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Eschalon Book I Tips & Tricks

Eschalon - Book I

Eschalon: Book I Complete FAQ
by soybostero93

Date: 2008/08/12
Size: 68350 bytes

Written in Notepad in 1024x768.

If you want to find something in the guide, do this:
type the number it has in the Index in the "Find" dialog box.
This uncomplete FAQ is currently approved for use in these sites only:
€ GameFAQs
€ GameSpot
€ Neoseeker
€ Super Cheats
€ CheatBook.de
If you want to use it in your site, just email me asking permission.

WARNING: This partial guide is full of spoilers.
If you don't like spoilers, then close this window immediately.
If you don't mind getting spoiled, go on reading.

NOTE: This FAQ is based in the 1.04 version of the game.
If you have an older version, you could find some minor differences between the
game and the text.
If you find something I didn't update to the 1.04 version, please email me and
I'll do my best to correct it.


INDEX

1. INTRODUCTION, HINTS
1.1. INTRODUCTION
1.2. HINTS

2. GAMEPLAY ELEMENTS
2.1. HIT POINTS
2.2. MIXING
2.3. QUICK TRAVEL
2.4. SKILLS
2.5. WELLS

3. HISTORY

4. CUSTOMIZING YOUR CHARACTER

5. MAIN QUEST
5.1. THE AWAKENING
5.2. CRYPT AMULET

6. SIDE QUESTS
6.1. HEAVY DUTY
6.2. MARSH CLEANING

7. ENDINGS
7.1. GOOD
7.2. BAD
7.3. DEATH
7.4. DESTROYER

8. WEAPONS
8.1. DEMON OIL I
8.2. DEMON OIL II
8.3. DEMON OIL III
8.4. DIVINE ORE GREAT SWORD
8.5. EXECUTIONER
8.6. FLASK OF INCINERATOR FUEL
8.7. SKULLSPLITTER

9. ENEMIES
9.1. BLOODSIPPER
9.2. FANGED SALAMANDER
9.3. HIVE DRONE
9.4. HIVE QUEEN
9.5. NOXIMANDER
9.6. POLTERGEIST
9.7. SHADOWMIRK ACOLYTE
9.8. SPIRE GUARD
9.9. TAURAX
9.10. THUG

10. PLACES
10.1. ARIDELL
10.2. BORDERTOWN
10.3. CAMP THORNDIKE
10.4. CROSSROADS OF THAERMORE
10.5. ELDERHOLLOW
10.6. EVERSLEEP CEMETERY & FAMILY CRYPT
10.7. GOBLIN CITADEL
10.8. GREAT TANGLETREE FOREST
10.9. GRIMMHOLD
10.10. LAKE ATRIA & LILITH'S HOUSE
10.11. LONELOFT
10.12. MONUMENT TO OOLASEPH
10.13. SALAMANDER PIT
10.14. SALTED COAST
10.15. SHADOWMIRK
10.16. SOUTHERN GATE
10.17. TANGLETREE OSSUARY
10.18. UNDERGROUND REPOSITORY
10.19. VELA
10.20. WHISTLING CAVE

11. LIGHT & HEAVY ARMOR
11.1. ADAMANTINE CHEST PLATE

12. NON-PLAYER CHARACTERS
12.1. EERU
12.2. GRUZZ

13. SPELLS
13.1. BLESS

14. ALL ITEMS
14.1. ARROW
14.2. BANDAGES
14.3. CHRONOMETER
14.4. CRUX OF AGES
14.5. EMPTY FLASK
14.6. FEMUR
14.7. LANTERN
14.8. LOCK PICK
14.9. MAP OF THAERMORE
14.10. SKULL
14.11. TORCH
14.12. WIDGET

15. MISCELLANEOUS JUNK
15.1. CREDITS
15.2. THANKS
15.3. CONTACT


+----------------------+
|+--------------------+|
||1                  1||
||INTRODUCTION & HINTS||
|+--------------------+|
+----------------------+
+-----------------+
|1.1. INTRODUCTION|
+-----------------+
Eschalon: Book I is an old-school turn-based CRPG taking place in the region of
Thaermore, which belongs to a fictional country named Eschalon. The land is
befouled and it will be your job to clear it.
EXPANDING SOON
+----------+
|1.2. HINTS|
+----------+
GAMEPLAY TIPS:
€ If during a fight you just click your mouse continuously on your enemy you
won't last very long. This is a turn-based RPG. You can attack, drink a potion
or cast a spell. Decide well which action you will do. Also remember that
changing your equipment doesn't waste a turn.
€ Remember that merchants buy high and sell low, unless you have great
Mercantile skill.
AREAS TO AVOID UNLESS YOU HAVE GOOD EQUIPMENT:
€ Baron's Thicket. It's full of Raptors, and they are pretty nasty.
€ Crakamir. It's very, very dangerous. There are lots of Goblins, Acid Grubbs
and Taurax.
€ The Marshes of Boradan, in the eastern tip of Northeast Thaermore.
There are around 15 Fungal Slimes.
€ The back entrance, Spider Chamber, bone storage and Proving chamber of
Shadowmirk.
€ Vela. It's full of all kinds of Goblins and there is a Taurax too.
€ Grimmhold's Maintenance Level. It's now Goblin land, and it's more Goblin
filled that Grimmhold's ground level.
LANDSCAPES WORTH SEEING
€ The lighthouse top. It has a great view and it's an impressive experience,
during day and also night (I prefer daytime).
€ Aridell's eastern coast at night, behind the tavern, just south of the
blacksmith. It is a really beautiful view.
€ The Ossuary entrance at night (where Quick Travel is activated for it),
obviously with a torch.
€ Vela at night. It's just fascinating, but in daytime I don't like it very
much. Remember to keep a torch on.
€ The Salted Coast at night. Anybody knows that sea at night is fascinating.
Just don't forget to have a torch with you.
€ The Gulf of Madria, behind the outpost, at daytime is very relaxing.
€ Lorus of Eastleaf's tomb, in Tangletree Ossuary, without the Poltergeist.
€ The Loneloft ruins at night, after clearing them from Taurax and other
creatures.
€ Any area of Great Tangletree Forest at nighttime. The glow worms make it
a great experience. Just be sure there are no Hive Drones.
ENEMY WEAKNESSES
€ When Goblin Bombthugs die, they can damage nearby units, too.
€ When Acid Grubbs die, their splash damage units next to it.
€ Thugs and Goblins will sometimes drop treasure.
AVOID SURPRISES
€ When you are in Tangletree Ossuary, beware when opening coffins or
sarcophaguses. Some contain enemies, most are walking corpses and skeletons.
€ Be careful when exploring the Goblin Citadel. There is a well there which is
diseased with Fleshrot.
€ In the Goblin Citadel avoid like hell touching the golden statue. If you do,
it will call you "infidel", you will be cursed, the area around it will burn,
and around four hackers will appear.
€ In the Mysterious Cave, some powder kegs will explode on you when you get
next to them.
€ In Whistling Cave, in the circular part where you hear bats, don't touch the
thing in the centre. It's infested with Bloodsippers.
€ There's a small pathway in Northeast Thaermore, between two signs that say
"Save time! Quick route to Aridell" in the western tip and "Avoid swamps!
Shortcut this way to Darkford" in the eastern tip. Avoid it unless you have to
go through it to find Mary's wife. As soon as you get the advice "The air seems
strangely still" turn back. If you don't, you will be ambushed by Vidar the
Knife and his band of thugs.
€ In the lighthouse top, beware if you pull the lever. When you get down to the
outpost, you will encounter around twelve Goblins who, obviously, want you
dead. You can avoid it by pulling the lever, doing Quick Travel anywhere and
not entering the outpost another more time.


+-------------------+
|+-----------------+|
||2               2||
||GAMEPLAY ELEMENTS||
|+-----------------+|
+-------------------+
+---------------+
|2.1. HIT POINTS|
+---------------+
Hit Points are the main essence of the game. If you run out of them, you die.
There are four items which can restore Hit Points:
€ Bandages (5 HP)
€ Bread (1 HP)
€ Dried Meat (5 HP)
€ Healing Elixir I (15 HP)
€ Healing Elixir II (40 HP)
€ Healing Elixir III (90 HP)
€ Salted Fish (3 HP)
€ Tuber (1 HP)
You can also heal yourself by drinking the water of some wells (the only two I
remember by now are the ones in Blackwater and Aridell).
You can increase your maximum Hit Points by wearing the Ankh, the Blessed Rope
Belt of the Healer, the Ivory Amulet or the Ring of the Harbinger. You can also
increase it by getting more Endurance. You also get free extra Hit Points when
you level up.
+-----------+
|2.2. MIXING|
+-----------+
You can mix different components to obtain another item. You will need at least
five Alchemy skill points for most mixes. You'll need a vessel, a reagent and a
reactant. Three different things can happen if you try to mix something:
€ If you chose the components well and have the required Alchemy skill for it,
the reagent and reactant will be lost and the vessel will be replaced by the
new component.
€ If you chose the components well but don't have the required Alchemy skill,
all components will be lost and the potion will fizzle.
€ If you chose incompatible components, all of them will be lost and you will
suffer an explosion, which can damage you with up to 20 points of fire damage.
+-----------------+
|2.3. QUICK TRAVEL|
+-----------------+
With Quick Travel you can go quickly to any place you've previously unlocked.
The places you can Quick Travel to are:
€ Aridell
€ Bordertown
€ Grimmhold East Entrance
€ Grimmhold West Entrance
€ Blackwater
€ Vela
€ Loneloft's ruins
€ Tangletree Ossuary's entrance
You can't Quick Travel if:
€ You are in Crakamir (though you can Quick Travel in the lighthouse top)
€ You have the Ceramic Crucible with you
€ You are inside a dungeon
€ There are enemies near you
€ You are overburdened (carrying more weight than allowed)
€ You are poisoned
To unlock Aridell and Bordertown, touch their respective entrance signs. To
unlock both entrances of Grimmhold, Blackwater, Vela and Loneloft, touch the
obelisks. To unlock the Ossuary, touch the marker between the two lights.
+-----------+
|2.4. SKILLS|
+-----------+
ALCHEMY:
Alchemy is the skill of mixing. You don't need any alchemy skill for Healing
Elixirs, Mana Potions, Cat's Eyes and Keensight, but the rest of potions and
imbuing need at least 5 skill points. You can enhance your Alchemy skill by
wearing the Brewmaster's Ring, reading the "The Art of Brewing" book or talking
to Gamfari in Bordertown.
CARTOGRAPHY:
The Cartography skill allows you to use the automap in the right. The automap
won't work until you have one skill point, and you will only be able to show
walls. As your Cartography skill increases, you'll be able to map terrain, paths
in detail, doors, objects, NPCs and enemies. You can enhance this skill by
wearing the Compass, the Scout's Sandals, reading "Mapping Your World" or
by talking to Garrett after giving him back his sextant.
DODGE:
This is a rather nice skill. It gives you a chance (1% per level) to dodge an
enemy attack, avoiding damage and getting him off-balance for one round, giving
10% more ToHit for that round. It's recommended to have it from the beginning,
as it can make you the game a bit easier.
LORE:
This skill is pretty useless when you have the Lore spell, as they do exactly
the same; and if you don't have any Lore skill nor the Lore spell, you can pay a
merchant so they tell you what the object is.
MERCANTILE:
In the beginning of the game, merchants will sell you products at two times its
real market price, and will buy them at half. The more Mercantile skill, you
have, the smaller the breach is. At a very outstanding skill level, you can make
money from merchants by buying and selling them the same item.
EXPANDING SOON
+----------+
|2.5. WELLS|
+----------+
Wells can be found almost everywhere. When you touch them, you'll get a dialog
box: "There is a rope going down the well. Pull it up?". If you click "Yes" one
of these things will happen:
€ You'll find a bucket in bad state and won't drink it.
€ You'll drink some refreshing water and heal yourself a bit, also sometimes you
will restore Mana Points.
€ You'll be infested with a disease.
€ You'll disturb a group of enemies, which will attack you.
€ There is only one case of this: a well in Bordertown contains 14 gold pieces
(the game says someone made wishes).


+------------+
|+----------+|
||5        5||
||MAIN QUEST||
|+----------+|
+------------+
+------------------+
|5.1. THE AWAKENING|
+------------------+-------------------------+
|Difficulty: Very easy                       |
|Objective: Get to Maddock's house in Aridell|
+--------------------------------------------+
As soon as you gain control of the player, you'll find out you're standing
in an abandoned house in a location you don't know anything about. Well,
you don't know anything at all, it seems you lost your memory. Open the chest
next to you, grab the dagger and the sealed note, and read it, it will say
that you must go find a man named Maddock in Aridell. Then go to the yard of
the house, south of it. Examine the barrel and grab the two torches. Then go to
the tree stump to find four potions, a random item based on the class you chose
and some leather sandals. Equip the sandals, and: If you chose Ranger or
Fighter, equip the bows and arrows or the sword as the primary weapon and (if
you want) the dagger as the secondary one. Else, equip the dagger as the
primary weapon. Then exit the house. A Fanged Salamander will wait you in some
ruins. Kill it. Continue north until your path is blocked by a building. Turn
east and exit the city. You'll come to a cross. Follow the sign instructions.
You'll come across two Salamanders. Kill them and cross the bridge. When you
get to the city, touch the city sign to activate Aridell in the Quick Travel
menu. You'll see two locked houses. Go to the first unlocked and talk to
Eleanor. She will tell you where Maddock is and give you access to her "A
History of Thaermore" book, which is inside a drawer (it's not the entire book,
just a part. We don't know what has happened to the rest of the book). You can
also check the ingame year in her desk. When you did everything you had to do,
exit and go south. If you want and/or need healing, you can talk to the priest
(beware, if you chose an axiom that doesn't support healing, he wont heal you
but you have to pay anyways). Then go further south until you reach a little
house. Go in and talk to Maddock. When you finish talking open the chest to
grab the 2nd sealed note and 300 gold pieces. Read the note. You can rest here,
buy more weapons, armor, etc.
+----------------+
|5.2 CRYPT AMULET|
+----------------+----------------------------------------------------------+
|Difficulty: Hard                                                           |
|Objective:  Recover an amulet from a sarcophagus in a crypt in Eversleep   |
|            Cemetery and take it to Lilith, a woman who lives in Tangletree|
|            Forest. She will tell you what it is and what to do next.      |
+---------------------------------------------------------------------------+
This mission consists of two parts. You can skip one if you want, but the
mission will be very harder if you do. If you want to do this the hard and short
way, just go from Aridell all the way west to Elderhollow (you'll come across
some Salamanders, but if you invested well the gold, they won't be a threat) and
go north. Don't go to Grimmhold, go a bit east and then keep going north. You'll
eventually come to North Parish. As soon as you get to North Parish, turn left
and follow the path to the cemetery. You'll come across three Bloodsippers. When
you kill them (you should see also an opened casket) go to the northwest tip of
the cemetery to find the crypt. Looks small, doesn't it? Well, it's big, but now
it's not something to worry about. The only thing to worry about now is opening
the crypt door, as it's locked. You have two options: bash it with a weapon or
try to lockpick it. But there is a method to get the key to it:
Instead of going to Elderhollow, go north when you exit Aridell.
You'll come to North Parish. Turn right and go north until you find a house.
Enter the house and talk to Leurik, who is the cemetery director. Now you have
three different methods to get the key:
1) Steal it from him (it's in a locked drawer in his bedroom, smash it or lock
pick it to open it).
2) He can give it to you for 200 gold.
3) He will trade it to you in exchange of a favour: you must clear his basement
of Salamanders. If you will do this. have some torches and good equipment, as
it's a very dark place and there are around nine Salamanders (you'll face four
or five of them as soon as you go downstairs).
When you broke the door, lockpicked it or opened it with the key; it's time to
enter the crypt. As soon as you get downstairs, you will be in a small hallway.
Walk along it and you will come to a small area with four different ways. Two of
them are closed and one is the one you came from, so go west. Don't bother
waiting for an attendant, as the sign there recommends you.
--MISSING PART--
--MISSING PART--
When you get the amulet, you must take it to Lilith. Exit the crypt (you can use
the emergency exit instead of going all the way around) and now you have to get
to Lilith's house in the "heart of the woods". You have three paths you can take
to get there:
€ The easiest one is exiting the cemetery, going south at the first cross and
then west as soon as you get to South Parish. You'll come to Grimmhold East
Entrance. If you have opened the gates or you are going to open them now, go on
reading. If you didn't, go to the next bullet. Well, after you pass Grimmhold,
ending up in the west entrance in Tangletree, go west. Then, you'll have two
different choices: you can go northwest, across some swamps with Fungal Slimes,
or southwest, through a gap in the forest. When you can't walk west any more, go
north. You'll enter Northern Tangletree Forest. As soon as you get to a cross,
go northeast. You should see a lake (Lake Atria). Go past the lake until you get
to a house.
If you didn't open Grimmhold yet, you have two choices:
€ The shortest route is: exit from the cemetery and keep going north until you
get to Northeast Thaermore. Then go farther north until you get to sea and go
west. You'll come to the Barrier Range Region. When you get to Bordertown, go
south and then west. When you get to a cross, go south. Keep going south until
you get to a cross with two choices: south and northeast. Go northeast all the
way until you get to a house.
€ Else, go south as soon as you get out from the cemetery. Then, go west when
you can't go south anymore. Follow the path to the southeast. You'll come to the
crossing between Elderhollow and Aridell. Keep going southeast and then south.
You'll get into the Salted Coast. Go all the west to the other map, cross the
bridge and when you get to the Ossuary, go east and then north to Central
Tangletree Forest. Go west, and when you reach the western tip (almost at the
limit with Western Tanglewood) go all the way north. You'll get to Northern
Tanglewood. Go northeast at the first cross and follow the path until you get to
Lilith's home.
When you get to Lilith's house talk to her. You can also treaten her, she will
call you "mongrel" and start fighting you (don't do this unless you have all the
information you need).
+--------------+
|5.3. THE QUEEN|
+--------------+---------------------------------------------------------------+
|Difficulty: Hard                                                              |
|Objective:  Kill the Hive Queen for Lilith to finally tell you what she knows |
|            about the amulet. You must bring her the Queen's stinger as proof.|
+------------------------------------------------------------------------------+
So, Lilith wants a favor. Well, let's do it. When you finish talking to her, do
Quick Travel to Grimmhold West. If you didn't activate Grimmhold West, then do
this: Go southwest and then south until you get to Central Tangletree Forest.
Go all the way west and then south at the limit of the map.
EXPANDING SOON


+-------------+
|+-----------+|
||6         6||
||SIDE QUESTS||
|+-----------+|
+-------------+
+---------------+
|6.1. HEAVY DUTY|
+---------------+------------------------------+
|Difficulty: Hard                              |
|Objective:  Deliver a 70-pounds heavy crucible|
|Rewards:    600 gold pieces                   |
+----------------------------------------------+
To start this quest, talk to Erik in the Bordertown "blacksmith". Then you will
be given access to a chest that contains the ceramic crucible which has to be
delivered. Looks easy: delivering an object from one point to another, and also
because Bordertown and Blackwater are both on the Quick Travel menu. Well, it's
not that easy. First, the crucible weighs 70 pounds, so you'll have to sacrifice
some items and/or equipment so you can carry it (a good idea is to store your
most valuable things in some chests). And also, if you have the crucible with
you, you CAN'T Quick Travel. Well, as soon as you get the crucible get out from
the town and do one of these paths:
The easiest is going south, entering Northern Tanglewood, then going south to
Central Tanglewood, then go all the way west, going through the Crossroads of
Thaermore (Western Tanglewood) and finally arriving into Blackwater.
There is a similar method, but a bit harder: instead of going to Central
Tangletree, go to Baron's Thicket (beware of Raptors), then to Vela or Western
Tanglewood and then to Blackwater.
Another path is:
Instead of going south, go east to Northeast Thaermore, south to North Parish,
and when you get to South Parish, go west to Grimmhold. If you have the gates
open, you can just pass through Grimmhold and go all the way west. If you didn't
open the gates yet, do this:
Instead of going west to Grimmhold, go south, then west along the Salted Coast
and then through the southern part of Tangletree Forest. You'll end in the
Crakamir Rift. Just go into the northwest corner of the map (beware of Taurax
near the Loneloft ruins) and you'll get to Blackwater.
When you get to Blackwater, pay the gate tax if you have to (you could use the
southwest entrance, but it doesn't work, the lever just doesn't do anything) and
find the metal shop. Then talk to Gunther and it's all over.
+-------------------+
|6.2. MARSH CLEANING|
+-------------------+-------------------------------------+
|Difficulty: Medium                                       |
|Objective:  Clear the Marshes of Boradan of Fungal Slimes|
|Rewards:    300 gold pieces                              |
+---------------------------------------------------------+
In Bordertown, talk to boatman Philip and accept the quest. This is a short
mission, but not very easy. Well, after accepting the quest go east to Northeast
Thaermore, and there go past the swamps. You'll end up in the Marshes of Boradan
where you'll have to clear it from Fungal Slimes. There are around 10 of them,
along with a dead body, and another one south of that area. When you cleared
them all, Quick Travel to Bordertown (if you didn't get the Quick Travel yet,
just go west from the swamps until you get to it) and talk again to Philip to
finish.


+---------+
|+-------+|
||7     7||
||ENDINGS||
|+-------+|
+---------+
+---------+
|7.1. GOOD|
+---------+
You'll obtain this ending if you kill Gramuk, the Dirachnid, place the Crux on
the pedestal and talk to the Chancellor.
In this ending, you spend three days in Bastion Spire explaining how you
obtained the Crux; but the council doesn't officially recognize you as the man
that recovered it, taking in mind how would citizens react at the truth.
Instead, you are given a small reward and ordered to don't say anything. It's
officially proclaimed that the Orakur were defeated and the Crux was recovered
by the Commonwealth Guard. Then you buy a small piece of land in northeast
Thaermore and build a cottage.
+--------+
|7.2. BAD|
+--------+
You can obtain this ending if you accept Gramuk's offer for the Crux and flee
from Thaermore.
You buy a farm overlooking Thaermore (you're now outside it) and watch the skies
there turn dark. In the local tavern people talk that the Goblins continue to
overtake the lands of Thaermore, killing every human they see and taking down
Blackwater and Bastion Spire. The Chancellor has disappeared. Yet, no one
suspects nothing about your role in Thaermore's downfall. For now, life is good.
+----------+
|7.3. DEATH|
+----------+
Obviously, you obtain this ending if you die. You'll see a message: "You have
died." and a text that varies depending on your axiom. This could be perhaps
considered another bad ending, but the sequence isn't the same.
+--------------+
|7.4. DESTROYER|
+--------------+
This is far the hardest to get ending. To get it, you must kill Gramuk, the
Dirachnid, put the Crux if you want (it's not necessary), and then kill the
Chancellor and all the Spire Guards that appear. You'll then receive a message
indicating you achieved the Destroyer ending.
You buy a farm overlooking Thaermore (you're now outside it) and watch the skies
there turn dark. In the local tavern people talk that the Goblins continue to
overtake the lands of Thaermore, killing every human they see and taking down
Blackwater and Bastion Spire. The Chancellor has disappeared. Yet, no one
suspects nothing about your role in Thaermore's downfall. For now, life is good.


+---------+
|+-------+|
||8     8||
||WEAPONS||
|+-------+|
+---------+
+----------------+
|8.1. DEMON OIL I|
+----------------+-----+
|Type:   Thrown        |
|Damage: 10 points     |
|Weight: 0,3 pounds    |
|Value:  30 gold pieces|
+----------------------+
The Demon Oil I is a multi-purpose thrown weapon that explodes and creates fire.
It can be used to hurt powerful enemies, create walls of fire and destroy doors
and chests. It's not very cheap but very effective. It has three more powerful
versions: Demon Oil II, Demon Oil III and (it's not a Demon Oil but behaves like
it) the great Flask of Incinerator Fuel, one of the best weapons in the game.
+-----------------+
|8.2. DEMON OIL II|
+-----------------+----+
|Type:   Thrown        |
|Damage: 20 points     |
|Weight: 0,3 pounds    |
|Value:  60 gold pieces|
+----------------------+
The Demon Oil II is a medium version. It's not as powerful as the Demon Oil III,
but does more damage and has more splash that the Demon Oil I. It's a fairly
good weapon.
+------------------+
|8.3. DEMON OIL III|
+------------------+----+
|Type:   Thrown         |
|Damage: 30 points      |
|Weight: 0,3 pounds     |
|Value:  120 gold pieces|
+-----------------------+
This is the ultimate version of the Demon Oil, with more damage and splash than
ever! Though it's very expensive, it's worth it. It has three times more damage
than the standard Demon Oil and a great splash. Though it's a very good thrown
weapon, it's just a shadow of the Flask of Incinerator Fuel.
+---------------------------+
|8.4. DIVINE ORE GREAT SWORD|
+------------------------+--+
|Type:   Sword           |
|Damage: 10 points       |
|Weight: 12 pounds       |
|Value:  2700 gold pieces|
+------------------------+
The Divine Ore is the best sword in the game and the non-thrown weapon that
deals the best damage. Of course that it has a downside (you won't find a
perfect weapon): it can only be gotten in one way, and it's hard: you have to
kill Lilith, take the amulet and, when you go to the Underground Repository,
open vault number 15. The prize is yours. And if you're unskilled in swords,
you can sell it for a very big price.
+----------------+
|8.5. EXECUTIONER|
+----------------+-------+
|Type:   Cleaving        |
|Damage: 9 points        |
|Weight: 6 pounds        |
|Value:  2500 gold pieces|
+------------------------+
The Executioner is the best cleaving weapon in the game. It weight surprises, as
it's very light for its offensive capabilities. You can find it in the end of
Mysterious Cave, in a chest guarded by Barrea Mercenaries who made of this cave
their shelter.
+------------------------------+
|8.6. FLASK OF INCINERATOR FUEL|
+-----------------------+------+
|Type:   Thrown         |
|Damage: Unknown        |
|Weight: 0,3 pounds     |
|Value:  400 gold pieces|
+-----------------------+
This is the ultimate weapon of the game. It's two times better than the Demon
Oil 3. It has a HUGE explosion range and deals GREAT damage, though the game
doesn't tell you how much. There is only one way to obtain it: go to the crypt
in Eversleep Cemetery, talk to Hesham and accept his mission. When you bring him
10 Hive Larvae, he will hand over one of these as a reward. He says that he will
use it to incinerate bodies faster, but he believes you'll find some creative
use to it. Use it wisely, as he only gives you one bottle and it's the only one
you get in the entire game. You could reserve it to fight the Dirachnid.
+------------------+
|8.7. SKULLSPLITTER|
+------------------+-----+
|Type:   Bludgeoning     |
|Damage: 9 points        |
|Weight: 8 pounds        |
|Value:  2500 gold pieces|
+------------------------+
The Skullsplitter is the best bludgeoning weapon you'll see in the entire game.
You can think that, as it's the best weapon of the type, it's hard to get. Well,
you're right. It's in a chest with a sliding lock in the Goblin Citadel. Damn.
When you get to the chest, set the slider lock to 66 (thanks Gruzz) and claim
your prize. Then, start skullsplitting (you can try it in the citadel).


+---------+
|+-------+|
||9     9||
||ENEMIES||
|+-------+|
+---------+
+---------------+
|9.1. ACID GRUBB|
+---------------+-----------------------+
|Hit Points:    70                      |
|Armor Rating:  24                      |
|ToHit Ability: 25                      |
|Damage:        12                      |
|Experience:    160                     |
|Special:       Splashes acid when dies |
|Appearance:    Browny green caterpillar|
+---------------------------------------+
An Acid Grubb is a strange caterpillar. There are lots of them in Crakamir, but
almost none in the rest of Thaermore. When it dies, it splashes acid around it.
If an enemy is next to the Acid Grubb when it dies, the enemy will receive
between 10 and 20 damage points. Also, if you are right next to it when you kill
it, there is a small chance that the splash will hit you in a body part and
destroy the equipment you have for that body part. They are a bit slow, so you
can run from them.
+----------------+
|9.1. BLOODSIPPER|
+----------------+-----+
|Hit Points:    17     |
|Armor Rating:  8      |
|ToHit Ability: 7      |
|Damage:        4      |
|Experience:    25     |
|Special:       Flies  |
|Appearance:    Tan bat|
+----------------------+
The Bloodsipper is a tan-colour bat. It obviously flies. You'll find lots of
these in the beginning of the game, and almost none in the end. At the very
beginning, they can be tricky, specially in groups. When you get more advanced
in the game, they will fall easily.
+----------------------+
|9.2. FANGED SALAMANDER|
+----------------------+--+
|Hit Points:    9         |
|Armor Rating:  4         |
|ToHit Ability: 4         |
|Damage:        3         |
|Experience:    8         |
|Special:       None      |
|Appearance:    Red lizard|
+-------------------------+
The Fanged Salamander is the first and weakest enemy you will find in the game.
It will wait you at some ruins just northeast of the house where you awoke.
There are lots of them in the eastern region of Thaermore (both Parishes,
Northeast Thaermore, Salted Coast, etc.) but they are very scarce on other
regions. They will be the first enemy that will wake you up from a sleep.
+---------------+
|9.3. HIVE DRONE|
+---------------+------------+
|Hit Points:    40           |
|Armor Rating:  14           |
|ToHit Ability: 12           |
|Damage:        9            |
|Experience:    60           |
|Special:       Flies        |
|Appearance:    Very big wasp|
+----------------------------+
The Hive Drones are only seen in Tangletree Forest and Whistling Cave. They are,
by far, the enemy you'll more encounter in all Tanglewood. They are the fastest
unit in all the game, so running away from them is useless unless you have the
Haste effect on. I counted around 20 of them only in Central Tangletree Forest
and around 75 in all Tangletree, including Whistling Cave, where the Hive Queen
is. Because of their great numbers and good speed, they can easily surround you,
so be very alert and think wisely what to do next.
+---------------+
|9.4. HIVE QUEEN|
+---------------+-------------------------+
|Hit Points:    100                       |
|Armor Rating:  24                        |
|ToHit Ability: 24                        |
|Damage:        11                        |
|Experience:    500                       |
|Special:       Paralyzes, treasure, flies|
|Appearance:    Ultra huge wasp           |
+-----------------------------------------+
The Hive queen is why the Hive Drones are here. It settled in Whistling Cave and
the Drones conquered Tanglewood from there. The Hive Queen is a very tough enemy
worth its 500 experience points. It can paralyze you, and if you kill it it will
drop its stinger, which you can equip as a weapon. You must kill it and take its
stinger to Lilith as proof so she will tell you what the Strange Amulet is for.
+---------------+
|9.5. NOXIMANDER|
+---------------+---------------+
|Hit Points:    35              |
|Armor Rating:  11              |
|ToHit Ability: 10              |
|Damage:        7               |
|Experience:    45              |
|Special:       Poison          |
|Appearance:    Big green lizard|
+-------------------------------+
A Noximander is an enhanced version of the Fanged Salamander. It's devastating
in the very beginning of the game, because it's a very powerful enemy for that
moment of the game and it can poison you. There are lots of them in the sinkhole
and some in North Parish but they are scarce in other regions.
+----------------+
|9.6. POLTERGEIST|
+----------------+----------------------------------------+
|Hit Points:    60                                        |
|Armor Rating:  16                                        |
|ToHit Ability: 19                                        |
|Damage:        12                                        |
|Experience:    190                                       |
|Special:       Curse, flies, immune to elements, treasure|
|Appearance:    White ghost                               |
+---------------------------------------------------------+
The in-game Poltergeist is very different from the real-life one. This one does
not burn things, turn your torch off or things like that. However, it can be as
dangerous as a real one in some situations. They are immune to normal weapons, I
mean, standard weapons. You must attack them with a divine spell (elemental ones
don't harm them either), special arrows or an enhanced weapon to damage them. It
can curse you (not if you're atheist). When you kill one, you'll have around 95%
chances of getting ectoplasm as treasure, you'll rarely find another thing. The
only ones I saw were in Tangletree Ossuary, and there are plenty of them.
+-----------------------+
|9.7. SHADOWMIRK ACOLYTE|
+-----------------------+-----------+
|Hit Points:    15                  |
|Armor Rating:  2                   |
|ToHit Ability: 3                   |
|Damage:        1                   |
|Experience:    75                  |
|Special:       Ranged spell attack |
|Appearance:    Mage dressed in blue|
+-----------------------------------+
The Acolytes would not be fully thought of as enemies. There are only 8 of them
in all the game and they all live in Shadowmirk's second floor. You can't talk
to them (the game says they are deep in thought and completely ignore you), but
if you attack them they answer you with the Fireball spell. Also, other Acolytes
may get alerted and attack you as well. They aren't very hard to defeat. They
study, live and sleep in the second floor waiting for an opportunity to meet
Erubor.
NOTE: ToHit Ability and Damage are the values that appear in the EXE for melee
attacks, which they don't use; so ignore them.
+----------------+
|9.8. SPIRE GUARD|
+----------------+------------+
|Hit Points:    300           |
|Armor Rating:  28            |
|ToHit Ability: 27            |
|Damage:        15            |
|Experience:    400           |
|Special:       None          |
|Appearance:    Security guard|
+-----------------------------+
The Spire Guards are the ultimate endurance of the game. If you kill the
Chancellor, 16 of them will appear, will call you "assassin" and start fighting
you.  If you kill them all, you get the "Destroyer" ending.
+-----------+
|9.9. TAURAX|
+-----------+--------------------------+
|Hit Points:    140                    |
|Armor Rating:  29                     |
|ToHit Ability: 28                     |
|Damage:        16                     |
|Experience:    50                     |
|Special:       None                   |
|Appearance:    Brown minotaur with axe|
+--------------------------------------+
Taurax are pretty nasty. They can do you pretty much damage, and are hard to
beat even in high levels and with good equipment. There are very few of them in
Thaermore itself (one in Vela and some in Loneloft) but there are lots of them
in Crakamir, and along Acid Grubbs and Goblins. By the time you find one in Vela
while trying to rescue your brother (it's near the prison) your equipment won't
be enough and you'll need help. I recommend killing Bombthugs when they are next
to it and drinking lots of potions. When you get to Crakamir you'll surely be
more advanced and they'll be a bit easier; though still hard. Beware in the maze
in Goblin Citadel, if you get trapped anywhere with two Taurax between you, you
will be very lucky if you manage to kill both and get to Gramuk.
+----------+
|9.10. THUG|
+----------+------------+
|Hit Points:    40      |
|Armor Rating:  13      |
|ToHit Ability: 13      |
|Damage:        7       |
|Experience:    50      |
|Special:       Treasure|
|Appearance:    Pirate  |
+-----------------------+
Thugs are like nowadays thieves. Now that the Commonwealth Guard is gone, they
raid where they want. They often appear in groups, and sometimes with another
unit (in Western Tanglewood they are with a Barrea Mercenary and in Northeast
Thaermore they prepare an ambush together with Vidar the Knife). They are most
seen in the Salted Coast, in the northern part of Thaermore and in the western
tip of Tanglewood.


+--------+
|+------+|
||10  10||
||PLACES||
|+------+|
+--------+
+-------------+
|10.1. ARIDELL|
+--------------+---------------------------------------+
|Located in: South Parish                              |
|Size:       Small                                     |
|Quests:     Main Quest, Transference, Mithril Recovery|
+------------------------------------------------------+
Aridell is a small village in the eastern tip of Thaermore, in a small island.
You can buy and sell items here by the first time. It's just south of Leurik's
house and northeast of Elderhollow. Here you will also find Maddock, the man the
Sealed Note tells you about. He lives just south of the church. In the church
you'll see Father Michael.
+----------------+
|10.2. BORDERTOWN|
+----------------+---------------------------------+
|Located in: Barrier Range Region                  |
|Size:       Small                                 |
|Quests:     Heavy Duty, Marsh Cleaning, The Locket|
+--------------------------------------------------+
Some people were fleeing from their native towns because of the war, and they
got to Darkford's entrance hoping to pass through it and get to Bastion Spire,
but they found the gates closed. So, they founded a camp called "Bordertown"
temporarily until Darkford is open again. There are some shops in this camp and
also lots of missions. There is also a well with some coins.
+--------------------+
|10.3. CAMP THORNDIKE|
+--------------------+------+
|Located in: Baron's Thicket|
|Size:       Small          |
|Quests:     Giant Skull Key|
+---------------------------+
In good times, Lord Thorndike founded this camp and kept the yard filled with
Raptors, men went there to hunt them "at their own risk". Then war erupted,
Lord Thorndike fled and the Raptors broke loose. Now they are all around Baron's
Thicket. There is a chest that has the Giant Skull Omar wants you to give him in
exchange for one of the Goblin Keys, in his words Thorndike once killed a giant
chieftain named Thorus and showed his skull as a trophy, so Thorus couldn't rest
in peace.
+-----------------------------+
|10.4. CROSSROADS OF THAERMORE|
+-----------------------------++
|Located in: Western Tanglewood|
|Size:       Tiny              |
|Quests:     None              |
+------------------------------+
The Crossroads of Thaermore is a small area in Western Tanglewood, southeast of
a small cemetery, where four different paths connect. If you go north, you'll go
to Baron's Thicket and Camp Thorndike. If you go south, you'll come right to the
Southern Gate. If you go west, you'll come to the south entrance of Blackwater.
If you decide to travel east, you'll get into the Tangletree Forest.
+-----------------+
|10.5. ELDERHOLLOW|
+-----------------+-----------------------------------------------+
|Located in: South Parish, Elderhollow Inn Upstairs, A Dank Cellar|
|Size:       Medium                                               |
|Quests:     Main Quest, Mithril Recovery                         |
+-----------------------------------------------------------------+
Elderhollow is the abandoned town you wake up in. It was once a proficient city,
but the Goblins came in great numbers, along with other beasts, and ruined the
town. Some people fled to Aridell, others north, perhaps to Bordertown. The ones
who stayed there died. Now it's infested with Fanged Salamanders and remnants of
war lying about.
+---------------------------------------+
|10.6. EVERSLEEP CEMETERY & FAMILY CRYPT|
+------------------------------------+--+
|Located in: North Parish            |
|Size:       Big                     |
|Quests:     Main Quest, Giant Larvae|
+------------------------------------+
Eversleep Cemetery is perhaps the only cemetery in all Thaermore. It has around
20 graves and an opened casket. There is also a big crypt, about 15 times bigger
than the rest of the cemetery. Inside the crypt you will find Hesham, who is
working in a method to burn bodies easier. He says "Burning one body at a time
in the furnace is just too slow" and will ask you to bring him 10 giant larvae
so they lower the viscosity of the oils (ingame it's hive larvae, you can find
lots in Whistling Cave, near the Hive Queen). When you bring them to him, he'll
hand over a part of the mix as a reward. In the crypt you'll also find "Secrets
of Transference Circuits" inside a drawer in a hidden room beside the south most
one. You'll also see Adler Kedlam's crypt with the Strange Amulet and a skull in
it (beware of walking corpses, you'll face two before getting to it). You will
need the Security Key to access the inner crypt. I don't know where it is (I got
there by lockpicking the door).
+--------------------+
|10.7. GOBLIN CITADEL|
+--------------------+---------------------------------------------------+
|Located in: Rotwood, Eastern Crakamir, Western Crakamir, Goblin Citadel,|
|            Goblin Citadel Level 2                                      |
|Size:       Huge                                                        |
|Quests:     Main Quest                                                  |
+------------------------------------------------------------------------+
The Goblin Citadel is the neutral residence of the Goblins in Crakamir. It's
surrounded by walls and has only one entrance, located in Western Crakamir. In
the northern part there is a dense forest with Giant Spiders. Past the walls
there is a big yard full of Goblin soldiers, and inside the yard you'll find the
entrance to the Citadel itself. It's a strange dungeon, full of Taurax
and goblins. On the northwest tip of the Citadel there is a room apparently used
for human sacrificials, as there is a golden demon statue with human bodies next
to it and a chest with a Sacrificial Dagger. There is also a second level, which
is small related with the first. There is a small yard with spiders, a maze and
after the maze you will find Gramuk to decide how your game will end. Behind
Gramuk there is a small room with a teleporter that leads to Bastion Spire's
fifth and last level; and to Gramuk's left there is a room filled with gold and
treasures. Obviously, both of them are locked with strange Goblin locks, so
don't mind opening them unless you are a true mega master of lockpicking and/or
weapons. Fortunately, Gramuk has the key to the room with the teleporter.
+-----------------------------+
|10.8. GREAT TANGLETREE FOREST|
+-----------------------------+--------------------------------------------+
|Located in: South Parish, North Parish, Northeast Thaermore, Barrier Range|
|            Region, Baron's Thicket, Northeastern Crakamir, Western Salted|
|            Coast, Eastern Salted Coast, Western Tanglewood, Central      |
|            Tangletree Forest, Northern Tangletree Forest, Grimmhold      |
|Size:       Huge                                                          |
|Quests:     Acorn in Extinction                                           |
+--------------------------------------------------------------------------+
The Great Tangletree Forest is great, if talking about size. It also has other
places inside it: Grimmhold, Lake Atria, the Ossuary (in part), Camp Thorndike,
etc. It's now infested with Hive Drones and there are a pair of houses who were
stolen, and their occupants, killed. The only alive person here is Lilith. In a
now abandoned and "Goblined" house lived Mary's father. There is a chest there
secured with a sliding lock. Set it to 167, and you will find a Mithril Long
Sword inside.
+---------------+
|10.9. GRIMMHOLD|
+---------------+---------------------------------------------------------+
|Located in: Central Tangletree Forest, South Parish, Grimmhold, Grimmhold|
|            Maintenance Level                                            |
|Size:       Huge                                                         |
|Quests:     Secondary Water Gate                                         |
+-------------------------------------------------------------------------+
Grimmhold was (and is, though it's not properly maintained) a stronghold which
once bridged the Eastern Gap, but when the Commonwealth Guard went underground
to fight the Orakur, the Goblins raided it (as they did with most Thaermore),
closed the gates and destroyed the main lever to open them. Now the only way to
open them again is to operate the Secondary Water Gate which is hidden deep in
the Maintenance Level, under the fortress, as a dying soldier tells you.
Grimmhold has two different entrances: one is in the northwest corner of South
Parish and the other one is on the northeast corner of Central Tanglewood.
+----------------------------------+
|10.10. LAKE ATRIA & LILITH'S HOUSE|
+----------------------------------+-----+
|Located in: Northern Tangletree Forest  |
|Size:       Small                       |
|Quests:     Main Quest, Mercenary Amulet|
+----------------------------------------+
Lake Atria is a strange heart-shaped lake deep in Tanglewood. Just north of it
lives Lilith, the only alive human habitant of Tangletree Forest. You must take
the Strange Amulet to her, so she tells you what is it. She uses the Underground
Repository's vault Nș 15, where she stored a Divine Ore Great Sword. A mercenary
in Blackwater's tavern asks you to kill her and bring him the amulet, we suppose
he wants to steal the sword.
+---------------+
|10.11. LONELOFT|
+---------------+-------------------------------------+
|Located in: Western Tanglewood, Northeastern Crakamir|
|Size:       Small                                    |
|Quests:     None                                     |
+-----------------------------------------------------+
Loneloft was the first settlement in all Thaermore. Founded in 405, the great
earthquake of 627 destroyed it completely. Now in 725, all the remains of this
settlement are ruins infested with Taurax. Not much is known of this in-game.
+---------------------------+
|10.12. MONUMENT TO OOLASEPH|
+---------------------------+----------+
|Located in: Northern Tangletree Forest|
|Size:       Tiny                      |
|Quests:     Purest Water Quest        |
+--------------------------------------+
The Monument to Oolaseph is a small area located just north of Lilith's house.
It's an area composed of a small mini-garden and a deep pit which in its centre
contains a small piece of land, where is Oolaseph, a talking tree which descends
of the first tree of Tangletree Forest. When you get in front of him he starts
speaking to you and tells you that you must recover a flask of pure water from
an oasis in Crakamir because the Goblins are going to pollute the water of
Thaermore, which would have devastating effects.
+---------------------+
|10.13. SALAMANDER PIT|
+---------------------+--+
|Located in: North Parish|
|Size: Tiny              |
|Quests: None            |
+------------------------+
The Salamander Pit is a very small area located in North Parish. It contains
three Fanged Salamanders, a Noximander, a dead body and a chest. We can suppose
by the Journal Entry the dead man left that he wanted to use the invisibility
potion for the Salamanders to not detect him, put his valuables there and leave,
as he believed that they will be safe there; but perhaps the Invisibility potion
didn't last as long as he expected, or perhaps his smell was detected by the
salamanders. This place can be dangerous at the start of the game, but once you
get advanced, it's a piece of cake.
+-------------------+
|10.14. SALTED COAST|
+-------------------+----------------------------------+
|Located in: Eastern Salted Coast, Western Salted Coast|
|Size: Big                                             |
|Quests: Gramuk's Human Ally                           |
+------------------------------------------------------+
The Salted Coast is a rather big area in southeast Thaermore. It's called that
way because two times a year the tides rise so high that they flood most of the
southern lowlands. The soil along the shoreline is so salted that nothing grows.
There is a man living here, called Paul, that was infested with Fleshrot after
eating an infected salted ham. He knows that Father Michael (the priest you see
in Aridell) is creating a portal for Goblins to be able to get to Darkford. How
he got that information is a long story. Just talk to him and he will tell you.
He has a sort of "blast barrier" in front of his tiny house: a row of powder
kegs linked together by a pull cord. When he sees anybody strange coming, the
kegs explode, taking with them anybody close enough. Now, they are waterlogged
and rotting, and you can't explode them.
+-----------------+
|10.15. SHADOWMIRK|
+-----------------+------------------------------------------------------+
|Located in: Northeast Thaermore, Shadowmirk Level 1, Shadowmirk Level 2,|
|            Shadowmirk Level 3                                          |
|Size:       Huge                                                        |
|Quests:     Main Quest                                                  |
+------------------------------------------------------------------------+
Shadowmirk is a dark, archaic tower built over the water where magic is studied.
It's one of the last defences Thaermore has against the monsters. Usually, you
can only get to Shadowmirk by invitation, and the front entrance is closed by a
portcullis that can be only opened with a lever in the inner yard; but the last
one who went in by its back door left it a bit open. Shadowmirk has 3 floors:
the first floor starts with a hall with a Dimensional Eye. When you beat him you
gain access to the bone storage, the spider chamber and an atrium where you can
find Walter, an initiate. There is also another room with two chests and a
teleporter. The teleporter goes to another part of the first floor, where you
have to shoot a powder keg to gain access to the second level. The second level
starts with a teleporter puzzle. After it you have these things: the
divinational studies room, the elemental studies room, the acolytes' bedrooms
and the Proving Chamber, where you'll have to fight a Raptor and two
Noximanders. When you beat them you gain access to the third level. The third
level has no enemies. You'll only find Erubor there. Erubor is the headmaster of
Shadowmirk, the person you've come to see; and though anybody in Shadowmirk
knows him and where he lives, very few Acolytes were able to meet him, and they
had to prepare for that meeting for years. There is a teleporter that leads to
the exit of the first floor.
+--------------------+
|10.16. SOUTHERN GATE|
+--------------------+------------+
|Located in: Northeastern Crakamir|
|Size:       Tiny                 |
|Quests:     None                 |
+---------------------------------+
The Southern Gate is a bridge through the Crakamir Rift, connecting the human
lands and the Goblin ones. It was officially closed by the Chancellor, and the
Captain at Darkford keeps the key for it. If you give him the letter, you can
take advantage of his drunk state and steal the key. It's in a chest outside his
office. Then, when you get to the gate again, it will automatically fall to the
floor. If you gave the letter to the guards or forgot to get the key, you won't
be able to open the gate; as you can't get to Darkford again and the gate can't
be bashed or lockpicked.
+-------------------------+
|10.17. TANGLETREE OSSUARY|
+-------------------------+--------------------------+
|Located in: Western Salted Coast, Tangletree Ossuary|
|Size:       Big                                     |
|Quests:     None                                    |
+----------------------------------------------------+
The Ossuary is not really located inside Tangletree Forest, it's really between
the southern part of Tanglewood and the Salted Coast. It's a sort of underground
cemetery, which now is infested with undead monsters. Thieves have dropped bones
everywhere in the waiting room and other places too. In the east you can find
Lorus of Eastleaf's tomb, which is one of the few places in the ossuary that has
light. There is a Poltergeist and a sarcophagus containing a Recurved Composite
Great Bow. The sarcophagus is guarded by a slider lock which has to be set to 98
to open. Anything else will trigger a trap which will take away 75 Hit Points
from you. You've been warned.
+-----------------------------+
|10.18. UNDERGROUND REPOSITORY|
+-----------------------------+---------------------------+
|Located in: Blackwater Region, The Underground Repository|
|Size:       Medium                                       |
|Quests:     Main Quest                                   |
+---------------------------------------------------------+
The Underground Repository is an ultra-secure storage service located under the
town of Blackwater. You can only get there by registering under the name
"Foozgrumph" in the tavern in Blackwater and walking through a fake section of
the upper wall. You'll come downstairs to a dark hallway. After walking a bit,
you'll meet a goblin and three guards. That goblin is the Vault Master. Don't
talk to him unless you have the Amulet Passkey 26, the Amulet Passkey 15 or the
Strange Amulet. And if you talk, just show him the amulet. If you say
"Authorization?" or "I think I'll show myself out" the guards will take all your
equipment and drop you into a filthy dungeon cell with two Dimensional Eyes. You
can also see a dead man there. If you show him the amulet, he will allow you to
pass. Then, turn left or right and guide yourself by the numbers in the security
boxes. There are around 30 standard security boxes and three special, fancier
boxes called "DRACO", "OMEGA" and "SOLARA".
+-----------+
|10.19. VELA|
+-----------+----------+
|Located in: Vela      |
|Size:       Big       |
|Quests:     Main Quest|
+----------------------+
Vela was once a proficient city on the shores of Bottomless Lake, but the
Goblins broke the levee that held back the lake, and the city flooded. Now it's
overrun with Goblins and, if you get inside the "City on the Lake", you'll find
many flooded streets, ruined and empty buildings. In a little prison in the west
part of the city, in a small island, you'll find your brother.
+---------------------+
|10.20. WHISTLING CAVE|
+---------------------+-------------------------------+
|Located in: Central Tangletree Forest, Whistling Cave|
|Size:       Big                                      |
|Quests:     Main Quest                               |
+-----------------------------------------------------+
Though it doesn't have very much importance ingame, the Whistling Cave is one of
the most important places in Thaermore's history. This is where Sam of Thorabur
discovered the Crux of Ages in 425 while looking for copper. There are lots of
hidden gems here, use you Spot Hidden skill to detect cracks on the rocks and
grab them. There is also a puzzle here, where levers are. You must pull the
first lever on the left, the third lever on the left and the second lever on the
right. Then, a stone will collapse. You'll find an unlocked door and a locked
one. Past the locked one you'll find a dead man with a Bent Key, a chest to be
opened with it (it contains a Healing Elixir II and a Mana Potion II), A Hive
Drone and a chest secured with a sliding lock. See the plaque above the chest to
see how to unlock it (S=19 + T=20 + E=5 +E=5 + L=19 = 61). Set the lock to 61
(it can be a bit tricky) and inside it you will find 750 gold pieces. In this
cave you will also find the Hive Queen and Gruzz, a friendly goblin.


+---------------------+
|+-------------------+|
||11               11||
||LIGHT & HEAVY ARMOR||
|+-------------------+|
+---------------------+
+----------------------------+
|11.1. ADAMANTINE CHEST PLATE|
+----------------------------+-+
|Armor Type:   Heavy           |
|Body Part:    Torso           |
|Armor Rating: 9               |
|Weight:       11 pounds       |
|Value:        2000 gold pieces|
+------------------------------+
The Adamantine Chest Plate is the ultimate torso protection of the game.
Unfortunately, in this game outstanding items are very hard to find, and this is
no exception. You can only find it in a small area soiled different in the
Eastern Crakamir, and it's guarded by around 8 Taurax and 5 Goblin Hackers. Once
you get it, keep it as it's the best armor in all the game. If you can't handle
its weight, get to Thaermore and sell it. You'll make a HUGE profit.


+-----------------------+
|+---------------------+|
||12                 12||
||NON-PLAYER CHARACTERS||
|+---------------------+|
+-----------------------+
+----------+
|12.1. EERU|
+----------+------------+
|Hit Points:    50      |
|Armor Rating:  14      |
|ToHit Ability: 14      |
|Damage:        7       |
|Experience:    450     |
|Special:       Merchant|
+-----------------------+
Eeru works in Blackwater's tavern. He sells miscellaneous supplies, and also he
sometimes has for sale alchemy items and equipment (He once had for sale a Steel
Plate Armor). He can also rent you a room:
€ If you say your name, he will charge you 30 gold pieces.
€ If you don't say your name, he will charge you 50 gold pieces.
€ If you register as "Foozgrumph", you'll sleep by free in the inaccessible room
and will gain access to the Repository (there is a small section of the upper
wall that can be passed).
If you kill Eeru before getting to the Repository, you won't be able to access
it, and consequently, you won't be able to win the game.
+-----------+
|12.2. GRUZZ|
+-----------+-------+
|Hit Points:    16  |
|Armor Rating:  8   |
|ToHit Ability: 8   |
|Damage:        7   |
|Experience:    20  |
|Special:       None|
+-------------------+
Gruzz is a friendly Goblin who is hiding (perhaps from Gramuk) in Whistling Cave
until war is over. Don't threaten or attack him, as he will tell you important
information about a chest containing a powerful weapon in Goblin Citadel if you
don't harm him. If you want to know the info now, he'll tell you that a chest in
Goblin Citadel contains a powerful weapon (the Skullsplitter) and has a slider
lock which must be set to 66 for it to open.


+--------+
|+------+|
||13  13||
||SPELLS||
|+------+|
+--------+
+-----------+
|13.1. BLESS|
+-----------+-----------------------------------------+
|Type:           Divinational                         |
|Benefit:        +1 ToHit and Damage per casting level|
|Duration:       100 rounds                           |
|Cost per level: 2 Mana Points                        |
+-----------------------------------------------------+
A pretty good and cheap spell. You can get it at the very beginning of the game,
and I recommend you to get it as soon as you can if you have good divinational
skills. Virtuous axiom characters get it at the start of the game and can cast
it at level 1 without needing any Divination skill. I have a personal experience
of this spell changing the tide of a battle: I was trying to kill Lilith for
that shady character in Blackwater. I was starting to lose, so I checked in my
spell list to see what could I do, then I saw Bless and casted it at level 6. As
soon as I casted it, I gained advantage in the battle and ended killing her.


+-----------+
|+---------+|
||14     14||
||ALL ITEMS||
|+---------+|
+-----------+
+-----------+
|14.1. ARROW|
+-----------+--------+
|Type:   Quiver      |
|Weight: 0,1 pounds  |
|Value:  1 gold piece|
+--------------------+
The standard arrow, with no benefits. It's the easiest to get and cheapest
quiver. It's sold in most blacksmiths and metal shops. Sometimes Goblin Archers
drop around 10 and 20 of them.
+--------------+
|14.2. BANDAGES|
+--------------+------+
|Type:   Miscellaneous|
|Weight: 0,1 pounds   |
|Value:  5 gold pieces|
+---------------------+
The Bandages are a cheap option if you can't afford Healing Elixirs. They will
restore five Hit Points when used. You can buy them in any tavern or look for
them in barrels.
+-----------------+
|14.3. CHRONOMETER|
+-----------------+-----+
|Type:   Miscellaneous  |
|Weight: 12 pounds      |
|Value:  320 gold pieces|
+-----------------------+
The Chronometer is very hard to get. You won't find easily someone who can sell
one of them to you, and they are very scarce in barrels and chests. When you use
them, they tell you the ingame hour. I don't know why, but they are very heavy
and somewhat valuable.
+------------------+
|14.4. CRUX OF AGES|
+------------------+--+
|Type:   Gem          |
|Weight: 3 pounds     |
|Value:  0 gold pieces|
+---------------------+
Yes, it's not an error. The Crux of Ages. The legendary gem of Thaermore is
yours. You get it in the Underground Repository, vault Nș 26, along with the 3rd
Sealed Note. And it's not an error that it has no value. It's a very important
item for the ending; you can give it to Gramuk and force a bad end or place it
in Bastion Spire's last level.
+-----------------+
|14.5. EMPTY FLASK|
+-----------------+---+
|Type:   Miscellaneous|
|Weight: 0,1 pounds   |
|Value:  2 gold pieces|
+---------------------+
The Empty Flask is the essence of potions. This is where potions are made and
stored. When you drink any potion, it will turn into this; so they are very easy
to get. You can also buy them from alchemy stores or look for them in chests and
barrels, too.
+-----------+
|14.6. FEMUR|
+-----------+---------+
|Type:   Miscellaneous|
|Weight: 0,5 pounds   |
|Value:  1 gold piece |
+---------------------+
In Spanish, you say "profanador de tumbas". In English, you say "grave robber".
You'll become both of them if you find one in a coffin or sarcophagus. Well, let
me say something: they are completely useless. If you find one, sell it where
you can for 1 GOLD PIECE!? It seems no one is interested in buying human bones.
+-------------+
|14.7. LANTERN|
+-------------+--------+
|Type:   Shield        |
|Weight: 5 pounds      |
|Value:  35 gold pieces|
+----------------------+
Well, it's not certainly a shield. When you equip it, it illuminates your
surroundings like a torch. When bought, it works for 500 turns (some don't
work). After those 500 turns, you must refill it for it to continue working.
You can refill it by putting the lantern as the vessel and Cotton Wick and Oil
as the components.
+---------------+
|14.8. LOCK PICK|
+---------------+------+
|Type:   Lock Pick     |
|Weight: 0,1 pounds    |
|Value:  15 gold pieces|
+----------------------+
The Lock Pick is your best and only tool, among with weapons, to open locked
doors and chests. If you get to a locked door or chest and have lockpicks, when
you try to open it you will be asked if you want to lockpick it. You'll also see
your chances of success. If you click "Yes", you'll see the interior of the lock
with five bolts. If all bolts go down, the object will be unlocked and opened.
If one of them remains up, you will fail.
+----------------------+
|14.9. MAP OF THAERMORE|
+---------------------++
|Type:   Miscellaneous|
|Weight: 0,1 pounds   |
|Value:  5 gold pieces|
+---------------------+
The Map of Thaermore can be found in Aridell's tavern for sale and perhaps in
other taverns too. When opened, it shows a drawn map of all Thaermore. It is
useful to get you orientated in the first part of the game and/or if you don't
have very much Cartography skill.
+------------+
|14.10. SKULL|
+------------+--------+
|Type:   Miscellaneous|
|Weight: 0,4 pounds   |
|Value:  5 gold pieces|
+---------------------+
It's just a human skull. Very found in coffins and sarcophaguses, it has no use
in the game. They're there just to make you a grave robber and then sell them.
+------------+
|14.11. TORCH|
+------------+--------+
|Type:   Torch        |
|Weight: 0,2 pounds   |
|Value:  2 gold pieces|
+---------------------+
Torches are the first item for lighting you'll find. You can lit them anytime,
but you can't hold a torch and bow or a shield at the same time. It lasts about
100 turns, then it consumes and disappears from your inventory. It's overall
cheaper than a lantern and weights less, but lasts less time and doesn't light
as well. You can get these easily from sconces and place one in them, too.
+-------------+
|14.12. WIDGET|
+-------------+-------+
|Type:   Miscellaneous|
|Weight: 0,1 pounds   |
|Value:  0 gold pieces|
+---------------------+
Widgets aren't found anywhere in the game and have no use. You can use them, but
they only say "This strange object doesn't seem to belong to this world". They
are just an anti-crash object: if there is an error creating an object the game
creates the widget so it doesn't crash.


+--------------------+
|+------------------+|
||15              15||
||MISCELLANEOUS JUNK||
|+------------------+|
+--------------------+
+-------------+
|15.1. CREDITS|
+-------------+
The Eschalon: Book I Complete FAQ is being made by soybostero93.
Eschalon: Book I is copyright Basilisk Games. All rights reserved.
+------------+
|15.2. THANKS|
+------------+
€ Thanks to God for everything.
€ Thanks to Basilisk Games for making this game.
€ Thanks to you for reading this.
€ Thanks to Boca Juniors for giving me so much happiness.
€ Thanks to Slipknot, Marilyn Manson, Behemoth and others 'cause they are great.
€ Thanks to Microsoft for creating Windows and Notepad.
+-------------+
|15.3. CONTACT|
+-------------+
E-Mail: soybostero93@yahoo.com.ar
The Drunken Lizard Pub: soybostero93 (user name)

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