Griloch's Revenge Tips

Version 1.0
The Griloch's Revenge Tip Sheet
by Ivans Chou (with text taken from Sean Sayrs' Stand-alone Tip Sheet)

Griloch's Revenge is © 1997 Sean Sayrs and Tim Phillips,
Realmz is © 1994-1996 Fantasoft LLC and Tim Phillips, all rights reserved.


The Griloch's Revenge Tip Sheet by Ivans Chou with text from Sean Sayrs.

This document may be inappropriately named a "tip sheet" since it contains excruciating detail about the latest scenario by Sean Sayrs, Griloch's Revenge. Please avoid reading this document unless you are completely stuck, since this document may well spoil all your fun.

Contents

  1. Foreword
  2. History
  3. Turnstil
    1. Abandoned House
    2. Griloch Hideout
  4. Brunar
    1. Under Lake Miwson
    2. Darken Castle
  5. Cheltin
    1. Burning Bush Dungeon
    2. Castle Cheltin
  6. Southwest Seas (Jolak/Red Dragons)
  7. Southeast Seas (Griloch Castle/Jurol Hideout/Lonum Keep)
    1. Griloch Castle Part I
    2. Mazes
    3. Griloch Castle Part II
  8. General Tips
    1. Hints
    2. Items


I. Foreword




Register Realmz

As usual, you are encouraged to register Realmz and Griloch's Revenge. It encourages the continued development of great games for the Macintosh operating system.

Credits and Thanks

Thanks to Sean for writing Griloch's Revenge. It's only his second scenario, and it's a doozie! I must admit I had my doubts after Prelude to Pestilence, but Griloch's Revenge is riveting. Thanks to Tim for Realmz and his great scenarios. Also thanks should go to Thomas Weigle, since I'm using his White Dragon Tip Sheet as a template for this tip sheet. And a big thanks to Rick Decker who doesn't know that he was an essential part of the writing of this tip sheet.

Contact Information

Any comments, questions or suggestions regarding this tip sheet should be sent to me and not to Fantasoft. Comments or bug reports regarding the scenario, on the other hand, should be sent to Sean. If you have problems not listed in this tip sheet, you can contact me or Rick Decker (who holds the Griloch's Revenge Land Speed Record). You reach us at

ichou@trinity.westhost.com - Ivans Chou
rdecker@hamilton.edu - Rick Decker
realmzy@execpc.com - Sean Sayrs


Other places worth checking out on the net include Fantasoft's official Web site and the newsgroup dedicated to adventure games for the Mac,

http://www.fantasoft.com/
comp.sys.mac.games.adventure

At the Web site, you'll find tons of information about Realmz and Fantasoft's other games, special features such as custom character portraits and sound files, and many links to other Web sites dedicated to Realmz.




II. History




Before time began the clerics of Berhune and Griloch were of one religion called Pembar.

All was good in the religion. Towns flourished. Crops were always healthy and fruitful. Neighbors lived in total peace and harmony with one another. It wasn't odd to see two distant villages throw a festival in honor of the others Founding Day. There was no need for militias, town guards or the like. Bad things just did not happen. Morality and goodness ruled.

Times changed.

A powerful but peaceful cleric named Griloch told his family he was setting out on a long mission to discover the roots of the Pembar religion. Letters constantly flowed to the village telling of his wondrous findings on the heritage of the religion and how fulfilling his pilgrimage was. Soon after his letters changed in tone and mood. No longer was Griloch glorifying the virtues of the Pembar religion. Rather, he was belittling them.

Griloch began writing of a "higher, more potent religion" that would bring followers of worth to a sacred sainthood of which he would oversee. The town elders decreed him mad and sent out twenty of their highest, most virtuous clerics to bring this sad madman home to safety.

None of the twenty clerics ever returned.

The word of Griloch began to filter back to the once peaceful communities and the religion of Pembar was no more, as more and more clerics were lured to the promised sainthood of the new Griloch religion. One by one clerics went on pilgrimages to seek the holy leader. Griloch became increasingly tenacious and bold, now sending "recruiting parties" made up of clerics and fighting men to local towns and communities to round up followers.

Fear and suspicion were now the norm in the villages. Men were recruited by scared local clerics as guards against the Griloch. Militias were formed by farmers and businessmen to hold off the recruiters.

The now aged former Pembar clerics followed the holy lead of a very noble and wise man of the cloth named Berhune. Berhune rallied what good was left in the villages and formed a new, peaceful religion based on the virtues and morals of the now defunct Pembar religion.

Then, literally, all hell broke loose. One fine spring morning all the Berhune communities were having a festival celebrating the upcoming planting. In the middle of the prayer of celebration the skies grew a greenish brown. Ominous clouds instantly formed where the sky had been clear and blue. Children ran to their mothers. Husbands clutched their shaking wives. The Berhune clerics prayed frantically. A face formed in the clouds. A face the eldest of the clerics recognized. Griloch. Some twisted, demonic visage of whom they once knew to be Griloch.

Grilochs' voice boomed and the rocks split asunder as he proclaimed, "You fools! You know not whom you worship. Your Berhune religion is weak and pointless. Peace and harmony. Hah! Power and glory reign supreme. I, Griloch, am the most powerful, all knowing god in the land. You will praise my glory or perish. I will prove my greatness now to you feeble, aged fools!"

A greenish brown hand a full thirty feet in width made of the hovering clouds formed above the peaceful celebration and scooped up five of the Berhune clerics. With a bone wrenching crunch the holy men were dead. Their broken remains tossed like seeds amongst the witnessing men, women and children of the village.

"If you do not pay due homage to me and decree I am the one true god I will once every seventh day return to you and repeat my demonstration until I have your complete and total devotion."

With a thunderous explosion and blinding flash the skies returned to normal. Griloch was gone. If it wasn't for the crushed bodies of the good clerics, the townspeople could have wondered if what they witnessed actually occurred. The Berhune clerics took immediate action. Traveling to the far reaches of the land, they gathered in secret the most powerful of the remaining clerics.

The carnage continued as promised. Once a week every week, five men, women or children perished at the hands of Griloch. He was not picky. Countless men, women and children lost their lives as Griloch grew in power.

The Berhune clerics had no choice. Forge the most powerful of weapons to stop Griloch or most certainly perish. With the most powerful clerics on hand along with the most skilled forgers in the land, together they began chanting and forging. With each sigh of the bellows a cleric winced in pain, knowing his life would be forfeit in order for this weapon to be forged. Each bang of the forgers hammer took more out of the good clerics as their powers were transferred to the mighty weapon. Their efforts were not in vain. They created the Spear of Light. A weapon so mighty it cost the lives of a full fourteen Berhune clerics as they put their very essence into the spear.

But it had not been tested on Griloch. The few remaining Berhune clerics gathered together to drive Griloch out of their land, back to the place of evil from where he was borne. Griloch could not resist the gathering. He appeared as promised and the Berhune clerics brought out the Spear of Light. Griloch laughed. "This little stick will do nothing to me!" The hand formed and started down upon the clerics. As it approached the spear began to glow and hum. A bolt of crisp, pure white light leapt from the tip of the spear and shot towards the hand. The light separated the hand from the wrist of Griloch. The greenish brown hand fell to the earth as black acid, scorching forever the ground it landed on.

Griloch let out a scream, "No! You cannot stop me! No one can stop me. This is nothing but a minor annoyance. I promise you this. I will return to you and wreak an unthinkable vengeance upon you. When you are at your most peaceful I will return to enslave you and your families forever!" Griloch faded from view and the weekly carnage stopped. The Spear of Light was successful.

In the decades that followed no more was heard from Griloch although rumors persisted his religion was still practiced. Through the ages Griloch was eventually forgotten, brought back from time to time only in the form of stories told by elders. The Berhune religion became the religion of choice.

No one remembers what happened to the Spear of Light. Rumor suggests it was buried long ago with the last of the elder clerics as a celebration of the defeat of Griloch.

Four hundred years passed. The Berhune religion flourished with the Griloch religion seen as nothing but a cult. Then something changed. Reports began filtering back to the peaceful villages that the outlying towns were being raided by these unholy Griloch cults. Could it be that Griloch has returned?!

The new clerics of Berhune rifled through the ancient tomes and scrolls trying to uncover the location of the Spear of Light. They could not locate it.

It is once again time to stop Griloch and his unholy minions of terror. It is your party's duty to find the Spear of Light and with it confront and destroy Griloch once and for all.



III. Turnstil and surrounding area


Turnstil is where you start this scenario. There's lots going on here, and after you wander elsewhere, you will need to return to this area often.

The following is a comprehensive listing of every empty house, knook, and cranny.
At X 05 Y 06 King Allstin's Castle - You will need an appointment to see the King, unless you are planning on sneaking inside.
At X 06 Y 16 Everstay Inn
At X 06 Y 16 Town Hall
At X 06 Y 22 Turnstil guard house
At X 06 Y 27 Turnstil guard house
At X 07 Y 07 Gate to Kings Castle
At X 07 Y 28 Turnstil main gates
At X 08 Y 20 Shop
At X 08 Y 22 Turnstil guard house
At X 08 Y 27 Turnstil guard house
At X 09 Y 12 King's Court
At X 10 Y 15 Light emanating from house - Move on. Nothing of interest here.
At X 11 Y 10 Secret entrance to Griloch Hideout
At X 11 Y 16 Town Courthouse
At X 11 Y 20 Magicus Plentius
At X 12 Y 07 Unoccupied shack
At X 12 Y 09 Woman with two children
At X 12 Y 15 Small house
At X 13 Y 13 Stubbies Supplies
At X 13 Y 18 Woman being harassed by thugs
At X 14 Y 05 Typical Turnstil house
At X 15 Y 19 Turnstil Graveyard - One of the tombstones gives a clue for later use.
At X 19 Y 11 Turnstil temple
At X 20 Y 11 Town Square - This is where you first learn about Jurol Knarl
At X 22 Y 03 Woman crying at her doorstep
At X 24 Y 81 Ahcrahn guard house
At X 26 Y 13 Secret trap door into the Griloch Hideout - You will only be able to use this door after you've exited through it.
At X 26 Y 77 Run down house
At X 28 Y 07 Armor Shop
At X 28 Y 08 Turnstil Militia
At X 28 Y 70 Village of Ahcrahn
At X 30 Y 17 Militia Barracks Headquarters
At X 30 Y 40 'K' Island. - Come back after you get the staff of seeking
At X 37 Y 04 Abandoned House
At X 38 Y 16 Gate to the training ground - You will need a letter from the headquarters to get inside. If you don't want to be jumped by the Blood Dogs, turn SEARCH on.
At X 39 Y 05 Secret Passage - The secret passage allows you to enter and exit the town unnoticed.
At X 40 Y 03 Myriam's Magic
At X 41 Y 41 Boat - Not of any real use in the little pond.
At X 63 Y 01 Abandoned houses - This village is being harassed by nirak.
At X 65 Y 47
-
X 76 Y 33
Area 51 - Look for Jurol Knarl here.
At X 78 Y 50 Shop within the hidden village
At X 81 Y 02 Well
At X 81 Y 04 Milna's House - She dropped her shoe down a well. Maybe you'd be kind enough to fetch it for her?
At X 83 Y 25 A grand home in the woods.
At X 83 Y 85 Toll bridge - pay or not, it's up to you. Why don't you pay teh toll collector a visit when you're across?
At X 84 Y 12 Border Village
At X 86 Y 04 Old gentlemen's house
At X 86 Y 10 Iliyar's House - She sends you on a quest to find the dwarf who knows the secret word which opens the village's temple.
At X 86 Y 86 Toll collecting dwarf's house.

A. Abandoned House


Since when do you think that just because a house is abandoned, that there's nothing inside? This happens to be the home of your old friend Thyrr.
At X 75 Y 45 Bedroom
At X 76 Y 38 Stairs down - It only looks like an empty room. Turn SEARCH on.

B. Griloch Hideout


Once again Griloch forces have established a foothold in the town.
At X 03 Y 05 Desk with papers
At X 16 Y 06 Door with a magic aura
At X 18 Y 26 A Griloch patrol
At X 26 Y 25 An Griloch altar
At X 39 Y 25 Table in the war room - Sometimes the cowardly decision produces more information.


IV. Brunar and surrounding area


Brunar is under constant attack by hill giants. This area contains a few side quests.
At X 03 Y 85 Brunar city gates
At X 04 Y 20 Impossible Quests - It's actually a bar. Go ahead. Get a table and buy a personalized mug. It's worth a seat just to take on one of those quests.
At X 04 Y 48 Lake Miwson - You'll want a Part Water Necklace.
At X 07 Y 05 The Lurha family
At X 09 Y 20 Old Woman's House
At X 11 Y 61 Brunar Constable's Office
At X 11 Y 81 Wizard Hide-a-way
At X 13 Y 20 Herring Bone Inn
At X 13 Y 85 Brunar temple
At X 15 Y 32 Depressed man - AKA the Turnstil woman's brother. He's so excited to receive the package he forgets something, so visit him twice.
At X 23 Y 30 Runabout Eatery
At X 33 Y 13 Small villag
At X 34 Y 11 Delnoth
At X 37 Y 70 Secret Tunnel
At X 48 Y 60 Temple secluded from Brunar
At X 50 Y 04 Nice family - If you take a liking to them you shouldn't hang around too long after dinner.
At X 63 Y 01 Dwarven shop
At X 68 Y 14 Dwarven Village - For some reason they dislike the secret elves.
At X 72 Y 04 Dr. Fylguud
At X 81 Y 55 Lihnin, Keeper of the Oaks
At X 76 Y 42 Secret Cave entrance to Hill Giant Village - After several battles with hill giants pillaging Brunar, you will receive a "secret word" that gains you access to this hidden village.
At X 86 Y 40 Hill giant hut - You will need to visit this hut three times to clear out all the hill giants.
At X 88 Y 42 Hill giant hut
At X 70 Y 27 Secret Tunnel
At X 87 Y 29 Darken Castle
At X 75 Y 72 Secret tunnel to dingy - You'll only be able to find it after to get the map from the brother and turn search on.
At X 83 Y 84 The brother's dingy
At X 84 Y 87 Secret shelf - Here you will find some fishing equipment.

A. Under Lake Miwson


At X 76 Y 13 Stash - If you parted the waters, then you only have moments to grab this stuff and make a run for it.

B. Darken Castle


First level

At X 05 Y 03 Tapestry - It's worthless.
At X 08 Y 03 Battle with Vorpal Defenders
At X 11 Y 11 Human remains - Poking around with the remains will cause you to contract a disease.
At X 13 Y 12 Secret Passage
At X 13 Y 16 Dark room
At X 13 Y 18 Demon Lich - The Dark Master.
At X 15 Y 07 Zombies
At X 15 Y 11 Tuchor-uth
At X 20 Y 07 A Ranthog - After finishing this battle you will be embeded in solid rock. Best to just avoid this room. (as of GR V1.1)
At X 20 Y 11 Empty room
At X 22 Y 16 Stairs up
Second Level

At X 31 Y 31 Invisible hunters - Loads of fun.
At X 31 Y 37 Portal - Teleports you to the front of the castle
At X 32 Y 32 A Secret
At X 39 Y 32 Magically sealed door - You know the drill.
At X 41 Y 32 Rina - Here the hard to find Rina has been chained up.
At X 41 Y 33 Dark Master's treasure


V. Cheltin and surrounding area


Brunar is under constant attack by hill giants. This area contains a few side quests.
At X 01 Y 56 A Black Dragon with Jolak's Sword
At X 05 Y 02 A family
At X 05 Y 02 A family
At X 08 Y 48 Secret Passage - Leads to Jolak's Sword if you have accepted the quest from Turnstil Office
At X 10 Y 05 Old man and his dog
At X 11 Y 03 Rina's Husband - Go here before taking on Darken Castle to obtain the quest to find Rina.
At X 11 Y 10 Burning bush - Underneath the burning bush is a trapdoor to the Dungeon.
At X 14 Y 53 Cheltin outpost
At X 26 Y 58 Small empty hut
At X 30 Y 53 Woman hanging laundry - Go here after bringing the fishing equipment to her son.
At X 35 Y 51 Typical Cheltin home
At X 38 Y 49 Cheltin town gate
At X 42 Y 60 Boy fishing - It sure would help of he had fishing equipment.
At X 61 Y 15 Shop
At X 74 Y 57 Castle Cheltin
At X 76 Y 03 Jurol Knarl's Safe house / Thugs for hire
At X 76 Y 33 The Shifting Shack - There's a few problems to solve here. First is getting across the bridge, second is removing the barrier, and third is getting into the shack. You must obtain the object within the shack in order to ob tain all the pieces of the Spear of Light.
At X 78 Y 58 Cheltin Temple
At X 79 Y 62 Amazing Armor - They must be a chain store. (Ha ha!)
At X 81 Y 88 Cheltin King's Shop
At X 85 Y 13 Citadel of Salvation - Don't worry about this place. You can't go in yet.
At X 85 Y 35 Gate to King's section of Cheltin
At X 87 Y 66 Leather Shop
At X 88 Y 37 Boar pen

B. Burning Bush Dungeon


At X 21 Y 42 Desk - Turn SEARCH on.
At X 22 Y 56 Silver Statue - When you walk past the silver statues they release some sort of undead. Only the Silver Torches can hit these monsters.
At X 22 Y 64 Silver Statue
At X 23 Y 38 Lots of Silver Torches - Have each member of your party pick one up, and then take one extra.
At X 24 Y 64 Silver Statue
At X 28 Y 59 Control Room - This is where that extra silver torch will come in handy.
At X 30 Y 37 A Regar, a maru, and two medusas
At X 30 Y 53 Rubble which formerly was a wall
At X 32 Y 59 Silver Statue
At X 34 Y 59 Silver Statue
At X 39 Y 52 Key Stone - Pull it out.
At X 42 Y 51 Middle piece of the Spear of Light.

B. Cheltin Castle


Ground level

At X 48 Y 68 King Cheltin - Talk to him so that he will go away.
At X 48 Y 70 False wall - You need the Staff of Seeking
Lower level 1

At X 74 Y 76 Griloch fighters
At X 75 Y 69 Retyu
At X 76 Y 83 Zulea
At X 81 Y 76 Denvar
At X 86 Y 87 Stairs down
Lower level 2

At X 83 Y 83 Trapdoor - This is a portal to Griloch's Castle.
At X 87 Y 88 Trapdoor - This is a portal to Lonum Keep. Don't use this if the boat is not already parked at Lonum.


VI. Southwest Seas (Jolak/Red Dragons)


To reach any of these places you will need the dingy.
At X 14 Y 67 Secret Tunnel - Leads to the lair of the Red Dragons
At X 81 Y 86 A Gravestone
At X 82 Y 87 Jolak's Grave - Turn SEARCH on to find the tomb below. Keep in mind that this is Jolak's tomb.
At X 87 Y 87 Dlyven's Vacation Home - The dwarf that Iliyar sends you to find is here. You need the dingy to get here. Talk to him about things that he's interested in.


VII. Southeast Seas (Griloch Castle/Jurol Hideout/Lonum Keep)


To reach any of these places you will need the dingy.
At X 14 Y 85 Jurol Knarl's Hideout - You will need the Incriminating Letter in your possession and wait 10 days after you dropped him off at the safe house.
At X 78 Y 48 Lonum Keep - If you can defeat the forces here, you will obtain the Icon of Ahcrahn. You will need the dingy to get off this island.
At X 83 Y 40 Gate to Griloch's Castle - You better be holding the Spear of Light!
At X 85 Y 40 Griloch's Castle

B. Griloch's Castle


Entry Level
At X 12 Y 49 Invisible Hunters
At X 14 Y 42 Invisible Hunters
At X 15 Y 47 Some Treasure
At X 18 Y 48 Griloch's minions - A fight with some Solsuxes and Dark Servants.
At X 22 Y 53 False Wall
At X 23 Y 53 False Wall
At X 29 Y 39 A Chest - You can open this chest to release all the vampires at the same time.
At X 33 Y 39 Three Stones among a pile of bones
At X 33 Y 40 A Coffin - Contains a vampire, of course.
At X 33 Y 41 A Coffin - Contains a vampire, of course.
At X 33 Y 44 A Coffin - Contains a vampire, of course.
At X 33 Y 50 Secret Passage
At X 38 Y 50 Remains of of other adventurers - Just asking for trouble when you mess with rotting corpses.
At X 27 Y 58 Stairs up to the second floor
Second Floor
At X 21 Y 51 Potions
At X 21 Y 58 Spears
At X 22 Y 58 Quarterstaves
At X 23 Y 51 A Desk
At X 23 Y 58 Maces
At X 24 Y 58 Arrows
At X 25 Y 58 Robes
At X 28 Y 51 Stairs up to the third floor
Third Floor
At X 38 Y 51 A Warning
At X 43 Y 48 A Lever
At X 44 Y 48 A Lever
At X 45 Y 48 A Lever
At X 45 Y 54 A Lever - Activates a portal if the other three are set correctly. The red portal sends you to the maze.
Maze I
No specific X Y. Some random battles, etc...
Maze II
At X 00 Y 41 A secret tunnel
At X 08 Y 93 The Exit
Fourth Floor
At X 16 Y 25 Some undead
At X 25 Y 25 A Pit - Use Featherfall if you want to drop in for a big battle.
At X 34 Y 46 A Secret Passage - Take it.
At X 35 Y 64 A Dead End - It's also a trap. A very dead end indeed.
Fifth Floor
At X 13 Y 78 Another Secret Passage
At X 18 Y 79 Spear of Light - Here's where Griloch stashed it after he stole it from you.
At X 03 Y 80 Stairs up
Sixth Floor
At X 77 Y 44 An Empty Chest
At X 88 Y 41 An Empty Chest
At X 77 Y 41 Stairs Up
Seventh Floor
At X 80 Y 23 Stairs Down


VIII. General Tips


A. Things to Remember


Searching There are plenty of encounters in this scenario in which you must "Search" the area to find the relevant information or item. To do so, click the "Search" button that is one of the "Party Conditions" below the list of PC's. When yo turn it on, the two hands will move around to indicate that you are now searching. Your party will fatigue faster with Search turned on, so either turn it on whenever you think you should or leave it on, if you don't mind getting tired and needing to rest all the time.
NPC's None of the NPC's are crucial to the plot of this scenario. Don't worry too much about losing or missing any of the NPC's. Though their presence in your party changes some of the encounters and weaves a much more twisted plot. You can still finish the main plot without any of them.
Quests A couple of the quests in this scenario are crucial to completing the scenario. They include:
  1. Finding and returning the Holy Icon of Ahcrahn
  2. Taking a package from a woman in Turnstil to her brother in Brunar

B. Special Items of Interest


Sword of Ahcrahn +4 Found in the maze before Griloch final castle-Guarded by spiders.
Holy Icon of Ahcrahn Found under Cheltin King's Castle. Need Staff of Seeking first.
Middle of Spear Found in dungeon under bush after extinguishing magic.
Sword of Dust +2 Given to you by the Lurha family when you return the Icon and are humble.
Training Grounds Pass Used to gain entrance to the Turnstil training ground.
Disorderly Conduct Ticket Given to you by the Turnstil Militia when you become cantankerous.
Letter of Appointment Used to gain an audience with King Allstin.
Snow Peas Found under Lake Miwson.
Jolak's Sword +4 Found in the chest of a bad dragon.
Jolak's Plate +16 Reward for returning Jolak's sword to its rightful owner.
Parting Waters Necklace For sale in various shops.
Spear of Light +5 End result of finding the three parts to the spear.
Bottom of Spear Found on "K" island.
Top of Spear Reward for returning Icon of Ahcrahn.
Magical Seal Broach For sale in various shops.
Denvar's Dancer +4 Found under Lake Miwson.
Ring of Spell Reflection Reward for returning Rina.
Battle Hammer +5 Found in Hill Giant Lair.
Package from Woman Goods to her brother.
Tapestry from Castle Found in Darken Castle, it has no use.
Ring of Phasing Reward for removing King Dranak from power.
Good Luck Gem Reward for getting package to woman's brother.
Oars Needed to control the dingy. Given to you by the Brother in Brunar.
Staff of Seeking Solve the Shifty Shanty problem and receive the staff.
Shoes Retrieved for a lady.
Danar's Bane +5 Found in Pre-Griloch maze by Red Dragon Lair.
Incriminating Letter Needed to bring down King Dranak.
Silver Torch Use to turn off the magic in the bush dungeon.
Teleport Party Broach For sale in various shops.
Fishing Equipment Give to boy on the pier. Found in secret shelf near dingy.
Thyrr's Avenger +5 Given to you by Thyrr for speaking his name.
Thyrr's Defender +14 Given to you by Thyrr if you have Thyrr's Avenger.