RINGS OF POWER FAQ V2.0 for GENESIS by YATESY -
[email protected]
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VIEW THE COMPLETE RINGS OF POWER EXPERIENCE AT WWW.RINGSOFPOWER.CO.UK
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HISTORY
V1.0 Submitted 10/9/01
V2.0 Submitted 16/6/07
Walkthrough Updated
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CONTENTS
1. INTRODUCTION
2. STARTING OUT
3. GETTING THE GROUP TOGETHER
a. Knight
b. Saving time
c. Archer
d. Conjuror
e. Enchanter
f. Necromancer
4. INTRODUCTION TO THE RINGS
SORCERERS RINGS
a. THE RING OF THOUGHT
b. THE RING OF WILL
c. THE RING OF INTUITION
KNIGHTS RINGS
d. THE RING OF DIVISION
ARCHERS RINGS
e. THE RING OF ADVANCING
CONJURORS RINGS
f. THE RING OF PERFECTION
g. THE RING OF CALLING
NECROMANCERS RINGS
h. THE RING OF BILE
i. THE RING OF BLOOD
ENCHANTERS RINGS
j. THE RING OF VARIATION
k. THE RING OF MUTATION
l. ACQUIRING THE HOLY SEAL
m. DEFEATING VOID
5. TRADING GUIDE
6. MAGIC GUIDE
7. TRANSPORTATION GUIDE
8. STONE GUIDE
9. USEFUL LOCATIONS
10. HINTS, TIPS AND CHEATS
11. CREDITS
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1. INTRODUCTION
This is a FAQ for the Genesis RPG Rings of Power. It was a little known game
that was overshadowed by the bigger RPG's such as the Phantasy Star and
Shining Force games. On the first play it doesn't look the most amazing RPG
but given time it will become quite addictive and will keep you puzzled for a
very long time. I hope that this FAQ will be some help for the people that
are stuck (and they will be), and to the people who discover the game in the
future.
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2. STARTING OUT
When you begin the game you are on a hill just north of Mind. All you have with
you is a note from your master Thalmus asking you to meet him in the lecture
hall at the back of the academy. Follow the path to mind and go into the
academy, then head around to the back. Speak with Thalmus and he will call a
meeting between his students to demonstrate the stun spell - he will then give
each student a task. Before you carry out your task however, you must first go
to the temple in the square to speak with Ak Thul. Head outside and go to the
temple, speak with Ak Thul and receive the tome. Go back and talk with Thalmus
again and he will then give you your task. Firstly take the map from his room
as he says, also take the warn spell nearby, then exit the academy. Now you
need to go to the hermit's house - consult the map if you need to. It is
actually back towards where you started - on the hill on its own - it's not
hard to find. When you try and speak with the hermit he will attack you. Use
your stun spell on him and you should defeat him - now you have the sorcerer's
eye - take it back to Thalmus. Thalmus will then give you the clue spell and
call another meeting. As he leads the meeting, a fellow student attacks Thalmus
and kills him. The students are then cast out into the world in search for the
rings.
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3. GETTING THE GROUP TOGETHER
a. Slash (of the Knights)
"Slash is young and ambitious with a strong moral sense - the perfect hero. My
good friend Hack in the City of Division can tell you where to find him".
You now find yourself just outside the city of Division. Go into the city and
through to the Guild of Pieces alongside the harbour. You will find Hack just
to the right of the entrance. Speak with him and he will ask you to retrieve a
key that has been stolen by a black priest. The only help he offers is to ask
around the guilds in the city. Ask at any of the knights guilds and a guild
master will tell you Scourge's whereabouts are known by a wandering merchant.
He himself doesn't know where the merchant is, but one of the city's lighthouse
keepers does. From here you need to hire a boat and sail out to the northern of
the lighthouses and speak with the keeper there. He will spill the location if
you bribe him. His information tells you to travel by boat around the north
city wall and onto the largest island among the cluster, slightly to the west.
Enter the oasis there and you will see Rashid beside the water, speak with him
and he will give you the location of scourge. It turns out he is hidden in the
sewers, with the entrance being just in front of the temple in Division. Travel
back to Division again and enter the sewers in the location given (You may want
to sleep first if your health isn't full) and you will be immediately attacked
by Scourge. Defeat him to take the Knight key and return to the guild. Once in
the guild go around to the back rooms and toward the treasury. The guard there
will stop you, so bribe him (good guard huh?) and enter the room. Empty each
chest and take the Knight symbol back to Hack where he will give you the
services of Slash. Observe any other advice Hack gives you and prepare to leave
for Blood.
b. Mortimer (of the Necromancers)
"Mortimer is reasonably amiable for a Necromancer, and a top student - you'll
need his healing skills on your journey. To find him, see Flemm in the City of
Blood".
This section will help save time by not having to wander back and forth between
towns. Head south from Division and you will eventually come to the city of
Blood. Go to the Necromantic academy and down to the burial ground below. The
necromancer you need to speak to, Flemm, is carrying out a private burial and
the gate is locked. Talk to the necromancer nearby and he will ask you to carry
out a task for him, in return he will open the gate for you. Follow the clues
he gives you and return upstairs and speak with the necromancer searching the
bookshelves. He will let you know he has seen the key to the lab among one of
the bookshelves nearby, while searching for something. Search the shelves
yourself and you should find the lab key. Now enter the lab to your left and
take the corpse. Exit the building and go to the guilds and speak with the
people there. Eventually you will be told Old Tsalmi's grave in on the hill
just outside Blood. Once it is dark, take the corpse there and hand it over.
You can now return to the academy where the gate to Flemm is open. Talk to him
and he will give you the Necromancer symbol, yet demand the Enchanter symbol in
return for the services of one of his pupils. Rest and restock for the trip to
Perfection. Perfection is a good distance to the west, via Fenopolis. Once
there, buy some flowers at the shop and head north from the city across the
desert to Speed as Hack advised you.
c. Feather (of the Archers)
"Feather is a strong minded, aggressive young woman. She's smart, skilled with
her bow, and longs for adventure. Visit the Archers' guild in Speed and speak
with guild master Arrow - she'll be expecting you".
When you arrive at Speed, go to the guild in the center of town. Speak to the
receptionist, she will ask for some flowers before she lets you in. If you
purchased some in Perfection, give then to her. Note her information on the
sextant and then head upstairs. Talk to Arrow and she will ask you to find the
whereabouts of some archers that have been kidnapped by bandits. She also needs
a map to the mines of mysery. The only pointers offered are to ask around the
guilds and to talk to Carp, the local gossip. He can be found at the docks in
front of the cathedral. Carp doesn't have too much to say, but does let on that
a bandit has been caught and is being help prisoner in the town. Go to the
civic center and talk to the bandit, he will ask for a flip stone in return for
the location of the mines of mysery. Go to the local store and buy a flip
stone, then take it back to the bandit. He will flip out, but not before he's
drawn you a map of the location of the mines - morally incorrect maybe, but its
what we need right? You might want to read the map at this point, it says -
'Go east from Speed into the hills. There is a hidden cave there above the
falls -- it's the entrance to the mines of mysery'
Now go back to Arrow at the guild and show her the map, she will take it in
return for the archer symbol. Arrow tells you to take it to the mines and show
it to her lieutenant, who will let Feather join your party. Any bandits can be
done away with. Go to the location suggested in the map and enter the cave, you
will have to fight bandits as you descend into the mines. If your levels get
low return to town and sleep at the inn. When you reach the bottom level of the
mine you will see Arrow across the room, speak to her and she will join. You
must then get out of the mines using the back exit. You may camp to avoid the
fight and exit the mines, or if you feel like a fight then just wander into the
cave. The party of two bandits and black priest is a little harder than what
you have encountered so far, but you should be ok. Try to protect the archer as
she is vulnerable at this stage. Exit the mines and return to Speed to restore
your health, but any spells you may need for the archer then return to
Perfection. If you have not got the sextant by now, this is the ideal time.
d. Alexi (of the Conjurors)
"Alexi is the favourite of her master, Haze, and with good reason - she's a
model student and shows great aptitude for her art. You'll find her in the City
of Perfection".
In Perfection, go to the guild and speak to the librarian. She acknowledges you
need to speak to the guild master, Haze, but says she does not want to be
disturbed. The door to her room is an 'ideal door' and can only be opened with
a key. Time to find someone who knows about the key. Ask around town, the plain
clothed man in the restaurant says he knows of its location but needs a favour
in return. He is working on a new spell, but needs some flame wood. You can
learn about flame wood in the ideal library so return to the guild. Among other
scraps of paper, you will also find two notes -
'Certain exotic spells involving water summoning can be aided by the rare flame
wood found only in the cave of fire, found around 5'-10'.'
'Cave of fire - contains valuable reagents, but location of cave is a closely
guarded secret of a hermit named Dry who lives in an oasis outside of Kaos.'
From here you should visit the hermit mentioned. Kaos is north-west of
Perfection, but can be reached directly by the path that leads easterly from
the city. The oasis is just south-east of the city (11'7"-9'4"), enter and you
will see Dry. Speak with her and she will tell you the flame wood cave is just
south of Cathedral and it can be only reached by boat. She goes on to say the
chest there is magically sealed, but someone called Larry who frequents the
Lobotomy Club knows more about the subject. You need to speak with this Larry,
so now head for the Lobotomy Club (It's the building you started the game
outside of, near the city of Mind). Although the building is just to the south
of you (10'7"-12'3"), it is impossible to reach by foot. The quickest way is to
take a boat from Kaos, around the wall surrounding Mind and into the harbour
there. From Mind you can walk. Enter and find Larry, he'll give you information
if you buy him a drink. Larry had the key to the chest for a while but sold it
to a conjuror that lives in the north, around (8'-5'). Check your map and head
for the island just north-east of Cathedral, taking your boat from Mind
(keeping to the shallow waters will save supplies). Talk to the conjuror and
she will offer you the key in return for her precious ogre egg that has been
stolen by a band of conjurors. The bandits hide in a cave in the south snow
bank around (6'-21'), so head there. You will be attacked as you enter the cave
so be prepared - this will be the hardest fight you have had so far. Defeat the
conjurors to get the ogre egg and take it back to the conjuror on the island.
She won't give you the key as she promised so you'll have to fight her for it.
*** Note - Killing her without travelling to the snow bank will also get you
the key *** Now you can look to the cave. The best way to reach it is to take a
boat from either Cathedral heading around the southern wall then downstream, or
from Speed heading east then downstream. Once there enter the cave and take the
flame wood, then go back to Perfection. Visit the man in the restaurant again
and give him the flame wood. He will give you the ideal key, so now go and open
the door in the ideal library. When you talk to Haze she will give you the
Conjuror symbol. Show her the Necromancer symbol as she asks and you will
receive the services of Alexi who is waiting downstairs. Restock again and
prepare to return to Kaos.
e. Obliky (of the Enchanters)
"Obliky, like all Enchanters, is a little unfocused. He's a good lad, though,
and I think he'll serve you well. speak to Xylotyl of Kaos to learn his
whereabouts".
When you arrive at Kaos, you need to speak to master Xylotyl. Talk to the
secretary in the Temple of Kaos and he will direct you to Xylotyl's secretary,
who he says you will find in the temple. Trying to speak to the secretary
though is futile, as he has converted to Void. Instead, speak with the red
priest and he will tell you of a quest to turn a convert back. He points you in
the direction of the cathedral where the great confessional will tell you more.
Go to the Great Cathedral and speak to the great confessional - he resides on
the ground floor, just east of the entrance. He will tell you that a holy
mirror, when shown to a convert, will return them to their self once more. He
then instructs you to look in the library upstairs - west wall, south end -
where a reference can be found. When you find the memo, you will discover the
mirror has been hidden in the crypt of the cathedral in Perfection. Go there
and search around the tombs and you will find another memo. This one says the
mirror was moved to Speed where the climate is better, so go there. Searching
the tombs in Speed will uncover the mirror, which you can return to Kaos. You
may wish to take some flipstones with you as they fetch double the price in
Kaos. Show the mirror to Xylotyl's secretary to return him to sanity. He will
ask you for a bingo card which you must fetch from the first floor of the
tower. Return with it and he will tell you to visit the top of the tower at
night where Xylotyl will be waiting. Once you speak to Xylotyl, he will give
you the symbol of the enchanters. Show him the conjurors symbol and he will
instruct you to go to the Drunken Dragon, just south of Blood. Make any
preparations you wish and return to Blood. A path runs southbound from Blood
which ends at the Drunken Dragon. When you arrive, go upstairs and talk to
Obliky, he will join the group. Exit the building by the side door as you will
be attacked by the group of enchanters if you return downstairs. Return to
blood.
f. Mortimer (of the Necromancers) (Continued)
Once back in Blood simply return to Flemm and show him the enchanter symbol. He
will let you take Mortimer who is waiting at the guild on the hill above Blood.
Talk to Mortimer to complete your party.
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4. INTRODUCTION TO THE RINGS
There are eleven rings in total that you must find; each will hold a different
challenge. Here is a guide to which rings are easier to find, giving you the
chance to build up your experience for the harder ones. Note - this is merely a
guide and not the order in which they need to be quested for.
RING DIFFICULTY ORDER
The ring of thought Easy FIRST
The ring of will Medium MID
The ring of intuition Hard MID
The ring of division Medium MID
The ring of advancing Medium MID
The ring of perfection Hard MID
The ring of calling Medium MID
The ring of bile Hard LATE
The ring of blood Hard LATE
The ring of variation Easy LATE
The ring of mutation Easy MID
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4a. THE RING OF THOUGHT
"The first ring of the sorcerers, the Ring of Thought is shrouded in mystery. I
believe the red priest Ak Thul in the City of Mind holds the key to this rings
location - visit the temple and speak to him".
Ak Thul did not have any information when I spoke to him so I started my quest
at the great cathedral. If you try to speak to the priest behind the desk on
the lower floor you will instead insert the ruby Alexi gave you into the
statue. It will then tell you to take a note to a man Called Bob who lives in
Sunrise. Now head over to Sunrise, located just south of the Fount of Heaven,
in the snow bank. You can only approach by ship as the town is surrounded by
rocks and sailing south from Perfection or west from Sparta is most ideal. The
house you are looking for is at (3'5-22'2"), enter and speak with Bob (he is on
the upper floor). Bob will then give you another note in return which will give
you a clue to your next destination. It says -
'To find the ring of holy light, seek a place between both dark and bright,
look closely neither left nor right, where sun meets moon and day meets night.'
This now leads us to celestial city, so go there (26'-15'). The clue says to
look between dark and light, so go to camp on the square at the base, between
the two temples (26'3"-15'4") and you should find yourself inside a cave.
Within the cave there are five priests of Nexus, each with a question you must
answer, by showing an item from your inventory. Failure to show the correct
item results in a small loss of money. Three of the items you will have are the
sorcerer's symbol, the ruby and the whip you got from the black priest you
fought in Kaos, after you returned Xylotyl's secretary to sanity. The other two
items you are unlikely to have stumbled upon by chance. Although I'm not sure
what should lead you to it, the clue to the items whereabouts can be found on a
bookshelf in the Great Cathedral. Examine the seventh bookshelf from the right
on the southern wall to find a scrap giving the locations of the items. The
first is a skull, found at Shady Acres Funeral Home (6'0"-17'-7"), just south
of perfection on the road to Fenopolis and Blood. The second is a goblet, found
in a hermits shack just north of Cathedral (5'5"-6'0"). Here is the order in
which you encounter the priests, you need to answer to progress.
1 - Show me that with which you began Sorcerers symbol Thalamus
2 - Show me the symbol of despair Whip Temple in Kaos
3 - Tough as armour, found inside, show me protection that is not hide Skull
Shady Acres Funeral Home (6'0"-17'7")
4 - Show me a vessel of fluid containment Goblet Hermits shack (5'5"-6'0")
5 - Show me that which came from Nexus Ruby Alexi
Answer these five questions and the ring is yours.
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4b. THE RING OF WILL
"The third ring of the sorcerers, the Ring of Will is rumoured to be in the
possession of one Keef the Thief, the leader of the Thieves Guild in Thieves
Haven. He's a troublesome sort, but I suggest you find a way to make a deal
with him"
There is actually a pre-quest you can do before you visit Keef that gives clues
to the ring, though it is unnecessary and can only be found by chance as there
are no clues to its existence. If you have defeated the witch Hideous
(12'0"-13'2") at any point (possibly during the ring of Division quest), you
are proclaimed a hero among the fens of Fenopolis (8'-17'). With this title,
you are granted access to the mighty Fen Ho. He will give you information of a
ring if you seal a protection order for him from the guild of Protectors. You
need to travel to Protection in the northern snow bank (7'-2') to talk to the
Protectors, so sail there. Once there, speak to the protectors, they will issue
a contract if you fetch them some honey. You are told the best honey in the
world is supplies by a bear that lives in the great forest on the eastern shore
of the east continent (33'8"-10'5"). It is easiest to sail west from Speed and
follow the coastline south until you arrive at the shack. Speak with the bear,
take the honey and return to Protection. You will be granted the contract, so
now return to Fenopolis. Talk to Fen Ho again and take the information he
offers.
Following the research of your master, head to Thieves Haven (24'-18'). Enter
the thieves' guild and go to the lower floor where Keef the Thief resides. Talk
to him and he will offer to give you the ring if you bring him a leaf from the
Fluffi tree of Gomez - said to make any thief the best in the world. He doesn't
know the location of the tree, but says someone held in the lunatic asylum
quested for it. The lunatic asylum is north-east of Thieves Haven across the
great desert (31'-8'), you can reach it on foot taking the path via the
theatre. Once you arrive take the west wing leading to where the cells are. One
of the loonies there will give you the location of the tree if you question
him. The tree is in a cave on the island at the foot of the Fount of Heaven
(0'7"-19'2"), so take a ship and sail there. Once on the island, enter the
cave. The maze itself comprises of hundreds of trees and stumps, your progress
through being hindered by eight of these stumps. The only way to remove them is
by standing on eight mounds hidden around the maze. It is a very hard and
frustrating task indeed. You may wish to consult my maze page for more
information and a map. Once you have the leaf, return to Keef at Thieves Haven.
As you try to give him the leaf, he says he has just swapped the ring for a
good luck charm with a priest named Yoppa. Yoppa says he is to take it to the
Great Cathedral. Travel to the Cathedral and enter, Yoppa is there with his
party. Talk to him and it will ultimately end in a fight for the ring. As with
the other parties questing for the rings, they are of higher levels, so make
sure you are healthy yourself. Defeat the party and take the ring.
Here is the layout to the cave where the leaf is hidden.
The stumps that have to be removed are not shown on the map.
Key - O = tree, X = stump, S = switch, L = leaf
+--------------------------------+
! OXOOOXOOOXOOXOOOXOOOXOOOOXOOO!
! OSXOOO OX XO OO!
! X O XOOO XOX O!
!OOOO OOX OOX O OOXO OOX XO O!
!O OOXOOX X O X X OX O!
!XXX OOO X O XOOXO O!
!OS OOX XOXOO OOOXO OOXO XO!
!X OOX OX O O X O O XOOO!
!OOO O XOXO O X O OO OXO X!
!O X O X O XOOXO O OOX O!
!O OO O OOO O OOO XO O O!
!O OX OOXOOXOXO O S O OX XOX!
!X O OOOOOO X XOXO OXO!
!OX OX OXOXOO OX OO O XOOO!
!OO OO O OX OXOX X O XOO O!
!OOO O X X OOOXOO X!
!XOOO O O O OXOO O XOOO O O!
!OX X O O O L X O X X!
!O O X X OO O OOXOO OO O!
!OOO X O OOX X X X XOOX O!
!OX OO X X O OXO X!
!X XO OOXO OO OOO OO OXO O O!
!O OOX OO OOX X O OOXO O!
!O O X O XO O O OX OO O!
!O X XOO OX OS X X OO XOO X!
!X O X X O O O XOO O O X X!
!O OX O OSOX O O XOOO OXOO O!
!O OO X O O O OOX OX XO O O!
!O X OO OOX X O O S O OX X!
!O XO XO OO OO OX OO OO O OO!
!X OX XOOO OX XOO X!
!OOOXOOOXOOOXOOOOXOOXOOOXXOOOOOOO!
+--------------------------------+
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4c. THE RING OF INTUITION
"This is the second ring of the sorcerers. According to legend, this ring was
originally kept at our very own Academy of Sorcery, but was stolen by a greedy
dragon. Talk to El Gripa, the grounds keeper in the academy garden - he may
have some stories to tell you".
Go to the Sorcerers academy and talk to El Gripa in the gardens. He will test
your loyalty by asking you to acquire the 'mirage' spell which can only be
found at Magic'B'Us. When you have the spell, return to the academy and talk to
El Gripa again, this time he will tell you about Flamory - a dragon who
attacked the academy. Listen to his story and then head to Oxbridge (25'-5')
where he says some of the survivors went to. When you arrive in Oxbridge, there
are two remaining sorcerers from the city of Mind. One is on the upper floor of
one of the houses; the other is in the Guild. Talk to the sorcerer in the house
and he will ask you to find a treasure map for him, in return he will tell you
where the lost sorcerer can be found. Talk to the other sorcerer in the guild
and you will find he has lost his memory. He will ask you to search the shelves
in the guild for something to remind him what he does; doing this will find a
scrap of paper. Reading the scrap of paper will give you a clue to your next
location -
Map stolen by thieves in Thieves Haven.
Lost orb in arctic snow bank.
Gave key to friend who vanished.
The last line may be something to do with the thing that the other sorcerer
mentioned - not much help yet however. Head to Thieves Haven next (24'-17'),
the only real location we have. Once in Thieves Haven, go to the inn and
downstairs then talk to the thief there and eventually he will attack you. Once
you have defeated him, you will receive the treasure map. Read it and you will
find the snow bank is at (26'2"-0'6") - the second part of the clue. Make your
way to the snow bank and go to camp (button B), then search around the center
of the screen to find the orb (this may take a while, just persevere). Once you
have it, return to Oxbridge and go to the house with the sorcerer. He will
advise you to visit the man on the Island of Light (13'6"-4'7") - go at night,
the only time the gate is open. Once there go to camp, there will be an archer
guarding the gate. Speak with her and the gate will open, now enter and go down
the ladder. Talk to the sorcerer and he will ask for you to retrieve his orb.
You should already have this, so give it to him and he will give you the
intuition key. He will then tell you to show it to people in Oxbridge and you
might learn the location of Flamory's cave. Return to Oxbridge and speak with
sorcerer in the guild, show him the key and he will tell you a story -
'Over rolling seas of sand shall the hero go with key in hand,
search neither high nor low to discover the path aglow...'
'Near where the world of the life, meets the world of death,
In the fire dragon's tower, you'll find a ring of power.'
From this riddle, we can assume we should be looking somewhere near Necropolis.
Bribe the sorcerer for his dove then head there. Searching the towers of stone
around the city will eventually uncover a cave (30'3"-11'9"). (I doubt there
was something giving a definite location of the cave? E-mail me). Enter the
cave and you will be attacked by a group of dragons. They are high level
conjurors so expect spells to the level of 'Blaze' and 'Stones'. Once they have
been killed, take the red path and go down the ladder. Talk to Flamory and he
will exchange the dove you have for the ring. You can also open the other
chests in the cave if you wish as the dragons shouldn't attack you.
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4d. THE RING OF DIVISION
"This ring rules the art of separation. The King of Doggonia may know something
of its whereabouts, if you can gain audience with him - he's recently taken ill
and his regent seems very protective of him. Personally, I don't trust the
regent; be very wary in your dealings with him".
When you arrive in Doggonia, head to the castle. You will find the guards will
not let you very far into the castle unless you give them all of your gold. At
this point it is ideal to invest all of your money in goods - I suggest gems.
Any spare cash use on spells, food or whatever, just leave enough to get back
to Doggonia if you need to sail, fly or whatever. When you return to the castle
speak to the guards again and give them all your money. You will be given
access to the throne room so you can now speak to the regent. You learn the
king is sick and they are looking for a suitable replacement. He tells you to
speak to the judge about your quest. The judge is on the west side of the
castle, he will instruct you to talk to the jailer on the east wing. The jailer
will ask you to go and kill a cheat called Fiver who is hiding in the city of
Commerce so go there. The house he is hiding in is at (15'2"-1'9"), speak to
him and he will ask you if you will spare him. Say yes and he will disappear.
Return to the jailer in Doggon castle and he will thank you. The regent will
now send you on a quest to recover something called the 'milk of youth'. He
will also tell you to ask the priests in town about it - leave the castle and
do so. Priests in the local temple of Nexus will forward you to the cathedral
where the resident expert on the ring can help you. Speak to him (he is just to
the right of the door on the upper floor) and he will send you off to Sunrise
(3'-21'). The village is split into young and old with most of either not
saying much to help you. One house however (3'2"-21'9") has a door you cannot
open. Speak with the kid there and he will tell you he left the key in a
bedside dresser down the street. The house you need is at (3'0"-21'7"), take
the milk key from the dresser at the back of the room and go back to the first
house. Go downstairs and search the center of the fountain, you will receive
the 'milk of youth'. Now take this back to the regent in Doggonia, he will give
you the run of the castle. Search the back rooms and you will find the maid.
She will tell you a maid has the iron key you need to unlock the room the king
is in, she lives in the house next to the city sign (13'4"-14'6") so go there.
When you speak to the residents, they will let you know she has retired to
Sunrise so you need to head back there once again. Find the house with the
woman upstairs (3'4"-21'4") and speak to her, she will ask you to return a
hairlock to her that was stolen by the witch hideous. The witch lives in the
swamps just to the north of Doggonia (12'0"-13'3"), you will need a boat to get
there. When you enter the house kill both groups which include Hideous and you
will receive the hairlock, now take this back to the woman in Sunrise. She will
give you the iron key so now return to Doggon castle. Head for the back rooms
again and into the kings chamber which the guard stands in front of. He will
tell you he has been put under a spell and he needs the milk of youth, then
instruct you to kill the regent. Do as he says and take the milk back to the
king - he will give you the ring.
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4e. THE RING OF ADVANCING
"This is the ring of the archers. It is rumoured that the Queen of Richii may
know where it is hidden, but I wasn't able to learn anything during my visit -
perhaps you'll have better luck with her".
As told, start you quest for the ring in Richii. You'll have no problem talking
to the queen so question her on anything you wish. She says she knows the
location of the ring and will help you if you do a favour for her. She needs a
lens for the observatory which is being built. Leave and go to the observatory
on the west side of town and talk to the man on the top floor. He'll give you
the plans for the lens and send you to Shard, far south of the city. Take a
ship and head south between the continents, past division, until you reach an
island with a small town on. This is Shard (17'-20'), where perfect crystal is
made. Go to the glassblowers and speak to the master glassblower. Show him the
plans and he will ask for two things. Firstly, he requests tomes as a payment,
these can be purchased from the shop in Cathedral. Secondly, he needs sand to
make the lens, this can only be found in Mesa in the great desert. The tomes
are straight forward enough but to get to Mesa you need a dragon stone, as it
stands high above the desert unreachable on foot. Dragon stones can be only
found in Mesa itself (Go figure?), and from wandering merchants. If you have
stumbled upon one along your journey so far and bought one, you are ok, other
wise you need to find one. Wandering merchants always travel by craft such as
ship, boat or dino. You can tell a merchant from an enemy party as they do not
chase you. *** If anyone knows of a fixed location to buy stones from a
merchant, please mail me *** When you have a dragon stone, fly to Mesa. Taking
the dragon from as close as possible will save you an enormous amount of food
and water, but its your choice. Once in Mesa (24'-14'), finding the sand isn't
easy. Speak with the receptionist in the desert fortress and he will tell you,
you can find magic sand in the north-west corner of the city. Leave the
building and head out to the tip of the city (23'8"-3'5"). The exact area you
need has a bandit roaming the area. Look around the mound to the right of the
screen to find sand. You should be able to take far more than you need. When
you are satisfied, return to Shard. Give the tomes to the glassblower and he'll
direct you upstairs where you must give the sand to another glassblower. He
will give you the lens which you can return to the man in the observatory in
Richii. Once complete, go back to the queen who will tell you her ancestor, the
first Richii king had the ring. His tomb is below the south-eastern tower of
the castle. Apparently though, no one has ever entered the crypt as it is
magically locked and needs a specific key. She suggests trying the great
cathedral to find out more. The resident expert on Advancing in the cathedral
seems to be a little cryptic to me, but you may be able to make more of his
information. When you are done, return to the castle in Richii and go into the
crypt beneath. You will see the huge green floor and a key rested upon it. If
you try to get the key, it will move away from you making it impossible to
reach. Using the advice from the priest in Cathedral if you understood - or the
more obvious clues in front of you - change all of the green tiles to blue and
the key will come to you. Using the key you can now venture further into the
tombs. Zombies inhabit the area and are all at very high levels so tread
carefully and heal if needed. Soon you will find the kings tomb itself, yet
Imino has somehow managed to get there first without the key! He already has
the ring and you must fight him and his party to get it. The party itself is at
an above average level - not as high as most ally parties you fight - but
caution should be taken anyway. Once you have defeated them, you will receive
the ring.
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4f. THE RING OF PERFECTION
"The second ring of the conjurors, the Ring of Perfection is said to be hidden
in a 'perfect' place. Visit the University Library and speak with the resident
expert on perfection - he may be of some help".
Start at the Great Cathedral and speak with the resident expert on perfection.
He will tell you the ring used to be kept there at Cathedral but was moved to a
'perfect' place. Take the scrap of paper from the shelves as he says and you
will see a 'chamber of perfection' can be found at (32'9"-18'4"). When you get
to the chamber of perfection, you will find Fezzick and his party there waiting
for you. He will say that he has been waiting for you to come and help him get
the ring but you need both the sun and moon gems. This leads you to Celestial
city, as it has sun and moon temples, so now go there (26'-15'). You need to
enter the sun temple during the day and the moon temple at night. Talk to the
priest in the sun temple and he will ask you to get him some embalming fluid,
then tell you to go to the library in Oxbridge to learn more about it. Talk to
the scholars there and they will give you a few more clues to the completion of
your quest. One scholar however will tell you he visited a secret laboratory in
blood and they gave him a pass - search the shelves close by to find it. Now
head to blood. You need to go to Old Tsalmi's grave (the place where you took
the body as an errand) (15'6"-18'3") and enter the lab via the ladder. As long
as you have the pass, you will not be attacked. Talk to the necromancer there
and he will give you the embalming fluid. Take it back to the sun temple. The
priest will give you the sun key in exchange for the embalming fluid. Now go
downstairs and get the sun gem from the chest. Now you need to go over to the
moon temple (at night) and talk to the priest there. He will ask you to take a
note to the King in Sparta (11'-21') to plead for the cease of his men
attacking the temple. Go to Sparta and talk to the king, he says he will stop
the attacks if you prove yourself in the arena. In the arena there are bears
dragons, they are fairly powerful but should not be too much problem. Once they
are all dead, return to the king, he will honour his word and promise to not
attack the temple again. Now you can go back to the moon temple and talk to the
priest again, he will tell you the gem is in the pool on the floor above (you
cannot get it before the task is done by the way). Get the gem and return to
the chamber of perfection. Fezzick will help you release the ring but will then
try to take it for himself; you will have to fight him for it. His group is as
strong as any in the game, so make sure you are well rested before you go.
Defeat him and the ring is yours.
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4g. THE RING OF CALLING
"This is the first ring of the conjurors. When I spoke to Slice at the Guild of
Pieces in Division, he told me about an old wise man who lives behind a
waterfall. If you can find him, he may know something about this ring".
Although Thalamus tells you to seek Slice, I actually found the knight that you
need to talk to is called Spliter - he can be found at the back of the Guild of
Pieces in Division. He will tell you that someone who came to the guild the
previous week spoke of an old woman (also contrary to Thalamus information) who
lives behind a waterfall at (30'1-5'4") who is an expert on the Ring of
Calling. The waterfall is on the path that leads to the loony asylum, half way
across a bridge - it's not too hard to find. When you talk to the conjuror
there, she will tell you she knows where the ring is, but will only tell you if
you retrieve her crystal ball. She then tells you to start by going to the
bandit hole at (30'-18'). When you enter the bandit hole, just to the north of
the entrance there is a scrap of paper on the floor, take it and read it. It
says that the Ahab sunk and the location was recorded on a piece of paper that
was then ripped in two. Red Beard has one piece and a merchant has another.
First, travel to Magicnia (31'-3') and go to the store, then talk to the shop
keeper. He will let you have his half of the map if you bring him five flags.
Flags are captured when you defeat pirates who attack you at sea - the merchant
says there are in abundance just outside Magicnia. There is a good chance that
you will have acquired enough flags by now, if not just sail around until you
get attacked, then take the flags back to the merchant. Now you have one part
of the map, go to Division. Red Beard can be found in one of the inns, he is an
enchanter. Unfortunately, he is not very talkative and you need to kill him in
order to get the piece of map. Now you have both, you can see the full location
of the Ahab (18'5"-4'0"). Take a ship out there and dive (in a boat) and you
will be in the wreck of the Ahab. There are a couple of groups of undead
monsters you must fight before you can recover the crystal ball out of the
chest. Now take it back to the woman behind the waterfall and she will exchange
the ring for it.
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4h. THE RING OF BILE
"This is the first ring of the necromancers. It was one of Void's share of the
rings, and the clues indicate that he has entrusted it to Pain, one of his high
priests. If you can find where he is buried, the ring may still be with him.
Talk to Curtis in the City of Blood".
Ask around the guilds in Blood and you will be told to go and see Curtis - he's
at the graveyard just east of the city (16'7"-16'4"). Curtis will confirm the
ring as buried with Pain when he died, but he doesn't know the location of the
tomb. He has two clues however that may lead you to it. The second clue is far
easier to follow (show the symbol of Void to a black priest) and you should
already have the whip from the Ring of Thought quest. The only black priest you
can talk to (that I know of) is in the temple at Kaos, so head there. On
showing the black priest the whip, he will give you location of a place called
the Pit of Despair (21'8"-8'7"), take a ship and go there. As you walk through
the Pit, you will be attacked by fairly strong groups of black priests, so keep
you levels high prior to coming. Once you reach the bookshelves, take the
scraps of paper and read them - the clues tell you that the tomb is somewhere
in the great Desert. If you killed the black priest previously in the game and
cannot follow the last set of clues, Curtis' first clue will have to suffice.
Either way, you now need to go to the great desert and find Necropolis
(31'-12'), the tomb is there. Enter the tomb however and you will find that a
gate bars your way. Talk to the gatekeeper and he will tell you he can open the
gate if you remove a curse he has placed on him. He tells you to consult the
most powerful Necromancers in the world (maybe a clue to head back to Blood),
but actually the one we are looking for is at Magic'B'Us (24'-2'), now head
there. Speak with Lucius, the self proclaimed 'Greatest Necromancer in the
world' and he will let you know about a new spell called 'raise' that he is
working on. All he needs to complete it is the moustache of a thespian, which
you can find at the theatre at (27'-10'). The person you need to talk to is up
on the stage, standing among a clump of trees, talk to him and he will give you
the moustache you need. Now go back to Lucius and give it to him, he will give
you the 'raise' spell. Should you wish to quicken the process of acquiring the
spell, it can be bought from the necromancer in the lab at Blood. You can go
back to Necropolis and into the tomb. Before you go, it may be wise to stock up
on balm and mana and have a stay at an inn. The tomb is filled with undead
monsters all at high levels and to make matters worse, the stone is cursed
making your energy sap away as you walk through the tomb. Necropolis has no inn
so take a sleep on the way. Once you get there, show the gatekeeper the 'raise'
spell and the gate will open - you will be attacked immediately. Work you way
through the maze of a tomb remembering to check your levels as you go. The ring
is in the north-west corner of the tomb, camp to exit when you have it.
-----------------------------------------------------------------------------
4i. THE RING OF BLOOD
"This, the second ring of the necromancers, is in the hands of Motarin, a
corrupt necromancer who wishes to use its power for evil. See the Guild masters
in the City of Blood for more information".
Talk to the necromancers in the guilds in Blood and they will tell you the ring
has been found by an evil necromancer, his men are said to be gamblers and
frequent the casino on the arctic coast (24'-21'). Tank to the townsman there
and when he asks for money, give him some. He will give you a card with the
name of a knight called Carl. Follow the coordinates (16’3”-11’4”) to outside
the archer guild in Division. Speak with Carl and for a few gold he will send
you off to the Lobotomy Club to see Mean Dean. The Lobotomy Club sits just
outside Mind (where you started), so go there (10'7"-12'3"). Mean Dean lives up
to his name however and won't say much. He only gives away that he carries an
ID card which may come in useful. The only option is to attack Mean Dean and
kill him, leaving you with the ID card. Read it and follow the coordinates it
says to return it to (28'0"-18'2"). You will need a dragon to get over the wall
surrounding the building - you can get one from a wandering merchant if you
have not already done so. Once inside POBOPS you will see two groups of knights
and archers, they need to be killed in order to obtain a key that opens the
door to the lower level. The groups are quite powerful so be prepared or a
decent fight. Once you have the key, open the door and go down the ladder. Once
you are on the next level, you will have to defeat another group - once again,
for another key. Take the diary and note the location of Motarin (13'2"-1'7"),
but first you need one more key, this can be obtained by defeating the group in
the lower floor. This group is at very high levels so prepare yourself if
necessary. Take anything you find in the chests and head to the location
mentioned in the diary, you may wish to sleep on the way. When you reach the
island, go in the cave. In here are four parties of undead creatures, all
necromancers, all very powerful. These are probably the hardest battles in the
game besides Void, with your enemy casting spells such as reaper, perfect,
death and restore to name a few. Beat the fourth group which contains Motarin
and the ring is yours.
-----------------------------------------------------------------------------
4j. THE RING OF VARIATION
"This is the first ring of the enchanters. I spoke with an enchanter in the
City of Kaos who believes that the answer lies in a tower on the eastern side
of the Great Desert. Visit Kaos and see what you can learn".
There are two ways of getting this ring. One is quick and easy, but you must
have your group at full levels and health. The other is far longer, but can be
done with a reasonable weak party and it is also the way the game was intended
to be played. I will describe the proper way here; the shorter alternative is
in the speed guide. Start by speaking to the guild masters in the City of Kaos.
They will not give you much information, but instruct you to try speaking to a
man named Tutu who lives in a great tower on the eastern side of the Great
Desert, so go there (33'1"-9'1"). Climb to the top of the tower and talk to
Tutu. He will imprison you in the cell - if you have not spared Fiver's life
when questing for the Ring of Division, you will be imprisoned forever - if you
have, Fiver will free you. Search the shelves nearby and you should find three
scraps of paper. One tells you the temple of variation is just north-west of
Speed. Another says the key to variation is held by a hermit who lives just
south-east of Cathedral. The last says the secret to variation is held by sober
warriors of Nexus and lunatics. Firstly, there's no point in heading for the
temple just yet, go to the lunatic asylum instead as it is only a little to the
north-west (31'-8'). Make you way around to the south-west of the building
where the loonies are locked in their cells. Talk to the three loonies on the
right of the corridor, when asked about your quest they will reply Mutation is
“WWWSSWWNNNNEEE”, alteration is “WWSWWN, west to wall, SSEEE”, randomness is
“south to wall, west to wall, NNENNNWW”. This won't make any sense yet, but
take note of what they say. Now go to the hermit, just outside of Cathedral
(7'7"-10'6") and talk to him. He will reveal the key to variation is to "start
at the third square from the south wall and proceed according to the order of
variation". Now we just need the order of variation, go to Cathedral. The
castle like building besides the port is where you need to go (6'0"-7'1") - it
is the home of the holy paladins of Nexus (from the clue found in the tower).
Upstairs, there is a chest which you cannot open, you also don't know how to
open it. Talk to the paladin in the bedroom and he will tell you the key was
taken by the residents of Sparta in a raid, so go to Sparta (11'-21'). Go
inside the citadel and head for the treasure room just north of the entrance,
the war key is in one of the chests. I'm not sure if the door to the room is
always open - if not you may have to complete the errand for the moon temple
during the Ring of Perfection. Once you have the key, go back to Cathedral and
open the chest and read the order of variation - now you have all the
information you need to solve the puzzle in the temple. Sail out to the temple
from Speed and enter (33'0"-6'2"). You will see the floor has randomly changing
tiles - some drain your energy, some are normal. Using the information you have
gained you should be able to cross the area safely. Start from the third square
from the south wall and proceed: WWWSSWWNNNNEEE WWSWWN, west to wall, SSEEE
south to wall, west to wall, NNENNNWW. Take the ring and exit the temple
through the back.
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4k. THE RING OF MUTATION
"This is the second ring of the enchanters. If the stories are true, it has
taken the form of a woman and is living as a commoner, moving from city to
city. Kaos might be a good place to start looking for this one".
I have never found any clues about the Ring of Mutation in Kaos, so I'm not
sure how you are supposed to pick up the trail. The first thing you need to do
however is at the Drunken Dragon (13'7"-18'9") near Blood (the place you found
Oblisky). When you enter the tavern you will be approached by a group of
enchanters, which will end in a fight. Once you have defeated them, you will
receive a picture (pic) of a ring. You may have already done this if you did
not leave by the back exit when you first met Oblisky. The woman you are
looking for is actually staying at an inn in Mesa (24'1"-14'3"). I'm not sure
how you were supposed to find that out (E-mail me if you know the correct
sequence of clues). I guess the most logical way of looking at it is that as a
person travelling from city to city, she would be staying in an inn somewhere -
just a matter of looking as you travel around. This is still the most confusing
of all rings to find due to the lack of clues. Anyway, enter the inn and go
down to the lower floor. Talk to the woman there and show her the pic - she
will turn into the ring.
-----------------------------------------------------------------------------
4l. ACQUIRING THE HOLY SEAL
If you speak to the resident expert on the rod of creation in the great
cathedral, he will tell you the holy seal was stolen by bandits. The leader of
the bandits, Mr.Belmont, can be found at his residence at (20'-11') - go there
and speak to him, he will ask you to find out why the residents of Mesa won't
join his organisation. Go to Mesa (you will need a dragon) and enter the
fortress there (24'8"-14'3"). On one of the floors is a log which says the sand
of Mesa provides defence against greed. Now go back to Mr.Belmont and speak to
him again, he will give you the freedom of his house as a reward. Go back
upstairs and down the other ladder, in the chest there is an I.D - take it and
leave the house. Reading the I.D will reveal it is a bandit pass, the next
logical step is to go to the Bandit hole (30'-18'). Go through to the back and
the guard will check your I.D and let you through. The next guard is Lenny, the
bandit you freed in Speed - he will let you into the treasury where you can
find the Holy Seal in one of the chests. Upon exiting, a group of bandits will
attack you (avoid by camping) - the bandits are at very high levels and will
use powerful spells. One they are defeated, leave the bandit hole and providing
you have all of the rings, head for the Fount of Heaven.
-----------------------------------------------------------------------------
4m. THE FOUNT OF HEAVEN
Fly to the Fount of Heaven on a dragon (1'-18') and land outside the door, then
enter the building. If you have all of the rings and the holy seal you will be
able to pass through the door and into the chamber beyond. Use the holy seal
from your inventory to open the door, then proceed through. Darius, the last
sorcerer and slayer of your master Thalmus waits. After a brief conversation,
he will attack. Darius and his companions will use some of the highest level
spells in the game so make sure your levels are high and you have spells to
compliment them. Expect 'Reaper' and similar high level spells to be cast
against you including Darius' own incarnation of 'Master' which is particularly
devastating. A guide to the most useful spells to use are below-
Sorcerer – Use Mesmer so the enemy cannot attack, then Master.
Knight – Use Divide so the group cannot heal (can be countered with perfect).
Others – Twister, Djinn, Reaper and Wyrm to cause maximum damage.
Heal with the necromancer if necessary.
When you defeat Void the rod of creation can be restored. You have completed
Rings of Power, well done!
-----------------------------------------------------------------------------
5. TRADING GUIDE
Listed are the trade goods within the game and the best places to make money
from them.
TYPE OF GOODS FOUND PRICE SELL PRICE USE
Balm Protect 19 Commerce 39 Regain HP
Blades Division 35 Sparta 74 -
Boat Stones Mesa 324 - - Summon boat
Books Oxbridge 7 Magicnia 15 -
Bridge stones Mesa 172 - - Create bridge
Caskets Blood 78 Commerce 217 -
Corpses - - Blood 1500 -
Crystal Shard 54 Perfection/Richii 128 -
Dragon Stones Mesa 507 - - Summon dragon
Finini Fenopolis 1314 Oxbridge 2366 -
Flip Stones Speed 27 Kaos 54 Teleport to gate
Flowers Perfection 5 Shard 10 -
Gate Stones Richii 13 Protection 30 Teleport between gates
Gems Mind 86 Commerce 428 -
Jewellery Thieves Haven 197 Commerce 315 -
Lottery Tickets Kaos 10 Commerce 20 Play lotto
Mana Magicnia 18 Mind 42 Regain mana
Nectar Commerce 364 - - Regain Hp/Mana
Tomes Cathedral 2 Commerce 5 -
Weapons Sparta 50 Division/Doggonia 101 -
Wood Doggonia 5 Speed 15 -
-----------------------------------------------------------------------------
6. MAGIC GUIDE
Here is a complete list of the spells in the game. Spells with a * hit more
than one person. All the spells can be brought from Magic'b'us for a little
more than the usual price.
a. Sorcerer spells
General attack spells
Stun Causes energy to flow from the Sorcerer's hands and strike the
victim for 10 points of damage. (Range 3)
Jolt Inflicts pain in the minds of the enemy for 12 points.
(Range 4)
Daze* Causes intense pain in the minds of the enemy for 25 points.
(Range 4)
Shock* Creates unbearable pain in the minds of the enemy for 32 points.
(Range 7)
Spellbind enemy
Confuse Makes enemy move spellbound (evident as sparkling). When an
enemy is spellbound, they cannot attack. A spell lasts one to
three rounds, and has a 33% chance of failing. (Range ?)
Mesmer* Causes a random number of enemies to move spellbound, they can't
Attack. The spell lasts one to three rounds and has a 33% chance
of failing. (Range ?)
Remove spell
Free Releases friend from a spell. (Range ?)
Aid attack
Clue Read the minds of the enemy to give your party a 25% attack aid.
(Range 4)
Knowledge Read the minds of the enemy to give your party a 50% attack aid.
(Range 6)
Help Read the minds of the enemy to give your party a 75% attack aid.
(Range ?)
Aid defence
Warn Read the minds of the enemy to give your party a 25% defence
aid. (Range 4)
Inform Read the minds of the enemy to give your party a 50% defence
aid. (Range 6)
Predict Read the minds of the enemy to give your party a 75% defence
aid. (Range ?)
Leverage
Support Use the powers of the mind to give your party an attack and
defence advantage of 25%. (Range 6)
Assist Use the powers of the mind to give your party an attack and
Defence advantage of 75%. (Range ?)
Screw up minds
Insane Use the powers of the mind to drive the enemy insane and
convulse his body for 30 points. (Range 6)
Mirage Use the powers of the mind to make the enemy insane and see
a mirage for 30 points. (Range 6)
Swarm Use the powers of the mind to cause the enemy to go insane and
see ghosts for 20 points. (Range ?)
Packs Use the power of the mind to make the enemy insane and see
ghosts, causing fear for 30 points. (Range ?)
Master This is the sorcerer's super spell. It resurrects the sorcerer's
master who aids combat for 70 points of damage. (Range ?)
b. Sorcerer's spell list
Level Spell Found
Level 1 Stun -
Level 2 Clue Mind
Warn Mind
Level 3 Inform Division
Jolt Division
Level 4 Confuse Cathedral
Knowledge Cathedral
Help Cathedral
Predict
Level 5 Daze
Free
Level 6 Mesmer Magicnia
Insane Magicnia
Level 7 Shock Oxbridge
Support Oxbridge
Level 8 Assist Commerce
Swarm Commerce
Level 9 Mirage
Packs Mind
Master
c. Knight spells
General attack spells
Name Level Range Damage
Stab 1 1 5
Cut 3 2 9
Dice 4 4 13
Split* 5 4 15
Puree* 6 4 25
Delete* 8 5 35
Rend spells (Reduce maximum health making healing less effective)
Name Level Range Damage
Cleave 2 3 8
Rend 3 4 20
Rip 4 4 28
Sever 5 4 32
Sunder 6 4 40
Divide 9 5 100
Multiple blade spells
Name Level Range Damage (per bullet)
Knives 2 3 1
Swords 7 3 2
Axes 8 4 3
Blades 9 4 4
Ground spells
Name Level Range Damage
Frigid 6 ? 15
Torrent 7 ? 25
Lava 8 ? 35
Super spell
Pain This knight's super spell is his most deadly spell (Range ?)
d. Knight's spell list
Level 1 Stab -
Level 2 Cleave Division
Knives Division
Level 3 Cut Cathedral
Rend Cathedral
Level 4 Dice
Rip
Level 5 Split Thieves Haven
Sever Thieves Haven
Level 6 Puree Magicnia
Sunder Magicnia
Frigid
Level 7 Swords Commerce
Torrent Commerce
Level 8 Delete Sparta
Axes Sparta
Lava
Level 9 Divide Division
Blades Division
Pain Division
e. Archer spells
General attack spells
Name Level Range Damage
Dart 1 5 6
Arrow 3 6 8
Brand 5 7 12
Tempest* 6 ? 17
Tornado* 7 ? 24
Fire* 8 ? 35
Multiple bullet spells
Name Level Range Damage (per bullet)
Ambush 3 6 2
Surround 4 7 3
Stream 6 7 4
Propel 9 ? 5
Bullet waves
Ripple This level two spell causes a ripple in the combat plane to
attack the enemy from an infinite range for 10 points of
damage.
Blow This level five spell causes winds to blow through the combat
plane at an infinite range for 20 points of damage.
Implode This level seven spell causes a circular ripple of fire in
the combat plane to attack the enemy from an infinite range
for 30 points of damage.
Force spells
Shove Throw a victim back two squares for 10 points damage.
(Level 2, Range 5)
Dizzy Throw a victim around for 20 points. (Level 4, Range 7)
Fling Fling victim around for 30 points. (Level 6, Range 7)
Shield spells
Shield Using this spell, archers can protect one party member by
Placing a shield against bullets around them.
Defend* Archers can protect a random number of party members by
placing this shield.
Unshield Archers use this spell to remove a shield from a single
enemy party member.
Super spell
Twister This spell conjures a giant tornado that attacks you enemies
for over 50 points of damage. (Range ?)
f. Archer's spell list
Level 1 Dart -
Level 2 Ripple Speed
Shove Speed
Level 3 Arrow Speed
Ambush Speed
Level 4 Surround
Dizzy
Level 5 Brand Cathedral
Blow Cathedral
Level 6 Tempest Magicnia
Stream Magicnia
Fling
Level 7 Tornado Richii
Implode Richii
Level 8 Fire Protect
Shield Protect
Unshield
Level 9 Propel
Defend
Twister
g. Necromancer spells
General attack spells
Name Level Range Damage
Claw 1 1 6
Graze 2 1 8
Hurt 3 2 12
Wound* 4 2 17
Slay* 5 3 24
Death* 6 4 35
Healing spells
Name Level Range Health
Comfort 2 1 5
Relief 3 1 8
Solace 4 4 12
Cure 5 5 1/bullet
Health* 6 6 2/bullet
Restore* 8 7 3/bullet
Perfect 9 ? 70
Miscellaneous spells
Blind This spell blinds a victim for one or two rounds.
Insane This spell blinds a victim for one to three rounds.
Repair This spell rejoins body parts. Use it when friends have been
cleaved.
Dazzle This is a multiple bullet attack and light show which dazzles
the victim, leaving him off guard and vulnerable to damage.
Freeze Turns an enemy to stone or ice until a 50% save is made.
Raise Raises the dead during combat (if a party member cannot be
raised, spell inflicts a great amount of damage to a random
enemy; attempt to raise your dead during the next round). This
spell requires a great deal of power.
Super spell
Reaper This spell invokes death himself to fight for your cause. This
Spell incurs 50 points of damage on the enemy. (Range ?)
h. Necromancer's spell list
Level 1 Claw -
Level 2 Graze Blood
Comfort Blood
Level 3 Hurt Cathedral
Relief Cathedral
Level 4 Wound Magicnia
Solace Magicnia
Level 5 Slay Thieves Haven
Cure Thieves Haven
Blind
Level 6 Death Richii
Health Richii
Level 7 Dazzle Commerce
Insane Commerce
Repair
Level 8 Restore Necropolis
Freeze Necropolis
Level 9 Perfect Blood lab
Raise Blood lab
Reaper Blood lab
i. Conjuror Spells
General attack spells
Name Level Range Damage
Spark 1 4 8
Rock 3 5 12
Air 4 6 18
Energy* 5 7 15
Flare* 6 ? 20
Bullet streams
Name Level Range Damage (per bullet)
Blaze 7 5 7
Whole ground effects
Name Level Range Damage
Earth 2 ? 7
Rapids 4 ? 10
Iceberg 6 ? 15
Inferno 8 ? 20
Multiple bullets
Name Level Range Damage (per bullet)
Daggers 2 4 2
Bolts 3 4 3
Sabers 5 5 4
Axes 6 6 5
Stones 7 7 6
Flames 8 ? 7
Miscellaneous spells
Wave Causes a tidal wave to spread across a zoomed view doing 30
points of damage to each member of the enemy party.
Master Summons a conjuror master to aid the attack for one round.
Servants Causes a swarm to attack the enemy.
Super spell
Djinn Summons a djinn to help the attack causing 60 points of
damage to each member of the enemy party.
j. Conjuror's spell list
Level 1 Spark -
Level 2 Earth Perfection
Daggers Perfection
Level 3 Rocks Cathedral
Bolts Cathedral
Level 4 Air Richii
Rapids Richii
Level 5 Energy Thieves Haven
Sabers Thieves Haven
Level 6 Flare Magicnia
Iceberg Magicnia
Axes
Level 7 Blaze Shard
Stones Shard
Level 8 Inferno Mesa
Flames Mesa
Master
Level 9 Wave
Servants
Djinn
k. Enchanter spells
General attack spells
Mix Mixes up an enemy's atoms for 10 points of damage. (Range ?,
Level 1)
Multiple bullet spells
Scatter Jumbles bullets from random locations for 2 points (Range ?,
Level 4)
Frenzy Sends a tirade of bullets for 5 points. (Range ?, Level 4)
Small ground rippling
Name Level Range Damage
Iceberg 3 ? 12
Wall 4 ? 17
Geyser 5 ? 24
Lava 6 ? 35
Mutations
Name Level Range Damage
Dagger 2 3 8
Sword 3 4 12
Axe 5 5 15
Bear 6 3 16
Corpse 7 3 20
Dragon 8 3 30
Skill separation
Alter Turns one enemy into a townsperson for the remainder of
combat.
Modify May turn more than one enemy into a townsperson for the
remainder of combat.
Mutate Turns enemy into a bear for the remainder of combat.
Miscellaneous spells
Swamp Creates a swamp under the enemy which does 10 points of
damage.
Pool Forms a pool under the victim for 20 points of damage.
Random This appeals to the random nature of enchanters. It randomly
selects a spell from any class and casts it.
Super spell
Wyrm Turns enchanter into a giant fire dragon which does 60 points
of damage on each member of the enemy party. (Range ?)
l. Enchanter's spell list
Level 1 Mix -
Level 2 Scatter Kaos
Dagger Kaos
Level 3 Iceberg
Sword
Level 4 Frenzy Cathedral
Wall Cathedral
Swamp
Level 5 Geyser Magicnia
Axe Magicnia
Pool
Level 6 Lava Richii
Bear Richii
Level 7 Corpse Thieves haven
Alter Thieves haven
Level 8 Dragon Division
Modify Division
Level 9 Random
Mutate
Dragon Enchanters tower
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7. TRANSPORTATION GUIDE
There are several ways of travelling around Usha Bau, each way will have a
different effect on you food and water supplies. Here is a guide to getting
around the many terrains you will face in the game.
Terrain/Craft Food units used Water units used
Path 1 1
Grass 4 2
Desert 7 5
Swamp 8 4
Ice waste 4 3
Boat (in shallow water) 1 1
Boat (in deep water) 5 20
Ship 1 1
Dino (on road) 1 1
Dino (on any other) 3 1
Dragon 40 40
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8. STONE GUIDE
There are five different types of stone each having its own use.
Bridge stone - Places a bridge over a square of water.
Boat stone - Summons a boat (can only be used next to water).
Dragon stone - Summons a dragon (can only be used on flat land).
Gate stone - Teleports between gates.
Warp stone - Teleports to a gate.
There are eight gates placed around Usha Bau, they let you teleport between
them if you have a gate stone. These are the locations of the gates.
0'1"-10'6"
7'4"-6'9"
10'8"-2'5"
10'9"-15'3"
13'9"-20'9"
23'6"-6'3"
27'2"-12'7"
34'4"-16'0"
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9. USEFUL LOCATIONS
Here is a quick reference guide to some of the more useful location in the
game.
Bandit hideout (30'-18')
Bears house (33'8"-10'5")
Blood (15'-17')
Casino (24'5"-21'0")
Cathedral (5'-7')
Cave of thought (26'3"-15'4")
Celestial city (26'-15')
Commerce (15'-1')
Division (16'-11')
Doggonia (13'-15')
Enchanters tower (33'-9')
Flame wood cave (5'4"-10'8")
Hideous (12'0"-13'3")
Kaos (10'-8')
Lunatic asylum (31'-8')
Magic'b'us (24'-2')
Magicnia (31'-3')
Mesa (24'-14')
Mind (11'-11')
Mr.Belmonts residence (20'-11')
Mutation ring (24'1"-14'3")
Old Tsalmi's grave (15'6"-18'3")
Oxbridge (25'-5')
Perfection (3'-14')
Power lord fortress (28'-18')
Protect (7'-2')
Richii (21'-4')
Shard (17'-20')
Sparta (11'-21')
Speed (1'-8')
Sunrise (3'-21')
The chamber of perfection (32'9"-18'4")
The lobotomy club (10'7"-12'3")
The sunken ship Ahab (18'5"-4'0")
The temple of variation (33'6"-6'2")
The theatre (27'-10')
Thieves haven (24'-18')
Woman behind the waterfall (36'1"-5'5")
-----------------------------------------------------------------------------
10. HINTS, TIPS AND CHEATS
When your hp is lower than 25%, save the game and reload. You are given at
least 25% hp when you start the game.
You will encounter fewer enemies if you travel by day.
You can tell the difference between pirates and merchants because pirates
will chase you.
In the cave of thought you can keep answering the same question over and over
again to get experience points. This is a good way to get to the highest
level quickly.
But gems from Mind and sell them in Commerce, this is a quick and easy way to
maximise your money.
Bribe merchants when buying trade goods.
When you are using gate stones always have a boat stone handy so you cant get
stranded.
Keeping most of your money in trade goods means you wont have to make such a
large donation to the cathedral for resurrection.
Use the camp ability to exit a building quickly.
Talk to allies from a distance to avoid some battles.
You can make enemy dinos/ships disappear by camping; this helps you avoid
unwanted fights.
In the city of Commerce there is a little lake in the center of town. Use a
boat stone to enter it and search on the left hand side to enter a secret
room full of chests.
Always pay when the guards ask for 150 gold for the king until your levels
are high. They are powerful and will certainly kill you earlier on in the
game.
-----------------------------------------------------------------------------
11. CREDITS
This FAQ has been completely written by Yatesy. As far as I know, no part of
this FAQ has been taken from anyone else's work in any way. If any part does
cause anyone problems in any way then e-mail me and it will be sorted,
contributions may also be posted and thanks given. Any abuse of the address
at the top of the FAQ will result in it being deleted. No part of this FAQ
may be used without prior permission from myself. Thank you for reading and I
hope it is some use to you.