Return to Krondor - Part Two @~Concluded from last issue Chapter Four: William and the Squad have a battle with Bear's mercenaries This is a short chapter. You get one fight with a bunch of mercenaries. You have four swordsmen and two archers in addition to William against six of Bear's Grey Talon mercenaries. The best tactics that you can use is to put your swordsmen into a line. The line prevents the enemy from flanking you. Flanking is where the enemy gets behind your troops. William is a pretty decent fighter, so he could stand toe to toe with your men in a line and help to decimate the Grey Talon mercs. You may want to save William's health for chapter six, where he and two of the guard swordsmen have to fight Bear and four of Bear's mercenaries. If you put William in back of your line of swordsmen, have him chuck oil potions. On the other hand you may want to keep at least two oil potions for the battle with Bear later. Once all the mercs are down, one of your men will bring the Grey Talon commander to converse with you. Offer the mercenary mercy when given the chance and he will tell you of the Bear's plan to ambush you at Two Fangs Pass. I did not lose a man, but I only got two mercenaries to go on to the next battle with Bear. This does not seem fair to me that four men would have to return to Krondor to baby sit one prisoner. The chapter is over. This is not a chapter. It is not even a page. Perhaps it is long enough for a paragraph. Chapter Five: You Hit the Dust and Stones of the Road North and West Arutha sends James, Juzhara, Kendaric, and Solon, a priest of Ishap, north-west along the cost to raise the ship and retrieve the artifact. The objective of chapter five is to get to Widow's Point. The town at Widow's Point is Haddon Head. There are no shops until the daytime at Haddon Head in the shop district. You start this chapter in Arutha's Castle, where he gives you access to his rather considerable armory for stuff. You may wish to pick up the enchanted plate armor for Solon to protect him from melee damage. Also look at the two holy hammers for him. Get the elven enchanted bow for James and any other equipment that you can carry. Including potions. Be careful, if you click out of the Arutha's Armory screen you will be out of the armory with nothing more to grab. You will be dumped just in front of one of the gates out of town. Save your game to a new slot and attempt to return to some of the shops to round out your equipment and sell excess stuff from Arutha's armory. Click on the gate out of town and you are in the wilderness. Movement in the wilderness travel phase is a two part affair. You pick a red circle on the map that is connected to your location with a red line. James' location is the circle marked with an X on a white background. If you click on the empty red circle connected to James' location circle with a red line, James will travel to this point. Once you arrive at this point you need to walk along a road or a field in the direction you are heading when you arrive until you exit the other side of the map. While on the map you may be confronted by robbers, goblins, four dead travellers, trolls or even a mother and her two children. This ensuing confrontation could lead to a conversation with the locals or other travellers or may lead to a battle. Most of these encounters are randomized. The encounter with the four dead travellers is early in this area of red circles and red lines. The bodies of these dead travellers hold loot of magic rings. Search the bodies and assess the rings. You may like what you find. The housewife and her children encounter goes fast and is just a pleasant interlude if you click on the housewife and then guess what her profession is. Say housewife and she will tell you how powerful housewives are. In this map area you will find a farmer Toth's farm with kidnapped children, an air elemental, a camp of about two dozen goblins, a cave with three trolls and tons of equipment to take with you, the Wayfarer Inn, and Widow's Point. Only the Wayfarer Inn, Widows Point and Krondor are mapped at the beginning. As the party explores, a series of red circles connected by red lines will develop all over the map. Each red circle is either a random encounter or a set encounter for the party. Toth's Farm is located just north of the Wayfarer Inn. At Toth's farm, which has been raided by goblins, promise farmer Toth that you will find his two infants and return them to him. The children are in the large goblin camp in a box canyon to the northeast of the farm and the Inn along the northern edge of the map. They will be sacrificed to an evil god if you do not save them. If you pursue the goblins northwest up the mountains to their camp, you will encounter goblin patrols at most every stop on the way. In a circle just below the goblin camp somewhere you will come upon about a half dozen dead goblins complete with their loot and a dying soldier. This member of the guard detached from Haddon Hall acts as a kind of Sheriff in this area. He has been killed by an unexpected large number of goblins in this area and he begs you to pursue the goblins and save the children from certain death before he dies. Search all bodies for loot, including the brave sheriff, assess the loot, and move on. Just before the circle with the camp is a circle with a goblin outpost. There are three archers and two swordsmen at the outpost. Kill them. Walk past the outpost off the back of the map. This will open the red line path and the circle to the goblin camp. The goblin camp has about two score goblins. If you call them out, you can position yourself just beyond a rock that forces the goblins through a narrow pass to the left of the rock if they want to get at you. Put Solon the invincible one at this narrow point and he will keep the goblins off James the archer and the two mages Kendaric and Juzhara. Just in front of the goblin tent are two mages, one very far away and one just to the left of the nearest tent pole. To the left of the large tree just in front of the tent are four goblin archers. Several goblins in plate armor with two handed swords or hammers and several goblins with swords and shields will try to get through the narrows near the rock to get at your mages and archer. Have the mages cast or use the scrolls of chain lightning that you purchased in Krondor. Two scrolls of chain lightning for each mage should decimate this group. Another tactic is to use greater poison on James' bow just after the battle starts and shoot different goblins. This will take 50% off of their hit points, for each hit. Combine this with two of the chain lightnings should take them out. Once you have the hang of it you may be disappointed how easy this battle can be. Have James equip his sword. The red tent in the center of the goblin camp holds one necromancer, two goblins, and a human captain. Take out the necromancer first by having James attack the necromancer with his sword and Solon attack the goblins and human. Another alternative is to cast another chain lightning in here. Once dispatched use the "[" and "]" keys to make the chest and the playpen with the two infants visible at the back wall of the tent. The chest contains documents that implicate Bear in this incident as well. Bear used the infants and the goblins to slow your progress toward Widow's Point. Click on the play pen and the infants will become strapped to your back until you return them to the farmer. Return the children to the farmer Toth for your large increase in experience points. At the Wayfarer Inn you are supposed to meet Alan who knows the co-sign or special word and who has a dark hair and a beard and moustache. There is an Alan impostor in the inn standing nearest to the fire. If you ask the Alan impostor to confirm his name he will slip and a fight will ensue. He is kind of weak and the fight is really not worth the experience. The real Alan is dressed in lighter clothes closer to the stairs and further from the fire. If you talk to him and use the secret word, you will find out some information about this area. Exhaust all conversation options. You can also talk to the innkeeper and flirt with his buxom daughter, which will make Juzhara jealous. Pump the innkeeper and his daughter for all the information you can get about the area. Save your game to a new slot. Purchase a room for the night and turn in. You can brew some potions tonight if you like. Upon brewing the second set of potions for the second four hours you will awaken to the sounds of the inn burning. You will have to fight five goblins. Kill the goblins. DO NOT LOOT THE GOBLINS. If you try to loot the goblins your party will die in the burning inn. Click on the door and go outside and exhaust all conversation options with the innkeeper and his daughter. You can sleep outside but the inn will still burn and the goblins will still fight you and you will not be able to talk to the two Alans. And all the innkeeper and his daughter will talk about after the inn burns is what they are going to do now. Head north from the inn and find the troll caves there. The troll caves are in a place on the northern edge of the map north of the town where the ground is brown dirt leading up a canyon to the cave mouth. Enter the cave and kill the trolls. Trolls are tough because they heal 25% of their damage each round of fighting so you must concentrate on killing one at a time and get them killed before moving on to the next troll. Poison weapons, lightning bolt spells and Hammer of Will spells help, especially if you are casting them off of magical artefacts rather than mana. The trolls have some really excellent loot, alchemy equipment and supplies, scrolls and magical artifacts so examine everything with the magical artifact enhanced 100% assessment skills of Juzhara, before moving on. I investigated every travel circle on the map before going to Widows Point. The experience helped Solon and Kendaric who badly need levels at this point. Save your game to a new slot before entering Widows Point on the map. Two air elementals will attack you. You should have two scrolls of Protection from Elementals by now that you could cast on them. The scroll makes the mages immune to elemental attacks. You will not need the scrolls again. You could also just cast Hammer of Will on one of the elementals and they both will fly away. If you protect your group and fight them they will give up and fly away also. Either way you get experience anyway. Kendaric can only attempt to use the spell if you have the scroll of the Ship Raising Ritual and the Shell of Eortis. Kendaric will try to raise the boat but it will not rise. The group concludes that some strong magic is holding back the power of Kendaric's spell. And if the source of that magic is destroyed, the spell will work. The chapter ends. Chapter Six: Another short encounter with William and Bear's squads of men. The object of this non-chapter is to kill the four men with Bear and for William to survive. Try to arrange things so that your men avoid Bear. You can switch the two guardsmen to conservative and have them guard themselves. William need not be so careful, he should try to kill the other four of Bear's men quickly. Bear should be avoided if possible before his men are killed. Once these other men in Bear's group are dead, have William attack Bear aggressively. William will quickly decide that Bear is invincible and will turn and run to the river. William will dive in the river to avoid fighting any more with Bear. Unfortunately, William's squad will be cut down in the process and only William will remain alive. The non-chapter ends. Chapter Seven: Haldon Head the town of the Living Dead Your goals are simple in this town. Destroy all the vampires. Expose and destroy the evil priest without harming any townspeople. Cure Merrick's daughter of the Priest's poisoning. You arrive in the town and approach the Mayor, who is also the innkeeper, who is arguing with Farmer Alton. Farmer Alton is railing about the witch. Juzhara is offended by all the witch hate in this town. She says often innocent but strange people called witches are really mages, clerics or healers of some kind who are put to death by suspicious townspeople who hate anything they do not understand. Most of these people have latent but undeveloped raw magical talent that they wrestle their entire lives to understand and master without the help of an organized course in magic or a mentor. So witch hunts not only murder innocents, but it wipes out talents essential to keeping the art alive. Good clerics and magic users are constantly looking for these people to educate them before they are murdered by the suspicious and sceptical. Follow the innkeeper, who is also the mayor, into his inn and pay for a room for the night. Go upstairs and brew some potions of greater healing and greater fire oil or deadly poison grease. You will hear screams outside your window and you will have the option to investigate. I suggest you investigate by going down to the street. The innkeeper will lock the door behind you. You will see a person bending over a dead man in the street. As you approach the person bending over will run away and disappear in a cloud of green smoke. Haddon Head is an area with an active map. Click on the map button within the Krondor pop up menu. This map has several areas that can be clicked on: pulpit in the center, crossroads in the northeast, market sector in the southeast, witch's cottage in the north center, woodcutter's cottage in the southwest, widows point in the northwest, and crypt in the west center. Go to the crypt and kill the child vampire and the woman vampire. Vampires take double and triple damage from lightning so use the lightning bolts to kill them. Kill the woman first then the child. The vampires will disappear when you kill them in a cloud of smoke. They should leave vampire ashes on the ground where they died. Use the search the ground cursor to look for vampire ashes. There should be three piles. Searching the ground is like the proverbial adventure game pixel hunt. You may not be able to find anything but keep looking, it is there. The ashes are used to create protect from undead potions. Go to the market sector and walk down the street to the two houses there near the forest. You will find three vampires taunting the man in the house. Kill them and then talk to the man they were taunting. He will thank you and give you information. Exhaust all conversation options. The man will explain that the vampires will return again after you kill them. Killing them does not destroy them. Search the ground with the 'search the ground' cursor for vampire ashes. You should be able to find three piles. Go to the pulpit area, this is the local church, and two vampire children will descend from the sky to attack you. Kill them and search the ground for the ashes. Go to the woodcutter's hut and approach the front door. You will be attacked from the rear by the woodcutter who is the most powerful of the vampires. Kill him and search for the ashes on the ground where there is no body. Approach the door again and keep changing your position until you can click on the door and open it to go inside. Inside the hut, use the "[" and "]" keys to change the view so you can click where you have to. Click on the skeleton in the woodcutter's hut to get the Night Stone which will allow you to kill the vampires during the day which will destroy them forever. Click on the fireplace in the woodcutter's hut to get the woodcutter's journal. Read the journal for more clues. Go to the witch's hut and go inside. Taste the brew on the cauldron and the witch will appear and accuse you of coming to burn her. Exhaust all conversation options. Go to the pulpit area, rest and brew potions there until morning. Spend some time talking to the Innkeeper, Farmer Alton who lives across the street from the Inn, the Merricks who live across the street from the man you saved the previous night, talk to the man you saved and he will think you are trying to get in to get him like the vampires, the priest at the pulpit area, and in the market sector right next to where you arrive there is Ward's General Store where you can finally sell junk and also pump Ward for information. Beef up and heal your characters and save your game. Go to the Crypt and click on the crypt and closed crypt doors for more information. Use the Night Stone and the doors to the crypt will open. Inside the crypt are five vampires waiting for you. Kill all the vampires. Try to keep the vampires away from your mages. The vampires will have initiative on you and they move quick so kill them quickly. Search the ground for the vampire ashes. If you were like me and you could not find the ashes earlier, you may be able to find them here. The vampires will disappear again, but now they are destroyed forever not merely temporarily killed like before. Congratulations, you have rid the town of vampires. Return to the innkeeper for his thanks and get more information from him. Get the mayor to recommend you to the Merricks so you can heal their little daughter. Go to the Merricks and find out that the amulet of Sune is really an amulet of an evil god. You will find that the girl was poisoned, probably by the priest. Heal the girl. Go to Ward's shop and click on the lower shelf, if he did not tell you earlier, to get him to talk about the rat poison. Ward will tell you that the priest and Farmer Alton bought all the rat poison. Go to Farmer Alton's and search his barn on the far eastern side of his farm near him and the cows. Click on the grain and hay until you see the rat poison. You now know that Farmer Alton has been poisoning his own cattle. Confront farmer Alton about the poison and exhaust all conversation options. You will find out that the farmer was put up to this by the priest. Farmer Alton will drop dead. Save your game to a new slot. Confront the priest at the pulpit area. He will start a fight and get the possessed townspeople to attack the party. Set your party to defend and conservative so as not to hurt the townspeople. Have James slice and dice the false priest. Once the priest dies the first time the townspeople will no longer be under mind control and move off. The priest will get up after you kill him the first time. Kill him again. Search the ground around the priest for the black pearl necklaces. If you have not yet healed Merrick's daughter do so now. Save the game to a new slot. Go visit the witch. You tell the witch she is cleared of all wrongdoing. The witch shows you a red picture of a circular device that holds the secret to enter the evil black pearl temple. The witch gives you a vision of the evil temple and the evil lich and necromancer, the evil mage Sidi, who worship at the temple. This chapter ends. Chapter eight: Another non-chapter with William The goal of this non-chapter is to defeat three waves of two demons each thereby freeing Talia's soul from the imprisonment of Kahouli and join with the mage Sidi, whom was the evil mage you saw in the witch's vision. William is in a battle. Kill all the demons. William will talk with Talia and beg her to stay with him. Talia tells him that he must return to the land of the living and... William awakes by the stream and Sidi is there. William should pump Sidi for more information and agree to join him. Sidi joins with William and the non-chapter ends. Chapter nine: The Black Pearl Temple and the Ship Raising Your goals here are simple, get into the hall of warriors, solve the puzzle, open the temple, find the black pearl room and destroy the pearl. If you want you can leave the temple and sell stuff to the Ward's shop in the merchant district of Haldon Head. You are in the end game now and you will only need the shop if you cannot identify an artifact of superior power. Walk down the path and around to the other side. Look for a small alcove in the rocks on the opposite side from where your party started this chapter. The witch showed you a picture of a circular device that held the secret for entering the temple. When you find the alcove and walk into it click on the circular pattern on the rock in the wall facing the large rock you just walked around. The door will be opened to you. You arrive in a large chamber with alcoves on both sides and skeletal warriors in the alcoves. This is the hall of warriors. Click on the warriors for some more information on the temple. The warriors cannot and will not talk to you. Click on the circular area in the door in the wall opposite from where you came in and the black pearl temple puzzle lock will pop-up on your screen. The puzzle lock is a hexagon in shape with six light beams emanating from the sides. One light beam for each side. The light beams reflect off of little triangular mirrors set into a grid of triangles that cover the lock. In the center is a pulsing light that goes from gold to black on a controlled cycle. Clockwise from 12 o'clock the color of the light beams are green-yellow, red, white, yellow, blue and purple. You need to solve the puzzle from 12 o'clock and move around the circle in clockwise order. Any mistake resets the device. The idea of the puzzle is to get the beams to reflect back to the holes on the same side as the lights originate from. If the light beam is deflected for too long while the center light is shown as gold, the puzzle will reset. Moving a stone involves clicking on it to select it and then clicking on the position you want to move it to. Clicking on the stone the first time will not move it. The second click removes the stone and places it in the selected location simultaneously. If you pick up a "point down" triangle and click on a "point up" space, the triangle will rotate 180 degrees instantly to fit the space, if lined up correctly. Whenever moving a rock, unless you have an extra rock to work with, which only happens after solving the white light beam problem, you must click on the rock in the path of the same light beam that you want to redirect. Click to select the rock, move over the place where you want the rock to move and click to place the rock. Where two beams are required to solve the light redirection problem the light beam is parallel to the frame of origin of that light and the rocks are pointing toward the frame of origin. When only one rock, deflection of the beam is required. The point of the triangle originates with the rock and the base of the triangle is on the frame. To reset the green-yellow light quickly enough requires timing and quickness. This light requires the replacement of two of the triangular mirror stones. Wait for the center to darken and then move quickly. The two stones are placed two rows down, point upward, so that the light reflects once horizontally from left to right and then hits the second mirror where it reflects up to the slot in the frame to the right and up from the place the light originates from. The stones are in line with the light beams on the left and right and on the same row. Study the locations you will need to place the stones, then time your moves when the center light is dark and move quickly to succeed. Do not move the stone that reflects the red light beam or the puzzle will reset. The second or red light beam requires you to move only one stone and is therefore much easier. Click on the stone reflecting the red light beam. Position the point down stone over the point up location four rows out from the red edge of the hexagram, so that the reflected light will go straight into the red slot on the frame above and to the left of where the red light originates. Click on this position and the transfer is instant. The white light only requires one stone to replace making this one very easy also. Click on the "point up" stone that is the closest to the frame. Move the stone to the right and up one row to a point down location to reflect the white light into the slot in the frame below and to the left of the origin of the white light. This manoeuvre should free up an extra stone. If you are having trouble with the green-yellow light you might consider using this stone to make things easier and solve this light first. The single stone ones are actually the easiest. With an extra stone the two stone puzzles get much easier. The yellow (6 o'clock) stones require two stones. Line up your light beams so that two stones placed "point down" on the second row from the bottom frame will reflect the light first horizontally from right to left and then down to from upper right to lower left into the slot which is found below and to the left of the origin of the yellow light. Line up your shot and place the second stone first. Click on the first stone, line up the location and click to place the stone for instant placement and no interruption of the light beam. The blue light requires two stones and should be left until after you solve the white light. Place the stone furthest from the light source, point up on the fourth row from the frame where the blue light originates. Place this stone so that the light beam will run parallel to the frame from the first reflection point. This must also be lined up to that the reflected light will go into the slot in the frame just below and to the left of the light source. The rock closest to the origin need not be moved to solve the blue light. This can also be solved without an extra rock or triangular mirror stone. The purple and final light requires that you move only one stone to the "point up" position four rows out from the frame where the light beam originates. The rock must be in line so that the light from the origin will be reflected back to the hole in the frame below and to the left of the origin of the purple light. If you cannot solve the puzzle to the light beams, a skeletal hand key is supposed to open the door. You get the skeletal hand key from one of the skeletal warriors after failing to solve the puzzle a number of times. Once you have solved the puzzle move into the Black Pearl Temple. The first room is a room with a large rectangular hole in the center of the floor where tentacles project out. You can kill the tentacles by fighting them as usual. Hits from Solon and James coupled with the ring spells of Judhara and Kendaric should put the tentacles down. The tentacles are coated with greater poison. At the far end of the tentacle room are two doors, one to the left and one to the right. Take the left door into the throne room and be attacked by five undead or skeletal vipers, equipped with poison. Lightning is a good bet against the vipers. Kill the vipers. Disarm the trap and pick the lock on the trunk to the right of the throne and loot the items there. Go back to the tentacle room and take the right door into another large room. Walking around this room will trigger another combat with goblin warriors and goblin archers. This is a random encounter so you may see a necromancer, but I did not. Kill the shamen and necromancers first and then the warriors and then the archers. Get the archers to shoot at Sodon by advancing him toward them. It works. To the right of where you entered this funny shaped room are three corridors. Go down the hall to the right of the entrance to the room. Take the first door to the left. This will take you into the room with the human prisoners in a cell and the sacrifice machine. Also in the room are goblins and a necromancer. Kill the necromancer first. Then attack the remaining goblins. Loot the goblins and necromancer of any useful equipment. Pick the lock on the cages holding the townspeople and they will find their way out of the Black Pearl Cult temple. Pump the townspeople for information before they leave. Exit the room and turn left into the hallway that you entered the room from. Go straight to the dead end of the hallway and enter the room in front of you. This will lead you to a large room with torture implements and about seven goblins. In the upper left area of the room from the large aerial view of the battle, you will find the shaman. In the lower right of the room are the archers. You enter the room from the upper right area. Kill the shaman first and then get rid of the fighters. Use the lightning bolts, firestorms, and Hammer of Will spells to decimate the enemy without using any mana. Go back to the corridor and walk all the way out into the other corridor that goes off on the left side from where you entered the room. Once you enter this area you will be in a catacombs where the bodies of the dead line the walls on shelves that look like extra-wide book shelves throughout this area. This is the door to the inner temple. When you enter this area you will be attacked by some ghouls. It may be a random encounter so the numbers may vary. If you are wearing any necklaces of the Black Pearl Cult, take them off now. If you stumble into the Necromancer's workshop, the necklaces could kill your party members. In this area the inner temple map is available from the Krondor pop-up menu. The inner temple area has a gallery of statues with shadows, the necromancer's workshop, a corpse storage room, a grave in the wall of a priest of Ishap, and a second hall of skeletal warriors that leads to the door into the black pearl room. Travel from one area to the other by using the map. My map did not have the names of the rooms on them until I visited the rooms. At the grave of the priest of Ishap, the priest will give Solon a Plate Mail of Ishap and charge him with the destruction of the temple. The priest will tell how the Ishapian priests once sanctified the temple and killed the lich who now rules here. In the shadow room the shadows will die and leave no treasure. There are valuable potions hidden in the statue with the glowing red inscription. In the corpse storage room you will kill three ghouls. In the necromancer's workshop you will find a necromancer, a werewolf and a skeletal warrior. Kill the necromancer first then kill the other two. There are lots of magical artifacts here, such as secret mage books to increase magery where needed and alchemist ingredients to brew potions if needed for the final battle. There is a room in the temple that needs you to solve a five character puzzle. If you are stumped go back to the skeletal warrior hall where the colored light puzzle was and look into the alcove where the last skeletal warrior appeared to find the solution to the door lock. The second skeletal warrior hall is shown on the map as the area that lights up showing a passage out of the mapped area near the bottom left of the map area. In the hall you will battle seven skeletal warriors. Examine their equipment for some good stuff. Make sure your characters have the best mix of equipment and potions. Save your game to a new slot before moving on. Make sure that your guys are healed up because you now have to contend with the Lich, two ghouls and two skeletal warriors. Kill the ghouls and the skeletal warriors first after the lich makes his long speech. The lich cannot take any damage until his minions are killed. A good lightning bolt or two took the lich down. Now you can raise the ship. This chapter is at an end. Chapter Ten: The Final Chapter This chapter has some simple goals, get the tear off the boat in the water, return to shore, defeat Bear's men, William will become the avatar of Kahouli and kill Bear, and you will then return the tear to Krondor. Walk around the mountain plateau which encases the black pearl temple to the ice path which originates near the entrance to the black pearl temple. You might want to arm James with the bow now. Walk along the ice path toward the boat. Five undead warriors will appear from under the ice. Kill them. I used my combination of warriors, lightning bolts, and Hammer of Will to kill them before they got close enough to melee. You might want to arm James with the sword now. Walk around to the boat and through the massive hole in the hull into the hold. Kill the immense blue crab you find in the hold and use some old bay seasoning from the Chesapeake Bay area to have a crab feast. Search the bodies of priests in the hold to find the warhammer of Lactor Bain, the greatest holy hammer of the followers of Ishap. This weapon does 9-39 regular damage and gives +25 to attack, +25 to defence, +6 to damage, stuns for 1-4 turns, and does three times the damage to undead. Too bad you cannot go back to the Black Pearl Temple or Haldon Head now and fight some undead there. After the crab feast move up the ladder or staircase at the front of the boat near where you entered and go up on deck. There are three necromancers and one mace wielding undead priest of Ilshap. Solon tells you to kill them which should be a lot easier now. Move to the rear of the boat where the tear of the gods is in the captain's cabin under the forecastle. A dragon soul protects the tear. I have no idea whether I killed it. Solon stays in the corner chanting the spell that will release the charm that protects the tear. I think he actually dispelled the dragon soul. We cast spells that would heal our guys as the dragon soul cast chain lightning and took no damage from our attacks. I flung gift of unbeing, hammer of will, and conjure sky warrior repeatedly into the monster with no apparent affect. I cast call the trollish blood to heal characters that were severely damaged by the chain lightning. Eventually, the dragon soul just vanished without taking any apparent damage. Go back to shore and fight Bear's men. Bear is standing on a platform just to the right and above the battle watching but not participating. You cannot get to him and he cannot get to you. Don't bother to throw spells or arrows at him. Just kill the five men he has set against you. Again I killed them before they could close and melee with us with lightning bolts and Hammer of Will. When Bear's men are dead, Sidi will appear on the top of the mountain in the upper right corner of the screen. Sidi will cast a spell teleporting William to Bear's side on the platform. Talia will join with William to form an Avatar of Kahouli. William will now wear Kahouli's armor and fight with eight or nine strikes with a 2-handed sword. Bear's amulet is spit in half by the force of the fight. Bear is dead after about ten strikes with the sword. Relax and watch the end of the game. Arutha will congratulate you. After the credit pages "roll" (The credits do not roll, the pages turn at the end.) there will be a surprise animated sequence where Sidi places the two broken parts in his hands and fuses them together again to make the amulet whole. Sidi tells us that Bear was a fool and that he has to find a more suitable bearer. The End - o -