This is very interesting walkthrough / tale - it is writing as an story, and in first person like. Its very detailed with many helpful tips. Now is completed...
FIRST PERSON WALKTHROUGH (by Uwe Brueckner, Germany):
April 2nd 1932. A WHOLE NEW WORLD !
Left Naristos. Looked around at the demolished inn. Found a chest with some money, a helmet (14oz W0-A2-D1-S0-M0), a mysterious Oakleaf, a short sword (45oz W4-A1-D1-S2-D5) and a small shield (49oz W0-A4-D2-S0-D0). Utilized the Oakleaf which improved my skills. Got poisoned by a damn snake. Met some beautiful women. They call themselves Sorceress. Had nice chat. Taught me some (improved intelligence +1 and wisdom +1). Found a fountain in the east enclaved by mountains with sweet water of healing. Excluding cleaning poison. Went shortest way to Larvin. Found a healer there. People told me of magic items to be found in the mountains of the country. I learned furthermore, that the cavetrain didn't work anymore, which one was the only connection of the country to the rest of the world. The king would reward the one who might bring it back to function. Some mysterious folks named Mongards are responsible for the train. In the town thieves can improve your dexterity (+1). Fighters skill (+1). Mages speak words of wisdom (+1). By talking and learning I try to equalize and then maximize my abilities. Besides that I gather much experience by chatting.
In a southwestern valley of the wilderness I found a Magichelm (24oz W3-A11-D5-S6-M11). As adventurers told me, a Crystalbow was to be found in a very western valley (42oz W8-A4-D4-S4-P11). In the northern mountains of Larvin I found a very strange weapon. The Icesword (133oz W10-A1-D4-S8-P12) had some inertial power that accelerated it once engaged. I defined it as a melee weapon. The western mountains gave me some Bloodboots (38oz W9-A6-D6-S9-M33). Unfortunately they are much too big for my feet. As one banshee knew, in a small hollow south of Laronnes Crystscale (703oz W0-A19-D0-S0-M7) could be found. The armor was very heavy, made for stronger ones than me. But I can put it on. It's quite protective.
Rangers I met in the woods warned me not to stay over night outside the town because of the wolves. Also some fights in the evening with dark mages and at least a Gral's Wizard which spoke some magical formulas against me that inflicted harm and, in fact almost killed me, reminded me to leave the wilderness.
In Larvin a druide told me, the Mongards live underground. Another Sorceress stated, the ancient catacombs of Larvin were a mysterious place.
Since some robbers had stolen much of my money in a battle I decided to open a check account at a bank. The Bank of Chaos was quiet comfortable. Last thing to do that day was finding a place to sleep.
April 3rd 1932. EXPLORING CHATTING GATHERING !
Woke up early. Had breakfast in a pub. A Druide told me, the southern isle of Larvin is full of wise men. They could help me in my quest. A huge knight explained, the catacombs of Larvin were a dangerous place. Weird creatures live there and some mysterious Shade Ghosts. I decided, not to go there before having found a thrustworthy and strong companion. Also the wilderness had to be more explored.
In the middle of a forest south of Larvin I found a dead man lying in a deep pit. The man was different from the people I met before. An aura of wisdom and positivity surrounded him and I wished he'd never been killed. The healers of Larvin can raise dead, at least they told me the day before, when I was healed and cleaned of poison. I decided to help the mysterious man. Unfortunately I found myself too weak to carry his body out of the pit. I had to find someone with the strength to do the job or somebody who could give me the strength needed.
About the Shade Ghosts I heard that they were the power source of the cavetrain and the Mongards were the ones with the ability to control them. Beneath the Mongards, a mighty mage named Miras Athran had that ability. Along to the narrations, Miras Athran was a black mage of evil who lived deep in the ancient catacombs of Larvin. He was one of the strongest minions of Thardan and could not be defeatet by weapons or magic words.
I spent all the day chatting and gathering experiences. Thank my Icesword I survived many fights with wild animals, robbers and dark mages.
Somehow amusing was the offer of the guilds to enhance my attributes by magic. Early in the morning I could have increased 3 and in the afternoon they suggested to enhance up to 6 of my attributes. They explained that they just convert experience into ability by magic force. I decided not to expose myself such ridiculos doing.
In the evening finally I found the right companion who would give me the strength to save the dead man from the pit. Saba, a female Wizard knew a corresponding magic spell to raise my strength temporarily more than 3 times than normal.
April 4th 1932. THE MIGHTY AND THE BEAUTY - ON MY SIDE !
Had much sleep. Ate well. Went to the little forest south Larvin. Picked the dead man from the pit. Joined him to the party.
That help was an outstanding experience ! Brought the man back to a town's healer. Raised him to life.
Toronar was a Warlock. He owned a powerful magic weapon, even more powerful than my Icesword. The Crimstaff (49oz W10-A4-D5-S10-P45) could be thrown over a hundred feet but always returned immediatly after hitting the enemy. Also Toronars robe was a very rare one. His Lichrobe (73oz W4-A16-D5-S12-M17) was much lighter but in summary more protective than my heavy Crystscale.
We spent the day gathering experiences. Found the legendary Fountain of Youth at the lake south Larvin. Saba drank from the water. It turned her into a teenage girl. Absolutely fantastic. Innocently she looked at us, both being astonished and seeking for words.
We were told that the southern isle of Larvin could only be reached through the catacombs. The catacombs were huge and had many entrances. The entrance to the deeper catacombs was hidden in a special room in Lich`s Inn. Found Lich's Inn. Fought against a horde of robbers, murderers and night witches. Toronar gave us a blaze of his might. With only one magic spell he wiped the enemy off the street. I shivered, wondering who the one was that once killed him. But Saba was really frightened.
April 5th 1932. UP INTO THE CATACOMBS !
Enjoyed the most exclusive suites of Lich's.
Filled our backpacks with lamps to try out the entrance explained to us the day before. It was in one of the suites. Stairs of fouly wood led down deeply into underground. As expected dangerous creatures and mages attacked us along the way through the tunnels. We found a mysterious blue crystal fixed onto a wall and later on another stair which led us to the second level. There we found a horrible message written with blood warning us: Beware of the Stone Crypt ! Some steps later we found another blue crystal. We went straight through an invisible door and then found us teleported into the Stone Crypt.
By the way: Many rare things were installed in the catacombs: invisible doors, one way doors, mechanical and magical traps, switches and these teleport arrays which transport you to remote locations on the level. Everything seemed to be possible in this world.
As the writing in the crypt's south suggested, we fought the mighty Juggernaut and took his treasures (We had to search for a while). Amongst them there was another magical weapon - a Stonedagger (28oz W5-A1-D4-S6-P4). The dagger was able to turn an enemy completely into stone when hit.
We roamed the crypt (found a Charm3 potion) and talked to a huge knight. He told us to look for a big boulder somewhere in the catacombs if we searched the way to the southern isle of Larvin. In the north of the crypt we found a statue. Toronar said, that this actually wasn't a statue but a man turned into stone appearently done by the Juggernaut. We decided to help the man and got him out of the crypt (the same way we came into it). After reviving him he thanked and left the party. The poor man had lost all his friends in the catacombs ! He'd just finished. Before he left he gave us a precious item called Gemstaff, which one could be used to map the surrounding.
Since it was still early in the morning we decided to enter the catacombs again. Before that, Saba learned some new magic spells in a guild. We had to compare prizes for a while. Some guilds tend to rip off their clients.
We went back to where we found the second blue crystal. Went through the invisible door left hand. We had to kill an angry mage and found Tokboots in his backpack (7oz W1-A4-D2-S3-M4). We tried the first door in the floor, then some invisible doors. We'd been teleported and lost orientation. Managed to find a way out off the small rooms and finally entered a hall. In the middle of the hall we found the boulder the huge knight did describe that morning. The boulder was supposed to be moved, we thought. But it was too heavy to be moved manually. We remembered, that we went into the hall through an invisible door and supposed, that other invisible doors had to be there. We were right. The hall was surrounded by such doors which led into small rooms. In one room we found a Strength3 potion, which I drank right away in hope to handle my heavy Crystscale better than before. Other rooms contained switches. Two of them had to be pulled (at the northern side of the hall). Then a rumbling noise from the hall indicated that the boulder had moved. Granite stairs under the boulder led into the dark.
We decided first to explore this level before going further underground. The level was unspectacular besides the stairs to an upper level. In that level Alcazar, the guardian of the catacombs lived. He couldn't tell us much. Another stairway led to the outside into the town. So we had found a second entrance to the catacombs. It lied in the town's south, west of the town's gate.
Back to the boulder we went and entered the granite stairway. Now a huge part of the dungeon waited for us to be explored. In the southern part we found Magegloves (7oz W3-A6-D1-S1-M15) and a large amount of money. The part in the middle contained a fountain with an antidot water and a teleport array that transported us to Benth Chamber. That place was mysterious. We felt, something had to be there. We searched the place and found a glowing axe in the dirt. The Magic Axe (140oz W12-A2-D2-S6-P14) had almost the same throwing powers as Toronars Crimstaff. Besides that, the Magic Axe sometimes hit enemies critically.
Later on we came to a hall with many closets. One of them contained an interesting message: Seek the Alarian vaults and you will be enlighted ! We would remember that once the time were come ! Another closet was housed by a horde of monsters. Despite the warning we entered. They attacked us. We got hurt plenty. Next time we would take on warnings for sure ! Luckily east of the hall we found a fountain of healing. Besides the fountain only traps could be found. We went back to the hall of closets and followed the stairway which we found in another closet.
The next level was unspectacular except from a room which was a really ghastly place. The floor was covered with bloody bones. The smell of death was in the air. We found a closed heavy hatch. I opened it by taking all the strength together Saba could give me magically. Under the hatch was a pit. I climbed into the pit and met a horrible creature. It almost had taken me for lunch. I jumped out and bashed the hatch upside the creatures head. We immediately left the horror cabinet and along another stairway we left the level hopefully to have escaped the horrible creature.
The last stairways had brought us nearer the surface and we hoped to finally find the exit to the southern isle. When we reached the next stairs our breath stood still. Then we saw daylight again, but this was only a small bridge from one part of the dungeon to another. We rested for a moment just to pump some strokes of fresh air through our lungs. In the meanwhile I inspected the place and found that something had to be taken into ground lately. I dug up the pit and found an astonishing piece of armor. The Angelrobe (3oz W0-A10-D7-S8-M44) was made of pure magic, so we believed. Unfortunately, neither I nor the others could put on the robe. Some magical force seemed to provide it exclusively for one special race. So we went further to the next part of the dungeon.
There we went west and found another stairway. It again led to the surface and again not to the southern exit but into the arms of a wild mob. They attacked without warning. It was a long battle. Saba was seriously hurt. The mob had guarded the body of a little girl. Although being dead it still emmitted some unique kind of Carma. We joined the dead girl to our pary and left the place. We looked for any belongings of the girl but nothing could be found.
Back into the catacombs we went northwest. We'd better not. A horde of Dark Knights attacked us. Saba was killed with only one stroke of an enemy's battleaxe. Toronar and I did justice for that murder. No one of the evil beings survived. But loaded with two dead companions now we urgently had to find the southern exit. We combined, that going north was unlikely to bring us there than going south. So we did, not looking left or right only heading south.
There we found the exit ! And finally it was the right one. The neat houses and shallow buildings of the southern isle came into sight. After looking around a while we met Mulradin, a wise druid. He explained where Miras Athran had to be found and how we could destroy his lethal hate sphere in order to free the Shade Ghosts. What we needed was the mysterious Staff of Gathalak which was owned by the Royal Mage Guild and nothing less than one being of unspoiled innocence which could not be harmed by Athran's evil sphere. We wondered where we should find one in this brute world.
Unfortunately no healer had business on the isle and the teleport array was out of order. So we again had to enter the catacombs. Near the teleport array we found another entrance. But a sign reminded not to enter the Alarian Vaults without royal permission. This time we took on the warning. So we got back the way we came to the isle. Luckily, as we searched the southern part of the dungeon we found another teleport array which took us to the southwestern entrance we found in the morning.
We went to a healer, raised the dead companions and went shortest way to Lich's in order to have some sleep.
April 6th 1932. ROAMING EXPLORING !
Slept long and well in Lich's best suites. Marina, the girl we had saved the day before, thanked us. She insisted to stay with us and promised to help us on our quest with her mysterious and very special abilities. Physically Marina was very weak. As a fighter she was useless. It seemed that she'd never trained her body before. Weapons did make no sense to her at all. Were she supposed to be the being of innocence that had the positive energy to defeat Miras Athran ? We didn't know that time.
We went to a pub for lunch. Along the way Marina gathered some experiences that were imperative to ready her for the catacombs. The Evilgloves (7oz W3-A9-D2-S2-M15) we found in a niche in the eastern part of Larvin no one of us could put on. Even Toronar felt uncomfortable in it. In the southeast of the town we found the Black Garden Smith, wich offered very interesting armory made of silk and magic. We bought as much as we needed. Saba and Marina learned some new spells. A really interesting spell was the "R-Sphere!" spell wich could temporarily generate a field of instant healing around the party.
We were told, that the only way to the king's castle was through the deeper catacombs and that the blue crystals indicated the way. We filled our backpacks with lamps, entered Lich's and demanded to sleep in that special suite we knew to have an entrance to the deeper catacombs.
Went to the second blue crystal. Went left hand into the floor with the many doors. Remembered, the first door led to the boulder hall. Tried the second door. Were teleported to the Stone Crypt again. Fought some mages and found Archgloves (7oz W2-A7-D2-S2-M22) on one of the Black Witches hands. The gloves fitted only Toronar, so Saba took the formerly found Magegloves. Teleported back to the blue crystal's floor. Tried the third door of the many doors floor. Brought us to the part of the dungeon where I met the ghastly creature the day before. Went to the stairway up to the next level. There was the part of the dungeon we didn't finish to explore the day before.
At first we went south and then over the bridge from one part of the dungeon to the other. Then we went north. There we found Wingboots (3oz W2-A6-D4-S6-M10). Went to the neighbouring chamber to the south and were teleported to the Warriors Crypt. Besides a fountain of clear water we found in the north a sign that warned to leave immediately. That smelled after big trouble and Marina tried out her "R-Sphere!" spell. We found an Angelstaff (3oz W7-A4-D9-S9-P9) which was the first and yet only weapon Marina could use. Toronar knew the weapon from old tales he heard in his childhood. It had special abilities, somehow warped space and could hit enemies up to 4 yards. Once hit an enemy was driven mad by the staff if not killed. I inspired Marina to try out the staff but Toronar held us back. By the very first attack, wisely he said, Marina probably would lose her innocence forever. We agreed, thankful to Toronar and his wisdom.
After discovering the staff some angry Shade Warriors awaited us. They hurt us plenty but the regeneration sphere did well on us. We defeated the warriors without any scratch ! What a luck to have Marina with us !
In another room of the crypt we had to fight a bunch of monsters. Then we returned and went south were we found a rope hanging from the wall.
The rope seemed too weak to carry a man but a teenage girl... Saba climbed up and found a glowing button which one she pressed. Some mechanism opened a hatch under our feet. We fell down into a deeper level. Some steps we went and found a message: This is the Death Spiral. Prepare to die ! I remember that moment. My knees shivered. Was that supposed to be our last adventure ?
At first we entered a wide hall. From far we saw dangerous looking monsters. We tried not to walk into them. The hall was covered with blood and bones over and over. We almost couldn't walk that slippery it was. We went shortest way into the little chambers that surrounded the hall. Many items we found there. A War Whistle, a Stamina3 potion, another Icesword and a Holy Gown (28oz W0-A10-D6-S9-M15) which none of us could put on. In one of the southern chambers we found an etching which informed us to dig in Gords Chamber. In the north of the Death Spiral we hit a teleport array. Found us namely in Gords Chamber. We dug and found fantastic Gordscale (623oz W5-A27-D5-S8-M35), an armour of superior quality. We also found a Gordshelm (129oz W3-A17-D5-S8-M25) another superior armament and Gord's Axe (273oz W26-A4-D6-S12-P40), a melee weapon of immense power. My knees stopped shivering. None and nothing could kill us from then, so I believed. We teleported back to the now ridiculous Death Spiral and found another teleport array in the west which transported us to a long stairway. That stairway was a one direction exit from the Catacombs. Quite right to see the evening sun go down we had returned to the town.
April 7th 1932. INTO THE DEEP !
After another night in Lich's we talked to some people. Gathered experiences and found out, that Tinius, the master of the Royal Mage Guild knew of the Gathalak.
Filled up our backpacks with lamps and entered the deep catacombs through Lich's.
From the second blue crystal we went right hand and found stairs to a lower level. We went south and found the third blue crystal. Southwestern of the crystal there was a hole in the wall. The girls were too anxious to seize in. We learned from it that in a critcal situation they wouldn't be bold enough to do the necessary.
We went north and teleported away. Went north further, found an old map which demanded to quickly dig in the neighbouring room. I found three switches which I pulled. Marina sensed a special magical weapon near the room. We found the Mageshield (52oz W3-A13-D1-S4-P4) in a floor to the south.
In the southeastern part we found two disengaged teleport arrays. We engaged the western one by pulling a lever east of the room with the three switches. By teleporting we found another lever which engaged the other teleport array. We teleported to a small floor with stairs down.
We found our way to the north and teleported. Teleported again into a room with four doors. We decided to take the first door west. It took us up into the Crypt of Candor where Marina sensed something devilish. Going south we read a warning: Don't meet the ancient one ! We didn't care although bones were to be found in the niches. Then we met Gargonmages. I'll never forget the following. One Gargonmage casted a spell I never heard the days before. There was a flash in his eyes and it hit right into my head. I saw that tunnel of light and I knew this was the end. I died.
I woke up feeling the lips of Marina on mines. By kissing me she gave me life back ! Now I knew, we had saved an angel two days before ! I couldn't say anything. The companions described how they defeated the mages. They were able to repulse the Gargon's spells. I was hit because I just didn't have enough anti magic powers. I had to realize that despite of having devastating weapons and most protective armour we weren't indefeatable. Build up by my companions I agreed not to give up hope.
We found a Valor potion in the Gargonmages room. In the south we found an exit teleport array. We explored Candors Crypt and found a Medustaff (14oz W7-A3-D5-S5-P4) which was a melee wepon that turned enemies into stone. Then we stood in front of a door the centre of evil was located behind. Marina immediately lost conciousness. We entered and were attacked by the Ancient Mage. He decided to attack first Toronar. And failed. Toronar repulsed the spell and answered with a Banshee Hammer. The mighty Ghostmage fell to dust and we took his powerful Manerobe (17oz W6-A35-D15-S7-M55) which was even more protective than the Gordscale. Going north we met a horde of ghosts and ghouls. They hit Marina so she woke up. But they weren't a real competition. Marina took the chance to drink a Refresh potion wich gave her back full conciousness.
We returned to the four doors room and tried the next western door. The stairway behind that brought us deeper into the ground (we ignored the message: Wrong way). We were teleported into another room with four doors that looked exactly like the one in the upper level. Only the blue crystal wasn't there. We had no more choice but to go the stairs deeper once more. We came to a spiral floor and went downstairs again. Then we were teleported to another exit stairway. On the fifth level of that exit stairway we found a disengaged teleport field. From the second level teleports led to the exits.
Saba and Marina learned some new spells. We returned to the catacombs. Entered the four doors room. Went south right. Followed the stairs down. Found a fountain of healing, another exit teleporter and another stairway down which we followed. Down there we only found traps and a group of angry demons and their foes who grilled us with their breathes. But we survived and healed ourselves with the upper level's healing fountain. Returned to the four doors room and entered the last floor. Stairs led up and then again down into a big part of the dungeon.
At the entrance of the first hall we found another map of dig demands. South we pulled a lever of unknown purpose. Further we explored a second hall and found a Moonhelm (80oz W1-A9-D7-S4-M25) which fitted Toronar well. South we went to a cross junction. South further we found an exit teleport and a poisoned fountain. Right hand from the junction there was a long way with a teleport array that prevented going further. Toronar knew of an elemetar spell that could turn teleports out of function. Unfortunately none of us actually knew that spell. So we returned.
To the left we didn't find anything important besides a way downstairs. Since we were infected and poisoned by Slimers and Grues and since the time was late on evening we decided to go back to the town.
April 8th 1932. TAKING THE CASTLE !
We spent the morning hour to gather some experiences. Then we went back to the cross junction in the deep catacombs. We fought some mages and found Demonscale (273oz W0-A13-D0-S0-M3) which didn't fit anyone of us.
Went downstairs. Found another cross junction. Went east downstairs. Had to defeat many monsters and evil mages. Found nothing special. Returned to the junction. Went north downstairs. It was a dead end. Returned and went west downstairs. Found a Crim Whip (10oz W15-A6-D5-S15-P12) which was made for Saba and Toronar. It was a long range melee weapon. Far west we entered a stairway upstairs.
Up there we fought trough to another teleport field and were transported to a cave lake. We found another blue crystal in one of the walls and a stairway. Again we went upstairs.
There we found a teleport chamber wich brought us to the Crypt of Razomon where the slaves of Razomon awaited us. They were quite dangerous but in return posessed wages of money. Marina died in a battle. But we had no time to mourn. The slaves attacked us from everywhere. Then we found a fountain of raising. With its water dead beings could brought back to life. So we raised Marina. Fortunately she woke up with full magical powers. So she formed a new regeneration sphere around us. We found a Stonewand in Razomon's Crypt. By this magical item whole groups of enemies could be turned ino stone.
Back to where we came into the crypt from we found another stairway to an upper level.
There we found an exit teleporter and a lot of phasing walls which held back matter from one side but let it through from the other. Another teleport array brought us to a crypt where a Charm4 potion was to be found. We teleported back and went upstairs again.
We entered a part of the catacombs which was full of magical items, riches and armory. We found two Warpipes, a refreshing potion, a Wazzhelm (10oz W1-A9-D9-S9-M12) which only fitted Toronar, Luckscale (378oz W1-A9-D7-S7-M9) for me or Toronar and a Silver Lance (70oz W9-A2-D3-S7-P9) made for me only.
In an eastern room we hit a teleporter field and were transported into a crypt where we found two weapons. The Argondagger (10oz W5-A1-D4-S6-P4) was a throwing weapon that returned after critically hitting. The Crossbow (59oz W4-A2-D2-S9-P11) was a conventional but powerful shooting weapon.
We cried a curse back into the treasure cave and left upstairs. The girls both had been slain by the guardian monsters. We felt that we were near the exit. All we needed right now was the exit. So we decided not to explore but to run straight until we'd found it.
Then finally, we had reached the castle. Fresh air and a blue sky welcomed us.
The royal healer cleaned, cured, healed and raised us. Then we walked through the castle. Nice architecture. Everything made of wood. We met Tinius. He gave us a sketch of the mysterious Demelin Circle which was meant to help us pass the Stone Guardian. Further he allowed us to take the Gathalak with us and to re-engage the teleport system between castle, southern isle and the town. So we did.
We reentered the catacombs through the entrance we came from in order to explore the last part of that side of the dungeon.
There we found another Warpipe, a Mage Cloak (80oz W0-A6-D5-S5-M9) which was to be found after a battle against a bunch of monsters, a HealAll potion and another stairway which led to a mysterious smithy that sold magical armory. We bought a Star Cloak (14oz W0-A8-D9-S3-M13) , a Mage Helm (10oz W2-A7-D2-S2-M11) and Mageboots (7oz W2-A5-D3-S4-M12).
Beneath the Smithy was a teleporter which we took to get back to the town. There we went shopping (bought a Lifestone to give us a first aid kit) and enjoyed a nice evening and the wonderful beds in Lich's finest suites.
April 9th 1932. INTO THE BOAR'S CAVE !
We knew that finding Miras Athran would be a long journey. Maybe the longest we ever had. So we decided to take enough food with us in order to be well provided for one or two nights. Saba did learn a proper lighting spell. That's why we decided not to take too many loading lamps with us. After a good meal we returned to the castle and entered the southern entrance to the catacombs. Down there we found another treasure cave although not as well guarded as the cave at the other entrance. We found a Lizardcap (7oz W0-A5-D6-S8-M8) for Toronar, Magicscale (161oz W4-A17-D4-S8-M22) and Flameboots (24oz W4-A12-D5-S9-M11) which fitted only me, a Fairy Gown (24oz W0-A12-D3-S12-M23) and a Fai Shield (38oz W5-A12-D10-S5-P1) obviously made for Marina.
We went further and met the Stone Guardian. He wanted to hear some cryptical words in return to his questions. With Tinius' Demelin Circle sketch it was no serious problem and the Guardian let us pass.
We entered a deeper level, went south and went downstairs. There we found nothing special. Also the chambers we transported to weren't of interest. We went downstairs again.
Same was to the next level. No competitive enemies, no treasury to find. We went again downstairs.
Down there we came into a hall with six rooms. A message warned us not to open the doors to these rooms. We remembered the hall with the closets where we had been warned in a similar way. We decided not to risk the mission and suppressed our curiosity. We left the hall and prepared to enter another hall which one was named Trap Chamber.
Walking along the wall right hand we found some simple traps. Maybe to the centre of the hall the traps were more dangerous. We didn't want to try and went straight downstairs.
Near the stairway we found a sweet healing water fountain. We explored the level but all the rooms were empty. Besides monsters and evil mages. Especially the Brolzarks were quite nasty. We had to try out some tactics spells to defeat them.
We went through a phasing wall and then downstairs.
Attracted from the light beasts and monsters of all kinds surrounded us like flies a piece of... well. We slayed them to the ground. It was terrible. Cracking bones, splashing blood, choked legs and necks, pieces of ripped meat everywhere. They all were doomed. We stood still feeling sorry about what we'd done. Marina cried. She of course wasn't active in the slaughter. She kept her precious innocence.
Then we began to explore the part of the catacombs we just came into. The central hall was surrounded by doors each leading into long corridors. We had entered the Forgotten Vaults. In there the league of all monsters we ever met before was enpaned. Juggernauts, Demons, Slimers, Grues, Brolzarks and of course my special friends the Gargon Wizards. And we had to accept, that Marina's R-Sphere! didn't work in these vaults.
Fortunately we found a sweet water fountain of healing. We also found a Wizz Bow (24oz W5-A5-D4-S5-P6) equippable by mages, another valor potion and Cloud Boots (10oz W1-A9-D9-S8-M0) made for men like me.
The Chamber of Wolmuth seemed to be a good place to rest. Of course, we didn't want to rest yet.
In the very south of the Vaults an narrow opening in the wall appeared. Only the girls could enter. But they just didn't want to. As we knew from our experiment with the small hole, they were too anxious. We had these Valor potions. Saba drank one. After that she seemed to be more self confident. And bold enough to enter the opening. Saba disappeared in the dark. She knew how to generate magic light. So we didn't bother. At first. After a while we came back and looked for her. Our calls were only reflected by echoes.
To the northwest we found an inactive teleporter field. Since we couldn't find any switch to activate it, we hoped Saba would find a way to do it. We wished to have Saba back. We missed her.
We rested for six hours in Wolmuth's Chamber. Then we went back to the opening in the southern wall. But found no clue of Saba. We got back to the teleporter and were transported away. This was a good sign. Saba was alive and obviously had found the switch for the teleporter.
The rooms we got transported to were a bit dazzling. Many doors, one way doors and invisible doors. Besides that some teleporters that always sent us back to the starting point. But finally we made the right way and were teleported to a small room where four doors leading each to one special direction could be accessed. We went through the northern door and were teleported again.
A huge part of the Forgotten Vaults was about to be explored. We found a lever near the point we were transported to. Another one had to be pulled southeast. We found two healing fountains and some armament. A Jaggalak staff, which poisoned and not seldomly killed all enemies at once, Icegloves (14oz W1-A9-D1-S8-M26) for me and universal Pangloves (14oz W0-A12-D0-S0-M23) from a defeated Archat.
In the southern labyrinth we finally found the right teleporter which transported us into the next vault. There we found an antidot fountain, a Stormhelm (150oz W3-A12-D3-S9-M27) made for fighters and in the south another opening in one of the walls. With a faint of hope I looked into the cave. And hello ! Saba jumped out of the opening. Was that a welcome ! She had much to tell. The cave she had explored was large. She discovered a switch which she pulled.
April 10th 1932. THE CURTAIN FALLS !
On we went exploring the vault. Suddenly Marina felt the presence of a dreadful sphere of hate in the east. We were near the evil Miras Athran ! Some steps futher we found another scroll of dig demands. After pulling the switches we entered the Ancient Crypt. A long floor led to the south. Slowly we stepped forward awaiting the attack of a monster-like mage. But nothing happened. Suddenly we heard strange noise from a chamber in the east. We went in and there he was !
Leisurely Athran sat in his golden armchair and invited us to step near. But he wasn't so relaxed he wanted us to believe. I caught a glance from his eyes. He was trying to hide something. We remembered the deadly sphere of hate that was supposed to be around Athran and decided to leave the chamber at once. Marina took a deep breathe and entered alone, taking the Gathalak with her.
A thunderstorm went down. Flashes surrounded the chamber. A deep rolling went through the ground followed by silence. The scattered door opened slowly. Then Marina came out of the chamber holding the Gathalak above her head. She'd done it ! All the Shadow Ghosts had been saved. Miras Athran sent to hell. But after a while Marina fell into Toronars arms, sobbing. Toronar explained to us that with the killing of Miras Athran she had lost her holy innocence forever. It took some minutes to calm Marina down. She had given her innocence for a good purpose. We all were proud of her.
Now that Athran was defeated nothing held us down in the wet cold catacombs. We explored the rest of the vaults and found the Chamber of Gathalak in the north. Maybe this was the place where the staff belonged to. But we decided not to drop it. At the end of a long floor in the nortwestern part we found an inactive teleporter field. By using the Gathalak a teleportation sphere appeared which also set free the Shadow Ghosts. We teleported into the lowest part of the exit stairway and left the catacombs. It was late in the morning. The sun welcomed us, it was mild and we were in a good mood. Tinius would be too, if we reported to him the good news.
On our way we deposited our money on my check account at the Bank of Chaos. In the whole over 1.1 million piasters had we made in the last few days !
We walked around a bit just to enjoy the good wheather and the feeling of being rich. Then we teleported to the castle and met Tinius again. He welcomed us friendly and thanked for the proper pass of the quest. As reward he gave us a noticeable account of money with special greetings from the king himself. Besides that the king allowed us to enter the Vaults of Alarian.
Well, the idea to spend another day in the catacombs actually had no attraction to us that moment. We were curious about the country behind the mountains which now was accessable by the cavetrain.
We went to next station and bought monthly season tickets. We entered the train and left at Desert Falls on the ohter side of the mountains.
We began to explore the country. In a valley to the west we found a marvellous Crysthelm (133oz W4-A16-D7-S8-M35) which I put on my head. The mountains to the south of the valley gave us a Skullhammer (178oz W9-A0-D0-S3-P9). Mages told us to seek an old beggar near Cassida in order to get some informations. So we did. North to Cassida we found two interesting things. Northwest there was a mysterious stone circle in which centre we found a message: Two must go down and three must go up, only then you can enter the Erin Crypt. Northeast there was a strange wand stuck into the ground which couldn't be removed.
Since we didn't find the old beggar at first we entered Cassida. The people there were very strange that time. Unfriendly and selfish. We just couldn't talk to them. They always answered our greetings in an insulting manner. Sadly we left the town although we had found many valuable items in the niches of the streets (Angelrobe, Evilgloves, Berserker potion, Charm3 potion, Intellg5 potion, Dxrty3 potion, HPplus1 potion, Magic Sack, Starwand, Lizardcap, universal Kingsboots (7oz W4-A12-D4-S4-M34), Spell potion). We had to find that old beggar. Something was wrong with the Cassidians.
On the street in front of the town's gate an old man asked for some money. We gave him the small amount he demanded and listened to his story. Along to his narration the Cassidians once had been cursed by the evil Thardan. Their leader Bergarac had been turned into a statue. Thardan took his heart, turned it into stone and disappeared. But one of the mighty Cassidian mages had been escaped.
Although the old beggar seemed to be a bit strange too, there had to be some truth in his story. We decided to ask some other people for more informations.
Until the evening we didn't hear something new. We returned to Cassida in order to find a dry place for the night. We crossed the Memorial Place of the town. In the centre the statue of an old mage was to be found. Marina touched it and sensed that life was still inside. Along to the beggar's story this had to be cursed Bergarac.
April 11th 1932. CLUES !
We woke up early in the morning and left the town. We went west and then south. Near the way we found a small graveyard with a black monolith on it. Marina examined it and were hurt by its cold surface. Nothing special was to be found. We left the graveyard and met some Conjurers. They warned us not to enter the forbidden zone which killed any being that wasn't in service of Thardan. The inner one of the two forbidden zones was the realm of Thardan. His castle could be found there. But only the Cassidian mages were able to enter the zone.
The Conjurers didn't know anything more. Later on a Sorceress told us to ask the keeper of Sorion Lake who was a wise druid and knew many secrets.
In the evening we found the druid. Aldrin told us that the Cassidian mages are able to cast a spell that neutralized the deadly sphere of Thardan. But to enter the inner sphere the mystical Moonwand had to be at hand of the mage. Aldrin suggested to first find a Cassidian mage who was willing to take on our quest and then to find the Moonwand.
With the new informations we combined that we had to find that one Cassidian mage the old beggar's story was talking about.
We returned to Cassida, my companions learned some new spells. Then we took a room for the night.
That day we had learned much from the mages and fighters of the country. It seemed that I couldn't learn anything new from the people.
Also Toronar and Saba couldn't improve their wisdom and intelligence anymore. They only needed some more fighting skills.
April 12th 1932. INTO THE GROTTOS !
We slept long and left the town. Along the way we met many mages and hunters. But none of them knew anything about the escaped Cassidian mage. None of them had ever heard of the Moonwand. Some Druids made us curious about the town Valvice.
We went south and entered the big city. Some angry Berserks attacked us. We had to kill them and found Powerboots (17oz W3-A6-D2-S2-M7) on ones feet.
Valvice was the city of seamen. Pirates knew many stories to tell. One of them described a remote isle in the far east of the ocean. A big city called Katloch was on that isle. Another told us to seek the legendary Grottos of Gahmos. Marvellous treasures could be found down there, so he said. Some Buccaneers warned us not to enter the Grottos. They had seen many treasure-seekers enter but only few returned.
In the south of Valvice the port was situated. Also the town's shipbroker could be found there. He demanded at least 3 million piasters for a ship. We even didn't have half of that amount. So we left.
The Grottos weren't easy to find. The planless grown architecture of the town made it difficult to orientate. In the west we found a slab on one of the walls. None of us could read the inscription. But when Marina touched the slab we'd been teleported away. Left hand from where we landed we found an invisible door. Behind that door stairs led underground. This surely was the entrance to the Gahmonian Grottos.
We had searched the land for any clues to the mysterious Cassiadian mage all the day. Nobody had seen him. The only clues we had found were the Grottos of Gahmos and the mysterious isle of the town Katloch. We combined, that even if we wouldn't find the mage in the Grottos, with the treasures we at least would be able to buy a ship and sail to Katloch looking for him. So we decided to enter the Grottos being aware the high danger that awaited us.
Monstrous Myrmidons and gigantic spiders seeked to kill us. But thank Saba's Strength spell we were able to defeat them without serious problems. In one of the chambers we met Barbidon, the keeper of the Gahmonian Grottos. He warned us to beware of the Dracs which were guarding the treasures. These mighty creatures turned living beings into stone. Barbidon smiled. He had warned many treasure-seekers before us. None of them had ever changed his mind.
Next to the chamber there was a room with two golden plates on the ground. We supposed that they engaged the teleporter which we found in the nortwestern part of the first level. We tried to step on the plates but the teleporter didn't react. So we decided to explore further hoping to make out the principle of the golden plates by time.
We didn't find anything special except from an escape stairway and granite stairs down to the next level of the dungeon.
The second level was huge. Many caves and floors could be found there guarded by dreadful creatures. With her magical items Marina could give us a good help on these opponents.
We also found some useful items and potions. A Goldeye which could be used for magical lighting. Invisible doors became visible by its light. A spell potion for one of our mages. Another Restore potion. A Warshield (129oz W2-A11-D2-S2-P3) from a defeated Mercenary. Another HPplus1 potion. A Devilshelm (28oz W4-A12-D4-S4-M13) which we took off a Myrmidon's head. The helmet was very uncomfortable and too bad designed to put on one of our heads. But we decided not to throw it away. In the Frog Chamber finally we found a strange message which said that we wouldn't find anything there. We supposed that someone with special abilities had to search at the place.
To the south of the level we found another stairway down. We entered and when we read the warning to beware of the Dracs, we knew that we were near the treasures.
The treasure chambers were named after ancient heroes, as Toronar said. In the Chamber of Etrin we found a Hulkhammer (203oz W20-A3-D4-S5-P28) which was an extraordinary greater melee weapon. Another superior Manerobe and a Stamina4 potion could be found there too.
The next one was the Chamber of Asgard. There we found Holy Scale (63oz W0-A14-D7-S9-M25) which was made only for the strong believers.
We were quite exhausted from fighting the deadly dracs. It was late in the evening too. So we decided to stay over night in one of the cleared chambers.
April 13th 1932. OUT OF THE GROTTOS !
We woke up soon, ate from our rations and proceeded exploring. We found another Gemstaff and a Strength4 potion.
In the Chamber of Falok finally we found the money we had searched for. Besides that we found a Stoneboomerang (24oz W7-A2-D5-S5-P3) which was a returning and stoning throwing weapon. After a battle with some other Dracs we also found an Icedagger (10oz W6-A1-D4-S8-P7), a freezing throwing weapon of returning. One of the treasure chambers also contained a Charm4 potion. Another Chamber gave us a Dxrty4 potion.
We survived Falok's Chamber but we had also seen our limits. We had to realize that the Gahmonian Grottos were a bit too heavy for us that time. So we decided to leave and to improve our abilities. Yet something could be learned by talking to the country's people. Also the Alarian Vaults in the Catacombs of Larvin still waited for us to reward our deeds.
We left the Grottos and deposited our money on a general account at the Bank of Valvice. The day was young and the wheather nice, so we left the town in order to meet some people we could learn from. We went south direction to Crying Fields. There we met nymphs, most precious creatures of beauty and wisdom. They taught wisdom, charm and dexterity (+1 each). We still asked after the Moonwand. Nobody knew. So we returned to the keeper of the Sorion Lake. He knew that the Moonwand once had been the key to the Agyssium of Katloch. But it got lost years before. Some wander mages told us not to go to the Agyssium since it had been cursed by Thardan. Because of the curse it was the most dreadful dungeon one could imagine.
Anohter druid told us that the Moonwand had been broken into seven pieces which were scattered over the whole country. Sorcerers we met later told us to seek an old hermit named Gideon. He lived on a rock island in the southern seas. A beggar also knew that the buccaneers of Pirate Rock could tell some stories about the Agyssium.
Again we went to Aldrin, the keeper of Sorion Lake. He remembered an old mage which he once met in Laronnes. That man owned one piece of the Moonwand, the mythical Dreamstone. Another piece called Spiralgem were property of the fairies of Fawn Island, a wander priest knew.
The evening came soon and we took fine suites in Buccaneer' Inn of Valvice in order to recreate well.
April 14th 1932. SETTING SAILS FOR THE SOUTHERN SEAS !
We entered the wilderness in order to learn more about the pieces of the Moonwand. We also seeked to improve our skills by talking to the people. And we still hoped to find out something about the mysterious Cassidian mage that had escaped Thardans curse.
A sorceress mentioned the Crincross of which she heard in the small town Perdida to the north of the continent. Another one told us to seek the Chamber of Lhanis if we had collected all seven pieces. A witch we met later, described a very precious piece of a legendary pirate's treasure. The so-called Marbeye was one of the Moonwand's pieces and belonged to the treasure of Captain Bloodhawk.
The people of the continent didn't know anything about the Cassidian mage. Maybe some islanders could help us, we thought. So we bought a ship, boarded and set sails to the nearest islands southeast Valvice.
The first island wasn't inhabitet. But we felt that something had to be there. We were right and found an Intellg5 potion buried in the ground. The next southern island was bigger than the others but uninhabited too. We found Windscale (21oz W0-A14-D9-S9-M17) which fitted well under my Gordscale.
The third of the islands in the southwestern gulf was uninhabited and gave me fantastic Stoneshield (105oz W2-A20-D3-S3-M50), which magically protected from stoning attacks.
We had strong winds. So we decided to explore all the islands of the gulf. The fourth island was inhabited by witches. They too didn't know the mage we searched for. But we found Magicplate (234oz W5-A22-D5-S11-M29), another superb armour. The next island was uninhabited. I dug and found another Stonewand. The peninsula to the south was interesting. We found a Dracshelm (73oz W8-A12-D3-S9-P20) which protected against stoning attacks. Also wild animals and mighty hunters lived there. The hunters taught us some fighting tricks. The last island of the southwestern gulf was small and only some rats lived there. Buried in the ground we found excellent Cranegloves (24oz W5-A5-D5-S5-P36), made for adventurers like me.
We became curious. If all the islands contained treasures, we fantasized, we could equip ourselves very well in order to withstand the evil creatures of the Gahmonian Grottos, where we supposed the lost Cassidian mage.
We decided to sail to the bordering cluster of islands to the east. On the first of these islands we found another Argondagger. The next island was inhabited by nasty snakes. And another Moonhelm was to be dug out of the sandy ground. The other islands were inhabited by hunters and barbarians. They didn't know much of the rest of the world. Not all of these islands had hidden treasures. We only found another Gemstaff.
Because the evening had come we decided not to sail further east but to go northwest in order to return to the continent. To the north we reached an island which was infested by rats. Ratholes everywhere. My Hulkhammer danced over them. One of the holes contained a mysterious Grailwand. To the west we found a small rocky island. We found Xantashoes (31oz W0-A8-D4-S7-M5) under a boulder. Demonboots (14oz W5-A9-D5-S9-M20) could be dug out of the ground of the next rocky island to the west. Unfortunately they were way too uncomfortable to put on. The last rocky island gave us Grimshoes (21oz W4-A8-D8-S8-M21), the best shoes for my feet we'd found until that day.
Between the bushes of the next western island there was hidden another Starwand. Happily Toronar told us how precious these staffs had been. By using them all poisons and diseases of a whole party could be removed.
The last isle we explored that day was a very beautiful one because of its forests and shallow beaches. Many people lived there. We wondered why they never found the Holy Mortar that was hidden somewhere in the woods. Maybe they never needed to.
It seemed the winds had gone to sleep together with the sun. We reached the port of Valvice with the last gust in the late evening.
April 15th 1932. THE DRUNKEN MAN'S STORY !
We enjoyed the good beds in the finest suites of Buccaneer's Inn. Hungry and thirsty we went to the Outlaws Tavern, where Saba met an old sailor who had an interesting story to tell.
Once, so he stuttered, a strange mage appeared in Valvice. He caused much trouble because he was wanted by Thardan who had sent an army of mercenaries to capture the mage whose name was Mandrag. These soldiers slayed many innocent towners. But after a while they disappeared. Unfortunately the old sailor was too drunken to complete his story. But we had a new clue. The wanted mage Mandrag must had been the escaped Cassidian we were asking for half the world ! Now, with the name of the mage suddenly every second citizen we asked remembered him. One old mariner met Mandrag the day before he disappeared. He had told the mariner, that he was searching for a strange stone.
So the old Cassidian beggar had spoken the whole truth. Mandrag was the mage who once managed to escape Thardan's curse. And Mandrag too was looking for the heart of his leader Bergarac in order to release him from the curse and free the city of Cassida !
A mighty corsair at last had heard rumour that Mandrag went down to the Gahmonian Grottos. We agreed. Many ghastly mercenaries had we found down there. Probably they still were chasing the refugee.
Over the last day we had found much armament. Much of it we didn't need actually. But we didn't want to lose it too. So we engaged Tadgia, a huge Zarak which was strong enough to carry our belongings and keep an eye on them.
We decided first to complete roaming the treasure chambers of the Grottos.
So we went underground and began with the Chamber of Benarion. There we found a Strength5 potion, a marvellous Styxshield (77oz W5-A30-D10-S10-P4) and an Angelscarf (3oz W0-A9-D5-S8-M33). In the Chambers of Grendal we found a chest with money, another Jaggalak, a Intellg4 potion and a Skill4 potion. The Chamber of Corm gave us another Magic Sack and Pangloves. The Chamber of Holwan was infested by Dracs. Without Marina's R-Sphere! spell we never had survived that Chamber. The Dracs guarded Angelshoes (3oz W3-A16-D5-S7-M33) and an extraordinary greater melee weapon, the Vixhammer (70oz W35-A4-D4-S20-P55). Unfortunately none of us could utilize it. It burnt our hands when we touched it. The purpose of these numerous Dracs was clear. The one who was able to wield this weapon was about to transform into a lethal fighting machine.
Finally we entered Drill's chamber wondering which armament waited to be found. There was Mindscale (311oz W0-A16-D8-S8-M34), a Stonering of protection against stoning attacks, Wisdom4 and HPplus2 potions.
We had completed raiding the Store Chambers and went back to our friend Tadgia in order to fine-tune our armaments and leave her what we wouldn't need sooner but maybe later.
By 22:00 hours a cavetrain left Valingaad station in Fainvil direction Lake Edge, Laronnes. We left the train at Halo station in Larvin and returned to Lich's Inn where we took the suites that we were familiar with.
April 16th 1932. INTO THE ALARIAN VAULTS !
We also had learned all that the mages and fighters could teach us in the streets and the wilderness. From now on only magic could increase our abilities, Toronar said. I gave up my believe, that the offer of the guilds to transform experience into ability was nonsense. Toronar knew it better. And he knew that the guilds of Cassida were the most effective ones on the continent. But Toronar also knew, that increasing experiences by magic was extremely expensive.
We didn't know which abilities we should increase, so we decided to wait until we'd figured out. Waste of money and waste of our precious experiences wasn't exactly what we needed. But the idea to enter the royal Alarian Vaults in order to take it's reward sounded interesting now. Maybe the Alarian Altar knew what we really could need.
We entered through the entrance on the southern isle. We first hit a teleporter and found us in the Vaults of Rhin. Many ghosts lived there. No competition to us anymore. We teleported back and took the next stairway down. As a writing on a wall suggested we went downstairs several times and then entered the travel chamber to the Alarian Vaults. We hit a teleporter array to the west of the stairway we came from and got to a hall surrounded by doors. We tried them, fought some monsters and to the south in the Grue Chamber we found an inactive teleporter field. We didn't find any switches. So we returned to the travel chamber and tried another teleporter. We teleported to a spiral floor and found a big lever which one we pulled. After that a Black Abbot attacked us. With only one spell he killed Saba, me and Toronar. Only Marina survived, seriously hurt. Thank God she was able to spell her R-Sphere! next. Only by that she survived, hit the Black Abbot with her Angelstaff and by that drived him mad. With the next turn she duped and defeated him. Being kissed by Marina we came back to life.
We had to realize that our magic abilities weren't good enough to survive magical attacks of sophisticated mages.
After that experience we returned to the Grue Chamber and found the teleporter activated. We transported to a small floor with another teleporter field. Unfortunately it sent us back to the Grue Chamber. The large lever obviously controlled the teleporters in here. But how should we switch it on and off in order to be teleported only forward ? We decided to engage one of the brave fighters we met to do the switching job.
We returned to the large lever and left Nackio there. We arranged knock-signals that triggered Nackio to pull the lever.
It worked well and after pulling a glowing switch in one of the following floors to the Grue Chamber we stood in front of the Alarian Chamber. We entered and met another Black Abbot. This time we were ready for him. Toronar pulled him near with one of te witches spells he had learned. Before he could realize what happened to him my Hulkhammer went down on his head. The bad boy fell. Now the way to the Altair was free. As we approached the Altair fantastic magic was done. Stronger and wiser than ever before we left.
We picked up Nackio, paid and released him. Then we hit a third teleporter array in the Alarian Vaults travel chamber which brought us into a part of the dungeon that was full of evil opponents. We had to kill them all. In a western room we found another Angelstaff. In the eastern maze we hit another teleporter which brought us directly into Alarian's Chamber. Next time we would take this teleporter to get there !
We left the Alarian Vaults and looked at us. In the past days we had become mighty warriors and mages ! A fine feeling was overwhelming us. Who should save this world if not these four brave men and women ?
Our next quests were clear: entering the Grottos of Gahmos and finding Mandrag the Cassidian mage. Ask him to follow us and find the seven pieces of the Moonwand in order to resemble them. But first we definately had to improve our magical abilities.
We took the next cavetrain and went to Cassida. Most of the guilds there opened only by night. We found the guilds of magic power and anti-magic, intelligence and wisdom and of anti-critical hits and gave some of our experiences and money in return.
We left the town and went to Valvice. There we went to the local guild and Marina and I improved our attacking skills. Now we were ready for the deeper levels of the Gahmonian Grottos.
April 17th 1932. BACK TO THE GROTTOS !
After a night in Buccaneer's we had a good meal in Outlaws Tavern and then we entered the Grottos. But we didn't go straight to the deeper levels. Now that Toronar had learnt some Elementary spells, especially the Teleports spell which deactivated temporarily all teleports in the surrounding, we decided to look what was to be found behind the teleporter array to the very north of the first level.
We went there but found only a can with some paint in it. I was about to throw it away when Saba stopped me. She examined the paint and found out that it was black eye-liner color enough for a lifetime of a women. She tried it. We inspired her claiming that her eyes now looked bigger and more beautiful.
With a happy girl amongst us we now were ready to go to the deeper grottos. In the fourth level we first found another scroll of search demands. We searched at the located spots and pulled the switches wondering what would happen if we didn't.
To the northeast we noticed a message that suggested to dig in the Crystal Crypt. We asked ourselves what we would find there. Another Crystscale ? Loads of magic crystals ? We knew that both would be quite heavy. We had better armor and none of us had learned to use the magic crystals. So we decided not to follow the suggestion yet.
In another northern chamber we found enormous Styxplate (735oz W9-A35-D2-S2-M85) even more protective than the Manerobes. The Styxplate was well guarded. But with the sweet healing water from a fountain that we found to the east we could recover. Fortunately we didn't need the service of the raising water fountain we found in a chamber to the west.
We went further to the north and found a side door in a long floor which led into some small rooms. The rooms were extremely heavy guarded. We wondered why. Then we found a little statue of a dwarf. We examined it and once more Marina's touch of heavenly wonders brought the statue back to life. It was an old friend of Mandrag who was caught by Thardans minions when trying to free the Cassidian mage. He thanked for the rescue and told us what he knew about the Grottos. Along to his words some sort of magic sphere prevented intruding the chambers where Mandrag was imprisoned. He supposed that the sphere was empowered by the mercenaries and myrmidons of Thardan and therefore they all had to be killed in order to disengage the sphere. We shuddered. If he was right we would actually have to chase them down ! But we had always felt sorry for every single live we took along our way. We were sure: there had to be another way to enter the prison chambers ! Maybe some of the minions also were cursed by Thardan and could be saved once the evil one was terminated.
The dwarf didn't comment. He wished us luck and rushed away. From far we heard his voice calling that in his room an item was buried into the ground. We dug and found a brush which one looked quite uninteresting. But it fit to the eye-liner color, Saba informed us. Now she was able to draw fine lines around her eyes. Well, now Toronar and I were the ones that had no more comments to place.
We stumbled through the other small rooms, found another huge amount of money and quenched our thirst from a clear water fountain. Then we returned to the long floor and went further.
We entered a room with two niches. We took the right one and teleported to another part of the fourth level. Besides another sweet water healing fountain and a curing fountain, there we only found teleporters that sent us back to the first part of the level. Although it began to stress our nerves it was a good fighting training. Finally we accepted that none of the niches had a teleporter that led us to an interesting place and went downstairs.
The enemies down there were quite tough. Also some tricky traps we hit. Fortunately a healing water fountain was to be found. We didn't find any precious things. To the south some dangerous creatures attacked us. Only by utilizing Marina's regeneration sphere we survived.
The sixth level was huge. At the entrance an inscription named it the Chamber of Secrets. Cute boy that once wrote this ! The place was supposed to be called the Labyrinth of Secrets !
We found many fountains of different waters. We also found the teleport sphere the dwarf was talking about. Somehow nasty were the big eyes that gazed at us from the walls. We felt inspected by them. After a while I couldn't stand it anymore. By affect I took away Saba's brush and paint and under her protest I drew some THICK eye-lines over the gazing eyes at the walls. After a while the feeling of being inspected vanished. But Saba was really angry. Only a tiny bit of her loving paint had remained. The brush was ruined. She refused to talk to me for hours. And because the others had been on my side she also refused to talk to them.
Fortunately we found some interesting golden signs at the walls all over the level that gave us some informations about mysterious jewels that had to be positioned in three lines. Combined, these informations sounded just like one code. Saba was angry but still with the quest and soon we were best friends again.
After a battle against Mastermages we found Cursegloves (17oz W5-A9-D0-S9-M27) which rightaway went over into property of Toronar.
The Mastermages were really hard competition. One time Toronar was magically aged by one of them. Fortunately we had a Youth potion at hand. Then I was magically burnt down to the bone and only a series of healing spells of Marina could save my life.
After having explored every room and every niche of the level accidently we came back to the teleporter array which formerly had brought us back to the entrance hall. We tried again and realized that the teleportation sphere had vanished. Now we simply could step over the teleporter. At the end of the floor we found stairs down.
We had found seven golden signs. Along to the informations they gave us the seven described jewels formed a symmetric configuration of two lines of three jewels each and one jewel in the middle between the lines. The code seemed to be complete so nothing held us back from going downstairs into the seventh level.
Down there we had to accept that no regeneration sphere worked. This was quite dangerous because wild hordes of enemies attacked us from everywhere. It took some time and blood until we made it through the labyrinth of backsetting teleporters, one way doors and phasing walls. One wrong step was enough to let us start all over.
After one of the battles we found Wizgloves (7oz W1-A9-D9-S4-M20).
Finally we landed in a very strange Crypt. From a long floor many caves were accessible trough heavy iron gates. Behind them rumbling noise of dreadful monsters could be heard. This really looked like a prison.
At the end of the floor another cave followed. But this one had some sort of locking mechanism consisting of seven jewels each of a unique colour which seemed to be used as buttons. Since we remembered the code of the golden signs the lock could easily be removed. We entered the chamber and saw an old mage lying on the ground. He was unconcious. We joined him to our party and Marina touched his head. He moved a bit and we knew that he was alive but sleeping. Since we were exhausted, tired and also seriously hurt we decided to rest for some hours.
April 18th 1932. THE LAST CASSIDIAN !
We woke up when Mandrag already was up. He was very thankful and invited us to take on his quest of finding the mythical Opal Key. He knew that only by this key the chamber where the heart of Bergarac was deposited in could be opened. He also knew that this chamber was situated at no other place than the cursed Agyssium of Katloch. What he didn't knew was that the Moonwand was needed in order to get entrance to the Agyssium.
First we tuned our armament. Mandrags Loregloves (3oz W1-A9-D9-S9-M15) Marina put on. In return he got our Archgloves. Mandrag took the Windscale I had left, under his Manerobe. He kept his Archelm (31oz W3-A12-D4-S7-M12) and also his Wizboots (7oz W2-A11-D7-S3-M19).
Then we explored the prison caves left and right to the long floor where we found valuable things. Another Stormhelm, Moonplate (311oz W3-A15-D4-S8-M19) for Toronar, Galeboots (80oz W3-A13-D3-S13-M22) for me, another Gemstaff, a Magic Sack, a chest full of riches, a Masterwand of critical hitting all enemies at once, a melee Flamesword (70oz W19-A2-D2-S9-P30) and a Flamewand of burning enemy groups.
On our way back we went to the crystal crypt and dug out the crystals and diamonds we had expected to be found there. Then we teleported to the exit stairway and went back to the entrance of the Grottos.
When thinking about the possible locations the Opal Key could be deposited on, we remembered the one disengaged teleport array we did suppose of being triggered by the golden plates. By only stepping over the plates nothing happened. So we decided to split the party. Toronar and Saba remained each on one of the plates and the others tried out the teleporter. And succeeded.
We came into a wide hall. We noticed a door to the south. After passing a long floor we found a chamber full of fountains. We examined the fountains and combined. The teleporter was situated in the so-called Opal Chamber and if anyone was about to hide items from selfish treasure-seekers he would have probably had taken it into these vaults because only true and engaged groups of adventurers were able to enter them. If further the item only should be found by the adventurer who was on a quest of importance, it would be hidden at a place the adventurer had to make a sacrifice in order to prove his worthyness. The Opal key was not likely to be found buried in the ground but at a place of some threat. We seized into the fountains and indeed, in the one with poisoned water we found it !
We returned and picked our friends. We all were in a really good mood. Mandrag gave us a hug with some sentimental tears in his eyes. Alone he never would have found the key. Now he relied on us and we knew, even death wouldn't part us anymore.
Obviously we'd finished the Grottos and left. Our next quest was to collect the lost parts of the Moonwand. As some mages warned us we prepared for a long search.
We decided to spend the rest of the day recreating. We wandered the woods between Demolon and Crying Fields and met some unfriendly dwarves and gnomes. One of them called himself the Master of Wickedness. Rurbenock which was his real name claimed to own the Lightpearl, which was one of the seven parts of the Moonwand. He was willing to give the item to us. But in return we had to bring him a small coffin from the black monolith graveyard we had found some days before. That was easy. But when we returned with the coffin, the Wickedness Master gave us another task. He wanted us to bring him a bottle of the glowing water of the Oracle of Demon Tower since he wanted to create a special potion with the ingredient. That wasn't so easy because we didn't know where the oracle was. We went north and asked some people for it. But nobody knew. Then we came to the town Perdida. We had learned that another part of the Moonwand, the Crincross once had been mentioned here. Maybe by asking for it we also would get knowledge of the oracle. After a while asking around someone knew that the Crincross could be found buried in Withering Woods east of the town. We went to the forest and realized that this was a huge one. We needed to know more and returned to Perdida where a conjuress told us to look fo an old man at the shores of Moonlake. The man had some stories tell, also about the Crincross, she said. We again exited the town and went to Moonlake. At the northeastern shores we met Gilmarin, a wise druid of high age. He told us to ask the Oracle of Demon Tower after the Crincross. But first, so he said, we had to find something to offer the oracle and after that we could expect an answer from it. Gilmarin further gave us the hint only to search for the Crincross by night because in the daylight it was invisible and unlikely to be found. The old man also knew that the Demon Tower was situated somewhere to the east far beyond Withering Woods.
We went east although not knowing what to offer to the oracle. We came to a rock massive. In a western valley we found a carving in the rock that suggested to dig near the lonely rock at Zabros Point.
We found the peninsula named after an old fisherman who once had caught a wondeful fish that promised to fulfil the fisherman's heartwish if he would set him free, to the south. At the most eastern point we found a high rock. At its basis we dug and found a Goldcoin, actually it was a Dublone, in the mud. We were sure that this would be a proper item to offer to the Oracle. That opinion was right since at a rock in an eastern valley of the Demon Tower massive we found a message that advised to drop a Goldcoin into the oracle's well.
We found the Oracle in the middle of the rock massive of Demon Tower. It was a very strange well of glowing water. Mandrag threw the Goldcoin into the water. Suddenly the spirit of the oracle appeared. We asked it where the Crincross could be found. The spirit told us to go to the southern edge of the Moonlake and then to step 24 steps to the east and 11 steps to the south. At that place we should dig along to the spirit's words.
Once we were at the oracle we remembered the Master of Wickedness. Rurbenock's task was to fill up a bottle with the oracle's water. Mandrag did so. Suddenly the oracle's spirit returned. Angrily it tried to take the bottle away. But Mandrag quickly threw it to Saba. That drove the spirit mad. It couldn't leave it's water completely and therefore was unable to catch the bottle. So it gripped after Mandrag and with one blaze of energy killed him. Satisfied the spirit disappeared.
Marina gave Mandrag her kiss of life. He woke up with only one question on his lips: Got it ? Yes, Saba had caught the bottle, so we had what we came for.
At the exit of Demon Tower some demons and lichs awaited us. We sent them back to hell. The evening was near and we decided to look for the spot the oracle was talking about in order to find the Crincross. That wasn't so easy as it had sounded first. By 9 pm finally we found it. The Crincross laid on the ground, glowing. We took it and went back to Perdida in order to have some sleep. On our way packs of huge wolves attacked us. That was not exactly the recreation we had planned for the days ending ! So we granted us a long sleep in the finest suites at the place.
April 19th 1932. FROM THE FAIRIES TO PIRATE ROCK !
Having found the Crincross we now were about to get us the Lightpearl from the Master of Wickedness. We bought another monthly-season ticket for Mandrag and went by cavetrain to Crying Fields.
We returned to the Wicked one and gave him the bottle with the special water. But he still didn't hand over the Lightpearl. He claimed to have forgotten the place where he had stored it and asked for another favor.
He wanted us to bring him a precious gem from the pit of the ghastly creature I once met in the catacombs of Larvin. I shuddered. But Rurbenock gave us a cross which he promised was able to freeze the monster. We had no choice. We had to do the job.
Since the wheather was stormy but sunny, we decided to first visit the fairies at Fawn Island, which we knew to own another piece of the Moonwand, the Spiralgem.
We returned to the port of Valvice from the countryside and set sails to the midwestern seas.
On our way we found two small islands which we investigated. We found Heavengloves (3oz W0-A11-D5-S2-M28) made only for priests of our God and yet another Gemstaff.
Further northeast we sailed until we hit Fawn Island. There we met Cassandra, the Queen of all fairies. As she heard, that we needed the Spiralgem in order to defeat Thardan, she decided to give it to us. But in return she demanded that we helped her by freeing Myriam, a fairy which had been abducted by pirates. Of course we were willing to do that. Although we had no clue where to find the pirates who captured the fairy.
We boarded our clipper and sailed to the south, where a large island surrounded by many small ones was situated. We first hit one of the small islands and found Diamond Chain (500oz W2-A21-D5-S5-M21). We decided first to explore the other small isles. There we found a Spell potion, a Thundhelm (94oz W9-A15-D4-S5-M15), Jabbagloves (17oz W4-A9-D5-S9-M17), a Strength5 potion, another Magic Sack, a Faishield, a Vixhelm (31oz W5-A12-D7-S9-M16), Banegloves (7oz W4-A9-D4-S9-M17), a chest full of magic scrolls and a HPplus2 potion.
To the very south we found an island with an inactive volcano into its centre. A small path led into the inside of the crater. There an old hermit lived. We remembered that some mages had told us to ask this hermit after the Agyssium. We did and indeed Gideon had some informations. According to his words the Agyssium was created by an evil curse and therefore was extremely dangerous. He also knew that the Moonwand had to be used in the middle of Katlochs Bloodcircle in order to be teleported to the entrance to the Agyssium.
The big island to the south was inhabited by mages who called it Carilon. It had a nice landscape including a small river, mountains to the south and forests to the north. Pirates never were seen there.
We left Carilon to northeast and followed a line of smaller islands along to this direction. On these islands man-eaters lived and tried to taste from us. Since they refused to accept that we weren't proper food, we had to knock it into their heads. On the islands we found a Charm5 potion, Moongloves (31oz W2-A10-D8-S9-M16), another Dragonwand, Magicscale, Gordshelm, Diamond Plate (784oz W2-A24-D5-S5-M28) and a Crystalwand.
To the north of the island cluster a bigger island surrounded by countless tiny ones we found. It was late in the evening and we decided to ashore at the bigger island in order to find a place to rest. Hidden behind a large forest a little town was to be found. We entered and were in the city of Pirate Rock ! The pirates weren't happy to see that their nest was discovered by outsiders. In the taverns we got some informations about the abducted fairy. It was the rumour that she was imprisoned in one of the taverns. The pirates there expected a great ransom.
We searched some other taverns. Finally in a separated part of the town we found the right one. The pirates demanded 400000 piasters for letting the fairy go. Attacking them was too dangerous. They could've killed Myriam if they were under pressure. So we gathered all money that we had in our pockets and paid the price. The pirates realized that we were very serious about taking the fairy with us and would not allow any foul tricks. So they gave her free without making problems.
When exploring the town we also found a very useful guild which offered to increase our defensive skills by magic. Unfortunately we didn't have enough money left anymore. A bank of course was not to befound at Pirate Rock.
We returned to the town's gate but since the night had come we decided to stay for one night in Red Hawk's Inn.
April 20th 1932. SPIRALGEM AND LIGHTPEARL !
We left Pirate rock in the very morning. After a fight against some Slaughterers we found a Silverblade (38oz W9-A1-D1-S4-P9), a weapon of returning which also Saba could utilize.
Before going back to Fawn Island we decided to explore the small islands in the surrounding. As expected these islands were full of treasures. We found two chests with glowing spheres of unknown purpose inside, Slimeboots (38oz W5-A3-D6-S6-M112), Stormgloves (45oz W2-A12-D3-S5-M11), a Hulkshelm (157oz W2-A13-D5-S7-M11), another fantastic Styxshield, a returning Flameboomerang (10oz W12-A2-D2-S6-P5), Jinxplate (126oz W4-A13-D5-S5-M24), a Magic Axe, another Argondagger, a Stonewand, another Gemstaff, a Skill5 potion and a chest with Holy Scrolls.
After having finished the many small islands we set sails back to Fawn Island. There we reported the good news to the queen. Cassandra was very happy. She gave us the Spiralgem and by touching our heads increased our experiences by magic.
For now we had enough of the seas and we decided to return to the continent in order to fulfill the third task of the Master of Wickedness. We sailed to the north where we hit a small lonely island. There we found Bloodboots. Then we turned to the west.
South to Deathstone, betweeen two large peninsulas we hit three bigger islands which we explored. Inmidst the light forest of the rocky island we found another Stoneboomerang. The flatland isle was quiet uninteresting. On the third island we found another Flamesword.
To the north two more large islands we hit. The smaller island had a forest in its southern part, where we found Crystscale. To the north in the mountains of the island we found a Crystalwand. The other island named Wym was a wonderful one. Mountains to the south and to the north protected the centre of a lovely forest from the stormy winds of the sea. We decided to buy the island once we had enough money left after fulfilling our quest of defeating Thardan. Actually that time we had about 9.000.000 piasters so these dreams sounded quiet realistic.
To the south of the island we found a Magic Sack. The forest gave us Flameplate (430oz W5-A25-D1-S1-M13).
We landed at the Deathstone station port and through Okon Wood we went to Fainvil in order to catch the next cavetrain to Larvin.
There we heard many stories about the old Captain Bloodhawk who was a dreadful pirate that killed many people and therefore was captured and hanged. Along to the narrations he had buried great treasure somewhere which never had been found. As also the keeper of the Sorion Lake knew, one part of Bloodhawks treasure was the Marbeye, one of the seven pieces of the Moonwand.
An old corsair told us, that Bloodhawk oftenly came to Fainvil. His ghost still haunted there, so he said. Another old pal remembered a friend who once met Bloodhawks spirit by night. But he supposed that his friend just had too much drunken. Another pirate mentioned, that whenever Bloodhawk came to Fainvil he only slept in the finest beds of the Inn.
We had to wait a while for the train. By thinking over our quests we remembered the Dreamstone which once was mentioned in Laronnes. We decided to try finding that part of the Moonwand once we were on the other side of the mountains.
So we left the cavetrain at Lake Edge, Laronnes, and asked some citizens about the Dreamstone. One of them knew that Rinoges, the keeper of Laronnes owned it. Others told us to look for him only by witching hour at the Southern Cross of the town. We had some hours til midnight, so we first went to Larvin in order to get the mysterious gem for Rurbenock, the Master of Wickedness.
Quite loaded with the many armaments that we had found on the islands of the mideastern seas we decided to return to our friend Tadgia and fine-tuned our armament. We also tried out some wands and staffs. Our Grailwand increased Marina's wisdom (+1) and made her more physically resistant (+3HP). The Crystalstaffs made Saba stronger (+1) and also made her more physically resistant (+3HP). Besides the use of them could cure and cleanse.
Then we entered once more the catacombs. The cross that Rurbenock gave us really did freeze the ghastly creature for a while, just enough to pick the Lore Gem out of the pit.
Back to the town Saba learned at a guild how to summon demons utilizing crystals. We thought this could be useful since Saba still couldn't bestowed to proper fighting spell classes.
If the crystals could summon demons, we wondered of what purpose the diamonds could be. The guilds didn't know, so we asked around a bit. Some banshees told us to ask Alreena, the keeper of Hernan's Wood. We went to the forest and met Alreena. But she declined teaching us the use of the diamonds. Mandrag supposed that only banshees could learn it. So what, we thought, all the banshees we had met seemed a bit arrogant and cold-hearted. We didn't want to have one in our party.
It was early in the afternoon and we decided to bring the Lore Gem to the Master of Wickedness.
Rurbenock was very pleased about the Lore Gem. And again he tried to engage us for another task. But he had to see that we weren't no longer to play the fools in order to assist his little world ruling plans. Grumbling he gave us the Lightpearl. Something at and around this little man with the tiny mustache made me feel uncomfortable. His unfriendly gnomish minions with their green uniforms and uniform grey hair were only found in groups of at least a dozen and had a very strange greeting formula: Hail Rurbenock ! The man was a ticking time-bomb for this world. But my companions didn't bother.
We returned fastest way to Laronnes in order to meet Rinoges from which we hoped to get the Dreamstone.
April 21th 1932. THE DREAMSTONE AND THE NORTHERN SEAS !
We went to the so-called Southern Cross and met the keeper of Laronnes. Indeed he owned the Dreamstone, which he once found in Spectre Wood. He told us that the Dreamstone allowed its owner to travel around in his dreams to any place he wants to. He first didn't want to give us his precious dreamstone. But when he saw the other parts of the Moonwand we already had, he knew that we were serious about our quest and he forgot his believe that we were only treasure hunters. However, we weren't quite sure whether Marinas charm was the trigger for his change of mind.
Rinoges asked us to return the Dreamstone to him as soon as possible and informed us, that it was able to recreate visions out of the dreams. That was interesting. Now we really had some clues to combine. If we wanted to find the Marbeye, we would have to find Captain Bloodhawk's treasure. Since the old pirate was dead, we couldn't ask him anymore for the place he buried it. But if the stories we heard in Fainvil had have some truth, Bloodhawks spirit could've given the answer. If further the spirit could be found, it had to be in the finest and most expensive suite of the town Fainvil !
Well, it still was midnight. We decided to accompany our friend Tadgia and to have some time of recreation in Lich's.
In the morning we left Tadgia and took the next cavetrain to Deathstone station in order to take up our clipper to explore the northern seas.
Before Zabro's Point we hit a group of small islands. As we explored them we found Flamescale (399oz W5-A20-D1-S1-M9), another Archelm, a Crystalbow, a Stoneboomerang, a HPplus2 potion, universal Windcloak (14oz W0-A14-D9-S9-M17), a Magichelm, another chest with a glowing sphere of unknown purpose and Evilgloves.
We went to the southeast where we hit two bigger islands. One of them was called Isle of Bernan Rool. There we found a chest full of magic jewels. On the other island we found a Dxrty4 potion.
To the north of Rool's Isle we hit two tiny islands. Buried to the ground of one of them we found a large chest full of holy scrolls.
Further we sailed to the north. There we had first contact to the huge pulpos, krakens and squids the seamen always told about in the Taverns of Valcice and Fainvil. The tiny rock islands seemed to be the rests of an exploded volcano. It seemed that the sea monsters had their home in the waters around the rocks. We found a Spell potion and another Hulkhammer. We didn't actually flee the pulps and squids but we had enough of their slippery cold tentacles grabbing after us to pull us down under water.
To the northwest of the exploded volcano island we hit a large island with a lake of crystal clear water in its middle. The island was called Relia by its elvish population.
We found Diamond Scale (409oz W2-A18-D5-S5-M14), another fantastic Crim Whip and a Stamina5 potion.
We left Relia and further sailed to the north. There we found some smaller islands and a huge peninsula. We explored the islands and found Cloudboots (10oz W1-A9-D9-S8-M0), Demongloves, Magicplate and a Flameshield (122oz W8-A20-D3-S3-P5) which could spit fire at an enemy.
On the peninsula called Murdon Rock we found a chest full of piasters, another HPplus2 potion and an universal Windcloak.
We had found the northern edge of the ocean. So we set sails to the southeast and followed the islands along the shores which were inhabited by cannibalic peoples.
Hid in the bushes and buried into the ground of these islands ancient armament could be discovered. We found a Stonewand, a Jaggalak, a HPplus2 potion, a Fairy Gown, a melee Icehammer (129oz W10-A3-D2-S2-P11), another Gordscale, a chest full of money, a Charm4 potion, another chest with Holy Scrolls and a Stonedagger. South to a mysterious town which our Gemstaff was locating at the northern continent we changed the course from east to south. The afternoon had come and we wanted to be to Fainvil before midnight. So we explored some other islands on our way back, where we found Jabbagloves, Shredgloves (52oz W12-A4-D4-S12-M0), a Starwand, yet another Jaggalak, a Holy Mortar and fantastic Mangboots (73oz W4-A12-D8-S15-M34).
In the evening we set sails to the west. We passed a group of islands to the south which we decided to explore later. Then we passed Pirate Rock and from there we directly sailed to Deathstone Station Port. From there we straight went to Fainvil where we hoped to meet the spirit of Bloodhawk that night.
We entered the Megalon Tavern and had a gorgeous meal. Marina was a little drunken from the Brandy she had tried. In the tavern we also met some interesting individuals. We had some nice chat.
We booked the best suite of the Inn with the marking name Ole Corsair's. We remembered the old corsair who claimed to once having met Bloodhawk's spirit. Everything seemed to be right.
Since we were afraid to miss the spirit we tried not to fall asleep. But some mysterious force was stronger than our will.
April 22th 1932. BLOODHAWKS TREASURE AND THE FAR SEAS !
After we had left the Inn I was very disappointed that we had fallen asleep and obviously missed the spirit. But Marina stopped us and told about the very strange dream she had that night.
In her dream she was on a small island and saw an old dreadful looking pirate digging in the sand. Then she saw him drawing a map with some islands on it. One of the islands he signed with a cross. When the pirate suddenly looked at her in his devilish manner she woke up.
Excitement went through the party. Was that Bloodhawk's spirit ? Did the Dreamstone record the details of the dream ? Marina engaged the Dreamstone and created a hologrammic image of a map. It was Bloodhawk's map with a cluster of islands and a sign on one of them !
We went to Deathstone and boarded our ship in order to seek the treasure island. It had to be at the far side of the ocean. So we sailed to the east.
We passed Pirate Rock and hit the group of islands we had found the evening before. In the ground of these islands some hidden items could be found. A Dragonwand, a Spell potion, a Crystalwand, an Angelbow (3oz W5-A3-D4-S12-P8), a HPplus2 potion and Windplate (28oz W0-A18-D8-S8-M21).
To the south another group of isles was to be found. These islands were inhabited by friendly amazons. When we explained them our quest they let us take some of their best armaments which were a Lizardcap, a Magichelm, fantastic Styxplate, a Lichrobe and a Medustaff.
Our Gemstaff showed us two lonely islands to the southwest which we had missed the other day. Our curiosity forced us to explore them both.
The western one was round and aslo inhabited by some amazon families. They had heard of us and gave us their greatest treasures. Money, a Crystalwand, a Starwand, a Masterwand, a Fracwand of temporarily freezing the flow of time in the surrounding, and another Dragonwand.
The southern lonely island was long and very shallow with only a few bushes. Between them we found Stoneboots (122oz W5-A25-D0-S0-M46).
From that island we sailed along the southern shores to the east. After a while dreadful sea monsters attacked us. Squids and Pulpos just like the pirates of Fainvil had been talking about to live in the seas around the island of the mysterious town Katloch. We hit a group of three islands to the south of a very large one. The Gemstaff's holographic image also showed, that the large island was crossed by streets ! That was the cursed island. But we were way too much anxious yet to board on that island. We first would find Bloodhawk's treasure and the other parts of the Moonwand before sneeking around in Katloch.
But the three smaller islands we did examine. We found extremely heavy Stoneplate (833oz W0-A27-D0-S0-M15) which we left there. It simply was too loading.
Sailing further we hit the far eastern shores of the ocean. To the south there was a wonderful green valley wich had a narrow entrance from the sea. We went there and gathered some flowers for the girls.
Suddenly we stood in front of a wooden altair. On the altair, blazing in the sun an extraordinary weapon laid. The Warphammer (87oz W26-A2-D2-S2-P45) was a greater melee weapon that warped space and once engaged devastated all enemies over a four yards distance. It was made for fighters. So I could use it. Fantastic power had been given into my hands !
After the short recreation break in the green valley of high weaponry we continued travelling the far side seas. We set sails to the north and had an eye for secret valleys behind the shores.
We found another island cluster. When we explored the islands one thing became quite clear. We were gone where no man had gone before. Unspoiled nature surrounded us. Magical items laid in the grass. For example a mindboosting Grailwand and heatproof Fireboots (10oz W4-A10-D5-S6-M24).
Further sailing to the north we hit two bigger islands, where we found an Intellg4 potion and another Flameshield.
Next to the islands the northern continent followed. But we didn't ashore at its coast. Mandrag suggested to explore the continent since he was able to cast the neutralizing spell against Thardan's sphere. But I disagreed. Exposing myself lethal danger without serious reasons was virtually of no profit. So we only explored the large peninsula that followed to the west. Nothing but robbers and evil mages could be found on that peninsula. But to the south we discovered a group of islands quite similar to the one we knew from Bloodhawk's treasure map. Excited we set course to the cluster.
On the treasure island I dug out a large chest full of gems and money. Also the long searched Marbeye was to be found in the chest.
On two of the other islands we found Dracscale (469oz W6-A13-D3-S9-M24) and a fantastic Gralshelm (234oz W5-A19-D8-S9-M44).
By the many armaments we had found the passed day we were quite loaded. We decided to return to Tadgia in order to tune our equipments and to store some of the not needed things.
On our way to the west we stopped at Pirate Rock and let increase our defensive abilities by the local guild. We landed at Deathstone port and wandered the Moonglades. Insiders had given us the hint, that the source of Sorion river was a wonderful place for recreation. We went there and indeed it was nice. Crystal clear water rushed out of the deep between the high mountains. We spent some hours there and felt very comfortable. Then we left the place and visited Tadgia. She had found a new friend, called Adiwiet. She was tall, strong and quite beautiful. Together they had their fun and also were able to carry all the things we had found but didn't need temporarily.
We spent hours tuning our equipment. Some of the armament we dropped. Now we knew why everywhere in the niches of the towns these useful items could be found . Adventurers who didn't need them anymore, just discarded the goods right at the place where they changed their clothes. We left a nice pile of weapons, armors, headgears, footwear, magical items etc.
April 23th 1932. INTO THE ZONE OF DEATH !
We resumed that five of the seven parts of the Moonwand we had found. Yet there was no clue about the left two parts. We had found the Dreamstone to the northwest, the Crincross to the north, the Lightpearl to the south, the Spiralgem to the middlesouth and the Marbeye to the northeast. Only three directions were left for the still missing parts. The southeastern seas were unlikely to contain one of the parts, since there was Katloch, the city where the Moonwand was needed for in order to get entrance to the Agyssium. We combined, that one part had to be in the middlewest and the other one had to be somewhere in Thardan's zone of death. That sounded logical since Thardan wanted to be sure that the Moonwand could never ever be reassembled. We decided first to ask some people that lived in the middlewest.
But nobody knew anything. Spectre Wood was much too big to search it rightaway. To the south we found a memorial place with a strange statue of a lion. We couldn't read the inscription. So we returned to Fainvil, where we hoped to find a translator for ancient languages. In Megalon Tavern we picked up an alchemist who had great wisdom of many languages.
We returned to the stone lion and read the inscription which was written in the language of the Ancient Mages. It said that this lion could relieve cursed people. The inscription included a warning which unfortunately had been made unreadable. We remembered Lhorgon, the old beggar of Cassida. If we could bring him to the lion he possibly could be relieved from his evil curse that once took his magic abilities and made him a poor beggar. We returned to him but he couldn't go away from the town's gate. Thardan's curse had bound him at the place. We felt very sorry. And we were quite desperated. Nobody could tell us about the other parts of the Moonwand. At least nobody in the western world. Only the Forbidden Zone was likely to bring us new informations, so we thought. We remembered the strange town that had been shown by the Gemstaff when we sailed the northern seas.
We decided to go there, hopefully that Mandrag's spell of neutralization would work.
It did, otherwise we all had died. The eastern world was a ghastly place. Only lost souls, ghosts, ghouls and evil mages lived there. In the mountains we found a strange place made of water and stone. Artificial, there was no doubt. Southeast to the place we found the small town which we had seen on the map. "Mernoc" spelled a rusty old sign over the town's gate. We entered and were immediately attacked by evil monsters. They hurt us plenty. And we had to accept that our magical items were almost useless against them. It was devastating. Toronar got killed and our weapons respective our physical strength was insufficient to kill them. Only by duping them in combination with some tactics spells we survived.
We had to flee the town at once. Simply spoken, we were too weak for this mess of evil. So we decided to look around in the Forbidden Zone's wilderness and then visit the Cassidian guilds in order to have increased our abilities.
To the east of Mernoc we found the town's graveyard. A large slab which was the top of a mysterious crypt was in the middle of the graveyard. Unfortunately the slab could not be moved manually. Besides that nothing remarkable could be found in the wilderness, except from Thardan's castle, which we of course only saw as a dark shadow from far. Without the Moonwand it was of high danger to get too near the inner zone of death.
We returned to Cassida. Since the guilds opened in the evening, we decided to have some sleep in order to be prepared for a hot night.
In the evening our friends Tadgia and Adiwiet welcomed us. They had followed us to Cassida to take over the needless magical items from us. They also had brought our ship to Cassida and prepared some suites in one of the Inns which from now on became our home base. We went to a pub and had a nice meal together. Adiwiet suggested to look for a mechanism that opened the slab of the graveyard crypt. Tadgia mentioned that the mechanism possibly could be triggered from somewhere inside the town. We promised to keep an eye on it once being in Mernoc.
The ladies went sleeping and we visited some guilds of the town. Then we boarded the ship and set sails for Mernoc, which we called Doomstown internally.
April 24th 1932. MERNOC DOOMSTOWN !
As we knew it from the day before we were attacked by the weirdest monsters ever seen. But this time we were preparated and so we fought our way through the streets and places. Exploring the niches of the town we found a Spell potion, a fantastic Unarthelm (241oz W7-A26-D7-S12-M33), a Blizzhelm (196oz W6-A12-D8-S10-M3), a Dxrty4 potion, a melee Famesword (185oz W20-A4-D4-S15-P30), Loregloves, a Restore potion, fantastic universal Opalboots (28oz W9-A9-D9-S9-M29) and Wrathplate (507oz W10-A20-D7-S7-M0). We also found many sleeping Ingrols in the streets. We shivered. If they had woken up we all surely were doomed. Only one group of these overlord monsters had kicked us out of the town the day before.
To the very south of Mernoc we found some hidden houses with at total 5 iron switches inside. Also another one of the well known scrolls of dig demands could be found there.
Five switches. We remembered Adiwiet and Tadgia who had supposed, that somewhere in the town the mechanical trigger for the graveyard crypt could be located at. And we remembered the strange message that we had found in the stone circle north to Cassida. Along to this message there had to be three switches pulled to an upper position and two switches to a lower position. The message seemed authentical since exactly five ones had been described to be positioned. Logically there were 10 possible combinations of the switches. We tried them out until we heard a grinding noise from far when only the first switch of the first two separated closets and the middle switch in the three lined up closets were pulled to the lower position. That was the moving mechanic for the crypt's entrance slab.
We had only little time left until the dawn. If the Ingrols woke up... Hard to imagine what would have happened to us. But we made it before five in the morning and therefore survived. We went to the graveyard and indeed, the slab had moved and freed the entrance to the crypt. Mandrag entered the crypt and returned with a happy smile on his face. In his hands he held the Erinstaff, the sixth part of the Moonwand !
We had nothing more to do at this ghastly place and returned to our ship. We remembered the islands next to Katloch which we didn't explore before. Maybe there clues to the seventh and last part of the Moonwand could be found. We set sails to the south and after some hours we found the islands. Examining them we found another fantastic Vixhammer, Loregloves, a melee Flamehammer (84oz W22-A2-D2-S11-P35), a Famesword, a Spell potion, Galeboots, an Icehammer and a chest full of piasters. But no clue to the seventh part of the Moonwand.
We had asked half the world for it. But nobody knew. But then we realized, that the only ones which we didn't ask after the Moonwand were the mages of Carilon. That was our last chance !
We set sails for the big island of the mages.
There we met a very strange sorcerer called Spock who also had quite rare ears. He told about one part of the Moonwand called Shadeshag. That was it ! But he couldn't remember where it had to be found. He only remembered that he once wrote it down to a little piece of parchment which one he had buried on Carilon. Since he had forgotten where he buried the note, he wished us luck searching for it and was quite embarassed by the fact that he had a memory malfunction, which nevertheless he found quite... interesting.
We found the piece of parchment in a large chest at the northcap of Carilon. It read to dig in Spectre Wood at degrees of 50 east and 200 north in order to find the seventh part of the Moonwand. We wondered how the parchment came to the most northern point of the island since it was accessable only from the seaside. Spock must have been quite a good swimmer !
We set sails to northwest, landed at the port of Valvice and went to Spectre Wood. We did suppose to find one part of the Moonwand there days before. And now we knew the spot where to find it. It was not easy to get to the place. Spectre Wood was a large forest with small dark paths. But finally we found the Shadeshag. It fit very well to the other parts of the Moonwand !
Now we were ready to reassemble the Moonwand. In order to do that we had to find the Chamber of Lhanis. That wasn't difficult. Some sorceresses showed us the way. A witch knew that only by dawn the chamber would be phase into existence. The sun already was high in the sky. So we decided to meet our friends Adiwiet and Tadgia. Toronar sent a magical message posting as meeting point the town's gate of Fainvil and we waited for the arrival of the ladies. Together again we took the next cavetrain to Larvin in order to visit the Alarian Vaults once more.
We felt really tired. And sleeping in the cavetrain wasn't actually recreating. The crying of caught passengers who had no tickets yelled in our ears. Our warm-hearted Marina was continuously busied healing them.
The Alarian Altair again rewarded us for our good deeds, thus refreshed body and soul.
Since we had gained much new experience we seeked to have improved some of our abilities. We visited the Guild of Masters next to Lich's Inn but reachable only through the Fate Vaults. The masters of the guild were extremely efficient in converting experience by magic. They increased our attacking skills using up lesser experience than the ones in Valvice.
We took the next cavetrain to Valvice, bordered our clipper and set sails for Pirate Rock in order to have maximized our dexterity and defensive skills.
Back to Cassida we went skill-and-spell-shopping.
April 25th 1932. THE DAWN OF THE MOONWAND !
More powerful than ever before we decided to try out the Guild of Slaves in Mernoc. The mages there were unfriendly. But with piasters we tamed them. They increased our stamina noticeably.
We returned to the swamplands north to Spectre Wood and entered the little graveyard of Lhanis. The only entrance to it was from the south over narrow paths through the wood. We arrived in the very morning. The chamber wasn't visible. A message told us to linger on for a while. So we did and by 3:00 hours a flaming gate appeared.
Bold as I was I entered the gate. Behind the firewall a chamber of magical appearance I found. Unhurt I returned to the companions. They gave me the seven parts of the Moonwand and taking them with me I again entered the flaming gate to the Chamber of Lhanis. I was engulfed by a magic sphere which also reassembled the Moonwand. Actually the Moonwand was made only of six of the parts. It seemed that the Dreamstone was kind of a catalyzer for the fusion process. It remained separated. That was good since we had to keep the promise that we gave Rinoges, the keeper of Laronnes. Along to this promise we had to return the Dreamstone to him once we wouldn't need it anymore.
We all were tired. We returned to Cassida and took our home suites.
In the late morning we woke up. Mandrag reminded us not to forget Bergeracs heart which lied down under in Katloch's Ayssium. Of course we didn't and set sails for the remote island.
We were a bit concerned when we ashored there. Were the cursed inhabitants of Katloch as tough as the ones we met in Mernoc ? Or was Mernoc the real Doomstown and Katloch would be like a walk in the park ?
It was not. Thardan's curse had the same influence in Katloch as it had to the Mernocains. Fortunately we didn't met Ingrols by daylight. We explored the niches of the streets and found a Skill3 potion, a Spell potion, an Intellg3 potion, another Jinxplate, a Magic Axe, a Flame Shield, a Flame Boomerang, Stormgloves (45oz W2-A12-D3-S3-P11), an Archelm, a HPplus2 potion and Bloodboots. At the Guild of Water we improved our magical invulnerability spheres. We found three other guilds but they opened only by night.
In the evening finally we reached the Bloodcircle of Katloch. In its middle Mandrag engaged the Moonwand. We were teleported to the entrance of the Agyssium. But we didn't try to enter. We first had to be able to defeat the Ingrols and Bog Ingrols. They seemed to be the most dangerous creatures in Katloch. Able to withstand them we shouldn't be afraid of the Agyssium anymore, so we thought.
We returned to the Bloodcircle and went back to the guild which would open by midnight. Right in front of it's entrance we rested until the guild opened.
April 26th 1932. TRAINING AT KATLOCH BATTLEGROUNDS !
We were at the right address ! The Guild of Fire improved our magical anti-fire spheres to incredible high power. Now the heat of the Bog Ingrol's breathe couldn't harm us anymore !
We wondered what the other guild near the Bloodcircle was specialized in. When we went there we met lots of Ingrols, Bog Ingrols and gigantic Brolzyks. Marina was frozen to death by the Ingrols. One Brolzyk took a mighty boulder from the ground and threw it against me. I was buried by it and died instantly. That made Saba really angry. Concentrating all her mind's energy she evoked an incredible huge demon from a magical crystal. In a fit of agony all enemies died.
To the dawn the Guild of Earth opened. Since Saba always kept our strength high by magic we had no need for the increase yet. But the restoration of our abilities was welcome.
The nightmonsters of Katloch still were too strong for us. We decided to have our invulnerability sphere strengthened. Therefore we returned to the Guild of Water.
On our way we had to defeat a lot of gigantic creatures. It seemed that their sole intent was chasing down intruders.
Katloch itself was a perfect battleground. Although some of us died and were raised again several times, we gathered valuable fighting experiences which we got transformed into magical power of invulnerability by the Guild of Water. We also met some groups of mighty Warriors who friendly greeted us. They were much stronger than I but with their conventional weapons they too had hard times in Katloch. Their will to train and excel pushed them.
In the afternoon finally we were sick of beating around. We found that we had killed enough of the monsters. Returning to the Alarian Altair and receiving its rewards seemed to be appropriate.
We set sails to the western continent and took the next cavetrain to Larvin. The Altair evaluated our kills as good deeds and rewarded them. After that we granted us a hefty meal and some sleep in Lich's. Since there was no need for the Dreamstone anymore we decided to return it to Rinoges, the keeper of Laronnes.
April 27th 1932. INTO THE LIVING CHAMBERS !
Rinoges was very thankful and by mysterious magic gave us insight and experience. He also inspired us in our quest. "Exactly 40 years from today" mysteriously he said, "one unique man will be born who once writes down your heroic quest and makes your deeds unforgettable forever and all times !"
We took the next cavetrain to Cassida and bought some HealAll potions. The mages learned many new spells. Marina now was able to temporarily maximize our abilites using the Mastermage Improve spell. The coming day would bring us deep into one of the most dreadful places on earth. Without magical powers we wouldn't have any chance to survive it.
By ship we returned to Katloch. We again strengthened our invulnerability spheres and then arrived at the Bloodcircle. The first use of the Moonwand had activated the teleporter field in the most eastern niche. From there we were sent to the entrance of the Agyssium. Down into the darkness of the so-called Living Chambers we went.
Damp warm air breathed at us. Behind the walls hasty heartbeats were heard. Actually not behind them. When I examined one I saw vains, muscles and organs. The heartbeats came right from inside the walls. The Agyssium was completely made of living beings. We shuddered. What an evil curse was needed to do that to man and creature ? We felt very sorry and sadly we headed forward. Also the doors were organic. When penetrating them painful groaning came from their inside.
But we had no much time to mourn. Monsters never seen before attacked us. We had to fight our way free. Piles of choked, stoned and burnt meat we left behind us. However, the curse of the Agyssium seemed to always revive it after a while.
In a separation we found a Crim Whip. Soft stairs led down to the next level. There the creatures were tougher. We also found a Skill4 potion and in the treasure chambers a HPplus3 potion, Wind Plate and an Angelrobe.
Again we went downstairs. Horrible creatures chased us. In the niches we found a holy mortar, marvellous Spellshield armour (157oz W2-A25-D5-S2-P55), a Vixhelmet (31oz W5-A12-D7-S9-P16) and Banegloves.
Exhausted and wounded to death we barricaded the stairway door to the fourth level in order to have some sleep. But we couldn't sleep. This was the most frightful night ever.
April 28th 1932. THE HEART OF STONE !
The fourth level gave us two chances to head from the entrance. To the left we found only dead ends and we realized that the right way actually was to the right. There we found a Wisdom4 potion and the stairway to the fifth level of the Living Chambers.
This level consisted of only one huge hall. The monsters attacked us from any direction. Strange that in the hall our lives were as much threathened as they were saved. We found healing fountains in two of the many closets. Strengthened and recreated we further went downstairs. In the sixth level we had to try out some floors which led into different directions. The northwestern one was right. There we found the seventh stairway and we prayed to the Lord that this would be the last. The air began to stink down in the dungeon and from time to time we had to overcome fits of coughing.
The seventh level was simply cut. We only had to follow long floors which were connected by bigger and smaller halls. Some magical traps dimmed our light but they didn't do harm.
The monsters down there were really mad. They fought against each other and ate pieces of meat taking them right from their opponent's bodies. But when they realized our party intruding they all were on one side... against us.
With a final blast of energy we reached the chamber where Bergarac's heart was to be found. We all were almost dead. We all were totally exhausted. But we all were sure that if we ever would manage to leave the Agyssium we would bring the Master of Cassida back to life.
Mandrag took the Opal Key and casted a special spell to release the Stoneheart from the surrounding magical forcefield which prevented taking it away.
Now we had to think about getting back to the surface. All of Saba's magical Chrystals and all of our restoration and healing potions were gone. And only a dozen Holy Scrolls remained. Fortunately we still had three Starwands left. So at least we wouldn't have poison and disease problems. But to pass the guardian monsters again seemed almost impossible.
We decided to first take a long rest and therefore locked the chamber's door from inside.
April 29th 1932. THE BIG TRIUMPH !
Although it was impossible to sleep we at least had recovered a bit from our wounds. The mages had regained most of their magical powers. We opened the locked door of the chamber and ran as fast as it was possible. Of course we met the mad creatures again, which also were raised and recovered. But we had learned much from the battles before and now knew their attacking styles. So we were better preparated and the mages were able to cast their deadly Hammer spells before the tougher monsters could do serious harm on us.
By fortune we arrived at the healing fountains of the fifth level. Although it was still a long way from there up to the surface a positive feeling overwhelmed us. The most dangerous monsters we already had left behind us. And this time we knew the way through the maze.
After another couple of painful hours we arrived at the last stairway which would lead up to the surface.
We not just had survived the Agyssium. We also had won an important battle against Thardan. For a last moment we turned back to the damp darkness and with a terrible shout we let the Living Chambers shake from our total triumph.
Katloch welcomed us with rain. We decided to invenstigate the island and search for treasury before returning to Cassida. The Guild of Water was on our way. Once more they strengthened our magical invulnerability spheres. In the mountains of the island we found some armament (Holy Mortar, Fracwand, Blizzhelm, Starboots (14oz W2-A11-D4-S11-M19)) and in a chest much money.
Back to Cassida we went shortest way to the Memorial Place in order to give Bergarac his heart back. But this time Thardan had fooled us. The statue had been removed and of course, nobody did see or hear anything.
We decided to visit the Altair of Alarian once more since we felt that we really had done some good deeds in the Agyssium.
After that we went skill-and-spell-shopping in Cassida and Mernoc.
Late after midnight we went to bed.
April 30th 1932. TRAPPED IN THE CASTLE CRYPT !
When we woke up something came into my mind. I felt that visiting Naristos, the old hunter who once saved me from Thardan's mercenaries, was a good idea. Maybe he could tell us some news. And probably he would be glad to see me again.
My companions agreed to travel there since the forests south Larvin were nice place to recreate and to enjoy nature. We had seen many nasty things the past days. A trip to the Green Lungs of the country could give us some positive impressions, so we thought.
At first, we were right. But then the bad reality got us back. When we arrived at Naristos' tower, Jordrak, his old servant welcomed us, lost in tears. Interrupted by fits of sobbing he told us that little time after I had left the forest, Thardan's mercenaries fell in. They murdered many innocent people and finally found Naristos. One of their mages applied a spell to him so he couldn't move anymore. Then the others hit him down until he died. It was terrible. Wiping some tears from his eyes Jordrak warned us not touch Naristos' body. The mercenary mages put a cursed wand to him which prevented his soul from leaving the body. Jordrak once tried to bury Naristos but when he touched him a dreadful magical shock had burnt his hands. The old servant cried. Day in day out he had to watch his master lying on the grass and nothing seemed to relieve the curse from him.
We left Jordrak and promised to do what was possible in order to free Naristos' soul. Our anti-magic spheres now were much stronger than the capabilities of Thardan's mercenary mages.
We found Naristos at a meadow not far from his tower. Indeed when we examined him our anti-magic spheres reacted. Surely some stronger mages had done the curse. It was not easy to move the body. I had to try several times but finally found the cursed wand. When I took it from his hands the body began to glow temporarily and then crumbled to dust.
We felt that Naristos' soul had reached the place where it belonged to now.
Suddenly I felt very bad. Before I could say anything I lost conciousness. When I woke up deep darkness surrounded me. Somewhere water dropped from the ceiling. I stumbled forward and hit wet cold walls. I realized that I was imprisoned. It seemed that the death of Naristos was part of a great plan to catch me. That was a devastating feeling. Everything seemed to be lost. I was about to accept that Thardan indeed was the master of this world. My only hope was that my companions would find a way to free Bergarac without me.
After a few terrible hours of loneliness suddenly blazing light filled the room. A human shape formed from it. I was ready to face death. But it wasn't Thardan. It was Toronar ! What a welcome was that !
Toronar told me, that after I had removed the cursed wand from Naristos, I phased out of existence. Mandrag had been afraid that this was a trap. And he was right. Only one place was likely to be the direction for this teleportation wand, since he knew that the Lords of Cassida once used such wands to imprison criminals to the Castle Crypt of Cassida. One of the wands had been stuck to the ground at a spot north to Cassida. The caught and sentenced criminals once were led to this place and had to touch the wand which then transported them into the prison chambers.
Unfortunately after every transportation a new wand had to be installed by a specialist. That's why only one of our group could follow me.
I was happy that my companions had not forgotten me. I gave my old friend Toronar a strong hug and then we began to examine the prison chamber. We found some skulls and bones and beneath them a Windcloak, a Goldeye, a Fracwand, a HealAll potion and a Lightwand. The prison door wasn't locked. We had no much time to wonder why. Gigantic creatures attacked us. They reminded me to the dreadful Minotaur in the ancient greek's myths. But this maze wasn't housed by only one Minotaur. There were many of them. No need to comment what that meant for us.
Since we didn't know where to go we just explored the other prison cells and gathering halls.
Besides some useful and also harmful fountains, we found a HPplus3 potion, many HealAll potions, a HPplus1 potion, a Dxrty5 potion, a Jaggalak, a Stamina3 potion, Windscale and another Gemstaff.
By teleporting we moved through separated parts of the level until we found a disengaged teleporter field. From our experiences we knew that there had to be a switch for it somewhere. We found it in one of the cells of the prison halls.
In the end of a parallel floor we found a stairway down to the second level. Many invisible and one-way doors, lots of phasing walls and some backsetting teleporters were installed there in order to make strangers dizzy.
Exploring the floors and chambers we found a Strength4 potion, two Masterwands, a plunger and some HealAll potions. Finally we found stairs to the next level.
We entered a huge part of the Castle Crypt. From the stairway we came into a hall which was surrounded by doors each leading to a floor heading to another direction. We decided to try them out beginning with the right one to the south. There we found a stairway up into another part of the second level. Lots of prison cells could be found there. Skeletons of mighty warriors faded in the niches. We believed that the dead men wouldn't mind if we took some of their belongings (Diamondhelm (80oz W4-A19-D7-S9-M18), HPplus1 potion, Stone Ring, Magic Sack).
In one of the guardian's rooms we noticed a strange cross made of steel and diamonds. It could be rotated and when we did so, four times until it was head up again, a magical noise was heard from far. We decided to remember the cross once we would learn more about it. Maybe it was a special switch for a gate or a teleporter.
We went back to the many doors hall where we had come from. One thing became clear now. The cross had alarmed the guardians. We had to face large groups of Minotaurs, Zombies, Demons, Gargoyles and Gargons. Exploring wasn't easy from now on. A northeastern door of the many doors hall led east into a long serpentine floor at whose end a teleporter sent us into a part of the dungeon called Travel Chamber. There many teleporters were installed which sent us to different locations at the level, where some armament could be found (Shredstar (28oz W4-A2-D4-S6-P5) a throwing weapon, a Voongarb (28oz W0-A6-D15-S3-M6), Demonboots, Dracplate (546oz W6-A17-D2-S9-M30), a Skill5 potion, Moongloves and Crystplate (784oz W1-A22-D0-S0-M9).
One of the teleporters brought us to a narrow floor followed by a stairway up to another part of the second level. There we found Starboots and hit a teleporter that further brought us to another separated part of the dungeon where we found a Starwand in one of the larger prison cells. We followed the floor and found a deactivated teleporter field. We had no idea how to activate it. Sadly we stopped asking ourselves whether this was the end of our expedition.
Suddenly we heard the well known activation noise from the teleporter. Was that a sign from our friends ? We got transported to another crypt. From far we heard fighting noise. We ran into the direction from where the noise came, hailing our comrades. And there they were ! Was that a joy ! After all we were reunited again !
At first we spoke about our adventures. The three comrades were astonished what we have found and how we managed to engage the town's teleporter array. Saba told us how they came to the switch that finally freed the way for us from the prison chambers.
After they had heard the magical alert, Mandrag suggested to try out the teleporter array in one of the buildings at the Memorial Place. And luckily they realized that the teleporter now was activated. It brought the companions to a small island inmidst the castle's trench, where the regular entrance stairs to the Castle Crypt were located at.
Without hesitation they descended, hoping to find us soon. In the first level they found a Wisdom3 potion and to the north a stairway down to the deeper sections. They took it and came into a part of the dungeon where they found a returning throwing weapon called Golddagger (26oz W6-A1-D5-S5-P5) in one of the monster's paws and a rusty iron switch which one they pulled and thus freed our way.
Being together again we decided to further explore the Castle Crypt. Bergarac was likely to be imprisoned here, so we supposed. Since the teleporter to the north of the spot where Toronar and I arrived could not be disengaged by magic, we went back to the first level section from where the companions had come and followed the unknown floors to the east. On our way we found some fountains, a Hulkshelm, Cranegloves and Heavengloves (3oz W0-A11-D2-S2-M28), which we took from a defeated Minotaurus. We also found another stairway which led downwards.
We entered a well constructed part of the third level. There much armament could be found (Crimstaff, Flamehammer, Stamina4 potion, Intellg4 potion, universal Lightrobe (21oz W0-A10-D9-S9-M23)). We also found a mysterious Brol Gem.
Downstairs we went again. There we entered the Brol Chamber which was shaped like a cross. Three gems looking just like the one we had found before were placed at the walls inside the chamber. We didn't know what to do but by experiment we made our gem glow in front of each other gem. We left the chamber and headed forward. In one of the following rooms a teleporter array we hit.
Now we had entered some storage rooms. By teleporting around we found a Charm4 potion, another fantastic Warphammer, heavy Chrystscale, a Smashhelm (157oz W9-A9-D2-S8-M0), another Diamond Helm, yet another Gemstaff and Demongloves.
Finally we were transported to another hall of many doors. Each floor behind the doors had a glowing pad at its end. The pads were extremely hot. However, in order to activate the teleporter in the southern floor I had to touch every single pad. It hurt much but well, I was no coward.
We came to a floor where we found Xantasshoes and a Holy Mortar in the niches. An exit teleporter and a downwards stairway followed to the floor to the west and to the south. We were not to go back for sure and so we descended to the fourth level of the Cassidian Castle Crypt.
Mai 1th 1932. FREEING THE MASTER OF ALL MAGES !
The section we came into was heavily guarded. We soon found stairs downwards. But because of the numerous guards we decided to explore the level before going further downstairs. Supposedly there could be found a clue to Bergarac. Instead we found some armament (Stamina4 potion, Crysthelm, Stonewand, Skill3 potion) and a teleporter that sent us to another part of the level which consisted of store chambers. We found a Lichrobe, a Starwand, Stoneshield armor, an Angelstaff and a Powerrobe (66oz W4-A10-D5-S14-M8). We further teleported to a crypt which had four floors of backsetting teleporters and a stairway to the fifth level. Marina took away our tiredness by magic, we healed our wounds and the mages restored their mana drinking the sweet water of the healing fountain next to the stairway. Then we descended once more.
We entered wide halls. In the niches we found some skeletons. Saba took the superior Manerobe from one of it. The Diamond Scale (409oz W2-A8-D5-S5-M14) and Holy Mortar we didn't take. They were too loading and almost useless against the guardians and monsters of the Castle Crypt.
We took the teleporter to get to the next location which was a very large hall. We disturbed a meeting of the guardians. Without hesitation they gave up their day order and attacked us. We had to kill them all.
The corners of the meeting hall had some closets. Two of them were lavatories. Very disgusting was that in each toilet a dead adventurer had been used as pissoir by the guardians. Swines ! They really deserved death ! We took the Crimstaff from the dead mage and of course, washed it. The HPplus3 potion Mandrag took out of the skeleton hands of the once mighty warrior. In the guardian's cloakroom we found a fantastic Hoolcape (17oz W5-A30-D5-S5-M88). In the fourth closet was a teleporter that sent us to another vault of the Castle Crypt.
There a system of small chambers connected by invisible and one-way doors awaited us. It took some time to find the teleporter that brought us to the next location.
We entered a hall surrounded by closets. It supposedly was the wardrobe of the guardians. We found a Gralshelm, Flameplate, Jabbagloves and Fireboots. To the north we hit a teleporter field which sent us to a huge hall where we found two HPplus3 potions and Cranegloves. Back to the wardrobe hall we found another stairway downwards. We hesitated to go downstairs. Since we weren't only adventurers but explorers too, we decided to first search all the closets of the wardrobe. So we found another teleporter that sent us to a very mysterious location in the fifth level. We arrived in front of a stairway. When we went upstairs we realized that this was the one we had ignored lately in the fourth level. Now we at least knew how to leave the Castle Crypt. But before we had to find Bergarac and therefore returned to the mysterious part of the fifth level. It was a maze of straight floors. Every floor was heavily guarded. But we fought through them and finally arrived at a chamber to the very north. There we found Bergarac, still being a statue. Mandrag took the Stoneheart which we had saved from the Agyssium. The heart came to life again and magically levitated to the statue. When it touched it, Bergarac's chest opened. The heart disappeared in it. Suddenly life came into the statue. It was somehow frightening. But after a few seconds Bergarac had recovered from Thardan's curse. On his body he had only a Hoolcape and Kingsboots. Fortunately we had brought a collection of good clothes with us and so we were able to dress him perfectly.
Bergarac thanked us for saving him and the Cassidians. We asked him whether he would follow us in order to defeat Thardan. He agreed without hesitation. But he also informed us that our's and also his powers would not be enough to kill Thardan. His enormous magical powers made the evil mage immortal. Disappointment went through the party. But Bergarac inspired not to lose hope. And he gave us a reason why. Along to his words there was existence of another immortal being in the world of Fate. It was born some years ago into the body of a witch. Being a little child she already had extraordinary magical powers, even stronger than those of the world's mightiest mages. But she disappeared in the days when Thardan installed his regime and cursed Cassida.
Bergarac was alway interested in the prosper of the little witch. Only Thardan could have interest in abducting her. He supposed that Thardan, unable to kill the immortal, cursed and imprisoned her in the best guarded jail on the world. That jail was nowhere else than in the lowest level of the Cassidian Castle Crypt, deep under the natural cave system that layed below the fifth level.
Bergarac suggested to find the witch and find a way to take the curse off her. We shuddered. Descending into the deeper levels sounded not after a walk in the park. But since we knew that with help of the mysterious Stone Lion at the southern continent we probably would be able to relieve any curse from the witch, hope filled our hearts. We decided to give it a try. But soon we had to accept that Bergarac wasn't ready yet. His defensive spheres were much too weak and he was an extremely poor fighter. Therefore he got killed two times only when going upstairs to the fourth level. That changed our minds and we decided to leave the Castle Crypt, to receive the Alarian rewards and to improve our magic skills before descending into the deeper levels. So we did. On our way up to the surface we found a Holy Hat (14oz W0-A7-D3-S4-M22) which was designed only for the strong believers.
When we came back to the town we were really surprised about the change of the people. They all smiled now and welcomed us as if we were old friends.
We visited Adiwiet and Tadgia. Had we much to tell them ! Interested they followed our narration and suggested to leave as much armament as possible at the surface. The way would be long and the deeper levels of the Castle Crypt were known for their great but quite loading treasurs. We did so and tuned our equipment. Then we left the town in order to train Bergarac physically and to receive the Alarian rewards.
In the evening we came back to Cassida and once more went skill-and-spell shopping.
Mai 2th 1932. A TRIP TO HELL !
By midnight we set sails to the far southern seas in order to let Bergarac improve his anti fire sphere in Katloch's Guild of Fire.
We had lunch and sleep. By noon we once more improved our invulnerability spheres.
Back to Cassida our mercyless quest again led us deeply underground into the Castle Crypt.
We returned to the last known stairway and entered the sixth level which was a natural cave system of an enourmous size. Also the monsters that lurked down there were dangerous. We didn't explore all caves, since every one was housed by special inhabitants of dreadful being. The most remarkable armament we found was a Jinxcap (3oz W4-A6-D16-S10-M44), a more sophisticated headgear that also fit to Saba.
After painful hours of searching and fighting we finally found the seventh stairway. We went downstairs and entered the most dreadful maze of floors and chambers ever seen. Compared to this the Agyssium had been childs play. Combined with most deadly creatures and dazzling architecture there were traps of magic that sometimes aged us temporarily to senile weak old men and women. It was terrible.
When entering the entrance hall a horde of Themods, Gords, Croatls, Ghouls, Minotaurs and other evil mages attacked us. Mandrag and Saba died in the first wave. Taking the last physical powers together Bergarac casted the Revmagic spell that killed all mages at once, and died. Immediately Marina healed the wounds of the remained companions by magic. Mandrag pulled the Croatls near so they weren't able to blast their lethal breath against all of us. I took out one Minotaur. The others attacked Mandrag and one of them hit him critically. It seemed that this fight would be our last. But Marina and I survived, subtracting one opponent after the other. It was a horrible slaughter. It was hell itself. In only one battle we had killed more than fourty of the most dreadful monsters that were beyond imagination until this time. And we had lost four companions. Fortunately I had a Lifestone left. So I was able to help Marina raising our dead friends.
The lower crypt was extremely complex. Incredible valuables could be found there (Fairygown, Starboots, Unarthelm, Angelrobe, Loregloves, Flameboots, Moonplate, Opalboots, Crystplate, Dxrty5 potion, Argondagger, Moongloves, Frostwand, Spellshield, Powerrobe, Mindscale, Jaggalak, two Hoolcapes, Stonewand, Smashhelm (157oz W9-A9-D2-S8-M0), Vixhammer, Kingsboots, Stonewand, Wisdom3 potion, Windscale, Angelbow, Jinxcap, Crim Whip, Warphammer, Wrathplate (507oz W10-A20-D7-S7-M0), Wisdom5 potion, Famesword, Intellg5 potion, Thundhelm, Jaggalak, Jinxplate, Charm5 potion, Heavengloves, Angelshoes, Dracplate (546oz W6-A17-D2-S9-M30)). Searching all the chambers we also found some hidden messages that pointed out special locations in the maze. One of them suggested to dig in a chamber at 35-42. We found the chamber and the buried key in it.
Mai 3th 1932. THE WITCH FROM HEAVEN !
The companions died many deaths. Fortunately I was strong enough to withstand the battles and raised my friends from death many times.
Somehow we managed to get to a teleporter that transported us to another part of this hellish vaults. This one also was inhabited by most dreadful creatures and also consisted of countless chambers and closets. We found a Skill5 potion, Holy Scale (63oz W0-A14-D7-S9-M25), a Charm5 potion, another marvellous Jinxcap, Windplate, Grimshoes, Stoneshield armor, Cranegloves, a Blizzhelm, a Lichrobe, Galeboots, a Stamina5 potion, a Stonedagger, Stormgloves and a Bogwand, which was a powerful magical item that could drive enemies completely mad.
One of the chambers contained a large cage. In the cage a big rabbit was imprisoned. We knew that this had to be the abducted and cursed witch Bergarac had told us about. The cage was magically locked. Fortunately the key we had found before fit to the lock. We joined Rabby to our party. The creature seemed to be very weak. By the first attack of the devilish opponents of the Crypt it would die, so we thought. But it didn't although it was heavily hit many times. Against magic it seemed to be completely resistant. Also elemental force couldn't harm it. It actually was invulnerable !
Well, now we had to get out of this hell of a dungeon. We fought many dreadful battles and finally reached the last stairway that would bring us up to the surface. We remembered the moment when we left the Agyssium. Back then we shouted out our big triumph. But this time we felt different. Silently we left the Castle Crypt thinking about the nightmare the deeper levels had been.
But the friendly sun and our companions Adiwiet and Tadgia welcomed us warmly. Quickly the news of our returning spreaded and soon hundreds of Cassidians lined the streets, greeting us. I gave a few autograms on some young girl's hands. They behaved a bit strange when catching a glance of my eyes. One immediately lost conciousness. Others began to scream as if they were completely gone mad. Two of them clinged to my legs and just refused to let me go. My companions had to help me getting rid of them.
Slowly a good mood overwhelmed us. The defeat of Thardan now was just a matter of a few days. We exchanged some armaments with our companions and left the town in order to relieve Rabby from the evil curse.
By ship we went to Valvice. From there it wasn't far to the Stone Lion's Memorial Place. We noticed that something had changed with the countryside. We met no peasants anymore. After a while we knew why. With a last attempt to stop us Thardan had created new demons that now lurked the land and killed anybody who wasn't careful and ran into them. Some miserable demons to kill monster heroes like us ? We wondered. But when being attacked by a group of them we knew that Thardan still wasn't kidding. These demons were quite tough and could not be killed by weapon force.
In the afternoon we arrived at Stone Lion. We examined the statue and it seemed to be a good idea to put the big rabbit's paw into the mouth of the Stone Lion.
Suddenly red smoke engulfed Rabby. As it vanished a beautiful young women appeared. She introduced herself as Morganna and thanked us for taking Thardan's evil curse from her. Full of hate she promised revenge for his deeds. Well, there we wanted to have her. But also there was some strange sparkling hidden in her eyes that irritated me in a way... None of the companions took notice anyway.
We explained our situation to Morganna. She understood that we had to accompany her to Thardan. Since we weren't immortal, we decided to visit the Alarian Altair a last time and with its reward and our experiences from the Castle Crypt then to maximize all of our properties and spheres. We now had about 27 million piasters. The guild's fees would be peanuts.
The Cassidian guilds improved our abilities and magical spheres. By midnight we boarded our ship and a last time set sails for Katloch at the far seas.
Mai 4th 1932. THE LAST STAND !
The Guild of Fire maximized our anti-fire spheres. In Berserker's Hideout Inn we took the best suites and slept the sleep of the just.
By noon the Guild of Water maximized our invulnerability spheres. Now we were almost invulnerable. Even the Ingrols and Brolzyks couldn't harm us anymore.
We were ready to take Thardan's castle. We were ready for the last stand.
Setting sails for the north we prepared to die. None of us knew exactly whether Mandrag and Bergarac would be able to neutralize the inner death sphere. But we had no chance to meet Thardan anywhere else since he would never leave his protecting cover.
We ashored at the far northeast.
The way to the inner zone of death was easy to find. Through a narrow passage we entered. Bergarac and Mandrag casted the spell that engaged the Moonwand. A sphere of anti-magic surrounded us, fluctuating first but getting stable soon. Inside of this sphere we could easily and unharmed walk into Thardan's death zone. Rightaway we were attacked by incredible demons. But since they all were of magical nature the Valkyrie spell Revmagic sent them right back to hell from where they had come.
In the middle of a deep forest Thardan's castle we found. The evil one didn't try to hide and presented himself boldly for the final stand.
But his time was over. When he attacked us, Morganna stepped into his way absorbing the energy of the magical attack. Thardan cried up. He was unable to stop the attack anymore. All his energy was taken up from the immortal witch. Thardan crumbled to dust.
We shuddered. Morganna now had the incredible power of two immortals !
Morganna promised to correct what Thardan had done to the world. And she promised to open the interdimensional gate that would bring me back to my home world.
Well, before she would change her mind I said goodbye to my friends. Each of them gave me a long hug. I noticed some tears in their eyes. Bergarac asked me whether I would come back one time. I agreed forwarding the question to Morganna. Only she was able to transport me between the worlds.
Mandrag suggested to buy the island that we liked so much when exploring the five seas. Now that no guild on the world was able to improve our invulnerability spheres anymore, he had plans to build up a mage school that would concentrate all efforts to find ways of going beyond the final frontier for elemental personal spheres. Saba was impressed by the idea and spontaneously decided to follow him. Toronar also had some plans. He too wanted to have his own school. Having lost his family in the past years of Thardan's evil regime, he seeked to have a new beginning, a wife and some children. He would build up one of the villages that had been destroyed by the outer sphere of death and settle down. There he maybe would have his school of fighting arts.
Marina, actually being a young girl decided to follow Bergarac to the town of Cassida where she could learn much from his lifetime experiences and wisdom. There they also would dismiss Adiwiet and Tadgia from their duties and as a reward for their loyal help give them all the equipment they had watched over for us.
Finally Morganna opened the gate to Earth and I slipped through.
December 17th 1998. THE PRESENT DAY !
You wonder what I have done with my superior abilities on Earth ? You ask yourself whether I once saw my friends from the other world again ? Come back soon and I'll tell you !
SO, THATS ALL. THANK YOU, UWE.....IT'S VERY INTERESTING !!
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