Certainly not the greatest RPG in the world, but it was
cheap as a part of the Cinemaware "Wizard's War Chest"
bundle, and the concept of initially being a stone-aged
character is rather interesting. The game gets bogged
down in too much walking and mini-quests, but it's still
a steal at 9 bucks when combined with Etherlords 1 & 2.
Unfortunately the game had no manual - not even a PDF
file and it doesn't explain the mechanics in-game outside
of the pop-up hints.
Reasons for liking this? Well the action is pretty
decent for a low budget game and the world is rather
interesting in a small-scale way. Additionally,
the voice-acting is really cheesy in a fun way. Anyways
note that this faq/walkthrough is for North America ver. 1.0
Sorry if there is a bit too much hand-holding in this faq,
I'm basing off my experience with no manual and really
suffered for that.
Hints and Tips
--------------
25 for a stat is the average for a person in this
game. At 25, a character gets no bonuses or penalties.
That said the stat I personally favor working on first
is intelligence. The reason is that intelligence gives
you a bonus to the amount of experience you earn if you
are intelligent enough. This is good as each time you
purchase a skill, the cost in experience in raising a
skill level or buying a new skill goes up tremendously.
If you intend on carrying a lot, such as best quality
armour - you'll need to be able to take about 630
encumberance (480 if your equipment is all meteorite-based
and less if you go for even lighter materials). Besides
using experience to buy more skill points or special
attributes, whenever you get enough experience - your
health and stamina go up by 1. So eventually you will
grow tough enough to take some strong hits, even if you
never increase any stats or buy attributes.
Having a hard time harming a tough enemy? Try to go
around them or see if you can backstab then in the head.
Backstabbing can also get a critical hit bonus and it's
much easier to land a blow, so go for the head if you
can. Plus Zak starts off talented in backstabbing, so
he does greater than normal damage with a backstab. Also
spell damage on a weapon kicks in before the actual weapon
damage; so a Weaken spell will significantly reduce an
enemy's maximum health, before the sword it's on lands
during a backstab. Just keep in mind that some enemies
are INDESTRUCTIBLE!!!!! and are there for you to outwit
or avoid.
Your enemies never run out of stamina. So enemies
can shoot spells like a machine gun and it's almost
impossible to flee enemies. Running away can actually
make things worse, not only do you end up wasting
stamina but your footsteps can alert nearby monsters.
Besides many monsters can run faster than you. The
best way to flee is probably to break a foe's leg and
then you can walk away (since I played this game on
a laptop, I could only get limb hits by accident as
I had no keypad - then I found out about changing the
command keystrokes). There is still some use for running
away. If you know an enemy has friends, but they're
too far away to hear you then you can run away and
lead the foe to isolate it.
Even lowly goblins pose a big threat to you initially,
especially with the huge damage that can be done in
critical hits. When you get the chance to add some
characters, I'd go for it. Stealth and backstabbing
can only go so far. Zak can fight small animals and
goblins solo, but unless he's well equipped and very
skilled then any monster tougher than that will likely
mop the floor with him. So it might be good to grab
some followers early. Also keep in mind that backstabs
can get critical hit bonuses as well! You can almost
kill an Ogre outright with your starting weapon if
you backstab him in the head.
Unlike other rpgs, metal equipment doesn't show up for
a long time. While the best material in Gipath (the
starting island that you're stranded on) is Green Dragon
bone, the usual top materials that appears on Gipath, are
Shell bones (from Armadillos), Hard leather (from Lizards
and Ogres) and Obsidian (from Orcs in Sands). The bronze
dagger you start with can last a long time and you don't
have to buy any armour as you can get decent armour early
by killing specific foes during early quests. Eventually
you can get equipment made from Meteorite - except at the
very last battle, these metal goods are the finest you can
get.
Not only does good material make equipment mightier and/or
lighter but it can also increase durability and hold more
complex runes. Equipment only drops during special
encounters. Since it takes money to deconstruct equipment
or spells and make new ones from scratch, save the game
before experimenting. Runes and Equipment sold to a shop
will enable that particular shop to replicate their designs
but this happens only after you complete whatever quest
you are currently on. Note that a spell can only be modified
up to the rating of the best spell-caster in the party.
This includes spells that will be used to enchant equipment.
Magic is not nearly as powerful as in other games.
It's still useful, but usually a good clout to
the head does much more than a souped-up fire arrow
spell. If you get a warrior to join you, the only
magic that they need is of the astral variety - these
heal and can alter stats. Magic is quite weak in
intensity and there's not much variety, but a few
runes can change a spell dramatically. Also when you
get the Trigger Rune or other item rune, you can build
nice enchanted items depending on the complexity of the
item. Keep in mind that there is a limit to how many
runes you can add to a spell and no item can hold spells
of truly great power. Also you cannot build an enchantment
greater than what your best spellcaster can normally cast
(if all you have are warriors, you're out of luck). Note
that unlike many other games, wands can be built to
constantly a spell, since they have by far the best threshold
for complexity and energy - they can make the finest items
for giving you passive abilities.
Armour doesn't just reduce damage from physical attacks,
it also protects against magical ones as well.
Additionally, it appears that nothing is fully immune
to a particular attack - eg. you can burn a Lava
Elemental, though such creatures usually have very good
resistance to the particular attack. Also keep in mind
Armour vulnerabilities, attacks from such will go through
with much less damage reduction.
When it comes to shops, Gipath only sells bone and stone
weapons plus leather armour. Gipath also only stocks up
on Fire spells when it comes to elemental magic. Ingos
sells metal equipment, plus cloth and hide armour - they
also sell the blueprints for leather armour but DO NOT
carry any leather in stock. Ingos only has Lightning spells
for elemental magic, but they have everything else that
Gipath has and more. Suslanger is like Ingos in terms of
what equipment they stock, the key difference is that
Suslanger, except for the final stage, is the only place
that carries crossbows!! However Suslanger has no regular
bows, so bow technology hits its peak in Ingos. Suslanger
only carries Acid spells for elemental magic. Also unlike
Gipath and Ingos, Suslanger has Ultra runes for enchantment!
However they lack the regular runes, so if you didn't bring
your own then fine-tuning an enchantment can be a hassle.
Otherwise in all the other magic, they have everything
Ingos and Gipath has plus more.
If things get way too tough then you might want to
temporarily reduce the difficulty. Regular difficulty
is actually the hard difficulty level and monsters are
far more damage resistant and better at avoiding your
attacks.
The sentiment is ugly, but if your party is strong and
ruthless enough to handle it, try to thoroughly wipe
out all enemies in the area. There is no monster
re-spawn in this game and equipment drops are few and
not random (however it is NOT only quest enemies or
tough foes that drop equipment, some normal opponents
have them as well). So to make sure you get every
bit of equipment and experience you can.
* Parts of this walkthrough is done from events I didn't
write down and are from my memory so the early parts
might have some inaccuracies. Also I tend to use some
creature names interchangablely, because I'm too lazy
The Characters for your Party
=============================
These are the possible characters in your party. You
can only have 2 heroes in addition to Zak. If you want
someone new you'll have to release someone. Don't worry
as you can re-enlist people. Note that to release someone,
you'll have to go to the person's home area.
When you travel to other lands, you'll be going alone.
Your party members can't travel out of their native land.
* Zak is the main character of the game and the
only who stays throughout the whole game. He's
very agile but a bit low on the strength side
and of average intelligence (which is still
better than lot of people). Since he'll be the
one to collect the most experience by a far
margin, you'll probably want to make him
something of a jack of all trades with a mastery
in a few useful departments especially in the
times when he's alone.
As it is he's strongly oriented to stealth but
I'd personally have him learn the Encumberance
ability so he can have the best armour and
Swords so he can benefit even more from the
defence bonus innate to swords. Since he already
starts with Backstab, you might wish to master
it completely. Also keep in mind that he's a
competent magician to start and it'll be useful
for him to have a high Elemental magic skill,
especially for casting solid protection spells.
<From Gipath>
Khador the Rowdy
---------------------
Strength 31
Dexterity 22
Intelligence 19
Health 48
Stamina 34
Equipment: Stone axe
Bow (stone head arrows)
Gipath simple coat of thin leather
Gipath simple breastplate of thin leather
Gipath simple leggigs of thin leather
Gipath simple gauntlets of thin leather
Skills: Melee 10
Archery 8
* Khador is certainly strong, unfortunately
everything else about him is below average.
As such he misses a lot and he gains
experience at a much slower rate. Still,
he's there early for you and makes a decent
meat shield (barring that he is an easy, clumsy
target). He also has some potential as his
abilities aren't heavily pre-selected.
Besides his stats, the other factor against
him is Gipath's technology. All the armour
in Gipath is light enough that Zak can wear the
heaviest available armour with ease and he can
become your choice front-line fighter.
Likewise there's no weapon that's so heavy
that no one other than a strong guy can use it.
Since he's going to get hurt, I'd get him more
health and some Astral magic so he can heal.
Besides increasing his melee and archery, I'd
also have him get more actions for more attacks.
Naya the Secretive
---------------------
Strength 16
Dexterity 26
Intelligence 30
Health 27
Stamina 44
Equipment: Bow (granite head arrows)
Gipath light shirt of thin leather
Gipath light leggings of thin leather
Gipath gauntlets of tiger skin
Spells: Healing
Protection from fire E+
Fire arrow E+
* I like Naya alot for the most part. She's quicker
than the average person and certainly a lot smarter.
However her strength is so horrible that she can't
wear much armour and her health level is atrocious.
This hurts her but since she spends most of her time
in the back, it's surprisingly not too much of a
problem.
Because of her intelligence, she'll earn a lot of
experience and since she doesn't start off with
any abilities, it'll be very cheap for her to get
some. She's a good archer and a potent starting
mage in Elemental and Astral magic. She even has
the potential to be a decent 3rd melee fighter
provided that the enemy is too occupied to go after
her.
It might be nice to increase her intelligence, but
I would definitely suggest increasing her magic
abilities. In any case she's very flexible in terms
of how you wish to develop her.
Rint the Archer
----------------
Strength 21
Dexterity 32
Intelligence 19
Health 48
Stamina 73
Equipment: Short bone bow (shell bone head arrows)
Gipath stitched breastplate of thin leather
Gipath stitched gauntlets of tough leather
Gipath long stiched trousers of tough leather
Skills: Archery 31
Abilities: Bow (Level 2)
* I personally think he's too overspecialized and I'm not
a big fan of his stats which are pretty bad overall other
than his agility. But he certainly is a fantastic archer.
And he comes with some decent items. If you pick him, I'd
recommend learning things that will balance him out such
as Melee skills, as he has potential to be a good fighter.
The major problem is that he's done in by the local
technology. Gipath lacks equipment to really make him
shine and a pure melee fighter or magician is more useful
in Gipath, where you have less margin for error.
Eila the Sandwoman
-------------------
Strength 18
Dexterity 30
Intelligence 24
Health 37
Stamina 61
Equipment: Stone dagger
Gipath leggings of tiger skin
Gipath breastplate of tiger skin
Gipath gauntlets of tiger skin
* I'm not a real fan of Eila. She's got plenty of
stamina from her high dexterity but she's kind of
dumb, especially for a mage. Her good magic skills
come from brute force point buying, but she'll soon
find it harder to gain the experience to buy more
magic. She can make a good archer if you build up
that skill, but why bother with this old hag. Just
pick her up long enough to strip her of spells
and equipment.
Equipment: Short bronze bow
Canian woolen hunting jerkin
Canian heavy gauntlets of thin leather
Canian heavy trousers of tough leather
Canian heavy boots of thin leather
Skills: Melee 23
Archery 37
Abilities: Bow
* I like her a lot. She has a good basic bow and her
stats are more balanced than most. While she is
highly specialized, she has good melee skills in
combination with her agility and so she'll be quite
good in a melee fight as a secondary fighter if
you give her some good armour that's not so heavy.
* Rinas is a very useful wizard to have. He has
fantastic skill in all the branches of magic and
comes with a couple of strong spells. His stats
outside of his strength is very good too. Sure
he's never learnt to pick up a sword but if you give
him an accurate bow, he can be a pretty accurate
shot with it because of his dexterity. Also with
his high intelligence, it should be pretty easy
to learn new skills. Still it's best to have him
focus on magic.
Equipment: Steel long sword
The family helmet of Knight Brissen
The family cuirass of Knight Brissen
Canian army bronze leggings
Canian jerkin of green Troll hide
Canian silk hunting gauntlets
Canian cotton hunting trousers
Canian silk hunting boots
Skills: Melee 42
Abilities: Sword (Level 3)
* Brissen is a rather strange one but effective.
He's got low strength especially for a fighter
but then he's not going to get hit too often
because of his fantastic agility and mastery of
the sword. Even if he does get hit, his two pieces
of unique, enchanted armour will boost his health
and heal wounds - if an attack manages to breach
his armour's strong protection.
On pure strength of items alone, he's a worthy
pick-up if only to strip him of his equipment.
His skill in a fight and his high agility means
that he'll be consistently striking his foes and
attacking at a quick rate.
He's probably the dumbest guy you'll ever meet,
but since he's already a melee machine - the
experience he gets could go far in fleshing
him out as an expert archer.
I'd definitely consider him a keeper. His health,
encumberance and strength could use some work, but
the good points he has are very impressive. Just
remember that he starts off overloaded and can't
run! So probably best to up his encumberance a bit.
Unfortunately, because of his stupidity - he likely
won't earn enough experience for more attributes
once you modify his encumberance. When that happens,
cram his skills into melee and to a lesser degree,
the archery skill.
He's a fantastic front-line fighter with an incredible
unique weapon. His starting equipment is otherwise
really poor at this stage, but his spear more than
makes up for it and you can always buy some new armor
or give him some extra ones from your stockpile.
Kharad is a master of combat, but he could benefit from
a bit of tweaking here and there - such as some new
abilities. Pretty much anything will work for him and
while he's still dumb, he's smarter than the average
fighter as well which is kind of a bonus.
Spells: Acid blast E+, E+, E+, E+, E+
Acid fog T++, E+, E+, E+, En
Silence T++, D++, Fr
Night vision D++
Fayrakh is a great magician. His equipment is sparse
on armour, but that dirk of his can't be sneered at.
Where he really shines is this - no one compares to
him in terms of how many spells he can lob without
exhausting himself.
He is not the most intelligent guy around with only
average intellect, but certainly he is the most muscular
of magicians, and can take some really good hits - his
stats pretty much balance well. With some tweaking,
he can even be a strong melee fighter, though he'll
better off as a crossbowman.
I'd recommend boosting his intelligence and getting
him to learn some Astral Magic, then add even more
to his other magic skills. Beyond that, you can be
pretty flexible in how to develop him.
Equipment: Adamantite dirk
Light woollen shirt
Woollen gauntlets
Light top trousers of tough leather
Skills: Melee 42
Use/Steal 57
Sensory Magic 54
Abilities: Dagger
Spells: Invisibility D++, D++, M-
Field of vision T++, D+, :En
Clairvoyance A++, A++
Sahilia is my least favourite member of the Suslanger
bunch. I personally don't see much use for stealing,
when it's almost always much easier just to kill your
foe. However, barring that - Sahilia is still a very
good character to have. Her current armour sucks, but
her dirk packs a powerful punch and she's good with it.
Sahilia has fantastic Dexterity and while the rest of
her stats are pretty low - she has a number of skills
and spells at very high levels. As such she can actually
be a very good fighter provided that you have someone
else take the hits.
Personally I'd have her learn to use Missile weapons
and let her potshot foes. After that, anything else
should work okay - though take into account her low
intelligence, so she'll have trouble gaining experience
for new abilities.
The Walkthrough
-------------------
1) Gipath
Zak first starts off waking up from the ruins
and there you'll startle some praying villagers.
They'll bolt too quickly for you to run after.
So just continue to the west and you'll fight
your first enemy. Kill that wolf and there'll
soon be a boar. The initial parts of this land
will mainly have you fighting Toads, Boars and
Wolves. Since these creatures are all immature,
it'll be easy to defeat them especially the Toads.
Just make sure not to be surrounded. This is
a good time to earn some easy experience so have
at it!
Now as you progress further down south you'll
reach a shallow brook where you can go east or
south. Taking the east route will have you fight
some Toads. Gut them and go south. There you'll
encounter an Ogre who's way too much for you to
handle. But he carries some money so you'll want
to sneak up on him and pickpocket him. Make sure
to save before you do so, the amount the Ogre has
is random and you can get money over 100 or just
under 70. After that go south and you'll see a
lazy Ogre who's too stuffed to be alert. Go
behind and rob him and then you can go either
south or east. For now go east, you'll see a
fairly active Ogre but it's still easy to sneak
up on him and make off with his loot. From there
continue on east and you'll encounter Goblin
Spearmen. Take them out and head back to where
you robbed th Ogre who's stuffed. Now move south
past the bridge and then backstab those goblins.
You're now safe at the village.
Once you are given the welcome, talk around.
There's nothing to buy right now as Babur the
craftsman is in no mood to talk to you. Talk
to Khador the Rowdy and he'll be wanting to join
you but not immediately. Talk to Erfarr and Gort
for your first real assignment.
<Foothills>
Your first task is to kill the Goblin Sentry. With
luck you should be able to backstab him but even if
you don't he's still easy to defeat. Hold back on
branching out too far. The wildlife here is a fair
bit tougher than what you faced earlier.
With the sentry dead, go back and get your next
assignment which is to kill a White Wolf. Also talk
to Babur and he'll tell you why he can't work for you
yet, he's had his tools stolen. The Brigand Chief and
his wife have them. You can now recruit Khador
To kill the White Wolf simply follow the path north
to where it's outlined on your map. If you saw it
earlier, it's backed by an adult White Wolf but now
it's alone. Move close to some young Boars and this
will panick them into running to the wolf pack that
helps the White Wolf. While the wolves are distracted,
go to the White Wolf, it's much tougher than you so
backstab it. This is pretty easy as it's pre-occupied
with eating a pig. Killing the White Wolf will earn
you 150 gold from either Gort or Erfar depending on
who talk to (sorry you can only get one reward but
who you talk to doesn't matter).
As for the tools, go northeast and fight some young
poisonous toads. Watch out for Bats, these guys shoot
damaging fire!!! When your way is clear, walk across
the shallow stream to the Free Hunter campsite. Now
the Free Hunters are just brigands and will attack you
on sight. However the Free Hunters are also carrying
pieces of Tiger Skin armour, enough to cover your whole
body. Tiger Skin is lighter than leather and almost as
effective as Tough Leather. Not only that, but Babur
cannot make Tiger Skin equipment unless you sell them
or their blueprints to him. So kill off all the Brigands
except for the Chief and his wife. These two are way
too powerful for you. The wife can use lightning
spells while the Chief is a strong warrior with an
obsidian battle-axe. Instead crawl behind each one
and pickpocket them. Babur will now be able to sell
you stuff when you return to the Village. Even though
you have new armour, I'd refrain from selling the
clothes you start with. While Babur can duplicate
their blueprints, there is no fabric to make new clothes
on Gipath. Your clothes have some fairly decent innate
stats and you might want to wait until you go to a place
where they can manufacture fabrics before selling them.
After returning his tools, if you talk further to Babur,
he'll mention about a Redheaded Brigand who's a contact
with the Orcs. He wants you to get evidence from the
brigand regarding this alliance.
Also Gort wants you to go on a punitive mission to kill
7 or more goblins. He'll also make mention of the Orc
Seer in that area which will eventually lead to a quest
from Babur. Between you and Khador itt should be quite
easy fighting the Goblins unless you face a mob of 5.
So go east through a southern path from your start.
There'll be some boars to fight but that's fairly easy,
going across you'll cross some swamps with a Weak Banshee
and some poisonout toads. Kill them and you'll bypass
the bridges with their heavy sentry presence. Now
whenever you see a campfire in this region, there's
going to be a group of 4 goblins - 2 spearmen and 2
slingers. That might still be a bit tough so try to
look around for stragglers. Whatever happens avoid
going too far out to the southeast. There is a stone
idol that will kill you outright from the damage its
lightning inflicts!!! When you kill 7, it's time to
go after the Redhead brigand. Before Babur gave you
the quest, Red'll be talking to 3 Orcs but now he's
only with one Orc. The two of them will still be
a challenge but you should do fine. Backstabbing
may not work because the pair is watching each other's
back, but it is still possible to nail one guy with
a knife to the back (I got the Orc before with a
backstab to the head). Kill them both and now you can
get the Redhead's map. Time to return to the Village.
Babur will check out the map and point out that it
mentions the location of a Magic bit in another region
called the Cave. Also if you talk further with him,
you'll mention what Gort said about the Orcs and this
will get you a quest to disable that Stone Idol of theirs.
Now Babur mentions that the Cave can only be reached by
a drawbridge and Gort has the mechanism for it. Gort
will trade you the mechanism in exchange for letting
him take the credit. Erfar is dismayed by the killing
of the Redhead. He does have a new quest for you, the
crystal eye of the Goblin Chief Gogo is the same material
as what's used in Portals to other lands, he wants you
to force Gogo into a bargain by having you steal the
Goblin's sacred Head of the First Chief. You might
want to hold off on it for just a little bit as you
can soon get another new character.
You could do the Stone Idol quest now but it can be
fairly tough and you might want to wait until you get
the third person and access from the River and Islands
area. Otherwise here's how to do it. Crawl in from
the north to the Orc village. There's 4 Young Orcs
guarding the area but you can still crawl pass the
furthest Young Orc to the east. This can be done even
in broad daylight. Now once you are past, there are some
random young Orcs mucking about and an Adult Ogre hanging
about the huts closest to the mountain. Pick off the
Orcs you can and avoid that Ogre. Check your map to
see the location of the controller and make your way
there. You'll need to kill the Young Orc Seer controlling
it and so as the Seer makes his rounds, jump him when he's
at his most isolated. He's quite skilled so he does have
a firewall and fireball spell but his health is low, so it
should be easy to kill him. Do that and he'll drop an
Extra Area rune. Now you can use the Obelisk to stop the
lightning. In this Orc village is a bunch of goblins, so
your choice if you want to fight them. Anyways with the
Idol stopped, head north and exit through the way to the
cave. As you reach the path, be on the lookout for a Young
Troll patrolling the area. He is easy to avoid and so just
sneak past him to exit. Time to collect the reward from
Babur before going to the Cave area.
Babur has 200 gold and a Gipath simple coat of hard leather
waiting for you (note that while the material is great, the
armour type isn't the best of its kind - you might want to
get Babur to reconstruct it to a better class, Hard Leather
is the best armor material you can get in Gipath). The
silicon gained from the Orcs also makes some good starting
weapons. If you do get some silicon weapons, I'd still hold
off selling the Ritual bronze knife as even when Babur does
replicate the blueprints, there's no metals to make use
of it.
<The Cave>
Use the mechanism to release the drawbridge. This cave has
a few Orcs and quite a few rats on the other side of where
you are. It also has Earth Elementals, Evileyes and
Armadillos, these guys are far beyond what you can currently
fight so don't venture too far. The object now is find the
crypt with the Magic bit in it and kill the young Orc Seer
who has the key to opening the crypt. This Seer will go
back and forth between Young Orcs to cast Strengthen on them.
The Young Orcs here are usually facing a single direction and
so you might want to backstab a few to thin out the numbers,
but make sure to leave a few alive on either side. This will
make the Seer walk longer distances and give you the chance
to attack him when he's at the most isolated. Kill the
Seer and you'll receive an Extra Targets rune as well as
the Sarcophagus key. Best to gut the rest of the Orcs from
behind for more experience and wealth. Use the key found
on the Seer to open the crypt. Get the Magic bit and go home.
Babur will then tell you the location of the Witch as you know
have the Magic bit as a bargaining tool.
<The Witch's Cave>
The Witch really doesn't like tresspassers and so she has
a number of traps and 2 Young Trolls to keep outsiders
away. All the of the above will kill you right away, but
besides them there's also the local wildlife and a Weak
Banshee to deal with. Where you first start from is a few
boars to fight.
Now first go to the area that is furthest to the west on
the map. You'll see a number of stone structures. These
are lightning traps and you must go through these before
you can deactivate the next traps. Look for scorched
patches on the ground. This is where the lightning traps
will fire their bolts. So long as you avoid stepping on
these you're completely safe. When you get past the last
of these, you'll see the 1st Young Troll and to his west is
a tree stump with an object on it. Grab the object - it's
the deactivation key. Now look for a stone obelisk that's
north of the stump. Use the key on it to deactivate the
the obelisk and the lightning will shut off.
To shut off the fire trap, go to the east and turn off that
obelisk. Now to shut off the acid trap, go to the centre
of the map. There'll be some wolves to kill but they're
nothing serious, when you reach that final obelisk - you'll
have turned all the traps off.
Cross the swamp to the east, you'll face the Weak Banshee
and some Poisonous Toads. When you cross the swamp you'll
see the 2nd Troll guarding the entrance to the Witch's
home. So turn west and sneak past the 1st Troll. You'll
be able to go see the Witch.
After the intro with the Witch, Estera, you'll get a free
Field of Vision spell keystone from her. As well Estera
will make Naya the Secretive available for recruiting.
Estera mentions about a Magic Orb to let her see your past.
This doesn't give you a quest but it triggers a conversation
to Erfar about the Magic Orb. Note that some of Naya's spells
have the Enhanced Effect rune in them. The Witch currently
can't make Enhanced Effect runes so if you wish you can
take one of Naya's spells like Fire arrow and have it broken
down. After removing and selling the rune, you can then
make a spell out of the remaining keystone.
You can buy spells and runes from Estera but I'd hold off
for now, her prices are very expensive and some runes can
be found only by killing enemy Seers. Also she will only
sell spells of Fire when it comes to the offensive stuff.
One important thing though, eventually you'll leave Gipath
and Estera's is the only magic shop ever!!!!!! Take whatever
opportunity to get the spells you need before you leave the
land!
<The River and the Islands>
Go back to the Village and talk to Erfar about the Magic
Orb, no quest yet but it does trigger the event after you
get the Goblin Sacred Object. First thing is Erfar's
mission. From your starting point go southeast and then
straighten out east. You should find some trained goblins
lurking in the area. Go kill the goblins and one of them
will have a Cage key on them. With the goblins dead,
you're free to get the First Goblin's head. Also the
Goblin Village has 4 Forest Lizards in their stockade,
so you can free them if you wish.
With the head in his position, Erfar will try to
finangle a deal with the Goblin Chief Gogo. Gogo had
all the relevant information stolen by Orcs and so
he can't do anything. You can give the head back to
Gogo and he will reward you with a fantastic treasure.
You will get a Magic Doll that can cast the Weaken
spell on enemies. This is fantastic and I used it
heavily on any tough cases. Every fight should make
use of the doll unless you don't want to accidentally
hit a nearby strong foe with the weakness spell.
Now you can go after some new leads, talk to the people
to get some new quests. Erfar finally gives you the
Magic Orb quest but you'll need the Island Orc Drawbridge
mechanism. Gort mentions how the Drawbridge mechanism
was lost in the Middle Mountains.
Without the mechanism, there's nothing more to do here but
it might be a good idea to thin out the monster population
here. There are regular wolves and boars plus the odd
poison toads. But there are also White Wolves and Black
Boars, these Black Boars do provide useful Thick Leather
though you can hold using these for a long time (the Tiger
Skin items you find are plenty effective enough for now).
In the swamp, north of the Goblin village, there are weak
and strong Banshees. Also there are Willow-o'the-Wisps.
They come as regular and a more powerful Hot version.
The deadliest creature is a single Searing Willow-o'the-
Wisp, it's very agile, quite damage resistant and packs
a heavy punch. If you encounter it, either run or have
Naya keep blasting it with fire arrow while your men act
as meat shields. Finally there are more Goblins and some
dangerous Bats kicking about - the Bats are probably the
greatest danger to you after the Searing Willow-o'the-Wisp.
Make sure to fight them individually or you'll get scorched.
<Middle Mountains>
Plenty of Black Boars lurk in this area as does a few
Orcs including archers. Fight or stealth works, so
just keep following the path detailed in the map until
you reach the smashed cart. Take the Drawbridge mechanism
and leave. The monsters that are located beyond the cart
are very powerful so best to leave them alone for now.
<The River and the Islands>
Time to return and lower the drawbridges, you'll want
to lower the drawbridges from all areas even though
it'll take some trudging. The reason is that there's
3 Ogres patrolling the southern central island and a
number of bridges on the islands are broken so access
is limited. For the Magic Orb, you'll be cutting through
an Orc Village and pasting a Trained Orc Seer. The danger
of this improved Seer is that he can unleash an onslaught
of fireballs and fire walls in addition to the spells
you saw before. Besides isolating the Seers, if you have
trouble with them then try to lure the Seer into his own
firewall and pin him there with melee combat. Shooting
him with arrows is a bad idea as that usually provokes
him into ripping off a flurry of spells at the poor archer.
Go down the path detailed in the map and kill off every
Orc you see. Eventually you'll see a pedestal on a hill
with the Magic Orb on it. The Seer is guarding the Orb
and should be alone, so run in there and let him have it.
With the Seer dead, he'll drop an Extra Effect rune.
Another rune to sell to Estera.
For the stolen document, this mission is easy just go and
lower the eastern drawbridge while killing any wildlife
in your way. With that done, go to the island indicated
by the map and open the coffer. Voila! The Hide with
letters is yours.
Time to go to Estera, she'll use the Orb to see a Great
Magician but then the Orb will break and you'll need a
record of the Magic Orb's origin so she wants you to go
back and get it. Go to the Village and talk to Erfar
about your recent adventures. Erfar acts if the Hide
with letters is useless and now tells you of quest in
Dead City to record a sack of gold. If you talk to Babur
about this, he'll tell the truth of your quest and you
will have then have the option of aborting the mission.
Still I'd go through with it because of the nice prize.
<Dead City>
This is a very dangerous mission and it'd be tempting to
put it off. Unfortunately, you won't be getting much more
powerful for a while. This mission is going to involve
seeing the enemies before they see you, but they have an
advantage. The Skeletons detect enemies by life force
and so they can spot enemies behind them plus darkness
doesn't reduce their sight radius. You might want to get
the Fireworks spell to work as a distraction, but it's
rather iffy especially with no modifications.
From where you start, you'll encounter a lot of Tigers
and smaller numbers of the regular wildlife. You may
also find a few Willow-o'the-Wisps. These guys aren't
a problem.
The real danger are the Skeletons. Commoner Skeletons
aren't too bad but can still put up a fight. Recruit
Skeletons are definitely tougher. Warrior Skeletons will
likely take your whole party to fight. The worst by
far are the Veteran Warrior Skeletons, these guys are
devastating fighters and will mop up your heroes quicker
than an Ogre onslaught! Unlike the others who all look
the same, the Veteran Warrior Skeletons are brownish
in colour. Well at least the Skeletons have some money
and they drop Hard Bone which makes good bow material.
To reach the caravan, you'll have to take the long way
around in order to avoid Veteran Warrior Skeleton patrols.
Fight isolated skeletons of the other kinds to a clear path
for yourself. Remember stealth is much less of an option
due to skeleton magical senses. Darkness is not your
friend here, as this reduces your sight only. If night
comes, you might want to wait it out.
The caravan is guarded by some Recruit Skeletons. There
are 2 coffers and I strongly recommend grabbing the extra
one. But before you do so, you'll need to prepare yourself.
The moment you open the coffer with the gold in it, Veteran
Warrior Skeletons will come down and block off both routes
out of the caravan area.
Now for the gold, take out the Recruit Skeletons (if you're
lucky one might wander off on a patrol) but first save the
game. Where the vengeful Veteran Warrior Skeletons will
appear is somewhat randomized. Now grab the gold and grab
what's in the other coffer. The prize is an Ancient Helm.
Not only is it made of iron and fantastic protection for
your poor noggin, it also generates a constant Eagle Sight
spell on the wearer! Now run out as long as you can, the
Fireworks spell can be pretty useful at baiting the enemy
here, until you get the message that you have escaped.
with luck you'll have left before the enemy converge on you.
In your quest log, it mentions a second coffer full of gold.
That one is located roughly south of where you started off
from, you'll also see it in your map as a treasure icon.
It's in a ruin that's guarded by some Commoner Skeletons
and a Warrior Skeleton with a few Young White Wolves in
the area. Smack these idiots about and you can go
open the coffer to a tune of 500 gold! When you return
home, you'll give Erfar a piece of your mind and he'll give
you 400 gold to placate you. Whether you do this gold
retrieval quest or abort it, you'll be told of an impending
goblin attack and Erfar wants you to go in alliance with the
Free Hunters and stop the attack.
<The River and the Islands>
I'd recommend taking on Erfar's quest first as you can
receive some really useful items here. As you make your
way to the Free Hunter Lieutenant, you see he's broken the
agreement by coming armed and not alone. You've been set
up by these damn Brigands!!! Now if you fight the Lieutenant
and the 2 Brigands with him, you'll get crushed by a mob
of incoming brigands. So you'll have to destroy his ambushers.
There are 4 groups of them located in the area and they're
spread quite far from each other. So take your time and
hunt about until your quest log notesthe death of all 4
groups, killing the Brigands is also worthwhile because
they have tough leather equipment of a design that's superior
to what Babur can make. Since one of the groups is really
close to the goblin encampment, you might as well kill them
too. There's quite a number of goblins but they should pose
no threat to you. With all the Brigands and Goblins dead,
there's just the Lieutenant and his friends. The Lieutenant
is carrying a Heavy silicon hammer which is superior to the
regular hammer type and he's a pretty dangerous fighter.
So kill his Brigands first, then focus all your might on
the Lieutenant and then he's dead. Besides the heavy hammer,
the Lieutenant also has a letter in Orc writing.
Now for the Orc records, go through the second northern
drawbridge. As usual keep killing Orcs until you reach
the objective island. Now you'll need to be more careful,
there are 3 Orcs by the campfire and more Orcs to the south
of it. Between them is the Seer who goes back and forth
strengthening the Orcs. So lure out the Orcs at the campfire
one at a time with an arrow or two before running past the
bridge but leave at least one guy alive so that the Seer
is still making his patrols. Now move about so you can
potshot the Seer where his guards won't notice. Lure
the Seer out and then let him have it. Besides the Orc
records, he also drops an Extra Energy rune. Without the
Seer, the Orcs are easy pickings so time to clear the islands
of them.
Going back to Estera you find that she can only read a bit
of the record but she does find out that the Orb came from
Dead City. Airy will go out to find out more information.
Sell the Extra Energy rune to Estera, this is one of the
most useful runes you can get so far and having a regular
supply of these will be helpful.
Now go to the Village and talk to Babur about the letter
you found during the ambush. He'll tell you to take it
to Estera. Talk some more about it to Erfar and Gort.
When you get the dialogue regarding Airy from Erfar, that's
the trigger to a new bout of quests.
When you return to Estera, Airy will have returned. Ask
them and they will give you a rather convoluted list of
quests which will eventually take you to the Master of
Dead City. You need to go to the Observatory in the Middle
Mountains for records of the password that lets you into
the secret passage to Dead City's interior. But to reach
that observatory, you'll need to get a Green Crystal from
Dead City to freeze the lake blocking your way and you'll
need a Dragon Amulet to lure a dragon out to fight the
Harpies occupying the Observatory. Airy knows that a
Lizard has the Amulet and she knows where to find him.
By this point you should have a lot of cash so if you can
afford it, you might want to invest in a Fire wall spell.
The Fire wall will be of great use in any fight. With this
done, ask Estera about the Orc letter you just found.
From this dialogue, you have two new quests open up - the
Green crystal and the Dragon amulet.
Estera cannot read it and so she'll need an Orc ABC book
to decipher the letter. You can find that item in Sands.
So yet another quest. But before you take on Sands, you
might want to go for the Amulet first. The Lizard holding
the Amulet, also has a very strong weapon that you can
also recover. It's also only a short trip to go and take
the amulet, so you might want to tackle this quest first.
<Middle Mountains>
Time to go on part of the Witch's major quest. The first
phase would be to get the Dragon Amulet. The Lizard-tamer
has it and he's guarded by a pair of Adult Poisonous Toads.
Because the Lizard isn't too far away from where you got
Island Orc's Drawbridge mechanism, the local wildlife is
probably a lot thinner and you can probably fight the
Lizard-tamer and his Toads without interference. Kill them
and not only do you get the Amulet but you get a nice Bone
Spear. Keep it if you wish, I personally sold it so that
Babur could duplicate the design.
Bring the Dragon Amulet to Estera and Airy will join in your
conversation. It turns out that if you proceed now on your
quest for the Observatory, you will get slaughtered by once
pacifist Lizards in that area. You find out that you'll be
going to certain death if you go to the Observatory now.
The Lizards in the way were formerly peaceful but are now
at war with humans since the Big Shell - a symbol of that
peace accord was stolen. However Babur is somehow able to
go and fetch stone from his quarry and is never attacked by
the Lizards. The effects of this conversation gets you the
quest regarding the Observatory.
Now return to the Village and talk to Babur. He'll be
reluctant to give out his secret, so go talk to Erfar
who'll mention more details about the Lizards. Armed with
this new information, go and confront Babur. Eventually Zak
will realize that Babur is the thief of the Big shell and
now you'll have to retrieve it, triggering a new quest.
Talk to Gort for more details about Babur's involvement
with the Lizards. But right now, it's time to go to Sands.
<Sands>
The region you are in has a number of Adult Orcs of various
Clans. Unlike regular Orcs, these Clan guys carry
obsidian - the best material for making stone weapons!!!
Unfortunately there's also a pair of Trained Seers, some
Veteran White Wolves and Veteran Orcs. But these are in
a somewhat more northerly area and we're going south.
So kill what you can for the obsidian and you'll eventually
see an Ogre bumming around in his lair. He isn't going
anywhere unless you provoke him and his lair is far down
enough that there's plenty of room to avoid him. Go over
to the area indicated in the map and you'll find the Seer
and his little isolated hut. Since he's alone, he's easy
prey. Kill him and recover the ABC book for Estera. He
also drops an Extra Target rune.
Estera will translate the Orc note and find that there's
a letter waiting on the Islands for some Orcs. This
document is a request for assassinating Zak! A group of
Orcs is on their way to get the letter, so time to head
them off.
<The River and the Islands>
Back to this place again! You only have a limited time
before the messenger escapes but because the wildlife here
is likely all extinct from your earlier trip, you'll have
a free run to the Orcs. The messenger Orc is an Adult Orc
and he's as dangerous as the Kharu Clan Orcs you just fought
(unfortunately he doesn't drop obsidian despite his obsidian
axe). He's also got back up from a Young Orc and a Female
Orc (maybe it's 2 Female Orcs, I forget). Kill the Orcs
and if the messenger looks to make a run for it, provoke
him an arrow or spell. Now grab the letter and return to
the Village. It turns out the letter was written by Gort
and he makes a run for it in the Foothills. Time to go Gort
hunting!
<Foothills>
Go where the map points to. Gort is a powerful fighter with
a Silicon battle axe. He also has some Skilled Brigands with
him (one is a female archer). Still with your new obsidian
weapons and all that experience you've gained, you should be
able to defeat them all. And Gort's mighty axe is now yours!!
Sell it or upgrade it to obsidian, the price is very steep and
understandably so. Gort has been replaced by Rivar the Hulk
and he'll use a magic word to increase your strength by 1 point!
You can also recruit Rint the Archer (I personally didn't like
the guy as I think he's overly specialized and missed out on a
lot of experience opportunities but he has a short bone bow
made of shell bone and some decent armour so I took those and
left him with only a loin cloth to guard his virtue).
<Middle Mountains>
If you return to the Village, Erfar is likely to give
you a quest for a Magic Herb to save the village from
illness. Talking to Babur and you'll find he doesn't
feel ill at all but he'd like to get the Herb and market it.
So go back and kill the wildlife in your way until you reach</pre><pre id="faqspan-2">
the forest where this Herb is. You'll see a ring of Orcs
scattered about, so time for some wet works. When you finish
picking them off, grab the Herb and go to the Witch.
She also says that the Herb is actually rather common and
confirms that you've been setup. Go to the Village to make
your accusations and that's it. However this talk will set
in motion, plans to trap the traitor. Go back to Estera and
talk to her about the Villagers, she'll give you her advice
and now you should return to the Village and talk to Babur
and Erfar to set your trap. A new quest for you to finally
deal with the backstabber! I'd recommend delaying your main
quest just a little longer, if you go after the Traitor, you'll
get a very nice weapon out of the deal.
Now time to find the Traitor, go to the spot you mentioned
to Babur and there's only some Adult Poisonous Toads,
so he's innocent. Get ready for tough fight, when you
approach the spot mentioned to Erfar. There's a Young
Seer, 2 Female Orcs and an Adult Orc. I had the Seer killed
with a barrage of arrows and magic before trying to hold
off the Adult Orc with my most heavily armoured guy. The
rest of my team then picked off the Female Orcs and we
finished the last guy. The Young Female Orc has a Long
Bone Bow which is a definite sell for Babur. Once he
replicates that, having 3 Long Bone Bows is truly a fearsome
thing and you can make some with Green Dragon Bones later on.
With the ambush broken, you now have evidence of the Traitor!
Time to bust the Traitor. Everyone but Erfar is happy
but no further rewards here. Oh well it's good to see that
pig Erfar sweat a little.
<Dead City>
Going back to the main quest, it's time to go to Dead City
and get the Green Crystal. Follow the path indicated while
avoiding the Veteran Warrior Skeletons. Eventually you
see the the opening of your objective and it is blocked off
by a massive Slow Adult Black Troll. It's far more powerful
than you can take on so you'll have to lure it out. Use
Fireworks if you have it, or else you can shoot some arrows
at it and back away. As it follows, run around it and you'll
eventually get to an area too narrow for it to follow.
There'll be all manner of skeletons inside so be cautious.
Your target is the Green Crystal in the north part but when
you get those, I suggest getting Blue Crystal as well. The
Witch will buy the Blue Crystal from you for 400 gold during
this quest.
Time to head back. As you probably noticed, the Black Troll
really is slow. His stride is long enough that he can catch
up to you when you're walking but you can blow by him each
time you run. So if you run long distances then stop to
recover stamina, you'll be able to run all the way back to
your start point if you had cleared the area of interfering
monsters.
<Remote Mountain>
Stupid Babur! The reason why he's not attacked is that he
stole the Big Shell and left it in Remote Mountain so that the
Lizards won't attack him there. So you need to steal it back.
There's plenty of Forest Lizards and Black Boars but right
now only the Black Boars are a threat. So go boar-hunting
until you're clear. Now make your way to the Big Shell but
remember the moment you take it, the local Lizards will be
at war with you. However they drop Hard Leather, the best
stuff for your type of armour. So pick off as many Lizards
as you can but avoid the ones near the altar that you took
the Big Shell from. There's a Green Dragon in the skies,
near the vicinity and he's allied with the Forest Lizards.
Now you can go home.
Babur will complain that he can't go to his quarry anymore
but there is another route. Unfortunately it's blocked
by a Cyclops who stole some village pigs and is tending
them there. The Cyclops hurls boulders at anyone getting
too close to where it keeps the pigs, but if you kill the
pigs then it will leave and Babur will reward you handsomely.
Going back to the Remote Mountains, you should keep an eye
out for a Green Dragon in the sky as you make your way through
the area where you stole the Big Shell. This route avoids
direct confrontation with the Cyclops. So keep going north
until you find Babur's quarry. Now go east and you'll find
the Pigs. There are 7 of them, so time to let fly with the
arrows. If you don't kill them all and you hear the Cyclops
returning, then go back and hide somewhere out of his sight
radius. The Cyclops will investigate but won't go too far
from the pig lair. When he resumes his patrol, you now have
a lot of time to finish off the remaining pigs. When that's
done the Cyclops will eventually leave, so bum around until
the quest ends. Now return to Babur and you get a pair
of Green Dragon Bones (probably stolen from a grave). These
make fantastic bone weapons as they are as strong as iron
and are good at containing enchantments.
<Middle Mountains>
Time to go to the Observatory. But first we want to make
peace with the Forest Lizards, especially since they have
a massive Green Dragon with them. So go to them and you'll
have to fight a few Lizards. With the way a bit more clear,
sneak in and put the Big Shell on the altar indicated.
The Lizards are now at peace with you. So time to go to
the Lake. There are some local wildlife to deal with but
also there is an Ogre in the tunnels so be wary of him.
Get to the lake and go find the Green Dragon that the amulet
is for. When you get him, he'll only be under control for
a limited time before he flys away. So quickly go to the
Observatory and let him kill the 3 Young Red Harpies there.
They have some very deadly fire magic that'll mop the floor
with you but are clearly no match for your Dragon friend.
Each Harpy will drop an Extra Effect rune.
But when you kill the last Harpy don't go for the document
yet. Instead go west and look for a village of Mountain
Lizards. You'll see a pen but don't open it unless you
look forward to fighting a horde of Young Black Boars
and that'll just waste your Dragon's time. Instead have
him annihilate the powerful Mountain Lizards and if you're
lucky you might even encounter a patrolling Ogre that the
Dragon can paste. By the time the carnage is over, the
Dragon will leave so go and sort through the loot and get
the Observatory record.
Now when you return to the frozen lake, look on your map
and you will find a path in the southeast corner of the map.
You can't proceed far in the region as the doors are held
fast and there's nothing to activate the altar controlling
them. However you can find a humble wooden casket and
inside is Lightning keystone. Time to put that Lightning
spell to good use. The Lightning keystone is extremely
expensive. Little else in Gipath compares to it, so if you
do sell it to Estera, you may not have the money to buy a
copy back from her. It's a great spell base though and will
be an extrememly nice tool for the future, so I personally
recommend selling it. If you do sell it, then it'll take a
great effort to buy more copies and will drastically eat into
your ability to buy decent equipment in the immediate future.
However, you won't have the opportunity to otherwise get more
lightning spells for a very long time - so sell that keystone.
Anyways when you get the Lightning keystone, an Earth
Elemental appears and blocks your way. By this time
you should be tough enough to defeat it without too much
difficulty. Time to go see Estera and then continue with
the quest. Also talk to Airy, you'll find out how she
survived going to the Observatory and she'll boost your
Sensory Magic skill for 10 points!
<Dead City>
At long last you can finally meet the Master of Dead City.
Going through the front would be near suicidal but now you
have knowledge of the secret entrance. Go there and you'll
see an Earth Elemental of ridiculous amounts of health.
Because you have the password, he'll let you in freely.
You might bump into some skeletons but most are of the
Commoner type. Just keep an eye out for tougher guys.
Now go to the hilltop where the Master of Dead City and
you get a cutscene.
It turns out the Master isn't a wizard but an old Dragon!
He is friendly and has a request for you before he helps
you out. He wants you to go kill all the Armadillos and
the Armadillo Mother in the Cave region. He gives you
a bottle of poison to do in the young and which will
reduce the Armadillo Mother to something much less
tougher.
<The Cave>
This is still going to be tough because of the Evileyes.
I hope you're capable of killing them because if not you'll
need to look into either reducing the difficulty or changing
your troops skills and stats. Evileyes are fairly damage
resistant and they shoot fire arrows at 3 targets. Their
health isn't that great but they are fairly damage resistant
and they see all around themselves. There is also a
patrolling Earth Elemental. If you can't take on the
Evileyes, then see if you can kill the Elemental and
avoid the Evileyes.
When you get past this danger zone, go to the closest
fountain and poison it. This will kill every Armadillo
in the cave so plenty of free Shell Bones to collect!
The Armadillo Mother is reduced from a titanic 500 HP
to a much humbler 70. She's still very vicious so try
to go for a backstab first.
<Dead City>
The Dragon is happy but unfortunately he doesn't know
how to help you. He is however very honourable in his
own way and he knows of a camp of foreign humans with
metal equipment! He had his skeletons attack the camp,
but to help you he has withdrawn them from the camp.
Also talk further and he gives you the Ancient Sword!
This is a great magical weapon, the damage isn't as
good as you might expect but it provides a fantastic
defense bonus and there is a permanent Weakness spell
that only affects targets you swing at which works even
if you miss! Oh happy day!
Go to the camp clearing out any wildlife in your way.
Of interest are the Banshees near the camp. Unlike
your typical Banshee, these guys don't carry scythes.
They have magic crystals which project lightning instead.
Anyways the camp turns out to be destroyed but if you
search the corpse you get an Item: Trigger rune and a
letter. The Item: Trigger is fantastic as now you can
build nice magic items (such as a Fire Arrow built into
a Green Dragon Bone weapon - extra damage that never
misses).
See the Witch and sell her the Trigger Rune, so she can
replicate it later. She can't read the letter but knows
that Erfar can. Go and get it translated. Also her
grand-daughter Airy has left and the Witch had a dream
about Airy being imprisoned by Goblins that she wants
verified.
Going to Erfar, he will translate the letter for
you. This will trigger an event where Estera
encounters a foreign agent. So go see Estera and
talk to her. She'll introduce you to the diplomat
and he invites you to check out the Khadaganian camp.
<Middle Mountains>
The Goblins are near the area you had setup for Babur.
Go in and crush the Orcs and Goblins in your way. There
is also an Ogre in the compound, so watch for him. When
you get to the stockade, you'll find Airy's jug and a
letter in it. Go back to see the Witch and she reads
the letter which leads to a quest in Sands to go
negotiate with Shei-Var who holds Airy hostage.
Going to the village you find that Erfar has
escaped. So now all you can do is go on a quest.
I would recommend meeting the Khadaganians first.
You can get a pretty nice prize in a few short
quests linked to this.
<Remote Mountains>
You start off with a number of Warrior Skeletons in
the area. If you don't want to fight, keep an eye out
for them. They're all guarding that ruin you're in,
so no need to worry once you're past there. In the
forest though are plenty of Veteran Black Boars, so
expect in a tough fight every so often.
Follow all the way to the camp and suddenly your team
gets jumped by the Khadaganians! A cut scene happens
and Zak is interrogated by the Expedition Captain.
When the talk ends, you get a look at the camp from
your prison. There is a blue Lizard and you have
the option of talking to him. Speak twice to him and
he'll free you (there's also the option to talk to
the Captain but he won't help) if you meet him at his
home in Sands. Zak agrees and is released while getting
an Ancient Claw to get him there safely. Make your way
back and go to Sands.
<Sands>
Go to the Hermit Lizard's home in the Northwest.
The entrance is blocked by a lightning trap but the
controlling stone is nearby and it can be stopped by
puting the Ancient Claw into the stone. Now you can
go and talk to the Hermit Lizard.
The Lizard says that Orcs are stealing his water by
damming up the river. He wants you to redirect the
water, he already has half the work done. All you
need is to use a lever he gives you to turn the dam's
gear and then go drop a prepared boulder into the
water. He also mentions that you can pick up a
treasure from the Lake Lizards to the south. Note
that the Hermit Lizard thinks that last bit is an
attempt at a joke.
From earlier ventures, here you should only encounter
a few Orcs, a Seer and a Veteran White Wolf. Go over
and restore the Lizard's water, when that's done go
to the islands mentioned by the Lizard. The area has
some Lake Lizards who are hostile to you. They don't
have many members here but each is very strong. Still
beat them all and you can get a pair of Green Dragon
Bones that the Lizards were guarding. Also these
Lizards are just loaded with money and have the
standard Hard Leather drop.
Head back to the Hermit Lizard and he will tell you
about the Old Wizard and how to reach him, as well
as the Golem guarding that area. As a gift, he also
gives you the Green Dragon Horn which can generate
Acid Clouds (like a large area Fire Wall). Very nice!
If you are playing on Easy and have a ton of money
(say 40 000 gold), you might want to do a part of
the quest to find the Great Magician before you get
Airy. This can get you the Ultra Effect rune which
you can then sell to Estera for duplication. Frankly
I would sell it - the Ultra Effect rune can be pretty
inefficient in terms of stamina cost so you won't be
able to use it well right now and you get alot of money
for selling it. Finally you'll get some more of them
for free in the future.
Now to fetch Airy. Go to the area indicated regarding
the Orc who has the Drawbridge mechanism. He's fairly
well guarded, so you'll need to backstab him. With
the way clearer, you can go through the drawbridge
and reach Shei-Var. Beware of fighting Orcs of the
Sheivar clan, each one of them is a Veteran type and
much stronger than the average Orc. As well they tend
to cluster in large groups so if you do fight them, do
what you can to isolate an Orc and then pick them off.
Shei-Var has no beef with you and he's very reasonable
for an Orc. He wants Airy so that she can be sent
to a "Demon" in order to spare his people. Zak offers
to kill this Demon but Sheivar wants to see if you
have the skill. Shei-Var makes the magician Eila the
Sandwoman available for recruitment and he gets the
Orcs of Sheivar clan to make peace with you. So the
Orcs of Sheivar will not attack you anymore. Eila is
a powerful sorceress and she has modified Strengthen,
Fireball, and Fire arrow spells, as well as some skill
in Magic of Fire. Still I personally stuck with Naya,
and just stripped Eila of her belongings before
stranding her back in Sands.
Shei-Var mentions that there 3 Ogres and these must be
dealt with and their money stolen. The money is all
located in the eldest brother, Utundry's casket.
However the way to unlock the casket is through the
younger brothers' keys and so you must kill them all.
The first Ogre to take out is Byr who is north of the
Sheivar settlement. Watch out as Byr is guarded more
heavily than the others and Byr even has 2 Seers
helping him out. Killing Byr will get you the key
to Gym. Gym is the one with the key to Utundry's
gold and he's west of Sheivar, in a narrow lair.
Gym is a bit stronger than Byr, but still not a
full adult, so it shouldn't be too bad to kill him.
Once Gym is dead, it's time to kill Utundry who's
a full grown Ogre. Go over and backstab him, then
hammer him down if he survived that. With this done
you get 1000 gold from the coffer and you can go
back to Shei-Var. Despite what Shei-Var said you get
to keep the gold you found off Utundry. Now Shei-Var
feels you can kill the Demon.
The Demon is located south from Shei-Var. He's inside
a spiral rock formation and the area is crawling with
Adult Bats. Going further in, you find out that the
Demon is nothing more than a somewhat weaker Khadaganian
warrior with a heavy spiked mace. This guy is very
formidable as a fighter but you should still be able
to kill him. I wished the Demon would drop a piece of
equipment when he died. Too bad, but the Demon does
drop a large sum of money. Go back to Shei-Var and tell
him the deed is done. Shei-Var accepts and has Airy sent
back to the Witch.
Go back to the Witch's Cave and you will see Estera
give Ari a stern lecture. To thank you, Estera
gives you a Rune of Extra Duration. She will also
tell you more about the Golem, the Hermit Lizard
mentioned. Before you go, make sure to buy a fireworks
spell if you haven't already done so before, upgrade it
extensively and give it to Zak!!! In fact, you might
want to buy 2 of these upgraded fireworks spells - as you
will encounter friendly magicians who will join you in
the future. So now it's off to see the Wizard.
<Remote Mountains>
The Remote Mountains should be a lot more barren after
your team went through it in the past. Your first
task is to go Northwest to find the entrance of the
objective. As you go further you'll encounter Veteran
White Wolves and Baby Armadillos, smash through these
and you'll find that you can't enter the entrance as
it's been sealed. To break the seal you must activate
the lever which is somewhere far to the east as shown
on the map. I also would strongly recommend following
the Hermit Lizard's advice. If you go directly to the
Great Magician, the hostile Lizards there are no problem.
The big trouble comes from a massive Blue Dragon in the
area and because the area you enter from is so narrow,
you're bound to attract the Dragon's attention. Still
you can lure out a couple of Lizards from a safe spot
and kill them for Hard leather and money.
Unfortunately, you'll have to fight some Willow-o'the-
Wisps and Veteran Poisonous Toads, along the way.
As well you'll have to sneak past the Khadaganian camp,
you might be able to defeat one of them but they're
so closely clustered together that a fight with one
will end up having more join in. The Leader is the
one to especially watch for, by your current standards
he's an absolute juggernaut in melee with his battle axe.
Besides their fantastic amounts of health, these warriors
are brutal in hitting power for Khadaganian equipment is
of the finest craftsmanship and these are made of
mithrill - one of the best metals in the game!! So try
to avoid them for now and just go to the opening of the
narrow passage. If you must fight them, well their metal
armour does conduct lightning very nicely. So lay them
out with some lightning and any other effective spell,
front-line fighters will mostly be trying to hold off
enemies from attacking your mage.
Now before you continue, I have to say that on your
map is the symbol of treasure just south of where you
are. It is a Firewall keystone and heavily guarded
by Young Red Harpies. Unlike the Harpies you fought
at the Observatory, they don't drop runes if you kill
them. Still you can take their heads for a large
sum of gold and they drop quite a tidy sum of money as
well. Grabbing the Firewall keystone is actually a
quest and so will you get the quest experience as well.
As for your actual current quest, you'll find lots of
Adult Bats to test your patience and many of these are
located in areas that you can't walk to, so you'll need
a lot of bow work here! There's also Veteran Tigers
as well so be prepared for some melee. Keep pressing
north until you see a chasm and then follow it, like
your quest log says. Eventually you'll reach your
objective. Too bad there's a Young Green Troll there.
Best to sneak the past the blithering idiot and have
someone reach that lever mechanism and turn it on.
This not only lifts the door on that earlier entrance
but it also activated the teleportation grids in the
region. Go into the teleport grid and transport
yourself to where the entrance has opened.
<Tunnel>
Your first thing is to grab the key to the Altar
Room for controlling a Golem. You can fight
the Earth Elementals and even the far mightier
Lava Elementals (they're not immune to fire) but
the Golems are more than 5 times stronger than
the devastating Lava Elementals!!! Just send Zak
out as the fewer people the better and have him
go to the path indicated to the key room. The
map indicates where the Golems are as well and
you'll see that the key room has a golem guarding
it. Before this you'll have to sneak past 2 Lava
Elementals and 2 Earth Elementals.
Once you snuck past the Elementals, use the Fireworks
spell to lure the Golem away from the entrance and
grab the key. When leaving the room do likewise.
Return to where you started from and open the
chamber to the right. This is the Altar Room and
so place the key as indicated. The Altar controls
only 1 Golem but it's the Golem who has is by 3
Lava Elementals and a corpse. The Golem will
utterly pummel the Elementals and so go across
to the area of the battle. The Golem is now
inactive and you can help yourself to everything
here. The Corpse has an Ultra Effect rune!!!
Backtrack and sell it to Estera. There'll be
more in the future for free, so don't worry about
it.
Now go back and cross your way past the circular
pass at the Northwest corner of the map. Keep
going, killing anything in your path until you
reach past the rockslide and go to the room with
many Golems. The Golems are made of diamond, so
they are essentially indestructible.
When you're there, stay still. The Golems are
active and will kill anyone setting them off.
There are also 2 coffers. One at the southwestern
corner of the room, which holds 1500 gold and the
other at the northeast corner which has 1000. Use
the Field of Vision spell to see where the Golems
are facing and then move through their blindspots.
Grab the money and then escape from the room into
the last stage of the tunnel. One thing is that
you should make one final use of your camp feature
and transfer items and spells over from your party
as your friends will not accompany you for your
next trek.
Anyways when you leave the Golems and that path,
you're on the next mission which is to find this
Great Magician. The Great Magician's chamber is
nearby and there's no monsters here, so you get
a lot of experience just for taking a light stroll!
When you're in you get a cut-scene and will be
given a mission from the Tka Rik the Great Magician.
Tka Rik will send you to the land of Ingos in the
Canian Empire to find a girl that belonged to his
people, the Joon. Unfortunately, your friends
cannot come with you and so you must tell them
good-bye. This is the reason why you should
remove their equipment and spells after you escape
the Golems. Also you might want to stock some hard
or tough leather on hand for a new set of armor, and
maybe all the various fire spells.
2) Ingos
You are teleported to the middle of nowhere in
this icy tundra. Throughout the land are Snow Tigers
to watch for, killing one individually isn't too hard
and they drop a really good fur. Now first go south
and you'll see a large village of Woodcutters. These
guys are good fighters as are all armed Ingos people,
but do drop significant gold so fighting is a viable
option here if the odds aren't too bad against you.
Whatever you do, avoid fight the Woodsfolk as they
have powerful Unicorns who have devastating lightning
attacks. Still if you could fight the Woodsfolk
in a safe ambush, it can be really rewarding as they
drop steel and steel is the best stuff you can get
her in Ingos!
Now on your map you'll see to that there is a treasure
symbol. That is a treasure for the Ultra Duration Rune
Getting it means fighting some more Snow Tigers but
it is entirely a good gambit (just be careful of a
Blue Troll when you head to the city again). If you do
meet the Blue Troll and are capable of beating him,
there is no better hide material in Ingos than Blue
Troll. After that cross the closest bridge and you'll
see a tiny village that does not show up on the map.
As for the village, the villagers here are also hostile,
so sneak through or start fighting. Do this and you
can force your way through until you fight clear to
the eastern city gates.
Now before you go into the city, look on your map for
the site where you see a green head of a Woodsfolk. If
you go there you can encounter a knight named Brissen.
Talk to him and while he will not join right away, he
will be willing to join when he's free up. Going to
this area now is purely optional but eventually you
will have to come to the area in a future quest.
With that done, you can expect a cut scene with the
City Guard but at least they're not hostile. With
that done talk around with everyone, Svern the Trapper
is a friendly man with the most info while you can
almost certainly feel the tension with Diera, Valrasian
and Tilvar. You can recruit the archer Mairana and the
mage Rinas (though he won't join you until you finish
your quest first).
Now through Karansul, you can finally get your hands
on metal equipment and troll hide armour!! The items
sold can often come with magic placed in them, but these are
extremely expensive, many items sold by Karansul can go for
tens of thousands of gold. Still it'd be nice to get some
armour that has a Heal spell in it. Keep in mind too, that
your Green Dragon Bones are as good as iron, but the items
used to house them have only a low threshold for complex
spells. One last thing to remember is that Karansul has
blueprints for some nice leather armour, but he doesn't have
any material for them nor does he sell pre-made leather armour.
So you'll have to provide your own supply of leather! If
you are willing to risk it, you can avoid buying top-line
armour as you can soon find even better.
Karansul also sells spells, but you will need to activate
the switch between magic/equipment shop. The spells sold
are better than the basic selection found in Gipath, but it
will cost you a lot of money! As well Karansul doesn't have
any fire-based spells and so you have to sell him whatever
fire spells you have if you want him to manufacture duplicates.
On the other hand, there are plenty of spells based on
lightning. These are fantastic for battling enemies wearing
metal armour and that's most of the humans in this and later
areas.
The girl you are looking for, the Princess - well she's
been kidnapped it seems and a snoop was on her trail
before he got killed. So it's your turn to look for
his body. Hmm, looks like it's going to be another
long stretch before we find her.
<City Environs>
So that's the name of the area you were teleported to,
anyways you'll need to head east to the Woodcutter's
village. There'll be more Snow Tigers. The biggest
threat will be from the villagers themselves, but
with Mairana's help you should be able to fight them
off and it's not too hard to sneak by them as well.
There is a Snow Tiger trapped in a pit by the open fire.
You can kill it without fear of attack with your bows.
After that continue on to the Snoop's corpse. The
corpse is watched over by an unarmed Commoner woman,
so you better assassinate her before she gives the
alarm.
The Snoop has been killed with a poison dart, so it's
time to ask questions back at the City of Ingos.
Asking Tilvar will enable you to make friendly with
Valrasian and when you talk to Valrasian, you will
discover that his collection of exotic weapons has been
stolen. Staying with the Snoop case, talk to Sver
and he will give you a quest to rescue the Keeper of
the Sacred Flower belonging to the Woodfolk Green Clan,
as well he has more info on them later. If you talk
to Karansul about the theft, he will let slip a name
that will lead to a later quest. In the meantime,
go back to Sver and ask him about Karansul. Sver has
a way to squeeze Karansul but he needs a favour from
you first. He needs you to go to Karansul's domain
to contact a trader as Sver is marked by Karansul.
By this time Rinas will be able to travel with you.
The man is a fantastic magician and an expert with
every form of magic. He has Haste, Clairvoyance,
and Lightning, these will definitely come in handy.
I'd recommend doing the Sver's fur exchange first as
that quest is a lot easier than his quest to rescue
the Green clan Keeper.
<Karansul's Domain>
For contacting the trader, go to the area indicated
by the map. You will fight a number of Armed
Commoners. But with that done, you're free to
leave the furs that Sver gave you. For contacting
the trader, Sver will give you a lot of info and
1200 gold. He gives you a quest to find Karansul's
account in order to blackmail the corrupt Karansul.
Sver also sets you up to meet Trickster. Trickster
can be found in the southeast section of the city
and he will add 10 points to your Use/Steal skill.
If you're up to it, you might wish to go do Sver's
quest of rescuing the Keeper now.
<City Environs>
So to make friends with the Green clan Woodsfolk, you
need to rescue their Keeper from the White clan Woodsfolk.
Because you encounter hostile Unicorns, you might want
to have a strong Protection from Lighting spell in your
party. Go west from the city and fight or evade the
hostile villagers in your way. It shouldn't be too hard
as many of them are unarmed and will prefer to flee from
you. Once you're past the village, head north to
the White Woodsfolk territory. Now with 3 members,
you should be more than a match for the Woodsfolk even
the dreaded Trained Black Woodsfolk. If you have
2 Green Dragon long bone bows from before, they and
Mairana's Bronze short bow will be enough to take down
individual Woodsfolk in your way. Some funky magic and
strong armour that's been enchanted with healing spells
should enable you to be a match for the odd Unicorn,
though try to open things up with a backstab to the
head first. There's also a Black Clan trained Seer, as
well so expect a couple of nasty lightning bolts from
him. When you fight your way through you can see the
prison where the Keeper is. The opening is on the south
but it's trapped and will blast you with devastating
lightning. The way to nullify the trap is to look for
the Green leaf to put on the mushroom stump on
the northern wall of the prison.
So go west and you'll see another prison but much smaller.
You can free the inhabitants here without any special
procedures. The White Clan Seer carrying the Green leaf
is just a bit west of this second prison, so go kill him
- being wary of his lightning and use the leaf to disarm
the prison trap. Meet the Keeper and he'll give you the
Sacred flower. Now you have a new but easy quest. Simply
take the flower to meet Green Clan, who are directly south
of the City. Do that and the Green clan chief Grey Leaf
will have a new task - rescue the elder from Karansul's
domain.
<Karansul's Domain>
As for rescuing Habbura, the guard camp is just north
of the trader. Go in and ambush the Guards that wander
the area, eventually you will face the Commander who is
wearing full heavy armour and carrying an Iron Axe.
Kill him and the Axe is yours. He'll also drop the key
to the stockade and you can now free the Elder. But
first make sure to clear the area of hostiles as the
Elder is badly weakened by his ordeal and he could end
up getting killed by incoming Guards. When you do
finish the rescue, go back to the Green Clan residence
and talk to Grey Leaf. Grey Leaf now gives a quest to
kill the kidnapper of the Elder. He also tells you that
the arrow doesn't belong to any clan. You will now
be able to learn that the Green Clan will be moving to
another residence in the east, in Karansul's Domain.
However, don't go there yet. If you do, this can trigger
a bug that utterly kills your game! Finally, Brissen will
now be recruitable (this usually happens, if not then do
the spy-killing mission first and then come back to
recruit him)!
<Abandoned Mines>
When you decide to kill the spy, go east to the armed
encampment. There are plenty of soldiers plus some dogs,
but killing the Sentry Guards can net you the excellent
Canian heavy army armour pieces. When you find the Spy,
you'll see he's a potent archer. However after all you've
been through, this should be a cakewalk for you. Kill him
to get the Spy badge and and Long iron bow from Spy.
Return to the Green Clan and give the Spy badge to Grey
Leaf, you'll receive a keystone "Celestial Lightning" as
a reward.
Note that a bit to the northeast of your starting point
is the hideout of the Black Clan. They are much mightier
warriors than the other clans and they have alot more
Magicians. However they have no Unicorns to protect them.
So go and in kill for dropped steel and money. Eventually
you can find a chest with the Ultra Effect rune. Note
that despite the quest description, Green Leaf is not
particularly happy about this and so he does not reward
you any further.
<Karansul's Domain>
When you're up to it, nows a good time to grab Karansul's
account. Go east just above the camp where you rescued
the Elder. Keep going and you'll see a small mining camp
to the north on your map. If you go there you'll find
an isolated mine, that you can raid as a quest. Robbing
the place will net you some nice experience, as well there's
a chest with 10 Steel inside of it. So if you haven't been
killing many Woodsfolk, here's an opportunity to get more
steel. Also nearby is the abode of the Old brigand, you
encounter an armed commoner and he has trained dogs all over
his area. Kill them all and look for the chest near his
cabin. Inside is a nice Ultra Effect rune.
Now you can take the long way around to the mining site,
just go south of the lone mine you found. Once you get
past the bridge, you'll encounter hostile dogs. Wipe them
out and continue following the path. You'll mostly
encounter unarmed workers, but there are the odd mercenaries
kicking about. Further up the mercenary count goes up, but
this can be real profitable for you.
By killing them en masse, these mercenaries will net
you some pieces of Canian army armour including a new
type of light armor. When you find what looks like a
giant windmill, go and use it to break it down. This will
alert nearby forces to investigate and so you'll have more
room to look for the Foreman. When you find the Foreman,
you'll see he's a wimp. The guy does have a pretty mighty
bodyguard with him. Still just go in and kill the two.
You'll get an Iron spear from the bodyguard while the Foreman
nets you an Iron mace. The Foreman is also carrying the
notes you need. With that done, go out west of where you
have likely killed the Foreman. On your map, there's a
treasure chest at the head of a nearby river. Go there
and you'll find a very useful Ultra Energy rune. Now go
back and head out west further.
From there you'll find an open gate that has guards around
it. Still you should be able to take them and in the process,
you'll win some nice armor from the mercenaries. Time to
go back to the city and talk to Karansul. He'll get the
picture and tell you about the robbery at the Governor's
house. It was the fault of Baldie Flein and Karansul tells
you to find him in the Abandoned Mine area.
<Abandoned Mines>
You can also take this opportunity to deal with Baldie
Flein. Just go northwest of the area where you killed
the Spy. There'll be plenty of tough brigands and Snow
Tigers to fight. There's even a stockade full of Snow
Tigers, if you wish to pick a fight for more experience.
The two characters to watch for is the Fence and the Killer.
The Killer is a vicious axe-murderer and is the toughest
nut amongst these thieves, while the Fence is a coward with
decent health for such a wimp. The Fence's point of interest
isn't his non-existent fighting prowess, rather he's carrying
a fortune on himself. Kill what you can and go north to
grab the box with the collection. Now return to the city
and talk to Karansul. There'll be a cut-scene with Flein
the Baldie there, it turns out he was the man who had the
Snoop killed. It was his idea to use a Woodsfolk arrow
from the governor's collection to throw off any suspicion.
The person who ordered him to do it, was a guy in grey.
Baldie believes that the Green Woodsfolk saw the grey man.
So now we can safely go on the quest to find the Green
Woodsfolk's new residence.
<City Environs>
If you go east of the Green Clan residence, you'll find
a gate that you can open. It leads to a dangerous area
with Snow Tigers, Snow Elementals and Blue Trolls. Pick
your fights carefully even if you are able to handle them.
Continue until you reach the end point. You'll now be
going to the labyrinth in Karansul's Domain which leads
to the new residence.
<Karansul's Domain>
Now you are in a labyrinth, with plenty of Snow Tigers
and Blue Trolls. The worst of the lot is an Old Blue Troll,
so keep an eye out for it. Keep heading south until you
find what looks like a tree stump with some mushrooms around.
Activate it, otherwise the altar further up will zap you with
lightning. With the altar de-activated, you can now go to
the new residence. If you go north of the altar into a narrow
pass, you'll meet an Adult Blue Troll. Kill it and then help
yourself to the chest. There you can get an Ultra Targets
rune. Talk to Grey Leaf here, and you find out that the man
in grey was actually a woman with white hair. In fact, it's
magician Diera! Go back to the city and talk to Diera.
You'll trick her into divulging her hideout location. Now
you have a new quest, to kill Diera!
<Abandoned Mines>
Go pass the military camp where you earlier killed the Spy.
You'll meet Diera. Diera has very powerful lightning spells
which can strike all 3 members of your team at once and she has
a pair of bodyguards. However she often moves too far behind
the pair for them to catch up to her in an ambush, and armour
with healing enchantment can help immensely against her. Just
go and beat the crap out of her. You'll get an Ultra Effect
rune for your troubles.
Head back to the city to talk to Tilvar about the Abandoned
mines. He'll tell you the reason they are abandoned. Deadly
beings known as Wormheads or Lords of the Dungeons haunt the
place. To get the mines open again, you'll need to convince
Valrasian to give you the keys. Hmm, Tilvar seems to be a
pretty nice guy here for once. Now talk to Karansul, Karansul
suggests you fetch a gold nugget from an abandoned pit and use
that to bribe Valrasian. He gives you the Gate key to open
the path to the pit.
Go back to the Abandoned mines and head northeast of the
military camp. There you'll see the gates, so use your key
and enter. There'll be plenty of Snow Tigers, Snow Elementals
and Blue Trolls for you to fight. Crush all in your way and
fetch the nugget from where it's located on your map. Note
that even though one of the objectives says to find the body
of the dead miner, when you enter a narrow passage full of
Snow Tigers it'll say you found the body and it tells you
to take what he was holding - well no body appears at all!!!
Lovely little bug there.
Return to the city and talk to Valrasian. He is much taken
with your nugget, so he'll give you the keys. It's time to
head back. We're in the final stretch of the Ingos missions.
The trek into the Forbidden Catacombs will be very dangerous.
So you might wish to invest in strong Protection from Lightning
spells and upgrade your Protection from Fire, if you hadn't
done so before.
Going to the mines' outer quarter, you'll encounter a Blue
Troll and assorted Snow Tigers. Smash through and you'll
encounter brigands, including a bunch of Veteran Brigands
who are loaded with money. Slaughter these and take your pick
of the 3 tunnel entrances. The further west you go the
quicker, you'll reach the "believed" location of the Princess.
Of course, you'll encounter more monsters along the way.
<Forbidden Catacombs>
Anyways, inside there'll be plenty of powerful brigands,
including the Brigand leader. He's found in a lair that
has 2 chests with 10000 and 15000 gold! He's a mean bastard,
who has strong armor and a steel axe - so he hits hard and
can take it too! Lightning is your friend and Brissen can
hold him at bay with his sword skills. The bum only drops
the North lever and money, so no new weapons or armor this
time.
You'll need to go east, along the way you'll encounter
more Giant Rats, deadly Fox-bats shooting lightning, and
devastating Red Evileyes who shoot powerful fireballs.
All you can do is be careful and look for a turn-stile to
use the key on. If you have to fight the Fox-bats, try
to isolate them with fireworks spells. Against the Red
Evileyes - haVe some distance between your wizard and
fighters, this will keep the Evileyes from targeting your
wizard.
Keep going and look for a nest of 3 Stony Harpies. They
can blast you with devastating Celestial Lightning spells.
Still you should win through. When you do, go north of the
nest and follow the path until you reach the next turn-stile.
You don't need a key to activate this. So use it and go
through the door that opened. Head on south and eventually
you'll find a southern turn-stile, use that and you can
go through a previously locked door surrounded by water
and high on a ledge. This has an Ultra Effect rune.
You will now encounter Wormheads, who blast you with Lightning
and Celestial lightning. They also use Haste on themselves.
However, they are really unhealthy and will go down quick.
Continuing forward, you will find the lair of the Wormheads.
None of these guys are a big threat and so you can mop the
floor with them. Likewise roughly in the same area are Stony
Harpies. They also tend to use Celestial lightning to blast you
as well as the odd Lightning, these Stony Harpies stay together
in one room so you can avoid them if you wish. The most powerful
creature in the catacombs is the Old Stony Harpy, you must get
past her to reach the Princess and you can sneak by, but killing
her can net you well over 100000 gold! Okay, if you use the
switch to the northeast, you can get the ol' chest near the
Brigand's lair. This has 3 medium Healing vials for you! With
the way clear, go and strip your team of all their equipment and
spells. Trust me, you'll want to have the extra equipment!!!
You might also want to return to the city to get your equipment
repaired... it'll be a while before you can get repairs and you'll
be fighting enemies that can really tear it up on your equipment.
Find the Princess and talk to her. Her real name is Lu-a-Jalla,
and she tells you of her seperation from her true love At-Zarko.
She also tells you of her kidnapping by Diera and the Joon
treaty with the Wormheads that allowed her to escape the
Brigands. Take her back to Gipath and Tka Rik will have you
go to Suslanger. You might want to have some Hard leather
remaining and bring over some fire and lightning spells, before
you set out.
Remember the Khadaganians from before? Well unfortunately,
you'll be facing hordes of them with even more elite troops
amongst the bunch. So be prepared for gruelling battles! Also
this is the last third of the game, so be willing to fork out
money for the best equipment money can buy - as you will not
need any more cash when this area is done. Top class
Khadaganian enchanted items are a must in Suslanger, if you
don't want your weapons blunting themselves on the enemy or
watching your foes cut your armour to shreds.
3) Suslanger
The moment you arrive, you are captured and stripped of all your
equipment. You wake up and see a pair of bald thugs Aiset-Bek
and Kardaur talking about the new "slave" and a little game they
wish to play with you. You are now the target for the military
to train on. Also beware of giant spiders sent for hunting
fugitives. You have only a Bronze sabre and a pair of cheap
pants. Damn, not a good way to start! Oh well time for the
most dangerous game.
<Death Canyon>
This area is one big military training ground, so it's crawling
with young rookie soldiers - archers with powerful crossbows,
warriors carrying sabres and magicians with lightning spells.
While the archers are easy to take down with their slow reload time,
the warriors can be dangerous if you are a poor swordsman and the
magicians will quickly whittle you to nothing with their lightning.
To help you are 3 magic obelisks or fountains, the first is nearby
and will cast a long Strengthen spell. Between the soldiers and
Haunt Spiders, you'll be in serious danger. Avoid a head-on fight
and sneak past or backstab your foes. There's also 2 chests
that have 50000 gold in them. The next fountain will have a
lot of Haunt Spiders, this fountain will cast Night vision. Also
near this fountain, on the map there'll be a small niche with a
big red mark, right now this area is empty but it'll be of
importance soon. Finally the last fountain will cast Healing.
If you continue along much further, you'll be in a tight area with
a pair of magicians, to avoid them - go back to the 2nd bridge
linking to the Healing fountain and cross through the other side
before crossing back with the northernmost bridge. Don't go to
the cave section to the northwest, it's guarded by a mighty
Imperial Guardsman. Instead go to the northeast and immediately
enter in the military compound. Trying to explore the area around
it, would not be good. There's a lot of strong Guards all over
the place so you'd be committing suicide. So go to the designated
area and it's back to the prison for you.
A girl called the Odalisque appears in front of your cell. Talk
to her and she will offer to help you escape. You now have full
control of her. The Odalisque has virtually no fighting ability
and low health, but she's a fantastic sorceress in the Sensory
category. Amongst her spells are invisibility and silence. So
cast these two spells on her and explore the area a bit. While
regular guards can't see her while she's invisible, the wandering
warrior-magicians can, so be careful. Now head east and look for
Kardaur, when you find him - go and steal from him. You'll get
the key, so return to Zak and free him.
Now it's Zak's turn, he'll now be fully equipped. Have him use
sneak about and evade the guards until he can exit the prison gate.
If you are good at backstabbing, try to kill as many guards as you
can (if you can do it, then a complete massacre is easily the best
option). Now head north and you'll see that Kardaur is guarding the
compound gate. Kardaur is a tough nut to crack especially with his
adamantite armour. Since you must kill him, you should wait until
his back is turned and then stab him in the head as he has no helmet.
When he's dead, take his key and activate the lever next to him.
The lever frees all the animals in the compound. If you don't use
the lever, in a fairly short time, all the surviving guards will
get your scent and run after you - since they never lose stamina,
they'll quickly catch up. Now use the key to open the gate and leave.
You're back in the place you first started from, but now you're
well-equipped. The Haunt Spiders are back, but the young punks
chasing you before have been replaced with Black Banshees who have
powerful lightning spells. So make the run as you did before, taking
into account your newly re-armed status.
Remember the empty niche that was marked on your map, there'll
be a small camp of 3 young Warriors and their Archery Instructor.
Kill these guys for an impromptu quest and you will get a very lovely
Mithrill heavy crossbow from the Archery Instructor's cold dead hands.
Make sure you do kill them as there is no returning here after you
leave the Wormheads's Cave. Continue on but instead of going northeast,
this time head to the northwest. The Imperial Guardsman has been
replaced with a far less powerful, special Young Warrior, though he's
still quite tough - his armour is of a cheaper design but it's made of
adamantite. You likely won't be able to backstab him, so try to give
him a taste of lightning in your weapons.
<Wormheads's Cave>
There are some old friends here, in the form of Lava Elementals
and Giant Rats. Unfortunately the Giant Rats here are viciously
big and can really wear down your already damaged leg armour.
Hopefully you remember the Protection spells from earlier lands.
The Black Wormheads are dangerous in large numbers as they're
significantly tougher than the ones you fought in Ingos and use
more devastating Lightning and Celestial lightning. Add some </pre><pre id="faqspan-3">
Green Evileyes and it gets pretty ugly without some Protection.
The worst though would have to be the Grey Harpies. Indeed,
the meanest creature I found there was a solo Veteran Grey Harpy
who is actually invulnerable! What makes them so dangerous is
their heavy use of souped-up acid spells including Acid Cloud.
Still whenever you get the chance to isolate and backstab - go
for it, especially against the Black Wormheads who drop Meteorite,
the strongest metal in the game!!! Your new Heavy crossbow will be
pretty useful here, especially if you're a good enough marksman
that you can pull off head shots on a regular basis - possibly
killing some creatures in a single shot.
East of your starting point is a drawbridge. This unfortunately
has been raised. You'll need to find the lever controlling it
to your south. The lever area is guarded by some Lava Elementals
but by now you should be able to pick them off without help.
Activate and cross the bridge.
Now to get to the exit, you'll need to find the next drawbridge.
It is also raised, so you need to find the switch on a tiny island
to the southeast corner of the Wormhead's temple. The temple is
guarded by a mighty Veteran Grey Harpy, so avoid her as she does
her patrol and then crawl down to the island. Kill the Lava
Elemental and turn on the switch. Leave through the temple and
go to the now lowered drawbridge. Cross it and you're home-free.
However try to destroy as much as you can, once you leave you
can't return!
You have found your way to Last Sanctuary and get to meet a
resistance movement, who will help you once you prove your
worth to them. There are a number of mighty companions
available but they won't join you yet until this quest is
complete. You must recover the Emperor's seal from a Cyclops
lair.
<Necromancer's Desert>
Head northwards from your starting point. There'll be plenty
of Hyenas which should be easy for you to take down. Too bad
there's also Veteran Black Banshees who are vicious in melee,
Old Spiders and even a Veteran Sand Ogre in the immediate area.
Note that Sand Ogres carry rare and valuable meteorite, if you
manage to bring one down! Avoid these unless you're confident
you can take them and your equipment is in good shape.
As you go further north, you'll eventually see Green Evileyes.
Kill any in your path, as you'll need a clear way back from
the Cyclops. When you kill enough, continue north and you'll
see the Cyclops. There's no way to sneak past him, but for
now leave him be. Instead go to the narrow passage to his
northeast. There are two Green Evileyes there and they'll
join forces with the Cyclops if you steal the treasure now.
Kill the two Evileyes, and you'll have a lot less problems.
One way to lure them out is to use Clairvoyance to detect the
Evileyes and shoot at them from long-range before running away.
They'll follow, but the Cyclops can't. Ambush the Evileyes
with vicious melee attacks, as you spring from an angle where
the wall cuts off their fireball attack until it's too late.
When they're dead, remember to turn off attack mode and
run to the chest where the seal is. Grab the contents and
run away. The Cyclops will nail you with a few stones, but
he's too large to leave his lair. So you'll be safe soon.
Heal up any hurts in case you bump into some more enemies,
and then go back to the Last Sanctuary. If you have a Black
Banshee following you, it's possible to outrun it as they do
move pretty slow.
You are now officially accepted as a Brother to them. Brother
Blacksmith will be happy to deal with you and he's got some
awesome items for sale! The valuable steel you had to win in
Ingos, is worse than the least of the metal he sells! So truly
there are excellent items to buy in this land. Just prepare
for the costs, as they can run you over 2 million gold for magic
weapons!!! Alas Brother Blacksmith has no leather to go with
his leather armor blueprints so you'll have to bring your own
if you like that kind of stuff. Now sell that heavy crossbow
you won, Brother Blacksmith can eventually duplicate it and your
party will have some serious firepower to menace the enemy with,
once you put some spells and meteorite in it. If you have the
money, use the meteorite you won in the Wormshead's cave to make
reinforced armor - Brother Blacksmith has the best armor design
next to the Joon items you get at the end; the one Suslanger
encounter where the enemies drop armor, well it's not as good
as Brother Blacksmith's reinforced armor design. Brother
Blacksmith also has the best wand design around, so you might
want to make a meteorite version.
Brother Blacksmith is your source of spells here, and you can
toggle between buying in his equipment shop or his magic shop.
The spells he sells are very potent, but come with a nasty price
tag. Since his focus is on acid spells, he has no spells of other
elements. This is bad as the lightning spells you got earlier
are more useful as almost all of the human enemies you face are
wearing strong metal armour - if you don't have an adequate number
of lightning-based spells, then sell one of each type that you
do have so he can duplicate them for you. If you have any fire
spells, you could also sell those to him for duplication, but
that's more of a novelty. Additionally, Brother Blacksmith sells
Ultra runes, but lack the regular kind. So sell him some regular
ones for duplication and then you can mix-and-match to squeeze
every last ounce of potential for your enchanted items! As for the
party, Kharad and Fayrakh will join you. Now you have some serious
backup!
Now talk further with Brother Blacksmith and you will get a
quest to kill Whip-Aga and Lash-Aga, a pair of slavers. You
can also talk with Sahilia, she won't join you yet, but talking
with her will set you on a quest to find the Joon artifacts
that she stashed away. You'll also get a letter of invitation
from her as a quest item. This nets you a quest to meet the
collector of Joon artifacts, so that you can get info from
him. Additionally go down to near the entrance where Brother
Blacksmith found you from the Wormshead's cave, there you will
find Kehel. He will give you a quest to find and kill a Harpy
found in the Necromancer's desert.
Hopefully you have massed millions in cash, as you can really
benefit from the new equipment - especially since your new
friends are poorly armoured and lack missile weapons. With
new equipment and new allies, you'll be well set for your
expedition.
<The City of Suslanger and its Environs>
It might be best to fight the slavers first. When you enter
the desert, you will have to battle Strong Black Banshees of
the scythe and lightning stone types. There are also Hyenas,
but with your new friends - these animals will get crushed
with ease. Provided they've been given good armour, your party
should also have no real problems with the Banshees. The worst
threat you can face is a small Blue Dragon that is just south
of the area you start from, so avoid it when you see it.
Now continue on to the area, shown on your map where the 2 Slavers
are marked. Go down and cross the central bridge, but be sure
to kill everything in the immediate vicinity-not just the guards.
The guards are in cahoots with the Hyenas and Black Banshees in
the area, so the more you thin out before you take on the bridge -
the less possible reinforcements for the guards, who include
Female Guards that are archers with crossbows. When you wipe
them out, go past the bridge and start hunting. Whip-Aga is to
the north while Lash-Aga is to the southwest to your location.
It'll be easiest to take on Lash-Aga first, so head southwest
until you see a guard standing on a strange looking bridge. Kill
him and you'll see a ton of unarmed Peons. It sounds ugly, but
kill the Peons! These Peons will alert the Veteran Guards in
the area, so make sure to wipe them out. Luckily these mighty
Veteran Guards don't move about in patrols, so both Slavers will
be without escort. Still both Slavers are almost as tough as a
Veteran Guard, so be ready for that. Anyways, if possible
backstab Lash-Aga or fire upon him to draw him well away from
any Veteran Guards. With your party jumping on Lash-Aga, he
should perish fairly quickly. Lash-Aga's foul corpse gives
up a Mithrill heavy spiked mace.
Now go back through the strange bridge and onto Whip-Aga. First
clear out the patrolling Banshees and Hyenas, then continue north
to the field that Whip-Aga is managing. Luckily he'll be alone
as his Peons are further north of him. So fire a shot at him, to
lead him out. Jump him with your friends and soon dead Whip-Aga
coughs up a Mithrill battle axe. Return to Brother Blacksmith
and he will give you 3 pieces of Meteorite. He also explains why
the Peons were helping the Slavers. Now talk to Brother Khatul,
he's a bit displeased by your actions but is understanding. He
also realizes that you could use a bit of help so he asks you to
talk to Brother Blind for some training. Talking to Brother Blind
will net you a hearty +3 Dexterity!!!!
<Necromancer's Desert>
Hopefully you didn't have too much trouble with the
Slavers. If you don't feel quite ready for them, then you
could try to kill the Harpy that Kehel was talking about.
In any event, this can be a pretty rewarding side-mission.
Go south from your starting location, as you go further there
will be Old Spiders and Very Strong Banshees to fight, so this
could be quite dangerous except that you'll likely be fighting
them one at a time (they're usually isolated enough that they
don't notice nearby battles). Keep carving your way south,
and you'll eventually find the Harpy flying about. You should
actually leave her alone first. Instead use your Fireworks
spell to lure her outside of her lair and then go inside.
There'll be 3 Old Spiders, kill them and then go attack
the Harpy. Otherwise, if you fight the Harpy outright - the
Old Spiders will quickly track you down and attack. Even a
fairly well-equipped party would go down under that assault.
The Harpy drops 3 Meteorite, and to add on top of that - Kehel
will give you 40000 in cash and the Acid fountain keystone.
With that done, time to go back to your main quest.
<The City of Suslanger and its Environs>
Now remember to avoid that Blue Dragon, and go southeast to
deliver the letter. Kill what is convenient and sneak past
what you can't fight. There are a number of Veteran Soldiers
in addition to the normal assortment of riff-raff that we
saw before. When you get to the city, watch for the pair of
Veteran Soldiers watching the gates. Use Fireworks to lead
them out one by one and assasinate them. After that go inside
and you'll unfortunatley be massacring as many civillians as
you can! Yup, that's right as soon as you get inside - fire
away with the magic. Any citizen that sees you will alert
the nearest guard! Oh well, at least the citizens are chock
full of gold. In addition to the regular Guard complement,
there's also a Veteran Soldier who is an archer. Provided she
doesn't get back-up she should still be easy to take down.
If you go to a gated zone in the south section, there'll be
a door. Don't open it as it leads to more guards including
Warrior Mages. Keep assasinating and sneaking until you get
all the way in. Use the Letter on the area indicated and now
that particular mission is complete. That quest is done, but
something more needs to be done before you can continue further.
Go southwest past the bunker, there will be Veteran SOldiers
but they are quite isolated. The most common foe you will
encounter will be Black Banshees and Hyenas plus the odd
Spider. These should be no problem for you by this time,
so just keep on progressing until you find a broken building
with a chest. Keep an eye out for more Guard patrols and
beasts, assasinate your foes until the way is clear. Go
open the chest to collect the Collector's things. With that
done, return to the Last Shelter.
Brother Khatul will confer with Brother Blacksmith for a good
location to meet the Art Collector. Sahilia still won't join,
but she's impressed by your thieving talents and gives you a
quest to rob a rich manor. So two new quests in the area.
The easiest to do of these is Sahilia's robbery. Go northwards
from your start and you'll find a mansion with a locked gate.
Now further up is a building that you can enter, go there and
soon a very weak Veteran Guard will see you and attack. Go
and jump him, when he's down he'll cough up the Key. So take
the Key and open the gates. There's only a regular Guard and
Female Guard protecting this fortune. Kill the two and open
the chest for a nice 100000 in cash. Go back and talk to
Sahilia and now she'll be willing to join you for further
larceny.
Now for the Art Collector, go to the market square indicated on
the map. This is where Brother Blacksmith gets his supplies and
its a good meeting place for you and the collector. Unfortunately
a guard patrol has come and slaughtered a lot of the people at
the market. You'll have to kill the patrol which has 3 Guards,
2 Female Guards and 2 Warrior Mages. Your best bet is to backstab
the Warrior Mages and that'll greatly increase your odds. Next
find whatever opportune victim is around and assasinate them.
Pretty soon you'll have wiped out the whole squad - whose every
member is carrying new armour for you - Mithril Forged items and
Mithril Lamellar items. You can now enter the zone and when you
do so you'll get into a heated discussion. The Art Collector
had met the Joon youth but he was kidnapped by "scientists".
Later on the kidnappers themselves were jumped and killed by the
necromancer Taivo and his men, so now the Joon is missing. So
it's time to talk to Kehel again. Kehel mentions that Taivo has
an enemy called Kholai and you could find Kholai at the northeast
of Necromancer's desert. So it's time to enlist Kholai's help.
<Necromancer's Desert>
It'll probably be easier to start off from the southeast
entranceway as there's a lot fewer Old Spiders and Very Strong
Banshees, plus you have almost no chance of encountering the
Red Dragon in the middle of the desert. However, instead you
will meet a number of Zombies of varying strength and Hungry
Ghouls. Fight them and you should prevail - just keep following
the trail of ghastly ornaments until you reach the point of
Kholai's tower. His tower is blockaded by 2 Female Guards,
a Guard and a Necromancer so it should be easy to kill these
ruffians if you draw them out. Also in this area are a bunch
of buildings, these contain Hungry Ghouls so fight them if you
wish or just leave their doors shut. Also to the Northeast of
Kholai's tower will be some Sorceror Shadows, fight them if you
wish. If you do fight the Sorcer Shadows, keep in mind that
they are masters of Acid Blast and Acid Fog just like the Grey
Harpies you fought earlier. When you're done go to the exit
zone. When you do so, you can go see Kholai. He wants to
humiliate Taivo by having you steal one of the scientist's
corpses from under Taivo's nose. Kholai also has a magnificent
present for you - the awesome Special Cuirass!
Armed with this new treasure, you should be well-equipped for
handling your new task. Now there are 3 entrances to the
compound. Unfortunately each is well guarded by Veteran Soldiers.
There's also a much smaller compound to the southeast of our
destination, and it's quite close to the southeast exit point.
Best not to take that one on unless you're really ferocious, it's
guarded by 2 mighty Imperial Guardsmen. If you are strong enough
to gut them, you can get over a million gold from them plus they
drop meteorite!
Anyways regardless of which entrance you take you'll need to
beware of patrols which includes a few Old Spiders, Guards and
Veteran Soldiers. Since the compound is so large, it should be
fairly easy to evade or pick off these patrols. Of the 2 marked
laboratories, go to the one that is more southwest. This is the
Commandant's home and he's a potent necromancer himself. He'll
be guarded by a Skilled Zombie and Female Zombie Guard, so try
to take out the Commandant as quickly as you can so that you take
less damage from his lightning. Then you can quickly mop up the
Zombies. Besides the key to Taivo's lab, the Commandant also
drops a much valued Long mithrill spear.
Now to go to Taivo's lab, unless you really want a huge fight
try to avoid going through the centre of the compound. There's
a large pack of Ghouls and they're backed by a powerful Necromancer.
If you wish to fight them, then lure them out and pick them off.
Now before you go to Taivo's, you should be prepared for a similar
fight to the Commandant's. However this time it's just a regular
Necromancer, so kill him and his Zombie friends and grab the
Scientist's head.
Beware there is an Imperial guardsman lurking near the middle of
this compound. Also in the southwest, there is one unusually
dangerous lab. This one not only has a Necromancer but he has
an entourage of four unusally powerful Zombies. This will be a
very brutal fight. If you could do these, you might as well clear
out the other labs, which typically house a Necromancer with a
couple of Zombies of decent power. You can always try hunting
the Guards and Veteran Soldiers who lurk outside the compound
walls - there's alot of them but they're too spread out to do
much (also there is 1 Imperial guardsman to the southwest of the
compound on the outside of the walls).
Go back to Kholai and he'll conjure up the Scientist's spirit.
The spirit tells you that they were jumped by some horrible
creature and the Joon escaped by changing shapes and teleporting
out. Kholai says that such a teleportation in such a short time
had to be done by a magic item. So now you are to search for this
amulet, which is located in a mansion to the northeast area of
Suslanger.
<The City of Suslanger and its Environs>
So go to the northeast and you'll encounter lots of Hyenas.
Wipe the floor with these mongrels and enter the mansion.
You'll encounter a Necromancer and some Zombies, but nothing
exceptional. Kill them and further up will be another
Necromancer with a Warrior Mage sentry. Kill these guys
and grab the amulet.
Returning to Last Sanctuary, talk to Kehel. Only a Great
Magician can tell where the Joon teleported to. So you need
to return, but to do so you'll need to go through the portal
that you came from. Ugh, so talk to Brother Khatul and he'll
have Brother Faceless go direct you to the Portal. Gee,
doesn't Brother Faceless look rather familiar.
Get ready for anything then, but I would strongly suggest
loading up on the strongest meteorite armour you can get, make
some Carved meteorite wands with constant Hasten or other spells,
and outfitting everyone with enchanted Heavy meteorite crossbows
will help as well! In any case, this is the last stage of
Suslanger and where money is concerned blow it all, if you
save money here - it should only be for using it towards
harnessing any more meteorite you win on this stage.
Definitely money has no meaning, after you go through the
portal - so spend freely!
<The Portal>
Go to the point northeast of your starting position. On your
map, you'll see an estate with a treasure symbol. Inside will
be a pair of Private guards. Now outside of these guards and
the local wildlife, the only "hostile" is a Citizen. No
opposition at all. So wipe them out and look for a chest to
the east of the main building of the manor. Inside is a
whopping 1000000 in cash!
Now head south, you'll go through cultivated fields so expect
a bunch of peons to rat you out. Throughout these fields will
be Slavedrivers, who are just souped-up Guards carrying heavy
spiked maces. They're tough but nothing you can't handle.
Fight through these and look on your map for another bit of
treasure. It's at a narrow ledge behind the long wall. Go
there and pick up a Feeblemind keystone for your troubles.
During this trek, you might encounter a Sergeant and a pair
of Imperial Guardsmen, including one Imperial Guardsmen who's
actually an archer. Yup the whole southern area is just
crawling with the best of Suslanger's warriors. Besides the
usual melee troops, these Imperial Guardsmen also have archers
and warrior-mage types to round out their numbers. Well at
least barring the Sergeant, these guys all carry Meteorite.
Plus even the Sergeant can hold over a million gold. If your
equipment isn't all meteorite, then return to Last Shelter
and convert them, as you off more of these Imperial Guardsmen.
Muck things up as much as you can, before you go to meet Brother
Faceless. Proceed east and you'll find a small walled town.
Nothing in it except some peons and citizens. Going further
and you'll meet plenty of Old Spiders and you'll come across
another cultivated field. Kill off a few more Slavedrivers
and you'll soon be arriving at the meeting spot.
Brother Faceless tells you that the portal is in the southeast
but to activate it you need more than your single piece. You'll
have to assasinate the commander of the region and steal his
portal key, as well you'll need to get keys to disarm traps in
your way. His info is good, but alas Faceless reveals himself as
Erfar. Erfar turned out to be Suslanger all along and was only
looking for a meteor that crashed in Gipath. He has a large
gang of young warriors out to ambush you. Hopefully you have
strong armour and some crossbows? While a there are a few good
swordsmen amongst them, the majority seems to be just archers
and there also 3 who are magicians. Take out the magicians and
the melee types first, then start showering arrows back against
the archers. Hmm, our old friend Erfar didn't get to play
chicken this time and so he gets to perish along with his thug
friends. Alas Erfar is a tightwad and only drops a single gold.
With this out of the way, avoid going southeast as that leads
to a Blue Dragon, instead head for the main area of the city.
The city walls are guarded by 3 Imperial Guardsmen and an
Imperial magician. Take them out if you could, and then go
go out west past the cultivated fields and then head south
through this less heavily-guarded region. Had you gone through
the main gate, you'd be instantly detected by 4 Imperial Guardsmen
including one Magician. Still there'll be plenty of Imperial
Guardsmen in your path, including a large number of them with a
Corporal in a fortress in this western area. There are also some
guards of lesser stature and a few citizens kicking around here
and there. Do what you will and then head southeast to look for
a bridge. This bridge is guarded on both ends by a pair of Veteran
Soldiers. If you've been able to dispose of Imperial Guardsmen
then these guys will prove no problem. When you're past, you're
now to look for the Portal Key holder.
Go past the bridge and then go north. You'll meet Veteran Soldiers
at regular intervals. Avoid or kill 'em, and eventually you'll
see a crossroads. Don't go north or you'll trigger all the
Imperial Guardsmen of the main gates. Instead turn east and a
bit to the south. You'll encounter the Portal key holder, who's
easy to take down. Now return to the path and head east until
you find a pedestal. This is one of the altars that activates
the traps. Luckily the Traps Key Holder will do regular rounds
to maintain the altars. Hang around your altar a bit but don't
proceed futher. When you see this lonely soldier, draw his
attention and lead him safely towards you. Kill him and take his
Traps key. Use that and you can safely proceed through this passage
to the fort. Now there will be a second bout of traps. Head
southwest until you find another altar. Now stay still unless
you're attacked. Look for the altar on the opposite side of this
trapped passage. When you find, cast clairvoyance on it. You'll
see this second Key holder. Save the game and move about a bit
further, you are to lure the soldier out with fireworks. Unless
you've modified your fireworks spell with increased range, it'll
be tricky finding the right spot to connect with the Key holder.
Do your best and when you lead him out, kill him and deactivate
the altar.
Bypass the Imperial Guardsmen in whatever fashion you can. Now
go and check out the bridge, there are 4 Imperial Guardsmen around.
If you kill two of them, this will leave you enough space to move
about freely if it's night. Do so and you can leave east through
the bridge. Now go and hunt down each Veteran Soldier (there'll
be archers and magicians included), and kill them all. Had you
not killed them, the moment you tried to use the Portal key -
they will attack you. Now you can just use the Portal key on each
of the indicated stones. Once you get both east and west stones,
you will have activated the portal. Go inside and prepare for
the very lame climax and ending.
The Great Magician is a bit pissed off at finding out you don't
have the Joon youth. But wait, oh it turns out that all along
you were the Joon youth At-Zako. Now you must defeat the Curse
that wiped out your people, but you have help from the Great
Magician himself. He will sell you unique diamond equipment which
seems really great, as it's even stronger than meteorite - why he
even does it for free. He also sells spells for free, so use this
opportunity to make the most powerful magic items you can. Too bad
the Curse is not fazed by anything you can throw at him and unless
you've been augmenting your health, you can't withstand the amount
of damage he can level at you in one spell, regardless of how tough
your armor is. The Curse is pretty much immune to you. In fact,
the way that I beat the Curse is to let the Great Magician win it for
me. First I casted Strengthen on the Great Magician, this greatly
increased his maximum health. Next when the Curse appeared, I casted
Weakness on it to reduce its maximum health. I just let the Great
Magician attack. The two ended up killing each other and I won.
If the Great Magician goes down first, then you'll likely just die.
With the Curse dead, you'll gain a crap load of experience points
that means nothing (there's no New Game+ option) then up comes a
lousy video clip of the dying Curse and a burning Joon temple.
Thus ends the whole game. Man, that was absolutely pathetic!
Equipment, Item and Spell Descriptions
======================================
Most of the stats for items are pretty much self-explanatory.
Two of them are a bit different from the usual RPG format.
Energy is the amount of stamina inside an object, this fuels
any spells that have been placed on an enchanted item.
Complexity determines how complex a spell that an item can
hold. While some items can be bought off the shelves, many
in this list had to be built from scratch.
Personally I'd hold off on buying any starting design for
equipment - except for swords, wands and Khadaganian reinforced
armour. You can almost always find better quality items than
the ones that are first available in a shop. As well the best
materials of a particular land have to be found and not bought.
Meteorite is the best material for weapons and armour, until
you get Diamond items at the very last mission. Meteorite is
only available in Suslanger. For the people of Ingos, the top
material is Steel. Steel is a fine metal for your equipment
until you reach Suslanger, where even superior Mithrill and Red
Dragon hide items are considered the bottom rung and Steel doesn't
even place. In terms of picking weapons to specialize with, note
that crossbows are only available in Suslanger (those are their
only missile weapons) and it is only in Gipath that you can
start out being able to buy a basic spear or axe - in the other
lands, spears and axes must be found.
In terms of spells, until you get to Suslanger - there are no
Ultra runes available for sale. However Suslanger lacks the
regular runes for enchantment. Each land only has keystones
to one particular element, except for the last mission. Gipath
only has fire, Ingos only has lightning and Suslanger only has
acid. Of these, lightning is by far the most useful. Fire
spells have okay range and use less stamina, than any other
spells but the effect is rather weak. Acid spells have strong
effect but it requires tremendous stamina to cast, and the range
is absolutely pathetic. Lightning does not use much stamina and
has fairly good effect, additionally the spells have the best
range and will always strike instantly. As well many opponents
wear metal armour that is vulnerable to lightning.
Also Protection from lightning is the most practical of
protection spells, though Protection from fire has its
moments too. Lightning is the most common element you
will encounter, once you leave Gipath. Foxbats, all
magician-types outside of Gipath, Unicorns, Stony Harpies,
Blue Dragons, Wormheads and certain Banshees use lightning.
Magicians in Gipath except the Brigand Chief's wife,
all Evileye varieties, Red Harpies, Willow'o'the wisps,
Bats and Red Dragons use fire. So you face fire fairly
regularly, though the instances drop off tremendously
outside of Gipath. Acid is faced by far the least, the
only common creature you face that uses acid are the Toad
varieties and these are only in Gipath. Otherwise only
Grey Harpies, Sorceror Shadows and Green Dragons use acid,
and the vast majority of these you face before you have the
chance to buy Protection from acid. Protection from magic
comes way too late for it to do any good and it is an
extremely demanding spell in complexity and stamina cost.
Paralysis, Feeblemind and Teleport sound good in title, but
they have little value as they are very complex, require
tremendous amounts of stamina and have ridiculously short
durations. With Paralysis and Feeblemind, you won't notice
their effects unless you use a large amount of Ultra runes
to improve them. Clairvoyance is rather iffy as the area
is a bit too small to start with, though this can be greatly
improved without too much hassle. Field of Vision has some
uses especially for certain quests but it's mostly a novelty
item. Silence and Invisibility are useful and last long, but
their effects aren't absolute. Haste and Deceleration can
be quite effective, especially after some modification. Night
Vision, I can't really notice any improvement, but I could be
wrong. Of the various Filter runes, only the Friends and
Enemies Filter are useful. The other Filter runes are truly
useless as they only apply to a specific creature type;
to top it off these creatures are fairly weak overall
and only exist in Gipath.
The most useful spells I found for myself were: Fireworks,
Strengthen, Weakness, Healing, Regeneration, Eagle Sight,
Lightning and the various elemental wall spells. Note
that this is just based on my personal experience and you
may see things much differently.
1. Quest Items
**************
These are items that have some bearing
on your various quests. Sometimes they
just need to be shown but others need
to be used on something.
White wolf's head
------------------
A trophy gained after a dangerous hunt;
it will also prove that the leader of
the wolfpack is really dead.
Chisel
------
The steel chisel is one of the tools
stolen from Master Babur.
Bodkin
------
A steel bodkin is one of the tools
stolen from Master Babur.
Redhead's map
-------------
The map taken from the brigand called
"Redhead".
Cave bridge mechanism
---------------------
A part of the Cave Orcs' drawbridge.
This will lower the bridge in the cave.
Sarcophagus key
---------------
The key to the sarcophagus where the Orc
leader keeps his treasure.
Magic bit
---------
Magic bit which might be of interest to
Estera the Witch.
Traps key
---------
A figurine which can switch off magic traps
(use it on magic obelisks).
Cage key
---------
Use this to open a cage
Goblins' sacred object
----------------------
The head of the First Goblin worshipped by
the tribe. The Goblin leader would pay
dearly to have it back.
Island Orcs' mechanism
----------------------
Use it to lower the drawbridges to the Orc islands
in the river delta.
Magic orb
---------
A mysterious magic orb which the Orcs worshipped.
Hide with letters
-----------------
The Orc "document" which tells about the Blue Stone.
Try showing it to the Chief.
Sack of gold
------------
Just what it looks like: a big, heavy sack full of gold.
Note in Orc language
--------------------
You will need the Orc alphabet to translate it.
Orcs' records
-------------
There may be alot of interesting things in these. You
should show them to Witch Estera.
Dragon amulet
-------------
This can suppress a Dragon's will, but it can only be
used on one Dragon at a time.
Orc ABC - book
--------------
Without it you will not be able to translate Orcs'
records which the made using their own letters.
Letter to Orcs
--------------
This will servet as proof that the murder of the Chosen
is indeed planned.
White flower
------------
A healing plant capable of curing many diseases.
Big shell
---------
The Lizards' idol, a symbol of peace. Lizards behave
less aggressively near a shell.
Crystal
-------
The Witch uses such crystals for her spells.
Crystal
-------
The Witch uses crystals like this for her spells.
Book from observatory
---------------------
This contains information which will open the way
to Dead City.
Poison
------
Poison issued by the Dragon for the mission.
Note from abandoned camp
------------------------
A note written in strange language. Chief Erfar
may know it.
Claw
----
Use it to switch off the trap near the bridge
leading to the hermit Lizard's lair.
Dam lever
---------
Use this lever to control the Orc dam.
Airy's jug
----------
The jug Airy used to take with her.
Gear to the bridge over the ravine
----------------------------------
A part of the drawbridge across the
dry ravine. You have to cross it to
get to Shei-Var.
Key to ogre Gym's coffer
------------------------
This key will help you to open Gym's
coffer.
Key to ogre Utundry's coffer
----------------------------
This key will help you to pen Utundry's
coffer.
Key for altar
-------------
Use it to switch off the mechanical killers
- the Golems.
Arrow
-----
The snoop who was looking for the Princess was
killed by this arrow.
Skins
-----
Skins are good merchandise, but people in the
city will not pay a decent price for them!
Green leaf
----------
The one who has a green leaf can switch off
a magic trap.
Sacred flower
-------------
The Sacred Flower of Woodsfolk's Green Clan.
They would honor the one who brings it back.
Woodsfolk cage key
------------------
Use this to open the cage.
Notes
-----
They will prove useful later on!
Spy's badge
-----------
This will serve as proof that the spy has
been avenged.
Box with collection
-------------------
Part of the collection of rare weapons stolen
from governor Valrasian.
Gate key
--------
The gates block the way to the abandoned pits.
They cannot be opened without the key.
Nugget
------
A golden nugget left behind by the workers
during their escape from the pits.
Mine key
--------
You must use this key to reach the mines.
Key to the cave passage
-----------------------
This key can be used to open the passage in
the deepest part of the dungeon.
Letter to collector
-------------------
This letter must be tossed to the Joon antique
collector's house.
Collector's things
------------------
Part of the collection stolen from the house
of the Joon rarities collector.
Key to mansion
--------------
The key to a rich mansion.
Key to Necromancers' laboratory
-------------------------------
The key which opens the laboratory where the
scientist's body is kept.
Scientist's head
----------------
The remnants of the scientist whose spirit
can tell you all about the young Joon man.
Fractions of teleport amulet
----------------------------
Those shreds would tell a skilful magician
where the teleport has been directed.
Portal key
----------
Use this to activate the Portal.
Traps key
---------
The key to the magic traps of the Portal
defense.
2. Items for sale only
**********************
These are items that have no practical
value. However they do have monetary
worth that could be anywhere from 1
gold to several thousand gold.
Wolf cub fangs
----------------
Sell: 1 gold
They are inexpensive, but you can always
sell them.
Wolf fangs
-------------
Sell: 2 gold
They are in demand as decoration material.
Large wolf fangs
----------------
Sell: 5 gold
The bigger the fangs, the more expensive
the necklace.
Young White Wolf fangs
------------------------
Sell: 10 gold
Even a young White Wolf makes a more
honourable trophy than an adult grey one.
White wolf fangs
----------------
Sell: 20 gold
A necklace made of these will be more
expensive than one made of common wolves'
fangs.
Large White Wolf fangs
----------------------
Sell: 40 gold
The most expensive decorations are made
of these.
Small rat tail
--------------
Sell: 1 gold
Dried and salted, these make an excellent
snack with ale!
Small rat tail
--------------
Sell: 350 gold
Rat tail soup is the favourite dish of the
poor.
Rat tail
--------
Sell: 650 gold
You can make a strong rope out of dried
rat tails.
Long rat tail
-------------
Sell: 1250 gold
Dried long tails make fine strong cables.
Small Toad legs
---------------
Sell: 2 gold
Toads may spit poison but their meat is
quite edible, so there is always a demand
for it.
Toad legs
---------
Sell: 10 gold
They pay good money for these: a nice
addition to the family table.
Fat Toad legs
-------------
Sell: 40
Legs of grown Toads are tender, considered a
delicacy and cost good money.
Wings of small bat
-------------------
Sell: 1 gold
A provident man may find some uses for the
wing's leather.
Bat wings
---------
Sell: 5 gold
They can fetch you a few coins in the shop.
Anything at all is useful.
Wings of large bat
------------------
Sell: 20 gold
Its leather has various domestic uses, so it
can fetch you a few coins in the shop.
Wings of small black fox-bat
----------------------------
Sell: 80 gold
Its leather has various domestic uses, so it
can fetch you a few coins in the shop.
Banshee cloak
-------------
Sell: 2 gold
Legend has it that such a cloak can protect
you from ghosts.
Very big banshee cloak
----------------------
Sell: 10 gold
According to legend, this cloak can protect
you from ghosts.
Strong black banshee cloak
---------------------------
Sell: 10000 gold
Reliable protection from ghost - if the
rumour is correct, of course.
Veteran black banshee cloak
---------------------------
Sell: 40000 gold
They say no ghost would ever come near close
to the home where the owner of this cloak lives!
Banshee stone
-------------
Sell: 20 gold
They say this stone will protect a home from
evil magic.
Strong banshee stone
--------------------
Sell: 40 gold
They say this stone protects a home from evil
magic.
Black banshee stone
-------------------
Sell: 2500 gold
Legend has it that this stone will protect
your home from evil magic.
Strong black banshee stone
--------------------------
Sell: 10000 gold
The legend says that this stone might really
protect your home from evil magic.
Small luminous stone
--------------------
Sell: 4 gold
Used for lighting instead of candles or lamps.
Luminous stone
--------------
Sell: 14 gold
Used by the villagers for lighting their homes.
Large luminous stone
--------------------
Sell: 60 gold
Used by villagers for street lighting.
Eye of young Green Evileye
--------------------------
Sell: 40 gold
They say the eye of Evileye brings luck, so you
can always sell it.
Eye of small Red Evileye
------------------------
Sell: 2500 gold
Not very expensive stuff, but still something.
Small eye of Evileye cub
------------------------
Sell: 5000 gold
Small eye - small money.
Eye of Evileye cub
------------------
Sell: 20000 gold
It brings luck, but not a lot of it. Costs
next-to-nothing as well...
Head of young red harpy
-----------------------
Sell: 350 gold
A head like that on a spike in front of the
village gates would keep other Harpies away.
Head of young harpy
-------------------
Sell: 5000 gold
A scarecrow like that set in front of the gates
would keep more than just thieves away.
Small crystal of warmth
-----------------------
Sell: 2500 gold
Good for warming wine or soup.
Small crystal of cold
---------------------
Sell: 1250 gold
Used for keeping milk or water cool in the jug.
Crystal of cold
---------------
Sell: 5000 gold
Used for keeping cellars cool in summer.
Puppy tail
----------
Sell: 40 gold
Makes a good collar.
Dog tail
--------
Sell: 80 gold
Makes a good collar.
Large dog tail
--------------
Sell: 155 gold
Makes a good collar.
Horn of young White Unicorn
---------------------------
Sell: 20000 gold
This is the poison indicator, so it is always
in demand.
Sting of spider
---------------
Sell: 10000 gold
They are cheap but are widely used, so they
are always in demand.
Ears of small hyena
-------------------
Sell: 40 gold
There is a reward for killing hyenas, so any
merchant would pay you for this trophy.
It is very dangerous to keep this on your person!
Sell it as quickly as possible!
Black sorceror claw
-------------------
Sell: 20000 gold
They say when restless souls leave killed shadows,
they settle in these claws. Magicians will always
buy them.
3. Materials
=============
These are the substances used to make new
weapons and armour. Initially all you have
are leather, bones and stones to work with.
Later on you will get hides, animal skins,
cloths and metals.
I don't know if its a bug or my game is
corrupted but for some reason ALL cloth
materials have the same stats except in
price!!!
The strongest metal (and material) bar none,
is meteorite, but it is also by far the
most expensive. The strongest non-metal is
Red Dragon hide, but unfortunately it is
only available for making light armor.
Only the best craftsmen of the bygone race</pre><pre id="faqspan-4">
know the secret of processing this material.
4. Blueprints for weapons
=========================
The blueprints for making weapons. All weapons
and armour are made by mixing blueprints with
materials. However making any item from scratch
is no cheaper than buying something already
built. The main reason to build from scratch
is if you have materials on hand or wish to
build a magic item.
Gipath has no blueprint for metal items and has
by far the poorest quality. However it is much
cheaper than anything else (still it'll feel
expensive, as money is so scarce in Gipath). On
the other hand, nothing beats Khadaganian
manufacture (outside of Joon but that's a one-shot
deal) - but Khadaganian is extremely expensive.
Canian designs are expensive, but not too the
extreme of Khadaganian equivalents. They are
also of good quality but can't match Khadaganian's
designs there.
The best items are from the Joon, but that only
appears once and for only the last fight where
your items don't really matter except whether you
die in one shot or two.
Ancient secrets of such craftsmanship are
now lost to us...
6. Blueprints for light armor
=============================
Blueprints for building light armor.
from scratch. If you have the material,
it may save you money.
So much talent! Where are such craftsmen
nowadays?
7. Weapons
==========
The things in your hand to bash or shoot people with.
These are highly durable, far more so than your pieces
of armour. Still the cost will rack up eventually for
repairs.
Every weapon has a bonus and/or penalty of some kind -
while some weapons have no drawbacks, there is no weapon
that is completely blank in terms of changing attack or
defense ratings.
Bone club (thin bone)
---------------------
Type: Weapon
Material: Thin bone x 5
Weight: 5
Energy: 16
Complexity: 0/4
Durability: 13930/13930
Damage: 8-12 Crushing
Actions: 36
Attack change: 5
Defense change: -5
Buy/Sell: 120/60 gold
A club is a club.
Bone club (tough bone)
----------------------
Type: Weapon
Material: Tough bone x 5
Weight: 5
Energy: 22
Complexity: 0/6
Durability: 15124/15124
Damage: 9-14 Crushing
Actions: 36
Attack change: 5
Defense change: -5
Buy/Sell: 280/140 gold
Using this, you could deal
with a Goblin, but do not
be so sure with an Orc!
Bone club (hard bone)
----------------------
Type: Weapon
Material: Hard bone x 5
Weight: 5
Energy: 25
Complexity: 0/7
Durability: 15920/15920
Damage: 9-14 Crushing
Actions: 36
Attack change: 5
Defense change: -5
Buy/Sell: 430/215 gold
This does not come cheap: but a bolt
shot from this crossbow will pierce
any kind of armor at all.
8. Heavy armor
===============
Armour worn on the exterior. Worn in
conjunction with light armor to provide
a full suit of armor for maximum protection.
For those who can't handle much weight,
heavy armor often weighs no more than
its light counterpart, but provides better
protection. So you should usually deck
yourself with a least a suit of heavy armor,
and skip over the light armor if it's too
heavy.
Keep in mind too, that it is the materials
that affect the weight of an item. Different
designs of the same type of equipment have
equal weight. A Khadaganian metal cuirass
weighs no more than a Gipath fur coat, until
you start putting in the materials.
Much prettier than a fur hat, and much
stronger, too.
Gipath light shirt of thin leather
----------------------------------
Type: Heavy armor
Material: Thin leather x 8
Weight: 60
Energy: 9
Complexity: 0/3
Durability: 2786/2786
Armor: 4.6
Vulnerability: Pirc
Buy/Sell: 104/52 gold
Not the best option, but sufficient if you
do not have anything else.
Gipath light shirt of tough leather
-----------------------------------
Type: Heavy armor
Material: Tough leather x 8
Weight: 60
Energy: 15
Complexity: 0/5
Durability: 3024/3024
Armor: 5.1
Vulnerability: Pirc
Buy/Sell: 360/180 gold
It will cover what your breastplate leaves
unprotected. But it leaves a bit to be
desired...
Gipath light shirt of hard leather
-----------------------------------
Type: Heavy armor
Material: Hard leather x 8
Weight: 60
Energy: 21
Complexity: 0/7
Durability: 3343/3343
Armor: 5.6
Vulnerability: Pirc
Buy/Sell: 1080/540 gold
</pre><pre id="faqspan-6">
Maybe it will save you from a wolf's teeth...but,
sadly not from a blade or an axe.
Gipath light helmet of thin leather
-----------------------------------
Type: Heavy armor
Material: Thin leather x 3
Weight: 6
Energy: 8
Complexity: 0/3
Durability: 465/465
Armor: 4.6
Vulnerability: Pirc
Buy/Sell: 44/22 gold
More decoration than protection.
Gipath light helmet of tough leather
------------------------------------
Type: Heavy armor
Material: Tough leather x 3
Weight: 6
Energy: 14
Complexity: 0/5
Durability: 505/505
Armor: 5.1
Vulnerability: Pirc
Buy/Sell: 140/70 gold
It will protect you from a pine cone falling
on your head, but not from a stone...
Gipath light helmet of hard leather
-----------------------------------
Type: Heavy armor
Material: Hard leather x 3
Weight: 6
Energy: 20
Complexity: 0/7
Durability: 558/558
Armor: 5.6
Vulnerability: Pirc
Buy/Sell: 410/205 gold
Now you can risk getting into a fight - but
not into combat!
Gipath light leggings of thin leather
-------------------------------------
Type: Heavy armor
Material: Thin leather x 8
Weight: 60
Energy: 8
Complexity: 0/3
Durability: 1393/1393
Armor: 4.6
Vulnerability: Pirc
Buy/Sell: 104/52 gold
They save your knees and feet from accidental
scratches and bruises, but not from weapons!
Gipath light leggings of tough leather
--------------------------------------
Type: Heavy armor
Material: Tough leather x 8
Weight: 60
Energy: 14
Complexity: 0/5
Durability: 1512/1512
Armor: 5.1
Vulnerability: Pirc
Buy/Sell: 360/180 gold
Cannot say they are totally useless. But you will
not get much use out of them!
Gipath light leggings of hard leather
-------------------------------------
Type: Heavy armor
Material: Hard leather x 8
Weight: 60
Energy: 20
Complexity: 0/7
Durability: 1671/1671
Armor: 5.6
Vulnerability: Pirc
Buy/Sell: 1080/540 gold
Maybe they will save you from a wolf's teeth...
But, sadly, not from a blade or an axe.
Gipath simple coat of thin leather
----------------------------------
Type: Heavy armor
Material: Thin leather x 8
Weight: 60
Energy: 12
Complexity: 0/4
Durability: 2922/2922
Armor: 4.8
Vulnerability: Pirc
Buy/Sell: 134/67 gold
A strange mix of design and material.
Only very poor people would think of
making such things.
Gipath simple coat of tough leather
----------------------------------
Type: Heavy armor
Material: Tough leather x 8
Weight: 60
Energy: 18
Complexity: 0/6
Durability: 3173/3173
Armor: 5.3
Vulnerability: Pirc
Buy/Sell: 380/195 gold
Now you can risk venturing into a forest.
(providing, of course, you do not go too
far).
Gipath simple coat of hard leather
----------------------------------
Type: Heavy armor
Material: Hard leather x 8
Weight: 60
Energy: 24
Complexity: 0/8
Durability: 3506/3506
Armor: 5.9
Vulnerability: Pirc
Buy/Sell: 1110/555 gold
Decent protection from a wolf's teeth and
a boar's fangs, but it may not stand up
against sharp weapons.
Gipath simple leggings of thin leather
--------------------------------------
Type: Heavy armor
Material: Thin leather x 8
Weight: 60
Energy: 9
Complexity: 0/4
Durability: 1459/1459
Armor: 4.8
Vulnerability: Pirc
Buy/Sell: 134/67 gold
They will protect your legs from splinters and
thorns...what else could you expect for that
price?
Gipath simple leggings of tough leather
--------------------------------------
Type: Heavy armor
Material: Tough leather x 8
Weight: 60
Energy: 15
Complexity: 0/6
Durability: 1584/1584
Armor: 5.3
Vulnerability: Pirc
Buy/Sell: 390/195 gold
Give added protection to your legs, though
better is available.
Gipath simple leggings of hard leather
--------------------------------------
Type: Heavy armor
Material: Hard leather x 8
Weight: 60
Energy: 21
Complexity: 0/8
Durability: 1751/1751
Armor: 5.9
Vulnerability: Pirc
Buy/Sell: 1110/555 gold
Provides decent protection for your legs,
but with sort of material other designs
may be better.
Gipath simple helmet of thin leather
-------------------------------------
Type: Heavy armor
Material: Thin leather x 3
Weight: 6
Energy: 9
Complexity: 0/4
Durability: 486/486
Armor: 4.8
Vulnerability: Pirc
Buy/Sell: 64/32 gold
It is better than nothing, but not by much.
Gipath simple helmet of tough leather
-------------------------------------
Type: Heavy armor
Material: Tough leather x 3
Weight: 6
Energy: 15
Complexity: 0/6
Durability: 528/528
Armor: 5.3
Vulnerability: Pirc
Buy/Sell: 160/80 gold
It will protect you from a pine cone falling on
your head, but not from a stone...
Gipath simple helmet of hard leather
-------------------------------------
Type: Heavy armor
Material: Hard leather x 3
Weight: 6
Energy: 21
Complexity: 0/8
Durability: 583/583
Armor: 5.9
Vulnerability: Pirc
Buy/Sell: 430/215 gold
Such a helmet will save your head from the first
strike, but not the second one...
Gipath stitched coat of thin leather
-------------------------------------
Type: Heavy armor
Material: Thin leather x 8
Weight: 60
Energy: 18
Complexity: 0/6
Durability: 3213/3213
Armor: 5.3
Vulnerability: Pirc
Buy/Sell: 324/162 gold
Good cut, but rather poor material.
Gipath stitched coat of tough leather
-------------------------------------
Type: Heavy armor
Material: Tough leather x 8
Weight: 60
Energy: 24
Complexity: 0/8
Durability: 3488/3488
Armor: 5.9
Vulnerability: Pirc
Buy/Sell: 580/290 gold
Good cut, decent material. Sensible
choice if your resources are limited.
Gipath stitched coat of hard leather
------------------------------------
Type: Heavy armor
Material: Hard leather x 8
Weight: 60
Energy: 30
Complexity: 0/10
Durability: 3855/3855
Armor: 6.4
Vulnerability: Pirc
Buy/Sell: 1300/650 gold
Worthy protection for your body.
Gipath stitched leggings of thin leather
----------------------------------------
Type: Heavy armor
Material: Thin leather x 8
Weight: 60
Energy: 12
Complexity: 0/6
Durability: 1606/1606
Armor: 5.3
Vulnerability: Pirc
Buy/Sell: 324/162 gold
Not the best material, though they would
still protect you from the weaker blows.
Gipath stitched leggings of tough leather
----------------------------------------
Type: Heavy armor
Material: Tough leather x 8
Weight: 60
Energy: 18
Complexity: 0/8
Durability: 1744/1744
Armor: 5.9
Vulnerability: Pirc
Buy/Sell: 580/290 gold
They look good and protect better.
Gipath stitched leggings of hard leather
----------------------------------------
Type: Heavy armor
Material: Hard leather x 8
Weight: 60
Energy: 24
Complexity: 0/10
Durability: 1927/1927
Armor: 6.4
Vulnerability: Pirc
Buy/Sell: 1300/650 gold
Good additional leg protection.
Gipath stitched helmet of thin leather
--------------------------------------
Type: Heavy armor
Material: Thin leather x 3
Weight: 6
Energy: 12
Complexity: 0/6
Durability: 535/535
Armor: 5.3
Vulnerability: Pirc
Buy/Sell: 184/92 gold
Decent head protection, but you should
still avoid exposure to the axe!
Gipath stitched helmet of tough leather
---------------------------------------
Type: Heavy armor
Material: Tough leather x 3
Weight: 6
Energy: 18
Complexity: 0/8
Durability: 581/581
Armor: 5.9
Vulnerability: Pirc
Buy/Sell: 280/140 gold
Decent head protection, but by no means
universal.
Gipath stitched helmet of hard leather
--------------------------------------
Type: Heavy armor
Material: Hard leather x 3
Weight: 6
Energy: 24
Complexity: 0/10
Durability: 642/642
Armor: 6.4
Vulnerability: Pirc
Buy/Sell: 550/275 gold
Good head protection. You can get better still,
but it shall not be easy.
Gipath heavy coat of thin leather
---------------------------------
Type: Heavy armor
Material: Thin leather x 8
Weight: 60
Energy: 24
Complexity: 0/8
Durability: 3535/3535
Armor: 5.8
Vulnerability: Pirc
Buy/Sell: 1164/582 gold
A fine coat made out of poor quality leather.
A very strange combination indeed!
Gipath heavy coat of tough leather
----------------------------------
Type: Heavy armor
Material: Tough leather x 8
Weight: 60
Energy: 30
Complexity: 0/10
Durability: 3838/3838
Armor: 6.4
Vulnerability: Pirc
Buy/Sell: 1420/710 gold
Good cut, decent material. Sensible choice if
your resources are limited.
Gipath heavy coat of hard leather
---------------------------------
Type: Heavy armor
Material: Hard leather x 8
Weight: 60
Energy: 36
Complexity: 0/12
Durability: 4242/4242
Armor: 7.1
Vulnerability: Pirc
Buy/Sell: 2140/1070 gold
The best coat you can get in Gipath.
Gipath heavy leggings of thin leather
-------------------------------------
Type: Heavy armor
Material: Tough leather x 8
Weight: 60
Energy: 15
Complexity: 0/8
Durability: 1767/1767
Armor: 5.8
Vulnerability: Pirc
Buy/Sell: 1164/582 gold
The best blueprint and the worst kind of leather.
They look good but provide poor protection.
Gipath heavy leggings of tough leather
--------------------------------------
Type: Heavy armor
Material: Tough leather x 8
Weight: 60
Energy: 21
Complexity: 0/10
Durability: 1919/1919
Armor: 6.4
Vulnerability: Pirc
Buy/Sell: 1420/710 gold
Good leg protection. You can only improve it
further by using hard leather.
Gipath heavy leggings of hard leather
-------------------------------------
Type: Heavy armor
Material: Hard leather x 8
Weight: 60
Energy: 27
Complexity: 0/12
Durability: 2121/2121
Armor: 7.1
Vulnerability: Pirc
Buy/Sell: 2140/1070 gold
The best leggings you can get in Gipath.
Gipath heavy helmet of thin leather
-----------------------------------
Type: Heavy armor
Material: Thin leather x 3
Weight: 6
Energy: 15
Complexity: 0/8
Durability: 588/588
Armor: 5.8
Vulnerability: Pirc
Buy/Sell: 724/362 gold
No point in protecting the head which
decides to combine this great blueprint
with this flimsy material!
Gipath heavy helmet of tough leather
------------------------------------
Type: Heavy armor
Material: Tough leather x 3
Weight: 6
Energy: 21
Complexity: 0/10
Durability: 638/638
Armor: 6.4
Vulnerability: Pirc
Buy/Sell: 820/410 gold
Gives your head decent protection, though not
from every weapon.
Gipath heavy helmet of hard leather
-----------------------------------
Type: Heavy armor
Material: Hard leather x 3
Weight: 6
Energy: 27
Complexity: 0/12
Durability: 705/705
Armor: 7.1
Vulnerability: Pirc
Buy/Sell: 1090/545 gold
The best kind of this armor you can get in Gipath.
Canian light coat of thin leather
---------------------------------
Type: Heavy armor
Material: Thin leather x 8
Weight: 60
Energy: 6
Complexity: 0/2
Durability: 2656/2656
Armor: 4.4
Vulnerability: Pirc
Buy/Sell: 80/40 gold
Would hardly protect you from the rain...
Canian light coat of tough leather
---------------------------------
Type: Heavy armor
Material: Tough leather x 8
Weight: 60
Energy: 12
Complexity: 0/4
Durability: 2884/2884
Armor: 4.8
Vulnerability: Pirc
Buy/Sell: 336/168 gold
A very undistinguished coat - one could do much
better than that.
Canian light coat of hard leather
---------------------------------
Type: Heavy armor
Material: Hard leather x 8
Weight: 60
Energy: 18
Complexity: 0/6
Durability: 3187/3187
Armor: 5.3
Vulnerability: Pirc
Buy/Sell: 1056/528 gold
Not very good protection from weapons, but this
will cover your chainmail shirt - if you have
one that is.
Canian heavy coat of thin leather
---------------------------------
Type: Heavy armor
Material: Thin leather x 8
Weight: 60
Energy: 27
Complexity: 0/9
Durability: 3706/3706
Armor: 6.2
Vulnerability: Pirc
Buy/Sell: 2164/1082 gold
You should consider using another material for this
type of coat...
Canian heavy coat of tough leather
----------------------------------
Type: Heavy armor
Material: Tough leather x 8
Weight: 60
Energy: 33
Complexity: 0/11
Durability: 4024/4024
Armor: 6.8
Vulnerability: Pirc
Buy/Sell: 2420/1210 gold
Good choice - provides protection and freedom of
movement.
Canian heavy coat of hard leather
---------------------------------
Type: Heavy armor
Material: Hard leather x 8
Weight: 60
Energy: 39
Complexity: 0/13
Durability: 4447/4447
Armor: 7.4
Vulnerability: Pirc
Buy/Sell: 3140/1570 gold
Protects you from a knife stab in the back!
Canian heavy top trousers of thin leather
-----------------------------------------
Type: Heavy armor
Material: Thin leather x 8
Weight: 60
Energy: 17
Complexity: 0/9
Durability: 1885/1885
Armor: 6.2
Vulnerability: Pirc
Buy/Sell: 2164/1082 gold
The material is a bit thin - maybe you should pay
a bit more for something better?
Canian heavy top trousers of tough leather
------------------------------------------
Type: Heavy armor
Material: Tough leather x 8
Weight: 60
Energy: 23
Complexity: 0/11
Durability: 2014/2014
Armor: 6.8
Vulnerability: Pirc
Buy/Sell: 2420/1210 gold
These are better, but you could still find better
trousers.
Canian heavy top trousers of hard leather
-----------------------------------------
Type: Heavy armor
Material: Hard leather x 8
Weight: 60
Energy: 29
Complexity: 0/13
Durability: 2226/2226
Armor: 7.4
Vulnerability: Pirc
Buy/Sell: 3140/1570 gold
Provides decent protection and also ensures
freedom of movement.
Canian heavy helmet of thin leather
-----------------------------------
Type: Heavy armor
Material: Thin leather x 3
Weight: 6
Energy: 17
Complexity: 0/9
Durability: 619/619
Armor: 6.2
Vulnerability: Pirc
Buy/Sell: 1324/662 gold
You should look for a stronger material...
Canian heavy helmet of tough leather
------------------------------------
Type: Heavy armor
Material: Tough leather x 3
Weight: 6
Energy: 23
Complexity: 0/11
Durability: 672/672
Armor: 6.8
Vulnerability: Pirc
Buy/Sell: 2420/1210 gold
It is well-made and strong.
Canian heavy helmet of hard leather
-----------------------------------
Type: Heavy armor
Material: Hard leather x 3
Weight: 6
Energy: 29
Complexity: 0/13
Durability: 743/743
Armor: 7.4
Vulnerability: Pirc
Buy/Sell: 1690/845 gold
Protects your head, and not just from the
cold!
Light top trousers of thin leather
----------------------------------
Type: Heavy armor
Material: Thin leather x 8
Weight: 60
Energy: 6
Complexity: 0/2
Durability: 1326/1326
Armor: 4.4
Vulnerability: Pirc
Buy/Sell: 80/40 gold
These are just for show, not for protection.
Light top trousers of tough leather
-----------------------------------
Type: Heavy armor
Material: Tough leather x 8
Weight: 60
Energy: 12
Complexity: 0/4
Durability: 1440/1440
Armor: 4.8
Vulnerability: Pirc
Buy/Sell: 336/168 gold
These cannot be considered serious leg protection.
Light top trousers of hard leather
----------------------------------
Type: Heavy armor
Material: Hard leather x 8
Weight: 60
Energy: 18
Complexity: 0/6
Durability: 1591/1591
Armor: 5.3
Vulnerability: Pirc
Buy/Sell: 1056/528 gold
Canian army heavy bronze cuirass
--------------------------------
Type: Heavy armor
Material: Bronze x 8
Weight: 180
Energy: 54
Complexity: 0/18
Durability: 5640/5640
Armor: 9.4
Vulnerability: Ltng
Buy/Sell: 42080/21040 gold
They do not make these for the modern
army - bronze is too heavy and
unreliable!
Canian army heavy iron cuirass
------------------------------
Type: Heavy armor
Material: Iron x 8
Weight: 150
Energy: 60
Complexity: 0/20
Durability: 6281/6281
Armor: 10.4
Vulnerability: Ltng
Buy/Sell: 48800/24400 gold
Issued to Canian soldiers who stand in
the front line of battle.
Canian army heavy steel cuirass
-------------------------------
Type: Heavy armor
Material: Steel x 8
Weight: 150
Energy: 66
Complexity: 0/22
Durability: 6794/6794
Armor: 11.4
Vulnerability: Ltng
Buy/Sell: 80000/40000 gold
Issued to Canian officers who stand in
the front line of battle.
Canian army heavy mithrill cuirass
----------------------------------
Type: Heavy armor
Material: Mithrill x 8
Weight: 90
Energy: 69
Complexity: 0/23
Durability: 7179/7179
Armor: 12.0
Vulnerability: Ltng
Buy/Sell: 112000/56000 gold
Issued only to Canian veterans.
Canian army heavy adamantite cuirass
------------------------------------
Type: Heavy armor
Material: Adamantite x 8
Weight: 150
Energy: 75
Complexity: 0/25
Durability: 7948/7948
Armor: 13.2
Vulnerability: Ltng
Buy/Sell: 360000/180000 gold
Not every Canian officer can afford this!
Canian army heavy meteorite cuirass
-----------------------------------
Type: Heavy armor
Material: Meteorite x 8
Weight: 120
Energy: 81
Complexity: 0/27
Durability: 8717/8717
Armor: 14.5
Vulnerability: Ltng
Buy/Sell: 1160000/580000 gold
This is not armor, it is a work of art!
And the price is appropriate...
Canian army heavy bronze leggings
---------------------------------
Type: Heavy armor
Material: Bronze x 8
Weight: 180
Energy: 38
Complexity: 0/18
Durability: 2820/2820
Armor: 9.4
Vulnerability: Ltng
Buy/Sell: 42080/21040 gold
The army does not use these any more:
bronze is too heavy and soft.
Canian army heavy iron leggings
-------------------------------
Type: Heavy armor
Material: Iron x 8
Weight: 150
Energy: 44
Complexity: 0/20
Durability: 3140/3140
Armor: 10.4
Vulnerability: Ltng
Buy/Sell: 48800/24400 gold
Issued to Canian soldiers who stand in
the front line of battle.
Canian army heavy steel leggings
--------------------------------
Type: Heavy armor
Material: Steel x 8
Weight: 150
Energy: 50
Complexity: 0/22
Durability: 3397/3397
Armor: 11.4
Vulnerability: Ltng
Buy/Sell: 80000/40000 gold
Issued to Canian officers who stand in
the front line of battle.
Canian army heavy mithrill leggings
-----------------------------------
Type: Heavy armor
Material: Mithrill x 8
Weight: 90
Energy: 53
Complexity: 0/23
Durability: 3589/3589
Armor: 12.0
Vulnerability: Ltng
Buy/Sell: 112000/56000 gold
Issued only to Canian veterans.
Canian army heavy adamantite leggings
-------------------------------------
Type: Heavy armor
Material: Adamantite x 8
Weight: 150
Energy: 59
Complexity: 0/25
Durability: 3974/3974
Armor: 13.2
Vulnerability: Ltng
Buy/Sell: 360000/180000 gold
Only high-ranking officers order these.
Canian army heavy meteorite leggings
------------------------------------
Type: Heavy armor
Material: Meteorite x 8
Weight: 120
Energy: 65
Complexity: 0/27
Durability: 4358/4358
Armor: 14.5
Vulnerability: Ltng
Buy/Sell: 1160000/580000 gold
The best of Canian armor! And the price
is more frightening than a Tiger...
Canian army heavy bronze helmet
-------------------------------
Type: Heavy armor
Material: Bronze x 3
Weight: 18
Energy: 38
Complexity: 0/18
Durability: 941/941
Armor: 9.4
Vulnerability: Ltng
Buy/Sell: 21780/10890 gold
These are made to order - for the
very poor soldiers.
Canian army heavy iron helmet
-----------------------------
Type: Heavy armor
Material: Iron x 3
Weight: 15
Energy: 44
Complexity: 0/20
Durability: 1048/1048
Armor: 10.4
Vulnerability: Ltng
Buy/Sell: 24300/12150 gold
Issued to Canian soldiers who stand in
the front line of battle.
Canian army heavy steel helmet
------------------------------
Type: Heavy armor
Material: Steel x 3
Weight: 15
Energy: 50
Complexity: 0/22
Durability: 1134/1134
Armor: 11.4
Vulnerability: Ltng
Buy/Sell: 36000/18000 gold
Issued to Canian officers who stand in
the front line of battle.
Canian army heavy mithrill helmet
---------------------------------
Type: Heavy armor
Material: Mithrill x 3
Weight: 9
Energy: 53
Complexity: 0/23
Durability: 1198/1198
Armor: 12.0
Vulnerability: Ltng
Buy/Sell: 48000/24000 gold
Issued to the best veterans of the Canian army.
Canian army heavy adamantite helmet
-----------------------------------
Type: Heavy armor
Material: Adamantite x 3
Weight: 15
Energy: 59
Complexity: 0/25
Durability: 1326/1326
Armor: 13.2
Vulnerability: Ltng
Buy/Sell: 141000/70500 gold
Only senior officers can afford these.
Canian army heavy meteorite helmet
----------------------------------
Type: Heavy armor
Material: Meteorite x 3
Weight: 12
Energy: 65
Complexity: 0/27
Durability: 1455/1455
Armor: 14.5
Vulnerability: Ltng
Buy/Sell: 441000/220500 gold
Canian army bronze high gauntlets
---------------------------------
Type: Light armor
Material: Bronze x 1
Weight: 6
Energy: 30
Complexity: 0/16
Durability: 1280/1280
Armor: 4.3
Vulnerability: Ltng
Buy/Sell: 3360/1680 gold
</pre><pre id="faqspan-8">
Only raw recruits would wear these without
complaint.
Canian army iron high gauntlets
-------------------------------
Type: Light armor
Material: Iron x 1
Weight: 5
Energy: 36
Complexity: 0/18
Durability: 1425/1425
Armor: 4.7
Vulnerability: Ltng
Buy/Sell: 4200/2100 gold
Issued to Canian privates.
Canian army steel high gauntlets
--------------------------------
Type: Light armor
Material: Steel x 1
Weight: 5
Energy: 42
Complexity: 0/20
Durability: 1542/1542
Armor: 5.2
Vulnerability: Ltng
Buy/Sell: 8100/4050 gold
High gauntlets for officers.
Canian army mithrill high gauntlets
-----------------------------------
Type: Light armor
Material: Mithrill x 1
Weight: 3
Energy: 45
Complexity: 0/21
Durability: 1629/1629
Armor: 5.4
Vulnerability: Ltng
Buy/Sell: 12100/6050 gold
Approved by the Emperor as standard
for the guard force of the Canian
Veterans.
Canian army adamantite high gauntlets
-------------------------------------
Type: Light armor
Material: Adamantite x 1
Weight: 5
Energy: 51
Complexity: 0/23
Durability: 1804/1804
Armor: 6.0
Vulnerability: Ltng
Buy/Sell: 43100/21550 gold
Standard for Canian military chiefs.
Canian army meteorite high gauntlets
------------------------------------
Type: Light armor
Material: Meteorite x 1
Weight: 4
Energy: 57
Complexity: 0/25
Durability: 1978/1978
Armor: 6.6
Vulnerability: Ltng
Buy/Sell: 143100/71550 gold
Potions heal or provides a boost to your stats
temporarily. Too bad they're so expensive and
the medium vial strength potions is a rip-off,
it really does last such a short duration!
Wands are very expensive but worth it. Wands
allow you to make magic items without an
item rune, which can be very useful - you can
make a strong spellcaster without being skilled
in magic.
Healing potion - very small vial
--------------------------------
Type: Potion
Effect: 40
Duration: Immediately
Buy/Sell: 100/50 gold
Restores a very small fraction of a character's
heatlh.
11. Unique Equipment
====================
This is the list of equipment found or given to you that
is of a unique nature and cannot be deconstructed or
duplicated. Each is very powerful in their own way,
though the earlier of these artifacts will eventually
be surpassed by items you can manufacture yourself.
Goblin doll: Weaken
-------------------
Type: Wand
Material: Stone x 1
Weight: 12
Energy: 100
Complexity: 40/50
Spell: Weaken T++, En
Buy/Sell: 2000/1000 gold
A magical stone doll used by Goblins.
Ancient helmet
--------------
Type: Heavy armor
Material: Iron x 3
Weight: 15
Energy: 50
Complexity: 15/50
Durability: 980/980
Armor: 10.0
Vulnerability: Ltng
Spell: Eagle sight Ic
Buy/Sell: 2000/1000 gold
No one knows the origin of this... but it is still
useable!
A unique ancient weapon. No one can deconstruct
it or make another one like it nowadays.
Green Dragon horn: Acid fog
---------------------------
Type: Wand
Material: Green drag. bone x 1
Weight: 1
Energy: 150
Complexity: 38/45
Spell: Acid fog R++, A++
Buy/Sell: 2000/1000 gold
A magical Dragon horn used by Lizards.
The family helmet of Knight Brissen
-----------------------------------
Type: Heavy armor
Material: Steel x 3
Weight: 15
Energy: 150
Complexity: 29/50
Durability: 1590/1590
Armor: 10.0
Vulnerability: Ltng
Spell: Healing E+, Ic
Buy/Sell: 10000/5000 gold
No one could make a blueprint of this
helmet - the craftsmanship is exquisite!
The family cuirass of Knight Brissen
------------------------------------
Type: Heavy armor
Material: Steel x 8
Weight: 50
Energy: 150
Complexity: 29/50
Durability: 10600/10600
Armor: 10.0
Vulnerability: Ltng
Spell: Strengthen D+, Ic
Buy/Sell: 10000/5000 gold
Only one craftsman could make such a
cuirass - and he took his secret with
him to the grave...
Keystones are essentially basic spells that have not yet
been constructed and are the most minimum items you can
use to make a spell. For this reason, I lump spells
and keystones together, after all their stats are completely
identical.
The person protected by this spell becomes less vulnerable
to acid effects.
13. Runes
=========
Runes are used to modify spells and can often do so
in a dramatic fashion. Keep in mind that adding them
increases the complexity and stamina cost of a spell.
Also note that runes that multiply the effect of a spell,
only multiplies from the original attribute. For instance,
a Fire Arrow with 2 Extra Effect runes only does 21 damage
not 28 (so 7 x 3 not 7 x 2 x 2). Well something like that.
Also mounting offensive spells on armour does nothing.