The Secret of Anforra

DIRECTIONS: This Interactive Public Domain Shareware Campaign Disk was designed to merge a storyline will especially created scenarios. To play, read the storyline and when instructed to, play file game listed, then continue reading. It is very important not to read this storyline in its entirety. Let the story untold itself as you play the games. At file end of the story is a section entitled Paragraphs. During the Game you will be told when to read a particular paragraph.

The Tale of Sorania
as recounted by the Historian Grangus

The Land of Sorania was not always in a state of turmoil. There was a time not long ago when prosperity and order were seen everywhere one looked. The forces of magic were great and used solely for the advancement of good. Control of the land was given to a group of mages known as the Council of Twelve. This benevolent group was entrusted with the welfare of the people and the keeping of the laws governing all. The Council's power came from a collection of mystical scrolls known as the Scrolls of Power. Totaling seven in number, these scrolls bore spells of immense power. The control of weather, disease, and military might were but a few of the powers the Council could tap from the scrolls. During the Age of Prosperity, the Council was led by Serach the Elder. His wisdom and knowledge were respected by all except one. A young and exceptionally talented mage called Malachai was not contented with merely a seat on the Council. He desired absolute control of the scrolls and of the Council. Determined to rule Sorania himself, Malachai began to subvert the Council, winning over several of the younger mages with his charisma.

The Great Rift

When Malachai thought that his powerbase was strong enough, he confronted Serach the Elder. In a horrendous magical struggle, Malachai failed to defeat the Council's remaining members but managed to make his escape with the Scrolls of Power. Seeking refuge in the Kredge Mountains, he vowed to return to claim his rightful place as ruler of Sorania. Sorania itself suffered greatly. Disease and famine swept across the land as the Council tried in vain to restore order to their magical universe. But their efforts were to be in vain. Without the Scrolls of Power, Serach the Elder and his followers no longer could control the elements necessary to maintain order.

The Heroic Age

Serach the Elder disbanded the Council and resigned his post after entrusting rule of Sorania to King Raderic, the liege of Drexart. Sighting several omens, Serach proclaimed that the time for a hero had come again. A great search was started to find the one individual possessed of great wisdom and courage to face Malachai and his evil minions. Malachai himself had not sat idle. He raised an army of demons, zombies, and ghouls using the powers he gained from the Scrolls of Power and was preparing to unleash the army upon Sorania. Just as Malachai's army was spotted leaving the Kredge Mountains, the spiritual leaders of Sorania brought forth their hero, a man known only as Dillon, who had passed all the tests required by the teachings. In a quick and quiet ceremony, Dillon was proclaimed the Hero of Sorania and given the title and powers of Paladin.

The Battle of Yadkin

Dillon gathered up the mantle of command and assembled the army of Sorania to face Malachai. The armies met on the great plains surrounding Yadkin and prepared to do battle. Dillon however, was not prepared for the treachery that was to come. Malachai had been able to use his powers to control the commander of Dillon's right flank. When the battle commenced, the army of Malachai advanced on the weakened flank and crushed the Soranian army facing it. Dillon, realizing the danger his exposed flank meant to his lines of retreat across the Deep River, order his remaining army to retreat as best they could to the town of Malchonn. Malachai was quick to follow his stunning first victory and pursued Dillon to Malchonn, where he prepared to lay siege to the walled city. The first blow had landed and Malachai seemed to be destined to rule Sorania.

Victory out of Defeat

Dillon, sensing the low morale of his army, decided not to wait for a siege of Malchonn. Gathering any supplies he could carry, and destroying any he could not, Dillon led his army out of Malchonn on the south road to Juniper. Soon a messenger arrived with news of a reinforcing army coming from Anforra commanded by King Raderic. Dillon could not allow Raderic to march into an ambush, so he sent word to Raderic to reverse his march back to Anforra and wait for word to move again. Malachai's forward scouts had learned by this time of Dillon's retreat from Malchonn and searched the area for the mass of his army. It seemed to be fate that brought these scouts in time to see not Dillon's but Raderic's army marching toward Anforra. Their news travelled quickly to Malachai, who believing this army to be Dillon's retreating army, ordered his units to force march to catch Raderic's army before it could prepare Anforra for a defense. Dillon's own scouts had been keeping contact with Malachai's forces and were surprised to see Malachai's army rushing along the north road out of Malchonn and not the south. Dillon saw in this tactical error by Malachai his opportunity. He quickly sent word to Raderic to position his army along the north bank of the Sage River and await Malachai. Dillon would march his own army through the forest north of Juniper and surprise Malachai's forces from the rear. The pieces were set for the climatic struggle between Malachai and Dillon.

The Storm at the Crossroads

The sun shown bright on the fields by the Sage River as Malachai prepared to deliver his final blow to Dillon's army. He retired to his tent to conjure the spells that would give his forces the magical edge in battle. What Malachai was not aware of though, was the arrival of Serach the Elder on the opposite bank of the Sage River. Serach set to conjuring a storm of immense power over the area. The storm demoralized Malachai's army, which being composed mostly of non-human warriors saw the storm as a sign of bad omens. Malachai, despite the storms, ordered his army forward anticipating great victory. What he got however, was a pitched battle enveloping his army on two sides. Dillon had used the cover of the storms to hide his army's approach on Malachai's rear. Dillon's army struck with a ferocity unlike any seen before. Entire units of trolls, demons and undead were destroyed to the last creature as the sudden appearance of another army to its rear removed any last shard of morale Malachai's forces had. Malachai's front line units were making first contact with Raderic's defenses when news of the rear area attack reached them. Raderic's own forces rose up to face Malachai's forces, counter-attacking Malachai's spearheads in their flanks. Without rear area reinforcements, Malachai's units began collapsing everywhere. In a brief instant, the army of evil that threatened to conquer Sorania vanished info land.

Final Victory

Malachai was slow to realize what had happened to his army, but he was as quick to seek a route of escape. He gathered up the Scrolls of Power that had brought him this far and prepared a portal to leave this dimension until he could gain enough strength to return. However, his magical strength, weakened during the battle, was not enough to bring the portal to full power for his escape. Dillon, King Raderic, and Serach confronted Malachai, still clutching the seven scrolls that for a brief instant had brought him so much power. Dillon, realizing that his task was not complete, raised his sword to deliver the final blow to Malachai. But Malachai was to have the final blow this day. With his last act of vengeance, Malachai hurled the seven scrolls into the portal. Without mental guidance, the portal scattered the scrolls across Sorania.

The Call for Salvation

Without the power of the scrolls, the future of Sorania seemed uncertain. The powers of evil began to gain control over the land. The clergy rose to new heights of power as the struggle between good and evil continually grew. Even the clergy however, realized the need for order and unity in Sorania. So it was the clergy who brought forth the hope of salvation. A search was issued for individuals who possessed the traits that would enable them to battle the evil in the land. These individuals would go into Sorania and search for the seven lost Scrolls of Power. It was in this call for salvation that the legend of the Paladin was born. And now it seems that you have received the call. You are possessed of the faculties needed to succeed in your Quest for the Lost Scrolls. Your Quest will take you to the farthest reaches of Sorania and perhaps beyond. You have received the training from the clergy and been ordained as a Paladin. Now Sorania awaits your arrival. Your challenge has just begun....

The Beginning

You awake one morning in your small hut in the village of Tembold. The sun has risen past the ninth hour. You quickly glance around, eyes darting from one item to the next, looking for something out of place. There is an air of foreboding around the room, but nothing you can put a finger on at the moment. Suddenly you leap to your feet, realizing that Gellan, the mentor who has trained you and been with you every morning for the past ten years is no where to be found. As you head toward the door, you notice a slip of paper on your beside table. Funny, that you had not seen the paper before. You open the paper and eagerly read the written note.

-----
Young One,

I know you are surprised and perhaps bewildered at my absence this morning. Alas, urgent business beckons my presence in another place. By the way, did I mention you have completed your training? That's right, now you are a full-fledged Paladin. I suppose you'll want to go right out and begin doing heroic tasks. I can only leave you with a tidbit of advice. Whenever in trouble, listen to your heart. Within your heart lies the answer that your mind may be too cloudy to see. Always carry your title of Paladin with honor. Wear it like a badge. Your title will be all you have at times, so treat it kindly.

And now, I know you're wondering just what it is that your supposed to do. I can tell you now that your training has been with an eye toward a specific task. You'll recall the stories the old men would tell around the campfire. Stories of battles between good and evil and the loss of the Seven Scrolls of Power. (If you have not read the Tale of Sorania, you might want to read it now as background reference.) Well, your quest is to find the Seven Scrolls and return them to King Raderic. With these scrolls, chaos and evil can be vanquished once more and the land can be at peace. I realize that the quest before you is great and right now you doubt your ability to accomplish the quest. Rest assured though, that your training has been complete and you have the knowledge to begin on your journey. Search your heart now, I am certain that the path you must take will make itself known to you. This is all I can give you, the rest is up to you.

My Best and Sincerest Wishes,
Gellan
-----

The note falls from your trembling hands. Your mind races with the implications of Gellan's words. How can Gellan possibly believe that you are to become the savior of your people, even the savior of life everywhere? So many questions flood your thoughts. Where do I go? Whom do I look for? Where and what are these scrolls of power? You try to shut out all the stray thoughts and bring your mind to a clear, single purpose. All your thoughts begin going back to an earlier time. You see yourself as a young boy, carefree and playful. Another visage joins you by a clear stream. You see the boyish face of your childhood friend Prince Jamellian, son of King Raderic IV. You reminisce of your fishing trips and your childhood pranks. You slowly bring your mind back to the present. An answer from your heart, just as Gellan said the answer would be there. You grab your armor and weapons and several days worth of food and set out on your journey. A journey to Anforra, the province capital and home city of Prince Jamellian. The morning shines brightly with new promise as you head for Anforra.....

Paragraph 1

You have arrived just south of the bridge that crosses the Sage River. On the other side lies the city of Anforra. Already, you can see some of the tallest structures within Anforra's massive walls. As you approach the south end of the bridge, a pitiful sight greets you. A group of ragged townsfolk stand on the south end, eyeing you cautiously. When you draw closer, a small boy breaks his mother's grip and runs to you. "Please mister, can't you help us?" You look around the group to find one who could be the leader of these peasants. An older fellow looks to be able to explain the situation. He tells you that his people left Anforra six days ago, but the bandits on the road took nearly everything they owned. They returned to Anforra for lack of a better place to go but were held up by a band of outlaws on the bridge. They took the groups last possessions as toll, and then would not let them finish crossing back into Anforra. When you ask if anyone had spoken to Prince Jamellian about the ruffians, their only reply was that the Prince was the cause of all their troubles. When you explain to them that the Prince is a kind hearted and gentle man, they tell you that he was once like that but now his ways more closely fit a demon than a saint. Doubting the group's story of the Prince, you decide to escort them across anyway. As you approach the bridge landing, raucous laughter drifts to your ears from the north.......

Play Quests: GameA1, GameA2, GameA3
After completing GameA3 read Paragraph 2

Paragraph 2

It is hard to believe that the Prince could have turned to evil, but the evidence is becoming overwhelming. The rag tag band of warrior that has joined you look to you for hope in their future. The ranger Rick tells you of the public hanging scheduled for the morning. A good friend of his, Presto the Mage is to be hanged for crimes against the people. The others begin to recount their own personal losses of friends and family. It seems that a great many of the guilty were of the mage profession. In the back of your mind something tells you that there is more to this than what lies on the surface.....

Play Quests: GameB1, GameB2, GameB3
After completing GameB3 read Paragraph 3

Paragraph 3

The rescue of Presto the Mage has taken its toll on your party. Each member is worn out, but you can see a glimmer of hope in their eyes. You've won a couple battles against the town guard and your party's morale is strengthening, but now it's time for a little rest. You have decided to base your operations in the poor section of town. The town guards are not as likely to locate you once you have blended in with the remainder of the townsfolk. After a couple days rest, you are ready to begin your quest in earnest. The cause behind Prince Jamellian's behavior lies somewhere in the city. It is time to begin to search for clues to the Prince's sudden change of personality. You go over the rumors that abound throughout the city. Two sound like good prospects to start on. The first comes from an old cleaning lady who worked at one time for the mayor of Anforra. She claims to have overheard the mayor talking about getting rid of Prince Jamellian before she was fired (for drinking too heavily). The second rumor is about a new religious sect that has taken root in Anforra. The sect meets secretly and performs rituals of an unholy nature. The word on the street is that they can control the minds and souls of anyone they desire by performing some secret ceremony.

If you wish to check out the old hag's story of the mayor,
Play Quests: GameC1, GameC2, GameC3

If you think the religious sect is behind the Prince's behavior,
Play Quests: GameD1, GameD2, GameD3

After completing GameC3 or GameD3 read Paragraph 4 or:
Go back and reread Paragraph 3 if you wish to check out the other possible explanation.

Paragraph 4

Your search for evidence has been somewhat fruitful. While concrete proof of the Prince's erratic personality has yet to be obtained, some clues have been uncovered that are beginning to tie in the events you have witnessed. Your time to digest the information you have gained is short lived. The sound of the alarm bells in the poor's meeting hall begin to chime. You hear the sound of panicked people coming from the east end of the area. You gather your party together and head out into the night.

Play Quests: GameE1, GameE2, GameE3, GameE4
After completing GameE4, read Paragraph 5

Paragraph 5

It hardly seems true. A traitor has almost succeeded in destroying everything you have worked for. The Prince's safety seems to be a distant task, perhaps too distant. Your party's morale is at a low ebb. Despite the bleak outlook, you gather your last remaining strength and begin to direct it toward concluding your task. Some person or group is bent on complete control of Anforra, and obviously will go to great lengths to protect their interests. Your pursuit of the truth behind the evil shadowing the prince and the city must pick up where you left off. However, one new factor has entered into your quest. Is Presto in league with one of the groups where suspicion lies, or is he a part of an even more diabolical scheme that has managed to cast doubt on other forces in Anforra? The solution awaits you in the darkest gloom....

If you think the religious sect is behind all you have seen:
Play Quests: GameE1, GameF2

If you think Presto is in league with forces you have not encountered:
Play Quests: GameG1, GameG2, GameG3

If you think the Mayor is involved in the treachery:
Play Quest: GameHI, GameH2, GameH3

After completing GameF2, GameG3, or GameH3 reread Paragraph 5 until you have found the person(s) behind the Prince's control then continue with Paragraph 6.

Paragraph 6

At long last, a solution comes to fruition. The plot has evolved from an evil sorcerer named Srakir. He has managed all along to point the finger of suspicion at other forces in Anforra. Tarsus explains about Srakir, how Srakir was an intelligent and peaceful man at one time. Sometime ago, Srakir left on an expedition to the east to locate specific roots and herbs he needed for an experiment in a very old branch of the magical arts. When he returned, he became reclusive, hiding in his study for days at a time. It was shortly after that the Prince began showing his erratic behavior. When Tarsus approached Srakir for help in determining the Prince's affliction, Srakir shut him out. Only a short time later, the palace guards arrested Tarsus and threw him into the dungeon. And now Srakir has retreated into his lair, where he still holds the Prince under some spell. Your party readies itself for the final confrontation with the evil wizard. With courage, skill, and a little luck, you will be able to defeat Srakir and save the Prince from his horrible curse....

Play Quests: GameI1, GameI2, GameI3

After completing GameI3, read Paragraph Aftermath

Paragraph Aftermath

As you return battered and beaten, you already sense a change in the mood over the city. The Prince is continuing to thank you and apologize for his terrible behavior. He offers you a place at his side to help in governing Anforra and later to rule Sorania as a trusted advisor. However, your quest for the Scrolls of Power must continue. This adventure is but a first in a long quest for the restoration of peace in Sorania. The Prince turns to your companions, men who have grown and learned at your side. He offers each of them a position in his palace guards as officers. Each in turn quietly refuses. Your heart leaps into your throat as you realize that this brave band of adventurers has unanimously voted to accompany you on your quest. Prince Jamellian offers you the hospitality of his palace and his undying friendship as your walk through the starry night back to the center of Anforra....

THE END??? Coming Soon from Modern Day Publishing Co. Inc. "Crisis At Sea" The second campaign in the Scrolls of Power Quests series.

Paragraph Burnt Letter

You have discovered the remnants of a letter with a date going back almost a month. Most of the letter is unreadable, but the little you can read speaks of a kidnapping to take place at the palace. After that the writing is scorched until you read a part that says something about controlling the palace guard. A portion of a name follows: Sra, then the rest of the letter crumbles into ashes, destroying what possibly could have been tangible evidence in your quest.

Paragraph Confession

This scroll is a letter handwritten and signed by the mayor of Anforra, Mayor Smaldon. The letter is a confession by the mayor and one of his trusted advisors that states he was involved in a plot to overthrow Prince Jamellian and seize control of Anforra. The plan was to kidnap Prince Jamellian and replace him with a double. This double was to act on the orders of Mayor Smaldon and help restore order in Anforra. The plot fits the storyline that you have pieced together from the clues you gathered, but a small piece of information in the letter catches your eye. The dates the mayor had set for the kidnapping were after the Prince started acting improperly. In fact, the wording of the confession indicates the plot was never carried through. Curious for more information you question the mayor in the next room. After talking with him at length, you discover that the mayor was indeed involved in the plot to kidnap the Prince. However, the plot was to replace the Prince after he started arresting the various townspeople and declaring martial law. The mayor and several advisors were appalled, as you were, that the Prince would order such outrageous measures against Anforra. They decided that the Prince should be temporarily replaced until changes for the better could be brought about and the affliction the Prince was under could be remedied. The plan was going well until a traitor in the advisors reported everything to the Prince. The Prince sent the police to arrest the group and force this confession out of the mayor. If the mayor's story is true, the Prince is under the influence of another group. It seems that your quest is not yet complete.....

Paragraph Final Victory

With the defeat and capture of Srakir, the town of Anforra is once again in safe hands. One of the Scrolls of Power, the Spell of Mind Control lies at your feet. As soon as you retrieve it, the Prince regains his senses and stares around in wonder. He finds your story of how Srakir found the spell and used it to gain control of the Prince a bit hard to swallow, but the evidence is all here in Srakir's Lair. It seems Srakir found out that Anforra was built over top of a large silver mine. Before he could get the silver out though, he would have to control the one person who could discover his underworld mining operation. The answer to his problem came when during the expedition he took several months ago, he found the scroll of mind control. It took a while to decipher the ancient script and a little while longer for the power of the scroll to take effect. When the Prince was completely under the spell, Srakir began to mine the silver in earnest. He started by arresting random townsfolk to be used in the mine as slave labor. When several officials and mages began to suspect something wrong, he used the Prince's power to incarcerate anyone who threatened him. Then you came along and disrupted his plans for good. With this Scroll of Power in your possession, a small part of your quest is completed. Your party gathers up its equipment and treasure and leads the freed slaves into the evening twilight of Anforra.

Paragraph Hag's Tale

You have come to the aid of Maggie, a particularly unattractive woman of advanced years. She smells of cheap wine and poor living. After you graciously accept a chair, she belches once and begins her tale. It seems that she was in the employ of the mayor of Anforra. Her daily chores as a cleaning woman allowed her to move about the house virtually unnoticed. One evening, she stayed late to finish waxing the floors. Another man, who she cannot identify, visited the mayor on that night. Their discussion became somewhat heated and she overheard more than once that as soon as the prince was out of the way, the mayor would be able to gain control of Anforra in the ensuing chaos. The other man would not agree to the plans they went over and stormed out of the house. Shortly after that she was fired supposedly for drinking on the job. An interesting story you think to yourself, but hardly connects anything to the Prince's strange behavior. Just before you leave she mentions a secret path to the mayor's house. Take the street leading east and find the entrance to the sewers. The entire town was built on an extensive sewer system. The mayor's house has a secret entrance to his basement located over top of a sewer junction. But beware, horrible creatures are reported to be lurking below....

Paragraph Letter

This is a letter written to Prince Jamellian from his father, King Raderic IV. In the letter, the King asks for an explanation as to why the Prince has not answered his previous messages. It goes on to wonder about the terrible stories that are now filling the mouths of all the citizens of Sorania. The King goes on to ask the Prince about allegations of political imprisonments, tortures and even killings. The letter was being hand delivered by the courier you have just rescued. He tells you that things of an evil nature are going on in Anforra and that he is going to go back to King Raderic with this latest news about the Prince. He thanks you many times, bids you good luck, and disappears into the night.

Paragraph Magic Spell

You have entered a room where a glass case contains a magic scroll. Holding your sword high, you bring it down on the glass, shattering the glass into a million pieces. When the glass breaks, a brief fireworks display bursts forth from the case and forces your party to back away from the case. Then you watch the scroll contained inside burst into flames and disappear m a matter of seconds. As you search through the charred remains in the room, you hear Tarsus the Wizard stir. He sits up quickly and checks himself as if he had been in an accident. Upon seeing your party, he moves to the room where the scroll was held in the case. He then explains that the scroll you destroyed held him prisoner in the dungeon, unable to work his powerful magic to set himself free. But there is not much time before the other guards will be alerted to your presence. Escape now and listen to the wizard's amazing story later.....

Paragraph Rites

After breaking up the satanic ritual and saving the human sacrifice, you notice an old manuscript laying near the altar. As you read the words on the page, your heart sinks when you realize that the ritual being performed was meant to enslave the soul of the Prince. This means that the Prince must be under someone else's direction and the religious sect was attempting to control his spirit on this night. It appears that one of the other conclusions must be investigated to learn the truth of the Prince's strange behavior.

Paragraph Vows to Rashna

A complete search of this secret altar room reveal a leather bound document. When you open the document, you feel a cold rush of air blow past you. The words within are in an almost unreadable script, written in what appears to be blood. The descriptions are of a satanic nature, speaking of human sacrifice and offering of blood and other excrements. It would seem the honorable tax collector was into a great deal more than just money grubbing. The book should make good evidence to deal with this evil scourge. Perhaps the rumors of the religious sect's ability to dominate the will of others has some shred of truth.... 

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Tips for playing "The Secrets of Anforra" from Legends newsletter

The Story of Sorania

Welcome weary traveller! Set yourself down and enjoy a tankard of stout ale. Listen as I spin a yarn of mighty warriors and evil magic. By the way, my name is Angus McGibbets, hero of a thousand battles, retired now and proprietor of this magnificent inn. Sorania began long ago with the birth of magic. However, the good magic that ruled Sorania had to balance with evil magic. When the two magics became out of balance, chaos would fall upon the face of Sorania. Such a time of imbalance occurred in Sorania ages ago when the good magic, embodied in the Seven Scrolls of Power, was lost, scattered to the farthest reaches of Sorania and beyond. A hero was called out to rescue the scrolls and so began the heroic journey of the Great Paladin. The search for each scroll was a dangerous journey. The power of evil lurked in every shadow. Great beasts and magical creatures, not seen in Sorania for many eons, roamed the countryside again. They preyed upon the hapless wanderer and boldly raided small villages. Only with the return of the Seven Scrolls was Sorania made safe for humankind once again.

I see your mug of ale is almost empty! Let me draw another mug and while you partake of the delicious brew, I will tell you in detail of the Great Paladin's first adventure, "The Secrets of Anforra". The Great Paladin began his adventure in the small village of Tembold, near the northern coast of Sorania. After learning that a long time friend was in trouble, he quickly journeyed to the city of Anforra to the east. His first action began as he came to the great bridge across the Sage River leading to the massive gates of Anforra...

GameA1

This first quest pits your paladin alone against a group of fighters and trolls guarding the bridge. You must pick up the prisoner on the south side of the bridge and deliver him safely to the city on the north side. On the way, you will find a scroll that must be picked up also. You are given several items to aid you in your quest. Do not hesitate to use them or save them for later. The guards on the bridge are set with very low attributes so don't be afraid to move ahead and attack. Once inside the city gates speak to all the people standing inside by moving onto them. This quest I rate as very easy. It is designed to be a training quest to help build your paladin's stats up.

GameA2

The second quest has you and a fighter moving into the shops area of Anforra. After picking up the items around the entry square, move toward the right to enter the building on the right side of the map. You must recover all prisoners and scrolls you find. The items to be recovered are located in two separate buildings. In this quest, the best tactic to use is to hide behind the sphere of deflection after dropping it in the narrow alleys between the buildings. Move slowly at first, discovering and eliminating the guards one at a time. Use the wand of detection when you can but be alert of the time you use. You only have 30 minutes to complete the quest. The people you talk to will give you hints to the location of prisoners and scrolls as well as the location of the exit square. Rescuing the ambassador from the hotel will take some patience. Don't rush into the room and leave yourself short of movement points to leave the room after attacking the occupants. The wizard can be very dangerous, so protect yourself from him and defeat him as soon as possible.

GameA3

The third quest picks up the thief you rescued in GameA2. You must take your party and locate the other members who will join you and return to the poor section. The first step of this lengthy quest is to go into the two shops you pass when you enter the quest. There you will find objects for your group. A word of warning, not all of the objects are needed to finish the quest and don't overburden your group so they can't move fast enough. After loading up, head toward the bars to the north to find the first prisoner. Town guards are everywhere around so be careful about your advance. When you get to the bar, place a sphere of deflection in the doorway and slowly eliminate the guards in the bar. The barroom is designed to eat away movement points so be watchful of how many actions you take. After the bar you must head south to the police station where the other prisoner is being held. The station looks very dangerous and well guarded but with a little foresight the guards can be defeated in time. The key here is to take the station one floor at a time and wait for the guards to come to you instead of blindly rushing into an ambush. If you have any orbs of Ore left, a few well placed orbs will help you out a great deal. After getting the prisoner out, head for the area that

[original text ends here]

