Passages for Faery Tale Adventure 2: Halls of the Dead, platform PC

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Cheat codes - Faery Tale Adventure 2: Halls of the Dead cheats - Passages

Passages for Faery Tale Adventure 2: Halls of the Dead, platform PC

A FOREIGNER'S GUIDE TO FARR

                  As Composed by KIA and
             Modified and Added to by Multitudes

Warning and disclaimer - This Guide has been assembled through sheer game
experimentation and is not endorsed by the creators, publishers or distributors.
Any errors or omissions are... well, errors and omissions. Please hasten to
correct them by submitting information to the Halls of the Dead board located at
www.blanton.net/ssb/fta2

NOTE: THIS IS AN ATTEMPT TO COMPILE INFORMATION ABOUT FTA2.
EXTENSIVE SPOILERS ARE CONTAINED HEREIN. READ AT YOUR
OWN RISK OF RUINING HOURS OF FUN EXPLORATION AND
DISCOVERY.

Important items are marked with an asterisk (*)
Critical items are marked with an exclamation point (!)
Directions are given in the unrealistic, but simple format of left, right, up, down,
all in relation to your screen. This is done because North, South, East and West
are somewhat tough to follow on the main screen.

General Note

One of the more successful tactics in the game is to "unband" then explore using
a single character who carries the best equipment available while the other two
wait in a safe location. This tactic is particularly effective once the spell "Rejoin"
is learned, as the other brothers can then be summoned on a moment's notice. In
Padavis, one brother is more than enough and the others will probably not get into
too much trouble... This appears to be a "take everything you can" game where
there are no negative consequences for stealing, literally, everything you can pick
up. In the beginning you will need to do this to get armor and weapons, but later,
when you have found incredible riches, you may decide to be more noble.

CHAPTER I - THE SIMPLE TOWN OF PADAVIS

Yea, verily, yea merrily, just plain yea.

You begin in the simple town of Padavis, home of rogues and cutpurses. Before
you is the statue of the three horses with three conspicuously empty slots in the
base. Behind you a rat scurries about and a rat-hole is easily seen. As the game
manual suggests, you should go on in to the Inn. Doors on the left, no shoving.

THE GLASS SPARROW INN

Human occupants: Mrs. Riddenbutter, Gwen Riddenbutter, Moreton, Trafford
First level items: Oil lamps (2), Sextant *, Bellows (2), Scrolls (3),misc. food

The first scroll on the bar is the Song of the Golden Apple,talking about the theft
and dispersion of the golden apples and the need to replace them (duh). The
second scroll on the bar is the Glass Sparrow Drinks Menu and contains nothing
of major importance. The third scroll,found in the bedroom on the first level is
from Gwynnthelene. She is writing on behalf of her master and she refers to
Kram the Mad and a Tesserect Key. The most important item here is the
Sextant, which will give you your map coordinates when you use it. Keep it and
do not abuse it.

The residents have a number of interesting things to say. Mrs. Riddenbutter
refers to the "wizard's stronghold" and Gwen refers to the "man in the woods"
who will trade with you "if you look right." Moreton speaks of a haunted castle.
There is also a bulletin board containing notices about the following people,
places and things: Caladrin's Blacksmith, Weapon Training, Moon Temple,
Goblin Village, Castle Jovanic, Sorcerer's Lair, Spell Training and a parchment
seeking volunteers to maintain the statue of the horses (Holy Pigeon Poop,
Batman! What an ignoble fate!). The lower level of the inn contains a number of
kegs along with food supplies, evidence of rat activities, rats and some supplies:
oil lamp, light blue potion ("LBP"), a bow and twenty arrows. The rats will need
to be killed. The rats stop moving when they hear flute music, so...

Second Level Human Occupants: Trelawny
Items: Book of Artifacts and Relics, Vanquish Graveborn, Minor Healing, dark
blue potions ("DBP") (x3), LBP, The Book of Six and Ten (I of VI), Bellows.

Trelawny speaks longingly of the Flagon of Everpouring Mead, but the Book of
Artifacts and Relics speaks much more authoritatively about Kram the Mad, his
nemesis and the magic sword Cauldera. There appears to be something under the
bed in the back room. For reasons explained later, I believe this may be the Map
of Ages, but I may be way off, too. No known way to reach this yet...

JAR DIGHTON'S HOUSE

The house next door to the Inn contains a sliver plate and two books. The first is
the Diary of Jar Dighton and the second is a Log of Padavisian Crimes. Both
reveal much about Dighton and Padavis, including the following points:
- there is a rat problem in Padavis
- Tessay is named a thief
- Dighton was involved with rebels over in Darnoc - he intended to organize a
revolt
- Reference is made to Sariloth
- Jorl Sebrinak was abducted
- A tree bearing carvings about Keyser Sose was chopped down and sold to the
peddlar
- Vakirin was robbed
- Wyverns circle near Padavis
- Birket Stonewheel annoys folks by singing love songs into the wee hours of the
morning
- Cheryl Danby was abducted
- A shadow creature was seen within Padavis (and under a child's bed)
- Semink's Nectarine Orchard was looted
- Eric Shantipol killed Pylanthius Athentroch in a duel
- Egarsh has been caught pick-pocketing for the eleventh time (11 lashes...
OUCH!)
- Notes re Dark Elves
- Theory that the Wizard was back from the dead
- Meeting with Wort to discuss the Rats.

So much for the theory of the quiet town of Padavis!

Dighton himself is a wanderer who can be found about town. He is the Sheriff of
Padavis and was the Captain of the Guard in Darnoc. He will teach swordplay or
shieldcraft for a fee - starting at 500 sovereigns and increasing as you become
more skilled.

Behind Dighton's House
Several mushrooms may be found as well as a minor healing scroll.

House near inn (Lower Left direction from statue)
Contains a flute, bellows (x2), DBP, scroll. The scroll is the Legend of Venom, a
magic sword, and it speaks of the sword's creator Shaman Frollo.

Next house down (Lower left)
Contains another oil lamp, a silver plate and LBP

Vakirin's House (Lower left, near lower gate)
Vakirin speaks of love potions and l'amour for reasons which will become clear
later. Her house contains a crystal ball with no known use, a DBP and a caustic
ward scroll.

Kwarrel
As you walk in the area near the lower gates of Padavis, Kwarrel will approach,
speak to you and croak. His wife and child were kidnapped by goblins and he
wants your help. Since he's dead now, you can take his stuff to assist you. It
consists of a broken sword, a goblin skull, a pouch, 6 gems, a flute and 3 gold.
Don't use it all in one place...

Egarsh
Another wanderer, Egarsh has no kind words for anybody. If you feel like hearing
the abuse, however, feel free to engage him in dialogue.

Peasants, Merchants and Children
Several generic types are wandering about. They all seem to share a similar set
of responses, but more investigation is needed to see if the child who saw the
shadow creature can be found...

House to Left of Lower Gate
Contains an acid beaker, DBP, pillow and, under the pillow, a scroll of minor
healing

CALADRIN'S GENERAL STORE

There are many inaccessible goods in the store, including cloth, pouches, plates
and cups. The accessible items include 2 DBP, 2 LBP and a scroll of bounty of
the earth. Caladrin himself is a personable chap who sells all sorts of things:
DBP (25), LBP (30), Silver Potion (50), Sack (7), Empty Bottle (2), Small Steel
Box (25), Chest (30), Steel Box (35) Pouch (12), Beaker (3). I do not
recommend spending anything here because you'll get all of these and more later.

MILKWOOD MILL

Above the general store the mill can be found. Its proprietor, Ulinarius, sells spell
scrolls and training. Again, training is not recommended at start - save your
money for those expensive spell scrolls. Scrolls available here include Freeze,
Chill, Major Heal, Shocking Touch, Terror, Meteor Shower, Battle Fervor, Acid
Spray, Falming Orb. Prices are steep, at least 525 gold each and some as much
as 700.

MOON TEMPLE (Left of Mill)

Attached to the mill is the Moon Temple. The Moon Priestess is a healer who, in
addition to offering to heal you for a fee (don't - you should have plenty of
healing capacity yourself) refers to a "key to the astral plane" which is supposed
to rest inside the sorcerer's lair to the south of town. She cautions you that
demons guard the key, though... She also invites you to use her library Contents:
Purple Mana, LBP, Vanquish Graveborn, Scroll re types of restore potions, scroll
re enchanted weapons, fruit, plate, six books and two parchments. The books, in
order, speak of the following: 1) the Three enemies and the theft of the fruit of
the tree of life, 2) The Red Castle of Teeth to the East, 3) (Purple) History of the
Moon Priestesses, 4) The Enemy who Burrowed, 5) The Legend of Attentroch,
the Golden Rope and the Seven Beasts, and 6) the Tower of Malice in the West.
The parchments refer to the dwarven mines and a stone that drained the writer.
This writer exhorts the reader to "wade through a river of lava" if necessary to
reach the stone. The second parchment speaks of joining order and chaos to the
mortal realm to lead to an age of enlightenment. No literary analysis will be
performed here.

BLACKSEED GRANARY

Run by One-Eyed Wort, there are only two things of significance here. First,
Wort wants the rats killed. Second, the lower level of the mill contains several
rats and a chest which holds Blue Mana, a potmetal short sword, a bronze long
sword and a scroll of icicles. All are worth having, even the chest. Wort does not
seem to react to the death of the rats...

HILDEBRAND THE BLACKSMITH

Despite Dighton's continued arrests of Hildebrand for drinking, starting fights
and raising hell, Hildebrand appears to make decent weapons and armor.
Actually, the only weapons and armor you won't have to kill people for in Padavis
other than those in the Inn and Granary. Prices are not listed here but should be
compiled by some enterprising soul. While you can get much better armor and
weapons elsewhere, you may need to travel, and the countryside is rough.
Forearmed is ... well, better than dead, so stock up, people!

THE THIRD EYE ODDS & ENDS PEDDLER

The peddler here buys a wide assortment of items at ruinous rates. He's the only
game in town, though, so at present you should probably buckle down, bite the
strap and offload ANYTHING you don't have equipped (plates, cups, lamps,
pillows, etc). You should be able to afford at least one decent potmetal
breastplate, and probably more when all is said and done. See suggestions, below
for an alternative, though. The trader has two scrolls lying on his counter. The
first talks about the types of healing potions. The second appears to be a random
set of notes to himself which is noteworthy only because he talks about getting
the MAP OF AGES* from Riddenbutter's. Holy cow! Where's that map?

ROYAL COACH HOUSE

Birket Stonewheel can be found here and he will arrange travel for one or more of
the brothers at any time. Note that it is cheaper to send only one brother than all
three, and points farther away (logically) cost more. Costs have not been
assembled...

BIRKET'S BIRCH

Birket's home contains several goodies: DBP (x2), scroll - Ode to the Tesserect
Key, a box and a secret love letter to Vakirin.

THINGS TO DO

1) Kill the rats. No known reward at this time, but this may build up one of the
brothers' skills.
2) Take love letter to Vakirin. She will give you a return letter to Birket, and you
will have brought two people together.

Awwww =sniffle=. Now where's the cash? Birket gives you a coach pass as a
reward. A coach pass? Big deal, you think. Ahhh, but wait! That pass will take
you anywhere the Royal Coach travels. For free. You could go off to points
unknown. You could go to Karminac to get superior armor. You could go to
Maldavith to get good resale prices for your loot. You could go to Pentere to steal
(oops!) talk to the nobles... There are many possibilities. Where will you go
today?

CHAPTER 2 - THE LANDS SURROUNDING PADAVIS

This chapter covers the features in the land surrounding Padavis.
Features like sticks, fruit, herbs, mushrooms and so forth are not
included as they are both common and not particularly useful. This
chapter does include the following (in no particular order): Magic
Fountain Cave; Big Rock Cave, Krone's Cave (Dark Elf Expedition),
Dark Adept Cave, Rosewind, Gowin's House, Goblin Cave, House
of Rifoss, Kobold Cave, The Cemetery, Gutzon's Bomb Factory, The
Cave of the Blind Fish, Goblin Fort, Castle Jovanc, Bandit Cave,
Obelisk locations, various campsites, locations of Traders and
general observations about the countryside. The real Wizard's Cave
(643/573) is omitted temporarily because it is too tough for beginning
characters. The Demon-face Spell Emitter (blasting a magma bolt
every few seconds) is your tipoff for that little tidbit. Each of the
major locations are provided a location using the Sextant from
Padavis, so, for all of you who are wondering what to do when you
get tired of killing rats in Padavis, pick a destination and go. Enjoy!

Oh, and one last thing. Several of these locations are DANGEROUS.
Save early, save often. Let's be careful out there...

Farmer John

Just outside the gates to the South of Padavis you will find Farmer
John. This is just mentioned because characters are seldom seen
outside of cities. He doesn't appear to have any functions...

The Cemetery 859/706

You may have seen the fences of the Cemetery from inside the
Northern section of Padavis. It is a grim place, haunted by three
Zombies who will regenerate every time you return to the cemetery
(and sometimes while you're in the cemetery!). The Zombies are not
particularly tough unless they mob a single character... There are
some sixteen tombstones inside, each with their own inscriptions,
including the final resting place of the left big toe of the great warrior
Pylanthius, Goode (His Death Wasn't So) and one entitled "Flesh
Wound, My Arse!" Check them out, it's worth a minute or two. Also
worth a moment's time is the scroll of electric arc hidden next to a
stone post on the top wall (2nd or 3rd post from the front).

House of Rifoss 927/843

"When among consenting adults, why not?" This befuddled oldster
bears more than a passing resemblance to Kram the Mad... but no
effect is gained from dropping Caldera on him... maybe he does
something else... Don't bother killing him except to recover quest
items you drop on him... he doesn't seem to give things back...

Kobold Cave 924/947

The Kobolds tend to attack en masse with light armor and rather
inferior weapons. You can gain a scroll of surestrike, a steel
greatsword, a bronze shortsword, a scroll of sun flash, bronze breast
plate, bronze shield, violet mana and a gem stone (under the rock
near the entrance) in addition to any loot from dead Kobolds.

Dark Adept Cave 653/883

The broken sword in front of the entrance ought to be a warning -
BAD THINGS INSIDE! The dark adepts attack with violet (acid?)
magic doing massive damage to all party members simultaneously.
BEWARE. They can kill your group rather quickly if you are not
careful. In addition to the adepts' gear you can get a scroll of
surestrike, a bronze dagger and gold. Acid shield is the way to go...

Rosewind the Healer 690/890

In addition to healing the brothers for a fee, Rosewind has interesting
information including: Argus in Maldavith has the best blades for sale
in Farr; Saldonaa-ar sells magic items; Faa-tavel teaches spells to
virtuous humans; armor can be purchased in Darnoc to the North or
Pentere to the North-East. Lying about on the ground are a blanket,
an empty leather pouch and Rosewind's Lute. No known use yet...

Gutzon's Bomb Factory 831/955

After Gutzon is dealt with (he doesn't appear to enjoy being
disturbed) you will find a scroll of will barrier, parchment (How to
Make A Goblin Bomb), several goblin bombs ("Don't stack goblin
bombs - OUCH - Carla") a steel log sword, steel breastplate, and a
parchment speaking of the Blind Fish Cave. Whee, time to blow up
things!

Goblin Cave 701/932

The Goblins are basically cake - as long as you don't let them riddle
you with arrows from a distance. his site is a perfect place to stock
up on arrows, though, so long as you're taking them from goblins and
not vice-versa. You can score a sack with five normal mushrooms,
12 gold, a scroll of cushion of air, and a blue mana, a tapestry (?) 4
Cyclone Arrows, a hide shield and goblin equipment. The
funky-looking mushrooms will poison you. I didn't notice any gains
from eating them... urp!

Gowin's House

Gowin appears to be a big Orc. He has good weapons and armor,
though, so maybe he's a Troll. Or possibly an Ogre. In any event, he's
unhappy to see you too, so you can take the following from the
former homeowner's corpse and estate: empty beaker (x2), beaker
of yellow acid (x2), steel greatsword, wood shield, steel breast plate,
steel boots, steel gauntlets, gold and a cup. The empty beakers can
be filled at the steaming yellow cauldron on the premises (for those of
you of a more destructive bent). Oh, by the way, don't ever try to
stack acid... oh dear, you didn't... oh, I wonder if those stains will
come out...

Fountain Cave 613/803

It is a wonder that the goblins and oozes inside fight for this particular
real estate, but the magic fountain inside can recharge wands used to
blast the aforesaid protectors of the fountain... how odd. Of course,
the standard corpse-robbing tactics will yield some return for this
little venture.

Krone's Cave 636/918

The cave is named for Krone, the poor sap in front clutching a scroll
entitled "Last Words of Krone the Miserable." The scroll speaks of
the Overworld, but more interesting stuff lies inside the cave. After
defeating bats and slimes, you will find what appears to be the
remains of a Dark Elf expedition! There is a scroll entitled
"Expedition Log" and it speaks of Kaidar's Gift, Hethrallin and the
Dark Elves. The scroll is found inside an abandoned pouch along with
a scroll of minor healing, gold and a DBP.

Cave of the Blind Fish 756/557

Drethnok Goblins inhabit this squishy excuse for a cave - don't mind
the water, it's only shin-deep. The antisocial bum named Havelock
will confront you in very short order, and once all of the Dreth (?) are
dead, you will settle down for some decent looting: DBP, hard leather
boots, bronze shield, scroll of minor healing, bronze long sword, 6
gem stones, a bow, scroll of Ironskin, and all of the blind fish you
could eat (or build bombs out of, depending...). Don't forget to loot the
bodies of your fallen foes!

Big Rock Cave 749/1019

This cave is named for the... big rock in front of it. The occupants are
Orcs and Dire Wolves with a couple of Oozes thrown in for good
measure. You will find a potmetal breast plate, some bronze cutlery,
a pouch (with DBP and a Bluegill??) along with a chest containing a
steel great sword, a scroll of sun flash, green mana, another pouch
(DBP) and the regular assortment of used goods on the deceased.

Goblin Fort 600/661

"Bash skulls is what we do!" At last, major undertakings! A wooden
palisade surrounds crude straw-thatched huts. Goblin guards
surround the area and periodically shower the brothers with
desultory arrows intended to harass, not kill. Goblins will emerge
from the huts to fight you, some with bows, some hand-to-hand.
They will keep emerging periodically, too until you get inside. There
is one main gate to the fort and two gates inside. There is also a stairs
down in the courtyard area. The left entrance leads to a
rough-furnished area containing red mana, a "Device", a pot, 2
cauldrons (green and blue) 1 GSP and a Conch Shell (good sound!).
The Right Entrance leads to a section with blue mana, skulls, bones,
a chair, a scroll of arc shield and stairs down. Oh, yeah. before you
can take the stairs down you're going to need an introduction to
Krogatt (you may have killed him in the courtyard or on the other
side) and Grima. Krogatt carries a steel short sword and a mithril
dagger while Grima carries instructions on making a goblin bomb
along with a beaker of yellow acid.

Downstairs from the inside stairway you will find a scroll of acid
shield and several slimes. Eeek. An alcove on the left yields a
skeleton, skull, rocks, a chest and a book and a scroll of Ironskin. The
book is a set of field notes of Kwarrel and His Adventures
(remember Kwarrel?) He swears that a secret door is in the lowest
level of the sorcerer's lair in his office chamber... The chest contains
a potmetal longsword, some gold, an axe, a hide shield and violet
mana. Around the corner from the alcove you will enter a rather
gruesome area with meathooks, gore and implements of ungentle
inquisition. Several goblins will protest your entry and when they are
silenced you can liberate the remains of Ma Kwarrel and Kid
Kwarrel. A scroll also refers to an evil in the old palace in Bilton
sapping the strength of people and causing the Blight. Hmm. Your
final explorations here should yield fish, club, stool, chest, wood
shield, DBP, mutton and bluegill. Whoopee. Return to the courtyard
and return to your journeys, content in the knowledge that you have
exterminated a nest of indigenous beings.

Bandit's Cave (Arthol's Hideout) 868/853

The bandits are not particularly tough and some good treasure can
be gleaned here, including a scroll of minor healing, jade necklace,
gold ring, scroll of cushion of air, bronze stuff, a composite bow
(yowza!) a scroll of surestrike, 2 frostbolt arrows and a steel
warhammer. By the way, look out for the bandit leader, Arthol. He
swings a mean steel mace and wears a steel breastplate. He can hurt
you bad, particularly if you come here soon after leaving Padavis.
You should leave the bandit cave much better equipped and heeled
than you came in.

Castle Jovanc 906/595

This is a big one, so don't expect the details. The short version is that
this castle is chock-full of skeletons. Impact weapons do plenty of
damage, edged weapons almost none, so make appropriate
adjustments. There are many items and things of note. First, Rallo
Jovanc, the small child-ghost, is significant. Don't blast him. Next,
many items are found here and nowhere else, including a "gadget", 2
"devices" a brazier, 2 urns, a candle, Jovanc crocks (for Goblin
Bombs), a teddy bear, various books and scrolls, a lot of gold just
lying around and more. Also present is Bhimrao, wielding the magic
sword Caldera (along with mithril gauntlets and a mithril greatsword)
and a Health Kick. This little goody raises the health of one character
by 35-40 points!!!! Choose carefully, there's only one. You can also
gain the Staff of Life (a/k/a "BreadStick") here by fulfilling a minor
quest (it's no great spoiler - give the teddy bear to the child, duh!).
The Staff will raise one character from the dead (only ONCE - don't
waste it) and appears to heal wounds which are non fatal. There is
almost undoubtedly another or several other side quests in here,
probably involving laying the dead to rest, but nobody has proven
anything yet... The Irastikaan Scroll speaks of Amber Castle in the
East and refers to the Network and the Cult. it is signed by Lord
Thebe, High Priest of the Cult of Sariloth. In the process of killing
everything skeletal, I do not recommend venturing into the Ooze area
in the bottom right of the top level. They are tough opponents for
beginning characters and regenerate at a very rapid pace. Later you
can return to smack them around, but for now there's nothing worth
dying for downstairs. Similarly, the Web-Blocked rooms can be
investigated later once you have made a Web-Cutter, but there's
nothing truly significant there right now.

 Obelisks
              922/804
              642/589
 Campsites
              900/884
              780/645
              1076/539
 Traders
              611/906
              626/594
              763/588
              1052/908 (no trader)
 Signposts
              1076/949
              771/1027




(For pity's sake don't go to the East signpost - Banshees are
NASTY!)

I'm sure that some things have been omitted. Submit any new
findings or notes to the board so that others can learn!

Boy, that was a lot of work. Who's helping me out here for Chapter 3,
4, 5, 6 and so on?

                      Walkthrough written by KIA


Addendum added by Pel

1. North-East of Castle Jovanc on the other side of the lake is a
hobgoblin camp.

2. North-West of that at roughly 1052/593 is a cave with trolls, cave
vipers, and spiders. In it are a good number of gems and an
admantium mace! It was VERY hard getting in... I kept thinking, "I'll
never make it out!" Damn that mace makes a difference.

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