Hope is like a piece of string when youre drowning. It just isnt enough to get you out by itself.
Perrin Aybara, The Eye of the World
+________________________________________________________+
  Gate 8  (-!SUM/BW/FA-)  "The Ballad of the Labyrinth(Cont)"
%-------#   Finishing a Ballad for the Labyrinth    #-------%
Go 2n and you will see a troubled man. Listen to his woes to begin 
your adventure. Once you have been briefed, its time to kill some 
druids. The druids seem to cast different spells like Icestorm, 
Earthquake, Call Lightning, Entangle and so on. 
Haroth's (the troubled man) area is !vio.
****Fenhoof will wander this gate randomly popping 
    into your room. If he aggros - get the hell away from 
    him until he poofs away. If you want to kill him for 
    his bow you can but DO NOT DRINK FROM 
    FENHOOFS JUG!!!! IF YOU DO YOU WILL NOT BE 
    ABLE TO CONTROL YOUR CHARACTER!!!!! 
    PLEASE BEWARE THE MOONSHINE WILL GET 
    YOU DRUNK FOR A LONG TIME!! DONT EVEN 
    TRY DRINKING ONCE!!! FAIR WARNING YOU 
    MIGHT LOSE A GATE DRINKING IT AND THEN 
    FIGHTING AFTERWARDS VERY EASILY!!!!
Page 1 is on Rodez South from Haroth - beginning of story
Page 2 is on Tanris and on Meess North or Haroth - bitter 
                     cold or raging fire
Page 3 is on Ingos southeast from Rodez - determines 
                    1st line of enemies or on Whadien down from 
                    Uskryny.
Page 4 is on Uskryny - determines trap - flame or ice. He is located south of Ingos
Page 5 is on Zhabel and is w, all n(past Tanris) from Haroth - 
                     determines enemy (giants, warlocks, death knights, 
                     assassins) You can also find page 5 on Echak who is 
                     1s1e1d from Haroth the shade.
Page 6 is on Skelskeo e all n and 2 up from haroth - determine 
                     guardian (sylvan, undead, dragon or feral)
Page 7 is on Chroine who is w, all n, u, 3n, d from Haroth - end 
                     of story
Area 1
Sets the scene for your arrival, read the book in the 
next room.
Area 2 
Sets the scene for the first group of enemies you need 
to kill the lesser mobs do not move from their spots, 
but the greater boss mob will scan hunt. Read the book 
after they are all slain. 
               
Area 3
Sets the scene for the next leg of the journey - grab the 
pot from the chest and read the book in the next room.
Area 4 
Sets the scene for the Dungeon with 2 sentinel bosses 
and a trap room of either fire or ice.  You should engage
one boss at a time while paying attention to when the
opposite boss decides to join in to kill you - making them 
switch places in the process as well. When one boss dies 
the other will loose a good chunk of health (around 60% 
if left untouched) but gain additional abilities too. Finish 
the 2nd boss off for their gear and read the book again. 
Area 5 
Sets the scene for the final battle with an Ancient Race 
boss. They do not move but will use every racial ability 
to their advantage, and has very high hps. Read the book 
afterwards.