CHAPTER FIVE: OPERATION: KHANARK ROCKIES

In this chapter, you essentially ruin the Overlords' plans in the Khanark Rockies, where they aimed at choking the gnomes of Gnomilar and the dwarves of Stonegate (and the Dwaren Halls) with the help of orcs, ogres and hill giants, in order to effectively remove them from the gameboard. This is where you begin to realize how far-reaching are the goals of these Overlords ...

 

1) Go back to the Heartlands, and go knock out the orcish compound at x52y3. The orcs have been raiding caravans from there, and are using this compound to close the pass which gives access to the Khanark Rockies from the Heartlands.

 

2) Go get the Shield of Galduur from that merchant of Aranys you rescued back in Chapter One. An overjoyed Braggan Stoneheart will ask you to accompany him right there and then to Stonegate, in order to bring back the shield to his people. Accept, and he'll take you through short cuts and quickly enough near Stonegate. As you approach the dwarven trading post, you'll happen upon a big battle as the orc-ogre-giant Triple Axis <wink> have just unleashed another assault on the battered dwarves. After you rout the attackers, Braggan will enjoin you to follow him to go see his father, the Dwarven King. Just cross the gates of Stonegate, and walk straight north up to the rocky wall ... and Braggan will take it from there. Once inside the Dwarven halls, feel free to look around. But don't forget to go see the king at his castle.

 

3) The Dwarves need help. After giving back the shield to the dwarven king, some hope is restored to the battle-weary dwarves. But that is not enough; they'll need the help of their kincousins the gnomes, of Gnomilar. The king will ask you to find a way to convince the gnomes to help them. So accept the king's hospitality, rest, then get back to the Rockies and straight to Gnomilar; there again, you'll stumble upon a battle where the gnomes are defending their village from the orc-ogre-giant Triple Axis. After helping the gnomes, go to the king's castle and go speak to him. He'll tell you that an emerald dragon stole their magical lamp, which provides protection to their village; without it, the king does not dare to spend any warriors to help his kincousins the dwarves. Accept to retrieve the lamp. A gnome priest will offer to join you; his name is Helm Goldfinder and he is very useful for this part of the story (you will have the chance later on to get rid of him, if you feel like it).

 

4) Recover Gnomilar's lamp. To do that, go to the entrance of the emerald dragon's cave at x51y74. Enter and fight her troll servants, then her. After that, walk to x11y52 in the cave, where her hoard (and the lamp) is. An ecstatic Helm will bring you back to Gnomilar quickly and without any hassle; then give the lamp to the gnome king, and he'll pledge to help his kincousins whenever they'll need it. At that point, Helm will want to stay with your party for good; feel free to refuse him if you don't feel like it (since he is no more important to the story; however, he can still be useful in battle). Then, go back to the Dwarven Halls to give the news to the dwarven king.

 

5) The three missions of the dwarven king. Note that, as in the case of Wailsrond (see Chapter Two), you can do the following without being asked, or anyone of them without being asked while having done others after being given the mission; however, you'll need to go see the dwarven king at one point or the other for the 3rd (and final) mission.

A) With the great news that you bring, the dwarven king tells you that first, you must find the steading of the hill giants, so that a gnomish-dwarven punitive task force can eradicate their threat and that of the hill giant king, thus weakening the Triple Axis at the same time. Go back to the Khanark Rockies, and walk to the cave at x82y62. Defeat the hill giant sentinels there, then from the cave walk into the secret passage there and up to x85y65; from there, walk to the battlements of the steading. Having found the steading's location, you get back quickly and safely to the dwarven king, who sounds the call to arms; you'll be joined by the gnome king and his best warriors, as the punitive task force gets back to the battlements in a flash, for the big slug fest! After the battle, the gnomes and dwarves leave; you can wander around or immediately walk back to the Dwarven Halls for your second mission. (NOTE: if you do this without being asked first, you get to enter the steading and fight the hill giants and their king all by your lonesome!

B) With the hill giants gone, now it's the turn of the ogres and their chief. The king asks you to find their compound, so that he and the gnomes can do to them what they've just done to the hill giants. Go back to the Rockies, then to the secret door at x64y54; walk in the secret passage to x59y58, side-step to x58y59, walk to the secret door at x54y59, and then up to the ogre compound. Having found the compound's location, you get back quickly and safely to the dwarven king, who sounds the call to arms; you'll be joined by the gnome king and his best warriors, as the punitive task force gets back to the place in a flash, for another slug fest! After the battle, the gnomes and dwarves leave; you can wander around or immediately walk back to the Dwarven Halls for your third (and final) mission. (NOTE: if you do this part without being asked first, then you get to enter the compound and fight the ogres and their chief all by your lonesome!).

C) And then, only the orcs and their king were left. The dwarven king gives you the same m.o.: find the orcs' village, so that the punitve gnomish-dwarven task force can go there and kick some serious orc behind! This is more important due to the fact that, at least on the surface, it is the orcs who are the major partners of the Triple Axis. So, as before, go back to the Rockies and head straight to the gate of the orcs' village at x26y77. Having found the village's location, you get back quickly and safely to the dwarven king, who sounds the call to arms; you'll be joined by the gnome king and his best warriors, as the punitive task force gets back to the battlements in a flash, for the Final Battle of the Khanark Rockies! After the battle, the gnomes and dwarves leave; you can go to the orc king's compound (where you'll find evidence that the Overlords -and especially one of their sub-commanders, see Chapter Seven- were behind all this), or immediately walk back to the Dwarven Halls and the king, so that your deeds be celebrated and you be declared Heroes of the Dwarven Halls. (NOTE: if you get to the orc village without having the mission to find it, you'll simply back away with the location of the place memorized: all you have to do is see the dwarven king and, if parts 5A and 5B are already completed, you all get to kick orc behinds as if you had been given the mission in the first place).

 

6) Visit the Holy Halls of the Dwarven Halls. Being genuine heroes to dwarves can have interesting perks, like being given access to their Holy Halls. In there, one of the buildings is their Secret Lore Halls. Enter this building and go speak to the Library Keeper: you will get startling information about the continent of Anarym, Galduur, a mysterious adventurer named Kith Khanaan, and other things, giving you more things to digest with potential clues as how all of that ties in with the Overlords. Finally, take the time to wander around the Dwarven Halls for the chance at extra encounters and loot (if you haven't already).

 

And there you have it! You have completed Chapter Five and you're all set to proceed with Chapter Six (recommended to do next) and/or Seven!


These pages and their contents (except otherwise noted) are © Pierre H. Vachon (Psion) and may not be reproduced in any way or for any purpose without the express permission of the author.
The Sword Lands and Anarym are © Pierre H. Vachon.

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