home *** CD-ROM | disk | FTP | other *** search
- Clouds of Xeen - New World Computing
-
- Solution by Alex van Kaam
-
- It took me a full afternoon to make these characters, I tried to
- get their prime statistics as high as possible. This means that it
- could be that your characters are unable to defeat an enemy and
- therefore not advance so quickly as the ones in this solution.
- The best thing to do then is to go on some subquests and return to
- this solution when your party is strong enough. There are more
- than enough subquests so that should not be a problem.
-
- Also note that all these characters are human and have therefore
- the swimming skill, if one of your characters is not human you can
- learn the swimming skill in Rivercity near the pier.
-
- Never ever sell any items you have in your miscellaneous inventory
- they could be your only hope of surviving if all your spellcasters
- are low on spell points.
-
- Once you have the recharge spell you can use it to recharge some
- very useful items like the coin of daily protection or the gem of
- transportation.
-
- Clouds of Xeen as told by Aragorn Dragonslayer
-
- ------------> Chapter one <------------
-
- ------------> The city of Vertigo <------------
-
-
- We all met at the Lady Geraldine's Tavern, we are Gandalf a human
- male sorcerer, Gothmog a human male cleric, Rak*el a human female
- robber, Roodhaar a human female archer, Nomad a human male paladin
- and myself, Aragorn, a human male paladin.
-
- Here we decided to form a team to slay Lord Xeen, we all put our
- gold and gems together and left the tavern, as soon as we closed
- the door behind us we were attacked by a green slime. After
- slaying it, we entered Norman's Iron Works to get some good
- weapons and armor, we only had 800 Gp. so I bought myself a short
- sword, Nomad a wooden sabre, Roodhaar a brass sling and for
- Gandalf a robe. We decided not to buy more, because we never knew
- if we needed some gold to pay for a healing in a temple or
- whatever.
-
- When we left Norman, we entered the tent that was in front of his
- shop, in this tent lived Gunther the Mayor. He told us that most
- of the population had left the town, because of the slimes and
- doombugs that made life impossible here, a couple of years ago he
- hired a man called Joe the Exterminator to get rid of this menace
- but the problem only seemed to get worse and he would be very
- happy if we could help him clean up the town.
-
- We went to the town gate in the south and from there we headed
- west, we soon came to a iron gate with two green slimes behind it,
- here we decided that Rak*el, being a robber, would open all the
- gates and chests we would find. So she opened this gate and we
- all killed the green slimes, we continued west and soon came to a
- wooden crate, this was empty so we headed north.
-
- Here we were attacked by one slime and three doombugs, after this
- unexpected fight Roodhaar was unconscious, so Gothmog cast first
- aid on her. We entered the first door on the west, the one where
- the doombugs came from, and searched the room without finding
- anything, we left this room and headed north. We killed another
- green slime and entered the second door to the west, here Nomad
- found a scale armor, he equipped it and we left. Again we headed
- north and we found a wooden crate which was again empty, here we
- turned east and went through a gate.
-
- To the north was Thylon's training school, we entered but he told
- us that none of us was experienced enough to gain a level, so we
- soon left. If we headed east it would take us to the mainstreet
- near the mayor's tent so we turned and headed west back through
- the gate to the third west door. As soon as we tried to open the
- door we were attacked by two doombugs, of course we killed them
- and entered the room, Rak*el searched the room but found nothing
- so we left.
-
- We headed north again and were soon attacked by a doombug from the
- north and one from the west, we killed them but Roodhaar, Gandalf
- and myself were unconscious after the fight so the others made
- camp.
-
- Next morning we were all back in top shape, we opened a wooden
- crate which was of course empty again and we continued north, we
- soon found a gate to the west with lots of doombugs behind it,
- this seemed to be some kind of lair. We opened the gate and
- killed them all, after searching through the rubble in the lair we
- found a jewel. We left the lair through the south exit, killing
- another doombug and heading west. At the T-junction there were
- two doombugs to the north which we killed and we headed south
- through a gate.
-
- We kept heading south till the road turned east and we came to a
- gate, we were now back at the first wooden crate that we had
- opened. Looking at the map that Gandalf made, we saw that we had
- covered the southwest of the town, so we headed north passed the
- lair until we saw another wooden crate which was empty again.
-
- From here we went east, Rak*el opened the gate which was trapped
- and we continued east until we came at the main street. Since most
- of the slimes and doombugs seemed to be in the side streets we
- turned around and headed west back to the wooden crate. Here we
- headed north where we found three wooden crates which were all
- empty. At the last wooden crate was a gate to the east leading to
- the main street, so we headed north again and soon found a door to
- the west. We entered but since this room was empty we left.
-
- We headed north and when the road turned west we followed. At the
- T-junction we turned south and we turned east at the first side
- road. Here was a door to the south and after searching the room
- behind this door we found a ring mail. We left. Going east would
- take us back to the three wooden crates so we went west and south
- again.
-
- The next side road to the east would take us back to the north
- exit of the doombug lair so we continued south. We found some more
- rubble here and soon were at the gate where we had slain two
- doombugs before. By now we had also mapped the west side of the
- town so we turned around and headed north to cover the northwest
- corner of the town.
-
- We soon found a gate and continued north. We followed the road
- first north and then east, again we came to a gate with four green
- slimes behind it. Of course we killed them and went through the
- gate, here we saw a door to the south, when we approached we were
- attacked by a large breeder slime. After killing it we were close
- enough to the door to read the sign - "Joe's Storeroom".
-
- We entered and were soon attacked by more creatures than we could
- count, we had to retreat a few times behind the gate so we all
- could get our hit-points back, but in the end we were the winners.
- In the warehouse there were a lot of wooden crates, some of them
- were empty; others had a piece of armor or a doombug inside and
- the last one we opened had a bill inside from or to Joe saying the
- price of slime breeders. It seemed that Joe who was hired to get
- rid of the creatures was in fact the cause. Well, this was a bill
- the mayor would be happy to see.
-
- We left the warehouse and decided to check-out the rest of the
- town before showing the bill to the mayor. So we went through the
- east gate and headed the same way, past a green field, south to
- another gate which was trapped. We went through the gate and
- killed the doombug that was behind it, then we headed west, killed
- another doombug and opened the again empty wooden crate. We
- continued west.
-
- A little bit to the the south was another wooden crate, empty of
- course, so we continued west, a few steps north and west till we
- came to a gate. This led to the main street so we turned around
- and headed back to the last wooden crate we opened. From here we
- went south and then east into the jail of Vertigo.
-
- The jail was empty so we left and continued south, at the
- T-junction we decided to go west, killing the green slime and
- going through the trapped gate. To the north was the entrance to
- Gilbert's Hexes, not being a member we left. Going west again
- would take us into the main street so we went east.
-
- Here we came to another gate with two more doombugs behind it, we
- killed them and continued east through the gate. At the T-junction
- we decided to go south as going north would take us back to where
- we were before, according to the map that is, so we headed south
- and through a gate, killed two green slimes and headed west.
-
- Just before a gate there was a door to the north leading into the
- Tavern, we entered and talk to all the guests, searched the Tavern
- and left through the same door.
-
- We turned west, through a gate and into the main street, now we
- were back at the place we started from. We headed north on the
- east side of the main street, passing the Tavern, and the tent of
- Vern the Guildman who would make us a guild member for 25 Gp. We
- continued north, past the bank and onto a green field, in the
- middle of the field was Rialdo the Ranger who would like to teach
- us pathfinding for a mere 2500 Gp. Since there needed to be two
- party members in a party to use the skill it would cost at least
- 5000 Gp. which of course we didn't have.
-
- We left the green field and went west past the Greenslime temple,
- then we turned south passing the shop of Mylo who could teach one
- of us Cartographer but Gandalf already had this skill so we left
- and continued south. We soon came to a magic mirror which after
- asking some people about it, would take us to any known
- destination, very handy indeed.
-
- We soon came to the tent of the mayor and boy was he happy, he
- gave us the Outstanding Citizenship award, 5000 Xp. and 4000 Gp.
- and 50 Gems. He also told us that the Dwarves in the Red Dwarf
- Range need some help getting rid of a Mad Dwarf Clan.
-
- We left the mayor and went first to Thylon's training school,
- Rak*el advanced to level 4 and the rest of us to level 3, after
- this we went to Vern and we all became guild members except for
- Rak*el. In the guild we decided that all the important spells
- would be learned by at least 2 party members so if one was not
- able to cast a spell the other hopefully was !!??. Gandalf
- learned Wizard's Eye which was a big improvement on his
- Cartographer skill and he learned Jump, as for Gothmog he learned
- Protection from Elements as this seemed like a very useful spell
- to us. Roodhaar also learned Jump as a substitute to Gandalf's
- Jump. As for Nomad and myself we both learned Cure Wounds as this
- was probably a life saving spell.
-
- After the guild we went to Norman, we all had some good armor
- already so we sold all the extra items we had and bought all his
- long range weapons and all the short range weapons we could equip.
- The last thing to do was to get some food since we didn't know how
- long we would be gone from a town, so we went into the Tavern,
- bought the food, rested and left the town.
-
-
- ------------> Chapter two <------------
-
- ------------> Our first outing <------------
-
- Outside the town of Vertigo we saw a tent, this was the tent of
- Myra the Herbalist and she had trouble obtaining the Phirna root
- because you could only find these roots in the green meadow and
- the witches who lived there changed everybody they saw into big
- toads. If we could get a Phirna root she would give us five
- anti-poison potions. Gandalf said that there maybe traps in the
- Red Dwarf Mine so we could use a few anti-poison potions.
-
- Looking at the big paper map we had we saw that the meadow was
- just south from here so we headed that way. We soon encountered
- some orcs but a few good shots and blows took care of them. We
- crossed the bridge to the south and came to the meadow on the east
- and a wagon to the west. We decided not to enter the wagon yet, it
- would probably be another quest, and went into the meadow.
-
- Soon we encountered a few toads and snakes and after killing them
- we started searching for the Phirna root. After a while we found
- one in the northeast part of the meadow. We dug it up and headed
- full speed to Myra since we had no intention in becoming a toad.
- Myrna gave us the five anti-poison potions and we went to the
- spring we saw when we first crossed the bridge, just before the
- bridge to the east. I first tried and gained 25 hit points for the
- rest of this day, the others soon followed. Standing here at the
- spring we also saw a tent on a island in the river, since we all
- could swim we decided to go and see who lived in it. We walked
- into the water and headed towards the island. In the tent lived
- Orothin the Hermit and he told us that on the two islands nearby
- he had built two statues. One will teach cure disease and the
- other cure poison, but he lost the bone whistle that activates the
- statues near Pitchfork Creek.
-
- Since knowing the spell was even better than having a few potions
- we decided to find the whistle. Looking at our big paper map we
- saw that Pitchfork Creek was again south across the bridge and
- then west. So we crossed the bridge and turned west, past the
- wagon. We were soon attacked by skeletons and zombies which we
- soon found out couldn't cross water so we retreated into the river
- and shot our bows at them, not very brave but it worked. In the
- middle of the river we found a well which gave us all +60 luck for
- a day, we all drank from the well and continued west on the river
- bank.
-
- Soon there was a path leading south which we thought could lead us
- to Pitchfork Creek. We headed south and soon came to a clearing in
- the forest with another spring in the middle. After drinking from
- it we all had increased 5 levels. There was just a little bit of
- forest between us and Pitchfork Creek to the west, but since we
- didn't have the money to learn pathfinding in Vertigo we had to
- leave the clearing the same way we entered it.
-
- We soon came back to the river and headed west, the further west
- we went the closer the forest came to the river and soon we had to
- enter into the water and swim west past the forest. To the south
- was another well and this time we got +25 magic points for a day
- after drinking from the water. Following the river south we
- entered Pitchfork Creek. The first thing we saw was a shrine and
- after checking it out we saw that it was a shrine for the undead
- so we destroyed it and gained +5000 Xp.
-
- Of course we were attacked by zombies and skeletons but we won and
- soon found a dead body west of the shrine which had the bone
- whistle on it. The whole time there were enemies attacking us and
- we weren't strong enough to keep this up for a long time so we
- quickly headed back to Orothin and gave him the whistle, earning
- us a staggering 15000 Xp.
-
- He activated the statues and we went to the two islands east of
- his tent to find the statues. On the first island we found the
- shrine of poison and we received after praying +50 point of poison
- resistance. North of the shrine there was the first statue. Nomad,
- Gothmog and myself learned the cure poison spell and we headed
- south to the second island, here we found the second statue and
- again the three of us learned the cure disease spell this time.
- With all the extra Xp we gained today we decided to head back to
- Vertigo and go to Thylon for some training. Just before we wanted
- to enter the town Gandalf spotted another well to the east of the
- city. After drinking from this one we all gained +5 armor class.
-
- At Thylon's training school we had our first set back today, we
- all had enough Xp. to gain a few levels but we didn't have enough
- gold pieces to pay him. Anyway we trained as many of our party as
- we could and went to the tavern for some well deserved rest.
-
-
- ------------> Chapter three <------------
-
- ------------> The Red Dwarf Range <------------
-
-
- The next morning we had some breakfast and headed towards the
- dwarf mine which was, according to our big map, west of Vertigo,
- we soon found the entrance to the first mine of the range better
- known as Mine One.
-
- ------------> Part one <------------
-
- ------------> Mine One <------------
-
- Once inside the mine I cast a light spell so we could see where we
- were going. There were bats all over the place but a few good
- shots took care of them. The entrance corridor led north, we
- followed it and turned east at the first side path. Here we found
- a empty barrel so we continued east, we soon found a wooden crate
- which only I could open with my Might being the highest. Inside
- was a lot of good stuff, from armor to weapons. After getting
- everything from the crate we continued east finding another wooden
- crate, empty this time.
-
- There were two doors here, one leading north the other south. We
- first went through the south door which was trapped and gave
- Rak*el a good shock. Inside we encountered our first three Mad
- Dwarfs which we killed after a short fight. Inside the room were a
- lot of beds, some containing nothing, others armor and weapons and
- some even a trap. After cleaning this room we entered the north
- room. This was much smaller and housed only two mad dwarfs, again
- we searched the room and found a lot of items.
-
- We headed back west to the entrance corridor, now we took the
- first exit west, just opposite to the first east exit we took.
- This was a big hall with a few empty crates and barrels but also
- some barrels containing red and white liquid, we soon found out
- that the red liquid gave you +2 might permanent and the white +2
- luck permanent. After checking all our stats the one who needed
- to gain some points on might or luck drank the liquid.
-
- To the south of the hall was a door leading to a small room. In
- this room there were three empty crates and one chest containing
- 2000+ gold pieces. We left the small room and went back into the
- great hall, in the northwest part of the hall was a corridor
- blocked by a gate.
-
- We went through the gate and headed north. We soon stepped on a
- trap but we didn't receive much damage. At the first side road we
- turned east and entered another great hall this time filled with
- lots of barrels. After a bit of trying out we discovered that the
- Green liquid gave one of us +2 Endurance, Yellow liquid +2
- Accuracy, Purple liquid +2 Speed, Orange liquid +2 Intellect and
- Blue liquid +2 Personality and they were all permanent. There was
- also a dead body in a corner and Rak*el found a piece of paper
- with "travel code A----" on it. After comparing the handmade map
- with Gandalf's Wizard Eye spell we discovered two thin walls we
- could bash in.
-
- We first knocked down the northeast wall, we found some rubble but
- there was nothing special in it, so we headed north and soon saw a
- large spider web covering the complete corridor. We went north
- through the web and soon encountered a giant spider. Roodhaar
- said that the spider would probably be poisonous so we'd better
- kill it from a distance. A few good shots took care of him and we
- decided to kill all the spiders from a distance if we could do so.
-
- At the end of the corridor we found our first gold vein. Nomad
- mined all the gold he could and we returned south back into the
- hall with all the barrels. Next was the thin wall to the north,
- again some rubble this time containing two giant spiders. At the
- T-junction we headed west and killed another three giant spiders.
- We soon found two more gold veins one to the north and the other
- to the south. After getting all the gold we headed back to the
- T-junction and went north. Here we found another gold vein, got
- all the gold and went south back to the hall with all the barrels.
- We left the hall the same way we entered it and headed north. We
- soon found a body to the west containing a shopping list. We
- continued north, killed a giant spider and found another gold
- vein. When Nomad tried to mine it we had a cave in and all of us
- lost a lot of hit points, a good rest was needed to recover from
- it.
-
- By now we had covered the complete north part of this mine so we
- headed south back past the trap and through the gate. The only
- bit left was east. We found another body this time with a note
- saying "travel codes: Mine 1, Mine 2, Mine 3, Mine 4 and Mine 5".
-
- Nearby was also a Mine car and we could use those travel codes on
- the mine car, but we decided to go first back to Vertigo and get
- some more training since we now had enough gold to pay for it....
-
-
-
-
-
-
- - o -
- ə