The Leaving
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Hints
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Outdoor Map
by Glenn

Walkthrough
by Glenn
For a word.doc of this walkthrough along with town maps e-mail Glenn with your request.
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Hints
To cross the chasm...*

To continue south from the big cave...**

To cross a pit east of the volcanic caves...***

To earn the Nephil Leader's trust...****

To find what the witch is looking for...*****


* you must use your communication orb and then look for a hermit.
Go southwest to find him and talk to him. Do what he asks.
If you can't get out of Bairus...

...Wait in the cell until the wizard arrives. Mention the hermit's name to him. Wait until the wizard returns, then follow his instructions.
If you can't get a portcullis open...

...go upstairs to get a long metal bar.


** talk to the captain in Graystone. Then talk to the mayor. Attack the slith fort far east of Graystone. Afterwards, ask the mayor for permission to use the library. Also, talk to the wizard Taneli in Graystone.

*** find a demon.
Search the volcanic caves. Look for secret passages.

**** you must kill all the three ice drakes.
Talk to her son to find the third one.

***** Go to the lava caves and find three very similar encounters. After defeating all the demons in them, you should be able to find a cave entrance in the middle of the lava caves.
Walkthrough
The Leaving
By Miluk,
cmkant@utu.fi
leaving.zip, v2.01, Med., PG
Disclaimer:
The Primary purpose of this “Walk Through” is to promote the preservation of the Scenario by establishing a permanent, flexible source of information, while providing the details of the Game.
There is no intent to undermine the work of the Author. Rather, it is meant as a way to praise their work.
Too often, as time passes, Authors have left the Community and, in so doing, leave their work to a public who have no means by which to find answers to their questions about the Game. This may make the Scenario unappealing for potential Players and the Scenario may, sadly, fade into disuse. Hopefully, this document may prevent this Scenario from falling into that status.

Author, Milu: Party level recommendation; 8-15, (6 members.)

Editor: I used a Level 10 Party of: 2 Fighters, 2 Priests, 2 Mages. Although I prefer to play without Archery, nor Alchemy, there were sufficient Archery and Alchemical supplies made available throughout the scenario.

The Story:
In the middle of the night you woke and heard crashes followed by a loud rumble echoing from the ceiling of the Cave. You couldn’t determine the source of the noise.
This morning, the Village Council had a meeting. Soon after that, a Council Member knocked on your door and said that the Village Elder wants to see you.
Vello
Watery Pit
Hidden House
Abandoned Fort
Anton's Hideout
Zemil's Home
Barius
Anton's Home
Greystone
Unfinished Slith Fort
Old Tomb
Collapsed Caves
Zziff's Domain
Fortress of Warroc
Ogre Village
Guarded River
Nephilim Village
Cold Cave
Final Notes
O-033, 052: VELLO.
14, 10: Door to your “Home”.
  11, 09: Where you start. Rest.
07&11, 12: KEPRAH. Alchemist. Potions, Identify, Mage Spells.
  05, 13: Door to Keprah’s Room.
06, 31: Door to Guard Post, S.W.
09, 34: Gate, S.W.
19, 34: Residence.
19, 42: Empty Building.
26, 37: Robin’s Forge. ROBIN. Weapons, Armor, Sell.
35, 39: Food Storage. Not Yours!
39, 36: Storage. Rats!
  43, 39: Weak Wall. Rats!
37, 30: Door to Guard Post, E.
41, 26&27: Gates, E.
37, 23: Storage.
38, 13: Residence.
  40, 13: Door to Corral with Cow.
  40, 09: Work Room.
32, 08: Door to Guard Post, N.
28&29, 04: Gates, N.
25, 10: Door to Training Area. EINAR. Train.
22&23, 15: Meeting Hall.
  16, 24: Kitchen. MILLO. “Rats in Food Storage. Pay whoever gets rid of vermin.”
        Ask, “Rations”. He responds,  “Mushrooms, or Beef?”
  27, 20: SANNA. Village Elder. Priest Spells. “Very worrying things have happened lately.” “Did you hear that terrible noise last night? It sounded like the Cave had collapsed. Someone must go see what happened and if it poses any danger to the villagers. It is known you have bravely defended the Village, so we decided to send you.” “Go to the South East part of the Cave, then come back to tell the Council what you’ve seen.”

O-041, 060: From here, you can see what the loud crashes meant: The Cave Ceiling has collapsed. Water is gushing down the hole and it already has formed a small lake in the Southern corner of the Cave. The Village Elder must be informed about this at once.
You notice a motion by the Lake to the South. There is a group of creatures fighting each other. You hear a cry of help! Someone from the Village may be in danger.
You find footprints and other prints that lead towards a hole in the Cave Floor. Water is pouring into the hole.
O-044, 062: WATERY PIT.
11, 04: Where you start.
13, 09: Secret Passage to opening with Slimes that like the water.
07, 04: Find a Bronze Necklace with Decorated Round Stones. Take.
03, 21: Secret Passage to open area with Slimes.
11, 28: Secret Passage to Comfy Root.
13, 22: Fight & Kill Spiny Worm. Skin it and make a Rope.
18, 14: Use Rope to cross the River.
27, 08: Secret Passage to area with Snakes.
24, 26: VALDIMAR. “I was looking for someone.” “I was looking for a lost person.” ”If you’ve found something, could you show it to me?” “I live West of the Village, behind a secret passage. Come visit me later if you can.”

O-033, 055: Secret passage to
WINDING CAVES.
O-029, 053: HIDDEN HOUSE.
21, 02: Secret Passage to – Lizards & Gold.
07, 04: Garbage – Bats & Crystal.
04, 23: Secret Passage to – Storage with Potions & Poison & Crystals. Not Yours!
14&15, 14: Doors to Hidden House.
  17, 11: Door to Alchemy Room. Barriers prevent you from entering.
  12, 11: Door to Room with Mage. ALEZINA. “Thank you for rescuing my son from the Cave. You didn’t find anything else down there did you?” She teaches you Medium Healing & Poison Recipes.
  12, 09: Door to Bedroom.
  08, 08: Door to Room with Herbs.
  07, 09; Door to Valdimar’s Room. “My old Mother and I have lived here for as long as I remember.” I don’t think we’ll stay long.” “The Waterfall is a serious problem and the Monsters. I haven’t seen things like that before.”

* Return to Vello to speak to Sanna.
You report to the Elder. “The Council will consider this.” You go home and rest, then return to visit the Elder again.
“The Council has discussed your news. It looks like the whole Cave will soon be flooded. We have to leave the Cave and find a new home. You must leave and search for a habitable Cave. I shall give you this Communications Orb. Use the Orb to contact me if you encounter difficult problems or find a Cave that looks adequate. Now, good luck.”

And, so, you set out on the Adventure to find a new Home for the people of Vello.

O-044, 027: Secret Passage to – O-042, 027.
O-042, 027: Secret Passage to – O-044, 027.
O-029, 028: ABANDONED FORT.
38, 24&25: Entrance Portcullis; East.
35, 24&25: Doors, locked. You get hit by rocks from above.
40&41, 08: Entrance Portcullis; North. A misty figure stands behind the Portcullis. It doesn’t appear hostile.
40, 07: Dead Gatekeeper. Ask, “Job”. You catch only parts of sentences, “Gatekeeper…not let in beggars, or…the password to see the king.” You respond? “_____”.
Since you don’t know the password, you continue your journey, hoping you may learn it along the way.

O-051, 021:
CHASM. No way across. Maybe you should contact the Village Elder.
*Use Communication Orb. She says, “Long ago, near the chasm, lived a man named ANTON, who looked after the Bridge. Try to find him if you can. I can’t help you otherwise. Good luck.”

O-050, 019:
LITTLE CABIN. Sign on front door, “Moved”.
O-023, 043: ANTON’S HIDEOUT.
*From the West, 05, 06: Secret passage to Garbage. Items.
*From the East, Blocked.
*From the North, 18, 05: Obelisk. “Hostile guests are not welcome. Anton.”
15, 17: Illusionary Stalagmite. Walk through.
15, 25: Door to Anton’s Hideout.
  16, 26: Weak Wall. “Move Mountains”. Solid Wall.
  17, 27: Weak Wall. “Move Mountains”. Secret passage to opening to –
   10, 26: Secret Passage to opening to –
    07, 26: Secret Passage to -
     06, 25: Weak Wall. “Move Mountains”. Grave of angry Spirit.
      05, 25: Box. “Strange Stones.”
      04, 23: Weak Wall. “Move Mountains”. Solid Wall.
24, 16: Secret passage to –
  21, 14: Secret Passage to –
   18, 18: Door to Anton’s Hideout. ANTON. Ask, “Job”. “Spending my days as a hermit. My time is spent much better. But I do have one friend. Guarding duties were the dullest. I was guarding that chasm West of Greystone. I have a means to get across.”
“I’ll help you if you help me. Far West of here lives a wizard called ZEMIL. He makes a healing salve. Mention my name to him. Bring me a good amount of the salve and I’ll give you something useful. But, before you go… undead inhabit a fort North of here. To go through the gate you had to know the password. The last time it was, ‘ashes’. Before that, it was, ‘cadaver’, or ‘corpse’.

* Return to the Abandoned Fort. Go to the North Portcullis.
04, 07: Dead Gatekeeper. Ask, “Password”. You respond, “Ashes”. “Correct.” He says and disappears. The portcullis opens.
37, 04: Tunnel “Climb” to –

B-42, 12: Tunnel in Basement.
B-04, 10 and 06, 10 and 04, 14 and 06, 14: Rooms with undead.
B-14, 05: Door to Corridor with three Barriers to –
B-14, 09: Door to Magic Lab with Black Shade.
B-14, 15: Door to Tunnel to –
B-17, 17: Weak Wall. “Move Mountains”. Empty Room.
B-17, 18: Door  to Empty Room.
B-17, 20: Door to Room with Ruby Skeleton.
B-17, 05, Weak Wall. “Move Mountains” to –
B-18, 05: Door to Room with three Slimes.
B-05, 04: Stairs Up. “Climb”.

25, 07: Stairs Down. “Climb”.
32, 08: Door to Corridor.
22, 09: Door to Training Room.
14, 09: Door you cannot open. You feel that something Evil is affecting this door.
30, 21: Door to Sleeping Quarters.
27, 20: Stairs Down. “Climb”.

B-36, 15: Stairs Up. “Climb”.
B-39, 17: Room with three Boxes.
B-34, 18: Room with three Boxes.
B-41, 20: room with four Boxes.
B-37, 34: Room with three Boxes.
B-42, 35: Room with four Boxes.
B-38, 40: Room with Rocks.
B-43, 44: Room with four Boxes.
B-40, 43: Stairs Up. “Climb”.

33, 39: Stairs Down. “Climb”.
18, 36: Door to Office with Vampire.
24, 38: Door to Office.
  24, 42: Door to Closet.
   26, 42: Stairs Down. “Climb”.

B-27, 33: Stairs Up. “Climb”.
B-23, 36 and 28, 36 and 23, 39 and 28, 39 and 23, 42 and 28, 42: Rooms.
B-22, 45: Secret Passage to Tunnel to –
  B-16, 45: Secret Passage to –
   09, 45: Hidden Pool of Strange, Grayish, Water. “Touch”, “Drink”, “Leave”.
    “Touch”. The Water is Cold, but you feel our hand warming up.
    “Drink”. You feel some of your Magical Powers coming back.
   B-17, 34: Door to Office.
   B-17, 44: Door to Evil Temple.
    B-14, 37: Door to Room with Lava surrounding Evil Altar.
* Cast, “Ritual Sanctification” on this Altar. (This is the source of all the Evil in the Fort.)
     B-13, 04: Door to Room with Book on Pedestal, “Necromancy for Dummies”. “Read”.
     B-04, 36&37: Door to Room.
      01, 35: Secret Passage to Gold.
      B-01, 38: Secret Passage to Crystal.
     B-06, 41: Door to Short Corridor.
      B-06, 44: Weak Wall. “Move Mountains”. Solid Wall.
      B-04, 43: Stairs Up. “Climb”.

12, 38: Stairs Down. “Climb”.
09, 31: Rune. As you step on this Rune, the Wall opens, allowing you to pass.
11, 30: Door to Office with Desk and Chest.
25, 28 and 26, 27 and 17, 25 and 20, 22: Doors to Meeting Room.
18, 21: Stairs Down. “Climb”.

B-09, 26: Stairs Up. “Climb”.
B-06, 28: Door to Trash Room.
B-23, 30: Secret Passage to Room with Box & Sign, “Do not Take! Reserved for Emergency.” (2 Skill Potions.)
B-09, 26: Stairs Up. “Climb”.

18, 21: Stairs Down. “Climb”.
09, 24&25: West Gate. Portcullis’ rusted shut.
10&11, 21: Door to Office.
  11, 18: Secret Passage to Lever. “Pull”. Doesn’t do anything.
18, 16: Door with Sign. Darkened Silver Plaque with Crown Symbol. Meeting Room with Lich and Undead.
  * When the Lich is defeated, you feel as though a curse was finally lifted from this Fort.
(* Both this Lich and the Evil Altar in the Basement must be destroyed to release the “hold” on the door at 14, 09.)
  13, 13: Bookcase with a Book.
This is the Notebook of the Fort Commander, King TRAFION III, who wanted to strengthen his Army with Beasts, Monsters and Undead. The King’s Wizard could only provide living Monsters.
Then, one day, a Priest came from the East, or South, and told the King he had rare knowledge of Necromancy and the experiments with the undead were much more successful than before.
Just a few months after that, the last entry was made, complaining that the Priest was deliberately slowing the process. The King decided he would go teach his soldiers what will power means………
12, 15: Door to Kings Room. Dresser & Chest.
14, 16: Secret Passage to Buckler.
25, 15: Door to Weapons Room.
27, 15: Door to Sleeping Quarters.
25, 12: Door to Armor Room.
14, 09: Door, previously affected by Evil Power, now opens easily.
  09, 07: Secret Passage to –
   08, 06: Secret Passage out to West of Fort.

O-020, 031: Secret Passage to –

ABANDONED CAVES.
O-019, 029: Secret Passage to –
O-015, 029: Secret Passage to –
O-012, 030: Corpse that has been here for a very long time. It has a “Wavy Sword” in it’s hand. “Take”.
* As you take the Sword, the Corpse gets up and attacks you. (Vahnavoi)

O-040, 018: Undead. Vampire, Ghouls, Skeletons.

O-032, 013: Stalagmites block the Tunnel.

O-041, 011: Secret Passage to Tunnel
O-036, 007: Secret Passage to –
O-031, 006: Secret Passage to - * This is a “loop” around the Stalagmites that block the Tunnel.

O-017, 024: Sign, “Shop of Magic, West – Barrius, North”.
O-0-09, 027: ZEMIL’S HOME.
40, 04: Secret Passage to Silver Ore.
39, 05: Secret Passage to Rocks & Silver Ore.
34, 07: Secret Passage to Garbage.
  39, 16: Magic Barrier.
  39, 17: Door to Corridor with two Runes on Floor.
  37, 18: As you step on this Rune, you hear a grinding noise.
  32, 19: Door to Room with Water Supply.
   32, 24: Door to Tunnel.
    37, 24: Door to Alchemical lab.
     37, 22: Bookcase. Learn, “Remove Curse”.
    40, 30: Door to Study.
    42, 31: Door to Zemil’s Room. Chair, Bed, Dresser, Chest.
    31&32, 32: Portcullis Gates. Sign, “Storage Library. Remember to lock Door.”
    27, 24: Herb Room.
    23, 19: Reading Room.
     * Bookcase. Diaries from the Bookshelves are all notes on Alchemical Experiments, Observations of different Cultures and Humanoid Species. The last notes deal with King Pellaska and the Bairusians. Their numbers have grown scanty over time.
19, 06: Sign, “F. ZEMIL, Magic Shop – General Store, Welcome”.
19&20, 08: Doors to Shop. Securely Locked.
22, 08: Writing on Wall, “Closed for an indefinite period.”

O-007, 014: You approach a Farming Village, but, for some reason, the Villagers stop their work to stare at you with hatred. You feel unwelcome and turn back.
O-007, 007: BAIRUS.
32&33, 58: Entrance Gates, South.
*When you step under the front Gates of the peaceful-looking town, it’s Guards fix their attention on you and look suspicious.
“They are from Vello! This is an attack!” One of the Guards shouts and others jump from their chairs, startled. Before you can even realize that you should run away, you are surrounded!
You decide to surrender, because you don’t want to fight a suicide battle against the whole Army of the City. Without telling you what you are charged with, they take you straight to the City Prison.
You are pushed into a Cell and the door is locked. The Guards leave you to argue among yourselves as to what happened and why and what you did wrong. At least they didn’t take your equipment.
17, 48: Door to your Cell. (* “Wait”, three times.)
You wait for a day and eat sparingly. You start to wonder if you are going to have to spend the rest of your lives here.
The next day you realize that a strange, bearded face appears in the window.
18, 47: OLD WIZARD. “I’m ZEMIL. Hi. I’m an anthropologist. I’d like to ask you a few questions and study your culture. May I?”
“Excellent! Are you from Vello?” “How would you describe Vellians feelings about Bairusians in general?”
You tell him that you really don’t know anything about Bairusians, or King Pellasko.
` He asks, “Are you saying you didn’t attack Bairusia? What are you doing in this City? How did you end up here?”
Finally, you ask, “Anton”.
“Oh, dear, what should I do?” he mumbles. “I must talk with the King. Don’t worry. I’ll be back as soon as possible. I promise to fix things.”
(* Wait, again; twice.)
You wait and wait. Hours pass… In the evening Zemil comes and says, “I tried to convince the King to free you, but it’s futile. He doesn’t want to believe your story. I had to take care of this myself. I got these keys. It’s time for you to escape.”
“This is the route that should take you out of the City without seeing too many people.” He opens the door, gives you a piece of paper and glances at your weapons nervously. “And please follow the route precisely, otherwise there will be casualties.”
“When you get out, you can find me in my Cave, South of here.” Zemil leaves hurriedly. The door is now open.

* Written neatly on the Paper:
“Walk North along the Corridor, through doors, until you reach the stairs. Climb them all the way to the Tower. Then, go East along a Corridor. It leads to another Tower. In this Tower are stairs down.”
“Climb to the First Floor again. Then walk to the East Corridor. In the East Wall there’s a secret door that leads out.”

(* You should make your way out as quickly as possible. Waiting and Battles will allow Guards to find you and you will all be killed!  The following sequence is recommended. ** For those “curious” players, I’ve included what’s available, in braces, [  ], following this sequence, although you’ll probably be killed for extended searching!)

Level 1.
12, 45 and 15, 45 and 14, 48: Cells.
11, 47: Door to Corridor.
(* If you try wrong directions, the scenario will tell you it’s wrong and not allow you to go that way.)
09, 23: Records Room.
09, 19: Portcullis. *Open.
11, 13: Stairs to Tower. * The one you’re supposed to climb.

Level 2.
10, 13: Stairs down.
16, 11 and 17, 11 and 17, 12: Doors to Corridor., East.
45, 10 and 45, 11 and 46, 10: Doors to Tower, East.
52, 13: Stairs down. * The one you’re supposed to climb.

Level 1.
52, 12: Stairs up.
*As you walk the East Corridor you hear the sounds of Portcullis’ closing and footsteps walking the other way.
53, 18: Portcullis. Locked! You can see keys on the other side, but can’t reach them.
*You’re going to have to work your way back to find something you can reach th e keys with!

Level 2.
31, 09: Door to Parapets.
21, 12: Door to Room with four Chests.
  20, 16: Chest with two long metal bars. “Take”.

*Return to the locked Portcullis’ at 53, 18.  “Use” the long metal bar. (In your list of Specials.) “Try it?” “Yes”.
Get the Keys to the Portcullis, open, head South along the East Corridor.
59, 34: Hidden passage in East wall. *You’re outside, East of Bairus

[ * These are ‘other’ areas. ]
[ Level 1 - 14&15, 13: Guards Barracks.]
[ Level 2 - 10, 16 and 14, 13: Guards Barracks.]
[ Level 2 - 26, 11: Door to Private Room.]
[    28, 12: Door to Study with Hordling. Bookcase & Table. Items.]
[ Level 2 - 36, 11: Door to Room protected with Strong Poisoned Arrows. Kills entire Party! ]
[ Level 2 - 14, 12: Storage with four Barrels.]
[ Level 2 - 48, 13 and 51, 16: Guards Barracks.]

* As Zemil told you, meet him in his Cave, South of here.

O-009, 026:
ABANDONED CAVES, to Zemil’s home.
19&20, 09: Doors to Entrance Foyer.
22, 08: Secret Door where writing used to be.
15&16, 18: Doors to Zemil’s home.
  18, 20: ZEMIL. “You have already ruined my Career. Tell me again, what you are seeking.”
  Ask, “career”, or “seeking”. “I can teach Magic Spells, Alchemy, Identify and I have a collection of Wares.”
  Ask, “Anton”. He says, “I can make the old friend that grease for free if you get me an important alchemical ingredient that ran out recently. The ingredient is Pearl Mushroom. The nearest place you find them is in a Cave South of here. Walk through the doors to the West and you will get to a Tunnel that leads to the Cave. Beware of the Gremlins on the Road.”
  12, 21: Door to the Tunnel.
  08, 33&34 and 11, 40&41: Secret Passage to Cave of Spiders.
  12&13, 42: Doors to exit from Tunnel to WINDING CAVES.

O-012, 050: You find Mandrake growing here. Pick it up? “Take”.
When you try to pick up the plants, they vanish and you are attacked by Gremlins. The quickest steal some of your food and they have a Spirit and Charmed Ogres to help them.

O-016, 053: Secret Passage to –
O-020, 056: Patch of Comfey Root. “Take”

O-005, 060 and 007, 060 and 006, 059 and 006, 061: Entrance To
FERTILE CAVE.
Enter, East:  22, 26: Pearl Mushroom.
    20, 13: Narrow ledge to access other side of Cave.
Enter West:  08, 18: Pearl Mushroom.
    07, 09: Secret Passage to Gremlin’s Treasure.

* Return to Zemil. Ask, “Anton”. You hand Zemil the mushrooms you found. “Excellent. Just the right kind of mushrooms.” He says as he leaves for his Lab. After some time, he comes back with a glass jar, which he places on the counter. “This healing balm should last for years. Here you are.”

* Return to Vello, for Training, Rations, etc., then on to Anton’s Home.
O-023, 045: ANTON’S HOME. ANTON. Ask, “Means”. Anton takes the Balm and gives you a Strange Wand. He tells you to wave it at the Chasm and the Bridge will appear.

O-050, 021: Edge of the Chasm. Do you wave the Wand? “Yes”.
A stone Bridge seems to grow out of the sides of the Chasm, over the Pit.
On the other side of the Chasm is a bigger Cave than you’ve ever seen before. You are now standing on top of a small hill where you get a good view to every direction. In the middle of the Cave seems to be a City. At first sight, this looks like an ideal place for your Villagers.

O-062, 009: Secret passage to open area, East & North of the Chasm and Magic Bridge.

O-072, 004: Sign, “North, Great Cave – South, Greystone and Unexplored Lands. – Beware of Savages!”
* The Great Cave, to the North, is Exile land and the terrible Tyrant, King Chevyn III, who rules Exile like a madman.

O-082, 020:secret Passage to –
O-084, 019: Sign, “Fletcher”.
O-084, 018: You found a small stone house with two lifelike statues. “Enter”.
Inside are an old man and an old woman. They make missile weapons. “Buy”.
O-069, 012: GREYSTONE.
(You can go around the City killing Sliths, either before, or after you’ve visited. Or, you can ignore them.)
When you approach the City of Greystone, there is a strange, acrid smell in the air. From far away, you distinguish Slith groups on Guard outside the walls and a battlefield full of bodies This town is clearly besieged! The battles have been hard.
When you get near, you see ashes and even frost on the ground here and there. Magic hasn’t been spared!
When you approach the Gate, you are asked your destination and where you come from. You tell the Guards you are travelers hoping to enter the City and they, reluctantly, agree to open one of the Portcullis.
34, 48&51: Entrance Portcullis’, South.
38, 44: Storage. Locked. Sign, “Thieves will be killed!”
34, 39&40: Mayor. RUGIS. Ask, “Siege”. He answers, “This is the greatest problem; we are under a siege. The Sliths have a Fort. In the East, far away in a Tunnel. Elimination of their Leader is our goal, but I don’t dare to send that many defenders of the City away.”
44&45, 42: Guards Barracks.
44, 38: Small Temple.
~~~: MRRAWR. “It isn’t easy to stay in this town, but I have no other choice. I collect stories. I’ve studied old legends and recent rumors in Human and Nephilim Towns. I’m going to put them together and write History for Exile.” “I’ve heard about an old Tomb East of here. A pity that it’s in the enemy territory and sealed with collapsed rocks. They say that it’s haunted and otherwise very fascinating. Jonathan, a man here in town, might tell you more details. He told me about a hidden ancient Relic in the Tomb. However, he wouldn’t tell me how it was hidden.”
38, 34: Door with a sturdy lock and sign, “Stay Out! Ray”.
34, 29: Rellos’ General Store. RELLOS. Tools, Food, Sell.
37, 22: Inn. ASTO. Innkeeper. Room, Beer. Buy Beer. He says, “You don’t happen to e Adventurers, or Mercenaries do you?” “ A certain person in town may be able to help you. A Witch may have seen the kind of Caves you’re looking for.”
  TANELLI. “I’m a professional Wizard. Or at least I was! People wanted to ask advice, learn spells and buy magical items…… until the earthquake!” (* may have been the one that caused the collapse of your home Cave ceiling.)  “I couldn’t guess that I’d lose everything – even my poor familiar. I would give anything if someone cleared the Tunnel for me to the remnants of my little house and Familiar.”
  JONATHAN. “I’m adventuring, now I’m stuck here. I heard that the Caves South of here are full of Silver and Gold. I think there may be too many Monsters roaming the Caves.”
Ask, “Tomb” .  He says, “They say that a valuable ancient Relic is hidden in the Tomb. It’s rumored to be powerful. I could tell you about it for 1,000 gold.” “You should see the Relic when you cast a Sapphire in a Pool.”
~~~: WITCH. You stop a Witch who’s hurrying through the town.  “What do you want?” she asks impatiently. “I’m just a traveler passing through.” “Actually, I’m looking for something. Maybe I could help you if you could help me. That is, if you’re courageous enough.” “I’m looking for a small plain sealed Box with two ancient Runes on the top. Robbers surprised me and took my property. They went South. They looked like Demons. I can tell you what I know about lands nearby if you bring back the box.” “There are Demon Caves South of here.”
32&33, 22: Temple of the Holy Cloud. BERT. Priest Spells, Heal.
31, 43: MARNA, the Wizard. Locked.
25&26, 34: Doors to Meeting Hall.
  23, 32: Door to Town Library. Use only with permission from the Mayor!
20&21, 21: Doors to Guards Area.
  15, 20: RAINER. Train.
  19, 18: Captain HERTTA. “We are under siege.” “You want to help with this war? I advise you to consult with the Mayor.” “This job has many diffic ulties.” “Suspicious people wandering around, food disappearing, suspicious-looking people walking around the town, like that Witch, or the Nephil, or the brown robed Mage, Ray.” “Marna saw him sneaking around in the South East part of this walled village.”
~~~: Marna. Ask, brown robed Mage, Ray. “I’ve seen him visiting a pile of rocks near the Eastern town wall.”
47, 41: Rocks. Large rocks have been piled here. You move them and reveal a small tunnel. Climb.

DAMP TUNNEL.
* Follow East branch to -
07, 12: Freshly dug tunnel up to Greystone: “Storage – Thieves will be killed!”, Food Storage.
  * You find Ray in the Storage Room. Fight. Kill. Find a small key.
  40, 47: Way back down.
* Follow the tunnel to the end. Giant Slugs. Kill. Poison Fangs & Asptongue Mold.
* Follow back to -
05, 23: Secret passage to Cavern with Asps. Kill. Poison Fangs.
15, 25: Secret passage to Cavern with Slithzerikai. Kill.
  21, 12: Box. Inside find bread crumbs. The Slith may have been trading with someone for food.
  27, 17: East section is way to area outside, East of Greystone.

Return to Greystone.
38, 34: Ray’s Home. Try the small key? Yes. Inside are a Bandit and Assassin. Fight. Kill.
  41, 32: Secret passage to crumbled wall leading into an abandoned, dusty house.
   47, 35: Chest. Trapped! Dried food from the Town’s Storage. Captain Hertta should be interested in learning about this.
   47, 31: Moldy Wall. “Move Mountains”. Hollow, dusty corridor with spiders.
   47, 23: Moldy Wall. “Move Mountains”.
   47, 22: Chest in Corridor behind the Inn.
Return to the Barracks.
19, 18: Captain Hertta. You tell Captain Hertta about everything you found. She admits the importance of your findings, thanks you dryly and hands you a small amount of money – about eighty gold pieces. A disappointing reward.
Journey on.

O-068, 032:
COLLAPSED CAVES. Cannot find a way in.

O-087, 033: Spring. Do you want to taste it? Drink, Yes, Leave. Poisoned!

O-106, 016:
OLD TOMB.
16, 25: Suspicious large boulder. Party Can’t move. Maybe there’s another way?
O-117, 023: UNFINISHED SLITH FORT.
08, 40: Side Door to enter.
26, 36: Door to Weapons.
11&12, 35: Door to Storage. Items.
13, 13: Secret Passage to Cavern with Gem. (Sapphire)
42, 17: Box. Items.
19, 28: Stairs down. “Climb”.

UNDER SLITH FORT.
40, 42: Stairs up. “Climb”.
41, 31: Secret Passage to Cavern with Mung Rats.
  39, 24: Secret Passage to Cavern with Spiders.
   40, 19: Secret Passage to Cavern with Spirit and Corpse. Items.
09, 35: Secret Passage to opening to –
09, 32: Secret Passage to area around Buildings.
21, 21: Door to Kitchen.
  28, 24: Secret Passage to Storage.
  27, 21 Door to Dining Area.
   31, 17: Door to Sleeping Area.
12, 21: Door to Water Pool.
  09, 15: Door to Room with Clothing. (Laundry)
23&24, 14: Door to Entrance Foyer to –
  24, 11: Door to Temple.
   21, 09, Door to Private Room with Bed and Chest. Items.
   27, 08:Door to Room with three Books on Pedestals. (Nothing, Explodes, “Bless Party.)
  24, 08: Evil Altar. “Ritual Sanctification”. Altar becomes “good”, you gain experience..
09, 11: Door to Private Room.
  08, 06: Secret Passage to Garbage.
  10, 07: Secret Passage to Bookcase. “Look”. In the Bookcase, you find a Diary, apparently written by the Chief of the Construction work. They are planning to build a large Fort and bring in several hundred of their kind.
  You find some interesting notes of a newly tunneled Cave which is still under Construction. It’s entrance is on the North Wall of this Cave.
15, 18: Door to Office.
  12, 07: Bookcase. Among the papers you find a note about a Human Mage who has helped the Sliths attacking Greystone. According to the note, the Mage is from Greystone and now is living with the Sliths somewhere in these Caves.
35, 08: Door to Room with Slith Chief and Mages.
  41, 07; Door to Cavern with Box. Items.
21, 05: The Sliths are expanding their Fort here. After reading the Diary you are now able to find a hidden stairway behind the Boulders. “Climb”.

LOWER CAVE.
16, 27: Stairs up. “Climb”.
14, 19: Door to Foyer to –
  17, 15: Door with sign, “The High Chief.” You find a Human Mage. He is crouching behind his desk and begging for mercy. You could kill him, or let him flee. Do you attack? Y/N. (Don’t kill him!)
The Mage kneels before you and kisses your hands in gratitude. Before he leaves, he tells you that he wanted revenge on the Greystone Mayor who had treated him badly. He also tells you about a Trap he set in Greystone City Hall. (You now have instructions to deactivate the Trap!)
20, 10: Bookshelf. Plans to defeat the City of Humans. Also, the Mage claims several times he was betrayed by the Mayor of Greystone. Of course, you have no proof and no time to begin investigating things like this.
21, 15: Secret Door to Room.
  21, 17: Weak Wall. “Move Mountains.” Box. Items.

(* Return to Greystone. Disarm Bomb. Then, talk to the Mayor. Ask, “permission” to enter the Library.)

26, 29: Mayor’s Chair in Meeting Hall. You found a powerful-looking Magic Bomb that’s attached to the Mayor’s Chair. A nasty Trap! Luckily, the Traitor told you how to disarm it. If he told the truth. Do you try to disarm this explosive? “Onward”.
The hands of your Party Members shake as they think of the possibility of failure, but the disarming is successful. Congratulations!

34, 39&40: Mayor RUGIS. Ask, “Siege”. The Mayor believes you because of your description of the Traitor. You also tell the Mayor about the Trap set in the Meeting Hall. “Can yo u disconnect it?”, He asks. “Well done. You deserve a reward”. (350 gold + Magic Gauntlets.)
Ask, “Library”. “After your deeds, permission granted.” The Mayor’s hand moves under the Desk and you hear a ‘click’.
23, 32: Town Library. Bookcases. “Look”.  You find a very interesting Spell Book. One of the Spells is more powerful than “Shatter”. You decide to take the Book with you since it has no use in the Library, anyway.

(*Leave Greystone. Return to the two areas you couldn’t access before you had this Spell Book.)
O-106, 016: OLD TOMB. “Use” the Spell Book. (In your list of Specials.)
You read a Spell form the Book It explodes the Boulder in the West Wall! Rocks fall down also on your head, but fortunately no one gets seriously hurt and the Ceiling doesn’t’ collapse. The Wall opens and you enter. (Many Undead.)
16, 01: Stalagmite Blocking Tunnel.
19, 04: Pool. “Drop” Sapphire.
Return to the Stalagmite at 16, 01 and it’s gone. The Tunnel is now accessible.
03, 03: Eye Beasts. (3). Fight & Kill. Receive Mace of Disruption. (Undead Slayer.)
23, 07: Gravestone. “Look”. Lever. “Pull”.
27, 11: Stalagmite disappears when you pull the Lever.
21, 19: Secret Passage to a Cavern with a Box.
25, 25: You see an Ancient Altar. It has almost crumbled to dust. However in this sealed, abandoned Crypt, something as ancient has survived and it appears to be very, very hungry. Vampire!
When you deal the final blow, the Vampires Corpse bursts into flames and is consumed totally. Among the remaining ashes you find a beautiful Helmet which miraculously survived the furnace. “Runed Helm”.
O-068, 032: COLLAPSED CAVES. “Use” Spell Book.
From this Book you have a very powerful and very straining Movement Spell. You direct it’s force to the Southern Wall and it works. As the dust in the air begins to clear, you see a Cave on the other side of the newly formed opening.
(* Green Stalagmites can be destroyed. “Move Mountains” Spell.)
37, 10: Green Stalagmite. Tunnel to Chasm. You cannot cross.
35, 12: Green Stalagmite.
31, 17: Secret Passage to Cavern with several Green Stalagmites @ 26, 22 and 25, 23 and 24, 23.
18, 24: Weak Wall.
  You have cleaned the way to a House around which the Cave’s Ceiling has fallen in from a few points and there are heaps of stones in front of it. The House itself, is still, more or less, whole and upright.
~~~: FAMILIAR. “I’m Taneli’s familiar, but it’s lonely here.”
12&13, 19: Doors to Taneli’s Home. WIZARD’S HOUSE.
  09, 28: Door, securely locked. Sign, “Ogres. KEEP OUT!”

Return to Greystone. TANELI. “everything”. You tell the astonished Wizard that you cleaned the largest rocks out of the way and his intact brick house can be reached easily and the Familiar is alive.
He jumps up looking sober at once, “I’m deeply thankful. I’ll leave the Town as soon as I can. Come visit me in the Cave some day and we’ll talk about your reward.” He leaves.

Return to Taneli’s House. “Now I can try to clean up a bit and then open my Magic Shop again.” “I sell Spells and sometimes I may have a Magic item, or two. In fact, I happen to have interesting Gloves for sale right now.”
(Drakeskin Gloves @ 800 gold.)
Ask, “Door”. Taneli unlocks the door to the Ogre Caves. “Enter”.

09, 28: Door from Taneli’s House to the Ogre Tunnels.
10, 36: Secret Passage to Tunnel.
  15, 36: Green Stalagmite.
  25, 30: Secret Passage to Cavern with 1 Gem, 2 Crystals.
  28, 38: Chasm you can’t cross.
  29, 37: Secret Passage to Tunnel around Chasm.
  42, 38: Ogre Corpse. Items.
  43, 38 and 44, 38 and 45, 39: Three Green Stalagmites.
  43, 43: Intersection in Tunnel.
   *West: Back toward Taneli’s House.
   *South: Big Cave. (45, 46: In Collapsed Caves / O-070, 038: In Big Cave.)

O-071, 040: You barely have time to take a look around you in the Cave and notice Ogre footprints on the ground before an Ogre Hunting Party spots you and attacks.

O-057, 031: At this point the Chasm looks so narrow that you could almost jump over it. Do you jump? Y/N.
  (You can’t make it. Party dies!)

O-059, 026: Interesting Crack in Cave Wall. * Now you have a shortcut back to the Great Cave!

O-069, 047:
BIG CAVE. (S)
O-069, 048:
VOLCANIC AREA. (N)

O-048, 074:
VOLCANIC AREA. (W)
O-047, 074:
WINDING CAVES. (E)
O-030, 062: Secret Passage to Cavern.
O-024, 069: Cave of Lizards. This area may be all right for the Villagers to move to. Call Elder. You describe the situation and she says that there may be a Nest of the Lizards in the area. Destroy it and call her back.

O-016, 067:
VOLCANIC CAVE.
15, 18: Secret Passage to Cavern with Crystals.
  13, 41: Secret Passage to Tunnel.
   07, 29: Secret Passage to Cavern. Green Stalagmite.
    02, 30: Ogre Corpse. Items.
41, 34: Secret Passage to Cavern with Imp.
32, 14: Secret Passage to Cavern.
14, 02: Drake.
14, 08: Drake.
02, 24: The Tunnel becomes so narrow that none of you is able to crawl into it. Eventually you admit to yourselves that you can’t exterminate all the Beasts here. You have no way of knowing how many Caves there are.
Call the Elder back and tell her about your progress. She thanks you for calling and says to continue on your search.

O-006, 089: Small Dark Cave. “Enter”. Bats.

O-023, 088: Secret Passage to Tunnel.
O-022, 083: Secret Passage to quiet Pond. Drink? Y/N “Yes”. You feel stronger.

O-047, 078:
WINDING CAVES. (W)
O-048, 078:
VOLCANIC AREA. (E)
O-051, 083: Nest of Lava Bats.
O-071, 087: You find a few Stone Buildings, abandoned long ago. They are mostly in ruins. One of the Buildings looks intact, however. “Enter”. The Building is empty except for a large, gray, cube-shaped stone. When you approach it, a group of Demons attacks.
O-074, 076: Secret Passage to Cavern.
O-076, 088: You find a few Stone Buildings, abandoned long ago. They are mostly in ruins. One of the Buildings looks intact, however. “Enter”. The Building is empty except for a large, gray, cube-shaped stone. When you approach it, a group of Demons attacks.
O-080, 082: Secret Passage to –
O-080, 087: You find a few Stone Buildings, abandoned long ago. They are mostly in ruins. One of the Buildings looks intact, however. “Enter”. The Building is empty except for a large, gray, cube-shaped stone. When you approach it, a  group of Demons attacks.
After this Battle, something here feels different. You feel like you’ve broken a Spell.

(* According to the “hints” given by the Author, completing these three tasks will cause a “Cave Entrance” in the middle of the Lava Caves. I believe it’s the Opening at: O-074, 070: The Entrance to Zziff’s Domain. * See below.)

O-065, 064: Here in the middle of Lava, you find a lone Demon that seems to be contemplating. “What do I see? Fighter Humans! Come near. Let’s talk.” “Approach”.
The Demon considers it’s words, looking sly and then asks, “Would you like to know how to get into a nearby Ogre Castle?” When you hesitate, already suspicious, it explains. “One of my Competitors lives there. Otherwise, I wouldn’t be telling you this, but if I’m not wrong, you’re yet another group of Adventurers on a mission to wipe out all evil in the World.” The Demon laughs gloomily.
“Travel to the Northern Caves, (*Volcanic Area.), and turn to an Eastern Tunnel. You’ll come to a Pit. It is an illusion placed there by my Competitor and can be walked over.” After saying this, the Demon disappears.
(* See below @ O-085, 039: ILLUSIONARY PIT.)
O-074, 070: Entrance to ZZIFF’s DOMAIN.
22, 07: Secret Passage to Cavern with Old Ruins. Box. Gold.
25&26, 09: Runes on Floor. You step over the Runes on the Floor. They start to glow and a Demonic voice asks, “What do you seek from the Domain of Zziff, mortals?” The source of the voice is invisible. You respond, “Box”. You shout back that you have come to look for a small box, describing it the way the Witch did. The answer is silence. Without warning, the Cave Floor suddenly turns immaterial under your feet.
You fall through the Floor, which may have been a magical illusion, into much hotter, lava and steam filled, sulfur-smelling Caves. They are partly illuminated by the glowing Lava. You end up on piles of sharp rocks, though luckily, not in Lava.

LAVA CAVES.

61, 06: Body.
08, 07 and 05, 13: Secret Passage to Cavern. Two Hordlings. Gold Ore.
03, 31: Ghost, PARELLINDA. “I was a Mage, one of the most powerful ones in the Southern Caves. I came here looking for a famous Treasure that the Demons had hidden, but my journey ended here. Now I am waiting here and hoping that someone would come to finish my mission.”
Ask, “Treasure”. “A little sealed box with two ancient powerful Runes on top.”
Ask, “ that”, or “mission”. “My body still wears an Amulet which neutralizes some of the Demon Magic. With it’s help it is possible to get past the Barrier Spells to a Portal located in these Caves. Through the Portal you can get to the Upper Caves and may even find the Treasure. Use the Amulet victoriously.”
Ask, “body”. “My body is located in these Caves, behind a Secret Passage somewhere. I believe I had still some Fire Walking Scrolls and an Energy Potion when I died.”
10, 40: A Magic Wall shimmers in front of you. It doesn’t look deadly. When you reach out and touch it carefully, it feels solid as steel.
35, 36: Secret Passage to a Cavern with a Body. “Look”. Remembering the instructions the Ghost gave you, you are able to find and remove an Amulet from this stinking, rotting Body that you find difficult to touch or even look at.
44, 36: Secret Passage to a Cavern with Lava Pools.
45, 36: Secret Passage back to Main Tunnel.
51, 27: Secret Passage to a Cavern.
  47, 26: Secret Passage to a Cavern.
Return to –
10, 40: You step toward the shimmering Wall with the Amulet around your neck. The Magic Wall starts to fluctuate and disappears into the thin air like it never existed!
05, 41: Portal. “Step in”.

ZZIFF’s DOMAIN.

32, 05: Portal. (Back to Lava Caves.)
43, 05: Stairway down to –

LAVA CAVES.

26, 50: Room, (center of 3), with Pillars and Portcullis. Locked!
Return back up the Stairway.

ZZIFF’s DOMAIN.

43, 05: Stairway down.
35, 31: Door to Room in Ruins.
  39, 35: Door to Old Treasure Chamber. Two Chests.
  37, 36: Weak Wall. “Move Mountains”. Solid Wall.
23, 14: Weak Wall. “Move Mountains”. Solid Wall.
23, 22: Demonic Creatures jump out to the Lava Pool to block your way.
23&24, 36: Doors t Ruins of Temple.
06, 43: Your way in this exceptionally slimy Tunnel is blocked by a deep Pool. The water is muddy and filthy, with slime floating on the surface. Suddenly, a few of the slime Pools on the Floor start to come together on their own and grow into three, hissing acetic Mounds behind you in the Tunnel.
12, 41: Secret Passage to Tunnel.
  09, 24: Secret Passage to Box. Items.
  06, 21: Secret Passage to short cut between Tunnels.
02, 27: Door with Sign, “ZZIFF the Disastro us – The Future Ruler of the Mortal World.”
  Enter. Fight & Kill Zziff. (Demon & two Hordlings.)
  You have now killed the Creature known as, “ZAIFF”, the Leader of Demons here. You have also caused great destruction among these Creatures. From now on, the Volcanic Caves in the area may b saver to cross.
The Demon’s Corpse disappears and all that is left is a layer of ash on the spot where it stood. You hear a ‘clink’ as a blue, metallic Key hits the Floor. You collect it!. (Also, pick up a Mithril Sword.)
06, 29: A Treasure Chest. Probably the Demon has trapped it well…… Try to disarm it? Y/N.
  To your disappointment, the Chest is full of dust that makes you cough. (Dust of Choking, (12)).
06, 31: This Chest doesn’t seem trapped. However, when you open it, something hostile materializes in the Room. (Specter.)
02, 32: Weak Wall. “Move Mountains”. Solid Wall.
04, 32: Door to Tunnel. This route seems to lead out into the bigger Caves. However, the mouth of the Tunnel glows with hiding Magic. The way in may be impossible to find again if you leave this way.

* Return to the Stairway @ 43, 05. “Climb”.
LAVA CAVES.
  Zziff’s blue Key easily turns in the Keyhole on the Wall. You now get the Gate open, when you lift it together manually.
22, 54: Door to Short Corridor, West.
  18, 54: Door to –
  You found the Demon’s Library. The Walls are covered with Shelves that are full of Books. Still, it’s best to be careful of the Demon’s Magic if you’re going to handle the Books.
  You also meet a rotting Creature who seems to have kept the Scrolls and Books in order here. It was currently sweeping the Floor, but now you see a hungry look in its eyes.
14, 50: Between Scrolls in the Shelf you find a note with the text: “Don’t forget to send the Box to West, to the Lizard. No more safe here.” A Lizard? Maybe a Dragon? You rummage through the Shelves until you find another paper, some kind of Map. There’s writing on the side: “Box in the hidden Alcove under stones.” You take the Map with you. You should now be able to find the Box from a hidden Alcove, if you run into one.
12, 57: On one Shelf of this Bookshelf, you find an interesting Book which seems to be about Lighting Magics. However, because it’s a Spell Book and this is a Demon’s Library, you can never be sure about the consequences. “Read”.
Nothing special happens when you open the Book and begin to read from it. The Tome deals with Force Fields and Zapping Runes. You also learn the Spell, “Shockstorm” from it.
Go to the East Room.
30, 54, Door to short Corridor, East.
34, 54: Door to Treasure Room.
  35, 50: Chest. Trapped. Crystals.
  35, 58: Chest. Trapped. 3 Orbs.
  41, 50: Shield, (Cursed) & Necklace, (Amulet of the Cobra).
34-36, 56-58: Magic Barrier.
  35, 58: Ring.
  36, 58: This Chest is empty and dusty. From the dust you can see that a small item has been in the Chest for a long time.

* Return to:
O-016, 067:
VOLCANIC CAVE. (The one where you killed the Drakes.)
32, 14: Secret Passage to Cavern. (Scenario tells you, “You think you have now found the Alcove that the Note in Zziff’s Library mentioned. The Box should be somewhere around here.
35, 12: After removing enough rocks, you find what must be the Box that the Witch was talking about! It is sealed and looks like it was made of wood. There are two Runes on the top. You take it with you.

* Return to:
O-069, 012: Greystone:
~~~: Witch. Ask, “Courageous”. The Witch looks surprised when you hand the Box to her. “You found it. Well, here’s your reward.” The Witch lifts her hand slightly and a knife appears in mid air. You have trouble catching it.
“Now about the Caves….” “I’ll tell you about the Caves, but I didn’t promise to kn ow anything useful. The Caves I’ve traveled through are uninhabitable or filled with People or Beasts. If you’ll find what you’re looking for, it’s neither North, nor South of here.” “Sorry.”

* You’ll have to find a way to the East.

O-104, 062: You come to the rocky shore of a big Lake. Far on the other side, you see a Village. You are too far away to distinguish any details.

O-085, 039:
ILLUSIONARY PIT. You stand at the edge of the Pit the Demon told you about. It looks very real and bottomless. Do you risk your lives and step on it, possibly falling in it” “Onward”. It works! You feel solid ground under your feet. Whew!

O-091, 041: A short Tunnel leads up North West. You find a sign pointing there.
Sign. “Fortress of
O-093, 039: FORTRESS of WARROC.
As you enter the area, you hear a loud “Click” and notice that you’ve stepped into a carefully disguised Trap. A magical web drops on you from the high ceiling of the Cave and Guards leap toward you from the Tunnel ahead. Fight.
11, 04: Secret Passage to Cavern with a Barrier. Basilisk! Box. Items.
17, 32: Ogre Grave Site. Digging, you find Gauntlets. The Ogre’s Spirit attacks you!
08, 42: Secret Passage. Shortcut to side Tunnel
08, 41: Secret Passage. Shortcut to main Tunnel.
10, 17: Secret Passage to  a Cavern. AMRAS. Priest of Cilin. “I’ve slipped through most of the Ogre Caves, but now I’m stuck here. After coming through the fort, I noticed I had dropped something important. I lost a Holy Book of Cilin’s Teachings. I must have dropped it somewhere in the Fort. If you happen to come upon the little orange Book of Cilin, could you please bring it to me?”
36, 05&06: Portcullis Gates. Securely locked.
37&38, 17: Doors to Corridor (N/S), to Corridor (E/W).
31, 25: Doors to Blacksmith’s area.
25, 25: Door to Smith’s Room. Bed. “Look”. “Book of Cilin.”
* Go back outside, via 10, 17 to AMRAS. Give him the Book of Cilin. He removes a Ring from his finger. “May it protect you on your Quest and may you find your new Homeland.” Return back into the Fort.
29, 25: Door to Room with four Chests. Items.
23, 28: Door to Corridor.
24, 31 and 28,35 and 24, 38: Doors to Weapons Room.
27, 41: Door to Priest’s Room.
30, 41: Door to Private Room. Among the garbage in the Ogre Priest’s Chest you find a note with some Praying Rituals and some information on it. “An offering at the feet of each Statue to enter the Temple.”
26, 48: Door to Private Room.
29, 48: Door to Private Room.
39&40, 51: Doors to Outside, South East.
  36&37, 58: Portcullis. Securely Locked.
38, 45&46: Doors to Meeting Room.
38, 40: Door to Library.
41, 49: Door to Chief’s Room.
  44, 46: Door. Locked.
51&52, 46: Doors to Barracks.
53, 39&40: Doors to Barracks.
54&55, 35: Doors to East Foyer from Corridor.
54&55, 29: Doors to Dining Room from East Foyer.
47, 38: Door to Private Room.
46, 21: Door from Dining Room to Kitchen area.
50, 17: Door from Kitchen to Food Storage.
46, 17: Door from Corridor to Water Supply.
45, 19: Door from Corridor to Inner Hallway.
43, 20: Door to Room.
43, 23: Door to Room.
56, 31-33: Doors to East Exit. Securely Locked.
53, 32: Door to Trophy Room from East Foyer.
44, 30: Door to Ante Room.
44, 35: Door to Ante Room. Two Chests. “Strangely Painted Bones.”
45, 34: Door from Trophy Room to Foyer with three Statues of Ogre Gods.
  “Drop” Bones at each of the three Statues.
43, 31: Statue has a small Lever protruding from it’s elbow. “Pull”. You hear a soft ‘click’.
40, 33: Door to Temple.
  You seem to have interrupted a Worshipping Ritual. “Catch the Prey!” the Chief shouts. Battle. As the Giant falls down, you hear something clinking against the floor on it’s belt. A bunch of Keys! You take them with you.
31, 28: Secret Passage to Book on Pedestal. (Floor Fire Trapped.) Spell Book. “Heal All.”
  * Perform “Ritual Sanctification” on the Evil Altar.
  44, 46: Return to Chief’s Room. Keys will now unlock it. Chest. Items.
56, 31-33: East Exit. Keys will now unlock these Doors.
53, 52: Secret Passage to Cave. Glowing Nettle.

O-095, 038:
BIG CAVE.
O-096, 038:
OGRE CAVES.

O-101, 042: You seem to have come upon a Village of the Ogres. They haven’t noticed you at this distance. You could:  “Sneak”  ; away, “Sit” and watch, or “Attack”. * Sit, or Attack, both cause a Battle.
O-109, 057: OGRE VILLAGE.
25, 10: Door to Residence. Chest.
21, 10: Door to Residence.
26, 17: Door to Residence. Chest.
18, 19: Door to Room with three Boxes.
18, 22: Door to Room with three Boxes.
18, 25&26: Door to Dining Hall.
15, 08: Fishing Lodge.
12, 21: Office.
  09, 24: Door to yard.
  10, 25: Sleeping Quarters. Two Chests.
12, 10-14: Three Piers. As you step onto the Pier, you suddenly find yourselves surrounded by Ogres. Fight.
08, 11&13: Boats. Check upstream, (N), but the water only goes to the two Ogre Villages. Go West South West, looping around the Waterfalls, toward the North West to –
O-118, 034: Entrance to GUARDED RIVER.
18, 37: Waterway Entrance to Fortifications, South.
  20, 41: Door to East Block.
   28, 43: Door to Emergency Portal.
  15, 41: Door to West Block.
   08, 41: Door to Corridor.
    04, 36: Door to Room to –
     03, 33: Door to Tunnel North.
     19, 05: Door to Guard Post, North.
      25, 05: Dresser. Part of a Diary of a Slith Priest One of the entries is interesting: “Today, the High Priest invited me in person to visit his secret Study. I hope to find the Lever he was talking about.”
   01, 16: Secret Passage, (Barrier.), to –
    01, 19: Lever. “Pull”.
   04, 12: Door to Office.
    03, 09: Illusionary Bookcase. *Lever released it. Chest. Items.
   05&06, 07: Doors to –
    03&02, 04: Portcullis. North Gate. Securely Locked.
   06, 38: Door to Barracks.
   06, 42: Door to Slith Chief’s Quarters.
   07, 44: Statue of a frightening Deity. It looks partly like a Slith, partly like a deep sea fish: it has bulging eyes and exceptionally long teeth. It’s holding a headless fish in it’s right hand.

* In the Tunnel on the Center Island, are a Basilisk and a Fire Lizard. They can be best fought and destroyed from the Guard Post in this area, accessed by the Doors at 10, 39 and 13, 39.

* In the Fortifications across the River, you can see and do battle with the Sliths from the Guard Post in this area, accessed by the Doors at 22, 39 and 26, 39. When you feel you’ve done sufficient damage, go to the Emergency Portal.
28, 43: Door to Emergency Portal.
  30, 42: Emergency Portal, South East. “Enter”.
  43, 14: Emergency Portal, North East. “Enter”.
41, 15: Door to Dining Room.
39, 16: Door to Tunnel, South.
  27, 25: Door to Guards Room, South East.
   29, 28: Door to Guards Barracks.
   24, 25: Secret Passage to –
    23, 27: Lever. “Pull”.
41, 11: Door to Kitchen.
  44, 08: Door to Worm Storage.
35, 11 and 35, 14: Doors to Guard Post, North East.

Return to Emergency Portal, North East. “Enter”. 
30, 42: Emergency Portal, South East.
  28, 40 and 29,41: Secret Passages to –
   29, 40: Lever, Surrounded by Magical Runes. “Pull”.
  (* This is the Lever referred to in the Priest’s notes. You’ve changed the parameters for the Emergency Portal!)
30, 42: Emergency Portal, South East. “Enter”.
  43, 29: Portal in Secret Library.
  43, 33: Desk. “Look”. You find papers written by a High Priest. According to him, they found this abandoned Watching Tunnel on the River one day and moved in.
  44, 35: Bookcase. “Look”. Find spell, “Dispel Barrier”.
Return to the Portal in the Secret Library. “Enter”. It takes you back to the Emergency Portal, South East.

Enter the boat, then -
13, 33: Cross over to the Center Island Tunnel.
  16, 27: Body. Items.
Return to the Boat and continue following the River, North West.
O-123, 013: NEPHILIM VILLAGE.
  03, 08&07: Entrance, West.
  17, 03: Entrance, North.
  14, 09: Door to Residence.
  14, 12: Door to Residence. RRWURR. Young Nephil. “My Mother is the Chief. Maybe you should talk to her.”
  21, 09: Door to Residence. MRRIM. “I am the Village Shaman. I use Magic Spells to Heal and Kill.” You ask about teaching you ,but Mrrim cuts you off with one word, “No”.
  08, 20: Door to Residence. You knock and open the Door. Inside a man is tending to a sick woman who seems to be shaking with cold. He gestures you to be silent and pays no more attention to you.
14, 23: Door to Weapon Smith. “I make Weapons, sometimes Armor, too.” Ask, “Train”. “These skills are important, especially now. We don’t have anything to think about except for the Drakes. Young Rrwurrr is clearly fascinated about the Drakes.”
18, 22: Door to Storage. Not yours.
20, 22: Door to Room with Rats.
23, 22: Door to Food Storage. Not yours.
09, 27: Door to MORV. Special Arrows. “They are efficient, for example, against Drakes.” Burning. Exploding.
19, 16 and 22, 13: Door to NEPHIL CHIEF. “I am the Village Leader. When there are problems, my job is to protect my people and find solutions.” “Lately, Ice Drakes have caused much trouble and danger. Which reminds me. What brings you here, travelers?” You describe your situation and ask if your two peoples could live in the same Cave. She answers, “I’m sorry, but I must say, no. Humans and Nephilim usually get along badly.”
* Return to talk to Rrwurrr at 14, 12. Ask, “Drakes”. He answers, “There is a crack in the high wall, near the mushroom field. I was walking around in the Tunnels. There was a hole in the Floor and in it I saw something blue with wings. It was a flying Drake!”

* These sections are arranged for clarity. Either section may be done first, then the other.
O-112, 006: COLD CAVE.
25, 06: Secret Passage to Cavern.
  15, 03: Nephil Corpse. Items.
03, 02: You find large frozen Bats hanging from the Ceiling, which means that this Cave hasn’t always been Icy.

* When you enter the center of the Cavern, you find two Ice Drakes. Fight and Kill them. Items.

13, 17: Secret Passage to Cavern.
  14, 19: Aha! You found a dark Tunnel leading down. It is very narrow. However, a decent sized Drake should fit into it. “Climb”.

ICY CAVES.
42, 03: Dark, narrow Tunnel up. (Way back out.)
40, 11: This Chasm is too wide to jump. There seems to be even colder air coming from the South.
43, 06: Secret Passage to Cavern.

* Return back up the narrow Tunnel, then through the Cold Cave, back to the Surface.
* Now, return to the Nephil Village to look for the Crack in the Wall that Rrwurrr told you about.

NEPHIL VILLAGE.

04, 17: There is a Ledge in the Cave Wall here. You look under it and find the Crack that the young Nephil was talking about. It looks large enough for you to enter, too. “Onward”.

DESCENDING TUNNELS.

27, 22: Crack in Wall, back out.
20, 08: Secret Passage to Swamp near the River. Holly.
06, 25: Secret Passage to –
  09, 11: The River flows down a steep, naturally formed Tunnel. Although the Tunnel Walls are slippery and the Rapids are strong, you might just be able to climb down without breaking your necks. Of course, with a rope, your chance to survive the climb is considerably better. “Climb”.

ICY CAVES.

(* Note: Throughout these Caves, there will be occasional “Rocks” that are Gold Ore. (Money.))
20, 19: Way back up.
39, 29: Secret Passage to Cavern with Ice Pudding and Gold Ore.
27, 51: Hydra Nest.
21, 51: Secret Passage to Cavern.
05, 34: Secret Passage to Tunnel.
13, 23: Secret Passage to Cavern. Gem and Gold Ore.
09, 49: Secret Passage to Tunnel. The Tunnels are getting narrower!
14, 59: Tunnel becomes too small for more than one Member of the Party. “Onward”. Which Character goes?
20, 59: Narrow way back.
59, 52: Secret Passage to a Tunnel to a Stream.
56, 48: Rocks in Stream. Step on to cross.
54, 23: Enter Cave. Ice Drake. Kill.

* When you’ve killed this Drake, the Scenario tells you that you’ve killed all three, so the Nephilim shouldn’t have any more significant problems, now.

40, 14: Tunnel blocked by Chasm. Cannot cross. * This is the other side of the Chasm you saw before.

*Return through the narrow opening at 20, 59 to join the Party.

* Climb back up to the Icy Caves, out the crack in the Wall. Then go to speak with the Nephil Chief.

19, 16 and 22, 13: NEPHIL CHIEF. “What brings you here, travelers?
  When you tell about killing the Drakes, the Chief looks satisfied. “I thank you esteemed adventurers. You can settle down in our Valley with us. We will appreciate you as our neighbors. This is my Reward. Of course, you can ask Mrrim if he’d teach you a spell.”
21, 09: MRRIM. Ask, “Spell”. The Shaman reluctantly agrees to teach you a spell. “Group Fear”.

* “Use” the Communication Orb. You tell Sanna the news that you have been accepted. She looks astounded, then extremely glad. “You did it! At last! It is now true! Return home so we can leave. You ask Sanna if she is better now. “Yes, I am, but come back to the Village immediately. We are under constant danger, though we won one battle.” The connection fades.

Return to take the Boat back around to O -015, 034 at the landing area near the Entrance to the Guarded River. Land and return to VELLO, to speak with the Elder.
Monsters are all over the place!
27, 20: SANNA. Ask, “Job”. She says, “You’ve finally come. You are the Heroes of the Village. Bad things have happened here. Villagers have died.”
Ask, “died”. She responds,  “One day the creatures attacked us in numbers. HANNAH and ANSEL, the Village Guards and the old Warrior, EINAR, died in a battle.”
“But now we can leave for our new home. Are you ready to accept your reward and begin to prepare with us for the Leaving?” (* Note: If you accept the reward now, the Scenario will end very soon after that!)

* You can play on to complete any quests you hadn’t so done, or simply for more “experience”, should you want. However, this is the end of the game. See “Notes”, below.
Notes:
I have written to the Author, “Milu”, and she generously answered all my questions, as follows:

1.)
Q.) The Hidden House at O-029, 053 has an Alchemy Room at 17, 11 which is protected by Runes.  Is it accessible and how may this be accomplished?
A.) The Alchemy Room is inaccessible, unfortunately.

2.)
Q.) O-007, 014: The Farming Village just South of Bairus. “You feel unwelcome and turn back.” Putting several conversations together: EINAR, in VELLO spoke of battles, the GUARDS at BAIRUS spoke of battles and ZEMIL questioned about battles between VELLO and BAIRUS. I assume that this information is only to give justification to being captured and thrown into the Cell. If there is any other meaning, I’ve missed it.
A.) Yes, that’s the case.

3.) In ZEMIL’s Private Quarters:

a.) Q.) Step on Rune, hear a grinding noise. What did it do, allow the Golem out?

  A.) Yes.

b.) Q.) Portcullis to Storage Library. Locked! Is this Room accessible?

  A.) No, that’s also inaccessible. Only the potion near the portcullis can be picked up.

4.)
Q.) After being accepted by the Nephil Leader, you return to Vello. It is being damaged by Monsters. You are given a choice of accepting a Reward for completing the Scenario, (Finding a new “Home” for the residents of Vello), or continuing on. I have searched as well as I might and find no reason for these Monster attacks, nor a means of stopping it. Was there a purpose for adding these attacks, other than “Playing Experience”.
A.) The monsters came with the water from the upper caves. There’s no means to stop them. There should probably have been a better explanation of this when you get back. I did the “final” town in a hurry. You can’t do really anything else after completing the main mission, except maybe search for side missions, or secrets.
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