Moebius: the Orb of Celestial Harmony(Apple) FAQ/Walkthrough version 1.0.0 by schultw.andrez@sbcglobal.com(anti spam spoonerism) Please do not reproduce for profit without my consent. You won't be getting much profit anyway, but that's not the point. This took time and effort, and I just wanted to save a memory of an old game and the odd solutions any way I could. Please send me an email referring to me and this guide by name if you'd like to post it on your site. This should work for the PC as well as the Apple. In fact, I would suspect that some PC parts of the puzzle are easier than the Apple. I may update this once I finish Moebius for the PC, just to make sure it works okay. GameFAQs should also have maps posted for the four elemental planes. It is important to note that these maps are how the world is at the start. Rock slides or heavy rains may cause obstacles to spring up where you do not expect them. This can alter the terrain, but the buildings and shorelines stay in the same place. The currents in the water also do not change. ================================ 1. INTRODUCTION 2. CONTROLS 3. CHARACTER IMPROVEMENT 3-1. THE NUMBERS 3-2. THE RANKS AND THE HAIKUS 4. COMBAT STRATEGY 4-1. BATTLE 4-2. THIEVES 5. WALKTHROUGH 5-1. EARTH 5-2. WATER 5-3. AIR 5-4. FIRE 6. CHEATS 7. VERSIONS 8. CREDITS ================================ 1. INTRODUCTION Moebius was a new direction in RPGs for its time, and while it wasn't wholly successful, it had its interesting parts. In it, you control a monk who travels throughout four realms via astral gates. Rescue two priests and return them to a shrine where you must defeat a monk, and hey-presto! You can advance to the next level. Moebius featured live-action combats instead of Bard's Tale style plotting what to do or even Ultima, where the action was gridded. You could kick or punch your opponent, or advance or retreat. In this way it may remind action fans of Karateka. The fighting does get tedious a bit of the way in, as there are really only two fight types. Plus the controls are wretched and completely counter to any other RPG--moving can be a chore, and there are many small things to remember. But it's new and interesting and different as a concept, especially when you consider currents in the rivers that flow through each plane(they make your average A to B a bit tougher to plan,) and apparently Windwalker hammered things out a bit more. The PC version is at the-underdogs.info and the Apple version is at ftp.apple.asimov.net. Despite Moebius being informally known as "Moebius I," you need to go to this folder: ftp://ftp.apple.asimov.net/pub/apple_II/images/games/rpg/moebius_II This folder contains a prototype for Moebius, which is interesting in its own way, but it's buggy and the controls are even more annoying. ftp://ftp.apple.asimov.net/pub/apple_II/images/games/rpg/moebius_I The folder with the files for Windwalker, the sequel to Moebius, is here: ftp://ftp.apple.asimov.net/pub/apple_II/images/games/rpg/wind_walker I like the Apple version best because I am comfortable with emulators. You can use and manipulate save states so you don't have to be running everywhere. However, with DosBox the PC version should be pretty comfortable too. Mobygames has more general information on this game, and I would like to thank the-underdogs.info for the manual, and textfiles.com for softdocs. 2. CONTROLS iop k ; ,./ are the keys to control movement. This is very tricky but fortunately you don't have to use them much, or remember them. I generally just go for the KO;. and then when I can cut corners with a diagonal move, I do so. Other important commands: (E) equips your sword. (B) sheathes it(bare hands.) This is important when talking to villagers or priests. Not doing so un-blesses your sword. (C) communicates with a person (H) asks for help, which can get you supplies and always gets random advice (F) asks to follow you. Priests will follow. (S) asks them to stay, preferably right before a shrine. (G) asks them to go away, which I never found terribly useful (D)oor: open or close. It's difficult at first to tell if a door is open or closed unless you run into it. (F)ireball, only in shrines. "Look out" means an evil monk cast one at you. (G)et water or chest on the square you're standing (H) uses a hammer, if you have one, to break through a rock. A hammer will shatter on a mountain. (L)isten. You can hear more as you gain levels. (M) magic menu (D) divine artifact Ventriloquism (tiger teeth) Paralysis (beetle pincers, useful to capture minstrel) Teleport (to where you dug soil, need to use shovel)) Invisibility (fish scales) Were-Spell (need condor feathers) Spirit (panda hair) : go through wall etc. (E) examine components (I) invoke a charm (you get one for each monk you rescue in 1st 3 worlds) (S) stop all (U) utter prayer(need to fast first) UF DIT IGRAL USGILI LENLO AK SIM ULGAS AP TUF ELMOG IFGINI WAFDO These allow Speak with the Dead, Protection, Waterwalk, Cure Sickness, and Guiding Light(light in wind or rain.) I don't know in what order. But they can be useful. (Q)uit and save. You have four slots. (R)estore game (T)hrow shurikens--the further away the better. "Look out" means a nonmagical enemy threw one at you. (U) uses an item (B)ody elixir (M)ind elixir (S)hovel to get soil sample for teleport spell (T)orch for light (W)hetstone to sharpen sword(don't need to do it all the time--a few uses and the stone crumbles Amulet and Gold Gauntlets later (V)iew maps, though they aren't very good compared to mine(heh). 1-9: sets game and combat speed. I find 7 or 8 works best for me. (esc) pauses the game and another (esc) shows how much food, etc. you have left. 3. CHARACTER IMPROVEMENT 3-1. THE NUMBERS Levels are pretty straightforward. Level | exp ------+------ 1 | 100 2 | 250 3 | 450 4 | 700 5 | 1000 6 | 1350 7 | 1750 8 | 2200 9 | 2700 10 | 3500 11 | 4500 Then 1000 for each new level. So while at the middle-start it can be tricky to get new levels, it becomes much easier as you go on. Because you can do more damage, you can defeat tough guys more quickly. Max damage(hands) = level/2 + 16 (roughly) and with a blessed sword it can be 4x the damage. Of course in some fights you need to do without your sword. I found that the Water realm was the best place to build up for the long term. You can fight a lot of water beetles for easy experience, and there are middling enemies you can beat up in several palace rooms in order to gain reliable experience. Beating up enemies doesn't just get experience, either. You can load up on whetstones, torches, and elixirs. You just need to remember to retreat to a nearby cistern every so often. Note that if you cheat your guy up to beyond the experience for th enext level, he won't get that next level. So be careful! Use a calculator or, better yet, find the bytes where you can improve your character's level. You get 20 experience for each animal defeated, which isn't much, but you don't do much. For enemies you get ~ 4/3x(# of hit points) up to a maximum of 255. You get 160 for liberating a shrine. 3-2. THE RANKS AND THE HAIKUS For the first six advancements in each realm, you get a haiku to commemorate your new rank. After that "You are supreme in this realm." You don't need to be supreme in each realm in the game, and for the 3rd and 4th you will probably get there naturally by just fighting. Still, for posterity, here they are. EARTH Ferret Swift as an arrow Cleaving night and day alike His foes speak no more Badger Fear the teeth that walk Thinking of naught but defense And the taste of prey Boar Ivory tusks gleaming Ferocity matched by none Your foes flee or die Wolf Strength in strategy Hunting in swift packs of death The wolf stands alone Lion If majesty ruled As mountains defy the night Lions would hold the sun Bear Stark power looming Talons sheathed in velvet fur Tear chains asunder WATER Barracuda Fluid silver flash Of teeth on cushioned silence Leaving absent flesh Manta Devilfish flying Wings out of depth emerging In silence lies strength Octopus A living flower Unfurled to a grasp of steel Behind ink shadows Dolphin Tailwalking with smiles The dolphin befriends freely And bows before none Shark Striking silently A wall of swords called teeth Carnage incarnate Whale Ever the largest Grace from the bottomless deep Bound to worlds of air Raven Harbinger of death Circling the fields of carnage With cries of delight Owl Sagacity flies On infinite wisdom's wings With talons outstretched Heron Twin legs of bamboo Bearing grace and good fortune Fishing in the shallows Falcon Missile of prayer Falling heaven-sent earthward Havoc wears feathers Condor Siding with no one The condor believes patience Lifts all to the sky Phoenix Reborn of the flame Striving for the perfection Of a new day's dawn Viper Sibilant whisper Scales rustle through blades of grass Venom sears the ground Cobra Two soft breaths to strike Two eyes to look to the rear Fangs sing final songs Crocodile See a log drifting Currents rush to waiting prey Swirls of fury remain Python A barrage of coils Cold holding warmth in a grip That never lets go Hydra Blooming serpent heads A crown of flower petals Slowly drips fire Dragon Raining words of truth On a child who tastes not speech The ageless one smiles 4. COMBAT STRATEGY 4-1. BATTLE Combat is really dippy once you get used to it. Of course one thing you can try is to save right before a combat then mess around with what works, and cut out if your strength gets too low(go back to the previous save state.) Let's deal with trivial combats first, i.e. a tiger or water beetle. Use your sword, and you can make either one disappear. For tigers you need quick reactions to push E, and for water beetles, they will camp out on water, and you can swim to reach them. We'll start with hand-to-hand combat with palace guards. The best strategy is to move to the center quickly. You need to learn to anticipate when an enemy gets near, then low kick twice in a row(if you hit the first time,) or three times if the second does not hit. In combat, you also may wish to nullify a move twice--it seems to do that almost by default. So push space after making a move. Early on, you can pretty much sit there and kick away, but as opponents get more skilled, this is riskier. You may hit the opponent more but for less damage. So you need to kick twice, retreat, wait for yourself to regain energy, and then kick again. Being perfectly healthy can make a big difference, as your damage is cut in half at certain points when your "tired meter" goes up. If you are in a corner, you can run into your opponent with decent effect. Sometimes that pushes him back, and then you can retreat at leisure. Try to time it so you back away from a punch. He is not good at doing that, and that is how you can win quickly. Later on(in the later bit in the water plane) your sword will become quite effective, especially when it is blessed, and you can strike at the enemy's knees with it. so I recommend having it around. Though you can't talk to priests or inhabitants with it unsheathed, you can get the priest to follow you and then unsheathe it, as you won't need to talk to him as you lead him around. Just remember always to sheathe your sword before fighting 1) the evil monks guarding the shrines and 2) the evil monk guarding the Astral Gate. They melt your sword, which is bad. Multiple sword blessings do not seem to have a cumulative effect, so don't worry if you lose it temporarily. You get it back when you find a priest and defeat an evil monk. Defeating evil monks is tricky. If you can destroy them with fireballs beforehand, that is very good. If you must go into combat, a well timed kick to the middle works well, and then you can usually kick twice in a row more to get him again. Jamming him works well, then you can retreat and try to kick. He's annoyingly good at blocking. But if you have patience, you can get a few kicks in to his middle and then almost hold down the K key. The warlord at the end is just like regular enemies, only you can't afford to get hit. His hit points are random, and he has a sword, but he's vulnerable to the same old low attack. On the Apple emulator I find it useful to save after every successful battle, but on the PC I am not sure if/when the game saves as you get killed. So save every battle and make regular backups. You do get an extra resurrection for each monk you save, but it is best to hoard those for the last bit. You may find yourself running out of water late in the game, and it may be more expedient just to save a few lives. Also, if you get killed, or are losing badly, don't let the game save for you. I'm not sure when it auto-saves as I used AppleWin and have states here. 4-2. THIEVES Occasionally you will run into thieves who stun you and take your items instead of fighting you. This requires you to track them down. Thieves eventually tend to get stuck in dead ends they do not run out of, which is nice. You'll be stunned for a few moves, and then you need to go in their general direction. While it may seem clever to be able to cut across with one diagonal move, the keyboard interface is so clunky that the game will have you running into a barrier more likely than not. You can close doors as you enter a castle or stay in a corner yourself to lessen the thief's ability to run around. Just cut down his options and you'll have fewer places to look. Getting robbed is about as bad as losing a life, and it's random, so that can be annoying. Restore if you have to--it's worth it. If you really want to play unfair, make a save state or save the game before a thief approaches. If he stuns you, make an extra move or run away once yourself before he attacks. 5. WALKTHROUGH You should figure out divination and fighting before you go on your way. To start off, you can just use the simple stupid combat strategy in section 4, but make sure you can win regularly. As for divination, don't bother to use all 8 keys. Just use KO;. to get up down left right and be prepared to hit them a lot. Don't make the mistake I often do and use IJL, even though that is how games normally do it. You should be able to win with a lot of mental power to spare, even if you nailed the monks with fireballs. The basic idea for each realm is 1) find a priest who is prisoner in a castle, 2) return him to the shrine and 3) fight the evil monk in the shrine. Then 4) repeat with another priest and another shrine, and 5) find the astral gate and defeat another evil monk. Along the way, villagers give random hints and pass out random supplies as long as your swords are sheathed. Naturally, as you progress, the shrines and gates become a bit harder to find. The enemies get tougher in each plane, too. Given that, and given that combat can be whittled down to rote movements, the big problem you'll have with this game is keeping enough food and water to get to the edges of the maps. Water is found in cisterns, which can heal your body and mind too. The water you must swim through is undrinkable. Food is found on your enemies, so it's necessary to fight enemies not only to strengthen yourself for later but also to make sure you don't run out of supplies now. Fortunately in each realm, you have cisterns close by automatic fights(opening doors in castles,) and you can build up there. Still the upper limit of 100 water means you're probably going to get stranded some of the time. You can, of course, use hex-cheats in a save game or save state to get rid of this. I in fact did. But I will try to describe how to do things honestly. The maps that accompany this FAQ have dots in the water squares where you can refill. Note also that maps are not exact. My maps are how the terrain starts. Earthquakes, rock slides and rain cause obstacles to spring up. 5-1. EARTH Earth, as you would expect, does not have too many pitfalls. You just need to be able to map the place out and learn how to deal with the currents. For starters, you can go east along the bottom shore, and you will find an elixir 1W2N of when you see water waves. Basically you know when there is a current because the water will be moving. Currents frequently deflect you from where you'd really like to go next. The hints below offer some clues on how to improve. You need to find cisterns, defeat enemies for treasure, and use the sword on random wild animals who attack you. Tigers attack you here, and you want to be able to use your sword on them. Pandas don't attack, but you can either communicate or have your sword readied. They give you reagents for spells. Your first task is to find the cistern to the north. This is not hard. (E) to ready your sword for accidental encounters with tigers, then go north along the coastline, then chop your way east at the top. Go south into the cistern. You can chop several times without losing your sword's effectiveness, and if you have to cut through bushes several times, you may want to re-sharpen it. It may take 20+ times to fell a tree, but I never had a problem with it breaking. In any case, if an enemy is near, you should probably sheathe your sword, and if you hear chopping, that means an enemy is breaking through trees. You will also want to visit the paths north of the cistern(sword sheathed) to talk to villagers who may help you out. From the cistern, chop a path east to the palace. You'll be working a lot to find fights there and to eventually rescue a priest. One is in the northwest tower behind a few doors, but you don't want to rescue him right away. It's best to get in a few fights and make it to level 6 or so. The best place to do this is in the room before the big northwest tower. You have fresh water all over the palace, including the entry, and you can keep opening the doors to get fights. Be sure you close the door below, though. You should get a hammer along the way, too. It will be useful for chopping up boulders in the way. Do not try to chop boulders. Four or five fights should get you to level 2, after which you do more damage, and things are much easier. You can afford mistakes as well. The game generally calibrates your fights to your level, but save after each one. If you run up against a guard with twice your endurance, it may be fatal. At level 3 or 4, explore the palace and find the elixirs contained within. Once you've gotten to level 5 or 6, you should be ready to face the evil monk. So go to the NW tower of the castle and C)ommunicate to the priest and have him F)ollow you. Ask him to S)tay just outside and be sure to have sheathed your sword, or the evil monk will melt it. It may be best to avoid hand to hand combat here, because it is tedious to try to hit the monk. If you have a few mind elixirs, use them in battle. You should win. The monk may try to freeze you, but he will not attack. Rescue the monk from the northeast tower. Again, you may have to fight through some enemies, including the overlord, who is not necessary to beat but is a good tape measure of your progress. Now to go to the next shrine. It is across the water. Where to cross is crucial, as if you find the wrong spot, you can go all the way back to near the start. I like to find the SW/NE coastline south of the palace, and when it stops and ou go 1N instead of NE, go SE twice. The priest will be able to swim after you. Go along the coast to the east, working south. When you find land, take it and chop to the east. It's best to avoid using the hammer, as if it busts, you're in trouble for the last bit. Soon you'll see a cistern to the south, where you can recharge. Go south along the west side of the cistern, and keep going. You'll break through eventually to the shrine in the south. Repeat what you did before. On killing the second evil monk, bring the good priest in, and you get more nice bonuses. Now go to the island that you saw at the start but can;t get to because of the currents. Go west from the middle of the shrine, and there will be a single isle. From there you can go west continually to get to a foothold on the walled island to the west. Go SW til you are in the water, then go west until you are kicked NW. Then go north and you will be on the island. Break the rock in front with the hammer. Now there are a few potions strewn about the island, so get them. The astral gate is in the NE, guarded by an evil monk I am afraid you will have to fight, to release the astral gate. So save beforehand. Middle-kick until you get lucky. Once through the gate you can't go back, but it's no big deal. The monsters were probably getting pretty wimpy here anyway. Earth hints: The Overlord surveys the land by day The Overlord wields a powerful sword Maps may be found hidden in chests Free our land from bondage! Avenge the Victims of the Warlord! It is hard to swim with full hands Bring a hammer to the Gate Overlords fear not cowards The Dead often carry supplies The Cisterns are said to heal! Heros can summon fire in the Shrines Seek help from the Monks Fools can die in the crossfire Enemy stars kill foolish bystanders Evil fireballs defile the Artifacts Get the hair of the Panda! The Tiger shall speak for you The Gate is within the Walled Island Charisma shall sustain the Blessing Swords betray in the face of impiety You shall hurl fire in the Shrines 5-2. WATER Water is a bit trickier. You need to use teleportals, and you can't bring the priest along as the currents drown him. Still, the basic MO is the same. You can also defeat beetles easily by drawing your sword and walking onto them in the water. They do not come on land. Chop your way NW then swim NW to get to the main island. Go into the castle and beat up guards until you get a shovel. Now there is a teleportal pool when you take the NE door in the main part of the castle. If you enter it, you will go to a shrine where you have to be careful once you are in the center. Go SE twice to get off the island and then go south and dig. Then exit to the SE and get on the island. You may be best served by just going with the current for the next bit. When it turns west, go up. There will be people there who will help you. A path in the center of the isle leads to an astrologer's tower where you can get fish scales. Go back to the center islen with the castle, and this time, take the NW door. Go south at the 4-way intersection and have the monk at the end of the corridor(open the door, go south, and there's another door south) follow you. The tricky part is getting him over the water. You need to work your way to the SW of the isle then go SE, and he can just barely follow you. You need to follow the currents so he winds up on a soft square. On the map, this is pretty clear. You have a square where you go SW and float SE 3 squares. Hack your way south and go west to the cistern to refill, then SE SW and the shrine will be to the west. Hack your way along the south wall of the shrine and have your priest stay behind as you fight the monk. This will probably need to be hand to hand. Once you've defeated the monk, you get a teleport spell, which is very handy. Exit and go SE and the current will send you south of the main island. Go back to the castle's main entrance and at the 4-way intersection, go north and follow east. There will be a priest in the NE. You need to rescue him and cast teleport in order to get to the first shrine you visited. Have him stay for the fight, then bring him along once you've won. The current will deposit him in the center. You may wish to stick around and fight til you are level 20 to make the next bits easier. I found the enemies very easy to fight here, so you may just want to open a door in the palace and fight enemies a bunch. Now for the astral gate. It is on the west edge of the world, when the shore goes back SE. You may wish to hack west from the shrine, where you will find a cistern behind a door and quicksand, then southwest along the shore before you hack west a bit. The big problem is finding the shrine, but with the map that should be much easier. Water hints: Beware the watery menace! The Evil Monks can stop your magic Hidden passages lead from the palace Evil Monks despise weapons Avenge the Victims of the Warlord! The Palace is safer by night Thieves are cowards at heart The Evil Monks despise weapons Deep routes are often the shortest Lead your enemy into the crossfire Enemy stars kill foolish bystanders Evil fireballs defile the Artifacts Get the beetle's pincers! You shall be as invisible as a fish You shall return to the soil! Charisma shall sustain the Blessing Dig where you seek to return Seek out the Astrologer Teleport in tandem, waterwalk alone Fatigue robs the Blessing 5-3. AIR Air has a few tricks but nothing you can't overcome with a little ingenuity. Note that there are void squares you cannot pass, and note the clues to deal with the condor and demon--you may need to use the healing prayer if the demon attacks you. I was never able to get demon hair, but that looks like a good alternate route through the game. Your first order of business is to find priest #1, as before, but to do so you need to make the right moves right away. Knowing where the pure water is here really helps. Keep pushing west as you're kicked downstream, and go west when you see a skeleton below a path. Follow that path west and then, when you reach the center, hook around the lake of Assassins going clockwise. There is water in a small lake to the north of it, with a priest beyond. The tek to the shrine is difficult. It is to the southwest and you will orobably want to hack through the doors to the west and go south, following a path while you can. In the original map it is possible to usea hammer twice to get to the main path, and diagonal movements can take you the rest of the way. There is water behind grassland to the west near the shrine. Leave the priest behind in the shrine and win that fight. The next part is much tougher. You need to freeze the demon minstrel and then capture him. Use the paralyze spell once you hear him, save the game(in case you muck it up) then go onto his square, wear the amulet, unfreeze and communicate with him. The game says he disappears at dawn, but he doesn't if you freeze him. Take the amulet off once you're done, as priests won't follow you if you're wearing it. The next thing you need will be condor feathers. For that you need to track where the condor is at dusk and then go there. This may also require saving and restoring. You can cheat and add condor feathers as a reagent to your save file if things don't work. You may also be able to freeze the condor at dusk and then hack at it. Your listening should be good enough to be able to detect beating wings from a distance, but actually it's more effective to use a population lens(gotten from the guards early on) to track the condor. The condor's nest may be in the SE, and if it is, then you will need to follow to the SE to get the condor. It's possible to get to the SE without a teleport if you are able to use the cisterns and fresh water judiciously, but if not, you can always dig the soil just before you lose a life and then teleport back. The next shrine fight is no different from previous ones except that it is based on a diagonal grid. The astral gate is in the NW. You need to transform to a demon or condor to get there. A magic artifact should allow you to transform to it, then when you fly to where the gate is, stop the spell, beat the evil monk and move to fire. Air clues: Fear the howling of the night! The condor hunts by the daylight The Amulet offends the Monks Beware the Lake of Assassins! The condor makes his nest at night Beware the edge of the world! Watch a foe's feet, not his eyes! Keep your blade sharp! The Lens will lead you to the nest Thieves are cowards at heart! Condors won't harm 2 standing as 1! The Shrines are south of the river! The winds blow fiercely at night Winds don't affect Guiding Light The Were Beast has a treasure! Feathers shall make you fly! The Demon's Hair will change you The Demon will both follow and flee! Catch the fleeing Demon at dusk! Dig where you seek to return Seek the Keeper of the Amulet Seek out the Astrologer Wear the Amulet before the Minstrel Reach the Gate by wing! The Minstrel's gift must be blessed Flee the Demon, catch the Minstrel! 5-4. FIRE Fire is short and straightforward, except for the tough fights. Lots of evil monks. So plow through this quickly if at all possible. Fortunately, the terrain is simpler here, so you just need to use the right spells, and you generally get a body elixir after each win. Be careful around floating skulls--you can usually avoid them--and never ever step on a flame. As for spells, you only need a few panda hairs, really, and that's only if you got killed along the way. With water being scarce and frequent heat waves, you may die of thirst at times, but now is the last time you can lose lives that way, so don't be too concerned about perfection. There's nothing after this. Save after each encounter. Go east to the next island over. Defeat the enemy there to get fresh water. Spirit through the walls to the SE, then go SW to get more fresh water behind two doors. Go back SE and then swim E/SE from behind the door to the south of the big structure. There'll be an island appearing shortly. Stand on it and take a break. Then move on. 3E 5NE E 3NE N NE N to get to where the priests are cooped up. Save a lot here in case one drowns. It is touch and go. There is fresh water in the NW of this tiny prison. Retrace your steps to the previous island, then wait for the priest to catch up, then save. SW to the edge then W til you can go NW. Wait for the priest and make sure he pops up. Now there are 2 shrines at the top to liberate. Go along the horizontal path south of the top and open the top door, win the fight(try to use fireballs) and release the first shrine. Now go pick up the other priest and win the fight in the shrine below--a bit trickier with all that fire you don't want to step on. Go back north, SE and west. You'll have some evil monks to fight before facing the overlord. Save after each win. Use a body elixir too. The overlord is tough--one hit and he kills you. But once you beat him, use the gauntlets before you take the orb. Follow the path to the south. Enter the astral gate, and you win. Fire clues: Watch your foe's feet, not his eyes Beware the bite of the Skull The Warlord's heart burns with fury Priests of Darkness know no mercy Don't let your waterskin become dry The hot winds will parch you Avoid the burn of the flames Lost swords are lost forever here Use your lenses to find your goals The prisoners shall feed you The Warlord wields great power! The Warlord guards the Orb closely The Shrines are north of the Warlord The Warlord is guarded on all sides The Gate is south of the Warlord Guiding Light is not subject to wind Handle the Orb with the Gauntlets The Gauntlets may encumber you Take the Orb to the Gate The prisoners shall feed you Blessing shall defeat the Warlord! Victory follows cunning and magic! At the end: Behold the return of the Orb of Harmony! The Heavens and the Earth... speak the praises of your Victory! You have restored Peace and Harmony! You have become a Star in the Firmament! In you I am well pleased! Write to me about your journeys... and I will send you my congratulations! 6. CHEATS On the Apple, you have 6082-83=experience(lo/hi) 6084=level 6085=body(max/actual) 6089=mind(max/actual) 61b4=food 61b5=water 61b6=torches 61b7=whetstones 61b8=body elixirs 61b9=mind elixirs 61ba=shovel y/n 61bb=amulet y/n 61bc=gauntlets y/n 61be=lives 61bf=shurikens 61d4=tiger teeth 61d5=beetle pincers 61d6=fish scales 61d7=soil sample y/n 61d8=condor feathers 61d9=panda hair I would assume the locations are about the same, relatively, in the PC save file. End of FAQ Proper ================================ 7. VERSIONS 1.0.0: sent to GameFAQs 11/26/2007. Finished earlier, but the game was not in the database yet. 8. CREDITS Thanks to the usual GameFAQs gang, current and emeritus. They know who they are, and you should, too, because they get/got some SERIOUS writing done. Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog and others I forgot. OK, even Hydrophant in his current not-yet-banned message board incarnation. I am not part of his gang, but I want him to be part of mine. Specific thanks to Shay Addams and his Quest for Clues book. It has helped form the basis for this walkthrough. While it was more a what to do(due to space constraints) I do not think this walkthrough would have been possible without it. I would also like to give game specific thanks to the-underdogs.info for the manual, from which I have transcribed several commands, and textfiles.com for softdocs, and rubywand(the author of the textfiles.com document, who added some nice hints.)