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1994-10-26
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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 -
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