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Submitted by System on 09/03/2006, 09:50. Print file.
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Magic Candle II: The Four and Forty
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FAQ/Walkthrough
Version 1.3
22 July 2003

For PC DOS/Windows

by Lee Beng Hai a.k.a. Volume
Email: benghai@i2r.a-star.edus.g

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Disclaimer
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This FAQ is meant for personal use only and can only be reproduced
electronically. This FAQ cannot be altered and can be only distributed
freely in its current format. You are free to use to this FAQ on a
website as long as the document remains unaltered and please send me
an email about it.

You can find the latest copy of this FAQ at

http://www.gamefaqs.com/

(c) Copyright 1992-2003 by Lee Beng Hai

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Contents
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1. Introduction
2. Where to get it?
3. General Hints
a. Making money
b. Using the map
c. Potion and plants
d. Skills
e. Magic
f. Weapons
g. Armours
h. Special Items
i. Companions
j. The Gods
k. Towns and Towers
l. Libraries
m. Music
n. Strongholds
o. Teleportation
p. Gates
q. Combat Techniques
r. Barbarian Camp
4. Walkthrough
5. Revision History

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1. Introduction
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The Story

This is part two of the Magic Candle Trilogy.

Ten years had passed since the spells were restored on the magic candle
in Fortress Berbezza. The arch demon Dreax remains safely imprisoned in
the magic candle's flame, guarded by forty guardians: replacements for
the four and forty who vanished, a decade ago.

Your quest is to find out the fate of the missing four and forty. And to
find a way to banish the demon Zakhad who has taken over Dreax.

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2. Where to get it?
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I played this game a long long time ago. We can classify this game as
abandon ware. It's very hard to get a copy of this game nowadays. For
those who are looking for the game, you can try to get it at

http://www.sss.org/~jasons/

look for the link to his Magic Candle webpage there.

There are game maps and manuals, as well as the installation files
available.

p.s. There is no guarantee that the site will still be here when you
visit it. However, you can always search for it in the internet.

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3. General Hints
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3a. Making Money
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In this game, money is very important. With it, you can buy weapons,
armours, herbs, etc. So, here's the way to make lots of money:

Buy lots of blue pearls (about 80 coins each) from Telermain gem trader.
Then go to the town of Glusaga in Ruul (91,60). Sell them at sound 380
coins to the jewel shop there. You will make a profit of 300 coins for
every blue pearls you sold.

There is another technique which exploit a certain bug in the program.
This involves going to Glusaga and buying rubies from the jewel shop.
Each ruby cost 500 coins, but when you buy 99 of them, it produces a
negative value. So, your money would increases when you buy the rubies.
Since you can carry a maximum of 9999 coins. Carrying the rubies allows
you to carry more than 9999 coins indirectly. And when you repeat this
process with every member of the party, you'll get more than enough
money to last till the end of the game. Note that the programmers might
have fixed this bug by the time you read this. So, use the previous
method if this doesn't work.

When you are assigning a companion to do something, give them a
mindstone so that you can keep in touch with them. You'll come across
milestones in dungeons, either buried or inside treasure chest.

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3b. Using the map
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You can use the map when you are in town or at the wilderness. But when
you inside the dungeon, you will need to drop pearls into map flask. The
blue pearl are better than the normal ones as the flask might break if
the normal pearls are being used.

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3c. Potions and plants
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Always try to stock up potions, sermins, luffins, mirgets, nifts, gonshis
and turpins. Medicin and loka are only needed when you are poisoned or
diseased.

There are places where you'll find patches of mushrooms. Pick as much as
you want but make sure you don't pick all so that the patch will grow
back again.

*luffin - guaranteed a successful hit on the next attack.
*mirget - allow more damage on your next attack.
*turpin - increase the user magical ability.
+goshi - allow the user to perform 3 moves on the next turn.
+nift - protect the user from the next 3 physical attack.
sermin - use when you run out of energy.
medicin - cure poison.
loka - cure disease.

* will last until they are being used.
+ will lose their effect after the next combat.

Here are some of the known locations of mushroom patch:

gonshi - (24,39) (168,91) (QT) (77, 35) (236, 132) (235, 133) (234, 133)
loka - (162,28)
luffin - (123,54) (110,49) (123,44) (165,98) (214,136)
mirget - (68,69) (72,67) (240,96) (247,81) (245,87) (QT) (195, 125)
nift - (102 43) (QT) (235, 16) (238, 20)
sermin - (47,41) (175,20) (212,118) (165,13) (63,18) (QT) (227, 50)

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3d. Skills
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Combat and magic skills increases as you play the game. So there is no
need to waste time training them. Hunting skill increases when you hunt
for food. But the rest of the skills won't increases unless you do some
training or was increased by the Gods.

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3e. Magic
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There are 7 spell books, each with 6 spells. They are

Sabano, Ishban, Demaro, Zoxinn, Vannex, Emenad and Felmis

To learn the spells, you must have the appropriate spell books in your
inventory. You can memorized up to 99 copies of them. Let your wizard
learn the spells when you make camp.

Sabano
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Sabano is the book of conflict. Like the other books, it contains six
spells. Sabano's spells all deal with the fight between the Children of
Light and the Forces of Darkness.

FEAR instills a fear of combat into an opponent for a time. The target
will neither move nor attack for the duration of the fear spell. You may
approach and attack the target without danger from him.

CONFUSE avoids conflict when traveling through the countryside. A
confuse spell will cause the enemy to forget all about you. Move away
quickly before they spot you again.

REPEL is the only way to resolve conflicts with the giant poisonous
snakes, spiders and scorpions that infest the lairs of darkness. These
creatures are constructs of dark magic and cannot be harmed by weapons
or other spells.

LOCATE can be used either to avoid conflict or to find it. The party
becomes aware of all the forces of darkness in the vicinity. It can only
be cast while traveling through the countryside.

ASSESS gives you knowledge of your opponents in combat.

SHATTER - an attack spell.

Ishban
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Ishban is the book of change. Some of its changes are temporary; some
are permanent.

FIREBALL changes the very air to fire, and propels it toward the
opponent.

TELEPORT changes the location of the caster and his or her companions.
Teleport can only be cast outdoors, and only where conditions are proper
for it.

HEAL changes the stamina of its target to be as high as possible. It
does not cure illness or poisoning.

WEAKEN changes the target's armor to sand, and its magical shield to
air.

VISION changes doors to glass for an instant, allowing the caster a
glimpse of the room beyond.

FREEZE changes the target's sense of time, paralyzing him so that
neither attack nor defense is possible.


Demaro
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Demaro is the book of protection. Its spells are used to prevent harm,
to remove obstacles, and to repair damage.

ENERGY restores the target's energy to its maximum possible.

PIERCE removes the energy fields that the powers of darkness use to
block access to vital areas of their domains.
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  1. Magic Candle 2 solution by System on 09/03/2006, 09:50