Faery Tale Adventure 2 - A FOREIGNER'S GUIDE TO FARR - (Part 1-5) As Composed by KIA and Modified and Added to by Multitudes Supplied by Dave Booth Warning and disclaimer - This Guide has been assembled through sheer game experimentation and is not endorsed by the creators, publishers or distributors. Any errors or omissions are... well, errors and omissions. Please hasten to correct them by submitting information to the Halls of the Dead board located at www.blanton.net/ssb/fta2 NOTE: THIS IS AN ATTEMPT TO COMPILE INFORMATION ABOUT FTA2. EXTENSIVE SPOILERS ARE CONTAINED HEREIN. READ AT YOUR OWN RISK OF RUINING HOURS OF FUN, EXPLORATION AND DISCOVERY. Important items are marked with an asterisk (*) Critical items are marked with an exclamation point (!) Directions are given in the unrealistic, but simple, format of left, right, up, down, all in relation to your screen. This is done because North, South, East and West are somewhat tough to follow on the main screen. General Note One of the more successful tactics in the game is to "unband" then explore using a single character who carries the best equipment available while the other two wait in a safe location. This tactic is particularly effective once the spell "Rejoin" is learned, as the other brothers can then be summoned on a moment's notice. In Padavis, one brother is more than enough and the others will probably not get into too much trouble... This appears to be a "take everything you can" game where there are no negative consequences for stealing, literally, everything you can pick up. In the beginning you will need to do this to get armor and weapons, but later, when you have found incredible riches, you may decide to be more noble. CHAPTER I - THE SIMPLE TOWN OF PADAVIS Yea verily, yea merrily, just plain yea. You begin in the simple town of Padavis, home of rogues and cutpurses. Before you is the statue of the three horses with three conspicuously empty slots in the base. Behind you a rat scurries about and a rat-hole is easily seen. As the game manual suggests, you should go on in to the Inn. Doors on the left, no shoving. THE GLASS SPARROW INN Human occupants: Mrs. Riddenbutter, Gwen Riddenbutter, Moreton, Trafford First level items: Oil lamps (2), Sextant *, Bellows (2), Scrolls (3), misc. food The first scroll on the bar is the Song of the Golden Apple, talking about the theft and dispersion of the golden apples and the need to replace them (duh). The second scroll on the bar is the Glass Sparrow Drinks Menu and contains nothing of major importance. The third scroll, found in the bedroom on the first level is from Gwynnthelene. She is writing on behalf of her master and she refers to Kram the Mad and a Tesserect Key. The most important item here is the Sextant, which will give you your map coordinates when you use it. Keep it and do not abuse it. The residents have a number of interesting things to say. Mrs. Riddenbutter refers to the "wizard's stronghold" and Gwen refers to the "man in the woods" who will trade with you "if you look right." Moreton speaks of a haunted castle. There is also a bulletin board containing notices about the following people, places and things: Caladrin's Blacksmith, Weapon Training, Moon Temple, Goblin Village, Castle Jovanic, Sorcerer's Lair, Spell Training and a parchment seeking volunteers to maintain the statue of the horses (Holy Pigeon Poop, Batman! What an ignoble fate!). The lower level of the inn contains a number of kegs along with food supplies, evidence of rat activities, rats and some supplies: oil lamp, light blue potion ("LBP"), a bow and twenty arrows. The rats will need to be killed. The rats stop moving when they hear flute music, so... Second Level Human Occupants: Trelawny Items: Book of Artifacts and Relics, Vanquish Graveborn, Minor Healing, dark blue potions ("DBP") (x3), LBP, The Book of Six and Ten (I of VI), Bellows. Trelawny speaks longingly of the Flagon of Everpouring Mead, but the Book of Artifacts and Relics speaks much more authoritatively about Kram the Mad, his nemesis and the magic sword Cauldera. There appears to be something under the bed in the back room. For reasons explained later, I believe this may be the Map of Ages, but I may be way off, too. No known way to reach this yet... JAR DIGHTON'S HOUSE The house next door to the Inn contains a sliver plate and two books. The first is the Diary of Jar Dighton and the second is a Log of Padavisian Crimes. Both reveal much about Dighton and Padavis, including the following points: - there is a rat problem in Padavis - Tessay is named a thief - Dighton was involved with rebels over in Darnoc - he intended to organize a revolt - Reference is made to Sariloth - Jorl Sebrinak was abducted - A tree bearing carvings about Keyser Sose was chopped down and sold to the pedlar - Vakirin was robbed - Wyverns circle near Padavis - Birket Stonewheel annoys folks by singing love songs into the wee hours of the morning - Cheryl Danby was abducted - A shadow creature was seen within Padavis (and under a child's bed) - Semink's Nectarine Orchard was looted - Eric Shantipol killed Pylanthius Athentroch in a duel - Egarsh has been caught pick-pocketing for the eleventh time (11 lashes... OUCH!) - Notes re Dark Elves - Theory that the Wizard was back from the dead - Meeting with Wort to discuss the Rats. So much for the theory of the quiet town of Padavis! Dighton himself is a wanderer who can be found about town. He is the Sheriff of Padavis and was the Captain of the Guard in Darnoc. He will teach swordplay or shieldcraft for a fee - starting at 500 sovereigns and increasing as you become more skilled. Behind Dighton's House Several mushrooms may be found as well as a minor healing scroll. House near inn (Lower Left direction from statue) Contains a flute, bellows (x2), DBP, scroll. The scroll is the Legend of Venom, a magic sword, and it speaks of the sword's creator Shaman Frollo. Next house down (Lower left) Contains another oil lamp, a silver plate and LBP. Vakirin's House (Lower left, near lower gate) Vakirin speaks of love potions and l'amour for reasons which will become clear later. Her house contains a crystal ball with no known use, a DBP and a caustic ward scroll. Kwarrel As you walk in the area near the lower gates of Padavis, Kwarrel will approach, speak to you and croak. His wife and child were kidnapped by goblins and he wants your help. Since he's dead now, you can take his stuff to assist you. It consists of a broken sword, a goblin skull, a pouch, 6 gems, a flute and 3 gold. Don't use it all in one place... Egarsh Another wanderer, Egarsh has no kind words for anybody. If you feel like hearing the abuse, however, feel free to engage him in dialogue. Peasants, Merchants and Children Several generic types are wandering about. They all seem to share a similar set of responses, but more investigation is needed to see if the child who saw the shadow creature can be found... House to Left of Lower Gate Contains an acid beaker, DBP, pillow and, under the pillow, a scroll of minor healing CALADRIN'S GENERAL STORE There are many inaccessible goods in the store, including cloth, pouches, plates and cups. The accessible items include 2 DBP, 2 LBP and a scroll of bounty of the earth. Caladrin himself is a personable chap who sells all sorts of things: DBP (25), LBP (30), Silver Potion (50), Sack (7), Empty Bottle (2), Small Steel Box (25), Chest (30), Steel Box (35) Pouch (12), Beaker (3). I do not recommend spending anything here because you'll get all of these and more later. MILKWOOD MILL Above the general store the mill can be found. Its proprietor, Ulinarius, sells spell scrolls and training. Again, training is not recommended at the start - save your money for those expensive spell scrolls. Scrolls available here include Freeze, Chill, Major Heal, Shocking Touch, Terror, Meteor Shower, Battle Fervour, Acid Spray, Flaming Orb. Prices are steep, at least 525 gold each and some as much as 700. MOON TEMPLE (Left of Mill) Attached to the mill is the Moon Temple. The Moon Priestess is a healer who, in addition to offering to heal you for a fee (don't - you should have plenty of healing capacity yourself) refers to a "key to the astral plane" which is supposed to rest inside the sorcerer's lair to the south of town. She cautions you that demons guard the key, though... She also invites you to use her library Contents: Purple Mana, LBP, Vanquish Graveborn, Scroll re types of restore potions, scroll re enchanted weapons, fruit, plate, six books and two parchments. The books, in order, speak of the following: 1) the Three enemies and the theft of the fruit of the tree of life, 2) The Red Castle of Teeth to the East, 3) (Purple) History of the Moon Priestesses, 4) The Enemy who Burrowed, 5) The Legend of Attentroch, the Golden Rope and the Seven Beasts, and 6) the Tower of Malice in the West. The parchments refer to the dwarven mines and a stone that drained the writer. This writer exhorts the reader to "wade through a river of lava" if necessary to reach the stone. The second parchment speaks of joining order and chaos to the mortal realm to lead to an age of enlightenment. No literary analysis will be performed here. BLACKSEED GRANARY Run by One-Eyed Wort, there are only two things of significance here. First, Wort wants the rats killed. Second, the lower level of the mill contains several rats and a chest which holds Blue Mana, a potmetal short sword, a bronze long sword and a scroll of icicles. All are worth having, even the chest. Wort does not seem to react to the death of the rats... HILDEBRAND THE BLACKSMITH Despite Dighton's continued arrests of Hildebrand for drinking, starting fights and raising hell, Hildebrand appears to make decent weapons and armor. Actually, the only weapons and armor you won't have to kill people for in Padavis other than those in the Inn and Granary. Prices are not listed here but should be compiled by some enterprising soul. While you can get much better armor and weapons elsewhere, you may need to travel, and the countryside is rough. Forearmed is ... well, better than dead, so stock up, people! THE THIRD EYE ODDS & ENDS PEDLAR The pedlar here buys a wide assortment of items at ruinous rates. He's the only game in town, though, so at present you should probably buckle down, bite the strap and offload ANYTHING you don't have equipped (plates, cups, lamps, pillows, etc). You should be able to afford at least one decent potmetal breastplate, and probably more when all is said and done. See suggestions, below for an alternative, though. The trader has two scrolls lying on his counter. The first talks about the types of healing potions. The second appears to be a random set of notes to himself which is noteworthy only because he talks about getting the MAP OF AGES* from Riddenbutter's. Holy cow! Where's that map? ROYAL COACH HOUSE Birket Stonewheel can be found here and he will arrange travel for one or more of the brothers at any time. Note that it is cheaper to send only one brother than all three, and points farther away (logically) cost more. Costs have not been assembled... BIRKET'S BIRCH Birket's home contains several goodies: DBP (x2), scroll - Ode to the Tesserect Key, a box and a secret love letter to Vakirin. THINGS TO DO 1) Kill the rats. No known reward at this time, but this may build up one of the brothers' skills. 2) Take love letter to Vakirin. She will give you a return letter to Birket, and you will have brought two people together. Awwww =sniffle=. Now where's the cash? Birket gives you a coach pass as a reward. A coach pass? Big deal, you think. Ahhh, but wait! That pass will take you anywhere the Royal Coach travels. For free. You could go off to points unknown. You could go to Karminac to get superior armor. You could go to Maldavith to get good resale prices for your loot. You could go to Pentere to steal (oops!) talk to the nobles... There are many possibilities. Where will you go today? CHAPTER 2 - THE LANDS SURROUNDING PADAVIS This chapter covers the features in the land surrounding Padavis. Features like sticks, fruit, herbs, mushrooms and so forth are not included as they are both common and not particularly useful. This chapter does include the following (in no particular order): Magic Fountain Cave; Big Rock Cave, Krone's Cave (Dark Elf Expedition), Dark Adept Cave, Rosewind, Gowin's House, Goblin Cave, House of Rifoss, Kobold Cave, The Cemetery, Gutzon's Bomb Factory, The Cave of the Blind Fish, Goblin Fort, Castle Jovanc, Bandit Cave, Obelisk locations, various campsites, locations of Traders and general observations about the countryside. The real Wizard's Cave (643/573) is omitted temporarily because it is too tough for beginning characters. The Demon-face Spell Emitter (blasting a magma bolt every few seconds) is your tip-off for that little tidbit. Each of the major locations are provided a location using the Sextant from Padavis, so, for all of you who are wondering what to do when you get tired of killing rats in Padavis, pick a destination and go. Enjoy! Oh, and one last thing. Several of these locations are DANGEROUS. Save early, save often. Let's be careful out there... Farmer John Just outside the gates to the South of Padavis you will find Farmer John. This is just mentioned because characters are seldom seen outside of cities. He doesn't appear to have any functions... The Cemetery 859/706 You may have seen the fences of the Cemetery from inside the Northern section of Padavis. It is a grim place, haunted by three Zombies who will regenerate every time you return to the cemetery (and sometimes while you're in the cemetery!). The Zombies are not particularly tough unless they mob a single character... There are some sixteen tombstones inside, each with their own inscriptions, including the final resting place of the left big toe of the great warrior Pylanthius, Goode (His Death Wasn't So) and one entitled "Flesh Wound, My Arse!" Check them out, it's worth a minute or two. Also worth a moment's time is the scroll of electric arc hidden next to a stone post on the top wall (2nd or 3rd post from the front). House of Rifoss 927/843 "When among consenting adults, why not?" This befuddled oldster bears more than a passing resemblance to Kram the Mad... but no effect is gained from dropping Caldera on him... maybe he does something else... Don't bother killing him except to recover quest items you drop on him... he doesn't seem to give things back... Kobold Cave 924/947 The Kobolds tend to attack en masse with light armor and rather inferior weapons. You can gain a scroll of surestrike, a steel greatsword, a bronze shortsword, a scroll of sun flash, bronze breast plate, bronze shield, violet mana and a gem stone (under the rock near the entrance) in addition to any loot from dead Kobolds. Dark Adept Cave 653/883 The broken sword in front of the entrance ought to be a warning - BAD THINGS INSIDE! The dark adepts attack with violet (acid?) magic doing massive damage to all party members simultaneously. BEWARE. They can kill your group rather quickly if you are not careful. In addition to the adepts' gear you can get a scroll of surestrike, a bronze dagger and gold. Acid shield is the way to go... Rosewind the Healer 690/890 In addition to healing the brothers for a fee, Rosewind has interesting information including: Argus in Maldavith has the best blades for sale in Farr; Saldonaa-ar sells magic items; Faa-tavel teaches spells to virtuous humans; armor can be purchased in Darnoc to the North or Pentere to the North-East. Lying about on the ground are a blanket, an empty leather pouch and Rosewind's Lute. No known use yet... Gutzon's Bomb Factory 831/955 After Gutzon is dealt with (he doesn't appear to enjoy being disturbed) you will find a scroll of will barrier, parchment (How to Make A Goblin Bomb), several goblin bombs ("Don't stack goblin bombs - OUCH - Carla") a steel log sword, steel breastplate, and a parchment speaking of the Blind Fish Cave. Whee, time to blow up things! Goblin Cave 701/932 The Goblins are basically cake - as long as you don't let them riddle you with arrows from a distance. This site is a perfect place to stock up on arrows, though, so long as you're taking them from goblins and not vice-versa. You can score a sack with five normal mushrooms, 12 gold, a scroll of cushion of air, and a blue mana, a tapestry (?), 4 Cyclone Arrows, a hide shield and goblin equipment. The funky-looking mushrooms will poison you. I didn't notice any gains from eating them... urp! Gowin's House Gowin appears to be a big Orc. He has good weapons and armor, though, so maybe he's a Troll. Or possibly an Ogre. In any event, he's unhappy to see you too, so you can take the following from the former homeowner's corpse and estate: empty beaker (x2), beaker of yellow acid (x2), steel greatsword, wood shield, steel breast plate, steel boots, steel gauntlets, gold and a cup. The empty beakers can be filled at the steaming yellow cauldron on the premises (for those of you of a more destructive bent). Oh, by the way, don't ever try to stack acid... oh dear, you didn't... oh, I wonder if those stains will come out... Fountain Cave 613/803 It is a wonder that the goblins and oozes inside fight for this particular real estate, but the magic fountain inside can recharge wands used to blast the aforesaid protectors of the fountain... how odd. Of course, the standard corpse-robbing tactics will yield some return for this little venture. Krone's Cave 636/918 The cave is named for Krone, the poor sap in front clutching a scroll entitled "Last Words of Krone the Miserable." The scroll speaks of the Overworld, but more interesting stuff lies inside the cave. After defeating bats and slimes, you will find what appears to be the remains of a Dark Elf expedition! There is a scroll entitled "Expedition Log" and it speaks of Kaidar's Gift, Hethrallin and the Dark Elves. The scroll is found inside an abandoned pouch along with a scroll of minor healing, gold and a DBP. Cave of the Blind Fish 756/557 Drethnok Goblins inhabit this squishy excuse for a cave - don't mind the water, it's only shin-deep. The antisocial bum named Havelock will confront you in very short order, and once all of the Dreth (?) are dead, you will settle down for some decent looting: DBP, hard leather boots, bronze shield, scroll of minor healing, bronze long sword, 6 gem stones, a bow, scroll of Ironskin, and all of the blind fish you could eat (or build bombs out of, depending...). Don't forget to loot the bodies of your fallen foes! Big Rock Cave 749/1019 This cave is named for the... big rock in front of it. The occupants are Orcs and Dire Wolves with a couple of Oozes thrown in for good measure. You will find a potmetal breast plate, some bronze cutlery, a pouch (with DBP and a Bluegill??) along with a chest containing a steel great sword, a scroll of sun flash, green mana, another pouch (DBP) and the regular assortment of used goods on the deceased. Goblin Fort 600/661 "Bash skulls is what we do!" At last, major undertakings! A wooden palisade surrounds crude straw-thatched huts. Goblin guards surround the area and periodically shower the brothers with desultory arrows intended to harass, not kill. Goblins will emerge from the huts to fight you, some with bows, some hand-to-hand. They will keep emerging periodically too until you get inside. There is one main gate to the fort and two gates inside. There are also stairs down in the courtyard area. The left entrance leads to a rough-furnished area containing red mana, a "Device", a pot, 2 cauldrons (green and blue) 1 GSP and a Conch Shell (good sound!). The Right Entrance leads to a section with blue mana, skulls, bones, a chair, a scroll of arc shield and stairs down. Oh, yeah, before you can take the stairs down you're going to need an introduction to Krogatt (you may have killed him in the courtyard or on the other side) and Grima. Krogatt carries a steel short sword and a mithril dagger while Grima carries instructions on making a goblin bomb along with a beaker of yellow acid. Downstairs from the inside stairway you will find a scroll of acid shield and several slimes. Eeek. An alcove on the left yields a skeleton, skull, rocks, a chest and a book and a scroll of Ironskin. The book is a set of field notes of Kwarrel and His Adventures (remember Kwarrel?) He swears that a secret door is in the lowest level of the sorcerer's lair in his office chamber... The chest contains a potmetal longsword, some gold, an axe, a hide shield and violet mana. Around the corner from the alcove you will enter a rather gruesome area with meathooks, gore and implements of ungentle inquisition. Several goblins will protest your entry and when they are silenced you can liberate the remains of Ma Kwarrel and Kid Kwarrel. A scroll also refers to an evil in the old palace in Bilton sapping the strength of people and causing the Blight. Hmm. Your final explorations here should yield fish, club, stool, chest, wood shield, DBP, mutton and bluegill. Whoopee. Return to the courtyard and return to your journeys, content in the knowledge that you have exterminated a nest of indigenous beings. Bandit's Cave (Arthol's Hideout) 868/853 The bandits are not particularly tough and some good treasure can be gleaned here, including a scroll of minor healing, jade necklace, gold ring, scroll of cushion of air, bronze stuff, a composite bow (yowza!), a scroll of surestrike, 2 frostbolt arrows and a steel warhammer. By the way, look out for the bandit leader, Arthol. He swings a mean steel mace and wears a steel breastplate. He can hurt you bad, particularly if you come here soon after leaving Padavis. You should leave the bandit cave much better equipped and heeled than you came in. Castle Jovanc 906/595 This is a big one, so don't expect the details. The short version is that this castle is chock-full of skeletons. Impact weapons do plenty of damage, edged weapons almost none, so make appropriate adjustments. There are many items and things of note. First, Rallo Jovanc, the small child-ghost, is significant. Don't blast him. Next, many items are found here and nowhere else, including a "gadget", 2 "devices", a brazier, 2 urns, a candle, Jovanc crocks (for Goblin Bombs), a teddy bear, various books and scrolls, a lot of gold just lying around and more. Also present is Bhimrao, wielding the magic sword Caldera (along with mithril gauntlets and a mithril greatsword) and a Health Kick. This little goody raises the health of one character by 35- 40 points!!!! Choose carefully, there's only one. You can also gain the Staff of Life (a/k/a "BreadStick") here by fulfilling a minor quest (it's no great spoiler - give the teddy bear to the child, duh!). The Staff will raise one character from the dead (only ONCE - don't waste it) and appears to heal wounds which are non fatal. There is almost undoubtedly another or several other side quests in here, probably involving laying the dead to rest, but nobody has proven anything yet... The Irastikaan Scroll speaks of Amber Castle in the East and refers to the Network and the Cult. it is signed by Lord Thebe, High Priest of the Cult of Sariloth. In the process of killing everything skeletal, I do not recommend venturing into the Ooze area in the bottom right of the top level. They are tough opponents for beginning characters and regenerate at a very rapid pace. Later you can return to smack them around, but for now there's nothing worth dying for downstairs. Similarly, the Web-Blocked rooms can be investigated later once you have made a Web-Cutter, but there's nothing truly significant there right now. Obelisks 922/804 642/589 Campsites 900/884 780/645 1076/539 Traders 611/906 626/594 763/588 1052/908 (no trader) Signposts 1076/949 771/1027 (For pity's sake don't go to the East signpost - Banshees are NASTY!) I'm sure that some things have been omitted. Submit any new findings or notes to the board so that others can learn! Boy, that was a lot of work. Who's helping me out here for Chapter 3, 4, 5, 6 and so on? Addendum added by Pel 1. North-East of Castle Jovanc on the other side of the lake is a hobgoblin camp. 2. North-West of that at roughly 1052/593 is a cave with trolls, cave vipers, and spiders. In it are a good number of gems and an admantium mace! It was VERY hard getting in... I kept thinking, "I'll never make it out!" Damn that mace makes a difference. Chapter 3 : Wildevarr & Pentere This travelogue continues the Guide to Farr. As your travel around Farr, the story of Sariloth and Thorolis will unfold before your eyes. Not until you have completed a number of tasks and collected the required items will access be given to their domains. Listed herein are places in this fair but troubled land to explore. There is no particular sequence in which the locations are listed; discovering the wonders of Farr is a worthy quest in itself. Where an item of especial value can be found, it is *marked* for your convenience. These will be essential to the success of your mission. Please be careful! There are many powerful enemies in your path. WILDEVARR Fiery Cave (633/155) Occupants are Fire Wisps and a Flame Giant. They can cast fireballs. Ouch! Never mind, there's experience and a little treasure in here. Cave of Kram the Mad (642/575) There's a fireball-spitting gargoyle near the front hall, and Goblins form the welcoming party. Further on, down some stairs, are Ghouls guarding the way to a square room containing three cages, a pressure plate, and three levers. Separate the party. Hit the levers and walk on the plate to open each cage in turn. Kill the occupants; one has an Oak Key. This opens the exit gate to the East. Down some more stairs, more Ghouls and levers. Split the party again, one operates the levers to open the two doors beyond. Meet Kram and listen to his little speech. Then kill him. ;) His scroll reveals that Krammy boy was in difficulty with Sariloth for incompetence! If only he had placed the Tapstone of Wildevarr. Also Sariloth's mate Roska is not happy at the appearance of the Brothers. A secret door in Kram's office leads to gold, gems, a steel breastplate, firebrand arrows, and best of all, a *Tesseract Key*. Whoopee, now you can use the Overworld to fast travel. The Amber Castle The approach to the Castle is guarded by lots of Swarms of Pixies, little flying buggers who paralyse your guys but don't seem to inflict much damage, though they can be accompanied by Hobgoblins who definitely do hurt you. Once inside, you're presented with a classic levers-n-doors puzzle. Nip upstairs and flip the switches like so : DDU - to West room - teleport to a room with Wyverns and a Chest with a Wand of Demon Dancer and 43 gemstones. A Wyvern drops the Sapphire Key. Out through the in teleport. DUD - to South-East room - Hobgoblins, Chest with Emerald Key and a scroll explaining the legend of the Darksweeper sword. Loot armour from the Hobgobs. Another chest holds a Blizzard Wand. UDD - to North-East room - Lava Golems, Chest with Bloodstone Key. The Emerald, Bloodstone and Sapphire Keys open the three doors in the corridor to the north of the entrance. Through the teleport is a dungeon with orange mana, a scroll of Maelstrom (ice spell), and battles against Brass Slimes, Giant Spiders, Skeleton Lords, and the giant dragon Irrasstikan. This last battle is tough as heck - I sent one bro' in at a time, using magic to plug him. For your pains you'll receive a *Golden Apple*, *Tesseract Key* (if you didn't get one from Kram), scroll of Rejoin, a scroll that tells you that Sariloth is with Kaidar in the caves of Hethrallin, a grass jerkin (resists lightning, poison, orange and green magic!), a scroll of Flaming Aura (single target at range), a ruby amulet (prot vs heat & fire), and firebrand arrows. Phew! If that all looks enticing, be warned that I didn't pick up an Emerald Key from a Wyvern on my first trip to the Castle. Good job though, my characters could never have taken on Irrasstikan on the first tour of duty. PENTERE Bilton (1320/637) There was a scroll in the Goblin Fort which mentioned this place as the source of the Blight. Okay then, time to clean it up. Talking to the Guards and townsfolk will get you lots of info on where in Farr to get trained, armour, food and magic stuff. Others will explain where the Elves and Dwarves hang out - in Hethrallin and Aroblin respectively. Some talk obliquely about forces in Bilton 'that you cannot understand'. Tosh. A bit more exploration will sort that out. Near the Slaughter Yard (where no slaughtering happens, it seems) is a hut. In there is a scroll from a family man who's gone to the Halls of the Dead to persuade old S to relieve the Blight. What a prawn. Gully's Bakery holds another scroll, this one penned by Hogsbreath the Jester. It tells of the Golden Apples needed to revive the stone statue in Padavis, and how Sariloth stole and hid them. Boo-hiss. The owner, Rollo Gully, thoughtfully points you at the Amber Castle to get one. Nice fellow, that Rollo. The Elegant Ornament shop is well worth a visit. Provided you have the cash, you can pick up magic jewellery here. It certainly made life easier! The magical stuff on offer is a Jade Necklace (anti Poison/Green magic), Sapphire Ring (anti Cold/Blue magic), Ruby Ring (anti Heat/Red magic), and a Gold Ring (Anti Fire/Yellow magic). Ignore the Medallion and Gold Bracelet, they're useless. If you're really up on your luck moneywise, visit Atticus Barnable the locksmith and stock up on some keys. At 200 gp each they're not cheap though. Swine's Pride has a scroll of Death Cloud (area at range). This is a powerful spell but your characters are susceptible to it, so watch out when using it. Wander out of the merchant's quarter and you'll end up in the posh part of town. The nobles sure like to power dress. Most are dismissive of mere adventurers, and downright scathing of the peasants. Never mind. There's a big dwelling where they are all taking tea or something, in which you'll find a scroll which mentions the Seven Evils - the Tapstones! Count Ranick's place is good for stocking up on free mana, and has a Scroll with a story about the three Keys - Raikain, Tesseract, and the Unnamed. The nearby Wizard's Guild is home to Gulchmay. He will train you in magic, though (like all magicians) his prices are extortionate. There's a couple of books dealing with famous (if all barking mad) mages, plus a Parchment describing the Rock of Despair. To the north-east is the barracks, populated by folk of the Dwarven race. As expected, they love to fight, and like to brag about it too. Read 'Big People & How to Cope' for a Dwarfs-eye view of the world. Head for the Castle. This is where things get interesting. Nimdok the Flautist has carelessly left his Diary lying around. It tells of how he screwed Jar Dighton for money by promising that his flute would dispel the rats, which (as you know from visiting Padavis) it didn't. I didn't take this to Jar for a reaction - give it a whirl? You also find a Scroll of Cold Shield, and then the stairs to the Cellar. Thump the Ogres about until you find and dispose of Iron Jack. He has an enchanted Greatsword. A nearby cookbook is proof of how much the Ogres like Elves (stewed ones that is). On to a room full of Ghouls and a Wand of Fireballs. Beyond, the double act of Bluto and Pluto awaits. They're the guards to the Royal Crypt. After skewering them, move on to the Crypt, where you'll see the graves of King Kaiger, Queen Esmerelda, and the Eternal Gatekeeper. Oooh. Over in the corner is the Celestial Orb. Looks nice, doesn't it? So smash it to bits, it contains a Brass Key. This wakens up Kaiger 'n co, who don't take to your vandalism too well. Pity they don't take too well to a good bludgeoning either. Use the key on the east gate, then fight your way out and up to ultimately meet Smash. Show him the fast track route to eternal rest. Divest his body of the loot (an Enchanted Warhammer, Mithril Armor including a Helm - the only one I found in the game), then go on to find the *Tapstone of Pentere*. When you pick it up the Golden Tree springs back to life! Round here are scrolls which shed light on the existence of the sunken city of Tamnath, and notes on Aroblin, land of the Dwarves. Other locations Healers : 1351/925 Peddlers : 1328/968 Signposts : 306/979 Filmore - NW, Forest Elf Town - SE 828/509 Castle Jovanc - N, Amber Castle - SE, Aroblin Coach House - SE, Padavis - NW. Empty Houses : 625/315 Magic Fountains (to recharge wands) : 1086/1397 Intermission : GETTING AROUND AT YOUR OWN PACE After your tour of duty in Wildevarr and Pentere, your team have probably already had more than their fair share of random encounters with the baddies you met en route. This guide will show alternatives to trudging between towns, though the experience and loot you pick up from doing it the long way can be useful in itself! However there are other options... 1. Let the coach take the strain All towns have a Royal Coach Service outpost somewhere. For a not modest fee, the coachman will drive you to any other town on the map. It's a fast and convenient way to travel. You can use the coach ticket you picked up earlier to make your first journey from Wildevarr to Pentere, if you didn't fancy doing the full route march. However, if your team still have the pass, it can be used anywhere else on the map with an RCS office. 2. The Overworld What possible use is a Tesseract Key? It's your pass to fast, free travel. All you have to do is to find one of the Obelisks that are dotted around the land. Oh, so that's what they do! Yes, they're not just there for decoration or for praying at. Use the Key on an Obelisk and a gate appears, which is the entrance to the Overworld. Isn't it pretty up here? You're on a golden path (no sign of Dorothy or the Tin Man though). Around you the celestial bodies twinkle and, er, twinkle. Looks like a long way down! But don't worry, you can't fall off. I think. I never tried to find out. The path leads off to other skybound Obelisks, each of which will take you to a different location around Farr. There is one special, special Obelisk on terra firma that will lead you back to the Overworld, albeit a section that you are as yet unable to access. Steady now... plenty to do before then. There are a lot of Obelisks around, so having a map makes using the Overworld a lot more convenient. A map like the one below maybe... Map of the Overworld with Obelisks (after Thorin & Medar) ____--- N | __ 1 | ---_____ W + E _______| | --- | 2 ___ | S | _____ | --- | | | | | |________ | | | | |________ |_____| | | 6 | | ___ _| --- | | | |____--- --- | | |______ 3 | | 8 || | --- ________--- | | | | | ______ 7 || | | | | | --- | | | | | |__________| |_| |________________ |______ _______ _______ ____ | | | | | | | | |_--- |12 | | | | 9 | | _ 4 | --- ____| | --- | | --- | __ | | | | | | | ---_______| | ___| | | | |10 _________| | ___| | | --- | | | | ________________--- ---____| | --- | |_| ______ _____ 5 | |13 __ _| |15 || _ | | | --- --- | | | |_| | | | | | |14 | |_____| | | |11 | --- | | --- ---___| | |16 _____| --- KEY : 1 Northern section of Mons 2 North of Bilton 3 SW of Bilton and E of Castle Jovanc 4 SE of Amber Castle 5 Northern section of Amazon Jungle 6 Middle section of Mons 7 W of Roska's Citadel 8 E of Padavis 9 Goblin Village SW of Padavis 10 Amber Castle 11 Southern section of Amazon Jungle 12 W of Darnoc 13 N of Maldavith 14 Maldavith town 15 E of Elf Village, S of Maldavith & W of Padavis 16 S of Elf Village & N of Amazon Jungle Blimey. Did I say this game covered a big area? Anyhow, the RCS and Overworld enable you to cover it in record time. Enough of the cartography, back to the game. Find an obelisk, jump in a coach, or put your running shoes on and head for your next stop... HETHRALLIN, LAND OF THE ELVES (West of Padavis, by RCS, or a short trek W from obelisk 9) Well, Elves and Drow actually. The Drow have been making life difficult for the Forest Elves of late, doing Sariloth's deeds. Who better to settle a few old scores than your trusty party? The Elves make home in Ta-Taaven, a nest of tree houses linked by walkways, which is okay for avoiding monsters which roam below. Unless you fall off. Unfortunately this happens often if your brothers are banded! It's best to disband them and send one brother on to get the lowdown on the Drow from the locals. Ta-Taavan has shops and gossips just like any other place. Seek out Hinesa the healer, who's handy if you happened to fall into one of the bands of roaming spiders that are around. Hinesa also puts the blame on the Blight firmly on the shoulders of the Drow. Hmm. You'll bump into Ee-unati, who directs you to a cave to the South where the Blight resides. For Blight read Tapstone. Finally, Taluaa warns you of the Drow leader Kaidar whose underground domain houses much gold. And more besides, no doubt. So, head for 276/614 which is a Brigand's cave just south of town. Drow, Cave Spiders and Fire Wisps frequent this place. The walls are encrusted with gems, which, alas, are decorative only. But there are plenty of riches to be hand from the inhabitants! Additionally there are some strange artifacts which look like the tools of a trade... a cauldron, crystals, device, pliers, wire, and admantium and steel rods. What craft is this? After a pitched battle against three Drow -Morgalia, Fenrith and Thyrac - the possible answer hits you in the face. Literally. A spider's web blocks your path further in. Web cutters are the things you need... And lo and behold, after you meet and dispose of the vulgar Ballyron, you'll find instructions on making a web cutter. This is the way: combine a rod with a crystal to make a crystal rod (doh), then use pliers on wire to make a cage. Trap a fire wisp in your cage, then use the crystal rod and pliers on the trapped wisp to make the web cutter. Got all the parts for that? No? Then find Kevin, who has kindly prepared a cage & crystal rod for you already. Just add pliers and 1 wisp. Cut through the first web and move on. Not surprisingly the spiders aren't well pleased with your handiwork, so fight your way through them and keep an eye on your health - it's easy to get stuck in the maze of webs. Eventually you'll meet up with a fierce Drow. It's Kaidar! He's dismissive in true Drow fashion of mere mortals, and after a little speech will set on your party. Watch out for magic attacks from him, they are not nice. Your reward at the end is a *Tesseract key*, webcutter, *Golden Apple*, and a scroll in which Lord Thebe, the High Priest of the Sariloth Cult congratulates Kaidar's good work. You've done everyone a favour in disposing of this fellow. In Kaidar's hideout you'll find a chest containing two things : a scroll in which he brags of secreting TWO tapstones - one in Hethrallin, another in Maldavith. There's also a book, in which the anonymous author spins the following riddle : "I am a woman's name, though you can have the same. Kill me, you'll be filled with sorrow, until I grow again tomorrow. Drop me where the rocks ring true, and to an astral land I'll bring you. To the plane where Chaos reigns, heed him right and stop the Blight." Remember the Rock of Despair? There's a link in there somewhere... Still, you haven't yet done with this cave. Onwards you'll locate Mordekai, whose demise will yield the HellRazor sword - one of the magical artifacts that make life that bit easier. He guards the *Tapstone of Hethrallin*, so run over and grab it! What, it won't budge? Looks like it's magically protected - typical Elven trickery. Reread Kaidar's scroll : "Only Sartion himself could take it from me". Sartion? Wasn't there a Skull of Sartion a little way away? That's right, the skull is the key. Use it to free the Tapstone - and remove the Blight from Hethrallin! Following all that, it's time to say ta-ta to Ta-Taavan and the fair (or lanky), noble (or haughty) Elves. What better contrast could there be than a bunch of Dwarves? Some of the Elves speak of the Dwarven mines. True to type, these mines contain riches beyond belief. Good. Time to harvest! AROBLIN - THE DWARVEN MINES (East coast, by RCS, exit 4 on the Overworld Express) South of the Amber Castle is the hilly region Aroblin. Not much sign of Dwarf activity, but then they are all busy mining under your feet. In their absence you'll encounter hordes, and I mean =hordes= of Pixies and lizardmen. If you survive a lizardman attack (which by now shouldn't present a problem), he'll yield turquoise plate armour. This is the best non-magical armour to be found, so chuck away that plain plate and don the lizardman's garb. Or leg it to one of the pedlars at 817/139 or 932/119 to sell it. En route to the Mines you will encounter Lisan (624/66) who is a magic trainer. A good use of the cash you recently amassed. At 929/304 lives Sharneed, another magic trainer, who plies his trade outside the entrance to the mines you seek. Good siting for business, I reckon. Dive into the mines, and you immediately disturb the industrious dwarves. Who turn into incensed dwarves. They're good melee fighters and naturally resist magic, so make tough opponents. Bows are a good bet at this stage. Keep the little guys at range and ping away. Working your way through, you'll come across a lever at 893/332. Throw it. No apparent effect - except that it opens a door at 948/332. A similar combination is found at 1053/312 (along with red & orange mana) which opens 1009/357. Levers and doors. Very Dwarvish. The latter door leads downstairs. In this region are a cluster of giant spiders and - horrors to Betsy - dragon hatchlings. It's a hard slog, but keep going. En route you should find orange, red and blue mana, and a pair of dragonskin boots. Wonder what they're used for! At 1138/371 there's two more useful items - a Cloak of Shadows, and more dragonskin boots. That's two brothers equipped for later on. Up another flight of stairs, along, and at 1000/333 the stairs descend down again. The baddies here are flame giants (fireballs, ouch) and hobgoblins - the latter aren't tough, but numerous. You'll discover blue and violet mana at 1187/338, but better still, at 1148/325, along with yellow mana, another set of dragonskin boots. Three sets, three brothers! Hit the down flight of stairs, to the lowest level. This area is cut through by a lava flow. Toasts your feet, unless of course you have the boots. More flame giants & hobgoblins to dispatch - along with Jagadis. He's the keeper of the Darksweeper sword, at least until you prize it from his dead grasp. You're close to your objective now. In little islets in the lava flow are the real guardians of the place - laval golems. One each at 1104/221, 1084/225, 1057/201, 1071/212, and 1083/193. It isn't essential to kill them to reach your goal, but the experience and loot are worth your while. In either case, make your way to 1075/203, in which the *Tapstone of Aroblin* is seated. Another one rescued! Hightail it out for all you're worth (which, with the loot you got from the Mines, should be quite a bit). You can dispose of the dragonskin boots on the way, this is the only place you need them. Recall how Kaidar was entrusted with the Tapstone of Maldavith? Time to pay that place a visit. MALDAVITH - THE BUCCANEER'S DEN (West of Ta-Taaven, RCS or Overworld Obelisk no.14, sextant ref. 358/1043) If you walk around near this town you'll be beset by aggressive bandits. Each speaks with a distinctly nautical burr. That's because the town has been overrun by a band of pirates! This once thriving coastal area is now a hell for landlubbers, as the Tapstone in their midst has made them too weak to defend. Being attacked every two minutes by pirates can become a bind, particularly when you're trying to explore. Thankfully you can stop their onslaughts. Simply divest one dead pirate of his Pirate Sigil and equip it - instantly every other will take you for a shipmate. This is most useful when exploring the area around Maldavith, which positively crawls with them. In Maldavith itself, people talk (in sotto voce of course) of the tyrant Muybridge. This guy loves gold. Other peoples'. He commands the pirates, and uses their muscle to extort the townspeople. So, he must die. If you can find him. Esmond Kendall in the Warehouse is a good trader for selling any excess armour and weaponry you collect from dead pirates. Amble into the 'Skull and Cleaver' for a drink and a chat with Dodds, your friendly host. He lets slip that Argus the blacksmith could make you a blade with which to eliminate Muybridge. Argus in turn is in the Curious Cutlass - maybe a visit to appraise his gear is in order. Magical swords? You already have two...but another one won't go amiss if the price is right. Useful, but not essential. Visit the House of Brindav, to consult the local library. Here you'll learn of the magical sword Tempest, its owner Devlin, and a book on Chaos, which of course means Thorolis. Knowledge is power, as they say. Along the bay you'll find a boat, but the Captain won't sail. Who would put to sea with so many pirates about? Remember the vessel's location though, it'll be handy later. Back to the action - time to find Muybridge. He's holed out in a cave out of town at 114/977. It's fun to find this place without a Sigil, because the pirates swarm it like flies. With a Sigil, you have to endure their calls of 'Ar matey!' and the like. Without, you have to fight. Personally I prefer to knock them off. Down in the cave you'll bump into Dark Warriors. The fights just get harder, don't you think? Not surprisingly, because at the end of this onslaught you'll encounter old Muybridge himself. The man has a nerve, he invites you to join with him! Of course you object. With his merrie men he assaults your group. Prepare for a battle royal! The dead Muybridge has on his person a Resurrection Spell scroll (at last!) and a poxy steel long sword (find the nearest bin for it). However, in the boxes he guarded you'll find better loot : a scroll describing the dark pact between the Drow and Muybridge, oodles of cash and mana, a ruby amulet (protects against fire, heat, yellow and red magic), a scroll of ice storm, and a book on the legendary land of Tamnath. Tamnath, it transpires, is a sunken city in the heart of Maldavith. Nice place to hide something, don't you think? Exit the cave, fighting Wraith Spiders en route and collecting a chest full of arrows and an Emerald Crown (giving immunity to mental attacks, very nice). Notice anything different on the way back to Maldavith? All the pirates have turned to ghosts! Looks like Muybridge had more sway over them than mere money. Still, with the buccaneer threat gone, that boat you found is available for passage. Board and prepare to sail to Tamnath! Your welcoming party in the sunken (well, half-sunken) city is a band of serpent men. Again, easy meat by now. What is less straightforward, is that you have to walk along rooftops to explore. Don't slip! You did? Watch the bubbles, too many and it's a watery grave for a brother. And once in the drink, it's difficult to get out. At the apex of Tamnath is a house with three switches on the wall. You need to throw them in order, and in two combinations. Without further ado, the combinations you need are DDD followed by DUD. 'Click' - and the *Tapstone of Maldavith* appears in a nearby room, hitherto flooded. It's useful at this juncture to post a brother near the centre room and one in the switch room, and flip between them as you throw the switches. Saves traipsing around in the wet. You've saved Maldavith! What now? If you visited Flump at 'Swines Pride' in Bilton, you will have learned of a frozen waste to the North - the land of Mons. Wrap up well, it is darn cold there. Sapphire rings do just as well, by the way, as will the Cold Shield spell if you're desperate. MONS - THE ICE GIANT'S LEGACY (Due N or Maldavith town, RCS, Overworld 7, 1178/1426 typically) Brr! Very pretty snow covered landscape though, makes up for the freezing cold. There's a magic fountain at 1086/1397 if you have any magic items that need recharging. At 1099/1459 there's a cave, pretty empty but containing a nice chest with a Scroll of Ring of Force (energy spell, area around caster) and a Scroll of Rejoin! Worth a visit! Frost giants however guard the cave at 1178/1234, sensible really, since it contains the following goodies for your burgeoning collection : Scroll of Frost Bolt, Admantium Greatsword and breastplate, green mana, a *tesseract key*, Scroll of Cold Wind, Scroll of Ice Ward, and a Scroll of Major Healing - with includes curing poisons. Such a loot-rich environment is bound to have a real goodie, which is the *Shimmering Mace* held by Procrustus. Don't lose this! A larger cave at 1394/1154 contains yet more goodies, as well as Frost Giants and Dire Wolves, including very nice mithril armour and a diamond longsword. Once inside, fight through till you exit at 1458/1119. There are caves containing more quest data as well. In the cave reached at 1435/1322 you find a scroll asking for help for the writer and his comrades who are lost to the north... whilst in 1442/1300, you hit real pay dirt when, among the frost giants you just popped off, you find a scroll reading 'to break the ice and free the stone, you must have the hammer', plus one which tells that the Object of Hope is locked up within the Rock of Despair. Locate the green pillars that herald the cave entrance at 1386/1404 and you're nearly there as regards Mons. Lots of frost giants here, and at the centre of their den you find the *Tapstone of Mons* - but it's imprisoned in ice! Where's that hammer? Well... not far away in fact, at the cave at 1345/1186. But it's not easy to get at, with lots of storm giants around - these fellas like to hurl electric arcs at you. A difficult fight later you find the Tekton hammer. Then a quick trip back to the green pillar cave, break the ice, and free the stone. Whee, another one down! HATAK - GLENGL ZUR The land of Hatak is just south of Hethrallin, so hit the RCS or use the Overworld Express, exit number 11. One of the books you located in Castle Jovanc referred to the jungle of Hatak, and of the Demon which holds dominion there. The demon lives in a cave, well well, buried deep in the heart of a tropical rainforest. Not surprisingly it's infested with critters like spiders and plant men, but the caves here also are home to weird incarnations like hellhounds, dragon men, and blood vipers. Cripes! No place for a nature study. Anyway, it's relatively simple to locate the castle of Glengl Zur. Inside, among the wraiths and serpent men who guard the place, you'll find the charming Shanon Frolio. He's a tough cookie, and no wonder - he has a lovely Venom Sword on him, which is most useful. As is the Scroll of Invisibility he carries - but best of all, he's guarding the *Tapstone of Hatak*. That's all but one of the Tapstones gathered, plus two apples. Nearly there... By the way, Frolio was the demon. Nasty, 'orrible man. Nothing compared to our next visit. Guess who has the last apple and Tapstone? No, not your local greengrocer, it's good old Roska. KARMINAC - ROSKA'S CITADEL (West coast, no RCS, Overworld point 7, sextant ref 781/1443) Recall if you will one of the scrolls you got from Kram the Mad. In it, Thebe (the High Priest of the Cult of Sariloth, and all round bad guy, as you'll have gathered) commanded Kram to give fealty to Roska, who dwells in the West. Fealty indeed. What he needs... well, you will soon show him. From the scroll Loweena Gully gave you in Gully's Bakery in Padavis, it transpires that he's holed up in a castle to the West. Right. Time for a visit. This place is infested, I mean infested by imps, skelly warriors (ouch), dark warriors (double ouch), shadow warriors, serpent men and lava golems (multiple ouch). There's a locked door puzzle at the end which I won't tell the answer to exactly... except that, well, Rejoin is jolly useful at this stage. :) Sitting in his office is Mr Roska. He's another arrogant sort, and a pretty handy mage as well. Best strategy is to rush and bash the living daylights out of him. From his twitching body you liberate the *apple*, *Tesseract key*, and Roska's Heart (yuck) - and nearby, through a secret door, is the *Tapstone of Karminac*. All apples and Tapstones collected! Well done! THE HALLS OF THE DEAD (Pentere, starting point of your odyssey) The first quest you have to perform, quite simply, is to smash the Rock of Despair to get the Object of Hope, with which you melt Roska's Heart. Ok? Simple enough... actually it is, now you've got this far. At the statue of the steeds which carried you here, are three apple-shaped indents. Pop the apples into place, and the ground miraculously opens up - to the entrance to the Halls of the Dead. At the north of the corridor is the infamous Rock of Despair. Now, nothing will have prepared you for what happened next, certainly it didn't me. When you smash it, using the Shimmering Mace, the Object of Hope is revealed. Yes! Use it on Roska's Heart! No! Nothing happens! Unresolved game event. Doesn't crash the game, and doesn't stop you finishing it successfully ... but a bummer nonetheless. This bug was left in when the software writers went bust. Naughty of Encore not to complete coding it. So... onwards to the main Halls... full of wraiths, lava golems, wooden golems, and skeletons. You'll also encounter a block of interconnected lever puzzles - what is this, Myst? - and a series of teleports. Now, the spawn rate down here is phenomenal, as you'd expect for the denizen of the Lord of the Dead. Or undead. So be prepared to die a lot. Again, recall comes in very handy if you leave someone up above to pull your dying comrades out. At 1274/1161 there's a big building. Kind of like a palace. Oh, it is... the palace of Sariloth! You did remember to bring the Tapstones with you? Ok, then place them in the slots provided, and up pops Lord Sariloth. Now you have a choice. Do you : a) Join Sariloth in his vision of a world of order, or b) Liquidate cocky Lord Sariloth, or c) Bugger off quick like? Assuming you have a prior save game, try the first two. You get an ending in both cases, neither very palatable. Hmmm. What to do when you escape the Halls? Only one thing left to try... THOROLIS' HIDEY HOLE and THE BEST ENDING (Via 1125/1299) Thorolis isn't up to lording it over some subterranean palace. No, he's a bit more crafty, and is hidden. It's a pain to find manually, but the entrance to his bolthole is... a broken Obelisk. Now one of the books *does* mention this, but it's not alluded to more than once, so would be easy to miss. Still, at least you know where it is now. Use the Object of Hope on the broken Obelisk to fix it, and transport your party to a new section of the Overworld. Crafty old Thorolis, he's hiding here. He seems like a harmless old duffer, but make no mistake, he's hiding a great secret. Which his dead body shows to be the Chaos Orb, the source of his concentrated power. Now, what would happen if Chaos and Order were fused? Want to find out? Hightail it back to Sariloth, and once again listen to his rants. Of course he doesn't realise you're packing a secret now. So kill him off (which is less than easy), and collect the Orb of Order. This is your moment of glory... use one Orb on the other... And enjoy the ending. Well done!