Destroy the Necronomicon Tips
Version 1.0
Realmz is Copyright© 1994-96 by Tim Phillips
Destroy the Necronomicon is Copyright© 1995-96 by Tim Phillips
Destroy the Necronomicon Tips is Copyright© 1995-96 by Tim Phillips
Destroy the Necronomicon Tips HTMLized by Ivans Chou
Original content kept as closely as possible.
Destroy the Necronomicon Tips
This is the complete hint file for Destroy the Necronomicon. This
is version 1.0 of the hint file and is bound to contain some errors
and omissions. I will try and fill it out a bit more in the future.
This file does NOT cover every last little thing you can find in this
scenario. In does cover the majority of the important stuff but there
is always something else to find. Please don't ask me if there is
anything else other than what is in this hint file. I have put
everything in here that I could think of off the top of my head. If
it is not covered here, then its probably not THAT important.
Contents
- NPC's in Destroy the Necronomicon
- Back plot to Destroy the Necronomicon
- About Dead Stones
- General Information
- First Coming of Doom
- Second Coming of Doom
- Third Coming of Doom
- Fourth Coming of Doom
- Special Areas
- Vrack Cult
- Town Temple
- White Cap Mountain Valley
- Abyss: Entry Bastion
- Abyss: Pitted Lands
- Abyss: The Land of Red Ooze
- Abyss: The Shadow Lands
- Abyss: The Crimson Stronghold
- Abyss: The Shattered Lands
First I will give you a few suggestions as a whole for tackling
this scenario.
Don't be in such a rush to get to the Abyss. It will be there
waiting for you no matter how long you wander around. Even though the
queen and Thoth Amon are always on your case to get moving, it's not
critical to the success of the scenario that you push along as fast as
you can.
Save your game often.
There are NO NPCs that are critical to completing any vital
missions. i.e. If they get killed, don't worry that you won't be
able to complete the game.
Destroy has a LOT of NPCs scattered about the game. Some are more
important than others but few are super important. A few that are
probably more important than others are:
- Opal Silverbird, Crimson Giant
- Gilthanus, Ice Titan Cleric
- Swendiline, Banished Dryad
- Undead Behemoth, A stinky dead behemoth.
- Shalutie, a gnome who has been transformed into a goblin by some Drow.
Some other NPCs that are also in Destroy but are not as important are:
- Brimhune, Ice Titan Warrior
- Quinten Gloryhand, A wandering magic user
- Tivrish, A cowardly Rothian Giant Guide
- Teltnuag, A Rothian Giant
- Stench Demon
- Corelian Stench Demon
- Shenulen, A tigtaur warrior
- Britnia, A tigtaur spell caster
There are also many unique creatures in Destroy that will not be
visible via the Bestiary menu. The only time you are going to see
these creatures is when you face them in an encounter/combat.
The general theme of the scenario is this. The Realmz and the
Abyss are headed for disaster. Ages ago the Realmz and the Abyss
resided on the same plane. Great strife and turmoil were the norm as
the good and evil races battled constantly.
After countless centuries, the gods grew bored of the conflict and
separated the Realmz and the Abyss. Gods, being as they are,
eventually grew bored once again and now wish to bring the Realmz and
the Abyss back together again. It is your mission to prevent this
from happening.
When the Realmz and the Abyss was sundered into two planes, there
remained a common point that linked the two. The point is not a
physical location, but an object. A book known as the NECRONOMICON.
This object, though a single object, exists in both planes
simultaneously. If it were to be destroyed in both planes, not event
the gods could reunite the Realmz and the Abyss.
Needless to say, the Demons who populate the Abyss enjoy the idea
of war, destruction and general mayhem that will abound with the
joining. Most will do anything they can to see it come about.
However, a few demon lords are pleased with their current status as
lords in the Abyss and fear that their hold over the throngs of demon
kind may waver if the joining takes place. If you play your cards
right, several of these lords may either allow you to pass or aid you
outright.
The story begins as you are summoned to Westmoore by Queen Selene.
Shortly after you arrive, the joining of the Realmz and the Abyss
begins. It takes place as towers filled with demon spawn are
transported to the Realmz with a specific mission in mind. Their
mission is to capture the NECRONOMICON in the Realmz and to guard it
against destruction. Fortunately for the Realmz, most demons tend to
forget their orders. It's in their nature to cause pain and suffering
whenever possible, and being on the material plane has made them punch
drunk with glee. The Realmz is populated with weak and helpless races
ripe for slaughter. Most of the demons have forgotten the real
mission only hours after arriving.
Your goal, attempt to destroy as many towers as you can while at
the same time, find a way to get to the Abyss and DESTROY THE
NECRONOMICON.
Dead Stones: A magical stone that radiates some foul trait
such as hatred or fear. They are used as keys to gain access to the
towers that are transported to the Abyss. These towers are known as
BASTIONS or the COMING OF DOOM.
There are many dead stones scattered about the beginning of the
game. In general you will not be able to progress too far until you
get specific ones. Here is a short list that will tell you where to
find all the dead stones you need.
General Info
Dead Stones and the Coming of Doom Bastions.
Gluttony: Needed to get into the first coming of doom at
X:49 Y:42. It will arrive on Day 35 of the adventure on an island
northeast of the city. To get to the island, you can walk on some
rocks from the northern side of the lake. The dead stone can be
found in the secret Doomsayers hideout that is underneath the queens
castle. To get a map to this hideout, see Bumpus in the kitchens
inside the queens castle at X:56 Y:62
Hate: Needed to get into the second coming of doom which
arrives several days after you destroy the first coming of doom. The
dead stone can be found on a patrol of barrow trolls outside the
second coming. Once the second coming has arrived at X: 7 Y: 9
Wander around the bastion until you are jumped by a raiding party of
barrow trolls. This is a must win battle as you need to get the dead
stone they are holding in order to enter the second bastion.
Fear: One of 3 dead stones need to enter the third Coming of
Doom. To find this stone you must go to X:79 Y:56 Once inside
that cave, walk east until you encounter a large group of Grekle
guarding a cave X:32 Y:7 Inside that cave is a pit with a pulsating
light. To get past that light you must use the ENCOUNTER button.
USE a Mirror or cast the spell, PORTABLE HOLE, DIG, or MOVE EARTH.
Jealousy: One of 3 dead stones need to enter the third Coming
of Doom. To find this stone you must go to X:49 Y:21 This leads
through a tunnel to a small pyramid where you can get the stone.
Anger: One of 3 dead stones need to enter the third Coming
of Doom. To find this stone you must go to X:39 Y:83 This leads
through a tunnel to a small pyramid where you can get the stone.
First Coming
This bastion is pretty easy. It consists of two square floors.
Once you enter, go to X:66 Y:16 to go to the top level. You will
have to fight a couple of battles against some Earth Elementals to get
there.
On the second floor, there is a place you can rest at X:65 Y:56
At X:70 Y:57 is a room full of mindless slime demons.
At X:63 Y:55 is a room full of beasts of burden.
- At X:70 Y:50 you will encounter Lord Pusswart.
- There are a couple of ways you can handle
this guy and some are better than others. You can either fight and
destroy him then and there OR you can cooperate a bit.
- Your best bet is to help him out. If you do, you will be
teleported to fight HUNTOO. Once you are teleported to fight this
guy, you can't get back until you have killed him. Inside HUNTOOS
quarters is a door that leads to one of the best treasures of the
game. The Hammer of Thor +7. It is also capable of casting a Quake
Spell which does some pretty good damage.
- You can destroy this bastion by either killing Lord Pusswart OR
by completing his mission. If you complete his mission, he returns to
the Abyss.
Second Coming
There are a number of battles in this bastion. The goal to the
destruction of this bastion is killing the commander. The commander
is a Neo-Viperion and can be located in the upper level. To reach the
upper level you must enter one of a group of teleporters. They are
located in a room at X:12 Y:45 Each of the three teleporters will
take you to a different room that are all connected via secret
passages. There are four rooms. The commander is in the room that is
in the southwest corner of the second level.
At X:15 Y:4 is the teleporter back to the first floor.
At X:14 Y:11 is a Viperion priest who will help you destroy the
commander in an effort to save his soul from damnation.
- At X:3 Y:15 is a secret door that leads to the commanders
quarters.
- After killing the commander, the bastion will begin to
fade. If you are inside when it does your dead so beat feet and get
out as fast as you can.
At X:1 Y:9 inside the commanders quarters is a magic items called
Fistful of Missiles.
Third Coming
This bastion has a lot of cool stuff and is pretty hard as far as
getting through it. The big question that is on mind of everybody:
Q: How do I get that axe?
A: Use a potion of gaseous form. The axe is on the ethereal
plane and you must become ethereal yourself to grab it. Once you do,
the potion will wear off and you will return to the material plane
dragging the axe with you. This axe rocks as its a two handed axe +4.
BUT, because it was on the ethereal plane it retains many properties
of that plane. It only weighs 4 gold pieces. Due to its light
weight, it can be wielded with only one hand.
- At X:81 Y:7 is a crack in the floor that will take you to an
underground hive.
- Shadow mites are guarding a strange breeding
experiment that is being performed by the commander of this
bastion. (A necrowizard). To destroy the experiment, click the
Encounter button and perform the physical action of "Puncture the
Cell" DO NOT cast any flame or electrical based spells. If you do,
you will be in a hellstorm of flame as all the wax will catch fire and
you will get pretty toasty.
At X:73 Y:81 is an animal pen. After you defeat the creatures, go to
the back of the room
- At X:75 Y:78 an search the north wall.
- Its a secret tunnel
that leads to a room filled with dead behemoth bodies. Click the
ENOUNTER button and cast ANIMATE DEAD. This will animate one of the
dead bodies that will lead you to where the Necrowizard is. DO NOT
puncture the abdomen of the critters as this will get you all covered
with carrion worms. (Not a pretty picture.)
- On the body of the dead Necrowizard will be one of the two dead
stones you need to get into the 4th Coming of
Doom.
There are some other things to do in this bastion, but that covers
the ones that you may not be able to figure out on your own.
Fourth Coming
To find the 4th bastion, you need to go to X:89 Y:40 and enter
the Renthou Gap. This will take you to the great Whitecap Mountain Valley.
In the valleys, go to X:75 Y:43 to find the 4th bastion. This
bastion is where you will be able to gain access to the Abyss. There
is a transporter to another bastion in the Abyss. When you enter the
transporter you must say a magic work of activation. To activate
this transporter to the Abyss you need to speak the word "Shirak".
You need two dead stones to gain access to the 4th bastion. One
you should have gotten on the dead body of the Necrowizard in the 3rd
coming of doom. The other is located in a small pyramid at X:19 Y:2
in the valleys of the Whitecap Mountains.
When you approach the 4th coming, you will get the option to wait.
If you do, a force of Ice Titans will arrive to do battle with the
force that guards the 4th bastion. If you play your cards right, you
can get two NPC ice titans to join your party.
Once inside the 4th bastion, go to X:42 Y:12 to find a long dead
body behind the wall. Inside the body you will find Hedras Dagger.
It's a huge +3 dagger that takes 2 hands to use. It can only be used
by Fighters, Monks and Rangers. (Not too useful) On the floor is a
copper disk. If you click the Encounter button and cast TOUNGES, it
will reveal the command word to activate the portal to the Abyss.
"Shirak" is the word.
- At X:45 Y:6 is a room with a bunch of fire crabs.
- They are
eating the dead bodies of all types of creatures. A few of the bodies
are ice titans. If you have the two Ice Titan NPCs with you, they go
bezerk and dive into a battle to destroy the crabs.
- At X:41 Y:23 A special room.
- If you have Gilthanus (Ice Titan
NPC) he can divine the command word to getting to the Abyss from his
god.
- At X:40 Y:43 A secret wall that gets you to the portal to the
Abyss.
- When you return, you will have to locate several hidden
walls to navigate your way out of the room that has the portal.
(Pretty easy to do)
Special Areas
Here is a short list of special areas you can find early in the
game. I will just give you some X: Y: locations as to how to get
there. How to complete each area is up to you.
- X:10 Y:0 Giant Worm Caves.
- Inside Worm Caves:
- X: 8 Y: 4 Mega Worm. Have fun with this guy.
- X:36 Y:28 Bee Cavern.
- Inside Bee Cavern:
- X: 34 Y: 2 Treasure chest of a crazed man.
- X: 40 Y: 21 This cave leads north towards some fun.
- X: 57 Y: 12 Bee Hive
- X:7 Y:78 Shop.
- X:85 Y:10 Shop: This shop will not be around long.
- It's
destroyed when the 3rd coming of doom arrives.
- X:15 Y:76 Temple:
- There is a lot
to do inside the temple. There is a secret entrance
to a underground cult (Vrack Cult). Once inside
the underground cult, there is ALSO a secret entrance to a sleeping
Demi Lich inside the cults chambers.
- X:5 Y:55 Tavern of cutthroats.
- Be careful. If you end
up in the spider pits your doomed. There is no way out of that pit of
spiders. Its a terminal dead end.
- X:7 Y:63 Whirlpool:
- Search the cave it leads to. There
are some IMPORTANT items there. These same items can be found at a
gravesite at X:64 Y:18 inside the Grekle caves. If you get these
items at one location, they will not be available at the other
location.
- X:71 Y:62 Diseased Dwarves:
- If handled correctly, they
tell you of a secret tunnel that leads to a huge area of fun known as
the WEB WALLS AREA.
- X:86 Y:41 This leads to the 4th
bastion.
- You can't get there until you register both the
scenario AND have waited at least 50 game days.
- X:68 Y:79 Big battle.
- X:80 Y:79 Big battle/Point of interest.
- X:52 Y:48 Jail Cell:
- If you play your cards right, you can
walk away from this encounter with a magic item. The EYE SPY. It
will come in handy later in the scenario.
Vrack Cult
The Vrack cult is found in a secret subterranean lair underneath
the TOWN TEMPLE that is located at X:15 Y:76
To find the cult, go to X:20 Y:9 inside the temple. The south
wall is false. Just walk through it.
Once inside the cult you can explore around a bit but here is a
quick summary of the most important things.
You can meet a guy by the name of Seleron at X:11 Y:21
He asks you to find a key that he suspects a Vrack has stolen. Once
you accept the offer to help him, you find the key at X:13 Y:15
When you return the key he will get angry because in order to
recover the key you must slay a priest and that makes him upset. He
vows vengeance. When you attempt to leave the cult area you will be
ambushed by Seleron and a large force of demon spawn.
Seleron has a small hidden treasure larder. To find it go to X:8
Y:23 and search the west wall. Once inside the hallway beyond you will find a few magic items of small worth
and a mirror. If you enter the mirror you will be teleported to a
crypt of a resting Lich. You will not get to battle him but instead
you find a bone mask.
If you go to the ITEMS screen and select the bone mask and click
USE you will get a nice surprise. Prepare to select 3 PCs to
challenge the Lich and two of his undead lackeys to a trial by combat.
Town Temple
The town temple is at X:15 Y:76
- At X:14 Y:7 is a chamber that will heal all those that enter.
-
There is a 25% chance every time you enter that you will be found by
the guard and attacked as defilers of the temple.
There is a public alter where those that tithe the church may be
healed by the local clergy as well.
White Cap Mountain Valley
This is the area where you find the fourth coming of doom. At X:4
Y:8 is a small farmstead. Not too much of interest there but at X:43
Y:63 you can find a cave that will lead to a splinter group of
Doomsayer dwarves.
As you wind your way towards the Doomsayers through a dark cave,
you will come upon the trail of a very deadly beast. As you track it
down (Not too hard to do, you just follow the bodies of dead and
mangled dwarves that are all over the place) you will enter their
village.
In the northern section of the village is a set of huts where you
can finally come in contact with the hells assassin. If you destroy
the beast you receive the object that he was killing the dwarves to
get. A pearled Ion Stone. A very nice trinket if you happen to be a
gnome.
- At X:75 Y:43 is the 4th coming of doom.
- To enter the bastion you need the two stones as described earlier
in this document. Once inside you will eventually find your way to a
bastion in the Abyss referred to here as Abyss: Entry
Bastion.
- At X:60 Y:26 you can enter a large underground cavern complex that
has a tribe of civilized goblins.
- If Shalutie is a member of your
party as you enter this area, there is a good chance that you will
encounter the offspring of the very tribe of civilized goblins he was
a member of.
Abyss: Entry Bastion
This is the area where you enter the Abyss at X:39 Y:79. This is
the gate to the Entry Bastion.
- At X:37 Y:45 is a deep well that has long since dried up.
- If
you use a rope, boots of climbing, fly or spider climb or are
successful at an acrobatic act, you will find a hole in the side of
the well about 80 feet down. This is how you can get to a large
section of the Abyss known as Abyss: The Crimson
Stronghold.
- At X:40 Y:81 is a secret wall that leads to a forgotten store
room.
- You should be able to rest here. There are a few magic
scrolls here as well as a demon must be using it as a secret stash.
To the west of where you enter this abyss is a small maze of
corridors. Pits are all over the place here and will spell the doom
of the ordinary traveler. You can avoid these pits if your party is
under the influence of Levitate, Fly or Detect Secret.
At X:19 Y:69 is a hidden treasure chamber with some minor magic items and one very cool item. Well worth the grab.
Your goal here is to destroy the creature that is at the far end
of the bastion. The easy way to get to him is to enter the hall at
X:31 Y:83 and walk west in a straight line until you hit a big room.
Of course, you won't get the cool treasure if you do. Somewhere in
that hall it will flip you around so watch for the compass to change
and do a 180 when it does and keep walking west.
As you progress through the big square rooms, eventually you will
find the Hemerood. He is one tough cookie. If you win the battle you
will get some cool stuff. On his neck is a necklace you can't remove.
While in the room, (After he is dead) click the ENCOUNTER button and
cast "Tongues" to read what is says on the necklace. It give the
command word for getting back to the Realmz through the portal. The
word is "Vistock".
When you leave the Entry Bastion, you will enter the region known
as The Pitted Lands.
Abyss: The Pitted Lands
You will find many pits in some parts of this land. They are used
to breed the countless thousands of demon spawn the demon lords use a
food and fodder in their wars.
At X:17 Y:16 you will come upon a party of Rothian Giants who are attacked by winged demons. Make friends with the giants after the battle and accompany them to their city to the east. There you will meet with the king and be charged with finding their lost army of griffins.
In the Rothian city you can pick up a couple of giant NPCs. One is a drunken guide who is of little value as he will run from battle after only the slightest of damage. The other is valued warrior and will aid you well in battle.
Southeast of the city at X:79 Y:54 you will find a pit that
leads to the griffins you are to rescue. Inside the pit are huge
tentacled beasts that grow on the ceiling. If you have any Rothian
giants with you they will be eaten as they are too large to avoid the
tentacles. Teltnuag (A Rothian giant) is skilled enough to avoid the
tentacles and will not be eaten. This area is known as The Land Of Red Ooze. To get there go to X:77
Y:61 and search the south wall. It is a passage that leads to The Land Of Red Ooze.
Abyss: The Land of Red Ooze
This area is where you will be able to rescue the griffin
army.
Also, you are getting very close to the area where you can Destroy the
Necronomicon once you have retrieved it. North of the red ooze castle
is a huge abysmal lake. If you follow the shore of the lake to X:57
Y:11 you can enter a cave. Once inside the cave, travel to X:45
Y:3 to discover a cave that has 4 small pyramids. That is where you
will be able to destroy the Necronomicon. That area is known as
Abyss: The Shadow Lands.
As you move south west a bit you will see many buildings where the
griffins have been harnessed to power huge pumps. They are pumping a
red ooze towards a castle that lies to the west. The purpose of the
ooze in unknown. Most likely it's what they use to make those Doctor
Dreadful Creepy Chemical Labs that you see advertised on TV for kids.
If your a parent, don't get this for your kids. It will end up in the
carpet and it will never come out. Then, come summer, it will draw
ants and mice and you will have to sell your house at a big loss or
face the health department. They will come to take your kids and site
you for neglect etc.. etc.. The court battle will last for years and
in the mean time, all of America will think your the devil for wanting
your kids back after they lived with their foster parents for 3 years.
Just a word to the wise. On with the show....
The password to get into the castle is "kcor srekcap" which any die
hard NFL fan knows is just "Packers Rock" spelled backwards. This
year is the year the Packers beat the Cowboys in the playoffs and take
the super bowl. What will it be Deion, will the packers cream you or
just pummel you. "Both!"
Once inside the castle you can meet Morbius at X:17 Y:85 This is
one nasty dude. How nasty you ask? Well, I won't tell you. Lets
just say you will have to kill him here to get the dead stone of
suspicion but you will be seeing him again. OH BOY! will you be
seeing him again.
Abyss: The Shadow Lands
There are four small pyramids here. To gain access to the first
X:24 Y:7 , you must have the dead stone of suspicion which you
should have gotten from the castle in the Land of Red Ooze. It was in
the ring of the Demi Lich Morbius who you slew in that foul castle.
(Or did you?)
At the end of the first pyramid you must battle a huge skeletal
beast. Its eyes are dead stones that act as the keys to the other
pyramids. You will get the dead stone of Vengeance and
Emptiness.
In the second pyramid at X:22 Y:5 (Dead stone of Vengeance is
needed to enter) you will find a trio of dead stones in this pyramid.
The first is the Dead Stone of Scorn. It can be had from a large
group of demons that are in the first room of the pyramid. The other
two are suspended in a swirling vortex. There are several strong
clues as to how to get these stones. BUT, if you can't figure it out
here is the answer.
Nothing alive can approach the stones and live. You must send an
animated creature to retrieve them. As an animated corpse is already
dead, it has nothing to fear from the vortex. To get the stones, you
must get one of your PCs killed and then animate them. Then approach
the vortex. When it asks for a party member to approach, pick the
animated PC and BOOM. You have the dead stones of Malevolence and
Repulsion.
NOTE: Animating a dead body is not the same as Raising the dead. An
animated body is just a zombie. The rules of Realmz apply, any
animated PCs can't cast spells or receive any experience points. i.e.
They are just mobile baggage.
To get into the third pyramid at X:71 Y:7 you need to use the
Dead Stone of Emptiness.
Inside this bastion are several very hard battles. You can rescue
some Tigtaurs here as well. There is no dead stone in this pyramid to
gather.
To get into the fourth pyramid at X:70 Y:8 you need the dead
stones of Malevolence and Repulsion and Scorn.
This is the place where you can complete your mission by
destroying the Necronomicon. When you find the fire pit, click the
Encounter button and USE the Necronomicon. When you toss the evil
tome into the pit, it will be consumed and thus destroyed. Having
completed your mission, your next goal should be to return back to the
Realmz and meet with the queen. (Just a word of warning, be fully
rested as you will have a major battle to survive when you get back.
There are some goodies you will get on your way out of this pyramid,
have fun with them. They are quite nice.
Abyss: The Crimson Stronghold
This is where you can encounter a friendly race of crimson giants.
They have a unique tale to tell and play a key role in a major sub
plot of the game.
Just north of where you enter this area is the actual stronghold
of the Crimson Giants. To the west is a dead end cave and to the east
at X:66 Y:4 is a cave complex that will eventually lead you to a
village of Tigtaurs that live in an area known as Abyss: The Shattered Lands. You will have to wind your way
though some dark caves and such, but just keep driving towards X:85
Y:32 where you will be asked if you want to enter the Shattered Lands.
You can handle the Crimson Giants in several ways and it is likely
that you will end up with an NPC known as Opal Silverbird. If you
take Opal to the Entry Bastion and discover the word of command to
return to the Realmz. "Vistock" she will ask you to return her to the
queen. If you do so, the Crimson Giants will give you a powerful item
known as the Sun Seeker Gem.
The Sun Seeker Gem can be traded at the Tigtaur Village in The Shattered Lands.
Abyss: The Shattered Lands
This is where you can encounter a friendly race of Tigtaurs. Half
tiger half horse. To gain access to the Tigtaur village, threaten
them. They will refuse to let you enter unless you get mean with
them.
Provided you gained control of the Sun Seeker Gem, you can trade
it for a magical item known as "The Horn of Summoning" It is capable
of casting a Monster Summoning I spell an infinite number of times.
Damn handy. Of course, there are reports that it is not working
correct in version 1.0 or earlier of Destroy so I will have to check
that out. Hold onto it though, items like this don't come along too
often and may be a key in a future scenario for completing something
special. (Hint Hint)
Well, as Forest Gump would say: "Thats all I have to say about that."
Tim Phillips
Fantasoft, LLC
Your Mac Fantasy Factory
telephone: (608) 249-5418
E-Mail: Fantasoft1@aol.com