Your alter ego on the spaceship Toronto is Tom, who begins the adventure in his cabin. Your duty is to pilot a shuttle to a nearby planet; you are soon called on to do so. Ignore the calls. Don't worry. The shuttle will wait for you. It's very important that you explore the ship and gather supplies first.
The most difficult thing to do in the Toronto is to explore the Com room and retrieve a gun and some ammunition. The room is too well guarded. There is another entrance, though. Your friend, Joe (southwest of the Com room), knows the access code which opens the door to a ladder, which takes you down to the floor below, where there is another ladder up.
Wall and floor switches open most of the doors below; otherwise, just follow the robots. Pay attention to the location of an empty cabinet. Go up the ladder and examine the ruined equipment in the Com room to find the gun. Then go below and hide it in the cabinet. Go back to the Com room and exit through the guarded door. The guards won't be happy, but when they search you, they won't find the gun, either, so they'll have to let you go. And, of course, you can then go back to the cabinet and get the gun. Tricky stuff, eh?
More supplies are present in cabinets throughout the ship. Pay attention only to the cabinets you can manipulate.
Bungling in the jungle
Your shuttle crashes into a jungle island of the nearby planet. You and a scientist named Rainer get out unharmed, but when the shuttle blows up you lose consciousness. You awaken to find you are being taken care of by a friendly cat-like people, the Iskai.
They call their island Nakicidaani and their city Jarannar. The clan taking care of you lives inside a locked building in the city. Explore the entire building, taking whatever you can find from various chests (nice way to treat your hosts, eh? Oh well
). Don't forget the food and gold in the bottom of the chests. Talk to everyone. Your conversations will eventually get you a key which unlocks the building's exit, as well as a door to the basement. Explore the basement first. It has several chests full of gold and supplies. You can also find your watch, and then activate it to know what time it is.
Make sure you are armed with the gun and ammunition before you explore the basement; also make sure Rainer has a knife. Without the weapons you wouldn't survive your first battle with the creatures who break into the storage area. Use the stim drinks to revive any damaged party members, but the green healing potions are better, and actually heal up to a fourth of the damage. The blue potions heal all damage.
There's a pick-ax in the basement. After the creatures break in, a cave-in blocks the passage. You need the pick-ax to dig your way out and back to the ground floor.
You can now leave the Clan building. Jaanis, the ruler of Nakicidaani, summons you for a conversation. Obey the summons. You are invited to a festival taking place in two days; meanwhile, you are free to explore Jarannar, find the shops, buy a compass, and train with the Battle Trainer. During your explorations, make sure you find the city gates. It's safe to rest just outside the gates, but it's not safe to go any further into the jungle. You can also go back to the Clan building when you get tired, but you'll have to unlock the door first.
A pretty little murder
During the festival, while you watch, a person enters and kills an Iskai, and then escapes. You are assigned to solve the murder; an Iskai by the name of Drirr joins your party. Drirr is very helpful, especially in battles. He can wield a knife with his tail as well as with his paw. Drirr also offers good advice, so make sure you talk to him every now and then.
Meanwhile, back in the jungle
With Drirr in your party, you can now hunt in the jungle. Arm and train everyone the best you can before you go. There's a bow and some arrows in a chest inside the northwest guild. Give them to Drirr. Once you start hunting, only a finite number of prey will be found. The jungle will restock itself only after you spend a sleeping period in the city. This is important, because your objective is to kill as many critters as you can, and then to sell the loot (keeping in reserve a stock of meat ) to buy more training and better armor.
A story about a traveling salesman
An Armor Shop can be found in the northeast corner of the city, and a Mixed Goods shop in the southeast corner. It's possible to steal goods off the nearest tables behind their counters. Rabir, dressed in an orange loin cloth, hangs out outside of the Armor Shop. He offers good prices for Krondir body parts.
What the well dressed Iskai are wearing this season
It's a matter of personal preference how you dress your party. There's a tradeoff no m atter how you dress. The most expensive armor and weapons increase protection, but cut back on how much weight can be carried and on individual fighting skills.
Here's how my party was dressed just before they sailed. Drirr wore Iskai Metal Plate and a Metal cap. He wielded a Big Iskai Shield, Big Iskai Sword and Big Iskai Dagger. Tom wore Studded Leather and Studded Cap (oh, my). He wielded a Sword and Round Shield. Rainer wore Chain Mail and a Studded Cap. He wielded a Round Shield and Decorative Sword. You haven't met her yet, but Sira (also an Iskai) wore Iskai Chest Plate ,a Metal Cap and a Gold Ring which increased protection. She wielded a special Stiletto (increasing combat skills), a Small Iskai Shield and an Iskai Knife. They all had bows and arrows.
Formerly the former
Stock up on arrows, torches and healing potions, and head directly out of town. Talk to the Iskai herding "cattle" just outside the gates, for directions to the old Former building. Cross a bridge to the west; go north and east around a lake, and then cross another bridge to the west. The dungeon is just north of the bridge after you cross.
Drop your torch to deactivate the flower traps, and feed meat to the floor critters with the big mouths. Make Drirr the leader of your party at this point. Do not kill the big green thing. That's the spirit of Argim. He'll move aside after Drirr tells him you are chasing a murderer. There's a dagger in the pile of bones. It's evidence! Ask Drirr about it and take it to Frill, the Historian in the council building. He'll identify who it belongs to. Take it to the mage's guild, and show it to the guilty party in a final confrontation.
Training Sira, attribute boosts, and final goodbyes
At this point Sira, a mage, joins your party. She needs to get up to level fifteen before you leave the island, and have learned all the spells available to her (scroll down the mage trainer's list). She also needs 600 Triifalai seeds. A 150 of them are growing on dark-green, three-lobed bushes in the jungle. An infinite supply is for sale in the warehouse of the mage's guild.
Go back to the old Former building to visit the glowing bush. Walk through it (on golden, glowing slippers) and attempt to go through a second glowing bush directly ahead of the first one. A secret door will open. Through it are several large crystals; each one gives everyone in the party a boost in one of the attributes.
Do your final shopping, and then go to Jaanis in the council building and tell her you're ready to leave. She'll provide a ship for you to board and off you go to visit the Druids. |