Arcatera

Arcatera

17.10.2013 13:30:13
ARCATERA
The Dark Brotherhood

AUTHOR: George K. Ison (garr)

This walkthrough is an example of what I did throughout the game. Since the game has a very
high AI (Artificial Intelligence), days and events may occur in a different order, but everything will
eventually take place (nearly always.) It depends on what you do and how deeply you investigate
everything.

TIP: Regardless of who you start with, you should have the Fighter before exploring the Kandt
Forest. With the Fighter and another character, preferably the Magician, Group searching (spy
glass) the forest at the correct location will reveal Level 2 secret paths. If the Magician has the
Find Secret Path spell, she can most always find Level 1 secret paths by herself.

NOTE: sometimes the Magician has to use her Secret Path spell twice in order to find a Level 1
secret path. Other times, you may have to use the Group search (the little Spy Glass) to find a
Level 1 secret path. On rare occasions, a level 2 path can only be found at one end, then both ends
can be traveled.

When you Select your own character, the Monk and Magician each have a different set of 10
spells. For the Magician, keep selecting New and rolling the dice till you get Intelligence at least
13 for three spells. It's possible to get a 14, but rare. Good choices are marked with *.

TIP: the only possible way to get the Thief is to start playing as him. The Magician and Fighter
will join up right away.

Magician.
*Aper Omnia............open doors and locks.
Nex A Dua Vita........kill lower life forms.
Corp Debilita............weaken.
Menta Fluxus............mental blow.
Pugna Major..............strong fight.
Rac Frector................magical armor.
Flammaculum............fireball.
Pugna Minor............weaken enemy.
*Vide Viasecreta........find secret path.
Mutantus Amicum......win someone's trust.

NOTE: the following spell is normally only available for the Monk, but if you know about hex
editing, assign it to the Magician. Otherwise, Josien will have to use a spell scroll each time she
wants to use that spell.
*Attentus Major...... .increase patience of character spoken to. This one is very useful.


For the Monk, try for at least Wisdom 13 or 14. Good starting spells are marked with *.

Monk.
Pedex Plumbum.......lead foot.
*Vita Medicus..........heal.
*Sucidem Ativ........ .inflict wounds.
*Attentus Major...... .increase patience of character spoken to. This one can be very useful.
Fuga Somnium...... ..banish fatigue.
Pugna Amima............mental fight.
Fuga Non Obitum......banish undead.
Neca Flammae...........put out fire.
Pass Fluctum.............create drinking water.
Non Irata Animum....soothe anger.

NOTE: the Monk and all other characters can buy spell scrolls, equal to the Magician's spell
abilities, at the magician's tower in Westham.

Each of the four character's individual games has a partly interactive segment before the
introduction is complete.

FIGHTER: In the Fighter's room, click the trunk and choose to open it. Use the eye
icon to see what's inside, then get everything, including the dagger. When you meet the two
women on the waterfront, first say "I have no idea." Then ask about "Elegant Clothing", then ask
about "Holy Festival Weeks", to learn it is from 17 th to 26 th of Hass, which is near the end of
the game. You also can learn about the dates later in the game.
As the Fighter, you will find Josien the Magician soon after entering Easwarts. If you have the
option of first asking about a "Place to sleep", then about the "Black Sun" a couple of times, you
can get her to join right away. If the Place to Sleep option is not available, and you can only ask
her about Black Sun a couple of times, then there's a way to quickly get her to join.
Kill someone for their papers to Westham, go there and buy a minor scroll at the Magician's
Guild tower. Give the scroll to Josien and she'll say that she will keep it safe. Now ask her about a
place to sleep, then about the Black Sun and she'll join you.

MONK: The Monk can grab a brush (a pipe shaped cigar) from the table, if he's quick enough,
after being talked to. The prince, in Senora's Midtown palace, likes these.

MAGICIAN: The Magician just has to open the box on the right and get her things, get her
blanket next to the box, on the left get a drinking cup and ink quill, and look in the large chest of
drawers for anything. On the far left, where the ink quill was, look in the drawer for a scroll and a
blank parchment.
When starting as the Magician, sometimes you'll see the Monk standing in the archway to the
Easwarts Tap Room. He's hard to see from the outside, and you don't see him at all from the
inside. The Fighter can be most anywhere, especially if you miss him at mid morning or later.

NOTE: If you don't get the Fighter before 12 mid day on the first day, try to be in Midtown as
soon as the gates open on the second day. He's usually somewhere in Midtown, and later goes to
Easwarts.

TIP: The only way to see the Thief in the game is choose him as your starting character. Then you
have the chance of getting all four characters! If you get all four characters, be sure to get rid of
one before hiring a forest guide.

THIEF: The Thief pauses near an old wagon and a large locked box. Quickly get the Jimmy bar
near the bottom of the screen. You can try and bust the barrel with your hands. When the Half
Breed shows up, quickly fight him 2 or 3 times till he raises his arms and leaves them up. Click him
and use the eye icon to see he has some gold coins and a silver chain. Take both. Now quickly try
to bust the box with your bar, then try to bust and open it with your hands.

Look at it a couple of times and possibly see the contents, including a work letter to authorize
being in Westham. Soon, the owner shows up and you leave. Playing the Thief, right away in
Easwarts you can get Josien (female Magician with short yellow hair and wearing a long coat with
yellow trim.) First ask about a place to sleep, then start asking about the Black Sun. The Fighter
Durahn usually shows up at the Easwarts Tap Room before 12 mid day, usually early in the
morning.

Look carefully for him, he tends to stand behind the main support column in the Tap Room.
Just before 12 mid day on the first day, Quick save. Then start looking around Easwarts and
advancing time a little at a time. Right at 12 or a fraction after, most of the time you'll see the
Monk usually with his back turned. Talk only about the Black Sun and he'll join you. The Monk is
allowed to use a mace.

NOTE: Movement in the game can be confusing at first. For instance, when your back is turned to
the screen and you walk away (up screen), you often end up facing down screen. It helps to have
map printouts of Senora to keep your bearings. Another oddity; Westham is on the far right side
of Midtown, and Easwarts is to screen left of Midtown, as viewed on the map, which
automatically draws as you pass through new areas.

Depending on which character you start out with, dialogue options might be different when
talking.)

WALKTHROUGH.
You're standing in front of the Midtown gate of Senora. Left click on your character, then
click the shield to open your combat menu. Hit I to open inventory. Drag the dagger, onto the
character in combat menu, to equip it. Also drag the leather armor onto the character to equip it.
Hit Esc to close all menus.
NOTE: if you click on the notebook icon, at the bottom of the game screen, then click on the
Status icon at the upper right of the screen, you'll see percentages of several items. Throughout
the game, it's important to get a high percentage for "Eliminating the Black Sun." This is
accomplished by finding out all you can about Black Lords, Black Sun, Ben Aklan/Hahl Ganon,
Datank Gath, the Draal, and other related people, places, and items.

So you can see it's important to talk to everyone on these dialogue choices and keep asking
about them till they're no longer available. You might even be able to talk about the same items on
other days for additional information. All other dialogue choices have some importance. The
Percentage for Ive's Trust can be increased by giving him the correct answer about his question on
the Teachings of Gargaryn. You can do this just about every day. You can also increase Ive's
Trust by Flattering him a lot.

NOTE: There are 3 main goals in the game; Eliminate the Black Sun, Return the Scepter, and see
to it that Rog Gwenuar is executed. Eliminating the 3 main leaders of the Black Sun seems to
ensure that Rog is not rescued from execution.

Go screen right once, down to the lower right of the screen, then through the arch to the Easwarts
section. Click the Up cursor to step into an abandoned district (just to know it's there.)

Go screen left once, then down once. Go left once and up screen once. To the right of the
flickering light, click the left pointing cursor. In the alley, open the trap door and go down to lots
of food supply. A single barrel on the left has garlic and fennel. Now go back up and exit the alley.
Go up screen between the buildings (a small cursor.) Go screen left, then up screen to enter the
Tap Room. Here and everywhere else, talk to everyone about fancy clothes and a place to sleep,
Rog, and possibly Jeseiar. When the option is available for Elvira, ask about her.

Ask one of the 2 half-breeds about 'strange goings on' (or observation), to learn about
Undead being cellared. The tall mercenary on the left should mention about accommodations in
Westham. It would be nice to bring him a hotel voucher. Sooner or later you'll likely hear about a
missing daughter, from someone in Westham. Each person only talks on a few topics, so everyone
is necessary to use all topics. A new mercenary might have just arrived. First give him no more
than 100 gold, then ask his name.

Don't ask about magic, he really hates it. Ask twice about earnings and he'll say that he needs
400 money before he can return home. DON'T give it to him. If you do, he leaves and you'll never
see him again. This is a clue about hiring him, much later, as a forest guide. Whenever you see
different barbarians, talk till you can ask about a guide.

TIP: if you give a barbarian 100 gold, they become a friend, as shown in your notebook/status.

Later, you can come back with some mugs of beer and get more information from him. The 2
barrels in the Tap Room contains emergency drinks for your party only, if you get desperate. Now
exit the Tap Room. Wandering around Easwarts are three half breeds that mostly follow one
another in a line. You'll want to keep an eye on these three, especially on the evening of the 31.

Also, you might be able to talk to the big troll Fuerget carrying a large hammer. Don't ask him
about the Black Sun unless you want a good fight. However he does have a good axe, and his
tattoo confirms the existence of the Black Sun. He also has a chainmail hood, you can attach to
your leather armor, to increase armor rating. Be sure to re-equip the upgraded armor.

TIP: The Giant War Hammer makes a nice gift for Eydar Robszon, the very muscular bartender
standing next to the stairs inside the Adventure's Club in Westham. He will then be your friend
and he pays for all the beers as you talk to him (only the person that gave him the War Hammer.)
You may have noticed, besides giving 100 gold to a barbarian, giving certain items to an individual
makes them your friend, as noted in the notebook/status.

TIP: during fights with different people, be on the lookout for a small green or blue vial of
antidote. Franco De Hulls, the trader in Midtown, needs it for his sick wife.

If you kill the bald headed monk wandering around Easwarts, you can get work papers for
Midtown, and an antidote for someone in Midtown. Also, you can get work papers, for Westham,
from other citizens wondering around all over the place. You can also rent a room, at the hostelry
in Westham, and let the room token be your authorization for Westham.

There's a short, bent over and scraggly looking person wandering around, who speaks with a
drunken lisp. This person is Ksh'Or'On, who's in charge of the dice game in the Adventure's Club
in Westham. If you talk to this person enough, and possibly about Elvira, they will say that they
have one of Elvira's earrings. If you decide to get it, looking at it in your inventory will show that
it has the initials E.T. (Elvira Tongarve.)

If you see a short person, wearing a light brown pull over shirt, he's a magician, who might be
carrying a letter of recommendation from the Magician's Guild to the Prince. Talk to him on
everything, then destroy him and take the letter of recommendation if he has it. Keep this for a
reception day that you have no other way of seeing the Prince.

You can get an extra letter of recommendation, from the thieves contact, at the Adventure's
Club in Westham. The club is past the Magician's Guild, left from the hostel and left from the old
woman's house. If the thief contact is at the club, he'll be wearing green and partly hidden to the
left of the inside stairs. Before talking to him, talk to the big muscular bouncer till he gives you a
beer. Give the beer to the thief, then use the following dialogues in the order shown:

Name.
Yes.
Earn Money.
Datank Gath.
Thieves Guild Services.
Recommendation of Magicians Guild.
Buy.

The next day, between 12 noon and evening at the Adventure's Club, give a beer to the thieves
contact and ask about Thieves Guild Services. He should give you the recommendation letter.
From the Easwarts Tap Room, go screen left and enter the doorway of the old building. This is the
deserted soldier's barracks you may have heard about, where you can stay. Try pushing the junk
out of the way and some rocks will probably move. Now eat something (click the knife/fork icon),
to build strength back up, and push the boards aside.

NOTE: sometimes you have to click the time, at the lower right, to let a little time pass. Hit Esc
to return to the game. Now you should be able to finish clearing away the junk. If not, come back
later and try again.

Go on through the junk, then come down screen. Get the lower left pointing cursor and go
that way. Fight an Undead, search the body, then the pile of bones for a pawn badge with the
initials J.R. You can redeem it at John Ramekin's jewelry shop in Westham. Go screen right, fight
2 more Undead and see what they have. Go back out, to where you pushed the junk, and go
through the doorway at screen left.

Ignore the old bucket on the right, there's plenty elsewhere if you need one. Check out the
chest to the left of the doorway to see it has lots of storage. Go through that doorway, open
another chest and look inside.

Your eventual goal is to outbid all donations at the temple donation board, right up to the
Holy Festal time when the fate of Rog Gwenuar will be decided. You have to make certain he
does NOT go free. Any character in your party can make donations, and it doesn't have to be the
same one each time. You can safely sleep in here. Exit the building and go screen right twice, then
to the lower right to the warehouse district.

TIP: be on the lookout for a tall green skinned elf Zadax. Don't fight, just get all information from
him that you can. He'll ask that you steal a gold bracelet (bangle) from John Ramekin in Westham,
and after that, something from the "Old Haunted House" (Zon Lathon's house) in Midtown.
These items are just for getting him talking again. If your Monk or Magician has the Patience
Spell, the side quests for Zadax are probably not necessary!

Look at the two building's doors to see they are locked.

NOTE: Sometimes there are bandits in the left building and the doorway will be open. In that
case, you'll have to fight them. Bandits carry papers for Westham.

Look at the symbols on the column to the left of each building door. For now, try once to
break open the door. If you're strong enough, you can actually break open the right building door.
If your Monk or Magician has the Open spell, it's really easy. If you manage to get inside through
the front door, look at the winch, the A shaped stone column, and the large stone slab with a
hook. You need a rope.

Sometimes a guide wanders around town and you can get him to bring you back to the
warehouses. Then mysteriously the left building is open! If you don't see the guide, just come
back to the left warehouse a time or two (if you don't have a staff for the symbols column) and
eventually you can bust open the door. Inside, you can get weapons, food, and a rope (get at least
2 ropes.)

In the right building, use your rope on the winch, throw rope over the A shaped stone column,
tie rope to the stone slab. While standing on the stone slab, click 'Search location', the spy glass
thing at the bottom of your screen, to find a metal staff. Now turn the winch. Once the stone slab
is up, prop the winch with the metal staff. Go down into the secret area, come down screen, then
look through the grated window to the left. About mid screen, move a couple of barrels and go
down again, then down screen to see a Black Sun symbol on the wall.

There's also several barrels of sauerkraut. Follow the upper right pointing arrow to more
barrels and sacks. On the right, go up screen into another building where you've already been. Exit
up the steps to the alley and out to the street.

People move around quite fast. To easily talk to them, wait till they are close and hit your
Space bar to halt movement, then talk to them. With movement stopped, you can select spells,
weapons, etc. You can even open inventory. When you select an item to show or give, movement
starts. Quickly hit Space bar again, then use the item.

You might see Ofra India, wearing a dark brown coat, wandering around Easwarts (sometimes
Westham.) Ask her about Jeseiar (scroll down the tiny right dialogue control), the Scepter, tell her
no, then Accept. Continue talking to her and learn that the Magician's Guild stole the Scepter. The
magician likes jewelry, so it you have any, give her a piece to get her talking again. You might also
see Lisza, a warrior of sorts and of ill repute! Not really useful except, ah....well you'll just have to
find out. When you talk to her, she wants a big gift in order to win her over.

TIP: Lisza and Zadax are 2 of the 3 key leaders of the Black Sun. You'll learn about all three
leaders, later in the game, when you spy on a secret meeting in the basement of a warehouse in
Easwarts.

Josien the Magician.
If you're starting out as the fighter, you'll see Josien, a tall female magician, wearing a brown
coat with yellow trim. In talking to her (if you don't first have the option of asking about a Place
to Sleep, then Black Sun 2 or 3 times to get her to join), after the choices are used up, she says
she's looking for someone. That's about all you get out of her for now. But she does accept
jewelry items. If you're not already playing as Josien, you really should get her. This can easily be
done on the 29 th.

Now, if you've killed the bald headed monk with work papers for Midtown, you're ready to
enter there. Make sure the Monk, Magician, or main character has the Midtown paper and the J.R.
pawn badge. In the Team menu, drag the main character to a remote slot and select him or her.
Have that character go to the guarded gate, a couple of screens right from the warehouse district,
and talk to a guard, choose topic Midtown papers, and go through the gate.

NOTE: IF YOU ALSO HAVE Westham papers, you can't just walk through the gate, the guards
won't let you through. Instead, you have to first talk to one of them then select the choice
"Midtown papers."

A guide may be standing just inside the gate, but you don't actually need him right now, if
ever. There's 2 different cursors on the left side of the screen. The one pointing directly left leads
to a locked gate. Go there and talk to the Elfish Nobleman, Falufer Gorton (ask his name.) He
won't show up till 8 a.m. Talk to him till your Patience rating is used up, then talk to him again.
He'll invite you to his study at City Hall. He won't be there until the next day.

Exit back to the previous screen, then click the upper left pointing cursor and you end up at a
long white stone building. Go to the lower right and approach the stone arch. Click the trellised
gate and choose the eye icon to examine it. On the edge of the shadow, between the gate and the
light section, you now see a small bell and a rope. Ring the bell and wait for the man. Talk till your
options are gone, then you can pay a gold coin to get him talking again.

You can also use a Scroll of Opening on the gate and go through to the building. Break a
window 2 or 3 times and go inside. Talk to and fight someone to get their Midtown papers.
There's nothing else except getting out before the guards show up.

After exiting the building and gate, continue screen right. The large double doors will be
locked if it's too early. They should be open at about 8 a.m. Enter the compound, go to the lower
right and enter the Armory, actually owned by Tembor Andermann but operated by Ogelor. If you
are the Fighter and have at least 150 gold, buy the Double Scale Mail, if it's available, and the
better sword. Sometimes, you can buy armor, exit the shop, drop the armor and go back in the
shop. Now there'll be better armor, usually.

NOTE: Once you drop something on the ground here, if you pick it up again, the game is likely
to crash part of the time. This could happen elsewhere. Quick saving often is the key.

From the armor shop, go back to the long white stone building. The door might be open. Go
in and talk to the trapper Franco De' Hulls (ask name) and about the Inn. If the door is locked, it
can be opened with the most powerful Scroll of Opening (scrolls are for sale at the magicians
tower in Westham.) Franco will mention his wife is sick. Give him an antidote, the small green or
blue vial that you may have taken from someone. Then talk again till your patience is used up. He
suggests that you see him at the Al Duma Magna Inn for some wine. From the long white stone
building, go to the lower left and end up back at the arch where you entered.

Go to the lower right twice, passing by City Hall and the Warrior Training Camp, then right to
a well. Talk to the blue coat person first, then the other man. The well there should be open. If
not, there's a winch that can be used with a rope. In the well are more ropes, some buckets, and
plenty of drinks. Be sure you have a rope before leaving. Now go to the lower right. The large
building with a balcony is Bobert Tongarve's house. Late evenings before midnight, it can be a
random time from 5-11 (often at 7), you can knock and go in to see him about Elvira, his missing
daughter.

From the house, go to the lower right again. You can open the gate to Zon Lathon's house. He
can be seen on special nights, at the Al Duma Magna Inn, in the special room (5 th and 12 th of
Hass.) You can get invited to his house particularly if you're the Magician. Inside is a cellar
trapdoor, that only his giant clay man creature can lift. From outside the house, go back to the
lower left, then to the left.

Click the upper right pointing arrow, near the middle of the screen, and find a large locked
door, beyond which are 2 dogs, the owner, and some guards in the building which conceals the
missing Scepter. If you're strong enough, you can smash the door several times to open it. Go
inside and DON'T fight the man. Immediately scroll the options and ask about a place to sleep.

You might learn about renting a house, then ask about renting a house, if that option is
available. Now kill the dogs. Go inside the building and kill the owner and a few guards. Search
everyone if you wish. The half breeds keys can be combined with tongs, then a skewer (often in a
trunk in the old woman's house in Westham, or in a desk drawer at Franco De Hull's in
Midtown.) The 3 items combined makes a handy door and lock opener mainly for a thief.

Walk down screen in the room and get the Scepter from the cabinet. Don't show it to anyone.
Also in the cabinet, get the scroll that's "Unbelievably Powerful." There's a couple of good quality
healing potions. You can examine the stool to learn that one of it's legs is hollow.

TIP: you can safely sleep all night in this section of the room, but you're likely to get robbed of
your gold or any important papers. When you move to the door in the morning, you might have to
fight.

Exit the house and the compound, then down screen. Go screen left twice to a well. Talk
about a place to sleep or renting a house. Go screen left again, then up screen to enter the Palace
courtyard. Click the upper right arrow, then enter the Temple to check it out. Don't bother
anything, just talk to everyone but DON'T let them know you found the scepter. In the left side
room, ask the head priest about renting a house, to learn the treasurer handles that matter.

NOTE: if you irritate anyone and the guards show up, you can refuse arrest. If you're arrested,
you lose something from inventory, quite possibly the Scepter and all your gold.

TIP: Throughout this game, if you keep asking the Priest about the Prince, you'll learn that the
rumor of his being a woman is because he suffers from excessive hair growth and completely
shaves daily. Also notice, that when you answer correctly about the Teachings of Gargaryn, your
percentage of trust with the Priest (in Notebook, Status) increases.

Exit the Temple, click the upper right pointing arrow, then the right arrow, to end up at the
Palace entrance. Go screen right, then click the left pointing arrow. Click the right arrow, then the
lower left arrow. Exit the courtyard, go lower right, then down in the rutted roadway. Go right to
the military district. As you start up screen, Datank Gath will appear. Talk to him and ask his
name, then ask about Bobert Tongarve, to learn about Elvira.

Straight up screen is the soldier's tavern that sells mugs of beer. Later, you can use beer to
loosen the tongue of someone that refuses to talk anymore, especially mercenaries in the Tap
Room in Easwarts, the part of Senora where you first started the game.

From the military district, go screen right and up through the archway to Westham. If you
don't have work papers for this section, fight someone and get their papers. You wouldn't want to
get caught here without them. From the archway, go screen left and enter the building on the
right. Left click on, and look at the ah...., person! Talk to the rotund woman (?) And ask her
name. Talk mainly about Elvira and Tongarve, to find out about his missing daughter Elvira. You
also find out Ogosho needs some medicine to keep from getting pregnant. Buy food and drinks
from her if you need any.

You might see a scroungy looking woman, wandering around, who's wearing a dirty brown
coat. It's Ofra India and you should talk to her, if you didn't already in Easwarts.

From the old building, go up screen to a building with 2 doors and a large alcove. Through the
left door is Huwan Takmorn. Talk to him to possibly learn the Prince holds receptions from 9 till
11 on the mornings of 29 and 31 (seems as if they always take place at those times and dates
whether you hear about them or not.) Ask about mass times. Huwan has special items for sale
(jimmy bar, rope, etc.)

Outside, behind the right door, John Ramekin sells jewelry items, handy for loosening the
tongue of the female magician Josien. You can probably learn about Jeseiar if you question John
enough. Buy at least 3 of the best gold rings, if you don't have Josien the Magician in your team.

Also if you've found the pawn badge (from the abandoned building to the left of the Easwarts
Tap Room), with the initials J.R., you can redeem it here for a very heavy linked gold chain
necklace. The Thief can ask John about access to Midtown, then order papers but there's a 3 day
wait.

Outside, go around the screen-right side of this building, then to the lower right. Open and go
through the door under the lamp. Talk to the barman and ask about a place to sleep, renting and
treasurer, then other things. On the left, go down stairs into the dungeon. Go right and open the
trapdoor on the first cell door. Look through the trapdoor, ask the prisoner's name, then ask Rog
about Elvira and other things. In the other cell, open the trapdoor, look in and talk to the mad
monk. Now make sure you have an open slot in inventory and quick save (Q), in case this next
part doesn't work out right.

Move down screen twice and go to the second cell to see the old prisoner. If you haven't
heard about him being arrested, he won't be there. Before talking, give him 1 food. Then talk to
him till he says that he's tired, then give him another food. Jeseiar should give you a berry
(Nightshade), and you should keep it. If he asks for it back, 'Refuse.' You need the berry for later.

Back outside the building, go left and talk to Morgaton, the blacksmith. Then to the left, you
can enter the tower and tie a rope to the ring. This way, you can get into Westham if you're
stranded outside the walls in the evening, when all gates will be locked shortly after 5. After 12
Hass, you probably won't be able to stay at the Westham hotel. You can spend the night atop the
tower, if you get stuck in Westham at night.

Climbing down the rope would take you just off screen from the end entrance to Westham and
at the extreme end of the marshes. Go back down the trapdoor, then screen right from the
blacksmith. Go back up screen, you see a large reinforced door. Behind the small door on the left
is a weapon sales operated by Silvien Daroth (don't admit to having the scepter.) Ask about mass
times. Use up all choices and the woman will ask you to spy on Tembor Andermann. Remember,
that's the armory to the lower left on the map of Midtown.

Back outside, go screen right, then left to a large tower, and up screen once. Click the upper
right arrow, enter this Magician's Guild and talk to Muskan Delir. If you're here as the Magician,
you can ask for additional magic training, if you "Accept" the conditions about Link Gornve and
his talisman or amulet. The Fighter or Thief can buy some 'Aper omnia' scrolls (Open spells.) The
scrolls are what the Magician's spells are:

aper omnia...............scroll of opening.
corp' debilita............weakens an opponents body.
flammaculum...........ability to hurl a fireball.
menta fluxus............dispenses a mental blow.
mutantus amicum.....win someone over.
nex' a' dua' vita.........kills lower life forms.
pugna major..............immensely increases fighting power.
pugna minor..............weakens opponents fighting power.
rac frector..................provides magic armor.
vide viasecreta...........reveals secret paths.

Outside, go left to the Inn and pick up a bundle of hay. Enter the Inn and talk to Szonja if she's
there. She wears a brown coat and a green head scarf. If you're not the magician, Only ask the
clerk about Renting a house. You need the other topics later so the Monk can talk, if you let him
join you (and you really should.) But you should rent a room. Buy a token, for each Team
member, for day 30. You might want to buy tokens, for all the other weeks, and keep them safe
because they start to become scarce toward the Holy Festival Week.

TIP: the Magician should ask about Elegant clothes at least twice, then order them for 200 gold.
Leave the Inn, then go back inside and show your token to the clerk. Go upstairs to your room. In
one of the 2 boxes, you'll find the Elegant clothes. As before, to equip weapons or change
clothing, open the combat menu and inventory. Put your old clothes in the box, then drag the
Elegant clothes onto the character in the combat menu.

One of the storage boxes, has a couple of mattresses. Get one and stuff the hay in it and put it
back in inventory. You had best leave the Scepter in one of the boxes until someone in your party
can take it to the Prince. Be on the lookout for healing potions. You can keep them in these boxes
and the ones in the abandoned house to the left of the Easwarts Tap Room. From the outside of
the Inn, go to the lower left, then the upper left. Don't enter the door at mid screen or the old
woman will call the guards.

NOTE: if you're playing as the Magician woman, there's actually 4 different locations for an
elegant dress; the Westham hotel clerk will make them for 200, Ben Aklan, Bobert Tongarve's
house (have it given to you, or steal it), or the old woman's house (you will have to fight some
guards.) If you enter the old woman's house, in the back room is a cabinet with a suspicious
looking back panel. Bust the secret door and enter that area. In a chest on the floor is a Fine
Dress. With this, she can enter the Al Duma Magna Inn, sometime after dark, in the NE sector of
Midtown, just left of where you found the scepter.

From the old woman's house, go screen left and click left again, just before the distant fence,
to enter the Adventure Club. This is a great place to run to when Westham guards are after you.
Talk to the bouncer, Eydar Robson, that approaches. Ask about the Inn to learn about the 5 th and
12 th of Hass, or the 10 th and 17 th day of the game (special nights in the locked room at the Al
Duma Magna Inn.) Ask about the missing daughter and other things.

Talk to the guy wearing the yellow backpack. He'll challenge you to a fight or a drinking bout.
You don't actually have to do either. Now go screen left and talk to the halfbreed bartender. Over
the bartender, there's a small bell. Ring it and you can wager in a drinking bout with the guy who
challenged you. Set your stake and click OK.

TIP: Now that you've explored all 3 areas of Senora, hit your Tab key and a complete map should
load. Hit the – to fit the map to you screen. Hit your Print Screen keyboard key to capture the
map. Hit Esc or Tab to exit the map, then hit F1 and save the game. Exit to Windows and open
Wordpad, Wordperfect, Paint, or any similar program. In your pull down menu, select Paste to see
the map. Now print it so that you can customize it with names of buildings and directions on
getting around the cities.

The actual directions are reversed from what you would expect. N, S, E, W, are actually
down, up, left, right. You view the map just the opposite a regular map. For instance, Zon Lathon
and Bobert Tongarve live in the upper right section of Midtown (SW), City Hall in the upper left
(SE) really confusing. You can also capture, paste and print the stone quarry and the forest map,
which is viewed correctly (north is up.)

NOTE: there are 10 different forest layouts, randomly generated. Each new game could have a
different map.

From here, you have many options and by now have several quests to fulfill if you care to.
You can check these out in your Notes menu at the bottom of the screen when you move the
cursor there. Now work your way DOWN screen (N), and exit Westham at it's gate shown on the
bottom of the map. From outside the archway, go screen left to the main entrance of Midtown. If
you left Team members anywhere else, click on them at the bottom of the screen and have them
come to where you are.

Now, in the Team menu, drag everyone to the same horizontal line and against one another.
Give each character a Westham hotel voucher. From the Midtown outside gate, go screen right to
the forest road. Now come down screen. The marshes are to the left where you'll occasionally be
attacked by a giant mud turtle. Farther left from the marshes is the ocean's edge which is quite a
view. For now, go up screen (smallest arrow), then down screen. To the left is another entrance to
the marshes. Instead, click the right pointing arrow to enter the old abandoned quarry.

Near the lower left of the screen, click the small slanted arrow. Screen right from the bottom
of the long ramp are some bones at the lower right of the screen. Go screen left to 3 more piles of
bones and make sure your weapons are equipped. Enter the hole in the cliff and fight several
Ghouls and Undead. After a pause, 2 more show up if you didn't get all of them. Most of them
carries an eyeball in their inventory. Take an eyeball, it'll come in handy later.

Open and look in the 3 coffins for various jewelry, including an amulet that belonged to Link
Gornve. This is what Muskan Delir, at the Magicians Guild, was telling you about. If you return it,
he mentions about another in the Orc section of the forest. The upper right coffin has a city signet
ring. Now go back out to the roadway and back to town (it would be suicide continuing to the
forest alone.) Return to the Tap Room in Easwarts.

Uthor the Barbarian should be there (sometimes he and the others hang around the Adventure
Club in Westham. DON'T ask about magic or you'll be in for a fight. Show him the berry, if you
got one from Jeseiar in the Westham dungeon. Uthor identifies it as the deadly nightshade. Show
the berry a second time, then ask about "Forest Guide". He should say he'll think about it. If the
berry topic is still available, talk about it till it's gone. Then talk about other things till he says
"ENOUGH." That's all he'll talk today, so don't bother him. You should always keep this one
berry, at least for some time!

If the red headed barbarian woman is there, compliment her twice and talk about other things.
You might find the tall green person dressed in blue in the warehouse district. Just ask his name
(Zadax) and talk. He's an important game character.

GETTING ACRON THE MONK.
If it's still well before 12 mid day, and you are playing as the Fighter, click the time at the
lower right. When it reaches 12, hit Esc to stop it. Make a couple of rounds in Easwarts, looking
for Acron the Monk. He wears a long dark brown coat and has long black hair. He's usually
around anywhere from 12 noon till 5. Look carefully, he tends to stand in shadows. When you find
him, only talk about the Black Sun and he will join you.

Advance the time an hour at a time and make another couple of rounds in Easwarts looking
for him. When you've got him in your party, head over to the rope outside the tower and climb up.
Go to the outside of the hotel and get some hay for Acron, and have him go in and buy a voucher
for the 30 th.

You can loan him your Midtown papers till he gets a Midtown rental voucher.

If you did not talk on anything before with the clerk, Acron will have plenty of options to
choose from. Select him and he can keep asking about elegant clothes. Then he can order them for
200 gold. Now have Acron show his hotel voucher, then put it away. Now go upstairs and have
him get a mattress and stuff it and keep it in his inventory. Now both of you go outside and move
a couple of screens away from the hotel.

Now go back to the hotel room and the clothes should be in one of the storage boxes. Around
6 in your room, sleep till 6 the next morning.

Morning of the 29 th.
Make sure the Monk, or Magician, is wearing "Fine clothes", and has the scepter in inventory.
Also, you should let him or her borrow your Midtown papers, if they have none, and give that
character the Undead Eye. Also make sure that person has at least 550 gold.

TIP: here is an extra way of seeing the Prince on a reception day if you don't have a valid reason
for doing so; talk to several people about a really good Thief and someone will eventually tell you
to see the Contact at the Adventure's Club in Westham. If you did this on the first day, it might
work again. You'll just have to try and see what happens. When you go there, lots of times you'll
just be able to see a forest thief, dressed in green, just to the left of the stairs where the club
bouncer stands. Give a beer to the green clothed thief, then ask the following questions in order:

Name.
Yes.
Earn Money.
Datank Gath.
Thieves Guild Services.
Recommendation of Magicians Guild.
Buy.

The next day, from 12 noon till dark at the Adventure's Club, again ask Thieves Guild
Services and he'll give you the recommendation letter.

No gates are opened till 6:30 or slightly later. The Monk will do the City Hall and Palace all on
his own. In the Team Menu, move him to a slot away from everyone else, then select him. Go to
City Hall in Midtown and SAVE before going inside. In there, notice the 2 levers by the small
desk on the left. If both are up, the library will be open (this seems to be a random event.) First
Ask the blue coat about seeing the Councilor Falufer Gorton (the Elf actually has to be there.) Ask
the Elf to see the library and he'll say sure, go right ahead.

Sometimes you may have to give at least 15 to 20 gold to the man with blue clothes, he'll say
he owes you, then you'll be able to ask him about seeing the Councilor. Go screen right and enter
the library.

TIP: Unless the Councilor is at City Hall, you're wasting your time entering the Library, since he
also has to be in the library to research most of your questions. If the doors are locked, they can be
opened with a powerful Scroll or Spell of Opening. Before opening inventory and using it, at least
do a Quick save.

As the doors open, quickly start clicking forward. When you do it correctly (you might have to
try it several times), the doors will stay wide open. Now you should get an arrow, in the doorway,
that points down to the left. If not, hit the Tab key, to pull up the map, and see the green X where
you're at. Now hit Esc to put the map away. There should now be a down arrow in the doorway.

NOTE: if you had to open the doors, when you exit the library, back to the lobby, the doors lock
again.

Once you're in the library, wait for the Councilor Elf to come in. Anything that needs
researching can be asked about since Falufer now has access to his books. Talk to the Elf on the
top choice and work your way down. Ask about everything possible. If the Monk or Magician has
the Increase Patience Spell (the one with the Ear Icon), use it on the Councilor so you can ask
more questions. Ask about the Inn. Then ask about the Eve of the 24. Ask about the Prince a
couple of times. The Elf eventually says he wants proof of the Undead. Now give him the eyeball
you got from the old quarry. If you talk to the Elf some more, he'll say that he wants proof of the
barbarians.

Now hurry over to the Tap Room in Easwarts. If the red headed woman barbarian is there,
talk to her about all you can and she should mention about you needing a guide. Now show Uthor
the nightshade berry again, then ask about a forest guide. He should say "I'll think about it."
That's all you'll get out of him today.

***if have letter of recommendation, leave scepter in your hotel room chest, then use the letter to
get into the Prince if you really need to***

On the first two reception mornings, 29 or 31, from 9 to 11, make sure the Magician or Monk
has the scepter and at least 500 gold. In Midtown, ask the man at the well, and the one in the
building where the scepter was found, about a place to sleep and about renting a house.
Sometimes you can ask other people in Midtown. Now go ask one of the 2 palace guards for an
audience with the prince. Then say you found the scepter (remember, save any letters of
recommendation for the other reception days.) Inside, show the scepter to the guard closest to the
stairs and you're escorted to the Prince. Quick Save before doing anything.

***If have win trust spell and increase patience spell, talk to prince and try to win his trust, then
get him to admit that the scepter is missing***

Give the scepter to the prince (the reward is a random amount and items.) Before talking,
choose the gold as reward.

TIP: if there's a gold bar, you could give it to Lisza to make her your friend.

While the treasure window is open, ask the Prince about Black Sun till he admits its existence,
then Accept, and Agree. During your visits to the Prince, be sure to ask him about the Draal. He'll
say that if you have any evidence about them, then he'll believe they exist. Now say Farewell, take
the gold and put it in inventory. Back down the stairs, ask the guard on the left about renting. Pay
Tongarve for a rental voucher. Now ask him about Elvira and Missing Daughter. He invites you to
his house.

He says in the SW sector, but remember it's in the upper right of Midtown as viewed on the
map. With the voucher, everyone in your party can go anywhere as a group. Just make sure the
one carrying the voucher does the talking at all gates, if you want everyone to go as a group. The
next receptions, depending on the month, are usually on the 4 th, 6 th, 11 th, 13 th, 29 th, and 31
st.

NOTE: each time you see the Prince (be sure to compliment him a lot), his trust in you increases
approximately 13 percent.

By now you might have asked the Prince about the Draal and someone else might have
mentioned that the Draal had been sighted on the horizon (the seashore.) If you've been
wondering about the importance of the beautiful shoreline to the far side of the swamps, go there
now and do a group search. You should find a piece of driftwood with strange symbols on it.
Show this to the Priest and he'll say that it is Draal writing and the Prince will be interested in it.
Keep it safe.

On a reception morning, first ask the palace guard about Draal. He'll say he knows nothing,
then he says if you have anything about Draal, the Prince would be interested. Now you can show
him the driftwood (don't use a recommendation.) After entering the palace gate, give the
driftwood to the guard closest to the stairs. He will give it to the Prince and they will start
preparations for the Draal invasion. The Prince leaves his throne and walk to you. Talk to him.

Josien the female Magician is usually found in Easwarts. When you see her, quick save (Q) in
case you mess up. While she's walking around (it doesn't always work while she's just standing
still), try to have at least 3 good quality gold rings (from John Ramekin's shop in Westham) in
your inventory. Give her one at a time, chasing her down after each one (use the Space bar to
pause action so you have time to click on her.) Then when you start to talk to her, first ask about a
place to sleep, then start asking about the Black Sun. She should join you. The only weapons a
Magician is allowed to use is a dagger or a short sword.

Now that you have at least 2 in the party (one should be the Fighter), you can take on the
forest, if you haven't already, and you don't have a guide. With 2 in the party, group searching
finds a Level 2 side path, shown on the maps that are available, in just a few minutes, if it's done in
the correct screen. It also helps save time if you have the Magician or Monk and they have the
'Find secret paths' spell. To use it, select the character then click them again. Click the tiny spell
icon, then click Paths Spell and it will drop down a little bit.

Click on the little icon that moved. No time is lost, just magic points. If the search was
successful, you'll hear a tinkling sound and there will be the new small pointing arrow for a Level
1 side path.

There are 5 critical areas in the forest, and if you start out the first thing in the morning, you
can visit them all and get back to Senora before 6 in the evening. The following is a list of the
areas and a good order to visit them:

1. Depending on how much you've talked to everyone, you might have learned that this place is
called the Eternally Tranquil Place. Three spires, looks like 3 tall pointed trees on the map. Here
you can get mistletoe from a tree and lots of pure fresh water. Also there's a shallow cave. You
can give the mistletoe to Szonja so that she can make a "Potion of the Iron Will." The potion
increases a Magician's attributes if drank.
2. Barbarian's fortress. Looks like an open fence area with 2 tiny buildings in the middle. On
arriving here, go left, in the compound, and talk to the women and buy a few simple things if you
want. Then talk to the 2 men about the forest monster and the missing girl. If you ask about
sleeping, you can sleep by their fire, if you're stuck in the forest after dark.

3. Cave. It actually looks like a cave on the published map. There's no real need of going here just
yet. But if you do, Quick save before going inside. From the first room, go screen left once to the
next room. Choose the Magician. Do a team search by using the little spy glass at the bottom of
the screen. A monster appears. Compliment the beast, then insult. Compliment again, then ask
about Dark Lord. Now ask about Hahl Ganon, then about magic. Now quickly get out of there.

4. The site looks like 2 tiny barrels. You should wait till you have a guide, who'll lead you there
when you ask to be lead to the nightshades. There's a really tough fight here and it's where Elvira
is held captive. And you save time because there's no searching involved. You can use these
berries to get more information out of Jeseiar. If you return to this site, once it's been destroyed,
you'll hear your spirit guide say "What a blood bath", and you might get a few percentage points
towards the status option "Eliminating the Black Sun."

5. Orc stronghold, a tiny five sided looking area on the map. When you arrive in the general area,
there's wandering orcs to fight. A few might have a mace that the monk is allowed to use. In the
stronghold, the town girl should be hidden in a tent, if you didn't find her at the nightshade area.
Lots of Orcs to defeat here, so good fighting. In the tent, under the blanket, are a few useful items
including a Gemstone Analyzer. In inventory, select it and click it on any gem to find out what that
gem is worth. It doesn't seem to work on diamonds though.

NOTE: 2 or 3 screens into the forest, there's a face behind a tree on your left; who is it, a
Hobbit?

Quite often in fighting, a group will give up and you can talk to the robbers. Ask a robber
about the roadway and he'll mention about an overgrown section. Also, you might come across a
group of hunters or barbarians that you can ask about the forest road. They too mention about it
being overgrown.

NOTE: If you have the Monk, and he failed to buy clothes from the Westham hotel clerk, be alert
for the announcement of Mass, a loud blast from a horn in the evening before 6 or right at 6. This
often occurs on the 29 th, but could be any evening. The next day, call to mass will be loud singing
on the hour of 6 P.M. Just make sure that you're in Midtown well before that time. You can go to
the temple before 6.

NOTE: attending every mass increases Ive's trust in you by 4 percent each time. Also,
complimenting him a lot often increases his trust.

Morning of the 30 th.
On this morning, the very first thing you should do is SAVE GAME! Check with Uthor and
try giving him some gold. Sometimes he will join you on this day. Do Not give him the full
amount, suggest "Deposit Payment Possible." This way you can use him for longer, than just
leading you to the Nightshades, before giving him the rest of the amount. If Uthor isn't in the tap
room in Easwarts by 9 a.m., he'll be in the Adventure's Club in Westham.

Regardless of which day Uthor is hired, DO NOT have more than three characters in the team
menu. Someone out of the four main characters has to be completely dropped outside the menu.
You can move around for awhile with 5 characters, but you soon find out you can't go anywhere
after a certain point.

If Uthor previously said that he'll think about being a guide, he might tell you to put the gold
away. Sometimes you can hire him the next morning (31 st), sometimes not.

NOTE: even though this is only the second day (30 th), depending on how may people you've
talked to and whether or not you discovered the secret meeting place in the warehouse, always
have at least one team member stay in Easwarts each evening just in case there's a secret meeting.
It could be anytime from the start of the game till sometime during the week of Hass. Look ahead
to the section, Evening of the 31 st., for information.

Mass (go there just before 6 p.m. on the 30 th, or first day after the loud horn.) While the head
priest is among the gathering of people, either you or Acron can go into the side room of the
temple and get the "Fancy robe," from a cabinet if Acron doesn't already have fancy clothes.
Acron can wear these and gain entrance to an audience with the prince on the next day and time
(talk to guards at palace entrance to find out.

Also in the side room is a cabinet with 3 small empty glass vials you should get and store in the
chest in your hotel room. The glass vials can be used to store Basilisk blood in, till you can sell it.
Later, you'll even have the option of collecting Basilisk ashes instead of the blood.

Acron can also enter the Al Duma Magna Inn starting sometime after dark. In the first part of
the room there, there's some brushes (pipe shaped cigars) on the table. Do you recall that the
prince likes these?

Morning of the 31 st.
Make sure you have some healing potions or some form of healing. Go to the Easwarts Tap
Room and wait for Uthor if necessary. Click some gold on him and he should say alright. If not,
you'll have to wait till the next morning. You were probably a day late getting him to think about
being a guide. When Uthor finally says alright, suggest part payment and the rest when you're
safely out of the forest. Talk to him and tell him where you want to go. Lead him to the forest and
he'll take over. You automatically follow him. DON'T use magic around Uthor, especially during
fights, or he'll leave you.

If you're certain of level 1 secret paths, and the Monk or Magician has the Find Secret Paths
spell, send them ahead to find them, while Uthor and everyone else waits in a previous screen.
Then when you get well beyond the Nightshade area, have everyone come to where you are. Ask
Uthor to lead to the Nightshades again. This way, you probably access extra level 2 secret paths.

If you asked to be taken to the night shades, don't forget that the Orc stronghold is in the
general area, if you haven't been there yet. It's where Elvira could also be held captive, if you
found the nightshade area destroyed. If Elvira is at the Orc Stronghold, she's most likely dead. But
when you take her body back to Bobert, she might suddenly be alive (it happened this way for
me.) After fighting in the forest, when Uthor's Hit Points are almost gone, he will ask about a
healing potion. Give it to him. After you've been to the Nightshades area, you'll be able to lead the
party out, then pay Uthor.

NOTE: the following might not happen until evening on the 32 nd.

Evening of the 31 st.
Well before 9 p.m., go to the warehouse district. On the screen where you entered the
warehouses, stand on the far left side of the screen. Or you can stand in front of the house, in the
next screen right, from the right hand warehouse. Run the time up in small amounts (click the time
at the lower right, then hit Esc to stop it.) There should be some people just standing around the
right hand warehouse.

Slightly before 9, or on the hour, the three half breeds will appear to go between the 2
warehouses but they are actually entering the right warehouse. Enter there, go down the trapdoor
and look through the grated window to spy on the Black Sun meeting. Wait till the voice, that you
always hear, is done talking. Surprise, Lisza, Zadax, and and Hahl Ganon (actually Ben Aklan) are
the 3 main leaders. Now exit the warehouse the way you came in.

NOTE: DON'T destroy Lisza and Zadax till after you've exposed Ben/Hahl. You can most likely
do this at one of the 2 special nights at the Al Duma Magna Inn on the 5 th and 12 th of Hass. In
the special room, be sure you have lots of patience skill to keep the Prince from getting upset
when you tell him about Ben is Hahl Ganon. You'll most likely have to tell him twice.

In the meantime, don't tell anyone that Ben is Hahl, except the Priest and the Prince. If you tell
anyone else, Ben will probably disappear and never show up at the Al Duma on the special nights.


TIP: Hahl Ganon is carrying a Magic Sword. You can give this to the Prince, at one of the
morning Receptions, to increase the percentage of his Trust shown in the Notebook/Status screen.
Also his silver ring, and another couple of gold rings over 50 gold each.

Morning of the 32 nd (or first morning after Mass, it's sometimes the first of Hass.)
The 32 nd of Gargaryn or 1 st of Hass might be Market day in Midtown. You can buy a
Contraceptive from Szonja and give it to Ogosho in Westham. Ask Szonja about money and other
things and she'll tell you about Dragon Blood and Basilisk Ashes.

Make sure your character, preferably the Monk or Magician has at least 800 gold if possible
since either one will be making all the donations at the temple. Go to the gate bell, near the armory
in Midtown, ring it and wait for the gateman. Ask to see Ben Aklon, go through the gate and
you'll be shown inside. DON'T accuse Ben of being Hahl Ganon, or he probably will not show up
at the Al Duma Magna on the 2 special nights. If the Magician does the talking, Ben Aklon might
inform you that you're the future bride of his brother. Ask about Nartanja Sun if available, then
other things (DON'T say he's Hahl.)

Go to the temple and check the donation board to see who has so far donated the most,
including the ones without a name! Now Quick save, then go in to the side room.

If the priest won't talk, and you don't have the Increase Patience Spell, give him a big gold
donation (100 for instance.) The priest should say "Any other special wishes." Ask him about gold
till you can choose "Rog Gwenuar must die." You should learn the priest has a certain weakness.
Give another 100 gold, then ask about the "Highest donation." Now give 300-400 gold. Then
again say "Rog Gwenuar must die." The priest should hint that he will change the wheel of fortune
for the highest bid.

Everything you are giving the priest will be totaled on the donation board. Now give another
50 gold and say that Ben Aklon is Hahl Ganon. Give a final 50 gold and ask about Nartanja Sun to
learn that Falufer Gorton knows the ancient elvish language. Now check the donation board to see
everything you gave the priest listed there. Keep check on this board, right up to the time of the
Holy Festal, to be sure no one outbids you, even the bids without a name. Remember, dragon
blood and basilisk ashes bring lots of gold. NOTE: if a different character looks at the donation
board, his or her name will be there. It's a team thing, you know!

Now go to City Hall. If the green Councilor is there, tell the blue clothed man that you want to
use the library. Once you're in the library, wait for the Councilor to come in. Talk to Falufer
Gorton about Nartanja Sun at least twice. Now look for Zadax, the tall green elvish thief dressed
in blue. He sometimes wanders around Westham, when he's not in Easwarts. Tell him that Ben is
Hahl, then ask about Nartanja Sun. "Agree to" what he asks, then ask about the Black Sun. Now
you realize that Hahl, Zadax, and Lisza are the 3 key leaders of the Black Sun.....the sooner you
eliminate them, the more likely you are to destroy the Black Sun (which is critical.)

RANDOM OCCURRENCE: this happened to me on the night of 1 Hass/2 Hass. The party
members were in the hotel room, killing time. A man appeared and said, "I heard you are looking
for the Missing Scepter." Then he mentions that the guilty people were seen heading for the forest.
The man stays in your room for some time, so it might not be safe if you left anything important in
either of the boxes (chests.)
NOTE: some time later, you will probably learn from the Priest that the Holy Festival Weeks are
from 17 th to the 26 th of Hass. The executions take place on the 17 th at approximately 8 p.m.

During one of the first few days of Hass, you'll see Elena walking around Westham.
Questioning her about Bobert Tongarve reveals that the house he lives in belongs to Elena's
mother. Sometimes, on the 2 nd of Hass, there's a Loud horn at 6 p.m. signifying Mass the next
evening at 6 p.m. But don't forget, the horn blast can be any of the days. Also, during the days of
Hass, you'll see Durwalin, a very short dwarf wearing a red shirt, wandering around Westham.

You can order marble and glass from him, but you have to talk with him 2 different times to
order each one. The supplies will be delivered right after the Holy Festival days. The supplies
would be great for anyone needing building repairs! You might be able to see him later in the
Adventure's Club. There, you can probably ask him about a mirror. He'll say that he has an old
mirror and you'll have to beat him at drinking before you can get it.

TIP: if you've been asking the Councilor Falufer Gorton about the Head Priest enough, you'll
learn that the Priest really likes a good sweet Liquor. There's several bottles of it in Bobert
Tongarve's house. Take those and after you give each one to the Priest, scroll the tiny window at
the bottom of the dialogue choices and ask about Reception with the Prince. This way, you get all
the Letters of Recommendation that you might need for the remaining Reception days of 4, 6, 11,
and 13 of Hass. Any bottles of liquor left over can be used each day, when there's no mass, so the
Magician or Monk can "Compliment" the Priest and gain 4 percent trust.

5 th of Hass. Go to the hotel in Westham and buy vouchers for the 12 th of Hass. If the voucher
for 19 th is available, wouldn't hurt to have that one too, as it might get scarce when the date
arrives. Go to the lower left area of the map of Midtown and buy the smallest shield at the armory.
Be sure you're in Midtown before 6 p.m. There might be a loud horn at this time, signifying mass
the next evening.

Remember, today the 5 th is the first special night at the Al Duma Magna Inn. If possible, the
Magician should attend the gathering. Wait till everyone enters the special room. Now go to the
lower left section to another part of the room and talk to Zon Lathon. DON'T ask about gold.
Scroll down and ask twice about magic to learn about his Clay Golem. Ask about the monster in
the forest to learn about the Basilisk. You'll eventually get invited to his house.

Go back right to where everyone is seated. If Ben Aklan is there (to the left seated behind a
column), talk to the Prince and tell him twice that Ben is Hahl Ganon. The Prince will get quite
upset, so be ready to increase his patience. Hahl will not deny his identity because a Black Lord
never denies his true identity. The meeting will break up and everyone leaves. Now that Hahl
Ganon has been exposed, you can tell everyone.

Exit and go to Zon's house. Wait till at least 9 p.m. and knock on the door. If the cursor
disappears (a bug?), hit F1 then hit Esc. Now click on the time at the lower right and Zon
immediately appears. He is upset, then realizes it's Josien the Magician.

Follow him inside and ask ONLY about Basilisk, several times, to learn it will turn you to
stone if you look at it. Now scroll down and ask about a Mirror. Follow Zon into his laboratory
and again ask about Mirror. You get some reflective paste to turn your small shield into a mirror.
Ask again about Basilisk to learn about it's ashes. Compliment Zon as many times as possible,
then ask him about himself a few times. NOTE: if you don't have enough patience skill, use the
Patience Spell ability (or Attentus Major spell scroll) on Zon (stand really close to him.)

Later in the game, if Zon seems to never again answer his door, you'll probably find him out
on the forest road, on the last screen before the forest. He seems to be stuck.

TIP: group search the room where the trapdoor is, and you might find an extra reflective paste.

On the morning of 6 Hass, if you haven't purchased hotel vouchers for at least 12 Hass, go to
the hotel in Westham. If no new vouchers are available, look at desk front and take the vouchers
for 12 Hass and 19 Hass. Now if you haven't been to Easwarts to see the destroyed "Securely
Locked Trellised Gate", go there now then talk to a few people about the arson to see a small
movie of the destruction. The gate might not be destroyed till later in the game, since it is a
random occurrence.

If you exposed Hahl Ganon, and he escaped, you sometimes find him at the Eternally Tranquil
Place in the forest (sometimes not.) He'll run away, when you attack, and you can see him
somewhere on the main forest path or on the main road leading to the forest. He'll keep running
away but you can finally fight him, probably back at the Eternally Tranquil Place. Hahl has the
Magic sword, which the Prince would like. There's some other interesting items!

NOTE: don't forget the reception this morning, if you have a way of getting into the palace and
you have something important to ask the Prince, especially last night's happening at the Al Duma
Magna Inn. Also be sure to give the Magic Sword to the Prince. Occasionally a short magician,
wearing a light brown coat, will be walking around most anywhere. He might have a letter of
referral that you can kill him for. The letter will allow you to see the Prince.

From now till the next special night (12) at the Al Duma Magna, there's the reception on the
11 th. The in between days are for dealing with the Black Sun's downfall, and collecting wealth
for gold, keeping check on the donation board, increasing Ive's trust in you, and so forth.

Now that you have a mirror/shield, it's time to visit the Basilisk (if you didn't already kill it
and take it's blood by using a knife on it, then some empty glass vials to collect the blood.) Make
sure you have at least 2 sacks and a hammer or Mace, if your Monk does not have one. Return to
the first room of the Basilisk cave in the forest. Have the character selected who's carrying the
Mace in inventory. Now at least Quick Save (Q.)

Go into the other room and do a group search, to get the Basilisk's attention. Keep insulting
and complimenting it till it appears. Quickly drag the reflective shield from inventory, click it on
the Basilisk and choose the right hand (USE) icon to turn the Basilisk to stone. Have someone use
the Mace (or hammer) to bust the Basilisk into ashes. Use the sacks on the ashes to get some, and
rid all evidence of the monster.

After the receptions on the 11 th and 13 th, the next day (14 th of Hass) might be another
Market Day in Midtown. Find out all you can from everyone and see if the Councilor Falufer
Gorton is at City Hall. Hopefully, you've been collecting lots of treasure (to sell for gold) and
storing it in a secure area. You should also have lots of gold, hidden away, for making donations
to the Priest Ive Geefker at the Temple.

Remember, the first day of the Holy Festival is the 17 th of Hass. On that day, be sure to keep
check on the donation board right up till dark. Make sure you are in the Palace courtyard, at the
statue, well before 8. At that time the screen will go blank and there's a long pause. Then you'll
witness a gathering of Senora's citizens and watch the executions, hopefully Rog Gwenuar.


AUTHOR: George K. Ison (garr)
 
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