diff --git a/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/DestHelp.htm b/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/DestHelp.htm deleted file mode 100644 index dd6867c..0000000 --- a/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/DestHelp.htm +++ /dev/null @@ -1 +0,0 @@ -
Help File
By Brett Bixler
WARNING! This help file contains major spoilers. Read it at your own risk!
"Destiny of the Spheres" is the third adventure in the "Spheres" Trilogy. It is highly recommended that you play the first two scenarios, "Riddle of the Spheres," and "Quests of the Spheres," before playing this scenario. While this scenario stands on its own, a party that works its way up through the first two scenarios will be quite suited to this adventure, and references to previous adventures will make more sense to the player. A "traditional" six character party should have an average of 30 levels per character to start this adventure.
I have included a "Destiny" Party Maker (thanks to Tarl Kudrick for the model) for those of you who want to create a party from scratch. Even if you have a party ready to use, if you haven't played "Quests of the Spheres" and obtained the Singing Sword, Halberd, and Mace, they are available in the Party Maker. Just run it, avoid the gold and experience specials, pick up the weapons, and exit the Party Maker. This is NOT absolutely necessary, but the weapons are nice.
"Destiny" is listed as a Very High Level (30th level+) adventure, and "Destiny" was designed for a starting party with an average of 30 levels per character. Parties that don't match this description will find "Destiny" too hard or too easy.
This adventure is fairly open-ended. There is no sequence of quests or missions you must go on. Half the fun of this adventure is figuring out just what you must do! For those of you who need definite goals, see tip A1 below.
Water - Make sure you always have enough water. If you run out & die, even the BoE Character Editor can't help! Pay attention to where water is available. You can carry up to 10 units of water. Be smart. If you have 9 units of water and come upon another one-shot water supply, don't use it just then. Wait until you need it. On the other hand, if you are travelling into the unknown, stock up on water before you leave.
Resources - Trainers, food sellers, etc. are in short supply in this scenario. Given where you are, this is perfectly logical. Gripe if you will, but I thought long and hard on this and to add any other "sites of hospitality" would totally destroy the realism of the scenario.
Mapping - The Ribbon is a dark place. The maps reflect this. Keep careful notes where caves, towns, and cities are, and how to get from place to place. Otherwise, you will stumble around in the desert quite a bit, wasting valuable water. If you just can't find a place, see tip L1 below.
None of this adventure is timed, so you have plenty of time to explore, take side trips, etc.
Spells - High level (5th, 6th, and 7th) Mage and Clerical spells can be found throughout this adventure. The ideal party will start with no 6th & 7th level spells. In my opinion, a party initially loaded with 6th and 7th-level spells will have far too easy a time in this scenario's battles. Of course, you are welcome to disagree with me. Use the provided BoE character editor to give your characters these spells, if you so desire.
The Power of Music - You begin the scenario with The Power of Music, a wild power that will do different things at different times. It appears as a special item. Its use is unlimited, but it does take time to 'charge up' between uses. Use it when you are in the toughest situations.
Misc. - One special being, Null, will harass the characters several times until they utterly destroy it. There is no away around this.
"Destiny" contains puzzles that require some thought. I've tried to
balance this adventure between hack-'n-slash, puzzles, and a decent story
to tie it all together. I'll let you decide how well I've succeeded.
Some outdoor specials will allow you to contact the realm of the Spheres.
Pay VERY close attention to these specials, as they offer you information
and power.
In addition to the normal accumulation of experience points, you will
receive bonus points when you accomplish certain tasks. Many times this
will be enough to boost you a level.
These corridors link several sections of the Ribbon together. There are three of them. Explore them carefully!
The spell Divine Thud can be found in one of these passages.
Trouble with the Guardian Golems? See tip 4A.
This is where the adventure starts. Not much here, except for some water
in the SE corner of the battlefield. GET IT. It is strongly suggested you
head NE from here and find the Rebel cave as soon as possible. Head northeast
from here, or you may not survive.
This is your main refuge. Water is available here. So is food, but you will have to look for it. Talk to everyone. They offer different hints on what you must do.
Various Mage spells (through 5th level) are available here in a hidden place. Trouble finding them? See tip 5A.
Lila has various Priest spells (through 5th level).
Various low-level alchemical spells are available here.
You can store items here, in Lila's room.
Typical barracks. Beware of D'kar, they will see through any disguises.
A Red Library Card is available here in main D'kar area.
Beware of Ettins!
Trouble finding the next level down? See tip 8A.
There is a secret supply cache at 24, 12.
Trouble with the room with chair and machines? See tip 9A.
Trouble getting down to the next level? See tip 9B.
Food machine - Located in the middle eastern part of the level, pull on the lever, wait for the schmuck to travel the length of the machine, then approach the crate and Get the slop (food) that was created.
Viewing Room - Trouble opening this door? See tip 9C.
Trouble accessing the north part of this level? See tip 10A.
You can find the priest spells Heal All, Revive, Revive All, and Major Cleansing here.
The history of the D'kar is located here.
Marmenill is here. He has the Ring of Disguise.
Various goodies can be found here.
These three stations allow you to travel from one place on the Ribbon
to another very quickly, if you can defeat their guardians.
Trouble opening the storeroom? See tip 13A.
Look for the secret area in the middle of the lair.
The spell Kill is available here. The spells Protective Circle and Pestilence
can be found here.
If you have the Amulet of Disguise, you can enter this city and obtain some basic services. Otherwise, avoid it!
Destroying the water purification machinery will give your party experience points. To destroy the water purification machinery, you must locate three key words and use them on the appropriate machine. See tip 15A for more information.
Beware of the D'kar Amulet Salesman. If he asks you who you belong to,
reply Fest or Barg, or the entire city will turn hostile.
This level is full of acid pits, and acid creatures.
A mithral bar is located at 4, 12. Take it to Barg to forge into acid-resistant mithral armor.
A key word for water purification machinery is located in SE section of caverns.
Major encounter with a D'kar is located in SE section of caverns.
Some food is located in the SW section of the caverns.
Information on the water purification process is located in a lab in the NW section of the caves, including a hint that Spak may have a vial of super-acid in his possession.
Some gold is located in the NE section of the caves.
There is no way to avoid Barg's traps. All party members but one will lose all their possessions here. You must do as Barg asks to retrieve your items.
Note: Parties of more than three carrying maximum loads (16 items each) may lose some items here, forever. Sell or store all non-essential items before coming here!
You can find the spells Mindduel and Major Summoning here.
You can find a Green Library Card here. Trouble finding it? See tip 17A.
If you have the Mithral Bar (From Under Plague), it can be forged into
acid-resistant mithral armor here.
You can find the spells Mass Paralysis and Protection here.
Trouble with the entrance puzzle?
FORTY + TEN + TEN ------ SIXTYSee tip 19A.
You can find the spells Paralyze and Force Barrier here.
You can find the alchemical spells Strong Strength and Bliss here.
Trouble getting out of Pule? See tip 19B.
There is a vial of super-concentrated acid in the SW corner of this fort. It's needed in another place.
If you enter through the south (via the crumbling wall) and encounter Spak, the encounters will be less severe, as you have caught him off guard.
You can find the spells Shockwave and Quickfire here.
You can find the alchemical spells Strong Poison, Strong Healing, and
Killer Poison here.
You will not be able to enter Shat until you defeat his servant, Null, five times. See tip 21A for the location of Null's appearances.
There is a semi-hidden well at 10,32.
You can find the spells Daemon, Flight, and Death Arrows here.
You can find the alchemical spells Resurrection Balm and Medium Power here.
You can find a violin here.
Trouble figuring out what to do here? See tip 22A.
Trouble getting in? See tip 23A. Trouble navigating
this area? See tip 23B.
Look for gold and food on dead Durok. Look for the Brown Gem. You will
need it later on. Trouble finding it? See tip 24A.
Trouble with the locked door riddle?
CROSS +ROADS ------ DANGERSee tip 25A.
Can't find anything else on this level or can't get past a certain point? See tip 25B.
The spells Ravage Spirit and Resurrect can be found here.
You can sell items here.
A random item shop is located here.
Darts, arrows, and bolts are available here.
Potions are available here.
Thief items available here.
Wands are available here.
Be very careful. Nosey, curious adventurers will be caught!
Free the slaves by destroying the D'kar slavemaster. Gather some treasure from the Durok guards. There is also some additional treasure here. See tip 27A if you need help finding it.
You can find the spells Hyperactivity and Destone here.
You must locate the Void Gate Key on this level. See tip
28A. Trouble locating the stairs to the upper level? See tip
28B.
Whatever Kals you have not killed to this point in the adventure will be here, ready and willing to fight you. If you have previously defeated a Kal, his section of this level will be open to you. Otherwise, that area will be inaccessible. There is nothing of major importance in any Kal's area, but there are some nice goodies and spells to be had! One prisoner on this level has some vital information to give you. See tip 29A if you need this information.
You can find the alchemical spell Knowledge Brew here, in Spak's area.
The spell Word of Recall can be found here, in Shat's area.
You need to have the Void Gate key (see tip 28A)
and know the password (see tip 29A) to close all the
Void Gates on this level. Once you do this, the entire fortress will blow
up. When you return to the ground level of the fort, leave as soon as possible.
You have 100 moves before it blows up.
The spells Avatar and Wall of Blades can be found here. See tip
31A if you need help locating them. Trouble getting in? See tip
S1. The truth about the Squiggles and why D'kar writings cause insanity
can be found here.
Trouble knowing what to do here? See tip 32A.
The spells Summon Guardian and Mass Charm can be found here.
The alchemical recipe for Strong Power potions can be found here.
A1. You have three major missions. Destroy the D'kar (see tip D1). Destroy the Squiggles (see tip S1). Destroy the Ribbon (see tip R1).
L1. Approximate Locations of Towns, etc.
Place | Location |
Mountain Passage A | 52,6 (South Entrance) |
Mountain Passage B | 56,340 (South Entrance) |
Mountain Passage C | 52, 147 (South Entrance) |
D'kar Battlefield | 75,313 |
Rebel Cave | 91,278 |
Scab | 24,256 |
Musty Cave | 90,196 |
Subterranean Lab | Access via Musty Cave |
The Womb | Access via Subterranean Lab |
Lyeena Lair | 25,190 |
Transfer Station #1 | 73,216 |
Transfer Station #2 | 24,72 |
Transfer Station #3 | 24,408 |
Skunger Lair | 16,330 |
Skunger Cave | 86,185 |
Beaker Lair | 44,421 |
Plague | 58,59 |
Beneath Plague | Access via Plague |
Barg | 56, 99 |
Fest | 40,100 |
Pule | 37,168 |
Spak | 16,437 |
Shat | 82,150 |
Fist of Wrath | 72,34 |
Hydros' Fount | 45,94 |
Abandoned Mine | 6,385 |
Abandoned Mine, L2 | Access via Abandoned Mine |
Buboe | 65,353 |
Slave Mine | 37,459 |
Adamentine Fortress | 71,393 |
Adamentine Fortress +1 | Access via Adamentine Fort |
Void Gates | Access via Adamentine Fort |
Library | 25,9 |
Library +1 | Access via Library |
D1. Destroy the Adamentine Fortress by closing the Void Gates. This will destroy the fortress and the center of D'kar power.
S1. Destroy the Library. Gather all three Library Cards so you have access to the various levels of Library. One card is located on Marmenill in the Womb, one is in Barg's fort, and one is in Scab. Find one part of the Purity Gem in Buboe. Go to Spak's fort and recover a bottle of concentrated acid. Go to the Mountain Passage with water in it. Use the vial of concentrated acid to open a thick steel door. Find the concentrated healing potion in the area behind this door. Go to Shat's fort and recover the violin and the other part of the Purity Gem. Join the two sections of the Purity Gem together. Take the concentrated healing potion and the violin back to Smithers in the Rebel Cave. You will heal his hands with this potion. Smithers will then travel with you until you reach the Library. Once there, he will open a way in for you and destroy all the guards. Look for a secret passge on the west side of the Library that leads around to the back of the Library. Fight your way to the upper levels and place the Purity Gem in the correct place, then get out! This will incapacitate the Library and the Squiggles.
R1. Find the Fire, Water, and Earth Elementals. After you recover all three elementals, you will receive an Air Elemental while travelling outdoors. Place the other three elementals in the appropriate Mountain Passages. Once the other elementals are placed, activating the Air Elemental will destroy the Ribbon. Be sure you have accomplished all the other tasks you want to before doing this!
4A. In the west side of the water mountain passage, towards the southern end, there is a piece of machinery. Smash it to eliminate the Guardian Golems. This will summon some other creatures, but the fight is far less severe than taking on a dozen Guardian Golems.
5A. Look for a secret passage in Marmenill's quarters, in the Rebel Cave.
8A. There is a secret passage to the next level at 19, 15.
9A. If you push just button one, then sit in the chair, your alchemy skill will increase by three points. If you push just button two, then sit on the chair, your item lore will increase by three points. If you push both buttons, then sit on the chair, you lose both three point of alchemy skill and three point of item lore skill. There is a hidden room to the immediate west of this room. It contains several energy bars.
9B. To unlock the door to the third level, you must enter the Flora Research area and join two loose wires together.
9C. You need the stone key (found near Marmenill's body) from the next level down, the Womb, to open this door.
10A. You must collect void boulders and toss them in all the tiny vortexes you find. When you do so, the path to the north will open up.
13A. You must locate two Large Runed Rocks, place them in barrels, and push the barrels into the center area of the lair. Switch to Combat mode if you have trouble pushing barrels through the narrow corridors. (An alternate strategy is to drop a rock where you are standing, move a space closer to the center, pick the rock up, drop it in front of you [thus moving the rock two spaces], repeat until the rock is safely inside the central chamber.) Place one Runed Rock on each magic symbol on the floor. This will extend a bridge to the storeroom on the west side of the lair. You can then enter this storeroom and stock up on food!
15A. Serrt - Located in Plague's Sewers (Beneath Plague). Use word on machine in purification room itself.
Jokab - Found in desk in Water Purification Manager's office. Use word on machine at north end of water canal, in NW section of city.
Kolab - Located in Mountain Passage with water, in secret area. Must use Special Item - Vial of Acid - obtained in Spak to open passage to secret area in Mountain Passage #1. Use word on machine at south end of water canal in SW section of city.
Note: Top off your water supply before doing this, as no fresh water is available once you destroy the machinery!
17A. Dispel the barrier, then push the red button at 22,46. Now move quickly, for this is timed. Exit the fort through the north portculli (but don't leave town), and turn left. Walk through the secret passage to the northeast corner of the fort. Look for a secret passage heading east. Enter it and disarm the chest. (If you are too slow, you cannot enter this passage.) The Green Card is within the chest.
19A. F=2, O=9, R=7, T=8, Y=6, E=5, N=0, S=3, I=1, X=4.
19B. There is a lever at 17, 34 you need to pull to open the southern doors.
22A. Look for a hidden room in the sw corner of
the level. Step on moving panel to shut off the Fists of Wrath. When you
get to the middle, east part of the level, use the Power of Music to firewalk,
then head south then west to get to the Fire Elemental.\
23A. You need the Water Key, found in Plague on a bookshelf at.41,25.
23B. Path to Water Elemental - Take whirlpools. Start at 23,49 to 40,35 to 52,38 to 49,17 to 30,24 - Elemental Chamber. Exit this chamber at 16,20.
24A. The Brown Gem can be found by having one character enter the crack at 11,40 and following the tunnels until they end.
25A. D=1, O=2, S=3, E=4, A=5, R=6, G=7, N=8, C=9.
25B. Slag, The Earth Elemental, can be accessed via a hidden passage just beside the steps to this level. You must have the Brown Gem (located on the level above) to gain entrance to his cavern.
27A. The treasure is located behind the SE corner wall of the central room. Use a move mountains spell to smash this wall.
28A. The Void Gate Key is located at 29, 25.
28B. The stairs are located at 25,27. Look for fake walls.
29A. The one and only password is death.
31A. The spell Avatar is at 12,15. The spell Wall of Blades is at 44,9.
32A. You must have the Green and Yellow Card (see
tip
S1) to open the doors to the Void Engines. Shut off both Void Engines.
Look for a secret passage at 16,6 to access the left engine. Look for secret
passages at 42,12 and 50,7 to access the right engine. Then take the Gem
of Purity (again, see tip S1) to the north window and
watch the fireworks!
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-Version History
Known Bugs/Glitches
Custom, wandering outside monsters appear as random pieces of terrain and/or monsters that randomly change as they move about. I can't fix this; it's a BoE bug.
Outdoor fights take place on terrain that is unlike the Ribbon terrain. In other words, usually stone floors, with an occasional pool of water. This is unfortunate, but the only way to fix it would be to replace a large number of lower-number graphics with custom graphics. Some testing I did on this caused memory errors in a Mac environment. So, for this scenario, I am forced to leave things the way they are. In a later scenario, Masks, I WAS able to fix this. Why it worked in Masks and not here is a mystery; perhaps it has to do with the large number of outdoor areas in Destiny.
The white dots on one-time outdoor encounters (and some town encounters) should disappear after the encounter, but don't. There is no easy way to make this happen with a custom graphic (according to Jeff Vogel), so my compromise is to make sure on second and subsequent hits on these specials, a message appears telling you what happened on the special.
Adamantine is spelled Adamentine in this scenario. Those D'kar are terrible spellers!
In the Void Gates, you MUST destroy the monster guarding the lever before the lever will work properly. If you attempt to use the lever before the monster is killed, you will receive a "Not while in combat." message. I actually like the fact you must destroy the monster, but not the message itself. If I think of a way to easily fix this, I will.
You may encounter a monster named "Empty." These critters can be killed with one blow, and seem to appear randomly. I've seen them in other scenarios as well. BoE itself is placing them in the scenario, as far as I can tell. Until someone comes up with a way to dispose of them, or until the glitch in BoE is fixed, we all have to suffer. Hey, they're great for target practice!
Occasionally during testing when entering a town, I would receive an error message about calling a node out of range. No other testers reported this. Re-opening the save file seems to fix this. My advice is to save just before entering a new town/level.
One thing I know some people will critize me on are the vast open plains of the Ribbon. Originally, I had this scenario set to three times the size it is now, and planned on a much bigger plot. I cut my dreams by two-thirds. Looking at what I did, I probably could have cut the remaining outdoor sections by about another third and still maintained the feel I was looking for. Still, each sector has several encounters, text areas, etc. - Enough, I hope, to keep people from becoming upset. If you don't like wandering about outside, please check the help file. The x,y coordinates for all major towns, etc. are included in this document.
Please report all bugs to me at bxb11@psu.edu. Thanks!
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7/18/99 - 9/15/99
Beta testing round 1. Too many fixes to mention!
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9/14/99
Version 1.0 release on my web site.
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9/21/99
Version 1.0.1
My thanks to Jamie Clark for many of the fix suggestions included here.
Fixed glitch in Transfer Stations that allowed D'kar to cast multiple "space warps" if party was in combat mode while crossing door entrance.
Made town hostile if D'kar leader in Scab is killed.
Changed the water in Pule's Kitchen to small poison pools. Out of specials to tell party anything; this seems the best fix so party doesn't try and drink the water.
Fixed main gate in Pule so it now is open if Pule is dead & you return to town.
Fixed Null encounter in Buboe so you can't get into town without defeating Null.
Fixed Basilisk so you can no longer Soul Capture them and later use them to stone everything in sight. Flame (stone?) me if you want, but this just makes the entire scenario too easy.
Durok Archers now drop iron arrows, not magic ones.
Void Gnomes are now somewhat weaker then before.
Fixed rockslide bug in Earth mountain passage. Party can no longer pass the slide without digging it out.
Fixed bug in Water mountain passage so once Guardian Golems are killed by use of machinery, they stay dead.
When you return to Barg with the Staff of Fest, it was called the Staff of Pule. Now fixed.
Gave some friendly Durok guards in the Slave mines a bad attitude.
Added a locked door to Hydro's fount. You now need the Water Key to open this door and access the fount. THIS IS A MAJOR CHANGE. I SUGGEST YOU DO NOT UPGRADE TO THIS VERSION IF YOU HAVE BEEN TO HYDRO'S FOUNT OR TO PLAGUE WHILE PLAYING VERSION 1.0. IF YOU HAVE FINISHED HYDRO'S FOUNT WHILE PLAYING VERSION 1.0, YOU SHOULD BE OK.
Added a hint in Plague about where to start in Hydro's Fount.
Changed amount of gold on dead body in Fist of Wrath to more reasonable amount.
Added some pools of lava around Fire Lizards in Fist of Wrath. Hey, they were cold!
In Adamentine Fortress, added some guards in the hallways.
In Void Gates, move the monsters on top of the levers so player must fight them. Changed one monster to a Void Drake.
In Destroyed Adamentine Fortress, removed some misc. items from the SW corner.
Managed to shrink the .meg file for Mac graphics. Don't know what was going on there, but it's fixed! Now Mac and PC downloads are approximately the same size.
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10/22/99
Version 1.0.2
Added information on Marmenill and Ring of Disguise to Help File.
Added tip on how to get out of Pule to Help File.
Fixed bug - The text for the ground floor stairway in the Library automatically activated when you descended from the floor above. Now fixed.
Added some text about the Rebels and Kyle (Lila's boy) to end of scenario messages.
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11/2/99
Version 1.0.3
In Plague, the Glow Stone Vendor was mislabelled Water Vendor when purchasing from it. Fixed.
One user reported that Shat was coming back to life. So, I killed him twice when Null is finally defeated.
Changed the BMP file so it looks better on the PC.
Removed password.
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3/28/00
Version 1.0.4
Added some blocking terrain near the exit to Hydro's Fount to prevent a potential bug. Thank you, Andrew Barton.
-+-+-+-+-+-+-+-+
12/04/01
Version 1.0.5
Changed Basilisks from reptile to Important monsters, to reduce the chance of Soul Capture. The original "fix" for this several versions ago didn't work.
Updated documentation.
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by Brett Bixler
The Plot
An invisible, roving gate that opens to another dimension used to travel freely across the lands of the Empire. The gate was activated by music itself. You could be singing or even be just thinking about a song, and when the gate passed over you, you were transported to another place. Many musicians disappeared from the Empire through this gate.
After Empire mages discovered the gate, they spent 50 years tracking, stabilizing, and eventually controlling it. When the first bold adventurers stepped through the now-stable portal, they were astounded.
The land consisted of a large number of islands floating in the ether! Some islands had formed chains - they were more or less bound together by tough, thick vines, making travel between some isles possible. Descendents of the people who had traveled there over the years had formed loose communities and even had built some small cities. The most amazing discovery of all, however, was the Music of the Spheres.
These seven intelligent orbs existed in a large clearing on the island where the portal opened into the "Realm of the Spheres," as this place became known. Over time, many mages and musicians alike traveled to the Realm to see the Spheres.
Recently, the Spheres and the Realm came under attack by mysterious beings known as the D'kar. The original inhabitants of the Realm, they were thought destroyed long ago as a result of their own foul experiments.
Soon after the D'kar vanished the Spheres had entered the Realm, and turned it into the wondrous place it now is. The D'kar were not destroyed, but merely banished, and are now attempting to return and subjugate the Realm.
They nearly succeeded in their first attempt - a magical abduction of the Spheres. The Spheres fought back and were instead scattered throughout the Realm, helpless but alive.
Thanks to you, the Spheres were recovered and the D'kar plot was revealed. The Spheres barred D'kar access to the Realm, but realized the malevolent D'kar would never stop until they reclaimed the Realm.
Thus, an alliance between the Realm and the Empire was forged. The Empire, wishing to defend its own borders, agreed to supply troops in defense of the Realm. The Spheres, having an unmatched knowledge of the Realm, provided the guidance needed for a successful campaign.
At the request of the Spheres, you returned to the Realm shortly after your first adventure ended there and proceeded to perform a series of quests for the Empire and the Spheres. Your main accomplishment was the recovery of the Instruments of Tonality, instruments the Spheres hoped to use as weapons against the D'kar. The instruments were activated, with devastating results. A huge portal to the D'kar's realm was opened, and the D'kar came pouring through it. At the same time you were pushed through the portal to the D'kar's realm by the Master, a formerly-crazed mage that knew a great deal about the D'kar. As you helped heal the Master, curing him of his madness, this action seemed strange to you. But you believe the Master must have a reason for doing so.
Now you are trapped in the realm of the D'kar, a dark, strange place. Surviving will be difficult. Destroying the D'kar, improbable. Finding a way home? Impossible. Thus begins the "Destiny of the Spheres," the third and final installment in the "Spheres" triology.
The Adventure
This non-linear adventure contains three major quests, numerous minor adventures, and dozens of special encounters. You'll visit over 30 dungeons and towns before all is said and done, as well as:
Installation
Place the destiny.exs file in the Blades of Exile Scenarios folder on the Mac, or the Bladscen folder on the PC.
Place the dsphlpm.exs file in the Blades of Exile Scenarios folder on the Mac, or the Bladscen folder on the PC.
Place the destiny.meg file in the Blades of Exile Scenarios folder on the Mac.
Place the destiny.bmp file in the Bladscen folder on the PC.
Using the High Level Party Maker
"Destiny" is listed as a Very High Level (30th level +), and "Destiny" was designed for a starting high-level (30th-level) party. Parties that don't match this description will find "Destiny" too hard or too easy.
Use the included Destiny Party Maker (thanks, Tarl Kudrick!) to construct a party that meets this suggestion, if you don't already have one. Then run the "Destiny" scenario. Please note the Destiny Party Maker may not give you exactly what you need in terms of experience and levels, especially if you are playing a party with a great deal of advantageous traits, or a party with fewer than six players. Use your own judgement, and perhaps the BoE Character Editor, if you feel your party is not balanced correctly for this scenario.
In the Destiny Party Maker are several weapons one normally would have acquired in "Quests of the Spheres." They are not essential to the scenario, and may be taken or left; it's up to you.
Stuck?
Check out the on-line help file. Or, look at the help file that came with the scenario - they are the same. You didn't delete it, did you?
Please Consider...
If you like this game, please consider making a small donation to your local literacy council. Even five dollars goes a long way with these organizations. They are underfunded, rely on volunteers, and fulfill an important need in our society.
The Future
Who knows? I may create some small adventures, if the BoE Scenario is ever updated. Frankly, this is a lot of work for no renumeration. Check my site at:
http://www.clat.psu.edu/homes/bxb11/boe/index.htm
for news and updates. \ No newline at end of file diff --git a/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/destiny.bmp b/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/destiny.bmp deleted file mode 100644 index bc188d5..0000000 Binary files a/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/destiny.bmp and /dev/null differ diff --git a/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/destiny.exs b/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/destiny.exs deleted file mode 100644 index f66dcde..0000000 Binary files a/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/destiny.exs and /dev/null differ diff --git a/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/destiny.meg.bin b/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/destiny.meg.bin deleted file mode 100644 index 37bc5e2..0000000 Binary files a/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/destiny.meg.bin and /dev/null differ diff --git a/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/dsphlpm.exs b/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/dsphlpm.exs deleted file mode 100644 index 4078389..0000000 Binary files a/BoEArchFull/Normal/Destiny of the Spheres (Spheres Trilogy)/Destiny of the Spheres/dsphlpm.exs and /dev/null differ diff --git a/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/History.txt b/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/History.txt deleted file mode 100644 index ab84e3e..0000000 --- a/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/History.txt +++ /dev/null @@ -1,176 +0,0 @@ -Version History - -Known Bugs/Glitches - -Custom, wandering outside monsters appear a random pieces of terrain and/or monsters that randomly change as they move about. I can't fix this; it's a BoE bug. - -Some outdoor encounters are set to occur immediately, but they don't. This means you can trip the same special several times, causing several identical groups of monsters to appear, before you fight one of them. My suggestion when you trip a special of this nature is to press the 5 key on the keyboard, pausing until the fight occurs. I am working to eliminate this. If you come across an encounter that does this, please let me know. - --+-+-+-+-+-+-+-+ - -9/18/98 - -1.0.0 - -Initial Release - --+-+-+-+-+-+-+-+ - -9/21/98 - -1.0.1 - -Added text to D'kar Crypt, emphasizing the lever encounter is possibly one way, one time. -Fixed a type in the D'kar Crypt - fourth-forth. - -Plugged up some open spaces in the NE end of the Abandoned Tower so no one can enter the tower that way. - -Major bug in D'kar fortress. Door would not open when it should. Now fixed. - --+-+-+-+-+-+-+-+ - -10/6/98 - -1.0.2 - -In the Slith lair, after the altar was sanctified, the altar still poisoned you. This is fixed. - -In the D'kar Stronghold, a couple of the water sprites wandered out of the water. This is fixed. - -In the Abandoned Tower, one dresser kept spawning Greeblers every time you looked in it. This is fixed. - -Zumwalt's list (a special item) now disappears when you no longer need it. - -If you find all the Instruments of Tonality before the final quest, a repeating sound no longer plays until you are given the final quest. - -If you left the D'Kar fortress going south along the western edge, you ended up starting at -the southern end of the valley instead of the northern. You can no longer leave by this route. - -On Hammer Isle, you could cause a brigand encounter to occur multiple times. It now can only occur one time. - -When you left the remains of the old portal on Portal Isle to the west you were placed inside a wall. This is fixed. - -Leaving the Spheres hotel to the north put you on the rock in the river. This is fixed. - -Set a Wyrm encounter on Treble Isle to "forced." - -Changed the message in the library in Staccato to reflect that not all the numbers you need to open Hammer's Forge are prime; only the first two are. - -Changed a lever message in the D'kar Crypt to reflect that it MAY be a one-way journey. - -Fixed encounter outside Trog Castle so you receive explosive vial even if you run away from the battle. - -Fixed terrain around Trog Castle so you can't get there without passing over a battle special where you receive an explosive vial. - -Fixed a minor typo in the Mind of the Master section. fourth --> forth. - -Fixed bug in Sackbut acquisition. If you retrieved the horn section first, a flag was set wrong. This is now corrected. - -Changed the explosive vial found near the Trog Castle from a regular to a special item. This means parties with no open slots will still receive it at the proper time. - -Changed some dialogs so some puzzles are more apparent. - --+-+-+-+-+-+-+-+ - -10/26/98 - -1.0.3 - -In Di's shop in Choir, just before the final battle, an extraneous dialog box would appear when using the key word "quickly." Now fixed. - --+-+-+-+-+-+-+-+ - -12/21/98 - -1.0.4 - -In Fiery Furnace, Level 3, replaced the ghost in the SW corner with a Firey Spirit, a creature much less likely to be killed by multiple shockwave spells. - -Bell Isle Outdoor Shop - Reduced the number of items sold so no skill point globes are sold. - -Bell Isle - Fixed Alien Beast outdoor encounter so it is a one-shot deal. - -Abandoned Tower - If you jump over the trip wire at the main entrance, you cannot get back out now. - -Abandoned Tower, 2nd floor - Changed Greebler behind the dresser message to reflect that the party may have seen them before. - -Staccato - Changed Elana's Price (the Herb Seller) to the max. - to discourage parties from buying herbs, making potions, then selling them. - -Hammer Isle - Several outdoor encounters were not set as one-shots properly. Now fixed. - -Gash Lair - Reduced the total damage done to the party when they "play" with the baby. - -Hammer's Forge - Blocked the messenger in it's room, so it won't wander about. - -Heart Isle - Changed Fogg Men Outdoor Encounter to work better. - -U Tower - Adding some light in initial corridor, making it harder to sneak past the guardians. Made Sostus the Terrible more terrible. - -Added a "Wanted" poster in the Fiery Furnace just for fun. - -D'kar Stronghold arena entrance is now a one-shot special, thus eliminating duplicate dialogs. - -Changed dialog in D'kar Way Station power room to reflect that the party may not have read the logbook in the Stronghold above. - -Nailed wandering Water Sprite in Juggernaut Factory to the ground (water?). She can't move about any more. - -Removed some items (both those sold and found) throughout the scenario to balance game more. - -Fixed the area just outside the Slith Cave so you MUST fight the battle (and win it) before you can enter the cave. - -The Instruments of Tonality are now removed from the party just before the final battle. --+-+-+-+-+-+-+-+ - -12/25/98 - -1.0.5 - -In Fiery Furnace, Level 3, Firey Spirit still causing problems in some circumstances. Now fixed so no other monster can come near it, and upped the number of monsters killed before level was abandoned from 50 to 200. - -Added help file to the package. - --+-+-+-+-+-+-+-+ - -5/12/99 - -1.0.6 - -Fixed several dialog typos. - -Nailed one Staccato guard to the ground, so he can no longer move about. After all, he is on archery window duty! - -Fixed minor glitch in Test of the Singing Sword when party is split - sound now occurs. - --+-+-+-+-+-+-+-+ -9/29/99 - -1.0.7 - -Added identify capability to witch in Staccato. -Add some minor text about D'kar mining for metal - better tie to Destiny of the Spheres. - --+-+-+-+-+-+-+-+ -11/1/99 - -1.0.8 - -Modified some ending text to better reflect the actual nature of the D'kar realm - - better tie to Destiny of the Spheres. - -Changed the BMP file so it looks better on the PC. - --+-+-+-+-+-+-+-+ -10/10/00 - -1.0.9 - -Modified the Tower of Division Anger encounter so the word "father" activates a special. -Removed Password. - --+-+-+-+-+-+-+-+ -12/04/01 - -Changed Basilisks from Reptile to Important monsters, to diminish the chances of Soul Capture. Updated documentation. - - - - diff --git a/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/QOSHelp.htm b/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/QOSHelp.htm deleted file mode 100644 index e22172f..0000000 --- a/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/QOSHelp.htm +++ /dev/null @@ -1,469 +0,0 @@ - -
- - -Quests of the Spheres
- -Help File
- -By Brett Bixler
- -WARNING! This help file contains major spoilers. Read it at your own -risk!
- -QOS is listed as High Level (19-30th level), and QOS was - designed for a starting mid-level (15-20th-level) party. Parties - that don't match this description will find QOS too hard or too easy. Parties - that cross over the 30+ boundary during the adventure (due to gained experience) - will find out that all monsters have doubled their hit points. BoE was - designed to do this to make a scenario challenging for any party level. - I am concerned about this feature, as are others. Let me know how you feel - about it. I'll keep track, and if enough people complain, I'll change the - scenario to Very High Level (30+), to avoid this. -
Use the included QOS High Level Party Maker (thanks, Tarl Kudrick!) - to construct a party that meets this suggestion, if you don't already have - one. -
The city of Staccato is the nexus of this adventure. Be sure to explore - it thoroughly, and question everyone. Staccato is really several towns - rolled up into one, so there's lots to do there! -
None of the quests are timed, so you have plenty of time to explore, - take side trips, etc., even when you're on an assigned quest. -
Some of the battles are very tough. You can win them, but you may have - to alter your tactics somewhat. For example, there are some battles when - you face terrible foes, but also have some very powerful allies. Let the - allies move to the front of the battle and take the heavy damage, while - you stand back somewhat and lob magic at them. -
High-level (6th and 7th) magic and clerical spells - are few and far between in this scenario. It was designed so that you can - succeed without them. In my opinion, a party loaded with 6th - and 7th-level spells will have far too easy a time in this scenario's - battles. Of course, you are welcome to disagree with me. Use the provided - BoE character editor to give your characters these spells, if you so desire. -
QOS contains many puzzles that require some thought. I've tried to balance
- this adventure between hack-'n-slash, puzzles, and a decent story to tie
- it all together. I'll let you decide how well I've succeeded.
-
-
-
You start the scenario by completing two missions for Empire Liaison - Jarl: -
Then you must complete six quests for the Spheres: -
There are several major side missions you can do as well: -
-
You start the adventure here. Lots to do and see.
- Visit Empire Liaison Jarl for two missions.
- Visit the Spheres for quests when you are told to by Jarl.
- Just about every type of shop is available here.
- Priest spells through the fifth level are available here.
- Training is available here.
- Alchemical supplies are available here.
- You can store things in a storeroom here.
- Look just outside the town for a mysterious vendor to appear every so often.
-
-
-
This is the site of the first mission Jarl sends you on. It's on the
- same isle as Staccato. Beware of traps! The main purpose here is to recover
- the Drum of Tonality. To do this, you need to figure out how to reach it.
- See tip 4a for a detailed explanation.
-
-
-
Her tower is on Clash Isle. You cannot reach it until Jarl sends you
- on mission two. This tower has three levels. Level two is the tricky one,
- for Zumwalt is trapped within a crystal, and you must follow her instructions
- to save her. Gather the materials she requires, and take them to the third
- floor. See tip 5a if you need help. Talk to her (keyword: free), and she
- will be released. Zumwalt will give you a communications crystal that allows
- you to talk to the Spheres. She will also let you peruse her magic books,
- where many fifth-level magic spells are available.
-
-
-
The Spheres send you here as a second quest. Sour Note is located on
- Free Isle, way to the west of Staccato. You must talk to the Chosen
- One and carry out her wishes. When you do, she will reveal the location
- of the Sackbut of Tonality. (A Sackbut is the ancestor of the modern trombone.)
- Several shops are available in Sour Note, as well as healing, and a place
- to rest and store items.
-
-
-
This is one very tough, three-level dungeon. It is located south of - Sour Note, on Free Isle. Be well stocked on healing potions; you'll need - them! The sackbut is in two sections on two different levels. You need - to find both sections and join them together. -
Level 1 - Kill the Fire Giants and make for the south end of this level - to get down to a lower level. Head to the west end to access another lower - level. -
Level 2 (accessed by the west side of level 1) - Fight the demons, etc. - to get to the one section of the Sackbut. It's located almost due north - of the middle of the level. -
Level 3 - Talk to the spirit in the SW corner of this level or you can't
- retrieve the one section of the Sackbut. Trouble finding the spirit? See
- tip 7a. Drink the water in the SE corner of this level; it will assist
- you in recovering treasure by making you immune to the lava for quite some
- time. The Sackbut section is located almost due north of the middle of
- the level.
-
-
-
This is the third quest the Spheres send you on. Go to Note Isle. Talk - to General Bragson. He'll tell you what he knows about the stronghold. - If you try to talk to him before this quest, or after it is over, he is - either unavailable or cannot help you. Then proceed north to the stronghold. - To get in, you'll have to cross a valley to the south of the stronghold - where lots of fighting is going on. Don't get involved if you can help - it! Head due north to the stronghold ; let the Empire handle the battle. - Of course, if you're looking for lots of experience points, this is the - place to acquire them! -
After traversing the valley, enter the stronghold and destroy all the
- creatures you find. You need to recover a certain crystal to complete the
- quest; you can't leave the stronghold until you do. When you recover the
- crystal, take it to the Spheres.
-
-
-
This is the start of the fourth quest the Spheres send you on. Return
- to the D'kar Stronghold. A door that wouldn't open previously will now
- open. Take the steps down to the Way Station. Talk to Mage Lyle. He has
- a minor task you can choose to do if you want. Explore the altar section
- to activate the flying boat. Then take the boat out for a test drive! Be
- sure you have stocked up on plenty of food, potions, etc. before doing
- this!
-
-
-
This is located north of Note Isle. It is accessible only via the flying
- boat. This is not an essential part of this scenario, but beta testers
- sure had fun with it! You must first gain entrance to the fortress. Taunt
- Timmy at the gate until he gets so mad he opens the gate by accident. Then
- enter the fortress and explore. Look for a stairway down. Take it, fight
- your way to the west, and take stairs back up into the library. Look for
- a book containing clues to puzzles. Then go back down and find the portcullises
- that require you to answer a riddle to open them. Answer the riddles, and
- recover all three tablets. Trouble with the riddles? See tip 9a for help.
- Go back up to the fortress, and place the tablets in the proper machines
- (orange, blue, and green). Accessing the room with the machine that accepts
- the green tablet is tricky. You must find the hidden boat (look near coordinates
- x24, y27, behind a moldy wall), and take it to the room in the NW corner
- of the fortress. Use the explosive vial you picked up outside the fortress
- to remove some stone in the way, and then you can access the room.
-
-
-
This is located on Power Isle, located at the north end of where you
- can pilot the flying boat. This is a tricky factory. Your job is to destroy
- it. You must find various levers and switches to do so. See tip 10a for
- detailed information.
-
-
-
The entrance to this dungeon is in the destroyed Juggernaut factory.
- The Harp of Tonality is located within it. Watch out for all those snakes!
-
-
-
This is located on Power Isle. The Pipes of Tonality are located here.
- You must figure out how to reach them. See tip 13a for more information.
-
-
-
After you complete quest four (destroy the Juggernaut Factory), the
- Spheres will send you on your wildest quest yet - to save the Master (play
- Riddle of the Spheres for an introduction to this mage) by entering
- his mind and battling the dark forces within. You can now enter the Wizard's
- Quarter in Staccato. Meet with Mage Stave and he'll explain what is required.
- Stock up on as many provisions as you can, this is a long quest with little
- resources available along the way. The mind of the Master is a 2 X 2 outdoor
- grid. Explore it thoroughly, especially the memory nexuses. These are hidden
- areas that contain the Master's memories. Take careful notes here - you'll
- use what you discover here to answer questions later on. Once you investigate
- all three nexuses, you can enter the Tower of Division (see below) and
- awaken the Master's mind.
-
-
-
When you initially attempt to enter the Tower of Division in the Mind
- of the Master, you will fall into this pit. You must explore until you
- trigger two specials that discuss logic and creativity. Then you can cross
- the central pit to the other side, and exit to the Tower of Division.
-
-
-
This is the center-point of the mind of the Master. To revive him, first
- talk to the creature in the middle of the tower. Then answer the seven
- questions by the seven pits. Once you've answered all seven questions,
- the Master will revive, and you will be expelled from the mind of the Master.
- See tip 16a for answers to the seven questions.
-
-
-
This small glade is located in the southwest area of the mind of the
- Master. It's a place to rest and recover. Seek it out if you are running
- low on spell points or food.
-
-
-
You must visit here before the Spheres give you your final quest - to - take all seven Instruments of Tonality to Choir. Talk to Gypsy - she'll - send you on a mission to retrieve some Music Wood, which she will trade - the Lute of Tonality for. -
After you recover all the Instruments and the Spheres send you here - on quest five, go to the choir shell for the finale. -
Several shops are available here as well as a teleporter that will take
- you quickly back to Staccato. Talk to Di.
-
-
-
This maze, located on Treble Isle, is the source of Music Wood. You
- need some Music Wood to trade it for an Instrument of Tonality. See Choir
- (above) for more information. Watch out for those food-grubbin' Gremlins!
- If you need help getting to the tree, see tip 19a. After you get to the
- tree, you need to answer some questions. The questions you are asked here
- are very simple, but if you need a hint, see tip 19b.
-
-
-
This is located on Heart Isle. You can skip this if you wish, but it
- does pose some challenge. The lair is a series of caves connected by one-way
- passages. Discover why the Sliths are here, and free and assist the human
- prisoner for experience points.
-
-
-
Talk to and pay Jocko in Staccato for information about the Singing
- Sword. Then go to U Isle and enter the tower on the west side of the isle.
- This will take you to U Tower. Inside U tower you must solve a puzzle to
- proceed. See tip 21a if you need help. Then go downstairs, fight and defeat
- the three champions. Each champion will utter a word as s/he dies. Listen
- carefully; these are clues to the sword's location. See tip 21b if you
- need more help.
-
-
-
Talk to Miles in Staccato. He'll send you on a mission to find a unique
- art object. Go to Bell Isle and ride the falls until you find the Castle
- Rock. Take it to Miles, and he'll tell you about the Singing Halberd. Then
- go to Bridge 3 Isle, and enter the Zombie Den. Approach the statue in the
- middle of the crypt. A staircase will appear. Take this staircase down
- to the D'kar Crypt. Navigation can be tricky here; see tip 22a if you need
- help.
-
-
-
The Singing Mace is in a tower (Hammer's Forge) on Hammer Isle. To access
- the tower, you need to find the body of the librarian in Staccato (the
- old town section) - via a Move Mountains spell. Also look at the desk in
- the library in Staccato. Use these clues to solve the puzzle on the NE
- side of Hammer Isle. This will open the tower so you can enter. Once inside,
- you must answer several other questions to obtain the Singing Mace. See
- tip 23a if you need help.
-
-
-
This is located in the depths of the waterfalls on Bell Isle. To enter
- it, you must first plug up a natural spring nearby. Then enter the lair
- and recover the boy Bart, a prisoner of Balrock. Take Bart to his parents
- on the east side of Bell Isle (outside the waterfall area) and you will
- receive the Flute of Tonality.
-
-
-
Go to Hammer Isle. Near the snow-covered mountains, on the west side,
- is a special. When you activate it, Gash the dragon will appear and obtain
- your assistance. Do what needs to be done by repeatedly talking to the
- baby, and Gash will eventually reward you with the Horn of Tonality.
-
-
-
There are several other places to visit in this adventure. None of them - directly relate to the adventure, but exist for atmosphere, continuity - with the original Riddle of the Spheres scenario, and in some cases - as a place to earn experience points. Enjoy! -
Tips
- -4a. Make sure you retrieved the key behind the secretary's desk on the -first floor (via a secret passage in the wall to the north of the desk at -8,31). Find the long iron bar on the second floor. Visit the room in the -SE corner and trigger the special that tells you you cannot reach the Drum. -Take the bar to the nearby forge and hammer on it. Take the stretched bar -back to the room with the Drum, and use it to lower the Drum to the first -floor. Push ALL the barrels and crates into the water on the first floor -(you need the key to reach one crate). They form a bridge when they fall -down to the first floor and smash up. One at a time, move each barrel/crate -to the middle north of the room, then stand directly south of the barrel -and push it north, into the wall. Your party and the barrel will switch -places. Then you can push south on the barrel/crate, thus pushing it into -the water.Then go down and get the Drum!
- -5a. Many people have trouble with this one. To scorch the earth, get -the Dragonscale bag. Fill it with dirt. In the same room as the dirt, look -for an unmarked special (at 25,5) where you can add water to the dirt. The -take the wet dirt to the fire and scorch it.
- -7a. Look for a wall you can walk through at 1,42.
- -9a. "I begin where I end, perfect am I. Turned around and around, -By myself am I bound." - circle
- -"Give it food and it will live; give it water and it will die. What -is it?"- fire
- -"I never was, am always to be. No one ever saw me, nor ever will. -And yet I come to all and one, with the rise of the next day's sun."- -tomorrow
- -10a. You need to throw/press several levers and buttons one time each.
- -13a. Enter the cavern. Put the party into battle mode. Send one character -to the left, another character to the right. Leave the other characters -in place. Have the two moving characters pull the two levers they come to -at the same time, then immediately leave battle mode. Your party should -be reunited in front of a magic bridge. Hurry across it! It will disappear -after several turns. Use the teleporters to find the strange metal circlet, -and to visit the only constructed rooms in the cavern. Look for a clue there -(in a hidden room) on how to reach the instrument. Once you recover the -circlet, you can use a teleporter to reach the instrument.
- -16a. Key Words
- -19a. You need to go to the SE corner of the maze. A teleporter is there
-that will take you to the tree.
-
-19b. Spheres. Empire. Music.
21a. To open the portcullis - In the upper left set of specials in the -central room, step on the left upper special and the one directly below -it. Then go to the lower left set of specials and step on the lower left -special and the one to its immediate right. Then go to the lower middle -set of specials and step on the lower right special and the one just above -it. Then go to the lower right set of specials and step on the special in -the upper right. You should hear a tone sound as you step on each correct -special. Don't step on any other specials, and make sure you follow this -sequence exactly. If you screw up, start over.
- -21b. The Singing Sword is the second from left in the row of swords at -the southern end of the cavern.
- -22a. This crypt is split into two sections by an east-west chasm. You -must cross over the chasm (via a moving bridge) at several different points -to fully explore the crypt. Listen to the sounds on this level. Each time -you hear one, the bridge over the pit has moved to a new location! To get -across at a spot you need to, wait there (press 5 on the number pad repeatedly) -until you see a bridge appear. (Lots of torches are good to have, or you -can spread you party out in combat mode so you don't miss the bridge.) Note -that the bridge travels from left to right. When it reaches the right edge -of the dungeon, it repeats the cycle.
- -If you move about on the edge on the pit, chances are you'll miss the -bridge when it appears. It only stays in one spot for a brief time. That, -combined with the unnatural darkness, makes this a challenge!
- -23a. The first number is 331. The second number is 071. The third number -is 001. - - diff --git a/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/Readme!.htm b/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/Readme!.htm deleted file mode 100644 index b67d00e..0000000 --- a/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/Readme!.htm +++ /dev/null @@ -1,193 +0,0 @@ - - -
-Quests of the Spheres
- -by Brett Bixler
- -- -
The Plot
- -An invisible, roving gate that opens to another dimension used to -travel freely across the lands of the Empire. The gate was activated -by music itself.
- -You could be singing or even be just thinking about a song, and -when the gate passed over you, you were transported to another place. -Many musicians disappeared from the Empire through this gate.
- -After Empire mages discovered the gate, they spent 50 years -tracking, stabilizing, and eventually controlling it. When the first -bold adventurers stepped through the now-stable portal, they were -astounded.
- -The land consisted of a large number of islands floating in the -ether! Some islands had formed chains - they were more or less bound -together by tough, thick vines, making travel between some isles -possible.
- -Descendents of the people who had traveled there over the years -had formed loose communities and even had built some small cities. -The most amazing discovery of all, however, was the Music of the -Spheres.
- -These seven intelligent orbs existed in a large clearing on the -island where the portal opened into the "Realm of the Spheres," as -this place became known. Over time, many mages and musicians alike -traveled to the Realm to see the Spheres.
- -Recently, the Spheres and the Realm came under attack by -mysterious beings known as the D'kar. The original inhabitants of the -Realm, they were thought destroyed long ago as a result of their own -foul experiments.
- -Soon after the D'kar vanished the Spheres had entered the Realm, -and turned it into the wondrous place it now is. The D'kar were not -destroyed, but merely banished, and are now attempting to return and -subjugate the Realm.
- -They nearly succeeded in their first attempt - a magical abduction -of the Spheres. The Spheres fought back and were instead scattered -throughout the Realm, helpless but alive.
- -Thanks to you, the Spheres were recovered and the D'kar plot was -revealed. The Spheres barred D'kar access to the Realm, but realized -the malevolent D'kar would never stop until they reclaimed the -Realm.
- -Thus, an alliance between the Realm and the Empire was forged. The -Empire, wishing to defend its own borders, agreed to supply troops in -defense of the Realm.
- -The Spheres, having an unmatched knowledge of the Realm, would -provide the guidance needed for a successful campaign. The military -build-up is now underway and with it comes adventurous -possibilities.
- -You have just arrived in the Realm to seek your fame and fortune. -Empire Liaison Jarl, in charge of Special Projects, is waiting for -you to report for your first assignment.
- -- -
The Adventure
- -This semi-linear adventure contains eight major quests, several -side quests, and dozens of special encounters. You'll visit over 45 -dungeons and towns before all is said and done, as well as:
- -- -
Installation
- -Place the quests.exs file in the Blades of Exile -Scenarios folder on the Mac, or the Bladscen folder on the -PC.
- -Place the queshlpm.exs file in the Blades of Exile -Scenarios folder on the Mac, or the Bladscen folder on the -PC.
- -Place the quests.meg file in the Blades of Exile -Scenarios folder on the Mac.
- -Place the quests.bmp file in the Bladscen folder on -the PC.
- -- -
Using the High Level Party Maker
- -QOS is listed as High Level (19-30th level), and QOS -was designed for a starting mid-level (15-20th-level) -party. Parties that don't match this description will find QOS too -hard or too easy. Parties that cross over the 30+ boundary during the -adventure (due to gained experience) will find out that all monsters -have doubled their hit points. BoE was designed to do this to make a -scenario challenging for any party level. I am concerned about this -feature, as are others. Let me know how you feel about it. I'll keep -track, and if enough people complain, I'll change the scenario to -Very High Level (30+), to avoid this.
- -Use the included QOS High Level Party Maker (thanks, Tarl -Kudrick!) to construct a party that meets this suggestion, if you -don't already have one. Then run the Quests scenario.
- -- -
Stuck?
- -Check -out the on-line help file.
- -Please Consider...
- -If you like this game, please consider making a small donation to -your local literacy council. Even five dollars goes a long way with -these organizations. They are underfunded, rely on volunteers, and -fulfill an important need in our society.
- -- -
The Future
- -The sequel to this scenario, Destiny of the Spheres, is available -at:
- -http://www.personal.psu.edu/homes/bxb11/boe/
- - diff --git a/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/queshlpm.exs b/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/queshlpm.exs deleted file mode 100644 index aecbaba..0000000 Binary files a/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/queshlpm.exs and /dev/null differ diff --git a/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/quests.bmp b/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/quests.bmp deleted file mode 100644 index 2f73f41..0000000 Binary files a/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/quests.bmp and /dev/null differ diff --git a/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/quests.exs b/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/quests.exs deleted file mode 100644 index 2674afd..0000000 Binary files a/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/quests.exs and /dev/null differ diff --git a/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/quests.meg b/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/quests.meg deleted file mode 100644 index 9518fbe..0000000 Binary files a/BoEArchFull/Normal/Quests of the Spheres (Spheres Trilogy)/quests.meg and /dev/null differ diff --git a/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/ROSWalk.htm b/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/ROSWalk.htm deleted file mode 100644 index 03e8204..0000000 --- a/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/ROSWalk.htm +++ /dev/null @@ -1 +0,0 @@ -WARNING! This walkthrough contains major spoilers. Read it at your own risk!
General Notes: Almost everyone responds to the key words music and/or spheres.
There are many minor special encounters not listed here. These encounters add to the storyline, but are not an essential part of it.
Portal Isle
Heading Northwest from Portal Isle:
On Bridge 1, help out the locals (via a special on the west side of the isle) in a fight, and they will tell you about a secret location to the south where you can buy certain items. Also on Bridge 1 is a lizard lair. Enter the lair and fight the lizards. Check the lava hallways for treasure. Look in the southwest section of the lair for a secret staircase.
Beneath the lizard lair is an old, abandoned set of rooms. Explore here for treasure and an Alien Tomb.
On Bridge 2, check out the special "Easter Egg" in the middle of a triangle of stones. Then head south to an abandoned tower. Look through the tower for some neat stuff, as well as a scroll of flying. Take the scroll to the north end of the isle where there is a blocked canyon. Use the scroll to fly into the canyon. Then enter the Kobold lair.
Look for a secret passage when you enter the lair, or be prepared for a nasty trap if you forge ahead. In either case, enter the lair and fight your way through it. Be sure and talk to the witch cook Zaladire. She has information and alchemy. Check out her stew pots. Talk also to Tesse, a prisoner, for information. Set the demon ? free if you dare. In the southeast corner of the lair is a throne room. Look for a secret passage behind it. Enter the chambers of the Master, and look for another secret passage. This will take you to the Master's Castle on Donut Isle.
Donut Isle
You start here in the Master's Castle. You must pass a series of "tests" before he will meet with you. Take the boat south, past the south tip, than north until you reach the end of the water. If you care to explore here, have fun with the "Failed Experiments!" Look for a room hidden behind some trees.
After you leave the boat, head east and look for a secret corridor to the south that runs parallel to the main corridor. Enter the secret corridor and head east. Ignore the locked door for now - it will open later. Keep going east, past the dumbfounding trap (no avoiding it), and look for a secret passage at the end of the corridor that will take you north to the main corridor. Head east again, then south to a room with a statue in it. Answer the statue's riddle (Master) and continue to the west. Watch out for slurping monsters! When you enter the room with the three buttons, push the green button to propel yourselves across the room. Follow the south passage to the conveyor belt. Hop on and look for a secret door to the south. Take the secret passage and talk to the Hordling for some info. Head south again until you come to a door. The room to the south of this door is a trap room, but does contain a nice steel halberd. You have to activate the trap to grab the halberd. Clever adventurers can do this with a minimum of damage. Proceed west to a room full of low walls. Have some 'Move Mountains' spells ready! In the northeast part of the room is a key you need to acquire. In the upper, west corner of the room is a wall you must blast with a Move Mountains spell to gain access to the corridor beyond. Proceed south down this corridor. Open the door, and head straight south. Move diagonally through the door on the west wall. Congratulations! You passed all the tests.
You're now in the main hall of the Master's Castle. Watch out for wandering monsters! Form here you can access a Ballroom, a Dining Hall and Kitchen, a Chapel, a Living Laboratory, the Master, and a door at the north end of the corridor that will take you back to the testing section of the castle.
Look in the southeast section of the Living Lab room for a priest spell. Look in the Ballroom for a Sphere. Talk to Smash in the Kitchen for the location of another Sphere. Talk to the Master - he has a mission for you and can give you some information on what is going on. Also check out desk of the Master's 'assistant' for information on how to access the Master's bedroom. In his bedroom is some valueable information on the scenario.
Outside the Master's Castle, look for the Sphere Smash told you how to access. Help out the young dragon (via an outdoor special). Then leave Donut Isle via the teleporter at the southern end of the isle.
Heading Northeast from Portal Isle
When you reach A Cappella Isle, enter the town Choir. Talk to Sousa in the choir shell about the Spheres. Then talk to Di Minundo about Soss. Go to Soss, mention Di Minundo, and he'll sell you some information. Then go to Mezzo and ask about Mysterioso Isle. Buy the wings from him and head to the north part of the isle. Use the wings and go hang gliding to Mysterioso Isle.
On Mysterioso Isle, go see Gash the dragon. She's in a cave at the southern end of the isle. She has a mission for you. Complete the mission and she will reward you with a Sphere. She will also help you back to A Cappella, if you follow her mission instructions to the letter.
Heading Southwest from Portal Isle
On Bridge 3 Isle, explore the tomb at the northwestern end of the isle for some treasure. Dump the barrels into the water if you dare, but be prepared to face the consequences!
On Bridge 4 Isle, see Zumwaldt in her tower for a mission to recover two crystal shards. The first shard is just outside her tower. The second shard is on Piano Isle, near a bridge on the western side of the isle. Return both shards to Zumwaldt for a reward. From Bridge 4, you can head northwest to Piano Isle, southwest to Free Isle, southeast to Crescendo Isle, or northeast back to Portal Isle.
On Piano Isle, recover the one crystal shard for Zumwaldt. Fight a huge goblin battle at the north end of the isle for one of the Spheres.
On Free Isle, look for a hidden entrance to the big mountain. Talk to the Fire Drake there for a mission to recover a stolen item. Travel to Crescendo Isle, fight a band of misfits there, recover the stolen item, and return it the Fire Drake for a reward.
Enter the town of Sour Note on Free Isle. Talk to the Mayor and steal a key from her bookshelf. Use the key to enter a locked room near the middle of town. Go down the steps (be well prepared), and fight the monsters you encounter. Find and take the boat north. Look for secret passages and crumbling walls that you can destroy with a 'Move Mountains' spell along the way. You need to find two halves of a seal to open a locked room later on. When you reach the end of the boat ride, fight and destroy the D'kar and the Mayor. Use the seals to open the locked room and take the Sphere you find there.
Heading Southeast from Portal Isle
On Largo Isle, talk to the community by the lake. They will tell you about a lost relic and a mysterious castle in the middle of the lake. Look for a cave nearby. Enter it, find the beasts within, and look for a hidden area where you will find a key. Procure a boat and travel to the castle. Enter the castle from the south. Head east and explore heading north until you find some metal men. Destroy them and find another key. Head back to the southern castle entrance. Use the key to open the western door. Enter the western section of the castle and ride the conveyor belts, killing metal men as you encounter them. Look for a room close to the southwestern part of the castle where you can wreck some machinery. Doing so will destroy most of the metal men in the castle. Enter the rooms to the south of the machinery area to recover the lost relic and a Sphere. Return the relic to the lake community for a nice reward.
Returning the Spheres
You must return all the Spheres to the Grove of the Spheres on Portal Isle. Here are their locations:
Do Sphere - Behind the Portal on Portal Isle. You must talk to Tor at Tor's Training before you can find it.
Re Sphere - On Piano Isle. You must fight the huge Goblin battle at the north end of the isle to obtain it.
Mi Sphere - On Mysterioso Isle. You must talk to people in Choir to find how to get there.
Fa Sphere - On Donut Isle. You must talk to the Trog in the Master's Castle before you can find it.
So Sphere - In the Mysterious Castle on Largo Isle.
La Sphere - Beneath Sour Note.
Ti Sphere - In the Ballroom in the Master's Castle.
You can return them all at once or one at a time, it doesn't matter. When all the spheres are returned, the scenario ends. \ No newline at end of file diff --git a/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/Readme!.htm b/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/Readme!.htm deleted file mode 100644 index a3e8880..0000000 --- a/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/Readme!.htm +++ /dev/null @@ -1 +0,0 @@ -
Riddle of the Spheres
by Brett Bixler, bxb11@psu.edu
Plot
Find and return the seven Spheres to the Grove of the Spheres.
Introduction
Over the past 700 years, many famous musicians disappeared without a trace from the Empire. At first, this was attributed to lack of artistic freedom - the musicians wanted to disappear. Later, the mages of the Empire discovered the truth.
An invisible, roving gate that opened to another dimension was revealed. The gate was activated by music itself. You could be singing or even be just thinking about a song, and when the gate passed over you, you were transported to another place.
It took the Empire mages over 50 years to track, stabilize, and eventually control the gate. When the first bold adventurers stepped through the now stable portal, they were astounded. The land consisted of a large number of islands floating in the ether! Some islands had formed chains - they were more or less bound together by tough, thick vines, making travel between isles possible.
Descendents of the people who had travelled there over the years had formed loose communities and even had built some small cities. The most amazing discovery of all, however, was the Music of the Spheres.
These seven orbs existed in a large clearing on the island where the portal opened in the "Realm of the Spheres," as this place became known. The source of great music and magic, it naturally attracted many mages and musicians alike.
The Realm is a peaceful place, quite separated from the daily strife in the Empire. But something is awry. You have been called here on a priority one distress signal.
The Empire doesn't consider you the best choice for this job - just the closest. Additional troops are on the way. You are to report to Empire Liaison Jarl as soon as you arrive in the Realm of the Spheres.
Installation
Place the spheres.exs file in the Blades of Exile Scenarios folder on the Mac, or the Bladscen folder on the PC.
Place the spheres.meg file in the Blades of Exile Scenarios folder on the Mac.
Place the spheres.bmp file in the Bladscen folder on the PC.
Playing Tips
General
Go see the Empire Liaison as soon as possible. He will give you some much needed gold.
Equip yourself immediately after you see the Empire Liaison. Naked adventurers don't last long.
This scenario was specifically designed for low-level characters. Experience playing Exile I, II, and/or III will be to your favor. This scenario was tested with the default party generated by Blades of Exile. They were able to overcome every encounter successfully. If you have an encounter you consider impossible to complete successfully, you may want to consider returning to that encounter at a later time, after building skills and adding spells. The encounters are not ordered; you should be able to go in any direction from the start and still be successful.
Having two level three magic users will really help with all early encounters.
You must have a character with the ability to cast 'Move Mountains.'
Storage
You can store items in two places - The Spheres Hotel, on Portal Isle (the starting isle), and in Sour Note, a city on an isle to the Southwest of Portal Isle.
Moving from Isle to Isle
A number of people have had this problem. You may have to poke around the edge of an isle to find the invisible path from the isle to the bridges. It's there, but it's not as easy to find as it should be. I can't join the bridges directly to the isles; it would really screw up the graphics.
The Tests of The Master
Many people get stuck in the Master's castle in the room with many fences. There is a way out! You'll need to use a certain spell; it's the same one you've already used in that room to get from one section to another. Here's where you use it (spoiler, spelled backwards): moorforenroctfelreppu.
The Alien Tome
This serves no purpose in this scenario, but will in the next!
I'll add to this section as I receive feedback from players.
Bugs and Suggestions
General
I need to know about the obvious it-doesn't-work bugs. I also need to know about conceptual flaws in my design. Was an encounter too easy? Too hard? Did you understand the characters you talked to? Were you able to get the information you needed from them? I will fix bugs. I will consider fixing conceptual flaws if several people concur on the flaw. Hey, what do you want for free? You can e-mail me at bxb11@psu.edu. I'll try to respond quickly, but as a grad student, full-time employee, and father, I make no promises. Also, let me know what you liked!
Stuck?
Please Consider...
If you like this game, please consider making a small donation to your local literacy council. Even five dollars goes a long way with these organizations. They are underfunded, rely on volunteers, and fulfill an important need in our society.
The Future
The sequel to this scenario, Quests of the Spheres, is available!
\ No newline at end of file diff --git a/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/Riddle.jpg b/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/Riddle.jpg deleted file mode 100644 index 8f7f898..0000000 Binary files a/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/Riddle.jpg and /dev/null differ diff --git a/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/history.txt b/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/history.txt deleted file mode 100644 index 5a046d3..0000000 --- a/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/history.txt +++ /dev/null @@ -1 +0,0 @@ -Riddle of the Spheres Version History -=-=-=-=-=-=-=-=-=-=- 1.1.3 8/2/02 Changed Dust of Hiding from "Add/Lose Stealth" to "Add/Lose Hide" Fix PC graphics sheet so some monsters are more visible. -=-=-=-=-=-=-=-=-=-=- 1.1.2 12/3/01 Removed debug special from Donut Isle. Changed Basilisk from Reptile to Important monster to diminish the possibility of Soul Capture. Updated all documentation. -=-=-=-=-=-=-=-=-=-=- 1.1.1 11/1/99 Changed the BMP file so it looks better on the PC. Removed the Ritual of Sanctification in the Goblin Lair. People were still reporting crashes, and nobody (not even Spiderweb) could determine the cause. Easy come, easy go. Removed Password. -=-=-=-=-=-=-=-=-=-=- 1.1.0 12/22/98 People are still reporting a crash on the PC near the Portal on Portal Isle. I re-wrote the special from scratch, and moved the portal. Hoping this will fix it. -=-=-=-=-=-=-=-=-=-=- 1.0.9 7/27/98 Fixed Abode <> Adobe. Fixed bug on Portal Isle near Portal. Change Terrain was used too near a section edge - this causes problems on PCs. Re-wrote special so Change Terrain was no longer used. -=-=-=-=-=-=-=-=-=-=- 1.0.8 7/6/98 Restored a missing section of dialog in final Spheres encounter. Don't know how this piece of text vanished - possible BoE Editor glitch? Added a dialog box in dragon's lair to make a certain key word more obvious. Fixed potential bug with the Mayor of Sour Note showing up when she's not supposed to. Fixed scary section of Master's Domain so you can't enter certain parts in combat mode. This caused a bug when the party, in combat mode, ended up on the wrong side of a can't enter special Added/fixed healing capabilities to Merina in Sour Note. Added a special beside Portal on Portal Isle so you can't walk due east and avoid destroying the portal. Fixed a potential endless loop when a Ritual of Sanctification is cast on the Goblin Altar in the Goblin Lair. Teleporting in a certain library caused a bug if party went into combat mode. Added Combat Block specials to stop party from using combat mode here. Added a walkthrough in HTML form to the documentation. -=-=-=-=-=-=-=-=-=-=- 1.0.7 3/30/98 Fixed major bug on PC side when party used wings to fly to Mysterioso Isle. PC side no longer crashes. -=-=-=-=-=-=-=-=-=-=- 1.0.6 3/26/98 Fixed typo in Sticks to Snakes acquisition dialog. Fixed Goblin lair so witch could not be killed by them accidentally. Added dialog near second crystal shard so players have a general idea where to look. Added a clue to difficult room in Master's Domain. Fixed bug in the Mystery Castle that prevented party from obtaining metal key. -=-=-=-=-=-=-=-=-=-=- 1.0.5 3/9/98 Can now sell stuff to Donna in Sour Note. Can now purchase several alchemy spells from Aria in Choir. Fixed several typos in dialogs. Fixed routine with the Master so certain key word only works once. Made it much less likely anyone would survive a fight with the Master. Made it much less likely anyone could fly to Donut Isle. -=-=-=-=-=-=-=-=-=-=- 1.0.4 3/3/98 Adjusted text in dragon chest use so if user has not encountered dragon yet it doesn't matter. Created the spheres.bmp graphics file for PC play & added it to the package. -=-=-=-=-=-=-=-=-=-=- 1.0.3 Made it easier to get on & off isles. Added more "Secret Passage" specials. Fixed misspelling of "mission" in town 2. Wand of Summoning now works. Alchemical ingredients should now combine properly. Fixed wand routine in Gash's lair. You only get one now. Fixed possible bug with So sphere acquisition. Adjusted town boundaries under Sour Note so hidden treasure could be accessed. -=-=-=-=-=-=-=-=-=-=- 1.0.2 Fixed credits so they appear properly. -=-=-=-=-=-=-=-=-=-=- 1.0.1 Fixed possible bug with secret entrance to kobold lair. Made sure a scroll of flying was always available to gain access where needed. Changed text in Under Sour Note D'kar encounter to make it less violent. -=-=-=-=-=-=-=-=-=-=- 1.0.0 - Initial Release \ No newline at end of file diff --git a/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/spheres.bmp b/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/spheres.bmp deleted file mode 100644 index 125ba11..0000000 Binary files a/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/spheres.bmp and /dev/null differ diff --git a/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/spheres.exs b/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/spheres.exs deleted file mode 100644 index d698a05..0000000 Binary files a/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/spheres.exs and /dev/null differ diff --git a/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/spheres.meg b/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/spheres.meg deleted file mode 100644 index bfd385e..0000000 Binary files a/BoEArchFull/Normal/Riddle of the Spheres (Spheres Trilogy)/Riddle of the Spheres/spheres.meg and /dev/null differ