** THE SEVENTH LINK HINTS ** OBJECT OF THE GAME Elira is dying. Buried in the heart of your beloved planet there lies a hidden object. It has lain there undistudbed for over a billion years, but now its strength is spent and it is slowly disintegrating. The function it fulfills is vital, and must be restored to full vigour. The object is, of course, the superconductor cage built by Peter Howell when the original colony ship arrived in the eliran system. The purpose of this construct was to cage a minute black hole, a quantum mass, within it, and thereby attract matter at an accelerate rate. This would allow a planet to form while the colonist slept in hibernation, hoping that the formation process would ge complete in time for there awakening, a million years into the future. Now the quantum mass is restrained by the seven links of superconductor that Howell put together over a billion years ago. However, even superconductors will eventually lose their charge, and this is what has happen deep inside Elira. But all is not lost, because the colonists foresaw this eventually, and developed re-charge units and re-charge energy packs in order to (you guessed it), re-charge the seven bands of superconductor. This is where you come in. You must find each and every one of the seven hidden Energy Packs alluded to in Peter Howell's last message, take them to the bottom of the dungeons on Elira, where you will find the Re-Charge Units at the roots of the world, and restore power to the superconductor cage that keeps Elira safe. SOME SPECIFIC INFORMATION ON ELIRA In the far north-east of the Eliran continent is a small mountain-ringed valley within which is found a ststionary MAGIC-USER figure. If you stand directly South (below) this figure and KLIMB, you will find yourself transported to an island within a wall of mountains. If you take the ship that is there and enter the dungeon, you will find the transporter to Dulfan on the fourth level. On the fourteenth level of the dungeon surrounded by water, you will find a Re-Charge Unit. If you stand one space directly behind this Unit and KLIMB you will move up one level and find an Energy Pack! ON DULFAN In the North of the Ocean of Dulfan, you will find a ring-shaped island which holds a town, and a castle in the land-locked lake within. The town is Filora. Stand upon it and use the Non-Key command 'ENIGAR'. This will cause the ocean to break the land wall, and allow ship-based access to the town within. On the Rhombic Isle, KLIMB while stood at its Northernmost tip, if you wish to find a hidden dungeon (which contains the exit to Selenia). ON SELENIA In the Statuary, you must Transact first with the Giant, and then the Knight. Only then will the Knight tell you how to exit into the rest of Selenia. To exit Selenia for Dulfan, enter the town on the Easternmost stretch of land and exit that town by finding the sign which says 'NOTHING' in the very Northeasternmost parts and travelling directly East. This will place you atop a dungeon which contains a teleport Transfer Point bound for Dulfan. ON KALLIOS The only odd thing about Kallios is that it contains two identical copies of the same continent! The Easter continue (not the one you appear on) has one difference: behind some trees near to the decrepit bridge is hidden an Energy Pack! THE NON-KEY COMMANDS COMMAND EFFECT JOIN Ask a character (usually found in towns), to become a member of your party. You will be prompted to supply a direction. This means that you must be one square away from the character either up, down, left or right. DRINK Use this command when the party is next to a pool or water in the outside world, or facing a font in dungeons. You will need to specifiy which of your characters will drink. The possible results are: Water: No effect: Heal: Restore to full HP. Cure: Remove poisoning. Poison: Poison the character who drinks. CHARGE The most important command! Use CHARGE when you have an Energy Pack in your inventory, and are facing a Re-Charge Unit. ENERGIZE Use this command in dungeons only, when you are stood on the same square as a teleport Transfer Point. (These objects render the name 'UNKNOWN..' when you look at them. ENIGAR Is the Giantish word for 'Corisa', meaning 'OPEN'. This command can only be used in one place: Stand directly upon the town of Filora on the planet Dulfan, in order to make the inland sea open up to the ocean, and allow the ship you can purchase inside to sail into the world. THE SPELLS AND THEIR KEYS AND MP COSTS. MAGIC A 5 Ring of Fire B 7 Magic Missile C 7 Shield D 15 Fireball E 11 Blink F 24 View surrounds G 30 Descend (Dungeon level) H 45 Climb (Dungeon level) I 80 Kill CLERIC A 4 Find Traps B 5 Malediction C 12 Bless D 16 Call Light E 10 Call Light F 32 Heal G 47 Cure Poison H 93 Ressurrect Dead DRUID A 4 Drain Life B 12 Heal minor Wound C 16 Create Food D 18 Druid Fire G 70 Create Vessel H 85 Dissolve QUESTIONS AND ANSWERS HOW DO I LEARN MORE SPELLS? To learn a new apell, you must go to the inventory screen, move to the player who will learn, highlight (select) a scroll in your inventory (with the arrow keys) then press 'U' for use. WHERE CAN I FIND SCROLLS? Scroll can only be found within the duneons, in certain chests. Most chests contain money and objects, but some will render scrolls. HOW CAN I GET MORE HIT POINTS? Your HP maximum is a function of your level (100 x level). To increase your level, you must gain over 200 experience points per level, then find and transact a guild. WHERE ARE THE GUILDS? Refer to the town maps. HOW CAN I GET A SHIP? There are two ways to get a ship: Combat with pirates and transaction with a merchant. pirates appear when you have more than 200 XP. A listing of merchants can be found in the town maps. HOW DO I USE TORCHES? Hold torches in any hand of any alive party member, and you will ge able to see in a dungeon. Torches have limited life. HOW DO I USE GEMS? In a town, use a gem from the inventory screen. In a dungeon, hold one in your hand to see a constant overhead view just below the 3D section of the dungeon screen. WHERE CAN I FIND HEALING AND CURING POOLS? Follow the maps for the castle which is near where you first appear when you start the game. There are both healing and curing pools in the lower level. WHAT ARE THE BLACK OBJECTS IN THE DUNGEON CALLED 'UNKNOWN' FOR? These are the Transfer Points alluded to in the Atlas of Elira. They allow travel to other worlds. NOW DO I USE A TRANSFER POINT? To activate a transfer point, move so that you are standing in the same square as the point and type in the Non-Key command 'ENERGIZE'. WHAT ARE ENERGIZERS (in the dungeons) FOR? These are the units which are used to restore power to the superconductor links. WHERE DO I FIND ENERGY PACKS? Refer to the dungeon and town maps.