Delete duplicates of spheres trilogy

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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.
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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.
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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.
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10/10/00
1.0.9
Modified the Tower of Division Anger encounter so the word "father" activates a special.
Removed Password.
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12/04/01
Changed Basilisks from Reptile to Important monsters, to diminish the chances of Soul Capture. Updated documentation.

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<HTML>
<HEAD>
<META NAME="GENERATOR" CONTENT="Adobe PageMill 2.0 Mac">
<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=iso-8859-1">
<TITLE>Quests of the Spheres Help File</TITLE>
</HEAD>
<BODY>
<P ALIGN=CENTER><FONT SIZE=+3>Quests of the Spheres</FONT></P>
<P ALIGN=CENTER><FONT SIZE=+3>Help File</FONT></P>
<P ALIGN=CENTER><FONT SIZE=+2>By Brett Bixler</FONT></P>
<P><B>WARNING! This help file contains major spoilers. Read it at your own
risk!</B></P>
<P><HR ALIGN=LEFT><B><FONT SIZE=+1>Contents</FONT></B></P>
<OL>
<LI>General Tips
<LI>The Quests
<LI>Staccato
<LI>The Abandoned Tower
<LI>Zumwalt's Tower
<LI>Sour Note
<LI>The Fiery Furnace
<LI>The D'kar Stronghold
<LI>The D'kar Way Station
<LI>The Troglodyte Fortress
<LI>The Juggernaut Factory
<LI>The Snake Pit
<LI>The Chasm Cavern
<LI>The Mind of the Master
<LI>Mind Divide
<LI>Tower of Division
<LI>The Secret Garden
<LI>Choir
<LI>Gremlin Greenhouse
<LI>Slith Lair
<LI>The Singing Sword
<LI>The Singing Halberd
<LI>The Singing Mace
<LI>Balrock the Mighty's Lair
<LI>Gash's Lair
<LI>Other towns, etc.
</OL>
<P><HR ALIGN=LEFT></P>
<OL>
<LI><B>General Tips</B>
<P>QOS is listed as High Level (19-30<SUP>th</SUP> level), and QOS was
designed for a starting mid-level (15-20<SUP>th</SUP>-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.
<P>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.
<P>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!
<P>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.
<P>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.
<P>High-level (6<SUP>th</SUP> and 7<SUP>th</SUP>) 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 6<SUP>th</SUP>
and 7<SUP>th</SUP>-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.
<P>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.<BR>
<P>&nbsp;
<LI><B>The Quests</B>
<P>You start the scenario by completing two missions for Empire Liaison
Jarl:
<UL>
<LI>Mission 1 - Investigate a nearby tower.
<LI>Mission 2 - Visit Mage Zumwalt and obtain a communications crystal.
</UL>
<P>Then you must complete six quests for the Spheres:
<UL>
<LI>Quest 1 - Recover the lost Instruments of Tonality. (This will take
you the rest of the scenario to accomplish; you don't complete it before
moving on to the other quests.)
<LI>Quest 2 - Visit Sour Note and investigate what's happening there.
<LI>Quest 3 - Visit a D'kar stronghold and gather information on the enemy.
<LI>Quest 4 - Take a trip in a flying boat to an unknown destination.
<LI>Quest 5 - Help revive the Master.
<LI>Quest 6 - Take the recovered Instruments of Tonality to Choir.
</UL>
<P>There are several major side missions you can do as well:
<UL>
<LI>Investigate a Slith Lair.
<LI>Investigate a Troglodyte Fortress.
<LI>Recover the Singing Sword.
<LI>Recover the Singing Halberd.
<LI>Recover the Singing Mace.<BR>
</UL>
<P>&nbsp;
<LI><B>Staccato</B>
<P>You start the adventure here. Lots to do and see.<BR>
Visit Empire Liaison Jarl for two missions.<BR>
Visit the Spheres for quests when you are told to by Jarl.<BR>
Just about every type of shop is available here.<BR>
Priest spells through the fifth level are available here.<BR>
Training is available here.<BR>
Alchemical supplies are available here.<BR>
You can store things in a storeroom here.<BR>
Look just outside the town for a mysterious vendor to appear every so often.<BR>
<P>&nbsp;
<LI><B>The Abandoned Tower</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>Zumwalt's Tower</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>Sour Note</B>
<P>The Spheres send you here as a second quest. Sour Note is located on
Free Isle, <I>way</I> 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.<BR>
<P>&nbsp;
<LI><B>The Fiery Furnace</B>
<P>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.
<P>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.
<P>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.
<P>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.<BR>
<P>&nbsp;
<LI><B>The D'kar Stronghold</B>
<P>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!
<P>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.<BR>
<P>&nbsp;
<LI><B>The D'kar Way Station</B>
<P>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!<BR>
<P>&nbsp;
<LI><B>The Troglodyte Fortress</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>The Juggernaut Factory</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>The Snake Pit</B>
<P>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!<BR>
<P>&nbsp;
<LI><B>The Chasm Cavern</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>The Mind of the Master</B>
<P>After you complete quest four (destroy the Juggernaut Factory), the
Spheres will send you on your wildest quest yet - to save the Master (play
<I>Riddle of the Spheres</I> 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.<BR>
<P>&nbsp;
<LI><B>Mind Divide</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>Tower of Division</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>The Secret Garden</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>Choir</B>
<P>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.
<P>After you recover all the Instruments and the Spheres send you here
on quest five, go to the choir shell for the finale.
<P>Several shops are available here as well as a teleporter that will take
you quickly back to Staccato. Talk to Di.<BR>
<P>&nbsp;
<LI><B>Gremlin Greenhouse</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>Slith Lair</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>The Singing Sword</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>The Singing Halberd</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>The Singing Mace</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>Balrock the Mighty's Lair</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>Gash's Lair</B>
<P>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.<BR>
<P>&nbsp;
<LI><B>Other towns, etc.</B>
<P>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 <I>Riddle of the Spheres</I> scenario, and in some cases
as a place to earn experience points. Enjoy!
</OL>
<P><HR ALIGN=LEFT></P>
<P><B><FONT SIZE=+1>Tips</FONT></B></P>
<P>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!</P>
<P>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.</P>
<P>7a. Look for a wall you can walk through at 1,42.</P>
<P>9a. &quot;I begin where I end, perfect am I. Turned around and around,
By myself am I bound.&quot; - circle</P>
<P>&quot;Give it food and it will live; give it water and it will die. What
is it?&quot;- fire</P>
<P>&quot;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.&quot;-
tomorrow</P>
<P>10a. You need to throw/press several levers and buttons one time each.</P>
<UL>
<LI>Pulling the lever at the north end of the factory (31,6), in the hidden
room with a window causes the floor at (33,21) to reverse direction.
<LI>Look for a teleporter at (57,18), behind machinery. This takes you
to a lever at the north end of the factory (33,6), in a hidden room with
a teleporter. Pulling the lever causes the floor at (33,41) to reverse
direction. Use the teleporter to exit this area. It takes you to (35,20)
<LI>Pulling the lever at the southeast end of factory (35,52) causes the
floor at (32,25) to reverse direction.
<LI>Pulling the lever at the southwest end of factory (29,57) causes the
portcullis at (35,33) to open, giving you access to the inner control chamber
in the middle of the factory.
<LI>Red buttons you must push (in no particular order) to overload the
factory and cause a self-destruct:
<UL>
<LI>(36,26), behind a moldy wall.
<LI>(51,52)
<LI>(56,14)
<LI>(32,33)
</UL>
<LI>Once you push all four red buttons - get out! You have 100 moves before
the factory explodes.
</UL>
<P>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.</P>
<P>16a. Key Words</P>
<UL>
<LI>Pride - Solstus. Original magic teacher - always praised Master's abilities.
<LI>Envy - Erika or Redmark. 2nd teacher. Envied her abilities. She belittled
him.
<LI>Anger - Jason. Father. Always angry at the Master - he could never
measure up.
<LI>Sloth - Percy. Pet pig. Very lazy.
<LI>Greed - Jessica. Fellow Mage. Always wanted more.
<LI>Gluttony - Chocolate or cake. Master's favorite dessert.
<LI>Lust - Power. Master wants more power. Not the traditional lust, I
know, but this IS rated PG!
</UL>
<P>19a. You need to go to the SE corner of the maze. A teleporter is there
that will take you to the tree.<BR>
<BR>
19b. Spheres. Empire. Music.</P>
<P>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.</P>
<P>21b. The Singing Sword is the second from left in the row of swords at
the southern end of the cavern.</P>
<P>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.</P>
<P>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!</P>
<P>23a. The first number is 331. The second number is 071. The third number
is 001.
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<P><FONT SIZE="+2"><B>Quests of the Spheres</B></FONT></P>
<P>by Brett Bixler</P>
<P>
<HR ALIGN=left>
</P>
<P><B>The Plot</B></P>
<P>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.</P>
<P>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.</P>
<P>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.</P>
<P>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.</P>
<P>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.</P>
<P>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.</P>
<P>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.</P>
<P>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.</P>
<P>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.</P>
<P>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.</P>
<P>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.</P>
<P>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.</P>
<P>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.</P>
<P>
<HR ALIGN=left>
</P>
<P><B>The Adventure</B></P>
<P>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:</P>
<UL>
<LI>Assist Empire Liaison Jarl in clearing out a mysterious tower
from another dimension.</LI>
<LI>Recover the ledgendary Instruments of Tonality.</LI>
<LI>Fight the D'kar's weapons, including Metal Men, Floaters, and
Juggernauts!</LI>
<LI>Enter the mind of the Master in a desperate attempt to save
his life and recover his knowledge of the D'kar.</LI>
<LI>Meet a few old friends, a few new friends, and a few new
fiends!</LI>
<LI>Recover the Singing Sword, the Singing Halberd, and the
Singing Mace!</LI>
<LI>And face the D'kar in a final showdown where the fate of the
Realm is in your hands!</LI>
</UL>
<P>
<HR ALIGN=left>
</P>
<P><B>Installation</B></P>
<P>Place the <B>quests.exs</B> file in the <B>Blades of Exile
Scenarios</B> folder on the Mac, or the <B>Bladscen</B> folder on the
PC.</P>
<P>Place the <B>queshlpm.exs</B> file in the <B>Blades of Exile
Scenarios</B> folder on the Mac, or the <B>Bladscen</B> folder on the
PC.</P>
<P>Place the <B>quests.meg</B> file in the <B>Blades of Exile
Scenarios</B> folder on the Mac.</P>
<P>Place the <B>quests.bmp</B> file in the <B>Bladscen</B> folder on
the PC.</P>
<P>
<HR ALIGN=left>
</P>
<P><B>Using the High Level Party Maker</B></P>
<P>QOS is listed as High Level (19-30<SUP>th</SUP> level), and QOS
was designed for a starting mid-level (15-20<SUP>th</SUP>-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.</P>
<P>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.</P>
<P>
<HR ALIGN=left>
</P>
<P><B>Stuck?</B></P>
<P><A HREF="http://www.clat.psu.edu/homes/bxb11/boe/qoshelp.htm">Check
out the on-line help file.</A></P>
<P><B>Please Consider...</B></P>
<P>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.</P>
<P>
<HR ALIGN=left>
</P>
<P><B>The Future</B></P>
<P>The sequel to this scenario, Destiny of the Spheres, is available
at:</P>
<P><A HREF="http://www.personal.psu.edu/homes/bxb11/boe/">http://www.personal.psu.edu/homes/bxb11/boe/</A></P>
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