Magic Candle FAQ version 1.0.0 (with walkthrough and everything) by Andrew Schultz schultza@earthlink.net Information extracted for the *Commodore 64* version. Some details may be different for the PC and Apple versions, especially the bugs, but the locations and strategies should be completely portable. Please do not reproduce this FAQ for profit without my prior consent. However, if you write a polite e-mail to me referring to me(and this FAQ) by name, then I will probably say OK. But if I ignore you that means no--and I am bad about answering e-mail. Sorry. ** AD SPACE ** my web site: http://www.geocities.com/SoHo/Exhibit/2762 ** QUICK REFERENCE ** This is a text document for (hopefully) relatively easy downloading and off site viewing. But I thought Magic Candle was a complex enough game that it merited a non-text guide. The developing one is at: http://home.earthlink.net/~schultza/mc/mc.htm Download whatever you want from it for personal use. Also I cannot recommend enough Jason Spangler's site. http://jasons.wumple.com/Interests/Gaming/Computer/MagicCandle/Welcome.h tml ================================ 1. INTRODUCTION 1-1. THE GAME, THE SERIES 1-2. ABOUT THIS DOCUMENT 1-3. THE PURPOSE OF THE GAME AND WHY IT'S DISTINCT 1-4. EMULATION 1-5. OUTSIDE SOURCES TO USE WITH THIS WALKTHROUGH 1-6. USELESS TECHNICAL SPECS 2. CONTROLS AND STRATEGY 2-1. BASICS 2-2. MAKING IT EASIER OR QUICKER 2-3. HEURISTICS AND DUNGEON SLIDING 2-4. COMBAT 2-4-1. PREPARATION 2-4-2. MOVING AROUND 2-4-3. SPELL CALCULATION 2-4-4. STAGGERING YOUR MOVE ORDER 3. METRICS 3-1. TIMING/ENERGY FOR YOUR MOVES 3-2. SPELL POTENCY 3-3. LEARNING RATES 3-4. BUYING/SELLING 3-5. OTHER STUFF 4. MULTI-TASKING 4-1. THE BEST PEOPLE AND PLACES FOR IT 4-2. WHAT YOU CAN AND CAN'T DO 5. LISTS 5-1. COMPANION LIST AND RECOMMENDATIONS 5-2. LIST OF ITEMS 5-3. TELEPORTAL LIST 5-4. SPELL LIST 5-5. MONSTER LIST 6. OUTSIDE LOCATION DETAIL 6-1. PROVINCES AND HOW THEY BORDER AND WHAT'S IN 'EM 6-2. X/Y DETAILS FOR MINES, MUSHROOM PATCHES, AND MORE 6-3. HOW BEST TO GET TO SPECIAL PLACES 6-4. SPECIAL DIALOGUES 7. RECOMMENDATIONS FOR A STRONG BEGINNING 8. FRIENDLY LOCATIONS(DIALOGUE, MAPS) 8-1. CASTLES 8-2. TOWNS 8-3. VILLAGES 8-4. RANDOM ROAD DIALOGUES AS HONORARY FRIENDLY LOCATIONS 9. UNFRIENDLY LOCATIONS 9-1. DUNGEONS 9-2. TOWERS(THE ENCOUNTER TYPE) 9-3. OUTDOOR AREAS 10. LOGICAL PATHS TO INFORMATION AND ACCOMPLISHMENT 11. SUPER QUICK WALKTHROUGH OUTLINE 11-1. 'MACRO' WALKTHROUGH 11-2. CHANT CHEATS 12. NED PROVIDES A WALKTHROUGH 13. [LEFT BLANK AS IT TURNED OUT TO BE USELESS] 14. HOW TO PROCEED IN THE HARD VERSION 15. BUGS AND CHEATS FOR YOUR AMUSEMENT, FRUSTRATION OR EXPEDIENCE 16. VERSIONS 17. CREDITS ================================ 1. INTRODUCTION 1-1. THE GAME, THE SERIES Rings of Zilfin preceeded Magic Candle--it was more of a trading game where you traveled down fixed roads and only gave you one character. It was also insanely hard until you figured out some good trades, but many of the monster and mushroom names made the cut to Magic Candle. Keys to Maramon is unofficially "Magic Candle 1 1/2," with more emphasis on fighting. It's a legitimate prequel. Magic Candle II looks at what happened to the Four and Forty, whose absence caused the potential catastrophe you are assigned to fix in Magic Candle. Magic Candle III continues on the same themes. Bloodstone, according to the- underdogs.org, uses the same engines of this. But I can't evaluate the last four, although I'd like to be able to some day. 1-2. ABOUT THIS DOCUMENT After reading Wyvern's FAQ of Magic Candle, which was packed with information well for its size and time written(the writing tools at one's disposal these days are tremendous,) it occurred to me as I began to write more guides that it didn't quite have everything. Dungeon maps might be useful, as well as a quick walkthrough. The maps seemed impractical at first until I was able to manipulate them with a Commodore emulator and save states. Dialogs seemed opaque even with a hex editor until I found a way to decode them. But I did not want to re- write what was already there, and on replaying this game there were questions evident to someone trying to get his groove back after thirteen years. Some things, such as party selection and NPC evaluation, were straightforward. The dungeons and left-out keywords were another matter. If there are any typos in the game script, it's probably the Commodore's fault. Everything is checked against some extensive save state info. WARNING: the quick walkthrough spoils a lot of what is so fun about the game. Read it at the peril of losing a lot of the enjoyment discovering stuff in Magic Candle provides. Although I'll try to make up for some of that enjoyment with humor, only use the walkthrough if you've already played the game and want to sift through memories, or you want to plow through it. I've found that once you know certain information about what's relevant, Magic Candle is very easy to plan completion for, and a good start can really get you rolling. But there's still the getting through--and doing so efficiently. The dungeon rooms provide some nasty combat challenges. Then there are stray mushroom patches to find and even seeing if you can cut any tasks out. 1-3. THE PURPOSE OF THE GAME AND WHY IT'S DISTINCT Magic Candle doesn't just have unique graphics, although the roofs in the 3/4 perspective are a great use of tiles. It manages to tweak standard mythic cultures, and every location has a great name. MC even rewards heroism(or punishes last-minute goofiness) for its own sake in ways Ultima IV couldn't; for instance, your charisma is boosted when you free a town from an enemy tower that holds it captive. The game also punishes greed or selfishness in some amusing cases that I don't want to spoil for you just yet. It also allows your party to split up and do their own things. The seemingly haphazard ways to travel also force you to think of a way to maximize your efforts, and choosing companions is fun. There are enough 'hooks' to improve that the game is appealing, and given how your party formation matters more than in just combat(which also allows considerable maneuvering--align players right and a tough battle is won before it starts) Magic Candle achieves an admirable stab at realism that still allows the player to imagine the rest--and want to. The only annoyance in Magic Candle is how you can knock on a door in a village, get the person's name right, enter, and be rebuffed. It's the same at every hour. And sometimes the letter controls are goofy, and ship travel takes too long(i.e. 2 days to travel a distance took you 3 hours to walk.) 1-4. EMULATION Apple emulation of this game should be straightforward; there is a "crack" disk that will allow you to bypass the annoying copyright protection, especially distressing since there is no way to tell which page is which from the original manual on the web. With the Commodore, you can use a tool that is in fact effective for Apple or Commodore in general: the save state. Use save states instead of the "save game" option, since the program only asks for the verification when you try to restore a game. Although you shut down the Commodore emulator, the program never really considers that you restart. Saving states is also useful in dungeons or in combats, and it can easily cut down the time and risk you need to take to explore, which may spoil some of the fun. However, if you get addicted to save states and shift them around, problems may be created when you use a save state and the character disk changes--you wind up with two copies of Alhan and Kruga is deleted, for instance, which is not fun. Generally if you switch from one point in a game to a previous one and then mess with the character roster, you may be in trouble. So just make sure you're not ruining the character roster when you change things around. It's OK to go to past parts of the game but make sure the big party changing decisions are taken seriously. VICE + arnold.c64.org images work for Commodore. ApplePC + asimov.apple.net images(cracked) works for Apple. As for cracking the PC version--www.theunderdogs.org has a manual where you can guess at when pages stop/start. Maybe if it were scanned as PDF, that would be even more helpful. But Jason Spangler's site(see below) has a cracking executable that bypasses the copy protection. Also if you choose to use the Commodre emulator, be aware that the keys are a bit different. SHIFT-7 gives the apostrophe, and you must type = to get a dash. On VICE the ALT-W(warp) may be necessary to bring the thing to a reasonable speed after disk loads. But you need to turn it off for regular action. And you need to beware of double-typing stuff on 200% which is the most comfortable speed for everything except typing conversations. At times when you do that, you have to back up your cursor because your hand slipped, and the person you're asking won't get the question. The Commodore, you should note, also automatically capitalizes the first word you type, but if you back up over it, that changes. Don't worry about this for accuracy; even though the thing insists you type out "RITUAL OF AWARENESS" in one case and is ponderously slow, it's not case sensitive. 1-5. OUTSIDE SOURCES TO USE WITH THIS WALKTHROUGH Magic Candle is a thoroughly complex game for the time it was released, and this FAQ would have not been possible without the hard work that preceeded it. I've mentioned Jason Spangler's page before and must recommend it again. http://jasons.wumple.com/Interests/Gaming/Computer/MagicCandle/Welcome.h tml He has allowed me to use the information on his page, including the scans of the clue book--which I used in creating a list of the teleports. It also has a general big-picture map of all the overworld. WordPad should be able to open up the manual with the mysterious '.wri' extension although I may ask Jason and see about saving it in HTML form later. Reading the manual is very useful and entertaining as well, so don't be shy about it. It features amusing friendly infighting among many of the NPC's that you may ask to join your party. I also have a weakness in my heart for my own sub-site: http://home.earthlink.net/~schultza/mc/mc.htm It contains graphical maps, and you can open up one browser for this walkthrough and another for the pictures. Then use the alt-tab key to move between the two. You may download the pictures for your own personal use, but please don't pass them off as your own work! 1-6. USELESS TECHNICAL SPECS The game encodes conversations ingeniously in the Apple and Commodore versions. It counts a 01 byte as TH, 02 as ER, 03 as RE, 04 as HE, 05 as ST, and 06 as SH. This also discourages hacking to discover important information as these are two common letter sequences. Also small letters in the file became a space and that letter...and periods forced a capital letter. So conversations were a bit packed in. I think dungeon rooms were packed in with a (number of squares:icon number) algorithm. The world is also a pretty big place. OUTSIDE MAP = 19065 squares(155x123) DUNGEON MAPS = 90854 squares(I trimmed some edges on this) (range from 35x35 to 64x64 minus one 20x30) CASTLES = 6400 (4 40x40) TOWNS/VILLAGES = 29946 (Port Avur 64x64, all others 40x40 to 50x50) DUNGEON ROOMS = 18200 (7x13, ~200) ----- TOTAL = 164465 which is rather large for an early game, up there with Legacy of the Ancients, and it has good variety. All the added dialogue makes it feel even bigger. 2. CONTROLS 2-1. BASICS The commands are listed on the lower left part of the screen. Just type the first letter of a command to do something. They change when you change locations. Walking is the default and uses arrows. 2-2. MAKING IT EASIER OR QUICKER On an emulator you can frequently use time-warping for moving down a road as long as you flee. It's awkward to try to move quickly but 200% on the Commodore is good for a quick typer who barely touches the keys. Lots of times you'll need to get in the groove by repeating an action several times, i.e. see which characters need which mushrooms and having each one eat by-mushroom. 2-3. HEURISTICS AND DUNGEON SLIDING What I call dungeon sliding or side-walling is one of the most useful tricks in the game. You'll note there are narrow passages where only one party member can squeeze through, but you can break up when it's not necessary for substantial benefit as well. Let's say you want to go through a hallway, but you keep getting ambushed. There's a way around that even if you're walking on the same squares. Let's take a chute first. Say you know or suspect it's ahead. If 1 goes up to v he'll fall in. But let's divide the party up and go 2U2R. Now we can pass by the portal. The only square that is a tripwire is the 'v.' But in fact I can be even more specific. Let's say 3 and 6 disband and go north. They're not touching v but they still hit the chute. What's important is if the UPPER LEFT SQUARE IN THE FORMATION touches a trigger square. If they went 2U(1 or 2L)2U then they would step on what I call the trigger square with no effect. Going up from D will have no effect either. (A) (B) (C) (D) Xv X Xv X Xv ^X Xv X X X X 12X X 3X X23 X X X X 45X X 6X X56 X X123X X 3X X12 X X1 X X456X X 6X X45 X X4 X You can also pass by by dividing your party with a horizontal line. Below remove 4, 5 and 6 from the party and move in. Then 4, 5 and 6 can move to the top and past and rejoin on the other side of the trap. I will call the methods left/right(making left and right factions) or up/down(equal up and down factions) division as I go through the walkthrough. Generally in a horizontal corridor, up/down division works, but in a vertical one, you use left/right. There are some tricks where you can maybe jump over an obstacle, and they are what make the walls need to be so thick. For instance, with formation: 1 . . 2 . . If there's a wall of energy in your way, one thick, you can skip over it by going up to it and re-forming. 1 E . => . E 1 2 E . . E 2 You can also hop over snakes similarly or just not have to cast as many spells--or maybe even any. S SX X X 123X 456X <= break off 1-5. Lead 3-6 through the snakes and when on the other side switch back, dump 1-4, go north and rejoin. Then let 1-4 come up and rejoin. It's a bit taxing, but it can be done. Rearrangement can also help a party stuck on water. Say 1-4 are here. 1 2 3 4 5 6 Dispatch 1-4 and let 5 and 6 walk away. Then dispatch 1,4 from 1-4 and let 2/3 walk away--it's OK to walk OFF water but not ON it. Then 1 . . . . . 4 . . => . 1 4 (can't re-form on water) But this last bit is finery. The main thing to master and remember; keep to a wall in unfamiliar dungeons and split up a party to explore ahead. If any corner square is in a wall, you won't trip an ambush, teleportal or trap...until maybe Khazan. Then you can probably rely on the wall on the opposite side. In general, I determine SIDE-WALLING to mean that you will walk around with your party split up and with some of the unfilled positions in your current formation in a wall. Most traps aren't set up to deal with a full party that walks through walls, and who would enter a dungeon with less than a full party? 2-4. COMBAT 2-4-1. PREPARATION Many of these points will seem obvious, but when you get caught up in strategizing or puzzle solving, you can forget. 1. make sure your spellcasters have sermins before starting. 2. before a tough combat, eat mushrooms and save the game. I've gone in and lost and retried only to find what I'd eaten after saving was no longer effective! Similarly the second time through a tough combat I've forgotten to draw my weapons in the rush to get started. 3. be sure to have shields for everyone before facing magic. 4. have an extra pick for dungeon rooms as well as loka/medicin. Accidents do happen when you fetch your just reward. 5. starting formation is important. If you need to cast spells to soften hand-to-hand monsters up, stay back and be ready to use bows. But for strong spellcasters later on that don't just buckle under to spells, you'll have to start off close to them. 6. after visiting a god, be sure to check if you can get new weapons. If you want to save game time, you can perform operations in a dungeon room. But later on in the game when I got flush with supplies, I had everyone eat nifts before a big fight even if I knew my spellcasters hadn't gotten hit. No need to micromanage--you can't take nifts with you at the end of the game, especially on the Commodore/Apple versions which never got the sequels. For overland encounters(guards at a pass) or tower fights/ambushes, you can save right before the incident and enter until you get a fight you like(numbers or placement in your favor.) 2-4-2. MOVING AROUND There are three sorts of combat: outside, dungeon room, and dungeon ambush. I'll group in tower fights with dungeon ambushes. Outside combat allows lots of space, and if you have bows you should retreat and wait for the bad guys to come at you. Generally few will have missile attacks...if a cyclops or zebani does line up with you, you can actually get ALL your party to line up with him and keep moving out of the way, especially if you have good dexterity. He'll cut in and probably not shoot. In dungeons it's a bit more crowded(7x13,) and you'll have to make use of the vulnerability of trapped combatants. Here are ways to trap a combatant. I assume here that 1-6 are your main characters, 4 is the archer, and 5-6 are magic users. X is the wall. Then: 1 2O3 XXX <-The orc is trapped. The next hit gets him. X1 XO2 XXX <- The orc is trapped here too. 1 2 O XXXXXX <- The orc is trapped if you shoot at him but not if you attack with a sword. Oh--one thing about arrows. They can hit the guy behind--friend or foe. Below 4 can shoot 2 if the orc ducks. x 2 O 4 X XXXXXXXXXXXXX Smarter monsters(i.e. spellcasters) may jump out of a corner if they can; in general monsters can move diagonally at you, which isn't always an advantage. Zebanis, who have missile attacks, do this, and it can leave them open to manual attacks instead of bows and spells. You also have to be aware of a nonlinear spell being blocked. Let's say you want to cast a spell at a Zorlim in the corner, but a fountain is blocking your way. This is also relevant in ambushes; however in some such cases monsters may try to align vertically with you and wind up trapped behind a wall. I really push the envelope on ambushes, often restarting from my save point or save state if I fall into one. The need for Gonshis is more urgent when you enter a dungeon room from the side, as rooms are wider, and monsters can be eight paces away instead of four. Wizards can be useful late in combat to trap in a monster. If there are a lot of opponents that hang back, a spellcaster can move to trap them and make it easier for you to finish off. Keep them with mirgets and luffins, too, so if a monster does approach, they can do serious one-time damage without using a spell. 2-4-3. SPELL CALCULATION Casting spells isn't all pyrotechnics. With many spells and manual attacks having fixed values, you can often figure out how many turns you have to kill bad guys. Coupled with gonshis(4 spells you can cast or 4 attacks or attack+move=5) you can decide who to liquidate on your first turn. This all may affect which spells you initially want to recall. Let's say you do 45 damage with a fireball but there are enemies in the next dungeon room with fifty hit points. 2-4-4. STAGGERING YOUR MOVE ORDER It's almost never the best strategy to let 1 move first and then go with the rest. One common tactic is, if you have gonshis and especially luffins/mirgets, to take out front-guarding weaker monsters and have your fighters run at the spellcasters behind them. In the example below, say 1 has a luffin and mirget and gonshi. He can run at the orc and overkill it(a mirget-less hit would have done easily) and then have a swing at the hibliss. Then 5 can try to chip at its shields with fireballs. Or 5 can move first, wipe out the orc with one blow, and 1 can run at and kill the hibliss, perhaps leaving 5 to knock off something else. 5 1 O I There's another odd case where you can trap a bad guy in. 3. METRICS 3-1. TIMING/ENERGY FOR YOUR MOVES Timing depends on your slowest person's speed and the terrain. Two may win this booby prize, and even if no one else is close, the whole party will suffer. It's usually your wizards who are the slowest. However speed * time is not constant. In fact as your wizards get faster you can really whiz around. On daylight after having found the three locations to increase speed, with Tamar and Dokas both having eaten Drelins, you only take ten minutes walking on the road. Drelins = +3 speed night = -1 speed tired = -1 speed As for energy used--there's a little bug where the energy used doesn't show up if you try to flee but an obstacle appears in the way. However, you don't use any time this way(another bug--fleeing into combat loses 1/2 your time,) and so occasionally it's useful if you're trying to get somewhere quickly. Also it helps you spend even less time on a road, and you can flee into a town with no time loss at all. --5 minutes if you try to buy something and decline --15 minutes if you do buy something --5 minutes if everybody wants to eat an item --100 ticks(8 hrs 20 mins) to train for charisma or learning --2 days to learn fighting --3 days to learn magic On a tangential note, people appear/disappear in towns on the hour, and you get paid for working on the hour--even if you started at, say, 13:55. 3-2. SPELL POTENCY Walkwater receives one move per magic user's ten points. Teleport allows passage in the following diagonal directions. 90+: 6x4(whole screen) 70+: 5x4 50+: 4x3 30+: 3x3 10+: 2x2 Shatter hits a monster for a random damage between 0 and (your spell power - 1) inclusive. Fireball hits your opponent for 5 + (spell power / 2) damage. Zapall hits your opponent for (spell power / 4) damage. 3-3. LEARNING RATES For regular learning, skill improvement = learning / 5, except in the case of charisma. For charisma, improvement = (learning / 8) + 2. Learning increases 10 points for a wizard and takes 100 ticks. It increases 7 points for a human or elf and 4 for a dwarf and 6 for halflings. Charisma also takes 100 ticks but gives 14 for 99 learning-- you're probably best off getting to 99 learning early on and then getting some charisma later(in fact you may only need to get 2 improvements for the fast walkthrough, 75 is the maximum charisma required so no one blows you off, 55 is strictly necessary for the elves' guild, and any more is only useful for haggling, but you should gain cash quickly,) as in the meantime you can memorize spells. It takes 1 point less of energy to cast a spell for every 4 points of magic skill you gain up to 80. However you cannot go below 1. It takes 1 unit(5 minutes) less of time for every 4 points you learn. However you cannot go below 3. Ishban with 99 learn is | LEARN | ENERGY SPELL | 0 99 | 0 80 ---------+--------+------- (SABANO) +---+----+------- FEAR | 40| 16 | 50| 30 CONFUSE | 50| 26 | 40| 20 SHATTER | 35| 11 | 30| 10 REPEL | 30| 6 | 25| 5 LOCATE | 40| 16 | 30| 10 ASSESS | 25| 3 | 20| 1 (ISHBAN) +---+----+---+--- FIREBALL | 33| 9 | 30| 6 TELEPORT | 60| 36 | 25| 6 HEAL | 30| 6 | 50| 26 WEAKEN | 25| 3 | 35| 11 VISION | 50| 26 | 25| 6 FREEZE | 50| 26 | 90| 66 (DEMARO) +---+----+---+--- ENERGY | 25| 3 | 30| 10 PIERCE | 25| 3 | 25| 5 DISAPPR | 55| 31 | 40| 30 WALKWATR | 42| 18 | 35| 15 SHIELD | 30| 6 | 25| 5 RESURRCT | 75| 51 | 90| 70 (ZOXINN) +---+----+---+--- ZOFIR | 45| 21 | 55| 35 ZAPALL | 65| 41 | 65| 45 ZENGRL | 60| 36 | 50| 30 ZISHOXE | 55| 31 | 50| 30 ZEFOAR | 60| 36 | 50| 30 ZUTYUN | 70| 46 | 75| 55 3-4. BUYING/SELLING Weapon/Item | Buy | Sell ------------+------+------ Brom Bow | 400 | 300 Great Axe | 525 | 400 Brennix | N/A | 3000<=but don't be a fool. Keep it! You can sell back an item--wear and tear does not affect price. Selling prices for supplies are never based on charisma. Instead, they are determined by town. But of course you can't sell too many supplies, only pearls and gems. Buying prices for supplies are based on charisma. If charisma=5 you get no discount, but above that you get a little something. Some items give more of a discount than others. Item | High price | Low price ---------+------------+----------- b=potion | 35 for 12 | 21 c=gonshi | 40 for 12 | 26 d=sermin | 30 for 24 | 21 l=mirget | 52 for 6 | 36 m=nift | 50 for 12 | 33 n=luffin | 40 for 12 | 26 p=loka | 72 for 6 | 51 q=drelin | 45 for 12 | 36 s=pearl | 50 | 26 0=blanket| 70 | 51 2=pick | 95 | 71 3=boot | 150 | 111 4=shovel | 55 | 41 5=lens | 230 | 181 6=medicin| 55 for 6 | 36 Town | Pearl | Topaz | Ruby | Emerald | Diamond ---------------+-------+-------+------+---------+--------- Port Avur | 20 | 60 | 125 | 190 | 400 Delkona | 40 | 20 | 153 | 333 | 766 Merg | 20 | 75 | 110 | 210 | 390 Knessos | 35 | 65 | 95 | 200 | 475 Keof | 33 | 66?? | 133 | 233 | 560 Sumruna 30 80 135 210 500 * = best price 3-5. OTHER STUFF Here's how people improve each time they meet a god, with the maximum they can improve to: Str/Sta/Agi/Dex You, Nazim 5/ 9/ 2/ 6 Ziyx,Eflun, 2/ 8/ 1/ 5 Tamas,Dokar,Madir / / Nehor,Lupi 4/ 8/ 3/ 10 Sakar,Kruga 8/ 9/ 2/ 8 Dalin,Rogga, 7/ 8/ 1/ 7 Yulig? / / / Alhan,Eldai? 3/ 7/ 3/ 7 Amad,Ben? 4/ 8/ 2/ 7 Rexor,Nagi? 6/ 8/ 1/ 5 Jimbo/Min/Nimmo? 3/ 7/ 3/ 11 Miko 4/ 6/ 3/ 10 Rasul: ? Dwarves tire when energy = 24, humans at 19, elves and wizards at 14, and halflings at 11. When you're tired you can't do anything and forget any spell you might have learnt if you are sleeping. 4. MULTI-TASKING An important part of getting through the game is learning to multi- task. Have some people do something while others are split apart maybe studying or learning skills. A weakness of this is if a party is attacked, but on the other hand you can have some party members being productive when they're not 100% necessary for the quest. 4-1. THE BEST PEOPLE AND PLACES FOR IT --people with professions can work in various towns. Port Avur is a great place for this. Keof's carpentry shop pays 9 an hour, which is great, but it's a bit inconvenient. Port Avur has 3 different places to work and companions from the castle can fill in all of them. --you can also have mages wait around and memorize spells while other people are going on a quest. Check up on your mages and make sure they don't get tired, or all this will be useless. Leave them with some sermins. --the start of the game is best for this, as is at the Crystal Castle when you get new members and need them to memorize spells. --you can even look ahead from a dungeon room although that is not always practical. 4-2. WHAT YOU CAN AND CAN'T DO --Unfortunately you can't switch every other move--it would require an inane amount of disk loading. 5. LISTS 5-1. COMPANION LIST AND RECOMMENDATIONS Here are the statistics for the people you will find in the Royal Castle(companions A-L:) I've shortened the table from the actual view so that everything would fit on one line. Attributes where the current equals the maximum when you start out(strength, stamina, agility, dexterity and speed) are only shown once, and everyone has a maximum 99 HUNT and LEARN. Race abbreviations should be pretty obvious as well. People shown below are divided up into Royal Castle dwellers, Crystal Castle folks, and you. | S| S| | |AG| | | |LE|DEX|SPE|BO|R/C | T| T| | |IL| |CHAR |HU|AR|TER| E|OK|R/C NAMES| R| A|SWORD|BOW |TY|MAGIC|ISMA |NT|N |ITY| D| |R/C -----+--+--+-----+-----+--+-----+-----+--+--+---+---+--+-------------- ZIYX |04|30|20/45|00/00|03|50/99|07/30|00|25|30 |07 |S |WIZ/MAGE NAZIM|15|35|35/80|30/80|05|20/80|15/99|70|20|25 |10 | |MAN/RANGER JIMBO|10|25|30/60|30/75|08|00/00|30/99|50|20|20 |10 | |HAL/CARPENTER NEHOR|14|30|20/75|50/99|08|15/80|10/60|60|30|40 |11 | |ELF/RANGER SAKAR|25|50|45/99|15/80|10|00/00|05/50|10|15|35 |09 | |DWA/FIGHTER DALIN|22|45|40/99|15/80|09|00/00|10/50|20|15|30 |09 | |DWA/METALSMITH MIN |09|25|30/60|20/75|08|00/00|33/99|50|30|20 |10 | |HAL/TAILOR EFLUN|10|30|30/45|00/00|05|35/99|04/30|00|20|20 |08 |D |WIZ/MAGE ALHAN|10|30|20/75|42/99|07|20/80|10/60|25|15|30 |11 | |ELF/GEMCUTTER AMAD |20|40|35/80|35/80|06|00/00|04/99|00|10|35 |09 | |MAN/MERCENARY REXOR|18|35|35/80|25/80|06|00/00|25/99|10|15|30 |09 | |MAN/KNIGHT MIKO |14|30|25/60|25/75|09|00/00|30/99|40|25|20 |10 | |HAL/METALSMITH -----+--+--+-----+-----+--+-----+-----+--+--+---+---+--+-------------- KRUGA|42|60|55/99|30/80|12|00/00|05/50|10|20|45 |11 | |DWA/FIGHTER BEN |30|50|45/80|40/80|10|00/00|05/99|05|05|35 |10 | |MAN/MERCENARY RASUL|14|40|35/80|25/80|07|00/00|30/99|10|35|30 |09 | |MAN/TAILOR MADIR|15|40|35/45|00/00|07|35/99|10/30|00|25|35 |08 |D |WIZ/MAGE LUPI |22|45|35/75|55/99|10|25/80|15/60|70|25|45 |12 | |ELF/RANGER NIMMO|18|40|30/60|40/75|09|00/00|40/99|15|30|30 |11 | |HAL/GEMCUTTER YULIG|36|55|55/99|30/80|10|00/00|10/50|20|25|40 |09 | |DWA/GEMCUTTER ELDAI|18|45|30/75|45/99|09|25/80|15/60|15|20|35 |11 | |ELF/CARPENTER TAMAS|12|45|35/45|00/00|08|45/99|05/30|00|35|35 |08 |I |WIZ/MAGE NAGI |30|50|45/80|20/80|08|00/00|35/99|25|25|30 |09 | |MAN/KNIGHT DOKAR|12|45|30/45|00/00|09|40/99|10/30|00|70|40 |08 |S |WIZ/MAGE ROGGA|38|55|55/99|30/80|09|00/00|05/50|25|20|60 |10 | |DWA/METALSMITH -----+--+--+-----+-----+--+-----+-----+--+--+---+---+--+-------------- LUKAS|16|35|35/80|35/80|06|20/80|20/99|50|30|35 |09 | |MAN/RANGER Each one has a cute little blurb, too: ZIYX: I am Ziyx, the arch mage.I am old so my speed is not what it used to be. However, my magical skill is still unmatched. NAZIM: Greetings (you), it's good to see you my friend.My hunting skill can feed your party. JIMBO: Salutations (you), I can keep your group warm when you must camp outdoors. NEHOR: I am Nehor of Trilliad. My skill of archery is well known among my kin. SAKAR: Garvath (you), slaying orcs and trolls is my favorite activity. DALIN: Hello (you), my skill at the forge may provide coins when in need. MIN: I am the best tailor east of Oshmar. EFLUN: I have the spell to resurrect the fallen in combat. ALHAN: I am a gem cutter by trade, but note my skill with the bow. AMAD: I normally expect to get paid for my services. But this once, I shall serve for no reward! REXOR: To die for a cause such as yours is the dream of every knight! MIKO: I am not a magic user or a mighty warrior. Yet, I am certain I can help. KRUGA: Hail [char], there is none to match my strength. BEN: I may not be as strong as a dwarf, but I sure know how to fight! RASUL: I can learn to fight, but can a fighter learn my craft? MADIR: I fight with spells and swords. LUPI: None can match my skill with my brom bow! NIMMO: I am the best halfling warrior you will ever find! YULIG: I can fight as well as i cut gems! ELDAI: I am a craftsman. But I am also a magic user and a weapon wielder. TAMAS: I conjure the best fireball in all the Deruvias! NAGI: I can charm or harm the devil, when I want! DOKAR: I learn spells faster than anybody! ROGGA: I am strong, fast, and I hate orcs! [Please allow me to join your quest as a member of your party.] You as an everyman also start out with 50 shield and 10 sermins, which is nice. Now which of the five should you choose to start your mission? That's actually a different question from which you should choose to get it going. You can probably sacrifice at least ten days just to preparing your squad in easy mode, stockpiling mushrooms, etc. with people who have professions. * The best laboring party should have a large variety of professions: NEHOR/DALIN/MIN/ALHAN/ZIYX. After getting supplies from the King, you can quickly run to Port Avur, buy armor, train, work and rest a lot. * The strongest combat party(i.e. the one to get you to the Crystal Castle) seems to be LUKAS/SAKAR/REXOR/DALIN/NEHOR/ZIYX. I'll describe a finesse later where you can avoid having to use Eflun extensively, who can be useless in combat before you get another spell book--and once you get that spell book, it'll be close to time to trade up. His slot is better used with a fighter if you want to get through the game quickly, and he's only really necessary for casting shield spells. The resurrect spells are nice, but 1)they're a lot less necessary if you've got extra fighting power and 2) since the Crystal Castle characters are stronger it's not worth getting him another spell book. However, if you wish to avoid spoilers, Eflun will come in handy. * No one character is a real stinker, relatively speaking, at the beginning. They are all trumped later on by Crystal Castle characters, but you have no truly bad choices unless you combine too many of one profession or ability or just outright forget about magic. * NAZIM is a decent choice, but he is pretty much pareto-dominated by you. Although his hunting skill is good, Nehor's is about the same, and hunting isn't that useful anyway. * AMAD is pretty strong for a human, but dwarves are better in combat. * MIKO's charisma may come in handy, but if you have DALIN in the party his smithing ability is less useful, and if you have ALHAN or NEHOR then his bow skills are relatively diminished. He is a bit stronger than JIMBO, though, but I like to take NEHOR and give him armor immediately as you can only have three people bringing home the bacon early on(carpenters can only be hired in Keof.) Now on to the guys you'll find at the Crystal Castle. The elimination process is a bit tougher here. * BEN is overall pretty weak. * RASUL's a bit wimpy too, and carpentry is not the most convenient profession. * ELDAI's an interesting Jack-of-all-Trades. But Lupi has the brom bow and better magic. * KRUGA vs. NAGI seems to be a tough decision; stats versus armor. I'd ditch NAGI because even though he has the better armor, that can and will be improved later in the game. KRUGA will always have a nice statistical edge. * NIMMO has good charisma, but you can improve that on your own once you return to Pheron. You may possibly want to use him to get into Meardom your first time back and then switch to LUPI once you've trained your own up. * MADIR is obviously the weakest of the three mages. His relative advantage in fighting skills doesn't mean much. * YULIG's gemcutter skills could come in handy but unfortunately he doesn't have quite the statistics of a pure fighter. * This leaves a party of LUKAS/KRUGA/ROGGA/LUPI/DOKAR/TAMAS. You may not be able to cast resurrect until you find the Book of Demaro, but I find the offensive strategy(combined with saving after a critical fight) works best. * Congratulations! You're now not only the leader but also the lame-o of the group. Unless...well, you HAVE been following my advice and training? That will help a bit. 5-2. LIST OF ITEMS This isn't always logical or connected--i.e. why are the shapes broken up? But I thought I'd give a nonspoiler list of what does what. A = none B = potion(heals all hit points unless diseased/poisoned) C = gonshi(offers extra attacks for one round) D = sermin(restores energy to 99 unless starving/poisoned/diseased) E = pyramid(used with teleportal) F = sphere(used with teleportal) G = cr dust(crystal dust, no use in combat or travel) H = cube(used with teleportal) I = S. Ash(Shir-Aka Ash, no use in combat or travel) J = Amulet(white amulet, no use in combat or travel) K = Hoyam(hoyam essence, no use in combat or travel) L = mirget M = nift(two standard attacks do no harm) N = luffin O = rope, which helps you cross chasms. Noncheaters may need several for various mountain ranges. P = loka. Cures poison which cuts down hit points to 0. Q = drelin. Lets a party member go faster(+3 speed.) To conserve them, give only to your slowest or those with <3 speed greater than your slowest--your speed is determined by the slowest member, so someone who *can* but won't break the speed record doesn't need one. R = star(star key, no general travel use) S = pearl. Useless special power with the "magic" of technology, but you can sell for a profit. T = topaz, appropriately. Good to sell. U = rUby. Very good to sell. V = emerald. Fetches a day's salary at least. W = diamond. Makes you rich fast when you sell. X = hammer. No general travel use. Y = Dream dust. No general travel use. Z = Cloak. Not useful until... 0 = blanket. buy at general store--lets you get energy>50 while sleeping 1 = circlet. No general travel use. 2 = pick. Use it on chests in dungeon rooms. You probably need just one. 3 = boot. Get one for each party member for lava filled areas. 4 = shovel. Get just one and use it to dig when you get a dungeon treasure map/instructions. 5 = lens. Use it at the temple altar--or one other place--to learn chants you'll need. 6 = medicin. Cures disease(i.e. hit by hraffel which cuts down energy to 1/2.) Probably won't need too many. 7 = pass. Get it from the Port Avur guard house and use it at the jail. 8 = Lens. Need it to read some small writings. 9 = medicin. Used to combat disease. Disease reduces maximum energy to 50. 5-3. TELEPORTAL LIST Thanks to Jason Spangler and, down the chain, the guy who dropped the hint book on him for this. No comments on what passages are best to use here, just what goes where. Bedangidar: Cube Pyramid Cube -> Rosus 093, 034 Sphere Sphere Sphere -> Shendy 019, 088 Sphere Pyramid Pyramid -> Udar 128, 107 Sphere Sphere Pyramid -> Pheron 007, 025 Crezimas: Cube Pyramid Sphere -> Fubernel 067, 080 Sphere Pyramid Pyramid -> Selderad 124, 030 Pyramid Sphere Cube -> Trilliad 093, 069 Pyramid Cube Sphere -> Pheron 021, 024 Dermagud: Pyramid Cube Sphere -> Isles of Ice 009, 098 Sphere Pyramid Cube -> Pheron 023, 009 Cube Pyramid Cube -> Selderad 133, 032 Cube Cube Cube -> Yberton 129, 090 Khazan: Sphere Sphere Sphere -> Port Avur N/A Sphere Sphere Cube -> Yberton 138, 096 Pyramid Cube Pyramid -> Shendy 008, 087 The portal to Yberton is east of the Crystal Castle, with no guards stationed to hassle you as you slip back in. I think going to Crezimas after Khazan is a good idea, putting two important dungeons together. It's pretty easy to shuttle between the two, in fact, and late in the game it's really necessary for expedient completion. The other two are good panic retreats. Of course you can always leave and rest a bit on Fubernel before attacking Shadrum. But in fact the distance to Keof is about the same as the distance to Delkona if you'd exited. Kherbel: Cube Cube Cube -> Merg N/A Pyramid Sphere Pyramid -> Fubernel 058, 071 Cube Pyramid Pyramid -> Hidden Vale 109, 094 Sphere Sphere Cube -> Pheron 007, 023 Khiriss: (ok) Sphere Cube Cube -> Fubernel 066, 075 Sphere Cube Pyramid -> Trilliad 127, 063 Pyramid Pyramid Pyramid -> Shendy 012, 075 Pyramid Cube Pyramid -> Shertuz 055, 035 Meardom: Cube Pyramid Sphere -> Fubernel 045, 082 Pyramid Sphere Pyramid -> Knessos N/A Pyramid Sphere Cube -> Kendar 069, 061 Cube Cube Sphere -> Udar 144, 116 Pheron: Cube Sphere Cube -> Kendar 074, 035 Cube Cube Cube -> Hidden Vale 109, 094 Sphere Pyramid Sphere -> Meram 044, 051 Pyramid Sphere Sphere -> Rosus 105, 036 The official destination of CSC is "Bay of Meric." This place may be useful to get to the Hidden Vale or(during the brick buildings quest) Rosus. In addition, you can maybe use it as a shortcut from Port Avur to Lymeric. Sargoz: Pyramid Pyramid Cube -> Fubernel 059, 071 Cube Pyramid Pyramid -> Port Avur N/A Sphere Sphere Sphere -> Hidden Vale 109, 094 If Sargoz is the last dungeon you need to face, then you can drop right off at Hidden Vale and win the game from there. Otherwise it's not too bad to track to Pheron. Shadrum: Cube Cube Pyramid -> Fisestar 140, 082 Sphere Sphere Sphere -> Isle of Giants 041, 116 Sphere Pyramid Cube -> Marmaris 007, 056 Pyramid Cube Pyramid -> Shiran (Darvale 103, 108 actually) If you want to go to Fisestar, then 2S 3E gets you to one mushroom patch and 4N lets you inspect another. The teleport to Isle of Giants puts you in an awkward SW part of the island, and the Marmaris location is just southwest of Soldain. Shiran is probably the best place to go from here unless you forgot/need to pick up Dream Dust(Fisestar, close to Bihun and Trilliad.) Even so Shiran->Khiriss->Trilliad->Crystal Castle->Selderad is a good move. Shendy: Sphere Cube Sphere -> Dakland 086, 005 Cube Sphere Cube -> Piyan 098, 114 Pyramid Pyramid Cube -> Uberion 015, 044 Very useful on your quest to get through the whole brick houses, levers and gods bit. Uberion is not a bad destination either as there's a mountainous nook to the north where you can get sermins--although the game doesn't reveal it to you after you win the fight with the guarding trolls and Zorlims. Then you can go to Soldain for a Sabano if you want. Sudogur: Cube Pyramid Cube -> Darvale 085, 021 Sphere Sphere Pyramid -> Marmaris (crashes C64) Cube Sphere Cube -> Pheron 007, 011 Pyramid Pyramid Pyramid -> Sumruna N/A Ahh, Marmaris isn't really worth going to anyway. Pheron is; you can sneak through the north entrance to Port Avur and go south through it to get to the road with minimal time spent or fatigue. Thakass: Cube Pyramid Pyramid -> Bihun 134, 053 Pyramid Sphere Pyramid -> Khiriss 140, 026 Sphere Pyramid Cube -> Sargoz N/A Sphere Cube Sphere -> Pheron 025, 021 Vocha: Pyramid Sphere Sphere -> Phaleng 073, 013 Cube Cube Cube -> Meram 043, 049 Sphere Sphere Sphere -> Shendy 008, 078 The teleport to Phaleng is actually referred to as "Ice Plains." Meram is just east of Marmaris and Soldain, and assuming you completed Vocha, it's a good idea to go west. Also, if you've raised the sunken isle then you may want to take a look at it on Meram. But if you need/want another Ishban right now then Phaleng is an OK choice--you can always head south from Pheron through some easy patrols at a later date. Shendy's a bit too in the middle here although you can take a boat to Fubernel for Khazan and/or Shadrum. 5-4. SPELL LIST **************** * SABANO * **************** Not surprisingly for a basic spell book, some of Sabano's spells are pretty lightweight. But once you buy another spell book there's nothing wrong with your leader or an elf taking Sabano as a backup. FEAR: Moderately useful to breeze through a combat. If you have first strike and high magic ability, you can stop opponents' magic casting for a bit. CONFUSE: useful if nothing else is available, but your major challenges will come from guards deliberately blocking a narrow path. Maybe if monsters have cornered you and you want to try to push them back. SHATTER: the best of the Sabano spells. Damage is random, as low as zero and as high as your magic level. The randomness is not weighted. The best time to use shatter is at the start of the game--be sure your spellcaster's recharged before combat. Later on, fireball is more consistent and potent, but when a fireball or two will leave a monster with, say, two hit points(remember to keep track of monster HP,) you can take a chance and cast shatter to try to take it out with one less hit than you need. REPEL: necessary to get by snakes that block dungeon corridors. Not good for much else, and you won't need TOO many--in fact, breaking your party up to tiptoe past the snakes will save you having to use this spell more than you need to. Since it's always effective and never based on skill, later on you can have a non-wizard stock up with a few of these. LOCATE: I find this uselesss widely because I flee so much, which means monsters will not be able to run at me successfully. It's also pretty clear where fixed monsters should be. Now if it'd tell you where MERCHANTS are on a road... ASSESS: You should be able to figure out which monsters do what pretty quickly. Since you can write down information, you've seen all monsters once you've seen one, with a slight variance in armor class. ************** * DEMARO * ************** You might get the feeling that Demaro's uses are somewhat forced on you. It's not a big deal in combat, and many of the spells seem curious. Still some of it is necessary to win a game, and none of the spells are too bad to memorize. As you progress in the game and get the Zoxinn book, you can probably fob Demaro off to your Elf and have him learn the workaday spells to leave wizards free for offense. ENERGY: only marginally useful, but it can have its purposes; it doesn't depend on spell ability, and often a weaker spellcaster can use this on a stronger one in place of a Sermin, thus getting an extra fireball in. You may have to break up the usual move order for combat. PIERCE: vital in later dungeons. Energy fields are these scrolling things that don't go away without it. Lite Sabano's repel, you will still want to be conservative with this and not try to eliminate everything--even see if you can sneak by with two guys. Another great spell for beginning casters to stock up on as it doesn't depend on skill DISAPPEAR: I never found this terribly useful as a luffin and mirget before battle produce the same result, and the monsters will attack SOMEONE, anyway. Useful in a pinch if someone's badly hurt as it has a bit more offense than healing, and they can take a luffin and drink a potion before they reappear and hit someone--especially if agility is high. WALKWATER: also vital in later dungeons although sometimes water conceals treasure. Be wary of getting caught on water without one spell left. You may need to save and restart a few times to figure exactly where you want to go if a weaker spellcaster uses it, as it wears off sooner then. SHIELD: for combat purposes, makes the book of Demaro worthwhile very quickly--but as your players get very good, it also becomes redundant. RESURRECT: definitely have a few in an emergency if you really don't want to try to work through a fight again, i.e. you're very near a god or a dungeon objective, and you forgot to save recently. ************** * ISHBAN * ************** Powerful combat stuff here. FIREBALL: on average, more damage than Shatter, but Shatter may give that necessary jolt you need at the start of combat. With weapons being predictable, knowing the damage you do helps immensely in planning which enemies to hit with what. TELEPORT: a bread and butter spell while outdoors. Not always useful to every square on the map, but it can often tell you where monsters may be. You can also use it several times without saving just to explore around. HEAL: somewhat useful in combat if you have no other important spells, or if one player HAS to attack and is low on hit points. Still it's usually better just to use a potion. WEAKEN: becomes more valuable as the enemy gets tougher. If one has, say, 99 shield and 10 armor, then this is much more effective than a fireball(max ~60 damage) or a shatter. Works best on spellcasters. VISION: practically worthless. You can just shut the computer off and turn it back on instead. FREEZE: most effective when Jerrahs decide to cast it against you. With enough stocked up you may be able to stall a few magic users, and as you go first you may be able to keep this up for a while(lesser users can cast energy.) But it generally helps the underdog to kill off someone. You shouldn't go into battles as the underdog. ************** * ZOXINN * ************** Some very impressive spells but not always as awesome as advertised. By the time you get around to this book, you will probably be so rolling in money that mushrooms will do a better job. Ironically there's more thinking for you in nonmagic combat than in wizards casting spells! ZOFIR: unfreezes a party member, but I prefer to go with direct offense. ZAPALL: is a great spell. Especially if there are a lot of monsters, and you have two Zoxinn books, and energy spells to cast on your two spellcasters with Zoxinn. The damage is not quite a half of fireball. ZENGRL: costly heal-all. I often prefer potions or just waiting it out. ZISHOXE: very nice against several spellcasters, unless they happen to have hit your party too unevenly. With combats against several spellcasters you should also have had shields at 99 before. ZEFOAR: radius of this Fireball spell is 2 squares. Ideally have the spellcaster use this first and then have the fighters move in. ZUTYUN: worth the cost, again, with lots of enemies when you need to eliminate armor and shields(i.e. the strongest spellcasters) or just flat out clear weak ones from your path to the big guys. 5-5. MONSTER LIST While hit points and damage remain constant, monsters gain armor class and even shields when they pop up in different areas. They also do varying damage but the hit points and abilities are usually constant. NAME | HP | DAMAGE | ---------+-------+--------+ SANDGU | 25 | | CYCLOPS | 50-60 | 25 | STRAIGHT MISSILE ORC | 15 | 7 | HRAFFEL | 40 | | DISEASE JERRAH | 60 | N/A | FERMIGON | 75 | 28 | AZRAEL | 250 | N/A | 49 SPELL DAMAGE WOLVINGA | 25 | 9 | ZORLIM | 35 | N/A | DISAPPEAR WHEN DEAD, 16 SPELL DAMAGE BARG | 54 | TROLL | 57 | ZEBANI | 51 | 22-24 | DOMUG | 34 | 14 | STRAIGHT MISSILE D KNIGHT | 35 | | 16 SPELL DAMAGE GRAGAN | 50 | N/A | 19 SPELL DAMAGE GNOLL | 40 | 24 | OGRE | 400 | | AC=6 GAEM | 90 | N/A | SPELL DAMAGE MONGOR | HIBLISS | 135 | | DREAD | 200 | | AC=8 6. OUTSIDE LOCATION DETAIL 6-1. PROVINCES AND HOW THEY BORDER AND WHAT'S IN 'EM Provinces are defined in game memory by rectangles, but most of them border on the sea, so they seem more like your average country border. Below I give the lower-right limits of each territory. When the border as the computer sees it goes into the water I just look for the furthest south actual land piece on the map. ********************* * MAP OF OUTERWORLD * ********************* +-------------+-------------+-------------+-------------+-------------+ | Pheron | Phaleng | Dakland | Fiztraz | | x=033 y=031 | x=077 y=018 | x=118 y=017 | x=153 y=021 | | +-------------+-------------+-------------+-------------+ +-------------+ Shertuz | Kendar | Darvale | Seld | Khir | | Uberion | x=064 y=047 | x=077 y=066 | x=118 y=030 | erad | iss | | x=033 y=050 | | +-------------+ x=132| x=153| +-------------+-------------+ | Rosus | y=048| y=048| | Marmaris | Meram | | x=118 y=043 | | | | x=033 y=066 | x=064 y=066 | +-------------+-+----+------+ +-------------+-------------+ | Trilliad | Bihun | | Shendy | Kuskunn | | x=123 y=076 |x=153 y=070| | x=024 y=096 | x=032 y=082 +-------------+ +-----------+ | +-------------+ Fubernel +---------------+ Fisestar | | | Heavenly | x=077 y=096 | |x=153 y=089| | | x=039 y=096 | | Kherbel | | | | | | x=123 y=101 +-----------+ | | | | | Yberton | +-------------+------+------+-------------+ |x=153 y=101| | | +-------+-------+-----------+ | Isles of Ice | Isle of Giants | Vo | Piyan | Udar | | x=034 y=123 | x=072 y=123 | x=082 | x=117 |x=153 y=123| | | | y=123 | y=123 | | +-----------------------------------------+-------+-------+-----------+ * - note there are some overruns. Part of the Isle of Vo is labeled "Piyan," and the west edge of Kherbel is labeled "Fubernel." 6-2. X/Y DETAILS FOR MINES, MUSHROOM PATCHES, AND MORE Place | Location | From | X, Y ----Friendly-------+----------------+-------------------- Bondell | Fubernel(NW) | | 044, 069(2x2) Crystal Castle | Yberton | | 133, 096(3x1) Delkona | Fubernel(E) | | 061, 080(3x2) Keof | Shendy(NW) | | 010, 071(3x3) Kharin | Udar | | 130, 108(2x2) King's Castle | Pheron | S | 014, 027(3x1) Knessos | Fiztraz(NE) | S | 135, 017(3x2) Lymeric | Kendar | | 065, 026(3x3) Merg | Trilliad(N) | | 101, 046(3x2) Port Avur | Pheron | | 011, 017(3x3) Shiran | Darvale | | 101, 018(2x2) Soldain | Marmaris | | 011, 052(2x2) Sumruna | Kherbel(SW) | | 082, 096(2x2) Theldair | Trilliad(S) | E | 105, 063(2x2) ----Dungeons-------+----------------+------+-------------- Bedangidar | Bihun | S | 148, 066 Dermagud(E) | Pheron | E | 024, 032 Thakass | Fiztraz | NSEW | 145, 012 Khazan(S) | Heavenly | | 037, 093 Khazan(N) | Fubernel | | 051, 093 Vocha | Isles of Ice | W | 031, 117 ----Noncritical----+----------------+------+-------------- Monks/rest stop | Uberion | | 116, 018 Monks/rest stop | Dakland(SE) | | 013, 041 Monks/rest stop | Piyan | | 113, 106 Teleportal House | Pheron | SE | 006, 005 Teleportal House | Khiriss | NSEW | 136, 033 Teleportal House | Kherbel | NSEW | 108, 085 Teleportal House | Shendy | | 019, 078 Cliff(need rope) | Rosus | EW | 106, 036 Cliff(need rope) | Fiztraz | NS | 125, 008 Cliff(need rope) | Kherbel | NS | 122, 083 Cliff(need rope) | Phaleng | EW | 052, 012 Cliff(need rope) | Uberion | NS | 007, 043 Cliff(need rope) | Kherbel | EW | 099, 093 Elf Maiden Suerfin | Selderad | | 132, 035 Elf Maiden Ellidrin| Trilliad | | 098, 066 Elf Maiden Aellin | Shendy | | 020, 087 Enemy tower | Meram | | 046, 058 ----Religious------+----------------+------+--------------------- Temple(Valon) | Uberion | N | 033, 036(Dermagud) Temple(Kalb) | Dakland | | 101, 011(Dakland) Temple(Pax) | Rosus | S | 087, 031(Piyan) Temple(Hissen) | Kherbel | | 097, 098(Crezimas) Temple(Sur) | Shertuz | E | 046, 035(Sudogur) Temple(Heru) | Fubernel | | 062, 094(Khazan) Temple(Paladin) | Kherbel(SE) | N | 123, 097(Bedangidar) Temple(Nexis) | Kuskunn | NE | 025, 073(Vocha) God(Pax) | Piyan | S | 105, 112 God(Kalb) | Dakland | E | 084, 009 ----Important------+----------------+------+---------- Brick House 1 | Darvale(W) | | 090, 026 Brick House 2 | Piyan | | 093, 113 Brick House 3 | Phaleng | | 074, 008 Brick House 4 | Meram(island) | | 058, 057 Obelisk(#2) | Fiztraz | W | 143, 005 Obelist(#3) | Isle of Vo | | 078, 117 [Obelisk #1 is in Meardom under Crystal Castle.] Unicorn | Heavenly | NSEW | 034, 086 Wolf Rock | Phaleng | N | 059, 010 Mushroom or magic plant patches are great places to replenish supplies or just pick up something you wanted to experiment with but didn't have the money for. All are well represented, and talking to monks or sometimes wizards generally helps you find them. Just be sure to leave a plant behind in case you decide or need to come back. That's how they regenerate. Patch | Location | X, Y | Referrer --------+-------------+----------+------------------------- Sermin | Darvale | 108, 026 | Ugdobar(Knessos) Sermin | Fisestar | 144, 084 | Zukumya(Sumruna inn) Sermin | Uberion | 018, 041 | Sermin | Trilliad | 115, 060 | Atvalan(Shiran) Gonshi | Pheron | 026, 014 | Lufer(Port Avur) Gonshi | Yberton(S) | 135, 101 | Lupsikin(Crystal Castle) Gonshi | Selderad | 124, 025 | Gelsham(Merg) Gonshi | Fubernel(N) | ???, ??? | Tumis Mirget | Meram | 036, 061 | Mirget | Piyan | 099, 110 | Hakim(Sumruna inn) Mirget | Khiriss | 145, 037 | Lunikor(Merg) Mirget | Giants Isle | 059, 117 | Shanek(Delkona) Loka | Udar(S) | 132, 116 | Mishu(Sumruna) Loka | Darvale(N) | 111, 009 | Berdiso(Lymeric) Loka | Phaleng | 074, 012 | Loka | Isles of Ice| 021, 104 | Luffin | Kherbel | 111, 091 | Basko(Sumruna) Luffin | Kherbel | 093, 082 | Basko(Sumruna) Luffin | Shertuz | 058, 036 | Kafir(Lymeric) Luffin | Fubernel | 044, 081 | Gonnar(Delkona) Luffin | Kuskunn | 032, 077 | Tiko(Delkona) Nift | Phaleng | 046, 007 | Nift | Trilliad | 116, 067 | Sevidor(Theldair) Nift | Fiztraz | 131, 009 | Tenkit(Knessos) Nift | Shendy | 007, 081 | Drelin | Shiran | ???, ??? | Carvis(Shiran) Drelin | Shertuz | 039, 031 | [none] Drelin | Fisestar | 142, 079 | Bornozar, Sorgulara(Merg) Drelin | Fubernel | 058, 092 | Tumis(Delkona) Enemies: Generally enemy troops will have one magic using unit and one brute- force squad--there can be up to four varieties of monster. The outposts occupy strategic bottleneck areas so that you can't just go anywhere on foot. Usually you can teleport over them but sometimes the game just decides to guard certain squares against that. It seems pretty arbitrary on the whole. I'll indicate when you should definitely avoid a fight-- and when I recommend you slug through it. If you want to cheat at any mountain pass you can just keep running into the monsters after viewing your party a different number of times. ** Ledger for shorthand below ** Types of terrain guarded: b = located on bridge p = mountain pass For strategy: k = you need to kill them if you pass this way l = you should probably save your teleport spells for later t = you can and should teleport over them u = you're not allowed to teleport over the monsters ? = it doesn't matter how you get over them--but teleport saves time 1-5 = how important is what they're guarding? 5= *very* Az = Azrael Ba = Barg Cy = Cyclops Dk = Dark Knight Do = Domug Fe = Fermigon Je = Jerrah Mi = Minotaur Or = Orc Sa = Sandgu Sl = Slime Tr = Troll Wo = Wolvinga Ze = Zebani Zo = Zorlim Zu = Zumagin Location | type | X, Y | Strategy/Details -------------+---------------+----------+------------------- Bihun | Je,Zo,Ba | 125, 086 | Bihun | Zo,Mi | 143, 069 Bihun | Or,Ba | 145, 068 Dakland | p: Do,Wo,Or,Go| 106, 013 | l-1 Dakland | p: Do,Wo,Or,Go| 106, 015 | l-1 Dakland | p: Zo,Tr | 088, 014 | ?-5(3rd to Kalb) Dakland | p: | 085, 010 | k-5(Kalb 1N1W) Dakland | p: Zo,Tr | 086, 012 | k-5(2nd to Kalb) Dakland | p: Zo,Tr | 090, 006 | l-1(dead end) Dakland | p: Zo, Cy | 093, 012 | l-1 Dakland | p: Zo,Mi,Tr | 094, 009 | l-1 Dakland | p: Zo,Mi | 105, 010 | l-1 Dakland | p: Je,Zo,Tr,Ba| 099, 007 | l-1 Darvale | p: Zo,Je,Ba | 114, 027 | l-1 Darvale | p: Zo,Je,Ba | 116, 024 | l-1 Fisestar | Zo,Je,Ba | 131, 086 Fisestar | Zo,Je,Go | 134, 081 Fisestar | Tr,Je,Zo | 128, 071 Fisestar | Wo,Zo,Je | 134, 077 Fisestar | Wo,Go,Or | 143, 072 Fiztraz | 122, 008 Fiztraz 122, 015 Wo,Zo,Je Fiztraz | p: Or,Zo,Je,Ba| 124, 012 | l-1 Fiztraz | p: Mi,Je,Zo | 131, 010 | u-4(nifts above) Fiztraz | p: Zo,Mi,Je | 119, 012 | l-1 Fiztraz | p: Zo,Je,Do | 133, 013 | u Fiztraz | p: Zo,Mi,Je | 136, 012 | u-1 Fiztraz | p: Zo,Je,Ba,??| 145, 012 | t-5(Thakass, Obelisk) Fiztraz | b: Zo,Ba,Tr | 125, 018 | ?-? Fiztraz | p: Or,Zo,Je | 125, 007 | l-1 Fubernel | Ba, Sa | 047, 082 | Fubernel | b: Zo,Do | 049, 076 | Fubernel | p: Zo,Ba | 052, 075 | Fubernel | Sa,Or,Go | 055, 092 | Fubernel | b: Tr,Zo,Or | 056, 085 | Fubernel | b: Zo,Je,Or,Ba| 062, 086 | Fubernel | b: Tr,Zo | 055, 081 | Fubernel | p: Zo,Mi | 058, 080 | Fubernel | p: Zo,Mi | 060, 078 | Giants' Isle | p: Sl,Hr,Ba | 052, 105 | l-1(mirgets too far Giants' Isle | p: Sl,Hr,Ba | 054, 115 | l-1 away/not worth it) Isles of Ice | p: Zo,Ze | 011, 102 | l-4(best way to Vocha) Isles of Ice | p: Zo,Tr | 006, 102 | l-1 Isles of Ice | p: Je,Zo,Tr | 012, 116 | Isles of Ice | p: Hr,Cy | 013, 101 | Isles of Ice | p: Zo,Hr | 015, 101 | Isles of Ice | p: Do,Or,Wo | 013, 108 | Isles of Ice | p: Do,Or,Wo | 015, 116 | Isles of Ice | p: Zo,Mi | 023, 111 | Isles of Ice | p: Je,Zo | 019, 117 | u-2 Kendar | p: Zo,Cy | 074, 047 | Kendar | p: Cy | 075, 049 | Kendar | p: Go | 070, 055 | Kendar | p: Cy | 074, 048 | Kendar | p: Cy | 071, 049 | Kendar | p: Cy | 080, 048 | Kendar | p: Do,Wo,Or | 066, 048 | Kendar | p: Sa,Or | 065, 040 | k-2(e. desert passage) Kendar | p: | 074, 041 | Kherbel | p: Je,Mi | 122, 078 | Kherbel | p: Ba,Zo,Je | 102, 078 | Kherbel | p: Sa,Je | 101, 097 | Kherbel | p: Zo,Je,Tr,Ba| 088, 093 | Kherbel | p: Sa,Go,Or | 079, 088 | Kherbel | p: Wo,Do,Or,Go| 081, 090 | Meram | p: Hr | 035, 058 | Meram | p: Hr | 047, 049 | Meram | p: Hr | 059, 050 | Phaleng | p: Or | 035, 012 | Phaleng | p: Wo | 034, 013 | Phaleng | p: Go | 058, 015 | Phaleng | b: Zo,Ba | 072, 011 | Phaleng | b: Do,Or | 050, 012 | Phaleng | b: Do,Or,Wo,Go| 078, 006 | Pheron | b: Or,Wo,Do | 030, 007 | Pheron | b: Or,Wo,Do | 036, 007 | Pheron | p: Or | 011, 009 | l-2(teleportal house) Pheron | p: Do, Go, Or | 020, 009 | l-1 Pheron | b: ??,?? | 027, 020 | k-5(your 1st combat) Piyan | b: Sa,Dk,Sl | 102, 107 | ?-1 Piyan | b: Sl,Ba | 113, 109 | l-1 Piyan | b: Dk,Sl,Ba,Hr| 116, 105 | t-4(guards temple/lever) Piyan | p: Je,Zo,Or,Ba| 085, 108 | Rosus | p: Do,Zo | 118, 036 | ?-4(temple-fight to W too) Rosus | p: Go,Zo | 113, 038 | l-1 Rosus | p: Zo,Tr | 114, 036 | ?-4(see 118, 036) Rosus | p: Do,Wo,Or,Go| 110, 038 | t-4 Rosus | p: Zo,Ba,Tr,Je| 103, 036 | t-4 Rosus | p: Zo,Tr | 101, 034 | t-4 Rosus | p: Zo,Wo | 099, 032 | ?-5 Shendy | Zo,Tr,Je | 015, 075 | Shendy | Zo,Je,Or,Ba| 015, 067 | Shendy | Ze,Zo | 017, 074 | Shendy | Je,Zo,Or | 006, 082 | Shendy | Zo,Tr | 011, 082 | Shendy | Zo,Tr | 013, 081 | Shendy | 019, 087 | ?-4(elf maiden) Shendy | 020, 088 | ?-4(elf maiden) Shertuz | p: Sl | 052, 047 | Shertuz | Sa,Or,Go | 040, 034 | Trilliad | p: Zo,Ba | 095, 074 | Trilliad | p: Zo,Ze | 092, 074 | Trilliad | p: Sa | 094, 076 | Uberion | p: Wo | 009, 034 | Uberion | p: Or | 008, 048 | Uberion | p: Or | 013, 045 | Uberion | p: Or,Go | 015, 038 | Uberion | p: Tr | 018, 042 | k-4 Uberion | Go | 020, 044 | Uberion | Wo | 020, 047 | Uberion | p: Zo,Tr | 012, 032 | u-4(Dermagud/Soldain) Uberion | b: Zo,Tr | 028, 041 | l-1 Uberion | p: Go, Sa, Or | 034, 042 | l-1 Udar | p: Zo,Je,Tr,Ba| 125, 107 | t-1(easier way thru swamp) Udar | p: Zo,Je,Ba | 132, 102 | t-4(Methreal) Udar | p: Or,Je | 131, 105 | t-4(Methreal) Udar | p: Tr,Je | 134, 105 | ?-3(Loka S, Sermin N) Udar | p: Je,Do | 139, 113 | ?-3(Loka) Yberton | p: Je,Zo,Tr | 127, 095 | t-4(Crystal Castle) There's a weird bug where if you go to (77,78) through (77,82) from the left(this is possible in Kherbel) you'll get an enemy combat no matter what. I don't think you were supposed to switch disk sectors there. 6-3. HOW BEST TO GET TO SPECIAL PLACES I'm going to assume you have a magic user with 50+ skill who can cast teleport although some places may need even more. The three brick houses containing levers are not easy to find information on, and then they're just not easy to find. The first, in Darvale, is a short jump from Shiran, and I mean jump-- you can't just walk there. A teleport 3S3W onto one island and then another teleport west--although you may want to move SW first as monsters may be guarding that island. But you can also teleport south from Dakland if you wanted to see Kalb first. Finally the third is NE of Lymeric. There are guards you probably don't need to teleport over, and although there are ice patches it's not really that bad. Because if you don't want to use a teleport, you can move north and then flee three times--N, E, N--to get near the house, and none of the flees uses energy or time. To get to the tower of Ruhan on the Sunken Isle, you need to go into south Meram to see the tip of an island and then cast the spell there. 6-4. SPECIAL DIALOGUES Wolf rock script: [character] opens the vial and the sweet aroma of the Hoyam essence starts to rise around them! Suddenly a white wolf appears on the rock above! It gazes at them with calm blue eyes. A golden chain can be seen around the wolf's neck. From the chain hangs a star-shaped, beautiful key. After a while, thw wolf shakes its head, as if to signal approval. The star gets loose from its neck and falls to the ground below. [character] Finds the star key. Should he take it? Elf maiden dialogs: --ELLIDRIN/SWAN SONG: --AELLIN/RIVER SONG: --SUERFIN/SPARROW SONG: Oh! so you know about my song. All right, then listen. The elven maid starts to sing a most beautiful tune... [+1 speed to all] [get greedy:] You all have my gift. I can do no more. --1 of other 2: She is my sister Mismatch the songs: "That's my sister's song!" Omit 'song': --I sing about them! Seek my two other sisters as well. --SISTER: I have two. --C: I don't know what a rumor is! --SONG/TUNE: Ask me the name of the song you wish to hear. BRICK HOUSES DIALOG Mainland: There are steps there going up to an iron lever in the wall. [pull all 3 levers:] A deep rumble rises from the earth as distant tremors are felt by all. On Sunken Isle: There is a book here, protected by a bell jar. Its title reads: 'Rituals of Magic'. What is the name of the ritual [char] wishes to read? --AWARENESS: [char] Reads: 'Ritual of awareness' opens with the verse: 'Rehtem verek' 'Eklem kenek' 'Elatir gnassar' Bedangidar dialogues: SONOMA IMPRISONED(LEVEL 1): That's a cage. There is a white pigeon within. The cage's door may be opened. Should [char] open the cage? As the pigeon escapes from the cage, she tranforms into an elven lady. She says: I, Somona the sorceress, am in your dept for freeing me. Meet me at Theldair and I shall hear your need. Somona changes back to her alternate shape and flies through the window! A bird cage. It's empty. BRENNIX(LEVEL 5): You found Dreax's chamber. This is the room where Zokadir captured the demon! Brennix! The legendary sword of great Zilbann! should [char] take it? SARGOZ/AMULET(4) Through the fiercely crackling flames a white amulet is seen, lying on white-hot coals. Should [char] attempt to get it? [NO CLOAK:] Hot flames prevent [char] from approaching the amulet! [CLOAK:] [char] Wraps the elvish cloak all around him and disappears into the furnace. After a few moments [char] returns triumphant with the white amulet in his hand! Unicorn script: At a tiny clearing in northern parts of the forest. Facing you from a prudent distance is the legendary last unicorn! You are mesmerized as she gazes at you with calm blue eyes. Than suddenly, before you can make any moves, she disappears! [Sherro's high call:] Sherro's high call echoes through the forest. A short while later the unicorn reappears! [inspect front:] The unicorn wears a green ring on her single horn! Should [char] attempt to take the ring? The unicorn bows her head and the green ring gently falls into [char]'s palm! [never had this happen:]The unicorn shakes her head nervously, preventing [char] from taking the ring! [inspect back:] That's the back side of the unicorn Ogre King(5) [You are in the presence of the Black king, king of all ogres.] "Greetings adventurers. You have defeated many of my minions to reach here. I salute your courage.name a wish within my power and it shall be yours!" --B: 'Ask' about an item you need. --C: The rumor is you wish to prevent Dreax's escape! --CIRCLET: Ah! the circlet eh? Well all right, it is my most precious possession but here, it is now yours! again: [It is yours now!] --OGRES: My kind. Mad Wizard script: The Mad Wizard has some nutty things to say. Mad Wizard(40) "Oh go away or I'll turn you into a lizard!"/"Well.. I am not mad, and that's that!" --B: Patience is a great virtue! --C: Well, hmm... The quonnies must be ready for the moon dance! --BUNGIONS: I eat them raw! --KUSPAR: Keeps babies quiet! --QUONNIES: They are my friends! --DREAX: Demon lord! --MOON DANCE: I love to watch it! --MONGIR: What a wild one he is! --MONGIR'S CURSE: I never learned to cast that one! --BLUE RING: The blue ring of power, eh? [you have it:]Didn't I give that away!? [random below, just keep asking:] Here, I have no use for it. it's yours if you want it! I think you suffer from Mongir's curse! O foolish one, give up and go home! It whispers of trouble! I vaguely remember something like that! Right! Just throw a pinch of kuspar and she will stop crying! Shadows of your thoughts darken my sight! My fireballs can fry Dreax himself! It looks like green bungions. ZIRVANAD DIALOGUE WITH MAGIC WORDS STRUCK OUT: [inspect:] A stone vault with a star shaped keyhole. Within the vault there is a book. On its cover the word 'Zirvanad' is barely readable. A powerful spell holds it glued down. It's not possible to remove it. [use lens:] With the aid of a lens [character] reads: Chapter V. Should the candle start to melt. In the event that the candle starts to melt, following steps must be taken to prevent Dreax's escape. Three magic users must enter the hall and locate the three lighting stones. Each magic user must possess one of the following items:The white amulet of light, The green ring of order, The blue ring of power. The holder of each item must stand on the stone of its color: blue on blue, white on white, and green on green. The holder of the white amulet starts the process by chanting the 'ritual of awareness'. It is essential that the steps described herein be executed in the exact order specified. [3 chants here found elsewhere in the game] (Three of the following spells must be cast immediately after using magical dusts and ashes. Do not allow the dust to settle before chanting the magical words.) Next, the wearer of the blue ring must throw crystal dust into the air and conjure a 'Bubble of Captivity.' the bubble will cage Dreax while the candle is being repaired. [3 chants here found elsewhere in the game] Once the bubble is formed, it is time to transfer Dreax from the flame of the candle into the bubble. This is done by the green ring holder who sprinkles elven dream dust in the air and chants the 'three words of will' while the dust floats around the candle. [3 chants here found elsewhere in the game] Without the effect of the dream dust, Dreax can not be contained within the bubble for more than a few seconds. Following the transfer, the green ring holder chants 'ude', 'samaid', and 'dehuble' to prepare the candle for repair. Immediately, the blue ring holder must fling a pinch of shir-aka ash in the air and chant 'exiteralmisto', 'haxobez', 'behsaim' before it settles. At this point, if all was done properly, the candle would be whole again. There now remains one last step, the task of transferring Dreax back into the candle's flame. This operation is performed by the amulet holder chanting: 'ekburamitral', 'hox', 'begone'. End of game(celebration at castle) script: Congratulations! You and your companions succeeded in restoring the magic of the candle and, kept Dreax trapped. It is now time to return to King Rebnard's court and inform his majesty of your great deed. Some time later at the king's castle... The banquet to honor the brave heroes of the Candle is in progress. His highness King Rebnard the Just, signals for silence. The king: My friends, we are gathered here this night to salute the skill and the courage of these few men, who, as of this day, are to be known as the 'Heroes of the Candle'. [he rattles off names and adjectives here in a roll call:] ] Our chosen hero [name], ] Great wizard [wizard], ] Fair [name], [elf] ] Charming [halfling], ] Valiant [dwarf/human], We hereby present you our most heartfelt gratitude for what has been accomplished. Your names, and your heroic deeds, shall become a permanent part of our land's lore and culture. It is thanks to your victory against Dreax and his forces of darkness that we could gather here tonight and make merry. So, let us all rise and toast, to our Heroes of the Candle! The hall rings with the shouts of all who attend the banquet: Hail to the Heroes of the Candle!!! The king: my friends, the victory we celebrate this day is sweet. But alas, the war with Darkness is far from being won. The word reaching us from the lands beyond the sea of Oshmar causes us much concern. There is talk of a new demon-lord who equals Dreax in might. He is said to gather a dark host that is the most powerful ever! So it is our grim duty to make it known here tonight, that the well deserved rest our heroes will have following their victory, may have to be shorter than we would wish. But for tonight, let us all enjoy this moment of peace and thank you once again, [name] and Heroes of the Candle! The End You may now save the game one last time. The file you save in can be transferred to play the upcoming sequel to The Magic Candle. 7. RECOMMENDATIONS FOR A STRONG BEGINNING It's actually not best to go out and start looking for monsters to attack. Better to gather information. On easy mode, there won't be many monsters to attack you and you can probably get away with resting and using just magic to get by critical fights in mountain passes or bridges. On hard mode, you may not survive with a full party. Therefore the best thing I find to do is to get three party members to work at Port Avur. Metalsmith, Gemcutter, and Tailor can all make solid salaries--6, 5 and 7 make for 18 an hour or 432 a day--yup, they get paid 24/7. The best part is that they act as a nice bank--when you return to Port Avur you just join the party with them and break them off again--but be sure to begin them when they're in the one-person party so they get paid for not questing! Also be sure to pool money and supplies to your active party. Not much to buy here other than a shovel(to find treasure,) gonshis, drelins for quick travel(useful when provoking random friendly road encounters or making it to a town before the gates close) and maybe a few extra sermins for emergencies. If you want to play the game totally honestly then pay attention to advice in the Royal Castle and Port Avur. If not Ned can tell you how to get a very good spell book early on. Eventually it'll lead you to Soldain where you can buy some interesting stuff. There will be some mountain passes but you can use magic exclusively as there shouldn't be too many combats. In fact you may want to see if you can plow through to Dermagud. The first task you have is to get to Yberton via the teleportal. You'll need to get shapes from the merchants on the roads first, and drelins help the whole process take less game time. In Dermagud There will be one encounter to pass through; you'll need full shield spells and LOTS of magic, and you will probably have to either take your workers along or eat a lot of gonshis--if nothing else, to distract the bad guys from hitting your spellcasters exclusively. The point of getting to the Crystal Castle is to exchange Ziyx and Eflun for the much more capable Tamas and Dokar. Now you wil probably want to have one each of Ishban, Sabano and Demaro to start off as Demaro's much harder to track down later, and there's no harm in memorizing its spells you'll need later. Your hero can always just learn shields to take the burden off Tamas and Dokar. Even if all six come to the Crystal Castle, don't exchange for Kruga, Rogga and Lupi yet. Instead find the teleportal in Crezimas back to Pheron--the combinations are hidden in the dungeons, but I'll forgive you for using a crib sheet. Oh, and if you walk the road outside you may find dwarves who offer a legit get rich quick scheme. Buy their gems. With your permanent spell casters in effect, you can start them learning. Ned knows the short way, which is a bit cheaper, but either way you should learn rapidly. Stop at Port Avur to get money and now let your three non-workers learn until each is at 99. Those that make it first can rest up and learn spells--Ned was even more ambitious, though. Now you can go back to Port Avur and learn some serious magic. Two cycles will net everyone +38 to their magic skills, which really helps fireballs. It's worth the delay at the beginning. With all this, you can now go back to Dermagud with --OR you can continue to learn spells with your leader using a teleport house to Fubernel and Bondell(make sure he can cross the treacherous passes where encounters wait with teleport spells.) The king's court mentioned Tonton will help with charisma, so you'll want to see him. Then you'll need to take a boat to get back--no teleporters are nearby, sadly. Blue Crab Beach is OK for the 'non- accelerated' since the way west and north has been cleared but otherwise you can take a boat to Shendy. In the meantime Tamas and Dokar should be learning offensive spells en masse. If you have two ishbans then fireball is best but otherwise have one person learn it and another shatter with a couple of repels on the side. Also have some teleports in reserve. Your hero can learn pierce and walkwater which will be handy in dungeons. Once your hero is back in Port Avur(by boat, teleport, teleportal or all of the above) it's time to go get the workers and bring them over to Crystal Castle and replace them. You can now teleport through Dermagud, and you should also have enough gold to get Methreal Armor(two teleports southish from Crystal Castle to Kharin and back)--if not, you may want to keep your spellcasters learning spells(leave your hero's book with them so they can swap books) and have your hero eat some drelins and take his cash and "invest" in what dwarves have to sell him off to the east. I also recommend cheating the gamblers in whatever cities you can find them in--Delkona has one, which makes it well worth the bribing price of admission. You should be rolling in cash now, and so you'll want mirgets and luffins for big encounters, gonshis for getting quick boosts, drelins for quick overland travel, a lens and--if you're insanely rich--boots for everyone, which aren't necessary until very much later. But you'll probably forget them. Blankets are also nice. With your current party you may want to go back to Dermagud and find Valon and clear the place in the process--note you wait until the new party comes in to wake him up. Don't waste the one-time shot on the weakies you got from the King's Castle. For the rest of the nine days, instead of just waiting for Methreal armor you can solve the levers quest or find a few more gods. Solving Bedangidar is a stretch unless you have tons of mushrooms, but you can always find the elf maidens or maybe even clear Vocha/Sudogur if you're wily. Or if you go the non-cheating route you're probably not going for a record time. So you can just have spellcasters read and fighters build up their learning before training. Lupi can learn magic twice, and Kruga and Rogga can max out their sword abilities. All this with almost no fights yet! 8. FRIENDLY LOCATIONS(DIALOGUE, MAPS) 8-1. CASTLES "That's Me" or "That's my name" will be eliminated. ************************* * KING'S CASTLE LEVEL 1 * ************************* **************************** ******XXXXXXXX************** *XXXXXXtXXXXtX******XXXXXXX* *t tXXXXXXXXX;*****Xtt[]tt* *`^^XX::::::::|;****XXX[]XX* *:::::::::::::|;****$(::::(* *:::::::::::::|;****(::::::* ******::::::::;*****:::::::* ******::::::::******:::::::* *****X::::::::XXXXX**::::::* *****X::::::::XXtXX**::::::* *****X::::::::XXXXX**::::::* *****::::::::::::::**::::::* *XXXX::::::::::::::**::::::* *X[]X:::*************:::**** *X[]X:::************X:::**** *:::::::***XXXXXXXXXX:::**** *:::::::***XtXXtXXtXX:::**** *:::::::***XXXXXXXXX!:::**** *:::::::***:::::::::::::**** *:::::::***:::::::::::::**** *:::::::***::::************* *:::::::XXX::::*XXXXXXXXXXX* *:::::::XtX::::*XtXtXtXt[]X* *:::::::XXX::::*XXXXXXXX[]X* *::::::::::::::*$(:(($:::::* *::::::::::::::*(!:::::::::* *:::************(::($::::::* *:::XXXXXXXXXXXX:::::::::::* *:::XtXXtXXtXXtX:::::::::::* *:::XXXXXXXXXXXX:::::::::::* *:::::::::::::::::::::::::!* *::::::::::::::::::::::::::* **************************** --TELEPORTALS: Pyramid, sphere, sphere from Pheron gets you to Rosus! (all:) REBNARD: Our king, may gods bless him! Dincher(20 charisma, ?-?) --B: Nuri the cook gives free food. --C: They say Lady Naran is in love again! Rean(25 charisma, 18-5) [behind barrels, need to break party up to get to him] --B: Seek Everos at Port Avur. --C: I saw Sir Banas chase a chambermaid last night! --EVEROS: He is Belazar's grandson. --BELAZAR: He is wise. Forkos(25 charisma, 5-12) [SE corner] --B: Seek captain Garlin in Port Avur. --C: They say Garlin has much gambling debt. --TRAVELS: I bought 'passage' to keof once. --PASSAGE: Ask about that to Garlin. Castle, level 1, servants' quarters: --??: I asked Rimfiztrik about 'teleportals' once. Dehos(15 charisma, 12-22) --B: Read about 'hoyam essence' at the library. --C: Pay no attention to court gossip! Kayse(15 charisma, 0-9) --B: You'll need picks and shovel in dungeons. --C: I hear screams from below! Castle, level 1, kitchen: Rana(15 charisma, ?-?) --B: Eat my master's food. --C: I hear screams from below! --FOOD: Ask the cook about 'food' Sol(15 charisma, ?-?) --B: Read about 'hoyam essence' at the library. --C: Beratt hides a secret, they say. --HOYAM: It is a rare plant. *************** * SUPPLY ROOM * *************** Chilek(15 charisma, 8-19) --B: You may buy a Sabano from Azidamus. --C: I hear screams from below! --AZIDAMUS: Knock on his door at Soldain. --SABANO: It is a spell book. (40 charisma, 8-18) ******************** * GUARDS' QUARTERS * ******************** Castle, level 1, guard quarters: Bosekan(15 charisma, 12-18) --B: I have a 'friend' in Soldain. --C: Pay no attention to court gossip! --FRIEND: He is a 'dwarf'. --DWARF: My friend Yodan the dwarf lives in Soldain. --YODAN: Knock on his door at Soldain. --KNOCK: Do that if the doors are closed. Gron(? charisma, 19-0) --Bosekan knows a 'dwarf'. --C: Pay no attention to court gossip! --BOSEKAN: My friend Bosekan gets here at noon. Danamar(25 charisma, 0-10) --B: Buy a spell book as soon as you can. --C: They say a wizard in Soldain sells a 'spell book'. --BOOK: Chilek can tell you more! --CHILEK: In the supply room. ************************* * KING'S CASTLE LEVEL 2 * ************************* This is where you start the game as well as where you find companions, visit the king, and exit to the countryside. ******************************** ***********XXXXVXXXXX*********** ***XXXXXXXXXOtXOXtOXX*********** ***t ttotXXXXXXXXXXX*********** ***`vvXXXXX":=:":=:""*********** ***::::::::::::::::::*********** ***::::::::::::::::::X;;;VV;;;X* *****************::::XFt;[];tFX* ***********XXXXXX::::XXX![]!XXX* ***********XtootX:::::="::::"=:* ***********XXXXXX::::!!::::::":* *XXX;VV;XXX".:::"::::::::::::*** *XtfX[]XftX::::::::::::::::::*** *X"`![]!X"X":::::::::~~:::::!XX* *%:::::::=::::::::::%~~%!::::Xt* **:::::::::::::::::::..::::::XX* **:::::::::::::::::::::::::::%:* **:::::::::::::::::::::::::::*** ***::::+***::::::::::::::::::*** ****---****::::::::::::::::::*** *************************::::*** *************************::::XX* *************************::::Xt* *************************::::XX* *************************::::!:* ***XXXXXXXXXXXXXX;;;;XXXX::::%:* ***Xt totototX;;t[]t;;tX::::*** ***X`^^X"XXXXXXXXX[]XXXXX::::*** ***":::::::::::"%::::%"::::::XX* ***!:::::::::::::::::::::::::Xt* ***::::::::::::::::::::::::::XX* ***"::::***:::**;+::::;**::::!:* ***:::::***:::**;:::::;**::::%:* ****************;-----;********* ****************;;;;;;;********* ;******************************* Castle, level 2: Gustron(20 charisma, ?-?) --B: Rates of combat schools vary from town to town. --C: They say Thorin's hammer is stolen! Veridia(15 charisma, ?-?) --B: Kids love Rimfiztrik. --C: I love them, have you any? Rimfitzrik(25 charisma, ?-?) --B: You must find 'cubes', 'spheres', and 'pyramids'. --C: A quaint concept! --CUBES: Talk to Ferdo about those. --TELEPORTALS: Read about teleportals at the library of Keof. Gelhad(, ?-?) --B: Ask monks about temples. --C: Ferdo(15 charisma, ?-?) [right of fountain] --B: Buy cheap, sell dear! --C: They say trolls are holding all the bridges. --PYRAMIDS/SPHERES/CUBES: My wandering 'colleagues' sell them. --COLLEAGUES: Those that travel the roads. Guards(4 charisma, ?-?) "Hail Brave one!" --B: Guards usually know when people come and go. --C: They say only Mindcraft can save us! Castle, level 2, servant chambers: Beratt(35 charisma, 6-9) ???? VERY important. Castle, level 2, king's court: *************** G K G * 0 1 2 * 3 4a * 5 6* 7 8 9* *************** Rejections: "Sorry but I have no time to chat. Matters of state, you know." UBERION: Enemy guards all the passes there. Belazar was the old counsellor. / 0 = Bhardagast(20 charisma, ?-?) "Greetings, I am Bhardagast, counsellor to the crown." --B: Seek help of 'gods'! --C: matters of state... --GODS: There are but eight. One sleeps in 'Dermagud'. --DERMAGUD: It's a deserted old dwarf mine in 'Uberion' that Bordal knows. --UBERION: Ropes may be needed to cross the mountains of Uberion --BORDAL: He is probably at the inn. --INN: At port avur. --ZIRVANAD: You must find it. 1 = Dinge(4 charisma, ?-?) --B: Salutations good sir, I am Dinge, mayor of Bondell. --C: Don't believe every rumor you hear. --BONDELL: My kin are gifted with 'charisma'. --CHARISMA: Tonton may improve your charisma. --TONTON: He lives in Bondell. 2 = Nethien(4 charisma, ?-?) "Greetings, I am Nethien, the elven prince." --B: Seek my kindred in Trilliad. --C: Don't believe every rumor you hear. 3 = Grolf(15 charisma, ?-?) "Hail, I am Grolf, commander of the royal guards." --B: Learn locate, and confuse spells to avoid enemy patrols --C: matters of state... 4 = Subia(4 charisma, 14-?) "Hello, I am Subia, a royal cousin." --B: Oh do stay for a while. It has been so dull lately! --C: They say Banas is up to something! --BANAS: He is the king's uncle. 5 = Brontos(10 charisma, ?-?) --B: Go to Shendy. --C: They say Banas is up to something! --SHENDY: It's on the way to Bondell! --BONDELL: Home of halflings. 6 = Banas(10 charisma, ?-?) "Greetings, I am Banas, the king's uncle." --B, C: Come see me tonight in my quarters. 7 = servant(4 charisma, ?-?) "Greetings sir, I am a servant in attendance." --B: Ask Trikerviz about pearls. --C: We are all doomed, they say. --TRIKERVIZ: He is on the road a lot. 8 = usher(4 charisma, ?-?) "Greetings, I am the usher of the court." --B: Find old Lufer in Port Avur. --C: They say Belazar is dying! --LUFER: He gathers 'mushrooms'. 9 = servant(4 charisma, ?-?) --B: It is not my place to advise --C: We are all doomed, they say. a = Luan(4 charisma, ?-?) "Hello, I am Luan, a courtier." --B: Guards are knowledgable about peoples' schedules. --C: The queen is depressed, they say. --QUEEN: She speaks to nobody! G = silent guards --(all:) Pardon me sir for I can not speak while on duty. K = king Rebnard --B: Seek counsel in my court but do also see old Belazar before you leave. --C: Best you be on your way. --LUAN/SUBIA: A valued member of the court. --BELAZAR: He is very old now. --COUNCEL: I need some myself! Castle, level 2, royal chambers: Two women(25 charisma, 8-0) [woman to left] "Hi, I am queen's chambermaid." --B: You are sweet but you must leave the royal apartments now! --C: They say Mikemira can alter the effects of black magic. --MIKEMIRA: She is a guest of her highness. --[THE] QUEEN: She worries much about the future of the land. [woman above] "Hi, I am queen's chambermaid." --B: Leave quickly, you don't belong here! --C: They say Mikemira was a great sorceress once. --MIKEMIRA: She never leaves her room anymore. --[THE] QUEEN: Lately, she has been in a foul mood. MIKEMIRA on the left. BELAZAR on the right. BANAS above but you need to have visited him in court first. ************************* * KING'S CASTLE LEVEL 3 * ************************* ****************************** ***XXXXXXXXXXXX*******XX;;;XX* ***OXfXOXfXOXfX*****;;tOXoXOt* ***"XXX"XXX"XXX*****;|X"XXX"X* ***":=:::=:!:!"*****;|:::=:!"* ***::::::::::::*****;|:::::::* *XX::::::::::::*****;;:::::::* *Xf:::********************:::* *XX:::********************:::* *:":::********************:::* *:.:::********************:::* ***:::***XXXXXXXXXXXXXXXXX:::* ***:::***XX[]XffX[]XffXXfX:::* ***:::***XX[]XXXX[]XXXXXXX:::* ***:::***::::::::::::::::::::* ***:::***::::::::::::::::::::* ***:::*****************""::::* ***:::*****************::::::* ***:::XXXVXXXVXXXVXXX**::::::* *;;:::XfXXXfXXXfXXXfX**:::::"* *;|:::XXXXXXXXXXXXXXX**::::::* *;|::::::::::::::::::**::::::* *;;::::::::::::::::::**::::::* **********:::*****:::**:::::"* **********:::*****:::**::::::* ***XXXXXXX:::XXXXX:::XX::::::* ***XX XfX:::XfXfX:::ff::::::* ***X`vvXXX:::XXXXX:::XX":::::* ***"::::.":::.:":.:::""::::::* ***::::::::::::::::::::::::::* ***::::::::::::::::::::::::::* ***"::::::::"**********:::::!* ***::::::::::**********::::::* ****************************** Castle, level 3 Naran(10 charisma, ?-?) --B: Isn't Bhardagast wise?! --C: They say he will propose soon! Kid(15 charisma, ?-?) [next to Naran] "Wow! Are you on a quest?" --B: Do your homework! --C: Ha ha! Krien(20 charisma, 9-14) UR "Pardon me, sir, but I'm busy." --B: Ask Forkos about his travels. --C: (can't help you) --FORKOS: Catch him early in the morning in servants' quarters. Panok(10 charisma, ?-?) --B: Nuri the cook gives free food. --C: (can't help with that) Castle, level 3, Belazar's chambers Yolam(4 charisma, ?-?) "Greetings sir, I am Yolam, my master's servant for 30 years." --B: Do not stay too long for my master is very old and not in the best of health. --C: They say some of the castle servants are enemy spies. --BELAZAR: He spends most of his days in bed now. he is too weak to move. Belazar(25 charisma, ?-?) "Greetings, I am Belazar, counsellor to the late King Ognar." "Please go away, I am very tired." --B: [no Zirvanad] Yes, I have some advice for you. [space] Your quest is long and dangerous. You must learn about 'gods' and 'temples', 'elven maids' and 'halfling teachers', 'gate prayers' and 'gem traders'. [space] But most important of all, you must locate Zirvanad. Seek father Orbonn at Port Avur and ask him about 'Zirvanad'. [after Zirvanad] Now that you've read Zirvanad, you know what must be done. all those items and knowledge you asked to gather are beyond my knowledge, except one! [space] A 'green ring' was mentioned in an old parchement that I once studied. It was written there that 'the last unicorn' carried a green ring on her long horn. Find the unicorn, and perhaps she will give you the ring. --C: Who can tell what is rumor and what is fact! --ELVEN MAIDS: Their songs have strange effects. --GATE PRAYERS: They are needed to raise dungeon gates. --GEM TRADERS: You may buy gems at favorable prices from wandering dwarves. --GODS: They may grant you more power. --GREEN RING: You must get it from the unicorn --HALFLING TEACHERS: One may teach you how to be more charming. --KING: He is a good boy. --LIBRARY: In Port Avur --ORBONN: He can be found at the 'library'. --SHERRO'S HIGH CALL: Elves may have this knowledge. --TEMPLES: For each god, there is a temple. --THE LAST UNICORN: It is said that the unicorn will come to 'Sherro's high call'. --WANDERING DWARVES: They stay away from towns. --ZIRVANAD: Ask Orbonn. Castle, level 3, Mikemira's chambers Mikemira(4 charisma, ?-?) "Mikemira the sorceress greets you." --B: My power of sorcery is mostly gone now. But there is one last thing I can do to 'help' you. --C: Shh! don't waste time! --GIFT: At great risk to my life, I will attempt to cast a 'Neutar' spell. [space] It should slow down the effect of the evil magic that causes the candle to melt. You would gain an extra 60 days to complete your quest. --HELP: If you are down to ten days or less to complete your quest, and in dire need of more time, I shall make you a 'gift'. [<= 10 days left:] I see it is time to cast the Neutar spell. Are you ready? Done! You now have 60 additional days before Dreax will go free. Please leave now, I can't talk anymore. Castle, level 3, Banas's chambers Banas(10 charisma, ?-?) [must have visited him in the court first] "Come in, I hope no one saw you coming here!" "I can't talk to you, I don't trust you." --B: There is something about this castle that I think you should know. But I can't speak of it for I am under oath to my late brother Ongar. [space] However, I will tell you this much: read about Meardom at the library of Port Avur, and seek Bestul at Keof. --KING ONGAR: He was Rebnard's father. --OATH: I am bound to silence. --BESTUL: He is a friend. --KEOF: Buy 'passage' on a boat to get there. --PASSAGE: From captains --BANAS: That's my name. --MEARDOM: I can't say anymore than I did. ****************** * CRYSTAL CASTLE * ****************** ************************************** *xxx******xxx***xxttxx***xxx******xxx* *fOf******fOf***xt tx***fOf******fOf* *xxx******xxx***x`vv!x***xxx******xxx* *"."xx;;xx%=%xxx::::::xxx%=%xxxxxx"."* *::!t;[];t:::xtx::::::xtx:::fx[]xf:::* *:::xx[]xx:::xxx::::::xxx:::xx[]xx:::* *:::::::::::::"::::::::":::::::::::::* *::::::::::::::::::::::::::::::::::::* *:::******::::::::::::::::::******:::* *:::******::::::::::::::::::******:::* *:::******::::::::::::::::::******:::* *:::******::::::::::::::::::******:::* *:::xxvvxx:::**::::::::**:::xxvvxx:::* *:::fx[]xf:::***::::::***:::fx[]xf:::* *:::xx[]xx:::***::::::***:::xx[]xx:::* *::::::::::::***::::::***::::::::::::* *::::::::::::***;----;***::::::::::::* *:::************;;;;;;************:::* *:::*************;;;;*************:::* *:::******************************:::* *:::******************************:::* *:::******************************:::* *:::**xxxxxxxxxxxxxxxxxxxxxxxxxx**:::* *:::**xFx[]xFx"xFx[]xFx"xFx[]xFx**:::* *:::**xxx[]xxxxxxx[]xxxxxxx[]xxx**:::* *:::**""::::=:":=::::=:":=::::""**:::* *:::**::::::::::::::::::::::::::**:::* *:::**::::::::::::::::::::::::::**:::* *:::**:::::::::********:!:::::::**:::* *:::**:::::::::********:::::::::**:::* *:::*****:::**************:::*****:::* *:::*****:::**************:::*****:::* *:::*****:::***x;;;;;;x***:::*****:::* *:::*****:::***t;x[]x;t***:::*****:::* *:::xxvxx:::xxxxx`[]!xxxxx:::xxvxx:::* *:::xv"vx:::xFx"::::::"xFx:::xv"vx:::* *:::xxxxx:::xxx::!:::!:xxx:::xxxxx:::* *:::.:":.:::%"%:!::::::%"%:::.:":.:::* *::::::::::::::::::::::::::::::::::::* *::::::::::::::::::::::::::::::::::::* *:::::::::::***::::::::***:::::::::::* *:::::::::::***::::::::***:::::::::::* ***************;;----;;*************** ***************;;;;;;;;*************** ***************;;;;;;;;*************** ************************************** Signs "Royal apartments." "Keep off. Mines infested by demon-kin." "Crystal court" Guard(30) "Hail brave one!" --B: Mind your manners in the court. --C: They say the queen can 'sense' the monsters down below. --SENSE: Ask her advice. Marumas(70, UL) --B: Hot lava flows freely down in crezimas. Don't go down without magical 'boots'. --C: Some say the furnace of Hades is at the bottom of Sargoz. --BOOTS: You can buy them at any supply shop. --TELEPORTALS: Sphere, pyramid, pyramid from from Crezimas gets you to Selderad. --SARGOZ: Go there only after you are the best you can be! --FURNACE OF HADES: Hell's window at this plane. Guard(N)(25) --B: Don't go down unless you are ready. It is hell down there! --C: I heard of a treasure down below. --CREZIMAS: Step down the stairs and you are there! --TREASURE: Talk to Edromir about that. --EDROMIR: He is around. Moria(woman, 35, by residences) --B: You can use the castle's 'guest room' to rest. --C: I hear there is no more dust! --GUEST ROOM: It is at the castle's north-east corner. --DUST: Crystal dust, that is. --CRYSTAL DUST: Ask the queen about it. --QUEEN: She holds court during the day. Veren(45) (center below court) --B: Shagar claims knowledge about the lost dungeon. --C: I hear Marumas is cursed with a no-sleep spell. --SHAGAR: He resides in Kharin. Edromir(55) (rt of him) --B: Seek Trebor one eye's treasure in Crezimas. --C: Umaro claims he went down once! --CREZIMAS: I used to go down there, but not anymore! --TREBOR: He was a thief-king. They say his treasure is buried 11 steps west of his tomb. --UMARO: He is the queen's hero. Tamahir(55) (left of him) --B: Seek Hubbo's advice when you can. --C: I hear Marumas is cursed with a no-sleep spell. --HUBBO: He lives in Bondell --MARUMAS: He likes to wander after midnight. ***************** * QUEEN'S COURT * ***************** Everyone leaves at 19:00. e db f a c "Shsh! silence please!" --CRYSTAL DUST: Ask that to our queen. a = Tepekoz(kt, 45, 8-19) --B: Find the portal at level 2 . --C: I don't care much for rumors. --CREZIMAS: I counted two enemy parties waiting in ambush at level 4. b = Ochann(kt, 35, 9-19) --B: The queen can sense the presence of enemy bands down below. Ask her advice. --C: I don't care much for rumors. --CREZIMAS: I counted three enemy parties waiting in ambush at level 2. c = (lady, 20, 10-19) --B: Buy Methreal armor at Kharin. --C: I hear the 'cloak' is stolen. --CLOAK: The elven cloak protects from fire, they say! --CREZIMAS: My cousin Trelan said he observed 4 enemy bands waiting in ambush at level 5. --TRELA: He was later slain in combat. d = Umaru(man, 35, 11-19) --B: Search Crezimas thoroughly. --C: I hear of a very valuable stolen 'item' hidden down below. --ITEM: I heard that one from Edromir. --EDROMIR: He is in the castle. --CREZIMAS: I counted three enemy parties waiting in ambush at level 1. [referred to as Umaro elsewhere] e = Queen(9-19) "Greetings adventurer, what brings thee to our court?" --B: I can tell you the number of enemy bands waiting in ambush within rooms and corridors of Crezimas. Which level do you wish to know about(1-5)? (if >5: 'There are only 5 levels in Crezimas.') **I sense # enemy bands waiting in ambush and # Enemy parties within chambers of level # --C: We have no time for rumors! --CREZIMAS: 'Members' of my court explored Crezimas. Ask them about it. --MEMBERS: They are usually here with me. --ENEMY: They invaded our 'mines'. --MINES: Crezimas, the only place where crystal dust is to be found. --CRYSTAL DUST: We would much like to offer you some crystal dust. But the mines underneath our castle are infested with monsters of darkness. We can no longer access the crystal dust veins. If you destroy ALL the vile creatures below, we could then fetch all the crystal dust you need. [But we still sense enemy bands down below. You must destroy them all. / Here, would you like to have some?] f = Mahor(man, 40, 12-19) --B: There are two 'stairs' from level 1 of Crezimas. --C: I hear the only way to Vo is from Sumruna. --CREZIMAS: I counted four enemy parties waiting in ambush at level 3. --STAIRS: They go to levels 2 and 3. ***************** * PRIVATE ROOMS * ***************** Glenli | | Truk | Dessen | +------+--------+-------+ |Argelb| Remon |Pindalf| | | | +--------+ | "That's my name." Glenli(45, elf) "Greetings seeker, how fare you?" "I am busy right now. Perhaps we can talk some other time." --B: My kin may help you locate a 'ring'. --C: I hear of three 'elven maids' with strange powers. --RING: I suspect it may be on Heavenly. --HEAVENLY: The only way to Heavenly is thru 'stairways to heaven'. --STAIRWAYS TO HEAVEN: In Khazan. --KHAZAN: You can find out about its whereabouts and how to enter at Fubernel. --ELVEN MAIDS: I once heard, on the Isle of Shendy, a maiden by the name of Aellin sing a most beautiful 'song'. --AELLIN: She was sitting by a river. --SONG: The name of her song was 'river song'. Dessen(35, woman) --B: Dinera the witch knows the perils of Shadrum. --C: Hodli ducks will be our doom, they say! --HODLI DUCKS: They are huge and fat! --SHADRUM: Ask that to Dinera. --DINERA: She may be on Fubernel. Truk(75, wizard) --B: I have reason to believe that the teleportal at Thakass is a gate to Sargoz! --C: Some say the gods have abandoned us! --SARGOZ: You must teleport to Sargoz. --TELEPORTALS: Three pyramids from Sudogur ports to Sumruna. Argelb(70, wizard) --B: Do talk to Shagar before you head for Khazan. --C: They say dreads are back in Sargoz! --TELEPORTALS: 'Pyramid', 'pyramid', 'cube' from Sargoz gets you out to Fubernel. --SHAGAR: At Kharin. Remon(50, knight) --B: Seek evil dragon Rahkan's treasure. --C: They say Rahkan will one day return. --RAHKAN: Long time ago, a group of powerful wizards tricked Rahkan into a 'trap'. --TRAP: It was a trap from which Rahkan was able to 'escape', but he was forced to leave our plane. --ESCAPE: It is said that he had to leave his treasure behind, buried under a cursed sign. Pindalf(75, wizard) --B: I hope my 'studies' can help you. --C: Don't waste time with rumors! --STUDIES: I study 'magical rituals'. --MAGICAL RITUALS: Ask me about a specific ritual. --RITUAL OF AWARENESS: The ritual of awareness is written in a book called 'Zilmaeron'. --ZILMAERON: It was put in a glass sphere and locked in the 'tower of Ruhan'. --TOWER OF RUHAN: Tower of Ruhan is on the 'sunken isle'. --SUNKEN ISLE: Meliso claims knowledge of that long-lost secret. --MELISO: He lives in Bondell. --TELEPORTALS: I suspect the teleportal at Shendy is a gate to Sargoz --??: Read about the 'sunken isle' at the library of Delkona. 8-2. TOWNS General tips about towns: --close at sundown, open at sunup. May: 7 00 AM / 19 00 PM ?? Jun: 6 00 AM / 20 00 PM ?? --You can gamble and win up to 1000 gold before the gambling houses shut down. They don't regenerate that quickly, but you can proceed by winning continually with either using save states on the Commodore/Apple or saving games on the PC. The one problem is that the randomizer(for C64) depends on how many times you've gambled, so if you find you'll lose the next time, bet 1 instead of 99 and then go back to 99. You should get a nice wad of cash pretty quickly. Just beware that when the computer asks how many coins and suddenly gives 1-X where X<99, that means the opposing gamblers are about to run out of funds. Back away then. *********** * DELKONA * *********** .........................~~~~~|~~~~~|~~~~ ........................~~~~~~|~~~~~|~~~~ .../\...................~~~~~~|~~~~~|~~~~ ...<>......./==\......~~~~~OOO|~~~~~|~~~~ ...<>===\../====\..~~~~~~~~\==========/~~ .+-<><><>--x%xx%x---------~~\========/~~~ .]!<>*::*,,xx%%xx, , , , ,+ &&~~~ .] O~~~ .] ~|~~~ .+-- , --+ +-----------] O ~~~ .]** ,,**[ ],,,,,,,,,,,-+- ------~~~ .]{, ,{,[ ],,,,,,,,,,,,[, /\~~~~~~ .] ! 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[...... *%%* .] [!..........*%%* .-------------------------~~~~~~~~~~~~~~~ Don't leave Delkona unless you're sure you're ready to. If you reenter the guardhouse, then you can't go back east without another bribe. As it is, it takes 100 gold to get in. But there's some useful info and even a tower to test your battling skill. Signs: "Welcome to Delkona" "Docks" Dergald(captain) Good morning! Are you ready to set sail? [Y:]Let's go! [N:]I give no refunds. --PASSAGE: You already bought one! --C: C'mon mate, let's go! Bobo(halfling, entrance, 35, ?-?) --B: Fozimar the wizard may increase your learning skill. --C: They say Fozimar's services became very expensive. --FOZIMAR: He lives with my kin at Bondell. Pavik(wizard, 46, s of entrance, ?-?) --B: There is an obelisk on Vo. --C: Stop wasting time on rumors! --OBELISK: Inspect it! --TELEPORTALS: Sphere, sphere, cube from Khazan ports to Yberton. Stavko(man, 60, walled east of entrance, ?-?) --B: One of the three levers is at Darvale. --C: They say there are two destinations to teleport from the 'lost dungeon'. --LOST DUNGEON: Ask Llockhean about it. --LLOCKHEAN: He likes to wander in dark. --LEVERS: Must pull all three at once. Tombul(merchant, 50, by docks, ?-?) --B: Don't gamble! Look at me, I am ruined. Lost everything at dice, including the 'amulet'. --C: They say my amulet was magical. --AMULET: I fell on hard times. I sold it to Faruk. --FARUK: He is a rich merchant now, here on Fubernel. Tiko(halfling, 37, NW, ?-?) --B: You can pick luffins on Kuskunn. --C: They say it's all because of hodli ducks! --HODLI DUCKS: They are dreadful! Kid(65, garden, 11-?) "Hi! I am not scared of goblins, you know." --B: [above] --C: They say you must go to Sargoz. --SARGOZ: I hear the only way in and out of Sargoz is through teleportal chambers. Aartinix(65, NE, 3-?) --B: Faruk sells teleportal keys. --C: They say there are two stairways leading down from level 2 of Khazan. --KHAZAN: Khazan is the dungeon under the sea. --TELEPORTALS: Three spheres from Khazan gets you into Port avur. (should be --FARUK: He travels between Bondell and Delkona.) Leksra(Wizard, 55) --B/TELEPORTALS:There are four teleportal houses on the 'surface' of Deruvias. --C: Stop wasting time on rumors! --SURFACE: At 'Pheron', 'Khiriss', 'Kherbel', and 'Shendy'. --PHERON: Three cubes from Pheron ports to Hidden vale. --SHENDY: Sphere, cube, sphere from Shendy ports to Dakland. --KHERBEL: Pyramid, sphere, pyramid from Kherbel ports to Fubernel. --KHIRISS: Three pyramids from Khiriss ports to Shendy. Llockhean(man, 70, SE area) --B: Argelb knows the teleportal combination to escape from Sargoz. --C: They say Argelb speaks to no one. --ARGELB: He lives in Crystal Castle. --SARGOZ: Sargoz is the lost dungeon. Kahir --B: Don't lose the rings, they would end up in the 'furnace of hades'. --C: Stop wasting time on rumors! --FURNACE OF HADES: It is the furnace of eternal flames at the bottom of Sargoz. guard-u(45) Leksra knows all about teleportals. guard-d(45) Old man Kahir has much wisdom. both: "Hail adventurer!" --C: I hear the kraken is awake! [calls Llockhean Llockhgua] ******************* * DELKONA LIBRARY * ******************* all: --C: I am concerned only with the facts! librarian --"Greetings, ask me about your subject of interest." --B: Read about Khazan before you attempt to conquer it. --KHAZAN: Khazan is the name given to great underwater tunnels built many ages ago by Elden engineers. Its two entrances are on Fubernel and Heavenly. The first 4 levels of Khazan are interconnected by stairs. The fifth level can only be accessed through a portal in the Hall of Lost Souls at level 4. Within this hall there are four portals, placed at four corners. Portal to fifth is in the northwest corner. --OBELISKS: It is believed that before their departure to the higher plane, Elden wizards placed three obelisks in three different parts of Deruvia. Engraved on each one of them was a single word which, when came together, formed a most powerful spell. Up to this day, neither the locations of the obelisks, nor the nature of the spell they contain, have been discovered. Many scholars and wizards are known to research the subject of mysterious obelisks. --SUNKEN ISLE: Sunken isle is an example of elden magical might. Before the eldens started their trek to the higher plane, they placed many books they deemed to be potentially useful for other inhabitants of Deruvias in a tower called Ruhan. They then used their powerful magic and submerged the island that housed the tower. Alas, the knowledge to raise the isle from the sea was lost during the chaotic age which followed the departure of Eldens. Bundi(50, right) --B: Read about Sherro's legend at the Keof library. Lippa(45, left) --B: I know of an 'elf' that may help you, but I must warn you about his temper. --ELF: Genevar the elf claims he has gained much insight to the mystery of obelisks lately. --GENEVAR: He visits the Delkona inn often, but hardly ever speaks to anyone. ******* * INN * ******* dish = roast pork a = Innkeeper(40) "Welcome to my inn." --B: Try and talk to that grumpy elf Genevar. --C: Murdar has a lady friend at Sumruna they say. --GENEVAR: He is here after 1700 hours. --MURDAR: Captain Murdar gets here before noon. --SUMRUNA: Nice town. b = drunk(70) "Letsh all trink!" --B: Search for the stairways to heaven! --C: I hear necromans are about town. --STAIRWAYS TO HEAVEN: Beyond the snake pit of Khazan, there is heaven, ho ho! c = Domlin(monk, 50, 9-15) --B: Seek Heru, the god of war. --C: I haven't heard a good one lately. --HERU: He sleeps in Khazan. --TEMPLES: Heru's temple is on Fubernel. --KHAZAN: It is close. d = Murdar(captain, 9-12) --B: Visit Shendy, it is dandy! --C: Some say faery rules Heavenly! --PASSAGE: Isle of Giants 200 x=061 y=100 Shendy 150 Blue Crab Beach 250 Sumruna 150 e = Emmo(halfling, 35, 16-) --B: You will find a lever in Piyan. --C: I hear there is no more dream dust in Theldair. --DREAM DUST: Elven magic! --LEVER: One of three. f = Pupin(halfling, 50, 16-20) --B: I survived! So could you. --C: I heard of the man who can raise dungeon gates with a gaze! --KHAZAN: Do you seriously consider entering Khazan?! Well, I wish you good luck. The words are: 'eksam', 'rattabl', 'gangamurt'. g = Tumis(halfling, 30, 16-20) --B: Seek the gonshi patch at northern Fubernel --C: I heard of a drelin patch at southern Fubernel. h = Uzim(wizard, 50, 16-20) --B: You must find the combination to port to Sargoz. --C: They say there is a teleportal on Shendy. --SARGOZ: There is no other way in. --TELEPORTALS: Sphere, pyramid, pyramid, from Bedangidar ports to Udar. i = Genevar(elf, xx, 17-22) --B: Research at the 'library' is essential for success. --C: I haven't heard a good one lately. --LIBRARY: There is a parchment on 'obelisks' at Delkona library. --OBELISKS: I believe the words engraved on the obelisks are the three Words of Will. j = Shanek(man, 65, 18-) --B: You can probably find mirgets on Isle of Giants. --C: I haven't heard a good one lately. --ISLE OF GIANTS: It was our home before the giants came. k = Gonnar(man, 65, 18-23) --B: Seek the luffin patch at west Fubernel beaches. --C: I haven't heard a good one lately. ***************** * DELKONA ENTRY * ***************** Guard: "Hail!" --B:/C: I am just a private. Talk to my officer. Officer(48) "Hail strangers, by the order of the city warden, no foreigners are to enter the city." --B: Why don't you camp outside. It is so pleasant around Delkona. --C: Rumor has it that the enemy infiltrated our city and prepares to strike from within! (after clearing tower:)My orders are to let no strangers enter the city. Yet, you seem like a decent bunch! [Offer 100 gold:]All right, go ahead and enter. But stay out of trouble. [try to exit east:]Strangers are not allowed into the city. ******** * KEOF * ******** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~~~|~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~~~|~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~~~|~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~OOO~~|~~~|~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~\==========/ ~+-/====\ [ /\~~~~~~~~[--& &-+. ~]/======\ &&[ xx/===\ ~~[&&&& && [. .]====*%**O &[ xxx%x%x [&&O! [. .]====**%*|----xxxx%xx---- | +[. .]=/\= ! 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[. ......--------------------------------. ....................................... unknown dialog --MAD WIZARD: Bestul remembers him. --BUZBAZGUT: I hear he is captured at last. A lens is needed to read the Zirvanad. (rumor?): They say the king is ill. 3 signs Docks City of Keof Keof square Captain: "Good morning. Are you ready to set sail?/Let's sail" --B: I give no refunds. --C: This isn't the time for that! --PASSAGE: You already bought passage. Kid(5) "Hi! I ain't scared of you!" --B: Catch Ferrin at the inn early in the morn. --C: They say you can teleport from Vocha. --VOCHA: Home of orcs. Dolomar() monk --B: You need the mad wizard's help but you have to be very patient with him. --MAD WIZARD: He sits at the top of his 'tower' --TOWER: Why, the tower of Thakass, of course. --THAKASS: He just sits there, looking at his 'ring'. --RING: The mad wizard holds the blue ring. Numbar(30) old man in garden --B: You must go into a dungeon to find what you seek. --C: I ignore rumors! --DUNGEON: Name the dungeon you seek. --VOCHA: You can raise the gate of Vocha by chanting: 'hokde', 'kaflth', 'pokandajo' Nulden(20)(UL woman) --B: Talk to the mysterious guest at the guest house. --C: They say a saviour is coming! --GUEST: He is so handsome! Zentyne(15) (DR woman) --B: You must raise your charisma for the world is full of crabby old men! --C: They say Tonton's services are expensive. --TONTON: A master of his craft, I hear. Kebo(12) halfling Keof Square --B: Seek Tonton at Bondell. --C: They say fermigons love to eat halflings! --FERMIGONS: Don't you hate them! Umurik(18) merchant --B: You can 'teleport' to Yberton from Dermagud! --C: They say the combination is hidden in Dermagud. --DERMAGUD: In Uberion --TELEPORT: Learn dwarvish to read the combination scroll in Dermagud. --YBERTON: Crystal Castle is there. --CRYSTAL CASTLE: You can find more volunteers there! Isham(15) man, E --B: Ask about 'teleportals' to wizards. --C: I ignore rumors! Atlan(20) man, Keof Square --B: Visit the 'candle'. --C: They say it's melting. --CANDLE: It is in Berbezza. --BERBEZZA: In Hidden Vale. Tasfaras(30) NE Keof square wizard --B: You must develop your learning skill. Aksimento can help. --C: I ignore rumors! --AKSIMENTO: He resides in Lymeric. --TELEPORTALS: Cube, sphere, cube gets you from Sudogur to Pheron. Bestul(40) SE Keof --B: Many teleportal combinations may be learned in Shiran. --C: They say the end is near! --SHIRAN: Wizards' village. --DEBARAMOS: He had an apprentice at Merg by the name of Ruhbear. Ask him about Debaramos. --ONGAR'S WIZARD: Ask me by his name. Usmet(20, north) man --B: Ask Bestul about Ongar's wizard. --C: They say Chambur is dead. --CHAMBUR: He was an orc chieftain. --BESTUL: Ask the guards about him. --ONGAR'S WIZARD: Ask Bestul about Ongar's wizard. Vixeskre(30) e Keof square --B: Remulda of Lymeric sells Ishban. --C: I ignore rumors! --ISHBAN: It is a spell book. --TELEPORTALS: Pyramid, sphere, sphere gets you from Vocha to Ice plains. lt guard(15) "Hail stranger!" --B: Seek Tasfaras. --C: They say Dolomar is worried. rt guard(15) "Hail stranger!" --B: Seek Vixeskre. --C: They say Dolomar is worried. --DOLOMAR: Dolomar is out around 01:00 --VIXESKRE: Vixesgu[sic] is out around 00:00 --BESTUL: Bestul is out around 16:00 ******* * INN * ******* Innkeeper(15) "Welcome to my inn travellers." --B: Hire Kunder to sail. --C: I hear the serpent has risen from the deep! --CAPTAIN/KUNDER: Captain Kunder gets here around 1900 hours. --SERPENT: It swallows whole ships! --ATLAN: He lives in Keof. Drunk "Letsh drink and be m-merry!" --B: Have fun! --C: If Atlan comes I leave! --ATLAN: I owe him 20 coins Krundo(12) --B: Captains won't sail to Heavenly --C: They say a cure for the curse exists! --HEAVENLY: Isle of faery magic! Ferrin --B: My advice to you is: avoid bad advice! --C: Kunder dares to sail to Isles of Ice, they say. --ISLES OF ICE: Monster domain! Father gostand[sic](25) --B: Ask about 'white wolf' to Yodan --C: They say giant eagles have stolen the prince! --YODAN: He lives at Soldain. Meldon(35) --B: After you read Zirvanad, visit Belazar again. --C: I hear a strange guest is staying at the guest house. --BELAZAR: He is a wise old man Wein(33) --B: Read about Sherro's legend at the library. --C: I hear the captain may sail to Point Hena. Danto(25) --B: If you ever are in Lymeric, visit my friend Zeke. --C: I hear Vixeskre only comes out after dark. --ZEKE: He gives sound advice. --VIXESTRE[sic]: He is a wizard Mentino(15) --B: Kunder can take you to Kuskunn. --C: They say black dragons burnt Theldair. --KUSKUNN: Take a 'lens' with you. --LENS: Buy it. Baston(15) --B: Kunder may take you back to Port Avur. --C: I hear a band of heroes is on a quest to save us! Kunder --B: Sail with me! --C: [can't help] --[location]: I sail there often. --CAPTAIN: I am one. --PASSAGE: Where do you wish to sail? Isles of Ice 200 Port Avur 120 Kuskunn 50 Fubernel 100 Point Hena 200 I can take you there for * gold alright? (yes:) O.K. Meet me at the docks tomorrow at 7:00AM. **************** * KEOF LIBRARY * **************** Librarian "Greetings, I am the librarian. Inquire to me about your subject of interest." --B: I believe books will help you where swords fail. --C: I deal only with written facts. --SHERRO'S LEGEND/LEGEND OF SHERRO: The legend of Sherro is an old elven tale that may or may not have happened. According to the legend Sherro was an elf girl, born in days when unicorns still dwelled in Trilliad at large. She had an unusual gift of attracting unicorns to her side by chanting words that came to known as Sherro's high call. It is said that upon hearing the call, unicorns would come to her side from great distances. It is possible that the words to Sherro's high call are still known among the elven kind. --TELEPORTAL/TELEPORTALS: Teleportal chambers provide the means of instantaneous travel. In every tp chamber there are three slots, also known as teleportal gates. A magical item, in the shape of a sphere, cube, or pyramid must be inserted into each one of the gates. If the combination of shapes form a valid key, all those that are present in the chamber are teleported to their destination. Hosan(30) --B: After obtaining the 'star', seek the 'Gate keeper'. --C: I hear of poisoned pillows at some guest houses. --GATE KEEPER: He is at Lymeric. --STAR: It is the key of the 'vault'. --SUDOGUR: Ask about 'Sudogur' to the gate keeper. --VAULT: The vault is in 'Sudogur' below lymeric. *********** * KNESSOS * *********** ~~~~~~~~~~~~~~~~~~~~~|~~~|~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~|~~~|~|~~~~~~~~~~~~~ ~~~~~~~~/==\~~~~~~~~~|~~~|~|~~~~~~~~~~~~~ ~~~~~~~/====\~~~~OOO~|~~~|~|~~~~~~~~~~~~~ ./===\ **%%** [~~\==========/~~~~~/\~~~~~ .X%X%XO*%**%* [O&&\========/&&~~~/==\~~~~ .%X:X%|*%::%*--|+ !!&&&&~~~/====\~~~ .] , , & !_ _**<>**~~~ .] .*%::%*~~~ +- ....,,,~~~ ]* +---------+ O+---- ...,,~~~ ]** !|/\ !/\[ |]... ...,~~~ ]{, /==\ /==\ ].. ,~~~ ]** *==== ==== ]. !~~~ ]{, {==== ==== ] ** ,,~~~ ]** *==== ==== O] {,, ^ ,~~~ ]{, {=/\= =/\= |] **,, /=\ ,~~~ ]* */==\ /==\ ] {,,,,x%x,,~~~ ]** {*%%* *%%* ] ~~~~~xxx~~~~~ ]{, *%%* *%%* ] ~~~~~x%x~~~~~ ]** ,/\, ] ~~~..xxx..~~~ ]{, /==\ O] ~~~!.x%x..~~~ ]*,/\ ==== |] ~~~.......~~~ ]**** ==== ] ~~~.......~~~ ]{,**===\ =/\= ] ~~~~~...~~~~~ ],,**%:%* /==\ ] ~~~~~...~~~~~ ]** *%%* ] ...~~...~~~~~ ]{, **** O] .......,,~~~ ]** **/\ ,/\, |-/\-+ .. . ,,,~~~ ]{, {/==\ /==\ /==\[ , ,,~~~ -+ ==== ==== ====[! ,,~~~ .[, ==== ==== ====[, ** ,~~~ .[! ** =/\= =/\= =/\=[ , {, ,~~~ .[,,{,,/==\ /==\ /==\[** ,,!,,~~~ .[,,,,,*%%* *%%* *%%*[{ ,,, ,,,~~~ .[-----**** **** *::*-----------~~~ .[ ![ ![ ,,/========\~~ .[ [ [,,,,,/==========\~ .[ +-/======\--+ [-----====%<>%====~ .[ ]/========\ [ | =/\=*%%*=/\=~ .[ ]**<><>==== [ /==\ /==\~ .[ -***::*=/\= [ *%%* *%%*~ .[ /==\ [! ++- *%%* *%%*~ .[ *<>* [ ! ] ~ .[! *<>* [ ] ! ~ .----------------- -----------------~ ......................................... Signs: "Docks" "Welcome to City of Knessos" [unknown] --THAKASS: You must examine the chests in Thakass. Guard-DL(45) Hail adventurers! --B: The old man Gherig knows a wizard. --C: They say an Azrael is leading the enemy forces. --AZRAEL: I wouldn't like to face one. Guard-UR(45) --B: Ugdobar is from Shiran. [see above for the rest] Zekros(wizard, NE, 50, ?-?) --B: There is a teleportal at level 5 of Thakass. --C: I hear of writings about Hoyam in Port Avur library. --THAKASS: It is on Wizard's Isle. --TELEPORTALS: Pyramid, sphere, pyramid from Thakass ports to Khiriss. Tonos(knight, E, 33, ?-?) --B: Don't mess with gaems. I did and now I am cursed! --C: I hear an army of kobolds just arrived from grud! Kid(right)(docks, 15, ?-?) "I am realy a goblin!" --B: If all else fails, read the rule book! --C: I hear hodli ducks are losing their feathers! --HODLI DUCKS: They are so cute. Kid(left)(docks, 35, 11-?) "Hi, look at my new shoes!" --B: You must kill monsters! --C: They say only a wizard with lots of pierce spells can survive at Thakass. Merif(farmer, NW, 35, ?-?) --B: Seek Fagharn's a