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Helpful HintsContributed by Jeanne Bronze Star Contributing Member (59631) on Nov 21, 2001.

Written by Dennis G., this was posted years ago on an old BBS.



These are some of the hints on playing Crusaders of the Dark Savant.



The names of the four witches in the Witch Mountains are: West-Carmela; South-Xandasa; North-Naralda; East-Barbana. Wear Neclamentic Charm found in Giants Cave down in the opening of the witch mountains at night to find out their names.



To get the boat use the following code in the museum of New City.
Scared
Angry
Laughing
Silent
Surprised
Happy



The two codes for the computer found in the forbidden zone New City are:
018@67C1 - Central Security Access
Use this code to turn off the Security Cell after using the other code.



023@41A2 - Black Ship Command
Look up the name Vidomina under Ships Files.



Tests of the Hall of Crusaders in the City of Sky Solutions:
First Test - Phoonzang



Second Test
Pyramid
Cross
Serpent
Dragon
Wand
Skull
Gate
Star



Third Test (The Black Ship) - Phoonzang Search the Ship a few times.

The answer to the six spears in the Ratkin Ruins: 534261



In the Isle of Crypts you'll find a pentagram with four rooms on the side which hold two crystals each. You'll need to touch the crystals in the order written on the floor next to the pentagram then in the following order.
Dragon Tower
Moon
Cross
Skull
Star
Egg



A helpful hint on building a party.
To have a strong party you'll need two magic users like a Mage, and a Psionic or an Alchemist, your call. Also it is helpful to have a Lord and a Ninja. Ninja is a good fighter and also has thief skills which you need to pass the game. Then you can add two fighters.
Don't forget that you can change professions, but don't do it too often. You can use this advantage to start off your fighters as magic users then change them to the fighters. That way you'll have a magic using fighters. Also start off your Mage as an alchemist so he can learn the heal spell, then change him to the Mage.



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