soul bringer

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Soulbringer FAQ/Walkthrough Version 1.1, 11/10/2002 By Matt P Email: [email protected] SOULBRINGER is copyright Infogrames, and is distributed by Interplay in the United States. Be sure to check that you have the most up-to-date version of this game by checking its site. All characters in this FAQ should be treated as the intellectual property of Infogrames. Please contact me if you desire to post this FAQ somewhere, or if you have any additions/comments. Soulbringer is a decent game that is easily acquirable at most Walmarts. You can get it with Planescape: Torment, for $10 US. The manual is included on the CD. What's new in v1.1- a few minor updates to the weapon and armor info. Minor correction (Deep desert hex stake is east, not west), and a few more hints. TABLE OF CONTENTS: 1) Tricks of the Trade 2) Stat analysis 3) Walkthrough 4) Spell analysis, book locations 5) Brief weapon discussion, the best armor 6) Herbs and what they do 7) Credits/miscellany STORY: The world has always had a big evil demon guy and the hero to stop him. Recently, the big evil demon guy returned and is tormenting the populace. Now where's the hero? Hm... I wonder. IMPORTANT GAME MYTHOLOGY: The Big evil demon guy's name is Skorn. Your hero is unnamed. Skorn corrupted the hearts of several men (the hexseekers- who seek you out and try to destroy you), and brought forth some of his fellow demons (the revenants). It is these revenants who are often causing major problems- one of them is the cause of the horrendous winter, another is attempting to enslave a town, one is locked away in another dimension (and you'll use the key to bring him back and kill him), and yet another is torturing souls by preventing them from going to the Well. Destroying the body of either a hexseeker or a revenant does not destroy the creature, it merely allows them to reform elsewhere, unless they are contained. Minor demons also abound (raals and others). The Well is the afterlife. Harbinger was the previous hero who tried to defeat Skorn and his demon allies, and Harbinger used the Hex to travel and, uh, fight evil. Kinkathra is the "first dragon," whose dream is that all life will be peaceful, and whose heart is an object

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Soulbringer FAQ/Walkthrough

Version 1.1, 11/10/2002

By Matt P

Email: [email protected]

SOULBRINGER is copyright Infogrames, and is distributed by Interplay in

the United States. Be sure to check that you have the most up-to-date

version of this game by checking its site. All characters in this FAQ

should be treated as the intellectual property of Infogrames.

Please contact me if you desire to post this FAQ somewhere, or if you

have any additions/comments.

Soulbringer is a decent game that is easily acquirable at most

Walmarts. You can get it with Planescape: Torment, for $10 US. The

manual is included on the CD.

What's new in v1.1- a few minor updates to the weapon and armor info.

Minor correction (Deep desert hex stake is east, not west), and a few

more hints.

TABLE OF CONTENTS:

1) Tricks of the Trade

2) Stat analysis

3) Walkthrough

4) Spell analysis, book locations

5) Brief weapon discussion, the best armor

6) Herbs and what they do

7) Credits/miscellany

STORY: The world has always had a big evil demon guy and the hero to

stop him. Recently, the big evil demon guy returned and is tormenting

the populace. Now where's the hero? Hm... I wonder.

IMPORTANT GAME MYTHOLOGY: The Big evil demon guy's name is Skorn. Your

hero is unnamed. Skorn corrupted the hearts of several men (the

hexseekers- who seek you out and try to destroy you), and brought forth

some of his fellow demons (the revenants). It is these revenants who

are often causing major problems- one of them is the cause of the

horrendous winter, another is attempting to enslave a town, one is

locked away in another dimension (and you'll use the key to bring him

back and kill him), and yet another is torturing souls by preventingthem from going to the Well. Destroying the body of either a hexseeker

or a revenant does not destroy the creature, it merely allows them to

reform elsewhere, unless they are contained. Minor demons also abound

(raals and others).

The Well is the afterlife. Harbinger was the previous hero who tried

to defeat Skorn and his demon allies, and Harbinger used the Hex to

travel and, uh, fight evil. Kinkathra is the "first dragon," whose

dream is that all life will be peaceful, and whose heart is an object

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of great power, said to be capable of containing the spirits of the

Revenants.

=============TRICKS OF THE TRADE=====================

Here I will mention a few tricks that may be in hidden in the manual

somewhere, but which are better stated up front.

ARMOR- pick up the piece of armor and drag it over the doll to the

left. This equips it, and you can see the increase in your defense.

BAGS- bags expand your inventory, allowing you to carry much more

stuff. You may even put bags into bags, up to four times (i.e., a bag

in a bag in a bag in a bag in your backpack).

FIGHTING- generally, attacks that are closer to the bottom of the list

are superior to those you obtain earlier. Not always, but most of the

time. Often, these attacks take more time to execute, so you must find

a balance between hitting hard and hitting often.

DIRECTIONS- note that, although your compass is quite useful, it can

get you confused. If you line up your view behind your character, Nand S on the compass will point in the correct direction, but E and W

won't (they'll be reversed). Think about it and you'll see it makes

sense.

THE HIGHER GROUND- One of the more interesting things about combat with

this game is the fact that where you're positioned actually matters.

Strangely, having the higher ground often hurts you more than it helps,

as you'll miss more often. You'll have to attack 'low' to hit with any

consistency. Luckily, your enemies suffer from a similar problem. Be

sure to exploit this.

COMBOS- In my previous play through, I would have said to ignore

combos. However, that has recently changed. Making an effective combo

is difficult, but combos are often better than just clicking on

something till it dies. The main difference in play style you have

between these two options (combo and non-combo) is speed. Manual

attacks are faster, but combo attacks also allow your character to

defend and parry blows. A particularly effective combo I used early on

was with the mace- endless looping underhand strikes. Many things fell

quickly to this attack. Also, if you don't use combos, you won't get

the full benefits of the combat skill.

EXPERIENCE (XP)- Generally, you'll get the majority of your xp at the

beginning of the game from completing quests, and the majority at the

end of the game from killing nasty creatures. Killing non-hostile

creatures (including ones that can be made hostile- like the fey) costs

you XP equal to what you would gain if you killed them when they arehostile. Sometimes, when you're leading an army, an enemy will kill a

soldier of yours and you will lose xp. If you kill the enemy, you will

gain the normal xp for killing it and the xp lost through the soldier's

death. The maximum level is 41 by the manual, but I've only got up to

39, and that's with killing most everything bad that moves.

THE SECULORUM- As you cast spells of a specific element, your

seculorum is modifies. The seculorum is pictured on the character

screen after you've gained access to the Hex. If you cast too many

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spells of a specific element, your seculorum becomes unbalance. This

isn't always a bad thing, as you get certain perks with increasing

focus. However, the counter side to this is that spells cast of

opposing elements do significantly more damage.

MISSILE WEAPONS- Generally, these things are useless. Few enemies

stand still and let you pummel them from a distance, with one major

exception. Generally, I sold most of my arrows, and sent the

magic/special ones to the HEX. Eventually, when you get to the deep

desert, these things can actually be useful in getting a hefty bit of

XP, if you're willing to be patient.

WEAPON QUALITY- Whenever you hit an enemy who has defenses against your

specific attack, your weapon gets damage. Trying to hit a character

wearing plate armor with a knife will generally just get you a broken

knife. Some weapons always penetrate armor (like the pickaxe), and

hence wear out very slowly. Two game-story critical weapons are

indestructible- Messenger and Bloodmaster.

CHAPTERS: Although not formal by any means, the main character

undergoes a few changes as he fights and gets stronger. Most notableis the change in clothes, which is generally coupled with a change from

subservience to arrogance.

===========================STAT ANALYSIS===============

STRENGTH: Determines how much damage you do and how much you can carry.

At the beginning, you'll want to increase this regularly, so that you

can use the heavier armor and kill things with greater ease.

SPEED: Determines the quickness with which you attack in combat, and

modifies your defense. Speed is an interesting stat that can be

modified with large results. If you're fighting an enemy, the ratio of

blows you get in compared to the number of blows he gets in is directly

related to your respective speeds. If you're a lot faster than your

enemy, you'll hit a whole lot more. Don't focus on this skill (never

put all of your points in it), but always hold it in consideration. If

you have a lot of points in this skill, you can get some very high

armor classes. The increase of defense due to higher speed appears

almost exponential. A speed of ~85 gave me ~1500 defense.

COMBAT: Determines the attacking options available to you and your

ability to block/parry blows in combat. If you don't use combos, then

this skill isn't very useful to you and can be ignored in part. If you

do use combos, then this skill is significantly more useful. You'll be

able to block a lot of hits from enemies if this skill is high.

HEALTH: Influences your health points (HP). This skill isn't bad, butcompared to the benefits you get from other skills, don't focus on this

one. You'll still suffer the same damage from blows, you'll just be

able to last a bit longer in a fight if you've put a bunch of points in

this skill.

MAGIC: Influences your spell points (or mana points, SP), and your

ability to cast spells. This skill is what sets you apart from your

normal soldier. Each spell has a specific Magic skill requirement, and

can't be cast unless you have enough skill. The bonus to SP is nice,

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but again, it'll just enable you to cast a few more spells before you

have to drink a potion. Get this skill up to 50 BEFORE Chapter 5, or

you'll be sorry.

====================WALKTHROUGH=======================

General Guide

Name of area

Q: Quests available

D: Directions to/from nearby locations

Walkthrough for area

**********CHAPTER 1, prissy boy clothed-hero************

NOTE: There are five "chapters" in this game, during each the hero gets

a new outfit and a better attitude.

Eastern River

Q: Find Andrus, Drive off brigand.

D: W to Madrigal town square, Madrigal sewers

You start off with a strange dream, and soon awake at the docks,

talking with the ferryman, Allis. You get a quest starting out, tofind your uncle. Allis gives you some advice, and if you talk with him

thoroughly, will give you a second quest, to kill a nearby bandit. He

gives you a key so that you can enter his home (while he cowardly

hides) once you've done the deed. In the nearby barrel you will find a

fish, which is decent food. Another barrel has some worthless stones.

**********************************************************

HINT: Food is good, and it heals you well. Try to always have some on

hand, instead of relying on spells or expensive potions. Food is

ranked: Apples (20 HP, 1 lb), Bread (35 HP, 2 lbs), Fish (50 HP, 2

lbs), Chicken (75 HP, 3 lbs), and Ham (100 HP, 4 lbs). Bread weighs

the most for its restorative ability, but that doesn't mean you should

ignore it. Always pick up food if an enemy drops some, but purchase it

selectively.

**********************************************************

You'll also find that you have some stat points to distribute if you go

to your character screen.

**********************************************************

HINT: At this point, you'll probably want to spread your points out

evenly. You'll have one point left over, put it wherever you wish. I

put it into magic. You'll be getting a few spells soon, and they

require a base level of training to cast. The complete spell list can

be found at the end of this FAQ.

**********************************************************

Now press the dagger button. Use your weapon. This causes the hero to

draw the weapon and use it. Nothing is in your way, so this doesn't

really accomplish much, other than readying your weapon.

**********************************************************HINT: Whenever entering an area with potentially hostile enemies,

always have a weapon readied, generally by this method. If you have a

weapon preference, make sure you've got the weapon you want highlighted

and equipped. This saves valuable time and may save your life. You

will generally unequip a weapon after talking with a friendly person,

so make sure you ready it afterwards.

**********************************************************

Walk along the path. A bandit will soon grunt at you, and attack.

Click on him to select him as your target, then attack him in kind. I

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found that the simple "cut" command works well against him. He dies

quickly, and drops a knife, an apple and a scroll. The scroll has some

interesting information, but is otherwise useless. Return to Allis Ham

for your reward (25 XP, and a magic rune- the Rune of Knives). Save

the rune, you'll use it later. There's not too much else to do around

here, most of the other areas are closed to you except for Madrigal

town square and the sewers. You should avoid the sewers for now, as

the spider in there is quite strong and is better taken on later.

Also, you will find several herbs and mushrooms along the riverside,

take them. Herbs and mushrooms are quite common and you should gather

all that you find. Most are useless, but some are very helpful. Also,

be sure to check the barrels and crates for a few more minor goods.

From henceforth I will not mention whether or not you can find herbs

and minor items (you almost always can), and will generally only

mention items of note. Enter Madrigal when you've picked up everything

you want.

Madrigal Town Square

Q: Kill Brigands in Madrigal

D: E to Eastern River, S to South Madrigal Square, N to Northern forest

A cut scene occurs as soon as you enter this area. A rather nastyfellow accuses you of being a beggar and tells you to get lost. You'll

want to speak with him again unfortunately (and he'll show up several

more times later) at the Inn. Most everything else is closed. Find

the guard captain. He gives you a quest to kill some brigands. Doing

so gets you 30xp and 10 gold. You'll also see the Hex stone here, but

can't do anything with it for a long while. Check the boxes in this

area for a new weapon, the spade. It's ruined, so it's not really all

that useful. Go south to the south square. If you head north, strange

things will happen, and it's not a good idea.

South Madrigal Square

D: North to Madrigal Town Square, W to Madrigal Market

This place has several brigands. You'll be attacked soon after

entering. Walk slowly, and eventually you'll see a brigand dressed in

red. He is quite difficult (cutting low works best, I've found), and

you'll probably need to break off combat mid fight and run away to eat

some food. Once dead, you can take his club and his brigand's cloak

(the cloak provides 10 armor). The rest of the brigands here are

pretty easy, and shouldn't give you much trouble. Once you've killed

them all, don't bother healing yourself- you'll soon be automatically

fully healed. As always, check all crates here.

Madrigal Market

D: E to South Madrigal Square

Follow Barthelago as he enters the Inn. He's rude, as before. Once

entering the Inn, you'll have another long cut scene as more people yak

(do follow the story though). You'll then be given the chance to talkwith everyone. Do so (especially with the Traveler, who's name is

Chant), and leave once you've heard enough. Head back to the town

square and go north to the Northern Woods.

Northern Woods

Q: Get 200 coins for Andrus

D: S to Madrigal town square, W to Cavern, N to North Forest Tower

Follow the path. You'll see a brigand. If you give chase, you'll

find his buddies waiting for you (including a nasty red brigand).

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"seeing" skill, and as far as I can tell, it's just a waste of money.

Enter the other open building in this region and you'll find Chant (the

guy in the wolf hat). Search his crates to get some ham. He doesn't

have much to say to you at the moment, but will shortly. Now head W to

the market.

Madrigal Market

Q: Deliver package to Jake

D: E to South Madrigal Square, W to Western Moors, N to Madrigal Town

Square.

Reenter the inn. Talk with the innkeeper. Ask for work. He'll give

you a quest to deliver a package to Jake. It's a rather peculiar

package, and you should take it to Elric, Barthelago (who gives you a

discount on all his goods afterwards), Chant and Melissa in roughly

that order. Afterwards, you'll probably want to head out to the

Eastern River and speak with Hammer.

Eastern River

Q: Recover Diamond Ore for Hammer

D: W to Madrigal town square, Madrigal sewers, Madrigal South Square

The smith's shop is now open. Here you can repair all those beatenweapons and armor that you have. Hammer is a good guy. He gives you a

quest to get some diamond ore. Doing so gets you 15xp and 10 gold per

ingot. He also has some very nice items. Right now, you probably

can't afford many of them, and you'll find some on dead bodies later,

so don't try to get them all. Now that you've got a fair number of

quests, head to the Western Moors.

Western Moors

D: E to Madrigal town Square, Madrigal Market, W to Sacred Grove, High

Rock Pass, N to Jake's Estate, the Mines

It is in this area that you are most likely going to give up and say

hell with this game. This area is somewhat tedious, and often nasty.

Two brigands types (easy and red) can be found here in abundance. The

easy brigands are best killed with the club and it's third fighting

option. The knife just doesn't cut it (pardon the pun). The red

brigands are a might bit more difficult. One red brigand a little ways

north of the town square entrance has a spear, one of the best weapons

for you at this point. I killed him with fire bolt, and took to spear

to get repaired at Hammer's. The brigands generally like to travel in

packs of three, one red and two easy. The red generally attacks you

first, so you can lead him away from his buddies and take him down on

your own. Other brigands can be found near fires, these will actually

talk to you (although mainly to threaten you). If you can, get the

drop on them. Some red brigands carry bow and arrows, this is a great

way to get a decent first hit in on these brigands. There are also

many herbs and mushrooms to be found here, so be sure to look

thoroughly. Above all, take your time. This area can be downrightfrustrating. You shouldn't need to buy any food any time soon, as all

the brigands drop decent stuff. After you've cleared out the brigands

to the best of your ability, you should find the dove. You've probably

heard plenty of chirping as you've wandered this region. Follow it and

you'll find the dove. Chase it as it flies away (it's not too hard, as

it waits for you each time), and eventually it hits a door, opening it.

This is the door to the Sacred Grove. When you're ready, head to the

North. You'll see two brigands and a little girl. If you want a few

cheap kills, approach slowly, and ready a bow and arrow. Shoot the

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brigands, they don't react until you talk with the little girl.

Approach the little girl and a cut scene will take place in which the

girl takes you to the entrance of the mines and tells you that her

parents are in there. Before entering the mines, you may want to buy

the following items: 1 scroll of banishing from Elric, and a pickaxe

from Alfonse. Both will serve you well. Enter the mines when ready.

Once you've cleared the mines, you can head over to Jake's Estate.

Sacred Grove

D: E to Western Moors.

Inside you'll find a new Hex stone, and will hear a voice in your

head. Continue to search, entering the small cave and you'll find a

statue with which you can interact. Do so to get the dove eggshells.

When you've got access to the Hex, be sure to come back and touch this

stone.

The Mines

D: Exit to Western Moors.

This area can be quite tough if you're unprepared. Most of the

brigands here are pretty easy, but the rock beasts can be quite

difficult. The best weapon to use against rock beasts is the pickaxe,if you have one. There are a few lying around this cave, however, to

get to most of them, you will have to pass some of the rock beasts.

This can hurt. After you enter, you'll see a mine cart and a small

switch with arrows on it. Step on the direction you want the cart to

go to get it to move. For now, move this cart away from the exit (up

on the rough map below). You'll want to hug right. Several brigands

attack you, but they're quite easy. Be on the lookout for diamond iron

ingots, they're fairly common and a good source of cash. You'll see

several farmers and townsfolk, they have been brainwashed by a strange

pillar. Continue to Point B on the rough map below. This is the

brigand leader. Either use your spear or pickaxe to bring him down.

Heal as needed, and cast minor shield if you're getting beat up. He

drops a suit of armor, a key, and a short sword. Pick up all of the

items. Very close to here you will find several rock beasts. Be

careful not to get swarmed. If you need a pickaxe, head up (on the

map) then hug left. You'll find a couple. Equip one rapidly, as you

probably have a few rock beasts on your tail. Once you have the

pickaxe, the rest of the level is pretty easy. Brigands die in one

overhead strike with the pickaxe. Now Head to the pillar. Once you've

found it, head back towards the exit. You'll see that the mine cart

you sent on its way at the beginning is being stopped by another mine

cart. Head left (on the map), and you'll find a switch for another

nearby mine cart. Send it right, and it'll bash into the obstacle cart

and allow the first cart to proceed along and smash the pillar. This

frees the townsfolk. Now, if you head back to the entrance, a farmer

will stop you and give you a key (which you will use much later). You

can head to the upper right, and you'll find the brigand leader's moneyand item stash. You can also head to the upper left and you'll see a

hooded man. This hooded man is a Raal, a big badass demon. Trying to

take him on in hand to hand combat is a BAD idea. However, if you did

like I said you should, and bought a scroll of banishing, use it on the

Raal. It dies pretty easily. Killing it gets you 200xp, a hood, and a

saber. The saber is a better official weapon than anything else you'll

be getting any time soon (the pickaxe still does dang well), so be sure

to grab it. You'll see that the hooded man was hanging around a closed

door. A cart is nearby- move it right with the switch. You can't open

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this door with your key, but if you head down from the door, you'll

find another door. Use the slaver's key, and you can move a cart up

with the switch. This cart smashes open the door. A rock beast is

waiting for you. Kill it, and grab the skull. This is the skull of

alchemy, and will serve you well once you get the hex. That's about it

for here, be sure to get your 200 gold from Elric. People will like

you more as well, now.

Rough Map

?-----+

|S P |

| B |

| |

+--E--+

Enter at E, go right and get to B (the brigand leader). The pillar

which you must destroy is at P. The skull of alchemy and the hooded

man are at S.

After you've cleared out the mines, return whenever you will and

brigands will now be mining. Kill them for some minor items.

Farmer's EstateQ: Find the Guild.

D: S to Western Moors, N to the Cavern

Jake's Estate is very rewarding. Search the area around the estate

for several herbs. If you get close to the entrance, Jake stops you

and tells you to turn around slowly, and another cut scene results.

You'll enter the building and continue to talk with him. Be careful

what you say, then show and open the casket. I won't spoil the next

bit of show. Jake will give you his key right before he disappears.

A shadow is summoned- this guy can be tough. I cast minor shielding

and used my pickaxe to take him out. You get a guild ring for this

action, with some armor and a short sword. You'll need the guild ring

later, but should be able to find a lot of them later with ease, so

it's your choice if you want to pick it up. Search the home. You'll

find plenty of scrolls and decent magic items (including the demon

scrolls 2), and a magic tome. Get all that you can and then head

north. This takes you to the Cavern.

The Cavern

D: S to Farmer's Estate, E to North Forest

You may have already come here from the North Forest. You are strong

enough to handle it now, hopefully. Enemies here include spiders and

skeletons, and this can make it difficult to fight the enemies

together. Spiders can only be hit by low blows (like with the spear or

knife), whereas the skeletons are pretty fragile vs. the pickaxe. The

spear would probably be the best route overall (at least until you kill

the two spiders), as it also has a bashing attack. Numerous minor

items may be found here, including several herbs and a few scrolls.There's also a nest of hornets here, they once killed me because I got

too close. Stay away from the stalagmite as best you can and you'll be

safe. Head to the west and you'll find a room with some shelves. On

one shelf you'll find a key, and on another you'll find a cloak, and on

the third, some gold. Definitely grab the key. If you're willing to

spend some spell points, you can go fight a rather tough enemy right

now. The reward is quite decent. If so, head to the north. You'll

have to pass a few more stalagmites, and you'll come to a large room

with a staircase with a dragon painted on it. Two skeletons attack

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you. Use your key from this cave on the door to get into the North

Tower.

North Tower

D: S to the Cavern, North Forest

There's one big nasty here. Continue up the stairs. If you head to

the right, you'll have to fight the skeleton noble. I found that

casting minor shield and using my pickaxe worked quite well, although I

had to run off a bit more than halfway through and recast minor shield.

It'll take a bit, but eventually the skeleton will fall. Pillage it's

bones for a ring of health (+5 to health, get Elric to identify it for

you if you want), a cap, a staff, and a key. There's also a rune (of

arrows) in the skeleton's tomb. Be sure to grab it. Head to the west,

and open the door. You'll see several dead bodies with some minor

items. Collect all that you want, then head east to the room with the

tomb. You'll see a door to the south. Use the key you got from the

skeleton to open the door and leave. You'll find yourself in North

Forest.

North Forest

Q: Find Temple of ShadowsD: S to Madrigal town square, W to Cavern, N to North Forest Tower

You should have plenty of money to pay your uncle with by now. Do

so, and you'll get a Hex compass. The hex compass points to the

nearest source of power. It can be used to supplement your other

compass in case you get lost. Your uncle also gives you another quest,

to find the temple of shadows, and will identify the book you got from

Jake's estate as the book of trinkets. Head back to Madrigal. Elric

gives you the same quest as your uncle did, and will identify some of

your other items, and purchase some of the scrolls and useless books

you've acquired. Hammer will also sell a few more decent items. I

would recommend purchasing a mace from him, and the plate helm (lots of

good defense). Buy some food from Alfonse if desired, and sell your

excess herbs to Barthelago. Now it is time to head to High Rock Pass

(W of the Western Moors) and Ravenscar.

High Rock Pass

D: W to Ravenscar, E to Western Moors

This is a fairly straightforward area. Several brigands can be found

here, including two red ones (which should no longer be any trouble).

The brigands kill a townsperson, and then attack you. Avenge the

townsfolk. You'll find several diamond iron ingots if you look.

Continue west to Ravenscar.

Ravenscar

D: E to High Rock Pass, N to Path of Shadows, E to Cavern, W to Temple

of Shadows

This town is deserted of all life. Undead and gargoyles roam freely.I would suggest switching to the mace if you have one, or using the

pickaxe. Undead fall easily to the mace, and gargoyles crumble under

the pickaxe. The mace also works fairly well on gargoyles, so I would

recommend using the mace as your weapon of choice for this area. The

smash and underarm smash work quite well, and are probably the best way

to kill these creatures. There are three main subsections to this area,

two of which are connected. As you head west, you'll come up to a

crossroads. If you head to the north, you'll find an abandoned town

(abandoned by people, anyway). Search all of the buildings, and kill

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all undead who get in your way. You'll find several long swords as you

go along, take them if you have room. Hammer will pay you a good bit

of money for them, so if you don't get them all now, get them when you

have access to the Hex. You'll also find two stairs that go to

basements. Both lead to dead bodies. One basement also leads to a set

of mail leggings (ruined), and a magic cloak (the ghost cloak- defends

against spirit magic). Get Hammer to repair the leggings for some

decent armor. In the other basement you'll find another set of dead

bodies. You'll also find two books (one gives you a bit of information

as to why there are so many recent dead bodies), including a Golden

Grimoire (the book of medicines). You'll also find a mail vest, which

is again in ruined shape. If you want to get them repaired now, I

would suggest taking the "short cut." Follow your hex compass to the

Hex stone, then head east. You'll find a small entrance that leads to

the Cavern. There are several shelves here, many of which contain

potions. You'll be able to go back to the North Forest through this

route, and then to Hammer. To the SW you'll find the manor house.

It's well guarded. Take your time and draw the enemies out one at a

time if possible. You may be able to handle more, but it's easier this

way. Enter the house. Before attempting the temple, you may want to

purchase a few fireball scrolls from Elric. The bishop dies quickly tofire magic, and fireballs are the best thing available to you at the

moment. When ready, head to the west to the Temple of shadows. You'll

find another section of destroyed town, this one has a strange pillar

in the center. Grab the rune (of trinkets), and you'll be attacked by

a few undead. Continue west to a column area. You'll be attacked by a

group of undead, just take your time. Remember that skeletons can run

faster than zombies, so use this to your advantage. Or use your bow to

fish them out one at a time. Once you enter the Temple, you'll

complete the quest that your uncle gave you (50xp). You can kill all

the undead in here as you desire, but you may want to hold entering the

temple for just yet. Instead, head to the Sewers (to the north). A

large batch of undead and gargoyles will impede your progress, just

take it slow. Enter the keep.

General map:

T

M X

| | |K

+--+--+--G

| H

E C

T = temple, M = manor house, X = rune, K = Keep, G = Shadow gate, H =

Hex symbol, C = Cavern

Manor House

Q: Free Elsbeth's spirit

After you enter and take a couple of steps, a cut scene occurs inwhich a spirit asks you to destroy her body. Talk with her about

things, and you'll be attacked by a group of gargoyles. Cast minor

shield if necessary, and use either the mace or the pickaxe. Run off

and heal if needed. They shouldn't be too tough. Once destroyed,

search the house. You'll find a few potions, and a gemstone that

fetches a pretty penny from Elric.

Ravenscar keep

This area is pretty much the sewer. It may be somewhat confusing,

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and it's quite dark. There are several spiders around here, so be sure

to have the mace equipped so you can actually hit them. There are also

a few zombies and skeletons down here, so be careful. You want to get

to the south, as that is where Elsbeth's body is located. Open the

door, and cast firebolt on the body (35xp, completes her quest). You

can either go to the SW and enter the temple, or go to the temple the

preferred way (head back out to Ravenscar and then go west).

Temple of Shadows

D: E to Ravenscar

You may have already cleaned out all of the undead here, but if not,

do so. The temple is pretty straightforward at this point, just

continue west, killing monsters and getting a few herbs and potions.

You'll eventually reach a strange fluffy teleporter. Step on it to get

transferred to the main portion of the temple. I have made a quick

table with a key that describes how you should go about getting to

Bishop Mortan.

Temple Map

+-X

|

+-$ B| |

+---+---+-A

| | |

+-$ | C

| |

+---+-G

| |

J EL+-D

|

F-+-

|

G-+-H

|

$

You start at A, there's a mace nearby. At B you'll find another mace

and a trap, and at C you'll find a scroll. The $ signs represent areas

you can go to and get a bit of money. At X you'll find a few potions

and the exit to the sewers. J has a few more potions, and G has a long

sword stuck on the wall. Head to D and grab the scroll of Motran and a

key. You can use the key on L and get to E. E has several scrolls,

Mortan's journal, and an arcane rune (cloak rune) and an arcane

grimoire (book of arrows). F has a tomb with a traps- you can get the

gem but will suffer about 100 damage. It's your choice. G and H have

a mail hood and a scroll respectively. Once you've got everything you

want, go up to the top of the level, get in the bubbly field and read

the scroll of Mortan. You get transported to the final area.

You'll find yourself at another crossroads. All of the rooms butwest have potions. Once you've grabbed them, go west. You can grab

four more potions by veering off you main path. Eventually, when you

get too close, you'll get a cut scene where the Bishop summons 6

skeletons. He then fires a spell at you, but you can outrun it by

going east. The skeletons will follow you, but they shouldn't be too

hard for you anymore. Once you've destroyed them, go after Mortan. He

has two spells as attacks, and will melee you if need be. Shoot him

with fireballs if you have the scrolls from Elric, then go for

firebolt. He should fall easily with some patience. He drops some

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nice items, including the staff of lore, a bunch of gold, and an arcane

rune (of corpses). Cast Death's recollection on the bishop's corpse,

and you'll get a bit of info and storyline (and some xp). Then grab

the book on the stage. It's time to head back to Madrigal.

Madrigal Town Square

D: E to Eastern River, S to South Madrigal Square, to Madrigal Market,

N to Northern forest, W to Western Moors

As soon as you enter, you get to enjoy a cut scene which transfers

you to the Hex (50xp) and full SP.

Hex

Q: Get the skull of alchemy, get the anvil of Horath, retrieve the

heart of Kinkathra.

As soon as you enter, you get accosted by Malkuth, a giant tree. He

gives you some quests. If you have the book of Hades and the skull of

alchemy, give them to him. This brings back Jaard the librarian and

Caldor the alchemist. First go speak with Caldor. For this you get a

potion, and can pick up some other items if desired. Caldor will give

you a potion whenever you gain experience. Now go to Jaard and, if you

have some books and their runes, you can place the books and get newspells. Whenever you get a new book and/or rune, be sure to come back

and place it in your library. You'll get experience and some nice

spells. If you want to maximize the bonuses you can get, place a book,

get the experience, get a potion, then place another book, and again

get your experience. There are several items lying about, be sure to

pick them up. Go back and talk with Malkuth. Talk about items, and

select "take" and grab the two hex stakes (and the potions, if you

want). You now have nearly infinite inventory, and should never have

to return to town to sell your items. You can use the "hex" symbol in

your inventory menu to send things instantly to Malkuth from anywhere.

You can also view your seculorum by going to the character screen.

There's not too much variation with it just yet, but it's good to know.

Now it's time to tell your uncle the good news.

North Forest

D: S to Madrigal town square, W to Cavern, N to North Forest Tower

Prepare a weapon (pickaxe is good). Go to your uncle. Uh oh, he

just got killed by Tamaran. Fortunately, Tamaran is pretty weak, since

your uncle beat him up pretty well. Kill him, you don't really need

any spells. Now cast death's recollection on him (make sure you have a

hex stake!). Tamaran is actually kind of pitiful. End his life

(25xp). Now cast death's recollection on your uncle. He tells you a

bit more information (10xp). You've also been given a hint to go to

the Path of Shadows. Head there after everything is fixed up and

you've got enough food and healing items to manage. The next few areas

can be somewhat tough. Oh, and Barthelago left, so you can't get any

more potions or identify any more herbs.

Head west. On your way, return to the sacred grove and activate the

hex stone. You'll get experience and your spell points recharge.

Continue through Ravenscar, and north to the Path of Shadows. You can

activate the hex if you desire, but you may find it more advantageous

to save it.

Path of Shadows

D: S to Ravenscar, N to Mercenary camp.

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Hm, a deserted path... seems suspicious. Indeed, as soon as you

cross, you're attacked by two shadows. They have short swords, cured

leather armor, and some rings (basically worthless). That's it for

here, continue north.

Mercenary Camp

D: S to Path of Shadows, N to 7 Kings Barrows

As you enter, your character decides to listen in on a few thugs.

They talk a bit, and then you regain control of your character. I

would suggest equipping your mace. Next, take very slow steps forward

(North), and wait after each step. Mercenaries will decide to attack

you. They can be quite tough, but you can be tougher. They drop some

very nice items- pick them all up and send them to your hex. You'll

get a hefty bit of gold and will be able to afford some of the niceties

later on. Many also drop potions (mostly lesser heal, I believe). If

you enter the mercenary camp proper, you'll get shot at by the thugs.

You can respond quite well with fireball. Two blasts should be all

that it takes. When you run out of spell points, go back to Ravenscar

and touch the hex stone. I got an instant kill on one fellow by

attacking him as he was changing weapons (from crossbow to long sword)

with my pickaxe. I'm not sure if this can be repeated, or if it's justa fluke. Anyways, continue on, and be cautious. You don't want to get

two mercenaries whacking you at the same time. In the center of the

camp you'll find a pit full of rockbeasts. You can shoot at them, but

it's not that worthwhile, mainly a waste of ammo or SP. When finished

with this area, go north to the 7 Kings Barrows.

7 Kings Barrows

D: S to Mercenary Camp

This is a rewarding area. You get the best boots in the game here,

as well as several (3!) runes. There are seven barrows (tombs) here,

but I found it difficult to map them out. I would suggest instead

entering each tomb, searching it thoroughly (including killing the

skeleton nobles and grabbing the boots of dashing, and the runes of

medicines, breaths, and fears). The nobles generally drop long swords,

send them to your hex so that you can resell them later. Once you've

finished with a tomb, I'd recommend dropping an item in front of the

entrance to mark the fact that the tomb is cleared. I prefer dropping

poisonous or useless herbs and potions. Continue around, searching all

the barrows you find. Eventually you'll find one with orange phoenix

symbols on it. This is the barrow of Horath, the great king.

Barrow of Horath

Fortunately, this place isn't nearly as confusing as the temple of

shadows. There's one crossroads here, and head straight for now.

You'll find a body on a tomb, cast Death's recollection on it for some

storyline. Then head up, and you'll see two skeleton mages get

summoned. Fiddle with one of the pillars, and no more will besummoned. The skeletons aren't too tough, but do cast a nasty

firebolt. Touch all of the pillars so that they turn blue, and avoid

the center of the circle, or else you'll be badly hurt. Next, head

back to the crossroads, and take either left or right path. Enter the

room, and you'll find yourself in a rather strange place. Make it to

the bubbly teleporter and take it. You'll see the anvil of Horath

nearby. Prepare for a fight (equip either your mace or pickaxe), and

pick it up. 4 gargoyles attack you, but shouldn't be difficult at this

point. Head out and get back to the crossroads. Now attempt to exit

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(a cut scene ensues). Galgaros decides to stop you. He is very

powerful, and you'll need to do something cheap to beat him. Walk back

to the pillars spewing blue fumes, and maneuver yourself behind the

circle. Galgaros will follow, but will step in the center of the rune

and suffer ice damage. He dies fairly quickly. If he gets out of the

center of the circle, position yourself so that he gets back into it.

When he dies (300xp or so), fiddle with one of the pillars (don't

bother casting death's recollection on him, Galgaros fled the body),

and grab his stuff. You'll get firesword, a decent weapon, and some

gold. Head back to the Hex.

Hex

First, get a potion from Caldor. Then give Malkuth the anvil, which

brings back Crucibus. You can go get another potion if you desire.

Also, Caldor, now has a ring of the ironman (+5 str) on his cabinet.

Grab it and equip it. It will end some of your carrying capacity

problems. Crucibus is a friendly fellow who will repair your items for

free. He even repairs magic items (get the ghost cloak and the boots

of dashing fixed, if you can). He also has a salamander cloak and some

potent bolts nearby. Go to Jaard and use your rune of medicines to get

a fairly nice set of spells. Then go to Malkuth and grab a bunch ofitems from him (the items you got from the mercenaries). You'll get a

nice sum from Hammer as you trade them. When finished, go to Allis Ham

and take the Ferry to the Eastern Steppes.

Eastern Steppes

D: E to Church Ruins

There's not too much to do here, a few herbs can be found, and a few

bandits will fight you. Near the center of the region, you'll find a

shadow guarding a building located on a cliff. Kill it, and prepare a

scroll of banishing. Enter the building and use your scroll on the

Raal. Then kill the bandits and shadows. There's a lot of stuff in

this room, although nothing really stands out. When done, head to the

Church Ruins.

Church Ruins

D: W to Eastern Steppes, S to Eastern Fen, N to Shadowguard

Once you enter, someone appears and threatens you (50xp). There are

several guardian beasts here (and gargoyles, which should be very easy

by now), I don't think there's an easy way to kill them other than

magic. Fortunately, there are two hex stones nearby, so magic

shouldn't be too much of a problem- spend carefully, but knowing that

you can regain a lot of SP. Heading east from steppes, take a north at

the gate. You'll know it when you see it. You'll then see some herbs

and potions. Prepare a scroll of banishing; it's a trap. If you try

to grab the potions a shadow and a raal attack you. The raal can

probably kill you with one casting of gas, so run behind a corner.

Kill the shadow, then try to cast the banishment spell on the raal. Goback and reclaim the items. Continue on your merry way, heading east.

Watch you hex compass, and it will tell you to go south. Do so if you

don't care if you can get to Shadowguard. If you want to head to

Shadowguard first, continue to follow the road. You'll be attacked

several times by piggies and gargoyles. Eventually the road turns

north, follow it. You'll soon see a building to the west, head that

way. You'll find a small tomb with some items. Take the items,

especially the hex stake. There are 5 hex stakes in the game, and

you'll need all 5. Continue north to Shadowguard.

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Eastern Fen

D: N to Church Ruins.

A zombie attacks you right off. Kill it, and head to the SE (or

follow your hex compass). You'll hear the sounds of battle. Cross the

bridge, and a small cut scene occurs with bloodkin warriors fighting

zombies. Help out the bloodkin. Bane will then speak with you, and

give you a key-like talisman. Say yes to him, and you'll get 800xp and

will be transported to the temple of the white moon. If you come back

later, search the coastline of the swamp. You'll find several herbs,

some of them valuable. Swamp spiders will also attack you, they can be

quite annoying. Remember to attack low or you'll just be swinging at

the air. Cross the bridge again, and then head south. You'll find

another bridge. Cross it, then take the left path. You'll find

another spider and a few more herbs. Take the right path. Two spiders

attack you this time (albeit at separate occasions), and more herbs.

When you finally make it all the way across, you'll find a dead

bloodkin warrior who possessed some nice items. That's about it. Head

back to the area where you helped Bane slay the zombies, and touch the

hex stone for a new transportation point (and full SP).

Temple of the White Moon

Q: Find Bloodmaster.

D: S to Shadowguard

If you helped Bane out in the Fens, you'll be transported instantly

to here. There's an arcane grimoire to the west (Book of Breaths), and

Bane can be found in the north. Speak with him to get the Bloodmaster

quest. Head south to Shadowguard.

Shadowguard

Q: Investigate the secret temple,

D: N to Temple of the White Moon, Shadow Pass, E to Shadowguard Docks,

S to Church Ruins, W to Lord Crux's Manor

There's a hex stone in town, but you may want to hit it a bit later

from now. This is a great town, since everything is fairly close to

everything else. You may want to head east to the blacksmith and

alchemist shops. Candice is superior to Barthelago in many ways, the

least of which being not evil. Powder is the blacksmith, and will give

you many hints. Also, he will give you some Powder Metal, which you

should soon use. Now head into the Inn. You'll cut in on some people

discussing something, one of them drops a scroll. Read it. Curt is a

nasty innkeeper, but will sell some food to you. Now head over to the

Liche's house (a bit west of the smithy). Talk with Ash, and tell him

about the bounty on his head. He panics and gives you a key, at which

point you get attacked. This battle can be tough, I'd suggest casting

stoneskin (prevents damage from non-magical items), and killing the

shadow and assassins. Check Ash's bed for the Book of Corpses. You

may want to take the hex now, after selling your loot. Put the booksyou've found down, and then go to Madrigal and speak with Hammer.

He'll have a lot of info for you, and you can give him the Powder

Metal. You'll get the best bracers in the game in return (and 750xp).

Head back to Shadowguard and go east to the Docks. If you have the

quest from Skiff, go to the sherrif and ask about the charts. He tells

you he ditched them already.

Shadowguard Docks

Q: Find and return skiff's sea charts

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D: W to Shadowguard

There are two things of note here. The first is the "grubby

merchant" who will sell you the rune of stones for 7000 gold (buy it at

some point, as well as the Sheet Music!), and the second is skiff.

Skiff is the boatsman on the dock. He tells you a sad tale of a

rainbow rock (i.e. Hex stone), and how he lost his sea charts and will

never be able to get back there. He tells you the sherrif took them.

Once you've asked the sherrif about the charts, return, and prepare for

a fight. A Thardolin soldier doesn't like you interfering. Thardolin

soldiers are well-armored and can be quite tough. I cast stoneskin to

assist me in my fight. When he dies, he typically drops some very

potent armor. Equip it and be amazed. Talk to Skiff and give him back

his charts (150xp). You can head off to the island, but I would advise

against it. There are many Thardolin soldiers on the island, and they

can put the hurt on you if you're not prepared.

Secret Temple

Isn't really so secret. It's pretty obvious where it is (in

Shadowguard, located just east of the entrance to the temple of the

white moon). Enter and use the key you got from ash on the tomb. A

cut scene ensues. If you leave now, the quest "investigate the secrettemple" will be completed. There are three vampires nearby, but they

aren't outright hostile. That doesn't mean that you can't be. I found

that using the firesword's flaming sword ability coupled with the spell

Rest in Peace made short work of the vampires. You'll also find two

tombs to the west and east. One is empty and the other has a magic

cloak. Continue north, and a vampire witch will turn two bloodkin into

pig men. Hide behind a corner, as she casts a powerful poison spell at

you as her first attack. Kill the pig men, then take her on. As long

as you're fighting her hand to hand, she won't cast her poison bolt

(but will cast healing every now and then). Fighting her can be

extremely annoying- I used the pickaxe and took her out (600xp). The

doors behind her can't be opened just yet. Next, stop up on goods, as

you will not want to leave the next area after you've entered it.

Crux's Manor

D: E to Shadowguard

Do this area in one go- do not exit and sell off your items, or

anything like that, as reentering can be a significant problem. Be

prepared, there aren't many enemies here, but you can still get hurt.

The door to this area should have opened after you've completed the

secret temple quest. Proceed west, and open the gate. Chant will soon

stop you and tell you that you need some rings to get in. You should

have plenty by now. Enter the building (DON'T attack the pig men at

the door), and Chant will follow. He tells you to go see what you can

find out. Head up to the door that's guarded by the pig men, and

you'll overhear some conversations (4, 10xp each or so). Then head to

the SE corner. Kill the assassin, and search the bookshelves. You'llfind two arcane grimoires (books of stones and fears), as well as a few

other books and scrolls. Unfortunately (or fortunately), all the

members of the house are hostile towards you now, but this result is

pretty much inevitable any way you go about it. Head to the SW and

search the boxes here. Be sure to search the vase for a rune (of

manipulations), and proceed back to the main foyer. Kill the pig men,

and head to the NW. You'll find some food. Head east, and kill the

assassin and two pig men. Then enter the NE area and grab all the

items you can (some nice potions, and such). Now it's time to take out

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Crux (I'd recommend saving at this point, in case Chant kills Crux).

Once you enter, Crux decides to attack you, and Chant appears. Chant

kills many of the assassins, while Crux generally concentrates on you.

Spells work best against Crux (especially leech). You can let Chant

wear him down, but try to get the final blow (1250xp). Once dead,

Chant congratulates you, and you have just completed the "Find the

Guild" quest you were given so long ago (150xp). Cast Death's

recollection on Crux's corpse to get a bit more information, then grab

his items (Especially the key). Leave, and the pig men will be

hostile. Kill them, or run away. Head back to the secret temple.

Secret Temple

Go and use the key you obtained from Crux to get open the door. Kill

the vampire who has been waiting for you, then head up and left. Two

hooded men (non-hostile at the moment) await you. If you have any

scrolls of banishment left, now is the time to use them. I had 5

scrolls total- 3 from Elric, and two from my Hex I believe, so found

these guys to be quite easy. Alternatively, you could just blast them

with purify, if you have it (which you may if you have 50 magic). Go

and grab Messenger (1250xp). Messenger will eventually become the best

weapon in the game, and is damn good now. For one, it'sindestructible. No more heading off to the blacksmith when your weapon

gets worn. It's also quite damaging, although there are better

weapons. You may now sell a bunch of your scimitars, sabers, and

similar swords (the firesword sells for ~800 gold, this may be enough

to purchase the rune from the merchant at the docks), as messenger is

better than them all. After getting messenger, head back out and go

straight at the "T". You'll find several arrows and potions waiting

for you. Pick them up, then pick up the bow. This is the elemental

bow, which allows you to cast magic arrows. Yay. Head on out.

Rainbow Rock

Now it's time to get bloodmaster. Go and speak with Skiff. He'll

take you to an island. You'll find several Thardolin soldiers on this

island (with their very nice armor). I used stoneskin to survive their

attacks. You'll find a hex stone near the center of the island; use it

when you get low on SP. The two main things of note on this island can

be found to the NE and SE. To the NE you'll find a batch of six

soldiers. They are well armed, and you'll probably fight three of them

at a time. Some of them may shoot at you with crossbows, get in close

to attack them with ease. Once you've killed them, continue north and

explore their boats. Their boats have a lot of food, enough to last

you for a long time. Now head to the SE. You'll find a cave that

leads to the Tomb of Alvaris.

Tomb of Alvaris

Immediately in front of you you'll see a pillar with which you can

interact. Do so, and your character will use the amulet that Bane gaveto you (50xp). This disarms all of the traps in the cave. You can

explore the various offshooting paths to find gemstones and gold, but

that's about all that there is around here. Head up and to the right,

it's not too difficult to get around. You'll be accosted by a

Thardolin captain and a regular Thardolin soldier. The captain has a

strange weapon, the blade chain, and can fight for a long time. Magic

will take him down quickly, though. The soldier is pretty wimpy. Head

to the tomb, and Alvaris rises (albeit a bit skeleton-like) and tells

you that he's been waiting for you. He gives you bloodmaster (700xp),

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and teleports you to the beginning of the level. Bloodstealer is a

great weapon that is also indestructible (just like Messenger).

Unfortunately, you won't have it for long. That's it for here.

Head back to the temple of the white moon (save your game), and give

the hammer to Bane (750xp). You'll be moved to Shadow Pass.

******************CHAPTER 2**********************

Armored hero.

Shadow Pass

Q: Miscellaneous fighting quests that are generally completed during

battle.

D: S to Shadowguard.

Your clothing has changed. Bane appears, and tells you and the

soldiers what must be done. You can leave and go get items once he's

through talking (getting out of the pause may take a while), but may

not need any. Speak with Bane once ready, and you'll head off to fight

zombies and vampires. None of the battles is excessively difficult,

especially with all of the help you get. Be sure not to kill any of

the soldiers fighting with you. After a few fights (140xp, 100xp),Bane will get to the gates, and bring them down (60xp). Now you and

the army enters Tortaralan.

Tortaralan

No one is here. At least, not yet. As you get to the front of the

building, you'll get attacked. You're told to protect the entrance.

Go back to the entrance and kill the vampires. There's other stuff you

can get here (mainly magic arrows), but I would suggest waiting to do

so. Come back once everything else is done. Go back to Lore Bane, and

he'll have brought down the gate to the temple. Once inside the

temple, you'll get a few bits of dialogue, and suddenly you'll be

attacked by Lightstealer and some of his lady friends. The female

vampires will attack you, take them out, and Lightstealer will attack

Bane. Bane may choose to attack the females, the fool. Alternatively,

Lightstealer may choose to attack you. Run away and let Bane punch him

up. Eventually Bane dies (I haven't tried to keep him alive, although

it may be possible- I don't know the result), and you must grab

bloodmaster and kill Lightstealer. He's worth 1250xp (?) and drops the

long sword "blooddrinker." Check his tomb to get a bag. Then head

out. Chant stops you and tells you that you've succeeded. You get

transported back to the temple of the white moon, Chant becomes king,

you get a magic teleportation book, and a day to sleep (restores HP).

You may want to head back to Shadow pass and explore the area more

thoroughly, as there's probably stuff you've missed. Once ready, use

the book to get transported to Talendrah.

TalendrahQ: Defeat Skorn and the Demon Revanants

Immediately go east, and you'll find Barthelago. Speak with him.

Seems as though he wasn't man enough to take the heart. Now you'll

have to protect his sorry butt. This is a relatively straightforward

region, head S, then E, then N, then W. Along the way you'll run into

several mercenaries. Fortunately they shouldn't be so very difficult

at this point in the game. You'll find numerous potions and minor

goods in some of the houses, and on the bodies of the dead. Just be

sure not to let Barthelago get too hurt. Eventually you'll come across

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a hex stone. Use it if you need to get back your SP. Return quickly,

and continue into the camp. Don't go up the stairs just yet. Check

the big tent for several books including the book of storms. When

ready, climb the stairs. I cast stoneskin at this point, along with

shield. The captain attacks you. Respond in kind. He's somewhat

difficult, but just use messenger. When he dies (750xp), he drops a

ring of the ironman, some gold, and a greatsword. Heal yourself, then

approach the fountain. Barthelago will follow, collapse, and you'll

get the heart of Kinkathra. At this point, Gargos finds you and tries

to kill you. Again, I think that shield is the way to go. Take him

down with Messenger, (3500xp- in part due to completion of the "recover

the heart of Kinkathra quest"), and you'll capture his soul, then can

get his executioner's blade. Kinkathra then tells you to defeat Skorn

and his allies. Touch the hex and you'll notice that you now have some

new options available to you- the otherworlds. At this point in the

game, I would recommend trying only two of the areas- the Palace of the

souls and the Feylands. The other two areas can be done later with a

bit more ease. You can also head back to Madrigal. I'd suggest first

heading off to the Palace of the Souls.

Palace of SoulsQ: Rescue Farangis, Rescue Rafaela, Free Dragor Nightsbane, Defeat

Malhorraz for Lord Bane

The otherworlds are essentially strange areas where humans (dead or

alive) have unwittingly been caught. The Palace of the souls is the

main junction in the otherworlds. As soon as you appear, you'll see

Lord Bane. Run to your left- some creature is getting attacked by a

raal. Raals are now very easy, with messenger. 3 hits and they're

dead. Kill them before they kill the creature. Run off and do this in

each of the four corners, but avoid the area with Malhorraz. Having

several raals and Malhorraz gang up on you is very bad. Once you've

killed all the raals, then you can talk with lord Bane, and the

creatures. Each of them give you a quest. You'll have to do these

quests at some point, and I find that Lord Bane's is the most easily

accomplished. Now go find Malhorraz. After you exchange a few words,

you have to fight. I cast elemental shield beforehand, and Malhorraz's

magic was fairly weak. Just whack him till he stops moving (3000xp).

Then cast Death's recollection on his corpse. You'll use a hex stake

on him (1750xp- you should have 1 more left afterwards). Talk with

Lord Bane to complete his quest, then talk with the guardian who gave

you the Lord Bane quest (for a total of ~2000xp). Now use the hex

stone to quickly hop to the fey lands. Then hop back out. I am unsure

if this is necessary, but it may be the trigger for Melissa. Now you

can head back to Madrigal.

Madrigal Revisited

Q: Recover the Crown of Rule, Defeat Soldiers in Madrigal, Defeat

dragon soldiers at Tamaran's Gate.Well, look at all the soldiers. They're somewhat hostile as well

(but only if you are). You can kill them if you desire, despite what

Al says. First, go talk with Elric. You'll have new conversation

options available. Elric gives you the quest to recover the Crown of

Rule. Alfonse still sells at discounted prices, but isn't happy about

the soldiers. Check Barthelago's old house, and you'll find a guy name

Al-kadath. Al is a rather nasty fellow, and threatens that he'll kill

6 citizens per soldier you harm. Ignore this threat, if you want. I

believe that talking with him also gives you the Defeat Madrigal

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soldiers quest. Then go speak with Hammer for some more info (and sell

off your items), and then head to Madrigal market. You'll see a few

foreign merchants. One of them sells the Book of Glyphs for 4000 gold.

Go to the Inn and hear more people whine about the soldiers. Then head

to south Madrigal. Go to Chant's house, and you'll find his sister,

Renya. She'll tell you about some soldiers who are blocking Tamaran's

gate (in the Eastern Fens). Finally, go speak with Melissa. Mention

the B item, and she'll give you some items. The ring prevents

creatures from becoming hostile to you in the Feylands, and the key

opens a door in the Feylands. I would suggest heading there now, as

you can obtain some of the best armor in the entire game.

Feylands

Q: Entertain the queen.

You first two times visiting this place should be quick. The first

time you should just hop in then hop out, the second time, you'll want

to open the nearby door. Check the bed to get a sack with an elemental

bow, some magic arrows, the Book of Manipulations, and Fey armor. I

know it sounds bad, but there's very little better than fey. The chain

armor, helm, and gauntlets will raise you defense to the 1500-1600

range. You can either stay and complete the quests here, or you canhead on out. You can complete the quest early if you want to avoid

fights, and especially if you have Melissa's signet ring. Head west,

and you'll come across several fighters. They won't attack you if you

have the ring in your possession. Enter the building, and the Fey

queen will speak with you. Ask to trade for Raefela. Agree to the

trade, and you won't be able to leave. That's no good. Fortunately,

you have two options. The first and more difficult, but rewarding

option is to kill her champion. Doing so gets you 4000xp, some good

armor, and a ring of combat (?). The queen then sends you away. You

can still kill her champion later if you complete the other option,

which is to entertain her. Go search the area and you'll find several

eggs (4 in total). Go back to the queen and perform for her

(fortunately only at the cost of your dignity, and you'll get 125xp).

The last egg you use will disgust the queen and the town will become

hostile, but you'll be free. Cash your coin in at the palace of souls

(1000xp total). I would suggest coming back here when you have

Galdobah, as the enemies will be pretty wimpy. Also, if you're here to

annihilate the fey, send your ring to the hex, then teleport in via a

stone. The townsfolk will no longer be so friendly (either 500 or

750xp each). Then kill the guards (1750xp). Some of them may drop

armor, and perhaps you'll get a set of leggings, which makes this

venture quite worthwhile.

Eastern Fens

If you enter from the hex in Shadowguard and walk down, the Eastern

Fens is a lot easier. Using the Eastern Fens Hex will get you attacked

by ~5 soldiers. Individually, they are fairly easy (especially withthe fey armor), but together they can hurt you. Enter from the Church

ruins, and you'll see the bloodkin. You can either enlist their aid

immediately, or wait. Personally, I prefer to take care of the

soldiers myself, then come back to get help with the witch. Proceed

south of the bloodkin and you'll be attacked by a fairly large group.

They should be fairly easy with the fey armor, or with stoneskin. Kill

them, take their valuable goods (mainly their armor), then head to the

hex. You'll run across a few more soldiers, rinse and repeat. Head

off and get the bloodkin's help. You'll stop once (60xp), then will

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head off on your own to fight the witch. She's further south, just

follow the Bloodkin if you don't know where she is (although your hex

compass does point to it). Kill her (thus completing the Tamaran gate

quest), and you'll be transported to the Thardolin Docks. Come back

later, and take her stuff (she dropped a ring of magic).

Thardolin Docks

Q: Investigate archeological site for Pinaeos

D: S to Oasis, N to Palace

You end up in a desert. There's not too much you can do here, other

than go east. Enter the one building that's open to you, and speak

with Yarana. She gives you a change of clothes (1500xp)

*****************Chapter 3*************************

Desert Boy

Yarana also tells you a bit of what's going on. Once you've got the

info from her, head a bit north onto the boats. Search the crates.

You'll find another hex stake. Enter the boats, and speak with the

strangely dressed man (Pinaeos). Pinaeos isn't that nice of a guy, but

there are worse. He gives you a quest to investigate a site. Time to

head over there. Head south to the Oasis.

Oasis

Q: Free Cerebella

D: N to Thardolin Docks, S to Deep Desert

Hug the west wall, and continue south. You'll find a madman. Talk

with him, then check out the cave behind him for some items. Head back

out then hug the east wall. You'll eventually see two Thardolin

soldiers. Speak with them, and mention Yarana and then Hammer's name.

They let you pass (500xp). Talk with the noble woman, who turns out to

be the empress' spirit. She gives you a quest to recover her body.

Continue on south, and hug the east wall. Avoid the cultists for now,

they don't do anything to you unless you get close. There's a hex

stone nearby in the SE corner, use it if you need SP. And while you're

there, grab your missile weapons if you've been putting them in your

Hex. Otherwise, head to the Deep Desert.

Deep Desert

D: N to Oasis.

This is one of the most rewarding areas in the game. First, follow

the path to the south. You'll see a strange creature, DO NOT get

close. Kill it with magic and/or missiles. Head east from the

Krakken, and you'll find a building. Enter it and you'll see a strange

pyramid- use it to get a rune (of either storms or glyphs). There's a

wand here as well, grab it. Then leave and head to the north. You'll

find another building. Enter it, and you'll see Kaldarath, a hex

seeker. You'll also be attacked by a desert wraith. Dodge the initial

boulder, then hid behind the stairway's corner. Kill the wraith, then

prepare for Kaldarath. I found that I could use the blade chain to hithim despite the fact that he couldn't hit me with his magic (cheap but

effective. Once you've killed him (2500xp), grab his stuff (hexseeker

staff, flute), and cast death's recollection on him. You'll stake him

(1500xp). Use the pyramid in this room to get the final rune (of

either storms of glyphs). That should complete your collection, if you

got the book of Manipulations from the feylands. Now you can explore

the deep desert at your leisure. To the east, you'll find several

desert wraiths (which can be stopped easily with Rest in Peace and

messenger, and a few Krakkens. Head west, and you'll encounter a lot

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of Krakkens. Kill them all (750xp each), and grab the bags they are

guarding. I used all of my magic ammunition at this point in the game.

I didn't find any real use for it at any later point, so I didn't

regret it. At the far east, you'll find a small cache of items with a

Hex stake (the fifth one), a crossbow, and some bolts. Once done, head

back out to the Oasis.

Oasis revisited

D: N to Thardolin Docks, S to Deep Desert

I hope you've bought the sheet music from the grubby merchant in

Shadowguard or at the Thardolin Docks (Delgar Din). Play your flute

once. This allows you to play a few other songs. Don't play them just

yet. Head over to the SE. You'll be attacked by cultists. Don't

respond, they're pretty weak. Instead, head next to the well. Play

the "Free spirits" melody (500xp). The cultists stop attacking, and

merely run away from you. The cult leader doesn't much care for this,

so kill him too. Then approach the well again, and play the desert

rain song (500xp). Creatures fall from the sky, but probably won't

damage you any. It's worth it for the XP. Prepare yourself for a

nasty fight, then play "Prelude." Chimera comes for you. Kill him,

and you'll gain his power (a la highlander), as he was a revenant. Hedrops the earth katana, and a ring. He's also worth a lot of XP.

That's it for here. Head back to the Thardolin Docks.

Thardolin Docks revisited

Q: Create a diversion by using artifact from Pinaeos.

D: S to Oasis, N to Palace

Go and speak with Yerana. Mention the madman's name for 500xp. Then

speak with Pinaeos. Tell him about the ghost for 2000xp and 500 coins.

He'll give you a bomb. Drop it in front of the wagon, then walk away.

It explodes and kills the soldiers (1500xp). A few soldiers will be

waiting for you when you return. Now enter the palace.

Palace

D: S to Thardolin Docks

This is a pretty small area. Head to the W and E first to get some

minor items, and kill the soldiers who try to stop you. Then head to

the north. Incubah awaits. She's not so very difficult. Kill her and

another revenant will be dead (that's 3 of 5). Then you may get the

Crown of Rule, and a lot of XP. You'll also get a wind cloak, and

another strange device, and the gratitude of the empress. There are a

few more minor items to the east and west. Once done, head back to the

Sacred Grove via hex.

*********************CHAPTER 4*************************

Hero with Plate Armor.

Sacred Grove, Western Fens, Farm EstateTime to clear a few demons and nail Al-kadath. Head out of the grove

and into the fens, then head to the farm estate. A few soldiers try to

stop you from entering Jake's old house. Once dead, Al-Kadath breaks

out, steaming mad. Kill him for a magic sword, and about 7500xp. Then

go to the fens, and search the area. You'll find several winged demons

(500xp each). Enter Madrigal once done.

Madrigal

Q: Defend Madrigal against the Rat Beasts

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Elric greets you. Things have been going well since you freed the

empress. Hammer has organized a small militia. However, all is not

well in Madrigal. You get attacked by a mass of rat demons. They're

quite easy. Head off to the Inn, and then run to the basement and help

Will, try to keep him alive. Then head off to the Eastern river and

enter the sewers. If you haven't killed the spider, you'll find one

waiting for you. Proceed along your path, then open the door. You'll

find Barthelago waiting for you. He summons a person named Jalendrah

to fight you. Kill her (3750xp), then cast death's recollection on her

and stake her (2000xp). Head up to the Hex. You'll find Barthelago

trying to enter the Hex. He kills Renya, then attacks you. He's not

very difficult at this point, and falls easily (8250xp-ends siege

quest), then cast death's recollection and stake him for 4000xp. You

shouldn't have any stakes left after this. Barthelago drops a scroll

that allows you to transport troops to the Mire Pits. Use it once

ready.

Mire Pits

You'll wake up with some bad news. Fortunately, Chant will help you.

Accompany him and slay the undead that happen by. Eventually you'll

get to the entrance of Galdon Thor. Get your SP up to near its maxbefore entering, then go on in. People attempt to stop you (Galgaramon

is worth 2500xp and is extremely easy), and you get transported to the

Ice queen's palace. If you want to come back later, you'll find some

nice items in the fortress, namely a potent wand. You'll also find

several raal and winged demons, both of which should fall easily to

Galdobah.

***********************CHAPTER 5************************

Warlock.

Ice Queen's palace

Q: Escape from Lilith's Ice Domain

All of your items are stripped from you, but a mace suddenly appears

next to where you start. This is the area where you must show that you

are a warlock.

But first, a map:

+--+--X2 +---S T4 *T5

| | | | |

T1 S T2,3 +--+--X3 X4

You will need to have your magic up to level 50, or else you'll be in

trouble. Several skeleton demons roam this region, and it will take

two or so shots from this spell to take them down. They're worth ~450

each, so it's worth your time to kill them. Essentially you'll start

at S, then take the teleporters (which are symbolized by T) to their

respective locations (X) and will want to hit the switch S to get to

the *, where all of your stuff is located. Messenger is gone. Enter

the transporter, then continue on. I didn't map out the rest of thisarea since it seems as though you'll inevitably find yourself at the

end if you just search. If you enter the teleporters, more demons

appear, these can be a good source of xp if you have enough spell

points. Lilith is waiting for you, and you'll talk a bit. Kill her (I

used the katana) for 9000xp. She is a revenant, and one of the last

you'll face. Grab Galdobah (or Messenger as you knew it), and you'll

find it can now cast purify. Once you grab it, you'll be transported

to the stair of ice.

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Stairs of ice

D: E or W to Dark Hex Nexus.

You'll be swarmed by winged demons when you appear. Kill them, they

can't really do anything to you. There are two bags to the east and

west with potions and such. Head to the south, and you'll be shot at

by demon sorcerers. There's one in each corner and one in the middle.

There's plenty of other demons, as well. They fall easily to Galdobah.

Kill all 5 and the doors will open on this level. Enter the Dark Hex

Nexus.

Dark Hex Nexus

Here it is, the location of Skorn. Search around a bit and you'll

find a hex stone and a wand. When you enter Skorn's room, he come out

and walks away from you. Behind his throne you'll find a potion. As

you leave, you'll encounter Skorn. I cast stoneskin and haste, then

pounded him. After you've damaged him about halfway, he'll run away

like a coward. Follow him, and you'll be transported to the Palace of

Souls.

Palace of Souls

Hopefully you've cleared out all the Raal in here, or Skorn willforce them all to die by yacking with you. Hit Skorn a few more times

and he'll run away yet again. Time to finish up the otherworld quests.

You may also head back to the Madrigal mines, I believe there are

several winged demons populating that region now.

The Infernal Mines

Q: Get ore

Once you're teleported in, you'll find a noble boy who wants to speak

with you. Talk with him and you'll get a bit of info about this place.

You'll encounter two main types of enemies around the mines- demon

slavers, and undead miners. Both are susceptible to purify. Provided

you have Galdobah, this level is pretty much a cakewalk. Just kill

everything you run into that can be hostile. Asmodeus, the big ugly,

evil demon is to the south, and he'll tell you he'll give you a key if

you give him 100 pieces of ore (it's a lie). Pick up one piece of

diamond ore. You'll find a strange demon to the east. This is

Asmodeus' brother, and not very loyal to him. Give him a piece of ore,

and then unlock the door near the noble. You'll get the coin and

1500xp (use it for 1000xp). If you want, you can go and get the best

armor in the game. Approach the south, and draw out the demons (magma

works great). Run away, and some of the demon slavers will follow.

Asmodeus will probably try to hit you with a boulder, try to dodge it

if you can. Kill the slavers, then go for Asmodeus. Killing him is

worth 5000xp and will get you the diamond iron plate (best armor in the

game), and a hammer. There are numerous other minor goods here (like

potions), but nothing that really stands out.

Garden of Souls

Q: Free Dragor's companions, Kill Necromicron

This is a very nasty area. The vampires here constantly regenerate

and the spiders are pretty nasty. I cast magma on the spiders to take

care of them, as their poison was quite painful (and my seculorum was

unbalanced). Head up and run away from the vampires. They enjoy

casting fear bolt and spirit knives. Try to enter the buildings. One

has Dragor, the other has Necromicron. Dragor tells you that his

friends have had their souls captured by Necromicron, and that they

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can't die till Necro dies. Necro, however, won't die till the souls

are free. Sounds a bit like a nasty loop. Fortunately, it's not that

bad. Fight Necro by using fire magic. Also, cast the magma spell on

the nearby statues. The statues are where Necro is keeping the

soldier's souls. You'll notice that the statues can take damage,

though you won't see numbers. Once a statue has been destroyed, a fire

will light up on the statue. Once all the statues are lit, he'll die

the next time you kill him (5000xp). He was the final revenant, though

that doesn't matter much. You'll also get a magic cloak. All of the

vampires outside will be dead. Go to Dragor and get his coin. Use it

at the palace of souls (1000xp).

When ready to complete the game, head back to the palace of the souls

and go speak with the well guardian. You get teleported to the well,

and will get a lot of experience (it brought me up to level 39).

Prepare yourself (stoneskin, haste), then fight Skorn. He's still as

wimpy as ever. Take him out, then walk into the Well. That ends the

game.

==================SPELL ANALYSIS==========================

The following is a list of all spells, and my general comments on each.The spells are organized by book. Each spell has a minimum magic skill

required for casting, an SP cost, and an element (or all elements).

Casting a lot of spells of a specific element results in an unbalanced

seculorum, and is probably something you should avoid. If there is no

comment beneath a spell, that means I haven't tried it enough to get a

good perspective on its usefulness. Let me know if you have tried

these out, and what you think of them.

Format:

Spell name (min magic skill, cost in SP) [element- A(ir), E(arth),

S(pirit), W(ater), F(ire), ALL]

-Comments, usefulness.

Book of Trinkets (Book is found in the farm estate, Rune is found in

Ravenscar)

Spot Item (1, 10) [E]

-Pretty much useless, as objects aren't too hard to find- just look

for the "star." Most spells of this book are useless, hence the name

of the book.

Storm Cease (14, 15) [A]

-If you don't like the snow, cast this spell. Otherwise, a waste of

SP.

Soulseeker (16, 15) [A]

-Tells you if creatures are nearby. Occasionally helpful, though

generally not.

Firefly (18, 15) [F]

-Makes some light. Pretty useless.

Pathfind (20, 15) [A]-Get a compass instead.

Book of Storms (Book is in Talendrah, rune is in Deep Desert)

Scorch (1, 150) [F]

Frost (30, 100) [W]

Insects (50, 200) [A]

Stone Rain (70, 400) [E]

Firestorm (95, 600) [F]

-Extremely potent and damaging. Very costly in terms of SP, but does

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a lot of damage. Stay away from the area where you cast this, or else

you'll be hurting.

Book of Stones (Book is in Crux's manor house, merchant in Shadowguard

Docks has rune, 7000 gold)

Wall of Sand (1, 100) [E]

Wall of Screams (25, 100) [S]

Magma (35, 150) [F]

-One of my personal favorites. It does a lot of damage and lingers

for a long time. If you are fighting an enemy, try to keep them on the

lava to get kill them quickly. Stay away from the lava and explosions,

or you'll be in pain.

Wall of Elements (50, 160) [ALL]

Earthquake (60, 350) [E]

Book of Fears (Book is in Crux's manor house, Rune is found in 7 Kings

Barrows)

Fools Gold (1, 40) [F]

Secumind (20, 40) [ALL]

Tidal Wave (30, 80) [W]

Fear Bolt (35, 75) [S]-Generally, I find fear spells to be pretty useless. Spell points

are better spent on killing enemies or preventing your own death, not

scaring people away.

Lightning (60, 150) [A]

-A fairly potent spell. It's fast, too.

Book of Medicines (Book is found in Ravenscar, Rune is found in 7 Kings

Barrows)

Cure (1, 50) [W]

-Cures poison. Use it in the rare case in which you get poisoned.

Cauterize (16, 50) [F]

-Extremely potent if you have decent fire magic. Make sure you can

handle the initial pain- afterwards, you'll heal rapidly (and nearly

completely, as well). You can only cast this spell once every now and

then- do otherwise, and you'll just be damaged.

Leech (18, 40) [S]

-A fun spell, but not the most useful. Cast in on weaker enemies for

a quick pick-me-up (or on the faerie queen...)

Heal (20, 80) [W]

-A potent healing spell. Not too bad, overall.

Regenerate (24, 70) [E]

-If you're patient, this spell will heal you quite nicely. Use it

instead of heal when you're not being attacked. Or use it in place of

cauterize if your fire spells are weak or you're very hurt.

Book of Manipulations (Book is in Feylands, Rune is in Crux's manor

house)Weaken (1, 70) [A]

-Makes an enemy hit less hard. Good for those hard hitters.

Slow (30, 70) [S]

-Makes an enemy hit less often, and dodge poorly. Generally better

than Weaken.

Recover (45, 110) [W]

-Heals bad status effects (including poison), and gives some HP (I

think).

Greater Heal (60, 150) [W]

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-An improved heal spell. Not bad, though somewhat costly in SP.

Fatal Flaw (90, 160) [S]

-Makes a strong enemy rather weak. This spell is extremely hard to

obtain, but generally worth it.

Book of Knives (Elric sells the book, Allis Ham gives you the Rune)

Spirit Knives (1, 30) [S]

-Generally pretty weak, and, if anything, just annoying. It's pretty

easy to dodge these, and is a favorite of many enemies.

Pneumatic bolt (20, 15) [A]

Flaming sword (24, 80) [F]

-A nice, strong addition to the spell set. Use it on enemies weak to

fire. Also makes a pretty good light source.

Boulder (26, 100) [E]

-If an enemy is stationary, then this spell isn't that bad. However,

very few enemies are stationary

Poison blade (26, 90) [W]

-Puts poison on your blade so that the enemies you hit are poisoned

as well as damaged. Not as good as flaming sword, overall.

Book of Glyphs (Book is in Madrigal, Rune is in Deep Desert)Elemental Glyph (1, 250) [ALL]

Gas Glyph (30, 250) [A]

Magma Glyph (45, 250) [F]

Haunting Glyph (60, 250) [S]

-Another fear spell, and also a glyph spell. Pretty worthless, IMHO.

Stone Glyph (80, 250) [E]

Book of Dreams (rune and book are obtained from your Uncle)

Death's Recollection (1, 5) [S]

-Extremely useful, and fills in many of the gaps of the story. Cast

this on any hex-seeker you slay if you have a hex stake. Also a good

source of experience.

Flare (1, 8) [A]

-Pretty much useless. Even the description describes it as such.

Minor Heal (11, 20) [W]

-May be useful, but food is a much better way to heal yourself at low

levels. Save your SP for other things.

Fire Bolt (12, 15) [F]

-The first damaging spell you get. Not very powerful, but good for

attracting lone enemies.

Minor Shield (13, 25) [E]

-One of the best low level spells. Cast this before any tough

fights, and you won't get hurt as easily.

Book of Corpses (Book is in the Liche House (Shadowguard), rune is

found on Bishop Mortan's corpse)

Sense Evil (1, 15) [A]-Not so very useful. If it attacks you, it's evil. If you go

monster hunting, it may be of slight use as it doesn't show strange

results with demons or undead.

Rest in Peace (20, 10) [W]

-A rare mind-control spell that's actually useful. Stuns undead.

Especially useful against vampires.

Holy Radiance (35, 100) [S]

-Destroys weak undead, scares stronger ones (imagine "turn undead" in

D&D). Generally not so very useful, given that weak undead won't hurt

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you anyway, and R.I.P. is better suited against strong undead.

Purify (50, 100) [S]

-You NEED this spell. Get your base magic up to at least 50 so as to

be able to cast it without the help of rings or items by the time

you've finished the desert. Damages undead and demons, works extremely

well against Raal and certain infernal mine demons. Casts fast as

well. It's worth buying Elric's scrolls so as to be able to cast this

spell early.

Book of Cloaks (Elric sells this book, Rune is obtained in Temple of

Shadows)

Shield (1, 80) [E]

-Generally useful. Better than minor shield in its bonus, cast this

before big fights.

Fear Cloak (20, 50) [S]

-Another fear spell. Not really worth bothering with.

Stone Skin (30, 200) [E]

-By the time you get this spell, most enemies will already have magic

weapons and thereby be able to harm you. Still, it can be useful when

fighting some guards.

Elemental Shield (40, 70) [ALL]-Decreases the damage caused by enemy's spells. The damage blocked

depends on your seculorum's balance. Cast this before fight hex

seekers and revenants.

Book of Breaths (Book is in temple of the white moon, Rune is found in

7 Kings Barrows)

Strength (1, 45) [A]

-Useful on tough, armored enemies. Increases your strength.

Gas (20, 60) [A]

-One of the most popular spells as it both confuses and damages

enemies. Worth using, although manipulating it properly takes some

practice.

Pax (25, 100) [W]

-Again, why bother? Kill them instead of making them happy to see

you. Sheesh.

Rage (30, 200) [F]

Haste (30, 90) [A]

-One of the best late-level spells in the game. Casting this before

a battle increases your speed by several points, which results in a

large increase in armor class. With this spell, I had >3000 defense,

and Skorn couldn't hurt me.

Book of Arrows (Book is found in Temple of Shadows, rune is found in

tomb in North Forest tower)

Holy Presence (1, 25) [S]

-Scares away undead. Whoop-de-doo.

Secubolt (17, 40) [ALL]-Fairly potent, although expensive.

Poison Bolt (20, 30) [W]

-I found this to be extremely effective against stationary monsters,

like the Kraken in the desert. If an enemy is charging you directly,

use this spell to let him have it. It can do upwards of 100 damage,

plus poison (another 100).

Shards (22, 40) [E]

Fireball (24, 35) [F]

-A potent spell, which does 200 + splash damage. Don't class it on

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enemies that are close to you, or you'll regret it.

========================WEAPON LIST (incomplete)========

Knife- Your first weapon. Pretty crappy. It will serve you at

first, but don't bother keeping one once you get some nicer swords.

Club- good for clubbing things. Better than the knife, but not by

much. A decent early weapon to use against the undead.

Spade- Pretty cruddy overall. Slightly better than some weapons, but

others available work just as well.

Spear- A good early weapon, especially as your combat skill

increases. Eventually this weapon will instantly behead your enemies.

Short Sword- Overshadowed by the pickaxe, in my opinion. It's better

than the knife, but worse than the saber, which you can get pretty soon

after this weapon.

Pick Axe- This is one of the best weapons for you to obtain early on,

as it ignores all armor (including stone). Most enemies will die in

one or two hits with this weapon if you have the Overhead strike.

There are only two methods of attack, the overhead strike is by far

superior. It even works well against undead. Essentially the Poor

Man's Mace.

Staff- A fairly nice bashing weapon. Superior to the knife, club,and spade. None are available right away, though.

Mace- Extremely effective against undead. Use the smash and underarm

smash when fighting undead- they do the best damage in the shortest

time. This weapon also works quite well against armored foes like

mercenaries.

Saber- By the time you are able to use this properly, it'll probably

be obsolete. Still, it's very strong.

Long sword- I never saw the mystique. Give me a mace any old day.

It's better than the short sword, though.

Waraxe- Quite powerful when in perfect condition. Unfortunately, it

doesn't stay that way for long.

Scimitar- Hard to use properly without a lot of combat skill.

Double bladed staff- nice for a little while.

Halberd- Haven't tried it much.

Broadsword- Same as above- when you finally get this weapon, you'll

probably already have Messenger, and won't need this one.

Toothed sword- strong and damaging. Magic weapons are still better,

though.

Cleaver- Why bother?

Magic Weapons

Hex staff- there are several of these, all on the bodies of the hex

seekers. They aren't so very great, but can do some decent damage if

used properly. They're worth a lot as well.

Firesword- obtained from Galgaros. Nice and potent. It's a great

item to use against vampires. Unfortunately, it gets damaged quickly.

Messenger- without a doubt, one of the best weapons in the game.Indestructible, and very damaging.

Bloodmaster- for the short bit of time that you have this weapon,

it's equal to Messenger. Indestructible.

Blood drinker- obtained from Lightstealer. At this point, I rely

pretty much only on messenger. Still, this sword appears pretty

powerful, judging by its selling price.

Magic knife- get something better.

Executioner's Axe- found on Galgoros (2). Pretty cruddy- strong, but

wears out very fast.

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Fey saber- Good, and can penetrate armor. There's still better stuff

out there.

Earth Katana- Very strong, and a good substitute for messenger for

the time you're not in possession of it. Obtained from Chimera.

Ice spear- haven't tried it.

Galdobah- Upgraded Messenger. The best weapon in the game.

Thunder Hammer- From Asmodeus's corpse. Pretty wimpy.

Galdobah's twin- on Skorn. You can't use it much, so not worth

thinking about.

The best armor in the game:

Bracers: Shiny bracers. Easy to get early in the game. Provide

hefty defense. Obtained by giving Powder metal to Hammer.

Body: Diamond Iron plate, without a doubt. Found on Asmodeus's

corpse. Hard to get early in the game.

Head: Fey metal hood. Excellent defense, and can be obtained fairly

early. Obtained in the Fey lands.

Pants: May be the Fey mail leggings. I didn't find a pair in this

play-through, but they may be found on some faerie's corpse.

Boots: Arguable. Probably the boots of speed, as the bonus to speed

is useful at all levels. If you have high speed, then these give alarge bonus.

Gloves: Fey metal gauntlets. Found in Fey lands.

====================HERBS=============================

The following is a list of all herbs and mushrooms. All may be sold for

at least 1 gold, so be sure to pick them all up.

Mellor's Beard- Useless

Millflower- Useless

Aten's Wort- Useless

Mushroom- Useless

Icksleaf- Poisonous

Misk Mushroom- Poisonous

Phelan's Cap- Poisonous

Blythe's Ruin- Very Poisonous

Wittaker- causes confusion

Lilith's Bile- Poisonous

Tamaran's Revenge- Explodes

Lynn's Wort- Restores a few HP

Hexflower- cures status problems, restores some HP

Spiderleaf- cures poison

Hammond's Club- Strengthens

Stoneham's weed- cures mental ailments

Caldor's Blessing- Hefty Healing

Magic Mushroom- Restores a few SP

Makepeace- strengthens and hastens user

Hades Crumb- Vomit but get 40 SP

======================CREDITS/MISCELLANY==================

-A great walkthrough may be found at walkthrough-online.com. It's

missing a few things that I covered, but it's a good webpage

nonetheless, and covers more of the general story.

-GameFAQs for hosting this FAQ

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-If you like RPGs with excellent stories and great gameplay, and don't

care too much about graphics, try spiderweb.com. Their Exile, Avernum,

and Geneforge series are superb, and cheap!

Submitted by Matt P - Created 11/13/02

See All Soulbringer Walkthroughs and FAQs 

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