
    Star Trail : Realms of Arkania II       An Unofficial FAQ (v3)
    --------------------------------------------------------------

I have cobbled together this FAQ of info for Star Trail from a number 
of messages posted by people to usenet;  if I've not credited you for 
info in the game please forgive me, it's not intentional - see the 
end for a credit list.   I have rounded off the FAQ with some data at
the end noted from spells and experience in the game.

The FAQ is split into general questions and questions on particular 
parts of the game.  If you have any additions/corrections, pop them 
in an e-mail to me.  I will try to answer questions if you mail me, but
if my real work load is high excuse me if I can't reply or am slow
replying.

Enjoy!					Tim (tjc@ecs.soton.ac.uk)

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  WHAT IS STAR TRAIL?

     Star Trail is touted as a "fantasy role playing simulation", the
     reason being that there is a lot of attention to detail in the game.
     The game system is based on the popular German role playing system 
     called "Das Schwarze Auge", which has been revised many times and
     Star Trial is based on the latest version.

     The game comes with a manual, reference card and a fold-out colour 
     map of the realm.  The map covers about 400 by 300 miles of land, 
     and has over a dozen villages/towns marked on it.  The manual is
     70+ pages, thoughtfully written and well indexed.  There are no 
     details of monsters or weapons in the manual, but there is enough 
     info to get you going and involved in the game.  A separate clue 
     book (I don't have it) retails for #13.99 or so.

     The game features 3D graphics in towns and dungeons (similar to
     'Arena: Elder Scrolls', but oddly without the people - encounters
     either yield pop-up menus or combat).  Combat is isometric and
     turn-based with good, but not great, graphics.  On the CD version
     there are combat sounds, including spell chants.  Travel between 
     towns is done on an overhead map, with movement restricted to
     paths that you find.
 
     Characters can be from any of 12 races, and have around 50 skills
     they can develop, and a larger number of spells.  You can skip a
     lot of the detail by playing in "novice" mode.   There's a fair
     chance that if you'd like a cross between 'Arena' and 'Betrayal at
     Krondor', you'd like this game.

     Overall Star Trail is a great game; the combat is fun though a
     little clumsy.  There is a lot of attention to detail which may
     annoy some people, and the plot is perhaps a little too open at
     times.  Definately worth buying from the bargain bins though!

     The prequel to Star Trail is "Blades of Destiny".
     The sequel (due soon) is "Shadows over Riva".

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  GAME SPECS

     The reference card says the game needs a 386PC or better (486/33 
     is recommended), 4Mb RAM (though it says only 2Mb on the box!), 
     580k of free base RAM, 670k min EMS and 64k min XMS (which is a 
     bit of a pain, especially on the CD version).  The CD version, 
     which I have, takes up about 35Mb of HD space too.  Sound support 
     looks good.  I played on a DX2/66, 8Mb, SB16 with no trouble.  
     Graphics appear to be regular VGA.

     The game comes on 3.5" disk or CD; I got CD and thus have some 
     extra graphics (though I'm not sure where!) and digitised speech, 
     which seems to pop up in cut scenes.  To install the full game 
     from CD to HD would take over 100Mb, but luckily you only need a 
     fraction of that to play off the CD.  Copy protection is a one
     word lookup the first time you save in any game session.

     There are no patches for this game, except one which fixes the
     faces when importing characters from Blades of Destiny.

     Star Taril will run under Win95.  I simply set the program
     properties on the shortcut icon I made to prevent it from going
     to MSDOS mode and it ran fine and smooth with all the sounds.

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  ADVENTURING

     Star Trail has a relatively free-flowing plot;  there are some
     linear elements, but you can spend a lot of time wandering
     rather aimlessly early on!   Be warned though certain parts *are*
     linear, like you should not enter the swamps until you have been
     to Lowangen.  

     To start off, save the woman being attacked by Orcs SW of the 
     town you begin in - this gets you a bonus two levels of experience.
     Then make your general way towards the Finsterkamm and the dwarven 
     pit.   The quest in Gashok isn't too hard and can be completed 
     early in the game by low level characters.


 General

 (Q) My characters get ill a lot - what can I do?
     Buy sleeping bags as soon as you can; these cut down on colds 
     and flu-type infections dramatically.  Always carry herbs for
     healing and curing disease.  Early in the game sell off excess
     ones as the cash is more useful to you.

 (Q) How much food/water should I carry?
     It depends where you are exploring; in mountain and desert areas
     you should carry at least two full water skins each and probably
     at least 6 ration packs (you can top these up with overnight
     foraging).  

 (Q) Where can I get alchemy recipes?
     There aren't too many around.  It may be that Realms of Arkania I
     recipes will work.  You'll find two in the Dwarven Pit.
       Vomicum:        lamp oil, shurin bulb, mandrake.
       Hylailian fire: 2 brandies, licorish, 2 lamp oils.
     Some players report these parchments as reading like nonsense,
     so manybe you need some skill to read them...
     There are three more later in the game:
       Moneymaker     (Phex temple)
       Magic drink    (Phex-temple)
       Sleeping drink (temple of nameless)

 (Q) The markets seem always shut?
     No.  The markets arrive one day a week in Kvirasim (Fireday) and
     Gashok (Praiosday).  Time your visits to the towns accordingly or
     spend a few nights in an inn.

 (Q) Which "obscure" spells might I need later?
     These will help - the last two are certainly important:
      Teleport Spell
      MELT SOLID (Temple of Nameless One)
      BANE GHOSTS (Temple of Phex)
     The most useful spell in combat is often the (blinding) lightning
     spell which lets you get free attacks on an opponent.

 (Q) Why do I lose movement points (MPs) for no apparent reason?
     The more you carry, the more hindered you become, and the less
     you can move each turn in combat.  It pays to spread the load
     around, and the Gridles of Strength and magic Water Skin you 
     find earlyish in the game are thus very valuable.

 (Q) What combat techniques work best?
     The secret is to gang up and outnumber opponents where possible,
     due to the way parrying works.  Make use of the "blindness"
     spell, which will incapacitate an opponent for a few rounds.
     Obviously, where possible keep your spellcaster(s) protected behind 
     a shield of fighters.  Remember you can split your party, so you
     don't *have* to send everyone into combat - a spellcaster could
     just boost fighter stats and never enter a (planned) fight.

 (Q) How do you know if the miracle button is working?
     As long as time passes each time you press it, you know that the
     miracle button is working.

 (Q) What is spending money in temples good for?
     Spending money in temples and praying afterwoods will become quite
     useful - depending of the temple you will get:
         repairing weapons, raising magic resistance, feed the group, 
         call back from death, and others.

 (Q) Why is getting experience so hard?
     Fighting the same monster type a second time gives much reduced
     experience.  The most experience seems to be gained by solving
     the mini-quests in the game, rather than by fighting.

 (Q) What's a good party mix?
     The official clue book suggests three different parties:
     1.  Hocus Pocus- 
           Green Elf -- Ice Elf -- Silvan Elf -- Druid -- 
           Magician (of combat) -- Magicienne (Two helps)
     2.  Fight! Fight! Fight! -
           Warrior -- Thorwalian -- Dwarf -- Huntress -- 
           She-Rogue -- Magician (of combat)
     3.  Brains & Brawn-
           Warrior -- Dwarf -- Green Elf -- Silvan Elff -- 
           Druid -- Magician 
     There's no real bad party mix, unless you're really silly.  But
     do try to get the important spells listed elsewhere.
     See also Eric's notes at the end ...

 (Q) Where do I get an alchemy set?
     You will find one in Finsterkoppen.


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  THE PLOT 

  Notes are listed here for the various areas in the "plot" ...
  the basic thread is: help woman, then go to Gashok, Dwarf Pit, Lowangen, 
  Swamp, Blood Peaks, Tiefhusen and finally Tjolmar (Temple of Nameless).


 Gashok

     Situated just north of Lowangen, the town of Gashok has at least
     one quest to solve.   

 (Q) I've heard the sword and bow of Atherion (sp?) mentioned,
     but haven't run into them in any of the dwarven pit/orc cave/phex
     temple (i've been through them all in this or other games...).
     where do you run into them?
     To find these weapons you'll need to investigate the burnt out
     mill in the town.  Ask around about it, one good place in particular
     is the market place area.  The clues should lead you out of town
     to Artherion, and you can then help him.


 The Dwarven Pit

     The pit is in the Dwarven town in the Finsterkamm mountains.
     Herein lies the salamander stone and a few other handy items
     including a magic waterskin and a number of +5 STR belts.

     It is important NOT to rob anything (the altar, the graves and
     the axes) else you'll anger the Dwarven god.  You may find
     a rope, spade, crowbar and more than one lockpick useful for
     the pit.  Oh, and a torch and tinder box.

 (Q) How do I get in?
     You can use the back entrance, but better still ask the priest
     in the temple of Ingerimm (inside the mountain) about the pit 
     three times and he will give you the key.

 (Q) How do I get out?
     Either go out the back way, or get the key from the gnome and
     leave by the main entrance.  The back tunnel will collapse the
     first time you pass through it.  The back exit is at the lowest 
     level.  Just keep climbing down (not using the stairs) till you 
     can go no further.  Or you can leave a character with a key
     outside the double door entrance.

 (Q) Where is the magical water skin?
     The skin must be found in the watery level;  if you turn the wheel 
     on the higher level the water (and the skin) drain away.  You need 
     to turn the wheel later to get through the trapdoor on that level 
     (and you need a crowbar for that).  The wheel is on the west wall 
     in the room in the NW corner of the 4th level.  The wheel looks 
     sort of like a ship's wheel.  The first room you come to on this 
     level has the octagonal pool surrounded by statues.

 (Q) What is the Asthenal Ring?
     It seems to be a fire resistence ring.  It's in the brazier on
     the first level north and east of the main pit double door.
     You will take temporary damage retreiving it.  It is "useful"
     in the hot "hole" on a level further down as entering there with 
     a rope ladder and the ring at least shows you that it's empty!
     Go up to the altar of Ingerimm (same room as the hammer and the 
     face with the pitch torches) while wearing the ring.  You'll have 
     a vision. 

 (Q) When does the hammer strike?
     If one of your party members (dwarf?) is wearing the Asthenil ring 
     he'll fall into trance if he approaches the altar.  You'll learn 
     about Ingerimm.  If you light the torch next to the hammer and anvil 
     the first 3 levels of the pit are lit for 12 hours; then the hammer 
     hits the anvil which marks the end of the day's work and it's dark 
     again.

 (Q) How do I get across the fire plates?
     You need the leathers from the chest; wear them and put them back
     when you are done (else the stairs won't come back).  Take only
     one set for one person.  The character crossing the plates should
     ideally wear the Asthenal Ring.  To get to the golem you *must* use
     a torch and tinder box, not magic light.  You only need to send one
     person over with the leathers, medallion and ring.   Teleport won't
     work on this level.

 (Q) What is the answer to the gnome's riddle?
     MOOSE!  (The gnome has the key for the upper gates)

 (Q) Can I get the sword and the stone?
     The only way I've found to get both the sword and the Salamander Stone
     and get out alive is to do things in this order:  Talk to Golem first 
     time. Go to far SE chest and take stone *but* when offered chance to 
     swap or not hit ESCAPE instead of choosing.  Then go back to Golem and
     when he's done with the sword you'll get it.  If you take the sword 
     and DON'T hit ESCAPE, you can't pass the glowing red tile.

 (Q) My druid and elf aren't allowed in the pit - help!
     Use spells to disguise them or make them invisible so that they
     can walk past the dwarf guards.

 (Q) Where are the hot plates?
     In the pit, there's a shaft you can climb up or down. Go to the top,
     search, and you'll find a key. Go down to the area filled with water
     (you need to drain this by turning the wheel in room with the dwarfs)
     Use a crowbar to open the slab, go down to this new level. There is 
     one door you can oen with a blank wall behind it. the new key opens 
     this door.

 (Q) What items from the pit are useful later?
     The stone medallion (needed on level 6) and the fire powder (can
     be used later in a recipe) or (possibly?) in the lava hole.
     It's probably safe to sell the rest.


 Lowangen

     This is the city under seige by an Orc army.
     Here you will lose the Salamander Stone when you enter the city
     with it.  If Antharon is with you, he will take it, if not, the 
     stone will get lost in the crowd.  You need to recover the stone
     and find the secret way out of the town.  Be prepared to lose the
     real Stone again when you leave town!

     When you enter the town, look to find Dragan Escht, ask about
     Gavron, and do the favour asked.   Lowangen is a good place to
     sell stuff (high prices due to seige) once you have the key.

 (Q) Who is Gavron?
     Usually, a party who enters Lowangen carries the stone with them and 
     get it stolen by Gavron.  To get it back you have to find him (wait
     in the Orc Death tavern).  You will also find out about the fake 
     stone if you get yours stolen.  Or ask Dragan (close to the western
     wall) about Gavron.   Gavron should appear at the Orc Death tavern,
     then you should attempt to follow him to Ailann's house, as he has
     the real stone.

 (Q) Can I sneak into Lowangen?
     You'll have to give your non-magic items to the orcs first time
     in, but after that you should find a secret passage in/out.
     To keep your stuff leave it with another party member outside the 
     town in a temple (you can create just a "dummy" character or two 
     for this).  Or simply sell up everything, as your cash is apparently 
     safe from being taken.

 (Q) Where is Black Jandora
     Four squares west of the eastern wall, about halfway up.
     Or: 4 paces north of the Rod and Mare brothel in Colorful Flight.
     Finding Black Jandora will help you get out.   Once you leave you
     can always reenter through the secret passage.

 (Q) Where is Vidaria Leechbronn?
     Her house is located in Eydal...1 pace east and 3 paces south of the
     Canal Tavern.

 (Q) Where is Vinsalter?
     Find the Temple of Rahja on your automap, Vinsalter is five steps 
     west and one step south of there (Lowangen is shaped like a big "U".
     Vinsalter is in the eastern arm of the "U", about half way up on the 
     western edge of the arm).  When you meet him, tell him Dragan sent 
     you - you may have to wait a day or so before he agrees to help you 
     though (use your most charismatic person to talk to him, and use
     charisma-boosting spells).

 (Q) Who has the stone?
     It is probably held by Allain(sp?).  After you get it back, be
     prepared to lose it again when you meet the wizards outside town.

 (Q) How do I get into the castle?
     You`ll find out if you find Dragan and ask him about travelling.
     (**It is apparently very important to do this!**).


 The Swamp

     The swamp is in the middle of the main map.   Do **NOT** enter the
     swamp until you've been into Lowangen and lost the stone there.
     If you do, you'll possibly not be able to find the old woman 
     and special rantzy in the swamp, and thus be stuck!  
 
 (Q) Where is the "special" rantzy?
     The special swamp rantzy is in a 2x2 plot of land in the upper right
     center of the map. The 2x2 square is only accessible by water. You 
     will get a message that says that this rantzy seems different or 
     something, then combat begins, and you then need to net him. 

 (Q) How do I catch the Rantzy?
     Equip a character with a net, then use it in combat, ie. equip the
     net in that character's left hand.

 (Q) What do I do with the Swamp Rantzy wearing the necklace?
     Catch him with the net.  Then find heather plants W of there.  When 
     you get back near Lowangen use the 18th heather on him.  There are
     also two documents related to this problem.  (Or: Go to where the 
     heather is. Pluck each bush, until you find the one that makes the 
     rantzy react. Throw away heathers that do not make him react.)

     To transform the character back into a human, have a character with
     adequate skills hold the rantzy, the dcoument, and the magic heather.
     Use the document, then use the heather. If you do not have adequate
     healing skills, wait till you are about to enter Lowangen. If your
     party has a healer, you can cure his disease and adventure with him.

 (Q) How do you open the chest in the swamp?
     Turn stepwise mode off to get into the chest.(!)  You should then
     be able to click on or press SPACE by the chest to open it.  Some
     people report this as being rather buggy though ... it may depend
     on the character opening the chest.
     [According to the sir-tech people, the only narrative requirements 
      to open the chest are to have been to Lowangen, and to have talked 
      to the witch (lady). You can email sirtech yourself 
      "76711.33@compuserve.com", but if my experience is any measure, 
      don't expect quick responses.]
     Having helped the lizard people and killed the witch, it should open.

 (Q) How do I get into the tower?
     Talk to the witch.  Apparently if you do not go to Lowangen first, 
     the witch will NOT answer her door (her house is the shack near 
     the herbs, and not the house by the chest).

 (Q) How do you appease the Fire Elemental?
     Answer with one word at a time......
     Love, Mercy, Pity, Justice, Life ... any of these will do.

 (Q) Do I have to kill the witch?
     After you have given her the magician's things she will likely 
     attack you and give you a hard fight.  You can simply not go back 
     to her after dealing with the magician, but the experience is 
     probably worth it.

 (Q) What do I do for the lizard men?
     The lizard men want you to kill the engulfer.

 (Q) Where is this so-called Heather bush that I need to destroy/utilize 
     to restore the rantzy / mage back to his former self?
     It's north of the village of the lizard men; you will only find it, if
     you've read the the magical document from the mages' tower.



 Going back to Lowangen after the Swamp

     Here you can get weapons and supplies.  You'll probably end up
     with two salamander stones, one real, one fake.  However, when
     you leave Lowangen you will lose the real/both stone(s) to a group 
     of magician/wizards.  Having lost it, you need to go to Blood
     Peaks (Orc Pit) to get it back.  Apparently you only have 7 days of
     game time to get the stone back ...

 (Q) How am I supposed to know where to go after that, did I miss
     something in lowangen in the way of hints, or what?
     If you ask this elf Sevensprings in Lowangen he will tell you that
     Ingramosch went to the Blood Peaks.



 Blood Peaks and the Orc Pit

     Herein lies a lot of fights, a couple of NPC's and the Salamader
     Stone (if you lost it "to plan").   You are brought here if you
     are captured by an orc patrol near Lowangen (which is not good as
     you lose a lot of your kit, but seems to be an unescapable part
     of the game plot!).

     Inside look down and search the straw mats as there is some stuff
     to be found in these.

 (Q) How do i get in to the Blood Peaks?
     You can go in the easy way, or the hard way. The hard way is to
     head toward the south of the mountain range; you will be captured
     by the orcs and stripped of all your stuff (as with entering
     Lowangen). Your stuff is gone forever then. The easy way is to
     enter via one of the 3 entrances in the mountains west of the Svall
     river. You do not lose your stuff this way, though you will need to
     go out and enter by another one of the 3 routes to fully explore all
     the levels.

 (Q) When i bumped into a certain cabinet, it says that there's a hole
     above it, but that i can't reach it. What do i do?
     You need to increase your reach. Try giving the lead character a
     spear.

 (Q) How do i kill the big spider and/or squash the nest of spiders?
     You need something that protects you from poison. You should have
     found black "phials", or "webbster" somewhere along the way (tastes
     bad, feels good). Split off a party small enough so each character
     can drink one, do so, then squash all the little spiders in the
     nest. You get a gold necklace and a key for doing this. The key
     opens a door on the middle level that lets you move quickly from
     stairs up to stairs down. You can explore everything without this
     key.

 (Q) How do i open the chest near the severed hand and coin?
     Put the coin you find with the hand and the cast-iron key on one
     character. [This did not work for me, probably a bug]. There is
     reportedly nothing important in the chest anyway. The hand
     causes you damage when you attempt to take it, but has no
     other function.

 (Q) There's two prisoners, who should I take?
     There's a shape-changing vampire and an Orc.  If you take the
     vampire you'll find he sucks (literally) ...

 (Q) Where is the dead dark mage with the stone?
     The dead dark mage is in one of the southern-most cells in the "jail"
     area (where you picked up the shape shifter and/or Thurazz the orc). 
     It is near what seems to be the kitchen area, where there's a table 
     with a knife on it. I believe that it is on the west side of the 
     passageway.
 
 (Q) How do I get through the spider webs?
     You should find an axe nearby, equip your leader with it and you
     should be able to hack through them.

 (Q) How do I defeat that big orc gathering in the hall in level one?
     They are very tough, but it's not a fight you have to fight.
     You should be able to get to the stone without this battle, but
     if you take it on there's supposedly a good experience bonus.


 Tiefhusen

     A port in the NW of the map, Tiefhusen contains the Temple of Phex
     and is a place to go to find the legendary Star Trail.

 (Q) Who do I ask about Star Trail?
     Try the priest in the Hesinde(?) temple, or ask in the tavern.

 (Q) Where is Hensgen?
     You should be able to find him sitting by a tree outside the city 
     walls (I think it's in the north, but I'm not sure).  You'll need
     to speak to him.


 The Phex Dungeon

     This dungeon is good for experience, though not a lot more.

 (Q) Can I escape the first skeleton trap in the Phex dungeon, as
     after picking up the scroll and defeating the skeletons there
     seems to be no way out?
     There is a way: you should find another scroll in that region. 
     When you pick it up, the barrier vanishes

 (Q) What is the answer to the the riddle?
      - NIGHT.

 (Q) How do I solve the "Memory Game" ?
     You have to find the animal representing Phex.
     Look into your Manual. It should become pretty clear.

 (Q) How do I get the Helmet and Shield of Phex ?
     When you take these items, a Poltergeist appears and blocks your way
     back out. He can be dispelled using the BANE GHOSTS spell.

 (Q) I searched the whole dungeon, but I still can't open some secret
     passages. What must I do ?
     Solve all the riddles. You also have to put 60 Ducats(sp?) into 
     the bowl standing on a desk (or it may be >50 Ducats, but by 
     now 9 Ducats won't hurt you :)

 (Q) How do I get out?
     Close to the place where you fought the skeletal warriors and got the
     key there's a secret door in the northern corridor. In the same area 
     there's another one.  You should be able to see them as they are a 
     little lighter gray than the other walls. 


 Tjolmar

     You have to come here to get into the Temple of the Nameless.

     There is a cheat here whereby you can advance your characters'
     experience endlessly:  In the Vault Under Tjolmar, there is a
     frozen woman. In the room next to this, there is a statue of Hesinde
     that asks if you want to make a trade. Each time she asks, your
     experience points are bumped by 1000. So if you answer "No", touch 
     the statue again, get the same question, answer "No"... you can 
     build up levels.  [Use this at your own risk!! ]

 (Q) Who do I see here?
     You need to visit Ingramosch and carry the stone.  Under his house
     lies the Temple of the Nameless.

 (Q) Can someone please tell me how to finish this level?
     Do you mean the door behind the secret passage in the south-eastern 
     part of the level? You need a statue to open this door. Opposite the 
     secret passage is another secret door (on the west wall) and behind 
     you'll find the statue. (The stairway around here is a teleport trap)


 The Temple of the Nameless

     This is the last stop in the game.

 (Q) How do I get in?
     Look at the scroll you get from the Dwarf's house; it has the 
     letters "2L 4R 4L" on it;  you have to push the walls is the right
     order, ie. 2 Left, 4 Right and 4 Left from that passage.  
     Position yourself at the entrance of the room. Then move 2 walls left
     and try to walk into the wall. It's the correct wall when you hear 
     the click sound and see a message about something special (as what 
     you said).  Remember that wall and what keystrokes got you there. 
     Then move right 4 walls and try to walk into the wall. If you missed 
     it, repeat from the starting point (entrance of the room and walk 
     into the first wall again) and try either the wall on the left or 
     right of the one you tried earlier.  By this trial and error, you 
     will know the sequence for the 3 walls and when you perform this 
     sequence, the path will be revealed.

 (Q) Which four-digit code do I have to enter on one of lowest floors?
     The code is 1325 and I got the answer from someone else who never
     explained how *they* got it.  Apparantly the code in the German
     (original) version of the game is 1945; it's obtained as follows -
     the answer is related to the message on the wall opposites the 
     stairs.  You'll probably have a document with the word 'cult' on 
     it. Look for the letters 'c','u','l' and 't' in the message (they 
     should appear only once). Count the position of the letters starting 
     from the beginning of the row they're in (NOT from the beginning of 
     the word they're in)!

 (Q) How do I release the girl?
     To free the NPC you have to use melt solid (if you have spent more
     than 100 D to HESINDE(?) during the game she will help you by
     increasing melt solid by 15 points; the girl NPC will help you on
     the first two levels and then disappear (too much fear).

 (Q) What do I do with the 4 amulet chunks?
     There is a crack near the southeast corner of the map.  It requires
     a sun-shaped key to open a secret door.  Get all the amulet pieces 
     (don't worry about putting them together) then immediately go to that
     crack on the wall.  It should open once all the pieces are there.  I 
     had to use teleport *a lot* to get those damn pieces.   Be careful as
     the skeleton warriors resurrect after some time and get back their 
     pieces!

 (Q) Where is the key on level 2?
     It is hidden in a shelf where there are tools in the far upper right 
     corner of the dungeon.  When the game asks you "Would you like to 
     take some of the tools to use as makeshift weapons?" answer yes and 
     then keep clicking on these shelves until you find the key.  This 
     key will be used in the upper-middle of the east wall in the large 
     tiger room, keep searching as the keyhole is well hidden.

 (Q) Any other points?
     - to get the key from the plant and go out of the room you have to 
       split your group, but you can bring out all of them.
     - the visible door (first level) is an illusion.

 (Q) How do I kill the dragon?
     It's rumoured you can kill it, but at some point he will be impressed 
     with your fighting skills and grant you your life. This will be 
     around the time when you caused him about 500 HP(!) of damage, maybe 
     more.  You should have a Dragonslayer Sword, that helps.
     If your party is not sufficiently built up, you may need to resort to 
     kikrus poison. It's on sale at Kvirasim.

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

  WEAPONS
		               Attack  Defense
	      	      Damage    Bonus   Bonus   Weight   Type

Knife			1-6	-3	-4	 10	pointed
Obsidian dagger		1-6	-2	-3	 30	pointed
Kukris mengbilar (*)	2-7	-3	-4	 20	pointed
Dagger			2-7	-2	-3	 20	pointed
Asthenil dagger         2-7     -2      -3       20     pointed
Kukris dagger (*)	2-7	-2	-3	 30	pointed
Heavy dagger		3-8	-1	-2	 30	pointed
Foil			4-9	 0	-1	 30	pointed
Epee			4-9	 0	-1	 35	pointed
Rapier			4-9	 0	-1	 35	pointed
Wolf knife		4-9	 0	-1	 50	pointed

Magic wand (+)		2-7	 0	 0	 70	polearm
Quarterstaff		2-7	 0	-1	 70	polearm
Catchogre               3-8     -2      -3       30     polearm
Trident                 4-9      0      -3       90     polearm
Pike                    4-9     -1      -4      150     polearm

Whip        		1-6	 0	-6	 60	edged wpn
Grain flail		3-8	-2	-3	100	edged wpn
Sickle     		3-8	-3	-4	 30	edged wpn
Scythe     		4-9	-3	-4	100	edged wpn
Seal Slayer		4-9	 0	 0	 60	edged wpn
Cutlass			4-9	 0	-1	 70	edged wpn
Sabre			4-9	 0	 0	 60	edged wpn
Mace			5-10	 0 	-2	110	edged wpn
Kunchomer		5-10	 0 	-1	 70	edged wpn
Babak Bully             6-11    -1      -2      120     edged wpn
Morning Star            6-11    -1      -3      120     edged wpn
Gruufshark              7-12    -2      -4      180     edged wpn
War Hammer              5-15    -2      -4      150     edged wpn
Goupillon               6-21    -3      -4      240     edged wpn

Short sword             3-8      0      -1       40     sword
Sword			5-10	 0	 0	 80	sword
Asthenil Sword          5-10     0       0       80     sword
Sword of Artherion	6-11	+3	-1	 80	sword

Rondracomb   		4-14	-2	-2	150	2-handed
Bastard sword		6-11	-1	-2	140	2-handed
Two-handed sword	6-16	-2	-3	160	2-handed
War axe			6-16	-1	-4	150	2-handed
Tazukian		7-12    -2      -2      135     2-handed

Skraja			4-9	 0	-2	 90	axe
Hatchet			5-10	 0	-3	120	axe
Halberd			5-10	-1	-3	150	axe
Orc hook		6-11	-1	-3	120	axe

Short bow		4-9 	 0	 0	 20	missile
Long bow		5-10	 0	 0	 30	missile
Bow of Artherion	7-12	 0	 0	 30	missile
Crossbow		7-12	 0	 0	200	missile
Heavy crossbow		8-13	 0 	 0	220	missile

Throwing knife          1-6     -3      -4       10     thrown
Shurikan                2-7      0       0       15     thrown
Born thorn              3-8     -1      -3       30     thrown
Francesca               4-9     -1      -3       60     thrown
Throwing axe            4-9     -1      -4      120     thrown
Cutting tooth		5-10	 0	 0	 50	thrown

(*) weapon carries poison
(+) can hold special charges

Note certain weapons can only be used by certain character races.

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

  ARMOURS

Name           AR      Hind    At       Pa     Weight

Quilt Armor     2       2       1        1 	120
Leather Armor   3       3       1        2 	180
Toad Skin Armor 3       3       1        2 	150
Chain Shirt     4       4       2        2 	320
Scale Armor     5       4       2        2 	480

Shield          1       0       0        0 	140
Iron Shield     2       1       0       -1 	200
Golden Shield   2       1	0	 1	120

Leather Cap     1       0       0        0 	 90
Pot Helm        2       1       0        1 	100
Iron Helm       3       2       1        1 	180
Silver Helm 	3	2	1	 1	180

Leather Greaves 1       0       0        0 	 70
Chain Greaves   2       2       1        1 	 80 
Plate Greaves   2       1       0        1 	100

Skull girdle    -       -       -        -       10   Necrophobia -4


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

  CREATURES

Name		Lvl    At  Pa  AR  MR  Att Dam    LP  AP

Orc              1      3   0   2 -17   1  3-8    30   0   
Stag Beetle	 1      8   2	3  10	1  2-7	  30   0
Frost spider	 1      9   0	1  10	1  2-7	  16   0
War Ogre	13     17  14	6   0	1  8-18	  60   0
Goblin		 3      7   3	2   4	1  4-9    18   0
Lion		 1     11   6	1   4	2  5-10	  40   0
Elf		 4     12   9	3   4   1  5-10   44  20
Harpy		 1     15  10	2  10	1  5-10   40   0
Forest gnome	 1     14   6	6   7   1  7-12   28   0
Tusk tiger	 1     15   7	1  -2	2  5-20	  52   0
Robber		 8     15  12   3   5   1  7-12   57   0
Deregon	(*)	10	8   6   2   6	1  7-12   62   0
Exholt (*)	10     16  14   3   6   1  7-12   72   0
Ogre		 1	9   3   3  -2   1  8-18   48   0
Arkanian	 3     11   9   3  -3   1  5-10   42   0
Mummy            1      7   7   2  15   1  5-10   35   0  
Orc Veteran     11     14  12   3  -3   1  6-11   42   0  
Priest (Phex)    3      8   7   2   5   1  4-9    35  28  
Zombie           ?      ?   ?   ?   ?   ?  ? ??   20   0  
Gargoyle	 1     10   5   6  12   1  7-12   60   0
Dwarf undead	 8	9   5   3   5   1  7-12   40   0
Thorwalian       6     13  10   4   0   1  5-10   51   0
Dwarf            4     13  11   4   6   1  7-12   60   0
Hunter          10     15  12   2   3   1  9-14   63   0
Magician         6     10  10   2  10   1  4-9    47  35


(*) Individual "NPC" in game.

This is not a complete list of adversaries!

Life Points are LPs observed from healthy opponents via spellcasting;
these will vary for individual creatures.  It may be that other stats
vary too (including for example their levels for orcs).  LPs on Orcs
certainly have a wide range (from 13 to 30+).

Beware the priests in Phex; they cast weapon-breaking spells.

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

  MAGIC ITEMS

  This list may not be complete ...

  (7) belts of strength  strength +5                        dwarf pit
  skull belt                                                dwarf pit
  recipe            Hylaier fire                            dwarf pit
  recipe            Vomicum                                 dwarf pit
  magic water bag   always water                            dwarf pit
  Asthenilring      against fire                            dwarf pit
  Salamanderstone                                           dwarf pit

  silver helmet     can be worn by magicians ...  Lowangen, Siebenquell
  golden shield     can be worn by magicians ...  Lowangen, Siebenquell
                    (not really magic)
  silver ring       Ignifaxius magic skill        Lowangen, V. Egelbronn

  bow of Artherion  very accurate                           Artherion
  sword of Artherion better then others                     Artherion

  sword             bad vibrations                          orc-pit
  silver ring       ARMATRUZ, i think                       orc-pit

  Phex shield       magic                                   Phex temple
  Phex helmet       magic (worn by everyone)                Phex temple
  recipe            money maker                             Phex temple
  recipe            magic drink                             Phex temple

  recipe            sleeping drink                   temple of nameless
  helmet            like those above                 temple of nameless
  sword             magic                            temple of nameless

  Sometime when walking around in towns an old woman will come and sell
  some amulets, in some cases these amulets are magic and bring you
  +5 Magic Resistance.

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

  NPC's

  There are a number of NPC's you can encounter. 

 - Antharon some miles before Lowangen, he just needs the group to go 
   there, but if you make the dwarfen pit with him, he stays with the 
   group (until Lowangen, where he takes the Salamander stone which will 
   be stolen anyway).

 - some sort of magician (Praiodan?) in the orc pit.  Beware this guy as 
   he doesn't leave your party empty handed (he needs energy :-)

 - some sort of Orc prisoner in the orc pit (Thurraz), he will just help 
   you fighting and leave the group when you go out of the pit.  Useful
   for orc language.

 - a warrior (Helen) in the Temple of the Nameless god, all she thinks 
   is that it is still cold (she was frozen), but she will help you in 
   the first two levels before leaving.

 - a female warrior (Korima) who travels the roads east of the Rorhwed 
   mountains.  She requires 1 silver piece per day payment and may offer 
   to sell you her two-handed sword.
 
 - Ingramosch may join you after the last fight.


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

  A NOTE ON SKILLS AND SPELLS (by Eric Mathis)

  These hints/suggestions may (or may not :-) be useful ...

  (Q) What type of characters would you include in your party?

  This is the sort of game encourages a well-mixed party: you're going to
  need your basic heavy hitters, of course, plus spell-casters, plus
  healers, plus people with good survival skills so you can forage for
  what you need in the wild, plus...  Well, actually, let's just say you
  need a wide mix of skills and you can fill that need with whatever
  classes you like.

  (Q) What skills are necessary?  What skills are unnecessary?

  Combat skills: Essential, natch.  Since you can only go up one point in 
  any combat skill per level increase, and since there's a fair bit of 
  variety in what sort of cool weapons are out there, it makes a certain 
  amount of sense to have a diverse range of weapon skills.  Swords and 
  edged weapons seem to be the most prevalent ones you run across (i.e., 
  loot from your victims' corpses), with pointed weapons close behind.  I 
  wouldn't bother with polearms; there are only a couple of polearms out 
  there, they're not all that impressive, and they've proven annoyingly 
  difficult for me to find (I've been running around looking for a decent 
  polearm for my hunter and so far, no luck).  Same goes for thrown 
  weapons; missile weapons are much better in my experience (although 
  maybe they work better poisoned...).  It looks like only the full-blown 
  warrior types can use two-handed weapons, so don't bother training 
  someone who isn't a warrior how to use them.  Find out what weapons the 
  character classes you choose start with; don't waste your points 
  training in weapons you don't have and maybe can't even use (the 
  magic-wielding classes have some annoying restrictions).  Chances are 
  the weapons you leave the first town with are the ones you're gonna be 
  stuck with for some time.
  
  Body skills:  Climb, Swim, and Physical Control are the most obviously 
  useful skills here, and since you'll have to do the first two from time 
  to time, you should make sure everyone's at least competent.  Acrobatics 
  and Dance are a nice way to make some extra money in taverns; otherwise, 
  they're not important, near as I can tell.  Carouse doesn't seem to do 
  much good; my characters only rarely get drunk.  I haven't had to Ride 
  anything yet, so I don't know if you need that; and Stealth and Hide 
  haven't come into play yet either, near as I can tell.
  
  Intuitive skills: I try to jack up everybody's Danger Sense and 
  Perception, just on general principles; I don't know how much good it 
  does gameplay though.
  
  Social skills:  Haggle is definitely worthwhile, considering all the 
  buying and selling you do in this game; you only need one really good 
  haggler, though.  I haven't had a use for the other skills yet, really.
  
  Nature skills:  Survival and Herb Lore are definitely useful; the former 
  helps you forage for food and water, the latter helps you find herbs in 
  the wild (which have important healing properties, are used to make 
  potions, and/or can be sold later for money).  [BTW, while camped at 
  night, you can have two people forage for food and one search for 
  herbs.]  As for the others...well, your guess is as good as mine as to 
  how useful they are, based on the skill descriptions; I don't think I've 
  used any of them yet.
  
  Lore:  You'll need Alchemy if you want to mix your own potions; Ancient 
  Tongues and Read/Write are, I think, necessary to translate some 
  important scrolls and stuff; and Arcane Lore is supposedly vital to a 
  magician.  The rest I don't think I've used.
  
  Craftsmanship: Treat Disease and Treat Wounds are absolutely vital; make 
  sure you have at least two very good healers in your party, since a 
  character can't treat their own wounds.  Treat Poison isn't something 
  I've used yet, but I'm keeping it up, just in case.  Locks is also very 
  important, since you've got to get through a *lot* of locked doors.  
  Instrument, like Dance and Acrobatics, is a nice way to pick up a little 
  extra cash, but appears useless otherwise.  Pickpocket and Cheat are 
  less honest but more profitable means of making money, although a friend 
  of mine says you get in trouble if you do it too much.  I haven't met 
  any animals that I would need Drive or Train Animals for.
  
  Spells:  I've found that I don't use the conventional healing and attack 
  spells that much; I can heal fine with the use of proper herbs and Treat 
  Wounds and the basic attack spells don't do enough damage to compensate 
  for the lost Astral Points (which regenerate reaaal slow).  Some spells 
  divided in my own little categories:
  Spells I know or have been told are necessary: Banish Spirits, 
  Transversalis (Teleport), Melt Solid
  Spells for evening the odds in combat by sending my opponents running:
  Great Need, Horriphobus
  Spells for evening the odds by temporarily neutralizing my enemies: Ball 
  and Chain, Bambaladam, Somnigravis, Lightning
  Spell for when lockpicks just can't cut it: Foramen
  Spell for when high priest turns someone into a rock: Transformation
  Spell that doubles the number of attacks a PC can make: Acceleratus
  Spell witches and elves need to slip past dwarves: Camouflage, Visibili
  
  (Q) Do the negative attributes make a large impact on play?

  Not as far as I can tell.  I mean, Superstition negatively affects your
  Magic Resistance, but I haven't seen any other tremendous impact yet.


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


That's all - please e-mail additions/corrections to tjc@ecs.soton.ac.uk

Credits:   	This FAQ could not have been made without the help and
                comments from the following people:

		Garfield (4darkow@informatik.uni-hamburg.de)
		Ernst (Ernst.Eigenbauer@VM.AKH-WIEN.AC.AT)
	   	Bobbie (bobbiekat@aol.com)
		Dirk (Dirk.Bruggemann@durham.ac.uk)
		Rick (redrick@delphi.com)
		Lance (pfrench@clark.net)
		Drifter (banz@pegasus.rutgers.edu)
		Clark (clump@cs.mcgill.ca)
		Mike (Spectre350@AOL.com)
		Eric (mathis@gate.net)
		Lord Soth (cmd@aimnet.com)
		Barbara (barbara@albion.franken.de)
		Scott (author of a mini-FAQ)
		Alton (altonu@on-ramp.ior.com)
		Alex (alex.lefaive@eng.sun.com)
		Andy (fadden@netcom.com)
 		+ others (please no insult intended if I forgot you!)


