Temple of Nanina

 

Overview of Level


The Temple of Nanina was originally housed in a natural cave system formed in the cliffs near the village of Mankawali. The village population grew to the point where it was impossible to fit everyone into the cave at the same time for religious ceremonies. Mankawali Stoneshapers, people who can carve stone with intricate precision, were hired to carve out a new, larger section of the Temple to accommodate more people, and now the Temple has a distinct mix of naturally formed rock and carved stone.

The caves are lit with glowing blue rocks, imbued with power by the Stoneshapers. In some places the ceiling of the cave system opens up to the outside and lets in natural light. A small waterfall spills into the garden room and provides fresh water for the Trajhans (monks) and their visitors. The manmade part of the temple has wide walkways and tall ceilings. It is lit with orange-red lanterns hung from ornately shaped rock hooks.

The Temple Trajhans worship the Ascended Trinity: Kthoz, Mehutt and Nanina. In ages long past, a wicked god threatened the existence of all life. The three heroes joined forces and traveled separately to the three most holy places in the country, where they ascended into the sky. In a battle most ferocious and terrible, they destroyed the evil god and were rewarded with godhood for their feat. Nanina, the Wind Spirit, ascended through the ceiling of what is now the Meditation room in the Temple. A round hole in the ceiling is all that remains of this event. The room is normally kept off limits to the public, but during special occasions people are allowed to sit in there and meditate for a few hours and gain enlightenment from their thoughts.

The Temple is famous for its significant role in the history of the Ascended Trinity, and people travel from all over to participate in religious ceremonies and celebrations. Entire neighboring villages will pack up and move to Mankawali for important religious gatherings, sometimes hanging out and feasting for as long as two weeks. The village of Mankawali makes a good profit off of their guests, but the village is also known for the talent of its Stoneshapers.

When Sanchi shifts into his Nightmares, the Temple becomes foreboding and dangerous. Demonic nightmares have taken the place of the Trajhans and visitors. Many of the rooms are almost barren, and instead of the relaxing blue and orange lights the entire Temple is lit with an eerie red glow. Most of the Temple Caves are intact, but the Higher Echelons are in extreme disrepair.

 

Overview of Gameplay


When Sanchi first starts having his lucid nightmares, he goes to the Temple for help but it is closed for cleansing. He talks to a Trajha standing outside the entrance and describes his problem. The Trajha explains that Sanchi is a dreamdrifter – a person who cannot control when he shifts back and forth between the real world and his nightmares. It usually occurs when a person attempts to summon powerful malevolent spirits but is unable to control them. As a result, Trajhans are very suspicious and distrustful of dreamdrifters and refuse to aid people cursed with this affliction.

Sanchi eventually returns to the Temple, determined to get into the Meditation room and discover the source of his nightmares. At this point in the game, Sanchi has become a dreamshifter – able to shift between the real world and his nightmares at will. To a limited extent, actions in the real world affect the nightmare world, and vice versa. The player must utilize this skill several times in the following quests. There are several different ways Sanchi can successfully get into the room, depending on the tactics of the player.

 

Outline of Missions


Exploring the Temple: When Sanchi enters the Temple, he can talk to a friendly Trajha standing in the entryway (leads to Conversation with the Trajha). Sanchi can also choose to explore the rest of the Temple (leads to Misplaced Treasure).

Conversation with the Trajha: The friendly Trajha offers to help Sanchi get into the meditation room, but Sanchi must first tell him a joke. If the Trajha likes Sanchi's joke, he offers to help Sanchi get into the Meditation room (leads to The Trajha's Plan). If the Trajha doesn't like the joke, he'll refuse to talk to Sanchi (leads to Exploring the Temple).

The Trajha's Plan: The Trajha asks Sanchi to collect some Dasagriva (a plant), a soul stone and a mortar and pestle. Once Sanchi has the three objects, he combines the Dasagriva and crushed soul stone using the mortar and pestle. He creates a poisonous paste that, if ingested, causes temporary insanity. The friendly Trajha suggests mixing it into something edible so it will affect the Meditation room guard. Sanchi discovers a cooking pot in the living area, but the chef is busy preparing dinner and won't leave the pot unattended. Sanchi shifts into his nightmare and poisons the cooking pot there, and this affects the cooking pot in the real world. Next, the Trajha gives Sanchi his robe and sandals to wear as a disguise. Sanchi confronts the guard at the gate to the Meditation room. He ingested the poison while eating dinner and is completely crazy.

Depending on the soul stone Sanchi used, the guard will behave differently and Sanchi will have to use different techniques to get past him. The rabbit soul stone makes the guard chattery and annoying. Sanchi bribes him with a carrot in exchange for the Meditation room key. Sanchi can use a carrot he already has, or shift into his nightmares and find one there in the garden. The fish soul stone makes the guard a complete imbecile, and he doesn't even acknowledge Sanchi's presence. Eventually he lies down and falls asleep on the floor, and Sanchi simply steals the key from him. The coyote soul stone makes the guard very aggressive towards Sanchi, and he attacks without warning. If Sanchi claims he is protected by Nanina, the guard doesn't believe him and attacks again. He will beg for mercy once he is close to death in exchange for the Meditation room key. If Sanchi claims he is a servant of Death, the guard demands proof. Sanchi shows him an animal pelt, which intimidates the guard into giving him the key (leads to Sanchi's Renewal).

Misplaced Treasure: Sanchi finds an expensive soul stone lying on the floor of the temple. He can show it to the friendly Trajha or one of the other Trajhans. Either way they lead him to the Trajha-Raja, who at first accuses Sanchi of stealing the soul stone. If the friendly Trajha is there, he vouches for Sanchi's innocence. Otherwise, Sanchi has to reason with the Raja himself. The Raja is eventually convinced of Sanchi's innocence and thanks him for returning the stone. He asks Sanchi to keep an eye out for any suspicious visitors in the Temple. Sure enough, a Stoneshaper approaches Sanchi and asks him about the stone. Sanchi can choose to report the Stoneshaper to the Trajha-Raja (leads to Stalking Shadows) or team up with him (leads to Betrayal of Secrets).

Stalking Shadows: Sanchi reports the Stoneshaper's suspicious behavior to the Trajha-Raja, but is told he needs evidence before the Trajhans can act. Sanchi stalks the Stoneshaper and spots him entering a secret passage in one of the storage rooms, which undoubtedly leads to the treasury. Sanchi shifts into his nightmare and enters the treasury through the newly discovered tunnel. He has to defeat a powerful Nightmare demon, and then knock over a display case by the secret entrance to trap the Stoneshaper inside the real world treasury. By the time he returns to the real world, the falling case has alerted the Temple guards and they've apprehended the Stoneshaper. Unfortunately, the Trajhans don't know that Sanchi helped them. Sanchi can't reveal how he helped because the Trajhans wouldn't believe him. However, one of the Trajhans mentions that the Meditation room key is locked inside the treasury. Sanchi re-enters the nightmare treasury and finds the key in one of the unlocked display cases (leads to Sanchi's Renewal).

Betrayal of Secrets: Sanchi decides to help the Stoneshaper, who describes a specific gem he wants stolen from the treasury. The Stoneshaper shows him the secret entrance. The gem is located in plain view on a ledge, next to a decoy jewelry box. After Sanchi returns the gem, the Stoneshaper reveals that the key to the Meditation room is locked inside the treasury. However, the display case containing the key is locked and spelled. If Sanchi tries to mess with the lock, it will cast a nasty shock/drain fatigue spell. Sanchi shifts into his nightmare and enters the treasury through the newly revealed tunnel. He defeats a vicious Nightmare demon in the treasury and then retrieves the key from the display case, which is unlocked and unprotected. Sanchi can also try to sneak past the Nightmare and avoid combat (leads to Sanchi's Renewal).

Sanchi's Renewal: Once Sanchi has passed through the locked gate by whatever means necessary, he heads towards his goal: the Meditation room. Activating the pillow triggers a short cutscene that leads to the second part of the level.

 

Important Locations


Temple Caves

Entrance: where the friendly Trajha hangs out

Locked Gate in Temple Caves: leads to the garden and Meditation room, often guarded

Living Area: contains beds, desks and tables for eating or general use

Kitchen: in the same cavern as the living area, some prep tables, a cooking pot and food storage

Garden: a waterfall floods the room, abundance of vegetation harvested and used by the Trajhans for ceremonies, also called the grotto

Meditation Room: holiest place in the Temple, Nanina ascended into the sky through the ceiling to battle the evil god, also called the sacellum

Main Storage Area: variety of barrels and crates, nothing valuable

Private Storage Area: barrels, crates, chests and a few large cupboards, some containing valuable items

Secret Passage: connects the private storage area and the treasury

Tunnels: unused caves underneath the Temple, overgrown and slightly dangerous


Higher Echelons

Ritual Room: smaller room where monks perform non-public rituals

Treasury: contains display cases and chests filled with extravagant and exotic treasures, key to the Meditation room is stored in here

Ritual Room:

Cleansing Room: “lobby” of the Worship room, Trajhans on duty cleanse visitors' auras of bad spirits.

Worship Room: enormous room that can fit hundreds of people comfortably during important ceremonies

Office/Library: multipurpose room, contains bookshelves, the Trajha-Majaraha's desk, a waiting area for speakers and a staircase leading up onto the Worship room balcony, richly decorated


Sanchi's Nightmares

As described above, the Temple in Sanchi's nightmare is a barren, dangerous place. There are only a few locations useful to Sanchi.

Nightmare Living Area: contains a cooking pot identical to the one in the real world.

Nightmare Treasury: destroyed and looted, but one display case still contains the key to the Meditation room, a powerful Nightmare boss lurks here

Nightmare Garden: no water or waterfall, almost all of the vegetation is gone except for a small patch of scraggly carrots.

 

Important NPCs

Friendly Trajha: actually a servant of Nanina in disguise (not a real Trajha) who helps Sanchi get into the Meditation room

Soul Steward: captures the essence of souls in magical stones, sells soul stones

Temple Gardener: takes care of the gardens, also an alchemist, sells mortar and pestle

Trajha-Ohai: the Raja's assistant. Not involved in any quests but wanders around the Temple.

Trajha-Raja: step below the Maharaja, oversees more day-to-day running of the Temple

Trajha-Maharaja: Boss holy man, not involved in any quests but he occasionally wanders around the Temple. If Sanchi talks to him, he says random prophetic phrases.

Stoneshaper: Exiled from another village. His grandfather helped build the Temple and that's how he knows about the secret tunnel. He wants Sanchi to help him steal a gem from the treasury because he has bad eyesight.

Guard: normal Trajha but temporarily insane after Sanchi poisons him

 

Important Items

Dasagriva: Needed for the Trajha's Plan. Found in the tunnels.

Soul stone: Needed for the Trajha's Plan. Purchased from the Soul Steward.

Mortar and Pestle: Needed for the Trajha's Plan. Found in a locked chest in the main storage room, or purchased from the temple gardener.

Poison: Needed for the Trajha's Plan. Created by mixing the Dasagriva and soul stone in the mortar and pestle. Used to poison the cooking pot.

Cooking Pot: Used for the Trajha's Plan. Found in the nightmare kitchen.

Trajha Robe and Sandals: Needed for the Trajha's Plan. Given to Sanchi by the friendly Trajha.

Carrot: Needed for the Trajha's Plan. Found in the nightmare garden.

Animal Hide: Needed for the Trajha's Plan. Already in Sanchi's inventory.

Powerful Soul Stone: Needed for Misplaced Treasure. Found in temple caves, given to the Trajha-Raja.

Blue & Gold Gem: Needed for Betrayal of Secrets. Found in the treasury and given to the Stoneshaper.

Meditation Room Key: Needed for multiple quests.

Trajha's Plan: Given to Sanchi by the crazy guard.

Stalking Shadows & Betrayal of Secrets: Stolen from the nightmare treasury.

 

 

 

Detailed Quest Listing


1. Village of Mankawali

Sanchi's lucid dreams have taken their toll on the young boy's health and sanity. He has not slept for fear of his nightmares, and is on the verge of hallucinating. Although the Temple Trajhans are unwilling to help him, Sanchi realizes the Temple's meditation room might hold some answers to his strange condition.


NPCs: Fellow villagers, who are aware of the strange recent events but not sure of their cause

Combat: none

Items Req: none

Items Obt: At this point it depends on completed quests, but could include magic charms, upgraded weapons and quest items found in his dreams

Notes: none

 

2. Exploring the Temple – Entrance

The Temple caves are cool and quiet. The passages are lit with glowing blue stones and fiery red-orange lanterns. A distant roar of water echoes beyond a locked gate. A bald Trajha stands in the entrance way.

—Talk to the friendly Trajha [Continue to #3]

—Explore the Temple [Continue to #28]


NPCs: A smiling monk, better known as a Trajha

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

3. Conversation with the Trajha – Entrance

Sanchi greets the Trajha by the door, but before he can say anything the Trajha asks him to tell a joke.

Dialogue

Friendly Trajha: “A blind urgency plagues your spirit. I will be able to help you with what you will ask of me, but first I must ask you to do a favor for me. Nanina the Trickster does not let sour tempers like yours skulk in her temple. So close your eyes, cleanse your spirit, and then tell me a good joke.”

Sanchi: “A joke? You can't be serious.” / “I'm not funny.”

Friendly Trajha: “This is no laughing matter. A joke it must be, and a good one I warn you, or else you will offend Nanina.”

Sanchi: You think of all the inside jokes shared between you and Ujesh. “Okay, I have a great one…”

—“What's blue and fluffy?” [Continue to #4]

—“Why did the ram fall over the cliff?” [Continue to #5]

—“What did the fish say when he hit a wall?” [Continue to #6]


NPCs: The friendly Trajha

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

4. Conversation with the Trajha – Entrance

Sanchi's joke is bad, but the Trajha appreciates his effort.

[Continue to #7]


Dialogue

Sanchi: “What's blue and fluffy?”

Friendly Trajha: The Trajha thinks very hard, as if you had asked him a genuine question. “I cannot discern the answer. Please, tell me.”

Sanchi: “Blue fluff.”

Friendly Trajha: The Trajha smiles. “Simple. But still, profound humor lies in the unobviousness of its logical truth. Now, what would you have me do?”


NPCs: The friendly Trajha

Combat: none

Items Req: none

Items Obt: none

Notes: Sanchi gains 25 disposition points with the Trajha

 

5. Conversation with the Trajha – Entrance

The Trajha enjoys Sanchi's joke.

[Continue to #7]


Dialogue

Sanchi: “Why did the ram fall over the cliff?”

Friendly Trajha: The Trajha smiles in anticipation. “I do not know.”

Sanchi: “He didn't take the ewe-turn.”

Friendly Trajha: The Trajha laughs in delight. “How wonderful when common words can be made into a game! A Trajhan always appreciates clever wit. I am glad my simple request has cleared your spirits. Now, how can I help you?”


NPCs: The Trajha

Combat: none

Items Req: none

Items Obt: none

Notes: Sanchi gains 50 disposition points with the Trajha

 

6. Conversation with the Trajha – Entrance

The Trajha does not appreciate Sanchi's humor.

[Continue to #28, Exploring the Temple]


Dialogue

Sanchi: “What did the fish say when he hit a wall?”

Friendly Trajha: The Trajha shakes his head. “I do not know, what?”

Sanchi: “Dam!”

Friendly Trajha: The Trajha scowls at you. “Young man, you are clearly not in the right temperament to receive any aid from me. You may speak with me when your spirits have been cleared of their darkness.”


NPCs: The Trajha

Combat: none

Items Req: none

Items Obt: none

Notes: Sanchi loses 25 disposition points with the Trajha. He will not speak with Sanchi again until the player raises his disposition.

 

7. Conversation with the Trajha – Entrance

Sanchi asks the Trajha if he could sit in the meditation room. The monk cannot grant Sanchi access directly, but has a plan to help him.


Dialogue

Sanchi: “I've been having strange dreams lately, and would like some time in the meditation room.”

Friendly Trajha: The monk winces. “Out of the many requests you may have asked, that is one which I may not grant. The Festival of Nanina draws near, and the meditation room is strictly closed to the public. Unenlightened thoughts could influence the success of our rituals. However…” The Trajha glances around to ensure privacy. “As an official servant of Nanina, I do not believe you would cause harm to the purity of her sanctuary. Would you care to hear my plan?”

Sanchi: —“Of course.” [Continue to #8, The Trajha's Plan]

—“No thanks, I'll find a different way.”

Friendly Trajha: “Good luck, my friend!” [Continue to #28, Exploring the Temple]


NPCs: The Trajha

Combat: none

Items Req: none

Items Obt: none

Notes: If the player chooses to explore the Temple, he can come back and accept the Trajha's quest later.

 

8. The Trajha's Plan – Entrance

The Trajha outlines his plan, which consists of three modular (can be done in any order) mini-quests: collecting Dasagriva, purchasing a soul stone and finding a mortar and pestle.

[Continue to #9, 10, 11 or 12]


Dialogue

Friendly Trajha: “Ah, excellent. This might take some hard work but I sense you are already well accustomed to that. A plant called Dasagriva grows in the unused caves below the Temple. If eaten, a poison secreted by the plant causes the victims' eyes and tongue to burn until the toxin wears off. However, if combined with the spiritual essence of a once-living creature and then eaten, the spirits' residue will react with the toxin. This causes the victim to go temporarily insane.”

Sanchi: “That sounds terrible.”

Friendly Trajha: “Warriors of Kthoz use the poison to interrogate prisoners. Be assured it is not permanently harmful, although the victims' behavior can be incredibly bizarre. As I said, Dasagriva grows in the tunnels below us. You'll need to find at least three samples to have the necessary amount of poison. You can purchase a spirit from the Soul Steward.”

Sanchi: “I need a person's soul?”

Friendly Trajha: “Don't give me that look! Human souls would cost you far more than money. Ask him if he has any small animal stones kept from our ritual sacrifice for Mehutt. Finally, you'll need the proper vessel, called a mortar and pestle, to mix the ingredients together. The Temple Gardener will sell you one for an exorbitant amount of money, but I happen to know there is a spare in storage. If you're crafty I'm sure you can find it.”

Sanchi: “Dasagriva, soul stone and a mortar and pestle. Got it. I'll be back soon.”


NPCs: The Trajha

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

9. The Trajha's Plan – Tunnels

The tunnels are dark and damp from disuse. Abandoned crates sit in slimy puddles, their sides overgrown with mold. The Wisp Stalks emit a faint green glow, the only source of light.

—Sanchi still needs more items [Continue to #10, 11 or 12]

—Sanchi has now collected all three items [Continue to #13]


NPCs: none

Combat: Some small crabs and rats, nothing Sanchi can't handle. If he explores deep enough, he'll find the lair of the Mutated Crab - an optional mini boss that is unusually large and has six sets of claws.

Items Req: none

Items Obt: Three Dasagriva plants, various types of strange vegetation that can be sold to the Temple Gardener for some money

Notes: none

 

10. The Trajha's Plan – Ritual Room

Sanchi can find the Soul Steward in the ritual room in the second floor of the Temple.

—Sanchi still needs more items [Continue to #9, 11 or 12]

—Sanchi has now collected all three items [Continue to #13]


Dialogue

Soul Steward: “You seek a soul stone? What a strange request from one so young. What kind are you prepared to handle?”

Sanchi: “I just want something small, like an animal. Do you have any of those?”

Soul Steward: The Soul Steward nods. “Yes, a few. Take careful thought with your choice, because animal spirits are eternally restless and will not be cooperative to your cause. Their spirits will tend to exhibit exaggerated traits of the creature they once were.”

Sanchi: “Alright, I'd like…”

—A rabbit soul stone, 35 gold

—A fish soul stone, 15 gold

—A coyote soul stone, 65 gold


NPCs: The Soul Steward, other Trajhans and visitors in the Temple

Combat: none

Items Req: none

Items Obt: Purchase a rabbit, fish or coyote soul stone

Notes: none

 

11. The Trajha's Plan – Living Area

The Temple Gardener is seated at a desk in the living area. He'll give Sanchi a mortar and pestle for free, but insists on training him first.

—Sanchi still needs more items [Continue to #9, 10 or 12]

—Sanchi has now collected all three items [Continue to #13]


Dialogue

Sanchi: “I'd like to buy a mortar and pestle.”

Temple Gardener: “Do you have any alchemical training?”

Sanchi: “Uh…”

Temple Gardener: “I thought not. In that case, I'll give you a mortar and pestle for free, but first I will need to train you in its proper use. Compensation for my time will cost you 300 gold.”

Sanchi: —“Let's get started.”

—“No thanks, I can't afford that.”


NPCs: The Gardener, other Trajhans in the living area

Combat: none

Items Req: none

Items Obt: Purchase training from the Gardener and receive a free a mortar and pestle

Notes: If the player does not have enough money for the training, the Gardener will offer to pay for certain plant specimens found down in the Temple Tunnels.

 

12. The Trajha's Plan – Main Storage Room

The Main Storage room is filled with a variety of crates and barrels containing supplies. A mortar and pestle is locked inside a chest in this room, opposite the entrance.

—Sanchi still needs more items [Continue to #9, 10 or 11]

—Sanchi has now collected all three items [Continue to #13]


NPCs: none

Combat: none

Items Req: Lockpicks

Items Obt: A mortar and pestle in a locked chest.

Notes: If player is unable to pick the lock, he'll have to get the mortar and pestle from the Temple Gardener.

 

13. The Trajha's Plan – Entrance

Once Sanchi has collected the three items required for the Trajha's quest, he returns to the entryway to hear the next part of the plan.

[Continue to #14]


Dialogue

Sanchi: “Okay, here's everything you asked for.”

Friendly Trajha: “Excellent. Now, grind the soul stone into a powder and mix it with the Dasagriva plants in your mortar and pestle.”


NPCs: The Trajha

Combat: none

Items Req: Soul stone, Dasagriva and mortar and pestle

Items Obt: none

Notes: If player returns to the Trajha before obtaining the required items, he will offer the player more help, such as locations of necessary people and items.

 

14. The Trajha's Plan – Entrance

Sanchi has to successfully mix the soul stone and Dasagriva together.

[Continue to #15]


NPCs: The Trajha

Combat: none

Items Req: Soul stone, Dasagriva and mortar and pestle

Items Obt: A sticky, poisonous paste that jerks around with a life of its own.

Notes: none

 

15. The Trajha's Plan – Entrance

Now that Sanchi has the poison, the Trajha reveals the next part of the quest.

[Continue to #16]


Dialogue

Friendly Trajha: “Ah, a fantastic brew! Did you have any trouble?”

Sanchi: “No, but this thing is creepy. What do you want me to do with it?”

Friendly Trajha: “Feed it to someone, obviously! It's not much use crawling around on its own. The trick is to conceal it in something so our target doesn't know what he's ingesting.”

Sanchi: “Who is our target?”

Friendly Trajha: “Well, the Trajha coming to guard the gate this evening, obviously!”

Sanchi: “I'm going to poison a holy man!? Nanina will strike me down where I stand!”

Friendly Trajha: The Trajha laughs at your distress. “Nonsense, young one! Nanina loves clever trickery, especially if it's carried out in her name. She'll be beside herself if you manage to pull this off. Now, you need to find something edible to poison that the guard will be sure to consume. No doubt the cook is making something in the kitchen right now, but he's a feisty man who keeps a close eye on his food. You'll have to figure out some way to get past him. Once you manage that, meet me back here.”


NPCs: The Trajha

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

16. The Trajha's Plan – Nightmare Living Area

Sanchi has to enter the nightmare level and mix the poison into the cooking pot.

[Continue to #17]


NPCs: none

Combat: Various Nightmare demons

Items Req: The poisonous paste

Items Obt: none

Notes: If the player tries to poison the real world pot, the monks will chase him out of the living area and he will lose 20 disposition points with the entire faction.

 

17. The Trajha's Plan – Entrance

Sanchi meets the Trajha in the entryway and follows him to the main storage room.

[Continue to #18]


Dialogue

Friendly Trajha: The Trajha motions you to stay quiet and follow him.


NPCs: The Trajha

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

18. The Trajha's Plan – Main Storage Room

The Trajha describes the final part of the plan, and gives Sanchi his robe and sandals.

[Continue to #19]


Dialogue

Friendly Trajha: “That poison did its job! You are close. The guard should be down by the door soon. All you need to do is convince him you're a real Trajha.”

Sanchi: “But I don't look like one of you guys! I'm short and I still have all of my hair.”

Friendly Trajha: “Calm down. Do you need to tell me another joke? I'm going to loan you my robe and sandals. Just put the hood up and no one will see your hair. You must not approach the guard wielding any kind of weapon, so hide your equipment. Now, remember to stay courteous and simply ask the guard to let you have the key to the gate. Tell him you have to collect herbs from the garden or something. I trust you to return the key when you are finished.”

Sanchi: “I'll need to return your robe, so how about I just give the key to you when I'm done meditating?”

Friendly Trajha: The Trajha chuckles. “I will not be here by the time you are finished with your meditation. Do not worry about the robe. I have others.”

Sanchi: “Thank you. If I hadn't had your help-”

Friendly Trajha: “Do not worry about what ifs. Just be glad that Nanina was kind to you this day. Now–good luck, my friend! I hope to see you again in the future.”


NPCs: none

Combat: none

Items Req: none

Items Obt: Trajha robe and sandals

Notes: none

 

19. The Trajha's Plan – Locked Gate in the Temple Caves

Sanchi must put on the robe and sandals and unequip his weapon. The guard will behave differently depending on the soul stone Sanchi used in the poison.

—Sanchi used the rabbit soul stone [Continue to #20]

—Sanchi used the fish soul stone [Continue to #23]

—Sanchi used the coyote soul stone [Continue to #24]


NPCs: The poisoned guard

Combat: none

Items Req: Robe and sandals

Items Obt: none

Notes: If Sanchi talks to the guard with his weapon still equipped, the guard will not talk to him. “Destroy your implements of violence!”

 

20. The Trajha's Plan – Locked Gate in the Temple Caves

[Rabbit] The guard is very chatty but uncooperative without food.

—Sanchi needs to find a carrot [Continue to #21]

—Sanchi already has a carrot [Continue to #22]


Dialogue

Sanchi: “Hello—”

Guard: “Do-you have-a carrot? Some lettuce? Ooh I am so very-very hungry.”

Sanchi: “How about you give me the key to unlock the gate, and then I'll go get you some food from the garden.”

Guard: “Yes. No! Can't let anyone by. Special places beyond this door. No one can pass.”

Sanchi: “You know you want a carrot…”

Guard: The guard twitches.

Sanchi: “Carrot carrot carrot carrot—”

Guard: “Ah! Okay-okay-alright. You talked me into it. But I give you the key only when I get my carrot. Otherwise no deal!”

Sanchi: “Carrot carrot carrot.”


NPCs: The crazy guard

Combat: none

Items Req: none

Items Obt: none

Notes: Sanchi can use a carrot he already has in his inventory.

 

21. The Trajha's Plan – Nightmare Garden

Sanchi shifts into his nightmare and finds a dry, shriveled carrot in the nightmare garden.

[Continue to #22]


NPCs: The guard

Combat: Various Nightmare demons

Items Req: none

Items Obt: There is a small patch of carrots on the opposite side of the room from the waterfall.

Notes: none

 

22. The Trajha's Plan – Locked Gate in the Temple Caves

Sanchi returns to the real world and gives the carrot to the guard. Or, a carrot was already in Sanchi's inventory.

[Continue to #50, Sanchi's Renewal]


Dialogue

Sanchi: “Here's your tasty carrot.”

Guard: “Carrot! Yum! Thank-you thank-you!”


NPCs: The guard

Combat: none

Items Req: Carrot

Items Obt: Key to Meditation Room

Notes: none

 

23. The Trajha's Plan – Locked Gate in the Temple Caves

[Fish] The guard is completely mute and dumb.

[Continue to #50, Sanchi's Renewal]


Dialogue

Sanchi: “Hello. Can you let me through?”

Guard: The guard stares at you but doesn't say anything.

Sanchi: “Right… I know you're not feeling, uh, normal at the moment, but I really need to get through that gate.”

Guard: The guard looks around aimlessly and cleans dirt from his nails.

Sanchi: “I am going to steal your key and use it to unlock the gate. Do you mind?”

Guard: The guard yawns, lies down on the floor and falls asleep.

Sanchi: “I guess you just made my job easier.”


NPCs: The crazy guard

Combat: none

Items Req: none

Items Obt: Key to the Meditation Room, stolen from the guard

Notes: The guard will not wake up even if the player botches the steal attempt.

 

24. The Trajha's Plan – Locked Gate in the Temple Caves

[Coyote] The guard seems coherent but is aggressive towards Sanchi.


Dialogue

Sanchi: “Hi there. Can you give me the key to the gate? I need to get into the garden.”

Guard: The guard eyes your neck before answering. “What do you want with vegetables? Cold, flimsy things. Meeaaat is so much better!” Without warning, the crazed guard lurches towards you and claws at your throat.

Sanchi: —“Back off! Death is a merciless master and I serve him well.” [Continue to #25]

—“Stand down! I am a servant of Nanina and protected by her divine power!”

—Guard: “Liar! Nanina does not protect those who wear her servants' robes without true faith in her power!” [Continue to #27]


NPCs: The crazed guard

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

25. The Trajha's Plan – Locked Gate in the Temple Caves

Sanchi threatens the guard, saying he is a servant of Death. The guard demands to see proof.

—Sanchi has an animal pelt [Continue to #26]

—Sanchi doesn't have an animal pelt [Continue to #27]


Dialogue

Guard: The guard scoffs. “Where is your proof?”


NPCs: The crazed guard

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

26. The Trajha's Plan – Locked Gate in the Temple Caves

Sanchi shows the guard an animal pelt, which intimidates the guard into giving him the key.

[Continue to #50, Sanchi's Renewal]

 

Dialogue

Guard: The guard stops short. “Death is truly your master,” he whispers fearfully. “I cannot bare my teeth to the Great Vulture in the sky. Take the key and be gone. I want nothing more to do with you or those you serve.”


NPCs: The crazed guard

Combat: none

Items Req: Animal pelt

Items Obt: Key to the Meditation Room

Notes: Keep in mind that it's the coyote spirit who is afraid of the animal skin, not the guard.

 

27. The Trajha's Plan – Locked Gate in the Temple Caves

The guard attacks Sanchi again. He begs for mercy when he is near death and offers Sanchi the Meditation room key.

[Continue to #50, Sanchi's Renewal]


Dialogue

[Guard attacks, and halts battle when he is close to death.]

Guard: Blood leaks from the guard's lips as he gasps for air. “Your silly disguise belies your true power. It is not yet time for the Great Vulture to carry me away. Take the key and let me live!”


NPCs: The crazed guard

Combat: The guard is unarmed but casts a nasty drain fatigue spell. He can also cast a small healing spell.

Items Req: none

Items Obt: Key to the Meditation Room

Notes: If the player finishes off the guard, he will lose 75 disposition points with the entire faction.

 

28. Exploring the Temple – Caves

Sanchi explores the natural caves. A bright stone glitters on the floor next to the entrance to the Trajhans living area.

—Sanchi asks the friendly Trajha in the entryway about the stone [Continue to #29, Misplaced Treasure]

—Sanchi asks a different Trajha about the stone [Continue to #31, Misplaced Treasure]


NPCs: Trajhans and Temple visitors

Combat: none

Items Req: none

Items Obt: The bright stone

Notes: The door to the Higher Echelons is locked until the player finds the stone. A Trajha standing nearby explains that the second level is closed to the public due to an emergency (the treasury being robbed.)

 

29. Misplaced Treasure – Entrance

The friendly Trajha wants to talk to the Trajha-Raja about the stone, and asks you to follow him.

[Continue to #30]


Dialogue

Sanchi: “I found this stone lying on the floor in the caves. Does it belong to the Temple?”

Friendly Trajha: The Trajha examines the stone carefully. “You found it, you say? Lying on the floor as if someone accidentally dropped it?”

Sanchi: “I don't think someone put it there on purpose. What is it for?”

Trajha: “It is a powerful soul stone, one of the stronger specimens owned by the Temple. The Trajha-Raja should hear about this. Please follow me so we can go talk with him. I trust you had no involvement in its misplacement, and will provide an alibi for you if the Trajha-Raja questions your innocence.”


NPCs: The friendly Trajha

Combat: none

Items Req: The soul stone

Items Obt: none

Notes: If the player has lost disposition points with the Trajha, he will not talk to Sanchi about this quest. The player will have to speak with someone different.

 

30. Misplaced Treasure – Worship Room

The Trajha-Raja is in the lowest level of the worship room. He tries to blame Sanchi for the theft of the stone, but the friendly Trajha steps in and vouches for Sanchi.

[Continue to #33]


Dialogue

Friendly Trajha: The Trajha bows before his superior. “Raja, a visitor to the Temple found and graciously returned this soul stone to us. I believe its theft is connected to our recent losses from the treasury.”

Trajha-Raja: The Raja glances briefly at you before taking the stone and sliding it into a deep pocket in his robes. “Where was it discovered?”

Friendly Trajha: “He says it was lying on the ground near the entrance to the living area in the caves.” His tone drops to a low murmur. “As disconcerting as it is, might that indicate that one of our fellow Trajhans is responsible for the missing treasure?”

Trajha-Raja: “No, impossible. They Trajhans serving in this temple are all dedicated to the lasting power of Nanina. None of them could turn against her so callously.” He glances at you again, but his eyes are suspicious and cold. “What about this boy? I recognize him from the village and I know he has caused trouble with some of the younger children.”

Friendly Trajha: The Trajha vigorously shakes his head. “Nanina has spoken for him. He is not involved.”

Trajha-Raja: “Very well.”


NPCs: Friendly Trajha and the Trajha-Raja

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

31. Misplaced Treasure – Caves

Sanchi asks a nearby Trajha about the stone. He asks Sanchi to follow him so he can speak with the Trajha-Raja.

[Continue to #32]


Dialogue

Sanchi: “I found this stone laying on the ground. Is it important?”

Trajha : The Trajha examines the stone with a concerned look. “I'm not sure. Let's go talk to the Trajha-Raja. Follow me please.”


NPCs: Random Trajha

Combat: none

Items Req: The soul stone

Items Obt: none

Notes: none

 

32. Misplaced Treasure – Worship Room

The Trajha-Raja blames Sanchi for the theft of the stone, and Sanchi has to reason with him.

[Continue to #33]


Dialogue

Random Trajha: “Raja, this boy claims he found a soul stone lying on the Temple floor.”

Trajha-Raja: The Trajha-Raja glares at you as he slides the stone inside a deep pocket in his robes. “Found it, you say? What a convenient excuse, thief!”

Sanchi: “What! If I stole it why would I turn around and give it back to you?”

Trajha-Raja: The Raja falters with his logic. “Er… to… find out how much we know about you, obviously! You're trying to figure out if you can get away with stealing more from right underneath our noses. Well let me make this clear. I may not have evidence, but Nanina sees all that transpires inside the walls of her Temple and—”

Sanchi: “You're insane. Everyone within a week's travel of Mankawali has been to the Temple and seen the artifacts in the treasury. Even if I did steal stuff from the Temple, who could I sell it to? No merchant is rich enough to pay for the fortune of items in that room.”

Trajha-Raja: The Raja closes his eyes and tilts his head back slightly, as if he were listening to someone. He breathes deeply and speaks in a calmer voice. “You are right. The spirits have chided me for my thoughtlessness.”


NPCs: Trajha-Raja and random Trajha

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

33. Misplaced Treasure – Worship Room

The Trajha-Raja asks Sanchi to keep an eye out for suspicious behavior from any of the Temple visitors.

[Continue to #34]


Dialogue

Trajha-Raja: “If you had nothing to do with this despicable act against Nanina, perhaps you can aid her. Keep an eye out for anyone acting suspiciously. The thief might return for a second chance at the priceless valuables inside the treasury.”


NPCs: Trajha-Raja, Friendly Trajha/Random Trajha

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

34. Misplaced Treasure – Caves/Higher Echelons

An unfamiliar Stoneshaper approaches Sanchi and asks about the soul stone.


Dialogue

Stoneshaper: “Hey, you're the one that picked up that stone, right? Might you still happen to have it?”

Sanchi: —“No, I gave it back to the Temple.” [Continue to #35, Stalking Shadows]

—You decide to lie to get more information. “I do, but it's mine and you can't have it.” [Continue to #42, Betrayal of Secrets]


NPCs: The suspicious Stoneshaper

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

35. Stalking Shadows – Caves/Higher Echelons

The Stoneshaper gets aggravated with Sanchi.

[Continue to #36]


Dialogue

Stoneshaper: “Fool. That stone was unmatched in its potential for power. Now it will sit in the treasury, useless until the Trajhans decide to sell it off.”


NPCs: The irate Stoneshaper

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

36. Stalking Shadows – Worship Room

Sanchi reports the Stoneshaper's suspicious comments to the Trajha-Raja, but he can't do anything without concrete evidence.

[Continue to #37]


Dialogue

Sanchi: “There is a man here in the Temple asking me questions about the soul stone.”

Trajha-Raja: “Did he confess to the theft itself?”

Sanchi: “Well, no, but he's definitely suspicious.”

Trajha-Raja: “The Trajhans need evidence before we can take action. I suggest you tail this man and see what else you can find out about him.”


NPCs: The Trajha-Raja

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

37. Stalking Shadows – Private Storage Room

Sanchi stalks the Stoneshaper, who eventually reveals a secret tunnel entrance in the private storage room.

[Continue to #38]


NPCs: The Stoneshaper

Combat: none

Items Req: none

Items Obt: none

Notes: The Stoneshaper will wander around for a bit, but will eventually make his way to the storage room as long as he's unaware that Sanchi is following him.

 

38. Stalking Shadows – Secret Tunnel

The tunnel leads to a secret entrance in the treasury room. Sanchi has to find a way to trap the Stoneshaper inside the room.

[Continue to #39]


NPCs: Stoneshaper, guards outside the Treasury

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

39. Stalking Shadows – Nightmare Treasury

Sanchi shifts into his nightmare and enters the treasury through the newly revealed secret passage. He defeats a powerful Nightmare demon, and then knocks over a display cabinet to block the secret entrance.

[Continue to #40]


NPCs: none

Combat: The Nightmare boss has an arsenal of nasty spells, but his bulky size makes it difficult for him to move around the treasury. The player needs to utilize his smaller size to navigate the room.

Items Req: none

Items Obt: none

Notes: none

 

40. Stalking Shadows – Higher Echelons

Sanchi returns to the real world. The guards, alerted by the noise, find and apprehend the Stoneshaper. Unfortunately, Sanchi cannot reveal how he aided the Temple because the Trajhans distrust dreamshifters. However, he talks with a Trajha who reveals the key to the Meditation room is kept locked inside the treasury.

[Continue to #41]


Dialogue

Trajha: “I'm so glad the thief has been caught! Our most priceless artifact, the key to the holy Meditation room, is kept inside the treasury. If that had been stolen, Nanina would never have forgiven us.”


NPCs: Trajhans, Guards, Stoneshaper

Combat: none

Items Req: none

Items Obt: none

Notes: Sanchi must return to the real world outside of the Treasury, or else he will be locked in with the Stoneshaper. Talking to any of the Trajhans will reveal the hint about the location of Meditation key.

 

41. Stalking Shadows – Nightmare Treasury

Sanchi returns to the nightmare treasury and finds the Meditation room key inside on of the unlocked display cases.

[Continue to #50, Sanchi's Renewal]


NPCs: none

Combat: More demons have respawned by the time Sanchi returns, but the battle is not as difficult as the previous fight in this location.

Items Req: none

Items Obt: Key to the Meditation Room

Notes: none

 

42. Betrayal of Secrets – Caves/Higher Echelons

The Stoneshaper asks Sanchi to help him with a “slightly immoral” project.


Dialogue

Stoneshaper: “Bah, keep it. It was worthless anyway. But you clearly have a keen eye that could prove useful. Could I enlist your help in a little… immoral project of mine?”

Sanchi: —“Definitely.” [Continue to #43]

—“No way.” [Continue to #36, Stalking Shadows]


NPCs: The Stoneshaper

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

43. Betrayal of Secrets – Caves/Higher Echelons

The Stoneshaper asks Sanchi to follow him to a more private location.

[Continue to #44]


Dialogue

Stoneshaper: “Good choice, my friend. Let's go talk somewhere more private, eh? Follow me, but be discrete about it!”


NPCs: The Stoneshaper

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

44. Betrayal of Secrets – Main Storage Room

The Stoneshaper tells Sanchi about the secret tunnel that leads to the treasury, and describes Sanchi's part in the plan.

[Continue to #45]


Dialogue

Stoneshaper: Now, you're obviously a smart lad so I'll try not to insult your intelligence. You know the treasury room here in the Temple? Well of course you do, sorry. The entire bastion of the Temples wealth lies beyond that locked door. But my granddaddy helped build this place, and he was one of few who knew a secret about the room. Do you know what it is? Oops, well of course you don't, so I'll tell you. There's a secret entrance! Try not to look so astonished, friend!”

Sanchi: “Where do I come in?”

Stoneshaper: “Well young lad, my eyesight suffered greatly due to a recent and highly unfortunate accident. I've gotten used to the fuzziness but details are lost to me. There's a particular gem in that room that I want desperately. For personal reasons, you understand. It is a lustrous dark blue, shot through with ribbons of gold. Truly a gorgeous specimen. However, all of the gems they keep in there just look the same to me now that my sight is gone. Get that stone and bring it back to me. Take anything else you can get your hands on, but I'm afraid most everything is locked up tight.”


NPCs: Stoneshaper

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

45. Betrayal of Secrets – Private Storage Room/Secret Tunnel

The Stoneshaper leads Sanchi to the entrance of the secret tunnel.

[Continue to #46]


Dialogue

Stoneshaper: “Here it is! Now remember, dark blue with gold ribbons. Take whatever else you can get your hands on, but make sure you get that gem. Good luck!”


NPCs: Stoneshaper

Combat: none

Items Req: none

Items Obt: none

Notes: none

 

46. Betrayal of Secrets – Treasury

The Stoneshaper's gem is located on a ledge in plain view on a ledge, and Sanchi can easily pick it up. Only a few display cases are unlocked, and don't contain anything that valuable. The others have more difficult locks (Hard/Very Hard) or can only be opened with keys.

[Continue to #47]


NPCs: Guards standing outside the door

Combat: none

Items Req: none

Items Obt: The blue and gold gem

Notes: Sanchi should sneak around the room a majority of the time or else the guards might see him. If they do, the player has to evade them for a few minutes until they give up and return to their posts.

 

47. Betrayal of Secrets – Private Storage Room

Sanchi gives the gem to the Stoneshaper.

[Continue to #48 or 49]


Dialogue

Sanchi: “I think this is the right one.”

Stoneshaper: “Ah yes, the stone sings so happily to me! Thank you, friend! I hope you managed to nab some pricey loot for yourself. I hope the key display case didn't get you. The Trajhans have a nasty spell on that one.”

Sanchi: “Key display case? Is it the key to—”

Stoneshaper: “The Meditation room? Indeed, although I don't know why those silly monks fuss over it so much. I accidentally touched the lock the first time I was in there and it zapped me pretty good. Well, we'd best scoot before the Trajhans raise a huge fuss. Take care, friend!”


NPCs: Stoneshaper

Combat: none

Items Req: The blue and gold gem

Items Obt: none

Notes: If Sanchi does not have the correct stone, the Stoneshaper will send him back to the treasury to get the right one. “This gem can't be the right one. It is silent. I hear no voices from it. Please, go back and look harder.”

 

48. Betrayal of Secrets – Treasury

Sanchi returns to the treasury and examines the display case containing the key, but is unable to unlock it. It zaps him with a shock/drain fatigue spell if he tries.

[Continue to #49]


NPCs: none

Combat: none

Items Req: none

Items Obt: none

Notes: There is no way to get into the display case in the real world.

 

49. Betrayal of Secrets – Nightmare Treasury

Sanchi shifts into his nightmares and accesses the treasury through the newly revealed passage. He defeats a powerful Nightmare demon and then retrieves the key from the display case, which is unlocked and unprotected. Sanchi can also try to sneak past the Nightmare and avoid combat, but this is very difficult to accomplish.

[Continue to #50, Sanchi's Renewal]


NPCs: none

Combat: The Nightmare boss has an arsenal of nasty spells, but his bulky size makes it difficult for him to move around the treasury. The player needs to utilize his smaller size to navigate the room.

Items Req: none

Items Obt: Key to Meditation room

Notes: The player can use the key in the nightmare world to get into the Meditation room, but the room is destroyed and barren like the rest of the Temple. There's no way to access the cutscene from here. The display case will not appear in the nightmare treasury until after the Stoneshaper reveals it is kept there.

 

50. Sanchi's Renewal – Garden

The Temple garden is very quiet and serene. A waterfall cascades through the roof, providing water for the abundant plant life in the room. A doorway on the opposite side of the grotto leads towards the mediation room.

[Continue to #51]


NPCs: none

Combat: none

Items Req: Key to the Meditation Room

Items Obt: none

Notes: The far door is also locked.

 

51. Sanchi's Renewal – The Meditation Room

This room is meant to be peaceful, but powerful magic from centuries past still lingers in the air. It is difficult to breathe unless Sanchi stands near the center of the room, where fresh air circulates from the hole in the ceiling.


NPCs: none

Combat: none

Items Req: none

Items Obt: none

Notes: Activating the pillow on the floor of the room begins the cut scene and leads to the second part of the level.

 

© Gwendolyn Murray 2008