Eschalon Book i A

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Eschalon: Book I Complete FAQby soybostero93Date: 20/02/2010Size: 115051 bytesWritten in Notepad in 1024x768.If you want to find something in the guide, do this:type the number it has in the Index in the "Find" dialog box.This uncomplete FAQ is currently approved for use in these sites only: GameFAQs Neoseeker Super Cheats CheatBook.deIf you want to use it in your site, just email me asking permission.WARNING: This partial guide is full of spoilers.If you don't like spoilers, then close this window immediately.If you don't mind getting spoiled, go on reading.NOTE: This FAQ is based in the 1.04 version of the game.If you have an older version, you could find some minor differences between thegame and the text.If you find something I didn't update to the 1.04 version, please email me andI'll do my best to correct it.INDEX1. INTRODUCTION, HINTS 1.1. INTRODUCTION 1.2. HINTS 1.3. MY REVIEW2. GAMEPLAY ELEMENTS 2.1. SKILLS 2.2. HIT POINTS 2.3. MANA POINTS 2.4. TOHIT ABILITY 2.5. ATTACK 2.6. ARMOR RATING 2.7. DAMAGE REDUCTION 2.8. RESISTANCE 2.9. QUICK TRAVEL 2.10. MIXING 2.11. TRAPS 2.12. CURSES 2.13. WELLS 2.14. CAMPING3. HISTORY4. CUSTOMIZING YOUR CHARACTER 4.1. ATTRIBUTES 4.2. ORIGINS 4.3. AXIOMS 4.4. CLASSES5. MAIN QUEST 5.1. THE AWAKENING 5.2. CRYPT AMULET 5.3. THE QUEEN 5.4. THE END6. SIDE QUESTS 6.1. HEAVY DUTY 6.2. MARSH CLEANING7. ENDINGS 7.1. GOOD 7.2. BAD 7.3. DEATH 7.4. DESTROYER8. WEAPONS 8.1. DEMON OIL I 8.2. DEMON OIL II 8.3. DEMON OIL III 8.4. DIVINE ORE GREAT SWORD 8.5. EXECUTIONER 8.6. FLASK OF INCINERATOR FUEL 8.7. SKULLSPLITTER9. ENEMIES 9.1. ACID GRUBB 9.2. BLOODSIPPER 9.3. DIMENSIONAL EYE 9.4. DIRACHNID 9.5. FANGED SALAMANDER 9.6. FUNGAL SLIME 9.7. GOBLIN ARCHER 9.8. GOBLIN BOMBTHUG 9.9. GOBLIN HACKER 9.10. GOBLIN WARLORD 9.11. HIVE DRONE 9.12. HIVE QUEEN 9.13. NOXIMANDER 9.14. POLTERGEIST 9.15. RAPTOR 9.16. SHADOWMIRK ACOLYTE 9.17. SPIRE GUARD 9.18. TAURAX 9.19. THUG 9.20. WALKING CORPSE10. PLACES 10.1. ARIDELL 10.2. BORDERTOWN 10.3. CAMP THORNDIKE 10.4. CROSSROADS OF THAERMORE 10.5. ELDERHOLLOW 10.6. EVERSLEEP CEMETERY & FAMILY CRYPT 10.7. FATHER MICHAEL'S COTTAGE 10.8. GIANT'S VILLAGE 10.9. GOBLIN CITADEL 10.10. GREAT TANGLETREE FOREST 10.11. GRIMMHOLD 10.12. LAKE ATRIA & LILITH'S HOUSE 10.13. LONELOFT 10.14. LOST BAY LIGHTHOUSE 10.15. MONUMENT TO OOLASEPH 10.16. OUTPOST AT BURNING SANDS 10.17. RAMI OASIS 10.18. SALAMANDER PIT 10.19. SALTED COAST 10.20. SHADOWMIRK 10.21. SOUTHERN GATE 10.22. TANGLETREE OSSUARY 10.23. TELEPORTER ROOM 10.24. UNDERGROUND REPOSITORY 10.25. VELA 10.26. WHISTLING CAVE11. LIGHT & HEAVY ARMOR 11.1. ADAMANTINE CHEST PLATE12. NON-PLAYER CHARACTERS 12.1. EERU 12.2. ELEANOR 12.3. GRAMUK 12.4. GRUZZ 12.5. LILITH 12.6. OMAR13. SPELLS 13.1. BLESS14. AMULETS AND RINGS 14.1. ANKH 14.2. BLOODLUST AMULET 14.3. BONESPLITTER'S CHARM 14.4. DEADEYE PENDANT 14.5. DIRE RABBIT'S FOOT 14.6. EVIL AMULET 14.7. GRAVEDIGGER'S AMULET15. ITEMS 15.1. ARROW 15.2. BANDAGES 15.3. CHRONOMETER 15.4. CRUX OF AGES 15.5. EMPTY FLASK 15.6. FEMUR 15.7. LANTERN 15.8. LOCK PICK 15.9. MAP OF THAERMORE 15.10. SKULL 15.11. TORCH 15.12. WIDGET16. ESCHALON: BOOK II 16.1. FEATURE LIST17. MISCELLANEOUS JUNK 17.1. CREDITS 17.2. THANKS 17.3. CONTACT 17.4. USEFUL LINKS+----------------------+|+--------------------+|||1 ||||INTRODUCTION & HINTS|||+--------------------+|+----------------------++-----------------+|1.1. INTRODUCTION|+-----------------+Eschalon: Book I is an old-school turn-based CRPG taking place in the region ofThaermore, which belongs to a fictional country named Eschalon. The land isbefouled with all kinds of monsters and it will be your job to clear it, as youtry to discover who (or what) you are.+----------+|1.2. HINTS|+----------+GAMEPLAY TIPS:If you want to play the game a bit better, then read. If during a fight you just click your mouse continuously on your enemy youwon't last very long. This is a turn-based RPG. You can attack, drink a potionor cast a spell. Decide well which action you will do. Also remember thatchanging your equipment doesn't waste a turn. Remember that merchants buy high and sell low, unless you have greatMercantile skill.AREAS TO AVOID UNLESS YOU HAVE GOOD EQUIPMENT:Thaermore is no piece of cake. There are some very tricky spots. Here they are. Baron's Thicket. It's full of Raptors, and they are pretty nasty. Crakamir. It's very, very dangerous. There are lots of Goblins, Acid Grubbsand Taurax. The Marshes of Boradan, in the eastern tip of Northeast Thaermore. There arearound 15 Fungal Slimes. The back entrance, Spider Chamber, bone storage and Proving chamber ofShadowmirk. Vela. It's full of all kinds of Goblins and there is a Taurax too. Grimmhold's Maintenance Level. It's now Goblin land, and there are moreGoblins that in the ground level.LANDSCAPES WORTH SEEINGIn the past, humans were more careful about the environment. Here you have somevery beautiful examples of it. The lighthouse top. It has a great view and it's an impressive experience,during day and also night (I prefer daytime), and the music makes it evenbetter. Aridell's eastern coast at night, behind the tavern, just south of theblacksmith. It is a really beautiful view. The Ossuary entrance at night (where Quick Travel is activated for it),obviously with a torch. Vela at night. It's just fascinating, but in daytime I don't like it verymuch. Remember to keep a torch on. The Salted Coast at night. Anybody knows that sea at night is fascinating.Just don't forget to have a torch with you. The Gulf of Madria, at daytime. Go through the outpost and go outside at thesoutheast corner to see it. Beware of Taurax. Lorus of Eastleaf's tomb, in Tangletree Ossuary, without the Poltergeist. The Loneloft ruins at night, after clearing them from Taurax and othercreatures. Any area of Great Tangletree Forest at nighttime. The glow worms make ita great experience. Just be sure there are no Hive Drones and you have a torch.ENEMY WEAKNESSESEnemies aren't perfect. Here you can read about their weak spots: When Goblin Bombthugs die, they can damage nearby units, too. When Acid Grubbs die, their splash damage units next to it. Thugs and Goblins will sometimes drop treasure.AVOID SURPRISESWhen you thought it was all said an done... When you are in Tangletree Ossuary, beware when opening coffins orsarcophaguses. Some contain enemies, most are walking corpses and skeletons. Be careful when exploring the Goblin Citadel. There is a well there which isdiseased with Fleshrot. In the Goblin Citadel avoid like hell touching the golden statue. If you do,it will call you "infidel", you will be cursed, the area around it will burn,and around four hackers will appear. It seems Goblins worship Satan. In the Mysterious Cave, some powder kegs will explode on you when you getnext to them. In Whistling Cave, in the circular part where you hear bats, don't touch thething in the centre. It's infested with Bloodsippers. There's a small pathway in Northeast Thaermore, between two signs that say"Save time! Quick route to Aridell" in the western tip and "Avoid swamps!Shortcut this way to Darkford" in the eastern tip. Avoid it unless you have togo through it to find Mary's husband. As soon as you get the advice "The airseems strangely still" turn back. If you don't, you will be ambushed by Vidarthe Knife and his band of thugs. In the lighthouse top, beware if you pull the lever. When you get down to theoutpost, you will encounter around twelve Goblins of all kinds who, obviously,want you dead. You can avoid it by pulling the lever, doing Quick Travel at thelighthouse top and not entering the outpost again. Inside the Goblin Citadel, while you work your way through the first floor,you should notice two open gates with press tiles under them. If you step onthem, the gate will close on you and you'll die (or be hurt with 350 damage).Fortunately, you can operate both of them with nearby levers to avoid this (thesecond gate lever is past the gate, so you'll have to attack it with an arrow ora spell). In Blackwater Region, in the northeast corner, there is a narrow passagebetween some rocks. Don't go through there if you made the shady character'squest to kill Lilith or you'll be ambushed by him and three Barrea Mercenarieswho will all want to kill you no matter your response.+-------------------+|+-----------------+|||2 ||||GAMEPLAY ELEMENTS|||+-----------------+|+-------------------++-----------+|2.1. SKILLS|+-----------+Skills allow your character to do more things, like mixing or drawing maps. Italso helps him to make them better. Skills can be raised up to 5 points perlevel (when you start the game and each time you level up).ALCHEMY:Alchemy is the skill of mixing. You don't need any alchemy skill for HealingElixirs, Mana Potions, Cat's Eyes and Keensight, but the rest of potions andimbuing need at least 5 skill points. You can enhance your Alchemy skill bywearing the Brewmaster's Ring, reading the "The Art of Brewing" book or talkingto Gamfari in Bordertown.CARTOGRAPHY:The Cartography skill allows you to use the automap in the right. The automapwon't work until you have one skill point, and you will only be able to showwalls. As your Cartography skill increases, you'll be able to map terrain, pathsin detail, doors, objects, NPCs and enemies. You can enhance this skill bywearing the Compass, the Scout's Sandals, reading "Mapping Your World" orby talking to Garrett after giving him back his sextant.DODGE:This is a rather nice skill. It gives you a chance (1% per level) to dodge anenemy attack, avoiding damage and getting him off-balance for one round, giving50% more ToHit Ability for that round. It's advised to have it from thebeginning, as it can make the game a bit easier.HIDE IN SHADOWS:Night is dark. You know that. An you can try to make the best out of it withthis skill. It allows to not be detected by nearby NPCs and enemies. If you usea torch or lantern, cast a spell that produces light or attack, you'll bediscovered. If you are hidden, you'll see "Hidden in Shadow" in the game panel.LORE:This skill is pretty useless when you have the Lore spell, as they do exactlythe same; and if you don't have any Lore skill nor the Lore spell, you can pay amerchant so they tell you what the object is.MERCANTILE:In the beginning of the game, merchants will sell you products at twice its realmarket price, and will buy them at half. The more Mercantile skill, you have,the smaller the breach is. At a very outstanding skill level, you can make moneyfrom merchants by buying and selling them the same item.MOVE SILENTLY:This skill allows you to pass undetected near a NPC or enemy (it's a sort ofHide in Shadows that works for daylight too). You'll be silent no matter yourskill if there's no one near. If you stand still, better. When no one is hearingyou, you'll see "Silent" in the game panel.PICK LOCKS:With this skill and a lockpick, you'll be able to open locks with no furthereffort. Some complex locks will need a higher skill to break. But beware: locksaren't yours to pick, so if someone sees you prepare to fight.SKULLDUGGERY:The skill of traps: discovering traps and disarming traps. The discoveringchance is also helped by your Spot Hidden skill, and the disarming chance isaffected by your Concentration.+---------------+|2.2. HIT POINTS|+---------------+Hit Points are the main essence of the game. If you run out of them, you die.There are eight items which can restore Hit Points: Bandages (5 HP) Bread (1 HP) Dried Meat (5 HP) Healing Elixir I (15 HP) Healing Elixir II (40 HP) Healing Elixir III (90 HP) Salted Fish (3 HP) Tuber (1 HP)You can also heal yourself by drinking the water of some wells (the only two Iremember by now are the ones in Blackwater and Aridell).Also, the Divine Heal spell will let you recover Hit Points at expense of yourMana.You can increase your maximum Hit Points by wearing the Ankh (10 HP), theBlessed Rope Belt of the Healer (5 HP), the Ivory Amulet (5 HP), the Ring of theHarbinger (20 HP) or the Ring of Vigor (5 HP). You can also increase it bygetting more Endurance and/or Strength. You also get free extra Hit Points whenyou level up.If your Hit Points are below 15, the meter will flash and you'll hear acontinuous heartbeat.+----------------+|2.3. MANA POINTS|+----------------+Mana Points are your arcane energies. They are required to cast spells.There are four items which can restore Mana Points: Apple (2 MP) Mana Potion I (15 MP) Mana Potion II (40 MP) Mana Potion III (90 MP)You can also restore yourself by drinking the water of some wells.You can increase your maximum Mana Points by wearing the Blessed Rope Belt ofthe Healer (5 MP), the Mana Cache Amulet (20 MP), the Ring of Magi (20 MP) orthe Ring of Sparks (5 MP).You can also increase it by getting more Perception (it also increases theregeneration rate, Meditation helps here too). You also get free extra ManaPoints when you level up (Magick Users get free Mana Points according with theirIntelligence, Healers get free Mana Points according with their Wisdom).+------------------+|2.4. TOHIT ABILITY|+------------------+Your ToHit Ability determines the possibility you will have to strike the enemywhen you attack. You can enhance your ToHit Ability by adding points to yourDexterity and getting more skilled with the type of weapon you are currentlywielding (Unarmed Combat if you are fighting empty-handed).+-----------+|2.5. ATTACK|+-----------+Your Attack rating lets you know how much attack can you deliver when you strikeyour enemy. As the final damage roll is calculated randomly, this number showsthe maximum damage you can deliver with one attack (without modifiers such asCritical Hits or Savage Attacks). You can raise your maximum damage by gettingmore skilled with the type of weapon you are currently wielding (Unarmed Combatif you are fighting empty-handed) and adding points to your Speed.+-----------------+|2.6. ARMOR RATING|+-----------------+The Armor Rating is your main defensive help. The higher your Armor Rating is,the better you'll be at avoiding enemy attacks: higher Armor Rating means lessenemy ToHit probability. Almost every equipment item (excluding weapons) hassome Armor Rating, which will translate into your character whn you equip them.There are some non-equipment items which can boost your Armor Rating: Amulet of Greater Protection (+5 AR) Amulet of Protection (+2 AR) Ankh (+1 AR)You can raise your Armor Rating by adding points to your Dexterity and Speed.+---------------------+|2.7. DAMAGE REDUCTION|+---------------------+The more skilled you are with the armor you're wearing, the greater your DamageReduction will be. Damage Reduction is measured in percentage, and it representsthe chance you have to halve the damage you receive when an enemy attacks you.+---------------+|2.8. RESISTANCE|+---------------+Resistance helps you cancel some kinds of attacks based on the percentage ofResistance you have to that kind of attack. There are four Resistance kinds: Elements (lets you cancel fire, cold and air attacks). Toxins (lets you avoid being poisoned). Magick (lets you cancel magic attacks). Disease (lets you avoid catching a disease).You can increase your Element Resistance by adding points to your Meditationskill or to your Endurance and Intelligence.You can increase your Toxin resistance by wearing the Bitter Naga Amulet (+20%),adding points to your Survival skill or to your Strength and Endurance.You can increase your Magic resistance by adding points to your Meditation skillor your Perception and Endurance.You can increase your Disease resistance by adding points to your Survival skillor to your Endurance or Wisdom.+-----------------+|2.9. QUICK TRAVEL|+-----------------+With Quick Travel you can instantly travel to any place you've previouslyunlocked.The places you can Quick Travel to are: Aridell. Bordertown. Grimmhold's East Entrance. Grimmhold's West Entrance. Blackwater. Vela. Loneloft's ruins. Tangletree Ossuary's entrance.You can't Quick Travel if: You are in Crakamir (but you can Quick Travel in the lighthouse top). You have the Ceramic Crucible with you. You are inside a dungeon. There are enemies near you. You are overburdened (carrying more weight than allowed). You are poisoned.To unlock Aridell and Bordertown, touch their respective entrance signs. Tounlock both entrances of Grimmhold, Blackwater, Vela and Loneloft, touch theobelisks. To unlock the Ossuary, touch the marker between the two lights.+------------+|2.10. MIXING|+------------+You can mix different components to obtain another item. You will need at leastfive Alchemy skill points for most mixes. You'll need a vessel, a reagent and areactant. Three different things can happen if you try to mix something: If you chose the components well and have the required Alchemy skill for it,the reagent and reactant will be lost and the vessel will be replaced by thenew component. If you chose the components well but don't have the required Alchemy skill,all components will be lost and the potion will fizzle. If you chose incompatible components, all of them will be lost and you willsuffer an explosion, which can damage you with up to 20 Hit Points.+-----------+|2.11. TRAPS|+-----------+Traps are hidden things which damage you when you activate them. Traps can beactivated by: If the trap is inside a floor tile, it's activated when you step on it. If the trap is inside a chest, it's activated when you open (or try to open)that chest.Traps can be found and disarmed before they activate. The Spot Hidden skill andthe Perception attribute help to find traps, while the Skullduggery skill andthe Concentration and Dexterity attributes help to disarm them. If you fail todisarm a trap it will usually be triggered. Festering Stew: This trap releases a small green cloud which will disease youif your resistance points aren't high enough.+------------+|2.12. CURSES|+------------+Curses reduce all your attributes by half and stop your HP and MP restoreability until they are removed. They can be removed by talking with a cleric orpriest or with the "Dehex" spell. The higher your Wisdom is, the less chance youwill be cursed, but you can get Cursed more easily if you are Virtuous. AnAtheistic character cannot get Cursed.+-----------+|2.13. WELLS|+-----------+Wells can be found almost everywhere. When you touch them, you'll get a dialogbox: "There is a rope going down the well. Pull it up?". If you click "Yes" oneof these things will happen: You'll find a bucket in bad state and won't drink it. You'll drink some refreshing water and heal yourself a bit, also sometimes youwill restore Mana Points. You'll be infested with a disease. You'll disturb a group of enemies, which will attack you. There is only one case of this: a well in Bordertown contains 14 gold pieces(the game says someone made wishes).+-------------+|2.14. CAMPING|+-------------+You can find a good place to camp and rest. When you camp, you will put a tentand start sleeping. Time will advance rapidly, and Hit Points and Mana Pointswill be regained faster. Unfortunately, if you camp long enough, some enemy (orenemies) will pass by and awake you (and obviously, you'll have to deal withthem). You can't camp if: There isn't enough space to put your tent. There are NPCs near you. There are enemies near you. You are poisoned.+---------+|+-------+|||3 ||||HISTORY|||+-------+|+---------+Thaermore is one of the five provinces of Eschalon. It features a lush forestcalled Tangletree, a coastal area (The Salted Coast) two great rifts into theland (Eastern Rift and Crakamir Rift), some mountains and a sort of desert inthe southwest (Crakamir) that is occupied with Goblins. All of these thingscombine together to form a very varied and beautiful landscape. Thaermore isruled by a Chancellor who is replaced by his descendant when he dies.+----------------------------+|+--------------------------+|||4 ||||CUSTOMIZING YOUR CHARACTER|||+--------------------------+|+----------------------------++---------------+|4.1. ATTRIBUTES|+---------------++------------+|4.2. ORIGINS|+------------++-----------+|4.3. AXIOMS|+-----------+Your character's Axiom describes his basic belief system, which imposes certainadvantages and disadvantages to your character.ATHEISTIC: The Atheistic has their mind grounded in observable truths. Theysimply do not believe in any higher spiritual power or superstitions.Pros: They are immune to the effects of Curses.Cons: They are immune to the effects of Blessings and healing from an altruisticcleric or priest.NEFARIOUS: A person of Nefarious faith lives a life of self-indulgence andcorruption. By promoting wickedness in this life, they are ensured continueddebauchery in the afterlife.Pros: They have a 5% of delivering 'Malice Damage' with the use of savage andcruel combat techniques which double the damage dealt. Together with a CriticalHit, the damage is triplied.Cons: They are immune to the effects of healing from an altruistic cleric orpriest.+------------+|4.4. CLASSES|+------------++------------+|+----------+|||5 ||||MAIN QUEST|||+----------+|+------------++------------------+|5.1. THE AWAKENING|+------------------+-------------------------+|Difficulty: Very easy ||Objective: Get to Maddock's house in Aridell|+--------------------------------------------+As soon as you gain control of the player, you'll find out you're standingin an abandoned house in a location you don't know anything about. Well,you don't know anything at all, it seems you lost your memory. Open the chestnext to you, grab the dagger and the sealed note, and read it, it will saythat you must go find a man named Maddock in Aridell. Then go to the yard ofthe house, south of it. Examine the barrel and grab the two torches. Then go tothe tree stump to find four potions, a random item based on the class you choseand some leather sandals. Equip the sandals, and: If you chose Ranger orFighter, equip the bows and arrows or the sword as the primary weapon and (ifyou want) the dagger as the secondary one. Else, equip the dagger as theprimary weapon. Then exit the house. A Fanged Salamander will be waiting for youin some ruins. Kill it. Continue north until your path is blocked by a building.Turn east and exit the city. You'll come to a cross. Follow the sign directionsYou'll come across two Salamanders. Kill them and cross the bridge. When youget to the city, touch the city sign to activate Aridell in the Quick Travelmenu. You'll see two locked houses. Go to the first unlocked and talk toEleanor. She will tell you where Maddock is and give you access to her "AHistory of Thaermore" book, which is inside a drawer (it's not the entire book,just a part. We don't know what has happened to the rest of the book). You canalso check the ingame year in her desk. When you did everything you had to do,exit and go south. If you want and/or need healing, you can talk to the priest(beware, if you chose an axiom that doesn't support healing, he won't heal youbut you'll have to pay anyways). Then go further south until you reach a littlehouse. Go in and talk to Maddock. When you finish talking open the chest tograb the 2nd sealed note and 300 gold pieces. Read the note. You can rest here,buy more weapons, armor, etc.+----------------+|5.2 CRYPT AMULET|+----------------+----------------------------------------------------------+|Difficulty: Hard ||Objective: Recover an amulet from a sarcophagus in a crypt in Eversleep || Cemetery and take it to Lilith, a woman who lives in Tangletree|| Forest. She will tell you what it is and what to do next. |+---------------------------------------------------------------------------+This mission consists of two parts. You can skip one if you want, but themission will be very harder if you do. If you want to do this the hard and shortway, just go from Aridell all the way west to Elderhollow (you'll come acrosssome Salamanders, but if you invested well the gold, they won't be a threat) andgo north. Don't go to Grimmhold, go a bit east and then keep going north. You'lleventually come to North Parish. As soon as you get to North Parish, turn leftand follow the path to the cemetery. You'll come across three Bloodsippers. Whenyou kill them, (you should also see an opened casket) go to the northwest tip ofthe cemetery to find the crypt. Looks small, doesn't it? Well, it's big, but nowit's not something to worry about. The only thing to worry about now is openingthe crypt door, as it's locked. You have two options: bash it with a weapon ortry to lockpick it. But there is a method to get the key to it:Instead of going to Elderhollow, go north when you exit Aridell.You'll come to North Parish. Turn right and go north until you find a house.Enter the house and talk to Leurik, who is the cemetery director. Now you havethree different methods to get the key:1) Steal it from him (it's in a locked drawer in his bedroom, smash it or lockpick it to open it).2) He can give it to you for 200 gold.3) He will trade it to you in exchange of a favour: you must clear his basementof Salamanders. If you will do this. have some torches and good equipment, asit's a very dark place and there are around nine Salamanders (you'll face fouror five of them as soon as you go downstairs).When you broke the door, lockpicked it or opened it with the key; it's time toenter the crypt. As soon as you get downstairs, you will be in a small hallway.Walk along it and you will come to a small area with four different ways. Two ofthem are closed and one is the one you came from, so go west. Don't even try towait for the crypt attendant, as the sign there recommends you. He will nevercome.--MISSING PART----MISSING PART--When you get the amulet, you must take it to Lilith. Exit the crypt (you can usethe emergency exit instead of going all the way around) and now you have to getto Lilith's house in the "heart of the woods". You have three paths you can taketo get there: The easiest one is exiting the cemetery, going south at the first cross andthen west as soon as you get to South Parish. You'll come to Grimmhold EastEntrance. If you have opened the gates or you are going to open them now, go onreading. If you didn't, go to the next bullet. Well, after you pass Grimmhold,ending up in the west entrance in Tangletree, go west. Then, you'll have twodifferent choices: you can go northwest, across some swamps with Fungal Slimes,or southwest, through a gap in the forest. When you can't walk west any more, gonorth. You'll enter Northern Tangletree Forest. As soon as you get to a cross,go northeast. You should see a lake (Lake Atria). Go north until you get to Lilith's house.If you didn't open Grimmhold yet, you have two choices: The shortest route is: exit from the cemetery and keep going north until youget to Northeast Thaermore. Then go farther north until you get to sea and gowest. You'll come to the Barrier Range Region. When you get to Bordertown, gosouth and then west. When you get to a cross, go south. Keep going south untilyou get to a cross with two choices: south and northeast. Go northeast all theway until you get to a lake. Go north to find Lilith's house. Else, go south as soon as you get out from the cemetery. When you get to theSalted Coast, go west and cross the bridge. Get north to Central TangletreeForest. Go west, and when you reach the western tip (almost at the limit withWestern Tanglewood) go all the way north. You'll get to NorthernTanglewood. Go northeast at the first cross and follow the path until you get toLake Atria. Walk a bit north and you'll get to Lilith's home. When you get toLilith's house talk to her. You can also treaten her, but she will fight back(don't do this unless you have all the information you need. Also, beware, sheis strong).+--------------+|5.3. THE QUEEN|+--------------+---------------------------------------------------------------+|Difficulty: Hard ||Objective: Kill the Hive Queen for Lilith to finally tell you what she knows || about the amulet. You must bring her the Queen's stinger as proof || of your actions. |+------------------------------------------------------------------------------+So, Lilith wants a favor. Well, we have no choice but to comply with her. Onceyou finish talking to her, Quick Travel to Grimmhold West. If you didn'tactivate Grimmhold West, go southwest and then south until you get to CentralTangletree Forest. Go all the way east and then south at the limit of the map.Well, when you get to Grimmhold West start going south. Turn west. Follow thepath to the east, go south and then east. You should come to a small entrance toa cave near the rift. This is the Whistling Cave. Go in.+------------+|5.4. THE END|+------------+-----------------------------------------------------------------+|Difficulty: Very hard ||Objective: Kill Gramuk (or give him the Crux of Ages) and take the Crux of || Ages to Bastion Spire (or kill the Chancellor and his elite guard)|+------------------------------------------------------------------------------+This is the most important quest in the game. The last one. The one that decideshow does the game end. I'll cover all the choices you have during this quest.When you get to the Citadel's second floor, you'll face a chamber with someGiant Arachnids. Kill them and go on. You'll see a maze with 3 Taurax inside it.Beware if you get trapped with 2 of them between you. Past the maze there is abig hall where you'll find Gramuk. Talk to him. You can accept his offer (yougive him the Crux of Ages and he gives you 83510 gold). I assume you don'taccept it. If you don't attack him by surprise, he will summon 4 Giant Arachnidsinto the battlefield. Before talking or attacking him, do all the spells you canand drink all the potions you have. Gramuk isn't very hard to beat, but he has asomewhat powerful cold spell. And when you thought you killed Gramuk andeverything was over, he turns into a Dirachnid. Damn. This is where the spellsand potions get in action. They can turn an otherwise unavoidable defeat into anheroic victory. If you gave the Crux to Gramuk instead of killing him, stopreading. You are the worst traitor of humankind. Now Goblins will take over allof Thaermore because of your greed. If you killed Gramuk, go on. When you killedthe Dirachnid, grab the key and open the middle door. Go through the portal toget to Bastion Spire. Put the Crux of Ages on the pedestal. Then, open theportcullis and go through the hallway, turn right at the end of it and talk tothe Chancellor (or kill him and all his 16 Spire Guards who appear afterwards).+-------------+|+-----------+|||6 ||||SIDE QUESTS|||+-----------+|+-------------++---------------+|6.1. HEAVY DUTY|+---------------+------------------------------+|Difficulty: Hard ||Objective: Deliver a 70-pounds heavy crucible||Rewards: 600 gold pieces |+----------------------------------------------+To start this quest, talk to Erik in the Bordertown "blacksmith". Then you willbe given access to a chest that contains the ceramic crucible which has to bedelivered. Looks easy: delivering an object from one point to another, and alsobecause Bordertown and Blackwater are both on the Quick Travel menu. Well, it'snot that easy. First, the crucible weighs 70 pounds, so you'll have to sacrificesome items and/or equipment so you can carry it (a good idea is to store yourmost valuable things in some chests). And also, if you have the crucible withyou, you CAN'T Quick Travel. Well, as soon as you get the crucible get out fromthe town and do one of these paths:The easiest is going south, entering Northern Tanglewood, then going south toCentral Tanglewood, then go all the way west, going through the Crossroads ofThaermore (Western Tanglewood) and finally arriving into Blackwater.There is a similar method, but a bit harder: instead of going to CentralTangletree, go to Baron's Thicket (beware of Raptors), then to Vela or WesternTanglewood and then to Blackwater.Another path is:Instead of going south, go east to Northeast Thaermore, south to North Parish,and when you get to South Parish, go west to Grimmhold. If you have the gatesopen, you can just pass through Grimmhold and go all the way west. If you didn'topen the gates yet, do this:Instead of going west to Grimmhold, go south, then west along the Salted Coastand then through the southern part of Tangletree Forest. You'll end in theCrakamir Rift. Just go into the northwest corner of the map (beware of Tauraxnear the Loneloft ruins) and you'll get to Blackwater.When you get to Blackwater, pay the gate tax if you have to (you could use thesouthwest entrance, but it doesn't work, the lever just doesn't do anything) andfind the metal shop. Then talk to Gunther and it's all over.+-------------------+|6.2. MARSH CLEANING|+-------------------+-------------------------------------+|Difficulty: Medium ||Objective: Clear the Marshes of Boradan of Fungal Slimes||Rewards: 300 gold pieces |+---------------------------------------------------------+In Bordertown, talk to boatman Philip and accept the quest. This is a shortmission, but not very easy. Well, after accepting the quest go east to NortheastThaermore, and there go past the swamps. You'll end up in the Marshes of Boradanwhere you'll have to clear it from Fungal Slimes. There are around 15 of them,along with a dead body, and another one south of that area. When you clearedthem all, Quick Travel to Bordertown (if you didn't get the Quick Travel yet,just go west from the swamps until you get to it) and talk again to Philip tofinish.+---------+|+-------+|||7 ||||ENDINGS|||+-------+|+---------++---------+|7.1. GOOD|+---------+You'll obtain this ending if you kill Gramuk, the Dirachnid, place the Crux onthe pedestal and talk to the Chancellor.In this ending, you spend three days in Bastion Spire explaining how youobtained the Crux; but the council doesn't officially recognize you as the manthat recovered it, taking in mind how would citizens react at the truth.Instead, you are given a small reward and ordered to don't say anything. It'sofficially proclaimed that the Orakur were defeated and the Crux was recoveredby the Commonwealth Guard. Then you buy a small piece of land in northeastThaermore and build a cottage. You start having nightmares.+--------+|7.2. BAD|+--------+You can obtain this ending if you accept Gramuk's offer for the Crux and fleefrom Thaermore.You buy a farm overlooking Thaermore (you're now outside it) and watch the skiesthere turn dark. In the local tavern people talk that the Goblins continue toovertake the lands of Thaermore, killing every human they see and taking downBlackwater and Bastion Spire. The Chancellor has disappeared. Yet, no onesuspects nothing about your role in Thaermore's downfall. For now, life is good.+----------+|7.3. DEATH|+----------+Obviously, you obtain this ending if you die. You'll see a message: "You havedied." and a text that varies. This could be perhaps considered another badending, but the sequence isn't the same.+--------------+|7.4. DESTROYER|+--------------+This is far the hardest to get ending. To get it, you must kill Gramuk, theDirachnid, put the Crux if you want (it's not necessary), and then kill theChancellor and all the Spire Guards that appear. You'll then receive a messageindicating you achieved the Destroyer ending.You buy a farm overlooking Thaermore (you're now outside it) and watch the skiesthere turn dark. In the local tavern people talk that the Goblins continue toovertake the lands of Thaermore, killing every human they see and taking downBlackwater and Bastion Spire. The Chancellor has disappeared. Yet, no onesuspects nothing about your role in Thaermore's downfall. For now, life is good.+---------+|+-------+|||8 ||||WEAPONS|||+-------+|+---------+BLUDGEONING WEAPONS: Weapons like maces, hammers, etc. meant for destroyingthings rather than lives, but they are useful for both.BOWS: Bows are one of the weapons, along with thrown and explosive ones, who canbe fired from a distance. You need to equip arrows as quiver to fire.CLEAVING WEAPONS: Weapons like machetes, axes, etc. that can cut open woundsthrough both materials and flesh.SHORT BLADED WEAPONS: Weapons like daggers, knives, etc. that are very lightboth in weight and damage. They are almost useless against objects.SWORDS: Swords are pretty powerful and somewhat easy to get, but they are easilybroken when you try to destroy an object with it.THROWN WEAPONS: Weapons like rocks, darts, etc. that can be fired from far awayand are lost when thrown.EXPLOSIVE WEAPONS: They are thrown weapons, and ingame they appear like that,but there is one difference: when they crash to the ground they set on fire thesurrounding ground. The only explosive weapons are the three Demon Oils and theFlask of Incinerator Fuel.+----------------+|8.1. DEMON OIL I|+----------------+--------+|Type: Thrown, Explosive||Damage: 10 points ||Weight: 0,3 pounds ||Value: 30 gold pieces |+-------------------------+The Demon Oil I is a multi-purpose thrown weapon that explodes and creates fire.It can be used to hurt powerful enemies, create walls of fire and destroy doorsand chests. It's not very cheap but very effective. It has three more powerfulversions: Demon Oil II, Demon Oil III and (it's not a Demon Oil but behaves likeit) the great Flask of Incinerator Fuel, one of the best weapons in the game.+-----------------+|8.2. DEMON OIL II|+-----------------+-------+|Type: Thrown, Explosive||Damage: 20 points ||Weight: 0,3 pounds ||Value: 60 gold pieces |+-------------------------+The Demon Oil II is a medium version. It's not as powerful as the Demon Oil III,but does more damage and has more splash that the Demon Oil I. It's a fairlygood weapon.+------------------+|8.3. DEMON OIL III|+------------------+------+|Type: Thrown, Explosive||Damage: 30 points ||Weight: 0,3 pounds ||Value: 120 gold pieces |+-------------------------+This is the ultimate version of the Demon Oil, with more damage and splash thanever! Though it's very expensive, it's worth it. It has three times more damagethan the standard Demon Oil and a great splash. Though it's a very good thrownweapon, it's just a shadow of the Flask of Incinerator Fuel.+---------------------------+|8.4. DIVINE ORE GREAT SWORD|+------------------------+--+|Type: Sword ||Damage: 10 points ||Weight: 12 pounds ||Value: 2700 gold pieces|+------------------------+The Divine Ore is the best sword in the game and the non-thrown weapon thatdeals the best damage. Of course that it has a downside (you won't find aperfect weapon): it can only be gotten in one way, and it's hard: you have tokill Lilith, take the amulet and, when you go to the Underground Repository,open vault number 15. The prize is yours. And if you're unskilled in swords,you can sell it for a very big price.+----------------+|8.5. EXECUTIONER|+----------------+-------+|Type: Cleaving ||Damage: 9 points ||Weight: 6 pounds ||Value: 2500 gold pieces|+------------------------+The Executioner is the best cleaving weapon in the game. It weight surprises, asit's very light for its offensive capabilities. You can find it in the end ofMysterious Cave, in a chest guarded by some Barrea Mercenaries who made bunkeredinside the cave, God knows why.+------------------------------+|8.6. FLASK OF INCINERATOR FUEL|+-------------------------+----+|Type: Thrown, Explosive||Damage: Unknown ||Weight: 0,3 pounds ||Value: 400 gold pieces |+-------------------------+This is the ultimate weapon of the game. It's twice better than the Demon Oil 3.It has a HUGE explosion range and deals GREAT damage, though the game doesn'ttell you how much. There is only one way to obtain it: go to the crypt inEversleep Cemetery, talk to Hesham and accept his mission. When you bring him 10Hive Larvae, he will hand over one of these as a reward. He says that he willuse it to incinerate bodies faster, but he believes you'll find some creativeuse to it, and you will. Use it wisely, as he only gives you one bottle and it'sthe only one you get in the entire game. You could keep it to fight theDirachnid in the Goblin Citadel.+------------------+|8.7. SKULLSPLITTER|+------------------+-----+|Type: Bludgeoning ||Damage: 9 points ||Weight: 8 pounds ||Value: 2500 gold pieces|+------------------------+The Skullsplitter is the best bludgeoning weapon you'll see in the entire game.You may think that, as it's the best weapon of the type, it's hard to get. Well,you're right. It's in a chest with a sliding lock in the Goblin Citadel. Damn.When you get to the chest, set the slider lock to 66 (thank you Gruzz) and claimyour prize. Then, start skullsplitting (you can try it inside the Citadel).+---------+|+-------+|||9 ||||ENEMIES|||+-------+|+---------++-------+|SPECIAL|+-------+ACID SPLASH: When the enemy dies, it releases a splash of acid that damagesnearby enemies by 10-20 points. It can also destroy a piece of equipment if youare next to it when it dies.CURSE: When the enemy attacks, it can curse you.DISEASE: When the enemy attacks, it can disease you.EXPLOSION: When the enemy dies, it explodes, damaging everything that's near it.FLIGHT: The enemy flies, so it can't be lured into traps.IMMUNE TO ELEMENTS: The enemy is immune to standard weapons. It can only beattacked by special arrows or enhanced weapons.RANGED ATTACK: The enemy can attack from long range. The range the enemy canattack varies between enemies.PARALYZING: When the enemy attacks, it can paralyze you for some turns. Whileyou are paralyzed, you can't move or attack.POISON: When the enemy attacks, it can poison you.SPELL ATTACK: The enemy attacks from long range with a spell. The kind of spellspell varies between enemies.TREASURE: When killed, the enemy often (or always) drops a bag with some itemsinside it.+---------------+|9.1. ACID GRUBB|+---------------+------------------------------+|Hit Points: 70 ||Armor Rating: 24 ||ToHit Ability: 25 ||Damage: 12 ||Elemental Resistance: 20 ||Toxins Resistance: 0 ||Magical Resistance: 50 ||Disease Resistance: 0 ||Experience: 160 ||Appearance: Browny green caterpillar|+----------------+-----------------------------+|SPECIAL || X Acid splash || - Curse || - Disease || - Explosion || - Flight || - Ranged attack|| - Paralyzing || - Poison || - Spell attack || - Treasure |+----------------+An Acid Grubb is a strange caterpillar. There are lots of them in Crakamir, butalmost none in the rest of Thaermore. When it dies, it splashes acid around it.If an enemy is next to the Acid Grubb when it dies, the enemy will receivebetween 10 and 20 damage points. Also, if you are right next to it when you killit, there is a small chance that the splash will hit you in a body part anddestroy the equipment you have for that body part. They are a bit slow, so youcan run from them.+----------------+|9.2. BLOODSIPPER|+----------------+------------+|Hit Points: 17 ||Armor Rating: 8 ||ToHit Ability: 7 ||Damage: 4 ||Elemental Resistance: 0 ||Toxins Resistance: 0 ||Magical Resistance: 10 ||Disease Resistance: 0 ||Experience: 25 ||Appearance: Tan bat|+----------------+------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || X Flight || - Ranged attack|| - Paralyzing || - Poison || - Spell attack || - Treasure |+----------------+The Bloodsipper is a tan-colour bat. It obviously flies. You'll find lots ofthese in the beginning of the game, and almost none in the end. At the verybeginning, they can be tricky, specially in groups. When you get more advancedin the game, they will fall easily.+--------------------+|9.3. DIMENSIONAL EYE|+--------------------+-------------+|Hit Points: 80 ||Armor Rating: 25 ||ToHit Ability: 25 ||Damage: 12 ||Elemental Resistance: 30 ||Toxins Resistance: 15 ||Magical Resistance: 100 ||Disease Resistance: 100 ||Experience: 250 ||Appearance: Floating eye|+----------------+-----------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || X Flight || X Ranged attack|| - Paralyzing || - Poison || X Spell attack || - Treasure |+----------------+The Dimensional Eye can give you a very bad headache if you aren't prepared forit. It attacks with a powerful spell. Fortunately, you won't face this enemiesvery much, there are only four in Thaermore: one near Shadowmirk's back door,two in a filthy dungeon cell in the Underground Repository, and another one ina square area inside the Outpost at Burning Sands.+--------------+|9.4. DIRACHNID|+--------------+---------------------------+|Hit Points: 250 ||Armor Rating: 30 ||ToHit Ability: 29 ||Damage: 20 ||Elemental Resistance: 30 ||Toxins Resistance: 100 ||Magical Resistance: 75 ||Disease Resistance: 100 ||Experience: 2500 ||Appearance: Immense black spider|+----------------+-------------------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || - Flight || - Ranged attack|| X Paralyzing || - Poison || - Spell attack || X Treasure |+----------------+The Dirachnid is the most powerful enemy in all the game along with the SpireGuard. It's the creature Gramuk transforms into when he dies, fortunately thiswill be the only time you'll face one of these. Its bite's not only powerful: itcan paralyze you, so arrows work wonders here. When you kill it, it'll drop theSilver Key to open the door that leads to the portal to Bastion Spire.+----------------------+|9.5. FANGED SALAMANDER|+----------------------+---------+|Hit Points: 9 ||Armor Rating: 4 ||ToHit Ability: 4 ||Damage: 3 ||Elemental Resistance: 0 ||Toxins Resistance: 20 ||Magical Resistance: 5 ||Disease Resistance: 0 ||Experience: 8 ||Appearance: Red lizard|+----------------+---------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || - Flight || - Ranged attack|| - Paralyzing || - Poison || - Spell attack || - Treasure |+----------------+The Fanged Salamander is the first and weakest enemy you will find in the game.It will wait you at some ruins just northeast of the house where you awoke.There are lots of them in the eastern region of Thaermore (both Parishes,Northeast Thaermore, Salted Coast, etc.) but they are very scarce on otherregions. They will be the first enemy that will wake you up from a sleep.+-----------------+|9.6. FUNGAL SLIME|+-----------------+------------------------------+|Hit Points: 25 ||Armor Rating: 6 ||ToHit Ability: 10 ||Damage: 4 ||Elemental Resistance: 10 ||Toxins Resistance: 20 ||Magical Resistance: 35 ||Disease Resistance: 0 ||Experience: 35 ||Appearance: Small green-turquoise blob|+----------------+-------------------------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || - Flight || X Ranged attack|| - Paralyzing || - Poison || - Spell attack || - Treasure |+----------------+Fungal Slimes aren't very strong, but they can be dangerous when confronted ingroups, plus their ranged attack. There are plenty of them in the Salted Coast,some in the Parishes region and lots in the Marshes of Boradan, that's whyPhilip can't do his route to Aridell. They are resistant to Divination spells.Their ranged attack isn't powerful nor they have long range, but if you find agroup of these early in the game, you could have trouble defeating them all,even if you have a bow.+------------------+|9.7. GOBLIN ARCHER|+------------------+----------------------------+|Hit Points: 45 ||Armor Rating: 15 ||ToHit Ability: 17 ||Damage: 6 ||Elemental Resistance: 0 ||Toxins Resistance: 5 ||Magical Resistance: 35 ||Disease Resistance: 5 ||Experience: 80 ||Appearance: Green creature with a bow|+----------------+------------------------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || - Flight || X Ranged attack|| - Paralyzing || - Poison || - Spell attack || X Treasure |+----------------+The Goblin Archers are one the first Goblins you'll find in the game. They havea decent ranged attack they can do from pretty far away, and it's accurate, sothe best thing when being confronted by one of these is to pay them with thesame coin. If you are low on arrows, don't worry: they'll very often drop someas treasure.+--------------------+|9.8. GOBLIN BOMBTHUG|+--------------------+----------------------------------------+|Hit Points: 15 ||Armor Rating: 12 ||ToHit Ability: 21 ||Damage: 20 ||Elemental Resistance: 0 ||Toxins Resistance: 40 ||Magical Resistance: 45 ||Disease Resistance: 60 ||Experience: 60 ||Appearance: Green creature with an explosive barrel|+----------------+--------------------------------------------+|SPECIAL || - Acid splash || - Curse || - Disease || X Explosion || - Flight || - Ranged attack|| - Paralyzing || - Poison || - Spell attack || - Treasure |+----------------+Goblin Bombthugs are pretty nasty. If they explode on you they can take severalpoints off your health, so the only way to be safe is with ranged attacks orspells. They aren't very common. The first ones you'll find will be in Vela, andthey can be a grat help to deal with the Taurax there.+------------------+|9.9. GOBLIN HACKER|+------------------+------------------------------+|Hit Points: 38 ||Armor Rating: 13 ||ToHit Ability: 13 ||Damage: 8 ||Elemental Resistance: 5 ||Toxins Resistance: 0 ||Magical Resistance: 20 ||Disease Resistance: 0 ||Experience: 55 ||Appearance: Green creature with a sword|+----------------+--------------------------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || - Flight || - Ranged attack|| - Paralyzing || - Poison || - Spell attack || X Treasure |+----------------+The Goblin Hackers are the standard Goblin warriors. Not very strong nor veryweak, they are the most common Goblin enemy in the game. They won't pose much ofa threat if you are well equipped, unless they are in groups or you found themearly through exploration. They'll often drop treasure.+--------------------+|9.10. GOBLIN WARLORD|+--------------------+---------------------------------------------+|Hit Points: 75 ||Armor Rating: 25 ||ToHit Ability: 23 ||Damage: 14 ||Elemental Resistance: 20 ||Toxins Resistance: 10 ||Magical Resistance: 50 ||Disease Resistance: 0 ||Experience: 250 ||Appearance: Green creature with a sword and combat armor|+----------------+-------------------------------------------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || - Flight || - Ranged attack|| - Paralyzing || - Poison || - Spell attack || X Treasure |+----------------+These nasty Goblins are like enhanced Goblin Hackers. They can be a tough enemyeven with good equipment, so it's not a bad idea to drink some potions and/orcast some spells when you find one of these. Fortunately, there are only two inall the game: one in Vela and another one in Grimmhold. When you kill them, theywill drop one of the four Goblin Keys needed to enter the Citadel's second floorto find Gramuk, so if you kill both of them you should have half of the keysyou'll need there.+----------------+|9.11. HIVE DRONE|+----------------+-------------+|Hit Points: 40 ||Armor Rating: 14 ||ToHit Ability: 12 ||Damage: 9 ||Elemental Resistance: 10 ||Toxins Resistance: 70 ||Magical Resistance: 20 ||Disease Resistance: 0 ||Experience: 60 ||Appearance: Big wasp|+----------------+-------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || X Flight || - Ranged attack|| - Paralyzing || - Poison || - Spell attack || - Treasure |+----------------+The Hive Drones are only seen in Tangletree Forest and Whistling Cave. They are,by far, the enemy you'll more encounter in all Tanglewood. They are the fastestunit in all the game, so running away from them is useless unless you have theHaste effect on. I counted around 20 of them only in Central Tangletree Forestand around 75 in all Tangletree, including Whistling Cave, where the Hive Queenis. Because of their great numbers and good speed, they can easily surround you,so be very alert and think wisely what to do next.+----------------+|9.12. HIVE QUEEN|+----------------+--------------+|Hit Points: 100 ||Armor Rating: 24 ||ToHit Ability: 24 ||Damage: 11 ||Elemental Resistance: 10 ||Toxins Resistance: 95 ||Magical Resistance: 50 ||Disease Resistance: 0 ||Experience: 500 ||Appearance: Huge wasp|+----------------+--------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || X Flight || - Ranged attack|| X Paralyzing || - Poison || - Spell attack || X Treasure |+----------------+The Hive Queen is the main reason behind the Hive Drones' presence in Tanglewoodand the surrounding area. The Hive Queen has somehow settled inside WhistlingCave and, from there, conquered Tanglewood. The Hive Queen is a very tough enemyworth its 500 experience points. It can paralyze you, and if you kill it it willdrop its stinger, which you can equip as a weapon. You must kill it and take itsstinger to Lilith as proof so she will tell you what the Strange Amulet is for.+----------------+|9.13. NOXIMANDER|+----------------+---------------------+|Hit Points: 35 ||Armor Rating: 11 ||ToHit Ability: 10 ||Damage: 7 ||Elemental Resistance: 0 ||Toxins Resistance: 100 ||Magical Resistance: 5 ||Disease Resistance: 0 ||Experience: 45 ||Appearance: Big green lizard|+----------------+---------------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || - Flight || - Ranged attack|| - Paralyzing || X Poison || - Spell attack || - Treasure |+----------------+A Noximander is an enhanced version of the Fanged Salamander. It's devastatingin the very beginning of the game, because it's a very powerful enemy for thatmoment of the game and it can poison you. There are lots of them in the sinkholeand some in North Parish but they are scarce in other regions.+-----------------+|9.14. POLTERGEIST|+-----------------+---------------------------------+|Hit Points: 60 ||Armor Rating: 16 ||ToHit Ability: 19 ||Damage: 12 ||Elemental Resistance: 100 ||Toxins Resistance: 100 ||Magical Resistance: 20 ||Disease Resistance: 100 ||Experience: 190 ||Appearance: White, semi-transparent ghost|+----------------+----------------------------------+|SPECIAL || - Acid splash || X Curse || - Disease || - Explosion || X Flight || - Ranged attack|| - Paralyzing || - Poison || - Spell attack || X Treasure |+----------------+The in-game Poltergeist is very different from the real-life one. This one doesnot burn things, turn your torch off or things like that. However, it can be asdangerous as a real one in some situations. They are immune to normal weapons, Imean, standard weapons. You must attack them with a divine spell (elemental onesdon't harm them either), special arrows or an enhanced weapon to damage them. Itcan curse you (not if you're atheist). When you kill one, you'll have around 95%chances of getting ectoplasm as treasure, you'll rarely find another thing. Theonly ones I saw were in Tangletree Ossuary, and there are plenty of them.+------------+|9.15. RAPTOR|+------------+-----------------+|Hit Points: 95 ||Armor Rating: 22 ||ToHit Ability: 24 ||Damage: 14 ||Elemental Resistance: 0 ||Toxins Resistance: 0 ||Magical Resistance: 50 ||Disease Resistance: 0 ||Experience: 110 ||Appearance: Dinosaur|+----------------+-------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || - Flight || - Ranged attack|| - Paralyzing || - Poison || - Spell attack || - Treasure |+----------------+The Raptors are only located in Baron's Thicket, and there are plenty of them.They are pretty nasty enemies, specially in groups. Beware when you enter CampThorndike, there are plenty of these beasts inside.+------------------------+|9.16. SHADOWMIRK ACOLYTE|+------------------------+-----------------+|Hit Points: 15 ||Armor Rating: 2 ||ToHit Ability: 3 ||Damage: 1 ||Elemental Resistance: 0 ||Toxins Resistance: 0 ||Magical Resistance: 0 ||Disease Resistance: 0 ||Experience: 75 ||Appearance: Mage dressed in blue|+----------------+-------------------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || - Flight || X Ranged attack|| - Paralyzing || - Poison || X Spell attack || - Treasure |+----------------+The Acolytes would not be fully thought of as enemies, as they don't attack youimmediately after noticing you. There are only 8 of them in all the game andthey all live in Shadowmirk's second floor. You can't talk to them (the gamesays they are deep in thought and completely ignore you), but if you attack themthey answer you with the Fireball spell. Also, other Acolytes may get alertedand attack you as well. They aren't very hard to defeat. They study, live andsleep in the second floor waiting for an opportunity to meet Erubor.NOTE: ToHit Ability and Damage are the values that appear in the EXE for meleeattacks, which they don't use; so ignore them.+-----------------+|9.17. SPIRE GUARD|+-----------------+------------------+|Hit Points: 300 ||Armor Rating: 28 ||ToHit Ability: 27 ||Damage: 15 ||Elemental Resistance: 20 ||Toxins Resistance: 0 ||Magical Resistance: 0 ||Disease Resistance: 0 ||Experience: 400 ||Appearance: Security guard|+----------------+-------------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || - Flight || - Ranged attack|| - Paralyzing || - Poison || - Spell attack || - Treasure |+----------------+The Spire Guards are the ultimate endurance of the game. If you kill theChancellor, 16 of them will appear, will call you "assassin" and start fightingyou. If you kill them all, you get the "Destroyer" ending. Good luck. You'llneed it.+------------+|9.18. TAURAX|+------------+--------------------------------+|Hit Points: 140 ||Armor Rating: 29 ||ToHit Ability: 28 ||Damage: 16 ||Elemental Resistance: 30 ||Toxins Resistance: 20 ||Magical Resistance: 50 ||Disease Resistance: 60 ||Experience: 185 ||Appearance: Brown minotaur with axe|+----------------+----------------------------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || - Flight || - Ranged attack|| - Paralyzing || - Poison || - Spell attack || - Treasure |+----------------+Taurax are pretty nasty. They can do you pretty much damage, and are hard tobeat even in high levels and with good equipment. There are very few of them inThaermore itself (one in Vela and some in Loneloft) but there are lots of themin Crakamir, and along Acid Grubbs and Goblins. By the time you find one in Velawhile trying to rescue your brother (it's near the prison) your equipment won'tbe enough and you'll need help. You'll need some help from Goblin Bombthugs anda reserve of potions. When you get to Crakamir you'll surely be more advancedand they won't be that hard; but still tricky. Beware in the maze in GoblinCitadel, if you get trapped anywhere with two Taurax between you, you'll need toentrust the Lord and kill both of them, which will be a very tiring job. Luckilyyou'll have some Healing Elixirs in hand.+----------+|9.19. THUG|+----------+-----------------+|Hit Points: 40 ||Armor Rating: 13 ||ToHit Ability: 13 ||Damage: 7 ||Elemental Resistance: 0 ||Toxins Resistance: 0 ||Magical Resistance: 25 ||Disease Resistance: 0 ||Experience: 50 ||Appearance: Pirate|+----------------+-----------+|SPECIAL || - Acid splash || - Curse || - Disease || - Explosion || - Flight || - Ranged attack|| - Paralyzing || - Poison || - Spell attack || X Treasure |+----------------+Thugs are like nowadays thieves. Now that the Commonwealth Guard is gone, theyraid where they want. They often appear in groups, and sometimes with anotherunit (in Western Tanglewood they are with a Barrea Mercenary and in NortheastThaermore they prepare an ambush together with Vidar the Knife). They are mostseen in the Salted Coast, in the northern part of Thaermore and in the westerntip of Tanglewood. The ones in Salted Coast have Garrett's sextant.+--------------------+|9.20. WALKING CORPSE|+--------------------+------------------------+|Hit Points: 55 ||Armor Rating: 12 ||ToHit Ability: 15 ||Damage: 8 ||Elemental Resistance: 0 ||Toxins Resistance: 100 ||Magical Resistance: 30 ||Disease Resistance: 100 ||Experience: 85 ||Appearance: Grey hunchbacked undead|+----------------+----------------------------+|SPECIAL || - Acid splash || - Curse || X Disease || - Explosion || - Flight || - Ranged attack|| - Paralyzing || - Poison || - Spell attack || . Treasure |+----------------+Undead, eh? Yes, undead. Walking Corpses are undead humans who want to eat youalive. The best combat here is ranged combat, as their melee attack can transmita disease. Also, try not to use Divination against them. They are slow, so youcan run from them. They are scarce, and only found underground: they are thefinal endurance at the crypt, they can be found at the Ossuary; but they aren'tvery seen in other places.+--------+|+------+|||10 ||||PLACES|||+------+|+--------++-------------+|10.1. ARIDELL|+-------------+------------------------------------+|Maps: South Parish ||Size: Small ||Quests: Main Quest, Transference, Mithril Recovery|+--------------------------------------------------+Aridell is a small village in the eastern tip of Thaermore, in a small island.You can buy and sell items here by the first time. It's just south of Leurik'shouse and northeast of Elderhollow. Here you will also find Maddock, the man theSealed Note tells you about. He lives just south of the church. In the churchyou'll see Father Michael.+----------------+|10.2. BORDERTOWN|+----------------+-----------------------------+|Maps: Barrier Range Region ||Size: Small ||Quests: Heavy Duty, Marsh Cleaning, The Locket|+----------------------------------------------+Some people were fleeing from their native towns because of the war, and theygot to Darkford's entrance hoping to pass through it and get to Bastion Spire,but they found the gates closed. So, they founded a camp called "Bordertown"temporarily until Darkford is open again. There are some shops in this camp andalso lots of missions. There is also a well with some coins.+--------------------+|10.3. CAMP THORNDIKE|+--------------------+--+|Maps: Baron's Thicket||Size: Small ||Quests: Giant Skull Key|+-----------------------+In good times, Lord Thorndike founded this camp and kept the yard filled withRaptors, men went there to hunt them "at their own risk". Then war erupted,Lord Thorndike fled and the Raptors broke loose. Now they are all around Baron'sThicket. There is a chest that has the Giant Skull Omar wants you to give him inexchange for one of the Goblin Keys. In his words, once Thorndike killed a giantchieftain named Thorus and showed his skull as a trophy, so Thorus couldn't restin peace.+-----------------------------+|10.4. CROSSROADS OF THAERMORE|+--------------------------+--+|Maps: Western Tanglewood||Size: Tiny ||Quests: None |+--------------------------+The Crossroads of Thaermore is a small area in Western Tanglewood, southeast ofa small cemetery, where four different paths connect. If you go north, you'll goto Baron's Thicket and Camp Thorndike. If you go south, you'll come right to theSouthern Gate. If you go west, you'll come to the south entrance of Blackwater.If you decide to travel east, you'll get into the Tangletree Forest.+-----------------+|10.5. ELDERHOLLOW|+-----------------+-------------------------------------------+|Maps: South Parish, Elderhollow Inn Upstairs, A Dank Cellar||Size: Medium ||Quests: Main Quest, Mithril Recovery |+-------------------------------------------------------------+Elderhollow is the abandoned town you wake up in. It was once a proficient city,but the Goblins came in great numbers, along with other beasts, and ruined thetown. Some people fled to Aridell, others north, perhaps to Bordertown. The oneswho decided to stay there died. Now it's infested with Fanged Salamanders andremnants of war lying about.+---------------------------------------+|10.6. EVERSLEEP CEMETERY & FAMILY CRYPT|+---------------------------------------+---------------------+|Maps: North Parish, Adler Kedlam's Family Crypt ||Size: Big ||Quests: Main Quest, Giant Larvae |+-------------------------------------------------------------+Eversleep Cemetery is perhaps the only cemetery in all Thaermore. It has around20 graves and an opened casket. There is also a big crypt, about 15 times biggerthan the rest of the cemetery. Inside the crypt you will find Hesham, who isworking in a method to burn bodies easier. He says "Burning one body at a timein the furnace is just too slow" and will ask you to bring him 10 giant larvaeso they lower the viscosity of the oils (ingame it's hive larvae, you can findlots in Whistling Cave, near the Hive Queen). When you bring them to him, he'llhand over a part of the mix as a reward. In the crypt you'll also find "Secretsof Transference Circuits" inside a drawer in a hidden room beside the south mostone. You'll also see Adler Kedlam's crypt with the Strange Amulet and a skull init (beware of walking corpses, you'll face two before getting to it). You willneed the Security Key to access the inner crypt. I don't know where it is (I gotthere by lockpicking the door).+------------------------------+|10.7. FATHER MICHAEL'S COTTAGE|+------------------------------+---------------+|Maps: Barrier Range Region, Strange Basement||Size: Small ||Quests: None |+----------------------------------------------+This is the cottage Father Michael owns near Darkford. Apparently, he uses itfor "theological studies" but it has another use. In its basement there is anunfinished teleporter that, when complete, will allow Goblins to travel fromCrakamir to there and invade Darkford. The cottage is pretty small and thebasement consists of a hallway that ends in a room where you can find the portaland an alembic you'll have to fill. To activate the teleporter, look at thealembic. Inside you'll find Bromine, Ambergris, a Salted Fish and a Skull.Replace the last two ones with Ectoplasm and Mercury, respectively. If you madeit right, the components will combine and disappear and the portal will activatefor you to use. Don't worry, the Goblins will never go through it. Perhaps theydon't even know it's functioning.+---------------------+|10.8. GIANT'S VILLAGE|+------------------+--+|Maps: Rotwood ||Size: Small ||Quests: Main Quest|+------------------+The Giant's Village is the home for all Giants of Crakamir. It's a precarioustown, with around 5 small rooms with Giants in it. Here you can find Omar, thetribe leader; who has one of the four keys to get into the Citadel's secondfloor and will exchange it to you for a Giant Skull found in Camp Thorndike.+--------------------+|10.9. GOBLIN CITADEL|+--------------------+-----------------------------------------------+|Maps: Rotwood, Eastern Crakamir, Western Crakamir, Goblin Citadel,|| Goblin Citadel Level 2 ||Size: Huge ||Quests: Main Quest |+--------------------------------------------------------------------+The Goblin Citadel is the neutral residence of the Goblins in Crakamir. It'ssurrounded by walls and has only one entrance, located in Western Crakamir. Inthe northern part there is a dense forest with Giant Spiders. Past the wallsthere is a big yard full of Goblin soldiers, and inside the yard you'll find theentrance to the Citadel itself. It's a strange dungeon, full of Tauraxand goblins. On the northwest tip of the Citadel there is a room apparently usedfor human sacrificials, as there is a golden demon statue with human bodies nextto it and a chest with a Sacrificial Dagger. There is also a second level, whichis small related with the first. There is a small yard with spiders, a maze andafter the maze you will find Gramuk to decide how your game will end. BehindGramuk there is a small room with a teleporter that leads to Bastion Spire'sfifth and last level; and to Gramuk's left there is a room filled with gold andtreasures. Obviously, both of them are locked with strange Goblin locks, sodon't mind opening them unless you are a true mega master of lockpicking and/orweapons. Fortunately, Gramuk has the key to the room with the teleporter.+------------------------------+|10.10. GREAT TANGLETREE FOREST|+------------------------------+---------------------------------------+|Maps: South Parish, North Parish, Northeast Thaermore, Barrier Range|| Region, Baron's Thicket, Northeastern Crakamir, Western Salted|| Coast, Eastern Salted Coast, Western Tanglewood, Central || Tangletree Forest, Northern Tangletree Forest, Grimmhold ||Size: Huge ||Quests: Main Quest, Acorn in Extinction |+----------------------------------------------------------------------+The Great Tangletree Forest is great, if talking about size. It also has otherplaces inside it: Grimmhold, Lake Atria, the Ossuary (in part), Camp Thorndike,etc. It's now infested with Hive Drones and there are a pair of houses who werestolen, and their occupants, killed. The only alive person here is Lilith. In anow abandoned and "Goblined" house lived Mary's father. There is a chest theresecured with a sliding lock. Set it to 167, and you will find a Mithril LongSword inside.+----------------+|10.11. GRIMMHOLD|+----------------+----------------------------------------------------+|Maps: Central Tangletree Forest, South Parish, Grimmhold, Grimmhold|| Maintenance Level ||Size: Huge ||Quests: Secondary Water Gate |+---------------------------------------------------------------------+Grimmhold was (and is, though it's not properly maintained) a stronghold whichonce bridged the Eastern Gap, but when the Commonwealth Guard went undergroundto fight the Orakur, the Goblins raided it (as they did with most Thaermore),closed the gates and destroyed the main lever to open them. Now the only way toopen them again is to operate the Secondary Water Gate which is hidden deep inthe Maintenance Level, under the fortress, as a dying soldier tells you.Grimmhold has two different entrances: one is in the northwest corner of SouthParish and the other one is on the northeast corner of Central Tanglewood.+----------------------------------+|10.12. LAKE ATRIA & LILITH'S HOUSE|+----------------------------------+-+|Maps: Northern Tangletree Forest ||Size: Medium ||Quests: Main Quest, Mercenary Amulet|+------------------------------------+Lake Atria is a strange heart-shaped lake deep in Tanglewood. Just north of itlives Lilith, the only alive human habitant of Tangletree Forest. You must takethe Strange Amulet to her, so she tells you what is it. She uses the UndergroundRepository's vault N 15, where she stored a Divine Ore Great Sword. A mercenaryin Blackwater's tavern asks you to kill her and bring him the amulet, we supposehe wants to steal the sword.+---------------+|10.13. LONELOFT|+---------------+---------------------------------+|Maps: Western Tanglewood, Northeastern Crakamir||Size: Small ||Quests: None |+-------------------------------------------------+Loneloft was the first settlement in all Thaermore. Founded in 405, the greatearthquake of 627 destroyed it completely. Now in 725, all the remains of thissettlement are ruins infested with Taurax. Not much is known of this in-game.+--------------------------+|10.14. LOST BAY LIGHTHOUSE|+--------------------------+----------------------------------------------+|Maps: Outpost at Burning Sands, Lighthouse Level 2, Lighthouse Level 3,|| Lighthouse Top ||Size: Small ||Quests: None |+-------------------------------------------------------------------------+The Lost Bay Lighthouse occupies a small area at the Outpost at Burning Sands.It is a rather small place as all the levels are small. When you get to the topyou can enjoy an amazing view of Thaermore. Beware at the lever: you'll get 500experience points in exchange of around 12 goblins waiting for you at the firstfloor. Check the section "Hints" for more information.+---------------------------+|10.15. MONUMENT TO OOLASEPH|+---------------------------+------+|Maps: Northern Tangletree Forest||Size: Tiny ||Quests: Purest Water Quest |+----------------------------------+The Monument to Oolaseph is a small area located just north of Lilith's house.It's an area composed of a small mini-garden and a deep pit which in its centrecontains a small piece of land, where is Oolaseph, a talking tree which descendsof the first tree of Tangletree Forest. When you get in front of him he startsspeaking to you and tells you that you must recover a flask of pure water froman oasis in Crakamir because the Goblins are going to pollute the water ofThaermore, which would have devastating effects.+-------------------------------+|10.16. OUTPOST AT BURNING SANDS|+-------------------------------+--------------------+|Maps: The Gulf of Madria, Outpost at Burning Sands||Size: Big ||Quests: None |+----------------------------------------------------+The Outpost at Burning Sands is a big building in the Gulf of Madria. It's asolitary, dark and sad place. It's also tricky. There is even a Dimensional Eyelurking around here. If you go upstairs at the end of the outpost, you'll cometo the lighthouse top. If you exit at the other side, you'll come to the Gulf ofMadria, where you'll have to face some Taurax. There is a boat docked there andalso a beautiful seaside landscape.+-----------------+|10.17. RAMI OASIS|+-----------------+--------+|Maps: Northern Crakamir ||Size: Small ||Quests: Purest Water Quest|+--------------------------+Rami Oasis is a small oasis located in Crakamir. It has a strange layout and isguarded by some Taurax. When you get to the well, examine it and grab the flaskof Purest Water. It's the one you'll have to take to Oolaseph.+---------------------+|10.18. SALAMANDER PIT|+--------------------++|Maps: North Parish||Size: Tiny ||Quests: None |+--------------------+The Salamander Pit is a very small area located in North Parish. It containsthree Fanged Salamanders, a Noximander, a dead body and a chest. We can supposeby the Journal Entry the dead man left that he wanted to use the invisibilitypotion for the Salamanders to not detect him, put his valuables there and leave,as he believed that they will be safe there; but perhaps the Invisibility potiondidn't last as long as he expected, or perhaps his smell was detected by thesalamanders. This place can be dangerous at the start of the game, but once youget advanced, it's a piece of cake.+-------------------+|10.19. SALTED COAST|+-------------------+----------------------------------+|Maps: Eastern Salted Coast, Western Salted Coast ||Size: Big ||Quests: Gramuk's Human Ally |+------------------------------------------------------+The Salted Coast is a rather big area in southeast Thaermore. It's called thatway because two times a year the tides rise so high that they flood most of thesouthern lowlands. The soil along the shoreline is so salted that nothing grows.There is a man living here, called Paul, that was infested with Fleshrot aftereating an infected salted ham. He knows that Father Michael (the priest you seein Aridell) is creating a portal for Goblins to be able to get to Darkford. Howhe got that information is a long story. Just talk to him and he will tell you.He has a sort of "blast barrier" in front of his tiny house: a row of powderkegs linked together by a pull cord. When he sees anybody strange coming, thekegs explode, taking with them anybody close enough. Now, they are waterloggedand rotting, and you can't explode them.+-----------------+|10.20. SHADOWMIRK|+-----------------+--------------------------------------------------+|Maps: Northeast Thaermore, Shadowmirk Level 1, Shadowmirk Level 2,|| Shadowmirk Level 3 ||Size: Huge ||Quests: Main Quest |+--------------------------------------------------------------------+Shadowmirk is a dark, archaic tower built over the water where magic is studied.It's one of the last defences Thaermore has against the monsters. Usually, youcan only get to Shadowmirk by invitation, and the front entrance is closed by aportcullis that can be only opened with a lever in the inner yard; but the lastone who went in by its back door left it a bit open. Shadowmirk has 3 floors:the first floor starts with a hall with a Dimensional Eye. When you beat him yougain access to the bone storage, the spider chamber and an atrium where you canfind Walter, an initiate. There is also another room with two chests and ateleporter. The teleporter goes to another part of the first floor, where youhave to shoot a powder keg to gain access to the second level. The second levelstarts with a teleporter puzzle. After it you have these things: thedivinational studies room, the elemental studies room, the acolytes' bedroomsand the Proving Chamber, where you'll have to fight a Raptor and twoNoximanders. When you beat them you gain access to the third level. The thirdlevel has no enemies. You'll only find Erubor there. Erubor is the headmaster ofShadowmirk, the person you've come to see; and though anybody in Shadowmirkknows him and where he lives, very few Acolytes were able to meet him, and theyhad to prepare for that meeting for years. There is a teleporter that leads tothe exit of the first floor.+--------------------+|10.21. SOUTHERN GATE|+--------------------+--------+|Maps: Northeastern Crakamir||Size: Tiny ||Quests: None |+-----------------------------+The Southern Gate is a bridge through the Crakamir Rift, connecting the humanlands and the Goblin ones. It was officially closed by the Chancellor, and theCaptain at Darkford keeps the key for it. If you give him the letter, you cantake advantage of his drunk state and steal the key. It's in a chest outside hisoffice. Then, when you get to the gate again, it will automatically fall to thefloor. If you gave the letter to the guards or forgot to get the key, you won'tbe able to open the gate; as you can't get to Darkford again and the gate can'tbe bashed or lockpicked.+-------------------------+|10.22. TANGLETREE OSSUARY|+-------------------------+----------------------+|Maps: Western Salted Coast, Tangletree Ossuary||Size: Big ||Quests: None |+------------------------------------------------+The Ossuary is not really located inside Tangletree Forest, it's really betweenthe southern part of Tanglewood and the Salted Coast. It's a sort of undergroundcemetery, which now is infested with undead monsters. Thieves have dropped boneseverywhere in the waiting room and other places too. In the east you can findLorus of Eastleaf's tomb, which is one of the few places in the ossuary that haslight. There is a Poltergeist and a sarcophagus containing a Recurved CompositeGreat Bow. The sarcophagus is guarded by a slider lock which has to be set to 98to open. Anything else will trigger a trap which will take away 75 Hit Pointsfrom you. You've been warned. In some part in the Ossuary you'll be stopped by aclosed gate with a lever in the other side. Attack the lever with an arrow orspell to gain access to the rest of the Ossuary.+----------------------+|10.23. TELEPORTER ROOM|+---------------+------+|Maps: Rotwood||Size: Tiny ||Quests: None |+---------------+The Teleporter Room is a small area in northwest Rotwood containing threeteleporters: the left one takes you to a small area behind Blackwater, thecenter one takes you to Father Michael's basement in Aridell when you activateit there and the right one, which won't work until you get there, takes you tothe obelisk room in the Citadel's first floor.+-----------------------------+|10.24. UNDERGROUND REPOSITORY|+-----------------------------+-----------------------+|Maps: Blackwater Region, The Underground Repository||Size: Medium ||Quests: Main Quest |+-----------------------------------------------------+The Underground Repository is an ultra-secure storage service located under thetown of Blackwater. You can only get there by registering under the name"Foozgrumph" in the tavern in Blackwater and walking through a fake section ofthe upper wall. You'll come downstairs to a dark hallway. After walking a bit,you'll meet a goblin and three guards. That goblin is the Vault Master. Don'ttalk to him unless you have the Amulet Passkey 26, the Amulet Passkey 15 or theStrange Amulet. And if you talk, just show him the amulet. If you say"Authorization?" or "I think I'll show myself out" the guards will take all yourequipment and drop you into a filthy dungeon cell with two Dimensional Eyes. Youcan also see a dead man there. If you show him the amulet, he will allow you topass. Then, turn left or right and guide yourself by the numbers in the securityboxes. There are around 30 standard security boxes and three special, fancierboxes called "DRACO", "OMEGA" and "SOLARA".+-----------+|10.25. VELA|+-----------+------+|Maps: Vela ||Size: Big ||Quests: Main Quest|+------------------+Vela was once a proficient city on the shores of Bottomless Lake, but theGoblins broke the levee that held back the lake, and the city flooded. Now it'soverrun with Goblins and, if you get inside the "City on the Lake", you'll findmany flooded streets, ruined and empty buildings. In a little prison in the westpart of the city, in a small island, you'll find your brother.+---------------------+|10.26. WHISTLING CAVE|+---------------------+---------------------------+|Maps: Central Tangletree Forest, Whistling Cave||Size: Big ||Quests: Main Quest |+-------------------------------------------------+Though it doesn't have very much importance ingame, the Whistling Cave is one ofthe most important places in Thaermore's history. This is where Sam of Thoraburdiscovered the Crux of Ages in 425 while looking for copper. There are lots ofhidden gems here, use you Spot Hidden skill to detect cracks on the rocks andgrab them. There is also a puzzle here, where levers are. You must pull thefirst lever on the left, the third lever on the left and the second lever on theright. Then, a stone will collapse. You'll find an unlocked door and a lockedone. Past the locked one you'll find a dead man with a Bent Key, a chest to beopened with it (it contains a Healing Elixir II and a Mana Potion II), A HiveDrone and a chest secured with a sliding lock. See the plaque above the chest tosee how to unlock it (S=19 + T=20 + E=5 +E=5 + L=19 = 61). Set the lock to 61(it can be a bit tricky) and inside it you will find 750 gold pieces. In thiscave you will also