SLATHAN NI PATAN ---------------- The guards are not very cooperative. Tell them that you are the king and offer them to escort you. Find out why they call the shapeshifters dirty shifters and ask them to escort you again. They will refuse and should be told to treat the shifters with respect. Make clear to them that you must enter this land and offer them something to get past (e.g. your goblet). If they suspect a bribe you can simply explain that a king may grant his subjects boons from time to time and that they are supposed to keep it as a deposit until your return. Finally, you will be able to follow the path.
POOL ---- You will have to deal with the pool monster now. Do you remember the gift you received from your loving wife? Throw the shieldstone on the monster. This action will, unfortunately, cut off some tentacles but don't worry, monsters are tough. They might come in handy for you though, so you should take them and then follow the path to the right.
CAVE OF DREAMS -------------- In front of the cave you can see a man sitting on a boulder. Talk to him and ask him about the pool monster, about who he is and what he guards. In return, he wants to know who you are. Tell him that you are King Callash and he will ask you a question. Answer that their own hatred does not help and you will receive a polystone from the wise man and he will tell you something about the tower. After this conversation you will automatically enter the Cave of Dreams, watch the vision coming up, pick up a doll lying on the floor and leave the cave. You should now talk to the wise shifter again. He will tell you something about the doll and you should then ask him about ALL races. When asking about the Soptus Ecliptus, you will get your last and most important lesson in their language. This completes your stay in Slatan ni Patan. You must walk back to the guards rather than invoke the signet ring this time. Pick up your deposit from the guards and return to the map.
Now, there will be a second insert from the castle. The dragonsphere is getting more active.
You're ready to go to Soptus Ecliptus now.
SOPTUS ECLIPTUS --------------- In the middle of the desert you will meet a Soptus trader. Ask him for help. He will ask "Ka Vinkiotum Tratratrashab?" which means "are you seeking death?", therefore the answer must be no. He will then continue asking "Ka Vinkiotum Soptus?" meaning "are you seeking the Soptus?", answer yes. Now, the trader explains the way. From what you learnt from the wise shifter, you now know: ECLIPTUS = West, FALLA = South and SHAB = North. The directions may differ, when I played the game for the first time, I had to go west five times, for the second game it was W W N W W. In any case, the last direction will start with "POPO" meaning again. Follow the trader's directions and you will reach an oasis where the Soptus leader currently resides.
OASIS ----- Talk to the shaman sitting in front of the pool. Ask them about the Spirit Plane twice and introduce yourself. He will give you another powerstone. Then ask the guard for an audience with the Caliph and enter the tent.
CALIPH'S TENT ------------- Tell the Caliph that you hoped to aid each other and inform him of Tilshumet's request to visit him. Upon his invitation for amusement you should tell him that your time is short. Nevertheless, he will insist on gambling with you and offers a wager. Accept it. There are three objects that can be obtained from the Caliph. You need to win three games in order to get one object which make 3 times 3 winnings for all objects. However, you can also gamble until the Caliph informs you that he ran out of prizes. Following your gambling session you should ask him for any help he may be able to provide. You will leave the tent automatically afterwards.
OASIS ----- Talk to the shaman again and ask him whether he will take you to Spirit Plane. He will request some sort of payment to do that. End the conversation and invoke your signet ring to get back to the map. The next destination is the Hightower.
HIGHTOWER --------- When you reach the mountainside, you will notice a stranger hiding behind the large boulder. Ask him to come out. It's Llanie De Summers, the daughter of one of your council members. When you ask her why she is so far from home, she will offer to help you in the quest. Tell her that you wouldn't want to endanger her and reject her offer politely. Llanie will give you an amulet which appears to be useless. Since you've been travelling across the country for quite some time now and feel a little lonesome, you should flatter her and tell her that her gift will remind you of her beauty in darkness. She will thank you in a special way for this compliment. But enough flirting now, back to serious business. Go west and look at the waterfall. On its left side you will find a gold nugget. Take it and enter the cave.
CAVE ---- There are a number of questions to ask the hermit: Who are you, What are you doing here, How did you get here, Do you know any secrets, What do you know about the tower. Tell him that you have a score to settle with the sorcerer and continue asking about the powerstones and their use. This guy is an old man and needs a rest now. Leave the cave and return to the place where you met Llanie. Climb up the rough stones.
NEST ---- Pick up the feathers lying to your left. Recalling the word of the wise shifter, you now should use your sword to carve up the bird figurine into a birdcall. Make noise with it and a shak will appear. Introduce yourself. The shak will get mad at you but you politely ask him if they dwell in these mountains. Since you are willing to change their situation, you should request advice on what to do and what he means with "If you can". Then climb further.
LEDGE ----- Surprise, surprise, who is there? Llanie! Tell her off and use your sword to attack the beast behind you. Unfortunately, there is no way to save Llanie from falling down the mountainside. Walk to the right.
SHAK ---- You will find another shak blocking the passage. Talk to him and tell him that you are a friend. Point out that you will do your best to defeat the sorcerer. He will tell you a rhyme in return. Take some mud from the ground (near the waterfall) and go east again. You need to do some more muscle training and climb up the mountainside.
TOWER ----- Finally, you reached the tower. Follow the path around it until you find a door. Upon your attempt to go through the door, you will be caught by some vines nearby. Magical voices will decide to test whether you are friend or foe. The answers to the three questions are: Red, his leg and beef stew. Enter the tower.
EYE CHAMBER ----------- A single eye is watching you in the entrance hall. To get past it, throw the mud on it. Go through the right doorway.
SANWE'S STUDY ROOM ------------------ This room is filled with more or less useless stuff. Pick up the music box from the pedestal and take the blue stone from the dresser. Also, look at some charts and books. Go east again to reach the laboratory.