Magic Candle 2

Magic Candle 2

18.10.2013 05:51:34
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Magic Candle II: The Four and Forty
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FAQ/Walkthrough
Version 1.3
22 July 2003

For PC DOS/Windows

by Lee Beng Hai a.k.a. Volume
Email: benghai@i2r.a-star.edus.g

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Disclaimer
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This FAQ is meant for personal use only and can only be reproduced
electronically. This FAQ cannot be altered and can be only distributed
freely in its current format. You are free to use to this FAQ on a
website as long as the document remains unaltered and please send me
an email about it.

You can find the latest copy of this FAQ at

http://www.gamefaqs.com/

(c) Copyright 1992-2003 by Lee Beng Hai

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Contents
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1. Introduction
2. Where to get it?
3. General Hints
a. Making money
b. Using the map
c. Potion and plants
d. Skills
e. Magic
f. Weapons
g. Armours
h. Special Items
i. Companions
j. The Gods
k. Towns and Towers
l. Libraries
m. Music
n. Strongholds
o. Teleportation
p. Gates
q. Combat Techniques
r. Barbarian Camp
4. Walkthrough
5. Revision History

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1. Introduction
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The Story

This is part two of the Magic Candle Trilogy.

Ten years had passed since the spells were restored on the magic candle
in Fortress Berbezza. The arch demon Dreax remains safely imprisoned in
the magic candle's flame, guarded by forty guardians: replacements for
the four and forty who vanished, a decade ago.

Your quest is to find out the fate of the missing four and forty. And to
find a way to banish the demon Zakhad who has taken over Dreax.

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2. Where to get it?
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I played this game a long long time ago. We can classify this game as
abandon ware. It's very hard to get a copy of this game nowadays. For
those who are looking for the game, you can try to get it at

http://www.sss.org/~jasons/

look for the link to his Magic Candle webpage there.

There are game maps and manuals, as well as the installation files
available.

p.s. There is no guarantee that the site will still be here when you
visit it. However, you can always search for it in the internet.

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3. General Hints
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3a. Making Money
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In this game, money is very important. With it, you can buy weapons,
armours, herbs, etc. So, here's the way to make lots of money:

Buy lots of blue pearls (about 80 coins each) from Telermain gem trader.
Then go to the town of Glusaga in Ruul (91,60). Sell them at sound 380
coins to the jewel shop there. You will make a profit of 300 coins for
every blue pearls you sold.

There is another technique which exploit a certain bug in the program.
This involves going to Glusaga and buying rubies from the jewel shop.
Each ruby cost 500 coins, but when you buy 99 of them, it produces a
negative value. So, your money would increases when you buy the rubies.
Since you can carry a maximum of 9999 coins. Carrying the rubies allows
you to carry more than 9999 coins indirectly. And when you repeat this
process with every member of the party, you'll get more than enough
money to last till the end of the game. Note that the programmers might
have fixed this bug by the time you read this. So, use the previous
method if this doesn't work.

When you are assigning a companion to do something, give them a
mindstone so that you can keep in touch with them. You'll come across
milestones in dungeons, either buried or inside treasure chest.

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3b. Using the map
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You can use the map when you are in town or at the wilderness. But when
you inside the dungeon, you will need to drop pearls into map flask. The
blue pearl are better than the normal ones as the flask might break if
the normal pearls are being used.

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3c. Potions and plants
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Always try to stock up potions, sermins, luffins, mirgets, nifts, gonshis
and turpins. Medicin and loka are only needed when you are poisoned or
diseased.

There are places where you'll find patches of mushrooms. Pick as much as
you want but make sure you don't pick all so that the patch will grow
back again.

*luffin - guaranteed a successful hit on the next attack.
*mirget - allow more damage on your next attack.
*turpin - increase the user magical ability.
+goshi - allow the user to perform 3 moves on the next turn.
+nift - protect the user from the next 3 physical attack.
sermin - use when you run out of energy.
medicin - cure poison.
loka - cure disease.

* will last until they are being used.
+ will lose their effect after the next combat.

Here are some of the known locations of mushroom patch:

gonshi - (24,39) (168,91) (QT) (77, 35) (236, 132) (235, 133) (234, 133)
loka - (162,28)
luffin - (123,54) (110,49) (123,44) (165,98) (214,136)
mirget - (68,69) (72,67) (240,96) (247,81) (245,87) (QT) (195, 125)
nift - (102 43) (QT) (235, 16) (238, 20)
sermin - (47,41) (175,20) (212,118) (165,13) (63,18) (QT) (227, 50)

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3d. Skills
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Combat and magic skills increases as you play the game. So there is no
need to waste time training them. Hunting skill increases when you hunt
for food. But the rest of the skills won't increases unless you do some
training or was increased by the Gods.

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3e. Magic
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There are 7 spell books, each with 6 spells. They are

Sabano, Ishban, Demaro, Zoxinn, Vannex, Emenad and Felmis

To learn the spells, you must have the appropriate spell books in your
inventory. You can memorized up to 99 copies of them. Let your wizard
learn the spells when you make camp.

Sabano
------

Sabano is the book of conflict. Like the other books, it contains six
spells. Sabano's spells all deal with the fight between the Children of
Light and the Forces of Darkness.

FEAR instills a fear of combat into an opponent for a time. The target
will neither move nor attack for the duration of the fear spell. You may
approach and attack the target without danger from him.

CONFUSE avoids conflict when traveling through the countryside. A
confuse spell will cause the enemy to forget all about you. Move away
quickly before they spot you again.

REPEL is the only way to resolve conflicts with the giant poisonous
snakes, spiders and scorpions that infest the lairs of darkness. These
creatures are constructs of dark magic and cannot be harmed by weapons
or other spells.

LOCATE can be used either to avoid conflict or to find it. The party
becomes aware of all the forces of darkness in the vicinity. It can only
be cast while traveling through the countryside.

ASSESS gives you knowledge of your opponents in combat.

SHATTER - an attack spell.

Ishban
------

Ishban is the book of change. Some of its changes are temporary; some
are permanent.

FIREBALL changes the very air to fire, and propels it toward the
opponent.

TELEPORT changes the location of the caster and his or her companions.
Teleport can only be cast outdoors, and only where conditions are proper
for it.

HEAL changes the stamina of its target to be as high as possible. It
does not cure illness or poisoning.

WEAKEN changes the target's armor to sand, and its magical shield to
air.

VISION changes doors to glass for an instant, allowing the caster a
glimpse of the room beyond.

FREEZE changes the target's sense of time, paralyzing him so that
neither attack nor defense is possible.


Demaro
------

Demaro is the book of protection. Its spells are used to prevent harm,
to remove obstacles, and to repair damage.

ENERGY restores the target's energy to its maximum possible.

PIERCE removes the energy fields that the powers of darkness use to
block access to vital areas of their domains.

DISAPPEAR is the spell of invisibility. While invisible, the target is
protected from enemy attack. An invisible person can attack an opponent
with no chance of missing, but an attack at close quarters immediately
makes the person visible again. Magic and missile attacks do not
terminate invisibility.

WALKWATER congeals portions of underground pools and streams, allowing
the caster and his party to walk on them. It is not effective on deeper
and swifter bodies of water, such as oceans, lakes, and rivers.

SHIELD erects a magical shield around the target. The shield protects
against magical attacks only, not against physical attacks, poison or
illness.

RESURRECT is the most powerful spell in the Demaro book. It actually
raises the dead. The resurrect spell must be cast as soon as possible.


Zoxinn
------

All spells in the book of Zoxinn have names starting with the letter Z.

ZOFIR is the counterspell to Freeze. It removes paralysis.

ZAPALL throws fireballs against all the caster's opponents at once.

ZENGRL restores their full hit points to all the members of the party.

ZISHOXE is to shield as ZAPALL is to fireball. It strengthens the
magical shields of everyone in the party.

ZEFOAR throws a giant fireball. It damages everyone near its landing
point, friend or enemy.

ZUTYUN is arguably the most powerfull of Zoxinn's spell. It affects all
your opponents as weaken would affect one of them.


Vannex
------

The newly-discovered book of Vannex contains six very powerful spells.
Some have come to call it the book of stealth.

JUMP transfers a combatant instantly from one location to another within
the combat arena. Jump can be used on your opponents either to remove
them from close combat or to place them in the heat of fray.

DETECT marks the location of magical teleportals, so your party can use
them or avoid them.

GLAMOUR increases the target's apparent charm, making it possible for
the target to hold conversations with those who would otherwise ignore
him.

DRAIN weakens the target by inducing a small portion of the target's
brain to melt.

SEE is the counterspell to disappear. When see is cast on an area, all
invisible opponents within the area become visible.

DISGUISE changes the appearance of your party into the semblance of
minions of darkness.


Emenad
------

Emenad is nearing completion. The Great Ziyx has determined all the
specifics of the spells it will contain. (Emenad's spells will be of
such potency that they can be cast but once in each combat encounter.)

BETRAY will cause its target to turn against its former allies.

SUMMON will produce a duplicate of the target to fight on the caster's
side. It will summon only creatures of very low intelligence.

DESTROY will completely destroy almost any opponent. Destroy will remove
the memory of all other spells from the caster's mind

TERRIFY will unleash a wave of terror, causing enemies who are not brave
enough or resistant enough to magic to turn and flee.

DOUBLE will conjure a duplicate of one of your party members. The double
will hold the same type of weapon and wear the same array of armor. The
double will not be capable of casting or using mushrooms.

TIMESTOP will slow down time for the caster's opponents.

Felmis
------

The Honorable Rimfiztrik suggests his new book Felmis be called the book
of Rimfiztrik. Many others are calling it the book of many colors.

ACIDBALL hurls a balls of fuming acid at its target.

FORGET causes its target, which should be a spell-caster, to lose all
memory of the spell that is in the forefront of his mind.

COURAGE is the counterspell to fear, and can also be cast on fleeing
comrades to enhearten him to rejoin the fray.

RESTSOUL is an essential weapon against the undead minions of darkness.
When an undead falls in combat, it is no deader than it was when the
battle started. Cast restsoul on a fallen undead foe to keep it from
reanimating and rejoining the fight.

SOULSPEAK was discovered by Rimfiztrik while he was researching
Restsoul. It makes conversations with ghosts possible.


Spell books are very expensive. So, once you have lots of money. You can
get spell books from the following people.

+----------------+-------------+-----------------------+
| Place | Person | Spell books |
+----------------+-------------+-----------------------+
| Ketrop | Faranim | Sabano, Demaro |
| Llendora | Estefaz | Vannex |
| Oshcrun | Frik | Felmis |
| Ussa | Naendix | sells a11 spell books.|
| Wanasol | Ehrizem | Sabano, Zoxinn |
| Wanasol | Nimmenzar | Ishban, Demaro |
| Ziyx's Tower | Ziyx | Emenad |
| Barbarian Camp | Nightshadow | Felmis | (QT)
| (night time) | | |
|----------------+-------------+-----------------------+


Alternatively, you can invite wizards to join your party and exchange
spell books with them. Note that each wizard must carry at least one
spell book.

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3f. Weapons
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Sword Str

Short sword 4
Scimitar 4
Long sword 4
Broad sword 5
Elven sword 6
Great sword 8

Magical Sword Str Location

Dread Slayer 9 Found in Ruz 2, (56,67)
Brennix - can only by wielded by Lukas

Axe Str

Hammer axe 4
Battle axe 5
Double axe 6
Great axe 8

The Three Magical Axes (Dwarves only)

Name Str Location
Orcbane 10 Drakhelm 1, dig at the sign
"Happy shovel causes trouble"
Rhokadur 10 Dorak 7, dig at the spot (34,33)
Nalanduir 10 Namaz 4, dig at the three
rocks at (28,6)

Bow Str

Ash Bow 4
Brom Bow 4
Elven Bow 6
Bone Bow 8

Magical Bow (Elves only)

Name Str Location
Darkfinder 8 Catacombs (127,7)

Note: Magical weapons tend to hit better and increases the strength of
the user and they don't suffer any wear and tear.

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3g. Armours
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The best armours are metheal armour and pearl plate. Anyone can wear
them, so try to get one for them as soon as possible.

Metheal armours are only sold in Drakhelm, while pearl plate can only If
found in chest in certain dungeons.

'elvenspun' clothes are avilable in Llendora, meaning your party members
never have to change clothes or suffer energy penalties from heat/cold.
Linne sells the clothes for 100 apiece. (QT)

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3h. Special Items
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The Horn of Tundra - Maratul 8.
The Horn can call the nomads to battle when they hear it.

The Conch of Calm - Catacombs (6,9).
Use to calm the sea so that it is safe for sea travel.

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3i. Companions
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There are many people who will join your party. Some join temporary while
some will be with you till the end of the quest. Every one of them has
their strong and weak points. So, use them wisely.

Name Location

Arga Telermain, Black Rooster Tavern
Ben Shann 1 (67,79)
Buzbazgut(Buz): is the captured Orc residing in the dungeon at Castle
Telermain. he has converted to the light and will join your
party. (QT)
Crstyn Oshcrun, guest room (03:00 hrs)
Durin The Throat (103,35)
Eflun Drakhelm (33,24)
Eldai Shann 1 (17,5)
Friz Oshcrun (14,12)
Gilondo Llendora (7,16)
Grolf Oshcrun, knight's room (14,12)
Gustron Oshcrun (23,14)
Jimbo Ketrop (15,19)
Kruga Drakhelm, meeting hall (13,28)
Lupi Llendora, meeting hall (39,19)
Madir Ussa, tavern (18,14)
Nazim S. Misor (75,49)
Nehor N. Miser (81,25)
Nimmo Telermain, Eastern Breeze Tavern (20:00 hrs)
Orbo Oshcrun, prayer room (46,51)
Perin Ketrop, meeting hall (39,18)
Polo Telermain, Library
Ralle Telermain, Eastern Breed Tavern
Reb Oshcrun, (35,10) (after you save Zidoni)
Rexor Oshcrun, throne room (36,9)
Rogga Maratul 2 (7,26)
Sakar Cellars 1
Subia Oshcrun top level (32,25)
Somona Pentyne (60,7)
Stref Shann 6 (29,24)
Tamas Deadwood's Catacombs (102,6)
Tuff Ketrop (20,22)

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3j. The Gods
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There are 8 gods in Gurtex. 5 are good and 3 are evil. Each one of them
has a temple, and a special word is needed to wake them. Whispering the
word in the chamber they are sleeping will wake them up. The Gods might
increase the characters attributes. But beware of the evil Gods, all of
them request certain sacrifice.

Here is a list of the God's chamber and temple.

Alignment - Evil
Balene - the Goddess of Furious Vengeance
Chamber - Isle of Winds (123,58)
Temple - Krum, (212,30)
Word - kimyabin
Sacrifice – Brennix (Lukas' magical sword)
Attrib - Str+1, Dex+2, End+l, Intel

Alignment - Evil
Fronnoxx - the God of Jubilant Destruction
Chamber - Mandarg (189,55)
Temple - Mandarg (174,59)
Word - azavaz
Sacrifice - Somona the Sorceress (companion)
Attrib - Str+2, End+l, Ag+1

Alignment - Evil
Ghartel - the God of Glorious Death
Chamber - Ruz 2, (53,44)
Temple - The Throat, (110,45)
Word - banishahbat
Sacrifice - a mighty warrior. (Durin, Lupi, etc)
Attrib - Br+1, Str+2, End+2

Alignment - Good
Marior - the God of the Sea
Chamber - Cellars 2 (9,20)
Temple - Oshcrun Isle, (14,50)
Word - ranalamma
Attrib - Br+1, Str+1, End+l, Ag+1, Res+l, Swim+10

Alignment - Good
Nerelnes - the God of Opportunity
Chamber - Maratul 4, (7,18)
Temple - The Tundra, (158,18)
Word - asharim
Attrib - Dex+1, Charm+2, Int+1, lockpicking+9

Alignment - Good
Oraniana - the Goddess of the Forest
Chamber - Sariss, (175,92)
Temple - Sariss, (163,82)
Word - kirrak
Requirement - need elves in party
Attrib - Dex+l, Ag+2, Intel, Res+2

Alignment - Good
Rhokan - the God of Wealth
Chamber - Dorak 7, (16,64)
Temple - Demonspine, (96,8)
Word - shadguram
Requirement - dwarves must be in party
Attrib - Br+1. Str+2, Dex+l, End+l, Smith+9, Gemcut+9

Alignment - Good
Senvara - The Shield Goddess
Chamber - Altesia, (212,135)
Temple - Altesia, (179,105)
Word - urumaen
Attrib - End+l, Ag+1, Int+2, Res+l

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3k. Towns and Towers
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Catacombs - Dead Wood
Cellars - Oshcrun ground level
Dead Wood - Goblin town, Mandarg (213,49)
Deraum - Cellars 2
Dorak - East Gate (95,26) West Gate (87,20)
Dragos - Katarra
Drakhelm - Gizra Mt. (140,51)
Dreax - Katarra
Glusaga - Orc village, Ruul, (91,60)
Hudga-Hag - Troll village, Krum (247,20)
Katarra - Mandarg 4
Ketrop - Oshcrun Isle
ILendora - (88,36)
Mandarg - (178,51)
Maratul - Mandarg, (216,57)
Namaz - Altesia (222,212)
Oolau Bird - N. Misor, (62,19)
Oshcrun Castle - Oshcrun Isle
Pentyne - Altesia, (188,118)
Ruz - Kruz, (231,15)
Shann - Mariz Isle (67,79)
Shumaran - Fall (152,28)
Telermain - Oshcrun Isle
Ussa - The Throat (116,38)
Wanasol - Sariss (165,85)
Ziyx's Tower - N. Misor (47,38)

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3l. Libraries
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There are 3 libraries in Gurtex. They are found at Telermain, Oshcrun and
Wanasol. You'll need to do some research on certain topics in order to
complete the game. Father Orbonn (Orbo) is the companion with the best
research skill. Invite him and bring him to the libraries to do research.
You may assign him to go to certain stronghold or wait for you or dismiss
him but whatever you do, make sure you can find him again. Give him a
mindstone so that you can contact him.

Some topics that can be researched:

Telermain Nalanduir
Mindstones
Candle of Despair
Candle of Pain
Vankruh (QT)

Oshcrun Castle Altersens
Zakhad
Oolau
Darkfinder
Rhokadur

Wanasol Orb
Prophecy
Conch
Candle of Anguish
Candle of Death

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3m. Music
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Music has certain effects on the various creatures you encountered.
You'll need to find the right person to teach you the song. Talk to them
and mentioned the songs you want to learn.

Song Instrument Creature Teacher Location

Firedance band munak Swiftwind Shumaran (32,12)
Lullaby of Gu flute sandgu Piero Oshcrun (51,18)
Mage's Joy lyre slime Rileon Telermain Tavern
Morning Mist lute barg Delfina S. Misor (54,64)
Rondo Miz lyre mizigu Giddar Drakhelm (13,28)
Sambali band doombeast Pharus Wanasol (47,8)
Urg's Dream flute urgodot Sheria Ussa (18,14)
Wind Song lute fermigon Elion Llendora (61,17)

If your start out character is a bard, then you will have 2 additional
songs:

The Happy Traveler - effect unknown (QT)
Long Live the King - effect unknown (QT)

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3n. Stronghold
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Strongholds are locations in Gurtex where you can rest safely. It is also
an ideal place for meeting. You'll need to reach a stronghold physically
before you can assign companions to go them.

Place Location

Altesia 171,118
Demonspine 93,23
Farsum 201,61
Isle of Winds 128,55
Kar' lomug 234,81
Krum 231,7
N. Misor 60,29
Oshcrun 31,51
S. Misor 56,61
The Throat 124,41
The Tundra 163,13
Rhon 225,41
Ruul 96,63
Sariss 166,80

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3o. Teleportation
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There is usually one teleportal in every dungeon. These are usually not
easily accessible unless you have 'clean up' the dungeon. There are only
a few teleportal building on the surface.

Below are a few I came across.

Isle of Winds 120, 56
The Tundra 160, 40
Rhon 220, 47
Kar' lomug 243, 96 (QT)
Krum 251, 20 (QT)
Altesia 195, 105 (QT)

Now that you have found the teleportal, you'll need to know the
combinations to get you to the various places. You will need combinations
to get you to the various places. You will need sphere, pyramid, cone,
cube and cylinder. Buy them from wizards who sell such item. For a start,
you can buy them from Truk at Oshcrun. Knock on his door on the top
level. The only wizard who sell all 5 items is Furukan who lives in
Hudga-Hag. Knock on his door at 0:00 hrs.

Location x,y Combinations

Demonspine 102,53 cone , sphere , cone
N. Krum 215,29 cone , cone , sphere
Isle of Winds 126,52 cone , cube , pyramid
Mandarg 140,45 cone , cone , cone
Krum ?,? cone , cone , pyramid (QT)
N. Misor 76,7 cube , cylinder, cylinder
Blackwood 104,32 cube , cube , cylinder
Duln Isle 217,9 cube , cylinder, pyramid
Deadwood ?,? cube , sphere , sphere (QT)
S. Sariss 157,89 cylinder, pyramid , sphere
Farsum 196,66 cylinder, cube , cylinder
Kar' lomug 246,83 cylinder, cone , cylinder
Isle of Winds 23,52 pyramid , pyramid , sphere
N. Tundra 163,11 pyramid , sphere , cube
Fronnixx's Gap 208,39 pyramid , cone , cone
Deladorn 216,58 pyramid , cylinder, pyramid
Rhon 238,53 pyramid , cube , cube
S. Misor 55,66 sphere , sphere , pyramid
Demonspine 83,51 sphere , cube , sphere
Mt. Mandarg 163,53 sphere , cone , cone
Kar' lomug ?,? sphere , pyramid , cone (QT)
N. Krum ?,? sphere , pyramid , cylinder (QT)

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3p. Gates
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There are many towers that require you to whisper some Word of Power to
raise the gate.

Location x,y Word

Catacombs in Deadwood yommanis
Dorak 95,26 zaradenak
Dorak 87,20 waharnial
Drakhelm 140,51 nokarvhim or nokarvahim (QT)
Mandarg 178,51 suuvduan
Maratul 216,57 ruandair
Namaz 222,122 vumakleh
Ruz 231,15 jimmelkin
Shann 67,79 frikenatz

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3q. Combat Techniques
-------------------------------------------------------------------------

The amount of damage done to the enemy for any physical attack depends on
the character's strength. When their strength is low, eating a mirget
will allow them to do more damage. For those character with low combat
skill, eating a luffin will allow them to make a success hit on the next
attack. Character with low agility who can't dodge enemy attack should
eat nift, it protect them from the next 3 physical attacks. Those with
dex less than 7 may need to eat goshi so that they can perform 3 moves on
the next turn. Finally those that are not skilful in magic should use
turpins. Luffin, mirget and turpin will last until they are being used
while nift and goshi will lose their effect after the next combat.

When fighting the enemies, try to kill the spell casters first. For they
will probably deal the most damage. Be careful when fighting Kazih,
Gargan, Gaem and DreadKnight. They can cast 'forget' which practically
removes the spell you have just recall from memory and this is very
undesirable. Try to kill them all in the first battle round. Casting
'time stop' will lets you have 2 rounds to wipe them out.

To kill any particular enemy (especially the spell casters), let your
wizards cast "JUMP" on your best fighter. Jump them next to the enemy.
Then let the fighters use goshi, mirget, luffin and attack the enemy. If
the fighter's strength is high enough, the enemy will be killed in one
strike. If the fighter had used the mushrooms in advance, they will be
able to make a second attack to the next enemy. This technique is very
good against battles against dreadknights. They might come in group of
eight so you will need to wipe them out as fast as possible.

When you think that you are not powerful enough to wipe out the enemies
within 2 rounds. Here is another alternatives method. Cast 'disappear' on
every party member. If turpin is in effect, the character will disappear
for 12 rounds. Once you become invisible, ready the bow and shoot at the
enemy. When invisible, the enemy can't dodge the arrow. Shoot at the
spell casters first. If you attempt to attack with sword or axe, you will
become visible again. Combining this technique with the previous one is
very useful against battles against Naur and Zakhad.

When walking in the dungeon. The enemy might ambush your party. When more
than 8 spell casters ambush you. Your party will probably be wipe out and
there is really nothing much you can do about it. Just imagine your party
being zapped by 8 'zap all' spells. To prevent this from happening, you
can either have someone with high tracking skill in your party or you can
cast the "sense" spell. Make sure everyone shield is 99 when moving in
area where there are lots of ambush.

3r. Barbarian Camp (QT)

x152, y28 -- Fall Barbarian Camp (Tundra region)
x173, y37 -- Winter Barbarian Camp (Tundra region)
? ? clue is that it is NE in the hills -- Summer Barbarian Camp
? ? clue is that it is E of Keskul Lakes -- Spring Barbarian Camp

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4. Walkthrough
-------------------------------------------------------------------------

You begins the game at the port of Telermain. The first thing you need to
do is to find some companions to join in your quest. Check up the
taverns. A few people will be eager to join you. Check up the list of
companions available. When you invite a hireling, you must give them a
portion of the treasure you came across. Hirelings don't trade items; so
don't give them the important items. Once you have gathered a few
companions, get out of town and go to Castle Oshcrun that is very near to
Telermain. Talk to the king and his advisors. More people will be willing
to join in your quest.

Note: Whatever you do used up energy; so use a sermin when you run of
energy. You can sleep in inn or the guest room at the castle. Use the
Camp command to rest.

lf you need to find the town of Llendora, take Lady Subia with you. Once
Llendora is found, you will be able to enter it the next time even when
Lady Subia is not in your party. Elven bows and swords are only sold in
Llendora, so bring her along when you need to upgrade your weapons.

Once your party is gathered, you might want to start adventuring. You may
talk to everyone you came across. There are people who stay inside their
house and will let you in when you speak their name. Since a11 the
necessary info are listed earlier on, you can skip a11 those
conversations.

-------------------------------------------------------------------------
The Main Quest
-------------------------------------------------------------------------

First you must find the ghosts of the 3 guardians.

Finding the First Ghost, Horann
-------------------------------

One of them is in Deraum. The entrance to Deraum can be reach from the
cellars under Castle Oshcrun. The door is magically locked so you need to
look for the crystal key first. Explore the Cellars 1 and look for the
teleportal room. You might want to increase your attributes by waking
Marior, the God of the Sea who sleeps in Cellars 2.

Use the teleportal to get you to Mariz Island. Whisper 'Frilkenatz' to
raise the gate of Shann. Explore the place and find your way to Shann 6.
If you didn't find any way to reach the stairs, casing "detect" when
turpin is in effect will detect portals for 30 minutes. This portal will
usually let you access the next level. At Shann 6, look for Malaaq in one
the rooms. Whisper "Hefriti" and he will give you the crystal key.

With the crystal key, go back to Castle Oshcrun and explore the cellars.
Make sure you have enough 'walk water' spells. You'll be doomed when you
run out of spells in the middle of the water. If necessary, rest in rooms
and learns them. Use the crystal key to open the red door at Cellars 2.
This room leads to Deraum.

Explore Deraum thoroughly. Take the portal at the "Point of no return".
Enter the room and talk to the ghost, Horann. You'll need to cast "soul
speak" to talk to it. Then cast "rest soul" to free the spirit. Get the
white scroll that is left behind. Note the title "Candle of Despair".

Now, go to Telermain Library and research "candle of despair". You might
need to invite someone with high research skill to do it. It will take
one whole day to do the research. So, you can either pass the time in the
library or do some shopping in town. Once the research is done, get the
white scroll and you might want to assign the researcher to do something
else.

Finding the Second Ghost
------------------------

The next ghost is in Drakhelm 3. Go to Drakhelm and whisper "Nokarvahim"
to raise the gate. Explore the town and replace some of your party
members if necessary.

Explore Drakhelm 1, look for Orcbane under the sign "Happy shovel causes
trouble". This is a powerful weapon but only usable by dwarves. Take the
stain to Drakhelm 2. There are lots of portals in this level. Look for
the portal that brings you to a room with 4 signs and 4 portals. Take the
one to the east to reach Drakhelm 1, and then take the stairs there to
reach Drakhelm 3. You will be in the treasure trove. Look for the ghost
in one of the room. Cast "soul speak" and then "rest soul". Get the pink
scroll "The Candle of Anguish". There is no way you can walk near the
stairs because there are portals in front of it. Instead, you can walk
through the wall near the torch at (10,65). Once you reach there, the way
out is easy.

Go to Wanasol Library and research "Candle of Anguish".

Finding the Third Ghost
-----------------------

The third ghost is in Maratul 8. Go to the tower of Maratul at Mandarg
and whisper "Ruandair" to raise the gate. Stairs connects the way from
Maratul 1 to 5 and it's rather straightforward. Nerelnes, the God of
Opportunity, sleeps in Maratul 4, so you might want to wake him up to
increase your attributes. At Maratul 5, there are 2 separate areas. The
right area can only be reached by using the portals at the SE corners of
the left area. Once you reached this area, you can access Maratul 6 - 8.
The Horn of the Tundra is inside one of the room in Maratul 8. Take the
portal at the NW comer of Maratul 7 to reach Maratul 8. The Horn is
inside the room next to where you had been teleported. The Horn will be
able to call the nomads to battle if they can hear you. After that, look
for a portal in the SE region of Maratul 8 that will bring you to the
room where you'll find the ghost. Get the Gray Scroll "The Candle of
Pain" after you have put it to rest.

Go to Telermain Library and research "Candle of Pain".

Rescue the 4 eldens
-------------------

Now you will need to rescue the 4 eldens. Three of them are guarded by
Naurs. Zakhad himself guards the last one.

Elden Zifar
-----------

The elden Zifar is in Dorak 6. Explore Dorak thoroughly. The axe,
Rhokadur is buried at the end of the passage at the NE region. You can
reach Dorak 7 with the stairs at the northern region of Dorak 2. Once you
reached Dorak 7, walk southward; don't step on the portal in to middle of
the passage. Walk to the end and dig the ground. After that, go to Dorak
1; take the stairs to Dorak 3. At Dorak 3, cast "detect" and adjust your
party formation to get pass the portals. There are many portals, so watch
your steps. Move diagonally when necessary. Work your way to the do at
the SW region. Take the stairs to Dorak 4. Talk to Stref at the NW
region. Cast the spell "walk water" in order to step on the portal in the
water to reach Dorak 5. Take the stairs to Dorak 6. Take the stairs to
Dorak 4. Then take the stairs to Dorak 5. Then take the stairs to Dorak
6. Take the stairs to Dorak 7. Walk to the room at the NW region. Sheathe
your weapons and greet Vankruh. He will let you pass if you do it
politely. Otherwise, you will have a hard time fighting him. Wake Rhokan,
the God of Wealth, who sleeps here to boost your stats. Take the stairs
at the SE region to Dorak 6. The elden is guarded by one of the Naurs in
one of the room. It is best to save the game first. Once you have
defeated the enemies. Use the White Scroll to free Zifar. Make sure you
have done your research first.

Elden Zulain
------------

The next elden, Zulain is in Ruz 2. Go to Ruz at Krum and whisper
"jimmelkin" to raise the gate. Take the stairs at the NW region to Ruz 2.
Cast "walk water" and take the portal in the middle of the water in the
eastern region. Fight the Naur guarding the elden. Use the Gray Scroll to
free Zulain.


Elden Zewinul
-------------

The third elden, Zewinul is in Namaz 6. Go to Namaz at Altesia and
whisper "vumakleh" to raise the gate. You will be in Namaz 2. Take the
stairs to reach Namaz 3. Then take the stairs at the northern region to
reach Namaz 4. Take the stairs to reach Namaz 5. Take the portal at the
SW corner of Namaz 5 to reach Namaz 6. Go to the room at the NW region to
fight the Naur. Use the pink scroll to free Zewinul.

Once you have free those three eldens. Go to the meeting hall at Wanasol.
Talk to the eldens and get the blue scroll. Go to the library at Wanasol
and research "Candle of Death".

Orb of Light
------------

Before you go to find the last elden, Zidoni. We must look for another
item which is equally important: The Orb of Light. You might want to
research "orb" and "prophecy" at Wanasol Library.

Go to Pentyne at Altesia (188,118). The "teleport" spell don't work when
you have reach Altesia, so you will need to go on foot. In the town of
Pentyne, go to the altar and talk to Alin. He will tell you their
prophecy and then give you the Orb of Light.

The three marked ones
---------------------

The Orb need to be touched by the three marked ones.

Go to Telermain. Look for a boy named Timm at Pier 2. Offer him the Orb
and let him touch it. His mark is that of the star.

Go to Shumaran. Its location varies with the seasons. I only know its
location in Fall. If you need to know its location for the other seasons,
go to Ussa and knock on Sponsors door. Ask him about "sites". Anyway,
when you are in Shumaran, talk to Moongold. Offer the Orb and let her
touch it.

Go to Wanasol. Knock on the door of Wartow, next to Serene Meadow
Guesthouse. Offer him the Orb and let him touch it.

Now, the Orb is functional again.

Elden Zidoni
------------

Note: According to the information from "Soh K H" ,
you need to do both Dragos and Dreax in order to find the Zakhad.
Regardless of the order you did both dungeons, the Zakhad will be waiting
for you in the final dungeon you do.

The last elder, Zidoni is in Dreax 2. Go to the Caverns of Mandarg at
(178,51) and whisper "suuvdaun" to raise the gate. There are no stairs in
this dungeon, so the different levels can only be reach by the portals.
At Mandarg 1, try to reach the portal at the NW region that brings you to
Mandarg 2. There are 2 portals at the SE region. One of them takes you
the northern region. Take the portal at the NW corner to reach Mandarg 3.
Take the portal at the NE region to reach Mandarg 4. On this level, you
must find the portal protected by snakes on the western region which
takes you to the NW region. Then you need to slide down the chute to
Mandarg 1. You should see a sign "Hidden Hole", dig under it to get the
Iron Key. Then take the portal to reach Mandarg 4. Now, take the portal
in the middle of the level to each the NE region. Use the Iron Key to
open the red door. This bring you to Katarra.

Katarra is a one level dungeon. Them are lots of dread knights patrolling
the place, so be very careful. There are two towers in Katarra. The tower
of Dreax is the one on the eastern region. The Fay is simple, but the
enemies are tough.

The other tower is Dragos. There many traps in those 3 levels of Dragos,
so if you decide to explore this tower. Keep several save games. There
are traps which have no way out.

Once you have reached Dreax 1. Cast "detect" and adjust your formation
and take the portal to the NE of the stairs. Walk to the NE region and
take the stairs to Dreax 2. You'll be in an area with lots of serpents.
Go to the SW corner and take the portal to the SW region. Then walk east
and take the portal to the NW region. Enter the room at the NW comer and
fight Zakhad and his minions. Use the blue scroll to free Zidoni.

Go to Wanasol and talk to the eldens. Zidoni request an audience with the
King.

Go to Castle Oshcrun and invite King Rebnard to join your party.

Go to Wanasol. Let the King talk to Zidoni.

Go to N. Misor (62,19) to end the oolau bird. Use the Orb to persuade the
bird to leave the nest. Let the King whisper "jemil" to free the prince
from the egg. Talk to Prince Jemil and offer him the Orb. Exit the place
and the demon will appear. Prince Jemil will then banish the demon from
the realm using the Orb.

Congratulation, you have completed the game!

-------------------------------------------------------------------------
5. Revision History
-------------------------------------------------------------------------

Version 1.3 - 22 July 2003.

Change in email address. Update various info given by
Q.T.Quazar (qtquazar@hotmail.com). All those changes are denoted by
a (QT) symbol.

Version 1.2 - 1st July 2002.

Change in email address. Updated the location of the Zakhad in either
Dragos or Dreax. Thanks to "Soh K H" for sharing
this information.

Version 1.1 - 9th May 2002.

Lost the original document file, did an OCR to restore from the copy
printed 10 years ago. Adjust the format slightly and added a table of
content.

Version 1.0 - first written in 1992.

Not well distributed, only some of my friends got a printed copy from me.

(c) Copyright 1992-2003 by Lee Beng Hai

 
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