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Gorasul - The Legacy of the Dragon
By Steven W. Carter
(scarter831@earthlink.net)
Last Updated July 8, 2002
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* Introduction *
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This is a walkthrough for Gorasul: The Legacy of the Dragon from Silver Style
Entertainment and JoWooD Productions. I’m doing the walkthrough using the
medium difficulty setting and (primarily) the middle game type. I’m also
using version 1.6 of the game. If you’re using the retail release, then you
should definitely patch it, just for the improved translation if nothing
else. The patch is available at JoWooD’s web site (www.jowood.com).
A note on the riddles: There are many riddles in the game, so rather than
print the answers explicitly in the guide, I’m going to print the answers
with their letters shifted up by one. That should allow you to figure out
the answer on your own without inadvertently discovering it while reading the
guide. If you get stuck, just shift the letters down by one -- for example,
“sjeemf” becomes “riddle” -- to see the answer.
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* Starting Out *
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* --------- *
* Game Type *
* --------- *
The biggest difference between the game types is the riddles. In the fight
intensive version, you won’t have any riddles to solve. In the quest
intensive version, you’ll have to type in the answers to the riddles on your
own. In the middle version, the riddles will be multiple choice questions.
So unless you really like riddles or you really want extra combat, the middle
mode is probably the best version to play.
* ----- *
* Class *
* ----- *
Although the game technically comes with six classes, there are really only
two: warrior and magician. The other classes are either nearly identical or
strictly inferior. For example, the magician is the only spellcasting class
that gets an intelligence bonus each level (intelligence is the most
important attribute for spellcasters), and it’s the only class that doesn’t
pay a penalty for casting battle spells (battle magic is the most important
magic school in the game).
Both classes can finish the game just as easily, but if you’re planning to go
without a party, then it’s best to be a magician.
* ---------- *
* Statistics *
* ---------- *
How you spend your attribute points depends on your class. If you’re going
to be a warrior then you should divide your points between strength,
dexterity, and constitution (roughly equally). If you’re going to be a
spellcaster then you should divide your points between intelligence and
constitution (with a bias towards intelligence). Charisma doesn’t do enough
to make it worthwhile to purchase.
For dragon skills, it’s a tough call. Dragon eyes is useful because it
improves your sight range and is “on” all the time, but it doesn’t help in
combat like the other three. However, the other three only trigger when
you’re heavily wounded. So I’d suggest adding dragon breath since it’s an
attack that will always hit, and adding dragon eyes until you’re happy with
your sight range.
For attack and defense, spellcasters are probably better off with a higher
defense, but otherwise just balance the two.
* ------ *
* Weapon *
* ------ *
If you’re a warrior then pick the battle axe and concentrate on accuracy,
durability, and courage. Intelligence doesn’t do anything for warrior
weapons since weapons don’t make many comments during the game, regardless of
how smart they are.
If you’re a spellcaster then choose the dagger and concentrate on
intelligence. Intelligence helps spellcaster weapons since it improves the
rate at which spellcasters regenerate mana. If you find yourself using the
dagger a lot as a weapon, then also think about adding to the other
attributes.
But note: It’s difficult to tell which weapon is actually best since certain
things -- like how courage affects critical hits -- aren’t known. So feel
free to take the one you like best.
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* Companions *
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You’ll find a few characters who will offer to join your party as you
progress through the game. Most of them are optional, and you can play the
game just as well with a single character as you can with a party of four.
So feel free to try the game both ways and see which you like better.
Note: Characters in your party share experience, so the larger your party is
the less experience you’ll earn. But regardless of how many companions you
pick up, you’ll still probably end the game between levels 15 and 20.
The possible companions are listed below, in the order you’ll most likely
meet them.
Name Lvl Race Class Location
---- --- ---- ----- --------
Dadaskar (1) 3 Human Banisher Jenai’s house
Kendal (2) 4 Human Warrior Temple catacombs, level 3
Mafestus 6 Human Magician Dengard library, level 2
Lothaniel (3) 5 Human Scout Small forest SW of Dengard
Skadavar (4) 5 Human Judge/Swords Bandit camp
Lirina (5) 6 Half-elf Priest Alest, eastern part
Grimwall (5) 12 Dwarf Warrior Alest, Towerwave Tavern
Notes:
1. A banisher is what the manual calls a spell worker.
2. Kendal will trigger a special encounter in Dengard.
3. A scout is what the manual calls a woodsman warrior.
4. A judge of swords is what the manual calls a sword bearer.
5. This character is mandatory but will eventually leave the party.
My suggestion for a party is to either go solo with a magician or to create a
warrior and use Dadaskar and Mafestus for spell support. There isn’t any
real reason to have a fourth character since you’ll have to use Lirina and
Grimwall late in the game.
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* Gameplay Notes *
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Weapon health is shown as a string of O’s and -’s. (For example: OOO--.) It
represents a health bar, and the more O’s there are the healthier the weapon
is.
Areas in Gorasul work about the same as they do in Baldur’s Gate. That is,
some areas appear when you receive quests about them, and others appear based
on the direction you exit the areas you know about. So if you’re stuck, be
sure to exit each area in all four cardinal directions.
There are two ways to remove companions from your party: you can click the
boot button on their character screen, and you can right click on their
portrait and select the “dismiss character” option. So if one way doesn’t
work, try the other.
You have three choices when it comes to resurrecting characters: you can use
a staff (which usually fails), you can use the black death spell (which only
costs 140 mana for banishers), or you can dismiss the character (which I’ve
never tried). Supposedly, for the last case, the character will appear at
its rendezvous point safe and sound. Of course, the easiest way to deal with
death is to load a saved game, so save often.
During combat you only control the leader character. That means if you
select your entire party and try to get it to retreat, only the leader is
guaranteed to move, and so you have to retreat characters one at a time. It
also means you should control a spellcaster during combat so you can pick the
spells it casts. Computer controlled spellcasters never cast offensive
spells more powerful than ice storm for some reason.
Some of the odd abbreviations used in the game include: LE (hitpoints), AT
(attack), PA (defense).
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* Walkthrough *
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* ---------------- *
* Roszondas’ Tower *
* ---------------- *
You start out in your tower on the third floor. Search all the furniture on
the level to find a couple potions and a book (right click on the book to
read it), plus four locked cabinets. Then kill the wimpy undead creatures
near the staircase and head down the stairs.
The second floor is much like the third, with more furniture to search and
more undead to kill. Only three objects there are really important:
1. The key in the bookstand next to the northern round table.
2. The scroll marked “Horaktatzt” in the eastern bookcase.
3. The empty vial in one of the northern chests of drawers.
Once you have the key, go back to the third floor and use it to open one of
the cabinets (select the key in your inventory and then click the key on the
cabinet). You should find a snake amulet, which will protect you from
poison. There isn’t any way to open the other cabinets unless you have the
“lock opener” spell. (But don’t worry; nothing exciting is inside them.)
The first floor, again, is a lot like the upper floors. And again, there are
three things of interest:
1. There are three pools on the level. Use the empty vial on each of them
to create a potion of invisibility (and gain 80 experience points).
2. Open the western coffin to find a protective amulet. Put the amulet on.
3. Notice the four statues. The statues are how you exit the tower, but
since you can’t come back once you leave, ignore them for now.
Then go back to the second floor and use the “Horaktatzt” scroll on the pool.
Conjure the demon and speak politely to it, and it should eventually perform
a service for you. If you’re a warrior select the combat boost (+1 attack,
+1 defense), and if you’re a spellcaster select the magic boost. You should
also receive 100 experience points.
Now go back to the first floor and click on the statues. If you’re playing
in combat mode you’ll have to do some fighting each time you click a statue.
Otherwise you’ll have to solve a riddle. The answers to the riddles are,
from left to right: ojhiu, gpvs, tfbm, qpxfs. Once you’ve completed the
statues, you’ll remember the incantation for leaving the tower.
* -------------------- *
* The Village of Tolip *
* -------------------- *
The only place you can go after leaving the tower is the village of Tolip, so
click that location on the map. When you get there you’ll find that the
villagers are hiding in their homes, and that hellhounds have taken over the
place. So kill the hellhounds very carefully, resting and saving after each
fight. Once you’ve killed all of them, the village will start behaving
normally, and you’ll be able to start talking to people and finding quests.
Here are the particular points of interest in Tolip:
1. Shanui the healer (northern edge of village, next to the stables). Shanui
will ask you to bring her back some healing herbs.
2. Velaas the marksman (northeastern corner of village). Talk to Velaas and
eventually he’ll bet that you can’t hit the bullseye of the archery
target. Save before you talk to him so you can keep trying until you
hit it. Once you do you’ll receive a longbow for your efforts. The
longbow is better than the other bows you can buy right now.
3. Toralf the blacksmith (near center of village). Talk to him about his
apprentice, Lorin. Toralf can also repair your weapons -- if you can
afford it.
4. Arbaskar the weapons master (near center of town, west of Toralf). He’ll
offer to give you some combat training if you can get Toralf to repair his
sword. Also be sure to ask him about the dispute between him and Toralf,
so you can learn about the missing flail. Then go talk to Toralf (who not
surprisingly won’t repair the sword) and get his side of the story.
5. Lorin the apprentice (southwestern part of village, near a guard tower).
If you’ve talked to Toralf and Arbaskar already, then you’ll discover
that Lorin stole the missing flail in order to pick up some extra money,
and he’ll give you the flail to be rid of it. So give the flail to
Arbaskar to receive Toralf’s payment, and give the payment to Toralf to
get Arbaskar’s sword sharpened.
Now when you talk to Arbaskar next, you can give him the sword and receive
your combat training. But be warned: the training will involve defeating
his three students without magic or dragon skills (potions are ok). If
you can’t defeat the students then you won’t get the reward, so save
before trying and only do the training when you can defeat the students
successfully. You’ll receive 166 experience points and +1 defense.
6. The obelisk (near the center of the village). Talk to the villager in
front of it, but don’t worry about it for now.
7. The well (near the center of the village). When you walk by you’ll hear a
voice calling out from inside. So click on the well to learn that Elnor
is stuck in the well and needs a rope to get out. You can get a rope from
Mirbard next to the tavern to the south. Then, when you click the rope on
the well, Elnor will escape and offer you the 20 silver coins he found
inside the well. Accept it; otherwise you won’t get anything.
8. Herard the gatekeeper (near the gate on the southern edge of the village).
Talk to him and he’ll mention the kobolds to the south.
Also be sure to talk to a couple of random villagers so you can learn that
this version of Tolip has only been around for five years, and so it doesn’t
have anything to do with the Tolip you remember. Also go ahead and do what
buying and selling you can, and then exit the village. You should find two
forest locations available, one each to the north and south. (I think Shanui
triggers the northern forest appearing and Herard the southern one.) Click
on the forest area to the north.
You should find some thieves in the forest, but you don’t have to kill them
if you don’t want to (or can’t). New creatures appear in forest locations
each time you visit them, so they’re a good source of experience and
sometimes equipment. But they’re not important to kill, so, regardless of
what you decide to do in the forest, eventually exit the area to the north
and select Jenai’s house on the world map.
* ------------- *
* Jenai’s House *
* ------------- *
There isn’t anything you can do outside the house yet, so simply head north
and go inside. You’ll find yourself in a large room with lots of things to
examine, so go ahead and touch everything except for the books, which will
damage you. When you click on the small table in the middle of the room or
the passages on either side, Rufius will appear and lead you into some sort
of dining area.
In the dining area you’ll find a table in the center with five dishes of food
on it. Each dish will give you a temporary change to your ability scores,
and you can eat two before Jenai arrives. Here are the effects:
Bowl of broth : no change
Plate of spinach : -5con, -5cha
Plate of chicken : +5str, +5con
Bowl of broccoli : +5str
Cup of wine : +5con, +5cha
When you talk to Jenai, you’ll learn that somebody has put a soul net over
the islands, and that you’ll need five magicians in order to break it. You
and Jenai are two of the magicians, so you’ll still need to find three more.
You’ll also learn that Jenai doesn’t have any healing herbs for Tolip, but
he’ll mention that you might have luck finding the “flower of life” in the
orc forest, and he’ll suggest you take his apprentice with you to find it.
Lastly, Jenai will mention that you might be able to find the Wand of Xar by
visiting Veas the dragon on the Firewall Island.
With all that information in hand, exit the house, taking Jenai’s apprentice
Dadaskar with you if you want. Then circle around the house to the west,
save your game, and click on the large rune stone. The magic word is
“qmfbtf.”
* --------------- *
* Firewall Island *
* --------------- *
Notice that you can’t leave the island and that there are probably wolves
nearby. The regular wolves shouldn’t be too bad but the shadow wolf might be
a problem. So save your spells and dragon breath for the shadow wolf, and
try to kill the other wolves using more mundane means. If you just can’t
kill the wolves, then come back to this area later (or not at all; it’s
optional).
Once the wolves are dead, move east and enter the small cave (you can’t get
to the large cave). You’ll be confronted by Veas the dragon, and he’ll tell
you that you must pass a test before you can receive the Wand of Xar. The
two tests (located to the northeast) are The Eight Soul Victims and the Fate
of Five. The “soul” test involves battling zombies, skeletons, ghouls, and
satyrs, and the “fate” test involves playing a card game. The card game is
potentially much better (and I’ve never survived the other test) so choose
the “fate” gate.
The game works something like this: you receive five cards, and you must
remove two to the left (by clicking on them and then moving them). Of the
remaining three, you can either keep them face up or face down (by right
clicking on them). Different cards give different permanent effects. Here
are the effects:
Card Face Up Face Down
---- ------- ---------
Angel +1 protection -1 protection
Black Bear +3 strength -3 strength
Black Knight Move to “soul” test Nothing?
Dungeon Lose object Option to try again
Elf Face +3 charisma -3 charisma
Fool -5 intelligence -3 intelligence
Golden Dragon +3 dragon skills -3 dragon skills
Horseshoe +1 attack, +1 defense -1 attack, -1 defense
Idol +5 hitpoints -5 hitpoints
Magic Wand +5 mana -5 mana
Quiver Receive 10 arrows +2 No damage / ranged weapons
Rainbow Receive 500-1000 gold Gold turns to silver
Shooting Star Character healed Character reduced to 1 hp
Solar Eclipse -5 dragon fear +5 dragon fear
Solar Flare +10 dragon breath -10 dragon breath
The cards that come up are random, so save your game before clicking on the
table, and then keep trying until you get a combination you like. If you’re
playing a warrior, then you should probably make sure one of the cards is the
rainbow, just so you can repair your weapon.
Once you leave the test, explore the rest of the cave before talking to Veas
again. You’ll find some bones to the south, and when you click on the bones
you’ll find (among other things) dragon scale armor and leather pants. Then
talk to Veas to receive the Wand of Xar and to be teleported back to Jenai’s
house.
Note: The Wand of Xar is expensive to repair, so I always give it to a
spellcaster companion (like Dadaskar), who can use the bonuses without
damaging the weapon.
If you need to do some shopping or repairing, visit Tolip. Otherwise just
head to the orc forest.
* ---------- *
* Orc Forest *
* ---------- *
Near your starting position you should meet a berserk. He’ll be injured, and
you can heal him with a healing potion if you have one. But if you do, he
and a couple friends will return later to steal the “magic water” from you,
and you’ll have to fight them.
Roaming around the forest you’ll find some orcs and undead, but they should
go down quickly if you get wounded enough to use your dragon powers. In the
northeastern corner you’ll find three orcs pacing around a campfire. Once
you kill two of the orcs, the third will ask for mercy, and you should grant
it. As a reward, you’ll find out that the orcs are looking for healing
herbs, too, and that they developed a special potion to deal with the
lindworm that is guarding them.
You’ll find the lindworm in the southeastern corner. There’s a slight
possibility you can defeat the worm without the potion, but chances are
you’ll have to use it. So select the potion from your inventory, and then
click it on the lindworm. It’ll run away. Nearby you should see some white
flowers. Click on them to receive a flower of life.
If you helped the berserk before, he and his two friends will show up now in
roughly the same place you saw the berserk before. So if you want, you can
walk over there and kill them. Otherwise, simply exit the area to the east.
Back in Tolip, give the flower of life to Shanui (on the northern side of the
village) and receive two healing ointments and 186 experience points as a
reward. Then do some shopping and repairing, and exit the area. Click on
the forest south of Tolip on the world map.
This forest is much like the orc forest, except without the berserks and the
lindworm. So fight what you want and then exit the area to the south. The
kobold village should now be available on the world map, so select it.
* ---------------------- *
* Kobold Village Ninigod *
* ---------------------- *
Like Tolip before it, you’ll find that Ninigod is mostly deserted when you
first arrive. So explore the area but keep heading east. After you cross
the river you should find the king’s hut. Talk to the king and he’ll ask you
the hardest question he knows. Answering “xbufs” will prove you to the king
somewhat, and it’ll cause a kobold girl to claim you as her own. Just let
her follow you around. She’ll help in battles, and I don’t think she can get
killed.
Then talk to the war trainer on the left. You’ll have to defeat him and the
other trainer to prove you can lead the kobold army. Once that is done,
click on the war plan next to the king’s hut. You’ll be taken to an overhead
view of the village, and you’ll have to “command” the kobold army. All the
kobolds are in the upper right hand corner of the map, and what you need to
do is click on a kobold to select it, and then click again to tell it where
to go. Just keep sending the kobolds to one skeleton at a time, and they
should win easily.
Once the threat is ended, the village will come to life. At the northern end
of the river you’ll meet the kobold thinker. He’ll offer to make something
for you if you bring him a special metal that is harder than steel. (The
metal is mithril, but you won’t find it for a while.)
Crossing the nearby bridge you should find a kobold youngster. Call him a
“big warrior” and you’ll match him up with the kobold girl. (She wouldn’t
have left the village anyway, and this way you’ll receive 200 experience
points.)
Continuing west you’ll find three kobold elders. They’ll talk about a mighty
warrior they met a few days ago, and they’ll suggest you find him in the old
temple catacombs. (This conversation will open up the catacombs on the world
map.)
Continuing west some more you’ll run into the kobold shaman. Every time you
enter the village in the future he’ll restock his potions, and so he’s a good
source for healing potions later in the game.
Once you’re ready to move on, exit the village and select the catacombs on
the world map.
* ---------------- *
* Temple Catacombs *
* ---------------- *
The catacombs have three levels, plus the surface area. Mostly what you’ll
do here is fight undead creatures and hunt for treasure. So just move around
slowly, resting and saving between fights, and explore each level thoroughly.
The main things of interest you should find are:
1. A large statue (first level, southeastern side). It requires two keys,
which you’ll find on the second level.
2. A gold key (second level, northeastern corner, in barrel).
3. A bronze key (second level, northwestern corner, in chest). The chest is
guarded by a bunch of small demons, so try to draw them out a couple at a
time.
Once you have both keys, use them on the statue on the first floor, and
you’ll receive a jewel. The jewel doesn’t do anything. You can just sell
it for gold.
4. Floorboards surrounded by candles (second level, western side). The
stairs are blocked, so you have to use the floorboards to access the third
level. The answer to the riddle is “bjs.”
Note: Once you use the floorboards, you won’t be able to leave the third
level until you’ve killed all the creatures in it. So if your weapon is
heavily damaged, or if you need potions, run back to a town first and then
tackle the third level.
5. Kendal (third level, northwestern corner). Kendal is the warrior the
kobolds told you about. He’s being guarded by several satyrs and demons,
so try to draw them to you one or two at a time. Then talk to the demon
next to the table, who will proceed to attack you. Finally, talk to
Kendal, who will offer to join your party.
Note: Kendal will generate a special encounter in Dengard if he is in your
party, so you might want to add him for a while even if you don’t plan to
use him.
Once you’ve rescued Kendal, go ahead and search the rest of the level if you
want, but none of the chests can be opened. Then go back to the floorboards
and answer the new riddle: “cpez.” That will take you to the surface area of
the catacombs, and from there you can travel to Dengard, which was triggered
by talking to Kendal.
* ------- *
* Dengard *
* ------- *
Dengard is made up of two parts. You start in the western part. Here are
the points of interest:
1. The library (western part, western side). On the second floor you’ll find
Mafestus. Even if you don’t want him you should invite him into your
party long enough to grab his equipment.
2. The Magicians’ Guild (western part, western side). Outside the guild
you’ll find a priest who will ask you to help the temple to the southwest
(triggering a new location on the world map). Agree to the task but ask
for more than the 20-gold reward so the priest will also offer you healing
potions.
Inside the guild you can buy magical equipment, but, more importantly, you
can also get your weapons enchanted. Here are the enchantments:
Damage +1 250g
Damage +2 500g
Damage +3 1250g
Flame Magic 2500g
Ice Magic 4000g
Paralysis Magic 3000g
Fright Magic 3000g
Grim Reaper Magic 5000g
Eventually you’ll want to purchase all the possible enchantments for your
warriors’ weapons.
3. A tavern (western part, eastern side). Inside you can talk to a magician
named Ranzlin Manere, who will tell you that his master lives on a nearby
magic island. (The island is also called Magician’s Island and Ogre
Island, and the conversation will trigger the port city of Seasalt to
appear on the world map.) You can also talk to the bartender, who will
tell you some stories for a bit of silver. Lastly, you can talk to Toralf
and Mirbard from Tolip. They’ll tell you that Shanui the healer was
killed, and that they’ve come to Dengard to ask her sister, Essende
Whisperwall, to take her place. You’ll immediately be teleported to...
4. Essende Whisperwall (western part, southwestern side). Essende will tell
you that she can’t take her sister’s place because she doesn’t have the
knowledge. But if you can get her some books about healing, she’ll go to
Tolip. So head on over to the library and ask about healing books. The
librarian will tell you that a trader took the library’s healing books,
and that he might have gone to Alest. (This conversation might also
trigger the appearance of Seasalt.)
5. Two sailors (eastern part, southwestern side). The sailors will try to
intimidate you into giving them some money. Don’t give them anything, and
then the guards will arrest them. You’ll have to fight them later when
you leave town, but they’re not very hard to kill.
6. A boy (eastern part, middle of area). If you talk to the boy, he’ll steal
all of your money and disappear down a hatch into the sewers. The guards
won’t let you follow, and so you’ll be stuck. But you can get your money
back by talking to...
7. Gunter Kehlbaum (eastern part, northeastern side). If you have Kendal
with you, Gunter and Kendal will have a conversation, and you’ll be
whisked away to the thieves’ den. The master thief won’t care about
Kendal’s story, and he’ll attack. This is a battle you can’t win, but
it’s one you can profit from. Thieves will continually be generated, and
if you can keep killing them you can keep looting their bodies. You can
also search some of the areas of the den to pick up stuff. But eventually
you’ll have to retreat to the stairs and leave. The thieves won’t follow.
Note: If the boy robbed you, you’ll find what he took when you exit the
den.
8. Ruins of a wall (eastern part, western side). If you click on the wall
you’ll find some money.
There is also a full complement of shops in Dengard, so once you’ve done what
shopping and repairing you need to do, exit the area and select the forest to
the southwest. This forest is just like the others, except you’ll meet
Lothaniel on the northern edge of the path. He’s a scout / woodsman warrior,
and he has a bow of accuracy plus 75 gold coins. Once you’re finished with
the forest, exit the area to the west.
* ------------ *
* Temple Ishra *
* ------------ *
Inside the temple you’ll be ushered to Martik Siebeland, the leader of the
order. He’ll elaborate that something has been going on in their cemetery,
and he’ll suggest that their former leader, Pegran Garendorn, might be behind
it.
Explore the rest of the temple. None of the other people say anything
interesting, and when it comes to the altars, don’t steal anything, and make
an offering of ten gold coins (even though it doesn’t do anything that I know
of). Then exit the temple and go to the cemetery.
You’ll find a bunch of wimpy undead creatures wandering around the cemetery,
and you’ll also find a priest next to the chapel. The priest will tell you
to take the runes to Martik, and then he’ll die and turn into a ghoul. The
game won’t let you go down into the crypt yet, so head back to the temple and
talk to Martik.
Martik will tell you that the runes can open doors to other dimensions, and
he’ll ask you to bring them to the temple so he can better protect them from
Pegran. So go back to the cemetery and enter the crypt. You’ll find the
four runes in the four crypts there, but when you exit the crypt you’ll find
Pegran waiting for you. It turns out he couldn’t enter the crypt to get the
runes on his own, and so he devised a plan to have somebody else retrieve the
runes for him. Oops. But Pegran isn’t difficult to kill, and once he’s dead
just take the runes to Martik to complete the quest (going back to the priest
in Dengard doesn’t accomplish anything). He’ll give you four healing potions
as a reward.
Note: You can also find a healing potion by searching the gravestones in the
cemetery.
Go back to Dengard for more shopping and repairing if you need to, and then
head for Seasalt.
* ------- *
* Seasalt *
* ------- *
You don’t have a choice, so hand over your weapons when you enter the
village. Then start exploring. Here are the points of interest:
1. A child (northwestern corner). Search the benches north of the child to
find a diary. Don’t read it, and then give it to the child for a few
experience points.
2. The harbormaster (eastern side). Talk to him to gain passage to Cyclops
Island or Alest.
3. Lea Ironrail the weapons master (near center of village). She’ll offer
you training, and it will work like in Tolip. If you can defeat her in
one-on-one combat, you’ll receive +1 attack or +1 defense. (This is
easier if you wait until you can carry your weapons in the city.)
4. Fundrun Schwersee the village elder (southeastern corner). Go ahead and
talk to him, but he won’t give you your weapons back.
5. The peddler boy (near center of village). If you ask him about weapons,
he’ll offer to sell you something, but you’ll have to go to the woodpile
in the northwestern part of town to make the deal. When you get there,
you’ll find the boy wounded, and when you heal him, the elder will come
and the boy will admit to working with some local bandits. The elder will
then recruit you to remove the bandits, and he’ll even volunteer to help
you. (And he won’t take up a character slot.) Then, when you exit
Seasalt, you’ll immediately appear in the bandit camp area.
* ----------- *
* Bandit Camp *
* ----------- *
You’ll start out fighting about a dozen bandits, but the village elder is
pretty powerful, so let him do the bulk of the work. Once the bandits are
dead, the elder will leave, but he’ll suggest you explore the rest of the
area and claim all of the bandits’ equipment as your reward. So do just
that.
You’ll find three small camps in the area. Once you kill the bandits in the
camps, click on the tents to receive some mostly useless equipment. The two
important things to find in the area are both in the southeastern camp: a map
to the witch’s forest (which triggers a new location to show up on the world
map), and Skadavar the judge of swords.
When you’re ready to move on, exit the area and select the new forest on the
world map. Kill the trolls there, exit the forest to the west, and then
select the witch’s forest on the world map.
* -------------- *
* Witch’s Forest *
* -------------- *
Near where you start out you’ll see an elf child. The child will claim to
need your help, but it’s a trap. If you follow her, she’ll lead you to a few
bandits, who should be easy to kill. About the same time a bunch of wolves
will show up in the forest (both to the north and south), but they should be
easy to kill as well.
Once everything is dead, head south and click on the witch’s cottage. Then
click on the witch, get thrown out of the cottage, and enter it again. This
time you’ll meet Sylphe the witch, and she’ll agree to help you with the soul
net. (One wizard down and two to go.) She’ll also suggest you head east to
find the other wizards.
So go back to Seasalt, where you’ll discover the town trusts you enough not
to confiscate your weapons anymore, and use the harbormaster to go to Ogre
Island.
* ----------- *
* Ogre Island *
* ----------- *
Say hello to the gargoyles that greet you on the island and then enter the
cave to the north. You’ll find yourself in a large underground cavern.
Moving east you’ll find a hell hound in a cage, but at the same time a
cyclops will approach you. If you answer him correctly (chide him for
needing help), you can fight the hell hound and cyclops separately.
Otherwise you’ll have to face them at the same time.
Then finish exploring the cavern. There isn’t much to see, really, except
for a piece of mithril hidden in a skull on the eastern side. Obviously, no
magician ever lived in the cave, and when you leave you’ll receive a new
quest to find out why Ranzlin Manere lied to you.
You can’t sail from Ogre Island to Alest (yet), so head back to the western
island and visit the kobolds. The thinker will make a knife and fork for you
when you give him the mithril, and if you talk to him again he’ll offer to
make you a spoon if you find any more. (This is just a joke. There isn’t
any more mithril in the game.)
Then head back to Seasalt and sail for Alest. Along the way you’ll be
attacked by orc pirates, but a couple area spells should handle them easily.
* ----- *
* Alest *
* ----- *
Alest is made up of three parts. You start in the eastern part. Here are
the points of interest:
1. The library (eastern part, northern side). You can’t do much here at
first, but later you can do research for a quest.
2. Lirina (eastern part, center of area, near fountain). When you approach
Lirina, she’ll tell you that the elf mage from her clan would like to help
with the soul net. All you have to do to get that help is escort Lirina
back to her clan.
Note: Lirina is a temporary character for your party, and you’ll have to
deal with another temporary character after her. So you might want to
decide at this point which three characters you like best, and simply dump
the fourth (assuming you’ve been traveling with a full party).
3. The magic guild (eastern part, northwestern corner). The mage inside will
play a role in a quest coming up. You can also enchant your weapons here.
4. The governor’s mansion (central part, northern side).
5. Towerwave Tavern (central part, northern side, west of governor’s
mansion).
6. Arabam Humblestone the mine owner’s home (central part, middle of area).
7. The Prankster (western part, eastern side).
8. A merchant (western part, southwestern corner). When you accuse the
merchant of taking the library books from Dengard, he’ll run off. Then
just click on his cart to get the books.
9. Healer’s shop (western part, southwestern corner). Inside you can talk to
Eleen, and, after flirting for a while, she’ll ask you to investigate the
sudden contamination of the city’s water supply.
10. Goldlily Tavern (western part, near middle of area). When you go inside
the first time, you’ll see a girl addressing the patrons. Shortly she’ll
ask you to investigate the mines. Agree to her request. Then go talk to
the mayor and agree to help with the mines again. Finally, talk to the
mine owner. He’ll mention that he bought a strange diamond from Ranzlin
Manere at the Towerwave Tavern, and that all the problems in the mine
started after that. The diamond is actually a witchstone, and you can
learn about it by going to the mage in the Magic Guild and then to the
library.
The conversations with the mayor and mine owner will have caused the mine to
appear on the world map, so exit Alest and go to the mine.
* ---- *
* Mine *
* ---- *
The mine has five levels, and, for the most part, all you need to do is kill
stuff and loot stuff. So explore slowly and carefully, and click on
everything.
The first level holds the solution to the contaminated water quest. If you
examine the five barrels on the level you’ll discover that Alest’s apprentice
magicians have been dumping their garbage in the mine, and that the garbage
has been contaminating the city’s water supply.
On the third level you’ll find a passage on the eastern side. In the cave
beyond you’ll find an insane dwarf, but there doesn’t seem to be anything you
can do for him.
On the fourth level you’ll find a whole mess of demons and satyrs, so don’t
go rushing off down the tunnel. Instead, hang around the elevator. The
enemy creatures wander around enough that most will eventually find you, but
they’ll only find you one or two at a time, making them easier to kill.
Then, once you’ve killed everything, head east and notice the partially
submerged passage. There is another level beyond the passage, so if your
weapon is in bad shape at this point, go ahead and go back to Alest to get it
fixed. Plus, if you’ve found a lot of magical equipment you don’t need, you
can sell it to add enchantments to your weapon.
On the last level you’ll finally find out what happened to the miners -- a
banshee killed them. You’ll have to kill the banshee (on the eastern side)
and this banshee will be more difficult than the one you might have faced in
the temple catacombs. But just hit it with spells, and keep drinking healing
potions as you need them, and eventually the banshee will go down.
That’s it for the mine. Go back to Alest and tell the mine owner the bad
news, and then go to the mayor and do the same thing with him. He’ll thank
you for your deed, and he’ll give you a new quest: to act as a negotiator
with the dwarves as the north. He’ll also tell you that the dwarven envoy,
Grimwall Mountaincrusher, can be found in the Towerwave Tavern.
But before taking on the new quest, let’s finish up some old ones. Your old
friend Ranzlin Manere caused the problem with the mine, so go to the
Towerwave Tavern (west of the governor’s mansion) and bribe the host to talk
about him. (Ignore Grimwall for now.) The host will mention that Manere was
in the tavern not long ago but left to go to the local brothel (the
Prankster). So go to the Prankster and talk to the door guard. He’ll tell
you that Manere was there for a while but left, probably to hang out at a
tavern or fountain. You’ll find Manere at the fountain west of the Goldlily
Tavern. You won’t have any control over the conversation that ensues, but
you’ll scare the guy right off the Spellt Islands.
Now head south and enter the healer’s shop. Talk to Eleen, then go to the
eastern part of the city and talk to the mage in the Magic Guild, and then
talk to Eleen again. That will finish off the quest.
Finally, zip over to Dengard and talk to Essende (in the southwestern corner
of the western half of the city). She’ll take the healing books and agree to
become Tolip’s healer.
Now you’re all set to begin working on a new quest, so head back to Alest and
add Lirina to your party. That will trigger the ice elves location to appear
on the world map, but you can’t go straight there. Instead you’ll be forced
to make a pit stop at an elven village.
* ------------- *
* Elven Village *
* ------------- *
Here are the points of interest:
1. Painter (northeastern corner). If you bring the painter a magic flower,
he’ll paint your soul.
2. Esenthalas and Irventhalas, architects (northwestern area). Look at both
of their plans for the new school, and then suggest that the children
decide which is best. The children are just to the south, but they’ll
require you to answer a riddle before they’ll help. The answer is “usff.”
(However, if you’re playing in quest mode, you might have to type in the
German word for the answer: “cbvn.”) Then the children will decide that a
combination of the plans is best, and you’ll receive over 5000 experience
points.
Note: If you click on the sandbox you’ll find an elf primer, but it
doesn’t seem to do anything.
3. Hondor the human emissary of the dwarves (northern side). Talk to him and
he’ll give you a sealed letter for Gurgor Fireaxe, the dwarven prince.
He’ll also give you a password for the elven weapons and armor dealers
that will allow you to purchase their items at half price.
Then exit the village and select the ice elves again. Once again you won’t
get there. This time you’ll have to stop in a forest first. So kill the
orcs and barbarians there, and pick up the “magic plant” on the ground. (It
looks like green balsam.) Then exit the forest to the east, which triggers a
bridge to appear on the world map, but don’t go there yet. Instead go back
to the elven village.
When you give the plant to the painter, you’ll receive a pair of +1 attribute
bonuses. But the attributes are random, so save before talking to the
painter, to make sure you increase attributes that are useful to your
character. Then make sure your party is completely rested before exiting the
village and selecting the bridge on the world map.
* --------- *
* River Sin *
* --------- *
Save your game. You’ll find a nasty ice dragon in the area, and you’ll have
to fight it so you can cross the bridge and get to the ice elves. Making
things more difficult, you won’t be able to attack the dragon until you talk
to it, and talking to it will cause your entire party to run up to it.
So once combat begins, the first thing you should do is get your spellcasters
away from the dragon so they don’t come under attack. Because of how the
interface works, this means you’ll need to select a spellcaster (in solo
mode), tell it to run a distance from the dragon, wait for it to get there,
and then select the next spellcaster and repeat.
Meanwhile, check up on your warriors and have them drink potions as they need
them. Once your characters are in place, the battle shouldn’t be too bad,
but if you have trouble just go back to the elven village and buy a bunch of
healing and mana potions, and try again. Once the dragon is dead, loot the
equipment it drops, and finally visit the ice elves.
* --------- *
* Ice Elves *
* --------- *
The cavern of the ice elves is a small place, with not much to see. None of
the objects give you anything if you click on them, and there are only three
elves of interest:
1. Rhinuviel (north of center lake). He’ll ask you to visit the dwarves and
have them fix a lens.
2. Riunthalas (southern edge). He’s the magician you were looking for, and
he’ll volunteer to help with the soul net. (Two magicians down; one to
go.)
3. Anonymous elf (western side). He’ll let you use the Adventurer’s Shard.
Before you can use the shard, you’ll have to solve a riddle. The answer is
“fzftjhiu.” Then the shard will take you to the nomad camp, and Lirina will
leave your party. (So make sure you grab all of her equipment first.)
* ---------- *
* Nomad Camp *
* ---------- *
You’ll immediately come under attack from a bunch of nomads, but they’ll all
be grouped together so a few area affect spells should take care of them
easily.
Then explore the area. You’ll find a bunch of tents, and searching the tents
will reveal magical equipment. However, each tent can generate one of three
different objects, and so you should save before each tent to make sure you
get the best of the three objects.
The tents form a rough circle, so starting with the one at roughly 11:00 and
traveling clockwise, this is the equipment you should look for:
1. Robe of the Archmage (7 protection, +5 intelligence, +3 constitution)
2. Master’s Bow (12-16 damage, +3 dexterity, +3 constitution)
3. Soul Blade (12-24 damage)
4. Staff of Quaking (8-14 damage)
5. Flush of Wrath (4-10 damage, +5 protection, +3 strength, +2 dexterity, -5
intelligence, +3 constitution)
Once you’ve looted the tents, exit the area to re-appear in the ice elves
cavern. Then travel back to Alest to talk to Grimwall Mountaincrusher (in
the Towerwave Tavern, next to the governor’s mansion in the middle part of
the city).
Grimwall will tell you that the dwarves have been having problems with
giants, and that he needs you to escort him to the castle of the dwarven
king. Once he joins your party, he’ll also give you a horn of quaking, but
you’ll have to solve a riddle in order to receive it. The answer is: “tvdl
bjs cbdl uispvhi uif npvuqjfdf.” (You only need to type the first word in
quest mode.)
Then exit the city and select the dwarven king’s fortress on the world map.
Of course, you won’t be able to go there yet. Like with the ice elves you’ll
have to stop in a forest first.
When you arrive in the forest you’ll be greeted by a dwarf patrol. They’ll
tell you that a giant prisoner has been taken to Fortress Gerauort (causing
that location to appear on the world map), and then they’ll leave. Like with
other forests, all you have to do now is exit it in the direction that leads
to other areas (north in this case), but along the way you can kill some
giants and a titan. You can also talk to a tree (in the northwestern part of
the area), but it doesn’t seem to lead to anything.
When you leave the forest, you’ll have to make a choice about visiting the
king or the fortress with the prisoner first. Choose the fortress. (I’ve
heard if you visit the king first, you won’t be able to enter the fortress.)
* ----------------- *
* Fortress Gerauort *
* ----------------- *
Once you have control of your party again, talk to the dwarves and then
interrogate the giant. He’ll tell you that a tower appeared in his lands,
and that it caused the giants to act aggressively towards the dwarves. He’ll
also mention that an undead army is heading for Falcon Valley. Agree to
accompany a dwarf patrol to the valley.
Before leaving, explore the fortress. In the barracks to the north you’ll
find Gurgor Fireaxe, the dwarven prince. When you give him Honbor’s letter,
you’ll receive 346 experience points. The other buildings in the fortress
can’t be used, and there doesn’t seem to be any way (short of a lucky
teleport?) to get the magic sword behind the barracks.
Falcon Valley potentially involves a big battle, so save and rest up your
party before going there.
* ------------- *
* Falcon Valley *
* ------------- *
When you arrive at the valley, you’ll find out an army of the undead is
indeed closing in on the area, and that the dwarf patrol there needs some way
to close the pass. The answer is your horn of quaking (that you got from
Grimwall before), but you don’t have to use it yet.
After a short pause, undead creatures will start appearing, and they’ll keep
appearing until you use the horn. So go ahead and try to kill some, and once
you’ve gotten enough experience, or once things start to look bad, use the
horn (by right clicking on it). That will cause a chasm to appear and block
the valley, and then you’ll only have to defeat the undead on your side of
the chasm to end the threat.
Note: The amount of experience you get for defeating the undead depends on
how many dwarves survive. But each dwarf is only worth a little over 300
experience points, so you should get much more experience if you fight for a
while first. (For example, death riders and banshees are both worth over
1000 experience.)
Another note: If you use the horn of quaking and you get the message about an
earthquake, but the chasm doesn’t appear, exit the game and then re-start it.
Then the horn should work.
Now you can head on over to the dwarven king’s castle.
* --------------------- *
* Dwarven King’s Castle *
* --------------------- *
This is a short encounter. Just talk to the king and he’ll suggest you
investigate the tower that caused the giants to go berserk. You can also
give the king the elven lens, and you’ll receive 1000 experience points for
your effort. Then exit the area (losing Grimwall in the process) and go to
the tower.
* ------------- *
* Cuafu’s Tower *
* ------------- *
You’ll see somebody rush off into the cellar, so follow him. He’ll turn out
to be a “black magician,” and when you confront him he’ll conjure in a bunch
of skeletons. So attack everything, and after the magician collapses to the
floor, click on him to receive a scroll.
The only other thing of interest in the cellar is a well. Each time you
click on the well a water elemental will appear, and each new water elemental
will be more powerful than the last. I don’t know if this eventually leads
to anything or not, but you can click on the well for a while to gain
experience.
Back on the ground floor, search everything. In the desk you’ll find a book
that will cast ice storm when you open it up (and won’t reveal much, so skip
it if you want). You’ll also find a chest in between the coffins. When you
click on it you’ll be asked a riddle -- the answer is “dfscfsvt” -- but
answering correctly won’t be enough to open it. You’ll also have to cast the
open locks spell on it.
When you open the chest, two things will happen: three air elementals will
appear and attack you, and a cat figurine will drop to the floor. So kill
the elementals and then pick up the figurine. Only your main character can
use the figurine, and once it does (by right clicking on it and answering
with “eph”), it will turn into a cat and run up to the top floor of the
tower, where it’ll have to do some fighting. (Turning into a cat allows you
to bypass the apprentices on the second floor, which you might have heard
about if you clicked on the staircase.) So make sure you’re rested before
using the figurine.
On the top floor you’ll meet Cuafu. He’ll quickly run away before you can
attack him -- but not before leaving a couple of lindworms for you to deal
with. Killing the lindworms will probably be difficult, but with enough
potions and some lucky grim reaper strikes from your weapon, you should be
able to do it.
Once the lindworms are dead, explore the top floor. The two things of
interest are:
1. Cuafu’s diary (on the table in the middle of the area). Reading it will
trigger the appearance of Cuafu’s flying citadel on the world map.
2. The prescription and ingredients (on the northern table). Reading the
prescription will reveal that you need to mix the “light weight” (feather
oil) with the “directional control” (herb of the south), and then mix the
resulting tincture with the “ingredients of gravity” (stone root). The
ingredients should all have fallen to the floor with the prescription, so
just pick them up and mix them together (by left clicking on an ingredient
and then right clicking it on the ingredient you want to mix it with).
You should end up with a potion of lightness, which you’ll need to enter
the flying citadel.
When you go down the stairs to the second floor, you’ll find the rest of your
party waiting for you, badly damaged but alive. Go ahead and explore the
floor if you want, and you might find some potions you can use. Then go back
down to the first floor and exit the tower.
If you need to buy potions or repair weapons, head back to a town and get
those things done. Then select the flying citadel on the world map.
* -------------- *
* Flying Citadel *
* -------------- *
You’ll encounter Cuafu and three black magicians in the citadel, and then
other creatures will join their cause as the fight ensues. The best strategy
here is similar to the one with the ice dragon. Immediately take your entire
party south so that the enemies have to go through your warriors in order to
get to the spellcasters, and so all enemy spells hit your warriors.
Then just have your warriors drink potions and do what they can to distract
the enemies while your spellcasters pepper them with ice storms. Eventually
everything will die, and at that point the game will take over. Cuafu will
become the fifth magician, and he’ll help to pull down the soul net. Then
the game will end, and you’ll finally discover the secret of the obelisk. Or
not.
*****************************************************************************
* Revision History *
*****************************************************************************
July 6, 2002
------------
Initial release. Includes everything up to Dengard.
July 8, 2002
------------
Completed the walkthrough.
*****************************************************************************
* Permissions and Updates *
*****************************************************************************
This guide may be posted on any web site as long as the text is not changed
and as long as I am informed of the posting. I will always submit new
versions to GameFAQs (www.gamefaqs.com) first, so if you are looking for the
most up-to-date version of this guide, that is the place to look.
*****
Copyright © 2002 by Steven W. Carter
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