595 lines
43 KiB
HTML
595 lines
43 KiB
HTML
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<title>Hints - Blades of Exile Guide</title>
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<div class="content">
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<h1 id='start'>Hints For Getting Started</h1>
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<p>Blades of Exile is not an easy game. The monsters are many, and very unforgiving of
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error. Gold can often be scarce, and the puzzles are tricky. Fortunately, when the going
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gets tough, there are plenty of resources available to you:</p>
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<ul>
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<li>Change the game. Select the Preferences option from the File menu, and select Easier
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Monsters. Your fights from then on will be a lot less stressful. You can also reduce the
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number of wandering monsters, but this may not be a good idea, as ...</li>
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<li>Wandering monsters are your friends. In Valley of Dying Things, wander around the
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surface in the northeast corner of valley, killing goblins and bandits. They have good
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gold, and aren't too tough to fight. Rely heavily on magic at first, until your fighters
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gain experience.</li>
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<li>There's a lot of encounters and treasures hidden in the outdoors. Remember - to
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search for secret passages, walk into walls. Walking into mountains around the start will
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reveal several bits of loot.</li>
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<li>Don't forget to take all the stuff in Fort Talrus (in Valley of Dying Things).
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There's stuff for you in all of the storerooms. Use the Unlock spell to get into the
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locked rooms.</li>
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<li>If you get stuck on a puzzle, look at the walkthroughs./li>
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</ul>
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<h1 id='walkthrough'>Walkthroughs</h1>
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<p>Few things are less fun than being stuck in a computer game. You try every
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dodge, twist, and angle that you can come up with, and you still can't figure
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out how to pass that gate. Or help that unicorn. Or figure out what that dragon
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wants.</p>
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<p>When this happens, it's great to get a nice nudge in the right direction. That's
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what this chapter is for. This chapter contains the complete walkthroughs to
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all 3 Blades of Exile scenarios. Within are full, step by step instructions
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for steering your way through each adventure, as well as pointers to interesting
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things along the way.</p>
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<p>This guide does not contain the answer to every puzzle in A Small Rebellion,
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The Valley of Dying Things, or The Za-Khazi Run. For the minor puzzles and quests,
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you'll just have to work them out on your own. What this guide does provide
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are directions for navigating your way through the main storyline, from the
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first steps all the way to the grand conclusion</p>
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<p>When you get stuck, go to the section on the appropriate scenario. Each section
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is divided into subsections, each of which describes a specific part of the
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scenario. The subsections begin with several questions you might be asking about
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how to get through. Read these sample questions first. If none of them make
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any sense, back up to an earlier subsection.</p>
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<p>When you find the subsection that describes the area you're stuck in, start
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reading. Slowly. Eventually, you get to the area you're having problems with.
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If the place you're stuck at isn't described, the puzzle you're working on isn't
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important to the overall adventure and can be skipped.</p>
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<p>When you've found out what you need to know, go back to playing. Try not to
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read too far ahead ... too many hints can spoil your adventure!</p>
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<p><b>What do the coordinates mean? </b>All of the walkthroughs have coordinates.
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For example, one hint might be "Now step on the rune at (18,5)." In
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Blades of Exile, the upper left corner is considered to be (0,0). The spot 5
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to the right of that is (5,0). The spot 8 below (0,0) is (0,8). To find out
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where you currently are, cast the first level priest spell Location. This should
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help you find your way to the correct space.</p>
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<h2 id='valleydy'>The Valley of Dying Things</h2>
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<h3>Getting Into the School</h3>
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<p><b>Sample Questions:</b> How do I start investigating the problem? Where should
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I look? What's this school people are talking about? Where do I find Avizo?
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How do I get into the school?</p>
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<p>You begin the scenario in Fort Talrus. Leave to the north, and travel up to
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Sweetgrove. Once inside, talk to Mayor Crouch to find out about the valley's
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troubles, and then talk to Axel to find out about the old library (talk to other
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people too for useful background). He mentions you should talk to someone named
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Avizo. Travel back south to Fort Talrus. Avizo is in the room next to where
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you started. Ask him about 'stone' to get him to talk to you, and then ask about
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"object" to find out where the Runed Stone is. Go back north to Sweetgrove.
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Avizo's store is on the center of town. Break in (use the mage spell Unlock)
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and search the potted plant at (35,21). Take the stone.</p><p>Now it's time to start investigating the School of Magery. It's north of Sweetgrove.
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There's a large mountain up there with four entrances, north, south, east, and
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west (to get to the west entrance, walk over the river by the Ford Here sign).
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Enter at each point, and insert the stone in the hole by the gate. The gates
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will open, and the school will be open to you.</p>
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<h3>The School of Magery - Upper Half</h3>
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<p><b>Sample Questions: </b>What do I do in the upper levels of the school? What
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do I do in the Holding Cells/Storage areas? How do I help the dragon? How do
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I pass the blocked wall at the south end of the Administration level? How do
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I pass the glowing gates?</p>
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<p>The stairway down from the School Entry level is in the center. Go down to
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the Visitor's Quarters. There are two stairways down on that level, on to the
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Holding Cells and one to the Storage Areas. One stairway is in the east half
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of the level. To get there, there is a secret door at (31,2). Go down to the
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Storage Level first.</p><p>There are several places on these levels with closed, glowing gates. Ignore
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them for now. You'll get the item to open these much later.</p><p>Once on the Storage level, walk south down the central corridor until you reach
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the sign that reads "HIGH SECURITY CREATURE HOLDING CELL". Enter this
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area, and find the dragon Pythras. Talk to her about her imprisonment, and be
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sure to ask about "magic" or "word." Go back up to the Visitor's
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Quarters and down to the Holding Cells.</p><p>The controls to Pythras' cell are at the east side of the Holding Cells level.
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Go through the secret door at (46,26), and go to (39,18) to use the control
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panel. Say 'quark' to it and Pythras will be freed. If you want to explore the
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northwest corner, you can use the control panel at (41,23).</p><p>Pythras escapes the school by going down to the Administrative level. Follow
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her. Climb down the stairway at (14,42) (in the Holding Cell level - there's
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also a stairway down in the Storage Level).</p><p>Administration has been wrecked, but you can still make your way through it.
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There's a colony of Giant, Intelligent, Friendly Talking Spiders in the southeast
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corner, but you don't need to talk to them yet. Instead, you can leave the upper
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half of the school at the southwest corner of the level.</p>
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<h3>The School of Magery - Lower Half</h3>
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<p><b>Sample Questions:</b> What can I do about the pollution in the cave below
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the upper half of the school? What do I do at the Major Waste Depository? How
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do I get into the lower half of the school? How do I reach the stairway down
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from the Student Quarters? How do I get into the school library? What can I
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learn from the Vahnatai? How do I exit the Experiment Halls to the south? The
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people of Marralis want a scepter - where is it?</p>
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<p>When you leave the Administration level, you will find yourself in a huge cavern
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filled with diseased pollution and filth. This is the source of the Valley's
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problem. This huge cavern has several interesting things in it. There is a tunnel
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up to the surface to the west, which will provide a useful shortcut. To the
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southeast is the Major Waste Repository. You can explore it a little if you
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want, but you can't do anything there yet.</p><p>Instead, enter the lower half of the school. The entrance is at the southwest
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corner of the large cave. You will meet many hostile gremlins. Kill them. These
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were the student quarters. You will need to find a key to get through. Walk
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into the west half of the level, go south to (1,46), and search the bookshelf
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there to get the key. </p><p>There is a scepter hidden at (12,6), which some people on the surface want.
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It can also cure your disease. You might want to keep it - this is very useful
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later on.</p><p>When you have the key, find your way to the door at (32,37), and go through.
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You will be in the main dining hall. Go down the stairway on the right, and
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you will be in the School Library. The library is closed off by another glowing
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portcullis. You can't enter it yet. Instead, leave the library at (43,35). You
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will be in a cavern with several Vahnatai. Talk to them. In particular, talk
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to Baia-Tel and ask about the "peculiar insect" it said it met. Ask
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Zereen about "power" or "stone." Finally, they will tell
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you that someone on the surface has the instructions to the School controls.
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This will be important later.</p><p>Now that you know that the spiders have something you need, go back up to the
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Administration level. Talk to different spiders until you meet their chief,
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and ask it about the "pretty rock." It will tell you about the giant
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gnats, and, if you ask, tell you that the password to get to the gnats is "Gnats."
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Tell this to the spider at (57,35) and you will be able to reach the gnats.</p><p>The eggs you need are at (59,4). Get them and go back to the chief spider. Ask
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it about "eggs" and it will tell you where the Opening Stone is. Search
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the trash at (25,3) to get it. You can use this item from the Special Items
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page. When you do, all glowing portcullises on your current level will open.
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This will be very useful. Go back down to the Library level.</p><p>Open the glowing gate and search the library. The most interesting room is the
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one in the northeast corner. The room only contains a pedestal, and, when you
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enter, a ghost tells you that you should place a green book on it.</p><p>The green book the spirit refers to is a school textbook. There are three of
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them in this dungeon. To find one, from the Library level, climb down the stairway
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at (45,47). You will be on the Experiment Halls level. Go through the door at
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(36,9) and then the door at (40,11). There will be a green book in this cell.
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Take it back to the library and place it onto the pedestal in the northeast
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corner. You will be rewarded with a key. You now are ready to start ending the
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Valley's Curse. First, you need to return to the surface. There is a shortcut
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up in the Experiment Halls level at (44,13).</p>
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<h3>Ending the Curse</h3>
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<p><b>Sample Questions: </b>What do I do at Pangle's Hut? How do I talk to Pangle?
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How do I get to (and through) the School's control chambers? What do I do at
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the Major Waste Depository?</p>
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<p>Once on the surface, you need to get the instructions scroll from Pangle. However,
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he won't want to talk to you. Fortunately, Kevin, in Marralis, is a friend of
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his. Kevin tells you to say his name to Pangle. Go to Pangle, say "Kevin"
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to him, and question him for a while. Ask about "adventurers" or "interest",
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and you will be told about his scroll. Ask about "paper," and then
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search the chest at (10,24) to get the instructions to operate the school control.
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You're now ready to solve the valley's problem. Go back down to the Experiment
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Halls level.</p><p>Leave the level to the south (you'll use the silver key), and you will be in
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the caves under the school. Fight your way through them to the southeast corner,
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where you find a cave. Enter it.</p><p>You will be inside the Control Rooms. Use the Opening Stone to get inside. Find
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your way through to the control chambers on the east side. You will find a shade
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to talk to, who will tell you a lot of things about the situation with the school.
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Sit in the throne at (34,20), and the controls to clean up the waste will be
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activated.</p><p>Finally, travel back up to the giant cavern between the Upper and Lower halves
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of the school and enter the Major Waste Depository. Go through the secret passage
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at (38,39). Walk up to the gate at (29,2), through the gap at (14,15), and through
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the gate at (18,24) into the center of the repository. Use the Opening Stone
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to open the glowing gate, and sit in the chair at (23,23). Sit in the chair,
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flip the switch, and insert the stone. The cleaning process will begin. Walk
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out to (26,23), and you will be carried out to safety. You've won.</p>
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<h2 id='stealth'>A Small Rebellion</h2>
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<p>A Mild Rebellion is a very unusual scenario, in that you will eventually be
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forced to pick sides. You can fight on the side of the Empire, the Hill Runners,
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or, in the end, nobody at all. When the scenario begins, however, you have very
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simple directions, and nothing overly strange is asked of you.</p>
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<h3>The First Mission - The Abandoned Fort</h3>
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<p><b>Sample Questions: </b>How do I get started? Who do I go see? Where do I
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find my first mission? Where is the abandoned fort? Where are the papers? How
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do I get through the icy caverns?</p>
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<p>When you arrive at the island, you are supposed to see Vonnegut, who is in
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the inn by the docks. Talk to him, and be sure to ask about "Jaen"
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and "contact." You are here to infiltrate a group of rebels (led by
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Stalker) for the Empire agents (led by Jaen). The contact is under the town
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of Willow, to the east.</p><p>When you leave Selathni, you are given contact information for the rebels. First,
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go to Willow. Go through the secret passage at (6,26) and descend the stairway.
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Sit on the throne at (10,14) to get your first directions from Jaen.</p><p>Follow the directions on the note you found when leaving Selathni, and go east
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to Liam. Talk to Canizares, and ask him about "invisible." He will
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give you the directions - enter an abandoned fort and recover old papers. Go
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back to the throne under Willow. Jaen will give you permission to go ahead with
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this mission.</p><p>Go to the abandoned Empire fort. It's at the mountains north of Selathni, in
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the south side (there's a short stretch of road by it). Enter it. There are
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many ogres inside, but they aren't very important. The papers are in the lower
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level. Take the stairway down at (9,18). Before you go, be sure to be fully
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healed and stocked up with as many potions as you can make or buy. This is a
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one-way trip, and you won't be able to rest.</p><p>Once in the caves below the fort, you need to fight your way through. Search
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the chest in the secret cave at (46,31) for a shield to give you protection
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from cold. Go through the secret passage at (41,34) to bypass several lizards,
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and fight through to the west. From there, it's a fairly simple, linear march
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through the dungeon. You will reach a giant drake at (18,11). To get through
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peacefully, when you meet it select Wait, tell it what you want, and give it
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500 gold (or, if you have less, as much gold as you have). You will get the
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papers and be kicked out of the dungeon.</p><p>Go to the throne under Willow to get permission to return the papers, and go
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put them in the crack in Selathni (at (11,49)). Go talk to Canizares and ask
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him about "mission," and he will tell you about the next part of your
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quest - delivering a box to Zaskiva.</p>
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<h3>The Second Mission - Taking a Box to Zaskiva</h3>
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<p><b>Sample Questions:</b> Where is O'Grady, and what do I ask her about? How
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do I get to Zaskiva? How do I talk to Lord Volpe? How do I get to the crack
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where I place the box? How do I escape the sewers? How do I get back to safety?</p>
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<p>Go to Muck (a ways north of Selathni) and find O'Grady. Ask her about "rebellion,"
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and she will tell you you need to get a box in Selathni and take it to Zaskiva.
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Go to the throne under Willow to get permission to do this mission. Otherwise,
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the Empire will be very angry with you.</p><p>Go to Selathni and say "sainthood" to Elinor. Search the dresser at
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(37,6). You now have the box.</p><p>Leave Selathni and take the road north. There is a bridge over the river to
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the northwest (it's north of the mountains which contain the abandoned Empire
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fort). Cross it and go northwest. There will be a ferry to Zaskiva. Take it,
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and, once on the island, enter Zaskiva.</p><p>You want to get into the Hall of Statues (the door is at (34,12) ). Ask around
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until you meet one of the people who tells you about Kenny. Kenny is standing
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by the door to the Hall of Statues. Ask him about "statues" and he
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will let you in. Make sure you are healed up and well equipped with potions
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and scrolls, and then put the box in the crack at (33,8). You will end up in
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the sewers under Zaskiva. You can't ever talk to Lord Volpe.</p><p>The sewers are a long, difficult, disease-ridden dungeon. First, go north. There
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is a boat in the northwest corner of the dungeon. Board it and sail east to
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the Supply Depot. There is a key in the chest at (26,13). Sail south and go
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through the door at (1,38).</p><p>There are several things which can help you survive this dungeon. For example,
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these are placed where you can get healed and have your disease cured at (36,1)
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and (45,12). There is a Wand of Acid at (7,47). There's a large healing potion
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and basic powder at (62,25).</p><p>Work your way along the docks, killing fungi as you go, until you reach the
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trench at (21,48). Head south, east, and north past Control Room C2. Walk north
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along the east side of the channel, fight your way through the cockroach caves,
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go through the secret passage at (47,23), and search the body at (60,28). Go
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back to Control Room C2, unlock the door at (26,56), and pull the lever inside
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of the room.</p><p>Walk north along the west side of the channel, cross the bridge at (40,4). Go
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east and enter Sewer Administration. Search the desk at (63,8) to get a key.
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Go all the way back around to the cave with the body, and unlock the door at
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(58,33).</p><p>Walk south around the docks to (53,62). A ghost will appear. Talk to it, and
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it will tell you to kill a specter to avenge its death. The specter is inside
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the ruined barracks (the entrance is at (17,29)). Kill the specter. Talk to
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the ghost again, and it will make a bridge several spaces to the north. You
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can cross it to reach a boat. Take it west, kill the basilisks, and climb the
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stairway at (36,62).</p><p>Leave the abandoned rebel outpost quickly (to make the way out appear, step
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in the alcove at (9,21) ), getting instructions for your next mission as you
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go (go to Buzzard). Go to the ferry out, and when the rebels contact you, go
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with them. Go back to the throne under Willow for debriefing.</p>
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<h3>The Third Mission - What Should You Do?</h3>
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<p><b>Sample Questions: </b>Where do I go from here? Who should I obey? Should
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I just leave?</p>
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<p>Go to Buzzard, in the mountains northeast of Selathni. Ask Luna about "rebels,"
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search the potted plant, and climb the stairway in the secret room. In the caves
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below Buzzard, sit in the throne at (11,10). Stalker will speak to you and give
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you a mission (assassinate some Empire soldiers).</p><p>Go back to the throne under Willow. They will tell you to refuse this mission,
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instead insisting on being taken to Stalker.</p><p>At this point, you have to choose what to do. Should you obey the rebels or
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the Empire? This is up to your own personal taste (you can always save the game
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and play through choosing the other side later). If you don't want to work for
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either side, you can just leave the island at the docks at Selathni.</p>
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<h3>The Third Mission - Joining the Rebels</h3>
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<p><b>Sample Questions: </b>How do I join the Rebels? Where are the soldiers I'm
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supposed to kill? How do I kill them? What do I do then?</p>
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<p>Suppose you want to join the rebels. Go to the mountains in the northeast corner
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of the island and walk along their south side (you'll need to cross a river).
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You will find a cave - this is the Empire Outpost. Walk inside, and walk through
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the secret passage in the mountains at (9,41). Walk straight north, passing
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between the pillars at (9,27). The soldiers will turn hostile. From this point
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on, no Empire controlled city is safe for you. You will have to do all of your
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business at Buzzard and other rebel towns.</p><p>Walk down the cave passage to the east (the other way will be blocked off),
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fight your way through the Empire soldiers in the dining hall, and go north
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through the door at (35,21). Kill the mages in the room with the magic barriers
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and and go through the west door. You will be in a room with 4 pillars. When
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you reach the west door, it will lock and the room will fill with quickfire.
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Run south and go through the secret passage at (26,17). The quickfire will disappear.
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Leave to the west. Search the chest at (27,1), and immediately move away as
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quickly as you can. The door to the west will open. You can enter the commander's
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chambers.</p><p>Go west and pull the lever at (5,1). A secret passage will appear in the southwest
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corner of this room (and quickfire will appear as well). Go through this passage,
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leave the bedroom to the east, and kill the Empire dervish. Find and pull the
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lever at (19,11). Walk all the way back around to the entrance, pull the lever
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at (16,36), and leave. Go back to the throne under Buzzard, and you will be
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told to go to Stalker's Fortress.</p>
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<h3>The Fourth Mission (working for the Rebels)</h3>
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<p><b>Sample Questions: </b>What do I do at Stalker's Fortress? How do I find
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Jaen's lair? How do I kill him and get out alive? How do I leave the island?</p>
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<p>Leave Buzzard. Walk up the valley to the west and then the valley to the north.
|
|
Stalker's fortress is at the very northeast corner of the island. Enter it.
|
|
Stalker is in the northwest corner. Go speak with him.</p><p>Now that you've made enemies of the Empire soldiers, you have no choice but
|
|
to work for the rebels (they control the only escape route from Morrow's Isle).
|
|
Ask Stalker about "mission" to get your final task: kill Jaen.</p><p>To get to Jaen, go to Liam and stand in the space directly north of it. Walk
|
|
due north, and when you reach the river, you will find yourself in Jaen's Headquarters.
|
|
Speak with Marv, and climb down the pit.</p><p>Once inside, wandering soldiers will appear by the exit at an alarming rate.
|
|
You'll have to move as quickly as possible. You will start in a trash pit. Go
|
|
north until you're by Jaen's fort, and then walk north along its west side.
|
|
You will find an open gate at (4,26). Walk through it, go north, and take the
|
|
first passage east. You will find Jaen (and his soldiers). Kill him. This is
|
|
a tough fight - stacking up as many potions as you can make before you enter
|
|
will help somewhat.</p><p>Once Jaen is dead, go to the east side exit as quickly as possible (leaving
|
|
the fort the way you came in and then walking around the outside to the north
|
|
or south is pretty fast). Fight the guards, and leave Jaen's fortress to the
|
|
east.</p><p>Go back to Stalker's fortress. Stalker will be concerned that your popularity
|
|
may soon equal his own and be determined to get you off the island. Ask him
|
|
about "mission." Take the stairway down at (7,3) (looking in the chest
|
|
at (11,2) first). Leave the docks to the north, and you can leave Morrow's Isle.
|
|
Mission accomplished.</p>
|
|
|
|
<h3>The Third Mission - Fighting For the Empire</h3>
|
|
|
|
<p><b>Sample Questions:</b> How do I keep fighting for the Empire? How to I get
|
|
to Stalker's Fortress? How do I get through the Pit of Plentiful Goo?</p>
|
|
|
|
<p>Suppose instead that you want to continue working for the Empire. After you
|
|
get the mission under Buzzard, if you sit in the throne under Willow you will
|
|
be told to insist on meeting Stalker personally. Return to the throne under
|
|
Buzzard and, when asked, say that you want to meet Stalker. You will be given
|
|
directions to get to him.</p><p>Travel to the east coast of Morrow's Isle and follow the water to the north.
|
|
You will reach a narrow path between the mountains and the ocean. Keep following
|
|
it north.</p><p>Before long, to keep going, you will have to enter the Pit of Plentiful Goo.
|
|
Do so. You will become trapped inside (be sure to rest up fully before entering).
|
|
</p><p>Once inside, walk north to the gate at (34,13). Go through and explore the abandoned
|
|
laboratories. Go through the secret door at (26,7) and pull the left 3 levers.
|
|
You will now be able to enter all of the caverns.</p><p>Go back to the south hall with the 4 gates. Go through the second gate from
|
|
the left, find the body at (14,39) and search it for a key. Go through the second
|
|
gate from the right, and search the body at (24,44) for another key. Return
|
|
to the laboratory, go through the locked doors, and get the explosive box at
|
|
(16,1). You will then be able to blow open the locked gate at the northwest
|
|
corner of the dungeon. After doing this, go back to get the second explosive
|
|
box.</p><p>Once past the Pit, keep marching north. You will be stopped by rebels, who,
|
|
unfortunately, know you're working for them Empire. When they tell you to, go
|
|
into Stalker's fortress. You will find yourself in a cell.</p>
|
|
|
|
<h3>The Fourth Mission - Fighting For the Empire</h3>
|
|
|
|
<p><b>Sample Questions: </b>How do I get out of the cell? How do I reach and kill
|
|
Stalker? How do I escape Morrow's Isle?</p>
|
|
<p>Once in the cell, step out of bed. Pause repeatedly until Pogue lets you out.
|
|
Speak with him to find out what you need to do. Leave the prison to the west.
|
|
When you do, a timer will begin to count down. You have to kill Stalker within
|
|
650 moves, or you will die in a nasty way. No time to delay.</p><p>After leaving the prison area walk across the cavern to the west and pass through
|
|
the door at (42,59). Kill the guards and walk north, going through the door
|
|
at (41,43) (if you care to spend the time, you can also rob the supply rooms).</p><p>To the north, you will find a sabotaged magical laboratory. Kill the wizards
|
|
(a tough fight), search the body at (44,27) to get a Wand of Death, and step
|
|
in the portal at (43,22) (past a secret door).</p><p>You will then find yourself in a barracks area. Leave the first bedroom you
|
|
enter and walk up the hallway to the north. Go through the last door on the
|
|
right and then through the secret door at (43,1). You will end up right outside
|
|
Stalker's throne room. Kill the soldiers.</p><p>Stalker is through the doors to the west. The battle to kill Stalker is the
|
|
hardest fight in the scenario. You will probably have to take several attempts
|
|
to do it. Having the explosive box from the Pit of Plentiful Goo will help.
|
|
One useful tip is to open the doors, let the enemies charge you, step back into
|
|
the dining hall, and let them come to you.</p><p>Once Stalker is dead, you will have a key. Go to the stairway at (7,4) and climb
|
|
down it. You will be at the Rebel's hidden docks and can, at last, talk to Jaen
|
|
face-to-face.</p><p>Talk to Jaen, don't forget to search his chest, and leave the docks to the north.
|
|
You can now leave Morrow's Isle. Mission accomplished.</p>
|
|
|
|
<h2 id='zakhazi'>The Za-Khazi Run</h2>
|
|
|
|
<p>The key to the Za-Khazi run is speed. You do have time to search a bit and
|
|
explore dungeons. In fact, you have to do at least a few dungeons. However,
|
|
you don't have time to do everything, and resting too often will rapidly chip
|
|
away your available time.</p><p>When traveling through the run, the key quest is to find one of the items that
|
|
will buy your way out of the north end of the run (someone there won't let you
|
|
through unless you give him a big bribe). The walkthrough explains how to get
|
|
all of them. You only need one, but the three quests are difficult in different
|
|
ways. You may find one of them easier than the others.</p>
|
|
|
|
<h3>Starting the Run - Fort Goodling to the Unicorns</h3>
|
|
|
|
<p><b>Sample Questions: </b>What do I need to get in Fort Goodling? How to I get
|
|
into the Cunning Crypt? Is there anything useful there? How do I pass the river
|
|
with the jagged rocks? What do I do in Assikvas? Should I help the unicorns?
|
|
Where is the unicorn horn?</p>
|
|
|
|
<p>You start your adventure in your room at Fort Goodling. Speak with Commander
|
|
Yale to find out about the mission. Also be sure to look the storeroom at the
|
|
east side of the fort (the door is at (43,28) ). Finally, talk to Seletine and
|
|
ask him about "wand" to get the wands you need to deliver. You can
|
|
start your journey by going to the docks at the north end of the fort, boarding
|
|
a boat, and sailing out to the north.</p><p><b>(Cunning Crypt) </b>The river will curve around to the north and drop you
|
|
down a waterfall. You will eventually end up in a large lake. At the west side
|
|
of the lake is the Cunning Crypt. This is mainly a distraction, although there
|
|
is a small statue in the chest hidden at (38,25) which can be useful when you
|
|
reach Assikvas. To enter the crypt, go through the secret passage at (10,40).</p><p>At the north end of the lake, five rivers lead north. The center one is the
|
|
correct river. The rest lead to dead ends.</p><p>The central river leads to another lake. Another river leads out of the lake
|
|
at the northwest corner, but it's blocked by sharp rocks. To get past it, you
|
|
need to deal with the slithzerikai in Assikvas. Assikvas is on an island to
|
|
the south of the river blockage. Find it and go inside.</p><p><b>(Assikvas) </b>To pass the river blockage, you need to get instructions from
|
|
the sliths here. There are two ways to do that. First, you can talk to Masskriss
|
|
(inside the building at the entrance). He will accept as payment either gold
|
|
or the statue from the Cunning Crypt. Second, you can go to the chief's chambers
|
|
in the west end of Assikvas and read the book at (11,26). You can fight your
|
|
way there or sneak in through the secret passage at (18,4). Once you have the
|
|
instructions, you can take your boat out through the river to the northwest.</p><p>Go north. Eventually, you will be told that you have to continue on foot. Land
|
|
the boat and walk north. This area has two sorts of creatures living in it:
|
|
giants and unicorns. Go to the north, where you will find a lovely cave filled
|
|
with glittering trees. The unicorns live in the Citadel of Unicorns (in the
|
|
southwest corner of the pretty cave). Enter and speak with Aetherius (in the
|
|
northwest dome). He tries to give you a quest to go to the giant's cavern to
|
|
the south to find a unicorn horn. If you complete the quest, the unicorns will
|
|
give you advice and a key which will make the journey to the north a lot faster.</p><p>If you accept the quest, you will be given a charm which will help you find
|
|
the unicorn horn. Go south to the Blood Glee Clan caves. To get there, you either
|
|
need to walk over a bridge (which involves a big fight), or go back to your
|
|
boat, sail south to the lake (where Assikvas was), sail east through the lake,
|
|
and sail up the river at the northeast corner. You will end up just south of
|
|
the Blood Fang Clan caves.</p><p><b>(Blood Fang Clan) </b>Enter the caves from the west. Go down the stairway
|
|
at (4,7). In the lower level, go south to (4,37). Enter the trophy chamber,
|
|
search the chest at (7,63), and return the horn to Aetherius. He will give you
|
|
a key to pass a fort to the north. Talk to the other unicorns. They will tell
|
|
you lots of useful things about the denizens of the Za-Khazi Run. When you're
|
|
finally done here, leave the unicorn cave to the north.</p>
|
|
|
|
<h3>The Central Run - The Dark Maze to Morog's Citadel</h3>
|
|
|
|
<p><b>Sample Questions</b>: How do I get through the dark maze? How do I get through
|
|
the Unicorn Gate? How do I get the Malachite Statue out of the Wurm Pit? What
|
|
is it for? What do I do at Morog's Citadel? How do I complete Morog's mission?
|
|
Should I go into the Opal Citadel? How do I get the Melora Opal?</p>
|
|
|
|
<p>When you leave the unicorn's cave (to the north), you will have two choices
|
|
of where to go. If you did the mission for the unicorns, you can pass through
|
|
the Unicorn Gate. Otherwise, you will have to find your way through the Dark
|
|
Maze. This involves finding several secret passages, fighting your way through
|
|
the Chasm of Fire, and find your way out of the maze to the west. This takes
|
|
a lot more time, but saves you from having to fight the giants.</p><p>Once past the Dark Maze, you will reach the realm of Morog the lich. This is
|
|
a large, grim, cavern inhabited with undead. At the entrance, several specters
|
|
ask you for a password. It's "Calamity" (you find this out in the
|
|
Dark Maze).</p><p><b>(Wurm Pit) </b>Halfway up Morog's realm at the east side is a dungeon called
|
|
the Wurm Pit. This is mainly a waste of time. You can find the Malachite Statue,
|
|
a special item which gives you extra gold when you finish the scenario. To get
|
|
it, go to (19,19). To leave the dungeon with the statue, go to the pool hidden
|
|
at (12,27) and drink the water. Move as quickly as possible to the totems at
|
|
(39,39), and walk past them through the secret passage to the east. You need
|
|
to get there quickly. Otherwise, the effects of the pool will wear off before
|
|
you reach the totems.</p><p><b>(Morog's Castle) </b>At the north end of Morog's cavern is Morog's Castle.
|
|
This is a good place to rest and buy and sell supplies (Morog is something of
|
|
an entrepreneur). Walk inside and walk in to Morog's throne room. Enter the
|
|
portal at (23,37) to visit Morog's mini-town. When you're done there, teleport
|
|
back to the throne room and talk to Morog.</p><p>Asking Morog about "mission" reveals that she wants several valuable
|
|
mushrooms. As a reward, she will give you one of the three items which can buy
|
|
your way out of the north end of the Za-Khazi run.</p><p>To get her mushrooms, go into the portal at (42,47) and find your way to the
|
|
portal at (46,41). Enter it and you will find yourself in the Deep Caverns.
|
|
The mushrooms you seek are at (43,2), in the northeast corner of the dungeon.
|
|
To get there, you can either fight your way past the Haakai in the throne room
|
|
to the northeast or go through the secret passage at (24,4). When you have the
|
|
mushrooms, return to the portal you arrived at. Go to Morog and ask about "mushrooms."
|
|
She will try not to give you the scroll she promised you. Instead, she will
|
|
offer instructions on how to find a huge opal (really not useful). If you refuse,
|
|
she will offer a charm which will get you past the Poppy Shrooms to the north.
|
|
This is an extremely useful item, but if you take it you will need to find another
|
|
item to pay to leave the north end of the Za-Khazi Run.</p><p><b>(Opal Citadel) </b>Whichever you decide, when you leave, you can go on a
|
|
quest to get the Melora Opal, another of the three items which will get you
|
|
out of the north end of the Za-Khazi Run. To go on the quest for the Opal, head
|
|
east from Morog's Castle. The passage south to the Opal Citadel has three totems
|
|
beside it. Go south down this passage.</p><p>Maneuver your way through the maze of trees and stalagmites. There are some
|
|
teleporter traps there, which hinder your progress. To pass them,some of the
|
|
stalagmites and trees can be walked through.</p><p>Eventually, you will reach the Opal Citadel. Getting through the first level
|
|
is a fairly straightforward battle, with a few secret passages thrown in. Go
|
|
down the stairway at (20,43) to get to the Opal Mines. In the Opal Mines, fight
|
|
your way to the south. Push the button in the secret room at (1,46) and go through
|
|
the now open gate to the east. The opal storage room in hidden at the northeast
|
|
corner of the mines. Go through the secret passage at (28,3) to find them. The
|
|
first room has two chests surrounded by force barriers. The Melora Opal isn't
|
|
here. Instead, go through the secret door at (43,8).</p><p>The next corridor is an odd puzzle. To pass this passage, walk around to (38,11).
|
|
This makes a secret passage appear at (42,10). Go through it and step on (43,11).
|
|
Go through the secret passage at (40,10), step on (40,11), and go through the
|
|
secret door at (37,12) to reach the treasure room. Pull the lever at (45,17)
|
|
(in a secret room) and then the lever at (45,13) to reach the chest containing
|
|
the opal. This opal will buy your way out of the north end of the Za-Khazi run.</p><p>When you through with Morog and the Opal Citadel, go outside and continue moving
|
|
north.</p>
|
|
|
|
<h3>The Final Third - Poppy Shrooms to Fort Cavalier</h3>
|
|
|
|
<p><b>Sample Questions: </b>How can I get past the poppy shrooms? What do I do
|
|
at Kimzahn's Caldera?How do I get a boat to keep going north? How do I get through
|
|
the Spiraling Crypt?What do I do at the Lair of Casser-Bok? How do I complete
|
|
Casser-Bok's mission? How do I get the Crystal of Purity and get out alive?
|
|
How do I get my boat past the troglodyte castle? How do I get through Khoth's
|
|
Palace? What do I do at Fort Cavalier?</p>
|
|
|
|
<p>Once you pass Morog's realm, you immediately run into a cavern filled with
|
|
poppy shrooms. If you completed the mission for Morog and got the mushroom talisman,
|
|
you can move around in here freely. Otherwise, you'll need to waste several
|
|
days slogging your way through. Stick to the southeast - there are less poppy
|
|
shrooms there. If you do have the talisman, you can stop by Kimzahn's Caldera,
|
|
which is in the northwest corner of the poppy shroom cave. He will sell you
|
|
new blades and can turn your non-magical weapons into flaming weapons (for a
|
|
price).</p><p><b>(Spiraling Crypt) </b>After the Poppy Shroom cave, you will find that your
|
|
path has ended. You won't be able to travel farther on foot. Instead, you'll
|
|
need to find a boat. Fortunately, the Spiraling Crypt is handy. There are two
|
|
boats hidden inside.</p><p>Enter the crypt and explore the first level. Find your way to one of the four
|
|
stairways up (in the corners). The second floor is a large puzzle. There are
|
|
eight runes around the outside. Stepping on one makes lights of a certain color
|
|
appear around you for a short time (they disappear after 65 moves). There are
|
|
also four runes which, when you step on one of them, check the lights floating
|
|
around you. These runes are at (7, 11), (19,7), (23,19), and (11,23). If you
|
|
step on one of these four runes when lights of the correct colors are floating
|
|
around you, a path will open up. The other runes on this level either give you
|
|
hints or do something harmful. Ignore them.</p><p>To get to the docks on the first level, step on the runes which give you red,
|
|
green, orange, and yellow lights (the four bright colors, at (15,3), (19,3),
|
|
(3,11), and (15,27) ), and then, before any of the colors wear off, step on
|
|
one of the four checking runes. A passage to the docks will open on the first
|
|
level (at (13,10) ). Go there, take one of the boats, and sail out to the north.</p><p>If you step on the runes to have the four dark colors flash around you and then
|
|
step on the checking rune, you will be told to search the pillar with slime
|
|
by it. This is on the first level at (7,20). Pushing the button hidden on this
|
|
pillar opens your way to the lair of the owner of this crypt. However, there's
|
|
not much to be gained there - just treasure and a huge fight.</p><p><b>(Lair of Casser-Bok) </b>After you sail out of the crypt, take your new boat
|
|
north. Before long, a bit of river will fork off to a large lake to the west.
|
|
The Lair of Casser-Bok is on an island in this lake. Visiting the lair will
|
|
lead you to a quest to get the Crystal of Purity, the last of the three items
|
|
which you can use to get out of the north end of the Za-Khazi Run. To get it,
|
|
enter the lair and send a character through the portal at (30,42). Walk west
|
|
and talk to Casser-Bok. Ask him about "mission". He sends you to speak
|
|
with some Vahnatai in a hidden outpost to the north. Leave his lair and take
|
|
your boat north. </p><p>The Vahnatai Outpost you're looking for is in the Slimy Tunnels, about 100 spaces
|
|
to the north. You'll need to dock your boat at a narrow tunnel leading north
|
|
from a large lake(if you reach a castle with troglodytes laughing at you, you
|
|
went the wrong way). Search the slimy tunnels until you find a cave entrance.
|
|
This should be the Wormy Hollow. Enter it and fight your way to the secret passage
|
|
at (10,20). Walk through it and the Vahnatai will let you into their outpost.</p><p>Find and speak with Zoat-Ihrno, the Vahnatai Commander. When you ask him about
|
|
"gate" he will open up the gate which leads to the Crystal Soul Presso-Bok.
|
|
Talk to Presso-Bok and ask it about "Casser-Bok." You have an answer
|
|
to take back. Leave the outpost (perhaps shopping a little first) and go back
|
|
to Casser-Bok's lair. Send a strong character in to speak with it and ask it
|
|
about "mission" again. It will not be pleased and will force you to
|
|
fight your way through a nasty maze to reach the Crystal of Purity. To enter
|
|
the maze, step into the portal at (11,33).</p><p>You will be in a large cave with walkways. Work your way through the walkways,
|
|
not stepping off them, until you reach the patch of mushrooms at (18,4). Walk
|
|
straight north until you hit the wall and then walk east through the secret
|
|
passage. Continue down this corridor until you reach a wall with a secret door.
|
|
Proceed south until you reach the puzzle with the portcullises and the four
|
|
runes. Step on the rune to the lower left, then the upper right, then the lower
|
|
right, then the upper left, and walk through the now clear passage to the south.
|
|
Take the Crystal of Purity out of the blue box and enter the portal. You're
|
|
free. Time to continue north.</p><p>Whether of not you do the mission for Casser-Bok, eventually your progress north
|
|
will be stopped by the troglodyte's castle, which is built over the river. To
|
|
get past it, you will need to enter it on foot and open the gates to let your
|
|
boat through.</p><p><b>(Broken Fang Clan) </b>To reach the troglodyte castle on foot, take your
|
|
boat to the large lake south of their castle (Broken Fang Clan). From this lake,
|
|
take the path at the northwest corner, the path that leads to the slimy tunnels
|
|
(if you did the mission for Casser-Bok, you've already been here). In these
|
|
tunnels, if you head northeast, you will find a path to the troglodytes castle.
|
|
Enter the castle, find the levers at (33,6) and (34,40), and pull them. Leave
|
|
the castle and walk back around to your boat. Row up to the castle from the
|
|
south, enter it, and go through.</p><p><b>(Palace of Khoth) </b>The Palace of Khoth is a short trip to the north of
|
|
the Broken Fang Clan castle. Assuming you have the Crystal of Purity, the Melora
|
|
Opal, or the Scroll of Draconian History, it's OK to enter it.</p><p>The first thing you will need to do in Khoth's Palace is thread your way through
|
|
a complicated maze of conveyor belts. Start by passing through the entrance
|
|
at (39,45). From there, you simply need practice and persistence. When you meet
|
|
a statue who asks you if you have anything valuable to offer Khoth, respond
|
|
Yes. Eventually, you will make your way through the maze to the Hall of Statues
|
|
at (1,30). Kill the golems and go through through. Explore until you find Khoth
|
|
(he's hard to miss). Talk to him and ask about "payment." Give him
|
|
whatever item he asks for and leave his palace at the northeast corner.</p><p>You're finally out of the Za-Khazi Run. It's a short walk north to Fort Cavalier.
|
|
Go ahead and enter. Whether you're there on time or not, you can leave the scenario
|
|
at the escape tunnel at (46,24). If you did get to Fort Cavalier on time, talk
|
|
to people - some of them will help you out. Also, there's a nice reward in the
|
|
chest at (34,33).</p>
|
|
|
|
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