Thomas_Spoilers.txt

Thomas.h3m is a story map incorporating several puzzles and a few
trivial fights.  If you have difficulty with those puzzles, use
this spoiler file.

Each Puzzle is numbered, so search for the appropriate number to
find the solution to that puzzle only.

************ SPOILER WARNING! *********************
************ SPOILER WARNING! *********************
























































1) Puzzle Number One: Getting out of Grafelna City.

Much of the city is unreachable.  You should be largely
confined to a pair of east-west streets.  The exit you want is on the
eastern (right hand) end of the upper of these streets.

To get to that street, visit the thieves guild east of the tavern.
Then step east to visit the learning stone; then east again to
give up your fifteen halflings to the quest guard.

Now go further along that street.  Invisible behind the Hall of
Darkness (black knight dwelling) is a piece of wood.  Pick it up,
and the way is clear!

(An event will give you the Head of Legion as you pass.)

Hidden secrets in the city: Necklace of Swiftness (behind the golem 
factory, next to the fire elemental dwelling.)
Sea Captain's hat: behind Dragon Vault near initial entrance to city.


















































2) Puzzle Number Two: Crossing the River.

There are two boats here, and both of them block your passage!

Go south along the river bank as far as you can, and cast summon boat.
This will get the boat next to the landing spot out of the way.

Next, go north as far as you can, and summon the other boat from the corner.
It needs to be that other boat; you can't sail around corners, unlike
land travel.

Climb into the boat and sail around the corner to the one square
where you can land.

(Do not, under any circumstances, climb into either boat before both have 
been summoned from their squares.  Once you have climbed into your first boat,
that is the boat that will come to you every time you cast summon boat, and
you will not be able to summon the second boat.  The spells cheat-code will
give you scuttle boat if you don't care about the puzzles.  Alternatively, 
the Sea Captain's hat may be found in the city, behind the Dragon Vault where you 
first entered the city.)























































3) Puzzle Number Three: Crossing the Lake.

This one should be relatively easy.  Climb into the boat.
The Elementals won't attack yet.  Sail right and land on the promontory
next to the hell-hound.  It will join you.  Edge as far right as you can go,
summon another boat, and climb in.  You will then be able to skirt the
Elemental stacks until you reach a landing spot.

(Before you start this puzzle, collect the Arms of Legion.)



















































4) Puzzle Number Four: Retrieving the Tome of Water Magic.

There are three Tomes of Water Magic in the area.  Only one is accessible
without Fly or DD.  It is the most thickly surrounded one!

Go behind the Freelancer's Guild to the Dendroid dwelling.  Don't fight.
Pick up the campfire, and step down, then up again to the Dragonfly hive.
Again, don't fight.  Step left (yes, that square is clear!), and then
you can reach the Tome itself.

(Pick up the Torso of Legion before leaving.)






















































5) Puzzle Number Five: Escaping the Rogues valley.

There is a quest-guard leading out of the valley, asking you to
defeat a pack of ArchDevils.  This is a red herring.  The way out is
behind the rogues cavern, and is immediately available ...

Though you probably want to go north first, and collect the Emblem
of Cognizance so that you can hire some Rogues; this involves
picking up the Loins of Legion, invisible behind the Dwarven
Treasury.



















































Puzzle Number Six: Valley of the Sphinx, or Which Elemental Path?

Thomas has had it with Water Magic.  The correct path is *FIRE*!
His reasoning is that he can summon enough water to cool the ground
where they're going to tread.



















































7) Puzzle Number Seven: Valley Maze, or There is no Puzzle Seven.

The map is straightforward from here.  If you collect the Legs of
Legion before you enter the starry portal, you should be able to assemble
the statue of Legion.  This won't help your castles, but it *will* let
Thomas get hold of the Power of the Dragon Father.

On the other side of the portal, all the dragons you can reach are friendly.
Collect them and step through the Swan Ponds.  When you reach the Jail, free Halon,
move him two steps right, and put him to sleep.  Thomas should reach Karas Haven
a few steps later.














































8) Puzzle Number 8: Final Fight, or How does one Azure Dragon kill 40 Wyverns?

There is more than one way through this fight, and its difficulty depends on 
whether or not you have the Power of the Dragon Father (which puts your spellpower up 
by about 15.)  You have two relevant spells: Blind and Magic Arrow.  The important 
one here is Blind: the Wyverns come in two stacks, so blind one stack, and beat 
up the other.  This way you don't have both stacks chewing on your Azure from 
the start, which would kill it.

Note: If all wyverns were in one stack, the appropriate tactic to use would be to blind
the stack, then attack - meaning the stack retaliates at 1/4 strength (advanced Fire).

Magic Arrows also soften up the opponent, and you should have a first aid tent, so your
Azure will regain a little health each round.




