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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 pocketsA) 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 ---------------------------------------------------------- War At Home Mission: The War At Home No Hints Available Yet, should have them posted soon. ============================================================