Chapter 3 Basic Summary - Zythis At the end of chapter 2, you can go to the North to the town of Crystancia (someone tells you to go there, probably Bern, but I'm not dealing with that here). It's an elvish town as before in the old chapter 3 and all the stuff that was there still is (a lot of what was finished in the old chapter 3 works here as well). In Crystancia, you meet with the elvish counsel which is composed of the leader and all the other people who were there in the old chapter 3. When meeting with them, you learn that Barok is the least of your problems, and that something even worse is about to happen. After they get through telling of doom for everyone and about how the portals should never have been opened for all creatures of middle earth (you don't quite understand the magical portals in the shrines even now at this point), they get to the point and tell you that a gang of thieves have been ravaging the countryside of both Crystancia and its sister town to the north called Lotasia (Both Crystancia and Lotasia could be named after flowers, Crystancia after the Crysanthemum and Lotasia after the Lotus. Hey, I think that's cool.) which happens to be a town of sprites. The elves tell you that they worry about Lotasia since the (apparent, hint, hint. It turns out, he was actually kidnapped something not revealed in chapter 3, you rescue him in 5 or another future chapter) death of the sprite king, Githladriel III, at the hands of the thieves and that you should probably head there next (Recently, I've been creating my sprite lore and it's a big long plan at the moment. I've been wanting to apply it and I think that a town near the elves would be a good idea since the elves and sprites are close friends as set up by my plan). Upon exiting from the Elvish briefing, you are told to head toward the relic shop by the leader of the town to get something from the relic shop, a chime that can open the Garunda Tower to the south and that you'll need it. The elves tell you that the tower is currently one of the most evil places in the world (if you want humor maybe they have a top ten list with all the places you've been so far on the list) and that the tower's been poisoning the land for a long 60 years. Upon arriving at the relic shop, the owner refers to a mysterious felinoid woman who bought the chime just a day ago. He tells you that she didn't say anything except that if you were to come that she was heading to Lotasia and that if you want the chime, you have to find her. He tells you that she was really weird, didn't give a name or anything, just that she had a lot of gold. The owner of the relic shop tells you that she's probably one of the thieves in the area because the thieves are the only ones to walk around with that much gold on them. After buying a few spells namely chill and antidote, you can then leave the town. Next on your list is Lotasia and you need to go there in order to get the chime, because the Garunda Tower is next on your list of places to go and you have to find this woman to get the chime. You enter the town and several people look at you suspiciously (apparently the woman has left them with bad impressions). Most of the people will tell you to get out of the town and that they don't need you there, but a few will tell you of the strange Felinoid woman that went to the local tavern. If you go to the tavern, nobody will be there except for a few people. One of them whispers to you, "Get out of here if you value your life!" For a second this seems extremely strange, but out of nowhere, the woman jumps up and automatically catches you off guard. She says, "I've been waiting for this moment. You have been fooling around in our affairs too much. Now, you're going to pay for it! To get this chime, you're going to have to defeat me, a task beyond your capibilities. Selaria the Assassin at your service!" The battle is going to be tough, blaze doesn't work well and she has a natural immunity to chill magic which will make the first half of the battle tougher for magic users. However, half way into the battle, she screams in pain and throws something to the floor. She throws down a magical relic which protects from blaze magic which instantly explodes into nothing (It absorbed too much physical damage). The battle ends for a couple of seconds, just long enough for Selaria to regain her composure. She says, "Ah, you are stronger than I thought, you even destroyed my relic. Well done! But if you think that destroying the relic will make your job easier, you are dead wrong!" The battle continues and Selaria's defense is tripled which makes the second half of the battle tough for soldiers and other fighters. However, magic users will find that blaze works like a charm now and should have relative ease if their map and level are high enough. Upon defeat of Selaria she says something like, "I wasn't able to stop you now, but believe me, I'll be back for you again and you will die at my hands!" She instanly vanishes into a magical warp and everything's gone save the chime you need for the Garunda Tower. All the townspeople are very grateful and now most of them will talk about their poor king and how he was killed (Unless you think that Barok kidnapping Bern is too much, I think the sprite king in the hands of Salaria in middle earth along with the other thieves would be pretty cool.). They tell you that they are eternally grateful and the Sprite Training Area is now open to you. In the training area, you can learn a spell of hiding which will be pretty weak considering it's open for everyone and other skills which can raise your evade ability for a short period of time. The sprites then tell you to go to Garunda and that they'll be okay. If you go back to Crystancia first, you can tell the elders of what happened and they'll be grateful too. You don't have to go back right away, but upon your next return, you'll tell them what happen for sure. You open the Garunda Tower with the chime and a sudden waft of stale air exits from the tower when the door opens. The tower is dark, you'll need torches, and there are no windows or anything. Throughout the tower, you'll see old chairs and paintings (The Tower could be an old elvish dwelling of the past. The elves in Crystancia could tell you about it as a background story and that they were forced to flee when the first evil creatures started to come) as well as cobwebs everywhere. Undead such as grues and a wraith here and there could be the main enemies of the tower, although there could also be musty toadstools which happen to grow plentifully in the damp dark tower (possibly a toadstool nest somewhere). There are several floors to the tower and at the top, there is a creepy undead creature, possibly a dead elvish king of 60 years ago that remained behind when the tower was invaded. Anyway, defeat the undead boss, and you'll get a relic of poison protection or something else that will allow you to enter the poisoned area of the marsh. (Either way the relic isn't permanent, something happens to it at the end of chapter 4) You thereby can go to the top of the Garunda Tower and notice that some sort of activity is bustling in the marsh and you think (emit something here so that there's no doubt whatsoever) that the marsh should be your next destination. Finally, here is where the end of chapter 3 goes, Gandalf said that he had a way of ending chapter 3 as well as the whole of chapter 4. The beginning of this chapter really works well, since no matter what is decided with chapter 2, this works reasonably well since you have to go to Crystancia anyway. The addition of the assassin which can easily either be a reocurring character or could be killed in the duel, makes the story colorful and it also makes getting the chime harder. The Garunda Tower is meant to be creepy. Making it an old elvish tower gives the elves something new to talk about and also makes for an awesome undead boss, an undead elvish king that refused to give up his kingdom.