Wizardry 7: Crusaders of the Dark Savant чит-файл №1

--A random Crusaders of the Dark Savant FAQ--
Written by: Ravashack



----------------------------------
Table of Contents:

1. Character Creation
* Male Vs. Female
-Males
-Females
-Overall
* Races
-Human
-Elf
-Dwarf
-Gnome
-Hobbit
-Faerie
-Lizardman
-Dracon
-Rawulf
-Felpurr
-Mook
* Classes
-Fighter
-Mage
-Priest
-Thief
-Ranger
-Bard
-Psionic
-Alchemist
-Valkyrie
-Bishop
-Lord
-Samurai
-Monk
-Ninja
* Skill Selection
-Essential skills
-"Nice to have" skills
-"Really depends on your playing style" skills
2. Party Creation
* The 'Super' Party
* The 'Quick and Easy' Party
* The 'Dual Class' Party
* The 'Blender' Party
* The 'Vanilla' Party
3. Picking Spells
* General Spellcasting
* Learning spells from books
* Commonly used spells
4. Survival 101
* Status Ailments
* Meeting NPCs
* Inventory Management
5. Playing the Game
* Questionnaire Walkthrough

_______________________________________________________________________________

|-----------------------------Character Creation------------------------------|
_______________________________________________________________________________


----------------------------------
--Male vs. Female--
----------------------------------

What's the difference? Females, when they start out, get a -2 in Strength, +1
in Personality, and a +1 in Karma compared to the base statistics given in the
manual. Males start out with the base statistics given in the manual.
----------------------------------
-Males-
Perks:
* Classes based on strength are easier to get for males.
* Males can wear the Cameo Locket

Flaws:
* See benefits of Females
* Cameo Locket is only attainable by importing a party from Bane of the Cosmic
Forge or saved game editing.

----------------------------------
-Females-
Perks:
* Classes based on Personality will require 1 less point to get for females,
unless it has a strength requirement as well.
* Females can use certain items like Stud Cuir Bras and Jazzeraint Skirts.
Some of these items are the best for the particular class the female may end
up in.
* Females can become Valkyries, which are Lords with less experience point
requirements and no Diplomacy.

Flaws:
* See benefits of Males
* Diamond Ring, one of the better female-only items, must be imported from Bane
or edited into the saved game.
----------------------------------
-Overall-
Use Male characters only if you are importing a game from Bane of the Cosmic
Forge, if you are rolling up a Fighter-type character or a Psionic, or you
cheat.

Use Female characters whenever you are rolling up a spellcaster and all other
situations that don't apply to male characters.

----------------------------------
--Races--
----------------------------------

Basic Layout:

-(Name of Race)-
Race's Stats

List of Perks

List of Flaws

A chart of how many points the race needs to achieve a class
Sample Chart:
__________________________________________________________________________
| | | | |
| Class Name | STR | INT | PIE | VIT | DEX | SPE | PER | Female? | Total |
|____________|_________________________________________|___________|_______|
| | | | |
| Fighter | 3 | | | | | | | N | 3 |
|____________|_________________________________________|___________|_______|
Explanations:
STR = Points towards Strength needed.
INT = Points towards Intelligence needed.
PIE = Points towards Piety needed.
VIT = Points towards Vitality needed.
DEX = Points towards Dexterity needed.
SPE = Points towards Speed needed.
PER = Points towards Personality needed.
Female? = Should I use a Female for the class?
Y = Yes
- = Doesn't matter
N = No
(Note: Any class with Y will have required stats altered to reflect stat
changes for female characters)
Total = Total amount of points needed for the class.

Convenient Professions
* A profession(s) which the race excels at naturally OR
A non-basic (not Fighter, Mage, Priest, or Thief) the profession can
achieve with a below average amount of points out of all the races OR
A basic profession achievable within 2 points or less

----------------------------------
-Human-

Base Human stats:
9
8
8
9
9
8
8

Perks:
* No inherent weaknesses to an attack type.

Flaws:
* No inherent resistances to an attack type.
* Too average.
* Someone else can fit a class better than they do in most cases.

Points needed to meet Class Requirements for Human:
__________________________________________________________________________
| | | | |
| Class Name | STR | INT | PIE | VIT | DEX | SPE | PER | Female? | Total |
|____________|_________________________________________|___________|_______|
| | | | |
| Fighter | 3 | | | | | | | N | 3 |
|____________|_________________________________________|___________|_______|
| | | | |
| Mage | | 4 | | | | | | - | 4 |
|____________|_________________________________________|___________|_______|
| | | | |
| Priest | | | 4 | | | | | - | 4 |
|____________|_________________________________________|___________|_______|
| | | | |
| Thief | | | | | 3 | | | - | 3 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ranger | 1 | | | 2 | 1 | | | N | 4 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bard | | 2 | | | 3 | | 3 | Y | 8 |
|____________|_________________________________________|___________|_______|
| | | | |
| Psionic | 1 | 6 | | 5 | | | 2 | N | 14 |
|____________|_________________________________________|___________|_______|
| | | | |
| Alchemist | | 5 | | | 4 | | | - | 9 |
|____________|_________________________________________|___________|_______|
| | | | |
| Valkyrie | 3 | | 3 | 2 | 1 | 3 | | Y | 12 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bishop | | 7 | 7 | | | | | - | 14 |
|____________|_________________________________________|___________|_______|
| | | | |
| Lord | 3 | 1 | 4 | 3 | | 1 | 6 | N | 18 |
|____________|_________________________________________|___________|_______|
| | | | |
| Samurai | 3 | 3 | | | 3 | 6 | | N | 15 |
|____________|_________________________________________|___________|_______|
| | | | |
| Monk | 4 | | 5 | | 1 | 5 | | N | 15 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ninja | 3 | 2 | 2 | 3 | 3 | 4 | | N | 17 |
|____________|_________________________________________|___________|_______|

Convenient Professions
* Fighter
* Thief
* Ranger (don't expect your spell points to come back quickly though)

----------------------------------
-Elf-

Base Elf stats
7
10
10
7
9
9
8

Perks:
* Higher resistance to sleep spells.
* Combat-types can take advantage of a Race-specific weapon (Elven Bow).
* Decent spell point recharge rate.

Flaws:
* Strength- and Vitality-based classes harder to get in the beginning.
* Race has slightly lower hit points than normal

Suggestions:
* When picking an Elf, pick female unless you fully intend to make it a
fighting character
* Go for a spellcasting class

Points needed to meet Class Requirements for Elf:
__________________________________________________________________________
| | | | |
| Class Name | STR | INT | PIE | VIT | DEX | SPE | PER | Female? | Total |
|____________|_________________________________________|___________|_______|
| | | | |
| Fighter | 5 | | | | | | | N | 5 |
|____________|_________________________________________|___________|_______|
| | | | |
| Mage | | 2 | | | | | | - | 2 |
|____________|_________________________________________|___________|_______|
| | | | |
| Priest | | | 2 | | | | | - | 2 |
|____________|_________________________________________|___________|_______|
| | | | |
| Thief | | | | | 3 | | | - | 3 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ranger | 3 | | | 4 | 1 | | | N | 8 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bard | | | | | 3 | | 3 | Y | 6 |
|____________|_________________________________________|___________|_______|
| | | | |
| Psionic | 3 | 4 | | 7 | | | 2 | N | 16 |
|____________|_________________________________________|___________|_______|
| | | | |
| Alchemist | | 3 | | | 4 | | | - | 7 |
|____________|_________________________________________|___________|_______|
| | | | |
| Valkyrie | 5 | | 1 | 4 | 1 | 2 | | Y | 13 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bishop | | 5 | 5 | | | | | - | 10 |
|____________|_________________________________________|___________|_______|
| | | | |
| Lord | 5 | | 2 | 5 | | | 6 | N | 18 |
|____________|_________________________________________|___________|_______|
| | | | |
| Samurai | 5 | 1 | | 2 | 3 | 5 | | N | 16 |
|____________|_________________________________________|___________|_______|
| | | | |
| Monk | 6 | | 3 | | 1 | 4 | | N | 14 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ninja | 5 | | | 5 | 3 | 3 | | N | 16 |
|____________|_________________________________________|___________|_______|

Convenient Professions

* Mage
* Priest
* Bard
* Alchemist
* Bishop

----------------------------------
-Dwarf-
Base Dwarf stats
11
6
10
12
7
7
7

Perks:
* Poison resistance
* Magic resistance (i.e. to spells like Lifesteal or Make Wounds)

Flaws:
* Slow. Don't expect them to go first anytime soon unless you sacrifice
all your bonus points towards their Dexterity and Speed.

Points needed to meet Class Requirements for Dwarf:
__________________________________________________________________________
| | | | |
| Class Name | STR | INT | PIE | VIT | DEX | SPE | PER | Female? | Total |
|____________|_________________________________________|___________|_______|
| | | | |
| Fighter | 1 | | | | | | | N | 1 |
|____________|_________________________________________|___________|_______|
| | | | |
| Mage | | 6 | | | | | | - | 6 |
|____________|_________________________________________|___________|_______|
| | | | |
| Priest | | | 2 | | | | | - | 2 |
|____________|_________________________________________|___________|_______|
| | | | |
| Thief | | | | | 5 | 1 | | - | 6 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ranger | | 2 | | | 3 | 1 | 1 | N | 7 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bard | | 4 | | | 5 | 1 | 4 | Y | 14 |
|____________|_________________________________________|___________|_______|
| | | | |
| Psionic | | 8 | | 2 | | | 3 | N | 13 |
|____________|_________________________________________|___________|_______|
| | | | |
| Alchemist | | 7 | | | 6 | | | - | 13 |
|____________|_________________________________________|___________|_______|
| | | | |
| Valkyrie | | | 1 | | 3 | 4 | | Y | 8 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bishop | | 9 | 5 | | | | | Y | 14 |
|____________|_________________________________________|___________|_______|
| | | | |
| Lord | 1 | 3 | 2 | | 2 | 2 | 7 | N | 17 |
|____________|_________________________________________|___________|_______|
| | | | |
| Samurai | 1 | 5 | | | 5 | 7 | 1 | N | 19 |
|____________|_________________________________________|___________|_______|
| | | | |
| Monk | 2 | 2 | 3 | | 3 | 6 | 1 | N | 17 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ninja | 1 | 4 | | | 5 | 5 | | N | 15 |
|____________|_________________________________________|___________|_______|

Convenient Professions

* Fighter
* Priest
* Ranger
* Valkyrie

----------------------------------
-Gnone-
Base Gnome Stats
10
7
13
10
8
6
6

Perks:
* Magic resistance (i.e. to spells like Lifesteal or Make Wounds)

Flaws:
* Slow. Don't expect them to go first anytime soon unless you sacrifice
all your bonus points towards their Dexterity and Speed.

Points needed to meet Class Requirements for Gnome:
__________________________________________________________________________
| | | | |
| Class Name | STR | INT | PIE | VIT | DEX | SPE | PER | Female? | Total |
|____________|_________________________________________|___________|_______|
| | | | |
| Fighter | 2 | | | | | | | N | 2 |
|____________|_________________________________________|___________|_______|
| | | | |
| Mage | | 5 | | | | | | - | 5 |
|____________|_________________________________________|___________|_______|
| | | | |
| Priest | | | | | | | | - | 0 |
|____________|_________________________________________|___________|_______|
| | | | |
| Thief | | | | 4 | 2 | | | - | 6 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ranger | | 1 | | 1 | 2 | 2 | 2 | N | 8 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bard | | 3 | | | 4 | 2 | 7 | Y | 16 |
|____________|_________________________________________|___________|_______|
| | | | |
| Psionic | | 7 | | 4 | | | 4 | N | 15 |
|____________|_________________________________________|___________|_______|
| | | | |
| Alchemist | | 6 | | | 5 | | | - | 11 |
|____________|_________________________________________|___________|_______|
| | | | |
| Valkyrie | 2 | | | 2 | 1 | 5 | 1 | Y | 11 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bishop | | 8 | 2 | | | | 1 | Y | 11 |
|____________|_________________________________________|___________|_______|
| | | | |
| Lord | 2 | 2 | | 2 | 1 | 3 | 8 | N | 18 |
|____________|_________________________________________|___________|_______|
| | | | |
| Samurai | 2 | 4 | | 1 | 4 | 8 | 2 | N | 21 |
|____________|_________________________________________|___________|_______|
| | | | |
| Monk | 3 | 1 | | | 2 | 7 | 2 | N | 15 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ninja | 2 | 3 | | 2 | 4 | 6 | | N | 17 |
|____________|_________________________________________|___________|_______|

Convenient Professions

* Fighter
* Priest
* Ranger
* Valkyrie

----------------------------------
-Hobbit-
Base Hobbit stats
8
7
6
9
10
7
13

Perks:
* Magic Resistance (i.e. to spells like Lifesteal or Make Wounds)
* Natural thieving characters

Flaws:
* Poor Intelligence and Piety makes them poor spellcasters. Don't rely
on any spells they may use on coming back quickly.

Points needed to meet Class Requirements for Hobbit:
__________________________________________________________________________
__________________________________________________________________________
| | | | |
| Class Name | STR | INT | PIE | VIT | DEX | SPE | PER | Female? | Total |
|____________|_________________________________________|___________|_______|
| | | | |
| Fighter | 4 | | | | | | | N | 4 |
|____________|_________________________________________|___________|_______|
| | | | |
| Mage | | 5 | | | | | | - | 5 |
|____________|_________________________________________|___________|_______|
| | | | |
| Priest | | | 6 | | | | | - | 6 |
|____________|_________________________________________|___________|_______|
| | | | |
| Thief | | | | | 2 | 1 | | - | 3 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ranger | 2 | 1 | 2 | 2 | | 1 | | N | 8 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bard | | 3 | | | 2 | 1 | | Y | 6 |
|____________|_________________________________________|___________|_______|
| | | | |
| Psionic | 2 | 7 | | 5 | | | 1 | N | 15 |
|____________|_________________________________________|___________|_______|
| | | | |
| Alchemist | | 6 | | | 3 | | | - | 9 |
|____________|_________________________________________|___________|_______|
| | | | |
| Valkyrie | 4 | | 5 | 2 | | 4 | | Y | 15 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bishop | | 8 | 9 | | | | | - | 17 |
|____________|_________________________________________|___________|_______|
| | | | |
| Lord | 4 | 2 | 6 | 3 | | 2 | 1 | N | 18 |
|____________|_________________________________________|___________|_______|
| | | | |
| Samurai | 4 | 4 | | | 2 | 7 | | N | 17 |
|____________|_________________________________________|___________|_______|
| | | | |
| Monk | 5 | 1 | 7 | | | 6 | | N | 19 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ninja | 4 | 3 | 4 | 3 | 2 | 5 | | N | 21 |
|____________|_________________________________________|___________|_______|

Convenient Professions
* Thief
* Bard

----------------------------------
-Faerie-
Base Faerie Stats
5
11
6
6
10
14
12

Perks:
* Character always start with Gossamer Gown (U), Gossamer Gown (L), Faerie
Stick, Faerie Dust(5), and Lt. Heal(3) regardless of class.
* Lower AC than other races
* Magic Resistance (i.e. to spells like Lifesteal or Make Wounds)
* Spell points return at a very quick rate.
* Natural spellcaster
* Race specific helmet (Faerie Cap)

Flaws:
* Cannot use most weapons and armor
* Consistency of starting equipment prevents Faerie characters from using
sometimes irreplaceable equipment such as the Poet's Lute.
* Low carrying capacity

Points needed to meet Class Requirements for Faerie
__________________________________________________________________________
| | | | |
| Class Name | STR | INT | PIE | VIT | DEX | SPE | PER | Female? | Total |
|____________|_________________________________________|___________|_______|
| | | | |
| Fighter | 7 | | | | | | | N | 7 |
|____________|_________________________________________|___________|_______|
| | | | |
| Mage | | 1 | | | | | | - | 1 |
|____________|_________________________________________|___________|_______|
| | | | |
| Priest | | | 6 | | | | | - | 6 |
|____________|_________________________________________|___________|_______|
| | | | |
| Thief | | | | | 2 | | | - | 2 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ranger | 5 | | 2 | 5 | | | | N | 12 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bard | | | | | 2 | | | - | 2 |
|____________|_________________________________________|___________|_______|
| | | | |
| Psionic | 5 | 3 | | 8 | | | | N | 16 |
|____________|_________________________________________|___________|_______|
| | | | |
| Alchemist | | 2 | | | 3 | | | - | 5 |
|____________|_________________________________________|___________|_______|
| | | | |
| Valkyrie | 7 | | 5 | 5 | | | | Y | 17 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bishop | | 4 | 9 | | | | | - | 13 |
|____________|_________________________________________|___________|_______|
| | | | |
| Lord | 7 | | 6 | 6 | | | 2 | N | 21 |
|____________|_________________________________________|___________|_______|
| | | | |
| Samurai | 7 | | | 3 | 2 | | | N | 12 |
|____________|_________________________________________|___________|_______|
| | | | |
| Monk | 8 | | 7 | | | | | N | 15 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ninja | 7 | | 4 | 6 | 2 | | | N | 19 |
|____________|_________________________________________|___________|_______|

Convenient Professions

* Mage
* Priest -- Most extended weapons available for Faeries are Priest/Bishop.
* Thief
* Alchemist
* Bard -- A pointless choice after playing as you do not get the Poet's Lute.
* Samurai -- A semi-useless choice as you cannot wear decent armor.

----------------------------------
-Lizardman-
Base Lizardman Stats
12
5
5
14
8
10
3

Perks:
* Mental Resistance
* Acid Resistance
* Greater than normal amount of hit points

Flaws:
* Very slow mana recharge rate
* Academia skills tend to not mature
* Intelligence and Piety go DOWN on level ups if too high.

Points needed to meet Class Requirements for Lizardman
__________________________________________________________________________
| | | | |
| Class Name | STR | INT | PIE | VIT | DEX | SPE | PER | Female? | Total |
|____________|_________________________________________|___________|_______|
| | | | |
| Fighter | | | | | | | | N | 0 |
|____________|_________________________________________|___________|_______|
| | | | |
| Mage | | 7 | | | | | | - | 7 |
|____________|_________________________________________|___________|_______|
| | | | |
| Priest | | | 7 | | | | | - | 7 |
|____________|_________________________________________|___________|_______|
| | | | |
| Thief | | | | | 4 | | | - | 4 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ranger | | 3 | 3 | | 2 | | 4 | Y | 12 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bard | | 5 | | | 4 | | 8 | Y | 17 |
|____________|_________________________________________|___________|_______|
| | | | |
| Psionic | | 9 | | | | | 6 | Y | 15 |
|____________|_________________________________________|___________|_______|
| | | | |
| Alchemist | | 7 | | | 5 | | | - | 12 |
|____________|_________________________________________|___________|_______|
| | | | |
| Valkyrie | | | 6 | | 2 | 1 | 4 | Y | 13 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bishop | | 10 | 10 | | | | 4 | Y | 24 |
|____________|_________________________________________|___________|_______|
| | | | |
| Lord | | 4 | 7 | | 1 | | 9 | N | 21 |
|____________|_________________________________________|___________|_______|
| | | | |
| Samurai | | 6 | | | 4 | 4 | 5 | N | 19 |
|____________|_________________________________________|___________|_______|
| | | | |
| Monk | 1 | 3 | 8 | | 2 | 3 | 5 | N | 22 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ninja | | 5 | 5 | | 4 | 2 | | N | 16 |
|____________|_________________________________________|___________|_______|

Convenient Professions

* Fighter
* Ninja

----------------------------------
-Dracon-
Base Dracon Stats
10
7
6
12
10
8
6

Perks:
* Breathe Acid
* Acid resistance
* Mental Resistance
Flaws:
* Breathing Acid takes out a large percentage of stamina
* Damage of Breath is based on amount of stamina used

Points needed to meet Class Requirements for Dracon
__________________________________________________________________________
| | | | |
| Class Name | STR | INT | PIE | VIT | DEX | SPE | PER | Female? | Total |
|____________|_________________________________________|___________|_______|
| | | | |
| Fighter | 2 | | | | | | | N | 2 |
|____________|_________________________________________|___________|_______|
| | | | |
| Mage | | 5 | | | | | | - | 5 |
|____________|_________________________________________|___________|_______|
| | | | |
| Priest | | | 6 | | | | | - | 6 |
|____________|_________________________________________|___________|_______|
| | | | |
| Thief | | | | | 2 | | | - | 2 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ranger | 1 | | 2 | | | | 2 | N | 5 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bard | | 3 | | | 2 | | 5 | Y | 10 |
|____________|_________________________________________|___________|_______|
| | | | |
| Psionic | | 7 | | 2 | | | 4 | N | 13 |
|____________|_________________________________________|___________|_______|
| | | | |
| Alchemist | | 6 | | | 3 | | | - | 9 |
|____________|_________________________________________|___________|_______|
| | | | |
| Valkyrie | 2 | | 5 | | | 3 | 1 | Y | 11 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bishop | | 8 | 9 | | | | 1 | Y | 11 |
|____________|_________________________________________|___________|_______|
| | | | |
| Lord | 2 | 2 | 6 | | | 1 | 8 | N | 19 |
|____________|_________________________________________|___________|_______|
| | | | |
| Samurai | 2 | 4 | | | 2 | 6 | 2 | N | 16 |
|____________|_________________________________________|___________|_______|
| | | | |
| Monk | 3 | 1 | 7 | | | 5 | 2 | N | 18 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ninja | 2 | 3 | 4 | 2 | | 4 | | N | 15 |
|____________|_________________________________________|___________|_______|

Convenient Professions

* Fighter
* Thief
* Ranger
* Bishop
* Ninja

----------------------------------
-Rawulf-
Base Rawulf stats:
8
6
12
10
8
8
10

Perks:
* Cold resistance
Flaws:
* None I know of

Points needed to meet Class Requirements for Rawulf
__________________________________________________________________________
| | | | |
| Class Name | STR | INT | PIE | VIT | DEX | SPE | PER | Female? | Total |
|____________|_________________________________________|___________|_______|
| | | | |
| Fighter | 4 | | | | | | | N | 4 |
|____________|_________________________________________|___________|_______|
| | | | |
| Mage | | 6 | | | | | | - | 6 |
|____________|_________________________________________|___________|_______|
| | | | |
| Priest | | | | | | | | - | 0 |
|____________|_________________________________________|___________|_______|
| | | | |
| Thief | | | | | 4 | | | - | 4 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ranger | 2 | 2 | | 1 | 2 | | | N | 7 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bard | | 4 | | | 4 | | 1 | Y | 9 |
|____________|_________________________________________|___________|_______|
| | | | |
| Psionic | 2 | 8 | | 4 | | | | N | 14 |
|____________|_________________________________________|___________|_______|
| | | | |
| Alchemist | | 7 | | | 5 | | | - | 12 |
|____________|_________________________________________|___________|_______|
| | | | |
| Valkyrie | 4 | | | 1 | 2 | 3 | | Y | 10 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bishop | | 9 | 3 | | | | | - | 12 |
|____________|_________________________________________|___________|_______|
| | | | |
| Lord | 4 | 3 | | 2 | 1 | 1 | 4 | N | 15 |
|____________|_________________________________________|___________|_______|
| | | | |
| Samurai | 4 | 5 | | | 4 | 6 | | N | 19 |
|____________|_________________________________________|___________|_______|
| | | | |
| Monk | 5 | 2 | 1 | | 2 | 5 | | N | 15 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ninja | 4 | 4 | | 2 | 4 | 4 | | N | 18 |
|____________|_________________________________________|___________|_______|

Convenient Professions
* Priest
* Bard
* Valkyrie
* Lord
* Monk

----------------------------------
-Felpurr-
Base Felpurr Stats:
7
10
7
7
10
12
10

Perks:
* Dodge missile attacks
* Dodge spells

Flaws:
* None that I can tell

Points needed to meet Class Requirements for Felpurr:
__________________________________________________________________________
| | | | |
| Class Name | STR | INT | PIE | VIT | DEX | SPE | PER | Female? | Total |
|____________|_________________________________________|___________|_______|
| | | | |
| Fighter | 5 | | | | | | | N | 5 |
|____________|_________________________________________|___________|_______|
| | | | |
| Mage | | 2 | | | | | | - | 2 |
|____________|_________________________________________|___________|_______|
| | | | |
| Priest | | | 5 | | | | | - | 5 |
|____________|_________________________________________|___________|_______|
| | | | |
| Thief | | | | | 2 | | | - | 2 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ranger | 3 | | 1 | 4 | | | | N | 8 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bard | | | | | 2 | | 1 | Y | 3 |
|____________|_________________________________________|___________|_______|
| | | | |
| Psionic | 3 | 4 | | 7 | | | | N | 14 |
|____________|_________________________________________|___________|_______|
| | | | |
| Alchemist | | 6 | | | 5 | | | - | 11 |
|____________|_________________________________________|___________|_______|
| | | | |
| Valkyrie | 5 | | 4 | 4 | | | | Y | 13 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bishop | | 5 | 8 | | | | | - | 13 |
|____________|_________________________________________|___________|_______|
| | | | |
| Lord | 5 | | 5 | 5 | | | 4 | N | 19 |
|____________|_________________________________________|___________|_______|
| | | | |
| Samurai | 5 | 1 | | 2 | 2 | 2 | | N | 12 |
|____________|_________________________________________|___________|_______|
| | | | |
| Monk | 6 | | 6 | | | 1 | | N | 13 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ninja | 5 | | 3 | 5 | 2 | | | N | 15 |
|____________|_________________________________________|___________|_______|

Convenient Professions
* Mage
* Thief
* Bard
* Samurai
* Monk
* Ninja

----------------------------------
-Mook-
Base Mook Stats:
10
10
6
10
7
7
9

Perks:
* Cold Resistance
* Magic Resistance (i.e. to spells like Lifesteal or Make Wounds)

Flaws:
* None that I can see

Points needed to meet Class Requirements for Mook
__________________________________________________________________________
| | | | |
| Class Name | STR | INT | PIE | VIT | DEX | SPE | PER | Female? | Total |
|____________|_________________________________________|___________|_______|
| | | | |
| Fighter | 2 | | | | | | | N | 2 |
|____________|_________________________________________|___________|_______|
| | | | |
| Mage | | 2 | | | | | | - | 2 |
|____________|_________________________________________|___________|_______|
| | | | |
| Priest | | | 6 | | | | | - | 6 |
|____________|_________________________________________|___________|_______|
| | | | |
| Thief | | | | | 5 | 1 | | - | 6 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ranger | | | 2 | 1 | 3 | 1 | | N | 7 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bard | | | | | 5 | 1 | 2 | Y | 8 |
|____________|_________________________________________|___________|_______|
| | | | |
| Psionic | | 4 | | 5 | | | 1 | N | 10 |
|____________|_________________________________________|___________|_______|
| | | | |
| Alchemist | | 6 | | | 5 | | | N | 11 |
|____________|_________________________________________|___________|_______|
| | | | |
| Valkyrie | 2 | | 5 | 1 | 3 | 4 | | Y | 15 |
|____________|_________________________________________|___________|_______|
| | | | |
| Bishop | | 5 | 9 | | | | | - | 14 |
|____________|_________________________________________|___________|_______|
| | | | |
| Lord | 2 | | 6 | 2 | 2 | 2 | 5 | N | 19 |
|____________|_________________________________________|___________|_______|
| | | | |
| Samurai | 2 | 1 | | | 5 | 7 | | N | 15 |
|____________|_________________________________________|___________|_______|
| | | | |
| Monk | 3 | 7 | | | 3 | 6 | | N | 19 |
|____________|_________________________________________|___________|_______|
| | | | |
| Ninja | 2 | | 4 | 2 | 5 | 5 | | N | 18 |
|____________|_________________________________________|___________|_______|

Convenient Professions

* Fighter
* Mage
* Psionic

----------------------------------
--Classes--
----------------------------------
-Fighter-
requirements: 12 0 0 0 0 0 0

Perks:
* Starting kit is very advanced compared to other characters
* Gain levels quickly compared to most classes
* May use a majority of weapons and the strongest armor available
* Lots of hit points

Flaws:
* No spells
* Heavy armor weighs a LOT.

Profession changing suggestions:
* Priest
* Mage
* Thief
* Ranger
* Valkyrie (females only)
* Lord
* Samurai

----------------------------------
-Mage-
requirements: 0 12 0 0 0 0 0

Perks:
* Learns the Thaumaturgic spells the quickest

Flaws:
* Low hit points
* No healing
* Doesn't start with a ranged weapon

Profession changing suggestions:
* Fighter
* Priest
* Thief
* Psionic
* Bishop
* Bard
* Samurai

----------------------------------
-Priest-
requirements: 0 0 12 0 0 0 0

Perks:
* Learns the Theological spells the fastest
* Healer
* Starts with healing potions
* Starts with a ranged weapon if not Faerie
* Automatically has the Diplomat skill

Flaws:
* Few attacking spells
* Poor armor selection

Profession changing suggestions:
* Fighter
* Mage
* Thief
* Bishop
* Psionic
* Valkyrie (females only)
* Lord

----------------------------------
-Thief-
requirements: 0 0 0 0 12 8 0

Perks:
* Gets a LARGE boost in Skullduggery every level
* Class specific weapon (Thieves Dagger)
* Learns Ninjutsu
* Learns Legerdemain
* Learns Skullduggery

Flaws:
* No spells
* Class specific weapon is weak
* Becomes outdated after mid-game as other classes get better kit
* Poor armor selection
* Limited weapon selection

Profession changing suggestions:
* Fighter
* Mage
* Priest
* Ranger
* Bard
* Alchemist
* Samurai
* Monk
* Ninja

----------------------------------
-Ranger-
requirements: 10 8 8 11 10 8 8

Perks:
* Kirijutsu effect with missile weapons
* Class specific weapon and accessory (Estoc de Olivia, Forest Cape)
* Learns Alchemical spells
* Cannot be silenced
* Learns Skullduggery
* Learns Legerdemain
* Learns Ninjutsu

Flaws:
* Second rate protection
* Bows run out of ammo
* Scouting is better suited for Fighters
* Limited weapon selection

Profession changing suggestions:
* Bard
* Alchemist
* Psionic
* Ninja

----------------------------------
-Bard-
requirements: 0 10 0 0 12 8 12

Perks:
* Learns Thamaturgical spells
* Learns Ninjutsu
* Can play musical instruments
* Learns Skullduggery
* Learns Legerdemain
* Starts with a Poet's Lute (unless character is a Faerie)

Flaws:
* Must be a female character to use the best protection available to the class
* Limited weapon selection

Profession changing suggestions:
* Mage
* Thief

----------------------------------
-Psionic-
requirements: 10 14 0 14 0 0 10

Perks:
* Learns Theosophical spells the fastest
* Class-specific accessory (PK Crystal)
* Starts with Shadow Cloak (unless character is a Faerie)
* Limited Healing capabilities (Heal Wounds, Lifesteal)

Flaws:
* Many monsters resist Mental attacks more often than other attacks, making
most of the spells available to the Psionic useless.
* Shadow Cloak useless if no Thief, Ninja, or Bard in party

Profession changing suggestions:
* Valkyrie (females only)
* Bishop
* Lord

----------------------------------
-Alchemist-
requirements: 0 13 0 0 13 0 0

Perks:
* Learns Alchemical spells the fastest
* Cannot be silenced
* Starts with Cherry Bomb (unless starting character is a Faerie)
* Class specific accessory (Medicine Bag)
Flaws:
* Class specific accessory...stinks and is only found near the end of the
game.
* Limited Healing capabilities (Heal Wounds)

Profession changing suggestions:
* Thief
* Ranger
* Bard

----------------------------------
-Valkyrie-
requirements: 10 0 11 11 10 11 8

Perks:
* Learns Theological spells
* Class-specific weapon (Maenad's Lance)
* May use a majority of weapons and the strongest armor available
* Anything a Lord can do, a Valkyrie can do better
* Healer

Flaws:
* Available to only female characters
* Heavy armor weighs a LOT.

Profession changing suggestions:
* Lord
* Samurai
* Monk
* Ninja

----------------------------------
-Bishop-
requirements: 0 15 15 0 0 0 8

Perks:
* Learns both Theological and Thaumaturgical spells
* Learns Diplomacy
* Can wear better armor than the Priest
* Healer
* Learns Academia skills extremely fast

Flaws:
* Spell progression is SLOW as research must be divided in half.

Profession changing suggestions:
* Psionic
* Alchemist

----------------------------------
-Lord-
requirements: 12 9 12 12 9 9 14

Perks:
* Learns Theological spells
* Learns Diplomacy
* May use a majority of weapons and the strongest armor available
* Starts with very good equipment
* Greater than normal amount of hit points

Flaws:
* Very expensive class to attain
* Very expensive experience requirements
* Most things a Lord can do, a Valkyrie can do better
* Heavy armor weighs a LOT.

Profession changing suggestions:
* Priest
* Ranger
* Bard
* Samurai
* Monk
* Ninja

----------------------------------
-Samurai-
Requirements: 12 11 0 9 12 14 8

Perks:
* Learns Kirijutsu
* Learns Thaumaturgical spells
* Class specific weapons and armor(Muramasa Blade, Do-Maru(U) and (L),
Tosei-Do (U) & (L), Hi-Kane-Do (U) & (L))

Flaws:
* Semi-limited selection of weapons and armor
* Expensive class to attain and maintain

Profession changing suggestions:
* Valkyrie (female)
* Monk

----------------------------------
-Monk-
Requirements: 13 8 13 0 10 13 8

Perks:
* Learns Kirijutsu
* Learns Theosophical spells
* Learns Ninjutsu
* Learns Hands and Feet
* AC benefits from Ninjutsu
* Limited Healing capabilities (Heal Wounds, Lifesteal)

Flaws:
* Theosophical spells resisted more often
* Expensive class to attain
* Limited weapon selection
* Armor restricted to robes

----------------------------------
-Ninja-
Requirements: 12 10 10 12 12 12 0

Perks:
* Learns Kirijutsu
* Learns Alchemical spells
* Cannot be silenced
* Learns Ninjutsu
* Learns Hands and Feet
* AC benefits from Ninjutsu
* Learns Skullduggery
* Learns Legerdemain
* Limited Healing capabilities (Heal Wounds)
* Weapons Ninjas can use are useful
* Class specific weapons, armor, and accessory (Sai, Nunchuka, Ninjato,
Ninja Cowl, Ninja Garb(U), Ninja Garb(L), Tabi Boots, Blackbelt of 5
Flowers)

Flaws:
* Expensive class to attain
* Very expensive experience requirements
* Unpracticable Academia skills rise at a slow rate.
* Usage as a 'Jack of all Trades' creates difficulties mid-game
* Semi-limited weapon selection
* May only equip Ninja Cowl, Ninja Garb(U) & (L), Tabi Boots, and race
specific items for armor

----------------------------------
--Skill selection--
----------------------------------

-Essential Skills-

Swimming: Everyone needs to have at least a 10 in swimming before attempting
to enter the water to practice. There are three places to practice without
wasting too much time: New City (using the fountain in the Starter Dungeon or
the one at Father Rulae), the Ra-sep-re-tep pool in the Starter Dungeon (using
the fountain in the same area) and Munkharama (at the Polar Munk Society...
bring healing though...). Get your swimming to at least a 20 using these three
places--the Lost Temple has a fountain that is in the water, but you need to
have at least a 20 swimming to reach it. Once you do, you can practice until
you have a 100 in it.

Climbing: In the beginning of the game, you won't need this. However, once
you get to the mountains in Guardia you're going to need at least a 30 in
climbing skill. Don't say I didn't warn you...Levitate can temporarily boost
your climbing skill when attempting to climb by the way.

Scouting: If this is your first time through, you need scouting. Without it,
you won't be able to pass several areas, as you won't know to search an area.
On second and subsequent times through the game however, it is safe to skip
this if you remember where everything is.

Skullduggery: When starting, don't settle for less than at least a 5 or 6 in
Skullduggery on a character that is going to be your lockpicker. At least
start with that amount before you try to disarm a chest. Chests are HARD to
disarm. You will be Quit/No Save-Restoring very often--having an actual
Thief in the party instead of a Bard, Ninja, or Ranger substitute can
eliminate this problem after a couple level ups, as they gain a HUGE bonus
to Skullduggery every level.

Mapping: You need a minimum of 10 in Mapping to map walls, a minimum of 30 to
map 1x1 rooms, and a minimum of 60 to map stairs and pits. Some teleporters
aren't mapped, as far as I can tell; only the ones that use pits are. In some
areas of the game, the inability to map will leave you stuck or moving at a
snail's crawl if you do not know the area, especially in the darkened areas
where the only thing you CAN map are the walls.

Theosophy/Theology/Thaumaturgy/Alchemy: Essential for anyone that learns
them. Until it reaches 95-100, if you don't put points into this, you're
potentially missing out on a spell that might help you in game.

----------------------------------

-"Nice to have" skills-

Artifacts: Having a high Artifacts skill lets you assay items to find out what
they are without casting Identify. Don't worry about putting points into it
however; you automatically gain points every time you successfully use
(not equip and throw) a wand in battle as an item. This, however, doesn't
eliminate the need for Identify unless you already know what an item does.

Ninjutsu: Monks and Ninjas gain an AC bonus from this, in addition to
anything else that other Ninjutsu practitioners get. They should build this
up all the time by practicing hiding instead of putting precious skill
points into it. Anyone else with this simply gains a nice ability to hide
and do a backstab or surprise attack.

Legerdemain: The 5 Fingered Discount is a nice thing to have, but you won't
pilfer much. The chance of getting caught is quite high as well, even with a
level 100 Legerdemain, so save before trying. If the character's inventory
slots are full only gold will be taken, which keeps this skill from being
totally useless; most shopkeepers have horrible items in their inventory--you
wouldn't want to steal them if your life depended on it.

Kirijutsu: This skill gives you a chance to get a Critical Hit that instantly
kills a monster. Very nice to have, but try not to get the person with it
confused!

Mind Control: A personal skill that you can get in Dionysceus; it reduces
the effectiveness of psionics and other mental spells. A minor side effect
is that you will never fall asleep in the poppy field with even 1 point in
this skill.

Power Strike: I don't know about you, but I LIKE hitting for more damage. :)

----------------------------------

-"Really depends on your playing style" skills-

Mythology: This lets you successfully ID the monster you're fighting. In
some cases it will be very useful, if you're conserving mana and don't want
to mistake Night Rooks for Vampire Vultures. In most cases however, it is
easy to figure out what the monster is after a round, or even based on where
it is. Putting points into this is really up to your strategy.

Scribe: If you like to save on mana, you may find a use for this skill.
Personally, I've gone through the game with only one point put into this skill
for Knock-Knock scrolls to be slightly more effective--other than Magic
Screen, Armorplate, Locate Person, and Enchanted Blade scrolls, Knock-Knock
scrolls are the only other ones I actually use. Some nice spells are on
scrolls, but chances are, you're going to sell them for the cash they give
you--by the point you don't need cash anymore, scrolls are already quite
useless.

Firearms: I personally don't like 2 of the 5 weapons that use this skill.
Still, you might as well get it. Raising it is up to you however.

_______________________________________________________________________________

|------------------------------Choosing a Party-------------------------------|
_______________________________________________________________________________

Depending on what difficulty you are playing, there are five types of parties:
the 'Super' Party, the 'Quick and Easy' Party, the 'Dual Class' Party, the
'Blender' Party, and the 'Vanilla' Party.

----------------------------------
--The 'Super' Party--
----------------------------------

The Super Party is what everyone wants to start with, and is very hard to
roll. The reason is because the Super Party is a party with hard to get
characters such as a Faerie Samurai/Monk/Ninja, Elf Lords, or other such hard
to get classes for example. Because these guys are hard to get, you don't
have a lot of excess points to distribute for other stats. To top it off, the
class usually has almost double the experience requirements of the
easier-to-achieve classes such as the Fighter. With all these factors thrown
together, this party is not recommended for a purist new to the game--various
maps that hint at what to do are your only clues as to what should be done if
you do not wish to consult outside sources, and with a Super party it will take
too long to level them up; the NPCs will have snatched them away before you get
to them, and the only ways to get your hands on them are buying it for 10,000
gold--which you won't have for a long time--or killing them, which is very
difficult with this kind of party until much much later.

Sample Super Party:
Lizardman Samurai
Faerie Ninja
Elf Lord
Mook Monk
Faerie Bishop
Elf Valkyrie

----------------------------------
--The 'Quick and Easy' Party--
----------------------------------

The Quick and Easy Party is the exact opposite of the Super Party. This party
is usually made up of characters quickly rolled up, and is usually something
like 2 Fighters, an offensive spellcaster (Mage or a Psionic), a healing
spellcaster like a Priest, a thief, and maybe a miscellaneous character
thrown in for fun. Sometimes, the party will be rolled up with higher scores
so that you can distribute the excess points as you see fit. The game will
be easy in the beginning, but after a while you will get the urge to dual
class as experience requirements get higher and higher and your diversity in
what you can do gets lower and lower. Which brings us to...

Sample Quick and Easy Party:
Lizardman Fighter
Human Ranger
Faerie Thief
Rawulf Priest
Faerie/Elf Mage
Mook Psionic

----------------------------------
--The 'Dual class' Party--
----------------------------------

This party is similar to the Quick and Easy Party except for one major
difference: The characters rolled up are customized to be able to switch
professions at will. For example, say you have an Elf who can be a Ranger.
You choose Fighter instead, add stats to meet the minimum requirements for a
Ranger, and put any excess points where you want it (usually Vitality in this
case, as you will be hurting for hit points from all the profession changing).
The reasoning for this party is to mainly take advantage of the relatively low
amount of experience needed in the first 5-10 levels to accumulate skills and
spells quickly--a Faery Thief that I converted into a Ninja after hitting
level 7 already had 100 Skullduggery at level 3!

Sample Dual Class Party (Characters rolled with 15 points to distribute):
Elf Fighter -> Converts to Ranger at level 10
Felpurr Fighter -> Converts to Samurai at level 10.
Faerie Thief -> Converts to Ninja when stats meet minimum Ninja requirements
and Skullduggery > 80.
Elf Priest (F) -> Converts to Valkyrie when Theology > 80.
Elf Mage (F)-> Converts to Bard when Thaumaturgy > 80.
Elf Bard (F)-> Converts to Bishop when Mage converts to Bard.

(F) means female.

Assuming that each character gets 15 points to distribute, this is what
would happen normally.

Stats are given in the order of:
Strength, Intelligence, Piety, Vitality, Dexterity, Speed, Personality.

Elf Fighter-
Elf Base stats:
7: 5 points added(meet Fighter requirements)
10:
10:
7: 4 points added(meet Ranger requirements)
9: 1 point added(meet Ranger requirements)
9:
8:

That leaves you with 5 more points to redistribute; in this case we
distribute the excess to Vitality as all the ability scores will be reset
down to the bare minimum after the profession change; might as well get
some extra hit points and stamina out of it.

Felpurr Fighter-
Felpurr Base stats:
7: 5 points added(meet Fighter requirements)
10: 1 points added(meet Samurai requirements)
7:
7: 2 points added(meet Samurai requirements)
10: 2 points added(meet Samurai requirements)
12: 2 points added(meet Samurai requirements)
10:

There are three points to distribute left as you wish. Again, I
would put it into Vitality.

Faerie Thief-
Faerie Base stats:
5: 5 points added(almost meet Ninja requirements)
11:
6: 3 points added(almost meet Ninja requirements)
6: 5 points added(almost meet Ninja requirements)
10: 2 points added(meet Thief requirements)
14:
12:

In this case, there are no excess points to use. You will be
relying on level ups to give you the rest of the stat boost you need.
This could easily be met by level 7 or 8.

Elf Priest-
Elf Base stats:
7: -2 for being female, 5 points added(meet Valkyrie requirements)
10:
10: 2 points added(meet Priest requirements)
7: 4 points added(meet Valkyrie requirements)
9: 1 point added(meet Valkyrie requirements)
9: 2 points added(meet Valkyrie requirements)
8: +1 for being female

This leaves you with 1 extra point to distribute. Either Vitality
or Intelligence is a good choice, getting more Academia points to
speed up getting the higher level spells is nice, but so is more
hit points.

Elf Mage (F)-
Elf Base stats:
7: -2 for being female
10: 2 points added(meet Mage requirements)
10:
7:
9: 3 points added(meet Bard requirements)
9:
8: +1 for being female, 3 points added(meet Bard requirements)

You've got 7 points to redistribute. As Mages don't have a hope
to gain a lot of hit points a level, dump them either in Intelligence
for increased amount of Academia points or in Piety for better spell
point gain/level and spell point recovery.

Elf Bard (F)-
Elf Base stats:
7: -2 for being female
10: 5 points added (meet Bishop requirements)
10: 4 points added (almost meet Bishop requirements)
7:
9: 3 points added(meet Bard requirements)
9:
8: +1 for being female, 3 points added(meet Bard requirements)

Again, you have no points to redistribute after that, but like the Faerie
Thief, level ups will take care of the rest of the stat requirements--only
quicker in this case as you only need Piety to go up one.

I think you can see the pattern: If you can afford it, fill out the
requirements of the 2nd class first before distributing the points to other
statistics. If you can't, spread out the requirements somewhat so that it
only requires as few level gains as possible to get there. 15 is the number
I use for a minimum when creating profession changing characters; you might
use a lesser amount or a greater amount, depending on your patience.

----------------------------------
--The 'Blender' Party--
----------------------------------

I call this the Blender party mainly because it takes a little bit of the
Super Party and a little bit of the Quick and Easy Party and/or the Dual class
party. Basically, there will be a couple characters that may have been chosen
because of the items they start with, and others which were chosen because you
like the class or some other reason. Most people new to the game will
probably end up using something like this, where they have a prize character
that they do not wish to change profession--especially when the character gets
a 19 or 20 in Intelligence or Personality, which are scores that cannot be
improved by certain items that can be bought.

Sample Blender Party:
Felpurr Samurai
Lizardman Ninja
Faerie Monk
Faerie Thief -> Converts to Ninja when stats meet minimum Ninja requirements
and Skullduggery > 80.
Elf Priest (F) -> Converts to Valkyrie when Theology > 80.
Hobbit Bard

----------------------------------
--The 'Vanilla' Party--
----------------------------------

Called the Vanilla Party for it's plainness, this party NEVER changes classes,
so pick carefully. You'll need at least 1 healer, 1 offensive spellcaster,
and 1 skullduggery character unless you're looking for a challenge. After
you're familiar with the game, try going through with only a single character!
It *can* be done. This party is usually done as a Quick and Easy party, but
Super parties that don't class change are done too.

Sample Vanilla Party:
(See Sample Quick and Easy Party or Sample Super Party)


_______________________________________________________________________________

|-------------------------------Picking Spells--------------------------------|
_______________________________________________________________________________
Thank you Llevram for much of the information in this section.

----------------------------------
--General spellcasting--
----------------------------------

All spells that you can cast are cumulative. That means you can cast them
over and over to make them last longer (if they have a duration), you can
reduce the duration of all status ailments except disease, stoning and death
(in the case of the ailment cures), or increase the effectiveness of the spell
(which only happens with battle-only spells if at all). The six spells you
can cast at any time (Enchanted Blade, Armorplate, Magic Screen, Detect
Secret, Direction, Levitate) which are reflected in the globes on top of the
game screen are cumulative in duration only; however, this is to reflect the
fact that you can cast them at any time. Casting any of the other
battle-helping spells (such as Bless, Haste, etc) outside of battle will have
NO EFFECT, even if cast before a fight or some action that causes damage of
some sort, so don't waste your spell points and stamina. Keep in mind that
when casting the six out-of-battle spells repeatedly that it is best done in
front of a fountain so you can restore yourself.

----------------------------------
--Learning spells from books--
----------------------------------

The following spells may be learned from books:
Air Pocket
Anti-Magic
Astral Gate
Fire Shield
Ice Shield
Missile Shield
Bless
Charm
Conjuration
Detect Secret
Direction
Haste
Knock-Knock
Levitate
Identify (*anyone* can learn this from a book!)
Stamina
Wizard's Eye
Armor Shield
Remove Curse
Watchbells

Be warned however; if you do not have a spell already of the same type as the
one you wish to scribe in your book (for example, having Shrill Sound when you
scribe Missile Shield in the case of a mage), you will NOT gain any spell
points in that category until a spell from the same category is "learned" from
a level up. For example, an Alchemist scribes Stamina instead of learning it
the normal way. The Alchemist will NOT gain any water spell points until he
or she learns another water spell by a level up--in this case Cure Paralysis,
Draining Cloud, or Cure Disease.

----------------------------------
--Commonly used spells--
----------------------------------

Heal Wounds
Stamina
Dispel Undead
Enchanted Blade
Cure Lesser Condition
Air Pocket
Purify Air
Cure Poison
Cure Paralysis
Silence
Armorplate
Magic Screen
Haste
Mindread (only on your first time through--it tells you what to ask the NPC
sometimes; otherwise it gives you a bit of information you could
have gotten with Lore or just gives Nothing)
Fire Shield/Ice Shield
Lifesteal
Poison Gas/Acid Bomb/Firestorm
Conjuration/Illusion/Create Life
Nuclear Blast/Deadly Air/Word of Death/Mind Flay
Asphyxiation(expert mode only for crowd control and convenience)


_______________________________________________________________________________

|--------------------------------Survival 101---------------------------------|
_______________________________________________________________________________

----------------------------------
--Status Ailments--
----------------------------------
Ailment: Sleep
Cure: Watchbells, Cure Lesser Condition, (automatic rousing)

Ailment: Irritated
Cure: Cure Lesser Condition, (resting--quick)

Ailment: Blindness
Cure: Cure Lesser Condition, (resting--quick)

Ailment: Nausea
Cure: Cure Lesser Condition, (resting--slow)

Ailment: Paralysis
Cure: Cure Paralysis, (resting--long)

Ailment: Poison
Cure: Cure Poison, (resting--dangerous!)

Ailment: Badly Poisoned
Cure: Cure Poison--reduces to Poison

Ailment: Disease
Cure: Cure Disease

Ailment: Stone
Cure: Cure Stone

"Ailment": Death
Cure: Ressurection

For ailments that can be cured by resting, the appropriate spell reduces the
duration of the ailment until it is down to 0 (i.e. the ailment is cured).
For ailments that CANNOT be cured by resting, you must use a set level of the
curative spell to restore the character or the ailment will not go away. This
level is based roughly on the subject's Vitality stat: the higher it is,
the lower your casting level can be.

----------------------------------
--Meeting NPCs--
----------------------------------

Generally, it is a good idea not to kill NPCs unless you know you don't need
them--and can deal with the consequences. For example, some people kill
Father Rulae in New City and Brother TShober at Eryn River for experience,
which is fine (although pointless)...until they run into Xen Xheng and get
slaughtered. If you want to kill NPCs, make sure there are no more mobile
NPCs of the same race still alive. Making them angry enough to attack you
can become awkward at the worst times possible until your party is a killing
machine, as most of the mobile NPCs tend to stalk you.

----------------------------------
--Inventory Management--
----------------------------------

Some pointers:
* Try to keep your inventories organized.
* Move heavy non-essentials to characters with room. If you move them to a
character with high strength, chances are that character has the high
strength because it is wearing heavy armor. If they aren't though, go for
it.
* Try not to carry more than what you need, for two reasons:
1. You will almost always pick up loot. If you're in front of a battle
generator killing monsters, they will end up dropping loot eventually
unless you're killing something with no loot at all, like the Savant
Androids.
2. When you get a key item, it automatically goes to the first person with
room in their inventory. If no one has room, it REPLACES an item. You
could do this to try to get rid of a key item, but chances are that
you'll lose something valuable instead. So don't have a full inventory
whenever possible.
* Merge items together to save space. When you need to spread the items
around (i.e. you want everyone to have an invisibility potion before a
fixed fight) merge the said item onto an empty inventory space to separate
them.
* If you're not wearing it, chances are you don't need to be lugging it
around if it isn't a key item or a restorative item. Sell what you don't
want, or drop it if you want it around just in case (Thesminister Abbey
in New City is a good place to drop items as it is often used and rather
large).
* Avoid overloading your characters. When their carrying capacity score
changes color from grey, their equipment is heavy enough to affect their
AC, which is bad. Hey, what do you expect after carrying 300 lbs. of stuff?

_______________________________________________________________________________

|------------------------------Playing the Game-------------------------------|
_______________________________________________________________________________

The order of the following locations are a recommended, but not required, order
to get through the game for a brand new party starting just outside of New
City, based on when maps disappear.

-Basic Format-

Name of Area

List of monsters encountered
(fixed) = can only be fought in a fixed encounter (you can't avoid it)

Potential Questions

----------------------------------
--Questionaire Walkthrough--
----------------------------------
Starting Area (Near New City)

Monsters encountered:
Bambiphoots
Dandiphoots
Bitterbugs
Stag Weevils
Ravens
Glow Moths
Dane Initiates
Alliphoots(fixed)
Rattkin Rogues(fixed)
Rattkin Bandits(fixed)

Q: What do I do? I'm in the middle of nowhere!
A: Well first off, equip your items. Then SAVE. Get used to saving, as you
will be doing it constantly. Look around for a road and explore a bit.

Q: What about the forest area? Can't I look there too?
A: Of course you can. In fact, you should. There's a Journey Map kit that
will definitely help you hiding in a chest in the forest if you are
starting a new game. However, you should put that off until after you
have cleared out the Starter Dungeon, which is what you are looking for
on the road. This is because the monsters GUARDING the path to the
chest are very tough, and in your new condition you will most likely
get creamed. Instead, find a path on the road leading to a ladder going
into the ground. That's the starter dungeon.

Q: I imported a saved game from Bane of the Cosmic Forge, but I'm not where
you say I am!
A: If you instead started out in a different area because you imported your
game, I really can't help you too much.

If you started near Dionysceus skip directly to the Dionysceus section of this
FAQ and see if you can get the ?CRYSTAL? map in the Temple of Deadly
Coffers...if you can afford the outrageous fees. At the very least try to get
the Mind Control skill before going to New City when you run out of cash, so
that you have a much easier time getting back here.
If you started near Nyctalinth, go into the city, talk with H'Jenn-Ra, meet
Shritis(who you can say no to if you like the Umpani more, but don't kill
any T'rang NPCs until you can take on Shritis if you do!), and then
exit into New City instead of going back into the Anthracax.
If you started near Ukpyr, go in the city, join the Umpani I.U.F., decide
whether or not you actually want to help K'borra T'Rang, and proceed until you
have to deliver a message to Rodan Lewarx. (This is the most profitable way to
start, coincidentally.)
Incomplete Bane of the Cosmic Forge games will start where a new party starts.

Regardless of where you start, you need to get to New City eventually--the
first quarter of the game is linear if you have not played the game before
(and therefore know what the maps say) and unless you started in
Dionysceus, the only map you've got a chance of getting is the ?TEMPLE? map
in Orkogre Castle.


Starter Dungeon

Monsters encountered:

Encountered everywhere:

Mottle Cruds
Bitterbugs
Ravens

Level 1-

Level 2-
Ravens
Stag Weevils
Boring Beetles
Night Rooks(fixed)
Ra-sep-re-tep(fixed)

Q: What's this fountain here?
A: That fountain restores some health, stamina, and mana every time you sip
it. Don't forget that you can sip multiple times if once isn't enough.
To sip, either click on the fountain once and then on the characters
that you want to drink from the fountain, or search and then click on
the characters that you want to drink from it. Don't forget that you
can use the number keys (1-6) if you consider the mouse to be too slow
for this! However, be VERY careful with fountains. Most are beneficial,
but some have nasty effects on you. Save before drinking from any
fountain.

Q: What the heck am I supposed to do here?
A: Build levels. Clean out the entire dungeon. And to get to know the
game better of course. The most important tactic that you will learn
over and over here is to save before entering unexplored rooms and
areas. If you have someone with access to Priest spells, try to get
Dispel Undead if you can--you'll be happy to have it, I will guarantee
that. If something seems confusing, read the manual! It is quite
descriptive in how to do things. If you're using a copied version of
the game and didn't bother to get the manual, look for a copy of
Wizardry Gold--the manual is built in in that version by using the
F1 key, although Wizardry Gold tends to be more buggy than Crusaders
of the Dark Savant. Despite what people may say about the game being
non-linear, the first part of the game is linear--you just can't handle
most of the monsters in the game at the level you are at. You'll see
what I mean after deciding where to go after New City--anywhere but
Orkogre Castle, Dionysceus, and Munkharama is lethal.


New City

Monsters encountered (varies by area of New City):

Gorn Spearmen
Gorn Rangers
Demented Munks
Dark Forest Munks
Rattkin Rogues
Rattkin Bandits
Dane Initiates
Dane Disciples
Savant Guards
Savant Troopers(fixed)
Savant Controllers(fixed)
T'Rang Youngers
T'Rang Wilders
Umpani Ruffians
Umpani Renegade


Q: The Savant Trooper won't let me through! Why?
A: You probably didn't state a place in New City for it to confirm.
Maybe there's an ad for a store in the Starter Dungeon somewhere...
you must have found SOMETHING resembling paper in there.

Q: What should I do here?
A: Think of New City as a bigger version of the Starter Dungeon, except
with stores and healing that you have to pay for, for now. Definitely
save before entering a place, as there are a couple doors that hide very
nasty encounters.

Q: Hey! I can't pick or force some of these doors! How do I get in?
A: If you're referring to the Umpani Detache and the T'Rshieches House,
you'll get in...but from a different place. If you are referring to a
certain always-jammed door near the Marina, buy a Knock-Knock scroll
from Belcanzor and have someone with at least 1 point in scribe use it
on the door...but save first. Either that or use a level 6 Knock-Knock
spell to open the door. Very useful treasure in the chest behind it,
considering how early in the game it is.

Q: What's with the Wand Majestik in the Curio Museum? I stick my hand in
but I can't grab it! All I get is this weird stone when I leave my hand
in there and my leader gets diseased!
A: *Don't* stick your hand in there unless you have a way to cure your
first character of disease. You can use Father Rulae in the Abbey in
the middle of New City, but you have to "donate" all your gold. Better
to wait until later when you can buy Cure Disease potions in Munkharama
or learn the spell yourself, as the Wand isn't going anywhere anyway.

Q: Can I use the boat Sogheim has in the Marina?
A: No, but you'll find a better one.

Q: What the heck do I do at these Devil Faces in the Curio Museum?
A: Read the ?BOAT? Map. Funny, some of those words match the devils...

Q: What is that sign in the Condemned Area?
A: It's a way into Old City. You'll figure out how to get in after you
help Barlone in the Rattkin Ruins' Funhouse with a favor. Maybe
Professor Wunderland was the friend he was speaking of--after all, he IS
a Rattkin, and he IS interested in Old City. Perhaps mentioning the
place Barlone mentioned will help jog his memory.

Q: What's the Book of Fables for? I managed to sneak past the Savant
Android guarding it with my fastest character.
A: It is for figuring out the witches names. Read it when you're in the
Witch Mountains, and especially pay attention to the last parts.

Q: Who's the Gorn Officer that Palukes mentioned?
A: You'll find out. Keep in mind when NPCs mention nouns like Officer or
even a place, there is a possibility that saying those words can open a
flood of useful info.

Q: I found a Black Wafer. What does it do?
A: It's for the Constabulary. Think of ETX as Entrance. Don't try it in
the Forbidden Zone however, unless you WANT to fight Savant Troopers and
Savant Guards.

Q: How *do* I get in the Forbidden Zone?
A: You walk in. :) You mean inside the inside area? Get the Control Card
from the T'Rshieches House...but you'll need to have a chat with
Shiritis before you can get a chance at the chest.

Q: How do I turn on the computers in the Forbidden Zone?
A: Use the Comm-Link Device from the Umpani Detache.

Q: What can I do with the computer? It wants me to login to some server.
A: Nose around Nyctalinth and wake up a few Savant Androids lying around.
Don't forget to nose around the Observation Tower there for some other
answers. This is where the information you got in those two places is
used.

Q: How do I open the Security Cell?
A: Whichever server you didn't use (or used but it didn't work) the first
time, use it now.

Q: Nooo! This isn't fair!!! Why isn't the ?LEGEND? map in New City?!?
A: It tends to disappear VERY fast for some odd reason. Consequently,
return the Holy Work to Xen Xheng as soon as possible and go looking for
Xen Xheng after he leaves the dojo. (Locate Person scrolls WILL help).
Ask Xen Xheng about "5 Flowers" and see what he says. Try to get the
?LEGEND? map now while it is early in the game after following the
instructions he gives you. Seeing as Ratsputin seems to come down here
pretty early, I'd say that he's the one that normally takes the ?LEGEND?
map before it switches hands.


Orkogre Castle

Monsters Encountered:

Encountered Everywhere (except below Prison):

Gorn Spearmen
Gorn Rangers
Gorn Lancers
Gorn Shamans
Gorn Leaders
Gorn Lords
Gorn Ashigaru
Demented Munks
Dark Forest Munks
Mad Warders
Munk Ninjas

Level 1-

Rattkin Thieves
Rattkin Hunters

Level 2-


Level 3-


Prison-
Dragonlizards(fixed)
Puxic Oozes(fixed)
Fungus Oozes(fixed)
T'Rang Watchers(fixed)
T'Rang Wilders(fixed)
T'Rang Guarders(fixed)
Rattkin Hunters(fixed)
Rattkin Thieves(fixed)
Rattkin Bandits(fixed)
Dane Initiates(fixed)
Dane Disciples(fixed)
Rattkin Thieves
Rattkin Hunters

Below Prison-
Iguanadons
Glow Mothras
Spectral Moths
Fungus Oozes

Murkatos' Inner Sanctum-
Shadow Guardian (fixed)
Spectral Ravens (fixed)


Q: How the heck do I get into the Throne Room? I haven't found a key for the
place!
A: You'll have to get into the Ape's room first and flip a switch. I hear
apes like bananas...but if you didn't bring one with you there are some in
the prison.

Q: How do I open the doors in the Prison then? Is there a switch somewhere
to throw?
A: No, you have to get the Prison Keys from Murkatos' Outer Sanctum.

Q: *Glares* OK, and how do I get in the Outer Sanctum?
A: You'll need a Polished Steelplate from below to reflect a beam of light
into the gate. Funny, why does my Detect Secret eye glow when I pass by
that splot of blood in front?

Q: I found these Boney Combs and Brushes. When is it used?
A: Much, MUCH later in the game. Isle of Crypts to be exact. Look for a
hideous Gorn woman there.

Q: Hey! The chest in the Gorn King's room is empty! What gives?
A: It looks like someone beat you to the map that was here. Whenever you
come across an empty chest or a chest that had waxy wrappings in it, that
is where a map was located. If the chest is empty, an NPC beat you to the
map because you were too slow. At this point in the game however, only
Brother TShober can beat you to this chest at your top speed--so don't
talk to Brother TShober before coming here! This map was the ?TEMPLE? map.
Be very careful when you run into NPCs in an area that has a map--when you
see them around, you're probably too late to get the map!

Q: That Shadow Guardian is too hard! How do I beat it?
A: Looks like you went way too fast. However, in the area below that you came
from, if you go back to where you fell down a fixed encounter (where you
have to fight some monsters) at a certain spot respawns--you will always
walk into the spot where the encounter is on your way back up. This must
have been put there for people that got stuck here because they were low
level. You wanted to know how to beat it though: You'll NEED the Air
Pocket spell here. Otherwise, when Asphyxiation pops up (and it will 90%
of the time), you will see most or all of your party die unless you're high
level. Useful spells on the Shadow Guardian in addition to Air Pocket
include Purify Air(because of Poison Gas spells it seems to love), Cure
Poison, Haste, Magic Screen, Armorplate, and Enchanted Blade. The last
three spells (if you have any of them) should be casted out of battle
before you engage the Shadow Guardian. If you can summon help with
Conjuration/Illusion/Create Life, call some up the first turn as well.
With those spells under your belt, the Shadow Guardian shouldn't be too
much of a problem.

Q: Aaack! All the sudden I'm silenced and 20-30 Spectral Ravens fight me!
What do I do?
A: This is an example where saving saves your butt. If you saved before
entering this area, you'll immediately realize that you're too weak for
this section. Come back later when your party can deal with all those
blinking birds without spells, and you'll have a better chance. You will
want to come back anyway--there's a key in the chest there that will unlock
the gate to a Magic-restoring only fountain here; other contents of the
chest includes the nifty Gem of Power, which can, when invoking it's
special power, give a character the Power Strike Personal Skill at the cost
of losing the Gem; you may want to use the Gem as a protective item
instead for a while however--it grants a -2 AC bonus to the wearer which is
a lot right now.


Munkharama

Monsters Encountered:

Encountered Everywhere:

Demented Munks
Dark Forest Munks
Mad Warders
Munk Ninjas

Munkharama and Land of Dreams (Land of Dreams-only Monsters marked with an L)-

Gorn Spearmen
Gorn Rangers
Gorn Lancers
Gorn Ashigaru
Umpani Ruffians
Umpani Renegade
Spectral Ravens
Vampire Rooks
Night Rooks
Nightmares
Nightmares (fixed) L
Dream Weavers (fixed) L
Furies (fixed) L

Lost Temple Level 1-

Gorn Rangers
Gorn Ashigaru
Umpani Ruffians
Umpani Renegade
Dragonlizards
Skeletons
Vampire Rooks
Spectral Ravens
Dragonlizards
Fungus Oozes
Puxic Oozes

Lost Temple Level 2-
Gorn Rangers
Gorn Ashigaru
Umpani Ruffians
Umpani Renegade
Spectral Ravens
Spirits
Ghosts
Skeletons
Water Nymphs
Jelly Stingers
Frothing Munks (fixed)
Leper Giants (fixed)
Lord of Dark Forest (fixed)

Crypt-
Skeleton Lords (fixed)


Q: What's the answer to the well's riddle?
A: What's another name for a quarter, a dime, a nickel, or a penny?

Q: What is with that @#@!@ Roulette? I put the beans in, but it always comes
out WHITE WHITE WHITE WHITE!
A: Well, you can avoid it by swimming past it to the Rubber Bear chest; you'll
just miss out on money and experience. If you want to solve it however,
from what I can tell the order the beans are placed in the receptables
depends on which rooms you go first, and in which order you end up placing
the beans. The listed colors on the roulette appear to be in this order:
Upper Left Room, Lower Left Room, Upper Right Room, Lower Right Room. Try
doing this as a process of elimination:
1. Grab all the beans. Try to have some system where you know which corner
you found a bean.
2. Clear out all the receptacle rooms if you haven't already.
3. SAVE.
4. Now, to mark things, NW, SW, NE, and SE are the four corners and the beans
found in each corner as the lowercase version of the direction.
5. Now try this to eliminate:
nw -> NW
sw -> SW
ne -> NE
se -> SE
It might come up White White White White, it might come up Black Black
Black Black. If it comes up partially white, you have to switch the beans
that were wrong around until you can narrow it down to two white; then
you'll have the answer very fast. If it comes up all white, reload and
try:
nw -> SW
sw -> NW
ne -> SE
se -> NE
If that comes up partially right instead of right, there are several options:

Option 0: One White
Answer: This will never show up. Don't even try to tell me that you can get
this!

Option 1: Two whites.
Answer: Switch the two whites the next time you try. That is, if the roulette
came out White Black Black White, try
nw -> NE
sw -> NW
ne -> SE
se -> SW

Option 2: Three whites.
Answer: This should not show up unless you goofed and didn't switch in pairs
(i.e. top right with bottom right, and the other two with each other
or other similar combinations). If you forgot to switch in pairs,
reload and try again.

Option 3: Four whites.
Answer: Try:
nw -> NE
sw -> SE
ne -> NW
se -> SW
If that comes out all white, the answer HAS to be:
nw -> SE
sw -> NE
ne -> SW
se -> NW
because each receptacle already rejected 3 other beans. If only two
turned black (i.e. you had Black Black White White) swap the two
whites.
If you still can't solve it there's nothing I can say that will help you.
It's hard to keep track of the beans though, and you may have accidentally
switched one pair accidentally.
I have only managed to get BLACK BLACK BLACK BLACK on the first try ONCE.
Usually I end up getting it right by the 3rd or 4th try. As a reward
however you get free cash, experience, and a secret door opens up in the
SE room. Remember, the listed colors on the roulette appear to be in this
order: Upper Left Room, Lower Left Room, Upper Right Room, Lower Right
Room.

Q: What do I do at the Land of Dreams? The Palace Munk doesn't like my
answers!
A: I hope you remembered to ask Brother Moser about rumors if you've met him
already. Ask him about the other name you saw with "Land of Dreams" on
the front door for answers the Munk will like.

Q: OK, I'm in the Land of Dreams, I stepped through the black door, but now
I can't get out. What do I do?
A: Remember what those Munks you saw were doing? Maybe you can too with the
junk they left behind. You have to go through the entire scenario until
it repeats before the activity will have some effect though.

Q: What's a good item to pick?
A: Totally up to you. The weapons are cursed but really strong (for this
point in the game) and the protective items, although cursed, grant a
regeneration bonus on the wearer(at least two of them do) and REALLY good
protection.

Q: What the heck is Xen Xheng saying?
A: You should have talked to Father Rulae way back in New City and said you
wanted guidance, and followed his directions and the subsequent directions
from Brother TShober. Otherwise, this is a dead end for you.

Q: Is there something special about that middle area in Munkharama with
Phoonzang's statue?
A: Read the ?TEMPLE? map for hints. I hope you have decent swimming (at
least 20) to at least get to the middle area! Hope your Scouting is
decently high, or your Detect Secret spell is at the highest possible for
you.

Q: OK, I'm in this big underground dungeon. What do I do here?
A: Locate an exit first. ALWAYS locate an exit if you get dumped into the
middle of nowhere--that way when you're half-dead you have a way out.
When you come out of the place, SAVE, and clear a way back to
Munkharama--Munkharama is going west on the path you will end up on.
After you have a way out that is cleared of fixed encounters (i.e.
encounters that aren't random), go in back in and explore...after you get
healed.

Q: Um...why did I just fall down a pit?
A: Uh oh...I hope you didn't save. This area is annoying. However, it *is*
a good source of XP if you have Asphyxiation and Cure Disease, at least
for your first time through. And you can get out eventually. See, you're
going to be fighting Frothing Munks and a Leper Giant (two if on Expert
mode) here. The Leper Giant is annoying because he's a giant--they tend
to squash you like a bug if they hit you. The annoying thing about the
Frothing Munks though is that they throw up on you--and you get diseased!
However, these are at least weak against Asphyxiation (or a mass target
damage spell like Nuclear Blast), so if you have that and Cure Disease,
they'll be an easy source of XP for you. Keep in mind that they don't
have a lot of hit points if you try using Nuclear Blast or another similar
spell. A level 2 or 3 one should kill them.

Q: Yikes! That Lord of the Dark Forest is hard! How do I kill him?
A: With persistence. If you are VERY lucky, you can silence him--he's a
monk, unlike the rest of the Munks who are ninjas, so shutting him up is a
very effective way of stopping the nastier spells like Lifesteal. Deal
with anyone he has with him first though. He might be dangerous, but so
is 6 Dark Forest Munks that get a chance to cast stuff on you as well,
leaving you blind, irritated (both literally and figuratively), and
possibly insane, making it near impossible for you to beat the Lord of the
Dark Forest. If you have Fireball/Iceball or Nuclear Blast by this point
(Nuclear Blast not very likely at this point unless you had a mage that
changed profession to a Bishop), the others shouldn't be too much of a
problem if you are faster. This is why you needed to find the exit first,
so that you can come here in better health. However, if you cannot defeat
the Lord of the Dark Forest at this point, you have no hope of getting the
?CRYPT? map before someone else, as it means that you are too low level to
effectively kill him.

Q: What do I do with the Notched Shaft I found?
A: Look for what looks to be like a pressed button and use it there while
facing it. It closes that pit that dropped you into the Frothing Munks
and Leper Giant. Keep in mind that the pressed button is located in the
same region (although not the same passageway) as the pit and ladder.

Q: I can't find the Holy Work!
A: Remember what Brother TShober said about the "golden face."

Q: What is with these waxy wrappings with the Holy Work?
A: The chest also contained the ?CRYPT? map. Looks like someone beat you to
it. Try hunting down some Gorn NPCs or Brother TShober (strangely
enough). They seem to be the first ones with it if you don't get it.

Q: Aaah! Those Skeleton Lords are creaming me!! And why am I paralyzed?
A: Oh dear. Yet another example of "Come back later." If you're playing on
expert mode you will NEED either Word of Death on two characters (because
1 level 7 Word of Death OR Nuclear Blast won't send them back to the grave
most of the time) or at least 3 characters with access to Silence or the
Silent Lyre, or (for the power hungry) characters high level enough to
shrug off Death and Fireball spells. Then you have to hope that the
characters with Silence don't get paralyzed. Nuclear Blast tends to not
work as well as Word of Death on undead. There's no way you can take more
than 2 turns of spells from the Skeleton Lords without getting someone
clobbered to death, even with Magic Screen up. If you can, you're
lucky--Death and 6 Fireballs have a nasty effect on my party at this point.


Dionysceus

Encountered Everywhere:
Dane Initiates (level 1 up)
Dane Disciples (level 2 up)
Dane Canons (level 3 up)
Dane Priests (level 4 up)
Dane Apostles (level 5 up)
High Fathers (level 6 up)

First level/Temple of the Initiate-
Cachre Sludges
Glow Moths
Spectral Moths
Bitterbugs
Stag Weevils
Night Rooks

Temple of Divine Order-
Night Rooks
Vampire Rooks
Stag Weevils
Iguanadons
Skeletons
Venom Weevils
Stag Weevils

Temple of Eternal Night-
Bantari
Vampire Rooks
Dragonlizards
Fungus Oozes
Minoskells
The Beast (fixed)
Boar Weevils
Venom Weevils
Stag Weevils

Temple of Aerial Whimsey-
Bantari
Vampire Rooks
Spectral Ravens
Fire Crows
Dragonlizards
Fungus Oozes
Minoskells
Bear Weevils
Boar Weevils
Venom Weevils
Stag Weevils

Temple of Deadly Coffers-
Dragon Rooks
Fire Crows
Hog Beetles
Wraiths
Spirits
Ghosts
Water Nymphs
Jelly Stingers
Gelimaga

Temple of Wanderers-
Shadow Crusts
Puxic Oozes
Fungus Oozes
Magna Dane(fixed)
Skeleton Lords
Fetid Corpses
Zombie Skells
Savant Troopers
Savant Guards
Fire Crows
Dragon Rooks
Vampire Vultures
Komodo Dragons
Bear Weevils
Boar Weevils
Venom Weevils

Tower Pit Exit-
See Temple of Wanderers and Tower's Top (except any fixed encounters)

Tower's Top-
Luna Mothras
Glow Mothras
*S P A W N* (fixed)
Vampire Vultures
Wraiths
Spirits


Q: I can't make it through the Poppy Field to get here! Are you nuts?
A: Do the Save/Restore method. Save each step ONLY if at most 1 person falls
asleep. You only need to make it through the poppy field once doing this
tedious method. Then turn left at the interesection you will come across
after the field. Now if you started near Dionysceus, you don't have to go
through this. Don't forget to bring Watchbells, Cure Lesser Condition
spells and Cure Lesser Condition potions to stay awake if necessary.
Alternately, you can spin your party until they wake up. Spinning counts
as taking a step without actually taking a step, so you can move, spin the
party awake, and repeat. However this is very time consuming.

Q: What is Almagorte talking about?
A: These guys are greedy little misers. What do misers love most?

Q: Aaack! I'm getting clobbered by traps!
A: Buy some Jonga Powder from Almagorte if you can't take the traps. (I can't
unless Dionysceus is the last area for me to tackle before trying to go to
the Dragon Mountains.) On most of the levels there will be an urn like
the one in that little 1x1 arched area you saw right after entering the
Temple of the Initiate. Use some Jonga Powder there. You'll need to buy
Jonga Powder twice from Almagorte. Save a use of Jonga Powder for after
this Tower by the way. You'll need it.

Q: What are these little Golden Idols for?
A: For opening the gate to the next level of course. Each level has one, and
you have to find the altar for it. Have fun looking.

Q: What do I do on the Temple of Divine Order?
A: Move around. There are little 1x1 alcoves here. Stepping in them moves
the pits around. Try to fudge your way through. Burning powder in the urn
here (in an alcove before entering the Temple) acts as a Levitate, so you
don't have to worry about accidentally falling, and turns off a trap that
Silences your characters.

Q: I can't see!
A: You're in the Temple of Eternal Night. I hope your mapping skills are
adequate. (at least 10 to be able to map walls--30 if you want to see
alcoves) Turn left immediately upon entering the Temple to look for the
urn--don't be afraid to try walking into what seems to be a wall if you
have horrible mapping skills--it might be the alcove with the urn. After
that, explore the Temple at your leisure. There's a fountain on this floor
in the western half of the temple that restores HP, Stamina and Mana, so
have fun looking.

Q: Bah. I hate that purple haze. Any way to turn it off?
A: Yeah, if you went left in the beginning of the Temple like I said to and
looked for the urn. That automatic fight after the haze can't help either.

Q: Should I try to learn "the word"?
A: Yes. Do as the Dane ask and then come back here. Meditate on the word and
you'll find that every who doesn't fall asleep learns 1 point in the Mind
Control Personal skill. Repeat until everyone has a minimum of 1 point in
the skill. Now you'll never worry about the poppy field again, and as a
bonus you get better resistance to mental stuff.

Q: Where is my money going? It seems to be disappearing!
A: Just so you know, when Tollen Dane comes out to congradulate your rank,
you're also paying fees. The most expensive up at the top is 10,000 gold!
Meaning, if you can't pay up, come back later when you can.

Q: What is with the Temple of Aerial Whimsey?
A: It's a teleporter maze. Happy mapping--those teleporters aren't going to
show up. After a while the places you get sent to will look familiar.
Also, turn on the Direction spell (or look at your Journey Map Kit) as
there is a spinner teleporter as well. There are also two teleporters here
that will send you back to the Temple of Eternal Night, which can be a
blessing or a pain depending on whether you need a couple of drinks at the
fountain or not.

Q: Who's the girl in the vision?
A: That's Vi Domina. Remember the girl from the introduction? (assuming you
watched it) Maybe you should find more about her when you can.

Q: Aack! Treasure Chests are exploding!
A: Sounds like you're in the Temple of Deadly Coffers. You're just going to
have to take the punishment--try to get it so that booby traps that hit you
are only benign ones like Stunner or minorly hurting ones like
Dagger--getting stoned or killed means you reload for sure.

Q: There's a locked gate here in the far right area with the little islands of
chests, but none of the keys from the chests here work! What's in the
chest behind it?
A: You need a key from the first area of the Temple of Deadly Coffers where
the urn in the middle is. The chest behind it contains the ?CRYSTAL? map,
but if you're playing on Expert mode, it's long gone by now unless you
started in the area--Kymas Turan or Ratsputin probably took it first.

Q: Where is everything in the Temple of Wanderers? It just looks like a
bunch of deadends.
A: In this area, you have to see what new areas open up when you step in an
alcove. That means you're going to have to step in *every* alcove and
check your Journey Map Kit to see if new areas opened up, and if your
mapping skill is below 30 here, you're going to be in big trouble. Keep
in mind that when I say alcove, I mean a 1x1 room that only has one way in
and out.

Q: What's the buzzing sensation I'm getting?
A: In this case, it means that you've reset the level to its original
configuration with everything closed.

Q: Where do I put the Idol on this floor? I can't find an altar anywhere!
A: Look in the far NW area of the Temple on this floor. There should be an
alcove you circle around while walking that is opened up by a secret
button on the wall.

Q: What the...I'm getting hit with fireballs! What's going on?
A: You're in a nasty area of the Tower. The area behind the grates to your
east (where the fireballs are coming from) is the Temple of the Magna Dane,
which you will be able to get to after passing the Temple of Wanderers and
paying for your membership as a Lord of Dane. Be warned that going down
this corridor means you will be taking heavy unpreventable (except by luck
and your fire resistances) fire damage and get into a fight with High
Fathers and other Danes after the gate at the very end. The fire damage
goes away after you kill *S P A W N* though, as the Magna Dane will have
left his Temple. I've gotten stuck here before though, as the Pit exits
here after a bit of winding and my party just can't take 80-100+ hp
fireballs at this point.

Q: What is with this lever? I pull it and it resets?
A: Yeah. It opens (and closes) all the passageways that are opened by
alcoves on the level. So if you walked in here when the fireballs are still
going off and yanked the lever, do it twice. Otherwise you'll be in a world
of hurt as you leave, find the passageway closed, and then have to go back
to the lever to reopen it again.

Q: What do I do at the Pit?
A: Talk to Magna Dane to find out. You get to him by taking the stairs down
after going to the top of the tower, not by yanking a lever.

Q: Magna Dane is HARD. Everytime I start the fight, half my party is dead
before I can do anything!
A: Come back later. It is easier when everyone has at least a Dexterity of 16
After the fight, don't forget to search the area for any extra booty.
*hint* *hint*

Q: Ack! The Ring of Demons is killing me when I put it on!
A: *Don't* put it on anyone that doesn't already have a Regen +1 or a Regen +2
item equipped. That being said, if you have a Faerie and got the Faerie
Cap from the chest in the Temple of Deadly Coffers, it is safe to put it on
him or her--the Faerie just lose the HP regen bonus because it cancels out.
As a note about negative Regen items, the game appears to take the highest
regeneration bonus out of all the items you have, and add the lowest
negative regeneration penalty of the items you have to it, to get an end
result. That means that if you have a Ring of Demons, Both Gowns of Divine
Mail and the Faerie Cap equipped on the same character, that character
ends up with no regeneration bonus, NOT a Regen +2 bonus. So that Regen +1
item allows you to have as many -1 regen items equipped as you want.

Q: How do I open the demon-head gate?
A: What did you chop off the last demon you killed?

Q: But it didn't work! (see last question)
A: Try it from the Magna Dane's chamber. You DID see that secret button
right?

Q: What do I do with what's inside?
A: Whatever you want. You need the Coil for later though.


Ukpyr

Monsters Encountered:

Ukpyr-
Umpani Ruffians
Umpani Renegades
Umpani Scouts
Umpani Armsmen
Umpani Troopers
General Yamo(fixed)
Sgt. Balbrak(fixed)
Lt. Gromo(fixed)
Spirits
Rattkin Leaders
Rattkin Hunters
Rattkin Thieves
Rattkin Bandits
Rattkin Rogues


Q: Should I join the Umpani?
A: Definitely--even if you hate them. You can betray them for the T'Rang by
helping K'Borra and lying about his presence near Ukpyr to the Umpani if
you hate the Umpani. Keep in mind that here is a great way to make
money--especially if you need it to pay off the Danes for going up in
their tower. You need at least 8000 gold for an outfitting however or you
won't get the returns on your investment.

Q: What's the Humpawhammer?
A: It's a teleportation device. It will transport you to the Umpani Detache
in New City and is used for your (more profitable) mission.

Q: Should I help K'borra and the T'Rangs?
A: Again, it is totally up to you.

Q: Where exactly is information K'borra wants?
A: It's in the Spaceport Authority. If you're going to help K'borra, don't
tell Sgt. Balbrak that you found T'Rangs! After you talk to General Yamo,
you'll be able to go into the Spaceport Authority without problems.

Q: I'm giving K'borra the information he wants, but he's calling me a traitor!
Why?
A: Don't put a space between the + and the rest of the coordinates. The only
space in there should be after the 2nd number and before the 'D'.

Q: I can't get that promotion Lt. Gromo said I'd get, even though I hit the
practice target 3 times!
A: He said to get 3 BULL'S EYEs, not 3 hits. That being said, even though it
is possible to get a BULL'S EYE at 0 Firearms skill (My Valkyrie once got
BULL'S EYE HIT HIT at a Firearms skill of 0), chances are you won't get 3
BULL'S EYEs at a high enough rate until you have a skill of at least 40 in
Firearms. After that it is very possible, but sometimes it takes a while.
(Once I got 3 BULL'S EYEs at 43 Firearms skill, another time it was at
64, and yet another at 53.) You will get a IUFSTFTUFS badge to bring to
the Supply Depot, and then be offered 14250 for a Blunderbuss and Flak
Jacket. No discounts on that unfortunately. If you want the items though,
get them before meeting General Yamo.

Rattkin Ruins

Grimal (fixed)
Rattkin Razuka(fixed)
Rattkin Ronin
Rattkin Leaders
Rattkin Hunters
Rattkin Thieves
Rattkin Bandits
Rattkin Rogues
T'Rang Wisers
T'Rang Watchers
T'Rang Tecniks
T'Rang Keepers
T'Rang Guarders
T'Rang Youngers
Savant Controllers
Savant Troopers
Savant Guards

Q: How do I get in? The entrance is blocked off!
A: Go back to where the path split into East (to the Ruins) and West (to
Nyctalinth) and explore around. You'll find something interesting (not to
mention the fights). This is an example of why it pays to explore around
no matter where you go.

Q: What do I do after all the Man' O' Grove fights?
A: You see that little square that isn't grass in the middle of all the 1x1
pillars? Use the Bonsai Tree you got from Murkatos' Inner Sanctum on it.
It doesn't matter what you answer when you get asked a question by the
tree.

Q: How exactly did that help me get in?
A: Look around north of the blocked entrance for a tree with a gnarled face.
It should be in an area next to city walls.

Q: Why couldn't I have gone here in the first place?
A: Because if you did go here before using the Bonsai Tree in that Grove, the
tree wouldn't let you up.

Q: I can't get in Ratskells!
A: Steal from a blind rat NPC outside. Check your inventory before and after
you meet him--you might get something stolen along the way! I've had key
items stolen this way before, so remember to no save/restore until either
nothing is stolen or an item you don't care about gets stolen.

Q: How do I get in the Funhouse?
A: Ask Blienmeis about "Funhouse".

Q: What do I do in the Funhouse?
A: You're going to be setting up a lot of things. You NEED a Detect Secret
or a good amount of scouting skill in here--especially after going
downstairs--or you won't be able to find the necessary items needed to set
up the place. You need various items found throughout the Funhouse and a
Feather Weight potion from Birdie's store. Don't forget the Black Pyramid
and the Wooden Dowel from upstairs! After you've set everything up, save,
use the Feather Weight potion (but on the main screen!) and set things off.

Q: What does Barlone want?
A: Give him a time of the next T'Rang ship to leave/come. You should find the
information in the Landing Port (in the form of the T'Rang Logbook) and the
Observation Control Center (in the form of the TX-Coder) in Nyctalinth.
Use the Coder on the Logbook while you're in the full-screen view of your
inventory to read it. You're advised to go to Nyctalinth at this
point--the information Barlone gives you will give you access to the
?DRAGON? map in Old City, but the ?DRAGON? map is one of the maps that
tends to get taken away real fast--hence the need for haste. The ?BOAT?
map in the Funhouse however doesn't go away for a while in comparison to
the ?DRAGON? map but it DOES go away if you dawdle too long.

Q: What's the "another favor" Barlone mentions?
A: Well, if Mick the Pick or Ratsputin is alive, you'll find out when you meet
them and then come back here to Barlone. Otherwise...there's no way to
find out. One of CODS' great mysteries. :) Think of it as an incentive to
get here fast.

Q: Aack! There's MORE? When does this "Funhouse" end?!?
A: Not for a while. Have fun scrambling and trying to piece things out. If
you're REALLY stuck on things, the Walkthrough at GameFAQs written by Tom
Needham will be able to get you through. It is a very good resource for
figuring out how to get through an area, although I disagree with some
things he states. You WILL, however, need to find a Bar & Rope and a
Black Ball and used them in the appropriate areas to get through. You
will also need to make sure you've found a place to use the Wooden Dowel.
You will also find it completely necessary to fall down pits and such to
find everything you need. Hope you have Levitate handy.

Q: What do I do at the target?
A: Throw the Speckled White Ball at it of course. Look for some "cascading
troughs" as the game calls it.

Q: What's with this rack of spears?
A: It guards the ?BOAT? Map. Talk to H'Jenn-Ra T'Rang in Nyctalinth to
figure out the combination, if you haven't talked to him already.

Q: I'm in wilderness after climbing out! Where am I?
A: The Witch Mountains. Have fun looking around. Watch out for Q'ua-tari.


Nyctalinth

Monsters Encountered:

Nyctalinth-

T'Rang Youngers
T'Rang Guarders
T'Rang Wilders
T'Rang Keepers
T'Rang Watchers
T'Rang Assassins
T'Rang Wisers
T'Rang Elders
H'Jenn-Ra (fixed)
Rattkin Leaders
Rattkin Hunters
Rattkin Thieves
Savant Controllers
Savant Troopers
Savant Guards
Spirits
Fetid Corpses
Zombie Skells
Ymmu (fixed)
Vilet Kanebe (fixed)
Dragon Rooks
Hog Beetles

Underground area-
Cave Thraxes
Crust Thraxes
Cave Slimes
Rock Lizards
Puxic Oozes
Fungus Oozes
Bear Weevils
Boar Weevils
Venom Weevils

Q: Where's H'Jenn-Ra?
A: Come on, it's not THAT hard to walk around and explore! He's in the
Northwest area in the High Chamber though, since you asked.

Q: Should I say yes to Shritis?
A: It depends on if you hate the Umpani or not. Be warned that if you say
yes, Shritis will constantly ask you (not to mention hunt you down) if
you've killed Rodan or not until you kill Rodan and keep his Golden
Medallion to present to Shritis, or until he gets immensely ticked off at
you and attacks you every time he sees you. If you really want to kill
Rodan Lewarx however, he's not *too* hard, for an NPC--use Missile Shield
to stop the bullets he shoots at you most of the time. It's those
irritating Alchemist-type spells he and his reinforcements may have that
will get you. Also, as a word of warning, they get an increased chance of
a critical hit with ALL missile weapons, so take a guess what
Blunderbusses and Muskets count as. Of course, if you say no to Shritis
you're going to have to tread lightly every time you see him--he'll be
cranky when he sees you again, but at least he won't be trying to hunt you
down unless you kill T'Rang NPCs (including K'borra).

Q: Should I go back to Nyctalinth after talking to Shritis instead of going
into New City?
A: Yes, unless you got the information from Barlone already--if you did you
should head for Professor Wunderland and the entrance to Old City to get
the ?DRAGON? map quickly before someone steals it.

Q: Why don't these Finger Rods work on the Breeding Grounds door?
A: Because they're for the Tactical Depot. The one for the Breeding Grounds
can be found in the High Chamber on a T'Rang who is cooking gruel.

Q: What is the Mystery Ray for?
A: You will use it on any Savant Androids you may find--especially the
sleeping ones in the T'Rang larder in the High Chamber. Use it as an
item when it prompts you with the Use, Talk, and Leave buttons. You can
*also* use the Mystery Ray to hurt _any_ Savant Androids you run
across--including those nasty Savant Kui'sa-ka near the end of the game
and those Savant Berserkers you wake up.

Q: Is the information that the Savant Berserker spoke and the stuff that
flashed on the computer screen in the Observatain Center important?
A: You betcha. Take a walk into the Forbidden Zone after you're bored of
Nyctalinth. Make sure you have the Comm-Link Device from the Umpani
Detache first though. BTW, if you helping Barlone, I hope you remembered
to look for the TX-Coder in the Observation Center. Otherwise you won't
be able to read the logbook. Told you to build up scouting!

Q: What do I do in the Graveyard? All I see are lots of graves, a building,
and two alcoves with a psycho ghost who steals a jeweled staff before I
can grab it.
A: Well, you HAVE to do three things: You have to grab the Longstem Spade in
the chest in the building here--it's going to be your shovel and you're
going grave robbing! :) You also have to dig out the grave of Notera
Furmi to get out of here. Lastly, you have to get the ?SERPENT? map from
the Tomb of Vilet Kanebe behind the energy barrier, and that means getting
that Crux of Crossing away from the crazy ghost and equipping the cursed
(literally) staff on someone while going through the barrier--both in and
out. That also means that you're going to be in the graveyard at least
twice--you need a little idol called the "Tydnab Emyt" (Time Bandit
backwards with y's for i's) which can only be found in the middle area of
Nyctalinth--if you took out your Journey Map kit and looked at that big
black spot in the middle of the map, you'd find it somewhere in the middle
of that. Unfortunately you have to go through the graveyard to get
there.

Q: Help! I've fallen and can't get up!
A: I take it you dug up Notera Furmi's grave and fell in. Now, before you go
exploring, you have to watch out for gas pockets--some of your characters
will get poisoned from these. When you first bump into one, you should to
step in every square in the room that had the Gas Pocket--there are more
than one, and they block all the exits. After that, deal with the poison
however you feel like; you stepped in every square so that you don't have
to Cure Poison as many times, saving on mana. The Gas Pocket Rooms also
signify one of the two ways out--the Eastern Gas Pocket room has a path
that leads directly to the middle area of Nyctalinth, and the Western Gas
Pocket room leads to another exit that is blocked by T'Rang eggs--you need
a Thermal Pineapple to get out this way, and if you have that you should
know that one heck of a fight is on your way out if you choose to go out
that way...and you can't avoid it by that route.

Q: I'm in the middle area now. So where exactly is the Tydnab Emyt?
A: It's beneath a statue of Phoonzang. (What a surprise...) Use the Spade to
dig it up after you deal with the undead waiting in ambush where the statue
is.

Q: So how exactly do I get the Crux of Crossing?
A: Go into either alcove. It doesn't matter if the staff is in it or not, or
even if you already saw the ghost take it. Then just use the Tydnab Emyt
and watch.

Q: Hey! I thought you said the ?SERPENT? map is here! I'm just getting waxy
wrappings again!
A: It is...unless you took too long getting here and an NPC nabbed it.
However, the ?SERPENT? map can usually be gotten even if you take your
time on expert mode--it's not as irritating to get as the ?CRYPT? map or
the ?CRYSTAL? map. Since I can usually get it however, I can't take a
guess as to who took it first.

Q: H'Jenn-Ra is killing my party! How do I deal with him?
A: I guess you had a Pineapple after all. I won't lie to you--if your party
is not faster than H'Jenn- Ra's party, you're screwed unless you're on
easy mode, where there's a chance she'll appear by herself, or you're much
higher level, where most of their stuff has a reduced chance of working on
you. You will need the full gamut of protective and enhancement spells to
kill her otherwise, including Air Pocket but not Fire or Ice Shield unless
she has company. On Expert mode, you need at least 2 characters that can
cast mass target spells like Nuclear Blast or Word of Death to kill off
all the reinforcement T'Rang or the Assassins and Elders will lay waste
to you. Fire spells tend to be more effective on the T'Rang. Good luck!

Note: If you travel from Nyctalinth to Dionysceus, you will run into T'Rangs
ambushing the Helazoid Jan-Ette. Help her if you want the Eagle Eye
skill later and to be on friendly terms with the Helazoid.


Old City

Monsters Encountered:

Old City-

Spirits
Ghosts
Puxic Oozes (fixed)
Fungus Oozes
Water Nymphs
Dragonlizards
Minoskells
Skeletons

Q: Why are there footprints in the dust?
A: Why? Because someone got here before you and nabbed the ?DRAGON? map!

Q: (continuation of previous question)Does that mean I should turn back then?
A: Not really. There's some useful random loot in here too--especially what
is probably your first Ankh. Most Ankhs can raise either Strength,
Vitality, Dexterity, Piety, or Speed, depending on what type of Ankh it
is. There are other Ankhs that do other things, but most of the ones that
you run across will be the stat-raising kind.


Witch Mountains

Monsters Encountered:

Bantari
Q'ua-tari
Vampire Vultures
Fire Crows
Dragon Rooks
Vampire Rooks
Vultures
Wood Dryads
Faerie Witches
Forest Giants
Boulder Giants
Frost Giants

Q: What do I do here?
A: Well, if you've returned the Holy Work to Xen Xheng and joined his school
of 5 Flowers, you can start collecting the flowers for one. If you haven't
read the Book of Fables from New City yet, take it out and read it now,
and remind yourself about when the witches meet. This next part doesn't
seem to be hinted anywhere in the game--you have to high-tail it to the
Giant Cave. That means you're going to be looking for a path DOWN, so
you're going to look for a cliff where if you take another step, you fall
into the air. Make a mental note of a place where you can climb up if you
find it first--you will go there later. If you end up near a river, you're
in the wrong direction--you're on the Eryn River right now, which you've
been to before.

Q: So what's up the path that you told me not to go up right now?
A: Well after the Giant Cave, you should climb up and explore. Besides flower
hunting (and always save before trying to pick any flower now!) you are
also looking for the entrance to the Witch Cave, a very high cliff that
doesn't look like it can be climbed (but someone tried before), and 4 250
ft. vines to merge together into 1 big 1000 vine to be used at the cliff.
If you find the cliff first, drop any vines you've found already there to
relieve encumbrance problems--they're very heavy. You need to climb down
into that area before going into the Witch Cave.

Q: And what exactly do I do after that?
A: Why go into the Witch Cave with what you learned of course!


Giant Cave

Monsters Encountered:

*S P O T* (fixed)
Gruengard (fixed)
Bonehead (fixed)
Brunatz (fixed)
Munstachio (fixed)
Boulder Giants
Forest Giants
Frost Giants
Water Nymphs
Red Pirannhas
Glow Mothras
Rock Lizards


Q: These giants keep killing me! How can I kill them?
A: You kill them like anything else. I don't advise using attacking spells on
them, although cloud-type spells like Poison Gas and Firestorm can help
deal the damage.

Q: *S P O T* is insane! Any pointers on how to stop him?
A: Treat him as a more...dangerous version of the giants you've been killing.
Consequently anyone that can't dish out (and take) damage should be
hidden away via hide or invisibility potions bombing *S P O T* with
cloud-type spells and boosting spells on your party. Create Life is a
GREAT help here, but not the other two summon spells--*S P O T* can flatten
those silly demons quickly, but the Myxlmynx might be able to take a couple
more hits.

Q: Anything special here?
A: Yes. *S P O T* has the Necromantic Helm somewhere in his lair. Look for
it; it's the witching glass mentioned in the Book of Fables. Also, the Red
Rosis is in the underground river. If you can swim four or more steps (and
have a mass target spell) go to the nearest access to the underground river
east of the entrance to the giant caves and swim south to that little
chokepoint of water(where you fight a lot of fishes--hence the need for the
mass target spell)--the Red Rosis should be on that little piece of dry
land right next to you to your west. The alternate (and slower way) is to
take the far eastern entrance to the water and swim to another region of
the caves that will wrap around the bottom area and stick you near the Red
Rosis...after a couple fights. There's also a chest in the extreme south
area...but you'll need either Stamina Potions or lots of Water mana for
Stamina and Restfull to get to it.

Witch Grove

Monsters Encountered:

Bantari
Q'ua-tari
Vampire Vultures
Fire Crows
Dragon Rooks
Vampire Rooks
Vultures
Wood Dryads
Faerie Witches

Q: Huh? I've never heard of this place!
A: It's actually my name for the area of the Ukpyr Mountains you climb down
into from the tall cliff.

Q: So what exactly is so special about this area that you gave it a made-up
name?
A: You'll find out the names of the four witches here. Remember the witching
hour comment from the Book of Fables? That's right--you need to explore
around at night. If you find the area here that gives your characters the
chill, stay out of the clearing, rest until night, and then go back in with
the Necromantic Helm equipped. Too bad nothing seems to really hint that
the Necromantic Helm is the "witching glass". You can also find the White
Dahlia in this area.

Witch Cave

Monsters Encountered:

?Alethedies? (fixed)
?Dk.Savant? (fixed)
?Vi Domina? (fixed)
?Statue? (fixed)
Witches' Lights (fixed)
Spirits
Ghosts
Puxic Oozes
Cave Slimes
Rock Lizards
Luna Mothras
Glow Mothras
Spectral Ravens
Faerie Witches


Q: Do I HAVE to pay the witches 1000 gold?
A: Yes. Sorry. That means you need 4000 gold here...not that you're in the
poorhouse at this point in the game anyway.

Q: What exactly is this Elysiad of Divinity?
A: It is for the Final Boss fight. I'll mention which fight it is when you
get there. Basically, stick it on your toughest character--when it is used
it immediately ressurects ALL your characters and restores them to full hit
points, stamina, and Mana even if they weren't resurrected. At the end of
battle it does this AGAIN, making sure that everyone get's the massive
amount of experience points for it (hey, 800,000 so XP per character for
six characters on Expert mode is NICE, although you'll get less on Normal
and Easy.) Best of all, it doesn't add to your "life" number, so it
treats you like you never actually died. It ONLY works for the Final Boss
battle however. Then there's the tiny detail that your character has to be
ALIVE to use it.

Q: Wow! The ?SPHINX? Map! No one beat me to it?
A: I guess having it locked up means there's no way in hell someone can beat
you to it. This is usually one of the last maps I get--because it never
seems to disappear no matter how long I take!

Ukpyr Mountains

Monsters Encountered:

Bantari
Q'ua-tari
Vampire Vultures
Fire Crows
Dragon Rooks
Vampire Rooks
Vultures
Wood Dryads
Faerie Witches
Mtn. Thraxes (fixed)

Q: I take it the other two flowers are here?
A: Yep. Save before picking either of them. Don't forget to look for the
entrance to the Sphinx Cave. You'll get here by the way from climbing
down the vine on the tall cliff to the area where the spirits were
partying, and then exploring further. The region you end up in should
look familiar--just explore it throughly, even if you go into a different
map area.

Sphinx Cave:
Q: What do I do here?
A: Read that handy ?SPHINX? map you just got. The Rebus Egge that you got
from attempting to get the Wand Majestik in New City is used here--you DID
assay/identify it eventually to find out what it was to tell it apart from
other stones right? It's the "seed" the map refers to. You're going to
need to swim at most 3 to 4 spaces by the way.

Q: What do I do at the slugs in the floor?
A: Isn't your Detect Secret going off right now?

Isle of Crypts & Mandolian Isles
Q: Um...which island do I go to?
A: Which island has more than a 1x1 pillar?

Q: What exactly is on the islands with 1x1 pillars?
A: You can walk through them to go somewhere special. But you're going to
need something in the Hall of Gorrors before being able to do anything
special with them...and yes, you have to go in the pillars eventually.

Q: I found this picture of the Sphinx on one of the walls. Anything special
about it?
A: Use the Wand Majestik on it. If you're a Greek Mythology buff (or at least
have been paying attention when the Sphinx was talking before!) you'll know
the question she refers to, but you don't have to get the question right.

Q: Waaa! That's a lot of booby traps!
A: Yep. Save often. You're looking for secret buttons and levers. You're
also looking for a gold urn to burn that extra use of Jonga Powder. Aren't
those traps nasty? If you want an (easier) time getting to the urn, after
you get to the area with fountains go east (turn left that is) and hug the
left wall until you get to all the little alcoves, then hug the right wall,
ignoring any alcoves for the moment. You'll only run into a few fixed
encounters for the first half of the way and get smacked by Evilspeak once
or twice along the second half.

Q: What the hell? Why are my characters stoned (or various other nasty
effects) after drinking? I thought fountains were beneficial?
A: Not all of them. SAVE before trying one. Heck, most of them here are
booby traps--I can only think of two fountains on this level that aren't
completely bad.

Q: OK, so I've burned the Jonga Powder and turned off the nasty traps. What
now?
A: Explore of course. There's at least 1 nice treasure chest in here that
you can get no matter what keys you have. The best item you can get in
said chest is a Dragon Kite--a shield for Valkyries, Fighters, and Lords
that reduces their armor class by 4. That's if you have them and need one
however. Otherwise, a Faery Cap if you missed it before (or Chamail items)
is the 2nd best. Most of the other stuff is overshadowed by better loot
elsewhere. Bt the way, search all the Gorn Noblemen you can find, but save
before doing so!


Dragon Mountains

Monsters Encountered
Emerald Dragons(fixed)
Dragonessas
Dragorras
Dragon Pups
Fetid Corpses
Vampire Vultures
Dragon Rooks
Fire Crows
Komodo Dragons
Rock Lizards
Dragonlizards
Dinkle Wisps
Jelly Stingers

Q: OK, how do I get here?
A: Well, according to the map that came with the game, it's waaay south and a
little west. Maybe you should follow the coast that way until you hit
something unusual... (Minor note: You're looking for fog!)

Q: I found the fog, but when I go through there's just a blank cliff here!
A: Come here at night, then take a peek at the ?SERPENT? map. You're going
to need something from the Dane Tower here you know...

Q: Uh oh. Brombadeg's tough!
A: No kidding. :) Well OK, he's not THAT hard. Silence seems to stop the \
"cast enchantment" thing he does, but I'm not going to guarantee it.
Treat him like any other boss though and you'll be fine.

Q: Geez--this place is huge! What do I do?
A: Read the ?DRAGON? map for hints of course. And watch out for cave-ins.
Have fun exploring and watch out for the tightwad! (Well, you have to find
the tightwad anyway.)

Q: Where do I use the Key of the Dragon?
A: Remember the gate with the black dragon on it in the Isle of Crypts?

Q: Where does that ladder go?
A: Climb up and find out. It's (relatively) safe.

City of Sky
Savant Kui'sa-ka
Savant Controllers
Helazoid Aces (fixed)
Xenozoid Runners
Xenozoid Flyers
T'Rang Elders
T'Rang Assassins
Battle Droid (fixed)

Q: Hey! What's with the invisible walls?
A: Beats me. You're going to have to figure out the path through them. Good
luck and happy mapping. *evil grin* If you're too lazy though, look at
John Needham's FAQ for directions on how to get to Dame Ke-Li--if you don't
have a Credit Card you have to go there first--and then you probably want
to buy some of her fun supply of items as well.

Q: Insert one credit? Where do I get a credit?
A: It's referring to credit cards. Surely the Helazoids you've bumped into
dropped one or two? If not, look around for Dame Ke-Li here--she sells
Credit Cards for 100 gold.

Q: How do I get into the Storage Facility?
A: The Storage Key is in the Hall of Preservation.

Q: What about that gazebo with the glowing key? There are invisible walls
around it.
A: You need to get into the Storage Facility first. Then go into an alcove on
your way out (through the other side--there are two exits).

Q: What is the Key of Light used for?
A: Remember those REALLY nice looking weapons in the Hall of Preservation?


Q: So which one should I pick then?
A: Like all choices, it is up to you. The Frontier Phasers and the Cobaltine
Power Glove require Powerpaks for use however. If you've imported your
party from Bane of the Cosmic Forge, you probably have the Diamond Ring
which can open another one. The Light Sword and the Power Glove get
bonuses when fighting against robots like the Battle Droid (but not against
Savant Androids)


Q: Anything special I should do with Dame Ke-Li?
A: You mean besides buy all those nice, wonderful things she's selling?
Yeah--give her the Helazoid Pennant you got from Jan-Ette if you helped
Jan-Ette. Other than that, she's the perfect person to have fun using the
Five Fingered Discount. Just don't get caught.

Q: What exactly does that PK Crystal do?
A: -4 AC bonus, Regen +1, Psionic Resistance +50%, usable only by Psionics.

Q: What are the answers to the tests in the Hall of Crusaders?
A: The first one is very obvious if you've been paying attention during the
game! The second one requires help from the ?STAR? Map and the Gaelin
Stone in the Hall of Gorrors. The third one...well, you'll see.

Q: How do I get in the spaceship?
A: Speak the answer to the first test.

Q: What do I do inside?
A: Search the place, like any other group of nosy adventurers would. Don't
stop searching until the game keeps you from searching!

Q: Where can I get more Powerpaks, other than killing lots of Helazoids?
A: Buy those Credit Cards from Dame Ke-Li and use them in a machine in the
Storage Facility--the machine gives out Powerpaks for Credits.



Hall of Gorrors:

Monsters Encountered:

Ra-sep-re-tep (fixed)
Thing from Hell (fixed)
Horragoth (fixed)
Myxlmynx (fixed)/ Fieros (fixed)
D'Arboleth (fixed)
Wraiths (fixed)
Fiend of 9 Worlds (fixed)
Beast of 1000 Eyes (fixed)
Kolidra
Necromani
Red Pirannhas

Q: Do I have to kill any of these Gorrors?
A: Not really. They're supposed to be challenges, with the exception of the
lonely little Ra-sep-re-tep in the SE area.

Q: You said I needed something in here?
A: Yeah. Whip out the ?CRYPT? map and read it. Then follow the directions.
You'll nab something that needs to be used in the Mandolian Isles.

Q: What do I do with it?
A: Remember seeing an indentation with a similar design on the Isles? Stick
it in that pillar and then go in the other one.

Q: How do I open the gate to the Hall of the Past?
A: Do you have the ?LEGEND? map? It's also called the Gaelin Legend. Funny,
there's a stone in the same area called the Gaelin Stone. I wonder if
there's a connection...maybe you can use the map on the stone somewhere.

Q: These !@#@! chests here hurt! Is there any reason to open them? The loot
I'm getting sucks!
A: Well, yes there is a reason to open them: They will occasionally spew out
the best items, weapons, and armor in the game. You're going to be here
for HOURS finding nice stuff to keep. :) If you REALLY just want to know
what's in there, go to
http://www.softwarespecialties.com/GorrorsRevealed.html.
While you're at it, visit http://www.softwarespecialties.com/ and thank the
guy (Llevram that is) if you did look for his hard work. :)

Q: I want to kill the Gorrors! Can't you suggest anything?
A: Well, let's see...besides always cast Enchanted Blade, Armorplate, and
Magic Screen before the fight (except for Rat-sep-re-tep)...
Rat-sep-re-tep: If you actually need help on him, that's not a good sign. :)
Thing from Hell:
Quick and Dirty Way--Silence him, then Deadly Poison him. He'll go down fast.
Slow and Boring Way--Silence him and whack away. Use Armormelt to speed things
up.
The Demon Horragoth: Get high enough level that Death Cloud and Death Wish have
no effect on you. Then treat as a boss that does nothing
and wail away. Kill his companion(s) first though.
The Spirit D'Arboleth: Watch out for Lifesteal. Otherwise treat him the same
way as Horragoth.
The Fiend of 9 Worlds: Immediately Hide/Drink Invisibility Potion. Pummel
him with as many different gas spells as possible,
i.e. Draining Cloud, Poison Gas, Toxic Vapors,
Firestorm, Acid Bomb. Especially Toxic Vapors. Cast
Create Life for a disctraction. Send out either
someone with Reflextion (who can hide again) to
attack/hide once he gets nauseous from the Toxic
Vapors and renew that spell and the non-air based gas
spells with a vengeance. Casting Armormelt, Haste,
and Missile Shield (if you're on expert mode) and
casting
Armor Shield on the attacker will help. Keep the Cure
Poison and Heal Wounds prepared.
Beast of 1000 Eyes: He's tough. Very tough. The way I beat him was with a
level 50th so party on easy mode: Everyone casted
beneficial spells the first turn (Especially Fire Shield
and Missile Shield), then hid/turned invisible the next.
If no one is visible, he won't attack. Then, added a
Create Life to bring out a punching bag for the Beast and
pumped the Beast with all the Cloud-type spells I had, the
same as the Fiend. After that, everyone who could hide
went in waves of Attack/Hide whenever it seemed like the
Beast was overdue for a coughing fit and refreshed the
Cloud spells constantly. Eventually (after 4 hours) he
croaked. Another suggestion I saw on the Software
Specialties board is to equip someone who can't hide with
the Necromantic Helm, Bat Necklace, and another Light
resisting item that escapes my memory at the moment, and
have him take all the Dazzling Lights hits, as Dazzling
Lights will go straight for him/her if he's the only one
visible, but with 100% so Light resistance + Fire Shield
+ Magic Screen, you should be able to resist it and shrug
it off. This is because if everyone is invisible and the
Beast casts Dazzling Lights at you (because you had
someone visible in the beginning of the round), it is more
likely to hit everyone with the Lights.


Hall of the Past

Monsters Encountered:

Rexx
Myxlmynx
Wraiths
Spirits
Bloodwyrms
Necromanis
Fieros
Phantasmagoras
Kolidras
Skeleton Lords

Q: Um...I need a map. Bad.
A: Sorry, I don't have one for you. You're going to have to do it yourself,
although having a 70+ Mapping skill here REALLY helps.

Q: Gee, thanks for the help.
A: Heheh ^^;;;...well, before you go in, you'll probably want Dispel Undead,
Astral Gate, Fire Shield...basically all the commonly used spells I listed
waaay earlier. If you didn't use them before, you're definitely going to
be using them here eventually. The only exception is probably
Asphyxiation--most things in here aren't affected by it. Bring lots of
Moser's Mojo Tea your first time through, as well as Heavy Heal/Stamina
potions. Don't settle for the weaker stuff by this point.

Q: There's a fountain there that I keep getting teleported away from!
A: You'll need to find the Key of Waters and open a gate elsewhere that opens
into the same room. As long as you avoid the teleporter spot, you'll be
able to drink from the fountain. It restores mana only.

Q: What's with these crystals?
A: Read the ?CRYSTAL? map. It applies to here. You have to hit all eight
crystals, and one of them won't figure into the descriptions on the map.
Just so you know: if you get it wrong, when you step in the pentagram it
will open up a passageway to the left. When you're right it will open up a
passage to the right instead.

Q: Great, I've found the Star map. How exactly do I use it?
A: "Look first at a man, and if thee looks rightly, then soon shall ye come
full circle. Then look beneath him, and if thee looks rightly, then soon
shall thee once again come full circle. Thus may thee divine the puzzle
from the pieces, and from it derive thy solutions." That's the actual
lines in the map that you're interesting in. If you've copied down the
buttons from the 2nd test, great. If you haven't, they're Serpent, Gate,
Wand, Pyramid, Star, Dragon, Cross, Skull, Map. Start at the side with a
Man symbol, look for one of the buttons in that group of symbols (the
Temple Map) and write it down. Move to the next face on the right side of
the stone (in other words, circle the stone counterclockwise) repeating the
same thing but using the top section only. Once you're back on the side
with the Man, do the same thing for the bottom row. The buttons will fall
into place.


Tomb of the Astral Dominae

Monsters Encountered:
Dk. Savant (fixed)
Savant Kui'sa-ka (fixed)
Cosmo-Bots (fixed)
Mega-Bots (fixed)
Meta-Droids (fixed)
Battle Droids (fixed)
Mega-Bots
Meta-Droids
Battle Droids

Q: Any suggestions on surviving these robots?
A: Liberal use of Magic Screen, Fire Shield, and Ice Shield will dampen the
damage from the cannons. Can't do squat about the lasers other than kill
the darn things as fast as possible. The Light Sword and Power Glove will
do double damage to these guys though.

Q: How do I open the tomb?
A: Look for various places in the tomb that have something written on the
floor and step on them. This will take you all over the map. After you
have stepped in all those marked spaces, the gate will automatically open.

Q: Hey! Is the Astral Dominae gone?
A: No. Just signal Vitalia to come on down and give her the Ring of the
Globe and the Locket of the Tomb.

Q: Huh? Where did I get the Locket from?
A: You *did* remember to go back up to those 1x1 pillars after solving the
?CRYPT? map...right?

Q: And while we're baffled, how the heck do we signal Vitalia?
A: You *did* visit the Forbidden Zone in New City after getting that strange
information from the Savant Berserker and the Observation Center in
Nyctalinth...didn't you?

Q: Why does the Dark Savant keep wiping the floor with my party?
A: You're just unlucky. :( Still, you can use the Elysiad in this fight,
and this fight only. Personally, I didn't really need it. The Mystery
Ray was helpful too, at least on the Kui'sa-ka. Hope you have 100 Mind
Control by the way; they LOVE Psionics.

Q: Why does Vitalia ask me about a spaceship?
A: This decides what endings you can get. Yes means that you have to go to
Phoonzang's shuttle to grab an ending. No means you go back to the
Forbidden Zone for the endings, although I didn't have problems getting an
ending from Phoonzang's shuttle as well by saying no.


Various other possible questions:

Q: What should I bring with me for the ending?
A: I really don't know. Personally, I'm going to see what will transfer into
Wizardry 8 first. You can take a look at what the game might be like at
http://www.wizardry8.com/ and guess for yourself. I'm probably going to
see if I can bring the Umpani stuff (the badges) as they are going to be
in it.

----------------------------------
Future plans. The bottom item is what will most likely come up next. Don't
expect anything on the top to come anytime soon.

* HTML version of the Dark Savant clue book. I won't be copying it, but it
will try to be in a similar format. It will also use the maps below to help
navigate around. Don't expect this in the near future at all, as my HTML is
horrible.
* Monster list, with the type of weapon the monster wields, what spells it
casts, and any special abilities. Don't expect this to occur before
September of 2000, and if any other CRPGs come out within that time, don't
expect it at all. Still, it will get done eventually, and I'll definitely
finish it before Wizardry 8 comes out.
* Full color maps saved from the game (and slightly modified in cases like the
Funhouse where the waterslide isn't mapped). Some of these are actually
done, but I don't have time to go through each and every single area and map
everything the way it appears on the Journey Map Kit, AND pass my classes.
I'll get too distracted.
* A spoiler walkthrough. This FAQ is only a semi-spoiler and skips some
things. The walkthrough will try to guide you on the quickest way around
things. I can probably get this done before the Monster List and is next on
my to do list for this FAQ unless someone has a suggestion for an existing
section of the FAQ.
* Any minor corrections and suggestions to the FAQ. I'll try to do what I
can, but remember: I'm only human.