------------------------------------------------------------------------- Magic Candle II: The Four and Forty ------------------------------------------------------------------------- FAQ/Walkthrough Version 1.3 22 July 2003 For PC DOS/Windows by Lee Beng Hai a.k.a. Volume Email: benghai@i2r.a-star.edus.g ------------------------------------------------------------------------- Disclaimer ------------------------------------------------------------------------- This FAQ is meant for personal use only and can only be reproduced electronically. This FAQ cannot be altered and can be only distributed freely in its current format. You are free to use to this FAQ on a website as long as the document remains unaltered and please send me an email about it. You can find the latest copy of this FAQ at http://www.gamefaqs.com/ (c) Copyright 1992-2003 by Lee Beng Hai ------------------------------------------------------------------------- Contents ------------------------------------------------------------------------- 1. Introduction 2. Where to get it? 3. General Hints a. Making money b. Using the map c. Potion and plants d. Skills e. Magic f. Weapons g. Armours h. Special Items i. Companions j. The Gods k. Towns and Towers l. Libraries m. Music n. Strongholds o. Teleportation p. Gates q. Combat Techniques r. Barbarian Camp 4. Walkthrough 5. Revision History ------------------------------------------------------------------------- 1. Introduction ------------------------------------------------------------------------- The Story This is part two of the Magic Candle Trilogy. Ten years had passed since the spells were restored on the magic candle in Fortress Berbezza. The arch demon Dreax remains safely imprisoned in the magic candle's flame, guarded by forty guardians: replacements for the four and forty who vanished, a decade ago. Your quest is to find out the fate of the missing four and forty. And to find a way to banish the demon Zakhad who has taken over Dreax. ------------------------------------------------------------------------- 2. Where to get it? ------------------------------------------------------------------------- I played this game a long long time ago. We can classify this game as abandon ware. It's very hard to get a copy of this game nowadays. For those who are looking for the game, you can try to get it at http://www.sss.org/~jasons/ look for the link to his Magic Candle webpage there. There are game maps and manuals, as well as the installation files available. p.s. There is no guarantee that the site will still be here when you visit it. However, you can always search for it in the internet. ------------------------------------------------------------------------- 3. General Hints ------------------------------------------------------------------------- ------------------------------------------------------------------------- 3a. Making Money ------------------------------------------------------------------------- In this game, money is very important. With it, you can buy weapons, armours, herbs, etc. So, here's the way to make lots of money: Buy lots of blue pearls (about 80 coins each) from Telermain gem trader. Then go to the town of Glusaga in Ruul (91,60). Sell them at sound 380 coins to the jewel shop there. You will make a profit of 300 coins for every blue pearls you sold. There is another technique which exploit a certain bug in the program. This involves going to Glusaga and buying rubies from the jewel shop. Each ruby cost 500 coins, but when you buy 99 of them, it produces a negative value. So, your money would increases when you buy the rubies. Since you can carry a maximum of 9999 coins. Carrying the rubies allows you to carry more than 9999 coins indirectly. And when you repeat this process with every member of the party, you'll get more than enough money to last till the end of the game. Note that the programmers might have fixed this bug by the time you read this. So, use the previous method if this doesn't work. When you are assigning a companion to do something, give them a mindstone so that you can keep in touch with them. You'll come across milestones in dungeons, either buried or inside treasure chest. ------------------------------------------------------------------------- 3b. Using the map ------------------------------------------------------------------------- You can use the map when you are in town or at the wilderness. But when you inside the dungeon, you will need to drop pearls into map flask. The blue pearl are better than the normal ones as the flask might break if the normal pearls are being used. ------------------------------------------------------------------------- 3c. Potions and plants ------------------------------------------------------------------------- Always try to stock up potions, sermins, luffins, mirgets, nifts, gonshis and turpins. Medicin and loka are only needed when you are poisoned or diseased. There are places where you'll find patches of mushrooms. Pick as much as you want but make sure you don't pick all so that the patch will grow back again. *luffin - guaranteed a successful hit on the next attack. *mirget - allow more damage on your next attack. *turpin - increase the user magical ability. +goshi - allow the user to perform 3 moves on the next turn. +nift - protect the user from the next 3 physical attack. sermin - use when you run out of energy. medicin - cure poison. loka - cure disease. * will last until they are being used. + will lose their effect after the next combat. Here are some of the known locations of mushroom patch: gonshi - (24,39) (168,91) (QT) (77, 35) (236, 132) (235, 133) (234, 133) loka - (162,28) luffin - (123,54) (110,49) (123,44) (165,98) (214,136) mirget - (68,69) (72,67) (240,96) (247,81) (245,87) (QT) (195, 125) nift - (102 43) (QT) (235, 16) (238, 20) sermin - (47,41) (175,20) (212,118) (165,13) (63,18) (QT) (227, 50) ------------------------------------------------------------------------- 3d. Skills ------------------------------------------------------------------------- Combat and magic skills increases as you play the game. So there is no need to waste time training them. Hunting skill increases when you hunt for food. But the rest of the skills won't increases unless you do some training or was increased by the Gods. ------------------------------------------------------------------------- 3e. Magic ------------------------------------------------------------------------- There are 7 spell books, each with 6 spells. They are Sabano, Ishban, Demaro, Zoxinn, Vannex, Emenad and Felmis To learn the spells, you must have the appropriate spell books in your inventory. You can memorized up to 99 copies of them. Let your wizard learn the spells when you make camp. Sabano ------ Sabano is the book of conflict. Like the other books, it contains six spells. Sabano's spells all deal with the fight between the Children of Light and the Forces of Darkness. FEAR instills a fear of combat into an opponent for a time. The target will neither move nor attack for the duration of the fear spell. You may approach and attack the target without danger from him. CONFUSE avoids conflict when traveling through the countryside. A confuse spell will cause the enemy to forget all about you. Move away quickly before they spot you again. REPEL is the only way to resolve conflicts with the giant poisonous snakes, spiders and scorpions that infest the lairs of darkness. These creatures are constructs of dark magic and cannot be harmed by weapons or other spells. LOCATE can be used either to avoid conflict or to find it. The party becomes aware of all the forces of darkness in the vicinity. It can only be cast while traveling through the countryside. ASSESS gives you knowledge of your opponents in combat. SHATTER - an attack spell. Ishban ------ Ishban is the book of change. Some of its changes are temporary; some are permanent. FIREBALL changes the very air to fire, and propels it toward the opponent. TELEPORT changes the location of the caster and his or her companions. Teleport can only be cast outdoors, and only where conditions are proper for it. HEAL changes the stamina of its target to be as high as possible. It does not cure illness or poisoning. WEAKEN changes the target's armor to sand, and its magical shield to air. VISION changes doors to glass for an instant, allowing the caster a glimpse of the room beyond. FREEZE changes the target's sense of time, paralyzing him so that neither attack nor defense is possible. Demaro ------ Demaro is the book of protection. Its spells are used to prevent harm, to remove obstacles, and to repair damage. ENERGY restores the target's energy to its maximum possible. PIERCE removes the energy fields that the powers of darkness use to block access to vital areas of their domains. DISAPPEAR is the spell of invisibility. While invisible, the target is protected from enemy attack. An invisible person can attack an opponent with no chance of missing, but an attack at close quarters immediately makes the person visible again. Magic and missile attacks do not terminate invisibility. WALKWATER congeals portions of underground pools and streams, allowing the caster and his party to walk on them. It is not effective on deeper and swifter bodies of water, such as oceans, lakes, and rivers. SHIELD erects a magical shield around the target. The shield protects against magical attacks only, not against physical attacks, poison or illness. RESURRECT is the most powerful spell in the Demaro book. It actually raises the dead. The resurrect spell must be cast as soon as possible. Zoxinn ------ All spells in the book of Zoxinn have names starting with the letter Z. ZOFIR is the counterspell to Freeze. It removes paralysis. ZAPALL throws fireballs against all the caster's opponents at once. ZENGRL restores their full hit points to all the members of the party. ZISHOXE is to shield as ZAPALL is to fireball. It strengthens the magical shields of everyone in the party. ZEFOAR throws a giant fireball. It damages everyone near its landing point, friend or enemy. ZUTYUN is arguably the most powerfull of Zoxinn's spell. It affects all your opponents as weaken would affect one of them. Vannex ------ The newly-discovered book of Vannex contains six very powerful spells. Some have come to call it the book of stealth. JUMP transfers a combatant instantly from one location to another within the combat arena. Jump can be used on your opponents either to remove them from close combat or to place them in the heat of fray. DETECT marks the location of magical teleportals, so your party can use them or avoid them. GLAMOUR increases the target's apparent charm, making it possible for the target to hold conversations with those who would otherwise ignore him. DRAIN weakens the target by inducing a small portion of the target's brain to melt. SEE is the counterspell to disappear. When see is cast on an area, all invisible opponents within the area become visible. DISGUISE changes the appearance of your party into the semblance of minions of darkness. Emenad ------ Emenad is nearing completion. The Great Ziyx has determined all the specifics of the spells it will contain. (Emenad's spells will be of such potency that they can be cast but once in each combat encounter.) BETRAY will cause its target to turn against its former allies. SUMMON will produce a duplicate of the target to fight on the caster's side. It will summon only creatures of very low intelligence. DESTROY will completely destroy almost any opponent. Destroy will remove the memory of all other spells from the caster's mind TERRIFY will unleash a wave of terror, causing enemies who are not brave enough or resistant enough to magic to turn and flee. DOUBLE will conjure a duplicate of one of your party members. The double will hold the same type of weapon and wear the same array of armor. The double will not be capable of casting or using mushrooms. TIMESTOP will slow down time for the caster's opponents. Felmis ------ The Honorable Rimfiztrik suggests his new book Felmis be called the book of Rimfiztrik. Many others are calling it the book of many colors. ACIDBALL hurls a balls of fuming acid at its target. FORGET causes its target, which should be a spell-caster, to lose all memory of the spell that is in the forefront of his mind. COURAGE is the counterspell to fear, and can also be cast on fleeing comrades to enhearten him to rejoin the fray. RESTSOUL is an essential weapon against the undead minions of darkness. When an undead falls in combat, it is no deader than it was when the battle started. Cast restsoul on a fallen undead foe to keep it from reanimating and rejoining the fight. SOULSPEAK was discovered by Rimfiztrik while he was researching Restsoul. It makes conversations with ghosts possible. Spell books are very expensive. So, once you have lots of money. You can get spell books from the following people. +----------------+-------------+-----------------------+ | Place | Person | Spell books | +----------------+-------------+-----------------------+ | Ketrop | Faranim | Sabano, Demaro | | Llendora | Estefaz | Vannex | | Oshcrun | Frik | Felmis | | Ussa | Naendix | sells a11 spell books.| | Wanasol | Ehrizem | Sabano, Zoxinn | | Wanasol | Nimmenzar | Ishban, Demaro | | Ziyx's Tower | Ziyx | Emenad | | Barbarian Camp | Nightshadow | Felmis | (QT) | (night time) | | | |----------------+-------------+-----------------------+ Alternatively, you can invite wizards to join your party and exchange spell books with them. Note that each wizard must carry at least one spell book. ------------------------------------------------------------------------- 3f. Weapons ------------------------------------------------------------------------- Sword Str Short sword 4 Scimitar 4 Long sword 4 Broad sword 5 Elven sword 6 Great sword 8 Magical Sword Str Location Dread Slayer 9 Found in Ruz 2, (56,67) Brennix - can only by wielded by Lukas Axe Str Hammer axe 4 Battle axe 5 Double axe 6 Great axe 8 The Three Magical Axes (Dwarves only) Name Str Location Orcbane 10 Drakhelm 1, dig at the sign "Happy shovel causes trouble" Rhokadur 10 Dorak 7, dig at the spot (34,33) Nalanduir 10 Namaz 4, dig at the three rocks at (28,6) Bow Str Ash Bow 4 Brom Bow 4 Elven Bow 6 Bone Bow 8 Magical Bow (Elves only) Name Str Location Darkfinder 8 Catacombs (127,7) Note: Magical weapons tend to hit better and increases the strength of the user and they don't suffer any wear and tear. ------------------------------------------------------------------------- 3g. Armours ------------------------------------------------------------------------- The best armours are metheal armour and pearl plate. Anyone can wear them, so try to get one for them as soon as possible. Metheal armours are only sold in Drakhelm, while pearl plate can only If found in chest in certain dungeons. 'elvenspun' clothes are avilable in Llendora, meaning your party members never have to change clothes or suffer energy penalties from heat/cold. Linne sells the clothes for 100 apiece. (QT) ------------------------------------------------------------------------- 3h. Special Items ------------------------------------------------------------------------- The Horn of Tundra - Maratul 8. The Horn can call the nomads to battle when they hear it. The Conch of Calm - Catacombs (6,9). Use to calm the sea so that it is safe for sea travel. ------------------------------------------------------------------------- 3i. Companions ------------------------------------------------------------------------- There are many people who will join your party. Some join temporary while some will be with you till the end of the quest. Every one of them has their strong and weak points. So, use them wisely. Name Location Arga Telermain, Black Rooster Tavern Ben Shann 1 (67,79) Buzbazgut(Buz): is the captured Orc residing in the dungeon at Castle Telermain. he has converted to the light and will join your party. (QT) Crstyn Oshcrun, guest room (03:00 hrs) Durin The Throat (103,35) Eflun Drakhelm (33,24) Eldai Shann 1 (17,5) Friz Oshcrun (14,12) Gilondo Llendora (7,16) Grolf Oshcrun, knight's room (14,12) Gustron Oshcrun (23,14) Jimbo Ketrop (15,19) Kruga Drakhelm, meeting hall (13,28) Lupi Llendora, meeting hall (39,19) Madir Ussa, tavern (18,14) Nazim S. Misor (75,49) Nehor N. Miser (81,25) Nimmo Telermain, Eastern Breeze Tavern (20:00 hrs) Orbo Oshcrun, prayer room (46,51) Perin Ketrop, meeting hall (39,18) Polo Telermain, Library Ralle Telermain, Eastern Breed Tavern Reb Oshcrun, (35,10) (after you save Zidoni) Rexor Oshcrun, throne room (36,9) Rogga Maratul 2 (7,26) Sakar Cellars 1 Subia Oshcrun top level (32,25) Somona Pentyne (60,7) Stref Shann 6 (29,24) Tamas Deadwood's Catacombs (102,6) Tuff Ketrop (20,22) ------------------------------------------------------------------------- 3j. The Gods ------------------------------------------------------------------------- There are 8 gods in Gurtex. 5 are good and 3 are evil. Each one of them has a temple, and a special word is needed to wake them. Whispering the word in the chamber they are sleeping will wake them up. The Gods might increase the characters attributes. But beware of the evil Gods, all of them request certain sacrifice. Here is a list of the God's chamber and temple. Alignment - Evil Balene - the Goddess of Furious Vengeance Chamber - Isle of Winds (123,58) Temple - Krum, (212,30) Word - kimyabin Sacrifice - Brennix (Lukas' magical sword) Attrib - Str+1, Dex+2, End+l, Intel Alignment - Evil Fronnoxx - the God of Jubilant Destruction Chamber - Mandarg (189,55) Temple - Mandarg (174,59) Word - azavaz Sacrifice - Somona the Sorceress (companion) Attrib - Str+2, End+l, Ag+1 Alignment - Evil Ghartel - the God of Glorious Death Chamber - Ruz 2, (53,44) Temple - The Throat, (110,45) Word - banishahbat Sacrifice - a mighty warrior. (Durin, Lupi, etc) Attrib - Br+1, Str+2, End+2 Alignment - Good Marior - the God of the Sea Chamber - Cellars 2 (9,20) Temple - Oshcrun Isle, (14,50) Word - ranalamma Attrib - Br+1, Str+1, End+l, Ag+1, Res+l, Swim+10 Alignment - Good Nerelnes - the God of Opportunity Chamber - Maratul 4, (7,18) Temple - The Tundra, (158,18) Word - asharim Attrib - Dex+1, Charm+2, Int+1, lockpicking+9 Alignment - Good Oraniana - the Goddess of the Forest Chamber - Sariss, (175,92) Temple - Sariss, (163,82) Word - kirrak Requirement - need elves in party Attrib - Dex+l, Ag+2, Intel, Res+2 Alignment - Good Rhokan - the God of Wealth Chamber - Dorak 7, (16,64) Temple - Demonspine, (96,8) Word - shadguram Requirement - dwarves must be in party Attrib - Br+1. Str+2, Dex+l, End+l, Smith+9, Gemcut+9 Alignment - Good Senvara - The Shield Goddess Chamber - Altesia, (212,135) Temple - Altesia, (179,105) Word - urumaen Attrib - End+l, Ag+1, Int+2, Res+l ------------------------------------------------------------------------- 3k. Towns and Towers ------------------------------------------------------------------------- Catacombs - Dead Wood Cellars - Oshcrun ground level Dead Wood - Goblin town, Mandarg (213,49) Deraum - Cellars 2 Dorak - East Gate (95,26) West Gate (87,20) Dragos - Katarra Drakhelm - Gizra Mt. (140,51) Dreax - Katarra Glusaga - Orc village, Ruul, (91,60) Hudga-Hag - Troll village, Krum (247,20) Katarra - Mandarg 4 Ketrop - Oshcrun Isle ILendora - (88,36) Mandarg - (178,51) Maratul - Mandarg, (216,57) Namaz - Altesia (222,212) Oolau Bird - N. Misor, (62,19) Oshcrun Castle - Oshcrun Isle Pentyne - Altesia, (188,118) Ruz - Kruz, (231,15) Shann - Mariz Isle (67,79) Shumaran - Fall (152,28) Telermain - Oshcrun Isle Ussa - The Throat (116,38) Wanasol - Sariss (165,85) Ziyx's Tower - N. Misor (47,38) ------------------------------------------------------------------------- 3l. Libraries ------------------------------------------------------------------------- There are 3 libraries in Gurtex. They are found at Telermain, Oshcrun and Wanasol. You'll need to do some research on certain topics in order to complete the game. Father Orbonn (Orbo) is the companion with the best research skill. Invite him and bring him to the libraries to do research. You may assign him to go to certain stronghold or wait for you or dismiss him but whatever you do, make sure you can find him again. Give him a mindstone so that you can contact him. Some topics that can be researched: Telermain Nalanduir Mindstones Candle of Despair Candle of Pain Vankruh (QT) Oshcrun Castle Altersens Zakhad Oolau Darkfinder Rhokadur Wanasol Orb Prophecy Conch Candle of Anguish Candle of Death ------------------------------------------------------------------------- 3m. Music ------------------------------------------------------------------------- Music has certain effects on the various creatures you encountered. You'll need to find the right person to teach you the song. Talk to them and mentioned the songs you want to learn. Song Instrument Creature Teacher Location Firedance band munak Swiftwind Shumaran (32,12) Lullaby of Gu flute sandgu Piero Oshcrun (51,18) Mage's Joy lyre slime Rileon Telermain Tavern Morning Mist lute barg Delfina S. Misor (54,64) Rondo Miz lyre mizigu Giddar Drakhelm (13,28) Sambali band doombeast Pharus Wanasol (47,8) Urg's Dream flute urgodot Sheria Ussa (18,14) Wind Song lute fermigon Elion Llendora (61,17) If your start out character is a bard, then you will have 2 additional songs: The Happy Traveler - effect unknown (QT) Long Live the King - effect unknown (QT) ------------------------------------------------------------------------- 3n. Stronghold ------------------------------------------------------------------------- Strongholds are locations in Gurtex where you can rest safely. It is also an ideal place for meeting. You'll need to reach a stronghold physically before you can assign companions to go them. Place Location Altesia 171,118 Demonspine 93,23 Farsum 201,61 Isle of Winds 128,55 Kar' lomug 234,81 Krum 231,7 N. Misor 60,29 Oshcrun 31,51 S. Misor 56,61 The Throat 124,41 The Tundra 163,13 Rhon 225,41 Ruul 96,63 Sariss 166,80 ------------------------------------------------------------------------- 3o. Teleportation ------------------------------------------------------------------------- There is usually one teleportal in every dungeon. These are usually not easily accessible unless you have 'clean up' the dungeon. There are only a few teleportal building on the surface. Below are a few I came across. Isle of Winds 120, 56 The Tundra 160, 40 Rhon 220, 47 Kar' lomug 243, 96 (QT) Krum 251, 20 (QT) Altesia 195, 105 (QT) Now that you have found the teleportal, you'll need to know the combinations to get you to the various places. You will need combinations to get you to the various places. You will need sphere, pyramid, cone, cube and cylinder. Buy them from wizards who sell such item. For a start, you can buy them from Truk at Oshcrun. Knock on his door on the top level. The only wizard who sell all 5 items is Furukan who lives in Hudga-Hag. Knock on his door at 0:00 hrs. Location x,y Combinations Demonspine 102,53 cone , sphere , cone N. Krum 215,29 cone , cone , sphere Isle of Winds 126,52 cone , cube , pyramid Mandarg 140,45 cone , cone , cone Krum ?,? cone , cone , pyramid (QT) N. Misor 76,7 cube , cylinder, cylinder Blackwood 104,32 cube , cube , cylinder Duln Isle 217,9 cube , cylinder, pyramid Deadwood ?,? cube , sphere , sphere (QT) S. Sariss 157,89 cylinder, pyramid , sphere Farsum 196,66 cylinder, cube , cylinder Kar' lomug 246,83 cylinder, cone , cylinder Isle of Winds 23,52 pyramid , pyramid , sphere N. Tundra 163,11 pyramid , sphere , cube Fronnixx's Gap 208,39 pyramid , cone , cone Deladorn 216,58 pyramid , cylinder, pyramid Rhon 238,53 pyramid , cube , cube S. Misor 55,66 sphere , sphere , pyramid Demonspine 83,51 sphere , cube , sphere Mt. Mandarg 163,53 sphere , cone , cone Kar' lomug ?,? sphere , pyramid , cone (QT) N. Krum ?,? sphere , pyramid , cylinder (QT) ------------------------------------------------------------------------- 3p. Gates ------------------------------------------------------------------------- There are many towers that require you to whisper some Word of Power to raise the gate. Location x,y Word Catacombs in Deadwood yommanis Dorak 95,26 zaradenak Dorak 87,20 waharnial Drakhelm 140,51 nokarvhim or nokarvahim (QT) Mandarg 178,51 suuvduan Maratul 216,57 ruandair Namaz 222,122 vumakleh Ruz 231,15 jimmelkin Shann 67,79 frikenatz ------------------------------------------------------------------------- 3q. Combat Techniques ------------------------------------------------------------------------- The amount of damage done to the enemy for any physical attack depends on the character's strength. When their strength is low, eating a mirget will allow them to do more damage. For those character with low combat skill, eating a luffin will allow them to make a success hit on the next attack. Character with low agility who can't dodge enemy attack should eat nift, it protect them from the next 3 physical attacks. Those with dex less than 7 may need to eat goshi so that they can perform 3 moves on the next turn. Finally those that are not skilful in magic should use turpins. Luffin, mirget and turpin will last until they are being used while nift and goshi will lose their effect after the next combat. When fighting the enemies, try to kill the spell casters first. For they will probably deal the most damage. Be careful when fighting Kazih, Gargan, Gaem and DreadKnight. They can cast 'forget' which practically removes the spell you have just recall from memory and this is very undesirable. Try to kill them all in the first battle round. Casting 'time stop' will lets you have 2 rounds to wipe them out. To kill any particular enemy (especially the spell casters), let your wizards cast "JUMP" on your best fighter. Jump them next to the enemy. Then let the fighters use goshi, mirget, luffin and attack the enemy. If the fighter's strength is high enough, the enemy will be killed in one strike. If the fighter had used the mushrooms in advance, they will be able to make a second attack to the next enemy. This technique is very good against battles against dreadknights. They might come in group of eight so you will need to wipe them out as fast as possible. When you think that you are not powerful enough to wipe out the enemies within 2 rounds. Here is another alternatives method. Cast 'disappear' on every party member. If turpin is in effect, the character will disappear for 12 rounds. Once you become invisible, ready the bow and shoot at the enemy. When invisible, the enemy can't dodge the arrow. Shoot at the spell casters first. If you attempt to attack with sword or axe, you will become visible again. Combining this technique with the previous one is very useful against battles against Naur and Zakhad. When walking in the dungeon. The enemy might ambush your party. When more than 8 spell casters ambush you. Your party will probably be wipe out and there is really nothing much you can do about it. Just imagine your party being zapped by 8 'zap all' spells. To prevent this from happening, you can either have someone with high tracking skill in your party or you can cast the "sense" spell. Make sure everyone shield is 99 when moving in area where there are lots of ambush. 3r. Barbarian Camp (QT) x152, y28 -- Fall Barbarian Camp (Tundra region) x173, y37 -- Winter Barbarian Camp (Tundra region) ? ? clue is that it is NE in the hills -- Summer Barbarian Camp ? ? clue is that it is E of Keskul Lakes -- Spring Barbarian Camp ------------------------------------------------------------------------- 4. Walkthrough ------------------------------------------------------------------------- You begins the game at the port of Telermain. The first thing you need to do is to find some companions to join in your quest. Check up the taverns. A few people will be eager to join you. Check up the list of companions available. When you invite a hireling, you must give them a portion of the treasure you came across. Hirelings don't trade items; so don't give them the important items. Once you have gathered a few companions, get out of town and go to Castle Oshcrun that is very near to Telermain. Talk to the king and his advisors. More people will be willing to join in your quest. Note: Whatever you do used up energy; so use a sermin when you run of energy. You can sleep in inn or the guest room at the castle. Use the Camp command to rest. lf you need to find the town of Llendora, take Lady Subia with you. Once Llendora is found, you will be able to enter it the next time even when Lady Subia is not in your party. Elven bows and swords are only sold in Llendora, so bring her along when you need to upgrade your weapons. Once your party is gathered, you might want to start adventuring. You may talk to everyone you came across. There are people who stay inside their house and will let you in when you speak their name. Since a11 the necessary info are listed earlier on, you can skip a11 those conversations. ------------------------------------------------------------------------- The Main Quest ------------------------------------------------------------------------- First you must find the ghosts of the 3 guardians. Finding the First Ghost, Horann ------------------------------- One of them is in Deraum. The entrance to Deraum can be reach from the cellars under Castle Oshcrun. The door is magically locked so you need to look for the crystal key first. Explore the Cellars 1 and look for the teleportal room. You might want to increase your attributes by waking Marior, the God of the Sea who sleeps in Cellars 2. Use the teleportal to get you to Mariz Island. Whisper 'Frilkenatz' to raise the gate of Shann. Explore the place and find your way to Shann 6. If you didn't find any way to reach the stairs, casing "detect" when turpin is in effect will detect portals for 30 minutes. This portal will usually let you access the next level. At Shann 6, look for Malaaq in one the rooms. Whisper "Hefriti" and he will give you the crystal key. With the crystal key, go back to Castle Oshcrun and explore the cellars. Make sure you have enough 'walk water' spells. You'll be doomed when you run out of spells in the middle of the water. If necessary, rest in rooms and learns them. Use the crystal key to open the red door at Cellars 2. This room leads to Deraum. Explore Deraum thoroughly. Take the portal at the "Point of no return". Enter the room and talk to the ghost, Horann. You'll need to cast "soul speak" to talk to it. Then cast "rest soul" to free the spirit. Get the white scroll that is left behind. Note the title "Candle of Despair". Now, go to Telermain Library and research "candle of despair". You might need to invite someone with high research skill to do it. It will take one whole day to do the research. So, you can either pass the time in the library or do some shopping in town. Once the research is done, get the white scroll and you might want to assign the researcher to do something else. Finding the Second Ghost ------------------------ The next ghost is in Drakhelm 3. Go to Drakhelm and whisper "Nokarvahim" to raise the gate. Explore the town and replace some of your party members if necessary. Explore Drakhelm 1, look for Orcbane under the sign "Happy shovel causes trouble". This is a powerful weapon but only usable by dwarves. Take the stain to Drakhelm 2. There are lots of portals in this level. Look for the portal that brings you to a room with 4 signs and 4 portals. Take the one to the east to reach Drakhelm 1, and then take the stairs there to reach Drakhelm 3. You will be in the treasure trove. Look for the ghost in one of the room. Cast "soul speak" and then "rest soul". Get the pink scroll "The Candle of Anguish". There is no way you can walk near the stairs because there are portals in front of it. Instead, you can walk through the wall near the torch at (10,65). Once you reach there, the way out is easy. Go to Wanasol Library and research "Candle of Anguish". Finding the Third Ghost ----------------------- The third ghost is in Maratul 8. Go to the tower of Maratul at Mandarg and whisper "Ruandair" to raise the gate. Stairs connects the way from Maratul 1 to 5 and it's rather straightforward. Nerelnes, the God of Opportunity, sleeps in Maratul 4, so you might want to wake him up to increase your attributes. At Maratul 5, there are 2 separate areas. The right area can only be reached by using the portals at the SE corners of the left area. Once you reached this area, you can access Maratul 6 - 8. The Horn of the Tundra is inside one of the room in Maratul 8. Take the portal at the NW comer of Maratul 7 to reach Maratul 8. The Horn is inside the room next to where you had been teleported. The Horn will be able to call the nomads to battle if they can hear you. After that, look for a portal in the SE region of Maratul 8 that will bring you to the room where you'll find the ghost. Get the Gray Scroll "The Candle of Pain" after you have put it to rest. Go to Telermain Library and research "Candle of Pain". Rescue the 4 eldens ------------------- Now you will need to rescue the 4 eldens. Three of them are guarded by Naurs. Zakhad himself guards the last one. Elden Zifar ----------- The elden Zifar is in Dorak 6. Explore Dorak thoroughly. The axe, Rhokadur is buried at the end of the passage at the NE region. You can reach Dorak 7 with the stairs at the northern region of Dorak 2. Once you reached Dorak 7, walk southward; don't step on the portal in to middle of the passage. Walk to the end and dig the ground. After that, go to Dorak 1; take the stairs to Dorak 3. At Dorak 3, cast "detect" and adjust your party formation to get pass the portals. There are many portals, so watch your steps. Move diagonally when necessary. Work your way to the do at the SW region. Take the stairs to Dorak 4. Talk to Stref at the NW region. Cast the spell "walk water" in order to step on the portal in the water to reach Dorak 5. Take the stairs to Dorak 6. Take the stairs to Dorak 4. Then take the stairs to Dorak 5. Then take the stairs to Dorak 6. Take the stairs to Dorak 7. Walk to the room at the NW region. Sheathe your weapons and greet Vankruh. He will let you pass if you do it politely. Otherwise, you will have a hard time fighting him. Wake Rhokan, the God of Wealth, who sleeps here to boost your stats. Take the stairs at the SE region to Dorak 6. The elden is guarded by one of the Naurs in one of the room. It is best to save the game first. Once you have defeated the enemies. Use the White Scroll to free Zifar. Make sure you have done your research first. Elden Zulain ------------ The next elden, Zulain is in Ruz 2. Go to Ruz at Krum and whisper "jimmelkin" to raise the gate. Take the stairs at the NW region to Ruz 2. Cast "walk water" and take the portal in the middle of the water in the eastern region. Fight the Naur guarding the elden. Use the Gray Scroll to free Zulain. Elden Zewinul ------------- The third elden, Zewinul is in Namaz 6. Go to Namaz at Altesia and whisper "vumakleh" to raise the gate. You will be in Namaz 2. Take the stairs to reach Namaz 3. Then take the stairs at the northern region to reach Namaz 4. Take the stairs to reach Namaz 5. Take the portal at the SW corner of Namaz 5 to reach Namaz 6. Go to the room at the NW region to fight the Naur. Use the pink scroll to free Zewinul. Once you have free those three eldens. Go to the meeting hall at Wanasol. Talk to the eldens and get the blue scroll. Go to the library at Wanasol and research "Candle of Death". Orb of Light ------------ Before you go to find the last elden, Zidoni. We must look for another item which is equally important: The Orb of Light. You might want to research "orb" and "prophecy" at Wanasol Library. Go to Pentyne at Altesia (188,118). The "teleport" spell don't work when you have reach Altesia, so you will need to go on foot. In the town of Pentyne, go to the altar and talk to Alin. He will tell you their prophecy and then give you the Orb of Light. The three marked ones --------------------- The Orb need to be touched by the three marked ones. Go to Telermain. Look for a boy named Timm at Pier 2. Offer him the Orb and let him touch it. His mark is that of the star. Go to Shumaran. Its location varies with the seasons. I only know its location in Fall. If you need to know its location for the other seasons, go to Ussa and knock on Sponsors door. Ask him about "sites". Anyway, when you are in Shumaran, talk to Moongold. Offer the Orb and let her touch it. Go to Wanasol. Knock on the door of Wartow, next to Serene Meadow Guesthouse. Offer him the Orb and let him touch it. Now, the Orb is functional again. Elden Zidoni ------------ Note: According to the information from "Soh K H" , you need to do both Dragos and Dreax in order to find the Zakhad. Regardless of the order you did both dungeons, the Zakhad will be waiting for you in the final dungeon you do. The last elder, Zidoni is in Dreax 2. Go to the Caverns of Mandarg at (178,51) and whisper "suuvdaun" to raise the gate. There are no stairs in this dungeon, so the different levels can only be reach by the portals. At Mandarg 1, try to reach the portal at the NW region that brings you to Mandarg 2. There are 2 portals at the SE region. One of them takes you the northern region. Take the portal at the NW corner to reach Mandarg 3. Take the portal at the NE region to reach Mandarg 4. On this level, you must find the portal protected by snakes on the western region which takes you to the NW region. Then you need to slide down the chute to Mandarg 1. You should see a sign "Hidden Hole", dig under it to get the Iron Key. Then take the portal to reach Mandarg 4. Now, take the portal in the middle of the level to each the NE region. Use the Iron Key to open the red door. This bring you to Katarra. Katarra is a one level dungeon. Them are lots of dread knights patrolling the place, so be very careful. There are two towers in Katarra. The tower of Dreax is the one on the eastern region. The Fay is simple, but the enemies are tough. The other tower is Dragos. There many traps in those 3 levels of Dragos, so if you decide to explore this tower. Keep several save games. There are traps which have no way out. Once you have reached Dreax 1. Cast "detect" and adjust your formation and take the portal to the NE of the stairs. Walk to the NE region and take the stairs to Dreax 2. You'll be in an area with lots of serpents. Go to the SW corner and take the portal to the SW region. Then walk east and take the portal to the NW region. Enter the room at the NW comer and fight Zakhad and his minions. Use the blue scroll to free Zidoni. Go to Wanasol and talk to the eldens. Zidoni request an audience with the King. Go to Castle Oshcrun and invite King Rebnard to join your party. Go to Wanasol. Let the King talk to Zidoni. Go to N. Misor (62,19) to end the oolau bird. Use the Orb to persuade the bird to leave the nest. Let the King whisper "jemil" to free the prince from the egg. Talk to Prince Jemil and offer him the Orb. Exit the place and the demon will appear. Prince Jemil will then banish the demon from the realm using the Orb. Congratulation, you have completed the game! ------------------------------------------------------------------------- 5. Revision History ------------------------------------------------------------------------- Version 1.3 - 22 July 2003. Change in email address. Update various info given by Q.T.Quazar (qtquazar@hotmail.com). All those changes are denoted by a (QT) symbol. Version 1.2 - 1st July 2002. Change in email address. Updated the location of the Zakhad in either Dragos or Dreax. Thanks to "Soh K H" for sharing this information. Version 1.1 - 9th May 2002. Lost the original document file, did an OCR to restore from the copy printed 10 years ago. Adjust the format slightly and added a table of content. Version 1.0 - first written in 1992. Not well distributed, only some of my friends got a printed copy from me. (c) Copyright 1992-2003 by Lee Beng Hai