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Tulac
24-08-2007, 10:52 AM
Feel free to comment and discuss this game here. Also, if you have any useful tips or tricks don't hesitate to share them with the others! Thanks!

Review and Download (if available) (http://www.abandonia.com/en/games/1054)

Fantasy Freak
24-08-2007, 06:13 PM
I asked for this game ages ago it was called 'Legend' by Mindscape in the UK. You said it didn't exist and now it appears hooray for abondonia, hooray. I have the sequel so I hope I can port my characters!

Luchsen
24-08-2007, 06:17 PM
<div class='quotetop'>QUOTE(Fantasy Freak @ Aug 24 2007, 08:13 PM) 306522</div>
I asked for this game ages ago it was called 'Legend' by Mindscape in the UK. You said it didn't exist and now it appears hooray for abondonia, hooray. I have the sequel so I hope I can port my characters!
[/b]

Request Thread (http://www.abandonia.com/forum/index.php?showtopic=11486&hl=trazere) ^_^

chumloofah
25-08-2007, 01:28 PM
I'm still struggling to find ways to control my guys during combat.
Too often I find my wizard getting sliced to ribbons while berserker goes chasing a kobold round in circles.
He's the only one that can actually kill things, so this should be frustrating.
It's not.
It's fun.
Your job is not to kill the baddies, it's to find ways to keep your guys alive while they kill the baddies in the most retarded way possible.
A lot of curses are going to pass my lips, but I will finish this game. :ok:

Sebatianos
25-08-2007, 02:47 PM
One of the strategies that seem to work fine for me (usually) was to run from the room where I encountered monsters to a room that was clear and fight them there (once they enter).

However this is not possible in open combat on the map, so try and get the rest of the guys as protected with magic ASAP (spells that surround them and protect them). OK, the thief can obviously hide from the attackers (which is very effective) so worry about the bard (let him sing at all time durring combat - it really helps) and of the magitian.

Another thing to take care off is to make sure your guys are not in the line of fire, or else you'll attack them while the magician is casting spells on the baddies.

You're right, their inteligence could be somewhat better.

You can control them individually though during combat, but it's a bit time consuming.

chumloofah
25-08-2007, 10:07 PM
My strategy atm consists of having my mage spam heal himself while the barbarian kills everything in sight :ok:

Blood-Pigggy
25-08-2007, 10:09 PM
Pretty much have to play this full screen, the font is *dirty word* impossible to read.

Sebatianos
25-08-2007, 11:11 PM
Err... maybe that's because at the time no one ever thought these games would be played on windowed emulators, but will still be in full screen on DOS?

Blood-Pigggy
25-08-2007, 11:27 PM
Well I'd assume with the change in resolution it would maintain a least a little visibility, as is with most games, but that's not the case.

Sebatianos
26-08-2007, 08:47 AM
Ah, the Horseman was explaining this for another game but still...

http://www.abandonia.com/forum/index.php?s...st&p=301420 (http://www.abandonia.com/forum/index.php?s=&showtopic=15444&view=findpost&p=301420)

lcy459
26-08-2007, 06:54 PM
This was the first RPG I ever played and brings back many nolstalgic memories. The best part, and I think subsequent RPGs never really reproduced it, is the inventive magic system. I remember spending a good amount time designing deadly spells that would kill entire armies. Yes, I found it very satisfying indeed to see these work.
Here, you actually get to design spells from basic building blocks which is a lot more innovative than the Elderscrolls system.

Borodin
26-08-2007, 08:39 PM
I've still got my original copy of this. Fun game, except that the final boss is so waaay out of line with everything else you fight that winning is more a matter of luck than skill, and that just wrecked the enjoyment of it, for me. Until then, it's great.

By the way: do *not* return to the guy who gives you the quest for the mage's staff, after you acquire it. The reward isn't worth 1/10th the value of the staff itself, given the power boost it gives to your own mage.

Also, max out your party's spell ingredients towards the end. You'll need it.

chumloofah
27-08-2007, 11:39 AM
Bah. :ranting:
I can not find a 5th ornate key to unlock the way out the first dungeon.
It could be something to do with the puzzle room in which I can only figure out how to make the wall shoot a missile and not do anything.
Anyone got the skinny on this pickle?

Zaru
29-08-2007, 09:55 PM
<div class='quotetop'>QUOTE(chumloofah @ Aug 27 2007, 12:39 PM) 307037</div>
Bah. :angry:
I can not find a 5th ornate key to unlock the way out the first dungeon.
It could be something to do with the puzzle room in which I can only figure out how to make the wall shoot a missile and not do anything.
Anyone got the skinny on this pickle?
[/b]
http://img260.imageshack.us/img260/8451/crystalskf8.png

Open the portcullis to lever A with the Azure key (it can be found in the cauldron to the west of the entrance). Pushing lever A will unblock firing mechanism of lever B. Walk to lever B and push it. The fireball will strike southern rune and deactivate the spikes near lever C.
Go to lever C and push it to activate rotation mode of lever B. Push lever B to rotate the NW pillar. The next step is to deactivate rotation mode of lever B. That can be done by pushing lever A again (it sets lever B to firing mode).
Push lever B and then push the button after fireball lowers the spikes.

---
Think of it this way:
- Lever B is in null starting position. Neither rotates the NW pillar, neither fires a missile. Modes are to be switched by levers A and C.
- Lever A activates firing mode of lever B.
- Lever C activates rotation mode of lever B.
---
The button you pushed disabled the spikes in the room with two fountains, three spikes and closed door that didn't want to budge.


PS. I just made it to basement level 2 and now I know that you were talking about a different riddle. I'm on trail of those ornate keys.

EDIT (After some struggle with the game): Now, concerning our problem with Ornate keys on floor 2 (yup, I'm stuck there too right now). There is a Teleport rune available at The Ancients (A cave NE from the city with the first dungeons). I guess that would help to move a party member to the other side of the stream so he can pull that lever. I think that this lever removes the floor rune that blocks wall-missile from hitting the last rune. But... the teleport rune costs 4000 gold pieces so I cannot afford it right now, and therefore cannot validate my idea.

chumloofah
30-08-2007, 08:49 AM
Thanks for the effort, Zaru :D

Zaru
30-08-2007, 11:52 AM
As for the battle tactics, what I found efficient is to have your berserker selected as a leader enter every chamber as a first character and run fast to the opposite room's entrance where vile creatures may be expected to come from. If the chamber we're entering is a room with many entrances or it's a corridor with crossroads, quickly move your berserker to the middle of it.
If monsters start to pour into your party location, quickly enter berserker's rage and rally. Then switch to assassin and turn on hide in shadows. The last thing you do is disable runecaster's combat mode to prevent him from getting close to monsters. The faster you do that, the better outcome you may expect.
When an enemy gets into melee with your magic user, quickly destroy him with missile-damage (usually it's only a single enemy). When you encounter beholders (level 2 basement of the first city) make sure you kill as many minor enemies with missile-damage as possible. That will allow other party members to concentrate their attack on beholders thus eliminating them quickly from combat.

EDIT. I have managed to accumulate 4000 coins and bought the teleport rune. But apparently you cannot teleport into areas that are separated by water/walls and to which you do not have a direct access. So the idea of teleporting a party member to push that lever simply proved wrong. Maybe it is possible to create some kind of telekinesis spell? I don't know.

EDIT: When your characters reach level 2 of experience (berserker - level 3) I would greatly recommend to go outdoors to skirmish some enemy armies (only those under hawk banners). If you win such battle, you can scavenge some really fine equipment and a fine amount of cash. Till now I found a mithril: dagger, blade and helmet and three moon wands (I don't know what they do, though).

Well back to the riddle...
Shooting the rune with missile-damage reveals a floor tile with a skull on one of water tiles that I didn't notice until now. What is the purpose of this, I know not. I tried killing one of my characters on this tile and re-shooting the rune, I tried shooting the rune while one of my party members was standing on this tile (no effect). I tried dropping various items and using various magic on the tile. Nothing seems to work. Perhaps there is some kind of rune that is pictured by the sign of skull but, if it exists, it would probably cost more than 4000 (more than my party can afford right now).
Also, I have a silver key in my inventory and didn't find a door for it.

LIST OF MAGIC ITEMS (to save you all those trips to the Ancients):

Golden Helm: Forward-Damage
The Golden Helm item is quite a useful one. Although wearable only by berserker and troubadour and does not give any AC protection, it allows to damage enemies in front of the character (after it's used). It has ca. 30 charges.

Wands:
I guess all wands have around 21 magic charges. Wands can be used by runecaster only.
- Amber wand - Missile-Damage-Damage, launches firebolt with double damage.
- Moon wand - Surround-Thrall, makes surrounding monsters obedient.

Rings:
- Amber - Antimage
- Serpent - Heal
- Cloud - Teleport
- Sun - Regeneration

Potions:
- Serpent - Heal
- Golden - Regeneration
- Dragon - Regeneration-Speed-Antimagic
- Bronze - Speed
- Cloud - Teleport

(still updating)

EDIT: Corrected the issue with the amber wand.

chumloofah
30-08-2007, 06:31 PM
Hang on, then.
You mention you went and got the teleport rune.
Did you get the *spoiler spoiler spoiler* at the end of the dungeon.
You need to used 4 ornate keys to get it, and I could only find 4 ornate keys on the floor (that dang puzzle being the only unpassed area).
You need another ornate key to open the way back.
It's gotten to the stage I'm thinking I might have missed something earlier and now I'm screwed...
The game wouldn't do that, would it? :tai:

Zaru
30-08-2007, 07:46 PM
<div class='quotetop'>QUOTE(chumloofah @ Aug 30 2007, 07:31 PM) 307847</div>
Hang on, then.
You mention you went and got the teleport rune.
Did you get the *spoiler spoiler spoiler* at the end of the dungeon.
You need to used 4 ornate keys to get it, and I could only find 4 ornate keys on the floor (that dang puzzle being the only unpassed area).
You need another ornate key to open the way back.
It's gotten to the stage I'm thinking I might have missed something earlier and now I'm screwed...
The game wouldn't do that, would it? :tai:
[/b]
Hold on a second. So you found the 4th ornate key to unlock the fourth portcullis in the buttons room? I've got only three and one silver.
<strike>Could you please PM me your map of level 2 of basement? I think I've missed a door but I just can't find it.</strike>

EDIT: Aaah! I managed to solve the riddle and get the fourth ornate key to open the portcullis in the button room. I won't give a direct solution because I don't want to spoil the fun. I'll give a hint instead.
Hint: Do you have any amber wand? Maybe it's time to use it?

chumloofah
01-09-2007, 12:24 PM
Eureka!
On the cryptic advice of Zaru I found myself completely without wands on any kind. :wallbash:
However, I did have an amber potion which didn't work.
So, out of the dungeon and scaling the cliffs to reach the cave of the ancient i asked him, "Hella potion's that?"
And he said it had the anti-mage symbol on it.
Back to the dungeon, freshly kitted out with the anti-mage rune and spell components.
I blasted the runes with anti-magic missiles... Nothing.
I tried missiles with damage and anti-magic... That dispelled the original tile and needed a regular missile to bring it back.
After all that my frustration gave me the solution...
I wanged that rune with a double damage spell. that's missile-dmg-dmg and ought to get anybody who didn't suss it out rolling[/b]

Fantasy Freak
01-09-2007, 12:56 PM
Hi Guys, just out of interest this game is actually a sequel to another ace game called Bloodwych (a 2 player first person RPG). Another classic, I managed to track it down but can't find the mission pack. :-(

Also not sure if you guys can get Worlds of Legend on here (the sequel).

When I played Legend on my Atari ST I got as far as the last dungeon, but never got around to finishing it!

Zaru
01-09-2007, 12:58 PM
Eureka!
On the cryptic advice of Zaru I found myself completely without wands on any kind. :wall:
However, I did have an amber potion which didn't work.
So, out of the dungeon and scaling the cliffs to reach the cave of the ancient i asked him, "Hella potion's that?"
And he said it had the anti-mage symbol on it.
Back to the dungeon, freshly kitted out with the anti-mage rune and spell components.
I blasted the runes with anti-magic missiles... Nothing.
I tried missiles with damage and anti-magic... That dispelled the original tile and needed a regular missile to bring it back.
After all that my frustration gave me the solution...
I wanged that rune with a double damage spell. that's missile-dmg-dmg and ought to get anybody who didn't suss it out rolling

Well, I just realized that I made a mistake in Amber Wand's description by stating that it invokes missile-damage and not missile-damage-damage. That's why my hint became cryptic... Sorry for that.
I solved the riddle because I was to lazy to mix the missile-damage spell and just clicked the amber wand which I had readied. At first I thought that it worked because the floor tile it stroke had also amber color... Now I know that it's because this wand does double damage (Well, I didn't inspect this wand at the Ancients... My bad).
Hello, Fantasy Freak.
Well I just made some small research and I found a manual for Bloodwych from which we find out that it takes place in... Trazere!

THE LEGEND OF THE BLOODWYCH....

It has long been the custom among the people of Trazere to tell the
most ancient of legends; that of the Bloodwych, secret order of phychic
mages. It is said that many eons ago The Bloodwych ruled over the
ancient and powerful city of Treihadwyl. There they secretly presided
over the affairs of the land of Trazere, meting out punishment and
reward to its citizens, and communing with the elements on their
behalf. For many centuries the people of Trazere lived in respectful
awe of the Bloodwych, but while they ruled the land was safe. Safe,
that is, until one black morn long before your grandfather's great
grandfather was conceived.

For there was among the Bloowych one Zendick, second in power and
mystic arts to the Grand Dragon alone. But for all his power and
wisdom, Zendick was a creature driven by greed and ambition. He was
no longer satisfied with living in the shadow of the master mage, so he
rejected the ways of the Bloodwych and courted black and evil arts.
After many years devious plotting Zendick was finally ready to deal the
blow he had long dreamt of, and that very day he called the powers of
darkness to him and destroyed the Grand Dungeon, leader of the
Bloodwych.

His Bloodwych brothers were unprepared for this onslaught, and thus
were unable to resist Zendick before he banished them forever to the
astral plane. It is said that Zendick's evil laughter could be heard
resounding across the whole land on that morn. All day and all night
was his laughter heard, and on the following day the skies darkened,
and rained blood, and the land opened up and many good citizens of
Trazere were heard of no more.

It is then told how in the many moons that followed Zendick called to
Treihadwyl many creatures of the night, and the goodly folk of the land
dared not walk forth after sunset. And slowly the city of mages was
transformed. There appeared above its ramparts forbidding towers and
within them lay great crystals of storing, slowly sucking energy and
life from the land. With this energy Zendick intended to summon a lord
of entropy, incarnation of pure chaos, who would dissolve the fabric of
the universe into the elements from which it was forged. Then, Zendick
alone would be free torecreate the world in his own image. He was, of
course, quite mad. Chaos would leave nothing but the crystals from
which it was born.

With each passing year the land about Treidhadwyl became bleaker and
colder. The city itself seemed to radiate evil, infecting all who
strayed within its influence. Trazere and its people became but a
shadow of all they had been before,and the birth of each child, and the
harvesting of the crops became times for weeping, not rejoicing. Once
a great mob, armed with little more than their wits, marched on the
city, determined to end the blight that had ruined their lives. Only
one man returned, half-starved, his flesh scorched and bare. He barely
had time to utter the horrors he had seen before his final breath
shuddered through his body and his soul mercifully joined those of his
fallen comrades.

Now, as I write this infernal record, there seems little more to live
for. Disease and despair pervade the land, and the lust for life our
forefathers had, will never be enjoyed by their children. All that
remains is to pray. Pray that someday The Bloodwych will return and
avenge us.

Helveth Sharpquill, Scribe.
Written by his own hand this 13th day of Seth, in the
four thousand and eightyfirst year of the dark.


....somewhere, deep in the realm of souls, a mind was reaching out,
calling its compainions toward it. Unseen like the wind, the spirits of
many came together. Formless though they were, each mind linked,
sharing its thoughts with others. No word was uttered, no sound made,
but within the astral void a thought took shape.

"Bloodwych are we, immortal mages,seekers of light. We must not be
defeated brothers. The black art of Zendick has arrived for too long.
He must be destroyed, and the right time is now. Zendick's influence is
grown too strong. The Lord of Entropy is gathering his power, and will
soon begin his plague of destruction. If we do not banish him to the
realm of chaos then all will be lost...."

"Saldar and Vestryl, you are charged with the most important task any
of the Bloodwych have ever undertaken. You must find the last sixteen
champions of Trazere, and link your minds with the worthiest two.
Then, if the universe is to be saved, you must lead them into the heart
of Treihadwyl, and once there, find and destroy the crystals of
storing. Go now, and may the spirit of the Bloodwych be with you...."

Murlock Darkheart awoke to find himself in the gloom of a cold stone
passageway. He groaned as he sat up, his eyes misting over with pain.
Immediately he remembered the previous night. Strange that so many fine
adventures should have arrived at the same lonely tavern in one
evening. That, he promised himself,would be the very last time that a
drop of mead passed his lips. How was it possible taht a powerful and
dignified mage like himself could have ended up carousing with common
fighters. He would never again be able to look his fellow spell-casters
in the eye.

Right now though his main concern was getting out of the filthy hole
he had wandered into his drunken stupor. As he walked on Murlocks heart
began to sink. The corridors seemed to go on for ever, winding about
each other like an enormous maze. He was beginning to wonder if he was
destined to become rat fodder in this godless place, when he thought he
caught a glimpse of something moving ahead of him. And surely enough,
as he rounded a corner he saw a figure heading off into the darkness.
If his eyes did not mistake him, it was one of the adventures he had
encountered in the tavern the night before.

Darkheart was about to give chase when a sudden nausea came over him
and he fell to the ground retching. His head seemed about to explode,
and he became confused by strange visions of things unknown to him.
But his pain was not long-lived. The sickness soon subsided and was
replaced by a comforting presence. As he recovered, Darkheart realised
that something very strange had happened to him, but he was not afraid
....the Bloodwych were with him.

But both - the developer and the publisher are different than those who made Four Crystals of Trazere :woot:

Zaru
03-09-2007, 12:21 AM
Ok, I'm totally stuck in Fagranc, level 1. Four keys are needed (Bronze, Golden, Diamond and Ruby I think). One to open door in the teleport room with a chest, and three to open three doors to the South. I just can't find them. They're not there and I searched the level throughly.

I tried visiting (in hope of finding those blasted keys) the Shrine that appears once a week (which is mentioned in one of wall notes) but I was unable to answer the questions.

chumloofah
03-09-2007, 12:12 PM
Only just started the dungeon, but found one or two of the keys.

Have you checked the racks?

Zaru
03-09-2007, 05:51 PM
Only just started the dungeon, but found one or two of the keys.
...which you will use in near future to open two doors. But after that, you'll find yourself unable to open the 3 doors behind one of the locked ones (to which you probably have the key now).[/quote]
here are two keys that I found. One opens the door to the south. Behind the door there are three locked doors. The other key opens the door somewhere not far SW from the Fagranc entrance. Behind them a key can be found. Possibly, there was also a third key that I used to open some other door but I can't remember it right now. All I know is, that you'll end up unable to open three doors in a southern room and one door in the teleport room.


Have you checked the racks?

I even even checked rocks, fireplaces and... water. O.o

Borodin
03-09-2007, 11:46 PM
The teleport rune is used to create a portal. If I recall correctly, when you cast it a second time, on a monster or one of your party, it reappears in the portal.

Zaru
04-09-2007, 04:29 PM
The teleport rune is used to create a portal. If I recall correctly, when you cast it a second time, on a monster or one of your party, it reappears in the portal.

There are no floor runes to be found in Fagranc floor 1 or I just cannot find them. I swept all reachable rooms and found nothing.

The room below is the one I call "The teleporter room".

http://img57.imageshack.us/img57/1940/image00001tg0.jpg

Legend:
- Red signs are the teleporters. They will teleport any party member to the location where berserker stands at the moment of taking the screenshot.
- Blue and green pressure plates create floor tiles marked accordingly.

I'm quite sure that one of required keys lies at the bottom of the metal chest, but It's impossible to open the chest because a teleport blocks the access. I cannot find a way to disable that teleport. I thought about using anti-magic but this teleport still affects you. I even tried with very powerful triple anti-magic spells. Casting teleport spell doesn't work either.

This one's much tougher than the first one.

Borodin
06-09-2007, 01:40 AM
There are no floor runes to be found in Fagranc floor 1 or I just cannot find them. I swept all reachable rooms and found nothing.

I wasn't referring to your problem, but to the use of teleportal runes, along with missile runes, to create portals and move avatars. As I recall-and this is a distant recollection--the teleportal rune was rarely used in puzzles. For the most part, I used it to move monsters surrounding my mage, before he acquired the runes and ingredients to kill just about anything that could be thrown at him.

T42
08-09-2007, 12:56 PM
Hi, I've been playing this game on and off for years now. Sometimes keys just don't apear to be where they're suposed to be (ie where they were last time) - strange? Anyone else experienced that?

The teleport room in fagranc (above) can be tricky but there's a crude way to get to the chest if I remember - do you want the solution?

Zaru
08-09-2007, 04:29 PM
Hi, I've been playing this game on and off for years now. Sometimes keys just don't apear to be where they're suposed to be (ie where they were last time) - strange? Anyone else experienced that?

The teleport room in fagranc (above) can be tricky but there's a crude way to get to the chest if I remember - do you want the solution?

Hey, thanks for replying.
I would greatly appreciate any hint on that blasted riddle. It makes me go crazy! :hairpull:

T42
08-09-2007, 07:49 PM
Sure - get some bad guys to follow you into the room and paralyze them so they're stuck on the squares you get teleported back to, a bit tricky but it can be done. This means you can safely walk across all the other squares in the room. This litle trick can be useful later on to if members of the team die at inconvenient times!

The bit with the disappearing keys is after fagranc I think - in the sewers, It'd be be interesting to see what hapens when you get there...

Addictive though isn't it?

Zaru
08-09-2007, 09:13 PM
Sure - get some bad guys to follow you into the room and paralyze them so they're stuck on the squares you get teleported back to, a bit tricky but it can be done. This means you can safely walk across all the other squares in the room. This litle trick can be useful later on to if members of the team die at inconvenient times!

The bit with the disappearing keys is after fagranc I think - in the sewers, It'd be be interesting to see what hapens when you get there...

Addictive though isn't it?

Will paralyzing foes that stand on this tile to which you get teleported work? I mean, I tried blocking this tile with one of my characters and it did not work. Other characters still got teleported to a tile that is both - closest to the blocked destination tile and is free. I don't know if there's any limit on those tiles. Even if I block three tiles (destination tile and both adjoining ones), character that enters a teleporter in front of the chest still gets teleported. So I assume the same thing would happen when those tiles are blocked by monsters.
Or, perhaps there's a certain number of tiles to be blocked to make the chest teleport disabled. But that would be really tricky to gather so many monsters on them.
Anyways, I'll try your advice. Thanks. :ok: (Don't have the paralyze rune yet, though...)

bah
09-09-2007, 07:09 AM
wow, i can't believe there's an active discussion going on about this game! Just after i started playing it again after what? ten years!? haha I really forgot how great this game is, i was too young to really get into it when i first played it.

Anyway, the paralyze trick does work. I had three characters surrounding the first tile infront of the door, and the single enemy on that tile. If that doesn't work, can you teleport?

I found someone's walkthrough on a major google adventure a few days ago but it's really not that detailed. I could post it if anyone here is interested.

Right now i'm stuck on level 2 Fagranc, got past the silver key door but cant find any more keys to get furthur. Im fairly sure i have to turn off the moving spikes in the 'ward room' to get to the chest but i have no idea how. Any help?

Also, on my google adventure for information on the game, i also came across a hex editing tutorial specificially for the saved games. Havent used it yet but if i cant find this freaking topaz key i'm going to make it appear myself! :)

T42
09-09-2007, 07:31 AM
It does work - there are 4 squares you can be ported back too so you only need one monster. I think there's a helm/wand that does paralyze, can't remember which one, but useful if you don't have the rune.

I'd be really interested in a walkthrough - I've got to the last room three times now only to find I've run out of enough magical ingredients :wallbash: , though from what I read it's more a matter of luck at that stage.

chumloofah
09-09-2007, 07:09 PM
I enjoyed some of the things about this game for a while, but some of the puzzles are awkward and totally dependent on either ludicrous amounts of preparation or luck.
This is more than a bit off-putting, and it would be hella better if the game developers had put in a few drops near puzzles that could be used as part of the solution.
And before anyone argues and says they found such and such wand and all that, that's random.
It doesn't count <_<

Guest_Tom_*
12-09-2007, 09:09 PM
]
wow, i can't believe there's an active discussion going on about this game! Just after i started playing it again after what? ten years!? haha I really forgot how great this game is, i was too young to really get into it when i first played it.

Anyway, the paralyze trick does work. I had three characters surrounding the first tile infront of the door, and the single enemy on that tile. If that doesn't work, can you teleport?

I found someone's walkthrough on a major google adventure a few days ago but it's really not that detailed. I could post it if anyone here is interested.

Right now i'm stuck on level 2 Fagranc, got past the silver key door but cant find any more keys to get furthur. Im fairly sure i have to turn off the moving spikes in the 'ward room' to get to the chest but i have no idea how. Any help?

Also, on my google adventure for information on the game, i also came across a hex editing tutorial specificially for the saved games. Havent used it yet but if i cant find this freaking topaz key i'm going to make it appear myself! :)
[/b]

Yea, any walkthrough would be good. This is quite a hard game, but oh so good!

So9
13-09-2007, 11:17 AM
hi,

underdogs (http://www.the-underdogs.info/game.php?id=620) has a solution (http://www.the-underdogs.info/games/l/legend/files/legend-sol.txt) / quickreference (http://www.the-underdogs.info/games/l/legend/files/legend-ref.txt)

Guest
02-10-2007, 08:47 PM
I was curious as to why when I downloaded this game it was all red and green and like it was on fire, but the scfreenshots here are lovely, can I fix this crazy color issue?

Borodin
03-10-2007, 04:54 AM
If only the final battle wasn't so ludicrously difficult! I think the developers erred in going that far. A slight increase beyond what you'd faced before, perhaps with a few secondary creatures with unusual abilities, might have been nice. But after losing to the final boss's beyond-reach attributes 8 times, I quit. Too bad, too: quite original in other respects, and well made.

The Fifth Horseman
03-10-2007, 02:21 PM
I was curious as to why when I downloaded this game it was all red and green and like it was on fire, but the scfreenshots here are lovely, can I fix this crazy color issue?

Since you said nothing about the computer you're running it on or even what operating system are you using, my best guess is you did the typical mistake of trying to run the game in Windows. Try running it in DOSBox. (http://www.abandonia.com/forum/index.php?showtopic=14913)

T42
08-10-2007, 07:24 AM
I was curious as to why when I downloaded this game it was all red and green and like it was on fire, but the scfreenshots here are lovely, can I fix this crazy color issue?


Sounds like you've used the wrong file to open the game (possibly you used legpic.exe or leggo.exe?) - I can't remeber which one but one of them opens it up in the mad colours. You need to use the 'legend.bat' file to open it with.

Driderman
16-12-2007, 02:05 PM
Is there by any chance a guide to what the different items do in the game?
I know 'Cloud' items give you teleport, while 'Serpent' items are healing, and I read about the potions as well somewhere, maybe in this thread.
But I just acquired myself a Battlehorn and I have no idea what it does. My Troubadour is currently using a Lyre which grants him a +2 to constitution, but I would figure that Battlehorn is better although no stat changes occur when I equip it...

Borodin
02-01-2008, 02:02 PM
Is there by any chance a guide to what the different items do in the game?
I know 'Cloud' items give you teleport, while 'Serpent' items are healing, and I read about the potions as well somewhere, maybe in this thread.
But I just acquired myself a Battlehorn and I have no idea what it does. My Troubadour is currently using a Lyre which grants him a +2 to constitution, but I would figure that Battlehorn is better although no stat changes occur when I equip it...

None that I've ever seen, and I've still got the original game contents (though I discarded the cardboard box years ago). I did write out a few item effects, however, which I found with my old manual, just now:

Gold Helm: Forward/Missile
Chaos Helm: Forward/Live
Dragon Potion: Regenerate/Speed/Antimage
Serpent Helm: Heal/Surround/Heal (nice one!)
Cloud Wand: Teleport
Frost Helm: Surround/Paralyze
Holy Helm: Surround/Thrall
Amber Wand: Missile Damage
Angel Helm: Teleport/Speed
Dragon Ring, Blood Helmet: Surround/Missile
Amber Staff: Regenerate/Speed/Antimage/Surround Same
Dragon Helm: Surround Disrupt
Dragon Staf: Missile/Disrupt/Surround/Disrupt
Arcane Mandolin: Surround/Missile/Disrupt

That's it. Hope that helps. The best thing to do is remember that no item in the game uses AD&D style rules, and every magical item employs some combination of the runes in the game.

EDIT: One point to bear in mind. The final boss is ridiculously over-powered and over-sped. It's just not worth facing him, in my opinion, and a sad way to end an otherwise excellent title.

zaphod_x86
02-01-2008, 04:20 PM
Did anyone ever import their characters into "Worlds of Legend: Son of the Empire"?
It should work but I never tried it...

dannymacmanw
09-04-2009, 01:23 AM
I am stuck in the Dark Tower on level 2 in the room with the four doors that have to be opened by hitting damage tiles on a separate island on the side of the room. I can get the first three doors open, but I can't get that last door open! I remember this was the part I stopped at when I was younger for like a year before I picked the game back up and somehow figured it out. Anybody know what spell I need to cast to get the &*%$ door open?

I finally figured it out. To save anyone undo aggravation, the spell is Forward-missle-4x Damage-Surround-4x Damage. I'm not sure if the first 4 damages in a row are necessary, but thats how I got it done. Long Live Treihadwyl!

Luchsen
09-04-2009, 11:52 AM
We have a spoiler tag (see the "panel with question marks on top" icon). Edited your post accordingly. ;)

dannymacmanw
27-05-2009, 02:13 AM
Will paralyzing foes that stand on this tile to which you get teleported work? I mean, I tried blocking this tile with one of my characters and it did not work. Other characters still got teleported to a tile that is both - closest to the blocked destination tile and is free. I don't know if there's any limit on those tiles. Even if I block three tiles (destination tile and both adjoining ones), character that enters a teleporter in front of the chest still gets teleported. So I assume the same thing would happen when those tiles are blocked by monsters.
Or, perhaps there's a certain number of tiles to be blocked to make the chest teleport disabled. But that would be really tricky to gather so many monsters on them.
Anyways, I'll try your advice. Thanks. :OK: (Don't have the paralyze rune yet, though...)

You don't have to paralyze enemies. A hero will open and collect items from chests and the like from the side if the other heroes are blocking the way. Place two heroes in front of the one you want to collect the treasure. Then tell the hero in the back to take the treasure. The hero will try to get it, but will stand there waiting for your other heroes to move. Then move the hero at the other end in front of the chest; he will be transported, and the middle hero will be moved by the first one that you instructed to take the items in the chest. The first hero will then open and take the items from the side of the chest. I understand this is alot of words for a simple task, but it works everytime and you may need to use this trick again. :OK:

dannymacmanw
27-05-2009, 03:47 AM
Did anyone ever import their characters into "Worlds of Legend: Son of the Empire"?
It should work but I never tried it...

I just finished Trazere and I'm trying to import the characters into WOL, but it won't work for me. I don't know what to do in order to get them to transfer over!! If anyone out there has any ideas for me, I would greatly appreciate them.

P.S. Thanks to Luchsen for helping me out with the spoilers. I am quite new to these forums and I know very little about posts and their etiquette. I will try to be more cognizant in the future. :imsorry:

Horned Rat
04-06-2009, 12:33 PM
I just finished Trazere and I'm trying to import the characters into WOL, but it won't work for me. I don't know what to do in order to get them to transfer over!! If anyone out there has any ideas for me, I would greatly appreciate them.

When I originally played Trazere/Legend and Son of the Empire back on my 486 you had to copy the Trazere save into the Son of the Empire directory (not sure what sub directory, but probably the save one). Hope that helps.

Yaznaki
13-02-2010, 03:17 AM
Hey, thanks for this website, this is my first post here (yay for captain obvious)

This game is one of my favorites from when I was 14 or 15 years old. Talk about rough figuring the puzzles out. I may still have the original install floppys somewhere, however my PC doesn't have a 3.5" drive anymore.

I have basic knowledge of how to use DOSbox from reading the faq's and tutorials, and have used it on quite a few games. I used to be a DOS junkiee back in "the day" man that makes me feel like I'm getting old.

I downloaded this one and extracted it, but when I try to run it in DOSBox, it tells me "Hardware configuration has changed, Please reinstall"

Does anyone know where I'm screwing up at?

I'm running DOSBox 0.73 (latest version at time of this post) and windows XP

Thanks much
-Yaz

TotalAnarchy
13-02-2010, 04:38 AM
Redownload it now, and run setup first.

Yaznaki
13-02-2010, 05:14 AM
Redownload it now, and run setup first.

SWEET! Works perfect now :)


Thank you so much for the speedy response, and fix

EDIT:

Yep, game is just as I remember.. I love this game.


Dang, just died trying to get my 2nd ornate key in the first dungeon L2


Ohh well, time to go pass out :)

I'm so happy. I missed this game.

Thanks for bringing back fond childhood memories of being stuck in front of the PC for hours on end, avoiding social situations :P

Emet, Paladin of Truth
03-09-2010, 10:43 PM
I was born in '90. this was released in '92.

some of you can already see where this is going...

sure enough, my mom picked this up in a bargain bin 'round '95- about the time where little old me's wanting to mess around on the computer.

guess what my favorite game was :)

well, on a nostalgia trip, I picked it up today... and got stuck.

so I search for a walkthrough and find this half-assed one.

thought I'd share the love :)

This is not so much a full walk-through, as a set of notes I made while playing the game.

Some of the notes weren't properly written down at the time, so there may be some less helpful pointers than others.

It was also recorded in an Excel file originally, so the layout may not be the easiest to work with, but for what it's worth here it is (PS. I have now uploaded the Excel file too (See FILES tab). That should be easier to work with and has no VBA code, so is safe to look at).

(Game Progression)
Treihadwyl - Invitation to king. King - Ornate Key (for Fagranc). Fagranc Lvls1-2 - Dark Key (for Dark Tower). Dark Tower - Skull Key (for Fagranc). Fagranc Lvls3-4. Balenhalm - Serpent Crystal & Moon Key (for MoonHenge). MoonHenge - Moon Crystal & Skull Key (for Fagranc). Fagranc Lvls5-6 - UnKey (for the Unshrine). UnShrine - Dragon Crystal & Skull Key (for Fagranc). Fagranc Lvls7-8 - Chaos Crystal (for the King). The King at the Castle (No exit from Castle so Train Up and prepare fully before entry).

To fire at a Rune tile past a solid object (or black square), use the Forward (or Surround) Missile 'Rune' combination.
A missile doesn't stop at a tile unless there's some- one/thing on it. They do stop where there's no floor.

When circle Teleport tiles teleport characters between themselves, another character must fill the space by walking onto one of the tiles to stop it continuing. The Runemaster (only) may stop themselves by hitting space.

When Firing Towers are activated by rune tiles, n runes make them hit the n'th tile.
EG. Missile Damage Damage causes the 2nd Damage tile from the tower to be hit. Amber Wands seem to have a double Damage too.

Dungeons - Room references consist of a letter (or two) to indicate the dungeon, a number to indicate the floor or level within the dungeon, and N, E, S & W indicators followed by numbers to show direction anddistance from the Entry room (as listed with the dungeon name at the start of the section for the dungeon.

Treihadwyl Entries ==> None; Entry room below space before '-'; 1=S?E?E.
T1 Damage rune tile opens West door; Healing rune tile opens East door.
T1S4W3 "North-East lever disables spikes blocking passage; South-West lever disables spikes by clock; Green button opens North door;
Spikes disabled in +N3W2."
T1S1W5 "Brown Damage tile disables North-East Spikes; Green Damage tile disables Spikes by Blue button; Middle lever does action;
South-West lever sets Action to fire Damage; North-East lever sets Action to switch the direction of the firing tower."
T1S3 Vivify/Healing room. Press button then place character/corpse in repeating spell haze.
T1S4W1 Damage rune tiles makes the adjacent column disappear.
T1S4E3 Heading North an extra tile is created by Green button in +S1E1; Heading South use Red button.
T1S5E4 Lever adds tile to get to trunk; Green button adds tile in +N1W1.
T2S1E7 Spikes disabled in order by Red, Green, Blue and Amber buttons in +N1W1.
T2E6 See T2S1E7 above.
T2S2E6
T2S3 "The lever switches the direction of the North-East tower; An Amber wand can replace the double spell; You need to send single and double Damage spells to the Damage rune tile;
The sequence of spells and the lever are : Single, Double, Lever, Either, Lever, Double, Lever, Either, Lever, Double, Single."
T2S2E3 Levers teleport characters between the Teleport tiles.

The King Entries ==> First by Permit; Gives Dark Key; For second see below.

Fagranc "Entries ==> Dark key; Entry room just below 'L' of 'Level';
1=S7W3E & S1E2S; 2=S2E2S; 3=S10E1S & S3E5S; 4=S4E5S; 5=S5E5S & S9W1S; 6=S8E4S; 7=S8E & S9W7S."
F2S5 Middle spikes are disabled by lever in +W2.
F3S4W3 First tile=Teleport. Tile to West of spikes enables them. To get back East Teleport past this tile with second to last character. Also needs Gold key.
F4S6E1 Amber button changes direction; Lever moves tile. Move tile wherever needed. Button tile allows team to get back East.
F5S3W2 "First occupy the three teleport tiles on the East wall. The middle one continually teleports over and back so fill that with the fourth character.
The lever removes the spikes and the red tile opens the West door."
F5S6W1 Treading on button tiles proceeds successively North->East->West->South. The green square tile adds a tile for access to the middle.
F5S6W5 Blue button opens South door; Amber tile creates pillar in the way; Lever removes pillar but only after lever in +E6.
F6S5 Fill the 3 available Teleport tiles (Start with South-West) then walk the last character to the South-West one from a distance. The character on that tile should push the Lever just before they arrive. This stops them by the third lever at the North. Any subsequent pushers of the lever are stopped at progressively earlier levers at the North. These levers create tiles to access box.
F6S4E5 Tomb of Ptedren Incatlathar. Red tile gives access to lever which ???
F6S4E1 The buttons are pushed In the following sequence but with a character moving to the relevant tile between moves. Green, Red, Blue, Red, Amber, Red.
F6S7E2 Yellow button creates routes on the map to the main stairway.
F7S7 "Tile just inside East door teleports characters around room; The lever disables the spikes by the Green tile, which disables spikes by the West door;
The Blue tile adds a tile enabling the party to get back East from West."
F7S9W3 Leave bones on West side; Push lever on East side; Send Vivify across to bones so it can get Ornate key from basket.
F8S10W3 "Lever in +N3W1 disables spikes by lever; Lever used three times :
1 - Adds passage to +W6; 2 (after Blue button in +W6) - Adds passage to +S1E1; 3 (after Green button in +S1E1) - Disables North spikes."
F8S10W5 "Green button teleports to Face tiles; Last character (Runemaster) steps onto Teleport tile (to teleport continuously around course);
Hit space when by basket then space again and Take items; From Green tile you can use Missile Forward Missile Paralyse at the Brown Teleport rune tile to open the North door."
F8S6W1 Leave bones on West Face tile; Vivify bones from East side; Send Teleport to Teleport rune tile (North) which sends him across to the North Face tile.

Dark Tower Entries ==> Kilijan - The Ancient's cousin; Entry room just below T of Tower; 1=S6W3N; 2=S4N; 3=S7W1W; 4=S6N.
DT1S8W3 Place a Non-Runemaster character on Teleport tile, place Runemaster next to him, fire a Missile Teleport at the Teleport Rune tile then immediately step onto the Teleport tile.
DT?S?W? Kilijan's Garden - Use Missile Surround Heal from South-West corner directed to tile next to the Heal tile behind the table.
DT2S?W? Anything that vanishes in a puff of Blue Smoke deserves to die.
DT2S3W4 Lever rotates column away from spikes. Button alters lever to remove column. Bronze key left in place of column.
DT2S4W2 Amber button.
DT2S3E1 Use Surround Heal Missile Surround (Damage * 1, 2, 3 & 4) to open all four doors in turn.
DT3S6E1 "Paralyse swaps the firing tower between the Healing and Damage runes.
Dispel moves the block in the direction controlled by the Healing & Damage runes (He=N; He*2=W; Da=E; Da*2=S)."
DT3S4W1 To get to green button tile to open West door you must push levers in rooms +N2W2, +E2 & +W1. To enable quick return push lever in ???.
DT3S7E1 Blue Button ?
DT4S7 Lever ?; Spikes - +N3E2
DT4S4W1 River (impasse) starts NE-SW (/); Switches to change direction are found at +S3E1, +W2 & +W3.
DT4S2W3 Amber tile makes pillar disappear. Lever in +N1E3 adds a tile to get to it.
DT5S5W2 "Kilijan room. South lever adds tile for North lever which loses spikes. Red tile adds tile into main part of room. Pick up Ancient Staff and Skull Key.
Use An Re Sp Te Ma He He He He He Su Co (09 0D 07 0C 0B 05 05 05 05 05 01 03) on its own (restricts Kilijan's spells) and let the fighters kill him."

Balenhalm Entry ==> Fagranc Level 4 completed; Entry room below ' '; Unsure what triggers option to show on menu but pressing 5 works anyway.
B1S4E7 Iron key on floor.
B1S11W4 1st button=Missile Damage; 2nd=Missile Dispel Disrupt; 3rd=Missile Damage Surround Missile Damage.
B1S7W4 South door won't budge; Opened by lever in B1S8W4.
B1S12 Place 2 non-Runemaster characters on the 1st Orange (by entrance) and Green teleport tiles. Place the third on the 2nd Orange one (leaving only the Runemaster unplaced) and they will teleport across, beyond the spokes, to where they can push the Red button. This will cause a face tile to appear by one of the teleport tiles near the West door. Place the Runemaster on the 2nd Orange teleport tile and press space, trying to stop them on the tile by the face tile. Repeat until success. Step onto the face tile, whereupon more face tiles appear allowing exit from the room.
B1S10W4 Access to Red button triggered by lever in B1S9W3. Red button creates extra routes into B1S8W5.
B1S9W3 Get character to stand on Blue tile ready, before getting another to stand on the Red one.
B1S8W4 Get Serpent Crystal and Moon Key.

MoonHenge Entries ==> Zendites; Unshrine whereabouts ==> Druids; Entry room below '-'; 1=S6E, S6S, S4E4S, S2E4S, S2E4E, S1W3S & S1W3E.
M1S3E3 Passage starts North-South; Switched to East-West by lever in +S2.
M1S4E4 Door opened by lever in the room.
M2S2W3 Door opened by lever in the room.
M2S3E2 Door opened by lever in the room.
M2S6E1 The door which will not budge is never released (as far as I can tell). Moon Key required which is found (much later) at M2S?W?.
M1S2E4 Moon Crystal. Start from the Northern of the Western doors. Head to M2 via S1W3E Then to M1 via M2S2E5W.

Unshrine Entries ==> 1=Tetrahagael; 2=Skalet Rha; 3=Mystic Weapon; Entry room below 'e' of 'Unshrine' (Need UnKey to progress); 1=S5S.
U1S7W4 Hit South Teleport rune tile to send characters to North one; Use Teleport Forward Missile Forward Missile Teleport for Runemaster but move quickly to Teleport tile before rune hits; The North Make Weapon rune tile creates a Green button tile between the pillars which teleports contents to Face tiles - Last character can walk past it; The North Teleport rune tile sends a character on the North Teleport tile South to the East door.
U1S8E2 "The buttons must be pressed in the following sequences to allow the characters to get where they need (between buttons);
First entry (to get Azure key) - Blue, Red, Red; Second entry (to get Ornate key) - Red, Red, Red, Amber, Red, Amber, Amber;
The Teleport tile in the North-West corner sends a character to the lever only if the other Teleport tile is occupied; The lever disables the spikes."
U1S7 "South lever moves North Face tile South; Amber button rotates 'Direction' clockwise; North lever moves South Face tile in the current 'Direction;
Move South Face tile to South lever; Add North Face tile to path; Add South Face tile to path."
U2S6 Tetrahagael - Use Mi Di Pa Pa Pa Su Di An Re Sp Te Ma He He He He (00 06 08 08 08 01 06 0D 09 07 0C 0B 05 05 05 05).

The King Entries ==> First by Permit (See above); Second by giving four Crystals to fortresses to give access to castle (no escape once inside). Entry room below '-' (South8); 1=N4E5N; 2=W10.
K1S1E2 Red button adds tile in K1S2 from West side to door at North.
K1S2 Split room. No path from East to West or from either to North (locked door).
K1W2 Entering the room all the characters get teleported around. Stop the Runemaster using space. It's all a little hectic as the monsters are teleported around too while they're still alive. One character seems to stop by the South door anyway. Unsure what effect the orange floor tiles have.
K1N6 North doors won't budge. I suspect they should, but I can find nothing to make them.
K1S4E1 3 spikes tiles. Tiles immediately prior to (West of) spikes tiles re-enable them. 4 Green floor tiles. NW->Spikes1; SW->Spikes2; NE->Spikes3; SE->East Door. Blue Teleport tile sends character across to West Door.
K1N1E5 When the 3 Western Face tiles are occupied, stepping on the Red Teleport tile sends character across to the Green Teleport tile (NW). The Green button turns the Water tile between the Spikes tiles to a (5th) Face tile. The Green floor tile sends the character on the Green Teleport tile to the 4th Face tile. Treading on the 4th Face tile replaces the new Face tile with the original Water tile. The lever disables the Western Spikes tile. To go North it is necessary to allow a monster party to fill at least one of the 3 Western Face tiles for you, enabling a character to teleport over to the Green button while another character stands on the 4th Face tile in the East (ready to walk through to the Northern section before anyone uses the Green floor tile).
K2S2W1 Green (S3W4), Red (S4W7), Gold (S5W3) & Blue (S8W1) floor tiles are behind doors locked with Crystal, Azure, Emerald & Ruby Keys respectively. Topaz Key on floor is blocked by pillar until the lever in room S2W5 has been pushed. Topaz Key allows exit via West door.
K2S3W4 Rotating L shaped room, originally with entrances at West & South. Adjusted by Green floor tile in K2S2W1, rotating clockwise on each press.
K2S4W7 Rotating L shaped room, originally with entrances at South & East. Adjusted by Red floor tile in K2S2W1, rotating anti-clockwise on each press.
K2S5W3 Rotating L shaped room, originally with entrances at North & West. Adjusted by Gold floor tile in K2S2W1, rotating anti-clockwise on each press.
K2S8W1 Rotating L shaped room, originally with entrances at North & West. Adjusted by Blue floor tile in K2S2W1, rotating clockwise on each press.
K2S2W5 Lever locked behind Ornate Key door. Lever removes pillar from S2W1.
K3S6E4 The King with a few henchmen. Only Mystic Weapons seem to have any damaging effect on any of these creatures (and maybe Disrupt spells, though their constitutions are through the roof). Even leaving strong continuous Revive spells around the place I had to try this a number of times before completing it. A Chaos Helm is strongly recommended for whan the Runemaster is down. I found myself using the same spell as used against Tetrahagael (U2S6) in order to keep my players alive and kicking while trying to hurt the baddies.

Victor6
08-01-2011, 09:27 PM
Heh, I remember that walkthrough.....I think it confused me as much as anything else....

General hints;

Constitution only effects the amount of HP you gain when you level up, so hang onto the Con bonus items (Sun amulet \ lyre(?)), and swap them in before you visit the guildmaster.

The number of men in each tower grows periodically on a percentage basis. Donate enough cash and a tower will gain more troops automatically than it can lose liberating towns.

Loot is random, however it's generated when you first enter a room. A bit of saving and reloading can make the starting dungeon a little easier.

Lastly, for any new players who find the combat a bit too frustrating;-

Start the troubadour, ninja, and runemaster with either fire, or air as an element, then unequip all their starting armour. This should cause their AC to loop around to -245, making them almost invulnerable to melee damage.

Doesn't work on the berserker, since he\she starts with an AC bonus.

The downsides are;-
1. You have to avoid gaining AC when leveling up (save\load hassle)
2. I've never checked how it transfers over to Son of the Empire. You could end up with weaker characters (for their level).
3. Fat-fingered selection of the AC song is fatal.

Desn
16-10-2014, 05:10 PM
Just started playing this again after 18 years.

my only issue at the moment is figuring out why quite often my runecaster does no damage at all on spell attacks.

Fortinbras
30-05-2015, 02:59 PM
For those who didn't know:

There's a 102 videos long Let's Play of this on youtube. Just search for
"Trazere". If you want to see the crystals they're at:

Part 55 about 08:00 in the video (Serpent Crystal)
Part 64 about 05:00 in the video (Moon Crystal)
Part 80 about 07:00 in the video (Dragon Crystal)
Part 89 about 23:40 in the video (Chaos Crystal)

See also:

part 58 (Beware of getting irreversibly stuck/warning) and
part 75 (For the riddles)

Camille2006
28-05-2018, 10:58 AM
Hello everybody,
I made a site for help the news players :
https://legendthefourcrystalsoftrazere.wordpress.com/
Telll me your thinking about it.
Sorry for my beginner's english.
Camille2006