Faery Tale Adventures II |
|
佚名 |
NOTE: THIS IS AN ATTEMPT TO COMPILE INFORMATION ABOUT FTA2. EXTENSIVE SPOILERS ARE CONTAINED HEREIN. READ AT YOUR OWN RISK OF RUINING HOURS OF FUN EXPLORATION AND DISCOVERY.
Important items are marked with an asterisk (*)
Critical items are marked with an exclamation point (!)
Directions are given in the unrealistic, but simple format of left, right, up, down, all
in relation to your screen. This is done because North, South, East and West are somewhat
tough to follow on the main screen.
General Note
One of the more successful tactics in the game is to "unband" then explore using a single character who carries the best equipment available while the other two wait in a safe location. This tactic is particularly effective once the spell "Rejoin" is learned, as the other brothers can then be summoned on a moments notice. In Padavis, one brother is more than enough and the others will probably not get into too much trouble... This appears to be a "take everything you can" game where there are no negative consequences for stealing, literally, everything you can pick up. In the beginning you will need to do this to get armor and weapons, but later, when you have found incredible riches, you may decide to be more noble.
CHAPTER I - THE SIMPLE TOWN OF PADAVIS
Yea, verily, yea merrily, just plain yea.
You begin in the simple town of Padavis, home of rogues and cutpurses. Before you is the statue of the three horses with three conspicuously empty slots in the base. Behind you a rat scurries about and a rat-hole is easily seen. As the game manual suggests, you should go on in to the Inn. Doors on the left, no shoving.
THE GLASS SPARROW INN
Human occupants: Mrs. Riddenbutter, Gwen Riddenbutter, Moreton, Trafford
First level items: Oil lamps (2), Sextant *, Bellows (2), Scrolls (3),misc. food
The first scroll on the bar is the Song of the Golden Apple,talking about the theft and dispersion of the golden apples and the need to replace them (duh). The second scroll on the bar is the Glass Sparrow Drinks Menu and contains nothing of major importance. The third scroll,found in the bedroom on the first level is from Gwynnthelene. She is writing on behalf of her master and she refers to Kram the Mad and a Tesserect Key. The most important item here is the Sextant, which will give you your map coordinates when you use it. Keep it and do not abuse it.
The residents have a number of interesting things to say. Mrs. Riddenbutter refers to the "wizard's stronghold" and Gwen refers to the "man in the woods" who will trade with you "if you look right." Moreton speaks of a haunted castle. There is also a bulletin board containing notices about the following people, places and things: Caladrin's Blacksmith, Weapon Training, Moon Temple, Goblin Village, Castle Jovanic, Sorcerer's Lair, Spell Training and a parchment seeking volunteers to maintain the statue of the horses (Holy Pigeon Poop, Batman! What an ignoble fate!). The lower level of the inn contains a number of kegs along with food supplies, evidence of rat activities, rats and some supplies: oil lamp, light blue potion ("LBP"), a bow and twenty arrows. The rats will need to be killed. The rats stop moving when they hear flute music, so...
Second Level Human Occupants: Trelawny
Items: Book of Artifacts and Relics, Vanquish Graveborn, Minor Healing, dark blue potions
("DBP") (x3), LBP, The Book of Six and Ten (I of VI), Bellows.
Trelawny speaks longingly of the Flagon of Everpouring Mead, but the Book of Artifacts and Relics speaks much more authoritatively about Kram the Mad, his nemesis and the magic sword Cauldera. There appears to be something under the bed in the back room. For reasons explained later, I believe this may be the Map of Ages, but I may be way off, too. No known way to reach this yet...
JAR DIGHTON'S HOUSE
The house next door to the Inn contains a sliver plate and two books.
The first is the Diary of Jar Dighton and the second is a Log of Padavisian Crimes. Both
reveal much about Dighton and Padavis, including the following points:
- there is a rat problem in Padavis
- Tessay is named a thief
- Dighton was involved with rebels over in Darnoc - he intended to organize a revolt
- Reference is made to Sariloth
- Jorl Sebrinak was abducted
- A tree bearing carvings about Keyser Sose was chopped down and sold to the peddlar
- Vakirin was robbed
- Wyverns circle near Padavis
- Birket Stonewheel annoys folks by singing love songs into the wee hours of the morning
- Cheryl Danby was abducted
- A shadow creature was seen within Padavis (and under a child's bed)
- Semink's Nectarine Orchard was looted
- Eric Shantipol killed Pylanthius Athentroch in a duel
- Egarsh has been caught pick-pocketing for the eleventh time (11 lashes... OUCH!)
- Notes re Dark Elves
- Theory that the Wizard was back from the dead
- Meeting with Wort to discuss the Rats.
So much for the theory of the quiet town of Padavis!
Dighton himself is a wanderer who can be found about town. He is the Sheriff of Padavis and was the Captain of the Guard in Darnoc. He will teach swordplay or shieldcraft for a fee - starting at 500 sovereigns and increasing as you become more skilled.
Behind Dighton's House
Several mushrooms may be found as well as a minor healing scroll.
House near inn (Lower Left direction from statue)
Contains a flute, bellows (x2), DBP, scroll. The scroll is the Legend of Venom, a magic
sword, and it speaks of the sword's creator Shaman Frollo.
Next house down (Lower left)
Contains another oil lamp, a silver plate and LBP
Vakirin's House (Lower left, near lower gate)
Vakirin speaks of love potions and l'amour for reasons which will become clear later. Her
house contains a crystal ball with no known use, a DBP and a caustic ward scroll.
Kwarrel
As you walk in the area near the lower gates of Padavis, Kwarrel will approach, speak to
you and croak. His wife and child were kidnapped by goblins and he wants your help. Since
he's dead now, you can take his stuff to assist you. It consists of a broken sword, a
goblin skull, a pouch, 6 gems, a flute and 3 gold. Don't use it all in one place...
Egarsh
Another wanderer, Egarsh has no kind words for anybody. If you feel like hearing the
abuse, however, feel free to engage him in dialogue.
Peasants, Merchants and Children
Several generic types are wandering about. They all seem to share a similar set of
responses, but more investigation is needed to see if the child who saw the shadow
creature can be found...
House to Left of Lower Gate
Contains an acid beaker, DBP, pillow and, under the pillow, a scroll of minor healing
CALADRIN'S GENERAL STORE
There are many inaccessible goods in the store, including cloth, pouches, plates and cups. The accessible items include 2 DBP, 2 LBP and a scroll of bounty of the earth. Caladrin himself is a personable chap who sells all sorts of things: DBP (25), LBP (30), Silver Potion (50), Sack (7), Empty Bottle (2), Small Steel Box (25), Chest (30), Steel Box (35) Pouch (12), Beaker (3). I do not recommend spending anything here because you'll get all of these and more later.
MILKWOOD MILL
Above the general store the mill can be found. Its proprietor, Ulinarius, sells spell scrolls and training. Again, training is not recommended at start - save your money for those expensive spell scrolls. Scrolls available here include Freeze, Chill, Major Heal, Shocking Touch, Terror, Meteor Shower, Battle Fervor, Acid Spray, Falming Orb. Prices are steep, at least 525 gold each and some as much as 700.
MOON TEMPLE (Left of Mill)
Attached to the mill is the Moon Temple. The Moon Priestess is a healer who, in addition to offering to heal you for a fee (don't - you should have plenty of healing capacity yourself) refers to a "key to the astral plane" which is supposed to rest inside the sorcerer's lair to the south of town. She cautions you that demons guard the key, though... She also invites you to use her library Contents: Purple Mana, LBP, Vanquish Graveborn, Scroll re types of restore potions, scroll re enchanted weapons, fruit, plate, six books and two parchments. The books, in order, speak of the following: 1) the Three enemies and the theft of the fruit of the tree of life, 2) The Red Castle of Teeth to the East, 3) (Purple) History of the Moon Priestesses, 4) The Enemy who Burrowed, 5) The Legend of Attentroch, the Golden Rope and the Seven Beasts, and 6) the Tower of Malice in the West. The parchments refer to the dwarven mines and a stone that drained the writer. This writer exhorts the reader to "wade through a river of lava" if necessary to reach the stone. The second parchment speaks of joining order and chaos to the mortal realm to lead to an age of enlightenment. No literary analysis will be performed here.
BLACKSEED GRANARY
Run by One-Eyed Wort, there are only two things of significance here. First, Wort wants the rats killed. Second, the lower level of the mill contains several rats and a chest which holds Blue Mana, a potmetal short sword, a bronze long sword and a scroll of icicles. All are worth having, even the chest. Wort does not seem to react to the death of the rats...
HILDEBRAND THE BLACKSMITH
Despite Dighton's continued arrests of Hildebrand for drinking, starting fights and raising hell, Hildebrand appears to make decent weapons and armor. Actually, the only weapons and armor you won't have to kill people for in Padavis other than those in the Inn and Granary. Prices are not listed here but should be compiled by some enterprising soul. While you can get much better armor and weapons elsewhere, you may need to travel, and the countryside is rough. Forearmed is ... well, better than dead, so stock up, people!
THE THIRD EYE ODDS & ENDS PEDDLER
The peddler here buys a wide assortment of items at ruinous rates. He's the only game in town, though, so at present you should probably buckle down, bite the strap and offload ANYTHING you don't have equipped (plates, cups, lamps, pillows, etc). You should be able to afford at least one decent potmetal breastplate, and probably more when all is said and done. See suggestions, below for an alternative, though. The trader has two scrolls lying on his counter. The first talks about the types of healing potions. The second appears to be a random set of notes to himself which is noteworthy only because he talks about getting the MAP OF AGES* from Riddenbutter's. Holy cow! Where's that map?
ROYAL COACH HOUSE
Birket Stonewheel can be found here and he will arrange travel for one or more of the brothers at any time. Note that it is cheaper to send only one brother than all three, and points farther away (logically) cost more. Costs have not been assembled...
BIRKET'S BIRCH
Birket's home contains several goodies: DBP (x2), scroll - Ode to the Tesserect Key, a box and a secret love letter to Vakirin.
THINGS TO DO
1) Kill the rats. No known reward at this time, but this may build up
one of the brothers' skills.
2) Take love letter to Vakirin. She will give you a return letter to Birket, and you will
have brought two people together.
Awwww =sniffle=. Now where's the cash? Birket gives you a coach pass as a reward. A coach pass? Big deal, you think. Ahhh, but wait! That pass will take you anywhere the Royal Coach travels. For free. You could go off to points unknown. You could go to Karminac to get superior armor. You could go to Maldavith to get good resale prices for your loot. You could go to Pentere to steal (oops!) talk to the nobles... There are many possibilities. Where will you go today?
CHAPTER 2 - THE LANDS SURROUNDING PADAVIS
This chapter covers the features in the land surrounding Padavis. Features like sticks, fruit, herbs, mushrooms and so forth are not included as they are both common and not particularly useful. This chapter does include the following (in no particular order): Magic Fountain Cave; Big Rock Cave, Krone's Cave (Dark Elf Expedition), Dark Adept Cave, Rosewind, Gowin's House, Goblin Cave, House of Rifoss, Kobold Cave, The Cemetery, Gutzon's Bomb Factory, The Cave of the Blind Fish, Goblin Fort, Castle Jovanc, Bandit Cave, Obelisk locations, various campsites, locations of Traders and general observations about the countryside. The real Wizard's Cave (643/573) is omitted temporarily because it is too tough for beginning characters. The Demon-face Spell Emitter (blasting a magma bolt every few seconds) is your tipoff for that little tidbit. Each of the major locations are provided a location using the Sextant from Padavis, so, for all of you who are wondering what to do when you get tired of killing rats in Padavis, pick a destination and go. Enjoy!
Oh, and one last thing. Several of these locations are DANGEROUS. Save early, save often. Let's be careful out there...
Farmer John
Just outside the gates to the South of Padavis you will find Farmer John. This is just mentioned because characters are seldom seen outside of cities. He doesn't appear to have any functions...
The Cemetery 859/706
You may have seen the fences of the Cemetery from inside the Northern section of Padavis. It is a grim place, haunted by three Zombies who will regenerate every time you return to the cemetery (and sometimes while you're in the cemetery!). The Zombies are not particularly tough unless they mob a single character... There are some sixteen tombstones inside, each with their own inscriptions, including the final resting place of the left big toe of the great warrior Pylanthius, Goode (His Death Wasn't So) and one entitled "Flesh Wound, My Arse!" Check them out, it's worth a minute or two. Also worth a moment's time is the scroll of electric arc hidden next to a stone post on the top wall (2nd or 3rd post from the front).
House of Rifoss 927/843
"When among consenting adults, why not?" This befuddled oldster bears more than a passing resemblance to Kram the Mad... but no effect is gained from dropping Caldera on him... maybe he does something else... Don't bother killing him except to recover quest items you drop on him... he doesn't seem to give things back...
Kobold Cave 924/947
The Kobolds tend to attack en masse with light armor and rather inferior weapons. You can gain a scroll of surestrike, a steel greatsword, a bronze shortsword, a scroll of sun flash, bronze breast plate, bronze shield, violet mana and a gem stone (under the rock near the entrance) in addition to any loot from dead Kobolds.
Dark Adept Cave 653/883
The broken sword in front of the entrance ought to be a warning - BAD THINGS INSIDE! The dark adepts attack with violet (acid?) magic doing massive damage to all party members simultaneously. BEWARE. They can kill your group rather quickly if you are not careful. In addition to the adepts' gear you can get a scroll of surestrike, a bronze dagger and gold. Acid shield is the way to go...
Rosewind the Healer 690/890
In addition to healing the brothers for a fee, Rosewind has interesting information including: Argus in Maldavith has the best blades for sale in Farr; Saldonaa-ar sells magic items; Faa-tavel teaches spells to virtuous humans; armor can be purchased in Darnoc to the North or Pentere to the North-East. Lying about on the ground are a blanket, an empty leather pouch and Rosewind's Lute. No known use yet...
Gutzon's Bomb Factory 831/955
After Gutzon is dealt with (he doesn't appear to enjoy being disturbed) you will find a scroll of will barrier, parchment (How to Make A Goblin Bomb), several goblin bombs ("Don't stack goblin bombs - OUCH - Carla") a steel log sword, steel breastplate, and a parchment speaking of the Blind Fish Cave. Whee, time to blow up things!
Goblin Cave 701/932
The Goblins are basically cake - as long as you don't let them riddle you with arrows from a distance. his site is a perfect place to stock up on arrows, though, so long as you're taking them from goblins and not vice-versa. You can score a sack with five normal mushrooms, 12 gold, a scroll of cushion of air, and a blue mana, a tapestry (?) 4 Cyclone Arrows, a hide shield and goblin equipment. The funky-looking mushrooms will poison you. I didn't notice any gains from eating them... urp!
Gowin's House
Gowin appears to be a big Orc. He has good weapons and armor, though, so maybe he's a Troll. Or possibly an Ogre. In any event, he's unhappy to see you too, so you can take the following from the former homeowner's corpse and estate: empty beaker (x2), beaker of yellow acid (x2), steel greatsword, wood shield, steel breast plate, steel boots, steel gauntlets, gold and a cup. The empty beakers can be filled at the steaming yellow cauldron on the premises (for those of you of a more destructive bent). Oh, by the way, don't ever try to stack acid... oh dear, you didn't... oh, I wonder if those stains will come out...
Fountain Cave 613/803
It is a wonder that the goblins and oozes inside fight for this particular real estate, but the magic fountain inside can recharge wands used to blast the aforesaid protectors of the fountain... how odd. Of course, the standard corpse-robbing tactics will yield some return for this little venture.
Krone's Cave 636/918
The cave is named for Krone, the poor sap in front clutching a scroll entitled "Last Words of Krone the Miserable." The scroll speaks of the Overworld, but more interesting stuff lies inside the cave. After defeating bats and slimes, you will find what appears to be the remains of a Dark Elf expedition! There is a scroll entitled "Expedition Log" and it speaks of Kaidar's Gift, Hethrallin and the Dark Elves. The scroll is found inside an abandoned pouch along with a scroll of minor healing, gold and a DBP.
Cave of the Blind Fish 756/557
Drethnok Goblins inhabit this squishy excuse for a cave - don't mind the water, it's only shin-deep. The antisocial bum named Havelock will confront you in very short order, and once all of the Dreth (?) are dead, you will settle down for some decent looting: DBP, hard leather boots, bronze shield, scroll of minor healing, bronze long sword, 6 gem stones, a bow, scroll of Ironskin, and all of the blind fish you could eat (or build bombs out of, depending...). Don't forget to loot the bodies of your fallen foes!
Big Rock Cave 749/1019
This cave is named for the... big rock in front of it. The occupants are Orcs and Dire Wolves with a couple of Oozes thrown in for good measure. You will find a potmetal breast plate, some bronze cutlery, a pouch (with DBP and a Bluegill??) along with a chest containing a steel great sword, a scroll of sun flash, green mana, another pouch (DBP) and the regular assortment of used goods on the deceased.
Goblin Fort 600/661
"Bash skulls is what we do!" At last, major undertakings! A wooden palisade surrounds crude straw-thatched huts. Goblin guards surround the area and periodically shower the brothers with desultory arrows intended to harass, not kill. Goblins will emerge from the huts to fight you, some with bows, some hand-to-hand. They will keep emerging periodically, too until you get inside. There is one main gate to the fort and two gates inside. There is also a stairs down in the courtyard area. The left entrance leads to a rough-furnished area containing red mana, a "Device", a pot, 2 cauldrons (green and blue) 1 GSP and a Conch Shell (good sound!). The Right Entrance leads to a section with blue mana, skulls, bones, a chair, a scroll of arc shield and stairs down. Oh, yeah. before you can take the stairs down you're going to need an introduction to Krogatt (you may have killed him in the courtyard or on the other side) and Grima. Krogatt carries a steel short sword and a mithril dagger while Grima carries instructions on making a goblin bomb along with a beaker of yellow acid.
Downstairs from the inside stairway you will find a scroll of acid shield and several slimes. Eeek. An alcove on the left yields a skeleton, skull, rocks, a chest and a book and a scroll of Ironskin. The book is a set of field notes of Kwarrel and His Adventures (remember Kwarrel?) He swears that a secret door is in the lowest level of the sorcerer's lair in his office chamber... The chest contains a potmetal longsword, some gold, an axe, a hide shield and violet mana. Around the corner from the alcove you will enter a rather gruesome area with meathooks, gore and implements of ungentle inquisition. Several goblins will protest your entry and when they are silenced you can liberate the remains of Ma Kwarrel and Kid Kwarrel. A scroll also refers to an evil in the old palace in Bilton sapping the strength of people and causing the Blight. Hmm. Your final explorations here should yield fish, club, stool, chest, wood shield, DBP, mutton and bluegill. Whoopee. Return to the courtyard and return to your journeys, content in the knowledge that you have exterminated a nest of indigenous beings.
Bandit's Cave (Arthol's Hideout) 868/853
The bandits are not particularly tough and some good treasure can be gleaned here, including a scroll of minor healing, jade necklace, gold ring, scroll of cushion of air, bronze stuff, a composite bow (yowza!) a scroll of surestrike, 2 frostbolt arrows and a steel warhammer. By the way, look out for the bandit leader, Arthol. He swings a mean steel mace and wears a steel breastplate. He can hurt you bad, particularly if you come here soon after leaving Padavis. You should leave the bandit cave much better equipped and heeled than you came in.
Castle Jovanc 906/595
This is a big one, so don't expect the details. The short version is that this castle is chock-full of skeletons. Impact weapons do plenty of damage, edged weapons almost none, so make appropriate adjustments. There are many items and things of note. First, Rallo Jovanc, the small child-ghost, is significant. Don't blast him. Next, many items are found here and nowhere else, including a "gadget", 2 "devices" a brazier, 2 urns, a candle, Jovanc crocks (for Goblin Bombs), a teddy bear, various books and scrolls, a lot of gold just lying around and more. Also present is Bhimrao, wielding the magic sword Caldera (along with mithril gauntlets and a mithril greatsword) and a Health Kick. This little goody raises the health of one character by 35-40 points!!!! Choose carefully, there's only one. You can also gain the Staff of Life (a/k/a "BreadStick") here by fulfilling a minor quest (it's no great spoiler - give the teddy bear to the child, duh!). The Staff will raise one character from the dead (only ONCE - don't waste it) and appears to heal wounds which are non fatal. There is almost undoubtedly another or several other side quests in here, probably involving laying the dead to rest, but nobody has proven anything yet... The Irastikaan Scroll speaks of Amber Castle in the East and refers to the Network and the Cult. it is signed by Lord Thebe, High Priest of the Cult of Sariloth. In the process of killing everything skeletal, I do not recommend venturing into the Ooze area in the bottom right of the top level. They are tough opponents for beginning characters and regenerate at a very rapid pace. Later you can return to smack them around, but for now there's nothing worth dying for downstairs. Similarly, the Web-Blocked rooms can be investigated later once you have made a Web-Cutter, but there's nothing truly significant there right now.
Obelisks |
922/804 |
Campsites |
900/884 |
Traders |
611/906 |
Signposts |
1076/949 |
(For pity's sake don't go to the East signpost - Banshees are NASTY!)
I'm sure that some things have been omitted. Submit any new findings or notes to the board so that others can learn!
Boy, that was a lot of work. Who's helping me out here for Chapter 3, 4, 5, 6 and so on?
Addendum added below
1. North-East of Castle Jovanc on the other side of the lake is a hobgoblin camp.
2. North-West of that at roughly 1052/593 is a cave with trolls, cave vipers, and spiders. In it are a good number of gems and an admantium mace! It was VERY hard getting in... I kept thinking, "I'll never make it out!" Damn that mace makes a difference.