GILL 10 Party Short Gill: Let's party breathe under water.
DIVA 250 Party N/A Divine Intervention: During non combat: Makes
all illusionary characters into real ones,
cures of all illnesses except age, restores
all hit points to the party. During combat:
Lowers party's armor class by 20, increases
attacks by 8 hits, casts Mangar's Mallet.
NUKE 150 All foes N/A Goderdammerrung: Nukes all foes for about 2000
points of damage.
[ Fixed By RYGAR ]
+++
Tenabrosia:
To teleport to Tenabrosia cast: OLUK
To teleport to Skara Brae cast: ECEA
In Tenabrosia you will want to go inside of the city gates to Black Scar.
Here you will find a Bard's Hall that will teach your Bard some new songs. You
will also find a Wizard's Guild that will teach you the ever-powerfull
Goderdammerung spell (NUKE). Once you learn those, you may exit the city and
set out to fulfill your quest. Find the Canyon in nowhere, and the shadow lock
will be in it somewhere. After you find it, leave the canyon and find the Tar
Pit. It looks like a hole in the ground. It would be very wise to save your
game before entering this death pit. Once you are in the pit go south down the
wall you enter by. Then turn west and proceed about 10 paces. You want to be
at the very center of the southern wall. Once you are at the center,slowly and
cautiously go north. You will be walking over tar, so you will get stuck many
times, and you might lose a few characters. Don't worry,just cast REST if your
hit points are getting too low. You should find a place where tar is bubbling
up in the middle. Use a wineskin or canteen to collect some of it. Go back the
way you came. Once you exit the dungeon, go to the dense forest (6S,7W) and
find a group of trees that are blocking the entrance to another dungeon. It
looks like a hole between a few trees. Once you are facing the trees, use the
tar that you just gathered. The tree will go up in flames, allowing you to
enter the dungeon within. Once in the dungeon, you must find the shadow door.
When you have the shadow door and lock, go to the 'middle of nowhere.' Use
the shadow door and lock. A magic door will appear which you will be able to
go through. Once inside, wander around until you find Scedeau. He will be
guarding the prizes you seek.Since he will keep moving you further and further
away, the olny way to kill him is to have your rogue hide in the shadows.
It may take a while to get him/her out to 90',but when you do so, it is a good
idea to cast DIVA to increase the damage inflicted upon Scedeau. If you don't
kill him the first time,just go back out again until you do. Another good idea
is to cast PREC, because while you are hiding in the shadows, Scedeau just
might want to conjur up some friends to mess you up.
[ Fixed By RYGAR ]
+++
Tarmitia:
To teleport to Tarmitia cast: AECE
To teleport to Skara Brae cast: KULO
Tarmitia was meant to be harder than it actually is. All you have to do
is answer a riddle and kill some one. Walk around in Berlin until you find
a floating head. The head will ask 'Who am I?' Respond with:Tyr. Then the head
will ask 'Who am I really?' Respond with:Werra. You will then be teleport to a
new dungeon. There, go the the bottom left corner. Enter Werra's chamber and
kill him. It is a good idea to cast PREC and DIVA. This part looks easier than
it really is. After you kill Werra, he sits up and laughs at you, while six
black slayers try to destroy you. 2 NUKE spells should take care of them, but
watch out, because the Black Slayers critical hit everything they touch! Once
you kill the Black Slayers,you will receive your prizes and will be able to go
back to Skara Brae. To do so, go to the top right corner and walk through the
teleport.
[ Fixed By RYGAR ]
+++
Skara Brae:
To complete the level of Skara Brae, one must venture into the Mad God's
Temple, and utter the words 'chaos.' Once inside of the dungeon, teleport
immediatly two levels down using the APAR spell.Once there, find a portal that
goes down. It will be much easier to find using the SOSI spell. When you are
within three or four paces of the portal, the spell will tell you 'Something
special is near.' Once you are in the room with the portal, cast LEVI and hit
'W' to levitate down the portal. Walk around until Brilhasti tells you that
you are close. When he does so, he should be right around the corner. Once you
hear him for the second time, go to the west and stay against the wall, turn
north and precede cautiously.After going north for aproximately ten paces, hit
'?' to see the dungeon map (you may want to do this during other dungeons.) If
you see on the map that you have passed through a door, go east one and south
one. You may want to save the game before you go south. Once you go south, you
will enter his chamber. As soon as possible, cast the PREC spell. This spell
will prevent Brilhasti from conjuring up more foes for you to fight. Try to
kill his guards as soon as possible. After killing all foes except Brilhasti,
advance until at 10'. Once you kill him, you will be teleported back to
the Review Board where the old man will teach your Chronomancer (if you have
one) the spells to get to Arboria. Which is our next dimension to solve.
[ Fixed By RYGAR ]
+++
Malefia:
To teleport to Malefia cast: EVIL
To teleport to Skare Brae cast: LIVE
Malefia was absolutely the hardest and most time consuming dungeons of all
Bard's Tale dungeons. We refer to it as the S.O.B. dimension. I will simply
explain the goals,and let you experience the hell we went through solving this
dungeon by ourselves.It's helpful to cast SCSI to find out how lost you really
are. On the main level, you will have to find a statue. Once you do so use the
corresponding item.On the first level down, there are two more statues. On the
second level down, there are three more statues. Once you complete all of the
statue business, go to the bottom right corner of the first level down and
levitate down the portal in a big room. Go north to find THE door. If it's a
'faint door'then you haven't found all of the statues (six of them.) We advise
saving the game numerous times while venturing beyond THE door. You must kill
the first group of foes to enter the sacred chamber. Once in the chamber, you
must fight more foes to cross a bridge. Running from the second group of foes
can do more damage than good.Once you past the second group, you must go after
Tarjan himself. Tarjan isn't exactly in a cheerfull mood when you find him. He
will conjurer up some 'friends' that you must play with (the trainer would be
nice right now, wouldn't it??) After playing with the first group of friends,
guess what? Yep, another group of friends.These friends aren't really friends.
These friends don't like you very much. If you are lucky enough to kill the
second group, Tarjan is all yours.Since he likes to conjur up 10 black slayers
every round,casting PREC might not be a bad idea. Once you have killed the Mad One, you will enter adventurer heaven and will be put to sleep until part IV
comes out. You may now turn it off and go back to Skara Brae, where you will
welcome a group of Hedge Lizards. Beat the %$#% out of them and then you may
want to do one of the following:
1. If you have to cut the grass tommorow, use some of the gasoline (all if
necessacary) and play Pyro-Bardia.
2. If you don't have to cut the grass, you have a couple of nice frisbees to
throw at your dog.
3. If you just happen to have some hydrochlroic acid laying around, we hear
disks react violently to it.
4. Have you ever studied the anatomy of a diskette?
5. If you have a trash can in the corner,here comes your chance for 2 points.
6. Call your lawyer, and sue the hell out of EA for making the false claim
that a thief is needed to solve the game.
7. Take a trip down to Panama and celebrate!
8. Experiment with a diskette's bouyancy. (Preferrably the Pacific)
9. The next time you see Kool Kat, Wildcat, or Marduk, give him a million
dollars for spending all of this time writing this file for you after we
already had it solved!
10. Break into your local hospital, and steal a bottle of Ether to use until
Bard's Tale IV comes out.
EXTRA * EXTRA * EXTRA * EXTRA * EXTRA * EXTRA * EXTRA * EXTRA * EXTRA * EXTRA
Allira: Main level, use Allira's belt.
Valarian: One level down, use Valarian's bow, 16N,8E
Lanatir: One level down, use Sphere of Lanatir.
Ferofist: Two levels down, use Ferofist's Helm
Scedeau: Two levels down, use Scedeau's Cloak
Werra: Two levels down, use Werra's Sheild.
You must go up and down many portals to find the above statues!
We had lots of fun finding them, so can you! HAHAHAHAHAHAHAHAHAHA!
Lucenia:
+++
To teleport to Lucenia cast: LUCE
To teleport to Skara Brae cast: ILEG
Once you are in Lucenia, walk around the wilderness and collect the four
differnt roses. You should find a White, Blue, Red, and Yellow rose. The go to
the mountain (4N,8W) and climb it. Once at the top of the mountain, you must
slay a dragon.You will find a crystal key under its corpse. You will also need
to collect some of its blood by using a wineskin or canteen.Leave the mountain
and go to Cyanis's tower. Climb the tower and you should find Cyanis at the
very top, center. When you find him cast REST.He will then cheerfully give you
a magic triangle. After you have the triangle, go down back to the wilderness.
Find Alliria's tomb (1N,8W) and go around to the back of it. You should find a
dead rose bush. Use the dragon's blood you gathered earlier, and the bush
should grow a rainbow rose.Pick it and enter Alliria's tomb. Once in her tomb,
venture around until you find a dungeon with a bunch of zig-zags. A beautiful
looking shadowy figure should ask you for the 'Flower of Truth.' Give her the
White rose. Later, she will ask you for the 'Flower of Valor.' Give her the
Blue rose. After going through a teleport on the same level she will ask for
the 'Flower of Kinship.' Give her the Red rose. She will later ask for the
'Flower of Nature.' Give her the Yellow rose. Then, right before you enter
Alliria's chamber, she will ask for the 'Flower of Alliria.' Give her the
Rainbow rose. You then will be allowed to enter Alliria's chamber. Take your
prizes and exit the dungeon. Go back to the Review Board and receive 600000
more experience points and the spells for your next quest.
[ Fixed By RYGAR ]
+++
Kinestika:
To teleport to Kinestika cast: KINE
To teleport to Skara Brae cast: OBRA
In Kinestika, you must find a left and a right key. The left key will be
found in the Private Quarters. To get to the Private Quarters, go all the way
to the right wall and take the passageway. Then go to the top right of the
dungeon in a room by a spinner.Take the key and go back the way you came. Once
back in the main dungeon (Ferofist's) go to the bottom right and enter the
Barracks. Once in the Barracks go to the bottom right corner into a backwards
'L' shaped room. Take the key and again go back the way you came. Once in the
main dungeon go north of the dungeon and enter the Workshop through another
passageway.Go to the left and you should find the sealed portal. You shouldn't
have to go through any doors to find it. Once you find the sealed portal. Use
one of the keys and turn it 15 times. Use the other key and turn it 18 times.
The portal should open. If not, use the opposite key and turn it 15 or 18
times respectively.
Once in the dungeon below, work your way to the top center and go south
through a door. You will find a guy who asks you if you want to end this
peacefully or violently. Answer yes to the question. He then will allow you to
enter his chamber. Go south for about 4 paces. You should find him waiting for
you. There you will be able to convert one of your characters (monk, paladin,
bard, or rogue) into a Geomancer. After doing so, look around the chamber for
his chest. The prizes you seek will be in them.
[ Fixed By RYGAR ]
+++
Geledia:
To teleport to Geledia cast: GELI
To return to Skara Brae cast: ECUL
Geledia is a cold place, so as soon as you teleport there, you must go
indoors to avoid freezing to death. Once you are in the Ice Keep, go up the
stairs. Go to the top left corner. Their you will find a riddle and a three-
legged-one-eyed statue. You then must make your magic users cast the following
spells: INWO, WIHE, FOFO, INVI. Go through the passageway and work your way
up to the top. You will have to earn the lens by defeating a few guardians.
Once you have the lens, go back down to the bottom of the tower,and go through
the passageway again. Go to the gold portal in the large room on the first
floor of the Ice Keep. Make your character use the lens you just found. Then
go towards the top right corner of the dungeon. Their you will find another
riddle. Cast the following spells: MAFL, SHSP, FEAR, SUEL, SPBI.Go through the
passageway and, again,work your way up to the top. You will again have to earn
the lens by defeating a few more gaurdians. Once you get the second lense,work
your way back to the passage way, and go back to the large room with the gold
portal. Use the second lense just as you did the first.
Now you only have one more lense to go. Look around on the first floor for
the third riddle. Once you find it, cast the following spells: LEVI, ANMA,
PHDO. Enter the passage way, go up, defeat the guardians, go down, leave the
passageway, and go back to the gold portal. Once you use the third lense, the
portal will open allowing you to go through it. In this dungeon, you will find
the prizes you seek. Once you go back to the review board in Skara Brae, the
old man will give you another 600000 experience points, and tell you of your
next quest.
[ Fixed By RYGAR ]
Bards tale spells and bard songs
Typed by Alpha-Omega Hacking Unlimited
---------------------------------------
KEY:
View affects line of sight
1 Foe affects a single monster regardless of the number your party
faces
1 Wall affects a wall in the direction the spellcaster faces
All Foes affects all the monsters your party faces
Group affects one monster group
Self affects the spellcaster only
##' affects anything in the direction the spellcaster is facing
for the number of feet specified with ##
Char affects the party member you designate
Special affects the special member you designate
* signifies a spell that hits with full effectiveness up to
the listed range, and at a reduced effectiveness when it hits
at double the listed range
N/A provides information, knowledge, or some other effect that does
not have a range
Combat lasts until combat ends through party victory, monster victory,
or running away.
1 Move lasts for exactly one move
1 Round lasts for the entire round of combat
Short lasts a few minutes only
Medium lasts several minutes
Long lasts twice as long as Short spells
Indef lasts until dispelled or until the party enters an anti-magic
zone
Misc has multiple/variable ranges
N/A result of the spell is immediate
Abbreviation Spell Point Cost Range Duration
Conjurer Spells
Level One
MAFL 2 View Medium
Mage Flame-generates light
ARFI 3 1 Foe (10') N/A
Arc Fire-attack spell, 1 to 4 hits of damage X caster's level
TRZP 2 30' N/A
Trap Zap-disarms traps (including chests)
Level Two
FRFO 3 Group Combat
Freeze Foes-makes enemies easier to hit
MACO 3 N/A Medium
Kiel's Magic Compass-shows direction
WOHL 4 Char N/A
Word of Healing-heals 4 to 16 points of damage
Level Three
LERE 5 View Long
Lesser Revelation-an extended Mage Flame that also reveals secret doors
LEVI 4 Party Short
Levitation-party can float over traps; up and down portals
WAST 5 Group (20') N/A
Warstrike-attack spell, 5 to 20 hits of damage
Level Four
INWO 6 Party N/A
Elik's Instant Wolf-summons a giant wolf to join the party
FLRE 6 Char N/A
Flesh Restore-heals 10 to 40 hits; cures insanity and poisoning
Level Five
GRRE 7 View Long
Greater Revelation-operates like Lesser Revelation, but for longer
SHSP 7 Group (30')* N/A
Shock Sphere-attack spell, 10 to 40 hits of damage
Level Six
FLAN 12 Party N/A
Flesh Anew-operates like Flesh Restore, but affects the whole party
MALE 8 Party Indef
Major Levitation-operates like Levitation, but lasts until dispelled
Level Seven
REGN 12 Char N/A
Regeneration-restores all hit points of a selected character
APAR 15 Party N/A
Apport Arcane-teleports the party to selected coordinates
FAFO 18 Group N/A
Far Foe-moves a group 40 feet further away (up to 90')
INSL 12 Party N/A
Elik's Instant Slayer-materializes a slayer that joins your party
Magician Spells
Level One
VOPL 3 Char Combat
Vorpal Plating-causes member to inflict 2 to 8 additional damage points
QUFI 3 Char N/A
Quick Fix-regenerates exactly 8 hit points
SCSI 2 Party N/A
Scry Site-causes a dungeon to reveal the party's location
Level Two
HOWA 4 1 Foe (10') N/A
Holy Water-causes 6 to 24 points of damage to any evil being
MAGA 5 Char Combat
Mage Gauntlets-causes member to inflict 4 to 16 additional damage points
AREN 5 30' Short
Area Enchant-stairways in dungeons will call out if party facing it
Level Three
MYSH 6 Party Medium
Ybarra's Mystic Shield-lowers armor class of party
OGST 6 Char Combat
Oscon's Ogrestrength-gives a member the strength of an ogre during battle
STFL 6 Group (40')* N/A
Starflare-attack spell, 10 to 40 damage points
Level Four
SPTO 8 1 Foe (70') N/A
Spectre Touch-attack spell, 15 to 60 damage points
DRBR 7 Group (30')* N/A
Dragon Breath-attack spell, 11 to 44 damage points
Level Five
ANMA 8 Party Combat
Anti-Magic-absorbs attack spells, helps in disbelieving illusions
GIST 10 Party Combat
Giant Strength-increases party damage by 10
Level Six
PHDO 10 1 Wall 1 Move
Phase Door-turns almost any wall to air for one move
YMCA 10 Party Indef
Ybarra's Mystical Coat of Armor-lowers party armor class
Level Seven
REST 25 Party N/A
Restoration-completely heals entire party, including insanity and poisoning
DEST 16 1 Foe (10') N/A
Deathstrike-very likely to instantly kill one selected enemy
ICES 11 Group (50') N/A
Ice Storm-attack spell, 20 to 80 damage points
STON 20 Char N/A
Stone to Flesh-reverses the effect if a character has been turned to stone
Sorcerer Spells
Level One
MIJA 3 1 Foe (40')* N/A
Mangar's Mind Jab-attack spell, 2 to 8 damage points times spellcaster's level
PHBL 2 Party Combat
Phase Blur-lowers chance of party being hit
LOTR 2 30' Short
Locate Traps-detects traps in direction party is facing
Level Two
DISB 4 Party N/A
Disbelieve-destroys any illusionary foes
WIWA 5 Party N/A
Wind Warrior-creates the illusion of a battle-ready warrior amongst your ranks
FEAR 4 Group Combat
Word of Fear-reduces the ability of a group of foes
Level Three
WIOG 6 Party N/A
Wind Ogre-creates an illusionary ogre to fight beside you
INVI 6 Party N/A
Kylearan's Invisibility Spell-lowers chance of party being hit
SESI 6 30' Medium
Second Sight-heightens the party's awareness of traps and tricks ahead
Level Four
CAEY 7 View Indef
Cat Eyes-gives the party perfect night vision
WIDR 12 Party N/A
Wind Dragon-creates an illusionary red dragon
Level Five
DIIL 8 All Foes Combat
Disrupt Illusion-destroys all illusionary foes and exposes dopplegangers
MIBL 10 All Foes (30')* N/A
Mangar's Mind Blade-attack spell, 25 to 100 damage points
Level Six
WIGI 11 Party N/A
Wind Giant-creates an illusionary storm giant
SOSI 11 30' Indef
Sorcerer Sight-an indefinite Second Sight spell
Level Seven
RIME 20 All Foes (40') N/A
Rimefang-attack spell, 50 to 200 damage
WIHE 16 Party N/A
Wind Hero-creates an illusionary hero to join your party
MAGM 40 All Foes (90') N/A
Mage Maelstrom-can cause 60 to 240 damage, turn to stone, or kill outright
PREC 50 All Foes Combat
Preclusion-prevents monsters from summoning more help
Wizard Spells
Level One
SUEL 10 Party N/A
Summon Elemental-creates a fire-being to join your party
FOFO 11 Group (10') N/A
Fanskar's Force Focus-attack spell, 25 to 100 damage points
Level Two
DEBA 11 1 Foe (30') N/A
Demon Bane-inflicts 100 to 400 damage points to an evil/supernatural creature
PRSU 14 Party N/A
Prime Summoning-forces a powerful undead creature to join your party
Level Three
FLCO 14 Group (30') N/A
Flame Column-attack spell, 22 to 88 damage points
DISP 12 Char N/A
Dispossess-restores a possessed character's state of consciousness
Level Four
HERB 13 Party N/A
Summon Herb-summons Herb to join your party
ANDE 14 Char Combat
Animate Dead-reanimates a dead party member to fight as if alive--combat ONLY
Level Five
SPBI 16 1 Foe N/A
Baylor's Spell Bind-forces an enemy to join your party
SOWH 13 1 Foe (70') N/A
Storal's Soul Whip-attack spell, 50 to 200 damage points
Level Six
GRSU 22 Party N/A
Greater Summoning-causes a powerful elemental creature to fight for you
BEDE 18 Char N/A
Beyond Death-restores life and one hit point to a deceased character
Level Seven
WIZW 16 Group (50') N/A
Wacum's Wizard War-attack spell, 50 to 200 damage points
DMST 25 Group (50') N/A
Demon Strike-200 to 400 damage points to evil/supernatural beings
Archmage Spells
Level One
HAFO 15 All Foes 1 Round
Oscon's Haltfoe-if successful, causes all foes to do nothing the next round
MEME 20 Group N/A
Melee Men-pulls an attacking group into melee range (10')
Level Two
BASP 28 Party Misc.
Batchspell-performs the following multiple spells: Greater Revelation,
Ybarra's Mystical Coat of Armor, Sorcerer Sight, Major Levitation, and
Kiel's Magic Compass
Level Three
CAMR 26 Party N/A
Camaraderie-has a 50%chance of calming monsters in your party that are hostile
Level Four
NILA 30 Group (90') N/A
Fanskar's Night Lance-attack spell, 100 to 400 damage points
Level Five
HEAL 50 Party N/A
Heal All-resurrects every party member, heals completely, reverses those who
have been turned to stone, heals paralysis and insanity
Level Six
BRKR 60 Party N/A
The Brothers Kringle-enough brothers appear to fill empty slots in your party
Level Seven
MAMA 80 All Foes (90') N/A
Mangar's Mallet-attack spell, 200 to 800 damage points
Chronomancer Spells
Level One
VITL 12 Char N/A
Vitality-heals 4 to 8 hit point times spellcaster's level
Level Two
WIFI 20 Group (20') N/A
Witherfist-attack spell, 300 to 600 damage points
COLD 20 Group (80') N/A
Frost Force-attack spell, 50 to 400 damage points
Level Three
GOFI 25 Group (80') N/A
God Fire-attack spell, 60 to 240 damage points
STUN 30 All Foes N/A
Stun-attack spell, 50 to 200 damage points
Level Four
LUCK 45 Party Combat
Luck Chant-increases party's chances of hitting or defending by 8 points
FADE 50 1 Foe (30') N/A
Far Death-long-range instant death spell
Level Five
WHAT 60 1 Object N/A
Identify-will correctly identify one item in spellcaster's inventory
OLAY 60 1 Char N/A
Youth-cures one character of oldness
Level Six
GRRO 65 1 Char Misc.
Grave Robber-casts Beyond Death and Regeneration
FOTA 70 Group Misc.
Force of Tarjan-casts Witherfist and Sandstorm
Level Seven
SHSH 60 Party Indef
Shadow Shield-lowers party's armor class by 4
FAFI 100 All Foes N/A
Fatal Fist-attack spell, 400 to 1500 points of damage
Geomancer Spells
Level One
EADA 5 Group (40') N/A
Earth Dagger-attack spell, 200 to 800 damage points
EASO 5 1 Dungeon Level N/A
Earth Song-reveals all booby-trapped areas on an entire dungeon level
EAWA 8 1 Dungeon Level N/A
Earth Ward-casts the Trap Zap spell on an entire dungeon level
Level Two
TREB 10 All Foes N/A
Trebuchet-attack spell, 150 to 600 damage points
EAEL 15 Party N/A
Earth Elemental-summons an Earth Elemental to join the party
WAWA 15 Wall Misc.
Wall Warp-works like Phase Door until the party leaves
Level Three
ROCK 18 1 Foe (60') N/A
Petrify-turns an enemy into the hardest stone
ROAL 20 1 Dungeon Level N/A
Roscoe's Alert-reveals where anti-magic areas are
Level Four
SUSO 20 1 Dungeon Level N/A
Succor Song-shows all heal-party areas
SAST 25 Group N/A
Sandstorm-all foes are whipped back 60 feet
Level Five
SANT 30 1 Dungeon Level N/A
Sanctuary-shows all spell point regeneration areas
GLST 40 1 Foe (90') N/A
Glacier Strike-attack spell, 400 to 1600 damage points
Level Six
PATH 40 1 Dungeon Level N/A
Pathfinder-shows the entire maze that the party is in
MABA 50 Group (50') N/A
Magma Blast-attack spell, 300 to 1200 damage points
Level Seven
JOBO 60 All Foes N/A
Jolt Bolt-attack spell, 400 to 1600 damage points
EAMA 80 Group (50') N/A
Earth Maw-commands the Earth to swallow up the group of enemies
Bard Songs
Sir Robin's Tune-the party can always run away from a fight; the monsters
cannot call for additional help
Safety Song-the party can never be attacked by wandering monsters
Sanctuary Score-the party's armor class is lowered
Bringaround Ballad-gives the Bard hit points while travelling; gives
everyone hit points during combat
Rhyme of Duotime-regenerates spell points two times as fast while travelling;
gives party extra attacks in combat
The Watchwood Melody-creates light; may even work in anti-magic zones
Kiel's Overture-creates a compass while travelling; casts the Trebuchet
spell for one round
during combat
Minstrel Shield-lowers armor class; during combat halves monster damage
[ Fixed By RYGAR ]
+++
Arboria:
To enter Arboria cast: ARBO
To return to Skara Brae cast: ENIK
Once in Arboria, seek the fisherman's hut. Go inside and pay him money to
learn the GILL spell. This spell will allow you to breathe under water. After
learning the spell (which can also be learned in the Wizard's guild inside of
Ciera Brannia) go in the lake right next to the hut. As soon as you are under
water, cast the GILL spell. It only last for a short while, so move quickly.
Head towards the west. After going west for about 20 paces, you should be near
the water of life. To get some,make one of your characters use a wineskin or a
canteen. They will collect some of the water which will play an important role
in the future. Once out of the lake, look around for an oak tree. It is close
to the city gates. When you run into it,it will ask you if you want to pick an
acorn. Type yes and give it to one of your characters.
Now you must go to the top of Valarian's tower and get the nightspear.
Teleport straight up about two or three levels using the APAR spell. Once you
make it two the top,there is a place where you must plant the acorn. To do so,
make the character use the acorn. He/she will plant it. Then use the Water of
Life. The acorn will grow into a full size tree.Climb the tree and look around
on the top level for the nightspear. Give it to one of your characters. To get
out of Valarian's tower, teleport straight down two or three levels, and find
the stairs going out of the tower.
Go inside of the city, and go into the King's castle. It should be right
in front of the city gates. The king will tell you to bring Tsolaths head to
him. Then you will exit the city and find the festering pit. It looks like a
hole in the ground. After you enter it, teleport down with the APAR spell
and find Tsolath. Cast a PREC spell as soon as you find him. The best way to
kill him is to use something quick and powerful, such as the DEST spell. Once
you kill him, he will try to come back to life, but the nightspear will absorb
the light that controls him,killing him for ever. Then you will be able to get
his head and heart. Take them and go back to the King's castle. The King will
take Tsolaths head and let you into his Sacred Grove,which is right outside of
his castle.
Enter the grove and head towards the south-central part of the dungeon.
You should find a door there. Enter the door and use Tsolaths heart. One of
your characters will put it in a bowl in his chest.Then use the Water of Life,
this will make the heart start pumping and bring Valarian back to life. You
then will have to exit and re-enter his burial chamber to discover a door to
the east. Enter the door and head towards the south-east. There you will find
Valarian's bow and arrows. Give them to your characters and make you way back
out of the grove to the city gates. Find the well worn area where you will
teleport back to Skara Brae. Go to the old man in the Review Board. He should
give you 600000 experience points and tell you of your next quest. Be sure
to have your chronomancer talk to him to learn the new teleporting spells.