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Game Cheats » Sega Dreamcast (DC) » Games Starting with the Letter R » Record Of Lodoss War: The Advent Of Cardice - Strategy Guide (Page 01)

Record Of Lodoss War: The Advent Of Cardice - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Record Of Lodoss War: The Advent Of Cardice - Strategy Guide (Page 01).

Record of Lodoss War FAQ

VERSION 0.8
(as of June 20, 2001)

By Freedom Colberg (Copyright (c) 2001 Freedom Colberg)

(Note: contact Tarannis, tarannis@mindspring.com until further notice)
 


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TABLE OF CONTENTS
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COPYRIGHT STUFF
SECTION 1 - GENERAL INFORMATION
SECTION 2 - GENERAL TIPS
SECTION 3 - WALKTHROUGH
SECTION 4 - ANCIENT INSCRIPTIONS & POWERS
SECTION 5 - EQUIPMENT
SECTION 6 - MAGIC
SECTION 7 - SUB-QUESTS (DUNGEONS & DRAGONS)
SECTION 8 - UPDATES NEEDED
SECTION 9 - CREDITS/ACKNOWLEDGEMENTS




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COPYRIGHT STUFF
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Copyright (c) 2001 Freedom Colberg

Yes, I'm aware that anything published on the internet is automatically 
copyrighted to the author. And in my experience looking at FAQs, I've never seen 
any blatant plagiarism of an FAQ. Still, Freedom put a LOT of work into this 
FAQ, as you can probably imagine, and I'd really hate to have to break the legs 
of anyone with the gall to rip this off and claim it as their own. 

Therefore: This FAQ and everything included within it is protected by all 
copyrights and trademarks specifically designated for such purposes, and cannot 
be reproduced (physically, electronically, etc.) in any manner such that it 
would cause profit to the person doing it, whether monetary or sadistic. What 
WILL be allowed is the posting of this FAQ, completely unaltered and 
unadulturated, on free websites (such as gamefaqs.com, personal homepages, or 
game fanpages). I created this FAQ, and I get to decide what, if anything, 
people are going to do with this other than read and derive help from it. 
Hence, my permission is required to do ANY of the above things which I 
originally allow. If you do not ask for my permission before posting it on your 
quaint little website devoted to praising Pirotess' amazing outfit or Deedlit's 
beautiful blonde hair, and if I happen to notice my FAQ on your site while 
surfing for websites to make fun of, I will feel no compunction in calling you 
out on several very public message boards as well as other avenues of wholesale 
communication, branding you a pirate, a leech, a plagiarist, an intellectual 
Quasimodo, and a traitor to the ideals of free speech.
That having been said, please feel free to email Tarannis with questions, 
comments, invectives, etc., as he is the one who wrote this charming, vehement 
little diatribe for my protection.
Enjoy this FAQ - it was a doozy making it, but it's also been a labor of love..




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SECTION 1 - GENERAL INFORMATION
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****************
1.1 INTRODUCTION
****************

Record of Lodoss War (hereafter known as ROLW) is the Dreamcast's answer to 
Diablo for the PC. One of its advantages is that it has an eminently respected 
storyline behind it, while the Diablo people at Blizzard had to work from 
scratch. ROLW's equipment system, while not completely revolutionary, is an 
extremely elegant one which is best learned through experiencing it first-hand. 
I see that I'm beginning to ramble a bit, so real quick I'll just dash off what 
I thought was wrong with this game: the lack of any indication as to the amount 
of XP needed to raise to the next level, and the unbelievably ridiculous amount 
of mithril needed to max out. All in all, not too many complaints for me, and 
they are far-outweighed by the things I loved about this game. 


*********
1.2 STATS
*********

STR - This attribute affects your damage (see WEAPON CHART) and your impact.
DEX - Thus attribute affects your critical rate (see WEAPON CHART) and
      your bonus to parry (see SHIELD CHART)
INT - This attribute affects your magic power at a 2:1 ratio. (INT/2)=MAG
DMG - This is your total damage, enemies may take more or less depending
      on their damage absorb and elemental weaknesses/strengths, as well
      as any effects such as busters.
IMP - Given as a letter grade (S best, E worst) this is your chance of
      knocking an enemy down or staggering it.
CRIT- This is the % chance of getting a critical hit, followed by the
      multiple to damage if you successfully land one. The % is misleading
      as enemies have an attribute that lowers chance of critical hits.
AR  - This is your damage absorb, works on a 1:1 basis.
DUR - Durability, lowers duration of knockdown/stagger from enemies.
PAR - Parry, your chance of resisting knockdown/stagger from enemies.
MAG - Magic Power, affects your spell damage, ancient power damage, and
      your resistance to magic attacks. (Although I can't find a consistant
      ratio for magic resistance, it is a factor, just not a very big one).
HEAR- The range at which you can hear enemies, only useful in conjunction
      with the Visualize Noises ancient as no earrings other than the one
      that only increases hearing come in pluses.
STEP- The volume of your footsteps, the range enemies hear you at. Useful
      if you want to sneak by enemies, especially with invisibility.
Resist Fire/Dark/Cold/Lightning - Your elemental resistances, a % chopped
      off the damage you take from magic attacks.
HP  - Your hit points; if these run out you die.
MP  - Your mana points; if these run out you can only cast spells with a
      modified casting cost of 0. (Usually only recall).




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SECTION 2 - GENERAL TIPS
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Off-colored monsters tend to be more powerful than their nearby counterparts,
and usually drop an item the first time they are killed.

Monsters get more difficult as the game progresses; the SAME monsters that
you fought in the cemetery are more dangerous in the hills, and FAR more
dangerous in the medallion dungeons. Don't assume because a monster was easy
before that you can ignore it.

After you beat the Goblin Fort, you can recall at any time except sub-quest
dungeons and bosses. Remember this, use it. Refill potions and save as needed.
There is no excuse to die in most sections of the game unless you get pinned.

After you recall, do NOT leave the Goblin Fort other than through your portal
or else your portal will be disappear, quite annoying.

Early in the game there is no reason to increase magic power as most helmets
won't give a decent multiplier to it, save your mithril for other things, if
you want more magic power, increase INT.

You can leave ANY ancient on a weapon or piece of armor, early in the game it
is usually better to leave something that gives bonuses rather than a power.

When engraving, look at the cost to bonus ratio. If it currently costs 500 to
get one level of Damage +2 and 450 to get TWO levels of Damage +1, go for the
lower cost.
 
Don't forget to use TRANSFORM. If you find a new item you want to use, goto
the smith and transform your old item into the new type, also refine the new
item for mithril to cover the cost. I don't usually find it useful to use
the transform book since you lose the benefit of any ancients you had inscribed
but not engraved on the old piece.

On that note, don't forget to reinscribe ancients on your equipment after you
transform or engrave.

If you empty your last healing potion and have more in your inventory, they
will automatically replace the last empty bottle, so you can use more than 6
potions without accessing the inventory screen. Also because of this, you may
as well keep items like the book of decoding and other non-healing potion
items in the bar, giving less priority (as long as you have one in the bar) to 
healing potions.

If you are just short of enough mithril for a lockpick or pickaxe, wander
around the Goblin Fort, smashing barrels, or talk to the shaman and have
the goblins search, chances are you will get a chunk or two of mithril.




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SECTION 3 - WALKTHROUGH
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3.1  The Cemetery
3.2  The Goblin Fort
3.3  The Dark Elf Village
3.4  The Hunt for Parn (Dark Forest)
3.5  Canyon to Goblin Cave
3.6  DEEDLIT! (And more Canyon)
3.7  Ruselb and Narse
3.8  A Questing We Will Go!
3.9  The Hill of Falaris
3.10  The Dark Temple
3.11 More Questing and a Long Walk
3.12 Dark Castle
3.13 Cold Caves and the Bonus Quests
3.14 Endgame

****************
3.1 THE CEMETERY
****************
The game starts with a fmv showing the hero's resurrection at the hands of
Wart. After the hero, who cannot remember his previous life chooses his name,
then you are allowed to actually control yourself.

The first thing you should do is walk forward and talk to Wart. After a
dialog where you can ask a few questions, Wart will drop a sword. Pick it up,
then walk around behind the dias you are on and open the chest which contains
a small healing potion.

In the next room, there is a locked chest in the southeast corner. Just
attack it with your sword to open it and get the hood inside.

The next room has a monument in it, read it to cause an advisor spirit to 
appear, follow his instructions, then smash the crates blocking your way to
get to the stairs. If you ask the advisor to tell you about potions you will
get an extra empty bottle, which might be worth your time.

In the next room, read the monument, follow the sparkles stepping on their
locations to cause a potion to appear, pick it up, and the next spirit, a 
nasty skeleton who suffers from a bad case of envy will "help" you. The battle
should be easy, after that pick up the scroll and use it on the door to move
on. Don't forget to pick up and equip the buckler he drops.

In the next room, read the monument, use the well, kill the skeleton, equip
the boots, and you're good to go.

After this, Wart will join your party to help you with the next battle, take
his advice and don't get near the ogres, you get full experience for any kills
he makes, and they will take you out in 2 hits. When the battle is over, you
will talk to Wart and be told to kill the leader of the nearby goblin fort so
it can be used as a base.

Head north, read the monuments for a couple tips, save and head up the stairs
to the cemetery.

Here I would advise using your map to see where you haven't been, and killing
everything. The insects can be dangerous so be careful and always be prepared
to heal and return to the wells to refill potions if needed. To get lockpicks
to unlock the various locked chests, kill skeletons. A set of them around one
of the locked chests drops one apiece. 

You can take the north exit to the goblin fort, but the gates are closed so
nothing can be accomplished, you need an alternative route. Wander to the
southwest corner ofthe cemetery and talk to a goblin named Nobby, DO NOT, 
I REPEAT DO NOT attack him! You can kill him, and doing such will make it
impossible to get one of the ancients later in the game.

He will give you some advice, and more importantly point you to a scroll of
unlocking you can use to enter the game's next dungeon.

Wander to the magically sealed door near the middle of the southern half of the 
cemetery, use the scroll and enter, saving may be wise now too if you're a
paranoid saveaholic like me. The first floor of the cemetery cave is pretty
easy, just kill/gather everything before going down the stairs. You will notice
a magically sealed door in here, you can't enter it yet, soon my friend soon.
The astute will also notice that this is actually the same dungeon as where you
were resurrected, other than filling in part of the map, this is irrelevant,
you cannot walk between the two sections and many dungeons in the game are
connected to previous sections of the same dungeon with different entrances.

The next floor consists of slashing a few goblins in a one way passage. After
this you will end up near a cell with a dwarf held prisoner, speak to him and
free him, he will agree to forge for you as well as open the door to the next
section. You will find yourself in the jail beneath the goblin fort. The two
cells with creatures in them are locked (and this is good for you). The others
are unlocked but sadly have no treasure. Kill the goblins, and take the stairs
up to enter the Goblin Fort.

*******************
3.2 THE GOBLIN FORT
*******************

If you have been killing everything like a good bloodthirsty barbarian you
should be level 4 by now. Also, if you have looted everything you probably
have a few rings, I would suggest wearing ones that increase strength or hp
as dexterity isn't of much use this early in the game. Make sure you are
using the equipment set you want, and get ready for slaughter.

General advice for the next area is as follows, remember you can smash
crates barrels and pots, though all you will find is mithril, this can be
very useful. Watch out for the fireball slinging shamans, and remember you
can always move back to the well if you run out of potions so use them at
will.

You will find yourself by a room with a save crystal and a well, refill, save,
then move into the fort proper, clear the courtyard of goblins, then enter the
only unlocked door (the northwest of the courtyard). Make your way through
the rooms, slashing defenders out of your way. When you come to a room with a
desk and a taller goblin near it, this is the leader. Kill him for 1000 mithril
and the deed to the fort (not literally).

After you kill the leader, Wart will appear and talk to you. He will run you
through the basics of magic and give you your first spell; Recall.

After this, wander around the fort and talk to the goblins, adjusting the 
camera angle to see behind walls.

Of note are:

A chest on the parapets, this has always contained a +100 hp clothes belt for
me, VERY useful.

A goblin near the south gate who will give you a red mana restoring crystal.

A goblin shaman who will assemble the goblins, whereupon you can ask them
to hunt for treasure for you. Sometimes this gets nothing, sometimes it
gets mithril or red mana crystals. Rarely it will get a low class item.
(Like a buckler) Even more rarely it will yield a decoding scroll. You can
also ask them to die which they will do, usually dropping a chunk of mithril
in the process. To be able to seach again, leave the fort and return.

A goblin near the ramp to the parapets that trades in items for mithril.
The items in order and their rewards are listed in the subquest section. 

When you are ready, talk to the dwarf, he will send you back to the jail to
fetch some equipment then run you through a tutorial on engraving ancients.
The items are in the chests along the west wall just south of the jail cells.

After this talk to Wart again, he will give you your next task, a trip to
the Dark Elf Village, and unlock the gates for you.

At this point, I usually do NOT spend all of my mithril, instead I do a couple
side quests to increase my mithril so I can have the smith make the special
sword for me. 

Engrave the following:
  Sword Str+1 (x4) Damage +1 (x2) Damage +2 (x1)
  Armor/Helm/Shield Armor +1 (x3)
Place on your sword, but DO NOT ENGRAVE (cancel out) the
Damage up +2 ancient, give your other items all armor up +1, you can fit
two of these on each piece. This should give you over 20 damage and armor.

Firstly, head north out of the Goblin Fort, read the monument (parrying +1),
follow the path, and do your best not to tempt the ogres (although you should
easily kill them, they can do some mean damage). You will get to a spot where
the path is flanked on either side by walls with nasty axe throwing goblins.
Take the first left off the path AFTER the walls, and you will go up to the
top of one of the walls, kill all the enemies (this should get you to level 5)
then recall and save as well as refilling your potions. You are now ready for
your first medallion dungeon: Dungeon, Goblin King.

Enter the dungeon, be mindful of being swarmed and take out the goblins. The
boss is the large goblin wearing yellow, if you kill him all the others will
fall. You will be rewarded with a medallion and 3000 mithril. This is a bit
hard for now, but it's worth it in the long run.

Now go back to the Cemetery, talk to Nobby, ask about his trade, tell him you
are bored and listen to his story. Tell him it is interesting, and you would
like to adventure. You will be rewarded with a decoding scroll. Go back into
the Cemetery Cave, to that sealed door from earlier, and use the scroll. You
will find yourself in a previously unreachable section of the cemetery outside
of your second medallion dungeon.

RECALL and SAVE this can be deadly, and fully expect to die, this is also hard.
Try to avoid most of the zombies, tho they are decent experience if you want to
level a little. (I run around using hit and run tactics and only attacking a 
number of zombies with one swing.) Head up to the north of the dungeon and take 
out the red zombie. He will drop some mithril and some chests will appear as
well as a monument with the Holy Photon ancient power. This power is only good
against undead and demons, so don't use it now. Go talk to Nobby again, show
him what you found, he will faint and another monument will appear, with the
Words to Fighting Technique ancient. This is one of the BEST ancients in the
game if you use one handed weapons. It inceases your DEX (and therefore your
parry and critical hit chance) for each ancient you have engraved on your
shield. So a shield +20 gives +20 dex above and beyond any other bonuses it
gives, I *LOVE* this ancient. You should also get a fine necklace, which is a
nice little item that gives you a little increase to a variety of stats.

Ok so why did we do this? Go back to the smithy and ask about the special
sword, give him 10,000 mithril and let's be merrily upon our way. Oh you
probably want to dump the medallions in the stash while you're here, they
aren't of use for a while to come.

Head north out of the Goblin Fort again, following the path, when you get to
the branch near the signposts, take the right branch (or read the signs =P).
You will shortly end up in the swamp, Follow the path north, crossing bridges
as necessary, and take the north exit from the swamp, you will end up in the
Dark Elf Village. *CHEER*

************************
3.3 THE DARK ELF VILLAGE 
************************
Immediately upon entering this area, you will overhear a conversation between
2 dark elf shamans, apparently the elder has been imprisoned by some jerk
named Ruselb.

To the west of the entrance are a well, save crystal and red portal. Enter the
red portal and you will find yourself back in the Goblin Fort with a shortcut
now available. (To activate the shortcuts in the future, just walk up to the
pillar and "talk" to it.) Head up to the smithy where you will overhear a
conversation between Wart and the dwarf. It ends with an item being dropped.
This is the Transform Book, useful in my opinion mostly to be able to swap
between weapons, not to be able to use new items as you find them.
For now, stow it in your stash you won't really be needing it.

You now have a choice to make, your Oriental Sword is now done, and if it
looks sweet, there's a reason for that, it is. High damage, good speed,
good range, and  welcome to CRITICAL HITS! If you intend to use it, start
concentrating on raising your dex on your armor, it's cheap and will make
you get criticals more often. Unfortunately, you can't use a shield, so
the Words to Fighting Technique won't help. You can quite successfully use
this sword throughout most of the game, but I won't be in this walkthrough.
You sacrifice your shield which means you lose parry, as well as have less
AR. If you choose to use this sword, then whenever I suggest increasing
something on a shield, put it on your weapon in crits/damage/str or on your
armor in dex. Or heck put it in whatever you want to, but those will best
utilize the sword. Also if you intend to use it, I suggest you swap the
accurate ring in for toughness, and don't forget to place a couple ancients
on the blade (2 damage +2 fit rather nicely don't they?)

If you're following my path, then refine the oriental sword, we now have
alot of mithril to work with as well as a pretty item in our glass case.

Engrave the following:
  Sword: STR Up+1 (x6) Damage Up+1 (x2) Damage Up+2 (x2)
  Armor: DEX Up+1 (x10) Armor +1 (x4)
  Shield: Armor +1 (x5) Parrying +1 (x10)
  Helmet: Armor +1 (x5)
Don't forget to put armor back on your armor/shield/helmet and damage on
your weapon when you are done. I mean why waste free points.

This should get you somewhere around 30 damage and AR and 20 parry.

Ok, back to the Dark Elf Village, take the red portal back and wander
around the town, shortly you will meet the blonde shaman, when she questions
you, answer with your name, then that you seek Parn, then that you wish to
kill him. Yea, it sucks to lie, but it's not really worth fighting the shaman
and her guards, while possible they give nothing for the effort and it's hard.

To the north of the village you will find the INT up+1 and MP up+1 ancients.
Also, to the northest you will find a building with a phantom in it. This
building contains a decoding scroll, a copy of the Book of Visions, and a
good chance at some mithril in the crates.

To the west of the village through a gate you will find a monument with the
Firebolt ancient power, south of here, you can talk to the silver-haired
shaman, Pirotess. Give her your name, then offer to help, she will open up
the first floor of the Pyramid to give you a test of worthiness to help her.

Destroy the crates in her room for more mithril and a lockpick, step on the
trigger to cause a chest containing a copy of the Book of Walls. Then head
to the first floor of the Pyramid.

Take either entrance, and make your way thru the pyramid, this should be a
cakewalk. The blue demon is near the north of the pyramid, when killed he
will drop 500 mithril and a sacred helmet. Also don't miss the potion bottle
between 2 bookshelfs in the northeast of the pyramid, the Armor +2 monument
in the north of the pyramid and the Book of the Wind in a chest activated by
a trigger in a room in the middle of the pyramid. There are also 2 smashable
chests in this area, one of them (in the northwest of the pyramid) is trapped
so make sure your HP are over 100 when you smash it. It contains the wicked
sword, another glass case item, and a decent weapon for now.

Leave, and talk to Pirotess near the stairs, she will open the next floor of
the pyramid. Head back to the Goblin Fort, transform your sword into a wicked
sword, then return and enter the next floor of the Pyramid. Kill all the elves
to open the door to elder. Smash all the crates to get treasure. I found a
pierce of ear +2, falchion, light plate, and leather boots +3, I think the
only thing random here is what the + on the items is. Head into the next room
and read the monument (Regenerate Speed +1) then talk to Marela (the elder).

Once again, head to the Goblin Fort, transform your armor into light plate,
and your sword into a falchion. Don't forget to reinscribe (without engraving)
ancients, I'd suggest Armor +2 and Armor +1 on the plate. Engrave Holy Photon
on your sword. Goto the top floor of the pyramid and use Holy Photon to kill
the demons in the first room. After this, finish off the remaining demons
(who are mostly immune to Holy Photon for some dumb reason) with melee combat.
Your booty? A magic charm, a copy of the Book of Fire, a pile of mithril,
and a monument with the Resist Hell ancient. Be careful you have full hp when
you smash open the wooden chest, it is once again trapped.

Head back to the Pyramid Ground Floor, and out the now unblocked east exit.
This will take you to the last part of the Dark Elf Village (nothing is here).
Fill your potions and head out the north exit into the Dark Forest and save.

***********************************
3.4 THE HUNT FOR PARN (DARK FOREST)
***********************************

You can choose to use just about any weapon you want here, I prefer the wicked 
sword. But if you don't want to spend too much time at the Goblin Fort, the 
falchion will do fine.

The first thing you should do here is head due north from the save crystal, you
will shortly reach a monument with the HP up +4 ancient. After this head back
down and take the next branch north, this should after a little weaving lead
you to a square ruins area with the Parrying +2 ancient inside. From here, head 
west, grab the Critical Resist +1 ancient, then head south over the bridge and
into the large building. Head downstairs, take the passage, brushing aside any
piles of bones that attempt to stand in your way, then take the stairs up. You
should be on a small island with a brave (now dead) elf, the Resist Lightning
ancient, and a wooden chest with a decoding scroll in it, take your rewards,
then return to the large building. Head nothing again, taking the path west of
the bridge and you will reach another building, head inside, loot the chest,
then head further north and grab the Visualize Noises ancient power. Head south
taking the narrow passage to the east this time, head down, then back around
and north and flip the lever (pointed at with a nice yellow arrow so you won't
miss it!!!) and head back to the large building in the southwest of the map.
Head back north OVER the bridge this time. Head north and take the now open
gate (next to the Critical Resist monument) and grab yet ANOTHER ancient,
STR up +2 this time. Continue heading into new territory around the bends and
you will shortly reach a magically sealed door, unlock it, head inside and
enjoy the spoils. (Is that a Barbarian Vitality ancient power? I think it is)
Then head west follow the path until you end up taking the entrance into the
old ruins.

All that is in this area is a few treasure chests (kill the blue gargoyles to
make them appear one in each room). I think the contents here are random. Once
you are done, don't forget to grab the Magic Power +1 ancient, then head up
the stairs. By now, we've probably gotten a bit of mithril, and some new
weapons and armor, so choose your outfit (don't forget boots and rings etc if
you have any you want to use). And it's that time again... the Goblin Fort!!

I'll trust you to handle your own engraving for now on, and with random mithril
drops, I have no clue how much you have anyways. I'd suggest a few points into
Resist Lightning however. Also, remember that it takes 2 points of STR to equal
1 point of damage (of course STR also increases Impact).

Don't forget to throw some ancients (or ancient powers) on your equipment, and
be sure to update it to the newest shiniest stuff to boot.

Head back to the Dark Forest, and head west for the DEX +3 ancient. Then head 
south and follow the oneway path until you reach the save crystal, save and
ONWARD to battle! Here you meet some loser who wants to kill you, Parn shows
up and rather than realizing his limited options he takes this as a good thing.
Thoroughly enjoy stomping the idiot!

After the battle, a dialog ensues, it really doesn't matter what you say, Parn
will join your party.

Loot the chests, then head down into the Old Ruins again. Here you will be
introduced to a new joy, an annoying monster that enjoys pretending to be a
chest or door. To make things worse, it always appears in a small explosion,
which OF COURSE does a large amount of damage, so keep a close eye on your HP.
In theorey, you should keep an eye on Parn's as well, so you don't risk him
dying, but the boy's a tank. If somehow he does become low on hp, use a potion
it will heal the both of you. The ruins here are straightforward, and I don't
think you can miss the MP +3 ancient along the way.


*************************
3.5 CANYON TO GOBLIN CAVE
*************************

After your next exit, you will find yourself in the Underground Canyon, a
maze like area you will likely grow to hate. But, for now we're just taking
a quick peek until we get to our next shortcut. Don't forget to fully map out
the areas, there's a few chests, the DEX +4 and INT +3 ancients, and a couple
passages that lead to short areas.

One of these leads to an area with a few chests, the MP Charge Speed +1 and
Damage up +3 ancients, and an alternate exit that leads to a small isolated
area. All that is in this area is some mithril you can't mine yet, and a few
monsters, kill the goblins to cause a chest to appear, then head back out.

The other area is one room, with a bunch of goblins, kill the leader to get
a longsword and a bunch of treasure to appear. Make sure you keep your HP up
as you open the chests, as they are all trapped.

Make sure you kill the Golem outside the Goblin Caves, as his death will bring
about the appearance of the Critical Rate +1 ancient. This is a MUST HAVE!!!
After this head into the Goblin Cave and save.

If you want you can take the portal back now, or you can wait until you get the
Goblin Killer ancient power shortly. I persoanlly don't see any reason to use
the Goblin Killer, since it's not as if goblins are hard to kill, so I'll take
the portal back now to activate it. If you have the mithril, engrave.

Before returning to the Goblin Cave, now is a very good time to clear out the
jail underneath the Goblin Fort, so save, go down the stairs you took when you
were first storming the fort, and talk to the jailer, assure him of your
bravery, and slaughter the two beasties. Your rewards will be a pair of heavy
boots (to prevent knockdown but boy are they LOUD), and the Stone Crasher club,
which is good for killing golems. After this return to the caves.

The Goblin Cave is pretty straight forward, on the way to the main cave is a
branch to the west with the aforementioned Goblin Killer anicent. When you get
to the main body of the cave, you will be met with hordes of goblins, make sure
you watch your HP they can go down surprisingly fast. Near the west of the cave
is a chest guarded by a cyclops with a copy of the Book of the Dead in it. To
the North of the main cave (just south of where you entered) is a room guarded
by 3 golems that contains a nice trove of locked chests. If you run out of
lockpicks, remember that the dwarf can duplicate more for you and he's just a
recall away. The only other two things of interest here are Deedlit (near the
middle of the cave), and the exit to the rest of the canyon (in the SW of the
cave).

After you rescue Deedlit, say more or less whatever you want, she'll join you
and you can start to wince whenever you hear Parn shout "DEEDLIT"! Which if
you are me happens about every 2 minutes.

*******************************
3.6  DEEDLIT! (AND MORE CANYON)
*******************************

This part is difficult to explain. Your eventual goal is to get to the NW of
this part of the canyon where you can read a monument and follow sparklies to
the boss and escape. However, you will want to fully explore all the various
underground ruins so as to get rich on loot and ancients. I will try to give
you general directions, but the best route is to use your automap frequently,
and remember which entrances you've been into. At least to make things easier
there are only one ancient and two chests above ground and both are fairly easy
to find =P.

After leaving the Goblin Caves you will be presented with a save crystal, your
first order of business as always should be to save. Head north, following the
winding paths until you reach an entrance to the Underground Ruins. If we're
on the same wavelength here, you should find yourself in a short dungeon filled
with zombies and skeletons and the HP +5 ancient. If not, well then I suck even
worse than I thought at giving directions...

Head back south to the save crystal and head west this time, very shortly you
should see another entrance to the Underground Ruins with a sparkly right in
the middle of a single room. This sparkly will trigger a big mean nasty golem
so before hitting it, I suggest you transform your weapon into that nifty
Stone Crasher and maybe even wear the heavy boots if your ears can take it (or
you feel like using MUTE on your tv). Kill the golem and be rewarded with the
Impact +1 Ancient.

Leave and head west, once again you should shortly reach an underground entrance 
(stick towards the bottom when you hit a branch). Explore this area to find the
STR up +4 and Regeneration Point +1 ancients as well as a locked chest that
triggers a fight when you open it. Kill the blue enemies that appear for a nice
chunk of mithril and a couple random items. There should be 3 reachable exits,
(as well as some from an earlier trip into a different section) the one you
enter from, and 2 roughly northeast. Take the middle of the 3 reachable, and
kill all the enemies to obtain a chest. Return, then take the northmost exit.

From here, head south, follow the winding queue like path west until you are
presented with the choice of winding back east or turning south. First go east
until you find a blue golem, kill it to cause a chest to appear. Then go south.
You will be presented with a end of the wind, and yet another entrance into the
Underground Ruins, I think you know what to do =P.

The only set object in this area is a chest in a room in the north. Other than
that, kill monsters and enjoy random drops and mithril. There are 3 exits
(including the one you entered by) into this area, first we will take the
southern one, however make sure you keep track of where this dungeon is, as
we will be returning shortly.

Head west, and enter the small one room section of Underground Ruins. There are
4 differently coloured demons in here, kill them and grab the ancient that
appears (Lightning Bolt ancient power) then return to the previous ruins, head
through them and take the northmost exit this time.

Head north, into another section of ruins (1 treasure chest in here, and a
couple mimics pretending to be chests). head through these, and out the
opposite exit.

Head mostly north from here, you will have to go east a little, but you mostly
want to be heading north and west for a bit. then south and west. When you
reach an area with alot of golems you're close =). Grab the Damage +4 ancient
and head north until you see a monument with a yellow arrow. OUR GOAL!!!

Note where this is, then read the monumnet, heading generally easy, touch each
sparkly to cause the next to appear, when they lead into the ruins, make sure
that you save, then go down and fight a big bad giant and his friends to unlock
the exit from the Underground Canyon. Head back to the monument, then north and
you will find yourself in a small section of the Dark Forest... FRESH AIR!

*********************
3.7  RUSELB AND NARSE
*********************

Well I lied, first we have a short section of old ruins before the dark forest,
in here all we have are monsters tho (the chests are mimics but killing them
will still yield treasure). Deedlit will have a brief elfy flash, doesn't
really matter what you choose to say. Head though the ruins, and surface in
the forest.

Here just make sure you fully explore this "huge" area before heading below
ground again at the only exit. Of note are the 2 chests, the Armor +3 ancient,
and a wall of mithril with a chest behind it that we can't reach yet.

Head below ground, and through the subway to come up, grab a chest, then duck
under again for more subway. Make sure you kill all the colored demons for
treasure, then head up and you'll be in the Dark Forest again.

Unlock the door with a scroll for 10,000 mithril and a resist fire cape, it's
probably a good idea to wear the cape. It's also probably a good idea to head
back to the Goblin Fort and spend that mithril. There is a scroll in the area
with the boss, but getting it tends to cause the boss to lock you into the
section unable to recall, so if you must get it, make sure to save first.

Now for Ruselb, if you've been keeping your mithril up, he shouldn't be too
tough, if worst comes to worst, let Parn and Deed take the brunt of the assault
while you play healer for them. Just remember to take the other monsters out
asap so they will attack Ruselb. You reward for his demise is a nice trophy
head!!! (and the appearance of the Fast Attack ancient).

Parn and Deedlit will now leave, it doesn't matter what you say, they will
leave... oh well, at least they were nice targets for the Ruselb fight. Recall
back to the Goblin Fort and talk to Wart for your next assignment.

He will tell you to seek Slayn and Leila in the Cave of Narse, to get there,
head north from the Goblin Fort, following the path until you hit the signs,
this time head west, you will shortly reach the desert.
Getting to the cave can be a pain, and nothing I can say will really help,
just take it slow and try not to get surrounded by ogres. Some people find
it easier to run past all the fights, some prefer fighting. I find it helpful
to use a shield here even if you usually use the oriental sword, but if you're
doing enough damage to easily kill the enemies, a shield may be irrelevant.
Whatever you do, DO NOT go into the sand, you will get seriously whomped by
the worms. Stick to the mountain paths, and use your map to find the Cave of
Narse (it's west and north from where you start).

When we get here, you will want to mostly hug the west section of the map,
heading north until you find an exit. This will lead into a  HUGE cavern, talk
to the people there, they will wake the dragon, talk to it to recieve the next
step in your quest. After all of this, head to the north exit of the cavern.
Read the monument, and you will be given a pickaxe by the Mithril Ghost
(looks like a mithril golem to me =p). This is the beginning of POWER!!!!
Recall, and have the dwarf duplicate your inventory full of pickaxes, then
return, mine the mithril wall away, and head north, following the tunnel,
grabbing the Durability +3 ancient, and heading downstairs.

Our next goal is to clear this floor of the Cave. In doing such we will find
along with the piles of mithril quite a few chests and some anicents. I won't
give step by step instructions, as you will want to cover every square inch of
this area (use your map) to get all the mithril. The ancients you should find
are: Durability +1, Resist Cold +1, MP Charge Point +1, and Body Control. You
should also find the Silver Knight's armor in a locked metal chest. The only
things you should watch out for are the red insects (they can critical hit and
kill you fast if you aren't careful) and the fire demons (they respawn, and
generally are easier to avoid than fight).

Once you finish up here, go back to the Goblin Fort and spend your mithril.
You should have around 35000 after finishing the Cave of Narse, not pocket
change to say the least. I would suggest pumping all 3 of the resists you have
to +10. I would also HIGHLY suggest getting at least 20 points in the 
Durability ancients between them (5 levels of +3 and 5 levels of +1)
You can of course do as you wish, but these increases will help any play style.
After this head to the next section for alot of "optional" subquesting (I say
"optional" since the power boost will really help out).

***************************
3.8  A QUESTING WE WILL GO!
***************************

(If you want, you can head back to the Underground Canyon and Dark Forest
on the way to Ruselb to mine the small amount of mithril and grab the chest,
I don't consider it worth the extra time...)

First, grab the medallions from storage if you put them there. Our next stop
is the Dark Elf Village. We want to talk to Marela (the rescued Elder) who
will confide in us, and give us a nice long quest to keep us occupied for
hours to come. She is just east of the portal to the village. She will also
reward us for the 2 medallions we brought her if we speak to her again.
(Immortal potion and Empty Bottle(large)). Lastly she is kind enough to mark
all these dungeons on our map to make things easier for us.

Save, then take the portal she made for us. It will take us outside of the
Dungeon, Lizard King. Go in, and kick some major behind for the Book of
Decoding which will allow us to go back and start doing dungeons at whim =).

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