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165 lines
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<title>Vallry of Dying Things - Blades of Exile Guide</title>
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<div class="content">
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<h1>How to Solve Valley of Dying Things</h1>
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<p>This chapter contains all the information you need to get to the end of the scenario
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Valley of Dying Things.It does not contain the solution to every puzzle. For the minor
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puzzles and quests, you’ll just have to work them out on your own. What this guide does
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provide are directions for navigating your way through the main storyline, from the first
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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 is
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divided into subsections, each of which describes a specific part of the scenario. The
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subsections begin with several questions you might be asking about how to get through.
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Read these sample questions first. If none of them make any sense, back up to an earlier
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subsection.</p>
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<p>When you find the subsection that describes the area you’re stuck in, start reading.
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Slowly. Eventually, you get to the area you’re having problems with. If the place you’re
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stuck at isn’t described, the puzzle you’re working on isn’t important to the overall
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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 read too
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far ahead ... too many hints can spoil your adventure!</p>
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<p>What do the coordinates mean? All of the walkthroughs have coordinates. For example,
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one hint might be “Now step on the rune at (18,5).” In Blades of Exile, the upper left
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corner is considered to be (0,0). The spot 5 to the right of that is (5,0). The spot 8
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below (0,0) is (0,8). To find out where you currently are, cast the first level priest
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spell Location. This should help you find your way to the correct space.</p>
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<h2>Getting Into the School</h2>
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<p>Sample Questions: How do I start investigating the problem? Where should I look? What’s
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this school people are talking about? Where do I find Avizo? How do I get into the
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school?</p>
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<p>You begin the scenario in Fort Talrus. Leave to the north, and travel up to Sweetgrove.
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Once inside, talk to Mayor Crouch to find out about the valley’s troubles, and then talk
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to Axel to find out about the old library (talk to other people for useful background). He
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mentions you should talk to someone named Avizo. Travel back south to Fort Talrus. Avizo
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is in the room next to where you started. Ask him about ‘stone’ to get him to talk to you,
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and then ask about “object” to find out where the Runed Stone is. Go back north to
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Sweetgrove. 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>
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<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 west (to
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get to the west entrance, walk over the river by the Ford Here sign). Enter at each point,
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and insert the stone in the hole by the gate. The gates will open, and the school will be
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open to you.</p>
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<h2>The School of Magery - Upper Half</h2>
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<p>Sample Questions: What do I do in the upper levels of the school? What do I do in the
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Holding Cells/Storage areas? How do I help the dragon? How do I pass the blocked wall at
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the south end of the Administration level? How do 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 the
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Visitor’s Quarters. There are two stairways down on that level, one to the Holding Cells
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and one to the Storage Areas. One stairway is in the east half of the level. To get there,
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there is a secret door at (31,2). Go down to the Storage Level first.</p>
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<p>There are several places on these levels with closed, glowing gates. Ignore them for
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now. You’ll get the item to open these much later.</p>
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<p>Once on the Storage level, walk south down the central corridor until you reach the
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sign that reads “HIGH SECURITY CREATURE HOLDING CELL”. Enter this area, and find the
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dragon Pythras. Talk to her about her imprisonment, and be sure to ask about “magic” or
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“word.” Go back up to the Visitor’s Quarters and down to the Holding Cells.</p>
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<p>The controls to Pythras’ cell are at the east side of the Holding Cells level. Go
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through the secret door at (46,26), and go to (39,18) to use the control panel. Say
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“quark” to it, and Pythras will be freed. If you want to explore the northwest corner, you
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can use the control panel at (41,23).</p>
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<p>Pythras escapes the school by going down to the Administrative level. Follow her. Climb
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down the stairway at (14,42) (in the Holding Cell level - there’s also a stairway down in
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the Storage Level).</p>
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<p>Administration has been wrecked, but you can still make your way through it. There’s a
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colony of Giant, Intelligent, Friendly Talking Spiders in the southeast corner, but you
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don’t need to talk to them yet. Instead, you can leave the upper half of the school at the
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southwest corner of the level.</p>
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<h2>The School of Magery - Lower Half</h2>
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<p>Sample Questions: What can I do about the pollution in the cave below the upper half of
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the school? What do I do at the Major Waste Depository? How do I get into the lower half
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of the school? How do I reach the stairway down from the Student Quarters? How do I get
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into the school library? What can I learn from the Vahnatai? How do I exit the Experiment
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Halls to the south? The 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 filled
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with diseased pollution and filth. This is the source of the Valley’s problem. This huge
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cavern has several interesting things in it. There is a tunnel up to the surface to the
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west, which will provide a useful shortcut. To the southeast is the Major Waste
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Repository. You can explore it a little if you want, but you can’t do anything there
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yet.</p>
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<p>Instead, enter the lower half of the school. The entrance is at the southwest corner of
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the large cave. You will meet many hostile gremlins. Kill them. These were the student
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quarters. You will need to find a key to get through. Walk into the west half of the
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level, go south to (1,46), and search the bookshelf there to get the key.<</p>
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<p>There is a scepter hidden at (12,6), which some people on the surface want. It can also
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cure your disease. You might want to keep it - this is very useful later on.</p>
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<p>When you have the key, find your way to the door at (32,37), and go through. You will
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be in the main dining hall. Go down the stairway on the right, and you will be in the
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School Library. The library is closed off by another glowing portcullis. You can’t enter
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it yet. Instead, leave the library at (43,35). You will be in a cavern with several
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Vahnatai. Talk to them. In particular, talk to Baia-Tel and ask about the “peculiar
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insect” it said it met. Ask Zereen about “power” or “stone.” Finally, they will tell you
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that someone on the surface has the instructions to the School controls. This will be
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important later.</p>
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<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, and ask it
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about the “pretty rock.” It will tell you about the giant gnats, and, if you ask, tell you
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that the password to get to the gnats is “Gnats.” Tell this to the spider at (57,35) and
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you will be able to reach the gnats.</p>
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<p>The eggs you need are at (59,4). Get them and go back to the chief spider. Ask it about
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“eggs” and it will tell you where the Opening Stone is. Search the trash at (25,3) to get
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it. You can use this item from the Special Items page. When you do, all glowing
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portcullises on your current level will open. This will be very useful. Go back down to
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the Library level.</p>
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<p>Open the glowing gate and search the library. The most interesting room is the one in
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the northeast corner. The room only contains a pedestal, and, when you enter, a ghost
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tells you that you should place a green book on it.</p>
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<p>The green book the spirit refers to is a school textbook. There are three of them in
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this dungeon. To find one, from the Library level, climb down the stairway at (45,47). You
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will be on the Experiment Halls level. Go through the door at (36,9) and then the door at
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(40,11). There will be a green book in this cell. Take it back to the library and place it
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onto the pedestal in the northeast corner. You will be rewarded with a key. You now are
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ready to start ending the Valley’s Curse. First, you need to return to the surface. There
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is a shortcut up in the Experiment Halls level at (44,13).</p>
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<h2>Ending the Curse</h2>
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<p>Sample Questions: What do I do at Pangle’s Hut? How do I talk to Pangle? How do I get
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to (and through) the School’s control chambers? What do I do at the Major Waste
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Depository?</p>
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<p>Once on the surface, you need to get the instructions scroll from Pangle. However, he
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won’t want to talk to you. Fortunately, Kevin, in Marralis, is a friend of his. Kevin
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tells you to say his name to Pangle. Go to Pangle, say “Kevin” to him, and question him
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for a while. Ask about “adventurers” or “interest”, and you will be told about his scroll.
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Ask about “paper,” and then search the chest at (10,24) to get the instructions to operate
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the school control. You’re now ready to solve the valley’s problem. Go back down to the
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Experiment Halls level.</p>
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<p>Leave the level to the south (you’ll use the silver key), and you will be in the caves
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under the school. Fight your way through them to the southeast corner, where you find a
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cave. Enter it.</p>
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<p>You will be inside the Control Rooms. Use the Opening Stone to get inside. Find your
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way through to the control chambers on the east side. You will find a shade to talk to,
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who will tell you a lot of things about the situation with the school. Sit in the throne
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at (34,20), and the controls to clean up the waste will be activated.</p>
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<p>Finally, travel back up to the giant cavern between the Upper and Lower halves of the
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school and enter the Major Waste Depository. Go through the secret passage at (38,39).
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Walk up to the gate at (29,2), through the gap at (14,15), and through the gate at (18,24)
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into the center of the repository. Use the Opening Stone to open the glowing gate, and sit
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in the chair at (23,23). Sit in the chair, flip the switch, and insert the stone. The
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cleaning process will begin. Walk out to (26,23), and you will be carried out to safety.
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You’ve won.</p>
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