Legend of Blacksilver(Commodore 64 game) FAQ/Walkthrough
version 1.1.0
Copyright 2002 by Andrew Schultz This email address is being protected from spambots. You need JavaScript enabled to view it.
Note that this document contains huge spoilers for a huge game.  It may 
also go too far into detail for most people(i.e. text maps.)

I also have some graphical maps which are available on GameFAQs.  They 
are for the Sparkle Maze, the two Temple Archives, and Taragas's Castle 
levels 1 and 2 where the teleporter bounces you around. You've probably 
seen this on GameFAQs so you know the page, but if not, it's below.

http://www.gamefaqs.com/computer/c64/game/14843.html

This FAQ is pretty much feature-complete, as all maps and advice are in 
here, but I may add more special dialogs as I track them down.

      This is a bigger game than Legacy of the Ancients.  While the 
dimensions are slightly different for Apple and Commodore, I take 
strictly the number of each location and use the Apple and not Commodore 
dimensions to compare LoA and LoB.  While Commodore towns have more 
icons, Apple towns are larger relative to your size.

      Legend of Blacksilver is one of the biggest games out there for 
the first wave of personal computers.  It appears to use some sort of 
funny compression I couldn't decode.  I used save states to get the town 
maps.

      While comparing the two games I used what I would project as the 
Apple's sizing of towns, etc., since I played LoA on the Apple(there is 
no Apple LoB image for public emulator consumption) and know that it's 
got bigger sized towns on the Commodore. Each town seems 3/2 the 
dimensions on the Commodore in LoA. You just move less relative to the 
town's size with each move on the Commodore.

Dungeon levels (16x16)            LoB 39, LoA 24.
Castles(72x71 tho' LoB is 106x96) LoB  5, LoA  2.
Endgame Castle(182x56)            LoB  0, LoA  1.
Towns(55x27 in Loa/80x39 in LoB)  LoB 16, LoA 12.
Outdoors (95x86)                  LoB  2, LoA  2.
Temples(counted as 55x27)         LoB  3, LoA  0.
Rows of archives/museum(24x x)    LoB 43, LoA 32.
Sparkle Maze                      LoB  1, LoA  0.
-------------------------------------------------
Totals                            81131   61488

  So LoB is 33% bigger than LoA despite having the same number of 
disks(four.)  It's also got more puzzles.  The funky compression they've 
used has obviously paid off to create a very rich game.

    1.2. GAME INTRO

  [The game intro is reproduced here for your entertainment.  It 
explains how you got the falcon feather and gives a brief hint as to 
what to do.]

  An Early Dawn...

  You awake with a start.  Your dream seemed so amazingly real.  
Princess Aylea, daughter of the King of all Bantross, had come to you in 
search of a champion.

  "Baron Taragas has found Blacksilver in his infernal mines," she said 
with a shudder, "and I fear for us all."  Blacksilver  A part of the 
ancient tales of Evil.  The power to raise mountains and drain the seas.

  "My father raised a great army to march against Taragas, but was 
kidnapped before he could lead them.  Now the noble wizard Seravol has 
sent me to find a 
hero, possessed of the wisdom and inner courage to lift the shadow from 
our land."

  She paused, looking intently into your eyes, and then whispered, "I 
CHOOSE YOU."[imagine if it put your name in there, you could call 
yourself 'Pikachu' for a crushingly lame joke...]  Presing something 
into the palm of your hand, she slipped out through the mists of your 
dream, her voice lingering long enough to say, "Seek my brother in the 
castle, by my gift he will know you..."

  And now you sit in the pale light of the dawn, smiling at the grand 
dreams of a simple serf with fields to tend... until you open your hand 
and see the feather.

  THE FIELDS CAN WAIT.

  [end game intro]

  [You appear north and slightly west of the castle.  I like going there 
first 
because of the free gold, then going northwest to Clissold Creek.]

  1.3. LEVELS

  Levelling up in LoB is based on puzzles and not on monsters defeated.  
New levels get you more hit points and also bring a new quest with them.  
Below is a list of levels.  You may also gain attributes, but that is 
detailed in the walkthrough.

  L NAME        HP
  1 SERF        200
  2 APPRENTICE  300
  3 ADVENTURER  500
  4 WARRIOR     700
  5 SQUIRE      1000
  6 KNIGHT      1300
  7 BARON       1600
  8 COUNSELOR   2000

  If you die you are sent to a random location on your current 
continent, and you're given 150% of your maximum hit points.

  1.4. OUTSIDE RESOURCES

  Thanks to Matt(This email address is being protected from spambots. You need JavaScript enabled to view it.) for providing me with the link to a 
bunch of Legend of Blacksilver maps. The site is at:

http://www.math.tu-clausthal.de/~matsa/C64.gb.html which also has other 
cool stuff as well.

  It also saved me from worrying about making them myself. Making them 
would have been difficult for several arcane reasons(many different icon 
maps for the bit values, if you can grok that) and I didn't have the 
time to concentrate fully on this.

  He also helped me sharpen up the 'stupid emulator tricks' below as I 
had forgotten how tough it was for me to get this game to work in the 
first place.

  2. STUPID EMULATOR TRICKS

    I like to use the VICE emulator for most of my Commodore stuff(the 
game is at ftp://arnold.c64.org/pub/games/b. The EagleSoft version 
works, I know.)  It has some neat toggles which can really speed up the 
game.  To wit:

    'TRUE DRIVE EMULATION' must be toggled on for the game to work 
properly. You may also want to have virtual device traps off.

    To create a character disk you may want to take any other disk image 
with a game on it and over-write it. Blank disks don't work so great for 
some reason.

    ALT-W = Warp.  The old Commodore 64 was heinously slow, and toggling 
warp speed helps you zoom through the disk-reading parts.  However, you 
don't always want things at warp speed as when you are in a castle and 
trying to enter a doorway, you may run into the edges.  In that case 
just hit ALT-W, (direction,) ALT-W.  Warp speed is also not advisable 
for dungeons where monsters have turn-based attacks and you may turn 
several times with one keystroke, but setting the default speed at 200% 
should give you a nice compromise between too slow to bear and too fast 
to control.

    I enjoyed my time playing LoB but not enough to drag out the 
irrelevant bits!  You will find the same thing too, I think.

    ALT-SHIFT-P = Pause.  Useful when the game wouldn't have paused on a 
regular Commodore(i.e. the Sparkle Maze) or when you don't feel like 
hitting ESC.

    ALT-S = Save State.  While you couldn't save inside a castle or 
dungeon on an original Commodore 64, you can do so on an emulator.  ALT-
S allows you to save under any file name you want--in other words, you 
can save as many states as you want, so if you want to go back and play 
a specific part of the game, it's right there.  Incidentally, it's 
useful in writing FAQs because you can focus on a particular event, but 
that's another story...

  3. NOT-SO-STUPID GENERAL TRICKS

    3.1. FIGHTING

    Fighting correctly can save hit points and, hence, elixirs.  Whether 
you want to initiate a fight with guards in a castle with minimum damage 
or be able to zap guards efficiently as they come at you, there are a 
few common-sense ways to nail 'em.  There are also a few things you 
should avoid that will cost turns.

    What to avoid?  Well, you should probably have an emulator at 
reasonable speed, and you want to avoid "nonsense moves."  Running into 
guards or walls can cost you a turn when engaged in combat.  Casting a 
spell that isn't there will as well.  Occasionally you'll run out of 
Lightning Bolt or Tongue of Flame--that happens, but be sure to check on 
how many are left for general reasons(don't want to face ten guards 
without them.)  You'll also want to use one offensive spell per guard, 
as I show below for what is my optimal offensive strategy.

    Also remember to avoid getting too low.  The screen flashes your 
stats helpfully when you're scraping the bottom of the barrel, and that 
should be sufficient warning.

    Here's what to aim for when fighting.

U=you, M=them.

  ---
  UU    MM
  UU MM MM
     MM
  ---

    This is an ideal way to start combat.  You can cast a spell at them, 
they'll have to take a step forward, and then you have a hand-to-hand 
fight.  Note the monster behind the one you first engage will also have 
to wait a turn before approaching you, so you can nail him with a spell.  
Each extra turn adds up--of course, you can also use the break to drink 
a life elixir if your hit points are low.  Remember that using a life 
elixir or spell with an adjacent monster is slightly wasteful.  Also 
remember that monsters look vertically adjacent, but they don't quite 
look horizontally adjacent as you and they don't take up the full icon 
widths.  You'll need to train your eye a bit.

    Don't be ashamed to hide out and wait for the guards to come to you.  
Although sometimes you'll have to run at them, meaning you take a bit of 
damage at first, often they will chase you with abandon.  The best place 
to stay is where guards can only attack you once.  Usually guards will 
not come at you from opposite sides, but if they do, back up into a 
corridor.

    Remember that everyone's size is two icons by two.

    Good       Not so good
  ----           ----
   UU               UU
   UU               UU <-can be attacked from above/side.
  ----           ----

  ----          +----
   UU<-only 1   |UU
   UU  monster  |UU  <-can be attacked from left/right.
       fits here|
  ----

    Backing up.

(forces monsters to line up for a "hand-out."  Stay there and get 
attacked twice as often.)
   |^^|
   |^^|
---+^^+---
MM  UU  MM
MM  UU  MM
----------

    Also note that if the guards are on a diagonal from you, they can 
attack you.  And they will try to set that up.

  Bad    Okay

  UU     UU   UU
  UU     UUMM UU
    MM     MM  MM
    MM         MM

   Last point:  If you duck halfway behind a doorway, your spell may 
fizzle.

  Spell     Spell
  fizzles:  OK:

              MM
  UU  MM    UUMM
  UUXXMM    UUXX
  XXXXXX    XXXXXX

  Also casting a spell at a distance(3-4 squares) doesn't noticeably 
diminish its power.

  Guards may also get stuck like so:

  MMMM
  MMMM
 XX  XX
 XXUUXX
 xXUUXX

  It might be a little costly to wipe one out with spells, which you 
would want to conserve, although you wouldn't take any damage--the other 
guard would come after you.  You could just retreat back and to the left 
or so--then the guards would move left and come down the hallway.  
They'd be easy to pick off then.  The second is especially desirable if 
there are waves of guards that have gotten bottlenecked, as otherwise 
you'll have to use a few spells to get the guards to chase you somewhat 
successfully again.

    3.2. STOCKING UP

  While not strictly a trick it is an important part of LoB.  There are 
many ways to accumulate gold(buy red garnets, know how to gamble, or 
even rob a specific town's vault and not touch the others) and you need 
to know a good way to spend it.  You can always "max out" before 
starting each new castle or dungeon.  I recommend:

  --50 tongue of flame
  --50 glow tip
  --50 armor enchant
  --50 light
  [the last 3, you probably won't need to recharge too often.]
  --30 life elixir.  Note that if you're in line to gain a level, buy 
the life elixir BEFORE you gain it.  Its price depends on your hit 
points/level so you might as well save a few bucks.

  Once you have etherium, you should tack on:
  --50 lightning bolt
  --20 annihilate [very useful.  Pace yourself with one per level, 
though.]

  You also may want to buy backups of your favorite weapon/armor in case 
you run into an acid trap(destroys armor) or fight a nasty monster that 
destroys your weapon.  Although the first can be prevented with 
vigilance and the second can be less nefarious if you use spells on the 
right monsters, we all get careless, and you can't always use emulator 
saves.  Give yourself some breathing room for accidents.

  Remember also to leave excess money(anything above 1000 gold that you 
don't plan to spend) in the bank.  The interest may not blow your mind 
but the banks do allow over 65535 gold and it can add up--and gold in 
your pocket can get stolen or involuntarily spent.  An early, well-
thought-out gambling binge may leave you set for the rest of the game on 
the interest alone.

  4. ITEMS

    4.1. ARMOR AND WEAPONS

  You can have a maximum of 5 weapons or 3 armors.  Each item has a 
quality:  shoddy, fair, good, great and superb.  Here are the different 
sorts of items, ranked from worst to best:

[weapons]
BARE HANDS
DAGGER
WHIP
STAFF
CLUB
FLAIL
BROAD AXE
SWORD
LEADED CLUB
MORNINGSTAR
HALBERD
BROAD SWORD
SIMPLE BOW
CROSSBOW
BLACK BLADE

[armor]
LEATHER
STUDDED HIDE
CHAIN MAIL
BAR MAIL
PLATE MAIL

  As in LotA there seems to be a combination of time and level needed to 
get the highest item.  I couldn't get plate mail or a crossbow, but a 
simple bow is nice enough as it fires into the distance in dungeons.

    4.2. SPELLS

  Yes, technically spells are not items.  However, they are bought and 
carried around much like items.  Below is the listing of the maximum 
number of spells you can have.

  I find that you only have to buy 10 or so of Glow Tip and Armor 
Enchant for each adventuring bender you go on.  However, you'll want to 
have Tongue of Flame and, later, Lightning Bolt at their maximums.

  TONGUE OF FLAME:  50
  GLOW TIP:  50
  LIGHT:  50
  ARMOR ENCHANT:  50
  TELEPORT:  50

  PSYCHIC PROTECT:  50
  NIMBLE STEP:  50
  ANNIHILATE:  20
  LIGHTNING BOLT:  50

    4.3. SPECIAL ITEMS

  The items listed below are in the order found on the disk, not the 
order in which you get them.  There may be some surprises here.

[town] PKG.--this will, when you arrive at the unique shop at the town 
in question, net you 75, 95 or 115 gold.  You also seem to have better 
luck gaining a day's wages for work at other towns when holding this 
package.

1. CRYSTAL RING--allows you to approach the empaths in the temples 
without dying.  It is found at the bottom of the Island Caverns.
2. LIFE ELIXIR--allows you to heal half your hit points.  You may carry 
up to thirty at any time.  The price increases with your level, so if 
you are about to gain a level, you may wish to stock up on potion first 
a bit to save money.
3. CLIMBING GEAR--not to be confused with STORMING GEAR(rope & pulley 
pkg,) this allows you to climb mountains.  Found in an exhibit in Owl 
Temple.
4. LAGGARD VAPORS--although it's supposed to slow guards down, it didn't 
work when I tried it in Taragas's Citadel, and you don't really need it 
before then.
5. SMALL KEY--given to you by the prince in exchange for the FALCON 
FEATHER.
6. WOODEN KEY--found in the back part of the first castle, it will help 
lead you to Seravol.
7. GOLD KEY--does the work of the wooden key and the small key.  You 
trade Seravol these two for this.
8. BLACK KEY--found on the first level of Mantrek's, it opens some doors
9. IRON KEY--found on the first level of Mantrek's, it allows you into 
further restrictive areas.
10. QUARTZ KEY--opens the same doors as the Black Key and the Iron Key
11. LARGE KEY--found on the first level of Taragas's, it allows you to 
find some teleporters you can see but not enter
12. AMBER KEY--found on the first level of Taragas's, it allows you to 
enter the final teleporter that leads you to the second level.
13. SKELETON KEY--found in level 6 of Blackmire, it can open a useful 
door in Taragas's castle.  Eventually it takes over the amber and large 
keys' functions
14. LODESTONE--this helps you open the Blackmire Pits, the first of the 
dungeons on the second continent.
15. RUSTY KEY--not actually used to open any doors, but it's found in 
the Blackmire Pits and is used to unlock another stairway there.
16. ROPE & PULLEY--this allows you to enter certain castles otherwise 
inaccessible.  The game will note that the drawbridge is down.  Using 
this circumvents that.  Not to be confused with CLIMBING GEAR which is 
for mountains.  Found in an exhibit in Owl Temple.
17. SILVER COIN--found throughout the game, each one enables you to 
improve a spell skill 10-15 points once you have drunk the Etherium in 
the archive exhibit.  There are about thirty overall.
18. FALCON FEATHER--the item you get at the very beginning, before any 
real action.  You need to show it to the prince, who will help you by 
giving you a SMALL KEY.
19. SINGING CRYSTAL--if used correctly, it allows you to walk beyond the 
landslide mess you discover in the royal castle of Thalen.  Found in an 
exhibit in Owl Temple.
20. GLASS ORB--you have to pay a price to get this item, but once you do 
you can return it to Seravol for a nice reward.
21. OWL GRAIL--Return to Owl Temple for +5 Strength.  Found in Island 
Caverns.
22. STATUETTE--Eagle statuette, actually.  Found in the back of the 
first level of Mantrek's.  Return to Eagle Temple for +5 Strength.
23. LUTE--found at the bottom of [dungeon.]  You give it to the jester 
in Mantrek's castle, and he(the jester) gives you a password in return 
so you can get to the second level.
24. STAFF--When you finally meet Mantrek, spare him and he will give you 
the staff.  Return it to the castle for a reward.
25. SIGNET RING--if you answer questions correctly for an elf in 
Mantrek's Citadel, you will be given this.  It is used to help rescue 
the King in the Marthbane Tunnels.
26. BLACK WAND--You don't want to use this item, but it is found in the 
Blackmire Pits, and you get a nice reward for returning it to the 
archives at Hawk Temple.
27. FLAXTON INCENSE--found in an exhibit in Hawk Temple, it is used to 
cure you of the Rotlung disease you contract in the Blackmire Pits.
28. STEEL HAMMER--found in an archive exhibit, you need to give it to 
Dalvid in Lost Crag.29. BLACKSILVER--found at the bottom of the 
Blackmire Pits, this item, this item completes the blade that Dalvid has 
started with the steel hammer you gave him.
30. DRAGON'S TEARS--allows you into a final dungeon where there is a 
dragon protecting it.  Found in an exhibit in Hawk Temple.

    4.4. GETTING STUCK

    If you have a Beaverton package when Beaverton falls off into the 
sea, you can no longer deliver packages, because you need to deliver the 
Beaverton package before you can pick another one up, and you left your 
snorkel in Tarmalon, or something.  Similarly if Glen Lake is destroyed 
and you have a Glen Lake package, you're out of luck.

  5. ADVICE

  Here is a list of pieces advice that you pay for.  Generally you get 
it at the jail, and you have to bribe the jail-keeper(8+ gold) and then 
the prisoners(depends on your current cash flow, about 14+(total/300.)  
So if you don't want to see what's below, you may want to save a few 
pennies by gathering up all the hints before winning too much at 
gambling.  The advice appears in the order below so that you are 
guaranteed to go through it all, and it forms a sort of story.  Big 
spoilers below, so I warned you :).  Note that you can only talk three 
times in any one trip to a town before the prisoners don't give any more 
information. You have to leave and return to get something more 
worthwhile than 'thanks'--tho' it's nice to know that even criminals can 
be polite!  They also just say "thanks" if you get to the end of the 
advice, after which the advice cycles back again.

  "I HEARD THESE GUYS TALKING." followed by...
  [at the end, the dialog cycles back to the beginning.]

--THEY SNUCK INTO THE ARCHIVE ONCE TO SEE THE SINGING CRYSTAL (Owl 
Temple Archive has information on this.)
--A SPECIAL RING LIES AT THE BOTTOM OF THE ISLAND CAVERNS (The Crystal 
Ring allows you access to the Empaths.)
--A FEATHER OPENS THE WAY THROUGH THE CASTLE (You get to see the prince.  
He gives you an item.)
--THE EMPATHS ARE GREAT HEALERS.  THEY KNOW. (Once you can get to the 
empaths, they will give you healing potions.)
--THERE'S A VIBRATING CRYSTAL THAT EATS AWAY ROCK (Singing Crystal from 
Blue Gem exhibit gets you one.)
--THERE'S A GLOWING ORB IN THE CITADEL (Mantrek's Citadel, in the 
central south.)
--THERE'S A DUNGEON BEYOND THE NORTHWEST MOUNTAINS (Taragas's mines.  
You need climbing gear first.)
--YOU NEED GEAR TO STORM MANTREK'S CITADEL (Storming Gear is found in 
the Owl Temple Archives.)
--HE WHO HAS LAGGARD VAPORS CAN SLOW THE GUARDS (Never seemed to work 
for me and not necessary.  But Seravol gives them to you.)
--A ROYAL STAFF WAS SOLD ON THE BLACK MARKET (See clue below about the 
stick.)
--ONE OF THEM WAS BLINDED BY AN EATON EYE, BUT WALKED IT OFF (monster in 
dungeon.  Keep going back/forward if you are blinded.)
--THERE'S AN UNUSUAL 'SKELETON' DEEP WITHIN BLACKMIRE (a skeleton key)
--THEY SAID TO FIND THE YELLOW TELEPORTS IN THE LABYRINTH (Taragas's 
Castle has different colored teleports that send you around.)
--A STICK IS HIDDEN PART WAY DOWN THE PITS OF BLACKMIRE (There's a staff 
at the very bottom of Blackmire.)
--THE MARTHBANE TUNNELS ARE USED TO HOLD PRISONERS (You'll find one at 
the very bottom.)
--THE 'LIGHT' OF THE ILLUSIONIST NEVER FLICKERS (Illusionist in 
Taragas's castle will help you through some places where a light spell 
doesn't work.)
--THERE'S AN ARCHIVE UNDER OWL TEMPLE (general info.)
--THEY ROBBED A TOWN VAULT AND GOT THOUSANDS (I've never needed to.  
Just sucker guards one by one into a corner, or use a bow or spells for 
if you happen to get surrounded, which will force you in jail where you 
must pay a fee no matter how strong you are. If you leave and come back 
everything should be OK.  However this is not really worthwhile until 
the end of the game.  I stick to gambling. On a related note you can 
also kill a merchant. It takes a while for people to find the body so if 
you are close to the exit it can be tried. Although gambling is safer 
and less immoral.)
--MOST BURIED CASES MAKE YOU FEEL MIGHTY FINE (Here they're referring to 
chests in dungeones. Most raise attributes, some subtract.  The later it 
is in the game, the less favorable you can expect chests to be. If 
you're using an emulator, save before opening.)
--THE CITADEL IS SOUTH OF RIDGEPORT AND EAST OF BEAVERTON (Useful 
information, although it is more like northeast of Beaverton.)
--THERE ARE 9 DISPLAYS IN THE OWL TEMPLE ARCHIVES (There are no 
surprises, but you need to be thorough searching for them.)
--HIT THE ASSASSIN BEFORE HE BREAKS YOUR WEAPON (Many monsters do that.  
I've never had a problem with the assassin specifically breaking your 
weapon, though.)
--THE TARAGAS MINES ARE 6 LEVELS DEEP (general info)
--THERE'S AN ISLAND TEMPLE, REACHED ONLY BY BOAT (This is Hawk Temple.  
It has the second of the archives.)
--IF YOU BUY A TATTOO, CHOOSE IT WISELY (Hawk Tattoo is the item you 
return to the seeker at Hawk Temple so that you get +5 strength.)
--IT'S BEST TO REMEMBER YOUR ANSWERS TO THE ELF (Baby, Baron, Thief. The 
elf gives the same test even if you fail it. With 3 2-choice answers 
there are 8 possibilities. Emulator saving is a possible solution here.)
--IT'S EASIEST TO BUY A BOAT IN RIDGEPORT, IF YOU HAVE THE RANK (It's 
the best place, too, as there's an important island directly south.)
--THE PITS OF BLACKMIRE ARE DIVIDED INTO 3 SEPARATE SECTIONS (Yeah, this 
dungeon is a real ***** to work through.  This is fair warning.)
--THE MIDGET ADMIRES CONTINUED KIND TREATMENT (Give Max in Taragas 
several elixirs and you get more endurance)
--ONE PART OF BLACKMIRE GOES DOWN ONLY 6 LEVELS.  SEE IT ANYWAY (It has 
a Skeleton Key)
--NOBODY HAS EVER RETURNED FROM THE DEATHSPIRE CHASMS (Oo, scary.  Well, 
no-one useful has ever been in there.)
--THE DEEPEST PART OF BLACKMIRE PITS IS 10 LEVELS DOWN (More general 
info)
--THEY MET A JESTER WHO KNOWS SPECIAL WORDS (The jester, once you return 
his lute, helps you with a transporter.)

  6. GAMBLING, OR HOW TO BE SURE YOU CAN WIN AT IT

    6.1. BLACKJACK

  Blackjack doesn't seem to have as clear of a win(due to 
'foreknowledge') as it did in Legacy of the Ancients, and it's just not 
as fun as Heigh-Loagh. So I didn't bother. But the other two games are 
way cool.

    6.2. HEIGH-LOAGH

Heigh-Loagh is a pretty simple game to understand.  The general strategy 
is straightforward.  Calculating the odds with clarity is more complex. 
Question:  is it worthwhile?  I believe it is and is the best gambling 
choice in LoB, but it would not be in real life.  It's a bit different 
from the Heigh-Loagh featured in earlier games in the series, and it's a 
bit more fun and complex.

The rules are simple;  you're given five cards face down.  The first is 
turned over and you must guess if the second is higher or lower.  If 
you're right, then you get to guess again.  If you get all four guesses 
right, you gain triple your wager.  Note that if you draw equal cards 
you lose;  in other words with best(or cheating) play you cannot always 
win.  If not for this you'd win money handily.  However, you can't win 
money too handily in any case.  Winning over 1000 gold brings the guards 
after you. Since you win(net) three times your wager, it makes sense to 
bet 333 gold, decline to bet again, and talk to the gambling 
establishment. They'll forget the previous amount you've won.

A rough guess shows that a hand has a 1-(12/13)^4 chance of being 
unwinnable, or 27.3%.  Actually it's quite a bit lower.  243854208 of 
the 311875200 possible hands(52*51*50*49*48) wind up safe--most of this 
probability boost is because once you pick a card there are only 3 
chances out of the remaining 51 that you'll have overlap.

Now there is a bit of a trick you can use to win, but I'll be describing 
the basic game mechanics and leaving the spoiler to the end.

There also seem to be stock openings, not unlike blackjack in Legacy of 
the Ancients, where the first time around you know what cards will be 
coming up, and you can always win.  If you play more than once, there is 
no assurance cards won't repeat or hands won't be winnable. In fact set 
patterns tend to give two of the same card turning up in a row, a forced 
loss either way.

The basic payout is 97% although you can of course save the emulator 
state before trying something, reset if you get something wrong, and try 
again.  The stuff below is detail work and won't interest everyone, but 
it interested me.

Here is the general best strategy.
  1)If cards are 2-7, pick higher
  2)If cards are 9-14, pick lower
  3)If card is 8, look at the cards already picked that are lower and 
the cards already picked that are higher.  If there are more of the 
first, pick higher.  If there are more of the second, pick lower.  For 
instance, choosing 2-8, you would be better off picking higher as there 
are 24 remaining higher cards and 23 remaining lower cards.

For a rough estimate of how good your odds are, consider any game as 
five random numbers from 2 to 14 instead of cards.  It should take a few 
minutes to write a program to figure this out, and here are the results.

Winning:   83558  0.225046
Lose-1st:  107653 0.289941
Lose-2nd:  83993  0.226218
Lose-3rd:  57148  0.153916
Lose-4th:  38941  0.104879

This gives a payback of 90.02%.  That isn't very good.  However, the 
odds are a bit better if you consider each card is separate and 
nonrepeating in a deck of 52.  For instance, after you choose the first 
card, there is only a 3/51 chance you will choose a card of the same 
value.  That's less than a 4/52 chance in the random scenario.  This 
sort of thing makes a difference, but not enough to break the bank.

  **DETOUR FOR PROBABILITY NUTS**

I'll take a little detour here;  the probability of getting the first 
guess right is rather good.  I've included the general strategy and odds 
below.

1st card|1st gues|range ok|probability right
-----------------------------------
2       | higher | 3-14   | 48/51
3       | higher | 4-14   | 44/51
4       | higher | 5-14   | 40/51
5       | higher | 6-14   | 36/51
6       | higher | 7-14   | 32/51
7       | higher | 8-14   | 28/51
8       | higher | 9-14   | 24/51 (well, it doesn't matter...yet.  But 
you have
9       | lower  | 2-8    | 28/51 to choose one way.)
10      | lower  | 2-9    | 32/51
11      | lower  | 2-10   | 36/51
12      | lower  | 2-11   | 40/51
13      | lower  | 2-12   | 44/51
14      | lower  | 2-13   | 48/51
--------+--------+--------+-------

The numerators average to 36 12/13, or 480/13.  So the fractions average 
to 480/663=160/221.
160/221=.72398 and since we have four choices (160/221)^4=.27473.  
That's a good payout at 109.89%.  Right?

Wrong.  That's not the payout.  Here's why, roughly.  Take any sequence 
of 5 cards and assume we play a game through even after it's lost.  
Let's say you have a 2 or 14 in the middle.  Then it's likely that you 
won't lose on the next guess;  however, there is a 1/2 chance you lost 
on the previous guess.  However, if you have an 8 then you will have 
less than half a chance of getting the next guess right, even though you 
probably got the previous one right.  Safe guesses generally lead to 
dangerous guesses and vice versa.  If safe guesses led to more safe 
guesses then the probability would in fact be above .274, and if 
everything was independent(it isn't) then the probability would indeed 
be .27473.  This whole thing gets into conditional probability, but in 
general if x>y then x*x+y*y > x*y+y*x...the same sort of thing is at 
work here.

Here's what happens without rule 3.  There are 52*51*50*49*48=311875200 
total hands you can be dealt.  Our strategy will cover points 1 and 2 
above but not 3.  This time,

Win      75715008 .24277
Lose-1st 86083200 .27602
Lose-2nd 68941824 .22106
Lose-3rd 47898624 .15358
Lose-4th 33236544 .10657

But we don't discriminate between cases like 3, 8, x and 9, 8, x.  In 
the first it's better to guess up, but in the second it's better to 
guess down.  It's a 24/50 chance either way but if you pick randomly you 
have a 47/100 chance(3/50 are 8's and that aside, 1/2 chance you'll 
guess correctly.)

If we make this distinction, we get the following results.

Win      75972096 .24360
Lose-1st 86083200 .27602(same as above--nothing conditional yet)
Lose-2nd 68716032 .22033
Lose-3rd 47912448 .15362
Lose-4th 33191424 .10643

This leads to a 97.44% payout.  Not bad!  In fact, since you get 5 gold 
pieces if you go bust, you can even push the odds above 100%.  The point 
at which you break even can be calculated as follows:

.9744x(expected value of win) + 5(expected value of loss) = x(initial 
wager)

x(1-.9744)=5, or x = 5/(1-.9744) = 195.  So it's a break-even 
proposition if you have 195 gold and gamble it all, better if you have 
less, worse if you have more.

As a final aside I would like to point out the odds if you get a free 
pass when the cards are equal.

I figured this out with a computer program.  It doesn't seem too 
relevant here so I put it up on the web for those really interested.

Now here's the spoiler below.  It guarantees you'll win every time.  
Note:

  1)  there are only five different hands you can start out with each 
time after you speak to the Heigh-Loagh dealer.
  2)  they are all winnable.
  3)  the game after them frequently has two cards in a row that are the 
same, so you may only want to play once.
  4)  even if the winning sequence for the five games doesn't make 
sense, it is memorable.
  5)  guards come chasing after you if you win more than 1000 gold.  So 
bet 1000/3=333, leave, and play another game.  They won't catch on.

  **SPOILER BELOW--HOW TO WIN ALL THE TIME**





  [filler carriage returns]





Here are the five hands that the Commodore generates:

  6 - 3 - K - 9 - Q : pattern = LHLH.  Two draws here go against the 
odds.
  4 - J - 10- 9 - 4 : pattern = HLLL.  This would be won with correct 
play.
  2 - J - 4 - 3 - 9 (2 of hearts.) : pattern = HLLH.  One draw goes 
against the odds.
  A - 8 - A - 6 - 10 : pattern = LHLH.  The second draw goes slightly 
against the odds with VERY best play.
  2 - K - 6 - J - 9 (2 of spades.) : pattern = HLHL.

  So basically by memorizing five sequences or having a crib sheet you 
can type in the right sequence without even looking.  You just have to 
remember the difference between 2 of diamonds and 2 of spades!  But even 
if you just play properly once and leave your odds are very good.  You 
have a 2 in 5 chance of winning 3 times your wager, 3 in 5 of losing.  
That is a 160% payout and if you inaccurately guess "higher" for A8A6-10 
it's 240%.  Not bad in a pinch, but the game itself is harsher, as you 
will find if you get greedy and try to get on a lucky run. That's how 
casinos get you in general, isn't it?

I plan to include C programs themselves that describe how I arrived at 
some of the hairier numbers, and they should wind up in:

http://www.geocities.com/SoHo/Exhibit/2762/projects/cards or will be 
linked to from cards.htm in that directory.  But though this game is an 
interesting probability/computer hack-and-slash exercise, they are well 
outside the scope of the FAQ.

All in all, a very fair game, but not quite as fair as...

    6.3. DRAGON WHEEL

  This seems to have more possibilities but is easier to analyze.  This 
is a slot machine with eight different symbols but some can lose you 
more money than you bet.  If you lose more than you have, the guards 
will come after you.  This factor, combined with random winnings and the 
guards chasing you if you get 1000 or more gold, means that the game is 
not as reliable as heigh-loagh.  But to the items.

From least value to greatest:  skulls, dragons, [break-even,] urns, 
scrolls, lyres, coins, chests, crowns.

You lose a gold coin if you do not get any two items in a row.  You 
win/lose more if you get the following combinations:

         |2 in a row|3 in a row
---------+----------+----------
skulls   |-5        |-10
dragons  |-3        |-5
urns     | 2        | 10
scrolls  | 3        | 15
lyres    | 4        | 20
coins    | 5        | 25
chests   | 6        | 30
crowns   | 7        | 40

The numbers look slightly fudged in some places but you'll see why in a 
minute.  First we note that the possible payout is determined by the 
middle element.  For instance, if there's an urn in the middle there is 
no way you can get two dragons in a row--dragons on the ends don't 
count.  Also note that there is one way to get, say, three urns in a row 
and fourteen to get two urns in a row.

urn-urn-something else
something else-urn-urn

As there are seven something elses, that makes for fourteen total 
possibilities.

We consider that each spin is equally likely, so summing every winning 
spin, the total amount you can win with "in-a-row" is 14*(2+3+4+5+6+7-3-
5)+(-10-5+10+15+20+25+30+40)=266+125=391.

But you also lose a lot.  If you have item X in the middle then there 
are seven "something elses" on each side--i.e. 49 total possibilities.  
49*8 items = 392 total, i.e. -392 lose on "junk" rolls.

Overall then you gain 391-392=-1 going through all 512 rolls.  The 
payoff is then 511/512 or 99.80%.  Not bad, but 1) it's still a loser in 
the real world and 2)you can't bet the house unless you use game-saves, 
in which case Heigh-Loagh is even more quick and effective.

  7. TRIST, BY A DUFFER, FOR DUFFERS

  As an aside, just what IS duffing anyway?

  Well, I know what a tryst[sic] is, and you'll have a little meeting 
with a fellow who likes strategy games.

  This game is not really gambling, but it's an interesting one 
nonetheless.  The basic strategy behind the game is to ensure that you 
keep as many moves as possible while not allowing your opponent the 
same.  At first the opponents play randomly, but then they get rather 
good.  You can't really afford any mistakes against the master.  I 
caught myself challenging the master even after I got to my maximum 
intelligence of 37. This game is pretty fun and challenging as sub-games 
go and your opponent may even offer you a draw in a losing(for him) 
position.

  For in-game purposes it's best to master this game early in your walk-
through.  If you must, gamble your gold up and come in here immediately 
after you register for the game(you need a red garnet to do so.)  As you 
get intelligence boosts in other parts of the game, they can be added 
after you attain your maximum possible here. To show common sense along 
with your intelligence, use game-saves a lot after each tough win.

  The rules are described in the game and replicated below:
  1)  there are 12 pits, six on each player's side.  Each pit starts off 
with four stones in it.
  2)  if a player has no stones in any one of his pits, it is a draw, 
much like a stalemate in chess.
  3)  a player moves by taking all the stones out of one of his pits and 
placing one each per pit in a clockwise manner around the board.  If 
there are twelve or more stones, he skips the pit he took the stones out 
of.
  4)  a player scores if a)his last stone lands in an opponent's pit 
with two or three stones and b) any consecutive pits behind that have 
two or three stones.  In this case the stones are removed from the 
board.
  5)  the players can agree on a draw, but otherwise the first person to 
21 is the winner.

  Ideally you will want to leave as few squares with one or two stones 
open on your side as possible, and you want to open your opponent up to 
the same.

  At the same time you will want to have filled as many of your squares 
as possible.  This way you get more possible moves.  When you are forced 
to fill your squares with a stone or two, you are in big trouble.  So 
plan against that in advance.  Also you may want to leave stone 
formations as follows:  X+2 in one pit, X in the next.  Then the 
computer has two squares where he cannot leave a single stone.

  Remember that if you have, say, 17 in one pit, landing on an 
originally blank pit with this will get you stones.

  The best first move seems to be to move your leftmost.  The computer 
seems to like to drop individual stones in your open space, in which 
case you can pile the stones on to your second-leftmost.  Moving the 
rightmost only means that your next move will leave a stone in your 
rightmost and the computer may get to score early.  The computer does 
this sort of thing and frequently you can open up a quick early lead on 
him this way.  That is invaluable against the thoughtful master.

  Be alert for combinations, especially when defending against the 
master.  He'll find them all and use them all.

  Be aware that winning a couple of stones may leave you open to losing 
a few.  You can't look several moves ahead but try to look a few ahead 
at all times.

  You'll find two games of skill besides Trist.  Hard Rock Melee helps 
your endurance, and trap shooting helps your dexterity.  Both games are 
pretty straightforward and you are charged more per game the higher the 
stat you wish to improve is.

  8. TRAP SHOOTING FOR NON-GUN(I MEAN BOW) NUTS

      What's the NRA's parallel association in medieval times? The NBA? 
(National bowmen's association.)

      You get fifty rounds, which have a random number of objects to 
shoot.  If you get just one three times in a row, tough.  Most are worth 
50 except whites and yellows(?) are worth 100.  You get 500 bonus for 
shooting two and 1500 for shooting three.  You can actually shoot off 
the screen and hit something, although usually you will want to shoot 
ahead of an object.  You can shoot more than one object with one shot, 
but beware that your aim can shift rather slowly.  A lot of this 
involves practice and anticipation.  It's not easy.  I admit to using 
save states for an extra high score that still wasn't THAT extra high.

      As an approximate formula, new dexterity = total score * 3 / 2000.

  9. HARD ROCK MELEE(NO PRICEY T-SHIRTS, JUST ENDURANCE POINTS)

      This is a rather easy game--avoid the rocks;  five hits and you're 
out.  Especially avoid the blades, as getting hit once ends the game.  
Return the gold pieces you pick up to the side of the board with the 
white treasure chest, but note you go more slowly when you hoard.  I've 
picked up seventeen gold and made it to the sides.  If the rocks stop 
falling the level is near an end and if you don't dump the gold you have 
you won't get points for it.  You do however get points for hits you 
have left over at the end of a round.  Each subsequent round there are 
more and faster things falling.

      As an approximate formula, new endurance = total score / 3.  You 
should be able to score 100 with no problem.

  10. WALKTHROUGH

    Here is the very basic outline of what you must do to win Legend of 
Blacksilver.  It contains critical junctures where you need to find and 
use items.  It assumes that you generally keep well-stocked with money 
and supplies.  After this you'll have a bit more detailed walkthrough.  
I've only included the very necessary items to win the game in the brief 
walkthrough.  Of course many puzzles you solve will improve you 
immensely and are worth doing.

Main Castle:  trade falcon feather for small key, get first blue gem
Owl Temple:  get singing crystal
Main Castle:  Discover wooden key, rescue Seravol, trade wooden and 
small keys 
for gold key, become apprentice
Island Caverns:  Get Crystal Ring, first red garnet
Owl Temple:  get storming gear
Mantrek's Citadel:  get black key, get iron key, first amethyst gem
Taragas Mines:  get lute, amethyst gem
Mantrek's Citadel L2:  get staff, Signet Ring
Main Castle:  get two emeralds
Marthbane Tunnels:  get yellow diamond, rescue the king
Taragas's Castle L1:  get large key, amber key, yellow diamond
Hawk Temple:  get healed, visit yellow diamond exhibits
Blackmire Pits(1-6):  get rusty key, white diamonds, skeleton key
Hawk Temple:  get healed, visit white diamond exhibits(get stone hammer)
Taragas's Castle L2:  get illusion of light, rebuke Taragas
Blackmire Pits(7-10):  get blacksilver
Main Castle:  more of Maelbane has risen
Lost Crag:  get black blade
Main Castle:  receive opal
Hawk Temple:  see final exhibit, get dragon tears
Dragon Caves:  go to bottom
Sparkle Maze:  find Taragas, win the game

  1.  Walk around the castle.  Give the Falcon Feather to the King and 
he'll let you loot.  Woohoo!
  2.  Search the castle coffers for a blue gem.  You should find one, 
but if not, restore from a saved state/game and re-loot.
  3.  Go to the Hawk Temple and use the blue gem on the Singing Crystal 
exhibit.  Go to Crystal Summit for the best starting armor/weapon you 
can get.
  4.  Return to the castle and use the small key on the first door to 
the right.  Go north and use the singing crystal as far north as you 
can.  Keep using it until you've removed the entire landslide--it should 
dissolve then.
  5.  You may be able to get another blue gem with your first try going 
through the back of the castle, and you should find the wooden key as 
well, although before that you may want to buy Glow Tip and Armor 
Enchant and Tongue of Flame.  If not you should be able to buy one from 
the merchants(Clissold Creek's food merchant seems rather good for 
this,) but with your next blue gem you should open up the Metal Work 
exhibit.  That will get you chain mail.  In the meantime you may also 
want to try trap shooting to boost dexterity so you don't get hit as 
often.
  6.  Once you reach Seravol, he'll inform you that he cannot be at full 
power without his orb.  However, he will promote you to APPRENTICE for 
discovering him and give +5 charisma and 300 maximum hit points.  He'll 
also give you another blue gem if you need it, along with laggard 
vapors.  He'll also give you a gold key which opens all castle doors.
  7.  The Island Caverns should be your next stop.  They are four 
levels, and you will get the Crystal Ring at the end of the four-level 
excursion.
  8.  Now you can visit the empaths in the temples.  They sell you life 
elixirs.  You should also visit the Storming Gear exhibit with the red 
garnet you got from the bottom of the Island Caverns.  That will allow 
you to enter Mantrek's Citadel, your next destination.  Before you start 
on your way, visit the Seeker of Owl Temple to return the Owl Figurine.  
You'll get +5 strength.
  9.  Use the Rope and Pulley on Mantrek's Citadel(southeast of 
Ridgeport, behind a mountain range.)  In Mantrek's Citadel you will have 
a lot of fighting to do, so be stocked fully on spells and items.  There 
is a black key in the far left.  It is in a chest in a room by itself.  
It opens the door to the north.  Wait until you've dispersed with all 
the guards to open that.
 10.  Visit the torture pits south of the room if you want(lean against 
the south walls to get there,) but you want to find a place to use your 
black key.  Go back through the main hallway and when you see a big 
structure jutting out from the left, go down.  In the south center you 
will eventually come upon a door that you can use the key on.  The 
guards will wait for you so it's a bit tough but you should find a red 
garnet in the south of the room and in a cove with two chests, the iron 
key will be the one on top.
 11.  Go back to the upper right.  The iron key now unlocks the door the 
brass key could not.  Speak to the jester if you want, but the main 
problem will be to get through the maze.  Step only where the squares 
are blue.  You can step halfway onto a blue tile from where you were, 
and you'll be okay.  In fact, you'll be able to walk around even more 
places.  This will make things quicker.  Don't be scared to back up, as 
the square below you should always eventually open up.  The object of 
course is to get to the bottom, and if you goof up, just leave and come 
back.  There's an eagle statuette to the left and an amethyst gem to the 
right.  Worry about the teleporter later.  Don't worry if you touch a 
bad square on the way out.  Before you leave, check up in the northwest 
where you didn't go before.  You'll pay a high price for the orb--left 
with 10 hit points and -12 strength.  Using one life elixir bumps that 
back up seven but you've got a net loss of 5 either way.
 12.  Use your red garnets at the temple.  Even though you haven't 
advanced since you last visited, you can now visit "Game of Honor."  Use 
the rest on "The Wealthy."  If any more red garnets fall your 
way(merchants sell them,) use them on "The Wealthy."  After this you 
seem to have to find the more expensive gems.  Also you may wish to play 
a little Trist(before your intelligence is bumped up naturally by level 
advancement,) and you may want to drop off the Eagle Statuette at Eagle 
Temple for +5 Strength.  Before you go there, use your amethyst gem on 
the Etherium exhibit.  As you get a boat, you won't need mountain stuff, 
but strangely the merchants don't seem to sell you an Amethyst Gem if 
you look at the Mountains exhibit--only the Etherium one.  In case you 
are paranoid about running out of gems using the Mountains exhibit is 
perfectly OK.  You just wait a bit to get great spells.
 13.  Stop off at the castle next.  Hoohoo!  More schtuff!  Endurance 
+5.  You are now an ADVENTURER with 500 hit points.
 14.  Putz around a bit at shops to see if you can get another amethyst 
gem.  Enjoy it;  it's the last one you'll be able to get this way, if 
you can.  Then head northwest to Taragas's mines.  Slug through there to 
find the lute.  You should also discover an amethyst gem, which will 
help you open the Etherium exhibit if you haven't already.  This is the 
right time to do so, as lightning bolt will be very nice in Mantrek's.
 15.  With the Etherium and the silver coins, be sure to improve your 
spells.  I recommend improving lightning bolt and, for later, 
annihilate.  You'll be getting more coins shortly.
 16.  Before visiting the jester, stop off first where you got the orb.  
You can get your strength back for 3000 gold.  You don't get character 
improvement directly for returning the lute to the jester(remember to 
stock up again before doing so) but you do get to discover what's behind 
the teleporter.  There is a quartz key in a room you can unlock with the 
iron key.  Then you should be able to unlock two more doors--to 
Mantrek's throne in the northwest and the elf in the center.  To reach 
the elf from the original room go south whenever you can, but veer a bit 
west, too.  You should be able to waste all the guards.
 17.  In the meantime, cut loose and get a tattoo.  It's in the 
southeast corner;  use your iron key.  Hawk, Turtle, or Dove?  Well, 
there are no Turtle or Dove temples so go with the Hawk.  It's the 
tuffest looking one anyway, I bet.
 18.  The elf will ask for your iron and black keys.  Give them, and 
give the gold.  Then you'll get a puzzle.  The correct answers are baby, 
baron and thief.  You'll get the king's signet ring in return.
 19.  Open up the throne room next.  Speak to Mantrek.  He'll beg for 
his life and give you the staff.  Well, you're teleported to a room 
where you'll open a chest.  Use the staff when on the teleporter, taking 
you back to the throne room.  Walk east and enter the other teleporter.  
You're back on level one and although guards are coming after you the 
lightning bolt spell can dispatch them quickly--it often takes just one 
hit.
 20.  Go back to the castle.  Talks with Seravol and the Prince 
alternately until they have no more information will reveal a motherlode 
of items and information.  You get 3 silver coins for the staff.  You 
are promoted to WARRIOR with 700 hit points by Seravol, and you get 
dexterity+1 and intelligence+5.  Then the prince gives you 2 silver 
coins and 2 emerald coins.
 21.  Finally, you get to take a boat.  Only Ridgeport's is available 
right now, and it leads to the Hawk Temple in the inland sea directly 
south.  Maybe bump off to Bad Axe for your new advanced spells first, 
but there's a lot to do in Hawk Temple besides get a new elixir stash.  
Play Hard Rock Melee to get your endurance to a safe level(35 is good,) 
and visit the seeker to get +5 charisma.  Then go down below and visit 
the two emerald exhibits--the morningstar is a nice weapon, and it will 
be useful in the Marthbane Tunnels, where your other emerald takes you.
 22.  Marthbane Tunnels are next.  You should have the signet ring to 
complete them, but they are not so bad.  Be sure to get the yellow 
diamond and go to the bottom level.  Speak to the king and say yes, yes, 
etc.  There's a bit of a break in the passage up.  Return to the castle 
where you will be raised to the rank of SQUIRE with 1000 hit points.  
You'll also get +5 intelligence and 3 laggard vapors.  Stop by the Hawk 
Temple, recharge life potions, and find a place to buy a boat.  I like 
Riverbend, up north.
 23.  Now it's off west to Maelbane.  Look for the inlet on the east 
coast  It's about ten north of Bad Axe before you floor it west, and go 
as far in as you can.  Walk west by the Marthbane Tunnels(yes, the rest 
of this was underwater a bit ago) and go west into the castle.  Use 
rope/pulley...you know the deal.  Now here's where things get REALLY 
nasty.  You will need to work your way through a labyrinth of teleports.  
Watch out here.  Of course the guards will attack you, and there is a 
serious onslaught.  You may want to save your emulator state, as I know 
I have forgotten to.
 24.  First to get the large key you go through the left teleport, find 
the next teleport, and then take the teleport to the left--not the 
north.  The large key is in the first room in this area, and you will 
probably want to off the guards before searching for it.  Once you get 
it, don't worry about the next door yet.  Just go see Rofar and speak to 
him.  It'll take you for some damage, and it'll force a side quest as he 
gives you a yellow diamond along with Ryspots Disease and -15 charisma, 
but it's worth it.  The next teleport sends you back to the first place 
you went to.  Now let's go get the amber key.  Remember to rob every 
place you find as you go through.  It's very lucrative here.
 25.  Find the teleport, and go north this time.  Be prepared to fight 
after you go through the next teleport.  Guards wait for you there on 
each side.  Then go through the next teleport and use the large key to 
open the door to the left.  Enter and then sack the area before entering 
the top.  You probably can't afford the elixirs to give to the giant 
right now, but you will need to come back anyway, and you'll be much 
stronger when you do.  He gives +10 strength when you do manage to arm-
wrestle him, which is nice.  If you have over 20 elixirs left, give it a 
shot.  The increased strength will help in fights against guards, and 
you'll even wind up with hit points over 1000.
 26.  Exit through the top portal.  North of the portal after that is a 
valuable amber key.  You won't be using it right away, but still pick it 
up.  Then enter the portal and see the contortionist.  -2 endurance(who 
cares about that?  It's rechargeable.) and +5 dexterity.  For some 
reason the guards are put back in their original places--with the 
chests--when you teleport back.  Find the to the south, then take the 
one to the north after fighting through some guards.  You're back where 
you started.
 27.  With the two yellow stones visit the Hawk Temple exhibits.  Be 
sure to get healed of Ryspots disease by the empath at Eagle Temple as 
well.  Recharge and visit the castle before you go back west--now you're 
a KNIGHT with 1300 hit points!  Re-enter the castle but don't pick any 
fights--get the lodestone from Rofar and get out.  Head for the dungeon 
in the northeast, the Blackmire Pits.
 28.  Eee this is a nasty 'un.  You'll have a lot of up-and-down and 
can't go to the part below level six.  Don't worry about that for now.  
Also don't worry about contracting Rotlung Disease(gosh, I've never 
picked up a disease in an RPG before and now this game gives me two in 
such a short span!) because there's nothing you can do about that.  You 
should find two White Diamonds and will need to find a Rusty Key to use 
on a chest that won't open, which will lead you to a Skeleton Key which 
will help you out in Taragas's.
 29.  But don't go back to Taragas's yet.  Get back to Thalen and get 
healed.  See the Flaxton Incense exhibit first and then Kloryk's 
Cage(returns the gem to you) and the Morningstar exhibit to give you a 
great weapon.  The Blacksmith exhibit will also reveal some valuable 
information--and a new town when you go back to Maelbane.  Exit and re-
enter the temple and see the Carekeeper(+4000 for the wand) and the 
Empath(-2000 for the Rotlung cure, but you still make out with two 
grand, net.)  Drop by the castle for the usual "What's Shakin, Yer 
Majesty?" and after reloading go back to Maelbane and Taragas's.
 30.  Now use the amber key to get through the door you couldn't before.  
It'll lead you to a new room.  If you cross the glowing square you'll 
get attacked, probably from both sides, so instead pop the uppermost 
guard with a Lightning Bolt and scramble into the narrow corridor.  The 
grey guards are really nasty so keep extra track of your hit points, not 
wasting moves, etc.  They have about 250 hit points;  the previous guys 
have 175 and, I think, weaker armor.  However, as compensation you seem 
to get a silver coin per area, and many chests have four-digit gold.  
This makes restocking very easy.
 31.  The pattern through the second labyrinth is as follows:  lower 
teleporter(upper one sends you back--NOT where you want to go right now) 
should lead you before a long corridor where you must use the amber key.  
Now you will want to give three potions to Max the Midget(i.e. speak 
three times to him and say yes each time.)  He'll give you +5 endurance 
for being so considerate, and you don't even have to listen to any whiny 
[pun alert] small talk to be all nice!
 32.  You may want to go through a detour(teleportal to the left) which 
has a lot of treasure but is really dangerous.  Through the second 
portal is Ludicious the Leper who will give you +10 charisma with the 
next teleportal sending you back to max..  You don't really need any of 
this, so it can be cut out.  But the right portal is the place you need 
to go eventually.  Again you have a tough fight ahead of you(the near 
portal kicks you back to the start of this castle level) and will want 
to avoid being attacked by two guards whenever possible.  There's a 
teleporter to the bottom left you need to enter.  It leads to a rather 
big room.
 33.  In this rather big room, immediately stand in the right half of 
the doorway and zap the guards with spells as they try to come through.  
Note that the guards will stop in the doorways if you don't act quickly, 
which would mean an extra attack for them.  Wait until you've killed all 
the guards that have rushed at you, then move up a bit to sucker the 
guards in the other doorway.  Then off to the left you can line up the 
rest of the guards and beat them one by one.  That chest in the middle 
has 5000 gold you'll need later.  There's a bottleneck ahead with three 
rooms.  Of course the locked one is the one you want to enter(the other 
two loop back to locations you've already been to) and your skeleton key 
does that!
 34.  Another big room, another ton of fights.  You'll need to hack 
through them as usual--don't move too quickly as you will have several 
false alarms before the all clear unless you are totally careful.  
There's a new teleporter in both the lower left and lower right.  You'll 
want to go in the right one first.  Some fellow named Vorn will sell you 
the Illusion of Light and change your other keys so that the Skeleton 
Key takes over their functions--and so your inventory doesn't get too 
crowded as well :).  The cost?  "A nickel," in the vernacular, exactly 
what you found in that one chest.
 35.  Take the teleporter back to the bottleneck, go north, and this 
time go to the left teleportal.  You'll get to talk with Taragas.  Of 
course you'll want to decline him(if you have a save state it's amusing 
to find what happens if you don't.)  One thing that isn't amusing is if 
you fail to notice your hit points dropped to one and you get in a 
fight.  Remember to use two life elixirs before entering the 
transporter.  It sends you back to a room north of the previous portal.  
You'll want to go to the right portal(back to Vorn,) through that 
portal, and to the portal on the left.  From there you take the portal 
to the north which kicks you back to the original room.  Then you take 
the north(red) portal again and you're back on the lower level.  Quickly 
enter the portal to the right, then move right and down so that you only 
have to confront one guard at a time.  Blast away(these suckers seem to 
have numbers, but they'll be total busters after you've duked it out 
with the grey jabronies,) and take the top portal at the end of the 
winding corridor.  Whew, you're done!
 36.  You'll probably need to recharge and come back.  When you do, the 
new part of the continent should be waiting for you(courtesy of your 
viewing the Blacksmith exhibit.)  But you'll first want to enter the 
Blackmire Pits again and go down to level ten.  The Illusion spell will 
make 7-10 seem normal.  At the bottom, you'll find blacksilver.
 37.  Climb back up, return to Thalen, and head to Lost Crag, the town 
on the new northern landmass.  A fellow named Dalvid there will ask for 
your hammer and then the blacksilver.  Give him both and you've got a 
neat new weapon!
 38.  Return and recharge one last time.  Accept your new rank, BARON 
with 1600 hit points, and be sure to visit Seravol(Strength +5) and the 
final exhibit under Hawk Museum.  That gives you Crystal Tears.
 39.  Enter the Dragon Caves in the lower central part of Maelbane after 
using the crystal tears.  The caves are twelve levels but aren't too 
bad, especially since you don't have to go back up.  Annihilate spells 
are handy here for quick passage, and some levels are less twisty than 
you'd expect.  Taragas's quarters are under a chest on level twelve, and 
you climb through a hole.
 40.  The Sparkle Maze is really not too bad.  Be sure to heal up first, 
and you may want to slow the speed on the emulator as this part is 
somewhat time-critical.  Overall, just try to get a quick picture of the 
non-cavern room before running out--note where the exits are and note 
that the maze is a checkerboard of tunnels and sparkle rooms.  Remember 
that sparkles never disappear.  Also, if you can see a path you can't 
get to, you might want to try to find a way to it.  Use Ye Mighty 
Graphyte and Ye Graph Paypre, or read the section below--which may spoil 
an interesting little puzzle.
 41.  It doesn't make much difference what you say to Seravol.  As long 
as you have the black blade, you'll be able to conquer him.
 42.  Return to the castle and stop by Seravol.  Pasta fazoo!  +5 of 
everything!  Then speak to the king for an extra special treat, 
including the princess fawning over you.  I'm sure she just photographs 
badly at low resolution, really, or something.  Your rank improves to 
COUNSELOR with 2000 hit points.  You can inspect your dominions further 
if you wish, or you can quit the game.

I was able to get through the game in 1260 days when proofreading for 
this walkthrough but would not be surprised if someone else could do it 
even more quickly, maybe even in under 1000 days.



  11. OUTSIDE

  Here is a rough map of outside--both Thalen and Maelbane.  The actual 
dimensions of each is 95x86 but I cut each down to 1/3 the normal size 
for easier viewing.  Whether or not it's easier to understand is another 
matter.  I touched the map up where my computerized shrinking looked 
illogical, but the towns are all in the right places.

  Remember Maelbane is to the west of Thalen.

  Because these maps are slightly inaccurate and a full one might tax 
older browsers, I dropped my two big outside maps into a crude text 
file.  You'll find it at:

http://www.geocities.com/SoHo/Exhibit/2762/games/lobout.txt

    11.1. LEDGER

0-9,a: towns
    ^: mountain foothills (avg travel, medium food)
    M: mountains (slow travel, very high food)
    ": mixed terrain (avg travel, medium food)
    ': grasslands (easy travel, low food)
    *: forest(easy travel, low food)
    ,: swamp in Thalen(average travel, medium food)
       marsh in Maelbane(average travel, medium food)
    :: desert in Thalen(slow travel, high food)
       scrub in Maelbane(average travel, medium food)
    `: what appears during the last part of the game along with Lost 
Crag.
       [only in Maelbane]


The temples, from upper right to lower left, are Eagle, Owl and Hawk.  
The dungeons are:  left, Taragas's Mines, right, Island Caverns.

    Town numbers
0 = Appia
1 = Riverbend
2 = Iron Forge
3 = Ironwood
4 = Clissold Creek
5 = Bad Axe
6 = Tumanis
7 = Ridgeport
8 = Crystal Summit
9 = Glen Lake
a = Beaverton


    The dungeons, top to bottom, are the Blackmire Pits, the Marthbane 
Tunnels(the first time you visit via the portal, most of Marthbane will 
be underwater, and it's cute if you walk by them during the late stages 
of the game. I did a double take the first time. "What's that dungeon 
for? Oh.") and the Dragon Caves(final dungeon.)

  12. TEMPLE MAPS

    Although all of the temples have similar layouts(head curate 
straight forward, magicians, empaths, skill game and seekers to the side 
in four separate rooms) I include the maps and details for posterity.  
Eagle Temple is the only temple without archives, so I only show the 
above part.

    12.1. LEDGER FOR TEMPLES

  R/r = roof patterns
  :/. = tile patterns
  >/< = more funky tiles
    1 = chief of temple
    2 = improve attributes
    3 = seeker
    4 = empath
    5 = magic man
    T = torches
    " = statue
    ' = grass
    = = entryway
    . = lining
    v = potential stairs down to archives.

  I cut off the maps slightly;  owl and hawk have the two left columns 
cut, eagle has the two right, and owl/hawk have top two rows cut, 
hawk/eagle have the two bottom.  For each temple you can go straight in 
one direction to visit the chief.  The other people are arranged in a 
slightly different order in each temple, although there are five 
influential conversations in each temple.  Seekers disappear once you've 
found their items.


  #2 will let you play Trap Shoot for a fee.  #3 seeks the Eagle 
Statuette.  #4 can't be approached without the crystal ring.  #5 needs 
etherium(need to have viewed that exhibit.)  #1 heals you if you give 
tribute--1.4*the gold pieces you give him up to the maximum.  He rounds 
his fee up and gives you money back if you pay more than you need.


    12.3. OWL TEMPLE

      12.3.1. ABOVE


  #2 will play Trist if you are registered(need to have viewed Game of 
Honor.)  #3 seeks the Owl Grail.  #4 can't be approached without the 
crystal ring.  #5 needs etherium(need to have viewed that exhibit.)  #1 
asks for 100 GP the first time you want to enter the archives.  He also 
heals you if you give tribute--1.4*the gold pieces you give him up to 
the maximum.  He rounds his fee up and gives you money back if you pay 
more than you need.

      BELOW

    Note that this contains spoilers as it tells you what each exhibit 
says.

    LEGEND

    X = wall
    T = torches
    ^ = climb here
    * = door
  1-9 = exhibits detailed below


1 : Singing Crystals exhibit(blue gem)--here you get a singing crystal, 
which if used properly can work your way through the lost area of the 
castle.
--BANTROSS MINERS HAVE LONG USED THE SPECIAL POWERS OF THE SINGING 
CRYSTAL TO AID THEM IN THEIR MINING ACTIVITIES. THESE UNIQUE VIBRATING 
ROCKS ACTUALLY LOOSEN THE STRUCTURE OF NEARBY ROCKS. A TRAINED MINER CAN 
DIRECT THIS POWER TO BORE TUNNELS AND EVEN CLEAR CAVERNS. HERE IS A 
SMALL 'SINGING CRYSTAL' FOR YOUR OWN USE.
2 : An Island Retreat(blue gem)--here you are teleported to an island 
you can't yet reach with a raft.  There's a dungeon there.
--FEW PEOPLE VISIT THE CAVERNS OF BANTROSS, FOR THESE DUNGEONS ARE 
PLACES OF TREACHERY AND DEATH.  YET FOR THE INTREPID EXPLORER, THEY'RE 
WORTH THE DANGER. THESE ISLAND CAVERNS ARE ACTUALLY VISIBLE FROM THE 
NORTHERN COAST OF THALEN.  YET, FEW KNOW OF THEIR EXISTENCE. THROUGH 
THIS EXHIBIT, YOU'RE NOW FREE TO VISIT THE ISLAND CAVERNS AS MANY TIMES 
AS YOU DARE.  
3 : Metal Works exhibit(blue gem)--here you get chain mail.
--ALTHOUGH TEMPLES ARE PLACES OF HOLY NONVIOLENT REFLECTION, WE ENJOY 
THE ARTISTRY OF VARIOUS MILITARY PIECES. YOU SEE BEFORE YOU A SPLENDID 
SAMPLE OF MODERN CHAIN-MAIL.  NOTE THE EXQUISITE ARTISTRY OF THE 
DECORATIVE ENGRAVINGS.  NO TWO ARE ALIKE.
4 : Game of Honor exhibit(red garnet)--here you get to register for the 
game of Trist found in Owl Temple above.
--YOU SEE BEFORE YOU, A REPRODUCTION OF ONE OF THALEN'S MOST FAMOUS 
GAMES OF TRIST. IT WAS A FIERCE BATTLE OF WITS BETWEEN TWO MOST NOBLE 
ADVERSARIES. THE MENTAL RIGORS OF TRIST ARE SAID TO INCREASE A PLAYER'S 
INTELLIGENCE. THE GAME IS AVAILABLE ONLY IN ONE OF OUR TEMPLES, AND ONLY 
TO THOSE REGISTERED TO PLAY. YOUR NAME HAS NOW BEEN ADDED TO THIS ELITE 
LIST.  WE WISH YOU WELL.
5 : Storming Gear(red garnet)--here you get Rope/Pulley which gives 
access to Mantrek's Castle as well as a later castle.
--THIS ROPE, GRAPPLE, AND PULLEY ARE TYPICAL OF THE GEAR NEEDED TO STORM 
A WELL PROTECTED CASTLE.  IN THE HANDS OF A MASTER, IN THE DEAD OF THE 
NIGHT, FEW PLACES ARE INPENETRABLE.[sic]
6 : The Wealthy exhibit(red garnet)--here you get a whole heaping 
helping of gold.  The higher your rank, the more you seem to get.  If 
you stumble on any red garnets along the way, you may wish to stop here 
and use them.
--ALTHOUGH WE PREFER TO REMAIN QUIET ABOUT THIS ACCOMPLISHMENT, THIS 
VAULT CONTAINS MUCH OF THE GOLD AND MANY OF THE LOST GEMS OF THE LOST 
LANDS OF MAELBANE. ALTHOUGH SOME CONSIDER THIS GOLD TAINTED, OTHERS FEEL 
THAT 'GOLD IS GOLD.'  AS OUR GUEST, YOU MAY HAVE A SAMPLE.
7 : Mountains exhibit(amethyst gem)--here you get climbing gear.
--THE TREACHEROUS TERRAIN AND RUGGED NEAR-VERTICAL SLOPES OF BANTROSS 
MOUNTAIN RANGES HAVE ALWAYS MADE MOUNTAIN TRAVEL IMPOSSIBLE. THROUGH 
YEARS OF WORK, ONE OF OUR MONKS DESIGNED THE CLIMBING GEAR YOU SEE 
BEFORE YOU.  WITH PRACTICE, IT RENDERS THE RANGES PASSIBLE.
8 : Magic Etherium exhibit(amethyst gem)--this allows you to drink of 
Etherium and gain access to advanced spells as well as spell skill 
improvement.
--WITH THE DISPERSAL OF BLACKSILVER, THERE ARE NO LONGER ANY TRUE 
WIZARDS ON THE PLANET BANTROSS.  YET, WE STILL HAVE SOME KNOWLEDGE OF 
THEIR LIVES, TRAINING, AND PRACTICES. THROUGH A CONSTANT HONING OF 
SKILLS, YOUNG WIZARD APPRENTICES WERE TAUGHT SCORES OF "MINOR" SPELLS.  
SOMETIMES YEARS WENT BY BEFORE THE "CHANGING." ONLY WHEN A WIZARD WAS 
DEEMED READY, COULD HE DRINK THE POTION THAT WOULD ALTER HIS MAGICAL 
MIND, MAKING IT POSSIBLE FOR HIM TO FINALLY PERFORM TRULY AWESOME FEATS. 
ALTHOUGH MAGIC IS A NEARLY LOST ART, THE TEMPLES STILL BREW THE MYSTICAL 
ETHERIUM.  YOU'RE FREE TO TAKE A SIP, IF YOU THINK YOU'RE READY.
9 : Vase of Souls exhibit(amethyst gem)--this is not a necessary 
exhibit.  Your gem is returned if you look at this exhibit, so you might 
as well before you take a look at the others.
--THE MAGICAL VASE OF JANTYR HAS BEEN DAMAGED BY THE EARTHQUAKES.  WE'RE 
SORRY YOU CAN'T SEE THE VASE IN ITS ORIGINAL SPLENDOR.

    12.4. HAWK TEMPLE

    Of course you can't get to Hawk Temple right away, but once you're 
allowed to use a raft/boat, the inlet south of Ridgeport leads you to a 
place with some interesting stuff.


  #2 will let you play Hard Rock Melee for a fee.  #3 seeks the Hawk 
Tattoo.  #4 can't be approached without the crystal ring.  #5 needs 
etherium(need to have viewed that exhibit.)  #1 asks for 500 GP the 
first time you want to enter the archives.  Note that these archives are 
tougher to find the right gem for. He also heals you if you give 
tribute--1.4*the gold pieces you give him up to the maximum.  He rounds 
his fee up and gives you money back if you pay more than you need.


      12.4.2. BELOW

    Note that this contains spoilers as it tells you what each exhibit 
says.

    LEGEND

    X = wall
    T = torches
    ^ = climb here
    * = door
  1-9 = exhibits detailed below


1 : Morning Star(emerald)--you get a morning star as a weapon.  It's a 
very good one. It's probably above anything you have at the moment, so 
by all means use it.
--AS MUCH AS WE ABHOR VIOLENCE AND DEATH, THE POWER OF FINE WEAPONRY 
HOLDS A CERTAIN PERVERSE FASCINATION. FOR THIS REASON, WE COLLECT AND  
EXHIBIT WEAPONS. THE IRONS SPIKES, JUTTING FROM THE SURFACE OF THIS 
MORNINGSTAR, BEAR LITTLE RESEMBLANCE TO THE SHIMMERING RAYS OF A WANING 
STAR, BUT IT'S COLD POLISHED BEAUTY IS EQUALLY ALLURING.
2 : Marthbane Tunnels(emerald)--This teleports you to the Marthbane 
Tunnels for your next challenge.
--EONS AGO, WHEN THE EVIL LANDS OF MAELBANE PERISHED BENEATH THE OCEAN 
WATERS, ONE MOUNTAIN WAS TALL ENOUGH TO BECOME AN ISLAND ATOLL. THIS 
JUTTING PRECIPICE CONTAINS THE ANCIENT MARTHBANE TUNNELS, ONCE HOME OF 
AN AWESOME SORCEROR.  HIS VILE CREATURES FILLED THE GROTTO CORRIDORS. 
THE POWER OF THIS TEMPLE CAN TRANSPORT YOU TO MARTHBANE, AS MANY TIMES 
AS YOU DARE.
3 : Dark Wand(yellow diamond)--This tells you about the Dark Wand, for 
which there is a reward if you return it.  It is in the Blackmire Pits. 
[They're not joking about what happens if you use the wand.]
--THE PRIZE POSSESSION OF THIS TEMPLE WAS ONCE THE BLACK WAND, AN 
ANCIENT MAGICAL DEVICE DATING BACK TO THE DAYS OF BLACKSILVER. WE KNOW 
FAR TOO LITTLE ABOUT THE BLACK WAND.  WE DO KNOW THAT IT WAS AN 
EXTREMELY DANGEROUS WEAPON IN THE HANDS OF ONE TRAINED IN ITS USE, BUT 
NO ONE UNTRAINED SHOULD DARE USE IT. SEVERAL YEARS AGO, THE WAND WAS 
STOLEN FROM THIS ARCHIVE.  WE WOULD HANDSOMELY REWARD ANYONE WHO RETURNS 
IT HERE FOR SAFEKEEPING. ONE WARNING:  DON'T USE THE WAND!  IF IT IS 
STILL CHARGED, IT MAY KILL YOU.
4 : Underwater Port(yellow diamond)--This tells you about a land far 
away(to the West,) Maelbane, and the possibility of a magic portal 
there.  You are probably better off just taking a boat there, though.  I 
checked back and stuff was still under construction.
--WHEN THE LANDS OF MAELBANE SUNK, ITS CITIES WERE LOST TO THE SEA.  YOU 
SEE BEFORE YOU A MODEL OF MURKWATER, FORMERLY MAELBANE'S LARGEST CITY.  
AS YOU MAY HAVE HEARD, THE LANDS OF MAELBANE ARE RISING, AND WITH IT THE 
WATER LOGGED CITY OF MURKWATER. WE'RE WORKING ON A MAGICAL TRANSPORT TO 
MURKWATER.  UNTIL IT'S DONE, HOWEVER, YOU MUST RELY ON PRIMITIVE MEANS 
OF TRAVEL.  YOU SEE BEFORE YOU A PORTAL TO A NEWLY RISEN CITY WHICH WAS 
ONCE CALLED MURKWATER.  AS THE LAND OF MAELBANE SLOWLY ROSE FROM THE 
SEA,  THIS WAS THE FIRST CITY TO EMERGE. NO ONE KNOWS WHETHER THE CITY 
IS NOW INHABITED.  ANCIENT TALES SAY THAT MAELBANE NEVER DIED LIFE WAS 
JUST SUSPENDED WHILE IT LAY UNDER THE SEA. THIS PORTAL WILL TAKE YOU TO 
THE COUNTRYSIDE OUTSIDE MURKWATER.
5 : Blacksmith(white diamond)--This gives you a hammer.  You'll need 
another item to work with it, and it is a special item instead of a 
weapon.
--JUST THIS MORNING, NEW AND ANCIENT LANDS ROSE ON THE CONTINENT 
MAELBANE. THESE WERE THE LANDS OF THE WORLD'S BEST BLACKSMITHS. IN DAYS 
GONE BY, A TOWN BLACKSMITH WAS MORE THAN JUST A SHOER OF HORSES. A 
SKILLED SMITHY COULD MAKE ALL MANNER OF UTENSILS, WEAPONS, ARMOR, AND 
TOOLS. NO SMITHY WAS EVER BETTER KNOWN THAN DALVID, A SKILLED ARTISAN 
FROM MAELBANE'S OLDEST TOWN.  HE WAS ONE OF THE FEW DECENT MEN WHO LIVED 
ON THAT DEPRAVED CONTINENT. THE HAMMER SHOWN HERE WAS ORIGINALLY 
CONSTRUCTED BY DALVID'S GREAT-GREAT GRANDFATHER.  IT IS ONE OF THE FEW 
REMAINING ARTIFACTS FROM THE AGE OF QUALITY.
6 : Flaxton Incence(white diamond)--This is used to heal special 
diseases, one of which you will get in the course of your travels.  The 
temple empaths can't heal you until you've taken it.
--ACCORDING TO THALEN HEALING LORE, THE MEDICINAL PROPERTIES OF THE 
FLAXTON PLANT ARE EXCEPTIONAL.  IN THE HANDS OF A TRAINED HEALER, 
FLAXTON CAN HELP CURE MANY AILMENTS. FLAXTON SALVES ARE SPREAD ON 
WOUNDS; FLAXTON-BASED INCENSES ARE INHALED TO CURE DISEASES.
7 : Kloryk's Cage(white diamond)--Another "local flavor" exhibit that 
returns your gem on completion.
--HERE ARE THE REMAINS OF KLORYK'S CAGE.  THIS RELIC OF THE MAGE WARS 
ONCE TRAPPED THE SOULS OF VALIANT WARRIORS WHO SOUGHT TO END THE MAD 
DUKE'S REIGN. RECENT TREMORS COLLAPSED THIS PART OF THE ARCHIVES AND 
DESTROYED THE CAGE.  WITNESSES BELIEVED THEY HEARD A CHORUS OF GHOSTLY 
SIGHS AS THE GLITTERING TRAP WAS SMASHED.
8 : Crystal Tears(black opal)--Gives you the item "Crystal Tears" which 
you use to open the final dungeon.
--DRAGONS CRY ONLY ONCE, FOR THE TEARS OF A DRAGON PRECEED ONLY ITS 
DEATH. AS ITS FIERY BREATH TURNS TO STEAM, A TEAR OF LIQUID CRYSTAL 
FLOWS FROM EACH EYE. ALL THIS IS LEGEND, OF COURSE, FOR DRAGONS PERISHED 
WITH THE DECLINE OF BLACKSILVER.  YET, THE GEMS YOU SEE BEFORE YOU ARE 
CALLED "DRAGON TEARS." THEY BEAR THE LEGEND OF THE DRAGON. IT IS SAID 
THAT THE LIFE-FORCE OF AN ANCIENT DRAGON RESIDES IN THESE BEAUTIFUL 
POOLS OF LIQUID CRYSTAL.

  13. TOWN MAPS

    As a general comment, I want to point out that if a town is easily 
accessible, it is probably not terribly useful, and vice versa.  You'll 
probably want one town for each special task(i.e. gambling for money, 
banks, buying spells, buying weapons.)  I was able to get through the 
game while mostly ignoring the Maelbane towns.  I also found Bad Axe to 
be very useful late in the game and Crystal Summit and Clissold Creek to 
be useful early on.  Ridgeport is handy too.

    You don't have to bother with four of the Maelbane towns.  I never 
did.  They are spread out and located across dangerous terrain.  Wheel 
and deal on Thalen.

    The towns are scaled in by a factor of two from the Commodore.  One-
to-one mapping would probably make the maps too big and unweildy for 
what are mostly non-game-critical locations.  So there's a bit of 
rounding off.  In addition it's not an exact science about some of the 
notations for landscaping. 

Rest of FAQ download the txt file: