Tin Man Games' The Warlock of the Firetop Mountain
May 11, 2022 16:03:21 GMT
scouserob and rankers like this
Post by twillight on May 11, 2022 16:03:21 GMT
General stuff:
- provisions heal you outside "branches" (checkpoints) 2 HP/amount
- branches heal you 5 HP, plus another 5 if you eat provision (1 provision max)
- while sometimes you can go back the way you came, it's most of the times not the case, and there is no manual save, so you better draw a map (I try to assamble a good map, until then there are some semi-useful on the net)
- use all benches! you'll never be able to go back to a bench you left behind!
- you'll likely have waaay too many Souls (ingame currency) if you play all characters through the whole game, especialy if you have Goblin Scourge DLC, which gives 3 more unlocked characters
- though the basic game promised 4 legendary characters, that hasn't been realised, only 3 are in the game.
- obstackles during fighting CAN be destroyed with enough damage.
- Zagor's Chest works differently in this game. First: you don't actualy want it, so even if you have 0 key, don't worry about it. It DOES worth getting all the keys though, each worth 50 souls.
- you start with 3 respawn. With each respawn you start from the lastest bench you used, and your stats start at the maximum. Your items will be what you had when you "saved" the game by the bench.
- creating potion with alchemy: earth + air = potion of fortune, fire + water + air = potion of invisibility, water + air = potion of skill (it only replenishes lost skill, does not add one to the maximum)
- After every successful mission you might want to enter the Gauntlet Mode. Oriana will make a regard to your success. It's a minor thing, but I appreciate it.
- Maze 1: the hands are most probable to be a left-right corridor, and the two room of 'em are close to each other. The Minotaur is most probably in a room north/south of its room. the rat-room seems to be always at the edge of the maze.
- Maze 2: Mathos the Fool tends to be at the south side of this level. Giving him 3 or 30 gold gives you the same outcome.
Characters' optimal pathes:
Lunika Ekaad
- go east
- hide, and wait and wait some more
- go east, and kick in the door
- descend
- loot (giant ardwaar meat)
- you'll have to go back west, and meat the familiar First Orc. You don't have to fight it, try to pass with a skillcheck.
- distract the orc hounds with the ardwaark meat, unless you go for the Aard Work achievement, in which case you'll loose 1 HP throwing them a provision.
- bench
- go north*
- go north**
- open door
- fight 2 orc for the Di Maggio spell
- go north
- fight the orc and the goblin for 25 gold and a potion of invisibility
- go east until you can gp north, there go north
*if you want you can go in and fight an orc here for 4 gold (requires test of luck, which you can gain back, if you don't wear the orc armor)
**instead of north you might want to go east, as the dragon is not such a big deal in this game (it is stuck amongst some rocks). Doing that you can sneak past the room with 7 orc in training, go to the helmet-room for the orc armor (gives -1 skill until you pass the door with lever). In the other two sideroom you can get 14 gold. This method is for achievements, as this character has both Keen Eye and Dexterity to pass each obstacle without any stat-roll-
- visit all 4 sideroom (the first room on the right has the old man who tells you which lever to pull at the Thorben Door, avoid if you are wearing the orc armor, otherwise he gives 1 luck). the other siderooms contain a chance for a Zagor Key, some items that are useless for this character (also: cheese), and 3 gold.
- go north. If you are wearing the Orc Armor, you will skip this fight, otherwise you fight 3 goblin (easy).
- pull the right lever
- you meat some escaping acolyte here. Ask him about the magic school for the password (Dinner Time)
- the next portion of the travel is mostly automatic because the the Main Character Quest. Go north when you are given the chance, and fight the troll.
- wear the amulet
- no north as soon as you are allowed.
- use magic words (Dinner Time)
- bench!
- skip the first door, enter the second
- trade the Bull Amulet for a Ring of Breathing (unless going for the Domino Effect achievement)
- go further, and you'll have to fight 2 fire salamanders. They are annoying.
- you'll fall unconscious and wake up in the middle of the river. If you have the Ring of Breathing, just sink, otherwise you'll have to test luck, which even if you pass loose 3 HP. This character has a very good chance to not be stopped by this.
- you are at the north shore now, with 40 gold. You can visit the werewolf, then the Boathouse with his keys for some achievements, otherwise go to the "smaller structure" on the right. If you did not trade the Bull Amulet, it is again advisable to visit the werewolf. Try jumping on the dog to kill it with a skillcheck, then dispose the werewolf for +1 Luck.
-the "smaller structure" is the game's shop, where you can spend your golds. Buy a Potion of Strength (gives max HP), and a portion of provision. you have no more money to buy stuff here.
- aim north
- aim the west tower.
- you'll loose two times 1 luck, but other characters have even less initial luck, so this character can even do achievements here easily. And this is the best way anyway for this.
- you'll have to test your luck when you meet a beggar. If lucky, give it something to eat (cheese, aardwark meat for ahcievement, or a provivision). If you fail your luck, you'll have to test it again, if you fail again (or did not give food to the guy) you'll have to fight a werewolf. It is alone, so manageable.
- test your luck again. If you are lucky (probable, even if you still carry the bull amulet) you get a full heal all stat. If not, you loose 2 HP. Eat/drink potion if your HP is under 10 or something.
- don't do anything with the writings
- fight 3 slimeworm (annoying, because of their sheer number, you might die here)
- rest for 2 HP and 1 skill
- I don't know what's the purpose of the portcullis here, but this character won't be harmed if you try to use it.
- bench!
Here comes The Maze. It is very annoying, especialy its first level:
- do NOT try to use the stairs!
- investigate the crystal thingy, then just head on. This portion is randomly generated. Hope the best.
- you'll have to fight a Minotaur (it has gold if you had 0 on you), and there is the Crying Orc somehwere. Fight it for achievement or just give it a goldpiece, and it'll give you a piece of machinery. Now find the goblin in the cage, use the piece and fight the goblin.
- the trouble on this level otherwise can consist a) 4 rats in one room b) 2 room of 4 Ghost Hands. Those are though, so try to run past them! One of the two room of these lets you run through, the other will cost you 5 HP for trying, AND will have to fight the hands. There's no way to tell which room is which before trying, but the fight is so though you should try to run. The hands - at least in the room that does not allow you to run - do not respawn. If your HP ran low, heal yourself accordingly.
- you'll get healed 10 HP when you leave this level, keep that in mind before overdosing on healing potions.
Maze level 2:
- this one is easy. First shout at the director, then start visiting the doors with equal number of dots on your skull.
- you might run into some guy who wants 3 (or 30, you decide) gold from you. It helps if you find it early, it'll paint the skull to match the final door.
- you might run into a room filled with people playing RPG. If you do, first choose the option with "Round Table". Second, you'll be able to pick a potion. If you do not choose, you can't visit again! Pick the square potion for 10 HP, or the tall potion for achievement (you'll have to fight 2 slimeworm, and gain a second skull, but these are minor things).
- bench!
- do NOT try the enchanted door here! It is one of Ian's Instant Death Doors!
- you likely don't have a fire resistance potion, so you'll do a skill test. If you fail, you loose 5 HP. that's manageable.
- fight dragon (the Di Maggio spell defeats it instantly)
- here will be a room with 4 skeletons. You'll either have to fight them, or hold up the bull amulet
- knock on the door politely (You'll do a skillcheck, no idea what happens if you fail. Also need to investigate what happens if you charge in. Ok, where is my book version of this adventure?)
- you'll have to fight Zagor.
For Zagor, there are a couple of options, though he should be kinda the same fight with most options:
- redwood stick, Y-shaped stick, silver bow results in a 13/12 Zagor. Skills in this game doesn't effect THAT much, so no worry. (sidenote: this character can not have either of those items)
- with the Eye of the Cyclops (this character can NOT have it!) Zagor will be evaporated
- you can burn his cards (I've read for this you need to have a lantern, and not every character has it - this later bit I can not confirm yet). This weakens his HP somewhat (8-10).
- this character should quaff a Potion of Invisibilty, which results in a skill 7-8, 12 HP Zagor. This is the second best option after the Cyclopse Eye.
- mess with the black glove (effect unknown, it is told, Zagor will have 2 minion to help him)
- use cheese: Zagor will be giant, and gain new attack-pattern, thus becomes very-very dangerous. The extra 2 HP is almost nothing in comparison (13/14 Zagor). Still not unbeatable if you arrived with good health (do this along doing the Domino Effect achievement, so the skeletons won't wear you down). Poison him, and pretty much unload on him as you can. As I did this fight only once, I can not tell you the attack pattern, but you'll be able to figure out where to stand in general.
Beware his new abilities though: one of the attack is Web, which'll prevent you from moving, the other stuns you which prevent you from attacking - but will force you to move instead. Found a video presenting Giant Zagor.
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Dekion Storm
With this the program officialy shines giving personality to the characters. Also, the "official" route is very similar to the previous character.
- you can start by going east for the aardwark meat. You'll not be able to hide, and I have no idea what the orc charm is for. Do NOT visit the room at the southern side of the pit, it has now a bunch of enemies to fight, and no loot.
- go west, give the orc hounds the aardwar meat
- bench
- skip the first two doors, then go east (I very much hope I'll be able to beat the dragon this way).
- the character has dexterity, so can visit the siderooms without problem.
- when out, go west, and enter the room with the orc whipping the goblin. Fight them. The character's Keen Eye nets you the loot.
- Unfortunately if you came this way, you can not get the Di Maggio spell.
- when you get the opportunity, go north.
- do NOT open the second door on the right. It results in a fight, and no useful loot. Open the other doors though. Before hacking the two goblin torturing the dwarf, you might want to talk with it, and push for more info.
- as you are wearing the Orc Armor you skip the 3 goblin guard. Pull the right lever.
- you'll meet with the running acolyte one room later than before, but don't let this confuse you. Ask about the school, and in theory you could ask about the River. If you as I going for achievements, avoid that question though. Come to think of it, avoid that question altogether. Sure, it's nice to do the official narrative, but.
- if you talked with the Acolyte about the River you'll skip the room of the troll, and that's not optimal. NOTE: you can actualy not follow this route at all, and enter the ogre's room. I'm not sure about that one though.
- if you fought the troll, get the bull amulet.
- when the game offers, go north, pass the door with the magic words (Dinner Time), bench.
- go east. For achievement enter the room, fight the 2 earth hand (same as the ghost hands, but don't grab). You get an earth vial. Otherwise skip.
- enter the next room if you have the bull amulet to get an air vial for the potion-mixing achievement. Otherwise skip.
- go west until you get to the fire room, where you get a fire vial after you beat the two salamander. Otherwise go north.
- enter the room. Be polite, give 2 gold to the mage, and solve the math-riddle. He gives you 10 gold, the netto profit being 8 gold.
- step only on the stars. I do not mean stairs, I mean stars.
- if you are after achievements, go west, then enter the room on the north side of the corridor for water vial.
- continue west (only if after achievement), and fight 3 winged gremlin. Then you can cook some potion.
- you'll go back north. Enter the room when offered (for achievement. Otherwise skip this, absolutely!).
- don't know what the jester (Pathos) does if you give him gold. If you attack it, he'll create 2 illusions of itself which die at one hit. The "real" one has like 8 HP, its attack pattern is seriously annoying. Remember, fighting this guy is only for achievement.
- when finished, eventualy you'll be asked to enter a cave on the southwest, or go to northeast. Choose the later. The character has dexterity, so will have no problem.
- You'll get a bench. USE IT. Heal up! You'll need it, as right after you're finished, 3 sandworm will attack (one is giant). They are bloody dangerous.
- you enter a cave, where you get loot (20 gold and a potion of strenght? skill? whatever. I think skill).
- stepping out you'll be attacked by 2 goblin. This solves the character's initial quest, but of course we expand our contract to finish off Zagor.
- you'll end up on the south shore. Trying to swim would result in a hard battlle (5 enemies), trying to use the bridge would consume luck (and this character doesn't shine there), and it was bloody hard to get here, so no idea what happens if you go for the raft. Call the good old wererat to bring you through for 3 coins.
- on the north bank visit the store. I had 80 gold here, so could easily skip the entire Maze, but there's one more achievement there, and with this amount of money it is actualy more profitable to just hoard as many Potion of Strength (the healing potion) as you can. I sold a potion of skill here for 20 gold, so I ended up with 4 potion or something. Oh, how can you buy more than 1 of the same item? Ask the shopkeeper something else, and voilá, the shop refilled/unlocked the item that got locked because you boght it! This is probably a bug, but beats me where that cares me.
- use the west tower. Sure, this character starts lacking on luck, but with this amount of potions, the challenge won't be lethal. If you are picky, you could have bought a potion of luck, and quaff it before the refill-statue.
- Everything is the same until the 2nd level of the maze, where our last achievement is. Remember the guy who can re-paint your skull? Well, the quest is to kill HIM. If you'd be hostile to this guy "normaly", he'd be like Pathos, the Jester we already delt with (2 clone and hisself). For this achievement though, he'll create 4 clones.
The proper route of conversation to activate the fight for the achievement:
a) when encountered instead of giving him any money "Do something else."
b) Ask if "they" know Pathos, the Fool you met earlier. (No idea why the game uses royal pronoun.)
c) Tell Mathos that you have slayed their twin.
This fight is almost disappointingly easy. Yes, there are 5 enemies, but the clones are 1-hit again, and Mathos is only as strong as Pathos was (8 HP, with a slight chance 10). All of them has the single attack version of hitting what's directly in front of them - though I'm not sure about the Real Mathos. that had a weird fan-effect, but it never did anything to me, who stood adjacent.
- Then it is just the dragon, the skeletons, and Zagor.
Against the dragon, this character has a good ranged attack, so just catch the rythm.
The skeletons' initial placement seems to be fixed. Watch out which will move and which'll attack. The goal should more to be survive than anything else, at least if you still have a Potion of Strength (I had two).
Against Zagor there's the Potion of Invisibilty. Also: seems the designers took notice of Zagor's glare in the original work, so you actualy should bash down the door. The result is the same (you can damage the room, or use an item), but there's no skillcheck to worry about.
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Alexandra of Blacksand
This character can talk to orcs. Though as we seen previously, you don't always want to. Also, Education (trait) seems to be pretty useless, gives only flavour-texts? The Luck-trait can give you automatic success at places where you'd normaly do a Luck-roll, but it is occasional.
The guide is otherwised from Steam, though I added my own notes where I felt to be needed.
If you don't go for Zagor Keys, you can skip certain fights, though they are actualy good for training your play-skills. You could also open some side-doors for some extra souls.
Turn east
Duck inside the cleft to hide
Jump out and surprise what lurks in the corridor
Fight the ORCS (+5 gold pieces)
Leave the bone charm with the corpse (I don't know why this guide leaves behind the bone charm, and I found no effect of it on this passage)
Head down the east path
Attempt to kick the door down instead
Climb into the pit
Enter the cave to the left
Take the Giant Aardwolf meat (+ Giant Aardwolf meat)
Investigate the other cave
Survey the murky cave
Fight the MONSTERS (Zagor’s Key spawn point)
Duck inside the cleft to hide
Jump out and surprise what lurks in the corridor
Fight the ORCS (+5 gold pieces)
Leave the bone charm with the corpse (I don't know why this guide leaves behind the bone charm, and I found no effect of it on this passage)
Head down the east path
Attempt to kick the door down instead
Climb into the pit
Enter the cave to the left
Take the Giant Aardwolf meat (+ Giant Aardwolf meat)
Investigate the other cave
Survey the murky cave
Fight the MONSTERS (Zagor’s Key spawn point)
Wake the Orc and interrogate him (this gives guaranteed success to not fight it, gives no info)
Distract the Orc hounds with some food
Throw them a joint of meat (- Giant Aardwolf meat)
Bench
Open the door
Try to steal the box without waking the Orc (+4 gold pieces)
Try opening the door
Open the box
Fight the SNAKES (Zagor’s Key spawn point)
Turn northward
Investigate the hideous din
Pull out your weapon and leap forwards at them!
Fight the DRUNKEN ORCS
Open the box (+ Dragonfire Spell)
Leave through the door you entered by
Follow the new passageway to the southeast
Sneak to the doors at the east end of the chamber
Test Your Skill
Open the door with the helmet hanging from it
Disguise yourself as an Orc (+ Orc Disguise, -1 skill)
Open the door with the battered shield
Attack the Armorer while his guard is down (req. Orc Disguise)
Fight the ORC ARMOURER (+12 gold pieces)
Leave training hall
Follow it west
Attack them both
Fight the ORCS
Try and smash the lock with your weapon (-3 stamina, +25 gold pieces)
Take the bottle (+ Potion of Invisibility)
Bench
Continue eastwards
Distract the Orc hounds with some food
Throw them a joint of meat (- Giant Aardwolf meat)
Bench
Open the door
Try to steal the box without waking the Orc (+4 gold pieces)
Try opening the door
Open the box
Fight the SNAKES (Zagor’s Key spawn point)
Turn northward
Investigate the hideous din
Pull out your weapon and leap forwards at them!
Fight the DRUNKEN ORCS
Open the box (+ Dragonfire Spell)
Leave through the door you entered by
Follow the new passageway to the southeast
Sneak to the doors at the east end of the chamber
Test Your Skill
Open the door with the helmet hanging from it
Disguise yourself as an Orc (+ Orc Disguise, -1 skill)
Open the door with the battered shield
Attack the Armorer while his guard is down (req. Orc Disguise)
Fight the ORC ARMOURER (+12 gold pieces)
Leave training hall
Follow it west
Attack them both
Fight the ORCS
Try and smash the lock with your weapon (-3 stamina, +25 gold pieces)
Take the bottle (+ Potion of Invisibility)
Bench
Continue eastwards
Continue eastwards
Go through the door
Use the disguise to try to walk past them (req. Orc Disguise)
Test Your Luck (if fail, you have to fight the orcs)
Enter the door to the south
Open the case
Take the silver bow and arrows (+ Silver Bow, +1 luck)
Open the door to the east
Fight the ORC COOK (here is also an achievement for this character)
Tip over the pot (Zagor’s Key spawn point)
Open the door to the north (+2 provisions)
Try the second door to the right
Fight the MONSTERS
Take the Blue Candle (+ Blue Candle)
Try the first door on the left where you can hear tortured screams
Fight the GOBLINS
Search the Dwarf (be very cautios at this point, you have to follow a specific order of choices, so double-clicking, or simply deviating from the sequence would lead to trouble!)
Check the Dwarf’s feet
Take the stone (+ Runestone)
Open the second door to the left
Search the room (Zagor’s Key spawn point)
Leave the chamber
Use the disguise to try to walk past them (req. Orc Disguise)
Test Your Luck (if fail, you have to fight the orcs)
Enter the door to the south
Open the case
Take the silver bow and arrows (+ Silver Bow, +1 luck)
Open the door to the east
Fight the ORC COOK (here is also an achievement for this character)
Tip over the pot (Zagor’s Key spawn point)
Open the door to the north (+2 provisions)
Try the second door to the right
Fight the MONSTERS
Take the Blue Candle (+ Blue Candle)
Try the first door on the left where you can hear tortured screams
Fight the GOBLINS
Search the Dwarf (be very cautios at this point, you have to follow a specific order of choices, so double-clicking, or simply deviating from the sequence would lead to trouble!)
Check the Dwarf’s feet
Take the stone (+ Runestone)
Open the second door to the left
Search the room (Zagor’s Key spawn point)
Leave the chamber
Pull the right lever
Ask about the Eye of the Cyclops
Bench
Test Your Skill
Look over the edge into the darkness (inconsequential)
Continue further into the hall
Try to take the jewel
Fight the IRON CYCLOPS (+ Eye of the Cyclops)
Examine the statue further (Zagor’s Key spawn point)
Head west
Head west
Hold out a Runestone to the statues (req. Runestone)
Fight the BATS
Light a Blue Candle (req. Blue Candle, +1 luck)
Exit through the left-hand door
Drink from the fountain (skill restored, luck restored)
Ask about the Eye of the Cyclops
Bench
Test Your Skill
Look over the edge into the darkness (inconsequential)
Continue further into the hall
Try to take the jewel
Fight the IRON CYCLOPS (+ Eye of the Cyclops)
Examine the statue further (Zagor’s Key spawn point)
Head west
Head west
Hold out a Runestone to the statues (req. Runestone)
Fight the BATS
Light a Blue Candle (req. Blue Candle, +1 luck)
Exit through the left-hand door
Drink from the fountain (skill restored, luck restored)
head east (this is for achievement), fight 2 fire elemental, pick up Fire Stone
Leave the room to the north
Head east
Try on the iron helmet (+1 skill, does not add to the maximuml) (in theory here you should get the Lucky Guess achievement. You don't. Might be related to another character of course)
Head east
Try on the iron helmet (+1 skill, does not add to the maximuml) (in theory here you should get the Lucky Guess achievement. You don't. Might be related to another character of course)
Head east (for achievement), give Fire Stone to neanderthal
Follow the path north
Bench
Fight the GIANT BATS
Throw your sword into the river (+Gleaming Sword (+1 skill, goes over the maximum, does no effect the maximum), - Sword)
Ring the bell
Flash a smile at the ferryman
Haggle with him (-2 gold pieces)
Explore the shack to the west
Go through the door
Drink a Potion of Invisibility (- Potion of Invisibility)
Risk trying to take the keys (+ Boat House Key)
Test Your Luck
Head to the wooden building near the pier
Use the ‘Boathouse’ key (req. Boat House Key)
Draw your weapon and prepare for battle, fight the SKELETONS (I see absolutely no point fighting the skeletons. Tell them you are the new boss with skin-condition)
Look through the drawers and benches (+5 gold pieces, Zagor’s Key spawn point)
Head to the smaller structure to the northeast
Try to open the door
Enquire about the Warlock’s treasure (Zagor’s Key spawn point)
Purchase something from the SoulKeeper: Potion of Fire Protection (req. 25 Gold Pieces, + Potion of Fire Protection) - I'd also advise you to by the Potion of Strength. You can thank me later.)
Bid the SoulKeeper goodbye
Bench
Fight the GIANT BATS
Throw your sword into the river (+Gleaming Sword (+1 skill, goes over the maximum, does no effect the maximum), - Sword)
Ring the bell
Flash a smile at the ferryman
Haggle with him (-2 gold pieces)
Explore the shack to the west
Go through the door
Drink a Potion of Invisibility (- Potion of Invisibility)
Risk trying to take the keys (+ Boat House Key)
Test Your Luck
Head to the wooden building near the pier
Use the ‘Boathouse’ key (req. Boat House Key)
Draw your weapon and prepare for battle, fight the SKELETONS (I see absolutely no point fighting the skeletons. Tell them you are the new boss with skin-condition)
Look through the drawers and benches (+5 gold pieces, Zagor’s Key spawn point)
Head to the smaller structure to the northeast
Try to open the door
Enquire about the Warlock’s treasure (Zagor’s Key spawn point)
Purchase something from the SoulKeeper: Potion of Fire Protection (req. 25 Gold Pieces, + Potion of Fire Protection) - I'd also advise you to by the Potion of Strength. You can thank me later.)
Bid the SoulKeeper goodbye
Climb the foreboding stone staircase in front of you
Fight the GIANT BATS
Bench
Climb the bridge of stairs (if you investigate the graveyard, with a successful test of luck you gaint a potion of strength)
Fight the GHOSTS
Go right
Test Your Luck (luck restored)
Sneak to the desk and investigate the box on the table
Shoot it with a silver arrow (req. Silver Bow, +18 gold pieces, Zagor's Key spawn point, +2 luck)
Bench
Go through the door on the left
Fight the GIANT BATS
Bench
Climb the bridge of stairs (if you investigate the graveyard, with a successful test of luck you gaint a potion of strength)
Fight the GHOSTS
Go right
Test Your Luck (luck restored)
Sneak to the desk and investigate the box on the table
Shoot it with a silver arrow (req. Silver Bow, +18 gold pieces, Zagor's Key spawn point, +2 luck)
Bench
Go through the door on the left
drink from the fountain (-2 luck, Blood Curse, achievement)
Leave the room: Climb the spiral staircase
Leave through the opening
Take the stairs leading down
Light the braziers
Fight the MIRROR DEMON (Zagor’s Key spawn point, -1 skill)
Continue up the steps
Tiptoe through the room
Press on ahead
Bench
Leave through the opening
Take the stairs leading down
Light the braziers
Fight the MIRROR DEMON (Zagor’s Key spawn point, -1 skill)
Continue up the steps
Tiptoe through the room
Press on ahead
Bench
Maze 1
Maze 2 (I had 30 gold to give to Mathos, the only thing differed was he didn't complaint for the low sum)
Bench
Follow the passageway
Drink a Potion of Fire Protection (- Potion of Fire Protection)
Use Di Maggio’s Dragonfire spell (req. Dragonfire Spell, Zagor’s Key spawn point)
Stride confidently down the hallway
Fight the SKELETON GUARDS
Burst through the door
Hold out the Eye of the Cyclops to Zagor
Follow the passageway
Drink a Potion of Fire Protection (- Potion of Fire Protection)
Use Di Maggio’s Dragonfire spell (req. Dragonfire Spell, Zagor’s Key spawn point)
Stride confidently down the hallway
Fight the SKELETON GUARDS
Burst through the door
Hold out the Eye of the Cyclops to Zagor
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Arran Gottspeed's Quest
As you soon realise, this guy needs a certain number of kills for its second ending. Yes, the game is designed that way that each character can have a second ending (with the exception of the first, which makes it the candidate to become The Warlock), but here I suspect the text would be quit the same. Point is, this character can go whichever way it wants (the prime task is to fight the minotaur, and that's pretty much guaranteed, but there is a hidden "have 100+ kill" quest too.
go east
hide
jump out to surprise, fight 2 orc (2)
go east
kick door
check northern room (ardwaark meat)
check southern room: 3 enemies (5)
wake up orc (6)
fight orc hounds (8)
open door, threaten orc (9)
open door, open box, fight snakes (11)
go north
open door
knock their drinks off (13) (note: this character is illiterate, so can not learn the Di Magigo spell)
leave through the door you came in
go east
burst into the room, take on all the orcs! (20)
fight 1 roc + 2 goblin (23)
go to the east side of the room, enter the shield door
enter the iron gateway, fight 2 enemies (25)
go west, open door, try to help the servant, continue fighting (27)
try and smash the lock
take the bottle (being illiterate, the potion of invisibility willappear as "Liquid" in your backpack)
bench
go east, through the door, fight them all! (32)
open the south door, pick up the bow (despite being illiterate. We'll use meta-knowledge here.)
open the eastern door, attack the cook (34) (the character here wiill confirm this number)
open the first door on the right, try to shout and calm him down (you can not fight the old man with this character)
open the second door to the right (36), take blue candle
open first door on the left (38), search the dwarf's beard (the other two item is to prevent fight, and where's the fun in that?)
open the second door on the left
fight goblin guards (41) (the character will confirm this number)