Legends Of Valour Tips By Lu Richardson Introduction ------------ This is a brilliant effort, a cross between Castle Wolfstein and Ultima Underworld but, to my mind, even better - because the interface and graphics are nearly as good as Wolfstein and the story and puzzles more entertaining even than Underworld. Deceptively, this game appears to be very easy and even repetitive. At first I thought I would tire of it after a couple of hours - not so; the possibilities are immense, and the desire to know whether you are on the right track keeps you glued to your PC. Expect lots of late nights. This is a product that can be played by two people, one moving the character with the keyboard, taking notes and keeping track of locations, the other one at the mouse, doing all the actions and watching the inventory and the bars. The combined brainpower of both players is a real boon, because the tasks you have to carry out are not as simple as they seem. Here, to help you get started and savour this brilliant game, are some hints. General strategy ---------------- Although this game can be played anyway you like and in any order you like, certain things apply throughout. Just walking about: First, as you walk about doing this and that, remember you can catch horrible diseases from other people, particularly at night. You will also sustain injuries and get hungry and thirsty. So keep an eye at all times on these bars and make sure you don't go to sleep and wake up dead. Once you have joined a Temple, you can get cured cheaper there than elsewhere. Remember well where all the Inns are, you can only save your games there. Timing can be important - run out of time in carrying out a task and you've had it. Some people may prefer to do a "dry run", taking their time about it, and then reloading and doing it for real. Also, if, after completing a task, you are broke and pretty low, don't enrol for the next one until you've got yourself in peak condition, so that you don't waste a lot of the time alloted to it just sorting yourself out. Inventory: You will find items laying around, but not very many. Take anything that is not nailed to the floor. For instance, rocks can be used as weapons and can also fetch a pretty price at some shops. All the same, always keep one of your "pockets" empty for items essential to the tasks you have to perform. It is a good idea to carry two weapons and one eatable and one drinkable at all times. Another vital thing you must get as soon as possible is an hourglass - one will be on sale at the Customs House at the beginning or soon afterwards. Wealth: Money makes the world go around and you are going to need it in this game. There is only one way to make it - relieve the citizens of the town of their goods. Since pickpocketing is well-nigh impossible, unless you are the Master of the Thieves Guild, you have to get tough with people. Fighting them and killing them is one way of transferring their wealth into your pockets, but this is costly in terms of injury. Far better instead to find a long stretch of road, follow your victims closely and throw a stone, axe or any other weapon at them to kill them. It might take a couple of goes, but this way you can get rich without getting hurt. As soon as you have collected a reasonable amount of goods, find a shop and sell them. Sleeping: Renting a room in a B&B is very expensive, but if you go to sleep in a pub you might be robbed blind. I am afraid the only thing to do is to save at a pub, try to sleep there and, if you are robbed, reload and try again. If you have the cash, rent a room just before you go for the last task in one of the classes, then you get it rent-free as soon as you achieve the highest rank. Dangers to avoid: At night, vampires and werewolves are out in force. Avoid them if you can and refrain from talking to them. Guards are another problem, so avoid them and do not approach them, or let them approach you, face on. If you dodge them, you can get away from them. When going underground you will find very powerful monsters. Keep your distance and kill them throwing weapons at them, or get behind them and kill them before they can turn around to face you. Look before you move - green or black patches on the floor are pits which will drop you underground, where you can find yourself surrounded by very bad-tempered monsters. Talking to people: The only way you are going to get anywhere is by asking questions. Say you are asked to fetch a grumphlinck from Peer's Point, you will have to find out, first, what is a grumphlinck and then, where is Peer's Point. Some people will be helpful and some not, but keep asking and you'll get there. Mapping: Devise your own method of recording where everything is. Some places you will have to visit more than once. Be aware that the map you get on the screen does not reflect the true situation - certain walls and blockages are not depicted. The most difficult thing about this game is finding where you are supposed to go, and anything that makes this easier will be a great help. Notices: Whenever you are near shop or a pub, pop in, even if you don't need anything, and check the notices. They give invaluable clues. If there is a "wanted" poster of you, take even more care than usual at dodging the guards. Right, here we go. To make it easier for you to consult the bits in which you are stuck, I have divided these tips into convenient chunks. But, of course, you might choose to do something entirely different and, if so, you are on your own! I just didn't have the time to try EVERYTHING. From the gates -------------- At the start, you will be approached by a character who advises you to visit the Custom House. It is in the grey stone building you will see in front of you, to the left. Before you go in, turn to your left and go in the first door you find. Look in this room and you will find a pair of boots on a table. Bump into it and the boots will appear in the box to the bottom left of the screen. Click here and the boots will automatically be transferred to one of the three boxes to the left of the main window. Go back to the gates and go into the Customs House. Bump into the counter (i.e., the wall with the bottles, sacks, barrels, etc.) and you will open a dialogue with the shopkeeper. First see if you are carrying any goods for sale by clicking on each square and reading the screen. Then see if there is anything for sale you might want in the four squares to the right. Remember that an hourglass is essential, so if there is one for sale, get it. To sell items you are carrying, click on one of the four boxes, provided it is empty. Then read the notices. You can get some work by clicking on the symbol to the right, but getting money this way is a long and tedious method and I don't recommend it. Click on the information symbol and you will see, amongst other interesting posters, a letter from your cousin Sven asking you to go to the Hanged Man. You can now exit from the shop. Head towards the NW and ask people where the pub is. You will be directed to it. When you get there check the notices and you get another message. Keep going to where you are sent and, after visiting the Troll's Arms to the NW, the Casino to the SW, Jug of Ale to the E and SW to the Seahorse Tavern, you will learn that you must become High Priest and Master of a Guild. No need to go back to the Customs House. (By the way, while in the vicinity of the Troll's Arms, which is near the Castle Wall, check out the Armoury, which is a square building between the Castle and the Stone Circle. In one of the rooms upstairs there is a pair of Power Gloves.) You can join any Temple and any Guild, but I chose the Temple of Aegir because it was central. You must join a Temple first. Temple of Aegir --------------- ONE This is due S of the Stone Circle. Find the counter and bump into it. Click on Business and join. The first task is dead simple, all you have to do is to collect the scroll of Ran from the Shrine of Njord, which is right at the bottom edge of the map, in the centre. Just go and fetch it. You can read it by placing in in the box to the bottom right of the screen and clicking on it. Take it to the Temple and, making sure that the scroll is in the box to the bottom right of the screen, bump into the counter and click on Business. If you are not carrying the scroll in this box, or indeed any of the items you will have to get later on, you will be ignored. TWO Before you ask for promotion and the next task, decide whether you need a little time to get yourself into shape. At any rate, the next task will be to bring proof of Hoder's death. Ask around and you will find that you need to get yourself arrested. That is fairly simple. Just go around looking for guards; if all else fails, try to pick someone's pocket. You will end up in jail soon enough. Sleep 24 hours until your sentence is up. Leave the cell and look out for a guard who volunteers information on Hoder. Go to the Charnel House, where you will find a scroll. Armed with this, return to the Temple. THREE You will be quite broke, so before you seek further promotion, go out and do a spot of murder and pillage. When you are ready, you will get your next orders, which are to bring the spirit of Skoll. Go out and ask what it is and where it is. First, you must find an empty bottle, so pop into a pub and check the notices. You will learn that empties are to be found at Drysdale's Salvage. This is to the North, inside the castle grounds. It is an ordinary dwelling, to the left of the entrance. Go in and up the stairs and you will find a bottle on a table. Next, you will have to wait till night, find a werewolf and kill it. This will yield the spirit diviner. Use it and follow the direction of the pointer; when it starts going around in circles, you will have found the spirit. Of course, it is invisible. With the bottle in your right hand box, click on the seemingly empty left hand box and you will see that the bottle now contains something green. This is it. Just take it to the Temple. FOUR Your next task is to find a scroll, act on it, and return it to the Temple. So ask around and find out what and where is the Council of 5. Check the notices in the pubs. Eventually, you will find your way to a house to the NW. Enter it after dark and you will see the five in the room. Ask around and find out who is the rep (i.e., check his religion) and where he lives. Go to this house and get the scroll. Read it and act on it (i.e., go back to the Council and dispatch the traitor, all you have to do is talk to the guys to find out which one to kill) and then take the scroll back to the Temple. This may vary, but in my case the scroll was in the Barnhouse to the S and the traitor was Cabdy the Needy, one of the guys to the right. Return the scroll but, before you engage in the final test, be aware that all your cash will be taken from you as payment. Perhaps it would be a good idea to go to a shop and invest in, say, gems. They can be turned back into cash later on. If you are only carrying a little cash, that's all that will be taken from you. FIVE The final task is to join the Institute of Zoolatry, which is just north of the Temple. Go into a pub and read the notices. You will find that you need a lizardman's egg. Ask around and you will realise that you need to find the Boatyard to the SE of town. Before you attempt the deed, save at the nearest pub (the Mermaid's). Once in the Boatyard, find your way underground. Kill the lizardmen from a distance if you can, and bump into the waterfalls to find secret passages. The egg is roughly N of the bottom of the stairs. Grab it and get the heck out of there. Take it to the Institute and a guy there will accept you and take the egg. He will impose on you an initiation test which will consist on sending you to a specific pub where you must drink at least 4 g&t and then find somebody of a certain religion and dispatch that person, returning to the Institute while still drunk. Because this is rather a random thing, save when you get to the pub and before you get drunk. Do so, and you will find great difficulty in managing yourself and even greater difficulty in finding the right person, so keep trying until you make it. When you manage to return to the IoZ, still drunk, follow the guy's instructions. You will return to the Temple in triumph, carrying the necessary papers. You will become a High Priest and have access to the previously locked doors in the Temple. In one of the rooms, the High Priest's Chambers, you will find a skull and scroll. You can leave them there but read the scroll. You will be able to sleep safely here. Also, you can now cast all the spells. If you click on the Ankh symbol on the screen you will see what is available. Note that if you click on the necklace symbol, a necklace will appear in the remaining box to the left of the main window. You can create food and drink and, most important of all, clicking on the ankh symbol on the spell book will always teleport you back to the Temple, wherever you are. So - number one objective accomplished, now you have to become Master of a Guild. Since now we know we will have to join four groups, one of each kind, the obvious choice seems to be the Guild of Thieves. Besides, this way you learn the useful skill of lock picking. The Guild of Thieves -------------------- Go S, to right to the bottom of the map and enter the house at the back of the Snakes Inn. Find your way downstairs and follow the tunnel keeping to the right. You will enter a room in which there is a fountain on a wall. Bump into it and find the secret passage. At the end of it, you will enter the Guild. ONE Join in the usual way and you will get the task of pinching the donations bowl from the Temple of Set. Nothing could be easier. Just go to this Temple, which is right to the NE, and get the bowl and bring it back. TWO For the next task, stealing a day's taxes from the autorities, go to any pub and read the notices. Go to the right pub and a guy will tell you he has cut the strings of the tax collector's purse. Go into the room and find the purse on the floor. Get it and take it to the Guild. THREE Next job: steal some plans from the Architect. Find out where he lives (in fact, next door to the Armoury). Save at the nearest pub (the Troll's Arms). You will find that the front door is secure and that if you go in through the back door, you get immediately arrested. Although this is tricky, it can be done. Go through the first back door and, when you go through the next, veer left to avoid the guard, turn around to face the other door to the right and, if a guard starts coming towards you, throw something at him to kill him. You have to be very quick. If no guard appears, go through the door and turn left. Dodge or kill the guards quickly and advance through here and up the stairs. Find the plans by a lamp and teleport to the Temple. Take the plans to the Guild. I ought to mention that there are other ways of doing this. I give the simplest. FOUR You next have to go to the Hanged Man and meet Greyfell, making sure you enter the pub at midnight. No great difficulties here, just follow his instructions: find the urn and put it on the table at the Arena. While here, you might like to improve your fighting skills at the Mercenaries' Guild, which is through the (previously locked) door. See what I mean about the advantages of being able to pick locks? Although getting to the highest level of fighting skill is expensive, it makes you practically invulnerable in combat. Next get the seal of approval and leg it to the Guild. FIVE The final task is to find the Forbidden City, steal the jewelled rock and figure out the secret exit. Ask around and you will hear that a guy (Choker Bloodaxe) has a map. Find him and kill him to get a parchment. Use the parchment and you will see that you must go to the Castle, in fact to the same house where you got the empty bottle. Find the stairs down and, guiding yourself with the map on the screen and the parchment, go to the Forbidden City. At the crucial turn to the W, go through the waterfall. If you don't know what you are doing, this bit can be very frustrating. As soon as you come up to the surface, bring up the map and note well where you are. Don't be tempted to wander around - go to the next building to the W and into the shop. Buy the Exit Visa and read it. Go to the next building to the W, but only to the top bit. Here, in the Hall of Stones, you will find the jewelled rock. Now go back to the house in which you came up - the tree is to the SW of it. Get yourself between the tree and the window and, clicking first on the ankh symbol, cast the first spell. You go through the wall and out of the door. All you have to do is to find your way to the Guild, hand the rock in and be made Master, or rather, Godfather. You will find another skull and scroll as you wander around the building. Teleport with them to the Temple and leave them with the others for now. The next thing you will have to do is to join the Fellowship of Asegeir, near the Troll's Arms. The Fellowship of Asegeir ------------------------- ONE Your first taks is to get the Potion of Judgement. Ask around and you will find out that you must go to the Asylum. You will be directed to it and it is quite easy to locate. It is not so easy to realise that there are three other solitary cells outside the main building, to the S. In one of them you will find the potion. Take it to Asegeir. TWO The next thing is to find Forseti and the scroll of truth. Go to the Halls of Justice, which are to the E of here and slightly S, a guy will volunteer the information that Forseti is at the Casino, and also his own name. Go to the Casino and read the notices, and you will know where to find the scroll - namely, downstairs in the Halls of Justice! THREE For your next trick, you have to get a mystic tablet from the Mummy's Tomb. Go to the building in the SW corner of the Circle of Stones and go underground. Mind the grislies. You will come to two secure doors and a key in the middle. With the key in the box at the bottom right of the screen, go through the door to the right. Scout around here till you find a little guy - talk to him and he will tell you that you need two pyramids, but you only have one. Get the one there is and make your way to the nearest pub. Read the notices. Go to the Guild of Thieves, holding the pyramid in the usual box, and it will be copied for you. Just take a nap while you wait. You will find the two pyramids in front of the counter. Back to the Mummy's Pit. Put one pyramid at each side of the door and go in. The place is crawling with mummies, but you can always hope to dodge them and get the tablet and run. FOUR Once you have handed it in, the next job is to get a bucket of pitch and defile the Inner Sanctum of Loki. If you ask around about the pitch you will be told that it is used for sealing ships. Go to the Boatyard shop, to the W of the Mermaid's, and buy a bucket of the stuff. The Brotherhood of Loki is NW of the Mermaid's. Since you can pick locks, you will easily find your way upstairs and to the Sanctum. With the bucket in the business box, use it and the floor will be dirtied. Make your way back to the Fellowship with the empty bucket. Before you attempt the final task, make sure you have plenty of cash and book a room in a convenient hostel. Once you have a room, you receive a storage container - which you are going to need as you will see later on. FIVE OK, ready? You are told to go upstairs and touch a goblet. The lamp is going to help you and you must bring it back. So, go upstairs and get the lamp. Use it and a genie tells you to go kill a bat. Taking the lamp with you, the nearest place in which you will find one is back at old Drysdale's Salvage. Go underground and kill the thing, taking what you get. Consult the genie again and you will know where to go next. Incidentally, you might get sealed in underground, so just cast a spell to get back to the Temple. Make your way to the Snakes, right to the SW. Near there, to the W, you'll find the twin oaks, so go S into the Derelict Storehouse. Scout around until you find the staircase that leads underground and into the sealed-off area of the map. You will see a door with a table in front. Bump into the door and look. Put the bat snack on the table and bump into the door again. You will see the sea monster and the colour of his eye. You can go back to the fellowship and touch the yellow cup. Take the lamp to the counter to get promoted. Search the house to find the skull, take it with you and read the scroll. So far, we need four skulls, the orb of vision (underground at the Jewellers) and the book of summoning (at the Scriptorium, opposite the Troll's Arms, but we'll worry about that later). The important thing is that you now have to join the Mercenaries Guild to get the last skull and you can't do so while you belong to the Temple of Aegir. So, teleport there, collect the two skulls you left. Have one final check to see that you are healthy and then resign. Go to the room you have rented at the hostel and store your skulls there. Sort yourself out before you start on the next lot of tasks. The Guild of Mercenaries ------------------------ ONE The first task, as ever, is terribly easy. You just have to fetch the wages from the S.E. Billet, which is up against the E wall, SE of the Temple of Aegir. TWO The next one is to find the Eye of Surt. If you go to Odin's Temple and if you ask around, some guy will volunteer the information that you ought to try the Jug of Ale. So go NE of here to the pub. Gamble until you win, then turn around and you will see the eye on one of the tables. That's it. Take it to the Guild and you'll get promoted, also your next task. THREE Now you have to find Eivak the Goblin, kill him and bring back his helmet. I found this rather confusing because, if you ask around, you are directed to the Courthouse, and I couldn't find it! It turned out to be instead the Halls of Justice, so go there and get underground. So will soon find Eivak's Camp. Kill everyone in sight and eventually you'll hit the right guy and get the helmet. Take it back to the Guild. FOUR For the next task you have to pick up the feather on the table to the right, go to the Armoury and pick up the crossbow, also handily on a table, and just go to the Guild of Men at Arms (by the town gates, where you started) and find the wardroom. Leave the feather there and take back the crossbow to the Guild. Not much to that! FIVE For the final task you will need a lot of money and to be in top condition, because this is the most difficult job you have yet done. So, before you ask for promotion, get yourself sorted out. It will cost you 190 gp, and you will learn that you have to get the standard of Nighud. Ask around; what you have to do is find the Brig (to the NW of the Mermaid) and go underground. You should find your way to the dragon quite easily - go through a fountain, find 3 keys for secure doors and up and down some stairs. The dragon is behind the door to the left. Pause before you go in and have a rest. When you are ready, don't dash in. Stop and see the fireballs cruising past. Veer left and get between the wall and the post to get at the dragon - it is shooting fireballs in the wrong direction. Get close to it and kill it. You get the head, and that is the key which opens the secure door. Behind it, you'll find the standard. Pick it up and teleport to the Stone Circle and, from there, go to the Guild. Here you will get promoted and then you can search the building for the last skull. Also, you get a scroll depicting the Royal Crypt, or rather the entrance to it, and a map. The Four Skulls --------------- So now all you have to do is to go to the Jewellers to get the orb (use it) and then to the Scriptorium to get the book (read it). The best way of doing this is to take the four skulls to the Crypt first. Where is the Crypt? If you stand in the centre of the Stone Circle and keep turning you will recognise the building from the scroll. In fact, it is the same one we visited when we went to the Mummy's Tomb. Do you remember two doors with a key between them? This time it is the door to the left, which will no longer be secure but will be open. Just go through here and on until you come to the inner crypt. Here, just put the right skull on the right mound, i. e. skull of the north to the north, etc. You will meet some nasties on the way, but no big deal. Then you go back and collect the orb, the book and the hourglass. Go to the Royal Crypt and, before you enter the place with the skulls, cast the necklace spell. Make sure it is midnight. Enter the room, go in the middle and use the book of summoning. Watch. You get a key and are told to release Old Wilf from his underground sanctuary. All you have to do is find him. A piece of cake.