Speak nicely to the brigand to get out of your cell. Talk to people. Then leave and head up to Silvar.
Silvar is very strange now, don't you think? It's a tourist attraction now. Not much for you to do here: just
talk to people, and make sure to speak with the mayor. He should tell you about the Mystery Block.
Sell off some of your less-used items (especially wands or scrolls, and anything you're not going to
need for every battle), and also fight some wandering monsters. When you have sufficient gold, buy a
boat in Silvar. Head up to the Mystery Block in the northwest. Explore the area for a while, and you
should eventually find a secret tree passage to get next to the block, but you can't get in yet. Look at
the wall in front of you, and you will notice a triangular identation.
Leave Silvar, and put the boat in a place you can get to later. Head over to the Nephilim town. The
southeast of the town has some storerooms. Talk to the Nephil working the storerooms, and you should
eventually get a Crimson Triangle. Head back up to Silvar. Go back to the Mystery Block, and look at
the wall again. Use the triangle on the wall, and you're in. Explore a little, then head down the
northeastern stairs.
Fight through the sewers, and beware of spiders. You should eventually get to a staircase up. Climb up,
then leave to the north. Go through the Test of Shoe Leather. You will, after miles of traveling, get to
Resourcefulness.
There are several ways to pass this test. The most obvious (but dangerous) way is this: use the feature
that when you go into combat mode from town mode, most of your characters will be sent towards the
direction from which you came. In other words, if you just stepped north in Town Mode, then switch into
Combat Mode, many of your characters will be south of where you were in Town Mode. Think about how
this might work to your advantage.
Alternatively, you can take the safer way: use Firewalk to find secret passages. Have fun.
Once past the test, keep going until you reach the Anama haven. Do not listen to the Anama priests.
Leave the place. Do not go into the southern building that promises eternal peace. You may very well
guess what 'eternal peace' means.
Keep going south, exploring as you go, and an image will appear to you, instructing you on your course
of action. Keep going until you reach Zanton's Castle. Circle around to the north, and talk to the friendly
townspeople there. Open the portcullis by looking at the walls next to it. Go in. Run to the south, and
first go through the eastern building. At the end of it are five pillars. Search each pillar, and press every
button you find. Then head to the western building. Fight through it. Explore the cells on the west side.
One of them has a key in it: take the key. The very south cell has a stairway down. Go there.
Walk your way through the changing maze. Try stepping on all floor tiles. You will eventually get to a
door. Open the door. Some children are on a suspended platform. You can't save them yet. Go west,
and open the door with your special key.
Talk to Zanton, and listen to what he says. Send a character through the northern door. You will find the
same image that appeared to you before. Talk to the image, then head back through the door to rejoin
your party. Leave the town by going through the pillar next to the special key-locked door.
Go back to Silvar, and follow the instructions that the image gave you: say 'Castle' to the innkeeper. The
'Big Boot' is actually a large rock, two or three outdoor sections east of Silvar. Pop up your automap,
and explore the sections. When you find a huge rock shaped like a boot, search its southern side. Get
in there. The 'Fifth Formation' is one of the stalagmites. Search the stalagmites to find a special item.
Then get out of the boot and go east to Erika's Castle.
Enter the castle, and talk to the image there. When done, open the doors to the north. RUN to the
northeast door, and go through. The doomguards can't chase you that far. Lexian, Erika's son, will be
waiting for you.
Search through the castle to get some benefits. Then go up the stairway in the center. Take Erika's
crystal off the pedestal. Go down. RUN past the doomguards, and leave. Head for the Vahnatai
checkpoint.
Go all the way down, past the checkpoint, to the docks. Enter the town from the east. Fight your way
through it. It's a tough battle: try using summon spells to distract the enemy spellcasters. You do have
some allies, so it won't be too hard once you win past the entrance. Take a boat and go west.
Just past where the water stops, there is a secret cave passage to the west. Explore the whole section.
If any Vahnatai appear to fight you, just summon some things to distract them, and flee. Search the
very southwest of the section to get to a hidden Vahnatai outpost. Get a special item there, then head
to the southeast of the section. Use the special item to break the barrier, and go through.
Explore the new areas available to you. You will eventually find a small abandoned town in a swamp. A
hermit still lives there, but he doesn't have anything to say to you yet. Use Move Mountains or Shatter
to get into the southeast building. Solve the analogy. It's hard, but not impossible. A hint: you need to
apply a transformation to MAGE, the same transformation that is applied to X to get Z.
Say the answer to the hermit. Record his answer. Leave. Go south for a while to get into a new outdoor
area. Explore the area thoroughly, but do not even attempt to enter the tower to the south, unless you
feel like solving more puzzles. Puzzles are not always fun to solve.
If you go to the Nephilim town, you can talk to everyone there. Take note of the dispossessed Nephil.
Now go to the Rat's Tail. It's the big outdoor rock thing that looks like a rat. The tail starts at the water.
You can step on the water. Now follow the instructions PRECISELY. You must do so in order for it to
work. Don't take shortcuts or try to skip the poisoned swamps. When you finish the instructions, you
will get to X's Castle.
You can get in by unlocking the first door, then going quickly to the north side of the entrance room.
You should be able to get close to the second door. Open it, and go through. Step on the special. Erika
will make X open a door for you. Now go to X, place the crystal on the floor, and talk to X. He wants a
body donor.
Remember the dispossessed Nephil? Go back there, and tell the nearby Shaman about Erika. Go back
to X's Castle (again, follow instructions precisely) and tell X about Kerrik. Things play out by themselves
after that. Leave the castle to the east, and you have won the scenario.
--From The Archives of Akhronath