Arundel
ReadMe File

Campaign Name:	The Adventures of Wren
Map Name:	Arundel

Map Makers:	Jörgen Linde, with the help of Marcin Kotowski

Map Type:	Medium, 2 Levels, 1H/3C(Blue is allied with you).
Difficulty:	Set at Expert, but varies depending on skill and luck, and more.
Language:	English

Short Cuts:	Hints	Special Rules	Puzzle solutions

Notes:		This is part two of Wren's adventures. Next map in the campaign will be
		concerning the human lands north of Dead Forest.


Version Info:	V1.1 (fixed bugs found in v1.0)

Desription:	This is the continuing story of the adventures of Wren.
		An RPG styled map with puzzles, etc.

Play time est:	Several (5-8) Hours.

Normal Win:	Disabled.
Special Loss:	Lose Wren (And variable other conditions). Conditions may change during play.
Special Other:	None.

Instructions:	This map should be played with Stationary Guards. If you played Dead Forest
		with Mobile Guards, you will have to replay Dead Forest with Stationary Guards.
		The map was tested on the Advanced diff. setting. No setting can be changed
		from the setting you chose in Dead Forest.

Narrative:	Having opened the Gate to Durnath, Wren must now proceed to Arundel and carry
		news to the elves about the coming dangers. Many dangers await and in the
		lands of Arundel a demonic presence has appeared. Can Wren overcome the
		dangers before they overcome her?

Game Balance
Play-Testers:	Anders Jonsson and the mapmakers.

Thanks:		Special credits to Anders who was again very helpful!
		To Marcin who painted the foundations, helped with ideas and betatested the
		quests and the passability!

H4-sites:	Please see the TaoWh4(readme)-file.
		

SPOILERS: WARNING!!! SPOILER INFORMATION FOLLOWS - PROCEED AT YOUR OWN RISK!
SPOILERS: WARNING!!! SPOILER INFORMATION FOLLOWS - PROCEED AT YOUR OWN RISK!
SPOILERS: WARNING!!! SPOILER INFORMATION FOLLOWS - PROCEED AT YOUR OWN RISK!


Hints


Dwarves and elves don't go along well ... still, you often need to bring them around to help digging and stuff :)
Sometimes you will want Wren and Arathor to handle the fighting alone or with one stack of helpers (namely, the crusaders).
What was that great spell called again ... oh, yes Anti Magic! And then there's Necromancy Ward and Fortune. If you don't have anti-magic, it can be found at Far Point spring, (southwest of Windhand) before you enter Durnath or the Guardian.
Liches are well known for their chaos spells ... You don't need Quicksand in any of the battles, unless you've suffered heavy casualties.
If you have problems with any of the puzzles, then look at the solutions below.
Friendship with Tigers and Dwarves will help you initially. If you didn't kill Windhand, then that is good too.
You should have at least 4 titans, 4 angels, 2 faerie dragons, 2 Phoenixes, Wren and Arathor in the battle against Ysthra. Remember to use the faerie dragon spell, Confusion! You might want to use potions before and during the battle.
You don't need any more hints :)


Puzzle solutions

Hello ... these are secret stuff, which means they are written with white letters. In order to read, you need to highlight each row after the colon (:).

* Hand imprints:
If you read carefully, the logically correct answer is: the second hand holds the gold key.
* Cardinal point: Well, if you read the text carefully you will know that the answer is the letter 'e' ...
* Box sequence:
You can for example try opening the boxes in this order: 2,4,1,3,5 ... or do something else ...
* Garaum Riddle:
A Dragon's riddle ... what can the answer be? A number that rhymes with seven?


Special Rules


Initial loss conditions:
Wren reaches GM Combat or Expert Melee or Master Archery.
The loss conditions may change during your travels. If you think they have changed, then press 'i' and check!



No other special rules apply except: Hope you enjoy the map!

End of File