around

 

Think twice before entering this castle. It's REALLY tough! If you think 
your party's not up to it, you can always go to Ketonia first.

 

Now, for those tough enough, we'll start! There's a lot of rooms in this 
castle and a lot of enemies. There's also a lot of treasure, but be aware 
of the fact that most of the stuff is cursed.

 

The First Floor

 

At X: 51 Y: 20 is a room with flames and a stone table loaded with stuff. 
The stone table's an illusion. But you'll find a nice sword at X: 49 Y: 17. 
Just don't die getting it.

 

At X: 46 Y: 20 is a room packed to the brim with stone demons. Nothing of 
value, but it's a good fight.

 

At X: 38 Y: 5 is a room with some undead clerics. If you kill them you can 
go to a secret passage located at X: 39 Y: 11. behind are some clerical 
items.

 

At X: 54 Y: 11 is a room filled with undead warriors practicing fencing. 
Guess who they'll practice on when you enter

 

At X: 48 Y: 6 is a pile of items. Don't search it, the only thing you'll 
find is a nasty disease.

 

At X: 45 Y: 7 is a secret passage to the warriors' armory. Some good stuff 
here, and two undead warriors.

 

At X: 40 Y: 20 is a room with some undead mages. Kill them to find a secret 
passage at X: 42 Y: 14. Beyond it you'll find the most terrible enemies 
you've ever seen. Try to fight them, if you win you'll probably be able to 
handle the things to come

 

At X: 52 Y: 33 is a room with a table and some chairs. Keep the number of 
chairs in mind

 

At X: 19 Y: 20 is a room with a huge amount of undead warriors, clerics and 
magic users. Save it for later.

 

At X: 20 Y: 5 is a room with some women waving to you. Do not approach 
them, but stay where you are and ready your weapons. And beware, they have 
some nasty spells

 

At X: 7 Y: 5 is a room with some treasure in the center of it. If you 
choose to collect the treasure some monsters will attack you. They're not 
that hard to beat, but all of the items in the treasure are cursed. Still, 
if you have enough free space and strength it might be fun to take it back 
to town and see most of the cursed items in the game located at the same 
place

 

At X: 10 Y: 33 is a dark room. In it lives a medusa together with her pets.

 

The Second Floor

 

At X: 11 Y: 63 is a room with a chained blacksmith. Approach him and set 
him free, preferably not by cutting his leg. He will then offer to help you 
get a good sword. Join him downstairs to the room with LOTS of undead 
people. After the battle you'll find the sword at X: 20 Y: 13.

 

At X: 9 Y: 70 is a room where some hell beasts are torturing a fire giant.

 

Across the corridor, at X: 11 Y: 70, is a room packed with hell beasts, 
cacadaemons and winged devils. Apparently it's their home

 

At X: 26 Y: 56 and X: 34 Y: 51 are two guard rooms. If you walk into either 
of these, the guards will set of an alarm, and when you enter the second of 
these rooms, the guards will be prepared.

 

At X: 40 Y: 57 are some undead. Every time you walk onto that square 
there'll be some undead, as a matter of fact.

 

There's a red dragon being tortured by hell beasts in the room located at 
X: 46 Y: 56. It will side with the hell beasts, but you'll probably manage. 
And after you've killed him, he won't be able to protect his treasure

 

At X: 37 Y: 73 is a room with a sword on the wall. This sword is of course 
an illusion, and if you walk up to it you'll set of a trap.

 

At X: 43 Y: 73 is a lot of skeletons. And some treasure.

 

There's a "triple" in the room at X: 46 Y: 67. First some winged devils and 
a bunch of slime demons, then some hell beasts, then even more hell beasts.

 

You'll get a first taste of things to come in the room at X: 40 Y: 62. 
There's a lot of hell beast commanders in there. And a "chair user"

 

The stairs to the third floor are located at X: 33 Y: 68

 

The Third Floor

 

OK, from now on you're on your own. Some tips, though. As soon as you enter 
the third floor, use all kinds of battle enhancing things, spells etc. 
Speed is highly recommended. Be sure that your scroll cases are full, and 
so on. A TOUGH battle is waiting

 

If you survive this battle, look around for secret areas. Seek, and you 
shall find. If you reach one level higher, be ready with the battle 
enhancers again

 

And if you survive THAT battle, move to the wall with carvings. Think of 
what you heard on a graveyard close to brother Daniel's hut.

 

The symbol of good is really self evident, I mean, what would a death 
knight want a scepter or a cross for?






----------------------------------------------------------------------------
Ketonia

 






Both for whimps and survivors of the death knight's castle.

At X: 20 Y: 84 is a shop. Not much magical stuff in it and the prices are 
HIGH.

There are also shops at X: 12 Y: 79 and X: 11 Y: 85, pledging allegiance to 
Lord and Lady Keto respectively. If you side with Lord Keto, Lady Keto's 
shop will be closed and vice versa. They have some nice magical items, but 
their prices are not that good

At X: 20 Y: 79 are the stables. You'll meet a man who hasn't sided with 
either Lord or Lady Keto.

There are a few random encounters in this city. You can hear a man 
whispering that Lady Keto is a witch, or a woman whispering that Lord Keto 
is a madman. They are both right.

You might end up in the middle of a huge battle between red and purple 
soldiers. Pick a side, or you will have to fight them all.

You might also bump into soldiers of either color. It's just as good to 
pledge allegiance to their master immediately, as your mission is to kill 
both "Lord Keto" and "Lady Keto", that is, the false ones.

Depending on who you have pledged allegiance to, go to X: 5 Y: 78 (Lord 
Keto's castle) or X: 6 Y: 85 (Lady Keto's castle) and agree to kill the 
other one. Then go to the other castle





---------------------------------------------------------------------
Lord Keto's Castle

 






The false Lord Keto is located at X: 61 Y: 7. If your allegiance is with 
his wife, this is where you start, presumably by killing him. Otherwise, 
you'll have to come back here later to kill him. His throne is at X: 61 Y: 
4. It's a classical "Damius-throne", ie if you sit in it you might be 
immortalized in the shape of a statue…

 

There's a secret passage at X: 49 Y: 2. Behind it are some troops waiting. 
After having killed them, continue to X: 43 Y: 6 and throw a knock spell at 
the door. Then go to X: 43 Y: 8. There's a dead warrior there, with some 
nice equipment. There's also a slight chance that you'll find a letter that 
he was to take from Lord Keto to Zukar at X: 46 Y: 10.

 

When you have returned to the throne chamber, go to X: 67 Y: 2. There you 
will be teleported to "somewhere else". Go to X: 63 Y: 31 and you will find 
a map with vital information regarding the construction of the two castles. 
You can also reach the room to which you are teleported by using a secret 
passage located at X: 71 Y: 33.

 

At X: 75 Y: 21 is a secret passage. Walk up the corridor and in through the 
door to find the real Lord Keto.

 

At X: 58 Y: 20 there is a couple of scrolls.

 

If you touch the experiment at X: 55 Y: 30, some mages will attack you.

 

At X: 53 Y: 24 you'll find a robe. Every time you walk onto that square 
you'll find the robe. It's just a plain Robe of Vulnerability.

 

There are some magic users practicing in the room at X: 48 Y: 24. Kill 
them, then continue to X: 41 Y: 22. Beyond that secret passage you'll find 
Ulmac with some friends.

 

At X: 26 Y: 15 are some magical items.

 

At X: 46 Y: 34 is a hole that only one party member can enter. Pick a 
strong one, kill the enemy, and pick up the treasure.

 

At X: 45 Y: 52 you'll here some strange noises from the surrounding rooms. 
Well, that's because there are wild animals in those rooms.

 

There's a false floor at X: 23 Y: 37.

 

A secret passage at X: 27 Y: 55. And some treasure at X: 27 Y: 55.

 

At X: 45 Y: 42 is the exit from the castle.

 

There is a secret passage to Lady Keto's castle at X: 45 Y: 58.






-------------------------------------------------------------------------
Lady Keto's Castle

 





The false Lady Keto is located at X: 31 Y:57. Here you will have to fight 
her guards when you've discovered Lord Keto or if you have pledged your 
allegiance to the false Lord. There is a secret passage at X: 31 Y: 47. 
After passing through you'll have to fight some more guards. The real Lady 
Keto is located at X: 21 Y: 43. One problem, though. She is dead. Cast a 
raise dead spell or use the Necklace of Revival. As soon as you have found 
and saved both Lord and Lady Keto you will be teleported outside the 
castle. You can find the false Lady Keto, or Ambersair, in the room down 
the hall from the door beyond which you found the lady. Observe that the 
door at X: 33 Y: 42 is a trap.

 

The secret passage to/from Lord Keto's castle is located at X: 45 Y: 11.

 

There are a few other places of interest this side of the secret passage.

 

At X: 33 Y: 30 is a gladiator arena. I won't go into much detail about it, 
but you can find a sword at X: 48 Y: 28, and a flail at X: 48 Y: 21. I 
strongly recommend that you walk into all the rooms here. There are more 
stuff to be found than the ones I've mentioned.

 

You'll find a locked door without locking mechanism at X: 18 Y: 41. It's a 
red herring.

 

At X: 21 Y: 59 is a book of summoning. If you read out loud from it you 
might succeed in summoning a few nasties, but beware! The reader will be 
helpless and all other party members confused. That was the worst battle 
for me in the entire scenario, as my characters turned out to be my 
strongest enemies. And they constantly tried to hit each other

 

At X: 47 Y: 54 you'll find a book entitled "History of Ketonia". Read it. 
One never knows what might come out of books

 

At X: 48 Y: 44 is a secret passage leading to a not-so-friendly cat.

 

In the room at X: 52 Y: 42 there are some guards that want you to 
contribute to their wealth. Just kill them. Then continue to X: 52 Y: 37. 
There you should be able to find one metal and one brass key. Just keep 
walking onto that square until you have them.

 

At X: 51 Y: 61 there's a locked door where you can use the metal key. Then 
try the brass key on the door at X: 53 Y: 58.






-------------------------------------------------------------------------
Castle in the Clouds

 





After saving Ketonia, go to Diamond Lake and listen to the voice. It will 
tell you to try places formerly not available to you. This place is Cross 
Island, and you'll have to locate that for yourselves! It's not hard to 
find it

 

From Cross Island you will be teleported to a place in the mountains. Just 
walk up to the village there and let the man take you to the maze leading 
to Castle in the Clouds.

 

When you arrive in the maze, there are a few locations of interest.

 

At X: 84 Y: 5 there's a party of dead adventurers with some items still 
intact.

 

At X: 84 Y: 80 you might find a necklace.

 

At X: 86 Y: 75 is a map on a dead elf showing the way to the castle.

 

At X: 64 Y: 75 there's a sword. It's cursed.

 

There are in fact TWO castles in the maze. The first is located at X: 6 Y: 
8. It is the castle of a bad guy and you'll have one MAJOR battle coming 
your way if you enter it.

 

The castle of Zukar is located at X: 5 Y: 87.





-----------------------------------------------------------------------------
--
Items to be Found

 





There's a lot of nice items to be found in this scenario. Perhaps not as 
many as in Assault on Giant Mountain, but still a lot. I will list the most 
important ones below.

 

Bow of Shalomar +2

Longsword +2 Flametounge

Longsword +2 Frostbrand

Dagger of Shielding +2

Scimitar of Speed +2

Dagger of Styx +2

Dagger of Penetration +2

(Sword of the Paladins)

 

Robe of Speed

Robe of Strength

Robe of Many Favors +1

Robe of Enchanters +1

Volted Chain +3

Mithril Plate +2

Bracers of AC 8

Bracers of AC 4

Cloak of Light +3

 

Helm of Heroism +2

Gloves of the Huntsman +3

Shield +3

Dragon Breath +2

Shield of Happenstance +1

 

And last and least:

 

Ring of Regeneration

 

The store value of these items are about 242,000 gp. And remember that 
there's a lot of Longsword +3s and similar items that I haven't mentioned







-------------------------------------------------------------------------
Closing Time







That's it, folks. I have been quite generous with both locations and items, 
not leaving much out. The reason for not pinpointing coordinates in the 
maze leading to Castle in the Clouds is that you must use your brains at 
least once or twice while playing Realmz. After all, that's what it's all 
about: a role playing game that doesn't only require brute strength.

Before leaving you to play the scenario I would like to shortly describe my 
own relation to Realmz.

I discovered Realmz in the spring of 1995. When I first started playing it 
I didn't understand a thing, because I didn't read the manual. But I 
learned more and more, and in a few weeks I registered not only the 
scenario driver, but the two scenarios available at the time, Prelude to 
Pestilence and Assault on Giant Mountain. By the time I got Castle in the 
Clouds I had already played the other scenarios at least five times each 
(in less than three months). So I know the drill, so to speak. I have owned 
different computers and game machines since 1984, when I got my first Vic 
64. I have played thousands of games, finishing most of them. Including 
classics such as Bard's Tale, Paradroid, Pitfall and all the Boulderdash 
games. I have owned one Nintendo 8-bit, two Sega 16-bit and two Macintosh 
computers since the early days of the Commodore. I have played (and 
finished) all Mario Games, the NHL hockey games from Electronic Arts, 
Syndicate, Marathon, Warlords II etc. In short, most of the games mentioned 
when people discuss the best games ever. Oh, I forgot to mention that I 
have played quite a few PC games as well

I have never, ever, seen a game as versatile and fun as Realmz. The only 
games I can think of when it comes down to pure enjoyment are Bubble Bobble 
and such early arcade games. And best of all, Realmz keeps getting better 
and better for each day that goes by!

So, if you are an unregistered user or, even worse, a pirate, register your 
copy today!

Enough said, I think you get my point. Go on and enjoy Castle in the 
Clouds, this truly great scenario by James Foley!

Thomas Weigle

Stockholm, August 4 1995





=============================================================================
White Dragon




Introduction

Brierwood

Lord Brierwoods Castle

The Open Area

Havern City

The Monk Village

Zaphres

The Troll Cave

The Dragon Lands

The Lake Area

To The White Dragon





-----------------------------------------------------------------------------
Introduction





WELCOME TO THE WHITE DRAGON TIP SHEET BY THOMAS WEIGLE WITH HELP from Jim 
Foley. This tip sheet is intended as a help in going through Jim Foley's 
latest scenario, Search for the White Dragon, but it will not give away 
everything to you. With its help, you should be able to make your way 
through White Dragon, but do not take for granted that each and every 
encounter is listed, nor that all locations are described. Still, this tip 
sheet will provide you with spoilers, so I seriously recommend that you 
turn to it only in case of an 'emergency', that is, if you are having 
serious problems with finishing the scenario.

 

Credits and Thanks

First and foremost, heaps of thanks to Jim for writing two excellent 
scenarios, Castle in the Clouds and Search for the White Dragon, as well as 
for helping me with this tip sheet, trusting me with the beta testing and 
much else. Second, thanks to Tim for Realmz and his great scenarios, as 
well as with his trust in me. And of course thanks to Dave, Dan, Rick, 
Quanah, Ivans, Sean, The Man Who Used To Be Known As Ace, and all others 
with whom I have regular contact about this game.

 

Contact Information

Any comments, questions or suggestions regarding this tip sheet should be 
sent to Jim Foley and not to Fantasoft. In addition, comments or bug 
reports regarding the scenario, should be sent to Jim.

 

Other places worth checking out on the net include Fantasoft's official Web 
site and the newsgroup dedicated to adventure games for the Mac,

 

http://www.fantasoft.com

comp.sys.mac.games.adventure

At the Web site, you'll find tons of information about Realmz and 
Fantasoft's other games, special features such as custom character 
portraits and sound files, and many links to other Web sites dedicated to 
Realmz. That's that.

 

Thomas Weigle




----------------------------------------------------------------------------
Brierwood

 



Note that in order to get into Brierwood, you have to pay a fee of two gold 
pieces to the guards. There are a few random encounters in the area around 
the city walls that will allow you to collect this money unless you have it 
on you. Inside the city walls you will meet a lot of people begging for 
money. You don't have to give them anything, although it won't hurt you if 
you do. One of the encounters, a group of youths, will attack you if you 
give them the gold.

X 36 Y 62 If you do not go away, you will be attacked by two monks. If you 
defeat them, you'll get a map that shows the way to a secret village.

X 45 Y 52 Here is a woman that is obsessed with flowers. Talk to her and 
agree to find the very rare flower for her. It is not of importance to 
finishing the scenario, but will earn you some money.

X 45 Y 56 The inn. You can agree to play with the orc, but what you mustn't 
do is drink of the grog, as it will render you helpless, and if you in that 
state is attacked, well ...

X 45 Y 61 A bookshop. You don't have to buy any of the books in order to 
finish the scenario.

X 51 Y 62 The gallows. You might come across a random encounter in the 
city, where a young man will be hanged. Not important for the completion of 
the scenario.

X 52 Y 63 The gate to the castle. The only way to get in is to pretend to 
be tax collectors. Pick your strongest character, preferably a cleric or 
similar, who can use both spells and weapons.

X 50 Y 66 A stable. If you enter, you will have to fight an additional 
battle, and it will be harder to get into the castle. Only do this if you 
want the experience points.





-----------------------------------------------------------------------
Lord Brierwood's Castle







Level 1

X 31 Y 46 There is a secret area here, where you will find a magical sword. 
Following a great tradition from Castle in the Clouds, it is naturally 
cursed.

X 11 Y 55 A lever that must be pulled for the stairs to level 2 to be 
revealed.

X 14 Y 45 Do not go in here. Merely an illusion and a trap to certain death.

X 30 Y 54 There's a battle here, but not one you have to fight.

X 33 Y 66 The stairs to the second level

 

Level 2

X 54 Y 56 This door is locked ...

X 45 Y 45 There is a secret area here where you will find, among other 
things, a Cap of Spells.

X 44 Y 72 Here are the stairs to the third level.

 

Level 3

X 8 Y 7 There are some mages torturing a poor person here. Kill 'em.

X 14 Y 7 There is an apparition here. No matter what option you choose, you 
will have to fight a fairly tough battle.

X 12 Y 16 A lever you must pull in order to get to the fourth level.

X 17 Y 34 This is the treasure room. Naturally, you'll find treasure in it. 
The door's locked but can be either forced to open or opened by picking its 
lock.

X 31 Y 11 A nice statue, a nice necklace. Of course it is a trap.

X 27 Y 26 There are five levers here. If you pull numbers one, three and 
four from the left, you'll reveal a few hidden doors that lead you to a 
nice treasure.

X 29 Y 32 The treasure mentioned above. Among the items is the Shadow Mask. 
And trust me, you want this item.

X 19 Y 16 The stairs to the fourth level.

 

Level 4

X 54 Y 19 Garreth resides here. He is a prisoner that wants to free Lord 
Brierwood's daughter Chloe.

X 48 Y 19 There's a warrior that will attack you here.

X 62 Y 13 Lord Brierwood himself. Naturally you don't want to step forward 
...

X 68 Y 13 Secret area leading to the stairs that lead to the fifth and 
final level.

 

Level 5

X 80 Y 13 A secret area. Inside, you'll find Chloe. Be warned, though. 
Zaphres will send some of his minions to get you once you leave this area. 
Saving the game as soon as you have Chloe is recommended. Then head 
straight to Havern City.





---------------------------------------------------------------------------
The Open Area







Most of the encounters in this area are random, and of no importance to the 
completion of the scenario. There are, however, a lot of very important 
entrances, tunnels and openings that lead to other areas. Note that you 
won't be able to pass them until a special mission or quest is finished.

X 1 Y 59 The route to Havern City and the drawen encounters, among other 
things.

X 4 Y 14 A sword stuck in a tree. There's a 5 % chance to pull the sword 
from the tree. Note that the only way of succeeding is by pulling it away, 
burning or hacking at the tree won't do. But do not despair, the sword will 
be available again later on in the scenario.

X 6 Y 5 Thufar Savag resides here. He will tell you his story from McBane 
City (CitC) and then join you as an NPC. Not necessary for the completion 
of the scenario, he can still be useful. Oh, you have to pay him some money 
of course.

X 82 Y 3 The secret passage leading to Zaphres' lands is located here.

X 87 Y 2 You'll fall into this cave. The Troll Cave, which is not necessary 
for the completion of the scenario. Still, there are assorted goodies down 
there as well as a few fun battles. The exit is located just one square 
North from where you land.

X 88 Y 15 The tunnel to The Griffin Area is located here.

X 87 Y 67 Here you'll find the tunnel to The Monk Village.

X 43 Y 34 The windy gap that you must pass in order to finish the scenario. 
You won't be able to get through until you have Blake in your company.





---------------------------------------------------------------------------
Havern City and its Surroundings

 




There is only one thing of importance to the completion of the scenario on 
this side, that is the castle in Havern, where Chloe's lover Dumarious 
resides.

X 80 Y 60 A man who sells maps. You don't have to buy any one of them.

X 72 Y 69 The gates to Havern City.

X 66 Y 78 The castle. Here you will meet Dumarious and Therfus, Chloe's 
lover and father-in-law-to-be respectively. You must bring them with you to 
Zaphres and keep them alive in order to complete the scenario.

If you head North, and pass the 'lake tunnel', you'll come to another area 
with a small island (Smialliw Island) and a secret tunnel to yet another 
area. The island contains nothing of importance, and is filled to the brim 
with red dragons. For each step you take you will have to bash a dragon. 
not a good thing to do if you have to keep two NPCs alive.

X 85 Y 22 There's some treasure here.

X 55 Y 14 This is where the secret tunnel to the next area is located. 
Beyond it are lots and lots of drawen. What is drawen, you might ask 
yourself. Well, you'll find out, be sure of it. As soon as you get to the 
other end of the tunnel, you will find yourself overviewing a battle 
between elves and strange beings. If you help the elves, their best 
fighter, Selophina, will ask you to help her and her people free their 
king, who is captured by the strange beasts, the drawen. If you accept this 
mission, you will have to fight your way through wave after wave of drawen. 
The king is basically located after the final battle against the drawen, 
meaning that you will not be able to skip even one single encounter in 
order to save him. Note that this is not a necessary quest in terms of 
finishing the scenario, but it is darn fun.

I strongly recommend you to deal with this quest at a point when no NPCs 
are travelling with you, as it is very demanding, and some NPCs are 
necessary for the completion of the scenario.





------------------------------------------------------------------------
The Monk Village







This is the second of three parallell plots that are not necessary for the 
completion of the scenario but that add some touch and are fun to play. As 
you encountered the monks in Brierwood, you found a map. This is the 
village it points you towards.

X 15 Y 68 A map that leads to a treasure.

X 7 Y 64 A female monk is tied up in here. Help her, and she will be 
available as an NPC. Her goal in life is to kill the evil Phestern, ruler 
of the village, who killed her father a long time ago.

X 11 Y 70 This well is blessed, and anyone who drinks from its water will 
be blessed as well.

X 19 Y 71 The castle. A big fight with Phestern and his monks. Note that 
these guys do a lot of damage and that there are a lot of them in the castle.





----------------------------------------------------------------------
Zaphres







In the large area that first greets you, there is nothing of interest. Head 
straight for the city gates, located at X18 Y 10, and be prepared for a 
tough battle. Oh, and do remember to pick up Zaphres' sword afterwards. 
Inside the castle, ther are only a few things that you must do in order to 
wipe Zaphres off the face of the earth, but it is well worth exploring. In 
order to get up the stairs to the second floor, all you have to do is enter 
the throne room at X Y

X 78 Y 44 You might want to pick up a helm at this location.

X 52 Y 7 This lever will teleport you to a very remote area of the castle. 
It includes an annoyingly tricky maze a la bugbear castle in CoB . In fact, 
it is so tricky that I won't even bother to provide you with a solution for 
it. Which means you're on your own once you've pulled that lever ...

X 50 Y 7 This lever drops some treasure to you. Do notice that it has three 
random items to offer you, so you might want to try it a few times.

X 50 Y 9 There are some Skeletal Knights teleported in by this lever.

X 52 Y 27 A few nice robes hangs around at this location.

X 55 Y 36 The necklace you'll find here is cursed.

X 56 Y 56 There's an unstable pillar at this location, that will drop in 
your head.

X 45 Y 41 A throne that will both strengthen and stupify you. Can you say 
'broiler'?

X 56 Y 82 The stairs to the second level. From here on it's just like a 
walk in the park, or in the hallway, one might say.





------------------------------------------------------------------------
The Troll Cave







First of all, do keep in mind that clearing this cave of its inhabitants is 
not a necessary step in the completion of the scenario. Second, know that 
it may add some fun battles to your experience. Locked doors, as otherwise 
in the scenario, may be opened either by picking the lock or by having one 
of your stronger characters bust down the door.

X 63 Y 24 Secret area with trolls to greet you.

X 61 Y 30 Another secret area with more trolls.

X 49 Y 6 Yet another secret area with some treasure.

X 14 Y 31 More treasure.

X 4 Y 10 And even more treasure.

What follows are qute a few secret areas starting at X 10 Y 37. They 
eventually lead to a pile of gems, but if you're not in desperate need of 
money, the trip might not be worth the time it takes to travel.






-------------------------------------------------------------------------
The Dragon Lands






After you have killed Zaphres and returned Chloe and Dumarious, you must 
find a man named Dwared, but in order to do so, you must first head for the 
Dragon Lands and help out a bunch of griffins and hippogrifs. Basically, 
what you have to do, after you've passed the tunnel to this area, is to 
hang around. The griffins will show up, sooner rather than later.

X 1 Y 85 There is a secret tunnel here, leading to a another area. You'll 
find a pile of bones after just one or two paces in the open field. Just 
pick up the object, it's worth it. And then bash the dead guys.





---------------------------------------------------------------------------
The Lake Area







The entrance to this area is located at X 50 Y 89 of the 'main' map, that 
is, the Brierwood map. Once in, do keep in mind that this area is built up 
of two separate 'canvases', so that you don't mix my comments up. The 
coordinates are correct. First of all, walk to the Southeast (X 81 Y 84) of 
the second map to find Herockes and his boat. This is the man that could 
help you find Dwared. But you need someone else as well ...

X 38 Y 57 This is where you meet Cylantra. She is necessary as an NPC in 
order for you to finish the scenario. She will attack you at first, but 
don't bother.

The island next to Cylantra's is inhabited by harpies. Nice battle if 
you're looking for one. You'll also get to fight some of those nice wicked 
willows from DtN on an island further to the North (located in the first of 
the two canvases).

X 46 Y 19 This is where you find Dwared, provided you have found Cylantra 
before you go to this location. And this is the only point where she is 
necessary. Speak to Dwared and then head North.






------------------------------------------------------------------------
To The White Dragon








First of all, you need to get Blake. He's located in an area to the North 
of the Brierwood area. The entrance is at X 16 Y 1, and within that area 
you'll find Blake at X 6 Y 30. Take him to the windy pass that you haven't 
been able to pass through until now. Due East, you'll find Raquiline, the 
white dragon.

Man, I've beem writing so much about the darn scenario that I've forgotten 
to play it myself. I feel the need to do just that now ... Have fun with 
the end of it.






=============================================================================
Trouble In The Sword Land





ADVENTURER'S GUIDE

TO THE SWORD LANDS



Introduction

THE HEARTHLANDS

THE EASTERN LANDS

THE SOUTHERN ISLANDS

THE KHANARK ROCKIES

THE NORTH-EASTERN LANDS

THE WESTERN LANDS

UNDERGROUND COMPLEXES

 

TISL SPOILERSHEET



Foreword

SOMETHING'S ROTTEN IN ARANYS

THE TROUBLES OF WAILSROND

A SPARK OF EVIL IN SPARKLESTONE

THE IRON HAND OF CORAL TOWERS

OPERATION: KHANARK ROCKIES

THE TROUBLES OF TANIRITH

BUT IN THE MEANTIME ...

A DRAON THRONE IN JEOPARDY

KITH KHANAAN'S LEGACY

THE END GAME ... (or is it?)

The Rest of TiSL : FAQs

The TISL Cast of Players

New Supply/Magical Items in TiSL

New Monsters In TiSL






---------------------------------------------------------------------------
Introduction





A Foreword from Adventurers Inc.

We at Adventurers Inc., always searching for ways to improve our services, 
have compiled the following guide to be used by the good folks most 
important to us: you, the adventurers. After all, as our slogan sincerely 
claims, "If you're not successfull, We're not successfull".

We would like to express our deepest gratitude to all adventurers who have 
supplied their own tidbits of information about these wild Sword Lands of 
ours, often at the price of life and limb. But then again, as all 
experienced adventurers know, "One can't split an orc's head in two without 
getting a taste of his grateful embrace first" (well okay, we ourselves are 
not sure exactly what this means; but then, this maxim was given to us by a 
dwarf, so maybe you should ask one ...). In any case, after years of 
careful information gathering, checking and compiling, we now proudly 
present to you this "Adventurer's (Online) Guide to the Sword Lands".

For free, of course!

Therefore, we hope the information within this guide will prove useful (if 
not life-saving), and that whenever you peruse its pages, you will think 
fondly of us at Adventurers Inc.. If you wish to drop by to see us, and 
perhaps even make use of our services, remember where you can find us: 
either at our branch in the town of Aranys, or at our Home Office in the 
great city of Tanirith (we are open all day and all night, every day of 
each sevenday; also, we will be opening new branches in Wailsrond and 
Lantharond very soon).

So enjoy this guide, and don't forget to drop by our offices!

Safe journeys, and safer returns!

 

AN INTRODUCTION TO THE GUIDE

Greetings, adventurers! Within the pages of this much sought after tome, 
you will find insider information about the lands, the cities, and the 
special places found within the Sword Lands. Remember, however, that this 
tome cannot be complete, and thus may hold omissions for lack of 
information. We wish we could have provided you with every and all details 
about the Sword Lands; unfortunately, a too large number of our hired 
explorers failed to return to report their findings (and may they rest in 
peace, the brave, poor souls that they were...).

This bring us to some bit of wisdom we would like to impart to you, before 
you do plow through these pages. Hence, the following are what we consider 
six fundamental tidbits of advice for you to keep in mind, for whenever you 
endeavor to explore our wild -but so beautiful and magical- Sword Lands:

1- A good deed will always be rewarding;

2- Search (or detect), and ye shall find;

3- Think before acting;

4- Be careful of who ye trust;

5- Never accept dinner invitations from ogres;

6- Never insult an orc's lineage unless he's not armed (and ye are).

 

The Sword Lands are vast. For the sake of clarity, and to make this guide 
easy to use, the Sword Lands have been divided into 8 principal areas-land 
types, each being treated separately in the guide as follows:

1- The Heart Lands;

2- The Eastern Lands;

3- The Khanark Rockies;

4- The Southern Islands;

5- The North-Eastern Lands;

6- The Western Lands;

7- Caves, Caverns, and Underground Complexes.

The Heart Lands include Aranys, Wailsrond, Dagger Keep and Sparklestone; 
the Eastern Lands are comprised of Tanirith (including the farmlands, the 
grapevine yards, and Tarterys Island) and Arvoranaan; The Khanark Rockies 
are themselves subdivided into the Rockies Proper, the Frozen/Snowy 
Rockies, and the Volcanic Rockies; the Southern Islands are comprised of 
the Pirate Isles and the island-city of Coral Towers; the North-Eastern 
Lands are comprised of Lantharond and its surrounding areas; the Western 
Lands include Sharranth and its surrounding areas; finally, the Underground 
Complexes include most known caves and cavern complexes discovered above 
ground and in the Underearth, including the secretive dwarven undercity 
called Dwarven Halls.

Lots of stuff to cover, you say? Hey! Now you see how far we have gone to 
provide you with the best guide available! So, enjoy!





---------------------------------------------------------------------------
The Heartlands







Aranys

Despite its small size, this town is a major trading center and waystation 
of the Sword Lands. Indeed, all trading caravans usually stop in Aranys 
before going to Bywater and the Realmz, or before going on further into the 
Sword Lands. Aranys is currently ruled by a Merchant Lord named Akkar Dhun.

(x13,y14) and (x17,y18): Town gates of Aranys.
(x14,y17): General store of Aranys.
(x7,y18): The Wildboar Inn

Inside the Wildboar Inn:

(x72,y39): Front desk of Areyna, co-owner and wife of Zaran; you rent rooms 
at her desk.
(x73,y39): Front desk of Zaran, co-innkeeper and husband of Areyna; you buy 
food & drinks at his desk.
(x61,y40): Zaran and Areyna's private quarters.
(x61,y55): Way to upper floor and regular rooms; an iron key is required 
(which you can get from Areyna).
(x51,y46): Way to main floor suites; deluxe brass keys are required (which 
you can get from Areyna).
(x86,y36): Way to upper floor brothel; regular brass keys are required.
(x78,y53): A regular brass key has been dropped here.
(x82,y53): A wandering knight named Jhalor Fireblade is known to often sit 
at this table.
(x59,y68): This regular room has been rented by four mysterious dark knights.
(x56,y51): This suite is rented by an incantatrix named Night Blossom.
(x65,y1): In this bed of this unoccupied brothel room, a castle gate pass 
that was carelessly dropped may be recovered.
(x64,y5): A secret door is rumored to be here, leading to many secret 
passages within the inn.


(x8,y24): Exotic and esoteric imports store.
(x5,y18): A secret entrance to the Wildboar Inn is rumored to lie behind 
this local brewery.
(x5,y25): Gate to Lord Dhun's castle; a gate pass is required.

Inside Lord Dhun's castle:
(x83,y75): An adventuress named Naryl Dragonstone is kept in this cell.
(x83,y79): A merchant is kept in this cell.
(x85,y79): A dwarven merchant is kept in this cell.
(x40,y47): At this location in Dhun's private room, a secret trap door is 
on the ceiling, leading to an upper private study.

(x1,y28): A secret tunnel leading to Lord Dhun's castle is rumored to be 
hidden here, just outside of Aranys' southern battlements.
(x9,y24): This is the house of a merchant who has vanished under mysterious 
circumstances.
(x14,y24): Town hall of Aranys. The Aranys branch office of Adventurers 
Inc. is located here: come in and see us! Indeed, numerous jobs are 
available to you; the choices depend on what you may (or may not) have 
already accomplished.
(x2,y23): A secret entrance to the castle grounds is rumored to be here.

 

Wailsrond

This fair-sized city is one of the important sea ports of the Sword Lands. 
Indeed, it is visited by numerous trading ships all year long, loading 
goods already flowing through Wailsrond while unloading their own exports 
for other cities of the Sword Lands. Wailsrond is also famous for its 
delicious (and quite sturdy) rhum, one of the main exports of the city. 
However, lately, hightened pirating activities have brought sea trading 
almost to a halt in Wailsrond; it is rumored that trade caravans on land 
are also being attacked regularly, resulting in severe economic strains on 
the city. Wailsrond is currently ruled by the good Lord Nerellius Pyre.






---------------------------------------------------------------------------
The Eastern Lands







Tanirith

First founded as a forteress by the infamous Warlord Ptaraz, Tanirith has 
grown over the centuries to become today's center of knowledge and trade in 
the Sword Lands. Even by the standards of other kingdoms of the Realmz, 
Tanirith is a very large city, if not easily among the largest of the 
continent. Tanirith is also known for its grapevine yards, which produce 
year after year vintages that are always in high demand. Although Tanirith 
boasts of a sizeable soldiery and militia, the city and its territories of 
influence are chiefly protected by the knights of the Order of the Flame, a 
chivalrous knighthood order founded centuries past by the legendary knight 
Jasper Flameheart. Of late, however, all is not well within the order: 
indeed, the knights are becoming increasingly lax in their protective 
duties, if not acting in an outright uncaring manner. In addition, 
Tanirith's wineyards are rotting away for no reasons, while stranger and 
more dangerous things are happening in the city's sewers. These problems 
have left the people of Tanirith, and their ruler -the Lord Paladine-, in a 
state of disarray and dread.

(x28,y55), (x18,y30), (x30,y26) and (x62,y26): City gates.
(x44,y26): Gates of Hightown, the upper-class part of the city.
(x17,y34): Thalya's Street Corner Shop.
(x14,y38): The Raging Wyvern.
(x19,y40): A central market is here.
(x20,y42): A bank is here.
(x19,y44): The Journey's End.
(x22,y42): Halls of Justice.
(x28,y42): Location of Adventurers Inc.'s Home office! Come in and see us, 
for we have plenty of information and jobs to offer!


(x36,y42): Building of the Harbor Master - Central Port West.
(x36,y49): Monument to Jasper Flameheart. Rumors abound to the effect that 
a secret door leading to the sewers lies next to -or near- the monument.

Inside Tanirith's sewers:

(x34,y40): A priest of Lharishar is rumored to have made this secret room 
his "office" to help drifters and poor folks who seek shelter in the sewers.
(x69,y11): Some adventurers have reported a secret door here.
(x72,y4): A secret door leading to an ancient portal is rumored to be here.



(x38,y58): The famous Scholar Halls of Tanirith are here; they also house a 
temple of Erond.
(x36,y30): Ephaestor's Weapons and Armors.
(x41,y29): Schaxam's Little Shop of Magics.
(x43,y32): Inn of the Sea Trader.
(x42,y39): Building of the Harbor Master - Central Port East.
(x45,y35): Gates to the barracks and training grounds of the Knighthood of 
the Flame.
(x43,y46): Some folks says that an Assassins' Guild operates out of this 
house. But that can't be true, since assassins were banned years ago from 
Tanirith ... right?
(x50,y45): The Captain's Inn.
(x52,y44): Harbor Master - East Port. Ship fares to Wailsrond and 
Lantharond may be purchased here; you could also rent your own ship.
(x50,y47): Another bank is here.
(x53,y47): Another central market is here.
(x52,y49): Tanirith's Exotic Imports.
(x55,y49): The Sailor's Wharf. A secret door leading to the sewers is 
rumored to be in this tavern.
(x54,y52): A temple dedicated to Ukkor is here.
(x59,y54): Maroon's Eating Halls. A secret door leading to the sewers is 
rumored to be in this establishment of fine cuisine.
(x59,y56): Dungarh's Leatherworks.
(x66,y61): The Mariner's Toolbox.
(x64,y64): Harbor Master - South Port; ship fares to Wailsrond, Coral 
Towers and Lantharond can be bought here; or you could rent your own vessel.
(x43,y10): Gates of Golam Thrall's estates; Lord Thrall is a powerful 
Merchant Lord and a member of Tanirith's ruling body, the High Council.
(x42,y8): Gates of Jarad Noll's estates; Lord Noll is another powerful 
Merchant Lord and member of the High Council.
(x34,y10): Gates to the castle of the Lord Paladine.
(x52,y17): Yet another bank.
(x38,y16): Building of the High Council of Tanirith.
(x39,y19): Temple of Tyr.
(x42,y19): Temple of Danuur.
(x43,y22): A Bazaar is here.
(x49,y7): A secret door opening to a tunnel which leads to Jarad Noll's 
estates is rumored to be here.

 

Arvoranaan

This small, halfling farming community is quite peaceful and idyllic. Being 
under the protection of Tanirith, it has always been secure; but with the 
knights of the Flame laxing in their duties, the halflings must now defend 
themselves against marauders and humanoids.

(x72,y7), (x72,y1): Village gates.
(x71,y4): Rhondo's General Store.
(x17,y34): A "city-smart" halfling named Daneel Nimblehands sometimes hangs 
around here, trying to hook up with adventuring parties.
(x61,y7): A secret door within the battlements is rumored to be here.

 

Tarterys Island

This small island just south-west of Tanirith and the mainland is the 
central incarceration facility of the city. Any and all criminals are sent 
to Tarterys to rot away, often forgotten while forced to live under 
terrible conditions; that is why the word on the streets of Tanirith is: 
"Ye don't want ta end yer life in Tarterys: believe ye me!".

(x37,y71): Gates of the prison.
(x42,y72): A secret tunnel under the island's cliffs is rumored to be here.
(x40,y72): A secret tunnel under the island's cliffs is rumored to be here.

 

Other sites of interest

The following are known or potential sites of interest scattered in the 
Eastern Lands.

(x78,y26): Crypt of Ptaraz.
(x57,y7): A secret tunnel under the mountains has been reported to be here, 
just west of Arvoranaan.
(x4,y70): Cove Hold Trade Caravan Waystation.
(x10,y25): Temple of Agrah.
(x22,y1): A secret passage leading underground is rumored to be on the 
mountainside here.






--------------------------------------------------------------------------
The Southern Islands






The Great Ocean is a vast, trackless sea which spans the whole south of the 
Realmz continent. Aside from the occasional stray, tiny island, this ocean 
is essentially nothing but unchartered waters. However, one archipelago and 
a fairly-sized island are well known to the Sword Lands: the Pirate Isles 
and the island-city of Coral Towers. The former is a notorious refuge for 
pirates, whereas the latter is one of the major trading powers of the Sword 
Lands.

Pirate Isles

This large archipelago of cliffs, rock islands, small islands and coral 
reefs lies thousands of leagues south-west of Wailsrond's coast. 
Treacherous at best to navigate through, it is no surprise that numerous 
pirate factions have taken refuge in these isles, and using them as bases 
of operation, having mastered the narrow safe-sailing passages around the 
isles and allowing them to remain safe in this haven: indeed, any ship not 
familiar with the labyrinth of reefs surrounding the archipelago is sure to 
wreck itself! Likewise, these make it impossible for any fleet of ships to 
invade the isles and rid the Great Ocean of pirates once and for all.





Although pirate activity has always been a nuisance (like any highwaymen 
activities against trade caravans), the pirates have become a serious 
problem of late: having united under one Pirate Queen named Nurale 
Darkstrome, they are now acting strategically and with much greater 
efficiency, disrupting all sea trading and travelling around and about the 
Sword Lands. Nothing specific is known about the Pirate Isles; however, 
some explorers have manage to report the following:

(x21,y50): A secret passage is rumored to be here, on this small island.
(x9,y55): This lofty mansion is occupied by Nurale Darkstrome, the Pirate 
Queen.






Coral Towers

This island-city is shaped like an oval bowl surrounded by rocky cliffs, 
but opening to the sea at its west. True to its name, Coral Towers is 
surrounded by numerous coral reefs; not surprisingly, corals constitute the 
main export goods of the island-city. Although the people of Coral Towers 
live off the fruits of the sea, they greatly depend on trade with the Sword 
Lands for ores, minerals, textiles and other such goods.






Usually a peaceful city, Coral Towers has lately become a suffocating place 
to live. Indeed, with the recent accidental deaths of Queen Aquillae Ramoor 
and her daughter, Princess Jorale, the city is now ruled with an iron-fist 
by the Regent Thorgal Ramoor, the Queen's brother. Just like any despot, 
The Regent has enacted highly repressive laws against any form of dissent, 
is obligating any visitor to purchase a "circulation permit", and has risen 
taxes to levels unbearable by his people. Of course, any transgression of 
his edicts means jail for life or even death by hanging.

(x41,y67) and (x41,y72): City gates of Coral Towers.
(x47,y69): Temple of Ukkor.
(x45,y67): Imported Arcane Wonders shop.
(x47,y74): The Laughing Tempest.

Inside the Laughing Tempest:

(x26,y52): A mage named Sorceros often sits at this table.
(x36,y42): A mysterious man often hangs out here.
(x29,y42): Barkeeper -for food, drinks, or info.

(x40,y65): A secret door is rumored to be here.
(x45,y66): The Sailor's Deck store.
(x45,y66): A central market is here.
(x43,y64): This house belongs to Maleck, Daleck's brother.
(x47,y65): Inn of the Coral Reefs.
(x47,y62): Magistrate Halls of Coral Towers.
(x60,y68): A secret passage beneath the cliffs is rumored to be here.
(x41,y59): Leatherwork Masters shop.
(x45,y58): A general store is here.
(x43,y66): Harbor Master building. Here, you can purchased the required 
circulation permits, or ship fares to Wailsrond or Tanirith.
(x53,y66): A bank is here.
(x55,y66): A general store is here.
(x59,y63): Gates to Castle Ramoor.







----------------------------------------------------------------------------
The Khanark Rockies








The Khanark Rockies comprise a vast mountain range of high peaks, rifts and 
plateaus, ridled with tight passes and small valleys. Tortuous and 
treacherous, the passes themselves are subjected to numerous rock falls and 
slides, making travel in the Khanark Rockies a pretty dangerous trek to 
undertake. This vast range runs along the south and east coasts of the 
Realmz continent; for this guide, only those areas of the Khanark Rockies 
directly adjacent to the Sword Lands are described. Hence, we bring you 
here information about the Rockies Proper, the Snowy Rockies, and the 
Volcanic Rockies, the three major Khanark areas adjacent to the Sword Lands.

 

Rockies Proper

The Rockies Proper are defined here as the mountainous area which has no 
particular weather or geological characteristics; in other words, this area 
is your usual range of high-peaks with treacherous passes and small valleys 
which benefit from temperate weather conditions. Although the Rockies 
Proper are not considered civilized, gnome and dwarven communities are 
known to thrive in them, aside from orcs, ogres and giants (hill and/or 
mountain). As far as the Sword Lands are concerned, two demi-human 
communities are of note for their trade: Gnomilar, a gnomish mining 
community, and Stone Gate, a dwarven trading post for the hidden undercity 
known as Dwarven Halls. Of late, word has spread to the effect that these 
two communities are under siege from an alliance of orcs, ogres and giants 
bent on their conquest.

Places of note in the Rockies Proper are the following:

(x51,y74): This cave is rumored to lead to the lair of a fearsome emerald 
dragon.
(x25,y13): A secret passage has been reported to be here.
(x26,y77) and (x17,y81): Gates of the village of a large orc tribe.
(x13,y6): Gates of Gnomilar.

Inside Gnomilar's battlements:

(x9,y5): General store.
(x6,y4): Magic shop.
(x6,y2): Monolith dedicated to Woralduur.
(x7,y1): Temple of Woralduur.
(x4,y2): Castle of the king of Gnomilar.
(x3,y7): Lharod's Gems and Precious Stones Exchange.





(x57,y30): A secret passage is rumored to be here.
(x20,y67): This cave leads to the underground cave complex known as the 
Tlaran Caves.
(x63,y15): Gates of the dwarven trading post called Stone Gate.

Inside Stone Gate's battlements:

(x62,y10): Dwarven Halls Trading Center.
(x63,y7): A secret passage leading to the undercity is rumored to be here, 
but that remains to be confirmed.
(x64,y9): Dwarven Halls Ores, Stones and Jewelries.

(x64,y54): A secret passage is rumored to be here.
(x82,y62): This cave is rumored to lead to a hidden hill giant steading.

 

Snowy Rockies

This area of the Khanark Rockies is highly elevated; consequently, it is 
permanently covered in snow and ice. Considered as an untamed, unsettled 
wilderness area, its geological make-up is also quite treacherous. Indeed, 
any explorer of this area must be ever wary for flash blizzards, sudden 
avalanches, or layers of ice opening up to a deadly fall in rugged rifts. 
Consequently, little information is available about the Snowy Rockies.




The few known places of note in the Snowy Rockies are the following:

(x43,y78): A secret passage was reported to be here.
(x21,y75): This cave is rumored to lead to the lair of
Icingbreath, the great ice dragon.
(x74,y72): A secret passage is rumored to be here.
(x83,y4): A millennia-old, ruined temple of Graaz'z is here.




(x64,y72): A secret passage was reported to be here.

 

Volcanic Rockies

This rugged area of the Khanark Rockies is comprised of a collapsed volcano 
which is still quite active. The passes and barren valleys in these 
volcanic mountains are ridled with gas vents, lava vents, rock falls and 
lava veins. Oh yeah: earthquakes caused by the activities of the volcano 
are quite common too, often resulting in terrible rock slides or fissures 
and rifts opening up right under your feet. To the best of our knowledge, 
only terrible monsters such as giant scorpions or red dragons are rumored 
to inhabit the Volcanic Rockies; fire giants are known as well to roam 
these perilous mountains. If you are foolish enough to explore this barren 
and dangerous landscape, just remember one thing: never, ever, get too 
close to a gaseous lava vent!




The few known places of note in the Volcanic Rockies are the following:

(x51,y58): The lair of Pyrokhalistyranellan (a.k.a. "Pyrostorm"), the 
ancient red wyrm, is rumored to be here..
(x72,y17): Legends say that this cave lead to the crypt of a mysterious 
adventurer named Kith Khanaan, who lived thousands of years ago.






------------------------------------------------------------------------
The North-Eastern Lands






Lantharond

Simply put, Lantharond is the second most powerful city of the Sword Lands, 
second only to Tanirith both in military and economic power. With the 
exception of the last two decades, Lantharond has always been an adversary 
of Tanirith during the past centuries. Well known for its cavalry troopers, 
Lantharond has greatly increased its sphere of influence to include all the 
North-Eastern Lands, with the possible exception of the Amazons of 
Artemisia Forest. However, ever since the advent of the Dragonheart dynasty 
a few centuries past, Lantharond has always walked a peaceful road, flexing 
its military might only in self-defense. The current monarch of Lantharond 
is King Vallar Dragonheart, who is known for his just and kind rule.

Until recently, Lantharond has been a good ally of Tanirith and at peace 
with the Amazons. However, and without any apparent reasons, diplomatic 
relations have completely broken down between Lantharond and Tanirith, 
while the amazons have reportedly begun to attack Lantharond for having 
broken the peace treaty. Hence, all is not well apparently with the Dragon 
Throne of Lantharond.

(x55,y18), (x55,y25), (x68,y11) and (x66,y35): City gates.
(x65,y30): Temple of Tyr.
(x68,y29): The Sailor's Deck shop.
(x65,y27): Harbor Master building. You can buy fares to Tanirith or rent 
your own vessel.
(x61,y27): Halls of Justice.
(x65,y24): Central market.
(x62,y24): Nyressyl's Wondrous Wonders shop.
(x59,y24): Temple of Ukkor.
(x64,y20): Jereph's Shop of Conveniances.
(x78,y11): Gates to Castle Dragonheart.
(x67,y17): The Great Wyrm.

Inside the Great Wyrm:

(x82,y36): An old druid often sits here.
(x83,y35): Barkeeper -for food and/or drinks.
(x86,y33): Barkeeper -for food and/or drinks.

(x57,y11): The Dragon's Lair inn.
(x62,y12): Inn of the Singing Mermaid.

 

Other sites of interest

The following are known or potential sites of interest scattered in the 
North-Eastern Lands.

(x63,y70): Creek Dale Trade Caravan Waystation.
(x51,y75): Rumor has is that this old, abandoned compound is not abandoned 
anymore.
(x4,y7): A hidden door was reported to be here.
(x63,y43): Crescent Lake Store and Inn.
(x26,y43): This secret passage is rumored to lead to the valley of 
Artemisia Forest.
(x37,y83): Gates of the Amazon village.




(x52,y22): Temple of Agrah.
(x17,y68): A secret passage is rumored to be here.
(x3,y68): In this cavern covered by a waterfall, a secret passage leading 
to an ancient portal is said to be here.
(x1,y51): An ancient portal dedicated to Graaz'z is here.
(x43,y3): This ancient tunnel going through the mountains
leads to the Volcanic Rockies.
(x1,y3): This ancient tunnel is said to lead to Graaz'z millennia-old temple.






----------------------------------------------------------------------------
The Western Lands






Since the last five years, when the Warlord Anthraxus Storm conquered 
Sharranth, the second biggest city of the Sword Lands, not much news of the 
Western Lands have been heard. In fact, nothing is known about what is 
going on there or what the Warlord is really up to, now that he is ruling 
Sharranth. The fact that he has also outlawed adventurers has contributed 
greatly to our current lack of knowledge about this area of the Sword 
Lands. While Lantharond is smaller in size and population than Sharranth, 
the former has always had the upper hand in military muscle; however, 
unconfirmed rumors have it that Warlord Storm is quite intent of changing 
that state of things ...

The few tidbits that we do know about the Western Lands are the following:

(x70,y4): Rock Forest Trade Caravan Waystation.
(x86,y18): A secret tunnel is rumored to be here.
(x32,y9): A secret tunnel leading to the Snowy Rockies is rumored to be here.
(x56,y32), (x42,y54) and (x50,y59): City gates of Sharranth. Remember that 
adventurers are outlawed by Lord Anthraxus Storm.
(x71,y61): This cave is rumored to lead deeper within the mountains.
(x54,y73): The Waterfront.
(x15,y69): On this small island, a lofty mansion stands protected by a 
magical barrier.
(x14,y76), (x14,y78), (x18, y76), (x20,y77), (x24,y73) and (x24,y76): These 
caves are rumored to be occupied by dogres.
(x32,y67): Cedar Cove's End of the Road.
(x10,y34): Town gates of Mountainside.
(x15,y43): Temple of Lharishar.
(x8,y16): Gates of a minotaur community.






-----------------------------------------------------------------------------
-
Underground Complexes






The Tlaran Caves

(x66,y88): Gates of a large shadow elf outpost.
(x77,y87): Small shadow elf outpost.
(x71,y69), (x77,y70), (x29,y71) and (x41,y82): Secret passages.
(x45,y85), (x62,y54), (x41,y44) and (x22,y74): Safe caves/areas.
(x72,y53), (x55,y46), (x52,y39), (x58,y15): More secret passages.



(x73,y14), (x12,y26) and (x73,y26): Yet even more secret tunnels.
(x71,y21): An ancient portal is rumored to be here.
(x13,y11): This cave is said to lead to a secret tunnel.
(x4,y2): A buried temple of Erond is said to be here.
(x5,y45): This cave leads to a safe area.
(x4,y32): Gates of a dogre village.



Dwarven Halls

(x54,y49), (x70,y18) and (x28,y24): Gates of the undercity.
(x52,y47), (x55,y44), (x65,y28), (x65,y25), (x36,y27) and (x35,y20): 
Residential quarters.
(x57,y47): Cemetary.
(x58,y16): Merchants' living quarters.
(x43,y22): Warriors' barracks and training grounds.



(x49,y25): Central market.
(x45,y21): Gates to the castle of the Dwarven King.
(x46,y32): Forgers' store.
(x54,y33): Stonecutters' store.
(x55,y25): Craftmen's store.
(x51,y19): Gates to the Temple Halls and the Library Halls.
(x19,y12): This caves leads to a tunnel.
(x11,y4): A secret door is rumored to be here.
(x6,y3): A shadow elf outpost is rumored to be here.
(x4,y3): A secret passage was reported here.




The Green Dragon Caves

(x70,y10): A hidden secret door was reported to be here.
(x83,y24), (x74,y37), (x51,y34) and (x54,y27): Secret passages.
(x55,y10): A hidden passage is here.
(x48,y13), (x29,y16) and (x57,y44): Secret doors.
(x58,y5): A safe area was reported to be here.




The Abandoned Mine of Sparklestone

(x16,y85): A safe cave was reported to be here.
(x5,y23): The rocky wall here was reported to have many fissures.



The Goblin Caves

(x84,y72): Gates of the goblin village.
(x82,y75): A secret passage was reported here.
(x83,y63): A hidden door is rumored to be here.

 

The Gnath Caves

(x8,y40): A secret passage was reported here.
(x8,y33): A secret door was reported here.
(x12,y34): Gates of the gnat village.






-----------------------------------------------------------------------------
TISL SPOILERSHEET
Foreword







FOREWORD:

This spoiler sheet provides "walk-through" information pertinent with 
playing and completing "Trouble in the Sword Lands". Since this scenario 
can be played and completed in many possible ways, and since there are also 
many side-stories which are not related to the main plot, this spoiler 
sheet will provide only the details for the most direct (and easiest) 
pathway of action to complete the story (including for those side-stories 
that ARE related to the main plot). Note that many locales and places will 
be mentioned without their coordinates, since these have already been 
outlined in the Adventurer's Guide to the Sword Lands.

Safe journeys and safer returns!

 

Pierre H. Vachon (a.k.a. Psion)

Author of the Sword Lands Trilogy





-----------------------------------------------------------------------------
CHAPTER ONE: SOMETHING'S ROTTEN IN ARANYS






This first chapter is, obviously, the one where the whole story is being 
set up. Furthermore, you get to unravel important information about what is 
going on and who is behind it all. Finally, aside from acquiring important 
special characters and setting yourselves up to follow subsequent avenues 
(Chapters) of the story, you also get to clash head-on with the central 
coordinator for the Overlords and their Plans in the Heartlands. How's that 
for a begining? 

 

1) Upon arriving in Aranys, go to the Wildboar Inn. There are a few things 
that you must do there:

A) go acquire Jhalor Fireblade as a companion (he's important for a good 
part of the story). You'll later find out that this noble knight used to be 
the second-in-command of the Order of the Knighthood of the Flame in 
Tanirith, but resigned when it was becoming clear to him that the surrent 
High Commander of the Order, Sardin Firestorm, was corrupted (see Chapter 
Six).

B) acquire the dropped deluxe brass keys at the foot of the 
slobbering-eating barbarian at x78y53 (just answer YES to the question);

C) take the time to walk around the main floor: bartenders may offer you 
many tidbits of info about the Sword Lands (for 5 gps a hit), or you may 
stumble about conversations which also give clues as to what is going on in 
the area;

D) rent a regular room for the night (you need the regular room key to get 
to the floor of the dark knights' room);

E) go to the brothel: the bodyguard will let you pass if you have the 
deluxe brass keys. On the brothel floor, walk all the way down to the room 
at x65y4: then just walk over the bed, and you'll recover a castle gate 
pass (one of the easy means to visit Akkar Dhun, the Lord of Aranys).

F) then go to your room. Rest and cast protective spells; then go to the 
dark knights' room at x59y68 (the only way to enter is to successfully pick 
locks or cast open locks). Go up to the dark knights and fight them. After 
defeating them, you will find a conspiracy letter which consist of a 
message from "A.D." (the current Lord of Aranys, Akkar Dhun, of course) to 
mysterious Overlords, which are his bosses. The letter also gives an 
inkling to what is going on.

 

From there, you're all set to proceed to 2) and/or 3).

2) Go see Akkar Dhun. Personally, I recommend you go through 3) first, but 
you can do this part up to a point nonetheless.

A) go through the castle gates and the castle door, with your recovered 
gate pass giving you walk-in access. Make sure you are rested and loaded 
with protective spells already active.

B) in the castle, walk up to Mordrek (x83,y45), A.D.'s majordormo and 
co-conspirator. Choose to tell about a conspiracy going on about Aranys. 
Feeling exposed, Dhun and his large gang will fight you. You have to defeat 
Dhun. If you run, you will get captured and offered to kill Jarad Knoll of 
Tanirith in exchange of your life (see Chapter Six); this complicates 
things but you can still get through it all .

 

After defeating Dhun, take the time to rest and heal. Then I suggest 
strongly that you go undertake step 3) using the door at x79y51 and the 
stairs to the castle's dungeon at x83y53. From there, proceed through steps 
3B-H (see below).

 

C) get out of the throne room using the door at x70y45, and walk north to 
Mordrek's meeting room at x66,y42. Explore his bedroom at x62,y43; at 
x59y41, there is a secret door which leads to stairs (x61y40) that take you 
to Mordrek's section of the 2nd floor.

D) go to Mordrek's Magic Study at x42y36. Defeat the master and apprentices 
at x43y37. Go to Mordrek's other bedroom at x42y38: you'll find a secret 
door at x40y40 which leads to a room with treasure chests (make sure you 
detect magic, then destroy magic, then remove trap, then pick lock, before 
opening these suckers!). You can after explore the rest of this section for 
more treasure tidbits lying around and about.

E) get back to the throne room, use the door at x70y45 again and walk 
straight west to the stairs (x59y45) leading to Dhun's section of the 
second floor.

F) defeat the remaining guards at x49y45: you are now in Dhun's quarters; 
explore around as you may find some few interesting items.

G) go to A.D.'s bedroom at x43y47; you'll find a secret door at x40y45 
which leads to a room filled with chests (use the same tactics as for those 
of Mordrek's).

H) you'll also find a hidden trap door on the ceiling in A.D.'s bedroom 
(near his bed), if you have a detect secret spell on. This leads to A.D.'s 
sanctum sanctorum on the 3rd floor.

I) in the sanctum sanctorum, go to the cubbard at x30y46 with the search 
button active: you find a bronze plaque with the word "mentys" engraved on 
it (this is the activating word for the communication globe).

J) go to the working desk at x24y43: there, you'll find many papers which 
reveal a lot about the conspiracy, including other players ...

K) go to the lever at x27y43 and pull it. This transforms the mirror at 
x29y43 into a communication globe (yes, this is the "gift" mentioned in 
A.D.'s letter you found with the dark knights back in the Wildboar Inn!).

L) step in front of the communication globe (NOT ON IT!), hit the encounter 
button and speak the activating word ("mentys"). You'll be graced with the 
presence of a female Overlord (which later on you'll get to know as General 
Qui -see Chapter Ten), with which you'll have a pretty revealing 
conversation. Afterward, A.D.'s castle crumbles to rubbles (but you get 
safely out).

 

And there you have it: you have completed Chapter One! (unless you have not 
gone through step 3 below; if you haven't, then go through it!). From 
there, you can go on either to Chapter Two (most recommended to do next) or 
Chapter Three.

 

3) Investigate Dhun's dungeon. Just outside of Aranys, at x1y28, you find a 
hidden trap door (you need a detect secret spell active for that) which 
leads directly to the dungeon of the castle. In the dungeon:

A) go through the secret door at x78y81 to enter (the exit back out from 
where you arrive is at x75y81).

B) deal with the guards at x79y84.

C) go to the torture room at x80y86 and fight the guardians there. You'll 
get a jailer's key from them. Go see the poor woman being tortured at 
x84y88 (this gives you an idea of how evil A.D. can be). Also, explore 
around the room to acquire interesting stuff.

D) proceed to the door at x84,y84. Use the jailer's key. You can now enter 
the cell-block (use also the jailer's key to open the cell doors).

E) cell at x83y79: free this merchant of Aranys, who had been kidnapped by 
A.D. because he refused to sell-out to the lord. Later on (after you have 
hooked up with Braggan Stoneheart -see Chapter Three), go to his house for 
a nice reward, along with the Shield of Galduur (see Chapter Five).

F) cell at x85y79: free the dwarven merchant. He'll give you a ruby stone 
(see Chapter Five) and tell you to visit him in the Dwarven Halls so that 
he can properly reward you (see Chapter Five).

G) cell at x83y75: free Naryl Dragonstone and accept her into your party 
(she's a major special character for the whole story!). As you'll find out 
gradually through out the story, Naryl's true name is Naryl Thezzat; she is 
a psi-knight from the land of Keryndhorh (on the continent of Anarym) who 
is set out to defeat the Overlords, which are considered as terrorist 
rebels in her country. In the meantime, she will act mysterious and divulge 
info only a few tidbits at a time as the story develops ... She will also 
appear to be quite manipulative; but in truth she is quite well intentioned 
and needs simply to be sure she can fully trust you 

H) from there, you can get back out from where you came in order to proceed 
with step 2), or dive right in the thick of things by taking the stairs 
(x79y79) to the main floor of the castle, and walk straight to the door at 
x79y51, where Dhun and his gang will attack you as intruders. After you 
have defeated him, then proceed through steps 2C-L. If you have already 
completed parts 2A and 2B, then simply go back to the throne room of the 
main floor and proceed with 2C-L.






---------------------------------------------------------------------------
CHAPTER TWO: THE TROUBLES OF WAILSROND






In this chapter, you get to solve the main problems of Wailsrond and end up 
being declared Heroes of the city, a crucial feat in order to complete the 
story. You also get deeper into the Overlord conspiracy as you deal with 
more players of their plans; at the same time, even more key players will 
be revealed. Finally, you get to meet a few interesting folks along as well.

 

(NOTE: if you ever get in trouble with the law twice in Wailsrond, you will 
be barred from entering the city. Although there is a secret door in the 
north-west in the battlements of the city, it may still be very difficult 
to complete this Chapter if you end up being barred)

 

1) Go to Wailsrond, and directly to the Town Hall. When speaking to the 
clerk, choose to ask to see Lord Pyre (the Lord of Wailsrond). You are 
given a gate pass which will allow you to visit the Lord.

 

2) Lord Nerellius Pyre offers you three quests. You can do them in any 
order. Note that you can do any one of these quests (in any order) without 
being asked by Lord Pyre; you can even see him any time between each quest 
you have "independently" completed in order to "get back" into the 
mainstream story. However, if you chose to do the three quests 
independently, you must go see him nonetheless afterward in order to be 
declared Heroes in any case  Finally, Lord Pyre allows you to choose 
each quest; and so you may do them in any order (again, I'm providing the 
most logical and direct way to do this).

A) The Goblin Problem. You find the entrance of the goblins' lair under a 
secret trap door at x5y44 in the Heartlands. You end up in a narrow passage 
underground. Walk north: you meet goblins coming out at x84y83 and at 
x84y81; you'll meet more goblins at x84y80, but if you have a sentry spell 
on, then you'll evade more goblins at x84y78. On the west wall at x82y75, 
near the gates of the goblin village, you'll find a secret door. Use it to 
walk in secret passages in a general north direction; at x79y65, go east in 
order to get to a secret door at x83y64 (the backdoor to the village). The 
goblin chief's hut is right there at x84y65 ... and he won't be expecting 
you in these circumstances (as opposed to you barging in through the gates 
first). After defeating the chief and his loyal subjects,you'll find some 
papers from A.D. himself, thus confirming the Overlords' hand in the 
goblins' activities; then go back through the secret door at x83y64 and go 
to x83y63 with a detect secret spell on: this will take you to the goblins' 
loot which they have been accumulating from their raids. And voila! Just go 
back to see Lord Pyre for your reward (don't be afraid to say no right away 
to another quest; he'll wait patiently for you until you go and see him 
again to continue forward with this chapter).

B) The Marauder Problem. On your way to Dagger Keep, you'll find an 
interesting map on the body at x45y46 in the Heartlands, which identifies a 
tombstone in Dagger Keep's cemetary as a secret entrance to Doran Ghall's 
compound. To activate this secret entrance, you must be in search mode; 
this gets you to the basement of the compound.

i) basement: there are traps at x16y44 and x21y45 (if you are in search 
mode, then you get a chance at inactivating them); at x23y46 and x30y44, 
you'll find thieves in dormitories; at x30y46, you stumble upon a meeting 
of master thieves (you'll find interesting info on the meeting table 
there); at x36y50, you have a door magically sealed (this leads to the 
Guild's treasure room: you need the brass keys found on the Guild Master); 
at x35y51, you have the Guild Master's quarters: there are papers and a map 
at x37y47, a secret door at x38y46, and a little loot under the bed if you 
are in search mode; at x32y42, you have stairs which go to a secret room on 
the main floor; at x34y42, you have stairs which lead to another secret 
room on the main floor; Doran Ghall's working room is at x38y44: on the 
desk at x36y42, you find important papers along with a weird poem (this is 
the clue to solve the riddle of the levers), you'll find a secret door if 
you search at x42y43 with detect secret spell on, leading to the corridor 
with the levers; the levers are at: x44y42 (no. 1), x45y42 (no. 2) and 
x45y43 (no 3): the proper sequence of lifting/lowering the levers in order 
to remove the pits in the corridor is Lift no.2, Lower no.1, Lower no.3, 
Lift no.1 back and Lift no.3 back; you can then go to the door at x44y49 
(Ghall's treasure room), but you must use the skeleton key found on Doran 
to safely enter this room!

ii) main floor (not much there except for the means to reach Doran Ghall): 
in the secret room (from the stairs at x34y42 of the basement), you'll find 
a concealed door at x34y77 (if you have detect secret on) which will allow 
you to explore the rest of the main floor, and you'll find a trap door on 
the ceiling at x35y77 (with detect secret spell) that will lead you to the 
2nd floor. In the secret room (from the basement stairs at x32y42), use 
detect secret to find a concealed door at x28y77, allowing you to explore 
the rest of the main floor.

iii) 2nd floor: walk straight south to Doran's private quarters at x74y66, 
and come face to face with Doran Ghall, his Guild Master accomplice, and 
numerous marauders. Defeat him, and you'll get the skeleton key and the 
brass keys (needed to open the treasure rooms in the basement). Explore the 
rest of this place, and you'll find important info as well as some extra 
loot. And voila! Just go back to see Lord Pyre for your reward (don't be 
afraid to say no right away to another quest; he'll wait patiently for you 
until you go and see him again to continue forward with this chapter).

 

C) The Pirate Problem. This is the most straight forward path to complete 
this quest. Sail straight south to the strait at x8y70 (the only way to 
enter by boat inside the archipelago). Fight the pirate ships at x9y66 and 
x10y64, then disembark on one isle at x10y61. Then walk northwards along 
the shore up to the isle's tip at x10y58, then hop on the main isle at 
x9y57. Then go to the Pirate Queen's mansion at x9y55, and have a slug fest 
with Nurale Darkstrome and her loyal pirates! You'll have barely enough 
time to uncover more information, when the captain of your ship snags you 
away to escape from the turmoil which ensues Nurale's death (you'll be able 
to come back and explore further the archipelago, since you'll then be able 
to rent your own ship; but don't be surprised if you find what appears to 
be your "old ship" still anchored were you left it). And voila! Go get your 
reward if you've already done 2A and 2B, then you'll be declared Heroes of 
Wailsrond for completing the third and final quest (Lord Pyre will also 
direct you to Tanirith for a possible next chapter).

 

3) Visit the merchant's house who's daughter Anaele was kidnapped and 
accept to find his daughter. Then go to the Mariner's Den. Inside, go speak 
to Strider: this is important for later, but also you get a nice "wrap-up" 
of what you (and him) have found out so far. Don't bother to pick up 
Runelore, since he'll cast suspicion on everything, will have convieniently 
timed "claustrophobia attacks" (or needs to replenish his spell component 
supplies), and ultimately betray you, since he works for the Overlords and 
was sent to debunk you. Then ask the bartender for info; and then to hook 
you up with someone well connected: he'll direct you to Harym. Be sure one 
of your characters has 1000 gps in coins, then go speak to the man. Ask him 
anything info-wise, and he'll tell you to go to his house later, where 
he'll give you the info you seek. Go to his house, speak the password he 
gave you, and enter:

i) main floor of Harym's house: there, Harym asks for another 1000 gps; pay 
him or refuse to pay him and after refuse to leave: in any case, you'll get 
to fight him and his accomplices, since he works for A.D. and the 
Overlords. Be sure to get the jailer's key in the work desk on this floor 
(with the search button active).

ii) basement of Harym's house: at x70y43, you'll find Harym's stash (you 
must be in search mode); on the desk at x71y42, you'll find important 
papers related to the conspiracy; at x70y42, you'll find a secret door if 
you are in search mode; you'll need the jailer's key to open this door 
which leads to where Anaele is being kept; choose to free her and accept to 
bring her back her distraught parents (make sure she doesn't get killed!!!).

 

And there you have it! You've completed Chapter Two, and now you are set 
for Chapter Three (most recommended to do next), Chapter Four or Chapter Six.





---------------------------------------------------------------------------
CHAPTER THREE: A SPARK OF EVIL IN SPARKLESTONE






In this chapter, you'll get to uncover more key players of the Overlords 
conspiracy, as well as help rid Sparklestone of a grave problem that they 
have with green dragons.

 

1) Go see Cherond Ironseed, one of the Lords of Sparklestone. He'll tell 
you that he doesn't like adventurers and would rather see you leave his 
town. Although lacking in diplomatic skills and somewhat thick-headed, he 
is the good guy here. Then go to the Smelter's Den, and fish for info (this 
will provide you with further clues as to what is going on either in the 
Sword Lands or in Sparklestone).

 

2) Then go see Lharond Dragonspurr, the second Lord of Sparklestone. If you 
have defeated A.D. (and his castle was destroyed) and/or if you have been 
declared Heroes of Wailsrond, he'll ask you to solve a problem that the 
town has with one of their mines being haunted. Accept to help and he'll 
take you there; of course, you are being suckered since he works for Golam 
Thrall (see Chapter Six) and therefore for the Overlords (but you need to 
be suckered, unfortunately, so that Lharond comes out in the open and then 
you can deal with him like he deserves). Once you are in the mine, 
Lharond's men make the entrance collapse ....

 

3) In the Haunted Mine:




From where you start, walk to x5y23 (in search mode) where you'll find 
fissures in the rock wall there. Hit the encounter button, and use either 
iron spikes or dig spell (or similar spell or item) ... and that takes you 
outside and free! Take the time to rest and heal.

 

4) Go back to see Lharond and defeat him. You'll also find important papers 
there linking to Golam Thrall and Sardin Firestorm (Chapter Six).

 

5) Then go back to see Cheron and choose to explain what Lharond tried to 
do and show him the papers that you found. He'll believe you, and ask you 
to help Sparklestone to get rid of the green dragon problem; accept.

 

6) The Green Dragon Caves: go straight to x70y10 (with detect secret spell 
on) and you'll find a secret door. From there, walk to x65y10, then 
side-step to x64y9, then keep walking to x61y8, then to x58y10, then 
side-step to x57y9 and on to x56y10: you get to the first lair of green 
dragons. After defeating them, while still inside the first lair, go to a 
secret door at x48y13: from there, side-step to x47y15 then walk to x41y18 
and you get to the second lair. After defeating the last green dragons, go 
to the secret door at x29y16: this takes you to the hoard of the green 
dragons. Then walk to x37y19 and free the prisonners there; among them is 
Braggan Stoneheart, a noble dwarf who is on a quest to recover the shield 
of Galduur for his distraught people, and who happens to be the son of the 
King of the Dwarven Halls (Braggan is important -although not vital- for 
Chapter Five; still, he's a durn good addition to your party!). Accept to 
help him to find the Shield of Galduur. From there, you can either wander 
around the caves for fun encounters and more loot, or proceed directly with 
step 7.



7) Collect your reward from Cheron. 'Nuff said  If you have hooked up 
with Braggan, I suggest that you go through Chapter Four before going back 
to Aranys to see the grateful merchant that you freed from A.D.'s dungeon 
(see Chapter One); this is because this merchant will give you the Shield 
of Galddur, and you'll have to head straight to the Khanark Rockies with an 
excited (and durn insistent) Braggan to bring back the shield to his people 
...

 

And voila! You've completed Chapter Three and are now set up to proceed to 
Chapters Four (most recommended to do next), Five and/or Six.





---------------------------------------------------------------------------
CHAPTER FOUR: THE IRON HAND OF CORAL TOWERS







In this Chapter, you get to depose a malevolent despot, the Regent Thorgal 
Ramoor, who's in league with the Overlords (and who happens to be the 
consort of Nurale Darkstrome, the Pirate Queen); you also get to reinstate 
the rightful ruler of Coral Towers, Queen Aquillae Ramoor (sister of 
Thorgal), as well as find the "missing" Princess Jorale (the Queen's 
daughter). All in a Hero's day's work, no? 

 

(NOTE: As long as you have not defeated the Pirate Queen, it will be 
impossible to get to Coral Towers -and thus proceed with the present 
Chapter- because boat fares to this destination will be suspended and boat 
renting will remain unavailable, as long as the "pirate problem" persists 
-see Chapter Two)

 

1) Before going to Coral Towers, go speak to the fisherman Daleck in Azure 
Cove (just east of Wailsrond) and accept to bring the money bag to his 
brother Mareck in Coral Towers (his wife was unjustly put in prison and he 
needs the money to buy back her freedom).

 

2) Go to Coral Towers (either by paying a boat fare from Wailsrond or 
Tanirith, or by sailing there yourself with the boat you have rented, if 
you have rented one). Once in Coral Towers, immediately go the the Building 
of the Harbor Master and buy a circulation permit (major rule on Coral 
Towers under the Regent's despotic reign: do not get in any trouble, or 
it's over ... really!); you'll be stopped from time to time by mercenary 
soldiers of the regent to verify if you have that circulation permit or not 
(and you better have it!). Then go to Mareck's house to give him Daleck's 
money bag ...

 

3) Go to the Laughing Tempest. If you want to, accept Sorceros as an 
additional companion (he is not important to any part of the story, 
although he can still be useful in battle); he hangs out at x26y52 in the 
tavern. Then go to x36y42, where a suspicious man hangs around. If you have 
defeated A.D. (and spoke for the first time with General Qui), and if you 
have been declared Heroes of Wailsrond, the man will talk to you: he's part 
of the resistance against the evil regent, and enjoins you to go to the 
resistance's hideout and speak to their leader. Finally, walk around the 
place, as you'll overhear interesting conversations which give you a good 
idea about what is going on there.

 

4) Go to the resistance's hideout at x50y74. Having spoken to the 
resistance member in the tavern, their leader will open the door and let 
you in. The leader is none other than Princess Jorale Ramoor, who is 
supposed to have died accidentally at sea with her mother, the Queen. That 
is a bunch of orc's dung concocted by the Regent Thorgal, which he served 
to the people of Coral Towers in order for them to accept him as rightful 
ruler of the throne. Truth is, he made the Queen prisonner and attempted to 
kidnap Jorale as well, but the princess managed to escape. Jorale tells you 
that she is certain her mother is dead, and that her resistance group is 
now poised to storm the castle and depose her despotic uncle. Choose to 
convince her to try to find the Queen first. Jorale will accept and follow 
you (although not as a special character, so don't look her up in the 
allies menu).

 

5) Free the Queen Aquillae! Through the secret passage in the cliffs at 
x60y68, walk to x68y65: defeat the guards at the entrance of the cave 
there. Then go east into the cave area, and liberate Queen Aquillae by 
defeating her captors. As mother and daughter are reunited, the people of 
Coral Towers will most certainly rise up against Thorgal. Take the time to 
heal and rest, then go meet the Queen and the Princess at the gates of 
castle Ramoor: there, you'll be agreably surprised to find not only the 
resistance fighters, but numerous uprising citizens as well! Together, 
defeat Thorgal Ramoor and his forces; afterwards, the Queen will give you 
some important documents that she found (along with a nice reward).

 

And voila! You have completed Chapter Four and you are now set to proceed 
to Chapter Five (strongly suggested to do next) or Chapter Six.






-----------------------------------------------------------------------------
CHAPTER FIVE: OPERATION: KHANARK ROCKIES








In this chapter, you essentially ruin the Overlords' plans in the Khanark 
Rockies, where they aimed at choking the gnomes of Gnomilar and the dwarves 
of Stonegate (and the Dwaren Halls) with the help of orcs, ogres and hill 
giants, in order to effectively remove them from the gameboard. This is 
where you begin to realize how far-reaching are the goals of these 
Overlords ...

 

1) Go back to the Heartlands, and go knock out the orcish compound at 
x52y3. The orcs have been raiding caravans from there, and are using this 
compound to close the pass which gives access to the Khanark Rockies from 
the Heartlands.

 

2) Go get the Shield of Galduur from that merchant of Aranys you rescued 
back in Chapter One. An overjoyed Braggan Stoneheart will ask you to 
accompany him right there and then to Stonegate, in order to bring back the 
shield to his people. Accept, and he'll take you through short cuts and 
quickly enough near Stonegate. As you approach the dwarven trading post, 
you'll happen upon a big battle as the orc-ogre-giant Triple Axis  
have just unleashed another assault on the battered dwarves. After you rout 
the attackers, Braggan will enjoin you to follow him to go see his father, 
the Dwarven King. Just cross the gates of Stonegate, and walk straight 
north up to the rocky wall ... and Braggan will take it from there. Once 
inside the Dwarven halls, feel free to look around. But don't forget to go 
see the king at his castle.

 

3) The Dwarves need help. After giving back the shield to the dwarven king, 
some hope is restored to the battle-weary dwarves. But that is not enough; 
they'll need the help of their kincousins the gnomes, of Gnomilar. The king 
will ask you to find a way to convince the gnomes to help them. So accept 
the king's hospitality, rest, then get back to the Rockies and straight to 
Gnomilar; there again, you'll stumble upon a battle where the gnomes are 
defending their village from the orc-ogre-giant Triple Axis. After helping 
the gnomes, go to the king's castle and go speak to him. He'll tell you 
that an emerald dragon stole their magical lamp, which provides protection 
to their village; without it, the king does not dare to spend any warriors 
to help his kincousins the dwarves. Accept to retrieve the lamp. A gnome 
priest will offer to join you; his name is Helm Goldfinder and he is very 
useful for this part of the story (you will have the chance later on to get 
rid of him, if you feel like it).

 

4) Recover Gnomilar's lamp. To do that, go to the entrance of the emerald 
dragon's cave at x51y74. Enter and fight her troll servants, then her. 
After that, walk to x11y52 in the cave, where her hoard (and the lamp) is. 
An ecstatic Helm will bring you back to Gnomilar quickly and without any 
hassle; then give the lamp to the gnome king, and he'll pledge to help his 
kincousins whenever they'll need it. At that point, Helm will want to stay 
with your party for good; feel free to refuse him if you don't feel like it 
(since he is no more important to the story; however, he can still be 
useful in battle). Then, go back to the Dwarven Halls to give the news to 
the dwarven king.

 

5) The three missions of the dwarven king. Note that, as in the case of 
Wailsrond (see Chapter Two), you can do the following without being asked, 
or anyone of them without being asked while having done others after being 
given the mission; however, you'll need to go see the dwarven king at one 
point or the other for the 3rd (and final) mission.

A) With the great news that you bring, the dwarven king tells you that 
first, you must find the steading of the hill giants, so that a 
gnomish-dwarven punitive task force can eradicate their threat and that of 
the hill giant king, thus weakening the Triple Axis at the same time. Go 
back to the Khanark Rockies, and walk to the cave at x82y62. Defeat the 
hill giant sentinels there, then from the cave walk into the secret passage 
there and up to x85y65; from there, walk to the battlements of the 
steading. Having found the steading's location, you get back quickly and 
safely to the dwarven king, who sounds the call to arms; you'll be joined 
by the gnome king and his best warriors, as the punitive task force gets 
back to the battlements in a flash, for the big slug fest! After the 
battle, the gnomes and dwarves leave; you can wander around or immediately 
walk back to the Dwarven Halls for your second mission. (NOTE: if you do 
this without being asked first, you get to enter the steading and fight the 
hill giants and their king all by your lonesome!)

B) With the hill giants gone, now it's the turn of the ogres and their 
chief. The king asks you to find their compound, so that he and the gnomes 
can do to them what they've just done to the hill giants. Go back to the 
Rockies, then to the secret door at x64y54; walk in the secret passage to 
x59y58, side-step to x58y59, walk to the secret door at x54y59, and then up 
to the ogre compound. Having found the compound's location, you get back 
quickly and safely to the dwarven king, who sounds the call to arms; you'll 
be joined by the gnome king and his best warriors, as the punitive task 
force gets back to the place in a flash, for another slug fest! After the 
battle, the gnomes and dwarves leave; you can wander around or immediately 
walk back to the Dwarven Halls for your third (and final) mission. (NOTE: 
if you do this part without being asked first, then you get to enter the 
compound and fight the ogres and their chief all by your lonesome!).

C) And then, only the orcs and their king were left. The dwarven king gives 
you the same m.o.: find the orcs' village, so that the punitve 
gnomish-dwarven task force can go there and kick some serious orc behind! 
This is more important due to the fact that, at least on the surface, it is 
the orcs who are the major partners of the Triple Axis. So, as before, go 
back to the Rockies and head straight to the gate of the orcs' village at 
x26y77. Having found the village's location, you get back quickly and 
safely to the dwarven king, who sounds the call to arms; you'll be joined 
by the gnome king and his best warriors, as the punitive task force gets 
back to the battlements in a flash, for the Final Battle of the Khanark 
Rockies! After the battle, the gnomes and dwarves leave; you can go to the 
orc king's compound (where you'll find evidence that the Overlords -and 
especially one of their sub-commanders, see Chapter Seven- were behind all 
this), or immediately walk back to the Dwarven Halls and the king, so that 
your deeds be celebrated and you be declared Heroes of the Dwarven Halls. 
(NOTE: if you get to the orc village without having the mission to find it, 
you'll simply back away with the location of the place memorized: all you 
have to do is see the dwarven king and, if parts 5A and 5B are already 
completed, you all get to kick orc behinds as if you had been given the 
mission in the first place).

 

6) Visit the Holy Halls of the Dwarven Halls. Being genuine heroes to 
dwarves can have interesting perks, like being given access to their Holy 
Halls. In there, one of the buildings is their Secret Lore Halls. Enter 
this building and go speak to the Library Keeper: you will get startling 
information about the continent of Anarym, Galduur, a mysterious adventurer 
named Kith Khanaan, and other things, giving you more things to digest with 
potential clues as how all of that ties in with the Overlords. Finally, 
take the time to wander around the Dwarven Halls for the chance at extra 
encounters and loot (if you haven't already).

 

And there you have it! You have completed Chapter Five and you're all set 
to proceed with Chapter Six (recommended to do next) and/or Seven!







--------------------------------------------------------------------------
CHAPTER SIX: THE TROUBLES OF TANIRITH







In this Chapter, you get to do many things. On the one hand, you derail 
more schemes undertaken by vassals of the Overlords and which are aimed to 
weaken and destabilize Tanirith specifically, while on the other, you 
expose (and help get rid the city of) major traitors which have sold their 
services to the same Overlords (namely, Golam Thrall, one of the High 
Councillors, and Sardin Firestorm, the High Commander of the Knighthood of 
the Flame).

 

(NOTE: in Tanirith, getting in trouble with the law will land you in the 
prison of Tarterys Island. See Chapter Seven for further details about that)

 

1) Once you arrive in Tanirith, go see the Lord Paladine. Since you are 
bona fide Heroes, knights of the Flame on guard at the Lord Paladine's 
castle will let you in; since these guys are genuine, goodly knights (the 
few that remain in the order), they'll greet you with relief and gladness 
at seeing you! The Lord Paladine will tell you of the major problems that 
Tanirith has; however, he does not assign you any quest or the likes (well, 
not just yet).

 

2) Go see High Councillor Jarad Noll. In the course of completing Chapters 
1-4, you will have stumbled on one or two pieces of paper implicating a 
certain "G.T." in the Overlord conspiracy. This person is none other than 
Golam Thrall, a prominent merchant lord and a High Councillor of Tanirith 
to boot. On the other hand, Jarad Noll is essentially Thrall's nemesis, in 
the sense that Noll is not only his equal in power, but a good guy as well. 
If you have either the "letter from G.T." or the "letter to G.T", Noll will 
ask you find the other one since he would need the two to convince the Lord 
Paladine (and the High Council) of Thrall's treachery. This sets you up 
well for the rest of this chapter. (NOTE: if you had no choice but accept 
to kill Jarad Noll back in Chapter One, then just spill your guts and he'll 
understand; he'll give you the mission about Thrall, and then just go back 
to Aranys to dispatch A.D. for good and complete Chapter One, before 
returning to see good ole Jarad).

 

3) Drop by the Knighthood of the Flame. With Jhalor Fireblade in your 
party, you will have a strange greeting from the corrupted knights on watch 
at the gates which lead to their compounds. This will prompt Jhalor to 
reveal his story.

 

For parts 4 and 5 below, note that you can complete them in any order; I am 
providing a specific order here to give the most logical progression and 
the better experience of the story.

 

 

4) Solve the vineyards problem. Note that you can accept this job from 
Adventurers Inc., thus insuring extra money for your pockets 

A) Wander in the vineyard lands. You'll get testimony of what is going on; 
also, you may stumble upon suspicious beings (trolls) dumping a most foul 
concoction in river waters, which could be (and actually is) the cause of 
the vineyards' mysterious disease ...

B) Go to the secret door at x22y1 in the Eastern lands (just north west of 
Tanirith, or just west of High Town if you prefer). This leads to a small 
cave complex inhabited by trolls.





C) In the cave complex, you find caves occupied by trolls at x0y78, x9y77, 
x3y75, and x10y67. At x4y69, you have the gates of battlements which 
surround a mansion that appears occupied by Stygian trolls. The mansion is 
at x2y72.

D) In the mansion's main floor: use the door at x77y56 and then use the 
stairs at x74y54 which lead to a portion of the 2nd floor. There, go to the 
study at x49y55, and look to the working desk at x50y52: you will uncover 
an unfinished letter from a Lhassa to a certain Herdalth (ok ... he is the 
so-called Holy Master of the Cult of Lankharh -see part 5), along with many 
hints about the sewers, the mixture used to rot the grapevines, mind 
powers, and (not surprisingly) Overlords. Then go to the bedroom at x50y48, 
and through the secret door at x46y48 to access Lhassa's secret stash. Then 
go back to the main floor, and proceed directly to the secret door at 
x76y56 (next to the stairs you came down from). Then use the stairs at 
x73y57 that you found: they lead to the basement.

E) In the basement: go to the large laboratory at x67y81, and mix it out 
with the Overlord agent Lhassa and her Stygian Troll servants (hmmm ... is 
it me, or did that sounded just like one of them 60's pop bands?). After 
defeating them, go to x76y81, where you find a row of weird machines that 
are pumping out blood from hapless trolls while mixing chemicals with the 
blood, producing the foul mixture used to rot the vineyards. The machines 
appear to be powered up by two lava pits. Go to the lever at x71y84 and 
pull it down; then go to the lever at x71y78 and pull it down as well. This 
will empty the lava pits and turn off the abominable machines for good. 
Then go to the storeroom at x69y85 and destroy the jars already filled with 
the chemical concoction. Finally, go to the troll pen at x69y77: you can 
choose to let the trolls go or refuse and fight them. All that is left 
after that is to go back to Tanirith and proceed with step 5 (don't forget 
to collect your reward from Adv. Inc. first if you took the job from them).

 

 

5) Investigate the Cult of Lankharh. Note that you can accept this job from 
Adventurers Inc., thus insuring extra money for your pockets  The 
cult is hiding in the sewers of Tanirith; lately, many folks have been 
disapearing, and the cult is being (rightfully) blamed for that. Again, I'm 
giving here the fastest and safest way to complete this part of the story.

There are three ways to enter the sewers: the first one is via a hidden 
mechanism underneath the monument to Jasper Flameheart (you need search to 
find the mechanism); the second is through a secret entrance in the 
Sailor's Wharf; and the third is through a secret entrance in Maroon's 
Eating Halls. The third one is the best, since it takes you right next to 
the heart of the Cult's hideout!

A) Go to Maroon's Eating Halls and find the secret door at x71y78. Go 
through the door, then back away and go speak to Maroon himself: he'll tell 
you that the Cult threatened him and his family if he'd refuse to let them 
use the secret entrance. Be understanding, and he'll give you a free meal 
(and believe me: Maroon's cuisine is excellent!). Then go back to the 
secret door, walk in the short secret passage, and you'll find stairs at 
x75y82 which lead to the sewers, right next to the portion of the sewers 
occupied by the Cult.



B) In the sewers, you arrive in a closed room at x86y61. Use the secret 
door at x85y60, then walk north and west to the iron door at x83y58 (which 
is guarded by cultists). After defeating them, go to the jail at x79y68: 
you'll find some of the folks that have been kidnapped by the cult. You 
can't free them yet, since you need a skeleton key for this door (which 
you'll find later on). Then go through the locked door at x81y68, and walk 
straight to the dinning hall at x74y77, then through the kitchen at x75y75 
(you'll be crossing swords with cultists along the way), and then to the 
trap door at x71y73 which leads to the undersewers and the Cult's stronghold.

C) In the Cult's stronghold: you arrive at x46y45. Enter the corridor at 
x48y45 and go south to x48y55. Then go west to x40y55: there will be a 
secret door right to your south. Enter the door and into the secret meeting 
room at x40y57: you'll be saying "hello" to the Holy master of the Cult 
(sub-commander Herdalth) and his cabalists, along with more cultists and a 
couple of psi-warriors. You'll also find a skeleton key. Then go to the 
door at x40y60 and enter the anteroom there: you end up in the Holy 
master's bedroom. Look on the desk at x54y73 for important papers; there is 
also a chest at x54y76 (use the same tactics as for the chests in A.D.'s 
castle -see Chapter One). Finally, with the search button on, look at the 
bookshelf at x54y75, and pull on the loose book that you'll find: a 
concealed door will open at x53y75. Enter the room through that door and 
walk over the communication globe there (being already activated, there is 
no danger of damaging feedback nor any need for activating password): 
you'll have another interesting conversation with our dear General Qui ... 
Then, walk back and go to the prayer hall at x40y47. Take a look at the 
altar at x31y45 (with search button on): you'll get some intriguing info 
along with some loot. This also gives you access to the secret door at 
x29y45: fight the guardians of the treasure room at x26y45, and appropriate 
the cult's treasure (x23y45) for yourselves! Then, walk back to the sewers 
and go free the prisoners with the skeleton key... and voila! You are done 
with the cult of Lankharh (go collect your reward from Adv. Inc. if you 
took the job from them).

 

 

6) Go see Jarad Noll again, because you will have found the missing piece 
of evidence implicating Golam Thrall in the Holy Master's papers. He will 
be ecstatic and give you a letter for you to show to the Lord Paladine. 
Then go see the Lord Paladine to show him Jarad's letter: he will be 
shocked, but not really surprised. He will ask you to "quietly" apprehend 
naughty G.T. by all means necessary ...

 

7) Bring down Golam Thrall. Go to the gates of his estate and get rid of 
his guards there. Then walk up to his mansion: he'll be waiting for you. 
Then, you only have to defeat him and his minions. As knights of the Flame 
come in to secure the premises, go back to see the Lord Paladine so that he 
may give you a generous reward 

 

8) Bring down Sardin Firestorm. Take a breather. Then go see the Lord 
Paladine again, but to show him this time the two letters involving S.F. 
that you have; he'll be beside himself, but again not really surprised. So 
he'll charge you to go to the compounds of the Knights of the Flame and 
apprehend Sardin Firestorm. Go there, and first take care of the corrupted 
knights at the gates; then go straight to the High Commander's castle at 
x47y33. He'll be waiting for you with his corrupted knights (if Jhalor is 
with you, an interesting bit of dialogue will ensue before the slug fest 
begins). Upon his death, Sardin will whisper something quite intriguing; as 
loyal knights barge in to tidy things up after the battle, go back to see 
the Lord Paladine. He'll not only give you a nice reward, but he'll accept 
Jhalor as the new high commander of the Order. You loose Jhalor, but don't 
worry: you'll get others later on. Finally, feel free to go back to the 
sewers (using any one of the entrances) and explore them: there's plenty of 
neat (and dangerous) stuff in there!

 

There you have it: you have completed Chapter Six, and you are now ready to 
proceed with Chapter Seven (most recommended to do next) and/or Eight.







-----------------------------------------------------------------------------
-
CHAPTER SEVEN: BUT IN THE MEANTIME ...






In this chapter, you get to proceed with side-stories that are directly 
related to the Overlord conspiracy, and yet stand apart on their own. These 
can be completed at any time while you are proceeding through Chapters 1-6; 
all they do is provide more clues, direct you to new potential directions, 
or provide you with some of the answers (or more clues) about the 
Overlords, who or what they are, where they come from, and what it is they 
are truly planning behind their disruptions of the Sword Lands.

 

1) Arvoranaan. The small furfoot community is begining to suffer from the 
inattentive and corrupted knights of the Flame; lately, marauders and 
trolls often make raid on the community. There is not much to do there 
except witness what is going on as a result of the knights' corruption. 
However, you can also hook up with Daneel Nimblehands, a "street-wise" 
rogue with a strange mix of Brooklyn and medieval accents (as a little 
tongue-in-cheek humor). Like a bitter-sweet necklace, Dannel is both a boon 
and a burden: in many places, having him will open doors and chests without 
you to sweat over the locks and traps; on the other hand, having him in 
your party will bar you from entering places (like Tanirith's Hightown, 
Wailsrond, or the castle grounds of the king of Lantharond, for example) 
because of Daneel's "tortuous" past and reputation. In any event, you may 
choose to have him in your party or not (he's not crucial to the story); if 
you do take him in, then there is a chance that he'll eventually split up 
and go his own way out of boredom: once he does that, you may find him 
again in Tarterys Island (see item 2 below) where he can really facilitate 
things for you there.

 

2) Tarterys Island. As mentioned in Chapter Six, getting in trouble with 
Tanirith's law can (and will) land you in Tarterys Island. If this happens, 
your are stripped of all your gear (and money) and spellcasting is not 
possible; once in the jail, you have two choices: A) wait out your 7-30 
days sentence, or B) deal with the prison's "boss".






A) Wait out your sentence. Then, there is not much for you to do, other 
than search (i.e with the search button on) the main floor of the prison 
for useful items. Regularly, there are food drives (every five days), where 
you'll have to fight with the other inmates (who'll be fighting each other 
as well) to get scraps of food (you will be given a choice about that; 
however, bear in mind that you need food to heal normally). In addition, 
bullies under the prison boss's leadership will come down from the second 
floor (see 2B) to take away food from the inmates for themselves; there's a 
good chance that they'll come for you as well if you have food with you. In 
any event, once your sentence is over, you are given your gear back (and 
spellcasting is restored) and brought back to Tanirith.

B) Deal with the prison boss. If you had Daneel Nimblehands in your party 
and he bailed out on you, then you'll meet him again in the prison at 
x19y44. He knows the easiest way to get to the prison boss, Halem 
El-Yessef, who happens to be the Pirate King that was deposed by Nurale 
Darkstrome (with the help of the Overlords, of course). Accept Daneel again 
in your party and he'll give you a password to say to the bullies who guard 
the stairs to the 2nd floor at x31y44. Alternatively, you can i) beat up 
bullies who come and steal your food, then go see those guarding the stairs 
and tell'em you want to join their gang; or ii) beat the bullies guarding 
the stairs, then go on the 2nd floor and tell'em you want to join their 
gang; or iii) just plow through all the bullies in your way (but in this 
case, you'll have to fight Halem also right there and then). Whether with 
Daneel's help or by impressing the bullies by beating some of them up and 
then asking to join them, you'll be brought to speak with Halem at x46y40 
on the 2nd floor: a) if you have already defeated Nurale Darkstrome, he'll 
ask for your help to break out forcibly of the prison; b) if you haven't 
dealt yet with the Pirate Queen, he'll make you a deal by you accepting to 
help him defeat N.D. and him helping you escape unseen from the prison. If 
you accept to forcibly break out, you get to fight alongside inmates and 
bullies against prison guards all the way out to the gates of Tarterys 
Island, where you have a chance to change your mind and switch sides in the 
final battle (if you do that, and Halem is killed, you will be pardoned by 
the Commander of Tarterys Island, with your gear fully restored and set 
free!). If you accept to escape unseen with Halem, you will manage to 
escape but without your gear, with Halem as an NPC (once you defeat N.D., 
he'll leave in order to try to reclaim his title). If you refuse to help 
Halem to break out or escape unseen, you get to fight him (and if you 
defeat him, then you'll be fully pardoned by the Commander). However, if 
you break out with Halem all the way (i.e. you don't switch sides), you 
will be able to escape by winning the final battle (and get back your 
gear), but don't ever get caught breaking the law again in Tanirith or it 
will be truly game over!

 

 

3) The Mind-Mage of the Tlaran Caves. You came across the mention of that 
guy (sub-commander Marath) as the seeming coordinator of the Triple Axis 
(see Chapter Five) on behalf of the Overlords. To get a good clue of where 
he could be hiding is by going to see the farming family just north-east of 
Wailsrond at x44y58. They have been terrorized by a "mind-mage" which held 
dogres in his thrall; this man wanted the Writ of the Ancients which had 
been entrusted to the farmer (through his grand-father). Accept to find and 
retrieve the Writ and you'll be told that this mind-mage resides somewhere 
in the Tlaran Caves.

A) In the Tlaran Caves: go through the secret door at x12y26 and walk west 
to the secret door at x7y26. Then go south to the dogre village.

B) At the dogre village, fight the dogres at the gates, then walk straight 
to the chief's hut at x9y40. The chief will offer a you a deal: defeat the 
mind-mage that is holding his tribe in thrall. Accept, then go straight to 
the mind-mage's building at x6y39 (alternatively, just have it out right 
there and then with the dogre chief, then go to the mind-mage's building).

C) First floor of the building: go to the statue at x83y41, walk over it 
again and use destroy magic or bash the statue (this eliminates some of the 
mind blasts that you feel when you walk inside the house). Then go through 
door at x83y45, use the secret door at x84y47 and go east. Pull the lever 
at x88y45, and go through door at x80y43. Disable the other statue at 
x72y44 (as for the first one), then go through the secret door at x72y42 
and take the stairs at x75y41 which lead to the second floor.

D) Second floor of the building: go to the study at x52y41. You will 
surprise an interesting conversation between sub-commander Merath and a 
certain lady Overlord acquaintance of yours. Deal first with Merath and his 
dogre mind-slaves, then go to the communication globe at x57y41 for another 
fun talk with General Qui. Look around the study for interesting items and 
important papers (don't forget to use detect secret and the search 
button!). Go through the secret door at x57y44 and help yourselves to 
Merath's stash of goods! In one of the chests, you will find the Writ of 
the Ancients. Get back out to the dogre village, deal with the dogre chief 
(if you did not before), then get out of the Tlaran caves.

E) Go back to see the farmer near Wailsrond and hand him the Writ. Not 
surprisingly, his "muse" tells him that the Writ is destined for your party 
... so you get to keep it (see Chapter Eleven).

 

 

4) The Buried Temple of Erond. This lost temple is in the Tlaran caves. Go 
back to the caves, and deal with the trolls lairing in the small cave at 
x13y11. From the cave, walk straight west to x8y11, then north to x8y7, and 
west to x4y7. Walk through the secret door at x4y5, and then enter the 
temple. Inside the temple, go to the secret door at x27y19. Walk west then 
north to the secret door at x25y15, and take the stash at x25y13. Then walk 
to x24y13 with the search button on: you'll find important items there, 
which will allow you to pass the energy barrier at x32y15-x33y15. Then go 
in front of the altar and hit the encounter button: choose to pray to Erond 
AND to place the icons on the altar. Once you do that, the well behind the 
altar will lit up, awakening the Oracle which will give you some 
interesting revelations about the Overlords.Then walk back to the surface 
or deal with step 5 below.

 

 

5) The Shadow elves of the Tlaran caves. In TiSL, the shadow elves play the 
role of interested observers, not sure if they should join with the 
Overlords or whether they represent a threat to them. They do cause some 
trouble to the dwarves of the Dwarven Halls (see Chapter Five), but that is 
"business as usual" as far as the shadow elves are concerned.

A) Help the dwarves again. From where you arrive in the Tlaran caves (about 
x45y45), go to x68y15 where you'll find dead bodies of dwarves. Use the 
secret door at x73y14, and stumble north-eastward in the secret tunnels 
(these lead near Dwarven Halls). Fight the shadow elves in the outpost you 
find and go up the mine to let the dwarves know. Then get down again and 
back to the Tlaran caves.

B) Deal with the shadow elves. In the Tlaran caves, go to the secret door 
at x29y71 and then to the spider cave at x29y80. Fight your way through 
spiders and walk to the secret door at x41y82, and to the corridor at 
x49y82. In the corridor, walk to the secret door at x82y84 and then to the 
gates of the drow outpost at x77y87; deal with the drow there, then get it 
on with those at the outpost proper at x74y87. There, you'll find 
interesting clues at to where the Overlords are hiding! Finally, go check 
out the larger drow outpost at x66y85: there is nothing to do there in 
TiSL, except remember where it is for WiSL 

 

 

6) The Western Lands. There is not much to do there is TiSL. Sometimes 
after you have defeated A.D. and his castle is destroyed, soldiers from 
Sharranth will take over Aranys and refuse any adventurers in. Furthermore, 
the pass at x0y1 north of Aranys will be open, allowing you to access the 
easiest way to the Western lands. Try to enter Sharranth by any means you 
see fit ... you'll just be ousted. Essentially, everything in the Western 
Lands (including the mansion protected by a magical barrier and the 
minotaur community) are there only for you to look at in TiSL (as a wink 
and a nod to you for getting this far) and to give you a taste of what the 
Warlord of Sharranth is about; however, there'll be plenty to do there in 
WiSL (including dealing with ole Anthraxus Storm himself!) ...







------------------------------------------------------------------------
CHAPTER EIGHT: A DRAGON THRONE IN JEOPARDY






In this chapter, you get to save Lantharond and its Dragon throne by 
restoring peace and diplomatic relations between Lantharond and Tanirith, 
as well as with the amazons of Artemisia forest. You uncover more traitors 
sold or turned to the Overlords' side, but in the end you defeat the last 
of their known schemes to undermine and destabilize the Sword Lands. This 
sets you up for the penultimate chapter of the story.

 

1) Go to Adv. Inc. in Tanirirth and choose to take the job of restoring 
relations between Tanirith and Lantharond (thus insuring additional 
revenues). Then go to the north-eastern lands, passing through Arvoranan.

 

2) On the road to Lantharond, there is a chance that you'll see Lantharond 
troopers riding your way: choose to stand your ground and wait for them. 
When they get to you, their commander will warn you that the area is 
dangerous because of amazons ... when suddenly, a second group of troopers 
rides in and clashes with the first group. Choose to help the first group. 
After the battle, it will be revealed that the second group are impostors. 
This sets things up nicely. (note: along the way, you may stumble upon 
knights of the Flame being attacked by "troopers", so help the knights; 
also, some troopers may stop you saying that Lantharond is at war with 
Tanirith: this is not true and these are impostors). Then stop by the trade 
caravan waystation of Creek Dale. Inside, you'll overhear a conversation 
about an abandoned compound which would be not-so abandoned anymore ...

 

3) Go to the compound at x51y75. You'll clash with "troopers" along the 
way. At the compound proper, you'll fight it out with another mind-mage 
(sub-commander Zaroth). There, you'll get important proof about what is 
going on exactly (i.e. Zaroth is drilling false troopers to attack knights 
of the Flame and the amazons, therefore arranging things so that Lantharond 
passes for the bad guy). Then go to Lantharond.

 

4) Upon arriving in Lantharond, you come upon a big offensive that the 
amazons are serving up on the battered city. Help the Lantharond soldiers 
and troopers. After the battle, go see King Vallar Dragonheart and show him 
the proof of the false troopers' activities. He will be beside himself, and 
demand of his royal mage, Kaylor, about how or why he was not made aware of 
this. Kaylor will reveal himself to be sold to the Overlords, and he will 
attack you in order to rid the Overlords of you and take the crown 
forcibly. After you defeat Kaylor, the king bids you to go to the amazons 
and show your proof to their Queen.

 

5) Go to Artemisia forest and wander around there until you stumble upon 
amazons being attacked by troopers: choose to help the amazons. After the 
clash, the amazon princess Scyrella Silverspear will bid you to go with her 
to her village in order to show your proof to her mother, Queen Moreta. 
Cross the village's gates, then walk up to the Queen's hut at x45y87. Of 
course, the queen will declare her daughter to be a traitor, what with 
being under the mental control of the Overlords and all. If Naryl is with 
you, she will encourage the Queen to fight their hold on her mind, but to 
no avail. If you spoke with Strider in Wailsrond, he will burst on the 
scene, enjoining also the queen to fight the influence of the Overlords. 
But alas, their hold is too strong and it all results in a big slug fest 
with the Queen and those confused amazons who still side with her, while 
the rest of the amazons just wait the fight out to see who'll come up on 
top. After the battle, both Scyrella and Strider offer to join your party 
(and it is highly recommended that you accept them). Scyrella tells you 
that she will take rulership of the amazons only after peace is restored 
with Lantharond, and after the Overlords have been dealt with. Strider will 
give you a map indicating the location of a portal leading to the lost 
temple of Graaz'z, the place where the shadow elves suspect the Overlords 
are hiding (see Chapter Seven).

 

6) Go back to see King Dragonheart to conclude this chapter. Peace between 
the amazons and Lantharond will be restored, and the king will send 
representatives to Tanirith (whith the proof you found) to restore 
diplomatic relations with the great city. Finally, go back to Tanirith to 
get your reward from Adv. Inc. for a job well done.

 

And there yo have it! You are now ready to proceed with Chapter Nine!







-----------------------------------------------------------------------------
-
CHAPTER NINE: KITH KHANAAN'S LEGACY







In this penultimate chapter, you get many revelations about the Overlords, 
and their true plans which consist of bringing about a second Lankharh 
empire and revive the dreaded Mind Lords which used to rule the first 
Lankharh empire. You also get to retrieve potent magic items to help you 
face the Overlords, along with a very powerful ally, thus setting you up 
for the final Chapter of the story.

 

1) In Tanirith, accept the job to kill Pyrostorm, from Adventurers Inc. 
(thus insuring yet more extra revenues!).

 

2) Go to Lantharond, and enter the Great Wyrm tavern. As you enter, a man 
will try to sell you maps: buy them (or not). Then go speak to the old 
druid at x82y36 and accept to help him retrieve some mistletoe for him (the 
huge oak tree he speaks about is located at x88y19 on the easternmost 
island from Lantharond). Bring him back the mistletoe and he'll give you 
info and maps useful for the rest of the story (some of these maps you may 
have already found, bought, or were given to).

 

3) Go to the Volcanic rockies using the great tunnel at x43y3 northwest of 
Lantharond.






In the rockies, go to Pyrostorm's lair at x51y58 and fight it out with his 
family. One of the red dragon will still live after the battle and offer 
you to fly the lot of you to where the Overlords have forced her sire 
(Pyrostorm) to remain. Accept, and she'll take you right in front of the 
entrance to Kith Khanaan's tomb! Alternatively, refuse and finish her off, 
then walk all the way to the lava crater. There, hit the encounter button 
and cast phase/teleport (or use item with similar powers) to get you to the 
other side of the crater. Then walk all the way to the cave which leads ot 
Kith's tomb (the cave is flanked by to crumbling columns of marble). Enter 
the cave and fight it out with ole Pyrostorm himself (who's being mentally 
compelled by the Overlords to prevent any intruders from entering), and 
then walk through the bronze portal at x78y17 to enter Kith's tomb.

 

4) Inside Kith's tomb: after dealing with the guarding statues in the 
lobby, walk to the door at x35y9, which has a side-panel with a handprint 
on it. If you have Naryl with you, she'll put her hand on the handprint and 
the door will open; this will coax her to allow you to play "Thousand 
Questions to Naryl" for all the info you ever wanted to know on Keryndorh, 
the Overlords, Lankharh, the Mind Lords, etc. If Naryl is not there, then 
cast destroy magic until it works, and the door will open. Then walk to 
x37y9 with a detect secret spell on: this will reveal a secret door. Pull 
the lever at x37y6 (thus getting rid of the lava which is barring your way 
further east). Enter the tomb proper at x43y9, and open the sarcophagus at 
x46y9. Psi-warriors will appear as a last-ditch attempt to prevent you from 
discovering what lies in the place. Deal with them and take all the items 
found on Kith's remains. If Naryl is with you, then walk to the column at 
x47y9 and retrieve Kith's talisman: this talisman holds Kith Khanaan's 
essence (if you don't have Naryl, then don't bother: you can't get Kith's 
talisman). Once you have it, just click on it to activate the thing: you'll 
have an interesting encounter with Kith (who is a Mind Lord, but a good 
one) and he will accept Naryl's offer to "possess" her in order to help you 
defeat the Overlords. At that, Naryl Dragonstone will be replaced by Naryl 
Thezzat (Naryl's true name, but quite empowered by Kith's essence).Then get 
out of the tomb, and walk all the way back to the lava crater. There, hit 
the encounter button and cast phase/teleport (or use item with similar 
powers) to get you to the other side of the crater. Then get out of the 
Volcanic Rockies and return to Tanirith to collect your reward for killing 
Pyrostorm (if you took the job from Adv. Inc.).

 

Voila! You are now prime and ready for the final confrontation of Chapter 
Ten!







-----------------------------------------------------------------------------
CHAPTER TEN: THE END GAME ... (or is it?)







Well, here we are finally. The end-game with the Overlords. But don't 
expect these guys to make it easy for you to get to them: as they are 
hiding safely and securely in the lost temple of Graaz'z, you will have to 
pass tests (which were laid down thousands of years ago by priests of 
Graaz'z to weed out the unworthy would-be priests) on your way to get to 
the temple, and to them, for the day of reckoning!

 

1) Go to the Portal of Graaz'z. You should already have a map (gotten along 
the way) which marks out this portal in the rockies of the Northeastern 
lands. To get there, go to the Eastern lands, get to the far north-west of 
them, and cross back into the North-eastern lands: you end up in a small 
valley surrounded by the rockies, and with a lone river running through it. 
The river enters into a cave at x3y68, where there's a secret door as well. 
Cross the door and march into the rockies in a north-northwest direction to 
x0y55. Side-step to x1y54, then to x2y53, and then to x1y52. The Portal is 
at x1y51: if you haven't gone through the Chapters 1-8 (with the exception 
of Chapter Seven), the Portal will declare you unworthy and turn you away 
(that is how this works in TiSL v6.1.6 and later; thanks to a brilliant 
suggestion by Realmz Cabalist Dan Ilut). Otherwise, you just walk through it.

 

2) Journey to the lost Temple of Graaz'z. From the Portal, walk to x1y48, 
where you have to pass the First Test. Inside the small place, go to the 
column at x85y73 for the riddle: the answer is "soul" (ie. take the 2nd 
door from your left). Back in the rockies, walk north to x1y35, side-step 
to x2y34, then to x3y33, and then go to x3y30 for the Second Test: the 
answer to that riddle is "wisdom" (ie take the bridge to your left). Out in 
the rockies again, walk further north to x3y23, side-step to x2y22, then go 
to x1y19 for the Third Test: inside the small place, walk to x33y70 to get 
the riddle (the answer is "mind", which you have to speak in the encounter 
offered to you). Out again, walk to x1y16, side-step to x2y15, then to 
x3y14, then to x4y13, and go to x4y12 for the Fourth (and final) Test: the 
answer to that riddle is "will" (ie. take the 2nd bridge from your left). 
Back in the rockies, walk to x4y7 and then to the secret door at x7y5: you 
enter a small clearing. Use the cave-tunnel at x1y3, which takes you to the 
Snowy Rockies and the pass which leads to Graaz'z lost temple.

 

3) Inside Graaz'z temple: don't bother with the upper floors of the tower 
(unless you want to have fun with ghostly priests and crumbling floors). 
Don't bother with the prism-altar of the main floor either (it's a red 
herring). However, go over the empty weapons-rack just north of the altar 
(at x69y3) with the search button on. If you haven't gone through the 
Chapters 1-8 (with the exception of Chapter Seven), nothing will happen 
(that is how this used to work in TiSL prior to v6.1.6). If you have (or if 
you are playing v6.1.6+), then you'll find under the snow a lever: pull it, 
and a secret door will open up right north of you. Go to the trap door at 
x68y1, open it and go downstairs in the temple's dungeon.

 

4) In the temple's dungeon: again, I'm giving here the fastest and easiest 
way to do this. Go through the door at x71y80, where you'll have to deal 
with psi-warrior guards. Then go to the corridor at x66y80; go north, then 
all the way east to the door at x84y74: in this meeting room, you will 
surprise General Qui with many of her lieutenants. You get to fight the 
lieutenants first as she storms into the eastern room adjacent to the 
meeting room you've entered. After the clash, go first to the desk at 
x83y71 where you'll find some disturbing info about Sharranth), and then 
through the secret door at x84y70: in this room, go to the statue at x83y68 
and disable it (the same way you did those in the mind-mage's mansion in 
the Tlaran caves -see Chapter Eight). Retrace your steps to the meeting 
room, and go through the door at x85y73: the three Overlords are waiting 
for you with more of their minions and allies. Before anything happens, 
General Qui introduces herself and her two peers formally, and tells you 
that despite all your travails, the Sword Lands will fall under the power 
of the Inner Council of Overlords either through deceit or direct conquest. 
If you have Naryl/Kith with you, an interesting dialogue will then ensue 
before Kith unleashes a powerful mind blast which disables all the 
Overlords' minions and even weakens them: this is your cue to have it at 
the Overlords once and for all! If you don't have Naryl/Kith, then you and 
your jolly band get to face the Overlords fully-geared and with all their 
minions (but not before they offer you a last chance to save yourselves and 
accept to join them)! After the battle, take the goodies located in the 
room at x88y71, x87y76, x86y75 and x88y76. Then go through the secret door 
at x86y77, where another communication globe is on: walk to x87y81, where 
you'll chat with a fourth Overlord, who promises you that war will come to 
the Sword Lands in six months hence, despite what you have accomplished. 
From there, you can wander some more around the place to clean up any and 
all psi-warriors or psi-stalkers you run into, or just get out of Graaz'z 
temple: as you make your way into the pass to get back to the Northeastern 
lands, you'll be treated with the final credits, along with goodbyes from 
Naryl, Strider and Scyrella (if they tagged along with you).

 

So, there it is! You have completed the main story of "Trouble in the Sword 
Lands" ... but is it truly over? After all, there are six other Overlords 
left. Will they come back to the Sword Lands? Will they seek to conquer 
them through military might? Will there be, as the fourth Overlord 
promised, War in the Sword Lands? Stay tuned to the same Realmz-channel, 
same Realmz-day, and same Realmz-time!

(and how's that for your run-of-the-mill unabashed, shameful plug? )






-----------------------------------------------------------------------------
-
THE REST OF TiSL : FAQs








This section is a small FAQ concerning some of those side-stories and 
side-quests which are not related to the main story (Chapters 1-10). Only 
FAQs about the most important of those (numerous) side-stories/quests are 
listed here, along with truly recurrent FAQs (even one or two related to 
the main story).

 

1) How do I find (insert whatever you want to find)?

Folks ... use detect secret and/or the search button. But above all, use 
your brains, pay attention, persevere, and you'll find "it" soon enough! 


 

2) How do I get into Chlorapyroshyndragosuur's lair?

Again ... use that detect secret spell and/or that search button. The same 
principle applies to get into Icingbreath's lair.

 

3) I'm in a secret tunnel ... but I just can't get to (insert whatever 
place you want to go to)!

As you may have guessed from the spoilers given in Chapters 1-10, secret 
tunnels/passages do not always go straight North, or East, or West, or 
South. Sometimes, you have to step diagonally to continue in the tunnel (or 
at least remain in the right direction you need to go to get to that other 
place). Again, folks, use your brains and think things through! Above all, 
be patient and persevere! 

 

4) How do I get the Gem of Ptaraz?

As with almost everything in TiSL, there are many ways (or pathways of 
action) to acquire the gem. The easiest way is to agree to Tanira's deal. 
She'll get you where you need to be to free Ptaraz, without any hassle, and 
ole Ptaraz himself will give you his gem as thanks for bringing him and 
Tanira back together (well, at least in "spirit")!

 

5) Help! I'm trapped in (insert wherever you are trapped) and I can't get 
out!

First, hit the encounter button and attempt to use rope, or cast 
phase/teleport/fantastic wings/hover (or use items with similar powers). If 
all else fails, hit the encounter button and speak the word "home" ... this 
will teleport you back near Aranys. Never underestimate the power of the 
encounter button! 

 

6) I have the Writ of the Ancients ... what do I need it for?

The Writ allows you to enter a buried temple of Codan under the sewers of 
Tanirith ... in there, you'll meet the Oracle of Vaanya (again, explore, 
detect secret and search the sewers to get there!) 

 

7) Where is the Crown of Power I need to retreive for the Oracle of Vaanya?

It lies somewhere in the dungeon under the ruined castle buried in the 
sewers of Tanirith (yet again: detect, search, explore, detect, search, 
explore ... ).

 

8) I accepted to kill Night Blossom for A.D. ... where do I find her?

Night Blossom has rented a suite in the Wildboar Inn. You would need to 
rent a suite there as well to have access to this area of the inn. Btw: you 
can deal with her any time you want, and however you want, even after you 
have defeated A.D.

 

9) I accepted to kill Jarad Noll for A.D. ... how do I get to him?

First, go to the house in Tanirith where it is rumored that an Assassins' 
Guild is operating. The assassins will then speak to you and tell you to go 
see their "sponsor" ... who is (not surprisingly) Golam Thrall. Go see 
Golam, who will give you the instructions on how to get to Jarad Noll. 
Otherwise, the assassins never reveal their presence (but they will do so 
aplenty in WiSL ... )

 

10) I accepted to find Nessar's monocle for Zaran and Areyna ... I found 
Nessar's body in the Tlaran caves, but no monocle! What now?

In this case, you have Bane's orb (which Nessar had stolen from Druroxx 
Bane). Just go find the archlich (who is residing in seclusion in the 
Tlaran caves) ... and either accept the exchange of the orb for the 
monocle, or fight him for the whole kit-n-kaboodle! Alternatively, speak 
first with Bane, then find Nessar's body, then go back to see Bane ...

 

11) I've been thrown in jail for life in (insert city name)! What do I do 
now?

In TiSL, one has to live with the consequences of one's actions and 
(criminal) behavior. This is an example of such consequences ... and in 
this example, the game is over. Either you start a fresh new game, or go 
back to a saved game where you had not yet commited the act which lands you 
in jail for life later on ... Similarly, if you end up in a small jail for 
lesser crimes, you only have to wait out your sentence ...

 

12) I accepted to kill Icingbreath ... but how do I get to the Snowy Rockies?

The easiest way is to find the lake in the Rockies Proper (just south of 
Gnomilar) where an old mariner lives in seclusion. If you have a keg of 
Dwarven Hall mead, he'll let you use his boat to sail west to the Snowy 
Rockies ... (to find the lake and the old mariner, again use detect secret 
and explore! ).

 

13) I fought Zaran and Areyna, and defeated them. But now the Wildboar Inn 
is closed to me! What now?

The Wildboar Inn will remain closed because you offed it's rightfull 
owners. See point 11) above concerning living with the consequences of 
one's actions. If there were things you would still need to do or find in 
the Inn, then ... you'll have no choice but start over.

 

14) I'm tired of wandering around the sewers, battling the monsters there, 
and having to get out to heal, and then to go back to retrace my steps over 
and over again!

Near where you land in the sewers, when you use the secret entrance under 
the Park Monument, you'll find Robbard (a priest of Lharishar) who'll 
provide healing services as if you were in a temple ... Furthermore, the 
first time you visit him, he'll tell you about a band of marauders who 
possess a sewer key, which allows you to open steel-shut and locked 
grid-doors in the sewers. Btw: some trap doors in the sewers just cannot be 
opened in TiSL ... but you will be able to open them in WiSL 

 

15) I can't cross to (insert land level where you want to cross to)! Is 
this a bug?

Nope. As mentioned in the opening credits of TiSL, one must use the arrow 
keys to cross from one land level to another one adjacent to it; same thing 
applies if you are in a boat. If this doesn't work, then either a) there is 
no adjacent level to cross to, or b) there is an obstacle directly in front 
of you but on the adjacent level you are trying to cross to (just move one 
step aside either way, then try crossing again; try this until it works).

 

16) Well, I've defeated the Overlords and completed the main story of TiSL. 
What now?

There are plenty of places to explore and nasties to encounter throughout 
the Sword Lands (for example, the pyrohydra or the fire giants of the 
Volcanic Rockies, the ice trolls of the Snowy Rockies, the numerous nasties 
in the Tlaran caves, etc.). Alternatively, start a new game, but make 
different choices or do things in different order than those suggested in 
this spoiler sheet: you'll see that there are many ways to go through TiSL, 
with some of them being dead-ends (or outright killers)! You could even get 
different dialogues and results ... so, try these "alternate possibilities" 
if you feel like it! 







----------------------------------------------------------------------------
The TISL Cast of Players








The Good Guys:

Naryl Thezzat (a.k.a. Naryl Dragonstone) - Selfless psi-knight of the Order 
of Thesserack; citizen of Keryndorh.

Strider - Mysterious ranger-adventurer-all around goody-two-shoes.

Whitefang (silverback wolf) - Loyal companion of Strider.

Braggan Stoneheart - Kingson of the Dwarven Halls and true dwarven hero.

Helm Goldfinder - Wise and brave gnomish priest of Gnomilar.

Scyrella Silverspear - Proud princess of the amazons of Artemisia Forest.

Jhalor Fireblade - Noble ex-knight of the Order of the Flame.

Daneel Nimblehands - Scruffy, "street-wise" furfoot from Arvoranan (well, 
not really a good guy, but not evil either ... he's really misunderstood, 
don'tcha know?).

Anaele - Kidnapped girl of a merchant of Wailsrond.

Sorceros - All around friendly sorcerer.

Kith Khanaan - One of the (very) rare good Mind Lords that ever existed 
some nine thousand years ago; now exists only in "essence".

Nerellius Pyre - Good and wise Merchant Lord of Wailsrond.

Belrion - Noble Captain of the Guards and trusted lieutenant of Lord Pyre.

Aquillae Ramoor - Wise and beloved Queen of Corale Towers.

Jorale Ramoor - Brave daughter of Queen Aquillae and Princess of Coral 
Towers.

Cheron Ironseed - Responsible and dedicated Lord of Sparklestone; owner of 
the Sparklestone Mining and Smeltering Company.

Vallar Dragonheart - Noble King of Lantharond, of the Dragonheart Dynasty.

Daleck - Fisherman in Azure Cove; brother of Mareck.

Mareck - Fisherman in Coral Towers; brother of Daleck.

Jarad Noll - Merchant Lord and High Councillor of Tanirith.

Essain Helmfire (unnamed) - Exemplary knight, wise Lord Paladine, and head 
of the High Council of Tanirith.

Braman Stoneheart (unnamed) - Proud and wise King of the Dwarven Halls; 
father of Braggan Stoneheart.

Gromph Rubyglow (unnamed) - Wise and caring King of Gnomilar.

 

The Bad Guys:

Runelore Magius - Pretends to be a friend, but works for the Overlords; 
sent out to join and debunk your adventuring party.

Night Blossom - Sworn enemy of A.D. and Mordrek; will help to defeat them 
only to turn on you after that.

Akkar Dhun (ak.a. "A.D.") - Scheming and greedy Merchant Lord of Aranys; in 
league with the Overlords.

Mordrek - Viceroy (and accomplice) of Akkar Dhun; in league with the 
Overlords.

Doran Ghall - Rogue Lord of Dagger Keep and sponsor of the Thieves' Guild 
of Dagger Keep; in league with the Overlords.

Nurale Darkstrome - Tempestuous and ruthless Pirate Queen; in league with 
the Overlords.

Lharond Dragonspurr - Second Lord of Sparklestone and owner of the 
Bloodstone Heights Mining Company and Traders; sponsored by Golam Thrall 
and in league with the Overlords.

Golam Thrall - Greedy Merchant Lord and traitorous High Councillor of 
Tanirith; sponsor of the (rarely seen) Assassins' Guild in Tanirith; in 
league with the Overlords.

Thorgal Ramoor - Despotic Regent of Coral Towers and evil brother of Queen 
Aquillae; consort of Nurale Darkstrome; in league with the Overlords.

Moreta Silverspear - Amazon Queen "turned" by the Overlords; mother of 
Scyrella.

Sardin Firestorm - Corrupted High Commander of the Knighthood of the Flame; 
"turned" by the Overlords.

Halem El-Yessef - Ex-Pirate King; hates Nurale Darkstrome with a vengeance; 
doing hard time on Tarterys Island.

Anthraxus Storm - Infamous Warlord of Sharranth; in league with the 
Overlords.

Harym - Blackmarketeer of Wailsrond and spy for A.D. (and the Overlords).

Sub-commander Marath - The "mind-mage" of the Tlaran Caves; coordinator of 
the orc-ogre-hill giant Triple Axis in the Khanark Rockies; subordinate of 
the Overlords.

Sub-commander Lhassa - The "agent saboteur" in charge of destroying the 
grapevine yards of Tanirith; subordinate of the Overlords.

Sub-commander Zaroth - The "mind-mage" in charge of the false troopers of 
Lantharond; subordinate of the Overlords.

Sub-commander Herdalth (a.k.a. "Holy Master") - Leader and organizer of the 
Cult of Lankharh which is headquartered in the sewers of Tanirith; 
subordinate of the Overlords.

Graoyn Boneshatter (unnamed) - Goblin king; in league with the Overlords.

Kaylor - Traitorous Royal mage of the Dragonheart court of Lantharond; in 
league with the Overlords.

Drahl Ghuul - King of the orc tribe of the Khanark Rockies and apparent 
leader of the orc-ogre-hill giant Triple Axis; in league with the Overlords.

Graowl Ironhammer (unnamed) - The King of the hill ... giants of the 
Khanark Rockies; in league with the Overlords.

Vroack Spyrr (unnamed) - Bullish chief of the ogres of the Khanark Rockies; 
in league with the Overlords.

Pyrostorm - Ancient red dragon wyrm guarding the tomb of Kith Khanaan; 
"turned" by the Overlords.

Commander Zaar Enol (Overlord) - Sixth Speaker of the Inner Council of 
Overlords.

Commander Berl Vezzir (Overlord) - Fifth Speaker of the Inner Council of 
Overlords.

General Arla Qui (Overlord) - Third Speaker of the Inner Council of 
Overlords.

 

With Special Guest Appearances by:

Zaran - Co-owner and innkeeper of the Wildboar Inn of Aranys; husband of 
Areyna.

Areyna - Co-owner and innkeeper of the Wildboar Inn of Aranys; wife of Zaran.

Ptaraz (spectre) - Ruthless Warlord, founder and first King of Tanirith; 
consort of Tanira (after which the city was named); now not resting in 
peace in his crypt.

Tanira (guardian soul) - Evil incantatrix; consort of Ptaraz and first 
Queen of Tanirith; now guarding the crypt of her beloved Ptaraz.

Icingbreath - Ice dragon lairing in the Snowy Rockies.

Robbard - A goodly priest of Lharishar, Goddess of Life; runs a small 
clinic in the sewers of Tanirith to provide help to the homeless sheltering 
in the sewers (and foolish adventurers who have taken upon themselves to 
wander around in the sewers).

Zhrull (unnamed) - Brutish troglodyte tribe chief of the abandoned mine of 
Sparklestone.

Druroxx Bane - Archlich from the continent of Anarym; now quietly and 
peacefully residing secluded in the Tlaran caves.

Chlorapyroshyndragosuur - Brown dragon lairing near Aranys.

Bharck Fistface (unnamed) - Bullish chief of the dogres of the Tlaran caves.

Wolph Banghead (unnamed) - Brutish gnat chief.

Emerystorandrallasuur (unnamed) - Emerald dragon lairing in the Khanark 
Rockies.

York Bloodhound (unnamed) - Brutish chief of the dogres of the Western lands.

Pyrostorm's family - Red dragons lairing in the Volcanic Rockies.

The electric family - Blue dragons lairing in the Khanark Rockies.

Carn Vallos (unnamed) - Old mariner who lives in seclusion in the Khanark 
Rockies; he's a fine connaisseur of Dwarven Halls mead.

Kheh'Drackh (Demon Prince) - Lord of the 222nd layer of the Abyss; 
imprisoned in the buried temple of Codan, in the sewers of Tanirith; passes 
himself off as the "Oracle of Vaanya" while imprisoned.

Maroon the half-ogre - Owner of Maroon's Eating Halls in Tanirith; 
Masterchef of haute cuisine and all-around Hostmaster.

Horol Oaktree (unnamed) - The old druid who hangs out at the Great Wyrm of 
Lantharond; although old, he only wants to be of usefullness to his city.







----------------------------------------------------------------------------
NEW SUPPLY/MAGICAL ITEMS IN TiSL








In addition to those numerous "regular" supply/magical items found in 
Realmz scenarios, here are the new items designed for TiSL and available as 
you progress through the scenario (note: other TiSL scenario-specific items 
such as letters, gatepasses, etc. are not listed here):

 

Animal Fur (robe)

Armor of Rhan (+12 leather armor)

Bag of Mistletoe

Bane's Orb

Bloodletter (+2 sword)

Cap of Confusion

Cap of Defense (+4 leather cap)

Cloak of Willingness

Crown of Power

Druidic Hand Scythe

Dwarven Chain Mail (+10 chain mail)

Dwarven Cutter (+2 axe)

Dwarven Hall Mead (keg)

Dwarven Ruby Stone

Dwarven Wrath (+2 sword)

Fang (+4 dagger)

Firestorm (+2 axe)

Gem of Ptaraz

Gnomilar's Lamp

Helm of Duncea

Helm of Id (+5 helm)

Helm of Kith (+5 helm)

Icon of Knowledge

Icon of Logic

Icon of Thought

Ironwill (+8 shield)

Mace of Erond (+4 mace)

Medusa Armor

Money Bag

Moradin's Wall (+2 shield)

Nessar's Monocle

Orb of Erond

Psi-Armor (+10 banded armor)

Psi-Bracers (+20 gauntlets)

Robe of the Psion (+4 robe)

Rod of Teleportation

Scalesbreaker (+2 sword)

Sewer Key

Shield of Galduur (+8 shield)

Silverback Fur (+2 robe)

Slaver's Bracers

Sword of Kith (+4 sword)

Sword of Kowart (+5 sword)

Talerak (+3 sword)

Tanirith Wine (bottle)

Throwing Daggers +3

Traveler's Boots (+2 soft boots)

Wailsrond Rhum (bottle)






---------------------------------------------------------------------------
NEW MONSTERS IN TiSL









In addition to those "regular" monsters you already know and love from 
Realmz, here is a list of the new monsters introduced in TiSL:

 

Adventurer

Adventuress

Amazon Queen

Amazon Warrior

Ancient Red Dragon

Assassin

Bodyguard

Brawling Sailor

Bully

Cabalist

Caravan Escort

Caravan Master

Cavalry Officer

Cavalry Trooper

Cleric

Cultist

Dark Knight

Demon

Demon Lord

Dogre Chief

Dwarven Adventurer

Dwarven Hero

Dwarven King

Dwarven Priest

Dragonet (Red, Green)

Earth Worm

Enchanter

First Rider

Furfoot Adventurer

Furfoot Champion

Furfoot Priest

Furfoot Warrior

Giant Boar

Giant Bee

Giant Wyrm

Gnath Leader

Gnath Chief

Gnome Adventurer

Gnome Champion

Gnome King

Gnome Priest

Gnome Warrior

Great Mage

Great Wizard

Guild Master

Ice Troll

Ice Worm

Incantatrix

Knight

Knight Commander

Lich

Lesser Mummy

Master Assassin

Master Enchanter

Master Thief

Mercenary Captain

Mercenary Corporal

Mercenary Guard

Mercenary Lieutenant

Mercenary Sergeant

Mercenary Soldier

Merchant Master

Mind-Mage

Mountain Giant

Ogre Leader

Ogre Chief

Orc King

Orc Warlord

Overlord

Pirate

Pirate Captain

Pirate Lord

Poisonous Frog

Psi-Stalker

Psi-Warrior

Pyrohydra

Resistance Warrior

Revolting Citizen

Rider

Sailor

Sea Dragon

Sea Drake

Shadow Elf Archer

Shadow Elf Priestess

Shadow Elf Sorcerer

Shadow Elf Warrior

Shadow Spirit

Shadow Wraith

Ship Captain

Stingray

Swordswoman

Tarterys Inmate

Tarterys Prisoner

Troglodyte Leader

Troglodyte Tribe Chief

Wolf -Pack Leader









=============================================================================
==
Prelude To Pestilence




General Info

Q&A

Vampire Cave

City of Mountain View

Cavern Under Graveyard

Minotaur Castle

Sewers Under Mountain View

Griloch Hideout

Griloch Stronghold

Spider Valley / Fingertip Pass

Castle in the South

Passage Under Mountain

Griloch Prison

Green Dragon Cave







-------------------------------------------------------------------------
General Info





Very short description

The scenario starts down in a small dungeon after a "good" night out. All 
your money is gone and you have a limited amount of equipment. Looking 
around you will find a) some equipment b) a hard encounter. Surviving the 
encounter you can enter the main outdoor area of PtP. The city Mountain 
View is close by. Enter the city and explore it first. The city is mostly 
friendly.

There are a lot of people to meet and interact with in the city. There are 
Shops and a Temple. There are at least three ways to get some money by 
doing things.

Once you have solved one thing there are new things to do and so on. There 
are a number of things that can't be done without solving other things 
first. There are a number of things that can be solved in more than one 
way. Some ways are better than others. Most encounters and things to find 
adds up to the great final encounter.

Notice that some encounters and things to do has nothing to do with the 
main scenario. Some are random encounters and some are micro scenarios. Not 
every encounter is with bad guys so think first when possible. As stated 
before there are different ways to solve a number of things, some of them 
will help later, others will kill your characters and some will even 
prevent you from ever getting to the last encounter.

There are a number of items that should be equipped at certain points and 
others that shouldn't.

 

Encounter-button /menu

The "encounter"-button has to be used a number of times to do things. I 
think that many problems finishing the scenario has had to do with (not) 
using this feature.

I recommend reading the manual on this feature!

General Tips

 

This is a tips sheet for the Realmz Prelude scenario. It only include the 
important places in the scenario. There are a number of other things to 
find on your own. There are a number of places where you can chose 
different actions and solve problems in more than one way. The list below 
doesn't include all different possible paths through the scenario.

 

There might be important things missing. Please send me an e-mail if you 
have correction and/or additions.

 

The list is divided according to the different areas/maps.

 

The list doesn't tell you in which order things should be done.

 

Notes:

 

* I've found a number of places where you can see parts of the map that you 
can't reach. Some underground and some in the outside areas.

 

* The encounter menu should be used a number of places. It's not always 
that obvious when.

 

* There is a number of times you only get one chance to do a certain thing, 
e.g. response to a suggestion. Read messages carefully, take notes and be a 
good adventurer.

 

* Wearing a Berhune Necklace will allow entry into good areas but a Griloch 
Necklace will give you

trouble sometimes.

 

* Make a habit of using the ENCOUNTER BUTTON. Every time you think a 
spell/scroll/item should help/work but doesn't, try casting the spell, 
reading the scroll or using the item from the encounter menu instead. Don't 
forget that Thieves can pick locks and disarm traps from the same menu and 
that there could be some "action" available also...







-----------------------------------------------------------------------------
-
Q & A






Where did all the money go?

 

When you start the new scenario all of your characters lost all money and 
the unique treasure from other scenarios.

There are new things to find in the first dungeon before you encounter the 
first hard encounter. But there are a lots of treasure to collect in town 
and in the dungeon below the graveyard.

And even if you buy everything you can lay your hands on, you will have 
more money, gems and jewelry than you can carry later in the game.

 

Q: Where is the Sunken Caverns ?

A: They are the same as the dungeon under the graveyard.

 

Q: Where is Thief's Lost Treasure ?

A: At the same place as the "monks payment" in the Griloch Hideout. Use the 
map to locate where to walk through the wall.

 

Q: How do I get out of Spiders Nest after the cave in?

A: Remember the exact location of the cave in. After killing the spider and 
getting the book return to the cave in. Hit "encounter"-button then hit 
Spell-button or Item-button on the Encounter-button-menu and cast one of 
the following spells: fly and spider climb. Fly worked perfectly for my 
group. Dig, Levitate and Move Earth might also work.

You can also use the "note"-function and leave a not at the place of the 
cave-in.

 

Q: What about the Castle in the south?

A: The way in is a normal secret passages. The castle in it self is another 
story. I don't known why it's there. Maybe it was intended to be something 
more than it is but if you do it right, there are a number of magic things 
to find. There are a number of "empty" rooms... but search and you shall 
find...

 

Q: How do I find Ropolds Belongings?

A: Ropolds Belongings was missing in versions 1.0 and 1.1 but are to bee 
found in version 1.2.

The belongings are NOT needed to finish the scenario!

 

Q: Why are some shops empty?

A: There are a number of "empty" shops in the scenario. I think they are 
meant as a place to store all treasure you find while fighting Griloch 
followers before you take the things back to town. I don't know if it's 
safe to use all "empty" shops this way.

 

Q: How does one get salvation from the Water Spout? And where are they? And 
what to do with the sea, anyway?

A: Close to where Ropolds belongings should be/are you encounter a 
whispering voice that tells you what to do. Do as the voice says and you 
will find the Water Spout. But you don't get any Salvation. But you get 
some very good information.

 

Q: How do you use the Necklace of Keys?

A: When you need to open something like a door or box, select the encounter 
button, items, and use the necklace. Locks usually pop right open.

 

Q: I cannot open the box in the Sunken Caverns secret cave.

A: Try Necklace of Keys or a Knock spell. The box could be tricky to find. 
Search the floor a number of times until you find the box.

 

Q: How do I uncharm a charmed character

A: Charm him/her yourself. Destroy Magic works as well.

 

Q: What to do with the Candle of Summoning?

A: Part of Krintol's Treasure. It allows you to magically inform everyone 
of the Thyrr's little mission. It also summons a high level magic user whom 
you must fight.

 

Q: How do I attack the Minotaurs?

A: You must get through the gate first. If you have already agreed to fetch 
the Book of Njalm, you can no longer attack the Minotaurs. BTW, I thought 
the author Sean Sayrs did an unusually good job taking all the pleasure out 
of beating the Minotaurs.

 

Q: How do I save Tresandra?

A: You need to use the Encounter button immediately. Yes, the mysterious 
encounter button that is quite nice but incompletely implemented so you 
never know if you can use it or not. Lame boy scout first aid is not going 
to cut it, so think of something else to do.

 

Q: What does the spell "Spectral Hut" do?

A: Someone [including me] thought that it might provide the party with a 
safe place to rest, but apparently it doesn't. [I haven't checked]

 

Q: The use of Oil and mirrors?

A: Oil can bee used as a missile weapon by all characters.

 

Mirrors are not used in PtP.

 

Where do I find person x

 

There are a number of persons to find before the final encounter. Most are 
found by just walking around and investigating everything. The last one 
can't be found without talking to of characters in the scenario.

 

-One is in a house, one is in an enclosed valley, one (Zulea) is captive 
and one (Cindred) is in Fingertip Mountains ?

 

You have to talk to Tresandra to be able to find Zulea.

 

Q: Is resurrection bad for characters?

A: No?

 

Q: Where do I find the book of Njalm?

A: Fingertip Mountains.

 

Q: A new map didn't show up on my list!

A: Some of the maps can be found more than once, e.g. Krintol's treasure.

 

Q: I cannot get back into town

A: Did you forget to talk to Hodar before leaving or have you equipped 
something evil?








---------------------------------------------------------------------------
VAMPIRE CAVE

 





The scenario starts here.

X:15, Y:70 Passage to next cave.

X:18, Y:84 Major encounter with a Vampire and friends at the foot of the 
steps out. Prepare with anything you got before engaging with this lady.

X:19, Y:66 Equipment from an other adventure group.

X:19, Y:77 End of passage. Prepare for an encounter before entering the cave.








----------------------------------------------------------------------------
CITY OF MOUNTAIN VIEW, MAIN AREA

 







This is the main area of the scenario. The city will be the base for your 
adventures. There are a number of places inside the city that you 
should/must visit a more than once.

X:1, Y:4 One of the entries to the sewers under Mountain View.

X:2, Y:11 Secret entrance to Griloch Hideout, see own heading. You can't 
find this entrance until you talked to Tresandra at Rotting Corpse Inn, 
second visit.

X:3, Y:2 "Secret" potion shop. Get a special scroll from a lady you meet 
somewhere in town and use the encounter menu and show ("USE") the scroll to 
the man looking out through the blinds. Lots of potions for sale.

X:5, Y:30 or close by, Merchant Wagon. A lot of nice magic items for sale.

X:5, Y:87 Home of Enchanter (Retyu).

X:7, Y:76 Hidden entrance to a small closed valley. The passage continues 
south until X:7, Y:85. Take a close look and you will find someone you have 
been looking for.

X:8, Y:3 Potion Lady ?

X:10, Y:4 Map Maker. Has three maps for sale and one for free. Don't try to 
buy any map if you don't have the money (bug in 2.0). The maps can help you 
finding things. Most important is the map to "the sunken caverns". The map 
to "thieves lost treasure" is not that important. The third map can help 
you avoid a trap in Griloch Stronghold.

X:12, Y:2 Swellin Brew Inn. Listen for important rumors.

X:12, Y:4 Blowing Smoke Inn. Listen to rumors. Here you can start three 
different quest. You must finish one quest before you can start on the next 
one. Save the "Minotaur problem" for last.

Start with "sewer rats".

X:14, Y:7 Town Hall. Mayor Parlin Hodar is an important person to talk to. 
He should be visited a number of times. Here you also meet Riter, one of 
the friendly town guards.

X:14, Y:18 The West Gate house.

X:15, Y:63 Home of tall skinny guy ?

X:16, Y:16 and X:16, Y:20 City Gates. You will get a number of messages 
passing through the gates. Follow any orders the give you, e.g. visit the 
Mayor first thing and don't leave Mountain

View without visit the Mayor again.

X:17, Y:9 A Berhune temple.

X:17, Y:12 A standard shop with few magic item.

X:17, Y:18 The East Gate house. Don't visit until you have meet Riter at 
the Mayor and have more than 100 gold in cash. And remember that Riter is a 
friend. A fact that could get you into trouble.

X:19, Y:87 Cave with camp fire. (?)

X:22, Y:3 Lake Shobe. A nice place to relax at. Meet some interesting 
people here.

X:22, Y:15 Founders grave.

X:22, Y:22 Exit from Vampire Cave.

X:23, Y:5 Magic Shop Nice but expensive. Not always open. Owner might have 
gone relaxing/fishing !

X:23, Y:12 Rotting Corpse Inn. Excellent food and drink. This is a Inn that 
you MUST visit a number of times. The main plot of the scenario has a lot 
to do with the people working here. Visit the Inn once every time you 
completed a major encounter. Special characters to remember is Tresandra 
and Ropol. Try to help them as much as you can.

X:25, Y:3 One of the entries to the sewers under Mountain View.

X:25, Y:13 Graveyard. Some undead monster, some graffiti and the "secret" 
entrance to an underground cavern. See below.

X:25, Y:15 Secret entrance to cavern.

X:28, Y:70 Snake pass

X:29, Y:3 Thyrr's house. Thyrr is a nice guy. Don't make him angry and 
DON'T try to kill him. He want you to help him stop Griloch. He will tell 
you to fetch a number of people first.

X:32, Y:87 Second secret passage to Castle in the South. The Castle is 
described under its own heading.

X:34, Y:79 Green Dragon Cave. See below.

X:34, Y:84 First secret passage to Castle in the South.

X:37, Y:32 Passage under mountain. Here you must enter the registration 
code. See own heading.

X:37, Y:73 Passage to Monks. Ambush. Get important map to part of Griloch 
Hideout.

X:39, Y:87 Green Dragon Valley, The passage, with foreboding messages lead 
into a closed valley. There is nothing in it except for the cave leading to 
the dragons den.

X:48, Y:23 Passage to/from this area.

X:51, Y:85 Guards when leaving. What happens depends on what you did or 
didn't do to Ropol in "Griloch prison".

X:51, Y:87 Passage to Griloch Valley. Don't enter until you have finished 
Griloch Hideout and been back to Rotting Corpse Inn. There are a number of 
competent guards at the entry to the passage. They are always there so you 
have to fight them each time you pass trough.

X:53, Y:54 Gate to Minotaur land. After the initial fight you will get a 
number of choices how to solve the "problem". The best way is to talk with 
commander Kayvon and try to make peace between men and Minotaurs. If you do 
you can't finish the "Minotaur problem" and you can't loot the Minotaur 
castle but you get a strong allied in the final battle. Bring Kayvon the 
book of Njalm as a token.

X:56, Y:87 Hidden trapdoor. See "Griloch prison".

X:60, Y:1 Hole in the ground. (?)

X:60, Y:55 Some money, magic items and a map to "the lost treasure of 
Krintol". Can't be found if you make peace with the Minotaurs. But you can 
get the map from a man in Fingertip mountains instead.

X:63, Y:11 Buried treasure, cursed!

X:68, Y:86 The beach

X:77, Y:12 Home of Lluellyn.

X:n, Y:n (Southeast of X:60, Y:20 ) Ropols belongings. Use the map you got 
from Ropol to spot this place. Take it very slowly on your way there. 
Somewhere close to his belongings you should here a whispering voice. If 
you do you should follow the voice before you get Ropols belongings. See 
below.

X:n, Y:n (close to Ropols belongings) A whispering voice. Follow the 
instructions. You will the get a number of instructions. They will lead you 
to the edge of the sea in the southeast corner. At X:81, Y:85 you will 
encounter a 100' high water column.

X:80, Y:44 Empty cave.

X:89, Y:81 Pass through Fingertip Mountain Range. See "Spider Valley"







-----------------------------------------------------------------------------
---
CAVERN UNDER GRAVEYARD

 






This is a very good place to earn some money and experience. Depending on 
the level of your characters this place could be tough. There are many 
random encounters and they often turn up while you are resting. But you can 
rest outside the dungeon and return for more.

X:30, Y:31 Entry - Exit.

X:15, Y:22 Locked gate with monsters behind.

X:37, Y:35 Locked gate with monsters behind.

X:43, Y:37 A guardian. Has to be fought every time you pass.

X:45, Y:1 Hidden entrance to "sunken cavern". See map from Map Maker. You 
will enter another gave where you will find another locked gate. Behind the 
gate are a great number of monsters. Somewhere in the southwest corner is a 
hidden box buried in the floor. Search the area until you find it. Use some 
appropriate command from the encounter menu to open the box.

X:45, Y:15 Secret treasure vault.

X:46, Y:16 Even more treasure.

X:71, Y:16 Lair/encounter.

X:73, Y:6 Lair/encounter.

X:73, Y:42 Lair/encounter.

X:86, Y:7 Locked gate with monsters behind.

X:88, Y:26 Undead monster. Looks like a chest.








---------------------------------------------------------------------------
MINOTAUR CASTLE

 






This castle can only be searched if you don't make peace with the Minotaurs.

X:76, Y:18 Paper showing that Kayvon was telling the truth.







-----------------------------------------------------------------------------
SEWERS UNDER MOUNTAIN VIEW

 



This is one of the three quests you can accept. Enter the sewers in one and 
of town. Kill all rats and other monster you find and exit in the other end 
of town. Nothing special to find. This should be one of the first 
"adventures" to complete after entering Mountain View.






-----------------------------------------------------------------------------
-
GRILOCH HIDEOUT

 






This is a big underground complex, with a lot of rooms and corridors. There 
are a number of set and random encounters. The hideout is filled with 
guards and patrols. Some of them big with good spell casters. The main 
objective for you is to find Tresandras father Ropol.

X:4, Y:20 Locked door to Captains treasure, let the thief unlock the door 
from the encounter menu. Knock might work.

X:4, Y:30 Zulea! An old man in flowing robes. Talks about Thyrr...

X:6, Y:10 The meeting. This is where the Griloch people are meeting. A lot 
of fighter, magic users and clerics. Tresandras father is also captive 
here. A man teleports away with Ropol before you have a chance to save him. 
But the fight that follows is one of the bigger.

X:6, Y:20 "Shop" with weapons, don't forget to lock!

X:6, Y:26 A sleeping old man, sleeping. Listen and learn.

X:8, Y:20 Empty "shop", don't forget to lock!

X:10, Y:12 Griloch Temple. Lots of unfriendly clerics!

X:10, Y:16 Someone forgot to dress this morning.

X:10, Y:20 "Shop" with supplies, don't forget to lock!

X:11, Y:34 "Thieves lost treasure" and "monks payment". Walk right through 
the wall, give the password and then follow the corridor south. The traps 
in the corridor will only hit you on the way back. Fire at X:11, Y:38, 
Hailstones at X:11, Y:42, Lightning at X:11, Y:45 and a undead skeleton 
monster at X:11, Y:47. Now you get two options: the "monks pile" or the 
"Large stash". The pile is ONLY 1000 gold, the Large stash is 30.000 gold + 
a lot of magic items. But you can only have one of them...

X:12, Y:12 Guards

X:12, Y:25 Crazy man attacks

X:13, Y:28 Even more guards

X:15, Y:11 Room with treasure, search bed, chair and desk.

X:15, Y:28 Guards outside Dungeon

X:16, Y:5 Hidden treasure.

X:16, Y:9 Lone guard.

X:16, Y:22 Guards with keys to supplies

X:18, Y:18 Guards, they will reappear.

X:20, Y:24 Kitchen "shop" with food.

X:22, Y:32 "shop" with supplies

X:24, Y:14 Encounter

X:24, Y:15 Encounter

X:31, Y:11 Liquor store, "Shop".

X:31, Y:13 Dropped Ion Stone

X:32, Y:24 Guards beating two crazy men. You should help the crazy men.

X:37, Y:7 Griloch Patrol, every time you pass.

X:38, Y:11 Griloch Patrol x 2. Nice fights! It's there every time you pass.

X:38, Y:15 warning : "Door (N), much activity".

X:41, Y:29 Big fight between two groups. Join the "short" group (Berhune 
people).

X:41, Y:35 Berhune hideout. Including stairs out. Save the room to the east 
in the corridor until you are prepared to enter a big fight. There is a 
captain in the room who wants you to join him and his men to fight some 
Griloch men. You only get one chance to accept.

X:41, Y:46 "Berhune Temple"

X:42, Y:8 Griloch Patrol, every time you pass.

X:43, Y:46 "Berhune Shop"

X:46, Y:46 Room for safe resting.






----------------------------------------------------------------------------
GRILOCH STRONGHOLD

 






Thyrr will teleport you and his friends here when it's time for the final 
encounter.

X:25, Y:59 This is where Thyrr has teleported you.

X:25, Y:64 Exit. One way.

X:34, Y:63 Some guards to get things going.

X:35, Y:58 Secret passage into next room. Use the passage to avoid the trap 
at X:40-41,Y:61-62.

X:43, Y:61 Prepare yourself with everything you have. Potions of speed, 
adrenaline, protection to XYZ, Magic Aura, Ogre Hide, ...

X:46, Y:57 or close by. THE FINAL FIGHT. Or so it seems. But when (or if) 
you survive there is a interesting surprise waiting.







--------------------------------------------------------------------------
SPIDER VALLEY-FINGERTIP MOUNTAIN PASS

 






X:1, Y:60 Walking through the Pass of Fingertip Mountain Range is a 
dangerous journey. Once on the other side a landslide block the way back. 
Remember the spot where it happened. Cast a spell, use an item or read a 
scroll from the encounter menu to get back once you have finished this 
small area.

X:12, Y:55 Cave filled with spiders. One of them is sitting on a thing you 
are looking for.

X:15, Y:63 where one of Thyrr's people live.







----------------------------------------------------------------------------
CASTLE IN THE SOUTH

 






X:1, Y:5 Entrance (no exit).

X:8, Y:17 Secret passage to an "empty" room. Search the room an you will 
find...

X:31, Y:8 Door leading to a strange corridor. Follow the corridor but think 
about what the man in the "empty room" said. If you use his information 
correctly you will get to a room with three doors. Behind one is some magic 
items. The other two are traps. Follow the same route back.

X:31, Y:14 Way out.

X:38, Y:7 Berhune Temple.






-----------------------------------------------------------------------------
PASSAGE UNDER MOUNTAIN

 





X:31, Y:64 "Lost treasure of Krintol"

X:67, Y:47 Exit to other area.






-----------------------------------------------------------------------------
GRILOCH PRISON

 





X:60, Y:69 Trap

X:58, Y:68 Tresandra and Ropol can be found here. Use cast a spell or use a 
scroll from the encounter menu to help them. Ropol will help you later and 
give you a map.







----------------------------------------------------------------------------
GREEN DRAGON CAVE

 






X:47, Y:71 A number of small green dragons.

X:48, Y:80 Their parents. Spell using. Nice treasure.







=============================================================================
=
Grilochs Revenge





History

Turnstil & Brunar

Cheltin Lands & Maze 1

Maze 2 & Jolak / Red Dragon

Griloch / Jurol / Lonum

Special Items of Interest

Hints / Q&A








--------------------------------------------------------------------------
History









History

Before time began the clerics of Berhune and Griloch were of one religion 
called Pembar.

 

All was good in the religion. Towns flourished. Crops were always healthy 
and fruitful. Neighbors lived in total peace and harmony with one another. 
It wasn't odd to see two distant villages throw a festival in honor of the 
others Founding Day. There was no need for militias, town guards or the 
like. Bad things just did not happen. Morality and goodness ruled.

 

Times changed.

 

A powerful but peaceful cleric named Griloch told his family he was setting 
out on a long mission to discover the roots of the Pembar religion. Letters 
constantly flowed to the village telling of his wondrous findings on the 
heritage of the religion and how fulfilling his pilgrimage was. Soon after 
his letters changed in tone and mood. No longer was Griloch glorifying the 
virtues of the Pembar religion. Rather, he was belittling them.

 

Griloch began writing of a "higher, more potent religion" that would bring 
followers of worth to a sacred sainthood of which he would oversee. The 
town elders decreed him mad and sent out twenty of their highest, most 
virtuous clerics to bring this sad madman home to safety.

 

None of the twenty clerics ever returned.

 

The word of Griloch began to filter back to the once peaceful communities 
and the religion of Pembar was no more, as more and more clerics were lured 
to the promised sainthood of the new Griloch religion. One by one clerics 
went on pilgrimages to seek the holy leader. Griloch became increasingly 
tenacious and bold, now sending "recruiting parties" made up of clerics and 
fighting men to local towns and communities to round up followers.

 

Fear and suspicion were now the norm in the villages. Men were recruited by 
scared local clerics as guards against the Griloch. Militias were formed by 
farmers and businessmen to hold off the recruiters.

 

The now aged former Pembar clerics followed the holy lead of a very noble 
and wise man of the cloth named Berhune. Berhune rallied what good was left 
in the villages and formed a new, peaceful religion based on the virtues 
and morals of the now defunct Pembar religion.

 

Then, literally, all hell broke loose. One fine spring morning all the 
Berhune communities were having a festival celebrating the upcoming 
planting. In the middle of the prayer of celebration the skies grew a 
greenish brown. Ominous clouds instantly formed where the sky had been 
clear and blue. Children ran to their mothers. Husbands clutched their 
shaking wives. The Berhune clerics prayed frantically. A face formed in the 
clouds. A face the eldest of the clerics recognized. Griloch. Some twisted, 
demonic visage of whom they once knew to be Griloch.

 

Grilochs' voice boomed and the rocks split asunder as he proclaimed, "You 
fools! You know not whom you worship. Your Berhune religion is weak and 
pointless. Peace and harmony. Hah! Power and glory reign supreme. I, 
Griloch, am the most powerful, all knowing god in the land. You will praise 
my glory or perish. I will prove my greatness now to you feeble, aged fools!"

 

A greenish brown hand a full thirty feet in width made of the hovering 
clouds formed above the peaceful celebration and scooped up five of the 
Berhune clerics. With a bone wrenching crunch the holy men were dead. Their 
broken remains tossed like seeds amongst the witnessing men, women and 
children of the village.

 

"If you do not pay due homage to me and decree I am the one true god I will 
once every seventh day return to you and repeat my demonstration until I 
have your complete and total devotion."

 

With a thunderous explosion and blinding flash the skies returned to 
normal. Griloch was gone. If it wasn't for the crushed bodies of the good 
clerics, the townspeople could have wondered if what they witnessed 
actually occurred. The Berhune clerics took immediate action. Traveling to 
the far reaches of the land, they gathered in secret the most powerful of 
the remaining clerics.

 

The carnage continued as promised. Once a week every week, five men, women 
or children perished at the hands of Griloch. He was not picky. Countless 
men, women and children lost their lives as Griloch grew in power.

 

The Berhune clerics had no choice. Forge the most powerful of weapons to 
stop Griloch or most certainly perish. With the most powerful clerics on 
hand along with the most skilled forgers in the land, together they began 
chanting and forging. With each sigh of the bellows a cleric winced in 
pain, knowing his life would be forfeit in order for this weapon to be 
forged. Each bang of the forgers hammer took more out of the good clerics 
as their powers were transferred to the mighty weapon. Their efforts were 
not in vain. They created the Spear of Light. A weapon so mighty it cost 
the lives of a full fourteen Berhune clerics as they put their very essence 
into the spear.

 

But it had not been tested on Griloch. The few remaining Berhune clerics 
gathered together to drive Griloch out of their land, back to the place of 
evil from where he was borne. Griloch could not resist the gathering. He 
appeared as promised and the Berhune clerics brought out the Spear of 
Light. Griloch laughed. "This little stick will do nothing to me!" The hand 
formed and started down upon the clerics. As it approached the spear began 
to glow and hum. A bolt of crisp, pure white light leapt from the tip of 
the spear and shot towards the hand. The light separated the hand from the 
wrist of Griloch. The greenish brown hand fell to the earth as black acid, 
scorching forever the ground it landed on.

 

Griloch let out a scream, "No! You cannot stop me! No one can stop me. This 
is nothing but a minor annoyance. I promise you this. I will return to you 
and wreak an unthinkable vengeance upon you. When you are at your most 
peaceful I will return to enslave you and your families forever!" Griloch 
faded from view and the weekly carnage stopped. The Spear of Light was 
successful.

 

In the decades that followed no more was heard from Griloch although rumors 
persisted his religion was still practiced. Through the ages Griloch was 
eventually forgotten, brought back from time to time only in the form of 
stories told by elders. The Berhune religion became the religion of choice.

 

No one remembers what happened to the Spear of Light. Rumor suggests it was 
buried long ago with the last of the elder clerics as a celebration of the 
defeat of Griloch.

 

Four hundred years passed. The Berhune religion flourished with the Griloch 
religion seen as nothing but a cult. Then something changed. Reports began 
filtering back to the peaceful villages that the outlying towns were being 
raided by these unholy Griloch cults. Could it be that Griloch has returned?!

 

The new clerics of Berhune rifled through the ancient tomes and scrolls 
trying to uncover the location of the Spear of Light. They could not locate 
it.

It is once again time to stop Griloch and his unholy minions of terror. It 
is your party's duty to find the Spear of Light and with it confront and 
destroy Griloch once and for all.








-----------------------------------------------------------------------------
Turnstil & Brunar







(Eli- see image file Turnstil)


1. Turnstil

2. Secret Village

3. "K" Island

4. Area 51

5. Village of Achrahn




(Eli- see image file Brunar)


1. Brunar

2. Lake Miwson

3. The Lurha Family

4. Purple Worms

5. Village wary of secret elves.

6. Darken Castle

7. Hill Giants

8. Secret Boat Tunnel

9. Boat.







--------------------------------------------------------------------------
Cheltin Lands & Maze 1






(Eli- see image file Chetlin Lands)

1. Cheltin King

2. Shifty Shack

3. Thugs for Hire/Jurol safe house

4. Start Rinasearch

5. Sword of Jolak

6. Boy fishing

7. Nothing at all



(Eli- no annotations for Maze1)







----------------------------------------------------------------------------
Maze2 & Jolak / Red Dragon




(Eli- no annotations for Maze2)

(Eli- see image file Jolak)

1. Red Dragons

2. Jolak Tomb






----------------------------------------------------------------------------
Griloch / Jurol / Lonum




(Eli- see image file Griloch)

1. Jurol Hideout

2. Lonum Keep

3. Griloch Island.






---------------------------------------------------------------------------
Special Items of Interest





Sword of Ahcrahn +4

-Found in the maze before Griloch final castle-Guarded by spiders.


Holy Icon of Ahcrahn

-Found under Cheltin King's Castle.  Need Staff of Seeking first.


Middle of Spear

-Found in dungeon underbrush after extinguishing magic.


Sword of Dust +2

-Given to you by the Lurha family when you return the Icon and are humble.


Package from Woman

-Goods to her brother.


Tapestry from Castle

-Found in Darken Castle, it has no use.


Training Grounds Pass

-Used to gain entrance to the Turnstil training ground.


Disorderly Conduct Ticket

-Given to you by the Turnstil Militia when you become cantankerous.


Ring of Phasing

-Reward for removing King Dranak from power.


Good Luck Gem

-Reward for getting package to womans brother


Letter of Appointment

-Used to gain an audience with King Allstin


Snow Peas

-Found under Lake Miwson


Jolak's Sword +4

-Found in the chest of a bad dragon


Jolak's Plate +16

-Reward for returning Jolak's sword to its rightful owner.


Oars

-Needed to control the dingy.  Given to you by the Brother in Brunar.


Staff of Seeking

-Solve the Shifty Shanty problem and receive the staff.


Parting Waters Necklace

-For sale in various shops


Spear of Light +5

-End result of finding the three parts to the spear.


Shoes

-Retrieved for a lady.


Danar's Bane +5

-Found in Pre-Griloch maze by Red Dragon Lair


Bottom of Spear

-Found on "K" island.


Top of Spear

-Reward for returning Icon of Ahcrahn


Incriminating Letter

-Needed to bring down King Dranak


Silver Torch

-Used to burn off the magic in the bush dungeon.







-----------------------------------------------------------
Hints / Q&A





Griloch's Revenge Hints

 

 

The object of Griloch's Revenge is to assemble the Spear of Light and with 
it destroy Griloch forever. It's as simple as that.

 

There are quite a few side quests to distract your attention away from the 
main thrust of the adventure, but completing these quests gives you items 
and knowledge which adds flavor and fun to the scenario. The side quests 
also give you needed experience, items, and NPC's which will make your job 
a whole lot easier.

 

Below, you will find some hints and tips as well as some ways to enjoy the 
scenario a little bit more. This section will be updated periodically as 
the scenario changes, bugs get squashed, etc.

 

Warning! The hints below give some explicit instructions which will ruin 
the adventure part of the scenario. If you are at your wit's end....read 
on. Otherwise, go back to the scenario and try using spells, actions and 
items which you think may work. Don't forget to hit the encounter button 
before trying these things, as many puzzles are solved by this method.

 

-----------------------------------------------------------------------------
--------------------------------------------------

 

 

Q: How do I get to the boat? How do I control it?

 

After accepting the quest to deliver a package to the lady's brother, he 
will give you his boat as a reward and he will hand you the oars. But he is 
so excited he forgets to tell you where the boat is. If you visit him a 
second time, he will remember and give you a map. At the location indicated 
on the map, search the shoreline for a trap door. That will lead you to a 
small island where the boat is docked. As long as you have the oars the 
boat will go where you want it to. Also, keep searching the island. There 
is a piece of equipment there that will come in handy later.

 

Q: What is the deal with the search button? Do I really need to use it?

 

The search button heightens the parties awareness of their surroundings, as 
well as provides a more thorough investigation of the areas you pass 
through. Having the search button on is recommended for Griloch's Revenge 
as many items are not found unless you have it on. The down side.... more 
wandering encounters beacause of the extra time used while looking around 
more carefully.

 

Q: What is the deal with this Jurol Knarl guy anyway?

 

Jurol Knarl is one of the first side quests you can get. He is not integral 
part of completing the game, but is an interesting sidelight which can get 
you some nice treasure. It is up to you to decide whether he is a good guy 
or a bad guy. You have the choice, once you find him, to turn him over to 
King Allstin, or help him prove his innocence.

 

To find him: Accept the quest and defeat the Blood Dogs. Join the hunt east 
of the Castle. Search your assigned area with the search key on (Do you 
have a ranger (archer) in the party?) Now you choose. Believe him or turn 
him in. If you believe him, take him to the safe house. (See maps for 
location.) Gather the evidence you need. Take the incriminating letter 
(after at least 10 game days, or he won't be there) to his hideout (see 
maps). Together get back to Turnstil and enter the castle. Tah dah!

 

Q: Where is Rina and how do I rescue her?

 

Rina is being held captive in Darken Castle. Kill the Dark Master and then 
go upstairs. Behind a secret entrance (for which you need a secret word to 
enter) you will find her. She will not be there until you get the quest 
from her husband, as the Dark Master knows what you do! Bring her back to 
her husband for your reward.

 

Q: Thugs for Hire?

 

Thugs-for hire (see map) is a place where you can rent NPC's for 500 
gold/week. You all have too much gold anyway, right? There are three 
characters to choose from. Depending on what characters you choose the game 
will change slightly. My favorite is Nehpets Yobtaf. Just for fun take him 
into darken castle and fight the dark master. Or, take him to the inn he 
always wants to go to. Thugs for hire is also a safe house for Jurol Knarl. 
Get him there and he'll be kept safe before he makes his way to his hideout.

 

 

Warning! The following hints give specific insructions on how to get very 
important items critical to the scenario's conclusion. Only read on if you 
are totally stuck. I recommend you use he maps provided in the previous 
chapters to get to where you need to go. But...you wanted big hints, so 
here they are.

 

 

Q: How do I get the Staff of Seeking?

 

The Staff of Seeking is located inside the moving shack which guards the 
river north of the Cheltin King. You must remove the magical barrier and 
then get to the shack. Once you get there you will be given the Staff. 
Destroy Magic and Teleport are good to know.

 

Q: Where is the Icon of Achrahn and what is the best way to retrieve it?

 

As with many of the quests, there are many ways to solve each one. The Icon 
of Achrahn quest can be handled with many different results. You start the 
quest by either meeting the Lurha family and giving them aid, or by finding 
the village and agreeing to help them. See the maps for the location of each.

The Icon itself is located in Lonum Keep, which is accessible only if you 
have the Staff of Seeking and make your way to the Cheltin Kings Castle.

To maximize your take on this quest, get the "pillage Lonum Keep" job, 
accept the quest from the Lurha family, get the Icon and return to the 
Lurha family cave and then do not go back to the village when they give you 
the chance. You are rewarded for being humble, then you can still go to the 
village and get the spear part.

 

Q: How do I get the Spear of light?

The Spear of Light has been broken into three sections and has become lost 
throughout the ages. The three pieces are the bottom, the middle, and the 
top. You need all three parts of the spear in order to assemble it, which 
happens automatically after you retrieve the last of the three parts.

The bottom third is located on "K" island. Get the Staff of Seeking and 
walk around for a bit. The staff will find it. (See 'How do I get the Staff 
of Seeking' for more info.)

The middle third is located in an underground dungeon guarded by some 
powerful magic traps. You enter the dungeon at x11, y10 just south of the 
area where the Rina encounter starts, near the number '4' on the Cheltin 
Lands map.

The top third is a reward given to you after you return the Icon of Achrahn 
to the village.

 

Q: How do I disarm the dungeon traps so I can get the middle part of the 
spear?

 

You need to find the Silver Torches located within that dungeon and then 
plunge one into the brazier (hit Encounter, then Use Item). This disarms 
most of the traps and allows you to get to the location of the middle part 
of the spear.

 

Q: What stuff might I have missed?

The best thing I can suggest to you is finish the adventure the way you 
think you should, then go back and try the opposite decisions you tried 
before. Examples: At the Turnstil Castle: Pound and kick the gate. Get the 
ticket. Drop all your gold, but keep your gems. Don't show up for court. 
Make a break for it when hauled to court. Get thrown in prison. Break out. 
Wander around Turnstil again.....it's fun to be the bad guys! Also, 
re-visit the Turnstil inn every 10 days or so and check out the rooms 
upstairs. They change over time, as does the wandering salesman. Don't 
forget to return to Turnstil when you have the Good Luck Gem. Other things 
are there for you to discover.....its an adventure.








===========================================================
Assault on Giant Mountain





General Info

City of Specularn

Pit of Pain

Black Earth Village

Ancient Vault

Town of Hesbel

Town of Jebilia

Goblin Outpost

Ogre Stronghold

Gnath Stronghold

Areas of Interest

Hill Giant Citadel

Ice Giant Citadel

Fire Giant Citadel

Ogre Caves

Dwarven Clans

Ant Caverns







------------------------------------------------------------
General Info








Tip Sheet for Assault on Giant Mountain

 

This file is Copyright© 1994-99 Fantasoft LLC. You may distribute this file 
freely as long as you do not alter it in any way and do not charge for it. 
You may post it on any public or private services and may charge for the 
download time only.


The information in the different chapters of this hint book will give you 
some information to help you find and explore Assault on Giant Mountain.

This is NOT meant to be an all inclusive hint guide that will tell you 
every little scrap of info you could ever want to know about this scenario. 
I just threw it together to help cut down on the e-mail questions I get 
everyday. I don't want to sound like a jerk, but I spend a lot of time 
answering peoples questions (Which I don't really mind) but it is not that 
much fun to answer the same questions over and over again. I really do want 
to spend my time working on bug fixes, scenarios and improvements to the 
game as a whole.

I don't want any money for this, it is totally free. It's one of the 
freebies that comes with the registration for the scenario and the game 
driver.

Each of the major areas of this scenario have a chapter devoted just to 
them. Use the "Contents" menu to go to other chapters.

As time goes by I may update, add or correct both the scenario and this 
hint file so don't be surprised to see some stuff NOT listed or listed 
incorrectly.







--------------------------------------------------------
City of Specularn

 







The city of Specularn is in grave danger. The giants have returned and are 
depleting the kings reserves of healthy troops. The king is attempting to 
rally support against the giants in any way he can.

Shortly after you start the adventure a young boy will ask if you want to 
go see the king. Say yes, until you do, you will not be able to perform one 
encounter that will allow you to explore the Pit of Pain.

Once you have seen the king, travel to X: 7 Y: 6 to see Lord Oswald. He 
will ask you to find a pair of dwarves that were in his employ. You will 
not be able to find them. They are dead. Their bodies can be found at X: 40 
Y: 6. Once you have found their bodies, you can also find a key. To find 
it, click the 'Encounter' button, select physical action and choose, "Hold 
Breath" & "Dive In" You will find the dwarves packs at the bottom of the 
lake. In it is a key that will allow you to enter the Ancient Vault.

At location X: 41 Y: 13 is a unearthed grave. If you search the corpse you 
will see two silver coins. They are wishing coins. Go to X: 38 Y: 10 and 
click the 'Encounter' button. Click Items and then USE the wishing coins. 
You will see a vision. Be careful to stay away from the graveyard after you 
take the coins. A group of undead will try and take the silver coins back. 
You can never destroy them all. They will continue to hound you whenever 
you are in the area of the graveyard.

At location X: 19 Y: 6 is a suit of plate armor. The house stinks of body 
odor. The very heavy suit of armor is magically enchanted to eliminate 
odor. There is no other use for this suit for it is normal in every other 
respect. (Red Herring)

At location X: 10 Y: 11 is honest buttafoucos. He will store equipment that 
does not have magical charges for a fee. Beware: If you destroy Baron Vlads 
castle on the other side of town, this place will have burned to the ground 
and you will have lost everything in it.

At location X: 74 Y: 2 is Baron Vlads fortress. He is a recluse and has 
hired MANY warriors and spell casters to see that he is not disturbed. If 
you manage to defeat him, (Not an easy task) his fortress will be destroyed 
along with honest buttafoucos. There is no reason to destroy him or his 
fortress other than the shear folly of its destruction.

 

At location X: 51 Y: 11 is a magic shop.

At location X:11 Y: 8 is a shop.

At location X: 26 Y: 2 is the glowing coal inn. The only thing of real 
interest there is to ask about the two dwarves in Lord Oswalds employ. 
(Provided you have seen the Lord. Otherwise you will not be able to ask 
about them.)

At location X: 3 Y: 7 is the old kings grave.

At location X: 23 Y: 2 is a woman who has gone insane. If you enter the hut 
you can kill her and collect 1000 gold pieces or let her go. If you let her 
go, you can then find her in the area around the kings castle. In her hand 
she will have a bag with a gloomy ring. If you have the ring (Worthless in 
itself) with you when you go to the old kings grave, a specter will appear 
before you. Click 'Encounter' and USE the gloomy ring and you will be 
rewarded with a Ring of Regeneration.

Random Encounters in town: You can find a map to the Anti'id keep on the 
body of a dead Anti'id. They will attack the town in an effort to gather 
some new minds to feed upon. If you defeat them you will get this map.

A Gnath will be chased down and slain by a group of the kings men. If you 
search the body you will find a map.

At Location X: 83 Y: 8 is Baron McReese. As you destroy castles of the 
giant forces you will need to return here to be rewarded.

At Location X: 18 Y: 11 is a temple.

At Location X: 12 Y: 17 is the secret entrance to an underground vault. 
This is the location of the Axe of Ashblet. A magical relic which you must 
retrieve in order to complete the scenario.

At Location X: 4 Y: 20 is the entrance to the old prison caves.

At Location X: 3 Y: 17 is the secret entrance to an escape tunnel that was 
begun as a secret plot by the king.

At Location X: 1 Y: 19 is the location of a cave in. If you have seen the 
king you will find a contract that will allow you to confront the king 
about his secret plot. If you do confront him he will throw you in the Pit 
of Pain.







-----------------------------------------------------------
Pit of Pain

 







(Nastiness aplenty here)

At X: 61 Y: 1 is the exit. It is a secret wall to exit.

At X: 50 Y: 25 are the dead bodies of a similar party that was not so 
fortunate to escape. If you try and take their stuff they will come alive 
and attack you.

At X: 62 Y: 16 is a secret cave that leads into another secret chamber.

In this chamber is a special place at X: 89 Y: 14 Every time you enter you 
will take damage. There is a small chance that it will teleport you to one 
step south of the real exit from the Pit of Pain.

At X: 87 Y: 9 are some hell bats.






-----------------------------------------------------------
Black Earth village

 






There is a small shop at X: 8 Y: 68 Every time you enter there is a small 
chance that a traveling salesman will offer you to buy some of his wares. 
He has a pretty good selection of magical items.

At location X: 4 Y: 65 is a temple.

At location X: 12 Y: 66 is a small hut. When you walk up to this hut you 
will see the beginning of an invasion by the Gnaths. After a long hard 
battle you can enter the cave from which the Gnaths came and find yet more 
Gnaths bringing forward siege equipment. This tunnel will also lead inside 
the Gnath fortress.

At location X: 12 Y: 67 is the entrance to the cave from which the Gnaths 
came. If you follow the tunnel you will run into more squads of Gnaths that 
are approaching the town for battle.







------------------------------------------------------------
Ancient Vault

 

At Location X: 5 Y: 29 is the entrance. To gain access you must either pick 
the lock. Force the door or cast Destroy Trap. The necklace of keys or Open 
Lock spells will not work.

The easiest way is to use the key you find at the bottom of the lake were 
you found the two dead dwarfs. (See previous chapter)

At Location X: 4 Y: 34 is a chest that will explode if you open it. There 
is no way to prevent the explosion. You have to just deal with it. After 
the bang you will find the Axe of Ashblet. Return it to Lord Oswald so he 
can quest you for further adventures.

At Location X: 7 Y: 34 A hole with a rock. Its a red herring. There is 
nothing to do with it.

At Location X: 32 Y: 3 is cave that leads to a small side cave. I will call 
it the Shantile Cave.

 

Shantile Cave

 

At Location X: 20 Y: 6 is a small side cave that is inhabited by a group of 
nasties. There are several other caves in the area that also have Shantiles 
in them.

At Location X: 34 Y: 2 is a dying Giant Shantile. If you heal her she will 
attack you.






---------------------------------------------------------
Town of Hesbel

 





At X: 17 Y: 49 is a small inn. Inside you can learn of some rumors about 
Giant Slayer. Giant slayer is a powerful weapon that can only be wielded by 
a dwarf. It will make the user do +10 damage and +50% to hit any giant. One 
of the main goals to complete the scenario is to Destroy Giant Slayer with 
the aid of the Anvil of Pain. This will allow you to engage in the final 
battle of the game.

At X: 20 Y: 45 is the home of the village elders. They will ask you to rid 
the town of an evil clan of cave trolls. Follow the directions on the map 
they will give you. When you have arrived, click the encounter button and 
then USE the horn of annoyance that they will give you. This will cause the 
trolls to emerge from the cave.

Note: The horn of annoyance can also be used to bypass some hill giants on 
a cliff. Just get near the area, click ENCOUNTER and USE the horn.

At location X: 30 Y: 51 is the entrance to the old resting place for the 
Giant Slayer sword. Once you have ventured all the way in this cave you 
will be able to find Giant Slayer at location X: 49 Y: 39









-----------------------------------------------------------
Town of Jebilia

 






At X: 69 Y: 44 is a tavern. Inside you may engage in battle with a powerful 
party of adventurers. You will not be able to keep any of their equipment, 
but it is a fun battle. You can also follow a man who looks suspicious. If 
you do you will be ambushed by a group of thieves at location X: 85 Y: 37 
(See below for more info on these thieves) You can also find thieves just 
to the north and east of this area in the small hovels.

At X: 78 Y: 34 is a temple. You may not enter the temple unless you have 
the book of Shalizar. To get this book you must complete a mission given to 
you by a man at the club.

At X: 80 Y: 39 is a social club. You must pay to enter. Once inside there 
is several things to do. One is to talk with a man. If you do, he will ask 
you to assassinate an old man. He gives you a map to the old man. This old 
man is actually Lord Jerico. He is an odd man. He is actually a demon in 
disguise. If you kill him the entire town will turn against you. To include 
the man who offered to reward you for his demise. He has used you as a 
clever way to deal Lord Jerico a death he did not have the guts to perform 
himself.

At X: 73 Y: 38 is the old man known to the town as Lord Jerico. If you slay 
him quickly you will find the book of Shalizar. By having this book you may 
enter the temple in town and be heals for free one time. If you are caught 
in a battle with him the book will be destroyed. Not to mention the entire 
town will blame you for Lord Jericos death and attempt to kill you.

At X: 86 Y: 41 is a secret cave. Inside you will find some undead walking 
about. They are controlled by a couple of mummies. These mummies are very 
magical in nature and their origins and purpose is unknown. (Even to me)

At X: 85 Y: 35 is a bunch of thieves. If you defeat the band here you will 
get a key that will unlock a chest at location X: 87 Y: 37







---------------------------------------------------------
Goblin Outpost

 






These retches are few in number and strength. They are about as lazy a 
group as their is. In the hut full of sleeping goblins. If you DO NOT burn 
the hut you will receive a little extra experience from the gods of fair 
play.

Thoode, the goblin chief. Do not be intimidated by his threats. He has no 
real power to harm you at all.

Note: Do NOT follow the part of goblins that turn and flee when they see 
you. It is a trap. Many goblins will ambush you if you chase them.

I wont go into too much detail here. It's a pretty small area and there are 
no real tricks to it.







----------------------------------------------------------
Ogre Stronghold

 






Not too much out of the ordinary here. A few battles but the one place of 
some interest is the hut with the woman that is being tortured. If you DO 
save her, she will rise and cast Animate Dead on some of the fallen ogres. 
She will then attack you with her new found allies.






-----------------------------------------------------------
Gnath Stronghold

 






If you set horses free it will increase the chance of random battles in the 
area.

At location X: 14 Y: 81 is a hut full of Gnaths. You may or may not find a 
hidden contract between the Gnaths and Ogres to attack the Minotaurs. Keep 
this contract for later use. You will also find a tunnel that leads inside 
the Gnath fortress.

Inside the Gnath Stronghold

This one is on you. Lets just say you have to fight your way through this. 
There are no real super secret areas in this fortress.






------------------------------------------------------------
Areas of interest

 





At X: 54 Y: 54 is the Anti'id keep. I will let you play around in their on 
your own. There is nothing that must be done to complete anything else in 
the adventure. It is just a little side action.

At X: 78 Y: 66 is a small tunnel that will lead you to the other side of a 
great iron gate that separates the outside world from the hill giant 
fortress. You can also get past that gate by using the encounter button and 
flying over.

At X: 89 Y: 55 is the cave that starts you on your way to finding the 
Dwarven clan.

At X: 80 Y: 23 is a boat. You cannot use the boat. It is just a place to 
get some info that leads you to the cave to the east. The Ogre Caves.

At X: 89 Y: 17 leads to the Ogre Caves







-----------------------------------------------------------
Hill Giant Citadel

 






Note: if you continue south east past the citadel towards the corner of the 
map you will enter the area of the Ice and Fire Giant Citadels.

Just outside the citadel, Location X: 84 Y: 85 click the encounter button 
and then use the Horn of Annoyance again. It will cause some giants that 
are waiting on the cliff wall to loose their balance and fall to their 
deaths.

 

Inside the Hill Giant Citadel

There are several areas of interest in this fortress.

I don't want to tell you about every nook and cranny here. I will just give 
you a few of the more interesting things.

At X: 14 Y: 24 is a dying dwarf. After he dies if you click the encounter 
button and then cast Raise Dead he will give you some good information.

At X: 75 Y: 18 is the chest of the Commander. Some goodies here.

At X: 62 Y: 11 is a secret wall that will take you to a hidden room.

At X: 71 Y: 11 has an arms room. Click the Encounter button and cast 
discover magic to find a magic spear.








-----------------------------------------------------------
Ice Giant Citadel

 






There are a couple of ways into the Ice Giant Citadel. The direct route 
through the gate OR you can go around the citadel by finding the secret 
cave at X: 24 Y: 38 , enter the small human town beyond and find a map to a 
secret entrance. You cannot access the secret entrance unless you have 
found the map blowing in the wind in the human town. It is a random event 
so if you wait around long enough it will happen.

Once you find the map you can find the secret entrance at X: 19 Y: 65.

Inside the Ice Giant Citadel

I wont go into a ton of detail here. I will just give you a few tips.

At X: 12 Y: 12 is the guards quarters. If you kill them you can get a copy 
of the patrols and it will reduce the chance for random encounters.

At X: 17 Y: 32 is a magical drape that if you mess with it, it will fall 
and release a pair of real nasties.

At X: 24 Y: 42 is a magical dog. To get past the brute click the encounter 
button and then the items button. USE food. That will cause the dog to wrap 
himself around the post and you can get by.

At X: 29 Y: 38 is a secret tunnel that leads to the throne room. This is a 
one way tunnel so make sure you have the gusto to get out once you go in.

At the four corners of the thrown room is a stone statue of a crab. If you 
mess with them they will animate and attack.

Blocking the hallway in or out of this room are a pair of stone statues of 
beasties that will also animate and attack.

The secret to destroying the Ice Giant Citadel is pulling a pin out of the 
foundation. To do so, you must first find the map. It is in the Ice Giant 
Commanders quarters. You have to go up as far as you can. Once you kill the 
commander, go into his room and the map should be on the desk.

At X: 18 Y: 21 is a secret door that leads into secret passage. There are a 
couple of parchments in the hallway. Don't read them. They are traps.

At X: 7 Y: 11 is a meeting of some giants. If you enter and kill them you 
will find a magical necklace. This necklace will allow you to gain access 
to the Fire Giant Citadel without having to battle past the gate.

That is all I want to say about this place. There is a fair bit more in 
this castle but it is up to you to figure it out.







-----------------------------------------------------------
Fire Giant Citadel

 






At Location X: 4 Y: 60 is a room that has some oil barrels in it. This is 
the room that you can use to destroy the citadel. To destroy the citadel 
you need to get the Fire Sticks from a wizard in another part of the 
castle. This wizard is at X: 65 Y: 66

If you defeat the wizard there you will get the fire sticks.

At Location X: 55 Y: 69 is the chief of this castle. A large battle indeed.

At Location X: 72 Y: 74 is an old crying wizard. If you join with him he 
will help you kill the wizard that has the fire sticks.

At Location X: 41 Y: 64 are a bunch of sleeping guards.

At Location X: 34 Y: 68 are a bunch of Fire Giant Fletchers.

At Location X: 25 Y: 68 you will find a magical weapon.

I think I will wrap this up for this citadel. There is more there but this 
points out a few of the most important.






------------------------------------------------------------
Ogre Caves

 






At X: 59 Y: 30 is a pit with some dead bodies. There is nothing to do with 
them. (Red Herring)

AT X: 60 Y: 46 is a powerful ogre. Fun battle.

AT X: 57 Y: 46 is a cave that leads to a hut. Inside an old hag is 
experimenting on a woman. If you try and rescue the woman you will be 
attacked by some ogres. Before the battle develops the old hag will 
transform the ogres into some even more nasty critters. Inside the half 
mutated woman will attack you if you set her free.








-----------------------------------------------------------
Dwarven Clans

 







Seems like a LOT of people have a hard time finding these guys. Here is a 
step by step way to find them.

1) On the main screen that has the City of Specularn go to X:89 Y:55 and 
enter the cave.

2) You will emerge underground near a big lake. Walk west to the lake shore.

3) Click the encounter button and cast Leap, Hover, Teleport, Watergate, 
Waterworld, Wizard Eye or Fantastic Wings. That will get you to the island.

4) Once you are on the little island with a hole in it, enter the hole and 
you will emerge on another small island.

5) Walk off the island to the southeast. Continue moving southeast until 
you find a large iron door. (That's the dwarfs)

Once you gain entrance to the clans, goto X: 85 Y: 82 to hear a story about 
a dying family.

At X: 80 Y: 88 is the village council. They will take the Axe and allow you 
to gain control of the Anvil of Pain. (Needed to destroy Giant Slayer and 
to achieve the end of the game.)

At X: 73 Y: 88 is a secret cave that leads to an old man who is dying. To 
heal him you must feed him the egg of the beast lizard.

At X: 51 Y: 87 is a temple. You will receive the Anvil of Pain if you have 
returned the Axe of Ashblet to the council.

At X: 50 Y: 75 is a small krise child. Do not follow the child for it's a 
trap.

At X: 46 Y: 77 you can find a secret tunnel that leads to the Beast Lizard. 
Walk north until you emerge into a large cavern.

At X: 50 Y: 56 you will find the Beast Lizards egg. You must battle past 
the Beast Lizard to get to the egg. Once you have taken it you will have to 
fight past a second beast lizard. Take the egg to the old man who is dying 
and click the encounter button. Now click the items button and USE the egg.







----------------------------------------------------------
Ant Caverns

 







There are many small cave entrances that contain the ants. Every time you 
enter there is a chance that the queen ant may be near. If you kill the 
queen ant all the other ants will disappear and you will not be hassled by 
them any more.

At X: 78 Y: 68 you will find an old man in a hut. He is quite senile. The 
items you find labeled ant poison and repellent are labeled incorrectly. Do 
not use them for the intended purpose. The repellent will actually make the 
ants more frequent.

At X: 88 Y:50 you will see some giant crabs battling for their lives among 
some giant ants. If you jump in the battle you will find a sword stuck in 
the carapace of one of the crabs. It is cursed, don't use it. No wonder the 
guy who had it is now dead.









============================================================
War in the Sword Lands





Foreword

TO SAVE WAILSROND

THE HIGH COUNCIL CONSPIRACY

TO LIBERATE SPARKLESTONE

THE RETAKING OF ARANYS

BUT IN THE MEANTIME: PLAGUE!

TERROR OF THE LIVING DEAD

ENTER THE UNICORNS

FALL OF ANTHRAXUS STORM

TO SAVE THE DRAGON-THRONE

THE UNDEREARTH

TO FIND THE POWER STONE

VICTORY ... OR DEFEAT?

Alternate Realities

The Rest of WiSL







-------------------------------------------------------------
Foreword







Almost a year has passed since the end of the Year of Trouble. Anthraxus 
Storm, the King of Sharranth, has finally made his move and unleashed his 
mercenary army in the Heartlands. The mining town of Sparklestone has been 
swiftly conquered and now the sharranthine forces are laying siege to the 
port city of Wailsrond.

War has come to the Sword Lands and your very first task is to tell the 
Lord Paladine about this grave turn of events.

This is only fitting, since you were the ones that had consistently warned 
him, and the High Council of Tanirith, of this possibility. But alas, your 
warnings had fallen upon deaf ears ... until now.

The year is 1167 R.R., Year of the Great War. The place: the Sword Lands.

 

FOREWORD:

This spoiler sheet provides "walk-through" information pertinent with 
playing and completing "War in the Sword Lands" (WiSL for short). Since 
this scenario can be played and completed in many possible ways, and since 
there are also many side-stories which are not related to the main plot, 
this spoiler sheet will provide only the details for the most direct (and 
easiest) pathway of action to complete the story (including for those 
side-stories that ARE related to the main plot). Note that many locales and 
places will be mentioned without their coordinates, since these have 
already been outlined in the Adventurer's Guide to the Sword Lands (the "SL 
Guide") previously released.

You will notice that this War Journal begins with "Chapter Eleven" instead 
of a "chapter one". That is simply because WiSL is truly a continuation of 
the Sword Lands Trilogy that was begun in "Trouble in the Sword Lands" (and 
which ends, incidentally, with "Chapter Ten").

When you begin WiSL, you will be asked first whether you have played TiSL 
previously or not. If you have (which is highly recommended), then you will 
begin as the Heroes of the Sword Lands, the status you achieved back in 
TiSL. If you have not, then you begin as adventurers natives of the Sword 
Lands who have taken upon themselves to follow up on the events described 
in TiSL, especially since the Heroes of the Sword Lands have apparently 
gone back to Bywater or maybe disapeared altogether. If you have not played 
TiSL, do not worry much for not really knowing about the story laid out in 
this first installment of the Sword Lands Trilogy: indeed, the WiSL 
scenario will supply you with the required knowledge at the right times 
when needed (with lines such as "you remember hearing about ..." and so 
on). Nonetheless, we can not say this often enough: this second installment 
of the Trilogy will be much more enjoyable both story-wise and 
adventuring-wise if you have already played TiSL.

Finally, remember to exploit as fully as you can the numerous opportunities 
offered in WiSL for gathering information. These opportunities present 
themselves invariably in inns and taverns (especially when speaking with 
barkeeps) or, alternately, at the home office of Adventurers Inc. in 
Tanirith. Information is power, they say, and this is quite true in the 
Sword Lands Trilogy scenarios.

We hope you'll enjoy "War in the Sword Lands"; if you have additional 
questions, feel free to visit the author's website, "Psion's Sanctum 
Sanctorum" (see URL below).

Safe Journeys and Safer Returns!

 

Pierre H. Vachon (Psion)








-----------------------------------------------------------
CHAPTER 11: TO SAVE WAILSROND








In this chapter, the basic premise of the story is established along with 
the identification of the political forces (both visible and invisible) at 
play. The obvious goal here is to go and see the Lord Paladine of Tanirith 
in order to warn him about the beginning of the war. After doing so, it 
will be up to you to save Wailsrond from its terrible and bloody siege.

Right from the start, you'll find yourselves in a fight with a pursuing 
sharranthine mercenary patrol. Knights of the Flame will come to your help 
(during the battle or right after it, depending on how fast the battle 
goes). After the battle and speaking with the knight commander (you'll meet 
him later on again), pick up some water from the well near you then make 
camp and rest until around 8-9 a.m. Remember that food and water are 
important to have with you! Then enter the Cove Hold Trade caravan 
Waystation (see SL Guide): in there, you'll be able to buy some supplies 
(food and water as well), get more rest and hook up with Riel Moonsong, a 
special character that will be useful (especially during the earlier 
chapters of the story).

Important notice: upon beginning the adventure, you will have roughly 30 
days before there is a chance each day that Wailsrond will fall and be 
ransacked by the sharranthines! If this happens, you will have to live with 
this failure (see section Alternate Realities).

Important notice 2: from the start, there may be a chance every other day 
that you will be attacked either by mercenary adventurers or assassins 
(even when in a tavern or in your room at an inn, if you rented one). If 
Riel Moonsong is not with you, or if you don't have a sentry spell active, 
chances are one of your characters will be killed each time an 
assassination attempt is made. Such attacks or assassination attempts will 
stop once you have dealt with later chapters of the story.

Important notice 3: if you played TiSL, you are susceptible to run into 
Naryl Thezzat (a.k.a Naryl Dragonstone) at any time in any of the major 
taverns, in any city. Of course, she is crucial to the story and the 
completion of the adventure. If you did not play TiSL, your chances of 
running into her will be nil until you have completed this chapter and the 
next (Chapter 12). In any case, she will have much info on the possible 
location of the Overlords currently operating in the Sword Lands, as well 
as concerning their leader, High Praetor Primus.

1) go straight to Tanirith and up to the gates of the Lord Paladine's 
castle (see SL Guide). Knights of the Flame on guard there will tell you 
that the Lord Paladine is attending an emergency session of the High 
Council and waiting for you there.

2) go to the High Council Halls (see SL Guide). Upon entering the Halls 
proper, you will find out how bad and unruly things have become with the 
councilors. After you have said your piece in there, walk over to the Lord 
Paladine to speak privately with him. Then, walk over to Jarad Noll, Jhalor 
Fireblade, Shalla Thrall and Nomune Ngallan, who are sitting on either 
sides of the Lord Paladine: these folks have interesting -if not 
intriguing- things to tell you. Then leave the High Council Halls.

3) take a couple of hours or the rest of the day to shop around the city 
(or gather info from taverns or from Adventurers Inc.). The key to Tanirith 
is essentially the same as described in the SL Guide, with the three 
following additions/modifications: a) a bridge now crosses over the 
Tarterys River, thus joining the two sides of the city; b) a new place 
opened at x62y58, called "Maps of All Trade"; and c) the house where 
assassins were found in TiSL is now located at x43y46. After your little 
wanderings, go see Jarad Noll at his mansion (see SL Guide). He has more to 
tell you about a potential mole of Sharranth, or the Overlords, working 
from within the High Council itself. Jarad's suspects are Shalla Thrall and 
Nomune Ngallan. Jarad will ask you to quietly and discretely investigate 
both councilors in order to find tangible proof that either one (or both) 
are indeed moles (see Chapter 12).

4) from Jarad's mansion, head straight to see the Lord Paladine at his 
castle.The Lord further explains to you the chaotic situation with the High 
Council and how this prevents Tanirith from sending full military help to 
Wailsrond, an ally by treaty. However, the crafty Lord Paladine has a plan: 
he will give you commission of a warband to help you save Wailsrond from 
its siege. The Lord also makes some interesting revelations about Anthraxus 
Storm and his potential motives behind his relationship with the Overlords.

5) then go to the castle of the High Commander of the Knights of the Flame 
(see SL Guide) to speak with Jhalor Fireblade. The High Commander will 
offer help for your noble endeavors by lending you one of his most 
trustworthy commanders, Denard Fireshield (he happens to be the knight 
commander that came to your help right at the beginning of the story).

6) pick up your warband just outside of the SW gates of the city, at 
x27y55, then march on to Wailsrond. Note that the warband does not appear 
in your Allies menu, since it is composed of 36 warriors! Also, because of 
the size of this warband, some buildings and/or cities may be off-limits; 
in most cases, your warband will be left outside of city gates for you to 
pick up again once you leave a city (however, don't be surprised to find 
them along with you even if you forgot to pick them up: this is a fail-safe 
measure that was enacted because folks would often lose their warband, 
forgetting where they had left them last).

Wailsrond under siege7) once in the Heartlands and on your way to 
Wailsrond, you are likely to encounter sharranthine encampments. Small 
encampments you can try to avoid or destroy, with or without a warband 
along with you. However, the large encampments to the N and E of Wailsrond 
you'll need more help to tackle (unless Wailsrond was ransacked by the 
sharranthines -see Alternate Realities- ). When you get near Wailsrond -in 
fact, close to its battlements- you'll happen upon an assault the 
sharranthines are making on the battered wailsrondese. Join the fray on the 
side of the defenders; once the battle is over and you are victorious, 
you'll be enjoined to enter the city to go speak with the Lord of 
Wailsrond, Nerellius Pyre (Note: once this battle is over with, the chances 
that Wailsrond can be ransacked by the sharranthines will then be nil; only 
further attacks by the sharranthines will occur). As you enter the city, 
you'll be witness to the resolve and courage of the besieged wailsrondese.

8) inside Wailsrond's battlements: the key of Wailsrond is the same as that 
described in the SL Guide, except that many of the places of interest are 
either closed or have been burnt to the ground, due to the siege. However, 
the Tranquil Tide Inn and the Mariner's Den are still open (in fact, you 
can hook up with Princess Jorale Ramoor of Coral Towers at x29y35 inside 
the Mariner's Den: she'll need your help for a non-plot related adventure, 
but she will help you nonetheless in the meantime).

9) head straight for Lord Pyre's castle (see SL Guide). Both he and is 
loyal Captain of the Guards, Belrion, will be quite relieved at seeing you. 
Although you do not bring forces from Tanirith, Lord Pyre is emboldened 
enough by your arrival as to propose a daring plan to save his city from 
the siege. Feel free to discuss the validity of his plan by first 
disagreeing with it; however, in the end, you'll see for yourselves that 
his plan is quite wise and well thought out, even if daring and bold.

Pyre's warmap10) the first part of the plan is to attack the large 
sharranthine encampment just outside of the city's eastern gates (camp I, 
on the warmap). Go pick up Belrion and his small contingent at the barracks 
just N or the castle (see SL Guide), then head straight for the 
sharranthines camping outside of the E gates (blue X on the warmap) (note 
that neither Belrion or his contingent will appear in the Allies menu, for 
the same reasons as for your warband). Once the battle is over, head back 
to speak with Lord Pyre while Belrion and his soldiers clean things up.

11) the second part, and most tricky, of Pyre's plan is to attack the 
sharranthine camp that lies straight N of the northern gates of the city 
(camp II), then head straight eastward to attack the main camp of the 
sieging sharranthine forces (camp III). Take time to rest, pick up Belrion 
and his men again at the barracks, then head straight N from the northern 
gates of the city (red X on the warmap). After destroying the N encampment, 
try to rest as much as you can before heading E to meet the main 
sharranthine forces.

12) Once you and the wailsrondese have defeated the sharranthines, rush 
into the compound at x46y63 and enter; Belrion will be by your side. 
Inside, you will have to take care of what remains of the sharranthine 
contingent and of the warlord that is leading Sharranth's "Heartlands 
Campaign", General Haxor Tharn. You'll be surprised to find shadow elves 
fighting alongside of him (see Chapter 20). Once this battle is over, 
explore the compound: among numerous kinds of goodies, you'll find an 
interesting spy report lying on the floor of a conference room (x17y14) and 
a shocking letter from Anthraxus Storm to his General on Tharn's working 
desk (x24y16). The former gives tentative clues as to a possible mole 
within the High Council (see Chapter 12), while the latter speaks a lot 
about Anthraxus Storm's cold and calculating ruthlessness as a Warlord; 
also, the latter letter makes mention of a Herzog of the Heartlands that 
now rules in Aranys by the writ of Anthraxus Storm.

13) after you are done with the compound, go back to Wailsrond and speak 
with Lord Pyre. After a short celebration and much accolades, Pyre will 
suggest that you go back to Tanirith to bring the news to the Lord Paladine 
that Wailsrond stands free.

Congratulations! You have not only saved Wailsrond from its siege, but at 
the same time dealt a severe blow to Anthraxus Storm's relentless march to 
conquer the Sword Lands! You can now tackle either Chapter 12 (most 
suggested), Chapter 15, Chapter 16, Chapter 19, or Chapter 20!










-------------------------------------------------------------
CHAPTER 12: THE HIGH COUNCIL CONSPIRACY










In this chapter, you get to investigate the mole -or moles- that are 
responsible for the current anarchy within the High Council of Tanirith. In 
doing so, you get to face off with wererats and assassins. This will lead 
you face to face with the first of three Overlords ... quite early at this 
stage of the game, eh?

1) fresh from saving Wailsrond, go speak to the Lord Paladine. As you 
deliver the news, a courrier from Lantharond will bring a diplomatic letter 
to the Lord. This letter announces that Lantharond is nullifying its 
alliance treaty with Tanirith on the basis that Tanirith failed to send 
armed forces to help Wailsrond, another ally of Tanirith. Aside from the 
fact that the letter is signed by the Regent of Lantharond and not by the 
King himself (rumors have it that he is sick and dying; see Chapter 19), 
one can wonder how is it that Lantharond knew so quickly of Wailsrond's 
rescue and Tanirith's failure to send troops. The answer is clear to the 
Lord Paladine: spies and moles are operating within the city. He enjoins 
you to find them out once and for all; if you have not already, he tells 
you to go speak with Jarad Noll.

2) go show the spy report that you found to Jarad Noll. Then, play on the 
invitations that you got from Shalla Thrall and Nomune Ngallan to speak 
with them further. Shalla resides in her late father's estate (Golan 
Thrall; see the SL Guide), whereas the gates of Nomune's estate are at 
x43y15. Ask them questions to learn as much as you can from them, but be 
careful as to not make false accusations.

Wererat den entrance

3) then go to Adventurers Inc. (see SL Guide). While there, pick up Ellai 
Longroads and Leira Songheart; while not crucial to any part of the story, 
these characters can still be useful. Take the large job of cleaning the 
sewers from wererats (or ratmen); you'll also be given a sewer key that 
will allow you to explore all of the sewers at your leisure, if you feel 
like it.

4) enter the sewers through the park, using the secret entrance under the 
memorial monument (see SL Guide). Once in the sewers, head straight to the 
room where the ratmen entrance is marked on the figure to the left. After 
taking care of the wererats guards there, open the trap door to go down in 
the undersewers.

5) from where you land, go through the door at the south. After taking care 
of more wererats, go to x32y34 with search on and pull on the lose stone 
there to open the corridor at x27y34. From there, head to x41y28, the room 
of the current leader of the wererats, the Ratlord Rhodin. After taking 
care of him, you'll find interesting things at x43y26 and x44y30, including 
clues as to the location of the Assassins Guild; also at x43y31, there's a 
secret door that leads to Rhodin's loot. Having done the job, go back to 
Adv. Inc. to collect your reward.

 

Entrance to the Assassins' Guild

6) after being given your reward, go back to the front kiosk so that you 
may take the large job of eradicating the illegal Assassins Guild, which 
calls itself "The Red Claw" (you'll recognize the name all too well if they 
have attempted to assassinate you already). Then go search the seemingly 
abandonned house where you had found assassins, back in TiSL (see SL 
Guide). In the basement, you'll find a burnt out letter that seems to 
incriminate Shalla Thrall. But before rushing to judgement, take the letter 
first to Jarad: he will tell you to be careful as to not quickly accuse 
Shalla. Then go back at Shalla's to show her this letter, she will tell you 
of its contents and allude to the fact that the courrier was mysteriously 
attacked and never to be seen again; she had wondered as to what exactly 
happened with this letter. Finally, go to Maps of All Trade: Maps the 
furfoot (Ellai Longroads' cousin) will be able to fix the letter, which 
will prove to be nothing more than mundane business correspondence, as 
stated by Shalla. Thus, someone was trying to frame Shalla Thrall as the 
mole, and therefore she must be innocent. This then leaves Nomune Ngallan 
as the prime suspect.

7) since the assassins are not in the abandoned house, their HQ must then 
be in the sewers. Head back outside of the city to x8y36 with search on: 
there you'll find a hidden entrance to the sewers. Once in the sewers, 
you'll find a secret door to your left as indicated on the figure to the 
left. This will lead you to a small room guarded by assassins. After 
dealing with them, open the trap door and go down to another part of the 
undersewers.

8) from where you arrive, go to x10y17: you'll find a secret door there 
that leads right into the Assassins' Guild! After dealing with the Red Claw 
assassins there, go to x10y21 with search on: you'll be able to make the 
wall at x10y22 move, thus revealing a corridor. Go down this corridor to 
x7y37, where you'll face off with the Grand Dagger of the Red Claw, a 
shifty man named Shadowsilk. As happenstance would have it, the Grand 
Dagger is hosting the Raven, the royal spy from Sharranth! After the "no 
quarters given" battle that ensues, you'll find interesting stuff on 
Shadowsilk and the Raven, including a letter which reveals a plot to 
assassinate the Lord Paladine! Interestingly, it would appear that 
Anthraxus Storm would not condone such an act. Then go to x9y40 with search 
on, which will allow you to open the way to the Guild's treasury. From 
there, head back up to x14y20, where you'll find a secret door opening to 
another corridor. Down this corridor, at x14y33, you'll find a cell holding 
a prisoner ... and who is none other than Nomune Ngallan! Bring Nomune back 
to Jarad Noll (and be careful as to keep the poor sap alive while doing 
so!); the shocked High Councilor will then tell you to apprehend the false 
Nomune at all cost.

9) go to Nomune's estate and confront the impostor: he will reveal himelf 
to be Master Taroth Sark, of the Inner Council of Overlords! He'll first 
run off to leave you to fight some of his psi-warriors. After the battle, 
head to the library shelf at x14y25 with search on: this will allow you to 
open the way to a secret flight of stairs to the basement. In the basement, 
go to the door at x27y84: Taroth Sark is there with the main of his 
entourage, busy at using a communication globe and conversing with another 
Overlord. Take care of Taroth and his bunch; unfortunately, a near-dead 
Taroth will manage to escape with the help of a teleporting ring. Walk over 
to the globe at x29y81: you'll find out that the Overlord Sark was speaking 
to is none other than the same one you spoke with some six months past, 
after defeating the three Overlords responsible for the trouble in the 
Sword Lands. Explore the rest of the place for extra neat stuff.

10) then go back to Jarad Noll. He and (the real) Nomune will be quite 
grateful, expressing their gratitute with nice rewards. Then rush over to 
see the Lord Paladine to warn him about the assassination plot against him. 
As you do so, Red Claw assassins will shed their disguises and attempt to 
do the deed! Once you have saved the Lord Paladine, go to Adv. Inc. to get 
your reward for the "killer" job you did at eradicating the Assassins 
Guild. Finally, note that assassins will not ever again attempt to kill 
you, since you have dismantled their guild (however, adventurers and other 
swords-for-hire might still try).

Congratulations! You have not only revealed the mole within the High 
Council and delivered Tanirith from the dangers of the wererats and the Red 
Claw, but saved the lives of the Lord Paladine as well as that of councilor 
Nomune Ngallan, and defeated an Overlord in the process! You can now tackle 
either Chapter 13 (most suggested), Chapter 15, Chapter 16, Chapter 19, or 
Chapter 20!







------------------------------------------------------------
CHAPTER 13: TO LIBERATE SPARKLESTONE








In this chapter, you get to wage some war of your own in order to liberate 
the mining town of Sparklestone from its occupation by the sharranthines.

Notice: you can visit Sparklestone anytime while it is under sharranthine 
occupation, provided that you are either disguised as peasants or minstrels 
(thanks to the Trickster's Deck -see Chapter 16-) *and* that you do not 
have the warband with you.

1) after saving the Lord Paladine from the assassination attempt and taking 
your reward from Adv. Inc. for dismantling the Red Claw, go back to speak 
with the Lord Paladine. He'll tell you that he now has a wider berth with 
the military forces of his city, and thus is eager to seize the momentum to 
force the sharranthines back away from the Heartlands. He tells you to go 
speak with Lord Pyre of Wailsrond, while he dispatches a contingent of 
knights of the Flame to wait for you near Sparklestone.

2) in Wailsrond, Lord Pyre will be too eager to lend you a small 
wailsrondese contingent to help you liberate Sparklestone. Pick up the 
contingent at the barracks, then head straight to the mining town. As you 
get near enough of Sparklestone's battlements, the knights of the Flame 
join you as expected. It is up to you to decide on the proper deployment 
tactics of your combined task force; once you have chosen, the battle of 
Sparklestone begins!

3) once the dust settles and you are victorious, head straight to the 
military compound within the town at x77y9, while the knights take over and 
the wailsrondese march back home. As you approach the compound, vengeful 
folks from the town will rush to the building and tear it down, welcoming 
the liberating forces from Wailsrond and Tanirith.

4) since you are in the northern area, wander by Galduur's Pass, which 
leads to the Khanark Rockies. Dwarves from the Dwarven Halls are manning 
battlements at x52y3 (you'll have to pass through a small sharranthine 
camp), allowing passage only to trade caravans as a protective measure to 
prevent the War from spilling over to their territory. At these 
battlements, you'll be able to hook up with Braggan Stoneheart again, your 
old comrade from TiSL (if you did not play TiSL, Braggan will offer to join 
you nonetheless). The dwarven kingson will be very useful in the coming 
chapters. With Sparklestone truly free, go back to bring the news to Lord 
Pyre, then to the Lord Paladine.

Congratulations! You have won the battle of Sparklestone! You can now 
tackle either Chapter 14 (most suggested), Chapter 15, Chapter 16, Chapter 
19, or Chapter 20!









-------------------------------------------------------------
CHAPTER 14: THE RETAKING OF ARANYS










Almost a year ago, the sharranthines took possession of Aranys not long 
after you had defeated the town's Lord, Akkar Dhun, who was in collusion 
with the Overlords responsible for the trouble in the Sword Lands. In this 
chapter, you get to wage more war of your own in order to retake Aranys 
from the sharranthines, thus driving them back away from the Heartlands 
altogether.

Notice: you can visit Aranys anytime while it is under sharranthine 
occupation, provided that you are either disguised as peasants or minstrels 
(thanks to the Trickster's Deck -see Chapter 16-) *and* that you do not 
have the warband with you.

1) after bringing news of your victory at Sparklestone to the Lord 
Paladine, he tells you that now is the time to drive back the sharranthines 
away from the Heartlands altogether. He tells you to go speak with Lord 
Pyre of Wailsrond, while he dispatches a contingent of knights of the Flame 
to wait for you near Aranys.

2) in Wailsrond, Lord Pyre is again quite willing and eager to lend you a 
small wailsrondese contingent to help you liberate Aranys. Pick up the 
contingent at the barracks, then head straight to the trade town. As you 
get near enough of Aranys' battlements, the knights of the Flame join you 
as expected. It is up to you to decide on the proper deployment tactics of 
your combined task force; once you have chosen, the battle of Aranys begins!

3) once the dust settles and you are victorious, head straight to the 
castle gates within the town at x5y25, while the knights and your warband 
take over (thus losing your trustworthy and loyal warband), and the 
wailsrondese march back home. At the castle gates, you'll have to defeat 
more sharranthines by your own in order to face off with Thella Urm (the 
Herzog of the Heartlands) at her mansion, which is located at x2y26 (if you 
played TiSL prior, you'll notice that the Herzog's mansion has been built 
right where Dhun's castle used to stand). Once you defeat her, the 
emboldened townfolks rush to your side and burn down the Herzog's mansion 
as their final act of liberation.

4) since you are in the northern area, wander by x18y9 in the Harrow Woods, 
with search on. You will find some ancient ruins belonging to the lost 
elven Forest-Kingdom of Aurystan (note: in TiSL, you could also find some 
other ruins of Aurystan within the Harrow Woods, but at location x25y26 
instead). Enter the ruins; once downstairs, walk over behind the stairs at 
x16y9 with search on. You'll find the means to turn off the energy barriers 
blocking the doors. Then wander around (beware of the guardians of the 
place) and try to reach the library halls: in there, you'll meet with the 
spirit of the Loremaster of Aurystan who will have some intriguing info to 
give you about Kith Khanaan and the kingdom of Aurystan. It will be up to 
you to figure out eventually how this info ties in with the Overlords and 
their leader.

5) with Aranys liberated and the Heartlands essentially free of 
sharranthines, go bring the news to Lord Pyre and then to the Lord Paladine.

There you have it! You have won the battle of Aranys and liberated the 
Heartlands from the sharranthines! You can now tackle either Chapter 15, 
Chapter 16 (most suggested), Chapter 17, Chapter 19, or Chapter 20!







-----------------------------------------------------------









CHAPTER 15: BUT IN THE MEANTIME ... PLAGUE!

From the moment you begin WiSL, there will be a chance very other day that 
Tanirith will be visited by the plague, largely due to the affluence of 
refugees from the Heartlands and the poor hygiene conditions this creates. 
Once struck by the plague, the city will be closed down in quarantine: no 
one is to enter and no one is to leave. Likewise, all shops, buildings, et 
al. will be closed until further notice, while the temples will be swamped 
by scared and diseased folks seeking relief from the terrible disease. If 
you are in the middle of a Chapter (or have finished a Chapter) and need to 
get back to Tanirith, you have no choice but to complete this Chapter in 
order to continue with the story. To do so, take the following three points 
into consideration:

-the easiest way to enter Tanirith while on the surface: there is a secret 
door at x11y41 at the western battlements.

-other means to enter the city: through the sewers. Numerous hidden 
entrances to the sewers are around and about just outside the city's 
battlements. These entrances will be discovered with search on and are 
located at x55y25; x22y29; x8y36; x20y46; x39y60 and x52y55. From where you 
end up in the sewers, try to get to the exit that will lead you back in the 
park, inside the city. With the exception of the entrance at x55y25, you 
may need the sewer keys to be able to reach the exit that leads back to the 
park.

-remember that there is now a bridge that crosses over the Tarterys River 
just north of the Central Ports (east and west), thus joining the two sides 
of the city.

1) once having managed to enter the city, go to Adv. Inc.: an important 
notice has been nailed to the doors, telling of the need to find the Icon 
of Dianchuur in order to save the city from the plague. The notice also 
directs you to speak with the priest Robbard in the sewers (see SL Guide 
and figure to the left).

2) go to the park and enter the sewers there; this places you near to 
Robbard's quarters. Robbard will give you a map that leads to the entrance 
of the lost temple of Dianchuur, along with a sewer key (even if you have 
one already). A sewer key is needed to unlock a gate (marked by an X in the 
figure on the left) that is blocking the way to the temple's entrance.

3) the moment you walk up to the temple's doors, guardian souls will appear 
to demand that you leave. Refuse and fight them; you are then free to enter 
the undertemple (unless you have demons, vampires, et al. in your party).

4) from where you arrive, head straight to x12y5 with search on (if you 
have Braggan Stoneheart with you, then there is no need to have search on). 
At this spot, you'll notice that the wall to your left at x11y5 is an 
illusion, revealing large doors. Through the doors you enter a chapel; once 
you enter, you will have to fight the chapel's guardians. Then walk to the 
altar at x4y5 with search on: upon reaching the altar, you'll have to fight 
more guardian souls; however, you will be able to make the altar slide as 
well as make the wall behind it move, thus opening the way to the chapel's 
hidden treasure room. Grab all the goodies, which include the Icon of 
Dianchuur. Then head back to the surface, in the park.

5) from the city park, go to the gates of Hightown. Upon showing the icon, 
the knights on watch will make an exception to the quarantine rules in 
place and let you pass. Then go see the Lord Paladine to give him the icon, 
and receive a nice reward for your troubles. The plague (and thus the 
quarantine) will thereafter be gone in about 5 to 20 days (in the meantime, 
you may simply wander around and about the lands for battles with monsters 
and the likes). Once the plague is eradicated and the quarantine is lifted, 
all will be back to normal in Tanirith.

There you have it! You have saved Tanirith from the plague, and thus may 
continue on the Chapter that you had already undertaken, or tackle Chapter 
16 (most suggested) or the Chapter that was most suggested at the end of 
the Chapter you had completed prior to the outbreak of the plague!








------------------------------------------------------------
CHAPTER 16: TERROR OF THE LIVING DEAD









In this chapter, you rid Tanirith of the last threat posed by Sharranth's 
machinations regarding the city: you get to square off against Zeghor 
Deathmaster and his hoary hordes of undead.

-Notice: while this Chapter is placed as number 16 herein, you can complete 
this portion of the adventure at any time; the true prize of this quest is 
the Trickster's Deck, which can prove extremely useful throughout the whole 
scenario.

1) sometimes at night, you may have been attacked by wandering undead in 
the western side of Tanirith. Head on to Adv. Inc.to take the large job of 
ridding the city of this undead terror. You'll be given the appropriate key 
to unlock the gates of the southern cemetary. In the cemetary, use search 
and walk over to x49y58, where you'll find the means to enter a secret part 
of the sewers.

2) from where you arrive, pass through the iron doors to the west and then 
head to the door further west and north. Be prepared, because this large 
room is some sort of stockade full of all sorts of undead creatures. Take 
care of them, then head on to the laboratory (as identified on the figure 
to the left). As you walk in the lab, you'll have to face off against flesh 
golems and their creators, necromancers. Once done, walk over to the rack 
at x36y78 to free Master Athos, a monk of Astrane. He'll offer to join you 
(although not crucial to the story, Athos is nonetheless quite useful) and 
point you to the direction of a secret door that leads to a flight of 
stairs (x28y88) going down to the undersewers (see figure on the left).

3) once in the undersewers, head straight to the doors at x33y73: this 
place is a dark chapel, in which you'll happen upon a terrible sacrifice 
ceremony to Orcas, the God of Terror, Horrors and Undeath. Zeghor 
Deathmaster is performing the gruesome ceremony, being surrounded by his 
entourage of necromancers and lots of undead. Good luck.

4) after defeating Zeghor and his croonies, head to the black altar at 
x33y68 and destroy it (this is a must in order to complete the quest).

5) having done the deed, head to Zeghor's quarters at x32y75: you'll find 
some interesting correspondence on his workdesk at x30y75 dealing with 
Ertham Zoh (the Royal warlock of Sharranth), and a secret door at x28y75 
which leads to Zeghor's private stash (which includes, of course, the 
Trickster's Deck).

6) then head right back to the surface and to Adv. Inc., to collect your 
reward.

Congratulations! You have saved Tanirith from the terror of the living 
dead! You can now tackle either Chapter 17 (most suggested), Chapter 19, or 
Chapter 20!








-----------------------------------------------------------
CHAPTER 17: ENTER THE UNICORNS









In this chapter, you must search for and make contact with the Unicorns, 
the elusive rebels of the Western Lands who seek to depose Anthraxus Storm. 
You need to gain their trust in order for them to join in the final assault 
on Sharranth that is being planned by the Lord Paladine. But to win the 
Unicorns' trust, you'll have to journey across the Sword Lands from one end 
to the other, through mountains, lava and scorched earth -literally!-.

1) after liberating Aranys, the Lord Paladine charges you to find and make 
contact with the Unicorns, a secret group that has been rebelling against 
Anthraxus Storm ever since he conquered Sharranth, almost six years ago. As 
the Lord Paladine wishes to seize the chance presenting itself in 
liberating Sharranth from Storm's despotism, he feels that if those rebels 
truly exist, then it would be only fair for them to lead the way as the 
combined forces of Wailsrond and Tanirith march onto Sharranth.

Notice: since you have to head for the Western Lands, it should be 
mentioned that the key to this area is essentially the same as described in 
the SL Guide. However, no key to Sharranth was provided in the Guide since 
you could not stay long enough to explore the city if you managed to enter 
it, in TiSL. Herein is the key to Sharranth's places of interest:
x56y32; x42y54; x50y59: gates of the city.

x61y27: Mamy Prava's Street Shop.

x62y27: Temple of Larishar.

x72y27: General Market (for the city's nobility).

x71y31: Halls of Justice.

x74y29: Temple of Barask.

x74y31: Bank.

x60y36: Inn of the Sleepy Road.

x67y36: Central Market.

x60y38: The Mercantile Alchemist.

x77y37: Mansion of Ertham Zoh (Royal Warlock of Sharranth).

x73y24: Gates to the military barracks.

x80y26: Castle gates.

x83y24: Castle of Anthraxus Storm, King and Warlord of Sharranth.

x46y53: Leatherwork Crafts.

x47y52: The Bottomless Keg.

x49y56: Harbor Master building.

x51y56: Sharranth's Exotic Imports.

x57y50: The Miner's Toolbox.

x59y52: Temple of Woralduur.

x54y73: The Waterfront (outside of city).

1) head to the Western Lands through the Western Pass (just north of Aranys 
-see SL Guide-) and to Sharranth.

Note: remember that you will need to be disguised either as peasants or 
jesters/minstrels (thanks to the Trickster's Deck) in order to enter and/or 
explore freely the city!
Note 2: while in Sharranth, you might be attacked seemingly by members of 
the Unicorns: this is a ruse from Ertham Zoh to blame the rebels for his 
own suspicious activities, many of which Anthraxus himself would disapprove 
of. This will prove important if you have joined with Anthraxus Storm (see 
Alternate Realities).
2) go to the Bottomless Keg and walk around the place: you might be 
accosted by a mysterious person who is in contact with the Unicorns (this 
will happen only if you have completed Chapter 14). This person will direct 
you to meet with another contact, an old man, who is located in a remote 
house at x11y83 far southwest in the Western Lands.

3) upon arriving at this remote house, the old man will reveal himself to 
be none other than your comrade Strider, from TiSL, in disguise! If you did 
not play TiSL, Strider will nonetheless shed his disguise and introduce 
himself. In any event, the ranger will direct you to the Unicorns' HQ 
(located at x13y81), with him tagging along (the HQ will be found only if 
you spoke with Strider first).

4) inside the underground HQ, head straight north to the door at the end of 
the corridor, where you get to meet Naerun Halgard, leader of the Unicorns 
and rightful heir to the throne of Sharranth. His late father was 
assassinated by Ertham Zoh, then a traitorous court mage who helped 
Anthraxus Storm to conquer the city and seize the crown. While Strider 
vouches for you, Naerun needs you to free Arcantilivius (former Royal 
Warlock, friend and mentor to Naerun, and true founder of the Unicorns), so 
that all Unicorns may trust you and the leaders of Tanirith and Wailsrond. 
Arcantilivius is currently imprisoned in his own mansion on the small 
island on Cedar Lake, at x15y69: a powerful force field surrounds his 
mansion, preventing any entrance or exit from it. Accept to find a way to 
free the old mage.

Ruins of Algaroth5) exit the Unicorns' HQ and go to Cedar Cove (see SL 
Guide). There you can get a boat in order for you to sail to Arcantilivius' 
island. Once there, you'll realize that nothing will work to bring the 
force field down. Thus, you need to find an item powerful enough to do the 
trick.

6) head back to Adv. Inc. in Tanirith and take the large job of exploring 
the Tellurian ruins in the Volcanic Rockies. Also, take the time to get the 
info from Adv. Inc. about the empires of Telluria and Macremia, and the 
Desert of Astaroth: this will come in quite handy later on. From there, 
head straight to the tunnel at x43y3, NW of Lantharond (make sure you have 
plenty of waterskins!). Crossover to the Volcanic Rockies by walking 
straight north. Once in the rockies, walk in a general NE direction, then 
south to the Tellurian ruins (see image at left). With search on, walk over 
to the ruin at x78y66 and use iron spikes to make an entrance (or use 
spells like dig hole or shape earth).

7) inside the ruin, walk over to x78y72 with search on, then click on the 
encounter button: use iron spikes or spells like dig hole/shape earth. This 
will open the way to a flight of stairs at x78y65, which lead down to the 
basement (see lower-left image). Don't forget to search for trinkets to 
bring back to Adv. Inc., as proof that you explored the ruins.

Inside tellurian ruins8) in the basement, head to x79y80 or x81y80 with 
search on: in the encounter that pops up, choose to push the wall. This 
opens the way to a corridor: enter the corridor (keep search on until you 
reach the door further north: this will reveal a lose tile that will slide 
the wall back). Open the door at x80y76, where you'll be greeted by 
beyonders. After doing away with them, enter the large room, which is 
filled with metal wires and strange technological artifacts (no, you can't 
take any of these as proof, although some other trinkets lying on the floor 
you may pick up). Once in the room, pass through the secret door at x80y67, 
then head straight to the door at x80y64: fight off the greater beyonder 
and his followers that are living there. Once the battle is over, the dying 
greater beyonder will belch out his stash: among the interesting (albeit 
icky) stuff, you'll find a Stone of Tongues and a Horn of Whirlwinds (two 
crucial items). Note: don't mess with the teleporting platform in this 
room, because it is malfunctioning.

9) head all the way back to Adv. Inc. in Tanirith to get your reward (don't 
forget to bring back trinkets/artifacts from the ruins!), then choose the 
large job of exploring the macremian ruins in the Desert of Astaroth. Stock 
up on waterskins and head back to the Volcanic Rockies: this time, walk in 
a general N-NE direction to a cave located at x64y30. Then walk to x65y23 
in order to exit the passage. From there, go N then W to a secret door at 
x31y7. You exit this passage through another secret door, at x26y9. This 
lands you right next to a fire giant village: don't go there yet; besides, 
you are currently badly outnumbered to even think about attacking these 
fire giants (see Chapter 19). From your position, go N then W to the cave 
at x5y1, then straight N to enter the Desert of Astaroth.

10) in the dry, rocky desert, head in a general N and W direction, until 
you reach the outskirts of a small village populated by beastmen (see 
figure on the left). Upon seeing you, their warriors will rush toward you 
with their weapons drawn: choose to stand your ground *without* drawing 
your own weapons. Somewhat confused by your reaction, they will take you to 
their shaman-king Ogarond (you need the Stone of Tongues for this to 
happen; otherwise, you will have to walk away since you cannot understand 
their language and they cannot understand yours). Ogarond will tell you a 
wonderful and fascinating story about his tribe and the beastmen of the 
desert in general. His tribe, the tribe of Astur, was entrusted with the 
Pearl of Asturia, which allows passage through the Stone Towers that guard 
the way to the holy (and ruined) city of Asturia. However, a powerful and 
brutal tribe, the tribe of Murdor, have stolen the Pearl. Ogarond offers 
you a deal: retrieve the Pearl from the Murdor, explore the ruins of 
Asturia, and *then* bring back the Pearl to him and his tribe. Accept the 
deal!

11) the village of Astur has a small market (x6y15) and a temple dedicated 
to Quanthaas (x7y10), if you are in need of basic supplies and/or healing 
services. Whenever you are ready, trek east and north to reach the cave of 
the Murdor tribe, located at x70y5. Battle the warriors there, then enter 
their underground cave complex. Inside, head straight to x81y70 (with more 
warriors barring your way), where you get to face off against the Murdor 
shaman-king Uhl'Garath, his best warriors and ... psi-warriors? Yup. Looks 
like the Overlords' hands reach rather far, eh? After the battle, you'll 
find an interesting message from Primus with directions to one of his 
psi-commanders, concerning the need to find a Power Stone (if Naryl Thezzat 
is with you, this will confirm what she will have told you upon running 
into her initially). From this message, Primus suspects that the item in 
question may be lying in the ruins of Asturia; if not, then it may yet be 
found at another "location" nearer to the Overlords' base (see Chapter 21). 
In any event, walk over to the chest at x82y67 to grab Uhl'Garath's stash, 
which includes the Pearl. Walk back in the main cave and pick up nourishing 
mushrooms from the mushroom garden, as well as fresh water from the small 
pond, in order to make sure that you won't starve or dehydrate.

12) back outside in the treacherous and dangerous desert, head for the 
silent Stone Towers at x14y17 (see figure at left). Then walk between the 
two rows of towers: with nearly each step you take, the towers will 
activate to strike you with deadly rays ... but thanks to the Pearl, the 
towers power down each time. Walk along the alley until you reach the cave 
at x23y9, then exit at x26y11 in the ruins area of Asturia. From there, 
head straight for the large sand dune at x26y4 (with search on). Take one 
step back, then hit the encounter button, and choose to use the Horn of 
Whirlwinds. This will blow all the sand away, revealing cyclopean ruins 
that were buried underneath. Enter the ruins.

13) inside the ruins, head to a library shelf at x20y44 in the library (see 
lower-left figure) with search on: you'll find intriguing words and numbers 
that will be needed later on (see Chapter 21). Explore the rest of the 
place, making sure to pick up trinkets/artifacts to bring back for Adv. 
Inc.. Then walk over to the altar in the main hall at x12y51, with search 
on: you'll be able to make the altar slide in order to reveal a flight of 
stairs going down.

14) once further underground, head straight to the secret door at x51y17, 
then through the door at x60y19. More beyonders will be in your way. In the 
large room where you end up, and which looks strangely similar to the one 
you visited in the tellurian ruins earlier, go to the secret door at 
x72y18. From there, go to the door at x73y23, where you'll have to fight it 
out with another greater beyonder and his followers (them beyonders sure 
like weird ruins, don't they?). Once the battle is over, walk over to 
x73y31 with search on to retrieve the greater beyonder's loot (this time, 
you won't get to clean any treasure item from icky stuff!). Among the nice 
goodies you find, you'll get an Arcane Nullifier: this will do the trick to 
bring down the force field surrounding Arcantilivius' mansion!

15) go back to Ogarond's hut (x8y9) to give him back the Pearl. After doing 
the good and honest deed, journey all the way back to Tanirith in order to 
get your reward from Adv. Inc. (better bring back some of them trinkets 
from the macremian ruins!), then journey further to Arcantilivius' mansion. 
With the Nullifier Stone in hand, the force field will dissipate like a 
morning spring breeze. A thankful Arcantilivius will tell you that Ertham 
Zoh was the one that imprisoned him; the old mage will then accompany you 
back to the Unicorns' HQ. In the HQ, walk to Naerun Halgard's room, where 
Arcantilivius will be greeted warmly and happily. Having secured the trust 
of the Unicorns and their oath to join the combined forces from Tanirith 
and Wailsrond when they reach the gates of Sharranth, you leave everyone to 
their joyful reunion in order to bring back the good news to the Lord 
Paladine.

There you have it! You have found the Unicorns and secured their help! You 
can now tackle either Chapter 18 (most suggested), Chapter 19, or Chapter 20!









------------------------------------------------------------
CHAPTER 18: THE FALL OF ANTHRAXUS STORM










In this chapter, you fight the ultimate battle that will end the War of the 
Sword Lands, one way or the other.

1) after bringing back the news that the Unicorns will help to liberate 
Sharranth, an eager and excited Lord Paladine instructs you to pick up a 
contingent of knights of the Flame (they will be waiting for you at the 
exact spot where you picked up your warband, back in Chapter 11), then 
travel to Wailsrond in order to speak with Lord Pyre and tell him that the 
time has come to bring the fall of Anthraxus Storm.

2) but first, go to Adv. Inc. to take the small job of retrieving the Eye 
of Khan-Alghuul. After picking up the knight contingent, go to Wailsrond as 
instructed by the Lord Paladine. An equally eager and excited Lord Pyre 
will readily lend you a contingent of his army, which you pick up at the 
barracks as usual. From there, march onto Sharranth with your army!

3) upon arriving at the gates of Sharranth (the NW ones are the most 
recommended), the Unicorns will show up as promised, along with Naerun 
Halgard, Strider and Arcantilivius. With everyone in high spirits, the 
battle of Sharranth begins!

4) having won the clash at the gates, proceed quickly to the barracks gates 
to strike a lethal blow to the sharranthine mercenary army. Leaving 
Arcantilivius to lead your forces and the Unicorns for the clean-up, rush 
ahead to the castle gates along with Strider and Naerun Halgard. There, 
you'll have to fight your way to the castle and enter it with force and 
determination.

5) inside the castle, head straight north to the throne room, where 
Anthraxus Storm, Ertham Zoh and Storm's loyal entourage await you. 
Unexpectedly, Storm will plead his case as a firm but prosperous ruler for 
Sharranth, and as seeking only to unify the Sword Lands to better defend 
them against the Overlords and their psi-army: apparently, Storm was only 
pretending to be an ally so as to gain time in order to better prepare 
against the Overlords and the threat they represent. If he offered you to 
join him earlier in the story (see Alternate Realities) and you refused, he 
will try even harder to convince you. But Naerun Helgard will have none of 
that, callling out Storm for the power-hungry despot that he is, and 
immediately move to attack the usurper. As the final battle is about to 
begin, Ertham Zoh conveniently teleports away. This leaves you and your 
allies against Storm, his death knights, and the rest of his retinue of 
dark knights, warlocks and warriors! Enjoy.

6) once the dust settles and you stand victorious, take your leave of 
Strider and Nearun Halgard in order to head back to the barracks gates. 
Give the good news to the combined army assembled that Sharranth is now 
free of Storm's despotism. Amidst the joyful cries and accolades, 
Arcantilivius asks you about Ertham Zoh; upon telling the old mage of Zoh 
timely escape, he slyly suggests that you and him pay a little visit to 
Zoh's mansion as soon as possible. (Note: once Anthraxus Storm is defeated, 
no more mercenary adventurers will seek to kill you).

7) take a good rest, then head for Zoh's mansion (make sure Arcantilivius 
is with you; otherwise, pick him up where he told you to after you have 
rested). Fight your way through mercenary guards, apprentices, warlocks and 
sorceresses to enter. Inside the mansion, you enter a reading room, where 
more warlocks and sorceresses await. From there, go to the door at x49y86, 
which leads into a study: Ertham Zoh and his entourage are there, ready to 
fight. An interesting exchange between Arcantlivius and Zoh will ensue, 
before the battle is joined. Once Zoh and his gang are defeated, 
Arcantilivius entraps his former apprentice-turned-nemesis in an energy 
sphere as just desserts and nice pay-back. The old mage then leaves you in 
order to join Strider and Naerun Halgard at the castle, giving you free 
reign to look around the place. Take the time and effort to do so (using 
search on and/or detect secret), since you'll find lots of neat stuff: but 
once you leave the mansion, you will not be able to enter it again. For the 
job that you took at Adv. Inc., go up to the second floor using the stairs 
at x54y87 in the study room. From there, walk over to x47y54 with search 
on: you'll find a trap door leading to an upper floor secret laboratory. 
Fight the guardians of the secret lab, then *search* around the place 
(you'll find the Eye in a drawer at x44y30).

8) once you think you have searched all of the mansion and found all that 
was there to be found, leave to go speak with Naerun Halgard at the castle. 
After thanking you generously and giving you an important diplomatic 
message to convey to the Lord Paladine, he gives you your leave.

9) trek back first to Wailsrond to bring the great news to Lord Pyre and 
Belrion. A big victory party will be thrown, with you as the guests of honor.

10) then go to Adv. Inc. to give the Eye back and get your reward; from 
there, it's off to the Lord Paladine in order to deliver the news and 
Naerun's diplomatic message: more victory partying will ensue, along with a 
fat reward for your heroic deeds and a solemn declaration proclaiming you 
as Heroes of the War (Riel Moonsong surely has more than enough material 
now to write that Saga of his!). With the War over and won, now all that is 
left to do is to ferret out the remaining Overlords and find that 
mysterious Power Stone they are seeking, before they actually do find it.

Congratulations! You are now the Heroes of the War of the Sword Lands! With 
the War over, you can now tackle either Chapter 19 (most suggested), or 
Chapter 20!









------------------------------------------------------------
CHAPTER 19: TO SAVE THE DRAGON-THRONE









In this chapter, you contend with fire giants, prevent the further 
spreading of the volcano crater in the Volcanic Rockies, slay an imprisoned 
(and weakened) demi-god, defeat a second Overlord and get to play 
king-maker. All in a regular hero's working day, eh?

Note: around the begining of the adventure, you felt and saw signs that 
something was amiss with the volcano of the Volcanic Rockies, as it 
appeared to have increased in its activity. Who, or what, is responsible 
for this? As you'll find out (or have already surmized during your journeys 
in Chapter 17), the volcano crater has expanded greatly indeed, thus 
changing somewhat the overall landscape of the Volcanic Rockies.

Note 2: you may also have heard rumors that the Dragonking of Lantharond is 
sick and dying, his Queen and a Regent apparently now ruling from the 
Dragon-throne in his stead.

Note 3: this Chapter can be completed at any time from the moment the Lord 
Paladine receives the diplomatic letter from Lantharond, which signifies an 
end to the Lantharond-Tanirith alliance (see begining of Chapter 12 or 
Alternate Realities).

Note 4: the key to Lantharond and the North-eastern Lands is essentially 
the same as that described in the SL Guide.

Note 5: if you have run into Naryl Thezzat and took her in your party, then 
she has already made you aware that an Overlord is currently operating 
incognito in Lantharond.

1) in Tanirith, go to Adv. Inc. to take the small job of slaying the green 
dragon Sapphyrulestyldragosuur (a.k.a Sapphire Death), then head straight 
to Lantharond.

-while journeying in the NE Lands and the Lantharond area, you may come 
upon Lantharond troopers doing battle with bandits or fire giants. Be so 
kind as to lend them a hand, will you? Much appreciated.

2) in Lantharond, take the time to visit the Raging Wyvern tavern (see SL 
Guide) and acquire as much info as you can. Then head to the Dragonheart 
castle (re: SL Guide). Inside the castle, walk up to a distant and aloof 
Queen Aramina (or the equally arrogant Erion Dragonshield, the Regent). 
They will tell you that King Vallar Dragonheart is dying from an unknown 
and incurable disease; as if this wasn't problematic enough, they are also 
worried about the Captain of the Guards, Red Dragonsbane, who apparently 
went away on a secret mission by the dying king's order and has been 
missing ever since. They ask if you would be so kind as to find the hapless 
Captain of the Guards and bring him back safe and sound. Accept.

3) leave the castle and Lantharond, and head straight SW to x59y83 (with 
search on or with Braggan Stoneheart along with you). A mountain wall there 
is an illusion, revealing a tight passage to a small valey: there you will 
come upon an old, abandoned temple of Bhalaal. Enter the ruined temple (see 
figure at left).

4) inside the temple, head to the center of the moldy carpet in the main 
hall, with search on (see X in lower-left figure). You'll realize that the 
carpet is covering a large hole in the floor. Step back, then click on the 
encounter button: choose to use rope, spells like superfly/teleport/phase, 
or items that simulate the same spell-powers. This will take you down in a 
damp cave-complex filled with trolls and other like creatures.

5) head to the shores of the small underground lake to the S-SE, then click 
on the encounter button: choose to use spells like superfly/teleport/phase, 
or items that simulate the same spell-powers. This will take you to the 
other side of the lake and damn smack in front of good old Sapphire Death, 
who just happens to be very hungry today (who would've thought?). Dispatch 
the jolly green dragon and her personal servants, then walk over to the 
moaning man lying on the ground at x46y7: there you'll find Red 
Dragonsbane, badly beaten and wounded. Apparently, Red would have been 
Sapphire Death's lunch, but her greedy belly prefered to jump right to the 
main course with your succulent party. Too bad for her, eh? After healing 
Red, he tells you that he is on a crucial mission for king Dragonheart to 
find the Dragon Key, an item required to open the Dragonheart musoleum and 
which was stolen years ago. He then must use the key to enter the musoleum, 
in order to retrieve the Dragon Orb from the guardian of the place, the 
Dragon Spirit. Red's search had lead him to Sapphire Death, whom he is 
certain had acquired the key and has been keeping it ever since in her 
hoard. However, Red has no idea why the dying King Dragonheart needs this 
Dragon Orb; but he then goes on telling some pretty revealing stuff about 
Queen Aramina and Regent Dragonshield (a cousin of the king), and why it 
would be safe to assume that they do not wish for the king to be cured, nor 
for Red to be successful. The captain of the Guards then asks you to help 
him find the Dragon Key, and then retrieve the Dragon Orb. Accept.

6) then head to the secret door at x41y4, which will lead you to Sapphire 
Death's hoard (at x46y2) and where you'll grab the Dragon Key. To get out, 
walk back to the shore of the lake, click on the encounter button and use 
the same means as you used to come over the side you are at now. Once back 
on the other side, walk up to x9y2: in the encounter offered to you, choose 
to use spells like superfly/teleport/phase, or items that simulate the same 
spell-powers, to take you back to the temple's main floor (if you used a 
rope to climb down, then you'll simply climb back up with the same rope, 
which is still dangling about).

7) get out of the temple and head straight to the musoleum, which is right 
next to the Dragonheart castle (see SL Guide). You will be granted entry 
thanks to the Dragon Key. Inside the quiet and dusty musoleum, walk to 
x9y12 with search on, then place the Dragon Key to the place where it fits 
on the column bas-relief. This will make a corridor open at x9y8. Head 
north then east to x16y4 (with search on or with Braggan along with you): 
the wall at x16y5 is an illusion. From there, go straight down south in the 
corridor: the Dragon Spirit will appear in order to give you the Dragon 
Orb, and even be so kind as to teleport you back to the surface.

8) return to the castle and approach Queen Aramina or Regent Dragonshield 
once more. They will pretend to be relieved that Red is back safe and 
sound, and start demanding some explanations. With the Orb in hand, Red has 
a good reason to brush away their demands for the sake of secrecy for the 
dying King, and can even request in turn that he must now see the King, 
having completed the mission assigned by him. The two reluctantly agree. 
Without waiting for them to change their minds, walk to the door at x77y5, 
then take the stairs at x74y1. This will land you in the upper appartments 
of King Vallar Dragonheart.

9) head to the king's bedroom at x1y74, then approach the ailing king's bed 
quietly (see figure at left). Red will give the Orb to the dying king, 
prompting the latter one to reveal the nature and role of the Dragon Orb, 
as well as its relationship with the Dragon Spirit and the Dragonheart 
bloodline ... some of which flows within Red, since he's a cousin of the 
king also. Vallar then goes on about how he suspects that his beloved 
Aramina has been replaced with an imposter, then enjoins Red to hold the 
Orb again. This time, the Orb shines brightly, designing Red as the 
rightful heir in absence of a child from Vallar's own blood. Upon his last 
breath, Vallar encourages Red to get back down to the Dragon Court in order 
to make is claim before all, with the Orb in hand as proof of his 
legitimacy. A tearful Red bids his final goodbyes and swears to never 
betray the trust Vallar had in him.

10) then walk back downstairs with Red, who then makes his proclamation 
once you enter the throne room. An outraged Queen Aramina sheds her 
disguise, revealing herself to be Pro-consul Zeiia No, of the Inner Council 
of Overlords. A battle royale ensues, with the Regent looking on in a state 
of utter confusion. As the dust settles, Red enjoins you to take some most 
deserved rest, while he takes care of securing his proclamation and his 
foolish cousin, Erion Dragonshield. Leave the castle to rent yourself a 
nice cozy room in one of Lantharond's inns (see SL Guide), in order to rest 
and heal yourself.

11) the day after, go back to speak with the new king. He tells you that he 
finds himself in somewhat of a quandry, with regards to renewing amicable 
diplomatic relations with Tanirith. Indeed, the Overlord No and the foolish 
Erion caused substantial damage to Tanirith's reputation within the Dragon 
Court, and Red seriously doubts that, as a fresh new king, he could simply 
write an edict to restore full diplomatic relations without putting his 
crown -and himself- in grave jeopardy. But the new king has an idea: since 
fire giants have begun again to make raids into Lantharond's territory, he 
suggests that you could act as official representatives of Tanirith and 
solve that fire giant problem for Lantharond. If you succeed, then Red 
would have it much easier to sway a majority of the Court Nobles to his 
point of view, thus allowing him to begin the work of restoring proper 
relations with Tanirith. Although you might wonder how the heck will you 
take on a whole fire giant tribe by yourselves, accept Red's proposition 
nonetheless. Trust us.

12) make sure that you have plenty of food and water, then head on out 
again to the Volcanic Rockies. Once in the scorched and volcano-blasted 
mountain range, head further out in a N-NW direction. You should eventually 
stumble upon a clash between fire giants and frost giants: choose to help 
the frosties. After the battle, the frost giant band leader will thank you 
and explain that their kind are now at war with the fiery ones, who killed 
the kingson that had gone to them as an official envoy for peace 
negociations. The leader then walks away with his surviving kin, heading 
back to the Snow Rockies to tell his king that an army must be sent. 
Considering your options (or rather, lack thereof), having the frost giants 
as allies to assault the fire giants would not be so bad after all (didn't 
we tell you to trust us?).

Note: once you have helped the frost giant band in the Volcanic Rockies, 
their kind will essentially allow you free passage just about anywhere in 
the Snow Rockies, never attacking you (well, except maybe for a few 
numbwits here and there, that are all too often behind in current news).

13) to head out for the Snow Rockies from the Volcanic Rockies, continue 
west, then SW to a cave at x4y78. Take care of the fire giants there, then 
walk straight west to the Snow Rockies. Once in the snowy mountain range, 
go to a W-SW direction, then use the secret door at x66y9 and exit through 
the one at x69y13. From there, walk S-SW to a cave at x42y34 and exit at 
x42y37. Then go westward to the cave at x32y35 in order to exit at x28y29. 
From there, go to the cave at x24y22, go N to exit at x25y17, and then 
enter the cave at x24y14: this will lead you near the village of the frost 
giants. Cross the gates freely and go to the castle at x34y2 in order to 
have a friendly chat with the king of the frosties.

14) in the castle, walk up to the stepping stone at x31y81. Highlord 
Sesserak will greet you and thank you for the help you provided his 
warriors; in a gesture of gratitude, he has decreed that you were not to be 
molested by any member of his clan. In reply, play as if you ate lots of 
humble pie and say flat out that you need his help against the fire giants. 
Although thankful, Sesserak does not trust you yet: thus, he proposes that 
you wrest Viborg's Stone from the hands of the ice titan Tauruseus, who has 
been imprisoned in the Crystal Palace west and south of the village, since 
the end of the Fabled War of Light and Darkness. Besides, with the Stone in 
his possession, Sesserak would be able to teleport instantly scores of his 
warriors right in front of the fire giants' doorstep, without being slowly 
atrophied by making the long trek on foot through the Volcanic Rockies. 
Accept the Highlord's proposition and take your leave.

15) from the frost giant village, set south to exit from the cave at 
x24y22, then go west to the column cave at x13y17 (see upper-left figure). 
Fight the guardian there, then walk further NW to exit at x9y15, on the 
shores of a small windy lake. Walk to x8y17 with search on: this will 
reveal an invisible bridge going straight west from your position to the 
other shore, where the palace is located. There, enter the palace at x2y17. 
Inside the palace, you must first fight off more guardians. Then take the 
corridor at x8y8 to reach the teleporter at x15y10 (see figure at left).

Note: while roaming around the maze-levels of the palace, you will often be 
confronted by numerous kinds of guardians. Be aware, and take good care.

16) you land in maze-level One (see lower-left figure). From your starting 
position, go to the column at x84y4 with search on: you will find a 
mechanism that will shut off the fireballs that get thrown at you whenever

you enter the corridor at x88y5. Then walk down the corridor to reach the 
lever at x79y13 and pull it. This will bring down the energy barrier that 
is blocking the access to the corridor at x81y6.

Walk back and go over the glowing globe located at x71y9 (see figure at 
left). It has some intriguing things to say. Then go through the secret 
door at x71y6 to reach the teleporter that will take you to maze-level Two.

17) from where you are in maze-level Two, take the corridor at x55y9, then 
go to the room at x43y10, in order to take possession of the brass keys 
lying on the floor at x41y4 (see lower-left figure).

 

Once you have the keys, then walk through the secret door at x37y14 (see 
figure at left), in order to reach the teleporter to maze-level Three.

18) from your starting position on maze-level Three (see lower-left 
figure), reach the room at x19y35, then go to x23y31 with search on: you 
will find a loose tile on the floor, underwhich a small button can be 
pressed. Press the button: this will make the wall at x23y30 slide, thus 
opening the way before you.

Reach the lever located at x26y29 and pull it. This will make the wall at 
x25y33 slide to the side.

With the way to the teleporter clear (see lower-left figure), use it to go 
back to the main hall.

19) back in the main hall, pull on the lever at x7y6, then take the 
corridor at x8y4. The brass keys will allow you to open the door at x16y4, 
thus leaving the way clear to the flight of stairs at x31y4.

20) taking the stairs lands you in the prison proper of Tauruseus, ice 
titan and demi-god in his own right. Thankfully, eons of imprisonment have 
left him somewhat weakened. Go to the lever at x31y5 and pull it to bring 
down the mystical barrier at x35y3. Enter Tauruseus' room at x37y3: all too 
happy to be freed, the mad titan also has eons of frustrations to vent on 
you! Have fun.

Having survived your bout with Tauruseus, search his room extensively. You 
will find Viborg's Stone. Then get out of the palace, and return to the 
frost giant village.

 

21) bring back the Stone to Sesserak. Obvisously happy, the Highlord 
solemnly swears that he will use the Stone to teleport himself and his best 
warriors right by your side to fight with you, the moment you reach the 
gates of the fire giant village. Having secured the help of the frosties, 
it is up to you to decide what to do next: return to civilization before 
journeying back to the fire giant village, or get on your way immediately 
there.

a) if you return to civilization first (Western Lands, Heartlands, Eastern 
Lands or NE Lands), then you already know of a way to get near the western 
gates (x20y9) of the fire giant village (see Chapter 17) (see figure below).

b) if you decide to get to the fire giant village right away, then trace 
back your steps from the frosties' village to the Volcanic Rockies. Once 
back in the volcanic mountain range, head NE then in a general N-NW 
direction to x4y29, near the expanded volcanic crater. In the encounter 
offered to you, choose fly/teleport/phase spell or any item which 
duplicates one of these spell powers. This will land you safely on the NW 
side of the crater: simply walk from there along the pass where you landed, 
all the way to the eastern gates (x14y8) of the fire giant village (see 
figure below).

22) in any case, the moment you get near the village gates, Sesserak and 
his frosty warriors will appear as promised to help you wreak havok onto 
the surprised fire giants. Once the gates battle is won, rush to the fire 
giant castle at x18y6 while Sesserak and his warriors clean-up before they 
leave (they are a tidy bunch).

23) in the main hall of the castle, you'll come face to face with 
Kharstuur, the Khan of the fire giants, flanked by his best warriors. The 
mad Khan will ramble something about reawakening the full glory of his God 
of Fire and purify the lands with fire and brimstone, before charging you. 
Lucky you. Once the battle is won, you wonder whether the mad Khan's 
ramblings may not have anything to do with the increased activity and 
expansion of the volcano crater ... so you set yourself to search about the 
place. You can reach a hidden lever at x70y68 through a secret door at 
x70y74 (right behind the Khan's throne). Pull the lever: this will make 
something sink loudly and with much hiss under the earth (it is lava, which 
was barring access to an important place in the basement). Then, use the 
stairs at x65y79 to get to the basement. After fighting some lava 
creatures, go to the lever at x15y3 to turn off the weird machines which, 
in all appearances, were responsible for overstimulating the volcano's 
activity. Then you are free to explore the rest of this place to your 
heart's content.

24) back outside, the village will be littered with fire giants, while the 
frosties will be nowhere to be seen (hmmm ... maybe the frosties are not so 
tidy after all, eh?). Satisfied that the fire giants cannot pose a threat 
anymore, journey back to Lantharond in order to bring the good news to King 
Dragonsbane. Red will reward you generously and proclaim that full 
relations with Tanirith must, and will be, restored. Although many skeptics 
remains within the Royal Dragon Court, it looks as if the plan will work 
and that relations will be restored sooner rather than later.

25) take your leave from the new king of Lantharond and head back to Adv. 
Inc. to collect your reward for slaying Sapphire Death. And since you are 
already in the city, why not update the good old Lord Paladine on the 
recent developments concerning Lantharond? We knew you'd think so too (heh).

Congratulations! You have saved Lantharond and the Dragon-throne. You can 
now tackle Chapter 20!








------------------------------------------------------------
CHAPTER 20: THE UNDEREARTH










In this chapter, you must travel deep within the bowels of the earth in 
order to debunk an unholy alliance between the Overlords and the shadow 
elves of the undercity of Naaz'Tzaraneen.

Note: you may have heard rumors that the amazons of Artemisia Forest (see 
SL Guide) have been attacked and probably been wiped out; also, you noticed 
earlier on that shadow elves fought along side of the sharranthine forces. 
In TiSL, the shadow elves played the interested -but observing- party; in 
WiSL, it would appear that they have chosen sides.

Note 2: this Chapter can be fully accomplished anytime from the moment you 
have spoken with either the dying amazon, or the amazon queen, in Artemisia 
Forest (see below); if you do not speak with at least the dying amazon 
and/or the amazon queen, then you will be able to complete only the 
"Overlord" part of this Chapter: this specific part can be done at any time.

Note 3: the Stone of Tongue is crucial in this part of the adventure 
(otherwise, your lack of understanding the languages of the underearth will 
severely impede your progress). In some cases, having a shadow elf, kobold, 
dwarf or gnome in your party will help, but not throughout all of this part 
of this adventure.

Note 4: the Trickster's Deck is equally crucial if you wish to walk 
relatively unbothered in the cities of Greyshimmers or Naaz'Tzaraneen.
Note 5: be aware of the racial composition of your party, because this will 
influence greatly on how members of the four main races of the underearth 
(earth gnomes, shadow elves, shadow dwarves, kobolds) will react toward you 
(e.g. earth gnomes will attack you if you are disguised as shadow elves or 
shadow dwarves, or if you have orcs, shadow elves, kobolds, etc. in your 
party).

Note 6: there are two ways to enter the underearth:

A) through a recently-discovered entrance in the Heartlands at x70y28, just 
north of Dagger Keep. From there, you arrive at x24y41 in the Tlaran Caves 
(see SL Guide); walk south to the bridge at x31y56, go west to x16y56, then 
south and east to the weird spiderweb at x29y70. Behind this web is a 
secret door at x29y71, which leads to the Spider cave. In the Spider Cave, 
use the secret door at x29y80 which is also blocked by a weird spiderweb 
(leave the Statue of Tlarantale be: this is essentially a red herring), 
then take the secret door at x41y82 and exit from another secret door at 
x49y82. From there, walk west to the secret door at x82y84, exit from the 
secret door at x82y85, then walk west then south to the shadow elf 
check-point at x66y88. You cross over to the underearth at x66y0 by heading 
straight south. Once in the underearth, walk S-SW to x43y32: this will be 
the western entrance of Undermeet (see figure below).

B) through a secret tunnel within the mountains in the southwest area of 
Artemisia Forest, at x17y82. From this secret door, head to x17y86, which 
will land you right in the underearth at x80y85. From there, go N-NW to a 
cave at x71y63 and exit through another cave at x60y61. From there, walk 
N-NW to x50y43: this will be the southern entrance of Undermeet (see figure 
below).

 

1) go to Artemisia Forest (see SL Guide) and walk to x33y83, where you'll 
find a dying amazon. She'll tell you that their village was attacked by 
shadow elves and that most amazons died; the survivors were taken to the 
underearth as slaves. Then walk to the devastated amazon village and head 
straight to the queen's hut at x45y87: you'll find a near-dead Scyrella 
Silverspear whom you'll revive (if you did not play TiSL, then you will not 
be able to revive the amazon queen). Upon being awaken, Scyrella will join 
you to avenge her sisters; you will tell her about the enslaved amazons and 
she will find renewed determination to free them, *then* avenge those that 
were killed. She will point out to you the secret passage to the underearth 
near her home (see note 6B above). Note that you can pick up Scyrella 
anytime during the adventure (if you played TiSL) without having to 
complete the present Chapter right away..

 

 

 

 

2) whether you used the means to enter the underearth described in notes 6A 
or 6B, you end up in Undermeet (see figure on the left), some sort of 
neutral grounds where the four main races of the underearth meet peacefully 
for trade. Each of the four races have their own embassy there as well; it 
is up to you to figure out how to enter them (you could get some important 
info and tips about the underearth).

The key of Undermeet is as follows:

x49y31 Earth gnome embassy

x58y32 Shadow dwarf embassy

x48y36 Kobold embassy

x54y39 Shadow elf embassy

x51y36 The Lightless Gloom (tavern and inn)

3) head to the Lightless Gloom. Walk around the place for info and rumors, 
or simply buy info from the barkeeps there. Pay attention to the one about 
a shadow elf noble having been captured as slave by the kobolds, and yet 
without any word or retaliation from the shadow elves. Also in the place, 
you can hook up with 4 NPCs:

at x87y52: Dagrrr, a brutish but trustworthy dogre (not important to the 
plot);

at x73y46: Grishpath, a rough but trustworthy gnat (not important to the 
plot);

at x72y58: Sshisk, an adventurous kobold (important if you do not have 
kobolds in your party);

at x65y53: Millanys Druhn, a human adventurer sold out to the shadow elves.

4) from Undermeet, head west to the secret door at x28y36, then to the 
secret door at x16y36, and exit from the cave at x15y39: you have now 
entered the defensive maze of the kobolds. You will find an illusory wall 
at x8y21 (with search on), which hides the entrance to Sseshathuur, the 
kobold city. You will be able to enter the city only if you have at least 
one kobold character in your party, or if you have Sshisk along with you.

The key of Sseshathuur is as follows:

x11y17 Castle gates

x14y14 Temple of Neralkuur

x10y14 Slave Market

x5y12 General Store

5) go to the slave market at x10y14: a shadow elf noble is for sale there. 
It is up to you to decide on whether you free her by buying her (with or 
without attempting to bargain the price) or free her by brute force. Her 
name is Zeers Nys'Raeneen, of the house Nys'Raeneen, a priestess of 
Tlarantale. Her house is the ruling house of the shadow elf city 
Naaz'Tzaraneen. She will tell you that her Matron Mother has made an 
alliance with the Overlords, an alliance that Zeers perceives as not 
favored by Tlarantale; consequently, Zeers is a pariah of her house. She 
seeks to depose her matron Mother and end this alliace with the Overlords; 
at the same time, she sees in this the chance to seize power in her house 
and become the new Matron Mother, with her house still ruling over the 
shadow elf undercity. Zeers will not only make things easier for you while 
in Naaz'Tzaraneen, but is also a crucial ally against the Overlords and the 
shadow elves that have allied themselves with the Overlords. If Scyrella is 
with you, Zeers will pledge to free the amazons once you have helped her 
against her Matron Mother.

6) with Zeers, head to the gates of Naaz'Tzaraneen (see figure below). 
While in the city, remember that "when in Rome, do what the romans do".

The key of the shadow elf undercity is as follows:


x7y61 Gates

x2y82 Black market of noble house crests (a password is required ... up to 
you to find it)

x13y79 Tavern and Inn

x15y76 General Store

x22y77 Alchemy Shop

x25y80 Magic Shop

x20y82 Weaponsmith Shop

x38y76 Gates to Tlarantale's temple

x3y17 Gates to Slave Pens

x5y85 Gates to House Meer'Golorh

x16y84 Gates to House El'Carlaas

x27y83 Gates to House No'Lareen

x20y72 Gates to House Bel'Yraaz

x27y72 Gates to House Raz'Narath

x52y85 Gates of Tuur Narish (military and magic academy)

x56y79 Gates of House Nys'Raeneen

x64y79 Gates of House Zan'Deezan

x60y82 Gates of House Duur'Nareen

7) head to the gates of house Nys'Raeneen (see figure above); just to the 
N-NE, you'll find a secret door within the battlements. Enter the grounds 
and head to the mansion proper at x62y70 for the big showdown with the 
Matron Mother and General Nyxos Uhn, the third Overlord in this story. If 
Zeers is with you, then some of the priestesses and warriors will join your 
side of the fight. After the fight, Zeers will hand you a crest of her 
house that you will present to the slave pens at x3y71, in order to free 
the amazons. As Zeers and her victorious priestess-sisters begin to 
squabble over the rule of house Nys'Raeneen, just leave.

8) with the amazons free, they will seek to leave as fast as possible the 
underearth in order to find a new home, somewhere on the surface. A 
thankfull Scyrella will give you a nice parting gift before leaving. After 
that, it is up to you to explore more of the underearth (along with 
Naaz'Tzaraneen or Greyshimmers, the city of the shadow dwarves) at your own 
risk or return to the surface as well.

There you have it! You have debunked the alliance between the shadow elves 
and the Overlords, and vanquished a third Overlord in the process. You can 
now tackle Chapter 21!








-------------------------------------------------------------
CHAPTER 21: TO FIND THE POWER STONE









In this penultimate chapter, you must travel to the island-nation of 
Umaldyr, of the continent of Anarym, in order to find a mysterious Stone of 
Power coveted by Primus, the First Speaker of the Inner Council of 
Overlords. In doing so, you will find only treachery.

During the story, you've had hints that the Overlords are seeking some kind 
of stone of power, for some as yet unknown purpose. If you happened to hook 
with Naryl Thezzat already, then she will have told you about this; she 
will also have told you that Primus, the leader of the Overlords, may be 
somewhere in Umaldyr.

As you may have heard during your travels so far, the island-nation of 
Umaldyr has somewhat disintegrated five years ago, after being overrun by 
hordes of goblins. Only Umaldyr remains as a "united kingdom", whereas 
other towns/cities have become independant baronies, and the goblins have 
settled down (in the northern half of the island).

1) head to Umaldyr. You can do this by buying a fare (either in Tanirith, 
Lantharond or Coral Towers) or by renting your own boat (in Tanirith) for a 
hefty price (but then, adventurers are always loaded with gold, no?).

2) if you sail to Umaldyr as a passenger, you will land in Upper East 
Umaldyr; if you sail your own boat, then land in the port of Upper East 
Umaldyr. Here's the key to Upper West and East Umaldyr (if you don't have a 
boat, simply buy a ticket for a ferry to cross between West and East Upper 
Umaldyr), as well as to Umaldyr proper:

West Upper Umaldyr

x27y4; x33y14 Gates

x26y7 Upper West Store

x23y9 Waystation of the Long and Winding Road

x25y11 Temple of Ukkor

x30y7 Gates to port

East Upper Umaldyr

x41y9; x55y11; x59y12 Gates to ports

x46y8 Tavern of the Old Lighthouse

x44y10 East Upper Umaldyr Store

x44y12 Harbor Master Building (can rent a boat there)

x53y14 Gates (leads to bridge to Umaldyr proper)

Umaldyr

x53y22; x34y24; x39y36; x57y36 Gates

x58y25 The Parched Stingray

x52y26 Umaldyr's Finest Armors and Weapons

x48y25 Jerod's Street Corner Shop

x47y27 Inn of the Long Journey

x45y26 Central Market

x40y28 Arcane Wonders Galore

x39y23 Temple of Athor

x32y30 Temple of Agrah

x40y30 Temple of Lharishar

x40y33 Seashells Inn

x44y30 Halls of Justice

x46y34 gates to Castle grounds

x50y32 Bank

x51y30 Hunsilar's Leatherworks

x54y30 Temple of Codan

x56y32 Temple of Dianchuur

x58y30 Umaldyr's Exotic Imports

3) if you have not hooked up already with Naryl Thezzat, then go to the 
Tavern of the Old Lighthouse of Upper East Umaldyr or to the Parched 
Stingray in Umaldyr proper. Here is the key to the rest of the southern 
half of the island:

x64y3 Northern ancient lighthouse (accessible by rented/owned boat)

x70y19 Southern ancient lighthouse (accessible by rented/owned boat)

x24y41 West Coast Shipyards Company (can pay for your own boat)

x16y58 old, ruined temple

x18y46 Pine Dale Castle

x52y57 Lake Hold General Store

x48y58 Lake Hold Waystation

x48y61 Lake Hold Castle

Valanyr

x55y70; x43y76 Gates

x54y73 Quiet Reefs Inn

x51y75 Temple of Ukkor

x48y75 Harbor Master Building

x53y76 Castle Valanyr

x51y77 The Mariner's Deck

x49y79 Duckat's Armors and Weapons

x52y80 gates to port

x23y79 Ancient Macremian ruins (accessible by rented/owned boat)

4) with Naryl along, get your own boat (if you don't have one already) and 
sail to the southern ancient lighthouse. There, climb to the top: you'll 
get a nice view of the S-SW of the island, allowing you to spot some 
ancient macremian ruins on a small island just S-SW of the main island. 
Then sail to this small island.

5) on the small island, go to x29y79 with search on: you will find an 
illusory wall right next to you, thus allowing you to go to the ruins at 
x23y79. Note: you need Naryl along with you, as well as having already 
completed Chapters 11-20. Enter the foreboding ruins.

6) the place is busy with rock giant squatters, so be aware and take care. 
Walk up to the energy barrier at x50y73. After backing one step, click on 
the encounter button and chose a phase or teleport spell (or use any item 
that duplicate these spells). Once on the other side of the barrier, walk 
up to the water fountains at x50y66 or x51y66, with search on. You will 
notice that some of the water is dripping and seeping underneath mounds of 
rock and dirt. Walk one step north of the fountains, then click on the 
encounter button: chose to use iron spikes or spells like dig hole/shape 
earth (or items that duplicate these spells). This will reveal buried 
stairs at x50y63 and x51y63. Use anyone of them to get to the basement.

7) in the basement, go to the secret door at x81y14, the exit through the 
one at x76y18, in order to pull the lever at x74y17. Then retrace your 
steps and go to x68y9, where a door is now revealed. Enter the passage 
behind the door and exit through a strange door at x54y5. Upon crossing 
this door, a strange mechanical guardian will awaken: if you have the Stone 
of Tongues, you will be able to give it a command to stand down (you found 
this in the first macremian ruins you explored; the password is "emergency 
priority omega"). Then go to the door to the south at x53y12: if you have 
the Stone of Tongue, you can open this door by punching in the sequence 
"08302000" (which you also found in the first macremian ruins you 
explored). The door opens to some old storage room filled with crumbling 
crates.

8) walk to the crate at x53y16 with search on: there you will find the last 
remaining (and functional) Power Stone. Don't touch it; just leave it in 
its container and pick up the container. A seemingly exhilarated Naryl will 
snatch the box from your hands and reveal herself to be none other than 
High Praetor Primus, leader of the Overlords! After thanking you for 
retrieving the stone for him, he leaves without so much as a by your leave, 
mentioning something vague about having to take care of some unfinished 
business in Ashkor first.

Oops! Looks like you have ended up doing the biding of the Overlords 
without realizing it! The stage is now set for the final showdown in 
Chapter 22!









------------------------------------------------------------
CHAPTER 22: VICTORY ... OR DEFEAT?









The endgame is now here. But after all will be said and done, one question 
will remain to haunt your worried hearts: will you have won or lost?

1) from the small island, sail to the northern ancient lighthouse. Climb it 
and get a view of the northern parts of the main island.

2) still angry and frustrated by Primus' duplicity in the previous Chapter, 
head to the barony of Ashkor on the northern half of the island. Here is 
the relevant key to the northern half of the island of Umaldyr (goblin and 
elven settlements not included):

Aurelyan (accessible by boat)

x37y65 Gates

x36y63 Circle Lake Hamlet

x37y61 Aurelyan's General Market

x38y61 Temple of Woralduur

x35y62 gates to castle Aurelyan

Ashkor

x25y64 Circle Lake Waystation

x17y58 Gates to castle Ashkor

Koralya

x19y75 Gates

x18y78 The Pearly Shores

x16y80 Temple of Ukkor

x18y80 Koralya's Store

x15y84 Gates to port

x11y73 Castle Koralya (accessible by rented/owned boat)

x51y66 Circle Lake Shipyards Company (pay for your own boat)

x59y63 Castle of a Robber Baron

x78y58 Castle of a Robber Baron

x80y78 Ancient Macremian ruins (accessible by rented/owned boat)

3) at the gates of the castle Ashkor, soldiers will be waiting for you. 
After doing them in, enter the castle to face the baron of Ashkor: you will 
also find General Nyxos Uhn (still alive and kicking) telling the baron 
some cockamanie story about you seeking to murder him. After Nyxos exits, 
you have to clash with the shifty baron and his personal retinue. Once the 
dust settles, walk to the N-NE of the room, where you'll find a bound and 
gagged Naryl Thezzat: this is the real one who had been somehow snatched 
away some days ago and replaced by Primus himself. It would appear that 
Primus is quite powerful to be able to do that, even for an Overlord.

4) leave Ashkor, along with the real Naryl, and sail to the small island 
where you spotted the other macremian ruins (as observed from the northern 
ancient lighthouse). You will need to have the real Naryl along with you, 
in order to enter the ruins at x80y78.

5) inside the ruins, you'll notice that the interior is quite clean and 
preserved. You will get to clash one final time with Nyxos, Taroth and 
Zeiia, along with many of their underlings. Be prepared and ready for this 
battle folks: it is a big, bad and very tough one!

6) after the clash, walk to the door at x78y31, where you'll end up face to 
face with Primus himself. Thanks to the power stone, he has activated a 
macremian gate which is itself driven by the needle-like stucture of the 
building. Primus will boast about how passing through the gate will enable 
him to bring back all nine of the (evil) Mentarch, while being able to do 
away with the three others who stood against the Nine initially, all those 
millennia ago during the War of the Mind Lords. Primus will then reveal 
himself to be the host of the essence of Maximus, the First Mentarch and 
leader of the eight other Mentarchs who sought to enslave all the world 
during the days of the Lankharh empire! Primus/Maximus will then go on 
about how Primus found Maximus, and how Maximus concocted the Overlord 
scheme (yep ... for Maximus, the Overlords were nothing but useful tools 
and their plan about the Sword Lands were, in the end, essentially a 
smokescreen to keep them -and nosy adventurers- busy aside from doing his 
biding). All along, the real plan was to restore the macremian gate and 
find the power stone to activate it. Maximus then bids you a cryptic "see 
you today, yesterday and tomorrow" before jumping into the gate, while at 
the same time unleashing a powerful, god-like mind storm at you. Naryl will 
jump in front of you, sacrificing her life (and essence) to save you, 
hoping that you will be able to -somehow- stop Maximus. As Naryl slowly 
disintegrates, she asks the fateful question: "You may have solved the 
troubles in the Sword Lands, and you may have survived their war, but can 
even you escape from the wrath of the Mind Lords?" As the macremian gate 
powers down, the power stone having been spent, you are left alone to wonder.

Thus concludes the second installment of the Sword Lands Trilogy: War in 
the Sword Lands.

And there you have it! Where did Maximus/Primus went to? How will this help 
him bring about the return of the Mentarchs? Were all your travails, your 
pain and suffering, in vain? Was the game already lost before in even 
began, back in Trouble in the Sword Lands? So many questions ... and they 
will all be answered in the third, and last, installment of the Sword Lands 
Trilogy: Wrath of the Mind Lords! Stay tuned to the same Realmz channel, 
same Realmz day and same Realmz time!










----------------------------------------------------------
ALTERNATE REALITIES










As previously mentioned (see Foreword), most -if not all- of the major 
plot-related quests in WiSL can be achieved in many ways and/or different 
order of sequence; hence, you find only the easiest and most straight 
forward pathways of achieving these quests in the present spoilersheet. 
However, there are some possible events that can result in major changes in 
the story, in the endings of quests, or of even the War itself. These are 
what we call the Alternate Realities of WiSL.

1- You did not play TiSL before playing WiSL

Instead of continuing as the Heroes of the Sword Lands, you begin WiSL as 
natives of the place. The Heroes from TiSL have apparently gone off to 
other adventures far away from the Sword Lands; however, you'll eventually 
come to learn that they have been finally done in by the Overlords.

The really good side of this is that assassination attempts on your party 
will not happen until you have saved Wailsrond, since no one will be truly 
aware of your capacity to be a threat to "some" folks' plans and schemes. 
Aside from having to work hard at establishing your party as the "new" 
Heroes of the Sword Lands, the only consequence is that some NPCs (from 
TiSL, such as Scyralla Silverspear) may not join you (although you will 
still have plenty of choice from other NPCs). In the case of Naryl Thezzat, 
you will be able to run into her only after you have dealt with Taroth Sark 
(see Chapter 12).

2- Wailsrond has fallen

Possibility which can happen beginning at around day 20, but which is 
nullified once you reach Wailsrond and help against an ongoing sharranthine 
assault there for the first time (see Chapter 11).

You have arrived too late and the sharranthines have ransacked and burned 
Wailsrond. You need to walk around the fallen city in order to fully assess 
the extent of the damage; you may even stumble upon a dying Belrion 
El'Nalam (try to raise him after clicking on the encounter button, once you 
have spoken to him). Then go see the Lord Paladine to give him the sad, 
tragic news. The consequence of that is you'll have to take care of the 
major sharranthine encampments (and compound) by yourselves (see Chapter 
11), although you may have the (very willing) help of Belrion as an NPC. 
Also, Lantharond will break its alliance because Wailsrond fell while 
Tanirith failed to do anything significant to help the besieged city. 
Furthermore, Storm will begin attacks on Tanirith itself (this will end 
once Storm is defeated). Finally, you'll have to fight the battles of 
Sparklestone, Aranys and Sharranth without the additional help from the 
wailsrondese, making these large battles that much more difficult (unless 
you joined Anthraxus - then see below).

3- Anthraxus Storms offers you to join him and you accept

Possibility which can happen anytime once you have defeated Haxor Tharn 
(see Chapter 11), whether Wailsrond fell or not, but which is nullified 
once you have routed the Red Claw (see Chapter 12). It is entirely up to 
you to accept to join Storm or not.

You will be kidnapped by Storm's henchmen and brought to an undeground 
cave, where Anthraxus shows up to have a friendly little chat with you. He 
tells you that he wants to conquer the Sword Lands in order to unite the 
lands against the Overlords and their soon-to-come armies; thus, he never 
was a true ally of the Overlords, but simply sought to buy time to better 
prepare against them by "playing along" in appearance. To him, the 
Overlords are a deadly threat to all non-psionics (which is true).

Upon accepting his convincing and rather sincere offer (that is, if you 
choose to), you'll probably have to fight right there and then some of your 
NPC allies (namely Denard Fireshield, Master Athos, Ellai Longroads and/or 
Belrion El'Nalam), while some will simply leave you (namely Jorale Ramoor, 
Braggan Stoneheart) or will not be bothered much provided that their 
primary goals and/or philosophies are not threatened (such as in the case 
of Riel, Scyrella, Leira and/or Naryl). Alternately, some of the NPCs (such 
as Braggan) may refuse to join you if you seek them out after accepting 
Storm's offer.

Note: If you lose your battle with your former comrades, then Anthraxus 
will rescind his offer and sic his death knights on you for good measure. 
In this case, the story goes back to its "prime reality", but with having 
accepted Storm's offer weighting on your conscience (and maybe with a 
desire in your heart for revenge against Storm for rescinding his offer and 
trying to kill you?).

Upon getting out of the cave, you'll have to fight your incensed (and 
betrayed) warband. Likewise, wandering in Tanirith may cause you trouble 
from time to time, as news of your defection have quickly reached the 
authorities there (this will end once you will have accomplished all of 
Storm's travails). Also, folks and important rulers (such as those in 
Umaldyr) are likely to react quite differently with you. In any case, the 
order of completion of the Chapters remains more or less the same as 
suggested in this spoilersheet, but with numerous new twists to the story:

1) The first thing Storm wants you to do is to go speak to Thella Urm, his 
appointed Herzog of the Heartlands in Aranys (being in Storm's camp allows 
you to roam freely in Aranys, Sparklestone and Sharranth, without the need 
for disguises or stealth).

If Wailsond is still standing, then the Herzog will order you to rush to 
the city and join up with a hastily assembled task force to conquer 
Wailsrond once and for all; as the dust settles, the sharranthines will 
ransack the city and you won't be able to do anything about it (you may 
even want to try to partake into the act itself);

If Wailsrond had already fell (see above), then you'll have to instead 
track down wailsrondese rebels (lead by none other than Nerellius Pyre) and 
eradicate them. The entrance to their HQ will be located in the woods south 
of Dagger Keep.

2) The Herzog will then instruct you to go meet with the Raven who is 
sheltering in the HQ of the Red Claw (see Chapter 12). The Shadowsilk will 
ask you to bring a message to Rhodin and his wererats (instead of having to 
destroy them); then the Raven will give you his letter about having 
uncovered a plot to assassinate the Lord Paladine, something that Storm 
does not approve of. Raven asks you to bring his letter to Storm with 
haste. Before leaving, go to the cell block of the guild to find Nomune: 
although you won't have to free him, you will know that someone is posing 
as him. Upon seeing the letter, Storm is convinced that some Overlord agent 
is behind this, most likely the false Nomune: he wants you to find that 
agent and kill him. Go back to Tanirith and straight to Nomune's mansion. 
Upon speaking with the false Nomune, tell him outright that you are there 
by Storm's order to remove him: then proceed with the rest of Chapter 12 
normally with regards to defeating Taroth Sark. Of course, the Guild (and 
the wererats) will be left intact, but with Sark gone, the threat to the 
Lord Paladine's life will be no more and Storm will be able to still think 
of the day when he gets to face off against his former friend in glorious 
battle. Furthermore, the Overlords will now be aware of Storm's duplicity, 
something they had been suspecting all along.

3) Chapters 13 and 14: of course, there will now never be a liberation of 
Sparklestone or Aranys. However, you may have to fight with Tanirith 
contingents (and/or knights of the Flame) or camps as you wander about the 
Heartlands and the Eastern Lands; also, Storm will begin little attacks on 
Tanirith itself (of which you'll be witnessess if you are in the city). 
Note: these will end once you will have accomplished all of Storm's travails.

4) In case the plague breaks out, simply retrieve the icon as described in 
Chapter 15; however, you'll simply drop it back in the sewers after trying 
to enter High Town. Only then will the icon be recovered by others and the 
plague eventually be eradicated, thus returning things to "normal". You may 
proceed with Chapter 16 as described if you so wish (especially since 
you'll still need to grab the Trickster's Deck).

5) Chapter 17: the twist here is that you'll have simply to find the 
Unicorns and do away with them (i.e. no need of course to free 
Arcantilivius). However, you will still need to explore the macremian and 
tellurian ruins because the Stone of Tongues is quite useful if not 
crucial, and to acquire further clues as to what the Overlords are 
concocting.

6) Chapter 18: of course, you don't get to liberate Sharranth or to defeat 
Storm. You are his henchmen and trusted "black ops" . This whole 
chapter is essentially replaced with a story-loop concerning Ertham Zoh and 
his conspiracy to undermine Storm in order to seize power for himself. The 
assassination attempts by the false Unicorns, and a minotaur chiefson being 
imprisoned by bandits in a cave south-southeast of Sharranth, will provide 
the necessary proofs to allow Storm to sic you on Ertham Zoh. This in turn 
removes the only notable aspiring usurper of Storm's power in Sharranth.

7) Chapter 19: the twist here is that you are sent as envoys of Sharranth 
to forge an alliance with Lantharond. Storm thinks the Dragonthrone is ripe 
for such an alliance, especially since Lantharond will have already broken 
off its alliance with Tanirith and since King Dragonheart will have died 
and his cousin Erion will have full powers (Red Dragonsbane will not have 
to be found, nor will he be even if you defeat the green dragon). To gain 
Lantharond's trust, however, you'll still have to solve their fire giant 
problem as described in the Chapter. Also, and of course, you'll end up 
facing off with Zeiia No.

8) Chapter 20: the only twist here is that you investigate the so-called 
alliance between the Overlords and the shadow elves in order to end it, 
since Storm himself did not approve of it and since he distrusts shadow 
elves almost as much as the Overlords. Otherwise, this Chapter remains as 
is (including helping the amazons if you want to).

9) Chapters 21 and 22: with the three Overlords defeated and the War won 
for now as far as Sharranth is concerned, Storm liberates you from his 
service. With a nice "send-off" reward and his thanks, he points out 
Umaldyr to you as the most likely place to find the remaining Overlords and 
maybe even their leader. This implies as well that you'll be far away from 
Storm and thus less likely to turn on him . Other than this new 
twist, these two Chapters remain as they are.

Thus, the War of the Sword Lands will end with a strenuous cease-fire, the 
balance of power being clearly in Storm's hands: he now holds undisputed 
sway over the Western Lands and the Heartlands, while having a new alliance 
with Lantharond of the Northeastern Lands (and a potential new "tool"), 
therefore effectively isolating Tanirith (Coral Towers being quite minor in 
Storm's scheme of things for now). Because you have defeated the three 
Overlords, and since it looks as if you could even defeat them all and 
their leader, Storm's need to conquer all of the Sword Lands becomes less 
urgent and more a matter of patience, strategy and personal lust for power.










------------------------------------------------------------
THE REST OF WAR IN THE SWORD LANDS











As previously mentioned (see Foreword), the current spoilersheet provides 
only the necessary information for the completion of the main story-arc 
(and related sub-plots) of WiSL. However, there are numerous other 
opportunities for adventure and exploration in the scenario, as well as 
lost treasures that await to be found by foolhardy adventurers such as you!

1- Adventurers Inc.

While most of the jobs offered by Adv. Inc. in Tanirith are related to the 
main story of WiSL, there are a couple of them that are not related and 
represent opportunities for pure adventuring:

Recover the Tome of Shalizar (the tome is somewhere in the lower levels of 
Tanirith's sewers);

Capture/slay Kraash the orc Bandit Lord (some of his men guard a cave just 
west of Tanirith; this cave has a hidden entrance that leads to the lower 
levels of Tanirith's sewers, where you'll find Kraash' new HQ);

Slay Crystosalinagelyresuur (a.k.a Jewel Widow), the emerald dragon (she 
hides in a cave SE of Sharranth).

2- Tanirith's Sewers and Undersewers

Aside from numerous lairs of sewer dwellers and other monsters, as well as 
hidden/lost treasures, here is what some of the other neat things you could 
find in there:

Tomb of the Supremar Archonya (along with a cool ring of hers);

Prison of a major demon;

Pipes of the Sewers (a hidden item protected by hordes of rats).

3- Coral Towers

The key to Coral Towers is essentially the same as described in the SL 
Guide. While everything is fine and well in Coral Towers this time around 
(see TiSL), the great sea serpent Sseshinibons has risen of late and has 
begun attacking ships sailing in the Southern Ocean. Queen Aquillae Ramoor 
will give you the mission of slaying the great sea serpent, along with the 
task of finding her wayward daughter who has run away from the castle: when 
you hook up with princess Jorale Ramoor in Wailsrond (see Chapter 11), she 
will speak to you of this as well (note: if Wailsrond has fallen, you will 
not be able to find Jorale there). The great sea serpent's lair lies within 
a cave on a small island far north and east of Coral Towers (you'll need to 
rent or own a boat to get there). Once you have dealt with Sseshinibons, 
simply bring back Jorale to her Queen mother for extra rewards (unless, 
that is, you chose to switch to Storm's side).

4- Snow Rockies

Aside from the frost giants and the crystal palace, lots of lairs belonging 
to beastmen, monsters and even to an ice dragon or four can be found.

5- Volcanic Rockies

Aside from the fire giants and the tellurian ruins, lots of lairs belonging 
to monsters such as pyrohydras and even to a red dragon or four can be found.

6- Desert of Astaroth

Aside from the Astur/Murdor tribes and the macremian ruins, numerous lairs 
of other beastmen tribes and various desert-dwelling monsters can be found. 
Use the oasises to refuel in water and food, but be careful of poisonous 
fruits .

7- Tlaran Caves

The key to the Tlaran Caves is more or less the same as already described 
in the SL Guide. Lots of lairs of monsters (mushmen, spiders, etc.) and 
humanoids (orcs, goblins, etc.) are to be found. Also, the lost temple of 
Erond is still there (see SL Guide): you can get useful clues related to 
the Overlords each time you go see the Oracle (the clues vary in function 
of what you have accomplished when you go see the Oracle; and yes, you may 
call this "inline" help ). This time around, you may find the earth 
gnome city of Svirfnilbdome in the Tlaran Caves area, although the means to 
reach the city may be found in the Underearth.

The key of Svirfnilbdome is as follows:

x5y87 Gates

x4y82 Brivznafin's Little Shop of Curious Wonders

x6y82 Sfirnillim's General Store

x6y78 Temple of Woralduur

x4y69 Castle gates

8- Underearth

Monster/humanoid lairs and such are too numerous to list here; also, if you 
are brave enough, try exploring Greyshimmers (not much in there, but the 
thrill is to actually get there and enter) or the Unholy Cave and 
Tlarantale's temple in Naaz'Tzaraneen. Likewise, try to enter the noble 
houses in the shadow elf undercity, if you are craving for action (hint: 
you'll need the appropriate crests to pass through the gates of each noble 
house). Alternately, allow yourself to be taken as slave and then try to 
escape from the slave pens! Finally, if you find a way to Svirfnilbdome 
(see above), then you can use the earth gnome undercity as a base to rest 
between your forays in the underearth (or simply make use of the Lightless 
Gloom in Undermeet).

The key of Greyshimmers is as follows:

x72y14; x81y20 Gates

x76y17 General Store

x76y4 Gates to the temple of Orcas

x84y4 Castle gates

9- Umaldyr

Aside from the macremian ruins and some bandit lairs here and there, here's 
some of the neat stuff you can do while in Umaldyr:

Find the old temple of Lugath (nothing much to do except for Leira 
Songheart, if you want to get rid of her in a decent manner);

Rescue Syphalle Korol, the daughter of the Baron of Koralya (the baron will 
give you this mission only once the War has been won on the side of the 
good guys; if you switched to Storm's side, then the baron will want 
nothing with you);

Defeat the Robber Barons: this mission is given to you by the baron of 
Aurelyan (the baron will give you this mission only once the War has been 
won on the side of the good guys; if you switched to Storm's side, then the 
baron will want nothing with you);

Thasselany (wood) elves: you can use their village as a safe base while 
wandering in the northern half of the island; however, the trick here is to 
gain the acceptance of the wary elves (hint: better have the right races in 
your party and/or the right NPC along);

Goblin tribes: while you cannot eradicate or rout any of these tribes, you 
can nonetheless clash with them as often as you care to ... this is a nice 
way to gain experience while exercising your skills in big battles without 
the help of additional armies.

10- Theft and Brawls

While in central markets, you may have the opportunity to try to steal from 
vendors if you cross over their stands; but if you get caught while doing 
so, chances are you'll end up in jail (and you may also lose some of the 
NPCs in the process for good, whereas you'll have to find the others to 
hook with them once more after your sentence is done). Conversely, you can 
always choose to fight or not when provoked in taverns; but again, chances 
are you'll end up in jail afterwards. Regardless of how or why you are sent 
to the slammer, you have little choice but to wait out your sentence once 
you land in jail.

11- Training

Remember that you can train at Adv. Inc. in Tanirith, if you have the money 
to pay. Training skills that can be acquired include "survival" (+1 
resistance vs fire and frost), "mental discipline" (+1 vs mental attacks) 
and/or "expert fighting" (+1 attack/defense). These can be useful in a 
crunch.









============================================================
Half Truth






Karnak Lands:

Overview

The Karnaks of Carclew and Ryn  (central plot)

The Knockers, Selkies, Laerg and the Flood Hag (Major Subplot)

(includes Ardon, Horned Hunter) (subplot)

Karnak Towns: Tre Garrick and Tre Mordin (subplots)

Karnak Lands: the Lakes (subplots)

The Runics

The Runic City of Newcaster (central plot)

The Runic Dragon Riders / Frost Giants (central plot)

Palthus and the Troll situation (subplot)

The Sidhe Lands

The Sidhe, the Torc and the Seven (central plot)

The Mystic Isle (the Cauldron) (central plot)

The Lay of Ossian (central plot)

The Eastern Lands

The Town of Porthenys and Surrounding Area (central and subplots)

(includes Fomorian Tower, Shrine of Domnu (central plot), Curse of the Bean 
Nighe, Manannan's Quest (major subplot)

The Gallowgaes (central plot)

Skull Keep (central plot)

The Shadow Gaunt the Final Battle (central plot)

The Frozen North:

The North (subplot)






-------------------------------------------------------------
Overview








Half Truth takes place in a land called Karnak, derived from Kernow the 
Cornish name for Cornwall. Karnak culture and place names derive from 
Cornish, a Brythonic Celtic language and race related to Welsh and Breton. 
When proncouncing some of the longer Cornish names, like Porthenys or 
Tremordred, stress the second syllable and speak the first syllable quickly 
like this porTHENys, treMORdred.

The setting is based loosely on the later days of the Roman occupation of 
Britain. The Runics are based somewhat along Roman lines, and the 
Runic-Karnak struggle is derived from the Roman-Celtic struggle in the 
South West of Brtain. The Seys to the east are based (very) loosely on the 
Saxon newcomers.

You begin Half Truth with a shipwreck upon a strange, rocky coast. What 
appears to be a light house offering safe passage is in fact an old wrecker 
trick to summon ships to their door upon the deadly rocks. The wreckers 
would then plunder the stricken ship. Cornwall was an ideal spot for this 
activity. The emphasis on wreckers, smugglers and tin miners in the Karnak 
towns reflects the heritage of Cornwall.

The closest thing you will get to an introduction to this land is to ask 
questions of Maeth in his cottage (42,62). If you want revenge and a fairly 
introductory battle, visit the wrecker hideout at (34,66).









-------------------------------------------------------------
The Karnaks of Carclew and Ryn








The Karnaks - Carclew
Karnak Society: the Karnaks live in small tightly packed walled villages. 
The one immediately to the west of the starting point is Carclew and is led 
by Lord Godolphin. Visiting his gates (28,64) begins a vital series of 
battles and quests. Godolphin will ask you to join him in taking the town 
of Ryn just to the north of Carclew. Ryn will thereafter be under 
Godolphin's control. You will be given a badge of House Godolphin which 
will allow you passage into other Karnak towns.

Ryn

Once the party has the Badge of Godolphin they can enter Ryn. The 
guildhouse contains a useful NPC currently in prison; the Smugglers Guild 
which will provide useful information as ! well as quests; the Tinners 
Guild where desperate tin miners need your help to reinvigorate the Karnak 
economy; and a bank.

The Red Dragon

The Red Dragon is the local pub (31,62) it is also the headquarters of some 
local trouble-makers known as the Silver Band. Godolphin will ask you to 
clear the place out. Expect traps, locked chests and secret doors. The Band 
has much wealth for the taking. Search for two ladders leading to chests of 
treasure. The Publican is useful for some information about the local area 
and of course there are useful (but not vital) hints to be heard in the 
gossip of the locals. The gossip changes as major local events unfold.

Groats

Among the Band's belongings (5,18) will be a found a note referring to the 
Groat King. After you have secured the Red Dragon, seek out Godolphin who 
is now in Ryn (23, 38) will require you to investigate and attack the 
Groats who live in a mountain stronghold whose entrance is at (37,31). You 
wil! l soon discover that all is not what it first appears, further e! 
vidence lies at (35,46). Godolphin is not concerned however and returns to 
Ryn and his Manorhouse. You are now an accepted guest of Godolphin, you 
will have a room there to rest safely and store your belongings. You will 
never be attacked in your personal quarters.

Runic Pass

Godolphin will ask you to visit his son Cairbre who holds the passes 
against the Runics at (58,35) When you arrive you will join the Karnaks in 
a Major battle against the Runics and their war machines. Following this 
Cairbre will ask you to free the Karnak strategist Penhaligon who is 
currently imprisoned in the Runc salt mines. This will involve you walking 
to the Runic gates (63,34) and losing in battle. You will awake in prison 
and you must find Penhaligon and then escape. He is the prone man at 
(50,37). He knows how to escape. Your escape will take you through an 
ancient cave network peopled by primitive and aggressive humanoids which 
eventually leads to a river source leading through a! cave back to the 
lands of Karnak. Return Penhaligon to Cairbre. He will direct you to return 
to Godolphin in his manor house in Carclew.

Godolphin's manor house will be visited by the Runic Dragon Riders. 
Godolphin will request you to destroy them. To do so you will need to gain 
entrance to the Runic city, located beyond the Gates (63,34). However, the 
smugglers guild of Ryn (26,41) are aware of a secret smugglers pass at 
(76,47) that you cannot use until you are accepted into their guild. To be 
accepted you must first find the abandoned smugglers post at (11,84) and 
then find the body of a dead smuggler, Fundy at (6,58) in the feline 
infested canyons. 






---------------------------------------------------------
The Knockers, Selkies, Laerg and the Flood Hag
(includes Ardon, Horned Hunter)






Knocker - Selkie - Laerg Subplot


To even reach the smuggler's post you will discover a major subplot of Half 
Truth: that of the struggle between the Knockers who inhabit the 
abandoned mine at (22, 68) and the Selkies who live in the lake at  (24,84) 
and their enemy the lizard folk known as the Laerg who live in a 
mountain stronghold at (12,79) and the truly evil water spirit called the 
Loireag or Flood Hag in her sand castle at (2,80). The completion of 
this subplot is not essential to the main plot.

Knockers

The Knockers are small and friendly folk who are unable to oppose the 
onslaught of the Laerg. They are led by the wise Byrm (5,15). They 
need your help to save their enslaved hunters, one of whom (14,7) wrote an 
important note for the Knocker leader to read (12,7). Welk is a 
Knocker NPC who will join you at (14,3). When Byrm reads the note he will 
ask the party to see the aid of the Selkies. Find the other 
entrance to the Knockers abandonded mine (8,18) and head for the Selkies 
with the Knocker Ruby which will allow you entrance to the 
Selkie underlake caves. In the mine is hidden (1,6) a powerful sword 
designed to dispatch reptiles. It will be very useful. Knockers are 
common in Cornish myth, deriving their name from the eerie knocking sounds 
they make as they tap on the walls of mines. Like gremlins 
they tend to be blamed for every misfortune.

Selkies

The Selkies will give you a luke warm welcome however. They are unwilling 
to enter battle against the Laerg until something is done about 
the Flood Hag (Loireag) who hunts their pups in the underground rivers. 
Naturally, it is up to you to destroy the Loireag. Avoid the Laerg 
strongholder for now as their enormous numbers prevent you from attacking 
on your own. The Selkies will give you a token which is 
important to destroy the Lorieag. Find the secluded cove in which the 
Loireag's sand castle is hidden (2,80) and you will have to fight your 
away through the Reef Grimals who worship her and the giant crabs that 
inhabit that area. There is a vicious sand dragon at (17,20 with some 
useful tresure. The Reef Grimals lair is at (4,40) also with useful 
treasure. The main event is her sandcastle however at (7,13). Both Grimals 
and Selkies are common to Scottish and Irish myth.

Loireag's (Flood Hag) Sandcastle

Once you are in the sand castle you can go upstairs or downstairs. Upstairs 
will lead you to the Loireag but you will be unable to reach her 
until you sever her from her power source (the sea) with the Selkie token. 
Go downstairs and pull the lever at (84,33) which will open a 
secret door at (84,10). This leads to the strange skipping stone game which 
symbolizes the struggle between the sea and the land. Watch what 
the water sprites do. They skip the stones which hop from rock to rock two 
spaces at a time. Throwing a rock to the northwest at (80,4) will 
smash the statute and reveal another secret entrance behind you (85,4) and 
beyond it a coffer containing a pendant matching the Selkie token 
(88, 2). Touching the two together will destroy the protection of the 
Loireag. Return to her upstairs and destroy her. When she dies, 
Manannan, Lord of the Sea, will destroy the sandcastle and the cove, but 
not before sending you to safety with a gift of a powerful shield.

Laerg Stronghold

With the destruction of the Loireag, the Selkies will rise against the 
Laerg alongside the Knockers when you return to the Selkie Bull. You 
will be asked to sneak into the stronghold and attempt to discover and 
destroy whoever is commanding the Laerg. As the Knockers and 
Selkies fight the Laerg horde, you enter the Laerg stronghold.

In the Laerg cave network are some prisoners (41,4), one of whom is a 
smuggler who will tell you about a useful passage out of the 
mountains (15,71) once you are finished. The Laerg leaders live in a hall 
at (56,5). On the first level you will find the former High Shaman of 
the Laerg who will give you various information at (42,17). Take the stairs 
at (46,10) to the second level. Through (51,5) you will find the 
Laerg scientists who are experimenting on their own kind to produce a 
powerful new breed for their master. The High Shaman's chambers 
are beyond the door at (54,12). However to find the true leader of the 
Learg you must take the stairs (58,10) and follow the tunnel to an 
underground lake. Board the ship and head east until you hit land. Head 
south through the tunnels until you find a mighty earth dragon. This 
is the true leader and self-proclaimed god of the Laerg. Once he is 
destroyed the Laerg will give up their dreams of conquest and return to 
their 
lairs. (87,22).  Return to the Knockers and Selkies for your rewards and 
then cross the mountains back to Karnak land. The Knockers and 
Selkies may see you again in the Final Battle.

Horned Hunter - Ardon - subplot

Among the treasures of the Earth Dragon is Teague's Helm of Silence. Once 
you have Teague's Helm of Silence you will be able to enter the 
woods around (10,26) and fight the Horned Huntsman. His horn is prized by, 
Ardon, a mysterious leper at (85,87). More info on Teague is 
found in Godolphin Manorhouse's library in Carclew. 








-----------------------------------------------------------
Karnak Towns: Tre Garrick and Tre Mordin










Karnak Towns: Tre Garrick and Tre Mordin
Tre Garrick lies to the east of Carclew at (11,65). A dreadful evil and 
disturbing fate awaits the party in this town. The once famous inn has 
become cursed and the town has come under the sway of the Child of Night. 
This part of the scenario plays out more as a story than an adventure in 
the sense that the party is dragged through an unavoidable horror rather 
than given a puzzle to solve. There is nothing essential to the main plot 
located here. There is no right path to choose in Tre Garrick. Only a 
horror waiting to unfold and a brief glimpse at the madness to come...

Tre Mordin lies to the west of Carclew and beyond the Lakes at (77,58). It 
has been almost completely destroyed by a bizzare bunch of extraplanar 
creatures known as Mantics. It seems the Laird's wizard was experimenting 
with electricity and managed to summon these beasts who quickly overwhelmed 
the entire town. They now dwell in the Laird's castle (83,60) and are 
draining the life force of the local citizens.

Lower level:

Runic guard imprisoned at (60,10) if freed will be met later on in the 
Runic Inn in the Runic City. He and several other prisoners are held behind 
an electrified fence which is deactived by contact with any electrical 
spell or electrical item.

Crypt (50,4)of the Mordins through a secret door at (54,2) contains some 
mighty armour and equipment. The party needs the key hiddin the Laird's 
chest on the top level to open the crypt.

Ground level:

There is a useful journal at (44,11) which explains a great deal about 
Karnak-Runic relations. There are also several useful items located around 
the place and of course some Mantics.

Upper level:

The Greater Mantics are up here. Dangerous electricity wielders. The leader 
of the Mantics can be found behind the door at (76,5) in the Laird's 
bedroom. Search the other bedrooms and the library for useful information 
and items.

Laird's chest (70,1) contains treasure and a key to the crypt in the cellar 
but is hidden behind a secret door triggered by a secret button at (70,6).

Tre Mordin becomes a ghost town eventually after the Mantics are destroyed. 
It does not recover.









---------------------------------------------------------
Karnak Lands: the Lakes








Sub-plots around the Karnak lands:
There are many places to get into trouble in Karnak.

The Lakes (east of Carclew)

The Watch Tower is located through the pass at (59,53) and stands at 
(63,49). This mysterious sentinel guards an ancient burial mound wherein is 
located the Lay of Victory and Ossian's tomb. Although this is inaccessible 
for some time, it is important to trigger the Watch Tower.

A nest of spiders live at (55,46)

Tin Mine at (48,71) is infested with vicious rock creatures. Clear them out 
and the tinners in Ryn will be very grateful. Once peace with the Runics is 
declared the tinners can set up trade routes to cement their relationship 
with the Runics.

Shipwreck at (50,86) this ill fated ship was carrying some mysterious cargo 
hinted at by the captain's log. Like any good sailor upon crashing he 
immediately crawled to the nearest cave and buried some treasure and of 
course drew a map. Although its supposed to be a veiled joke, the cargo 
that the captain describes is very important and can be found in Skullkeep.

Cave network (41,85) the captain's body is inside the cave at (17,82) with 
a map to the treasure buried at (34,74). Unfortunately Reef Grimals inhabit 
the place.

Greyclaw lives at 59,74. He is very friendly but not particularly useful. 
However, if the party destroys the statue (55,74) of his dead wife, his 
daughter, a werebear will attack them. If Greyclaw smells his daughters 
blood upon you he too will convert to bear form and attack.

Ardon the Leper lives at (85,87). He has some vague but somewhat useful 
information. He wants the Horn of the Wild Hunt, possessed by the Horned 
Hunter. For it he will trade a book enhancing intelligence. To reach the 
Horned Hunter the party will need Teague's Helm of Silence which is in the 
treasure horde of the Earth Dragon (see the Laerg). If he receives the Horn 
Ardon will disappear, but before he does there will be a hint about his 
true natue (if you know your celtic myths you might pick up on it - its not 
vital to the plot though).

Llywarch the Bard lives at (63,84). He is under the spell of a strange fey 
creature that lives off of the inherent magic of Bards. He is forced to 
play endlessly for the amusement of this creature. The party is unable to 
intervene until Rowan tells them to find Llywarch and ask him where to find 
Ossian's Lay of Victory.

An encounter with a group of bandits in the forest around (81,74) will 
uncover a coded message on the body of a victim. This is the beginning of 
another major subplot - Manannan's Quest.









-------------------------------------------------------------
The Runic City of Newcaster










Kynyaf

The Runic City holds a great number of subplots in addition to the main 
plot thread to do with the Runic Dragon Riders. Once you have joined the 
smuggler's guild of Ryn and walked through the Smuggler's pass at (76,47) 
you can enter the Runic city. It is a heavily populated city and the Runics 
are part of a mighty empire consisting of many conquered peoples. You will 
blend right in. Find the Inn at (81,35) enter and walk toward the far left 
corner (5,24), the sly looking man, Kynyaf,  is he will want to speak with 
you at his home at (81,24) and give you a forged ferry ticket to be used on 
the Runic ferry at (81,16) which will lead you to a tunnel leading to the 
frozen north at (84,2). Skip to the section called the Dragon riders.

The Runic Inn - The Seventh Rune (81,35)

If you have saved the Runic guard trapped in the cellars of Tre Mordin he 
will recognzied you and tell you about the secret gladiator fights which 
the Runics hold at the north-east tower (87,21) at night.

There is a large market at (81,30) and a church offering healing at 
ridiculous prices at (85,30)

The University (85,35)

Totle the professor works here. He will give you a quest to clear the name 
of a Runic Light Cavalry Officer called Palthus who is being held at the 
prefecture. He will ask you to interview Palthus there. You will be asked 
to uncover evidence at the scene of the crime (63,11). However the evidence 
has flowed down the river and sits at (69,7). The evidence is piece of a 
shield bearing the markings of a certain cavalry regiment. Compare it to 
the various Runic insignias you see flying outside of the various barracks 
and you will see that it matches the Runic Heavy Cavalry at (72,18). 
Slaine, the leader of this troop will not be happy to see you. take this 
information to Totle at the university who will have Palthus freed. Palthus 
will thank you and take up his command of the light horse regiment to the 
east in troll lands (see Troll Lands).

The Prefecture (82, 38)

Palthus is imprisoned here. Also the Praetor of the city rules from here 
(54,20). His son has been kidnapped. Uncover evidence at (53,11) and ask 
the Librarian in the Library (83,30) who will direct you to an orcish 
blacksmith at (84,26) who in turn will direct you to an abandoned shack at 
(84,24) where the boy is hidden. Return him to his father. Don't expect too 
much gratitude, the Runics are generally very arrogant and you will never 
be accepted as anything other than barbarian by the majority of them 
(exception Palthus and Totle).

Library (83,30) provides information helpful to finding the Praetors son, 
and information about the Runics generally, and a hint about the great evil 
that lies in the parties future...

Financial Centre (83,31) contains the following:

a) Bounty Hunters (28,21) offering gold for the following wanted criminals. 
Mojril Redemon (one of the Seven), Reismar (who leads the Grey God's 
followers in the captured town of Pengelly far to the east) and M'Havel the 
assassin (who hides in the Runic Merchants house). You will only receive 
the bounty if you bring evidence which will be the unique weapon or 
equipment that these individuals possess.

b) The Bank guard at (34,23) will hire you as muscle to aid in the 
foreclosure of a rich merchant living at (79,27)

c) Merchants: There are two other merchants who sell various wares. Also 
there is the merchants guild at (32,33). The merchants do not support the 
war and will reward you if peace is declared and you can help set up a tin 
trade route with the tinners in Ryn.

Merchant's House (79,27) the bank wants you to foreclose on this seemingly 
harmless merchant. Naturally the merchant and his wife are deadly 
pyromancers, (fire specialists) with a large guard force. The mansion has 
some stables attached, note the names of the horses in the shed in the 
northeast corner.

Going down the stairs leads to the secret hideout of M'Havel (see Bounty 
Hunters) who hides behind a secret door at (33,24).

Going upstairs reveals more guards and the Merchants master bedroom. Check 
the fire for a clue at (33,2). Investigate the broken loom at (30,6) which 
holds magic thread to be used in the working loom in the Castle of the 
Seven. Beware the trapped chest at (30,10). And follow the merchants down 
the ladder at (33,8) to the lava pits.

Lava pits: stand at (7,60) and say "Dexter", then stand at (3, 60) and say 
"Sinister". These are right and left in Latin (remember the Runics are 
Romans). They are also the names of their horses. The merchants like many 
people use their pet's names as their passwords. A route will emerge to a 
lever at (13,60) which when pulled will reveal a door at (5,69) through 
which you will find the two fire wizards. Once you have dealt with them 
return to the bank for your reward and see the bounty hunters with 
M'Havel's  as proof of his demise.









------------------------------------------------------------
The Runic Dragon Riders / Frost Giants








The Runic Dragon Riders - Frost Giants
Through the tunnel north of the Runic City at (84,2) lies the frozen north 
and the current whereabouts of the elite Dragon Riders. They often 
spearhead Runic invasions and are currently laying waste to the frost 
giants who live in the area. They have sentries at (77,17) and have taken 
over the frost giant's tower at (83,10). To destroy the power of the Runic 
Dragon Riders it is essential to kill both the riders and their mounts. 
Because this is a difficult task the party is given the option of seeking 
aid from the Frost Giants and the Winter Dragon (but it is not essential 
that they do so). The frost giants at (73,10) can be convinced to allow the 
party to speak with the Giant Shaman at (61,5) who will direct the party to 
speak with the Winter Dragon at (52,6). The Winter Dragon will destroy the 
Runic Dragons for the party and then sleep. If the Runic Dragons are 
already dead, the Winter Dragon will be asleep and will not awake for the 
party. The frost giants themselves will not face the Runics.

Inside the Tower, the Dragon Riders are drinking themselves silly. The 
party has several tactical options when facing the Dragon Riders. Their 
mounts, the Dragons, sleep on the top of the tower and can be fought 
directly by the party or by the Winter Dragon. Destruction of both groups 
is necessary to complete this goal. Locked in a chest at (59,87) is a 
mighty blade which is holy to the Frost Giants. The Shaman will ask for it 
back and will reward the party with a potion enhancing strength in return 
for it.

Return to Godolphin in Carclew and discover that the destruction of the 
Dragon Riders has proved to be the catalyst allowing the peace seeking 
Runic merchants to gain an upper hand in their struggle with the military 
in persuading the Praetor to declare a peace with the Karnaks.

When peace is declared the Runic gates are traversible and now it is time 
to visit Rowan the Druid in his tower near Carclew at (44,66) and discover 
the true horrors that stalk the land.









------------------------------------------------------------
Palthus and the Troll situation









Palthus and Troll Problem
Directly east of the Runic city of Newcaster stands an outpost housing a 
Runic regiment. When he has been freed Palthus will have taken up command 
at (4,24) of the Runic Light Horse. Until Palthus is freed this area will 
be a dead end. The Runic guards at the gate  (10,18) will not let anyone 
through. The Runics, like the Romans, like to build walls and keep things 
they don't like out.

Palthus' mission is to pacify the local trolls. He will ask the party to 
capture one of the smaller trolls, Boggarts, who appear to lead their 
larger cousins and bring him back. The first encounter in troll country 
(through the gates (10,18) will be with a bunch of trolls and a boggart. 
The party can capture him and bring him back to Palthus. If the party casts 
speak language on the Boggart they will learn that some dragons appear to 
be demanding tribute from the trolls, and the trolls are compensating by 
stealing the cavalry's horses. A horde of trolls will attack and the 
cavalry will discover that a prized stallion has been taken.

Palthus will join the party with a troop of light cavalry and venture into 
troll counry to retrieve the stallion. Heavy cavalry will attack in 
retaliation for the demise of their leader Slaine. There is a fierce 
rivalry fostered between different branches of the Runic army and this kind 
of thing is expected.

The party will venture further into troll country aided by the light 
cavalry until they reach the tight canyons into which the cavalry dare not 
venture. The cave at (47,15) is where the boggarts live and the stallion is 
kept. The cave at (42,9) is where even more trolls live. A hidden cave at 
(46,3) leads to a family of red Dragons. 








---------------------------------------------------------
The Sidhe, the Torc and the Seven







The Sidhe Lands - Castle of the Seven
The Sidhe Lands

If tha party heads to the north and west of Ryn throught mountain passes 
they will be leaving the lands of the humans and entering the lands of the 
Sidhe (pronounced 'shee') They Sidhe are similar to elves.

The ancient ruined temple at (4,34) is occupied by the Tuatha de Danaan 
knight of legend, Peredur, who has been held entranced for a century as his 
temple was looted and destroyed by his enemies. If freed he will venture 
forth to be met much later in the lands of the Shadowgaunt. Hidden behind 
the mural at the back of the temple is a secret door leading to the crypt. 
Several deadly demons now live there.

The great forest north of here is inhabited by a fabled unicorn. He is 
being hunted by the Horned Hunter who possesses the Horn of the Wild Hunt 
which causes anyone hearing it to tear off through the forest following the 
Hunter and wildly attacking anything they come across until the next 
morning when the effect wears off. The only way to enter the forest is to 
wear Teague's Helm of Silence which is located among the treasure horde of 
the Earth Dragon who lives with the Laerg.

Some giant snakes live in the cave at (20,17).

The cave at (4,17) leads to a small cave network in which lives the Grey 
Death, a mighty spider.

The Fir'Bolg

The weathered stone at (9,5) is the portal to a Fir'bolg settlement on a 
Mystic Island. It is here where the Cauldron is located. The party will 
need the White Rose from the nearby Fir'bolg settlement to the east.

The Fir'bolg Queen and her people live in a mighty tree-house at (28,7). 
The party will have fought against both them and their enemy the gnolls at 
(22,5). The Fir'bolg are trapped between the Gnolls who live to the north 
and the Seven who live in the next valley to the east in an abandoned 
Tuatha de Danaan castle at (39,12). The Fir'bolg will ask the party to 
destroy the Seven and will reward them with the White Rose to be used on 
the weathered stone at (9,5). The party can attack the Fir'bolg instead and 
take the White Rose. The Fir'bolg are fierce and suspicious but are 
basically good aligned.

To get to the Castle of the Seven the party must storm the barricade at  
(37,4) with the aid of the Fir'bolg.

The Castle of the Seven is dangerous. Inhabited by hordes of orcs who were 
displaced by the Runics, and hired Nordman mercenaries from the frozen 
north. Each of the Seven is deadly but the most important thing to remember 
about the Seven is that there are in fact Eight. The Eighth is a high 
priest of the Grey God and only he is aware of the true purpose of the Seven.

Ground Level:

The courtyard is covered by a deadly field of fire by orc archers in the 
three surrounding towers. Enter the towers and eliminate the archers or 
face being sniped at constantly in the courtyard. Through the couryyard 
head west to the main orc barracks and their leadership: Mojril Redemon and 
Kevardhu.

Hidden under a barrel at (21,46) is the entrace to an ancient Tuatha de 
Danaan shrine which will aid the party depending upon what character 
classes are present. A bard will receive a mighty shield, otherwise an 
archer will receive a mighty bow, otherwise if no archers or bards are 
present the party will receive a useful ion stone.

The ladder at (8,51) leads up to a tower occupied by trolls and their 
leader Terksch. There are several traps about the place and a useful NPC, 
Gwydion, a Fir'bolg archer.

The stairs at (21,44) lead to the second level.

Second Level: the throne room at (36,50) contains Galanhir who possesses 
the key necessary to open to door (31,47) to the third level. He leads a 
pack of Nordman mercenaries and is in council with a represenative of the 
local Gnolls and both will attack the party. Guttur will lead more orcs 
against the party after this battle.

Third level:

The party will face a mighty demon (Nguthzg the Charred) and his minions 
and the Necromancer who summoned him. A priest will flee when the party is 
seen. he is Seiran Joykiller and is the true leader of the Seven, he is the 
Eighth. His instructions are to forge together a force and attack the 
Runics, the Sidhe and the Karnaks when the call to battle comes. Only he 
knows this. He is contact with his master, Greymr, in Skullkeep. With the 
death of the Joykiller, the Seven are neutralized.

(34,67) is where Seiran Joykiller's belongings are. He is guarding the Torc 
of Ossian and other useful items in this chest. The chest can only be 
opened by a key which the Joykiller keeps on his person. He awaits the 
party in his small shrine at (35,69).

(38,63) Darvik the Damned is a necromancer. He hides his treasure in a 
chest located through a tiny aperture in this wall. The party will need to 
use a potion of gaseous form to reach it. The Necromancher's library 
contains a book (35,59) which will summon powerful demons to attack whoever 
reads it.

The Joykiller's evil prevents him or his associates from entering the room 
at (28,69). It contains a magical loom which will spin the magical thread 
found in the Runic Merchants House into a powerful cloak. It also contains 
an ancient text which reveals much about the history of the Tuatha de 
Danaan and their enemies. It is a very useful read.

Another benefit of destroying the Seven is that the Runic guards at the 
gate (47,7) will now allow entrance to the Runic City. The Smuggler's pass 
is not required. Note that you can always take the smugglers pass from the 
Runic lands to the Karnak lands. But to do the reverse requires the secret 
knowledge that only the Smugglers of Ryn can give. 









-----------------------------------------------------------
The Mystic Isle (the Cauldron)










The Mystic Isle - The Cauldron of Cerredwhen
The bridge to the Mystic Isle is summoned at the weathered stone (9,5) in 
the Sidhe lands. You need the White Rose from the Fir'bolgs at (28,7) to 
achieve this (see Sidhe Lands).

The Mystic Isle once held a great settlement of Fir'bolgs, the city of 
Cantref y Gwaelod. Now it lies in ruins. The few Fir'bolgs remaining on the 
isle have sought shelter among an apple grove. The party can safely rest 
there.

The Fir'bolgs will fearfully explain that a great adventuring wizard known 
as Gwyddno brought back the sacred relic, the Cauldron of Cerredwhen, from 
one of his expeditions. His experiments with it led him to raise a 
monstrous swamp spirit, the Cenn Cruiach (Great Mound) from the fens. It 
now continues to raise its spawn through the power of the Cauldron. Some of 
the spawn are gathered at the heart of the swamp (63,21).

Enter the wizard Gwyddno's tower (45,15). Check the body in the entrance, 
it is the remains of Gwyddno and he retains his useful ring. Go downstairs 
to interrupt the Cenn Cruiach and his spawn. He possesses the Cauldron. The 
upper levels contain the various belongings of Gwyddno. They are protected 
by a guardian golem. Find the key and map to his secret cave at (45,11) 
wherein lies more magical treasure and another guardian golem. Return to 
the Fir'bolgs hiding in the apple grove, and leave the Isle and return to 
Rowan the Druid.

To north of the island lies a small burial ground (73,3) wherein is located 
a mighty spear, the Gae Bolga. Beware the guardians.








------------------------------------------------------------
The Lay of Ossian








The Lay of Victory - Ossian's Tomb
The third Relic needed to thwart the Grey God's watch towers is the Lay of 
Victory, a songspell sung by the late Ossian, Bard-Protector of the Tuatha 
de Danaan. If the party raises Ossian's essence from his Torc, using the 
Cauldron, and they possess the Lay, then Ossian can reverse his spell - if 
- he is raised at the Altar of Skulls located at the heart of the Grey 
God's hidden underground temple. The Altar of Skulls is the power source 
for the watch towers which prevent any intrusion into the lands of the 
Shadowgaunts where a portal to the plane where the Grey God's avatar can be 
found.

If the party possesses the Torc and the Cauldron and they speak with Rowan 
about these matters, he will direct them to find Llywarch, who is the poor 
bard mesmerised at (63,84), by shouting his name he will snap out of his 
trance and be freed. He will join the party and ask them to find the first 
watch tower that the party should have discovered to the north through the 
blocked off canyon at (59,53). He will give up his life to destroy the 
watch tower enabling the party to enter the burial marrow (Cruaich Meor) at 
(64,42) beyond the tower wherein is located Ossian's tomb and his Lay. A 
Lay is a Bardic equivalent of a scroll.

Retrieve the Lay and bring it to Rowan. With all three of these Relics the 
party can raise Ossian at the Altar of Skulls, of course, they have to find 
it and discover the various keys to gain entrance.








------------------------------------------------------------
The Town of Porthenys and Surrounding Area
(includes Fomorian Tower, Shrine of Domnu (central plot), Curse of the Bean 
Nighe, Manannan's Quest (major subplot)







The Eastern Lands
Porthenys - Curse of the Bean Nighe - Manannan's Quest

Porthenys is found just east of the Karnak lands. These people are the Seys 
are not too fond of either the Karnaks or the Runics. They are not hostile 
however. The Thane of Portenys will ask the party to destroy an annoying 
bunch of bandits in the area called the Scum how hideout at (2,64) and will 
harass the party until they are removed. Their hideout is accessible 
through a hidden entrance to a canyon at (10,69).

Porthenys is strangely quiet, people are drifting away to the east. Noone 
knows why. In fact they are joining the ranks of the Grey God's minions. 
The Grey God is attracting all those with evil in them to himself.

The local inn, the White Hart, holds a usful NPC wizard, a sergeant who has 
information regarding the curse of the Bean Nighe and the second floor 
contains a clue for Manannan's Quest.

Curse of the Bean Nighe

The Bean Nighe is a vengeful spirit of a woman who died in childbirth. This 
one is encountered endlessly trying to wash out the blood stains from the 
garment she died in along the river at (63,77). The party will be given a 
command by her to find her body and have it buried properly or her curse 
will manifest itself periodically. If the party speaks to the Thane of 
Portenys' wizard about this he will recall that the sergeant in the inn 
lose his wife in child birth. Visit the sergeant who is deep in his cups 
and full of remorse. He will indicate that in his jealousy and confusion he 
buried his wife in an unmarked grave at (32,65). The party should go there 
dig her up and bury her with her family on the sacred island off Porthenys 
at (30,80). The curse will then lift.

The Urisks

The satyr-like humanoids live and sport in the forest just east of 
Porthenys. The party will meet them during the Rut, when they fight to 
decide on their leader. If the selected party member wins the party gains 
three things: a useful NPC Urisk called Kerdrad, a pipe which summons 
Urisks to battle and the party will be able to enter the Vale of the Urisks 
(84,36) much later (where they will the opporunity to choose one of four 
useful but not essential items).

The Great Forest

To the north of Porthenys is the Great Forest wherein live the Ents. (see 
Gallowgaes). However some of the forest beings are not benevolent like the 
Ents and will prey upon the party. The worst of these are the malicious 
shapechangers known as the Quicklings.

The Fomorian Tower

North and west of the Great Forest is a white tower. It is long abandoned. 
Black roses prevent the party from travelling through its upper levels. The 
Belt given to the party by the Ents (see Gallowgaes) allows the party to 
move through it. Beyond this the party will find the directions to a hidden 
shrine to the Fomorian goddess Domnu and on the top level the party will 
encounter a family of Blue dragons.

The Shrine of Domnu

Hidden in the cave at (25,32) is the entrance to the Shrine of Domnu. The 
Fomorians are long dead at the hands of the Bone Shavers. However, Domnu 
will have her revenge. She will ask the party who her people were, say 
'Fomorians'. She will then reward the party with the Fomorian Hammer which 
she has imbued with her own essence. It is the only item which is capable 
to penetrating the invulnerability around the Grey God's Avatar and is 
essential for the final encounter with Him. Rowan will demand that the 
party find it before they encounter him.

Manannan's Quest

This is a large and mostly hidden parallel plot concerning Manannan, the 
Sealord. The party will first find a map and coded phrase among the slain 
victims of the outlaws in the forest south of Tre Mordin and west of 
Porthenys. The map indicates a rendez-vous at (48,72) where the party will 
be met by a mysterious stranger who waits for the correct code which the 
party will not give. Assuming the party has killed his messenger he will 
attack. He possesses a second message and a map leading to the White Hart 
in Porthenys. The party should get a room, go upstairs and  inspect the 
library. A book on Manannan will contain a third message. If the party 
places the three messages on top of each other and reads down the letters 
they will see instructions. The need to inspect the statute in the library 
and receive another map. This one indicates a spot at (44,75) where the 
party must walk straight south into the ocean to arrive at Manannan's 
temple which is a lighthouse. The party will be able to walk on water to 
arrive at the temple.

The Priestess of Manannan will assign a holy quest for the party - to find 
the sword of Manannan - Fragarach 'The Answerer'. The party will need to 
journey far to the Frozen North to find it. They will need to travel to the 
lands of the Nordmen. In the Nordmen villaeg they should see the priest at 
(23,50) who will direct the party to find Hreidmar the mariner at his 
hunting lodge at (53,28) through a Griffon infested pass.

Hreidmar will allow the party to use his boat at (20,57) the party can then 
sail north until they find an abandoned village and a well which strangely 
enough is not frozen (23,25) The mischievous and aggressive Korrigans who 
love to collect bright and shiny objects and who spread the rumour that 
throwing coins down wells is lucky.

If the party climbs down the well and battles the Korrigans- at (27,2) they 
can swim down and retrieve Fragarach if they have cast the spell Waterworld 
on themselves. They should take Fragarach back to the temple of Manannan 
where the High Priestess will reward them by allowing them to keep the 
mighty blade. 








-----------------------------------------------------------
The Gallowgaes









The Gallowgaes
If the party has travelled far to the east into the lands of Seys they 
probably will run across a great forest of hanged men. This monstrosity is 
the work of the corrupted and evil druids that have left Rowan and joined 
the ranks of the Grey God. The party cannot enter these woods. If the party 
mentions this to Rowan he will tell the party to speak to the Ents. The 
Ents are located in the great woods north of Portenys centered around 
(26,52). Rowan will teach the party the knack of speaking with Ents. The 
Ents will become enraged at the devastation of their fellow trees and will 
march with the party to do battle against the evil druids and their 
corruption of nature at the gallowgaes.

The Ents will fight against the mighty undead trees while the party is 
asked to enter the Wasting Tower and battle the druids. They will need to 
destroy the noxious elements which the druids use to animate the trees 
above by seeking out the four groups of druids and their plant allies in 
their subterranean passage ways.

Once the undead trees lose their animation the Ents above will destroy the 
Wasting Tower. They will reward the party with a belt granting power over 
plant life. It is used to allow passage past the Black Thorns in the 
Fomorian Tower (6,52). The Ents will take their leave but will return as 
allies in the Great Battle in the lands of the Shadowgaunt.

The party can now enter Skullkeep, home of the High Priest of the Grey God 
and the town of Pengelly which has come under the sway of the Grey God's 
followers.








--------------------------------------------------------
Skull Keep









The Centaur Lands - Skullkeep - Pengelly
Pengelly and Skullkeep are accessible only after the Gallowgaes is 
eradicated (see Gallowgaes). The Centaur lands will be closed to the party 
until Skullkeep has fallen and Gremyr is dead.

Pengelly

This town has been taken over by the minions of the Grey God. They are led 
by Reismar (a Runic deserter, wanted by Bounty Hunters) who has taken up in 
the Thane's manorhouse. Go to the local inn (76,83) and order a drink. You 
will receive advise on how to enter the Manorhouse gates (74,81) : say 
'slaves' to the guards when they ask you your business. They will gladly 
escort you to the main slave pens. However, the Grey God's minions wil see 
through your lies and attack. At this point the Thane's men will join you 
against their hated oppressors. Find Reismar and dispatch him, return the 
Runic standard to the Bounty Hunters in Newcaster to confirm his bounty. 
Eventually some sort of peace will return to Pengelly, but at a price.

Skullkeep

Assault the towers guarding the approach to the Skullkeep at (82,72). The 
Keep itself is at (84,64). It is a nest of traps and enemies and hidden 
places.

You will need to wait your way through Skull Keep. Having a skilled thief 
would be useful, there is a lot of treasure to be had, and deadly traps 
guarding it. A book hidden on a bookshelf (54,3) triggers a secret door 
where the Malylakron is hidden. This stone houses the soul of a demon lord. 
It is used to attract the troubled and the devious to the Skull Keep to 
obey the Grey God. It attracts them through its magnetism. Destroying it 
releases the Demon but he is not encountered again in this Scenario.

To get the most out of the Skull Keep, open every chest and every door, 
keep search mode on. The chest at (40,1) contains essential items. Beware 
of vicious cursed items mixed in with powerful artifacts. Read the books in 
the library. Downstairs in the dungeons the party will find a useful NPC, 
Vesta, Guard Captain of Porthenys who has some useful information. The 
party should track down and keep on them a Pendant of the Grey God and a 
candle made of human fat (also found in Gwyddno's cave on the Mystic Isle).

The real target of Skull Keep is Gremyr himself, the High Prelate of the 
Grey God. He is lecturing his followers in the lecture hall and will 
retreat behind his traps and animated guardians. Search his quarters for 
hidden walls and chests. He will escape through a tunnel but the party can 
catch him up. Beware his allies however. Once Gremyr is dispatched, word of 
this major deeed will reach the nearby Centaurs who will now allow passage 
through their lands (grudgingly).

A nearby cave houses the Ky Broder, dogmen who act as warriors and guards 
for the Grey Gods's followers. (87,57)

Centaur Lands

Once Gremyr is dead the Centaurs will allow passage through their lands. 
The party will see the Watch Towers to the north guarding a land beyond. 
The Watch Towers will prevent further northward movement until they are 
deactivated by the party by raising Ossian at the Altar of Skulls.

The Altar of Skulls

The Altar of Skulls is on the third level of the Bone Shaver's shrine to 
the Grey God. This underground shrine is hidden in the centre of the 
devastated city of the Bone Shavers (who are now thankfully extinct) at 
(47,42) BUT the party will find it by being told by the spirit of a 
Fomorian trapped in a stone at (43,28). It was the Bone-Shavers who 
slaughtered the Fomorians and trapped their army in stone.

Once inside the Bone Shavers shrine the party will confront two enormous 
yellow eyes. They are programmed to allow entrance to anyone wearing a 
Pendant of the Grey God (which are worn by all senior Grey God priests and 
minions). The party will be forced to endure various tests and ordeals 
before entering the next level.

The Hall of Shadows

Three large and foul smelling braziers confront the party. By burning the 
candle of human fat on the central brazier the Hall of Shadows comes to 
light and a entrance is revealed beyond to the next level. However, the 
party has just given life to the shadows and being unable to control them, 
are attacked.

The third level houses the Altar of Skulls. If the party stands by the 
Altar, uses the cauldron to raise Ossian from his Torc and gives him the 
Lay of Victory he will reverse his songspell and deactive the Watch Towers. 
The party will be able to travel to the lands of the Shadow Gaunt and face 
the Grey God Himself. However the Altar is guarded by deadly animated beings.

If the party survives the shrine begins to collapse and Ossian will 
teleport them to the surface. The Centaurs have gathered for battle and 
join you in a massive series of battles in the lands of the Shadowgaunt.









----------------------------------------------------------
The Shadow Gaunt the Final Battle










Lands of the Shadowgaunt - The Final Battles
When the Watch Towers are deactivated the party and the host of Centaurs 
may move north into the lands of the Shadowgaunt.

They will come across the battle that was underway 100 years before when 
Ossian froze time with his mighty songspell. The party will meet many 
allies, Tuatha de Danaan knights, Fir'bolgs, Unicons, Ents and heroes of 
legend. However, the enemy they face is considerable, the Shadowgaunt are a 
worthy foe.

Godolphin will arrive with Karnak reinforcements, Palthus will arrive with 
Runic light cavalry, men-at-arms from Pengelly and Porthenys will arrive, 
Selkies and Knockers also. Some reinforcements are random or dependant upon 
the past actions of the party.

After several major battles - a mighty Lich will cast his magic against the 
allied armies. This is Clur'Can. Former Prelate of the Grey God. Now a Lich 
whose army of the undead has remained unaffected by the Time-freezing 
songspell of Ossian. Clur'can's undead mind remained alive in his time 
trapped body and over the 100 years his evil only grew while sanity slowly 
left him.

The party will have to enter his tomb (65,20) to destroy him. If they have 
freed Peredur from his bewitchment he will join them at that point. The 
tomb's entrance is guarded by four dark knights, each must be destroyed 
before the entrance will open. Undead prowl the tomb and the party must 
uncover the confusing hidden doorways, which are opened by various levers, 
while fighting off various forms of undead and animated suits of armour. 
Finally Clar'can is met at (6,87). The party cannot leave until he is 
destroyed. Once this is achieved the party can leave and rejoin the allied 
army.

Rowan will demand that the party find the Fomorian Hammer before moving 
past this point, as the party will be unable to face the Grey God's Avatar 
without it. See the Fomorian Tower and Shrine of Domnu (under Porthenys).

The party and their considerable allies will face further batles against 
the Shadowgaunts and their leaders until the party is able to enter the 
Stronghold of the Shadowgaunts at (62,6). Within the Stronghold, guarded by 
both Shadowgaunts and various demonic servants of the Grey God, is a portal 
to the Glooms: a hellish place where the Grey God's Avatar currently reigns 
waiting to enter this plane of existence, but unable to because of Ossian's 
now defunct time freeze.

The Glooms

If the party moves through the portal they will enter the Glooms. A 
nightmare world totally destroyed by the Grey God. Hardly anything 
resembling life occupies it. However, the final living thing in this plane 
calls out to the party and seeks to inform them of how to get past the 
'Pattern' which is a living river of blood sucking the life out of the land 
and feeding it into a mighty sea of blood. In the centre of the sea of 
blood lies the Grey God's Avatar. The pattern is capable of defending 
itself by launching bizarre blood creatures at the party. Three focal 
points in the pattern contain guardians. Dispatch them and the party will 
uncover a boat to traverse the sea of blood to find the Grey God's lair on 
the island. Unspeakable flying creatures infest the sea.

The Grey God's Avatar

When the Grey God's Avatar is encountered the party should first hit him 
with the Fomorian Hammer to disperse his invulnerability and then destroy 
him. Needless to say he will not be an easy target. If he is destroyed the 
party can return to their own plane of existence and celebrate with the 
assembled army. The destruction of the Grey God's Avatar will finish the 
main plot line, and this deed will be recognized by most of the major 
players in the land. Speaking with them after this victory will reveal the 
true nature of certain of the individuals met along the way: Maeth and 
Rowan especially. Of course all the other plot lines remain open at this 
point.







-------------------------------------------------------------
The North







The Frozen North
For the Dragon Riders - see the Runic Dragons Riders.

For the Nordman village - see Manannan's Quest under Porthenys.

Also of Note:

North of the Nordman village in a hidden crevice you will find a body 
(27,42) with some useful druidic items.

The Gnolls live in the area too at (46,79). In their caves is a lump of tin 
which if shown to the tinners in Ryn will bring a finders fee. They are 
always looking for new places to mine tin.

Beware the Autumnal Creepers who live in the forest centered around (29,78) 
and the Ice Goblins to the east of the Nordman village.









=============================================================
Thunder of Guns





Simple Twist of Fate

Fire Down Below

Fun In The Sun

Junk Yard Dogs

War At Home






-----------------------------------------------------------
Simple Twist of Fate







Mission: A Simple Twist of Fate.

 

This is your first mission in the game and if you have never played NC 
before this is a pretty simple one to help get your feet wet. It's not very 
long or difficult.

 

The main goal of this mission is to find out what happend to the Capricorn 
One, a missing research ship. Then report back to command on what you have 
found.

Along the way you will find that somebody in command would rather this 
mission never took place and attempts to have you killed.

 

Getting Started:

You land with little info other than the fact that you think the Cap One 
might have crashed somewhere on this planet.

To find where the Cap One has crashed head south to X:28 Y:80. You will see 
a valley to your right. Follow that till you emerge into another open area 
where you see the wrech of the Cap One.

When asked to surrender you should. You can fight the Marines but they are 
many and you are few and they have an infinite number of replacements. (Or 
so it would seem)

Once you have surrendered you meet Boron. The commander of the Marine 
detachment abord the Cap One. You can gather a few supplies in the 
containers scattered around the Cap One when you get the chance.

Boron will explain the situation. At this time you can choose to open some 
of the damaged bio containers or not. Things change a bit depending on what 
you do but not that much so choose however you like.

Once you have chosen what to do you can go back to the landing zone where 
you will find a squad of marines sent to kill you.

Depending on your choices you can either let Boron and his band of 
scientists destroy the marines or you can join the fight.

Once the fight is over you find the drop ship has been damaged and you need 
a part from the Cap One to fix it.

Go back to the Cap one and get the part then return to the drop ship to 
leave.

Thats the long and short if it. Not too tough.

One note, you can combat a nasty creature that has escaped the crash site. 
To find it, head north east form the Cap One through a cap in the 
mountains. Then just keep heading north and east till you see it at about 
X: 80 Y:10

It is not required to battle that creature to win this mission but you can 
if you like.








-----------------------------------------------------------
Fire Down Below








Mission: Fire Down Below

This mission starts with you being shot out of the sky by a ground based 
weapon. Your mission is to find out what has been happening to the shipping 
in the area.

 

Pirate Patrol:

Your first encounter is with a Pirate patrol who has coming looking for the 
wreckage of your shuttle.

Dispatch them and head south to X: 12 Y: 73 where you will see the 
perimiter of the Pirate base.

Attack the perimeter defenses and try to take out the control nodes. Each 
one will eliminate 3 turrets.

There is a building at X:5 Y:79 Inside this building you need to collect 5 
Unstable Isolinear Electron Crystals. You will need these to activate the 
draw bridge that lets you reach the com station where you radio to get off 
this rock.

Once inside the outpost proceed to the administration building at X:5 Y:79

 

Administration Building:

Once inside you have to proceed through various steps to get the 5 Unstable 
Isolinear Electron Crystals.

Proceed through the instalation and combat everything you see. In the 
process you will find 3 key cards. You need 5 key cards to activate the 5 
turbine contole stations. Get the first from a pair of pirate officers at 
X:18 Y:77 Check the cargo crate next to them for some goodies.

Proceed until you find a group of maintenence droids. Destroy them and get 
the Cutter they have with them. You can use this to get out of a room you 
enter via a faulty grav shaft.

Gain the 2nd access key in a battle with pirates at X:53 Y:67

Gan the 3rd access key in a battle with pirates at X: 85: Y:69. The key is 
on the bunk bed at X:88 Y:66

The 4th and 5th access key are gained in another buildings.

Exit this building now and then head to the building at X: 9 Y:77. The 4th 
key is in a foot locker at X:85 Y:62

Exit the building and enter the other barracks at X: 8 Y:76. The 5th Key is 
found in Commander Rogers quarters at the far end of this building.

Once you have all 5 access keys return to the Admin Building at X:5 Y:79. 
Just inside you will see the 5 turbines plus 5 access stations. Walk onto 
each to use the access key to activate each one.

Then head for the series of grav shafts at X:32 Y:83. Enter each one and 
walk on the console to activate the charger. Then walk onto the charger and 
grab the charged isolinear shard. You need to collect all 5 to make the 
Isolinear crystal.

NOTE: One grav shaft is fault and you can't get back up once you go down. 
To get out you can click ENCOUNTER and either cast "Leap" or USE the CUTTER 
to cut your way into the next room where you can use a working grav shaft.

Once you have collected all 5 and have the crystal you can get past the 
drawbridge that blocks your way to the com station. But that comes later. 
First you have some other stuff to do.

 

Barracks 2:

Enter the barracks at X:9 Y:77

Inside you will have a battle and you can proceed to the end of the 
building. You will find a filing cabinet at the end at X:88 Y:86 that will 
give the location of the Uplink tower. The tower is at X:59 Y:39

exit the Barracks and head for the gun emplacement at X:10 Y:85

 

Gun Emplacement:

At X:10 Y:85 is the main gun you need to destroy. Enter the buliding. Fight 
the crew manning the station.

At X:86 Y:13 is a crate you can get into by one of two ways. If somebody is 
pretty strong they can pry it open. You need a brawn of 75 or higher to pry 
it open. Otherwise if you have a blow torch you can use that to get the 
goodies inside.

What you need to do is find the power unit in the level below and set it 
for a timed overload. Use the air shaft at X:71 Y:10 to get down to the 
power center.

At X:85 Y:40 is the console to shut it down. Choose option 4 for the timed 
shutdown and it blows the place.

BEFORE you do that you might want to try and get the stuff in the crate at 
X:88 Y:44. You might take some damage as you head to and from the crate but 
that is the price you pay.

Inside the crate are a number of items. Depending on how tough you are you 
might not want to take the 3 electro grenades. If you have those on you 
they will explode when hit by a plasma arc making it pretty damn hard to 
survive the tripto and from that crate.

Once you have set it for a timed explosion all you need do now is get to 
the uplink tower with that activation code "Wildriver 7" and the "Isolinear 
Electron Shard".

 

End Mission:

Get to X:66 Y:36 and use the "Isolinear Electron Shard" to get past the 
draw bridge. Move onto the control station and enter the code "Wildriver 7" 
then move to the uplink tower and call for extraction.







-----------------------------------------------------------
Fun In The Sun








Mission: Fun in the Sun

 

End goal of this mission is to collect genetic material from six different 
species of Plevids and return them to the processing station near your drop 
zone.

A few of these sample are pretty easy to get while some of the others can 
be a bit more tricky.

In addition there are some goodies to be had if you go about it in a 
certain way.

 

Sample 1 and 2 are easy to get as you will get jumped pretty quick after 
the missions starts that will net you samples of two forms of plevids.

NOTE: Even though you get mulitple samples of each genetic material you 
only need one sample of each. Don't fill up your inventory with more than 1 
of each kind you find.

NOTE: You start the mission with two biologists. It is not required to keep 
them alive to finish the mission and they are pretty feeble in combat. Odds 
are they will get killed pretty quick. Don't loos any sleep if they do get 
capped.

 

Head south till you get to X: 21 Y:77 where you will see a gap in the caves 
to your east. Turn east and go to X:37 Y:81

Plevid Symbiont Village:

At X:37 Y:81 you will see a small village of some Plevid Symbionts that 
have overtaken some Gilrathi miners.

You discover that they want you to destroy the other Plevids in the area so 
they don't suffer some condition known as 'Twilling'

They give you a map to where you can find these other plevids.

Agree to do it and head for X:68 Y:82 Move onto the stone that blocks the 
cave and keep heading south and west through the tunnel.

Along the way you will find some pink fleshy creatures. Collect them up. 
You can use them later.

Continue through the tunnel and fight the plevids at the entrace. Collect 
sample number 5.

At X: 62 Y:86 you see a pit with a bunch of trapped plevids. At this time, 
select "Encounter" then "Items" and "Use" the pink fleshy creatures.

The plevids in the pit will overtake the pink fleshy creatures. Now you 
have some infected pink creatures. Collect them back up into the sack.

Head back to the Plevid Village at:X:37 Y:81 and the plevid symbionts will 
react to the twilling because of your pink fleshy plevids you have brought 
with you.

This will cause the death of the Symbionts and will allow the Gilrathi to 
tell you the code to thier security container. Code is: BR549

 

Platnik Bounty Hunters:

Just north and east of the Plevid Village at: X:43 Y:61 are a pair of 
Platnik Bounty Hunters that have been stranded here.

The really important thing is that you kill them and get the "Data 
Recorder" from the dwelling. You will need that later on to create a 
Fabrine'i translator to talk with a Fabrine'i spy.

However, you don't want to kill them by setting an ambush as that will 
destroy the Data Recorder inside the hut.

 

Plevid-Fabrine'i Battle:

At X: 56 Y:7 you will discover a battle between some Fabrine'i drones and 
some Plevids. Watch the battle. Then move in afterwards and you can get 
sample number 6 from a dead plevid.

 

Gilrathi Mining Station:

Move to X: 35 Y:19 Depending on where you are you may have to move around a 
bit to reach it but it's not too hard to get to. From there, head due south 
through a long narrow cave to find the Gilrathi Mining Station.

The building at X: 48 Y:44 contains a map to the old facility which you 
will explore later.

The vault at X: 46 Y: 48 is the real key to this area. It contains some 
stuff you want but you have to get in first.

You need two things to get this vault open. A power source and a cutting 
torch.

To get the power source you need to grab a tool called the "Plasma 
Transmorgrifier" from the tool shed at X:41 Y:47

Now you need to find a "Phased Plasma Emiter" and change it into a 
"Unphased Plasma Emiter" using the "Plasma Transmorgrifier".

Getting to that Phased Plasma Emiter is not easy as it is deep within a 
Fabrine'i Hive located at X:79 Y:6

 

Fabrine'i Hive:

The hive is at: X:79 Y:6 and once inside you will encounter a lot of crazy 
plants. The Fabrine'i are using this place as a weapons factory. They grow 
rare biologic animals and plants and harvest products from them to be used 
as weapons.

Most of the encounters in this place are pretty straight forward and will 
require more muscle than brain to complete.

You can attacin sample number 4 in this facility as well as the "Phased 
Plasma Emiter"

The Emiter is in a console at the very heart of the Facility near two 
higher Fabrine'i at X:28 Y:49

There is a not so obvious room to the south of this console at X:24 Y:56.

Inside that room you will find a dead drone with an item. Grab the 
"Fabrine'i Feedback Enhancer" from the dead drone. It has the ability to 
raise one of your charactesr stats in a very benificial way.

Now that you have the Phased Plasma Emiter you can leave and head for the 
Old Gilrathi Mining Station. Before you go however, click the ENCOUNTER 
button and USE the Plasma Transmorgrifer to change the polarity on the 
Plasma Transmitter.

 

Old Gilrathi Mining Station:

Once you have left the Fabrine'i Hive you are close to the entrace to the 
old Gilrathi Mining Station. Here is where you can find a blow torch you 
will need to get into the Vault.

Head to X:82 Y:13 where you will see a small late that drains into the side 
of the mountain. That will start you on a path to the old mining facility. 
Continue on fighting any drones you come by until you see the old facilty 
supply station at X:76 Y:51

Here you can grab a blow torch. Get it and head back to the new Facility at 
X: 44 Y: 42 W

 

Gilrathi Mining Station Revisited:

alk onto the Vault at X: 46 Y:48. If you now have the "Unphased Plasma 
Emiter" it will power up the vault.

Now you must enter the access code 'BR549" and open it most of the way 
before the power gives out. To finish the job you need to use the blow 
torch to cut the door loose from the inside. Click the ITEMS button and 
selec tthe blow torch and choose USE. Take the goodies inside.

There is a work facility at X:43 Y: 48 with a number of things to do.

 

Gilrathi Work Facility:

Once you enter the work facility at X:43 Y: 48 you can head for X: Y: and 
take the ladder to the sub level.

Down here you will find a weapons repair unit, some damaged .45 rifles and 
a console. Get the weapons from the weapons rack.

Once you have the weapons walk over to the console at X:32 Y:1. You need to 
power this unit up with any kid of a plasma cell. The same kind you have 
been finding as ammo now and again.

Click the "Encounter" button. Choose "Items" and then select and USE any 
plasma cell. This will activate the weapons repair device at X:33 Y:7

Walk onto it twice and it will repair the .45 Rifles.

You can then head back up through the ladder. Once you get back up to the 
main level, turn south and enter a room with some photon cell rechargers 
and a mining scanner.

Find the damaged photon cell at X: 5 Y:17 and take it. Then walk onto the 
working recharger next to it and attempt to recharge the damaged cell. This 
will cause an explosion that will open a hole in the floor.

Enter the hole and go down to an underground Fabrine'i hideout.

 

Fabrine Hideout:

Follow the path south as it winds around a bit and kill any Fabrine'i 
drones that attack.

Soon you will discover two Fabrine'i Slayer guards. Speak with them and 
then kill them. Take the recieve devices from the dead slayers.

Slice open the pod at X:3 Y:30 and recover two transmit devices.

You need to assemble these into a translator. If you have attacked and 
killed the Platnik Bounty Hunters then you have a "Data Recorder" which you 
need to do this.

Select the "Data Recorder" in the items screen and click USE. This will 
give you the "Fabrine'i Translator"

To the south of that pod that you cut open at X:3 Y:34 is a doorway that 
leads to the Fabrine'i Spy.

 

Fabrine'i Spy:

If you have the translator you can talk with this guy. Bully him to get his 
story (Which is bogus) and talk with him until your translator shorts out.

That short will increase the warriors PSI resist but will reduce his 
Stamina. It will also let you know the complete story behind the treachery 
planned by the Fabrine'i.

In the corner behind the spy at X:22 Y:32 you can take his stuff once you 
kill him.

Head back up and out of the work facility.

 

Sample Number 3:

Take your squad to the south east portion of the map in the general 
facinity of X:80 Y:80 and walk around until you are attacked by some 
Plevids that contain sample number 3. Now that you have all 6 you need to 
return to the processing plant at X:8 Y:3

 

Processing Plant (End Missin)

At X:8 Y:3 is the processing plant. Return here once you have collected all 
4 Plevid Symbiont genetic samples.

Walk onto the plant and it will start the ball rolling for finishing the 
mission. If you don't want to end it now because you have some stuff to do 
yet, you can return to this spot at any time to finish the mission and move 
on to the next one.







------------------------------------------------------------
Junk Yard Dogs







Mission: Junk Yard Dogs

The end goal of this mission is to kill the Golian Brain Mass. The real 
challenge is just getting to it to begin with.

It's in a pit under Recycle Facility Delta. However, you can't get inside 
this facility easily. Even when you do get in, the force you have to face 
that is guarding the Brain Mass is pretty brutal. In fact, if you do the 
mission with proper levels it should pretty much be an un-winnable battle.

Before you take on the Brain mass you need to reduce the number of cohorts 
it has on hand. We will cover that when it's time. Here is the step by step 
solution to this mission.

 

Finding The Facility:

You arrive due west of the main compound. Travel east until you see the 
main compound at: X:35 Y:18

 

Step by step on your way to victory:

Recycle Center Alpha:

You will see a pair of walls you must get by in order to enter. Once inside 
proceed to Recycle Center Alpha at: X:40 Y:13

Once your inside move a short distance east and south and you will find a 
room with a mutated system administrator. Kill him and check out his 
computer at: X:30 Y:23

You will also get a Rad-X grenade off of him. Save that for later as you 
will need it.

Choose the option to learn security access codes. Once you have that access 
code you need to get to the door to unlock the security door.

Trek through the facility killing all mutants as you go. It's not a huge 
facility and is pretty straight forward as to how to get to the main room 
at the end.

On your way stop by the cargo container at: X:13 Y:4 and have somebody with 
a high Bypass Security skill crack it open and take the goodies inside.

Level 4 Plasma Pistol and some ammo.

Once you reach the access console at X:12 Y:1 enter the access code you got 
from the computer when you killed the administrator.

That will open the door at: X:3 Y:5

Now take the grav shaft at X:2 Y:5 and go down to the recycle pit.

Down here you will see a big pile of old beat up droids and defense 
turrets. Head to X:7 Y:30 and you will detect a power source under the 
pile. To get to that you need to get rid of all the crap holding that pile 
together.

Head back up top and exit the building.

Once outside head over to the barracks at X:36 Y:8

 

Barracks:

Once inside travel through the complex. Get some supplies at X:40 Y:52 You 
will need one of these Detox Hypos to revive Ian later on so get one if you 
don't have one already.

Check out the freak show along the north wall near X:44 Y:49

One of the chambers will give you the option of setting some legs upright. 
Do that and follow the legs. They will take you to some Golians. Kill those.

Travel north a ways till you see 3 bodies at X:53 Y:28

The body on the left can be revived. You will need to have a Detox Hypo on 
you. If you don't have one, get one at that supply container at X:40 Y:52 
in this building.

Choose to leave the leech alone and it will absorb into Ian. You get a few 
Detox Hypos here as well. Click the ENCOUNTER button and you will use a 
Hypo to cure Ian.

When he comes to he will join the squad. It is not vital that he stays 
alive so if he gets whacked don't panic.

In the room just north of Ian X:49 Y:24 are some Golians. Kill them and 
enter the room. In the chests to your left will be some pipe and a pipe 
repair tool. You need the tool and one bundle of pipe. The pipe is really 
heavy but you only need one. Don't take a bunch as you only need one.

Once you got the pipe and repair tool you can leave the way you came in.

 

Fixing the Victa Tanks:

Once outside head over to the Victa storage tank at X:32 Y:6. This tank is 
empty as is the first storage tank to your left. The tank on the far left 
is full and you need to fix the pipe between the two storage tanks to 
refill the dispersal tank.

Move to location X:30 Y:6 and proceed to repair the line. Once fixed it 
will allow you to fill the Victa tank.

Now head over to the main building at X:32 Y:10 and go inside.

 

Processing Control Facility:

When you first come in you will see a console at X:4 Y:34 Visit it for a 
hint of what to do next.

To your east at X:24 Y: 37 is a grav tube leading down. Take it. You will 
come out into a large room with a set of Victa Tanks along the west wall. 
To operate those tanks you need to get to the console at X:3 Y:49.

You can't get to that console till you shut down the power to the magnetic 
door. You do that back up at the top at that first console. X:4 Y:34. Head 
back to that console and shut the power to the door down.

Now head back down and use the console at X:3 Y:49. The first thing you 
have to do is prep the tanks for dispersal. (Option 4) Do that and then 
route the Victa to Alpha Station.

That will dissolve all the crap covering up that power source you detected 
earlier. You can head back to Alpha Station X:40 Y:13 (outside) now or you 
can go down another level and find a bunch of goodies below in the crew 
quarters.

 

Recycle Center Alpha (Revisited)

Alpha Station X:40 Y:13

Once you are back at Alpha Station head back down to the bottom. You will 
need a Cutting Torch (Found in various places) to cut an Old Fusion Reactor 
out of the guts of a very old turret at X:7 Y:30

Once you got that reactor its time to visit Bob the Curmudgeon.

 

Bob:

Bob is a crusty old fossil of a man who has a workshop and trading post 
south of the main facility. To get to him, head for X:33 Y:62

You will have to loop a bit south and west to get there but should not be 
too hard to reach.

Once there you can rap on his door and get him to answer. Prior to getting 
that reactor he will have nothing to do with you. Once you do have it, he 
will trade you a premium item of your choice for it.

Also, every time you visit now he will buy and sell with you as well. Take 
this chance to stock up on whatever he has that you need.

 

Head North:

Once you are done shopping head north again towards the facility but do not 
go all the way back. Look for a break in the mountains at X:34 Y:44

Turn east at this point till you clear the rocks and then turn north. Your 
goal is a valley at X:60 Y:6

Once at the mouth of the valley head west until you get to X: 45 Y:3 You 
will find a force of Golians guarding the hole behind them to the west. 
Kill them.

When you do you will hear a large explosion near Bobs place.

 

Bobs Place (Revisited)

OK, when you arrive you will see an old battle wagon parked in front of 
Bobs place. Walk onto it and Bob will come out and talk with you.

Once you are don't talking head back north to where you were when you heard 
the explosion. X: 45 Y:3

When you arrive back you will see a huge boulder blocking your path. Bob 
will use his battle wagon to blast it out of the way so you can reach the 
pit at X:42 Y:5

The blast covers the whole area in lethal levels of radiation. Now is the 
time to select the Rad-X grenade you got earlier and use it to make the 
area passable. Otherwise you can try to get to that pit without the grenade 
but there is a good chance that some or all of you will die in the process.

That pit leads inside Recycle Center Delta.

 

Recycle Center Delta:

The layout of this place is pretty much the same as the Alpha Center with a 
few very minor changes. However, you arrive near the grav shaft that leads 
down to the Brain Mass you need to destroy.

If you go down there now you can choose to fight it now if you wish. This 
will be a brutal fight and may not be winnable. If you do get into a fight 
you can attempt to flee battle to the east if it turns against you. (Which 
it almost surely will)

Your best option is to back up right now and head back up the grav shaft. 
Travel through the complex and leave through the front door. Once you leave 
via the front door you can come and go from this facility using the front 
door.

Outside you will again encounter Bob sleeping on his Battle Wagon. Talk to 
him and convince him to drive that beast into the pit to the east.

Once that vehicle explodes below you can again take the pit to get into 
Recycle Center Delta.

Once again head down to where you encountered the Golian Brain Mass. It is 
still there and unharmed but all his cohorts will be destroyed allowing you 
to focus your firepower on the Big Kahuna.

Once he is dead that pretty much completes the mission. You can wander 
around and complete any side stuff you did not already. When you are ready 
to end the mission head to the com vehicle at X:36 Y:16








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War At Home







Mission: The War At Home

 

No Hints Available Yet, should have them posted soon.





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