Getting started[]
Suggested Lesser Magicks[]
The following Magicks are recommended (Psychomancy is unnecessary so long as wise decisions are made when confronted with a choice):
- Sorcery
- Enchantment
- Elementalism
- Alchemy
- Evocation
- Prophecy
- Even if you have completed two adventures, you are still limited to 6 Magicks.
Starting equipment[]
If you followed this walkthrough for Grey Star the Wizard and The Forbidden City, you start the game with the following items:
- Wizard's Staff (Weapon)
- Broadsword (Weapon)
- Four Meals (Backpack)
- Coil of Rope (Backpack)
- Pestle and Mortar (Backpack)
- Tinderbox (Backpack)
- Book of Shasarak (Backpack)
- Map of Shadakine Empire (Special Item)
- Magic Talisman (Special Item)
- Medallion (Special Item)
- Silver Charm (Special Item)
- Mind Gem (Special Item)
- Silver Knife (Special Item)
- Gold Tooth (Special Item)
- Empty Vial (Herb Pouch)
- Packet of Ezeran Crystals (Herb Pouch)
- Pouch of Calacena Mushrooms (Herb Pouch)
- Azawood Leaf (Herb Pouch)
- Potion of Laumspur (Herb Pouch)
Notes:[]
1. This adventure is more straightforward than the first two books in the series. However, there are several instant-death sections to avoid.
2. When you are at the final portions of the adventure, make sure that your WP and EP is at least 16 or more. This should not be a problem if you have completed the first two adventures.
3. Although it is not stated clearly, you left Urik, Hugi and Samu behind when you entered the Shadow Gate in The Forbidden City, but Tanith accompanied you.
Walkthrough[]
Bracket nodes indicate mandatory sections.
The Crystal Tower[]
(1) You arrive in the Daziarn without taking damage. You see a building and a man in the distance. Avoid the man, as he casts a hypnotic spell on you that costs WP to resist. Instead head to the building.
(167) The cloud plain leading to the building is covered with dark holes. You can try putting your hand in them, but do not enter, as they are voids. Continue to the tower.
(302) The tower does not appear to have a door, but there is a riddle to solve. Do not use Psychomancy (it gives you extra options to climb the tower or attack the wall, but the latter just wastes WP while the former is deadly if you don't have a rope, and still dangerous even with it - Grey Star is not Lone Wolf and does not have Huntmastery). The inscription tells you to move clockwise, thus you should start from the left.
(56) Circling the tower reveals a door and five keys. Reading the inscription above the door tells you that "only he who walks without feet" may pass the door. Of the five keys, the only animal that doesn't have feet is the serpent. Afterwards, you can take other keys if want.
(200) As soon as you enter the hall, examine the floor, which warns you of swords above that can fall on you. The inscription mentions "even-tempered swords" fall easily, so step only on floor tiles with odd numbers of swords. (For some reason you cannot use Sorcery to protect yourself from the swords.) Of the two exits, there is no need to go to the door - it is locked, and though you can open it at the cost of some WP, you only acquire a set of (useless) keys.
(42) The next room is a room of mirrors. Search it for a prism. Then head on to find some strange statues on the corridor. If you examine them and use Psychomancy, you learn that they are adventurers that have been turned into stone. Clearly, there is a basilisk or similar creature around. Continuing, you encounter a "locked" door with a key in it. Continue on and investigate, and the basilisk ("lizard") shows itself. Because it can turn you into stone, turn around and run back to the room of mirrors. The creature will kill itself.
The Singing City:[]
(250) You meet Spittlethrift, who informs you that you have arrived at the Neverness of the Daziarn (this zone of the Daziarn defies physical laws; see The Prisoners of Time). Spittlethrift and his kin, the Academicians, offer to guide you out of the Neverness if you help them steal the Threnogem from the Elessin of the Singing City. No matter what you do, you have to accept Spittlethrift's offer. The Academicians take Tanith hostage, show you how to fly the Ethetron, and give you the Gyronome to point the way to the Singing City.
(116) As you head out on the Ethetron, the Gyronome indicates you should fly lower. Do so. The craft lurches into a dive. Draw more power, as other options will get you killed, then fly at a higher altitude. After some time, you pass through the invisible barrier that separates zones of the Daziarn and emerge in the Realm of the Singing City.
(19) Once you land the Ethetron, some Elessin approach you. They are not hostile, so just follow them into the castle where you'll meet the leader.
(241) The fastest way is to tell the Elessin leader what you need. It turns out that the Elessin had actually turned a demon into a statue by forcing the Threnogem into its mouth. This makes removing the Threnogem fatal, but the Elessin are happy to give you the statue and the gem. You return to the Academicians. It turns out that someone that looks like you but wields great power scared the Academicians into giving up Tanith, just before you returned. That someone is able to traverse the Neverness at will, and is apparently on his way to the Realm of Paradox. If your Gyronome was not blessed by the Guardian of the Screaming God, the Academicians will adjust it now. You set off in pursuit of your lookalike, while the Academicians destroy themselves by removing the Threnogem from the statue.
The Realm of Paradox:[]
Note: the Realm of Paradox is the realm of the Chaos Master, a god-like creature that Lone Wolf encounters in The Prisoners of Time.
(174) As you enter the Realm of Paradox you are immediately assailed by an illusion. If you have Enchantment, you can dispel the illusion without using WP; otherwise you must have 20 WP or more to survive. If you used Enchantment, the Chaos Master offers to help you find Tanith now in return for a 'price'. Refuse, and seek out the mystery man named Oz-Na-Mun instead (don't use Prophecy). Oz-Na-Mun informs you that your double was here along with Tanith. He gives you a map of the Moaning Mountain where the Vale of Peace is, and tells you that the people there will be able to help you find the Moonstone. Oz-Na-Mun also warns you of the Chaos Master's bargains. You nonetheless summon the Chaos Master in order to find Tanith.
(309) It turns out your double and Tanith are both also at the Chaos Master's court. Your double is a Jahksa - a spirit double - created by Shasarak to foil your quest. The Chaos Master will inform you of where to find the Moonstone and also return Tanith to you, but forces you to take the Jahksa along.
(249) The Jahksa summons Air Elementals to destroy the Ethetron. You can attempt to seize control of the Air Elementals around you (you will need to exert another WP into the attempt), or attack the Jahksa with your staff. Both options lead to Tanith throwing the Jahksa overboard to his apparent death.
(216) You arrive at the Vale of Peace safely. If you have Alchemy, you can get some Senara. A good night's rest restores some WP and EP. If you have Prophecy and use it, you learn that the Jahksa did not die.
(201) You have reached a burning village, which had been set on fire by the Jahksa. It doesn't matter what you do now; if you have Elementalism you will use less WP but the result is the same: you either defeat the Jahksa or extinguish the fires. The grateful villagers offer you lodging. Stay for a night to regain some EPs and WPs, after which the villagers tell you where to find the Moonstone.
Realm of the Moonstone:[]
(247) As you enter the Realm of the Moonstone you are attacked by a webbed claw. The sum of your WP and CS must be 15 or greater to survive.
(215) The mist creatures attack. If the sum of your WP and CS is 16 or greater, you can avoid fighting the mist creatures. Otherwise, you must fight two rounds of combat.
(75) You recognize the Trianon as the probable location of the Moonstone, but as you are approaching the Trianon, you are attacked by a pack of chaos birds. You can avoid fighting them if you have Elementalism; otherwise you will have to fight two chaos birds and use the Dragon or Eagle key from the Crystal Tower. Afterwards, you must score 9 or more (including WP) in order to land safely.
(341) Inside the Trianon, head along the corridor, ignoring the door. You will find the Moonstone and meet the Jahksa again. Don't attack the Jahksa, and it will seize the Moonstone. Listen to Tanith's warning. The Jahksa attacks you, but winds up killing itself. This completes the penultimate stage of the adventure.