HINT SHEET FOR TATTERDEMALION

To use this hint sheet, select the invisible text under the questions you want to read to make it visible. I made the answers to the questions invisible so you can't accidentally read a hint you don't want to read.

The Sorcerer Storyline

Remember that if you become a Sorcerer to ask the Holy One Dothar about 'tome'.

*****THE CAVES NEAR DOLOMITE (GIANT OGRES)

HOW DO I FIND THIS CAVE?

Talk to Helfin.

WHAT'S WITH THAT FIRST GIANT OGRE?

He's got problems, that's for sure. Not too many people shoot themselves in the face with a fireball for fun. Notice how he took no damage from that, though.

THERE'S AN OGRE BLOCKING A PASSAGEWAY, AND I CAN'T THINK OF A GOOD STORY TO TELL HIM.

Remember what the ogres you met before told you: they thought you were wearing great disguises, which made you look human. They told you go to see the king. Why not relay that information to the guard? Try some keywords which are related to this information and see what happens.

I CAN'T GET THE "SHINY THING" UNDER THE PILE OF RABBIT SKINS.

This is one of those false clues I threw in for people who skim the hint sheet before playing a scenario. How long did you spend looking for the rabbit skins before you gave up, read this, and found out there ARE no rabbit skins?

IF I SAY "RABBITS" TO ANY GIANT OGRE, THEY ALL ATTACK ME.

"Rabbits is giant ogre's natural enemy!" Or something like that. Yeah, they really freak out over things like this. And they're WAY too powerful to fight, so don't think this is what you're supposed to do.

I FOUND A BUNCH OF STUFF IN A NOT-VERY-SECRET SECRET PLACE.

At least one thing there will be useful.

WHAT'S THE POINT OF THIS CAVE, ANYWAY?

Have you seen the Tatterdemalion talking to the King? Until you have, there IS no point to this cave.

THERE'S A BIG ARMY ABOUT TO DESTROY TRIANE. WHEN I LEAVE THE CAVE TO WARN PEOPLE, I'M TOO LATE.

Sounds like leaving the cave isn't a very good idea. At least not until you've found a solution to the ogre problem.

OKAY, SO WHAT'S THE SOLUTION TO THE OGRE PROBLEM?

HINT:

Have you found a use for any of the things you found in the not-very-secret treasure chamber? You should have found a big piece of chalk, a trophy, a pink wooden star, and a bell. Examine these objects by getting "information" on them in the special item screen.

I NEED ANOTHER HINT.

Okay. The lake with the fish? The ogre that says "Don't make noise or you'll scare the fish?" The bell that makes a loud "bong" noise? Did I mention that the fish are red? Did I mention that they're herrings? The fish and the bell are useless in this plotline.

STILL NOT GOOD ENOUGH.

Okay. The star has no value either (in this plotline).

I'M STILL STUMPED.

Okay. The trophy isn't useful either. That leaves the chalk. Remember the support pillar which will let you write on it? (At least, it'll let you write on it if you've seen the Tatterdemalion talking to the giant ogre army...)

ENOUGH WITH THE HINTS! TELL ME WHAT TO DO.

Draw on the support pillar with the chalk. Make sure you've seen the Tatterdemalion talking to the King, or this isn't an option. When the game asks you what you want to draw, answer "rabbit" or "rabbits". Watch the fun begin.

*****THE CAVES NEAR AEGRE (THE DRAGON)

HOW DO I FIND THIS CAVE?

Talk to Sulligan in Aegre, and then Eugene. Ask Eugene about "caves".

WHO'S MELVIN?

Some wizard who used to live in these caves. Remember his name for later.

I CAN'T DEFEAT THE DRAGON. IT'S TOO POWERFUL.

It's friendly, doofus. Why are you attacking it?

I FOUND ONE CORNER OF A BUILDING THAT WAS MELVIN'S LAB, BUT I CANT GET IN.

Examine every exposed wall section for secret doors.

I GOT TELEPORTED!

Yeah, that'll happen. Try the "other way" in.

THERE'S A ROOM WITH A BIG PIT THAT I CAN'T CROSS.

HINT:

Read the sign.

ANSWER:

Some parts of this pit are actually black floor tiles. You can step on them.

OKAY, I MADE IT PAST ALL THOSE MONSTERS AND TRAPS, AND GOT TO ANOTHER DOOR, AND I GOT TELEPORTED AGAIN!

Yeah, that'll happen. You chose the wrong other way. Try going UP from the room below your eventual destination.

WHAT ARE YOU TALKING ABOUT?

Start from the room where the spiders were. Go to the room east of that. Now go to the north wall. Look for a secret door in the middle of this wall.

THAT SPIDER WON'T GET OUT OF MY WAY!

"Rescue" it.

THE LAKE FLOODED AND KILLED MY WHOLE PARTY!

You have more problems than you realize. You're not even playing the right scenario. That can't happen here. (This is a false clue.)

I WANT MORE INFORMATION ABOUT THE TATTERDEMALION!

You got everything you need. You learned that it's actually some jerk in a suit.

*****THE CAVES NEAR OPELKA (OUTCASTLE)

HOW DO I FIND THIS CAVE?

Talk to Ledland. Get him talking about the Tatterdemalion.

WHY DOES EVERYONE IN OUTCASTLE HATE ME?

Maybe you're really ugly. Or, maybe they've all been driven mad by Berries.

HOW DO I GET PAST THE DOOR THAT REQUIRES THREE KEYS?

Find the three keys?

NO KIDDING. HOW ABOUT TELLING ME SOMETHING I DON'T KNOW?

Okay, okay. There are three rooms in the northern half of the castle: one filled with priests, one filled with fighters, and one filled with wizards. These are people who were kicked out of the Holy Ones, the Bodyguards, and the Sorcerers, respectively. Each group is given one of the keys, so the keys are hidden in these three rooms. Look at the paintings in the fighter room, look for the chair in the tiny alcoves in the priest room, and look in the potted plants in the wizard room.

I GOT THROUGH THE DOOR. THAT "DOOM" PUN WAS AWFUL.

Thank you!

I GOT TO THE CELLAR BUT THERE'S NO EXIT.

You mean there's no VISIBLE exit. Look around for secret passages.

*****THE TOWER OF THE ARCH-MAGE

HOW DO I GET THIS QUEST?

Talk to Roselle, in Opelka.

THAT'S A REALLY COOL STAIRCASE EFFECT!

Thanks.

TOO BAD THERE'S A GRAPHIC GLITCH WHEN THE DOORS APPEAR.

I know. I did everything I could to get rid of it, but nothing worked. I think this is a bug in BofE's graphics engine.

HOW DO I SOLVE THE "GET TWENTY" PUZZLE?

HINT:

What do you suppose you need to get twenty of?

ANSWER:

Each time you step on a space with mushrooms on it, you pick up that many mushrooms (3,4, or 5). When you get exactly twenty, the gate opens, but you'd better be right next to it when it opens! There are several solutions to this puzzle but each one (I think) involves stepping on the same square twice, which might not occur to some people right away. Try stepping on 4, 4, 4, 3, 5.

HOW DO I SOLVE THE QUICKFIRE PUZZLE?

HINT:

Certainly not with the door. It's painted. Maybe there's another exit?

ANSWER:

Remember you don't need to be next to something in order to grab it as long as there are no monsters around. Grab the cloak as soon as it's visible, then search the south wall for secret doors. It's about 4 squares to the left of the fake, painted door. When you find the secret door, you'll be teleported somewhere safe. Just wander around the maze of secret doors until you find a square that teleports you back to the staircase. It's a pretty lame maze. You'll get through it in a couple of tries.

HOW DO I SOLVE THE FLYING BOAT PUZZLE?

HINT:

Have you found the other boat yet?

HINT:

How about the block of cheese?

HINT:

Have you tried leaping up and down while singing "The Good Ship Lollipop?"

ANSWER:

This is one of those fake clues I throw in to confuse people who read the hint sheet before trying the scenario! (You know who you are...)

HOW DO I SOLVE THE SLOT MACHINE PUZZLE?

HINT:

What puzzle? There's no puzzle here, just good clean fun.

ANSWER:

Just pull the lever until something good happens. Unlike in a casino, something is good is guaranteed to happen by no later than the ninth pull.

*****THE AVIAN FORTRESS

HOW CAN I FIND THE PATH TO THE DESERT?

Talk to Helfin of Dolomite, but talk to Gonsella (also of Dolomite) first. Talk to her about the Tatterdemalion. Don't do this, though, until the Avians attack the Grove, because it won't work until then.

HOW CAN I GET INTO THE FORTRESS?

Go to the north side of the fortress, but the eastern half. One of those white dot specials shows you a break in the magical force field. But you'd better have talked to Conray, in Opelka, to learn what bird this Avian tribe is associated with.

AND THAT BIRD WOULD BE...

The "heron". NOT the "eagle". THAT Avian was from another tribe, which is why he was pecked to death by THESE Avians.

NOW I CAN'T GET OUT!

You just got in! Explore a bit. :-)

I MADE IT TO THE ROOM WITH THE TWO ROWS OF AVIANS AND THE AVIAN LORD. THERE'S A PASSAGE TO THE SOUTH THAT DEAD ENDS, BUT I THINK I NEED TO GET PAST THE DEAD END.

You do indeed. Go back to the room with the two bookcases, two treasure chests, and the brazier. Look at the brazier. Now you're set!

OKAY, NOW FOR REAL: I CAN'T GET OUT BECAUSE I DON'T KNOW THE WIZARD'S NAME.

HINT:

Have you seen the books in the room with the brazier? How about the book in the prison room?

HINT:

Haven't you heard about a wizard who loved bizarre gadgets and traps, who loved to capture strange monsters, and who hated a particular dragon?

ANSWER:

Melvin.

OKAY, I'M OUT. NOW WHAT?

Go back to the Grove. Talk to Verena.

*****THE WELL

HOW DO I GET THROUGH THIS?

You might try using an Orb of Sight to look for secret passages. (If you haven't used them all or sold them, that is.)

OKAY, I USED AN ORB OF SIGHT...GOOD GRIEF! LOOK AT ALL THOSE SECRET AREAS!

Yeah. That magic lake does weird things to the ground. Plus, the Tatterdemalion's been messing around in there. Maybe you SHOULDN'T have used that Orb of Sight.

SO...WHAT DO I DO?

Okay. Starting from the docks, count the areas of cave floor that are accessible only by boat. Count them counter-clockwise, so that the area directly south of the docks is area #1.

Go to area #2. Look for a secret passage on the west cave wall. Step on the special.

Now go back to the dock. This time, you'll count CLOCKWISE from the dock. Area #2, clockwise, now has a secret passage in the northeast corner, heading north. Go into that area and step on that special.

Now, stay where you are! Don't go back to the dock. Get in the boat and go south. All the way to the south end of the lake. Go to the nearest cave floor area south of the lake. It's not quite directly below the cave floor area you just left, it's below and a little bit to the west. (Like 3 steps to the west.) Go into this cave floor area, and now you'll find a secret passage in the eastern wall. Enter it. You should be in a narrow tunnel that heads east and stops. Except it doesn't really stop, because there's a secret passage at the east end of this tunnel too. So, go through that second passage. You'll get a text message pointing out the pit that's right next to you. Jump into the pit by stepping on it.

THAT WAS WORSE THAN THE GRAVEYARD MAZE IN "ISLANDS OF THE WHEEL"!

No it wasn't. That graveyard maze was MUCH worse. :-)

*****THE TATTERDEMALION'S LAIR

WHEN I EXPLORE THINGS, I HEAR PEOPLE BANGING ON THE SOUTH WALL, BUT I CAN'T GET TO THEM.

You won't be able to until you hear their voices TWICE. Then the secret door appears, and it appears in outline form, so you should be able to see it. It's on the south wall.

I FOUND THE PRISONERS.

Good. When you leave, get ready for a fight.

I'VE SEEN THE ENDING. YOU ARE ONE SICK HUMAN BEING.

Thank you!