Odyssey Walkthrough and Such
by Pamella Sears - psears@scripps.edu
****************** ODYSSEY NOTES ******************
General Tips:
1. Getting into locked rooms. If anybody else can get in,
so can you: Wait for them to enter, then block the door
while you wait till they come out again, then drop
something in the doorway. That'll keep the door from
closing while you wander around at leisure.
2. Monsters can't use stairways. If you find a really tough
monster, lure him to a stairway, then beat on him and when
your health gets too low, go up or down the stairs to
recuperate. The great thing is, time heals you but it
doesn't seem to heal him!
3. As you use magic, you get more spell points (5 per
level.) So --- since it's easy to gain levels initially,
use ALL of the offensive disciplines (hydromancy,
electromancy, pyromancy, and cryomancy) -- don't just
concentrate on one! -- and get up to about level two or
three on each. (After that it gets much harder to gain
levels...)
Likewise, as you use weapons, you get more hit points,
so the same applies -- use ALL SEVEN disciplines, not just
one or two. After 30,000 points, you accrue no more
experience points for any discipline. This means you can
get a maximum of (4x7x5) + 100 = 240 magic points and
(7x7x5)+20 = 265 hit points.
(Points needed to jump levels: Level 1: 250; Level 2: 650;
Level 3: 1500; Level 4: 3000; Level 5: 5500; Level 6:
12,000; Level 7: 20,000)
4. Look for hidden passageways. They can be found behind
small notches in the walls.
******* KEYS *******
* Blue key: inside Ronan's Citadel, 2nd floor (open other
doors inside)
* Brass key: from Nemesis' body if you kill him.Opens the
side door of his room.
* Charred Key: in ashes of extinguished Perpetual (Culn).
I'm not sure what it opens -- perhaps the trap door in the
caverns (the door with the book in it)?
* Copper key: opens room in hospital in Elba. Get from
Felicia (the doctor) when you say book.
* Glass key: to priests' house on Culn. From Barbara in
Shoreline (say Perpetual, yes); also in a secret chamber in
the mines.
* Glowing key: in Red's room, Rochelle Castle, in a chest
(under clothes). Opens several doors in Rochelle Castle.
* Granite Key: in Ronan's room. Opens several doors in
Rochelle Castle.
* Green key: inside Ronan's Citadel, 2nd floor (open other
doors inside)
* Heavy Key: in the Western Billsville on Emas. Opens the
Jails.
* Metal Key: to various buildings in Shoreline. Get from
Alonzo (say mom, yes)
* Obsidian Key: from Elders' room in Elba. Use tunnel from
Niac to get there.
* Red key: inside Ronan's Citadel, 2nd floor (open other
doors inside)
* Rhinestone key: from Wichelstein in the cave habitat of
Culn (what you first walk into from the Un-Culn tunnel).
Say door, then red, and he'll give you the key to his back
door.
* Ruby Key: from chest in Skora. Opens a couple of the
doors there.
* Rusty Key: in Chest in Shoreline. Opens first door to
Barbara's room.
* Shiny Metal Key: from Thomas the Artist in Elba. Opens
Back door of his house.
* Slick Key: from central Billsville on Emas. Opens the
jails.
* Smelly Key: In chest in Morage town tavern; opens tavern
door.
* Smooth Key: in the Eastern Billsville on Emas. Opens the
jails.
* Wrought Iron Key: in chest in Shoreline (on Culn); opens
door to
jailhouse in Community.
******* SPELLS *******
Where to find them:
* Acid Rain: in southern refuge of Exin on Aggressat; in
Emas-McTeague tunnel
* Asudem Effect: in ruined city of Skora, in a trunk; in
Cave on the NW side of McTeague
* Befriend: Secret Passage in worm tunnels below Ronan's
Tower.
* Black Sleet: in Elba-Niac tunnel, large secret passage
* Characterize: Carl's Cave on McTeague
* Collective: 2nd level of caves under Community on Culn;
Carl's Cave
* Confuse: 4th level pf caves below Commuity on Culn
* Death Morph: In secret room in cave on Morage (cave with
switch)
* Dehydrate: 2nd level of caves under Community on Culn
* Dig: in ruined city of Skora, in a trunk
* D-Morph: In secret room in cave on Morage (cave with
switch)
* Electric Habergeon: 1st Vex Chamber
* Electrograsp: In house on S side of Niac on Un
* Extinguish: from Barbara in Shoreline (say Perpetual,
yes)
* Flame Javelin: Tunnel btw Un and Culn
* Gas Annulus: 3rd level of caves below Community on Culn
* Glow: in chest in Shoreline; from Octavius on Culn; in
Culn-Emas tunnel;
* Ice Blast: 2nd level of caves under Community on Culn
* Incant: On Emas, in the Fishermens' cave (SE side of
Emas)
* Infinite Dreams: Tunnel btw Un and Culn
* Invisibility: in ruined city of Skora, in a trunk
* Kinetic Barrier: in 2nd layer of tunnels below Community;
Emas-Morage tunnel
* Lightning Crashes: in Culn-Emas tunnel
* Luck: In tunnel btw Niac and Elba
* Megadeath: in secret tunnel 4 in Flog sewers.
* Morph: In secret room in cave on Morage (cave with
switch)
* Professional Glow: In Emas-Morage tunnel
* Push: in mines below Community on Culn
* Push Deluxe: in Emas-Morage tunnel
* Pyromania: in Cave on the NW side of McTeague; secret
chamber below Morage
* Spontaneous Combustion: in ruined city of Skora, in a
trunk
* Terrify: in cave beneath priests' house on Culn; in large
secret passage of Elba-Niac tunnel
* Thermal Field: Tunnel btw Un and Culn; also in cave
beneath priests' house on Culn
* Touch of Frost: 1st Vex chamber
* Vicious air: in cave beneath priests' house on Culn
* Vicious Circle: in secret tunnel in Flog Sewers.
* Warning: Tunnel btw Un and Culn
* White Heat Red Hot: in Culn-Emas tunnel
* Zenoheal: in Culn-Emas tunnel, Emas Morage tunnel
In addition to these, you will find the following spells in
Rochelle Castle (almost at the end of the game):
Ice Blast, Lightning Crashes, Hard Air, Incant, Touch of
Frost (2), Dig, Kinetic Barrier, Push, Black Sleet, Push,
Deluxe, Extinguish, Mini Icicle, Highly Professional Glow,
Glow, Trap Spotting, Morph, D Morph, Death Morph,
Flame Javelin, Flaming Fist, Thermal Field, Pyromania,
White Heat Red Hot, Electro Grasp, Electric Habergeon,
Angel of Death, Ride the Lightning.
What they do:
(Note: range means the spells can be cast on opponents >1
square away, while adj. means theat the target must be
adjacent to the caster. The numbers in parentheses tell how
many magic points that spell takes to cast.)
AEROMANCY:
Gas Annulus (49): Creates a circle of poisonous gas around
the user;
Hard Air (49): Shields user. Defensive rating of 30.
Vicious Air (42) Creates a small cloud of gas around the
target that does 22 pts of damage per move; range
Megadeath (190) 35 points of damage per turn to all
monsters within a large range of the caster; timed
AUTOMANCY:
Characterize (10): tells how many points of damage an
offensive spell can do
Infinite Dreams (30): Makes the caster rest more
efficiently
Luck (25): Increases luck
The Collective (5):
The Warning (10): chimes when monsters are near.
Zenoheal (52): heals the caster
CRYOMANCY
Black Sleet (24): Does 20 damage to all monsters within a
large range of the caster.
Ice Blast (19) Does 30 pts of cold damage; range
Mini-Icicle (5) Does 1 point of damage; adj.
Touch of Frost (7) Does 22pts of cold damage; adj.
ELECTROMANCY:
Angel of Death (34) Does 55 pts damage, adj.
Electric Habergeon (5) Shields caster. Defensive rating
of 5
Electro Grasp (9) Does 25 pts electrical damage; adj.
Lightning Crashes (18) 25 pts. electrical damage; range
Ride the Lightning (31): Does 25 damage to all monsters
within a large range of the caster.
HYDROMANCY:
Dehydrate (23) Does 45 pts. of damage; adj.
Acid Rain (25) Does 30 damage to all creatures within a
moderate range
KINETOMANCY:
Asudem Effect (32): paralyzes target
Dig (110): Digs a tunnel from purple to green gem.
Incant (50): specialized use in cave east of the
Billsvilles
Kinetic Barrier (29) Defensive rating of 21.
Push (25): pushes opponent 1 step away
Push Deluxe (51): pushes opponent many steps away.
LUMINANCY:
Glow (5): lights up small area
Highly Professional Glow (15): lights up a very large area
Invisibility (87): turns caster invisible for several moves
Professional Glow (15): lights up large area
Trap Spotting (15): Supposedly detects traps. Didn't work
for me.
ORGOMANCY:
Befriend (42): charms all nearby monsters
Confuse (33): confuses monsters so that they cannot attack
unless adjacent.
Terrify (38): scares monsters away unless adjacent
PYROMANCY:
Extinguish (80): extinguishes fire
Flame Javelin (25) Does 26 pts fire damage; range
Flaming Fist (17): Does 37 pts. fire/physical damage to one
target; adj.
Pyromania (47) Does 42 pts fire damage to all creatures
within a moderate range of the caster.
Spontaneous Combustion (33) Does 15 pts fire damage; range
Thermal Field (16) Shields caster; Defensive rating of 14.
Vicious Circle (41): Creates a ring of fire around the
caster
White Heat Red Hot (41) Does 65 pts fire damage; adj.
TRANSMANCY:
D Morph (91): changes creatures back to original form
Death Morph (25): never got it to work
Morph (53): never got it to work
******* ITEMS *******
(where to find them and what they do)
* Axe of Obfuscation: in Rochelle castle. A good axe with a
silly name.
* Armour Anthology: In Fishermens' cave in SE Emas. Allows
you to determine the degree of protection afforded by
armour.
* Boots Made For Walking: secret passage in Flog sewer.
Light boots, but not much protection.
* Elban Medical Book: from the doctor in Elba. Get the key
to the room where it's kept it when you ask Felicia, the
doctor, about book. Give to Niacian Elders to receive
Niacian Life Ender.
* Dagger of Doom: in house containing tunnel to outside in
Wain and a couple other places. Good one-handed melee
weapon.
* Edward's Trident: get from Deborah after you bring her
back to Edward (in Wain). The best weapon I found.
* Ferocious Falchion: in Edwards' room next to gate in
Wain. Good long-bladed weapon.
* Formidable Meat Cleaver: secret passage in Flog Sewer. A
rather silly weapon.
* Glass Sphere:in Culn-Emas tunnel. See Emas section for
use.
* Glowing Rock: From Kaleb, in Exin, when you return Jay to
him. VERY USEFUL. Provides a great deal of light, and does
not need to be carried in either hand (therefore you can
use a two handed weapon or a weapon and shield and still be
able to see in the dark. The IR helm does the same, but
doesn't provide much physical protection.)
* IR Helm: VERY VERY useful! Allows you to avoid having to
carry around torches and lanterns all the damn time. Get it
in the priests' home in the Community on Culn.
* Jordan's Scimitar, Wooden Sphere: From prisoner (Pollux)
in the Eastern Billsville. Release him, follow him to his
home. He'll open the door for you. A very good weapon.
Manual (to use spheres): in Culn-Emas tunnel. Gives
instructions for using spheres.
* Kick Axe: in Satch, on Agressat. A fine melee weapon.
* Mace of Malice: inside Ronan's Citadel. A good melee
weapon, but you get it a little late.
* Moood Gauntlets: in southern refuge of Exin on Aggressat.
Best gauntlets.
* Moood Helm: in ruined city of Skora, in a trunk; also in
secret Passage in worm tunnels below Ronan's Tower. Best
helm around.
* Moood Plate: in Satch, on Agressat. Second best armour,
after Pitor's armour.
* Moood Shield: in Fort Agrasse on McTeague; in southern
refuge of Exin on Aggressat. Best shield around.
* N staff: from 6th vex chamber. Takes you to Rochelle
castle, ready or not!
* Niacian Life Ender (Melee Weapon): from Niacian Elders
when you give them the Elban Medical Book. A very good
weapon!
* Niacian Miliatary Tactics book: From Barracks in Niac.
Give to Elban Elders to receive Herb of Immimant Health.
* One-handed Crossbow: in secret passage in Flog Sewer.
Useful since it's one handed.
* Operatic Sword: in Rochelle Castle (from Rian). A fine
long-bladed weapon.
* Pitor's armour: Get from Pitor after taking him to the
fort (say tunnel to get him to go with you). He won't
give it to you if you kill Himan, though. Best armour by
far.
* Rod of Fiery Death (gives about 6 Pyromanias): in ashes
of Perpetual on Culn
* Rusty Ice Pick: in Culn-Emas tunnel. No particular use.
* Scepter of Judgement: steal from Himan on McTeague. Gives
about 6 dehydrate spells.
* Sour Blue Potions: In several places; restores magic
points.
* Sweet Red Potion: from Octavius' room on Culn. Drains
magic points - I never found a use for this.
* Trident of Tribble: inside Ronan's room. A good pole
weapon, but you get it a little late.
* Tuning Fork: From Bertrand. Talk to spider-creatures in
cave in NW Morage; one of them is Bertrand. Ask about
Russell, (the librarian who was looking for him), and he'll
give you the tuning fork for luck. Opens secret passage in
cave in the mountains NE of Wain.
* Warm Boots: In Emas-Morage tunnel; Never found a good
use, but they're worth a lot of money.
* Warm Helm: in Culn-Emas tunnel. Never found a good use,
but it's worth a lot of money.
* Wooden Lizard: in secret passage in Flog sewers; also in
Ronan's room. Found no use for it.
******* SECRET PASSAGES *******
There are a lot of secret passages in the caves on the
islands. Most of these are shown in the PICT files that
should have come with this walkthrough. (The others are
either obvious or discussed in the walkthrough.)
******* WEAPONS *******
Damage refers to how much damage the weapon causes; Wield
refers to how easy the weapon is to use (for both, higher
is better).
Weapon Damage Wield Weight(lb) Hands
Long Bladed:
Bastich Sword 25 16 17 2
Longer Sword 20 14 10 2
Long Sword 16 15 7 1
Two-Handed Sword 25 10 16 2
Operatic Sword (from Rian) 40 40 20 2
Short Bladed:
Ferocious Falchion 34 35 11 1
Jordan's Scimitar: 32 38 9 1
Scimitar 15 10 4 1
Scimitar of Smiting 16 18 5 1
Melee:
Axe of Obfuscation 50 15 30 2
Black Rock 2 2 3 1
Dagger 6 7 1 1
Dagger of Doom 30 45 3 1
Formidable Meat Cleaver 25 8 5 1
Kick Axe 40 20 14 2
Midnight Star 14 20 12 1
Mace of Malice 30 35 8 2
Niacian Life Ender 30 30 18 2
Rusty Ice Pick 4 20 1 1
Pipsqueak's Dagger 1 1 1 1
Pickaxe 10 2 8 2
Shovel 2 2 6 2
Spleen Slicer 5 30 6 1
War Axe 16 5 8 2
War Hammer 22 5 7 2
Wicked Mace 20 6 6 1
Pole:
Buck and Q-staff 3 50 5 2
Edwards Trident 35 45 12 1
Eviscerator: 10 30 14 1
Flesh-Render 7 20 12 2
Glaive 9 30 9 2
Horrific Halberd 14 20 18 2
Sixth Staff 4 20 4
1(!)
Trident 12 10 6 1
Trident of Tribble 32 35 9 2
Walking Stick
Throwing:
Bolas 2 17 2 1
Boomerang 1 3 2 1
Javelin 7 10 3 1
Razor Boomerang 22 17 3 1
Spear 7 7 5 1
Silken Spear 0 -10 1 2
Throwing Axe 6 7 5 2
Throwing Dagger 2 12 3 1
Ranged:
Bow 5 5 2 2
Crossbow 12 7 7 2
Composite Bow 10 10 4 2
Long Bow 8 7 3 2
One-handed Crossbow 11 5 5 1
******* ARMOUR *******
Weight (lb) Defense:
Boots:
Battle Boots 110 5
Boots 7 2
Boots Made For Walking 10 3
Armour:
Bastich Chain 51 28
Beast Hide Armour 46 36
Chain Mail 40 24
Field Plate 60 44
Leather Armour 15 7
Moood Plate 50 50
Padded Armour 10 5
Pitor's Armour 53 62
Ring Mail 31 15
Scale Mail 42 20
Stone Plate 70 32
Studded Armour 27 12
Gauntlets:
Gauntlets 9 4
Work Gloves 2 1
Helms:
Helm 4 6
IR Helm 3 2
Warm Helm 3 3
Moood Helm 6 10
Shields:
Buckler 5 3
Large Shield 17 10
Parchment Shield 5 1
Wooden Shield 13 6
Moood Shield 14 15
******* VEX CHAMBERS *******
(The first set - not the ones in Rochelle Castle)
1st: There is no wrong way; reward = psionic powers and 2
spells
2nd: (colored blocks) reward: +3 nimble
Push into the following pattern:
(P = purple; G = green; Y = yellow; O = orange; L =
lemon yellow; B = Blue)
P P P P P
O O O O P
Y G B O P
Y G B O P
Y Y Y Y B
L L L L B
3rd: Pick up all three items in the room (dagger, parchment
shield, and rock). Go to next room; whichever item is on
the ground there, equip the item that defeats it (paper
smothers rock, rock breaks dagger, dagger cuts paper).
Be sure to have only 1 weapon OR (not and!) one shield
equipped when you walk to the item on the floor! A door
will open; goes through, and head to the SE, again
equipping the item that defeats the item
on the floor. Eventually you'll be transported out
again.
Reward: +3 sage
4th: From top to bottom, load the x's with: 1, 2, 4, 1, 6,
3, and 5 pounds, respectively. reward: +3 strength
5th: If you can't differentiate the tones very well, try
using Resedit to change the vvex1, vvex2, vvex3,
and vvex4 SND resources in the sound file. It helps
immensely! Frankly, I still didn't get the puzzle. I
tried both going to and away from the directions
indicated by the x's, but either I ran out of patience
too early or did something wrong,
6th: The balls go, from left to right: 5th, 1st, 3rd, 4th,
2nd.(The first son waited a SECOND...the second son knew
he was RIGHT...the third son was the CENTER of
attention...and so forth) Reward: a transporter device
(N staff) that takes you straight to Nemesis' island,
whether you're ready or not!
******* VEX CHAMBERS *******
(In Rochelle Castle)
1. Kill everybody!
2. Go through the line of blue arrows; Then, the third red
arrow from the left in the third row (counting the row
of blue arrows you just walked through) is accessible;
walk on it, then go SSWWSESENNNEESSSWSWSSWSWWNWSSEE
3. a) push (upper) yellow block all the way to the right.
b) push purple block down 1
c) push (upper) blue block down 1; get around below it,
then, push it up 1 and right 1
d) push the lower yellow block down, get below it, and
push it up four. get around behind it and push it 1 to
the right, then 1 down, then 3 to the right
f) push the purple block 1 left
g) push the orange block left 4 , down 1, left 1
h) push the green block up 3, right 2
i) push the lower blue block 3 left
j) push the upper blue block 3 left, then 1 up
4. Get the blocks into the following pattern:
(P = purple; G = green; Y = yellow; O = orange; L =
lemon yellow; B = Blue)
Y Y Y G B
Y Y G G B
Y Y O G O
Y P O O O
B P O L L
B B B L L
NOTE: the walls shrink inward with time. Work as quickly as
possible, and never move blocks within 1 space of the
walls...
5. Don't try to kill everything - you can't! The machines
just keep spitting out more monsters. Fight your way to
the SW corner (or just cast invisible and walk there).
********************** WALKTHROUGH *********************
UN:
Un is the first island, and has two towns, Elba and
Niac (Cain and Able...get it?) that are at war with each
other. Your job here is to get a little interaction started
that will perhaps increase the understanding between the
two towns.
From where you land on the beach, grab the note next
to you and walk left to the cave. Enter it (press E), and
inside you will find an old man. Talk to him re: weapon,
and he'll tell you that he has a stash in a hidden
passageway at the south end of his cave. Go into the secret
passage (should be easy to find) and take the weapons, ring
mail, etc. You can also raid his chests (open them, O, and
get the contents, G).
Leave the cave, go south to the road, and east to the
town of Elba. Enter the town, and there are several people
you must see. Thomas, the artist, resides in the
northeasternmost building. Talk to him about Niac, and
express an interest in going there, and he'll give you a
key to his bedroom, which contains his set of Niacian
clothing. You do not want to go to Niac dressed as anything
but a Niacian, or the guards there will kill you. He will
also mention that in order to increase the understanding
between the two towns, perhaps culture should be exchanged.
Bringing a Niacian bard to Elba, or bringing a book of
cures to Niac, would help this.
Go see the doctor (at Miracle Cures, Inc.) in Elba
and ask about a book. She'll give you a key to the back
rooms, where you'll find both a book of Elban medical
practice and a spell scroll (Spontaneous Combustion.) Of
course, you can't *use* the spell yet, since your psionic
powers haven't manifested yet...
Finally, in the southeast corner of the town is a
church, where a woman, Sara, stands weeping. Ask about
Niac...turns out her lost love is there.
At this point, you should go out and get some
experience fighting monsters. At the northeast corner of
the island is a mirror leading to the First Vex Chamber. Go
in; follow the directions - I don't believe there are any
wrong answers to the questions asked -- and you will get a
couple of scrolls and psionic powers.
Go south a ways, east as far as you can go, and then
hop along a string of small sandbars to get to a small
island with a house on it. Enter, and talk to the man
(Antonio) there. If you say help, he'll offer to teach
you hand-to-hand combat skills. Go for it -- they make your
hand-to-hand combat pretty lethal!
Now, finally, go to Niac. It's south of Elba. When you
start seeing guards dressed in red, put on your Niacian
clothing, or they'll wallop you! Enter Elba, and have a
look around. Just to the east, as you enter, are the
military barracks. Inside you'll find armour, weapons, and
a book of Niacian military tactics. Down to the south,
you'll find several stores, where you can get better
weapons and armour than were available in Elba.
Almost due south of the entrance is the Elders' house.
If you leave the book of Elban medical techniques on the NW
table there, they will leave a really killer (literally)
weapon: the Niacian Life Ender.
In the clearing with the firepot east of the Elders'
house, you will see a bunch of people listening to a bard
(in the early morning). Talk to the bard about Elba. You'll
find he wants to go there, so agree to take him, but tell
him to stop for the time being until you're ready. At the
far SW corner of Niac is a tavern. Inside, you'll find a
man in red. Ask about Elba; he'll talk about her, and if
you ask about her, he'll talk about Sara...and ask if you
can help him out by taking him there. Agree, but again,
tell him to wait there until you're ready. You will find
that you can't take him out the front gate; the guards will
stop you, so you must take them through a secret tunnel
that can be found at the very SE corner. You will need to
clean the monsters out first, though, or they'll kill the
civilians pretty quickly. Go through the tunnel, picking up
lanterns and torches as you go. When you spot monsters, set
down a torch/lantern (that'll give you light to fight by)
and re-equip your weapon. You'll find a locked door down
here; don't worry about that just yet. Find the entrance to
Elba -- it opens up into the Elban Elders' house. In a
chest, you'll find the key to open the door. Go back to
Niac, and bring the bard back (don't try to bring both the
bard and the tavern fellow back at the same time, or
they'll sort of become one entity and never separate again.
It's a bug.), then bring the tavern guy back. Talk to the
artist, and he'll thank you profusely for bringing a bard
to Elba. In return, he'll tell you to visit his room again,
where he left you an old book and a key. The key will let
you through that locked door in the Elba-Niac tunnel...
Finally, if you leave the Niacian Military Tactics
book on the table in the Elban Elders' house, they'll give
you an herb of imminent health.
Go through the tunnel to the locked door, open it, and
go through...this will lead to a second tunnel which will
take you to Culn, the second island.
CULN:
Culn is an island overrun with monsters, but the
greatest monsters of all walk on two legs: the priests. The
priests have taken over, and are running a kind of death
cult. Your job is to do them in, but you're really not
powerful enough to do them in directly.
There are really two ways to defeat them: you can put out
their fire (Perpetual) which will cause them all to commit
suicide, or you can poison their wine. The first thing to
do is find the kid running around outside with a
basketball. Talk to him about his mom, and he'll ask if he
can trust you. Say yes, and he'll give you a key to her
place. She lives in the ruined town south of the Community.
Go down there and find Barbara, the mother. Ask about
Perpetual, and agree that putting it out would be a good
idea, and she'll give you a) a key to the Priests' house,
and b) the Extinguish spell. In that town, in a chest, you
will also find a key to the Community jailhouse. Go back to
the Community, and enter the jail; talk to the first guy on
the right (say Priests, help, etc), and he'll suggest you
poison the Priests, and direct you to a secret hiding place
within the mines below. Inside that hiding place are
a)Industrial Strength Poison, and b) another copy of the
key to the Priests' house. So, now you have a decision to
make: you can either poison the Priests, or put out their
fire. If you poison them, however, the Head Priest gets
vengeful and kills all the workers, so I don't recommend
it, but if you want to try it, take the poison from the
hidden cavern and use it on every cask of wine you find
inside the Priests' house. You'll know you've done the job
when you find a note from the head priest outside the
temple...
Alternatively, go down into the mines (the entrance is
directly in front of the Priests' house). Work your way
down to the fourth level (you'll find a secret passage at
the very northeastern tip of the first level that will lead
to a stairwell down. The other stairways are obvious.) When
you get down there, you'll go through a whole series of
doors. You'll find one with a book in the doorway. LEAVE IT
THERE! That door locks behind you if you remove the book...
Eventually, you'll find the base of the flame. Use the
Extinguish spell on it. In the ashes, you'll find a staff
and a key. The staff will give about 6 Pyromania spells.
The key possibly opens the door with the book in it. (I
forgot to check, though!) Go back up, and you'll find that
the Priests all committed suicide and the people are free.
In the mountains northeast of the Community is a cave,
which will take you to Emas, the thrid island. Within the
caves are many things, but most importantly are a Manual
and a Glass Sphere.
EMAS:
Emas is an island covered with three towns, all called
Billsville. All of the people in the Billsvilles look the
same, dress, the same, talk the same, and act the same.
Anyone caught acting differently is locked up, at best, and
killed, at worst. You can't really solve this island's
problem, but you can at least have a little but of fun. So,
save your game and try all options -- it's a riot!
1) Dye the clothing that comes out of the machine. Go down
to the southeast corner of the island, and you'll find a
cave that used to house a fisherman's town. Inside the cave
is a room with many bottles of dye. Go back to the
Billsvilles, and use the dye at the machine input (stand on
top of the input and double click on the dye) Use several
different colors, until you hear the machine bang a couple
times. Then go out and admire the results....
2) Talk to Pollux, one of the guys in jail in the Eastern
Billville. (Be sure to wear something out of the norm when
you do so, or he'll just give you lip.) Let him out with
the key that you'll find at one of the guard stations (at
the four corners of the town), then follow him. He'll go
unlock the front door of his house, then get killed by
guards. In the house, you'll find Jordan's Scimitar, an
excellent short bladed weapon, a note, and a Wooden Sphere.
Go to the Fishing Town (SE corner of the island) and you'll
find the Incant spell. Now take the Spheres you have and
find the cave hidden in the mountains to the east. You'll
find four more spheres there. Open up the Manual, and it
will give you instructions for absolutely wreaking havoc
with the towns. Put the spheres in any setting you like,
stand in the middle, and cast Incant. You can destroy
everyone in one, two, or three of the towns; you can make
any or all of the towns static (nobody moves); you can
destroy all undesired concomintants (kill all the
monsters, I think, although the spontaneously generate
again pretty quickly); or do the entropy thing,
which...well...try it. It's pretty funny. Everybody in the
Billsvilles will then want to be different, and conformists
are shunned...
On the SW side of the island is a tunnel leading to
Morage and McTeague, two other islands. There are some
pretty tough monsters inside, so be sure to get Field
Plate armour before you try it out...
MORAGE:
On Morage is a single town, Wain. Wain has been
fortified; no one is allowed in or out because the island
has been beset by monsters. The monsters appear to be
kidnapping people, because people are disappearing, but it
is not clear how monsters can get in to the highly
fortified town. Moreover, in many cases, the monsters have
appeared to be breaking out from inside, not in from
outside.
There are several people you should talk to. Edwards,
the guard at the front gate, will tell you how rotten the
monsters are, and how everyone should arm thermselves to
the teeth. Russell, the librarian, will bemoan the loss of
Bertrand, his apprentice (and perhaps lover?) Especially,
talk to Emily, the cartographer; she will mention a secret
way out in one of the houses on the SE side of town. Go
find it, and use it to get oustide, but remember where the
exit is, because it isn't marked...leave a book there, or
remember that it's 2 squares east of town.
You'll find a few of caves on the island, one to the
extreme northwest, one in some mountains north east of
Wain, and one to the extreme southeast (which leads to
Aggressat). Go to the extreme northwest cave, and you'll
find that it is full of spider creatures. (IMPORTANT: Do
NOT attack any of the monsters on the island. They'll leave
you alone if you leave them alone...) Talk to the spider
craetures, and eventually you'll find Bertrand. He'll refer
you to a book he's written, since he can't speak very well
anymore. Get the book, and read it; you'll find that the
monsters on the island are actually transformed people.
Talk to Bertrand re: Russell, and he'll give you a tuning
fork for luck. Now, go back to town and talk to Emily about
cave, and she'll tell you that the cave in the northeast
mountains has a secret passageway that, from what she says,
sounds like it can be opened by a clear tone (like, a
tuning fork, say?). Go to that cave. DO NOT PULL THE
SWITCH! (It kills all the monsters on the island and you
want to SAVE them, not KILL them!) Stand in the top left
nook and use the tuning fork. A secret passsage will open
there, with a pretty tough monster inside. Lure him out,
then run behind the pool of water and fire arrows and
spells at it until it dies. It can't fly over water!
Now go grab the spells inside the secret passage: Morph, D
Morph, and Death Morph. Go outside and use D Morph on EVERY
monster, both the spider creatures and the C.H.U.D.'s
(SOMEBODY has been watching B-grade horror flicks...!).When
you've finished, go to the northwestern cave and talk to
the people assembled there. They'll tell you to find
Deborah (the daughter of Edwards). She's dressed in a white
gown with red shoes. (If you can't find her, it means that
you've missed one of the monsters and you need to hunt
around some more.) Talk to Deborah, and she'll ask you to
help her get inside the town. Take her through the secret
tunnel, and escort her to Edwards. Talk to Edwards, and to
her, and she'll give you her father's trident as a reward.
Also, the gates will be open, now.
McTEAGUE:
McTeague is an island populated by a lot of monsters
and only three people. One, Himan, lives in the fort (Fort
Agrasse), but won't let you in until you agree to bring
back Pitor's jewels as back taxes. Another, Pitor, lives
in a house to the east; and the third, Carl, lives in a
cave to the south of Pitor's house. The ruined town of
Skora is north of the fort, and Nimspleen's cave is north
of that.
Wander around Skora, and you'll find two very
important things: a Dig spell and an Invisible spell.
You will also notice a large green gem in the center of
town. It looks very much like the purple gem in Fort
Agrasse, as a matter of fact...
Talk to Pitor about Himan and the jewels; you'll find
that Pitor built the fort and that Himan appropriated it,
and that his tax thing is a bunch of baloney.
Furthermore, Pitor would be very distraught if you took the
jewels, so...you decide to find another way. Pitor mentions
Himan's Scepter several times, as if it's a magical thing,
and worries about Himan using his scepter on me if I
return. Still, he makes it clear that he doesn't want you
to kill Himan, tempting as it may be! It's clear, then,
that you need to get the Scepter away from Himan.
Go see Carl. Talk about Pitor and Help. He'll give
you the scrap from a diary (if I remember right) that talks
about the purple and green gems, and how Red (Nemesis'
assistant) stared at the purple one, and it made a straight
tunnel from the green to the purple gem. Go back to the
fort and cast dig on the purple gem, then go back to
Skora and stand on the green gem. You'll find a tunnel
there that leads to Agrasse. Go through it (fighting off
the monsters), and wait till nightfall. Cast invisible,
leave the tunnel, and find Himan's house. He's left his
scpepter on the table. Take it, then go back to Pitor's
house. Tell him about tunnel, and agree to take him
there. Do so, and once inside, talk to him. He'll give you
his father's armour, which is really pretty killer stuff.
AGGRESSAT:
The sixth island, Aggressat, is overrun with red and
blue monsters. Because of this, the main town of Flog is
under martial law and the leader is a despot called Ronan
whose minions sometimes kill at random. Because of this,
many people have defected to form another town, Exin, to
the north.
It is clear you need to stop Ronan, somehow. Within the
town of Flog are two factions, the Slayers (who believe
that everything would get better once Ronan is killed) and
the Pax Flog (who believe that something should be done,
but aren't sure what and don't like the idea of killing
anyone). Talk to various people, and you'll find that many
people have ways in. If you talk to Matthew, the leader of
the Slayers (re: kill), behind the barn late at night,
he'll tell you to find Clyde and say Bruckman. Clyde will
show you a secret way in through the sewers. Talk to Mino
up in the fields north of Ronan's tower, and he'll let you
in the back door. Alternatively, you can also go in the
front door, cast invisible on yourself, stand by the inner
doors and wait for a minion to come out, shove a book in
the door to keep it open, then finally run like hell before
the invisibility spell wears off. Whatever works for you.
Before you do so, however, you should find the little boy
wandering around town (Jay) and take him back to his father
in Exin. Be careful, though. Being a little boy, he tends
to wander and get bopped by nearby monsters, so cast
Terrify or Confuse when you leave the town. Also, if he's
following you and the minions come after you (when you try
to leave town), there is a secret way out. One of the
buildings on the west side of town has a switch. The switch
opens a hole in the wall on the east side of town, which
you can see in your overhead map (press M). There's a
switch on the outside that does the same.
Now, enter the tower, and fight your way up to the
top. On the second or third floor is a room containing keys
to all of the inner rooms. Take it, and you can loot the
place. There's a lot of good stuff there! On the top floor
is a small jail. Open it up, kill the two minions, and
release Robyn, the prisoner there. She'll lead you through
the maze of doors to the north and take you to Ronan's
hideout. BE SURE to write down the way, in case you want to
go back out. Fight your way in to Ronan, listen to his tale
of woe, and then either kill him or don't. Doesn't make
much difference. He has a mirror that will take you to
Nemesis' castle on Rochelle island...but beware. It's a
one-way mirror - coming back through is lethal. Be sure to
have lots of herbs of healing and herbs of imminant health
handy...
ROCHELLE:
This is Nemesis' Own Private Idaho -er- Island.
Kill all of the minions in the initial room, then get
out. Go search all of the rooms on that floor; you'll find
a granite key in one of the chests. Go downstairs, lure Red
to the stairway, then beat on him till you get low on hit
points, flit back upstairs to recuperate, then go back down
and finish him off. Search all the rooms downstairs, and
you'll find a glowing key (in one of the chests, under a
bunch of clothes). Now, go up four flights of stairs and
visit Nemesis. He'll offer you a job as a research
assistant. You can, at this point,
1) Cross the line and attack Nemesis. When you kill him,
you'll find a brass key on his body. It will open the top
door on the left, which will lead down to a boat. Leave the
island, and you'll find that it and all the other islands
are going up in flames.
2) Go downstairs (using the door on the bottom left), fight
your way to the staff and take it (it's quite a fight).
This does get it away from Nemesis, but unfortunately
destroys you, body and soul, in the process.
I wasn't particularly happy with either ending, but oh
well.
-----------------------
Thank you Pamela Sears!!!
psears@scripps.edu
http://www.scripps.edu/pub/wong-web/psears/pam.html