Tomb Raiders: Difference between revisions
m (→Towns) |
m (→Heroes) |
||
Line 224: | Line 224: | ||
| style="text-align:center;" | {{purple}} | | style="text-align:center;" | {{purple}} | ||
| style="padding-left:7px; padding-right:5px;" | {{H|Erybarus|Knight|image=Orrin}} | | style="padding-left:7px; padding-right:5px;" | {{H|Erybarus|Knight|image=Orrin}} | ||
|- | |||
| style="text-align:center;" | 4, 58, 0 | |||
| style="text-align:center;" | {{purple}} | |||
| style="padding-left:7px; padding-right:5px;" | {{H|Palaemon|Wizard|image=Astral}} | |||
|- | |- | ||
| style="text-align:center;" | 161, 19, 0 | | style="text-align:center;" | 161, 19, 0 |
Revision as of 13:37, 10 May 2024
Tomb Raiders | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Frederick must save Henrietta lost in the underground tunnels during her search for the warlock, Agar. Her last message was about finding the lost tomb, where her expedition then headed. The level of heroes is unlimited. The difficulty you choose would define your possibilities on the global map. | ||||||||||||||
Victory condition: Defeat Monster: (135, 65, 1) |
Loss condition: Lose All Your Towns and Heroes | |||||||||||||
Allies: | Enemies: | |||||||||||||
Choose a bonus: |
||||||||||||||
Carried to next scenario: (none) |
Max level: ∞ |
Prologue
Kastore: Having to make do with less… the worst torment imaginable for one who knows his worth. There were times when the process of satisfying my interests involved discovering new worlds. I could unleash the awesome power hidden in a grain of matter–and now I roll around inside a stinky barrel for weeks, just to test a little hypothesis! Anyway, I must find out whether this self-professed artificer, Fenimore, Farragut, whatever his name, has indeed achieved something yet unseen in this world, or is he just another fairground mountebank like all other “scientists” I have met here thus far?
Scenario
Timed events
Day | Title | Message |
---|---|---|
Day 1 | Henrietta's Expedition | Frederick: Four years have passed since we defeated Dargem’s pirates. Much has changed in Burton, what with all the new inventions, new allies... and new, previously unfamiliar faces. Sorcerers who had once been in the service of Archibald Ironfist began to appear more and more often in the cities of the Wastelands, now a haven for the rejected of this world. I remember well how I met Wrathmont during the battles with the pirates, but the influx did not end with him. Not long ago, we heard rumors that the famous warlock Agar himself had come to the wastelands, supposedly settling in the western mountains and setting up a laboratory there. I was pretty sure that Agar had turned into a lich and then been destroyed. Didn't matter. Something completely different was really important now... Soon after Agar had settled in the west, disturbing reports began to arrive in Burton. At first, it was news of rockfalls and landslides in the mountains, but we didn't pay much attention to them. Landslides are not uncommon in such a geologically heterogeneous landscape. Later, however, we found out that Sandworms might be involved. These creatures had been around for a long time, occasionally bothering farmers, but they were rarely seen. Most witnesses spoke either of wide furrows in the ground seemingly dug up from below, or of mysterious holes that caused posts and fences to fall, but there were no direct confrontations. However, the creatures of which recent rumors spoke were different: not only larger, but much more aggressive—they attacked mining camps, devoured herds, and attacked trade caravans and lone travelers. Everything indicated that those were no ordinary worms. Those creatures were not plain animals—no, they looked like the product of someone's keen mind. At the Burton town council meeting, the task was set to find Agar at all costs and to find out if he had anything to do with the strange worm attacks. Henrietta immediately volunteered to go on the expedition. Without wasting much time packing, her scouting party left Burton. Days, then weeks, passed, and it finally became clear that something had happened to her expedition. Any attempts to follow its trail were futile: constant rockfalls and earthquakes caused the road through the western mountains to keep changing like an enchanted labyrinth. Then I realized what we needed. Airships, stopping at no obstacle—that was our solution! I had been doing other, albeit very important, things for too long, but it hurt me to see my favorite project stalled without any development. |
Day 1 | Frederick meets Kastore | Frederick: I was on my way to Volta, a free city west of Burton. The recent earthquake had destroyed the factories there, but I hoped to find companions among those involuntarily out of jobs. This town was the last place Henrietta and her party were seen. That afternoon I boarded a ship at the port of Orca's Maw: I intended to round the first mountain range by sea and reach Volta, whence my air expedition would start. Imagine my surprise when, just before we set sail, a messenger caught me and announced: "Kastore, the King of Deyja, intends to pay a visit to Burton to establish and strengthen economic ties and wishes to meet with Frederick." The Deyjan King? Here? Of course, news had reached me of how a certain Kastore had come to power last year in that land of necromancers and dark sorcerers, but I had never been interested in those squabbles. Coups are commonplace in Deyja. But what would he want here, and what economic ties could there possibly be when there wasn't even a single port city in Deyja? And how did he know my name? On the other hand, the world of magic is small, and the artificers’ world, even smaller. I ordered a fast brig to go out and ask the captain of the Kastore’s ship to call at Volta instead of Orca's Maw. I was running out of time, but the preparations for the expedition were to last a few more days, and I hoped that the meeting with the unexpected guest would not take too long. I didn't want to ignore the visit of the ruler of Deyja and make a new enemy in him—too many powerful wizards were already on the list... and who knows, maybe Kastore would turn out to be an interesting conversation partner? I was struck by the view that opened up as we approached the port of Volta. From afar, I saw a great ship under gray sails, easily capable of carrying an entire army. How fortunate that we had dredged the port the year before so that heavy ore freighters with a large draft could unload here. That was when I first saw Kastore. An elf in shining armor stood at the gangway of the giant ship with his hands behind his back. On either side of him, multi-armed serpent women stood frozen like statues, armed to their teeth. Nagas are a common sight in Bracada, where they can be found in the service of many wealthy mages, but I knew that any skilled sorcerer could summon those fearsome creatures. It was harder to get them to obey commands, though, something only the most powerful wizards could do. My arrival did not seem to make much impression on the lord of Deyja. Without even turning his head, he said dryly: Kastore: “I expected to see you, but you kept me waiting... Frederick, right?” Frederick: “That is right," I answered. “What can I do for you?” Kastore turned to me leisurely. Kastore: “Word of your inventions is spreading to every corner of Enroth. Deyja is no exception, of course. You know me only as the ruler of a distant land, but I would like you, Frederick, to think of me as a colleague. I am an inventor of sorts myself.” |
Day 2 | Conversation with Kastore | Frederick: Kastore surprised me. Maybe I'd expected a lavish procession that would accompany the sovereign from the port to the city... or dark spirits hovering around the king of the Necromancer land. Kastore, however, was on a very ordinary horse, riding with enviable horsemanship beside my steed, all by himself. The Nagas were gone, but I had no doubt that, should the king be in danger, they wouldimmediately appear out of thin air. Everything in Kastore’s way of moving his body, in his stance on horseback, and in his skill of noticing even the smallest details around him, told me that he was an experienced traveler with many adventures under his belt. I did most of the talking, Kastore only occasionally asking for more details about this or that aspect of our life in the wastelands, and being particularly interested in how we'd gotten here. I was careful enough to keep some of the details to myself. He wasn't the least bit interested in my tales of demons falling from the sky with the stars, but my theory about the moon, where I assumed those demons had dwelt before, seemingly amused him. When it came to our airship journey, Kastore raised an eyebrow, looked me in the eye and asked: Kastore: “Can I hope to see your marvelous aeronautical machines? If they are even half as good as you describe them, it won't soon be a problem for even the scantiest knight to get safely to any point in Antagarich, and a wealthy, modern-minded merchant will be able to spread his customer network to cover the whole world!” I couldn't believe my ears, but Kastore… it was as if he read my mind and saw my dreams in the palm of his hand. It was a risky decision, but the prospect of a powerful ally who could make the glory of my inventions known to the world was too tempting. I said yes. Frederick: “Of course. In a few days I’ll have to bid you farewell; my assistant and apprentice Henrietta, of whom you already know from my story, is in trouble, and I plan to depart from Volta in search of her, precisely by airship. I have a few test flights to make with the new model before that, so I invite you to join me and see for yourself.” |
Objects
Events
Location | Message |
---|---|
120, 165, 0 | Frederick: We left Volta the next day. The airship shipyard was a ways from the city, and we still had to reach it and load some equipment on board. Kastore was silent for most of the trip, only occasionally making some remark about the design of the automatons and other fruits of progress he'd seen in Volta. Sometimes the elf asked me technical questions—I didn’t fully grasp all of them, but I answered to the best of my knowledge and erudition. The elf gave short and dry answers to my questions, but it was challenging for me to deduct anything of use from them. Most of all I was surprised by his ability to perform complex calculations in his mind almost instantly; in those moments, he turned away and brought his hand with an inconspicuous-looking bracelet of strange material to his face. It looked a little funny: as if an all-knowing spirit was hiding in that piece of dull gray bone, providing him ready-made answers—but I knew for sure that spirits weren't any good at hard science. Something told me that the ruler from overseas knew far more than any of the artificers in Burton, or perhaps even myself. Where did he get this knowledge? Why was he so interested in our inventions? That’s not how I imagined a king of necromancers to be at all… Note: ONLY applies to HUMAN player. |
94, 104, 0 | Frederick: There was the entrance to an immense tomb in front of us... if it was indeed a tomb. Kastore, who had been following me with his usual indifferent, even sour expression, suddenly perked up. He looked with keen interest at the strange symbols scattered here and there at the entrance to the tomb for a while. Then he said: Kastore: “Well, interesting. I've been in tombs like this before.” Frederick: With these words, Kastore pulled an object of unknown purpose from his belt and took a few steps forward. That thing had long ago caught my attention. What was it? A scientific instrument unknown even to me? A family heirloom? Who knows... The elf waved the object from side to side for a while, looking into the dark halls of the tomb, and finally exhaled: Kastore: “There seems to be no one in there; we can go in. Still, that doesn't mean we can afford to let our guard down," Kastore said in an instructive tone. |
6, 49, 1 | FrederickAgar. What did I expect from meeting this man? It's hard to say. There were all sorts of rumors about him, some contradicting others. Years ago, I heard that he'd turned into a lich, shortly after the Succession Wars. Then I heard that he had been killed during an experiment in his laboratory. I also heard a very naturalistic recount telling that Agar had been mauled to death by his own monsters. According to another credible source, Agar was killed in a wizard tournament. Finally, word came that Agar had arrived in Jadame, alive and well... There was a wide range of speculation among the wizards and artificers of Burton regarding the sandworms. Some claimed that Agar had begun to experiment on wild worms, and the subjects had gotten out of control. Others insisted that he was deliberately siccing the worms at the settlements for purposes known only to himself. And now Agar stood before me. The sorcerer was clearly as alive as it gets—at least, he didn't look anything like a lich. His eyes were racing, a nervous smile twitching on his face. He seemed undecided whether to talk to me or run away. Agar: “Are they... are they still here?” He asked, looking into my eyes, then Kastore’s, then mine again. Frederick: “The worms? The ones in the lab? Killed.” Agar sighed with the relief of a man who had been dragged out of the noose and kicked off the scaffold. Agar: “If only I'd known how this new experiment would turn out... I wouldn't have started it. At first everything was going great. The first batch of Olgoi-Khorkhois performed admirably, their voracity was admirable, and their teeth were stronger than any naturally occurring material I know. And then... then it seemed to me that someone had tapped into my work and brought chaos to it. A worm of a different kind appeared in the new brood—I called it, or rather her, Matriarch. I thought it was nothing special, just a new stage of accelerated evolution, something I was very familiar with... But the Matriarch's will felt stronger for the creatures than mine. Most of her brood no longer obeyed me, and now she was beginning to seize control over the earlier generations as well. I'd managed to keep some of them under my control, wasting an insane amount of magic, but it wasn't much use—they weren't even strong enough to help me get out of the lab! If you knew how much trouble those worms have been for me…” Frederick: “If only for you," I said spitefully. “Your worms have made the area around the lab a living hell. Landslides are destroying the mountain roads. The Olgoi-Khorkhois attack mines and border settlements, and their burrowing causes earthquakes that wreak havoc even in places where they don't show up above the ground.” Agar suddenly straightened up and looked at me carefully, squinting into my eyes. Agar: “Young man... You're beautifully angry—I could almost believe you'd come all this way just to seek me out and admonish me for my carelessness. Now speak your mind. What happened? What do you really want here?” Frederick: “No, this story indeed was all about you when it started. Not long ago, an expedition set out from Burton to find you. And then they disappeared. Apparently, they got lost in the underground passages and wandered into an ancient tomb, but the worms destroyed the passage to the northern part of the tomb, so now our companions are cut off from the outside world.” Agar: “The worms... I'm afraid the only way to stop their spread is to destroy the Matriarch. I don't see any other option. Besides, I can't continue my research while she's alive, and I'm not in the habit of abandoning my work halfway through. I swear you'll shake old Agar's hand when I show you what my little worms can do when there’s no one else in their heads! As for your expedition... I think I know which tomb you're talking about. There are flooded caves adjacent to my lab that lead north, to the tomb caves and another entrance—behind it there is a strange hall, the Hall of Illusions. I have tried several times to traverse those caverns, but to no avail—they are full of strange thick fog, extremely hard to wade through. But if you insist... There are two magic scrolls left in my laboratory, which will be very useful for us.” Frederick: With that, Agar gestured for me to follow him toward the lab. |
41, 22, 1 | Frederick: The flooded caverns appeared again, and it looked like we would have to take the boat again. Agar had warned us: he himself had tried several times to reach the other shore of this underground lake, by magic and by boat, but the lake was full of underwater rocks, and the other shore was too far away to be reached with a spell. Perhaps we could see what we need to see, should we walk on water around our ship? |
87, 68, 1 | A strange sensation filled your mind. For a moment you felt as if the very march of time had stopped.... Note: ONLY applies to HUMAN player. |
89, 38, 1 | Frederick: The caves were getting deeper, and it was getting darker. Even the magical light I'd conjured up seemed to fade only a few cubits away. “There's something up ahead," I said. “Or someone.” Agar uttered a few words and waved his hands, casting some kind of spell. A weird noise came from somewhere in the depths—growls, bellows… moos? Agar: “I could feel the presence of monsters. Three huge... groups of monsters, and there seems to be no one else in the dungeon but them,” he remarked. “Some of them are worms, but there are also manticores, behemoths, and other creatures... unfortunately, at this distance, it's hard to tell which ones.” |
103, 107, 1 | Frederick: Our expedition into the depths of the mysterious vault continued. We had to do our best so this tomb—built for whom? when?—would not become ours as well. Not only worms and the usual undead, but also all sorts of magical creatures prowled the dark corridors and dusty halls. Some of those monsters had probably infiltrated here from the nearby caves when the collapses had opened the passageways; others seemed to have always been here, guarding their ancient secrets. Though I called this place a tomb, we found no ritual burials here. I kept thinking about who and why had erected this majestic underground temple. However, my companion did not seem to care about such things. Kastore appeared a man changed—like a young alchemist, whom his master finally allowed to use his distillation pipes, reagents and incunabula after years of training, he kept rushing from one wall covered in writings unintelligible for me to another. Every now and then, he fervently flipped through a small book, making notes in it. Soon the elf apparently noticed that the ancient hieroglyphs did not arouse the same kind of enthusiasm in me. |
122, 177, 1 | Frederick: Kastore decided to continue the conversation we had begun about Enroth's long past: Kastore: “The masters of the Time of Wonders did not answer their subjects in their hour of need... and you and I are exploring this ancient tomb today. There seems to be no connection—but in fact, the reason for these events is the same. The Kreegans, or as they're known here, demons. Though these creatures have no affinity with those who inhabit the subterranean depths and ethereal planes, and only slightly resemble them in appearance," Kastore continued. I couldn't imagine interrupting him, though I wanted to ask and ask and ask. Funny, isn’t it: I had once been an all-knowing mentor like that myself, sharing what I considered to be unrivaled knowledge, while the little wiggly girl interrupted me every now and then with her silly comments and clarifications. What a wonderful time it was in our lives… and what a doubly, triply wonderful time it is now. If I only can find Henrietta in these labyrinths—I want her to walk this path with me. Frederick: The elf seemed to understand what was going on in my head, and went silent at times, letting my mind digest the revelations. “But the Silence came more than a millennium ago... Had those Kreegans already invaded Enroth?” Kastore: “They didn’t manage to that time round. But before I tell you that part of the story, let me enlighten you about space and planets. Listening to your hypotheses about the origin of demons, I noticed: you stick to the geocentric system of the world, but astrologers and stargazers have long argued about whether the Sun revolves around Enroth, or it is the opposite.” Frederick: “I, too, am a keen observer of the heavenly bodies, and I know a few thing about it..." I got indignant, realizing where this conversation was going, but I shut my trap when I saw Kastore’s face twist in the torchlight. Kastore: “The planet revolves around the sun. That’s the only truth. As is the fact that up there in the sky, every star to the last is also a sun. Many of those suns also have planets that revolve around those luminaries. I could prove it to you now, were we not underground... though the entangling charms of these places are so insidious, even I would find it difficult to tell when the next night would come. How long have we been here—days? Weeks?” Frederick: “And it feels like months," I finished his thought. Kastore frowned and wrote something down in his book. |
123, 177, 1 | Kastore: “Imagine these distant worlds as islands separated by a vast ocean of stars. And long ago, even I don't know when and where from, ships of a powerful, ancient civilization appeared in this ocean. Different sources have different names for them: Gods, Makers, Ancients... The interstellar empire expanded, swallowing worlds like a sea dominion absorbs uninhabited islands, building its settlements and fortresses on them. Enroth is just one of those islands, and this tomb is their ship... no, just a small fragment of it. The Ancients have other tools that allow them to cross the abyss of the void. In some ways they are even more efficient than ships. You've no doubt encountered portals.” Frederick: “Of course I have! The art of portal placement is one of the disciplines taught at the Bracadian Academy of Magic. These portals give Bracada a link to hard-to-reach towers and palaces beyond the clouds, nearly impossible to reach by normal means. But the farther two points are from each other, the harder it is to create a stable portal between them.” Kastore: “That's right: the principle is the same, but these gates cover unimaginable cosmic distances. The Ancients covered their island worlds with a network of portals that became part of the great connecting Web of Worlds. As long as the colonies were connected, they thrived. And then came the Kreegans. They were strong, had high technology at their disposal, and were characterized by remarkable cohesion: a hivemind akin to that of ants. They were also breeding incessantly and incredibly fast. More and more resources were needed to supply their ominous colonies and hives. So the Kreegans went to war against the Ancients, even though the Ancients tried to negotiate with them first. Like pirates, the devils ravaged worlds, and once they had looted and killed their fill, they went on to do the same elsewhere. The machines the Kreegan use to go from world to world look like celestial bodies,” I remembered the insides of the meteorites I'd seen on that unfortunate day! “But of course, like any ship, they are slow compared to traveling through a portal. The Kreegans are familiar with the principle of teleportation, they can summon beings, they have access to other planes of existence… But they have not mastered the art of traveling between worlds as perfectly as the Ancients.” Frederick: Kastore was silent. I looked at him and realized that he expected to hear my conclusion. I cautiously began fishing a complete thought out of the ocean of assumptions and hypotheses: “The thing that happened was that the Kreegans attacked not only the various worlds, but also the very portal system created by the Ancients... That's how contact between the planets broke down.” Kastore: “That is correct. The Kreegans infiltrated the gateway system between worlds. The Ancients were able to counter this threat, but eventually the unity of the portal network was broken. That damaged the invisible threads that held it together and carried the voice and guidance of the Ancients to countless colonies. The Web of Worlds was torn. And so began what many planets call the Silence, or other similar words.” Frederick: “Orphaned, the colonies found they no longer had a higher power, and the viceroys got into bloody internecine wars," I finished. My whole world turned upside down and expanded overnight to the size of the sky, maybe even further. I needed time to think about it. |
126, 32, 1 | Frederick:We were stepping cautiously through the large room. Kastore read the sign at the entrance; it read: "Hall of Illusions." It was oddly quiet here—we'd seen genies, efreeti, and other monsters in other halls, but this one was surprisingly empty. I was peeking around nervously. In the blink of an eye, everything changed. A strange rumbling sound came from the depths of the tomb, and a moment later, the Efreeti and Kreegans appeared before me: dozens and dozens of huge red-skinned creatures! One of them looked familiar... Of course! It was the same Efreet we had to fight before fleeing from Eeofol. But how...? Ah, right! These are the illusions I was warned about. These phantoms are more than a play of light and shadow. Their scythes and whips can harm us just as much as the real thing. |
155, 149, 1 | The dwelling in the far corner of the cave looked abandoned at first glance, but you quickly realized it was not: once inside, you found yourself in a hut full of bookshelves and potion vials. The alchemist, clearly the place’s owner, was leaning over a crystal ball, looking at something. “Finally!", he said. “I've been watching you for some time, and I knew you would come. You're looking for Agar’s lab, aren't you? I know where it is, and I know the man well. As for the lab, it used to be relatively easy to get to, but it all changed when he started experimenting with those... worms. Now many of the roads have been destroyed by landslides, and the place can only be reached by air. Please take a look at this," the alchemist points to his crystal ball. “I have something to show you.” |
174, 137, 1 | Kastore: “Tell me, Frederick, what do you know about the era called the Time of Wonders?” Frederick: Kastore asked me as we explored another room. As a young man, I had avidly studied even the most dubious sources on the subject, trying to find a way to rediscover the mysteries lost in time, but now, for some reason, the academy textbook sprang up in my mind. I recited aloud the text I had once memorized: “The Time of Wonders was a time when the world was not yet divided into states and was ruled by all-powerful mages. Their unlimited powers allowed them to create mighty artifacts from pure energy and to control the elements a hundred times more skillfully than the most powerful elementalists alive today. Their rule was so wise and merciful that the world knew neither hunger nor war. The most sophisticated of their magical creations called Heavenly Forges could even create full-fledged copies of objects. Many of the items now known as legendary artifacts were regular soldier's gear in those days. The Time of Wonders lasted until one man, the viceroy of the mages in the land now known as Dragonsand, on the continent of Enroth, caused a devastating cataclysm. This calamity wiped out dozens of cities overnight and turned that area into a poisoned wasteland. Everyone waited for a response from the omnipotent mages, but there was only silence. Then the regents of the lands realized there was no more supreme power over them, and an era of endless wars began, where power over the remnants of the perfect world was at stake. Of course, the world was never the same again. And only Bracaduun, an empire created out of discipline and the power of mind, remained...” Kastore: “You don't have to go on," Kastore waved his palm. “I'm not interested in what's written in the Bracadian books. Gavin Magnus will never let the truth out, though he knows it as well as I do.” Frederick: I had never doubted that the king of Bracada was full of secrets and knew more than any other wizard in the land. He'd been alive for centuries, and it didn't look like he was planning on dying anytime soon. There were rumors of his secret vault, where relics from the Time of Wonders were supposedly collected after miraculously surviving the devastating raid of the barbarian king Tarnum that destroyed the Bracaduun Empire. It was not at all surprising that the old man was unwilling to share knowledge and did everything he could to hinder the academy scholars eager to find new ways to seek it. In Bracada, one can only use the cognition methods approved by him personally, and everything else is condemned or anathematized. I had experienced this firsthand! I asked Kastore: “So, the old books lie?” Kastore: “Yes and no. Rather, they don't tell the whole truth.” Frederick: “Do you know the truth?" I asked Kastore. Our conversations were becoming less and less formal, and I no longer regarded him as a king. A scientist, an inventor, a teacher... I was hungry for answers to the questions that plagued my mind, and I braced myself for new knowledge. |
15, 19, 1 | Note: Blank event; ONLY applies to AI player.
|
15, 20, 1 | Note: Blank event; ONLY applies to AI player.
|
50, 34, 1 | Technical block event Note: ONLY applies to AI player.
|
Towns
Location | Player | Type | Name |
---|---|---|---|
121, 163, 0 | Factory | Volta | |
175, 179, 1 | Necropolis | - | |
34, 84, 0 | Stronghold | - | |
121, 20, 0 | Stronghold | - | |
141, 96, 0 | Stronghold | - | |
179, 176, 0 | Conflux | - | |
4, 58, 0 | Dungeon | - | |
168, 19, 0 | Rampart | - | |
179, 179, 0 | Conflux | - | |
12, 34, 1 | Necropolis | Darkness | |
45, 40, 1 | Necropolis | Darkness |
Heroes
Location | Player | Hero |
---|---|---|
154, 168, 0 | Frederick the Artificer | |
2, 150, 0 | Mormolykos the Necromancer Note: Hero identity is Nimbus. | |
86, 89, 0 | Volothomon the Knight | |
39, 19, 1 | Trophon the Necromancer Note: Hero identity is Thant. | |
51, 2, 1 | Fulghea the Elementalist | |
61, 27, 1 | Meline the Necromancer | |
122, 31, 1 | Zydar the Heretic | |
134, 63, 1 | Henrietta the Mercenary Note: Hero identity is Sam, whilst Henrietta is disabled on this map. | |
169, 11, 1 | Dargem the Navigator | |
104, 98, 0 | Ulkumi the Planeswalker | |
34, 84, 0 | Gorghe the Barbarian | |
121, 20, 0 | Akratos the Barbarian | |
141, 96, 0 | Semachus the Barbarian | |
38, 85, 1 | Phlegeth the Demoniac | |
92, 43, 1 | Ghius the Overlord | |
106, 51, 1 | Breus the Overlord | |
121, 49, 1 | Kotus the Overlord | |
2, 131, 0 | Erybarus the Knight | |
4, 58, 0 | Palaemon the Wizard | |
161, 19, 0 | Dryope the Ranger | |
157, 166, 1 | Ascalabus the Captain | |
43, 103, 0 | Thammus the Death Knight | |
12, 111, 1 | Tonant the Planeswalker | |
52, 136, 1 | Telchion the Elementalist Note: Hero identity is Gelare. | |
64, 174, 1 | Ioke the Necromancer | |
111, 7, 1 | Boyd the Death Knight Note: Hero identity is Moandor. | |
120, 177, 1 | Keio the Ranger Note: Hero identity is Giselle. | |
149, 94, 1 | Yrkula the Elementalist | |
163, 51, 1 | Frederick the Alchemist Note: Hero identity is Neela. | |
4, 48, 1 | Agar the Artificer |
Monsters
Location | Type | Message |
---|---|---|
11, 152, 0 | Harpy Hags | When the last vampire collapsed, we were surprised to find several dozen harpies languishing in cages. No idea what the vampires had in store for them! |
31, 159, 0 | Bounty Hunters | Among the prisoners, you recognize a familiar gunslinger from Burton. “Frederick!”, he exclaims. “I never thought I'd see you again. After the rockslide we got trapped, and then these Dragonslayers showed up out of the blue and accused us of having caused the calamity. From what I've heard from these soldiers, their commander, Volothomon, was hunting black dragons in the mountains north of a certain tomb, and he seems to have now fallen into the same trap as our group”. |
32, 87, 0 | Hobgoblins | Kastore talked about something with the leader of the goblins you met on the way. You have no idea what points were raised, but the elf easily convinced the entire gang to join. Do you accept their help? |
28, 54, 1 | Evil Eyes | I was carefully stepping through the caves that led deeper from Agar's lab. For a moment, I felt as if my own magical powers were fizzling... but only for a moment. My thoughts were interrupted by odd noises. Evil Eyes appeared ahead! Of course. I could have guessed that Agar would leave his favorite “beasties” to guard the laboratory! |
91, 106, 1 | Master Genies | Lightning flashed, and a crowd of genies flew out from around the corner in front of me! The Genies and Efreeti are known to be sworn enemies... What power could force them to unite as the guards of this tomb? I had made acquaintance with some genies in Bracada, but the ones I was seeing now… something was wrong about them. I was about to call out to one of them, but too late; without saying a word, the genies attacked. |
107, 106, 1 | Efreet Sultans | As soon as I approached the portal, over a dozen fiery whirlwinds—Efreeti—appeared out of nowhere. I ordered my men to prepare their weapons. |
135, 65, 1 | Olgoi-Khorkhoi | Frederick: We had been running along the tunnel for hours. I can’t say how much time passed, but it’d been quite a while since I’d begun finding marks on the walls and columns, in a language I invented myself and taught Henrietta back in the day. The labyrinth of caves and catacombs did not seem to end, but we were undoubtedly warm on the trail. My only worry was getting there too late... no way the halfling’s team could have enough provisions to last them all these months, or however long we had been underground. Kastore gestured to me. Some of the cave’s walls appeared melted, as if they had been touched by a ray of fire. Then we heard weird humming; a light flashed above us, and everything froze again. A moment later, the stench of burning meat reached us. Kastore drew his weapon and I prepared my spells. We rushed into the passage whence this scorching light had just burst out. The closer we got to that horrible smell’s origin, the more charred chitinous shells of worms we came across. Finally I saw Henrietta. The girl was emaciated, her face dirty and scratched—but she was alive! She was holding something akin to a stone ball in her hands, waving it around. Henrietta: “Frederick! Watch out! There are hundreds of them here! This thing, it... it burns them!” Frederick: I didn't quite get what thing she was talking about. The stone ball? But how can… The wall to our right collapsed. I saw the gaping maws of the worms—they were about to fall out of the hole, right at us. Suddenly the space was filled with a mechanical hum. I went blind for a second, and when my vision came back, the worms were writhing in the flames, and Henrietta’s stone ball shimmered with a glow similar to that flash, but softer. Kastore: “Frederick, don’t stand there like a fool! Look around!” Frederick: Kastore hissed at me, but it was too late. The ground beneath us parted and sunk; we fell into an even lower cave. That was where we met the Matriarch. This was her lair; it was crawling with larvae and adult worms, and there were even more of her hideous eggs. “Well... so we found both of them: Henrietta and the Matriarch,” I muttered and prepared for the fight. |
Seer's Huts
Location | Quest | Reward | Messages | ||||||
---|---|---|---|---|---|---|---|---|---|
11, 99, 0 |
Return with: 1 Bone Dragon 200 Skeletons |
10 Gunslingers | Proposal: You can hear men screaming. Rushing to the sound, you find a group of gunslingers surrounded by undead. You want to help them, but you are stopped by a necromancer directing the undead soldiers. He says: “We can make a deal! Bring at least 200 Skeletons and 1 Bone Dragon, and I'll let these people leave.” You are loath to trust a necromancer, but fighting him would put your army in danger. | ||||||
12, 50, 0 |
Defeat: Rust Dragons at 35, 74, 0 |
Sword of Hellfire | Proposal: Rust Dragons are menacing the northeastern region of this land. If you could be so bold as to defeat them, I would reward you richly. Progress: (none) Completion: At last, you defeated the Rust Dragons, and the countryside is safe again! Are you ready to accept the reward? | ||||||
16, 172, 0 (repeatable) |
Return with: Amulet of the Undertaker |
+1 Attack skill or +1 Defense skill or +1 Power skill or +1 Knowledge skill |
Proposal: Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the Amulet of the Undertaker, you would be well rewarded. Progress: (none) Completion: Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the Amulet of the Undertaker, yes? | ||||||
32, 66, 0 |
Defeat Akratos the Barbarian | Breastplate of Brimstone | Proposal: I was once rich and famous, but Akratos the terrible was my downfall. I lost my lands, I lost my title, and I lost my family. Please, bring the villain to justice. Progress: (none) Completion: I thought the day would never come! Akratos is no more. Please, will you accept this reward? | ||||||
38, 157, 0 |
Return with: 20/40/60/80/100 |
+1 Defense skill | Proposal: I forge armor from rare and valuable metals such as Kergar and Erudine. Bring me 20/40/60/80/100 crystals and I will forge the finest armor for you and your troops. Progress: (none) Completion: These crystals are just what I need! I can start forging armor right now. Would you like to give the crystals to the blacksmith? | ||||||
42, 113, 0 |
Defeat: Thammus the Death Knight |
40 Armadillos | Proposal: When you enter the tree hut, you find a troll. His heavy club is lying on the floor, and he doesn't seem to notice you at first. Finally, he turns to you. “Leave me alone! I'm disgraced. I was once known as the strongest warrior of my tribe, but a while ago, returning from a hunt, I found my village burning. I followed the track and found an army of undead with a death knight in command. They are way too strong for me, so I can't avenge my tribesmen. Will you help me? Our tribe has never been wealthy, but I may have something to thank you with.” Do you want to accept the reward? | ||||||
67, 38, 0 |
Return with: Scroll of Resurrection |
Resurrection | Proposal: Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the Scroll of Resurrection, you would be well rewarded. Progress: (none) Completion: Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the Scroll of Resurrection, yes? | ||||||
76, 19, 0 |
Reach: Level 40 |
100 Bellwether Armadillos | Proposal: I am old and wise, and I do not admit just anyone into my home. You may enter when you have reached experience level 40. Progress: (none) Completion: I thought you had promise. You have indeed reached level 40. Come in, come in. Here, I have something to reward you for your efforts. Do you accept? | ||||||
111, 123, 0 |
Defeat: Ulkumi the Planeswalker |
Ring of Life | Proposal: Recently, our village north of here was destroyed by a volcanic eruption. We thought it was just another natural disaster; they tend to happen often enough in these parts of the world. However, the mage I spoke to claims it was the work of the evil earth spirit, Ulkumi, who dwells somewhere in these mountains. I don't know if it's true or not, but if the mage wasn't lying, the spirit is still around. Who knows what trouble it will bring us? Please, find this monster and save us from this threat! | ||||||
144, 83, 0 |
Return with: 3 Master Genies 2 Efreet Sultans 2 Wyvern Monarchs |
Teleport | Proposal: I am an agent for an emperor of a distant land. Recently, his armies have fallen on hard times. If you could bring 3 Master Genies, 2 Efreet Sultans and 2 Wyvern Monarchs to me, I could pay you handsomely. Progress: (none) Completion: At last, the 3 Master Genies, 2 Efreet Sultans and 2 Wyvern Monarchs that will save our empire! Here is your payment. Are they ready to depart? | ||||||
145, 123, 0 (repeatable) |
Return with: 4 Wyverns |
4 Wyvern Monarchs | Proposal: I am an agent for an emperor of a distant land. Recently, his armies have fallen on hard times. If you could bring 4 Wyverns to me, I could pay you handsomely. Progress: (none) Completion: At last, the 4 Wyverns that will save our empire! Here is your payment. Are they ready to depart? | ||||||
153, 136, 0 |
Return with: Vampire's Cowl |
20 Engineers | Proposal: At the foothills of the mountains, you find a small mining camp and a group of armed Engineers. Upon hearing about Henrietta's missing expedition, they express their willingness to go with you, but unfortunately they cannot leave the camp unguarded because the vampire Mormolykos has recently been seen by the village, with several miners falling victim to him. If you could track the vampire down and destroy him, the engineers would join you on your quest. Do you want to take the Engineers with you? | ||||||
154, 7, 0 |
Defeat: Rust Dragons at 168, 37, 0 |
Shield of the Damned | Proposal: Rust Dragons are menacing the northeastern region of this land. If you could be so bold as to defeat them, I would reward you richly. Progress: (none) Completion: At last, you defeated the Rust Dragons, and the countryside is safe again! Are you ready to accept the reward? | ||||||
173, 117, 0 |
Defeat: Akratos the Barbarian |
Quiet Eye of the Dragon | Proposal: I was once rich and famous, but Akratos the terrible was my downfall. I lost my lands, I lost my title, and I lost my family. Please, bring the villain to justice. Progress: (none) Completion: I thought the day would never come! Akratos is no more. Please, will you accept this reward? | ||||||
174, 17, 0 |
Defeat: Akratos the Barbarian |
Hellstorm Helmet | Proposal: I was once rich and famous, but Akratos the terrible was my downfall. I lost my lands, I lost my title, and I lost my family. Please, bring the villain to justice. Progress: (none) Completion: I thought the day would never come! Akratos is no more. Please, will you accept this reward? | ||||||
4, 104, 1 4, 117, 1 |
Defeat: Ioke the Necromancer |
Pendant of Death | Proposal: This room is protected by a magical barrier, created perhaps by a powerful necromancer, Ioke. As long as she maintains this barrier, there is no way through. Progress: (none) Completion: Take Pendant of Death? | ||||||
35, 82, 0 |
Be: player |
24 Efreet Sultan | Proposal: In the far corner of the cave you meet a group of Efreeti. Their leader calls out to you: “Freedom! We have waited too long for this moment. When the Silence came to our world, we refused to guard this tomb. For that, we were imprisoned in the caves, and Phlegeth stayed behind to guard us. Please, allow us to go with you and finally leave this place!” | ||||||
62, 22, 1 |
Return with: Sphere of Permanence |
+3 Attack skill | Proposal: Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the Sphere of Permanence, you would be well rewarded. Progress: (none) Completion: Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the Sphere of Permanence, yes? | ||||||
68, 67, 1 |
Return with: Orb of the Firmament Orb of Silt Orb of Tempestuous Fire Orb of Driving Rain |
Scroll of Resurrection | Proposal: Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the Orb of the Firmament, Orb of Silt, Orb of Tempestuous Fire and Orb of Driving Rain, you would be well rewarded. Progress: (none) Completion: Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the Orb of the Firmament, Orb of Silt, Orb of Tempestuous Fire and Orb of Driving Rain, yes? | ||||||
85, 32, 1 |
Be: Agar the Artificer |
70 Olgoi-Khorkhoi | Proposal: What I have is for Agar alone. I shall give it to none other. Progress: (none) Completion: Finally! It is you, Agar. Here is what I have for you. Do you accept? | ||||||
Return with:
|
Dragon Scale Armor | Proposal: I am researching a way to turn base metals into gold, but I am short of materials for my workshop. If you could bring me 100 Wood, 100 Mercury, 100 Ore, 100 Sulfur, 100 Crystal, 100 Gems and 50000 Gold, I would be most grateful. Progress: (none) Completion: Finally! Here, give the 100 Wood, 100 Mercury, 100 Ore, 100 Sulfur, 100 Crystal, 100 Gems and 50000 Gold to me, and I'll give you this in return. | |||||||
115, 31, 1 |
Defeat: Faerie Dragons at 173, 5, 1 |
+5 Power skill | Proposal: Faerie Dragons are menacing the northeastern underground region of this land. If you could be so bold as to defeat them, I would reward you richly. Progress: (none) Completion: At last, you defeated the Faerie Dragons, and the countryside is safe again! Are you ready to accept the reward? | ||||||
130, 97, 1 |
Return with: Recanter's Cloak Cape of Silence |
Ring of Oblivion | Proposal: While you were staring at the trees and grass growing right in the tomb hall, you did not notice the genie floating aside. He was seemingly reading a book, but at length he turned toward you. “It's been decades since anyone has visited this tomb," the Genie said. "Once upon a time, I swore to protect this tomb, as did other genies—but there is nothing of particular value here, and I have left my brethren a long time ago. Many of them, however, are still loyal to the masters who abandoned us. I've spent the last few years studying the nature of things that suppress magic, but unfortunately I've never been able to get my hands on any truly powerful artifacts that would be useful in my endeavor. Could you help me? On the surface, among the mountains north of the tomb, there are some barbarian tribes. Those savages abhor magic and seek ways to suppress it. Perhaps you can find what I need with them.” | ||||||
149, 177, 1 (repeatable) |
Return with:
|
(none) | Proposal: You fight well, but perhaps you’ll like our equipment more than what you’ve got. Bring us 10 sulfur and 5000 gold and we will gladly provide you with new weapons. Progress: (none) Completion: That’s great! | ||||||
Return with: 6 Mechanics |
6 Engineers | Proposal: Bring us 6 Mechanics and we'll equip them with new tools. Progress: (none) Completion: Do you want to trade right now? | |||||||
152, 176, 1 (repeatable) |
Return with:
|
(none) | Proposal: You fight well, but perhaps you’ll like our beasts more than what you’ve got. Bring us 10 crystals and 5000 gold and we will gladly provide you with new beasts. Progress: (none) Completion: That’s great! | ||||||
Return with: 4 Armadillos |
4 Bellwether Armadillos | Proposal: Bring us 4 Armadillos and we'll replace them with stronger Armadillos. Progress: (none) Completion: Do you want to trade right now? | |||||||
159, 176, 1 (repeatable) |
Return with:
|
(none) | Proposal: You fight well, but perhaps you’ll like our automatons more than what you’ve got. Bring us 10 mercury and 7500 gold and we will gladly provide you new automatons. Progress: (none) Completion: That’s great! | ||||||
Return with: 2 Automatons |
2 Sentinel Automatons | Proposal: Bring us 2 Automatons and we'll replace them with better Automatons. Progress: (none) Completion: Do you want to trade right now? | |||||||
161, 177, 1 (repeatable) |
Return with:
|
(none) | Proposal: You fight well, but perhaps you’ll like our rifles more than what you’ve got. Bring us 10 gems and 10000 gold and we will gladly provide you with new weapons. Progress: (none) Completion: That’s great! | ||||||
Return with: 1 Gunslinger |
1 Bounty Hunter | Proposal: Bring us 1 Gunslinger and we'll supply him with a new gun. Progress: (none) Completion: Do you want to trade right now? |
Quest Guards
Location | Quest | Reward | Messages | |||||||
---|---|---|---|---|---|---|---|---|---|---|
3, 132, 0 175, 99, 0 |
Return with: Statue of Legion |
(remove) | Proposal: Agar's lab is somewhere north of here. However, let's not forget that our main goal is to find Henrietta's expedition. Progress: Our task is now to explore the tomb. Completion: Our search in the tomb has been fruitless thus far, but there is still much of the tomb to explore. Now that the Sandworms destroyed the passageways leading into the depths, it is impossible to get any further. The only solution is to find Agar. Perhaps he can help. Would you like to go north? | |||||||
8, 152, 0 |
Return with: Emblem of Cognizance |
(remove) | Proposal: These gates are guarded by Power Liches. They are reluctant to talk to you, but eventually share that they would be willing to open the passage to the one who will give them back their Emblem of Cognizance. One of the Liches tells you that the Emblem was lost after an attack by a Gold Dragon that lives in a tower nearby. Progress: These gates are guarded by Power Liches. They are reluctant to talk to you, but eventually share that they would be willing to open the passage to the one who will give them back their Emblem of Cognizance. One of the Liches tells you that the Emblem was lost after an attack by a Gold Dragon that lives in a tower nearby. Completion: The Liches take the Symbol from you and reluctantly let you pass forward. Do you want to pass? | |||||||
12, 178, 0 |
Return with: Amulet of the Undertaker |
(remove) | Proposal: A black-cloaked vampire watchman stands at the entrance to the Transformer, eyeing your army with suspicion. “You're looking for a new way to replenish your army, aren't you?”, smirks the vampire. “Forget it! The Transformer was broken by giant worms, and now it doesn't work. We might be able to get it chugging again, though, if you could find a strong enough artifact.” | |||||||
18, 176, 0 |
Defeat: Gold Golems at 83, 106, 0 |
(remove) | Proposal: This is a two-way portal, but you can only open the entrance from one side. Progress: This is a two-way portal, but you can only open the entrance from one side. Completion: Do you want to open the portal? | |||||||
20, 72, 0 |
Defeat: Centaur Captains at 19, 72, 0 |
(remove) | Proposal: This is a two-way portal, but you can only open the entrance from one side. Progress: This is a two-way portal, but you can only open the entrance from one side. Completion: Do you want to open the portal? | |||||||
24, 82, 0 |
Defeat: Hobgoblins at 32, 87, 0 |
(remove) | Proposal: This is a two-way portal, but you can only open the entrance from one side. Progress: This is a two-way portal, but you can only open the entrance from one side. Completion: Do you want to open the portal? | |||||||
30, 160, 0 |
Return with:
|
(remove) | Proposal: You encounter other Dragonslayers at the back of the camp. They seem to have captured four of the bounty hunters. One of the knights says he's willing to release the prisoners if you provide his comrades with supplies for the journey home; apparently the wagon with their own provisions was destroyed in a mountain collapse. 25 crystals, 25 gems and 50,000 gold will suffice, according to the knights. Progress: The knights are unwavering. They want exactly 25 crystals, 25 gems and 50,000 gold, not a coin less! Completion: Grumbling sulkily, one of the knights releases the prisoners. Would you like to give 25 crystals, 25 gems and 50,000 gold to the knights? | |||||||
38, 89, 0 |
Defeat: Gorghe the Barbarian |
(remove) | Proposal: The guards here protect the lands beyond from the depredations of Gorghe. They will not let anyone pass so long as the threat remains. Progress: The guards still fear Gorghe, so you cannot pass. Completion: Now that you have vanquished Gorghe, the threat is gone. Do you wish to pass? | |||||||
39, 9, 0 |
Return with: 100 |
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 100 Gems. Progress: Since you have not brought 100 Gems, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 100 Gems. Do you wish to pay the toll? | |||||||
40, 107, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 50 Wood, 20 Mercury, 50 Ore and 20 Sulfur. Progress: Since you have not brought 50 Wood, 20 Mercury, 50 Ore and 20 Sulfur, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 50 Wood, 20 Mercury, 50 Ore and 20 Sulfur. Do you wish to pay the toll? | |||||||
61, 3, 0 |
Defeat: Ghost Dragon at 147, 32, 1 |
(remove) | Proposal: The Belted Knights of Erathia guard this tower. They will only let one of their own pass. To join the order, you must first defeat the Ghost Dragons of the northeastern underground region. Progress: The Belted Knights still will not let you pass, so you have not conquered the Ghost Dragon of the northeastern underground region. Completion: News of your defeat of the Ghost Dragon of the northeastern underground region traveled quickly. Do you wish to pass, oh newly Belted Knight? | |||||||
61, 51, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 40 Crystal, 40 Gems and 90000 Gold. Progress: Since you have not brought 40 Crystal, 40 Gems and 90000 Gold, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 40 Crystal, 40 Gems and 90000 Gold. Do you wish to pay the toll? | |||||||
63, 128, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 25 Mercury, 25 Sulfur, 25 Crystal and 25 Gems. Progress: Since you have not brought 25 Mercury, 25 Sulfur, 25 Crystal and 25 Gems, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 25 Mercury, 25 Sulfur, 25 Crystal and 25 Gems. Do you wish to pay the toll? | |||||||
84, 116, 0 |
Defeat: Master Genies at 90, 66, 1 |
(remove) | Proposal: This is a two-way portal, but you can only open the entrance from one side. Progress: This is a two-way portal, but you can only open the entrance from one side. Completion: Do you want to open the portal? | |||||||
90, 141, 0 |
Return with: Orb of Silt |
(remove) | Proposal: The entrance to the tomb is north of here. Henrietta's expedition passed here not long ago, but now this passageway through the mountains is buried under rocks. Perhaps if you could find a powerful artifact capable of amplifying Earth Magic, you might be able to break through the rock and pass through. Progress: The entrance to the tomb is north of here. Henrietta's expedition passed here not long ago, but now this passageway through the mountains is buried under rocks. Perhaps if you could find a powerful artifact capable of amplifying Earth Magic, you might be able to break through the rock and pass through. Completion: Using the full power of the Orb of Silt, you will be able to pass through. Unfortunately, if you do so, the orb will lose its magic power. Do you want to sacrifice the Orb and pass? | |||||||
92, 150, 0 |
Return with: Charm of Eclipse Seal of Sunset Plate of Dying Light |
(remove) | Proposal: A powerful wizard owns this tower. He refuses to let you pass unless you bring him the Charm of Eclipse, Seal of Sunset and Plate of Dying Light. Progress: The wizard is adamant. Without the Charm of Eclipse, Seal of Sunset and Plate of Dying Light, none will pass. Completion: The wizard agrees to let you by in exchange for the Charm of Eclipse, Seal of Sunset and Plate of Dying Light. Do wish to pass at this time? | |||||||
95, 21, 0 |
Return with: Statue of Legion |
(remove) | Proposal: Up ahead, you see a sealed entrance that leads deep underground to the far side of the tomb. You notice the footprints of humans and halflings that sand has not yet covered. No doubt Henrietta's expedition was here not too long ago. Attempts to open the entrance have failed. You notice an unusual pedestal, on which a huge statue clearly once stood. Strangely enough, there's no trace of the statue itself anywhere. Perhaps you should go look for it? Progress: The passageway is still sealed, and attempts to get inside have come to nothing. Completion: As soon as the statue is in place, a strange rumbling sound is heard. The passage to the depths of the tomb is opened by some unknown force.When you look inside, you are surprised to see not the tomb’s walls, but caves that go deep underground. It's hard to say why Henrietta and her expedition headed here—but at any rate, they're definitely somewhere ahead. All that's left is to find them. Would you like to go into the caves? | |||||||
95, 125, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 50 Wood, 50 Ore, 20 Gems and 75000 Gold. Progress: Since you have not brought 50 Wood, 50 Ore, 20 Gems and 75000 Gold, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 50 Wood, 50 Ore, 20 Gems and 75000 Gold. Do you wish to pay the toll? | |||||||
95, 176, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 10 Mercury, 10 Sulfur, 10 Crystal and 10 Gems. Progress: Since you have not brought 10 Mercury, 10 Sulfur, 10 Crystal and 10 Gems, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 10 Mercury, 10 Sulfur, 10 Crystal and 10 Gems. Do you wish to pay the toll? | |||||||
98, 152, 0 |
Defeat: Ghost Dragon at 147, 32, 1 |
(remove) | Proposal: This is a two-way portal, but you can only open the entrance from one side. Progress: This is a two-way portal, but you can only open the entrance from one side. Completion: Do you want to open the portal? | |||||||
110, 156, 0 |
Return with:
|
(remove) | Proposal: The Mechanics who work in the village outside Volta refuse to join the expedition. Their factory was destroyed after the sandworm attack, and they won't go anywhere until it's rebuilt. After talking to them, you find out that 30 Wood, 30 Ore, 20 Sulfur and 20 Crystals will be enough to rebuild all the forges. Progress: Unfortunately, these resources will not be enough. Completion: After getting your support, the Mechanics were able to rebuild their forges and are now ready to go on an expedition with you in search of Henrietta. Would you like to take them on? | |||||||
110, 156, 0 |
Return with:
|
(remove) | Proposal: Outside the mine, you meet a man assembling Automatons; however, the artificer looks too inexperienced, and assembling new machines takes time, which you don't have. The artificer tells you that if you brought him 25 Mercury, 50 Ore and 25 Sulfur, he would be able to build Automatons faster. Progress: Unfortunately, without resources, there is nothing you can do to help the artificer. The Manufactory in the town is destroyed, and there is no way to assemble automatons faster. Completion: With your help, the inventor can quickly assemble 16 Automatons. Would you like to share resources with him? | |||||||
114, 154, 0 |
Return with:
|
(remove) | Proposal: Near the mine, you notice seven Gunslingers. They are ready to join anyone who provides them with 50 Wood, 25 Crystals and 25 Gems. Progress: These resources are insufficient. The amount requested by the Gunslinger is exorbitant, but they don't seem to be willing to make concessions. Completion: Seeing the resources, the Gunslingers pick up their guns, dust them off and get ready to join your troops. Do you want to hire them now? | |||||||
130, 79, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 30 Mercury, 30 Sulfur, 30 Crystal and 75000 Gold. Progress: Since you have not brought 30 Mercury, 30 Sulfur, 30 Crystal and 75000 Gold, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 30 Mercury, 30 Sulfur, 30 Crystal and 75000 Gold. Do you wish to pay the toll? | |||||||
137, 87, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 30 Wood, 30 Mercury, 30 Ore, 30 Sulfur, 30 Crystal, 30 Gems and 90000 Gold. Progress: Since you have not brought 30 Wood, 30 Mercury, 30 Ore, 30 Sulfur, 30 Crystal, 30 Gems and 90000 Gold, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 30 Wood, 30 Mercury, 30 Ore, 30 Sulfur, 30 Crystal, 30 Gems and 90000 Gold. Do you wish to pay the toll? | |||||||
139, 102, 0 |
Defeat: Semachus the Barbarian |
(remove) | Proposal: The guards here protect the lands beyond from the depredations of Semachus. They will not let anyone pass so long as the threat remains. Progress: The guards still fear Semachus, so you cannot pass. Completion: Now that you have vanquished Semachus, the threat is gone. Do you wish to pass? | |||||||
141, 153, 0 |
Defeat: Gold Golems at 105, 106, 0 |
(remove) | Proposal: This is a two-way portal, but you can only open the entrance from one side. Progress: This is a two-way portal, but you can only open the entrance from one side. Completion: Do you want to open the portal? | |||||||
147, 76, 0 |
Defeat: Dendroid Soldiers at 146, 76, 0 |
(remove) | Proposal: This is a two-way portal, but you can only open the entrance from one side. Progress: This is a two-way portal, but you can only open the entrance from one side. Completion: Do you want to open the portal? | |||||||
147, 98, 0 |
Defeat: Wolf Raiders at 141, 100, 0 |
(remove) | Proposal: This is a two-way portal, but you can only open the entrance from one side. Progress: This is a two-way portal, but you can only open the entrance from one side. Completion: Do you want to open the portal? | |||||||
147, 162, 0 |
Return with: Stoic Watchman |
(remove) | Proposal: This is a two-way portal, but you can only open the entrance from one side. Progress: This is a two-way portal, but you can only open the entrance from one side. Completion: Do you want to open the portal? | |||||||
152, 167, 0 |
Return with: Emblem of Cognizance |
(remove) | Proposal: On my way here, I was attacked by wild centaurs. What’s even worse, they took my Emblem of Cognizance! Help me find it, and my shipwright friends will help you build a ship. The Centaurs were last seen near the old lighthouse west of here. Progress: On my way here, I was attacked by wild centaurs. What’s even worse, they took my Emblem of Cognizance! Help me find it, and my shipwright friends will help you build a ship. The Centaurs were last seen near the old lighthouse west of here. Completion: This is indeed my Emblem of Cognizance! I will immediately let my friends know what big help you’ve been. Do you want to pass? | |||||||
162, 59, 0 |
Defeat: Nymphs at 161, 28, 0 |
(remove) | Proposal: This is a two-way portal, but you can only open the entrance from one side. Progress: This is a two-way portal, but you can only open the entrance from one side. Completion: Do you want to open the portal? | |||||||
167, 52, 0 |
Defeat: Dread Knights at 166, 53, 0 |
(remove) | Proposal: This is a two-way portal, but you can only open the entrance from one side. Progress: This is a two-way portal, but you can only open the entrance from one side. Completion: Do you want to open the portal? | |||||||
168, 27, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 40 Sulfur, 40 Crystal and 90000 Gold. Progress: Since you have not brought 40 Sulfur, 40 Crystal and 90000 Gold, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 40 Sulfur, 40 Crystal and 90000 Gold. Do you wish to pay the toll? | |||||||
123, 172, 0 |
Return with:
|
(remove) | Proposal: {On the Expert or below difficulty level, you can access the Keymaster's Light Blue Tent} Progress: {On the Expert or below difficulty level, you can access the Keymaster's Light Blue Tent} Completion: {Do you want to pass through?} | |||||||
133, 157, 0 |
Return with:
|
(remove) | Proposal: {On the Difficult or below difficulty level, you can access the Keymaster's Brown Tent} Progress: {On the Difficult or below difficulty level, you can access the Keymaster's Brown Tent} Completion: {Do you want to pass through?} | |||||||
141, 164, 0 |
Return with:
|
(remove) | Proposal: {On the Normal or below difficulty level, you can access the Keymaster's Green Tent} Progress: {On the Normal or below difficulty level, you can access the Keymaster's Green Tent} Completion: {Do you want to pass through?} | |||||||
157, 156, 0 |
Return with:
|
(remove) | Proposal: {On the Easy difficulty level, you can access the Keymaster's White Tent} Progress: {On the Easy difficulty level, you can access the Keymaster's White Tent} Completion: {Do you want to pass through?} | |||||||
6, 5, 1 44, 36, 1 |
Return with: Bird of Perception |
(remove) | Proposal: A powerful wizard owns this tower. He refuses to let you pass unless you bring him the Bird of Perception. Progress: The wizard is adamant. Without the Bird of Perception, none will pass. Completion: The wizard agrees to let you by in exchange for the Bird of Perception. Do wish to pass at this time? | |||||||
8, 136, 1 172, 136, 1 |
Defeat: Ioke the Necromancer |
(remove) | Proposal: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful necromancer, Ioke. As long as she maintains this barrier, there is no way through. Progress: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful necromancer, Ioke. As long as she maintains this barrier, there is no way through. Completion: Now that Ioke has been defeated, the magic barrier is gone. Do you want to pass? | |||||||
14, 84, 1 16, 160, 1 19, 110, 1 23, 137, 1 45, 140, 1 59, 140, 1 64, 166, 1 76, 89, 1 104, 137, 1 112, 165, 1 125, 140, 1 167, 101, 1 |
Return with: Pendant of Life |
(remove) | Proposal: The gate leading to the depths of the tomb is tightly shut, and you fail to open it. However, when you take a closer look at the gate, you notice an unusual ankh-shaped keyhole. Progress: This section of the tomb is yet closed to you. You have to look for another way. Completion: Using the Pendant of Life you can open the gate, but it will lose its power. Do you want to enter? | |||||||
24, 137, 1 79, 160, 1 |
Defeat: Ulkumi the Planeswalker |
(remove) | Proposal: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful planeswalker, Ulkumi. As long as he maintains this barrier, there is no way through. Progress: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful planeswalker, Ulkumi. As long as he maintains this barrier, there is no way through. Completion: Now that Ulkumi has been defeated, the magic barrier is gone. Do you want to pass? | |||||||
53, 174, 1 55, 173, 1 62, 179, 1 66, 179, 1 73, 173, 1 75, 174, 1 |
Return with: Pendant of Death |
(remove) | Proposal: The gate leading to the depths of the tomb is tightly shut, and you fail to open it. However, when you take a closer look at the gate, you notice an unusual skull-shaped keyhole. Progress: The treasure that is hidden behind this door is not yet available to you. Completion: Using the Pendant of Death you can open the door, but it will lose its power. Do you want to enter? | |||||||
53, 178, 1 |
Return with: Pendant of Dispassion Pendant of Death |
(remove) | Proposal: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifacts—Pendant of Dispassion and Pendant of Death. Progress: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifacts—Pendant of Dispassion and Pendant of Death. Completion: The genies notice you have the artifacts and are willing to let you in. Do you want to pass? | |||||||
55, 74, 1 |
Defeat: Ghost Dragon at 147, 32, 1 |
(remove) | Proposal: This is a two-way portal, but you can only open the entrance from one side. Progress: This is a two-way portal, but you can only open the entrance from one side. Completion: Do you want to open the portal? | |||||||
56, 61, 1 |
Return with: Sword of Hellfire Shield of the Damned Hellstorm Helmet Breastplate of Brimstone |
(remove) | Proposal: Behind the door you see a menacing-looking winged demon who stands in the way. Such creatures’ might is legendary, and you do not dare fight against him. How did Agar manage to earn the trust of one of these beasts? The demon remained silent for some time, eyeing the uninvited guests suspiciously, and finally roared: "Bring me back the relics, and I will let you pass!" Progress: The demon is still here. You should not annoy him if there isn’t a good reason. Completion: The demon approaches you, eager to have his artifacts back. Do you want to give them to the beast and proceed to the lab? | |||||||
57, 60, 1 58, 64, 1 |
Defeat: Akratos the Barbarian |
(remove) | Proposal: The first entrance to the Agar’s lab was blocked by a door made of a strange metal you had never seen before. After several attempts to break in or melt the door, it became obvious that you were wasting your time. You spotted a keyhole, but clearly the door could only be opened from the inside. Disappointed, you examine the door for the last time and are about to leave when you suddenly notice footprints of ogres and orcs on the cave’s floor. Some lead deep into the lab. Perhaps Agar is not the only one who can enter? Progress: Further attempts to force the door open were unsuccessful. You have to find the key… Completion: You found an odd-looking object in the mountain fortress of the barbarian Akratos. Having returned to the lab, you realize it is the key to Agar's lair! Would you like to enter? | |||||||
66, 67, 1 |
Defeat: Fulghea the Elementalist |
(remove) | Proposal: The guards here protect the lands beyond from the depredations of Fulghea. They will not let anyone pass so long as the threat remains. Progress: The guards still fear Fulghea, so you cannot pass. Completion: Now that you have vanquished Fulghea, the threat is gone. Do you wish to pass? | |||||||
74, 178, 1 |
Return with: Pendant of Death Pendant of Free Will |
(remove) | Proposal: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifacts—Pendant of Death and Pendant of Free Will. Progress: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifacts—Pendant of Death and Pendant of Free Will. Completion: The genies notice you have the artifacts and are willing to let you in. Do you want to pass? | |||||||
79, 96, 1 80, 107, 1 100, 109, 1 |
Defeat: Master Genies at 90, 66, 1 |
(remove) | Proposal: The way to this part of the tomb has been magically sealed by the Master Genies. As long as they are around, it is impossible to unlock this gate. Progress: The way to this part of the tomb has been magically sealed by the Master Genies. As long as they are around, it is impossible to unlock this gate. Completion: The Master Genies have been defeated, and the passage to this section of the tomb is open. Do you want to pass through? | |||||||
106, 106, 1 |
Defeat: Olgoi-Khorkhoi at 104, 91, 1 |
(remove) | Proposal: This one-way portal clearly leads deep into the tomb, but it is unlikely that Henrietta and her expedition could have traveled this way. Progress: We need to find out where Henrietta's expedition went. Completion: Do you want to proceed to the portal? | |||||||
111, 164, 1 164, 136, 1 |
Defeat: Ghost Dragons at 10, 152, 1 |
(remove) | Proposal: The path to this section of the tomb was magically sealed by guards after the Ghost Dragons had broken in. Perhaps if you drive out the monsters, the barrier will be removed. Progress: The path to this section of the tomb was magically sealed by guards after the Ghost Dragons had broken in. Perhaps if you drive out the monsters, the barrier will be removed. Completion: The dragons are gone and the passage to this section of the tomb is open. Do you want to pass through? | |||||||
127, 32, 1 140, 8, 1 145, 8, 1 164, 30, 1 |
Return with: Emblem of Cognizance |
(remove) | Proposal: The doors leading to the other Hall of Illusions are tightly shut, and your attempts to open them are to no avail. However, when you take a closer look at the doors, you notice an unusual keyhole in the shape of the Emblem of Cognizance. Progress: These doors are closed to you. Perhaps the Emblem of Cognizance can unlock them? Completion: The Emblem of Cognizance can open the doors, but you'll have to sacrifice the artifact. Do you wish to pass? | |||||||
132, 32, 1 |
Defeat: Zydar the Heretic |
(remove) | Proposal: You cautiously approach the gate in the Hall of Illusions. Suddenly, the gate is transformed, and the bare stone is overlaid by an image of a terrifying Efreeti. Progress: All attempts to open the doors have been unsuccessful. We may have to find another way in. Completion: You have defeated Zydar's illusion. The gate opens and the way is clear. | |||||||
140, 105, 1 |
Defeat: Yrkula the Elementalist |
(remove) | Proposal: This room is protected by a magical barrier, created perhaps by a powerful elementalist, Yrkula. As long as she maintains this barrier, there is no way through. Progress: This room is protected by a magical barrier, created perhaps by a powerful elementalist, Yrkula. As long as she maintains this barrier, there is no way through. Completion: Now that Yrkula has been defeated, the magic barrier is gone. Do you want to pass? | |||||||
142, 13, 1 |
Defeat: Dargem the Navigator |
(remove) | Proposal: You cautiously approach the gate in the Hall of Illusions. Suddenly, the gate is transformed, and the bare stone is overlaid by an image of a cocky pirate. Progress: All attempts to open the doors have been unsuccessful. We may have to find another way in. Completion: You have defeated Dargem's illusion. The gate opens and the way is clear. | |||||||
143, 11, 1 |
Defeat: Boyd the Death Knight |
(remove) | Proposal: You cautiously approach the gate in the Hall of Illusions. Suddenly, the gate is transformed, and the bare stone is overlaid by an image of a skeleton in a hat, in which you recognize Boyd. Progress: All attempts to open the doors have been unsuccessful. We may have to find another way in. Completion: You have defeated Boyd's illusion. The gate opens and the way is clear. | |||||||
154, 150, 1 |
Return with: Ring of Oblivion |
(remove) | Proposal: A powerful wizard owns this tower. He refuses to let you pass unless you bring him the Ring of Oblivion. Progress: The wizard is adamant. Without the Ring of Oblivion, none will pass. Completion: The wizard agrees to let you by in exchange for the Ring of Oblivion. Do wish to pass at this time? | |||||||
154, 174, 1 |
Defeat: Master Genies at 90, 66, 1 |
(remove) | Proposal: These doors have been magically sealed by the Master Genies. As long as they are around, it is impossible to unlock this gate. Progress: These doors have been magically sealed by the Master Genies. As long as they are around, it is impossible to unlock this gate. Completion: The Master Genies have been defeated, and the passage is open. Do you want to pass through? | |||||||
159, 30, 1 |
Defeat: Frederick the Alchemist |
(remove) | Proposal: You cautiously approach the gate in the Hall of Illusions. Suddenly the gate is transformed, and the bare stone is overlaid by an image of a young Bracadian wizard. His face looks oddly familiar.... Progress: All attempts to open the doors have been unsuccessful. We may have to find another way in. Completion: You have defeated Frederick's illusion. The gate opens and the way is clear. | |||||||
160, 136, 1 |
Defeat: Azure Dragon at 169, 78, 1 |
(remove) | Proposal: The path to this section of the tomb was magically sealed by guards after the Azure Dragon has broken in. Perhaps if you drive out the monster, the barrier will be removed. Progress: The path to this section of the tomb was magically sealed by guards after the Azure Dragon has broken in. Perhaps if you drive out the monster, the barrier will be removed. Completion: The dragon is gone and the passage to this section of the tomb is open. Do you want to pass through? | |||||||
160, 138, 1 |
Return with: Pendant of Holiness |
(remove) | Proposal: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifact—Pendant of Holiness. Progress: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifact—Pendant of Holiness. Completion: The genies notice you have the pendant and are willing to let you in. Do you want to pass? | |||||||
162, 93, 1 169, 82, 1 |
Defeat: Telchion the Elementalist |
(remove) | Proposal: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful elementalist, Telchion. As long as he maintains this barrier, there is no way through. Progress: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful elementalist, Telchion. As long as he maintains this barrier, there is no way through. Completion: Now that Telchion has been defeated, the magic barrier is gone. Do you want to pass? | |||||||
164, 138, 1 |
Defeat: Rust Dragons at 19, 172, 1 |
(remove) | Proposal: The path to this section of the tomb was magically sealed by guards after the Rust Dragons had broken in. Perhaps if you drive out the monsters, the barrier will be removed. Progress: The path to this section of the tomb was magically sealed by guards after the Rust Dragons had broken in. Perhaps if you drive out the monsters, the barrier will be removed. Completion: The dragons are gone and the passage to this section of the tomb is open. Do you want to pass through? | |||||||
168, 136, 1 |
Defeat: Master Genies at 79, 81, 1 |
(remove) | Proposal: The way to this part of the tomb has been magically sealed by the Master Genies. As long as they are around, it is impossible to unlock this gate. Progress: The way to this part of the tomb has been magically sealed by the Master Genies. As long as they are around, it is impossible to unlock this gate. Completion: The Master Genies have been defeated, and the passage to this section of the tomb is open. Do you want to pass through? | |||||||
168, 138, 1 |
Defeat: Keio the Ranger |
(remove) | Proposal: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful ranger, Keio. As long as she maintains this barrier, there is no way through. Progress: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful ranger, Keio. As long as she maintains this barrier, there is no way through. Completion: Now that Keio has been defeated, the magic barrier is gone. Do you want to pass? | |||||||
172, 138, 1 |
Defeat: Faerie Dragons at 138, 137, 1 |
(remove) | Proposal: The path to this section of the tomb was magically sealed by guards after the Faerie Dragons had broken in. Perhaps if you drive out the monsters, the barrier will be removed. Progress: The path to this section of the tomb was magically sealed by guards after the Faerie Dragons had broken in. Perhaps if you drive out the monsters, the barrier will be removed. Completion: The dragons are gone and the passage to this section of the tomb is open. Do you want to pass through? | |||||||
176, 136, 1 |
Return with: Pendant of Courage |
(remove) | Proposal: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifact—Pendant of Courage. Progress: A group of Genies is blocking the entrance to this section of the tomb. They agree to let you in if you bring them the lost artifact—Pendant of Courage. Completion: The genies notice you have the pendant and are willing to let you in. Do you want to pass? | |||||||
176, 138, 1 |
Defeat: Tonant the Planeswalker |
(remove) | Proposal: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful planeswalker, Tonant. As long as he maintains this barrier, there is no way through. Progress: The passage to this part of the tomb is protected by a magical barrier, created perhaps by a powerful planeswalker, Tonant. As long as he maintains this barrier, there is no way through. Completion: Now that Tonat has been defeated, the magic barrier is gone. Do you want to pass? |
Quest Gates
Location | Quest | Reward | Messages |
---|---|---|---|
73, 177, 0 |
Return with: 1 Halfling |
(pass) | Proposal: You see an airship yard up ahead. Progress: You see an airship yard up ahead. Completion: Do you wish to proceed? |
45, 67, 1 |
Be: Agar the Artificer |
(pass) | Proposal: The guards here say they have orders to only let Agar pass. Progress: The guards here will only let Agar pass. Completion: At last, it is Agar. Do you wish to pass? |
51, 64, 1 |
Return with: Diplomat's Ring |
(pass) | Proposal: The passage to the Agar's lab is ahead, but it’s one-way. Progress: The passage to the Agar's lab is ahead, but it’s one-way. Completion: Do you want to pass? |
89, 39, 1 |
Return with: Bird of Perception |
(pass) | Proposal: This gate can only be opened with a very special key. Bring back the Bird of Perception and you will be able to pass. Progress: You have not yet found the key, without the Bird of Perception you cannot pass. Completion: Using the Bird of Perception you may open the gate and pass through, but it will be spent. Do you wish to pass at this time? |
Pandora's Boxes
Location | Type | Message |
---|---|---|
17, 151, 0 | Pandora's Box | |
31, 54, 0 | Pandora's Box | |
51, 37, 0 | Pandora's Box | |
57, 89, 0 16, 77, 1 169, 91, 1 |
Pandora's Box | |
103, 116, 0 | Pandora's Box | |
112, 92, 0 | Pandora's Box | |
115, 94, 0 140, 58, 0 165, 14, 1 168, 4, 1 |
Pandora's Box | |
117, 78, 0 | Pandora's Box | |
128, 80, 0 | Pandora's Box | |
147, 12, 0 | Pandora's Box | |
179, 114, 0 | Pandora's Box | |
8, 74, 1 | Pandora's Box | |
8, 78, 1 | Pandora's Box | |
9, 75, 1 | Pandora's Box | |
9, 77, 1 | Pandora's Box | |
9, 79, 1 | Pandora's Box | |
10, 74, 1 | Pandora's Box | |
10, 76, 1 | Pandora's Box | |
10, 78, 1 | Pandora's Box | |
11, 75, 1 | Pandora's Box | Contents: Pendant of Courage |
12, 77, 1 | Pandora's Box | Contents: +1 Defense skill |
13, 79, 1 | Pandora's Box | |
14, 75, 1 | Pandora's Box | |
15, 74, 1 | Pandora's Box | |
15, 76, 1 | Pandora's Box | |
15, 78, 1 | Pandora's Box | |
16, 75, 1 | Pandora's Box | Contents: 100000 Experience, +1 Attack skill |
16, 79, 1 | Pandora's Box | Contents: -3 -3 Morale, -3 -3 Luck Luck, 10000 Movement points |
17, 74, 1 | Pandora's Box | Contents: +3 +3 Morale |
17, 78, 1 | Pandora's Box | |
23, 154, 1 | Pandora's Box | |
32, 32, 1 | Pandora's Box | |
37, 85, 1 | Pandora's Box | |
41, 114, 1 | Pandora's Box | |
51, 178, 1 171, 15, 1 |
Pandora's Box | |
54, 54, 1 | Pandora's Box | |
61, 179, 1 | Pandora's Box | |
62, 176, 1 | Pandora's Box | |
66, 176, 1 | Pandora's Box | |
67, 179, 1 | Pandora's Box | |
108, 6, 0 76, 178, 1 173, 11, 1 |
Pandora's Box | |
111, 13, 1 | Pandora's Box | |
116, 3, 1 | Pandora's Box | |
119, 12, 1 | Pandora's Box | |
58, 178, 1 132, 122, 1 |
Pandora's Box | |
160, 135, 1 160, 139, 1 |
Pandora's Box | |
164, 135, 1 164, 139, 1 |
Pandora's Box | |
168, 135, 1 168, 139, 1 |
Pandora's Box | |
172, 135, 1 176, 139, 1 |
Pandora's Box | |
176, 135, 1 176, 139, 1 |
Pandora's Box |
Epilogue
Kastore: Rejoice, you halfling girl: Kastore himself goes out on a limb to get you out of this labyrinth. Well, of course you aren’t the reason I’m here, but I sure could use the good rap that comes with being your savior. For now, however, there are bigger things to attend to: knowledge lost in aeons, and forgotten wonders! This tomb is replete with them. Just this tiny speck in your hands holds unspoken power. Very soon, I swear, I will make it serve me, and me only, just like your friend with his freshly-found insight into the nature of things already does. My immediate plans are clear… and Deyja can wait for its king for a bit.
User commentary
[Show user commentary]
[Hide user commentary]
|
|