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470 lines
22 KiB
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<TITLE>Quests of the Spheres Help File</TITLE>
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<BODY>
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<P ALIGN=CENTER><FONT SIZE=+3>Quests of the Spheres</FONT></P>
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<P ALIGN=CENTER><FONT SIZE=+3>Help File</FONT></P>
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<P ALIGN=CENTER><FONT SIZE=+2>By Brett Bixler</FONT></P>
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<P><B>WARNING! This help file contains major spoilers. Read it at your own
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risk!</B></P>
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<P><HR ALIGN=LEFT><B><FONT SIZE=+1>Contents</FONT></B></P>
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<OL>
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<LI>General Tips
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<LI>The Quests
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<LI>Staccato
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<LI>The Abandoned Tower
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<LI>Zumwalt's Tower
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<LI>Sour Note
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<LI>The Fiery Furnace
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<LI>The D'kar Stronghold
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<LI>The D'kar Way Station
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<LI>The Troglodyte Fortress
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<LI>The Juggernaut Factory
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<LI>The Snake Pit
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<LI>The Chasm Cavern
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<LI>The Mind of the Master
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<LI>Mind Divide
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<LI>Tower of Division
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<LI>The Secret Garden
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<LI>Choir
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<LI>Gremlin Greenhouse
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<LI>Slith Lair
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<LI>The Singing Sword
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<LI>The Singing Halberd
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<LI>The Singing Mace
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<LI>Balrock the Mighty's Lair
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<LI>Gash's Lair
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<LI>Other towns, etc.
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</OL>
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<P><HR ALIGN=LEFT></P>
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<OL>
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<LI><B>General Tips</B>
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<P>QOS is listed as High Level (19-30<SUP>th</SUP> level), and QOS was
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designed for a starting mid-level (15-20<SUP>th</SUP>-level) party. Parties
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that don't match this description will find QOS too hard or too easy. Parties
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that cross over the 30+ boundary during the adventure (due to gained experience)
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will find out that all monsters have doubled their hit points. BoE was
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designed to do this to make a scenario challenging for any party level.
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I am concerned about this feature, as are others. Let me know how you feel
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about it. I'll keep track, and if enough people complain, I'll change the
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scenario to Very High Level (30+), to avoid this.
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<P>Use the included QOS High Level Party Maker (thanks, Tarl Kudrick!)
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to construct a party that meets this suggestion, if you don't already have
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one.
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<P>The city of Staccato is the nexus of this adventure. Be sure to explore
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it thoroughly, and question everyone. Staccato is really several towns
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rolled up into one, so there's lots to do there!
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<P>None of the quests are timed, so you have plenty of time to explore,
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take side trips, etc., even when you're on an assigned quest.
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<P>Some of the battles are very tough. You can win them, but you may have
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to alter your tactics somewhat. For example, there are some battles when
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you face terrible foes, but also have some very powerful allies. Let the
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allies move to the front of the battle and take the heavy damage, while
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you stand back somewhat and lob magic at them.
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<P>High-level (6<SUP>th</SUP> and 7<SUP>th</SUP>) magic and clerical spells
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are few and far between in this scenario. It was designed so that you can
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succeed without them. In my opinion, a party loaded with 6<SUP>th</SUP>
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and 7<SUP>th</SUP>-level spells will have far too easy a time in this scenario's
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battles. Of course, you are welcome to disagree with me. Use the provided
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BoE character editor to give your characters these spells, if you so desire.
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<P>QOS contains many puzzles that require some thought. I've tried to balance
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this adventure between hack-'n-slash, puzzles, and a decent story to tie
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it all together. I'll let you decide how well I've succeeded.<BR>
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<P>
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<LI><B>The Quests</B>
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<P>You start the scenario by completing two missions for Empire Liaison
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Jarl:
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<UL>
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<LI>Mission 1 - Investigate a nearby tower.
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<LI>Mission 2 - Visit Mage Zumwalt and obtain a communications crystal.
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</UL>
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<P>Then you must complete six quests for the Spheres:
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<UL>
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<LI>Quest 1 - Recover the lost Instruments of Tonality. (This will take
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you the rest of the scenario to accomplish; you don't complete it before
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moving on to the other quests.)
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<LI>Quest 2 - Visit Sour Note and investigate what's happening there.
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<LI>Quest 3 - Visit a D'kar stronghold and gather information on the enemy.
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<LI>Quest 4 - Take a trip in a flying boat to an unknown destination.
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<LI>Quest 5 - Help revive the Master.
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<LI>Quest 6 - Take the recovered Instruments of Tonality to Choir.
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</UL>
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<P>There are several major side missions you can do as well:
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<UL>
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<LI>Investigate a Slith Lair.
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<LI>Investigate a Troglodyte Fortress.
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<LI>Recover the Singing Sword.
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<LI>Recover the Singing Halberd.
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<LI>Recover the Singing Mace.<BR>
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</UL>
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<P>
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<LI><B>Staccato</B>
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<P>You start the adventure here. Lots to do and see.<BR>
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Visit Empire Liaison Jarl for two missions.<BR>
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Visit the Spheres for quests when you are told to by Jarl.<BR>
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Just about every type of shop is available here.<BR>
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Priest spells through the fifth level are available here.<BR>
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Training is available here.<BR>
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Alchemical supplies are available here.<BR>
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You can store things in a storeroom here.<BR>
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Look just outside the town for a mysterious vendor to appear every so often.<BR>
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<P>
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<LI><B>The Abandoned Tower</B>
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<P>This is the site of the first mission Jarl sends you on. It's on the
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same isle as Staccato. Beware of traps! The main purpose here is to recover
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the Drum of Tonality. To do this, you need to figure out how to reach it.
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See tip 4a for a detailed explanation.<BR>
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<P>
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<LI><B>Zumwalt's Tower</B>
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<P>Her tower is on Clash Isle. You cannot reach it until Jarl sends you
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on mission two. This tower has three levels. Level two is the tricky one,
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for Zumwalt is trapped within a crystal, and you must follow her instructions
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to save her. Gather the materials she requires, and take them to the third
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floor. See tip 5a if you need help. Talk to her (keyword: free), and she
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will be released. Zumwalt will give you a communications crystal that allows
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you to talk to the Spheres. She will also let you peruse her magic books,
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where many fifth-level magic spells are available.<BR>
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<P>
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<LI><B>Sour Note</B>
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<P>The Spheres send you here as a second quest. Sour Note is located on
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Free Isle, <I>way</I> to the west of Staccato. You must talk to the Chosen
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One and carry out her wishes. When you do, she will reveal the location
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of the Sackbut of Tonality. (A Sackbut is the ancestor of the modern trombone.)
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Several shops are available in Sour Note, as well as healing, and a place
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to rest and store items.<BR>
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<P>
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<LI><B>The Fiery Furnace</B>
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<P>This is one very tough, three-level dungeon. It is located south of
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Sour Note, on Free Isle. Be well stocked on healing potions; you'll need
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them! The sackbut is in two sections on two different levels. You need
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to find both sections and join them together.
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<P>Level 1 - Kill the Fire Giants and make for the south end of this level
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to get down to a lower level. Head to the west end to access another lower
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level.
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<P>Level 2 (accessed by the west side of level 1) - Fight the demons, etc.
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to get to the one section of the Sackbut. It's located almost due north
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of the middle of the level.
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<P>Level 3 - Talk to the spirit in the SW corner of this level or you can't
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retrieve the one section of the Sackbut. Trouble finding the spirit? See
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tip 7a. Drink the water in the SE corner of this level; it will assist
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you in recovering treasure by making you immune to the lava for quite some
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time. The Sackbut section is located almost due north of the middle of
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the level.<BR>
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<P>
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<LI><B>The D'kar Stronghold</B>
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<P>This is the third quest the Spheres send you on. Go to Note Isle. Talk
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to General Bragson. He'll tell you what he knows about the stronghold.
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If you try to talk to him before this quest, or after it is over, he is
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either unavailable or cannot help you. Then proceed north to the stronghold.
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To get in, you'll have to cross a valley to the south of the stronghold
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where lots of fighting is going on. Don't get involved if you can help
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it! Head due north to the stronghold ; let the Empire handle the battle.
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Of course, if you're looking for lots of experience points, this is the
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place to acquire them!
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<P>After traversing the valley, enter the stronghold and destroy all the
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creatures you find. You need to recover a certain crystal to complete the
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quest; you can't leave the stronghold until you do. When you recover the
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crystal, take it to the Spheres.<BR>
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<P>
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<LI><B>The D'kar Way Station</B>
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<P>This is the start of the fourth quest the Spheres send you on. Return
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to the D'kar Stronghold. A door that wouldn't open previously will now
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open. Take the steps down to the Way Station. Talk to Mage Lyle. He has
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a minor task you can choose to do if you want. Explore the altar section
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to activate the flying boat. Then take the boat out for a test drive! Be
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sure you have stocked up on plenty of food, potions, etc. before doing
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this!<BR>
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<P>
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<LI><B>The Troglodyte Fortress</B>
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<P>This is located north of Note Isle. It is accessible only via the flying
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boat. This is not an essential part of this scenario, but beta testers
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sure had fun with it! You must first gain entrance to the fortress. Taunt
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Timmy at the gate until he gets so mad he opens the gate by accident. Then
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enter the fortress and explore. Look for a stairway down. Take it, fight
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your way to the west, and take stairs back up into the library. Look for
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a book containing clues to puzzles. Then go back down and find the portcullises
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that require you to answer a riddle to open them. Answer the riddles, and
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recover all three tablets. Trouble with the riddles? See tip 9a for help.
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Go back up to the fortress, and place the tablets in the proper machines
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(orange, blue, and green). Accessing the room with the machine that accepts
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the green tablet is tricky. You must find the hidden boat (look near coordinates
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x24, y27, behind a moldy wall), and take it to the room in the NW corner
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of the fortress. Use the explosive vial you picked up outside the fortress
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to remove some stone in the way, and then you can access the room.<BR>
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<P>
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<LI><B>The Juggernaut Factory</B>
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<P>This is located on Power Isle, located at the north end of where you
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can pilot the flying boat. This is a tricky factory. Your job is to destroy
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it. You must find various levers and switches to do so. See tip 10a for
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detailed information.<BR>
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<P>
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<LI><B>The Snake Pit</B>
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<P>The entrance to this dungeon is in the destroyed Juggernaut factory.
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The Harp of Tonality is located within it. Watch out for all those snakes!<BR>
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<P>
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<LI><B>The Chasm Cavern</B>
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<P>This is located on Power Isle. The Pipes of Tonality are located here.
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You must figure out how to reach them. See tip 13a for more information.<BR>
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<P>
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<LI><B>The Mind of the Master</B>
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<P>After you complete quest four (destroy the Juggernaut Factory), the
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Spheres will send you on your wildest quest yet - to save the Master (play
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<I>Riddle of the Spheres</I> for an introduction to this mage) by entering
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his mind and battling the dark forces within. You can now enter the Wizard's
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Quarter in Staccato. Meet with Mage Stave and he'll explain what is required.
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Stock up on as many provisions as you can, this is a long quest with little
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resources available along the way. The mind of the Master is a 2 X 2 outdoor
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grid. Explore it thoroughly, especially the memory nexuses. These are hidden
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areas that contain the Master's memories. Take careful notes here - you'll
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use what you discover here to answer questions later on. Once you investigate
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all three nexuses, you can enter the Tower of Division (see below) and
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awaken the Master's mind.<BR>
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<P>
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<LI><B>Mind Divide</B>
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<P>When you initially attempt to enter the Tower of Division in the Mind
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of the Master, you will fall into this pit. You must explore until you
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trigger two specials that discuss logic and creativity. Then you can cross
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the central pit to the other side, and exit to the Tower of Division.<BR>
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<P>
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<LI><B>Tower of Division</B>
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<P>This is the center-point of the mind of the Master. To revive him, first
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talk to the creature in the middle of the tower. Then answer the seven
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questions by the seven pits. Once you've answered all seven questions,
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the Master will revive, and you will be expelled from the mind of the Master.
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See tip 16a for answers to the seven questions.<BR>
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<P>
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<LI><B>The Secret Garden</B>
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<P>This small glade is located in the southwest area of the mind of the
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Master. It's a place to rest and recover. Seek it out if you are running
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low on spell points or food.<BR>
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<P>
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<LI><B>Choir</B>
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<P>You must visit here before the Spheres give you your final quest - to
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take all seven Instruments of Tonality to Choir. Talk to Gypsy - she'll
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send you on a mission to retrieve some Music Wood, which she will trade
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the Lute of Tonality for.
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<P>After you recover all the Instruments and the Spheres send you here
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on quest five, go to the choir shell for the finale.
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<P>Several shops are available here as well as a teleporter that will take
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you quickly back to Staccato. Talk to Di.<BR>
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<P>
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<LI><B>Gremlin Greenhouse</B>
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<P>This maze, located on Treble Isle, is the source of Music Wood. You
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need some Music Wood to trade it for an Instrument of Tonality. See Choir
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(above) for more information. Watch out for those food-grubbin' Gremlins!
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If you need help getting to the tree, see tip 19a. After you get to the
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tree, you need to answer some questions. The questions you are asked here
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are very simple, but if you need a hint, see tip 19b.<BR>
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<P>
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<LI><B>Slith Lair</B>
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<P>This is located on Heart Isle. You can skip this if you wish, but it
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does pose some challenge. The lair is a series of caves connected by one-way
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passages. Discover why the Sliths are here, and free and assist the human
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prisoner for experience points.<BR>
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<P>
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<LI><B>The Singing Sword</B>
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<P>Talk to and pay Jocko in Staccato for information about the Singing
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Sword. Then go to U Isle and enter the tower on the west side of the isle.
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This will take you to U Tower. Inside U tower you must solve a puzzle to
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proceed. See tip 21a if you need help. Then go downstairs, fight and defeat
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the three champions. Each champion will utter a word as s/he dies. Listen
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carefully; these are clues to the sword's location. See tip 21b if you
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need more help.<BR>
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<P>
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<LI><B>The Singing Halberd</B>
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<P>Talk to Miles in Staccato. He'll send you on a mission to find a unique
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art object. Go to Bell Isle and ride the falls until you find the Castle
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Rock. Take it to Miles, and he'll tell you about the Singing Halberd. Then
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go to Bridge 3 Isle, and enter the Zombie Den. Approach the statue in the
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middle of the crypt. A staircase will appear. Take this staircase down
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to the D'kar Crypt. Navigation can be tricky here; see tip 22a if you need
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help.<BR>
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<P>
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<LI><B>The Singing Mace</B>
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<P>The Singing Mace is in a tower (Hammer's Forge) on Hammer Isle. To access
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the tower, you need to find the body of the librarian in Staccato (the
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old town section) - via a Move Mountains spell. Also look at the desk in
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the library in Staccato. Use these clues to solve the puzzle on the NE
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side of Hammer Isle. This will open the tower so you can enter. Once inside,
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you must answer several other questions to obtain the Singing Mace. See
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tip 23a if you need help.<BR>
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<P>
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<LI><B>Balrock the Mighty's Lair</B>
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<P>This is located in the depths of the waterfalls on Bell Isle. To enter
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it, you must first plug up a natural spring nearby. Then enter the lair
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and recover the boy Bart, a prisoner of Balrock. Take Bart to his parents
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on the east side of Bell Isle (outside the waterfall area) and you will
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receive the Flute of Tonality.<BR>
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<P>
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<LI><B>Gash's Lair</B>
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<P>Go to Hammer Isle. Near the snow-covered mountains, on the west side,
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is a special. When you activate it, Gash the dragon will appear and obtain
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your assistance. Do what needs to be done by repeatedly talking to the
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baby, and Gash will eventually reward you with the Horn of Tonality.<BR>
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<P>
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<LI><B>Other towns, etc.</B>
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<P>There are several other places to visit in this adventure. None of them
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directly relate to the adventure, but exist for atmosphere, continuity
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with the original <I>Riddle of the Spheres</I> scenario, and in some cases
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as a place to earn experience points. Enjoy!
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</OL>
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<P><HR ALIGN=LEFT></P>
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<P><B><FONT SIZE=+1>Tips</FONT></B></P>
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<P>4a. Make sure you retrieved the key behind the secretary's desk on the
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first floor (via a secret passage in the wall to the north of the desk at
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8,31). Find the long iron bar on the second floor. Visit the room in the
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SE corner and trigger the special that tells you you cannot reach the Drum.
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Take the bar to the nearby forge and hammer on it. Take the stretched bar
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back to the room with the Drum, and use it to lower the Drum to the first
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floor. Push ALL the barrels and crates into the water on the first floor
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(you need the key to reach one crate). They form a bridge when they fall
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down to the first floor and smash up. One at a time, move each barrel/crate
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to the middle north of the room, then stand directly south of the barrel
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and push it north, into the wall. Your party and the barrel will switch
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places. Then you can push south on the barrel/crate, thus pushing it into
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the water.Then go down and get the Drum!</P>
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<P>5a. Many people have trouble with this one. To scorch the earth, get
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the Dragonscale bag. Fill it with dirt. In the same room as the dirt, look
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for an unmarked special (at 25,5) where you can add water to the dirt. The
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take the wet dirt to the fire and scorch it.</P>
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<P>7a. Look for a wall you can walk through at 1,42.</P>
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<P>9a. "I begin where I end, perfect am I. Turned around and around,
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By myself am I bound." - circle</P>
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<P>"Give it food and it will live; give it water and it will die. What
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is it?"- fire</P>
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<P>"I never was, am always to be. No one ever saw me, nor ever will.
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And yet I come to all and one, with the rise of the next day's sun."-
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tomorrow</P>
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<P>10a. You need to throw/press several levers and buttons one time each.</P>
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<UL>
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<LI>Pulling the lever at the north end of the factory (31,6), in the hidden
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room with a window causes the floor at (33,21) to reverse direction.
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<LI>Look for a teleporter at (57,18), behind machinery. This takes you
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to a lever at the north end of the factory (33,6), in a hidden room with
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a teleporter. Pulling the lever causes the floor at (33,41) to reverse
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direction. Use the teleporter to exit this area. It takes you to (35,20)
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<LI>Pulling the lever at the southeast end of factory (35,52) causes the
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floor at (32,25) to reverse direction.
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<LI>Pulling the lever at the southwest end of factory (29,57) causes the
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portcullis at (35,33) to open, giving you access to the inner control chamber
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in the middle of the factory.
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<LI>Red buttons you must push (in no particular order) to overload the
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factory and cause a self-destruct:
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<UL>
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<LI>(36,26), behind a moldy wall.
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<LI>(51,52)
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<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>
|
|
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|
<P>13a. Enter the cavern. Put the party into battle mode. Send one character
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|
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.
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|
<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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|
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