A Large Rebellion.

A quite big but not very long scenario. It doesn't start in middle of chaos,
and it has a happy ending. I don't like games in which the environment is in chaos
for the whole game, like Zelda. My scenario is quite linear. There's not much real
adventure in it. It is, basically, a RPG.

Author: Otto Halmn, a 7th grader from Finlad in Europe.
I think I'm the only one at school who knows computer programming.

Version History:
1.0 - First release.
Was full of bugs because I had to complete it in a hurry.
It was impossible for me to have it beta-tested.

1.1 - Fixed big bugs.
Added some area describition specials and adjusted the monsters a bit.
Added this file.
Added some of the things that I did not have time to put in v. 1.0.
Note: You don't need to play differently to complete v. 1.1. There is
one exception, however. The mines are disarmed with Dispel Barrier and denotated
with Dispel Barrier now. The call 'broadcast_message_from_x_y()' did not want
to cooperate in the scenario script in a custom ability.


WARNING !!! THERE IS A WALKTHROUGH WHICH IS VERY DANGEROUS TO THOSE WHO ENJOY PUZZLES
This walkthrough should not be used if you are an experienced RPGr. By reading it,
you could easily spoil the fun of my scenario and after playing it the taste of
victory will turn to ashes in your mouth.. If you completed all default scenarios
without the hintbook, STOP READING THIS IMMEDIATLY !!!


Walkthrough: Start by talking to Sorsha and learn about the earrings. Then,
go to the northwest part of town and attack the slug. Then get the earrings
and take them back to Sorsha. Now, Luciano, who lives southwest of Nout,
is willing to take you to Goldar. Once there, go to the eastern part of Alexandra,
talk with Marcus and learn about the vahnatai. Then go east of Alexandra to
the vahnatai settlement, talk with Arghadz and go to his basemnt. There is
a mechanic spider on the floor. Take it. Then leave the cellar from the south,
go to the northeast part of the cave, then help the vahnatai deal with the giants.
They will tell you a password. Go to the dock they call Ghyrrs, then talk to the
ferryman. He'll take you to their castle. In the castle, go talk to Derbis, ask
her to make the guards let you proceed to the northwest part of the castle. Go
talk with Rendar. Learn about that they have stolen the orb. Ask if you could get
it back. When they refuse, go back to Alexandra and report. Then, return to the castle
and ask about the orb again. This time, they accept and tell you to go get it from the 
cave of Hira-Bok. Leave the castle from east, and you'll be there. Use the levers to
the north and south to open the main gate. Once in, go through the gate to the south
and then turn the wheel to the southeast. Now the gate to the north is open. Go through
there, and then go see Hira to the northeast. Ask about the orb. You'll get it. Re-
turn to Alexandra and talk to Marcus. He'll tell you to go northeast and then south
to the Nepheline woods and past it. When in the Nepheline woods, go to the small vale
to the northeast. The tree can be climbed. climb up, fight the kitties, and find the
map of the Red dragon realm. Then, go south and southwest to the three trees.
There is a fort there. Go there, free the naga and let it unlock your orb. Then, go
hunt the leader of the movement. Once in the fort hall, he will try to kill you.
But if you manage to come too close to him, he will flee in terror. Once he does,
leave the fort and go east. The watchpost has now been abandoned. Proceed to the dock,
learn that the bandits fled to Avernum, and go report. Then, go to the vahnatai dock and
look into the mind crystal. You can get there also by following the rogues to Avernum the
same way as they fled. Go tell Marcus about what you found out. Then, go north of Alexandra
to the rogue outpost. Fight your way through and make them flee. In a certain time they
will release quickfire. Run to the shrine to the northeast and put coins in the brazier.
Then, get out of the secret exit and go to Alexandra and pick up your reward. You're done
here.

How to get out of there: 
Method 1: Go to the naga lair west of Alexandra, push the mirror to steer away the rays,
then venture further inside until you come to the room with the wyvern. Talk to it and
learn about the theft of it's best item. The item is hidden in
a locked box in the storeroom of Bob's 'Smithy' in Goldar. After retrieving it, the wyvern
will give you a boat.
    
Method 2: Before going to Goldar, go talk to Jerry in the western Alexandra.
He'll take you to the Alchemist's Lab where you can learn about
how to deal with mines and bombs. Talk to Janice and learn about the invaded mines. 
Go into the mines, head to the control room and pull the levers. Then, go as close as possible
to the windows and cast Unlock Doors. The mines will blow up and open the barricade. Go
in where the ogres are, blow up all remaining mines and go to the hole to the north and
talk with the miners. Return to the control room, open the gate with the wheel and return
to the miners. They will give you permission to keep the other boat in the dock and take
back the key you borrowed from Janice. 