-----------------------------------
Walkthrough for "Alien Logic: Skyrealms of Jorune"
by Steven Bellotti
Copyright 2007 Steven Bellotti
Version 1.00
Published by GameFAQs

Contact: sbell_324(at)yahoo(dot)com
(Comments and new information gladly accepted)
First Version completed 6/21/2007

This .txt file is Copyrighted in U.S. for a period of 28 years, and anybody
caught using it without my permission will be a mighty good friend of mine,
cause I don't give a darn. Publish it. Rewrite it. Sing it. Game to it.
Yodel it. I wrote it, that's all I wanted to do.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
-----------------------------------

********
Contents
********

Use your browser's find function (Ctrl-F in Explorer and Firefox, or under
"Edit" in Notepad) to zip to the section you want.

Introduction
Getting Started
  Getting the game to run
  How to Play
     Exploration Mode
     Combat Mode
     Local Map Mode
     World Map Mode
     Dialogue Mode
     WarpWorld
     WeavingWorld
     Cork Cutting
  Items You'll Find
  Dyshas You'll Learn
  Enemies You'll Fight
  Exploring Shanthic Ruins
  Mandare Bellies
  So what am I suppossed to do?
The Walkthrough
  Opening: Journey to Ardoth
     The Mountain Crown
     Ardoth
     Dealing with Daclish
  Midgame: Wanderings
     Exploring Jorune
        Burdoth
        Khodre Island
        Tan-Iricid
        Heridoth
        Island of Health
        East Trinnu Jungle Lands
        Abandoned Island
        Corondon Island
        Anasan
        Central Dobre
        South Dobre
        North Dobre
        South Island
        Lundere
        Incupod Island
        Isolated Island
        Aylon
        Lundere Peninsula
        Shirm-Eh Island
        Thantier
        The Doben-Al
        Drail
        Khodre
        Jasp
        North Temauntro
        South Temauntro
        Eserran
        Voligire
        Sillipus
        Gilthaw
        Skyrealms
     Shanthic Ruins
        Gal-Imasti (211,167)
        Shenas-Abey (158,116)
        Do-Enesha (200,173)
        Dwelling of Ana Ci-Eshta (212,179)
        Ma-Eshira (223,169)
        Besieged Ruin (201,187)
        Crossroads of warpWorld (215,187)
        Sha-Yesh (208,200)
        Tellemes (291,116)
        Skyrealm Gateway (174,67)
        Gama-El (312,122)
        North Volcano Complex (185,161)
        South Volcano Complex (186,163)
        Suspended Ruins (Skyrealm over Burdoth)
        Sus-Cassen (171,238)
        Ca-Shal Storehouse (165,115)
        Eshanal, the Guarded Place (90,95)
        Dwelling of Elamas (351,269)
        Dwelling of Sho-Thal Family (330,253)
        Crugar Ruins (93,143)
        Home of Shal-Shellan (369,36)
     Subplots
        The Ramian Merchant
        Beagre Pit
        Gang War
        Protest March
        Herrid's Demands
        Broken Cle-Eshtas
        A Rare Sarceen
        War in Lundere
        The Dead Volcano
        The King Is On Vacation
        The Scrolls of Iscin
        Iscin's Last Work
  Endgame: Revenge and Retribution
     An Old Score to Settle
     Delsha
     Showdown and Epilogue
Amusing Quotes

************
Introduction
************

Alien Logic is an action/exploration game loosely based on an obscure but
awesome pen & paper RPG called "Jorune", or "Skyrealms of Jorune". The
game takes place in the far future, on a planet called Jorune that was
settled by humans a few years before Earth was destroyed by a nuclear war.
War is no stranger to Jorune, either, and shortly after the destruction of
Earth a costly conflict between human colonists and the shanthas, Jorune's
native race, nearly wiped out both races. The game takes place 3500 years
after that war. Humans co-exist uneasily with other races. These include
the anthropomorphic iscin races, which were evolved from earth animals by
a scientist in the aftermath of the war. Also the brilliantly intelligent
thriddle, the warlike ramian, and others. The shanthas are still around,
but the near extinction of their race has turned many of them vicious and
coldhearted.

As the game begins, a small group of shanthas led by Dytra-Al-Desti, the
"Red Shantha", has recently attacked a small city and destroyed it,
killing many and carrying many more off in stasis devices known as
keeper-rods. One man- you, natch- escapes the destruction and sets out to
rescue his fellow villagers.

Jorune is, as the manual says, "A paradoxical mix of old and new." While
some in human society have access to advanced technology left over from
the colonies, much of the populace lives in a much more primitive mode,
fighting with swords and clubs and struggling to get by using basic crafts.
And a selectfew humans, called muadra, are born with the ability to harness
a powerful energy called Isho. Isho is an ambient energy that permeates
Jorune, generated by mysterious crystals within the planet's crust. By
harnessing Isho, a muadra can weave powerful projectile orbs called
dyshas, and open dimensional warps totravel instantaneously over the face
of Jorune.

You are a muadra, which gives you a powerful advantage in your quest to
defeat the Red Shantha. However, the shanthas can also weave Isho, and
have been able to for millenia- it's the basis of all their magical-seeming
technology. To have any chance to succeed, you must not only know the
weaving of Isho, but master it.

Alien Logic is primarily a game of exploration. While there is a plot to
follow, characters to interact with, and a few subplots, most of the game
is spent travelling Jorune, seeking out crystal deposits and shanthic
ruins. It's a game for people who like the fundamental thrill of
treasure-hunting, ofgoing places in search of the amazing.

Not that there isn't action. Though it's often better to avoid combat,
when it does come to blows the game shines. Battles require a blend of
strategic planning, tactical adaptation, and quick reflexes, and as you
learn more Dyshas, the combat system becomes deeper and deeper.

Although the game is only a cursory representation of pen-and-paper
Jorune, it is still very rewarding to play, with many interesting
elements and a deep and detailed world.

***************
Getting Started
***************

Getting the game to run
=======================

This is difficult, if you don't know what you're doing. Alien Logic was
written for MS-DOS back in 1993. It doesn't work on modern operating
systems, for that you need a DOS emulator. As of this writing, DOSBox
is the standard. If you don't know DOS, a frontend will also be helpful.
I used Dfend v2.

This is how I personally got it playable. Every system is different of
course, so YMMV:

1) Run the installation program on the CD. This installs the game to
C:\ALIEN.
2) Find the patch (alien11.exe) online and install it. This updates the
game from version 1.00 to 1.02, fixing some minor issues.
3) If you wish, move the ALIEN folder to another directory.
3) Find and Download DOSBox online. (As of this writing, the game works
fine on version 0.70. Higher versions should also work.)
4) Find and Download D-Fend online.
5) Go into Dfend and create a profile for the game. The executable is
ALIEN.exe in the ALIEN folder. Don't worry about the setup file. You can
accept most of the defaults, except that you must mount your CD-ROM drive
as D: (in addition to the default mounting of the directory containing the
game folder as C: ), because the game won't run without the CD in the
drive.

Now when you want to play just run the game through Dfend. If you need to
make any changes to the DOSBox configuration, you can do so by editing the
profile. Consider yourself lucky- before DOSBox 0.70 I had to trip all over
myself to get it working, and when I finally did it was without music. No
such problems these days.

One additional thing you may want to do is adjust the number of CPU cycles.
(To do this bring up the profile editor in DFend, and click on the
"Environment" tab.) This will allow you to speed up or slow down the speed
at which the game plays. More cycles makes the game go faster. I find about
8000 cycles to be ideal, but you can adjust to your own taste. You can
adjust "on the fly" without leaving DOSBox by pressing CTRL-F12 or
CTRL-F11.

As of this writing, you can find DOSBox at http://dosbox.sourceforge.net/ ,
and Dfend at http://members.home.nl/mabus/dfend.htm . The 1.02 patch for
Alien Logic is at Broderbund's tech support website at
http://www.support.broderbund.com/ .

How to Play
===========

Normally I don't bother with hashing out the ins and outs of the interface,
but in the case of Alien Logic a few areas of the manual are in need of
clarification. There are several different modes of play in Alien Logic.
The main mode is exploration/weaving mode, but there are also Cork-Cutting
and Weaving World minigames, as well as a conversation mode and several
different kinds of maps. Here's the rundown:

Exploration Mode
----------------

Exploration mode is where most of the fun takes place. You'll see a side
view of your character in an environment of some kind. To move around,
left-click where you want to go. The screen scrolls horizontally- if you
walk off the very edge of an area, you'll go either to the next area or
back to the local area map. If you need to clear a pit or get up onto
something, you can jump by shift-left-clicking. Some items in the view can
be picked up or interacted with-to do this, left-click on the item. If
it's meant to be used with another item in your inventory, a menu will
come up listing items you can use on it. If you have no clue what it is
you're looking at, you can get it's name by right-clicking. The name will
appear in the text box below the view window, as will other important
information from time to time. One other thing you can do is Tra-Sense.
Shift-right-click to bathe an small area of the screen in Isho. This has
the effect of dispelling illusions, revealing hidden items or doors. You
won't use it much, but it can reveal important things, so when you're in
a shanthic ruin and something looks fishy, try using your Tra-Sense.

Now let's look below the view window. You'll see the text box, a picture
of yourcharacter surrounded by three bands of light, a meter consisting
of rows of orbs, four buttons along the bottom of the screen, and two
empty spaces- one below the textbox, one to the right of the picture.

The picture is your life meter. The three bands each start off green. As
you get wounded, they progress to lighter green, then through yellow,
orange, red, and finally a deep dark red. When all three bands are red,
game over. The three lines of orbs represent your Isho weaving rate, we'll
discuss that in Combat Mode. The four buttons each bring up menus in the
right area. The first button, shaped like a stone face, brings up the game
menu- this allows you to save, load, or quit to the main menu. A word of
caution- when you click on a slot to save, the slot will turn green and
you may think the game has frozen. It hasn't- it's waiting for you to type
in the name for the save. Do so and press Enter to save. The second button,
with the image of a flying Dysha, puts you into combat mode. The third,
featuring a clutter of items, brings up your inventory. Items are divided
into three catagories- Biotech, Crystals, and Limilates (Herbs), and
miscellaneous items are kept in the root menu. The fourth menu, with the
image of your eyes, keeps notes. These are pretty sparse, but are useful
for remembering shanthic site locations.

Oh yeah, one more thing- pushing ESC will pause the game and ask you if
you want to quit. If you need to take a break, this is how to do it.

Combat Mode
-----------

You toggle into and out of combat mode from exploration mode. To do so,
press the spacebar. You can also click on the second button in exploration
mode, but as you'll have to go into combat mode on a moment's notice, get
used to the spacebar. While in combat mode you can use Dyshas, but first
you have to set up a strategy. When you enter Combat Mode, a display shows
up beneath the text box showing your currently equipped strategy. This is
the sequence of Dyshas you'll cast. The red dots mark your defensive dysha,
the green ones your offensive dyshas. The small light in the corner of the
offensive dyshas marks where you are in the strategy- The next dysha you
cast will be the lit one, if it's ready. The green and red dots also
represent your level with the dysha and how close you are to having it at
full power. If all the lights are lit, you'll be firing the dysha at full
power. If one or more is grey, then you'll be firing it at a lower level.
If all the lights are grey, you can't use the dysha at all. You can change
to another offensive dysha in the same strategy by clicking on the box.

Back to strategies. In the menu area you'll see a list of Dyshas you can
use. To change a dysha, click on the name of the new one in the menu. If
it's a defensive dysha, it will change easily, because you can only have
one defensive dysha equipped at a time. If it's an offensive dysha, it
will be added to the strategy in a free slot. If you have no free slot,
it will replace the dyshain the lit slot. Although you can always see four
offensive slots, at the start you can only use two of them. You'll get
more slots later on. You have 10 strategies, each keyed to a different
function key, F1 through F10. Build a strategy for every situation you
plan on encountering- although you can technically re-work your strategies
on the fly, it's impossible to do this while at the same time dealing with
the enemy.

To cast an offensive dysha, right-click the target. To cast a defensive
dysha, shift-right-click anywhere. You can move around in combat mode, but
in an extremely limited fashion- take small steps right and left by
clicking to the right or left of your character, or take a larger step by
shift-left-clicking. Don't try to run in combat mode- if you must flee the
area, go into exploration mode.

An important step to mastering combat is understanding the Isho Rate Meter.
That's the meter containing the three rows of circles below the life meter.
It represents the rate at which you weave your dyshas. The more full it is,
the faster your dyshas charge. It starts at a baseline level. While you're
in combat mode and not doing anything, it rises steadily until it reaches
the maximum, represented by the red dots. If you're charging a dysha, it
will stop and hover around a certain level. If you're charging multiple
dyshas, it'll go down, as you're putting out Isho faster than you can take
it in. Whenever you cast a defensive dysha, the meter automatically falls
a certain amount. What this basically means is, in a difficult battle
where you're launching a lot of Dyshas, you'll eventually get tired and
won't be able to weave very fast. You'll probably want to stay in Combat
mode and take a breather after a tough fight, to make sure you're ready
for the next one. Your dyshas will remain charged even if you drop out of
combat mode and go back in later. This is also why Rate Crystals are so
important- whenever you use one, it increases your maximum level by one
column and increases your baseline level by a half of a column, meaning
you can weave faster and get tired less easily. When you exit combat mode,
your Isho Rate falls back to the baseline.

Local Map Mode
--------------

A location map is a small representation of the surrounding area. You're
the figure surrounded by blue triangles. Click to move around as always.
Press the button labelled "SCAN" in the lower-right to make every NPC and
interactable object on the screen "blip". This is very useful when you're
dealing with outdoor areas with a lot of undergrowth. Colliding with an
object or NPC puts you into either Dialogue Mode or Exploration mode,
depending on what exactly it is. It's important to note that, if there
are potentially-hostile enemies on the Local Area Map, those enemies will
show up- almost without fail- if you try to dig for items or use other
"blips"on the same map. In other words, if you want to dig for something
in a certain area, you'll haveto clear out to enemies first.

World Map Mode
--------------

The world map is presented as the screen of the Earth-Tec Tracker given
to you by Salrough in the opening. The red circle in the middle of the
screen is you. Move around by clicking. You of course can't cross mountains
or water, though you can sometimes edge and squeeze through little gaps.
Points of interest are usually displayed as icons on the map, although
large structures like cities or shanthic ruins often have graphics. When
you come to one, you'll go into local mapmode. To the right of the
viewscreen are four indicators. These read proximity of points of interest.
If one indicator is falling, you're moving away from something. If it's
rising, you're getting close to something. If it hits the top, you're
right on top of it. The four indicators signify- from left to right-
animal life forms (NPCs or enemies), vegetable life forms (limilates or
incupods), Isho sources (crystals or open warps), and structures (cities,
houses, or shanthic ruins). Above the indicators is a circle. Click on it
to display a map of all Jorune. The three buttons here will display known
warps, known structures, and all known points of interest (including the
previous two). Click on the circle again to go back to travelling. Beneath
the viewscreen is your location in coordinates. The first number indicates
your distance from the west edge of the map- a larger number indicates that
you're further east. The second indicates your distance from the north edge
of the map- a larger number indicates you're further south. Finally, the
button labelled OFF will turn off the tracker, putting you into
Exploration Mode. This allows you to save or change your dysha strategies.
Return to the World Map by walking off the screen.

Dialogue Mode
-------------

You enter dialogue mode when you encounter a sapient NPC. Pretty
straightforward- listen to his lines (click to advance if it's moving too
slow), then click on the response you want to give.

Warp World
----------

Warp World appears as a distorted map of Jorune. The dot in the bubble is
you. Warps are represented by small white lights. If you're not close,
you wont see a warp, but as you get closer it grows larger. Once you move
into it, you wind up back at a local area map at the corresponding place.
When you enter Warp World via a new Cle-Eshtha, you'll see an illuminated
circle. That's the warp you just opened up. If you enter WarpWorld through
a new Cle-Eshta and don't see the illuminated circle, you just opened a
Skyrealm. Look around WarpWorld for a new warp to find it.

Weaving World
-------------

Weaving World is a subgame that you'll play to learn new dyshas. To enter
it, visit Sarella at the kerning bay in Ardoth. When you enter Weaving
World you'll see four dyshas sitting amidst a circular plane. At the
center of the plane is a dot inside a ring. This represents you. In the
lower-left corner is a box with a number in it. That's how many weave
crystals you have remaining. (The first time you enter Weaving World this
will be zero. Don't worry, you can still drop weave crystals- Sarella's
helping you out. First time's free, you see.) To gain a new dysha you have
to draw it to you. To do this, click on the plane. This will drop a weave
crystal there,where it becomes a gravitational force. In other words, any
nearby dyshas will be draw towards it, moving faster as they approach and
eventually settling into an orbit. However, the crystals aren't permanent-
they disappear eventually, at which point the dysha will either slow it's
momentum to a crawl, or slingshot away, depending on how it was moving when
the gravitational force disappeared. Getting a dysha to the center
requires patience, practice, and a lot of crystals. It can be frustrating,
too, so be prepared. You may wish to save at the Shambo Shenter before
trying. Oh, and there's no use going for two dyshas at once- the game will
only credit you the first.

Cork Cutting
------------

Cork Cutting mode is how you create recos. First you need to find an
incupod- check the Points of Interest. Click on an Incupod to bring up a
menu, and click the laser scalpel to go into Cork Cutting mode. To start
cutting, click on one of the corks. These are the colored lines on the
right- pink on the right, red in the center, purple on the left. Once
you've loaded a cork, you'll see it on the left display, with strands of
genetic material floating inside. Note the meter in the center- clicking
on the strands in the window will move the indicator up one, two, or three
spaces, depending on the strand's size. If the strand has a black hole in
the center, it will instead move the indicator DOWN one, two, or three
places. Each click has a chance to turn one of the green lights
surrounding the bottom of the meter red, signifying an injury to the cork.
In they all turn red, the cork is damaged beyond repair and disintegrates.

Higher quality corks and incupods reduce the chance of an injury with each
click, allowing you to make more cuts and develop better recos. Pink corks
and green incupods are low quality. Red corks and incupods are good
quality. Purple corks and incupods are high quality. Putting pink in purple
or purple in green has a chance of producing a dead reco even if it's
suppossed to be useful, so try and match the quality.

The objective is to get the indicator to one of the 9 green bars on the
meter- this stabilizes the cork into a specific reco, and it goes into
the incupod, germinating in seconds. However, only four of the nine green
bars will produce a useful reco- the others produce a useless one that
dies seconds later. The four recos are-
  Digger- Second from the bottom
  Rejuvenator- Fourth from the bottom
  Miner- Sixth from the bottom
  Surgeon- Eighth from the bottom
The button labelled "Destroy" will scrap the cork. The button labelled
"Shutdown" will take you out of cork-cutting mode, scrapping both the
cork and the incupod. Don't use either if you can avoid it.

Items you'll find
=================

There are a number of things you'll wind up collecting on your journey.
Listed here are some of the more common things you'll be using. This list
does not include items that you'll find only once at a certain point.

Biotech
  Laser Scalpel
     The laser scalpel is how you make an incision in an incupod. To enter
     Cork Cutting Mode, click on an incupod and selectthe scalpel from
     your inventory.
  Corks
     Corks are the genetic material used along with incupods to create
     recos. Pink corks are low quality, adequate formaking Diggers or
     Rejuvenators but requiring great luck tomake better recos. Red corks
     are good for making Miners, and can also make Surgeons without much
     difficulty. Purple corks can make anything.
  Digger
     The Digger is a very simple reco, resembling a small green triangle
     on legs. Use it over limilate, cork, or crystal patches to retrieve
     the treasures buried beneath the surface. One of these should be the
     first reco you make, but don'tget attached to it. While they're
     useful early in the game when money's tight,as soon as possible
     you'll want to upgrade to a Miner, which dig faster, die later, and
     can dig in desert or ice field.
  Miner
     The Miner is an all-around better bargain than the digger, and with
     good reason. However, it's not easy to make. You get best results
     using red or better corks and pods- you can make one with a green
     pod and pink corks, but it takes luck.
  Rejuvenator
     Rejuvenators are very useful recos- when used, they'll heal all
     wounds of yellow or lower color. Carrying a few of these can help
     you save a bundle on healing limilates. They're pretty easy to make
     and can usually be done with a green pod and pink cork.
  Surgeon
     Every adventurer should carry at least one or two surgeons. They'll
     heal you completely, which is perfect when you've just gotten
     through with an especially obstinant Shantha. However, they're hard
     to make. You pretty much need a purple cork and some luck, and a red
     or purple pod. Even then, it might be easier to just buy one.
Crystals
  Weave
     Weave crystals are used to learn new Dyshas in WeavingWorld. You
     want as many of these as you can get your handson, at least until
     you have all the Dyshas you need. (See "Weaving World", above for
     more information.)
  Rate
     Rate Crystals are some of the most important items in the game. Use
     one of these and it will increase your maximum and baseline weaving
     rate, allowing you to charge dyshas fasterand with fewer breaks. Go
     out of your way to acquire these.
  Power
     Power crystals are used in conjunction with power sources that you
     find in shanthic ruins. Click on a source and use a crystal to
     activate the source. This will sometimes turn on some device in the
     ruin, and you can also use the source to activate your Isho
     abilities.
Limilates
  Healing
     Healing limilates, complemented by Rejuvenators, are your main means
     of keeping in fighting condition. Use it and you'll restore a tiny
     bit of health at random from one of the rings on the life meter. Not
     much, but there are so many lying around in limilate patches that you
     can almost always use them in bulk.
  Scragger Repellant
     Very useful- turn Scragger from a major annoyance to target practice.
     They'll still jump at you and try to bite, but instead of latching
     on, they'll lose their grip and fall harmlessly to the ground. Always
     use one before trying to clear out a Scragger nest.
  Isho Invisibility
     Use this and for a short time you'll become invisible to Evids. Evids
     aren't very tough, but later in the game when you have to fight
     several at a time, it might be easier to use one of these and sneak
     past.
  Poison Blood
     After you use a Poison Blood limilate, every creature that bites you
     for a short time will die instantly. This is pretty much the only
     practical way to kill a Corondon before he kills you, so pick these
     up whenever you can.
  Daij
     Daij, as far as I can see, serves no purpose in the game. Well, it
     does serve a purpose of a sort- you can sell it to the marketplace
     in Ardoth for cash. A decent source of money, if you need it.
  Shirm-eh
     Shirm-eh is useless to humans, but priceless to Ramian. You can
     exploit that. (See "The Ramian Merchant" subplot to learn how.)
Gemlinks
  Money. Don't leave home without it.
Shanthic Artifacts
  These are small blue pyramids that you'll find in shanthic ruins.
  They serve no purpose, but you can sell them at the marketplace in
  Ardoth or, more profitably, to Tabor the Bronth historian.
Shanthic Keys
  Small spherical/cylindrical objects that open shanthic doors. Yep.
Warp-Out Crundorra
  Use this in a ruin and it will take you immediately back to the local
  area map. This is very useful if you wind up backing yourself into a
  corner. You start off with two, and over the course of the game you'll
  find others lying around. You can also buy them at the Ardoth
  marketplace.
Sarceen
  A Sarceen looks like a red visor or necklace. (In fact, it's meant to be
  touched to the temples, but never mind that.) When you use it, it will
  teach you a new dysha or ability instantly, without having to go through
  the fuss of WeavingWorld. Very, very useful- keep your eyes open for
  these.

Dyshas You'll Learn
===================

As a muadra, you're not terribly good with martial weapons, but you can
fight with Dyshas, woven from Jorune's ambient Isho energy. Offensive
Dyshas are orbs fired at your enemies, while defensive Dyshas protect you
with a barrier. There are also Isho Abilities, which have genrally
non-combative uses. They're listed here because they're acquired in the
same way. The main way to acquire new Dyshas and abilities is to learn
then in Weaving World, but occassionally you can also find Sarceens that
will teach you a Dysha instantly- keep your eyes open for these, they'll
make things a whole lot easier. Dyshas have levels- if you learn a Dysha
you already know, it will go up to the next level, becoming more powerful.
Most Dyshas have three levels. The Dyshas available to you are:

Power Orb/Lightning Orb
  Your main attack. Hit the enemy with it and do damage. You start off
  with Power Orb,and it improves to level 2 and then 3. Lightning Orb is
  basically Power Orb levels 4-6. With two Dysha slots, one of them
  should always be Power/Lightning Orb, unless you're trying to pull a
  really esoteric strategy. Normally you'll want to fire these one at a
  time, so that they can recharge quickly and without hurting your Isho
  Rate too much, but if you think you can take down your enemy right now,
  you can machine-gun them too. Power Orb is a simple orange orb,
  Lightning Orb takes the form of a blue burst of ball lightning.
Suspension Orb
  When this small orb strikes a foe, it expands to a large orb and
  levitates-with them inside- until it hits the roof and pops. Not very
  useful indoors, as it hits the roof real quick, but it has valuable
  uses. The best tactic to use with this dysha is to catch an enemy
  inside one, then smack him with a Power/Lightning Orb. This will knock
  him far back- usually out of range of an easy counter attack. You can
  use this strategy early in the game to slowly whiddle down
  capsule-throwers. Suspension Orb looks like a large bubble.
Power Hold
  Power Hold resembles a bunch of yellow rings surrounding a small
  central orb. When it hits its target, it paralyzes them by binding
  them with several rings. Crugar and Shanthas love to use this on you-
  it'll hold you in place and let them beat the snot out of you with
  Lightning Orbs. You can also use it effectively, however it's a bit
  trickier because it takes a long time to weave and wears off fairly
  quickly at low levels. It's really not useful until you have it at
  level 2 or 3 and a good weave rate, as well as a third or fourth
  offensive dysha slot to help you capitalize on a hit. In the early game
  Suspension Orb is much better.
Isho Drain
  Isho Drain is a deep black orb that takes a chuck out of the target's
  Isho Rate. I think.See, it certainly takes away YOUR Isho when you get
  hit with one, but I'm not sure the enemies work on the same system as
  you in Alien Logic, which would make this utterly useless to you. Even
  if it does work, I don't see how it would be more useful then just
  firing Lightning Orbs at your enemy. But, if you're up for something
  different, feel free to give it a try. Be aware that shanthas love to
  machine-gun you with this, which can make for some annoying battles.
Crater
  Crater is a large fireball that explodes on contact and does a lot of
  damage. However, it takes so long to weave that it's very seldom
  practical. It has one very important use, though: it's able to
  penetrate defensive dyshas. This makes it useful against especially
  cheap Crugar who use Shield constantly. Crater only has one level, as
  opposed to three like most other dyshas.
Fire Touch
  Fire Touch is a defensive dysha that appears as a small flame pointing
  sideways. Use it, and you burst into flames for a moment. It basically
  has one use- to knock Scragger off of you. Useful, but frankly I don't
  much like it. It will sometimes take several uses to actually knock the
  Scragger off, and it burns up Isho fast. I recommend Scragger Protection
  limilates instead. Fire Touch only has one level.
Shield
  Shield is a defensive dysha in the form of a blue square. Use it and
  you'll be covered for a few seconds in a white light that will stop any
  incoming dyshas. (Not physical attacks like capsules, though.) Useful
  when you have nothing else, but other defensive dyshas are better.
Reflect
  This white orb is a defensive dysha with offensive capabilities. It
  functions the same as Shield, but instead of a white light that blocks
  dyshas, this is a blue light that bounces them back towards your
  opponent. Useful in battles against Crugar, where you have to keep the
  pressure on to have any hope of breaking through their shields. Not so
  useful against other foes- Shanthas will re-reflect it, putting a strain
  on your Isho since you'll have to keep blocking it. Evids have such a
  small vertical profile that they're unlikely to be hit by the
  reflection.
Vampire
  A red defensive dysha that at first appears to be like Shield, but
  which has a bonus- whenever you block a dysha with Vampire, you absorb
  some Isho from it and your Isho Rate increases. The amount of Isho you
  absorb seems to depend on the level of Vampire you're using. Very
  useful against Evids and Shanthas, especially later in the game.

There are also Isho Abilities, which you learn the same way as Dyshas and
you activate at Power Sources in shanthic temples. They only last so long,
so make sure you're not in danger when they wear off. You learn Isho
Abilities the same way as dyshas- through Weaving World or sarceens.
In Weaving World they appear as small circles with four colored triangles
extending from them.

Lava Walk
  Walk on Lava. Simple, no?
Feather Fall
  With Feather Fall you don't take falling damage when you fall long
  distances. There areonly one or two places in the game where you have
  to do this, but when you do it will save your life.
Regenerate
  Use this ability and you'll be covered in a purple light that will heal
  you point by point for a few minutes. Not necessary, but very helpful
  in ruins where you face a lot of combat.
Morph Evid
  You can't get this ability in Weaving World, you have to find a
  specific sarceen. Once you have it, several areas of the game become
  much easier, or open up further. What this ability does is transform
  you into an Eye Evid. While in Evid form you can fly- even up through
  broken ceilings- and Evids will be friendly. (Shanthas will see right
  through the disguise, though.) However, you don't have access to your
  entire dysha list, so don't start a fight. You'll change back after a
  few minutes. While in Evid form you can also talk to Eye Evids, though
  they don't have anything to say.

Enemies You'll Fight
====================

There are several enemies you'll face during the game, and they fall into
roughly three catagories- critters, evids, and sapients (i.e. intelligent,
bipedal life-forms.) It's importantto understand that there are no
experience points in Alien Logic and sapients very rarely drop anything,
so it will usually be to your advantage to play passive, either by avoiding
foes or talking your way out of fights. But sometimes they just don't
listen to reason. Small enemies like Beagre and Scragger appear in groups
of 3 or 4. Larger creatures you'll fight one-on-one.

Beagre
  Beagre are obnoxious little brown critters that seem to infest every
  corner of Jorune. They travel in groups of three or four typically, and
  they're nothing more than target practice- level 2 Power Orb kills them
  with a single blow, and even early on they're not much of a threat.
  You'll occassionally have to clear them out of a limilate patch, other
  then that you can ignore them. There's a bounty on them in Ardoth, but
  it's hardly worth it.
Scraggar
  Scragger are very irritating Green Lizards who's attack it to jump
  toward you and grab you in their teeth. If they grab on, They won't let
  go for several seconds, and you'll be taking small bits of damage all
  along. You can drive them off with a Fire Touch, or just avoid
  encountering them. However, if you're willing to take the annoyance,
  you can also hunt them- Scragger Protection limilates can make this
  easy, and they'll fetch a decent price in Ardoth. When you fight
  Scragger, the best tactic is to launch a dysha at them at the peak of
  their jump.
Pibber
  Pibber are small, fat, tan creatures that stirke me as nothing so much
  as bunnies with eyestalks. They're harmless, but if you capture them
  alive (click them while they're on the ground,) you can trade them to
  trarch or to the woffen beaster in Ardoth.
Mandare
  Mandare are large, bloated critters with huge long necks. Their attack
  is to snap at you after maneuvering close. They can take a lot of
  punishment and will often get a few hits in before you kill them, but
  they're not especially difficult. When you encounter a mandare, your
  first move should be to walk all the way to your end of the area. Once
  you've put distance between you and them, drop into Combat Mode and
  start firing off Power/Lightning Orbs. This may seem lowbrow, but
  they're too big for Suspension Orb or Power Hold, so there you are.
  After killing a mandare, always take time to slice it open and check
  the stomach contents.
Corondon
  Corondon are huge creatures resembling eyeless dragons. They're
  impossible to beat in combat. When I say "impossible", I don't mean
  "doable but annoyingly tedious", or "you need to be really strong", or
  "you need the right strategy". I mean it can't be done. I've tried many
  times. They close with you with lightning speed and can take you from
  full health to game over in three attacks. The only practical way to
  kill a Corondon is to use a Poison Blood Limilate, so that after they
  bite you, they fall over dead. This is why Poison Blood Limilates are
  so important.
Eye Evid
  These floating evids will be your most consistant foe over the course
  of the game- you'll fight them in the first ruins you explore and will
  still be fighting them up until the final battle. They protect shanthic
  ruins, and occassionally aboveground crystal patches as well. Their
  arsenal consists of Suspension Orb and Lightning Orb, plus Vampire for
  defense. They will also occassionally close in and bite you. They're
  not especially hard,but it may take timing to sneak your shots in
  through their Vampires. Always block the Suspension Orb- if you get
  caught, he'll hit you with several Lightning Orbs while you're helpless.
  Whenever you beat an Eye Evid, it'll drop a Power Crystal.
Sphere Evid
  Sphere Evids are weaker then Eye Evids, but also quicker. They zip
  around dodging your shots or bouncing them back with reflect, and
  they'll fire back with Suspension Orbs and Power Orbs. The strategy is
  basically the same as with the big eyes, but you have to pay a little
  closer attention to them, as they can blindside you with an unexpected
  shot or surprise relfect. They also drop Power Crystals when beaten.
Spider Evid
  Harmless and don't drop anything. Ignore them.
Slug Evid/Blob Evid
  These two evids are different sides of the same coin- they crawl
  toward you and attack when really close. Not a problem- you can almost
  always blow them up before they reach you. Slug Evids are slightly
  weaker and drop Weave Crystals, while Blob Evids drop the standard
  Power Crystal when beaten.
Trarch
  Trarch are blue guys with big clubs. If you watch yourself around them,
  you really only have to fight one over the course of the game. When you
  do, be advised that they only have a short-range attack, so they're
  pretty easy. The mandare strategy of getting distance and then wailing
  on them should work, or you can try the Suspension Orb knockback tactic.
Cleash/Scarmis/Ramian
  These three enemies all fight pretty much the same way- they hang back
  and throw grenade-like capsules at you. Sometimes, when that doesn't
  work, they'll close for a short-range attack. Only hit points and
  capsule strength seem variable, honestly. Early in the game, the best
  strategy is to use Suspension Orbs to keep them at a distance. Later,
  when you have a higher weave rate and more dysha slots, the strategy
  will become hit 'em fast, hit 'em hard. Scarmis, by the way, are
  naturally docile- unless there are Cleash around, there's no reason to
  attack them.
Crugar
  Crugar are freakin' annoying. They really like Lightning Orbs, but
  what's worse they really, really, REALLY like Shield. In a battle with
  a crugar, he'll have it up something like 90% of the time, making it
  really hard to sneak in a good shot. On offesne, they generally throw
  out lots of Lighning Orbs, but they can also use Power Hold, and watch
  out for that. If a crugar catches you in a Power Hold, you'll take a
  barrage of Lightning Orbs that will probably kill you. I find the best
  way to deal with them is to bounce back their attacks with Reflect,
  while adding some Lightning Orbs of your own to keep the pressure on.
  Occassionally a crugar will get caught in his own reflected Power Hold.
  When that happens, pounce and hit him with as many dyshas as you can
  before he snaps out of it. You can also try blasting through their
  shields with Crater, but this is risky- Crater takes a long time to
  charge up, during which you'll be vulnerable. Defensive dyshas will
  help, but not when the Crugar decides to close ranks and use his claws
  instead.
Shantha
  Shanthas are the toughest enemies in the game. (Corondons are more
  difficult if you don't know the trick, but simple if you do.) They use
  Power Holds and Lightning Orbs in a fashion similar to Crugar, but are
  also fond of using Isho Drains to render you helpless. They
  occassionally throw Craters as well. Block them- they break through
  shields, but still do less damage when they hit one. Their defensive
  dysha of choice is Reflect. You can thwart it by aiming at their heads.
  Since they're larger then you, your dyshas will often go over your
  head when they bounce back. Since they don't throw up shields
  constantly like the Crugar, you have more flexibility in your strategy.
  I recommend Power Holds followed up with as many Lightning Orbs as you
  can manage. However, shanthas are still pretty tough, and I recommend
  avoidance tactics if at all possible.

Exploring Shanthic Ruins
========================

In many ways the best part of the game is the shanthic ruins you'll come
across. You'll explore these looking for valuables, mainly Cle-Eshtas.
Most are guarded by evids, some also by Shanthas.There are, additionally,
some obstacles and devices you'll come across.

Elevators/Moving Platforms
  Yeah, Alien Logic is partially a platform game. Frequently you'll have
  to jump onto moving platforms, either to ride an elevator from one level
  to another or to ride a horizontal platform across a pit or chasm.
  Sometimes you'll find an inactive elevator- these are usually turned on
  by using a nearby Power Source.
Maps
  Maps look like large empty panels on the walls. If they ever actually
  depicted the floor plans of the ruins, those lines have long since worn
  away. However, small orbs representing power sources remain. Each orb
  on a map represents the location of a power source in the ruin. Yellow
  ones are active. Not terribly useful, but they can give you an idea of
  the general layout of a ruin.
Tablets
  You'll sometimes find pedestals that hold stone tablets. These tablets
  contain shanthic writings. Read them for information- usually about the
  ruins you find them in.
Power Sources
  A power source is a small yellow and gold device on the wall, with a
  hole in the center to place a Power Crystal in. They transmit energy
  around the ruins, so turning one on will often activate an otherwise
  inactive device, like an elevator. You can also activate Isho abilities
  at an active power source.
Green/Red Doors
  Ah, the locked door- enemy of adventurers since the beginning of time.
  Green doors can be bashed down by using Power Orb or Lightning Orb, but
  to open a red door you'll need the corresponding Shanthic Key.
Isho Lifts
  An Isho Lift is a light blue column of light that, when entered, will
  move you either up or down to it's endpoint. It doesn't matter where
  you enter an Isho Lift, you'll always ride it right to the end. Keep in
  mind that Isho Lifts are one way- although it's rare for one to drop you
  off in an unescapable situation, you might want to save before entering
  any.
Power Floors
  Power floors are small circles on the ground, looking similar to
  de-activated Isho Lifts but more solid light. While you're standing on a
  Power Floor, your Isho Rate shoots up to the maximum. Very useful when
  tough foes are around.
Sentinel Evids
  Sentinel Evids are small brownish floating creatures that block your
  way. They're immune to dyshas and on approaching one you'll be pushed
  back by a storm of Isho Drain. This won't hurt, but it weakens your
  weave rate and prevents you from passing the Sentinel. The only way to
  get past a Sentinel Evid is to turn it off. This is done via a music
  box, which you'll always find close to a Sentinel Evid. A music box is
  a device that hangs from the ceiling. If you click it, it will make a
  sound and usually turn the sentinel off.
Cle-Eshtas
  Cle-Eshtas are your main goal in most shanthic ruins. They look like a
  blue crystal on a partially-closed pedestal. Use one and it will take
  you immediately to WarpWorld and open a new warp.

Mandare Bellies
===============

Whenever you kill a Mandare, you can click on it's neck to slice open the
belly and see what's inside. At one point this will be the focus of a very
important subplot, but it's worth doing as a general rule. You can find a
great many things inside these creatures. Some are useless, but others
will be very helpful. Among the things I've found:

three pink corks and an assortment of human bones
a red cork
a wicker box containing two weave crystals and two power crystals
an empty keeper rod
a gemlink
two healing limilates and a partially digested reco digger
a decomposed thivin
17 gemlinks
1 power crystal and a mostly digested pibber
a large club and a blue hand
a power crystal
a warp-out crundorra
22 gemlinks and a large quantity of human bones
a large number of bones and a few tufts of crugar fur
a suit of thailerian armor
two barely digested beagre
8 weave crystals and 3 gemlinks
pibber juice

Of these, the most important by far is the Thailerian Armor, which you
can't get anywhere else. This reduces the damage you'll take. (By how much
I'm not sure- Alien Logic's injury system is somewhat vague.)

So what am I suppossed to do?
=============================

Alien Logic is a very, very open-ended game, which is kind of a polite
way of saying it doesn't give you much direction. Your basic goals are
simple- get strong and find the bad guy. The answer to both is to explore.
Walk around Jorune and see what there is to see. While you're walking,
keep your eyes open for two things in particular- Crystal Fields and
Shanthic Ruins. Crystal Fields are important because you can find crystals
(duh), which are important for increasing your skills. Shanthic Ruins are
places where you'll find Cle-Eshthas to learn new warp locations, as well
as items of use, some very powerful.

Some general advise:
-Talk your way out of trouble whenever possible. As noted before, enemies
  rarely drop items and don't give experience, so you have no reason to
  risk dying if you can avoid it.
-Visit Salrough often. He'll often come up with new Shanthic sites for
  you to go looking for, and is crucial to several subplots.
-Power Crystals have limited use- don't go out of your way to amass a
  stockpile.
-The value of money is arguable- you can buy a lot of supplies in Ardoth,
  potentially making the game easier, but you can also find a lot of
  stuff just by exploring.
-If you do need money, you can usually get some by selling Shanthic
  Artifacts or hunting Beagre or Scragger, but if you find some Incupods
  you don't need, you can also go into the Biotech business, turning corks
  into recos and selling them at a profit.
-If you have any Warp Crystals at all, you have plenty.
-Save you Poison Blood limilates for Corondon.
-Rate Crystals are extremely powerful.

***************
The Walkthrough
***************

Alien Logic has an old-school plot- it really only becomes complicated at
a few key points, notably the beginning and the end. For most of the game,
you're just doing your thing. Hence, there are three distinct chapters- the
first hour or so of gameplay covers your awakening in Tan-Iricid and your
journey to and exploration of the city of Ardoth. There's a lot of
conversation here, learning the basics of gameplay, background of the
world and so forth. The second part is something like 95% of the game, and
deals with you wandering Jorune seeking the power you'll need to defeat
the Red Shantha. And the third is your journey to Delsha and the final
battle.

Opening: Journey to Ardoth
==========================

The Mountain Crown
------------------

After an intro sequence covering the history of humans and shanthas,
you'll find yourself talking to a thriddle. He'll ask you your name- it
may seem like the game has locked up when he does, but don't worry. Just
type in your characters' name- I used "Jacob", because it's a good name.
The thriddle will then introduce himself as Salrough Gomo, the head of the
Mountain Crown, and give you the backstory of the game. Briefly, a bad guy</pre><pre id="faqspan-2">
named Dytra-Al-Desti, the Red Shantha,has kidnapped your village, carting
off everyone in stasis devices called keeper-rods. A Shantha called
Sha-Imsa tried to save your rod, but he lost it and it was four years until
the thriddle found and released you. So, you've got to save your neighbors
and stop whatever evil scheme Dytra-Al-Desti is cooking up. Salrough
recommends you start by heading to Ardoth, where you'll find your
benefactor Sha-Imsa and hopefully a kerning bay where you can learn
Dyshas. He also knows some shanthic sites you should look into, once
you've gotten yourself ready. Get as much information as you can out of
him, then he'll call a young thriddle named Hilder No-Trid to escort you
to the warp to Ardoth. You'll drop out of conversation mode into
exploration mode. Take some time to familiarize yourself with the
controls, then head off-screen to the left.

You'll wind up in a local area view of the Mountain Crown, with thriddle
milling about. Talk to them- noone has any pertinant information, but
they're quite amusing. When you come back later, you'll see a stationary
thriddle standing by the door in the northeast corner. His name is Limid
Lo Obbo, and he can tell you a lot about limilates. Exit via the bottom
of the screen and you'll find yourself on the world map with a view of
Tan-Iricid. The moving creature is Nilder. Follow him to the local warp.
When you get there you'll note Nilder preparing to run for his life, and
the beagre milling around. If you want, practice combat mode on the beagre.
It won't calm Nilder any, but you'll be able to collect the beagre to sell
for a few bucks later.

The Warp will take you into Warp World. Note that there's a small light
just to the northeast of your current location. Walk into it and you'll
find yourself in the nation of Burdoth.

Ardoth
------

You arrive in a field outside Ardoth. There's a bronth walking around.
Talk to him- he'll gripe that you're trampling his crops, and also convey
some useful information about Burdoth and Ardoth. Exit to the world map.
You'll find Ardoth just to the south. Seargent Brontin, a retired military
man, guards the gate. He'll let you pass without trouble, and he can tell
you about the history of Ardoth, the Ramian and Shirm-eh. He'll also point
you towards Tabor and the Shambo Shenter. You'll meet Brontin at the gate
every time you come to Ardoth, and sometimes he'll let you know about
important events going on in the city.

Ardoth will be your central base of operations- whenever you need to
re-supply or learn new dyshas, you'll be coming back here. So, let's
familiarize ourselves with the place. We'll start from the enterance, and
go in a generally counter-clockwise direction. First note above and below
you are two NPCs. The lower one is a Crugar who will attack you- leave him
alone. Above you is a helpful thriddle who knows about BioTech and mentions
Daclish LeClur. His travelogue is boring as hell, though. If you remember
what Salrough said, your first objective should be Sha-Imsa's house, just
east of the city gate. (The blue dots indicate enterable houses, but you
knew that, right?) He's not happy to see you, for reasons he'll explain.
He's liable to kick you out at some point- march right back in and keep at
him until he agrees to help you. He'll give some clarity to your quest,
explaining about shanthic ruins, Warp World, Weaving World, and Isho
Crystals. He can't take you to Weaving World, however- for that you'll
need to find a kerning bay.

Keep going down the road to the east and enter the building on the right.
This is the healer. He offers three levels of healing. First Aid cures any
wounds up to the light green level, changing them back to the healthy dark
green. Medication cures orange and lesser wounds, and surgery will heal
you completely. I find the healer to be quite useless- healing limilates
are plentiful, reco rejuvenators are easy to make, and you can make a reco
surgeon or two for emergencies- but if you need him, he's there. Directly
north of the healer is the Shambo Shenter. Fighting is forbidden, but you
can duck in here at any time to go into exploration mode, allowing you to
rework your strategies or save your game. You can also chat with whoever's
sitting at the table- it's one of several random people. The most important
is the Ramian, who launches a profitable subplot. Across the street is a
Corastin who will buy dead Beagre, Scragger, and Pibber. The prices are
low, but it's easy money if you ever need it. However, Pibber are worth
more alive if you take them to the next guy on our itinerary- to the east,
at the end of the road, is a woffen trapper. He's a braggart, but he knows
a lot about the critters you'll encounter- most notably, mandare often
swallow their victims' valuables and corodon are "Death Machines". Ask
him about pibber to get the offer to buy any live ones you come across.
North of this is the ferry, which can take you to Dobre, but leave it for
now.

From the center of town, go northwest and bear west until you come to a
circular building with a pointy roof. This is the kerning bay, but on
talking to the owner, Sarella, you may mistake it for a cathouse or a
hippies' den. Endure the eye-rolling dialogue and let her take you to
Weaving World. The first time is free and Sarella will loan you all the
crystals you need, so go for one of the far-off ones. I usually get Power
Orb level 2, but if you plan on hunting Scraggerfor cash, Flame Touch may
also be a good idea. When you come back later, Sarella will also be willing
to explain a few things about dyshas and dysha combat to you.

To the north of the kerning bay you'll see five scattered dots representing
the marketplace. From the merchants you can buy and sell corks, limilates,
recos, and crystals, as well as selling shanthic artifacts and buying
warp-out crundorra. Each merchant will also tell you a little about what
he sells. West of the marketplace is a woffen walking around. He has no
information, but the conversation is good for a laugh.

Finally, north of the wandering woffen is the lair of Daclish LeClur, which
will be the focal point of our first subplot.

Dealing with Daclish
--------------------

As Sha-Imsa warned you, Daclish is a collosal jerk- not only won't he talk
to you, he'll have his bodyguard rough you up and toss you out into the
street. (You take no health damage from this- just a flesh wound, I guess.)
However, notice that after this incident a new dot appears near the big
building on the south side of town. Go over there, and you'll run into
someone who can help. After getting her advice, head back to Daclish and...
he'll get pissed off and throw you out again. What a prick. Go back to the
big building and your friend will decide to play hardball. Next time you
go back to Daclish, he'll be quite a bit more agreable give you what
you're looking for- a cork-cutting kit, laser scalpel, and 3 pink corks.
Go back to your friend and thank her.

Incidentally, if you go to the large building again, you'll learn that
Daclish has made complaints to your friend and turned her against you.
Grrr. Well, no big deal- you won't need to deal with either of them for
the rest of the game.

Now that we know what's what in Ardoth, it's time to begin our adventure
in earnest. Head back to the Shambo Shenter to get ready, and then it's
off to gate, and onwards to the wilds- and adventure!

Midgame: Wanderings
===================

From here on you basically go where you want. The first thing you should
probably do is get a reco digger- there are a few incupod patches in
Burdoth, so get to it. Once you have that, it's all in your hands. Look
around for crystal patches, and hunt down the ruins Salrough told you
about. Not the entire world is open to you from the start- you'll need to
complete subplots to open up some key areas, and some enemies will be too
tough for you until you get more powerful. If you ever need direction,
Salrough can often give you leads on Cle-Eshta locations and other
subplots. As you'll eventually learn from Salrough, the endgame will become
available once you've found and used twenty-five Cle-Eshtas.

Exploring Jorune
----------------

The following are profiles of each region of Jorune. They're listed in the
approximate order you'll encounter them if you follow the plot, but the
game is free-roaming, so feel free to go off book. Most especially, the
crystal patches make it a good idea to explore Gilthaw as soon as you can,
rather then right at the end. I understand that not everyone has the
manual with its map, so I'll do my best to describe just where each region
is. Additionally, you can look up a specific point of interest by it's
coordinates. However, the coordinates the tracker gives you are sometimes
off by a point or two, so don't try and make a script to find these sites
for you- once you get there, you'll be able to eyeball what you're looking
for. I've tried to include all points of interest on this list, but Jorune
can be vast, and it is possible I've missed something. The points are
organized by clumps- in each region, the first clump is creatures, then
limilates, incupods, crystals, and finally points of especial importance,
such as ruins. Ruins and subplots have detailed walkthroughs listed in the
following sections of this document. This list excludes a few areas on
the map that you'll visit only during the endgame.

Burdoth
+++++++

Burdoth is the most prosperous realm of Jorune, a lush land of forests and
fields crowned by the capital city of Ardoth. Your adventure will start
in earnest here, after some time exploring Ardoth and the Mountain Crown.
There's a mountain range seperating the east end of Burdoth from the west
end- get around it at either the south end or the north end. The Gauss
Valley- which runs through the mountains and connects northwest and
southwest Burdoth- is well worth exploring.Be advised that the extreme
south of Burdoth, bordering the East Trinnu Jungle Lands, is patrolled by
cleash. Avoid them- they'll fight you, and you'll get nothing out of it,
except maybe dead.

To reach Burdoth:
  Warp at 216,167 (open at start)
  North from East Trinnu Jungle Lands
  West from Heridoth
  Ferry from Central Burdoth

Of Interest:
  214,167- 4 Scragger
  213,166- 6 Scragger
  210,170- 5 Scragger
  206,179- 1 Cleash
  210,180- 4 Cleash
  212,182- 5 Cleash

  217,155- 5 Healing, 1 Shirm-eh
  213,165- 9 Beagre, 3 Healing, 3 Shirm-eh
  210,171- 9 Beagre, 5 Healing
  210,162- 9 Beagre, 2 Shirm-eh
  206,159- 4 Scragger Protection, 3 Shirm-eh
  205,160- 5 Healing
  205,167- 4 Healing, 1 Shirm-eh

  216,163- 4 Green Incupods, 2 Red Incupods
  212,157- 4 Green Incupods

  212,165- 5 Weave, 1 Rate
  205,171- 1 Power, 2 Weave

  216,169- City of Ardoth (see above)
  216,167- Bronth Farmer (same area as Warp)
  213,166- Beagre Pit (same area as Scragger- see "Beagre Pit")
  205,160- Cle-Eshta to Drail (only once you know about it- see "The Dead
     Volcano". Same area as Healing Limilates)
  211,167- Ruin- Gal-Imasti (Cle-Eshta to Khodre Island)
  200,173- Ruin- Do-Enesha (Cle-Eshta to Anasan)
  212,179- Ruin- Dwelling of Ana Ci-Eshta

Khodre Island
+++++++++++++

This is an island sitting on the lake that seperates North Khodre from
South Khodre. It's tiny, you can almost fit the entire thing on one tracker
screen, but there are some useful crystal deposits and a ruin here. You'll
likely reach it early on after exploring Gal-Imesti.

To reach Khodre Island:
  Warp at 157,119 (From 211,167 in Burdoth)

Of interest:
  159,119- 3 Healing, 2 Shirm-eh

  158,118- 5 Weave, 1 Rate
  159,116- 2 Power

  158,116- Ruin- Shenas-Abey (Cle-Eshta to The Doben-Al)

Tan-Iricid
++++++++++

The Island of Tan-Iricid is home to the Mountain Crown, the largest library
on Jorune and the home of the Thriddle. You start the game here, but almost
immediately you're shuffled off to Ardoth. You'll return frequently to
confer with Salrough about new shanthic sites and occassionally other
issues.

To reach Tan-Iricid:
  Warp at 170,207 (open at start)

Of interest:
  163,207- 4 Healing, 3 Scragger Protection

  172,204- Mountain Crown (see above)

Heridoth
++++++++

Heridoth is a fertile peninsula of trees and mountain that lies next door
to Burdoth, across a body of water to the east of Ardoth. Although
infested with Beagre, the region nonetheless has some things worth seeing,
most notably the ruins of Ma-Eshira.

To reach Heridoth:
  East from Burdoth (path between Ardoth and southern mountains)
  North from East Trinnu Jungle Lands

Of interest:
  222,169- 6 Beagre
  225,176- 13 Beagre

  217,180- 12 Beagre, 7 Healing
  224,167- 1 Poison Blood

  216,173- 3 Green Incupods, 1 Red Incupod, 4 Pink Corks

  224,162- 1 Power, 4 Weave

  218,180- Cle-Eshta to Island of Health
  223,169- Ruin- Ma-Eshira

Island of Health
++++++++++++++++

This is another tiny island, just off the coast of Burdoth. It's small and
not especially interesting, but there's a treasure trove of Healing
limilates underground.

To reach :
  Warp from 218,180 (from 218,180 in Heridoth)

Of interest:
  215,150- 8 Healing
  216,149- 3 Healing, 3 Scragger Protection
  214,147- 5 Healing, 1 Poison Blood

East Trinnu Jungle Lands
++++++++++++++++++++++++

The East Trinnu Jungle Lands are an area of very dense rainforest (i.e.
dark green) south of Burdoth. These lands are inhabited by the insectlike
Cleash, who aren't very bright, civilized, or friendly. You can try to
talk to them, but as you don't speak Cleash and they don't seem to care,
it'll just mean a fight. You don't get anything for fighting Cleash, so
you'll want to avoid them most of the time. However, if cleash are
inhabiting an area that you plan to be mining, you may want to clear them
out first. They might interrupt your mining and make you fight them off,
and if so your recos will likely get caught in the crossfire.

To reach East Trinnu Jungle Lands:
  South from Burdoth
  South from Heridoth
  East from Thantier
  North from Anasan

Of interest:
  217,187- 4 Cleash
  212,187- 3 Cleash
  212,188- 14 Scragger
  208,189- 3 Cleash
  204,190- 4 Cleash
  200,186- 12 Scragger
  196,188- 2 Cleash

  211,186- 3 Green Incupods, 2 Red Incupods, 2 Pink Corks
  210,190- 3 Cleash, 2 Green Incupods, 4 Red Incupods.
  208,186- 1 Red Incupods

  215,188- 1 Power, 5 Weave
  211,192- 6 Cleash, 4 Weave, 1 Rate
  199,185- 7 Weave

  204,184- Cleash General (See "Broken Cle-Eshtas" subplot)
  215,187- Ruin- Crossroads of WarpWorld (Cle-Eshtas to Abandoned Island,
     Voligire, Corondon Island, Lundere)
  201,187- Ruin- Besieged Ruin (Cle-Eshta to Gilthaw)

Abandoned Island
++++++++++++++++

This is an abandoned island south of Sillipus, and there's nothing here.
I'm serious, not a single things to be found except the warp. Weird.
Anyway, you can ignore this completely if you wish.

To reach Abandoned Island:
  Warp at 218,246 (from 215,187 in East Trinnu Jungle Lands)

Corondon Island
+++++++++++++++

This island off the coast of Temauntro is the first place you'll
encounter the deadly Corondon. Fortunately the main attraction here, the
crystal fields, are nowhere near the Corondon hangouts.

To reach Corondon Island:
  Warp at 68,92 (from 215,187 in East Trinnu Jungle Lands)

Of Interest:
  69,93- 1 Corondon
  72,88- 1 Corondon

  66,93- 1 Corondon, 3 Healing, 5 Scragger Protection

  64,98- 3 Weave
  70,90- 5 Weave, 1 Rate
  76,86- 2 Power, 1 Weave

Anasan
++++++

South of the Jungles of Trinnu and north west of the Island of Sillipus
is a temperate forest realm. You'll find a warp here early in the game, or
you can just hike across the East Trinnu Jungle Lands to get there. It's a
small region, but worth exploring for the limilate patches,a Cle-Eshta,
and the ruin of Sha-Yesh.

To reach Anasan:
  Warp at 205,197 (From 200,173 in Burdoth)

Of interest:
  213,199- 11 Beagre
  200,198- 2 Cleash

  213,202- 8 Beagre, 6 Healing
  213,205- 6 Healing, 6 Isho Invisibility

  209,205- Cle-Eshta to Central Dobre
  208,200- Ruin- Sha-Yesh (Cle-Eshta to South Temauntro)

Central Dobre
+++++++++++++

Although expansive, Dobre is well worth exploring. The Bronth natives are
friendly, but mainly have no useful information, except to point you to
the way out. The main reason to come here is to visit Tabor, the Bronth
historian who lives north of the ferry. He'll buy shanthic artifacts from
you (he offers a much better price then you'll get in Ardoth) and will
help you with certain subplots. Additionally, he knows the history of
Jorune like the back of his paw, and can provide lots of backstory- it's
well worth your while to talk to him on the subject.

Dobre is so big that I've divided it into three sections. The central area
is where the Ferry and Tabor's house are. South and east of Tabor's place
is a pass that will allow you access to the mountainous south part of the
region. Follow the mountains west from Tabor and stick to them as they
twist around, and you'll eventually find a pass that leads you to North
Dobre.

To reach Central Dobre:
  Warp at 224,156 (from 209,205 in Anasan)
  From Burdoth via Ferry in Ardoth (arrives at 241,160)
  South from North Dobre (mountain pass around 225,140)
  West from South Dobre (mountain pass around 248,150)

Of interest:
  239,157- 1 Bronth
  232,152- 12 Beagre
  229,148- 1 Bronth
  221,141- 1 Bronth

  243,148- 4 Healing

  241,160- Ferry to Burdoth (arrives just north of Ardoth)
  245,148- Tabor's House

South Dobre
+++++++++++

This area is unremarkable but deserving of some exploration. If you're a
hunter or just like beating up critters, there's a lot of stuff to do in
South Dobre. In addition to a lot of Beagre and Scragger, you can find
Pibber (capture them alive!), and a few Mandare. If you're not, the trip
is still worthwhile- you can find crystals, incupods, and a Cle-Eshta.

To reach South Dobre:
  Warp at 280,188 (from 173,177 in Thantier)
  East from Central Dobre (mountain pass around 248,150)
  West from Lundere (pass around 271,175)

Of interest:
  252,161- 1 Bronth
  260,171- 1 Bronth
  251,175- 1 Bronth
  251,180- 6 Pibber
  268,181- 9 Beagre
  262,186- 9 Beagre
  264,193- 4 Scarmis
  263,191- 6 Scragger
  273,195- 9 Beagre
  286,198- 16 Scragger
  285,199- 3 Mandare
  282,197- 2 Mandare
  279,197- 12 Scragger
  272,201- 12 Scragger
  282,203- 21 Scragger
  279,202- 2 Mandare
  286,192- 1 Corondon

  253,178- 2 Healing, 4 shirm-eh
  281,195- 15 Beagre, 5 Healing, 1 Isho Invisibility
  283,197- 1 Mandare, 12 Beagre, 8 Healing

  256,165- 2 Green Incupods, 1 Red Incupod
  249,177- 6 Green Incupods
  280,200- 3 Green Incupods, 2 Red Incupods, 3 Pink Corks
  286,189- 5 Green Incupods

  258,160- 3 Weave
  282,180- 4 Weave, 1 Rate

  256,159- Cle-Eshta to North Temauntro

North Dobre
+++++++++++

North Dobre is pretty sparse, with few points of interest. Some of the
Bronth around here are looking for a Crugar. If you track down that
selfsame Crugar, you might be able to coax some information about the
Scrolls of Iscin out of him. There's also a Cle-Eshta near the Lundere
border that takes you to an island in the south seas with some worthwhile
items. The only other feature here of real importance are the mountains,
which constantly block your path and force you to take detours. (This makes
getting an accurate list of points of interest difficult- while I'm
confident the below list is comprehensive, I can't be completely sure I
didn't miss something.)

The border between North Dobre and Lundere is vague. I decided to draw the
line at the east end of the peninsula near the skyrealm, along longitude
line 263, but that's arbitrary, honestly.

To reach North Dobre:
  Warp at 241,113 (from 193,198 in Thantier)
  warp at 261,119 (from 93,143 in South Temauntro)
  North from Central Dobre (mountain pass around 225, 140)
  West from Lundere

Of interest:
  231,176- 1 Bronth
  229,155- 1 Bronth
  239,107- 1 Bronth
  242,105- 15 Beagre
  245,108- 3 Scarmis
  245,106- 15 Beagre
  237,122- 1 Bronth
  243,119- 5 Scragger
  245,133- 1 Bronth
  258,142- 9 Beagre

  233,125- 5 Healing, 2 Shirm-eh
  247,115- 12 Beagre, 4 Shirm-eh

  233,126- 4 Green Incupods
  262,123- 2 Green Incupods, 4 Red Incupods

  251,111- 1 Eye Evid, 1 Power, 4 Weave
  260,129- 1 Eye Evid, 5 weave, 1 Rate

  262,134- Cle-Eshta to South Island
  237,133- Crugar Exile

South Island
++++++++++++

This small island in an archipelago off Drail is a treasure trove. You'll
find incupods and corks- including some purples- and some worthwhile
crystal desposits, including 2 Rate Crystals! Definately worth the trek
through Dobre to find the Cle-Eshta.

To reach :
  Warp at 152,285 (from North Dobre)

Of interest:
  150,281- 6 Healing

  153,285- 3 Green Incupods, 2 Red Incupods, 1 Purple Incupod
  155,280- 4 Green Incupods, 1 Purple Incupod, 3 Red Corks, 2 Purple Corks

  150,284- 2 Eye Evid, 2 Power, 2 Rate
  161,280- 2 Power, 4 Weave

Lundere
+++++++

Relative to the region of Dobre to the west, there's a whole lot of stuff
going on in Lundere. The Woffen in the south third of the region are
free-spirited and easygoing. They'll briefly mention that there's some
kind of war going on up north, and also tell you about a shantha hanging
out at 279,151. Said shantha is guarding a Cle-Eshta. Save before talking
to him- if you're respectful and contrite, he may let you use the Cle-Eshta
without a fight. The Shantha guarding the Cle-Eshta at 289,119 isn't so
accomadating, and will insist on a fight. However, due presumably to a bug,
you can zip right past him and use the Cle-Eshta as long as he hasn't
talked to you before you put your hands on it. There's a third Cle-Eshtas
around the region too, so keep your eyes open. As for the war, it's not
going too well for the good guys. Go to 281,129 if you want to help out.
If you need some quick cash, near the southern pass to Dobre is a huge
nest of Scragger.

To reach Lundere:
  Warp at 281,141 (from 215,187 in East Trinnu Jungle Lands or 346,252
     in Eserran)
  East from South Dobre (pass around 271,175)
  East from North Dobre
  West from Lundere Peninsula

Of interest:
  275,171- 15 Scragger
  280,171- 12 Scragger
  276,170- 13 Scragger
  276,168- 12 Scragger
  269,156- 4 Woffen
  273,156- 8 Woffen
  273,151- 7 Woffen
  264,149- 6 Woffen
  270,141- 30 Beagre (In individual units? 0_o;;;;;; )
  268,140- 18 Beagre
  270,133- 12 Beagre
  283,127- 2 Woffen Scouts
  285,125- 3 Woffen Scouts
  273,114- 6 Scarmis
  282,111- 4 Scarmis
  282,116- 7 Scarmis
  297,113- 8 Pibber, 1 Corondon

  275,173- 8 Scragger, 5 Healing
  282,153- 3 Daij
  288,120- 6 Beagre, 4 Healing, 2 Daij

  271,100- 2 Green Incupods, 2 Red Incupods

  281,129- Army Encampment (see "War in Lundere")
  280,120- Front Lines (see "War in Lundere")
  275,109- Warp Crystal
  279,151- Cle-Eshta to Incupod Island
  289,119- Cle-Eshta to Isolated Island
  265,102- Cle-Eshta to Gilthaw
  291,116- Ruin- Tellemes- Cle-Eshta to Aylon

Incupod Island
++++++++++++++

This tiny island east of Voligire contains two bountiful Incupod patches
and is a good place to visit if you need to grow more recos at any point.

To reach Incupod Island:
  Warp at 357,93 (from 279,151 in Lundere)

Of interest-
  351,92- 4 daij

  355,94- 2 Green Incupods, 4 Red Incupods
  353,94- 5 Green Incupods, 3 Red Incupods, 3 Red Corks

Isolated Island
---------------

A tiny island all alone in the south seas, far from any major continent.
It contains only minor items- frankly, if you have to fight the shantha
guarding the Cle-Eshta here, it's not worth it unless you're trying to
pump up your Cle-Eshta count. But, hey, another island, another trove of
buried treasure.

To reach Isolated Island:
  Warp at 262,275 (from 289,119 in Lundere)

Of interest:
  262,275- (Literally right on top of the warp) 3 Daij, 3 Shirm-eh

  261,279- 4 Green Incupods, 2 Red Incupods

  264,176- 4 Weave

Aylon
+++++

This island off the coast of Jasp consists of crystal fields and
Cle-Eshtas, all watched over by a Shantha guard. The Shantha is not a big
fan of Dytra Al-Desti. Talk to him about crystals, then mention the Red
Shantha, and he'll go nuts and promise to help you. He says he's given you
some weave crystals, but I didn't get any- possibly he gives you only
enough to bring you up to a certain amount, I had 10 at this point. Or it
could be just a bug.

Anyway, be sure to raid the crystal fields- you'll find enough weave
crystals to earn a new dysha easy. Also be sure to check out the ruins on
the south side.

To reach Aylon:
  Warp at 174,63 (from 291,116 in Lundere)
  Warp at 168,66 (from 165,115 in Khodre)

Of interest:
  172,61- 1 Shantha

  169,64- 2 Power, 5 Weave
  178,70- 2 Power, 5 Weave
  176,63- 3 Eye Evid, 2 Power, 6 Weave, 1 Rate

  172,68- Cle-Eshta to Lundere Peninsula
  174,67- Ruin- Skyrealm Gateway (Cle-Eshtas to Skyrealm over Drail, The
     Doben-Al, Skyrealm over Lundere)

Lundere Peninsula
+++++++++++++++++

This long Peninsula extends far to the east from Lundere proper. It's not
very well explored, so you'll find a decent mix of stuff out here. A
woffen at 312,128 has staked out a crystal patch, but he'll let you dig
there in exchange for a reco miner. Of course, since woffen don't have
battle sprites, you can just dig up the crystals anyway and there's not a
damn thing he can do about it. :) He'll also sell you a reco miner at an
insulting price, no real negotiotians. The Cle-Eshta at 296,145 is guarded
by a shantha. You'll have to fight him, unless you use the sneaky trick
from 289,119. (See "Lundere", above.) The most important thing here by far,
however, is the Gama-El ruin.

To reach Lundere Peninsula:
  East from Lundere
  Warp at 351,115 (from 172,68 in Aylon)
  Warp at 304,131 (from Skyrealm over Burdoth)

Of interest:
  348,111- 1 Corondon
  341,120- 11 Scragger
  336,128- 6 Scragger
  336,129- 2 Mandare
  334,131- 6 Scarmis
  339,111- 14 Beagre
  316,133- 10 Scragger
  334,123- 9 Beagre

  343,129- 3 Healing, 1 Poison Blood
  339,122- 9 Scragger, 6 Healing, 1 Daij
  333,119- 12 Scragger, 7 Heal

  352,107- 5 Red Incupods, 2 Red Corks
  334,132- 5 Green Incupods

  349,113- 5 Weave, 1 Rate,
  312,128- 1 Woffen, 2 Power, 3 Weave, 1 Rate,
  302,135- 2 Eye Evids, 1 Power, 4 Weave

  296,145- Cle-Eshta to Shirm-eh Island
  312,122- Ruin- Gama-El (Cle-Eshta to Gilthaw)

Shirm-Eh Island
+++++++++++++++

Situated south of Temauntro, the only thing here besides the warp is a
beagre-infested shirm-eh deposit. Might be useful to stop off, but it's
hardly worth fighting a shantha to get here...

To reach Shirm-eh Island:
  Warp at 112,189 (from 296,145 at Lundere Peninsula)

Of Interest:
  114,191- 10 Beagre, 4 Shirm-eh

Thantier
++++++++

Thantier is a land of forests west of Trinnu. The mandare are the main
attraction. In all likelihood, the main reason you'll first go to Thantier
is to hunt mandare for a particular subplot.

To reach Thantier:
  Warp at 181,206 (from 369,36 in Gilthaw)
  West from the East Trinnu Jungle Lands
  Southeast from Temauntro (pass at 138,178)

Of interest:
  196,208- 10 Scragger
  192,204- 7 Pibber
  183,198- 1 Pibber
  180,185- 9 Scragger
  176,191- 12 Scragger
  172,186- 4 Mandare
  173,181- 4 Mandare
  169,186- 4 Mandare
  169,181- 3 Mandare
  165,167- 7 Pibber, 3 Mandare
  165,168- 12 Pibber
  165,169- 8 Pibber
  161,180- 1 Mandare
  157,168- 8 Scragger
  152,185- 1 Mandare

  187,203- 1 Heal, 1 Scragger Protection, 2 Poison Blood
  183,207- 12 Beagre, 4 Heal
  176,102- 1 Mandare, 1 Isho Invisibility, 1 Poison Blood
  142,176- 1 Corondon, 3 Heal, 1 Poison Blood
  154,192- 5 Heal

  197,202- 1 Cleash, 2 Green Incupods, 3 Red Incupods
  192,203- 3 Green Incupods, 1 Red Incupods
  161,181- 2 Mandare, 3 Green Incupods, 2 Red Incupods
  161,166- 1 Green Incupod, 4 Red Incupods
  173,185- 2 Mandare, 5 Green Incupods, 3 Pink Corks

  198,208- 6 Cleash, 8 Weave
  166,178- 1 Power, 3 Weave

  173,181- Mandare with Sarceen (see "A Rare Sarceen"; same area as 4
     other mandare)
  193,198- Cle-Eshta to North Dobre
  173,177- Cle-Eshta to South Dobre

The Doben-Al
++++++++++++

Once suppossedly fertile, the Doben-Al became a wasteland after a volcano
near the center of the region died out. Restarting the volcano will be a
major subplot. The main inhabitants of the Doben-Al are Crugar exiled from
Temauntro. Avoid them- they're hungry, and you look like food. A few
Shanthas also live in the shadow of the volcano, and these are important.

To reach The Doben-Al:
  Warp at 189,157 (from 158,116 in Khodre Island)
  Warp at 158,147 (from 174,67 in Aylon)
  Southwest from East Khodre
  South from South Khodre

Of interest:
  187,161- Blind Shantha
  175,161- 1 Crugar
  177,156- 1 Crugar
  171,152- 1 Crugar
  161,150- 1 Crugar
  174,147- 1 Crugar
  183,148- 1 Crugar

  183,162- Ca-Launtra Oasis (See "The Dead Volcano")
  185,161- Ruin- North Volcano Complex (Cle-Eshta to Skyrealm over
     Burdoth)
  186,165- Ruin- South Volcano Complex (Cle-Eshtas to Voligire, Sillipus,
     and Jasp)

Drail
+++++

Drail is a harsh continent of jungles and mountains, home primarily to the
blue-skinned dimwit barbarians, the Trarch. You won't be able to get here
until you have to come to deal with a particular subplot.

The most important location here is the Trarch village. Feel free to talk
to them, Trarch are a riot. The most important one is the king, sitting by
the lake. When you first meet him, he'll ask how you want to be eaten.
Keep cool and ask to be spit-roasted. You might also want to talk to Kog,
the trarch scholar- he can tell you where to find purple incupods. Also,
one of the houses contains a trader who will buy pibber- usually he'll just
offer one gemlink, but occassionally you can get a Warp-Out Crundorra.

To reach Drail:
  Warp at 125,220 (from 205,161 in Burdoth, after you're told about it.)
  Warp at 162,248 (from Skyrealm over Burdoth)

Of interest:

  119,246- 20 Scragger
  122,227- 12 Pibber
  122,233- 7 Pibber
  122,243- 16 Scragger
  124,249- 13 Scragger
  129,231- 5 Pibber, 1 Corondon
  131,255- 1 Trarch
  141,219- 2 Pibber
  143,228- 9 Pibber
  178,222- 16 Beagre
  179,234- 14 Beagre

  119,250- 4 Healing, 2 Scragger Protection, 1 Poison Blood
  126,232- 2 Daij
  170,228- 15 Beagre, 6 Healing, 1 Scragger Protection
  186,244- 7 Healing

  119,208- 3 Green Incupods, 3 Red Incupods, 4 Red Corks
  121,239- 4 Red Incupods, 1 Purple Incupod
  136,233- 2 Green Incupods, 1 Red Incupod, 1 Red cork
  139,223- 6 Green Incupods, 3 Pink Corks
  141,210- 5 Green Incupods, 1 Red Incupod
  140,230- 5 Green Incupods, 5 Red Incupods
  175,254- 2 Green Incupods, 4 Red Incupods, 3 Red Corks

  117,231- 1 Power
  164,257- 4 Weave

  134,226- 1 Trarch (give him 3 pibber for a Rate Crystal)
  135,225- Trarch Village
  112,219- Cle-Eshta to Eserran
  170,238- Ruin- Sus-Cassen (Cle-Eshta to South Temantauro)

Khodre
++++++

Kind of the opposite of Dobre, Khodre is actually several areas north of
the Doben-Al with so little in them that I've put them all together. (If
you know Pen-and-Paper Jorune, one of them is Ros Crendor.)Despite that,
what is here is useful- most especially, this is the best place in the
game to look for Isho Invisibility limilates.

To reach Khodre:
  North from The Doben-Al

Of interest:
  169,118- 11 Beagre

  166,128- 3 Scragger Protection, 1 Isho Invisibility
  176,139- 15 Beagre, 3 Isho Invisibility
  194,128- 2 Scragger Protection, 3 Isho Invisibility
  197,113- 12 Beagre, 3 Healing, 4 Shirm-eh
  169,133- 6 Beagre, 4 Healing, 1 Shirm-eh

  178,123- 6 Weave

  166,116- 5 Green Incupods, 1 Red Incupod

  165,115- Ruin- Ca-Shal Storehouse (Cle-Eshta to Aylon)

Jasp
++++

Jasp is like a mini-Gilthaw. It's small, but if the crystal fields are
very prosperous, and without the annoying problems of having to beat down
Cleash. You will, however, have to deal with Eye Evids and the occassional
Corondon. There's a Crugar wandering around the north end of the region
that has the same problem as the Crugar in North Dobre. North Temauntro is
to the southwest.

To Reach Jasp:
  Warp at 163,60 (from 186,163 in The Doben-Al)
  Warp at 151,36 (from 335,268 in Eserran)
  North from Temauntro

Of Interest:
  164,61- 1 Corondon
  158,62- 2 Corondon
  141,53- 8 Beagre
  142,50- 11 Beagre

  163,59- 1 Corondon, 5 Power
  162,42- 5 Weave, 1 Rate
  161,47- 4 Eye Evids, 1 Power, 9 Weave, 1 Rate
  150,37- 2 Eye Evids, 3 Power, 8 Weave
  154,47- 2 Rate

  156,35- Crugar Exile

North Temauntro
+++++++++++++++

North Temauntro is the land of the cygra. They look like Crugar, but are
a good deal more friendly, and won't fight you unless you explicitly pick
a fight. There's a good variety of stuff here, including a ruin Salrough
will point you to, Beagre hunting, and some weave crystal deposits. A few
in the south of the region are guarded by crugar who have crossed the
border. You'll have to kill them to mine there.

The border between North and South Temauntro is indistinct. I've drawn it
around latitude line 109, where there's a mountain range passable only on
the west side, near the sea. Around that area are three groups of 8 Cygra.
AVOID THEM! They appear to be left over from a subplot that got cut from
the final game, and the encounter is bugged. If you talk to more than two
of them, the game will crash. If you want, you can talk to one of them
than leave, and all three groups will disappear.

To reach North Temauntro:
  warp at 73,96 (from 256,159 in Dobre)
  Warp at 128,74 (from 377,93 in Voligire)
  South from Jasp
  North from South Temauntro

Of interest:
  125,82- 3 Cygra
  108,78- 20 Beagre
  110,79- 9 Beagre
  112,77- 9 Beagre
  86,95- 3 Cygra
  94,95- 12 Pibber
  115,95- 2 Cygra
  126,102- 5 Cygra
  78,105- 8 Cygra (WARNING: CRASH BUG!)
  82,104- 8 Cygra (WARNING: CRASH BUG!)
  80,106- 8 Cygra (WARNING: CRASH BUG!)
  108,108- 4 Cygra

  125,79- 1 Corondon, 3 Scragger Protection, 1 Isho Invisibility
  125,78- 12 Beagre, 8 Healing
  125,78- 3 Healing, 4 Scragger Protection
     (Yes, three points of interest on the exact same spot.)

  137,83- 3 Green Incupods, 1 Red Incupod

  130,69- 2 Weave
  132,86- 3 Weave
  114,90- 5 Weave
  79,98- 2 Crugar, 1 Power, 4 Weave
  142,104- 1 Weave
  140,110- 3 Crugar, 7 Weave, 1 Rate
  86,104- 1 Crugar, 6 Weave

  90,95- Ruin- Eshanal, the Guarded Place

South Temauntro
+++++++++++++++

South Temauntro is home to the vicious Crugar. It contains some of the
richest crystal deposits on Jorune, but the Crugar guard them very
zealously, so if you want them, you'll basically have to become a poacher.
The eastern part of the region has a large, impassable river running
throughit. Get around it by heading north. Some of the Crugar in the west
portion of the region are FourPaws Crugar. You can fast-talk your way out
of fighting them if you're respectful. Go to their camp a 93,143 to start
an interesting subplot.

To reach South Temauntro:
  Warp at 145,146 (from 208,200 in Anasan)
  Warp at 96,145 (from 170,238 in Drail)
  Warp at 118,176 (from 316,67 in Gilthaw)
  West from Thantier (pass at 138,178)
  South from North Temauntro

Of interest:
  135,164- 82 Beagre
  89,137- 1 Crugar
  96,137- 1 Crugar
  96,143- 1 Crugar
  110,142- 2 Corondon
  112,144- 1 Corondon
  98,151- 1 Crugar
  131,157- 12 Beagre

  87,134- 10 Beagre, 2 Healing, 1 Isho Invisibility
  108,140- 3 Healing, 2 Daij
  110,142- 1 Corondon, 2 Daij
  113,148- 2 Corondon, 2 Poison Blood, 2 Daij

  134,169- 4 Green Incupods
  108,163- 2 Green Incupods

  79,112- 2 Weave
  87,119- 5 Weave
  85,128- 1 Crugar, 1 Power, 6 Weave
  120,129- 1 Crugar, 1 Power, 5 Weave, 1 Rate
  144,147- 2 Crugar, 1 Power, 3 Weave, 1 Rate
  131,134- 2 Crugar, 1 Weave
  127,137- 2 Crugar, 6 Weave
  104,134- 2 Crugar, 4 Weave
  109,140- 2 Eye Evids, 1 Power, 7 Weave
  106,144- 4 Crugar, 8 Weave
  106,144- 4 Crugar, 8 weave
  107,144- 4 Crugar, 8 Weave
  112,145- 1 Crugar, 5 Weave
  102,147- 3 Crugar, 5 Weave
  87,151- 2 Crugar, 1 Power, 4 Weave
  99,154- 1 Crugar, 2 Power, 2 Weave
  117,157- 1 Crugar, 5 Weave
  109,168- 3 Eye Evids, 6 Weave, 1 Rate
  110,160- 6 Crugar, 7 Weave

  146,142- Iscin's Lab (See "Iscin's Last Work")
  93,143- FourPaws Camp/Crugar Ruins (Cle-eshtas to North Dobre and
     Gilthaw. See "The Scrolls of Iscin" to get in.)
  114,147- Cle-Eshta to Eserran

Eserran
+++++++

Esseran is the large island or small continent in the far southeast corner
of the map, so mysterious it isn't even named in the manual. It's
sometimes referred to as the "Lost Continent"- possibly because no-one
knows about it, possibly because noone can find it- the warp from Drail
that takes you here is marked in WarpWorld as being in the middle of
Temauntro. :) Bugs aside, this island has been abandoned for awhile,
and there are Corondon around, so bring some Poison Blood and Healing
limilates if you plan to explore the place fully.

To reach Eserran:
  Warp at 353,257 (from 112,219 in Drail)
  Warp at 339,275 (from 114,147 in South Temauntro)

Of interest:
  351,282- 6 Beagre
  351,280- 11 Beagre
  350,264- 2 Corondon
  344,275- 1 Corondon
  342,257- 1 Corondon
  343,269- 1 Corondon
  336,269- 9 Scragger
  335,268- 5 Scarmis

  347,265- 1 Corondon, 4 Daij
  345,262- 2 Healing
  332,265- 2 Healing, 1 Poison Blood, 1 Daij

  363,263- 1 Green Incupod, 5 Pink Corks
  334,267- 1 Corondon, 3 Green Incupods

  353,249- 2 Rate
  344,259- 1 Corondon, 5 Weave, 1 Rate
  342,260- 1 Eye Evid, 1 Power, 1 Weave, 1 Rate
  341,279- 1 Corondon, 7 Weave
  330,251- 3 Weave

  346,252- Cle-Eshta to Lundere
  335,268- Cle-Eshta to Jasp
  351,269- Ruin- Dwelling of Elamas
  330,253- Ruin- Dwelling of Sho-Thal Family

Voligire
++++++++

Voligire is a land of Ramian. They are considerably more reasonable then
those on Sillipus, but they're still not happy at all to see you- pretty
much anything you say becomes an excuse to kill you. The scholar at 377,93
can tell you a little about the problem with Shirm-eh and how it
monkeywrenches any dealings with Burdoth. He also knows about a possible
solution. That's pretty much the only thing of significant interest here,
although you can find a nest of Scragger on one of the peninsula and
incupods all over. Oh, and a Cle-Eshta near the eastmost warp.

To reach Voligire:
  Warp at 264,67 (from 215,187 in East Trinnu Jungle Lands)
  Warp at 293,72 (from 186,163 in The Doben-Al)
  warp at 380,100 (from 90,95 in North Temauntro)

Of interest:
  379,113- 2 Scarmis
  350,88- 8 Ramian
  350,85- 2 Ramian
  349,81- 15 Ramian
  342,84- 2 Ramian
  338,79- 5 Ramian
  332,81- 10 Beagre
  332,78- 14 Beagre
  327,85- 4 Ramian
  323,81- 10 Ramian
  323,82- 10 Ramian
  322,82- 10 Ramian
  303,85- 18 Scragger
  299,86- 24 Scragger
  296,81- 15 Scragger
  292,83- 11 Scragger
  294,71- 7 Ramian
  292,75- 4 Ramian
  291,70- 3 Ramian
  285,73- 3 Ramian
  278,70- 9 Ramian
  274,75- 6 Ramian
  266,71- 7 Ramian

  374,107- 7 Beagre, 4 Healing, 2 Scragger Protection
  334,79- 15 Beagre, 1 Healing, 3 Isho Invisibility
  295,83- 12 Scragger, 8 Heal, 3 Isho Invisibility
  295,70- 5 Healing
  264,71- 7 Heal, 2 Isho Invisibility

  367,100- 4 Green Incupods, 3 Red Incupods
  344,81- 4 Ramian, 4 Green Incupods, 2 Red Incupods
  338,82- 6 Ramian, 5 Green Incupods , 3 Red Incupods, 1 Purple Incupod
  290,89- 1 Green Incupod, 3 Red Incupods, 4 Red Corks
  299,69- 4 Ramian, 4 Green Incupods, 1 Red Incupod, 3 Pink Corks,
               1 Purple Cork
  266,74- 2 Green Incupods, 4 Red Incupods, 3 Red Corks
  245,76- 3 Green Incupods, 2 Red Incupods

  379,101- 2 Weave

  289,87- Crugar Exile
  255,84- Ramian Scholar
  377,93- Cle-Eshta to North Temauntro

Sillipus
++++++++

In my opinion, this jungle island is just not worth visiting. For one,
there's almost nothing here- no crystals or ruins, and despite what
several characters insist on, you can find Purple Incupods elsewhere. To
make it worse, the Incupods here are guarded and if you try to use them or
dig for corks you'll get attacked by ramian. Oh, yeah, that's another
thing- the island is absolutely teeming with Ramian, usually so many in a
single area that they lag the screen. And they'll attack on sight. Now,
there is a way you can deal with most of them without fighting (see "The
King is On Vacation")- do so and the huge patrols and slave camps will be
reduced to just a few demoralized ramian wandering around, and the ramian
at the Incupod patches will disappear altogether- but this is useless
since they'll still show up when you go to exploration mode and you
wouldn't need to fight them anyway otherwise. Seriously, just find purple
incupods elsewhere and save yourself the trouble.

To reach Sillipus:
  Warp at 250,210 (from 186,163 in The Doben-Al)

Of interest:
  250,209- 30 Beagre
  241,210- Ramian Slavers
  241,209- Ramian Slavers
  236,209- Ramian Patrols
  235,209- 16 Beagre
  237,199- Ramian Patrols
  232,198- 15 Scragger
  233,216- Ramian Patrol
  232,215- Ramian Patrol
  231,212- 14 Scragger
  229,216- Ramian Patrol
  229,218- Ramian Patrol
  228,218- Ramian Patrol
  226,219- 18 Scragger
  220,224- Ramian Patrol
  221,218- Ramian Patrol
  222,214- 5 Mandare
  218,223- Ramian Patrol

  246,217- 9 Beagre, 5 Healing, 1 Poison Blood
  242,202- 12 Beagre, 6 Healing
  229,207- 14 Beagre, 3 Poison Blood
  223,239- 7 Beagre, 8 Healing

  241,204- 2 Purple Incupods
  243,195- 3 Red Incupods, 5 Purple Incupods
  235,198- 4 Red Incupods, 2 Purple Incupods, 3 Red Corks, 1 Purple Cork
  228,198- 6 Purple Incupods
  229,212- 3 Purple Incupods, 2 Purple corks

Gilthaw
+++++++

At the north extreme of the map are the cold and barren Ice Fields of Gilthaw.
This is the base of operations for the Cleash who caused you so much
trouble. Near the end of the game, you'll come here for a critical
subplot, but there's ample reason to visit before- the crystal fields
here are the richest in all of Jorune. However, the realm can be confusing
to navigate- the fields have few landmarks, so it's easy to lose your way
or overlook stuff. (Indeed, I'm not quite sure I've gotten every point of
interest here, but I'm confident I've recorded all the important ones.) A
tiny little gap between the sea and the mountains at 324,67 gives access
to the Cle-Eshta at 316,67. Also, at the warp at 330,22 is a Cleash
wandering around. Talk to him, but be nice, and don't attack. He'll be
very important later on.

To reach Gilthaw:
  Warp at 269,20 (from 201,187 in East Trinnu Jungle Lands)
  warp at 330,22 (from 265,102 in Lundere)
  Warp at 359,46 (from 312,122 in Lundere Peninsula)
  Warp at 331,42 (from 93,143 in South Temauntro)

Of interest:
  342,32- 1 Corondon

  338,34- 1 Corondon, 5 Daij
  332,23- 3 Isho Invisibility, 2 Daij
  268,28- 3 Poison Blood, 2 Daij

  338,16- 1 Purple Incupod

  367,45- 2 Power, 2 Weave, 1 Rate
  355,27- 5 Eye Evids, 2 Power, 14 Weave
  352,55- 4 Power, 3 Weave
  348,15- 1 Cleash, 3 Power, 9 Weave, 1 Rate
  335,35- 1 Corondon, 5 Power, 1 Rate
  330,11- 1 Power, 7 Weave
  331,6- 6 Weave
  326,15- 2 Power, 2 Weave
  320,14- 3 Eye Evids, 1 Power, 2 Rate
  316,12- 5 Eye Evids, 1 Power, 12 Weave
  308,16- 2 Cleash, 2 Power, 3 Weave
  305,24- 4 Weave, 1 Rate
  308,27- 8 Weave, 1 Rate
  302,5- 2 Power, 6 Weave
  268,19- 2 Cleash, 2 Power, 2 Weave, 1 Rate
  262,25- 8 Weave

  330,22- Friendly Cleash (at warp site)
  333,7- Cleash Nest
  316,67- Cle-Eshta to South Temantauro
  369,36- Ruin- Home of Shal-Shellan (Cle-Eshta to Thantier)

Skyrealms
+++++++++

Skyrealms are accessable only by warps. When you find a Cle-Eshta that
takes you to a skyrealm, nothing will seem to appear when you enter
WarpWorld. Travel around Warpworld until you see a light you haven't seen
before- that'll be it. A Skyrealm is tiny- one point of interest on a
landmass barely big enough for it, but it will often contain useful items.
There are three Skyrealms reachable in the game (not counting one that
you'll explore in the endgame)-

Over Drail (from 174,67 in Aylon)- 6 Healing, 2 Daij
Over Lundere (from 174,67 in Aylon)- 1 Corondon, 5 Power, 1 Rate
Over Burdoth (from 185,161 in The Doben-Al)- Ruin- Suspended Ruins
  (Cle-Eshtas to Drail, Lundere Peninsula)

Shanthic Ruins
--------------

Exploring shanthic ruins is the most fun part of the game. In these
ancient underground structures, you'll find not only the Cle-Eshtas that
will help you master WarpWorld, but many other items and treasures that
will help you on your quest. They're listed here in approximately the
order you'll find them. It's always good to check with Salrough Gomo from
time to time- often he'll know about some new ruin or ruins you should
explore.

Gal-Imasti (211,167)
++++++++++++++++++++

This is very likely the first ruin you'll come across, just west of
Ardoth. It's small and simple, but gives you an idea of what you can
expect from your career as an amateur shanthic archaeologist.

Ride the elevator down into the first level. The tablet tells you nothing
special. To the left, across two moving platforms, is a stalled elevator.
Use a power crystal on the source nearby to start it up. Down on the
second floor, you'll run into an Eye Evid. These guys generally aren't
too strong, but at the very beginning of the game neither are you, so be
careful. Kill him, then go right. Check the skeletons to find 3 weave
crystals and 17 gemlinks. Then head down to the third floor. Bash down
the green door to find a Power Hold sarceen.

Double back to the entrance and go right. Use a power crystal on the
source to turn on the elevator, then go down to the second floor to find
the Cle-Eshta. It will take you to Khodre Island.

Shenas-Abey (158,116)
+++++++++++++++++++++

This ruin is the main attraction on Khodre Island. You'll find it very
early on, after Gal-Imasti, but you may not be able to get to the
Cle-Eshta until later.

Note in Local Area Map mode that there are two entrances. The east leads
to a small room where you'll find a shanthic artifact and a key. Take
them, then go to the west entrance. You'll find the first room infested
with Beagre. The tablet implies that when this place fell into ruin, one
shantha remained behind. Hmm... that shantha could be a problem. Use your
key to open the door to the right, then kill the Eye Evid. Take the
elevator down, skipping the second floor for now to reach the third. Kill
the Slug Evids, then pick up two more shanthic artifacts and another key
from the floor to the left. Go back up to the floor above, and bash
through the green door. Jump the pit and open the red door with your key,
but watch out! There's another Eye Evid lurkingout of view that will
attack you.

Past the door, grab the power crystal and use it on the power source. This
will activate the elevator further left. Skip the next floor down and go
all the way to the bottom to find a shanthic artifact and a rate crystal.
Then go back up to the floor you skipped. The Cle-Eshta is here, but the
shantha guarding it is bad news. You won't be able to talk your way past
him, and if you've only just started the game there's no way you can beat
him. Keep in mind, however, that you don't necessarily have to beat him.
All you need to do is to get past him to reach the Cle-Eshta. Since you
got here via Gal-Imasti, you should have Power Hold. It's possible, with
quickness and a little luck, to run to the other side of him, hit him with
a pair of holds and keep him there long enough that you can use the
Cle-Eshta before he gets another shot off. If you can't manage that, you
can always come back- the Cle-Eshta takes you to The Doben-Al, which you
won't need to visit until much later.

Do-Enesha (200,173)
+++++++++++++++++++

Do-Enesha is in southwest Burdoth, north of the East Trinnu Jungle Lands
and west of the Gauss Valley.

The ruin has been more or less emptied out, either by the inhabitants
when they abandoned it or by looters. Whichever, there's much less here
than in Gal-Imasti. The first floor contains only a map, the second only
a tablet. On the third floor you'll find a corpse that has a rate crystal.
He was killed by an Eye Evid- you'll find that out when this same Evid
attacks you. Kill him. The Cle-Eshta is in the next room, and takes you
to Anasan.

Dwelling of Ana Ci-Eshta (212,179)
++++++++++++++++++++++++++++++++++

The Dwelling of Ana Ci-Eshta is situated in south-east Burdoth, near the
East Trinnu Jungle Lands. There's no Cle-Eshta here, unfortunately, but
you can find some hints to track down others. The surface is infested with
scragger. Beat them up or use a scragger repellant limilate. Actually,
you can do both...

Anyway, take the elevator in and get off at the first floor. You'll see
some Spider Evids roaming around. They're harmless, so ignore them unless
you have a grudge of some kind. In the room to the left you'll find a
corpse that has 2 shanthic artifacts. On the second floor you'll meet
more scragger. The tablet nearby is a message from Ana Ci-Eshta, which is
not very useful, honestly. Down on the third floor is an Eye Evid, which
you should clobber.

It's important to note that sometimes the scragger on the higher floors</pre><pre id="faqspan-3">
can fall down here due via the elevator shaft, which can leave you
fighting three or four scragger and an Eye Evid at the same time. This can
be amusing, as the scragger unwittingly intercept Suspension Orbs and
Lightning Orbs meant for you, but it can also make the fight more
difficult- since you get tired quickly in combat, large groups of even
weak enemies can be dangerous. You can get around this by using either
Isho Invisibility or Scragger Repellant limilates to make one or the other
impotent.

In any event, once you're done with these clowns, read the tablets. They
contain cryptic clues for the locations of three Cle-Eshtas-
  With the Ca-Launtra, sealed away "until lava flows again".
  At "the apex", at coordinates 208,??? (or maybe ???,208)
  Twin Cle-eshtas in the forest where the mountains bordering Temauntro
     and the Doben-Al meet. (There actually appears to be only one
     Cle-Eshta here.)

Ma-Eshira (223,169)
+++++++++++++++++++

This ruin has two entrances. The east one is initially closed because the
elevator's down, but you can get in via the west entrance. Go to the first
floor down and grab the shanthic artifact. Enter the hall to the right and
kill the four slug evids for weave crystals. Read the tablet. "Guardians
and things that are guarded rest in matched unison." Hmm. Bash through
the door at the other end of the hall and activate the power source. This
will turn on the elevator at the east entrance, which will come down the
shaft in this room. Ride it down two levels, then hop off and grab the
Suspension Orb Sarceen. Wait for the elevator to come back and ride it
all the way down. (Or you can just jump down the shaft, but you'll take
damage.) Note the red door that you pass.

At the bottom level, take the shanthic artifact then head west. In the
hall are THREE rate crystals! At the other end is a green door. Smash it,
then smash the Eye Evid on the other side. Ride the Elevator back up to
the West entrance. You'll pass a room with an Eye Evid, then another with
a Sphere Evid. The room to the right of the sphere evid holds a Blob Evid.
Kill any or all of them for Power Crystals.

You may have figured out that the tablet at the entrance was referring to
the symmetry of evids and treasures- one evid for each item. You may also
have noted that two items appear to be missing. You're right. The first is
the item behind the red door you passed earlier. The second is the key to
the red door, which isn't here. Someone has visited Ma-Eshira before you
and taken it. You'll find out who while following a subplot midway through
the game. If you haven't found that subplot yet, just let this area lie
for now.

Besieged Ruin (201,187)
+++++++++++++++++++++++

This ruin on the west side of the East Trinnu Jungle Lands is a bit out of
the way. You'll arrive to find it under attack by Cleash. Avoid them and
go straight for the entrance. On the first floor down you'll find three
skeletons. Search them for 11 gemlinks. (The one in the middle appears to
be empty.) On the second floor you'll talk to the Cleash squad leader. His
squad is attempting to secure the ruins to use as an encampment, but
they've run into trouble- a shantha in the ruins has been fighting them
off. After the conversation, the Cleash will attack you. You can cheese
this fight pretty effectively by riding the elevator up and down. The
Cleash won't be able to hit you with his capsules, but you'll be able to
fire Power Orbs as you ride past. Occasionally the Cleash will get pushed
off the screen and vanish due to a bug. Don't worry- if he has any life
left, he'll reappear if you leave the screen then return. If you want to
skip this fight altogether, just head down to the bottom floor.

On the bottom floor is the shantha. The stress of fighting off the cleash
has caused him to snap, and he'll babble something incomprehensable before
attacking you. The fight is difficult, but you can find an advantage in
the power floors to the left. Stand on one of them, and you'll be able to
spam him with Power Holds and Power Orbs. When he's finished, bash down
the door to the left to find a shanthic artifact. Ride the elevator up to
find a rate crystal, warp-out crundorra, and a Cle-Eshta that will take
you to Gilthaw.

Crossroads of warpWorld (215,187)
+++++++++++++++++++++++++++++++++

Salrough will be very excited when he tells you about this. He's confident
you'll find several Cle-Eshtas in this ruin. You will, but of course
there's always a catch...

When you enter the area you'll note someone walking around. Approach them.
It turns out to be a woman named Klassy, who won't tell you exactly what
she's doing... meaning she's probably up to no good. She disappears before
you can get anything useful out of her. Huh.

Enter the ruin. You'll be attacked by and Eye Evid on the first floor
almost immediately. Kill it, then look around this floor. On each side is
a room with two shanthic artifacts and a Cle-Eshta. Skip the second floor,
it contains nothing but spider evids. The third floor has a pair of
shanthic artifacts, and on the bottom floor you'll fight two slug evids
and a blob evid before finding two more Cle-Eshtas.

As you may have noticed, however, the Cle-Eshtas here are non-functional,
missing the central warp crystal. Puzzling, isn't it? To get them
operational again, you'll have to follow a subplot. Go back to Salrough
to start it off. (See "Broken Cle-Eshtas")

Once you have the Warp Crystals, you can re-activate the Cle-Eshtas. The
one on the upper-right takes you to an Abandoned Island, but there's
nothing there. The upper-left one takes you to western Voligire. On the
lower-right you can go to Corondon Island off Temantauro, where you'll
find some useful crystal fields. Finally, on the lower-left you can open
a warp to Lundere, which is a good way to get to the ruins of Tellemes.

Sha-Yesh (208,200)
++++++++++++++++++

Salrough tells you about Sha-Yesh, though his coordinates are off. The
complex is in extreme disrepair, so you may want to bring a warp-out
crundorra, in case you get stuck. (Of course, you can also just save and
restore from the beginning. It's not that big a ruin.)

There are three apparent entrances into the Sha-Yesh complex, but two of
them are sealed off due to lack of power. Enter the sole remaining
entrance. There's nothing on the first floor, so get down to the second by
jumping into one of the pits. (The elevator down is broken, so don't bother
waiting around for it.) Kill the Slug Evid, and grab a key from the corpse.
In the room on the far right, activate the power source to turn on the
Isho Lift and ride it down. (This lift comes out at the surface, if you
ever need to get back inside.)

The tablet at the bottom mentions a "caretaker". Uh-oh. Head over to the
right and take the elevator up. Unlock the door with the key you found on
the corpse earlier. In the next room is the Cle-Eshta, but leave it be for
now. continue all the way to the left. Enter the door, and kill the slug
evids. Use the Power Source to activate the elevator. Ride it up two
floors and grab the shanthic artifacts. Ride it back down one floor to
meet a shantha. He offers to let you use the Cle-Eshta and leave in peace.
Go ahead if you want to, but if you can fight your way past him, you'll
find a Suspension Orb Sarceen and a rate crystal. Also, if you need to get
back in to the surface, you can take the elevator.

When you're done here, the Cle-Eshta will take you to South Temauntro,
land of the crugar.

Tellemes (291,116)
++++++++++++++++++

As Salrough noted, the only entrance to this ruin is an Isho lift, and
there's no apparent way out besides any Cle-Eshtas you find inside.
Salrough recommends that you bring a warp-out Crundorra, but in truth,
the ruin is very small and the only real way to get stuck is if you don't
have a power crystal. Even then, you'll find a crystal in the ruins
themselves.

Take the lift inside and grab the shanthic artifact. The Cle-Eshta is to
the left and down, but the elevator that will take you to it is inoperable,
and the Power Source on the wall doesn't turn it on. So, go right, beat up
a Slug Evid and take the other elevator down. Snag the power crystal on
the second floor, then continue to the bottom. In the room to the left
stand on the power floor and beat up the Eye Evid. Keep going left to find
a power source. Turn it on to start the elevator moving, then ride it up
to the Cle-Eshta. And that's it. The Cle-Eshta will take you to Aylon, an
island off the coast of Jasp.

Skyrealm Gateway (174,67)
+++++++++++++++++++++++++

This ruin in Aylon is very straightforward. It has two apparent Isho Lift
entrances. The right one is really an exit, though, so enter through the
left. Immediately after exiting the lift you'll be attacked by an Eye Evid.
Clobber him, and that's basically it. All the way to the right is the Isho
Lift that will take you back to the surface, and on each of the three floors
reachable by the elevator there is a broken Cle-Eshta. Use each of them-
the bottom one takes you to a Skyrealm over Drail, the middle to the north
area of the Doben-Al, the last to a Skyrealm over Lundere.

Gama-El (312,122)
+++++++++++++++++

Like before, the entrance is one-way, so bring an extra warp-out crundorra.

As Salrough warned you, there are lots of evids around here, and one of
them- an Eye Evid- attacks you as soon as you enter. Kill him, then loot
the corpses nearby for 7 weave crystals and 2 shanthic artifacts. To get
through the door to the right, use your Tra-Sense to the left of the last
corpse to reveal a key. (The elevator in this room will lead you to a
tablet that contains no useful information. )

In the next room you'll be attacked by two sphere evids, and while you're
fighting a third will come up, possibly from behind. Kill all three of
them- one has a yellow key you'll need in a different ruin. Ride the
elevator up and grab the Reflect sarceen, then rid it further up. At the
top, grab the power crystal and go left to find the Cle-Eshta, which will
take you to Gilthaw.

By the by, you might notice that the map displays two further power
sources that don't seem to be anywhere. Don't worry about it- Salrough
did say the complex was mostly destroyed, I guess they're out there buried
under rubble.

North Volcano Complex (185,161)
+++++++++++++++++++++++++++++++

To enter this ruin, you'll have to complete the "Dead Volcano" subplot,
which starts at the oasis ruin just south.

To get in to this ruin, use the Isho Lift on the left. Inside, go to the
right past the power source, jump the lava, and beat up two sphere evids
to find a weave crystal and a Cle-Eshta. Use Tra-Sense on the floor to the
left of the Cle-Eshta to find a hidden pit. If you have Lava Walk, double
back to the Power Source to activate it, then jump into the pit to find a
sarceen holding the Isho ability Regenerate. However, the gap in the
ceiling is the only way out of this room, so unless you have Morph Evid
you'll need a Warp-Out Crundorra. Once you have Morph Evid, you can also
use it to get to the floor above the entrance, where you'll find a rate
crystal, power crystal, and most importantly, an Add Slot Crundorra that
will give you a third offensive dysha slot!

Finally, the Cle-Eshta will open up the Skyrealm over Burdoth.

South Volcano Complex (186,163)
+++++++++++++++++++++++++++++++

Just like with its twin to the north, you'll have to complete the "Dead
Volcano" subplot before you can enter this ruin. You might notice as well
that there's only one Isho Lift on the surface. Be prepared to use a
Warp-Out Crundorra if things go wrong.

The Isho Lift will take you deep down into the earth.  Walk into the room
to the right and kill the two Sphere Evids. You can cross the pool of lava
with Lava Walk, but don't. Instead, ride the Isho Lift up to find an Eye
Evid guarding a Cle-Eshta. Kill it and cross the chasm to find another
Cle-Eshta and an Isho Lift that you can ride down. You'll find yourself on
the other side of the lava. Go right. In the next room are two shanthic
artifacts, a third Cle-Eshta, and an elevator going down. Ride the elevator
to find a tablet and a power crystal.

You may have noticed that in the rooms above the lava room are some items.
To get to them, you need to fly upward through the chasms in the lava room
using Morph Evid. Do so- the loot includes a Lava Walk sarceen, power
crystal, rate crystal, and Vampire sarceen.

When you're done, the first Cle-Eshta you passed will take you to
Voligire, the second to Jasp, and the last to Sillipus.

Suspended Ruins (Skyrealm over Burdoth)
+++++++++++++++++++++++++++++++++++++++

There are three entrances to this ruin- a door, an elevator, and an Isho
lift. Take the door. You'll immediately have to kill two Eye Evids. Do so,
then jump over the elevator and continue all the way to the right. At the
end of the hall is a map. Ignore the Isho Lift. Return to the elevator and
ride it down to the next floor. Go to the right, and you'll find the tail
end of the Isho Lift from the surface and the floor above. There's a Power
Source nearby. Activate it to turn on a second Isho Lift nearby. Ride it
up to find a hidden room containing a Sphere Evid and a broken Cle-Eshta.
Repair it and you can open up a second warp to Drail.

Jump back into the lift and go back to the elevator, then past it to the
next room. Kill the three Blob Evids, then continue on to the room after
that and kill the Eye Evid. Take the Warp-Out Crundorra and Power Hold
sarceen. It's not necessary, but if you want, go through the door- you'll
fight an Eye Evid and a Sphere Evid at once, then continue on to a fight
with another Sphere Evid, then find the elevator back to the surface.
Either way, you're finished with this floor. Double back to the elevator
near the Isho lifts.

Go down to the next floor- you can take the elevator, but there's a pair
of Eye Evids at the bottom, so you might want to jump and get the element
of surprise. Kill the Evids, then bash down the green door. In the next
room, kill the Slug Evids. Jump over the elevator shaft. Use Tra-Sense to
reveal a music box on the left end of the room, and touch it. Then go left
to find a Cle-Eshta. This one takes you to the Lundere Peninsula.

Take the elevator down to the next floor. If you didn't turn off the
Sentinal Evid using the music box on the previous floor, you could be in
trouble- his Isho Drain barrage will not only blast you off the elevator,
it'll leave you vulnerable to either the Sphere Evid in the room, or the
Eye Evid in the room below. You can keep the sentinal from firing by
staying on the right edge of the elevator. If you're having trouble doing
this, you may need to use Morph Evid to get back up. Go left and grab the
sarceen, which teaches Suspension Orb. Finally, ride the lift two floors
down, or just jump down using Feather Fall. (Or just jump down, period-
barring a fall off a skyrealm, fall damage is generally negligable in this
game.) Fight the Eye Evid, then use Tra-Sense to reveal two rate crystals,
one on each pedestal. Take the elevator back up, grabbing a third rate
crystal on the way. And we're done here.

Sus-Cassen (171,238)
++++++++++++++++++++

The entrances to Sus-Cassen appear to be four Isho lifts. Actually, only
three are enterable- the rightmost one is the exit, should you need one.
The other three lifts go to three different levels of the complex. The
leftmost one takes you down to the first floor, but it's blocked off by a
sentinel evid. Take the second from the left takes down to the second
floor. See that large hanging contraption to the left? It's a music box.
It turns sentinel evids on and off. If you click it, it will turn off the
sentinel on the floor above. Second and subsequent clicks toggle both the
sentinel above and the sentinel below on and off. (So, it will turn the
one that's on off, and the other on.) Touch it twice to turn the sentinal
below off.

Now head right, into the next room, and stand on the power floor. There
are three Eye Evids in this room- beat them all up, then cross the chasm
to find a shanthic key. Now go down to bottom level via the second lift
from the right. Walk right, past a sentinel evid that should be off. Beat
up some blob evids in the next room, then activate the power source and
use Lava Walk. Jump down into the chasm and go left, past the red door,
and fight your way past the shantha to reach the Cle-Eshta. It will take
you to South Temantauro.

If you have Morph Evid, there are some other items you can get here by
flying over the chasms. On the first floor you'll find a rate crystal and
a warp-out crundorra on the other side. On the third you'll find a
powerful Lightning Orb sarceen. In both cases, however, there are no power
sources on the other side, and jumping into the pit will leave you
incinerated by the lava on the bottom floor, so you'll need to use a
Warp-out crundorra to get out again.

Ca-Shal Storehouse (165,115)
++++++++++++++++++++++++++++

This ruin lies near the shores of the lake in central Khodre. The entrance
is a good old-fashioned elevator. Kill the Eye Evid at the entrance, then
go right. Cross the pits, taking out the Slug Evid and picking up the
power crystal on your way, and go down via the elevator you'll find.

Kill the Blob Evid at the bottom and go left. Past the door, you'll find
yourself duking it out with a Sphere Evid and two Eye Evids at the same
time. This is a tough fight- don't be ashamed to use Isho Invisibility and
sneak past if you need to. Leap the pits all the way to the other end of
the room to find a tablet- apparently this place is a storehouse. Jump
down into one of the pits and loot the room below for a shanthic artifact,
weave crystal, and power crystal, then bash through the door to find a
Cle-Eshta. It takes you to the Island of Aylon, off Jasp.

Eshanal, the Guarded Place (90,95)
++++++++++++++++++++++++++++++++++

Salrough has info on this complex in Northern Temauntro. There are two
entrances: an Isho lift and a pit on the surface that resulted from the
roof caving in. The Isho Lift leads to a locked door, so we have no choice
by to jump into the pit. (If you take the lift by accident, use Tra-Sense
to reveal a Warp-out Crundorra on the right pillar.) Save before doing so
and try and land at the very edge of the pit- the bottom is five floors
down, and falling down the center will mean a lot of damage. However, if
you go down via the edges, you'll hit each ledge as you go down, thus
slowing you enough to minimize the damage considerably. If you have to go
down the center, you'll take damage, but if you're at full life you should
survive- keep a reco surgeon handy. At the bottom, search the corpses for
two weave crystals and a Scragger Protection Limilate. You'll also see a
Warp-Out crundorra, shanthic key, power source, and door in this tiny room.
The key, annoyingly, goes to the door on the other side of the complex, so
grab it then get back to the surface using the crundorra or Morph Evid.

Take the Isho lift down. The key you found will open this door. Beyond
you'll find a room with two shanthic artifacts, a Cle-Eshta, power crystal,
rate crystal... and three Evids- two Eye and one Sphere- swooping down
from the room above to kick your butt. Show them who's boss, then loot
the room. If you want, take the elevator on the right up to grab an extra
Warp-out crundorra. There's also a key which goes to the door on the right
side of the room below, but as you may have guessed, that's just the room
you jumped down a big pit into earlier. You can get out using Morph Evid if
you want, but of course you really want to use the Cle-Eshta instead. It
takes you to Voligire.

Dwelling of Elamas (351,269)
++++++++++++++++++++++++++++

This is possibly the smallest ruin in the game, but well worth exploring
nonetheless. Simple Elevator entrance. Down we go, into a small dwelling
with three rooms. The room to the left is locked, and no key in sight. But
the tablet in the room to the right tells us the key is in another ruin
called Gama-El. (Salrough can point you towards this ruin, and in fact
probably already has.) Once you have the key from Gama-El, use it to get
in to the left room. Find a PowerCrystal, Warp-Out Crundorra, and a
powerful Add Slot crundorra! Not bad for what amounts to some
fetch-and-carry.

Dwelling of Sho-Thal Family (330,253)
+++++++++++++++++++++++++++++++++++++

These guys are old-school- they, too, like elevators. Ride it inside,
then in the room to the right read the tablet. Turn on the power source,
and ride the second elevator down. Pick up a shanthic artifact on the
first floor down, and continue to find... an utterly empty dead-end room.
Not a thing. Wow. If not for the Add Slot Crundorra in the Elamas
dwelling, the Esarren ruins would be a complete wash. Oh well, they can't
all be winners. Back to the surface and on to bigger and better things.

Crugar Ruins (93,143)
+++++++++++++++++++++

There are some shanthic ruins at 93,143 in South Temantauro, but they're
under the control of a crugar village aboveground. On the first floor
you'll find a crugar guard and a locked door. You'll have to do a favor
for the local chieftan before you can get past them. (See "The Scrolls of
Iscin".)

There doesn't seem to be much here at first. The second room contains an
elevator that will take you down to the second floor, and the second floor
consists of a hallway and another empty room. Tra-Sense reveals nothing.
Note that there is, however, a pit in the floor of the second-floor
hallway. Activate Feather Fall or Morph Evid at the power source nearby,
then head down.

At the bottom, go right, through the green door, into a battle with three
Eye Evids. Kill them and loot the two shanthic artifacts. There's a
Cle-Eshta here, but leave it for the time being. Instead, head back left
and beat up the Sphere Evid. You'll come to a sequence of three Isho lifts.
Take the center one down and prepare for a fight- a shantha is down there,
guarding something behind a red door, and he's not willing to talk it out.
However, you have a major advantage- there are two Eye Evids in the room
above that are likely to swoop down and join the fight. You may ask "How
on earth is more enemies an advantage?" Simple, really- crossfire. Evids
aren't particularly bright, and if you lure the shantha to a point between
you and the evids, they'll try to hit you with their Suspension Orbs by
shooting through the shantha. :)

One of the evids has the key to the door on the left. If the evids don't
come down, you can go up to get them via the holes in the cieling using
Morph Evid. Behind the door is a prison cell. The captive is a shantha
named Shal-Shallan. Fortunately, this one is friendly. In fact, he's a
fellow enemy of the Red Shantha. He can't stay for long, but he offers
you some aid- he has a house in Gilthaw at 370,36, and tells you about a
cache of supplies that he hid there.

We're not quite done with this ruin yet- take the Isho lift on the left
down another floor. Kill the Sphere Evid, then grab two shanthic artifacts
nearby. Bash down the door to find another three artifacts and a Lightning
Orb sarceen, then continue on to find another shantha. From him you'll
learn what Dytra al-Desti is plotting- he wants to cleanse Jorune of
non-native life, meaning basically everyone but the shanthas. His tool is
the Eleshon-she-Evid, the so-called "WarpWalker", an evid of immense power.
And he plans to use the life force of your fellow villagers as a catalyst
for the summoning. Having dropped the exposition on you, he'll attack.

Once you've killed him, there's a Cle-Eshta to the right, but there seems
to be an invisible barrier there. It fact it's a hidden pit. Use Tra-Sense
to reveal it. If you want, you can jump down there and pick up an Add Slot
Crundorra, but you'll need a Warp-Out Crundorra to get out if you do that.
The Cle-Eshta here takes you to Gilthaw, and the one you passed a ways
back to North Dobre.

Home of Shal-Shellan (369,36)
+++++++++++++++++++++++++++++

Shal-Shellan, a Shantha held captive in the Crugar Ruins, will tell you
about a hidden supply cache in his home that can help you defeat the Red
Shantha. Definitely worth checking out, wouldn't you say?

The entrance is an elevator, but it's been smashed, so jump down. Kill
the two Eye Evids in the entrance. One of them has the key to the door on
the right. The elevator past the door is also smashed so again, jump. At
the bottom read the message from Shal-Shellan. To the left is a pit with a
floating platform. Two easy jumps will take you over it to a Cle-Eshta,
but of course that's not really what we're here for, is it? Use the power
source to activate Lava Walk and jump into the pit. You'll land in the pit
of fire Shal-Shellan mentioned. Use Tra-Sense to reveal a door in about
the center of the room. Go through, zip to the other side of the lava, and
bash down the green door to find your reward- Locurian Armor, a power
crystal, a Power Hold sarceen, and an Isho Rate Crundorra. The Crundorra
is equivilent to ten Rate Crystals! To get out, use Tra-Sense to reveal a
Power Source on the wall, then use Morph Evid to fly out of the pit. The
Cle-Eshta will take you to Thantier.

Subplots
========

Subplots are what Alien Logic has that passes for quests. They're not
REALLY quests because they usually don't follow the typical task/reward
pattern with RPG quests- really they're more things you hear about, and
then do for reasons that are your own. However, following these can often
be very rewarding- you can open up new areas or change the face of Jorune's
future. Again, these are in the approximate order you'll encounter them.

The Ramian Merchant
+++++++++++++++++++

Sometimes at the Shambo Shenter you'll see a Ramian sitting at the table.
Have a talk with him and be polite. You'll eventually guess that he's
smuggling shirm-eh, and he'll offer you a good price- fifteen gemlinks per
unit. Accept, and a woffen will appear by the Ardoth docks. Talk to him,
don't mention exactly what's going on. You can sell shirm-eh to the woffen
from now on.

However, the next time you're back in Ardoth, Seargent Brontin will tell
you the latest rumor and that the guard's investigating. You have three
options- you can turn in the smuggler, in which case you'll have to fight
your way through two ramian the next time you want to take the ferry. You
can just tell Brontin you'll keep your eyes open, and then warn the woffen.
In this case, the woffen will disappear and you won't be able to sell
shirm-eh anymore. Or, if you feel like some payback, you can accuse
Daclish of being the smuggler. His dot will disappear on the Ardoth map,
and when you talk to your old friend by the big building, she'll tell you
he's been arrestedbefore she, too, disappears from the map. You can still
warn the woffen if you've had enough of the criminal life.

Beagre Pit
++++++++++

This is not really a subplot, but at one point when you return to Ardoth,
Brontin will warn you about a Beagre pit that broke open outside the city
gates. (He acts like they're the scourge of god or something. 0_o;;;;; )
If you're so inclined, head over to 213,166 to find the Beagre- 10 groups
of 3 in all- and mop them up. Easy money.

Gang War
++++++++

At some point Seargent Brontin will meet you at the city gates with
unfortunate news- a pair of rival street gangs have gone to war in the
neighborhood of Oiders and the streets are not safe. "Why should I care?"
you might wonder. Well, mainly because the woffen gang is blocking the
enterance to the kerning bay. There's really not much you can do about
this. You can talk to the Crugar gang and bluff your way into getting free
passage through their territory, or you can goad the Crugar into a fight
and kill some- or all- of them. But the woffen blocking the kerning bay
will remain. Just move on and come back to visit Sarella some other time.

Protest March
+++++++++++++

Right after the Gang War concludes, it will be replaced by civil unrest.
A bunch of unionized woffen will have gathered in the town square to
protest unfair hiring practices. Well, at least they aren't blocking your
path. There's nothing you can do, so talk to them if you want for some
amusing dialogue, (Who comes up with these acronyms?) then move on.

Herrid's Demands
++++++++++++++++

The first time you return to the Mountain Crown, you'll find Herrid
Go-Otgo, the obnoxious thriddle from the opening, blocking the door to
Salrough's chambers. He knows Salrough told you to come see him whenever
you wanted, but he's abusing a technicality to be petulant. He refuses to
let you in without something called a Gomo-Giddyne. There doesn't appear
to be anything you can do about it, so leave the Mountain Crown and
return. (As in, go out to the World Map, then re-enter the Mountain Crown.)
You'll see a bunch of four or so thriddle milling around over in a corner.
Go over and see what's up. Apparently this is the "Run Herrid Go-Otgo Out
Of Town Club." Herrid has made a lot of enemies, and they figure nothing
will hurt him more then having Salrough's honored guest tell him how badly
Herrid is mistreating people. They'll give you the Gomo-Giddyne, and
Herrid will have no choice but to let you pass. Tell Salrough about
Herrid's misbehavior, then go talk to the hate club again and you'll learn
Herrid has been demoted to Nereverine and sent on courier duty in
uncivilized lands. The Gomo-Giddyne will come in handy resolving a subplot
much later in the game.

Broken Cle-Eshtas
+++++++++++++++++

After exploring Jorune for a time, Salrough will send you to a site in the
East Trinnu Jungle Lands called the Crossroads of WarpWorld. When you get
there, you'll find a woman named Klassy acting suspiciously, and when you
find the Cle-Eshtas it turns out they don't work. Head back to Salrough
and report the news. Putting the facts together with other bits of
intelligence he's gathered and a few leaps of logic, he determines that
the Cleash stole the Cle-Eshtas' warp crystals to use as a catalyst to
warp an army to the Mountain Crown. Invading the Mountain Crown seems to
be kind of their schtick. If the cleash succeed, the thriddle are in deep
trouble. Salrough asks you to do some recon- go back to the East Trinnu
Jungle Lands, find the cleash army, and ask the leader how large the army
is. It sounds like a stupid idea, but then again, the Cleash are pretty
stupid themselves, so why not? Salrough seems to know what he's doing.
Besides, until the situation is resolved he won't be able to research any
new ruins for you.

Though it won't appear until this point, the army is pretty easy to find.
It's at 204,184, and the general is in the center, surrounded by loyal
soldiers. Look for the cleash that isn't moving- that's him. Note that
Klassy is standing next to him. Talk to her and she'll admit to taking
the warp crystals, but won't tell you where they are. Talk to the general.
As Salrough said, he's pretty free with the info... Klassy apparently
wants something called a "Kre-ok-ok", and the goal of the cleash invasion
is to contact "the old ones" by using a transponder at the Mountain Crown.
None of this will make any sense in isolation, but if you're interested,
Tabor will be able to shed some light on it. Other things will become
clear later.

Go back to Salrough once you've coaxed the size of the army out of the
general. Your intel will confirm his worse fears- the thriddle are
hopelessly outmatched, outgunned, overpowered, and generally doomed.
You've got to stop this invasion before it gets going, which will
coincidentally also allow you to recover the missing Warp Crystals. Get
the mission plan from Salrough, then head back out to save the day.
Around the camp you discovered earlier, your tracker will pick up eight
crystal signals. Those are your targets. The procedure is pretty simple-
enter the local area map at the appropriate location, then click the scan
button a few times. The blip that isn't moving is the Warp Pod. Go over
there, jump up on the pod, and click on it to dig the Warp Crystal out.
Sometimes a Cleash or two will show up to stop you- fight if you think
you can win, otherwise just exit back to the local area map, then return.
Once you'll got the crystal, move on to the next Warp Pod.

After taking two crystals, Klassy will show up and try and get you to
stop. She'll make some threats, but she's all talk. Keep up the work
until you get all the warp crystals. After taking the last one, the army
will give up and go home. Return to Salrough with the good news. He'll be
quite pleased, and tell you a little about what will be the endgame. He'll
also be able to talk to you about shanthic sites again.

As for Klassy, she got away. But you haven't seen the last of her.

A Rare Sarceen
++++++++++++++

At some point when you visit Salrough, he'll have good news for you: he's
discovered the locationof a potentially useful shanthic sarceen. To
retrieve it for you, he's sent his trusted underling and friend... Herrid
Go-Otgo. Yes, yes, he knows there's bad blood between you and Herrid, so
he's also sent along his nephew, Nilder Ho-Trid. The one who's terrified
of Beagre. *sigh* Well, nothing to do. Go about your business while they
search offscreen.

When you return to the Mountain Crown later, you'll find a thriddle
standing stationary around the courtyard. It's Nilder. Talk to him to
learn some "bad" news. Salrough will confirm it- Herrid has gotten his due
at last, eaten alive by a mandare in Thantier, and he was carrying the
sarceen at the time. Meaning, if you want that sarceen, you'll have to go
mandare hunting. You might be wondering why bother. Well, that Sarceen
doesn't just teach you any old dysha- it holds a very, very important Isho
ability that you won't be able to get anywhere else.

So, off to Thantier! I reccommend you kill as many mandare as you can,
some of them have interesting treasures (see "Mandare Bellies", above)
but if you just want the Sarceen, it's in a mandare belly at 173,181. As
for the sarceen, it teaches you the vital Morph Evid ability.

War in Lundere
++++++++++++++

When you visit Lundere, you'll note the woffen are talking about some war
in the north part of the region. They don't seem particularly worried, but
visit the army encampment at 281,129 and you'll learn the situation is
very dire indeed. The cleash are attacking with a veritable hoard of
scarmis. The woffen army has been more or less smashed- the survivors are
in no shape to fight, and the cleash could sweep in any day now and
that'll be the end of Lundere. However, if you know anything about scarmis,
you'll realize the strategy has a Death Star sized flaw. Scarmis are by
nature peaceful herbivores- their agression is due to a kind of
mind-control based on what seem to be Cleash phermones. In other words,
take out the cleash leaders and the army's will to fight evaporates. Not
easy to get close to them, you might think, but remember, the Cleash are
dumb. They expect to fight woffen and they expect to fight armies, so a
single human won't be percieved as a threat until it's too late. Time to
play superhero.

The Cleash have set up a war camp of their own around 282,120- it's 6
points of interest in a phalanx formation. Pay each unit a visit, and
weave through the Scarmis to the Cleash captains. (If you can't see them,
scan a few times. They move differently from the Scarmis.) You can't talk
them out of this invasion, so just kill the Cleash. Once you do, the
Scarmis in the area will become docile and harmless. Note, however, that
once you engage the Cleash in battle Scarmis are likely to show up to give
him a hand. Because of this I don't recommend the Suspension Orb strategy
common to dealing with capsule-throwers, because it takes too long and
you'll probably wind up fighting three different enemies. Just blast the
Cleash to bits with dyshas instead, and don't be too proud to run if you
find yourself outnumbered.

When you're done, most of the woffen in the area will vanish. Go back to
the woffen encampment and the commander will explain that, with the crisis
averted, they went home to their families. He stayed behind to give you a
reward- a bag of crystals including 8 power, 20 weave, and 2 rate! Woohoo!

One more thing- check the area north of the fromer cleash battleline. At
275,109, you'll found how they got into Lundere- a small detachment of
cleash is guarding what they call a warp-pod, but is actually just a
single warp crystal sitting on the ground. Snatch it if you want, but if
you've already got the Warp Crystals from the "Broken Cle-Eshtas" subplot,
you have all you'll ever need.

The Dead Volcano
++++++++++++++++

Salrough will eventually point you in the direction of a complex near an
extinct volcano in the Doben-Al, a vast Isholess wasteland between Burdoth
and Temauntro. When you go there you'll find that the ruins are
unenterable. However, at 183,164 is an oasis where a Ca-Lautra Shantha
tells you what happened. Apparently, while the volcano was active it was a
great wellspring of Isho, but then for unknown reasons it died out,
turning the Doben-Al into desert. Since shanthic technology uses Isho
energy, this also left the ruins without power, which is why the Isho
lifts that are supposed to get you in don't work. But supposedly the
volcano can be restarted by a "Messiah with Inner-Peace" using an artifact
called the Savage Crystal. You'll have to be messianic if you want in to
the ruins, but problem 1: You don't have Inner-Peace, and there are no
buddhist monastaries on Jorune, and problem 2: The Savage Crystal was lost
in the jungle continent of Drail a long time ago.

This sounds like something we should consult Salrough about. And indeed,
when you talk to him about it, he supplies a wealth of exposition about
how bad the Ca-Launtra have it. As for the Savage Crystal, he has enough
information for you to recognize it when you find it, but no idea about
it's properties. He recommends talking to Sha-Imsa, but don't bother just
yet. To get to Drail, he advises you to look up Bennid Go-Wogo.

Bennid is in Ardoth right now, so off to the big city. You'll find him at
the Shambo Shenter, milling around. Upon talking to him, he'll immediately
rope you into his latest study. Let him go on, and eventually you'll get
the chance to ask him about his studies. He knows about Temauntro crystal
patches and limilates in north Burdoth, but what you want to know about is
Drail. He'll tell you about the Trarch and how friendly they were to him,
and mention a strange crystal relic. Ah-ha! He also knows the location of
a Cle-Eshta that will help you get to Drail. (You've probably been to the
area before, but the Cle-Eshta doesn't show up unless you know about it.)
Find it, go through the warp, and go to 135,225 to find the trarch village.

Speak to the king at the hut by the lake. He'll ask you how you like to be
eaten- keep cool and reply that you taste best roasted. (Anything else gets
you killed by his guard without even the opportunity to fight back.) He'll
send you away in peace. Leave to the local area map, return to speak to him
again, and he'll be willing to talk while you wait for dinner. He has things
to say about the Ramian invading Drail, but what you really want is to get
info on the Savage Crystal out of him. He doesn't recognize the name, but
ask him about Bennid Go-Wogo and you'll get a very different
interpretation of his visit. Bennid annoyed them so much that the king
tried to get him touch a "shiny rock" that turns people into goo. However,
according to legend a particular "magic shiny stick" can enable you to
touch the rock without getting hurt.

Something seems to be getting lost in the translation here. If the shiny
stick the Trarch king mentioned is a shanthic artifact, perhaps Sha-Imsa
would know about it. Hike back to Ardoth and talk to him about recent
events. From the information you give him, he'll deduce that the shiny
stick is a Crundorra of Inner-Peace. (Instead of some enlightened state
of being resulting from a lifetime of meditation and dedication to
truth... you need a big stick. Is that a joke of some sort?) As it so
happens, he also knows where to find one- a ruin in Heridoth called
"Ma-Eshira". You may have been to this ruin before- the chief feature was
a locked door that can't be opened. For this you apparently need a Launtra
Key- which Sha-Imsa will give you at this point.

From here it's basically fetch-and-carry. Take the Key to Ma-Eshira (at
223,116) to find the Crundorra, use it, and go back to the Trarch village.
Tell the king you'll be able to touch the crystal, and he'll open the cave
behind the waterfall. Go there, fight past the trarch guard and the Eye
Evid, grab the Crystal (don't forget to use the Crundorra first!), and
take it back to the oasis. Talk to the shantha at the oasis, then stand on
the circle to his right to be taken down to an underground chamber. Walk
all the way to the right, click on the device at far right, and use the
Savage Crystal. The volcano reawakens, the Ca-Launtra are saved, and the
ruins at 185,161 and 186,165 will be open.

The King Is On Vacation
+++++++++++++++++++++++

After taking the Savage Crystal, if you talk to the trarch king again
before leaving the village,he'll tell you he plans to go to Ardoth.
The next time you visit Salrough, he'll tell you that the Trarch King has
abandoned his subjects. If you return to the trarch village, you'll find
yourself surrounded by trarch, who declare you the new king. Without
asking you. Well, just play along. The trarch will bring problems to you,
one by one, for you to arbitrate:
  -Murg comes complaining that his neighbor Thug stole and ate his cow.
     Thug has a cow of his own (Begging the question "Then why did he eat
     Murg's?", but noone ever accused the trarch of having common sense.)
     so you can order Thug to give Murg his cow in exchange. You can also
     just tell Murg to cope, but that won't go over well.
  -Urk found his wife sleeping with Ug and smashed Ug's house in anger.
     The wife's motive: "Urk smell bad. Ug smell pretty." Talk to Ug and
     get the secret to his nice smell. Then you can get Urk to rebuild
     Ug's hut in exchange for some scragger juice to make Urk smell good.
     Everyone's happy. If you don't give a crap, you can send them away
     to work it out themselves, or just call it even.
  -Nuddo will be brought before you in chains. He doesn't like you and
     wants to hit you over the head. Ummm, no. You can have him killed,
     or simply escorted back to his hut to calm down.
  -Oggo the pibber-hunter will bring a trarch hunter from outside the
     village before you. He found him hunting pibber on the village's
     land, and decided he was a poacher. Several solutions to this one.
     You can just let him go. You can ask Oggo his opinion, and get the
     option to humiliate the poacher and let him go. Or you can get the
     poacher's opinion, then either have him killed for his insolence or
     invite him to join the village so he doesn't have to poach anymore.
  -A frantic trarch will bring news of Ramian patrols two days south of
     the village, led by Chavis Vaden Choko, a prominant warlord. You
     can order them to ignore the patrols, or send out some warriors to
     kill Choko.
  -Kog and Duga disagree over how to raise the trarch children. Kog
     thinks they should study language and arithmetic. Duga thinks they
     should learn to hunt pibber. You can support one or the other, or
     make a compromise.
  -Having solved all the problems, you decide to choose a successor so
     you can get out of here. Your choices are- Thug, Ug, Oggo, and Kog.
     If you ordered trarch to kill the Ramian, you can also choose Chadu,
     the hero of the campaign. Talk to each of them, then choose one.
When you're done, the new king will move the village to someplace safer
and it will disappear from the map. You don't seem to get much out of this
subplot other than amusement initially. However, if you order the trarch
to kill Chavis Vaden Choko, it will break the back of the Sillipus
slavers- next time you visit Sillipus, there will have been a civil war,
with the trarch escaping captivity, most of the ramian being dead, and the
remainder having lost their fighting spirit. Unfortunately, this won't
have a major effect on your explorations of Sillipus as the Ramian will
still guard the incupod patches.

The Scrolls of Iscin
++++++++++++++++++++

In North Dobre, Jasp, and Voligire, you'll run into exiled Crugar looking
for something called the Scrolls of Iscin. Salrough will tell you a bit
about the legend surrounding the scrolls, but the plot thread will
seemingly go nowhere. Later, in South Temauntro, you'll find the camp of
the FourPaws crugar clan situated over a shanthic ruin at 93,143. A Crugar
in the ruin will forbid you from getting in. Starting a dysha-battle in
the middle of the camp is probably ill-advised, so go to the leader, Chaln
Daldir, and impress him with your boasting. (Humility gets you killed with
crugar.) Apparently, he's something of a big man... err, cat, rather... in
Temauntro. He'll give you the crugar perspective on the history of the
Iscin races, and will freely discuss the ruins with you. But when it comes
to letting you in, the answer is no. He says you'll need to trade him the
Scrolls of Iscin to get the key off him. He means this as hyperbole, he
doesn't seriously expect you to be able to find the scrolls. But you're
very resourceful, aren't you?

Pay Salrough a visit, and ask him to help you out. He'll gladly agree to
help, but will need some time. Go off and do something else for the time
being. After a while, return to Salrough and he'll have good news for you-
the Scrolls of Iscin are indeed in the hands of a foreign government, and
he's sent Nilder Ho-Trid to retrieve them. However, by this point in the
game you probably don't have a lot of faith in Nilder, so let's check up
on him.

When you think about it, there's really only one place the scrolls can be,
isn't there? Hop over to Central Dobre to visit Tabor. Sure enough, you'll
find Nilder out front, pacing nervously. Tabor does have the scrolls, says
Nilder, but he won't lend them out. So you'll have to talk with Tabor
yourself.

(Why is it that whenever the thriddle offer to help you with something,
you wind up getting more work to do yourself?)

Tabor turns out to be in a foul mood. According to him, the thirddle have
a bad habit of borrowing things and not returning them, and he's finally
decided to put his foot down. But, if you get his stuff back, he'll be
glad- well, willing- to loan you the scrolls for a time. So, now it's your
turn to play play Nereverine- go to Salrough, get the documents, back to
Tabor, and the scrolls are yours. Err... "temporarily". Right. Take the
scrolls to Chaln Daldir, HOWEVER, before doing so go through South
Temauntro and poach any crystals that you plan too. Chlan Daldir will
give you safe passage through Temauntro after you give him the scrolls,
which actually makes it much more difficult to mine crystals where Crugar
are standing guard. You won't be able to goad them into a fight anymore,
but they'll still show up when you try to dig up the crystals- meaning you
can't clear them out, and you have to face them two at a time to get the
crystals. When you turn in the scrolls, Chaln Daldir will give you the key,
allowing you access to the ruin. The Crugar guard at the entrance will
also let you pass.

One more thing- if you ever tell Tabor you gave the scrolls to the Crugar,
he'll be livid beyond words. He'll refuse to talk to you or buy shanthic
artifacts anymore. In addition to the loss of a source of money, this may
also make the "Iscin's Last Work" subplot uncompletable. So be careful.

Iscin's Last Work
+++++++++++++++++

In Voligire you'll be able to visit a Ramian Scholar who discusses at
length the problem of shirm-eh in relation to Burdoth-Voligire relations.
He mentions that Iscin, the brilliant biotechnologist of the colonial era,
created a reco that produced shirm-eh, but was killed before the cork
could be incubated. If you visit Tabor, he will add to this information,
and also knows the location of the lab where the cork was created- 146,142,
in South Temantauro. Do you think it could still be there? Go to the
remains of the lab and send out a couple of miners. The cork turns out to
be real! As Tabor said, put it in a Purple Incupod to create the reco.
Then take the reco to Voligire and exchange it for free passage through
Voligire- you may have to drive a hard bargain. Note also that, just like
with South Temantauro and Sillipus, free passage is useless because you
still get attacked while trying to do anything significant. Pity, but at
least you've helped ease tensions between the Ramian and everyone else.
(Well, there's still the little matter of the slavers, but hey, the world
ain't perfect...)

Endgame: Revenge and Retribution
================================

The endgame starts in a tiny, isolated valley in northwest Jasp. There's
no Cle-Eshta that will take you to it, but after using twenty-five
Cle-Eshtas, the warp will appear in WarpWorld with no announcement or
fanfare. Indeed, you may not even notice it until the next time you're </pre><pre id="faqspan-4">
passing through Jasp or North Temauntro.

An Old Score to Settle
----------------------

In the valley is a small ruin. There's a door inside, but no key in sight.
Tra-Sense reveals nothing. The power source does nothing. All this way for
a dead end? Not quite. Leave to the World Map and you'll find there's
another visitor to the valley. It's Klassy, the Cleash conspirator, and
she's up for a little payback. You monkeywrenched her plans, so she's
going to monkeywrench yours. See, the Cleash had promised her use of a
kre-ok-ok transponder if the invasion of the Mountain Crown succeeded.
She's using it to gain control a Skyrealm somewhere in Voligire- for what
purpose she doesn't say, but I doubt it's good. Regardless, she has the
key you need and will only exchange it for the transponder. If it were me,
I'd just blow her away in a hail of Lightning Orbs, but I guess our hero
has a rule about hitting pretty girls or something. Anyway, we'll have to
parlay with the Cleash.

Enter Gilthaw via the warp at 330,22, near the center of the continent and
north of the peninsula. Note there's a Cleash wandering around the area.
Talk to him- he's a nice guy, so don't attack and instead convince him
that you're a friend. The head north to find the Cleash Nest, their main
headquarters. The commander is inside a circle of Cleash. You can fight
your way inside the circle, but don't bother. Instead, talk to the lone
Cleash hanging out outside the circle. It's your new friend. Have a chat
with him and he'll open a gap in the circle, so that you can get in and
talk to the head Cleash. As Klassy said, he's open to reason, though
reasoning with a Cleash is kind of like fighting a battle of wits against
Forrest Gump. He'll balk if you ask directly, but talk to him about the
Lamorri for awhile and you'll be able to ask him to borrow the transponder,
similar to how you may have borrowed the Scrolls of Iscin. He's doubtful,
so show him your Gomo-Giddyne and bluff. Watch the gears click into place,
and you'll get the transponder.

Alternatively, you can enter the nest itself and blast your way to the
transponder. It's not very hard- you'll face three rooms of three Cleash
each, which is nothing if you have level 3 Lightning Orb and a good weave
rate.

Either way, take the transponder back to Klassy to pick up the key you
need. Behind the door and through two rooms of lava is the Cle-Eshta that
will take you to the Island of Delsha, where the game's final battle will
be waged.

Delsha
------

Immediately southwest of the warp you'll find a group of Corondon on the
ground encircling a Skyrealm that contains a structure. You might guess
that that's your destination. Go west past the mountains, then
north-northeast. At 13,164 you'll find a Cle-Eshta, guarded by four
Corondon. Use it to warp to the Skyrealm.

The Red Shantha's stronghold is larger than most. From the entrance, go
right across the pits and beat the Shantha. (You can get ahead by falling
through the pit instead, but I don't recommend this- you're likely to fall
into lava at the bottom and die.) Activate the power source to turn the
Isho Lift on, then ride it down to the next floor. Head back left, dealing
with the blob evid and the pit. In the terminal room, kill the Sphere Evid
and use Tra-Sense to reveal a Power Source. You may think activating it
will turn the Isho Lift on, but you'd be wrong. Instead, activate Lava
Walk and jump into the last pit you passed.

On the next floor down, walk to the left. Same deal as with the room
above- beat up the Evid (an Eye Evid, in this case), reveal a power source
with Tra-Sense, and activate it. This time it will activate the Isho Lift,
a shortcut that will take you two levels down. If you want to go the long
way instead, walk right, beating up the Blob Evid, and take the elevator
down to the next floor. Jump into the pit (watch out for the lava at the
bottom!) and kill the three Blob Evids. One of them has a red key, which
will let you into the room to the left. Your next challenge is a pair of
Eye Evids, then after that you meet up with the other end of the Isho
Lift. Beat up the Blob Evids, then go left to a second Isho Lift that'll
take you down.

At the bottom of the lift, you'll meet two shanthas who will get on either
side of you and start blasting away. If you have quick reflexes with the
Vampire Dysha, you can actually beat them on those terms, but you may want
to try and get them on the same side of you. After dealing with them,
you'll stand before a sequence of three rooms leading to what appears to
be a dead end. However, all is not as it seems. There are hidden doors in
the wall in the background, revealable via Tra-Sense- two in the entrance
room, four in the second, and three in the last. Most just hold more Evids.
The way forward is the third door from the left in the second room. Beyond
it is a passage where you'll fight three Sphere Evids en route to a green
door. You're at the very bottom of the ruins right now, so be especially
wary of the pits. If you fall into one you'll fall off the Skyrealm and
die when you hit the ground.

Past the green door, you'll finally come face to face with the object of
your quest- the Red Shantha, Dytra-al-Desti.

Showdown and Epilogue
---------------------

You'll meet your enemy across a pit bridged by two floating platforms.
He'll give a little speech when he sees you. Talk with him if you want,
but he's unrepentant- you're going to have to fight him.

Dytra-Al-Desti more or less fights like any other shantha, but he has a
lot of health, so this will take a while. He also has a nasty trump card-
a Dysha in the form of a large, spiky grey ball that will kill you with
one shot. Disintegrate you into dust, in fact. Be ready to block it at
any time- if you use Vampire, you'll gain a lot of Isho. You can, if you
want, just duke it out with him from opposite sides of the pit- you should
have enough distance to be safe from his reflect. However, if you can
catch him in a Power Hold, you can rush across the platforms to reach the
other side, where you'll find a Power Floor that will make the fight much
easier. To win you just have to hit him with Lightning Orbs until he's
dead, but if you want a slightly more Hollywood climax, you can knock him
into the pit and he'll fall off the Skyrealm to his death.

After winning, you'll meet Salrough Gomo again and get a short epilogue
narration detailing the results of your actions over the course of the
game. You'll learn the fates of Sha-Imsa and Klassy, among others, and the
political changes that resulted from the subplots you completed.

**************
Amusing Quotes
**************

The writer of Alien Logic is awesome. I've never seen a game with so much
snark in it, let alone so much that hits. The following is some of the
best lines, but not a complete list by any means:

"Hello. As my father used to say, 'If you can't say hello to an absolute
stranger, then you should stop asking him questions.'"
-random Thriddle.

"Do I look stupid to you?"
"Well... yes, you do. But it's not your fault. You can't help the fact
that you weren't born with eyestalks. Your entire brain has to fit in
that little round head of yours."
-hero and a thriddle.

"Crugar always try to cut the prices. I SMASH them when they do that."
-Corastin merchant divulges his negotiating tactics.

"Seeing you is like impaling myself on the reflection of infinity."
-Sha-Imsa

"Leave or I'll have my corastin guard pummel you mercilessly. I'm just
that kind of a guy."
-Daclish LeClur

"We will kill you now. If you run... we will kill you later. The end
result will be the same."
-Ramian thug

"Beagre don't scare me."
"Don't try to be a hero, son."
-hero and Seargent Brontin. (Beagre are the weakest enemies in the game)

"Eat crawbie-crud."
-Thriddle insult

"I want to see Salrough!"
"Yeah- and I wanted to drop a three-ton boulder on your head."
-hero and Herrid Go-Otgo.

"You can't imagine how excited I am to see you. I was pondering the
existance of bulbous, hairy-headed brutes, and here you show up."
-Herrid Go-Otgo

"I don't know."
"Good answer, but not quite there."
-hero and Salrough Gomo. (Is he failing to be sarcastic?)

"Salrough, I tried to use the Cle-Eshtas at the Crossroads site you told
me about, but they wouldn't work."
"Really!? Now this is very important, Jacob. I need you to listen closely.
What EXACTLY happened when you tried to use the Cle-Eshtas?"
"Nothing."
"This could be very bad, Jacob."
-hero and Salrough Gomo

"If my suspicions are correct and given that my suspicions are always
correct..."
-Salrough Gomo

"Do you expect the Cleash general to just tell me how big his army is?"
"Of course. Cleash are funny that way. The whole concept of military
intelligence is somewhat lost on them."
-hero and Salrough Gomo

"This is ludicrous. The Cleash will kill me for sure."
"I wouldn't say that, Jacob. [...] According to my calculations, you
stand a 27.4% chance of survival."
-hero and Salrough Gomo

"We thriddle are tenacious fighters, but when you're outnumbered 100 to 1
by creatures three times your size, it's hard to be optomistic."
-Salrough Gomo

"It would be just awful if you failed. You'd be dead, I'd be dead, and
where would that get us?"
-Salrough Gomo

"Sure, those furries up north might run the government, but we're the
only ones who haven't forgotten how to howl at the moon. AWOOOOOOOOO!!!!"
-a free-spirited Woffen

"Your days are numbered..."
"My days are numbered- yes. Your days are over- yes."
-hero and Cleash commander

"Would you like a copy of the Survey- the abridged version is only
twenty-seven volumes..."
-Salrough Gomo

"Doesn't drinking sap make your throat dry?"
"So does eating whole human, but me do that too."
-hero and random trarch

"Take pibber. Put on rock. Sit on. Juice go on floor. [...] Lick it up.
Spit in barrel."
-trarch recipe for pibber juice

"Trarch king like you. Me like anyone who give up life to fill belly."
"Actually, I'm not here to be lunch."
"Of course not. Fire not ready until dinner."
-Trarch king and the hero

"Me think turning thriddle to goo is very sacred function."
-Trarch king

"I don't have time to talk to you today."
"I've already noted your consistant lack of time. There's no need to go
filling my pad with redundant notes."
-hero and Bennid Go-Wogo

"You fat four-eyed pibber!"
-Trarch insult

"Look. A piece of human scum at my door."
"That wasn't very nice."
"It wasn't meant to be."
-random crugar and the hero

"My name is Chaln Daldir. I am the father of the FourPaw Clan, the
strongest Crugar clan in all Temauntro. I am the Scourge of Burdoth,
Master of the Desert, Champion of Iscin, and Warlord of Temauntro.
Single-handedly, I have slain the Dhar Corondon, the Mandare and the
Dreglamon. I am legendary."
"I am Jacob. The Survivor of Jordis, Slayer of Cleash, Destroyer of
Scragger, and Archenemy of the Red Shantha."
"Is that all."
"I have traveled in WarpWorld and explored the temples of the shanthas.
In the years that come, old men will tell their grandchildren of the days
when men like me walked the earth."
"You speak proudly."
-Chaln Daldir and the hero, trading boasts

"Humans only want to understand the Ramian so that they can destroy the
Ramian. We are Ramian. We are silent."
-Ramian scholar

"Disclaimer: No corondon, mandare, beagre, or scragger were harmed in the
making of this game. However, we did kill pibber."
-from the end credits (It's possible, in fact beneficial, to complete the
entire game without killing a single pibber.)