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- ** The Gate
-
- - Teleporter. Switch @(6,21) activates alternate teleporters,
- one teleports from (4,17) to (4,14), the other
- teleports from (10,20) to (10,21)
- - Single-square room at the top of pit @(13,25) - south wall is
- illusionary.
- - Spear gate @(14,9). Plate @(13,10) starts/stops gate opening.
- A button or plate somewhere on these levels deactivates it,
- permanently locking the spear gate.
- - False walls @(12,9)-(11,9), (13,25)-(13,26), (13,16)-(14,16)
- (14,15)-(13,15)
- - Button @(9,22) opens door @(8,21)
- - Button @(8,23) opens door @(7,22)
- - Button @(13,34) disables spear traps @(13,37)
- - Button @(21,35) unlocks the two one-way doors
- - Button @(25,13) ???
- - Plate @(1,27), (13,18) ??? (these don't seem to actually do anything)
-
- - Manna circles @(10,8), @(13,14)
- - Silver runestaff @(13,14) - 120 charges, 6 runes
- - Eagle key in fire pit @(22,14)
- - Very sturdy key @(25,13)
- - Rune scroll - Scare @(4,34)
- - Rune scroll - Freeze from very cold parchment
- - Rune scroll - Stoptrack rune @(25,13)
- - Ring of poison resistance @(3,11)
- - Magical set of plate armor, chest leg & helm, @(14,18)
- - Chain chest, leggings, & dwarf helm @(25,21)
- - Black slayer arrows - 2 @(2,32), and 1 @(11,31)
- - Dagger of piercing @(15,9)
- - Hammer @(25,21)
-
- ** The Pits
-
- - Three door puzzle @(9,19). You have three doors, N, S, and E.
- Find the key first before you take anything else, or you will need
- to restart from a previous savegame.
- - Plate @(18,8). To activate, you have to jump into the pit from the
- floor above. This opens a one-way secret door to the north, leading
- to Saffrini's Orb.
- - Duck Statue. Cast 'duck' (from the faerie realm) or a heal spell
- on the duck statue, and it and the wall behind it vanish.
- - Trap reset plates @(2,31), (2,29), (2,27). These reset the
- traps and puzzles on both floors.
- - Button @(7,19) opens door behind you
- - Buttons @(13,14) open doors @(13,13) & (13,15)
- - Button @(12,13) heals the party
- - Button @(14,15) doesn't appear to do anything
-
- - Saffrini's Orb @(19,4)
- - Manna circle @(17,6)
- - Rune scroll - Sphere attack @(13,33)
- - Rune scroll - Read languages @(13,33)
- - Wolf key @(13,19)
- - Magic horn @(13,33)
- - Ring of poison resistance @(9,16)
- - Ring of ducking (blue ring) @(13,33) This is a ring of protect x3
- - Chain shirt, chain leggings, slightly battered helm @(21,23)
- - Magical shield @(9,19)
- - Magical black arrow quiver @(13,33) for black slayer arrows
- - Warhammer @(21,23)
-
-
- 7 <P16> <L16> Palace of Shadows
-
- Start @(17,12) One-way entrance only - cannot go back via this
- route.
- Exit @(20,29) Cast fireball into this square to reveal the door
- to the next level.
- Mirror @(24,27) Teleports you to the Temple of Throggi,
- @(2,25). A mirror there teleports you back.
- Mirror @(11,27) Teleports you to The Pits, @(19,5). A mirror
- there (it used to be a plaque on the wall - honest!) teleports you
- back.
-
- - Farli @(19,20) joins party. Sparkle leaves. If you avoid Farli,
- sparkle stays with you.
- - Wahooka @(5,29) joins party.
- - Shadow King @(16,11)
- - Scourge @(23,29). He CAN be beat up, but I think he's immune to
- magic. If you can't beat him up, lure him through the mirror
- @(19,29), then take the long way back. He'll stay over there.
-
- - Illusionary walls @(15,1) (19,1) (5,35) (21,36) (15,36) (5,25)
- - Mirror teleport pair @(20,11) & (14,11)
- - Mirror teleport pair @(15,36) & (19,36)
- - Mirror teleport pair @(19,29) & (15,29)
- - Weird teleport mirrors. Go through each of these at least twice.
- Mirror @(4,15) goes to (11,25)
- Mirror @(30,15) goes to (23,25)
- - Teleporter @(10,11). E-W to (3,3), N-S to (3,38).
- Teleporter @(24,11). E-W to (31,3), N-S to (31,38).
- * Go through illusionary walls in a circle around the teleport
- square to get to the spot in the center.
- - Yin-Yang pieces @(20,5) & (14,5). Putting them both into one holder
- reveals a door into the central passage.
- - Secret 1-square room @(17,21). Anybody know how to get in there?
-
- - Buttons open doors nearby @(16,12) (18,12) (16,18) (18,18) (18,24)
- (16,24) (18,32) (16,32) (9,29) (25,29)
- - Button @(11,31) opens door @(11,27)
- - Button @(23,31) opens door @(23,27)
- - Green glowing portholes @(3,38) & (31,38). These seem to be
- a one-use heal(???)
- - Mirror @(20,21) attacks! Attack it back, shattering it.
- You can take a mirror shard (Why? I have no idea why).
-
- - Marif's orb @(17,17). Cast shrink on it. Use it (at least once)
- on yourself to strengthen yourself enough to go down the corridor
- to the exit.
- - Shadow weapon @(13,37), shadow weapon base @(21,36).
- place weapon on base, and it transforms into a variety of weapons.
- - Rune scroll - Quickness rune @(7,19)
- - Scroll @(27,19) - Must be an in-house joke.
-
-
- 7 <P17> <L17> 1st level Khull Khuum's Tower
-
- Start @(13,18) - If you don't have 7 orbs, the Gatekeeper will not
- let you through. Say 'no' by pressing red square, 'yes' by
- pressing green triangle. Say 'no' to wanting to enter, but 'yes'
- to needing to enter. You get some good advice.
- Direct route up @(13,12) - wrong way
- Indirect route up @(9,15) - right way
- Down to evil dwarves @(17,5)
- Silver cross teleporter @(11,17) goes to/from tower2 @(10,10)
-
- - Evil dwarf @(20,6). If you kill him, you need to take the metal
- bar he was carrying to open the route to the evil dwarf lair.
- You need a dwarf NPC to open the route. If you do not kill him,
- he runs downstairs and warns the dwarves that you are coming, leaving
- the door open behind him.
- PS: If Enigma is with you, he will kill the dwarf before the dwarf
- can set the trap in the corridor. You then *NEED* a dwarf NPC.
-
- - Wall plaques covered with a poisonous dust. Cast a wind spell
- at them to blow the dust off, or wash the dust off with water
- from the evil dwarf level (you still have the bucket you found
- in the throggi temple, don't you?)
- - Invulnerable floating spike cylinder. Cast shield & protection
- on party, then you can ignore it or use it for target practice.
- Someone else suggested that you can lure the thing through the
- spear gate, then lock the gate behind it. I haven't tried this.
- - Locked & trapped door @(12,15) - It causes damage, casts a
- weakness spell on you, but increases your strength (temporarily).
- Weird. Solve the puzzle (below) to unlock door and negate trap.
- - Button puzzle behind panel @(16,15). The solution is on a scroll
- from the evil dwarves lair (downstairs).
- O O X X 'O' is pressed
- X X X O 'X' is not
- O X X X
- X X O O
- - Secret panel @(1,9) hides a white slab. I heard that it may have
- something to do with raising your maximum HP (after causing damage).
- I also heard that it can LOWER your maximum HP (after doing damage).
- A third rumor says that it can recharge runecasters.
- I couldn't get it to do anything for/to me (v1.2), but my maximum HP
- were already at 220.
- - Illusionary walls @(12,9) (13,8) (19,9) (11,4) (5,7) (5,11) (11,18)
- (6,4) (16,3)
- - Silver ankh @(6,4) (cross with a circle on top)
-
-
- 7 <P22> <L21> Lair of the Dark Dwarves
-
- Start @(8,2)
- Stairs back to tower @(8,12)
-
- - Evil dwarf @(4,6) will give you a scroll, after the altar is
- destroyed, and if he is still alive.
- - The hole in the roof is sealed, and nobody has yet found any
- way through it or a reason for it to be there.
-
- - Button @(5,3) opens passage behind you
- - Button @(6,8) opens secret door @(4,6)
- - Manna circle @(2,2)
- - Scroll with puzzle solution @(2,8), and on dwarf @(4,6)
- - Well @(5,1)
- - Magic black slayer arrows @(2,3) (9,11)
- - Dagger of piercing @(4,6)
-
-
- 7 <P19> <L18> 2nd level Khull Khuum's Tower
-
- Start @(2,13)
- Teleporter up @(8,5)
-
- - Teleporter pair (13,9) to/from (14,7)
- - Teleporter pair (4,4) to/from (7,2)
- - Ankh teleporter @(14,8) to/from (3,11)
- - Crescent teleporter @(8,5) to/from tower3 @(10,7)
- - Cross teleporter @(10,10) to/from tower1 @(11,17)
- - Door @(15,3) magically barred - cannot be opened?
-
- - Silver Crescent @(14,5)
- - Silver Cross @(4,12)
- - Scroll @(14,6) - Another 'in' joke?
- - Green porthole @(11,13) - Any ideas on what this does?
-
-
- 7 <P20> <L19> 3rd level Khull Khuum's Tower
-
- Start @(10,7)
-
- - Crescent teleporter @(10,7) to/from tower2 @(8,5)
- - 4-item teleporter @(6,1) to/from tower4 @(6,6)
- - Button @(8,4) opens secret door @(9,5) - (useless???)
- - Silver Circle @(1,5,19)
-
-
- 7 <P21> <L20> 4th level Khull Khuum's Tower
-
- Start @(6,6)
-
- - 4-item teleporter @(6,6) to/from tower3 @(6,1)
- - 4-item teleporter @(5,14) to Thera's Temple. You can only use
- this after you have all 9 planetary orbs, and are also carrying
- all 4 of the silver objects.
-
- - Khull Khuum @(5,10). You cannot kill him (Kill a god? Not likely!).
- You must visit him to win, as he is carrying the last two orbs.
- I have finished the game two different ways, one by running away,
- the other by trapping KK.
- Method 1. Approach KK from the N. After he finishes his first
- speech, take the orbs. When he finishes his second speil, and
- is quite upset, run past him, to the S, and through the
- teleporter to Thera's temple.
- Method 2. Place silver items on the small circles to the N, E,
- and W of the square KK will appear on. Do this from the outside,
- not from the square he appears on. Step onto his square from
- the S. When he finishes his first speil, take both orbs. When
- he finishes talking again, take 1 step back and place the last
- silver object on the small circle in front of you. This traps
- KK and places him in his own orb (just like the other gods).
- - There are other ways of trapping and misleading Khull Khuum.
-
-
- 7 <P18> <L22> Thera's Temple
-
- Start @(8,9)
- This is it. You can't go anywhere else from here (not even back)!
- Place the orbs onto the pedestals in order. The lit pedestal is the
- active one, waiting for the next orb. See below for a list of the
- orbs, and the order they should be used (ignore Khull Khuum's orb,
- if you have it).
-
-
- ------------------------------------------------------------------------
- Section 8. List of Gods (orbs)
-
-
- NAME MATCHING PLANET SPECIAL POWER
- ---------------- ----------------- ----------------------------------
- Khull Khuum The Sun (?) ???
- Helion Mercury Same as a warming spell
- Aquila Venus Completely heals & cures party
- Thera Earth ???
- Azrael Mars Casts quickness
- Marif Jupiter Gives strength to character
- Afri Saturn Projects map of immediate area
- Safrinni Uranus Levetates party up a pit
- Yoth-soggoth Neptune/Pluto(?) Recharges all runestaffs
- Kor-soggoth (sp?) Neptune/Pluto(?) ???
-
-
- NAME LOCATION (<F8> X,Y,LEVEL) DESCRIPTION
- ----------------- ---------------------------------- ------------------
- Khull Khuum Tower4 @(5,10) Swirling dark blue
- Helion Ice Realm (31,3) on the Ice Queen Reddish tan w str.
- Aquila Mines1 (18,28) Splotchy tan
- Thera Tower4 @(5,10) Dark blue & tan
- Azrael Temple2 (18,14) red eye of statue Reddish
- Marif Castle (17,17) Splotchy red & tan
- Afri Upper keep (14,13) on a sharga Tan ringed
- Safrinni The Pits (19,4) Green ringed
- Yoth-soggoth Faerie (15,29) on a troll Blue striped
- Kor-soggoth (sp?) Tower4 @(5,10) Blue & smokey grey
-
-
- ------------------------------------------------------------------------
- Section 9. List of comestibles (edibles) & rings
-
- ** POTIONS
-
- All effects from potions/herbs etc are temporary. The only permanent
- change is that from the double-effect Throggi-holding-a-boulder
- vials (see below). Oh yeah - some temporary things last longer
- than others.
-
- Healthy potion (short blue) 1 x Healing
- Healthy potion (tall blue) 2 x Healing
- Small vial (fancy blue) 3 x healing
- Light green bottle Restores lost str & dex,
- Increases str & dex
- Dark green bottle Restores lost strength points,
- increases strength
- Smelly throggish brew Cures poison
- Throg-holding-a-boulder vial Increases strength, 2nd one
- within a minute increases str
- to max, and also increases str
- permanently by one point
- Bubbling blue potion (tan jar) Increases strength, 2nd one
- increases dex
- Decanter with a red brew 1 x healing, drunk
-
- Red mushroom Increases strength & agility
- Green mushroom Cures poison, weakness, and ???
- Spotted mushroom Removes magical effects?
-
- Good smelling root 1 x healing
- Really good smelling root 2 x healing
- Musty smelling root ??? (no effect when eaten?)
-
- Bad-smelling throg food Lowers strength by 1?
- A home-cooked meal 1 x healing
- Some faerie cake 1 x healing
- Fine faerie cake 2 x healing
-
- Rowanberries 1 x healing, drunk
- Gladiola ??? (no effect when eaten?)
- Foxglove ??? (no effect when eaten?)
- Wild thyme ??? (no effect when eaten?)
- St John's Wort Full cure & heal
-
- ** RINGS
-
- Plain ring - Magic armor ring
- Green ring - Ring of poison resistance
- Red ring - Luckstone ring
- Blue ring - Ring of ducking
-
-
- ------------------------------------------------------------------------
- Section 10. Comments and Gripes
-
- - Afri is not mentioned in the book THERA'S AWAKENING in the list of
- gods (at least not in the one I have). I'm not certain if this was a
- book-bug, or if this god was left out to confuse us poor mortals.
-
- - Khull Khuum, in the book, is named as the sun. In the scrolls in
- the dwarven library, it seems to be regarded as the 'lost planet',
- in between mars and jupiter, where the asteroid belt is now. Maybe
- they are suggesting that he was 'destroyed' by the other gods after
- they were freed?
-
- - Kor-soggoth (Ko-soggoth?) is spelled differently in different
- places (book & game).
-
- - The faeries spell Khull Khuum as Khull Khumm (?)
-
- - I wish the inventory would tell you what the items are. It is hard
- to tell which orbs are which when comparing the (color) picture in
- inventory with the (B&W) picture in the journal. I also have four
- different quivers, one of which is magical, and I can't tell which
- one.
-
- - I wish the game had some method for 'sliding' sideways. It would
- make checking for secret panels/buttons/fake walls much faster and
- easier.
-
- - The endgame STINKS! Ok, you're teleported back to the surface,
- everything turns green, etc, but WHAT HAPPENED? Is Khull Khuum
- defeated or destroyed? What happened to my companions, left in the
- tower? What What What?!? Unless these questions are answered in the
- sequel (ha ha ha), I think the finish of the story needed some
- definite help. This is especially disappointing after the *great*
- opening scene video, and some of the sequences within the game.
- 30 seconds (or less?) of video , mostly looking at plants grow,
- falls short of my expectations at this point.
-
- - (I'll add more gripes as I think of them)
-
-
- ------------------------------------------------------------------------
- Section 11. Credits for help/hints from the newsgroup
-
- Most of the credits given here are for things that I picked up from
- the newsgroup after I finished the game. The three exceptions to this
- are: 1-help finding the real daisy chain, 2-finding out about the
- v1.2 update/patch, and 3-using Afri's Orb.
-
- I give credit to the first person I have record of mentioning the
- hint/clue/problem. A couple of them are from before I kept records,
- and several are so frequently mentioned that giving credit to one
- person would be difficult.
-
-
- - Miki (Michael Turk) - Practice on the piece of rock in the blacksmith's
- room in the Dwarf Fortress. (This led me to try 'practicing' on other
- things as well)
- - (Unknown) - Place Afri's Orb on the square in front of you to bring
- up a map of the area.
- - (Unknown) - How to get into that secret room in the starting tower.
- - (Unknown) - Using the <shift>F8 to display your current location.
- - Brian Murph - Stonekeep music problems with the GUS sound card.
- - Rick Wells - Giving a feather token to the dwarven trader, rather
- than money.
- - D.D. Johnston / Adventur (Chicago) - Malfunctioning runecaster when
- in the Faerie Realm (and other places?).
- - Chris Taylor (GRUPS Chris) - Upgrade to v1.2 available from Interplay.
- - (Many) - Problems with handing Dombur the 3rd piece of the stoneshooter.
- - Julia - Casting a heal spell on the Duck Statue also works.
- - (Many) - Can't get Afri's Orb to work.
- - Allison Floyd - Another person (besides me) got the 'speech missing'
- error, but in a different place.
- - (Many) - Problems solving that 4x4 puzzle on the first level of
- Khull Khuum's tower.
- - Thomas Stockheim - The Ice Queen can be killed without the Coldfire.
- - Wyvern (Cheung Kwok Leung) - How to kill the Ice Queen without
- the Coldfire.
- - Greyjack - Shopkeeper dwarf has the key to the locked room in the
- Dwarf Fortress.
- - (Many) - Problems getting into the Faerie Realm, esp. after going into
- the Ice Caverns.
- - John Hoffman - Solution to out-of-memory problem when running under
- Win95.
- - Antos Dragon (Ike Miller) - Getting that unopenable door near the
- uncrossable pits open (Temple of Throggi, if I recall correctly).
- - Ken (Kenc) - Drinking 2 Throg-holding-a-boulder potions within a minute
- ups your strength permanently by 1 point.
- - Craig Davis / Wolf Schneider - Getting the Faerie Players to perform
- War of the Ice Realm / For Whom the Bells Troll.
- - Lonewolf (Wolf Schneider) - Uses for several runes in the Faerie
- realm, a use for the iron spike, a use for the other statue in the
- Throggi Temple, the uses for the green potions, and general
- critiques of this document.
- - Robert Becka - Game crashing when trying to get past the first guard
- sharga in the ice caverns.
-
-
- I've most likely missed some people, and possibly mis-quoted some others.
- My apologies in advance ...
-
-
- End of this document
- ------------------------------------------------------------------------
- END -- Cut Here -- cut here
-
-