TORTURED HEARTS HINTS - 1.1 (Language correction by Alvin Lau)

Since the game is non-linear, I can't give you an exact walkthrough, just some hints.

When starting the game, you may witness an assassination taking place. If you are brave enough, you can join the fray.
Sometimes the attacker kills his target. Should that happen, you won't be able to finish a mini-quest later on.

If you collect the possessions of the halfling, you'll have a ring with the monogram "TT". You can run around and ask people
about the ring. They will react differently. Choose whichever solution is best for you.

In Pikedale, there are several people you can meet and talk with. Most of them are friendly, but some of them are not,
just as it is in real life.

This is just the list of the most important things. You may find additional story elements not listed here. :)

HEAVY SPOILERS AHEAD ------------- >>>>>

 

 

 

 

**** PIKEDALE STREETS

-Walking townsperson
He can give you starting hints about playing the game

-Beautiful commoner
Later in the game you can finish a mission (given by Annita Breyoul) by talking to her.

**Later in the game

-Stinky man
If you give him 5 gold, you'll get some xp.
You can either complain that he stinks, or recommend that he go back where he came from, the poorhouse.

-Bear tamer
When he spends the night on the Pikedale plains, you can persuade him to become a soldier. He has a chunk of calf meat which
can be used to lure the dog in the cemetery.

-Rich nobleman at City Hall
You can accept his offer by signing a paper. By doing so, you will become his guarantor. There will be three outcomes
depending on what you say.

-Minor noble
He claims the TT monogrammed ring for himself, but he is lying. You can give him the ring, anyway.

-Grumbling bloodsailor
If you are smart enough, you can get him a teacher, namely the sage of Glythe.

-Sudnar the dwarf
You can either get him a wife, or bring him his long-awaited cousin. If you choose the wife, they will be moving in
Pikedale later. If you choose the cousin, you'll meet them in the Crest Plains as adventurers.

-Enchett guards
The guard at the front door will allow you in if you have his mistress' dog in your party (found in the cemetery).
The other guard will let you in if you bring him a bottle of Suzail Pearl (Glythe shop, one of the Crestian shops, or the
house of shifty people near the Pitt Inn).

-Old woman at well
She is a bit suspicious about your good intentions. Don't be too straightforward.

-Jenn Erndt

This is a bored female warrior who is conceited enough not to talk with you until you gain some levels first. Later, she
will appear in Cape Crest, in the Temple of Shar.

***

-Ugly barbarian
He appears after you enter the upper level of city hall. If you comment on his appearance, you may have a chance to give
him a Potion of Eagle's Splendor. Should you be successful, he will tell you about his friend, the landlord living in the
castle area.

-Cult member
He appears after you enter the castle area. You can bring him a stone tablet from the monastery. The tablet is in the second
level on a bed.

-Little girl
She appears after you enter the temple of Lathander. You can bring her a top (from the prostitute standing in the slums,
though there are three other places where you can get one also.

-Prostitute near the wizard tower
She appears after you come in front of the Pit Inn. She can give you a hint on climbing down the well nearby, and she can
also direct you to her pimp.

**CITY GUARD BARRACKS

-For some experience points, you can give him the TT monogrammed ring.

-If you find the corpse behind the Pit Inn, you can report it here.

-If you catch the infamous rogue, Yanor Thelp, you can collect some blood money from the captain.

-Later in the game, a gypsy boss will ask you to free their comrade from the Pikedale Jail. You can do that by using invisibility scrolls or potions, but first you must steal the key from the newly assigned guards.

**** NEGLECTED BASEMENT

-This is a good place to get some stuff and money for your rookie adventuring needs.

**** THE LYND HOUSE

At level 2 or higher, you can enter this house (party members' levels will modify this). Erica Lynd will ask you to get rid of a prostitute standing near their house.

-If you are male, you'll need a cheap perfume from Meruno the shopkeeper. You'll learn that the woman is interested in Gomir, the elf in the docks.

-If you are female, you have to call one of the city guards at the gate, or the prostitute in front of the wizard tower.

After you send away the prostitute, you can talk with Erica's husband. If you have their amulet (found in the sewers), you can get some information on their lost daughter (main plot event). After this discussion with the husband, talk with Erica again, and she will give you some more information on the Breyoul house (their daughter fell in love with the Breyoul's son). With this information, you can visit Mrs. Enchett.

**** THE ENCHETT ESTATE

-Click on the picture of Mrs. Enchett's husband; this will start a conversation with her.

-First, you should be in good terms with this woman. Bring her lost dog back (it is the nice dog in the cemetery).

-If you have the "Ill-fated lovers" journal entry, obtained when you talk with Erica Lynd, you can inquire about the Breyouls' son.

**** THE BREYOUL MANSION

-Talk to the maidservant and help her. Bring their lost knife back from the cellar.

-There is a barrel in the cellar. It must be bashed.

-You can find crates and a trapdoor in the cellar. If you descend down the trapdoor, you will encounter an earth elemental. It is very tough, so at this point it's better to avoid it until later.

-If you return the knife, the maidservant will guide you to Annita, the Breyouls' little daughter.

-Annita will give you a protector gem if you talk with her. The gem will protect you from the earth elemental.

-After you get the gem, you can talk to the elemental in the cellar. It will give you Fenor Breyoul's journal.

-There is a dead halfling in the cellar. Take his badge; it may come in handy later.

-If you show Annita the diary, she will give you a hint on how to proceed.

-If you talk to Trissa Breyoul, the mother, she will tell you that her son Fenor was a follower of Lathander. You can continue your investigation at the temple of Lathander.

-After you get a clue from Annita, visit the scribe. He will tell you that you need to follow a black-clad halfling to Cape Crest. The halfling is in the Crestian Baths.

**** MUSIC MERCHANT

-You can stop his spinning chest with a dispel scroll.

-If you are female, he will be friendlier at the beginning.

-You can sell him the water pipe that can be found in the bear cave. After that, depending on the quest you get from the legless man in the sewers, you can ask him to make a pair of prosthetic legs, or you can make it yourself. You'll need a chunk of teak wood (Glythe clearing or the Drow camp in the Howling forest) and some money.

**** CARTOGRAPHER

-You can ask him about maps any time you find them.

**** HOUSE OF THE CAPTAIN

-After some talking, you will have a chance to fix their jammed chest.

**** DOCKS

-If you have a ship ticket, you can visit Cape Crest.

-There is an elf guy, Gomir. You can worm some info out of him on his uncle, Eldith, who's living in Cape Crest.

**** ANIMAL CATCHER

-If you are a druid or ranger, you can free his animals.

-There is a bird skull. If you click on it, it will bring up a new dialogue option for the Animal Catcher.

**** POORHOUSE

-After dealing with the stinky guy in the streets, there is a quest from one of the poorhouse guys. He tells you about a certain buried chest in the cemetery. You'll need a shovel.

-You can talk to the poorhouse owner. If you give her a donation, you'll find 1000 gold in one of the chests in the RangerBane tunnel. Luck? :))

**** PAINTER

-If you have the portrait of Sudnar (who seeks a wife), you can ask the painter to make changes in the picture. Without it, you won't be able to get him a wife.

** WINE TRADER

-You can sell him 3 different kinds of unique and expensive wines (Suzail Pearl, Bull's Blood, Monk's Dew). If you do this, he will give you a quest to fetch a fourth one.

**** THE BROODING KNIGHT INN

-You can buy a chunk of calf meat from the shopkeeper (needed for the nice dog)

-For some xp, alignment points, and an empty bottle, you can help the cook.

-Bring bottles of Glythean wine to the innkeeper; he will pay fairly.

-If you find the thief upstairs (in the evening), talk to the brother of the innkeeper. He will have the culprit arrested.

-If you awakened the sleeping woman in the slums (rented house), you can buy a map from the elf adventuress. It is a very important item. The woman will tell you something about a magical fruit she ate before, and your next big task will be to fetch another. Why? You don't know yet... :)

-After entering Glythe, Mabur Ungo (who is a henchman) will take residence here.

**** TRAPPER

-If you have freed the trapper from the trolls (cave near Glythe), he will be here.

-With the map you bought from the elf adventuress in the Brooding Knight Inn, you can ask the trapper to guide you to the inland area depicted on the map.

**** THE PIT INN

-There is a little boy here who has a ring of protection. If you are smart enough, you can get it from him.

-For some xp, you can talk to both the waitress and the inn's owner.

-If you are a druid or ranger with high INT, and you have already talked with your dog, you can beat the owner in a dubious card game. :)

-There is a prostitute near the wizard tower. She gives a mini-quest to deal with her pimp, who's spending time in the Pit Inn. There are various possible outcomes here.

-Later on, when you either killed, arrested or chased away the half-elf guy in the slums, the story leads to the Pit Inn, particularly to the harmless-looking visitor. He will guide you to a place called Scary Valley.

**** TEMPLE OF LATHANDER

-You can hire a paladin henchman named Lamyr here, unless you're evil..

-The priest will give you clues on Fenor Breyoul after you have talked with the boy's mother.

-This priest will also teach you if you are not evil.

**** TEMPLE OF TYR

-After entering this temple, you will be able to find Drano, a bored bloodsailor, behind the Lynd house. If you are smart enough, you can hire him also, very early in the game.

-If you received the quest to find a book for the old man standing in front of the temple, you can persuade the loitering temple visitor to sing and distract the attention of the guards. This way you can enter the restricted area where the book is stored.

-If you are level 5 or so, the priest will give you a mission to clear the sealed house near the Pit Inn.

-There is a maidservant and a dwarven diplomat upstairs. Talk to the maidservant, who will tell you that the dwarf has problems with his riding ability. After bringing this up, the dwarf will ask you to get him a pony.

-Also, the diplomat can assign you to deliver an important letter to the mayor of Glythe (the mayor will give you another letter to return to the diplomat).

**** SEALED HOUSE & CELLAR & CAVE

-There is a bookshelf with an almanac that grants +2 appraise skill.

-You can disable some traps.

-In the cellar, you can fight a lot of undead creatures; you will need to do so to find a portal that leads you to a cave

-There is a coffin with a vampire in it. At this point, I don't think you can defeat it. Try that later. :)

-In the cave, you can find a polar bear; he is actually Fenor Breyoul. You can turn him into human form using the Phial of True form found in the depths of the Winblood dungeon.

**** RENTED HOUSE

-If you use the services of the nice prostitute near this house, you'll get here. Now you can talk with her about her child (you can get a top for a girl in the streets).

-There is also a sleeping woman in the house. You can get a plot-critical quest from the prostitute to awaken this woman. If you click on the sleeping woman outside the presence of the prostitute, you can initiate a conversation with the prostitute even in front of the house (just to be sure you'll do this mission). :)
The woman, after being awakened, will guide you to the elf adventuress in the Brooding Knight inn.

**** HOUSE NEAR THE PIT INN

-This is the hideout for some robbers. You can smoke them out and find a Suzail Pearl for the Enchett guard and a worn diary with hints in it on the monastery situated in the Rangerbane Forest.

**** MIDWIFE

-After fulfilling the old man's task (he's standing near the bulletin), she may tell you about her dead husband. You find that his corpse has disappeared. Talking to the gravedigger in the cemetery and to the midwife again may reveal clues on the scarecrow standing in the center of the cemetery. You can cast a dispel spell on it to bring the husband back. He was apparently dead and turned into this awful form by drows he encountered by chance. This reveals that the elf guy who's living nearby might be a spy.

**** HOUSE WITH DARK ROOM IN THE SLUMS

-There is a suspicious elf living here. After visiting Cape Crest and getting an old man's key from a well, you are guided to the Midwife (see her for further info).

-After completing the midwife's quest, you can either try to catch this guy, or have him arrested by the city guards. Further investigation leads you to the Pit Inn visitor who can lead you to a place called Scary Valley (this will be the entrance to the underdark; see: Scary Valley). This guy may also attract your attention if you talk to the merchants' guard (in front of the Brooding Knight Inn) after visiting Cape Crest.

**** BOATMAKER

After returning from Cape Crest for the first time, you can learn some techniques from the boatmaker. This is needed to create a gallows later on in the game (Priestess of Shar in Cape Crest). You will also be able to make the prosthetic legs. Also, if you
have examined the map in the paladin's tent closely, you can ask this kind pet-loving fellow to take you to Dragonfly Island.

**** SCRIBE

-If you bring Fenor Breyoul's diary to him, he can tell you where to search further. In Cape Crest, there is a former Winblood clansmember.

**** JEWELER

-You can exchange your heavy gold for lightweight gems here.

**** COMMON HOUSES

-There's nothing really important in these houses. Thieves may try their skills on the residents.

**** CITY HALL

-You may visit the library after buying a ticket from the Alderman. Characters with low intelligence will have to visit the noble man in the Brooding Knight Inn to obtain a hint on visiting the library.

-Upstairs you can steal the key to the cellar. In the back of the cellar is a hidden door leading to the sewers. Traveling this way will allow you to circumvent the heavy trap set in the sewers.

-Depending on your intelligence, you can use the librarian's books. You can also conduct business with him. He wants an ancient tome; you can sell him the Neuromancer book as well as the Stone Tablet found in the Monastery. If you find a statue that asks for an ancient rhyme (cultist cave) he may tell you for a price.

-After triggering a quest in the Cape Crest baths, you can visit the Alderman of Pikedale. If you pay 20000 gold, they'll be open to giving you a letter of nobility. They will give you a token; if it glows, you are accepted. After that, you'll be examined. If you have impressed them :) they will give you the letter; if not, you must fulfill a quest for them. They will ask you to find a lost paladin's sword. The weapon can be found in the Howling Cave. The corpse of the paladin is in a cocoon. It isn't easy to get to the cocoon, since the way is closed by seemingly unbreakable crystals. You'll need a special weapon to break them. There is a forge you could use for that purpose in this cave. First, you should get a dwarven book from the wizard residing there (Chris Avellone). Next, you'll need some good-quality metal (iron mask in the cottage of the inland forest of Cape Crest), and a piece of raw adamantine. You can forge four weapons from the materials, but there is only one that is capable of breaking the crystals. It is the Hoinus' Heritage, which is a dwarven warhammer.

**** WIZARD TOWER

-At the beginning, you can't do anything here. Clicking on the door will set a dialogue option for many NPCs. Later on, after you find Darence Fernsbane, you'll have a chance to enter this tower.

**** BANKS

-If money gets too heavy, you can deposit your gold in these institutes. Cape Crest has a bank as well.

**** SEWERS

-If you want to get through that "serious" trap to the right, protect yourself with a Potion of Elemental Shield (Potion of Aid, Endurance etc. may also help) You can, of course, disable it.

-Kill the sewer orcs and gnolls to gain the trust of the legless man.

-After talking to this legless wretch, you can bring him a pair of prosthetic legs. If you do so, he will give you a ship ticket. There is another ship ticket in one of the chests in the monastery.

**** BATHS

-This is just for proving how generous you were.

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**** PIKEDALE PLAINS

-You can trigger an encounter with a level 4 dwarf OR elf mercenary after leaving Pikedale the first time. They are tough indeed for an upstart character, but you can actually defeat them after gaining some levels and/or hiring one or two henchmen. You may also use stealth or drink an invisibility potion. If you encounter the mercenary at night, the halfling woman in the market will eliminate this annoying threat for you automatically. :)

-There are a few encounters, two houses and the entrance to the Rangerbane Tunnel that deserves attention. You can gain information from the residents; one of them may teach you for a small boost to your appraise skill.

**** RANGERBANE TUNNEL

-The entrance is guarded by orcs and goblins. This fight isn't too easy for a low level character. In their chest is a brass key which fits into a brass lock. :) (The lock of the house near the Pit Inn).

-There are spiderwebs to the right; you'll need to drop a torch into its inventory.

-A little deeper in the cave is a wagon standing next to a hole. If you have a dex of 18, you can climb down. Use a potion if you can't do it.

**** WAGON INTERIOR

-The wagon owner's shop is very useful, with many spells and potions that you can purchase.

-After killing Nulb, the orc ruffian leader, a new henchman will be available here, a 3rd level female wizard...

**** BEAR CAVE

-You don't have to actually kill the bears; you only need one thing here. There is a hooka found in one of the corpses.
This instrument should be sold to the music merchant. If you do so, you'll have a chance to either ask him to make a pair of prosthetic legs that you need for the legless guy in the sewers or use his lathe to make it yourself (you'll need a chunk of teak wood from the Glythe clearing and some gold pieces).
If you can't get past the bears though, you'll need to fight. This won't be easy, I can assure you.

**** BURIEL GLEN

-If you have been asked by the old hermit living in a cave near the castle area to bring a bottle of medicine, he will tell you the password to allow you to obtain his stone-bound bastard sword.

**** CEMETERY

-Have the dog join you as a companion using a chunk of calf meat (which can be purchased in the Brooding Knight inn). Druids and rangers don't need this item to persuade the dog.

**** BLUE TROUT INN

-After talking to the bouncer, there will be a heavy orc attack against the inn. If you can win the fight without any innocents killed, you'll get a lot of experience points. This won't be easy, however. You'll probably need some trained henchmen, and a little tactics as well. Some spell scrolls may also help. One of the orcs will leave a map on the ground, which will lead you to their hiding place, which is a coastal island. Go to the beach where you can find their tracks and their boat.

-You can find Sudnar's cousin upstairs; Sudnar is the dwarf standing at the main gate of Pikedale. There is also a young man. If you have the nice dog in your party, he will growl at this man. If you are persuasive enough, you can make him admit what he has done to his foster mother, Lady Enchett. He will give you a stolen testament from his foster father.

**** COASTAL ISLAND

-If you have the orcish map, you can visit Nulb, your adversary seen in the introduction. He and his boys will be fairly tough.

-In the boss's hut is a still life painting. It can be returned to a woman living in the Pikedale plains.

**** CASTLE AREA

-In the pens is a trough where you can find a call whistle. You can take it to the animal catcher.

-In a house lives a goodwife who is actually the former wife of the legless man found in the sewers. She will be quite cruel when talking about her former husband.

-If you have the password to the castle, you can enter. The password can be fetched from the landowner, after you bring him a sample of wild wheat, or from a stranger in Cape Crest (in the Dready Lady Inn) for a good load of gold.

**** HERMIT'S CAVE

-After a little talking, you'll have the chance to bring a bottle of medicine for him. It can be bought in the Sage's shop in Glythe.

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**** GLYTHE ROAD

-There is a cave belonging to a giant named Glythe. He is surprisingly clever. If you talk to him a bit longer, he will allow you into a cave below. You should use his crystal on his father. The old one became an undead, but the son doesn't know this. After dealing with this problem, he will leave the area (more info later).

-There is also a half-orc cave, but for a good while it will be too tough for your character.

**** RANGER HOUSE

-This is the house of Klarie Weln, a ranger woman. If you talk to the tailor of Glythe fervently, you'll have a chance to help them with their little personal problems. If done, the woman will ask you to get rid of her ex-husband, who's loitering outside her house. He is the hooded stranger. You can kill him, send him away by threatening him, or bring Glythe the giant to scare him off. This is the best solution. After this is done, Klarie may join you.

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STINKY CAVE

-There is a checkerboard with a pedestal in the center. This place is protected by an electric field. You'll need to protect yourself if you want to get that scroll.

-You'll find three doors. The first one has a lever defended by umber hulks, the second one leads to a tomb, and the third one is remote-controlled by a pressure plate. It is nearby. You should have one of your henchmen stand over it to be able to get past this door.

-If you can reach the tomb, you'll find a pedestal at the edge of the deep chasm. Use a rope there, and you can descend. In that chasm, you will meet Me. :) I may become important later on.

-In the lower tracts of the cave will be a neutral lich with his doom knight minions and a rat. The rat is a man turned to this form. If you happen to have a Phial of True Form (which is also needed to free Fenor Breyoul), you'll have another henchman, Zacho. Don't worry, he speaks the truth about the replacement phial.

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COMMON CAVE

-This is the place where a large party of half-orcs reside. Their leader is Vriur, a tough sorcerer warrior. If you are a half-orc, you can negotiate with him for their captive, a guy called Yanor Thelp (he is wanted by the Pikedalean city guard).

-If you choose to fight (good luck), you can get a wardstone from the leader. It will get you through the door to Yanor's hut.

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SNOWY MOUNTAINS

-In a turf house lives an old gnome adventurer, Niall. He is hell-bent in getting the hand of Arela Lynd, the missing girl. If you help, you'll get a lot of points towards evil, some experience points and some goodies as well. At the end, there will be a dialogue option for the freed girl, resulting in the evil version of the epilogues.

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GLYTHE VALLEY

-When first going through this valley, you'll meet some lizardmen. They are seeking their lost leader. You should take care when talking with them. The leader is actually at the top of the nearby hill. You'll need to be witty to persuade him to rejoin his mates.

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GLYTHE

-There is a troll cave nearby. I think the residents of this cave will be a little tough at this point.

-The villagers will not talk to you until the immediate bandit threat is resolved. The black-clad female bandit leader stands at the far end of the village with her companions. They are relatively hard to defeat, but some area-effect spells may help.

-There is a root cellar. You can find a barrel of Glythean wine in one of the chambers. Use your empty bottles on the barrel, and you can sell them one by one to the keeper of the Brooding Knight Inn. Also, there is a brass lur in another chamber. This goes to one of the villagers. In the third crate is a bunch of teak planks. You can repair the broken wagon behind the sage's house with these. The sage will be more helpful after you do the repairs.

-If you talk to a little boy here (or one of the milita members), you'll have a chance to visit the clearing nearby using a path that stretches from the graveyard. That place is guarded by a tough wolf pack leader and some lesser wolves. In one of the carts, you can find a chunk of teak wood (needed for the prosthetic legs).

-Click on one of the graves, and you'll have a new dialogue option for the woodman of Glythe. He will also help you regarding the bridge to be built at the dragon tooth chasm. To start this quest, you'll need to visit the chasm and step on a trigger. After talking with the dwarf, go to the mayor and later to the veteran. If it's done, visit the mayor again. You should be able to persuade him to build that damn bridge. The mayor may also tell you about some lost relatives (triggering a new quest).

-If you are on the quest to help the grumbling bloodsailor become a wizard, you can persuade the sage to receive him into his home as a pupil.

-In the nearby Howling Forest is a bridge and a gate. Clicking on this gate will create a new journal entry that refers to someone who may tell you more about this. Talk to one of the sentries who stands in front of the barracks (the oriental-looking guy). He won't be talkative at first, but you are a very eager person, and you push on. Find one of the militia members in the barracks who will tell you something about this guy and his lover, the gnomish maidservant of the mayor. The girl will give you new hints on how to approach him again. You'll need an expensive perfume to ingratiate yourself with him. Later, he will help you and open the gate over the bridge.

-The captain's wife can enable a dialogue option on her husband if you prove to be a pet-lover of some sort. The captain will give you a flea repellant.

-The captain can give a quest to get rid of an impostor. The shifty guy is standing in front of the smith in Pikedale. You'll need to lure him behind the tower.

-The tailor has a little problem with the ranger woman on the Glythe road. In his opinion, the woman was a bit avaricious. Be careful; if you cheat with the money, the woman will leave you.

-After entering the Rocky Mountains area, you'll find a cleric henchman in the barracks. You'll need money and persuasion to make him join you.

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VERY STINKY CAVE

-This is the troll cave. After hacking your way through this sinister place (you'll probably need to be level 12 or higher), you will find a trapper imprisoned in a hut. You can't free him until all the trolls are killed. He will thank you and leave for his Pikedalean house.
The trolls can be killed by fire, acid or death magic. (torches are cheap and effective)

-In this hut, you can find a bolt of clothes. It can be sold to the tailor in Glythe.

-There is a chamber where cockatrices are hiding. Take care, because they can turn you into stone.

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**** SIR WILDBRAND'S CASTLE

-In the castle is a servant and a concubine. Both will give you some information on Sir Wildbrand. If you are persuasive enough, the servant will allow you into the armory of his master, and the concubine will give you one of the parts of her lord's rod (the other one is on the library level in a secret room). If you are doing the winetrader's quest, you can also get the fourth wine from this woman. Males with high charisma may have a little pleasure with her, but she will only be satisfied if you have made love at least 6 times.

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**** WINBLOOD HIDEOUT - SMALL

-After getting the two parts of Sir Wildbrand's rod, you can visit this spooky place. This is the hideout of Wildbrand's infamous allies, the Winbloods.

-After dealing with this heavy contingent of mages, you may find a contract in one of the books. This can be used in the larger hideout of the clan. You can also take a Winblood uniform with you.

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RANGERBANE FOREST

-There are plenty of traps here, so beware of them.

-You can find a lone elf adventurer with three ponies. If you talk with him a bit, you will receive a quest to find his friend in the nearby monastery. The guy is in the library. You must hurry; he will die soon. Upon bringing him back, he will thank you and point out that you should meet him again in the barracks of Glythe. If you do so, he can sell or give you one or two of his ponies. In this way, you can fulfill the dwarven diplomat's quest (from the Temple of Tyr). If you buy or get the other pony, it will serve as a henchman.

-In the far end of the forest is a path that leads to the Rocky Mountains.

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ROCKY MOUNTAINS

-The opening strait is guarded by three giants. They are a bit tough for a beginner or even an intermediate adventurer.

-To the right is a log cabin. This is the place where the animal catcher's friend was living. The building is guarded by fierce ogres; they ransacked the whole place. The defenders of the cabin are dead. If your eyes are that of a hawk, you can find a trapdoor that leads down to a cellar. You will find the dead wife and children there. In one of the bags is a lydoss crystal that is needed for fulfilling Eldith the Crestian Mage's quest.

-To the left are three adventurers camping. Talking to them triggers another small quest. You should bring their slain comrade's musical instrument, which is held in one of the rooms in the belly of the mountains.

-The middle of the area is defended by archers who nested in a watchtower. If you want to get past them, you'll need a very good protection (greater stoneskin for example). You may have problems with guiding your henchmen on the narrow path in the side of the mountain.

-If you get past them, you can get inside the watchtower. Use a rope and climb into one of the rooms. There is a Winblood mage resting. Get his uniform, as it may come in handy very soon.

-Going on, you can find a tunnel. Hack your way through. In one of the darkest corners of the tunnel is a fallen rock with a dead body under it. Bash the stone if you can and collect your loot.

-Beyond the tunnel, you'll encounter a fierce, max. level, ultramunchkin badger. A strange kind of animal. :)

-Further, you'll find a massive door on the top of the mountains. It can be opened by putting the adorned Winblood badge on the pedestal.

-On the highest peak of the mountain is a telescope. By using this instrument, you can check the actual number of defenders at the watchtower.

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WINBLOOD HIDEOUT IN THE MOUNTAINS

-If you don't have a Winblood uniform, you'll have to fight. The elite Winblood assassins are worthy opponents indeed. :)

-If you do have one, you can do any number of things. First, you can present the contract you got from the other hideout to the warden. He will allow you into their armory. Second, from one of the rooms, you can get the instrument the halfling adventurer is asking for. Third, you can meet Donan Winblood, one of the Twins. Click on the device near him; it will trigger an interesting event. Last, but not least, there is an albino drow. He knows the password for the rock that blocks the way in the Scary Valley. This guy was the henchman of Keiwan Ulytha, a banished drow lord you will meet later in the Underdark.

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HOWLING FOREST

-There is a shack in the middle of the forest. This is the shelter of Zacho, the man who was turned into rat and is suffering in the cave of the lich who enslaved Glythe's father.

-I have already told you about the bridge at the far end of the forest.

-In one of the corners is a drow team camping. You can get their leader's mantle (he was probably killed after asking around in Glythe after YOU).

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HOWLING CAVE

-This is the hiding place of Chris Avellone, the unfortunate wizard who is stuck on this plane of existence. There are also some references in the City Hall section regarding the document he has. The most important thing you can do here is to help Chris get back to his own world. For this, you'll need to do a lot of hard things. First of all, get the quest by talking with him. More details are given in the the Windy Mine section below.

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DRAGONTOOTH CHASM - FOREST - RIDGE

-You can have a bridge built over the chasm. We have already discussed this in the Glythe section.

-The forest is a dangerous place; there are some trolls for a low-level adventurer.

-If you are searching for the mayor's lost relatives, there is a huge tree trunk with a door. Enter that place and find a trapdoor. You will reach a hideout. After killing off the bandits, you will find a girl's corpse at the end of the cave. Take the motley amulet lying nearby to get the identity of the corpse. If you find the mother's corpse also, you'll get bonus xp from the mayor.

-After entering the ridge, your character will make a map of the Pikedalean areas. This map can be used to jump from one place to another sparing a lot of time. At the top of the ridge there is a cave. Before reaching that place, you'll have to fight your way through.

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DRAGON CAVE

-The cave is the hiding place of a friendly dragon. He asks you to neutralize his pool. If you can do that, he will give you a dragon whistle. When you blow this thingie, you will summon the dragon, who can aid you in combat.
For the antitoxin, you'll need the Manual of Poisons (Monastery hidden room), a Potion of Antidote and an apparatus. This apparatus can be found in the cultic cave near Cape Crest.

-If you accepted the quest from the Priestess of Shar in Crest, you can kill the beast for his head. It must be presented to the priestess.

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MONASTERY

-The monastery is situated in the Rangerbane Forest. It can't be accessed through the doors, so you'll need to run behind the building where you will find a deep pit. There is a rock; you should use a rope on it to get down.

-There is a gloomy cave and an even gloomier crypt before you reach the monastery itself. After entering this sinister place, you may find the lost guy that the elf out in the forest is waiting for, but he is dying.

-In the first room to the right is a bookshelf where you can fetch the book titled Neuromancer, by William Gibson. This book can be sold to the Pikedalean librarian or can be given to Chris Avellone. In the corner is a hidden door.

-Near the main doors is a hidden door.

-The key to the main doors can be found in a bag in one of the cells.

-Upstairs, on one of the beds, you can find the founder's stone tablet.

-Upstairs again, in the first room to the left, is another hidden door. You can find the key to the small cell there.

-In the small cell is a doppleganger. The girl will turn into a succubus.

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**** CAPE CREST

-This barbarian-ruled town has some new adventures for your already puzzled character. :)

-Dwarf whore: This woman will marry Sudnar the dwarf, who you met in Pikedale. First, you must resolve her problem with the recruiter, then present her the retouched dwarven portrait. It will persuade this woman to marry Sudnar. The unretouched portrait won't be enough. There will be one more problem in Pikedale; you must persuade Sudnar, too. :)

-You can hire a rogue named Duppi in the docks.

**** RECRUITER

-If you are determined enough, you can join the gladiators who eventually entertain the people of Cape Crest. By fighting, you can gain a lot of money and experience points. Your last opponent will be Hana Fryne, the current leader of Crest.

**** DREAMY LADY INN

-To the right is a sad woman. Make her laugh if you can. You can either outperform the bard or try to impress the inn owner by spitting into one of his mugs.

-After entering the cultist cave, a stranger appears. He may tell you the password to Sir Wildbrand's castle, since he was that lord's groom. For a fee, of course.

-Also, after you enter the lower tracts of the cultist cave, there will be a gypsy band with a very strong leader. The innkeeper isn't too happy that they are there. You can kill them, or you can do a favour to the boss. If you are a male, you must first get a rare coral from one of the new guests (to prove your worthiness), then you can receive a new quest to free their mate from the Pikedale jail. For this mission, you'll need to steal the key from the jail guards, and give an invisibility potion or scroll to Tolan Krown, the gypsy prisoner. If you are a woman with higher charisma, you can have sex with the boss. If so, you'll find a bottle in his room. Put a strong poison in the bottle, and he is done. The poison can be found in the cultist cave, in the lair of the ogre mages. The poison activates on entering Pikedale again.
After eliminating this annoying band of gypsies, the innkeeper will be thankful and will allow you in their cellar where you can pick up his old adventuring gear. In the far corner of the cellar is a powderkeg. You can steal it, or you can buy it from the innkeeper. This powderkeg is needed to demolish a big rock in the Windy Cave (see later).

**** OLD CITY HALL

-There is a bookshelf with many good books to learn from.

-Another chance to loot; there's a chest in one of the corners.

**** NICE HOUSE

-This is the house you can eventually buy from the nobleman who is staying at the Brooding Knight Inn. For this, you'll need a letter of nobility (to prove your worthiness) and 5000 gold pieces.

**** BARRACKS

-Talk the walking barracks guard into giving you the jail key.

-Talk to one of the jailers who will tell you about courting Hana and training with the practicing guard up above.

-After talking to the jailer, if you are male and have high charisma and intelligence, you can try courting Hana. You can have sex with her if you have already experienced sex 10 times previously.

-If you had been trained by the boatmaker, you can build a gallows for the city of Cape Crest. Just ask Hana.

**** MAGIC EMPORIUM

-This man wants new business contacts. If you free Lantyn the bard from the cottage in the forest, his elf friend in the Dreamy Lady Inn will offer his services as a business contact.

-He may also want some blood. Collect a bottle of blood in the cultic cave (bloodpool), and you can have a phial of dragon blood if you have managed to neutralize the water of the dragon.

**** WIZARD TOWER

-Earlier in the game, you had a chance to talk with Gomir, the elf in the docks. He is this wizard's nephew . If you have been smart enough (with high int), you will say the correct thing while talking with the wizard.

-In the bath is a guy who may inform you about helping this wizard. A new dialogue option will appear. You can actually collect four different kind of substances for the mage. If you are successful, you can choose a powerful magic item from his chest.

-If you received the sleeping woman's quest in Pikedale, this guy will help you. He can sell you a flower that is able to awaken the woman in magical slumber.

**** POOR FAMILY

-There is a poor family living near the wizard tower. They have a cradle. If you click on this object, a new dialogue option will appear with one of the women. You'll learn that they had broken an urn in the Temple of Shar. You can solve this problem in the temple.

**** TEMPLE OF SHAR

-There is the problem with the poor family. You can have them arrested, pay the cost of the damage, or persuade the priestess that she doesn't need that money.

-Jenn Erndt, the warrior woman who was loitering in Pikedale around the bear, will appear here as a bodyguard. She is bored, though. You can buy her off for a decent amount.

-The priestess may ask you to kill a dragon for them. This dragon is the one that is living in the Dragontooth ridges.

**** BATHS

-One of the guests will give you a clue regarding the local wizard Eldith, who usually hires bold adventurers to gather rare substances for him.

-In the closet, you will find the black-clad Winblood assassin you are seeking (if you have the info from the Pikedale scribe) He will ask for 5000 gold to reveal some info on Fenor Breyoul and modify the Winblood badge if you have it on you (can be found in the cave under the Breyoul Mansion).

-While having a conversation with the owner of the bath, a good idea will pop into your mind. You can visit the Alderman of that town with the idea of building a bath in Pikedale .

**** POORHOUSE

-The leader of the poorhouse will give you the key to City Hall if you give him the flea repellant you got from the captain of Glythe.

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CAPE CREST FOREST - PLAINS

-Outside of Cape Crest is a tent. A lone paladin is living inside. He is seeking an obsidian statuette. It was stolen by ogres who are nesting in the nearby cultic cave.

-In the tent of the paladin is a map. If you click on it, you enable a dialogue option with the boatmaker of Pikedale. He will then help you reach the Dragonfly Island by boat. It is the place where Arela Lynd is held in stasis.

-There is also a path, but you can't walk it until you have talked with a halfling prisoner in the cultists' cave.

-In the inner forest, you can find a cottage with many fierce goblins. They have an iron mask (good quality indeed); it can be used to forge the dwarven stuff in the Howling Cave.

-The goblin leader has a key to the door that leads upstairs.

-On the second level, you'll find a bard. You can free him, and in exchange he will give you an instrument in the Dreamy Lady Inn. This guy is the friend of an elf who spends his time in the Dreamy Lady inn, so there are two ways of solving this problem. Either he asks you to do it, or you do it on your own.

-The farthest path of the forest (leading to the canyon) is guarded by a monstrous warrior. Beware, he is very tough even for a high-level character.

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CULTIC CAVE

-You can break into the mages' lab. There is a bottle of strong poison here used for killing the gypsies' boss (Dreamy Lady Inn).

-Also, there is an apparatus. If you have already found the Manual of Poisons in the monastery, use it. You'll need a Potion of Antidote and a magical fruit to create an antitoxin, which can be used to neutralize the dragon's drinking water.

-In the torture chamber, you will find a pool of blood. Drop an empty bottle into it, and you can have a bottle of blood that the magic emporium owner wants.

-In the lower section of the cave, you'll find a statue that asks for a stupid riddle. If your lore is high enough, you can get through. If your lore is low, visit the Pikedalean librarian and he will help you for a fee.

-Going on, you'll find Bland, the ogre mage leader. He is not hostile at the moment. If you mention to him the paladin's quest, he will give you another quest: to kill the paladin instead. You can choose between two solutions.

-The halfling high priest has the key to their prison where a halfling is held captive. This guy is important because he may tell you how to proceed on the path you didn't want to walk before (corner of the Crest Forest).

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CANYON

-The first section is a heavy-combat area with ogre high mages and various elementals

-The second section is guarded by an ancient white dragon. You can try killing it, or you can pull the cliff on his head by shooting at a loose part of the rocky wall.

-There is a tower of Darence Fernsbane with a lightshaft in front of the building. You can't enter this place until you have the rod of Carralia Daranaver, the drow matron.

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**** WINDY CAVE

-There are some giants guarding this place. Fetch the key to the mine from one of the scattered corpses.

**** WINDY MINE - LEVEL 1

-You'll need to collect five dwarven stones in the mine. The first one is on the corpse surrounded by huge ant larvas.

-There is a camp in one of the corners; you can find a sheet of paper that may give you a hint on using the stones.

-If you have some rope, you can reach a secret section of the cave (at the lake).

**** WINDY MINE - LEVEL 2

-There are some boulders that block your way in one direction. You'll need the powderkeg from the cellar of the Dreamy Lady inn to demolish this obstacle.

-There are 3 stones on this level. One of them is in a cauldron past the beholder. The second one is tricky. You can find a lightshaft and a gravestone with some weird message on it. You need to stand in the light and wait until you almost die. You'll get the stone at the end. The third one is in a bag where some toxic stuff is spreading in a room. You can find a waterpool and a pillar with a switch on it at the far end. Shoot at the pillar, but don't demolish it. If you are lucky, you can switch the lever, and the door to the bag will open.

**** WINDY MINE - LEVEL 3

-Upon entering this level, you'll find an archway with dwarven runes on it. If you have Mabur in your party, she will tell you what it means; also if you are a dwarf, the message is legible for you. In any other case, you'll need very high lore skill to decipher this message. It tells you that you should not wield weapons in the great hall. If you still do that, you'll surely die soon.

-You will find a big portal in the dwarven hall. It isn't operational. There's a switch as well. If you use it, a new dialogue option becomes enabled with ME. I will be the one who can help you. For this, of course, you'll have to free me first from the tomb I was trapped in by chance.

-When you approach the portal, there will be a new dialogue option with the halfling you saved. He will inform you that he saw treasure hunters in the nearby marshlands. Now you can enter that place (your character didn't want to visit the marshlands earlier), and you will find this band of treasure hunters. You can either kill them or haggle for the book that will be proper proof for Chris Avellone.

-The fifth stone is in the ant queen's nest in a coffin. The door will close when you touch the stone, so it may be difficult to get out of there.

-Place the stones at the end of each arm of the portal, bringing up a lightshaft on each. For a fully-operational portal, you'll need to activate all five arms and the switch. If everything is done, you should tell Chris Avellone that the way is open, and he will reward you richly.

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**** INLAND AREA

-There is a pile of soil behind the temple. Use a shovel and toil away.

**** CAVE UNDER TEMPLE

-The revealed trapdoor leads to a very spooky cave. There is a section to the right which is guarded by common objects spitting death spells. They can be switched off with a lever in the upper right corner.

-The bodaks are tough, so have some death spell protection with you.

-There is a mohrg in the lower right corner. You can negotiate with him for a book that is needed later. He needs a death slaad lord's cooked tongue. Everything it wants can be fetched in the dungeon below.

**** WINBLOOD DUNGEON

-If you have reached this place, you have just made great progress! :)

-There are three petrified celestial avengers standing in the corner. You can revive them with an item called the celestial flute. This item can be obtained in one of the chambers where a huge golem is standing guard with some medusas.

-To the right and left are doors. The right one can be opened with the Winblood badge provided you had it modifed by the Winblood assassin in the baths of Cape Crest. In the room is a jug that contains a key. This key can be used on the other door which leads to a small lab. There is an hourglass. Break it and get the sand from it. This sand can be used in one of the bigger chambers where a cauldron is standing. You can find a brazier-like container with a flame in it. Drop the sand in it, and there will be a bunch of blue flames rising under the cauldron. This will ensure you can cook in it.

-There are hidden doors on this level, two to be exact.

-Near the death slaad is a corpse where you will find a magical fruit.

-If you haven't killed the mohrg, you'll need to find the death slaad lord and kill it for its tongue. Use the tongue and a Potion of Owl's Wisdom on the cauldron to get the cooked tongue.

-The mohrg will give you the book you need in exchange for the tongue.

-Opposite the main gate of the dungeon is a caged area where three invulnerable constructs are standing. Since you can't harm them, lure them to the big electric field, and they will be struck dead. Collect a piece of armor plate from one of their corpses.

-In the lava room is a huge construct. You'll probably need to kill it to work unbothered. If you have the book from the mohrg and the piece of armor plate, you'll be able to forge a key to the lower section of the dungeon.

-In the lower chamber will be a neutral balor. You can kill it, or you can deceive it by telling it lies.

-To the left is a hidden trapdoor.

-In the back part of this place, you can find a barrel. In it will be a Phial of True Form, which can be used either on the polar bear to bring Fenor back, or on Zacho who has turned into rat. If you do the latter, you'll get another Phial of True Form from him.

-The celestial avengers are very helpful in fighting the monsters of this level, but the huge adamantine (?) golem will be tough even for them.

-If everything is done, get the hell outta there. :)

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SCARY VALLEY

-This is the place where a big rock is standing. If you have the password from the albino imprisoned in the bigger Winblood hideout, you can get through.

-If you forced the Pit Inn visitor to guide you to this place (not paying for him), he will run away, and you'll have to find a map in the Scary Cave to be able to get back to Pikedale.

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SCARY CAVE

-This place has many driders, and it is the entrance to the Underdark. Hack and slash your way through the cave to find a big neutral drider. He can give you a key, or you can kill the monster for it.

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**** UNDERDARK - DOME LAIR

-This is the first place you enter in the Underdark. There are four exit points: to the right, you can get to a svirfneblin village; to the left, you can get to a duergar village; to the south is a beholder cave with a frightened elf in front of it; and to the north is the main gate to Wyledezour the drow city.

-If you help the frightened elf, you can extract a map out of them.

**** UNDERDARK - HUGE LATERAL CAVERN (to the right)

-There is a svirfneblin settlement here. You'll have several options to get through the guards; try either bluffing or persuading your way into the village.

-The shop is not available at the moment. You'll have to do a favour for them first.

-Talk to the dwarf resident, the svirfneblin woman and Merin the priest.

-If you have the map from the elves you helped, the woman can show you where it refers to. It is a spot in the beholder cave, you can actually get to an ancient ruin.

-Near the village is a quarry with a dracolich. Bring its head to the priest, and you'll be rewarded (good luck for that). :)

-Merin the priest may ask you to get a large ruby from the duergars. If you get it, the villagers will be friendlier, and the shop will be available. Also, you can buy a Potion that lends you the appearance of a drow.

**** UNDERDARK - ANCIENT RUINS

-This place can only be reached if you have the map from the elves that had trouble in the Dome Lair.

-In a phylactery is another Phial of True Form.

-There may be tough fights here or not. :)

-Can you beat the Prismatic dragon?

**** UNDERDARK - DUERGAR CAVERN (to the left)

-This is where you can fight a bunch of fierce duergars. Their leader has a large ruby; it was stolen from the svirfneblins. The duergar chief has the key to the hut of the boss. You can get the key without killing the old pal.

**** UNDERDARK - BEHOLDER CAVE (to the south)

-At the far end of the cave, you can find the frightened elf's friend (if you accepted his quest).

-If you have their map, there will be a place in the chasm where you can descend to the ancient ruins.

**** UNDERDARK - WYLEDEZOUR (to the north)

-Until you have the Potion of the Svirfneblin, the drows will be hostile.

-Drink the potion outside of town. You'll have to disband your party, except for the dog and the pony.

-If you are disguised, the city guard will ask you. Be witty.

-There is a duergar merchant to the left. You can get a lot of information from him and trigger a new dialogue option with the slave boss.

-Don't harm the sacred spiders in the streets.

-Visit the Magic Shoppe for cool stuff.

-You can sleep in the empty house.

-If the drows are hostile, you can enter the palace without a password.

**** UNDERDARK - WYLEDEZOUR - SINGING DROW TAVERN

-The tavernkeeper can guide you to the shipman near the gate.

-The sorceress may tell you how to get inside the school.

-There is a familiar hooded drow here... :)

**** UNDERDARK - WYLEDEZOUR - BATHS

-You can't do much here until you have taken the matron's quest to find the thief who stole her ponytail. You can enter the pools to talk with the drow citizens.

**** UNDERDARK - WYLEDEZOUR - MAGE SCHOOL

-The schoolmaster can teach you.

-The apprentice can give you a key to a chest of drawers upstairs. It holds a strange item, a letter from the matron. It is proof that her bodyguard -however loyal she is - will be turned into a drider eventually. This letter is important if you want to defeat the matron easily.

**** UNDERDARK - WYLEDEZOUR - BARRACKS

-There is a wounded drow soldier here who can give you hints on the matron's bodyguard.

**** UNDERDARK - WYLEDEZOUR - SLUMS

-You should find a commoner, who will tell you about Lord Keiwan. The albino drow was his henchman.

**** UNDERDARK - LORD KEIWAN'S ISLAND

-After a fair amount of conversation with him, you'll have a chance to help him. He will give you an expensive potion that should be taken to the temple. This brew will change the appearance of the priestess to that of a demon. If you manage to finish this quest, he will tell you the password to the palace.

**** UNDERDARK - WYLEDEZOUR - SHIPMAN

-If the tavernkeeper has told you the story of this guy, and you have a destination in mind (the island of lord Keiwan), he will transport you to that place.

**** UNDERDARK - WYLEDEZOUR - TEMPLE OF LLOLTH

-You can't do much here until Lord Keiwan asks you to trick his sister, the priestess. You should place Keiwans' brew on the table near the altar. After leaving the place, she will drink the potion, and it's her doom.

**** UNDERDARK - WYLEDEZOUR - CAVE OF ZARAX, THE ELDER BEHOLDER

-You can help Zarax kill the matron; in exchange, he will give you the matron's stolen ponytail.

-Also, the matron may ask you to do a quest for her: to find the thief that stole her ponytail.

-Zarax is very tough; you'll need +5 weapons or better to defeat him.

**** UNDERDARK - WYLEDEZOUR - PALACE

-The matron has an extremely tough bodyguard. Should you attack the matron, the bodyguard will help her against you. If you want to have her on your side, show her the letter you found in the school.

-If I use the dragon whistle, it will help to defeat these fierce drows.

-You can help the matron find her lost ponytail (you must kill Zarax the beholder for it, since he had it stolen earlier).

-She has a ring and a rod. The ring can be used upstairs to get to her secret chamber. Stand in the lightshaft. The rod is for entering Darence Fernsbane's tower in the canyon.

-As an optional task, you can free Sir Wildbrand from captivity, but he will run away in front of the palace. All the way down though, he will be an awesome aid to defeat those many drow defenders you must face.

**** UNDERDARK - WYLEDEZOUR - SLAVE PENS

-The slave chief is eager to find a noble house to be aligned with. If you do Lord Keiwans' quest, and you were smart enough to question the human slave beforehand, you can get the slave chief's whip and earn some xp.

**** DROW DUNGEON

-Near the entrance is a statue that asks for stupid riddles. Bash the statue for good.

-In one of the chambers of the dungeon is a science tube. It holds a demon eye, which is used for banishing the demon out of Darence Fernsbane. If you do that, he will join you.

**** UNREAL WORLD

-This is the place where you can get the key for the science tube found in the drow dungeon. You'll need to fight for it.

**** DARENCE'S TOWER

-With the rod of Carralia, you can enter this tower. Darence was cursed with a demonic appearance. If you have the demon eye from the drow dungeon, you can exorcise the demon bound to him. After killing the demon, Darence will join you. He has a ring that must be used in Thanir Tate's room. If you use it, a portal appears from nowhere.

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SPOOKY DUNGEON

-This is the small dungeon where Toman Winblood and Thanyr Tate are residing. Kill all the golem defenders, and the door will open. You can fight the pair, or persuade Thanyr to give you his key. The key opens the chest that stands in the corner of the priest's room. Take the book from the chest.

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DRAGONFLY ISLAND

Finally, this is the place where Arela Lynd is held in stasis. You may find this island in the middle of the game, but you can't do anything until the end.
If you use Fenor's book of love poems near her, the game ends. Depending on what you did in the gnome adventurer's house (accepted his mission or not), there will be one or two options. The second option will play the evil ending of the game.