Return of the Ring: The Ring of Darkness - Part II by John F. Humphreys and David A. Briskham Solution. As this game is an RPG a command by command solution cannot be given. Instead, general directions are given as to how to proceed and specific commands given when such direction can be given. CREATING A CHARACTER Give 10 points to the Regenerations attribute - it is possible to complete the game without losing a life, and it is highly unlikely that you will lose more than a couple or three (unless a beholder steals your regenerations, in which case you will be left with 1 regeneration no matter how many regenerations you had remaining at the time). For the remaining attributes keep in mind that your choice of character type and skill will increase specific attributes. Human will increase Intelligence by 5 points (plus add another 5 to Regenerations), Dwarf increases Strength by 5 points, and Elf increases Charisma by 5. Technician adds 5 to Intelligence, Warrior adds 5 to Strength, and Trader adds 5 to Charisma. The most important attribute appears to be Strength as this defines your character's maximum stamina: the greater your stamina the more damage your character can take. Charisma helps in any transaction where you can haggle, the higher your Charisma the greater your chance of striking a bargain. It remains unclear as to what the Intelligence attribute influences. No matter what you choose as your starting attributes there will come a time towards the end of the game when you will have the opportunity to increase your Strength, Charisma, and Intelligence attributes to the maximum allowed (40 points). GENERAL PROGRESS In common with most RPGs 'levelling up' is an important part of the game. As your Gestalt Level increases more items will become available, plus your character's maximum stamina will increase thus allowing you to venture into ever more dangerous regions (provided that you have enough food to give you that stamina). To increase your Gestalt Level you must gain experience points. There are three ways to gain experience points, the first is by completing a task or quest, the second is by having a successful non-violent transaction with a mutant, and the third is by defeating a mutant in combat. More experience points are on offer on the Forest Moon than on the Planet, with the points - and danger - increasing as you travel further into the forest. SURVIVAL Survival depends on keeping your stamina above zero, which in turn depends on eating food. Try to keep your stamina as close to maximum as feasible, check your status at regular intervals and after you take heavy damage - remember, you can always eat during combat, in which case do not waste rounds by checking your status. Note that although your maximum stamina increases with Gestalt Level (using the formula [maximum stamina] = 15 x [strength] x [gestalt level]) a status check will not show the increase until after you have eaten some food. In the early stages of the game almost all of your money should be spent on food, before reaching Gestalt Level 2 your only purchases other than food should be for the green pass and to the Door Krell. In the later stages you will need to purchase better weapons and other objects in order to progress, but food will still be your greatest expense. MONEY Maximise your money before purchasing anything by visiting the Money Krell in the Krell Village. A simple transaction will suffice. PASSES Usually you should buy the passes as soon as they become available and visit the areas that they open up. There are two exceptions, first, do not buy the brown pass until after you obtain the blue pass (during the early part of the game the money you save by not buying the brown pass is better spent on food). Second, do not buy the blue pass until you can afford a planet rover (or land planer - ignore the waste of money that is the moon-walker) because one is useless without the other. KRELL VILLAGE BEGGARS Never move directly above or below a village beggar, and should a beggar move into such a position move away immediately - beggars may steal from you if you do not heed this advice. Sometimes the positioning of the beggars will make movement towards the places you wish to visit extremely hazardous, in these situations simply leave the village then reactivate the transportal, with luck the placement of the beggars will be more fortuitous. POWER PACKS Power packs are always sold discharged, so after buying a pack you must buy a recharge. Recharge prices are non-negotiable and fixed according to power pack stage, and not how much charge remains in the pack. This means that a partial recharge will cost the same as a full recharge. When using a power pack always have a reserve in hand, this could be in the form of another pack or, when travelling in less dangerous places, a weapon that does not use a power pack. If you let your companions carry such backups then spread the backups between them (as a companion may disappear at the most inopportune time). It is simpler to have your energy items ready and to use or stop using the power pack, than it is to ready or stop using the individual energy items. The tracker is an exception, if you know where you are then there is no need to use it. There seems to be only one difference between the power pack stages, and that is how much charge they can carry. It does not appear that the stages make weapons or armour more powerful. With this in mind, you should use a lower stage pack as your main supply (by switching the pack off when not needed you can travel 10 Krell miles into the Forest Moon and back on a second stage pack) and keep the higher stages as backups. Beware of evil ents on the Forest Moon, they can drain any power pack in use. THE FOREST MOON You must have a breather mask before visiting the Forest Moon, the mask becomes available once you reach Gestalt Level 2. Other essentials for the moon are a weapon, food, the copper ring, and the dark ring. For deeper exploration the suit of energy armour, an energy weapon, and at least one power pack will become necessary. The reasons for the mask, weapon, armour, and power packs should be obvious. Part of the reason for taking food is obvious, see "Survival" above, the non-obvious reason is that you can successfully transact with some types of mutant, but only if you have some food. In these cases you will usually gain experience and either crystals or credits. The copper ring deactivates traps, just by carrying the ring you can walk over traps without harm. The dark ring acts as a transport device, if you find yourself in a tricky spot then using the dark ring will transport you to somewhere else on the Forest Moon though the distance into the forest will remain unchanged. Be aware that using the dark ring in this way carries a small risk of losing the dark ring (it will reappear in the General Store of Human Town). If you see a sack and you can reach it without harm then pick it up, sacks always contain goodies. Keep in mind that for you to see creatures and objects other than trees you must face that creature or object, you cannot see them at a diagonal, and the distance must be under six spaces. Also, you will not be able to see, activate, or take, objects if you are in the same space as the object. When night falls all of the daytime mutants disappear, making it an excellent time to cross the more dangerous places of forest (for example, the distance into the forest where the sappers dwell), but beware the Nightfall Mutant! This mutant will not harm you, but it will take you deeper into the forest should it catch up with you (you cannot fight it). You will hear the nightfall mutant whenever the mutant comes close. After completing the quest involving the Nightfall Mutant's cave night will no longer fall. The get away spell, which becomes available at the General Store of Human Town when you reach Gestalt Level 4, is a very useful object for one of your companions to carry on the moon. When you use the spell you are immediately transported to 1 Krell mile into the forest, thus allowing for a quick getaway from deep in the forest. Once used you can return to the General Store and buy a fresh spell. Lastly, before travelling to or returning from the Forest Moon always make sure that all of your companions are with you, any who are not (and still living) will be left behind which will necessitate a return journey to collect them. COMPANIONS There are four companions, each of whom will appear on the planet surface after you reach a certain Gestalt Level, though you will also have to free Princess Xandra before she appears. To finish the game you must recruit all four companions, recruitment requires nothing more than moving next to the character, transacting in the direction of the character, and answering yes to their request to join you on your quest. Should a companion die you will need to re-recruit him after he has regenerated. Besides the necessity of recruiting the companions they can also carry objects and perform actions for you. However companions are unreliable and can run off or decline your requests, therefore you should always carry critical objects (such as a power pack) yourself so that you can be sure you can use them without delay. The same is true of objects that you know you will need to use in the near future, if a companion is carrying such an object at this point ask the companion to give that object to you, and make sure that you do receive it. For reasons unknown, companions may sometimes attack you or another companion, if you are using an energy weapon then stop using your power pack so that any damage inflicted becomes zero. The only known way to make them stop - unless you know different - is to tell them to attack someone else, preferably a mutant (at which point you should use the power pack again, if applicable). GRON Avoid Gron, and never attack him. ------------------------------------------------------------------------- START I, drop copper ring, drop bronze ring, drop silver ring, drop gold ring (the Regeneration Room is a useful place to store objects as the minimal room description allows for a large number of objects to be displayed before the screen scrolls), take dagger, ready dagger, n. From now on treat any mutants that you meet as you will, and remember to check your status at regular intervals. Move westwards through the opening, then southwards to the south wall, eastwards, northwards at the next junction, westwards at the following junction, then northwards to the north wall. Travel westwards following the north wall, but bypassing the passage to the Human Town transportal, until you reach the transportal to the Krell Village (this is the shortest possible path between the Regeneration Room and a Krell Village transportal). Activate the transportal and answer yes. THE KRELL VILLAGE AND HUMAN TOWN In the Krell Village you must visit all of the buildings and transact when inside each, at the Pass Shop buy the green pass (you may argue over the price) but do not buy the brown. In the Room of Doors you cannot haggle over the price, just agree to the price and carry out the following: N, e, get staff, give staff to princess (from now on the princess may reappear as a recruitable companion), e, s, get tracker (you may never get around to using the tracker - you use it on the Forest Moon, where it can be useful if you do not have a map - but you can always sell it), n, n, w, get suit, w, w, s, s, s. After visiting all of the buildings leave the village and following the north wall travel eastwards then northwards to the nearest Human Town transportal. Activate the transportal. Visit the Food Store, make a status check and spend all of your credits on food. Eat enough food to bring your stamina to (or one under) your maximum stamina. Leave the town. On leaving Human Town drop the green pass next to the transportal (when you do not need the pass this is the most convenient place to leave it). Now you need to increase your experience (see "General Progress" above, though at this stage all remaining tasks and surviving the Forest Moon are beyond your capabilities) as Gestalt Level 2 is where the fun begins. During this time you should drop the suit of energy armour and tracker (if you do not sell it) off in the Regeneration Room or on the path to the Forest Moon transportal. GESTALT LEVEL 2 On reaching 450 points you will achieve Gestalt Level 2. By now Princess Xandra should have joined you on your quest, if not then keep moving around the city map until you find and recruit her. With Xandra in tow and at least 110 credits to your name visit the General Store of Human Town and buy the pike and breather mask. Ready the pike (you may wish to sell the dagger, otherwise drop it off somewhere convenient) and the breather mask. Visit the Food Store and buy as much food as your remaining money allows. Leave the town and drop the green pass at the usual place. Make your way to the Regeneration Room. At the Regeneration Room take the dark ring and the copper ring. You should be carrying the dark ring, the copper ring, a pike, and a breather mask. Leave the room and travel westwards through the opening, southwards to the south wall, then eastwards following the south wall until you come to the transportal to the Forest Moon. Take a status check and eat enough food to bring your stamina to (or one under) your maximum stamina, then take an inventory check of Xandra (i xandra) and make sure that she is carrying the flask, if Xandra is not with you then wait (keep pressing the enter key) until Xandra returns. Activate the transportal. THE GENIE Make your way to the transportal that goes to somewhere interesting and activate it. Tell Xandra to drop the flask (say to xandra "drop flask"), repeat if necessary. Get the bottle, then leave the stone chamber. Spend time on the moon to accumulate more experience points. If you have enough stamina and food you may wish to travel 2 Krell miles into the forest, if you do then go to the place of interest and take the stone. Try to keep your stamina close to the maximum and as soon as you have fewer than 150 food units remaining make your way back to the transportal that takes you back to the planet. Activate the transportal. BACK ON THE PLANET If you have sufficient stamina and food you can drop the bottle and stone (if you have it) in the Regeneration Room before travelling to the Krell Village. Otherwise travel straight to the village or, if you are desperate, travel direct to the Food Store of Human Town and obtain more food. At the Krell Village turn your crystals into credits, then go to the Human Town and if your Gestalt Level is still 2 spend all your money on food. Repeat the Forest Moon, gain more experience, return to the planet to change crystals into credits, buy more food, procedure until you reach Gestalt Level 3 (1350 experience points). GESTALT LEVEL 3 AND BEYOND From here on just the specific quests and when to carry out these quests will be mentioned. Most of these quests will require you to travel ever further into the forest of the moon, at these distances the pike will no longer suffice. Each time you travel to the forest moon from now on you will need to carry an energy weapon, the suit of energy armour, a charged power pack, the breather mask, the copper ring, and the dark ring. Remember to ready your armour and weapon (it seems that after you ready the mask that you never need to ready it again, you just need to carry it to get the benefit, the same may be true of the armour). Get your companions to carry anything else that you may need on these expeditions. When you return to the planet surface remember to recharge your power pack as well as buying more food, along with any other items you may need as they become available. You may find that it is more convenient to use the pike rather than an energy weapon when travelling on the planet surface. HAMLE'S TREASURE SACK You will probably need at least 1,000 units of food for this quest. Before leaving for the Forest Moon make sure that Xandra or another companion is with you and carrying the bottle. Make your way to the place of interest 4 Krell miles into the forest. If you have not already collected the stone from 2 Krell miles into the forest do so on your way in (tell a companion to get the stone). At the Temple of Hamle tell the appropriate companion to drop the bottle, tell a companion to take the treasure sack (if the treasure sack has not appeared then leave and re-enter the Temple). Return to the planet, ask the appropriate companion to give you the treasure sack (you can drop an item or two before entering the Krell Village, but remember to pick them up afterwards), go to King Cebar's Throne, and transact. The treasure sack should now be dropped off at a safe place for collection later, do not try to return it to the Lost Krell at this time. THE ROOM OF MANY QUESTS AND THE STONE After you reach Gestalt Level 4 (2700 experience points) obtain at least 2200 credits to buy the blue pass and the planet rover. Collect the stone that you obtained from the moon, or let a companion take it. Pass through the airlock and board the planet rover. Move northwards, skirting the craters, once past the last crater move four spaces east then continue north until you see a transportal. Head towards this transportal and activate it. If a companion holds the stone then tell him to give you the stone (this is true for all quest objects taken to a Room of Many Quests). Look, take the money sack and leave. Head back to the airlock, exit the planet rover, pass through the airlock, and drop the blue pass. Go to the General Store of Human Town and sell the money sack. THE CYCLOPS EYE AND THE BLACK ORB If you have high enough stamina and sufficient food you may wish to collect these two items in one expedition. Otherwise, collect the cyclops eye from the Stone Chamber (5 Krell miles into the forest) first, before returning at a later time for the black orb from the Elf Hall (6 Krell miles into the forest). Buy the brown and yellow passes (the yellow pass becomes available at Gestalt Level 5, 4500 experience points). Take the cyclops eye to the Room of Many Quests in the city that requires the brown pass to enter, look, and take the future unit. Take the black orb to the Room of Many Quests in the forest in the badlands (the area outside of the cities), look, and take the present unit. Both units should be left in a safe place until needed. THE MAGIC GRAIN You must take the magic grain to King Cebar before the Lost Krell will accept the treasure sack. Make sure that none of your companions are carrying anything. Take nothing but the green pass, the suit of energy armour, and a power pack into Human Town. If too many guard robots block the route between the Grain Store and the exit then leave and re-enter the town until the guards are better placed. Stock up on food, ensure that your stamina is at (or one under) your maximum, enter the Grain Store, make sure that the suit is in use, switch on your power pack, and take the magic grain. Leave the Grain Store and make your way to the exit, avoiding as many mines as possible, eat when you think you have sustained a lot of damage. On leaving Human Town, drop the green pass, pick up your weapon (and make sure that it is in use), take the Magic Grain to King Cebar in the Krell Village, and transact. Along with the boost you will receive the past unit, leave the unit in a safe place until needed. THE AMPLIFIER On reaching Gestalt Level 8 (12600 experience points) buy the red pass. Take the bronze, silver, and gold rings to the Amplifier and drop these three rings: thereby giving you maximum Intelligence, Charisma, and Strength! Go to the Room of Doors in the Krell Village, pay the Door Krell, and carry out the following (or you could get a companion to take the rings): N, e, e, n, w, w, w, s, w, n, n, get bronze ring, get silver ring, get gold ring, s, s, e, s, s. Return these three rings to a safe place for storage. THE AMULET, THE LOST KRELL, AND THE ORACLE If you have enough credit you may consider trading in your planet rover for a land planer. Buy the grey pass, board your vehicle, travel to the city that requires the grey pass to enter, take the spell of eviction that lies beside the transportal to the Room of Many Quests, and head back to the main city. Build up your experience to Gestalt Level 10 (20250 points). Buy the cyan pass and with the land planer travel to the transportal that is ringed by craters. Activate the transportal and take the fake book. Return to the main city and get ready for what should be your last journey to the Forest Moon. Before embarking on this expedition you should consider having at least 10,000 units of food (you can get away with 6,000 if you are very careful and lucky) and the blaster. You must take the spell of eviction, treasure sack, and fake book with you, you will also need the get away spell. To avoid sappers, try to cross as much of 7 and 8 Krell miles into the forest as possible during nightfall. Go to the place of interest 8 Krell miles into the forest, use the spell of eviction, take the amulet. Go to the place of interest 9 Krell miles into the forest, drop the treasure sack, if nothing happens then leave and re-enter the Lost Krell. After you receive the space unit give it to a companion. Go to the place of interest 10 Krell miles into the forest, make sure that your character has the get away spell, drop the fake book, take the book of skulls, leave, take an inventory of whoever is carrying the book of skulls to ensure that they still have it (if not, go back in to take it), and immediately use the get away spell which should take you to 1 Krell mile into the forest. Find and activate the transportal to the planet surface before the nightfall mutant has a chance to catch you. Should any of your companions have been left behind, then return to the moon and await their return, but you must still avoid the nightfall mutant. On returning to the planet you should have reached, at the very least, Gestalt Level 12 (29700 points) - in the unlikely event that you have not, build up your experience until you have. Buy the white pass, take all the units and all the rings, and make sure that you have recruited all four companions. Take the amulet to the correct Room of Many Quests, and take the travel unit. Ensure that your character is carrying the book of skulls and take it to the Oracle, confirm that you now have the binding unit. Leave the Oracle and head north to the revealed transportal. If you decide to not carry out all of the above Forest Moon tasks in one expedition, then leave the quest for the book of skulls till last. THE TIME CHAMBER Once in the Time Chamber drop all of the units, then make sure that your character (i.e., none of your companions) is carrying all of the rings. Take the time ring. RINGWORLD N, n, w, get copper ring, w, w, w, n, n, n, n, e, s, s, get gauntlet, n, w, s, s, s, e, e, e, e, e, e, e, s, w, w, s, e, e, get chalice (the chalice is hot - notice the blue flame - which is why you need the gauntlet), w, w, n, e, e, n, w, w, w, w, w, w, w, s, s, e, e, drop chalice, i, w, n, w, n, e, e, s, e, s, give copper ring to xandra (in fact any ring will do), n, w, n, e, e, e, e, e, n, n, n, n, n, w, give gold ring to merak, e, s, s, s, w, w, n, n, e, s, get bronze ring, n, w, s, s, e, s, give bronze ring to syclon, i syclon, n, w, w, w, n, w, s, s, say to syclon "give me the key" (repeat if necessary), l, w, get silver ring, e, n, n, e, n, w, give silver ring to sidevalve, e, s, s, e, l, n. ------------------------------------------------------------------------- Written by Alastair for the Classic Adventure Solution Archive (CASA) http://solutionarchive.com/