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AIH: Australian Institute of Hackers
presents
CURSE OF THE AZURE BONDS
solution by DARK FiBER
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INTRODUCTION.
If you loved Pool then you'll love Curse even more. Its a big improvement
over Pool and it even has a FIX command. Some encounters are not listed as its
too much piss farten around to see if an encounter is random or set.
PARTY CONSTRUCTION.
For this game I used the following brave adventurers; Dwarven Male
Fighter\Thief, Human Female Paladin, Human Male Cleric, Human Male Cleric,
Human Female Mage, Human Male Mage. Avoid using multi-class characters, while
they are good to start with it takes too long to build up good magicians and
clerics which you need. I chose to use human classes over other classes as
they are supposed to have unlimited advancement, but of course this is not so
in this game. Make sure you have a female in your party as she will be very
handy later on in the game.
When constructing a party you should seriously consider including a Paladin
as they have Protection From Evil spells around them, can turn undead, heal,
cure and cast clerical spells at higher levels.
Fighters: Only good when they are of Dwarven make. They get Hit Point bonuses
if they have a constitution of 17+. They can use any armour and weild most
weapons.
Paladins: Only humands can be Paladins. Great character type. Can Heal, Cure,
Turn undead and cast clerical spells once they reach a high level. They have
Protection from Evil spells permenantly cast opon them. They can wear any
armour and weild most weapons.
Rangers: Kind of like a hybrid cleric\magician for plants. Most spells have
something to do with nature. I think they are a shit class to be used in
Curse, but that is my opinion (of which there is a lot through out this
file.) They get HP bonuses with a constitution of 17+ and they can use most
weapons and armour.
Clerics: No party should be without one. Can do the churchy type spells.
Oopps, prayers I should say. They are excellent healers and not much else.
They do not have to find or buy prayers in order to know them. All spells in
there grimoire are there opon level advancement. They can use most armour
and some weapons.
Magicians: Pretty much like Gods on two legs, especially the very high level
ones. These guys do the destructive stuff and leave the healing crap to the
clerics. Major drawback is that they can wear no armour and weak weapons
like daggers, darts and saffs. (You have to stock them up on Bracers, rings
of protection and cloaks of displacement and stuff like that.)
Thieves: The extraperceptionary characters, they can detect traps and pick
locks, hide in the shadows, etc... They can only use one handed weapons and
leather armour. You never know when one might come in handy (As some folk
found out in Pool when tackling Cadornas Textile House ];-)
Beware also of falling into the Human Class Change trap. While it sounds
great there are some drawbacks that you should have noted assuming you read the
manual carefully.
1. You can't use the skills of the previous class until the current class
level surpasses the previous class level by one. EG: Fighter\Cleric must
have a cleric level of one higher than the fighter, so it must be like 9/10
or 10/11.
2. Dual class magicians can't cast spells while wearing armour. So its not
much point in having a Fighter\Magician. But you can have a Fighter\Cleric.
3. Its not worth changing class as it takes a long time to build up your
characters again to a higher level than the previous class.
4. Until your second class level surpasses your first class level you do not
gain hit points, even though you can still advance levels.
SAVING.
Make use of your saved game spots, Its good to make the first save in the
list your start save, that is every time you set foot in a new maze save
immediatly and then use your other save spots as intermediate spots.
** P.S. This game took me a while to map, and I'm bloody glad the mazes are
not as complex as the Bards Tale or Wizardry series.....
WALKTHROUGH.
This solution only covers the main maps to complete the game, as such the
Tower of Oxam is not included. But if you want to find it go to DaggerFalls
and search the area. You will find a Magic Shop which sells goods cheaper than
anywhere else. The shopkeeper will tell you where the tower is. Its tough,
home of the High Imperceptor (Zhents) as well as the Mulmaster beholder corps.
There is a mega big battle with rackshasa, hell hounds and beholders so
beware.....
Tilverton Tilverton Sewers Fire Knives Guild
Overland Map
This is the first time you will be going overland, and because you can go in
many directions I'll give you some general advice. Go to all the places on the
map. At this stage DO NOT ENTER Yulash, Zhentil Keep or Hap just yet. Go to
all the towns pubs and listen to gossip. Travel by the wilderness and the
roads to discover some locations, items, and fights. Travel around the
overland gaining experience until your characters are around level 7 or 8.
Go to the Standing stone where a mysterious mentor will direct you to go
towards Hap. Make sure you are fully healed up.
Village Of Hap Dark Elf Cavern Tower Of Dracandros Yulash Pit Of Moander Zhentil Keep Dexam's Shrine Myth Drannor Myth Drannor Ruins Myth Drannor Temple
END.
Now you can save you game and remove your characters so you can play the next
installment in the saga "Secret of the Silver Blades" where our good budy
Tyranthraxus makes a cameo appearance as Tyranthraxus (or The DreadLord I
think) See you in the next SSI chronical......
Regards,
=$-)
Dark Fiber [AIH]