Long Live the King - Second Edition Walkthrough
By Charles Mead
Warning! This document is all a huge spoiler! You've been warned!
Fairmere
You start in the Port of Fairmere. Go to the castle in Fairmere and talk with
the people in the Throne room. There you'll learn the king has been put into a
magical sleep. Go to the small library just across the hall from the Throne
Room, and talk with the scribe. He tells you of the great Oracle on Tharsys -
definitely someone to go to when you seek information. If you walk behind the
last book case, you will find some sand which - a clue to what happened to the
king! Once you've found the sand, talk with the scribe again who will tell you
of a book he knows about dwarvish sleeping sands. Go north out of town and head
to Tharak Nor, home of the Dwarves.
Tharak Nor
Once you arrive at the entrance to Tharak Nor, you will be greed by a locked
gate and a dwarf guard who refuses to open it unless you can show an official
seal of Tharak Nor. If there's a dwarf in the party, you might be able to
convince him of your good intentions; otherwise, you'll have to find a noble
dwarf who can give you an official seal. As luck would have it, one can be found
in the tavern in Fairmere. Talking with the dwarves in the back of the tavern
will reveal that the dwarves were recently on an expedition to the Isle of
Tharsys where one of them was killed by a Radganian wolf. Go by ship to Trellik
(which is on the Isle of Tharsys) and take the only gate out of town to the
Wolflands. West of the big hill can be found some dwarf bones - the remains you
are looking for. Return these to the dwarves at the tavern and receive the
official seal plus some gold. Now you can return to Tharak Nor and gain entry.
Once in Tharak Nor, you will soon find the dwarves have been plagued by a group
of Trolls that invaded their mines. Go to the library located toward the back of
the complex and talk with the scribe who will give you the book you are looking
for. The book tells the story of the sands and how they came to be and also
tells of the horn of Ahnzra which can undo the sands. Finally it tells that a
demon took the horn.
The Oracle
Where did the demon take the horn, and where is it now?
Perhaps the Oracle will know. From Tharak Nor, return to Fairmere, then take a
boat to Trellik (on the Isle of Tharsys). Head through the Wolflands, and follow
the stream south to the Glade of the Sauku. Further south is the deep forest
where the Slaad live. Find your way past them to the mountain trail. On the
trail you'll find Earth Elementals. Don't bother fighting them because they
can't be killed. When damaged, they just turn to rock for a brief moment, then
come back to life. Follow the trail around and cross the bridge which leads to
the Home of the Oracle. Hit the gong to get the Oracle's attention. When you
talk with the oracle, she will tell you that she will need some token of that
which touched the horn in order to divine the horn's location, and suggest
returning to speak with the dwarves. When asked of a way past the guardians, she
gives a stone that can be used to open a portal to bypass them. Take the stone
and use it on the Menhir. This will open a gate back to the Sauku Glade. Get
back on the boat to Fairmere, and then head up to Tharak Nor.
Back In Tharak Nor
The king of the dwarves would be a good person to speak with but he is too
troubled by troll occupation to talk with outsiders, so it's off to kill the
trolls. The trolls can only be killed by damage from fire and acid, so be sure to bring some of this along with you. When you've completed the quest and returned, the dwarf king will be happy to tell you what he can about the horn. Ask him about the demon from the story and he tells you that he has a bit of the demon finger. This is something
that has touched the horn! When you ask for it, he gives it to you. Now you can
return to the oracle.
Back at the oracle
The Oracle uses the demon finger you have retrieved to divine the location
of the horn and tells you it is deep in the ocean. She also gives you a seeking
stone that can lead you to it. Unfortunately, there is no way you can swim to
the bottom of the ocean. There is a rumor of a sea elf who befriended one of the
halfings on Hiltopp, maybe he can be recruited to help! (Rumor is on website and
can also be found at tavern in Fairmere)
Hiltopp
Once in Hiltopp you soon learn that the halfling you are hoping to find has
been captured by pirates! Luckily, the halflings used a ballista on the pirate
ship as it was sailing off, so they weren't able to get far, and are probably on
the other side of the island. The only way to the other side of the island
however is through a dangerous cave where magic is awry. The cave leads through
to the far side of the island where the pirates can be found. You can buy the
halfling or just kill the pirates and rescue the halflings. The pirate captain
has the key which you must use on the shackles at the halflings’ feet, or you
can just hack at the shackles with a weapon. (The shackles are small and can be
hard to target with both halflings on top of, but just rotate the camera around
until you can easily click on the shackles. Once you have freed them, talk with
Skee, and tell her to head on back through the cave and back to their home in
Hiltopp. Head back and meet them there (they will eventually go to the little
party area where all the tables are. Talk to Skee again once she is back home
and she will offer to take you to Shelk the sea-elf. Follow her to the coast
where she calls for Shelk and he appears. Talk with Shelk and in gratitude for
saving Skee he will offer to help you. If you have the seeking stone from the
oracle, you can give it to him, and he will use it to retrieve the horn for you.
Note that you must have the seeking stone or Shelk can't help you.
Return to Fairmere and save the king!
Once you have the horn, head back to castle Fairmere. Talk with the Grand
Vizier who upon seeing the horn will open the door to the king's chambers.
Follow him to the sleeping king and use the horn on the king. The king will
awake and thank you and reward you and then return to his throne. All is now
right in the world! Or is it? Seems the Duke did this to the poor king! Go
teach him a lesson! Unfortunately he manages to put the guard send after him
asleep and makes good his escape. Return to the king and tell him the bad
news. It soon becomes clear that there is a much bigger threat facing the
kingdom. Clues picked up in the Turok-Maw camp and in the Gulan caves lead you
to believe the dark mage Salandrus is behind all this. But where is he?
The Gulan Wastes
These most inhospitable lands seems a likely spot as any for the hideout of a powerful evil wizard. Finding a sleeping woman in the desert who cannot be woken confirms it. Salandrus is behind it all and must be stopped. Armed with the horn, a final battle ensues. Hopefully you are the victor. Return once again to the king and get your reward, and the title of Knight. If you talk with the king, there may still be a few loose ends (optional quests) that can be undertaken if you haven't yet completed them. Otherwise, you’re now ready to get some rest… at least until the next quest!
The End