Canopy: Manufactured Womb
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Hint Sheet
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Special Spells
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Description by TM

Canopy is a land that knows no sun. Though it may be graced by night and day, it cannot see the cause of light and its lack thereof. In Canopy, there is no word for sun, or any other atmospheric phenomena such as clouds or sky. Whenever one wishes to refer to the sun in Canopy, one says, "Light Power." Many people use this term, for while they cannot see, they simultaneously recognize that there is a power which causes all things to be. Others do not use this term. Canopy, indicated by its name, is a land which is not graced by direct sunlight because of the immense shadow of leaves and thicket which blanket it. This shadow originates in the North. The origin of all shadow in Canopy is a tree which towers above all. It has its roots in the northern tip, but yet its branches and leaves are long enough that it is able to lean all the way to Canopy's southern tip. Canopy is also a land which exists inside of a valley of mountains which none of its residents have yet to escape. Few have tried, but none who have could confirm what lay beyond the mountains. This is the land you live in.
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Hints
-=HINTS=-

Q1: Where are the nine Bugbear Idols?

Q2: How do I enter the antechamber with the final idol in it?

Q3: How do I defeat the Bugbear Mage?

Q4: How do I defeat the invisible Holy Warriors?

Q5: How do I defeat the Dark Idol?

Q6: How do I defeat Zauberer?

Q7: How do I defeat Adlerauge?

Q8: How do I defeat the encounter on Grenze's fifth floor?

Q9: How do I defeat Unumstš§lich?

Q10: How do I defeat Trahison?

Q11: How do I defeat the first form of General Shroud?

Q12: How do I defeat the second form of General Shroud?

Q13: How do I defeat the third form of General Shroud?

Q14: I have a question that isn't on this list.

A1: The nine locations are...
  * Bugbear Temple (Village, NE)
  * Bugbear Barracks (Village, NE)
  * Bugbear Training (Village, NW)
  * Birthing Area (Village, NW)
  * Guardpost (Village, SW, accessible from Caves)
  * Tower (Village, SE, accessible from Caves)
  * Bugbear Barracks (Caves, SE)
  * Mage's Area (Caves, NE)
  * Dark Idol Antechamber (Caves, NW)

A2: First, go to the southern exit to the caves.  To the east of the exit is a storeroom with some dynamite to be picked up.  Second, go north towards the area with the magi.  If you haven't already, you will receive a message telling you that the ground above this chamber is weak.  Then, go south towards the raised altar and take the stairs on either side.  Approach the stone pillar and you will be prompted to place explosives.  Upon doing so, you will enter combat with the Holy Warriors.  (See below.)

A3: Try blessing and hasting before the fight.  Also, make sure that feebler characters take cover before the mage is dead!  The Bugbear Mage has a Martyr Beam that will deal unblockable damage to you, plus it will smother you in both poison and acid.

A4: Bless and haste before the fight.  Summoning will come in handy in this fight, since monster AI knows where invisible monsters have gone.  Being hasted at all times is imperative, since the holy warriors will often teleport away from you.  Remember to restore your status whenever possible.  Not difficult when taken seriously.

A5: If you have defeated the Bugbear Mage, you should have access to the DŠmonzerstšrer in this gallery.  It is a sword that will deal heavy damage to demons, helping you immensely.  Naturshand and Baldev can come in handy if you have them, otherwise send your magi to the rear as quickly as possible, using them to supplement your fighters whenever possible.  Invulnerability can only be dispelled by one of the six possible attacks, making it surprisingly viable.

A6: After he appears, the mirror nearby will become mobile.  After making sure that your characters are out of his range, hasten one character and use him/her to push the mirror to the same space that the eastern torch is on.  Run away immediately, and Zauberer will slowly die as you wait.

A7: He isn't particularly difficult.  Being blessed does not affect how often he hits you, and he will always attack twice per round.  If he has under 25% of his hit points, he will drink a healing elixir that heals up to 40% of his hit points.  His melee can also be bad news, so blessing your magi merely for physical protection might help.

A8: Taking out Trahison at this point would be a waste of your time.  Your objective is to kill one of Trahison's lieutenants; after you have done this, Trahison will flee (unless he has already fled) and so will the remaining lieutenant.  The choice is yours to make as to which person you allow to live.

A9: First, dispense of the Ruby Skeletons, unless your party has an EXTREMELY high resistance to fire.  A warning- If you don't hav e a person with 30 spell points OR the special spell "Rasereiangriff," it is quite literally impossible for you to defeat this battle.  Unumstš§lich himself is immune to everything except for Naturshand, Rasereiangriff, Jutsuhi, Tetra-Disaster and Shinibiimu.  It is not recommended that you use Tetra-Disaster, since it is an inefficient way of dealing damage.  Jutsuhi will eliminate his spell points and deal up to 170 damage on him when cast twice, which is worthwhile because it will diminish his attacking power.  Finish him off with either Naturshand or Shinibiimu, depending on which you prefer.  If you need energy potions or spells to damage him, Tetra-Disaster, Shinibiimu and many energy potions can be obtained from the re-inforcement magi found to the south.

A10: There is a cache of potions found to the east of the ballroom entrance.  Keeping your weaker PCs in the rear helps, and it is recommended that you use whichever PC has Adlerauge to snipe off the three enemies that appear behind you.  Trahison can only be damaged by Fire, Ice and Poison.  Naturshand is a useful spell for magi to use, and Flammenentwurf is useful for warriors who are invulnerable, which is possible thanks to the potion cache.  If you left Todmacher alive, he will dispel your invulnerability and your summons, meaning that any attack based on Flammenentwurf will require eliminating him.  If you left Klugmann alive, he will either buff your enemies or hit your entire party with slow, cursing, etc., making him equally as pesky.  Kill Trahison and his retinue as you will.

A11: Summoning is the best way.  Since offensive spells and Baldev do not work on him, summoning a Vampire, Naga, etc. is an effective way to smother him with Fireblasts.  Alternatively, you could use Divine Aid to wipe him out immediately, and there's always the choice of merely sitting back and raining fire from Adlerauge and the weapon of your choice on him.  As a final note: Do NOT use invulnerability.

A12: If you summoned creatures from before, they will continue to wreak havoc on the General.  If you had any of your characters blessed or hasted, these effects will be REVERSED.  Healing/blessing/etc. spells are not allowed, limiting your melee ability.  Reminder: Do NOT use invulnerability.

A13: The summoned creatures from the previous fights will all liquify.  Put bluntly, this is the opportunity you have to rain whatever damage you have.  Baldev, Flammenentwurf, Fireblast, etc. are all encouraged.  Remember to heal whenever possible, since Shroud does 50 unblockable damage to all party members once per turn.  Do NOT use invulnerability, or else you risk taking heavy damage.  Once he is defeated, pat yourself on the back.  You beat Canopy!

A14: Contact me using the email above.  I'll answer whatever question you have for as long as that email still works.
Special Spells
SPECIAL SPELLS:
---------------

Naturshand
Cost: 40 SP
Target: Single Enemy
Range: 9
Effect: For each rank of Intelligence plus Nature Lore plus Pathfinder held by the user, a selected enemy takes 10 unblockable damage and receives 5 ranks of both poison and acid.

Rasereiangriff
Cost: 10 SP
Target: Single Enemy
Range: 3
Effect: Half of the user's missing HP is dealt back to a selected enemy in unblockable damage.

Lichtschild
Cost: 50 SP
Target: All Friendly Characters
Range: Sight of Party
Effect: Covers all friendly characters within the party's range of sight with a protective aura that defends them from both magical and physical attacks.

Blattstrahl
Cost: 5 SP
Target: Single Enemy
Range: 9
Effect: Strikes a selected enemy with a melee attack from afar, with both strength and accuracy determined by the user's statistics.

Flammenentwurf
Cost: 0 SP
Target: Single Enemy
Range: 1
Effect: Strikes a single enemy with a blast of concentrated fire based on the user's statistics, but only after striking the user with 40% of the damage dealt in unblockable damage.  If the user is killed by the blast, damage is not dealt.

Jutsuhi
Cost: 20 SP
Target: Single Enemy
Range: 9
Effect: Takes away up to 100 SP from a selected enemy, dealing the number of SP taken away back in unblockable damage.

Tetra-Disaster
Cost: 40 SP
Target: All Enemies
Range: 5
Effect: Strikes all enemies with four consecutive attacks of the Fire, Ice, Lightning and Darkness [Unblockable] elements respectively, with a base damage of 75 for point-blank enemies, decreasing by 15 damage for every space a given enemy is away from the caster for.

Shinibiimu
Cost: 30 SP
Target: Single Enemy
Range: 9
Effect: If the target's level is below 30, the target is dispatched instantly.  Otherwise, the target is dealt 66 unblockable damage twice.

Scry
Cost: 1 SP
Target: Single Enemy
Range: 9
Effect: Displays the creature's statistics; that is, level, maximum HP and minimum HP.  Also displays helpful hints for taking down bosses.

Summon Baldev
Cost: 30 SP
Target: Single Enemy
Range: 9
Effect: Calls Baldev from his tigerish warrens onto the battlefield.  Baldev then douses the selected enemy with a lethal Flammenwirfer attack which does up to 700 damage.

Summon Goblin
Cost: 17 SP
Target: Single Enemy
Range: 9
Effect: Calls up a Goblin from its trash pit.  The goblin uses a Goblin Punch on a selected enemy, doing a random amount of damage from 1 to 250 of a random elemental type.

Summon Shinigami
Cost: 25 SP
Target: Single Enemy
Range: 9
Effect: Summons Shinigami, the God of Death.  The malevolent being fires a Todstrahl into the enemy, dealing 150% of the selected enemy's current health in magic damage.

Summon Achilles
Cost: 50 SP
Target: Single Enemy
Range: 1
Effect: Summons Achilles, the legendary warrior.  Achilles then does a Stahlschweif unto the selected enemy, dealing 150-300 melee three times.  After the attack is through, the party is heavily blessed.

Summon Archangel
Cost: 77 SP
Target: None
Range: N/A
Effect: Places the caster in a sanctuary (no movement, no damage taken), and places a powerful Archangel in his/her stead.  The Archangel lasts for ten turns, and casts a menagerie of powerful spells.