Truffle Days
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Hint Sheet
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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
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Hint Sheet
1. How do I get Yaris to offer me some help?
HINT:
You need to find some good evidence that the slith threat is significant.  The attack on the town, and slith wandering monsters, aren't enough.  Keep exploring.
ANSWER:
Do either or both of two things: 1) find and destroy an encampment of sliths in a secret passage; there are two of them.  2) find and open one of several slith riddle boxes loaded with supplies.  Then go back and talk to Yaris again.

2. I can't figure out the riddles on these boxes.
Slower than a serpent...
HINT:
Think non-living things.  It's something abundant in the scenario.
ANSWER:
lava

Keeper of knowledge...
HINT:
It's a living thing, something encountered on rare occasions.
ANSWER:
dragon

It is power for the wizard...

HINT:
The first three phrases describe what it does; the last tells where it is.
ANSWER:
Mandrake

From darkness to light...

HINT:
The last phrase is the biggest clue; it's a very short journey.
ANSWER:
Birth

It is the forked tongue...

HINT:
First,'tongue' is a metaphor for something else.  Second, remember who these boxes belong to.
ANSWER:
spear

3.  How do I get past the forcefield with the big mouth?

HINT:
You have to accomplish some other things first.
ANSWER:
When you tell Yaris your evidence of the sliths, and he gives you his mission, he'll tell you the password.

4. How do I get through the levers, buttons, and doors at the entrance to Yaris' cave?

HINT:
Explore thoroughly.  Try to establish which levers and buttons do which things.
ANSWER:
First pull the lever by the 'fire’ door.  Follow the wall north and enter the secret passage on the east side.  Pull the lever there.  Exit the secret passage, go straight across, with the quickfire at your heels, and into the secret passage on the west side.

5. How do I defeat/avoid the monsters that attack me once I’m inside?

HINT:
That's a tough way to start a combat, isn't it?  Standard procedure may not work well here.
ANSWER:
There's no set way to do so.  It's a hard combat, but you have to do it in order to continue.  Stocking up on power potions via alchemy will help.

6. I've spoken with Khalizan.  How do I get in to his palace?

HINT:
What makes you think he WANTS you in his palace?  Being hotshot adventurers doesn't necessarily gain you admittance to every palace and dungeon around.
ANSWER:
You can't get in.  Yet.  Finish the mission, and report back to Yaris.

7. The sliths killed some townspeople and now there are some things I can't buy.

HINT:
Tragic, isn't it?  Are the things those people had really essential to complete the scenario?
ANSWER:
Yes, the two attacks on Amelia that follow the first one both result in dead townspeople.  They’re dead.  Deal with it.  If you had explored thoroughly at the beginning, you might have located those slith groups and killed them before they got to Amelia.
Then Gurdjak, Vaughn, Helena, and Nerise (that's right, no reward from her at the end) would still be alive.

8. Who is controlling Khalizan?

HINT:
Yaris obviously doesn't know, so go find out somewhere else.  Maybe if you went back to your room and slept on it, you'd get some inspiration.
HINT 2:
If it's past day 12, enter the courtyard of the inn and start talking to Jubal Tor'n.
ANSWER:
The vahnatai are controlling him, but you need hard evidence.  Jubal tells you to find and search Tokkren's room.  Mott will tell you which room it is.  Search the room and find the mold.  Show it to Jubal, and then to Gwen.  Leave town, go west, then south, and find the long east-west passage with the graymold patch at the end.  Get the parchment, & have Jubal make his translation.  Show the translated parchment to Yaris.

9.  I'm in Khalizan's palace.  How do I get through the Virtue of Fortitude?  This is really nasty.

HINT:
Yes, it is.  You need lots of fortitude.  Try to explore the whole section.  Save your spell points for Firewalk and Ice Bolt, both where appropriate.
ANSWER:
You need to hit all four of the spaces with the white dots, and put together the pieces of the malachite sphere.  Go through the first time just to get it mapped, and to kill the basilisks.  Hopefully, you had already explored the undead crypt and acquired Destone before coming here.  Rest as many times as you need to.  Then establish which conveyor belts will get you to which places, and where each teleporter puts you.  When you have the sphere, the next teleporter will take you out.

10. I'm in Khalizan's palace.  How do I get through the Virtue of Strength? I'm getting fried.

HINT:
Speed helps here.  Speed up yourself, and slow down the pyrohydras and salamanders.  Poison is a good spell to use.  Try to look ahead and figure out where you need to go, so you know when to pull the levers.
ANSWER:
Cast Major Haste, and stay in combat mode.  Cast Slow and Poison on the monsters.  First go to the right, through the gates, and hit the lever on the west wall to open one of the two gates just to the north.  Go back through the first set of gates, hit the lever to swap them, and head down and back up the other side.  Go through the gates you just swapped, up through the next set, and hit both of the levers in that area.  Go down through the set of two, then up and right through the set of four.  Be sure you hit the white dot and get the Shimmering Opal before you teleport out.

11. I'm in Khalizan's palace.  How do I get through the Virtue of Honor, particularly the room with the gremlins?

HINT:
The other rooms are mostly straight combat, but this one's a blend of two puzzles.  Be sure you talk to both gremlins, or Jibber's riddle can throw you off.  The riddle is a straight logic problem.  Map it out on a piece of paper and eliminate doorways one
at a time, according to the clues.  The maze is largely trial and error; you'll save a lot of money if you solve the riddle first, but the maze is negotiable with or without the riddle.
ANSWER, RIDDLE:
The 5 doorways, west to east, are statue, anvil, pedestal, tree, brazier.  As Macree said, look at those objects, not the ones at the top of the maze.  #1, 'It's east of the statue.’  Therefore, it’s not the statue.  #2, 'between 2 wrong doors.'  Therefore, it's not the brazier, being on the end.  #4, 'if not the brazier, at least 2 doors away.' It isn't, so it's not the tree, being only 1 door away from the brazier.  #3, 'if not the tree, it's not next to it.'  It isn't the tree, so it's not the pedestal, being next to it.  Therefore, it is the anvil.
ANSWER, MAZE:
Start at the top anvil, which you can walk through.  From the first 'room' go west, west, south, west, south, east.  Exit via the door with the anvil.

12. How do I knock out the beings controlling Khalizan?

HINT:
They're pretty well protected, aren't they?  Darn those vahnatai forcefields.
ANSWER:
You can't.  You have to do this one the hard way.  Kill Khalizan.  He's tough, but not unbeatable.  Making the exchange with Moussoul before you enter will help somewhat.

13. I got a disturbing message on my way back to Amelia.  How many sliths do I have to kill on the shore of the lake?

HINT:
Well, how many did you start with, and how many would be a small enough number not to be a threat to Amelia?  The town isn't very well defended.
ANSWER:
Thirty-five out of the initial forty.  A message will be displayed saying 'boy, you've killed a lot of them' once you hit thirty-five.  THIS dungeon is just hack and slash.

14. Where can I get some higher level spells?

HINT:
Start in Amelia.  Two people there sell spells.  Some others can be found elsewhere in the scenario, but you have to accomplish some things before you can reach them.
ANSWER:
Corum sells all the 5th level mage spells.  Helena sells all the 5th level priest spells.  Some 6th level mage spells are in Yaris' hideout.  Some 6th level priest spells are in the undead crypt.  There are no 7th level spells in the scenario.