The Complete Guidebook Version 2.2 (9-29-99) by Dan Simpson (manymoose@hotmail.com, ICQ: 185116) Revised and edited by Adam V. (iololute@yahoo.com) +==============================================================================+ | 1. Trinsic, "That is one -bleeping- dead blacksmith!" | +==============================================================================+ Companions: Iolo*, Spark* (an * means you should get this person) Items: key*, gold, scroll, medallion (an * means you need to get this item) When you first get out of the Moongate, you are approached by Iolo, who has some disturbing news of a murder. (if you have the Forge of Virtue, there will be a violent earthquake after this) Investigate the stables to the north, find the key. Go to the Blacksmith's house (upper west side, 2 story house) and open the chest and take the gold. Note that fellowship medallion. Talk to Spark. He'll talk of a man with a Hook. Go to the infirmary, talk to the guard who was on duty at the time, and he'll mention a ship called the Crown Jewel. Talk to the shipwright, Gargan, about the Crown Jewel. And lastly talk to the head of the Fellowship about the murder. Report the mayor your findings, go through the little copy protection: Latitude of Buccaneer's Den -- 60, Longitude of Buccaneer's Den -- 60 Latitude of Great Forest -- 60, Longitude of Great Forest -- 30 Latitude of Dagger Isle -- 0 Latitude of Skara Brae -- 30, Longitude of Skara Brae -- 60 Latitude of Spektran -- 120, Longitude of Spektran -- 90 Longitude of Terfin -- 120, Latitude of Terfin is 150 Latitude of Jhelom -- 120, Longitude of Jhelom -- 60 Latitude of Serpents Hold -- 150, Longitude of Serpents Hold -- 60 Latitude of Avatar Isle -- 150, Longitude of Avatar Isle -- 180 Latitude of Britian -- 0, Longitude of Britian -- 0 Latitude of Paws -- 0 Latitude of Trinsic -- 0, Longitude of Trinsic -- 90 Latitude of Cove -- 0, Longitude of Cove -- 60 Latitude of Vesper -- 0, Longitude of Vesper -- 120 Latitude of Minoc -- 90, Longitude of Minoc -- 60 Latitude of New Magincia -- 90, Longitude of New Magincia -- 120 ______________________________ Other Things to do in Trinsic: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ If you're a thief then you might want to steal yourself a sextant from the Ship Seller. He also has Gold Bars, and some lockpicks, which come in handy later. If you want, go steal some things from the weapons shop (there is a lever behind a shield that opens up the wall for more goodies). You may also want to take the potions from the Healer's, and the gold from the Fellowship Hall. There are also 2 gems in the house south of the Fellowship Hall. ___________________ Outside of Trinsic: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Items: 1 Complete set of Magic Armor, 600 gold, Crossbow, Magic Bolts. Sword of Defense, Fire Sword, Swamp Boots, 3 Rings Just to the south, and a little to the west, is a locked treasure chest under a tree. Move the chest into an open area (trust me it makes finding all the items easier) and attack it until it breaks. Take all the wonderful wonderful items inside. (128S, 4W) This one is definately not considered cheating because there are no plot items in the chest. _____ Paws: ŻŻŻŻŻ Just north of Trinsic is a little town called "Paws". Not much here, so don't stop here, continue going north to Britain. SUBPLOT ALERT: 3 - Who stole the poison? - What happened to Weston? - Thurston's Infatuations ________________ Magic Gauntlets: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ To the west of Paws (74S, 8W) there is a little bit of debris by a stream. Move the debris to find Magic Gauntlets. +==============================================================================+ | 2. Britain, "I know the game!" | +==============================================================================+ Companions: Shamino*, Sentri* Items: Spellbook*, Orb of Moons*, other Lord British equipment Sentri's armor, pocketwatch, Stones of Virtue First off, go to the Blue Boar pub, talk to Shamino, get your pocketwatch back, then ask him to join you. To the north of the Blue Boar is the museum. Go in get the colored stones, and the Swamp boots. Then go find Sentri, and ask him to join as well. Find his key in his bedroom, then open up his vault to get the armor. Then go talk to Lord British. Talk to him on every subject you can, and be sure to get the Moonstone. He'll also mention a murder that happened in Britain similar to the one you're investigating in Trinsic. Then head to his study to get the key to the storeroom (the study has lots of heads on the wall). Then go through the door on the left side of the Throne Room, to the little room all the way to the left, flip the switch. Go through the north wall and go all the way to the right (opening passages with the switches as you go). Find the crate and barrel by the kitchen, and under the barrel is a switch. Flip it. It opens the room above you. Go down, left, and up the stairs. The rooms in the top 2 corners have supplies. Top left has your spellbook, top right a set of Plate Armor. Next go to the Fellowship Hall and talk with Batlin. He says many things, agree to his test, and take the package to deliver to Elynor in Minoc. (although he tells you not to, you _can_ open the package with little consequence) Also he tells you that Elizabeth and Abraham are going to Minoc on "business". ______________________________ Other Things to Do in Britain: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - While still in the Fellowship Hall, use the key in the right room (it glows blue) to open the chest in the left room. Inside is 48 gold, and a note. Read the note. If you're a thief, take the gold, and the Yellow Potion in the right room. - You can Play The Game, of course! Find Chuckles in Lord British's castle, and talk to him. Speak with words that only have ONE SYLLABLE, such as "I know the game" and "That would be big of thee". - If you're a thief, rob the Mint and also rob the jewelry store and sell the jewels back to him. - If you're not a thief, and you want money, you can get a job at the Baker's, or you could gather pumpkins or eggs. You can also sell Venom to the Apothecary, Mutton to the chefs in the Castle, Jewels to the Jeweller, and Gold to the Mint. SUBPLOT ALERT: 4 - Free Weston - Where does Patterson go at Night? - Miranda's Law - Acting for Avatars _____________________ Just West of Britain: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ There are almost always brigands right outside of Britain on the west side. If you want, go here, and get yourself some experience. They usually wear chain armor. (23 S, 31 W) _____________ Magic Carpet: ŻŻŻŻŻŻŻŻŻŻŻŻŻ You can get this item now or later. But definately get this! The magic carpet can fly over seas, mountains, and just about anything! It is the ultimate Conveyance. From the west side of Britain, head north, along the east side of the mountains, and follow those mountains until 13 N and 42 W. This will be a river. Follow the river in on the north bank until you come to a dead end of the mountains. Walk between the river and mountains to find the carpet. (8 N, 30 W) +==============================================================================+ | 3. Cove, "I bring you LOVE" | +==============================================================================+ Companions: Jaana* Items: Rudyom's Wand*, 4 Blackrocks* Go to the healer's house, talk to Jaana and get her to join. She is one of the best companions in the game. Also be sure to get her supplies, the bandages, and the Yellow Potion. (21 S, 65 E) Then go talk to Rudyom about Blackrock, and buy some spells as well. He has a purple wand called a transmuter, that makes Blackrock explode. Get this. Also if you want you can take 4 blackrock pieces, you need them later. (13 S, 70 E) SUBPLOT ALERT: 2 - Nastassia's Father - Miranda's Law _______________________ The Hoe of Destruction: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The hoe of destruction is locked in Farmer Mack's shed. Unfortunately he lost the key to that shed while fishing on Locke Lake. Go to the lake find the fish and check all the fishs' bodies for the key (2 N, 48 E), then you can open his shed and get the Hoe. (22 S, 25 E) _____________________ Forge of Virtue Note: Now is a good time to go to the Isle of Fire. To make ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ things easier, go to Jhelom, get Dupre. Then equip Dupre and Jaana. +==============================================================================+ | 4. Minoc, "You'd almost think these two murders were related..." | +==============================================================================+ Companions: Julia Items: Silver Serpent Venom, Serpentine Dagger* At the lumber mill just southeast of Minoc (63N, 74E) another brutal murder has taken place. Here the victims were 2 gypsies, Frederico and his wife Tania, who were critical of the Fellowship. The whole town has gathered to gawk like slack jawed yokels. Investigate the murder scene, and note the Serpentine Dagger (take it) and the Fellowship Candlestick (don't take it). You can talk to the candlestick maker, Xantha, in the artists guild about it, and then you can also talk to Elynor about it. Everyone in town has a little bit of information about the crime. Also talk to the Pub Owner about Hook. Now, however, go get rid of the package that Batlin gave you. Give it to Elynor, (77N, 57E) if you opened it she will be mad. You will also learn that the elusive duo, Elizabeth and Abraham have gone to the homeless shelter in Paws. And finally go talk to the Gypsy woman, Margareta and get your fortune told. You'll have to head to Yew to comply with the fortune (to talk to a wisp), but this walkthrough is going to continue following Elizabeth and Abraham. ___________________ Other Things to Do: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Go to the Britannian Mining Company, and in the desk find the Blue Key, use that key to open the chest. Take the Venom (to sell in Britain). You can also check the book on the table for a reference to Blackrock or "B.R." - South of the sawmill is the Minoc Mine, go in and get all the Venom you can carry. (56N, 70E) Now what would a Mining Company need with a body altering drug like Silver Serpent Venom? It wouldn't be to further exploit their Gargoyle workers would it? Also in the mine is a Blackrock Lode that you can mine if you want. It is down through an illusionary wall. - The Fellowship Hall has 100 gold coins just sitting in a little box. - Lastly, in the Artist's Guild, in the North room on the West side, in the 2nd barrel is a lot of trash, and a bag. Open the bag, take the Gold Bar, and the coins, search the dead bunny and get Starbursts (a weapon). SUBPLOT ALERT: 1 - Owen the Shipwright, Hero or Fraud? +==============================================================================+ | 5. Paws, Jhelom, and Elizabeth and Abraham | +==============================================================================+ Companion: Dupre* (Jhelom) Items: Magic Leggings, Magic Gorget, 3 Gold Bars Following Elizabeth and Abraham to Paws will reveal only that they aren't there having already left for Jhelom. Go to Jhelom. The easiest way there is to use the Orb of the Moons. Talk with the Mayor there to discover that they've already gone back to Britain. While in Jhelom, talk to De Snel about the Serpentine Dagger that you found back in Minoc. If you ask for a "demonstration" he'll attack you. And be sure to get Dupre into your party. He's at the pub. SUBPLOT ALERT: 3 - Paws (as covered in "1. Trinsic") 1 - Jhelom - The Honor Flag ____________________________ Other Things to Do: (Jhelom) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - There are Magic Leggings in the desk at the town hall. - There is a Magic Gorget (neck thingie) in the house south of the Library of Scars. - In the house above the Library of scars is a Glowing Key. Get it, and use it to open the locked door in the Library of Scars. Inside you'll find 3 gold bars. ________________ Caves by Jhelom: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ There is another cave to the west of Jhelom. (145S, 75W) Inside are some Brigands. There is also a Triple Crossbow here, and some gold nuggets. +==============================================================================+ | 6. Back to Britain, "No, I'm not just joining to spy on you" | +==============================================================================+ Talk with Batlin again, and tell him that you have delivered the package. Now he'll give you another task. Go to Dungeon Destard to the west of Trinsic and fetch the Fellowship funds in a chest by a Fellowship staff. He claims that the dungeon is deserted. It isn't. It's full of dragons. Lots of Dragons. Also there are no funds. Note: If you haven't done Forge of Virtue... now would be a good time. ________ Destard: ŻŻŻŻŻŻŻŻ Items: 3 Potions, Reagants, Ring of Invisibility, Ring of Regeneration, Gems, Venom, Gold Bars, Spellbook There are 2 entrances to Destard. One leads to a Unicorn, and a locked chest with Magic Arrows a Ring of Invisibility and some gold. The other leads to lots of Dragons, and is unfortunately the way you must go. (71S, 23W) Enter and go to the right then down. You should see the chest, its got a staff right by it. Open it, and discover that it is devoid of money. The body by it has 3 potions and some reagants. Take those. Explore the rest of the cavern if you wish. Return to Britain. _______________________ Joining the Fellowship: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Talk to Batlin and tell him that there are monsters in Destard, he'll apologize and offer to initiate you at the next meeting at 9 p.m. Go to the hall at 9 and talk to Batlin then. (the meeting lasts from 9 to 12) Iolo, Shamino and Dupre will all try to talk you out of joining. Join anyway. Batlin will then ask you a few questions to prove that you bought the game, er, are loyal to the Fellowship: (he'll ask any 2 of the following) - "According to the Traveller's Companion, how many parts of the body should one wish to protect with armor." -- 6 - "In the Book of the Fellowship, how many bandits can be seen surrounding on the old man in the illustration on page three?" -- 6 - "How many times must Ginseng be reboiled?" -- 40 - "How many runes in Brittanian?" -- 31 - "On what page is the An Zu spell?" -- 42 - "How many Black Pearls?" -- 1 - "Where Mandrake Root found?" -- 2 He will then give you your Fellowship Medallion and you are now in the Fellow- ship. Goodie. Don't bother wearing it. (Tseramed might not like you if you are wearing a symbol of the organization that caused him so much grief. If you are wondering, you don't ever really need to wear the stupid thing. You don't really even need to carry it around with you. The only time where wearing it will help you is in Buccanear's Den at the gambling house, see below.) +==============================================================================+ | 7. Vesper, Moonglow, Terfin, and the Meditation Retreat | +==============================================================================+ In Britain, Batlin tells you that Elizabeth and Abraham have gone on to Vesper. So now we're going to chase after them for a bit. If you'd rather not, skip down to "8. Yew" _______ Vesper: ŻŻŻŻŻŻŻ The best way to get to Vesper is to Fly on your Magic Carpet. Or you can walk there. Once there talk to the Mayor about Elizabeth and Abraham, and you will discover that they have gone to Moonglow. Feel free to explore the town before going to Moonglow. _______________________ Other Things in Vesper: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - The trainers house has some Magic Boots for you to swipe. - Go to the Gargoyle side of Vesper and go to the Pub. The Guardian will tell you to go in and tell them that you are the Avatar. If you do that the Gargoyles inside will attack you. - Also go to Wis-Sur's house, take his Reagants, and talk to him... if he won't talk to you keep trying. Buy spells from him. SUBPLOT ALERT: 2 - Blorn's Accusations - Where does Catherine Go? _________ Moonglow: ŻŻŻŻŻŻŻŻŻ Talk to the Fellowship head here about Elizabeth and Abraham, and he will tell you that they have gone on to Terfin. Be sure to mark a stone by Penumbra's House or by the Lycaeum. _________________________ Other Things in Moonglow: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - In the Fellowship Hall take the Gold Bar, and the 87 gold coins. - Also make sure to talk to Mariah and get all the spells and reagants from her that you need. Note: Don't worry about Penumbra just yet. SUBPLOT ALERT: 4 - Balayna's Doubts - Zelda's Affections - Brion's Orrery - Morz _______ Terfin: ŻŻŻŻŻŻŻ The Fellowship head here will tell you that Elizabeth and Abraham have gone to the Meditation Retreat. _______________________ Other Things in Terfin: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Take the 98 gold in the Fellowship Hall, and the reagants from the Provisioner. Also take the bandages from the healers. - Sarpling here sells some good reagants, and Inforlem is a good trainer. SUBPLOT ALERT: 1 - Who wants to destroy the Shrine? ___________________ Meditation Retreat: (roughly 178S, 85E) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Normally you need to be let in, but since we have a flying carpet, we can just fly in. Talk to Ian, who will tell you that You Know Who has gone on to Buccaneer's Den. Don't go to Buccaneer's Den yet, though. We're going to Yew next. Try to get as much info out of Ian as possible. There is a cave behind the Hall here, but again we'll get to that later. On to Yew! +==============================================================================+ | 8. Yew, "Look at all those cuddly Ewoks...I mean Emps" | +==============================================================================+ Compansions: Tseramed* Items: Tseramed's Arrows, Honey* We're in Yew looking for Wisps (remember the Gypsy's prophecy?). Go to Empath Abbey (78N, 59W) and talk there to Taylor the monk about the Wisps. He will reveal that Emps are able to talk to Wisps, but that Emps will only talk to you if you are carrying Honey. Lucky for us there is a Bee Cave here! (56N, 54W) First get the smoke bomb from the monk, Taylor, and then go talk to Tseramed about the Bees and get him to join. Go to the Bee Cave (you can talk to the Nudists if you want), go all the way through and get the Honey. Use the Smoke Bomb if you don't want to fight all those Bees. The best method, however, on avoiding the Bees, is to take the honey and teleport away, preferably to a Marked Stone somewhere near Yew. Now go talk to the Emps (56N, 10E), most noticably the Emp Trellek. Talk to him about the Wisps, and he will want to join your party, but needs permission from his wife, who in turn needs permission from the elder, Salamon. Salamon will give you permission only if you stop Ben the logger from cutting Silverleaf trees. (42N, 47W) Do so, and come back. Get permission from Salamon, then talk to the wife, she now says she doesn't want Trellek to join. Trellek has a solution to all of this, he makes you a Wisp Whistle. Go to the Wisp Castle (46N, 12W) or talk to any Wisp you can find. The Wisp tells you that the Time Lord wishes to talk to you, but if you want more information you will have to go to New Magincia and get Alagner's note- book. SUBPLOT ALERT: 4 - Nastassia's Father - Mysterious Monk - Flowers for a Healer - Tax Dodging Nudists ___________________ Other Things to Do: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Unlock Nicodemus' house (its magically locked, get Unlock Magic from Nystul), and take anything in his house that seems interesting. Then buy some spells from him. Mark a stone by his house (green). - Go to Iolo's house not much here, but there is a note from Gwenno that states that she has gone on to Serpent Isle. ______________ Bloody Shrine: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ At (56N, 32W) there is a shrine with a lot of blood on it, and a Magic Shield. To the north of it, is a wizards camp, he has some reagants and a lightning wand. ______________ More Brigands: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ At (47N, 8E) is a camp of Brigands, they have a Magic Armor and a Magic Bow, as well as some other stuff. +==============================================================================+ | 9. Serpent's Hold, "Make it so!" | +==============================================================================+ We're supposed to go to New Magincia, but for now we're taking a small pit stop in the Serpent's Hold. Again, if you'd rather not, skip down to "10. New Magincia". _______________ Serpent's Hold: (53E, 165S) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Items: Magic Boots, Magic Sword, Sword of Defense, Fire Sword, Great Dagger Juggernaut Hammer, Magebane, Magic Axe Search the bottom right room's chests for some Magic Boots. In the pub, open the fish (the only one looking up) for a key. Fly to (177S, 36E) and land (it is possible), now go into the cave. Go to the right and around all the water to get to the Locked Chest, which opens with the key we found in the fish. Take the key inside and go back to Serpent's Hold. Now using that key you can open the door to all those Magical Weapons! How do you open the chest in the Hall here? ____________________________________ Serpent's Hold, The Next Generation: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You may notice that the cast, I mean residents, of Serpent's Hold all bear a striking resemblence to the cast of Star Trek: The Next Generation. Don't believe me? Here's the comparison: John Paul -- Jean Luc Picard Richter -- Cmdr. Riker (2nd in command to John Paul) Denton -- Data (Denton looks like the Tin Man, never takes his armor off) Horffe -- Worf (Horffe is head of security) Tory -- Counselor Deanna Troi Jordan -- Giordi La Forge (note how Jordan is blind?) Leigh -- Dr. Beverly Crusher (Leigh is the healer) Talking to them with this in mind it becomes even more obvious (to anyone who watched the show regulary that is). It is still unclear who Pendaran, Jehanne and Menion are supposed to be. ________________ Parrot's Island: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Items: Magic Gauntlet, Magic Boots, 4 Glass Swords, Rings, Gold Bars, etc. Remember that smart mouthed bird? (if you don't, then go talk to a parrot, and hit him with a gavel) Well now we're gonna get his treasure! Fly to the island at (168S, 28E). Avoid the invisible caltrops (traps), and take all the wonderful treasure inside! Note: If you MOVE the Caltrops, even though this is a very smart thing to do, your party will act as though you are a dirty thief for doing so! So that means that you have to actually TAKE the caltrops to MOVE them. SUBPLOT ALERT: 2 - Who Defaced Lord British? - Tory's Baby +==============================================================================+ | 10. New Magincia, "Hey... there's a *NEW* Magincia!" | +==============================================================================+ Companions: Katrina Alagner has the 2 really big buildings on the north side of the island. Go in the north one and ask for his notebook. He, of course, wants you to do something first. Prove that you are a seeker of knowledge by learning the answers to life and death, from the spirit of the Tortured One in Skara Brae. SUBPLOT ALERT: 1 - Three Pirates and a Locket +==============================================================================+ | 11. Skara Brae, "Don't you need _Questions_ to Life and Death first?" | +==============================================================================+ To get to Skara Brae go to (48S, 42W) and cast Seance, then talk to the Ferryman and ask him to take you across. If he's ever not there, just blow the horn to summon him. Note: Skara Brae is a very awful place. I got stuck here in some bizarre bug that could have been caused by a great many things. When I freed everyone from the Liche's power, they still acted like they were in the Black Mass, FOREVER. I had to go back to a previous save. Seems all of Skara Brae was killed in an accident caused, or so it would seem, by the Tortured One, Caine. They were trying to rid themselves of the Dread Liche Horace, but their plan went awry somehow. Go talk to Mistress Mordra (49S, 62W, and she will sometime wander around in the graveyard), she will eventually reveal that it was the Mayor's fault for the fire. Go talk to the Mayor (46S, 63W) and be sure to mention the proportions. Next go talk to Trent the Smith, (45S, 67W) and take the Music Box. Now go talk to Caine himself (37S, 63W) ask him the Questions of Life and Death, and he tells you that he will give you the answers ONLY if you free the town from Horace. Go back to Mordra, and talk to her about Caine, and then the ingredients for the potion. Go to her house and take the 3 potions there and the empty vial, then go back to Caine's place, put the 3 potions under the 3 inlets, and the empty vial on the 1 outlet. Use the machine and you get a glowing blue potion. Go to Horace's Castle and talk to Rowena (27S, 76W), and then play the Music Box that you got from Trent, and she will talk to you again, and give you her Wedding Ring. (well actually it kinda falls to the floor) Take the Ring to Trent and agree to help him free his wife, and will now ask for an iron bar to finish the cage. You can find the iron bars in the cemetary, grab one, take it back to him, and he will finish the cage. Take the cage to Mordra, who tells you to dip it into the Well of Souls in Horace's Castle. Do so. Then wait for Midnight to come, put the Soul Cage on Horace, then use the Blue Glowing Potion on him. Horace will be restored to the good man (well...ghost anyway) that he once was and he asks you to destroy the Well of Souls, and also to take Rowena back to her husband Trent. Take her to the smithy, and come back to the Castle. The Well of Souls can only be destroyed if someone jumps into it, so ask the Mayor to do this who thinks you should ask everyone else in the town first. Do so. Don't forget to ask Caine, Trent, Rowena, and the Ferryman. Come back to the Mayor and he'll finally agree to do it. Destroy the Well. Talk to Horace and he'll give you the Firedoom Staff. Go to Caine and get the answer to Life and Death (there is no answer). ___________________ Other Things to Do: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Mistress Mordra has a chest full of Reagants, worth taking. - The Skeleton guards in Horace's Castle have Magic Axe's. __________ The Crypt: ŻŻŻŻŻŻŻŻŻŻ Here's another bushel of treasures, you can decide for yourself if this one is cheating or not. Go to (53S, 65W) and notice the statue to the left of the Crypt. On the left side of the statue is a lever (you can BARELY see it), flick the lever and the wall on the crypt will open. Inside is a nightstand filled with a set of Magic Armor, Rings, the Soul Cage, and a few other Skara Brae Plot Items. It is recommended that you get this AFTER completing the plot in Skara Brae, as it may screw up the plot here. (I'm not sure if it does mess the plot or not, but better safe than sorry) +==============================================================================+ | 12. Alagner's Notebook and the Time Lord | +==============================================================================+ Go back to New Magincia and tell Alagner that there are no answers to the questions of Life and Death, he will then give you a key to his storehouse. _______________ The Storehouse: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Items: Notebook*, Gold, Reagants, Lightning Wands, Potions, Rings Walk into the Storehouse from the illusionary wall in the east side, and use your key to open the locked door. Flip the switch, then use lockpicks on this locked door. Flip the bloody switch, and go up past the teleporter to the iron door. Cast telekinesis on the switch to the left to open the door. Go up. Stack the crates to get onto the table, and make a staircase up to the locked door (which opens with the key Alagner gave you). Take the Notebook, and anything else you want. ______ Wisps: ŻŻŻŻŻŻ Go back to Yew and talk to the wisps (if you marked the stone, go straight to Nicodemus' place) and they will tell you that the Time Lord requests an audience with you. Seems he got stuck in the Shrine of Spirituality, and can only be reached by use of the Orb of Moons (put it NW of yourself, the normal Moonglow position). __________ Time Lord: ŻŻŻŻŻŻŻŻŻŻ The Time Lord is locked in a Cyclindar Cage. Turns out that he was the one who sent the Red Moongate to summon you, but he missed and you ended out in Trinsic instead of coming to him. He also tells you that a powerful being is attacking Brittania, and that the Guardian trapped him there. To get him out you need to go to Dungeon Despise (NW of Britain) to destroy a large Magic Generator in the shape of a Sphere. _________________ Alagner Murdered! ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Going back to New Magincia to deliver the notebook back to its owner, you will discover the third murder site, Alagner. Look in the Crystal Ball to see the murderers. Seems that notebook was rather incriminating (the wisps sold the notebooks contents to the Guardian, and he in turn ordered the murder. So in a way you are responsible for this one) _____________________________ Despise: (and Selwyn's Tower) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Items: Complete Set of Magic Armor, Gold, Magic Wands, Reagants, Rings, Lightning Whip, Sword of Defense, Fire Sword, Magic Bow, Magic Sword Now is a pretty good time to go to the dungeon Despise. On the way to Despise is a thieves campground, they don't have much, but they do have Honey. (21N, 6E) There are multiple entrances to Despise, you want the one where the Magic Carpet was found (8N, 30W). Despise is an annoying dungeon with many teleporters. Also it has quite a bit of treasure in it if you are willing to look for it. First off, go up past the Fire Field, past the intersection, and then when you are teleported (its subtle watch for it!) go to the right. Then go down the right path (the left path has a little water on it) and you'll be teleported again. Continue down and find the Magically Locked door, open it and go down that way. There will be two more locked doors and then you'll arrive at a Hideout of Rebels. There should be 5 of them, 2 Mages, Paladin, Pirate and Fighter. Turns out that these "Rebels" were going to attack Lord British's castle tomorrow, and you being the great Avatar that you are have prevented it! The Paladin should have a complete set of Magic Armor on him. (note: there are invisible stairs from one level of the hideout to the other!) Avoid the teleporters, and go back to the first Magically Locked Door. Now go left, down, and then all the way to the left and up into a room with a lot of Fire Fields in it. Go up past the sleep and poison fields to a Red Moongate, and go in. It will take you back to the Sleep and Poison Fields. Go by the Moongate and Mark that spot. Leave the dungeon. (don't worry we're coming back!) Another thing to do in Despise is to find Brother Wayne of the Empath order of monks. You can find him but you can't do anything to help him. He'll stay in those caves forever. +==============================================================================+ | 13. The Tetrahedron, "Stone Harpies are the Devil, I tells ya!" | +==============================================================================+ Go back to the Time Lord first (NW Orb of Moons) and talk to him. Specifically mention "Moongate". He tells you that you need Nicodemus' Hourglass. Also he mentions that once inside that there is a pattern to be observed. _______________ Nicodemus, Yew: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Use the recall on the marked stone to go straigh to Nicodemus' house (told you that would come in handy) and talk to Nicodemus about the hourglass. He tells you that he sold it to the Antiques dealer in Paws, but that it lost its enchantment and he can't re-enchant it with the Ether the way it is. ________________ Paws, Hourglass: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Items: Nicodemus' Hourglass* Go to Paws now, and talk to Beverlea in the House of Items, and buy the Hour- Glass (5 gold), and take it to Nicodemus, who suggests that you repair the Ether first. Talk to the Time Lord and ask him how to "fix Magic", and he tells you to talk to Penumbra in Moonglow. _________ Penumbra: (25S, 179E) ŻŻŻŻŻŻŻŻŻ Take 4 pieces of Blackrock with you to Moonglow. Penumbra has been asleep for the past 200 years, and therefore hasn't been affected by the changes in the Ether (lucky for you). To open her door place a these items by the gold plate in front of her door: hammer, gold ring, lockpick, thread, and a gold coin, followed by another form of gold. After that the plate will turn into a key. (you can get a gold ring from Zelda's room, you can make thread in the clothes shop) Place the 4 blackrock pieces on the 4 pedestals and use the orange potion on the table to awaken her. She will ask you to repair the Ether (which is why we came here anyway!). She will then tell you to get the Ethereal Ring so that you can survive near the Tetrahedron, and that Draxinusom was the last owner of the Ring. And finally she tells you to bring the Ring back so that she can enchant it. ______________ Ethereal Ring: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Items: Ethereal Ring*, Rings Go to Terfin and talk to Draxinusom (167S, 114E) who tells you that he sold the Ring to the Sultan of Spektran, so go there now (144S, 89E). Talking to the Sultan reveals that he is quite insane and that the Ring is safely locked away behind him. He doesn't care if you go take it...hehe. Go into the room behind him, kill the Stone Harpy and take the Key on it to open the door. (*CAUTION* Stone Harpies are not easy things to kill! Plus the Demon Sword refuses to kill it) Take the Ring. Go back to Penumbra and have her enchant the Ring. _______ Deceit: (2N, 177E) ŻŻŻŻŻŻŻ Items: Magic Armor, gold, gems, Glass Sword, Little Tetrahedron* Penumbra tells you to go to Deceit to destroy the Tetrahedron. The dungeon isn't so hard. Go up through the magically locked door and then through the left passage going up. Run past all the arrows shooting at you, and then go up. Take the left passage up and go through the wall. Continue up through the Magically locked door, (take the top passage right to fight a dragon and get some treasure) go right through the middle passage, go through the wall. Don't bother with the switch, and go down past the door and go right through another wall. Go up to the closed door, cast telekinesis on the switch to open the door. Make sure to wear the Ring, AND leave your party outside of the room with the Tetrahedron (they can come into the dungeon). Walk into the Tetrahedron as you would a Moongate, and slay the weird Red Beast inside (you can either use your Demon Sword or a Glass Sword, or if you are very brave just attack him normally). Double Click on the little Tetrahedron inside to destroy the machine. Grab the Little Tetrahedron and leave. +==============================================================================+ | 14. The Sphere, "It's a small Sphere after all!" | +==============================================================================+ All Mages everywhere have regained their sanity! Go to Nicodemus and have him enchant the Hourglass, the teleport back to the Sphere using your Recall spell, and go into the Moongate. ___________ The Sphere: ŻŻŻŻŻŻŻŻŻŻŻ Items: Small Sphere* This one is a little easier than the last one since there is no beast inside, so step into the Moongate, if you haven't already. You will notice that you are in a "room" with many moongates standing on a platform with both a Blue Moongate and a Red Moongate. The "dots" in the center show the order, Red, Blue, Blue, Red. And again take the Small Sphere, the machine will blow up and take the small Sphere again. With the destruction of the Sphere the Time Lord contacts you (through the Hourglass) and informs you that Moongates will no longer function (bless that Mark and Recall combination!) and that you cannot return home through a Red Moongate. Bummer. The only way you can get home is to go through the Black Gate, but to do that would be to abandon Britannia to the Guardian. He also tells you to destroy one more generator, the Cube. And that after you do that to investigate Buccaneer's Den for the location of the Black Gate. +==============================================================================+ | 15. The Cube, "Oh no, the worst enemy of them all...the Borg!" | +==============================================================================+ The cube is located on the scenic Meditation Retreat (173S, 85E), so go there. Remember the cave to the north that you were forbidden to go into earlier? Go in it. You can talk to Gorn if you want, but he is on the Guardian's side and may get mad at you. Continue through the cavern and you will eventually be confronted by a Female Warrior. Ignore her and continue to the Cube. You will be hurt by the noise near the cube and have to leave. Use the Hour- glass to talk to the Time Lord to discover that you need "Special Helmets" made out of Caddellite, and tells you to talk to Brion at the observatory for more information. Mark near the cube, and teleport to Moonglow (assuming you Marked near Penumbra's house). Brion tells you that a meteor hit near the NE sea and that Zorn could make a helmet out of Caddellite. _________ Ambrosia: ŻŻŻŻŻŻŻŻŻ Items: Caddellite* (1 for each member of the party), Magic Helm, Magic Sword The meteor hit Ambrosia (93N, 187E) so go there now. There is some treasure at the SE corner of the island. Go into the cave. (ignore the fairy, seriously) Eventually you will end out facing a Hydra, talk to him, and then defeat him. The room to the south of the Hydra has a meteor and your Caddellite pieces. Get enough for your entire party. _______________ Zorn's Helmets: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Items: Caddellite Helmets* Go to minoc and talk to Zorn about making some helmets from your special ore, caddellite. He will very quickly make you some helmets. _________ The Cube: ŻŻŻŻŻŻŻŻŻ Teleport back to the Cube, wearing your new helmets of course, and walk into the Cube. The Cube is a very difficult (well... for me it was) maze. As you walk you will step on switches which will create bridges, and destroy them. There are also traps in here, so beware! (also note that you cannot cast spells here, so having a potion or two could help) Here's what to do: - Walk forward to create the first bridge. - Walk all the way to the left (it will destroy the first bridge and create a new one) - Go up that new bridge, and continue up as far as you can go. (this creates two new bridges) - Go down and left on the new bridge, and then all the way up. - Go right across the bridge, down, and then right. (this should create 2 new bridges, but if it doesn't, then move around a little), go down all the way across the bridge, and then come back up. - Go back left across the bridge, and then up all the way. - Go left all the way, then right, and down the new bridge. - Go left all the way, down the bridge, and then right, and down the bridge (you still can't reach the Cube from here however) - Go back up, left through the Fire Fields, and up again. - Now, go right all the way, and down the bridge, and then right, up and right. - Go down, then left across 2 bridges, then back to the right off one bridge and go down and right, then up all the way. - Go back down, then left, then down again, and a little to the left and then up the bridge, and up the other bridge. - Finally go left all the way onto a Fire Field, and then up and onto the Platform with the Cube on it. Don't forget to get the little Cube. +==============================================================================+ | 16. Buccaneer's Den, "Gasp! Look at all the incriminating Evidence!" | +==============================================================================+ Items: Black Gate Key*, other treasures There's really only one thing you need from Buccaneer's Den, and that is the Black Gate Key, which will let you into the Dungeon on the Isle of the Avatar. Go to the Fellowship Hall and open the wall behind their Altar thing, then cast Telekinesis on the lever to open the way to the dungeon. Go south from there through a wall and into a large chamber. The NW room has a locked chest open it (lockpicks, destroy it, etc.) to get a Black Gate Key, and a note that looks like this: Finster - Britain (x) Duncan - Buccaneer's Den (x) Christopher - Trinsic (x) Frederico - Minoc (x) Tania - Minoc (x) Alagner - New Magincia (x) Lord British - Britain ( ) Your Name, the Avatar - ( ) Seems you found the Fellowship's hitlist, and guess who's on it. You! Also be sure to talk to various Fellowship people while in possession of the Cube. They will find themselves telling the Truth (like in "Liar Liar"). SUBPLOT ALERT: 1 - The Pirate Friends ______________________________________ Other Things to Do in Buccaneer's Den: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - As covered in the "General Strategies, Money" section above, you can gamble on the games here, most notably the Rat Race. 6 to 1 odds for a Fellowship Member, not too shabby! - There's more tunnels here than I walked through. Finish wandering around them to find Sullivan the Trickster (he pretended to be the Avatar and got Sprellic of Jhelom in trouble). He's currently in the Fellowship Prison being tortured by a sadistic Troll named Grod. Kill Grod and free Sullivan if you want. Also locked away here is Anton, Alagner's Apprentice. (he got caught gathering evidence against the Fellowship) - There is also a Juggernaut Hammer, Magic Armor, Magic Shield, some gems, gold a great Dagger, Firedoom Staff, Magic Helm, a Lightning Whip, some armor, etc. - Also the tunnels connect to the Baths, if you want to go there for free, and I know that you do. After using the "services" of the baths, you can talk to the Unicorn again, and he won't want to get near you anymore because you are no longer a "virgin". Hehe. - And finally at the far end of the tunnels is a Liche, who has some Magic Items Reagants and potions for the taking. +==============================================================================+ | 17. The Black Gate | +==============================================================================+ Make sure you have the following items: Rudyom's Wand, Cube, Tetrahedron, Sphere, and the Black Gate Key. Go to the Isle of the Avatar (170S, 178E), the Black Gate Key will open the doors here. Go into the cave to the left, and open that with the Key as well. You will now be in a room with the Guardian's throne. There isn't much time till he comes! Walk through the northwestern tapestry and flip the switch. Go through the north doors. Go up, to the right, and up through the metal doors. In the north room are 3 switches, they control which of the 3 rooms is open. Flick the left switch, and if the left winch moves then go to the far left room. Search the woman for a key, move the barrel and flick that switch. Go down and to the right until you get to a locked door, use your new key to open it and go right. You will now be in a lever puzzle. Once your past that (you want to get to the switch in the middle) go down, flip a switch to go left, fight the guys here, go to the well and get the key. Continue down. Open the locked door with your new key, kill the Paladin here (he has a full set of Magic Armor!) and take his key to open the next door. Get the key and step on the teleporter. Down and to the left is a Dragon with a lot lot LOT of treasure. However, from the teleporter, flick the switch and go up into a Fellowship Meeting Hall. Move the Medallion to open the passage to the north. Go up. Pick the door to the north and go up again. Go past the statue through the wall up, into a room full of traps and a Liche. Continue going up. Then after awhile go onto the left teleport pad, and continue going up. Dispel the Energy Fields and go onto that teleporter. Step on the purple teleporter here, and go right through the illusionary wall. There will be a chair in the center of the room. Sit in it twice, and go through a wall to the south of the room, search the body and the backpack to get a blue key, then go back to the throne room and then go through a wall to the NE (on the north side). Go up and open the 2 locked doors (one's Magic the other requires that blue key). Sit on the Throne of Virtue, and go back to the Throne of Chance. Sit on it again, kill the Liche (if there is one) and walk through the wall to the NW (on the north wall) step on the teleporter and you are at the Black Gate! Kill the people there (if you want), and put the 3 blackrock pieces into their corresponding holes to disable the shield around the Black Gate, then use Rudyom's Wand on the Gate to win! Yay! You won! Congrats! Sit back and enjoy the endgame sequence.