ARCATERA The Dark Brotherhood AUTHOR: George K. Ison (garr) This walkthrough is an example of what I did throughout the game. Since the game has a very high AI (Artificial Intelligence), days and events may occur in a different order, but everything will eventually take place (nearly always.) It depends on what you do and how deeply you investigate everything. TIP: Regardless of who you start with, you should have the Fighter before exploring the Kandt Forest. With the Fighter and another character, preferably the Magician, Group searching (spy glass) the forest at the correct location will reveal Level 2 secret paths. If the Magician has the Find Secret Path spell, she can most always find Level 1 secret paths by herself. NOTE: sometimes the Magician has to use her Secret Path spell twice in order to find a Level 1 secret path. Other times, you may have to use the Group search (the little Spy Glass) to find a Level 1 secret path. On rare occasions, a level 2 path can only be found at one end, then both ends can be traveled. When you Select your own character, the Monk and Magician each have a different set of 10 spells. For the Magician, keep selecting New and rolling the dice till you get Intelligence at least 13 for three spells. It's possible to get a 14, but rare. Good choices are marked with *. TIP: the only possible way to get the Thief is to start playing as him. The Magician and Fighter will join up right away. Magician. *Aper Omnia............open doors and locks. Nex A Dua Vita........kill lower life forms. Corp Debilita............weaken. Menta Fluxus............mental blow. Pugna Major..............strong fight. Rac Frector................magical armor. Flammaculum............fireball. Pugna Minor............weaken enemy. *Vide Viasecreta........find secret path. Mutantus Amicum......win someone's trust. NOTE: the following spell is normally only available for the Monk, but if you know about hex editing, assign it to the Magician. Otherwise, Josien will have to use a spell scroll each time she wants to use that spell. *Attentus Major...... .increase patience of character spoken to. This one is very useful. For the Monk, try for at least Wisdom 13 or 14. Good starting spells are marked with *. Monk. Pedex Plumbum.......lead foot. *Vita Medicus..........heal. *Sucidem Ativ........ .inflict wounds. *Attentus Major...... .increase patience of character spoken to. This one can be very useful. Fuga Somnium...... ..banish fatigue. Pugna Amima............mental fight. Fuga Non Obitum......banish undead. Neca Flammae...........put out fire. Pass Fluctum.............create drinking water. Non Irata Animum....soothe anger. NOTE: the Monk and all other characters can buy spell scrolls, equal to the Magician's spell abilities, at the magician's tower in Westham. Each of the four character's individual games has a partly interactive segment before the introduction is complete. FIGHTER: In the Fighter's room, click the trunk and choose to open it. Use the eye icon to see what's inside, then get everything, including the dagger. When you meet the two women on the waterfront, first say "I have no idea." Then ask about "Elegant Clothing", then ask about "Holy Festival Weeks", to learn it is from 17 th to 26 th of Hass, which is near the end of the game. You also can learn about the dates later in the game. As the Fighter, you will find Josien the Magician soon after entering Easwarts. If you have the option of first asking about a "Place to sleep", then about the "Black Sun" a couple of times, you can get her to join right away. If the Place to Sleep option is not available, and you can only ask her about Black Sun a couple of times, then there's a way to quickly get her to join. Kill someone for their papers to Westham, go there and buy a minor scroll at the Magician's Guild tower. Give the scroll to Josien and she'll say that she will keep it safe. Now ask her about a place to sleep, then about the Black Sun and she'll join you. MONK: The Monk can grab a brush (a pipe shaped cigar) from the table, if he's quick enough, after being talked to. The prince, in Senora's Midtown palace, likes these. MAGICIAN: The Magician just has to open the box on the right and get her things, get her blanket next to the box, on the left get a drinking cup and ink quill, and look in the large chest of drawers for anything. On the far left, where the ink quill was, look in the drawer for a scroll and a blank parchment. When starting as the Magician, sometimes you'll see the Monk standing in the archway to the Easwarts Tap Room. He's hard to see from the outside, and you don't see him at all from the inside. The Fighter can be most anywhere, especially if you miss him at mid morning or later. NOTE: If you don't get the Fighter before 12 mid day on the first day, try to be in Midtown as soon as the gates open on the second day. He's usually somewhere in Midtown, and later goes to Easwarts. TIP: The only way to see the Thief in the game is choose him as your starting character. Then you have the chance of getting all four characters! If you get all four characters, be sure to get rid of one before hiring a forest guide. THIEF: The Thief pauses near an old wagon and a large locked box. Quickly get the Jimmy bar near the bottom of the screen. You can try and bust the barrel with your hands. When the Half Breed shows up, quickly fight him 2 or 3 times till he raises his arms and leaves them up. Click him and use the eye icon to see he has some gold coins and a silver chain. Take both. Now quickly try to bust the box with your bar, then try to bust and open it with your hands. Look at it a couple of times and possibly see the contents, including a work letter to authorize being in Westham. Soon, the owner shows up and you leave. Playing the Thief, right away in Easwarts you can get Josien (female Magician with short yellow hair and wearing a long coat with yellow trim.) First ask about a place to sleep, then start asking about the Black Sun. The Fighter Durahn usually shows up at the Easwarts Tap Room before 12 mid day, usually early in the morning. Look carefully for him, he tends to stand behind the main support column in the Tap Room. Just before 12 mid day on the first day, Quick save. Then start looking around Easwarts and advancing time a little at a time. Right at 12 or a fraction after, most of the time you'll see the Monk usually with his back turned. Talk only about the Black Sun and he'll join you. The Monk is allowed to use a mace. NOTE: Movement in the game can be confusing at first. For instance, when your back is turned to the screen and you walk away (up screen), you often end up facing down screen. It helps to have map printouts of Senora to keep your bearings. Another oddity; Westham is on the far right side of Midtown, and Easwarts is to screen left of Midtown, as viewed on the map, which automatically draws as you pass through new areas. Depending on which character you start out with, dialogue options might be different when talking.) WALKTHROUGH. You're standing in front of the Midtown gate of Senora. Left click on your character, then click the shield to open your combat menu. Hit I to open inventory. Drag the dagger, onto the character in combat menu, to equip it. Also drag the leather armor onto the character to equip it. Hit Esc to close all menus. NOTE: if you click on the notebook icon, at the bottom of the game screen, then click on the Status icon at the upper right of the screen, you'll see percentages of several items. Throughout the game, it's important to get a high percentage for "Eliminating the Black Sun." This is accomplished by finding out all you can about Black Lords, Black Sun, Ben Aklan/Hahl Ganon, Datank Gath, the Draal, and other related people, places, and items. So you can see it's important to talk to everyone on these dialogue choices and keep asking about them till they're no longer available. You might even be able to talk about the same items on other days for additional information. All other dialogue choices have some importance. The Percentage for Ive's Trust can be increased by giving him the correct answer about his question on the Teachings of Gargaryn. You can do this just about every day. You can also increase Ive's Trust by Flattering him a lot. NOTE: There are 3 main goals in the game; Eliminate the Black Sun, Return the Scepter, and see to it that Rog Gwenuar is executed. Eliminating the 3 main leaders of the Black Sun seems to ensure that Rog is not rescued from execution. Go screen right once, down to the lower right of the screen, then through the arch to the Easwarts section. Click the Up cursor to step into an abandoned district (just to know it's there.) Go screen left once, then down once. Go left once and up screen once. To the right of the flickering light, click the left pointing cursor. In the alley, open the trap door and go down to lots of food supply. A single barrel on the left has garlic and fennel. Now go back up and exit the alley. Go up screen between the buildings (a small cursor.) Go screen left, then up screen to enter the Tap Room. Here and everywhere else, talk to everyone about fancy clothes and a place to sleep, Rog, and possibly Jeseiar. When the option is available for Elvira, ask about her. Ask one of the 2 half-breeds about 'strange goings on' (or observation), to learn about Undead being cellared. The tall mercenary on the left should mention about accommodations in Westham. It would be nice to bring him a hotel voucher. Sooner or later you'll likely hear about a missing daughter, from someone in Westham. Each person only talks on a few topics, so everyone is necessary to use all topics. A new mercenary might have just arrived. First give him no more than 100 gold, then ask his name. Don't ask about magic, he really hates it. Ask twice about earnings and he'll say that he needs 400 money before he can return home. DON'T give it to him. If you do, he leaves and you'll never see him again. This is a clue about hiring him, much later, as a forest guide. Whenever you see different barbarians, talk till you can ask about a guide. TIP: if you give a barbarian 100 gold, they become a friend, as shown in your notebook/status. Later, you can come back with some mugs of beer and get more information from him. The 2 barrels in the Tap Room contains emergency drinks for your party only, if you get desperate. Now exit the Tap Room. Wandering around Easwarts are three half breeds that mostly follow one another in a line. You'll want to keep an eye on these three, especially on the evening of the 31. Also, you might be able to talk to the big troll Fuerget carrying a large hammer. Don't ask him about the Black Sun unless you want a good fight. However he does have a good axe, and his tattoo confirms the existence of the Black Sun. He also has a chainmail hood, you can attach to your leather armor, to increase armor rating. Be sure to re-equip the upgraded armor. TIP: The Giant War Hammer makes a nice gift for Eydar Robszon, the very muscular bartender standing next to the stairs inside the Adventure's Club in Westham. He will then be your friend and he pays for all the beers as you talk to him (only the person that gave him the War Hammer.) You may have noticed, besides giving 100 gold to a barbarian, giving certain items to an individual makes them your friend, as noted in the notebook/status. TIP: during fights with different people, be on the lookout for a small green or blue vial of antidote. Franco De Hulls, the trader in Midtown, needs it for his sick wife. If you kill the bald headed monk wandering around Easwarts, you can get work papers for Midtown, and an antidote for someone in Midtown. Also, you can get work papers, for Westham, from other citizens wondering around all over the place. You can also rent a room, at the hostelry in Westham, and let the room token be your authorization for Westham. There's a short, bent over and scraggly looking person wandering around, who speaks with a drunken lisp. This person is Ksh'Or'On, who's in charge of the dice game in the Adventure's Club in Westham. If you talk to this person enough, and possibly about Elvira, they will say that they have one of Elvira's earrings. If you decide to get it, looking at it in your inventory will show that it has the initials E.T. (Elvira Tongarve.) If you see a short person, wearing a light brown pull over shirt, he's a magician, who might be carrying a letter of recommendation from the Magician's Guild to the Prince. Talk to him on everything, then destroy him and take the letter of recommendation if he has it. Keep this for a reception day that you have no other way of seeing the Prince. You can get an extra letter of recommendation, from the thieves contact, at the Adventure's Club in Westham. The club is past the Magician's Guild, left from the hostel and left from the old woman's house. If the thief contact is at the club, he'll be wearing green and partly hidden to the left of the inside stairs. Before talking to him, talk to the big muscular bouncer till he gives you a beer. Give the beer to the thief, then use the following dialogues in the order shown: Name. Yes. Earn Money. Datank Gath. Thieves Guild Services. Recommendation of Magicians Guild. Buy. The next day, between 12 noon and evening at the Adventure's Club, give a beer to the thieves contact and ask about Thieves Guild Services. He should give you the recommendation letter. From the Easwarts Tap Room, go screen left and enter the doorway of the old building. This is the deserted soldier's barracks you may have heard about, where you can stay. Try pushing the junk out of the way and some rocks will probably move. Now eat something (click the knife/fork icon), to build strength back up, and push the boards aside. NOTE: sometimes you have to click the time, at the lower right, to let a little time pass. Hit Esc to return to the game. Now you should be able to finish clearing away the junk. If not, come back later and try again. Go on through the junk, then come down screen. Get the lower left pointing cursor and go that way. Fight an Undead, search the body, then the pile of bones for a pawn badge with the initials J.R. You can redeem it at John Ramekin's jewelry shop in Westham. Go screen right, fight 2 more Undead and see what they have. Go back out, to where you pushed the junk, and go through the doorway at screen left. Ignore the old bucket on the right, there's plenty elsewhere if you need one. Check out the chest to the left of the doorway to see it has lots of storage. Go through that doorway, open another chest and look inside. Your eventual goal is to outbid all donations at the temple donation board, right up to the Holy Festal time when the fate of Rog Gwenuar will be decided. You have to make certain he does NOT go free. Any character in your party can make donations, and it doesn't have to be the same one each time. You can safely sleep in here. Exit the building and go screen right twice, then to the lower right to the warehouse district. TIP: be on the lookout for a tall green skinned elf Zadax. Don't fight, just get all information from him that you can. He'll ask that you steal a gold bracelet (bangle) from John Ramekin in Westham, and after that, something from the "Old Haunted House" (Zon Lathon's house) in Midtown. These items are just for getting him talking again. If your Monk or Magician has the Patience Spell, the side quests for Zadax are probably not necessary! Look at the two building's doors to see they are locked. NOTE: Sometimes there are bandits in the left building and the doorway will be open. In that case, you'll have to fight them. Bandits carry papers for Westham. Look at the symbols on the column to the left of each building door. For now, try once to break open the door. If you're strong enough, you can actually break open the right building door. If your Monk or Magician has the Open spell, it's really easy. If you manage to get inside through the front door, look at the winch, the A shaped stone column, and the large stone slab with a hook. You need a rope. Sometimes a guide wanders around town and you can get him to bring you back to the warehouses. Then mysteriously the left building is open! If you don't see the guide, just come back to the left warehouse a time or two (if you don't have a staff for the symbols column) and eventually you can bust open the door. Inside, you can get weapons, food, and a rope (get at least 2 ropes.) In the right building, use your rope on the winch, throw rope over the A shaped stone column, tie rope to the stone slab. While standing on the stone slab, click 'Search location', the spy glass thing at the bottom of your screen, to find a metal staff. Now turn the winch. Once the stone slab is up, prop the winch with the metal staff. Go down into the secret area, come down screen, then look through the grated window to the left. About mid screen, move a couple of barrels and go down again, then down screen to see a Black Sun symbol on the wall. There's also several barrels of sauerkraut. Follow the upper right pointing arrow to more barrels and sacks. On the right, go up screen into another building where you've already been. Exit up the steps to the alley and out to the street. People move around quite fast. To easily talk to them, wait till they are close and hit your Space bar to halt movement, then talk to them. With movement stopped, you can select spells, weapons, etc. You can even open inventory. When you select an item to show or give, movement starts. Quickly hit Space bar again, then use the item. You might see Ofra India, wearing a dark brown coat, wandering around Easwarts (sometimes Westham.) Ask her about Jeseiar (scroll down the tiny right dialogue control), the Scepter, tell her no, then Accept. Continue talking to her and learn that the Magician's Guild stole the Scepter. The magician likes jewelry, so it you have any, give her a piece to get her talking again. You might also see Lisza, a warrior of sorts and of ill repute! Not really useful except, ah....well you'll just have to find out. When you talk to her, she wants a big gift in order to win her over. TIP: Lisza and Zadax are 2 of the 3 key leaders of the Black Sun. You'll learn about all three leaders, later in the game, when you spy on a secret meeting in the basement of a warehouse in Easwarts. Josien the Magician. If you're starting out as the fighter, you'll see Josien, a tall female magician, wearing a brown coat with yellow trim. In talking to her (if you don't first have the option of asking about a Place to Sleep, then Black Sun 2 or 3 times to get her to join), after the choices are used up, she says she's looking for someone. That's about all you get out of her for now. But she does accept jewelry items. If you're not already playing as Josien, you really should get her. This can easily be done on the 29 th. Now, if you've killed the bald headed monk with work papers for Midtown, you're ready to enter there. Make sure the Monk, Magician, or main character has the Midtown paper and the J.R. pawn badge. In the Team menu, drag the main character to a remote slot and select him or her. Have that character go to the guarded gate, a couple of screens right from the warehouse district, and talk to a guard, choose topic Midtown papers, and go through the gate. NOTE: IF YOU ALSO HAVE Westham papers, you can't just walk through the gate, the guards won't let you through. Instead, you have to first talk to one of them then select the choice "Midtown papers." A guide may be standing just inside the gate, but you don't actually need him right now, if ever. There's 2 different cursors on the left side of the screen. The one pointing directly left leads to a locked gate. Go there and talk to the Elfish Nobleman, Falufer Gorton (ask his name.) He won't show up till 8 a.m. Talk to him till your Patience rating is used up, then talk to him again. He'll invite you to his study at City Hall. He won't be there until the next day. Exit back to the previous screen, then click the upper left pointing cursor and you end up at a long white stone building. Go to the lower right and approach the stone arch. Click the trellised gate and choose the eye icon to examine it. On the edge of the shadow, between the gate and the light section, you now see a small bell and a rope. Ring the bell and wait for the man. Talk till your options are gone, then you can pay a gold coin to get him talking again. You can also use a Scroll of Opening on the gate and go through to the building. Break a window 2 or 3 times and go inside. Talk to and fight someone to get their Midtown papers. There's nothing else except getting out before the guards show up. After exiting the building and gate, continue screen right. The large double doors will be locked if it's too early. They should be open at about 8 a.m. Enter the compound, go to the lower right and enter the Armory, actually owned by Tembor Andermann but operated by Ogelor. If you are the Fighter and have at least 150 gold, buy the Double Scale Mail, if it's available, and the better sword. Sometimes, you can buy armor, exit the shop, drop the armor and go back in the shop. Now there'll be better armor, usually. NOTE: Once you drop something on the ground here, if you pick it up again, the game is likely to crash part of the time. This could happen elsewhere. Quick saving often is the key. From the armor shop, go back to the long white stone building. The door might be open. Go in and talk to the trapper Franco De' Hulls (ask name) and about the Inn. If the door is locked, it can be opened with the most powerful Scroll of Opening (scrolls are for sale at the magicians tower in Westham.) Franco will mention his wife is sick. Give him an antidote, the small green or blue vial that you may have taken from someone. Then talk again till your patience is used up. He suggests that you see him at the Al Duma Magna Inn for some wine. From the long white stone building, go to the lower left and end up back at the arch where you entered. Go to the lower right twice, passing by City Hall and the Warrior Training Camp, then right to a well. Talk to the blue coat person first, then the other man. The well there should be open. If not, there's a winch that can be used with a rope. In the well are more ropes, some buckets, and plenty of drinks. Be sure you have a rope before leaving. Now go to the lower right. The large building with a balcony is Bobert Tongarve's house. Late evenings before midnight, it can be a random time from 5-11 (often at 7), you can knock and go in to see him about Elvira, his missing daughter. From the house, go to the lower right again. You can open the gate to Zon Lathon's house. He can be seen on special nights, at the Al Duma Magna Inn, in the special room (5 th and 12 th of Hass.) You can get invited to his house particularly if you're the Magician. Inside is a cellar trapdoor, that only his giant clay man creature can lift. From outside the house, go back to the lower left, then to the left. Click the upper right pointing arrow, near the middle of the screen, and find a large locked door, beyond which are 2 dogs, the owner, and some guards in the building which conceals the missing Scepter. If you're strong enough, you can smash the door several times to open it. Go inside and DON'T fight the man. Immediately scroll the options and ask about a place to sleep. You might learn about renting a house, then ask about renting a house, if that option is available. Now kill the dogs. Go inside the building and kill the owner and a few guards. Search everyone if you wish. The half breeds keys can be combined with tongs, then a skewer (often in a trunk in the old woman's house in Westham, or in a desk drawer at Franco De Hull's in Midtown.) The 3 items combined makes a handy door and lock opener mainly for a thief. Walk down screen in the room and get the Scepter from the cabinet. Don't show it to anyone. Also in the cabinet, get the scroll that's "Unbelievably Powerful." There's a couple of good quality healing potions. You can examine the stool to learn that one of it's legs is hollow. TIP: you can safely sleep all night in this section of the room, but you're likely to get robbed of your gold or any important papers. When you move to the door in the morning, you might have to fight. Exit the house and the compound, then down screen. Go screen left twice to a well. Talk about a place to sleep or renting a house. Go screen left again, then up screen to enter the Palace courtyard. Click the upper right arrow, then enter the Temple to check it out. Don't bother anything, just talk to everyone but DON'T let them know you found the scepter. In the left side room, ask the head priest about renting a house, to learn the treasurer handles that matter. NOTE: if you irritate anyone and the guards show up, you can refuse arrest. If you're arrested, you lose something from inventory, quite possibly the Scepter and all your gold. TIP: Throughout this game, if you keep asking the Priest about the Prince, you'll learn that the rumor of his being a woman is because he suffers from excessive hair growth and completely shaves daily. Also notice, that when you answer correctly about the Teachings of Gargaryn, your percentage of trust with the Priest (in Notebook, Status) increases. Exit the Temple, click the upper right pointing arrow, then the right arrow, to end up at the Palace entrance. Go screen right, then click the left pointing arrow. Click the right arrow, then the lower left arrow. Exit the courtyard, go lower right, then down in the rutted roadway. Go right to the military district. As you start up screen, Datank Gath will appear. Talk to him and ask his name, then ask about Bobert Tongarve, to learn about Elvira. Straight up screen is the soldier's tavern that sells mugs of beer. Later, you can use beer to loosen the tongue of someone that refuses to talk anymore, especially mercenaries in the Tap Room in Easwarts, the part of Senora where you first started the game. From the military district, go screen right and up through the archway to Westham. If you don't have work papers for this section, fight someone and get their papers. You wouldn't want to get caught here without them. From the archway, go screen left and enter the building on the right. Left click on, and look at the ah...., person! Talk to the rotund woman (?) And ask her name. Talk mainly about Elvira and Tongarve, to find out about his missing daughter Elvira. You also find out Ogosho needs some medicine to keep from getting pregnant. Buy food and drinks from her if you need any. You might see a scroungy looking woman, wandering around, who's wearing a dirty brown coat. It's Ofra India and you should talk to her, if you didn't already in Easwarts. From the old building, go up screen to a building with 2 doors and a large alcove. Through the left door is Huwan Takmorn. Talk to him to possibly learn the Prince holds receptions from 9 till 11 on the mornings of 29 and 31 (seems as if they always take place at those times and dates whether you hear about them or not.) Ask about mass times. Huwan has special items for sale (jimmy bar, rope, etc.) Outside, behind the right door, John Ramekin sells jewelry items, handy for loosening the tongue of the female magician Josien. You can probably learn about Jeseiar if you question John enough. Buy at least 3 of the best gold rings, if you don't have Josien the Magician in your team. Also if you've found the pawn badge (from the abandoned building to the left of the Easwarts Tap Room), with the initials J.R., you can redeem it here for a very heavy linked gold chain necklace. The Thief can ask John about access to Midtown, then order papers but there's a 3 day wait. Outside, go around the screen-right side of this building, then to the lower right. Open and go through the door under the lamp. Talk to the barman and ask about a place to sleep, renting and treasurer, then other things. On the left, go down stairs into the dungeon. Go right and open the trapdoor on the first cell door. Look through the trapdoor, ask the prisoner's name, then ask Rog about Elvira and other things. In the other cell, open the trapdoor, look in and talk to the mad monk. Now make sure you have an open slot in inventory and quick save (Q), in case this next part doesn't work out right. Move down screen twice and go to the second cell to see the old prisoner. If you haven't heard about him being arrested, he won't be there. Before talking, give him 1 food. Then talk to him till he says that he's tired, then give him another food. Jeseiar should give you a berry (Nightshade), and you should keep it. If he asks for it back, 'Refuse.' You need the berry for later. Back outside the building, go left and talk to Morgaton, the blacksmith. Then to the left, you can enter the tower and tie a rope to the ring. This way, you can get into Westham if you're stranded outside the walls in the evening, when all gates will be locked shortly after 5. After 12 Hass, you probably won't be able to stay at the Westham hotel. You can spend the night atop the tower, if you get stuck in Westham at night. Climbing down the rope would take you just off screen from the end entrance to Westham and at the extreme end of the marshes. Go back down the trapdoor, then screen right from the blacksmith. Go back up screen, you see a large reinforced door. Behind the small door on the left is a weapon sales operated by Silvien Daroth (don't admit to having the scepter.) Ask about mass times. Use up all choices and the woman will ask you to spy on Tembor Andermann. Remember, that's the armory to the lower left on the map of Midtown. Back outside, go screen right, then left to a large tower, and up screen once. Click the upper right arrow, enter this Magician's Guild and talk to Muskan Delir. If you're here as the Magician, you can ask for additional magic training, if you "Accept" the conditions about Link Gornve and his talisman or amulet. The Fighter or Thief can buy some 'Aper omnia' scrolls (Open spells.) The scrolls are what the Magician's spells are: aper omnia...............scroll of opening. corp' debilita............weakens an opponents body. flammaculum...........ability to hurl a fireball. menta fluxus............dispenses a mental blow. mutantus amicum.....win someone over. nex' a' dua' vita.........kills lower life forms. pugna major..............immensely increases fighting power. pugna minor..............weakens opponents fighting power. rac frector..................provides magic armor. vide viasecreta...........reveals secret paths. Outside, go left to the Inn and pick up a bundle of hay. Enter the Inn and talk to Szonja if she's there. She wears a brown coat and a green head scarf. If you're not the magician, Only ask the clerk about Renting a house. You need the other topics later so the Monk can talk, if you let him join you (and you really should.) But you should rent a room. Buy a token, for each Team member, for day 30. You might want to buy tokens, for all the other weeks, and keep them safe because they start to become scarce toward the Holy Festival Week. TIP: the Magician should ask about Elegant clothes at least twice, then order them for 200 gold. Leave the Inn, then go back inside and show your token to the clerk. Go upstairs to your room. In one of the 2 boxes, you'll find the Elegant clothes. As before, to equip weapons or change clothing, open the combat menu and inventory. Put your old clothes in the box, then drag the Elegant clothes onto the character in the combat menu. One of the storage boxes, has a couple of mattresses. Get one and stuff the hay in it and put it back in inventory. You had best leave the Scepter in one of the boxes until someone in your party can take it to the Prince. Be on the lookout for healing potions. You can keep them in these boxes and the ones in the abandoned house to the left of the Easwarts Tap Room. From the outside of the Inn, go to the lower left, then the upper left. Don't enter the door at mid screen or the old woman will call the guards. NOTE: if you're playing as the Magician woman, there's actually 4 different locations for an elegant dress; the Westham hotel clerk will make them for 200, Ben Aklan, Bobert Tongarve's house (have it given to you, or steal it), or the old woman's house (you will have to fight some guards.) If you enter the old woman's house, in the back room is a cabinet with a suspicious looking back panel. Bust the secret door and enter that area. In a chest on the floor is a Fine Dress. With this, she can enter the Al Duma Magna Inn, sometime after dark, in the NE sector of Midtown, just left of where you found the scepter. From the old woman's house, go screen left and click left again, just before the distant fence, to enter the Adventure Club. This is a great place to run to when Westham guards are after you. Talk to the bouncer, Eydar Robson, that approaches. Ask about the Inn to learn about the 5 th and 12 th of Hass, or the 10 th and 17 th day of the game (special nights in the locked room at the Al Duma Magna Inn.) Ask about the missing daughter and other things. Talk to the guy wearing the yellow backpack. He'll challenge you to a fight or a drinking bout. You don't actually have to do either. Now go screen left and talk to the halfbreed bartender. Over the bartender, there's a small bell. Ring it and you can wager in a drinking bout with the guy who challenged you. Set your stake and click OK. TIP: Now that you've explored all 3 areas of Senora, hit your Tab key and a complete map should load. Hit the - to fit the map to you screen. Hit your Print Screen keyboard key to capture the map. Hit Esc or Tab to exit the map, then hit F1 and save the game. Exit to Windows and open Wordpad, Wordperfect, Paint, or any similar program. In your pull down menu, select Paste to see the map. Now print it so that you can customize it with names of buildings and directions on getting around the cities. The actual directions are reversed from what you would expect. N, S, E, W, are actually down, up, left, right. You view the map just the opposite a regular map. For instance, Zon Lathon and Bobert Tongarve live in the upper right section of Midtown (SW), City Hall in the upper left (SE) really confusing. You can also capture, paste and print the stone quarry and the forest map, which is viewed correctly (north is up.) NOTE: there are 10 different forest layouts, randomly generated. Each new game could have a different map. From here, you have many options and by now have several quests to fulfill if you care to. You can check these out in your Notes menu at the bottom of the screen when you move the cursor there. Now work your way DOWN screen (N), and exit Westham at it's gate shown on the bottom of the map. From outside the archway, go screen left to the main entrance of Midtown. If you left Team members anywhere else, click on them at the bottom of the screen and have them come to where you are. Now, in the Team menu, drag everyone to the same horizontal line and against one another. Give each character a Westham hotel voucher. From the Midtown outside gate, go screen right to the forest road. Now come down screen. The marshes are to the left where you'll occasionally be attacked by a giant mud turtle. Farther left from the marshes is the ocean's edge which is quite a view. For now, go up screen (smallest arrow), then down screen. To the left is another entrance to the marshes. Instead, click the right pointing arrow to enter the old abandoned quarry. Near the lower left of the screen, click the small slanted arrow. Screen right from the bottom of the long ramp are some bones at the lower right of the screen. Go screen left to 3 more piles of bones and make sure your weapons are equipped. Enter the hole in the cliff and fight several Ghouls and Undead. After a pause, 2 more show up if you didn't get all of them. Most of them carries an eyeball in their inventory. Take an eyeball, it'll come in handy later. Open and look in the 3 coffins for various jewelry, including an amulet that belonged to Link Gornve. This is what Muskan Delir, at the Magicians Guild, was telling you about. If you return it, he mentions about another in the Orc section of the forest. The upper right coffin has a city signet ring. Now go back out to the roadway and back to town (it would be suicide continuing to the forest alone.) Return to the Tap Room in Easwarts. Uthor the Barbarian should be there (sometimes he and the others hang around the Adventure Club in Westham. DON'T ask about magic or you'll be in for a fight. Show him the berry, if you got one from Jeseiar in the Westham dungeon. Uthor identifies it as the deadly nightshade. Show the berry a second time, then ask about "Forest Guide". He should say he'll think about it. If the berry topic is still available, talk about it till it's gone. Then talk about other things till he says "ENOUGH." That's all he'll talk today, so don't bother him. You should always keep this one berry, at least for some time! If the red headed barbarian woman is there, compliment her twice and talk about other things. You might find the tall green person dressed in blue in the warehouse district. Just ask his name (Zadax) and talk. He's an important game character. GETTING ACRON THE MONK. If it's still well before 12 mid day, and you are playing as the Fighter, click the time at the lower right. When it reaches 12, hit Esc to stop it. Make a couple of rounds in Easwarts, looking for Acron the Monk. He wears a long dark brown coat and has long black hair. He's usually around anywhere from 12 noon till 5. Look carefully, he tends to stand in shadows. When you find him, only talk about the Black Sun and he will join you. Advance the time an hour at a time and make another couple of rounds in Easwarts looking for him. When you've got him in your party, head over to the rope outside the tower and climb up. Go to the outside of the hotel and get some hay for Acron, and have him go in and buy a voucher for the 30 th. You can loan him your Midtown papers till he gets a Midtown rental voucher. If you did not talk on anything before with the clerk, Acron will have plenty of options to choose from. Select him and he can keep asking about elegant clothes. Then he can order them for 200 gold. Now have Acron show his hotel voucher, then put it away. Now go upstairs and have him get a mattress and stuff it and keep it in his inventory. Now both of you go outside and move a couple of screens away from the hotel. Now go back to the hotel room and the clothes should be in one of the storage boxes. Around 6 in your room, sleep till 6 the next morning. Morning of the 29 th. Make sure the Monk, or Magician, is wearing "Fine clothes", and has the scepter in inventory. Also, you should let him or her borrow your Midtown papers, if they have none, and give that character the Undead Eye. Also make sure that person has at least 550 gold. TIP: here is an extra way of seeing the Prince on a reception day if you don't have a valid reason for doing so; talk to several people about a really good Thief and someone will eventually tell you to see the Contact at the Adventure's Club in Westham. If you did this on the first day, it might work again. You'll just have to try and see what happens. When you go there, lots of times you'll just be able to see a forest thief, dressed in green, just to the left of the stairs where the club bouncer stands. Give a beer to the green clothed thief, then ask the following questions in order: Name. Yes. Earn Money. Datank Gath. Thieves Guild Services. Recommendation of Magicians Guild. Buy. The next day, from 12 noon till dark at the Adventure's Club, again ask Thieves Guild Services and he'll give you the recommendation letter. No gates are opened till 6:30 or slightly later. The Monk will do the City Hall and Palace all on his own. In the Team Menu, move him to a slot away from everyone else, then select him. Go to City Hall in Midtown and SAVE before going inside. In there, notice the 2 levers by the small desk on the left. If both are up, the library will be open (this seems to be a random event.) First Ask the blue coat about seeing the Councilor Falufer Gorton (the Elf actually has to be there.) Ask the Elf to see the library and he'll say sure, go right ahead. Sometimes you may have to give at least 15 to 20 gold to the man with blue clothes, he'll say he owes you, then you'll be able to ask him about seeing the Councilor. Go screen right and enter the library. TIP: Unless the Councilor is at City Hall, you're wasting your time entering the Library, since he also has to be in the library to research most of your questions. If the doors are locked, they can be opened with a powerful Scroll or Spell of Opening. Before opening inventory and using it, at least do a Quick save. As the doors open, quickly start clicking forward. When you do it correctly (you might have to try it several times), the doors will stay wide open. Now you should get an arrow, in the doorway, that points down to the left. If not, hit the Tab key, to pull up the map, and see the green X where you're at. Now hit Esc to put the map away. There should now be a down arrow in the doorway. NOTE: if you had to open the doors, when you exit the library, back to the lobby, the doors lock again. Once you're in the library, wait for the Councilor Elf to come in. Anything that needs researching can be asked about since Falufer now has access to his books. Talk to the Elf on the top choice and work your way down. Ask about everything possible. If the Monk or Magician has the Increase Patience Spell (the one with the Ear Icon), use it on the Councilor so you can ask more questions. Ask about the Inn. Then ask about the Eve of the 24. Ask about the Prince a couple of times. The Elf eventually says he wants proof of the Undead. Now give him the eyeball you got from the old quarry. If you talk to the Elf some more, he'll say that he wants proof of the barbarians. Now hurry over to the Tap Room in Easwarts. If the red headed woman barbarian is there, talk to her about all you can and she should mention about you needing a guide. Now show Uthor the nightshade berry again, then ask about a forest guide. He should say "I'll think about it." That's all you'll get out of him today. ***if have letter of recommendation, leave scepter in your hotel room chest, then use the letter to get into the Prince if you really need to*** On the first two reception mornings, 29 or 31, from 9 to 11, make sure the Magician or Monk has the scepter and at least 500 gold. In Midtown, ask the man at the well, and the one in the building where the scepter was found, about a place to sleep and about renting a house. Sometimes you can ask other people in Midtown. Now go ask one of the 2 palace guards for an audience with the prince. Then say you found the scepter (remember, save any letters of recommendation for the other reception days.) Inside, show the scepter to the guard closest to the stairs and you're escorted to the Prince. Quick Save before doing anything. ***If have win trust spell and increase patience spell, talk to prince and try to win his trust, then get him to admit that the scepter is missing*** Give the scepter to the prince (the reward is a random amount and items.) Before talking, choose the gold as reward. TIP: if there's a gold bar, you could give it to Lisza to make her your friend. While the treasure window is open, ask the Prince about Black Sun till he admits its existence, then Accept, and Agree. During your visits to the Prince, be sure to ask him about the Draal. He'll say that if you have any evidence about them, then he'll believe they exist. Now say Farewell, take the gold and put it in inventory. Back down the stairs, ask the guard on the left about renting. Pay Tongarve for a rental voucher. Now ask him about Elvira and Missing Daughter. He invites you to his house. He says in the SW sector, but remember it's in the upper right of Midtown as viewed on the map. With the voucher, everyone in your party can go anywhere as a group. Just make sure the one carrying the voucher does the talking at all gates, if you want everyone to go as a group. The next receptions, depending on the month, are usually on the 4 th, 6 th, 11 th, 13 th, 29 th, and 31 st. NOTE: each time you see the Prince (be sure to compliment him a lot), his trust in you increases approximately 13 percent. By now you might have asked the Prince about the Draal and someone else might have mentioned that the Draal had been sighted on the horizon (the seashore.) If you've been wondering about the importance of the beautiful shoreline to the far side of the swamps, go there now and do a group search. You should find a piece of driftwood with strange symbols on it. Show this to the Priest and he'll say that it is Draal writing and the Prince will be interested in it. Keep it safe. On a reception morning, first ask the palace guard about Draal. He'll say he knows nothing, then he says if you have anything about Draal, the Prince would be interested. Now you can show him the driftwood (don't use a recommendation.) After entering the palace gate, give the driftwood to the guard closest to the stairs. He will give it to the Prince and they will start preparations for the Draal invasion. The Prince leaves his throne and walk to you. Talk to him. Josien the female Magician is usually found in Easwarts. When you see her, quick save (Q) in case you mess up. While she's walking around (it doesn't always work while she's just standing still), try to have at least 3 good quality gold rings (from John Ramekin's shop in Westham) in your inventory. Give her one at a time, chasing her down after each one (use the Space bar to pause action so you have time to click on her.) Then when you start to talk to her, first ask about a place to sleep, then start asking about the Black Sun. She should join you. The only weapons a Magician is allowed to use is a dagger or a short sword. Now that you have at least 2 in the party (one should be the Fighter), you can take on the forest, if you haven't already, and you don't have a guide. With 2 in the party, group searching finds a Level 2 side path, shown on the maps that are available, in just a few minutes, if it's done in the correct screen. It also helps save time if you have the Magician or Monk and they have the 'Find secret paths' spell. To use it, select the character then click them again. Click the tiny spell icon, then click Paths Spell and it will drop down a little bit. Click on the little icon that moved. No time is lost, just magic points. If the search was successful, you'll hear a tinkling sound and there will be the new small pointing arrow for a Level 1 side path. There are 5 critical areas in the forest, and if you start out the first thing in the morning, you can visit them all and get back to Senora before 6 in the evening. The following is a list of the areas and a good order to visit them: 1. Depending on how much you've talked to everyone, you might have learned that this place is called the Eternally Tranquil Place. Three spires, looks like 3 tall pointed trees on the map. Here you can get mistletoe from a tree and lots of pure fresh water. Also there's a shallow cave. You can give the mistletoe to Szonja so that she can make a "Potion of the Iron Will." The potion increases a Magician's attributes if drank. 2. Barbarian's fortress. Looks like an open fence area with 2 tiny buildings in the middle. On arriving here, go left, in the compound, and talk to the women and buy a few simple things if you want. Then talk to the 2 men about the forest monster and the missing girl. If you ask about sleeping, you can sleep by their fire, if you're stuck in the forest after dark. 3. Cave. It actually looks like a cave on the published map. There's no real need of going here just yet. But if you do, Quick save before going inside. From the first room, go screen left once to the next room. Choose the Magician. Do a team search by using the little spy glass at the bottom of the screen. A monster appears. Compliment the beast, then insult. Compliment again, then ask about Dark Lord. Now ask about Hahl Ganon, then about magic. Now quickly get out of there. 4. The site looks like 2 tiny barrels. You should wait till you have a guide, who'll lead you there when you ask to be lead to the nightshades. There's a really tough fight here and it's where Elvira is held captive. And you save time because there's no searching involved. You can use these berries to get more information out of Jeseiar. If you return to this site, once it's been destroyed, you'll hear your spirit guide say "What a blood bath", and you might get a few percentage points towards the status option "Eliminating the Black Sun." 5. Orc stronghold, a tiny five sided looking area on the map. When you arrive in the general area, there's wandering orcs to fight. A few might have a mace that the monk is allowed to use. In the stronghold, the town girl should be hidden in a tent, if you didn't find her at the nightshade area. Lots of Orcs to defeat here, so good fighting. In the tent, under the blanket, are a few useful items including a Gemstone Analyzer. In inventory, select it and click it on any gem to find out what that gem is worth. It doesn't seem to work on diamonds though. NOTE: 2 or 3 screens into the forest, there's a face behind a tree on your left; who is it, a Hobbit? Quite often in fighting, a group will give up and you can talk to the robbers. Ask a robber about the roadway and he'll mention about an overgrown section. Also, you might come across a group of hunters or barbarians that you can ask about the forest road. They too mention about it being overgrown. NOTE: If you have the Monk, and he failed to buy clothes from the Westham hotel clerk, be alert for the announcement of Mass, a loud blast from a horn in the evening before 6 or right at 6. This often occurs on the 29 th, but could be any evening. The next day, call to mass will be loud singing on the hour of 6 P.M. Just make sure that you're in Midtown well before that time. You can go to the temple before 6. NOTE: attending every mass increases Ive's trust in you by 4 percent each time. Also, complimenting him a lot often increases his trust. Morning of the 30 th. On this morning, the very first thing you should do is SAVE GAME! Check with Uthor and try giving him some gold. Sometimes he will join you on this day. Do Not give him the full amount, suggest "Deposit Payment Possible." This way you can use him for longer, than just leading you to the Nightshades, before giving him the rest of the amount. If Uthor isn't in the tap room in Easwarts by 9 a.m., he'll be in the Adventure's Club in Westham. Regardless of which day Uthor is hired, DO NOT have more than three characters in the team menu. Someone out of the four main characters has to be completely dropped outside the menu. You can move around for awhile with 5 characters, but you soon find out you can't go anywhere after a certain point. If Uthor previously said that he'll think about being a guide, he might tell you to put the gold away. Sometimes you can hire him the next morning (31 st), sometimes not. NOTE: even though this is only the second day (30 th), depending on how may people you've talked to and whether or not you discovered the secret meeting place in the warehouse, always have at least one team member stay in Easwarts each evening just in case there's a secret meeting. It could be anytime from the start of the game till sometime during the week of Hass. Look ahead to the section, Evening of the 31 st., for information. Mass (go there just before 6 p.m. on the 30 th, or first day after the loud horn.) While the head priest is among the gathering of people, either you or Acron can go into the side room of the temple and get the "Fancy robe," from a cabinet if Acron doesn't already have fancy clothes. Acron can wear these and gain entrance to an audience with the prince on the next day and time (talk to guards at palace entrance to find out. Also in the side room is a cabinet with 3 small empty glass vials you should get and store in the chest in your hotel room. The glass vials can be used to store Basilisk blood in, till you can sell it. Later, you'll even have the option of collecting Basilisk ashes instead of the blood. Acron can also enter the Al Duma Magna Inn starting sometime after dark. In the first part of the room there, there's some brushes (pipe shaped cigars) on the table. Do you recall that the prince likes these? Morning of the 31 st. Make sure you have some healing potions or some form of healing. Go to the Easwarts Tap Room and wait for Uthor if necessary. Click some gold on him and he should say alright. If not, you'll have to wait till the next morning. You were probably a day late getting him to think about being a guide. When Uthor finally says alright, suggest part payment and the rest when you're safely out of the forest. Talk to him and tell him where you want to go. Lead him to the forest and he'll take over. You automatically follow him. DON'T use magic around Uthor, especially during fights, or he'll leave you. If you're certain of level 1 secret paths, and the Monk or Magician has the Find Secret Paths spell, send them ahead to find them, while Uthor and everyone else waits in a previous screen. Then when you get well beyond the Nightshade area, have everyone come to where you are. Ask Uthor to lead to the Nightshades again. This way, you probably access extra level 2 secret paths. If you asked to be taken to the night shades, don't forget that the Orc stronghold is in the general area, if you haven't been there yet. It's where Elvira could also be held captive, if you found the nightshade area destroyed. If Elvira is at the Orc Stronghold, she's most likely dead. But when you take her body back to Bobert, she might suddenly be alive (it happened this way for me.) After fighting in the forest, when Uthor's Hit Points are almost gone, he will ask about a healing potion. Give it to him. After you've been to the Nightshades area, you'll be able to lead the party out, then pay Uthor. NOTE: the following might not happen until evening on the 32 nd. Evening of the 31 st. Well before 9 p.m., go to the warehouse district. On the screen where you entered the warehouses, stand on the far left side of the screen. Or you can stand in front of the house, in the next screen right, from the right hand warehouse. Run the time up in small amounts (click the time at the lower right, then hit Esc to stop it.) There should be some people just standing around the right hand warehouse. Slightly before 9, or on the hour, the three half breeds will appear to go between the 2 warehouses but they are actually entering the right warehouse. Enter there, go down the trapdoor and look through the grated window to spy on the Black Sun meeting. Wait till the voice, that you always hear, is done talking. Surprise, Lisza, Zadax, and and Hahl Ganon (actually Ben Aklan) are the 3 main leaders. Now exit the warehouse the way you came in. NOTE: DON'T destroy Lisza and Zadax till after you've exposed Ben/Hahl. You can most likely do this at one of the 2 special nights at the Al Duma Magna Inn on the 5 th and 12 th of Hass. In the special room, be sure you have lots of patience skill to keep the Prince from getting upset when you tell him about Ben is Hahl Ganon. You'll most likely have to tell him twice. In the meantime, don't tell anyone that Ben is Hahl, except the Priest and the Prince. If you tell anyone else, Ben will probably disappear and never show up at the Al Duma on the special nights. TIP: Hahl Ganon is carrying a Magic Sword. You can give this to the Prince, at one of the morning Receptions, to increase the percentage of his Trust shown in the Notebook/Status screen. Also his silver ring, and another couple of gold rings over 50 gold each. Morning of the 32 nd (or first morning after Mass, it's sometimes the first of Hass.) The 32 nd of Gargaryn or 1 st of Hass might be Market day in Midtown. You can buy a Contraceptive from Szonja and give it to Ogosho in Westham. Ask Szonja about money and other things and she'll tell you about Dragon Blood and Basilisk Ashes. Make sure your character, preferably the Monk or Magician has at least 800 gold if possible since either one will be making all the donations at the temple. Go to the gate bell, near the armory in Midtown, ring it and wait for the gateman. Ask to see Ben Aklon, go through the gate and you'll be shown inside. DON'T accuse Ben of being Hahl Ganon, or he probably will not show up at the Al Duma Magna on the 2 special nights. If the Magician does the talking, Ben Aklon might inform you that you're the future bride of his brother. Ask about Nartanja Sun if available, then other things (DON'T say he's Hahl.) Go to the temple and check the donation board to see who has so far donated the most, including the ones without a name! Now Quick save, then go in to the side room. If the priest won't talk, and you don't have the Increase Patience Spell, give him a big gold donation (100 for instance.) The priest should say "Any other special wishes." Ask him about gold till you can choose "Rog Gwenuar must die." You should learn the priest has a certain weakness. Give another 100 gold, then ask about the "Highest donation." Now give 300-400 gold. Then again say "Rog Gwenuar must die." The priest should hint that he will change the wheel of fortune for the highest bid. Everything you are giving the priest will be totaled on the donation board. Now give another 50 gold and say that Ben Aklon is Hahl Ganon. Give a final 50 gold and ask about Nartanja Sun to learn that Falufer Gorton knows the ancient elvish language. Now check the donation board to see everything you gave the priest listed there. Keep check on this board, right up to the time of the Holy Festal, to be sure no one outbids you, even the bids without a name. Remember, dragon blood and basilisk ashes bring lots of gold. NOTE: if a different character looks at the donation board, his or her name will be there. It's a team thing, you know! Now go to City Hall. If the green Councilor is there, tell the blue clothed man that you want to use the library. Once you're in the library, wait for the Councilor to come in. Talk to Falufer Gorton about Nartanja Sun at least twice. Now look for Zadax, the tall green elvish thief dressed in blue. He sometimes wanders around Westham, when he's not in Easwarts. Tell him that Ben is Hahl, then ask about Nartanja Sun. "Agree to" what he asks, then ask about the Black Sun. Now you realize that Hahl, Zadax, and Lisza are the 3 key leaders of the Black Sun.....the sooner you eliminate them, the more likely you are to destroy the Black Sun (which is critical.) RANDOM OCCURRENCE: this happened to me on the night of 1 Hass/2 Hass. The party members were in the hotel room, killing time. A man appeared and said, "I heard you are looking for the Missing Scepter." Then he mentions that the guilty people were seen heading for the forest. The man stays in your room for some time, so it might not be safe if you left anything important in either of the boxes (chests.) NOTE: some time later, you will probably learn from the Priest that the Holy Festival Weeks are from 17 th to the 26 th of Hass. The executions take place on the 17 th at approximately 8 p.m. During one of the first few days of Hass, you'll see Elena walking around Westham. Questioning her about Bobert Tongarve reveals that the house he lives in belongs to Elena's mother. Sometimes, on the 2 nd of Hass, there's a Loud horn at 6 p.m. signifying Mass the next evening at 6 p.m. But don't forget, the horn blast can be any of the days. Also, during the days of Hass, you'll see Durwalin, a very short dwarf wearing a red shirt, wandering around Westham. You can order marble and glass from him, but you have to talk with him 2 different times to order each one. The supplies will be delivered right after the Holy Festival days. The supplies would be great for anyone needing building repairs! You might be able to see him later in the Adventure's Club. There, you can probably ask him about a mirror. He'll say that he has an old mirror and you'll have to beat him at drinking before you can get it. TIP: if you've been asking the Councilor Falufer Gorton about the Head Priest enough, you'll learn that the Priest really likes a good sweet Liquor. There's several bottles of it in Bobert Tongarve's house. Take those and after you give each one to the Priest, scroll the tiny window at the bottom of the dialogue choices and ask about Reception with the Prince. This way, you get all the Letters of Recommendation that you might need for the remaining Reception days of 4, 6, 11, and 13 of Hass. Any bottles of liquor left over can be used each day, when there's no mass, so the Magician or Monk can "Compliment" the Priest and gain 4 percent trust. 5 th of Hass. Go to the hotel in Westham and buy vouchers for the 12 th of Hass. If the voucher for 19 th is available, wouldn't hurt to have that one too, as it might get scarce when the date arrives. Go to the lower left area of the map of Midtown and buy the smallest shield at the armory. Be sure you're in Midtown before 6 p.m. There might be a loud horn at this time, signifying mass the next evening. Remember, today the 5 th is the first special night at the Al Duma Magna Inn. If possible, the Magician should attend the gathering. Wait till everyone enters the special room. Now go to the lower left section to another part of the room and talk to Zon Lathon. DON'T ask about gold. Scroll down and ask twice about magic to learn about his Clay Golem. Ask about the monster in the forest to learn about the Basilisk. You'll eventually get invited to his house. Go back right to where everyone is seated. If Ben Aklan is there (to the left seated behind a column), talk to the Prince and tell him twice that Ben is Hahl Ganon. The Prince will get quite upset, so be ready to increase his patience. Hahl will not deny his identity because a Black Lord never denies his true identity. The meeting will break up and everyone leaves. Now that Hahl Ganon has been exposed, you can tell everyone. Exit and go to Zon's house. Wait till at least 9 p.m. and knock on the door. If the cursor disappears (a bug?), hit F1 then hit Esc. Now click on the time at the lower right and Zon immediately appears. He is upset, then realizes it's Josien the Magician. Follow him inside and ask ONLY about Basilisk, several times, to learn it will turn you to stone if you look at it. Now scroll down and ask about a Mirror. Follow Zon into his laboratory and again ask about Mirror. You get some reflective paste to turn your small shield into a mirror. Ask again about Basilisk to learn about it's ashes. Compliment Zon as many times as possible, then ask him about himself a few times. NOTE: if you don't have enough patience skill, use the Patience Spell ability (or Attentus Major spell scroll) on Zon (stand really close to him.) Later in the game, if Zon seems to never again answer his door, you'll probably find him out on the forest road, on the last screen before the forest. He seems to be stuck. TIP: group search the room where the trapdoor is, and you might find an extra reflective paste. On the morning of 6 Hass, if you haven't purchased hotel vouchers for at least 12 Hass, go to the hotel in Westham. If no new vouchers are available, look at desk front and take the vouchers for 12 Hass and 19 Hass. Now if you haven't been to Easwarts to see the destroyed "Securely Locked Trellised Gate", go there now then talk to a few people about the arson to see a small movie of the destruction. The gate might not be destroyed till later in the game, since it is a random occurrence. If you exposed Hahl Ganon, and he escaped, you sometimes find him at the Eternally Tranquil Place in the forest (sometimes not.) He'll run away, when you attack, and you can see him somewhere on the main forest path or on the main road leading to the forest. He'll keep running away but you can finally fight him, probably back at the Eternally Tranquil Place. Hahl has the Magic sword, which the Prince would like. There's some other interesting items! NOTE: don't forget the reception this morning, if you have a way of getting into the palace and you have something important to ask the Prince, especially last night's happening at the Al Duma Magna Inn. Also be sure to give the Magic Sword to the Prince. Occasionally a short magician, wearing a light brown coat, will be walking around most anywhere. He might have a letter of referral that you can kill him for. The letter will allow you to see the Prince. From now till the next special night (12) at the Al Duma Magna, there's the reception on the 11 th. The in between days are for dealing with the Black Sun's downfall, and collecting wealth for gold, keeping check on the donation board, increasing Ive's trust in you, and so forth. Now that you have a mirror/shield, it's time to visit the Basilisk (if you didn't already kill it and take it's blood by using a knife on it, then some empty glass vials to collect the blood.) Make sure you have at least 2 sacks and a hammer or Mace, if your Monk does not have one. Return to the first room of the Basilisk cave in the forest. Have the character selected who's carrying the Mace in inventory. Now at least Quick Save (Q.) Go into the other room and do a group search, to get the Basilisk's attention. Keep insulting and complimenting it till it appears. Quickly drag the reflective shield from inventory, click it on the Basilisk and choose the right hand (USE) icon to turn the Basilisk to stone. Have someone use the Mace (or hammer) to bust the Basilisk into ashes. Use the sacks on the ashes to get some, and rid all evidence of the monster. After the receptions on the 11 th and 13 th, the next day (14 th of Hass) might be another Market Day in Midtown. Find out all you can from everyone and see if the Councilor Falufer Gorton is at City Hall. Hopefully, you've been collecting lots of treasure (to sell for gold) and storing it in a secure area. You should also have lots of gold, hidden away, for making donations to the Priest Ive Geefker at the Temple. Remember, the first day of the Holy Festival is the 17 th of Hass. On that day, be sure to keep check on the donation board right up till dark. Make sure you are in the Palace courtyard, at the statue, well before 8. At that time the screen will go blank and there's a long pause. Then you'll witness a gathering of Senora's citizens and watch the executions, hopefully Rog Gwenuar. AUTHOR: George K. Ison (garr)