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Outcast

by Jeff "CJayC" Veasey 23 sections about 52 minutes to read

Preserved exactly as it was written, spacing included: this guide contains maps or tables that reflowing the text would destroy. It scrolls sideways rather than wrapping.

Outcast
  An action/adventure game for Windows 95/98

FAQ and Walkthrough
Version 1.0
September 27, 1999

Copyright 1999 Jeff "CJayC" Veasey

See the bottom of this document for copyright, distribution, and
contact information.

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I. Introduction and Version History
II. Playing the Game
III. Main Quests Walkthrough
  A. Training
  B. The Mon Quests
    1. Shamazaar
    2. Okasankaar
    3. Motazaar
    4. Okaar
  C. Resource Quests
    1. Stop Riss Production
    2. Stop Tax Collection
    3. Stop Sankaar Fishing
    4. Stop Helidium Mining
  D. The Event Quests
    1. Marion in Trouble #1
    2. Marion in Trouble #2
    3. Jan in Trouble
    4. Guardians in Trouble
IV. Bonus Quests Walkthrough
  A. Shamazaar Bonuses
  B. Talanzaar Bonuses
  C. Okasankaar Bonuses
  D. Motazaar Bonuses
V. Other People and Places of Note
  A. The Recreators
  B. The Twon-Ha
VI. Administrivia
  
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I. Introduction and Version History

Take special note that this FAQ is a work in progress.  I will be 
working on and updating this doc constantly until I get 100%/100% on 
all of the quests completed.  I mean it.  

Version History:
0.1 (9/15/99): First version.  Training and 80% Shamazaar.
0.2 (9/19/99): 100% Shamazaar.
0.3 (9/23/99): 100% Talanzaar regular, 75% bonus.
0.4 (9/27/99): 75% Okasankaar regular, 25% bonus.
1.0 (9/27/99): Full walkthrough complete.  Main Quests: 100%, Bonus 
               Quests: 83%
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II. Playing the Game

(expect controls, general hints and tips and sneaky stuff here)

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III. Main Quests Walkthrough

=======================================================================
  A. Training
=======================================================================

N: Zokrym wants me to speak with his son Jan before he opens the daoka.

After the introductory movie, you should first grill Zokrym on all of 
his available information (except "Ready to Go").  Next, you will need 
to find Jan.  He's the younger Talan wearing the red sash, and he's 
usually in the house right across from Zokrym's.  

N: Finish four tests with Jan.

You should go through each of the Jan's four tests to get a feel for 
the game.  For each of the tests, ask Jan about the test, follow Jan to 
the test location, and ask him about that test's info to begin.  Let's 
start with the Target Test.

N: Shoot all the vases.

Just target each vase and shoot.  It may help to go into first-person 
mode (by hitting the CTRL key) to aim.  Grab all the items, then go 
back to Jan and try the Jump Test.  

N: Jump across to the other side of the platform at the top of the 
steps and get the reward.

Easy.  Just up the stairs, jump, get the map, and watch the quick 
cinema.  Head back to Jan and ask him about the Swim Test.

N: Swim down and get the rewards in the water.

Jump in and go swimming for loot.  Watch your oxygen meter to prevent 
drowning.  Finally, find Jan again (he'll have wandered off while 
you've been swimming), and ask about the Sneak Test.

N: Wait until Jan counts three then try to get the fruit without being 
seen.

After a few seconds of looking wildly about, Jan will settle down into 
a steady pattern of scanning around him.  Wait until he's turning away, 
then run to the first mound and crawl (Space Bar).  Wait, then get up 
and run behind the next box.  Wait, then to the mound and crawl, wait, 
then grab the fruit.  It may take you a couple of tries to get it, and 
if you don't get it, Jan will just tell you not to worry about it.

Once you're done with all four tests, talk with Jan again ("Result") to 
get your EVD (field glasses).  

Finally, talk to Zokrym ("Ready to Go") to have him give you your 
quests and turn on the Daoka.  

GN: Talk to Recreators.

GN: Convince region leaders to stop producing supplies.

GN: Find Shamaz who knows about Mon.

Before you leave, you might want to have a chat with the other three 
Guardians to learn more about Adelpha, as well as asking Zokrym about a 
few more things.  Don't forget to raid all three houses as well as the 
surrounding land (and water) for all the ammo, money, and other items 
you can grab.

=======================================================================
  B. The Mon Quests
=======================================================================
    1. Shamazaar
=======================================================================

Upon arriving in Shamazaar, have a chat with the Talan waiting for you.  
He'll guide you to the village, and give you a few pointers as well.

N: Speak to Shamaz Zeb.

N: Find the Mon.

Shamaz Zeb, like all Shamaz, show up as light-blue colored on your map.  
Grill him over every subject you can before moving on.  

N: Find and stop Naarn.  He may know about the Mon.

N: Speak with Naarn's brother, Ilott.

N: Speak with Zalinass.  He may know where the Mon is.

Before you do anything else, head over to the building with the closed 
door in the village (which is a Riss Storage Building).  There should 
be a key lying on the ground in front of it, so take it and open the 
door to retrieve your F-Links, as well as some other useful supplies.

(Note: From this point forward, the game is much easier if you've 
stopped Riss production.  Perhaps you should finish that quest first 
before continuing?)

Speak with Zalinass first; he's the Talan wandering between the Twon-Ha 
pens in the village wearing the light blue robe.  He'll give you a big 
hint about where the Mon is, not that you can get it right away.  

Find Ilott and speak with him.  He's located to the north of the dais 
just north of the village.  You will probably want to clear out the 
dias of soldiers before speaking with him to avoid interruptions.

N: Find a Shamaz to heal Ilott.

Head back to the village and ask Shamaz Zeb to heal Ilott.  He'll 
gladly do so, after which you can talk to Ilott again. 

N: Riss Counters know about Essence Idols.

N: Bring Magwa to help Shamaz Mazum.

N: Speak to Shamaz Mazum about Naarn.

The Riss Counters can be found to the west of the Temple Fae near the 
water.  The one to the south is much more intelligent, and can give a 
lot more information.

N: 3 of the Essence Idols are hidden in Riss Storage Houses.  One may 
be with the soldiers inside the Temple Fae.

N: Two Riss storage houses on islands near Temple Fae, one northeast of 
the Temple Fae, and one in the village.

Yikes.  Before you gear up for that big battle, head up to see Mazum.  
Before you go, you can ask any normal Talan about Magwa.

N: A Talan named Logar may know where to get Magwa.

Logar can be found to the west of the Essence Well.  Buy the Magwa from 
him, and head to see Mazum in the temple to the immediate North of the 
Temple Fae.  Grill him over all the information he can give you.

N: Bring the stone tablet for Shamaz Mazum.  Ask Maar.

Head back to Maar and ask him about the Naarn and the tablet.  After 
this, he'll go to Mazum's house and get the chest, placing it in a 
field next to the house.  Speak with Maar again about how to open the 
chest.

N: Use dynamite on chest.

Wait for Maar to clear out, then drop a stick of dynamite on the chest 
and set it off (either by shooting it or using a CLAPR-T).  Pick up the 
tablet and then head back to Mazum and talk with him about it twice.

N: (Symbols on Sankra Tablet) Top = Fae ; Left = Ka ; Bottom = Gandha ; 
Right = Eluee.

N: Shamaz Mazum told me the path of the Sankra.  When Fae controls 
Eluee, Eluee controls Ka, Ka controls Gandha, Gandha controls Fae, then 
the world is in Sankra.

Now, it's off to get the Essence Stones.  There are three Riss Storage 
Houses remaining (one on either side of the Temple Fae, and one in the 
far northeast near the other three temples), and they are all heavily 
guarded.  If you choose the violent route, you'll need to raid each of 
the three remaining Riss Storage Houses.  Use whatever strategy you 
wish here, but be warned that even at half strength, these will be some 
hard battles.  To get into the houses, you will need a Door Key (or 
some well placed dynamite).  Keys are usually carried by the captains 
or lying on the ground near the houses themselves, and there are extra 
keys located near the three northern temples.  Once inside the houses, 
shoot open the vases to find the Essence Stones.  Of course, you could 
always be sneaky and use a PPS to get up close and personal and drop a 
couple of pieces of dynamite near all the soldiers.

Now, let's head to the Temple Ka (it's the one where the accident 
is/was).  If you haven't cleared it already, see the bit on "Accident 
at the Temple Ka" in the bonus section below.  Climb up the stairs and 
walk around until you see the altar.  Place the Eluee stone (the wavy 
one) in the hole.  Next, head to the Gandha temple (north of the Ka 
temple) and place the Ka stone in its altar.  Finally, head to the 
Eluee temple (with Mazum) and place the Fae stone there.  This will 
kick off a cutscene at the Temple Fae.

Now that you have the three Essence Stones in place, it's time for the 
final raid on the Temple Fae itself.  Just kill everything that moves.

After the battle, head over to the two Daokas within the temple, and 
Naarn will stumble through one of them carrying the final Essence 
Stone.  Speak with him to retrieve it (or wait until he's dead and take 
it from his body).

Finally, place the Gandha Stone at the altar in the temple.  This will 
cause the large flame to go out.  Climb up the large steps, and there 
you will find the first Mon.

Once you've retrieved the Mon, just kill a little time and you'll get 
the first Event Quest.  If you want, visit Ilott for to give your 
condolences and pick up a little more ammo.  

=======================================================================
    2. Okasankaar
=======================================================================

Upon arriving in Okasankaar (preferably by using the daoka in the 
southwest side of Talanzaar), you'll notice a ton of soldiers and a lot 
of frightened workers.  Talk to any worker Talan to get some 
information.  Northeast of the daoka, you'll notice a Talan in gray 
waving at you.  Ask him what's wrong.

N: Soldiers inside the city are looking for Guardians.

In order to proceed any further, you'll need to clear the city (the big 
black thing to the north of the daoka) of guards.  You can follow the 
Talan's advice and take the back way in, or be brave and take the front 
door.  Either way, no Talan will help you until you've eradicated the 
city of soldiers.

Once you're done, find Shamaz Kaleb in his house in the center of Cyana 
and ask him about the Mon (and the Gorgor and Oru as well).

N: Shamaz Kaleb says the mon is someplace called Gorgor Islans and I 
have to find a Talan named Oru to get there.

N: Go to the docks on the west side of Cyana and find a boat to take me 
to Oru's Island.

Go talk to the docks and talk to Sadar, the northern boatman.  

N: Sadar needs a Zeedog gland to fix his boat.  

So, go find and kill a Zeedog or two.  They're all over the place, 
especially on the east side of the main island.  Grab a gland, and then 
bring it back to Sadar.  He'll fix his boat, and then you can ask him 
to take you to Oru's island.

Once on Oru's island, head northwest, killing the Zeedogs as you go 
(and don't forget those glands for Jokace).  Talk to Oru, about his 
supplies, and the Gorgor.

N: Speak with Shamaz Kaleb to get Oru's gun.

N: Speak with Zele about getting ammo for Oru's gun.

Head back to the mainland via the waiting boat.  Once back in Cyana, go 
talk with Zele about Oru's ammo.  Zele is the Talan in maroon near the 
docks.  Grill him about everything.

N: To make the five ammo, Oru needs 5 daguerauch and 5 booyat.

N: Speak to Zafar about booyat.

N: The daguerach grow on an island to the east of Oru's house.

The easiest of these two things to get is definitely the daguerach.  
Have Sadar take you back out to Oru's island.  Run along the northern 
coast of Oru's island until you come to the platforms to the island.  
Using a Gaamsaav is recommended before you jump across to the island, 
just in case you miss.  Once you're there, kill the gamors and gather 
all the daguerach you can find (there are 11 in all).  Return to the 
boatman to return to Cyana.

Next up is Zafar.  He's a big merchant, dressed in yellow on the east 
side of Cyana.  Ask him about the booyat.

N: Zafar has one booyat he will sell me.

N: Zafar will sell me the location of where the booyats grow.

N: Some talan named Martigar was taken to Zorkatraz.

Buy the booyat (or see the Zafar's Stand bonus quest on how to get it 
for free) and the location of the booyats.  Ask him about the Darosham 
and how to turn off the flame (for a small fee), and then ask about 
Zorkatraz.

N: Zafar will sell me info about the essence wheel and how to get past 
the flame.

N: To get past the flame in the darosham, look on the outside wall of 
the sunken temple.  Hit the essence wheel symbols in the order marked.

N: The sunken temple is to the southwest of Cyana.

N: Zorkatraz: An island prison only reachable by boat.

Wow.  Seems like a lot of work ahead.  Anyway, talk with Shamaz Kaleb 
about the gun.

N: Find Oru's gun in a sunken temple to the southwest of Cyana.

N: Locate two buttons on land near the sunken temple.  Ask some Talan 
near there to help push them.

So, it appears our first stop is the sunken temple to the southwest of 
the main island.  You'll see it on your map as a small structure just 
off the coast.  As you near it, you'll see two buttons in a rock, and a 
Talan staring at the building from afar.  Go talk to that Talan, Egar, 
and ask him to help you with the button.  Take the button on the right, 
wait for him to count three, and press.  Don't worry if you mess it up, 
you can ask him to do it again and again.

Once you've pressed the buttons correctly, you'll see a cutscene with 
the gate on the temple rise.  You can then swim out to the temple and 
collect Oru's gun and some other goodies, as well as looking at the 
back of the temple for the essence wheel symbols you need for the 
darosham.

If you watch your map, you'll see some soldiers come up as Egar leaves.  
They should be easy to kill, and you can then head to the darosham.  
You'll see it on your map as the large building with lava running 
through it.  Go inside, and get close (but not too close) to the flame 
where you can get a good shot at the spinning wheel (with either of 
your first two weapons).  

Shoot the wheel in this order (the order you saw on the back of the 
sunken temple, remember?): Fae (the flame), Eluee (water, the wave), 
Gandha (the mountains), and Ka (the air, the double-swoosh).  This will 
cause the flame to go out and the wheel to move back so you can enter 
the temple.

Of course, it's awful hot in the temple, so you won't want to stay 
long.  Just pick up everything you can (especially the three booyat), 
and head back to the hallway.  The flame will be back up again, so 
you'll need to shoot the essence wheel again to put out the fire so you 
can leave.

Now, it's time for Zorkatraz.  You can get a key to the prison cell in 
advance by raiding the eastern barracks on the main island (the PPS-
Dynamite-CLAPR-T trick works very well here) and picking up a Zorkatraz 
key you find there.  

Go talk to Zidar (the southern boatsman at the docks) and ask him to 
take you to Zorkatraz for a small fee.  You will actually need to swim 
right behind the boat until Zidar tells you to get down, at which point 
you will need to go and stay underwater until you're within the zort 
barrier.

There's only one way to climb up on the island, and that's by the set 
of stairs inside the prison.  Find these, climb up, and you can either 
jump to and on top of or shoot one of the boxes on the platform in 
front of you.  Jump to that platform, and jump to or shoot one of the 
boxes on the next platform.  Jump to the center of the island, and then 
into the water.  Head to the stairs in this northern pool, jump or 
shoot the boxes there, and then jump to that platform and then to the 
edge of the prison.  Did I mention that there are tons of soldiers 
around while you're doing this?  Oops.

Once you're on the prison's edge, you can walk all the way around it.  
You'll want to take out all of the soldiers here first.  Now that 
you're on common (and narrow) ground, it's much easier.  The HAWK-MK8 
is very handy for taking out large groups of soldiers in a row.

Once the area is clear, open the cell on the south of the island using 
a Zorkatraz key and talk to Martigar to get the booyat.  Finally, blow 
the horn on the south edge of the prison to call Zidar and get out of 
there.

Finally, you'll have all the supplies you need, so take Sadar's boat 
out to Oru's island.  Before you speak with Oru, USE A GAAMSAAV.  Trust 
me.

Tell Oru you've got his supplies, and enjoy the nice long cutscene.  If 
you're seeing this cutscene for the third or fourth time, you can 
always hit ESC to skip it.

N: Oru said the mon is on an island to the northeast of this island, 
but that sannegta are in the water between the two.  Find a way to 
avoid the sannegta.

As soon as the cutscene over, grab Oru's gun, select it through the 
inventory, and shoot the gorgor with it until it's stunned.  When it's 
stunned, quickly switch to another weapon (the HAWK-MK8 works just 
fine), and shoot it in the head several times.  The gorgor will fall 
quickly, ending this battle.

Walk up to the gorgor's body, and you'll get a stink about you.  You 
can now swim to the island to the northeast, where you will find the 
Mon.  You will need to move quickly, as the stink doesn't last for very 
long.  Sadar will quickly arrive to take you back to Cyana, ending the 
quest.

=======================================================================
    3. Motazaar
=======================================================================

Upon your arrival in Motazaar, speak with the Talan calling to you near 
the daoka to find out what's going on.

N: Speak with Ashkar.

Ashkar wears black shorts and lives in the village.  Grill him over all 
of the relevant topics.

N: Shamaz Keb is imprisoned.

N: Ashkar wants me to damage the rift bridge somehow.  He thinks it 
will slow down the soldiers.

Head north to the rift bridge, stick some dynamite near the moving 
shafts, and blow it up.  Head back to Ashkar and let him know, and then 
ask about Zoran and his kaful.

N: Ashkar asked me to speak with Zoran.

Head up to the kaful (it's the circle on your map northeast of the 
village, take out the soldiers, and talk to Zoran.

N: Zoran sent his assistant Makee to Okriana to get a part for the 
machine I broke. 

Head back to the daoka, and you'll see Makee there.  Speak with him.

N: Gamors took a machine part with them.  Follow the trail to the 
south.

Follow the trail of clothes to the south, kill the gamors, get the 
part, watch the cutscene, and then return to Makee and speak with him.

N: Take the part to the rift for Makee.

Head north to the rift (might be a good time to Gaamsaav), and talk to 
Zoran again.  He'll fix the machine while you kill soldiers.

N: Don't leave Zoran until he's fixed the bride and protect him from 
any soldiers.

N: Do not forget to find the high soldiers and get their key.  They 
should be at the camp next to the rift entrance.

Just kill the soldiers as they come on the other side of the rift.  
Don't leave the area until the bridge is down.  They will come through 
the gap on the other side of the rift, and the HAWK-MK8 is perfect for 
mowing down soldiers in a line.  Talk to Zoran once you're done.

Now it's time to go get the keys to the prison.  The high soldiers are 
in the camp just to the east of the rift entrance, so go there and kill 
every soldier in sight.  Be careful not to hurt the Shamaz there.

Once you've killed everyone and picked up the key dropped by the high 
soldiers, go talk to Shamaz Zagy about everything.

N: There is a map of a maze in a barracks south of Shamaz Zagy's 
temple.

Go to the barracks and get the map.  You can also pick up the three 
other keys while you're here.  Take the map back to the Shamaz and ask 
him about it.  You'll now have a map of the maze.

Now, it's time to rescue Shamaz Keb.  Head north over the bridge until 
you approach the maze.  Just follow the map Shamaz Zagy gave you to 
make it across.  At intersections, just go right, right, right, left, 
you'll go over the lava, and at the next intersection go straight ahead 
to the rolling rocks.  There's a Talan there who's stuck, so give him 
your map.  

Save your game here, and get ready to run and jump a lot.  Run past the 
rocks, and head to the moving pillars (you can also save here).  Jump 
across the pillars to the platforms, and across to solid ground.  Save 
again if you want and from there, just run north, avoiding the lava 
pits until you reach the prison.  Staying airborne helps reduce damage 
through here.  

Finally, once you reach the prison, you can use the keys to open the 
prison doors to get some goodies, and release the Shamaz with the 
upside-down T-shaped key in the third lock from the left.  From here, 
just watch the cutscene and you'll get the Mon.  You can also talk to 
the Shamaz before you leave his temple.

=======================================================================
    4. Okaar
=======================================================================

As you arrive in Okaar, you will notice a Fae talan near you.  Don't 
shoot him!  He's not a soldier, but a hunter.  Go up to him and 
introduce yourself, and grill him for info.

N: A Shamaz is in this region looking for the Mon.

N: The Shamaz headed to the east of the Ooogoobar camp.

N: The Ooogoobar are to the southeast of the daoka.

So, head to the southeast.  On the southern "wall" of the region, 
you'll see an enclosed area.  Avoid it (and any Ooogoobar you see, 
unless you want a fight), and go to the east of this camp to find an 
altar upon which a Shamaz is about to be sacrificed.  Put an end to 
this little ceremony with your guns, say hi to the Shamaz (you can come 
back and talk to him later about the Mon), and retrieve the knife from 
the body of the Ooogoobar priest.

(If all you're looking for is the knife right now, just head back to 
Shamazaar)

Talk to the Shamaz about the Mon, as well as everything else.

N: Zave gave me a map with areas in this region.  He said he spoke with 
the hunter Kyuran about it.

Take the map back to Kyuran and ask him about it (and everything else 
as well).

N: Kyuran thinks the Mon could be hidden in the training center to the 
west.

N: Kyuran didn't know why places north of the training center or the 
waterfall are on the map.

N: Kyuran can't tell what the marks are in the bottom right corner of 
the map.

N: Kyuran thinks the sound pipes he has heard around the region may 
have something to do with an object drawn on the map.

N: Kyuran believes the marks are ancient writing.

Go and talk to the Shamaz once more about Kyuran's findings.

N: Zave thinks the marks are music notes.

There's only one good musician around, and that's Shadi in Talanzaar.  
He's to the south of the well, playing his pipes.  Go to him and ask 
about the symbols and he'll play them for you.

Looking at the map, there are four circled locations for you to find.  
Let's start with the northeastern one, at the arena.  The arena is now 
filled with gamors, which are easy to pick off.  They're even easier if 
you just jump over the wall instead of going in through the door.  Just 
follow your ears to the pipe and pick it up (against the north wall), 
and press the button on the wall to leave the arena.

Next, let's head just southeast of the river into the world of traps.  
The pipe is located at the center of all the traps, so just duck, jump, 
and run your way through them and follow your ears to the pipe.  If you 
enter from the northeast, you should be able to get the pipe while only 
having to avoid about six or seven darts.

Cross the river (ouch!) and head west of the training center (being 
sure to avoid the entrance to the center itself).  Follow your ears to 
the third pipe, using the map provided.  It's almost straight north of 
the western edge of the "plus sign" in the southwest.

Finally, it's time for the final pipe in the building in the northwest.  
Use a Gaamsaav before going in if you know what's good for you.

The Achondar within responds to sound, so stay still and he'll go away.  
If you have a relic that needs to be cleaned, do that first, as once 
you've shot at him he won't be going away at all.  The Achondar can be 
killed with about 10 shots to the head from a Level 2 HAWK-MK8, 
although other weapons would probably work as well.  Once he's dead, 
step on the four buttons, get the pipe, and go.  (Note that you don't 
have to kill the Achondar, but you get to brag about it to Kyuran if 
you do)

Now that you have all four pipes, head to the Ooogoobar camp and clean 
it out.  Walk over to the strange device with the four slots, and place 
the four pipes in the slots.  If you remember Shadi's tune, it went 
something like this: Middle, Low, Middle, High.  The two identical 
pipes go in the first and third slots, the one with the loop in the 
last slot, and the short one in the second slot.  Once done correctly, 
you'll get a cutscene.  Go pick up the key that flew out of the 
machine.

Remember that Kyuran didn't know why that place north of the waterfall 
was on the map?  Head there.  You'll see a great big boulder with two 
smaller rocks in front of it.  Using one of your first two guns (first-
person mode helps here), you'll need to get the two small rocks banging 
against the huge one _in unison_ with enough force to dislodge it.  Of 
course, once you dislodge it, it's a good idea to get out of the way.

Watch the cutscene, slide down into the now-dry riverbed, and then head 
over the waterfall.  Climb up the stairs where the waterfall once was, 
enter the secret room, and grab the key.  Swim south to the stairs, 
grabbing all the equipment in the capsule underwater as you go.

Well, you've got two wooden keys, so it's time to go get the Mon.  
Guess where it is?  That's right, the training center, which is stocked 
full of high soldiers.  Some PPS-Dynamite-CLAPR-T work will help here 
and avoid too large of a firefight.  Once you've cleared out all of the 
soldiers, go to the center of the building and use both wood keys in 
the slots.  This will reveal the Mon, which you can now pick up.
                          
=======================================================================
  C. Resource Quests
=======================================================================
    1. Stop Riss Production
=======================================================================

In the land of Shamazaar, Riss is a food grown for the soldiers.  By 
stopping Riss production, you will greatly cut the amount of damage you 
need to deliver to a soldier to kill him.

Upon arriving in Shamazaar, first speak with the Talan waiting for you 
as well as Shamaz Zeb, and then raid the Riss Storage building before 
trying to stop the Riss flow (see the Mon Quests section for 
Shamazaar).

In order to stop the Riss flow (or any resource flow), you must find 
the leader of the region and convince him to do so.  In Shamazaar, this 
leader is Maar.  He's located in the northwest side of the village, 
wearing a red robe and holding a clipboard.  Grill him for information, 
and ask him to "Stop Riss Production" to get your quest.

N: To stop Riss production, find the Essence Stone.

N: Maar says I should speak with Zeo about the Essence Stone.

Zeo is located on the northeast side of Shamazaar.  Looking at your 
map, you will see two temples in the far northeast with a small 
structure in between them; this is the Essence Well, where Zeo hangs 
out.

Surprisingly, one of the safest ways to travel through Shamazaar is 
around the water that surrounds the Temple of Fae the big temple in the 
middle of the area).  There are several groups of Krakits around this 
area (those are the spider-like creatures), but you should be able to 
avoid them without too much trouble.

Talk with Zeo to find out more about the Essence Stone.  

N: Essence stone is outside Temple Fae.

N: Zeo wants something called the Essence Stone.

Uh oh.  That's the one place everyone keeps telling you to avoid.  Not 
to worry, as you can retrieve the stone without firing a shot.  The 
stone is kept in the tower to the west of the temple, and it's only 
watched by two wandering guards.  Just to the south of the far east 
side of the island on which the temple rests is a curved rock sticking 
out of the water.  One sneaky way to get it is to leave an F-Link in a 
safe place, run like mad to the tower, up the steps, and over the 
bridge, grab the stone, and F-Link back.  Easy!

Head back to Zeo and talk with him again.

N: Essence Stone in water someplace in Shamazaar.

Like most quests in this game, things aren't as easy as they first 
looked.  Believe it or not, Zeo tells you exactly where the stone is, 
as there's only one body of water aside from the water around the 
Temple of Fae that contains Sankaar.  It's the far northeast lake, 
located just to the east of the northeast-most temple.  As long as you 
don't draw a lot of attention to yourself, you should be able to make 
it to this lake and retrieve the real Essence Stone without being 
noticed.  If you are noticed, just grab the stone and run (or better 
yet, use an F-Link to get back to somewhere safe).

Head back to Zeo and give him the stone.  Once that's done, head back 
to Maar and ask him to Stop Riss Production again.

N: Remove more soldiers from Shamazaar for Maar.

Well, it's time to "remove" some soldiers.  There seems to be an exact 
number of soldiers to be removed: 20.  Of course, I could be wrong, but 
that seems about right.

The easiest soldiers to kill are the ones in white, of which there are 
20.  They can be found in the following locations: guarding the Daoka 
near the village (4), guarding some supplies just south of the Temple 
Fae (2), guarding supplies in the raised area to the far west of the 
village (4,2), guarding supplies southeast of the barrier (4), camping 
behind the Temple Eluee (2), and camping just south of the barrier (2).

Anyway, after killing enough soldier, return to Maar and ask him to 
Stop Riss Production one more time.  If you've killed enough, Maar will 
finally agree to stop production.  Not only will you get a good 
reputation bonus out of it, but all of the soldiers will be much easier 
to kill.

=======================================================================
    2. Stop Tax Collection
=======================================================================

Upon your arrival in Talanzaar, talk with the Talan at the entrance of 
the city waving to you to get an idea of what's going on here.  You 
should also find a generic Talan and grill him over all aspects of the 
city.  

First of all, find Shamaz Zokrace and grill him for information.  

N: Shamaz Zokrace told me that I can't get the Mon in this region and 
that I should return at a later time and see him.

Next, go see Zot, the leader of Okriana.  He's to the east of the 
palace, in a house to the west of the daoka to Motazaar.  Talk to him 
and ask him to stop paying taxes.

N: Zot says Zoss and Heza fight is disturbing other Talan.

First of all, find Zoss.  He's in the lampe brewer's bok to the north 
of the palace, just to the east of the daoka to Shamazaar.  Talk to him 
about Heza.

N: Zoss is having a problem with Heza.  Speak to Heza.

Heza travels around the palace counterclockwise, so you'll need to 
track him down to chat with him about Zoss.  Heza tells you what you 
need to know to get him to lower his prices for Zoss.

N: I will try to help Heza by speaking to Yagu, Ominel, and Zakk.

Yagu is in the riss bok, west of the palace.  You will find him west 
and just a little north of Shamaz Zokrace's home.  Ask him about Heza.

N: Yagu wants me to find his brother, Ezef, in Shamazaar.  

Easy.  Just head to Shamazaar, go to the village, and ask around until 
you find Ezef.  He was one of the workers at the temple where you 
cleared the accident.  

N: I found Ezef.  He wants me to tell Yagu that he's still looking for 
their father.

Return to Yagu with your message and he will agree to lower his price.

Zakk is in the builders bok, southwest of the palace.  He's dressed in 
royal blue and is outside a building adjacent to the southwest corner 
of the palace.  Talk with him about Heza, and let him borrow your HK-
P12.

N:  Zakk wants to study the metal on the HK-P12.  I should return for 
it soon.

You've got a little time to kill now (and if you haven't bought any 
other weapons, you're unarmed), so let's visit the third merchant on 
the list, Ominel.

Ominel is in the meat bok, northwest of the palace.  He's dressed in 
green, and stands near his tables of meat.  Talk with him about Heza, 
and about everything else as well.

N: Ominel wants and Oogoobar knife to lower his meat price for Heza.

N: The Ooogoobar are a primitive race who live in the tree region of 
Okaar.

Wow.  It's gonna be a long trip.  First, go back to Zakk and collect 
your HK-P12.

Next, head to the daoka that leads to Okasankaar (with the little fish 
symbol on it).  It's through the gap in the wall southwest of the 
palace.  

As you arrive in Okasankaar, it would be wise to drop an F-Link at the 
daoka.  You will notice tons of soldiers around, and the best thing to 
do right now is to avoid them completely.  Just start heading due east 
until you near the building with all the soldiers in it, then make a 
left turn.  Looking at your map, you will see a tiny island in the 
swamp to the north of this building.  Head there, being careful not to 
go off into the deep water at any point (noted by the blue line on your 
map).  Once you get to this island, you should be able to see a daoka 
to the northeast, with two rows of floating balls in the water leading 
to it.  Swim to that island, being careful to stay between the floating 
balls, and go through the daoka to Okaar.

Now, see the first section of the Okaar Mon section to find out how to 
get an Ooogoobar knife.

Head all the way back to Talanzaar and Ominel, and sell him the knife.

Now that you've gotten all of Heza's prices lowered, go back and tell 
him the good news.  Finally, go back to Zoss and tell him the good 
news.  

Now that you've settled the fight, go back to Zot and ask him to stop 
paying taxes again, and this time he'll do it.  Without taxes, there 
will be far fewer soldiers posted all around Adelpha, making your life 
much easier.

=======================================================================
    3. Stop Sankaar Fishing
=======================================================================

Stopping the flow of Sankaar to the soldiers has the same effect as 
stopping Riss production: it effectively halves the life force of the 
soldiers.  Doing both cuts the soldier's life by 3/4, which makes your 
battles that much easier.

You can't proceed in Okasankaar until you've killed all of the soldiers 
in the city of Okasankaar.  See the Okasankaar Mon quest for more 
information.

After you're done cleaning, find the leader, Zernar.  He's near the 
docks, dressed in a dark gray cloak.  Ask him about the Sankaar and 
Cyana, and to Stop Catching the Sankaar, and about the Boat Light and 
what it needs.

N: There is a problem with the boat light.

N: Need large piece of helidium from Motazaar to fix boat light for 
Zernar.

Well, it sounds like it's time for a field trip.  Head back through the 
daoka to Talanzaar, and through the daoka in the northeast to Motazaar.  
Once there, head to the village west of the daoka, find Ashkar, and ask 
him about the boat light.

N: Head to the north mine to find a pure piece of helidium.

Head to the far north to find Zine, who will wave at you as you 
approach if you haven't helped his friend.  (See the "Zine's friend" 
bonus quest).  Ask him about the helidium.

N: Follow Zine to the rock crusher and see if he finds some helidium.

N: Go to Okriana with the new piece of helidium and see Azirad.

Do just that.  Zine will pick out the rock from the ground, then take 
it to the rock crusher to the south.  The crusher will then do its job, 
and out will pop a piece of blue helidium.  Pick this up, and head back 
to Talanzaar.

Azirad is in the builders bok, southwest of the palace.  Give him the 
helidium, and he'll carve it into a new boat light.  You'll have to 
wait for a few minutes, but you can run some other bonus quests in that 
time.

Return in a few minutes for the boat light, and head back to 
Okasankaar.  

N: Azirad has created a new boat light.

Q: How many Talans does it take to change a light bulb?
A: None.  You have to do it.

It's just a jump, jump, jump, jump, and jump away, but nine out of ten 
Talans recommend that you use a Gaamsaav before attempting to change 
out the light.  Once you get up to the platform, simply take the old 
light and replace it with the new one ("cut helidium").

Once you get down, go talk with Zernar again and tell him you fixed the 
light, and ask him to stop catching the sankaar.  

N: Zernar says there are too many soldiers around for his liking.

Well, you can surely do something about that now, can't you?  Go on a 
little killing spree (raiding the barracks south of the city will do 
the trick), then come back to him and ask him again to stop the sankaar 
flow.  He'll do it, and you'll be facing much weaker soldiers from here 
on out.

=======================================================================
    4. Stop Helidium Mining
=======================================================================

This one's easy.  Just see the Motazaar Mon quest and complete it by 
rescuing Shamaz Keb.  After that, see Azirad and ask him to stop 
mining, and he'll be more than happy to do it.

=======================================================================
  D. The Event Quests
=======================================================================