1) Talk to the old man in the Asylum in Rhudaur.
[HP=350/MA=318]:l old
old man
This old, wizened man is garbed in tattered robes and is chained to the wall.
Despite his advanced age, his gaze is piercing and he appears more than
competent.
It appears to be unwounded.
[HP=350/MA=318]:gr man
The old man looks at you curiously, as if not expecting to see you here.
"This is unexpected, " he says with a slight grin, "the only visitors I
normally get are nightmares and lunatics who run amok in this haunted place.
I have been locked up here for years uncounted, and no one of right mind would
would come here. People are put here to be forgotten, not found."
[HP=350/MA=318]:ask man forgotten
"Yes, I am here because I know something I should not. Undoubtably I should
have been slain long ago, but shortly after being imprisoned in this asylum,
some strange force warped the reality holding this place together, and now it
is a shifting nightmare realm. It must be that those who would have killed me
no longer can find me. The Shadow Fist brotherhood are not forgiving."
[HP=350/MA=318]:ask man shadow fist
"Once, I was a powerful and respected member of the Shadow Fist brotherhood,
second only to the grandmaster himself. Long did I revel in the power afforded
me, and used it to my own profit and to further the evil cause of the
brotherhood. One day, however, I happened upon an ancient scroll in the secret
library which only the master may enter. Inscribed upon this parchment was a
prophecy long forgotten, which told about a magical creature named the
Phoenix, whose name is Bel-Lai."
[HP=362/MA=329]:ask man phoenix
"As I began to read the scroll, I learned that the Phoenix would be
instrumental in the struggle between the forces of the light and the dark.
However, before I could discover more, I was taken by force and imprisoned
here until I could be trasported to higher authorities for punishment and
execution. Of course, as I already told you, the asylum became warped and I
was lost and forgotten."
"If you would reveal the secrets of the prophecy, you must infiltrate the
Shadow Fist brotherhood in Rhudaur and find the hidden library. The front
entrance to the brotherhood's temple is impenetrable, but there is a secret
way through the sewers. Even this gate is locked, but there is a skilled thief
in the thieve's guild who may be able to forge you a skeleton key."
-----------------------------------------------------------------------------
2) Kill the Dread Mystic.
Shadow Fist Temple, Meditation Chamber
You notice 245 gold crowns, 22 silver nobles, 2 black serpent key here.
Also here: Spike*, dread mystic.
Obvious exits: east
[HP=351/MA=302]:dfir d
*Combat Engaged*
Spike moves to attack dread mystic.
[HP=351/MA=302]:Spike claps wildly!
[HP=351/MA=302]:dfir d
You make a complex circling gesture!
A withering blast of dragonfire sears dread mystic for 205 damage!
The dread mystic sweeps your feet out from under you!
You are knocked off your feet, and land with a heavy thump!
You are flat on your back!
The dread mystic punches you in the head for 8 damage!
Dread mystic invokes the way of the swan!
Spike swings at dread mystic with his sunsword, but it dodges!
Spike swings at dread mystic with his sunsword, but it dodges!
Spike swings at dread mystic with his sunsword, but it dodges!
*Combat Off*
*Combat Engaged*
[HP=328/MA=286]:Spike critically slashes dread mystic for 53 damage!
dread mystic is scorched for 16 damage!
Spike swings at dread mystic with his sunsword, but it dodges!
Spike critically slashes dread mystic for 54 damage!
Spike slashes dread mystic for 11 damage!
You make a complex circling gesture!
A withering blast of dragonfire sears dread mystic for 152 damage!
18 gold drop to the ground.
The dread mystic chants an unholy chant, and steps into the shadows!
You gain 2625 experience.
*Combat Off*
Shadow Fist Temple, Meditation Chamber
You notice 263 gold crowns, 22 silver nobles, 2 black serpent key here.
Also here: Spike*.
Obvious exits: east
A yellowed note falls out of the dread mystic's tunic, and you pick it up.
Shadow Fist Temple, Meditation Chamber
You notice 263 gold crowns, 22 silver nobles, 2 black serpent key here.
Also here: Spike*.
Obvious exits: east
Spike laughs!
[HP=328/MA=270]:.nifty
You get back on your feet.
[HP=328/MA=270]:You say "nifty"
-----------------------------------------------------------------------------
3) Read the yellowed note.
[HP=352/MA=312]:l note
This worn, tattered parchment is inscribed with a few straggling sentences,
reading:
Shadow Fist Lord,
We have the items you requested for your trip upriver to the waterfall
stronghold. Extra expenses have arisen and the price is now doubled. We await
your arrival and payment. If we do not hear from you in forty days, we will
dump the cargo in the river and be done with you. Remember to use the hidden
entrance near the docks, as the other underground passage has caved in.
-----------------------------------------------------------------------------
4) Kill the Flesh Golem. Get to it through a secret door by quickly moving the symbols on all 4 altars. (Pull Flame, Turn Mountain, Push Wave, Turn Fog)
Also here: Spike*, flesh golem.
Obvious exits: closed door north, open door southeast, closed door southwest
[HP=389/MA=334]:dfir g
*Combat Engaged*
[HP=389/MA=334]:Spike surprise slashes flesh golem for 143 damage!
flesh golem is scorched for 6 damage!
You make a complex circling gesture!
A withering blast of dragonfire sears flesh golem for 130 damage!
The flesh golem smashes you with its arm for 17 damage!
[HP=372/MA=318]:Spike swings at flesh golem with his sunsword!
Spike swings at flesh golem with his sunsword!
Spike slashes flesh golem for 12 damage!
You make a complex circling gesture!
A withering blast of dragonfire sears flesh golem for 177 damage!
The flesh golem swings at you with its arm!
[HP=372/MA=302]:Spike says "ow"
[HP=372/MA=302]:grin
dfir g
You grin slyly.
*Combat Off*
*Combat Engaged*
[HP=372/MA=302]:You make a complex circling gesture!
A withering blast of dragonfire sears flesh golem for 177 damage!
The flesh golem moans, collapses, and begins to decompose!
You gain 2000 experience.
*Combat Off*
-----------------------------------------------------------------------------
5) Use the wire key you get to open the door north. Then go north and read the parchment.
[HP=389/MA=328]:l parchment
When the light in the sky flies once again this shall be a sign of the Dark
One's return. The light is of such beauty that it appears with the grace of a
bird, and is given the name Phoenix. The light of such elegance that many a man
fell to his knees in awe of her.
For the Phoenix represents the rebirthing of the ages. The ages come and go but
the light remains. It is this bond that links all the events of this reality.
It is the change and the growth of all beings. It is the power that challenges
us to change, and forces us to understand. For it is the universe's tool of
change, and is a tool of great power.
Towards the end of the last Great War, the great light vanished, gone from the
world of mortals, until the time when the darkness would rise again.
For the Dark One knew of the Phoenix and knew if he were to catch her that
this would be a testament to his power and a challenge to the other gods. The
Dark One had long been beguiled by the beauty of the Phoenix and became
obsessed with a desire to possess her.
The great Legends knew of the desires of the Dark One and requested of the
Phoenix to assist them in their quest to defeat the Dark One's Armies. The
Phoenix, knowing of the danger that the Dark One repre
sented, agreed in
assisting them in their battle against the Lord of Shadows.
For many months the Legends managed to distract the Dark One with the Phoenix,
until he became obsessed enough to divert his Avatar away from Silvermere and
towards the Phoenix's home, The Stronghold of the Templars of Golden Light, an
ancient society of warriors who gave themselves to the Phoenix as guardians of
her and her ultimate destiny in the realm.
There the Dark One's Avatar besieged the fortress in a futile attempt to
capture the Phoenix. While this occurred, it gave opportunity to the Legends to
bring their scattered forces to bear on the Dark One. Unfortunately, on the eve
of the Legendary Heroes' assault, The Dark One, who had grown furious at his
Avatar's failure, intervened and violated a sacred law of the realm, using
ancient technology long lost and forbidden in the realm. He succeeded,
breaching the walls of the stronghold and overwhelming the Templars, who in the
heat of the battle were unable to stop many of the dark one's heroes from
entering the Phoenix's lair. Many of the Legends, knowing that they had
failed the Phoenix, retreated with their forces back to Silvermere to await the
final conflict with the Dark One's Avatar. Orfeo Talespinner remained with a
small band of his henchmen and managed to fight his way into the catacombs
where the Phoenix lair was located. Orfeo to this day speaks not of this
experience, only knowing the pain of his failure in stopping the Dark One's
army from taking the stronghold. With the destruction of the Stronghold, the
Dark One's Avatar turned his attention to the great city of Silvermere, his
last obstacle in conquering the realm. Little did he know that the Legends
from across the realm had signed an alliance to either defeat the Dark One or
be vanquished in the attempt. At this last battle the Legends defeated the
Dark One's Avatar. The great mage Morukai, using magics bestowed upon him by
the gods to counterbalance the Dark One's forbidden intervention, countered
many of the Avatar's unholy protective powers. Vulnerable and surprised by the
combined forces of the Armies of Light, the Dark One's Avatar was overrun and
destroyed by Dorshar Lightblade and the other legendary heroes who still
survived. This resulted in the beginning of a new age, the Age of
Tranquility. With the Dark One's power temporarily broken, the hosts of shadow
fell into disarray and were scattered about the land like chaff on the wind.
The armies of light, decimated by the terrible war, returned to their
homelands to rebuild and begin the process of healing the scars wrought during t
his time. Only time would will tell the fate of the realm, as the forces of darkness slowly regathered
to fuel the Dark One's unrelenting hunger to control the realm.
-----------------------------------------------------------------------------
6) Find the Smugglers lair.
[HP=389/MA=334]:sear d
You found an exit downwards!
Docks
Obvious exits: south, east, open trapdoor below
Spike walks into the room from the east.
Spike is searching for exits.
Spike is searching for exits.
[HP=389/MA=334]:.bingo
Spike laughs!
[HP=389/MA=334]:You say "bingo"
-----------------------------------------------------------------------------
7) Kill the Smuggler Boss.
You surprise slice smuggler boss for 141 damage!
Spike swings at smuggler boss with his sunsword!
The smuggler boss slashes you for 5 damage!
The smuggler boss slashes you for 4 damage!
The smuggler boss slashes you for 12 damage!
The thief lunges at Spike with its shortsword!
The thief stabs Spike for 8 damage!
The fierce thief stabs Spike for 3 damage!
[HP=368/MA=334]:
Large Office
You notice 1 gold crown, 8 silver nobles, fine broadsword here.
Also here: Spike*, smuggler boss, thief, fierce thief.
Obvious exits: open door south
[HP=368/MA=334]:dfir sm
*Combat Off*
*Combat Engaged*
[HP=368/MA=334]:The smuggler boss swings at Spike with its fine broadsword!
The smuggler boss swings at Spike with its fine broadsword!
The smuggler boss swings at Spike with its fine broadsword!
The fierce thief lunges at Spike with its shortsword!
The fierce thief stabs Spike for 7 damage!
The fierce thief lunges at Spike with its shortsword!
Spike slashes smuggler boss for 19 damage!
Spike slashes smuggler boss for 11 damage!
Spike critically slashes smuggler boss for 53 damage!
The smuggler boss lunges at you, but trips and falls dead.
You gain 250 experience.
*Combat Off*
Clutched in the smuggler's hand is a crumpled paper, which you grab.
-----------------------------------------------------------------------------
8) Read the smudged paper.
[HP=389/MA=334]:l smudged paper
This small piece of paper has a few lines scribbled on it: "Still no way to get
up waterfall. Shadow Fist brotherhood will not be pleased. Remember to send
spy to gnome alchemist to see if any levitation potions available."
-----------------------------------------------------------------------------
9) Purchase a potion of levitation (or two?) from the Gnome Alchemist.
[HP=389/MA=334]:ask al levitation potion
"Ahh yes, I believe I still have a few of those potions sitting around here
someplace... just one minute and I'll look."
The gnome alchemist says, "Here's one. That will be 100 gold, please."
[HP=389/MA=334]:Spike grooves!
[HP=389/MA=334]:
Alchemist's Hut
You notice 77 gold crowns, black star key, lantern here.
Also here: Spike*, big gnome alchemist.
-----------------------------------------------------------------------------
10) While you're nearby, get a titanium fork from the Gnome Inventor.
Also here: Spike*, big gnome inventor.
Obvious exits: open door northwest
[HP=389/MA=334]:gr inventor
The gnome starts chattering excitedly at your approach.
"A visitor!" he says, "And just in time! In time for what, you might add? Well,
watch and see!"
He pulls out a large, two-tined fork that glitters in the light. With a
flourish, he points it at a large crystal-studded rock, and the fork begins to
vibrate! The rock shudders and cracks, and then splits into rubble.
"See? My Titanium Wall-Basher reduces certain types of walls to rubble with no
more effort than it takes to point. All you have to do is aim, and there you
go! Very useful for some situations! It only works some places, though. Also,
I have something else you might like to see!"
With that, he pulls on a strange-looking helmet that covers the mouth and nose.
He walks over to the tall glass tank, dives in, and floats down to the bottom.
Bubbles froth out of the piece covering his mouth, and to your astonishment he
begins to talk in a muffled voice!
"See? I call it the Breathe-Like-A-Fish-Helmet. Or just the Fish Helm for
short. It has all sorts of uses, and will revolutionize underwater
exploration! At least it will, when I work out the problems. For some reason,
it only works in extremely cold waters. Why that is, I have no idea, but it
works, it works!"
He swims to the top of the tank and climbs out, taking the helmet off and
placing on a table.
"They're so easy to make once you know the trick, so I've made many of them for
testing purposes. Would you like to try my fine helmet, or test out
one of my blasting forks?"
[HP=389/MA=334]:.forks!
You say "forks!"
Cluttered Workshop
Also here: Spike*, big gnome inventor.
Obvious exits: open door northwest
[HP=389/MA=334]:ask gn forks
Beaming happily, he pats your hand and says, "I knew you would be interested.
Please, take one, and tell me what you think of it!"
l fork
This shining titanium device greatly ressembles an oversized two-tined fork,
attached to a strange crystal-studded handle. Of gnomish manufacture, it is a
queer device that only the brilliant gnome inventors could create.
-----------------------------------------------------------------------------
11) See what is above the waterfall. (Note - this step can be skipped :)
Mossy Cave, Waterfall
The dark brown walls of this naturally-formed cave are covered with a pale
green mossy substance. The centre of the chamber is split by a wide gaping
hole. Thundering down from somewhere in the utter darkness up above, a silvery
river falls down through the hole into the depths below. A crude stair leads
down the side of the hole, following the waterfall into the darkness, and a
smooth tunnel leads out to the east.
Also here: Spike*.
Obvious exits: east, down
[HP=384/MA=334]:use lev
A tingling sensation comes over you, and you begin to float upwards!
You float up past the waterfall, and land far above at the river's edge.
Waterfall, Dirt Path
Obvious exits: north, down
Confusing place.. Some walls can be destroyed by typing 'aim fork {direction}'
If you look around enough you'll end up here:
Catacombs, Shimmering Barrier
Cobwebs cling to the corners and rubble covers the ground of this decaying
underground passageway. The stone of the floor and walls is rapidly breaking
down, and in sections has completely caved in to form mounds of rocky debris. A
strange, rippling field of energy covers the tunnel to the north.
Also here: Spike*, haunting spirit.
Obvious exits: northeast
[HP=389/MA=334]:Spike smiles happily at haunting spirit!
[HP=389/MA=334]:l haunting spirit
This wispy, translucent apparition is bound to this area in death, and wails
mournfully.
It appears to be unwounded.
[HP=389/MA=334]:gr haunt
The haunting spirit softly moans as you hail it, and turns to face you.
"Who are you who enters this forgotten catacomb? Long has it been since any
living being has dared to break the silence of the dead! And longer still
since Orfeo and his songweavers defended this crumbling fortress..."
[HP=389/MA=334]:ask haunt orfeo
"Aye, the hero Orfeo Talespinner did assault the forces of darkness here, as
they plunged into these catacombs to steal the Phoenix egg. Alas, their battle
was in vain, as the Dark One's force partially completed their mission. They
succeeded in obtaining the Phoenix egg, and would surely have escaped with the
Dark One's aid had not Morukai the Black sealed off their exit with a spell of
great power. This magic did not only prevent their exit, but trapped them in
time. There is no entrance nor exit, nor even normal existance past this
barrier behind me. And only Morukai knows the ancient rituals and incantations
to reverse the spell."
-----------------------------------------------------------------------------
12) Find Orfeo Tailspinner (at the Inn west of Misty Swamp), and ask him about Morukai.
Common Room
This quiet, comfortable inn speaks of good food and restful sleep. Warm
light glows from lit lanterns and candles, and a pleasant warmth from the
fireplace fills the air. Two large round tables sit in the centre of the room,
and a dozen waiting chairs encircle them. In one chair in the corner is a
strange man, who by the look of it appears to be the owner of this place. A
small arch leads into the kitchen to the west, and a large one leads to foyer
to the south.
Also here: Spike*, Orfeo Talespinner.
Obvious exits: south, west
[HP=389/MA=318]:ask orfeo morukai
Orfeo looks at you quizzically.
When you tell him about your discovery of the prophecy, Orfeo sighs resignedly.
"It has been an age since our battle with the Dark Lord. I had hoped that,
perhaps, the cycle would not repeat again, and that the lord of shadows would
remain just a shadow. But if what you say is true, and the prophecy scrolls
are once more being found, then my hope for peace is shattered. The forces of
darkness must once more be mustering in secret. I fear for the worst... you
must go and see Morukai the Black, in his hidden tower deep in the Elder
Darkwood grove. Only he can destroy the barrier in the Templar's ruin, since
he is the one who created it. Go now-- he will know you speak the truth when
you say I have sent you. Little can be hidden from Morukai's piercing gaze."
-----------------------------------------------------------------------------
13) Find the Portal in the southwestern elder grove. (Note - entering the portal seperates your party.)
Ancient Darkwood Tree, Portal
The inside of the darkwood tree is much like the outside, with coal- black
bark walls as hard as iron. Softly glowing globes affixed to the walls cast a
pale blue-white radiance that gives the inside of the tree a ghostly
appearance. A swirling portal the same spectral hue as the globes spins
silently in the western wall.
Also here: Spike*.
Obvious exits: east
[HP=389/MA=334]:You are no longer following Spike.
[HP=389/MA=334]:go portal
Spike gangpaths: gasp
[HP=389/MA=334]:
Caves of Chaos
Obvious exits: east, southwest
[HP=389/MA=334]:Spike gangpaths: you in here?
-----------------------------------------------------------------------------
14) Find the spiral staircase (up from caves of chaos), then you have to find Morukai :)
These stairs are confusing, going around and around gets you nowhere.
Here are the directions to Morukai:
n,n,e,e,s,s,w,w,n,n,e,e,s,s,w,w,n,n,e,e,s,s,w,w,n,n,e,e,s,s,w,w,e,w,e,w,e
Then go South and you walk thru the wall.
Twist statue then run down towards the bottom. You should see a
concealed doorway south on the way, enter it! Then straight up the middle :)
-----------------------------------------------------------------------
15) Talk to Morukai.
[HP=389/MA=334]:bas n
Your attempts to bash through fail!
[HP=389/MA=334]:bas n
You bashed the door open.
[HP=380/MA=334]:
Ancient Darkwood Tree, Narrow Stair
Obvious exits: open door north, closed door south, closed door east, closed
door west, down
[HP=380/MA=334]:n
Ancient Darkwood Tree
The inside of the darkwood tree is much like the outside, with coal- black
bark walls as hard as iron. Softly glowing globes affixed to the walls cast a
pale blue-white radiance that gives the inside of the tree a ghostly
appearance.
Also here: big shadow guard, shadow guard.
Obvious exits: open door south, east, closed door west
[HP=380/MA=334]:gr shad
The shadow guard answers you with "None may pass who are not expected."
[HP=389/MA=334]:ask guard orfeo
The shadow guard whispers "You may pass."
[HP=389/MA=334]:
Ancient Darkwood Tree
Also here: big shadow guard, shadow guard.
Obvious exits: open door south, east, open door west
[HP=389/MA=334]:w
Mystical Chambers
This large room in the darkwood tree is furnished with elaborately crafted
furniture, so intricately engraved that it seems unable to support any weight.
Bookshelves lining the walls are filled with thick tomes, many of which appear
incredibly ancient. A large desk stands in the centre of the room, and has an
array of odd, otherlandish objects adorning it. A sense of crackling power
fills the chamber, bringing with it a feeling of awe.
Also here: Morukai.
Obvious exits: open door east
[HP=389/MA=334]:gr morukai
Morukai arches an eyebrow as you address him, but does not rise from his desk.
In a quiet, precise voice, he says, "Evidently you are here on a mission of
some importance. No one who has my favour would entrust the charm of passage
to someone whose need is not great, and few would willingly come here. Speak
now, and remember that little is hidden from me. Lies will annoy me, and those
who annoy me do not survive long."
[HP=389/MA=334]:
[HP=389/MA=334]:ask m phoenix
A sparkle of interest glimmers in Morukai's eyes.
You speak to Morukai about the Phoenix prophecy, and Orfeo's tale.
"Long years have passed since the great war. Often I have thought of the
Phoenix and her legacy, and the countless cities burned to the ground as the
Dark One's armies raged in their merciless war. Little pity do I have for
those of mortal race-- it is their destiny to fight and die, their years are
short-- but the ravages of the Lord of Shadows go against the laws of this
realm and cannot be tolerated. I had hope that with the Phoenix egg beyond his
grasp, and his armies strewn and disordered across the world, that he might
slumber forever in failure. I see now that I was wrong to entomb the egg, and
have only postponed the inevitable. If you seek to unravel the Phoenix's
prophecy, you must undo the barrier I have wrought."
"The ward may only be undone by my magic, but I have played my part in the
creation of a new age, and may not participate in this one directly. I may,
however, aid you somewhat by making an item to dispel the barrier. It will be
your task to gather the components necessary for me to craft this item, and
you may have to travel far."
[HP=389/MA=334]:ask m barrier
"Four things I require to fashion the tool you need: double-terminated quartz
for its shape-- a quartz rod will be its form. Acid glands from a white jelly,
to act as a catalyst. The cave-burrowing roots of the Peretheln tree, which
grows only atop a certain hill in the Dragon's Teeth. These will act as a
binding agent. And last, the unfertilized eggs of a queen ant, from which I
will drain the fluids to use as a power enhancer. Then using lost magics which
only I still remember, I will craft this quartz rod and bind the ingredients
into a powerful spell which can destroy the barrier. When you have obtained
these four components, return them to me. You may leave
this tower through the portal in the eastern room of this floor, and may enter
here directly via the portal on the first floor. Only those who are uninvited
must survive the other rigors of the tower."
-----------------------------------------------------------------------
16) Kill the White Jelly below Silvermere's sewers. (Note - Steps 16-19 can be done in any order.)
[HP=389/MA=334]:w
Slimy Sewer Tunnel, Drainage Pipe
This long-forgotten lower level of the sewers is filled with a rancid
stench that threatens to choke the breath out of you. A wide variety of molds
and fungi cover the walls, feeding on the thin layer of slime that coats
everything here. A thick pipe set in the ceiling here drips slime and grunge,
the remains of waste which has passed down from above.
Also here: white jelly.
Obvious exits: east
The white jelly whips you with a pseudopod for 15 damage!
Acid burns you for 3 damage!
The white jelly whips you with a pseudopod for 8 damage!
Acid burns you for 2 damage!
[HP=361/MA=334]:dfir w
*Combat Engaged*
You make a complex circling gesture!
A withering blast of dragonfire sears white jelly for 78 damage!
The white jelly flails at you!
The white jelly whips you with a pseudopod for 5 damage!
[HP=356/MA=318]:
Slimy Sewer Tunnel, Drainage Pipe
Also here: white jelly.
Obvious exits: east
[HP=356/MA=318]:You make a complex circling gesture!
A withering blast of dragonfire sears white jelly for 140 damage!
The white jelly flails at you!
The white jelly whips you with a pseudopod for 7 damage!
Acid burns you for 3 damage!
[HP=346/MA=302]:l white
white jelly
This is a large, lumpy, quivering blob of what appears to be oozing while
jelly. An acrid stink wafts from its blubbery mass, and its moves about with
surprising speed with a rolling motion.
It appears to be severely wounded.
[HP=346/MA=302]:
Slimy Sewer Tunnel, Drainage Pipe
Also here: white jelly.
Obvious exits: east
[HP=346/MA=302]:You make a complex circling gesture!
A withering blast of dragonfire sears white jelly for 87 damage!
The white jelly flails at you!
The white jelly flails at you!
[HP=346/MA=286]:l white
white jelly
This is a large, lumpy, quivering blob of what appears to be oozing while
jelly. An acrid stink wafts from its blubbery mass, and its moves about with
surprising speed with a rolling motion.
It appears to be very critically wounded.
[HP=346/MA=286]:
Slimy Sewer Tunnel, Drainage Pipe
Also here: white jelly.
Obvious exits: east
You attempt to cast dragonfire, but fail.
The white jelly flails at you!
The white jelly whips you with a pseudopod for 13 damage!
[HP=345/MA=299]:
Slimy Sewer Tunnel, Drainage Pipe
Also here: white jelly.
Obvious exits: east
You make a complex circling gesture!
A withering blast of dragonfire sears white jelly for 105 damage!
The white jelly splits open with a disgusting pop.
You gain 2250 experience.
*Combat Off*
You quickly pluck an acid gland from the white jelly.
[HP=345/MA=283]:
Slimy Sewer Tunnel, Drainage Pipe
Obvious exits: east
-----------------------------------------------------------------------
17) Get the roots Morukai was talking about from the Jagged Hills.
[HP=272/MA=318]:n
Sneaking...
Damp Cave
The walls of this medium-sized cavern glisten with trickles of earthy
water, and reflect the light of the fire pit in the centre of the cave. Many
bones and scraps are cast about, the floor is well-trodden and a foul smell
fills the air. At one end of the room is a large, crudely cut wooden throne. A
wet tunnel leads off out of the room to the north, while a tall wooden door
blocks the way out to the south.
Also here: black orc boss, tall half-orc sentry, large half-orc sentry.
Obvious exits: north, open door south
[HP=272/MA=318]:bs bos
You cannot backstab with this weapon.
*Combat Engaged*
The black orc boss swings at you with its serrated scimitar!
The black orc boss slashes you for 6 damage!
The black orc boss swings at you with its serrated scimitar!
The tall half-orc sentry swings at you with its scimitar!
The tall half-orc sentry swings at you with its scimitar!
The large half-orc sentry slashes you for 4 damage!
The large half-orc sentry swings at you with its scimitar!
The large half-orc sentry shouts for aid!
A nasty orc warrior strides into the room from the north.
The nasty orc warrior all-out slashes you for 12 damage!
The nasty orc warrior all-out slashes you for 18 damage!
You critically smack black orc boss for 19 damage!
You smack black orc boss for 5 damage!
You smack black orc boss for 7 damage!
You smack black orc boss for 2 damage!
You swing at black orc boss with your pig on a spit!
[HP=244/MA=334]:s
Torchlit Tunnels, Tall Wooden Door
These wide stone tunnels twist and bend in a labyrinthine fashion. Lit at
irregular intervals by sputtering torches, they are difficult to navigate as
the shadows dancing in every corner mask openings and turns. The stench of
uncleanliness and spoiled meat fills the tunnels, causing you to gag slightly.
In the north wall stands and impressive wooden door at least ten feet high, and
engraved upon its face are a series of crude, jagged symbols.
You notice 34 silver nobles, 44 copper farthings here.
Obvious exits: open door north, east, west
black orc boss moves into the room from the north.
tall half-orc sentry moves into the room from the north.
nasty orc warrior moves into the room from the north.
large half-orc sentry moves into the room from the north.
You swing at black orc boss with your pig on a spit!
You swing at black orc boss with your pig on a spit!
You smack black orc boss for 2 damage!
You smack black orc boss for 2 damage!
You swing at black orc boss with your pig on a spit!
The black orc boss swings at you with its serrated scimitar!
The black orc boss swings at you with its serrated scimitar!
The black orc boss swings at you with its serrated scimitar!
The tall half-orc sentry swings at you with its scimitar!
The tall half-orc sentry swings at you with its scimitar!
The nasty orc warrior slices you for 4 damage!
The nasty orc warrior swings at you with its scimitar!
The large half-orc sentry swings at you with its scimitar!
The large half-orc sentry all-out slashes you for 15 damage!
[HP=225/MA=334]:msto
*Combat Off*
*Combat Engaged*
The black orc boss swings at you with its serrated scimitar!
The black orc boss swings at you with its serrated scimitar!
The black orc boss swings at you with its serrated scimitar!
The tall half-orc sentry swings at you with its scimitar!
The tall half-orc sentry swings at you with its scimitar!
The nasty orc warrior swings at you with its scimitar!
The nasty orc warrior slices you for 12 damage!
The large half-orc sentry swings at you with its scimitar!
The large half-orc sentry slashes you for 9 damage!
You make a complex gesture!
A swirling mana storm engulfs your foe for 70 damage!
3 copper drop to the ground.
The half-orc sentry shouts for aid, and falls dead!
You gain 125 experience.
*Combat Off*
3 silver drop to the ground.
5 copper drop to the ground.
The half-orc sentry shouts for aid, and falls dead!
You gain 125 experience.
*Combat Off*
[HP=204/MA=320]:
Torchlit Tunnels, Tall Wooden Door
You notice 37 silver nobles, 52 copper farthings here.
Also here: black orc boss, nasty orc warrior.
Obvious exits: open door north, east, west
You make a complex gesture!
A swirling mana storm engulfs your foe for 75 damage!
10 silver drop to the ground.
1 copper drop to the ground.
The orc warrior growls in hatred, and collapses.
You gain 180 experience.
*Combat Off*
The black orc boss swings at you with its serrated scimitar!
The black orc boss swings at you with its serrated scimitar!
The black orc boss all-out slashes you for 22 damage!
[HP=182/MA=306]:dfir b
*Combat Off*
*Combat Engaged*
[HP=182/MA=306]:
Torchlit Tunnels, Tall Wooden Door
You notice 47 silver nobles, 53 copper farthings here.
Also here: black orc boss.
Obvious exits: open door north, east, west
[HP=182/MA=306]:l n
Damp Cave
The walls of this medium-sized cavern glisten with trickles of earthy
water, and reflect the light of the fire pit in the centre of the cave. Many
bones and scraps are cast about, the floor is well-trodden and a foul smell
fills the air. At one end of the room is a large, crudely cut wooden throne. A
wet tunnel leads off out of the room to the north, while a tall wooden door
blocks the way out to the south.
Obvious exits: north, open door south
[HP=182/MA=306]:
You make a complex circling gesture!
A withering blast of dragonfire sears black orc boss for 115 damage!
The black orc boss swings at you with its serrated scimitar!
The black orc boss swings at you with its serrated scimitar!
The black orc boss swings at you with its serrated scimitar!
[HP=182/MA=290]:
Torchlit Tunnels, Tall Wooden Door
You notice 47 silver nobles, 53 copper farthings here.
Also here: black orc boss.
Obvious exits: open door north, east, west
[HP=182/MA=290]:
Torchlit Tunnels, Tall Wooden Door
You notice 47 silver nobles, 53 copper farthings here.
Also here: black orc boss.
Obvious exits: open door north, east, west
The black orc boss swings at you with its serrated scimitar!
The black orc boss swings at you with its serrated scimitar!
The black orc boss swings at you with its serrated scimitar!
You make a complex circling gesture!
A withering blast of dragonfire sears black orc boss for 207 damage!
1 gold drop to the ground.
The black orc boss roars in fury, coughs up blood, and falls dead!
You gain 2750 experience.
*Combat Off*
[HP=182/MA=274]:
Torchlit Tunnels, Tall Wooden Door
You notice 1 gold crown, 47 silver nobles, 53 copper farthings here.
Obvious exits: open door north, east, west
[HP=182/MA=274]:rest
You are now resting.
[HP=182/MA=274]: (Resting) l n
Damp Cave
The walls of this medium-sized cavern glisten with trickles of earthy
water, and reflect the light of the fire pit in the centre of the cave. Many
bones and scraps are cast about, the floor is well-trodden and a foul smell
fills the air. At one end of the room is a large, crudely cut wooden throne. A
wet tunnel leads off out of the room to the north, while a tall wooden door
blocks the way out to the south.
Obvious exits: north, open door south
[HP=182/MA=274]: (Resting)
Torchlit Tunnels, Tall Wooden Door
You notice 1 gold crown, 47 silver nobles, 53 copper farthings here.
Obvious exits: open door north, east, west
[HP=182/MA=274]: (Resting) sn
n
Attempting to sneak...
Sneaking...
n
Damp Cave
The walls of this medium-sized cavern glisten with trickles of earthy
water, and reflect the light of the fire pit in the centre of the cave. Many
bones and scraps are cast about, the floor is well-trodden and a foul smell
fills the air. At one end of the room is a large, crudely cut wooden throne. A
wet tunnel leads off out of the room to the north, while a tall wooden door
blocks the way out to the south.
Obvious exits: north, open door south
Damp Tunnel
This small, low-ceilinged tunnel snakes its way through the rock of the
hills. Its surfaces are slick from the water trickling through cracks in the
ceiling, making footing precarious in places. A smell of damp earth and
vegetation comes wafting through it from a northernly direction.
Obvious exits: south, northeast
[HP=194/MA=295]:n
Sneaking...
Damp Tunnel
This small, low-ceilinged tunnel snakes its way through the rock of the
hills. Its surfaces are slick from the water trickling through cracks in the
ceiling, making footing precarious in places. A smell of damp earth and
vegetation comes wafting through it from a northernly direction.
Obvious exits: south, northeast
[HP=194/MA=295]:ne
Sneaking...
Damp Tunnel
This small, low-ceilinged tunnel snakes its way through the rock of the
hills. Its surfaces are slick from the water trickling through cracks in the
ceiling, making footing precarious in places. A smell of damp earth and
vegetation comes wafting through it from a northernly direction.
Obvious exits: north, southwest
[HP=194/MA=295]:n
Sneaking...
Earthy Cave
This small cave is made of a dense earth, unlike the red-streaked stone of
the previous tunnels. A damp, somewhat pleasant smell rises up from the floor.
Dangling from the ceiling and burrowing through the walls are the roots of some
unseen plant, as thick as ropes and green-yellow in colour.
Obvious exits: south
[HP=194/MA=295]:l roots
These long, snaking roots are about an inch thick and are greenish-yellow in
colour. Their aroma is quite pleasant, sweet and fragrant as flowers-- a
strange find in these gloomy tunnels. A handful could be gotten with some small
difficulty, by ripping or cutting them out.
[HP=194/MA=295]:cut roots
You grab a handful of the smaller roots and rip them out of the wall.
-----------------------------------------------------------------------
18) Kill the Queen Ant in the Earthen Tunnel north of the Gnome Village.
[HP=389/MA=324]:dfir q
*Combat Engaged*
soldier ant moves to protect queen ant
[HP=389/MA=324]:
The queen ant spits a globule of liquid at you for 5 damage!
The nasty soldier ant lunges at you!
The nasty soldier ant rips you for 4 damage!
The nasty soldier ant lunges at you!
The nasty soldier ant rips you for 5 damage!
The soldier ant lunges at you!
The soldier ant lunges at you!
You make a complex circling gesture!
A withering blast of dragonfire sears soldier ant for 91 damage!
The fire ant soldier snaps at you, stumbles, and is still!
You gain 225 experience.
*Combat Off*
[HP=387/MA=324]:
Egg Breeding Chamber
Also here: queen ant, nasty soldier ant, nasty soldier ant.
Obvious exits: east
[HP=387/MA=324]:msto
*Combat Engaged*
[HP=387/MA=324]:
Egg Breeding Chamber
Also here: queen ant, nasty soldier ant, nasty soldier ant.
Obvious exits: east
The queen ant spits a globule of liquid at you for 4 damage!
The nasty soldier ant lunges at you!
The nasty soldier ant lunges at you!
The nasty soldier ant lunges at you!
The nasty soldier ant rips you for 3 damage!
You make a complex gesture!
A swirling mana storm engulfs your foe for 88 damage!
The fire ant soldier snaps at you, stumbles, and is still!
You gain 225 experience.
*Combat Off*
The fire ant soldier snaps at you, stumbles, and is still!
You gain 225 experience.
*Combat Off*
[HP=380/MA=310]:
Egg Breeding Chamber
Also here: queen ant.
Obvious exits: east
The queen ant spits a globule of liquid at you for 8 damage!
You make a complex gesture!
A swirling mana storm engulfs your foe for 62 damage!
[HP=372/MA=296]:dfir q
*Combat Off*
*Combat Engaged*
[HP=372/MA=296]:l queen
queen ant
This large, fat creature is a dark red, and is hideously bloated from egg
production. Nearly immobile, the queen's sole purpose it to lay as many eggs as
possible to ensure propagation of her brood.
She appears to be heavily wounded.
[HP=372/MA=296]:
You make a complex circling gesture!
A withering blast of dragonfire sears queen ant for 97 damage!
The queen ant lunges at you!
The queen ant lunges at you!
The queen ant spits a large globule of liquid on you!
You are held by the queen's spit!
Egg Breeding Chamber
Also here: queen ant.
Obvious exits: east
The queen ant spits a globule of liquid at you for 10 damage!
You make a complex circling gesture!
A withering blast of dragonfire sears queen ant for 155 damage!
The queen ant chitters madly, and collapses!
You gain 2000 experience.
*Combat Off*
You gather some unfertilized eggs from the ant queen.
[HP=362/MA=264]:
Egg Breeding Chamber
You notice mandible here.
Obvious exits: east
[HP=374/MA=285]:get man
You took mandible.
-----------------------------------------------------------------------
19) Kill Leo the Quick in the Bandit Keep east of Darkwood Forest.
(Note - Be careful of his flash spell, some programs think it is PVP)
Elaborate Bedroom
This large, well-lit bedroom has a view of the courtyard, and is furnished
with a wide variety of expensive furniture. Many pricey glass mirrors hang from
the walls, indicating that whoever dwells here looks to look at themselves. The
bed is large and has velvet draperies that hang in rippling folds.
You notice 10 gold crowns, 20 silver nobles, 24 copper farthings here.
Also here: Leo the Quick, fierce bandit leader, angry warlock bandit, bandit,
large bandit, warlock bandit, small bandit, short bandit.
Obvious exits: open door east
[HP=389 MA=326 XP=67156523]mist
Spike walks into the room from the east.
You raise your hands in the air!
An opalescent white mist billows through the room!
[HP=389 MA=296 XP=67156523]dfir l
*Combat Engaged*
short bandit moves to protect Leo the Quick
Leo the Quick just left to the east.
angry warlock bandit just left to the east.
[HP=389 MA=296 XP=67156523]
Elaborate Bedroom
You notice 10 gold crowns, 20 silver nobles, 24 copper farthings here.
Also here: Spike*, fierce bandit leader, bandit, large bandit, warlock bandit,
small bandit, short bandit.
Obvious exits: open door east
[HP=389 MA=296 XP=67156523]e
You make a complex circling gesture!
A withering blast of dragonfire sears short bandit for 121 damage!
9 silver drop to the ground.
9 copper drop to the ground.
The bandit eyes you evilly, and dies.
You gain 125 experience.
*Combat Off*
The fierce bandit leader swings at you with its bastard sword!
The bandit slashes you for 3 damage!
The bandit slashes you for 10 damage!
The large bandit swings at you with its broadsword!
The large bandit slashes you for 8 damage!
The warlock bandit slashes Spike for 5 damage!
Warlock bandit casts smite on itself!
The small bandit swings at you with its broadsword!
The small bandit swings at you with its broadsword!
Hallway
The walls and floor of the inner keep are made of the same pale grey stone
as the outer walls, but have less cracks and are mostly free of moss. Wooden
beams cris-cross the ceiling, and torches set in metal sconces illuminate the
hallway well.
You notice 2 gold crowns, 21 silver nobles, 41 copper farthings here.
Also here: Leo the Quick, angry warlock bandit.
Obvious exits: north, open door west
fierce bandit leader moves into the room from the west.
bandit moves into the room from the west.
small bandit moves into the room from the west.
Spike walks into the room from the west.
Spike moves to attack small bandit.
[HP=368 MA=280 XP=67156398]dfir l
Leo the Quick fumbles about dazedly!
*Combat Engaged*
small bandit moves to protect Leo the Quick
[HP=368 MA=280 XP=67156398]
Spike laughs!
[HP=368 MA=280 XP=67156398]
Spike moves to attack small bandit.
[HP=368 MA=280 XP=67156398]
You make a complex circling gesture!
A withering blast of dragonfire sears small bandit for 202 damage!
4 silver drop to the ground.
2 copper drop to the ground.
The bandit eyes you evilly, and dies.
You gain 62 experience.
*Combat Off*
Leo the Quick fires a lightning bolt at Spike for 26 damage!
The angry warlock bandit swings at you with its longsword!
Angry warlock bandit casts blur on itself!
The fierce bandit leader slashes you for 14 damage!
The fierce bandit leader swings at you with its bastard sword!
The bandit swings at Spike with its broadsword!
The bandit swings at Spike with its broadsword!
[HP=366 MA=285 XP=67156336]msto
*Combat Engaged*
[HP=366 MA=285 XP=67156336]
Spike moves to attack bandit.
[HP=366 MA=285 XP=67156336]
You make a complex gesture!
A swirling mana storm engulfs your foe for 41 damage!
Spike slashes bandit for 8 damage!
Spike slashes bandit for 12 damage!
The bandit eyes you evilly, and dies.
You gain 62 experience.
*Combat Off*
[HP=366 MA=271 XP=67156274] [Leo the Quick fumbles about dazedly!
[HP=366 MA=271 XP=67156274] [angry warlock bandit fumbles about dazedly!
The fierce bandit leader swings at you with its bastard sword!
The Leo the Quick lunges at Spike with its emerald-hilted rapier!
The Leo the Quick lunges at Spike with its emerald-hilted rapier!
Leo the Quick skewers Spike for 3 damage!
Leo the Quick casts flash, blinding everyone in the room!
You are blind!
Leo the Quick casts flash, blinding everyone in the room!
Angry warlock bandit fires a magic missile at Spike for 7 damage!
[HP=366 MA=271 XP=67156274] [msto
*Combat Engaged*
[HP=366 MA=271 XP=67156274] [.blind hey
Spike says "wait"
Spike moves to attack angry warlock bandit.
[HP=366 MA=271 XP=67156274] [You say "blind hey"
[HP=366 MA=271 XP=67156274] [You make a complex gesture!
A swirling mana storm engulfs your foe for 70 damage!
7 silver drop to the ground.
18 copper drop to the ground.
The bandit eyes you evilly, and dies.
You gain 62 experience.
*Combat Off*
3 gold drop to the ground.
The bandit leader grunts in pain, and doubles over.
You gain 275 experience.
*Combat Off*
Leo the Quick fires a lightning bolt at Spike for 26 damage!
[HP=366 MA=257 XP=67155937] [.what
You say "what"
Spike moves to attack Leo the Quick.
[HP=366 MA=257 XP=67155937] [dfir l
The Leo the Quick lunges at Spike with its emerald-hilted rapier!
You make a complex gesture!
A swirling mana storm engulfs your foe for 30 damage!
Spike slashes Leo the Quick for 26 damage!
Leo the Quick is scorched for 28 damage!
Spike swings at Leo the Quick with his sunsword!
Spike swings at Leo the Quick with his sunsword!
*Combat Off*
*Combat Engaged*
Spike says "its ok"
[HP=366 MA=243 XP=67155937] [You can see again!
[HP=366 MA=243 XP=67155937] [Spike slashes Leo the Quick for 24 damage!
Leo the Quick is scorched for 20 damage!
Spike slashes Leo the Quick for 12 damage!
The bandit lord clutches his gut, spits up blood, and falls dead!
You gain 1500 experience.
*Combat Off*
Rummaging through the brigand's clothing, you find a piece of quartz.
[HP=366 MA=243 XP=67154437]
Hallway
You notice 12 gold crowns, 40 silver nobles, 79 copper farthings, steel key
here.
Also here: Spike*.
Obvious exits: north, open door west
-----------------------------------------------------------------------
20) Back to Morukai with the 4 components.
[HP=389/MA=329]:ask mor components
Morukai asks, "Have you returned with all the necessary components?"
With a slight smile, the great mage takes the four components from you. Giving
you an approving nod, he says:
"Well done. Now, you must leave me to complete the spell, and imbue the quartz
rod with the necessary power to destroy the barrier. Return to claim the rod
in a short while, and I should be done with my work."
.. then wait a few seconds ..
[HP=389/MA=329]:ask mor return
Morukai looks up at your approach.
With a slow gesture, he slides a glowing quartz rod across his desk.
"Take it," he says, "and use it well. Remember that your task is not yet
complete, that destruction of the barrier is but part of it. You must still
slay the necromancer who stole the egg, and who is still trapped there. Once
you have recovered the Phoenix's egg, you must return here, and then I will
give you the last piece of information you need."
-----------------------------------------------------------------------
21) Back to the barrier! (The room in the catacombs with the haunting spirit.)
Catacombs, Shimmering Barrier
You notice 1 gold crown here.
Also here: Spike*, haunting spirit.
Obvious exits: northeast
[HP=389/MA=313]:destroy barrier
You touch the magical quartz rod to the shimmering barrier.
The barrier dissolves with a crackling roar!
[HP=389/MA=313]:
Catacombs, Shimmering Barrier
You notice 1 gold crown here.
Also here: Spike*, haunting spirit.
Obvious exits: north, northeast
-----------------------------------------------------------------------
22) Kill the Necromancer.
[HP=389/MA=313]:l e
Amethyst Cave
The large, black stone cavern is studded with thousands of amethyst
crystals, so that the whole chamber sparkles brilliantly when illuminated. In
the centre of the cave, a natural stone pillar rises up to form a sort of perch
at the top.
Also here: ju-ju zombie, ju-ju zombie, necromancer.
Obvious exits: west
[HP=389/MA=329]:
Spike just left to the east.
-- Following your Party leader east --
Amethyst Cave
The large, black stone cavern is studded with thousands of amethyst
crystals, so that the whole chamber sparkles brilliantly when illuminated. In
the centre of the cave, a natural stone pillar rises up to form a sort of perch
at the top.
Also here: Spike*, ju-ju zombie, ju-ju zombie, necromancer.
Obvious exits: west
[HP=389/MA=329]:mist
You raise your hands in the air!
An opalescent white mist billows through the room!
[HP=389/MA=299]:
Spike moves to attack necromancer.
[HP=389/MA=299]:dfir n
*Combat Engaged*
[HP=389/MA=299]:
The ju-ju zombie swings at Spike with its arm!
The ju-ju zombie swings at Spike with its arm!
The ju-ju zombie swings at you with its arm!
The ju-ju zombie swings at you with its arm!
necromancer raises his palm towards you!
A necromantic beam springs forth and hits you for 32 damage!
Spike slashes necromancer for 11 damage!
Spike slashes necromancer for 16 damage!
Spike swings at necromancer with his sunsword!
You make a complex circling gesture!
A withering blast of dragonfire sears necromancer for 141 damage!
[HP=357/MA=283]:l nec
necromancer
Ragged black robes are wrapped around the skeletally-thin form of the
necromancer. Not quite dead but certainly not living, he exists between the
realm of life and death, transforming all he meets into leathery-skinned
zombies who serve him.
He appears to be severely wounded.
[HP=357/MA=283]:
Spike slashes necromancer for 9 damage!
necromancer is scorched for 8 damage!
Spike slashes necromancer for 10 damage!
Spike swings at necromancer with his sunsword!
Spike critically slashes necromancer for 34 damage!
necromancer is scorched for 30 damage!
You make a complex circling gesture!
A withering blast of dragonfire sears necromancer for 155 damage!
55 gold drop to the ground.
The necromancer pleads to the Dark One for aid, and falls dead!
You gain 2625 experience.
*Combat Off*
The ju-ju zombie swings at Spike with its arm!
The ju-ju zombie bludgeons Spike for 11 damage!
The ju-ju zombie swings at you with its arm!
The ju-ju zombie swings at you with its arm!
[HP=357/MA=267]:
[HP=357/MA=267]:
Amethyst Cave
You notice 55 gold crowns, skull mask here.
Also here: Spike*, ju-ju zombie, ju-ju zombie.
Obvious exits: west
A golden egg tumbles out of the necromancer's grasp, and you grab it.
[HP=357/MA=267]:dfir z
*Combat Engaged*
[HP=357/MA=267]:get sk
You took skull mask.
[HP=357/MA=267]:
Spike moves to attack ju-ju zombie.
You make a complex circling gesture!
A withering blast of dragonfire sears ju-ju zombie for 115 damage!
Spike slashes ju-ju zombie for 17 damage!
Spike slashes ju-ju zombie for 12 damage!
Spike slashes ju-ju zombie for 10 damage!
ju-ju zombie is scorched for 7 damage!
[HP=357/MA=251]:
ju-ju zombie fumbles about dazedly!
The ju-ju zombie swings at you with its arm!
The ju-ju zombie swings at you with its arm!
The ju-ju zombie swings at Spike with its arm!
The ju-ju zombie swings at Spike with its arm!
[HP=369/MA=272]:
You make a complex circling gesture!
A withering blast of dragonfire sears ju-ju zombie for 219 damage!
The ju-ju zombie falls dead, uttering a low moan.
You gain 262 experience.
*Combat Off*
The ju-ju zombie swings at you with its arm!
The ju-ju zombie swings at you with its arm!
Spike moves to attack ju-ju zombie.
[HP=369/MA=256]:dfir z
*Combat Engaged*
Spike slashes ju-ju zombie for 8 damage!
Spike swings at ju-ju zombie with his sunsword!
Spike slashes ju-ju zombie for 8 damage!
You make a complex circling gesture!
A withering blast of dragonfire sears ju-ju zombie for 184 damage!
The ju-ju zombie falls dead, uttering a low moan.
You gain 262 experience.
*Combat Off*
[HP=369/MA=240]:
Amethyst Cave
You notice 55 gold crowns here.
Also here: Spike*.
Obvious exits: west
-----------------------------------------------------------------------
23) Back to Morukai with yer golden egg.
[HP=389/MA=329]:
ask mor information
Morukai looks up at your approach.
You proudly take out the golden egg, and hand it to the arcane mage. Rolling
the egg about in his hand, Morukai smiles, and says:
"Excellent. I had some doubts that you would succeed, but indeed you have
proven yourself worthy. Now you must prepare for the final stage of your
quest-- resurrecting the Phoenix so that her influence may restore the
balance that her capture had destroyed. To do this, you must take the egg to
a place where this realm and the plane of fire meet. Here, and only here, may
the Phoenix be resurrected. Such a place I sometimes use for various other
reasons, and I may direct you to it. Down beneath the undercaverns of
Silvermere, there is a fiery plain where lava seeps in from below. At the
northern edge of this plain, there is a sealed doorway, which only I may
open. You must go there, and hurl the egg into the lake of fire which lies
beyond the door. Then your quest will be finished. Take this key, and make
haste!"
He presses a key into your hand, and bids you leave.
[HP=389/MA=329]:
-----------------------------------------------------------------------
24) To the Lake of Fire in the Lava Fields to complete the quest!
Lava Fields
Also here: Spike*.
Obvious exits: closed door north, south
[HP=367/MA=305]:rfir
You cast resist fire on Someone, surrounding him with a pale red glow.
You feel resistant to fire!
[HP=367/MA=297]:
Lava Fields
Also here: Spike*.
Obvious exits: closed door north, south
[HP=367/MA=297]:
You see Spike open the door to the north.
[HP=367/MA=297]:
Lava Fields
Also here: Spike*.
Obvious exits: open door north, south
Spike just left to the north.
-- Following your Party leader north --
Lake of Fire
An incredible blazing lake of magma stretches out as far as the eye can see
here. A wide stone ledge at the southern end of this cavern is the only place
on which to stand. Under normal circumstances anyone standing here would be
instantly incinerated by the intense heat, but for some reason it is no warmer
than a pleasant summer's day.
Also here: Spike*.
Obvious exits: open door south
[HP=367/MA=297]:
Spike is looking around the room.
[HP=367/MA=297]:hurl egg
You grasp the golden egg firmly, and hurl it out over the lake of fire with all
of your might. As it plunges towards the lake's burning surface, the egg begins
to glow with a flickering white aura. Striking the fiery magma, it explodes in
a flash of golden light!
Out the burning lake streaks forth an achingly beautiful form, as brilliant as
the stars and swift as the wind. Flying up out of the flames, the Phoenix,
reborn, lands on the edge of the ledge. With a gaze both tender and terrible,
you suddenly understand the legendary creature's thoughts-- that you have the
thanks and everlasting friendship of this beautiful being, and that you will
never be forgotten for your service.
With a flashing leap, the Phoenix surges into the air once more, circling over
you slowly. A glowing, fluttering object-- a feather-- floats down from her
wing and lands at your feet, and then, abruptly, she is gone in a streak of
flame.
-----------------------------------------------------------------------
Congratulations, you are now the proud owner of 750,000 experience and a Phoenix Feather!
With this info you should be able to complete the quest in 3 to 6 hours.
|