HINTS.txt
by Kelandon

This file contains two things: FAQ concerning the parts of the scenario that most commonly give people trouble, and a full walkthrough. The walkthrough is by no means the only way to beat the scenario and may not even be the easiest way, but it is a record of how I beat it.

The party that I used was the default party which I ran through the High Level Party Maker to generate a level 40 party. Probably vastly more effective would have been a party with one fighter and three priests similarly run through the HLPM to level 40, but I haven't tried that.

Well-chosen skills and spells are essential. I relied on not only War Blessing (hereafter referred to as Bless), Haste, and Bolt of Fire, but also on Radiant Shield, Simulacrum, Repel Spirit, Summon Aid, Cloud of Blades, and Divine Restoration.

I describe the essence of each major obstacle in a paragraph marked with stars (***). If you're in a particular dungeon and don't know what you're supposed to do, those paragraphs are the places to start, if you don't want step-by-step instructions but just an explanation of the general premise.

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FAQ
Q: I keep getting blown to hell in the Tunnels by a bolt from out of sight! What should I do?
A: Enter combat mode.
Q: So what do I do about this dark altar that keeps messing with me?
A: Use the ability Ritual of Sanctification on it.
Q: I'm in Machinery. How do I get the doors to open?
A: The basic premise of Machinery is explained in the first few messages. The doors require power to open. That means that the sources next to them have to be lit. Do this by redirecting the beams via mirrors until the beams hit the source.
Q: I'm loaded up with good items. Where can I go to sell them?
A: The only place you can sell items is in the Guardpost. Yes, that does mean that there are extended dungeon crawls during which you can't sell anything you're carrying, but you're in an abandoned dungeon; who do you think is going to buy your stuff? The ghosts?
Q: There are some weird tasks in Central Bahssikava, Western Bahssikava, Under Khar-Grav, and Khar-Grav that I don't understand. Where do I go?
A: The walkthrough has specific paragraphs labeled "TASK" that explain how to complete each of the tasks in that area.
Q: Is there any way to get that inactive portal in Under Khar-Grav to work?
A: No. It used to go to another puzzle, the hardest and most interesting one in UKG. Unfortunately, due to bugs in BoA's beam code, it doesn't work. For various reasons, I decided not to remove the portal. However, you can't ever get the portal to do anything.
Q: Phaedra joined my party, but I don't know how much use she is. Normally she just sits around. Can I make her do anything useful?
A: Phaedra is good for a couple of things. She probably has far higher hp than the members of your party, so she is a great meat shield if something is doing an obscene amount of damage. A single Divine Restoration will bring her back to full. But also, don't forget that you can Bless and Haste her just like a member of your party; spelled up, she is usually pretty active and helpful in combat.
Q: I'm in Under Khar-Grav, but there's a beam blocking my way and I can't go forward! What do I do?
A: You have to turn it off via the control panel in the far southwest of Western Bahssikava. You must know a little bit of Bahssikavan to do that. If you don't, deal with the chitrachs first and then come back.

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WALKTHROUGH

NOTE: This walkthrough lists only what is necessary to beat the scenario. You may wish to talk to more people in the first few towns that I list.

THE TEMPLE OF THE GODDESS
Head west from the start. Kneel before the altar, walk through the doors, and speak to Kass. Wash yourself with the water in one of the pools nearby and cure the acid as needed. Talk to Kass again until he tells you to go to Bahssikava. Exit through the northwest and go north to Bahssikava.

LOST BAHSSIKAVA
Make your way northwest to and through the gates. Head east to talk to Kass again. Watch the cut scene. Talk to Kass again to find out that the secret door is in the southeast. Go through, and fight the lizards. They are not hard; they're just there to show you the sort of thing that you're up against. Note that when they get hurt enough, they retreat and draw you into another combat, against drakes who will fly across a chasm at you. Take the drakes out with melee combat; Cloud of Blades works well on the fire lizards across the chasm.

Keep going east and then south to get to more drakes. The next few fights are also not too hard, so I will say only that you should Bless, Haste, and go at it. There is a secret passage to the south, and another one just west of the water. Head south again to the Tunnels.

BAHSSIKAVA TUNNELS
Proceed north. Fight the slimes who appear around you. Continue north until you start getting dire warnings about magical effects on your mind. At this point, the scenario is different for a singleton and for a party. This is the first difficult fight in the scenario. Before this, you may wish to leave, restore your spell points, cast Enduring Barrier on each of the members of your party, or take other preparatory measures.

*** For a party, here's what's going on: after you walk past a particular spot, your lead character disappears. He is around the corner, spelled up and charmed. If you get too far away from him, out of his line of sight, he teleports near you. This character will stay charmed until you use the Ritual of Sanctification on the altar to the northwest. About halfway there, you will be Slowed dramatically.

Now, I have to admit that I somewhat cheated: I took away his weapon before this combat. Generally, stay far enough away from the charmed character that he doesn't attack you but not far enough that he teleports near you. Make sure that the charmed character isn't near you when you cross the slowing line, because you'll need to Haste several times right after you do. You need to get to the altar in the northwest, and there's a drake lord waiting for you. If you've got one, use an Invulnerability Potion right before you run into the drake lord. Go for the altar first, which will uncharm the charmed character but not unspell him. Then take out the drake lord.

*** For singletons, the obstacles are much the same (drakes, slowing) and the solution is almost the same (Ritual of Sanctification), but you're attacking yourself every few turns. All you have to do is survive your own blows. The advice is much the same, though: use Arcane Shield or an Invulnerability Potion when you get near the drake lord.

When you've beaten the Tunnels, head west to the boat and down the tunnel to the north.

BAHSSIKAVA DEEPS
Head east until you find the two broken bridges; then it's time to head back up and talk to Kass again. Watch the cut scene and then proceed into the Tunnels again, where you should head south and then northeast into the Deeps.

BAHSSIKAVA DEEPS (revisited)
Head east across the river and south to the gates. Notice that you need to fill the missing points in a six-pointed star. As you walk away, pick up one of the six triangles you will need to the west. Now head west, towards the ancient ruins. Go south until you find a niche in the wall. Travel through that into Ancient Bahssikava.

ANCIENT BAHSSIKAVA
While it is not strictly necessary to go south, it makes other things easier and orients you, so head south through the homes and fight the ghosts. Stay back in the tunnel so that you only fight two ghosts at a time and this fight should be pretty easy. Watch out for the priests that charm you. Continue west, wash your hands in one of the pools, and talk to the Friendly Ghost. Tell him that you wish to end the curse and receive his blessing. Pick up the elixir from the west room and head back north. You may wish to go into the Deeps to rest.

*** Then head west. Once you reach the ghosts, know that time is working against you. As soon as you are seen, an altar in the southwest starts generating more ghosts, which can make the fight in that room get totally out of hand if you let it go on for too long. That means you have to get past these ghosts as quickly as possible.

Here's what I did, and I confess I can find nothing to recommend this except that it worked: I Blessed and Hasted my two warriors and Hasted my priest and Radiant Shielded everyone (which reduces the risk of charming from the priest ghosts). Then I charged in, keeping both out of sight of the door so that we wouldn't get charged by the many ghosts that are now alerted. I sent one warriro as quickly as possible down the hall and into the southwest room, just running past the ghosts that he saw, while the other fought off the ghosts in the entry room. I kept both of my spellcasters back, just Healing or sometimes using Repel Spirit, and once using Summon Aid to put a few meat shields in the area so that the ghosts would get distracted with them.

Once the warrior made it to the southwest room in the library, I sent him to the east of the two staircases up to the altar. Still just running past enemies and not fighting them, taking some damage as he went, the warrior reached the altar and used Ritual of Sanctification to destroy it. Then he fled to a corner where he couldn't be hit via melee, and my priest cast Divine Restoration on him (the only time I used this spell).

At this point, we fled. I sent the warrior back up to the rest of the party, and together, they ran to the exit back into the Deeps, where they healed. Then we returned and took on the rest of the ghosts individually without the summoner.

There are two secret passages where you can find things that you need, one on the southwest room that had the altar, and one in the northwest room. Search both and move on to the east to the temple. Slith avatars appear! I handled this fight in a kind of odd fashion: I spelled up everyone, crossed the line to bring up the avatars, and brought everyone in fairly short order up next to the dark altar, with one fighter on each side of the avatar up there. Then I sat back and Simulacrumed the avatars until I had three of my own, which blocked them from damaging  me, and I used Cloud of Blades to damage them. The battle took a long while, but eventually it worked.

Head back to the Deeps to rest if needed. Then head south through the secret passage and descend into the Catacombs.

CATACOMBS
I was pretty sick of fighting at this point, so I decided to head east and solve some puzzles. I descended the stairs to Machinery.

MACHINERY
The basic rule governing Machinery is that the doors here require power in order to open. That means lighting the sources next to them via the beams that are all over the place. The first room demonstrates this: move the mirror straight two spaces north and three spaces northwest until it hits the beam -- that is, put it on the space (24,40) -- redirecting it into the source. Now the door will open.

Another principle that you will need to know is that beams destroy projectors. Move the sw/ne mirror (the one that looks like a line) to the space (31,36) to destroy the west projector. Move the other mirror to the same space to destroy the east projector. Now you can move around in this dungeon.

*** The goal of the dungeon is to get one of the metal triangles that you need. It's in the northwest corner, behind the huge set of doors with four sources next to them. You have to light all of those sources. Three of them correspond to puzzles in different rooms along that hallway. The fourth one you have to light using more creative means.

The first puzzle is in the room just west of the split in the hallway, the door at (24,33). One of the sources isn't lit. That means you need to redirect the alternating beam in the hallway so that it lights it. Move the nearby sw/ne mirror to (23,35), just south of the source. Them move the other sw/ne mirror to (31,35), sending the beam into the projector. Now the door will open.

To solve any of the puzzles, you need to power a source on the far side of the room. The source that you need to power in this puzzle is on the far side of a wall, but you can see it through windows. To power it, first move the nearby sw/ne mirror to (18,19). This gives you access to the other mirrors. Go behind the wall and fetch the mirror next to the control panel. Move it to (28,20). Then move one of the other mirrors to (22,29). Now comes the tricky part. Move everyone off to east wall. Enter combat mode. Send one character to move the last mirror to (21,24) to redirect the beam. Now get out of there; you have a few turns, but if you don't reasonably directly, you may get stuck. Now watch as the rest of the projectors crumble and the beam gets sent into the source that you wanted to light. You've solved the first puzzle.

Leave the room. The door may tell you that it's locked, but if you wait a few turns and try again, it should unlock itself. (What's happening is that the beam that you've redirected to power the door turns on and off every few turns, so it may happen to be off when you push on the door.) Head east to the second puzzle.

Now use the se/nw mirror to send the alternating beam east. Move the sw/ne mirror to (43,30) to power the source that will open the door to the second puzzle. In the second puzzle, move the sw/ne mirror to (35,30) to block the beam so that you can pass. Now grab the se/nw mirror that's a bit farther north and move it to (38,20). Move the sw/ne mirror to (36,25). Now comes the tricky part. You have to get the first mirror one space east, to (36,30). Walking directly  north into it seems to get it off the wall effectively. Once you've positioned it properly,  you've solved the second puzzle. Leave through the door and head north to the third puzzle.

Fortunately this door is already powered, so you don't have to use the alternating beam... but wait, you still do! You have to blast away the beam projectors that are keeping you from getting in. Move the mirror that you used to power the second door all the way up to (43,8). Now enter the room. I recommend using only one PC here (in combat mode) because otherwise it's really easy to get stuck. Move the first mirror to (34,9). Move the second one southwest to block the beam and then keep pushing it west to destroy some more projectors in your way. Leave it at (33,11) and head down to the store of mirrors in the southwest. Now move a se/nw mirror to (30,7). Move a sw/ne mirror to (34,7). Now the hard part: you need to get the second se/nw mirror into (34,9), where the other mirror is, and not get trapped in the process. Once you've done that, you've solved the third puzzle and are ready to open the doors, just about.

NOTE: Apparently there is a far easier way to deal with this third puzzle. Once you've cleared the entrance, go to the library in the southeast, and turn on the beam heading north. Now go back to the room and use the first mirror to redirect that beam into the final source.

Redirect the alternating beam in the halls west again. Move the mirror that you used to power the first puzzle west to (8,35). Now you should be able to pass through the doors.

Head north to the room with the pools. Pass from the darkness into the light -- i.e., touch a dark purple pool, then a blue pool, then a light blue pool. Walk up towards the altar and search the west chest. You have the metal triangle you need, so now you can leave and return to the Catacombs.

CATACOMBS (for real this time)
Head north to the runes. When you've crossed them, more avatars will appear, and I suggest taking them down in the same fashion as I described above: block their way with Simulacrums and use Cloud of Blades until they die. You can also retreat a few steps south and use the statues or doorway to prevent having to fight more than one at a time and mix in some melee combat.

Return to the Deeps to rest after this combat if necessary. Now head north back to the runes again. There is a secret passage along the east wall. Take it east.

*** The heart of the Catacombs dungeon is the spawners. In the hall that you are about to enter, there are a number of runes, each of which will spawn a slith ghost warrior every few turns if the party is in sight. Right before it does, it flashes red. The idea is to stay out of the halls as much as possible. BoA's line of sight is a bit odd, so stay as far away from open doors as you can, too.

There are two ways that you can deal with this dungeon: if you're playing a fairly powerful party (level 60 or above, maybe), you might able to handle heading directly north and fighting your way through the ghosts there while you're being attacked by spawned slith ghost warriors. If you're doing this, skip to the paragraph about shutting off the spawner. If you're playing a party of the appropriate level, though, doing that would be suicide and you'll have to head east.

Now, enter combat mode. You want to move QUICKLY through the halls, and the best way to do this is in combat mode. First go directly east into the nearest door. Bring all of your party members out of sight of the nearest spawners, which are to the north and to the east. End combat mode and close the door. You're safe for the moment.

Next, head east. The room with several pentagrams has a separate trap: mung demons. I recommend going into combat mode, leaving one fighter up by the western mung demons, and using the other to cross the line that brings them up. If you do this right, they won't dumbfound you at all.

Pick up the potions and keep going east. Use the mind crystal. While it is not strictly necessary in order to win, it makes life much easier. Now head back west again.

Do the same sort of thing with combat mode to get to the next room to the east, the one with four coffins. Now work your way east, staying out of the line of sight of the spawners as best you can. It should be possible even without Hasting to get all the way to the corner, the next large room along the south wall of the hallway with lots of books and coffins. From this room, use the far east door to head north, still avoiding the hallway.

The ghosts that appear here should be no sweat at this point, since you've dealt with many like this so far. I'd go for the spellcasters first. Kill them and keep going north. More ghosts, who should be even easier. Dispatch them and continue north. At this room, you actually have to cross the hallways again.

Cross to the west into the room with the statues. This is the most difficult jump of all. You need to get to the next room along the south wall of this hallway, since the room along the north wall won't hide you from the spawners properly. I recommend keeping one character out to watch the spawners and see when they turn red, hiding him right as they do so so that no monster will get spawned, and then on the following turn taking off for the room. If you time it just right, you should make it. Finally, go to the next room to the west, and you're ready to shut off the spawners.

To shut off the spawners, you have to pass three sets of runes. There's a secret passage that will take you past the first set if you know a password, but it turns out that it's probably more trouble than it's worth to get the password. Just walk across the runes and fight the ghosts that appear. Do the same for the second runes. The third has avatars again.

This avatar combat is a bit different, though; you're probably running low on spell points at this point, and the only way to leave and heal is to work your way clockwise again darting in and out of rooms to avoid the spawners, which would be annoying. Thus, with whatever you've got left, you can do the same thing to these avatars, Simulacrum and Cloud of Blades, but it's a slightly different flavor: don't want spell points, because you don't have many left.

Once you've finished that, you can leave and heal if you need, but as I said before, it's a bit annoying. Keep going west into the room that looks like it should be the end... but no. There's another huge, horribly, ugly combat.

Or is there?

The way I beat this combat -- and if this seems too cheap for you, more power to you, but I'm not very good at this game -- is that I just Blessed, Hasted, and Radiant Shielded one character and sent him running through the monsters. Once you hit the lever the monsters die, and the spawners are shut off. You can now walk through the halls of the Catacombs, and therefore, it is much easier to go back and heal in the Deeps. I recommend doing that.

When you return, you can fight your way through the north hall now. The first fight is slith ghosts, which are probably easy now. The second fight has a slight avatar, which gives you the chance to Simulacrum it. The second fight kind of bleeds into the third, but you can separate the two and fight them separately or together; either way, without the spawners, these fights should be routine now.

Enter the first door on the west and kill the ghosts. There's a spellbook with Repel Spirit level 5 there. Behind the second door, there's another metal triangle and a bunch of potions. Explore the rest of the area.

The next important room is in the northeast. It has avatars, mung demons, and a couple of ghosts. I did not actually figure out a way to defeat these enemies all together, but it is possible to lure them out one by one. Retreat all of your characters but one far away from the door. Then stand in sight of just one creature until it comes out and attacks you. Retreat until you're well outside the range of the other creatures, and kill that one creature. If you do this carefully, you can reduce the forces in the room to make the battle much more manageable. I have to admit that it took a few trips back up to the Deeps to rest before I could empty out the room. Search the middle box and you'll get the fifth metal triangle.

At your discretion, you can search the rest of the area. The temple in the southeast has a nice weapon as a reward. When you are done, head to the last remaining door, one in the south wall of the north corridor, next to where you shut off the spawners. Pass through the door to the east, wash yourself in the pool, and ascend to the chest. Take the last triangle and head north, out of there. Climb the slope back into the Deeps.

BAHSSIKAVA DEEPS (yet again)
Head to the southeast corner. Pass the gates and go to the steel doors. Watch as events unfold.

GUARDPOST
Walk south and east down the path to the gates and talk to Kass. Get your new mission. You can identify and sell items here, too. When you are ready, go to the southwest and head down to South River.

SOUTH RIVER
Continue south. There are some monsters at the south end of this town. They're not too hard individually, but collectively they could be tough. Radiant Shield yourself and stay out of the line of sight of the eyebeasts until you've finished off the fungi.

If you decide to go into the tunnels in the north, the monsters shouldn't be too bad, but watch out for different groups coming in from other directions. Basilisks can appear behind you.

Continue south to the River Bend.

RIVER BEND
In the River Bend, there is a pack of dark wyrms. They are not too good up close, but if you let them attack you at range, they'll obliterate you. The key is to engage them in melee one at a time. If you decide to go into the tunnels, the same general rules apply.

Make your way to the southwest and cross the river. Continue north and fight the doomguards. They are not too tough; just Bless and Haste your characters and break them down. Continue north. If you need to rest, take the tunnel to the north and rest. When you are ready to continue, take the tunnel east into Northern Bahssikava.

NORTHERN BAHSSIKAVA
You can ignore most of this town altogether. I highly recommend exploring it thoroughly, but if you don't want to, skip to the last paragraph for this town.

*** The premise here is that chitrachs have infested these ruins. You want to get to the temple in the northwest so that you can get a key that will let you into a room in the school. You have to fight through chitrachs in order to do that.

Head north to the northernmost passage going west. The first few chitrachs are easy, perhaps deceptively so. After that, they get harder, with stranger abilities. The dark chitachs are melee immune, but they don't do a lot of damage except for their blade fields. The null bugs are immune to all spells, but they only have medium-level melee attacks. And so on. Make your way northwest.

Once you reach the northwest corner, the battle should increase in complexity. You have to deal with many kinds of chitrachs at once. My recommendation is to use line of sight, as many times before, to lure out the null bug first, kill it, deal with the dark chitrachs next, and then finally take out the rest of the bugs. When you've dispatched them, head south to the temple.

In the temple, bugs are climbing up through the hole in the ground as you watch. That means that more of them appear every few turns. In order to stop this, you have to push the barrel down the hole.

The way I beat this is that I ran past the bugs, pushed the barrel down the hole, and then fled back and re-grouped. With adequate speed and surprise, it's not too difficult. Then I killed everything but the dark chitrachs, saving those for last since they were the hardest for me but did little damage.

After killing the chitrachs and stopping up the hole, approach the altar. Receive the key and take the bracelet, and head north, east, and then south. Go to the building to the west, which ends up being just south of the temple. Go to the northwest room, and use the mind crystal.

Now you are ready to move on. Go to the southeast corner of the town. From there, head west through the southern-most passage. Speak with the ghost. Now it's time to return to Kass and tell him what you've found. Pass through the River Bend and South River back to the Guardpost. Talk to Kass, get your new mission, pick up Phaedra, and head back south again through Northern Bahssikava beyond the door to the south into Central Bahssikava.

CENTRAL BAHSSIKAVA
*** Central Bahssikava is the beginning of a four-part dungeon, including Western Bahssikavan, Khar-Grav, and Under Khar-Grav. The whole point of this area is to defeat the demon lord who resides in the northern part of Khar-Grav. To do that, you must weaken him and gain reinforcements. There are essentially six tasks, one in CB, four in WB, and one in UKG. These will be labeled TASK.

Head southwest, around the round thing to the entrance on its west side. Walk in, but not too far -- take the path branching up north. Look down on the mine: that's what you're up against. Speak to the Mining Ghost, who tells you to look for important facilities across the river. Leave and go west across the river.

TASK: You must free the mining ghosts in the mine in the center of this town. In order to do that, you have to create a diversion. Go to the southeast corner of town. Fiddle with the controls, and then run (in combat mode) to the north. Cross the river. Hurry back to the center of the mine and kill the haakai.

Once you have finished that, continue west to Western Bahssikava.

WESTERN BAHSSIKAVA
Western Bahssikava is a continuation of the dungeon that begins in Central Bahssikava. Head south and kill the demons in the storage room. Head west.

TASK: Free the imps. First, speak to Boarag near the center of the town. Agree to help the imps. Then leave this area heading west, cross the river north, and head west again through the doors to the crystal area. Continue west, then a bit north, then west again, until you reach the mines with imps. Attack the demon overlords and kill them.

TASK: Free the ghosts inside the crystal prison. Just east of the mines, there's a room with crystals, and in the room to the north, there's a room with elaborate barriers, control panels, and lots of demons. First, you need to defeat these demons. The imps are unusual in that they run up to you and explode; try to kill them from a distance with Repel Spirit. As long as you don't let the imps swarm you, the fight is not too hard. Next up is the puzzle, which is darn near impossible if you don't know at least a little bit of the Bahssikavan language. In clockwise order starting in the west, the control panels are ACCESS, AUTHORIZATION, SECURITY, POWER, and SAFETY. The rules are explained in the script itself (t14Western Ba.txt), but basically, you need to take the following steps: 1. Set SECURITY to LOW. 2. Set AUTHORIZATION to medium. 3. Set ACCESS to high. 4. Set POWER to medium. Then watch as the ghosts are freed. Retrieve the item from the north if you want.

TASK: Diminish Nolagh-Khar's power. In the far southwest, there is a room with a lot of machinery and some demons. You have to defeat the demons, including the Flamer haakai, who blasts fire in a wide radius around him. Radiant Shield yourself to protect from charming and fear, but stay away from the Flamer. Use Repel Spirit to kill all the demons and eventually the Flamer, too. Then use the control panel in the northwest.

TASK: Free the living sliths. First head north and east, almost to the exit to Khar-Grav. Now head south and then west towards the growling and kill the haakia. Retrive the key from the northwest box. Then make your way to the southeast corner of the town. Kill the demons in the prison room (not hard), and if you wish, speak to Ithik in the southwest corner. Then turn the wheel using the key from the haakai's room.

Once you have completed all four tasks, head north to Khar-Grav.

KHAR-GRAV
Head north. If you wish, investigate the houses along the way. Go to the temple, and come from the darkness to the light, as before, touching the purple pool, then the blue one, and finally the light blue one. Pass through the doors behind the altar, and look at the wall to the south. It is breakable. Turn on the beam projector using the control panel, and redirect the beam with the mirror to break through the wall. Then turn off the beam with the control panel. Then walk through the hole in the wall and pick up the key in the desk. Walk to the trapdoor and descend into Under Khar-Grav.

UNDER KHAR-GRAV
*** This dungeon basically consists of three puzzles, the gates puzzle, the fire-walking puzzle, and the unstable crystals puzzle.

Once you arrive, head west to the gates puzzle.

The gates puzzle: four gates, four runes, what could be simpler? Each of the runes triggers gates to move. A 1 indicates that the gate moves, and a 0 indicates that it stays put, going from south to north.
1st rune: 1 0 1 0
2nd rune: 0 1 0 1
3rd rune: 0 1 1 1
4th rune: 1 0 0 1
That means that from the initial position of the gates, all you need to do is step on the 1st, 2nd, and 4th runes, counting from the south, and all the gates will open.

Walk through the open gates south into the portal room. Take the southwest portal to the fire-walking puzzle.

The fire-walking puzzle: SAVE FIRST BECAUSE IT'S EASY TO GET STUCK. The gist of this puzzle is that the space in front of you becomes lava when you step. Start on (3,35). Then walk nw, n, ne, n, ne, nw, w, nw, ne, e, ne, n to get through. Note that you could still get stuck going back, so SAVE AGAIN. Use the control panel to deactivate the power source to the north. Then walk back, not following quite the same path but a very similar one, and then take the portal back to the portal room.

Walk through the northwest portal to get to the unstable crystals puzzle.

The unstable crystals puzzle: your goal here is not to walk within one space of a crystal, because if you do, it will explode, likely killing one of you. Start on (3,7). From there, walk se, s, s, se, e, e, e, ne, n, ne, ne, e, e, e, se, se, s, s, e, e, e, e, e, e, n, n, n, nw, w, nw, nw, nw, n, nw, nw, and then straight west through the door. Use the control panel to turn off the power source to the east, and walk through the door to the west and back through the portal to the portal room.

Now, if you like, you can see your handiwork by going through the portal in the northeast. The power is shut off! Return to the portal room and exit through the gates to the north, and climb back up the ladder to Khar-Grav.

KHAR GRAV (for real this time)
*** Khar-Grav is the seat of Nolagh-Khar's power. The demon lord himself is in his palace in the north. Various other sizable houses are nearby. You shouldn't try to take on Nolagh-Khar until you're ready, though.

Head back south to the junction near the entrance to the town, and this time go west. You can enter the first door you come to in the south and go into the east room to rest. There's a secret passage with a ghost in the east wall.

Then continue west. The demons in the hall are the same as always. If you wish, enter the house to the south and speak to the ghost, pick the potions, etc. Continue west and turn north towards the huge statues. Enter and turn east, into a combat with winged ghosts.

The imps being on your side make this combat a bit easier, since they seem to distract the mung demons. You can just use Repel Spirit to kill most of the demons from a distance and bring your warriors in to mop up the haakai at the end of the fight. You can kill the other demons in the area if you want. When you're done, head north and kill the group of demons at the turn in the hallway. Turn east.

You can explore the nearby area if you wish. A book of Arcane Summon is to the southwest. Nolagh-Khar's personal chambers are to the southeast (but don't touch anything). When you're finished, head east to Nolagh-Khar himself.

With adequate support (at least three or four tasks completed), the N-K fight should go reasonably well. The first step is to make your way deep enough into the battle that the reinforcements arrive -- it happens when you cross a certain line going east. From that point on, the battle is large and complicated, but not necessarily that hard if you keep your allies in front of you and use Repel Spirit on a regular basis. Don't get near enough to N-K that he can hit you in melee, or else you'll die. Hit him with Repel Spirits until he dies.

Then follow Voss's directions through the east wall and down into the Small Basement.

SMALL BASEMENT
Speak with Voss. Then speak with Ithik. Receive your reward. Then head out the northern of the two passages, and go back to Ancient Bahssikava. Speak with Khassper again and continue to the northeast corner, where you can exit and return to the Guardpost.

GUARDPOST (yet again)
Talk to Kass and get your new mission. Rest as needed and then proceed north to the boat. Take the boat to North River.

NORTH RIVER
*** This area is infested with golems. You're trying to get to the far northwest, but to do that, you have to take a circuitous route around.

Head east and fight the granite golems. They aren't very smart, and they shouldn't give you much trouble. Progress north, fighting off the golems as you get to them. Watch out for granite golems coming up from behind you. Once you reach the jeweled golems, the fights get a bit harder, but a few Unshackle Mind spells and you should make it through. Head back to the guardpost to rest as needed.

When you reach the golem factory, you'll find more undead. They shouldn't be a problem with the weaponry you've acquired. If you have any trouble, use the doorways strategically to fight fewer monsters at a time and use Repel Spirit liberally. The descending tunnels that follow are narrow and contain exploding golems, but the first combat should not be too bad. In fact, you can use the exploding golems to do damage to the ice golems. The second one, with the huge exploding golems that do unblockable damage, however, requires some work. I recommend letting the golems come to you and just being fully healed up when the explode; the unblockable damage will kill a character if it drops his health below zero, though, so make sure that your char has well over 200 health points left.

Proceed south and then west. Enter the door to the north and kill the golems. Turn the wheel and walk through the gate to the west. Enter the room and kill the golems. Again, it's hard to kill the exploding golems at range, so you may just have to heal as best you can and then take the damage. Head east, walk through the secret passage in the wall, and head north. Through the door to the west is the Demon Golem's room.

The way I survived this combat was that I stood at the door and Phaedra charged in and took the majority of the damage for me. A single Divine Restoration after she had sustained massive amounts of damage was sufficient, and meanwhile I was able to take cheap shots around the edges with my warriors.

Kill the Demon Golem and enter his office to the north. Read Ithik's note in the desk. Use the passage in the southwest to rest if needed. Then climb the ladder to Mount Galthrax L1.

MOUNT GALTHRAX L1
*** Mount Galthrax is a three-story dungeon. Basically the entire thing is preparation to fight the dragon lord of the mountain, Galthrax. You can do two things: increase the support you have following you, and decrease the support Galthrax has against you. Every skeleton warrior in this dungeon is one of Galthrax's guards, and every one that you kill outside of his room is one less that you have to fight at the same time as you fight him. There is also a factory of undead that you can shut down. Also, to gain allies, you can free golems from captivity.

Head north to the secret passage and then the trapdoor down to enter Mount Galthrax L2.

MOUNT GALTHRAX L2
Walk out of the room that stores food and head north. Fight the undead in the lake room -- just take on one side of the lake at a time. Then head east and take the southern-most east tunnel.

Flip the level in the south. This will open up a path to another lever. Flip that lever. Keep flipping levers (and fighting undead as they come) until the path to the door in the southeast is clear. Open it and fight the Flamer.

Head north and take the northeast passage. The first set of runes calls up some undead. The second set brings up some gazers and eyebeasts. At this point, both should be fairly easy. Continue northeast until you reach the doors.

It is possible to win this fight with just Bless, Haste, and Radiant Shield (and Healing, of course). Use Divine Restoration and Repel Spirit as needed. When you have won, speak to the Experimental Lich and then rub out the red rune to free him. Search the book on the pedestal to get the instructions and then use them on the control panel. Free the golem and tell him that you're here to fight the dragon. Then head south and out the tunnel, back to the lake room.

Take a detour to rest if you need. Then head through the northwest passage and climb the slope back up to Mount Galthrax L1.

MOUNT GALTHRAX L1 (revisited)
Head southeast and kill the undead in your way. Turn south and then west at the next fork. Enter the room with Ithik and speak to him. Go through the secret passage in the south so that you will be able to find it if you need it later. Then head east again. Turn south at the fork. The undead coming up is a Zapper, and he's surrounded by allies, but a series of Repel Spirit spells should do the trick.

Leave and head north, finally heading northeast at the first fork you came to. If you want, you can make your way to the northwest corner of the town, fighting off undead. You can also proceed to the northeast, looking out over the cliff. When you are done, continue to the southeast, winding your way around until you reach the doors. Enter the doors and head east. Enter the room with stairs and head down them.

Now you have to face a big room full of undead. My recommendation is to kill the Field Shooters first, the two skeleton warriors on the near side, and then try to get the liches and others. Bless, Haste, Radiant Shield, and go. Proceed south and kill the undead in the next room (much easier). Rest if necessary, and then go back up the stairs.

Head west and then south. Kill the undead. Continue south. Kill more undead -- the real danger here are the spellcasters in the west, so hunt them down as quickly as you can. Then head east. Take out the melee undead first, because they are much more dangerous than the vampire or the spirit. Then head south and then turn east.

The battle with Dargenloth is a bit unpredictable. He uses his zap ability only occasionally, and the Goblin Punch necromancers obviously behave randomly. What helped me was getting rid of the melee fighters as quickly as possible and getting Phaedra in on the action (so that she could divert some of the damage). Have patience with this combat; it's long, but as long as you stick with it, it will work out.

Pick up the Phoenix Egg from the north cabinet, and head west. Rest if necessary. Explore the rest of the town if you want. When you are ready, return to Mount Galthrax L2.

MOUNT GALTHRAX L2 (revisited)
Go back to the large room in the east of town with the blue runes in the shape of three X's. Go to the room immediately south of that, and then head east. Kill the undead. Go north. Kill the undead. Go north again. Kill the undead. Look in the room to the west. Toss your Phoenix Egg into the room and close the door. Wait until it destroys the room, and then leave to the south. Head to the south passageway and take it east to the slope going down. Explore the rest of the town if you wish. When you are done, you are ready to descend into Mount Galthrax L3.

MOUNT GALTHRAX L3
Head west and north. Fight off the undead. Enter the room to the east. Kill the spirits and keep going east. Battle your way through the liches -- at this point, you should be at a high enough level with strong enough weapons that they'll be easy. Use the control panel in the corner, and then head west and north.

At the intersection, turn west. Then take the next turn south. Go through the west door. Go through the third door on the north side and kill the Flamer. Then turn south. Rest if needed.

Enter the temple and kill off the Healer. I recommend getting Phaedra in the way, because some of those monsters can do a lot of damage, and Phaedra is good at taking damage.

Exit the temple and return to the passageway. Continue west until you get to the insubstantial part of the wall. Go through the secret passage to the west and watch Vishanth and Galthrax. Then head back into the passage and attack Vishanth.

Get your warriors out in front, Blessed, Hasted, and Radiant Shielded. Get Phaedra in with them, and let the melee fighters come to you. Take them on as they come to you, and you should be able to destroy them. Get Vishanth along with the melee fighters, and save the Necromancers for last. Once you've won this fight, I recommend that you leave and rest and use Enduring Barrier on all of your party members.

When you are read, return and approach the gates in the north of Vishanth's room. Pass beyond them. Go through the library. There's a secret passage in the northeast. And as you pass beyond that wall, that creaking sound means that you're trapped. Keep going into Galthrax's room and speak to him. Don't agree to serve him, because that would just be stupid. Prepare for combat right now, and when you are ready to fight the dragon, charge him.

Have fun. :P

When you are done, exit through a secret passage in the southeast and walk north. Leave to the north and watch the end of the scenario.

Congratulations, you've beaten Bahssikava!