WIZARDRY solution PLEASE READ: Intro + notes: 4 types of areas: 1) Areas that I consider complete (my chars have finished exploring there) 2) Areas that are half-complete (currently in there, but not yet finished) 3) Areas mentioned in the file, but not yet gone there with my new group 4) Areas not mentioned at all Hints are especially welcome for areas (1), (4) and for the beginning of areas (2). For areas (3), it's less urgent since I still have to wander there myself, anyway. 1) is: Orkogre, Ukpyr, Funhouse/Rattkin Ruins, Munkharama, Nyctalinth. 2) is: New City, Dane Tower. EXEMPLES of areas 3 and 4: 3) none, good enough... (managed to catch up with my 2nd group) 4) Dragon Cave, Isle of Crypt, City in the Sky, the Caves & Mountains (Witch + Giants') etc etc. Thanks, JM ****************************************************************************** ***** WIZARDRY 7 - CRUSADERS OF THE DARK SAVANT ***** ***** PARTIAL SOLVE ***** ***** Version 1.5 / February 1993 ***** ****************************************************************************** Introduction: ------------ This file is only a partial solve; actually I am writing it while playing the game. The advantage for me is clear: be as precise as possible, as clear as possible, try not to forget anything. Despite this, I may forget some points. Please do not hesitate to send things in, that you think should be part of that solve. I want also here to thank everyone who helped me around. Obviously enough, I guess, I couldn't have found all what is in that file alone... ;-) First, I put general comments and hints to the character menu. Then come some un-ordered solved areas throughout Lost Guardia. An undocumented area means that I haven't solved it far enough to be able to put it honestly here. At the end of each chapter, you'll find my questions to you. This regards the unsolved features. At the end, I've put a non-exhaustive item stats and remarks list. Do not hesitate sending me info about items not documented there. Up to now, I did not any systematic identify on all objects using the character edition cheat, but I'll probably do it if I have time, someday. So this list contains only info on the objects I happened to identify. I have permanently on my account Huy Nguyen's Wiz 7 Character Editor. It allows you to change all the stats of your characters, including items. Email me if you want a copy. It will be an uuencoded, auto-extract lha archive. Character creation: ------------------ Nothing much to say here. Change in profession is very useful during play. But doing so, you may be stuck in one loosy class (stats point of view) like Thief or Fighter. So if you want to be able later to switch back, say, to your original Ninja, better never switch to a thief, but stick to 'good-stats' classes, that are, IMHO, Monk, Samurai, Ninja, Valkyrie and Lord. You can add Bishop and Psionic to this list if you feel like it, or even Bard and Ranger; but not Fighter, Mage, Priest or Thief. To create a 'good-stats' class, you may find some problems. There is one safe and relatively quick way to achieve your goals there. In your Playmaster's Guide, you find the stats you'll get just after have chosen your race, at least for a male character. You also know (from doc too) what stats are re- quired for the class you want your character to achieve. Now it is an easy mathematical operation to count how many stats points you would need to add, for each race, to each stat to get the stat required by your class. Then add all these 'needed' stat points and find the minimal total for a race. The race you'll find is the one that has the highest probability of achieving the class you want. Keep trying this race then. If you want to import your group from Wiz 6, know some items are kept and some are deleted. This selection is random, so that you may want to try several times. General comments: ---------------- You can change profession. But to avoid problems with equipment that cannot be used (or that you simply lack), I would suggest you *switch* classes when two (or more) players can do it. For example, let's say Lancelot is a Samurai and Arthur is a Lord. Change their class only when Lancelot can be a Lord *and* Arthur a Samurai, depending on their statistics (raising with levels). That way, you won't have problems with unused or missing equipment. One strategy I found useful when encountering two groups was to a have a mage cast sleep on the back one and have everybody else attack the first one. SEARCH everywhere and get as soon as possible the Detect Secret spell. Don't waste points on over-developing swimming or climbing skill. Swimming needs to be developed only as far as you need not to drown. After that, it develops by practice. Same with climbing. Put a lot of points into mapping. At high levels you get to see a lot more of the land features on your map. Ex- plore the land. You won't get far if you don't take the initiative and go into areas that nobody asks you to go to. Just because something is cursed doesn't mean it it is bad. You will have to use several cursed items in the game. Identify an item and if it seems good otherwise, then use it. There are a few skills that you don't get right at the beginning, as you've seen from the manual. Here follows a list of each of these PERSONAL skills and how you may get them. The list is up to date only as far as we've been through the game. FIREARMS Upkyr, when joining the Umpani. MIND CONTROL Dane Tower, those who fall asleep after meditating learn it. POWER STRIKE INVOKE the Gem of Power. This goes for only one group member. REFLEXTION INVOKE the Ring of Reflextion. Also only for one group member. SNAKE SPEED Munkharama & others, made out of the 5 flowers. One person too. One more comment regarding objects. There are 570 items different items in this game, several of them found more than once (every shop item for example). This will promptly fill up your inventory even if you keep selling useless stuff. My advise is to drop all items already used (like the parchement telling you about Paluke, the Black Wafer (ETX: BYYR), etc) in a place where you often go, that will be your sort of head quarters. I selected Pakule's shop: there are a few squares in his shop. Any place with clear boundaries can go. The purpose is to allow you to know later on where you dropped stuff, in case you need it later. So don't drop them everywhere around New City. The ?Fools? map is just for fools: some NPC may offer you this map for 10'000 gp at some moment in the beginning of the game. Refuse it. This ?Fools? map is not needed for the game and has no relevant information. Your interaction with NPCs is of relative importance, except with Brother T'Shober whom you shouldn't kill, unless you want to be haunted by his ghost. NPCs may get faster than you in getting maps around Lost Guardia. They then will offer them to you for a bare 10'000 gp. This is fine if you're wealthy but may become a pain for a less rich party. As far as I experienced, a good tactic may be, if you think you have a at least a slight chance to win a fight over a given NPC, to sell all you maps to that NPC (do it only if you have saved before!) and then kill the NPC, hoping he doesn't call for too many comrads. This way, you will make a lot of money: 10'000 gp per map you own. But, as a general rule, don't abuse of this trick too often since I don't know how much killing NPCs left and right influences the last part of the game. Also, after killing an NPC member of a given race, all other members of that race are going to be less friendly to you (including shopkeepers who were friendly before). You'll maybe need to use Diplomacy and Charm to restore peace among you and them. All but ?Legend? map are but hints to you. Record their text and sell them if you want. Starting the game: ------------------ So you have arrived at Lost Guardia. First be sure your character have put on there armor/clothes and are holding weapons. Explore the forest. To the south, after killing some tough Phoots (beware poison spikes!) you should find a chest and, inside it, a really important item of the game: the mapping kit. To use your kit, select the USE option from the normal adventuring screen, not from your personal character sheet screen. The more points you manage to put in the 'mapping' skill, the clearer your map will be, with more and more features. But the map is being drawn independently from the one character who carries it; so that if you explore an area with a poor-map-skilled character and give the kit later to an 80%-skilled-in-mapping character, the map will be full of details. Going west gets you to the Wild Orchids field, which can only be crossed, as far as we know, thanks to the personal skill Mind Control skill at 20 or more. Going east brings you to a fork in the road. On the right, there is sort of a newbie area: a dungeon. Explore it completely. Find the two secret doors on the first lever. Find the two chests and, inside one of them, the key to open the first gate you see. Find the so sweet fountain that gives heals your group. Find the parchement telling you of New City's armourer, Paluke. After crossing the gate, go down to the second level. The second level is the home of some dread undead monster. Don't worry, there's no clue, just save your game; before opening the undead's chest too. Then, when the first dungeon is completed, you can head for New City (left at fork). By the way, the undead's name is RA-SEP-RE-TEP. So at least you'll know when you cross the gate to his place... Before entering New City, you get a rattkin ambush, which requires you to be around level 3-4 to manage through, and an encounter with a Savant Guard (or Trooper if you're unlucky). He'll ask you what business you have in New City; answer is 'Paluke' (cf. parchement hereabove). Not answering right will make the Savant Guard call for help and fight: some fun, if you feel like it. New City: -------- After having somehow dealt with the Savant Troopers and Guards at the entrance, go in and explore the town. You'll see, there are several doors locked. Two options, either pick them (save before in case you jam one by mistake); or kill Rattkins and pick up Pewter Keys from them. Either option works. By picking, I include Knock-Knock spell and HEAVE. You'll enter New City by the western gate. There is another gate east. Right of this eastern gate is are guard barracks. In the southwestern corner is a Black Wafer hidden, which reads ETX: BYYR. Take it after defeating the few Savant Guards. This is the code to enter the jail later on. You will also find the Innkeeper, Dungore. Ask him about 'rumors' and pay the 50 gold pieces requested. Then ask him about the 'Arms of Argus' and he'll inform you that you need to tell Rossarian, the Umpani weaponsmith, 'black market' so so that the Umpani lets you trade with him. Find also Paluke's Armoury (Paluke is a Gorn). You'll probably find also Father Rulae in his Abbey. Telling Father rules 'spirit' will give you information about the Path to follow and the sentence 'Slay not he that cannot hear' that you are supposed to repeat to Brother T'Shober, who stays at the Munkharama Bridge (see map). If you tell Father Rulae 'body' he'll ask you for half or total of your cash in order to give you access to magic, healing fountains (proportionnal to if you give half or total of your cash). Telling him 'holy sacrament' (which Master Xen Xheng tells you later in Munkharama) gives you access to first a fast healing, magic fountain and second to the ?Legend? map (along with 5000 xps) that is hidden under the Abbey, in a chest. What you can do now is free Cpt Boerigard, jailed by the Savant Guards. The jails are on the right of the western entrance. When you long the western wall of the jails you can hear Boerigard asking you to get him out. So, enter that 'Restriced Area' and kick the few Troopers' and Guards' bottom. Use the Black Wafer code (BYYR - Blue Yellow Yellow Red) to open the jail door. Get the Prison Key from the northern part of the prison hall and open all the doors. Kill the Boar Weevils in the northern cell and free Boerigard from the second southern cell. He'll talk to you. Ask him about 'castle' and vow silence about what he will tell you. You'll get a letter from him to give to Lord Galiere who guards the entrance of the Gorn forest where the entrance to Orkogre Castle lies. Boerigard asks you to go and see King Ulgar, the king of the Gorns, and tell him that the 'Dartaen Alliance is broken'. At this point, you can either go on in New City or switch to complete Orkogre Castle (see Orkogre Castle). Enter the 'Bank & Loans' rooms with a Pewter key or picking locks. SEARCH in the Vault Room for the Copper Coin (used for the Museum) and open the secret door to the chest. Find the Library of New City, enter the door and SAVE your game. Only then, go for the book (Book of Fables) with the sleeping guard. If you happen to wake the guard, you may have a piece of fun getting rid of him since it's a Savant Controller, tougher than the Savant Troopers. Keep trying to get the book until you succeed. This book contains important information regarding four witches for the Witch Mountains and Witch Caves later on. In next room, you'll find Prof. Wunderland. Use the Old City Access Key to enter Old City where, in the Condemned Area south of town, you can find a board with some missing letter, that should read "Old City Entry". Explore down the ladder. Switch the lever to open the gate, find the secret door beyond it. Get the Old City Key from the chest and open the gate. Find the second chest and the secret door in the same room. That's about all what can be done in Old City. Orkogre Castle: -------------- Your first problem will be to find the Citadel. It's an underground complex, located deep in the forest, going west. See on your map for an idea where it is. Once you go down the ladder, you can go west or north. Going west gets you to the Guard Barracks, via the jail cells (that you can't open right now). Kill a few Gorns, including the tough Ashigaru Gorns, get the Crown and the Armoury Key and unlock the 'Orkogre Armoury & Supply' gate. There, get the Munk Innards (to be used in Dane Tower), the Munkmeat and various armors and weapons (spears, arrows and bows, leather cuirasses). Then go upstairs again to the first ladder. Follow north and turn left. Explore the area, and open the gate with the Crown Key. Find the gate to 'Murkatos Outer Sanctum' and the blood stain in front of this gate. Find the chest, guarded by some Gorn Shamans, which holds a few scrolls and potions, plus a Staff of Blessing. The room opposite the one with the chest has a secret door (push button). This leads to a '+' intersection. Right is an ape cage. In front stands the Throne Room gate and left are some stairs going down. Go downstairs, pass a gate on your left and enter the last (second) room on your left. Be ready to kill some tough Gorn Rangers. Switch the lever and go back to the gate you passed on your left. Behind it, you'll find, to the south, the King's bedroom, with a secret door and a locked gate beyond it (Ulgar will give you the key to it later on), and, to the north, a bare room with a matress. SEARCH on the matress and find the 'Bone Combs & Brushes' and the 'Polished Steelplate'. Go back in front of 'Murkatos Outer Sanctum' where the blood stain is. Face the gate, SEARCH, and USE the Polished Steelplate. Enter now the Outer Sanctum. Locate the cushion and SEARCH where it is. Find the red button under the cushion and push it. A 'trash' cashe will be opened. SEARCH there and get 'Murkatos' Last Words' and the Ring of Steel Keys, that will allow you to open the jail cells. Go back to the ladder and turn west again. Go down to the prison. Unlock the jail cells and fight whatever Cruds, T'Rangs and Dragonlizards are inside them. Find in the first cell on your right, Bunches of Bananas and Bread Rolls. Push the button you'll find in the second, right cell and turn the switch that is revealed, by pushing the button, in the last, right cell. Go back to the first, left cell. Now you can either jump down through the hole or go quickly back to New City, which may be useful to sell stuff, heal with the Abbey fountains or buy new equipment. Once you have jumped down, no way back until you get through 'Murkatos Inner Sanctum'. There's nothing very interesting in the big maze-like level under the jail cell. Push the button in the SE corner. This reveals the ladder to the Inner Sanctum, which is in the NW corner. Go in the Sanctum and fight the Shadow Guardian(s). Meet with the Spirit of Murkatos and write down what he says about Vilet Kanebe and the Creator in Nyctalinth (see below). Get the stuff from the table and the chest, including the Bonsai Tree (see Rattkin Ruins). Open the secret door and fight, silenced, several Spectral Ravens. Open the Chest and get the Key of Azure, the Gem of Power (INVOKE it for Power Strike personal skill, see items list). Then leave the Sanctum by the gate. Go to the Killer Ape and USE the the Bunch of Bananas (if you ate it by mistake you can buy another bunch at New City from the Innkeeper). The Ape will break the window down and the noise will attract a few Ashigaru Gorns. Push the button in the ape cage and switch the lever that opens the Throne Room gate, right to it. The lever is in a secret cache opened by pushing the ape cage button. Meet King Ulgar and listen to his *long* speech. When he (at last) asks you what you are doing here, tell him what Captain Boerigard told you when you freed him in New City, "Dartaen Alliance is Broken". Answer "Yes" to his following question and the King will present you with the 'Key of the Gorn King'. Go back and turn first right to take the stairs down to the King's bedroom and open the gate with the key the King gave you. If you're lucky, you'll find in the chest the ?Temple? map. If you weren't fast enough, someone else will have found it before you, an NPC, and the chest will be empty. In that case, you'll have to buy the map back 10'000 gp from that NPC. Use the LORE option when meeting friendly NPC to know who of them has the map. At any moment after you got back from the Inner Sanctum, you can USE the Key of Azure to open the gate you find when turning left just before the Crown Key gate. Beyond that Azure Key gate is a fountain that will restore your mana. Munkharama: ---------- You'll first enter Munkharama by the north, after crossing a room with Munks. Explore the town. The answer to the riddle of thw wishing well is COINS. USE each of those coins in front of the four locked door you'll find after switching both levers you find. Find a place with small monk cells 1x1 squared. In those rooms, you'll get four beans, the Bean of Pentacles (1), the Bean of Cups (2), the Bean of Swords (3) and the Bean of Wands (4). Locate around there the four receptacles where you'll have to USE those beans. This is Munkharama's mastermind puzzle, working like a normal mastermind game. Two interesting positions are all black and all white (all correctly set, and all wrongly set). The correct position (all black) gets you 2500 exp per character and some cash; its sequence is: (1) NW corner Addenda: Some people report to me that this (2) NE corner sequence may change for each saved (3) SW corner game so that you could have to do (4) SE corner that mastermind puzzle yourself. For the white position, which will open an arch to brother Moser, I simply suggest a cyclic permuation of the sequence hereabove. The undergrounds, right under the monk cells, are empty except a few fights. Explore beyond the arch the Wading Area - Polar Munk Society, open the chest, locate Brother Moser's Apothecary. Once you completed both puzzles, the mastermind's and the wishing well's, go for the island at the center of town. Locate the four coins, Emerald, Amber, Ruby and Diamond. They are in the water square, which is alone very close to the Builder's statue. Once you got them, cross the water again to set each one in the urns. There is a special urn for each coin, but each urn will 'accept' only its correct coin: Amber Coin in NW corner, Emerald Coin in NE corner, Ruby Coin in SW corner and Diamond Coin in SE corner. Now you can USE the Moonstone (from New City's statue, see New City) right at the Builder's statue and will be teleported downstairs, one way trip. You arrive in a big square shaped area, with three arches set in each wall. Explore completely. Note all locked gates you encounter to be sure you won't forget them later on, since there are quite a few gates on this level. The following map shows this big squary area: +---|A|------|B|------|C|---# | | L - Under the - D | Builder's | K - statue of - E | Munkharama | J - - F | | #---|I|------|H|------|G|---# (A) Only a few Munks in an empty room. (B) is linked to (D) passing by four locked gates (see Rusted Keys, area J). The four rooms, as far as I know, don't contain more than just a few monsters. On this part, you'll also find a lever and a gate. The lever is broken but you'll be able to access the chest from the other side round, through (C). Find the secret door in (C), and in the next room SEARCH in front of the candle to open the second secret door that will allow you to the chest. (E) is only an empty room. (F) leads you to a set of rooms, one with a chest. At the end of the corridor on your right (the one going south), there is a gate and a lever. Beyond that gate, a few steps further is a ladder that brings you out, between Munkharama and Ukpyr, on the southern side of Munkharama. (G) is contains a button on the inner, eastern wall, which reveals an arch in the southern wall. Inside is a locked gate (see Key of Good Keep, area I). The chest inside contains the Onyx Key (see below). (H) Another emtpy room. (I) is a maze with, in its south-western part, a staircase going down. WARNING! Before going down, save your game and prepare yourself for a tough fight with the Lords of the Dark Forest (EASY option might help). Open the both chests in that room and get the Key of Good Keep (see area G) and the Key of the Temple (see below). Visit and explore the dozen of small one by one rooms that surround that first area. Pushing the button on the western wall opens a wall in one of the eastern cells. Open the chest and get the Notched Shaft (see area J). Don't bother with the gate by which the chest lies. (J) is linked to (L). In the second room on your right, from (J) to (L), open the chest and get the Rusted Keys (see area B). When you start walking northwards, still from (J) to (L), watch on your right (eastern wall) for a sort of pushed button. At this place, USE the Notched Shaft (see area I). This will disarm the trap that is set beyond the gate at area (K). (K) is a trap. The first time you wander there, you don't need to disarm the trap. Switch the lever, cross the gate and, using Levitate or Climb skills, avoid damage from a fall. Explore downstairs a bit, a dark area, a little bit of swimming, and you'll be again teleported upstairs, at area (D), at the end of a corridor. This is not needed but it's fun to explore new areas. Then remove the trap (see area I and J). and go down to the next level. NB: Don't throw away the Key of Gorrors you might found on this level. Use the Onyx Key on the first gate to the east you'll see. There are mainly two interesting areas down there: 1) First the 3x3 room with a well in the middle ("Pygmy Altar and Midnight Globe" stuff). Find the button and push it. Switch the lever you'll see. The gate closes, don't panic. Go on the well. Be ready to fight several nasty Skeleton Lords (EXPERT mode is cool, believe me). Take the black globe when you are ready to fight (game saved, spells like Magic Shield, Armorplate and Enchanted Blade casted and full hits and reasonable mana). When you got Wikum's Powerglobe (used in New City later on) in your possession, switch the lever back to its original position to open the gate again. 2) The watery area that is the underground temple. Go to the fountain in the southern side of the chamber. There is a secret door (button) in the southern wall, right on the left of the fountain. Beyond it is a gate unlocked by the Key of the Temple (see area I). Unlock the gate, open the chest and get the Holy Covenant. This is the Holy Work you have to bring now to Master Xen Xheng. Ask Brother Moser about DREAMS and answer PALACE OF THE GRAN MELANGE to his following question. This refers to the Land of Dreams place, that you've also probably already located. Note carefully what he tells you then. Go to the Palace Munk, in the Land of Dreams - Palace of the Gran Melange. Answers to the Munk's questions are: (1) INNER DREAMS and (2) LIVING DEAD. (This is contained in Brother Moser's speech.) The Munk will allow you then to join the membership in exchange of 500 gp, which you'll be glad to pay. Explore the Land of Dreams. Find the three lying Munks, get the Mysterious Pastille and the Smoke Pipe. MERGE them together. Find and open the chest, from which you'll get the Chromatic Lyre, a scroll and some apples. Find the black door (was no door there before) and go through it. Just walk in front of you, east, and USE the Pipe & ?Pastille at each step. You'll meet the Spirit of Life who will offer you to chose a path (Ring is dexterity, the one I chosed; gives you also the Ring of Invisibility, in that case). Your karma increases also by one point. You'll be teleported in front of Xen Xheng's School of 5 Flowers. Tell Xen Xheng "Be Thankful Ye That Hath An Ear" and give him the Holy Work. Chose to learn the way of the five flowers. You'll need to collect five flowers to get the Snakespeed skill. Rattkin Ruins & Funhouse: ------------------------ First you need to use the Bonsai Tree that you found in the Inner Sanctum of the wizard Murkatos in Orkogre Castle. Plant it (USE) it in the Sacred Grove, which is located on the left side of the road to Rattkin Ruins, where you have to fight several tree-type monsters. A tree will appear and ask you a question, about woh summoning him, I answered "Cruisaders" but I guess all answers would fit. The purpose of doing this before going to the Ruins is to be able to actually enter the Ruins, since there you'll find some kind of tree which looks like a human. This tree will let you pass in the Ruins, only if you've completed the part with the Bonsai tree. Then when in the Ruins, explore. Be ready to fight lots of Rattkins, even if you set the EASY option from the configuration menu. There is no mayor problem encountered in my eyes up to the blind Rattkin, Blienmeis. When you go to see him, in the courtyard, under the roof, don't forget to drop all your non-equipped stuff before, since this nice beggar is a kind of very skilled thief and will 'borrow' some of your items, including some of your most important stuff, maybe. Just drop your things and get them back later on. Blienmeis probably carries one of the most powerful weapon in the game, the Cane of Corpus. You *may* kill him to get this Ninja-wielded, cursed weapon (see stats below). Still about Blienmeis, ask him about 'Reflextion' and he will offer you to buy the Ring of Reflextion for 12'000 gp, which, when INVOKEd on one of your characters, will bestow the Reflextion personal skill upon him. Collect brass key and one silver key if your team is poor in lock picking. When you see Bertie, don't forget to buy the Featherweight potion from her! This is to be used later in the Funhouse. You have to find Ratskell's Thieves Guild. To enter the Guild, just try to steal the blind Rattkin. When caught, you'll still get the Signet Ring, which you'll learn is the recognition sign of the Thieves members of the Guild. Then, wear the ring and go to the Guild back. There you now can show your hands and you'll be let in. Then, talk to the blind guy about the Funhouse (but only in the Guild, this is not working when you first meet him, outside, in the courtyard). He will sell you a Red Rubber Ball. This red nose is what you'll USE in front of the Funhouse's front door. Explore the ground level, use the silver key to open the middle door, and brass keys to unlock the six other doors (or lock picking if you can). Get the 200 lbs Black Pyramid; the Lodestone and the Wooden Dowl are in a chest behind one of these doors. Get them too. Now take the ladder to go down. Explore again. Pass by the giant Catapult (USE Pyramid on left end), see the gate with a chest beyond. Go up the stairs, locate the Spool and chain. Find the secret door and the burial crypt beyond it. Hidden there, SEARCH for the Spool Handle. Rewind the Spool with it (USE). Go up the ladder and locate the two cylinders that will become a fan. Go at the end of the corridor and SEARCH for the Tarnished Key. Get down two stairs to the gate and the chest beyond. Unlock this gate now and get the Rubber Band from the Chest. Go back to the two cylinders and USE the Rubber Band to activate a small fan. Now position yourself in front of the right end of the catapult and SAVE; review all the points hereabove, too. If you are ready, quaff the Featherweight Potion and go on the catapult (right side). Get enough stamina and swimming points to allow you at least two swimming moves before resting. Then go to the lowest level where you have two areas of water on each end of a winding corridor; the ladder going up is about in the middle. Go on the water and make a U turn to your left. There's an open arch not visible from the ground. You'll find the Rope & Bar at that place. Go through the cascade of troughs (Levitate might help from some damage) and get the Painted Ball; switch the lever and go out. At Barlone, you will be asked for the arrival of the next spaceship at Nyctalinth. See the 'Nyctalinth' part for how to get this information. There is a target and a shooting range in one of the lower levels. You need to get the Painted Ball and shoot twice at it. You'll miss the first time, but just get back where you initially found the Painted Ball, get it, and try a second time. You should succeed then: the target will disappear and a gate-opening noise will be heard. After you've completed this, you can go through the water cascade won't bounce as before on a gate, you'll just be thrown through it (it's opened now). This will bring you about where the target was. Explore there too. Find the five levers that compose the water slide puzzle. Solve is as follows: 1st lever on level 0 : down 2nd lever on level 0 : up 1st lever on level -1 : up 2nd lever on level -1 : down Unique lever on level +1 : down I call level 0, -1, +1 regarding the ladders you have to get to access to them. Not the stairs. Just go and wander there; it should become obvious... Get the Wooden Dowel from some room and place it into a hole in a wall. It's said there is light on the other side of the hole. Once you've done this and before you can go to slide down, you need to set the Rope & Bar that you got from the waters below, on a pit close to the target (on the same level, at the end of a long, winding corridor, you can't miss it; it's written there that it's a shaft with "sound of rushing water far below"). Okay, now you are set the water slide. Go for a swim and use the rope (will be done automatically). You'll arrive at the start of a corridor, which ends on a device made of a big plate and the bottom of a glass cylinder. Go closer. Get the black ball. Go back up, using the rope and a few stairs and USE the black ball at the top of the cylinder, which you've probably already located while carefully exploring the areas. After you've used the ball, go back the water slide and walk on the metal plate. The ball will drop and trigger a mecanism that will (again) send you in the air. You'll arrive at the six spears' room. The spears' sequence is: 5, 3, 4, 2, 6 and 1. This will open the gate, which, after a battle with a few unlucky undeads, will lead you to the chest containing the *boat* map. After having found the latter, you can go out of the Funhouse through a gate and ladder that will bring you to Giantlands. This way to go to Giantlands is particulary interesting if your characters haven't a lot of points in the swimming skill. Explore and you'll see why! Ukpyr: ----- Arriving in Ukpyr, you should join the Umpani as recruits. Just do what you are being ordered to do. Go first east at the Recruiting Station and meet Sgt. Balbrak. Your first mission will be to get some equipment at the Supply Depot of Sgt. Kaboom. Your second mission is to get at the Fire Range, where you should practice as much shooting as you can, since it will give and increase your Firearms skill. Third, you'll be sent back at the Recruiting Station, where you will be given your fourth mission: Investigate Tramontane Forest for T'Rang activity. Just go out of Ukpyr through the north gate and follow the road until you arrive at a clearing. Meet and kill K'Borra T'Rang. You don't *have* to kill him, you can also join the T'Rang as an Umpani treator. Up to you! Go back to Sgt. Balbrak who will inform you of your next mission: deliver a dispatch to the Master Tracker Rodan Lewarx in the Umpani Detache at New City. He'll give you Yamo's Dispatch and the Humpa Card that you will USE in front of the Humpawhammer Station to unlock the door. Go therein and switch the lever; you'll be teleported to New City. Give the Dispatch to Rodan Lewarx and teleport back to Ukpyr (same manner). Sgt. Balbrak gives you a nice reward for this mission and tells you to go to General Yamo. Yamo will send you on your last mission, to destroy the T'Rang Queen and its eggs (see Nyctalinth part). He'll also give you the Thermal Pineapple. Nice item, but *recharge* it before use. This will present you with some nice, high levels Nuclear Blasts. Still gotta find the place in Ukpyr where I can get the New City Detache's safe security number to get the Comm-link devide. Nyctalinth: ---------- Follow the orders of the T'Rang at the gate of the City. Go to the T'Rang Empire High Chamber and meet H'Jenn-Ra. He will ask you to be teleported through the Anthracax to New City and tell Shritis T'Rang "To Strike!". This guy will order you to kill Rodan Lewarx and bring him his golden medallion as a proof. Doing this (talking to H'Jenn-Ra, not killing Lewarx) helps you to get access to the Anthracax which is a cool way, like the Umpani Humpawhammer, to move around Lost Guardia. Then come back to Nyctalinth and talk again to H'Jenn-Ra. He will send you to the Funhouse and will give you the sequence of the six spears (see Rattkin Ruins). Don't give him the ?Boat? map, anyway. After killing some T'Rangs lost in the High Chamber, you'll get 'Fingers'. Those have to be used to open three locked doors near to the Tactical Depot. One of the three doors is the Livestock Breeding Grounds door and the two others are inside the T'Rang Empire Tactical Depot. There you will find a Mistery Ray (dam 0-0) and a few Shock Rods (2-7 + stamina loss) (including a Stun Rod) (dam 5-12 + stamina loss and paralysis from time to time). Explore the rest of the High Chamber. Under it, Find three 'sleeping' savant guards. USE the mystery ray. One of them will reveal you a new access code and server name for use with the computer terminal in New City (Host: Central Security Access, server: 018@67C1). Then you have to kill them. Be prepared. Get into the T'Rang-Guardia Landing Port's left room (some lock picking there) to get the T'Rang Portbook, that you will only be able to understand by using on it the TX Coder found in the last room of the Observation Control Central. The Livestock Breeding Grounds was the Church of Nyctalinth is interesting: Besides some Hog Beetles that you'll manage to get rid off, you find a ghost in an altar. He'll invite you to walk through the wall, which you do. On the other side, on the right, you'll find a door and a chest beyond it. In the chest there is a Longstem Spade which you are going to use to dig all the tombs in this graveyard and a Bottle of Old Jake's. Dig the I.R.P. YMMU M'KURSA tomb to fight YMMU and get his paw (see weapons) and a Scarab Necklace. Dig the IN RUTIS PYR NOTERA FURMI to fall (use LEVITATE) downstairs. Find some interesting things, including a chest, a group of unfortunate dead adventurers and their stuff and two ladders. One arriving in Old Church (center of town), the other one to the Queen T'Rang, who actually is H'Jenn-Ra. To get to this nice guy, you need to destroy its eggs: use the thermal pineapple. You'll get some damage there too... be prepared. Then just walk in and kick H'Jenn-Ra's bottom. He's tough. And he gets help of some Assassins. So be ready here too. Now for Old Church area: besides a locked door and a chest there, you can find the Creator's statue. Use your shovel again to dig there. This will give you a small statuette named TYDNAB EMYT, which read backwards says Tyme Bandyt. Go back to the graveyard through the altar wall (no ghost now). When in the graveyard, on the left of the hole you made by digging one of the tomb, you'll find two sort of crypts. Go in, and how frustrating, a ghost just gets a rod off your eyes away. No problemo, just use the statuette there after the ghost went away with the rod. The time will go backwards and you will be able to get the rod (dam 1-8 KO, special and cursed). In the same graveyard, you can find a magnetic field of some kind. To cross it, you need to WIELD the cursed rod (Crux of Crossing). Behind the field, there's the Tomb of Vilet Kanebe (see Orkogre Castle part). Dane Tower: ---------- * First Level: Explore, find the shopkeeper Almagorte (pay the 100 coins he asks for). Find also the secret door in a corridor on your right and enter the Temple of the Initiate. In an antechamber, you'll be submitted to the Trial of the Fellowship, ie. fight the Spirit(s) of Dane. From the fight, you'll get the Ashes of Diam (used in upper levels). The chest there contains the Golden Idol. At each level, you'll need to USE a Golden Idol on a marble altar. At this level, the altar is beyond a choking gas trap (nauseus + damage). Setting the idol will usually, like here, open a gate to a Dane who will allow you to get a new rank in the Dane Fellowship and to stairs leading to the next upper level. The Dane here informs you you are Disciples now. You'll always need to pay a certain amount of cash for those new ranks. * Second Level: Before entering the Temple of Divine Order, read the parchment about Belcanzor's shop in Dane Tower. The Temple of Divine Order consists of some alcoves where you must enter to open/close trapdoors in the ground. Your aim is to go towards the wall opposite the entrance. Once you've done that, and after having passed through a Silenced area, you'll find the marble altar on your right. Turn left, towards Belcanzor's shop and a room with gates. In that room, find two secret buttons and the chest that is beyond the secret doors. Get the Golden Idol from the chest and make your way for the Dane and the stairs, through the gateway. * Third Level: Temple of Eternal Night. The full Temple, except few rooms is dark. Move around using your mapping kit (a mapping skill over 25 helps so that you can see at least the walls) and the Direction Spell. Explore, find the place where your team gets nuts, the Lair of the Beast, the marble altar, and the gate to the next level, at an intersection. Find the 2 by 3 squares lightened room and follow the orders of the Dane there. Get the Key of the Beast and kill the Psi-Beast(s) in the Lair of the Beast. BTW, use the fountain close to the team-nuts spot at will, it's not poisoned! Get back to that lightened room and meditate, until (and verify it) all your members know Mindcontrol. Mindcontrol helps against the Wild Orchids, west of New City. To get out of the room, go along the west wall, towards the north. Enter that grey square on your map and SEARCH for the Golden Idol. Once you got it, leave and make your way to the next level. The Dane will raise you as Priests of Dane. When you encounter Magna Dane, he'll challenge you to defeat a Demon, you'll need some items to do this. If you explored with precision all levels in each corner (using the mapping kit, for example, is a good idea), you'll have those items, which are, if I remember well, the Ashes of Daim, the Stones of Gate, the Munk Innards (the Munks are the ennemies of Dane) and the Book of Immortals. Reading the book gives you the sequence to throw the items in the pit. Beware, the Demon can be really tough if you set the EXPERT option on your configuration. Be ready for a fight. When you defeated it, go into the pit and get its horn. Go back to Magna Dane, and eliminate him and his suite. SEARCH where their bodies are to get a ring. USE the ring in front of former Magna Dane's home gate. Inside, you'll find two fountains, one TURNs you TO STONE, beware. The other one is okay. Use the horn of the demon on the gate inside Magna Dane's room. The horn won't work from the gate outside of it. That's all I remember right now, that was of some problems to me. Unsolved feature: very close to Magna Dane's room is a lever that always seem to get back into its previous position after you pulled it. What does it do? How can one stop it from going back into the past position? Is it just a lever set there by the programmer for the 'beauty' of the Tower of Dane? Various stuff: (to be done, but outside of the main areas) ------------- There is a chest located after you cross the river, north-east of T'Shober's bridge. You to swim to get there. Inside the chest are a few nice armor pieces (Crusader Helm, Chain mail +1 (U+L), etc). On the way from Dane Tower/New City to Nyctalinth you'll meet a few T'Rangs fighting Jan-Ette, a woman of the City in the Sky. Help her out (T'Rangs have assassins there!) and she will give you the Helazoid's Banner. Sea of Sorrows: -------------- You need to complete the Funhouse in Rattkin Ruins first, to get the boat map information. If you don't want to go for the boat map right now, here is the the solve for the museum smiling and angry demons. This solve is directly taken from the boat map. There are eight faces: 1) Laughing Devil, 2) Silent Devil, 3) Happy Demon, 4) Angry Demon, 5) Surprised Imp, 6) Scared Imp. The solution sequence is 6, 4, 1, 2, 5, 3. This allows you passage to a boat. USE the Wikum Powerglobe you got from Munkharama here. Now, you're ready to set on the Sea, after opening the secret door in front of you. ... Items list (mon-exhaustive): --------------------------- Information contained there is only the one given by the IDENTIFY spell. Use ASSAY to know more. Special Powers are given with all reserve since it is based only on experience. "Z X/Y" means that there are Y charges of the Z power, applied at level X. Rest should be self-explanatory. 1) Weapons Anointed Flail 2-7 Knock Out Armor Piercer 9-16 +2 Critical Awl Pike 3-8 Axe of Many Runes 4-14 -8 Cursed Regen -1 Barbed Arrow 7-12 +1 Critical Baselard 1-6 Bipennis 4-14 Bite Dagger 2-6 Blade Cuisinart 6-18 +2 Critical Blades of Aesir 2-24 +2 Critical Knock Out Iceball 5/max Blunder Buss 2-48 Critical Broadsword +1 5-12 +1 Bullet Stone 1-4 Knock Out Bushido Blade 4-16 +2 Critical Cane of Corpus 12-42 +4 Paralysis Poison Critical Special Power ??? Cursed Cat'o Nine Tail 6-18 +2 Cobaltine Powerglove 8-32 +2 Critical Paralysis Crusader's 2h axe+1 6-18 +1 Death Star 7-15 +1 Poison Critical Diamond Eyes 7-16 +2 Paralysis Special Power ??? Dragon Slayer 6-15 +1 Estoc of Olivia 6-18 +3 Critical Special Power ??? Excaliber 8-36 +4 Stone Critical Regen +1 Lightning 6/max Faerie Stick 1-4 Sleep Fang 10-24 +2 Critical Special Power ??? Fauchard 1-12 Faust Halberd 6-18 +2 Cursed Regen -3 Critical Paralysis Lifesteal 3/max Feather Darts 1-5 Frontier Phaser 3-30 Critical Katana 2-7 +1 Haunting Staff 3-7 +1 Spooks 3/max Hayai Bo 4-9 +2 Knock Out Holy Basher 5-12 +1 Knock Out Hunter Quarrel 7-16 +1 Critical Hv. Crossbow 0-0 Lance 1-12 -2 Light Sword 5-40 +6 Critical Lightning Bolt 10-30 +4 Critical Long Bow 0-0 Longstem Spade 4-7 Maenad's Lance 2-24 +3 Regen +1 Critical Special Power ??? Maiden Head 1-16 +2 Knock Out Charm 5/max Muramasa Blade 7-25 +4 Critical Special Power ??? Musket 1-24 Critical Mystery Ray 0-0 Naginata 1-12 Ninjato 2-8 +1 Critical No-Dachi 2-14 Critical Notched Shaft 1-3 Nunchaka 3-9 +1 Knock Out Pandora's Wand 3-7 +1 Sleep Paralysis Poison Stone Stamina Critical Dazzling Lights 4/5 Peacemaker 12-42 +3 Critical Poison Dagger 3-7 Poison Cursed Poison Dart 4-8 Poison Powder & Shot void (ammo for Musket) Quarrel 3-9 Critical Quarter Staff 1-5 Rammbus Staff 6-12 +2 Cursed Regen -1 Knock Out Lightning 5/max Raven's Bill 6-18 +2 Critical Poison Regen -1 Cursed Rod of Sprites 4-16 +2 Stone Sai 2-10 +1 Critical Saint Sword 7-13 +2 Knock Out Seige Arbalest 0-0 +4 Critical Shock Rod 2-7 Stamina Short Bow 0-0 -3 Shrike Arrow 4-7 +3 Critical Shuriken 2-7 Critical Sling 0-0 Spear 1-6 Spear +2 4-14 Spear of Death 5-9 +1 Poison Critical Staff of Blessing 1-8 +1 Knock Out Bless 3/3 Staff of Charming 1-8 +1 Knock Out Charm 4/5 Staff pro Paralysis 2-5 Paralysis Stave of 12 Stars 6-12 +1 Cursed Sleep Magic Food 6/max Special Power ??? Stun Rod 5-12 Stamina Paralysis Sword of Fire 2-16 +2 Fireball 4/max Sword of Four Winds 8-20 +2 Stamina Asphyxiation 6/4 Cursed Special Power: increases HP (4 charges) Critical Sword of Hearts 5-12 +2 Critical Ta-Li Stone 4-12 Knock Out Paralysis The Avenger 7-28 +3 Critical Lightning 5/max Thieves Dagger 3-12 +2 Cursed Poison Critical Special Power ??? Vorpal Blade 4-14 +1 Poison Vulcan Hammer 7-16 +2 Knock Out Fireball 5/max Wakizashi 1-6 Wakizashi +1 2-10 +1 Critical Walriblade 3-9 Willow Arrow 3-7 Critical Winterwand 3-7 +1 Paralysis Iceball 4/5 Wrist Rocket 0-0 +3 Knock Out YMMU's Paw 5-8 +1 Stone Cursed Zatoichi Bo 9-24 +4 Paralysis Knock Out Critical Special Power ??? Blinding Flash 6/max Zizka Star 2-10 Knock Out 2) Armors Amulet of Airs 10% Air Purify Air 4/5 Amulet of Illusions Illusions 4/3 Amulet of Stillness 10% Paralysis Paralyze 5/6 Amulet Pro Magic 30% Magic Magic Screen 4/4 Ankh of Dexterity Special Power: +1 Dexterity Ankh of Might Special Power: +1 Strength Ankh of Sanctity Special Power: +1 Piety Ankh of Youth Special Power: -1 Year Armet void Aromatic Salts 20% Paralysis Bag of Death Cursed Regen-2 Death Cloud 4/3 Bag of Tricks Dazzling Lights 3/4 Bascinet void Bascinet & Camail void Bat Necklace 50% Light Black Gown of Death 90% Magic Regen -3 Cursed Bracers of Defense 10% Missile 10% Death Brimstone Nuggets 20% Fire Bronze Greaves void Burgonet Helm void Buskins void Cameo Locket 30% Death Regen +1 Special Power ??? Cap of Viles 10% Psionic Cursed Chain Chausses void Chain Hosen void Chain Mail +1 (L) 10% Fire 10% Cold Chain Mail +1 (U) 10% Fire 10% Cold Chamail Pants +2 20% Paralysis 20% Poison Coif of Divinemail 10% Lifesteal 10% Death Cursed Regen +1 Special Power ??? Copper Gloves void Cross of Protection 20% Lifeforce 10% Paralysis Crusader Helm 10% Lifeforce Deadman's Hair 20% Hypnosis Death Shroud Cursed Regen -1 Deathmail Cursed Regen -1 Diamond Ring 30% Magic Regen +1 Special Power: Adds hit points to maximum Displacer Cloak Blink 2/max Do-Maru (U) void Dragon's Teeth 30% Magic Ebony Heaume 30% Fire 30% Cold Ebony Plate (L) 30% Fire 30% Cold Ebony Plate (U) 30% Fire 30% Cold Filcher's Band Special Power: Legerdemain +5 Flak Jacket void Flak Vest void Fur Leggings void Garland & Rosis 50% Lifeforce Regen +1 Special Power: Total Heal Gem of Power Special Power: Gives POWER STRIKE skill Goat Foot Boots Special Power: Climbing +5 Golden Medallion 40% Fire Gossamer Gown (U) 10% Hypnosis 10% Psionic Gown (L) of Divinemail 10% Lifesteal 10% Death Cursed Regen +1 Special Power ??? Gown (U) of Divinemail 20% Lifesteal 20% Death Cursed Regen +1 Special Power ??? Heater Shield void Heaume void Hi-Kane-Do (L) 30% Fire Hi-Kane-Do (U) 30% Fire Jazeraint Tunic void Ju-Ju Stones 30% Lifeforce Leather Cuirass void Leather Greaves void Leather Leggings void Leather Hauberk void Leather Helm void Light Shield 90% Fire 90% Cold Lion's Claws 30% Missiles Magnetic Boots Cursed Mail Coif void Mail Mittens void Manta Roots 20% Air Mantis Boots Special Power ??? Mantis Gloves Special Power ??? Midnight Cloak void Mitre void Necromantic Helm Cursed 50% Light 50% Hypnosis Ninja Grab (L) void Ninja Grab (U) void Ninja Cowl void Oliveskin Leggins Cursed PK Crystal 50% Psionic Regen +1 Psionic Blast 4/max Plate Mail (L) void Plate Mail (U) void Plate Mail +2 (L) 20% Fire 20% Cold Plate Mail +3 (L) 30% Fire 30% Cold Plate Mail +3 (U) 30% Fire 30% Cold Quilt Tunic void Ring of Invisibility 20% Missiles 10% Death Cursed Invisibility 6/40 Ring of Resounding Shrill Sound 3/7 Ring of Truth 10% Psionic Sane Mind 5/5 Robes (L) void Robes (U) void Robes +1 (L) void Robes +1 (U) void Robes of Enchant (L) void Robes of Enchant (U) void Rock Crystal 20% Psionic Round Shield void Scarab Necklace 20% Hypnosis 20% Psionic Cursed Speical Power: +1 Intelligence Stone of New Life 50% Lifeforce Special Power: +1 Vitality (?) -1 Year (?) Stud Chausses void Studded Hauberk void Tarnished Mail void Tosei-Do (L) void Tosei-Do (U) void Manta Root 20% Air Midnight Cloak void Round Shield void Sandals void Scarab Necklace 20% Psionic 20% Hypnosis Cursed Special Power ??? Shadow Cloak void Shield of Soaring Cursed Silken Gloves Cursed Silver Cross void Silver Gloves void Skull Bones 20% Poison Skullcap void Solleret void Stud-Cuir Bra void Stud-Cuir Skirt void Tabi Boots void Valentine Necklace 10% Death Special Power ??? Wizard's Cone 10% Magic 3) Music instruments (charges are always 0/max; '0' means that the effect of the instrument is proportionnal to the Music skill, with infinit charges) Chromatic Lyre Itching Skin Horn of Prometheus Fireball Lute of Sloth Slow Lyre of Cakes Healthfull Poet's Lute Sleep Siren's Wail Confusion Tomb of Demons Conjuration 4) Potions Acid Bomb Acid Bomb 4/1 Cure Disease Cure Disease 6/1 Cure Lt. Cnd Cure Lesser Cnd 6/1 Cure Paralyz Cure Paralysis 6/1 Cure Poison Cure Poison 6/1 Fire Bomb Firestorm 4/1 Holy Water Holy Water 3/1 Hv. Heal Heal Wounds 2/1 Hv. Stamina Stamina 6/1 Invisible Potion Invisibility 3/1 Lt. Heal Heal Wounds 1/1 Mod. Heal Heal Wounds 3/1 Mod. Stamina Stamina 3/1 Poison Bomb Poison Gas 4/1 Resurrect Resurrection 6/1 Stink Bomb Noxious Fumes 3/1 Superman Superman 4/1 5) Scrolls Blink Blink 3/1 Confusion Confusion 3/1 Dispel Undead Dispel Undead 2/1 Enchanted Blade Enchanted Blade 3/1 Fireball Fireball 4/1 Haste Haste 3/1 Healfull Healthfull 4/1 Hold Monster Hold Monster 3/1 Illusion Illusion 4/1 Locate Person Locate Person 5/1 Magic Missile Magic Missile 2/1 Resurrect Resurrect 6/1 Slow Slow 2/1 Wizard Eye Wizard Eye 3/1 Zap Undead Zap Undead 4/1 6) Foods & Drinks Bottle of Old Jake's Magicfood 4/3 Bread Rolls Helpfood 2/1 Bunch of Bananas Helpfood 3/1 Golden Apples Magicfood 1/1 7) Books Book of Airs Air Pocket 6/3 Book of Barriers Missile Shield 6/3 Book of Detection Detect Secret 6/3 Book of Direction Direction 6/3 Book of Icewalls Ice Shield 6/3 Book of Knocks Knock-Knock 6/3 Book of Levitation Levitate 6/3 8) Thrown wands and sticks Rocket Stix Magic Missile 4/1 Dmg 5-40 Sparkle Stix Energy Blast 1/1 Dmg 1-8 9) Dusts & Powders Bone Dust Weaken 3/1 Faerie Dust Sleep 3/1 Powder of Creation Create Life 4/1 Snake Dust Poison Gas 1/1 10) Various Mana Stone Magicfood 6/2 Thermal Pineapple Nuclear Blast 6/1 *Item needed in Nyctalinth* *Recharge before use*