|
Post by STuD on Oct 6, 2003 10:31:48 GMT -5
Fine...we can leave it here...>_> <_< ^_^
|
|
|
Post by Master Smiloid on Oct 6, 2003 11:20:45 GMT -5
Level 6: Dragon Feeding Grounds
You have just descended the stairs from the Temple of Throggi. Drake immediately says "I wonder what we will find in this place." A lone sharga appears, and moves away from you in the distance, then comes to you and attacks. Slay the pest. Take the left turn ahead. Go here, and you trigger an attack by two more shargas. If you take a step west, facing east, they utter annoying things, such as "Yeah, run away, yeah, run away (laughs)", "Dis Sharga place, youz goez away", "Death to you", "Leave here", "Hey youz, do youz want some of dis? (laughs)", etc. Kill them. Enter the area they were guarding, and you find a chest. There is a rune scroll inside, and when you try to read it, Drake says "This rune is required to translocate. Use the Homing Rune to complete the circle." Go into your journal and appropriately name this new rune "Circle". You can't use it yet, though. (Remember, it says you need the Homing rune.)
Go left, then turn right at the intersection. See the boulder? Take the super heal root behind it. Looks large and immovable doesn't it? Turn around, facing south. See the bonepiles? Don't they suggest otherwise? Go down this corridor and immediately take the first left turn, or turn facing east or west, otherwise you will face a gruesome death. A hidden trigger in this hallway causes the boulder to roll after you from behind. Take the corridor around, and you'll encounter a toadstool alarm. Silence the thing! Now, go east, towards the door. You see something on the door, which prompts this conversation:
Dombur: That is definitely a Throggish magick glyph.
Farli: They must have some way of passing through it safely
Drake: Some way of identifying themselves perhaps.
Don't go through it now, or you will take up to 90 points of damage. Take a step back, and face south. Two throgs are blocking the passage here. Engage them in combat, then take the super heal roots they were carrying. Go east. You will now find a tough throg here. He will rush to the attack, so defeat him in combat, fair and square. Take the throg guard key he drops, as well as everything else. Head south to the campfire. Ignore the bad smelling throg food, and open the chest. You will find a super heal potion, and two heal potions. Do not consume the super heal potion, and leave it for later usage. This is the only one you can have for now. This potion heals approximately 30-60 points of damage to any member who drinks it. Head back to the toadstool, and go west, following the passage. When you reach the dead end, face east, and press the button. You have just revealed a hidden room with a mana circle. Use the Curing rune to heal your party, then recharge your mana. Head back to the boulder's passage, and go north. (Don't worry, it won't come at you from the south.)
Turn right, going east, then turn north next. Take the 2nd passage to the east. (Ignore the first one, that leads back to the Temple of Throggi.) Haven't seen a snake in a while? Don't worry about it. Slay it. This is the last snake in the game. The carcass has a single heal root, which is hardly worth it, but take it anyway. Exit this passage, going north, turning right, then north again, then turn right at the intersection, following the path until it branches north and south. See the boulder to the south? It must have pinned this poor explorer. Take the plate mail and plate leggings. Put them on Drake. Now he's got even better protection. As of now, the shargas cannot even harm you any more. Go north.
Enter this door to the west. Three shargas lie in wait here. Step forward to trigger their attack, then step back. Attack them one at a time. They each have three super heal roots apiece! The quicker you kill them, the more they leave for you. (Hint, remove Farli's and Karzak's weapons from their hands for this battle, then give them their weapons back afterward. They won't care, since they're NPCs.) When the battle is over, walk to the chest. Inside is a piece to a strange device. When you take it Drake says "This looks like Dwarven manufacture", and Dombur replies "It looks familiar."
Head back to the corridor, go south, then west, and turn north at the intersection, then turn west. Engage the sharga here, then go west some more, turning south one step. Turn west, going south, then west again, then turn south here. Follow the path until you see an intersection, with a corridor to the west. Turn right here, and you encounter the last two warrior ants in the game. Kill them. Turn north at the first right, and you come to a chest. Open it, and you see another piece to a strange device. Drake says "I've seen something like this before, and Dombur replies "So have I... but I can't quite place it." Go back to the dead ants, then turn right towards the other alcove. You will find a green mushroom here. Take it. Then exit back to the northern corridor.
Along the path ahead, you'll encounter an annoying toadstool alarm. Saute it! Take the path to the north, killing three exploding fungi along the way. (They are very impolite, I assure you.) When you get to where the path turns southward, look for a door on the left. Heal yourself if needed. Use the throg guard key to unlock it, then enter. You will have to engage some throgs here. Two of them will attack you as soon as you enter, and an even tougher one waits around the corner. Use Aquila's Orb after the battle. Take the coins the second one was carrying, then head up the stairs to the upper level.
|
|
|
Post by Master Smiloid on Oct 6, 2003 13:56:13 GMT -5
You have emerged in an antechamber. Check out the chest in the corner. This chest contains three heal potions. Go out the door, going west, and turn south. See that large tail straight ahead? There is a heck of a huge beast attached to this thing, and this beast is a dragon. DO NOT attack this tail, as it can be pretty deadly. If it isn't attacked, it just wags in a benign manner. If it is attacked, it lashes out when you approach, causing 10-40 points of crushing damage. For every two attacks at this location or any location other than the head, you raise the dragon's anger level by 1. Attacking her at her head raises her anger level by 1 for every attack.
Dragon anger level: 0 = asleep 1 = awake but calm 2 = slightly annoyed 3 = unhappy 4 = angry 5 = homicidal
Turn around here, and take the first passage to the north. Kill two more exploding fungi, then use the Dwarven pick to hack through the cave-in. There is another exploding fungi beyond, so kill it as well. When you take the first long passage to the south, a throg shaman casts a firebolt rune at you, then disappears. Drake utters "Where did he go?" The shaman dropped a throg shaman feather. Take it and put it into your inventory. Now the throg magick glyphs that guard certain doorways on the lower level no longer cause damage, and are safe to go through. Continue south, and you will see the dragon's rear leg, held in place by a formidable lock. Once again, don't attack it, as you'll only anger the creature. Just leave and go back to the north passage.
Go east, following the passage to another south corridor. There is a four-way intersection here. There are two exploding fungi at the end of the east one, so kill them. The chest in the west one is empty, so don't waste your time with it. To the south is the dragon's belly. Not even the belly is vulnerable. Just go back to the north passage. Follow the passage east, until you get to another south passage branching off it. An alcove to the west has two more exploding fungi. Make them pay for their bad manners. Follow the path to the dead end. You will find a super heal root here. There is another passage branching south from here, but the dragon's front leg is blocking the passage, and is held in place by a lock like the rear one. Exit to the north passage.
Follow the north passage to the east, and it will turn south soon. Along the way, you will encounter some faerie glows. They terminate at a location east of this passage. Remember this location for later, and look for a door to the west that is just south of here, at a four-way intersection. Go through this door, and follow the passage to the dragon's head. If you haven't attacked the dragon, the dragon is asleep. The following conversation takes place:
Dombur: Ah, what a magnificent sample. It has been many years since a scholar has had a chance to study...
Farli: (Interrupting) Shhh. We don't want to wake it.
Dragon: (Waking) Ahhh! What is this?!
Dragon: Arrrr! The smell of man is on you, intruder. What brings one of your kind here? You've come to view my chains, haven't you?
Drake: Ah, no, Lady Dragon. I have never seen such a wonderous beast as yourself.
Dragon: I am Vermatrix Goldenhide, leader of the Great Dragons. It is my bane to be chained like a common worm.
Drake: Can you not break free?
Dragon: Alas, these chains are bonded with magick.
Drake: Ah, well, I am Drake, Champion of Stonekeep, and these are my trusty companions. We will do what we can to free your bonds.
Dragon: You would have my thanks and reward if you did.
Drake: Who has chained you?
Dragon: Those cursed Throgs. On the command of Throggi, they said. Broke the key in half, before my eyes. Ran from this room, with my flames licking their backside. (laughs) Ahh, to be free...
Drake: Well, then, we will find one of their Shamans and ask a very polite question.
If the anger level is 1 or 2, you still have the above conversation, but not the first three lines. If the anger level is 3 or 4, the following conversation takes place:
Dragon: What do you want?
Drake: I'm just exploring here.
Dragon: I am the great Vermatrix Goldenhide! I am the leader of the Great Dragons! (beat) You are not an explorer! You have come to mock me and steal my treasure, haven't you?
Drake: No! I am looking for treasure...
Dragon: I knew it!
Drake:...But not your treasure.
Dragon: Prove it.
Drake: You are obviously in trouble. I will try to help you.
Dragon: The Throg Shamans were the ones to capture me. They will eat you alive... if I don't! (beat) They put me in this magick lock and broke the key into two halves. Find those pieces, fix the key and return to free me. For if I escape before you return, I will spend the rest of your life hunting you down!
If the dragon anger level is 5, the dragon howls "Enough!" and breathes fire on your party, which would then be a game over. If you're following my advice, she's calm.
Go through the door, and enter the opposite area. A cave-in collapses behind you. There is a mana circle to the right, and on the other side is a magickal flint rock. Note this rock for later, and hack through the cave-in. Turn left. Enter the alcove on the right, and take all the yellow primroses, which are needed to access the Faerie Realm later on. Exit out into the corridor, and turn southward. At the end of this corridor you will encounter two shargas. Slay them. They each carry two green mushrooms, and one has a sharga pick. Enter the door. You now see a treasure chest. It has one half of the dragon key, and a rune scroll, which reads "Armor rune. This rune will create a protective field around the target. The field this rune creates is imperfect, with some gaps that will not provide complete protection." Name this rune "Armor". Now retrace your steps to the stairs to the lower level, and head down there.
Exit out the door into the hall that leads south. Go south here, then when the corridor turns east, take the path that goes south. You will run into a cave-in. Hack through it. From here, go south, east, south, four steps east, north, three steps east, then head south. Hack up the annoying exploding fungus. Turn west here, then work your way south and back to the door with the throggish magick glyph. Go through it, as the throg shaman feathers are protecting you.
You will find a throg shaman in here. Engage him in combat, and after he dies, take his useless broken throg runecaster, red feathers, the other half of the dragon key, and a rune scroll. The scroll reads "Scare rune. Target flees." Name this new rune "Scare". On the floor of the room are more feathers and super heal root. Take them, then head out of here, and take the path north to where the boulder once was. Go west, then north past the dead exploding fungus. Turn west again, then stop at the intersection.
Face the north wall here, and press the button. This deactivates the arrow trap south of you. Go south now. Turn left, going east. There are two super heal roots in this broken barrel. Take them, then turn south. There is a barrel here, and breaking it reveals three oil bombs. Put the scare rune on the Throggish runecaster. Turn right, going west, then face north. Cast the scare rune on the throg guard here just for fun, use an agility gain potion to put the fire out, then stab him to death. Even though you keep hitting him, he tries to run away. He even runs away after he dies, but when the spell wears off, he falls on the floor, dead as normal. Go to the south end of this area, and go through the door (there is a throggish magick glyph on it, but it won't harm you). Stop on the other side.
Turn right to face the wall, and press the button. This deactivates the arrow trap on the east end of the hall just to the south. Turn right, going west, then south, then west to the door. The following conversation ensues, and Karzak leaves afterward:
Karzak: These are the stairs to our clanhall. I will go ahead and announce us.
Drake: Alright. Should we follow you?
Karzak: Wait before you enter. I must prepare the guards for your arrival. Since the Throggish incursion, the hall has been on high alert. Farli, why don't you stay with Drake?
Farli: Aye.
Dombur: See if those secret project supplies have finally arrived, would you?
Karzak: They've been gathering dust since you disappeared.
Dombur: Oh, dust should help, yes.
Drake: 'Til we meet again, Karzak.
Karzak: Aye. 'Til then.
Now Karzak leaves the party and enters the doorway and stairs beyond. Follow him, and get ready to enter the Dwarven Clanhall. You will need to complete the Dragon Feeding Grounds after going through this level, as the Dragon is blocking the rest of the level.
|
|
|
Post by Master Smiloid on Oct 7, 2003 14:13:13 GMT -5
Level 7: The Dwarven Fortress
The Dwarven Fortress is different than the previous levels. You will find Dwarves virtually everywhere. Since they are natural allies of humans, do not be foolish and attack. You need allies in your quest, and if you kill a dwarf and another dwarf finds his body, or if you attack the elder, you instantly become an enemy of the clan. This is very bad. For one, once you have become their enemy, there is NO way to make amends with them, no matter what you do. Second of all, if you become their enemy, they will attack you, and any dwarf in your party will leave your side and attack you as well. So save here and don't make that mistake. Go south, through the door, and take the door to the left. You encounter Thun Brightstone, one of the guards, and the following conversation takes place:
Thun Brightstone: Chalka! Halt! Who goes there!
Drake: I am Drake, an adventurer. Karzak sent us.
Farli: Halt yourself, Thun, we've come to see the elder.
Thun Brightstone: Farli, I'd not thought you would've returned. If you want to see the elder, I'm not going to stop you. I'll take you to him now.
Farli: I know the way, Thun Brightstone. You watch the gates. (Thun goes to the wall, and will not speak again.)
Go forward. Farli says "Turn right." Do what he says, and go a few steps west until the following conversation takes place:
Dombur: Ah! Yes, this is my workspace. Now where did those supplies go?
Drake: Farewell, Dombur.
Dombur: Oh, yes, yes. If you see my brother, send him to me, I have a new device he must see.
Farli: I'm right here.
Dombur: Oh, yes, well, stop by later would you, please.
Dombur enters the corridor to the south, just a few steps west of here. Follow him into his workspace. He paces back and forth, and mumbles something:
Dombur: Now what did I do with that? If I... Yes, that would work! Hmm, yes, hmm, hmm, no, no, that would be dangerous. Well, maybe, just a little.
Dombur walks up to you, and the following conversation takes place:
Dombur: Can I help you?
Drake: Dombur... It's me, Drake.
Dombur: Oh, yes, it's Drake. (beat) Jake who?
Drake: I saved you and your brother...
Dombur: (interrupting) Oh, never mind, what can I do for you? I'm busy, you know.
Drake: Yes, well, you mentioned some secret device.
Dombur: Shhh! It's my secret project. A new weapon to use against, well, against somebody. I almost had it developed. I just can't find the missing pieces. They must have been delivered incorrectly. I would not have misplaced them.
Drake: If I can find the pieces to this weapon, can I use it?
Dombur: Of course. What's the point of a weapon if it won't be used? But then, what good is a used weapon? Well, bring me the pieces and I will loan you the weapon.
After this, he paces some more, and mutters more lines to himself:
Dombur: Ahh, yes... Now that should have worked. The inner problem is resolved when the outer tincture, ahh... what was I talking about?
Dombur paces back and forth some more, then comes forward to you, and says "Do you have one of the pieces?" Give him one of the "pieces to a strange device". He says "Yes, this is part of the project." He paces some more, and utters the same thing to himself he was muttering the last time he paced (it contains the phrase "tincture".) Then he approaches again, and says "Do you have one of the pieces?" Give him the other "piece to a strange device". Dombur says "Yes, yes! This is another piece to the stoneshooter!" Now you know that the secret weapon is a stoneshooter, but you don't have any more pieces left, so ignore Dombur and step forward into the room. A nearby scrollcase holds too scrolls. One of them reads "Dombur's To Do List: Work on secret project, finish designs for another keep of stone. Eat. Sleep. Shower." When you read the other scrool, Drake reads "This rune is for written languages only. Use on reader." Look at the table. Take the two stones and heal potion, but ignore the blank scroll. It's worthless.
Go back out into the main hall, and turn left. Farli says "Make this left." Do as he says, going south. Along the way, you may encounter a miscellaneous dwarf who says something to you. There are two of them. The quotes are:
1. "I heard you taught the Throg Shamans a lesson in their own temple. (laughs) Good going. If only we were able to strike back at them ourselves, but Torin is holding us back! (beat) Torin must have his reasons."
2. "I'm a little worried about Grak. He hasn't been himself since returning from patrol a couple of days ago."
3. "Have you seen Grak? He was supposed to report for duty, over two hours ago."
4. "There's an evil to the west. You can feel it when you get close. Be careful."
5. "Grak? Uh - a traitor? You must be joking."
6. "Good luck."
7. "Get some of those Throggish scum for me."
Those dwarves follow certain paths around the clanhall, and only talk to you once every time they go around the far eastern area, and also will only talk if they come towards you when you're facing them.
When Farli says to go "Straight.", ignore him and turn right, entering the Dwarven library. Meet Orson Stout-thinker. The following conversation starts:
Orson: Greetings. I am Orson, librarian recorder of this clanhall. What can I do for you?
Drake: I'm looking for help.
Orson: Well, you've come to a good place. Wander these halls, and ask your questions. Feel free to peruse the scrolls in this humble library.
Read the scrolls in the scrollcase on the left. The first one reads: Orvig helped Rathe to repair Thera's temple. Discussion with Mage Icarius has theorized that this can help Thera act in this world by restoring her energies.
The second one reads: Evidence suggests that the ancients of Atlantis and Ys were destroyed nearly 1,000 years ago. Research this more.
The third one reads: Research theory of countermagick to deflect capturing energies. Possible Devastation explanation.
The right-hand scroll case has three more scrolls. The first one reads: A prophecy tells that one of Thera's line will come to the Keep of Stone. This foreseen One will bring a wave of darkness to his people and be cast away. In time, the One will rise up and bring light to where there is none.
The second one reads: The Youngest Gods. Helion, born of fire. Aquila, life daughter. Thera, mother of earth. Azrael, the red warrior. Khull-Khuum, dark brother.
The third one reads: Marif, strongest of all. Afri, vision seeker. Safrinni, natural flyer. Yoth-Soggoth, master of magick. Kor-Soggoth, brother to magick.
There is also a scroll next to Orson's feet. This one reads: Ever since the Devastation, no Faerie has been sighted. Even before this time, sightings were rare. Faeries seldom left their own realm, and the Way to their Realm was often disguised wiht Magick. This Magick often took a natural form and pattern.
Exit the library, go south, and turn right when Farli tells you to do so. Just ahead is Torin, the elder of the clan, who is in conversation with Geldor Armorsmith:
Geldor: We must take the battle to them Torin.
Torin: No, Geldor, it isn't time. I cannot explain their recent actions, but we must remain calm. The clan needs us here.
Geldor: But if the Throgs attack us now, will all of the disappearances, I don't know if we can hold the clanhall!
Torin: Lost Thera! I will have no more discussion about this. (beat) We have guests, Geldor, stand aside. (to you) Come closer.
Move closer NOW. The following conversation takes place:
Drake: I did not mean to interrupt.
Torin: Nay, they are old words anyways. I am Torin, Elder of the Chak'ra clan. You must be Drake, I have heard of you. And Farli, you have returned at last.
Farli: Dombur needed...
Torin: Enough! Save it for later. Drake, what do you ask of me?
Drake: The dragon Vermatrix has been chained. I want to free her. Can you help?
Torin: Free a dragon, are you daft?
Drake: She was chained by Throgs...
Torin: (Interrupting) That is not enough reason.
Drake:...and she might be real friendly to those that help her.
Torin: Ahhh, and she would hate Throgs. Maybe I can help, or more likely, Sardin, our blacksmith, can. See him to the north, tell him I said to help you. Return when you have the time, I wish to speak with you some more.
Torin: Now, Farli, you disobeyed my direct command. You left the hall and went searching for your brother. What do you say to this?
Farli: I had to leave. I had to find Dombur. He would have done the same for me... sir.
Torin: Only if he remembered that you were gone, but that doesn't change the fact that you broke our laws. You are uck-togoth. Leave now.
Farli: But...
Torin and Geldor: (chanting) An uck-togoth cannot be hard or seen.
Farli: So be it. Goodbye, Drake. I must go.
Farli leaves the party. Go back to the corridor that goes north and south, go north to the 4-way intersection, then go west, and turn north at the end.
|
|
|
Post by Master Smiloid on Oct 7, 2003 20:17:27 GMT -5
Just ahead is the Dwarven blacksmith, Sardin Blackrock. Go up to him, and the following conversation takes place:
Drake: Are you Sardin the blacksmith? Torin said you could help me.
Sardin: Aye. What can I do for you?
Drake: I promised to free a dragon. She is bound in magick chains and the Throgs broke the key into two pieces. What can I do?
Sardin: If you could bring me the pieces of the key, I might be able to fix it. But alas, my forge fire has died and I cannot light it.
Drake: Why not?
Sardin: It's a magick forge, and you can't light those normally, you know. You need magick flint.
Drake: And?
Sardin: We ran out of magick flint, and I haven't been able to find any. It's pretty rare, you know.
Drake: OK, I'll get you your magick flint if you help me out.
Sardin: It's a deal. Take this magick chisel. You'll need it.
Go south, turn left going east, and turn left at the second intersection at which you can turn north. Turn left, and exit out to the Dragon Feeding Grounds again. Take the door to the north, and go past the arrow trap to the north, turn left to go west. Follow the path, and turn left at the 3-way intersection. Enter the door on the east side and go up the stairs to the upper level. Find your way around to the area opposite the door to the dragon. Use the magick chisel to chip off a piece of the magickal flint rock, step back and pick up the flint, then follow the above directions in reverse to get back to Sardin. When you reach him again, the following conversation takes place:
Sardin: Do you have the flint?
Give Sardin the flint.
Sardin: Thanks. Stay here. (Sardin goes back to the forge to light it. Stay put. You're not allowed back there. Only Sardin and his brother Seldin can go back there.) When Sardin returns, the conversation continues:
Sardin: Thank you. A Dwarven clanhall needs a burning forge. I will be happy to help you.
Drake: I need a broken key fixed.
Sardin: Give me the pieces.
Give Sardin the pieces of the dragon key.
Sardin: Wait here. (Sardin goes to the lit forge, and Seldin fixes the key, although you cannot see Seldin from here.) When Sardin returns, the conversation contninues:
Sardin: There you go. Completely fixed. Good luck to you.
Take the dragon key. If you return to Sardin later, Sardin says "What can I do for you?", and Drake replies "Nothing. Thanks." Do not go back by the forge, as I said before. If you do so, you'll only anger Sardin. He says "Now stop right there! Can't let you go any further, see. Non-employees are not permitted on the shop floor. Step back behind the line." Take another step and he will become hostile and attack you. His brother, Seldin, works the lit forge, and if you go back there and make Sardin hostile, or if you're an enemy of the clan, Seldin cries "You don't belong here!" If you killed Sardin, Seldin will attack, sobbing "You killed my brother! You'll pay for that!" Also, if you're an enemy of the clan, Sardin won't serve you.
Now take a step back and go east. To the east of Sardin is the "glory stone". This huge stone hones the effectiveness of weapons. Use the weapons you have not increased your skills for usage, and use them on the stone three times total. For the first three strikes against this stone, that weapon's skill is increased by one. Use the spear, and then shoot two arrows at it. After this, get out the stone hammer and use Azrael's Orb on yourself. Remove anything out of Drake's right hand, and replace the dagger of penetration with the stone hammer. Hold the mouse button with a piece of tape and hammer away at the glory stone. When your hit points have reached 240, your strength, agiltiy, and health stats are maxed out.
Go south, turn east, and enter the next room to the north. Use the Language rune on yourself and read the sign. It reads "Geldor's Armory." The door is unlocked since you've seen Torin already. In this case, go in. The following conversation takes place:
Drake: You wanted to see me?
Geldor: Yes, I have heard of your travels. News travels quickly in the Underlands. I believe we have similar goals.
Drake: (hesitant) I'm not sure if I understand what you're talking about.
Geldor: Ah, well, let me just say that I think the same about Throgs and their Shamans as you do. And anything you do regarding them is acceptable to me.
Drake: Ah, yes, I see now.
Geldor: Good. Please look around my little shop. If you see anything you like, pick it up and come talk to me about payment. Here is the price list. They are very reasonable. (He holds out a price list scroll. Take it and read it.)
The scroll reads: Platemail 10 gold, Chainmail 6 gold, Helm 3 gold, Leather Shield 4 gold, Metal Shield 4 gold, Battleaxe 4 gold, Dagger 2 gold, Healing Drought 1 gold.
Place the following items on the table next to Geldor: Platemail, Metal Shield, Battleaxe, 2 Healing Droughts, and the Dagger. Geldor will say "Let's see... 18 gold. If you have enough, give him the money bag. Geldor says "Here is your change, my friend. Thank you for your purchase." (Do not attempt to walk out without paying. If you do, Geldor is at first polite and says either "Excuse me, Drake, you haven't paid that yet," or "You weren't thinking of leaving without paying, were you?" If you actually do exit out the door, Geldor becomes hostile and attacks you.) If you don't want to pay, give Geldor a throg shaman feather. The following conversation takes place:
Geldor: You have slain a Throg Shaman, haven't you?
Drake: Yes.
Geldor: A Throg Shaman, maybe the Shaman you have killed, captured and tortured my family. Perhaps their inner souls will rest in peace now, no longer crying for vengeance. (beat) Please, help yourself to my goods. Take what you will, no charge. (Geldor will no longer charge you for his goods, which means they're free.)
Go north, and enter the back room. Open the chest, and take out three coins. Now exit the back room, go south through the door, and drop by Orson. He asks "Have you read the scrolls yet?" Nice question. Of course you have if you've been following this. Go south some more, and turn right towards Torin. The following conversation takes place:
Torin: Drake, we have a problem in the hall. I hope you can help us.
Drake: Tell me more.
Torin: This is a small hall, an outpost from the great Dwarven cities. We have been working these passages from the stone, but we have come across a great evil. There is a creature of the darkness roaming these corridors. We unleashed it, and it has been preying on us ever since.
Drake: What is it?
Torin: An undead warrior. One of great power. We have sent many of our warriors to their death in the corridors to the east. Find it. Kill it. I will reward you and we will be very grateful.
Drake: I'll check it out.
Turn right, facing north, and take a few steps back into Torin's private quarters. Take the horn of fear and the magickal throwing axe. Now head back towards Torin, turn to face west, and back away to the hallway. Go one step south, then turn east, heading towards a small room.
|
|
|
Post by Master Smiloid on Oct 7, 2003 23:08:37 GMT -5
In this room, three home-cooked meals are on a table. Take them. Ignore everything else in this room, as there's nothing else of value. Head south. You will find four barrels and four grain sacks. Ignore the grain sacks, but break the barrels. The first has two heal roots, the second is empty, the third has one home-cooked meal, and the fourth has five stones. Now continue east, and turn north at the corner. Turn left, going west at the first intersection.
You have entered Farli's room. You will find a scroll under his bed. It reads "Drake. I cannot explain what has happened. I must leave for awhile to pay for what I have done. You would not understand, but please try. -Farli Mallestone." Nice note. Now go out of the room, turn left going north, and turn left at the next intersection, entering Karzak's room. Since he survived combat long enough to leave before entering the clanhall, Karzak walks to you and the following reunion takes place:
Drake: Karzak! How's it going?
Karzak: Argh! It is so boring around this place. There is much talk of battle with the Throgs, but nothing will come from it.
Drake: Well, Torin want to know if you will journey with me again.
Karzak: Oh, for the glory of battle, yes!
Drake: Come on then, time is wasting.
Give Karzak the Dwarven platemail, and give him the helm. Replace his Dwarven axe with the battleaxe, and remove his shield beforehand. Open the chest, and take out five oil bombs. Now turn left, and go north. Turn right at the intersection. Follow the zig-zagging path ahead, and when it straightens out, go forward three steps, then turn left, going north. Hear water? You're near a Fountain of Thera! Get out the wineskin and refill it, if you need to. Then head south, and continue east.
When the eastern passage turns south, follow that path around. When you go past the broken barrel, you will suddenly find no Dwarves around, and the music will turn eerie. When you start going north for the first time in this area, Drake says "There is something evil about this place." Turn south, and follow the path to the dead end. You will find some Dwarven picks and an iron spike. The iron spike is used for a certain purpose in the Faerie Realm. I'll explain that later. Now, go north, and turn east, following the path. When you reach an intersection, turn right, and go around until you see an intersection to the left.
In this intersection is a portcullis. Go past it and turn north, and you'll se a sarcophagus. Strike at it, and the zombie attacks. He is one really tough opponent, and is poisonous. If he attacks, you'll gradually suffer damage from the poison until you either die or consume a poison mushroom. If you get poisoned, consume such a mushroom immediately. Use the dagger of penetration, and hold the button for the weapon down to repeatedly strike the zombie. He's going to take somewhere around 15 or more hits. When he dies, step forward. Grab the ring of poison resistance, and the rune scroll, which Drake reads "Use to double power of rune. Increased mana use expected." You already have this rune. Exit this area, and turn left, then follow the path out of the Zombie's lair, to emerge near the Fountain of Thera.
Take the north path on the west side of this area, and you'll hear someone working at a lock. Approach, and you'll see a Dwarf with his back turned towards you. This is Grak. Approach him, and the following conversation takes place, and it isn't nice:
Grak: (spins around) What do you want?
Drake: What are you doing here?
Grak: Nothing! No go away!
Just stand there, and he gets more emphatic...
Grak: I said leave me! You have no business here!
Stand there some more, and let him stew a bit...
Grak: All right, have it your way then.
Turn to leave, and Karzak says "Drake! Watch out!" (It's a cowardly ambush from behind.) Turn around, and strike at Grak repeatedly. Each sneaky blow to your backside can do five times the normal damage. When he dies, he turns into a throg, and the following conversation takes place:
Drake: He was a Throg in disguise. Some sort of illusion magick. Thanks for the warning. It saved my life.
Karzak: A life, for a life.
Walk to where he appeared to be working at a lock, which is actually a blank wall, and go through. It is an illusion. Face west, and take a step back. Five meta rune scrolls lie on the ground. From left to bottom, in a clockwise direction, they read "Power II Meta Rune - Increases the power of a rune." (You have this one), "Potency Meta Rune - The magick restistance of the target is lowered." (Again, you have this one too.), "Duration Meta Rune - The rune effect lasts longer", "Ball Meta Rune - Area effect.", and "Power III Meta Rune - Greatly increases the power of a rune." Give them their respective names. Now exit this room, and go west, turning south at the corner. Along the way, you'll pass the guardhouse, which is to the east, where four Dwarf guards bunk. There is nothing of value, so continue south.
When you have reached the east-west corridor, turn west, then turn south at the second intersection. Take the first right, to see Orson, and he says "Your journey is an education. Never forget that." Now exit his area, turn south, then head west, going towards Torin. The following conversation takes place:
Torin: Have you put that undead thing to rest?
Drake: Yes. It shall bother you no more.
Torin: I am very grateful. You have saved many of my people's lives. The gifts in the chests are yours.
Drake: I have a question. What is an uck-togoth?
Torin: It literally means 'the forgotten.' If a Dwarf breaks a great law, then he is called uck-togoth and banished from our halls. The uck-togoth will never return.
Drake: (sad) Ah. Thank you for telling me.
Torin: It is hard, Drake, but we will all get over it.
Now open the chest, and take out the magic shield and the rune scroll, which Drake reads "This rune magick requires a previously inscripted point to complete the circle to home." Name this rune "Homing." Exit Torin's room, head three steps north, and turn right to face the door.
The only way to enter this room is to kill Geldor Armorsmith and take his key. But there is nothing worth taking in here but a scroll with a bad joke, so it isn't worth angering the clanhall and becoming their enemy. The only other things in there are hammers, swords, axes, and a spear, which you don't need. Now go north, and turn right at the 4-way intersection. Turn left at the first intersection where you can do so, going north. Turn left when you reach the two guards standing by the wall (one of them is Thun Brightstone.), and enter the door. Follow this path to exit back out to the Dragon Feeding Grounds.
|
|
|
Post by Master Smiloid on Oct 8, 2003 17:44:57 GMT -5
Dragon Feeding Grounds (Part 2)
From the entrance to the Dwarven Fortress, head east to the first door on the left, and turn left, going north through it. Turn right, then turn left going north again. Turn left, and then turn right at the arrow trap. When you reach the wall, turn left, follow the path, and then turn left at the intersection. Take the door on the right side. Go through the next door to emerge in the upper level of the Dragon Feeding Grounds. Go west, and take the first north corridor. Follow the path until you see another path going south. Go south to the dragon's rear leg, and use the dragon key to unlock it.
Now head north, and follow the passage east. Ignore the first passage you see going south, and take the next one. Follow this path to the dragon's front leg. Use the dragon key to unlock it. Now head back out, turn right at the north corridor, and follow it to the entrance to the dragon's head, which should be on the west side of the corridor when it turns south. When you reach the dragon, she says "Why do I awaken?"
If the anger level is 0, 1, or 2, the following conversation takes place:
Drake: We have the key!
Dragon: Excellent! Please don't stand there. Unlock my chains, and be sure to get all of the locks.
If the dragon anger level is 3 or 4, the following conversation takes place:
Dragon: Do you have the key?
Drake: Yes, yes, we have the key.
Dragon: Do not stand there, unlock me, unlock me now.
Drake: You promise not to roast me, if I do?
Dragon: Yes, yes. And I promise to roast you if you do not!
Don't stand there. If you wait for 10 seconds, the dragon gets impatient and says "Hurry, unlock me!", and if you do not do it for 10 more seconds, the dragon anger level goes to 5. You don't want that. Once you've unlocked all of the dragon's locks, the following conversation takes place:
Dragon: Thank you, human, I am in your debt.
Drake: You're welcome. I was happy to help.
Dragon: I must leave now. To fly the sky again is my greatest dream - a dream that you have helped to fulfill. We dragons always carry some treasure with us no matter where we go. That is yours to keep. I will never forget this, and my kind have long memories. You may consider yourself a dragon friend, and someday I will repay your kindness.
Drake: Good flying, Vermatrix.
At this point, Vermatrix Goldenhide leaves the Dragon Feeding Grounds. She will not appear for the rest of the game. Go forward past where her head was, turn south, and take the first right. You will find a ton of treasure on the floor. You will find 2 green gems, 2 red gems, a blue gem, 18 coins, a heal potion, and a chest. The chest contains a heal potion, a blue gem, 2 coins, and 3 rune scrolls.
When Drake reads the first scroll, he reads: This rune is called the Rune of Winds. It was developed to dust a wizard's castle, but is used more often as a weapon.
When Drake reads the second scroll, he reads: This rune is the Shrink rune. A faerie gave this to me long ago. He thought it was great, but I haven't found it very useful at all.
When Drake reads the third scroll, he reads: This rune will heal wounds and most conditions. It has been found useful as a cure for poison especially. Very useful.
Name the two new runes "Tornado" and "Healing" respectively. You no longer need the Curing rune for healing. The Healing rune is better than that rune, as it does a lot more healing, and can cure poison and weakness afflictions. Exit this room, and follow the path north. You will find a coin along the way, so pick it up. Turn left at the intersection (you will see a lock on the floor). In the first alcove on the right is an exploding fungus, so kill it by tossing the magickal throwing axe at it. Repeat for the other exploding fungus just down the corridor. Continue down this way, and past a zig-zagging section, and you come to a pit. Turn around, for this pit leads back to the Dwarven Fortress. Go back to the lock on the ground, then turn left and follow the path to the next intersection.
At the intersection, turn left, going south. The first alcove contains a super heal root you should take. Follow the path to the room at the end, which has a wimpy throg guard. When you reach him, he says "Oh, by Throggi! Strangers to abuse me. Great Throggi, I exist only to be abused! Well, then... abuse me I say!" Take a step back, or he'll rush past you and try to attack you from behind. Slay the whiner. Take the heal root in this room. The scroll the throg drops says "Ball Meta Rune. Area effect." You have this scroll already. Take the two coins the throg dropped, and go back to the intersection, and then turn left. Keep an eye out for a coin on the floor. Turn south at the next intersection.
|
|
|
Post by Master Smiloid on Oct 8, 2003 18:31:46 GMT -5
Follow the path until you see a door on the right. Enter, and you'll wind up in an isolated area on the lower level. Kill all three exploding fungi. Where the chest is, there is a rune scroll on the outside. It reads "Potency Meta Rune. The magick resistance of the target is lowered." Yet another rune you already have, and this was the third such scroll with the Potency rune. Inside the chest is the last stoneshooter piece, and you also find a super heal potion, strength gain potion, and an agility gain potion. After taking them, close the chest and head back to the upper level.
Go three steps south, go west, and face south. You will find an exploding fungus. Slay the pest (this is the last exploding fungus you have to slay, there are no more). Continue working your way south, and you will meet a sharga. This is Skuz. Unlike other shargas you've met, he's friendly. The following conversation takes place:
Skuz: Hiyaz! Skuz happy to see friendly faces!
Drake: If you want a fight, we'll give it to you.
Skuz: No, no. Nice youz misunderstand. Skuz want outta dis place.
Drake: Well, I think you should find somebody else to travel with.
Skuz: You gotta take Skuz with youz! Skuz show you tings, Skuz will!
Drake: Oh, all right, if it will keep you quiet.
At this moment, Skuz joins your party. Ignore the door dead ahead for now. This door leads to the Ice Caverns. You don't want to go there yet. Get out your throg runecaster, and inscribe the Firebolt rune on it, enhanced with the Power III Meta Rune. Follow the corridor south, then turn left, going east. You will encounter a nasty throg shaman, and he harbors a major grudge. The following not-so-nice conversation starts:
Throg Shaman: You think you are so tough. You kill my people, and defile our temple. Yes, I've heard of your actions. You will pay for what you have done.
Drake: You are servents of Khull-Khuum, but I can find it in my heart to let you go if you promise to leave us alone.
Throg Shaman: No, what you have done cannot be ignored.
Drake: Well, okay then.
When the battle starts, back away and blast the Throg Shaman with a powerful firebolt attack. You'll kill him instantly. This throg shaman has the Duration Meta Rune, which you should already have. Take the green mushroom and red mushrooms from the chest, but leave the odd dropping. Continue east, and you'll find a mana circle. Step in it to recharge your mana, then take the intersection to the north, and turn left to find a chest. The chest contains 4 coins and a scroll.
The scroll reads: Tell Gorda Karn that those strange glowing things are back. They stay in the area to the east of the Dragon, and flee whenever our Guards approach. I think they're Faeries. Something faerielike might open the gate to their Realm. They would make good slaves...
Now, follow the path in reverse to the lock, then turn left. Take the coin along the way, then go through the door ahead. Take the stairs down to the lower level, then head straight for the Dwarven Fortress. On the way to the Dwarven Fortress, when you reach the door that has the throggish magick glyph, Skuz says "The Shamans are the only ones go through this door. Skuz tink it's probbly their funny hats!" When you get to the first door in the fortress, the following conversation starts:
Skuz: Skuz wait for youz here. Mean Dwarfies no like Skuz.
Drake: Okay Skuz. Stay there and we'll be right back, after we take care of a little business.
Skuz: Don't worry. Skuz no goin' anywherz. (Skuz will wait here until you return.)
Go to Dombur's room. If you don't remember, take the left to the area where the guards stand, turn right where the guards are standing, turn right again, then take the first left. Enter Dombur's room. The following conversation ensues:
Dombur: Well, what do you want?
Drake: It's me, I'm looking for your secret weapon.
Dombur: Shhh! Don't tell anybody about that, it's a secret. It's a bunch of secret pieces, I guess. Oh, I remember you. You're looking for it.
Dombur paces some more, mumbles, paces again, then returns to ask "Do you have one of the pieces?" Give him the last stoneshooter piece. He responds "Ah, the final piece! Go away while I assemble my masterpiece. Return later and it will be ready for you." Now he goes to work at the table on the other side of the room. Stand there for a moment, and Dombur finishes up.
When he approaches, the following conversation starts:
Dombur: Ah, there you are. I have finished this up. I would have come looking for you, but something important... well, something... well. I entrust the stoneshooter, the ultimate weapon of destruction, into your hands." Take the weapon. Now Dombur says "You need these instructions too." Take the instructions with the right mouse button. The conversation continues:
Drake: Thanks.
Drake: You know, Jake, there is something that bothers me about you. You're a little tall for a Dwarf, you know that?
Drake: Ah, yes, I, uh, had tall parents.
Dombur: Oh, that would explain it. Well, I'm a busy Dwarf and busy Dwarves... are busy, you know.
Drake: Yes, thank you Dombur.
If you went away, and returned to find him pacing, the conversation is extended:
Dombur: Yes, yes. I'm busy, and my time is not to be wasted.
Drake: I'm sorry to disturb you.
Dombur: Well, in that case I will return to my work.
Note that if you have a version of the game lower than 1.1, Dombur won't accept the third Stoneshooter piece right now, even when he holds his hand out. There is a bug in the game. If this is the case, get the patch, or give it to him after your trek through the Faerie Realm, which is next.
Head out of Dombur's room, leave the Dwarven Fortress, and Skuz rejoins your party. Go to the Dragon Feeding Grounds, then go to the stairs to the upper level, and when you get there, take the first north path, and follow it until you see the faerie glows. Go to where they disappear, and place a primrose on the ground at the dead end. (They're yellow flowers.) Step forward into the new dead end to teleport to the Faerie Realm.
However, if Enigma the Elf is in your party when you try to enter the Faerie Realm, the following conversation takes place:
Enigma: I cannot enter this realm. My vow for vengeance won't let me.
Drake: Why not? Surely you can for just a little while.
Enigma: My vows mean much, and if I disobey their wishes, I will perish. (Enigma leaves the party until you have left the Faerie Realm.)
You should go to the Faerie Realm before going to the Ice Caverns. If you have version 1.1 of the game or lower, Enigma will prevent you from entering the Faerie Realm. That can be fixed by getting the version 1.2 patch.
|
|
|
Post by Master Smiloid on Oct 8, 2003 23:12:21 GMT -5
Level 8: The Faerie Realm
Now, I've got some things to mention about the Faerie Realm before walking through it. This level is different from the others. There is very little combat, and the combat is confined to the troll area. You also speak to several faeries in this realm. There are two types, of course: male and female. Depending on who's in your party, your companions may have different responses. In this case, you only have Skuz and Karzak with you. Karzak despises the insipid cuteness of this realm. If Karzak is with you when you enter the Faerie Realm, Stonekeep starts a timer. As the timer counts up, Karzak utters a number of unhappy responses, such as: "I don't think I'm going to like it here.", "I don't even feel like fighting.", "I can't even bring myself to fight.", and "If I don't get out of here soon I'm going to kill myself!" Fortunately, when you enter the troll area, Karzak's combat stats are restored. The weakening effect dissipates when you leave the realm, but it doesn't reset, and Karzak weakens again when you re-enter. Also, don't attempt to bash any faeries, as they'll just turn to glow form and zip away. They're not vulnerable to attacks, and they'll call you a "Poo-head."
From the start, head south, picking up flowers - gladioli, foxglove, primrose, etc. When you reach the intersection, you meet a faerie named Snort, who flies up in glow form and says "Hi, there! This is your body. (shakes) And this is your body in the Faerie Realm. (snorts and laughs)" He then goes to his male faerie form, spins you 360 degrees, and adds "Any questions?" But before you can answer, off he goes.
Follow the path until six faerie glows appear in front of you. All but one of them de-glow into their normal male form, and the following conversation takes place:
Chuckle: Welcome to the Realm of Faerie!
ALL: (various greetings, except Binkle)
Binkle: Go home.
Chuckle: Now then, I have a very important question for you. Do you have your Faerie Handbook yet?
Drake: Uh, no.
Chuckle: Good! 'Cause you don't need one! (laughter) Got you there! What you do need are performances from the Faerie Players! And that's us! I'm Chuckle, this is Giggle, that's Snort the Faerie...
Snort: That's my name, not a suggestion (snorts).
Chuckle:... and that's Winkle, Binkle, and um, oh yes, Murph. (Murph is still in glow form.)
Binkle: Don't make me angry, dog tick. You're not gonna like me when I'm angry.
Karzak: I don't think much of you now.
Chuckle: Murph? Oh, MUR-urph!
Murph: (de-glows) Sorry.
Chuckle: Yes, now then, the Faerie Players perform all over the Faerie Realm. So look for us around a Faerie corner from you.
Murph: Poo-head.
Giggle: Wig-ig-ig. Hello, hi-hi. If you haven't figured out yet, we tack "Faerie" onto just about everything - Faerie-songs, Faerie-hats, Faerie-creatures, wig-ig-ig, Faerie Unseen Court - you'll get the idea.
Chuckle: Yes, and now we bid you adieu! By the way, did I mention compensation?
Giggle: A stipend, if you would.
Snort: The big payoff (snorts).
Winkle: (stuttering) Rec, rec, recompense!
Binkle: Cash and prizes.
Chuckle: (laughs) (pause) Mur-urph!
Murph: Sorry. Pay for play.
Giggle: That means you got to give us something, Spunky. (Giggles in a weird way).
Chuckle: And now off to prepare our play! Away! Away!
Binkle: Let's just beat it! (they all turn into glow form and zip away.)
Karzak: (after they're gone) Can I just fall on my axe now?
Go down the corridor, turn left, and face the alcove on the right. Meet Sweetie. She is a female faerie. The following conversation ensues:
Sweetie: Do you like my dress?
Skuz: Skuz thinks you're a cutie.
Sweetie: I'm not a cutie. I'm a Faerie!
Karzak: I think I'm going to be sick.
Sweetie: I'd look better if I had my daisy chain. I think Giggle hid it! He's a little poo-head! Will you find my daisy chain, please?
Karzak: (grumbles)
Skuz: Skuz keep eye out. Keep both eye out.
Sweetie: You're cute!
Turn left from the alcove, and follow the path to the right, going past the intersection. You will eventually come across an alcove with some flowers and rowanberries. Take the rowanberries, but don't consume them, as they'll make you drunk. Take the flowers, and hidden underneath is a daisy chain. Wait a moment (ignore Karzak if he utters something unhappy), then go east, and turn north. Face the alcove. If Sweetie is back, she says "You found it! Oh, thank you, thank you, thank you, thank you! You're really cute!" (Give her the daisy chain) "What, were you born in a cave? These are primroses. (throws them at you) You know what they say, roses down and twice around. (sobs a bit) I'll never find my daisy chain!" (leaves) Now pick up the primroses and follow the path back to the other alcove.
From the alcove, turn south, then west, take a step north, then go west, and turn north. The Faerie Players appear, and they say one of three things:
1. Chuckle: To arms, to arms!
Giggle: To legs, baby two legs!
Snort: To be or not to be! (snorts)
Binkle: That wasn't a question.
Winkle: To pay or not to pay!
All except Murph: Now that's a question!
Murph: Now that's a question!
Chuckle: Murph!
Murph: Sorry.
2. Chuckle: Shh, shh, shh-shh-shh! Quiet please. The play is about to begin. But first a message from our patron. (beat) That's you, Bunky.
3. Chuckle: If the play is the thing, is the thing the play?
Murph: Well, I know I can play with...
All: MUR-urph!
Murph: Sorry.
Chuckle: The real answer, my friends, is on its way.
All except Murph: Not thing or play, what matters is pay!
In all three of these coincidences, you get two chances to pay, and then Chuckle says "Your loss. See ya!", and they all go to glow form and zip away. Give him a foxglove. The play "Why the Shadow King Is Like He Is." starts. (All performances are in italics):
Chuckle: Oooh. A special request for the big poo-head story, hmm? Okay, Binkle. Get ready!
Binkle: Here we go! How come, Khull-Khumm, as told by me, the Bink-master. (clears throat) Here we go!
Binkle: How come, Khull-Khumm? How come? Tell us why you turned into a nut. Tell us why we don't just kick your but, How come, Khull-Khumm? How come?
All: Yeah, Khull-Khumm, how come?
Binkle: How come, Khull-Khumm? How come? Long ago, you were real nice, but now you have a heart of ice, How come, Khull-Khumm? How come?
All: Yeah, Khull-Khumm, how come?
Binkle: How come, Khull-Khumm? How come? Devastation gave your rule a rise, but the world is not your booby prize, How come, Khull-Khumm? How come?
All: Yeah, Khull-Khumm, how come?
Binkle: How come, Khull-Khumm? How come? Are we safe until the end? Remember times when you was our friend? How come, Khull-Khumm? How come?
Chuckle: Your common sense is now unknown.
Giggle: Your head's a roost but the birds have flown.
Snort: You have the brains of a backward stone.
Winkle: Your end will come and you will moan.
Murph: Your birthday gift has sure been blown.
Chuckle: (talking) Way to go, Murph.
Murph: (talking) Thanks.
All: Yeah, Khull-Khumm you scum! How come, Khull-Khumm. How come?
Chuckle: Repeats of this performance are possible. Thank you, and good night. (The Faerie Players disappear.)
Go one step north, go a few steps west, and turn north to face the alcove. See the brownie moss? Take it. This prompts an inquiry by Skuz:
Skuz: Skuz have question. Why it Brownie moss, if it green?
Drake: Because it was named after Brownies.
Skuz: Are Brownies brown?
Drake: Well, actually...
Skuz: Why not name Brownies greenies? Their moss green.
Drake: That's not... Hmmm. Something for you to think about, I guess.
Karzak: I have the perfect answer for his questions, Drake.
Skuz: That okay. Skuz have all answer he need, thank you!
Turn left, and go west. When you enter the intersection, you wind up spinning rapidly and get thrown north into another corridor. Go west.
|
|
|
Post by Master Smiloid on Oct 9, 2003 22:15:11 GMT -5
On the way down this corridor, take the wild thyme (it is red in color). Continue west until a faerie glow approaches you. When it comes on the ground, you realize it is Murph. The following dialogue ensues:
Murph: (slowly) They said...
Karzak: I'm just going to kill him. That's all. No one would notice. He wouldn't scream until after he's dead.
Murph: (continues) that I should... give you... this. (Tosses a rune scroll on the ground.) They were laughing a lot. I don't... get it. (Reverts to glow form and zips away.
Read the scroll, and Drake says "This rune is from a very, very, Very Murphy faerie. I still don't get it." This is the Slow rune. Give it the name "Slow" in your journal. Now continue west down the passage, to the alcove. Clear out the flowers fast to find a fine Faerie cake and a fiddle. Turn south. After going a certain number of steps south, Binkle approaches. He says "I'm looking for my fiddle. Hey, have you seen it? I tell you what, I'll drop my drawers to get my fiddle back. If you happen to go over into the Troll area to look, watch out for that nasty one in the west. Oh, thats foul. (beat) You've got my fiddle! It's a love thing, cha-ching! I'll trade ya for it." Give him the fiddle. Binkle says "Whoo-ho, gotta love it. I told ya, I'd drop my drawers for it. Thanks." (Goes to glow form and zips away.) Take a step back and take the faerie pants that are on the ground.
There is an empty decanter just south of where Binkle was. Take it, then continue south. Go one step west, four steps south, two steps east, then one step south and east each, then go two steps south and enter the alcove to the right. Approach the faerie glow. It de-glows and you encounter Winkle. He says "I think that poo-head Giggle hid my dr-dr-drum. He's as b-bad about drums as Trolls are about bells." Exit into the corridor, take two steps south, then turn right and head for the faerie glow. When it de-glows, you encounter Snort. He says "I'm Snort and welcome to my brewery! (sings) If you've got the thyme... and the moss and a bottle... get a snort here! Well, don't just stand there." If you have the ingredents, this continues, and Snort goes into his male faerie form and says "Hand it over and stand back!" Give snort the Brownie moss, wild thyme, and bottle. He goes into glow form, then comes out of the form, and snorts "One for you and one for me! Good stuff!" Don't drink this. You need this for a later encounter. All it'll do is get you drunk. (One amusing tidbit: If you try to give Snort more than one Brownie moss, he cries out "No moss, no moss!") (If you drink the brew, it'll be marked by the 'damage-shake' and the spins, that is you spin around to face random directions. A second drink extends the time and causes it to become more frequent. A third drink extends the time again and your vision is affected. If you do a fourth drink, it extends the time and the screen blacks out occasionally. Try to take a fifth drink and Drake says "Never again." If you get drunk, consume a green mushroom to cure the affliction.)
Exit Snort's brewery, go south two steps, turn right, and follow the path to the 2-by-2 area. Face south towards Winkle. He appears and stutters "H-Hi. I'm Winkle. You'll like it here, even through it's not as nice as before. He Who Casts Shadows sunk Lady Iaenni's beautiful realm below the earth. If I could only find the Last Tome of the Elves, maybe I could, you know, make a difference. I'd be ever so grateful if you found it." Go back into the corridor, until you can't go east any further, then go back into the room, to see Winkle. He says "Hi. No luck finding the Last Tome of the Elves? Oh, well, I hope it's not with the Tr-Tr-Trolls! In case you go over there, here's something that might help." He gives you an iron spike, then he says "If you dr-dr-drive this into the ground, it will keep most Trolls at-at bay. See ya. Bye-bye." (He disappears.) Head out of the room, head south past the mushroom (take the iron spike behind it), and look west. Take the jester's cap. At this moment, Karzak might utter something unpleasant. Ignore him and go north to the 4-way intersection. Turn east, going away from Snort's brewery. Take the first right.
Approach the faerie glow in this room, and you will meet Surly. The following conversation ensues:
Surly: Oh, you must be kidding. I heard the "Chosen One" had shown up. That can't be you.
Drake: That remains to be seen, I guess.
Karzak: You know, I could almost like this one.
Surly: Well, I think the old songs are bunk anyway. But no skin off my if you try. Tell you what, you bring me a Faerie cake and I'll give you what you need to see the queen.
Drake: That's very generous of you.
Surly: Heh, not my idea.
Drake: I'm Drake, by the way. May I have your name?
Surly: Surly. One joke and you'll see where I got the name, OK?
Drake: Um, yes, um... ma'am?
(Surly goes into glow form and goes back to female faerie form quickly.)
Surly: Well, don't just stand there. You want to get on with this, or what? Hand it over!
(If you don't give Surly a Faerie cake within a few seconds, she gets angry and says "What an idiot! How do you expect to get anywhere just standing around like that. When you're ready to give me the cake, come back.")
Give her the cake. The conversation continues:
Surly: Don't that just take the cake? Heh, heh-heh. Hey, have I given you what you need yet?
Drake: Um, no actually.
Surly: Then you might consider laughing at my jokes, huh?
Drake: (Forces a laugh.)
Surly: I don't have real high hopes for ya, pal.
Take what she has for you, which is a silver key. Surly says "This will help you see the queen.", then goes to glow form and exits. Leave this room, turn right, then turn left at the corner. Sweetie appears and says "I heard you released my friend the dragon! Sweets for the sweet!" She gives you a fine Faerie cake. When she leaves, turn left at the corner, and go to the 2-by-2 area. Stop at the north-east quadrant of it. Pick up the flowers on the left side, and you'll see another daisy chain. Pick it up, then go back east a few steps, and turn north. Face west where the path turns east, and walk backwards. You spin rapidly and get thrown north. Follow the path east until it turns south, taking a decanter or two from behind a mushroom along the way. When you reach the eastern most section, and turn south, the Faerie Players appear. Give Chuckle a gladiola. You get treated to a performance of "I'd Rather Be a Dwarf." Since you have Karzak in your party, Chuckle starts by saying "Are you sure about this?" (He says that if there are any Dwarves in your party.)
Chuckle: Oh, we love this story, we do. Murph, get on up here. (beat) Murph. (beat) Murph!
Murph: Sorry. I was-a.... (beat) I'd Rather Be a Dwarf, by Murph, but of course you... You knew that. (coughs)
Chuckle: Are you ready?
Murph: Ready!
Chuckle: If you could be the king, Wouldn't that be a dandy thing?
Murph: I'd rather be a dwarf.
Giggle: A hero great and tall, Vanquish foes - one and all?
Murph: I'd rather be a dwarf.
Snort: The wisest man in all the land, Who holds all knowledge in his hand?
Murph: I'd rather be a dwarf.
Binkle: A poet, artist, or a sage, A singer, or a mighty mage?
Murph: I'd rather be a dwarf.
Winkle: A tinker, tailor, soldier, thief, A slug, a worm, an ugly leech?
Murph: I'd rather be a dwarf.
All except Murph: A pile of rocks, a lock of hair, The lint beneath a rocking chair, A broken twig, a hairy gnat, The guano of a worm-sick bat!?
Chuckle: (loud whisper) Murph!
Murph: Oh - I'd rather be a dwarf (beat) But I am pretty stupid... I guess I am a dwarf!
Karzak: (as the faeries exit) I hate this place!
Go south to the intersection, then go left, then north, and go see Sweetie. She responds the same as she did the last time you came with a daisy chain. Give this one to her, and she says "Oh, thank you so much! For a reward, would you like a kiss or a prize? Hold our your hand if it's the prize." Take what she gave you. Sweetie says "Thanks!" (If you don't take it, she says "You want a kiss? Yeeck, I'm a Faerie! Who'd wanna kiss a man?", then throws the item at you.) In case you don't know, this item is a four-leaf clover. You know why this item is good? It is magickal, and it enables you to see the invisible trolls in the Troll area, which means you can fight them. Go south, turn right, then turn left, following the path southward.
|
|
|
Post by Master Smiloid on Oct 10, 2003 10:12:35 GMT -5
Follow this passage, and you come to an alcove on the north. There is a piece of parchment here, but it can't be read. Put it in your inventory, head east, then go south. Turn left at the mushroom, and follow the path. Turn right when you reach an intersection. You will go through a mushroom, and find two green mushrooms, four spotted mushrooms, and a big red book. Take the book and the green mushrooms, but only take a spotted mushroom if you consumed the one from the Sharga Mines. Save that for use with the Faerie Players. Now head south, and go past the big mushroom. Turn north, then face west, and the Faerie Players appear. Give Chuckle a primrose, and get treated to a performance of "The Song of Wahooka."
Chuckle: You want that story, hmm?
Winkle: What? No rehearsal? The Song of Wahooka by Winkle the Faerie, with help from, of course, the Faerie Players.
(Snort says something here, but I forgot what it was.)
Chorus: (all chanting) Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka. Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka. Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka. Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka.
Winkle: Who is Wahooka, mysterious stranger? Savior, conspirator, cause of danger? Stronger than even the gods, say some...
Giggle: Others say he's just a bum! Oops Murph, I'm sorry babe.
Murph: Sure.
Chorus: (all chanting) Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka. Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka. Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka. Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka.
Winkle: Lost Faerie of Antlantis, may he be? King of Goblins under the sea? Part Throg Shaman, Avatar of Ys, Saw the Devastation, if you please.
Chorus: (all chanting) Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka. Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka. Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka. Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka.
Winkle: Greedy little long-lost child, Loves his gems and magick, wild, 'Bah' is what he likes to say, Tricks are what he likes to play.
Chorus: (all chanting) Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka. Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka. Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka. Wa-HOO-ka, Wa-HOO-ka, Wa-HOO-ka.
Winkle: Great Wahooka, a force Primal? Making lines hard to rhyme-al. When all is finally done and said...
All: He's really just a big Poo-head!
Binkle: I'll tell you who he is. He's got foul body odor.
Chuckle: This performance may be repeated with the proper motivation. That means you pay us again, Sparky. (They leave.) Note that if Wahooka is in your party, which he isn't, he responds by saying "Bah!"
Take a few steps west, then turn north. You will run into Murph, so get out your bow, and your arrows. The following conversation takes place:
Murph: Oh, I'm Murph. People call me Murph. But you knew that.
Karzak: (exasperated) What do you want?
Drake: Can we help you?
Murph: I am offering a one-time deal. I will train you...
Karzak: (screams in frustration)
Murph: (continues)... how to fight better. Go ahead. Try to hit me.
Karzak: Now he's talking!
Murph: I won't stay long. Practice while you can. I don't have to do this... again.
Use your fist for the first part. When you hit him a certain number of times, the conversation continues:
Murph: I may talk slow, must I move...
Karzak: Get on with it!
Murph: (finally finishes)... fast.
Use your bow against him now, shooting arrows. When you hit him a certain number of times, Murph says "Wheee. Yippee. I hope you enjoyed that as much as I... did. I'm done! See ya." Your missile and brawl skills went up a level. Now, pick up the arrows, and head south to the hall. Turn right, going west, turn south, and turn left at the intersection. Follow this path until you reach Giggle and Binkle, who are in front of a portcullis. The following conversation takes place, and it starts out goofy:
Giggle: (pointing at Binkle): Wi-gi-gi-gig-gig. Troll Bridge. Pay Troll.
Binkle: I am not a Troll! I am a Faerie being - all right?
Giggle: Yeah, now!
Binkle: Hey, scum buzzard. You making fun of me, or what? Don't make me angry! You gonna pay!
Giggle: (giggles) Don't make me laugh, baby.
Binkle: Laugh, why I oughtta grab your neck - !
Drake: Excuse me. What's the Troll... uh, toll?
Binkle: Beat it! I'm trying to decapitate this munchkin alright? Get outta here. Go on through. Here's a token. Go.
The portcullis lowers with a squeak, and the conversation continues:
Giggle: (giggles) You were supposed to take care of that squeak, big fella.
Binkle: Me? What are ya doing? Sniffing paint? You were supposed to take care of that!
Giggle: Was not.
Binkle: Was too.
Giggle: Was not.
Binkle: Was too.
(They go into glow form.)
Giggle: Was not.
Binkle: Was too. (They zip away.)
Go forward past the portcullis, and you hear Karzak say something:
Karzak: Ah, this is a place for Dwarfly Dwarves. We will fight in this place. Almost as good as a Sharga cave.
Skuz: (gulps)
See the bonepiles on the floor? You're in the troll area. Go west, here, smashing bonepiles along the way, and you will come across another book. Take it. At the end of this path, you run into a female faerie, named Lament:
Lament: My name is Lament. I am cursed to tell two tragic tales of turmoil, then I may travel. If you would like to listen to my ever-so-sad lament, please linger. Else leave.
The undead land through an ancient gate, Spirits walk that place. A realm created through bitter hate, Behind an empty face. The spirits seek their final rest, Magick is the key. Beware of what your senses test, Your eyes can never see. The kiss of a bow or touch of a blade, Will harm these spirits none. Believe your soul and you shall live Until your task is done.
Lament: (continues) You know, I'm tired of this curse. One story's enough! And this name? Uh-uh, no way, gotta go! I think I should have a pretty name, don't you? What do you think about Kiss the Faerie? No, you're right. People might get ideas - like Dwarves. Ick!
Karzak: Ick is right, lady!
Lament: You're just a poo-head. I got it! Beamie is perfect. No, wait, it's not. How about Cutie? No. Blinkie? Maybe not?
Karzak: How about Leaving?
Lament: How about, You're a poo-head? (quickly) Perfect! It's - no, that's no good at all. I got it! I'm Sparkle! You like my name? I think it's a good one. Can I come with you? Can I? Can I, can I, can I, can I, can I, can I? Pleeeeease?
Drake: Of course you may journey with us.
(If your party is full, Sparkle cannot join, and the conversation ends like this:
Drake: I'm afraid there are too many of us as there is, Sparkle. Besides, I would not wish to see you come to harm.
Sparkle: Well, I didn't want to play wiht you anyway! (starts crying and flies off into the tunnel)
When you return here, she reappears and begs to join your party.)
Head due east, then take the second intersection south. Prepare for combat. See the purple faerie wasp? It has a sting that is bad enough, but unlike a normal wasp, these are loners, and are already hostile. They attack you from a distance with magickal firebolts. Get in close, and attack it with your trusty dagger. It's difficult. Try to hit the frenetic creature. When it dies, heal yourself, then head north, then turn east and follow the passage. Two more faerie wasps. Kill them (its hard to hit them). At the end, is a Brownie moss. Take it, then follow the path back to the intersection. Go south.
When you get to a hall that goes east and west, turn west and place an iron spike on the ground, put the faerie pants and cap on Drake, cast a power x 3 Armor rune on the others. Two trolls come your way from the west. This iron spike keeps them from getting to you (they can't pass it, ya know, as it creates an invisible barrier they can't cross). Use your magickal throwing axe against them (they make an annoying sound when hurt). You will also hit a toadstool alarm in the process, depriving it of a chance to send up an annoying shriek. When they're dead, turn around. Take the St. John's wort and the stick of charcoal. The St. John's wort is greenish and is on the ground. It completely heals all damage, but don't use it. One more thing about trolls: They like to engage you in face-to-face combat, then suddenly teleport behind you. Head west, and when you see the drum, put an iron spike on the ground, take the drum, then head back the way you came. Take the north path, turn left at the end, then take the next north to re-emerge in the normal faerie area again.
|
|
|
Post by Master Smiloid on Oct 15, 2003 21:41:41 GMT -5
At the end of the corridor, turn left going west, then turn south when you reach an intersection. Follow the path, and ignore the intersection you come to along the way (Also, don't take the rowanberries either). In an alcove, you will find a weak heal root. Take it if you wish, then go into the corridor you just passed. It leads west. When you get to a zig-zagging area, and turn right to go north, the Faerie Players appear. Give Chuckle a stone, which will result in a performance of "Ice Wars":
Chuckle: Thank you, thank you. And now, right here on our stage, it's... Giggle, with the story of "War of the Ice Realm".
Giggle: Thank you, thank you very much. Buddy. Good to see ya. OK. Say. Finish this line. Ready? Cool. The only good Sharga is a...
Karzak: ...A dead Sharga!
Giggle: Wrong, babies! Close but wrong. Way out of line. Here's why.
Chuckle (aside): Want some cheese?
Giggle: Cool as the frost on an icy witch, Cruel as the mind of an evil...
Chuckle: Snitch?
Giggle: Cool as the tufts on a polar bear's nose, Cruel as the chill when the cold wind blows... That's Cruel.
All but Giggle: Cool, cool Cool, cool Cool, cool Cool, cool Cool, cool Cool, cool.
Giggle: Cool as the minions by her side, Cruel as the tanning of a baby seal's side, Cool as a swim in the icy flows, The Ice Queen's as cruel as everyone knows... And thats cruel. Real cruel.
All but Giggle: Cool, cool Cool, cool Cool, cool Cool, cool Cool, cool Cool, cool.
Giggle: Cool under fire is what they have to be, Cruelty to stop is important you see, Cool is the way they like their land, So the Ice Shargas are a fighting band... And that's cool. Real cool.
All but Giggle: Cool, cool Cool, cool Cool, cool Cool, cool Cool, cool Cool, cool Cool.
Skuz: Skuz always knew Skuz cool.
All Faeries: Be-Skuz, Be-Skuz, Be-Skuz, Be-Skuz, Be-Skuzzzzz, Be Skuz of the pitiful things he duz. (laughter)
Binkle: Freakin'!
Chuckle: (clock ticking) Oh, dear. Will you look at that sundial... it doesn't mean a thing. So, it must be time to go.
All: See ya! (They leave)
Go past the zig-zag, and head north. Turn right at the intersection. Follow the path to the end, and Chuckle appears and says "Hello, I'm Chuckle. You know, being the head of the Faerie Players is thirsty work. How about I bribe you to find some of Snort's Brew, and I'll give you something to help against Trolls!" You already have some, and he adds "Wait! You have some!" Give him the container with Snort's Brew in it...
Chuckle: Yee-ahss! Thank ya! This will help, but, you know, you're really going to need a four-leaf clover just to see those Trolls! Gotta run, see ya!
Take the faerie cap he left behind, and return to the corridor. Turn right, and follow the path. You will run into Giggle. He comes to you and says "Hi. I'm Giggle. But you guys knew that. OK, hey, did something happen there? Funny things go on since the Shadow King did his thing. Hey! I rhymed. Now I love a good poem as much as the next Faerie. But I lost my poem book. O sadness. Hey, big idea! I know - how about you find it for me and I'll give you something you need to see the queen! (beat) And you'll need to see the queen, to know that." You should have the book. In this case he continues, and says "Gimme, gimme, gimme, gimme, guh, guh." Give him his poem book (it's the first one you picked up). He says "I take back nearly all the bad things I said behind your back. Here, you'll figure out where to stick this buddy. Oh, yeah. Oh, yeah. Maybe it's Unseen because it needs some flowers. See ya." Head north, then turn to face south before the 4-way intersection. Walk backwards to be spun rapidly and thrown west. Follow the path and take next passage to the left, which goes south.
Follow this path around to the next 4-way intersection. Turn left here, and then turn right. You run into Winkle again. He says " (normal voice) Oh! You've got it! You have... (booms) the Last Tome of the Elves. (normal voice) Can I have it?" Give him the book. He booms "I have the book! Wait a second, I have something for you." Then in his normal voice, he says "There! Always practice safe spells!" As he leaves, he booms "I have the book!" Exit this room, head south past the four-way intersection, then turn left going west. You run into Winkle again, who says "You have my drum! Can I have it, please?" Give him the drum. He says "Thank you. Maybe Binkle and I can start the fiddle-and-drum corps again!" (He leaves, and leaves behind a jester's cap.)
Go north to the four-way intersection, turn left and go east. Follow this path, ignoring all intersections. You wind up at the area with all the flowers. Go to the other side of this 2-by-2 area, and go past the south-west quadrant. Chuckle appears and says "Well, I see you have both charcoal and parchment. How about letting me have a go?" Give him the charcoal and parchment (order does not matter). Chuckle goes into glow form, and you hear moments of furious scribbling noises. He then goes back to his male faerie form and says "Not bad, eh? A great portrait of the queen, if I do say so - and I do. Maybe you should take it to the queen for her opinion, hmmm?" He then goes to glow-form, pops back, and adds "It's been a while since I've drawn. Thanks." He drops a faerie shirt, turns to glow form, leaves, then adds "Roses down, twice around." Put the shirt on Drake. (Doesn't he look totally ridiculous now? Don't worry. These provide protection against Troll attacks. Switch to your regular armor when you leave their area for the final time.)
Turn right to face north, and you see a locked portcullis. Go one step north, then turn right to face a key hole in the rock. Use the gold key, and then the silver key on it. Now the portcullis unlocks and opens. Enter this new area. Turn right, following the path north, and stop in the middle, then turn to face right. You see a shrine-like statue, which is really a mana-hearth. Simply touch it, and it recharges all of your runecasters. Now continue around the corner, and take the first right afterward.
See the area in front of you? Looks like there is no wall there, but it is darkened and you can't pass here. Take the faerie cake, then step back and place a primrose in front of you. Now go around this very 3-by-3 square area twice in a row. When you've done so, return here and the path will be open. Approach the pedestal, and the Faerie Queen appears and says "I am Iaenni, Queen of the Faerie. Please sit a while, and enjoy some refreshments, for you may rest safely in my court. But it is unsafe elsewhere. Beware the Trolls, for they are a corruption of everything Faerie and good. Without preparation, they can be deadly foes. Since they are still Faerie, even tainted, I cannot act against them directly." Then she adds "My Faeries say you have an offering to me. May I see it?" Give her the portrait. She says "This is very beautiful. Thank you. Please accept this gift in return." She gives you the luckstone ring, which provides even more protection against troll attacks. Then you get treated to her first story, "Atlantis and Ys":
Iaenni: I have used my magick to watch your progress. You have traveled a great distance, but many tasks await you before your battle with Khull-Khuum will be over. This started long ago, when the human world was divided into two great lands, Atlantis and Ys. The rulers of these realms despised and mistrusted each other, and there were many conflicts. There might have been war and suffering among your kind, but there was balance as well. Then one day, a mysterious figure appeared before the rulers of Ys and offered magick potent enough to destroy their enemies. He did not lie, but he did not tell the truth. Ys cast the mighty ritual, and Atlantis used their most powerful countermagicks, but all was lost. Atlantis was destroyed, but as planned by Khull-Khuum the backlash caused a cataclysm that nearly destroyed the world. This was the Devastation. All the faces were affected, not just you young humans. In defending my children, my powers are taxed to this day. I must rest for a while, return if you will hear more of your adversary.
Iaenni leaves. Now exit her room, and head back out to the flower-filled 2-by-2 area.
|
|
|
Post by Master Smiloid on Oct 16, 2003 16:19:07 GMT -5
Exit the 2-by-2 area, and turn north. Follow the path until you get to the 4-way intersection. Enter it going forward and you get spun and thrown south. Follow the path to the zig-zagging area. When you get to the southern edge of it and face east, the Faerie Players appear. Give Chuckle the spotted mushroom. You get treated to "The Gift":
Chuckle: We're a bit much, aren't we? I mean, don't you just want to squish us sometimes?
Karzak: All the time, actually.
Chuckle: Exactly! So we all decided that since you were such a good patron of our arts, we'd give you this...
Giggle: And then we can be patronizing!
Take the scroll from Chuckle. The Faerie Players leave now. Open it, and Drake reads "This is a powerful faerie rune of great magick only given to close faerie friends." Give this new Faerie rune the name "Duck". Follow the passageway, and take the right-hand path. Turn right, going east the soonest you can. You will go past the portcullis and re-enter the Troll area.
Turn left, and follow the path east. When you get to the first intersection, where a path branches south, cast a Power 3 armor rune on Skuz and Karzak. Drake has the four faerie duds on him, right? If not, put the faerie shirt, pants, luckstone ring, and jester's cap on Drake. Now go south, and prepare for some tough troll combat. Several Trolls will attack, and stab at them repeatedly with your trusty dagger. They may run when hurt badly, so if they do, be sure to run after them. The Terrible Troll is present as well, and he's bigger and meaner than the other trolls. Kill him, and he drops Yoth-Soggoth's orb. Take this orb. It is a real treasure, as it allows you to recharge your magick power even if you're not near a mana circle! There is no limit to the number of uses.
Head west, and you will wind up stuck in a troll trap for 10 seconds. It immobilizes you, preventing you from being able to go forward or backward for a limited time. When it disappears, head west more. When you see an alcove, take the horseshoe medallion. It provides 20 percent protection by itself, and combined with the others, it makes Drake immune to troll attacks. Now if there are any left, they can't harm him. But you must fight them, as they could still harm Skuz and Karzak. Sparkle isn't vulnerable to the trolls as she's a faerie.
When you continue west, take the bottle. When you get to the area where the path branches south, you will see a blue will-o'-the-wisp. Do not attack it, as it is just benign, and will just hover in your face. They tend to inspect you, closely. Too closely at times. If they are attacked, they turn red and lash out with electrical bolts. Any good weapon can reduce them to glittering dust, but they're immune to all magick. Go west a step, and take the green mushrooms. (Leave the spotted ones alone.) Take the first path south, and get ready to kill a will-o'-the-wisp that is in a foul red mood. This one is hostile already, so look for it and kill it.
Return to the east/west passage, and take the north passage at the end. In the flowers, you will find an elfwand. Take it, then enter the western south corridor again, and follow it around. Ignore any wisps, and look for a dead exploding fungus. There is a rune scroll on here. Read it, and Drake just says "Hmm.. Interesting." There is no text. The rune is alone. Name this new rune "Invisibility." This is probably how the trolls were invisible earlier. Now, go east, turn south, and follow the path. You'll wind up in another troll trap. When it disappears, follow the path east, until you get to the east side. Take the corridor to the north, turn left at the intersection, then take the first right, going past the portcullis. You will not be returning to the troll area.
Take this passage, and then when you get to where you can go north or south, turn south, and follow the path until it branches west. Reach the zig-zag and the Faerie Players appear. Give Chuckle the St. John's Wort, and get treated to a performance of "The Curse of Lament":
Chuckle: It's time for a sad tale. And who better to tell it than a sad excuse. Snort?
Snort: Oh, and you're so great?
Chuckle: It's just an intro, Snort. Don't take it personally. It's not like I called you a Dwarf or anything.
Karzak: Just let me do one, Drake. It doesn't matter which one.
Chuckle: See? Dwarves take things personally.
You already met Lament, and so Chuckle continues and says "Of course, we knew you already knew this. But it's still a good story! And Snort is such a ham." (Faeries laugh)
Snort: The story of Lament is...
Chorus: True!
Snort: A cursed female faerie...
Chorus: Who...
Snort: Tells takes where evil Trolls can...
Chorus: View...
Snort: Must tell brave heroes stories...
Chorus: Two...
Snort: Before released from evil.
Chorus: Who?
Snort: The King of Shadows, he's a...
Chorus: Poo!
Snort: She sees the place where things go...
Chorus: Boo!
Snort: And knows what saves the likes of...
Chorus: You!
Snort: This tale is done, we thank you...
Chorus (except Murph): Too!
Murph: (after a beat) Too!
All: Murph!
Murph: Sorry.
Binkle: Scum-buzzard.
The Faerie Players leave. Enter the zig-zagging area, going north. Take the corridor north, then turn 180 degrees, facing south, when you see the 4-way intersection. Step backwards into it to be spun abnd thrown west. Now turn south, following the corridor. When you get to where it ends, turn right, entering the area with all the flowers. Follow this path back to the Faerie Queen.
|
|
|
Post by Master Smiloid on Oct 16, 2003 17:10:29 GMT -5
When you approach Iaenni's throne, she re-appears and you get treated to her second story, "The Gods vs. The Shadow King.":
Iaenni: Tell me what you know of Khull-Khuum's role in the Devastation.
Drake: I know little, my lady. Only that the gods were captured by the Shadow King and he rose to take power.
Iaenni: That much is true, though there is much more to be learned. Khull-Khuum did not challenge the Immortals. He betrayed them and used the power from the deaths of their own followers to entrap them in the orbs you are carrying. While the other weakened immortals fought a hopelsss battle against Khull-Khuum during the moments of the Devastation, Thera damaged one of her own temples, a source of her magick power. She hid some of her powers away, and cast a spell that made it impossible for Khull-Khuum to recover the trapped Immortals. This left her with a small measure of freedom. Since then, Thera has worked for the return of the orbs to her temple. Now I must rest. I will return soon. (She leaves.)
Wait for 30 seconds. (Karzak may or may not utter something unhappy.) Iaenni reappears and you get to hear her third story, "Why Wahooka saved Drake.":
Iaenni: There is another whom you should be aware of. Wahooka is not from this world, and he is shadowed from my magicks. I fear that he is something primal, perhaps more dangerous than Khull-Khuum. Wahooka's involvement may be nothing more than a trick.
Drake: He did all of this as a prank? I find that hard to believe, Lady Iaenni.
Iaenni: For whatever purpose, only he could tell you for certain. I believe there is more to him than he wants you to see. If you succeed in your quest, then all we know will change... and he might want that. Leave me for awhile, but return. (Iaenni leaves.)
Wait for 30 more seconds, and Iaenni returns for the final time. You get to hear her fourth story, "Enigma the Elf.":
Iaenni: I am grateful that you have returned.
Drake: You are gratious to see us, my lady. Do you have another tale for us?
Iaenni: Yes, I have one final tale. It is the story of the last Elf, one who is dear to me. The dark one was opposed by many, including the Faeries and Elves with our magicks. Khull-Khuum was only annoyed, and while I used my powers to hide my people from his damning gaze, the Elves were not so fortunate. Every city and stronghold of the Elves was destroyed. The few Elves that survived were hunted to death by his followers. Only one survived, for he was my lover and stood my side while his people were ravaged. For hundreds of years afterwards, he contained his grief and misery. But his heart - and his love for me - was overcome with vengeance. He left to destroy the dark one. He journeyed far, and I aided as well as I could, but he has been captured by the Ice Queen, a minion of the shadows. The keeper of my heart is but a living statue in her realm, trapped in ice. And I can do nothing. As you seek to destroy Khull-Khuum, seek my love and free him. He is a mighty warrior and knowledgeable in the ways of the dark one. Even if he chooses not to return to my side, I will be eternally grateful.
Drake: We shall try to find him, Lady Iaenni.
Iaenni: Then take this. It is my pendant, and I have placed what magick I could within it. Now, please go. I have used too much of my strength in this.
Iaenni leaves, and will not return. Take a step back, and take the pendant she dropped on the ground. Now exit to the flower-filled area, turn north, then follow the path towards the 4-way intersection. Face backwards and walk backwards into it, to be spun rapidly and thrown north. Follow the path east until the Faerie Players appear. They are the only characters that'll appear in this area aside from the will-o'-the-wisps of the troll area. Give Chuckle a skull, and be treated to a performance of "Troll Hint.":
Chuckle: A performance by Chuckle the Faerie and the Faerie Players. (Applause.) Thank you. Thank you. Company, are you ready?
All but Chuckle and Murph: Ready!
Murph: Ready!
Chuckle: You're late.
Murph: Sorry.
Chuckle: Now then. The performance is entitled "For Whom the Bells Troll."
Chuckle: For whom the bells Troll.
All but Chuckle and Murph: They Troll for you!
Murph: They Troll for you!
Chuckle: You're late!
Murph: Sorry.
Chuckle: Wanna try it again?
Murph: No!
All: (giggle and laugh)
Binkle: Freakin' my neck off!
Chuckle: Well, that concludes another performance. Shows twice nightly. You don't need reservations with us. If you're drinking, please don't drive. Don't forget to tip the waitresses, they had to pay to get in here too. Goodnight.
Binkle: (Like Quasimodo) The Bells! The Bells!
Giggle: Did ya get it? It's a clue, baby. Pay attention. They-hate-the-bells. See ya! Good to know you. (The Faeries disappear.)
Head a few steps south, turn left going east, then follow the passage to the next intersection. Turn north, following the path to the dead end. You get teleported back to the Dragon Feeding Grounds. Remove the Faerie duds from Drake, and put the helm from the far east, the plate leggings, and plate mail back on him. Head west, take the path on the right until you get to the far west side of the upper level. When you get to the corridor with the door that leads to the room with the stairs to the lower level, turn right going west instead. Take the path around until you get to the Dragon lock. Turn right, going south. Ignore the first door and continue south. Don't follow any intersections, and look for a door to your left. When you reach it, save your game. Now enter the door and go down to the Ice Caverns.
|
|
|
Post by Master Smiloid on Oct 17, 2003 10:04:39 GMT -5
Level 9: The Ice Caverns
Unlike previous levels, the cold air of the ice caverns is so cold, that every 30 seconds all of your party members will suffer 1 to 2 points of damage from the cold. Just a warning. At some point you'll be able to acquire a spell that can protect you from that. Head due south. You run into an ice sharga by the name of Sarkan, and the following conversation takes place:
Sarkan: Are you the Ones? Come you have to save us from her evil? Have you?
Drake: Yes.
Sarkan: Then see our king, you must! Lead you there, Sarkan will. Come, now!
Follow Sarkan. He stops at a corner. Turn south and walk towards another ice sharga. This is Kandoc, the leader of all the ice shargas here. Approach him he says "Kandoc's people not like Shargas. They live in tunnels with others in peace. Tunnels were Kandoc's realm until the Ice Queen's coven invaded this area. Much power she has, to kill Kandoc's people and steal their homes. Now, only these small caverns remain of Kandoc's realm. Kandoc's people flee; only his guards stay. Help Kandoc! A weapon you will find, to kill the Ice Queen, and Kandoc will show you secret. Kandoc's warriors will tell you what they can. Go now." (Note: If you mistakenly attacked Sarkan, he runs and hides behind Kandoc, and Kandoc says "Nasty you are! Attacked Kandoc's guard you did, for no reason. Did that one attack you? No! Little you know, but Kandoc will tell you, yes - you learn." As it would seem, Kandoc is a forgiving fellow. But if you were to do that again, or to any other ice sharga, they all become hostile, so don't do it!)
If you turn left from Kandoc, going east, you find another ice sharga in an alcove. This is the Sharga Healer. If you approach him, he says "Healing you nedd? Healing you shall have.", then he bestows full vitality upon the party. He only does this once per hour, so if you don't need it, don't approach him. Instead, turn south towards yet another ice sharga. This is the advisor, who says "Fire defeats the Ice Queen, though visions say more than fire. Say need fire that is different. Go, find different fire... and return."
If you go west, following the path, you run into an impassable cave in. There is nothing of value over there. Instead, go a few steps east from the advisor, and turn to face north. You see another ice sharga, whos name is Gorza. When you approach, he says "Help you, king says. Help you would Gorza, but cannot. Gorza lost rune scroll when she came. Find it you do, and Gorza will help." Then Gorza holds his hand out. Take a step east, then go south past Kandoc. Turn left where Sarkan is. When you reach the intersection, turn right, going south.
Follow the path. Ignore the first intersection, and continue until you reach another one. The hall here connected to the one you were going through, so it wouldn't really matter if you took the other path. Head west, turn left, then follow the path. When you start going east, Karzak says "Stop! This tunnel is dangerous. We need to be careful." Karzak is right, for when you follow this passage, three cave-ins collapse behind you. Ignore them for now and follow the path to the end. You see a frozen elf. No doubt, this is Enigma. But you can't thaw him right now, so go back the way you came. Use the Dwarven pick to hack your way through the three cave-ins.
When you've hacked through the last cave-in, get out the elfwand, and put the dagger of penetration back in your left hand. Inscribe the Firebolt rune on it, as well as the curing rune. Enhance the Firebolt rune with the Power 3 meta rune. Now, follow the path, and turn left when you can. When it branches south, face south, but stop. Wait for a second or two, then cast a firebolt attack down the hall. You will hit several ice witches. They are minions of the Ice Queen. When there are no more left, use Yoth-Soggoth's orb to recharge your magick if you want, then head south down the passage. If any ice witch here attacks you as you do so, kill it with your trusty dagger. Go south to the end, take one step east, go south, west, south, then take the east path at the end. You will wind up taking one step north twice in this path.
When you can go north two steps, turn facing west. See the frozen dwarf? Appears you can't thaw him yet either. Go two steps south, one step west, then go south and follow the path east. You run into a lone ice sharga. His name is Rek. When you approach, he babbles "Ha-ha! Queen's servents, you are! Yes, he is, he is. Mad, Rek is? Yes, mad is Rek. Kill you all, Rek will! Ha ha ha! Die!" He rushes towards you, but does not attack. Cast the curing rune on Rek, and he says "The Ice Queen did not want Rek's hammer to be found, so she cursed Rek and hid his hammer. Find it, you do, it is yours. It will be helpful." Follow this path to the square just south of the intersection. Now stop and wait.
Get out the Firebolt rune. There are more ice witches this way. Kill them using it, and when you hear no more approaching (wait half a minute or more) turn right, and blast the ice witch sentry, if it survived. Ice witch sentries are larger, and stationary. Take them out from a distance, as they're still dangerous. From the intersection that leads to Rek, go west. Turn north, then send a firebolt or two down the path. You will kill an ice witch at the end of the hall. Take four steps north, then face the wall to the left. Get out the Dwarven pick (remember to remove the elfwand and dagger, as the pick requires two hands). Attack the wall. It crumbles into a cave-in, which you must hack at. Use Azrael's Orb if you want, as it may speed up your hacking. There is a scroll on the left, but the cave-in's remains are blocking it at the moment. Slash at the rubble, and take the magickal chain mail skirt, then slash at it again and take the ice hammer. Give the new piece of armor to Skuz. Keep the ice hammer for later. Now you can take the scroll. This is another rune scroll, and it reads "Circleward rune. Creates magickal fire trap on floor in front of caster." Give the name "Circleward" to this rune.
Now, turn right and go north. At the end, remove the pick and put the dagger and elfwand back in your hands. Take one step east, then turn north, and blast the ice witch at the end of the hall with a firebolt or two. Go north, then face the alcove on the right. Hit the rubble, and you find an unreadable scroll. Go back the way you came and return to Kandoc. Go south, go one step west, south, one step east, follow the path until you can go east or west. Now go west, and follow the path. Don't turn at the alcove, and ignore it for now. Continue until the path branches north. Don't take the path to the left. Take the first one on the right. Follow this path until it turns right, and you can go south. Take the first left, going east. Ignore the intersection, and turn left at the end. Turn right, going east. Turn left, and go north two steps, then turn west towards Sarkan. You don't want to go north, otherwise you'll wind up at the Dragon Feeding Grounds and the ice hammer will melt. From Sarkan, go north. Kandoc says "A weapon you have found? No? Go then! Return with a weapon for Kandoc's secret." Ignore him and continue north. Take a step west. Approach Gorza and give him his scroll. He says "Ah, found it you have! Thank you! More magick, you would like? Runes Gorza will give you, to help your quest."
The first scroll, Drake reads "This rune makes shargas warm, when sharga bones are cold." Name this rune "Warming".
The second scroll reads "Gorza's spell of Icy Bolts. Power more to make target blue." Name this rune "Icebolt".
The third scroll reads "Ball Meta rune. Make spell effect larger. More mana used." You already have this rune.
The last scroll reads "When magickal armor is needed, this rune is desired rune." Once again, you should have this rune already.
Now, take one step east from Gorza, turn south, going past Kandoc, and turn left where Sarkan is. Turn right, going south. At this moment, inscribe the warming rune on your elfwand, enhance it with the Duration meta rune, and cast it on all your party members; now you no longer take damage from the cold. Turn right again, and follow the path. When you get to the intersection, take two steps west, one step north, go west, south, one step east, south, west, south, then take the path to the left, going east. Return to the frozen dwarf.
|
|