Odyssey - The Legend of Nemesis (e)

Cover
Odyssey Walkthrough and Such

by Pamella Sears - psears@scripps.edu

****************** ODYSSEY NOTES ******************

General Tips:

1. Getting into locked rooms. If anybody else can get in, 
so can you: Wait for them to enter, then block the door 
while you wait till they come out again, then drop 
something in the doorway. That'll keep the door from 
closing while you wander around at leisure.

2. Monsters can't use stairways. If you find a really tough 
monster, lure him to a stairway, then beat on him and when 
your health gets too low, go up or down the stairs to 
recuperate. The great thing is, time heals you but it 
doesn't seem to heal him!

3. As you use magic, you get more spell points (5 per 
level.) So --- since it's easy to gain levels initially, 
use ALL of the offensive disciplines (hydromancy, 
electromancy, pyromancy, and cryomancy) -- don't just 
concentrate on one! -- and get up to about level two or 
three on each. (After that it gets much harder to gain 
levels...) 
        Likewise, as you use weapons, you get more hit points, 
so the same applies -- use ALL SEVEN disciplines, not just 
one or two. After 30,000 points, you accrue no more 
experience points for any discipline. This means you can 
get a maximum of (4x7x5) + 100 = 240 magic points and 
(7x7x5)+20 = 265 hit points.

(Points needed to jump levels: Level 1: 250; Level 2: 650; 
Level 3: 1500; Level 4: 3000; Level 5: 5500; Level 6: 
12,000; Level 7: 20,000)

4. Look for hidden passageways. They can be found behind 
small notches in the walls. 

                   *******  KEYS  *******

* Blue key: inside Ronan's Citadel, 2nd floor (open other 
doors inside)

* Brass key: from Nemesis' body if you kill him.Opens the 
side door of his room.

* Charred Key: in ashes of extinguished Perpetual (Culn). 
I'm not sure what it opens -- perhaps the trap door in the 
caverns (the door with the book in it)?

* Copper key: opens room in hospital in Elba. Get from 
Felicia (the doctor) when you say book.

* Glass key: to priests' house on Culn. From Barbara in 
Shoreline (say Perpetual, yes); also in a secret chamber in 
the mines.

* Glowing key: in Red's room, Rochelle Castle, in a chest 
(under clothes). Opens several doors in Rochelle Castle.

* Granite Key: in Ronan's room. Opens several doors in 
Rochelle Castle.

* Green key: inside Ronan's Citadel, 2nd floor (open other 
doors inside)

* Heavy Key: in the Western Billsville on Emas. Opens the 
Jails.

* Metal Key: to various buildings in Shoreline. Get from 
Alonzo (say mom, yes)

* Obsidian Key: from Elders' room in Elba. Use tunnel from 
Niac to get there.

* Red key: inside Ronan's Citadel, 2nd floor (open other 
doors inside)

* Rhinestone key: from Wichelstein in the cave habitat of 
Culn (what you first walk into from the Un-Culn tunnel). 
Say door, then red, and he'll give you the key to his back 
door.

* Ruby Key: from chest in Skora. Opens a couple of the 
doors there.

* Rusty Key: in Chest in Shoreline. Opens first door to 
Barbara's room.

* Shiny Metal Key: from Thomas the Artist in Elba. Opens 
Back door of his house.

* Slick Key: from central Billsville on Emas. Opens the 
jails.

* Smelly Key: In chest in Morage town tavern; opens tavern 
door.

* Smooth Key: in the Eastern Billsville on Emas. Opens the 
jails.

* Wrought Iron Key: in chest in Shoreline (on Culn); opens 
door to 
jailhouse in Community.

                   ******* SPELLS *******

Where to find them:

* Acid Rain: in southern refuge of Exin on Aggressat; in 
Emas-McTeague tunnel
* Asudem Effect: in ruined city of Skora, in a trunk; in 
Cave on the NW side of McTeague
* Befriend: Secret Passage in worm tunnels below Ronan's 
Tower.
* Black Sleet: in Elba-Niac tunnel, large secret passage 
* Characterize: Carl's Cave on McTeague
* Collective: 2nd level of caves under Community on Culn; 
Carl's Cave
* Confuse: 4th level pf caves below Commuity on Culn
* Death Morph: In secret room in cave on Morage (cave with 
switch)
* Dehydrate: 2nd level of caves under Community on Culn
* Dig: in ruined city of Skora, in a trunk
* D-Morph: In secret room in cave on Morage (cave with 
switch)
* Electric Habergeon: 1st Vex Chamber
* Electrograsp: In house on S side of Niac on Un
* Extinguish: from Barbara in Shoreline (say Perpetual, 
yes)
* Flame Javelin: Tunnel btw Un and Culn
* Gas Annulus: 3rd level of caves below Community on Culn
* Glow: in chest in Shoreline; from Octavius on Culn; in 
Culn-Emas tunnel;
* Ice Blast: 2nd level of caves under Community on Culn
* Incant: On Emas, in the Fishermens' cave (SE side of 
Emas)
* Infinite Dreams: Tunnel btw Un and Culn
* Invisibility: in ruined city of Skora, in a trunk
* Kinetic Barrier: in 2nd layer of tunnels below Community; 
Emas-Morage tunnel
* Lightning Crashes: in Culn-Emas tunnel
* Luck: In tunnel btw Niac and Elba
* Megadeath: in secret tunnel 4 in Flog sewers.
* Morph: In secret room in cave on Morage (cave with 
switch)
* Professional Glow: In Emas-Morage tunnel
* Push: in mines below Community on Culn
* Push Deluxe: in Emas-Morage tunnel
* Pyromania: in Cave on the NW side of McTeague; secret 
chamber below Morage
* Spontaneous Combustion: in ruined city of Skora, in a 
trunk
* Terrify: in cave beneath priests' house on Culn; in large 
secret passage of Elba-Niac tunnel
* Thermal Field: Tunnel btw Un and Culn; also  in cave 
beneath priests' house on Culn
* Touch of Frost: 1st Vex chamber
* Vicious air: in cave beneath priests' house on Culn
* Vicious Circle: in secret tunnel in Flog Sewers.
* Warning: Tunnel btw Un and Culn
* White Heat Red Hot: in Culn-Emas tunnel
* Zenoheal: in Culn-Emas tunnel, Emas Morage tunnel 

In addition to these, you will find the following spells in 
Rochelle Castle (almost at the end of the game): 

Ice Blast, Lightning Crashes, Hard Air, Incant, Touch of 
Frost (2), Dig, Kinetic Barrier, Push, Black Sleet, Push, 
Deluxe, Extinguish, Mini Icicle, Highly Professional Glow,
Glow, Trap Spotting, Morph, D Morph, Death Morph,
Flame Javelin, Flaming Fist, Thermal Field, Pyromania, 
White Heat Red Hot, Electro Grasp, Electric Habergeon, 
Angel of Death, Ride the Lightning.


What they do:
(Note: range means the spells can be cast on opponents >1 
square away, while adj. means theat the target must be 
adjacent to the caster. The numbers in parentheses tell how 
many magic points that spell takes to cast.)

AEROMANCY:

Gas Annulus (49): Creates a circle of poisonous gas around 
    the user; 
Hard Air (49): Shields user. Defensive rating of 30.
Vicious Air (42) Creates a small cloud of gas around the
    target that does 22 pts of damage per move; range
Megadeath (190) 35 points of damage per turn to all
    monsters within a large range of the caster; timed

AUTOMANCY:

Characterize (10): tells how many points of damage an 
     offensive spell can do
Infinite Dreams (30): Makes the caster rest more
     efficiently
Luck (25): Increases luck
The Collective (5): 
The Warning (10): chimes when monsters are near.
Zenoheal (52): heals the caster

CRYOMANCY

Black Sleet (24): Does 20 damage to all monsters within a
    large range of the caster.
Ice Blast (19) Does 30 pts of cold damage; range
Mini-Icicle (5) Does 1 point of damage; adj. 
Touch of Frost (7) Does 22pts of cold damage; adj.

ELECTROMANCY:

Angel of Death (34) Does 55 pts damage, adj.
Electric Habergeon (5) Shields caster. Defensive rating 
    of 5
Electro Grasp (9) Does 25 pts electrical damage; adj.
Lightning Crashes (18) 25 pts. electrical damage; range
Ride the Lightning (31): Does 25 damage to all monsters
    within a large range of the caster.

HYDROMANCY:

Dehydrate (23) Does 45 pts. of damage; adj.
Acid Rain (25) Does 30 damage to all creatures within a
    moderate range

KINETOMANCY:

Asudem Effect (32): paralyzes target
Dig (110): Digs a tunnel from purple to green gem.
Incant (50): specialized use in cave east of the
    Billsvilles
Kinetic Barrier (29) Defensive rating of 21.
Push (25): pushes opponent 1 step away
Push Deluxe (51): pushes opponent many steps away.

LUMINANCY:

Glow (5): lights up small area
Highly Professional Glow (15): lights up a very large area
Invisibility (87): turns caster invisible for several moves
Professional Glow (15): lights up large area
Trap Spotting (15): Supposedly detects traps. Didn't work
    for me.

ORGOMANCY:

Befriend (42): charms all nearby monsters
Confuse (33): confuses monsters so that they cannot attack
     unless adjacent.
Terrify (38): scares monsters away unless adjacent

PYROMANCY:

Extinguish (80): extinguishes fire
Flame Javelin (25) Does 26 pts fire damage; range
Flaming Fist (17): Does 37 pts. fire/physical damage to one 
     target; adj.
Pyromania (47) Does 42 pts fire damage to all creatures
     within a moderate range of the caster.
Spontaneous Combustion (33) Does 15 pts fire damage; range
Thermal Field (16) Shields caster; Defensive rating of 14.
Vicious Circle (41): Creates a ring of fire around the
     caster 
White Heat Red Hot (41) Does 65 pts fire damage; adj.

TRANSMANCY:

D Morph (91): changes creatures back to original form
Death Morph (25): never got it to work
Morph (53): never got it to work

                   ******* ITEMS *******
            (where to find them and what they do)

* Axe of Obfuscation: in Rochelle castle. A good axe with a 
silly name.
* Armour Anthology: In Fishermens' cave in SE Emas. Allows 
you to determine the degree of protection afforded by 
armour.
* Boots Made For Walking: secret passage in Flog sewer. 
Light boots, but not much protection.
* Elban Medical Book: from the doctor in Elba. Get the key 
to the room where it's kept it when you ask Felicia, the 
doctor, about book. Give to Niacian Elders to receive 
Niacian Life Ender.
* Dagger of Doom: in house containing tunnel to outside in 
Wain and a couple other places. Good one-handed melee 
weapon.
* Edward's Trident: get from Deborah after you bring her 
back to Edward (in Wain). The best weapon I found.
* Ferocious Falchion: in Edwards' room next to gate in 
Wain. Good long-bladed weapon.
* Formidable Meat Cleaver: secret passage in Flog Sewer. A 
rather silly weapon.
* Glass Sphere:in Culn-Emas tunnel. See Emas section for 
use.
* Glowing Rock: From Kaleb, in Exin, when you return Jay to 
him. VERY USEFUL. Provides a great deal of light, and does 
not need to be carried in either hand (therefore you can 
use a two handed weapon or a weapon and shield and still be 
able to see in the dark. The IR helm does the same, but 
doesn't provide much physical protection.)
* IR Helm: VERY VERY useful! Allows you to avoid having to 
carry around torches and lanterns all the damn time. Get it 
in the priests' home in the Community on Culn.
* Jordan's Scimitar, Wooden Sphere: From prisoner (Pollux) 
in the Eastern Billsville. Release him, follow him to his 
home. He'll open the door for you. A very good weapon.
Manual (to use spheres): in Culn-Emas tunnel. Gives 
instructions for using spheres.
* Kick Axe: in Satch, on Agressat. A fine melee weapon.
* Mace of Malice: inside Ronan's Citadel. A good melee 
weapon, but you get it a little late.
* Moood Gauntlets: in southern refuge of Exin on Aggressat. 
Best gauntlets.
* Moood Helm: in ruined city of Skora, in a trunk; also in 
secret Passage in worm tunnels below Ronan's Tower. Best 
helm around.
* Moood Plate: in Satch, on Agressat. Second best armour, 
after Pitor's armour.
* Moood Shield: in Fort Agrasse on McTeague; in southern 
refuge of Exin on Aggressat. Best shield around.
* N staff: from 6th vex chamber. Takes you to Rochelle 
castle, ready or not!
* Niacian Life Ender (Melee Weapon): from Niacian Elders 
when you give them the Elban Medical Book. A very good 
weapon!
* Niacian Miliatary Tactics book: From Barracks in Niac. 
Give to Elban Elders to receive Herb of Immimant Health.
* One-handed Crossbow: in secret passage in Flog Sewer. 
Useful since it's one handed.
* Operatic Sword: in Rochelle Castle (from Rian). A fine 
long-bladed weapon.
* Pitor's armour: Get from Pitor after taking him to the 
fort (say tunnel to get him to go with you). He won't 
give it to you if you kill Himan, though. Best armour by 
far.
* Rod of Fiery Death (gives about 6 Pyromanias): in ashes 
of Perpetual on Culn 
* Rusty Ice Pick: in Culn-Emas tunnel. No particular use.
* Scepter of Judgement: steal from Himan on McTeague. Gives 
about 6 dehydrate spells.
* Sour Blue Potions: In several places; restores magic 
points.
* Sweet Red Potion: from Octavius' room on Culn. Drains 
magic points - I never found a use for this. 
* Trident of Tribble: inside Ronan's room. A good pole 
weapon, but you get it a little late.
* Tuning Fork: From Bertrand. Talk to spider-creatures in 
cave in NW Morage; one of them is Bertrand. Ask about 
Russell, (the librarian who was looking for him), and he'll 
give you the tuning fork for luck. Opens secret passage in 
cave in the mountains NE of Wain.
* Warm Boots: In Emas-Morage tunnel; Never found a good 
use, but they're worth a lot of money.
* Warm Helm: in Culn-Emas tunnel. Never found a good use, 
but it's worth a lot of money.
* Wooden Lizard: in secret passage in Flog sewers; also in 
Ronan's room. Found no use for it.

              ******* SECRET PASSAGES ******* 

        There are a lot of secret passages in the caves on the 
islands. Most of these are shown in the PICT files that 
should have come with this walkthrough. (The others are 
either obvious or discussed in the walkthrough.)

                   ******* WEAPONS *******

Damage refers to how much damage the weapon causes; Wield 
refers to how easy the weapon is to use (for both, higher 
is better). 

Weapon                      Damage  Wield  Weight(lb) Hands
Long Bladed:
   Bastich Sword              25      16     17         2
   Longer Sword               20      14     10         2
   Long Sword                 16      15     7          1
   Two-Handed Sword           25      10     16         2
   Operatic Sword (from Rian) 40      40     20         2
Short Bladed:
   Ferocious Falchion         34      35     11         1
   Jordan's Scimitar:         32      38     9          1
   Scimitar                   15      10     4          1
   Scimitar of Smiting        16      18     5          1
Melee:
   Axe of Obfuscation         50      15     30         2
   Black Rock                 2       2      3          1
   Dagger                     6       7      1          1
   Dagger of Doom             30      45     3          1
   Formidable Meat Cleaver    25      8      5          1
   Kick Axe                   40      20     14         2
   Midnight Star              14      20     12         1
   Mace of Malice             30      35     8          2
   Niacian Life Ender         30      30     18         2
   Rusty Ice Pick             4       20     1          1
   Pipsqueak's Dagger         1       1      1          1
   Pickaxe                    10      2      8          2
   Shovel                     2       2      6          2
   Spleen Slicer              5       30     6          1
   War Axe                    16      5      8          2
   War Hammer                 22      5      7          2
   Wicked Mace                20      6      6          1
Pole:
   Buck and Q-staff           3       50     5          2
   Edwards Trident            35      45     12         1
   Eviscerator:               10      30     14         1
   Flesh-Render               7       20     12         2
   Glaive                     9       30     9          2
   Horrific Halberd           14      20     18         2
   Sixth Staff                4       20     4          
1(!)
   Trident                    12      10     6          1
   Trident of Tribble         32      35     9          2
   Walking Stick               
Throwing:
   Bolas                      2       17     2          1
   Boomerang                  1       3      2          1
   Javelin                    7       10     3          1
   Razor Boomerang            22      17     3          1 
   Spear                      7       7      5          1
   Silken Spear               0      -10     1          2
   Throwing Axe               6       7      5          2
   Throwing Dagger            2       12     3          1
Ranged:
   Bow                        5       5      2          2
   Crossbow                   12      7      7          2
   Composite Bow              10      10     4          2
   Long Bow                   8       7      3          2
   One-handed Crossbow        11      5      5          1

                   ******* ARMOUR *******

                           Weight (lb)      Defense:

Boots:
     Battle Boots              110              5
     Boots                     7                2
     Boots Made For Walking    10               3
Armour:
     Bastich Chain             51               28
     Beast Hide Armour         46               36
     Chain Mail                40               24
     Field Plate               60               44
     Leather Armour            15               7
     Moood Plate               50               50
     Padded Armour             10               5
     Pitor's Armour            53               62
     Ring Mail                 31               15
     Scale Mail                42               20
     Stone Plate               70               32
     Studded Armour            27               12
Gauntlets:
     Gauntlets                 9                4
     Work Gloves               2                1
Helms:
     Helm                      4                6
     IR Helm                   3                2
     Warm Helm                 3                3
     Moood Helm                6                10
Shields:
     Buckler                   5                3
     Large Shield              17               10
     Parchment Shield          5                1
     Wooden Shield             13               6
     Moood Shield              14               15

                ******* VEX CHAMBERS *******
       (The first set - not the ones in Rochelle Castle)

1st: There is no wrong way; reward = psionic powers and 2 
spells

2nd: (colored blocks) reward: +3 nimble

   Push into the following pattern:

   (P = purple; G = green; Y = yellow; O = orange; L =
   lemon yellow; B = Blue)

   P P P P P
   O O O O P
   Y G B O P
   Y G B O P
   Y Y Y Y B
   L L L L B

3rd: Pick up all three items in the room (dagger, parchment
   shield, and rock). Go to next room; whichever item is on
   the ground there, equip the item that defeats it (paper 
   smothers rock, rock breaks dagger, dagger cuts paper).
   Be sure to have only 1 weapon OR (not and!) one shield
   equipped when you walk to the item on the floor! A door 
   will open; goes through, and head to the SE, again
   equipping the item that defeats the item
   on the floor. Eventually you'll be transported out
   again. 
   Reward: +3 sage

4th: From top to bottom, load the x's with: 1, 2, 4, 1, 6, 
3, and 5 pounds, respectively. reward: +3 strength

5th: If you can't differentiate the tones very well, try
   using Resedit to change the vvex1, vvex2, vvex3,
   and vvex4 SND resources in the sound file. It helps 
   immensely! Frankly, I still didn't get the puzzle. I 
   tried both going to and away from the directions 
   indicated by the x's, but either I ran out of patience 
   too early or did something wrong,   

6th: The balls go, from left to right: 5th, 1st, 3rd, 4th,
   2nd.(The first son waited a SECOND...the second son knew
   he was RIGHT...the third son was the CENTER of 
   attention...and so forth) Reward: a transporter device 
   (N staff) that takes you straight to Nemesis' island, 
   whether you're ready or not!

                   ******* VEX CHAMBERS *******
                       (In Rochelle Castle)

1. Kill everybody!

2. Go through the line of blue arrows; Then, the third red
   arrow from the left in the third row (counting the row
   of blue arrows you just walked through) is accessible;
   walk on it, then go SSWWSESENNNEESSSWSWSSWSWWNWSSEE

3.  a) push (upper) yellow block all the way to the right. 
    b) push purple block down 1
    c) push (upper) blue block down 1; get around below it,
    then, push it up 1 and right 1
    d) push the lower yellow block down, get below it, and 
    push it up four. get around behind it and push it 1 to
    the right, then 1 down, then 3 to the right
    f) push the purple block 1 left
    g) push the orange block left 4 ,  down 1, left 1
    h) push the green block up 3, right 2
    i) push the lower blue block 3 left
    j) push the upper blue block 3 left, then 1 up

4. Get the blocks into the following pattern:

   (P = purple; G = green; Y = yellow; O = orange; L = 
lemon yellow; B = Blue)


     Y Y Y G B
     Y Y G G B
     Y Y O G O
     Y P O O O
     B P O L L
     B B B L L

NOTE: the walls shrink inward with time. Work as quickly as 
possible, and never move blocks within 1 space of the 
walls...

5. Don't try to kill everything - you can't! The machines 
   just keep spitting out more monsters. Fight your way to 
   the SW corner (or just cast invisible and walk there).


********************** WALKTHROUGH *********************

UN:

     Un is the first island, and has two towns, Elba and 
Niac (Cain and Able...get it?) that are at war with each 
other. Your job here is to get a little interaction started 
that will perhaps increase the understanding between the 
two towns. 

     From where you land on the beach, grab the note next 
to you and walk left to the cave. Enter it (press E), and 
inside you will find an old man. Talk to him re: weapon, 
and he'll tell you that he has a stash in a hidden 
passageway at the south end of his cave. Go into the secret 
passage (should be easy to find) and take the weapons, ring 
mail, etc. You can also raid his chests (open them, O, and 
get the contents, G). 
     Leave the cave, go south to the road, and east to the 
town of Elba. Enter the town, and there are several people 
you must see. Thomas, the artist, resides in the 
northeasternmost building. Talk to him about Niac, and 
express an interest in going there, and he'll give you a 
key to his bedroom, which contains his set of Niacian 
clothing. You do not want to go to Niac dressed as anything 
but a Niacian, or the guards there will kill you. He will 
also mention that in order to increase the understanding 
between the two towns, perhaps culture should be exchanged. 
Bringing a Niacian bard to Elba, or bringing a book of 
cures to Niac, would help this.
     Go see the doctor (at Miracle Cures, Inc.) in Elba 
and ask about a book. She'll give you a key to the back 
rooms, where you'll find both a book of Elban medical 
practice and a spell scroll (Spontaneous Combustion.) Of 
course, you can't *use* the spell yet, since your psionic 
powers haven't manifested yet...
     Finally, in the southeast corner of the town is a 
church, where a woman, Sara, stands weeping. Ask about 
Niac...turns out her lost love is there.
     At this point, you should go out and get some 
experience fighting monsters. At the northeast corner of 
the island is a mirror leading to the First Vex Chamber. Go 
in; follow the directions - I don't believe there are any 
wrong answers to the questions asked -- and you will get a 
couple of scrolls and psionic powers. 
     Go south a ways, east as far as you can go, and then 
hop along a string of small sandbars to get to a small 
island with a house on it. Enter, and talk to the man 
(Antonio) there. If you say help, he'll offer to teach 
you hand-to-hand combat skills. Go for it -- they make your 
hand-to-hand combat pretty lethal!
     Now, finally, go to Niac. It's south of Elba. When you 
start seeing guards dressed in red, put on your Niacian 
clothing, or they'll wallop you! Enter Elba, and have a 
look around. Just to the east, as you enter, are the 
military barracks. Inside you'll find armour, weapons, and 
a book of Niacian military tactics. Down to the south, 
you'll find several stores, where you can get better 
weapons and armour than were available in Elba. 
     Almost due south of the entrance is the Elders' house. 
If you leave the book of Elban medical techniques on the NW 
table there, they will leave a really killer (literally) 
weapon: the Niacian Life Ender. 
     In the clearing with the firepot east of the Elders' 
house, you will see a bunch of people listening to a bard 
(in the early morning). Talk to the bard about Elba. You'll 
find he wants to go there, so agree to take him, but tell 
him to stop for the time being until you're ready. At the 
far SW corner of Niac is a tavern. Inside, you'll find a 
man in red. Ask about Elba; he'll talk about her, and if 
you ask about her, he'll talk about Sara...and ask if you 
can help him out by taking him there. Agree, but again, 
tell him to wait there until you're ready. You will find 
that you can't take him out the front gate; the guards will 
stop you, so you must take them through a secret tunnel 
that can be found at the very SE corner. You will need to 
clean the monsters out first, though, or they'll kill the 
civilians pretty quickly. Go through the tunnel, picking up 
lanterns and torches as you go. When you spot monsters, set 
down a torch/lantern (that'll give you light to fight by) 
and re-equip your weapon. You'll find a locked door down 
here; don't worry about that just yet. Find the entrance to 
Elba -- it opens up into the Elban Elders' house. In a 
chest, you'll find the key to open the door. Go back to 
Niac, and bring the bard back (don't try to bring both the 
bard and the tavern fellow back at the same time, or 
they'll sort of become one entity and never separate again. 
It's a bug.), then bring the tavern guy back. Talk to the 
artist, and he'll thank you profusely for bringing a bard 
to Elba. In return, he'll tell you to visit his room again, 
where he left you an old book and a key. The key will let 
you through that locked door in the Elba-Niac tunnel...
     Finally, if you leave the Niacian Military Tactics 
book on the table in the Elban Elders' house, they'll give 
you an herb of imminent health. 

     Go through the tunnel to the locked door, open it, and 
go through...this will lead to a second tunnel which will 
take you to Culn, the second island. 

CULN:

     Culn is an island overrun with monsters, but the 
greatest monsters of all walk on two legs: the priests. The 
priests have taken over, and are running a kind of death 
cult. Your job is to do them in, but you're really not 
powerful enough to do them in directly. 

There are really two ways to defeat them: you can put out 
their fire (Perpetual) which will cause them all to commit 
suicide, or you can poison their wine. The first thing to 
do is find the kid running around outside with a 
basketball. Talk to him about his mom, and he'll ask if he 
can trust you. Say yes, and he'll give you a key to her 
place. She lives in the ruined town south of the Community. 
Go down there and find Barbara, the mother. Ask about 
Perpetual, and agree that putting it out would be a good 
idea, and she'll give you a) a key to the Priests' house, 
and b) the Extinguish spell. In that town, in a chest, you 
will also find a key to the Community jailhouse. Go back to 
the Community, and enter the jail; talk to the first guy on 
the right (say Priests, help, etc), and he'll suggest you 
poison the Priests, and direct you to a secret hiding place 
within the mines below. Inside that hiding place are 
a)Industrial Strength Poison, and b) another copy of the 
key to the Priests' house. So, now you have a decision to 
make: you can either poison the Priests, or put out their 
fire. If you poison them, however, the Head Priest gets 
vengeful and kills all the workers, so I don't recommend 
it, but if you want to try it, take the poison from the 
hidden cavern and use it on every cask of wine you find 
inside the Priests' house. You'll know you've done the job 
when you find a note from the head priest outside the 
temple... 
     Alternatively, go down into the mines (the entrance is 
directly in front of the Priests' house). Work your way 
down to the fourth level (you'll find a secret passage at 
the very northeastern tip of the first level that will lead 
to a stairwell down. The other stairways are obvious.) When 
you get down there, you'll go through a whole series of 
doors. You'll find one with a book in the doorway. LEAVE IT 
THERE! That door locks behind you if you remove the book...
Eventually, you'll find the base of the flame. Use the 
Extinguish spell on it. In the ashes, you'll find a staff 
and a key. The staff will give about 6 Pyromania spells. 
The key possibly opens the door with the book in it. (I 
forgot to check, though!) Go back up, and you'll find that 
the Priests all committed suicide and the people are free. 
In the mountains northeast of the Community is a cave, 
which will take you to Emas, the thrid island. Within the 
caves are many things, but most importantly are a Manual 
and a Glass Sphere.

EMAS:

     Emas is an island covered with three towns, all called 
Billsville. All of the people in the Billsvilles look the 
same, dress, the same, talk the same, and act the same. 
Anyone caught acting differently is locked up, at best, and 
killed, at worst. You can't really solve this island's 
problem, but you can at least have a little but of fun. So, 
save your game and try all options -- it's a riot!

1) Dye the clothing that comes out of the machine. Go down 
to the southeast corner of the island, and you'll find a 
cave that used to house a fisherman's town. Inside the cave 
is a room with many bottles of dye. Go back to the 
Billsvilles, and use the dye at the machine input (stand on 
top of the input and double click on the dye) Use several 
different colors, until you hear the machine bang a couple 
times. Then go out and admire the results....

2) Talk to Pollux, one of the guys in jail in the Eastern 
Billville. (Be sure to wear something out of the norm when 
you do so, or he'll just give you lip.) Let him out with 
the key that you'll find at one of the guard stations (at 
the four corners of the town), then follow him. He'll go 
unlock the front door of his house, then get killed by 
guards. In the house, you'll find Jordan's Scimitar, an 
excellent short bladed weapon, a note, and a Wooden Sphere. 
Go to the Fishing Town (SE corner of the island) and you'll 
find the Incant spell. Now take the Spheres you have and 
find the cave hidden in the mountains to the east. You'll 
find four more spheres there. Open up the Manual, and it 
will give you instructions for absolutely wreaking havoc 
with the towns. Put the spheres in any setting you like, 
stand in the middle, and cast Incant. You can destroy 
everyone in one, two, or three of the towns; you can make 
any or all of the towns static (nobody moves); you can 
destroy all undesired concomintants (kill all the 
monsters, I think, although the spontaneously generate 
again pretty quickly); or do the entropy thing, 
which...well...try it. It's pretty funny. Everybody in the 
Billsvilles will then want to be different, and conformists 
are shunned...

     On the SW side of the island is a tunnel leading to 
Morage and McTeague, two other islands. There are some 
pretty tough monsters inside, so be sure to get Field 
Plate armour before you try it out...

MORAGE:

     On Morage is a single town, Wain. Wain has been 
fortified; no one is allowed in or out because the island 
has been beset by monsters. The monsters appear to be 
kidnapping people, because people are disappearing, but it 
is not clear how monsters can get in to the highly 
fortified town. Moreover, in many cases, the monsters have 
appeared to be breaking out from inside, not in from 
outside. 

     There are several people you should talk to. Edwards, 
the guard at the front gate, will tell you how rotten the 
monsters are, and how everyone should arm thermselves to 
the teeth. Russell, the librarian, will bemoan the loss of 
Bertrand, his apprentice (and perhaps lover?) Especially, 
talk to Emily, the cartographer; she will mention a secret 
way out in one of the houses on the SE side of town. Go 
find it, and use it to get oustide, but remember where the 
exit is, because it isn't marked...leave a book there, or 
remember that it's 2 squares east of town. 
     You'll find a few of caves on the island, one to the 
extreme northwest, one in some mountains north east of 
Wain, and one to the extreme southeast (which leads to 
Aggressat). Go to the extreme northwest cave, and you'll 
find that it is full of spider creatures. (IMPORTANT: Do 
NOT attack any of the monsters on the island. They'll leave 
you alone if you leave them alone...) Talk to the spider 
craetures, and eventually you'll find Bertrand. He'll refer 
you to a book he's written, since he can't speak very well 
anymore. Get the book, and read it; you'll find that the 
monsters on the island are actually transformed people. 
Talk to Bertrand re: Russell, and he'll give you a tuning 
fork for luck. Now, go back to town and talk to Emily about 
cave, and she'll tell you that the cave in the northeast 
mountains has a secret passageway that, from what she says, 
sounds like it can be opened by a clear tone (like, a 
tuning fork, say?). Go to that cave. DO NOT PULL THE 
SWITCH! (It kills all the monsters on the island and you 
want to SAVE them, not KILL them!) Stand in the top left 
nook and use the tuning fork. A secret passsage will open 
there, with a pretty tough monster inside. Lure him out, 
then run behind the pool of water and fire arrows and 
spells at it until it dies. It can't fly over water!
Now go grab the spells inside the secret passage: Morph, D 
Morph, and Death Morph. Go outside and use D Morph on EVERY 
monster, both the spider creatures and the C.H.U.D.'s 
(SOMEBODY has been watching B-grade horror flicks...!).When 
you've finished, go to the northwestern cave and talk to 
the people assembled there. They'll tell you to find 
Deborah (the daughter of Edwards). She's dressed in a white 
gown with red shoes. (If you can't find her, it means that 
you've missed one of the monsters and you need to hunt 
around some more.) Talk to Deborah, and she'll ask you to 
help her get inside the town. Take her through the secret 
tunnel, and escort her to Edwards. Talk to Edwards, and to 
her, and she'll give you her father's trident as a reward. 
Also, the gates will be open, now.

McTEAGUE:

     McTeague is an island populated by a lot of monsters 
and only three people. One, Himan, lives in the fort (Fort 
Agrasse), but won't let you in until you agree to bring 
back Pitor's jewels as back taxes. Another, Pitor, lives 
in a house to the east; and the third, Carl, lives in a 
cave to the south of Pitor's house. The ruined town of 
Skora is north of the fort, and Nimspleen's cave is north 
of that.

     Wander around Skora, and you'll find two very 
important things: a Dig spell and an Invisible spell. 
You will also notice a large green gem in the center of 
town. It looks very much like the purple gem in Fort 
Agrasse, as a matter of fact...

     Talk to Pitor about Himan and the jewels; you'll find 
that Pitor built the fort and that Himan appropriated it, 
and that his tax thing is a bunch of baloney. 
Furthermore, Pitor would be very distraught if you took the 
jewels, so...you decide to find another way. Pitor mentions 
Himan's Scepter several times, as if it's a magical thing, 
and worries about Himan using his scepter on me if I 
return. Still, he makes it clear that he doesn't want you 
to kill Himan, tempting as it may be! It's clear, then, 
that you need to get the Scepter away from Himan.
     Go see Carl. Talk about Pitor and Help. He'll give 
you the scrap from a diary (if I remember right) that talks 
about the purple and green gems, and how Red (Nemesis' 
assistant) stared at the purple one, and it made a straight 
tunnel from the green to the purple gem. Go back to the 
fort and cast dig on the purple gem, then go back to 
Skora and stand on the green gem. You'll find a tunnel 
there that leads to Agrasse. Go through it (fighting off 
the monsters), and wait till nightfall. Cast invisible, 
leave the tunnel, and find Himan's house. He's left his 
scpepter on the table. Take it, then go back to Pitor's 
house. Tell him about tunnel, and agree to take him 
there. Do so, and once inside, talk to him. He'll give you 
his father's armour, which is really pretty killer stuff. 
 
AGGRESSAT:

     The sixth island, Aggressat, is overrun with red and 
blue monsters. Because of this, the main town of Flog is 
under martial law and the leader is a despot called Ronan 
whose minions sometimes kill at random. Because of this, 
many people have defected to form another town, Exin, to 
the north. 
    It is clear you need to stop Ronan, somehow. Within the 
town of Flog are two factions, the Slayers (who believe 
that everything would get better once Ronan is killed) and 
the Pax Flog (who believe that something should be done, 
but aren't sure what and don't like the idea of killing 
anyone). Talk to various people, and you'll find that many 
people have ways in. If you talk to Matthew, the leader of 
the Slayers (re: kill), behind the barn late at night, 
he'll tell you to find Clyde and say Bruckman. Clyde will 
show you a secret way in through the sewers. Talk to Mino 
up in the fields north of Ronan's tower, and he'll let you 
in the back door. Alternatively, you can also go in the 
front door, cast invisible on yourself, stand by the inner 
doors and wait for a minion to come out, shove a book in 
the door to keep it open, then finally run like hell before 
the invisibility spell wears off. Whatever works for you. 
Before you do so, however, you should find the little boy 
wandering around town (Jay) and take him back to his father 
in Exin. Be careful, though. Being a little boy, he tends 
to wander and get bopped by nearby monsters, so cast 
Terrify or Confuse when you leave the town. Also, if he's 
following you and the minions come after you (when you try 
to leave town), there is a secret way out. One of the 
buildings on the west side of town has a switch. The switch 
opens a hole in the wall on the east side of town, which 
you can see in your overhead map (press M). There's a 
switch on the outside that does the same.
     Now, enter the tower, and fight your way up to the 
top. On the second or third floor is a room containing keys 
to all of the inner rooms. Take it, and you can loot the 
place. There's a lot of good stuff there! On the top floor 
is a small jail. Open it up, kill the two minions, and 
release Robyn, the prisoner there. She'll lead you through 
the maze of doors to the north and take you to Ronan's 
hideout. BE SURE to write down the way, in case you want to 
go back out. Fight your way in to Ronan, listen to his tale 
of woe, and then either kill him or don't. Doesn't make 
much difference. He has a mirror that will take you to 
Nemesis' castle on Rochelle island...but beware. It's a 
one-way mirror - coming back through is lethal. Be sure to 
have lots of herbs of healing and herbs of imminant health 
handy...

ROCHELLE:

     This is Nemesis' Own Private Idaho -er- Island. 

     Kill all of the minions in the initial room, then get 
out. Go search all of the rooms on that floor; you'll find 
a granite key in one of the chests. Go downstairs, lure Red 
to the stairway, then beat on him till you get low on hit 
points, flit back upstairs to recuperate, then go back down 
and finish him off. Search all the rooms downstairs, and 
you'll find a glowing key (in one of the chests, under a 
bunch of clothes). Now, go up four flights of stairs and 
visit Nemesis. He'll offer you a job as a research 
assistant. You can, at this point,

1) Cross the line and attack Nemesis. When you kill him, 
you'll find a brass key on his body. It will open the top 
door on the left, which will lead down to a boat. Leave the 
island, and you'll find that it and all the other islands 
are going up in flames.

2) Go downstairs (using the door on the bottom left), fight 
your way to the staff and take it (it's quite a fight). 
This does get it away from Nemesis, but unfortunately 
destroys you, body and soul, in the process.

I wasn't particularly happy with either ending, but oh 
well. 

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

Thank you Pamela Sears!!!
psears@scripps.edu
http://www.scripps.edu/pub/wong-web/psears/pam.html