This is a walkthrough for 'The Black Watch'.

Please do not read further if you do not want to be spoiled.

This walkthrough is organised by area. I'll point out points of
interest as well as give the route to complete the quests.

- SPOILERS BEGIN -

1. Battle!

Follow Elvalinde's instructions and run away (south) before you are
killed by a stray fireball.

A conversation will trigger when everyone (well almost everyone!) is
back in the small room. Elrilia will polymorph you into a fairy. Fly
over the rubble to leave the area. If the polymorph runs out, talk to
Elrilia to get re-polymorphed.

You will receive a bag containing some useful scrolls (Magic Missile,
Sleep, Color Spray, Summon Monster I) and some Cure Light Wounds
potions. You will need to use these as the combat in the next areas is
tough for an unarmed 1st level Wizard or Sorcerer, particularly since
resting is not allowed.

2. Beyond the cave-in...

Enter the area and kill the rats. A number of crates contain 3 useful
items: a Mining Axe, a Sledgehammer and an Old Quarterstaff. Take all
these. These are all weapons and can be wielded by any class.

In the far south corner of the room, red lighting shows the location
of some gems embedded in the wall (run with me on this one). Use the
Mining Axe's 'Unique Power Self Only' to get the gems out of the wall.

Head north. It appears there's an exit to the surface to the east but
it's a cave in. There's a spider and rats to fight. There's a gem in
some rubble.

Head north to the next area.

3. Dark Cave (formerly, Rat Cave)

It's a dark cave with rats in it. Be prepared to fight lots of, er,
rats.

At the fork, going east leads to a dead end with a few
encounters. There are a couple of gems, a Potion of Lore and a handy
scroll of Melf's Acid Arrow on some bones in the dead end.

Taking the other fork eventually leads to a big cavern. Rats and Dire
Rats will spawn in 3s or 4s, with new ones replacing those you
kill. To escape from the rats, close the gates and bar them with the
Old Quarterstaff (Use Unique Power). The gates need to be closed for
this to work. The XP you get is the same if you kill all 20 rats or
bar the door successfully.

Leave to the west.

4. Waterway

You've made it around in a circle to the north of your friends. Your
enemies (the Red Falcon) are to the far south of this area. There's a
fast-flowing stream which you can divert to flood the cavern and
hopefully cause enough chaos to make good your escape.

There's a number of encounters with fire beetles and other bugs here
which can be quite tough. I'd recommend saving at the start of this
area.

In the far south east is the beetles' nest where they cohabit with a
Giant Spider. Kill all the beasties here. On a corpse you will find a
Potion of Frost Giant Strength. It's a special object (Use Unique
Power Self Only) and you can only drink it when appropriate (it won't
be wasted if you try earlier).

Head to the west of the area. To the south are the Red Falcon if you
want to fight them (and die horribly). If not, find the
rickety-looking column held up with wood. If you have the Sledgehammer
and the Potion of Frost Giant Strength in your inventory you can use
either to knock down the column and flood the cavern. Doing this will
take you to the next area...

5. Flooded cavern

Follow the conversation with your cell through and leave to the west.

6. Outside the mine a short time later...

Follow the initial conversation. Talk to Elvalinde, then Jack and
Elrilia. If you have a spare Potion of Cure Light Wounds, give it to
Elrilia to pick up a Romance Point! Once the initial 3 conversations
are done, talk to Elvalinde again about problems with her leadership
and you'll leave back to town.

7. Suburbs

The remaining areas can be entered and left at will. I'll highlight
the most efficient route and point out some points of interest.

Talk to Elvalinde, who will wander off back to base.

Go west to the market. The halfling is a con-man. A little boy,
Darran, will latch on to you and follow you around (though he won't go
into buildings). He's interested in the Black Watch and has a number
of phrases he'll say. Tell him to buzz off and he'll go and cry in the
garden to the north east.

Enter the tavern in the centre of the map - The Six Bells.

8. The Six Bells

The Six Bells has a problem and his name is Timo. Timo will be
wandering around talking at the patrons, who'll occasionally
respond. Wait around a bit if you want to hear about Timo's many
adventures.

Talk to Timo, who will introduce himself, give you an autograph and
reveal that he's interested in the half-elf girl Elrilia. If you're
female you can try to hit on him for a laugh. If you're male and do
the same thing, he'll be a bit uncomfortable around you in future!

Talk to Bob the Innkeeper and offer to get rid of Timo. Talk to Timo
again but he won't leave.

Return to the Suburbs and leave in the far SW corner.

9. Funeral Parlour

Actually a [slightly comic] front for the Black Watch's secret
base. You can optionally talk to the Dwarf and Old Man, but it's not
required. Leave through the other door to the Black Watch.

10. Black Watch

There's a number of things to do here. I'll talk about finishing
Timo's quest and then other points of interest.

In the Infirmary, talking to Dr Killian and asking to spend the night
(as per orders) will end the Day and the module - thanks for the
playing!

Here's the completion of Timo's Quest: Go south to the Infirmary and
talk to Elrilia. She's still recovering. Timo will certainly want to
go and comfort her. Return to the Six Bells and tell Timo about
Elrilia. He'll run back to the Infirmary and subject her to his
conversation. Return to the Infirmary and talk to Elrilia who'll ask
you to help her escape from Timo. Timo's a sucker for an audience and
will leave Elrilia alone with the right trigger. Return to the Suburbs
and find Darran in the garden to the NW. Give him Timo's
autograph. Darran will want to meet Timo to confirm he's a 'real'
Black Watch member. Return to the Infirmary and tell Timo about
Darran. Timo is torn but rushes off to meet his new fan. Gain another
Romance Point. The Romance Level here determines if Elrilia says she's
happy that you're there. Return to the garden in the suburbs to see
them happily talking and gain a small completion XP bonus.

Other points of interest:

Barracks (NW): Hear a conspiratorial conversation in the female
barracks. If you're male you'll eventually get chased out. If you're
female, you'll get chatted up in the male barracks. You can talk to
the various cell members to get some flavour text.

Quartermaster (north of Infirmary): Quartermaster Bentin will tell you
about his history and show you where your possessions are stored.

Library (south of Infirmary): Yuki the short-sighted library wanders
around the library, walking into things (this was not fun to
script). If you're nice to her you can learn about an accident
involving a Scroll of Fireball and Cheiba and she'll offer you a wand
she no longer uses.

Cheiba's office (S): Cheiba is Elvalinde's secretary and doesn't like
Yuki much. Talk to her a couple of times to get her opinion on
Elvalinde's leadership.

Training Yard (SE exit): Dane will be here if you've been to the
female barracks, practising. You can compete with Paurick the archer
for a bet. The target set slightly back is much easier to hit.


The original story of this module involves heading off a rebellion in
the Black Watch and then moving on to strike against the
Prince. Unfortunately, I ran out of time/will/hitpoints and the module
remains incomplete.
