11 dungeons cleared, 5 council quests completed, promotions for our druid friend and one traitor revealed. All this and more will be covered in this monster of an update.
When the update finishes, we will finally have gotten acces to the Oracle, only to find out that our troubles are far from over.
But more on that later.
Let's jump straight into it. We have 11 dungeons to clear after all, no sense beating around the bush.
Icewind Keep. There's an object at the end of this dungeon that we wish to retrieve, to get honorary archer promotions, and more importantly, to get a nice XP bonus while also making traversing the maps slightly less dangerous, though not by much.
The monsters within would have been challenging before I got the light and dark magic buffs, but now they're just chattel:
Ogres in different varieties. We encountered them once previously, in the Halls of the Fire Lord. Back then they could cause some trouble, the chieftans in particular. Now though, 162 hps aren't exactly overwhelming.
The human adversaries are slightly more challenging, but only by virtue of their hitpoints. We mow through them in short order.
To get to our quest objective, we need to find a secret door. A scroll contains a hint.
Even without this hint however, finding the switch that opens the secret door shouldn't be too difficult.
The scroll tells us where approximately we can find these dragon riders (for loot and xp, they're completely optional) and the keys lets us get those archer promotions:
This quest has you visiting all the towns reachable with Town Portal and clicking on the Dragon Towers. This will "reset" them so they don't fire fireballs at your party. The fireballs themselves are only a minor nuisance, as your speed when you're flying makes avoiding them childs play. Still, we don't scoff at free xp, so we do the town hopping and get the quest done.
Let's not forget the map of the keep though:
1. Chest with hint scroll
2. Switch to open door
3. Switch to open door
4. Switch on throne, to open secret door
5. Dragon Tower Keys and scroll
A pretty straightforward dungeon with a lot of not too challenging mobs. Quickly done, and not very memorable.
We move on to the second and last dungeon in the Frozen Highlands map, the Shadow Guild.
This place has a lot of switches and some puzzles, and one puzzle had me annoyed for a while. You walk down a corridor, and after passing a certain point, the floor behind you disappears and a pit trap opens instead. It took me about 10 minutes to find the switch that let med escape the dead end:
Trolled by a game from '98.
There was nothing marking this piece of wall as a switch, except for the text that appears if the pointer hovers over the exact correct spot.
This is no Dark Heart of Uukrul, (thank gods, if it were, I probably would never have gotten this far
) but still a nice surprise that I have to pay at least a bit of attention, in this otherwise easy dungeon. The monsters were of so little note, that I've almost forgotten them.
The dungeon also housed a floor puzzle, where you had to jump to the same-coloured tiles or be zapped by a trap:
It isn't terribly obvious, but there's a slight difference in the tiles if you look closely. If you stick to those with chequered borders all the way to the other side of the room, you get teleported to the leaders room:
You could walk all the way here, you'd just have to deal with more monsters and some low-level traps. Inside the room, the Rogue Leader and his pet genie awaits.
They're no challenge for our current party.
We don't find the elusive Prince of Thieves here though, as he has left the premises for smellier acommodations.
Mhmmm.. If I were a prince of thieves, I'd certainly enjoy living in the sewers myself, for sure. M:
Well, undeterred, we proceed to rob the guildhall. It contains 4 vaults, each vault door with a riddle that needs answering. None of them are particularly difficult however:
I like that a good old fashioned text parser appears so you need to type out the answer yourself.
No hand-holding dialogue-wheels or other inane contraptions. Here you can also see that I've bound "<" as the screenshot key.
Can you guess the two answers that I've not caught in the screenshots?
Anyhoo, the map of the place looks like this:
1. Switch to open secret door out of dead-end
2. Letter to Prince of Thieves
3. Rogue Leader and portal to vault
4. Floor puzzle room
5, 6, 7 & 8. Riddle doors
This dungeon took me twice as long to clear as Icewind Keep, though the enemies were easier. It was the traps and puzzles that added to the longevity of the dungeon. I like that the dungeons aren't just monster homes and xp dispensers, but some of them contain slightly challenging puzzles. No more than slightly however. We can't put off the gamer too much.
After clearing this dungeon I decided to get started on one rather annoying quest, that sees you lugging around statuettes, to place on certain piedestals scattered across Enroth. One is in Mire of the Damned:
Another one is in Bootleg Bay:
The remaining three piedestals are in Kriegspire, Dragonsands and Sweet Water, so I'll put off tending to them for later.
Instead, I was reminded of the question lightbane
asked a little while back, and decided to take a nap inside the city limits of Blackshire..
These handsome fellows show up, but killing them apparently has no impact on the rest of Blackshire, and it seems that NPCs inside houses remain there and don't transform for us to kill. I guess this game sports unkillable NPCs..
Some may find this annoying, I just decided to go for a walk in the sewers under New Haven.
The entrances to said sewer can be found inside some of the houses in New Haven. I wonder just how you enter though... Do you ask to borrow the loo then jump in? I get a Fallout 2 vibe here:
Probably not. This screenshot would have me think that some of the New Haven citizens have trapdoors in their houses, leading directly to rat-infested sewers..
Rats aren't the only pests in the sewers however.
It seems the Temple of Baa has seeded the sewers with their followers. They're just the step above rats and goblins in difficulty however, so they pose no threat whatsoever. At the end of the sewers, we find a furnished room, and clicking on the bed nets us this:
Classic villain comment! And I like to think we only found him by clicking on the bed, because he was in fact, hiding under the bed, and had we not searched it, he would have made a clear getaway. M: At least that's how it went down in my head.
The map!
1. Possible location of Sewer Key
2. Healing well, +10hps
3. Prince of Thieves, but only if you've cleared Dragoons' Caverns, Shadow Guild Hideout and Shadow Guild dungeons first.
4. Locked door, need Sewer Key
5. Monsters locked inside the walls. Killable with Ring of Fire. Bug?
6. Secret teleporter that we haven't been to yet. Can only be accessed from the other side. We'll see this in the next update.
A large map, but straightforward, and the monsters pose no challenge at this point in the game. The only reason to go here is to get the Prince of Thieves so you can advance the main quest.
Speaking of which:
That's two councillors won over, 4 more to go.
Back to the New Haven map, we have 3 more dungeons to clear, the first one up is the Temple of the Moon.
This dungeon contains medusae, cobras and druids. The latter having these sprites:
The grand druids have an extremely annoying ability which in my view makes taking them down ASAP mandatory: their attacks have a chance of sapping all remaining spellpoints from a character. This can make them extremely dangerous, if they're encountered alongside enemies that cause a lot of damage and/or enemies possessing dispelling ability. This is not the case in the Temple of the Moon however.
The temple contains a lot of altars, and praying at them in the correct sequence bestows +5 to six of the seven attributes.
I didn't screencap all the altars, but I assume you get the picture.
These altars were also the premium reason for clearing the dungeon at this time. In one chest, we get some insight into this Cedric character that has caused the schism in druidism.
I'm not sure why, but I'm reminded of this charismatic little fellow:
The map of the Temple.
1. Plaque and door that only opens after touching the 6 altars
2. Altar of Life, +5 personality
3. Altar of Accuracy, +5 accuracy
4. Altar of Might, +5 might
5. Altar of Endurance, +5 endurance
6. Altar of Speed, +5 speed
7. Altar of Luck, +5 luck
8. Altar of the Moon, pray here at midnight for archdruid promotion, if you're on the quest.
9. Chest with scroll
We will be returning to this temple once Edward qualifies for the archdruid promotion quest. Aside from that, the stat boost in this temple were nice, but all in all it was rather unremarkable.
The next dungeon contains loads of melee enemies.
They're not too challenging however.
In sufficient numbers, they can be troublesome. But we're maybe a tad overlevelled for this dungeon at this time. There's a juicy reward for clearing the dungeon however.
The vampiric trait is nice. It can really keep a melee powerhouse going strong. Actually, this is the second Mordred we've found, as we looted one off of the save-scummed golden dragon in the Temple of the Snake. Supposedly I could let Sir Dicksmoker train up to expert level in the use of daggers and equip him with both of these, and we'd have a melee fighter who would very rarely be in the need of healing..
1 through 6. Switches to flip in sequence to open the last door. Flipping 6 locks you in a tiny room, but after waiting a few minutes, the door opens and three fighters (the 61hp monsters) wait outside.. Far from frightening.
7. Chest with Mordred
Aside from the trap at switch nr 6, this dungeon is also unremarkable. But a vampiric weapon is very useful, so for that reason alone, this dungeon is worth clearing.
About Mordred. In New haven you can get a quest to retrieve the dagger:
Isn't that nice of him? He pays us 30.000 gold, and even lets us keep the dagger.
Final dungeon on the New Haven map (at least of the currently available dungeons) is one Tomb of Ethric the Mad.
It should come as no surprise that this dungeon houses undead, and it houses some of the strongest undead you can encounter.
There's also a Greater Lich, which I just didn't get a screenshot of. Liches can dispel all spells currently in use. Which is annoying. Just removing all buffs like that. It's not a skill they use very often, but it pays to have enough spellpoints on hand to recast important buffs.
Still, this tomb is laid out in a manner that makes clearing it less dangerous than the inhabitants would make you think.
The map
1 through 3. Switches to open doors
4. Ethric. Kill him and take his skull.
Liches are annoying, but in small rooms where you can thwack them in melee, they're not that intimidating. This map was cleared quicker than the size would let you think.
We exit the dungeon and turn the skull in to the researcher that wanted it.
The Ritual of Endless Night seems to be the process of turning a sorcerer into a lich. We will be learning more of this in MMVII, when I get to that game.
When we cleared the Temple of the Moon however, we picked up some more cobra eggs which we sell to the deranged person living in New Sorpigal.
I keep expecting the whole town being overrun with baby cobras. Sadly, this does not happen. I'm just happy I'm not this guys next-door neighbor.
Having cleared what there was to clear of dungeons in New Haven, I decide that we want to go to Silver Cove next. This is where we can pick up the promotion quests that Edward_R_Murrow, our pet druid needs. He's sorely lacking both in the hitpoints and in particular the spellpoints category, due to not having been promoted yet. First though, we sniff out all available quests in Silver cove:
A greedy druid.
And here we also see why I don't like druids. They're just annoying to get promoted. Seriously. You can only do this promotion quest thingie on 4 set days of the year... Lucky for us, June 21st is getting closer. Not quite there yet, so I charter a boat out of Silver Cove to go to the Eel Infested Waters. Why? Because I know the master trainer in Light Magic hangs out there.
Having done a lot of quests and cleared a whole lot of dungeons, we're revered for our reputation, so we easily qualify, and Lindblum can now cast Light spells at master level.
That's the only reason we went to the Eel Infested Waters however, so we return to Silver Cove and head out into the wilderness, where we find yet another sword stuck in a stone..
It makes you wonder what kind of person that walks around and sticks swords in random stones, doesn't it?
At least this sword is better than the one we found in New Sorpigal.
Well, there are three dungeons on the Silver Cove map. The first one is the Warlord's Fortress.
For some reason, I hit the screenshot key after I'd accepted to enter the place, so you will have to make do without the description of this place.
At first I think that this place is very easy. Just look at these opponents:
Pft.
But then later on types like these show up..
The Cuisinart in particular is a nasty piece of work. He has an intimidating amount of hitpoints (880), hits like a truck, can damage your weapons and has a chance to knock out characters (sapping all hitpoints in a single attack). He is Dangerous. But his corpse also has the chance of yielding an artifact or relic.
In this dungeon however, I don't savescum, so I take the first result I get when looting these guys, and no artifacts nor relics show up. They do give around 2000 goldpieces when looted however, which is more than the golden dragon corpse did.
At the end of the dungeon, we get the papers we are looking for.
With this paper in hand, we can get promotions to honorary champions. In other words, xp.
The map:
1. Chest with key for 4
2. Discharge papers
3. Chest with key for 4
4. Storage room, need two keys to unlock
This was a hard map, due to the Cuisinarts. I was pleasantly surprised. It also strikes me that the promotion quests vary greatly in difficulty. The promotion quest for final tier paladin was much easier, as it consisted of just killing a single, nerfed dragon inside a small room. But I'm not complaining. I like the variety.
XP!
Yeah yeah, I get it. There's a main quest, even if the devils don't seem to be doing much.
Next we tackle the Silver Helm Stronghold
This is just what they want us to believe, they're patrolling Silver Cove "in search of evil". We'll soon see this is not the case.
Inside are several melee enemies, now supported with ranged attackers. One in particular, a sorcerer, drops a special item when we loot his corpse.
Elsewhere in the dungeon we see a part of a wall that looks decidedely like a human figure..
It turns out it's the ghost of the founder of the Silver Helms. He has a few things to say.
The sorcerer we killed and looted an Ankh from, is the same Gerrard that slew our dear John here. There doesn't seem to be a secret door behind him however, even though he is pleased we saved his niece (the Damsel in Distress, for the first paladin promotion quest). In a nearby room, we find a scroll in a chest.
Anyone willing to bet if this is the last mention of the name Zenofex? M:
For some odd reason however, I find the name far from intimidating...
On to the map.
1. Ghost of Sir John
2. Chest with letter
3. Gerrard Blackames
Very straightforward and quite easy dungeon, much easier than the Warlord's Fortress.
One more dungeon on this map to clear, we move on to the Monolith.
This is a funky place. The first room contains a clue that this place doesn't work under the same rules as other dungeons.
And what does this rambling mean? Well, it could, for instance, mean that money does indeed grow on trees..
And some doors only open if you touch a nearby stone.
This place is guarded by druids, but also earth and water elementals:
All elementals possess ranged capabilities, so it's often fastest to get up close and personal if you wish to take them out quick.
At the end of the dungeon we find the evil alter and deface it.
We also find a note and a nice bow.
Here's a map of the place:
1. Hint scroll
2. Chest with scroll (and the bow)
3. Evil altar, defacing it nets clerics and druids +5 personality permanently
While money trees are novel, this place was pretty simple. Simple can be nice though. In this case I just breezed through. Maybe if I'd tackled this dungeon earlier, it would have been more memorable.
We exit the monolith and talk with Loretta Fleise, the jew-druid and turn in the quest for defacing the monolith.
It's at this point I decide to get my arse in gear and finish the last council quest to get the main quest moving. So I transport to Blackshire and search for a shield that I haven't received the quest for yet.. I honestly remembered this one from my first playthrough, 14 years ago. I don't know why, as other parts of the game seem much more memorable, but this shield..
The shield itself is in a chest that's guarded by wolfmen. Let's take a look at those.
Pretty basic melee enemies. Encountered outside, they're not a problem. I nuke them to death with Meteor Shower, that heart-warming fire-based spell. It can only be used outside, but the damage it causes is just lovely to watch. In short order, all the furries are dispatched, and I can get to the chest behind them.
We will need to turn this shield in back at Castle Ironfist. But first, we travel by foot north to Kriegspire, as we need to talk with a hermit and kill some devils for two other councillors.
The hermit is easily convinced to turn the weather. He's on a mountain top however, so it looks like the fly spell is mandatory to reach him. Since we have that spell, it's not a problem however.
On our way to a dungeon called Devil Outpost, we find a unique item just lying on the ground:
I haven't played around with this item yet. I plan to cover that in the next update.
Nearby is the entrance we're looking for.
This dungeon is basically just a large room with a lot of monsters to kill.
When the Devil of Baa dies, it leaves behind a scroll.
This is what we need for the council quest. The map of the devil outpost:
1. Devil of Baa
Very, very simple.
Before turning in all the council quests, we pay a visit to Anthony Stone, as the jew-druid asked us. On the way to him, it seems our adventurers got constipated:
I love those expressions.
This is the cursed one.
Anyhoo, after this I zip around all over the place and do the last council quests. The jew-druid one is annoying in that I need to visit all coach-stations and talk with them to fix the prices, but at least there are no mini-games to be played or other inane stuff. Just talk with them, and all coach drivers will consent.
Well, that seems to be it. We then teleport to New Haven and go see the council.
So, Slicker Silvertongue seems to have it in for us. Let's return to Wilbur Humphrey even though he was sure we'd be able to take care of any miscommunications that might arise.. It's almost as if he anticipated something was off. Let's see what he has to say.
Yes. Right. He is delusional. That must be it.
Face it old guy. He's turned traitor. Well, if you insist on being blind, I guess I'll have to go fetch evidence.
First though, June 21st is so close that we travel to Silver Cove and rest for a few days, so Edward can get his promotion:
Easy-peasy. Back to Fleise and get the next promotion quest.
Then we teleport to the Temple of the Moon (I had marked it with Lloyd's Beacon earlier, for this exact purpose) and wait until midnight. Lucky for us, it doesn't seem to be necessary for the moon to be full. Bug?
Bug or not, with Edward now an archdruid, we return to Kriegspire to examine this temple of Baa thing.
Bah! We'll fight our way through if we have to.
We could don the cape and try to go covert, but I'd rather thrash any and all who are foolish enough to stand in our way.
Inside the temple we find a podium that when manipulated lets us know that some doors can only be opened if our perception skill is high enough, and that we can become followers of Baa if we run a gauntlet and pray at some heads of Baa in the correct order.
First a pic of a door needing master skill in perception.
Trying to open it gives Sir Dicksmoker nosebleed.
Next we kill a lot of Baa followers, loot some keys and open an important looking chest.
The smoking gun. It seems Silvertongue is in direct contact with
Having found what we came for, we then run the gauntlet for shits and giggles:
And fondle statues in the correct order:
After praying at each of these four lesser heads, there's a single large head in a room guarded by hordes of monsters that you then pray at. Once you do that, your reputation takes a massive hit, which is nonetheless trivial considering all the good stuff we've done so far, but we also get a nice 50.000 xp bonus for doing this "hidden" quest.
I don't know why I didn't take a screenshot of the large head, but I guess you'll just have to imagine it.
Here's the map of the temple:
1. Entrance, wear the Cloak of Baa for covert infiltration (useless as you need to kill at least two monsters to find the damning evidence, and killing anyone voids the disguise)
2. Temple gongs!
3. Chest with damning evidence
4. Key for 3
5. The four lesser Baa heads
6. Key for 3
7. Large Baa head
Aside from the large room containing 7, this dungeon wasn't very hard, and finding and completing the hidden quest was amusing.
Now, with the damning evidence in hand, we return to the council and confront Slicker Silvertongue.
Quelle surprise! The traitor teleports away.
Well, I guess we'll get to deal with him later. To be honest, I don't remember if this is the case, but rest assured that we will do our damnest to ruin his plans for conquest and domination.
Now though, we finally have access to the oracle!
Once inside however, we see architecture unlike any hitherto seen in our travels.
Using this panel turns on the lights. A bit further inside is another panel, which when used, reveals a passage.
This passage leads to a floor below this one, and a corridor which ends in a room. Once we enter this room, a large screen comes up through the floor. If we try to interact with this screen, we can now talk with the oracle!
Or not quite. The oracle is inoperational, and we need to find some "Memory Crystals" first.
That is for the next update however. I'll end this update with a look at our questbook:
An update from Sir Wilbur Humphrey:
And an overlook of our character sheets. I'll probably get chewed over for the skillpoint allocation, but I seem to be coping so far.
Finally, heres the map of the Oracle, even though we haven't properly "cleared" it yet:
1. Power panel
2. Panel to open way for the oracle
3. Oracle
4. Slots for the Memory Crystals
In the next update, I hope to find these 4 memory crystals and install them so we can get to talk properly with the Oracle.