THUNDERSCAPE HINTS / SOLUTIONS GUIDE - Part 1 Rev 1.1 jmmeloy@islandnet.com 12/15/95 James Meloy Taken from the Net This hint/solutions list is for the SSI RPG game Thunderscape. This game is set in the new World of Aden, and combines real-time dungeon crawling with turn-based combat. This file is not yet complete, as I have not yet found the solutions to all of the side quests and puzzles of the game. Additional items and/or NPCs may be located in areas not yet reached. Thanks to all the people, both on and off the newsgroups, who helped me put this together. NOTE: Map coordinate system. Use F4 key in regular game play to display current position. The coordinates start at (0,0,0) (X,Y,Z) which is the NW corner, lowest possible level. X increases heading east, Y increases heading south, Z increases with height. I have used the Z coordinate in a different way. The Z is used only for levels that have multi-story buildings or walkways. Z=3D1 is for ground level, Z=3D2 is for 2nd story, etc. All coordinates given are the characters' position when standing in front of the door/object. : SSI has a 900- line set up for giving out game hints. As of Jan 1/96, the numbers were : USA 1-900-737-HINT CANADA 1-900-451-6009 : SSI has the v1.1 upgrade, available on their BBS (Jan 10/96) Table of Contents Section 1 - Levels list Section 2 - Levels route Section 3 - Hints by level Section 4 - Solutions by level Section 5 - Solutions to sub-plots/puzzles by level Section 6 - Locations of objects by level Section 7 - Outstanding questions ------------------------------------------------------------------ SECTION 1 - LEVELS LIST 1. Greymt_1 Valley floor 2. Trollcav Western Troll caves (keep side) 3. Keep1 Vangard Keep dungeon 4. Keep2 Keep main level (Halls of Vangard Keep) 5. Keep3 Vangard Keep tower (top level) 6. Bowels1 Eastern Troll caves (citadel side) 7. Bowels2 Golem level 8. Mines1 Western Dwarf mines (sacred mines 1) 9. Mines2 Lower mine level (sacred mines 2) 10. Mines3 Eastern dwarf mines (sacred mines 3) 11. City1 Karegh-Konan - upper level 12. City2 Karegh-Konan - lower level 13. Caves1 Founder's caves 14. Caves2 Mantis caves / Dragonette entrance 15. Caves3 Collapsed caverns 16. Catacomb Catacombs 17. Sewers Sewers 18. Radiant1 Citadel lower level / entrance 19. Radiant2 Citadel main level / dungeons 20. Radiant3 Citadel upper level / shield generator 21. Radiant4 Citadel roof 22. Secret level ------------------------------------------------------------------ SECTION TWO - LEVELS ROUTES This is the route used to finish game. - Start, L1, valley floor, on dock - Western troll cave, L2 - Keep dungeon, L3 - Keep main level, L4 - Keep tower (top level), L5 - Back to valley floor, L1 - Eastern troll cave, L6 - Golem caves, L7 - Western dwarf mines, L8 - Lower dwarf mines (west entrance), L9 - Back to western dwarf mines, L8 - Lower dwarf mines (east entrance), L9 - Eastern dwarf mines, L10 - Karegh-Konan upper city, L11 - Karegh-Konan lower city, L12 - Founders Cave, L13 - Karegh-Konan lower city, L12 - Karegh-Konan upper city, L11 - Route 1 - (direct exit, bypassing founder's crypt sub-plot) - Mantis caves, L14 Route 2 - (indirect exit, following founder's crypt sub-plot) - Founders cave, L13 - Karegh-Konan upper city, L11 - Mantis caves, L14 - Collapsed caverns, L15 - Catacombs, L16 - Sewers, L17 - Citadel lower level, L18 - Citadel main level, L19 - Citadel upper level, L20 - Citadel roof, L21 ------------------------------------------------------------------ SECTION 3 - HINTS BY LEVEL LEVEL 1 - GRAYMT_1 - Valley Floor - To get past Bert and across the bridge, return his club, or kill him (Bert is actually a nice guy, once you get to know him). Bert's club is hidden somewhere in the cave south of the bridge. - Use the elevator to go up and down from the river level to the lower cliff level, north of the river. If you jump (or fall) from the lower cliff to the river level, the elevator stays on the upper level, and you are stuck. - To get to the middle cliff level, you can jump up to it from the top of one of the dirt piles in the NW area. - Go through the mountain cats' cave to reach the upper cliff level. - Statues - Each statue requires a one-word answer to its riddle. The answers are found in a message (poem) carved into the wall in a secret cave. - Head through the western troll caves first and finish the keep, as you cannot get far going the other way if the keep has not been completed. - Eastern troll caves, route to Karegh-Konan. You need a key from the western troll caves to open this door. - There are 8 explorable caves on this level - There are some goodies hidden under the bridge LEVEL 2 - TROLLCAV - Western Troll Cave - The keys and password needed to get through this level are located in the NNW section of the caves. - The gate key is located in the SW section of the caves. - There is a set of stairs for climbing out of the western undercaves. You need to jump from one set to the other to climb all the way out. - There is an elevator for getting out of the eastern undercaves. Turn the switch, and watch for a moving platform (it may take a few seconds). - You can walk up to the overcaves using a ramp located in the SW corner of the caves. - Cave-ins aren't even a minor nuisance - just dig them out. - You can climb out of the small pits. LEVEL 3 - KEEP1 - Vanguard Keep Dungeon - From the entrance, you can either jump into the hole, and continue from under the drainholes, or search for the secret door. - Talk to the prisoner. He has useful information, both before and after freeing him. - To open the central gate, all of the cell blocks must be 'armed'. The lights beside the gate switch are light blue for 'unarmed', and dark blue for 'armed'. Watch out for the ambush! - Cloverleaf corridors in NE - there are two teleporters in the corners to confuse you. Jump over the central pit to access the other sides. - There are two secret areas in the library. You need to push a button to unlock them. Also, look for the hidden niche in this area. - There is a hidden loft in one of the rooms just west of the library. - In the drainage area in the NW, run quickly around the outside of the room to avoid falling in the drainage hole. - The portcullis key is hidden in a niche in a wall somewhere. - Some bookshelves contain helpful books. LEVEL 4 - KEEP2 - Halls of Vangard Keep - You are looking for 4 keys to open the door across the room from the entrance. - There are many fountains on this level - some aid, some hurt. - The capstan has 4 positions, N,E,S, and W. Each position opens and closes gates on both levels. - There are buttons in various rooms to turn the spell launchers off. - You need to activate the teleporter and use it to get one of the capstan keys. - Somewhere in the north is a secret elevator leading to a hidden room. You may need the Chamberlain's key to get to the elevator. - The Beacon Master's key opens up the teleport room balcony. - The Keep Library Key is somewhere in the north on the upper level. LEVEL 5 - KEEP3 - Vangard Keep Tower - You need to satisfy the hunger of the skulls to deactivate them and activate the teleporters under them. Satisfy one skull, and they are all happy. Use Reaper to feed them. - Access to Reaper is somewhere in the NW of the outer area. - There is an NPC named Selene on this level. - There are lots of hidden places on the outer corridor. - There are 6 colored crystals in various places in the central area. They are hidden in the rooms on the periphery. - Read the plaques behind the crystal trays for clues on the order of colors to use. - The plaques on either side of the elevator door (central building) give clues as to what to do inside the elevator control room (north of central building, opposite elevator door). - Use the white crystals to replace the black crystals on top of the mounds. - When done, and you return to the valley, take care of all shopping, because Finea will soon be packing up shop, and the next store is several levels away. LEVEL 6 - BOWELS1 - Eastern Troll Caves (Citadel side) - There are some good magic items on this level. LEVEL 7 - BOWELS2 - Golem Level - You only need 1 SOVC to blow the boiler (V1.00) - use it on the boiler, then touch the boiler twice more. Then run. - There are no items (?) in the golem storage rooms. These rooms never empty of golems, so it may be a good way to build up XP. - You cannot complete this level until Vangard Keep has been finished. - Prototype 17 (an NPC) is on this level, if you can assemble him. One part is missing from the pile ... LEVEL 8 - MINES1 - Western Dwarf Mines - There are two exits to the mines. One leads to a small area with no exit, but with a key you may need. - The other leads to the rest of the lower mines. - If you fall into the pits below the mines, flip all the levers to lower a wall. Then follow a long corridor to an elevator, which returns you to near the starting point (hope it didn't hurt too much). - Levers puzzle. The two steps are as follows: flip levers until you can open the two wooden doors and flip the levers in there, then flip levers until you can flip the levers in the corners. Hint: one of them can be flipped through the bars! - The key to the old mines door is not too far from the door. - I don't think you can get into the emergency supplies room. LEVEL 9 - MINES2 - Lower Mine Level - If you can pick the lock on the door to the mine storage room, you don't need any keys to get through this level. The key is nearby if needed. - You need to set the fuse on the large barrel of gunpowder to blow the wall and open up a route to the next level. LEVEL 10 - MINES3 - Eastern Dwarf Mines - There are two passages leading back to the Western Dwarf Mines (L8). Both of them are worth going through. LEVEL 11 - CITY1 - Upper Karegh-Konan, dwarf city - One of the gongs will open up the N and S gates in the gong room. - There are three passages to L12, one to L13, and one to L14 from the upper city. - The upper city is divided into two separate sections. - Dark Dwarves infest most buildings. - You can only get to the crypt from the upper levels in the Founder's Caves, unless the city has been destroyed. - The secret passage leading off from near the mine entrance will only be opened after you have visited the Founder's Crypt. - There are clues in several bookshelves throughout the city. - All rivers in subsequent levels lead back to the river under the N side of the city. LEVEL 12 - CITY2 - Lower Karegh-Konan, dwarf city - Once activated, the elevator @(25,62,2) goes up to a hidden cache. The activation switch is in a different building. - Gnash's Shop is somewhere in the N part of the city. LEVEL 13 - CAVES1 - Founder's Caves - The caves are separated into two distinct areas, the lower caves and the upper caves, and you cannot get directly from the lower caves to the upper caves. Each area has separate entrances. - There is an elevator going from the upper levels to some catacombs, which conceal the Dark Dwarves access tunnel. - The teleporter to get to the Founder's Crypt is on the upper levels. - There are several switches and hidden caches that can only be gotten to by jumping across chasms. LEVEL 14 - CAVES2 - Mantis Caves / Dragonette Entrance - The hint for the password is the DIFFERENCE between the two southern plaques. (See walkthrough section for the exact password). - Dragon gate. Touch the right-hand plaque to enter the combination. There are three steps to opening the gate. The first two are given by the plaques out in the warrens, the third is given by the left-hand plaque beside the gate. - To close off the dragonette entrance, you need a pick. - You CAN walk back up the slope to the upper level. - The three switches to open the council chamber must be thrown in the correct order. - There are two buttons you need to push to get into the rat-infested cavern. - The exit to the next level is behind a secret door somewhere in the rat-infested tunnels. The secret door can be opened by pushing a button hidden somewhere nearby. LEVEL 15 - CAVES3 - Collapsed Caverns - The small casks contain black powder. Touch one of the funny looking walls with a cask (charge), and both the cask and the wall will vanish. - There are a number of side passages that are caved in as well. Some of them contain useful articles, and well as more charges. - There is a secret door halfway along a long passage, in the dip between two rises. - You CAN get to the stuff on the pillar in the lake. You jump there. - If you fall into the river, you will be washed back to the last level. If you don't make it out there, you'll end up under the dwarf city. - Even if managed carefully, there are not enough charges to clear all of the side passages. There are more than enough to get the good items and clear a path to the exit. LEVEL 16 - CATACOMB - The Catacombs - You need 3 hero keys and two specific radiant amulets to get to the next level. - The skeleton in pain is a former radiant knight and an NPC. - In the maze before the tomb-of-8, you need to activate the teleporter then step into it. Listen for a strange noise when pressing one of the buttons. You also need to open the 3 grates blocking the NW passage. Two can be opened before you enter the teleporter. - Moving pillars area does not need to be done to get to next level. - Moving pillars area - do NOT enter the teleporter behind the secret door at the bottom of the pit - use the other one. The one behind the secret door will teleport you out of this maze. - You can disable the two spell launchers in the eastern corridor. - Mondurain's tomb trap can be disabled. The switch is somewhere near. - The gate leading into the zombie area will close behind you when you pass through the corridor into their area. There is a switch to re-open the gate, and a secret passage to bypass the corridor. LEVEL 17 - SEWERS - The Sewers - The exit is in the NW corner. - You need to do a lot of wading in sewage to solve the puzzles. - When flipping switches in the gate control room, check your map after each flip to see the effect on the gates to the W. - The manite plate is in a storage room, but not in storage room 3. It is hard to see against the floor, so crouch down and look carefully. - There are two switches in the flooded passages in the SW that need to be flipped to open the door in there. - You can swim against the current. - SAVE GAME before entering the flood control room. It is a time- limited puzzle, and will kill you if you aren't fast enough. - You need to flip 2 levers to get through the gates maze in the NE. - Watch out for a teleporter trap in the NE corner. There is a button nearby to disable it. - You need to press a button and throw a switch to open a secret door to continue past the NE section. - There are some illusionary walls near the exit. LEVEL 18 - RADIANT1 - Citadel Lower Level / Entrance - This level is a REAL slugfest. - There is a secret entrance to the citadel in the SE corner. - You need to throw three switches in the gatehouse to extend the bridge and open the main gate. - Throw the switch in a room near the main entrance to open up the gates blocking out the rest of the citadel. - The key to open up the gate to the next level is in the secret library. - There is a book on the mezzanine level of the library that starts off things for getting to the secret library. - Read all the bookshelves in the secret library for hints on the next levels. - The exit to the next level is near the throne room. - There is a mystic circle on the floor in a secret room that summons demons (as if you need more of them!) - There is a small bookcase in a room by itself that conceals some nice armor. - You can't get through the doors that have been warped, but there is another way into that room. - There's an elixir hidden inside a bed (inside, not on, not under). LEVEL 19 - RADIANT2 - Citadel Main Level / Dungeon - Head N first, to the lava room. Don't raise the descending pillar until after you have the key. - The levers inside the lava room have nothing to do with lifting the descending pillar. - There is a secret door at the bottom of the sinking room. - The library has lots of things to do, but none are necessary for getting to the next level. - The levers in the lava room raise and lower platforms. - There is a secret passage into the prisoner's area. - You can only get to the Avatar's room through the drainage tunnels. - Talk to the prisoners - they have hints. - In the drainage tunnels, many of the grates take you from place to place. Some lead to other rooms. Watch your map carefully! - You need to flip a switch in one room to drain the water out of another room and reveal a secret grate. - The teleporter leads to the exit. - Take the hourglass - you need it on the next level. - The beings in the cages are actually one NPC. LEVEL 20 - RADIANT3 - Citadel Upper Level / Shield Generator - You need a white crystal, a blue crystal, a red crystal, and an awful lot of keys. - Save game before going for the red crystal - one of the traps along the way can be terminal... - You need the hourglass from the previous level. If you don't have it, go back and get it. - Read the shield instructions carefully. - The switch to activate the shields, once the shield generator is running, is on the next level. - Along with the hourglass, you also need the lantern. The skulls want to see them. - When the challenges have been met, the blue pillar in the center of the room reveals the blue crystal. - Read the book in the secret room S of the guardian's room. LEVEL 21 - RADIANT4 - Citadel Roof - Kill Anthrax, flip switch. LEVEL 22 - ??? - Secret Level - No secrets, just find it. @~Next issue, more detailed solutions by level - o -