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