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<!--- AD END BANNER --></CENTER><PRE>GOTHIC II

RPG by Piranha Bytes

A guide by Lu Richardson
------------------------

("Paladin" version)


The game:

I thought Gothic was one of the best RPGs I had ever played, so Gothic 2 =
came=20
as the answer to a prayer.  Having enjoyed the first product so much I =
feared=20
the second would be "improved" beyond recognition.  Not so.  To my joy =
(and to=20
everyone else's who has played Gothic) this is simply more of the same, =
of=20
which we cannot get enough.  The same realistic world, the same =
excellent=20
graphics and simple interface, the same sort of logical and interesting=20
plot... only bigger.  And you get to play the whole thing in three =
slightly=20
different ways.  At the price of the game, you get tremendous value for =
your=20
money:  hours and hours of superb entertainment.  One can hardly hope =
that=20
there will be a Gothic III.  This would be just too good to be true.

General tips:

I will assume you will have read the manual cover to cover and will know =
all=20
about the game before you even start.  Even though the manual takes you=20
through the start (the "spoiler") I would like to give you more details. =
 I=20
will pick you up at the Tower's door when you are loaded down with =
everything=20
you took, including the kitchen sink, and with your Heavy Branch already =

equipped (TAB for inventory, put the cursor on the weapon with the =
correct=20
arrow key, press CTRL).

Before we go on, the general rule is that you will talk to everyone you =
meet=20
with a name label; and when I say "talk" to someone, I mean use every =
line. =20
If you need to say or not to say something specific to anyone, I'll let =
you=20
know.

I will take it for granted that you will look carefully about you and =
pick up=20
anything you can and that you will also take whatever people/animals =
carry=20
after you've killed them.  Examine item new to you to find out what it =
is.

At all times, explore to your heart's content.  There are many caves =
around=20
which contain all manner of interesting and dangerous things.

Combat is the most difficult part of the game.  The beasts just love to =
get=20
behind you and gnaw the seat of your pants while you while are fighting =
for=20
your life against one of their number.  You have to try and get your =
back=20
against a wall, a tree, whatever - or, with a bit of luck, find a narrow =

doorway.  Short-range, I found that pressing CTRL and alternatively left =
arrow=20
and right arrow I did quite a lot of damage while preventing the nasties =

getting quite so much at me.  Preferably, though, try and shoot them =
from a=20
distance, backing away when they come too close. =20

Learning points are hard to come by and pretty vital.  Don't waste them. =
 You=20
need to use up 5 for skinning animals and 5 for lockpicking.  The rest =
should=20
be distributed between strength, dexterity and mana.  As to weapons, try =
to=20
stick to learning two-handed swords and crossbows as far as you can.

There are oodles of side-quests designed to give you gold and =
experience, but=20
since it would take for ever to write them all up I will only mention =
the=20
necessary ones.  The rest is up to you.

As you are aware, you can join three different groups of people; this =
solution=20
is for a citizen/paladin since it will be the easiest way to complete =
the game=20
the first time around.  You can later play it again and join another =
group and=20
see what happens.

Finally, it will be make your life easier towards the end of the game if =
you=20
hang on to the following items when you find them:  5 lab water bottles, =
3=20
swampweed, 1 holy water vial.

Well, here we go.


CHAPTER I

The Path
--------

Leaving the Tower, follow the road towards the city and, without =
deviating too=20
much from the path, take all you can find - keep your eyes peeled.  You =
are=20
going to need a lot of gold and that means selling surplus items.  =
Ignore the=20
sheep.

The first thing that happens is that you get attacked by a goblin.  It =
should=20
be easy to kill.  As the manual says, he is defending a cave - save your =
game,=20
turn to your left to the waterfalls and go down towards them, then =
right. =20
You'll find a little complex of caverns and a few goblins and goods =
(when you=20
kill the goblins, search their bodies:  CTRL, then CTRL to get what they =
are=20
carrying singly.  If there are multiple items, ALT will let you get them =
all=20
at once).  If you find you can't cope with this fight yet, reload and =
come=20
back later.

You'll next be attacked by a wolf along the road, get the meat on it.  =
Carry=20
on and you will come to a goblin encampment, fight them all and search =
for=20
items.  If you go through the rocky arch behind the camp you'll find =
more=20
items.

Carry on along the path and you'll come to a Bandit.  You could give him =
a=20
wide berth or you could save your game and have a go.  First talk to him =
and=20
say "Later".  He will attack you.  Once you've knocked him down, rob him =
and=20
examine what you have.  Now, if you are fit (you could always go and =
rest at=20
the Tower), go up the stairs and dispatch the other two bandits (robbing =
them=20
- remember their weapons roll away from them).  In a chest, you will =
find a=20
bow and arrows which will be handy.  Examine all you have and read the=20
message, equip the bow.  From here on, if you want to use the bow to =
fight=20
you'll have to press 2; 1 will ready whatever other hand weapon you =
have.=20

Continue along the path and you'll come to a statue.  Don't rob it.  =
Donating=20
100 gp at these statues gets you permanent mana or hit points.  The =
problem is=20
cash, of course, and at first you have to conserve it.

Further on you will find Canthar sitting on a bench at a T-junction =
(there is=20
a scroll by the cart nearby).  Talk to him but don't take the paper.  =
Instead,=20
trade with him and turn everything you don't need into gold pieces.  Go =
along=20
the path in front of him and when you spy a man surrounded by sheep to =
your=20
right, go talk to him.

Use all the lines - if you killed the bandits you get experience points. =
 He=20
gives you a hint as to how to get into the city.  Go to Lobart up the =
road and=20
to the left; talk to him and don't commit yourself at first, ask for =
work and=20
agree to pick the turnips, they are on a field to your right.  Go pick =
them=20
all up and take them to Lobart, then buy the togs he offers at a =
discount.

Go into the house, find the chest in the bedroom, get the clothes (and =
nothing=20
else).  Bring up your inventory with TAB, put the cursor on them and =
press=20
CTRL.  You'll wear the clothes.  Now go to Hilda and give her the =
turnips.  If=20
you want to earn more experience points agree to fetch her the pan.  Run =
to=20
Canthar, trade and buy the pan, take it back to Hilda.  Ask her for food =
and=20
she will give it to you.

Now you can get back to the path to the City.  If it's getting dark, use =
a bed=20
in Lobart's barn to sleep.  At the start of the new day, get to the =
City.

How to become a Citizen
-----------------------

At the gates of the town you will be challenged by the guards - say you =
have=20
to go to the Smithy.  Once inside, talk to Lothar and get all the info =
he has.=20
 When he goes, you will see in front of you two shops, one to the left =
and one=20
to the right.  First, talk to Rupert at the stand on your left.  Get all =
the=20
info, and trade if you have things for sale.  Now go to the shop on the =
right=20
and talk to Bosper.  You want to be his apprentice.  He'll tell you =
about=20
Bartok.  Get all his info and learn to skin animals (you should have =
some=20
learning points to spend by now, you'll need 5 in this instance).

Leave the shop and go across to the other one and talk to Matteo.  Keep=20
talking to him till he tells you about Gritta.  Agree to help.  Don't =
buy the=20
armour until you are sure you have the cash to spare; you are going to =
need a=20
lot of gold for other things right now.

Leave the shop and talk to Regis.  On, talk to Thorben:  he asks you to =
get a=20
blessing from two priests.  Don't mention Gritta.  Go on towards the =
Smithy=20
and Pablo will speak to you - pretend everything is fine.  When he goes, =
you=20
will see Harad the smith ahead of you.  I would advise you not to talk =
to him=20
for the moment.

Turn to your left and head towards the Harbour.  In the first house to =
the=20
left there is a moneylender.  Continue towards the Harbour.  At the last =

buildings, you will see the Red Lantern on your left (don't do anything =
about=20
it yet) and on your right you will see the Pegleg tavern.  Here Moe will =
try=20
to bully you; refuse to give him gold, fight him, rob him while he is =
out and=20
when he comes to, question him.  Inside the tavern, Kardif will give you =
info=20
for gold.

Outside the tavern turn right and find Brahim sitting on a bench outside =
his=20
hut.  Buy the two maps from him.  It will be worthwhile visiting him =
later on.=20
 Continue right and talk to Garvell.  Further on there is a Warehouse, =
don't=20
bother to go in yet.

Now turn around and follow the edge of the harbour and talk to Jack and =
to=20
Lares, but don't follow him to the farm (you do this only if you want to =

become a Mercenary).  When you've done, go back to the Smithy.

Face it and turn to your right and you will see an archway to your left =
and a=20
house to the right.  Go into the house and talk to Gritta; be firm with =
her=20
and threaten to sell her stuff.  She will give you the money she owes =
Matteo.=20
 Leave the house and enter the archway.  A door on your left:  pop in =
and talk=20
to Constantino.  Say you want to join another master and he will raise =
no=20
objection.  Leave and come out of the archway.

To the left there is a tavern you needn't enter yet and to the right you =
will=20
see the Temple.  Talk to Vatras and ask for a blessing, then answer the =
truth=20
to all his questions.  You get the blessing.  You needn't give a =
donation,=20
save your gold.

Turn your back on Vatras and go to your right past the tavern.  You'll =
come to=20
some free beer and Bartok (don't talk to him yet).  Ply with beer the =
guy on=20
his right while getting his info.  It is probably nearly night time by =
now, so=20
just turn to your right and along here to the Hotel.  In, talk to Hanna =
and=20
ask for a room.  Go upstairs, find a free bed and sleep till morning.  =
When=20
you go out of the hotel, turn right and go towards the gate.  Canthar =
will=20
make you an improper proposition - there are several possibilities here. =
 The=20
man is a positive pest; if you ignore him or agree to what he says but =
go=20
instead to Andre (up the stairs near here and to the left) and have him=20
arrested, he's going to give you grief.  I have a feeling it doesn't =
really=20
matter what you do.  At any rate, by the gate, talk to Daron and get his =

blessing, i.e., pay up.  Don't ask about the Monastery since you only do =
that=20
if you want to become a magician.

Now turn around and go find Bartok.  Talk to him (don't learn anything =
from=20
him) and ask him to take you hunting; you'll have to pay for the =
privilege. =20
Follow him out of the city gates but save your game.  He will kill the=20
beasties as he goes along and you will get the experience:  watch his =
health=20
bar, though, and help him (preferably with a bow) without hurting him.  =
With a=20
bit of luck he will kill six wolves, which you must skin.  At some point =
he=20
will ask you if you want to continue.  If he is fit, carry on helping =
him as=20
before - if his health bar is looking dodgy, vote for going back to =
town. =20
After all, you have your six skins - if you have only five, you'll find=20
another wolf on the other side of the path to the city.

Once inside, go to Thorben and ask for his approval, then go to Matteo =
and=20
give him his gold, asking for his help.  Finally, go to Bosper and talk =
about=20
wolf skins.  Say you want to become his apprentice.  You are in.  =
Continue=20
talking to him to get all the information.

Right, before we go any further, there are a couple of things we have to =
do. =20
First of all, make sure you have at least 15 learning points to use.  If =
you=20
don't, either go out of the city and find small creatures to kill or =
start=20
doing jobs for people to get gold + experience.

For instance:

Alwin (the fellow with all the sheep) wants you to stop Fellan making a=20
racket.  He lives around the corner, get tough with him, knock him out =
and rob=20
him, wait till he comes around and threaten to beat him again if he =
doesn't=20
leave off.  Then go to Alwin for your reward.

Alrik (behind the warehouse) wants his sword back.  (You can fight him =
first=20
to get 50 g by beating him but don't rob him while he is out).  Go to =
Jora in=20
the Marketplace and buy the sword back (take it to Alrik afterwards).

Jora has been robbed and wants his money back.  Talk to Rengaru =
(standing by=20
Canthar) and he will run off.  Follow him and talk to him.  After you =
get the=20
purse you can either have him arrested or take pity on him.  I have a =
feeling=20
being kind to him and other malefactors has to do with joining the =
Thieves'=20
Guild, a locked door to which is to be found at the Hotel before the =
stairs. =20
Have him arrested and return the gold to Jora.

Go to Regis, get behind him and go around the back of the shop to the =
left. =20
Keep going past Carl the smith and, in the last house, you will meet =
Ignaz. =20
He wants you to test out a spell.  Agree.  What I did was to go to the =
tavern=20
next to the Temple and was lucky enough to find Coragon the landlord on =
his=20
own (if not, wait till he is).  Save.  TAB, put the cursor on the spell, =
press=20
CTRL.  You will notice a number 4 appears on the spell icon.  OK, knock=20
Coragon down and, while he is out (you can rob him) press the number 4 =
key and=20
CTRL + arrow up to cast the spell on him.  Wait for him to come to and =
trade=20
with him.  He should not remember a thing.  Go back to Ignaz for some=20
experience.  Don't waste your learning points on him just yet.

If you have 15 learning points, talk to Carl and use 10 on strength - =
this=20
will make fighting a lot easier.  Next go to Thorben and spend 5 lp on =
picking=20
locks.

Joining the Militia
-------------------

I think that before we go to the upper part of town it would be a good =
idea to=20
join the Militia.  You need to go to the Marketplace and up the stairs.

Speak to Andre and ask about paladins, join the Militia.  Ask for a =
weapon and=20
you will be told to find Peck, ask also for an assignment.  At the end, =
don't=20
put on your uniform yet.  Talk to everyone around, particulary Mortis.  =
Now go=20
to the Red Lantern and go upstairs to find Peck.  Talk to him and =
persuade him=20
to go back.  Go to the Warehouse and upstairs.  Talk to the guard and =
kill=20
him.  Search his body for a key and open a couple of chests on this =
floor,=20
you'll find the package.

Back to Andre, talk to him about Peck but don't say you found him at the =
Red=20
Lantern.  Hand over the package of weed and ask for your next =
assignment.  You=20
can now go to the armoury where you will find Peck, talk to him and get =
a=20
sword; talk to Mortis again.

Now go to town to the Pegleg tavern and pay Kardif to tell you about the =
weed.=20
 Go to Meldor, who stands in front of the moneylender's house and talk =
to him.

Go to the Red Lantern, go in, talk to Bromor and hire Nadjia.  Follow =
her=20
upstairs and ask about the weed.  She'll tell you to talk to Borka.  You =
can=20
also have "fun" if you want.  Afterwards go to Borka and talk to him but =
don't=20
mention Nadjia.  Buy some weed from him and then report to Andre.  Get =
your=20
final assignment from him, for which you will have to go to Lobart and =
fight=20
the nasties in the fields in front of him and to his right.  Make sure =
you=20
kill them all and then go talk to Lobart.  Go back to Andre to report.  =
I hope=20
you have had all the info he could give.

Right, now you can don your uniform and go to the upper part of town, if =
you=20
remember, up the stairs by the S gates.  Have a look around here and =
talk to=20
people, but you need to speak to Lord Hagen at the big building with the =

banner on the top.  Get all the information he has and before you know =
it,=20
it's...


CHAPTER 2

Finish talking to Hagen.  You can now leave these quarters and go to the =
E=20
gates of the city, at the Marketplace.  As you come out, talk to Mika =
and give=20
him 10 gp.  We have a little bit of unfinished business, so go left to =
the=20
Lighthouse.  You will be attacked by bandits and, if you can't cope, =
lead them=20
to the City Guards by the gate, who will deal with them.  Back to the=20
Lighthouse and go inside - if there are any more bandits in there, you =
know=20
what to do.  Go all the way upstairs and get the goods you'll find there =
and=20
then leave the Lighthouse.  In your forays around you might see some =
blood=20
stains.  Don't follow them all the way to the cave because there is a =
very=20
nasty shadowbeast there.

Go back into town, talk to Jack and to Garvell for more experience =
points. =20
You can buy a new map, too.  Before you venture forth, now is the time =
to sell=20
your surplus goods, buy what you need (make sure you have plenty of =
arrows)=20
and to use your learning points in any way you like.  Learning dexterity =
from=20
Lares would be a good move (10 lp); you also need to learn the bow, =
crossbow,=20
one-handed and two-handed weapons, plus you require oodles of strength.  =
So=20
I'll leave you to take the decision.  Press B and see how many =
experience=20
points you need for the next level:  if not many, it might be worth your =
while=20
to go out and pick some more fights.

When you are as ready as you are ever going to be, go out of the E =
gates.  By=20
the way, if it is getting dark, sleep at the Hotel.  Never get caught in =
the=20
dark outside the city if you can help it.

The Way to the Pass
-------------------

Look at your map:  you need to go to the S centre of the map, where =
there is a=20
lake.  Keep checking your map so that you don't get lost.  Things are =
going to=20
get pretty tough along the way so save often and don't rush into =
situations. =20
Use your bow and fight from a distance whenever you can, backing away if =

necessary.  Now would also be a good moment to equip all your magic =
scrolls,=20
remembering which number is which.  For instance, if Light is in slot 4 =
and=20
Fireball is in slot 5, you don't want to press the wrong number when you =
are=20
up to your neck in trouble.

On the march along the way, check out the scene of a fight where there =
is a=20
cart.  There are lots of items here.  Up some stairs there is a farm =
(look at=20
the map) where Akil is talking to some people.  Talk to Kati and she =
will ask=20
you for help.  Pick on one of the two mercenaries making very sure you =
don't=20
hurt anyone else - the other people will tackle the other guy.  At the =
end,=20
talk to Akil and refuse any reward.  Talk to Randolph.

Down the stairs and on to the Tavern, go in and talk to Rukhar.  Bet on=20
someone else (Randolph).  Talk to the landlord and hire a room for a =
week.  Go=20
up and sleep till midnight.  Come down and, if Rukhar is outside, open =
the=20
chest, take the gin and put in a bottle of water (if you don't have one =
there=20
are three in the unlocked room upstairs).  Now go to sleep till morning, =
go=20
back to Randolph and give him some money so that he can challenge =
Rukhar.  Go=20
to the tavern but leave them to it for now.

Continue past the tavern and, at the crossroads, follow the sign to "The =
Pass"=20
and later the one to "The Prison Colony".  In front of the entrance to =
the=20
valley, by the lake, you will meet Gaan.  Talk to him.  Then talk to the =

guards and go through the door.  Take the path to the left and go =
through the=20
cave and several rats and, at the other side, go over the bridge and =
again=20
through the cave.

The Colony Revisited
--------------------

Save as soon as you are through.  I hope you are ready for this.  Those =
who=20
played Gothic will recognize where they are and feel entirely at home.  =
Those=20
of you didn't need to go left and follow the path downwards under the =
wooden=20
bridge.  Soon you'll witness a terrible sight.  Onwards, you will meet =
Jergan,=20
talk to him.

Go down the path and to the left so that you are below Jergan.  Swim to =
the=20
long sandbank and kill the lurkers.  Walk to the other end of this strip =
of=20
sand, killing any others, and jump into the river; follow it to the =
right,=20
keeping a watchful eye on lurkers - if they start swimming towards you, =
get to=20
land to kill them.  You should swim under two wooden bridges and, after =
the=20
second one, look for a bit of flat land on your right.  Climb out and, =
if you=20
move forward, you should see in the distance, in front of you, a broken =
siege=20
machine against the Castle's walls.  Run to it dodging the orcs and =
climb onto=20
the wooden beam that reaches the top of the wall.  The orcs won't follow =
you.=20
 At the end of the beam you'll have to ALT + arrow up a couple of times =
to=20
clamber inside.

Start talking to everybody and exploring around, reading books, picking =
up the=20
odd stray item, etc.  You know what to do.  Your main tasks here, apart =
from=20
meeting Garond, is to find your old mates.  You will find Milten in one =
of the=20
buildings, speak to him.  (Upstairs in this building you will find a =
rune for=20
getting back here, get it.)  Be sure you speak to Parcival and Oric.  =
When you=20
speak to Garond ask him to free Gorn and pay up.  If you don't have the =
money=20
you'll have to go around opening chests and selling surplus items to =
Tandor or=20
Engor.  To open the locked chests save first to a file called Chests, =
try CTRL=20
+ arrow left or arrow right till they open and write down the correct=20
combination.  Then reload and do it for real.  Go to Gerold at the other =
end=20
of the castle and talk to him.  Go in and free Gorn (use the switch by =
his=20
door), you'll agree to meet at Milten's.  Go there and wait for him, =
then talk=20
to them both.

When you've done everything you could here, go back to the broken siege=20
machine.  Study the map Garond gave you and note the position of the =
mines. =20
Save your game here and don't overwrite it because sometimes there is a =
bug=20
that does not allow you to see the mines marked on the map once you are =
on=20
your way.  If you can't remember where they are when you are miles away =
you'll=20
have to save there and reload this game. =20

To the Mines
------------

Scramble down the beam as before and, dodging the orcs run straight on =
and=20
into the river.  Go right and swim to a low bridge.  Here you will have =
to=20
land to the right and follow the path and, with the minimum of =
diversions, get=20
to a crossroads.  Examine your map and take the middle road.  Along =
here, on=20
your left you will see some wooden walls.  Enter the mine and you'll =
find=20
everyone dead, also some minecrawlers.  Fight them from narrow doorways =
and=20
don't let them get behind you.  Explore the mines and you will find =
Silvestro=20
in the last cave.  Get his belongings and read his note.  Thank =
goodness,=20
Diego is OK, even if we don't know where he is.

Leave:  you can turn left and follow the path to the Tower.  Just get =
right to=20
the top avoiding side rooms and get the rune and the scrolls.  The =
skeleton=20
goblins are a minor bother.  Go back to the mine and this time follow =
the path=20
towards the left till you come to some snappers and the other mine.  =
Talk to=20
everyone; find out about Diego from Jergan.  Fajeth will ask you to kill =
all=20
the snappers.  Don't argue and do so.  Some are in front of the mine, =
some=20
above.  When you've killed them all go to Fajeth.

To find Diego, look at your map.  Between the big tower and the castle =
you=20
will see a horseshoe-shaped structure.  Take the path to it and you will =
find=20
Diego in there.  Talk to him.  Make for the river and the next mine.

This time follow the river all the way north (dodging orcs and killing=20
lurkers) till you come to a waterfall.  Actually, you can go under this=20
waterfall to find a lurker and some items.  If you don't want to go in, =
turn=20
to your right and get out of the river, you will see the mine tower in =
front=20
of you.  Go in and talk to Grimes.  To follow Marcos, go back to the =
river and=20
cross the wooden bridge.  You will meet a variety of challenges on the =
way but=20
you will eventually come to a derelict building with lots of rats.  =
Behind it,=20
in a cave, you will find Marcos.  Talk to him.

Equip the rune for getting back to the Castle, cast the spell and go =
report to=20
Gerond.

Get back to the Pass.  As you go through, it will be...


CHAPTER 3

When you get to the gate you will meet a seeker; crowd him and kill him. =
=20
Outside the gate you will see the two knights dead.  Collect what they =
are=20
carrying, particularly the rune.  Further on you meet Lester, who gives =
you=20
another rune and requests that you visit Xardas.  Do so and talk to him.

Head to town avoiding the seekers like the plague.  When you get into =
the=20
upper quarters, talk to Fernando and to Hagen.  Report and ask to join =
their=20
order.  Go back down the stairs and talk to Diego.  Agree to help him - =
let's=20
get that out of the way.  Use the rune to get back to the pass, go into =
the=20
newworld.  If you have one of those potions which make run like the =
wind, use=20
it now.  Run to your right dodging orcs till you get to the pond, the =
satchel=20
is on the left side of it.  Grab it and run back to the pass.  Use the =
rune to=20
get to the harbour town and give Diego his money.  He will ask you to =
take a=20
letter to Gerbrandt in the upper quarter.  Do so and then come back to =
Diego=20
for experience points.  Go to see Bosper and unload your surplus.  Go to =
Lares=20
and ask for news, he'll tell you about Bennet.  Go to Andre and ask to =
see=20
Bennet; go to his right, talk to the gaoler and then use the switch by =
the=20
door to two prisoners.  Talk to Bennet. Leave him locked up.

Go to Hagen and speak to him about Bennet.  When you have all the info, =
go=20
upstairs and confront Cornelius.  Keep talking to him till you say "I =
don't=20
believe you".  Ask him what he wants and cough up the money.  Go to =
Hagen and=20
show him the proof.  He frees Bennet and allows you to become a paladin. =
 Talk=20
to Albretch to get a fine rune. =20

Back to town, visit Vatras at the temple (he gives you a message to =
carry)=20
then head for the harbour, talk to Pablo, buy a very old map from =
Brahim, talk=20
to Andr? and finally Canther.  Pay what he wants for a bit of peace.

The Eye of Innos
----------------

Leave town by the E gate and, avoiding seekers, go to the tavern to see =
about=20
the contest.  Talk to everyone involved.  If it's getting late, sleep at =
the=20
tavern.  Go out and look at your map:  the monastery is the reddish =
building=20
around the centre of the map.  Get there.  Before you arrive, on your =
left,=20
you will see Isgaroth, give him Vatras's message.  Continue and, at the=20
bridge, you will meet Jorgen.  Talk to him.

Cross the bridge and speak to Milten, who will give you the key to the=20
monastery.  In, don't go into the church yet, go everywhere and talk to=20
everyone and get all the info.  To help Babo, buy his papers from Igarz =
and=20
give them to him.

Enter the church and tall to the three guys.  Out, talk to Jorgen and =
jump=20
into the water.  You need to get under the rocky arch and swim to the =
NE.=20

When you see a tramp at a bend, get out of the water and talk to him.  =
Go=20
upwards here and across the bridge.  Soon you'll come to a faint branch =
of the=20
path, keep left and follow the trail of dead bodies.  Eventually you =
will see=20
a camp, go and talk to Grimbald and help him with the snappers.  Then =
ask him=20
about the missing novice.  He'll tell you about a rocky arch.  Look at =
the=20
map.  You will see a troll cave marked (go in and have a go, if you =
like), but=20
you need to follow the path to the SW, to the circle of stones.  Go =
through=20
the SW arch and you will meet some tramps who want to kill you.  Kill =
them=20
instead and keep going to the circle of stones.  There you will learn =
that the=20
Eye of Innos has been broken.  Fight all the seekers, find Dragomir's =
crossbow=20
(he is off a road parallel to the one to the Monastery) and teleport =
back to=20
the monastery.

Speak to Pyrokar and he will send you to Vatras.  Go to town and speak =
to him.=20
 Get a load of everything he has to tell you.  While you are here, buy a =
magic=20
sword from Harad, buy the book the guy from the Library wanted from =
Zuris at=20
the Marketplace, talk to Lares about Bennet (he suggests you go visit =
him). =20
Do whatever else you need to do here and teleport to Pyrokar.  He will =
not=20
work with Xardas.  If you have the necessary cash, consecrate your sword =
at=20
the statue; do this as soon as you can.  Give the book to the guy who =
wanted=20
it at the library and teleport to Xardas.  Talk to him twice.  The proof =
you=20
are going to need is in Sekob's farm.

So follow signposts to the Landlord - Sekob's farm is to the N of the =
big=20
fields you will see on the map.  Talk to Sekob and he'll ask you to get =
the=20
seekers out of his house.  Go in and kill all four and retrieve Xardas =
goods=20
from the chest.  Speak to Sekob.

While you are here, and if you don't have the 3 swampweed you need, go =
and=20
visit Sagitta who lives in a cave N and slightly E of Sekob's farm, near =
one=20
of those statues you have to purify - you know, you kneel in front of =
the=20
statue first.

Go to the Landlord's farm and speak to Bennet.  Not only he will give =
you a=20
gift but he can also mend jewelry, which is handy.  Get him to repair =
the=20
setting of the Eye.

Finally, teleport to Pyrokar and give him Xardas' book.  Now all you =
have to=20
do is go to the stone circle again.

If you are short of cash and try to make a detour to the temple to the =
NE=20
where the path branches, as marked in the very old map, be on the look =
out for=20
a troll.  Actually, there isn't that much treasure.  There is a little =
more in=20
some caverns to the NE of the main temple, but don't even think of going =
in=20
there.

Anyway, watch what happens at the stone circle.  Before you continue, =
make=20
sure you have at least 5 lab water flasks.  If you don't have them you =
can buy=20
them from Ignaz at the town. =20


CHAPTER 4

Teleport to the Pass and go into the oldworld, teleport to the Castle.  =
Speak=20
to Garond and then to Oric.

Hosh-Pak is directly S of the castle.  Run down the beam of the siege =
machine:=20
 before you actually jump off it, you might try a little exercise.  It =
would=20
appear that the orcs in front of you cannot come up the beam, so you =
could try=20
to shoot them all dead before you leave the safety of the beam.  At any =
rate,=20
follow the path by the river towards your right.  Kill Hosh-Pak and any =
other=20
shaman first, then deal with the other orcs.  Because they move around a =
lot I=20
found shooting them easier, even if I caught the odd blow.

Teleport to the Castle and report to Garond, then talk to Oric.

The Dragon Hunt
---------------

You need to get to the swamp to the W of the city, but first make sure =
you are=20
wearing the Eye of Innos.  Again, look at your map and get there as fast =
as=20
you can.  Once there, take a few orcs/lizards at a time, don't rush in =
and,=20
above all, don't get yourself surrounded.  The dragon is in the SW =
corner of=20
the swamp.  Talk to him.  When you attack, come right up close to him =
and=20
don't let him get away from you.  Once dead, click on it to collect his =
heart.=20
 Check out the hoard nearby for cash and items.  Teleport to the Castle, =
use=20
the alchemist table to recharge the Eye of Innos and be sure you are =
wearing=20
it.  Report to Garond and talk to Oric.  This pattern is repeated for =
every=20
dragon.

Look at the map:  you next have to go to the reddish structure S of the=20
castle, so get to the river as usual and swim S till you get to the low =
wooden=20
bridge, then follow the path, not rushing and killing every enemy in =
your way,=20
preferably from a distance.  Wear protection against fire and use ice =
magic=20
against the fire golem.  Once you've done the bit with the dragon, you =
can=20
clamber to his hoard if you look around for an accessible spot.  Again,=20
teleport to the Castle and do as before.

Next go to the river and swim N/NW to the frozen area.  Swim to the =
waterfall=20
as before, climb out to the right, cross the bridge.  The dragon is to =
the SW=20
of this area.  Use fire magic against the ice golems.  You know the =
rest.

The last dragon is to the SE, in the Fortress.  Swim S past the low =
bridge and=20
pick up the path on your left before the large waterfall streaming down =
on=20
your right.  Follow the path to the Fortress dispatching enemies as you =
go. =20
You can try lightning magic on the stone golems.  When you get to the =
first=20
floor of the Fortress find ways of climbing higher and higher until you =
find=20
the dragon at the top.  You know what to do.  Teleport to the Castle, =
recharge=20
the Eye, report to Garond and do whatever you need to before going to =
the Pass=20
and to the newworld.  As soon as you go through it's...


CHAPTER 5

Teleport to Xardas and talk to Lester.  Read the note.  Teleport to the=20
Monastery and talk to Pyrokar.  He gives you permission to get the book. =
=20
Leave the church, go down to your cellars to the left.  If you found an =
egg in=20
your travels, talk to Neoras and ask for the potion he is researching.  =
Out,=20
find Talamon and he will let you go through.  Pick up the book and use =
it to=20
read it, plus the note.  Look to your left and you will see in the far =
wall a=20
bookshelf.  To the right of it, a lamp - use it to open the bookshelf.  =
Cast a=20
light spell, go in and be prepared to fight skeletons.  Go generally =
right=20
and, at the end, when you can see a larger chamber with a door and a =
pillar,=20
stay this side of the pillar, ignore the skeletons and then run around =
next to=20
the door to kill the spirit which is generating the skeletons.

Get through to the library and fight the demons.  Search their bodies - =
the=20
Demon Lord has a useful spell on him.  With it you can summon demons to =
help=20
you in a tight spot.  Read the books and collect what's on the table.  =
Examine=20
all the items you've just picked up, specially the map.

Now you need to create a rune.  If you don't have the holy water, =
teleport to=20
the town and buy it from Lutero (upper quarters, through archway to the =
left=20
of the main building).  Take the opportunity to talk to Hagen.

Teleport back to the Monastery (avoid Milten just now), go to the =
library to=20
the left there and use the rune table, use the rune to teleport and get =
the=20
Paladin's armour (wear it).  Go to Pyrokar and, when you explain about =
the=20
book, say you were lucky.  Ask about the Tears of Innos.  Leave and =
enter the=20
room of consecration, use the statue to reconsecrate your sword and you =
will=20
have the perfect weapon.

The ship
--------

Now you need to recruit a captain and a crew (your old pals Milten, =
Lester,=20
Gorn, Diego and Lares).  Go outside and talk to Milten, then go inside =
and=20
talk to Jorgen.  Next, talk to Pyrokar - if you want to free Jorgen =
you'll=20
have to teleport to Xardas' tower and clear it of demons from top to =
bottom. =20
Go there, recruit Lester who is nearby, kill all the demons and teleport =
back=20
to Pyrokar.  After you speak to him talk to Jorgen and he'll be off.  =
Teleport=20
to town and go talk to Diego in the upper quarters, recruiting him.  If =
you=20
haven't talked to Hagen before, do so now.

Find Lares and recruit him, too.  Leave town by the E gate and make for =
the=20
Landlord farm.  You should meet a chatty orc, kill him and take his =
goods but=20
don't wear his ring.  When you get to the farm enter the main building =
and go=20
right.  There you will find Gorn, recruit him.  Teleport back to town.

Turn to the sea and go left following the seawall.  Under the arch, to =
the=20
ship, up the ramp and bully the knights into letting you go on board.  =
As soon=20
as you have done so (you can explore it if you want) go down the ramp =
again=20
and to your left.  In the distance you will see the paladin Girion.  =
Talk to=20
him and persuade him to come along.  Now go talk to Jorgen, who will be=20
sitting by the ramp to the ship.  He will tell you to get yourself =
sorted out=20
before you go on board.  Do so:  once on the ship, turn left, up the =
stairs,=20
through the door and through another door.  The moment you enter the =
Captain's=20
cabin it will be...


CHAPTER 6 =20

Turn around and talk to everybody on board before you continue.  Give =
the orc=20
ring to Girion.  When you are ready, leave the boat.

Explore the caves killing everyone.  At the Troll guarding three rooms, =
go up=20
the ramp to the left.  Kill all the orcs and search the Colonel.  You =
get a=20
key.  Go down the ramp and through the arch, open the door to the left.  =
Talk=20
to Pedro but don't kill him.  Rather, lead him back to the ship.  Once =
there,=20
question him. =20
Go back to the place where the colonel was and pull the left torch then =
the=20
right one.  Go through.  You will come to a large chamber - this is =
going to=20
be tough.  Be sure you are wearing the Eye of Innos.  Go to the right =
killing=20
everybody and you will as you come around towards the entrance you will =
meet=20
another dragon.  Talk to it and fight it with a bow or crossbow and =
running=20
around.  At the end, get his heart.  Before you go you might like to =
pick up=20
all the dragon eggs in the middle of the chamber, not that it will do =
you much=20
good.  Go behind the dragon and shoot two switches high up either side =
of the=20
chasm.  Just enter into combat with a bow or crossbow and shoot - you =
hit them=20
automatically.  A bridge will appear.  Cross it and go to your right to =
kill=20
the seeker.

You need to go up both towers either side of the bridge and pull a =
switch at=20
the top of each.  Now continue to a passage with columns and go kill the =

seekers before you deal with the skeletons.  Up the stairs and to your =
left. =20
Stand in the archway and kill the skeletons and Shadow Lord Archol.  =
Search=20
him and, before you go through the door to the right, turn right around =
and=20
open the door in front of you.  Use the Alchemist's bench to recharge =
the Eye=20
of Innos.  Look around you.  Now continue through the door in the other =
room.

You'll come through another battle (though there is another handy =
archway) and=20
then you will come to a round chamber with doors all around.  Start with =
the=20
first on your left and get at the seeker for a key.  Go back up, open =
the next=20
door and pull both switches then go back down and through.  In the last =
room=20
look for switches to push which will bring up another switch in the =
middle of=20
the room.  Turn that and go up and go to the room with the gears, =
watching out=20
for Skeleton Mages along the way.  Pull the switches again and go to the =
next=20
door.  Go on up and through and press the switches till another comes in =
the=20
middle, turn it and leave.  Every time, look out for Skeleton Mages on =
the way=20
back.

You have to do this again, this time on the other side.  Open the middle =
door=20
and pull the switches.  Go down the first door going down and press the =
switch=20
in the far wall.  Two zombies will appear, fight them and push the two =
new=20
switches.  Another switch will appear in the centre of the room, turn =
it, go=20
and turn the gears again and go up the last room.  Here you must push =
the=20
switches in the following order:  centre, left, right.  Once you turn =
the new=20
switch, you can go back to the round chamber and push the four switches =
which=20
will have appeared.

Another will appear.  Before you push this last one, get ready.  You =
might=20
like to cast Summon Demon a couple of times before you actually push the =

switch so they can aid you when you go through; fight all the seekers =
and, at=20
the other end of the room, talk to the Black Magician, kill him and =
collect=20
his key.  Search the four side rooms and in one of them you will find a =
chest=20
with the Eye of Power in it.  Take it and go to the door with the =
glowing=20
eyes.  You have to "use" it as you would a statue, so move a bit till =
you are=20
in the right position.  You will kneel and the door will open.

Go either side of the wall and up the stairs.  Wearing the Eye of Innos, =
are=20
you?  Talk to the undead dragon.  When the fight begins, get right close =
to=20
him and don't let up, chase him around and kill him.  Watch what =
happens.

You can get back to the dragon and get his Soul if you like, but then =
start=20
back for the ship.  You will meet some of your pals on the way back, =
talk to=20
them.  At the ship you'll have to fight the odd orc.  Find the captain=20
(asleep) and talking to him starts the last cut scene.  Watch. =20

This ends the Paladin version of the game.  Watch the credits to the =
end,=20
there is a nice little extra to see.


***

("Mercenary" version)

I gave a "quickie" solution for the Paladin version of the game; the =
Mercenary=20
version will have more detail, though some parts are exactly the same. =20
However, the rules for survival still apply:  in combat, hit from a =
distance.=20
 If you must fight hand to hand, get the first blow in and don't let up. =
 When=20
the nasties are chucking spells at you, run at them at a slant and hit =
them=20
quickly.  Ah, yes, and don't get caught in the dark outside the town or =
safe=20
buildings if you can help it.

Remember that learning points are hard to get so don't waste them.  You =
need=20
more as a Mercenary than as a Paladin; look out for=20
potions/herbs/rings/amulets which give you more strength/dexterity/mana =
and=20
concentrate on weapon skills.  You will probably end up with a =
two-handed=20
sword and a crossbow, which are the most powerful weapons in the game, =
so aim=20
for those skills.  Also it is worth remembering that learning costs more =

points in some places than in others.  The cheapest is the Castle in the =
Old=20
World.

If you have plenty of cash, using the Statues of Innos you'll find all =
over=20
the place will improve your statistics permanently.  Later on in the =
game you=20
can buy a map with their locations.

Pick up all the bits of ore you come across; you'll also need a black =
pearl=20
and sulphur.  Just hang on to these things.

As ever, I give the most logical sequence of events, but you can do them =
as=20
and when you can.  I couldn't possibly tell you EVERYTHING you could do, =
so=20
feel free to explore around and do your own thing.


CHAPTER 1

After you've talked to Xardas and Chapter 1 begins, talk to him again =
then=20
start searching.  You will see a huge gate to the left of Xardas.  Go to =
the=20
fireplace in the other room, stand close to the right hand side of it =
and=20
"use" the practically invisible switch - the gate will open and you will =
be=20
able to access the items inside.

The Path
--------

After you've searched around and got everything, step outside the tower. =
=20
Advance to the waterfalls on your left, kill the goblin and search on =
the left=20
of the waterfalls to find some items.  Then enter the caves under the =
path and=20
explore them until you come into the valley.  Go down the ramp and find =
the=20
camp site - talk to Lester and persuade him to go to Xardas.  You can =
search=20
around here and find another cave.  When you've finished, go up the ramp =
and=20
leave the caves; follow the path again.  When you come to the Bandit at =
the=20
foot of the stairs, keep choosing the second line (e.i., neither "follow =
him"=20
nor "leave").  Eventually you will tell him you are a convict and he =
will get=20
on your side.  Bribe him to tell you who is after you.  When you've done =

talking to him, leave and don't go up the stairs yet.

Follow along the path and when you get to the Statue of Innos turn to =
the=20
right and behind it and go find Maleth amongst the sheep.  Talk to him =
till=20
you get all the info.  Go back to the Bandit and talk to him.  He will =
make=20
himself scarce.  Go on up and fight the two bandits upstairs and return =
to=20
Maleth for your reward.

Talk to Lobart and say you are for the peasants.  Carry on talking and =
get the=20
job of picking the turnips.  Go to the field to the right and pick them =
all=20
and give them to Lobart.  Buy some clothes from him at a discount (don't =

forget to pay).  Go in the house and into the bedroom, open the chest =
and take=20
the clothes only (wear them).  Then go to Hilda and give her the =
turnips.  She=20
will feed you every day.  You can also do another job for her:  buying =
her a=20
pan.  Just follow the path out of the farm till you get to Canthar and =
do so,=20
taking it back to Hilda.  You can also sell all your surplus to Canthar =
if you=20
need cash.

Get back to the path and on to...

The City
--------

Although you don't have to become a citizen to be a Mercenary it doesn't =
hurt=20
to collect a whole lot of experience points by doing so.

At the gates of the town you will be challenged by the guards - say you =
have=20
to go to the smithy.  Once inside, talk to Lothar and get all the info =
he has.=20
 When he goes, you will see in front of you two shops, one to the left =
and one=20
to the right.  First, talk to Rupert at the stand on your left.  Get all =
the=20
info, and trade if you have things for sale.  Now go to the shop on the =
right=20
and talk to Bosper.  You want to be his apprentice.  He'll tell you =
about=20
Bartok.  Get all his info and learn to skin animals (you should have =
some=20
learning points to spend by now, you'll need 5 in this instance).  Make =
sure=20
you buy plenty of arrows from him.

Leave the shop and go across to the other one and talk to Matteo.  Keep=20
talking to him till he tells you about Gritta.  Agree to help.  Don't =
buy the=20
armour until you are sure you have the cash to spare; you are going to =
need a=20
lot of gold for other things right now.

Leave the shop and talk to Regis.  Go and talk to Bosper about the bow.  =
On,=20
talk to Thorben:  he asks you to get a blessing from two priests.  Don't =

mention Gritta.  Go on towards the smithy and Pablo will speak to you -=20
pretend everything is fine.  You will see Harad the smith ahead of you.  =
Talk=20
to him and try to get his support.  He wants an orc weapon.

Turn to your left and head towards the Harbour.  In the first house to =
the=20
left there is a moneylender.  Continue towards the Harbour.  At the last =

buildings, you will see the Red Lantern on your left (don't do anything =
about=20
it) and on your right you will see the Pegleg tavern.  Here Moe will try =
to=20
bully you; refuse to give him gold, fight him, rob him while he is out =
and=20
when he comes to, question him.  Inside the tavern, Kardif will give you =
info=20
for gold.  You will notice Nagur sitting at a table, but you won't get =
much=20
out of him.

Outside the tavern turn right and find Brahim sitting on a bench outside =
his=20
hut.  Buy the two maps from him.  It will be worthwhile visiting him =
every new=20
chapter.  Continue right and talk to Garvell.  Further on there is a=20
Warehouse, don't go in yet.

Now turn around and follow the edge of the harbour and talk to Jack and =
to=20
Lares, but don't follow him to the farm. =20

Go back to the warehouse and follow the path to the right of it to find =
Alrik.=20
 Talk to him (he wants his sword back) and fight him.  After you knock =
him=20
down wait for him to recover (don't rob him) and talk to him again.

Follow the other path behind you till you come to Alwin (the fellow with =
all=20
the sheep), who wants you to stop Fellan making a racket.  He lives just =

around the corner here; get tough with him, knock him out and rob him, =
wait=20
till he comes around and threaten to beat him again if he doesn't leave =
off. =20
Then go to Alwin for your reward.

Go back to the smithy.  Face it and turn to your right and you will see =
an=20
archway to your left and a house to your right.  Go into the house and =
talk to=20
Gritta; be firm with her and threaten to sell her stuff.  She will give =
you=20
the money she owes Matteo.  Leave the house and enter the archway.  A =
door on=20
your left:  pop in and talk to Constantino.  Say you want to join =
another=20
master and he will raise no objection.  Leave and come out of the =
archway.

To the left there is a tavern you needn't enter yet and to the right you =
will=20
see the Temple.  Talk to Vatras and ask for a blessing, then answer the =
truth=20
to all his questions.  You get the blessing.  You needn't give a =
donation,=20
save your gold.

Turn your back on Vatras and go to your right past the tavern.  You'll =
come to=20
some free beer and Bartok (don't talk to him yet).  Ply with beer the =
guy on=20
his right (Rangar) while getting his info.  Don't bother with Ulf.  It =
is=20
probably nearly nighttime by now, so just turn to your right and along =
here to=20
the Hotel.  In, talk to Hanna and ask for a room.  Go upstairs, find a =
free=20
bed and sleep till morning.  When you go out of the hotel, turn right =
and go=20
towards the gate.  Talk to Daron (the fellow in the red frock) and get =
his=20
blessing, i.e., pay up.  Don't ask about the Monastery since you only do =
that=20
if you want to become a magician.

Now turn around and go find Bartok.  Talk to him and ask him to take you =

hunting; you'll have to pay for the privilege.  Follow him out of the =
city=20
gates but save your game.  He will kill the beasties as he goes along =
and you=20
will get the experience:  watch his health bar, though, and help him=20
(preferably with a bow) without hurting him.  With a bit of luck you =
will kill=20
between you six wolves, which you must skin.  At some point he will ask =
you if=20
you want to continue.  If he is fit, save your game and carry on helping =
him=20
as before - if his health bar is looking dodgy, vote for going back to =
town. =20
He must not die.  And after all, you have your six skins - if you have =
only=20
five, you'll find another wolf on the other side of the path to the =
city.  You=20
might like to try your luck here, though:  instead of following Bartok =
to=20
town, carry on into the woods but you'll probably have to negotiate a=20
shadowbeast to deal with the Orc and get his weapon.

Back in town, go to Thorben and ask for his approval, then go to Matteo =
and=20
give him his gold, asking for his help.  If you have the orc weapon, =
hand it=20
to Harad.  Finally, go to Bosper and talk about the skins.  Say you want =
to=20
become his apprentice.  You are in.  Continue talking to him to get all =
the=20
information.

Right, before we go any further, there are a couple of things we have to =
do. =20
First of all, make sure you have at least 15 learning points to use.  If =
you=20
don't, either go out of the city and find small creatures to kill or =
start=20
doing jobs for people to get gold + experience.

Remember Alrik wants his sword back?  Go to Jora in the Marketplace and =
buy=20
the sword (take it to Alrik afterwards).

Jora has been robbed and wants his money back.  Talk to Rengaru =
(standing by=20
Canthar) and he will run off.  Follow him and talk to him.  After you =
get the=20
purse you can either have him arrested or take pity on him.  We are =
going to=20
join the Guild of Thieves for a bit of fun and apparently there are two =
ways=20
of doing this:  if you are kind to Rengaru and the other thief you'll =
meet=20
later on you'll get an invitation, but this doesn't work because some =
bug or=20
other prevents you from involving a third party, namely Nagur.  So we'll =
do it=20
another way.  Have Rengaru arrested by going up the stairs and talking =
to=20
Andre (don't get involved with him otherwise).  Give the gold back to =
Jora.

Go to Regis, get behind him and go around the back of the shop to the =
left. =20
Keep going past Carl the smith and, in the last house, you will meet =
Ignaz. =20
He wants you to test out a spell.  Agree.  What I did was to go to the =
tavern=20
next to the Temple and was lucky enough to find Coragon the landlord on =
his=20
own (if not, wait until he is).  Save.  TAB, put the cursor on the =
spell,=20
press CTRL.  You will notice a number 4 appears on the spell icon.  OK, =
knock=20
Coragon down and, while he is out (you can rob him) press the number 4 =
key and=20
CTRL + arrow up to cast the spell on him.  Wait for him to come to and =
trade=20
with him.  He should not remember a thing.  Go back to Ignaz for some=20
experience points.  Don't waste them on him.

If you have 15 learning points, talk to Carl and use 10 on strength - =
this=20
will make fighting a lot easier.  Next go to Thorben and spend 5 lp on =
picking=20
locks.  Buy all the picklocks he has.

Go to the N gate and talk to all the tradesmen, particularly Sarah and =
Hakon.=20
 The latter will tell you about the bandits, so question him and then go =
find=20
Pablo for more info.  Don't let on to him you are the fellow on the =
poster.

Jobs outside town
-----------------

Leave through the N gate and outside talk to Mika.  Pay what he asks.  =
(A=20
point to remember here is that, if you go to the right of the gate into =
the=20
woods and go E all the way you will find a cave with a shadowbeast in =
it. =20
You'll need to know this later.)

For now, turn left and follow the path to the Lighthouse.  You'll have =
to kill=20
a few scavengers and also the bandits.  If things get tough, lead the =
nasties=20
to Mika and he'll deal with them.  Search the Lighthouse, going all the =
way to=20
the top.

Note that behind the Lighthouse a trail of blood leads to a cave with a=20
shadowbeast in it.  Remember this but don't go there just now.

Get back to the town gate and continue along the path till you come to =
some=20
stairs.  Go up and turn left, following the path and looking out for a =
cave on=20
the rockface.  Go inside and fight the bandits, collecting everything =
you can=20
lay your hands on.  One of the items you'll find will be a light fish.  =
Go=20
into your inventory and use it.  You will get a stinking note.  Read it.

Leave the cave and follow the path to the right.  When you get to Akil's =
farm=20
talk to Kati who will ask you to help.  Save and attack one of the=20
mercenaries, being careful not to hurt anyone else.  When it's over talk =
to=20
the farmer and ask for nothing.  Next, talk to Randolph and find out =
about the=20
Tavern.

Go back down the stairs and go to the Tavern.  Go in and talk to Rukhar. =
 Bet=20
on someone else (Randolph).  Talk to the landlord and hire a room for a =
week.=20
 Go up and sleep till midnight.  Come down and, if Rukhar is outside, =
open the=20
chest, take the gin and put in a bottle of water (if you don't have one =
there=20
are three in the unlocked room upstairs).  Now go to sleep till morning, =
go=20
back to Randolph and give him some money so that he can challenge =
Rukhar. =20
Don't forget to go to the Tavern two days later for your reward.

For now, trot to town and talk to Jack so that he can go back to his=20
Lighthouse.  Don't bother to talk to Garvell till you have some info on =
the=20
paladins later on.  Go to Halvor, the fishmonger at the other end of the =

waterfront, and confront him with the stinking note.  It's prison for =
him.  Go=20
to Andre and report Halvor.  Tell Hakon about the bandits. =20

[At this point you might like to save a special game so that if you want =
to=20
try your hand at being a magician or a paladin, you won't have to do all =
you=20
have done so far all over again.]=20

Continuing with the Mercenary version, enter the warehouse, kill the =
guard,=20
get his key, open the chests.  You will find some swampweed - keep that.

Amble to the Pegleg tavern and Kardif will give you some information for =
free.

Go to where Halvor was, go behind his stand by his house and you will =
meet=20
Attile.  Talk to him and kill him, collecting the key he is carrying.

If you go on behind him you'll meet Edda.  Talk to her and you will find =
out=20
you can sleep at her house and that she has been robbed of a statue of =
Innos.=20
 Should you find such a statue on your travels and return it to her =
you'll get=20
some experience points. =20

Go back and follow the waterfront to the other end, past the warehouse, =
and=20
jump into the water.  Swim to the right and you will see the entrance =
to...

The Guild of Thieves
--------------------

Before you go in turn right around.  If you were to swim in that =
direction=20
you'd get to an island to the left of a sunken ship (nothing in it).  =
It's=20
patrolled by some nasty lizards but there is an interesting cave with =
lots of=20
treasure.  One of the chests can only be opened with a key.  This =
belongs to=20
the leader of the Guild of Thieves and you'd have to kill her to get it. =
=20
Don't!

Enter the Guild and go first to the left, fight some rats and get to a =
room=20
with a chest.  The combination is RRLLR.  Inside you'll find some =
peoples'=20
belongings which you must return to them for experience.  Save.  Carry =
on=20
exploring till you come upon Jesper.  Talk to him and ask him to take =
you to=20
his leader.  Talk to Cassia, get all the info and join the guild.  She =
will=20
tell you to prove yourself by getting a ring from Constantino (under the =
arch=20
by the smithy).  At the Guild, you must learn how to pickpocket and how =
to=20
sneak.  Talk to Jesper (now or next time) and ask about the locked door =
in the=20
sewers and he will give you the key to it; inside there is a chest with =
very=20
interesting items.  The combination is RRRLRRRLRLRLRRLLLRRL.  If you get =
it=20
open and tell Jesper, you get experience points.  Talk to Ramirez in a =
room=20
nearby.

Leave, go to the Hotel and sleep till midnight.  Go to Constantino's =
house=20
(save) and, before you enter it, get into sneak mode (press the X key).  =
Go to=20
the chest and open it (LRRLR), get the ring, sneak out of the house and =
go and=20
sleep in the Hotel.  In the morning, give the ring to Cassia.  She gives =
you=20
the key to the Hotel (up the stairs from this room) and gives you =
another job.=20
 You have to collect 6 Blood Chalices.  Talk to Jesper and Ramirez =
again, just=20
in case.

There is no point in even trying to get the chalices right now.  And =
don't be=20
tempted to pick pockets till you have enough dexterity (at least 30)... =
always=20
save before you try.  Purses are not worth the trouble but keys are.

It's about time we went to join the Mercenaries.  Go out of the N gate =
and=20
walk to the Tavern; look for the post which points to the Landowner.

How to be a Mercenary
---------------------

Follow the path to the Landowner's farm; first you might like to follow =
the=20
path=20
to your left till you reach Dragomir (fighting some scavengers on the =
way). =20
Talk to him; he is missing something and later he will teach you the =
crossbow=20
skill.  Go back to the path to the Landowner's, follow it and you will =
bump=20
into Buster.  He will challenge you.  Knock him out and, when he comes =
to,=20
talk to him again.  Be friendly and get all the information he has to =
give.

Continue along the path and you will come to Fester.  Talk to him and =
offer to=20
help him because you want to join.  Follow him to the cave and help kill =
all=20
the beasties.  Talk to Fester again and he won't want to know you.  =
Fight him=20
and knock him out.  Leave him and follow the path again.

When you reach Sentenza, be polite and pay up.  Go into the farm and you =
will=20
see the smithy on your left.  Talk to Wolf on your right and say you =
want to=20
join.  If you talk any further you will find out that he can teach the =
bow and=20
also that he is looking for a job.  Don't help him with this.

Turn to the smithy and go through the door to the tavern.  Talk to =
Jarvis and=20
get all the info.  Out, talk to Cipher (he is looking for his swampweed, =
so=20
give him the package you found at the warehouse) and then to Torlof, at =
the=20
door of the farmhouse.  Ask about duelling and say you want to join.  =
Talk to=20
Rod and Raoul, they are both rude to you so teach them good manners.  =
Wait=20
till they draw their weapon before you attack and don't rob them when =
they are=20
out.  Talk to them when they wake up.  Enter the tavern again and go =
towards=20
Sylvio, who gives you a warning.  Bullco will tell you to clear off and =
you=20
won't, of course.  Fight him and don't rob him.  Talk to Jarvis again - =
you=20
have his vote.  Talk to Thekla.  Talk to her again and she will give you =
some=20
stew (boosts your strength).  Ask for some more and she will tell you to =
get=20
her some herbs from Sagitta.  We'll do that later.  By the way, if it =
gets=20
late you can sleep at the barn.

Go into the house and the two guards will challenge you; just say you =
want to=20
join.  Go in and to the right, talk to Lee.  At the end he will send you =
to=20
Torlof.  Go to him and say you want to be put to the test.  When he's =
done=20
talking you can choose one of two tasks - try dealing with the militia.

Just go to Bengar (follow the path S and turn right at the rock) and =
talk to=20
him, then kill the militia.  On the way back to Torlof you might want to =
take=20
a detour to the other side of the path S and go round the cliffs till =
you see=20
a path rising to the Tower.  Go on up and at the bridge you will be=20
challenged.  Say Dexter and go over the bridge, straight on and left =
into the=20
tower where a fellow is hammering away.  Talk to Dexter and leave =
peacefully.=20
 As you go back to the bridge, note the mines on your left but don't =
enter=20
them yet.  Just leave without treading on anyone's toes and get back to=20
Torlof.

Having talked to him, he will send you to Lee, who will send you to Onar =

across the way in the other room.  Talk to Wasili and then to Onar.  Say =
Lee=20
sent you and talk about your pay - accept 50 gp.  Back to Lee.  You are =
in. =20
For the first assignment you have to see Lord Hagen (at long last!) but =
speak=20
to Khaled before you go and sort your weapons out.

The Mercenary Trail
-------------------

Torlof will welcome you into the mercenaries as you come out of the =
house.  If=20
you go to your left you will see Cord, who will train you when you have =
enough=20
experience with weapons.

Along the road to the Tavern Raoul will tell you you cannot kill a black =

troll.  Say "no problem" and move on.

At the Tavern the contest should be over (or sleep there until it is), =
talk to=20
the participants.

In to town, get to the upper quarters.  You'll be challenged all the way =
to=20
Lord Hagen, keep saying you have a message from Lee.  Talk to Hagen and, =
when=20
the 2nd Chapter begins, go on talking to him.


CHAPTER 2

Leave and come close to Fernando to get a job.  Go to Vatras and he'll =
give=20
you another job - well worth doing straightaway since you can get a ring =
of=20
dexterity when you report back.  Report to Bosper and give him your =
skins. =20
You can now go to Garvell since you have all the information he wanted.

When you've finished in town go to the Tavern and run Vatras errand.  =
Head for=20
the Monastery and you will find your man when you are almost there, in =
an open=20
air temple to your left.  Once you've handed over the message get back =
to=20
Vatras and choose the dexterity ring.

Back to the Tavern and this time find the signpost to the Pass.  Follow =
the=20
path, over the bridge and right towards the waterfalls.  Talk to Gaan.  =
Before=20
you cross the bridge to the gate, go around the lake to the other side =
and=20
find the beast Gaan wants killed; talk to him when you've done and then =
go to=20
the Gate.  The guards will speak to you, open the door and go through, =
look=20
for an opening to your left, go through the tunnel killing rats and at, =
the=20
other side, cross the bridge.  You will come to the passage through the =
old=20
mine and out to...

The Old Colony
--------------

Save as soon as you are through.  Those who played Gothic will recognize =
where=20
they are and feel entirely at home.  Those of you didn't need to go =
left.  It=20
will be night and you can't do anything about it; if you have a Light =
spell,=20
cast it and if not, use a torch.  Go up the ramp and across the wooden =
bridge,=20
kill the beasts and grab a rune on the barrels which will allow you to=20
teleport here.  Go under the bridge and on.  Soon you'll witness a =
terrible=20
sight.  Onwards, to your right you will find a Paladin being chewed up =
by a=20
Dragon Snapper.  Kill the snapper and collect what the Paladin is =
carrying,=20
principally his Light rune.  Go on down the path and you will meet =
Jergan,=20
talk to him.

Just down the path and to the left, where the fence is broken, swim to =
the=20
long sandbank and kill the lurkers.  Turn left and walk right to the =
other end=20
of this strip of sand, killing any others and collecting Swampweed (you =
need=20
3), then jump into the river; swim on keeping a watchful eye on lurkers =
- if=20
they start nibbling at your toes, get to land to kill them.  You should =
swim=20
under two wooden bridges and, after the second one, look for a bit of =
flat=20
land on your right.  Climb out and, if you move forward, you should see =
in the=20
distance, right in front of you, a broken siege machine against the =
Castle's=20
walls.  Run to it dodging the orcs and climb onto the wooden beam that =
reaches=20
the top of the wall.  The orcs won't follow you.  At the end of the beam =

you'll have to ALT + arrow up a couple of times to clamber inside.

Start talking to everybody and exploring around, reading books, picking =
up the=20
odd stray item, etc.  You know what to do.  But first sleep till =
morning. =20
Save.  Find the open doorway with a guard in front, walk in and right to =
the=20
end, turn left, up the ramp, open the door and use a bed.  Sometimes you =
get=20
attacked if you do this because you are a mercenary and these are the =
knights'=20
quarters.  Worth trying, though, it usually works; but be careful where =
you go=20
in the Castle.

Your main task here, apart from meeting Garond, is to find your old =
mates. =20
You will find Milten in one of the buildings, speak to him.  (Upstairs =
in this=20
building you will find a rune for getting back here, get it.) =20

Be sure you speak to Percival and Oric.  When you speak to Garond ask =
him to=20
free Gorn and pay up.  Go to Gerold at the other end of the castle and =
talk to=20
him.  Go in and free Gorn (use the switch by his door), he'll give you =
some=20
armour and you'll agree to meet at Milten's.  Go there and wait for him, =
then=20
talk to them both.

As I said before, you can get trained cheaply here if you have the =
experience=20
points.

When you've done everything you could, go back to the broken siege =
machine. =20
Study the map Garond gave you and note the position of the mines.  Save =
your=20
game here and don't overwrite it because sometimes there is a bug that =
does=20
not allow you to see the mines marked on the map once you are on your =
way.  If=20
you can't remember where they are when you are miles away you'll have to =
save=20
there and reload this game. =20

To the Mines
------------

Scramble down the wooden beam as before and, dodging the orcs, run =
straight on=20
and into the river.  Go right and swim to a low bridge.  Here you will =
have to=20
land to the right and follow the path (note the tents on a cliff to your =

right) and, with the minimum of diversions, get to a crossroads.  =
Examine your=20
map and take the middle road.  Along here, on your left you will see =
some=20
wooden walls.  Enter the mine and you'll find everyone dead, also some=20
minecrawlers.  Fight them from narrow doorways and don't let them get =
behind=20
you.  Explore the mines and you will find Silvestro in the last cave.  =
Get his=20
belongings and read his note.

Leave:  as you come out you can skirt the rock in front of you going =
right and=20
then follow the path to the Tower.  Clear the tower of nasties and get =
right=20
to the top where there is a rune which will allow you to get back here.  =
One=20
floor down there is a bed on which you can rest. =20

Go back towards the first mine and this time follow the path towards =
your left=20
till you come to some snappers and the other mine.  Talk to everyone; =
find out=20
about Diego from Jergan.  Fajeth will ask you to kill all the snappers.  =
Don't=20
argue and do so.  Some are in front of the mine, some above.  Usually =
another=20
one appears near the lake.  When you've killed them all go to Fajeth.

To find Diego, look at your map.  Between the big tower and the castle =
you=20
will see a horseshoe-shaped structure.  Take the path to it and you will =
find=20
Diego in there.  Talk to him.  Make for the river and the next mine.

This time swim along the river all the way north (dodging orcs and =
killing=20
lurkers) till you come to a waterfall.  Actually, you can go under this=20
waterfall to find a lurker and some items.  If you don't want to go in, =
turn=20
to your right and get out of the river, you will see the mine tower in =
front=20
of you.  Go in and talk to Grimes.  To follow Marcos, go back to the =
river and=20
cross the two wooden bridges.  You will meet a variety of challenges on =
the=20
way but you will eventually come to a derelict red-roofed building with =
lots=20
of rats.  Behind it, in a cave, you will find Marcos.  Talk to him.

Equip the rune for getting back to the Castle, cast the spell and go =
report to=20
Gerond.

Get back to the Pass.  As you go through, it will be...


CHAPTER 3

When you get to the gate you will meet a seeker; after he has spoken, =
crowd=20
him and kill him.  Outside the gate you will see the two knights dead. =20
Collect what they are carrying, particularly the rune.  Further on you =
meet=20
Lester, who gives you another rune and requests that you visit Xardas.  =
Do so=20
and talk to him.  When you've finished, head for town.  The path will be =

strewn with Seekers and the best policy is to walk with your =
crossbow/bow at=20
the ready because their labels will appear on the screen and you can =
creep up=20
on them and shoot them before they can cause you any harm.  Inevitably, =
some=20
will get at you; it doesn't matter, just try to kill them quickly.

Once in town go to Hagen and talk to him.  Leave and talk to Fernando.  =
Go=20
down the stairs and talk to Diego.  Agree to help him - let's get that =
out of=20
the way.  Use the rune to get back to the Pass, go into the Old World.  =
If you=20
have one of those potions which make run like the wind, use it now.  Run =
to=20
your right dodging orcs till you get to the pond, the satchel is on the =
left=20
side of it.  Grab it and run back to the pass (or teleport to it).  If =
you=20
don't have such a potion you will have to fight the orcs one at a time.  =
Once=20
in the New World, use the rune to get to the Harbour Town and give Diego =
his=20
money.  He will ask you to take a letter to Gerbrandt in the upper =
quarters. =20
Do so and then come back to Diego for experience points. =20

Go to see Bosper and unload your surplus.  Go to Lares and ask for news, =
he'll=20
tell you about Bennet.  Buy some more maps from the cartographer.  Go to =
Andre=20
and ask to see Bennet; go to his right, talk to the gaoler and then use =
the=20
switch by the door to Bennet.  Talk to him.  Leave him locked up.

Go to Hagen and speak to him about Bennet.  When you have all the info, =
go=20
upstairs and confront Cornelius.  Keep talking to him till you say "I =
don't=20
believe you".  Ask him what he wants and cough up the money.  When he =
runs off=20
you might have a bash at stealing the Blood Chalice in the next room, =
but save=20
first (and remember to sneak!).  Read the book Cornelius gave you.  Go =
to=20
Hagen and show him the proof.  He frees Bennet.

Go to the Hotel and talk to Hanna.  Ask how things are and be =
sympathetic. =20
She'll ask you to get her an old document.  Be helpful and give her the=20
treasure map you've just bought, without asking for anything in return.
 =20
When you've finished here, go to the Tavern (watching out for Seekers) =
and buy=20
a rune to get back there.  Go to the Landlord; along the way Buster will =
make=20
a proposition to you; learn how to deal with shadowbeasts, if you like.  =
At=20
the farm, Torlof will ask you to do a couple of jobs.  Go in and talk to =
Lee=20
(he will give you a rune for travelling back here); ask for another job.

First go for the Seekers.  Find the path to Dexter's tower.  You'll find =
a=20
Seeker at the start, shoot him.  Save and go up.  You will see another =
Seeker=20
just over the bridge.  Shoot him and run away before all the bandits =
come=20
after you.

Now go to Sekob's farm.  Ask him for the rent, beat him up, don't be put =
off=20
and you'll get the money.  Don't get involved with anything else here at =
this=20
point.  Since we are around, we might as well go to Sagitta who lives in =
a=20
cave to the NE of here (there are a couple of shadowbeasts in the woods =
along=20
the way, to the left) - just follow the rockface till you find her.  =
Talk to=20
her, learn about the Sun Aloe and get the herbs for Thekla; return to =
the farm=20
to give them to her and to talk to Torlof.

Teleport to the Harbour Town.  Go to the house to the right of Lord =
Hagen's=20
and find the Judge.  Save and talk to him:  see if you can pinch his =
key. =20
Talk to him and offer to put yourself to the test.

If you were able to get his key without problems (i.e., if you had at =
least=20
30% dexterity), try and get the following keys:  Salandril's (potion =
shop in=20
upper quarters); Wambo's (upper quarters), his key opens the doors on =
the city=20
walls (behind the one near Gritta's house you can free Joe and get a =
nice=20
weapon); Valentino's (listening to Vatras).

OK, teleport to the Tavern and go to the Monastery.  At the foot of the =
bridge=20
talk to Jorgen.  Go over the bridge and talk to Milten.  He'll give you =
a key=20
which opens the door and you can walk right across to the chapel.  Talk =
to=20
Pyrokar.  Ask him to heal your possession at the end.  Serpentes might =
want to=20
give you a job, but you can refuse it (it really isn't important).  Go =
to the=20
shop and talk to Gorax.  He might want to give you a job but refuse it =
before=20
you hear it (there is no point).  Buy a Sleep scroll.

Go down the stairs and straight across along a short carpeted corridor.  =
Equip=20
the Sleep scroll and at the end of the corridor turn left.  Creep behind =
the=20
guard (Garwig) inside the room and cast Sleep on him.  Grab the hammer =
from=20
the altar and leave.  Outside the monastery talk to Jorgen.  Turn your =
back to=20
him and go to the middle of the bridge then turn to your right.  Save =
and jump=20
in the water.  If you get killed you'll have to restore, teleport to the =

Tavern and walk along the path past Dragomir.

If you survived the jump, you need to swim under the rocky arch to the =
NE.=20

When you see a tramp at a bend, get out of the water and talk to him.  =
You=20
could go to the left of the path and find a couple of shadowbeasts.  At =
any=20
rate, go upwards here and across the bridge.  Soon you'll come to a =
faint=20
branch of the path (this leads to two pyramids with treasure chests on =
the top=20
and a cave with some treasure, go there if you like); otherwise, keep =
left and=20
follow the trail of dead bodies.  Eventually you will see a camp, save, =
go and=20
talk to Grimbald and help him with the snappers using your bow/crossbow. =
 Then=20
ask him about the missing novice.  He'll tell you about a rocky arch to =
the=20
left of the camp as you came into it.  Look at the map.  You will see a =
troll=20
cave marked (go in and have a go, if you like, saving first).  Outside =
this=20
cave you will find the Sun Aloe for Sagitta. =20

Go through the SW arch and you will meet some tramps who want to kill =
you. =20
Kill them instead and keep going towards the circle of stones.  If you =
follow=20
the rockface to your right you will find a cave which contains a =
wonderful=20
weapon, but save before you go in.  At the circle you will learn that =
the Eye=20
of Innos has been broken.  Fight all the seekers, get the amulet from =
the=20
altar, find Dragomir's crossbow around here and teleport back to the=20
Monastery.

Speak to Pyrokar and he will send you to Vatras.  Go to town and speak =
to him;=20
when talking about the representatives, propose Xardas.

Before we do anything else, I think the time has come to sort out the =
problem=20
of...=20

The 6 Blood Chalices
--------------------

If you have the Judge's and Valentino's keys, you are all set.  Sleep =
till=20
midnight and get yourself to the upper quarters.  First, find Wambo and =
say=20
you come from Ramirez; pay up.  He will make himself scarce.  Save =
before you=20
attempt each house.

OK, from the top of the stairs, to your right, you'll see Diego's house. =
 Look=20
around to make sure nobody is looking (ignore Diego) and go in; you =
needn't=20
even sneak.  Go up the stairs and open the chest (RRLRRL) to get the =
chalice.=20
 Leave. =20
The house next to Diego's is Valentino's.  Again, look around to make =
sure=20
nobody is watching and sneak in, go up the stairs and use the lamp right =
in=20
front of you.  This is rather difficult but keep trying.  Once you see =
the=20
lamp turned on its side, sneak down again and a wall will have opened to =

reveal a chest.  Get the chalice.  Sneak out.  The next house along =
belongs to=20
the Paladins and we have no business there.

Go instead to the Judge's house.  Sometimes he is up late, so if he is =
awake=20
reload and come back later.  Ignore the guard but, once in, sneak up the =

stairs.  Push the shield on the wall behind the armchair and sneak down. =
=20
Again, a wall will have opened and you can get the chalice from the =
chest. =20
Sneak out but straighten up next to the guard.

If you didn't get the chalice in the room next to Cornelius's you'll =
have to=20
walk up the stairs and sneak around till you find it.

Right, now we go to the merchants quarters through the archway.  The =
first=20
house on the left belongs to Lutero and if you were to sneak upstairs =
you'd=20
find a Note of Debenture which tells you Lutero pawned the chalice with =
the=20
moneylender.

In the next house along, sneak up the stairs and get the key to the =
chest=20
between the beds, which is on the mantlepiece.  This is extremely =
difficult=20
while you are sneaking but keep trying.  Inside the chest there is a =
chalice.

This is not necessary but, if you like, sneak into the potion shop, go =
behind=20
the counter and press the switch and the wall to your left will open.  =
If you=20
have the key, you can open the chest.  Nothing very much in it but it's =
fun.

Finally, go to the moneylender's house, sneak in and open the chest =
(LRRLR) to=20
get the last chalice.

Go to the Hotel and sleep till morning.  Go to Cassia and hand over the=20
chalices, collect your reward.  If you talk to Ramirez he'll ask you for =
a=20
sextant which you will easily find later on.

The Treasure Trove
------------------

If you wish to know what is in the locked chest on the island I =
mentioned=20
before, you could save your game, kill everybody at the Guild, get the =
small=20
key from Cassia, go and have a look and, since it probably wasn't worth =
the=20
effort, reload and carry on as if nothing had happened.  However, you =
might=20
like to get at the other chests without killing anybody so, to find the =
cave,=20
swim from the sea door to the sewers straight to the island and, when =
you get=20
there go a little to the right to find a place to land.  Follow the =
rockface=20
to your left and be prepared for lizards.  Past a few barrels you will =
see a=20
heap of large rocks which are different from the natural rockface.  Go =
round=20
them and you'll see an opening covered with vegetation.  Sword/axe at =
the=20
ready, go in and fight the lizards.  Go to the torch on the wall and use =
it to=20
disable a trap.  Now you can go into the last cave, open the chests and =
pick=20
up other treasure.  Teleport back to town.

Right, that's that.

Go to the Judge and give him the hammer - he has another job for you. =20
Teleport to the Landowner and you will find, on the way to the house and =
near=20
Cord, the very guy the judge wants you to kill.  Don't.  Speak to him =
instead=20
and ask what you could do against the judge.  He will give you a letter, =
take=20
it to Lee.

Afterwards, talk to Bennet and he will give you a present (armour).  Get =
him=20
to fix the Eye of Innos, hand it over.  If you have the Black Troll skin =
give=20
it to Raoul.  If you have the Sun Aloe, give it to Sagitta.

If you want to pass the time till the amulet is ready there is an old=20
graveyard to the N of the farm (read the tombstones for famous last =
words). =20
This is rather pointless but you do get experience.  Enter the mausoleum =
and=20
press the two switches on the walls either side of the sarcophagus.  It =
opens,=20
so jump down till you get to a skeleton sitting against the wall.  Get =
the Old=20
Letter and read it.  Save.  Move forward and you will see three =
chambers. =20
Start with the one on your left, kill the Crypt Guard and get his key, =
open=20
the chest.  A Skeleton Mage will appear, it will summon skeletons.  Get =
the=20
Skeleton Mage first, then the skeletons.  Do this in all three chambers.

When last one is done all hell breaks loose.  The Shadow Lord Inubis =
will=20
appear.  He is carrying some indifferent items.  When you've killed =
everybody=20
you can leave, a little richer, perhaps, but none the wiser.  Clamber =
out of=20
this hole to the graveyard or teleport to the Landlord.

You can also go to sleep in the barn until the next morning but the =
important=20
thing is not to leave without getting the repaired amulet from Bennet.  =
It's=20
the easiest thing in the world to forget to collect it and find yourself =
miles=20
away without it when you really need it.

Now go to the Monastery and talk to Pyrokar.  He will want proof of =
Xardas's=20
good faith.  Go to Xardas and talk to him.  When he moves off, talk to =
him=20
again.  Teleport to the Landlord and go to Sekob's farm.  Talk to Sekob =
and go=20
into his house, kill all four Seekers (there is another one in the =
bedroom)=20
and open the chest in the main room, getting what's inside.  Talk to =
Sekob=20
again.  Take the book to Pyrokar and he will set out for the Circle.

Go there yourself.  At the altar, speak to Vatras and say you've done=20
everything.  Get out of the way of the fireworks.  After you've waited a =

while, talk to Vatras again.  Xardas will speak to you and then you must =
talk=20
to Pyrokar.  Wear the=20
amulet.  Teleport to the Pass of Khorinis and get to the Old World.


CHAPTER 4

Walk to where you found the dead paladin and you'll meet a lot of Dragon =

Hunters.  One of them, Biff, will join forces with you if you ask (he, =
by the=20
way, is recruitable when you need a crew later on).  After you've talked =
to=20
them teleport to the Castle and start talking to everyone.  Angar,=20
particularly, is worth talking to because he is recruitable.  However, =
there=20
must be a bug because I can never find him again when I try to recruit =
him. =20
Still, you can but try.

You'll easily figure out how to help various people:  with Jan, talk to=20
Garond, vouch for him and talk to Jan again.  In the case of Udar, the =
missing=20
guy is across the river behind a huge tree trunk, but you'll have to =
fight the=20
orcs to search his dead body.

When you've talked to everyone and done whatever you had to do, climb =
down the=20
beam of the siege machine, attract the orcs to you but shoot at them =
from the=20
safety of the beam.  For some reason, they cannot climb it and get at =
you.  If=20
you are short of learning points (and you are going to need 10 pretty =
soon)=20
you can run to other groups of orcs nearby and run back onto the beam to =
shoot=20
them at your leisure.


The Killing of the Dragons
--------------------------

When you are ready to move on, look at your map.  You are aiming to get =
to the=20
tower to the SE.  Get into the river and swim to the low bridge.  At =
this=20
point you can get out to the right, climb to the tents you will see from =
the=20
ground, kill Hosh-Pak and retrieve Fero's sword which is laying about =
near=20
him.  (Be sure to tell Oric and Fero, respectively, when you get back to =
the=20
castle.) =20

(You can also visit the place above Fajeth's mine, where you killed the=20
snappers for him.  There you will meet your old pal Ur-Shak.  Talk to =
him and=20
tell him Hosh-Pak is dead and he will leave.  If you were to visit him =
again=20
where you killed Hosh-Pak and talk to him, you would find out more about =
Ur-
Shak.)

To continue, climb down the cliff and cross the low bridge to the other =
side,=20
making your way to the tower.  If the orcs are too much for you, take to =
the=20
water; they won't follow you there.  However, if you can shoot them from =
a=20
distance they are easy to kill.  If caught in open ground, standing =
inside the=20
opening of one of those large tents will be helpful.

Just before you start to climb to the tower, after you've meet some fire =
and=20
ordinary lizards, look to the right almost under the path and you will =
meet=20
Gestath.  Talk to him and learn how to collect dragon blood and scales.  =
Talk=20
to Gorn, too.  If you want he will come with you and help you with the =
nasties=20
on the way to the dragon.  It's up to you.

At any rate, climb up and kill all the lizard men, then go over the =
bridge and=20
start fighting your way up a zigzag path.  Expect a couple of stone =
golems -=20
if you can hit them just before they land their punch they will quickly =
fall=20
to pieces.

When you get to the top, clear the field.  The harpies are best shot.  =
You can=20
explore the first floor of the tower, if you like.  In the room with the =

circular carpet and the harpies, pull a lever near the chest to move the =

bookshelf.  Inside, a Demon and some potions, also a bed to sleep in.

When you have finished go outside and clamber up the pedestal with the =
two=20
statues and the harpies.  Go on up and go through the second floor =
outside=20
where there is a very visible rusty axe.  Kill the harpy, get onto the =
ledge=20
and turn left - kill the other harpy and go along here.  After killing =
two=20
more lizard men go into the cave and talk to the dragon.

At the end, crowd him and kill him moving around and following him.  =
Collect=20
his heart, blood and scales.  Go to the mound of treasure and take =
everything:=20
 you'll find a sextant for Ramirez, too.

Teleport to the Castle and use the Alchemist's Bench to recharge the Eye =
of=20
Innos.  Wear it.  This routine must be followed every time you kill a =
dragon.

Leave the Castle and this time make for the red-roofed building you went =
to=20
before to find Marcos.

By the entrance to the swamp, in front of the building, you will find =
two=20
dragon fighters (Rod and Cipher) who will accompany you if you want.  At =
any=20
rate, fight your way in and kill the dragon.  Repeat the routine.

When in the Castle talk to Oric and he will point you to the next =
dragon,=20
namely on the red hill to the S of the Castle.  Once more, swim to the =
low=20
bridge and find your way there.  I could not find any dragon fighters =
around=20
here.  On the way up you will meet with Fire Golems which are easily =
killed: =20
run to them at a slant and hit them quickly.

When you go back to the Castle to recharge the Eye of Innos DO NOT speak =
to=20
anybody.  If you talked to Rethon you will know the last dragon is in =
the=20
white portion of the map, to the NW. =20

Swim to the single mine as before and, when you get to the waterfall, =
you=20
could get out on the left and find a whole lot of dragon fighters in a =
cave;=20
invite them to come along if you like.  Cross the river and then the =
first=20
bridge, killing any lizardmen you might encounter.  Instead of crossing =
the=20
next bridge, go to your right.

Behind a huge log you will find Sylvio, who is his usual charming self.  =
He'll=20
ask you to kill the Ice Golems.  Agree.  Turn your back on Sylvio and =
advance=20
till you see the two golems.  Zigzag your way to them till you are right =
close=20
and let fly with your sword/axe.  You should be able to kill them =
easily.  Go=20
back to Sylvio to tell him for experience points.  Go back to the =
opening=20
where the golems were and go in hugging the left wall.  Fight your way =
to the=20
dragon and do the usual.  Behind this hoard there is a dragon egg.  Get =
it.

When you have finished don't teleport to the Castle, rather walk back to =
the=20
entrance of the cave.  Sylvio will be waiting for you and you will have =
to=20
fight him and kill him.  You'll have to fight Bullco, too.  When that is =
done,=20
climb up the ramp to your right.  You will meet several snappers and =
there is=20
a cave nearly at the top, on the right, with a wonderful bow.  Get right =
to=20
the top, fight the skeletons and find Angar at the camp site.  Save your =
game.

Talk to him and propose you fight together.  Run ahead of him and down =
the=20
cave in front of the sarcophagus.  Make straight for the Skeleton Mage =
and=20
kill it, and then fight the skeletons.  When Angar arrives he will leave =

immediately.  Search the Skeleton Mage and pick up the potions and the =
holy=20
water.

Leave the cave and talk to Angar:  give him his amulet.  He'll start =
walking=20
away.  Follow him and, if you see trouble ahead, run forward and clear =
the=20
path for him.  The object of the exercise is to get him to the house =
with the=20
red roof in one piece.  Should he die, it's worth the trouble to clear =
the way=20
before you actually talk to him.  Once he is settled down by the camp =
fire=20
talk to him again.  He will tell you he will go to the Pass and meet you =
at=20
the other side.  I even cleared the way to the Pass but could not find =
him=20
anywhere again - you might have better luck.

Well, now you can teleport to the Castle, recharge the Eye and report to =

Garond. Do whatever else you want to do here then teleport to the Pass =
and go=20
through.


CHAPTER 5

Teleport to Xardas but he is gone.  Fight the lizardmen attacking Lester =
then=20
talk to him; he will give you a letter from Xardas.  Read it.  Walk to =
town=20
killing lizardmen and clearing Lobart's farm of Orcs (tell him about =
it).

Report to Hagen and to Vatras, do whatever else you need to do here and=20
teleport to the Landlord.  Talk to Lee and show him the egg.  He tells =
you to=20
talk to Bennet.  Do so and he will give you a map to collect more eggs.  =
Sell=20
him the dragon scales. =20

Talk to Wolf about the minecrawler scales armour if you want, but you'll =
have=20
to part with 5 lp to learn how to collect the scales.  It's not really=20
important.

Now comes the tedious business of collecting eggs and scales, not to =
mention=20
ore, from all those caves which are not very well represented on the =
map.  Not=20
all the caves contain what you want but the only way to find out is to =
go=20
there.

Start with the mine opposite Dexter's house.  Here you will find eggs, =
ore=20
(you only need 5 lumps) and minecrawler scales.  When you come out turn =
to=20
your right and follow the ledge to another cave which also contains =
eggs. =20
I'll leave you to it, you work out the easiest way to get to each group =
of=20
caves.  You need 12 eggs.

When you've done, take the eggs to Bennet and, if you were going to =
search for=20
them, the scales to Wolf.

Teleport to the Monastery and talk to Pyrokar.  Go downstairs to the =
room=20
opposite the one where you took the hammer.  Talamon will challenge you =
but=20
will let you in.  Get the book from the Alchemist's Bench and read the =
note=20
that came out of it.  Face the bookshelf and look at the lamp to its =
right. =20
Pull it.  The bookshelf will open.  Go tell Talamon.  Come back, cast =
Light=20
and get into combat mode.  Go down the stairs, kill all the skeletons, =
find=20
the door, go through, kill everything in your path.

When the dust has settled, get the stuff from the table.  Don't look at =
the=20
map yet but read the dusty book and the Almanac.  Leave and talk to =
Talamon. =20
Talk to Pyrokar (don't let on about Xardas's magic words).

Teleport to the Landowner, save and talk to Bennet.  Learn to forge and =
ask=20
about forging magic weapons.  If you've asked all the questions and =
bought all=20
you needed you should end up with a red hot blade and a hammer and the=20
knowledge to forge the weapon of your choice.  If you have such a blade =
all=20
you have to do is use the anvil and say what you want.  Obviously you'll =
want=20
the last option, i.e., the two-hander.

When you have what you want go to sleep and collect the armour from =
Wolf.  See=20
how you like it, but you don't really need it.

On Our Way
----------

Having done all that we are ready to look at the map you got from the =
vault. =20
This allows you to recruit people to be your crew.  Talk to Lee and ask =
him=20
how to get the ship.  Recruit him, Gorn, Bennet and Wolf.  Talk to =
Torlof.

Go right now to the Castle by teleporting to the Pass, go to where you =
usually=20
slept but don't go up the ramp.  Go through the door on the ground floor =
and=20
then through the other door.  Talk to the guard and pick his pocket.  Go =

through the door and pull the lever.  Teleport to the Pass, go through =
and=20
teleport to the Landlord to recruit Torlof.

Teleport to the Monastery and recruit Milten.  Teleport to Xardas and =
recruit=20
Lester.  Teleport to the harbour town and recruit Diego, Lares and =
Vatras. =20
Dump everything you don't need on Bosper.  Go to the Judge and exert =
pressure.

Now you are all set to go along the waterfront to the ship.  Get on =
board; you=20
can explore around if you want.  Back out, talk to Torlof and give him =
the=20
map.  He will tell you to do whatever you need to do before you set off=20
because there is no coming back.  It's up to you.

When you are ready, go on board, turn left, up the ladder, through the =
door=20
and into the cabin.  As you enter it there is a cut scene and it's...


CHAPTER 6

Turn around and go talk to everyone.  Get trained if you need to.  Leave =
the=20
ship.  Start slaughtering orcs as you come to them - deal with the =
shamans=20
first.  You'll come to a room with a troll guarding some rooms.  Go left =
up=20
some stairs and deal with the orcs there.  Search de Orc Colonel and get =

everything he has.  Go back to the troll, kill it and open all the doors =

starting from the right.  In the last room you will find Pedro, talk to =
him,=20
be understanding and lead him back to the ship.  He'll tell you what you =
need=20
to know. =20

Go back to the Colonel's room and pull the torches by the wall, first =
right=20
then left.  As you go through you will see some stairs going up - to =
your left=20
there is a hidden Seeker, so watch out.  Up.

You'll come to a large chamber full of lizardmen guarding dragon eggs.  =
If you=20
keep left you will come to a Seeker straightaway.  Keep going left and =
you=20
will see a dragon; concentrate right now in going right around the =
chamber=20
killing all the lizardmen.  Collect all the eggs.  Now deal with the =
dragon in=20
the usual way.

Go past the dead dragon and shoot two switches high up either side of =
the=20
chasm.  Just enter into combat with a bow or crossbow and shoot - you =
hit them=20
automatically.  A bridge will appear.  Cross it and go to your left to =
kill=20
the Seeker.

You need to go up both towers either side of the bridge and pull a =
switch at=20
the top of each.  Now continue to a passage with columns and go kill the =

Seekers before you deal with the skeletons.  Up the stairs and to your =
left. =20
Stand in the archway and kill the skeletons and Shadow Lord Archol.  =
Search=20
him and, before you go through the door to your right, turn right around =
and=20
open the door in front of you.  Use the Alchemist's bench to recharge =
the Eye=20
of Innos and wear it.  Look around you.  Pick up everything, read the =
diary=20
and the recipe.  If you have the eggs, the black pearl and the sulphur =
you can=20
make a potion which will make you strong.  Save before you drink it, =
just in=20
case.

Now continue through the door in the other room.  You'll have to go =
through=20
another battle (though there is another handy archway) and then you will =
come=20
to a round chamber with doors all around.  Looking at the big door in =
front of=20
you there are three doorways either side of you, the middle ones locked. =
=20
Let's call the open ones top left, bottom left, top right and bottom =
right. =20
Start with the bottom left doorway and get at the seeker (Key Master) to =
get a=20
key.  Go back up, open the left locked door and pull both switches, it =
doesn't=20
matter in which order.  You'll get access to the top left chambers.  Go =
in=20
there and in the last one there are three switches.  When you are free =
to push=20
them, the order is:  Centre, Right, Left.  Another switch will appear in =
the=20
centre of the room, turn it.

Go back to the previously locked door and throw the switches again.  You =
get=20
access to the bottom left chambers.  In the last room look for switches =
to=20
push which will bring up another switch in the middle of the room.  Turn =
that=20
and go up and go to the main room.

You have to do this again, this time on the other side.  Open the middle =

locked door and pull the switches.  At the last chamber on the top =
right, the=20
combination of switches is Centre, Left, Right, you know the rest.  Back =
to=20
the locked room to use the switches and go to the bottom right chambers. =
 At=20
the last room, press the switch in the far wall.  Two zombies will =
appear,=20
fight them and push the two new switches.  Another switch will appear in =
the=20
centre of the room, turn it.

Now go to the main room and push all four switches on the pedestals and =
a last=20
pedestal will appear.  Turn it and go through.

Fight all the seekers and, at the other end of the room, talk to the =
Black=20
Magician, kill him and collect his key.  Search the four side rooms and =
in one=20
of them you will find a chest with the Eye of Power in it.  Take it and =
go to=20
the door with the glowing eyes.  You have to "use" the door as you would =
a=20
Statue of Innos, so move a bit till you are in the right position.  You =
will=20
kneel and the door will open.

Go either side of the wall in front of you and up the stairs.  Wearing =
the Eye=20
of Innos, are you?  Talk to the undead dragon.  When the fight begins, =
get=20
right close to him and don't let up, chase him around and kill him.  =
Watch=20
what happens.

You can get back to the dragon and get his Soul if you like, but then =
start=20
back for the ship.  You will meet some of your pals along the way, talk =
to=20
them.  At the ship you'll have to fight the odd orc.  Talk to the other=20
members of the crew.  Find the captain and talking to him starts the =
last cut=20
scene.  Watch. =20

This ends the Mercenary version.

***

("Magician" version)

This is probably the most boring of them all; still, let's have a go.

If you look at the walkthrough for the Mercenary version I mention a =
point in=20
which to save the game to play the other versions.  If you do not have =
such a=20
saved game, just do exactly as for the Mercenary version up to that =
point.

To avoid repetition I will not explain again the tasks which you also =
had to=20
do as a mercenary.

To become a Magician the first step is to talk to Ulf and the square =
where he=20
is drinking free beer.  Get all the info.  As you can see you are going =
to=20
need a lot of money so unload all your surplus at the merchants. =20

Go to the Tavern and then to the Landlord.  Be sure you clear the way of =

nasties.  Buster will challenge you and you'll have to fight him, talk =
to him=20
again when he comes round; he can teach you to fight.  Remember you =
don't want=20
to join the mercenaries.

Along the way, you don't need to get involved with Fester and you can =
fight or=20
pay Sentenza - up to you.  Do talk to Wolf because he is an old friend =
and can=20
also teach you, and look into Lee (say you go way back) and have a chat =
with=20
him about Gorn and what he is doing there.

Basically, you want to talk to Wasili in the room opposite (so that you =
can=20
later exchange the old coins) and talk to Onar.  Say you want to buy a =
sheep=20
from him and he will send you to Pepe.  Find him (actually to the SE of =
the=20
farm) and talk to him.  Offer to kill the wolves.  You'll find them =
behind=20
them in a camp (you can see the torches from where Pepe is), kill the =
four=20
wolves and talk to Pepe (don't buy the sheep yet).  He mentions Bullco, =
so go=20
to the tavern behind the smithy and talk to him.  Pick a fight with him =
but=20
don't rob him.  Talk to Thekla and you'll get the job of going for the =
herbs=20
to Sagitta.

Before you go back to Pepe you might like to do the Sagitta job and also =
visit=20
Dexter.

Then go to Pepe and buy a sheep - Betsy is just by his side.  Talk to =
her and=20
she'll follow.  Now you have the tedious task of leading the sheep all =
the way=20
to the Tavern and all the way to the Monastery.  You have to keep =
waiting for=20
her to catch up - never lose sight of her.  If you see trouble ahead, =
tell the=20
sheep to stop and come back for her when the path is clear.  Save often =
and=20
good luck.

How to be a Magician
--------------------

When you get to the monastery speak to Pedro and say you want to join.  =
At the=20
end of the conversation, open the door and go to Parlan right in front =
of you.

For now just obey his orders and don't ask questions.  Take Betsy to =
Opolos=20
and talk to him (he wants to take a look at a recipe).  Talk to Gorax =
and buy=20
a Sleep spell from him, you'll need it later.  Go to Parlan - ask how to =
serve=20
the community and for an assignment.

To sweep the chambers talk to all the novices and ask them to help =
(don't=20
forget there are some in the chapel and one downstairs).  Some will and =
some=20
won't and some will want something done for them.  Talk also to all the=20
magicians and ask for assignments.  All of them are self-explanatory; =
for=20
instance, for Marduk's task just pop into the room next to him and use =
the=20
Statue of Innos to pray for the paladins.  Sergio will thank you.  Just =
go=20
back to each magician when you've completed your task.

Gorax wants you to distribute some sausage (you have to go to the larder =

downstairs to collect it); be sure you give no-one a double ration.  =
Fourteen=20
sausages for fourteen novices:  and don't forget Garwig downstairs.  =
Talk to=20
him.  The recipe for Neoras is in the larder but be sure to show it to =
Opolos=20
first.  The fire nettles are to be found at the other end of the bridge, =

either side.  When you give these to him you'll get a spell to give to =
Babo,=20
he'll help with the sweeping.  Talk to Sergio about Babo and then go to =
Babo=20
who will then be able to train you.

When you complete your task for Gorax he will give you another job.  =
Talk to=20
Parlan and since you got four novices to work for you he will give you =
the key=20
to the Library.  Go there, read all the books (particularly The Test of =
Fire)=20
and talk to the guys.  Karras will have another job for you.  So now =
you've=20
got to walk all the way to the Tavern and all the way to Town (just buy =
the=20
three spells) and back again.  Didn't I say it would be boring?

The Test of Fire
----------------

When you have finished, talk to Parlan and insist on taking the test of =
fire.=20
 He will send you to Pyrokar.  Talk to him and ask for the test.  Ask =
the=20
others, too.  This is what you do:

Serpentes:  Go downstairs and cast a Sleep potion on Garwig.  Get the =
sacred=20
hammer from the altar.  Go to the Tavern and towards the Landowner but =
turn=20
left along a path.  You'll meet Igaraz and Dragomir.  Talk to them.  =
Equip the=20
sacred hammer.  Continue along the path and follow it all the way to the =

bridge.  As soon as you see it, turn your back on it and go to your =
right=20
following the rockface.  You should come to a Magic Golem, destroy it =
with the=20
hammer.

Pyrokar:  Go back to the path and this time cross the bridge.  Talk to =
the=20
highwayman and ask if he has seen a novice.  Pay him to get the answer =
and=20
move on.  You'll meet Ulf - talk to him and go on (if he follows you, =
talk to=20
him again), all the way to Grimbald.  You can run past him without =
talking to=20
him but then you have to kill the snappers on your own.  Look for a =
little=20
bridge and cross it, follow the path into the cave and walk straight on. =
=20
There is a cave but you can hardly see it for the vegetation growth.  Go =
in=20
and take the path to the right.  When you get into the large chamber =
you'll=20
meet Agon by the chest.  He will boast that he has won.  Congratulate =
him. =20
Nevertheless he attacks you - fight him, get everything he has and open =
the=20
chest.  Get back to the Monastery.
Ulf will attack you too along the way, so you'll have to kill him.

Back at the monastery talk to Serpentes then to Pyrokar.

Ulthar:  Go to the Library, talk to Hyglas, look at the books, make sure =
you=20
have the right ingredients for the Fire Arrow spell and use the rune =
table. =20
Take it to Ulthar.

Afterwards, talk to Pyrokar again.  You can even have a wish and help =
one of=20
the novices (your choice).  But the important thing is that you get to =
see=20
Hagen.  Talk to Parlan before you go.

By the way, under the bridge on the road to town from the Tavern there =
is a=20
cave with a chest in it for which I haven't found the key in all my =
roamings.=20
 These things happen in the best-ordered games.

Well, after you've seen Lord Hagen the pattern is the same as for the=20
Mercenary version.  Do the Vatras errand for the dexterity ring, get to =
the=20
Pass and you know all the rest.

Things change slightly when you head for the Monastery with Lord Hagen's =

letter, in search of the Eye of Innos.  After you've talked to Serpentes =
talk=20
to all the other magicians.  When you talk to Marduk you find out about=20
Bennet.

When you've finished talking to one and all, startle everyone in town by =

teleporting there.  Apart from talking to Lee and Bennet (if you haven't =
freed=20
him already), you might as well talk to merchants such as Zuris, =
Canthar,=20
Hakon, Bosper, Matteo:  buy their shares.  Look at them.  Salandril is =
the=20
guilty party.  Buy his shares, tell him to go to the Monastery and when =
he=20
refuses, beat him up.  Talk to him again.  The rest of the shares are in =
the=20
hands of Orlan at the Tavern, Elena at the Landlord's and Rosi at =
Sekob's=20
farm; buy them all.

If you approach Fernando in the upper quarters he turns into a Seeker.  =
Beat=20
him up and search his belongings for a book - take it and read it.  Wait =
till=20
he wakes up and tell him he is possessed.=20

Finish freeing Bennet if you need to.

While you are around here, deal with Bromor at the Red Lantern.  Do =
exactly as=20
with Fernando.  Buy the book for Hyglas from Constantino.  If you go to=20
Lobart's farm and to the stone ring to the N of his house you'll catch =
some=20
Seekers possessing Vino - unfortunately he dies.  Get his Almanac.  =
You'll=20
find Malek in an open archway near the path to Dexter's tower.  Do the =
usual=20
and get his Almanac.

Take these almanacs to Pyrokar and he'll ask you to take one to Karras. =
Do so=20
and come back later to find out his conclusions.  Pyrokar gives you a =
magic=20
letter so that you can find out who is being possessed.

The part of the pursuit of Pedro and the Eye of Innos is exactly as in =
the=20
Mercenary version right up to the point when you are meant to go after =
the=20
dragons.  Be sure you talk to Karras before you travel to the Old World. =
 The=20
stone he is after is behind the Statue of Innos near Xardas' tower.  =
Take it=20
to Karras; come back two days later and you'll have a nice protection =
against=20
the hordes of Seekers.

The dragon hunt is just as for the Mercenary version only there could be =
some=20
minor variations.  For instance, your talk with Angar is different.  And =
you=20
don't need to collect the dragon blood and scales.

When you have killed all the dragons and reported to Garond, don't rush =
off. =20
Look at Pyrokar's magic letter and you will see two more names.  You =
will find=20
Engrom in the cave where you left Marcos, behind the red-roofed house.  =
Go to=20
him and do the usual - if you wait till he wakes up, after you've taken =
his=20
Almanac, and talk to him he will run off.  Leave him to it.

You can now go to the New World.  As soon as you are through look at =
Pyrokar's=20
letter.  More names have appeared.  Since Brutus is at the Castle, you =
might=20
as well turn around, go back to the Old World and teleport to the =
Castle. =20
Down the stairs, out, keep going left.  Get his Almanac.

Back to the New World and teleport to Xardas.  Talk to Lester and read=20
Xardas's letter and carry on as for the Mercenary version.  Before you =
go to=20
Pyrokar, though, deal with Randolph and Sekob.  Pyrokar will tell you =
there=20
are more Almanacs to get but in fact no more names appear on his letter.

From here on it's exactly as for the Mercenary version save that the=20
instructions in the Almanac are different, but simple enough.  Make the =
rune=20
and talk to Pyrokar about the Aura.  Now you can look at the chart and =
start=20
recruiting.  Might as well engage Jorgen as the captain, but first =
you'll have=20
to clear Xardas's tower.

Recruit the same people as for the Mercenary version.  Angar, of course, =
is=20
nowhere to be seen.  To take possession of the ship, just talk to the =
guards.=20
 Board and come off the ship.  At the entrance of the harbour you will =
see=20
Girion.  Talk to him and get him to join you.

That's it, just follow the solution to the Mercenary version to get to =
the=20
end.

***

There are a couple of mysteries I have not been able to solve, such as =
who has=20
the key for the chest under the bridge, near the Tavern.  Why doesn't =
Nagur=20
correspond to any quest?  Who has the spike which allows you to use a =
winch=20
and open a gate in a cave?  Why does Angar go AWOL?  Etc., etc.  If =
anyone=20
knows the answers, I'd like to hear them.

Because the characters in this game are "intelligent" and like to do =
their own=20
thing, events don't always happen as I have explained - that's part of =
the=20
fun.  But if anybody has any queries, e-mail me at:

lrichardson@wanadoo.es






=20

=20
=20
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