Exodus | |||||||||||||||||||||||
View reviews of this scenario @ the Shadowvale CSR |
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Download Exodus PC/MAC from TrueSite or Kelandon's Site |
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Hints & Tips by Kelandon Locations of Special Spells and Artifacts by Kelandon Walkthrough by Kelandon |
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Description by Kelandon Exodus is the sequel to Bahssikava and my third real scenario for BoA. Enjoy! After several months of preparations in Vasskolis, the expedition of the Prophet is finally almost ready to make the long river journey to the centers of the slith homeland. You have returned to the expedition to help them along their way to riches, enlightenment, or disaster. Exodus is a long scenario (longer than any other BoA scenario) designed for parties around level 55. A party that has just finished Bahssikava is about right. |
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Hints & Tips | |||||||||||||||||||||||
TIPS OF THE DAY * Read the readme! It has vital information about playing this scenario! You can find it in the scenario folder. It is the file named READ ME.txt. * If you're stuck somewhere, check out the hints and walkthrough in the scenario folder. They are in the file named HINTS.txt. If you need more help, ask via the Spiderweb message boards or e-mail me. * Check out your custom special abilities! They are important and sometimes very useful. View them by pressing "u" or hitting the Special Ability button. * In order to use some of the special spells, you will need to train your Mage Spells or Priest Spells skills above 17, which is the highest you need for normal spells. Check the readme for details. * Unlike in some BoA scenarios, in this scenario, every skill will count for something (except First Aid, I guess). Don't neglect your Tool Use, Nature Lore, or Arcane Lore! * Most monsters in Exodus have a "distractibility" factor: if you attack them, they might acquire the attacking character as a target instead of whoever they currently have. Useful when you want a monster to attack someone else. * There are a number of secret passages in Exodus. They are never necessary to complete the game, but they often conceal useful bonuses. * Doors work a little differently in this scenario. Unlock Doors works on non-magical doors. Also, some doors are magically locked and cannot be unlocked without Unlock Doors or a magical lockpick. Lockpicking has been slightly randomized, too. * In order to use special spells, you must create a spellbook. Do this by using your special abilities. Press _u_ or hit the Special Ability button. To use the Hostile Spellbook, you must be in combat mode. * In this scenario, you're likely to encounter a BoA error: a file corruption caused a too-high skill that is being manually reset to 0. Then, on your stats sheet, your health will appear as 0. I can't do anything about this, but it has no in-game effect. HINTS AND TIPS * Pick up Major Haste as soon as you can. * I beat this scenario with a melee fighter, a fighter/archer, a priest/archer, and a mage/priest. Eventually both spellcasters became mage/priest/archer types. It seemed to work reasonably well. Looking back, I think I probably should've gone with two melee fighters and two mage/priest types. * Give everybody ludicrous amounts of Endurance and a fair bit of Luck, especially your fighters. * If a combat is taking forever, you're probably doing something wrong. There are a lot of combats that can be tedious if you choose to make them that way, but only a few are genuinely long by nature (and they are noted in the walkthrough), and even these are only boring if you are going about them in the wrong way. * If you're running low on spell points, Filth is very cheap and does a reasonable amount of damage to just about anything. * Bind Foe immobilizes an enemy completely and irresistably. If you're having trouble with anyone, slap a few casts of Bind Foe on it and it won't bother you for the rest of the combat. * Because of their great melee damage and significant immunities, slimes are good for Capture Soul. * Many players have reported good effects from Inferno and Bonechill. |
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Locations of Spells and Artifacts | |||||||||||||||||||||||
SPECIAL SPELLS Town numbers are indicated after the towns. If a skill level is required, that is indicated: RR 16 means that the spell requires a party total Rune Reading skill of at least 16 in order to be learned, and TU 13 means that the spell is blocked by a locked door of level 13 (so a Tool Use of 13 would be useful to get to it). NL 21 means that a party needs a total of 21 in its Nature Lore skill in order to find it. 1-BIND FOE: L1/2 in Nakhtha (7), in the library (RR 16); L1/2 in Vahnatai Lab (18), in the library (TU 14, RR 20); L3 in Temple of Sothana (52) south of the Strange Cave, inside the vahnatai room (TU 19, RR 25). 2-POISON: L1/2 in Vahnatai Lab (18), in the library (RR 20); L1/2 in Berekh Hive (21), on Dalaghant's corpse; L3 in Fekhthen (26) in the bottom of the Slime Pit, in the library. 3-FILTH: L1/2 in Neoss (5), from Danoss as a reward for defeating the evil sliths in the north; L1/2 in Manikoss (37), in northeast in temple, praying at the altar; L3 in Fort Alora (30), in a spellbook on the shelves in the southwest (RR 24). 4-CAPTURE SOUL: L1/2 in Thassaka (11), purchased from Faskoss; L1/2 in Slime Pit (24) on a dead body in the northeast (RR 25); L3 in Fort Alora (30), behind a secret passage by the laser puzzle. 5-RECALL SOUL: L1/2 in Thassaka (11), purchased from Faskoss; L1/2 in Slime Pit (24) on a dead body in the northeast (RR 25); L3 in Fort Alora (30), behind a secret passage by the laser puzzle. 6-DESTROY MIND: L1/2 in Dark Cave (51) in the northeast of the Lava Ocean, behind two secret passages in the northwest, on a dead body (RR 15 Ñ on one person, since you're split from the group); L1/2 in a secret passage near Manikoss, on a body (RR 26); L3 in Thanopolen Tower (44), in the Library (RR 26). 7-SLEEP FOE: L1/2 in Slime Pit L2 (25), praying at the altar; L1/2 Under Manikoss (38), on a body in a secret passage in the east (RR 24); L3 in Anthala's Mine (31) near Peninsula Camp, in the desk. 8-PARALYZE: L1/2 in Fekhthen (26) in the bottom of the Slime Pit, in the guarded book on a pedestal (RR 25); L1/2 in Kathaneth (39), in the library (RR 20, TU 17); L3 in Possanatheon (47), speaking with librarian, if you met Velthkhogroz. 9-ANTI-MAGIC FIELD: L1 in The First Level (48) of the Land of the Dead, as a reward upon leaving for attempting to help the three captives there. 10-SLEEP CLOUD: L1 on the Bandit Island (13) near Thassaka, upon the death of the lead mage. 11-QUICKFIRE: L1 in Barbarian Fort (42) near Thanopolen, reading the book on the pedestal in the northwest (RR 26). 12-FIRE FIELD: L1 Under Manikoss (38), in the temple in the secret passage in the west, from praying at the altar. 13-ICE FIELD: L1 in Vahnatai Lab (18), in locked library in the southwest (TU 14). 14-DEATH KNELL: L1/2 in Thanopolen (43), as reward for killing death-kneller in southwest; L1/2 in The Third Level (54), from a spellbook in a nest in the east of the castle (RR 28); L3 in Castle L2 (55) in the Land of the Dead, on the rune behind the paralyzing demon in the south, reached by a portal near the prison cells in the center-east. 15-DESTRUCTION: L1/2 in Dark Cave (51) in the northeast of the Lava Ocean, in the southwest in a secret passage past the Bejeweled Machine (RR 1 on one person); L1/2 in Anthala's Mine (31) near Peninsula Camp, as reward for killing The Presence; L3 in Possanatheon (47), speaking with Rakhthoss, if you dealt with the problem in the Temple of Sothana (52). 16-CLOUDKILL: L1/2 in Kathaneth (39), as reward for killing the rakshasa; L1/2 in Barbarian Fort (42), in desk near mage in south; L3 in The Second Level (49) of the Land of the Dead, in a book in the southwest (TU 25, RR 30). 17-INFERNO: L1/2 in Neoss (5), speaking with Danoss; L1/2 in Frost Lizard Lair (6), in library in northeast (TU 8, RR 16); L3 in Manikoss (37), on shelf in southwest (RR 26). 18-BONECHILL: L1/2 at Barbarian Altar (8) in the Black Land, in the chest behind the altar (TU 10, RR 10); L1/2 in Lava Lizard Cave L2 (17), in small temple in northeast (RR 20); L3 in Slime Pit L2 (25), on frozen corpse in southwest (RR 24). 1-SANCTUARY: L1/2 in Berekh Hive (21), on a dead body behind a secret passage in the northwest (RR 24); L1/2 in Slime Pit L1 (24), in a book in some mushrooms in the east (RR 24); L3 in Kathaneth (40), in the desk in the temple (RR 25). 2-PROTECTION: L1/2 in Breeding Pit (22), on a dead body in the southern half in the west (RR 23); L1/2 in Temple of Sothana (52), from Zasthen as a reward for praying to Sothana; L3 in Barbarian Fort (42), in the library with the chief (RR 26). 3-MAJOR HASTE: L1 in Nakhtha (7), in the temple (TU 9); two levels in Thassaka (11), purchased from Faskoss. 4-SAFE TRAVEL: Two levels in Thassaka (11), purchased from Faskoss; L3 in Lava Lizard Cave L1 (16), when talking to Danren-Bok (TU 13). 5-DIVINE WARRIOR: L2 in the Peninsula Camp (29), when sleeping, as a reward for winning in Thanopolen; L3 in Castle L2 (55) in the Land of the Dead, as a reward for killing the Archwizard in the southwest. ARTIFACTS GIANTISH GAUNTLETS: In Frost Lizard Lair (6), in box in north (TU 12). NECKLACE OF THAKTA: In Thassaka (11) from Khalthanas, as a reward for killing the bandits on the island. SOMNEKH'S BRACELET: On the Bandit Island (13) near Thassaka, on the body of the field-shooting mage. NAGASCALE SHIELD: In the Lava Lizard Cave (16), on the body of the naga. MUCKWALKING HAT: In the Lava Lizard Cave L2 (17), in a case in the northwest (TU 13). KELORAN SPEAR: In the Sacrifice Fields (19), on the body of a demon warrior near Dalaghant. DEMONSKIN BOOTS: In the Vahnatai Lab (18), on the body of the haakai lord in the temple. RING OF VYLAS: In the Vahnatai Lab (18), in the room with the demons in the southeast, on one of the tables. DEMONSKIN PANTS: In the Breeding Pit (22), on the body of the haakai lord. BRACELET OF MOBILITY: In the Berekh Hive (21), on the dead body in the secret passage in the northwest. SHARD OF REGENERATION: In the Drinking Pool (50) in the Lava Ocean, in the nest in the middle of the lake. GOBLIN CLOAK: In Dark Cave (51) in the northeast of the Lava Ocean, on the body of the Goblin Chief. SWORD OF VELTHKHOGROZ: In Dark Cave (51) in the northeast of the Lava Ocean, as a boon from Velthkhogroz for reaching him. RING OF REFLEXES: In Fekhthen (26) at the bottom of the Slime Pit, in the northwest corner in a locked chest (TU 17). RAPIER: Under Manikoss (38), in the tomb in the northeast. RING OF KSOREN: In the outdoors near Manikoss (37), behind a secret passage in the southwest (NL 21). CRYSTAL WAND: In Fort Alora (30), in the northeast corner in the vahnatai room. HAT OF STABILITY: In Fort Alora (30), in the southwest corner with the hydras. ARMOR OF WISDOM: In Temple of Sothana (52), as a reward from Sasha for killing Zektoth. ZEKTOTH'S GAUNTLETS: In Under the Temple (53) south of the Strange Cave, on the body of Zektoth in the southwest past a secret passage (TU 19). DOOMGUARD PIKE: In Kathaneth (39), on the body of the Doomguard King. GHOST RING: In Anthala's Mine (31), after defeating the first incarnation of the Presence. RAKSHASA CLOAK: In Kathaneth (39), on the body of the rakshasa. GLEAMING SCIMITAR: In the Barbarian Fort (42) near Thanopolen, on the body of the Barbarian Chief. DIVINE SLITH SPEAR: In the Peninsula Camp (29), while sleeping, as a reward for winning in Thanopolen. DIVINE ARMOR: In Thanopolen (43), in the southeast, on the body of the Slith War-Mage. SHIELD OF TESTAMENT: In the Basement of the Fort (58) near the Peninsula Camp, on the body of the slith war-mage. ENCHANTED MITHRIL ROBE: In Possanatheon (47), speaking with Possanathoss. ROYAL SHIELD: In The Third Level (54), on the body of the Condemned King. FAERIE GLOVES: In Castle L2 (55), on the body of the Faerie Queen. BOOTS OF LEKSANDROSS: In The Second Level (49), as a reward from Leksandross for retrieving the bat tle plans (TU 25). SWORD OF WAR: In The Second Level (49), on the body of the slith chief radiating invulnerability. |
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Walkthrough | |||||||||||||||||||||||
Format: Area: Instructions for minimal completion. Noteworthy things. SHOP indicates a shop. COMBAT indicates a major combat (listed with tips about beating it). PUZZLE indicates a puzzle (anything challenging that is not directly combat). TASK indicates an optional thing that can be done that does not appear on the quest list. QUEST indicates an optional quest on the quest list. REWARD indicates an item or a spell not associated directly with a shop, combat, task, or quest (and these are detailed much more specifically in Part 3). SIDE DUNGEON indicates a dungeon that is not necessary to visit in order to complete the game, but which holds useful rewards or information. FROM VASSKOLIS TO THASSAKA Vasskolis area: Talk with people. Get (re-)acquainted. Find Legare outside of town, near the river. SHOP: Vasskolis. Silthokh. COMBAT: Parted Sea. Survive for ten turns. Recommended spells: Arcane Shield L3 for invulnerability, Slow. Blow all your spell points if necessary, because you'll have a chance to recharge right afterwards. Fleeing east a little ways is also helpful. Definitely edge east after your allies disappear, because you don't have forever when Kass tells you to run. When Kass tells you to, send at least one character to the east edge of the battle field and walk out -- no need to end combat mode or have all the characters together. East Riverbank area: Head northeast to the camp. Talk with Pithoss to get your mission. Then head back to the riverbank and board the boat. SHOP: Camp. Silthokh. Near Vasskolis outdoors: Go down the river. Get to the waterfalls and go down them. Find the Frost Lizard Lair at the bottom. TASK: Stop at the ruins just before the waterfalls and look around. In the northeast, there's a dead body. North of that, there's a secret passage to a battle. Intervene in the battle. Speak to Danoss in Neoss for FILTH L1/2 when you have completed this task successfully. REWARD: Go down the eastern waterfalls and head west as soon as you can. In the northwest corner of the placid lake, there's a town called Neoss. Talk to the people there to get a new quest (Clear path to Thassaka) and INFERNO L1/2. QUEST: Clear path to Thassaka. Speak to Danoss in Neoss to receive it. Speak to Khalthanas in Thassaka to complete it. Frost Lizard Lair and Nakhtha: Enter the Frost Lizard Lair. Get the Orb of Flight in the southwest. Either leave through the east and re-board the ship or leave through the west. Either way, head west to Nakhtha. Kill the barbarian leader. Leave to the west and ascend to the Black Land. REWARD: INFERNO L1/2 in Frost Lizard Lair northeast. REWARD: GIANTISH GAUNTLETS in Frost Lizard Lair north. REWARD: BIND FOE L1/2 in Nakhtha. REWARD: MAJOR HASTE L1/2 in Nakhtha. COMBAT: Frost Lizard Lair south. Frost lizards and rock lizard. Melee is your best bet in general against frost lizards, with slowing and cloud of blades. Note that some of these frost lizards will target your spellcasters and run past your melee fighters. One way of dealing with this is to keep your melee fighters and your spellcasters fairly close together, so that the melee fighters can just turn around when the frost lizards run behind them. The rock lizard fires a charming beam! It's probably best just to slow it and use your priest to un-charm your fighters as they melee against it. Reward is ORB OF FLIGHT. COMBAT: Frost Lizard Lair central. You can just about pick off the frost lizards individually. Otherwise, use the tactics described above. COMBAT: Nakhtha east. Asskss is a multiple-heal-summoner, so beware when you get him to low health: he'll summon some avatars behind you. Not too much involved here; just bless, haste, slow the enemy, and hack. Just be sure to get your spellcasters out of the way when the avatars come. COMBAT: Nakhtha w est with the chief. Invoking invulnerability via Arcane Shield L3 (if you can) is useful. Keep your spellcasters well back. Ignore the summons. The Black Land: Find the dark altar. Approach it and kill the chief. Head east to the gate. Pass it and head north. Cross the river with the Orb of Flight and return to camp. COMBAT: Barbarian Altar. Same basic tactics as above. REWARD: BONECHILL L1/2 in Barbarian Altar. Beach and Thassaka: Board the boat and head south to Thassaka. Speak with Khalthanas in the southwest corner of the city. Return to the beach. Head south again to Thassaka. Speak with Pithoss and then Khalthanas and get his help dealing with the barbarians to the south. Then head south to the barbarians and defeat them. SHOP: Thassaka. Silthokh. SHOP: Thassaka. Sakna. SHOP: Thassaka. Pistokha. SHOP: Thassaka. Faskoss. Can buy MAJOR HASTE, SAFE TRAVEL, CAPTURE SOUL, and RECALL SOUL. SHOP: Thassaka outdoors. Thassaka forge. TASK: In Thassaka, go to the southeast and step on one of the mats in the archery range. Test your skill with Thrown Missiles. Reward is discounts in the shops, bigger if you win. QUEST Kill barbarian archmage: Speak with Khalthanas in Thassaka to receive it. Head east to the barbarian island camp. Kill the archmage there. Speak with Khalthanas to finish. Reward is NECKLACE OF THAKTA. COMBAT: Bandit Island: Ultra-fast clawbugs and a sleep-field-shooting archmage. Don't cluster too much, or the sleep field will claim all of your party. It's easy to get overwhelmed with spellcasters, both normal and summoned. Kill some of the summoned spellcasters to prevent this, and keep your own spellcasters back. Don't stand in the sleep field. Reward is SLEEP FIELD and SOMNEKH'S BRACELET. COMBAT: Bandit Camp: Need to get Khalthanas's help or face auto-death when leaving the town. The helping Thassakans can't quite hold their own; they need some assistance. Major Haste and Mass Healing your allies to keep them alive and active for as long as you can, and attack the barbarian line. Capture Mind and Simulacrum to create more allies when yours are dwindling. This combat is long no matter how you slice it, but keeping numbers on your side helps, even if you have to summon to do it. Reward is SMITE L5. THE LAVA OCEAN Lava Ocean Camp and Lava Lizard Cave: Proceed south across the river and down the hill to the Lava Ocean. Continue south and west along the paths of rocks until you hit a large, open patch of land where the expedition can camp. Head west until you reach the Lava Lizard Cave. Fight to the northwest, kill the naga, and return to Thassaka. Speak with Pithoss again. Go back to the Lava Lizard Cave to the northwest corner and descend to the second level. Leave through the southwest and pick up the key on the dead vahnatai's body. Return to camp and speak with Kass again. COMBAT: Lava Ocean outdoors. Note that you can avoid most of these monsters by walking directly on the lava (or by using the Orb of Flight to fly over the lava). You can also avoid most of these monsters by learning Safe Travel L3 in the Lava Lizard Cave. Running away is also a totally viable option. COMBAT: Lava Lizard Cave entrance. Beware the Flamer fire lizard, which explodes and damages everyone nearby. Keep your spellcasters back. COMBAT: Lava Lizard Cave west. Fire lizards with fire fields. Bows and spells are useful but not necessary. Beware the Stat-Targeters that will go after your priest. COMBAT: Lava Lizard Cave central. Much the same. COMBAT: Lava Lizard Cave north. Flame-field shooter. Keep the spellcasters back. COMBAT: Lava Lizard Cave northwest. Naga with charm ray. The charm ray becomes very difficult to deal with if you let it; Filth can be useful as a way of causing damage over several turns while you're far away, and Bind Foe can immobilize it. Reward is NAGASCALE SHIELD. REWARD: SAFE TRAVEL L3 in Lava Lizard Cave L1. SHOP: Lava Ocean Camp. Silthokh. COMBAT: Lava Lizard Cave L2 southeast. Take out the naga first and then the lizards. COMBAT: Lava Lizard Cave L2 north. Slight variation with fire-breathing fire lizards. Handle in much the same way. COMBAT: Lava Lizard Cave L2 west. Roaches. Er, walk into them to kill them. REWARD: BONECHILL in Lava Lizard Cave L2. REWARD: MUCKWALKING HAT in Lava Lizard Cave L2. Dealing with Dalaghant: Head east and then south and then west until you reach the Vahnatai Lab. Listen to Dalaghant. Escape his demon trap and go north, back to the Sacrifice Fields. From there, head west and leave to the south. Find the blocked way and return the way you came, through the Sacrifice Fields and then the Vahnatai Lab out the east and back to Camp. Speak with Kass again. COMBAT: Vahnatai Lab northwest. Dalaghant's demon trap. Take out the lower demons first; the problem is getting re-oriented. You may want to reload a few times to get a more favorable first round. Hide your spellcasters in the corners and ignore the haakai lord while you kill the demons. As always, don't underestimate Slow as a distraction. Because of the rather large number of summons, this combat is on the long side, so kill spellcasting summons when feasible (ogre mages, vampires especially). Also watch out for the Paralysis-Nearby effect from the haakai lord: attack him only from a distance! Reward is DEMONSKIN BOOTS. COMBAT: Vahnatai Lab southeast. Again, don't let the summons get out of hand. Inferno and Bonechill are useful for cleaning up summons. Reward is RING OF VYLAS. COMBAT: Sacrifice Fields. Dalaghant himself. Seems pretty straightforward at first, just send some fighters after him and heal them as they fight... but no! He's a Multiple-Heal-Summoner! Take out the vahnatai undead as they attack. Kill the summons immediately, because Dalaghant himself takes awhile to kill. REWARD: Poison L1/2 in Vahnatai Lab in the library. REWARD: Bind Foe L1/2 in Vahnatai Lab in the library behind the locked door. REWARD: Ice Field in Vahnatai Lab in the library behind the locked door. Berekh Hive: Head south until you reach the Berekh Hive. Proceed west and jump into the pit. Fight your way south in the Breeding Pit until you reach the ladder in the west. Climb it, defeat Dalaghant, and return to the Lava Ocean Camp. COMBAT: Breeding Pit. Perhaps the longest fight of the scenario. Note that the berekhs flip back and forth between Hostile A and Hostile B, while the demons are always Hostile A, so sometimes the berekhs will fight demons. It's probably simplest not to do too much from range; just descend and fight the demons and berekhs at the same level as you. Preserve spell points as best you can, and use some energy potions if you've got them. Save a few times during the descent and ascent up the other side. Reward is DEMONSKIN PANTS on the body of the haakai lord. REWARD: PROTECTION L1/2 on a body in the southwest. COMBAT: Berekh Hive. Dalaghant again. Beware his Charm-Nearby! Keep all away that you can. Fight at range, but keep one melee fighter near him to distract him. Bind Foe is one cheap way out. Reward is POISON L1/2. SIDE DUNGEON: Dark Cave (51). TASK: In the Dark Cave (51), meet Velthkhogroz. Reward is SWORD OF VELTHKHOGROZ. COMBAT: Dark Cave southwest. Quickfire, massive goblins, one character. Probably easiest to prepare with haste and blessings (and invulnerability if possible), and then run right past all of them. Quaff an Invulnerability Potion if you've got one. As you walk around elsewhere, the goblins will succumb to the quickfire. Reward is GOBLIN CLOAK. PUZZLE: Dark Cave northwest. Walking around in the dark, flipping switches. First flip the switch at (17,16). Then get the one at (8,14). Find the secret passage at (11,6), and the one at (9,3), and again at (15,4). Then flip the switch at (17,4). Then flip the switch at (12,16). Exit out at (17,8). REWARD: DESTROY MIND L1/2 in Dark Cave northwest behind a secret passage. COMBAT: Dark Cave south east. Probably best also here to quaff an invulnerability elixir, kill the bejeweled machine, and run past. Find the secret passage at (35,19) and get out. Alternatively, disarm the traps to the east, which require a Tool Use of 19. SIDE DUNGEON: Drinking Pool (50). COMBAT: fairly straightforward. REWARD: In the center, SHARD OF REGENERATION. STRANGE CAVE Strange Cave Camp and Slime Pit: Speak with Kass in front of the temple. Head east to the Slime Pit. Proceed to the southeast and descend. Fight your way to the northeast corner of Slime Pit L2 and descend further. Head east in Fekhthen until you reach Old One-Eye. Either kill him or with some smooth talking (ask for the tapestry, then hit 1 3 2 1) convince him to let you have it. Grab it and head back to the camp. Speak with Kass again. SHOP: Strange Cave Camp. Silthokh. COMBAT: Slimes in general. Bind Foe is a good option for most slimes in most situations. Destruction, if you've got it, is also useful, since they are largely immune to just about everything. The most effective tactic, though, is to Capture Soul one of them and then Recall Soul a bunch of them to fight on your side. COMBAT: Slime Pit L1 Northeast corner. Reward (in mushrooms) is SANCTUARY L1/2. COMBAT: Slime Pit L1 Southwest corner. COMBAT: Slime Pit L1 South. COMBAT: Slime Pit L2 central. Reward at altar is SLEEP FOE L1/2. COMBAT: Fekhthen central. Manikoss: Head south to Manikoss. In the southeast, drop through the trapdoor to Under Manikoss. Fight your way north and ascend back to Manikoss. Defeat the monsters and recover the tree. In the north, drop back down to Under Manikoss, fight your way south, and ascend back to Manikoss. Head southwest and recover the other tree. From there, leave town through the east again, and return to the camp. Speak to Kass again. COMBAT: Under Manikoss east. Proceed the whole way in combat mode. No need to kill all the monsters; just get through. COMBAT: Under Manikoss west. Same as above. COMBAT: Manikoss east in the temple. Probably the easiest thing to do here is kill the quickfire-shooter and then flee the town. When you return, the quickfire will be gone, and you'll be able to recover the tree. Peninsula and Fort Alora: Proceed south back towards Manikoss. On the riverbank just east of Manikoss, find your boat and embark southeast. Proceed south down the waterfalls until you hit the peninsula. Enter the peninsula town, and then head northwest. Enter Fort Alora. Inside, head west and then north up the hallway. Turn east through the former training room and pass the doors to the laser puzzle. Solve the puzzle and proceed east. Make your way to the center of the trapped room and turn the spoke to the highest position. Retrace your steps counterclockwise and make your way to the north. Leave out the opened north gates. Continue north and use the Orb of Flight to cross the river. Return north to the camp. SIDE DUNGEON: Temple of Sothana (52). Speak with Sasha for the main task. Head to the northwest to Zektoth's quarters and drop through the trapdoor in the east. Make your way through the maze and find Zektoth through a secret passage in the very south, along the west wall. Kill him and read his journal in the room to the east. Return and speak to Sasha again to get your reward. Reward is ZEKTOTH'S GAUNTLETS (on Zektoth's body) and ARMOR OF WISDOM (from Sasha). COMBAT: Alora south. Shamblers and Ur-Basilisk. Obviously, get the basilisk first. COMBAT: Alora southwest. Hydras. All the usual (Slow, Capture Soul, Recall Soul, Bind Foe). Reward is FILTH L3. PUZZLE: Alora west. Laser puzzle. REWARD: Alora west. Behind a secret passage by the laser puzzle, CAPTURE SOUL L3 and RECALL SOUL L3. PUZZLE: Alora central. Trapped floors. The easiest way through is to start at (33,42) and head due north. At (33,38), turn east. At (37,38), turn north. At (37,34), turn west. Finally, at (35,34), turn north, and pass beyond the traps. COMBAT: Alora east. Mung demons and shamblers. Get the mungs right away; if you do it fast enough, they won't suck your spell points or dumbfound you. COMBAT: Alora northeast. Vahnatai possessed. They're not undead, so Repel Spirit does you no good. Reward is CRYSTAL WAND. PENINSULA Peninsula Camp and Anthala's Mine: Speak with Kass. Then speak with Pithoss. Head west to Anthala's Mine. Kill the Presence three times (once in the northwest, once in the center, and once in the northeast) and exit to the southwest. Continue through the hills to Kathaneth. SHOP: Peninsula Camp. Silthokh. COMBAT: Anthala's Mine northwest. The Presence 1. The first incarnation is simple enough. Find it and melee it to death. Reward is GHOST RING. COMBAT: Anthala's Mine central. The Presence 2. Beware the Fleeing-Nearby! Still, since the enemy is invisible, melee is one of the primary ways you have to take it down. COMBAT: Anthala's Mine northeast. The Presence 3. Heavy unblockable zap. Reward is DESTRUCTION L1/2. REWARD: SLEEP FOE L3 in the south, in the desk. Kathaneth and Legare's Camp: Enter Kathaneth and proceed to the northwest. Kill the original doomguard (not one of its many, many clones) and collect the iron key. Exit through the east gate. Proceed north to Legare's camp and approach Legare. COMBAT: Kathaneth central. Living statues. COMBAT: Kathaneth northwest. Doomguard King. Focus on the original, and flee the town to get away from the many clones if needed after the original is dead. Reward is DOOMGUARD PIKE. COMBAT: Kathaneth southeast. Rakshasa Mage. Beware the Cloudkiller spell! Don't stand too close together. Reward is RAKSHASA CLOAK and CLOUDKILL L1/2. Also SANCTUARY L3 in desk to the west. REWARD: PARALYZE L1/2 in the west on the shelf. Peninsula Camp and Barbarian Fort: Speak to Pithoss. Then hop on a boat, go south down the river, and make your way west over land to the Barbarian Fort. Wind around the halls and kill the sliths in the guard room. Retrieve the brass key, and exit the fort through the southwest, proceeding west to Thanopolen. COMBAT: Barbarian Fort east. Several barbarian slith guards. COMBAT: Barbarian Fort central. Slith chief. Reward is GLEAMING SCIMITAR. COMBAT: Barbarian Fort south. Mage. He's a Fleeing-Nearby, so ranged attacks are best. COMBAT: Barbarian Fort north. Several guards. COMBAT: Barbarian Fort northwest. Mage. Shoots quickfire. COMBAT: Basement of Fort. Mage. Flamer. TASK: Free Britha. Enter the cells in the southwest, pass through the portal in the north, and approach Britha. Thanopolen: Cross the barriers in the north to enter past the wall. Enter the main building (probably through the back), and proceed upstairs. Enter the nearby door and defeat the chief. Leave the Peninsula Camp and proceed south to the Avernoss Camp. COMBAT: Thanopolen southeast. Mage with helpers. He's an Acid Nearby, so either be ready to take lots of acid damage, be ready to cure a lot, or stand at a distance. COMBAT: Thanopolen southwest. Mage with helpers. He's a Death Kneller, so stay out of sight as much as possible, because he hits all visible enemies with unblockable damage. Reward is DEATH KNELL L1/2. COMBAT: Thanopolen central. A whole lot of Group-Powered sliths. When one dies, they all fully heal and gain levels. It is possible, if you sneak around the back and up the stairs, to run in combat mode past all of them to the stairs to the second level. If you want to fight some of them, it's probably best to focus on one and then focus on another, rather than fight a bunch at once, because when one dies, they all heal. COMBAT: Thanopolen Tower north. Chief with mages and helpers. Kill the two mages to drop the chief's protection field. Stay reasonably near Legare, because he divine aids you. However, it's impossible to move too close to the chief even after his shiel d goes down, so take him out at range. Destruction is good for this, as well as bows. REWARD: DESTROY MIND L3 on the shelves in the east. LAND OF THE DEAD Avernoss Camp to the Small Cave: Speak to Pithoss and head south to the center of the lake. Enter the Gateway Cave and walk west to the portal. Keep heading west and speak to Khaross to cross the river. Continue west to the Bridge. Shout at Akhidra to pass, and kill Kerbeross. Keep going west and then southwest to the Small Cave. Enter the portal to the land of the unhallowed dead. SHOP: Avernoss Camp. Silthokh. SIDE DUNGEON: Possanatheon (47). Talk to people. Speak with Possanathoss, and he'll give you the ENCHANTED MITHRIL ROBE. If you helped the Temple of Sothana, you can get DESTRUCTION L3 from Thakta, and if you meet Velthkhogroz, you can get PARALYZE L3 from Erika R... I mean, the Librarian. SHOP: Possanatheon. The Librarian will do identification. The First and Second Levels: To skip everything, head north and enter the portal. Otherwise, perform the tasks in The First Level, and head southwest to the portal to The Second Level. Perform the tasks there, and then head northwest to the portal to The Third Level. TASK: In The First Level, show mercy on the damned. Speak with Thantaloss and try to help him get his food. Speak with Ikhthioss and then try to turn the wheel to get it to stop. Speak with Siisyfoss and push the rock up the hill. Note that you can only push it up short, straight slopes. Once you've helped all three leave The First Level. Reward is ANTI-MAGIC FIELD. TASK: In The Second Level, fetch the battle plans from the enemies. Speak to Leksandross in the northwest tent to get the specifics. Then proceed southwest to the small cave, passing the traps. In the box in the northwest corner of the cave are the plans. Return them to Leksandross. Reward is BOOTS OF LEKSANDROSS. REWARD: CLOUDKILL L3 in The Second Level in the southwest in the enemies' cave. COMBAT: All over The Second Level. These sliths use the same tricks you've been seeing all scenario long. One novelty is the Invulnerability-Nearby slith in the north. Unblockable damage (Destruction, Cloudkill, Death Knell) is the way to go against him. Nathaganth's Castle: Pass the Fire Worms and enter Nathaganth's Castle. Head to the northeast and enter the far northeastern room. Make your way west and then south to the wheel with a chain, and turn it to open the gates. Go back to the gates and proceed up the stairs. Wind your way around up the second floor of the castle. Make sure to go reasonably quickly, because you must pass each checkpoint (with a new message about the guards following behind you) within 50 turns or you'll die. Then, instead of proceeding up the final stairs to Nathaganth's throne room, head east and north into the prison cells, passing the guards, and enter Legare's room. After that, head east out of the Small Cave and go back across the bridge and across the river to the portal back to the land of the living. COMBAT: The Third Level southwest and southeast. Fire worms. REWARD: Not exactly an item or a spell, but the pillar in the center of The Third Level will recharge you completely. Make use of it as soon as you get to it and before you exit upstairs. COMBAT: The Third Level northwest. Room of warriors. Reward is ROYAL SHIELD on the body of the Condemned King. COMBAT: The Third Level east. Two vahnatai mages. Watch out for the Multiple-Heal Summoner, who will summon demons behind you if your spellcasters get too close. COMBAT: The Third Level east. War wolves. Reward is DEATH KNELL L1/2 in the northeast of their lair. COMBAT: The Third Level northeast. Vahnatai mages. Beware the Death Kneller; stay out of sight as much as possible. COMBAT: Castle L2 southeast. Vahnatai guards. COMBAT: Castle L2 east. Faerie Queen. Reward is ALL-GLOVES. COMBAT: Castle L2 northeast. Vahnatai guards. COMBAT: Castle L 2 north. Vahnatai spellcasters. Reward is potions, a wand, and some coins. COMBAT: Castle L2 west. Guards. COMBAT: Castle L2 southwest. Archwizard. Death-Zapper: hits you with a killing zap every turn, and only luck can save you. Reward is DIVINE WARRIOR L3. COMBAT: Castle L2 south. Wicked Mage. Paralyzes you immediately and irresistably. With sufficient Martyr's Shield, you should be able to kill him without ever striking a blow. The Shield of Testament is a good thing here. It's just you and your faith. Reward is DEATH KNELL L3. COMBAT: Castle L2 central. Vahnatai guards. Your best bet here is to cast quickfire at them, run, close the door, and wait until they're all dead. Then head up to Nathaganth's room for a moment and come back so that the quickfire can clear. Camp again to Danatha: Speak to Pithoss again, and head northwest through the secret passage. Continue west and south until you reach Danatha. Enter Danatha. |
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