1707 lines
91 KiB
Plaintext
1707 lines
91 KiB
Plaintext
CompuServe CIS:TEG-11018
|
|
|
|
|
|
|
|
|
|
SORCERIAN
|
|
Part 1
|
|
|
|
INTRODUCTION
|
|
|
|
Due to the unique manner in which SORCERIAN is presented, this walkthru will be
|
|
a guide to finding your way through the various quests. After you've solved each
|
|
quest, before exiting back to the menu screen, take the time to travel back
|
|
through the quests' landscapes to locate hidden goodies -- items which won't be
|
|
discovered until after the quest is over.
|
|
|
|
CREATING CHARACTERS
|
|
|
|
You can create up to ten characters, but most parties may only consist of up to
|
|
four characters; several quests only allow three characters to participate.
|
|
|
|
Generally, fighting characters (fighters and dwarves) have low (or minus)
|
|
Press <CR> for more !
|
|
|
|
|
|
|
|
|
|
CompuServe CIS:TEG-11019
|
|
|
|
intelligence, but high strength and vitality; magical characters (wizards and
|
|
elves) have high intelligence but low (or minus) strength and vitality. At
|
|
various points in the quests, these attributes become important: High vitality
|
|
is required to open doors in the later quests; intelligence is needed to use the
|
|
magic in the items you will acquire; karma is important when talking to the NPCs
|
|
you'll meet, getting better prices, and for dealing with the priest in the
|
|
temple on the "Go to Town" menu. Other important stats are dexterity,
|
|
protection, magic protection (the ability to escape magical traps), and age.
|
|
And, as is true in most games of this type, male characters have higher strength
|
|
and vitality than females, but the ladies have higher karma and intelligence.
|
|
|
|
So, give your character a name, select their class (fighter, dwarf, elf, or
|
|
wizard), their sex, and press ENTER to see what point bonus you get. Fighters
|
|
and dwarves get relatively high bonus points, while wizards and elves get lower
|
|
bonuses; females get lower bonuses than males, regardless of class. If you get a
|
|
bonus lower than five points, you might want to consider deleting the character
|
|
and trying again. Additional bonus points can be gained by raising the
|
|
character's starting age. You receive one additional point for increasing the
|
|
age of fighters, dwarves, and wizards by two years; elves' ages increase in
|
|
increments of five years per point.
|
|
!CompuServe CIS:TEG-11022
|
|
|
|
|
|
Spread the bonus points around your characters' stats. Strength, dexterity, and
|
|
intelligence are the best ones to add to at the beginning; the other stats will
|
|
go up with experience, training, worship, and magic item acquisition.
|
|
|
|
OCCUPATIONS
|
|
|
|
This gets rather tricky. The occupations carry stat bonuses and penalties with
|
|
them. For example, some occupations may lower your character's strength but
|
|
increase his intelligence. Refer to the SORPRO.HLP file in LIBrary 9 -- CRPGs --
|
|
in The Gamers' Forum for a list of occupations, bonuses, penalties, and
|
|
earnings. There are four occupations which carry no point penalties (Farmer,
|
|
Florist, Housekeeper, and Cook). If you don't change your characters'
|
|
occupations, they'll all be Farmers. One of the quests requires that certain
|
|
occupations be included in the party. These will be noted at the beginning of
|
|
the quest.
|
|
|
|
When you view the Occupations Menu, only those jobs printed in gold can be
|
|
selected by the character; occupations printed in purple cannot be selected; the
|
|
character's current occupation will be printed in white. The gold coins paid per
|
|
!CompuServe CIS:TEG-11024
|
|
|
|
year will be listed at the top of the screen, and this will change as you move
|
|
the cursor to the different jobs. Note: Karma will affect the annual pay of your
|
|
characters; the higher the karma, the higher the pay.
|
|
|
|
GOING TO TOWN
|
|
|
|
After you've generated at least four characters, save them, and go into town.
|
|
Take each character to the weapons shop for outfitting; if they're not fully
|
|
equipped, they can't go on quests. That's all you need to do in town at the very
|
|
beginning. After you've been through the first quest, you'll do much more here.
|
|
The following paragraphs explain the functions of the various town locations:
|
|
|
|
WEAPONS SHOP: In addition to buying weapons and armor, you can sell items and
|
|
potions: Don't! The prices you'll get are ridiculously low. Instead, sell them
|
|
after a quest is over (on the "end of quest" menu) to get fantastically high
|
|
prices.
|
|
|
|
MAGICIAN: Come here to enchant items, retrieve those already enchanted, remove
|
|
enchantments from items, and to resurrect the dead (it's cheaper than the
|
|
temple, and karma's not a factor). Item enchantment takes three years to
|
|
!CompuServe CIS:TEG-11026
|
|
|
|
complete and costs vary. Remember that you can only add one god's influence to
|
|
an item per enchantment request. So, if you want to create a sword with two Mars
|
|
influences, you'll have to enchant it twice -- that's six years. (Refer to the
|
|
MAGIC.SOR file in LIBrary 9 -- CRPGs -- in the Gamers' Forum for explicit
|
|
details.)
|
|
|
|
HERBALIST: You can buy potions here, or you can have the herbalist mix the
|
|
herbs you've found in the quests. Note that all the potions listed in the
|
|
documentation aren't available; refer to it when you're having herbs mixed to
|
|
get those not for sale.
|
|
|
|
While I'm talking about the herbs and potion mixtures, I'll touch briefly on
|
|
the creation of potions by characters skilled in Herbs. As mentioned, not all
|
|
the potions listed in the documentation can be purchased; some need to be mixed
|
|
by the herbalist. On the quests, you'll find the five different herbs which
|
|
combine to create potions. Refer to the documentation to have the herbalist mix
|
|
a potion he doesn't carry from your list of herbs. Once you have that potion,
|
|
the game will automatically "clone" it if the character possessing the potion
|
|
has Herb Knowledge and if the proper herbs are in _any_ character's possession.
|
|
|
|
!CompuServe CIS:TEG-11028
|
|
|
|
To summarize: If your Herb Knowledge character has a potion of Cure and a
|
|
potion of Anti-Magic, and if the party's carrying five Verbenas and two Savorys,
|
|
the Cure potion (Verbena) could be cast six times, or the Anti-Magic (Verbena
|
|
and Savory) and Cure (Verbena) potions could be cast three times each. It's a
|
|
bit tricky and requires a close check of your herb/potion inventory, but you'll
|
|
get the hang of it as you go along.
|
|
|
|
TEMPLE: While seemingly unimportant, a visit to the temple is necessary after
|
|
each quest to keep your karma high and to keep you in the gods' good graces.
|
|
Donate gold and make a confession to raise the negative karma of a character.
|
|
Only do this once a year, though. Praying after each quest is equally important;
|
|
doing so lets the gods know you're worthy of their intercession -- essential if
|
|
you need to resurrect a fallen hero. Only use the resurrect feature in the
|
|
temple if the magician isn't guaranteeing a 100% rate of success, or if his
|
|
price is beyond your means.
|
|
|
|
ELDER'S HOUSE: Until you have a character trained in Item Knowledge, bring
|
|
items you find in quests here to be identified. The elder will charge for his
|
|
services, but it's money well spent. In addition, he'll tell you various legends
|
|
about which combination of gods create which spells; be sure to answer YES when
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11030
|
|
|
|
he offers to tell you the legends. He'll only tell you a legend after he's
|
|
identified one of your items. It's a good idea to make notes of what influences
|
|
your items have for future reference. If an especially powerful spell is on an
|
|
item, he'll charge you to "turn on" the magic spell. Again, the prices for this
|
|
service will vary.
|
|
|
|
THRONE ROOM: This is where you come to gain level and stat increases after a
|
|
quest. These will be automatically bestowed if you're ready to go up a level.
|
|
The king will also tell you how many points are required to gain your next
|
|
increase. Be sure to bring both your participating and non-participating
|
|
characters here; even inactive characters will gain experience during their year
|
|
of occupational duty.
|
|
|
|
TRAINING FIELD: Bring your characters here for training. Training takes two
|
|
years to complete regardless of the skill in which you're being trained. After
|
|
the first quest, the best skills to train your characters in are Item Knowledge,
|
|
Trap Escapes, and Herb Knowledge. The other skills are equally important, but
|
|
get several quests "under your belt" before you spend the two years to learn
|
|
them.
|
|
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11069
|
|
|
|
MUSICIAN'S GUILD: I'm still not certain what this place does, but it's free,
|
|
and the music's pretty if you have a music card in your computer.
|
|
|
|
After all your characters have been to town this first time, save them, create
|
|
a party, and you're ready for your first quest!
|
|
|
|
THE QUESTS
|
|
|
|
In order to avoid repetitious directions, I've given names to each of the rooms
|
|
you'll visit in the various quests. I'll give you detailed instructions to reach
|
|
the room the first time; afterward, I'll refer to it by name only (e.g., "Go
|
|
back to the Throne Room"). At the end of the quests, I'll give you a list of
|
|
special items I was able to locate which aren't listed on the "Items" pages at
|
|
the beginning of the quest descriptions in the SORCERIAN documentation.
|
|
Consequently, I'll mention those items which are listed in the documentation,
|
|
but which I couldn't locate.
|
|
|
|
FIGHT THE DRAGON
|
|
|
|
When your heroes are experienced enough, after you've organized a party, you'll
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11071
|
|
|
|
be given the option to Fight the Dragon. This quest is murderous; it doesn't
|
|
appear to be an actual quest, but more of a dragon-bashing expedition. I was not
|
|
able to complete that quest, but it looks pretty straightforward; just close
|
|
your eyes, cross your fingers, and pray.
|
|
|
|
Now, on with the quests!
|
|
|
|
SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.
|
|
|
|
This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
|
|
Last page !CompuServe CIS:TEG-11073
|
|
|
|
|
|
|
|
|
|
SORCERIAN
|
|
Part 2
|
|
|
|
THE STOLEN SCEPTER
|
|
|
|
Put your fighters in the front, your magic user (if you have one) in the back,
|
|
and press your CAPS LOCK key so that you'll have your characters' hit and magic
|
|
points displayed at all times. Go to the right across the bridge (Ball Room),
|
|
jump, and get the blue ball. Go left, fall down into the chasm (don't worry
|
|
about falling; your characters won't ever take hit points from falls), and go
|
|
all the way right to the hole.
|
|
|
|
Go through the hole (Demon Room), right, and insert the blue ball in the hole
|
|
next to the door to open it. Enter the door and fight the Bogards (Bogard Room).
|
|
The magic user's Wooden Cane has a fireball spell on it. Hold down the ENTER key
|
|
to use it. This is a good place to gain experience; if you position your party
|
|
just right, the Bogards can't reach them, but pile up in a nice, tight column,
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11074
|
|
|
|
making them easy pickings. Allow them to pile up so that your party can regain
|
|
their hit points. Then, fight them and make your way to the right to the Stone
|
|
Switch. Jump and touch the switch to enter the Rat Room. Don't jump in front of
|
|
any holes in the Rat Room which have rats (red eyes) in them unless you want to
|
|
fight the rat hordes which come forth when you do.
|
|
|
|
Go left until you see a hole without rats (almost to the left wall), and enter
|
|
it (Water Jug Room). Go to the jug and jump twice to get it. Go right through
|
|
the door into the Bat Room. Dash to the right (hold the Shift and right-arrow
|
|
keys down) and go through the door (Two-Jug Room). Go through the left-hand door
|
|
first. Jump twice to put water in the jug (One-Jug Room) then, go through the
|
|
right-hand door (Skeleton Room). Dash right and enter the first door you come to
|
|
(Spike Room). Heal up, then dash across the spikes to the left wall to get the
|
|
first Crystal. Dash back to the right, heal, go through the door, and dash right
|
|
to the next door. Go through it (Bridge Room) and head right to the torch. Jump
|
|
up to reveal a hidden door in the Rat Room (directly below you). Then, continue
|
|
to the right, and go through the door. You're back in the Ball Room.
|
|
|
|
Go back to the Rat Room, go right, and through the door. Go up the stairs,
|
|
through the door, and walk to the right to find the second Crystal. Then, walk
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11077
|
|
|
|
to the left hole, and enter it. Go back to the Rat Room and make your way to the
|
|
Two-Jug Room.
|
|
|
|
Put one Crystal in the left jug and the other in the right jug. This has
|
|
drained a particularly nasty acid lake; take the Crystals from the jars. Go
|
|
through the right-hand door to the Acid-Drop Room. Go through the middle door
|
|
and dash right (even more bats!) to the stone switch. Jump up and touch it (you
|
|
won't get any flashing lights this time), race back, and jump up to get back
|
|
into the Acid-Drop Room. Go back through the left-hand door, and work your way
|
|
back to the Ball Room, then on to the Demon Room. Get the blue ball, exit the
|
|
room, then go left and through the door (3-Door Room).
|
|
|
|
Dash all the way to the right (watch your head!), and go through the last door
|
|
into the Torch Room. Insert the ball in the niche, and enter the door (Acid Lake
|
|
Room). Go all the way to the right and leap over the last gap to the ledge. Go
|
|
to the statue and take the jewel. (Note: The trap won't affect your fighter
|
|
characters' ability to fight.) Go left and make your way back to the Demon Room.
|
|
(Don't forget to take the ball with you!)
|
|
|
|
Heal completely, then insert the jewel in the Demon's hands to open the
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11079
|
|
|
|
right-hand door. Kill the two hydras with your fighters' swords (fireballs won't
|
|
work on them) for 250 experience points (EPs), and go right to get some Savory.
|
|
Exit the Hydra Room, take the Jewel, open the left-hand door, and enter it. Go
|
|
back to the Acid-Drop Room, insert the jewel in this statue's hands, remove it,
|
|
and go back to the Acid-Lake Room. (Inserting the jewel in the second demon's
|
|
hands removes a stone trap blocking your progress under the statue in the
|
|
Acid-Lake Room.)
|
|
|
|
Go all the way right, down into the gap, stop, and heal. Now, go all the way
|
|
right to the chest. Fight the Ouks, get the Scepter, Long Sword, and Sage. Then,
|
|
go back to the 3-Door Room. Enter the middle door (Goran's Room), go down the
|
|
stairs, and talk to Goran. Leave him, go left, and through the next door you
|
|
come to (Hole Room). Go all the way right and through the door at the top of the
|
|
stairs. You'll find yourself in the Spike Room. Unfortunately, it's still in
|
|
operation. Jump right and enter the Skeleton Room.
|
|
|
|
Now that you've found the Scepter, all the monster activity has halted. Take
|
|
your time to stroll through the caverns, touching walls to find herbs. Go to the
|
|
Ball Room, then return to Goran's Room. He should be gone. Go to where he was
|
|
sitting to find Goran's Axe.
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11086
|
|
|
|
|
|
When you're ready to leave, go back to the Ball Room. Save your game, go to the
|
|
ledge's edge, and jump across the chasm. You want to get out with that blue
|
|
ball! If you fall down to the lower level, restore, and try again until you make
|
|
it. Go all the way left and the quest is over. Make sure you have the following
|
|
items in your inventory before exiting the quest: Long Sword, Scepter, Blue
|
|
Ball, two Crystals, Water Jug, Goran's Axe, and Jewel.
|
|
|
|
Give the Scepter to the king for gold. Sell the crystals, jewel, and jug. Keep
|
|
the Long Sword and Goran's Axe (use the DIVIDE option on the menu), and the Blue
|
|
Ball (it has a resurrect spell on it). Sell the short sword of the fighter who
|
|
receives the Sword and/or Axe (press the right-arrow key to get to your
|
|
characters' items for selling purposes). Disband the party, go to town to
|
|
convert herbs into potions, to visit the king for stat increases, for training
|
|
(if you wish), and to pray at the temple. In addition to gaining experience
|
|
through battles, training will net you experience. Be sure to visit the king
|
|
after training in case you've gained a level.
|
|
|
|
Repeat the Lost Scepter quest until each of your fighters has a Long Sword,
|
|
your magic user (if you have one) has a Blue Ball and a Scepter (you only need
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11089
|
|
|
|
to give it to the king once; refuse the second time you complete the quest), and
|
|
each of your characters has at least 600 hit points. Train one character in
|
|
Items, another in Herbs, and a third in Traps before starting the next quest.
|
|
|
|
HINT: While training is in progress, item enchantment should be done if you
|
|
want. That way, instead of having to play through three years' worth of quests
|
|
before an item's ready, you only have to wait one additional year after
|
|
training's completed.
|
|
|
|
THE LOST TALISMAN
|
|
|
|
Lots of traps in this quest; put your character with Trap Knowledge in the lead
|
|
before examining anything!
|
|
|
|
Battle your way right and through the hole in the hedge (Left Hedge Room).
|
|
Then, go all the way right and stand under the cross. You hear the voice of the
|
|
Forest God who tells you what you must do and gives you the Golden Pedestal.
|
|
Head back to the Left Hedge Room, then go right, and up the stairs (Hill Top
|
|
Room). Wait at the top until the Hill Giants reach you. Do battle with them
|
|
until you win. Go right to receive the Emerald Ring.
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11095
|
|
|
|
|
|
Go downstairs to the right (Well Room), go left, and through the hole in the
|
|
hedge (Sap Room). Jump over and get the Jar of Sap. Exit back to the Well Room,
|
|
and go through the wooden door into the Statue Room. The statue's trapped.
|
|
Examine it twice to open the stone slab, then heal before entering the opening
|
|
(Destru's Room). Equip your fighters with the Long Swords (if you haven't done
|
|
so already), your magic user with the Crystal Ring (it has the Heal spell on
|
|
it), and do battle with Destru. HINT: Destru is putty in the hands of a Long
|
|
Sword-wielding dwarf! Hold down the Spacebar, stay close to where his balls of
|
|
light coalesce, and beat on him until you win. (Press the ENTER key when you
|
|
need to heal your characters. Note that use of the Crystal Ring uses magic
|
|
points; magic points regenerate quickly.) After the battle, you receive Destru's
|
|
Diamond Staff which will get you through most of the doors.
|
|
|
|
Heal and go through the right-hand door to the Purple Worm Room. Go left to the
|
|
door just before the ornate statue and use the Emerald Ring to open it. Enter
|
|
the room and examine the mediating man twice. After he tells you what a terrible
|
|
thing you've done, go back to the Purple Worm Room, jump over the worms, go all
|
|
the way left, heal, and go through the hole into the Chronodemon Room. Dash down
|
|
the hill, and left to the stone slab. Examine it twice, then go through the door
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11098
|
|
|
|
to its right. Now, examine the niche twice. When the sand starts pouring
|
|
through, exit this room, cross over the ex-slab, and go through the door into
|
|
the Niche Room.
|
|
|
|
Enter the open niche, and go right though the door into Ria's Room. Talk to her
|
|
and do as she bids. Go left, upstairs, through the door into the Well Bottom
|
|
Room. Then, go all the way right, jump onto the rope, and climb it. As you do,
|
|
you drop the pedestal (it can't be helped). You're back in the Well Room. Go
|
|
right, upstairs, and examine the door until it opens. Enter it to find Ria's
|
|
uncle. Talk to him, and after he leaves, go back to the Well Room, and down into
|
|
the water. Walk right to learn you can't find the pedestal. Exit the well (don't
|
|
go back up the rope!), and you find wet footprints leading left. Follow them and
|
|
a hidden door is revealed to you.
|
|
|
|
Go through it, down the stairs, and through the door. You're back in the Purple
|
|
Worm Room. Return to the Chronodemon Room, go left up the hill through the door,
|
|
up and through the next door, then stop and heal. Fight the Sand Maribo to earn
|
|
500 EPs. HINT: Stand on the lower stairs to the left of its lair, and make it
|
|
have to go to the bottom of the stairs to _your_ left. Hold both the Spacebar
|
|
and the up-arrow keys down continuously. Eventually, it will be impaled on your
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11109
|
|
|
|
swords.
|
|
|
|
Go back to Ria's Room to report in. She tells you about a dungeon key dropped
|
|
nearby. Make your way back to the Well Room, go right, and through the hole in
|
|
the hedge to the 3-Door Room. Go through the middle door, jump down, through the
|
|
door, and talk to the guard. Go left past the door to get the Dungeon Key, then
|
|
through the door you just passed into the Ceiling Trap Room. After Ria opens the
|
|
door for you, dash left into Ria's Room, heal, and talk to her again. Return to
|
|
the Purple Worm Room (via the secret door in the Well Bottom Room), dash right
|
|
to the top of the hill (you'll see more footprints leading that way), and use
|
|
the Dungeon Key to open the door. Enter the Dungeon Room, go down, and talk to
|
|
Ria's Uncle. He gives you the Shrine Key, but won't come with you.
|
|
|
|
Leave him, and return to the Purple Worm Room. Go left and through the first
|
|
door you come to. When you take the Golden Pedestal, the door closes. Put the
|
|
Dungeon Key on the altar in its place to reopen the door, then leave. Go back to
|
|
Destru's Room, and enter the left-hand door (with the Shrine Key). Get the
|
|
Talisman, return to the 3-Door Room, and go through the right-hand door. Walk
|
|
all the way to the bottomless swamp. You'll automatically throw the Talisman
|
|
into the swamp. The Forest God rewards you with 500 EPs, and the quest is at an
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11112
|
|
|
|
end.
|
|
|
|
Wander around the scenery, bumping into walls to find herbs, and climbing down
|
|
into the water in the Well Bottom Room to find the Fog Robe. Before leaving the
|
|
quest, you should have the following items in your inventory: Emerald Ring,
|
|
Diamond Staff, Shrine Key, and Fog Robe. Be sure to identify these items (use
|
|
APPRAISE on the "end of quest" menu). Sell the Key, and DIVIDE the remaining
|
|
items to your magic user. Make the decision of whether you want to keep the Fog
|
|
Robe or the standard Robe of Protection (which your magic user currently has).
|
|
|
|
SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.
|
|
|
|
This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
|
|
Last page !CompuServe CIS:TEG-11114
|
|
|
|
|
|
|
|
|
|
SORCERIAN
|
|
Part 3
|
|
|
|
LUCIFER'S FLOODGATE
|
|
|
|
Enter the first opening you come to (Powder Room) and get some White Powder.
|
|
You'll come back here two more times for white powder. The powder is used to
|
|
extinguish flames that are hiding one of the five swords you'll need in order to
|
|
solve this quest.
|
|
|
|
Leave this room and head right. Go through the first door; as you go down the
|
|
stairs, touch the third lamp to learn about messages hidden in other lamps. Go
|
|
through the door at the bottom of the steps into the 3-Door Room, then through
|
|
the door to your right. Touch the extinguished lamp (second lamp down the
|
|
stairs) twice to remove a blockage in the Rod Room. Go back upstairs and through
|
|
the far left door. Fight your way across the bridge and go through the door.
|
|
Touch the second lamp down the stairs to get another clue.
|
|
Press <CR> for more !
|
|
|
|
|
|
|
|
CompuServe CIS:TEG-11115
|
|
|
|
|
|
Heal up and go through the door at the bottom of the stairs. Save your game,
|
|
enter the water, and kill the two Kraken for 2,000 EPs. Exit the water (left),
|
|
then leap from island to island (above the lake) to get the Gabriel Sword (on
|
|
the fourth island). There's sage on the fifth island, and savory on the seventh.
|
|
There's nothing else further to the right. On the way out of this room, go to
|
|
the left wall to get lavender.
|
|
|
|
Go upstairs, through the door, then hurry across the bridge (try to avoid the
|
|
mud being thrown by the Golems above you), and go to the wall to find lavender.
|
|
Enter the left door. After the battle with the Lizardmen, touch the second and
|
|
fifth lamps for clues. (You've already found the sword above the lake.) Now,
|
|
have your strongest character push the fourth rod to stop the waterfall. Leave
|
|
the room, go back across the bridge, and go through the far left door.
|
|
|
|
Fight your way across the bridge to the third hole and enter it. Throw the
|
|
white powder on the flame to find the Rafael Sword. Exit, go back to the left,
|
|
across the bridge, through the door, up, and through the center door. Go up,
|
|
through the door, and all the way left back to the Powder Room for more white
|
|
powder. Exit, and go all the way right, past the door, and up the narrow crawl
|
|
Press <CR> for more !CompuServe CIS:TEG-11132
|
|
|
|
space. Examine the sword you find (it matches the Rafael Sword) again, to place
|
|
the Rafael Sword over it and open the door.
|
|
|
|
Fight your way downstairs and through the door to another door with a sword
|
|
next to it. This sword matches the Gabriel Sword. Open and enter this door, then
|
|
examine the extinguished lamp on the staircase. When you do, you hear the sound
|
|
of something moving overhead. That's all you can do here for now. So, go back
|
|
upstairs, retrieving your sword as you go. Ah! A hidden door has been revealed;
|
|
go through it. Strange place, this, but it's sort of like one of those "slide
|
|
the block" puzzles. If you have CAPS LOCK on, turn it off so you can see the
|
|
entire room.
|
|
|
|
It looks like you can only go a short distance, but if you stomp on the block
|
|
without a blinking light (press down-arrow), you'll see it will go down one
|
|
"square" for each stomp. Note the reaction of the other blocks in the room! Stop
|
|
three times to uncover the Silver Sword. Jump up the "stepping stones," go left,
|
|
and stomp on the first blinking stone to lower it. Now, you can exit the room.
|
|
Leave this area (up), and head all the way right to find lavender. (Remember to
|
|
take the Rafael Sword before you go back downstairs!)
|
|
|
|
!CompuServe CIS:TEG-11861
|
|
|
|
Go back down to the main level, left, and through the door. Cross the bridge
|
|
and go through the far right door. Go upstairs (Troll Room), fight the trolls
|
|
(they looked like mummies to me), and put the Silver and Gabriel Swords in the
|
|
empty niche to open the door. Go through and throw powder on the fire. Return to
|
|
the Powder Room, get more white powder, and return to the Troll Room. Throw the
|
|
second handful of powder on the fire to find the Michael Sword. Take it, exit
|
|
the room, get your Silver and Gabriel Swords from the niche, and go back to the
|
|
3-Door Room.
|
|
|
|
Go through the right door, all the way left, and place the Michael Sword in the
|
|
niche. Go through the door into another of those sliding-block puzzle rooms.
|
|
Turn off your CAPS LOCK key to see the entire room. Stomp the first non-blinking
|
|
block, then stomp on the second non-blinker. Go to the left, down the stepping
|
|
stones to the bottom, right to the wall, and push up on the non-blinker to
|
|
reveal the Crystal Sword. Go up, over, and down to get the Sword.
|
|
|
|
To exit this room, go back down the center set of stepping stones, go left, and
|
|
push up on the far left blinker. Go up through the center steps, back to the
|
|
door, and exit. Take the Michael Sword from the niche, go all the way to the
|
|
left wall for some sage, then exit back to the 3-Door Room.
|
|
!CompuServe CIS:TEG-11863
|
|
|
|
|
|
Go through the middle door, up, and right. Go up the narrow crawl space, place
|
|
the sword to open the door, then go through the door, and use the swords to open
|
|
the other doors barring your progress. Work your way through the doors in this
|
|
manner until you come to Lucifer's Floodgate. Place the Silver Sword on the left
|
|
and the Crystal Sword on the right to open the gate.
|
|
|
|
Take the Silver and Crystal Swords and exit, collecting your other swords as
|
|
you go. Now that the Floodgate is open, the monsters are quiet. Explore all
|
|
areas before leaving. Before ending the quest, make sure you have the following
|
|
items in your inventory: Rafael (6 Mars, 4 Saturn), Michael (7 Mars, 3 Saturn),
|
|
Gabriel (8 Mars, 2 Saturn), Crystal (6 Jupiter, 8 Sun), and Silver (7 Sun, 7
|
|
Venus) swords.
|
|
|
|
THE CURSED OASIS
|
|
|
|
Go to your right through the opening into the Desert of Pillars. Battle your
|
|
way across the desert to the opening and enter it. You wind up inside a well.
|
|
Don't wait around long, but exit the well to the left to find sage, then go
|
|
right into the tunnel. Go through the tunnel to the Castle's front, and through
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11869
|
|
|
|
the door.
|
|
|
|
Start fighting immediately to get through the Berserkers. Wade through the
|
|
fountain (left), and go through the door on the lower level. You can't help the
|
|
girl yet, so go under her and through the door, across the screen, through the
|
|
other door, and down the stairs to your left to the Kitchen. Talk to Olvara;
|
|
don't go near her fire or you'll get a nasty burn.
|
|
|
|
Go back upstairs, exit this entire area, fight the Berserkers, and go up to the
|
|
door on the upper level. Go through it, upstairs, and out the door to the
|
|
Walkway Room. On this long walkway is a number of doors. The first one leads to
|
|
the Upper Winch Room; the second leads to the Lower Winch Room. These winches
|
|
need to be turned to free the girl. Unfortunately, they're rusted tight; you'll
|
|
need oil to loosen them.
|
|
|
|
Before entering the third door, heal. This door leads to a swamp which houses a
|
|
suspicious-looking dragon fountain, complete with statue. Wait around long
|
|
enough and both the dragon and statue come to life. Vanquish Ruwan and his
|
|
Golden Dragon for 1,500 EPs. That's all there is in this room; you'll never need
|
|
to come back. Go back to the Walkway Room and enter the fourth door.
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11871
|
|
|
|
|
|
Go downstairs and through the door into the Piston Room. Avoid the "pistons,"
|
|
and make your way to the lower left-hand corner into the well. Go down to the
|
|
Ocula Room. These things are quite nasty. The free-floating pillars (baskets)
|
|
control the gates which lead to the other sections in the room. To use them, get
|
|
behind the pillar and stomp. If you can catch the oculas in the gates, that will
|
|
kill them; otherwise, just beat on them. Work your way through the room to the
|
|
upper left-hand corner, and go through the door into the Oil Room. (Don't go
|
|
through any of the lower openings, yet.)
|
|
|
|
In the Oil Room, dash to the shelves; examine the jars which are the second
|
|
from the left to get the oil. Go back through the Ocula Room and make your way
|
|
back to the Walkway Room. Go to the Upper Winch Room and oil the winch connected
|
|
to the rope. Go back to the Oil Room for more oil, go to the Lower Winch Room,
|
|
and oil that winch. As you do, the winch begins to turn. While you're in this
|
|
area, return to the Oil Room for more oil; you'll need to oil two more times
|
|
before the quest ends.
|
|
|
|
Return to the Kitchen (via the lower-level door in the Berserker yard) and talk
|
|
to Olvara to receive her thanks and a gift for freeing Riala. Heal, then go
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11876
|
|
|
|
right, and go through the door (under the stairs). Be very careful with these
|
|
poisonous snakes; if your characters become poisoned, they'll never heal (unless
|
|
you have a Cure potion with you).
|
|
|
|
When you're past the snakes, enter the center door, fight the Berserkers, then
|
|
examine the jar. It's trapped, so be sure the front character has Trap
|
|
Knowledge. Examine the jar until you hear sliding block sounds, and you find
|
|
Savory. Leave (fight more snakes), and go through the right door. Cross the
|
|
walk, go through the door, and fight more snakes. Go through the center door
|
|
(even _more_ snakes!), and perform the same examination on this jar as you did
|
|
on the other. This time, you'll find Sage.
|
|
|
|
Go back through the left-hand doors until you get back to the Kitchen, and go
|
|
back to the Walkway Room (via the upper-level door in the Berserker yard). Go
|
|
all the way left and you'll see the stones of the wall have moved inward,
|
|
opening up an alcove. When you enter the alcove, you'll see a jar. Upon
|
|
examination, you learn it's Holy Water.
|
|
|
|
Go back to the Kitchen and talk to Olvara. She tells you to take it to Riala
|
|
who's at the Oasis (where the quest began). Leave the Castle (right), the
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11878
|
|
|
|
Courtyard (left), through the tunnel and Sandworms into the well (left), and
|
|
cross the Desert of Pillars (left) back to the Oasis. Give Riala the Holy Water.
|
|
When see looks at it, she tells you it's hydrochloric acid and gives it back to
|
|
you. Go back to the Kitchen and talk to Olvara again.
|
|
|
|
She tells you to go back to the Oasis for some herbs which you are to bring to
|
|
her. Do so (Riala has the herbs). Olvara takes the herbs and tells you about a
|
|
magic barrier Ruwan has setup around the Oasis, and that burning the herbs
|
|
should remove it. This time, the "Oasis" being referred to is not the one where
|
|
Riala is, but is beyond where you found the acid.
|
|
|
|
Go back to the Walkway Room, and walk to the far left. You'll see another set
|
|
of stones has moved inward (this is the barrier to which Olvara referred), and a
|
|
door within a room beyond the Alcove has been revealed. Go through the door, and
|
|
you'll be in the upper level of the Oil Room. Continue left and you're told a
|
|
wall with a keyhole blocks your way and that there are wedges at the top and
|
|
bottom of the door. Yes, back to Olvara, who tells you Ruwan hid the key in the
|
|
Desert of Pillars. Leaver her and go back to the Desert of Pillars. Go to the
|
|
tallest pillar (second to the left of the castle in the background). When you
|
|
examine it, you automatically pour the acid on the pillar, which dissolves into
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11880
|
|
|
|
a key.
|
|
|
|
Go back to the Walkway Room, and go left to the wall. However, when you use the
|
|
key, the wall still won't open; must be those wedges! Go back to the Ocula Room.
|
|
Now open and close the gates until you can go through the right-hand exit at the
|
|
bottom. Go down and over through the door. Fight snakes, then go to the jar. You
|
|
will oil and turn it as you examine it. Doing this removes one of the wedges.
|
|
Leave and go back to the Oil Room, get more oil, then return to the Ocula Room.
|
|
This time, open and close the gates until you can go through the left-hand exit
|
|
at the bottom. Go down and over through the door, fight the Berserkers, then oil
|
|
this jar to remove the second wedge. Return to the upper level of the Oil Room.
|
|
|
|
This time when you approach the wall (left), it will be gone. Continue left to
|
|
find real Holy Water. Then, return to the Oasis, and give the water to Riala to
|
|
end the quest. Be sure to examine the entire area before leaving.
|
|
|
|
SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.
|
|
|
|
This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
|
|
Last page !
|
|
CompuServe CIS:TEG-11890
|
|
|
|
|
|
|
|
|
|
SORCERIAN
|
|
Part 4
|
|
|
|
THE TOWER OF THIEVES
|
|
|
|
Warning: Be sure to put CAPS LOCK on because these thieves are tough!
|
|
|
|
Go right, through the door, and upstairs. Go through the right door, fight your
|
|
way up, and through the door. Go upstairs and through the second door. Go
|
|
upstairs and through the door. Go all the way to the right, through the door,
|
|
upstairs, and left through the first door. Go left and through the door. Walk
|
|
all the way left into the Chapel Room, and get the jug from the altar.
|
|
|
|
Go right, through the door, right, down, and through the door. Go all the way
|
|
to the left, through the door, down, through the door, and right. Go down,
|
|
through the door, fight your way downstairs, and through the door. Then, go left
|
|
and through the Narrow Tower door. Go downstairs, right, and fill the jug with
|
|
Press <CR> for more !
|
|
|
|
|
|
|
|
|
|
CompuServe CIS:TEG-11891
|
|
|
|
wine. (You'll need to fill the jug two more times.)
|
|
|
|
Exit the Wine Room (left and up), then go right, through the door, and up. Go
|
|
through the door, upstairs, left, and through the second door. Go upstairs,
|
|
through the door, right, and through the door. Go upstairs, left, through the
|
|
second door, up, and through the left-hand door into the Key Room. Hanging on a
|
|
pillar to the left of the man is a gray key (it's difficult to see); however, he
|
|
won't let you near it. Get him drunk; give him the wine. He asks for more, so
|
|
don't delay! Return to the Wine Room, fill the jug, and come back to the Key
|
|
Room. Give the man the second jug. It's still not enough, and he demands more!
|
|
Make one last wine run, and give him the third jug. That does the trick; after
|
|
he's asleep, get the key and leave this room (forever).
|
|
|
|
Go through the right door into the 3-Door Room, right, and through the middle
|
|
door (there are three on this walkway) into Zorak's Room. In this room, talk the
|
|
man (Zorak...but he's really not; you'll learn this later on). Leave his room
|
|
and go right through the last door. Fight your way upstairs and through the
|
|
door. You have one more battle. When you go through the door, stay there; all
|
|
the thieves will congregate on the left side of the walkway. When you're ready,
|
|
go upstairs and fight your way through the right-hand door into the Elevator
|
|
!CompuServe CIS:TEG-11894
|
|
|
|
Room. Talk to Oram. He won't let you ride...yet! Go back to Zorak's Room and
|
|
talk to him again. Return to Oram; this time he let's you ride.
|
|
|
|
A word about the elevator. As it moves (up only), jump to the left or right to
|
|
access the various tower levels. Make sure your speed is relatively slow (3 or
|
|
higher) to make the jumps easier. If you miss, step off the elevator, fall down
|
|
a level, and try again.
|
|
|
|
Get on the elevator and exit left just above the Elevator Room (you should
|
|
still see Oram on your screen). Fight the thief to gain his Pass. Leave his room
|
|
and just step to the right off the ledge. Don't get back on the elevator. Fall
|
|
down to the main level, go through the door, then through the left-hand door.
|
|
Show the guard your pass, through the left door, upstairs, and through the door
|
|
to the Ball Room. Embedded in the left pillar are red and blue balls. Take the
|
|
blue ball (you can't take both) and leave. Go back to the Elevator Room, ride up
|
|
one level, and exit to the left. Go through the door, downstairs, all the way
|
|
left, and down. These two jugs contain save, verbena, and lavender. Go up and
|
|
back to the Elevator.
|
|
|
|
Now, it gets a little tricky. Jump on, then off to exit to the lower of the two
|
|
!CompuServe CIS:TEG-11896
|
|
|
|
right-hand levels. Go all the way right, and talk to Kuore. He gives you a clue
|
|
about Zorak's odd behavior. Leave Kuore, get on the Elevator, and ride up one
|
|
more level. Exit to the lower of the two right-hand levels. Go right, upstairs,
|
|
and open the door with the blue ball. Enter and head right. You've found
|
|
Princess Zeyna, but she's afraid of you and won't talk. Leave her, return to the
|
|
Ball Room, replace the blue ball, and take the red. Leave (right, down, right),
|
|
and go through the door (on the guard's level).
|
|
|
|
Go down, through the door, and down. Go through the door, all the way right,
|
|
and through the door. Go down, through the door, and left (you'll fall to the
|
|
next level down). Go through the door, left, through the door, down, and through
|
|
the door. Go left (you'll fall to the next level down again), through the door,
|
|
and down. Go through the door, down, left, and through the door. Go down,
|
|
through the door, right, and open the gate with the red ball.
|
|
|
|
Go over and talk to the Baron. After he dies, leave, take the red ball, and
|
|
return to the Ball Room. Replace the red ball, take the blue, and go back to
|
|
Princess Zeyna's Room. This time, she talks to you (because you've been to see
|
|
the Baron), and she gives you the Pendant. Suddenly, into the room comes Zorak!
|
|
(But is he really?) Before you can react, the floor opens beneath your feet and
|
|
!CompuServe CIS:TEG-11906
|
|
|
|
you find yourself falling.
|
|
|
|
Down, down you plunge into the strange realm beneath the Tower into a
|
|
subterranean lake (Lake Room). Leave the lake (left), and go through the
|
|
opening. Continue all the way left through the last hole, then left again
|
|
through the opening. Go right, through the hole, and down. A fierce Shadow
|
|
Dragon awaits you! Whack it with your swords for 2,000 EPs, then go left, up,
|
|
and through the hole.
|
|
|
|
Go over to this contraption, stand on the right-hand block, and stomp to make
|
|
the upper block rise. (You'll find out why, soon.) Leave here, go all the way
|
|
right, and down into the water (watch out for the killer Gar!). Take the right
|
|
fork (not the downward one), down at the next intersection, exit the water, and
|
|
go left. Go through the hole, then right down into another of the lake's
|
|
tributaries. This water is either acidic or poisonous because your characters
|
|
start losing hit points. Dash down, right, and up to Zorak's Island and his
|
|
final resting place. Examine his bones and you learn of his door puzzle: "From
|
|
where the sun sets, one land, three skies coming together opens the door."
|
|
|
|
Here on his island is another of those contraptions (like the one the Shadow
|
|
!CompuServe CIS:TEG-11911
|
|
|
|
Dragon was guarding). Stand on each of the blocks and stop to make each of the
|
|
upper platforms rise. Return to Zorak's bones to find the Mark. (The "one land"
|
|
refers to the left-hand stone block in the other room remaining down; the "three
|
|
skies" refers to the other blocks being raised to the "skies.")
|
|
|
|
Exit the island to the right (more poisonous water), dash down, right, and up
|
|
to the last room in the door puzzle. (If you didn't put the platforms in the
|
|
proper order, you would have been stopped by the currents from getting here.)
|
|
|
|
The "shelf" in this room is useless. Stand on the lower block and stop to raise
|
|
the upper platform. Now, let's go find out what we've opened up. Go back to the
|
|
Island, exit to the left, dash down, left, up, and out. Go up and through the
|
|
hole, right, and down into the water. Go down, left, up, and left at the fork.
|
|
Go down at the intersection, left, down, left, and up. You'll automatically
|
|
float to the top.
|
|
|
|
Exit the water, go through the door at the top, all the way left, up, and talk
|
|
to the Wizard. Even though you've solved the puzzle, he demands the Pass. Give
|
|
it to him (you'll get another from Kuore). Enter the water and follow it until
|
|
you're sucked upward and spat out into the wine fountain (whew!).
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11913
|
|
|
|
|
|
Go back to the Elevator Room and ride it back to Kuore's Room (up one level and
|
|
off at the first right). Talk to him and he'll give you another Pass. (Be sure
|
|
to tell him you'll help!) Leave his room and make your way to the Chapel Room
|
|
where you found the jug on the altar. You'll find a guard's been posted here.
|
|
Show him your new pass and go left into the Chapel. Inside, it appears a
|
|
wedding's in progress. When you approach the couple, you learn the false Zorak
|
|
is about to marry Zeyna. The chapel becomes dark, and the Princess and Zorak
|
|
disappear. Talk to the remaining man in the chapel, the leave.
|
|
|
|
Go back to the Elevator Room and take it to the top level. Go up, through the
|
|
door, up, through the door, and left through the upper door. Go all the way left
|
|
to the Widow's Walk where you find Zorak and Zeyna. Talk to him, and he finally
|
|
reveals himself as a Major Demon, and demands that you give him the Pendant.
|
|
Suddenly, he transforms from Zorak into his true appearance, and begins to
|
|
assault you with magic. Leave and go back to Kuore's Room. Kuore tells you the
|
|
only thing which will defeat the demon is the Garateen, a holy sword carved with
|
|
sacred runes, and that it comes from Zorak's and Zeyna's home country. The
|
|
Garateen can be found in the underground on Zorak's Island.
|
|
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11918
|
|
|
|
To return to the underground, go to the right-hand level just above Kuore's
|
|
Room via the Elevator, go through, and through the door. Talk to the sleeper.
|
|
After he finishes, walk to the right wall. When you touch it, it pushes away
|
|
revealing a passage. Walk all the way right, and you'll find a breach in the
|
|
floor. Jump into the gap and you'll be back underground.
|
|
|
|
(Note: If you play through this quest a second time and have the Garateen sword
|
|
in your inventory, you will not need to return to Zorak's Island to get another
|
|
one unless you want to get a second (or third!) to give to your other fighters.)
|
|
|
|
After you have the Garateen, return to the Widow's Walk to do battle with the
|
|
demon. The best strategy is to stand still, jump in place continuously, and use
|
|
the Spacebar to fight. After the battle, talk to Zeyna, give her the Pendant,
|
|
and get 2,000 EPs. Return to the lower level of the Tower and exit left to end
|
|
the quest. Before leaving make sure you have the Garateen in your possession.
|
|
|
|
THE MASTER OF THE DARK MARSH
|
|
|
|
Don't stand still for too long, or the zombies will get you. Talk to the woman
|
|
in the doorway. Tell her you'll help, then go right, and enter the first hole.
|
|
Press <CR> for more !
|
|
CompuSorve CIS:TEG-11924
|
|
|
|
Go down to the left and over to the chest to find three herbs. Go back up to the
|
|
hole, leap out, go right, and fall into the second hole. Work your way right and
|
|
down to the chest for three more herbs. Leave this room, and go right through
|
|
the hole in the hedge. (If you inadvertently take the Wolfsbane or Mandragora,
|
|
put it back or Leeza won't talk to you.)
|
|
|
|
In the Water Caverns, the bubbles will take your hit points, so don't stand
|
|
around. Go down and through the first door. Go right and through this door. Go
|
|
left, jumping over the moving pillars, and enter Leeza's Room. Talk to her until
|
|
she accepts your help. Tell her you'll get the cauldron and she'll tell you
|
|
where it is. Then, she'll warn you of zombies. Leave her and go back (right)
|
|
into the Water Caverns.
|
|
|
|
Go all the way right as far as you can. Pass the trees and the door to reach
|
|
the Old Castle Ruins. Continue right until you see an odd pillar which appears
|
|
to be hanging suspended and attached to another pillar. When you see it, jump on
|
|
the pillar which is in the ground. Just _barely_ move to the right and jump to
|
|
find the cauldron. Fighting as you go, return to Leeza's Room. Go left and put
|
|
the cauldron in the fireplace. Then, go talk to Leeza to learn what ingredients
|
|
are required for the potion.
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11926
|
|
|
|
|
|
Leave her and go back to the Water Caverns. Go to the lower level and open the
|
|
chest to get the Mandragora. Then, go to the upper door (right above you), and
|
|
enter it. Go up to the chest above you and get the Wolfsbane. Return to Leeza's
|
|
Room, put the two herbs into the pot, and go back to the Water Caverns. Go all
|
|
the way left until you're outside again. Follow the directions carefully because
|
|
it gets a little tricky.
|
|
|
|
Go left until you see the guard. (Talk until he says, "What do you think you're
|
|
doing?" Greet each guard you see until they say something about being sick.) Go
|
|
through the center, go left twice, go through the center twice, go right threT
|
|
times, down twice, right, and talk to the sick guard. Leave to the left, then
|
|
come back (he'll be gone). Go right to get the Bloodstone.
|
|
|
|
Go left twice, center twice, left three times, down, left, down twice, left
|
|
twice, and talk to the sick guard. Leave to the right, then come back. Go left
|
|
to get the Moonstone. Return to the Water Caverns by going right three times,
|
|
center twice, right, down twice, right, center, right, down, and right all the
|
|
way back.
|
|
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11933
|
|
|
|
Once you're back in the Water Caverns, go all the way right to the first tree,
|
|
and insert the Moonstone in the hole. Next, go right to the next tree, and
|
|
insert the Bloodstone in the hole. Come back (left) to the door (which will now
|
|
open), and enter it. Jump to get the beehive. Leave the room, take both stones,
|
|
and return to the Water Caverns.
|
|
|
|
One thing left to do before the potion can be brewed. Go up and left to the
|
|
door, enter it, then go right and through that door. Go left, through the next
|
|
door, then right to the pillar. Jump to get the Jack's Flame. Now, head right
|
|
again to confront Fragiore. Accept his challenge to fight the Red Dragon. Beat
|
|
on it with your swords until it turns to stone, cracks into little pieces, and
|
|
disappears. Now, you're ready to free Leeza from Fragiore's spell.
|
|
|
|
Return to Leeza's Room. Put the hive in the pot, then talk to her. Go back to
|
|
the pot and place the Jack's Flame under it. After the fire's going, talk to
|
|
Leeza again. Now, go to the fire, get the pot, and give it to Leeza. She takes a
|
|
sip and is transformed to her former self. When she leaves, go back to the Water
|
|
Caverns, go left, through the door, left, through the door, and all the way left
|
|
to collect your reward and end the quest. Before ending the quest, make sure you
|
|
have the following items in your inventory: Coin of Joy, Moonstone, and
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-11935
|
|
|
|
Bloodstone.
|
|
|
|
SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.
|
|
|
|
This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
|
|
Last page !CompuServe CIS:TEG-11937
|
|
|
|
|
|
|
|
|
|
SORCERIAN
|
|
Part 5
|
|
|
|
THE DRAGON KING
|
|
|
|
Note 1: Only three characters may participate in this quest.
|
|
|
|
Note 2: You must have a Fortune-Teller and a Doctor (or Nurse) in your party.
|
|
If your current character roster can't take accept these jobs, you'll need to
|
|
create a character who can. (I had two wizards and one of my seasoned fighters
|
|
in the party; the second wizard was a new character I created for this quest
|
|
only.)
|
|
|
|
Go left, through the door, talk to the King's brother, then leave. Put your
|
|
Doctor in the lead, then go through the fourth door to the right into the Temple
|
|
(the other doors are barred or locked). Talk to the man who tells you he has the
|
|
sickness. Talk to him again to heal him. He tells you to bring Lili to him when
|
|
Press <CR> for more !
|
|
|
|
|
|
|
|
|
|
|
|
|
|
CompuServe CIS:TEG-11938
|
|
|
|
you find her. (I was never able to do this.) Leave, go right, and enter the big
|
|
white building. Talk to the man until he gives you the Wise Man's Cane.
|
|
|
|
Put your Fortune-teller in the lead, leave, go up the hill (right) and into the
|
|
water. Jump on the blocks in this order: center, left, and right. Go down the
|
|
hill and left into the hole. Talk to the man who opens the door to Lili's Room
|
|
for you. Enter, go down, right, up the ladder, back to the left, and talk to
|
|
Lili. After you purify the water, she gives you the Golden Key. Put your Doctor
|
|
back in front, and leave by going all the way right, through the wall, and up
|
|
the well. Jump right at the top of the well to exit.
|
|
|
|
Continue right and enter the white building. Talk to the man who gives you Tree
|
|
Medicine. Leave and go right across the bridge. With the exception of Vadis and
|
|
his underground creatures, you won't kill anything; when you hit something, it
|
|
changes (briefly) back to human form, and bounces away.
|
|
|
|
Head right and go into the first opening (not a door) you see. Go down the
|
|
ladder, all the way left, and up the left-most ladder. Go to the pig and talk to
|
|
it. It takes the Tree Medicine and reverts back to Prince Frederick. He gives
|
|
you the Scroll. That's all you need down here. Go through the door. Go all the
|
|
!CompuServe CIS:TEG-11960
|
|
|
|
way right, down the hill, and turn left. Walk to the wall. It crumbles at the
|
|
touch of the Wise Man's Cane. Go left and into the hole. Go right to the red
|
|
gate. The Golden Key shines on the gate, and it opens to reveal Bibi, Lili's
|
|
sister. After she leaves, exit this cave and return to Lili's Room.
|
|
|
|
Lili tells you to come back to her after you talk to the people at the Temple.
|
|
So, leave and go back to the Temple (all the way left back into the town area).
|
|
When the priest sees you have Lili's Key, he gives you the Hermit's Robe. Go
|
|
back to Lili who will enchant the robe for you.
|
|
|
|
Leave and go all the way right as far as you can. Jump over the volcano for
|
|
now, go to the wall to find some hyssop, then enter the door. Talk to the King.
|
|
When he sees the robe you have with you, the madness leaves him, and he tells
|
|
you where Serina is. The citizens he enchanted are once again themselves.
|
|
|
|
Go right, through the door, down the ladder, and all the way right to find some
|
|
lavender. Then, go up the ladder, fight your way to the wall, and touch it with
|
|
the scroll. At its touch, the wall collapses. Go right, down the ladder, and
|
|
left through the hole. Go down and all the way to right to the gate. As you
|
|
reach it, the door opens, and Serina steps forth. (Note that Serina will join
|
|
!CompuServe CIS:TEG-12331
|
|
|
|
your party, has hit points, and items in her possession. Don't get her killed
|
|
off!) Take her back to the King, then take her back into town to the Castle
|
|
where her father waits. He gives you gold and EPs, and Serina gives you her
|
|
necklace. The father tells you about the cane being used to build bridges, and
|
|
about a fabulous sword called Dragonslayer.
|
|
|
|
Leave Serina and her father, and go back to talk to the King. He tells you
|
|
where Vadis is. Leave him, go right, and jump into the volcano. Because you have
|
|
the robe, you survive the lava's heat. Travel down, right, and up out of the
|
|
lava.
|
|
|
|
Go down the stairs and right into the chasm (don't talk to the man, yet). At
|
|
the bottom, jump right and go to the wall to find some savory. Go left across
|
|
the lava, take the stairs to the "stone pipe," and go down. Talk to the man who
|
|
gives you the Dragonslayer sword. Go up the pipe, go right, and up the pipe
|
|
(just left of the lava).
|
|
|
|
Now, go talk to the man and let him transform the cane into a bridge. Put your
|
|
characters with the highest hit points at the front and back; sandwich the
|
|
character with the lowest hit points in between them. Heal completely, and if
|
|
!CompuServe CIS:TEG-12333
|
|
|
|
you have a magic user with a Heal spell, turn it on!
|
|
|
|
Jump, go across the bridge (right), and battle Vadis. The strategy to beat
|
|
Vadis is to hit its last end-section. As Dragonslayer hits an end, it dissolves.
|
|
Keep hitting until it's completely gone. Go right to find some savory, then go
|
|
back to the man and get the cane back. Return to the King for your end-of-quest
|
|
reward.
|
|
|
|
Before ending the quest, you should have the following items in your inventory:
|
|
Wise Man's Cane (3 Jupiter, 4 Mercury, 1 Venus), Hermit's Robe (4 Jupiter, 2
|
|
Saturn, 2 Moon, 1 Venus), Golden Key, Scroll, Necklace (2 Jupiter, 2 Sun, 2
|
|
Moon, 2 Venus), Dragonslayer, and the Sacred Shield (6 Jupiter, 2 Moon). Note: I
|
|
was never able to locate the Potion of Longevity mentioned in the documentation.
|
|
|
|
RIDDLE OF THE RED JEWEL
|
|
|
|
Before organizing your party for this quest, I strongly suggest you have a lot
|
|
of Cure potions or a magically-charged item with the Cure spell on it. There are
|
|
several extremely poisonous insects and snakes in this adventure. Also, during
|
|
the quest, do not look for the hidden herbs while you're playing. Instead,
|
|
!CompuServe CIS:TEG-12335
|
|
|
|
search for them after you've found and healed the Red Jewel. There is a lot of
|
|
arcade action in this adventure involving the "dash-jump" maneuver. When I refer
|
|
to it, hold down the shift key and the up-arrow key at the same time to jump off
|
|
the logs. I will tell you which direction (left or right) to move after the jump
|
|
has been executed.
|
|
|
|
Go right, up the stairs, all the way right, and enter the hole in the tree.
|
|
Now, go left, up, and to the left edge of the log (do not go through the hole
|
|
yet). Save your game, dash-jump to the left, and try to land in the bird's nest
|
|
below you (Nest Room). (If you miss, restore, and try again.) Now, dash-jump
|
|
from the Nest Room to the right, to land on the unconnected log where the hut
|
|
is. Enter the hut and talk to the person inside to receive the Fairy Tears.
|
|
|
|
Exit the hut, go right, upstairs, and insert the Tears in the pipe (it looks
|
|
like a periscope) to make the Elves' Bridge solid. Go right, dash-jump right,
|
|
cross the bridge to the right, and retrieve the Tears from the pipe. Go right
|
|
through the tree hole, left, and up the blue "elevator" (Elevator Room) to the
|
|
level above the inaccessible hut.
|
|
|
|
Go left, up the stairs to the Dark Elves Room, and go right. Insert Tears,
|
|
!CompuServe CIS:TEG-12337
|
|
|
|
cross the bridge, enter the hut to learn about the scales, leave, and go through
|
|
the tree hole. Dash-jump to the left across the bridge, upstairs, and through
|
|
the tree hole at the left to the Scales Room. You can't do anything with the
|
|
scales just yet. Go up the left stairs, dash-jump to the right, and fall down
|
|
past the two right-hand logs back to the Dark Elves Room. Go downstairs (left)
|
|
to the left edge of the log. Dash-jump to the right, then immediately change
|
|
direction to the left to land on the level with a door and a hut directly below
|
|
it.
|
|
|
|
Heal completely, go left, and enter the door. Kill the silkworms, then leave.
|
|
Go left, and dash-jump right to the next level down. If you miss the log, go
|
|
through the tree hole to get back there. Now, go through the previously closed
|
|
door, and talk to Teto to get the letter. Leave the hut, go all the way right,
|
|
and jump down to ground level. Go all the way right, up the stairs, and "stomp"
|
|
on the fifth step to go down into that grassy-looking strip.
|
|
|
|
Go right and talk to the person guarding the machinery. When he sees the
|
|
letter, he lets you go to the lever. Go right and touch the lever to turn off
|
|
the blue "elevator." Leave the Machinery Room, go all the way back left, up, all
|
|
the way right through the hole, left, through the hole, right across the bridge,
|
|
!CompuServe CIS:TEG-12340
|
|
|
|
down, right, and jump-dash over the missing bridge.
|
|
|
|
Go through the hole and left into the hut. Talk to the person to learn about
|
|
the location of additional Tears (birds' nests), then leave. Go to the left edge
|
|
of the log and fall straight down. Go into the hut and approach the person.
|
|
You'll automatically be shooed out and deposited outside a tree hole. Go back to
|
|
the Nest Room, get the Tears you find, and go back to the Machinery Room to turn
|
|
the elevator back on.
|
|
|
|
Go back to the Dark Elves Room, right to the middle of the bridge, and enter
|
|
the hole in the foliage (about midway across the bridge). Talk to the person who
|
|
tells you how to get the Jewel. Leave and go to the Scales Room. Heal
|
|
completely, then enter the right-hand door. Kill the moth (jump on the tallest
|
|
of those pistoning logs), heal up, and leave. As you leave the room, the
|
|
left-hand weight lowers. Enter the left-hand door and get the Red Jewel.
|
|
|
|
Return to the Dark Elves Room, go to the edge of the log at the bottom of the
|
|
stairs (left), dash-jump to the right, then fall straight down through the
|
|
bridge at the right to land on the log with the hut, and enter it. This time,
|
|
when you approach the person, he opens the door to the Sacred Fountain room for
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-12342
|
|
|
|
you. Enter the room, go down, and enter the water. When you do, the Red Jewel is
|
|
healed and turns yellow.
|
|
|
|
Leave this hut and head all the way left to end the quest. Reminder: Search for
|
|
the herbs. The ones I found were all on the ground level and were all detected
|
|
by jumping while moving left and right. Before ending the quest, make sure you
|
|
have the following in your inventory: Fairy Tears, Letter, and the Yellow Jewel.
|
|
Give the Jewel to the King if you want, or divide it to your magic user, and
|
|
have the Town Elder turn on the spell it contains: Become Air.
|
|
|
|
SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.
|
|
|
|
This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
|
|
Last page !CompuServe CIS:TEG-12344
|
|
|
|
|
|
|
|
|
|
SORCERIAN
|
|
Part 6
|
|
|
|
THE DARK MAGICIAN
|
|
|
|
You are limited to three party members in this quest, but you don't have to
|
|
include special occupations (see "The Dragon King").
|
|
|
|
Go right from the Main Room and go through the door. Go downstairs, and through
|
|
the door. Dash right, go through the door into the Demon Room, go right, and
|
|
through this door. Now, go all the way right to where the trail dips downward.
|
|
Stand directly over the supporting pillar (directly below you), and go up to
|
|
enter the hidden door.
|
|
|
|
Walk over to the front of the first blue grate and search to find the Dungeon
|
|
Keys. Enter this blue grate and search in the upper-left corner of the room for
|
|
another hidden door. Enter it and take the Moon Stone. Go through the left door,
|
|
Press <CR> for more !
|
|
|
|
|
|
|
|
|
|
CompuServe CIS:TEG-12345
|
|
|
|
up, and through the door back to the upper level of the Main Room. Go left, jump
|
|
down, go all the way right, and enter the door into the Pedestal Room. Place the
|
|
Moon Stone on the right holder.
|
|
|
|
Leave the Pedestal Room, go left, and through the door back to the Demon Room.
|
|
Go right, through the door, and this time, go all the way right across the
|
|
bridge. Jump to the upper level, enter the door at the right end, and go through
|
|
the left-hand blue grate to find Orsa. Talk to him, and he will join your party.
|
|
Immediately equip his Saint's Robe.
|
|
|
|
Leave his cell and go right through the second blue grate. This cell only
|
|
contains a clue about the Gold Pillars (not those in the Demon Room, though), as
|
|
does the other cell (next to the one where you found the hidden door). Exit the
|
|
Dungeon Area (for good) and return to the Pedestal Room.
|
|
|
|
Orsa knows spells of teleportation which involve the Moon and Star Stones. So,
|
|
stand in the stone arch (between the pedestals) to travel to the Garbug Room.
|
|
Dash right across the lava, enter the door, and take the Star Stone. Go through
|
|
the right door, stand between the pillars, and "stomp." Now, you can exit the
|
|
area via the right door or go back to the Pedestal Room the same way you got
|
|
!CompuServe CIS:TEG-12348
|
|
|
|
here; for now, go through the right door, head left, and go into the Giant
|
|
Snakes Room. Dash left, through the door, and enter the Column of Light Room.
|
|
|
|
Stand in the light to rise to the top, then step off to the right. (Note: If
|
|
you bump your head at the top of the Column, you'll loose HPs.) The door at the
|
|
top returns you to the left side of the Demon Room. Return to the Main Room
|
|
(right and through the door), and go back to the Pedestal Room.
|
|
|
|
Place the Star Stone in the empty holder, heal completely, and enter the stone
|
|
arch once more. Go right (you can use the "islands" if you want), and as you
|
|
pass the third island, the Blue Dragon attacks! Try to get onto one of the
|
|
islands, jump in place, and stab at it with your swords. After the battle, go
|
|
right to get the Steel Sword, then return to the Pedestal Room. Take the Moon
|
|
Stone, enter the arch, and touch the loose stone to lower the pillars. Go left
|
|
to find savory, then return to the Pedestal Room. Replace the Moon Stone, take
|
|
the Star Stone, and enter the arch.
|
|
|
|
Dash across the lava, enter the door, and return to the Demon Room. (After
|
|
lowering the two pillars, you can't get back to the Demon Room via the Main
|
|
Room.) Hm, some alterations have been made since your last visit. Go up the
|
|
!CompuServe CIS:TEG-12350
|
|
|
|
stairs, enter the door, and go right to find the Sun Stone. (Read the tablet on
|
|
the way. It contains a clue about how to exit after the quest is over.)
|
|
|
|
Return to the Demon Room, go right, and through the door. Go across the bridge,
|
|
and through the door at the right end of the lower level. Go down, through the
|
|
door, and battle your way to the door at the right. Heal, enter the door, and
|
|
confront Ghedis (he's easy with Orsa's help). After Orsa leaves, go back and
|
|
search for herbs in the cavern walls, then return to the upper level to the
|
|
right of the bridge. Go to the low point and exit through the hidden door. Enter
|
|
the first cell, go through the door in there, go left, up, left, and down to the
|
|
Main Room. Before leaving take: Star Stone, Moon Stone, Sun Stone, Dungeon Keys,
|
|
and Steel Sword. (8 Mars, 1 Jupiter, 6 Sun, 2 Venus: It has the Sun Ray spell on
|
|
it; have the Elder activate it.)
|
|
|
|
THE CURSED SHIP
|
|
|
|
Another three-member limitation in this quest. Make sure you have a character
|
|
with at least 20 Vitality.
|
|
|
|
Enter the ship (through the door) and talk to the Captain to learn what's
|
|
!CompuServe CIS:TEG-12352
|
|
|
|
happening. We'll take care of getting Joshua off the ship, first. Go all the way
|
|
left, down the hatch, downstairs into the Upper Crew Level, and left through the
|
|
door. This is Lucas's Room. Talk to him, leave, go left through the gap in the
|
|
bulkhead and to go left through the door. This is Jeremiah's Room. Talk to him,
|
|
leave, go back right through the bulkhead, all the way right, and through the
|
|
door on the lower level at the far right side.
|
|
|
|
Go down and through the door to the Lower Crew Level. Go left, down the ladder,
|
|
left, down the next ladder, and left into Jacob's Room. Go to the desk, read the
|
|
diary, and get the Hatchway Key. Leave Jacob's Room, go right, up the ladder,
|
|
and work your way left to the upper level of the Lower Crew Level. The last of
|
|
the rooms you need to visit is Ezekiel's. The door to his room has a barrel on
|
|
either side of it. Talk to him, then exit Ezekiel's Room and return to the Main
|
|
Deck (topside).
|
|
|
|
Go to the middle mast and climb it to the very top. Night should occur
|
|
immediately; if it doesn't, you missed one of the crew's rooms. Return to all
|
|
four rooms to make sure you've hit them all before you go back up to the top of
|
|
the middle mast. As soon as night falls, go to the left side of the mast's top
|
|
cross-beam to receive a light from St. Elmo's Fire. (It doesn't show up in your
|
|
!CompuServe CIS:TEG-12354
|
|
|
|
inventory, but it does seem to make your characters glow with light.) After you
|
|
receive the light, go back down to the Main Deck, then make your way back down
|
|
to the door which leads into Jacob's Room.
|
|
|
|
Go all the way right, up the ladder, and through the door to your left. Go
|
|
down, through the door into Door Room One. Work your way down to the lowest
|
|
level and go right. Climb up and over to the top right side and continue right
|
|
into Door Room Two. Go right down, over to the door, and enter it. Go up,
|
|
through the door, and into the Aft Room. Go up, through the door on the middle
|
|
level, and all the way left to talk to Joshua. Go back to the Aft Room, up, and
|
|
through the door on the top level at the left into the Two Barrel Room (so named
|
|
because there are two barrels here that may be examined). Go down, left through
|
|
the door into the Ghostly Room. (I haven't found anything which will protect you
|
|
from the ghosts, yet.)
|
|
|
|
Climb to the upper left-hand exit and go left. In the next room, go through the
|
|
lowest level's exit to the left, and continue on the lower level to the left
|
|
until you reach the Macaw's Room (watch the rats!). Go up to the bird. As you
|
|
make a grab for it, it flies away. Return to the Main Deck, climb the mast at
|
|
the far right, and dash-jump left to the middle mast's cross-beam to get the
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-12357
|
|
|
|
Macaw.
|
|
|
|
Return to the Aft Room and take the bird to Joshua. He decides he should go
|
|
ashore and joins your party. Return to the Main Deck, go talk to the Captain;
|
|
then, take Joshua ashore, and return to the ship. Tell the Captain you'll help
|
|
solve the murder. Now, go back and visit all the crew's rooms again. Lucas's
|
|
will be locked, but you'll find him loitering outside Jeremiah's door.
|
|
Jeremiah's not feeling just right, and Ezekiel's lost his axe. After leaving
|
|
Ezekiel's Room, return to the Main Deck, and climb the middle mast to the top
|
|
again. You find Jeremiah's on watch.
|
|
|
|
Now, go back down to the Lower Crew Level, and enter Jacob's Room to catch
|
|
Lucas snooping. When he leaves, return to the Upper Crew Level, go to the right,
|
|
and down to the lowest level in this area. Enter the door on the left which was
|
|
previously locked: This is your party's room. When you enter the room, you
|
|
should hear a sound. Leave the room, and return to the Two Barrel Room where you
|
|
find Ezekiel waiting. Talk to him, then return to Door Room One where you find
|
|
Jeremiah, dead, and take his Desk Key.
|
|
|
|
Working your way all the way left via the upper levels, go to the Hidden Door
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-12359
|
|
|
|
Room. Go to and examine the one barrel sitting atop a crate to find the secret
|
|
door. Enter it, and fight all the rats while working your way up and right to
|
|
the bloody axe. Take it, then return to Jeremiah's body, go through the door,
|
|
and return to Ezekiel's Room. Talk to him, leave, and go to Jeremiah's Room. Go
|
|
to his desk and read his diary.
|
|
|
|
Return to the Main Deck and talk to the Captain. Tell him you found the killer
|
|
(keep answering "Yes") until he tells you to return to your room. Go down the
|
|
first hatch you see (left), down the stairs, left, and through the door into
|
|
your quarters. As you enter the room, the ship sets sail, shakes, and you find
|
|
yourself tossed ashore on a grassy island. Go right to the shrine. Continue
|
|
right where you find Lucas who warns you to leave. Head all the way left where
|
|
you find Lucas once more. He's badly hurt; talk to him, take his Cabin Key, and
|
|
return to the ship (through the hole in the hedges). Go to Lucas's room and
|
|
search his desk to find an Auger. Take it and return to the Two Barrel Room. On
|
|
your way, you find a bloody, dying Ezekiel. Talk to him to learn what he saw.
|
|
After he dies, continue to the Two Barrel Room. Go to the top left-hand barrel
|
|
and examine it to get the Holy Water.
|
|
|
|
Return to where the "Captain" waits and confront him. After you sprinkle the
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-12361
|
|
|
|
Holy Water on him, he regains his senses, but you hear something evil calling
|
|
from the island. Go back to the island, head right, and do battle with the
|
|
Archdemon. He looks nasty, but he's easy. After the battle, return to the
|
|
Captain and talk to him. He thanks you, then asks if you'll climb up the mast to
|
|
see why the sail won't open. Climb the left mast and jump on the cross-beam to
|
|
free the sail. Climb down, go right, and you find the Golden Bottle. Return to
|
|
the Captain, exit the ship, and go left to end the quest.
|
|
|
|
Note: Nothing you find in this quest can be divided among your characters, not
|
|
even the Golden Bottle (it has four charges of every god on it). So, give it to
|
|
the King for 1,000 extra EPs (or sell it for 145 gold pieces). Also, I found no
|
|
herbs in this quest.
|
|
|
|
SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.
|
|
|
|
This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
|
|
Last page !CompuServe CIS:TEG-12364
|
|
|
|
|
|
|
|
|
|
SORCERIAN
|
|
Part 7
|
|
|
|
GARDEN OF THE GODS
|
|
|
|
This quest is limited to three characters. Go right and enter the first door
|
|
(Wine Shop). Talk to the merchant, then leave. Enter the next shop (General
|
|
Store) and talk to this man. Exit, continue right, and enter the next door. It's
|
|
an empty house, but the right wall has verbena. Leave, enter the last door to
|
|
the right and take the Red Seed in the right corner.
|
|
|
|
Exit, go all the way right (past the temple; you can't do anything here, yet),
|
|
go up the hill, and through the hole (Blue Mountains). Don't stand around too
|
|
long, but dash right and through the hole (Black Mountains). This is another
|
|
place in which you don't want to tarry. Dash all the way right, go through the
|
|
hole, and approach the gatekeeper. As you do, he tells you that you can't go any
|
|
closer because you're mortals. But he seems to be thirsty. If you could find
|
|
Press <CR> for more !
|
|
|
|
|
|
|
|
|
|
|
|
CompuServe CIS:TEG-12365
|
|
|
|
some wine....
|
|
|
|
Go all the way left back to the Wine Shop and talk to the merchant. Luckily, he
|
|
found a bottle of wine. Take it and go back to the gatekeeper. Now that his
|
|
thirst is quenched, he lets you through the gate. Stand in the sparkling curtain
|
|
and ascend to the porch. Don't stand here too long or you'll be hit by the
|
|
shooting stars. Go right, through the portal, and continue right into Zeus's
|
|
Chambers. When he sees you, he growls about uninvited guests, summons a
|
|
whirlwind, and tosses you out.
|
|
|
|
Go left to the Black Mountains. As you go, you drop the Red Seed. Leave to the
|
|
right, then come back; the seed has sprouted. Do this once more, and soon, a
|
|
vine worthy of climbing rises before you. Climb the vine up to the first porch,
|
|
exit to the left, and go visit Dionysus. He, too, seems thirsty, and asks that
|
|
you bring him a tribute the next time you visit him. Return to the vine and
|
|
climb up to the next two porches. Exit to the right (leave the left for later),
|
|
enter the door, and talk to Hephaestos. He sends you on an errand to Apollo.
|
|
|
|
Go back to the vine, climb up to the last two porches, and exit to the left
|
|
(leave the right for later) to visit Apollo. When he learns that Hephaestos sent
|
|
!CompuServe CIS:TEG-12368
|
|
|
|
you, he gives you the Seed of Flame, then asks a favor: to find out what
|
|
Aphrodite (whom he loves) wants. Go back to Hephaestos and give him the Seed of
|
|
Flame. He rewards you with a bottle of his Golden Wine. Take the wine and return
|
|
to Dionysus. He takes the wine and tells you that Aphrodite longs for the red
|
|
fruit which grows on the vine.
|
|
|
|
Go to the vine, climb down, and get the red fruit. Go back to Apollo and give
|
|
him the fruit. He gives you some gold and tells you how Zeus might be appeased.
|
|
Now, go see Aphrodite (on the right side of this level). She tells you about the
|
|
harp and needing someone to play it. Go back to the vine, climb down one level,
|
|
and exit to the left. Go all the way left and you find Anna. Talk to her and she
|
|
joins your party. Return to Aphrodite. When you tell her about Anna, you get the
|
|
harp.
|
|
|
|
Return to the vine, go back down to the ground level, and return to Zeus. Anna
|
|
immediately begins to play. Talk to Zeus to receive his thanks. He tells you
|
|
about Adana stealing his Bracelet, which is what had angered him so.
|
|
|
|
Go back to the General Store and talk to the man. Then, go to the Wine Shop and
|
|
speak to the wine merchant. Suddenly, the wine merchant disappears, and in his
|
|
!CompuServe CIS:TEG-12370
|
|
|
|
place is the Shrine Maiden, Adana! She transports you to the top of a mountain
|
|
and attacks you. Go to the tallest peak to kill her. When you do, Zeus's
|
|
Bracelet falls into your hand. After you've retrieved the bracelet, you find
|
|
yourself back in the Wine Shop. Talk to the merchant for 10 gold coins. Go to
|
|
the General Store for another 10 gold coins.
|
|
|
|
Now, exit, go right, and enter the Temple. It's too dark for you to see, but
|
|
gradually, your eyes become accustomed to the darkness, and you see a bag of 100
|
|
gold coins in the right corner.
|
|
|
|
At this point, the quest can be ended. You have the option of returning the
|
|
bracelet to Zeus for 200 gold coins and 50 EPs; or, you can take it with you (it
|
|
contains the Barrier Spell). In the Blue Mountains, you should find a Shield
|
|
with 4 Jupiter enchantments (in a ravine just to the right of the door). There's
|
|
also hyssop growing in these mountains. Search the flowerpots on the gods'
|
|
porches for verbena. After you've explored, exit the quest by going all the way
|
|
left.
|
|
|
|
THE CAVERNS OF ICE
|
|
|
|
!CompuServe CIS:TEG-12372
|
|
|
|
Enter the door in the facade into the Icicle Room, go right, and through the
|
|
door into the First Polar Room. Go through the left door, down, and through the
|
|
door into the Second Polar Room. Go through the right door into the Angel Room,
|
|
and through the door at the bottom of the stairs into the Cell. Talk to both
|
|
prisoners for clues to the puzzles Sukoram has placed on the doors. Return to
|
|
the Second Polar Room, go through the left door, down, and enter the Lever Room.
|
|
You'll see something twinkling on the pillar above the door. Go up and get the
|
|
Lever.
|
|
|
|
Now, go all the way left to the pile of bones to get a clue about the doors in
|
|
the Lettered Doors Room: "C thrice...B twice...A once." Return to the Angel Room
|
|
and get the letter "A." Then, return to the Icicle Room, dash all the way left,
|
|
and enter the door into the Hell Room. Go to the first "L" and replace it with
|
|
the "A" to "heal hell." Go back to the First Polar Room, go through the right
|
|
door, down, and into the Demon Room. Fight the killer snakes and go left. Enter
|
|
the water, do down, around, and up to the God Room. Exit the water, go left,
|
|
through the door, down, and enter the door into the Lettered Doors Room.
|
|
|
|
Go left and enter the "C" door; go right and enter "C"; go right and enter "C."
|
|
Now, go right until you loop back to the "B" door, and enter it; go left and
|
|
!CompuServe CIS:TEG-12374
|
|
|
|
enter "B" once more. Finally, go right, and enter the "A" door. You should be in
|
|
the Refrigerant Room. (If you're not, go back through the door, and try again.)
|
|
Walk to the pipe going into the ground and use the Lever to turn off the gas
|
|
fueling the refrigeration unit. Exit, then go back through the same door ("A"),
|
|
and return to the Demon Room.
|
|
|
|
Go back to the Icicle Room and go right. You'll see three frozen waterfalls.
|
|
Use them as stepping stones to get to the upper level and go through the door.
|
|
Go down and enter the Evoke Room. Jump up and touch the "V" to open a secret
|
|
door (don't enter it yet!) Go through the right door into the Blast Room and
|
|
talk to Kahzeh. To free him you'll need to change the "Blast" to "Bless."
|
|
|
|
Go back to the Evoke Room, take the last "E" from the word, return to the Blast
|
|
Room, and place the "E" where the "A" is. Now, go right, through the door, and
|
|
battle Sokuram. You'll need to use the waterfalls to rise high enough to kill
|
|
him (he's the one with the hammer and lightning bolts). After the battle, go
|
|
right, and take the letter "S" from the word. Return to the Blast Room and place
|
|
the "S" where the "T" is to free Kahzeh from his prison. As a reward, you
|
|
receive the Tears of Wind from him.
|
|
|
|
!CompuServe CIS:TEG-12376
|
|
|
|
Go right and through the door into Ekim's Room. He's easy to beat. After you
|
|
do, the quest is over. Return to the Demon Room, enter the water, and search the
|
|
walls for the Shield. Then, return to the bones in the Lever Room to find the
|
|
Armor. Return to the Icicle Room, exit through the middle door, and go left to
|
|
end the quest. The Armor has 9 Jupiters; the Shield has 6 Jupiters and 2 Suns.
|
|
Give the Tears of Wind to the king for 400 extra EPs.
|
|
|
|
THE CURSE OF MEDUSA
|
|
|
|
This quest is limited to three characters. Go right and enter each of the three
|
|
houses. The first has a fireplace, the second is empty, and the third has herbs
|
|
stored in the right-hand cupboard. At the end of the quest, the fireplace in the
|
|
first house will contain a valuable treasure.
|
|
|
|
Exit the last house, go right past the stone people, continue right over the
|
|
bridge, and go down into the hole you find (it's a depression in the grass). Go
|
|
left until you see Medusa. Immediately, go right, take the Mirror Shield, and
|
|
continue right to the rope. Go up the rope, exit, and talk to Anna, who joins
|
|
your party. Go back to the stone people and examine the one standing by himself
|
|
to the left of the mine entrance. This is Anna's master; she takes the Antidote
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-12378
|
|
|
|
from him.
|
|
|
|
Now, go into the mine entrance, and go right until you see Medusa. Again, as
|
|
soon as you see her, go left and exit the mine. Go right, across the bridge, and
|
|
you should see a knothole in a tree. Enter the knothole and talk to all the
|
|
people you see down there. Exit, go right, and back down into the hole in the
|
|
ground. Go left, and this time when you see Medusa, dash-jump over her to get
|
|
into the newly opened mine tunnel. Go left to the jar and get the Blue Cord.
|
|
|
|
Go back to the right, dash-jump over Medusa again, and continue right, up the
|
|
rope, and out. Go right to where the stones are piled around the tree on the
|
|
riverbank, and throw the Blue Cord into the water to get your weapons' power
|
|
increased. You're now ready to battle Medusa.
|
|
|
|
Go back down into the mine, find Medusa, and kill her. After the battle, go all
|
|
the way left to exit the mine, and talk to the girl standing where Anna's master
|
|
was. She tells you that he's gone into the mountains to look for Anna. Go all
|
|
the way left as if to end the quest. As you do, Anna will leave your party.
|
|
Continue left; suddenly, Medusa's live head comes flying at you! To kill her
|
|
once and for all, stand in place (do not jump), face left, and attack with your
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-12381
|
|
|
|
swords. When she finally dies, her head is severed, turned to stone, and dropped
|
|
at your feet. You take the head automatically.
|
|
|
|
Return to the mine where you fought Medusa, go all the way right to the rope,
|
|
and search the right-hand wall for the Armor. Go up the rope, jump to the left
|
|
(into the bushes on the next screen), and get the Laurel Rod. Finally, exit the
|
|
mine, go all the way left, and enter the house with the fireplace. Search the
|
|
fireplace to find the Ring of Power. Exit all the way left to end the quest.
|
|
Give Medusa's Head to the king, sell the Mirror Shield, and equip your party
|
|
with the Armor (contains the Resurrect Spell, 10 Jupiters, 2 Suns, and 2
|
|
Venuses), the Ring of Power (contains the Turn Spell, 7 Jupiters, 6 Suns, and 1
|
|
Moon), and the Laurel Rod (contains the Bolt Spell, 1 Mars, 3 Jupiters, 1 Sun,
|
|
and 7 Mercuries).
|
|
|
|
SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.
|
|
|
|
This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
|
|
Last page !CompuServe CIS:TEG-12383
|
|
|
|
|
|
|
|
|
|
SORCERIAN
|
|
Part 8
|
|
|
|
THE MISSING MAGICIAN
|
|
|
|
Go right through the spinning stone columns and all the way right to the wall
|
|
to find lavender. Then, go through the opening into the Machine Room. Go through
|
|
the right door into the Lava Pool Room and go across the moving ledges to the
|
|
other side. Turn and face back to the left to see something glittering. Dash
|
|
left across the lava to get the Flame Crystal. Dash back to the right, all the
|
|
way right, and down into Stairwell One (there are a lot of these, so keep them
|
|
straight). Go down and enter the stone tube. Go down into the Harpy Room, dash
|
|
left, and enter the door. Go left and examine the globe to learn how to stop its
|
|
spinning; there's hyssop in the right wall.
|
|
|
|
Exit this room, return to the stone doorway in the Lava Pool Room, and get the
|
|
Red Gemstone. Go back to the Harpy Room, go all the way right, down the tube to
|
|
Press <CR> for more !
|
|
|
|
|
|
|
|
|
|
|
|
CompuServe CIS:TEG-12384
|
|
|
|
Stairwell Two, down, and down into the tube to the Fireball Room. Go left,
|
|
insert the Red Gemstone into the square niche to open the grate, and dash left
|
|
to the doorway into the Amoeba Room. Go right, down to Stairwell Three, down,
|
|
and down through the tube into the Ogre Room. Go left, down the tube to
|
|
Stairwell Four, down, and down the tube to Kaji's Room. Go right and talk to
|
|
her. Insert the Flame Crystal to release her. She gives you advice on defeating
|
|
Haiko, and the Energy Rod.
|
|
|
|
Go back up to the Ogre Room, right, and touch the gate. Go right to the central
|
|
globe and examine it. As you do, a force draws you into the globe and deposits
|
|
you in a different room. Work your way down to and take the Morning Star (lower
|
|
right). The writing on the wall tells you the weapon will destroy something.
|
|
|
|
Return to Kaji's Room, get the Flame Crystal, and dash right, up, and through
|
|
the door into Haiko's Room. Start attacking the flames shooting up from the
|
|
floor. The more you extinguish, the lower Haiko will come. You must get him down
|
|
to the highest level your party can jump before you can destroy him. After the
|
|
battle, go right to find Chain Mail.
|
|
|
|
Return to the Machine Room (all the way back up to the top level) and hit the
|
|
!CompuServe CIS:TEG-12387
|
|
|
|
globe with the Morning Star to destroy it. Now, return to the Harpy Room, go
|
|
left over the bouncing columns, enter the opening, and destroy this globe. When
|
|
you do, the door out closes; you must destroy the two bouncing balls in order to
|
|
reopen the door.
|
|
|
|
Go back to the Fireball Room, dash left to the other grate, and insert the
|
|
Flame Crystal to open it. Go all the way left, up the tube to Stairwell Five,
|
|
and up to the Missing Magician's Room. Go up to him to learn what the quest was
|
|
really about. After he returns you to the surface, you may want to go back to
|
|
get the Red Gemstone and Flame Crystal (Fireball Room), or to search for herbs.
|
|
To end the quest, return to the Machine Room, go through the left door, and
|
|
continue left.
|
|
|
|
Sell the Crystal and Gem, divide the Mail and Morning Star to your fighters,
|
|
and give the Energy Rod to your magic user.
|
|
|
|
THE WATER OF LIFE
|
|
|
|
Before beginning this quest, I strongly advise that: You have at least three
|
|
Cure potions or an item enchanted with the Cure spell with you, and some means
|
|
!CompuServe CIS:TEG-12388
|
|
|
|
of resurrecting your characters (they'll die several times); you put your magic
|
|
user somewhere in the middle of your party; you have a method to heal your
|
|
characters quickly. Also, expect to be attacked immediately upon entering just
|
|
about all the rooms in this quest (there are a few "safe" rooms).
|
|
|
|
Dash right, leap to the upper ledge, and enter the hole. Go right to enter the
|
|
Pillar Demons Room. The tactic that worked best for me was to stand in place and
|
|
jump while I used the Spacebar to attack. When standing in front of the left
|
|
column, face left; face right in front of the right column. After the battle
|
|
(good for 2,000 EPs), go left, through the hole, down to the lower level, and
|
|
all the way right (stay on the lower level), through the hole into the Long
|
|
Room. Dash right, examine the hand to take it, and go left through the left-hand
|
|
hole into the Two Door Room. Jump down, go right, down, and through the hole
|
|
(you can't open these doors yet) into Heart Rome One. Go down and through the
|
|
door at the lower right into the Muscle Control Room. Touch the red spot next to
|
|
the muscle to activate it: This is an elevator of sorts you'll use elsewhere.
|
|
Every time you use it, you will need to come here to reactivate it.
|
|
|
|
Return to Heart Room One, go left, up at the first opportunity, and through the
|
|
hole into Heart Room Two. Go right, through the hole into the Stomach Room, and
|
|
!CompuServe CIS:TEG-12391
|
|
|
|
right, then left to the bottom level. Go through the left hole, over to the
|
|
right door, and through it into the Cask Room. Go to the cask and examine it to
|
|
get some advice and the Tuning Fork. Exit this room, go through the left hole to
|
|
get back to the Stomach Room, then back through the hole on the upper level to
|
|
get back to Heart Room Two.
|
|
|
|
Go down to the lowest level of Heart Room Two and enter the door. Put the
|
|
Tuning Fork on the left stand; you should hear a loud sound. Go back to the
|
|
Stomach Room, go down, and through the hole on the right side into the Acid Lake
|
|
Room. Save your game before making another move, then jump from ledge to ledge
|
|
until you reach the door on the right side of the lake; enter it. Go up and
|
|
right to get the first of three Crystal Valves. There's savory on the ledge
|
|
above the crystal. Exit this room, save your game once more, and return to Heart
|
|
Room Two. Go down through the door and take the Tuning Fork.
|
|
|
|
Go back to the right, get to the upper level of Heart Room Two, go left, and
|
|
through hole back to Heart Room One. Go down, left, up, and right through the
|
|
hole back to the Two Door Room. Go left and work your way back to the Long Room.
|
|
Dash right (talk to the rope where the hand was hanging for more cryptic clues),
|
|
and go through the hole into the Elevator Room. Jump onto the elevator, ride it
|
|
!CompuServe CIS:TEG-12393
|
|
|
|
up, and jump off to the right. Go through the hole into the Cilia Room,
|
|
dash-jump right, and enter the Valve Control Room. (Stepping on the waving cilia
|
|
is what deactivates the elevator.) Insert the Crystal Valve into the right-hand
|
|
niche and return to Heart Room One (go right, through the square hole, left and
|
|
over the top of the elevator, down through the hole back to the Long Room, left
|
|
to the Two Door Room, and through the hole).
|
|
|
|
Go to the Muscle Control Room and reactivate the elevator. Then, go back to
|
|
Heart Room One, left, and through the first hole you come to on the lower level
|
|
to Heart Room Four. Go down and through the door on the bottom right. Place the
|
|
Tuning Fork; you should hear an unclear sound. Exit this room, go left, up, and
|
|
through the top hole back to the Two Door Room. Go up and enter the right-hand
|
|
door to Crawler Room One. Go right, down, and through the hole to the Slug Room.
|
|
Go right, through the hole, get the second Crystal Valve, and return to the Two
|
|
Door Room.
|
|
|
|
Now, go back to the Valve Control Room, remove the right-hand crystal, and
|
|
insert a crystal in the left-hand niche. Return to Heart Room One, reactivate
|
|
the elevator, then go back to Heart Room Four. Go down, right, through the door,
|
|
and get the Tuning Fork. Exit this room and go up to the left at your first
|
|
!CompuServe CIS:TEG-12396
|
|
|
|
opportunity back to Heart Room Two. Go right, down, and left on the middle level
|
|
(above the lowest level's door). Go left and through the hole into the Bivalve
|
|
Room. Go through the upper hole to Heart Room Three, all the way right, through
|
|
the door, and place the Tuning Fork; you should hear a clear sound.
|
|
|
|
Exit the room, go all the way left, down, and through the hole into the Leech
|
|
Room. Dash down, left, up, left, and down. Go through the door into the Stone
|
|
Arch Room. Go left, upstairs, and through the door into Crawler Room Two. Go
|
|
right, get the last Crystal Valve, return to the Leech Room, and go back to
|
|
Heart Room Three. Go right, up, and right to retrieve your Tuning Fork. Then,
|
|
return to the Valve Control Room. Remove the left-hand crystal, and insert a
|
|
crystal into the middle niche.
|
|
|
|
Return to the Long Room, and go through the new hole in its center. You see
|
|
some odd changes in the heart walls; passages once open are now closed.
|
|
Reactivate the elevator, go back to Heart Room One, then return to the Bivalve
|
|
Room. Go up through the hole, and all the way right to the door. Enter and place
|
|
the Tuning Fork; you should hear a clear sound. Go back to Heart Room Two,
|
|
right, and through the hole into the Stomach Room. Go down, left, and all the
|
|
way right through the hole into the Acid Lake Room. This time, you're going to
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-12398
|
|
|
|
have to enter the acid. Jump down, dash-jump left (to get out of the acid as
|
|
quickly as possible), and enter the hole. You're back in the Leech Room at its
|
|
far right side. Go all the way left, through the door, and back to the Stone
|
|
Arch Room. Go through the arch, dash all the way right past the muscle, and go
|
|
through hole to get back to the Two Door Room.
|
|
|
|
Now, you can enter the left-hand door. On the other side, you find another of
|
|
those muscle elevators. Ride it up, jump off to the right, and enter the hole.
|
|
You've found the Water of Life Room. Take the Water from the statue. At this
|
|
point, all the monsters have been deactivated with the exception of the cilia
|
|
and those pulsing yellowish spots; you'll still lose hit points when you touch
|
|
them. Return to the Valve Control Room and take the middle crystal. You'll need
|
|
to use the new hole connecting the Long Room and Heart Room One to get back
|
|
there.
|
|
|
|
Now, return to the Two Door Room, back to the Stomach Room, and through the
|
|
lower left hole. Go through the door, down, and get the Potion from the Cask
|
|
Room. Return to Heart Room One, reactivate the elevator, then go back to the
|
|
Bivalve Room, up, and right to the door to retrieve your Tuning Fork. Now, go
|
|
back to the Long Room. Go through the right hole into the Elevator Room, and
|
|
Press <CR> for more !
|
|
CompuServe CIS:TEG-12401
|
|
|
|
ride it up to the Cilia Room. Dash-jump left, go through the hole, and head left
|
|
to end the quest.
|
|
|
|
Give the Water of Life to the king for 2,000 extra EPs, sell the crystals and
|
|
the tuning fork, and divide the potion.
|
|
|
|
SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.
|
|
|
|
This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
|
|
Last page ! |