=================================
Avernum 3 Special Messages Guide
=================================
======
Index [a3sm_indx]
======
Index [a3sm_indx]
Version History [a3sm_vrhs]
Legal Status [a3sm_stff]
The Guide [a3sm_desc]
Edit Statistics [a3sm_edst]
Contact Me [a3sm_cnme]
Credits [a3sm_cred]
================
Version History [a3sm_vrhs]
================
Version 1.0.0: * Started Work on Guide.
* Layout Made
Version 1.0.1: * Guide Formatting Fixed
* More Messages Added
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and
a violation of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
I take no responsibility to any damage caused by using by using this guide.
Sites that can use my guide:
www.gamefaqs.com
www.neoseeker.com
If you wish to display this guide on your site on this guide, please email
me at universejdj@gmail.com
==========
The Guide [a3sm_desc]
==========
Ever missed one of those special message boxes in Avernum 3? This guide will
eventually have all the messages in Avernum 3.
==================
Fort Emergence [a3sm_edst]
==================
You step out of your quarters and into one of the many cavernous halls of
Fort Emergence. The corridors are eerily quiet. Only a small fraction of
the troops that will be stationed here have arrived yet. It's time to go
and get your orders.
You enter the Fort Emergence training hall. You can come here when you
want to improve your adventuring skills. (To train a character, enter this
room and press the Train button to the right of his or her portrait.)
These barracks are incomplete. The floor and the wall in the corner
aren't yet done, and some of the furniture is still on the way. soon,
though, this chamber will be completed and filled with anxious Avernite
soldiers.
You are at the west end of the main Fort Emergence laboratory. Here,
specimens from the surface world are brought to be carefully examined.
Avernites have forgotton much about the flora and fauna of the surface,
and it all needs to be relearned.
In addition, alchemical herbs are being grown in long, stone pots at the
east end of the chamber. They are then made into potions to be given to
soldiers stationed here, to aid them in case of an empire attack.
This room is magically kept hot and humid, and is filled with a refreshing
plant smell. To the north is a wide variety of flora, neatly organized and
ready for careful study by the fort mages.
These are Runes of Confining, designed to hold all manner of dangerous
creatures. When you step near one, every hair on your bodies stands on
end. It's not a comfortable feeling. If you stepped directly onto one,
you would have a real problem.
The corridor here is blocked by some sort of magical wall. It's thin as a
wall, and seems just as insubstantial. However, you know very well how
misleading appearances can be when dealing with magical matters.
You touch the barrier lightly. It throws your hand back with daunting
force. Your wrist is slightly sprained. You back away quickly, before
something worse happens.
This chamber is thick with the raw stink of animal feed and fresh dung.
There are cells ringing the room, several of which hold strange creatures
from the surface world. They must be here for study.
As the cell doors open, Eva shakes her head angrily. "All fine for you.
You won't have to pen these creatures back in after you're through
playing with them."
The furry, hostile surface creature lies dead at your feet. Eva is
furious. "What are you doing? I was studying that creature! Now I'll have
to get the wizards to teleport another one down here!"
She stalks off, muttering obscenities under her breath.
The beast looks up at you mutely. You match gazes with it, trying to
achieve some sort of common ground. In the end, you feel personally
enriched, but you learn nothing.
The southern courtyard of Fort Emergence is crowded with large carts and
the giant lizards who pull them. Massive piles of supplies ship in and out
of this fort. All the settlements of Upper Avernum are still works in
progress.
Fortunately, you don't have to worry about assault from these giant
lizards. Thought these creatures are innately fierce and stupid, the
merchants who own them constantly dull their teeth and claws.
There is a large, wooden wheel here, with a long length of iron chain
wrapped around it several times. The chain then goes from the wheel into
a hole in the ground.
When the barracks are completed and soldiers to fill them are brought up,
Fort Emergence will be well defended. Until then, this room just gathers
mold.
In this warm, dry room, bread is made to feed the soldiers of Fort
Emergence. Since Avernum lacks flour or corn meal, the bread is made from
dried and ground mushrooms. It's bitter and unpleasant, but, given years,
you begin to forget how horrible it is.
This is a small, side storeroom here. You find a note on the door: "Please
reserve itemsinside for secondary surface exploration team." You would
guess that this means you.
These chambers are a lot nicer and more carefully built than the other
areas you'veseen. This is probably where the high ranking officials work.
This is also probablywhere you're supposed to get your orders.
You pass through the door and enter a large, dimly lit office. It is
filled with stacks of papers, maps, plans, scraps covered with notes, and
the like. It also contains many plates and mugs, all in need of washing.
In addition to all the other clutter, you find a small, ratty man whose
clothes and hair are in extreme disarray. He twitches constantly with
nervous energy. When you enter, he leaps up and rushes over to greet you.
"Greetings, my friends! I am so glad that you're finally here. I am
Anaximander. As Commander Johnson commands the military half of the fort,
I run the somewhat...ummm...more covert operations." He speaks very
quickly.
"I will be the person who you report to for further instructions during
your explorations of the surface world. When you do something, come to
me. When you don't do something, come to me. When your just plain
confused, come to me."
He returns to his seat and sorts throught papers, looking for something.
He can't find it. "Damn! I had a map to a nearby goblin outpost. There's a
bandit lair, too, in the caves."
"We thought you might want to go there to learn to work as a team and pick
up some loot before exploring the surface. There's a map to there around
here somewhere. Search a bit."
"Then, when you're warmed up and ready to explore the surface, come back
here! I'll have more instructions. Remember, to got to Upper Avernum,
leave Fort Emergence to the south. To go to the surface, leave to the
north."
He nods, flashes you a worried grin, and goes back to his notes.
"Don't forget... The sooner you go out onto the surface and see what's
going on, the better. All Avernum waits to see whether it is safe to
emerge or not." He points at two maps on a table."Take those. They're of
nearby areas."