Gorasul: The Legacy of the Dragon Walkthrough By Steven W. Carter (scarter831@earthlink.net) Last Updated July 6, 2002 ***************************************************************************** * Introduction * ***************************************************************************** This is a walkthrough for Gorasul: The Legacy of the Dragon from Silver Style Entertainment and JoWooD Productions. I’m doing the walkthrough using the medium difficulty setting and (primarily) the middle game type. I’m also using version 1.6 of the game. If you’re using the retail release, then you should definitely patch it, just for the improved translation if nothing else. The patch is available at JoWooD’s web site (www.jowood.com). A note on the riddles: There are many riddles in the game, so rather than print the answers explicitly in the guide, I’m going to print the answers with their letters shifted up by one. That should allow you to figure out the answer on your own without inadvertently discovering it while reading the guide. If you get stuck, just shift the letters down by one -- for example, “sjeemf” becomes “riddle” -- to see the answer. ***************************************************************************** * Starting Out * ***************************************************************************** * --------- * * Game Type * * --------- * The biggest difference between the game types is the riddles. In the fight intensive version, you won’t have any riddles to solve. In the quest intensive version, you’ll have to type in the answers to the riddles on your own. In the middle version, the riddles will be multiple choice questions. So unless you really like riddles or you really want extra combat, the middle mode is probably the best version to play. * ----- * * Class * * ----- * Although the game technically comes with six classes, there are really only two: warrior and magician. The other classes are either nearly identical or strictly inferior. For example, the magician is the only spellcasting class that gets an intelligence bonus each level (intelligence is the most important attribute for spellcasters), and it’s the only class that doesn’t pay a penalty for casting battle spells (battle magic is the most important magic school in the game). Both classes can finish the game just as easily, but if you’re planning to go without a party, then it’s probably best to be a magician. * ---------- * * Statistics * * ---------- * How you spend your attribute points depends on your class. If you’re going to be a warrior then you should divide your points between strength, dexterity, and constitution (roughly equally). If you’re going to be a spellcaster then you should divide your points between intelligence and constitution (with a bias towards intelligence). Charisma doesn’t do enough to make it worthwhile to purchase. For dragon skills, it’s a tough call. Dragon eyes is useful because it improves your sight range and is “on” all the time, but it doesn’t help in combat like the other three. However, the other three only trigger when you’re heavily wounded. So I’d suggest adding dragon breath since it’s an attack that will always hit, and adding dragon eyes until you’re happy with your sight range. For attack and defense, spellcasters are probably better off with a higher defense, but otherwise just balance the two. * ------ * * Weapon * * ------ * If you’re a warrior then pick the battle axe and concentrate on accuracy, durability, and courage. Intelligence doesn’t do anything for warrior weapons since weapons don’t make many comments during the game, regardless of how smart they are. If you’re a spellcaster then choose the dagger and concentrate on intelligence. Intelligence helps spellcaster weapons since it improves the rate at which spellcasters regenerate mana. If you find yourself using the dagger a lot as a weapon, then also think about adding to the other attributes. But note: It’s difficult to tell which weapon is actually best since certain things -- like how courage affects critical hits -- aren’t known. So feel free to take the one you like best. ***************************************************************************** * Companions * ***************************************************************************** You’ll find a few characters who will offer to join your party as you progress through the game. They’re almost all optional, and you can play the game just as well with a single character as you can with a party of four. So feel free to try the game both ways and see which you like better. Note: Characters in your party share experience, so you’ll gain less the more characters you have with you. Even so, you’ll still probably end the game between levels 15 and 18, regardless of how many you have with you. The possible companions are listed below, in the order you’ll most likely meet them. Name Level Race Class Location ---- ----- ---- ----- -------- Dadaskar 3 Human Banisher Jenai’s House Kendal 4 Human Warrior Temple Catacombs, level 3 Note: A banisher is what the manual calls a spell worker. ***************************************************************************** * Gameplay Notes * ***************************************************************************** Weapon health is shown as a string of O’s and -’s. (For example: OOO--.) It represents a health bar, and the more O’s there are the healthier the weapon is. Areas in Gorasul work about the same as they do in Baldur’s Gate. That is, some areas appear when you receive quests about them, and others appear based on the direction you exit from the areas you know about. So if you’re stuck, be sure to exit each area in all four cardinal directions. There are two ways to remove companions from your party: you can click the boot button on their character screen, and you can right click on their portrait and select the “dismiss character” option. So if one way doesn’t work, try the other. Some of the odd abbreviations used in the game include: LE (hitpoints), AT (attack), PA (defense). ***************************************************************************** * Walkthrough * ***************************************************************************** * ---------------- * * Roszondas’ Tower * * ---------------- * You start out in your tower on the third floor. Search all the furniture on the level to find a couple potions and a book (right click on the book to read it), plus four locked cabinets. Then kill the wimpy undead creatures near the staircase and head down the stairs. The second floor is much like the third, with more furniture to search and more undead to kill. Only three objects here are really important: 1. The key in the bookstand next to the northern round table. 2. The scroll marked “Horaktatzt” in the eastern bookcase. 3. The empty vial in one of the northern chests of drawers. Once you have the key, go back to the third floor and use it to open one of the cabinets (select the key in your inventory and then click the key on the cabinet). You should find a snake amulet, which will protect you from poison. There isn’t any way to open the other cabinets unless you have the “lock opener” spell. (But don’t worry; nothing exciting is inside them.) The first floor, again, is a lot like the upper floors. And again, there are three things of interest: 1. There are three pools on the level. Use the empty vial on each of them to create a potion of invisibility (and gain 80 experience points). 2. Open the western coffin to find a protective amulet. Put the amulet on. 3. Notice the four statues. The statues are how you exit the tower, but since you can’t come back once you leave, ignore them for now. Then go back to the second floor and use the “Horaktatzt” scroll on the pool. Conjure the demon and speak politely to it, and it should eventually perform a service for you. If you’re a warrior select the combat boost (+1 attack, +1 defense), and if you’re a spellcaster select the magic boost. You should also receive 100 experience points. Now go back to the first floor and click on the statues. If you’re playing in combat mode you’ll have to do some fighting each time you click a statue. Otherwise you’ll have to solve a riddle. The answers to the riddles are, from left to right: ojhiu, gpvs, tfbm, qpxfs. Once you’ve completed the statues, you’ll remember the incantation for leaving the tower. * -------------------- * * The Village of Tolip * * -------------------- * The only place you can go after leaving the tower is the village of Tolip, so click that location on the map. When you get there you’ll find that the villagers are hiding in their homes, and that hellhounds have taken over the place. So kill the hellhounds very carefully, resting and saving after each fight. Once you’ve killed all of them, the village will start behaving normally, and you’ll be able to start talking to people and finding quests. Here are the particular points of interest in Tolip: 1. Shanui the healer (northern edge of village, next to the stables). Shanui will ask you to bring her back some healing herbs. 2. Velaas the marksman (northeastern corner of village). Talk to Velaas and eventually he’ll bet that you can’t hit the bullseye of the archery target. So save before you talk to him so you can keep trying until you hit it. Once you do you’ll receive a longbow for your efforts. The longbow is better than the other bows you can buy right now. 3. Toralf the blacksmith (near center of village). Talk to him about his apprentice, Lorin. Toralf can also repair your weapons -- if you can afford it. 4. Arbaskar the weapons master (near center of town, west of Toralf). He’ll offer to give you some combat training if you can get Toralf to repair his sword. Also be sure to ask him about the dispute between him and Toralf, so you can learn about the missing flail. Then go talk to Toralf (who not surprisingly won’t repair the sword) and get his side of the story. 5. Lorin the apprentice (southwestern part of village, near a guard tower). If you’ve talked to Toralf and Arbaskar already, then you’ll discover that Lorin stole the missing flail in order to pick up some extra money, and he’ll give you the flail to be rid of it. So give the flail to Arbaskar to receive Toralf’s payment, and give the payment to Toralf to get Arbaskar’s sword sharpened. Now when you talk to Arbaskar next, you can give him the sword and receive your combat training. But be warned: the training will involve defeating his three students without magic or dragon skills (potions are ok). If you can’t defeat the students then you won’t get the reward, so save before trying and only do the training when you can defeat the students successfully. You’ll receive 166 experience points and +1 defense. 6. The obelisk (near the center of the village). Talk to the villager in front of it, but don’t worry about it for now. 7. The well (near the center of the village). When you walk by you’ll hear a voice calling out from inside. So click on the well to learn that Elnor is stuck in the well and needs a rope to get out. You can get a rope from Mirbard next to the tavern to the south. Then, when you click the rope on the well, Elnor will escape and offer you the 20 silver he found inside the well. Accept it; otherwise you won’t get anything. 8. Herard the gatekeeper (near the gate on the southern edge of the village). Talk to him and he’ll mention the kobolds to the south. Also be sure to talk to a couple of random villagers so you can learn that this version of Tolip has only been around for five years, and so it doesn’t have anything to do with the Tolip you remember. Also go ahead and do what buying and selling you can, and then exit the village. You should find two forest locations available, one each to the north and south. (I think Shanui triggers the northern forest appearing and Herard the southern one.) Click on the forest area to the north. You should find some thieves in the forest, but you don’t have to kill them if you don’t want to (or can’t). New creatures appear in forest locations each time you visit them, so they’re a good source of experience and sometimes equipment. But they’re not important to kill, so, regardless of what you decide to do in the forest, eventually exit the area to the north and select Jenai’s House on the world map. * ------------- * * Jenai’s House * * ------------- * There isn’t anything you can do outside the house yet, so simply head north and go inside. You’ll find yourself in a large room with lots of things to examine, so go ahead and touch everything except for the books, which will damage you. When you click on the small table in the middle of the room or the passages on either side, Rufius will appear and lead you into some sort of dining area. In the dining area you’ll find a table in the center with five dishes of food on it. Each dish will give you a temporary change to your ability scores, and you can eat two before Jenai arrives. Here are the effects: Bowl of broth : no change Plate of spinach : -5con, -5cha Plate of chicken : +5str, +5con Bowl of broccoli : +5str Cup of wine : +5con, +5cha When you talk to Jenai, you’ll learn that somebody has put a soul net over the islands, and that you’ll need five magicians in order to break it. You and Jenai are two of the magicians, so you’ll still need to find three more. You’ll also learn that Jenai doesn’t have any healing herbs for Tolip, but he’ll mention that you might have luck finding the “flower of life” in the orc forest, and he’ll suggest you take his apprentice with you to find it. Lastly, Jenai will mention that you might be able to find the Wand of Xar by visiting Veas the dragon on the Firewall Island. With all that information in hand, exit the house, taking Jenai’s apprentice Dadaskar with you if you want. Then circle around the house to the west, save your game, and click on the large rune stone. The magic word is “qmfbtf.” * --------------- * * Firewall Island * * --------------- * Notice that you can’t leave the island and that there are probably wolves nearby. The regular wolves shouldn’t be too bad but the shadow wolf might be a problem. So save your spells and dragon breath for the shadow wolf, and try to kill the other wolves using more mundane means. If you just can’t kill the wolves, then come back to this area later (or not at all; it’s optional). Once the wolves are dead, move east and enter the small cave (you can’t get to the large cave). You’ll be confronted by Veas the dragon, and he’ll tell you that you must pass a test before you can receive the Wand of Xar. The two tests (located to the northeast) are The Eight Soul Victims and the Fate of Five. The “soul” test involves battling zombies, skeletons, ghouls, and satyrs, and the “fate” test involves playing a card game. The card game is potentially much better (and I’ve never survived the other test) so choose the “fate” gate. The game works something like this: you receive five cards, and you must remove two to the left (by clicking on them and then moving them). Of the remaining three, you can either keep them face up or face down (by right clicking on them), and the different cards give different permanent effects. Here are the effects: Card Face Up Face Down ---- ------- --------- Angel +1 protection -1 protection Black Bear +3 strength -3 strength Black Knight Move to “soul” test Nothing? Dungeon Lose object Option to try again Elf Face +3 charisma -3 charisma Fool -5 intelligence -3 intelligence Golden Dragon +3 dragon skills -3 dragon skills Horseshoe +1 attack, +1 defense -1 attack, -1 defense Idol +5 hitpoints -5 hitpoints Magic Wand +5 mana -5 mana Quiver Receive 10 arrows +2 No damage / ranged weapons Rainbow Receive 500-1000 gold Gold turns to silver Shooting Star Character healed Character reduced to 1 hp Solar Eclipse -5 dragon fear +5 dragon fear Solar Flare +10 dragon breath -10 dragon breath The cards that come up are random, so save your game before clicking on the table, and then keep trying until you get a combination you like. If you’re playing a warrior, then you should probably make sure one of the cards is the rainbow, just so you can repair your weapon. Once you leave the test, explore the rest of the cave before talking to Veas again. You’ll find some bones to the south, and when you click on the bones you’ll find (among other things) dragon scale armor and leather pants. Then talk to Veas to receive the Wand of Xar and to be teleported back to Jenai’s house. Note: The Wand of Xar is expensive to repair, so I always give it to a spellcaster companion (like Dadaskar), who can use the bonuses without damaging the weapon. If you need to do some shopping or repairing, visit Tolip. Otherwise just head to the orc forest. * ---------- * * Orc Forest * * ---------- * Near your starting position you should meet a berserk. He’ll be injured, and you can heal him with a healing potion if you have one. But if you do, he and a friend will return later to steal the “magic water” from you, and you’ll have to fight them. Roaming around the area you’ll find some orcs and undead, but they should go down quickly if you get wounded enough to use your dragon powers. In the northeastern corner you’ll find three orcs pacing around a campfire. Once you kill two of the orcs, the third will ask for mercy, and you should grant it. As a reward, you’ll find out that the orcs were looking for healing herbs, too, and that they developed a special potion to deal with the lindworm guarding them. You’ll find the lindworm in the southeastern corner. There’s a slight possibility you can defeat the worm without the potion, but chances are you’ll have to use it. So select the potion from your inventory, and then click it on the lindworm. It’ll run away. Nearby you should see some white flowers. Click on them to receive a flower of life. If you helped the berserk before, he and two friends will show up now in roughly the same place you saw the berserk before. So if you want, you can walk over there and kill them. Otherwise, simply exit the area to the east. Back in Tolip, give the flower of life to Shanui (on the northern side of the village) and receive two healing ointments and 186 experience points as a reward. Then do some shopping and repairing, and exit the area. Click on the forest south of Tolip on the world map. This forest is much like the orc forest, except without the berserks and the lindworm. So fight what you want to fight and then exit the area to the south. The kobold village should now be available on the world map, so select it. * ---------------------- * * Kobold Village Ninigod * * ---------------------- * Like Tolip before it, you’ll find that Ninigod is mostly deserted when you first arrive. So explore the area but keep heading east. After you cross the river you should find the king’s hut. Talk to the king and he’ll ask you the hardest question he knows. Answering “xbufs” will prove you to the king somewhat, and it’ll cause a kobold girl to claim you as her own. Just let her follow you around. She’ll help in battles, and I don’t think she can get killed. Then talk to the war trainer on the left. You’ll have to defeat him and the other trainer to prove you can lead the kobold army. Once that is done, click on the war plan next to the king’s hut. You’ll be taken to an overhead view of the village, and you’ll have to “command” the kobold army. All the kobolds are in the upper right hand corner of the map, and what you need to do is click on a kobold to select it, and then click again to tell it where to go. Just keep sending the kobolds to one skeleton at a time, and they should win easily. Once the threat is ended, the village will come to life. At the northern end of the river you’ll meet the kobold thinker. He’ll offer to make something for you if you bring him a special metal that is harder than steel. (The metal is mithril, but you won’t find it for a while.) Crossing the nearby bridge you should find a kobold youngster. Call him a “big warrior” and you’ll match him up with the kobold girl. (She wouldn’t have left the village anyway, and this way you’ll receive 200 experience points.) Continuing west you’ll find three kobold elders. They’ll talk about a mighty warrior they met a few days ago, and they’ll suggest you find him in the old temple catacombs. (This conversation will open up the catacombs on the world map.) Continuing west some more you’ll run into the kobold shaman. Every time you enter the village in the future he’ll restock his potions, and so he’s a good source for healing potions later in the game. Once you’re ready to move on, exit the village and select the catacombs on the world map. * ---------------- * * Temple Catacombs * * ---------------- * The catacombs have three levels, plus the surface area. Mostly what you’ll do here is fight undead creatures and hunt for treasure. So just move around slowly, resting and saving between fights, and explore each level thoroughly. The main things of interest you should find are: 1. A large statue (first level, southeastern side). It requires two keys, which you’ll find lower in the catacombs. 2. A gold key (second level, northeastern corner, in barrel). 3. A bronze key (second level, northwestern corner, in chest). The chest is guarded by a bunch of small demons, so try to draw them out a couple at a time. Once you have both keys, use them on the statue on the first floor, and you’ll receive a jewel. The jewel doesn’t do anything. You can just sell it for gold. 4. Floorboards surrounded by candles (second level, western side). The stairs are blocked, so you have to use the floorboards to access the third level. The answer to the riddle is “bjs.” Note: Once you use the floorboards, you won’t be able to leave the third level until you’ve killed all the creatures in it. So if your weapon is heavily damaged, or if you need potions, run back to a town first and then tackle the third level. 5. Kendal (third level, northwestern corner). Kendal is the warrior the kobolds told you about. He’s being guarded by several satyrs and demons, so try to draw them to you one or two at a time. Then talk to the demon next to the table, who will proceed to attack you. Finally, talk to Kendal, who will offer to join your party. Once you’ve rescued Kendal, go ahead and search the rest of the level if you want, but none of the chests can be opened. Then go back to the floorboards and answer the new riddle: “cpez.” That will take you to the surface area of the catacombs, and from there you can travel to Dengard, which was triggered by talking to Kendal. * ------- * * Dengard * * ------- * ***************************************************************************** * Revision History * ***************************************************************************** July 6, 2002 ------------ Initial release. Includes everything up to Dengard. ***************************************************************************** * Permissions and Updates * ***************************************************************************** This guide may be posted on any web site as long as the text is not changed and as long as I am informed of the posting. I will always submit new versions to GameFAQs (www.gamefaqs.com) first, so if you are looking for the most up-to-date version of this guide, that is the place to look. ***** Copyright © 2002 by Steven W. Carter