RAVENLOFT: STONE PROPHET - Part 1 Solution by Diana Griffiths INTRODUCTION This walkthrough assumes you have read the Stone Prophet manual and are familiar with operating the game's user interface. You should also have a reasonable knowledge of how best to equip your party of characters and how and when to use spells. This is not a detailed step by step set of instructions. The walkthrough does provide general hints and instruct you in what items to seek, and in which general locations. This will help you progress efficiently without spoiling the general experience of exploration and the adventure of finding the unexpected. There will be many buttons to push, pressure plates to step on and locks to open. I have rarely mentioned these explicitly. And the walkthrough virtually ignores the ever present monsters in every location that you will have to clear out before safely exploring most locations. Everywhere you go you will find useful scrolls, weapons, health improving items, clothes, armor, etc. Collecting and using such items will be essential to progressing, but I only mention picking up especially significant items which will be absolutely necessary to complete the game successfully. Stone Prophet is not a linear game, so this walkthrough is only one order of events while many others will also lead to a successful game completion GENERAL HINTS 1. This walkthrough assumes you either use the quick start party or create your own two characters: a magic user/fighter and a cleric/ranger. 2. If you run low on water, clerics should cast the create water spell. It is a good idea to pray for the create water spell. Alternatively, there is a well to the north of Muhar. 3. The little round green containers hold a yellow salve which when ingested cures poisoned or diseased characters. It is called Keoghtams Ointment. 4. The periapts will slow harmful effects on your party members if you keep them in your inventory slots rather than in a sack or chest. 5. There are several NPCs (non-player characters) available who can join you on your adventure. NPCs can be dismissed from the party and can be collected later from where you originally found them, provided they are not dismissed when dead. You will only be able to dismiss an NPC when you invite a fifth character to join your party. Your maximum party size is four. The Undead Paladin is a special case. She will leave of her own accord when you complete her particular quest. So I have left it to the end of the game to complete her quest. You can complete her quest at any time earlier once you have the skill, knowledge and equipment to do so. The available NPCs are listed here in my order of preference together with the location they can be found. * Undead Paladin - north-west of Burial Catacombs: Ground Floor * Jackalwere Cleric - north-center of Sphinx: Hall of Insight (V1.1 only) * Wemic Fighter - north-east of Obelisk in the desert * Troll Fighter - on the way to the far north of the desert * Ranger/Cleric - east of Neferti and north west of Set in the desert * Piotra the Thief - south-east of Muhar 6. I found the cleric spell, Flame Blade, was incredibly useful and I used it almost constantly against all monsters. This works if you keep your cleric at the front of the party. I also found Summon Insects very useful, but they can hurt your party too. 7. Pyre elementals can be easily killed using Lightning spells or, if you are protected against fire, just hack at them with conventional weapons. 8. Use the Improved Detection spell to identify your best weapons. 9. Magic users will not be able to cast spells if they wear non elven armor. There are some powerful cloaks of protection and elven chain mail to be found. 10. Use the teleport tiles to travel quickly from place to place. They can usually be found at the entrance or just inside each location. Use the teleport spell (once you have found it) to travel quickly within a region or between regions. I found the teleport spell particularly useful in getting around awkward places. 11. Wear the Helmet of True Seeing as much as possible once you have found it. This will enable you to detect illusionary walls and other illusions. 12. Combine the pieces of the Seals in your inventory by clicking one piece on another. You need four pieces to complete each seal. OPENING SEQUENCE Sent to investigate a problem in the hither-to unknown land of Har'Akur, your party of adventurers encounters a dying woman. She speaks of her brother Poitra and the importance of her dagger to her family. As she dies, you become aware of a wall of fiery heat trapping you inside the desert of Har'Akar. DESERT Pick up the dead woman's Vistani dagger. Head north- east to the lone tent, go inside and speak with the woman (Min Deir). She draws a diagram indicating you should travel east to a well. Do so and enter the well. FORGOTTEN SHRINE OF NEFERTI Talk to the injured woman (Sennef) near the entrance. Sennef wants you to take her to her village of Muhar. Accept her request and she will join your party. Leave the Forgotten Shrine of Neferti and go north to Muhar. MUHAR Enter the village. Visit the old beggar, the hostile village leader, the hostile family, the friendly boy and Piotra. Give Piotra the Vistani dagger and have him join your party. If you find the attributes of a thief character useful, you may keep him for a while. However, he is a limited character compared with the other NPCs. Also visit the woman whose husband has left her and taken all their supplies. You will find supplies, spells and clues in the other tents. DESERT Now you need to get build up some experience and/or get some help before you can easily cope with exploring further the Forgotten Shrine of Neferti. Wander extensively around the desert, killing desert zombies and giant vultures with regular weapons and dust devils with flame and fire spells. It is probably better to avoid any other monsters at this stage, so run away if anything else approaches you. You should also meet some non- player characters (NPCs). Invite the Troll and/or the Wemic to join you. Find the dying man, north of Muhar, and take the sack of supplies back to his wife in Muhar. Now you should return south to the Forgotten Shrine of Neferti. FORGOTTEN SHRINE OF NEFERTI Pick up the key in the north- east area. Get the eye in the south-east area. You may need to click a button to close the pit so you can get to the eye. Get the key in the south-west area. Collect the Seal piece in the south- west corner. Get the second eye in the north-west area. Fall through a pit further north and collect the Helm of Telepathy. Return up the stairs to the north and push the button to close the pit. Pick up the Helm of Brilliance. Wear this helm instead of casting light spells. Return to Min Deir. Wear the Helm of Telepathy and make sure the eyes are in the inventory slots, not inside a container. Talk to Min Deir. She will join your party. (Drop Piotra if you need to, otherwise drop the Wemic or Troll.) Go to the Obelisk in the central part of the desert. OBELISK The main objective here is to find all eight scraps of paper (four blue edged and four red edged) so that you can read the inscription on the first level. This is a translation of the inscription: "Hot gales the sands arise. Flesh corrupts and falls away. These are the signs of their coming. The wrath of Ankhepot burns the land. Who hopes to rule must lure the evil to him. In the Ancient Burial Hall the Guardian of the Gate of the Dead awaits. She shall judge them by deeds both good and bad. Her son the sweet lute did play. This gentle music the ghost awaits. To the priest, the mystic urn is given. The Temple of Harvest shall be restored. Beyond the Gate of the Dead, he awaits. The soul of the stranger knows the way. Master of the Winged Wind. Three signals the whistle sounds, summoning forth the falcon. The eight tears shall fall. Ra weeps and the stone shatters, a fragment of the seal revealed. They capture the sun and in a coffer hold the might of Ra. By its light, the soul and the seal are freed. Two seals, each in four pieces lie. Piece to piece, the seals rejoined two gates are opened. Into conflict, the foes are led: Ankhepot and the other. When falls the wall of Ra, two gates be opened. The way home." You must also find a Seal piece on lower level 3. Just east of the center of this level is a rectangular room, with three entrances from the north, running east to west. The Seal piece is in this room. Leave the Obelisk and go to the Temple of Set to the south-east. TEMPLE OF SET Go upstairs. Get six snake idols from upper level 1. Go upstairs. Get the Helm of True Seeing from upper level 2. Have one of your party wear it. Get another three snake idols from upper level 2. Go down to the temple grounds. Use the snake idols to open the locked rooms. Get the Magic Watering Urn and the Seal piece. Leave the Temple of Set and go north- west to the Ruined Temple of Harvest. RUINED TEMPLE OF HARVEST Get the Mask of Hathor and have a member of your party wear it. Go to the kitten and speak with him. Take the key, then use it to enter the nearby area. Take the feline figurine. Use the key to open the doors that run through the center of the temple northwards to the old man. Talk with him then hand over the Magic Watering Urn. The old man should have with him the small child who ran away when you visited the hostile family in Muhar. Have the child accompany you (drop the Troll or Wemic and pick him up again later, if necessary) and return to Muhar. MUHAR Visit the hostile family's tent to return the child to her parents. Talk to the father. Visit the hostile leader's tent. Return to the Ruined Temple of Harvest. RUINED TEMPLE OF HARVEST Return to the area where you met the old man and child. Pick up all the air spores you can. Press the button on the other side of the wall behind the old man (to the south) and find the steps to the level below. Offer the feline statue to the statue with the gray markings. Go through the door that opened and get the Secret of the Sphinx scroll, the lioness and jackal figurines. Continue as follows: Give the jackal to the statue with red markings and get the falcon from the new area. Give the lioness to the statue with beige markings and get the Coffer of Ra and large chain from the new area. Give the falcon to the statue with pink markings and get the scroll of retirement from the new area. Go to the south-east area, step on two pressure plates to open the far south-east corner and collect the vulture figurine. Offer the vulture figurine to the statue with turquoise markings. Have each party member ingest an air spore then enter the green area. Find the golden statue. Talk to him then use the Coffer of Ra. Pick up the Seal piece. Collect the scorpion figurine. Offer the scorpion to the statue with green markings. Ingest more air spores, if necessary, and before entering this green area. @~To be continued next issue - o -