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Legend of Faerghail - List Legend of Faerghail - Lists and Tips
Spells learning & Items list

Races and Trades
Trades
Human
Half-Elf
Elf
Halfing
Dwarf
Half-Orc
Warrior
Barbarian
Rogue
Smith
Scout
Priest
Druid
Magician
Illusionist
Paladin
Healer
Monk

*1 Only MALE character can be a Smith
*2 Only FEMALE character can be a Healer
*3 Only HUMAN MALE character can be a Monk

Attribute Bonus
Strength
8
9
10
11
12
13
14
15
16
17
18
19
Max. Weight
280
315
350
385
420
455
490
525
500
510
520
530


Dextery
13
14
15
16
17
18
19
Naked Prot.
10%
10%
10%
15%
20%
25%
30%

Experience Table
Trades
Type 1
Type 2
Type 3
Type1 Smith, Rogue, Monk, Healer (fee for Rnk up=1500)
Type2 Paladin, Scout, Barbarian, Warrior (fee for Rnk up=2000g)
Type3 Magician, Illusionist, Druid, Priest (fee for Rnk up=2250g)

Paladin gains extra attack every 3 levels.
Smith, Rogue gain extra attack every 4 levels.
Healer, Magician gain extra attack every 5 levels.
Other trades are not confirmed.
Rnk 2
1500
2000
2250
Rnk 3
3000
4000
4500
Rnk 4
6000
8000
9000
Rnk 5
12000
16000
18000
Rnk 6
24000
32000
36000
Rnk 7
48000
64000
72000
Rnk 8
96000
128000
144000
Rnk 9
192000
256000
288000
Rnk10
384000
512000
576000
Rnk11
768000
1024000
1152000
Rnk12
1536000
2048000
2304000
Rnk13
3072000
4096000
4608000
Rnk14
6144000
8192000
9216000
Rnk15
12288000
16384000
18432000

Tips
1.
Max. Protection = 95%, Max. Concentrating ability = 85%
2.
10 gold weights 1 lb, 1 ration weights 1 lb
3.
If you sell an item which cost more gold than you can carry, you can NOT sell it
4.
When you sell a high price item, your negotiating ability go up a bit
5.
Combine #3 & #4, you can keep selling a high price item which you can't carry its gold to increase negotiating ability. After the ability reached 100%, you need to learn all tongues, then you can talk to enemies to ask them withdraw.
6.
Since gold is too heavy to carry, you have no choice to save your gold in bank. Sometimes bank manipulates deposits and runs off 50% of gold. If this happened, just reload your game.
7.
When your rogue disarms a trap successfully, his skill go up a bit sometimes.
8.
HP/MP restores a bit when RNK go up.
9.
You can try to trade with enemy, they will drop same items when you defeat them.
10.
If your Healer try to heal a party member in non-combat, she will lost 3,000 EXP. Never do that. Other trades are not confirmed.
11.
Item duplicate:
A saved game with item [XXX] => Sell item [XXX] to the store
=> DON'T save game again! Just reload game directly
=> Now you have two [XXX], one in store and the other in your backback.
12.
In the game system, store data is saved seperately from party data, that's the reason we can duplicate items. And all save data in this game has CHECKSUM protect, DO NOT use hex editor to modify game data.
13.
Once you get [Gain Level] potion, you can duplicate it and make Rnk go up as high as you wish. Rnk 15 is sufficient to finish this game.
Legend of Faerghail - Mountain B2F ~ Ending Legend of Faerghail - Mountain B2F ~ Ending
Mountain B2F

(4e,1s)
The blub-blubbing sound is all around.
(6e,5s)
The bubbling sound becomes more quiet.
(3e,14s)
In front of you is an abyss that you cannot cross. A staff might just fit into the recess at the edge of the abyss.
->use [Shaolin Staff]

The staff grows longer and longer and joins with each cut out hold it can find. One hand after another you pull yourselves along it, over the abyss, and the last one over retrieves the now shrinking staff.
(3e,16s)
An ancient man is sitting on the ground in front of you, and you cannot imagine how on earth he got there, as he starts to swear:

"I've been sitting meditating here for the last three hundred years and just as I'm about to reach Nirwana. You ruddy lot have to turn up! Well thank you very much. Do you know what this means?!?? - It means at least another three hundred years of chastisement and meditation in this badly heated ruddy hole!!! - And that's why I'm bound, bound to curse you lot in the name of the Monks of the Valley of the Golden Goblins, to search the endless sea of lava!"

The old man picks up a stone and throws it at you, but misses, after which he disappointedly starts to pick his nose.
(9e,3s)
The bubbling sound becomes louder.
(21e,7s)
A sea of lava blubbers in front of you. To get over it on foot seems a bit impossible.
->use [Sarcophagus] pass or use [Gunpowder] to blast some walls to make the other way, there is NO lava will do damage to party ahead.
(10e,24s)
heal wounds spring
(25e,31s)
A flame leaps up out of the ground, a Fire Elemental appears in front of you and waits.
->use [Wet Clay Key]. The Fire guardian burns the key with his breath.
->get [Dry Clay Key]
(17e,22s)
You're standing in front of a solid clay door.
->use [Dry Clay Key] to unlock
(24e,24s)
As you stumble into this room, you close your eyes, blinded by the light of the shimmering facets of innumerable jewels, and here and there, you can now make out the warm glow of gold.
treasure
->get [Chest]x2, [Big Nugget]x2, [Lump of Adamit], [Golden Figurine], [Golden Casket]x3, [Golden Sword]
(17w,28s)
The Red Dragon is here.


Here lies the body of the great red dragon, steaming deep red blood flows like magma out its wounds.
->use [Death Mask]

You throw the mask into the red dragon's boiling blood.
->GAME END#


GAME END
Legend of Faerghail - Mountain 1F ~ B1F Legend of Faerghail - Mountain 1F ~ B1F
Mountain 1F

(0e,0n)
A corridor leads back into the wilderness, do you wish to turn back?
(2e,5s)
You feel a whisp of air from behind.
(2e,26s)
->get potion [Heroes' Drink]
spring
(11e,31s), (7w,1s)
heal wounds spring
(14e,27s)
A powerful force pulls you back!
(15e,27s)
->get [Scroll of Power]
(11w,28s)
Thick fog cover the ground, does it hide a trap-door?
(16w,23s)
->get [Healing Potion]

Mountain B1F

EARTH AREA(northwest)
(1w,2n)
forces push you back (marked as yellow square)
(2w,5n)
->get potion [Healing II]
items
(8w,11n), (16w,5n) ->get [12 Rations]
(8w,7n)
A keeper of Earth appears, and asks a question: "Which flower blooms only in the cold and is of immense complexity?
->answer ICEFLOWER, get [Dry Clay] then go to WATER area

WATER AREA(northeast)
(9e,7n)
start point of WATER area
NPC
(13e,3n), (17e,13n)
A small creature only ask money but give no useful message. Still need to pay to pass through?
(15e,1n)
A Water Elemental grows out of the ground in front of you. He gives you a handful of water.
->get [Some Water], go AIR area

AIR AREA(southeast)
(2e,3s)
start point of AIR area, there are invisible blocks in this area which marked as grey squares
(6e,7s)
(6e,7s), (6e,17s), (17e,19s)
A small creature asks money.
(12e,17s)
A small creature pulls at your clothing: "Stop brave comrades, for only 350 gold I'll tell you a secret."
->pay

He whispers: "Walk along the passageway and at the end of it go through the door. Then go North. But remember this: Your goal lies in the Northwest. Never leave that way."
(6e,11s)
->get [Golden Casket]
(9e,11s)
An Air Elemental appears and seems to wait for something.
->use [Some Water]. The Dry Clay becomes malleable.
->use [Lump of Clay]. The guardian makes a key.
->get [Wet Clay Key], go FIRE area

FIRE AREA(southwest)
(0e,2s)
start point of FIRE area
NPC
(2w,14s), (8w,8s)
A small creature asks money.
(15w,4s)
down to B2F
Legend of Faerghail - Derelict Castle B1F ~ B2F Legend of Faerghail - Derelict Castle B1F ~ B2F
Derelict Castle B1F

items
(0e,20s), (0e,22s), (11e,13s), (12e,11s), (14e,9s), (21e,13s) ->get [Big Nugget]
(1e,28s), (2e,28s) ->get potion [Holy Water]x3
(0e,21s)
Here is a very dusty coffin, but no feather duster is within reach.
(0e,26s)
->get potion [Healing II]
(1e,5s)
->get potion [Poison I]
(1e,25s)
refresh spring
(2e,21s)
The voice coughs, then thunders again: "You have been warned!"
(3e,3s)
->get [Healing Potion]
(3e,27s)
heal wounds spring
(4e,11s)
->get [Bone]
(4e,21s)
A voice reverberates: "He who disturbs will take up my heritage!"
(5e,1n)
You're standing in front of a massive stone door, behind which is probably a burial room.
(5e,5s)
use [Gunpowder] to remove door
(6e,3n)
->get [Blue Map], same as map Nr.1 in handbook
(6e,26s)
You look down onto a stone plate embedded in the ground, but cannot decipher the writing on it.
(7e,18s)
In front of you is a lonely hall filled with creepy silence. In the distance you hear a choking sound.
(7e,25s)
You enter an enormous crypt. Here lie the bones of the castle's ancestors.
(9e,9s)
->get [Nugget]
(12e,9s)
->get [Blizz. Sceptre]
(12e,10s)
->get [Friendship Ring]
(12e,15s)
Here lies the restless body of Count Covac, the present Lord of the castle.
(14e,3n)
A powerful force pulls you back!
(14e,4n)

->get [God's Hammer]
(18e,21s)
An inscription on the door says: "Here lie the immortal remains of Idrielle, the woman of my heart."
(21e,5s)
->get [Large Shield+]
(21e,15s)
Another two ghosts float on by, one says: "You're a liar, it's not to the left and in the middle, but the other way around." The second ghost says: "Don't believe him, I tell the truth."
(22e,20s)
->get [Golden Casket]
(25e,1n)
You've entered the balming room. Few have been here and lived long...
(25e,18s)
A button with a sign: "Press me and save your feet.
->press it to remove forcefield in front of chest contains God's Hammer
(26e,4s)
->get potion [Poison II]
(26e,17s)
A button with a sign: "I double all angles."
(27e,3s)
Here, it smells strongly of balms and tinctures oils and death.
(27e,18s)
A button with a sign: "Press me and you lose all you worries.
->press it, Click.

You are sorry about your decision... (all member lose about 30% HP)
(1w,7s)
The strange runes on a stone say: "Stranger, turn back, there is nothing here for you."
(3w,21s)
A powerful force pulls you back!

Derelict Castle B2F

(3e,17n)
The cell door stops your progress.
->use [Tin Key] to unlock
(3e,8s)
->get [Bone]
(4e,13n)
A forgotten prisoner has been left here, rotten bones and strips of clothing lie on the ground.
(4e,16n)
You look into a corridor, cells are on both sides.
(5e,1n)
->get [Ring of Shelter]
(5e,2s)
A notice on a wall: "Pantry, wipe your feet."
(5e,4s)
A voice from above: "You haven't wiped your feet."
(6e,14s)
Here is a glass button, press it?
(8e,17n)
->get [Tin Key]
(9e,12s)
A notice warns: "Caution - vicious dog."
(10e,12n)
The stretcher and thumb-screws all over the place lead you to the idea that you've entered the torture chamber.
(11e,9n)
A prisoner is chained to the wall here, and asks for some water.
->use [Water Jug]

He drinks and tells you that there is a map in his pocket.
->get [Ugly Map], same as map Nr.6 in handbook
dog
(11e,14s), (14e,7s), (14e,9s), (14e,11s)
A big watchdog growls at you and won't let you through.
->use [Bone]

The dog is occupied with the bone.
(12e,15n)
->get [Water Jug]
(14e,14s)
->get potion [Antidote II]
(16e,14n)
->get scroll [Weaponry Part XV]*1
(16e,15n)
->get [Chest]
(16e,6s)
->get [Golden Casket]
(16e,8s)
->get [Drum of Fear]
(16e,12s)
->get [Antimagic Ring]
(17e,11n)
heal wounds spring
(18e,9n)
refresh spring
(2w,12s)
Here is a solid stone button, press it?
(4w,3n)
A great cauldron hangs here over a fire-place.
(4w,5n)
All kinds of books lie strewn over the floor.
(4w,2s)
The foot-tracks on the floor reveal that this room has been frequently used.
(5w,0n)
Chugging and blubbing sounds come from all sides - you've entered a laboratory.
(7w,1n)
->get potion [Drain Level]
(7w,2n)
->get potion [Gain Level]
(7w,11s)
A piece of paper lies on the ground, on it is written:
"He who fights evil with hate is a servant of evil, for he uses violence. He who confronts evil with love is holy, for he reduces violence. He who goes out for the way of evil is a coward, for he bows down to violence. He who accepts evil is a fool, for he makes of himself an offering to violence; and he who unites evil forces into peace is a wise man, for he destroys violence." Beneath this is written: "Good lies to the left of the Lord of the castle."
(7w,13s)
Someone says: "For 100 gold I'll tell you a secret."
->pay

He says: "Examine Idrielles room, it's the key to the Hammer of the Gods and to darkness."
(9w,12n)
A small prisoner pleads for his freedom, Do you help him?
->yes

He thanks you and says: "In the room to the right of the torture chamber there is a hidden gangway. At the end of this there may be something of great worth."
*1
At the time of the Great War. Elves and Dwarves together made and crafted weapons for the Legions of the Good, many of these were made with secret recipes for the most different of alloys and hardening techniques, so that these weapons could even withstand the "Dragon's Fire".

However, most of these weapons, and their owners were destroyed in the war.. But, tales are told that some of these legendary weapons surviving the dust of time, and lying safely in the bowels of the Earth...
Legend of Faerghail - Derelict Castle 3F ~ 5F Legend of Faerghail - Derelict Castle 3F ~ 5F
Derelict Caslte 3F
WEST PART                 EAST PART

WEST PART
(2w,2n)
Here is a mound of cannon-balls, would you like to take one?
->yes

After some have rolled over your feet you rethink it again.
(4w,0n)
It's quite a windy affair here, no wonder that it's falling apart.
(5w,0n)
Could these have been friends of yours? Again you meet adventurers whose bones have been gleaned.
(7w,3s), (8w,1n)

You see a loophole in the wall. Do you want to examine it?
->yes, get [Bird's Nest]

EAST PART
(2e,1n)
You hear a mysterious groaning. You quickly look about you in case you've trodden on someone.
(3e,6n)
->get [Quarterstaff+]
(5e,0n)
Leant against a wall, a skeleton says: "Haven't you got a good tot for an old veteran, eh?"
(1w,6n)
->get [Big Nugget]
(1w,2s)
A notice hung up here says: "Do not knock." Would you still like to?
->yes

After a load knocking, the sign falls down.

Derelict Castle 4F

(3e,1s)
You're at the foot of a bridge that connects the two towers.
(6e,1s)
A sudden breeze puts out the light!
(8e,5n)
The dusty shelves contain a number of books about magic and alchemy.
(9e,3s)
This washroom smells of chemicals, green clouds of steam rise from an alchemistic piece of soap.
(10e,3n)
A few slips of paper on this table prove that the alchemist is trying to turn gold into lead.
(11e,0n)
You come across the laboratory of an alchemist, a cauldron is suspended over a fire in the middle.
(11e,5n)
->get [Golden Key]
(13e,3n)
A living room, probably that of the alchemist.
(13e,1s)
A indefinable liquid boils in the cauldron. Who wants to drink?
->drink

A nice warm feeling surges through the body of member. (poisoned!)
(1w,4n)
trap wall
(2w,1n)
Before realizing it, the ground has opened up and you're on your way down a long chute.
->drop to lower floor
(4w,1n)
A notice warns :"Warning. Just polished!"
(5w,4n)
The ground seems to be as slippery as ice.
(6w,0n)
->get [Bucket of Sand]
(6w,4n)
You slip on the polished floor, along down the corridor, and wake up amongst the rubble of a ruined wall.

Derelict Castle 5F
WEST PART                 EAST PART

WEST PART
(2w,1s)
You feel a whisp of air from behind. Here is a nice notice: "Come on in all, and keep straight on."
(6w,1n)
You're standing in front of a doorway, above it hangs a notice: "Entrance allowed only for the Lord of the Castle."

->use [Caught Vampire]
(7w,1n)
->get [Blade of Power]

EAST PART
(0e,7n)
You're standing in front of a doorway, above it hangs a notice: "Entrance allowed only for the Lord of the castle."
->use [Caught Vampire]
(0e,8n)
A glittering emerald lies at the bottom of a deep, silver wash-basin, out of reach without help.
->use [Ladle], get [The Emerald]
(3e,4n)
You hear a door falling into the lock.
Legend of Faerghail - Derelict Castle 1F ~ 2F Legend of Faerghail - Derelict Castle 1F ~ 2F
Derelict Castle 1F

(0e,0n)
You're standing at the exit of the castle, do you want to return to the wilderness?
->answer yes to return to wilderness
(0e,2s)
start point, you need to use [Door Key] to unlock door to leave castle
(0e,3s)
You enter the entrance hall of a dark castle. A tiny amount of light makes its way through a few shafts high in the ceiling. The heavy door creaks shut, and on closer examination proves to be locked. The spooky atmosphere and the nearing of a thunderstorm don't improve your feeling much and you jump at every clap of thunderbolt or lightning.
(0e,8s)
Portraits of more or less vicious looking relatives of the castle's Lord hang on both sides. - The ancestral gallery.
(0e,11s)
A powerful force pulls you back!
(0e,18s)
(3e,20s)
This is the smoking and music room, it is comfortably furnished, but well kept.
(3e,23s)
You sneeze as you disturb the dust that then rises from the leather couch.
items
(4e,8s), (5e,7s), (10e,1s), (11e,2s), (12e,2s) ->get [12 Rations]
(5e,30s), (10e,28s), (1w,27s), (7w,5s) ->get [Broadsword+]
(5e,29s), (10e,29s) ->get [Big Nugget]
(8w,9s), (9w,9s) ->get potion [Holy Water]
(5e,2s)
Servants waiting for work used to sit in this room.
(6w,16s)
Here is a really droll mirror - when you admire yourself in, you see your own skeleton.
(6e,18s)
->get [Ladle]
(6e,21s)
Something about this room unnerves you. Only the Gods(all three) know of its purpose.
(7e,9s)
The objects and furnishing of this room lead to the conclusion that this was a kitchen.
(9e,3s)
This seems to have been a pantry, empty barrels and shelves are found everywhere.
(10e,20s)
This room seems to have not been used for years - for decades?
(11e,5s)
This part of the castle was probably the servant's quarters, now deserted.
(11e,7s)
Someone touches your shoulder: "Don't you want to buy a secret, only 150 gold!"
->pay

He whispers behind an aforeheld hand: "There exists, between the Soul-hunter and the Tower of Sin, a connecting passage in the form of a small bridge."
(11e,10s)
->get [Document]

This document tells the story about Staff of Life, exactly same as the one found in Sagacita Monastery B1F.
(11e,23s)
->get [Long Arrow+2]
(12e,19s)
->get [Chest]
(1w,8s)
a button here, click this button will eliminate the powerful force which pulls you back
(2w,21s)
Your footsteps echo through a dining room with two fire-places.
(4w,2s)
This area looks like a dentist's waiting room, skeletons reading old newspapers are found sitting on dusty benches.
(4w,5s)
Someone says: "For 100 gold I'll tell you a secret."
->pay

He says: "Examine Idrielles room, it's the key to the Hammer of the Gods and to darkness."
(6w,9s)
->get potion [Poison II]
(6w,10s)
This small chapel has been damaged and robbed of all holy artefacts.
(6w,23s)
You're standing in front of a large fire-place that hasn't been used or cleaned for a long time.
(7w,7s)
This was most likely the fencing and training room. The weapons and armour on the walls support this notion.
(8w,11s)
You're standing in a smelly chapel, the altar is covered in dust.
(8w,30s)
The loopholes have been nailed up here, forks of lightning can be seen through the cracks.
(9w,5s)
->get [Elven Chain]
(9w,26s)
Hammered into the wall are the words: "The Tower of Souls. No guided tours on Sundays, Bank-Holidays or week-days."

Derelict Castle 2F

(0e,22n)
You're standing in front of a very strange archway.
(1e,3n)
->get [Door Key]
(1e,13n)
This castle seems to be full of large, dusty halls. You enter another one.
items
(2e,1s), (5e,2n), (2w,1s), (3w,6n) ->get [Map Scrap], same as map Nr.4 in handbook
(17w,18n), (17w,19n) ->get [Seal Ring]
(3e,24n)
->get [Talisman]
(4e,11n)
You feel a slight whisper of air.
(6e,24n)
You deduce from the mysterious runes on the floor that this is named the "Passage of Awakening".
(1w,7n)
This bedroom belongs to a woman, or at least used to.
(1w,26n)
This portrait tries to show a front view of the Lord of the castle.
(3w,22n)
You enter a room containing a large organ, however there is nobody playing a sinister tune on it.
(3w,26n)
On this wall is a painting of the mad Graf von Tanelle.
(5w,8n)
A large four-poster bed has one side up against the wall. The silk tapestry of the bedhead bears a coat of arms.
(5w,26n)
Here is a painting of a dark-skinned folk group by the name of "Nos feratus".
(6w,3n)

->yes, get [Inquisitor]
(6w,23n)

->use [Mithril Ball]

The sphere sucks, and absorbs the vampire.
->get [Caught Vampire]
(6w,24n)
This large organ was never 20000 leagues under the sea.
(7w,8n)
Could this have once been a royal bedroom? - The answer to this lies a long way back in the past.
(7w,26n)
You recognize the Graph of Sine Cosine in this oil painting.
(8w,3n)
->get [Diadem]
(8w,4n)
->get potion [Antidote I]
(9w,26n)
This broad painting depicts Graf Steffi playing outdoor chess.
(10w,15n)
The long tables and large cupboards lead to the conclusion that this was once the banqueting hall.
(10w,18n)
One of the companions tries to touch the armour but his hand reaches through it, accompanied by ghostly laughter.
(11w,6n)
Above the fire-place is a coat of arms, in the middle of which is a recess.
(11w,26n)
This painting shows the Countess of Thurn inventing the taxi.
(13w,4n)
->get [Crank-Handle]
(13w,13n)
This was once a meditating room.
(13w,15n)
Here is a prayer-stool, well used and full of woodworm.
(13w,17n)
->get [Broadsword+]
(13w,26n)
This painting shows the Count Stradh of Zarovich.
(14w,15n)
A broken holy symbol lies on the floor.
(14w,17n)
A hole in the ceiling lets a beam of light through.
(14w,27n)
Innumerable paintings hang on the wall opposite the windows.
(15w,27n)
You enter a large hall with big windows. The windows are closed with large shutters.
(15w,28n)
A hidden mechanism in the wall is used to pull up the window shutters, but the crank-handle is missing.
->use [Crank-Handle]

The shutters slowly move, groaning.
(16w,1s)
The solid door in front of you looks exotic enough with its carvings in the form of a face, but not enough, it even asks you a question!: "What tries to go up, but stops short, has but one foot and cannot walk?"
->answer STAIRS

The door opens with a creak.
(16w,14n)
This reading room would be more comfortable if was heated.
(17w,8n)
->get scroll [Protection]
(17w,11n)
The dust on the books is inch-thick, this part of the castle was also rarely used.
(17w,14n)
On top of this rostrum are a few books and reading glasses.
(17w,23n)
On the door is written: "Private".
(18w,6n)
You hear the bubbling way down the corridor.
(19w,7n)
->get scroll [Lord of Rinse]
(19w,21n)
The runes on the floor inform you that this is called the "Passage of Sin".
(19w,26n)
The thickness of the walls of this tower lead to the conclusion that it was once a defending front.
Legend of Faerghail - Sagacita Catakombs B2F ~ B3F Legend of Faerghail - Sagacita Catakombs B2F ~ B3F
Sagacita Catakombs B2F

(1e,0n)
Above you is the hole through which you arrived here.
->use [Rope] to go up
(2e,13s)
A minute character does not pull at your dress, but offers you a secret for 150 gold pieces.
->pay

He says: "Seek in the south of the Dwarven mines. There, you will find what you are looking for..."
(3e,23s)
->get [2nd Bookhalf]*1
(8e,11s)
A few rats scamper off from the remains of a Dark-Dwarf.
(9e,6s)
->get [Chest]
(9e,21s)
A horrible little Gnome appears from the shadows and says: "I've got something nice for you only for 200 goldies."
->pay, get [Small Map]

This map is nearly the same as the map in Nr.2 in the handbook.
(10e,12s)
->get potion [Healing II]
(10e,20s)
A terrifying scream numbs you.
(12e,4s)
The floor is covered with the bloody ends of a dissected corpse.
(5w,5n)
As you appear around the corner, two ghouls flee from their victim, still chewing...
(7w,5n)
The half-eaten remains of a Dark-Dwarf are found 'artistically' arranged on the floor... You choke unintentionally.
(10w,7s)
A big pile of bones is awaiting the end of the universe or the charwoman which probably amounts to the same anyway.
(14w,5s)
A light breeze carries the smell of dark foulness with it.
*1
It looks as if this is one half of the book but, nonetheless there are obviously a few pages this half mission..."

"... until at last a group, a bond of brave Champions had gathered itself: one Brave, a Champion of every good-willed race... Faerghail's best were elected.. Each one from his race: A Barbarian warrior from the North, a Magician from the Middlelands, a Trailhunter from the Southerly Forests, a Forest keeper sent by the Ents, a Weerbear was sent by Moon peoples, a Halfling Thief, an Elf Warrior, and even the Monks of the Order of Almagos sent their champion (although this race defies definition) This group of champions took on the army of Darkness and although it seemed pracitically impossible, overthrew them and the Lord of Darkness - Balaan.

Balaan was thrown into another dimenstion, and his ally, the Dragon King Istrildiar was hunted down... The surviving champions decided to imprison the dragon, placing it forever in a cave never to be opened by human hand...

And so it was... The victors built and forged Istrildiar a cave and grave never to be found or opened... This story may not be true, - it's at least a thousand years old and no-one knows what's become of those old Heroes. But if they have not died, they're still alive today!"

Sagacita Catakombs B3F

(0e,4n)
You're standing at the beginning of a long passageway with many doors on both sides.
(3e,18s)
heal wounds spring
(7e,10s)
->get [Elven Cloak]
(10e,13n)
At first sight, this room seems to be empty.
(11e,13s)
A reverberating voice crows: "Go back!". In the distance you hear someone run up against a wall.
(13e,5n)
Green slime covers the floor.
(15e,9s)
->get potion [Gain Level]
(16e,12n)
->get [Golden Casket]
(17e,3s)
->get [Rope], you need it to go back to monastery
(17e,4s)
A dead body, poked up on a wall, full of spears wearing a big stetson and still clutching a whip, somehow comes clear in your mind. What was that? Oh yes, it was obvious that she knew too much about wands and sunshine...
(17e,13s)
->get [Sarcophagus] weight 300lb
(5w,4n)
The floor is covered with the remains of undead and Dwarves.
(6w,8s)
->get [Protecting Ring]
(6w,5n)
Here, it's obvious that a pitched battle has taken place between the undead and the Dark-Dwarves.
(14w,1n)
->get [Scroll of Power]
(16w,6s)
->get [Broadsword+2]
Legend of Faerghail - Sagacita Monastery 1F ~ B1F Legend of Faerghail - Sagacita Monastery 1F ~ B1F
Sagacita Monastery 1F

(0e,0n)
This door opens out into the wilderness, would you like to go back?
(0e,15s)
->get [12 Rations]
(1e,9s)
The cell of a high priest is barely furnished.
(2e,24s)
->get [Small Shield+]
(5e,2s)
You stand in front of a church entrance, one of the massive doors has been broken open.
(7e,13s)
A badly injured priest lies in bed, unconscious.
(10e,3s)
The choral box has been demolished by savage hands.
(10e,20s)
A terrifying scream numbs you.
(11e,5s)
The aisles begin here.
(11e,8s)
On the ground in front of you, you see the body of a murdered priest, his clothing blowing in the wind.
(14e,27s)
A wounded Priest says: "As you probably know by now, we were attacked by a horde of Dark-Dwarves. By now they've probably fought their way to the old catacombs, and it looks as if they're going to plunder the ancient graves!"
(19e,2s)
->get [Barbarian Axe]
(19e,13s)
Here, an injured monk receives treatment.
(23e,11s)
The Monk stutters: "My name is Melian, I'm sorry about the mess around here, but we've just been attacked by a horde of Dark Dwarves. Our High Priestess, the Lady Miriam is ill and could not protect us, but I'll make you an offer, in that you lot do away with the rest of these Dwarves, it, in return will give you good advice."
->Melian ask to join party as guide (join with name Eljot, HP=72)
(23e,14s)
Murmurings can be heard in the distance.
(24e,1n)
You are standing in the aisles, a few beams of light make their way down from high above.
(25e,7s)
You are standing in the entrance to the main tract of the monastery. The floor is covered with deep scours.
(25e,24s)
A Dark-Dwarf with a broken neck lies at your feet.
(29e,4n)
->get [Golden Casket]
(30e,5n)

->get [Lightbringer]
(30e,6n)
bookshelf, marked as orange bricks
(30e,1s)
In front of you, you find the plundered altar.
(30e,6s)
->get [Healing Potion]
(32e,23s)
->get scroll [Lord of Rinse]
(1w,10s)
->get [Protecting Ring]

Sagacita Monastery B1F

items
(1e,14s), (28e,5n), (28e,15s) (29e,8n) ->get scroll [Lord of Rinse]
(0e,9s), (33e,5n) ->get [Book of Stars]
(28e,7s), (29e,15n) ->get scroll [Crafts]
shelves
Bookshelf signs bear the inscription.
(9e,2n) -> "A-B"; (15e,2n) -> "C-D"; (19e,2n) -> "E-F"; (25e,2n) -> "G-H"
(9e,0n) -> "I-J"; (15e,0n) -> "K-L"; (19e,0n) -> "M-N"; (25e,0n) -> "O-P"
(9e,2s) -> "QR-S"; (15e,2s) -> "S-T"; (19e,2s) -> "U-V"; (25e,2s) -> "W-Z"
(0e,6n)
->get scroll [Orthografy]
(0e,7s)
The priest before you must have recently acknowledged his own mortality.
(1e,2n)
A minute character pulls on your dress: "For a hundred gold pieces I'll tell you a secret."
->pay

He says: "Go to the Southermost corner of the Altar, and turn to the South. Make eighteen steps forwards and you be surprised..."
(2e,6s)
You enter a bare room.
(3e,13s)
Here is a portrait, illuminated by two slim candles... "Lady Miriam".
(5e,15n)
->get potion [Healing II]
(9e,16n)
->get potion [Antidote]
(10e,2n)
Someone has written in the dust: "Beware of the twisted riddles asked by Elementals!"
(17e,0n)
->get scroll [Enchant Armour]
(24e,10n)
A somewhat dirty notice warns: "Caution - construction area - Watch out for falling holy artefacts!"
(26e,0n)
->get [Document]*1
(27e,12n)
->get scroll [Book of Herbs]
(30e,2n)
Here, the ground has opened up, a deep darkness fills the abyss. Would you like to go down?
->to Sagacita Catacombs
(32e,3n)
->get scroll [1st Bookhalf]*2
*1
The Staff of Light

In ancient times, the King of all Priests by the name of naMorhan created twelve staffs, nine of which were made of clay, two crafted from wood and the last of silver. After this, he ordered his scholar-knights to find second-hand bushes and to trudge on to death, with the use of an oak tree, the biggest herring of the forest.

His scholars, unitedly, said as a man; "No way... Never!" ... and went off, taking with them the twelve staffs of their King. The wrath of naMorhan was terrible - six of his knights died in the holy fire of his staff, another three were crushed under the weight of a falling cow, and the second from last of them lost his arms, legs, wallet and also his life in the fray... However, the last scholar was able to flee the wrath of naMorhan after persuading him that he had now received all sixteen divided by four, times twenty-six divided by twenty-two magical staffs, and that he was obviously better off than he was before...

After he had left the King of Priests, who had seated himself upon a tree trunk in order to think about this more carefully, he tried to find out the use of the magic staffs, which was, in fate - the ability to gather and bind sunlight and, on an order, to set this light free again... He wasn't very amused by this discovery, and later on he sold them for a few gold pieces to travelling salesman who was obviously half-blind.
*2
On the pages of the book are written the words: "The Legend of Faerghail"

Writ down for all times by the Great Wise Magician Ihl, Grand-Master of the nine and a half schools of the Occult. "This tale takes one back to the times when the difference between good and bad were sharply distinguished. To the times when Moon people (nowadays called were people and looked upon as such) lived in friendship with the peace-loving inhabitants of the known world. The Gods had retired from taking part in the everyday life of Faerghail, and by oath had sworn not to take an active part in its history...

Later, the Lord of Darkness began to enslave the people of Faerghail in order to obtain God-like powers, This Lord, no, this Creature centred his powers in Drogoroth, the dark, icy desert in the North of Faerghail. After enslaving the few peoples living there, he came to the conclusion that he would need one or two convenient allies in order to cast his yoke over the whole world, and so came to Istrildiar, the King of dragons, hungry for revenge upon all men for the hunting and banning of his kind from Faerghail. The power of the Creature and his alliance grew along with their triumphs on the way out of Drogoroth, with the joining of ranks of Orcs and Trolls and other basically awful, ahem, basically evil races...

The peoples of Faerghail and their allied races were hardly able to resist the power from the North and were in grave danger of being overcome..."

The rest of the pages have been demolished by powerful talons and the book itself has been ripped in two...