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Solution copyright (c) Mike Marcelais. Version 1.0, October 2, 1999.
The newest version of this solution is always delivered to the Spoiler Centre:
http://www.the-spoiler.com/ first. Check here for the latest and most complete
version before complaining to me.
Thanks to Andrew Becker for providing some of the information in this
solution.
Introduction
Like its predecessor, Might and Magic VII is a very loose game -- i.e., there
is very little linearity. Although there is some linarity to the game, and
many more quests are dependant on previous actions, this is still very much a
game of visit everywhere and complete all of the individual quests. Because of
this freedom, the walkthrough will be in the style of a "tour" of the lands.
Each major grid location is listed (along with a screen capture of the map
from the game), and all surface locations noted.
For towns, each building is described, along with what and who can you can
talk to, who to buy skills from, and what quests are available. For the
outlying areas, the dungeons are listed.
Dungeon maps are not given -- they would be too extensive to fit easily into a
web page and the automapping in the game is excellent. Also, every dungeon
should be explored completely to get all of the loot, but only puzzles and
hidden locations are described. I also skip most of the fighting because it
isn't something that you can easily describe, nor does it matter in most
places, except that you have to survive it. I do list the creatures that you
will encounter in a dungeon or grid location to give you an idea of how
difficult the location is.
Stores are listed with a "buy" and "sell". The "buy" value is multiplied by
the items value to determine the price you have to pay for it. The "sell"
value is divided by the item's value to determine the price you can sell it to
the store for. Higher is always worse, and a "buy" or "sell" of 1 means that
you are buying/selling an item at cost.
Every location has a "reset" timer. This starts when you first enter the area,
and after it "goes off", the entire grid square resets: monsters reappear and
random treasure is replaced. Nonrandom treasure (including most stat-gaining
liquids) is not replaced. All dungeons have a reset of 2 years (24 months),
unless otherwise noted. Overland areas have reset times listed with their
descriptions.
Artifacts are unique items that can be found. Some of artifacts are placed at
specific locations; others are randomly generated.
Some of you may notice the similarity to my Might and Magic VI solution. I
figure if New World Computing can put out a game based on basically the same
engine, I can put out a solution with basically the same format.
Table of Contents
* Emerald Island
* Temple of the Moon
* Dragon's Cave
* Harmondale
* Castle Harmondale
* White Cliff Caves
* Barrow Downs
* Stone City
* The Barrows
* Haunted Mansion
* Nighon Tunnels
* Erathia
* Sewers
* Bandit's Cave
* Castle Gryphonheart
* Fort Riverstride
* The Hidden Tomb
* Tularean Forest
* Castle Navan
* Tularean Caves
* Clanker's Laboratory
* Tatalia
* Dragon's Cave
* Lord Markham's Manor
* Tidewater Caverns
* Mercenary Guild
* Wine Cellar
* Avlee
* Hall Under the Hill
* Titan Stronghold
* Temple of Baa
* Bracada Desert
* School of Sorcery
* Red Dwarf Mines
* Celeste
* Castle Lambent
* Walls of Mist
* Temple of Light
* Small House
* Deyja
* Hall of the Pit
* Watchtower 6
* William Setag's Tower
* The Pit
* Castle Gloaming
* Breeding Zone
* Temple of Dark
* Small House
* Evenmorn Island
* Grand Temple of the Sun
* Grand Temple of the Moon
* Mount Nighon
* Thunderfist Mountain
* The Maze
* Eeofel
* Tunnels to Eeofel
* Dragon's Cave (East)
* Dragon's Cave (West)
* Colony Zod
* Shoals
* The Lincoln
* Tables
* Quests
* Skills
* Promotions
* Arbiter
* Obelisks
* Trading
* Items
* Potions
* Monsters
Emerald Island
Travel
* By boat: 7 days to Harmondale (Every day, but only when the contest is
won.)
Monsters
* Dragonfly, Fire Dragonfly, Queen Dragonfly
Locations
1. Inn
* Night: 1gp, Food: 6 for 1gp
* Teaches the Disarm Traps, Perception, and Stealing skills for 475gp
each.
2. Weapon Store
* Buy: 1.5, Sell: 3.5
* Teaches the Axe, Bow, Staff, and Sword skills for 475gp each.
3. Carolyn Withers
* Sells membership to the Air and Fire Guilds for 50gp each.
4. Armor Store
* Buy: 1.5, Sell: 3.5
* Teaches the Leather and Shield skills for 475gp each.
5. Ailyssa the Bard (wandering)
* Sells a Lute for 500gp. This is needed to complete quest 5.
6. Lord Markham
* Get quest 7
Thomas the Judge
* Return items here to solves quests 1-6 and win the contest.
7. Roger Tellmar
* Sells membership to the Body and Spirit guilds for 50gp each.
8. Training Hall
* Maximum level: 5
* Teaches the Armsmaster and Bodybuilding skills for 475gp each.
9. Initiate Guild of Spirit
* Sells spellbooks for basic Spirit spells
* Teaches the Meditation and Spirit Magic skills for 950gp each.
10. Initiate Guild of Air
* Sells spellbooks for basic Air spells
* Teaches the Air Magic and Learning skills for 950gp each.
11. Alchemist
* Buy: 2.0, Sell: 4.0
* Teaches the Alchemy and ID Monster skills for 475gp each.
12. Mr. Malwick (wandering)
* Will give you a fire wand today, but must complete quest 53 or quest
73 later.
13. Magic Shop
* Buy: 1.5, Sell: 3.5
* Teaches the ID Item and Repair Item skills for 475gp each.
14. Initiate Guild of Fire
* Sells spellbooks for basic Fire spells
* Teaches the Fire Magic and Learning skills for 950gp each.
15. Initiate Guild of Body
* Sells spellbooks for basic Body spells
* Teaches the Body Magic and Meditation skills for 950gp each.
16. Haste Pedestal
17. Chest here contains a seashell needed to solve quest 2.
18. Sally (wandering)
* Sells seashells for 100gp. This is needed to complete quest 2.
19. Dragon's Cave
20. Fire Resistance Pedestal
21. Temple of the Moon
22. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 475gp each.
23. Fountain that restores 5 spell points.
24. Fountain that restores 5 hit points.
25. Game of Endurance
* Win 2 skill points if your endurance is about 10.
26. Fountain that gives +50 fire resistance.
27. Fountain that gives +2 luck permanently if your luck is 13 or below.
28. Docks
Temple of the Moon
* Giant Bat, Vampire Bat, and Inferno Bat
* Giant Rat, Lightning Rat, and Fire Rat
* Giant Spider, Venomous Spider, and Widowmaker
Fairly simple set of tunnels to explore. As you enter, when you get to the
first open cavern with a natural pillar in it, there is a chest hidden in the
wall behind the pillar. There is another chest if you take the left exit from
this room, then the left exit from the next room and go all of the way to the
end of the tunnel. Both of these chests contain minor random treasure.
To the north, the cave stops being natural passageways and starts being
constructed hallways. It turns to a room with lots of bats and rats. Along the
far side of the room, there is an altar with a pair of fire bolts shooting
across every few seconds.
The north exit follows a hallway to a guardroom with friendly guards. There
are several cabinet chests in this room, one of which contains a wealthy hat
needed to complete quest 6.
The south exit leads to a library. The north side of the west wall is secret
leading to a second librar room where a piece of tile is on the floor. This
tile is needed to complete quest 4.
Dragon's Cave
* Giant Rat, Lightning Rat, and Fire Rat
* Red Dragon
Just one room, filled with scattered treasure, rats, and one large dragon. The
dragon will attack the rats first, which buys you valuable time to explore the
cave.
Just inside the cave is a contestant's shield, which is what Lord Markham
wants in order to complete quest 7. There is also a longbow on the floor,
needed to complete quest 3.
Harmondale
Travel
* By foot (north): 5 days to the Tularean Forest
* By foot (east): 7 days to the Tularean Forest
* By foot (south): 5 days to the Barrow Downs
* By foot (west): 5 days to Erathia
* By coach: 2 days and 45gp to Erathia (Monday, Wednesday, Friday)
* By coach: 2 days and 45gp to the Tularaean Forest (Tuesday, Thursday,
Saturday)
* By coach: 4 days and 45gp to the Arena (Sunday)
Monsters
* Goblin, Hobgoblin, and Goblin Lord
Locations
1. Castle Harmondale
* Get quest 8 when you first try to enter.
2. Town Hall
3. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 450gp each.
Tarin Withern
* Get quest 9.
4. Training Hall
* Maximum Level: 15
* Teaches the Armsmaster and Body Building skills for 450gp each.
5. Alchemist
* Buy: 2.0; Sell: 4.0
* Teaches the Alchemy and ID Monster skills for 450gp each.
6. Magic Shop
* Buy: 1.5; Sell: 3.5
* Teaches the ID Item and Repair Item skills for 450gp each.
7. Bank
8. Tom Withersmythe
* Teaches Expert in Staff for 2000gp.
Douglass Iverson
* Teaches Expert in Leather for 1000gp.
9. Fenton Krewlen
* Teaches Expert in ID Item for 500gp.
Shane Thomas
* Teaches Expert in Repair Item for 500gp.
10. Ashen Temper
* Teaches Master in Fire Magic for 4000gp.
Darron Temper
* Get quest 10.
11. Sheldon Mist
* Teaches Expert in Dodge for 2000gp.
Kira Steeleye
* Teaches Expert in Unarmed for 2000gp.
12. Fountain gives +2 accuracy permanently if your accuracy is 13 or
lower.
13. Stables
14. Inn
* Room: 2gp; Food: 6 days for 1gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 450gp
each.
* Arcomage
* Resources are 2/10, 2/10, 2/10; Tower is 15; Wall is 5.
* Victory requires a tower of 30 or resources of 100.
* Prize: 600gp.
Davrik Peladium
* Get quest 11.
Butler
* Get quest 12 here when quest 8 is completed.
15. Stoneskin Pedestal
16. Armory
* Buy: 1.5; Sell: 3.5
* Teaches the Chain, Leather, and Shield skills for 450gp each.
17. Weapon Store
* Buy: 1.5; Sell: 3.5
* Teaches the Dagger, Mace, and Sword skills for 450gp each.
18. Mystic Bows
* Sells membership to the Fire Guild for 50gp.
Carla Trent
* Sells membership to the Air Guild for 50gp.
19. Adept Guild of Fire
* Sells spellbooks for expert Fire spells.
* Teaches the Fire Magic and Learning skills for 1350gp each.
20. Initiate Guild of Mind
* Sells spellbooks for basic Mind spells.
* Teaches the Meditation and Mind Magic skills for 900gp each.
21. Adept Guild of Body
* Sells spellbooks for expert Body spells.
* Teaches the Body Magic and Meditation skills for 1350gp each.
22. Adept Guild of Air
* Sells spellbooks for expert Air spells.
* Teaches the Air Magic and Learning skills for 1350gp each.
23. Initiate Guild of Water
* Sells spellbooks for basic Water spells.
* Teaches the Learning and Water Magic skills for 900gp each.
24. Adept Guild of Spirit
* Sells spellbooks for expert Spirit spells.
* Teaches the Meditation and Spirit Magic skills for 1350gp each.
25. Initiate Guild of Earth
* Sells spellbooks for basic Earth spells.
* Teaches the Earth Magic and Learning skills for 900gp each.
26. Lawrence Mark
* Get quest 48, the good Archer promotion quest.
Cardrick the Steady
* Teaches Grandmaster in Bow for 8000gp.
27. Straton Hillsman
* Teaches Expert in Body Magic for 1000gp.
Yarrow Elmsmire
* Sells membership to the Body Guild for 50gp.
28. Bertram Stillwater
* Teaches Expert in Spirit Magic for 1000gp.
Alise Nightwood
* Sells membership to the Spirit Guild for 50gp.
29. Torrent
* Teaches Grandmaster in Water Magic for 8000gp.
30. Lenord Skinner
* Teaches Master in Disarm Traps for 2500gp.
Peryn Lightfingers
* Teaches Expert in Stealing for 500gp.
31. Bartholemew Hume
* Get quest 13, the basic Monk promotion quest.
* Get quest 49, the good Monk promotion quest.
Ronald Kinney
* Sells membership to the Mind Guild for 50gp.
32. Illane Farswell
* Sells membership to the Water Guild for 50gp.
Pedron Sablewood
* Sells membership to the Earth Guild for 50gp.
Rydric
* You can buy Arrowheads here for 200gp. They can be sold to Pip
Hillier in Erathia for 286gp.
* You can sell Tularean Wood here for 237gp. It can be bought from
Robert Bellknop in the Tularean Forest for 200gp.
33. Fountain gives +10 Might.
34. Johanson Kern
* Teaches Expert in Earth Magic for 1000gp.
35. Gregory Weider
* Teaches Expert in Perception for 500gp.
Raven the Hunter
* Teaches Grandmaster in ID Monster for 6000gp.
36. Chadrick Townsaver
* Teaches Grandmaster in Sword for 8000gp.
Turgen Woodsplitter
* Teaches Expert in Axe for 2000gp.
37. Obelisk #1
38. Fort
* Stepping into the fort will fill the area with goblins.
* The fort has four spell launchers, which you can use repeatedly even
when combat is paused in turned based mode. This can be lots and lots
of fun.
39. Shrine
* Will teleport you to the matching shrine in the Land of the Giants.
The matching shrine must be used first.
40. Arbiter
41. White Cliff Caves
42. Contest of Might
Castle Harmondale
* Giant Bat, Vampire Bat, and Inferno Bat
* Giant Rat, Lightning Rat, and Fire Rat
* Goblin, Hobgoblin, and Goblin Lord
The first time you visit here, the castle is unrepaied and infested by
goblins, bats, and rats. There is nothing secret here now; just clear out the
main entrance room and follow the corridors to the left and right, killing all
of the monsters.
Once you have gotten the dwarves to repair the castle, your Throne room will
be open, and you can meet with the Elvish and Human ambassadors.
Once you have selected an arbiter and completed the prooving quest for them,
your castle will be upgraded once again, opening up several new areas,
including an upstairs. In the torture chamber below, the southwest cell has a
tunnel dug out of it that leads to a small cache of treasure. The library in
your castle also has a document describing cryptography that is useful in
decoding the message for quest 64.
At this time, four stores open up in your castle.
* Armory
* Buy: 2.5; Sell: 4.5
* Teaches the Leather and Chain skills for 500gp each.
* Weapon Shop
* Buy: 2.5; Sell: 4.5
* Teaches the Dagger and Sword skills for 500gp each.
* Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 500gp each.
* Alchemist
* Buy: 4.0; Sell: 6.0
* Teaches the Alchemy and ID Monster skills for 500gp each.
White Cliff Caves
* Troglodyte Drone, Troglodyte Soldier
* Emerald Ooze
From the entrance area, head west, following the corridor ahead as it turns to
the north, and then heads east. It will eventually dead end at an ore vein,
where you will find a pile of bones, a note, and an Arcomage deck. You need to
return with the deck to complete quest 10
Returning to the entrance, take the north passage. It will turn to the
northeast and turn south where there is a ledge. Opposite the ledge to the
north is a secret door in the wall behind which are several chests.
Barrow Downs
Travel
* By foot (north): 5 days to Harmondale
* By foot (east): 7 days to Harmondale
* By foot (south): 7 days to the Bracada Desert
* By foot (west): 5 days to the Bracada Desert
Monsters
* Shade, Specter, Ghost
* Gogling, Gog, Magog
* Stone Gargoyle, Marble Gargoyle, Obsidian Gargoyle
Locations
1. Arvin Beneclowd
* You can buy Glass Bottles here for 2000gp. They can be sold to
Infernon in Avlee for 3000gp.
* You can sell Sand here for 3000gp. It can be bought from Calindra
Goldensight in Tatalia for 2000gp.
2. Inn
* Room: 32gp; Food: 18 days for 58gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 500gp
each.
* Arcomage
* Resources are 1/5, 1/5, 5/25; Tower is 20; Wall is 50.
* Victory requires a tower of 100 or resources of 300.
* Prize: 1800gp.
3. Barrow IX Entrance
4. Chest here teleports you to location 7.
5. Barrow X Entrance
6. Haunted Mansion
8. Obelisk #10
9. Contest of Might
10. Fire Resistance Pedestal
11. Stone City
12. Mind Resistance Pedestal
13. Barrow VII Entrance
14. Chest containing the Golem Chest. This is one of the pieces needed for
quest 24.
15. Altar that gives +10 Might and Endurance permanently.
16. Fountain that gives +25 Fire Resistance.
Stone City
* Troglodyte Drone, Troglodyte Soldier, Troglodyte Queen
Part of Stone City is an ordinary city, although it is on an indoor map
instead of an overland map. The second part is the caves under the city.
1. Feldin Urthsmite
* Sells membership to the Earth Guild for 50gp.
2. Armory
* Buy: 2.5; Sell: 4.5
* Teaches the Chain, Plate, and Shield skills for 300gp each.
3. Weapon Shop
* Buy: 2.5; Sell: 4.5
* Teaches the Axe and Mace skills for 300gp each.
4. Bank
5. Inn
* Room: 40gp; Food: 20 days for 79gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 450gp
each.
* Arcomage
* Resources are 5/20, 3/10, 5/20; Tower is 50; Wall is 50.
* Victory requires a tower of 100 or resources of 300.
* Prize: 2000gp.
6. Training Hall
* Maximum Level: 100
* Teaches the Armsmaster and Body Building skills for 900gp each.
7. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 450gp each.
8. Passage that leads to the caves under Stone City.
9. Jasper Welman
* Teaches Expert in Earth Magic for 1000gp.
10. Jobber Thain
* Teaches Expert in Merchant for 2000gp.
11. Dalin Keenedge
* Teaches Master in Axe for 5000gp.
12. Seline Falconeye
* Teaches Grandmaster in Spear for 8000gp.
13. Aldrin Tamloc
* Teaches Expert in Mace for 2000gp.
Trip Thorinson
* Teaches Expert in Body Building for 500gp.
14. Hothfarr IX
* Get quest 14.
15. Master Guild of Earth
* Sells spellbooks for master Earth spells.
* Teaches the Earth Magic and Learning skills for 1200gp each.
16. Alchemist
* Buy: 4.0; Sell: 6.0
* Teaches the Alchemy and ID Monster skills for 300gp each.
17. Magic Shop
* Buy: 2.5; Sell: 4.5
* Teaches the ID Item and Repair Item skills for 450gp each.
18. Balan Gizmo
* Teaches Expert in Repair Items for 500gp.
19. Spark Burnkindle
* Get quest 15.
Critias Burnkindle
* Teaches Expert in Plate for 1000gp.
20. Passage that leads to lower caves.
The lower caves are connected to the city by a pair of elevators. Once down in
the caves, the simply for a large loop with side rooms. Scattered through the
caves are troglodytes and chests.
In the far northwest corner of the loop, there is obelisk #14. Just to the
east is a passage that leads to the Nighon Tunnels.
The Barrows
* Giant Bat, Vampire Bat, Inferno Bat
* Gogling, Gog
* Skeleton, Skeleton Warrior, Skeleton Lord
* Rotted Corpse, Walking Dead, Zombie
* Ghast, Ghoul, Revenant
* Wight, Wraith, Barrow Wight
The barrows are a series of interconnected sections forming a complex maze.
Each barrow has two tunnels exiting from them. Each tunnel, except those
leading outside, has a lever to flip that exit between one of two possible
destinations. You can always tell which barrow you're in by looking at your
automap.
Some of the barrows have a wall plaque between the two tunnels that describes
the four exits by listing the barrow numbers for all four combinations. The
keys that are found in the barrows allows you to open up some of these.
(Unfortunately, there are three locks and only two keys.)
Barrow Left Up Left Down Right Up Right Down
1 11 6 5 15
2 11 13 14 5
3 12 8 10 4
4 Tomb 15 12 3
5 2 1 9 12
6 13 Tomb 11 1
7 9 10 Outside
8 14 3 15 13
9 5 7 Outside
10 7 3 Outside
11 2 13 1 6
12 14 4 5 3
13 11 2 8 6
14 8 15 2 12
15 8 14 4 1
Barrow I
The southwest wall of the west side room and the east wall of the east side
room are secret walls that have a room of items behind them.
Barrow II
Directly across from the entrance tunnels is a secret door that leads to a
water-filled passage. Another secret door leads to this same tunnel from the
second crypt room just down the stairs from the entrance. If you follow the
tunnel all of the way down, it leads to a room with three chests. One of these
chests contains the Lantern of Light that is needed for quest 9.
Barrow III
There are no secret areas here.
Barrow IV
After going down the first tube tunnel, there will be a circular room with a
central pillar. On the west side of that pillar is a button that will open up
a door on the east side of that pillar. Behind the door is a pair of chests
and some skeletons.
Barrow V
There are no secret areas here.
Barrow VI
Directly across from the entrance tunnels is a secret room. It can be opened
from the secret door here, or the secret walls in both side rooms. It contains
a collection of items.
Barrow VII
The floor against the north wall will sink into the ground if the button on
the north side of the southern altar is pushed. If you jump down this newly
formed shaft, you'll be in a corridor that leads to a room. Stairs lead up and
down to another room. At the peak of the stairs between these two rooms, there
is an altar. The top of the altar slides away to reveal a sliding lever. The
lever opens the wall opposite it allowing you to return to the barrow tunnels.
Barrow VIII
Go through the corridor to the first room. There is a secret door in the west
side of the room revealing gold and items. Heading out the south exit, the
west wall of the corridor is another secret door revealing a room of items.
Finally, in the south wall of the last room is another secret door hiding more
items.
Barrow IX
A bookcase in the entrance area hides a tunnel leading down. The far wall in
the room at the bottom of this tunnel hides a chest that contains a barrow
key. These barrow keys can be used on the keyholes in barrows 7, 9, and 10 to
unlock some of the map guides in the barrows.
Barrow X
The chest at the top of the stairs has a barrow key. The northwest wall is
also a secret wall leading to a corridor that ends in another secret door.
Behind this door is a large crypt with a few gold pieces.
Barrow XI
There are no secret areas here.
Barrow XII
From the starting room, head west. The two doors in this room are opposites --
clicking on the north door opens the south door and vice versa.
Barrow XIII
In the southwest corner of the east room is a secret wall revealing some
chests.
Barrow XIV
There are no secret areas here.
Barrow XV
Go through two doors. The odd colored square in the middle of the room is an
elevator that raises you up to the last room.
Tomb of Zorkar
Directly ahead is the coffin where you need to put Zorkar's remains to
complete quest 50.
If you go down the passageway, you will get to a room with a pool in the
middle and four side rooms in the cardinal directions. The pool is the lost
meditation point needed for quest 13.
Haunted Mansion
* Wight, Wraith, Barrow Wight
* Ghast, Ghoul
* Shade
From the starting room, head up the stairs and open the door. You will be in a
library. Against the west wall is a bookcase. The top-left book in this case
is sticking out. If you push it in, it will open the north wall of the
library.
The lever against the north wall in the new passage is a trap. It will shoot a
fire bolt at you if pulled. Follow the corridor down the stairs and turn left.
Clean out the chests on your right as you pass by.
The corridor leads to a pair of doors which open up into two bedrooms. If you
continue out the doors of the bedrooms, they lead back to the main entrance.
Return back the way you came and go all of the way around. You will reach two
more doors that open into two more bedrooms. The northern of these two
bedrooms has an Angel Portrait on the wall, which is one of the three
paintings needed to complete quest 21. Exiting the bedrooms by their main
doors leads back to the main entrance.
Nighon Tunnels
* Gogling, Gog, Magog
Note that there a lot of friendly Dwarves and Warlocks in these tunnels.
However, if you hurt one (even accidentally), they will all come after you.
From the entrance from Stone City's caves, head down the ramp to your right.
In the room below, head north, turning west when you pass the campsite. As you
head down this passage, you will get to a room divided by a chasm. Jump in the
chasm. To the south, the passage dead-ends. To the north, it loops around to
an area just north of where you entered the caverns.
Head south and west again, returning to the chasm you just jumped into. The
eastern edge small enough to jump over. Cross over the chasm and head down the
corridor. This tunnel will generally wind its way northeast. It ends at a
ledge overlooking a lower level. Jump in.
At the end of the tunnel, it forks into two main passages. The southwest
passage leads back to the starting area (after jumping down a short ledge).
The southeast passage leads deeper into the caves.
In the next cavern, the southeast branch dead-ends. The east branch leads to a
room with a pool. Head south, east, and then south. From this room, clean out
the three rooms to the west, then return here and head southwest. When the
tunnel forks, the southeast passage leads to Thunderfist Mountain in Mount
Nighon. Take the northeast passage instead. It will eventually end in a pit.
Jump in.
In this water filled section, head due north. At the dead end is Zorkar's Axe
and Zorkar's remains. These are the remains that you need to return to the
Barrow Downs to complete quest 50.
Head south and east, continuing down the water filled passage for a long
distance until it narrows and starts going uphill. After going through a pair
of rooms, the passage will end back at the pool room.
Erathia
Travel
* By foot (north): 5 days to Deyja
* By foot (east): 5 days to Harmondale
* By foot (south): 5 days to the Bracada Desert
* By foot (west): 5 days to Tatalia
* By coach: 2 days and 75gp to Tatalia (Monday, Wednesday, Friday)
* By coach: 3 days and 75gp to Deyja (Monday, Thursday)
* By coach: 2 days and 75gp to Harmondale (Tuesday, Thursday, Saturday)
* By coach: 2 days and 75gp to the Bracada Desert (Wednesday, Saturday)
* By ship: 4 days and 100gp to Avlee (Monday, Friday)
* By ship: 2 days and 100gp to Tatalia (Tuesday, Thursday, Saturday)
* By ship: 6 days and 100gp to the Bracada Desert (Wednesday)
* By ship: 7 days and 100gp to Evenmorn Island (Sunday, only when quest 30
complete)
Monsters
* Robber, Raider, Bandit
* Griffin, Hunting Griffin, Royal Griffin
Locations
1. Norris
* Teaches Grandmaster in Unarmed for 8000gp to those with level 10 in
both Unarmed and Dodge.
2. Fountain gives +10 Accuracy
3. Heather Dreamwright
* Teaches Master in Spirit Magic for 4000gp.
4. Kenneth Wain
* Teaches Grandmaster in Dodge for 8000gp to those with level 10 in
both Unarmed and Dodge.
5. Bandit Caves
6. Fort Riverstride
7. Altar that gives +10 Luck permanently.
8. Contest of Luck
9. Dekian Forgewright
* Teaches Master in Plate for 3000gp.
10. Gareth the Fixer
* Teaches Grandmaster in Repair Item for 6000gp.
11. Sewers
12. Master Guild of Body
* Sells spellbooks for master Body spells.
* Teaches the Body Magic and Meditation skills for 2000gp each.
13. Paramount Guild of Spirit
* Sells spellbooks for all Spirit spells.
* Teaches the Meditation and Spirit Magic skills for 2500gp each.
14. Adept Guild of Mind
* Sells spellbooks for expert Mind spells.
* Teaches the Meditation and Mind Magic skills for 1500gp each.
15. Heroism Pedestal
16. Castle Gryphonheart
17. Payge Ravenhill
* Teaches Expert in Sword for 2000gp.
18. Cloud Agraynel
* Makes Items from ore.
19. Robert Sourbrow
* Makes Armor from ore.
20. Qillain Laraselle
* Makes Weapons from ore.
21. Fountain that gives +20 Body Resistance.
22. Randal Wolverton
* Teaches Expert in Shield for 1000gp.
23. Training Hall
* Maximum Level: 25
* Teaches the Armsmaster and Body Building skills for 500gp each.
24. Fountain that gives +50 Might.
25. Town Hall
26. Alchemist
* Buy: 3.0; Sell: 5.0
* Teaches the Alchemy and ID Monster skills for 500gp each.
27. Magic Shop
* Buy: 2.0; Sell: 4.0
* Teaches the ID Item and Repair Item skills for 500gp each.
28. Frederick Org
* Get quest 16, the basic Knight promotion quest.
* Get quest 68, the evil Knight promotion quest.
29. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 750gp each.
30. Day of the Gods Pedestal
31. Sewers
32. Bank
33. Sir Charles Quixote
* Get quest 17, the basic Paladin promotion quest.
* Get quest 51, the good Paladin promotion quest.
34. Inn
* Room: 14gp; Food: 12 days for 17gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 500gp
each.
* Arcomage
* Resources are 2/5, 2/5, 2/5; Tower is 20; Wall is 5.
* Victory requires a tower of 50 or resources of 150.
* Prize: 1200gp.
35. Norbert Harvest
* Teaches Expert in Mace for 2000gp.
36. Docks
37. Gina Barns
* Get quest 18.
38. Julian the Delver
* Teaches Expert in Mind Magic for 1000gp.
39. Tristen Heartswarm
* Teaches Expert in Body Magic for 1000gp.
40. Pip Hillier
* You can buy Griffin Feathers here for 200gp. They can be sold to
Robert Bellknop in the Tularean Forest for 244gp.
* You can sell Arrowheads here for 286gp. They can be bought from
Rydrick in Harmondale for 200gp.
41. Norbert Thrush
* Get quest 19.
42. Heather Cardron
* Sells membership to the Mind guild for 50gp.
43. Tilgar Dirthmoore
* Sells membership to the Body guild for 50gp.
44. Wilbur Eversmyle
* Sells membership to the Spirit guild for 50gp.
45. Fountain that gives +2 Might permanently.
46. Sewers
47. Weapon Store
* Buy: 2.0; Sell: 4.0
* Teaches the Axe, Dagger, and Sword skills for 500gp each.
48. Armory
* Buy: 2.0; Sell: 4.0
* Teaches the Leather, Chain, and Plate skills for 500gp each.
49. Stables
50. Blayze
* Teaches Grandmaster in Fire Magic for 8000gp.
51. Obelisk #2
52. The Hidden Tomb
Bandit Caves
* Thief
* Robber
This is a rather small cave system. Follow the tunnel south, east, a bit
north, and then west to reach the large central hideout of the bandits. In the
chest in this room is the Signet Ring needed to complete quest 11.
Sewers
* Thief, Robber
* Giant Rat, Lightning Rat, Fire Rat
Enter from the entrance to the northwest of Erathia and pass through the first
room, taking the corridor north and then east. Follow it all the way to the
east and kill all of the thieves and rats in that room. Retreat to the
corridor and follow it north emptying that room of hostiles. Then return back
the way you came and head up the stairs to the south.
This passage leads to a star room with exits in six directions. If you step in
the center area where the paths meet, it will set off an explosive magic trap.
Head to the southwest exit from this room. Follow the path around through two
doors until you get to a ledge. A lever to your right will raise a pathway
across the room. Follow the path all of the way around to a room with three
levers that overlooks a room. Pull all three levers, waiting after you pull
each one for the blocks of stone to move into place before pulling the next
lever. As you return to the star room, a shrapmetal will shoot at you as you
round the corner.
Return to the star room, take the southeast exit. This leads to another
passage identical to the previous one ending in another set of three levers.
Pull all of these. The stone blocks should now be lined up (more or less)
across the room.
Return to the star room again and take the south exit. This leads to the sewer
entrance under the bridge. Instead of heading outside, jump off a ledge.
Follow the corridor to a room with a pair of chests. The western north exit
from this room leads to the area under the passages in the star room. The
eastern north exit forks. To the east is the northeast Sewer entrance and a
passage that leads to the area below the path that you raised to cross the
room to the eastern set of levers. Heading up the stairs leads back to the
star room.
Take the north exit. You will be in a room with walkways leading to three
arches. Only the right arch is a doorway and when you through it, you will be
in the wrong ledge to cross the room. Jump off the ledge into the room below.
Exit the room through the corridor south, then west, turning north at the end
of the corridor. Click on the wall at the dead end and you'll be teleported to
the right arch. You should be able to walk across the stone blocks to a room
filled with chests, barrels, and items.
William Lasker also lives here:
* Teaches Expert in Disarm Traps for 500gp.
* Teaches Expert in Stealing for 500gp.
* Teaches Grandmaster in Dagger for 8000gp.
* Get quest 20, the basic Thief promotion quest.
* Get quest 52, the good Thief promotion quest.
Castle Gryphonheart
If you're just here to see Queen Catherine, you can enter safely, walking
straight up the stairs and either around the pillar, or just go directly ahead
through two secret doors to the throne room.
Once you have completed quest 14, you can get quest 33 from her. If you are on
quest 32, you can inform the Queen of this and it will change to quest 35.
Otherwise...
* Conscript, Soldier, Fighter
* Archer, Bowman
* Initiate of the Sword, Champion of the Sword
Head through the entrance and up the stairs, turning north. The first door on
the right is a large meeting hall. There are no other exits from this room so
exit and head up the stairs, turning right at the hallway. This hall goes to
the corner tower room. Turn around, heading north, cleaning out the two
conscript's bedrooms on your right on the way by, reaching the other corner
tower at the end of the hallway. In this tower, there is the painting of
Archibald Ironfist, one of the three portraits needed to compelte quest 21.
Return back to the entrance area and head south. The first door on the left is
a large mess hall. Behind it is a corridor. South leads to a simple meeting
room. North leads to another meeting room on the left, behind which is a
bedroom. In the bedroom here is a chest that contains Catherine's Key, and the
wall has the painting of Roland Ironfist, another one of the portraits needed
for quest 21.
Back in the hallway, the north wall has a secret door in it. Behind it is a
set of stairs leading to a back door entrance to the castle requiring
Catherine's Key to open.
Returning back through the mess hall to the corridor, continue south. The
corridor that you enter is a mirror of the one on the other side of the castle
-- two corner tower rooms and two bedrooms. The west bedroom is where Alice
Hargreaves lives. You need to capture her to complete quest 67.
Fort Riverstride
* Archer, Bowman, Elite Archer
* Conscript, Guard
* Swordman, Warrior
As you enter the building, you are warned not to procede any further. Ignore
their warning and kill the guards in the room and open the door across from
you, heading down the stairs. At the bottom of the stairs is a trap, causing
fire bolts to shoot down the hallway. In that hallway, there are four doors
which lead to guard bedrooms containing random treasure. There are no other
exits.
Return to the top of the stairs and head down the stairs just to the right of
where you entered the Fort. At the bottom of the stairs, there is a hallway.
The two doors on the left lead to a view of the bridge crossing itself. The
two doors on the right lead to storerooms.
In the near storeroom, the west wall has a secret door on it leading to a set
of stairs. At the bottom of the stairs, is a long corridor with side rooms
branching off on both sides. The first two rooms are more bedrooms for guards.
The third room (this one is on the right) opens to a meeting room. The
painting on the west wall can be moved and reveals the plans to the Fort.
These are the plans needed to solve quest 32.
Continuing down the corridor, the next two rooms are more bedrooms. The next
door, on the right, opens up to a small storeroom with four chests of random
items.
Following this, on the left is a small jail. The two prison cells can be
opened by pulling the levers, but there is nothing inside. Across the hall is
a room with crates. The last door in the corridor contains a few stat gaining
barrels.
The corridor ends in an exit that leads down into the river.
The Hidden Tomb
* Lich King
* Vampire, Vampire Minion
To even get in this area, you need to solve the cipher that you received as
part of quest 64. The instructions for how the cipher works are described on a
scroll in your castle, and the Scroll of Waves that contains the keyword is in
the School of Sorcery.
The keyword is the third word of the Scroll of Waves: pattern. Repeat that
word over and over for the entire length of the cipher message. Then take the
cipher character and count it back one letter in the alphabet for each
position in the keyword the letter is. [Eg, 'P' is the 16th letter in the
alphabet, so you would count a cipher letter paired with 'p' back 16 letters.]
Hence, the scroll decodes like this:
Y iupj xckox nmw henv ik eoiuyl pwzmjh usv vqwy xjvisfx nmw qeey zwga xjm
p atte rnpat ter npat te rnpatt ernpat ter npat ternpat ter npat tern pat
I have found the tomb of master kelwin and have deduced the code from his
Jn cx fchub yfkh iponm osiu uhi usduyl. Rq xec cm igbu bhx yzs tfvn uswt. Hiii
at te rnpat tern patte rnpa tte rnpatt er npa tt ernp att ern patt ernp atte
It is north east south west and center. My job is done and the debt paid. Good
(Side note: it isn't too hard to break withouth the keyword, if you know the
kind of code. Seeing that "nmw" appears twice in the first line, if you guess
that the word is the same word, it means that the key word is either 5 or 7
letters long. Trying both "and" and "the" for that word and using that key
fragment everywhere else in the message. It becomes clear that "the" works
very well with a keylength of 7 and lets you determine what some of the other
words are easily, and hence the key itself.)
The tomb itself is fairly small. The stairs go down from the entrance to a
room with a Lich and his vampires. The sarcophagi in this room also act as
chests containing random items. There are also two side rooms to the north and
south with more sarcophagi. In the north room, the coffin contains the
Shadow's Mask. Retrieving this item is enough to complete quest 64.
Tularean Forest
Travel
* By foot (north): 5 days to Avlee
* By foot (south): 5 days to Harmondale
* By foot (west): 5 days to Dejya
* By coach: 3 days and 75gp to Avlee (Monday, Wednesday, Friday)
* By coach: 2 days and 75gp to Deyja (Tuesday, Friday, Sunday)
* By coach: 2 days and 75gp to Harmondale (Tuesday, Saturday)
* By ship: 6 days and 100gp to the Bracada Desert (Monday, Wednesday)
* By ship: 3 days and 100gp to Avlee (Tuesday, Thursday, Saturday)
* By ship: 7 days and 100gp to Evenmorn Island (Sunday, only when quest 30
complete)
Monsters
* Tree
Locations
1. Matric Weatherson
* Teaches Expert in Merchant for 2000gp.
2. Alchemist
* Buy: 3.0; Sell: 5.0
* Teaches the Alchemy and ID Monster skills for 500gp each.
3. Mortie Ottin
* Teaches Expert in Dagger for 2000gp.
Thom Lumbra
* Get quest 25.
4. Alton Black
* Teaches Expert in ID Monster for 500gp.
5. Magic Shop
* Buy: 2.0; Sell: 4.0
* Teaches the ID Item and Repair Item skills for 500gp each.
6. Ebednezer Sower
* Get quest 26, the basic Ranger promotion quest.
* Get quest 69, the evil Ranger promotion quest.
7. Johann Kerrid
* Get quest 27.
Robert Bellknap
* You can buy Tularean Wood here for 200gp. It can be sold to Rydric
in Harmondale for 237gp.
* You can sell Griffin Feathers here for 244gp. They can be bought
from Pip Hillier in Erathia for 200gp.
8. Edgar Willowbark
* Teaches Expert in Alchemy for 500gp.
9. Gretchin Fiddlebone
* Teaches Expert in Disarm Traps for 500gp.
10. Adept Guild of Earth
* Sells spellbooks for expert Earth spells.
* Teaches the Earth Magic and Learning skills for 1500gp each.
11. Earth Resistance Pedestal
12. Master Guild of Fire
* Sells spellbooks for master Fire spells.
* Teaches the Fire Magic and Learning skills for 2000gp each.
13. Master Guild of Air
* Sells spellbooks for master Air spells.
* Teaches the Air Magic and Learning skills for 2000gp each.
14. Adept Guild of Water
* Sells spellbooks for expert Water spells.
* Teaches the Learning and Water Magic skills for 1500gp each.
15. Fountain that gives +50 Earth Resistance.
16. Castle Navan
17. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 750gp each.
18. Benjamin the Balanced
* Teaches Grandmaster in Spirit Magic for 8000gp.
19. Lara Stonewright
* Teaches Master in Earth Magic for 4000gp.
Devon Ivers
* Sells membership to the Earth Guild for 50gp.
20. Town Hall
21. Bank
22. Armory
* Buy: 2.0; Sell: 4.0
* Teaches the Leather and Chain skills for 500gp each.
23. Weapon Shop
* Buy: 2.0; Sell: 4.0
* Teaches the Bow and Spear skills for 500gp each.
24. Training Hall
* Maximum Level: 25
* Teaches the Armsmaster and Body Building skills for 500gp each.
25. Inn
* Room: 14gp; Food: 12 days for 17gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 500gp
each.
* Arcomage
* Resources are 2/5, 2/5, 2/5; Tower is 20; Wall is 5.
* Victory requires a tower of 50 or resources of 150.
* Prize: 1200gp.
26. Miyon the Quick
* Teaches Grandmaster in Leather for 7000gp.
27. Jaycin Suretrail
* Teaches Expert in Bow for 2000gp.
28. Claderin Silverpoint
* Teaches Master in Spear for 5000gp.
29. Gilad Bith
* Teaches Expert in Chain for 1000gp.
30. Docks
31. Stables
32. Anthony Green
* Get quest 28, the basic Druid promotion quest.
* Get quest 50, the good Druid promotion quest.
33. Garet Dotes
* Teaches Master in Preception for 2500gp.
34. Payge Blueswan
* Teaches Grandmaster in ID ITem for 6000gp.
35. Obelisk #3
36. Kindle Treasurestone
* Teaches Expert in Fire Magic for 1000gp.
Kethry Dawnsglow
* Sells membership to the Fire Guild for 50gp.
37. Shield Pedestal
38. Sethrik Windsong
* Teaches Expert in Air Magic for 1000gp.
Patrice Vespers
* Sells membership to the Air Guild for 50gp.
39. Herald Whitecap
* Teaches Expert in Water Magic for 1000gp.
Tabitha Mistspring
* Sells membership to the Water Guild for 50gp.
40. Altar that gives +10 Water, Fire, and Air Resistance permanently.
41. Contest of Speed
42. Tularean Caves
43. Chest with horn.
44. Clanker's Laboratory
45. Oldest Tree
Castle Navan
If you're just here to see King Parson, you can enter in peace through the
main entrance, going down the elevator, and turning left and heading to the
end of the corridor. Once you have completed quest 14, you can get quest 32
from the king. If you have received quest 33, you can inform the king and it
will change to quest 34.
Otherwise...
* Elven Archer, Elven Scout, Elven Ranger
* Elven Warrior, Elven Defender
* Dragonfly, Fire Dragonfly, Queen Dragonfly
* Giant Rat, Lightning Rat, Fire Rat
Its best to enter from the entrace in the Tularean Caves. From the entrance
tunnel, follow it to a secret door that leads to an elvish bedroom. From the
bedroom, go up the spiral staircase that leads out to the area just in front
of the throne room. (The throne room is now locked.)
Open the two doors to the east to reveal two barracks rooms. Continue down the
main corrdior, past the lift, until it turns to the north. The two doors on
the left are two more barracks. Both doors on the right lead to a large
library.
The floor in the northwest corner at the end of the hallway is a secret door
that reveals stairs going down to the elven treasury. Raiding this treasury is
necessary to complete quest 68.
Return to the lift and take it up. Off of the main room here are two other
large rooms. Each one contains stat-gaining liquid barrels in them.
Tularean Caves
* Elven Warrior, Elven Defender, Elven Lancer
* Wyvern, Horned Wyvern
* Troglodtye Drone, Troglodyte Soldier
From the start, head down the stairs to your right. If you head all of the way
down, you end up in the area below the entrance at the base of all of the
pillars. Go back up the stairs a short distance and out into the large cavern.
This set of tunnels is mostly a collection area for various other rooms where
you can fall down from. The passage leads eastwards into a large, empty room;
leads west then southwest into another empty room, and directly west to a room
with a few chests. When you have explored this area, return to the main
entrance and take the stairs upwards.
Follow the tunnel continuing north at the fork. The chest in this room has a
scroll documenting the invisible bridge. Proceding south from this room, the
ledge has three stone blocks on it that try and push you off the ledge into
the room below. Should they be sucessful, a tunnel leads from that room back
up into this room. On the other side of that trapped area is a door that
provides a back entrance to Castle Navan.
Return all of the way back to the fork and take the west path, which quickly
turns east and overlooks a room. Jump down from this ledge into the room. The
east door leads back to the entrance. The west path leads to a chasm. This is
where the invisible bridge is, so just walk across. (Or if you're feeling
paranoid, you can use a Jump spell to cross.)
Head up the stairs into a large room. Pull the lever on the far side of the
room. Then return back down the stairs and take the north exit. In this room,
there are three arches (which were revealed only when you pulled that lever)
mounted against the far wall. The left and center arches lead to the Castle
Navan entrance in the caves. The right arch leads to the top of a cliff.
From the cliff, take the ramp down to the north and it will eventually turn
around and lead to the room at the base of the cliff where you started. There
are a pair of chests here, including one on a pillar that constantly moves up
and down.
Exit this room and take the steeper ramp up. It leads to the prison cell where
Loren Steel is being held. He will join your party. This is whom you need to
rescue to complete quest 33. You can exit the caves by returning to the top of
the cliff and hopping through the arch in the wall.
Clanker's Laboratory
* Gogling, Gog, Magog
* Brass Golem, Bronze Golem, Gold Golem
* Floating Eye, Gazer, Evil Eye
From the entrance, turn to the left and head up the stairs, turning right into
a room at the top. Pushing the button on the south side of the room will open
up a panel that conceals two chests. Jump down the well in the middle of the
room to a small storeroom and head up the stairs leading out of this room back
to the entrance. Drink from the pool. This will open up two more side rooms
upstairs (where you just jumped into the well) that contain three more chests
each.
Back in the hallway, head west and follow the corridor around. The first door
on the left is a laboratory with lots of magical potions and reagents. The
next two doors both lead to small bedrooms with three chests each. The hallway
ends at a library. In a nook at the south side of the library is a book that
is pushed out of the bookcase. If that book is slid into place, a secret door
opens.
The secret passage leads straight ahead to another lab room with potions and
reagents. Just outside that room, to the east, is a room that contains the
magical defenses that must be destroyed to complete quest 60. The passage west
leads back to the entrance.
Tatalia
Travel
* By foot (east): 5 days to Erathia
* By coach: 2 days and 250gp to Erathia (Tuesday, Thursday, Saturday)
* By ship: 4 days and 250gp to Bracada Desert (Monday, Wednesday)
* By ship: 2 days and 250gp to Erathian (Tuesday, Thursday, Saturday)
* By ship: 5 days and 250gp to Avlee (Friday)
* By ship: 6 days and 250gp to Evenmorn Island (Sunday, only when quest 30
complete)
Monsters
* Archer, Bowman, Elite Archer
* Swamp Troll, River Troll, Mountain Troll
Locations
1. Docks
2. Inn
* Room: 40gp; Food: 20 days for 79gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 750gp
each.
* Arcomage
* Resources are 3/15, 1/5, 2/10; Tower is 10; Wall is 20.
* Victory requires a tower of 125 or resources of 350.
* Prize: 2000gp.
Master Guild of Mind (upstairs)
* Sells spellbooks for master Mind spells.
* Teaches the Meditation and Mind Magic skills for 2000gp each.
3. Kerin Greydawn
* Teaches Expert in Spear for 2000gp.
4. Kyra Stormeye
* Teaches Expert in Air Magic for 1000gp.
5. Bank
6. Solomon Riverstone
* Teaches Expert in Spirit Magic for 1000gp.
7. Xavier Bremen
* Teaches Grandmaster in Mind Magic for 8000gp.
8. Stoneskin Pedestal
9. Stables
10. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 750gp. each.
11. Heroism Pedestal
12. Halain Sampson
* Sells membership to the Mind guild for 50gp.
13. Flynn Arin
* Teaches Expert in Sword for 2000gp.
14. Brother Rothham
* Teaches Master in Mace for 5000gp.
15. Lisha Redding
* Teaches Expert in Fire Magic for 1000gp.
16. Tonken Fist
* Teaches Grandmaster in Dagger for 8000gp.
17. The Wine Cellar
18. Fountain that gives +2 Speed permanently.
19. Calindra Goldensight
* You can buy Sand here for 2000gp. It can be sold to Arvin Beneclowd
in Barrow Downs for 3000gp.
* You can sell Enrothian Wine here for 3000gp. They can be bought from
Infernon in Avlee for 2000gp.
20. Brother Bombah
* Teaches Master in Body Magic for 4000gp.
21. Fountain that gives +20 to Air Resistance.
22. Ferdinand Visconti
* Get quest 21.
23. Lord Markham's Manor
24. Taran the Lifter
* Teaches Expert in Disarm Traps for 500gp.
25. Thomas More
* Teaches Master in Repair Items for 2500gp.
26. Tricia Steelcoif
* Teaches Expert in Chain for 1000gp.
27. Trent Steele
* Teaches Expert in Armsmaster for 2000gp.
28. Everil Nightwalker
* Teaches Grandmaster in Stealing for 6000gp.
29. Altar. You need to place the Eagle Statue here as part of completing
quest 25.
30. Tidewater Caverns
31. Armory
* Buy: 3.0; Sell: 5.0
* Teaches the Leather, Chain, and Shield skills for 750gp each.
32. Weapon Shop
* Buy: 3.0; Sell: 5.0
* Due to a bug, you can't visit this store.
33. Chest containing the Golem Right Arm. This is one of the pieces needed
for quest 24.
34. Obelisk #12
35. Stonehenge Monolith. This is one of the three henges you need to visit
to complete quest 28.
36. Dragon's Cave
37. Isram Gallowswell
* Teaches Master in Shield for 3000gp.
38. Training Hall
* Maximum Level: 50
* Teaches the Armsmaster and Body Building skills for 1000gp each.
39. Armory
* Buy: 3.0; Sell: 5.0
* Teaches the Leather, Chain, and Shield skills for 750gp each.
40. Fountain that gives +20 AC.
41. Mercenary Guild
Niles Stantly
* Get quest 54.
* Get quest 74.
42. Weapon Shop
* Buy: 3.0; Sell: 5.0
43. Karn Stonecleaver
* Teaches Grandmaster in Axe for 8000gp.
44. Weldik Lotts
* Teaches Expert in Plate for 1000gp.
Dragon's Cave
* Blue Dragon
Very simple. One blue dragon live here -- Wromthrax. Killing this dragon is
what is required to complete quest 17.
Lord Markham's Manor
* Initiate of the Sword, Champion of the Sword
* Swordsman, Guard, Adventurer
Straight ahead from the entrance is Lord Markham's chamber. This is where you
can talk to him to complete quest 19 and receive quest 22.
If you open the doors to the east or west, the guards will become hostile and
Lord Markham will lock the doors to his chamber. Through the east door, there
is a button located on the side of the desk that will open a secret wall to
the north revealing several chests of treasure.
Through the west door, around the corner to the north, the vase that you are
required to fetch for quest 20 is sitting on the hearth above the fireplace.
Tidewater Caverns
* Thief, Rogue, Master Thief
* Skeleton, Skeleton Warrior, Skeleton Lord
* Shade, Specter, Ghost
The flooded entrance tunnel leads to an underground wooden building guarded by
thieves. In side that room, there is a stairway heading up. There is a secret
room underneath the stairs. To open the door, you have to be standing right
against the wall, and because the door is trapped, use the character with the
disarm trap skill to open it. Inside is a chest of random items.
Heading up the stairs, you come out on the deck of a ship. Head straight and
go down the stairs into the hold and turn right. To the south is a secret
door, behind which is a pair of chests. One of the chests has the map to
Evenmorn Island that you need to complete quest 30.
The hole in the hull here leads to a large chamber of thieves and another
chest of random items. Returning to the deck of the ship, if you just
"overboard", you can find a secret passage in the southeast wall of the cavern
that leads back to the entrance area.
Mercenary Guild
* Archer, Bowman, Elite Archer
* Initiate of the Sword, Champion of the Sword, Master of the Sword
* Robber, Raider
Head through the first door and quickly clear the entrance room of archers.
Head up the stairs and all the way around to the left. In the south end of the
west wall is a door that leads down to one of the rooms filled with archers
that can shoot you through ports that open into the main room. When they are
finished off, take a similar path through a door on the south end of the east
wall.
Now that the snipers are dead, you can explore in peace. Stay on the 2nd floor
and go through the north door. It leads to a conference room containing a
chest filled with nice items.
Back in the entrance room, take the west door. When opened, a dagger will
shoot down the hallway towards you. The door at the end of this short hallway
opens into a storeroom. There is a chest which contains (among other things) a
letter detailing how you are a "sufficiently gullible" group of adventurers
that could be used to serve their purpose.
Return and go through the east door in the main entrance room. The floor on
the other side of the door is magically trapped. The right fork leads to a
barracks. Behind the southeast bookcase is an alcove containing several
chests.
The door on the left leads to officer's quarters. The bookcase here also hides
a room containing several chests. In the center chest is the Heart of the
Wood, which is needed to complete quest 46.
Wine Cellar
* Vampire, Minion Vampire, Elder Vampire
* Giant Bat, Vampire Bat, Inferno Bat
* Necromancer, Speaker for the Dead, Queen of the Dead
* Shade, Specter, Ghost
The first room looks like an ordinary wine cellar, divided by wine racks.
There is an item (usually a gem) hidden in a nook under the stairs and a chest
of treasure in the east side of the room.
The northwest wine rack can be moved to reveal a stairway down that leads to a
room with vampires and crypts. To the south of this room is a barred cell that
can be opened with the lever to your right.
To the north is the main lair of the vampire. Against the east wall is an
altar-like pedestal that can be pushed. It opens a room on the west side of
the room containing three chests.
Killing all of the vampires in this area completes quest 41.
Avlee
Travel
* By foot (east): 5 days to the Tularean Forest
* By foot (south): 7 days to the Tularean Forest
* By foot (west): 1 day to Shoals (need wetsuits)
* By coach: 3 days and 250gp to the Tularean Forest (Tuesday, Thursday,
Saturday)
* By coach: 5 days and 250gp to Deyja (Wednesday, Sunday)
* By ship: 3 days and 250gp to the Tularean Forest (Monday, Wednesday,
Friday)
* By ship: 4 days and 250gp to Erathia (Tuesday, Saturday)
* By ship: 5 days and 250gp to Tatalia (Thursday)
Monsters
* Elven Warrior, Elven Defender, Elven Spearman, Elven Lancer
* Elven Archer, Elven Scout, Elven Ranger
* Wyvern, Hunter Wyvern, Ancient Wyvern
* Sprite, Sylph, Water Elemental
Locations
1. Docks
2. Bank
3. Inn
* Room: 40gp; Food: 20 days for 79gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 750gp
each.
* Arcomage
* Resources are 3/15, 1/5, 2/10; Tower is 10; Wall is 20.
* Victory requires a tower of 125 or resources of 350.
* Prize: 2000gp.
4. Stables
5. Cassandra Holden
* Teaches Expert in Spear for 2000gp.
Kethric Otterton
* Teaches Expert in Perception for 500gp.
6. Paula Brightspear
* Teaches Master in Armsmaster for 5000gp.
7. Water Resistance Pedestal
8. Jeni Swiftfoot
* Teaches Master in ID Monster for 2500gp.
9. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 750gp each.
10. Body Resistance Pedestal
11. Wort Goblinreaver
* Teaches Expert in Axe for 2000gp.
Mikel Deerhunter
* Teaches Expert in Leather for 1000gp.
12. Fountain that gives +2 Endurance permanently.
13. Weapon Shop
* Buy: 3.0; Sell: 5.0
* Teaches the Bow and Spear skills for 750gp each.
14. Armor Shop
* Buy: 3.0; Sell: 5.0
* Teaches the Leather, Chain, and Plate skills for 750gp each.
15. Training Hall
* Maximum level: 50
* Teaches the Armsmaster and Body Building skills for 1000gp each.
16. Medwari Dragontracker
* Teaches Master in Chain for 3000gp.
Infernon
* You can buy Enrothian Wine here for 2000gp. It can be sold to
Calindra Goldensight in Tatalia for 3000gp.
* You can sell Glass Bottles here for 3000gp. They can be bought from
Arvin Beneclowd in Barrow Downs for 2000gp.
17. Rislyn Greenstorm
* Teaches Master in Air Magic for 4000gp.
18. Paramount Guild of Body
* Sells spellbooks for all Body spells.
* Teaches the Body Magic and Meditation skills for 2500gp each.
19. Paramount Guild of Mind
* Sells spellbooks for all Mind spells.
* Teaches the Meditation and Mind Magic skills for 2500gp each.
20. Fountain that gives +20 Water Resistance.
21. Jillian Mithrit
* Teaches Grandmaster in Staff for 8000gp.
22. Steagal Snick
* Get quest 23, the basic Archer promotion quest.
* Get quest 70, the evil Archer promotion quest.
23. Karla Ravenhair
* Teaches Expert in Water Magic for 1000gp.
Ashandra Snowtree
* Sells membership to the Body Guild for 50gp.
24. Myles Featherwind
* Teaches Master in Mind Magic for 4000gp.
Rawn Dervish
* Sells membership to the Mind Guild for 50gp.
25. Hall Under the Hill
26. Tempus
* Teaches Grandmaster in Body Magic for 8000gp.
27. Lucid Apple
* Teaches Grandmaster in Alchemy for 6000gp.
28. Kaine
* Teaches Grandmaster in Meditation for 6000gp.
29. Obelisk #13
30. Chest containing the Golem Left Arm. This is one of the pieces needed
for quest 24.
31. Altar. You need to place the Knight Statue here as part of completing
quest 25.
32. Stonehenge Monolith. This is one of the three henges you need to visit
to complete quest 28.
33. Test of Might
Temple of Baa
34. Titan's Stronghold
Hall Under the Hill
* Dragonfly, Fire Dragonfly, Queen Dragonfly
After going in the door and down the passage, you will come to a room with a
large green hill in it. This is the Hill. To find the entrance, walk around
the hill clockwise one and one-quarter times. The entrance should appear. The
Faerie King will be waiting for you at the entrance allowing you to complete
quest 26, quest 27, and receive quest 29.
Behind the King is an elevator going down. Halfway down, you can jump off the
elevator into a room that contains a chest with the Faerie Ring -- a ring that
increase the effect of all air magic spells.
Jumping down the rest of the way, the passage leads to a forested room with
dragonflys. One of the dragonflys has the Faerie Key. The exit from this room
leads through another forest and lake room.
The passage then leads to a finished stone room with a bridge crossing a small
stream. The walls where the stream flows into and out of this room are both
secret doors that have treasure behind them.
Continuing straight, the next room is dominated by a large tree. In the
southwest corner of the room is an exit that dead-ends. On the small segment
of wall at the corner, there is a secret panel that reveals a keyhole. If you
use the Faerie key on the lock, the corridor raises into a stairway and a door
opens on the wall to the west. In the room revealed is a chest and several
items.
Temple of Baa
* Acolyte of the Moon, Cleric of the Moon, Priest of the Moon
* Devil Worker, Devil Warrior, Devil Captain
* Giant Spider, Venomous Spider
From the entrance, head down the ramp to the west. When it straightens out
into a corridor, go into the first room on the right. The northeast corner of
the room reveals a secret passage that leads to the bedroom of some clerics.
The exit of this room leads back into a corridor that you would arrive at
going down the east ramp.
Head south and go in the first room on the right. Again, the northwest corner
of the room has a secret passage that leads to a storeroom, and back out into
the corridor you originally came down on.
Proceding north down the corridor, you will end up in a small jail with three
cells filled with devils. The three buttons in the middle of the room control
the doors.
When that room is empty, head back and cross to the east passage and go north.
The door that is directly ahead leads to a small store room that has a message
from Xenofex (the head of the devils) detailing their failed plan in Enroth.
(This describes the events in Might and Magic VI.) Continue down the passage
north and you will reach the sanctum of the Baa order. The High Priest of Baa
is here (one of the Priests of the Moon), and on her corpse is the Cloak of
Sheep. Killing her completes quest 49.
Returning down the corridor, jump down into the core of the spiral ramp and
finish off the last of the priests and devils down there. Then take the lift
back up to the entrance.
Titan's Stronghold
* Titan, Storm Titan, Blood Titan
* Green Dragon, Blue Dragon, Red Dragon
To the right of the stairs is a chest filled with good items. After its been
raided, head up the stairs and turn to the east. The corridor will turn north;
go east at the next intersection and clean up the side room. Continue north to
another room with treasure guarded by dragons. When both rooms have been
emptied, return to the intersection and head west.
You will pass through a room with a large pillar in the middle of the room.
Continue through this room and turn north at the next intersection. On the
right is a another guarded room of treasure. Continue north and turn east at
the intersection.
Head all of the way east until the hallway ends. Then go north, west, and
north. Follow the corridor, collecting treasure. You will eventually be at a
four-way intersection, heading south. Turn to the west and continue west at
the next intersection.
At the intersection after that, the corridor continues west to a dead-end, and
leads north to another room of treasure guarded by dragons. When both areas
have been explored and looted, head south. The hallways in the next
intersection lead to two more treasure rooms: the west passage leads to
dragons; the east passage leads only to a single chest which contains the
Perfect Bow. This is the item neeed to complete quest 48.
The corridor continues south and takes you back to the entrance area.
Bracada Desert
Travel
* By foot (north): 5 days to Erathia
* By foot (east): 5 days to Barrow Downs
* By coach: 3 days and 125gp to Erathia (Monday, Wednesday, Friday,
Sunday)
* By coach: 5 days and 125gp to Harmondale (Tuesday, Saturday)
* By ship: 4 days and 250gp to Tatalia (Monday, Wednesday, Friday)
* By ship: 1 day and 250gp to Evenmorn Island (Tuesday, Thursday, only
when quest 30 complete)
* By ship: 6 days and 250gp to Tularean Forest (Saturday)
* By ship: 6 days and 250gp to Erathia (Sunday)
Monsters
* Bronze Golem, Brass Golem, Gold Golem
* Griffin, Hunting Griffin, Royal Griffin
Locations
1. Teleporter to/from location 13.
2. Stables
3. Gayle
* Teaches Grandmaster in Air Magic for 8000gp.
4. Brighman the Frugal
* Teaches Grandmaster in Merchant for 8000gp.
5. Chest containing the Normal Golem Head. This is one of the pieces
needed for quest 24. If this head is used when making the golem, the golem
will guard your castle when completed.
6. Teleporter to location 18. (Bug: Should probably teleport to/from 49.)
7. Teleporter to/from location 18.
8. Teleporter to/from location 20.
9. Teleporter to/from location 24.
10. Teleporter to/from location 27.
11. Teleporter to/from location 30.
12. Teleporter to location 32.
13. Teleporter to/from location 1.
14. Teleporter to/from location 40.
15. Shield Pedestal.
16. Earth Resistance Pedestal.
17. Chest containing the Abbey Normal Golem Head. This is one of the
pieces needed for quest 24. If this head is used when making the golem,
the golem will attack you when completed.
18. Teleporter to/from location 7.
19. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 750gp each.
20. Teleporter to/from location 8.
21. Inn
* Room: 19gp; Food: 14 days for 27gp.
* Teaches the Disarm Trap, Perception, and Stealing skills for 500gp
each.
* Arcomage
* Resources are 3/5, 3/5, 3/5; Tower is 20; Wall is 10.
* Victory requires a tower of 75 or resources of 200.
* Prize: 1400gp.
Judge Fairweather
* He is here if you are on quest 36. Choosing him as the new arbiter
will complete the quest in the path of good.
22. Altar. You need to place the Angel Statue here as part of completing
quest 25.
23. Contest of Luck
24. Teleporter to/from location 9.
25. Guild of Illumination
* Sells spellbooks for master Light spells.
* Teaches the Light Magic skill for 2000gp.
26. Master Guild of Water
* Sells spellbooks for master Water spells.
* Teaches the Learning and Water Magic skills for 2000gp each.
27. Teleporter to/from location 10.
28. Fountain that gives +25 to Intellect and Personality.
29. School of Sorcery
30. Teleporter to/from location 11.
31. Docks
32. Destination for teleporter at location 12.
33. Red Dwarf Mines
34. Kelli Hollyfield
* Teaches Expert in Body Building for 500gp.
35. Lysander Sweet
* Get quest 46, the good Ranger promotion quest.
36. Spyder
* Teaches Expert in Dodge for 2000gp.
Puddle Stone
* Teaches Expert in Unarmed for 2000gp.
37. Bryce Watershed
* Teaches Expert in Alchemy for 500gp.
Janet Thomas
* Sells membership to the Water guild for 50gp.
38. Fountain that does random bad things to the drinker.
39. Teleporter to location 12.
40. Teleporter to/from location 14.
41. Teleporter to Celeste. Activated only when the new arbiter has been
chosen.
42. Smiling Jack
* Teaches Expert in Dagger for 2000gp.
Will Rudyman
* Teaches Expert in Bow for 2000gp.
43. Gary Zimm
* Get quest 44 if you are on the path of good.
44. Ethan Lightsworn
* Teaches Expert in Light Magic for 2000gp.
Tessa Greensword
* Teaches Master in Meditation for 2500gp.
45. Leda Rowan
* Get quest 45, the good Knight promotion quest.
46. Brand the Maker
* Teaches Grandmaster in Plate for 7000gp.
47. Obelisk #5
48. Samuel Benson
* Teaches Master in ID Item for 2500gp.
49. Teleporter to location 6.
50. Alchemist
* Buy: 4.0; Sell: 6.0
* Teaches the Alchemy and ID Monster skills for 750gp each.
51. Magic Shop
* Buy: 3.0; Sell: 5.0
* Teaches the ID Item and Repair Item skills for 750gp each.
52. Teleporter to location 6.
53. Elsie Penderton
* Teaches Master in Staff for 5000gp.
54. Isaac Applebee
* Teaches Expert in Learning for 2000gp.
55. Teleporter to location 6.
School of Sorcery
Inside the entrance, there is a locked door directly ahead and three rooms
filled with bookcases. If you talk to the wizard behind the desk in the right
room, you can buy membership to the library which lets you get spell scrolls
off the bookcases. Through the door in the right room is where you will find
Thomas Grey.
* Thomas Grey
* Get quest 24, the basic Sorcerer promotion quest.
* Get quest 47, the good Sorcerer promotion quest.
Looking behind the desk in the right room reveals a lever that opens the door
to the main area of the school. Down this hallway, head left. The first room
on the left is a bedroom. There is a button by the southwest bed that opens a
secret room to the south containing a chest of items.
Back out in the hallway, continue north through a study room and head up the
spiral stairs. In the next room, pull the four levers on the south side of the
room. This will seal you in this room, but open the tunnel to the north. In
that room, there is a chest containing Clanker's Amulet and two levers that
re-open the stairways so you can leave this area.
Head down the stairs to the east and enter the next study room. The bookcase
on the south wall has the Scroll of Waves that is needed to break to the
cipher as part of quest 64. Exiting to the south, there is another room on the
east side containing the last wizards.
Red Dwarf Mines
* Emerald Ooze, Sapphire Ooze, Bloodstone Ooze
* Medusa, Queen Medusa, Empress Medusa
In the first room, there is a dwarf statue and an ore cart. All of the ore
carts in these mines act like chests -- they can have items inside them. The
statue here can be revived by using the Elixer that you got from the dwarf
king when he gave you quest 14. Just click on the statue while carrying the
elixer and the dwarf will join your party as an NPC.
From this starting room, take the west exit. It leads to a room where the
passage forks. There is another dwarf statue in this room. The west exit from
this room quickly leads to a dead end. The north exit leads to another fork,
both of which end rather quickly, although the north fork ends with another
dwarf statue.
Returning to the entrance room, take the east exit. It goes mostly straight,
with almost no branching, but leads only to an ore vein and a journal entry
scroll.
Back in the starting room, take the northeast exit. When you get to the fork,
go north. It quickly ends, but there is a dwarf statue at the end of the
passage. Continuing east, the passage will end in a water-filled room with a
dwarf statue in the pool.
Returning once more to the starting room, head north, and turn east at your
first opportunity. When the passage next forks, the east fork will dead end
and the north fork will lead to a room with a dwarf statue. Returning to the
main passage heading north, you will arrive at the lift that leads to the
lower level. In this room is the last dwarf statue. Returning to the king with
all seven dwarves will complete the quest.
Taking the lift down, you will be in a room with several medusas. Clean out
this room and the neighboring room to the west and then head deeper in to the
mine to the east.
All throughout the lower level of the mines are black Stone to Flesh potions
to help against the medusa's stoning ability. In the east room, the two exits
to the north connect in a loop. At the top end of that loop, a tunnel leads to
a room with some more medusas. The empress medusa in this room always has the
Medusa's Mirror.
Heading further east, clear out the side passage to the north and continue
east to a room with an overturned minecar. The south exit from the room
quickly dead-ends. The east exit continues to a room containing the lift
mechanism against the north wall. If you have the broken belt, you can click
on the mechanism to use it and complete quest 23.
Celeste
Travel
* By foot (down): 5 seconds to the Bracada Desert
Monsters
* Angel Lord
* Lesser Light Elemental
* Magician
* Greater Roc
Locations
1. Teleporter to the Bracada Desert.
2. Weapon Shop
* Buy: 4.0; Sell: 6.0
* Teaches the Axe, Bow, Dagger, Staff, and Sword skills for 1000gp
each.
3. Armory
* Buy: 4.0; Sell: 6.0
* Teaches the Leather, Chain, Plate, and Shield skills for 1000gp
each.
4. Training Hall
* Maximum Level: 200
* Teaches the Armsmaster and Body Building skills for 750gp each.
5. Bank
6. Inn
* Room: 90gp; Food: 30 days for 269gp.
* Teaches the Disarm Trap, Perception, and Stealing skills for 750gp
each.
* Arcomage
* Resources are 4/10, 4/10, 4/10; Tower is 30; Wall is 15.
* Victory requires a tower of 100 or resources of 300.
* Prize: 3000gp.
7. Walls of Mist
8. Alchemist
* Buy: 5.0; Sell: 7.0
* Teaches the Alchemy and ID Monster skills for 1000gp each.
9. Magic Shop
* Buy: 4.0; Sell: 6.0
* Teaches the ID Item and Repair Item skills for 1000gp each.
10. Paramount Guild of Air
* Sells spellbooks for all Air spells.
* Teaches the Air Magic and Learning skills for 2500gp each.
11. Guild of Enlightenment
* Sells spellbooks for all Light spells.
* Teaches the Light Magic skill for 2500gp.
12. Temple
* Temple of Light
13. Castle Lambent
Lady Carmine (wandering)
* Her corpse contains Lady Carmine's Dagger which is the proof needed
to complete quest 66.
14. Town Hall
15. Rebecca Devine
* Get quest 43, the good Prist promotion quest.
16. Helena Morningstar
* Teaches Master in Light Magic for 5000gp.
17. Lori Winterbright
* Sells membership to the Air Guild for 50gp.
18. Resurrectra
* Get quest 40.
19. Robert the Wise
* Get quest 55 when quest 40, quest 41, and quest 42 have been
compelted.
20. Crag Hack
* Get quest 41.
21. Sir Caneghem
* Get quest 42.
22. Obelisk #6
23. Fountain that gives +25 to all statistics.
Castle Lambent
If you are here to see Gavin Mangus, you can enter safely by going straight
north all of the way, then turning left and entering the door on the right.
* Gavin Mangus
* Teaches Grandmaster in Light Magic for 8000gp.
* Get quest 39.
* Resurectra
* Appears only when quest 55 is complete.
* Teaches Grandmaster in Blaster.
* Get quest 56.
* Get quest 57.
Walls of Mist
* Sorcerer, Wizard, Archmage
* Djinn, Genie, Efreet
* Tempest, Cyclone, Air Elemental
* Lesser Light Elemental, Light Elemental, Greater Light Elemental
The room you start out in is a large room with three arches set in the middle
of the room and three pillars with locks on them.
Go through the east archway. After it teleports you, head towards the
building, through the shimmering doorways and take the elevator down. Run down
this tunnel until you reach a room that has pools of water in the center. To
the left and right are four fonts (total), each with a button mounted on their
rim. Push all four buttons to fill the fonts and the east-most pool will now
be empty. Jump into the hole formed and there will be a chest in the room at
the bottom of that pool that contains the East Pillar Key. Exit this room via
the ramp that leads to a secret door and head back up the elevator and through
the archway.
Go through the center archway. Go down the spiral ramp from the center pillar
and when you have reached the ground head to the small raised platform in the
southwest corner. When you step on it, the platform will raise you up to a
small room. In this room is a chest that contains the Center Pillar Key.
Return to the archway.
Go through the west archway. Run through the room and up the stairs to the
left or right. At the end of the corridor in both directions is a set of three
buttons and a lever. When the buttons are in the right combination, you can
pull the lever to reveal a recessed area of the floor in the main room. The
combination is different each time (there are only eight possibilities) and it
is also random whether the set on the left side or on the right side is the
one you need to set. Fortunately, you can try all of the combinations while
paused in turn-based combat mode. There is a chest in the recessed floor that
contains the West Pillar Key.
Back in the main room with the arches, go to the three pillars. You should be
able to use the three keys to unlock the three pillars. (The click zones seem
to be very small -- it works best if you run up to each pillar and pause the
game while you try to get the key to work.) When all three pillars are
unlocked, the wall behind the pillars opens.
There is a chest in the new area that contains four empty soul jars, which are
needed to complete quest 63. Exiting the Halls through the door on the far
side of the room completes quest 39 (assuming you haven't killed any
creatures).
Temple of Light
* Angel, Angel Lord, Archangel
* Acolyte of the Sun, Cleric of the Sun, Priest of the Sun
* Monk, Initiate, Master
The room in the front door is completely empty. Go to the northeast corner of
the room and open the secret wall that is there. Follow the corridor around
and down the stairs to the real entrance to the temple. Through this entrance
is a large room with pools on the left and right.
There are two exits on the south, one of the west and one on the east, that
both lead to another room with a pool that overlooks the main entrance. The
east room also has another stairway up that leads to a ledge which overlooks
the two pools room.
Return to the pool room. Behind the west pool is a scroll that talks about a
vision of "the sun setting in the west, the moon setting in the north, and the
stars falling in the east." Note this and continue out the north exit. (The
door opens automatically as you get close.)
Head down the stairs and continue north. The room directly ahead is the main
altar room for the Temple of Light. The stairs to the east and west lead up to
a ledge surrounding that room. Go up the stairs. Along the ledge there is a
small device that has squares showing icons of the sun, moon, and stars, each
of which could be slid down into a wooden holder. Follow the instructions on
the scroll and lower the sun icon on the west device, the moon on the north
device, and the stars on the east device. Then jump down and click on the
altar. This will open a door to the north. That room has a chest containing
the Altar Piece needed for quest 40 or quest 62.
Return to the ledge around the altar room and head down the corridor that
exits to the northwest. It goes to a room with a pool, chest, and random
items. Return and exit the altar room to the northeast. It leads to a room
divided by a small channel of water. It is possible to walk down the channel
of water downstream (to the north) to another room containing treasure.
You can also walk along the channel south (upstream). When it branches, take
the east branch, crossing over a room that you entered through, leading to
another room of treasure. Return to the branch and continue south. It will
cross over the room overlooking the two pools room and then end in a room that
connects to the ledge overlooking the main entrance area.
Small House
* Robert the Wise
In the main room, Robert the Wise is waiting for you. On his corpse is a
blaster and the control cube that you need to complete quest 75.
In the northeast area of the room is a corridor that leads to several balconys
that overlook this room and a chest filled with random treasure.
Deyja
Travel
* By foot (north): 7 days to the Tularean Forest
* By foot (east): 5 days to the Tularean Forest
* By foot (south): 5 days to Erathia
* By foot (west): 7 days to Erathia
* By coach: 3 days and 125gp to Erathia (Monday, Wednesday, Friday)
* By coach: 2 days and 125gp to the Tularean Forest (Tuesday, Thursday,
Saturday)
Monsters
* Harpy, Harpy Hag, Harpy Queen
* Rotted Corpse, Walking Dead, Zombie
* Hobgoblin
Locations
1. Must pay 1000gp necromancer tax or be ambushed by zombies.
2. Altar that gives +10 Earth, Mind, and Body Resistances permanently.
3. Stables
4. Heroism Pedestal
5. Wanda Foestryke
* Teaches Master in Body Building to those with 50 Endurance for
2500gp.
6. Leane Shadowrunner
* Teaches Master in Stealing for 2500gp.
7. Patwin Felburn
* Teaches Grandmaster in Mace for 8000gp.
8. Jasp the Nightcrawler
* Teaches Expert in Dark Magic for 2000gp.
9. Barbara Wiseman
* Teaches Expert in Meditation for 500gp.
10. Inn
* Room: 19gp; Food: 14 days for 27gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 500gp
each.
* Arcomage
* Resources are 3/5, 3/5, 3/5; Tower is 20; Wall is 10.
* Victory requires a tower of 75 or resources of 200.
* Prize: 1400gp.
Judge Sleen
* He is here if you are on quest 36. Choosing him as the new arbiter
will complete the quest in the path of evil.
11. Fountain that gives +2 Intellect permanently.
12. William Setag
* Get quest 67, the evil Paladin promotion quest.
* William Setag's Tower
13. Watchtower 6
14. Back entrance to Watchtower 6
15. Contest of Archery
16. Avalanche
* Teaches Grandmaster in Earth Magic for 8000gp.
17. Agatha Putnam
* Teaches Expert in Learning for 2000gp.
18. Obelisk #4
19. Petra Cleareye
* Teaches Grandmaster in Perception for 6000gp.
20. Malisha Karrand
* Sells membership to the Spirit Guild for 50gp.
21. Halain Nevermore
* Teaches Grandmaster in Chain for 7000gp.
22. Fountain that causes drunkenness.
23. Magic Shop
* Buy: 3.0; Sell: 5.0
* Teaches the ID Item and Repair Item skills for 750gp each.
24. Fountain that gives +10 Personality.
25. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 750gp each.
26. Guild of Twilight
* Sells spellbooks for master Dark spells.
* Teaches the Dark Magic skill for 2000gp each.
27. Tugar Slicer
* Teaches Master in Sword for 5000gp.
Seth Drakkson
* Get quest 72.
28. Seknit Undershadow
* Drink Tea: +50 Endurance
* Get quest 67, the evil Thief promotion quest.
29. Fountain that gives +10 Fire Resistance
30. Master Guild of Spirit
* Sells spellbooks for master Spirit spells.
* Teaches the Meditation and Spirit Magic skills for 2000gp each.
31. Daedalus Falk
* Get quest 30, the basic Cleric promotion quest.
* Get quest 65, the evil Cleric promotion quest.
32. Alchemist
* Buy: 4.0; Sell: 6.0
* Teaches the Alchemy and ID Monster skills for 750gp.
33. Edgar Botham
* Teaches Expert in Armsmaster for 2000gp.
34. Heroism Pedestal
35. Chest containing the Golem Right Leg. This is one of the pieces needed
for quest 24.
36. Chest containing the Golem Left Leg. This is one of the pieces needed
for quest 24.
37. Hall of the Pit
Hall of the Pit
* Stone Gargoyle, Marble Gargoyle, Obsidian Gargoyle
* Harpy, Harpy Hag
* Rotted Corpse, Walking Dead, Zombie
There isn't much to the Hall -- it is basically a tunnel that leads from the
surface of Deyja to The Pit. The entrance area leads to a door, behind which
is an elevator that will take you deeper underground. The next room has a
chasm spanned by a bridge. Across the bridge is a teleporter.
The teleporter takes you to another hall. At the end of the hall is a chest.
If you are on quest 44, the Season's Stole will be in the chest. The door at
the end of the room takes you to The Pit, but will only be open once you have
selected an arbiter.
William Setag's Tower
* Initiate of the Sword, Master of the Sword, William Setag
* Giant Rat, Lightning Rat, Fire Rat
You can only get into this area when on quest 51.
Kill the guards in the main room and take the elevator up to the top of the
tower. At the top, William Setag (a Master of the Sword) will be there
fighting some rats. On his corpse is a Tower Key that can be used to open the
north room. This will free Alice Hargreaves; a requirement for completing
quest 51.
The south room contains another Master of the Sword. On his corpse is the
Villian's Blade. Across the hall from the south room is a secret wall that
reveals a chest filled with treasure.
Watchtower 6
* Shade
* Lich, Power Lich
* Necromancer, Speaker for the Dead, Queen of the Dead
* Clay Elemental, Stone Elemental, Earth Elemental
Head through the entryway to the elevator down. Head down this corridor as
well, passing by the "backdoor" entrance to the Watchtower, and take the
elevator up.
You will be on a central pillar, overlooking a large room with four side rooms
in each cardinal direction. There are necromancers attacking you from below,
lichs attacking you from the four alcoves, and shades flying around. If you
have Grandmaster Water magic, its probably easiest to jump down off the ledge,
use the central pillar for cover while dealing with the shades and
necromancers, picking off the liches from a distance from cover, and Town
Portaling home when you get too hurt.
From the floor area, the north wall has a secret wall that leads to a long
corridor that takes you back to the bottom of the lift.
At the top of the elevator, there are two switches. The north switch lowers
the elevator again. The south switch toggles one of the walkways (seemingly at
random) that lead between the central pillar and the four side areas.
The north, east, and west side rooms merely contain a chest of treasure. The
south side area also has a lever in the southwest of the room that raises and
lowers the counterweight. This the weight that you need to lower to complete
quest 52.
The Pit
Travel
* None. (Deyja is accessable via the Hall of the Pit)
Monsters
* Shade, Specter, Ghost
* Necromancer, Speaker for the Dead, Queen of the Dead
* Lich, Power Lich, Lich King
* Vampire, Minion Vampire, Elder Vampire
1. Hall of the Pit
2. Armory
* Buy: 4.0; Sell: 6.0
* Teaches the Leather, Chain, Plate, and Shield skills for 1000gp
each.
3. Weapon Shop
* Buy: 4.0; Sell: 6.0
* Teaches the Axe, Bow, Dagger, Staff, and Sword skills for 1000gp
each.
4. Inn
* Room: 90gp; Food: 30 days for 269gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 750gp
each.
* Arcomage
* Resources are 4/10, 4/10, 4/10; Tower is 30; Wall is 15.
* Victory requires a tower of 100 or resources of 300.
* Prize: 3000gp.
5. Breeding Zone
6. Tolberti
* Get quest 75.
* Small House
7. Dark Shade
* Get quest 60.
8. Kastore
* Get quest 62.
9. Maximus
* Get quest 61.
10. Training Hall
* Maximum Level: 200
* Teaches the Armsmaster and Body Building skills for 750gp each.
11. Bank
12. Steven Sand
* Get quest 64, the evil Monk promotion quest.
13. Therese Umberpol
* Sells membership to the Earth Guild for 50gp.
14. Halfild Wayne
* Get quest 63, the evil Sorcerer promotion quest.
Seth Darkenmore
* Teaches Master in Dark Magic for 5000gp.
15. Teleport to location 16.
16. Teleport to location 21.
17. Magic Shop
* Buy: 4.0; Sell: 6.0
* Teaches the ID Item and Repair Item skills for 1000gp each.
18. Paramount Guild of Earth
* Sells spellbooks for all Earth spells.
* Teaches the Earth Magic and Learning skills for 2500gp each.
19. Guild of Night
* Sells spellbooks for all Dark spells.
* Teaches the Dark Magic skill for 2500gp.
20. Alchemist
* Buy: 5.0; Sell: 7.0
* Teaches the Alchemy and ID Monster skills for 1000gp each.
21. Teleport to location 25.
22. Town Hall
23. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 1000gp each.
* Temple of Dark
24. Obelisk #7
25. Teleport to location 15.
26. Castle Gloaming
Castle Gloaming
If you are here to see the current king, you can enter safely by going
straight across the bridge, turning left, following the hall to a boat,
getting in and clicking on the rudder twice, then taking the stairs down. (You
only need to use the rudder once to get out.)
* Archibald Ironfist
* Teaches Grandmaster in Dark Magic for 8000gp.
* Get quest 59.
Otherwise...
* Necromancer, Speaker for the Dead, Queen of the Dead
* Lich, Power Lich, Lich King
* Vampire, Vampire Minion, Elder Vampire
* Shade, Specter, Ghost
From the front door, turn to the right and head up the stairway to the top of
the lookout tower. When all of the guards here have been killed, go down the
tower and cross over to the other tower. When both towers are cleared of
hostiles, return to the entrance, cross the bridge, and into the next large
room.
From this room, head north. It leads to a room with a weird looking fountain
in the middle. On the north and south walls are narrow passages with stairs
that lead up to a ledge above this room. To the north and south from the top
ledges are side rooms with treasure in them. At the end of the north room is
the tapestry that you need to complete quest 74.
To the east is a steep ramp down to a room with a chest. This chest contains
the Soul Jars needed for quest 42. Continuing down the corridor takes you to a
bridge over a lava river, and to a ramp down into a room with a dock. Both
this room and the previous room are connected. The first room contains a chest
in the lava that contains some good items.
When the room is cleared, get in the boat and click on the rudder to sail it
to the next location. From these docks, you can head down a ramp to the throne
room. The throne room is locked if you're assaulting the castle. Return to the
boat and click on the rudder again.
In this location, clear off the hostiles and exit the boat down the corridor.
It leads back to the entrance room. Exit the castle to the south.
Breeding Zone
* Young Behemoth, Behemoth, Ancient Behemoth
* Flame Warden, Guardian of Flame, Fire Elemental
* Gogling, Gog, Magog
Go down the first corridor to reach a bridge over a chasm. There is nothing on
the other side of the bridge, so jump over the edge to the waiting Behemoths.
Head down the tunnel until you reach a room with a pool. The south exit from
this room leads back to the start of the tunnels.
Across, on the west side of the room, is a secret door. The floor just past
the door is trapped with a Shrapmetal spell. Turn south and then south at the
next fork. Wind through the corridor to reach a room. There is a button in
this room that reveals an alcove in the room at the north end of the twisty
passage. Head towards that room -- a button there opens an (empty) alcove in
the south room. The spellbook of Divine Intervention that is needed for quest
47 will be in this chest.
Return to the trapped corridor and head north. Your progress north in the next
room will be blocked by three tall pillars. Head out the southeast exit and
follow that corridor to a room with three buttons. These buttons control the
pillars. Push them all, return to the room with the pillars and head north.
The next room has a chasm. You can create a brige across the span by drinking
from the fonts in the east and west of the room. Push the button on the wall
across the bridge, then jump over the edge. If you head west, you will follow
a corridor that eventually leads back to the trapped hallway. Heading east
takes you to the exit to the Zone, but the exit will be blocked by a wall if
the button is not pushed. Using this exit completes quest 59.
Temple of Dark
* Acolyte of the Moon, Cleric of the Moon, Priest of the Moon
* Vampire, Minion Vampire, Elder Vampire
Directly in from the front door is the altar area. A small button on the
bottom of the back of the altar will cause the altar to slide forward
revealing a chest that contains the Dark Altar Piece; one of the two pieces
needed for quest 40 and quest 62.
The corridor to the east leads to another chapel room. The south exit leads to
several balconys that overlook the main entrance room. The north end of the
room has two exits. To the east is a bedroom. The entire south wall of the
bedroom is fake, hiding two chests.
The west exit leads to a hallway loop. Heading north at the first opportunity,
the hallway passes by a barracks area on your right and curves around to a
library to the south. Directly opposite the library entrance is a secret door
in the wall that reveals an area with three chests. The hallway continues
around past a workshop area and reconnects back with where you were. Continue
west to another chapel whose southern exit connects back with the main temple
area.
On your way out, jump into the fountain. It is an illusionary pool hiding a
tunnel. The tunnel leads to four rooms containing vampries and items. The wall
at the end of the tunnel is also a secret wall, but it will dead-end after
going through another door (to your left) and going down a steep stairway.
Small House
* Toberti
In the main room, Toberti is waiting for you. On his corpse is a blaster and
the control cube that you need to complete quest 55.
In the northeast area of the room is a corridor that leads to several balconys
that overlook this room and a chest filled with random treasure.
Evenmorn Island
Travel
* By ship: 4 days and 500gp to Tatalia (Monday, Wednesday, Friday)
* By ship: 6 days and 500gp to the Tularean Forest (Saturday)
Monsters
* Shade, Specter, Ghost
* Skeleton, Skeleton Warrior, Skeleton Lord
* Stone Gargoyle, Marble Gargoyle, Obsidian Gargoyle
Locations
1. Docks
2. Body Resistance Pedestal
3. Inn
* Room: 3gp; Food: 6 days for 2gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 500gp
each.
* Arcomage
* Resources are 5/25, 5/25, 5/25; Tower is 20; Wall is 10.
* Victory requires a tower of 125 or resources of 400.
* Prize: 600gp.
4. Mind Resistance Pedestal
5. Day of the Gods Pedestal
6. Bethold Caverhill
* Teaches Master in Merchant to those with 50 Personality for 5000gp.
Dennis Caverhill
* Sells membership to the Water Guild for 50gp.
7. Oberic Crane
* Teaches Master in Dodge for 5000gp.
Ulbrecht the Brawler
* Teaches Master in Unarmed for 5000gp.
8. Fountain that teleports you to location 12.
9. Grand Temple of the Moon
Test of Might
10. Grand Temple of the Sun
11. Stonehenge Monolith. This is one of the three henges you need to visit
to complete quest 28.
12. Fountain that teleports you to location 8.
13. Fedwin Smithson
* Teaches Grandmaster in Shield for 7000gp.
William Smithson
* Teaches Grandmaster in Learning to those with Intellect 50 for
8000gp.
14. Obelisk #8
15. Altar that gives +10 Accuracy and Speed permanently.
16. Circle of stones.
* The white flower needed to solve the Obelisk riddle appears here at
midnight when you have visited all of the obelisks.
* Items: 100,000gp, Lady's Escort, Hero's Belt.
17. Paramount Guild of Water
* Sells spellbooks for all Water spells.
* Teaches the Learning and Water Magic skills for 2500gp each.
Grand Temple of the Moon
* Initiate of the Moon, Cleric of the Moon, Priest of the Moon
* Wight, Wraith, Barrow Wight
From the front door, turn right and head through the door and up the stairs.
At the top of the stairs, turn to the south and go to the end of the ledge.
The wall is a secret door that hides a chest. The chest contains the Eagle
Statuette. This statuette needs to be placed on the altar in Tatalia as part
of completing quest 24.
Go down the other ledge and through the door. The floor will give way and you
will fall into a jail cell. There is a secret brick opposite the door that
contains a telekinesis scroll which you can use to flip the lever in the other
room to open the jail door.
Go through the door opposite the jail door and continue west into a bedroom.
The cabinets in this room contain some good treasure. Now head through the
door to the north into another bedroom. The bookcase on the east wall hides a
small side room. Push the button on the desk in this room. This disables the
pit trap that you fell into earlier. Then head out the secret door to the
south, past the jail, through the door which leads back to the room you
started in.
Head up the stairs again and through the door. This time the floor will not
fall away and you can gain access to the library. The west bookcase is a
secret wall. Behind it is a desk that contains several very high level
spellbooks.
Return to the entrance and go through the northern door. This is a chapel. One
of the Priests of Dark in this room has the Moon Cloak. The altar at the head
of the chapel is the altar that you need to purify to complete quest 43.
Temple of the Sun
* Acolyte of the Sun, Cleric of the Sun, Priest of the Sun
* Monk, Initiate, Master
In the opening room, head through the door to the left. In that room is a
chest that contains the Knight statue. This statuette needs to be placed on
the altar in Avlee as part of completing quest 24. Explore the room to the
right as well, but that chest merely contains random treasure.
Heading through the door to the north, the next room is a large square room
with an altar in the middle. This is the altar that you need to deface in
order to complete quest 65. Next, head up the stairs to the south, just west
of the hallway you came in. They lead to the ledge above this room. In the
northeast section of the ledge is a door that leads to a room of treasure.
Another door to the south here leads to more treasure. Across the hall from
the last door is a secret door in the wall. This passage leads down a spiral
stairway to a hidden treasure room.
Returning to the altar room, head out the north exit. At the beginning of the
corridor is a fireball trap. The hall leads to a chapel of monks and priests
of the sun. One of the priests in this room has the Sun Cloak on her body.
To the north of the altar in this room is a secret door. The next door can
only be opened by pushing in all six buttons on the side walls, and then
pushing in the button in the middle of the room. The revealed room contains
some chests of treasure.
Mount Nighon
Travel
* None. (Stone City and the Land of the Giants can be reached via the
tunnels in Thunderfist Mountain.)
Monsters
* Water Warlock, Fire Warlock, Air Warlock
* Fire Hydra, Air Hydra
* Roc, Greater Roc, Thunderbird
Locations
1. Thunderfist Mountain
2. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 1187gp each.
3. Fountain that gives +2 Skill Points permanently.
4. Evandor Thomas
* Teaches Grandmaster in Body Building to those with 50 Endurance for
6000gp.
5. Elmo the Pincher
* Teaches Expert in Stealing for 500gp.
6. Helga Whitesky
* Teaches Expert in Mind Magic for 1000gp.
Stewart Whitesky
* Teaches Expert in Meditation for 1000gp.
7. Armory
* Buy: 3.0; Sell: 5.0
* Teaches the Leather skill for 712gp.
8. Weapon Store
* Buy: 3.0; Sell: 5.0
* Teaches the Dagger and Staff skills for 712gp each.
9. Fountain that gives +2 Personality permanently.
10. Inn
* Room: 360gp; Food: 60 days for 2159gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 950gp
each.
* Arcomage
* Resources are 1/15, 1/15, 1/15; Tower is 20; Wall is 10.
* Victory requires a tower of 200 or resources of 500.
* Prize: 6000gp.
11. Mazim Dusk
* Get quest 31.
Tobren Rainshield
* Teaches Master in Water Magic for 4000gp.
12. Training Hall
* Maximum Level: None
* Teaches the Armsmaster and Body Building skills for 1187gp each.
13. Silk Quicktongue
* Teaches Grandmaster in Disarm Traps for 6000gp.
14. Tor Anwyn
* Get quest 71, the evil Druid promotion quest.
Dorothy Senjac
* Teaches Master in Learning to those with 50 Intellect for 5000gp.
15. Fountain that gives +50 Personality and Intellect
16. Fire Resistance Pedestal
17. Magic Shop
* Buy: 3.0; Sell: 5.0
* Teaches the ID Item and Repair Item skills for 712gp each.
18. Fountain that gives +20 to all Resistances
19. Paramount Guild of Fire
* Sells spellbooks for all Fire spells.
* Teaches the Fire Magic and Learning skills for 2375gp each.
20. Thunderfist Mountain
21. Altar that gives +10 Intellect and Personality permanently.
22. Elzbert Witherspoon
* Teaches Master in Alchemy for 2500gp.
23. Heroism Pedestal
24. Hollis the True
* Teaches Expert in ID Item for 500gp.
Christie Nosewirt
* Teaches Expert in ID Monster for 500gp.
25. Fountain that restores 50 spell points.
26. Lita Roggen
* Sells membership to the Fire Guild for 50gp.
27. Thunderfist Mountain
28. Obelisk #9
29. The Maze
30. Aznog Slasher
* Teaches Master in Dagger for 5000gp.
31. Fountain that restores 50 hit points.
32. Garic Hawthorne
* Teaches Expert in Staff for 2000gp.
33. Air Resistance Pedestal
34. Rubida Nedlon
* Teaches Master in Leather for 3000gp.
35. Lanshee Ravensight
* Teaches Master in Bow for 5000gp.
36. Thunderfist Mountain
Thunderfist Mountain
* Fire Warlock, Water Warlock, Air Warlock
* Floating Eye, Gazer, Evil Eye
* Minotaur, Minotaur Headsman, Minotaur Lord
In the first tunnel, take the passage to the right. It leads down to a fork.
To the east is a bridge over a volcano core. Ignore that for now and head
west, then south at the first chance. In a side passage to the north is a lava
filled area, with a few items guarded by eyes on the far side of the lava. The
corridor you're in turns back to the north and intersects at a four-way
crossing. Continuing straight ahead will take you back to the entrance.
Heading west will take you to an exit to Mount Nighon at location 36.
Going east will take you back to the bridge. Cross over it this time. When the
narrow tunnel joins a large tunnel, follow the large tunnel south to a pair of
rooms of minotaurs, and a dead-end. Return north and continue east. Going all
the way east will take you to an exit to Mount Nighon at location 1.
Shortly before the exit, there is a tunnel to the north. It will open into a
large area. Go east and keep going east at the next fork. This is a narrow
passage that will lead down, past a room of warlocks, to an exit to Mount
Nighon at location 27.
Return back up the passage and continue straight west. The cavern will
eventually end. To the north is a tunnel that leads to the Tunnels to Eeofel.
To the south, the tunnel leads back to where you first entered these large
tunnels. Head west at that point. At the next fork, the north and west tunnels
form a loop. The south tunnel crosses over the volcano core again and enters a
contrusted room.
To the east is a library of books. At the back of the library is a chest that
contains a case of Soul Jars, needed for quest 61 (if you are on that quest).
To the south is a pool filled with lava and another library room further
south. There are four bedrooms off the lava room with cabinets of treasure. In
the small hallway between the entrance room and the pool room, the west wall
has a secret door that leads to a large room of treasure.
To the north of the entrance room is an elevator that goes up. The corridor at
the top of the lift leads to an exit to Mount Nighon at location 20.
The Maze
* Minotaur, Minotaur Headsman, Minotaur Lord
* Fire Warlock, Water Warlock, Air Warlock
* Fire Hydra, Air Hydra, Chaos Hydra
You are in a maze of twistly little passages, all alike.
Start by heading through the left door and taking a right at the first "T"
intersection you reach. This passage will twist and turn and eventually end.
Return to the intersection continue, heading south at the next major branch.
As you head south, the passage will go around a tall pillar in the middle of a
room. The nearest side of that pillar has a secret wall that hides a chest of
treasure. As you continue south, you will reach the entrance room again. Turn
back to the north and continue past the passage that you arrived here from
earlier.
Continue as far north as possible, by-passing a major side passage to the
east. When the passage ends in another "T" intersection, the left and right
passages just form a loop. Go around the loop, and get the chest in the
dead-end passage in the middle of the loop, then exit the loop continuing
north. To the east, the corridor leads to a chest. To the west, it leads to a
few items.
Return to the east passage that you skipped earlier and procede down it. The
corridor will lead to a large room, divided by a bridge-covered stream. Before
proceding further into the room, head to the north-south corridor just to your
east and empty out the room at the north end of that passage.
Cross the stream and head into the tunnel to the north. Take the east fork.
This tunnel leads to the balcony that some of the warlocks were attacking you
from. Return to the main tunnel and empty out the north room. The chest in
this room contains the Angel Statue. This statue needs to be placed on the
altar in the Bracada Desert as part of completing quest 24.
Continue down the tunnel to the east, taking the south side passage to the
other balcony, and cleaning out the room to the north. Eventually the passage
leads to a large room with Hydra and Minotaurs. The chest in this room
contians Haldor's Remains, which you need to complete quest 31.
From this room, head through several doors and rooms southwards. You will be
back out in the maze area again, heading south. Take the first west passage,
then south, then turn to the north. This passage will take you to a altar room
area, with several valuable items scattered around. The fountains along the
side of the room will inflict a random malady on the drinker about 30 minutes
after drinking from them.
From this altar room, heading mostly south should bring you back to the
entrance area.
Land of the Giants
Travel
* None. (Stone City and Mount Nighon can be reached via the Tunnels to
Eeofel and Thunderfist Mountain.)
Monsters
* Titan, Storm Titan, Blood Titan
* Green Dragon, Blue Dragon, Red Dragon
* Devil Worker, Devil Warrior, Devil Captail
Locations
1. Tunnels to Eeofel
2. Earth Resistance Pedestal
3. Lasiter the Slayer
* Teaches Grandmaster in Armsmaster for 8000gp.
4. Haste Pedestal
5. Body Resistance Pedestal
6. Mind Resistance Pedestal
7. Stoneskin Pedestal
8. Shield Pedestal
9. Air Resistance Pedestal
10. Heroism Pedestal
11. Immolation Pedestal
12. Water Resistance Pedestal
13. Shrine
* Will teleport you to the matching shrine in Harmondale.
14. Dragon's Cave (East)
15. Dragon's Cave (West)
16. Obelisk #11
17. Colony Zod
Tunnels to Eeofel
* Medusa, Queen Medusa, Empress Medusa
* Young Behemoth, Behemoth, Ancient Behemoth
Heading down the starting corridor, enter the side passage to the west. The
room has a pool and five side coridors leading out of it, each filled with
medusae and behemoths. When the area is secure, return to the main corridor
and continue north.
The tunnel continues for a considerable distance without any real branches,
eventually arriving a room with a stone formation in the center. Quickly
explore the east and southeast rooms (which are usually empty) and then head
out the north tunnel. It will turn around until it is going south when it
enters a large room with two exits. Head east.
At the next fork, the north tunnel leads back to the room with the stone
formation. The south and west tunnels lead to rooms of monsters and items.
When they are cleared, return and continue east.
Turn north at the first new tunnel and follow that to a set of rooms with
behemoths and more treasure. This tunnel ends here, so return south and go
east, following the tunnel until the next fork. Continue west to a pier-like
walkway surrounded by water. Jump in the water and head north. It will lead to
a passage that connects back up at the previous room. Head out on the pier
again and jump in the water. This time, go south.
At the end of the tunnel, cast Jump to get out of the water, and head south
along the tunnel to another recessed tunnel. That tunnel leads to a raised
walkway dividing the room into an east and west halves. Continue all of the
way along the walkway until it goes back into a tunnel. It will curve around,
leading back to the top of the last ledge you jumped down. Jump down again,
head to the raised walkway, and jump off the west side. A tunnel west leads
back to the top of the ledge again.
Return to the walkway once more and jump off the east side. A tunnel on this
side, leading north leads to an exit to the Land of the Giants. When you first
exit, you will be given a blaster by Archibald Ironfist.
Dragon's Cave (East)
* Green Dragon, Blue Dragon, Red Dragon
Simple cave. There is one tunnel that goes into the mountain with no forks
through four caverns. In the last cavern are two dragon eggs and a chest of
treasure. The dragon eggs are needed for quest 71.
Dragon's Cave (West)
* Green Dragon, Blue Dragon, Red Dragon
Just two rooms in this cave. There is a chest in the back room. The
Mega-Dragon has the artifact Hermes on his corpse.
Colony Zod
* Devil Worker, Devil Warrior, Devil Captain
Follow the entrance tube to the first split. Take the right tube. It leads to
a room with a chest that contains a blaster. Return down the tube the other
direction and follow it all of the way to a room. Through the room is an
elevator that will take you up to a prison area. Push the four buttons in the
first room of the prison area to unlock all of the cells.
The two cells on the right each contain a chest with a blaster in them. The
last cell on the left has a raised area in the back. There is a small square
on the right edge of the raised area that will lift you up to that level. From
the upper level, you have access to the cage. In the cage is Roland Ironfist.
He will give you a Colony Zod key, and resucing him will open the tube to the
center of the colony.
Exit the prison area by heading back down the lift. On the left is the new
tunnel that was opened. Follow it down to a room. The north side of the room
has a lift to take you up one level. On this level, the buttons in the rooms
on the east and west need to be pushed in order to open the door to the lift
in the south room. The room in the west also contains a chest with a blaster.
The lift leads up to a door that is locked -- you need the Colony Zod key to
open it. Inside are lots of devils, including Xenofex, whom you need to kill
to complete quest 56 and quest 76. The chest in the room contains another
blaster.
Shoals
Travel
* By foot (east): 1 day to Avlee.
Monsters
* Giant Shark, Pirannah Shark, Dragon Shark
Locations
1. Heroism Pedestal
2. Day of the Gods Pedestal
3. Chest at Shipwreck
* The chest contains the temple in a bottle. If used, it will take
your party to a dungeon area that maps the offices of the New World
Computing development team. The peasants walking around there are
named with the names of the developers. A detailed description of that
area is not included in this solution.
4. The Lincoln
The Lincoln
* Seeker Droid, Sentinel Droid, Assassin Droid
The first thing you have to do is restore power to the ship or most of the
doors won't function. From the bay that you entered from, head southeast and
east down the corridor to a lift that leads to the engineering core. The power
can be restored by clicking on the southern console by the core. There is also
a lift on the east side of the room to the upper level of engineering.
Return back to the main cargo bay and enter the small room to the east. There
are four consoles there, each of which will raise a storage bay. The third bay
has a chest in it containing three blaster rifles. Head out the south of the
bay and push the button against the wall. You will rise up into a cargo moving
room. The chest in this room contains another blaster rifle. The northeast
corner of the room is a raised area that will teleport you to another cargo
room. Go there and return, then head out the door to the south.
That corridor leads to a large central room. Once the droids in this room are
cleared, start exploring the exits on this level in counter-clockwise order.
The next exit south is a lift that is at the upper level of this room. The
door after this is a small conference room. The only exit on the east side of
the large room leads to a hallway.
If you follow the hallway north, you will arrive in the cargo moving room that
you teleported into earlier. Head south down the corridor exploring the side
rooms. All of them are bedrooms except the second door on the left. It is a
lift that goes up to the upper level of the main room, and also has another
lift that takes you up to a prison area. The small room on the left as you
enter the prison area has three buttons that unlock the doors to this area.
All of the cells are sealed with an invisible force field and are empty.
Return back down the lift and exit onto the second floor of the large room.
Head south to a small storeroom on the east wall at the south end of the room.
The chest here contains more blasters and blaster rifles. Cross over to the
west side of this room. The northern west exit is the lift back to the first
floor. The southern west exit leads to a weapons storeroom.
Exit the large room to the south. Those doors lead to the main bridge. Off the
east is a small conference room. In the middle of the upper level of the
bridge is a console with a black starfield in it. This console contains the
Oscilation Overthuster that you need to complete quest 57 and quest 77. Once
removed, the walls will start sparking electricity continuously. It is easiest
to exit by Town Portaling back.
Tables
Quests
All of the quests that appear in the game. If the quest text doesn't contain
the entire where of the solution, then more detail is printed here. For the
most part, the solution to the quests is listed in the location description
for where the quest should be solved.
1. Return a red potion to the judge on Emerald Island.
* Note: You start the game with this quest.
* Reward: If quests 1-6 are all completed, you win Castle Harmondale.
2. Return a seashell to the judge on Emerald Island.
* Note: You start the game with this quest.
* To complete: Sally sells seashells on the northeast end of the
island. There is also a seashell in the building on the northwest end
of the island.
* Reward: If quests 1-6 are all completed, you win Castle Harmondale.
3. Return a longbow to the judge on Emerald Island.
* Note: You start the game with this quest.
* To complete: There is a longbow in the Dragon's Cave.
* Reward: If quests 1-6 are all completed, you win Castle Harmondale.
4. Return a floor tile to the judge on Emerald Island.
* Note: You start the game with this quest.
* To complete: The floor tile is located in the Temple of the Moon.
* Reward: If quests 1-6 are all completed, you win Castle Harmondale.
5. Return a musical instrument to the judge on Emerald Island.
* Note: You start the game with this quest.
* To complete: Ailyssa the Bard sells lutes.
* Reward: If quests 1-6 are all completed, you win Castle Harmondale.
6. Return a wealthy hat to the judge on Emerald Island.
* Note: You start the game with this quest.
* To complete: There is a wealthy hat in the Temple of the Moon.
* Reward: If quests 1-6 are all completed, you win Castle Harmondale.
7. Find the missing contestants on Emerald Island and bring back proof to
Lord Markham.
* To complete: The contestant's shield is in the Dragon's Cave. This
is the proof required.
* Reward: 1000gp.
8. Clean out Castle Harmondale and return to the butler in the tavern, On
the House, in Harmondale.
* Reward: Quest 12.
9. Retrieve the Lantern of Light from the Barrow Downs and return it to
Tarin Withern in Harmondale.
* Reward: 1000gp.
10. Find the fate of Darron's brother in the White Cliff Caves, then
return to Darron Temper in Harmondale.
* To complete: Find the Arcomage deck and return with it.
* Reward: 750gp plus the Arcomage deck.
11. Retrieve Davrik's Signet Ring from the Bandit Caves in the northeast
of Erathia and return it to Davrik Peladium in Harmondale.
* Reward: 5000gp.
12. Talk to the Dwarves in Stone City in the Barrow Downs to find a way to
repair Castle Harmondale.
* Reward: Quest 14.
13. Find the lost meditation spot in the Barrow Downs.
* Reward: Monks are promoted to Initiates.
14. Rescue the Dwarves from the Red Dwarf Mines and return to the Dwarf
King in Stone City in Barrow Downs.
* To complete: The king will give you a potion. Click on all of the
statues in the mines to use the potion on them, which will turn them
alive again.
* Reward: 5000gp and your castle is repaired. This makes available
quest 32 and quest 33.
15. Kill all of the troglodytes underneath Stone City and return to Spark
Burnkindle in Stone City.
* Reward: 2500gp.
16. Destroy all the undead in the Haunted House in the Barrow Downs and
return to Frederick Org in Erathia.
* Reward: Knights are promoted to Cavaliers.
17. Kill Wromthrax the Heartless in his cave in Tatalia, then talk to Sir
Charles Quixote.
* Note: Sir Charles Quixote joins your party when you receive this
quest.
* Reward: Paladins are promoted to Crusaders.
18. Win a game of Arcomage in all thirteen taverns, then return to Gina
Barns in Erathia.
* Note: The taverns are located in Harmondale, Barrow Downs, Stone
City, Erathia, Tatalia, Deyja, Tularean Forest, Avlee, Bracada Desert,
Evenmorn Island, Mount Nighon, The Pit, Celeste.
* Reward: 100,000gp and the artifacts Elfbane, Mind's Eye, Elven
Chainmail, and Forge Gauntlets.
19. Take Sealed Letter to Lord Markham in Lord Markham's Manor in Tatalia
for collector Norbert Thrush.
* Reward: Quest 22.
20. Go to Lord Markham's Estate in Tatalia, steal the vase there, and
return it to William Lasker in the Erathian Sewers.
* Reward: Thieves are promoted to Rogues. 5000gp.
21. Retrieve the three paintings and return them to Ferdinand Visconti in
Tatalia.
* To complete: One of the paintings is in the Haunted Mansion, the
other two are in Castle Gryphonheart.
* Reward: 50000gp.
22. Return Parson's Quill to Norbert Thrush in Erathia.
* Reward: 2000gp.
23. Sabotage the lift in the Red Dwarf Mines in the Bracada Desert then
return to Stegal Snick in Avlee.
* Reward: 7500gp and Archers are promoted to Battle Mages.
24. Collect the six golem pieces and construct a complete golem, then
return to Thomas Grey in the School of Sorcery.
* To complete: The golem parts are located in the Bracada Desert (2
heads), Deyja (2 legs), Barrow Downs (torso), Tatalia (right arm), and
Avlee (left leg).
* Reward: Sorcerers are promoted to Wizards. The completed golem is
put in your castle at Harmondale
* Note: If you use the Abbey Normal head, the golem will attack you.
If you use the Normal Head, the golem will guard your castle.
25. Retrieve the three statuettes and place them on the shrines in the
Bracada Desert, Tatalia, and Avlee, then return to Thom Lumbra in the
Tularean Forest.
* To complete: The statues are located in the Maze in Mount Nighon,
the Temple of the Moon in Evenmorn Island, and the Temple of the Sun
in Evenmorn Island.
* Reward: 50000gp.
26. Solve the secret of the entrance of the Faerie Mound in Avlee and
speak to the Faerie King.
* Reward: Archers are promoted to Hunters.
27. Take the Sealed Letter to the Faerie King in the Hall Under the Hill
in Avlee.
* Reward: Lose all food and quest 29.
28. Visit the three Stonehenge Monoliths in Tatalia, the Evenmorn Islands,
and Avlee, then return to Anthony Green in the Tularean Forest.
* Reward: Druids are promoted to Great Druids.
29. Take the Faerie Pipes to Johann Kerrid in the Tularean Forest.
* Reward: 1000gp.
30. Find the lost pirate map in the Tidewater Caverns in Tatalia and
return to Daedalus Falk in Deyja Moors.
* Reward: Clerics are promoted to Priests. Evenmorn Island is
accessable.
31. Retrieve Haldor's Remains from the Maze in Nighon and return them to
Mazim Dusk in Highon.
* Reward: 35000gp.
32. Retrieve plans from Fort Riverstride and return them to Eldrich Parson
in Castle Navan in the Tularean Forest.
* Reward: 5000gp.
33. Rescue Loren Steel from the Tularean Caves in the Tularean Forest and
return him to Queen Catherine.
* Reward: 5000gp.
34. Return the Loren Imposter to Queen Catherine in Castle Gryphonheart in
Erathia.
* Reward: 5000gp (paid by King Parson).
35. Give false Fort Riverstride plans to Eldrich Parson in Castle Navan in
the Tularean Forest.
* Reward: 5000gp (paid by Queen Catherine).
36. Retrieve Gryphonheart's Trumpet from the battle in the Tularean Forest
and return it to whichever side you choose.
* Note: You receive this quest when you enter the Tularean Forest at
least 50 days following the resolution of quest 32 and quest 33.
* Reward: 5000gp if returned to Castle Gryphonheart or Castle Navan;
nothing if returned to the Arbiter (but see also quest 37).
37. Choose a judge to succeed Judge Grey as Arbiter in Harmondale.
* Note: You receive this quest 50 days after quest 36 has been
resolved.
* To complete: Talk to either Judge Fairweather in the Bracada Desert
or Judge Sleen in Deyja and take them to the Arbiter's House in
Harmondale.
* Reward: If you select Judge Fairweather, you will finish the game on
the path of good. You will receive quest 38.
* Reward: If you select Judge Sleen, you will finish the game on the
path of evil. You will receive quest 58.
* Note: When the new Arbiter ends the war, the winner is decided by
how quests 32 through 36. If you completed both quest 32 and quest 33,
and returned the Trumpet to the old Arbiter, then a new kingdom of
Harmondale will be formed with you in charge. Otherwise, whichever
side benefited most from your actions will win the war and take
control of Harmondale.
Good Path
38. Enter Celeste from the grand teleporter in the Bracada Desert, then
talk to Gavin Mangus in Castle Lambent in Celeste.
* Reward: Quest 39.
39. Complete the Walls of Mist without killing a single opponent and
return to Gavin Mangus in Castle Lambent in Celeste.
* Reward: Light Guild Membership, and your castle is upgraded.
40. Retrieve the Altar Piece from the Temple of Light in Celeste and the
Temple of Dark in The Pit and return them to Resurrectra in Castle Lambent
in Celeste.
* Notes: Resurrectra isn't in Castle Lambent, but in her house in
Celeste.
* Reward: None.
41. Investigate the Wine Cellar in Tatalia and return to Crag Hack in
Castle Lambent in Celeste.
* Notes: Crag Hack isn't in Castle Lambent, but in his house in
Celeste.
* Reward: 20000gp.
42. Retrieve the case of Soul Jars from Castle Gloaming in The Pit and
return to Sir Caneghem in Celeste.
* Reward: None.
43. Purify the Altar of Evil in the Temple of the Moon on Evenmorn Island
then return to Rebecca Devine in Celeste.
* Reward: 10000gp and Priests are promoted to Priests of the Light.
44. Retrieve the Season's Stole from the Hall of the Pit and return it to
Gary Zimm in the Bracada Desert.
* Reward: 7500gp.
45. Win five arena challenges then return to Leda Rowan in the Bracada
Desert.
* Notes: You must win at Knight difficulty level.
* To complete: The lower your lever, the easier the Arena battles are.
The best time to get the wins is right at the start of the game when
you have to kill a few goblins in the arena, rather than when you're
50th level and you have to kill titans, dragons, and behemoths.
* Reward: Cavaliers are promoted to Champions.
46. Calm the trees in the Tularean Forest by speaking to the Oldest Tree
then return to Lysander Sweet in the Bracada Desert.
* To complete: When you talk to the Oldest Tree, he will tell you that
the people that stole the Heart of the Wood are in the Mercenary Giuld
in Tatalia.
* Reward: Hunters are promoted to Ranger Lords.
47. Find the book of Divine Intervention in the Breeding Zone in The Pit
and return it to Thomas Grey in the School of Sorcery.
* Reward: 10000gp, the Divine Intervention spellbook, Wizards are
promoted to Archmages, and the ability to buy spellbooks and scrolls
of Divine Intervention in guilds and magic shops.
48. Retrieve the Perfect Bow from the Titans' Stronghold in Avlee and
return it to Lawrence Mark in Harmondale.
* Reward: The Perfect Bow and Warrior Mages are promoted to Master
Archers.
49. Go to the Temple of Baa in Avlee and kill the High Priest of Baa, then
return to Bartholemew Hume in Harmondale.
* Reward: 7500gp and Initiates are promoted to Masters.
50. Retrieve the bones of the dwarf king from tunnels between Stone City
and Nighon and place them in their proper resting place in the Barrow
Downs, then return to Anthony Green in Tularean Forest.
* Reward: Great Druids are promoted to Arch Druids.
51. Rescue Alice Hargreaves from William's Tower in the Deyja Moors, then
talk to Sir Charles Quixote.
* Reward: Crusaders are promoted to Heroes.
52. Go to Watchtower 6 in the Deyja Moors, and move the weight from the
top of the tower to the bottom of the tower. Then return to William Lasker
in the Erathian Sewers.
* Reward: 15000gp and Rogues are promoted to Spies.
53. Go to the Mercenary Guild and talk to Tatalia and talk to Niles
Stantly within two weeks.
* Notes: You get this quest when you return to Harmondale 50 days
after you complete quest 37 if you took the fire wand from Mr. Malwick
in Emerald Island.
* Notes: If you don't show up at the Guild, then goblins and
mercenaries will attack Harmondale and your castle.
* Reward: Quest 54.
54. Steal the Tapestry from your associate's Castle and return it to Niles
Stantley in the Mercenary Guild in Tatalia.
* Notes: Doing this will make everyone in Castle Lambent hostile
towards your party.
* Notes: You have one month to complete this quest. Failure means
goblins and mercenaries will attack Harmondale and your castle.
* Reward: None
55. Assassinate Toberti in his house in The Pit and return his control
cube to Rober the Wise in Celeste.
* Reward: Blaster skill and enable quest 56.
56. Go to Colony Zod in the Land of the Giants and slay Xenofex, then
return to Resurectra in Castle Lambent in Celeste.
* Reward: Quest 57.
57. Go to the Lincoln in the sea west of Avlee and retrieve the
Oscillation Overthruster and return it to Resurectra in Celeste.
* Reward: You win the game.
Evil Path
58. Enter The Pit from the Hall of the Pit in the Deyja Moors, then talk
to Archibald in Castle Gloaming in The Pit.
* Reward: Quest 59.
59. Complete the Breeding Zone and return to Archibald in The Pit.
* Reward: Dark Guild Membership, and your castle is upgraded.
60. Destroy the Magical Defenses inside Clanker's Laboratory and return to
Dark Shade in The Pit.
* Reward: None.
61. Retrieve the case of soul jars from the warlocks in Thunderfist
Mountain and bring them to Maximus in The Pit.
* Reward: None.
62. Retrieve the Altar Piece from the Temple of Light in Celeste and the
Temple of Dark in The Pit and return them to Kastore in The Pit.
* Reward: None.
63. Retrieve the lich jars from the Proving Grounds in Celeste and bring
them back to Halfgild Wynac in The Pit.
* Reward: 7500gp and all Wizards are promoted to Liches.
* Notes: Liches are completely immune to Mind and Body magic. If you
lose the filled soul jar, your health slowly deteriorates until you
die.
64. Crack the code in the School of Sorcery in the Bracada Desert to
reveal the location of the Tomb of Ashwar Nog'Nogoth. Discover the tomb's
location, enter it, and then return it to Stephen Sand in The Pit.
* Reward: Initiates are promoted to Ninjas.
65. Deface the Altar of Good in the Temple of the Sun on Evenmorn Island,
then return to Daedalus Falk in the Deyja Moors.
* Reward: 10000gp and Priests are promoted to Priests of the Dark.
66. Go to the Celestial Court in Celeste and kill Lady Elenor Carmine.
Return with proof to Seknit Undershadow in the Deyja Moors.
* Notes: The proof required is Lady Carmine's Dagger which can be
found on her corpse.
* Reward: 15000gp and Rogues are promoted to Assassins.
67. Capture Alice Hargreaves from her residence in Castle Gryphonheart and
return her to William Setag's Tower in the Deyja Moors.
* Reward: 10000gp and Crusaders are promoted to Villians.
68. Raid the Elven Treasury at Castle Navan in the Tularean Forest and
return to Frederick Org in Erathia.
* Reward: Cavaliers are promoted to Black Knights.
69. Collect 10,000 gold worth of bounties from the Bounty Hunts in the
town halls, then return to Ebednezer Sower in the Tularean Forest.
* Reward: Hunters are promoted to Bounty Hunters.
70. Retrieve the Perfect Bow from the Titans' Stronghold in Avlee and
return it to Steagal Snick in Avlee.
* Reward: The Perfect Bow and Warrior Mages are promoted to Snipers.
71. Retrieve the Dragon Egg from the Dragon's Cave in the Land of the
Giants and return it to Tor Anwyn in Mount Nighon.
* Reward: Dragon familiar and Great Druids are promoted to Warlocks.
* Notes: The dragon familiar will give Warlocks a bonus of 3 to all
magic skills and regenerate their spell points.
72. Kill all the Griffins in Erathia and the Bracada Desert, and return to
Seth Drakkson in the Deyja Moors.
* Reward: 5000gp.
73. Go to the Mercenary Guild and talk to Tatalia and talk to Niles
Stantly within two weeks.
* Notes: You get this quest when you return to Harmondale 50 days
after you complete quest 37 if you took the fire wand from Mr. Malwick
in Emerald Island.
* Notes: If you don't show up at the Guild, then goblins and
mercenaries will attack Harmondale and your castle.
* Reward: Quest 74.
74. Steal the Tapestry from your associate's Castle and return it to Niles
Stantley in the Mercenary Guild in Tatalia.
* Notes: Doing this will make everyone in Castle Gloaming hostile
towards your party.
* Notes: You have one month to complete this quest. Failure means
goblins and mercenaries will attack Harmondale and your castle.
* Reward: None
75. Assassinate Robert the Wise in his house in Celeste and return to
Tolberti in The Pit.
* Reward: Blaster skill and enable quest 76.
76. Go to Colony Zod in the Land of the Giants and slay Xenofex, then
return to Kastore in The Pit.
* Reward: Quest 77.
77. Go to the Lincoln in the sea west of Avlee and retrieve the
Oscillation Overthruster and return it to Kastore in The Pit.
* Reward: You win the game.
Skills
Where skills can be learned: (Note that the table may miss some locations near
the end of the game, as the game doesn't offer to teach you skills you already
know.)
Skill Business Location Cost
Axe Weapon Store Stone City 300
Emerald Island 475
Erathia 500
Celeste 1000
The Pit 1000
Blaster Robert the Wise Celeste Quest 55
Tolberti The Pit Quest 75
Bow Weapon Store Emerald Island 475
Tularean Forest 500
Avlee 750
Celeste 1000
The Pit 1000
Dagger Weapon Store Harmondale 450
Castle Harmondale 500
Erathia 500
Mount Nighon 712
Celeste 1000
The Pit 1000
Mace Weapon Store Stone City 300
Harmondale 450
Spear Weapon Store Tularean Forest 500
Avlee 750
Staff Weapon Store Emerald Island 475
Mount Nighon 712
Celeste 1000
The Pit 1000
Sword Weapon Store Harmondale 450
Emerald Island 475
Castle Harmondale 500
Erathia 500
Celeste 1000
The Pit 1000
Unarmed Temple Harmondale 450
Stone City 450
Emerald Island 475
Castle Harmondale 500
Avlee 750
Bracada Desert 750
Deyja 750
Erathia 750
Tatalia 750
Tularean Forest 750
Celeste 1000
The Pit 1000
Mount Nighon 1187
Leather Armory Harmondale 450
Emerald Island 475
Castle Harmondale 500
Erathia 500
Tularean Forest 500
Mount Nighon 712
Avlee 750
Tatalia 750
Celeste 1000
The Pit 1000
Chain Armory Stone City 300
Harmondale 450
Castle Harmondale 500
Erathia 500
Tularean Forest 500
Avlee 750
Tatalia 750
Celeste 1000
The Pit 1000
Plate Armory Stone City 300
Erathia 500
Avlee 750
Celeste 1000
The Pit 1000
Shield Armory Harmondale 450
Emerald Island 475
Tatalia 750
Celeste 1000
The Pit 1000
Dodge Temple Harmondale 450
Stone City 450
Emerald Island 475
Castle Harmondale 500
Avlee 750
Bracada Desert 750
Deyja 750
Erathia 750
Tatalia 750
Tularean Forest 750
Celeste 1000
The Pit 1000
Mount Nighon 1187
Air Initiate Guild of Air Emerald Island 950
Adept Guild of Air Harmondale 1350
Master Guild of Air Tularean Forest 2000
Paramount Guild of Air Celeste 2500
Earth Initiate Guild of Earth Harmondale 900
Master Guild of Earth Stone City 1200
Adept Guild of Earth Tularean Forest 1500
Paramount Guild of Earth The Pit 2500
Fire Initiate Guild of Fire Emerald Island 950
Adept Guild of Fire Harmondale 1350
Master Guild of Fire Tularean Forest 2000
Paramount Guild of Fire Mount Nighon 2375
Water Initiate Guild of Water Harmondale 900
Adept Guild of Water Tularean Forest 1500
Master Guild of Water Bracada Desert 2000
Paramount Guild of Water Evenmorn Island 2500
Body Initiate Guild of Body Emerald Island 950
Adept Guild of Body Harmondale 1350
Master Guild of Body Erathia 2000
Paramount Guild of Body Avlee 2500
Mind Initiate Guild of Mind Harmondale 900
Adept Guild of Mind Erathia 1500
Master Guild of Mind Tatalia 2000
Paramount Guild of Mind Avlee 2500
Spirit Initiate Guild of Spirit Emerald Island 950
Adept Guild of Spirit Harmondale 1350
Master Guild of Spirit Dejya 2000
Paramount Guild of Spirit Erathia 2500
Light Guild of Illumination Bracada Desert 2000
Guild of Enlightenment Celeste 2500
Dark Guild of Twilight Deyja 2000
Guild of Night The Pit 2500
Alchemy Alchemist Stone City 300
Harmondale 450
Emerald Island 475
Castle Harmondale 500
Erathia 500
Tularean Forest 500
Bracada Desert 750
Deyja 750
Celeste 1000
The Pit 1000
Armsmaster Training Hall Harmondale 450
Stone City 450
Emerald Island 475
Erathia 500
Tularean Forest 500
Celeste 750
The Pit 750
Avlee 1000
Tatalia 1000
Mount Nighon 1187
Body Building Training Hall Harmondale 450
Stone City 450
Emerald Island 475
Erathia 500
Tularean Forest 500
Celeste 750
The Pit 750
Avlee 1000
Tatalia 1000
Mount Nighon 1187
Disarm Traps Inn Harmondale 450
Stone City 450
Emerald Island 475
Barrow Downs 500
Bracada Desert 500
Deyja 500
Erathia 500
Evenmorn Island 500
Tularean Forest 500
Avlee 750
Celeste 750
Tatalia 750
The Pit 750
Mount Nighon 950
ID Item Magic Store Harmondale 450
Stone City 450
Emerald Island 475
Erathia 500
Tularean Forest 500
Mount Nighon 712
Bracada Desert 750
Deyja 750
Celeste 1000
The Pit 750
ID Monster Alchemist Stone City 300
Harmondale 450
Emerald Island 475
Castle Harmondale 500
Erathia 500
Tularean Forest 500
Bracada Desert 750
Deyja 750
Celeste 1000
The Pit 750
Learning Initiate Guild of Earth Harmondale 900
Initiate Guild of Water Harmondale 900
Initiate Guild of Air Emerald Island 950
Initiate Guild of Fire Emerald Island 950
Master Guild of Earth Stone City 1200
Adept Guild of Air Harmondale 1350
Adept Guild of Fire Harmondale 1350
Adept Guild of Earth Tularean Forest 1500
Adept Guild of Water Tularean Forest 1500
Master Guild of Air Tularean Forest 2000
Master Guild of Fire Tularean Forest 2000
Master Guild of Water Bracada Desert 2000
Paramount Guild of Fire Mount Nighon 2375
Paramount Guild of Air Celeste 2500
Paramount Guild of Earth The Pit 2500
Paramount Guild of Water Evenmorn Island 2500
Meditation Initiate Guild of Mind Harmondale 900
Initiate Guild of Body Emerald Island 950
Initiate Guild of Spirit Emerald Island 950
Adept Guild of Body Harmondale 1350
Adept Guild of Spirit Harmondale 1350
Adept Guild of Mind Erathia 1500
Master Guild of Body Erathia 2000
Master Guild of Mind Tatalia 2000
Master Guild of Spirit Deyja 2000
Paramount Guild of Body Avlee 2500
Paramount Guild of Mind Avlee 2500
Paramount Guild of Spirit Erathia 2500
Merchant Temple Harmondale 450
Stone City 450
Emerald Island 475
Castle Harmondale 500
Avlee 750
Bracada Desert 750
Deyja 750
Erathia 750
Tatalia 750
Tularean Forest 750
Celeste 1000
The Pit 1000
Mount Nighon 1187
Perception Inn Harmondale 450
Stone City 450
Emerald Island 475
Barrow Downs 500
Bracada Desert 500
Deyja 500
Erathia 500
Evenmorn Island 500
Tularean Forest 500
Avlee 750
Celeste 750
Tatalia 750
The Pit 750
Mount Nighon 950
Repair Item Magic Store Harmondale 450
Stone City 450
Emerald Island 475
Erathia 500
Tularean Forest 500
Mount Nighon 712
Bracada Desert 750
Deyja 750
Celeste 1000
The Pit 1000
Stealing Inn Harmondale 450
Stone City 450
Emerald Island 475
Barrow Downs 500
Bracada Desert 500
Deyja 500
Erathia 500
Evenmorn Island 500
Tularean Forest 500
Avlee 750
Celeste 750
Tatalia 750
The Pit 750
Mount Nighon 950
Expert, Master, and Grandmaster instructors.
To become an Expert in the skill, you need to have at least rank 4 in that
skill. To become a Master in the skill, you must be an Expert and be rank 7.
To become a grandmaster, you must be a Master and be rank 10. Sometimes
additional requirements also apply.
Skill Expert Fee Master Fee Grandmaster Fee
Trainer (gp) Trainer (gp) Trainer (gp)
(Location) (Location) (Location)
Axe Turgen 2000 Dalin 5000 Karn 8000
Woodsplitte Keenedge Stonecleave
r (Stone r
(Harmondale City) (Tatalia)
)
Wort 2000
Goblinreave
r
(Avlee)
Blaster Resurectra 0
(Castle
Lambent)
Kastore 0
(Castle
Gloaming)
Bow Wil Rudyman 2000 Lanshee 5000 Cardrick 8000
(Bracada Ravensight the Steady
Desert) (Mount (Harmondale
Nighon) )
Jaycin 2000
Suretraail
(Tularean
Forest)
Dagger Smiling 2000 Aznog 5000 William 8000
Jack Slasher Lasker
(Bracada (Mount (Erathian
Desert) Nighon) Sewers)
Mortie 2000 Tonken Fist 8000
Ottin (Tatalia)
(Tularean
Forest)
Mace Aldrin 2000 Brother 5000 Patwin 8000
Tamloc Rothham Felburn
(Stone (Tatalia) (Deyja)
City)
Norbert 2000
Harvest
(Erathia)
Spear Karin 2000 Claderin 5000 Seline 8000
Greydown Silverpoint Falconeye
(Tatalia) (Tularean (Stone
Forest) City)
Cassandra 2000
Holden
(Avlee)
Staff Tom 2000 Elsie 5000 Jillian 8000
Withersmyth Penderton Mithrit
e (Bracada (Avlee)
(Harmondale Desert)
)
Garic 2000
Hawthorne
(Mount
Nighon)
Sword Payge 2000 Tugar 5000 Chadrick 8000
Ravenhill Slicer Townsaver
(Erathia) (Deyja) (Harmondale
)
Flynn Arin 2000
(Tatalia)
Unarmed Kira 2000 Ulbrecht 5000 Norris 8000
Steeleye the Brawler (Erathia) 10 Dodge
(Harmondale (Evenmorn
) Island)
Puddle 2000
Stone
(Bracada
Desert)
Leather Douglass 1000 Rabida 3000 Miyon the 7000
Iverson Nedlon Quick
(Harmondale (Mount (Tularean
) Nighon) Forest)
Mikel 1000
Deerhunter
(Avlee)
Chain Tricia 1000 Medwari 3000 Halian 7000
Steelcoif Dragontrack Nevermore
(Tatalia) er (Deyja)
(Avlee)
Gilad Bith 1000
(Tularean
Forest)
Plate Critias 1000 Dekian 3000 Brand the 7000
Burnkindle Forgewright Maker
(Stone (Erathia) (Bracada
City) Desert)
Weldik 1000
Lotts
(Tatalia)
Shield Randel 1000 Isram 3000 Fedwin 7000
Wolverton Gallowswell Smithson
(Erathia) (Tatalia) (Evenmorn
Island)
Dodge Sheldon 2000 Oberic 5000 Kenneth 8000
Mist Crane Wain 10 Unarmed
(Harmondale (Evenmorn (Erathia)
) Island)
Spyder 2000
(Bracada
Desert)
Air Kyra 1000 Rislyn 4000 Gayle 8000
Stormeye Greenstorm (Bracada
(Tatalia) (Avlee) Desert)
Sethrik 1000
Windsong
(Tularean
Forest)
Earth Johanson 1000 Lara 4000 Avalanche 8000
Kern Stonewright (Deyja)
(Harmondale (Tularean
) Forest)
Jasper 1000
Welman
(Stone
City)
Fire Lisha 1000 Ashen 4000 Blayze 8000
Redding Temper (Erathia)
(Tatalia) (Harmondale
)
Kindle 1000
Treasuresto
ne
(Tularean
Forest)
Water Karla 1000 Tobern 4000 Torrent 8000
Ravenhair Rainshield (Harmondale
(Avlee) (Mount )
Nighon)
Herald 1000
Whitecap
(Tularean
Forest)
Body Straton 1000 Brother 4000 Tempus 8000
Hillsman Bombah (Avlee)
(Harmondale (Tatalia)
)
Tristen 1000
Hearthswarm
(Erathia)
Mind Julian the 1000 Myles 4000 Xavier 8000
Delver Featherwind Bremen
(Erathia) (Avlee) (Tatalia)
Helga 1000
Whitesky
(Mount
Nighon)
Spirit Bertram 1000 Heather 4000 Benjamin 8000
Stillwater Dreamwright the
(Harmondale (Erathia) Balanced
) (Tularean
Forest)
Solomon 1000
Riverstone
(Tatalia)
Light Ethan 2000 Helena 5000 Gavin 8000
Lightsworn Morningstar Mangus
(Bracada (Celeste) (Castle
Desert) Lambent)
Dark Jasp the 2000 Seth 5000 Archibald 8000
Nightcrawle Darkenmore Ironfist
r (The Pit) (Castle
(Deyja) Gloaming)
Kastore 8000
(Castle
Gloaming)
Alchemy Bryce 500 Elzbert 2500 Lucid Apple 6000
Watershed Witherspoon (Avlee)
(Bracada (Mount
Desert) Nighon)
Edgar 500
Willowbark
(Tularean
Forest)
Armsmaster Trent 2000 Paula 5000 Lasiter 8000
Steele Brightspear the Slayer
(Tatalia) (Avlee) (Land of
the Giants)
Edgar 2000
Botham
(Deyja)
Body Trip 500 Wanda 2500 Evandor 6000
Building Thorinson Foestryke 50 Endr Thomas 50 Endr
(Stone (Deyja) (Mount
City) Nighon)
Kelli 500
Hollyfield
(Bracada
Desert)
Disarm Trap William 500 Lenord 2500 Silk 6000
Lasker Skinner Quicktongue
(Erathian (Harmondale (Mount
Sewers) ) Nighon)
Taran the 500
Lifter
(Tatalia)
Gretchin 500
Fiddlebown
(Tularean
Forest)
ID Item Fenton 500 Samuel 2500 Payge 6000
Krewlen Benson Blueswan
(Harmondale (Bracada (Tularean
) Desert) Forest)
Hollis the 500
True
(Mount
Nighon)
ID Monster Alton Black 500 Jeni 2500 Raven the 6000
(Tularean Swiftfoot Hunter
Forest) (Avlee) (Harmondale
)
Christie 500
Nosewirt
(Mount
Nighon)
Learning Isaac 2000 Dorothy 5000 William 8000
Applebee Senjac 50 Int Smithson 50 Int
(Bracada (Mount (Evenmorn
Desert) Nighon) Island)
Agatha 2000
Putnam
(Deyja)
Meditation Barbara 500 Tessa 2500 Kaine 6000
Wiseman Greensward (Avlee)
(Deyja) (Bracada
Desert)
Stuart 500
Whitesky
(Mount
Nighon
Merchant Jobber 2000 Bethold 5000 Brigham 8000
Thain Caverhill 50 Per the Frugal
(Stone (Evenmorn (Bracada
City) Island) Desert)
Matric 2000
Weatherson
(Tularean
Forest)
Perception Gregory 500 Garet Dotes 2500 Petra 6000
Weider (Tularean Cleareye
(Harmondale Forest) (Deyja)
)
Kethric 500
Otterton
(Avlee)
Repair Item Shane 500 Thomas More 2500 Gareth the 6000
Thomas (Tatalia) Fixer
(Harmondale (Erathia)
)
Balan Gizmo 500
(Stone
City)
Stealing William 500 Leane 2500 Everil 6000
Lasker Shadowrunne Nightwalker
(Erathian r (Tatalia)
Sewers) (Deyja)
Peryn 500
Lightfinger
s
(Harmondale
)
Elmo the 500
Pincher
(Mount
Nighon)
Promotions
This table is just a cross-reference to make it easier to find out who and
where the various promotion quests are being offered.
Class Basic Quest Good Promotion Quest Evil Promotion Quest
Promotion (Location) (Location)
(Location)
Archer Stegal Snick 23 Lawrence Mark 48 Stegal Snick 70
(Avlee) (Harmondale) (Avlee)
Cleric Deadalus Falk 30 Rebecca Devine 43 Daedalus Falk 65
(Deyja) (Celeste) (Deyja)
Druid Anthony Green 28 Anthony Green 50 Tor Anwyn 71
(Tularean (Tularean (Mount Nighon)
Forest) Forest)
Knight Frederick Org 16 Leda Rowan 45 Frederick Org 68
(Erathia) (Bracada (Erathia)
Desert)
Monk Bartholemew 13 Bartholemew 49 Stephen Sand 64
Hume Hume (The Pit)
(Harmondale) (Harmondale)
Paladin Sir Charles 17 Sir Charles 51 William Setag 67
Quixote Quixote (Deyja)
(Erathia) (Erathia)
Ranger Ebednezer 26 Lysander Sweet 46 Ebednezer 69
Sower (Bracada Sower
(Tularean Desert) (Tularean
Forest) Forest)
Sorcerer Thomas Grey 24 Thomas Grey 47 Hafgild Wynac 63
(School of (School of (The Pit)
Sorcery) Sorcery)
Thief William 20 William Lasker 52 Seknit 66
Lasker (Erathian Undershadow
(Erathian Sewers) (Deyja)
Sewers)
Arbiter
The Arbiter will give you advice as to what you should do next in the game.
These hints are listed below.
* If there is one piece of advise I could give you, it would be to fix
your castle. I don't know how you're going to find the gold and workers to
do it, as only wealthy nobles and kings can afford such large scale
projects. I suppose it's the old chicken and egg question... you must
appear noble to gain wealth and respect, but you must have wealth and
respect in order to appear noble.
In any event, if you expect to be lords of Harmondale for more than a few
months, you need a way to prove you're not just lucky peasants. You must
prove that you're fit to rule.
* Once again, the Human kingdom of Erathia and the Elvish kingdom of
Harmondale are fighting. As the local judge, it has fallen to me to patch
up their differences and bring the two sides to the negotiating table. The
two sides are so evenly matched that either could prevail. [The judge
leans closer to you, lowering his voice.] And I'll tell you something else
-- I don't much care anymore who wins. They are like children fighting
over a toy. Niether really wants Harmondale -- they just want to deny it
to the other.
So, you're on your own. Whatever actions you take now in support of one
side or another could really make a difference. Just remember that they
couldn't possibly care less what happens to you or who rules in
Harmondale. Protect yourselves and your people first. We didn't have this
conversation.
Good Path
* First, you need to speak to Gavin Magnus in Celeste and complete his
training. After you have proven your ability and loyalty you will learn
more about your role in the future of Erathia.
* Each of Gavin's advisors has a task for you. Talk to Resurectra, Sir
Caneghem, and Crag Hack for more information. Do not fail in these
missions- in them rests the balance of the future.
* Robert the Wise has a regrettable, but necessary, mission for you to
complete. For any of our plans to continue, this mission must succeed.
Prepare most carefully for the task, or you invite certain failure.
* The Kreegan, the Devils, and their leader Xenofex must be destroyed
completely for the plan to have any long-term benefit. You will find their
'hive' in the Land of the Giants.
* To the west of Avlee lies the craft that Resurectra and her associates
used to come to Erathia. Visit the ship and retrieve the Oscillation
Overthruster to insure our victory. Make sure to be properly outfitted for
the journey.
* Bring the Oscillation Overthruster back to Resurectra immediately! Every
moment wastes valuable time!
Evil Path
* Your first order of business is to talk to Lord Ironfist and complete
his 'mission.' Once your ability and loyalty are proven, you will be
allowed to help in more interesting ways.
* Each of the advisors or Lord Ironfist has a task for you, complete each
one. Talk to Kastore, Dark Shade, and Maaximus for more information. The
completion of these takss is vital for our future.
* Tolberti has a mission of great importance. Everything we've staked so
far rests on its completion. Prepare well for his task or you will
certainly fail.
* Xenofex and the rest of the Kreegan must be put down; go to their 'hive'
in the Land of the Giants and put a stop to Xenofex and his minions once
and for all.
* You will need to visit the craft that brought Kastore and his men to
Erathia to continue. Go west of Avlee, and make sure to be properly
outfitted.
* Bring the Oscillation Overthruster back to Kastore with all possible
speed! Every moment you dally allows a chance for failure!
Obelisks
This is a list of all of the messages that you find on the Obelisks. Note that
they spell out their message when you read vertically down the column.
1.
pohuwwba
2.
ininhil_
3.
redditoh
4.
a_eetcoa
5.
ts_rehmu
6.
eut__i_n
7.
srhtfnut
8.
_vehlgpe
9.
fi_eo_od
10.
ivg_whn_
11.
veoseo_l
12.
e_laru_a
13.
__dn_r_n
14.
___d___d
When read vertically, they reveal the following message:
Pirates five, one survive
Hide the gold under the sand
White flower, witching hour
Bloom upon a haunted land
The flower can be found in Evenmorn Island in the circle of stones and appears
only from midnight to 1am.
Trading
There are six different individuals scattered around the game that offer to
buy and sell commodities. Here is a list of where each one of them is located
and how much they will pay.
Commodity Seller Location Cost Buyer Location Cost
Tularean Robert Tularean 200 Rydric Harmondale 237
Wood Bellknop Forest
Arrowheads Rydric Harmondale 200 Pip Hillier Erathia 286
Griffin Pip Hillier Erathia 200 Robert Tularean 244
Feathers Bellknop Forest
Enrothian Infernon Avlee 2000 Calindra Tatalia 3000
Wine Goldensight
Sand Calindra Tatalia 2000 Arvin Barrow Downs 3000
Goldensight Beneclowd
Glass Arvin Barrow Downs 2000 Infernon Avlee 3000
Bottles Beneclowd
Items
All of the items in the game are listed here, along with their base stats and
value. The value determines the buy and sell price, although this is adjusted
by the store's "markup" value, and your Merchant skill.
Items are sorted by the skill that you need to use them with; weapons
(Ancient, Axe, Bow, etc); armor (leather, chain, plate, sheields); then all
miscellaneous equipable items, and then all other items.
Enchantments on an item add the value of the enchantment to the item. If there
is an "X" in the effect of an enchantment, then the value is "per X". Eg, an
item "of Charm" has a listed value of 100. Its effect is "+X to Personality",
so the value increases by 100gp per point of Personality that it adds.
Item Dmg/AC Value Enchantments Effect
Blaster 3d5+8 Value
Blaster Rifle 5d5+12 of Air Resistance +X to Air
Resistance 100
Crude Axe 4d2+0 30 of Alchemy +X to Alchemy
Battle Axe 4d2+2 100 skill 100
Dwarven Axe 4d2+5 250 of Arms +X to Armsmaster
Steel Axe 4d2+8 400 skill 100
Minotaur Axe 4d2+11 550 of Body Resistance +X to
Body Resistance 100
Poleaxe 3d7 225 of Charm +X to Personality
Warrior's Poleaxe 3d7+3 100
450 of Defense +X to Armor
Headsman's Poleaxe 3d7+9 Class 100
900 of Disarming +X to Disarm
skill 100
Crossbow 4d2+0 50 of Dodging +X to Dodge
Heavy Crossbow 4d2+3 skill 100
200 of Earth Resistance +X to
Ideal Crossbow 4d2+7 Earth Resistance 100
400 of Fire Resistance +X to
Fire Resistance 100
Crude Bow 5d2+0 100 of the Fist +X to Unarmed
Longbow 5d2+2 200 skill 100
Elven Longbow 5d2+4 300 of Health +X to Hit Points
Composite Bow 5d2+6 400 100
Griffin Bow 5d2+8 500 of Items +X to ID Item
skill 100
Dagger 2d2+0 8 of Luck +X to Luck 100
Dwarven Dagger 2d2+2 of Magic +X to Spell Points
100 100
Sharktooth Dagger 2d2+3 of Might +X to Might
150 100
Assassin's Dagger 2d2+5 of Mind Resistance +X to
250 Mind Resistance 100
Mage Dagger 2d2+6 300 of Monsters +X to ID
Monster skill 100
Long Dagger 2d3+0 15 of Precision +X to Accuracy
Erathian Long Dagger 2d3+4 100
200 of Speed +X to Speed
Exquisite Long Dagger 2d3+7 100
350 of Stealing +X to Stealing
skill 100
Club 1d3+0 1 of Thought +X to Intellect
Spiked Club 1d3+3 40 100
Steel Club 1d3+5 100 of Vigor +X to Endurance
100
Mace 2d4+0 50 of Water Resistance +X to
Spiked Mace 2d4+2 150 Water Resistance 100
Zealot Mace 2d4+5 300 of Recovery Increase rate
Dwarven Morningstar 2d4+8 of Recovery 200
450 of Alarms Immune to sleep
Supreme Flail 2d4+11 500
600 of Cold Adds 3-4 points of
cold damage 500
Hammer 2d5+0 120 of Fire Adds 1-6 points of
War Hammer 2d5+3 300 fire damage 500
Dwarven Hammer 2d5+9 of Force Increased
600 knockback effect 500
of Poison Adds 5 points of
Crude Spear 1d9+0 15 body damage 500
Soldier's Spear 1d9+1 Rogues' +5 Speed and
50 Accuracy 500
Elven Spear 1d9+5 250 of Sparks Adds 2-5 points
Cruel Spear 1d9+9 450 of electrical damage 500
Sublime Spear 1d9+13 Warriors' +5 Might and
650 Endurance 500
Wizards' +5 Intellect and
Trident 2d6+0 100 Personality 500
Barbed Trident 2d6+6 of Doom +1 to all
400 statistics, HP, SP, AC, and
War Trident 2d6+12 700 resistances 750
of Antidotes Immune to
Halberd 3d6+0 200 poison 1000
Weighted Halberd 3d6+4 Assassins' Adds 5 points of
400 body damage and +2 Discard skill
Might Halberd 3d6+10 1000
700 of Feather Falling Prevents
damage from falling 1000
Staff 2d4+0 40 of Flame Adds 2-12 points
Iron Core Staff 2d4+3 of fire damage 1000
250 of Frost Adds 6-8 points of
Wizard Staff 2d4+7 500 cold damage 1000
of Immunity Immune to
Crude Longsword 3d3+0 disease 1000
50 of Lightning Adds 4-10
Elven Saber 3d3+3 200 points of electrical damage 1000
Keen Longsword 3d3+6 of Mana Regenerate 1 sp per
350 5 minutes 1000
Graceful Sword 3d3+9 of the Moon +10 Intellect
500 and Luck 1000
Duelist Blade 3d3+12 of Protection +10 to all
650 resistances 1000
of Regeneration Regenerate
Cutlass 2d4+0 40 1 hp per 5 minutes 1000
Goblin Cutlass 2d4+5 of Sanity Immune to
290 insanity 1000
Regnan Cutlass 2d4+11 of Shielding Half damage
590 from misiles 1000
of the Stars +10 Endurance
Broadsword 3d4+0 100 and Accuracy 1000
Steel Broadsword 3d4+4 of the Storm +20 Air
300 Resistance and Shielding 1000
Champion Sword 3d4+10 of the Sun +10 Might and
600 Personality 1000
of Venom Adds 8 points of
Two-Handed Sword 4d5+0 body damage 1000
400 Barbarians' Adds 6-8 points
Great Sword 4d5+2 500 of cold damage and +5 Armor Class
Heroic Sword 4d5+8 800 1500
of the Golem +15 Endurance,
Leather Armor 4 150 +5 Armor Class 1500
Studded Leather 6 250 of Identifying +3 ID Item
Officer's Leather 10 and ID Monster skills 1500
450 Monks' +3 Unarmed and Dodge
Regnan Leather 16 750 skills 1500
Royal Leather 24 1150 of the Ocean +10 Water
Resistances and +2 Alchemy skill
Chain Mail 8 400 1500
Steel Chain Mail 12 600 Thieves' +3 Stealing and
Fine Chain Mail 18 900 Disarm skills 1500
Resplendent Chain Mail 26 of the Unicorn +15 Luck and
1300 Regenerate SP 1500
Golden Chain Mail 36 of Water Walking Prevents
1800 all drowning damage 1500
of Air Magic 50% increase
Plate Armor 20 1000 to air magic skill 2000
Splended Plate Armor 28 of Acid Adds 12 points of
1400 body damage 2000
Noble Plate Armor 54 of Body Magic 50% increase
2700 to body magic skill 2000
of Dark Magic 50% increase
Goblin Shield 6 200 to dark magic skill 2000
Wooden Shield 7 300 of Earth +10 to Endurance,
Horseman's Shield 9 400 Armor Class, and Hit Points 2000
Sterling Shield 13 500 of Earth Magic 50% increase
Phynaxian Shield 19 800 to earth magic skill 2000
of the Eclipse +10 Spell
Wooden Buckler 4 100 Points and Regenerate SP 2000
Bronze Shield 6 200 of Freedom Immune to
Metal Shield 8 300 paralysis 2000
Alloyed Shield 12 450 of Ice Adds 9-12 points of
Majestic Shield 18 750 cold damage 2000
of Infernos Adds 3-18
Eyeball Amulet 500 points of fire damage 2000
Bronze Amulet 750 of Life +10 Hit points,
Witch's Amulet 1000 Regenerate HP 2000
Death's Head Pendant of Light Magic 50% increase
1250 to light magic skill 2000
Sun Amulet 1500 of the Medusa Immune to
petrification 2000
Leather Belt 40 of Mind Magic 50% increase
Fine Belt 100 to mind magic skill 2000
Strong Belt 225 of Spirit Magic 50%
Silver Belt 450 increase to spirit magic skill
Gilded Belt 600 2000
of Thievery Double chance
Leather Boots 2 50 of lockpicking 2000
Steel Plated Boots 6 of Thunderbolts Adds 6-15
250 points of electrical damage 2000
Ranger Boots 8 450 of Water Magic 50% increase
Knight's Boots 10 650 to water magic skill 2000
Paladin Boots 12 850 of Plenty Regenerate HP and
Regenerate SP 2500
Leather Cloak 1 50 of Power +5 character level
Huntsman's Cloak 3 150 2500
Ranger's Cloak 5 250 of the Sky +10 Spell
Elegant Cloak 7 450 Points, Intellect, and Speed
Glorious Cloak 9 750 2500
of the Dragon Adds 10-20
Gauntlets 3 100 points of fire damage and +25 Might
Steel Gauntlets 6 250 3000
Silver Mesh Gauntlets 8 of the Gods +10 to all
450 statistics 3000
Dragon Hide Gauntlets 10 of the Phoenix +30 Fire
650 Resistance and Regenerate HP
Mogred Gauntlets 12 850 3000
of Carnage Projectile
Horned Helm 2 60 explodes as fireball 5000
Conscript's Helm 6 260 of David Double Damage vs
Full Helm 8 460 all titans x2
Phynaxian Helm 10 660 Demon Slaying Double damage
Mogred Helm 12 860 vs all demons x2
Dragon Slaying Double
Peasant Hat 20 damage vs all dragons x2
Traveller's Hat 100 Elf Slaying Double Damage
Fancy Hat 200 vs all elves x2
Crown 250 Swift Increased weapon
Noble Crown 450 speed x2
Regal Crown 650 Undead Slaying Double
Damage vs all undead x2
Brass Ring 100 Vampiric 20% of damage
Pearl Ring 300 dealt given to wielder x2
Platinum Ring 500 of Darkness Vampiric and
Emerald Ring 700 Swift x3
Sapphire Ring 900 Antique x10
Warlock Ring 1100
Enchanted Ring 1300
Dazzling Ring 1500
Wizard Ring 1700
Angel's Ring 2000
Wand 1000
Fairy Wand 1500
Alacorn Wand 2000
Arcane Wand 2500
Mystic Wand 3000
1st Normal Spell Scroll 10
2nd Normal Spell Scroll 20
3rd Normal Spell Scroll 30
4th Normal Spell Scroll 40
5th Normal Spell Scroll 50
6th Normal Spell Scroll 75
7th Normal Spell Scroll 100
8th Normal Spell Scroll 150
9th Normal Spell Scroll 200
10th Normal Spell Scroll
300
11th Normal Spell Scroll
500
1st Light/Dark Spell Scroll
100
2nd Light/Dark Spell Scroll
150
3rd Light/Dark Spell Scroll
200
4th Light/Dark Spell Scroll
250
5th Light/Dark Spell Scroll
300
6th Light/Dark Spell Scroll
350
7th Light/Dark Spell Scroll
400
8th Light/Dark Spell Scroll
500
9th Light/Dark Spell Scroll
600
10th Light/Dark Spell Scroll
750
11th Light/Dark Spell Scroll
1000
1st Normal Spell Book 100
2nd Normal Spell Book 200
3rd Normal Spell Book 300
4th Normal Spell Book 400
5th Normal Spell Book 500
6th Normal Spell Book 750
7th Normal Spell Book 1000
8th Normal Spell Book 1500
9th Normal Spell Book 2000
10th Normal Spell Book 3000
11th Normal Spell Book 5000
1st Light/Dark Spell Book
1000
2nd Light/Dark Spell Book
1500
3rd Light/Dark Spell Book
2000
4th Light/Dark Spell Book
2500
5th Light/Dark Spell Book
3000
6th Light/Dark Spell Book
5000
7th Light/Dark Spell Book
4000
8th Light/Dark Spell Book
5000
9th Light/Dark Spell Book
6000
10th Light/Dark Spell Book
7500
11th Light/Dark Spell Book
10000
Power 1 Reagent 1
Power 5 Reagent 10
Power 10 Reagent 50
Power 20 Reagent 100
Power 50/75 Reagent
500
Potion Bottle 1
Grey Potion 1
Basic Potion 5
Mixed Potion 50
Layered Potion 150
White Potion 750
Black Potion 2000
Blue Quartz 250
Topaz 500
Rose Crystal 750
Yellow Topaz 750
Green Garnet 1250
Sapphire 1500
Amethyst 1750
Emerald 2000
Ruby 2000
Diamond 2500
Diamond 3000
Restrictions on who can use certain artifacts are listed in bold in the
Abilities column.
Artifact Name Item Type Damg/AC Value Abilities
Amuck Poleaxe 3d7+11 30000 Might +100,
Endurance +100,
Armor Class -15
Ania Selving Bow 4d2+9 30000 Accuracy +150, Bow
skill +5, Armor
Class -25
Charele Spear 3d9+18 20000
Cloak of the Sheep Cloak 10 15000 Immunity to
disease, insanity,
paralysis, poison,
sleep, and
petrification,
Intellect -20,
Personality -20
Corsair Cutlass 2d4+13 20000 Stealing skill +5,
Disarm skill +5,
Luck +40
Elfbane 2H Sword 4d6+12 15000 Goblin, of
Shielding, Elf
Slayer
Elven Chainmail Chain Mail 30 15000 Elven, of
Recovery, Speed
+15, Accuracy +15
Ethric's Staff Staff 2d4+9 30000 Evil, of Dark
Magic, Meditation
skill +15,
Negative
Regeneration
Faerie Ring Ring 2500 Of Air Magic
Forge Gauntlets Gauntlets 10 15000 Dwarven, Fire
Resistance +30,
Might +15,
Endurance +15
Ghost Ring Ring 2500 Of Spirit Magic
Ghoulsbane Spear 1d9+15 20000 Undead slaying,
Immunity to
paralysis, 3-8
points fire damage
Gibbet Halbard 3d6+12 20000 Undead slaying,
Dragon slaying,
Demon slaying
Glory Shield Shield 24 30000 of Spirit Magic,
Shield skill +5,
Body Resistance
-10, Mind
Resistance -10
Grognar's Cutlass Cutlass 3d4+6 Elf Slaying
Governor's Armor Chain Mail 36 20000 Half damage from
missiles, +10 to
all statistics
Hands of the Master Gauntlets 12 20000 Unarmed skill +10,
Dodge skill +10
Hareck's Leather Leather 30 30000 Stealing skill +5,
Disarm skill +5,
Water Walking,
Luck +50, All
Resistances -10
Hermes' Sandals Boots 20 15000 Speed +100,
Accuracy +50, Air
Resistance +50,
Regenerate HP,
Regenerate SP,
Feather Falling
Hero's Belt Belt 15000 Male, Armsmaster
skill +5, Might
+15, Regenerate HP
Iron Feather 2H Sword 4d5+10 20000 Might +40, 6-15
points electrical
damage
Justice Mace 2d4+14 30000 Good, Undead
Slaying, of Mind
Magic, of Body
Magic, Speed -40
Kelebrium Shield 20 30000 Immunity to
petrification,
Half damage from
missiles,
Endurance +50,
Earth Resistance
-30
Lady Carmine's Dagger 2d2+4 1500 5 points of body
Dagger damage, +2 Disarm
Lady's Escort Ring 15000 Female, Water
Walking, Feather
Falling, of
Protection
Lieutenant's Cutlass 3d5+10 1500 10-20 points of
Cutlass fire damage, +25
Might
Mash Club 30000 1d3+15 Might +150,
Intellect -40,
Personality -40,
Speed -40
Medusa's Mirror Amulet 5000 Immunity to
petrification
Mekorig's Hammer Hammer 2d5+13 30000 of Spirit Magic,
Might +75, Air
Resistance -50
Mind's Eye Helm 10 15000 Human, Intellect
+15, Personality
+15, Regenerate SP
Mintoaur's Axe Axe 4d3+12 2500 +25 Might
Moon Cloak Cloak 11 2500 Of Dark Magic
Old Nick Dagger 2d2+8 30000 Evil, Disarm skill
+5, 8 points of
poison damage, Elf
Slaying
The Perfect Bow Bow 5d2+12 4000
Phynaxian Crown Hat 30000 of Fire Magic,
Water Resistance
+50, Personality
+30, Armor Class
-20
Puck Longsword 3d3+14 20000 Speed +40, Swift
Ruler's Ring Ring 20000 of Mind Magic, of
Dark Magic
Scholar's Cap Helm 2 30000 Learning Skill
+15, Endurance -50
Seven League Boots Boots 15 20000 Speed +40, of
Water Magic
Shadow's Mask Helm 12 2000 +3 Stealing and
Disarm
Splitter Axe 4d2+11 20000 Explosive impact,
Fire Resistance
+50
Sun Cloak Cloak 11 2500 Of Light Magic
Taledon's Helm Helm 14 30000 Good, of Light
Magic, Personality
+15, Might +15,
Luck -40
Titan's Belt Belt 30000 Might +75, Speed
-40
Twilight Cloak 13 30000 Evil, Speed +50,
Luck 50, All
Resistances -15
Ullyses Bow 5d2+10 20000 Accuracy +50, 9-12
points water
damage
Vampire's Cape Cloak 9 2500 +10 Intellect and
Luck
Villain's Blade Sword 3d4+12 2000 Vampiric
Wallace Broadsword 3d4+12 20000 Armsmaster skill
+10, Personality
+40
Yoruba Plate Armor 60 20000 Immunity to
disease, insanity,
paralysis, poison,
sleep, and
pertification
Zorkarr's Axe Poleaxe 3d7+13 2500 Of Earth Magic
Potions
Potions in Might and Magic VI are created by mixing two herbs or existing
potions together. While the simpler potions are very weak, and mostly useless
in the game except at the very beginning; the more potent potions are well
worth mixing.
Potion Color Effect Ingredients
Catalyst Grey Mix to add 1 Mushroom Empty Bottle
to potion
power.
Catalyst Grey Mix to add 5 Obsidian Empty Bottle
to potion
power.
Catalyst Grey Mix to add 10 Vial of Ooze Empty Bottle
to potion Endoplasm
power.
Catalyst Grey Mix to add 20 Mercury Empty Bottle
to potion
power.
Catalyst Grey Mix to add 75 Philosopher's Empty Bottle
to potion Stone
power.
Cure Weakness Yellow Cure Weakness Poppysnaps Empty Bottle
(Power 1).
Cure Weakness Yellow Cure Weakness Fae Dust Empty Bottle
(Power 5).
Cure Weakness Yellow Cure Weakness Sulfur Empty Bottle
(Power 10).
Cure Weakness Yellow Cure Weakness Garnet Empty Bottle
(Power 20).
Cure Weakness Yellow Cure Weakness Vial of Devil Empty Bottle
(Power 50). Ichor
Cure Wounds Red Heal 11 HP Widoweeps Empty Bottle
(Power 1). Berries
Cure Woulds Red Heal 16 HP Crushed Rose Empty Bottle
(Power 5). Petals
Cure Woulds Red Heal 20 HP Vial of Troll Empty Bottle
(Power 10). Blood
Cure Woulds Red Heal 30 HP Ruby Empty Bottle
(Power 20).
Cure Woulds Red Heal 60 HP Dragon's Eye Empty Bottle
(Power 50).
Magic Potion Blue Restores 11 Phirna Root Empty Bottle
SP (Power 1).
Magic Potion Blue Restores 16 Meteorite Empty Bottle
SP (Power 5). Fragment
Magic Potion Blue Restores 20 Harpy Feather Empty Bottle
SP (Power 10).
Magic Potion Blue Restores 30 Moonstone Empty Bottle
SP (Power 20).
Magic Potion Blue Restores 60 Elvish Empty Bottle
SP (Power 50). Toadstool
Awaken Green Cures Sleep. Yellow Blue
Cure Disease Orange Cures Disease. Red Yellow
Cure Poison Purple Cures Poison. Red Blue
Bless Red/Green Bless (as the Red Green
spell) for
30*power
minutes.
Cure Insanity Orange/Green Cures Orange Green
insanity.
Harden Item Yellow/Green Makes an item Yellow Green
much harder
to break.
Haste Red/Orange Haste (as the Red Orange
spell) for
30*power
minutes.
Heroism Red/Purple Heroism (as Red Purple
the spell)
for 30*power
minutes.
Preservation Blue/Orange Perservation Orange Blue
(as the
spell) for
30*power
minutes.
Recharge Item Blue/Green Recharges an Green Blue
item. Item
loses
70-power% of
its charges
permanently.
Remove Curse Purple/Green Removes a Green Purple
curse.
Remove Fear Orange/Purple Cures fear. Orange Purple
Shield Blue/Purple Shield (as Blue Purple
the spell)
for 30*power
minutes.
Stoneskin Yellow/Orange Stoneskin (as Orange Yellow
the spell)
for 30*power
minutes.
Water Yellow/Purple Prevents all Yellow Purple
Breathing drowning
damage for
30*power
minutes.
Accuracy Boost White Adds 3*power Orange Orange/Yellow
to accuracy
for 30*power
minutes.
Air Resistance White Adds 3*power Red/Orange Blue/Purple
to air
resistance
for 30*power
minutes.
Body White Adds 3*power Orange/Yellow Green/Blue
Resistance to body
resistance
for 30*power
minutes.
Cure Paralysis White Cures Orange Yellow/Green
paralysis.
Green Orange/Yellow
Divine Cure White Heals 5*power Red/Orange Orange/Yellow
HP
Divine Power White Restores Yellow/Green Green/Blue
5*power SP
Divine White Cures all Red/Orange Green/Blue
Restoration conditions
except death,
stone, and
erradication.
Red/Purple Yellow/Green
Blue/Purple Orange/Yellow
Earth White Adds 3*power Red/Purple Orange/Yellow
Resistance to earth
resistance
for 30*power
minutes.
Endurance White Adds 3*power Purple Blue/Purple
Boost to endurance
for 30*power
minutes.
Fire White Adds 3*power Red/Orange Yellow/Green
Resistance to fire
resistance
for 30*power
minutes.
Flaming Potion White Adds "of Green Red/Orange
flame" to a
nonmagic
weapon for
30*power
minutes.
Purple Orange/Yellow
Freezing White Adds "of Orange Blue/Purple
Potion frost" to a
nonmagic
weapon for
30*power
minutes.
Green Red/Purple
Intellect White Adds 3*power Green Yellow/Green
Boost to intellect
for 30*power
minutes.
Luck Boost White Adds 3*power Red/Purple Blue/Purple
to luck for
30*power
minutes.
Might Boost White Adds 3*power Purple Red/Purple
to might for
30*power
minutes.
Mind White Adds 3*power Red/Purple Green/Blue
Resistance to mind
resistance
for 30*power
minutes.
Noxious Potion White Adds "of Orange Green/Blue
poison" to a
nonmagic
weapon for
30*power
minutes.
Purple Yellow/Green
Personality White Adds 3*power Green Green/Blue
Boost to
personality
for 30*power
minutes.
Speed Boost White Adds 3*power Orange Red/Orange
to speed for
30*power
minutes.
Shocking White Adds "of Orange Red/Purple
Potion sparks" to a
nonmagic
weapon for
30*power
minutes.
Purple Red/Orange
Swift Potion White Adds "of Green Blue/Purple
quickness" to
a nonmagic
weapon for
30*power
minutes.
Purple Green/Blue
Water White Adds 3*power Yellow/Green Blue/Purple
Resistance to water
resistance
for 30*power
minutes.
Pure Accuracy Black Once only, Green Accuracy Boost
adds 50 to
accuracy
permanently.
Pure Endurance Black Once only, Green Endurance
adds 50 to Boost
endurance
permanently.
Pure Intellect Black Once only, Orange Intellect
adds 50 to Boost
intellect
permanently.
Pure Luck Black Once only, Orange/Yellow Swift Potion
adds 50 to
luck
permanently.
Pure Might Black Once only, Orange Might Boost
adds 50 to
might
permanently.
Pure Black Once only, Purple Personality
Personality adds 50 to Boost
personality
permanently.
Pure Speed Black Once only, Purple Speed Boost
adds 50 to
speed
permanently.
Rejuvenation Black Cures all Red/Green Divine
magical aging. Restoration
Orange/Blue Divine
Restoration
Yellow/Purple Divine
Restoration
Slaying Potion Black Adds "of Blue/Purple Flaming Potion
dragon
slaying" to a
nonmagic
weapon
permanently.
Stone to Flesh Black Cures Red/Purple Cure Paralysis
petrification.
Monsters
This table of information about monsters was gleaned from an internal data
structure in the game. Any extra abilities that an attack can have are listed
in bold in the attacks column. The attacks are listed by the type of damage
that they do: If a "-R" follows the attack type, it means that the attack is a
ranged attack. For spells, if an "E" follows the skill level, it means that
the spell is cast at Expert level of ability, "M" for Master, "G" for
Grandmaster. "Imm" means "immune".
In the game, creatures always come in a set of about three types. This table
is sorted by the "common name" of the group. When it is unclear what the
common name is, I used the name of the weakest member of the group. Sometimes
the abilities of a particular monster type will vary. That is why there are
some duplicate entries in the table. Many "named" creatures are also just
ordinary monster types with a special name.
Resistances
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Tem 73 10 0 Air- Spar 10 Imm 10 10 Imm Imm Imm 5 5 10
pes R ks
t (3D6 (4E)
+0)
Cyc 114 12 0 Air- Spar 15 Imm 15 15 Imm Imm Imm 5 5 15
lon R ks
e (5D6 (8M)
+0) Ligh
tnin
g
Bolt
(8M)
Air 207 14 0 Air- Spar 20 Imm 20 20 Imm Imm Imm 5 5 20
R ks
Ele (8D6 (12G
men +0) )
tal Ligh
tnin
g
Bolt
(12G
)
Ang 180 25 120 Phys Ligh 20 20 20 20 30 15 30 Imm 10 20
el 0 t
(2D8 Bolt
+10)
(8M)
Disp
el
Magi
c
(8M)
Ang 400 35 300 Phys Ligh 30 30 30 30 40 15 40 Imm 10 20
el 0 t
Lor (2D8 Bolt
d +15)
(12M
)
Day
of
Prot
ecti
on
(12M
)
Arc 700 45 560 Phys Ligh 40 40 40 40 50 15 50 Imm 10 20
han 0 t
gel (2D8 Bolt
+20)
(16G
)
Hour
of
Powe
r
(16G
)
Arc 35 14 171 Phys Shie 5 5 5 5 10 10 10 0 0 5
her -R ld
(2D6 (4)
+2)
Fire
(3D6
+2)
Arc 93 16 551 Phys Ligh 10 10 10 10 10 10 15 0 0 10
her -R tnin
(3D6 g
+3) Bolt
Fire
(4E)
(4D6 Shie
+3) ld
(8E)
Arc 93 16 551 Phys Ligh 10 10 10 10 15 10 15 0 0 10
her -R tnin
(3D6 g
+3) Bolt
Fire
(4E)
(4D6 Shie
+3) ld
(8E)
Bow 93 16 551 Phys Ligh 10 10 10 10 10 10 15 0 0 10
man -R tnin
(3D6 g
+3) Bolt
Fire
(4E)
(4D6 Shie
+3) ld
(8E)
Bow 93 16 551 Phys Ligh 10 10 10 10 15 10 15 0 0 10
man -R tnin
(3D6 g
+3) Bolt
Fire
(4E)
(4D6 Shie
+3) ld
(8E)
Eli 171 22 113 Phys Ligh 15 15 15 15 20 10 20 0 0 15
te 1 -R tnin
Arc (3D7 g
her +3) Bolt
Fire
(8M)
(4D7 Shie
+3) ld
(12M
)
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Gia 9 5 39 Phys 0 0 0 0 0 0 0 0 0 0
nt
Bat (1D3
+0)
Dise
ase
Inf 35 10 171 Phys 0 0 0 0 0 0 0 0 0 0
ern
o (2D3
Bat +2)
Fire
-R
(3D2
+0)
Dise
ase
Vam 21 8 96 Phys 0 0 0 0 0 0 0 0 0 0
pir
e (1D3
Bat +2)
Dise
ase
You 337 35 247 Phys 30 30 30 30 Imm 0 30 15 15 20
ng 5
Beh (3D1
emo 0+20
th )
Brea
k
Armo
r
Beh 540 50 420 Phys 40 40 40 40 Imm 0 40 15 15 25
emo 0
th (4D1
0+30
)
Brea
k
Armo
r
Anc 977 80 807 Phys 50 50 50 50 Imm 0 50 15 15 30
ien 5
t (5D1
Beh 0+40
emo )
th Brea
k
Armo
r
Con 61 18 336 Phys 10 10 10 10 15 10 15 0 0 10
scr
ipt (3D3
+6)
Sol 129 24 816 Phys 20 20 20 20 25 10 25 0 0 20
die
r (3D3
+10)
Fig 227 30 157 Phys 30 30 30 30 35 10 35 0 0 30
hte 5
r (3D3
+14)
Brea
k
Weap
on
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Dev 180 25 120 Phys Fire Imm 20 20 20 Imm 25 20 20 20 20
il 0 -R ball
Wor (2D6
ker +8) (6E)
Dise
ase
Dev 400 35 300 Phys Fire Imm 30 30 30 Imm 25 30 30 30 30
il 0 -R ball
War (2D6
rio +14) (8E)
r Dise Mete
ase or
Show
er
(8M)
Dev 700 45 560 Phys Inci Imm 40 40 40 Imm 25 40 40 40 40
il 0 -R nera
Cap (2D6 te
tai +20) (12M
n Drai )
n SP Mete
or
Show
er
(12M
)
Dji 207 35 0 Wate Acid 30 30 Imm 30 50 0 50 10 10 30
nni r-R
(8D4 Burs
+8) t
(8M)
Gen 325 45 0 Fire Fire Imm 30 30 30 50 0 50 10 10 30
ie -R ball
(10D
4+10 (8M)
)
Slee
p
Efr 467 55 0 Air- Ligh 50 Imm 50 50 50 0 50 10 10 50
eet R tnin
(12D g
4+12 Bolt
) (0)
Fear
Gre 880 60 720 Air- 50 Imm 50 50 50 15 Imm 30 30 50
en 0 R
Dra (12D
gon 8+0)
Blu 108 80 900 Wate 50 50 Imm 50 50 15 Imm 30 30 50
e 0 0 r-R
Dra (14D
gon 8+0)
Red 130 100 110 Fire 0 0 0 0 0 0 0 0 0 0
0 00 -R
Dra (16D
gon 8+0)
Brea
k
Armo
r
Red 130 100 110 Fire Imm 70 70 70 70 15 Imm 30 30 70
0 00 -R
Dra (16D
gon 8+0)
Brea
k
Armo
r
Meg 130 100 110 Fire 0 0 0 0 0 0 0 0 0 0
a 0 00 -R
Dra (16D
gon 8+0)
Brea
k
Armo
r
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Dra 6 4 24 Phys 10 0 0 0 0 0 0 0 0 0
gon
fly (2D2
+0)
Fir 13 8 56 Phys Fire 20 0 0 0 0 0 0 0 0 0
e
Dra (3D2 Bolt
gon +1) (2)
fly
Que 30 12 144 Phys Fire 30 0 0 0 0 0 0 0 0 0
en
Dra (4D2 Bolt
gon +2) (4)
fly
See 400 60 300 Eart 30 10 10 30 Imm Imm Imm 25 25 20
ker 0 h-R
(10D
Dro 5+10
id )
Sen 700 80 560 Eart 40 20 20 40 Imm Imm Imm 25 25 30
tin 0 h-R
el (12D
Dro 5+15
id )
Ass 108 100 900 Eart 60 30 30 60 Imm Imm Imm 25 25 50
ass 0 0 h-R
in (20D
Dro 5+20
id )
Dwa 40 6 200 Phys 10 20 20 30 30 0 10 0 0 30
rve
n (4D2
Sol +4)
die
r
Dwa 40 6 200 Phys 10 20 20 30 5 0 10 0 0 30
rve
n (4D2
Sol +4)
die
r
Dwa 100 12 600 Phys 20 30 30 40 30 0 20 0 0 40
rve
n (4D2
Lie +8)
ute
nan
t
Dwa 100 12 600 Phys 20 30 30 40 40 0 20 0 0 40
rve
n (4D2
Lie +8)
ute
nan
t
Dwa 100 12 600 Phys 20 30 30 40 5 0 20 0 0 40
rve
n (4D2
Lie +8)
ute
nan
t
Dwa 180 20 120 Phys 30 40 40 50 5 0 30 0 0 50
rve 0
n (4D2
Com +16)
man Brea
der k
Armo
r
Dwa 180 20 120 Phys 30 40 40 50 40 0 30 0 0 50
rve 0
n (4D2
Com +16)
man Brea
der k
Armo
r
Dwa 180 20 120 Phys 30 40 40 50 50 0 30 0 0 50
rve 0
n (4D2
Com +16)
man Brea
der k
Armo
r
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Cla 137 20 875 Phys Blad 10 10 10 Imm Imm Imm Imm 5 5 10
y -R es
Ele (10D (6E)
men 3+0) Ston
tal e
Skin
(4E)
Sto 180 25 120 Phys Rock 15 15 15 Imm Imm Imm Imm 5 5 15
ne 0 -R
Ele (15D Blas
men 3+0) t
tal Brea (8M)
k Ston
Armo e
r Skin
(8M)
Ear 280 30 200 Phys Blad 20 20 20 Imm Imm Imm Imm 5 5 20
th 0 -R es
Ele (25D (12G
men 3+0) )
tal KO Ston
e
Skin
(12G
)
Elv 45 12 231 Phys 10 10 10 10 5 5 5 0 0 5
en -R
Arc (4D2
her +2)
Elv 121 14 759 Phys 15 15 15 15 10 5 10 0 0 10
en -R
Sco (6D2
ut +4)
For 121 14 759 Phys 15 15 15 15 10 5 10 0 0 10
est -R
er (6D2
+4)
Elv 227 20 157 Phys 20 20 20 20 15 5 15 0 0 15
en 5 -R
Ran (8D2
ger +6)
Elv 61 15 336 Phys 10 10 10 10 5 5 5 0 0 5
en
War (2D4
rio +4)
r
Def 114 20 704 Phys 0 0 0 0 0 0 0 0 0 0
end
er (3D4
+6)
Elf 114 20 704 Phys 0 0 0 0 0 0 0 0 0 0
Spe (3D4
arm +6)
an
Elv 114 20 704 Phys 15 15 15 15 10 5 10 0 0 10
en
Def (3D4
end +6)
er
Elv 180 28 120 Phys 20 20 20 20 15 5 15 0 0 15
en 0
Lan (4D4
cer +8)
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Flo 180 20 120 Wate 30 30 Imm 30 Imm 15 Imm 10 15 30
ati 0 r-R
ng (5D6
Eye +0)
Slee
p
Gaz 280 30 200 Fire Imm 40 30 40 Imm 15 Imm 10 15 40
er 0 -R
(6D6
+0)
Fear
Evi 400 40 300 Air- 40 Imm 40 50 Imm 15 Imm 10 15 50
l 0 R
Eye (7D6
+0)
Insa
nity
Evi 800 50 500 Air- 40 Imm 40 50 100 15 Imm 10 50 100
l 0 R
Eye (12D
8+0)
Insa
nity
War 55 12 0 Fire Fire Imm 10 10 10 Imm Imm Imm 5 5 10
den -R
(2D8 Bolt
of +0)
Fir (6E)
e Hast
e
(4E)
Gua 145 15 0 Fire Fire Imm 15 15 15 Imm Imm Imm 5 5 15
rdi -R ball
an (5D8
of +0) (8M)
Fla Hast
me e
(8M)
Fir 269 18 0 Fire Inci Imm 20 20 20 Imm Imm Imm 5 5 20
e -R nera
Ele (8D8 te
men +0) (12G
tal )
Hast
e
(12G
)
Sto 73 18 416 Phys 20 20 20 40 Imm Imm Imm 0 0 20
ne
Gar (2D1
goy 2+0)
le Weak
ness
Mar 114 22 704 Phys 30 30 30 50 Imm Imm Imm 0 0 40
ble
(2D1
Gar 2+4)
goy Para
le lyze
Obs 207 26 141 Phys 50 50 50 70 Imm Imm Imm 0 0 Imm
idi 9
an (2D1
Gar 2+8)
goy Para
le lyze
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Gha 35 8 171 Phys 0 0 Imm 0 Imm 0 Imm 0 30 0
st
(1D7
+0)
Dise
ase
Gho 55 14 299 Phys 0 0 Imm 0 Imm 0 Imm 0 30 0
ul
(2D7
+2)
Para
lyze
Rev 79 20 459 Phys 0 0 Imm 0 Imm 0 Imm 0 30 0
ena
nt (3D7
+4)
Para
lyze
Gob 13 6 56 Phys 0 0 0 0 0 0 0 0 0 0
lin
(1D9
+0)
Phys
-R
(4D2
+0)
Hob 21 10 96 Phys 0 0 0 0 0 0 0 0 0 0
gob
lin (1D9
+2)
Phys
-R
(4D2
+1)
Gob 40 14 200 Phys 10 10 10 10 10 0 10 0 0 10
lin
(1D9
Lor +4)
d Fire
-R
(4D2
+4)
Gob 40 14 200 Phys 10 10 10 10 10 0 10 0 0 10
lin
(1D9
Lor +4)
d Phys
-R
(4D2
+4)
Gog 25 6 119 Fire Expl Imm 10 10 10 10 5 10 0 0 10
lin -R odes
g (1D1
0+2)
Gog 45 10 231 Fire Expl Imm 15 15 15 15 5 15 0 0 15
-R odes
(1D1
0+6)
Mag 86 14 504 Fire Expl Imm 20 20 20 20 5 20 0 0 20
og -R odes
(2D1
0+8)
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Bro 114 40 704 Phys 20 20 20 Imm Imm Imm Imm 30 0 30
nze
(5D6
Gol +20)
em Phys
-R
(5D4
+0)
Brea
k
Armo
r
Bra 227 60 157 Phys Expl 30 30 30 Imm Imm Imm Imm 30 0 30
ss 5 odes
Gol (7D6
em +25)
Phys
-R
(5D4
+4)
Brea
k
Weap
on
Bra 227 60 157 Phys Expl 30 30 30 Imm 30 Imm Imm 30 0 30
ss 5 odes
Gol (7D6
em +25)
Phys
-R
(5D4
+4)
Brea
k
Weap
on
Gol 400 80 300 Phys Expl 40 40 40 Imm Imm Imm Imm 30 0 50
d 0 odes
Gol (9D6
em +30)
Phys
-R
(5D4
+8)
Brea
k
Item
War 400 80 0 Phys Expl 40 40 40 Imm 50 Imm Imm 30 0 50
rio odes
r (9D6
Gol +30)
em Fire
-R
(5D4
+8)
Brea
k
Item
Gri 67 15 375 Phys 5 5 5 5 5 5 5 30 0 5
ffi
n (2D8
+2)
Hun 121 22 759 Phys 5 5 5 5 5 5 5 30 0 10
tin
g (2D8
Gri +6)
ffi
n
Roy 180 30 120 Phys 10 10 10 10 10 10 10 30 0 15
al 0
Gri (3D8
ffi +10)
n
Roy 180 30 120 Phys 10 10 10 10 15 10 10 30 0 15
al 0
Gri (3D8
ffi +10)
n
Har 61 12 336 Phys 5 5 5 5 5 5 5 0 0 5
py
(2D7
+2)
Drun
k
Har 79 14 459 Phys 5 5 5 5 5 5 5 0 0 10
py
Hag (2D7
+5)
Curs
ed
Har 93 16 551 Phys 10 10 10 10 10 10 10 0 0 15
py
Que (2D7
en +10)
Age
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Fir 337 22 247 Fire 20 20 20 20 10 10 10 5 5 20
e 5 -R
Hyd (15D
ra 5+0)
Air 467 44 357 Air- 30 30 30 30 20 20 20 5 5 30
5 R
Hyd (20D
ra 5+0)
Cha 617 66 487 Eart 40 40 40 40 30 30 30 5 5 40
os 5 h-R
Hyd (20D
ra 5+0)
Brea
k
Armo
r
Lic 100 15 600 Fire Toxi 20 20 20 20 Imm 0 Imm 0 30 20
h -R c
(3D8 Clou
+6) d
(4E)
Pow 180 20 120 Air- Shra 25 25 25 25 Imm 0 Imm 0 30 25
er 0 R pmet
Lic (4D8 al
h +12) (8M)
Lic 280 25 200 Dark Drag 30 30 30 30 Imm 0 Imm 0 30 30
h 0 -R on
Kin (5D8 Brea
g +20) th
Insa (12M
nity )
Pain
Refl
ecti
on
(12M
)
Les 67 11 0 Ligh Expl 10 10 10 10 Imm Imm Imm Imm 5 10
ser t-R odes
(4D4
Lig +0)
ht
Ele
men
tal
Lig 121 14 0 Ligh Expl 15 15 15 15 Imm Imm Imm Imm 5 15
ht t-R odes
Ele (9D4
men +0)
tal
Gre 258 19 0 Ligh Expl 20 20 20 20 Imm Imm Imm Imm 5 20
ate t-R odes
r (14D
Lig 4+0)
ht
Ele
men
tal
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Med 227 20 157 Phys Imm Imm Imm Imm Imm Imm Imm Imm Imm 0
usa 5 -R
(4D4
+8)
Para
lyze
Que 280 25 200 Phys Imm Imm Imm Imm Imm Imm Imm Imm Imm 0
en 0 -R
Med (5D4
usa +10)
Ston
e
Emp 337 30 247 Phys Imm Imm Imm Imm 0 Imm Imm Imm Imm 0
res 5 -R
s (6D4
Med +12)
usa Ston
e
Emp 337 30 247 Phys Imm Imm Imm Imm Imm Imm Imm Imm Imm 0
res 5 -R
s (6D4
Med +12)
usa Ston
e
Min 269 30 191 Phys 10 10 10 10 10 5 10 5 5 10
ota 1
ur (3D7
+25)
Min 525 35 407 Phys 20 20 20 20 20 10 20 10 10 20
ota 1
ur (3D7
Hea +40)
dsm Insa
an nity
Min 861 40 703 Phys 30 30 30 30 30 15 30 15 15 30
ota 1
ur (3D7
Lor +60)
d Kill
Mon 30 16 144 Phys Fate 5 5 5 5 10 5 10 30 0 5
k (3)
(2D8 Hamm
+4) erha
nds
(3E)
Ini 73 19 416 Phys Harm 10 10 10 10 15 10 15 30 0 10
tia
te (2D8 (6E)
+12) Hamm
erha
nds
(6E)
Mas 153 28 999 Phys Mind 15 15 15 15 25 15 25 30 0 15
ter
(2D8 Blas
+20) t
(9E)
Hamm
erha
nds
(9E)
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Aco 40 10 200 Phys Toxi 5 5 5 5 5 0 5 0 Imm 10
lyt -R c
e (2D4 Clou
of +0) d
the (4)
Moo
n
Cle 100 15 600 Phys Toxi 10 10 10 10 10 0 10 0 Imm 15
ric -R c
(2D4 Clou
of +4) d
the (7E)
Bles
Moo s
n (7E)
Cle 100 15 600 Phys Toxi 10 10 10 10 10 0 10 0 Imm 15
ric -R c
(2D4 Clou
of +4) d
the (7E)
Spir
Moo it
n Lash
(7E)
Pri 180 25 120 Phys Shra 15 15 15 15 15 0 15 0 Imm 20
est 0 -R pmet
(2D4 al
of +8) (10M
the )
Powe
Moo r
n Cure
(10G
)
Nec 137 14 875 Dark Toxi 20 20 20 20 15 5 15 0 Imm 10
rom -R c
anc (9D4 Clou
er +0) d
(4E)
Summ
on
Zomb
ies
Spe 227 18 157 Dark Shra 30 30 30 30 20 10 20 0 Imm 20
ake 5 -R pmet
r (12D al
for 4+0) (8M)
Summ
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Zomb
Dea ies
d
Que 400 30 300 Dark Drag 40 40 40 40 25 15 25 0 Imm 30
en 0 -R on
of (16D Brea
the 4+0) th
(10M
Dea )
d Pain
Refl
ecti
on
(10M
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Summ
on
Zomb
ies
Eme 50 8 264 Wate 0 0 0 0 Imm Imm Imm 0 0 Imm
ral r
d (1D6
Ooz +0)
e Brea
k
Weap
on
Sap 86 10 504 Wate Toxi 0 0 0 0 Imm Imm Imm 0 0 Imm
phi r c
re (3D6 Clou
Ooz +0) d
e Brea (1E)
k
Armo
r
Blo 137 12 875 Wate Toxi 0 0 0 0 Imm Imm Imm 0 0 Imm
ods r c
ton (5D6 Clou
e +0) d
Ooz Brea (2E)
e k
Item
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Pea 3 3 11 Phys 0 0 0 0 0 0 0 0 0 0
san
t (2D2
+0)
Pea 6 5 24 Phys 0 0 0 0 0 0 0 0 0 0
san
t (2D2
+0)
Pea 9 6 39 Phys 0 0 0 0 0 0 0 0 0 0
san
t (2D2
+0)
Gia 6 4 24 Phys 0 0 0 0 0 0 0 0 0 0
nt
Rat (1D8
+0)
Dise
ase
Lig 13 5 56 Phys 0 0 0 0 0 0 0 0 0 0
htn
ing (1D8
+2)
Rat Air-
R
(2D4
+0)
Dise
ase
Fir 21 8 96 Phys 0 0 0 0 0 0 0 0 0 0
e
Rat (1D8
+6)
Fire
-R
(2D5
+0)
Dise
ase
Rob 30 12 144 Phys 5 5 5 5 10 10 10 0 0 5
ber
(2D4
+1)
Rai 61 14 336 Phys 10 10 10 10 15 10 15 0 0 10
der
(2D4
+5)
War 61 14 336 Phys 10 10 10 10 10 10 15 0 0 10
rio
r (2D4
+5)
Ban 114 16 704 Phys 15 15 15 15 20 10 20 0 0 15
dit
(2D4
+10)
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Rob 880 80 720 Eart Powe 60 60 60 60 Imm 60 60 Imm Imm 60
ert 0 h-R r
(5D5 Cure
the +0)
Erra (15G
Wis dica )
e te Hour
of
Powe
r
(15G
)
Tol 880 80 720 Eart Powe 60 60 60 60 Imm 60 60 Imm Imm 60
ber 0 h-R r
ti (5D5 Cure
+0)
Erra (15G
dica )
te Hour
of
Powe
r
(15G
)
Roc 153 20 999 Phys 10 10 10 10 10 5 10 0 0 20
(3D1
0+20
)
Gre 269 30 191 Phys 20 20 20 20 20 5 20 5 5 30
ate 1
r (4D1
Roc 0+25
)
Thu 413 40 311 Phys 30 Imm 30 30 30 5 30 10 10 40
nde 1
rbi (5D1
rd 0+30
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Brea
k
Armo
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Sha 35 25 171 Phys 10 10 Imm 10 Imm 10 Imm 0 30 10
de
(1D6
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Fear
Spe 55 30 299 Phys 15 15 Imm 15 Imm 15 Imm 0 30 15
cte
r (2D6
+6)
Age
Gho 93 35 551 Phys 20 20 Imm 20 Imm 20 Imm 0 30 20
st
(3D6
+6)
KO
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Gia 162 30 106 Wate 0 0 Imm 0 0 0 0 0 0 30
nt 4 r-R
Sha (1D2
rk 0+25
)
Pir 237 35 165 Wate 0 0 Imm 0 0 0 0 0 0 40
anh 6 r-R
a (1D2
Sha 0+35
rk )
Dra 374 40 278 Wate 0 0 Imm 0 0 0 0 0 0 50
gon 4 r-R
(1D2
Sha 0+45
rk )
Fear
Ske 21 8 96 Phys 0 0 0 0 Imm 0 Imm 0 30 5
let
on (3D4
+0)
Ske 61 14 336 Phys 0 0 0 0 Imm 0 Imm 0 30 5
let
on (3D4
Lor +4)
d Curs
ed
Ske 40 10 200 Phys 0 0 0 0 Imm 0 Imm 0 30 5
let
on (3D4
War +2)
rio Fear
r
Sor 137 14 875 Ligh Disp 20 20 20 20 15 5 15 Imm 5 10
cer t-R el
er (9D4 Magi
+0) c
(4E)
Summ
on
Ligh
t
Elem
.
Wiz 227 18 157 Ligh Disp 30 30 30 30 20 10 20 Imm 5 20
ard 5 t-R el
(12D Magi
4+0) c
(8M)
Hour
of
Powe
r
(8M)
Summ
on
Ligh
t
Elem
.
Wiz 227 18 157 Ligh Para 30 30 30 30 20 10 20 Imm 5 20
ard 5 t-R lyze
(12D
4+0) (8M)
Hour
of
Powe
r
(8M)
Summ
on
Ligh
t
Elem
.
Arc 400 30 300 Eart Hour 40 40 40 40 25 15 25 Imm 5 30
hma 0 h-R of
ge (16D Powe
4+0) r
(12M
)
Day
of
Prot
ecti
on
(12M
)
Summ
on
Ligh
t
Elem
.
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Gia 17 10 75 Phys 0 0 0 0 0 0 0 0 0 0
nt
Spi (3D2
der +0)
Pois
on
Ven 30 12 144 Phys 0 0 0 0 0 0 0 0 0 0
emo
us (3D2
Spi +3)
der Pois
on
Aco 40 10 200 Phys Ligh 5 5 5 5 5 0 5 Imm 0 10
lyt -R t
e (2D4 Bolt
of +0) (4)
the
Sun
Cle 100 15 600 Phys Mind 10 10 10 10 10 0 10 Imm 0 15
ric -R
(2D4 Blas
of +4) t
the (7E)
Bles
Sun s
(7E)
Pri 180 25 120 Phys Ligh 15 15 15 15 15 0 15 Imm 0 20
est 0 -R t
(2D4 Bolt
of +8)
the (10)
Powe
Sun r
Cure
(10G
)
Pri 180 25 120 Phys Ligh 15 15 15 15 20 0 15 Imm 0 20
est 0 -R t
(2D4 Bolt
of +8)
the (10)
Powe
Sun r
Cure
(10G
)
Ini 280 45 200 Phys Bles 20 20 20 20 30 10 30 5 5 20
tia 0 s
te (4D5 (3)
of +20) Hero
the ism
(3)
Swo
rd
Cha 540 65 420 Phys Bles 30 30 30 30 30 10 40 5 5 30
mpi 0 s
on (4D5 (6E)
of +30) Hero
the ism
(6E)
Swo
rd
Cha 540 65 420 Phys Bles 30 30 30 30 40 10 40 5 5 30
mpi 0 s
on (4D5 (6E)
of +30) Hero
the ism
(6E)
Swo
rd
Mas 880 85 720 Phys Bles 50 50 50 50 50 10 60 5 5 50
ter 0 s
(4D5 (9M)
of +40) Hero
the ism
(9M)
Swo
rd
Mas 880 85 720 Phys Bles 50 50 50 50 60 10 60 5 5 50
ter 0 s
(4D5 (9M)
of +40) Hero
the ism
(9M)
Swo
rd
Wil 880 85 720 Phys Bles 0 0 0 0 0 0 0 0 0 0
lia 0 s
m (4D5 (9M)
Set +40) Hero
ag ism
(9M)
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Swo 40 10 200 Phys 0 0 0 0 0 0 0 0 0 0
rds
man (3D7
+4)
Swo 40 10 200 Phys 5 5 5 5 5 5 5 0 0 5
rds
man (3D7
+4)
Gua 79 15 459 Phys 0 0 0 0 0 0 0 0 0 0
rd
(3D7
+6)
Gua 79 15 459 Phys 10 10 10 10 10 5 10 0 0 10
rd
(3D7
+6)
Sal 79 15 459 Phys 10 10 10 10 10 5 10 0 0 10
Sha (3D7
rkt +6)
oot
h
Adv 129 20 816 Phys 0 0 0 0 0 0 0 0 0 0
ent
ure (3D7
r +8)
Brea
k
Weap
on
Adv 129 20 816 Phys 15 15 15 15 15 5 15 0 0 15
ent
ure (3D7
r +8)
Brea
k
Weap
on
Tit 617 60 487 Air- Psyc 30 Imm 30 30 Imm 15 30 30 30 30
an 5 R hic
(2D2 Shoc
0+60 k
) (8M)
Brea Spar
k ks
Armo (8M)
r
Sto 787 70 637 Air- Psyc 50 Imm 50 50 Imm 15 50 30 30 50
rm 5 R hic
Tit (2D2 Shoc
an 0+80 k
) (12M
Brea )
k Spar
Weap ks
on (12M
)
Blo 118 80 997 Air- Psyc 80 Imm 80 80 Imm 15 80 30 30 80
od 7 5 R hic
Tit (2D2 Shoc
an 0+12 k
0) (16G
Kill )
Spar
ks
(16G
)
Thi 30 10 144 Phys 0 0 0 0 0 0 0 0 0 0
ef
(3D4
+3)
Stea
l
Rog 50 14 264 Phys 0 0 0 0 0 0 0 0 0 0
ue
(3D4
+6)
Stea
l
Mas 86 20 504 Phys 0 0 0 0 0 0 0 0 0 0
ter
(3D4
Thi +12)
ef Stea
l
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Tre 50 8 264 Phys 0 20 20 Imm Imm 10 Imm 5 5 20
e
(2D1
0+0)
Eart
h-R
(2D6
+0)
Tre 86 10 504 Phys 0 30 30 Imm Imm 10 Imm 5 5 30
e
(4D1
0+0)
Eart
h-R
(4D6
+0)
Tro 35 5 171 Phys 5 10 10 10 0 0 0 0 5 5
glo
dyt (2D4
e +0)
Dro
ne
Tro 61 9 336 Phys 10 20 20 20 0 0 0 0 5 10
glo
dyt (2D4
e +2)
Sol
die
r
Tro 93 14 551 Phys 15 30 30 30 0 0 0 0 5 15
glo
dyt (2D4
e +6)
Que Pois
en on
Swa 86 18 504 Phys 5 10 10 Imm 5 5 5 0 5 10
mp
Tro (2D1
ll 0+4)
Riv 162 28 106 Phys 10 20 20 Imm 10 5 10 0 5 20
er 4
Tro (3D1
ll 0+6)
Mou 258 38 182 Phys 15 30 30 Imm 15 5 15 0 5 30
nta 4
in (4D1
Tro 0+10
ll )
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Min 100 25 600 Phys 5 10 Imm 10 Imm 0 Imm 0 30 10
ion
(3D8
Vam +15)
pir Dise
e ase
Vam 207 35 141 Phys 10 20 Imm 20 Imm 0 Imm 0 30 20
pir 9
e (3D8
+25)
Drai
n SP
Eld 374 45 278 Phys 15 30 Imm 30 Imm 0 Imm 0 30 30
er 4
Vam (3D8
pir +35)
e Drai
n SP
Eld 374 45 278 Phys 15 30 Imm 30 30 0 Imm 0 30 30
er 4
Vam (3D8
pir +35)
e Drai
n SP
Fir 137 14 875 Fire Fire 30 30 30 30 10 10 10 0 10 10
e -R ball
War (9D4
loc +0) (6E)
k
Wat 227 18 157 Wate Acid 0 0 0 0 0 0 0 0 0 0
er 5 r-R
War (12D Burs
loc 4+0) t
k (9M)
Wat 227 18 157 Wate Acid 40 40 40 40 20 10 20 0 10 20
er 5 r-R
War (12D Burs
loc 4+0) t
k (9M)
Air 400 30 300 Air- Ligh 50 50 50 50 30 10 30 0 10 30
0 R tnin
War (16D g
loc 4+0) Bolt
k
(12M
)
Spr 61 10 336 Wate Ice 10 10 Imm 10 Imm Imm Imm 5 5 10
ite r-R Bolt
(3D1
2+0) (4E)
Syl 129 13 816 Wate Acid 15 15 Imm 15 Imm Imm Imm 5 5 15
ph r-R
(4D1 Burs
2+0) t
(8M)
Wat 237 16 165 Wate Ice 20 20 Imm 20 Imm Imm Imm 5 5 20
er 6 r-R Bolt
Ele (6D1
men 2+0) (12G
tal )
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Wig 61 15 336 Phys 10 10 Imm 10 Imm 0 Imm 0 30 10
ht
(2D5
+6)
Fear
Wra 93 20 551 Phys 20 20 Imm 20 Imm 0 Imm 0 30 20
ith
(2D5
+12)
Drai
n SP
Bar 145 25 936 Phys 30 30 Imm 30 Imm 0 Imm 0 30 30
row
(4D5
Wig +12)
ht Age
Wyv 93 14 551 Phys 10 10 10 10 10 5 10 5 5 10
ern
(7D6
+0)
Pois
on
Hor 162 28 106 Phys 20 20 20 20 20 5 20 5 5 20
ned 4
(9D6
Wyv +0)
ern Pois
on
Anc 247 42 173 Phys 30 30 30 30 30 5 30 5 5 30
ien 9
t (12D
Wyv 6+0)
ern Kill
Rot 35 8 171 Phys 5 5 5 5 Imm 0 Imm 0 30 10
ted
(1D7
Cor +0)
pse Dise
ase
Wal 55 14 299 Phys 10 10 10 10 Imm 0 Imm 0 30 20
kin
g (2D7
Dea +2)
d Dise
ase
Zom 79 20 459 Phys 15 15 15 15 Imm 0 Imm 0 30 30
bie
(3D7
+4)
Dise
ase
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
The newest version of this solution is always delivered to the Spoiler Centre:
http://www.the-spoiler.com/ first. Check here for the latest and most complete
version before complaining to me.
Thanks to Andrew Becker for providing some of the information in this
solution.
Introduction
Like its predecessor, Might and Magic VII is a very loose game -- i.e., there
is very little linearity. Although there is some linarity to the game, and
many more quests are dependant on previous actions, this is still very much a
game of visit everywhere and complete all of the individual quests. Because of
this freedom, the walkthrough will be in the style of a "tour" of the lands.
Each major grid location is listed (along with a screen capture of the map
from the game), and all surface locations noted.
For towns, each building is described, along with what and who can you can
talk to, who to buy skills from, and what quests are available. For the
outlying areas, the dungeons are listed.
Dungeon maps are not given -- they would be too extensive to fit easily into a
web page and the automapping in the game is excellent. Also, every dungeon
should be explored completely to get all of the loot, but only puzzles and
hidden locations are described. I also skip most of the fighting because it
isn't something that you can easily describe, nor does it matter in most
places, except that you have to survive it. I do list the creatures that you
will encounter in a dungeon or grid location to give you an idea of how
difficult the location is.
Stores are listed with a "buy" and "sell". The "buy" value is multiplied by
the items value to determine the price you have to pay for it. The "sell"
value is divided by the item's value to determine the price you can sell it to
the store for. Higher is always worse, and a "buy" or "sell" of 1 means that
you are buying/selling an item at cost.
Every location has a "reset" timer. This starts when you first enter the area,
and after it "goes off", the entire grid square resets: monsters reappear and
random treasure is replaced. Nonrandom treasure (including most stat-gaining
liquids) is not replaced. All dungeons have a reset of 2 years (24 months),
unless otherwise noted. Overland areas have reset times listed with their
descriptions.
Artifacts are unique items that can be found. Some of artifacts are placed at
specific locations; others are randomly generated.
Some of you may notice the similarity to my Might and Magic VI solution. I
figure if New World Computing can put out a game based on basically the same
engine, I can put out a solution with basically the same format.
Table of Contents
* Emerald Island
* Temple of the Moon
* Dragon's Cave
* Harmondale
* Castle Harmondale
* White Cliff Caves
* Barrow Downs
* Stone City
* The Barrows
* Haunted Mansion
* Nighon Tunnels
* Erathia
* Sewers
* Bandit's Cave
* Castle Gryphonheart
* Fort Riverstride
* The Hidden Tomb
* Tularean Forest
* Castle Navan
* Tularean Caves
* Clanker's Laboratory
* Tatalia
* Dragon's Cave
* Lord Markham's Manor
* Tidewater Caverns
* Mercenary Guild
* Wine Cellar
* Avlee
* Hall Under the Hill
* Titan Stronghold
* Temple of Baa
* Bracada Desert
* School of Sorcery
* Red Dwarf Mines
* Celeste
* Castle Lambent
* Walls of Mist
* Temple of Light
* Small House
* Deyja
* Hall of the Pit
* Watchtower 6
* William Setag's Tower
* The Pit
* Castle Gloaming
* Breeding Zone
* Temple of Dark
* Small House
* Evenmorn Island
* Grand Temple of the Sun
* Grand Temple of the Moon
* Mount Nighon
* Thunderfist Mountain
* The Maze
* Eeofel
* Tunnels to Eeofel
* Dragon's Cave (East)
* Dragon's Cave (West)
* Colony Zod
* Shoals
* The Lincoln
* Tables
* Quests
* Skills
* Promotions
* Arbiter
* Obelisks
* Trading
* Items
* Potions
* Monsters
Emerald Island
Travel
* By boat: 7 days to Harmondale (Every day, but only when the contest is
won.)
Monsters
* Dragonfly, Fire Dragonfly, Queen Dragonfly
Locations
1. Inn
* Night: 1gp, Food: 6 for 1gp
* Teaches the Disarm Traps, Perception, and Stealing skills for 475gp
each.
2. Weapon Store
* Buy: 1.5, Sell: 3.5
* Teaches the Axe, Bow, Staff, and Sword skills for 475gp each.
3. Carolyn Withers
* Sells membership to the Air and Fire Guilds for 50gp each.
4. Armor Store
* Buy: 1.5, Sell: 3.5
* Teaches the Leather and Shield skills for 475gp each.
5. Ailyssa the Bard (wandering)
* Sells a Lute for 500gp. This is needed to complete quest 5.
6. Lord Markham
* Get quest 7
Thomas the Judge
* Return items here to solves quests 1-6 and win the contest.
7. Roger Tellmar
* Sells membership to the Body and Spirit guilds for 50gp each.
8. Training Hall
* Maximum level: 5
* Teaches the Armsmaster and Bodybuilding skills for 475gp each.
9. Initiate Guild of Spirit
* Sells spellbooks for basic Spirit spells
* Teaches the Meditation and Spirit Magic skills for 950gp each.
10. Initiate Guild of Air
* Sells spellbooks for basic Air spells
* Teaches the Air Magic and Learning skills for 950gp each.
11. Alchemist
* Buy: 2.0, Sell: 4.0
* Teaches the Alchemy and ID Monster skills for 475gp each.
12. Mr. Malwick (wandering)
* Will give you a fire wand today, but must complete quest 53 or quest
73 later.
13. Magic Shop
* Buy: 1.5, Sell: 3.5
* Teaches the ID Item and Repair Item skills for 475gp each.
14. Initiate Guild of Fire
* Sells spellbooks for basic Fire spells
* Teaches the Fire Magic and Learning skills for 950gp each.
15. Initiate Guild of Body
* Sells spellbooks for basic Body spells
* Teaches the Body Magic and Meditation skills for 950gp each.
16. Haste Pedestal
17. Chest here contains a seashell needed to solve quest 2.
18. Sally (wandering)
* Sells seashells for 100gp. This is needed to complete quest 2.
19. Dragon's Cave
20. Fire Resistance Pedestal
21. Temple of the Moon
22. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 475gp each.
23. Fountain that restores 5 spell points.
24. Fountain that restores 5 hit points.
25. Game of Endurance
* Win 2 skill points if your endurance is about 10.
26. Fountain that gives +50 fire resistance.
27. Fountain that gives +2 luck permanently if your luck is 13 or below.
28. Docks
Temple of the Moon
* Giant Bat, Vampire Bat, and Inferno Bat
* Giant Rat, Lightning Rat, and Fire Rat
* Giant Spider, Venomous Spider, and Widowmaker
Fairly simple set of tunnels to explore. As you enter, when you get to the
first open cavern with a natural pillar in it, there is a chest hidden in the
wall behind the pillar. There is another chest if you take the left exit from
this room, then the left exit from the next room and go all of the way to the
end of the tunnel. Both of these chests contain minor random treasure.
To the north, the cave stops being natural passageways and starts being
constructed hallways. It turns to a room with lots of bats and rats. Along the
far side of the room, there is an altar with a pair of fire bolts shooting
across every few seconds.
The north exit follows a hallway to a guardroom with friendly guards. There
are several cabinet chests in this room, one of which contains a wealthy hat
needed to complete quest 6.
The south exit leads to a library. The north side of the west wall is secret
leading to a second librar room where a piece of tile is on the floor. This
tile is needed to complete quest 4.
Dragon's Cave
* Giant Rat, Lightning Rat, and Fire Rat
* Red Dragon
Just one room, filled with scattered treasure, rats, and one large dragon. The
dragon will attack the rats first, which buys you valuable time to explore the
cave.
Just inside the cave is a contestant's shield, which is what Lord Markham
wants in order to complete quest 7. There is also a longbow on the floor,
needed to complete quest 3.
Harmondale
Travel
* By foot (north): 5 days to the Tularean Forest
* By foot (east): 7 days to the Tularean Forest
* By foot (south): 5 days to the Barrow Downs
* By foot (west): 5 days to Erathia
* By coach: 2 days and 45gp to Erathia (Monday, Wednesday, Friday)
* By coach: 2 days and 45gp to the Tularaean Forest (Tuesday, Thursday,
Saturday)
* By coach: 4 days and 45gp to the Arena (Sunday)
Monsters
* Goblin, Hobgoblin, and Goblin Lord
Locations
1. Castle Harmondale
* Get quest 8 when you first try to enter.
2. Town Hall
3. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 450gp each.
Tarin Withern
* Get quest 9.
4. Training Hall
* Maximum Level: 15
* Teaches the Armsmaster and Body Building skills for 450gp each.
5. Alchemist
* Buy: 2.0; Sell: 4.0
* Teaches the Alchemy and ID Monster skills for 450gp each.
6. Magic Shop
* Buy: 1.5; Sell: 3.5
* Teaches the ID Item and Repair Item skills for 450gp each.
7. Bank
8. Tom Withersmythe
* Teaches Expert in Staff for 2000gp.
Douglass Iverson
* Teaches Expert in Leather for 1000gp.
9. Fenton Krewlen
* Teaches Expert in ID Item for 500gp.
Shane Thomas
* Teaches Expert in Repair Item for 500gp.
10. Ashen Temper
* Teaches Master in Fire Magic for 4000gp.
Darron Temper
* Get quest 10.
11. Sheldon Mist
* Teaches Expert in Dodge for 2000gp.
Kira Steeleye
* Teaches Expert in Unarmed for 2000gp.
12. Fountain gives +2 accuracy permanently if your accuracy is 13 or
lower.
13. Stables
14. Inn
* Room: 2gp; Food: 6 days for 1gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 450gp
each.
* Arcomage
* Resources are 2/10, 2/10, 2/10; Tower is 15; Wall is 5.
* Victory requires a tower of 30 or resources of 100.
* Prize: 600gp.
Davrik Peladium
* Get quest 11.
Butler
* Get quest 12 here when quest 8 is completed.
15. Stoneskin Pedestal
16. Armory
* Buy: 1.5; Sell: 3.5
* Teaches the Chain, Leather, and Shield skills for 450gp each.
17. Weapon Store
* Buy: 1.5; Sell: 3.5
* Teaches the Dagger, Mace, and Sword skills for 450gp each.
18. Mystic Bows
* Sells membership to the Fire Guild for 50gp.
Carla Trent
* Sells membership to the Air Guild for 50gp.
19. Adept Guild of Fire
* Sells spellbooks for expert Fire spells.
* Teaches the Fire Magic and Learning skills for 1350gp each.
20. Initiate Guild of Mind
* Sells spellbooks for basic Mind spells.
* Teaches the Meditation and Mind Magic skills for 900gp each.
21. Adept Guild of Body
* Sells spellbooks for expert Body spells.
* Teaches the Body Magic and Meditation skills for 1350gp each.
22. Adept Guild of Air
* Sells spellbooks for expert Air spells.
* Teaches the Air Magic and Learning skills for 1350gp each.
23. Initiate Guild of Water
* Sells spellbooks for basic Water spells.
* Teaches the Learning and Water Magic skills for 900gp each.
24. Adept Guild of Spirit
* Sells spellbooks for expert Spirit spells.
* Teaches the Meditation and Spirit Magic skills for 1350gp each.
25. Initiate Guild of Earth
* Sells spellbooks for basic Earth spells.
* Teaches the Earth Magic and Learning skills for 900gp each.
26. Lawrence Mark
* Get quest 48, the good Archer promotion quest.
Cardrick the Steady
* Teaches Grandmaster in Bow for 8000gp.
27. Straton Hillsman
* Teaches Expert in Body Magic for 1000gp.
Yarrow Elmsmire
* Sells membership to the Body Guild for 50gp.
28. Bertram Stillwater
* Teaches Expert in Spirit Magic for 1000gp.
Alise Nightwood
* Sells membership to the Spirit Guild for 50gp.
29. Torrent
* Teaches Grandmaster in Water Magic for 8000gp.
30. Lenord Skinner
* Teaches Master in Disarm Traps for 2500gp.
Peryn Lightfingers
* Teaches Expert in Stealing for 500gp.
31. Bartholemew Hume
* Get quest 13, the basic Monk promotion quest.
* Get quest 49, the good Monk promotion quest.
Ronald Kinney
* Sells membership to the Mind Guild for 50gp.
32. Illane Farswell
* Sells membership to the Water Guild for 50gp.
Pedron Sablewood
* Sells membership to the Earth Guild for 50gp.
Rydric
* You can buy Arrowheads here for 200gp. They can be sold to Pip
Hillier in Erathia for 286gp.
* You can sell Tularean Wood here for 237gp. It can be bought from
Robert Bellknop in the Tularean Forest for 200gp.
33. Fountain gives +10 Might.
34. Johanson Kern
* Teaches Expert in Earth Magic for 1000gp.
35. Gregory Weider
* Teaches Expert in Perception for 500gp.
Raven the Hunter
* Teaches Grandmaster in ID Monster for 6000gp.
36. Chadrick Townsaver
* Teaches Grandmaster in Sword for 8000gp.
Turgen Woodsplitter
* Teaches Expert in Axe for 2000gp.
37. Obelisk #1
38. Fort
* Stepping into the fort will fill the area with goblins.
* The fort has four spell launchers, which you can use repeatedly even
when combat is paused in turned based mode. This can be lots and lots
of fun.
39. Shrine
* Will teleport you to the matching shrine in the Land of the Giants.
The matching shrine must be used first.
40. Arbiter
41. White Cliff Caves
42. Contest of Might
Castle Harmondale
* Giant Bat, Vampire Bat, and Inferno Bat
* Giant Rat, Lightning Rat, and Fire Rat
* Goblin, Hobgoblin, and Goblin Lord
The first time you visit here, the castle is unrepaied and infested by
goblins, bats, and rats. There is nothing secret here now; just clear out the
main entrance room and follow the corridors to the left and right, killing all
of the monsters.
Once you have gotten the dwarves to repair the castle, your Throne room will
be open, and you can meet with the Elvish and Human ambassadors.
Once you have selected an arbiter and completed the prooving quest for them,
your castle will be upgraded once again, opening up several new areas,
including an upstairs. In the torture chamber below, the southwest cell has a
tunnel dug out of it that leads to a small cache of treasure. The library in
your castle also has a document describing cryptography that is useful in
decoding the message for quest 64.
At this time, four stores open up in your castle.
* Armory
* Buy: 2.5; Sell: 4.5
* Teaches the Leather and Chain skills for 500gp each.
* Weapon Shop
* Buy: 2.5; Sell: 4.5
* Teaches the Dagger and Sword skills for 500gp each.
* Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 500gp each.
* Alchemist
* Buy: 4.0; Sell: 6.0
* Teaches the Alchemy and ID Monster skills for 500gp each.
White Cliff Caves
* Troglodyte Drone, Troglodyte Soldier
* Emerald Ooze
From the entrance area, head west, following the corridor ahead as it turns to
the north, and then heads east. It will eventually dead end at an ore vein,
where you will find a pile of bones, a note, and an Arcomage deck. You need to
return with the deck to complete quest 10
Returning to the entrance, take the north passage. It will turn to the
northeast and turn south where there is a ledge. Opposite the ledge to the
north is a secret door in the wall behind which are several chests.
Barrow Downs
Travel
* By foot (north): 5 days to Harmondale
* By foot (east): 7 days to Harmondale
* By foot (south): 7 days to the Bracada Desert
* By foot (west): 5 days to the Bracada Desert
Monsters
* Shade, Specter, Ghost
* Gogling, Gog, Magog
* Stone Gargoyle, Marble Gargoyle, Obsidian Gargoyle
Locations
1. Arvin Beneclowd
* You can buy Glass Bottles here for 2000gp. They can be sold to
Infernon in Avlee for 3000gp.
* You can sell Sand here for 3000gp. It can be bought from Calindra
Goldensight in Tatalia for 2000gp.
2. Inn
* Room: 32gp; Food: 18 days for 58gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 500gp
each.
* Arcomage
* Resources are 1/5, 1/5, 5/25; Tower is 20; Wall is 50.
* Victory requires a tower of 100 or resources of 300.
* Prize: 1800gp.
3. Barrow IX Entrance
4. Chest here teleports you to location 7.
5. Barrow X Entrance
6. Haunted Mansion
8. Obelisk #10
9. Contest of Might
10. Fire Resistance Pedestal
11. Stone City
12. Mind Resistance Pedestal
13. Barrow VII Entrance
14. Chest containing the Golem Chest. This is one of the pieces needed for
quest 24.
15. Altar that gives +10 Might and Endurance permanently.
16. Fountain that gives +25 Fire Resistance.
Stone City
* Troglodyte Drone, Troglodyte Soldier, Troglodyte Queen
Part of Stone City is an ordinary city, although it is on an indoor map
instead of an overland map. The second part is the caves under the city.
1. Feldin Urthsmite
* Sells membership to the Earth Guild for 50gp.
2. Armory
* Buy: 2.5; Sell: 4.5
* Teaches the Chain, Plate, and Shield skills for 300gp each.
3. Weapon Shop
* Buy: 2.5; Sell: 4.5
* Teaches the Axe and Mace skills for 300gp each.
4. Bank
5. Inn
* Room: 40gp; Food: 20 days for 79gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 450gp
each.
* Arcomage
* Resources are 5/20, 3/10, 5/20; Tower is 50; Wall is 50.
* Victory requires a tower of 100 or resources of 300.
* Prize: 2000gp.
6. Training Hall
* Maximum Level: 100
* Teaches the Armsmaster and Body Building skills for 900gp each.
7. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 450gp each.
8. Passage that leads to the caves under Stone City.
9. Jasper Welman
* Teaches Expert in Earth Magic for 1000gp.
10. Jobber Thain
* Teaches Expert in Merchant for 2000gp.
11. Dalin Keenedge
* Teaches Master in Axe for 5000gp.
12. Seline Falconeye
* Teaches Grandmaster in Spear for 8000gp.
13. Aldrin Tamloc
* Teaches Expert in Mace for 2000gp.
Trip Thorinson
* Teaches Expert in Body Building for 500gp.
14. Hothfarr IX
* Get quest 14.
15. Master Guild of Earth
* Sells spellbooks for master Earth spells.
* Teaches the Earth Magic and Learning skills for 1200gp each.
16. Alchemist
* Buy: 4.0; Sell: 6.0
* Teaches the Alchemy and ID Monster skills for 300gp each.
17. Magic Shop
* Buy: 2.5; Sell: 4.5
* Teaches the ID Item and Repair Item skills for 450gp each.
18. Balan Gizmo
* Teaches Expert in Repair Items for 500gp.
19. Spark Burnkindle
* Get quest 15.
Critias Burnkindle
* Teaches Expert in Plate for 1000gp.
20. Passage that leads to lower caves.
The lower caves are connected to the city by a pair of elevators. Once down in
the caves, the simply for a large loop with side rooms. Scattered through the
caves are troglodytes and chests.
In the far northwest corner of the loop, there is obelisk #14. Just to the
east is a passage that leads to the Nighon Tunnels.
The Barrows
* Giant Bat, Vampire Bat, Inferno Bat
* Gogling, Gog
* Skeleton, Skeleton Warrior, Skeleton Lord
* Rotted Corpse, Walking Dead, Zombie
* Ghast, Ghoul, Revenant
* Wight, Wraith, Barrow Wight
The barrows are a series of interconnected sections forming a complex maze.
Each barrow has two tunnels exiting from them. Each tunnel, except those
leading outside, has a lever to flip that exit between one of two possible
destinations. You can always tell which barrow you're in by looking at your
automap.
Some of the barrows have a wall plaque between the two tunnels that describes
the four exits by listing the barrow numbers for all four combinations. The
keys that are found in the barrows allows you to open up some of these.
(Unfortunately, there are three locks and only two keys.)
Barrow Left Up Left Down Right Up Right Down
1 11 6 5 15
2 11 13 14 5
3 12 8 10 4
4 Tomb 15 12 3
5 2 1 9 12
6 13 Tomb 11 1
7 9 10 Outside
8 14 3 15 13
9 5 7 Outside
10 7 3 Outside
11 2 13 1 6
12 14 4 5 3
13 11 2 8 6
14 8 15 2 12
15 8 14 4 1
Barrow I
The southwest wall of the west side room and the east wall of the east side
room are secret walls that have a room of items behind them.
Barrow II
Directly across from the entrance tunnels is a secret door that leads to a
water-filled passage. Another secret door leads to this same tunnel from the
second crypt room just down the stairs from the entrance. If you follow the
tunnel all of the way down, it leads to a room with three chests. One of these
chests contains the Lantern of Light that is needed for quest 9.
Barrow III
There are no secret areas here.
Barrow IV
After going down the first tube tunnel, there will be a circular room with a
central pillar. On the west side of that pillar is a button that will open up
a door on the east side of that pillar. Behind the door is a pair of chests
and some skeletons.
Barrow V
There are no secret areas here.
Barrow VI
Directly across from the entrance tunnels is a secret room. It can be opened
from the secret door here, or the secret walls in both side rooms. It contains
a collection of items.
Barrow VII
The floor against the north wall will sink into the ground if the button on
the north side of the southern altar is pushed. If you jump down this newly
formed shaft, you'll be in a corridor that leads to a room. Stairs lead up and
down to another room. At the peak of the stairs between these two rooms, there
is an altar. The top of the altar slides away to reveal a sliding lever. The
lever opens the wall opposite it allowing you to return to the barrow tunnels.
Barrow VIII
Go through the corridor to the first room. There is a secret door in the west
side of the room revealing gold and items. Heading out the south exit, the
west wall of the corridor is another secret door revealing a room of items.
Finally, in the south wall of the last room is another secret door hiding more
items.
Barrow IX
A bookcase in the entrance area hides a tunnel leading down. The far wall in
the room at the bottom of this tunnel hides a chest that contains a barrow
key. These barrow keys can be used on the keyholes in barrows 7, 9, and 10 to
unlock some of the map guides in the barrows.
Barrow X
The chest at the top of the stairs has a barrow key. The northwest wall is
also a secret wall leading to a corridor that ends in another secret door.
Behind this door is a large crypt with a few gold pieces.
Barrow XI
There are no secret areas here.
Barrow XII
From the starting room, head west. The two doors in this room are opposites --
clicking on the north door opens the south door and vice versa.
Barrow XIII
In the southwest corner of the east room is a secret wall revealing some
chests.
Barrow XIV
There are no secret areas here.
Barrow XV
Go through two doors. The odd colored square in the middle of the room is an
elevator that raises you up to the last room.
Tomb of Zorkar
Directly ahead is the coffin where you need to put Zorkar's remains to
complete quest 50.
If you go down the passageway, you will get to a room with a pool in the
middle and four side rooms in the cardinal directions. The pool is the lost
meditation point needed for quest 13.
Haunted Mansion
* Wight, Wraith, Barrow Wight
* Ghast, Ghoul
* Shade
From the starting room, head up the stairs and open the door. You will be in a
library. Against the west wall is a bookcase. The top-left book in this case
is sticking out. If you push it in, it will open the north wall of the
library.
The lever against the north wall in the new passage is a trap. It will shoot a
fire bolt at you if pulled. Follow the corridor down the stairs and turn left.
Clean out the chests on your right as you pass by.
The corridor leads to a pair of doors which open up into two bedrooms. If you
continue out the doors of the bedrooms, they lead back to the main entrance.
Return back the way you came and go all of the way around. You will reach two
more doors that open into two more bedrooms. The northern of these two
bedrooms has an Angel Portrait on the wall, which is one of the three
paintings needed to complete quest 21. Exiting the bedrooms by their main
doors leads back to the main entrance.
Nighon Tunnels
* Gogling, Gog, Magog
Note that there a lot of friendly Dwarves and Warlocks in these tunnels.
However, if you hurt one (even accidentally), they will all come after you.
From the entrance from Stone City's caves, head down the ramp to your right.
In the room below, head north, turning west when you pass the campsite. As you
head down this passage, you will get to a room divided by a chasm. Jump in the
chasm. To the south, the passage dead-ends. To the north, it loops around to
an area just north of where you entered the caverns.
Head south and west again, returning to the chasm you just jumped into. The
eastern edge small enough to jump over. Cross over the chasm and head down the
corridor. This tunnel will generally wind its way northeast. It ends at a
ledge overlooking a lower level. Jump in.
At the end of the tunnel, it forks into two main passages. The southwest
passage leads back to the starting area (after jumping down a short ledge).
The southeast passage leads deeper into the caves.
In the next cavern, the southeast branch dead-ends. The east branch leads to a
room with a pool. Head south, east, and then south. From this room, clean out
the three rooms to the west, then return here and head southwest. When the
tunnel forks, the southeast passage leads to Thunderfist Mountain in Mount
Nighon. Take the northeast passage instead. It will eventually end in a pit.
Jump in.
In this water filled section, head due north. At the dead end is Zorkar's Axe
and Zorkar's remains. These are the remains that you need to return to the
Barrow Downs to complete quest 50.
Head south and east, continuing down the water filled passage for a long
distance until it narrows and starts going uphill. After going through a pair
of rooms, the passage will end back at the pool room.
Erathia
Travel
* By foot (north): 5 days to Deyja
* By foot (east): 5 days to Harmondale
* By foot (south): 5 days to the Bracada Desert
* By foot (west): 5 days to Tatalia
* By coach: 2 days and 75gp to Tatalia (Monday, Wednesday, Friday)
* By coach: 3 days and 75gp to Deyja (Monday, Thursday)
* By coach: 2 days and 75gp to Harmondale (Tuesday, Thursday, Saturday)
* By coach: 2 days and 75gp to the Bracada Desert (Wednesday, Saturday)
* By ship: 4 days and 100gp to Avlee (Monday, Friday)
* By ship: 2 days and 100gp to Tatalia (Tuesday, Thursday, Saturday)
* By ship: 6 days and 100gp to the Bracada Desert (Wednesday)
* By ship: 7 days and 100gp to Evenmorn Island (Sunday, only when quest 30
complete)
Monsters
* Robber, Raider, Bandit
* Griffin, Hunting Griffin, Royal Griffin
Locations
1. Norris
* Teaches Grandmaster in Unarmed for 8000gp to those with level 10 in
both Unarmed and Dodge.
2. Fountain gives +10 Accuracy
3. Heather Dreamwright
* Teaches Master in Spirit Magic for 4000gp.
4. Kenneth Wain
* Teaches Grandmaster in Dodge for 8000gp to those with level 10 in
both Unarmed and Dodge.
5. Bandit Caves
6. Fort Riverstride
7. Altar that gives +10 Luck permanently.
8. Contest of Luck
9. Dekian Forgewright
* Teaches Master in Plate for 3000gp.
10. Gareth the Fixer
* Teaches Grandmaster in Repair Item for 6000gp.
11. Sewers
12. Master Guild of Body
* Sells spellbooks for master Body spells.
* Teaches the Body Magic and Meditation skills for 2000gp each.
13. Paramount Guild of Spirit
* Sells spellbooks for all Spirit spells.
* Teaches the Meditation and Spirit Magic skills for 2500gp each.
14. Adept Guild of Mind
* Sells spellbooks for expert Mind spells.
* Teaches the Meditation and Mind Magic skills for 1500gp each.
15. Heroism Pedestal
16. Castle Gryphonheart
17. Payge Ravenhill
* Teaches Expert in Sword for 2000gp.
18. Cloud Agraynel
* Makes Items from ore.
19. Robert Sourbrow
* Makes Armor from ore.
20. Qillain Laraselle
* Makes Weapons from ore.
21. Fountain that gives +20 Body Resistance.
22. Randal Wolverton
* Teaches Expert in Shield for 1000gp.
23. Training Hall
* Maximum Level: 25
* Teaches the Armsmaster and Body Building skills for 500gp each.
24. Fountain that gives +50 Might.
25. Town Hall
26. Alchemist
* Buy: 3.0; Sell: 5.0
* Teaches the Alchemy and ID Monster skills for 500gp each.
27. Magic Shop
* Buy: 2.0; Sell: 4.0
* Teaches the ID Item and Repair Item skills for 500gp each.
28. Frederick Org
* Get quest 16, the basic Knight promotion quest.
* Get quest 68, the evil Knight promotion quest.
29. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 750gp each.
30. Day of the Gods Pedestal
31. Sewers
32. Bank
33. Sir Charles Quixote
* Get quest 17, the basic Paladin promotion quest.
* Get quest 51, the good Paladin promotion quest.
34. Inn
* Room: 14gp; Food: 12 days for 17gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 500gp
each.
* Arcomage
* Resources are 2/5, 2/5, 2/5; Tower is 20; Wall is 5.
* Victory requires a tower of 50 or resources of 150.
* Prize: 1200gp.
35. Norbert Harvest
* Teaches Expert in Mace for 2000gp.
36. Docks
37. Gina Barns
* Get quest 18.
38. Julian the Delver
* Teaches Expert in Mind Magic for 1000gp.
39. Tristen Heartswarm
* Teaches Expert in Body Magic for 1000gp.
40. Pip Hillier
* You can buy Griffin Feathers here for 200gp. They can be sold to
Robert Bellknop in the Tularean Forest for 244gp.
* You can sell Arrowheads here for 286gp. They can be bought from
Rydrick in Harmondale for 200gp.
41. Norbert Thrush
* Get quest 19.
42. Heather Cardron
* Sells membership to the Mind guild for 50gp.
43. Tilgar Dirthmoore
* Sells membership to the Body guild for 50gp.
44. Wilbur Eversmyle
* Sells membership to the Spirit guild for 50gp.
45. Fountain that gives +2 Might permanently.
46. Sewers
47. Weapon Store
* Buy: 2.0; Sell: 4.0
* Teaches the Axe, Dagger, and Sword skills for 500gp each.
48. Armory
* Buy: 2.0; Sell: 4.0
* Teaches the Leather, Chain, and Plate skills for 500gp each.
49. Stables
50. Blayze
* Teaches Grandmaster in Fire Magic for 8000gp.
51. Obelisk #2
52. The Hidden Tomb
Bandit Caves
* Thief
* Robber
This is a rather small cave system. Follow the tunnel south, east, a bit
north, and then west to reach the large central hideout of the bandits. In the
chest in this room is the Signet Ring needed to complete quest 11.
Sewers
* Thief, Robber
* Giant Rat, Lightning Rat, Fire Rat
Enter from the entrance to the northwest of Erathia and pass through the first
room, taking the corridor north and then east. Follow it all the way to the
east and kill all of the thieves and rats in that room. Retreat to the
corridor and follow it north emptying that room of hostiles. Then return back
the way you came and head up the stairs to the south.
This passage leads to a star room with exits in six directions. If you step in
the center area where the paths meet, it will set off an explosive magic trap.
Head to the southwest exit from this room. Follow the path around through two
doors until you get to a ledge. A lever to your right will raise a pathway
across the room. Follow the path all of the way around to a room with three
levers that overlooks a room. Pull all three levers, waiting after you pull
each one for the blocks of stone to move into place before pulling the next
lever. As you return to the star room, a shrapmetal will shoot at you as you
round the corner.
Return to the star room, take the southeast exit. This leads to another
passage identical to the previous one ending in another set of three levers.
Pull all of these. The stone blocks should now be lined up (more or less)
across the room.
Return to the star room again and take the south exit. This leads to the sewer
entrance under the bridge. Instead of heading outside, jump off a ledge.
Follow the corridor to a room with a pair of chests. The western north exit
from this room leads to the area under the passages in the star room. The
eastern north exit forks. To the east is the northeast Sewer entrance and a
passage that leads to the area below the path that you raised to cross the
room to the eastern set of levers. Heading up the stairs leads back to the
star room.
Take the north exit. You will be in a room with walkways leading to three
arches. Only the right arch is a doorway and when you through it, you will be
in the wrong ledge to cross the room. Jump off the ledge into the room below.
Exit the room through the corridor south, then west, turning north at the end
of the corridor. Click on the wall at the dead end and you'll be teleported to
the right arch. You should be able to walk across the stone blocks to a room
filled with chests, barrels, and items.
William Lasker also lives here:
* Teaches Expert in Disarm Traps for 500gp.
* Teaches Expert in Stealing for 500gp.
* Teaches Grandmaster in Dagger for 8000gp.
* Get quest 20, the basic Thief promotion quest.
* Get quest 52, the good Thief promotion quest.
Castle Gryphonheart
If you're just here to see Queen Catherine, you can enter safely, walking
straight up the stairs and either around the pillar, or just go directly ahead
through two secret doors to the throne room.
Once you have completed quest 14, you can get quest 33 from her. If you are on
quest 32, you can inform the Queen of this and it will change to quest 35.
Otherwise...
* Conscript, Soldier, Fighter
* Archer, Bowman
* Initiate of the Sword, Champion of the Sword
Head through the entrance and up the stairs, turning north. The first door on
the right is a large meeting hall. There are no other exits from this room so
exit and head up the stairs, turning right at the hallway. This hall goes to
the corner tower room. Turn around, heading north, cleaning out the two
conscript's bedrooms on your right on the way by, reaching the other corner
tower at the end of the hallway. In this tower, there is the painting of
Archibald Ironfist, one of the three portraits needed to compelte quest 21.
Return back to the entrance area and head south. The first door on the left is
a large mess hall. Behind it is a corridor. South leads to a simple meeting
room. North leads to another meeting room on the left, behind which is a
bedroom. In the bedroom here is a chest that contains Catherine's Key, and the
wall has the painting of Roland Ironfist, another one of the portraits needed
for quest 21.
Back in the hallway, the north wall has a secret door in it. Behind it is a
set of stairs leading to a back door entrance to the castle requiring
Catherine's Key to open.
Returning back through the mess hall to the corridor, continue south. The
corridor that you enter is a mirror of the one on the other side of the castle
-- two corner tower rooms and two bedrooms. The west bedroom is where Alice
Hargreaves lives. You need to capture her to complete quest 67.
Fort Riverstride
* Archer, Bowman, Elite Archer
* Conscript, Guard
* Swordman, Warrior
As you enter the building, you are warned not to procede any further. Ignore
their warning and kill the guards in the room and open the door across from
you, heading down the stairs. At the bottom of the stairs is a trap, causing
fire bolts to shoot down the hallway. In that hallway, there are four doors
which lead to guard bedrooms containing random treasure. There are no other
exits.
Return to the top of the stairs and head down the stairs just to the right of
where you entered the Fort. At the bottom of the stairs, there is a hallway.
The two doors on the left lead to a view of the bridge crossing itself. The
two doors on the right lead to storerooms.
In the near storeroom, the west wall has a secret door on it leading to a set
of stairs. At the bottom of the stairs, is a long corridor with side rooms
branching off on both sides. The first two rooms are more bedrooms for guards.
The third room (this one is on the right) opens to a meeting room. The
painting on the west wall can be moved and reveals the plans to the Fort.
These are the plans needed to solve quest 32.
Continuing down the corridor, the next two rooms are more bedrooms. The next
door, on the right, opens up to a small storeroom with four chests of random
items.
Following this, on the left is a small jail. The two prison cells can be
opened by pulling the levers, but there is nothing inside. Across the hall is
a room with crates. The last door in the corridor contains a few stat gaining
barrels.
The corridor ends in an exit that leads down into the river.
The Hidden Tomb
* Lich King
* Vampire, Vampire Minion
To even get in this area, you need to solve the cipher that you received as
part of quest 64. The instructions for how the cipher works are described on a
scroll in your castle, and the Scroll of Waves that contains the keyword is in
the School of Sorcery.
The keyword is the third word of the Scroll of Waves: pattern. Repeat that
word over and over for the entire length of the cipher message. Then take the
cipher character and count it back one letter in the alphabet for each
position in the keyword the letter is. [Eg, 'P' is the 16th letter in the
alphabet, so you would count a cipher letter paired with 'p' back 16 letters.]
Hence, the scroll decodes like this:
Y iupj xckox nmw henv ik eoiuyl pwzmjh usv vqwy xjvisfx nmw qeey zwga xjm
p atte rnpat ter npat te rnpatt ernpat ter npat ternpat ter npat tern pat
I have found the tomb of master kelwin and have deduced the code from his
Jn cx fchub yfkh iponm osiu uhi usduyl. Rq xec cm igbu bhx yzs tfvn uswt. Hiii
at te rnpat tern patte rnpa tte rnpatt er npa tt ernp att ern patt ernp atte
It is north east south west and center. My job is done and the debt paid. Good
(Side note: it isn't too hard to break withouth the keyword, if you know the
kind of code. Seeing that "nmw" appears twice in the first line, if you guess
that the word is the same word, it means that the key word is either 5 or 7
letters long. Trying both "and" and "the" for that word and using that key
fragment everywhere else in the message. It becomes clear that "the" works
very well with a keylength of 7 and lets you determine what some of the other
words are easily, and hence the key itself.)
The tomb itself is fairly small. The stairs go down from the entrance to a
room with a Lich and his vampires. The sarcophagi in this room also act as
chests containing random items. There are also two side rooms to the north and
south with more sarcophagi. In the north room, the coffin contains the
Shadow's Mask. Retrieving this item is enough to complete quest 64.
Tularean Forest
Travel
* By foot (north): 5 days to Avlee
* By foot (south): 5 days to Harmondale
* By foot (west): 5 days to Dejya
* By coach: 3 days and 75gp to Avlee (Monday, Wednesday, Friday)
* By coach: 2 days and 75gp to Deyja (Tuesday, Friday, Sunday)
* By coach: 2 days and 75gp to Harmondale (Tuesday, Saturday)
* By ship: 6 days and 100gp to the Bracada Desert (Monday, Wednesday)
* By ship: 3 days and 100gp to Avlee (Tuesday, Thursday, Saturday)
* By ship: 7 days and 100gp to Evenmorn Island (Sunday, only when quest 30
complete)
Monsters
* Tree
Locations
1. Matric Weatherson
* Teaches Expert in Merchant for 2000gp.
2. Alchemist
* Buy: 3.0; Sell: 5.0
* Teaches the Alchemy and ID Monster skills for 500gp each.
3. Mortie Ottin
* Teaches Expert in Dagger for 2000gp.
Thom Lumbra
* Get quest 25.
4. Alton Black
* Teaches Expert in ID Monster for 500gp.
5. Magic Shop
* Buy: 2.0; Sell: 4.0
* Teaches the ID Item and Repair Item skills for 500gp each.
6. Ebednezer Sower
* Get quest 26, the basic Ranger promotion quest.
* Get quest 69, the evil Ranger promotion quest.
7. Johann Kerrid
* Get quest 27.
Robert Bellknap
* You can buy Tularean Wood here for 200gp. It can be sold to Rydric
in Harmondale for 237gp.
* You can sell Griffin Feathers here for 244gp. They can be bought
from Pip Hillier in Erathia for 200gp.
8. Edgar Willowbark
* Teaches Expert in Alchemy for 500gp.
9. Gretchin Fiddlebone
* Teaches Expert in Disarm Traps for 500gp.
10. Adept Guild of Earth
* Sells spellbooks for expert Earth spells.
* Teaches the Earth Magic and Learning skills for 1500gp each.
11. Earth Resistance Pedestal
12. Master Guild of Fire
* Sells spellbooks for master Fire spells.
* Teaches the Fire Magic and Learning skills for 2000gp each.
13. Master Guild of Air
* Sells spellbooks for master Air spells.
* Teaches the Air Magic and Learning skills for 2000gp each.
14. Adept Guild of Water
* Sells spellbooks for expert Water spells.
* Teaches the Learning and Water Magic skills for 1500gp each.
15. Fountain that gives +50 Earth Resistance.
16. Castle Navan
17. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 750gp each.
18. Benjamin the Balanced
* Teaches Grandmaster in Spirit Magic for 8000gp.
19. Lara Stonewright
* Teaches Master in Earth Magic for 4000gp.
Devon Ivers
* Sells membership to the Earth Guild for 50gp.
20. Town Hall
21. Bank
22. Armory
* Buy: 2.0; Sell: 4.0
* Teaches the Leather and Chain skills for 500gp each.
23. Weapon Shop
* Buy: 2.0; Sell: 4.0
* Teaches the Bow and Spear skills for 500gp each.
24. Training Hall
* Maximum Level: 25
* Teaches the Armsmaster and Body Building skills for 500gp each.
25. Inn
* Room: 14gp; Food: 12 days for 17gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 500gp
each.
* Arcomage
* Resources are 2/5, 2/5, 2/5; Tower is 20; Wall is 5.
* Victory requires a tower of 50 or resources of 150.
* Prize: 1200gp.
26. Miyon the Quick
* Teaches Grandmaster in Leather for 7000gp.
27. Jaycin Suretrail
* Teaches Expert in Bow for 2000gp.
28. Claderin Silverpoint
* Teaches Master in Spear for 5000gp.
29. Gilad Bith
* Teaches Expert in Chain for 1000gp.
30. Docks
31. Stables
32. Anthony Green
* Get quest 28, the basic Druid promotion quest.
* Get quest 50, the good Druid promotion quest.
33. Garet Dotes
* Teaches Master in Preception for 2500gp.
34. Payge Blueswan
* Teaches Grandmaster in ID ITem for 6000gp.
35. Obelisk #3
36. Kindle Treasurestone
* Teaches Expert in Fire Magic for 1000gp.
Kethry Dawnsglow
* Sells membership to the Fire Guild for 50gp.
37. Shield Pedestal
38. Sethrik Windsong
* Teaches Expert in Air Magic for 1000gp.
Patrice Vespers
* Sells membership to the Air Guild for 50gp.
39. Herald Whitecap
* Teaches Expert in Water Magic for 1000gp.
Tabitha Mistspring
* Sells membership to the Water Guild for 50gp.
40. Altar that gives +10 Water, Fire, and Air Resistance permanently.
41. Contest of Speed
42. Tularean Caves
43. Chest with horn.
44. Clanker's Laboratory
45. Oldest Tree
Castle Navan
If you're just here to see King Parson, you can enter in peace through the
main entrance, going down the elevator, and turning left and heading to the
end of the corridor. Once you have completed quest 14, you can get quest 32
from the king. If you have received quest 33, you can inform the king and it
will change to quest 34.
Otherwise...
* Elven Archer, Elven Scout, Elven Ranger
* Elven Warrior, Elven Defender
* Dragonfly, Fire Dragonfly, Queen Dragonfly
* Giant Rat, Lightning Rat, Fire Rat
Its best to enter from the entrace in the Tularean Caves. From the entrance
tunnel, follow it to a secret door that leads to an elvish bedroom. From the
bedroom, go up the spiral staircase that leads out to the area just in front
of the throne room. (The throne room is now locked.)
Open the two doors to the east to reveal two barracks rooms. Continue down the
main corrdior, past the lift, until it turns to the north. The two doors on
the left are two more barracks. Both doors on the right lead to a large
library.
The floor in the northwest corner at the end of the hallway is a secret door
that reveals stairs going down to the elven treasury. Raiding this treasury is
necessary to complete quest 68.
Return to the lift and take it up. Off of the main room here are two other
large rooms. Each one contains stat-gaining liquid barrels in them.
Tularean Caves
* Elven Warrior, Elven Defender, Elven Lancer
* Wyvern, Horned Wyvern
* Troglodtye Drone, Troglodyte Soldier
From the start, head down the stairs to your right. If you head all of the way
down, you end up in the area below the entrance at the base of all of the
pillars. Go back up the stairs a short distance and out into the large cavern.
This set of tunnels is mostly a collection area for various other rooms where
you can fall down from. The passage leads eastwards into a large, empty room;
leads west then southwest into another empty room, and directly west to a room
with a few chests. When you have explored this area, return to the main
entrance and take the stairs upwards.
Follow the tunnel continuing north at the fork. The chest in this room has a
scroll documenting the invisible bridge. Proceding south from this room, the
ledge has three stone blocks on it that try and push you off the ledge into
the room below. Should they be sucessful, a tunnel leads from that room back
up into this room. On the other side of that trapped area is a door that
provides a back entrance to Castle Navan.
Return all of the way back to the fork and take the west path, which quickly
turns east and overlooks a room. Jump down from this ledge into the room. The
east door leads back to the entrance. The west path leads to a chasm. This is
where the invisible bridge is, so just walk across. (Or if you're feeling
paranoid, you can use a Jump spell to cross.)
Head up the stairs into a large room. Pull the lever on the far side of the
room. Then return back down the stairs and take the north exit. In this room,
there are three arches (which were revealed only when you pulled that lever)
mounted against the far wall. The left and center arches lead to the Castle
Navan entrance in the caves. The right arch leads to the top of a cliff.
From the cliff, take the ramp down to the north and it will eventually turn
around and lead to the room at the base of the cliff where you started. There
are a pair of chests here, including one on a pillar that constantly moves up
and down.
Exit this room and take the steeper ramp up. It leads to the prison cell where
Loren Steel is being held. He will join your party. This is whom you need to
rescue to complete quest 33. You can exit the caves by returning to the top of
the cliff and hopping through the arch in the wall.
Clanker's Laboratory
* Gogling, Gog, Magog
* Brass Golem, Bronze Golem, Gold Golem
* Floating Eye, Gazer, Evil Eye
From the entrance, turn to the left and head up the stairs, turning right into
a room at the top. Pushing the button on the south side of the room will open
up a panel that conceals two chests. Jump down the well in the middle of the
room to a small storeroom and head up the stairs leading out of this room back
to the entrance. Drink from the pool. This will open up two more side rooms
upstairs (where you just jumped into the well) that contain three more chests
each.
Back in the hallway, head west and follow the corridor around. The first door
on the left is a laboratory with lots of magical potions and reagents. The
next two doors both lead to small bedrooms with three chests each. The hallway
ends at a library. In a nook at the south side of the library is a book that
is pushed out of the bookcase. If that book is slid into place, a secret door
opens.
The secret passage leads straight ahead to another lab room with potions and
reagents. Just outside that room, to the east, is a room that contains the
magical defenses that must be destroyed to complete quest 60. The passage west
leads back to the entrance.
Tatalia
Travel
* By foot (east): 5 days to Erathia
* By coach: 2 days and 250gp to Erathia (Tuesday, Thursday, Saturday)
* By ship: 4 days and 250gp to Bracada Desert (Monday, Wednesday)
* By ship: 2 days and 250gp to Erathian (Tuesday, Thursday, Saturday)
* By ship: 5 days and 250gp to Avlee (Friday)
* By ship: 6 days and 250gp to Evenmorn Island (Sunday, only when quest 30
complete)
Monsters
* Archer, Bowman, Elite Archer
* Swamp Troll, River Troll, Mountain Troll
Locations
1. Docks
2. Inn
* Room: 40gp; Food: 20 days for 79gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 750gp
each.
* Arcomage
* Resources are 3/15, 1/5, 2/10; Tower is 10; Wall is 20.
* Victory requires a tower of 125 or resources of 350.
* Prize: 2000gp.
Master Guild of Mind (upstairs)
* Sells spellbooks for master Mind spells.
* Teaches the Meditation and Mind Magic skills for 2000gp each.
3. Kerin Greydawn
* Teaches Expert in Spear for 2000gp.
4. Kyra Stormeye
* Teaches Expert in Air Magic for 1000gp.
5. Bank
6. Solomon Riverstone
* Teaches Expert in Spirit Magic for 1000gp.
7. Xavier Bremen
* Teaches Grandmaster in Mind Magic for 8000gp.
8. Stoneskin Pedestal
9. Stables
10. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 750gp. each.
11. Heroism Pedestal
12. Halain Sampson
* Sells membership to the Mind guild for 50gp.
13. Flynn Arin
* Teaches Expert in Sword for 2000gp.
14. Brother Rothham
* Teaches Master in Mace for 5000gp.
15. Lisha Redding
* Teaches Expert in Fire Magic for 1000gp.
16. Tonken Fist
* Teaches Grandmaster in Dagger for 8000gp.
17. The Wine Cellar
18. Fountain that gives +2 Speed permanently.
19. Calindra Goldensight
* You can buy Sand here for 2000gp. It can be sold to Arvin Beneclowd
in Barrow Downs for 3000gp.
* You can sell Enrothian Wine here for 3000gp. They can be bought from
Infernon in Avlee for 2000gp.
20. Brother Bombah
* Teaches Master in Body Magic for 4000gp.
21. Fountain that gives +20 to Air Resistance.
22. Ferdinand Visconti
* Get quest 21.
23. Lord Markham's Manor
24. Taran the Lifter
* Teaches Expert in Disarm Traps for 500gp.
25. Thomas More
* Teaches Master in Repair Items for 2500gp.
26. Tricia Steelcoif
* Teaches Expert in Chain for 1000gp.
27. Trent Steele
* Teaches Expert in Armsmaster for 2000gp.
28. Everil Nightwalker
* Teaches Grandmaster in Stealing for 6000gp.
29. Altar. You need to place the Eagle Statue here as part of completing
quest 25.
30. Tidewater Caverns
31. Armory
* Buy: 3.0; Sell: 5.0
* Teaches the Leather, Chain, and Shield skills for 750gp each.
32. Weapon Shop
* Buy: 3.0; Sell: 5.0
* Due to a bug, you can't visit this store.
33. Chest containing the Golem Right Arm. This is one of the pieces needed
for quest 24.
34. Obelisk #12
35. Stonehenge Monolith. This is one of the three henges you need to visit
to complete quest 28.
36. Dragon's Cave
37. Isram Gallowswell
* Teaches Master in Shield for 3000gp.
38. Training Hall
* Maximum Level: 50
* Teaches the Armsmaster and Body Building skills for 1000gp each.
39. Armory
* Buy: 3.0; Sell: 5.0
* Teaches the Leather, Chain, and Shield skills for 750gp each.
40. Fountain that gives +20 AC.
41. Mercenary Guild
Niles Stantly
* Get quest 54.
* Get quest 74.
42. Weapon Shop
* Buy: 3.0; Sell: 5.0
43. Karn Stonecleaver
* Teaches Grandmaster in Axe for 8000gp.
44. Weldik Lotts
* Teaches Expert in Plate for 1000gp.
Dragon's Cave
* Blue Dragon
Very simple. One blue dragon live here -- Wromthrax. Killing this dragon is
what is required to complete quest 17.
Lord Markham's Manor
* Initiate of the Sword, Champion of the Sword
* Swordsman, Guard, Adventurer
Straight ahead from the entrance is Lord Markham's chamber. This is where you
can talk to him to complete quest 19 and receive quest 22.
If you open the doors to the east or west, the guards will become hostile and
Lord Markham will lock the doors to his chamber. Through the east door, there
is a button located on the side of the desk that will open a secret wall to
the north revealing several chests of treasure.
Through the west door, around the corner to the north, the vase that you are
required to fetch for quest 20 is sitting on the hearth above the fireplace.
Tidewater Caverns
* Thief, Rogue, Master Thief
* Skeleton, Skeleton Warrior, Skeleton Lord
* Shade, Specter, Ghost
The flooded entrance tunnel leads to an underground wooden building guarded by
thieves. In side that room, there is a stairway heading up. There is a secret
room underneath the stairs. To open the door, you have to be standing right
against the wall, and because the door is trapped, use the character with the
disarm trap skill to open it. Inside is a chest of random items.
Heading up the stairs, you come out on the deck of a ship. Head straight and
go down the stairs into the hold and turn right. To the south is a secret
door, behind which is a pair of chests. One of the chests has the map to
Evenmorn Island that you need to complete quest 30.
The hole in the hull here leads to a large chamber of thieves and another
chest of random items. Returning to the deck of the ship, if you just
"overboard", you can find a secret passage in the southeast wall of the cavern
that leads back to the entrance area.
Mercenary Guild
* Archer, Bowman, Elite Archer
* Initiate of the Sword, Champion of the Sword, Master of the Sword
* Robber, Raider
Head through the first door and quickly clear the entrance room of archers.
Head up the stairs and all the way around to the left. In the south end of the
west wall is a door that leads down to one of the rooms filled with archers
that can shoot you through ports that open into the main room. When they are
finished off, take a similar path through a door on the south end of the east
wall.
Now that the snipers are dead, you can explore in peace. Stay on the 2nd floor
and go through the north door. It leads to a conference room containing a
chest filled with nice items.
Back in the entrance room, take the west door. When opened, a dagger will
shoot down the hallway towards you. The door at the end of this short hallway
opens into a storeroom. There is a chest which contains (among other things) a
letter detailing how you are a "sufficiently gullible" group of adventurers
that could be used to serve their purpose.
Return and go through the east door in the main entrance room. The floor on
the other side of the door is magically trapped. The right fork leads to a
barracks. Behind the southeast bookcase is an alcove containing several
chests.
The door on the left leads to officer's quarters. The bookcase here also hides
a room containing several chests. In the center chest is the Heart of the
Wood, which is needed to complete quest 46.
Wine Cellar
* Vampire, Minion Vampire, Elder Vampire
* Giant Bat, Vampire Bat, Inferno Bat
* Necromancer, Speaker for the Dead, Queen of the Dead
* Shade, Specter, Ghost
The first room looks like an ordinary wine cellar, divided by wine racks.
There is an item (usually a gem) hidden in a nook under the stairs and a chest
of treasure in the east side of the room.
The northwest wine rack can be moved to reveal a stairway down that leads to a
room with vampires and crypts. To the south of this room is a barred cell that
can be opened with the lever to your right.
To the north is the main lair of the vampire. Against the east wall is an
altar-like pedestal that can be pushed. It opens a room on the west side of
the room containing three chests.
Killing all of the vampires in this area completes quest 41.
Avlee
Travel
* By foot (east): 5 days to the Tularean Forest
* By foot (south): 7 days to the Tularean Forest
* By foot (west): 1 day to Shoals (need wetsuits)
* By coach: 3 days and 250gp to the Tularean Forest (Tuesday, Thursday,
Saturday)
* By coach: 5 days and 250gp to Deyja (Wednesday, Sunday)
* By ship: 3 days and 250gp to the Tularean Forest (Monday, Wednesday,
Friday)
* By ship: 4 days and 250gp to Erathia (Tuesday, Saturday)
* By ship: 5 days and 250gp to Tatalia (Thursday)
Monsters
* Elven Warrior, Elven Defender, Elven Spearman, Elven Lancer
* Elven Archer, Elven Scout, Elven Ranger
* Wyvern, Hunter Wyvern, Ancient Wyvern
* Sprite, Sylph, Water Elemental
Locations
1. Docks
2. Bank
3. Inn
* Room: 40gp; Food: 20 days for 79gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 750gp
each.
* Arcomage
* Resources are 3/15, 1/5, 2/10; Tower is 10; Wall is 20.
* Victory requires a tower of 125 or resources of 350.
* Prize: 2000gp.
4. Stables
5. Cassandra Holden
* Teaches Expert in Spear for 2000gp.
Kethric Otterton
* Teaches Expert in Perception for 500gp.
6. Paula Brightspear
* Teaches Master in Armsmaster for 5000gp.
7. Water Resistance Pedestal
8. Jeni Swiftfoot
* Teaches Master in ID Monster for 2500gp.
9. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 750gp each.
10. Body Resistance Pedestal
11. Wort Goblinreaver
* Teaches Expert in Axe for 2000gp.
Mikel Deerhunter
* Teaches Expert in Leather for 1000gp.
12. Fountain that gives +2 Endurance permanently.
13. Weapon Shop
* Buy: 3.0; Sell: 5.0
* Teaches the Bow and Spear skills for 750gp each.
14. Armor Shop
* Buy: 3.0; Sell: 5.0
* Teaches the Leather, Chain, and Plate skills for 750gp each.
15. Training Hall
* Maximum level: 50
* Teaches the Armsmaster and Body Building skills for 1000gp each.
16. Medwari Dragontracker
* Teaches Master in Chain for 3000gp.
Infernon
* You can buy Enrothian Wine here for 2000gp. It can be sold to
Calindra Goldensight in Tatalia for 3000gp.
* You can sell Glass Bottles here for 3000gp. They can be bought from
Arvin Beneclowd in Barrow Downs for 2000gp.
17. Rislyn Greenstorm
* Teaches Master in Air Magic for 4000gp.
18. Paramount Guild of Body
* Sells spellbooks for all Body spells.
* Teaches the Body Magic and Meditation skills for 2500gp each.
19. Paramount Guild of Mind
* Sells spellbooks for all Mind spells.
* Teaches the Meditation and Mind Magic skills for 2500gp each.
20. Fountain that gives +20 Water Resistance.
21. Jillian Mithrit
* Teaches Grandmaster in Staff for 8000gp.
22. Steagal Snick
* Get quest 23, the basic Archer promotion quest.
* Get quest 70, the evil Archer promotion quest.
23. Karla Ravenhair
* Teaches Expert in Water Magic for 1000gp.
Ashandra Snowtree
* Sells membership to the Body Guild for 50gp.
24. Myles Featherwind
* Teaches Master in Mind Magic for 4000gp.
Rawn Dervish
* Sells membership to the Mind Guild for 50gp.
25. Hall Under the Hill
26. Tempus
* Teaches Grandmaster in Body Magic for 8000gp.
27. Lucid Apple
* Teaches Grandmaster in Alchemy for 6000gp.
28. Kaine
* Teaches Grandmaster in Meditation for 6000gp.
29. Obelisk #13
30. Chest containing the Golem Left Arm. This is one of the pieces needed
for quest 24.
31. Altar. You need to place the Knight Statue here as part of completing
quest 25.
32. Stonehenge Monolith. This is one of the three henges you need to visit
to complete quest 28.
33. Test of Might
Temple of Baa
34. Titan's Stronghold
Hall Under the Hill
* Dragonfly, Fire Dragonfly, Queen Dragonfly
After going in the door and down the passage, you will come to a room with a
large green hill in it. This is the Hill. To find the entrance, walk around
the hill clockwise one and one-quarter times. The entrance should appear. The
Faerie King will be waiting for you at the entrance allowing you to complete
quest 26, quest 27, and receive quest 29.
Behind the King is an elevator going down. Halfway down, you can jump off the
elevator into a room that contains a chest with the Faerie Ring -- a ring that
increase the effect of all air magic spells.
Jumping down the rest of the way, the passage leads to a forested room with
dragonflys. One of the dragonflys has the Faerie Key. The exit from this room
leads through another forest and lake room.
The passage then leads to a finished stone room with a bridge crossing a small
stream. The walls where the stream flows into and out of this room are both
secret doors that have treasure behind them.
Continuing straight, the next room is dominated by a large tree. In the
southwest corner of the room is an exit that dead-ends. On the small segment
of wall at the corner, there is a secret panel that reveals a keyhole. If you
use the Faerie key on the lock, the corridor raises into a stairway and a door
opens on the wall to the west. In the room revealed is a chest and several
items.
Temple of Baa
* Acolyte of the Moon, Cleric of the Moon, Priest of the Moon
* Devil Worker, Devil Warrior, Devil Captain
* Giant Spider, Venomous Spider
From the entrance, head down the ramp to the west. When it straightens out
into a corridor, go into the first room on the right. The northeast corner of
the room reveals a secret passage that leads to the bedroom of some clerics.
The exit of this room leads back into a corridor that you would arrive at
going down the east ramp.
Head south and go in the first room on the right. Again, the northwest corner
of the room has a secret passage that leads to a storeroom, and back out into
the corridor you originally came down on.
Proceding north down the corridor, you will end up in a small jail with three
cells filled with devils. The three buttons in the middle of the room control
the doors.
When that room is empty, head back and cross to the east passage and go north.
The door that is directly ahead leads to a small store room that has a message
from Xenofex (the head of the devils) detailing their failed plan in Enroth.
(This describes the events in Might and Magic VI.) Continue down the passage
north and you will reach the sanctum of the Baa order. The High Priest of Baa
is here (one of the Priests of the Moon), and on her corpse is the Cloak of
Sheep. Killing her completes quest 49.
Returning down the corridor, jump down into the core of the spiral ramp and
finish off the last of the priests and devils down there. Then take the lift
back up to the entrance.
Titan's Stronghold
* Titan, Storm Titan, Blood Titan
* Green Dragon, Blue Dragon, Red Dragon
To the right of the stairs is a chest filled with good items. After its been
raided, head up the stairs and turn to the east. The corridor will turn north;
go east at the next intersection and clean up the side room. Continue north to
another room with treasure guarded by dragons. When both rooms have been
emptied, return to the intersection and head west.
You will pass through a room with a large pillar in the middle of the room.
Continue through this room and turn north at the next intersection. On the
right is a another guarded room of treasure. Continue north and turn east at
the intersection.
Head all of the way east until the hallway ends. Then go north, west, and
north. Follow the corridor, collecting treasure. You will eventually be at a
four-way intersection, heading south. Turn to the west and continue west at
the next intersection.
At the intersection after that, the corridor continues west to a dead-end, and
leads north to another room of treasure guarded by dragons. When both areas
have been explored and looted, head south. The hallways in the next
intersection lead to two more treasure rooms: the west passage leads to
dragons; the east passage leads only to a single chest which contains the
Perfect Bow. This is the item neeed to complete quest 48.
The corridor continues south and takes you back to the entrance area.
Bracada Desert
Travel
* By foot (north): 5 days to Erathia
* By foot (east): 5 days to Barrow Downs
* By coach: 3 days and 125gp to Erathia (Monday, Wednesday, Friday,
Sunday)
* By coach: 5 days and 125gp to Harmondale (Tuesday, Saturday)
* By ship: 4 days and 250gp to Tatalia (Monday, Wednesday, Friday)
* By ship: 1 day and 250gp to Evenmorn Island (Tuesday, Thursday, only
when quest 30 complete)
* By ship: 6 days and 250gp to Tularean Forest (Saturday)
* By ship: 6 days and 250gp to Erathia (Sunday)
Monsters
* Bronze Golem, Brass Golem, Gold Golem
* Griffin, Hunting Griffin, Royal Griffin
Locations
1. Teleporter to/from location 13.
2. Stables
3. Gayle
* Teaches Grandmaster in Air Magic for 8000gp.
4. Brighman the Frugal
* Teaches Grandmaster in Merchant for 8000gp.
5. Chest containing the Normal Golem Head. This is one of the pieces
needed for quest 24. If this head is used when making the golem, the golem
will guard your castle when completed.
6. Teleporter to location 18. (Bug: Should probably teleport to/from 49.)
7. Teleporter to/from location 18.
8. Teleporter to/from location 20.
9. Teleporter to/from location 24.
10. Teleporter to/from location 27.
11. Teleporter to/from location 30.
12. Teleporter to location 32.
13. Teleporter to/from location 1.
14. Teleporter to/from location 40.
15. Shield Pedestal.
16. Earth Resistance Pedestal.
17. Chest containing the Abbey Normal Golem Head. This is one of the
pieces needed for quest 24. If this head is used when making the golem,
the golem will attack you when completed.
18. Teleporter to/from location 7.
19. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 750gp each.
20. Teleporter to/from location 8.
21. Inn
* Room: 19gp; Food: 14 days for 27gp.
* Teaches the Disarm Trap, Perception, and Stealing skills for 500gp
each.
* Arcomage
* Resources are 3/5, 3/5, 3/5; Tower is 20; Wall is 10.
* Victory requires a tower of 75 or resources of 200.
* Prize: 1400gp.
Judge Fairweather
* He is here if you are on quest 36. Choosing him as the new arbiter
will complete the quest in the path of good.
22. Altar. You need to place the Angel Statue here as part of completing
quest 25.
23. Contest of Luck
24. Teleporter to/from location 9.
25. Guild of Illumination
* Sells spellbooks for master Light spells.
* Teaches the Light Magic skill for 2000gp.
26. Master Guild of Water
* Sells spellbooks for master Water spells.
* Teaches the Learning and Water Magic skills for 2000gp each.
27. Teleporter to/from location 10.
28. Fountain that gives +25 to Intellect and Personality.
29. School of Sorcery
30. Teleporter to/from location 11.
31. Docks
32. Destination for teleporter at location 12.
33. Red Dwarf Mines
34. Kelli Hollyfield
* Teaches Expert in Body Building for 500gp.
35. Lysander Sweet
* Get quest 46, the good Ranger promotion quest.
36. Spyder
* Teaches Expert in Dodge for 2000gp.
Puddle Stone
* Teaches Expert in Unarmed for 2000gp.
37. Bryce Watershed
* Teaches Expert in Alchemy for 500gp.
Janet Thomas
* Sells membership to the Water guild for 50gp.
38. Fountain that does random bad things to the drinker.
39. Teleporter to location 12.
40. Teleporter to/from location 14.
41. Teleporter to Celeste. Activated only when the new arbiter has been
chosen.
42. Smiling Jack
* Teaches Expert in Dagger for 2000gp.
Will Rudyman
* Teaches Expert in Bow for 2000gp.
43. Gary Zimm
* Get quest 44 if you are on the path of good.
44. Ethan Lightsworn
* Teaches Expert in Light Magic for 2000gp.
Tessa Greensword
* Teaches Master in Meditation for 2500gp.
45. Leda Rowan
* Get quest 45, the good Knight promotion quest.
46. Brand the Maker
* Teaches Grandmaster in Plate for 7000gp.
47. Obelisk #5
48. Samuel Benson
* Teaches Master in ID Item for 2500gp.
49. Teleporter to location 6.
50. Alchemist
* Buy: 4.0; Sell: 6.0
* Teaches the Alchemy and ID Monster skills for 750gp each.
51. Magic Shop
* Buy: 3.0; Sell: 5.0
* Teaches the ID Item and Repair Item skills for 750gp each.
52. Teleporter to location 6.
53. Elsie Penderton
* Teaches Master in Staff for 5000gp.
54. Isaac Applebee
* Teaches Expert in Learning for 2000gp.
55. Teleporter to location 6.
School of Sorcery
Inside the entrance, there is a locked door directly ahead and three rooms
filled with bookcases. If you talk to the wizard behind the desk in the right
room, you can buy membership to the library which lets you get spell scrolls
off the bookcases. Through the door in the right room is where you will find
Thomas Grey.
* Thomas Grey
* Get quest 24, the basic Sorcerer promotion quest.
* Get quest 47, the good Sorcerer promotion quest.
Looking behind the desk in the right room reveals a lever that opens the door
to the main area of the school. Down this hallway, head left. The first room
on the left is a bedroom. There is a button by the southwest bed that opens a
secret room to the south containing a chest of items.
Back out in the hallway, continue north through a study room and head up the
spiral stairs. In the next room, pull the four levers on the south side of the
room. This will seal you in this room, but open the tunnel to the north. In
that room, there is a chest containing Clanker's Amulet and two levers that
re-open the stairways so you can leave this area.
Head down the stairs to the east and enter the next study room. The bookcase
on the south wall has the Scroll of Waves that is needed to break to the
cipher as part of quest 64. Exiting to the south, there is another room on the
east side containing the last wizards.
Red Dwarf Mines
* Emerald Ooze, Sapphire Ooze, Bloodstone Ooze
* Medusa, Queen Medusa, Empress Medusa
In the first room, there is a dwarf statue and an ore cart. All of the ore
carts in these mines act like chests -- they can have items inside them. The
statue here can be revived by using the Elixer that you got from the dwarf
king when he gave you quest 14. Just click on the statue while carrying the
elixer and the dwarf will join your party as an NPC.
From this starting room, take the west exit. It leads to a room where the
passage forks. There is another dwarf statue in this room. The west exit from
this room quickly leads to a dead end. The north exit leads to another fork,
both of which end rather quickly, although the north fork ends with another
dwarf statue.
Returning to the entrance room, take the east exit. It goes mostly straight,
with almost no branching, but leads only to an ore vein and a journal entry
scroll.
Back in the starting room, take the northeast exit. When you get to the fork,
go north. It quickly ends, but there is a dwarf statue at the end of the
passage. Continuing east, the passage will end in a water-filled room with a
dwarf statue in the pool.
Returning once more to the starting room, head north, and turn east at your
first opportunity. When the passage next forks, the east fork will dead end
and the north fork will lead to a room with a dwarf statue. Returning to the
main passage heading north, you will arrive at the lift that leads to the
lower level. In this room is the last dwarf statue. Returning to the king with
all seven dwarves will complete the quest.
Taking the lift down, you will be in a room with several medusas. Clean out
this room and the neighboring room to the west and then head deeper in to the
mine to the east.
All throughout the lower level of the mines are black Stone to Flesh potions
to help against the medusa's stoning ability. In the east room, the two exits
to the north connect in a loop. At the top end of that loop, a tunnel leads to
a room with some more medusas. The empress medusa in this room always has the
Medusa's Mirror.
Heading further east, clear out the side passage to the north and continue
east to a room with an overturned minecar. The south exit from the room
quickly dead-ends. The east exit continues to a room containing the lift
mechanism against the north wall. If you have the broken belt, you can click
on the mechanism to use it and complete quest 23.
Celeste
Travel
* By foot (down): 5 seconds to the Bracada Desert
Monsters
* Angel Lord
* Lesser Light Elemental
* Magician
* Greater Roc
Locations
1. Teleporter to the Bracada Desert.
2. Weapon Shop
* Buy: 4.0; Sell: 6.0
* Teaches the Axe, Bow, Dagger, Staff, and Sword skills for 1000gp
each.
3. Armory
* Buy: 4.0; Sell: 6.0
* Teaches the Leather, Chain, Plate, and Shield skills for 1000gp
each.
4. Training Hall
* Maximum Level: 200
* Teaches the Armsmaster and Body Building skills for 750gp each.
5. Bank
6. Inn
* Room: 90gp; Food: 30 days for 269gp.
* Teaches the Disarm Trap, Perception, and Stealing skills for 750gp
each.
* Arcomage
* Resources are 4/10, 4/10, 4/10; Tower is 30; Wall is 15.
* Victory requires a tower of 100 or resources of 300.
* Prize: 3000gp.
7. Walls of Mist
8. Alchemist
* Buy: 5.0; Sell: 7.0
* Teaches the Alchemy and ID Monster skills for 1000gp each.
9. Magic Shop
* Buy: 4.0; Sell: 6.0
* Teaches the ID Item and Repair Item skills for 1000gp each.
10. Paramount Guild of Air
* Sells spellbooks for all Air spells.
* Teaches the Air Magic and Learning skills for 2500gp each.
11. Guild of Enlightenment
* Sells spellbooks for all Light spells.
* Teaches the Light Magic skill for 2500gp.
12. Temple
* Temple of Light
13. Castle Lambent
Lady Carmine (wandering)
* Her corpse contains Lady Carmine's Dagger which is the proof needed
to complete quest 66.
14. Town Hall
15. Rebecca Devine
* Get quest 43, the good Prist promotion quest.
16. Helena Morningstar
* Teaches Master in Light Magic for 5000gp.
17. Lori Winterbright
* Sells membership to the Air Guild for 50gp.
18. Resurrectra
* Get quest 40.
19. Robert the Wise
* Get quest 55 when quest 40, quest 41, and quest 42 have been
compelted.
20. Crag Hack
* Get quest 41.
21. Sir Caneghem
* Get quest 42.
22. Obelisk #6
23. Fountain that gives +25 to all statistics.
Castle Lambent
If you are here to see Gavin Mangus, you can enter safely by going straight
north all of the way, then turning left and entering the door on the right.
* Gavin Mangus
* Teaches Grandmaster in Light Magic for 8000gp.
* Get quest 39.
* Resurectra
* Appears only when quest 55 is complete.
* Teaches Grandmaster in Blaster.
* Get quest 56.
* Get quest 57.
Walls of Mist
* Sorcerer, Wizard, Archmage
* Djinn, Genie, Efreet
* Tempest, Cyclone, Air Elemental
* Lesser Light Elemental, Light Elemental, Greater Light Elemental
The room you start out in is a large room with three arches set in the middle
of the room and three pillars with locks on them.
Go through the east archway. After it teleports you, head towards the
building, through the shimmering doorways and take the elevator down. Run down
this tunnel until you reach a room that has pools of water in the center. To
the left and right are four fonts (total), each with a button mounted on their
rim. Push all four buttons to fill the fonts and the east-most pool will now
be empty. Jump into the hole formed and there will be a chest in the room at
the bottom of that pool that contains the East Pillar Key. Exit this room via
the ramp that leads to a secret door and head back up the elevator and through
the archway.
Go through the center archway. Go down the spiral ramp from the center pillar
and when you have reached the ground head to the small raised platform in the
southwest corner. When you step on it, the platform will raise you up to a
small room. In this room is a chest that contains the Center Pillar Key.
Return to the archway.
Go through the west archway. Run through the room and up the stairs to the
left or right. At the end of the corridor in both directions is a set of three
buttons and a lever. When the buttons are in the right combination, you can
pull the lever to reveal a recessed area of the floor in the main room. The
combination is different each time (there are only eight possibilities) and it
is also random whether the set on the left side or on the right side is the
one you need to set. Fortunately, you can try all of the combinations while
paused in turn-based combat mode. There is a chest in the recessed floor that
contains the West Pillar Key.
Back in the main room with the arches, go to the three pillars. You should be
able to use the three keys to unlock the three pillars. (The click zones seem
to be very small -- it works best if you run up to each pillar and pause the
game while you try to get the key to work.) When all three pillars are
unlocked, the wall behind the pillars opens.
There is a chest in the new area that contains four empty soul jars, which are
needed to complete quest 63. Exiting the Halls through the door on the far
side of the room completes quest 39 (assuming you haven't killed any
creatures).
Temple of Light
* Angel, Angel Lord, Archangel
* Acolyte of the Sun, Cleric of the Sun, Priest of the Sun
* Monk, Initiate, Master
The room in the front door is completely empty. Go to the northeast corner of
the room and open the secret wall that is there. Follow the corridor around
and down the stairs to the real entrance to the temple. Through this entrance
is a large room with pools on the left and right.
There are two exits on the south, one of the west and one on the east, that
both lead to another room with a pool that overlooks the main entrance. The
east room also has another stairway up that leads to a ledge which overlooks
the two pools room.
Return to the pool room. Behind the west pool is a scroll that talks about a
vision of "the sun setting in the west, the moon setting in the north, and the
stars falling in the east." Note this and continue out the north exit. (The
door opens automatically as you get close.)
Head down the stairs and continue north. The room directly ahead is the main
altar room for the Temple of Light. The stairs to the east and west lead up to
a ledge surrounding that room. Go up the stairs. Along the ledge there is a
small device that has squares showing icons of the sun, moon, and stars, each
of which could be slid down into a wooden holder. Follow the instructions on
the scroll and lower the sun icon on the west device, the moon on the north
device, and the stars on the east device. Then jump down and click on the
altar. This will open a door to the north. That room has a chest containing
the Altar Piece needed for quest 40 or quest 62.
Return to the ledge around the altar room and head down the corridor that
exits to the northwest. It goes to a room with a pool, chest, and random
items. Return and exit the altar room to the northeast. It leads to a room
divided by a small channel of water. It is possible to walk down the channel
of water downstream (to the north) to another room containing treasure.
You can also walk along the channel south (upstream). When it branches, take
the east branch, crossing over a room that you entered through, leading to
another room of treasure. Return to the branch and continue south. It will
cross over the room overlooking the two pools room and then end in a room that
connects to the ledge overlooking the main entrance area.
Small House
* Robert the Wise
In the main room, Robert the Wise is waiting for you. On his corpse is a
blaster and the control cube that you need to complete quest 75.
In the northeast area of the room is a corridor that leads to several balconys
that overlook this room and a chest filled with random treasure.
Deyja
Travel
* By foot (north): 7 days to the Tularean Forest
* By foot (east): 5 days to the Tularean Forest
* By foot (south): 5 days to Erathia
* By foot (west): 7 days to Erathia
* By coach: 3 days and 125gp to Erathia (Monday, Wednesday, Friday)
* By coach: 2 days and 125gp to the Tularean Forest (Tuesday, Thursday,
Saturday)
Monsters
* Harpy, Harpy Hag, Harpy Queen
* Rotted Corpse, Walking Dead, Zombie
* Hobgoblin
Locations
1. Must pay 1000gp necromancer tax or be ambushed by zombies.
2. Altar that gives +10 Earth, Mind, and Body Resistances permanently.
3. Stables
4. Heroism Pedestal
5. Wanda Foestryke
* Teaches Master in Body Building to those with 50 Endurance for
2500gp.
6. Leane Shadowrunner
* Teaches Master in Stealing for 2500gp.
7. Patwin Felburn
* Teaches Grandmaster in Mace for 8000gp.
8. Jasp the Nightcrawler
* Teaches Expert in Dark Magic for 2000gp.
9. Barbara Wiseman
* Teaches Expert in Meditation for 500gp.
10. Inn
* Room: 19gp; Food: 14 days for 27gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 500gp
each.
* Arcomage
* Resources are 3/5, 3/5, 3/5; Tower is 20; Wall is 10.
* Victory requires a tower of 75 or resources of 200.
* Prize: 1400gp.
Judge Sleen
* He is here if you are on quest 36. Choosing him as the new arbiter
will complete the quest in the path of evil.
11. Fountain that gives +2 Intellect permanently.
12. William Setag
* Get quest 67, the evil Paladin promotion quest.
* William Setag's Tower
13. Watchtower 6
14. Back entrance to Watchtower 6
15. Contest of Archery
16. Avalanche
* Teaches Grandmaster in Earth Magic for 8000gp.
17. Agatha Putnam
* Teaches Expert in Learning for 2000gp.
18. Obelisk #4
19. Petra Cleareye
* Teaches Grandmaster in Perception for 6000gp.
20. Malisha Karrand
* Sells membership to the Spirit Guild for 50gp.
21. Halain Nevermore
* Teaches Grandmaster in Chain for 7000gp.
22. Fountain that causes drunkenness.
23. Magic Shop
* Buy: 3.0; Sell: 5.0
* Teaches the ID Item and Repair Item skills for 750gp each.
24. Fountain that gives +10 Personality.
25. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 750gp each.
26. Guild of Twilight
* Sells spellbooks for master Dark spells.
* Teaches the Dark Magic skill for 2000gp each.
27. Tugar Slicer
* Teaches Master in Sword for 5000gp.
Seth Drakkson
* Get quest 72.
28. Seknit Undershadow
* Drink Tea: +50 Endurance
* Get quest 67, the evil Thief promotion quest.
29. Fountain that gives +10 Fire Resistance
30. Master Guild of Spirit
* Sells spellbooks for master Spirit spells.
* Teaches the Meditation and Spirit Magic skills for 2000gp each.
31. Daedalus Falk
* Get quest 30, the basic Cleric promotion quest.
* Get quest 65, the evil Cleric promotion quest.
32. Alchemist
* Buy: 4.0; Sell: 6.0
* Teaches the Alchemy and ID Monster skills for 750gp.
33. Edgar Botham
* Teaches Expert in Armsmaster for 2000gp.
34. Heroism Pedestal
35. Chest containing the Golem Right Leg. This is one of the pieces needed
for quest 24.
36. Chest containing the Golem Left Leg. This is one of the pieces needed
for quest 24.
37. Hall of the Pit
Hall of the Pit
* Stone Gargoyle, Marble Gargoyle, Obsidian Gargoyle
* Harpy, Harpy Hag
* Rotted Corpse, Walking Dead, Zombie
There isn't much to the Hall -- it is basically a tunnel that leads from the
surface of Deyja to The Pit. The entrance area leads to a door, behind which
is an elevator that will take you deeper underground. The next room has a
chasm spanned by a bridge. Across the bridge is a teleporter.
The teleporter takes you to another hall. At the end of the hall is a chest.
If you are on quest 44, the Season's Stole will be in the chest. The door at
the end of the room takes you to The Pit, but will only be open once you have
selected an arbiter.
William Setag's Tower
* Initiate of the Sword, Master of the Sword, William Setag
* Giant Rat, Lightning Rat, Fire Rat
You can only get into this area when on quest 51.
Kill the guards in the main room and take the elevator up to the top of the
tower. At the top, William Setag (a Master of the Sword) will be there
fighting some rats. On his corpse is a Tower Key that can be used to open the
north room. This will free Alice Hargreaves; a requirement for completing
quest 51.
The south room contains another Master of the Sword. On his corpse is the
Villian's Blade. Across the hall from the south room is a secret wall that
reveals a chest filled with treasure.
Watchtower 6
* Shade
* Lich, Power Lich
* Necromancer, Speaker for the Dead, Queen of the Dead
* Clay Elemental, Stone Elemental, Earth Elemental
Head through the entryway to the elevator down. Head down this corridor as
well, passing by the "backdoor" entrance to the Watchtower, and take the
elevator up.
You will be on a central pillar, overlooking a large room with four side rooms
in each cardinal direction. There are necromancers attacking you from below,
lichs attacking you from the four alcoves, and shades flying around. If you
have Grandmaster Water magic, its probably easiest to jump down off the ledge,
use the central pillar for cover while dealing with the shades and
necromancers, picking off the liches from a distance from cover, and Town
Portaling home when you get too hurt.
From the floor area, the north wall has a secret wall that leads to a long
corridor that takes you back to the bottom of the lift.
At the top of the elevator, there are two switches. The north switch lowers
the elevator again. The south switch toggles one of the walkways (seemingly at
random) that lead between the central pillar and the four side areas.
The north, east, and west side rooms merely contain a chest of treasure. The
south side area also has a lever in the southwest of the room that raises and
lowers the counterweight. This the weight that you need to lower to complete
quest 52.
The Pit
Travel
* None. (Deyja is accessable via the Hall of the Pit)
Monsters
* Shade, Specter, Ghost
* Necromancer, Speaker for the Dead, Queen of the Dead
* Lich, Power Lich, Lich King
* Vampire, Minion Vampire, Elder Vampire
1. Hall of the Pit
2. Armory
* Buy: 4.0; Sell: 6.0
* Teaches the Leather, Chain, Plate, and Shield skills for 1000gp
each.
3. Weapon Shop
* Buy: 4.0; Sell: 6.0
* Teaches the Axe, Bow, Dagger, Staff, and Sword skills for 1000gp
each.
4. Inn
* Room: 90gp; Food: 30 days for 269gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 750gp
each.
* Arcomage
* Resources are 4/10, 4/10, 4/10; Tower is 30; Wall is 15.
* Victory requires a tower of 100 or resources of 300.
* Prize: 3000gp.
5. Breeding Zone
6. Tolberti
* Get quest 75.
* Small House
7. Dark Shade
* Get quest 60.
8. Kastore
* Get quest 62.
9. Maximus
* Get quest 61.
10. Training Hall
* Maximum Level: 200
* Teaches the Armsmaster and Body Building skills for 750gp each.
11. Bank
12. Steven Sand
* Get quest 64, the evil Monk promotion quest.
13. Therese Umberpol
* Sells membership to the Earth Guild for 50gp.
14. Halfild Wayne
* Get quest 63, the evil Sorcerer promotion quest.
Seth Darkenmore
* Teaches Master in Dark Magic for 5000gp.
15. Teleport to location 16.
16. Teleport to location 21.
17. Magic Shop
* Buy: 4.0; Sell: 6.0
* Teaches the ID Item and Repair Item skills for 1000gp each.
18. Paramount Guild of Earth
* Sells spellbooks for all Earth spells.
* Teaches the Earth Magic and Learning skills for 2500gp each.
19. Guild of Night
* Sells spellbooks for all Dark spells.
* Teaches the Dark Magic skill for 2500gp.
20. Alchemist
* Buy: 5.0; Sell: 7.0
* Teaches the Alchemy and ID Monster skills for 1000gp each.
21. Teleport to location 25.
22. Town Hall
23. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 1000gp each.
* Temple of Dark
24. Obelisk #7
25. Teleport to location 15.
26. Castle Gloaming
Castle Gloaming
If you are here to see the current king, you can enter safely by going
straight across the bridge, turning left, following the hall to a boat,
getting in and clicking on the rudder twice, then taking the stairs down. (You
only need to use the rudder once to get out.)
* Archibald Ironfist
* Teaches Grandmaster in Dark Magic for 8000gp.
* Get quest 59.
Otherwise...
* Necromancer, Speaker for the Dead, Queen of the Dead
* Lich, Power Lich, Lich King
* Vampire, Vampire Minion, Elder Vampire
* Shade, Specter, Ghost
From the front door, turn to the right and head up the stairway to the top of
the lookout tower. When all of the guards here have been killed, go down the
tower and cross over to the other tower. When both towers are cleared of
hostiles, return to the entrance, cross the bridge, and into the next large
room.
From this room, head north. It leads to a room with a weird looking fountain
in the middle. On the north and south walls are narrow passages with stairs
that lead up to a ledge above this room. To the north and south from the top
ledges are side rooms with treasure in them. At the end of the north room is
the tapestry that you need to complete quest 74.
To the east is a steep ramp down to a room with a chest. This chest contains
the Soul Jars needed for quest 42. Continuing down the corridor takes you to a
bridge over a lava river, and to a ramp down into a room with a dock. Both
this room and the previous room are connected. The first room contains a chest
in the lava that contains some good items.
When the room is cleared, get in the boat and click on the rudder to sail it
to the next location. From these docks, you can head down a ramp to the throne
room. The throne room is locked if you're assaulting the castle. Return to the
boat and click on the rudder again.
In this location, clear off the hostiles and exit the boat down the corridor.
It leads back to the entrance room. Exit the castle to the south.
Breeding Zone
* Young Behemoth, Behemoth, Ancient Behemoth
* Flame Warden, Guardian of Flame, Fire Elemental
* Gogling, Gog, Magog
Go down the first corridor to reach a bridge over a chasm. There is nothing on
the other side of the bridge, so jump over the edge to the waiting Behemoths.
Head down the tunnel until you reach a room with a pool. The south exit from
this room leads back to the start of the tunnels.
Across, on the west side of the room, is a secret door. The floor just past
the door is trapped with a Shrapmetal spell. Turn south and then south at the
next fork. Wind through the corridor to reach a room. There is a button in
this room that reveals an alcove in the room at the north end of the twisty
passage. Head towards that room -- a button there opens an (empty) alcove in
the south room. The spellbook of Divine Intervention that is needed for quest
47 will be in this chest.
Return to the trapped corridor and head north. Your progress north in the next
room will be blocked by three tall pillars. Head out the southeast exit and
follow that corridor to a room with three buttons. These buttons control the
pillars. Push them all, return to the room with the pillars and head north.
The next room has a chasm. You can create a brige across the span by drinking
from the fonts in the east and west of the room. Push the button on the wall
across the bridge, then jump over the edge. If you head west, you will follow
a corridor that eventually leads back to the trapped hallway. Heading east
takes you to the exit to the Zone, but the exit will be blocked by a wall if
the button is not pushed. Using this exit completes quest 59.
Temple of Dark
* Acolyte of the Moon, Cleric of the Moon, Priest of the Moon
* Vampire, Minion Vampire, Elder Vampire
Directly in from the front door is the altar area. A small button on the
bottom of the back of the altar will cause the altar to slide forward
revealing a chest that contains the Dark Altar Piece; one of the two pieces
needed for quest 40 and quest 62.
The corridor to the east leads to another chapel room. The south exit leads to
several balconys that overlook the main entrance room. The north end of the
room has two exits. To the east is a bedroom. The entire south wall of the
bedroom is fake, hiding two chests.
The west exit leads to a hallway loop. Heading north at the first opportunity,
the hallway passes by a barracks area on your right and curves around to a
library to the south. Directly opposite the library entrance is a secret door
in the wall that reveals an area with three chests. The hallway continues
around past a workshop area and reconnects back with where you were. Continue
west to another chapel whose southern exit connects back with the main temple
area.
On your way out, jump into the fountain. It is an illusionary pool hiding a
tunnel. The tunnel leads to four rooms containing vampries and items. The wall
at the end of the tunnel is also a secret wall, but it will dead-end after
going through another door (to your left) and going down a steep stairway.
Small House
* Toberti
In the main room, Toberti is waiting for you. On his corpse is a blaster and
the control cube that you need to complete quest 55.
In the northeast area of the room is a corridor that leads to several balconys
that overlook this room and a chest filled with random treasure.
Evenmorn Island
Travel
* By ship: 4 days and 500gp to Tatalia (Monday, Wednesday, Friday)
* By ship: 6 days and 500gp to the Tularean Forest (Saturday)
Monsters
* Shade, Specter, Ghost
* Skeleton, Skeleton Warrior, Skeleton Lord
* Stone Gargoyle, Marble Gargoyle, Obsidian Gargoyle
Locations
1. Docks
2. Body Resistance Pedestal
3. Inn
* Room: 3gp; Food: 6 days for 2gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 500gp
each.
* Arcomage
* Resources are 5/25, 5/25, 5/25; Tower is 20; Wall is 10.
* Victory requires a tower of 125 or resources of 400.
* Prize: 600gp.
4. Mind Resistance Pedestal
5. Day of the Gods Pedestal
6. Bethold Caverhill
* Teaches Master in Merchant to those with 50 Personality for 5000gp.
Dennis Caverhill
* Sells membership to the Water Guild for 50gp.
7. Oberic Crane
* Teaches Master in Dodge for 5000gp.
Ulbrecht the Brawler
* Teaches Master in Unarmed for 5000gp.
8. Fountain that teleports you to location 12.
9. Grand Temple of the Moon
Test of Might
10. Grand Temple of the Sun
11. Stonehenge Monolith. This is one of the three henges you need to visit
to complete quest 28.
12. Fountain that teleports you to location 8.
13. Fedwin Smithson
* Teaches Grandmaster in Shield for 7000gp.
William Smithson
* Teaches Grandmaster in Learning to those with Intellect 50 for
8000gp.
14. Obelisk #8
15. Altar that gives +10 Accuracy and Speed permanently.
16. Circle of stones.
* The white flower needed to solve the Obelisk riddle appears here at
midnight when you have visited all of the obelisks.
* Items: 100,000gp, Lady's Escort, Hero's Belt.
17. Paramount Guild of Water
* Sells spellbooks for all Water spells.
* Teaches the Learning and Water Magic skills for 2500gp each.
Grand Temple of the Moon
* Initiate of the Moon, Cleric of the Moon, Priest of the Moon
* Wight, Wraith, Barrow Wight
From the front door, turn right and head through the door and up the stairs.
At the top of the stairs, turn to the south and go to the end of the ledge.
The wall is a secret door that hides a chest. The chest contains the Eagle
Statuette. This statuette needs to be placed on the altar in Tatalia as part
of completing quest 24.
Go down the other ledge and through the door. The floor will give way and you
will fall into a jail cell. There is a secret brick opposite the door that
contains a telekinesis scroll which you can use to flip the lever in the other
room to open the jail door.
Go through the door opposite the jail door and continue west into a bedroom.
The cabinets in this room contain some good treasure. Now head through the
door to the north into another bedroom. The bookcase on the east wall hides a
small side room. Push the button on the desk in this room. This disables the
pit trap that you fell into earlier. Then head out the secret door to the
south, past the jail, through the door which leads back to the room you
started in.
Head up the stairs again and through the door. This time the floor will not
fall away and you can gain access to the library. The west bookcase is a
secret wall. Behind it is a desk that contains several very high level
spellbooks.
Return to the entrance and go through the northern door. This is a chapel. One
of the Priests of Dark in this room has the Moon Cloak. The altar at the head
of the chapel is the altar that you need to purify to complete quest 43.
Temple of the Sun
* Acolyte of the Sun, Cleric of the Sun, Priest of the Sun
* Monk, Initiate, Master
In the opening room, head through the door to the left. In that room is a
chest that contains the Knight statue. This statuette needs to be placed on
the altar in Avlee as part of completing quest 24. Explore the room to the
right as well, but that chest merely contains random treasure.
Heading through the door to the north, the next room is a large square room
with an altar in the middle. This is the altar that you need to deface in
order to complete quest 65. Next, head up the stairs to the south, just west
of the hallway you came in. They lead to the ledge above this room. In the
northeast section of the ledge is a door that leads to a room of treasure.
Another door to the south here leads to more treasure. Across the hall from
the last door is a secret door in the wall. This passage leads down a spiral
stairway to a hidden treasure room.
Returning to the altar room, head out the north exit. At the beginning of the
corridor is a fireball trap. The hall leads to a chapel of monks and priests
of the sun. One of the priests in this room has the Sun Cloak on her body.
To the north of the altar in this room is a secret door. The next door can
only be opened by pushing in all six buttons on the side walls, and then
pushing in the button in the middle of the room. The revealed room contains
some chests of treasure.
Mount Nighon
Travel
* None. (Stone City and the Land of the Giants can be reached via the
tunnels in Thunderfist Mountain.)
Monsters
* Water Warlock, Fire Warlock, Air Warlock
* Fire Hydra, Air Hydra
* Roc, Greater Roc, Thunderbird
Locations
1. Thunderfist Mountain
2. Temple
* Teaches the Dodge, Merchant, and Unarmed skills for 1187gp each.
3. Fountain that gives +2 Skill Points permanently.
4. Evandor Thomas
* Teaches Grandmaster in Body Building to those with 50 Endurance for
6000gp.
5. Elmo the Pincher
* Teaches Expert in Stealing for 500gp.
6. Helga Whitesky
* Teaches Expert in Mind Magic for 1000gp.
Stewart Whitesky
* Teaches Expert in Meditation for 1000gp.
7. Armory
* Buy: 3.0; Sell: 5.0
* Teaches the Leather skill for 712gp.
8. Weapon Store
* Buy: 3.0; Sell: 5.0
* Teaches the Dagger and Staff skills for 712gp each.
9. Fountain that gives +2 Personality permanently.
10. Inn
* Room: 360gp; Food: 60 days for 2159gp.
* Teaches the Disarm Traps, Perception, and Stealing skills for 950gp
each.
* Arcomage
* Resources are 1/15, 1/15, 1/15; Tower is 20; Wall is 10.
* Victory requires a tower of 200 or resources of 500.
* Prize: 6000gp.
11. Mazim Dusk
* Get quest 31.
Tobren Rainshield
* Teaches Master in Water Magic for 4000gp.
12. Training Hall
* Maximum Level: None
* Teaches the Armsmaster and Body Building skills for 1187gp each.
13. Silk Quicktongue
* Teaches Grandmaster in Disarm Traps for 6000gp.
14. Tor Anwyn
* Get quest 71, the evil Druid promotion quest.
Dorothy Senjac
* Teaches Master in Learning to those with 50 Intellect for 5000gp.
15. Fountain that gives +50 Personality and Intellect
16. Fire Resistance Pedestal
17. Magic Shop
* Buy: 3.0; Sell: 5.0
* Teaches the ID Item and Repair Item skills for 712gp each.
18. Fountain that gives +20 to all Resistances
19. Paramount Guild of Fire
* Sells spellbooks for all Fire spells.
* Teaches the Fire Magic and Learning skills for 2375gp each.
20. Thunderfist Mountain
21. Altar that gives +10 Intellect and Personality permanently.
22. Elzbert Witherspoon
* Teaches Master in Alchemy for 2500gp.
23. Heroism Pedestal
24. Hollis the True
* Teaches Expert in ID Item for 500gp.
Christie Nosewirt
* Teaches Expert in ID Monster for 500gp.
25. Fountain that restores 50 spell points.
26. Lita Roggen
* Sells membership to the Fire Guild for 50gp.
27. Thunderfist Mountain
28. Obelisk #9
29. The Maze
30. Aznog Slasher
* Teaches Master in Dagger for 5000gp.
31. Fountain that restores 50 hit points.
32. Garic Hawthorne
* Teaches Expert in Staff for 2000gp.
33. Air Resistance Pedestal
34. Rubida Nedlon
* Teaches Master in Leather for 3000gp.
35. Lanshee Ravensight
* Teaches Master in Bow for 5000gp.
36. Thunderfist Mountain
Thunderfist Mountain
* Fire Warlock, Water Warlock, Air Warlock
* Floating Eye, Gazer, Evil Eye
* Minotaur, Minotaur Headsman, Minotaur Lord
In the first tunnel, take the passage to the right. It leads down to a fork.
To the east is a bridge over a volcano core. Ignore that for now and head
west, then south at the first chance. In a side passage to the north is a lava
filled area, with a few items guarded by eyes on the far side of the lava. The
corridor you're in turns back to the north and intersects at a four-way
crossing. Continuing straight ahead will take you back to the entrance.
Heading west will take you to an exit to Mount Nighon at location 36.
Going east will take you back to the bridge. Cross over it this time. When the
narrow tunnel joins a large tunnel, follow the large tunnel south to a pair of
rooms of minotaurs, and a dead-end. Return north and continue east. Going all
the way east will take you to an exit to Mount Nighon at location 1.
Shortly before the exit, there is a tunnel to the north. It will open into a
large area. Go east and keep going east at the next fork. This is a narrow
passage that will lead down, past a room of warlocks, to an exit to Mount
Nighon at location 27.
Return back up the passage and continue straight west. The cavern will
eventually end. To the north is a tunnel that leads to the Tunnels to Eeofel.
To the south, the tunnel leads back to where you first entered these large
tunnels. Head west at that point. At the next fork, the north and west tunnels
form a loop. The south tunnel crosses over the volcano core again and enters a
contrusted room.
To the east is a library of books. At the back of the library is a chest that
contains a case of Soul Jars, needed for quest 61 (if you are on that quest).
To the south is a pool filled with lava and another library room further
south. There are four bedrooms off the lava room with cabinets of treasure. In
the small hallway between the entrance room and the pool room, the west wall
has a secret door that leads to a large room of treasure.
To the north of the entrance room is an elevator that goes up. The corridor at
the top of the lift leads to an exit to Mount Nighon at location 20.
The Maze
* Minotaur, Minotaur Headsman, Minotaur Lord
* Fire Warlock, Water Warlock, Air Warlock
* Fire Hydra, Air Hydra, Chaos Hydra
You are in a maze of twistly little passages, all alike.
Start by heading through the left door and taking a right at the first "T"
intersection you reach. This passage will twist and turn and eventually end.
Return to the intersection continue, heading south at the next major branch.
As you head south, the passage will go around a tall pillar in the middle of a
room. The nearest side of that pillar has a secret wall that hides a chest of
treasure. As you continue south, you will reach the entrance room again. Turn
back to the north and continue past the passage that you arrived here from
earlier.
Continue as far north as possible, by-passing a major side passage to the
east. When the passage ends in another "T" intersection, the left and right
passages just form a loop. Go around the loop, and get the chest in the
dead-end passage in the middle of the loop, then exit the loop continuing
north. To the east, the corridor leads to a chest. To the west, it leads to a
few items.
Return to the east passage that you skipped earlier and procede down it. The
corridor will lead to a large room, divided by a bridge-covered stream. Before
proceding further into the room, head to the north-south corridor just to your
east and empty out the room at the north end of that passage.
Cross the stream and head into the tunnel to the north. Take the east fork.
This tunnel leads to the balcony that some of the warlocks were attacking you
from. Return to the main tunnel and empty out the north room. The chest in
this room contains the Angel Statue. This statue needs to be placed on the
altar in the Bracada Desert as part of completing quest 24.
Continue down the tunnel to the east, taking the south side passage to the
other balcony, and cleaning out the room to the north. Eventually the passage
leads to a large room with Hydra and Minotaurs. The chest in this room
contians Haldor's Remains, which you need to complete quest 31.
From this room, head through several doors and rooms southwards. You will be
back out in the maze area again, heading south. Take the first west passage,
then south, then turn to the north. This passage will take you to a altar room
area, with several valuable items scattered around. The fountains along the
side of the room will inflict a random malady on the drinker about 30 minutes
after drinking from them.
From this altar room, heading mostly south should bring you back to the
entrance area.
Land of the Giants
Travel
* None. (Stone City and Mount Nighon can be reached via the Tunnels to
Eeofel and Thunderfist Mountain.)
Monsters
* Titan, Storm Titan, Blood Titan
* Green Dragon, Blue Dragon, Red Dragon
* Devil Worker, Devil Warrior, Devil Captail
Locations
1. Tunnels to Eeofel
2. Earth Resistance Pedestal
3. Lasiter the Slayer
* Teaches Grandmaster in Armsmaster for 8000gp.
4. Haste Pedestal
5. Body Resistance Pedestal
6. Mind Resistance Pedestal
7. Stoneskin Pedestal
8. Shield Pedestal
9. Air Resistance Pedestal
10. Heroism Pedestal
11. Immolation Pedestal
12. Water Resistance Pedestal
13. Shrine
* Will teleport you to the matching shrine in Harmondale.
14. Dragon's Cave (East)
15. Dragon's Cave (West)
16. Obelisk #11
17. Colony Zod
Tunnels to Eeofel
* Medusa, Queen Medusa, Empress Medusa
* Young Behemoth, Behemoth, Ancient Behemoth
Heading down the starting corridor, enter the side passage to the west. The
room has a pool and five side coridors leading out of it, each filled with
medusae and behemoths. When the area is secure, return to the main corridor
and continue north.
The tunnel continues for a considerable distance without any real branches,
eventually arriving a room with a stone formation in the center. Quickly
explore the east and southeast rooms (which are usually empty) and then head
out the north tunnel. It will turn around until it is going south when it
enters a large room with two exits. Head east.
At the next fork, the north tunnel leads back to the room with the stone
formation. The south and west tunnels lead to rooms of monsters and items.
When they are cleared, return and continue east.
Turn north at the first new tunnel and follow that to a set of rooms with
behemoths and more treasure. This tunnel ends here, so return south and go
east, following the tunnel until the next fork. Continue west to a pier-like
walkway surrounded by water. Jump in the water and head north. It will lead to
a passage that connects back up at the previous room. Head out on the pier
again and jump in the water. This time, go south.
At the end of the tunnel, cast Jump to get out of the water, and head south
along the tunnel to another recessed tunnel. That tunnel leads to a raised
walkway dividing the room into an east and west halves. Continue all of the
way along the walkway until it goes back into a tunnel. It will curve around,
leading back to the top of the last ledge you jumped down. Jump down again,
head to the raised walkway, and jump off the west side. A tunnel west leads
back to the top of the ledge again.
Return to the walkway once more and jump off the east side. A tunnel on this
side, leading north leads to an exit to the Land of the Giants. When you first
exit, you will be given a blaster by Archibald Ironfist.
Dragon's Cave (East)
* Green Dragon, Blue Dragon, Red Dragon
Simple cave. There is one tunnel that goes into the mountain with no forks
through four caverns. In the last cavern are two dragon eggs and a chest of
treasure. The dragon eggs are needed for quest 71.
Dragon's Cave (West)
* Green Dragon, Blue Dragon, Red Dragon
Just two rooms in this cave. There is a chest in the back room. The
Mega-Dragon has the artifact Hermes on his corpse.
Colony Zod
* Devil Worker, Devil Warrior, Devil Captain
Follow the entrance tube to the first split. Take the right tube. It leads to
a room with a chest that contains a blaster. Return down the tube the other
direction and follow it all of the way to a room. Through the room is an
elevator that will take you up to a prison area. Push the four buttons in the
first room of the prison area to unlock all of the cells.
The two cells on the right each contain a chest with a blaster in them. The
last cell on the left has a raised area in the back. There is a small square
on the right edge of the raised area that will lift you up to that level. From
the upper level, you have access to the cage. In the cage is Roland Ironfist.
He will give you a Colony Zod key, and resucing him will open the tube to the
center of the colony.
Exit the prison area by heading back down the lift. On the left is the new
tunnel that was opened. Follow it down to a room. The north side of the room
has a lift to take you up one level. On this level, the buttons in the rooms
on the east and west need to be pushed in order to open the door to the lift
in the south room. The room in the west also contains a chest with a blaster.
The lift leads up to a door that is locked -- you need the Colony Zod key to
open it. Inside are lots of devils, including Xenofex, whom you need to kill
to complete quest 56 and quest 76. The chest in the room contains another
blaster.
Shoals
Travel
* By foot (east): 1 day to Avlee.
Monsters
* Giant Shark, Pirannah Shark, Dragon Shark
Locations
1. Heroism Pedestal
2. Day of the Gods Pedestal
3. Chest at Shipwreck
* The chest contains the temple in a bottle. If used, it will take
your party to a dungeon area that maps the offices of the New World
Computing development team. The peasants walking around there are
named with the names of the developers. A detailed description of that
area is not included in this solution.
4. The Lincoln
The Lincoln
* Seeker Droid, Sentinel Droid, Assassin Droid
The first thing you have to do is restore power to the ship or most of the
doors won't function. From the bay that you entered from, head southeast and
east down the corridor to a lift that leads to the engineering core. The power
can be restored by clicking on the southern console by the core. There is also
a lift on the east side of the room to the upper level of engineering.
Return back to the main cargo bay and enter the small room to the east. There
are four consoles there, each of which will raise a storage bay. The third bay
has a chest in it containing three blaster rifles. Head out the south of the
bay and push the button against the wall. You will rise up into a cargo moving
room. The chest in this room contains another blaster rifle. The northeast
corner of the room is a raised area that will teleport you to another cargo
room. Go there and return, then head out the door to the south.
That corridor leads to a large central room. Once the droids in this room are
cleared, start exploring the exits on this level in counter-clockwise order.
The next exit south is a lift that is at the upper level of this room. The
door after this is a small conference room. The only exit on the east side of
the large room leads to a hallway.
If you follow the hallway north, you will arrive in the cargo moving room that
you teleported into earlier. Head south down the corridor exploring the side
rooms. All of them are bedrooms except the second door on the left. It is a
lift that goes up to the upper level of the main room, and also has another
lift that takes you up to a prison area. The small room on the left as you
enter the prison area has three buttons that unlock the doors to this area.
All of the cells are sealed with an invisible force field and are empty.
Return back down the lift and exit onto the second floor of the large room.
Head south to a small storeroom on the east wall at the south end of the room.
The chest here contains more blasters and blaster rifles. Cross over to the
west side of this room. The northern west exit is the lift back to the first
floor. The southern west exit leads to a weapons storeroom.
Exit the large room to the south. Those doors lead to the main bridge. Off the
east is a small conference room. In the middle of the upper level of the
bridge is a console with a black starfield in it. This console contains the
Oscilation Overthuster that you need to complete quest 57 and quest 77. Once
removed, the walls will start sparking electricity continuously. It is easiest
to exit by Town Portaling back.
Tables
Quests
All of the quests that appear in the game. If the quest text doesn't contain
the entire where of the solution, then more detail is printed here. For the
most part, the solution to the quests is listed in the location description
for where the quest should be solved.
1. Return a red potion to the judge on Emerald Island.
* Note: You start the game with this quest.
* Reward: If quests 1-6 are all completed, you win Castle Harmondale.
2. Return a seashell to the judge on Emerald Island.
* Note: You start the game with this quest.
* To complete: Sally sells seashells on the northeast end of the
island. There is also a seashell in the building on the northwest end
of the island.
* Reward: If quests 1-6 are all completed, you win Castle Harmondale.
3. Return a longbow to the judge on Emerald Island.
* Note: You start the game with this quest.
* To complete: There is a longbow in the Dragon's Cave.
* Reward: If quests 1-6 are all completed, you win Castle Harmondale.
4. Return a floor tile to the judge on Emerald Island.
* Note: You start the game with this quest.
* To complete: The floor tile is located in the Temple of the Moon.
* Reward: If quests 1-6 are all completed, you win Castle Harmondale.
5. Return a musical instrument to the judge on Emerald Island.
* Note: You start the game with this quest.
* To complete: Ailyssa the Bard sells lutes.
* Reward: If quests 1-6 are all completed, you win Castle Harmondale.
6. Return a wealthy hat to the judge on Emerald Island.
* Note: You start the game with this quest.
* To complete: There is a wealthy hat in the Temple of the Moon.
* Reward: If quests 1-6 are all completed, you win Castle Harmondale.
7. Find the missing contestants on Emerald Island and bring back proof to
Lord Markham.
* To complete: The contestant's shield is in the Dragon's Cave. This
is the proof required.
* Reward: 1000gp.
8. Clean out Castle Harmondale and return to the butler in the tavern, On
the House, in Harmondale.
* Reward: Quest 12.
9. Retrieve the Lantern of Light from the Barrow Downs and return it to
Tarin Withern in Harmondale.
* Reward: 1000gp.
10. Find the fate of Darron's brother in the White Cliff Caves, then
return to Darron Temper in Harmondale.
* To complete: Find the Arcomage deck and return with it.
* Reward: 750gp plus the Arcomage deck.
11. Retrieve Davrik's Signet Ring from the Bandit Caves in the northeast
of Erathia and return it to Davrik Peladium in Harmondale.
* Reward: 5000gp.
12. Talk to the Dwarves in Stone City in the Barrow Downs to find a way to
repair Castle Harmondale.
* Reward: Quest 14.
13. Find the lost meditation spot in the Barrow Downs.
* Reward: Monks are promoted to Initiates.
14. Rescue the Dwarves from the Red Dwarf Mines and return to the Dwarf
King in Stone City in Barrow Downs.
* To complete: The king will give you a potion. Click on all of the
statues in the mines to use the potion on them, which will turn them
alive again.
* Reward: 5000gp and your castle is repaired. This makes available
quest 32 and quest 33.
15. Kill all of the troglodytes underneath Stone City and return to Spark
Burnkindle in Stone City.
* Reward: 2500gp.
16. Destroy all the undead in the Haunted House in the Barrow Downs and
return to Frederick Org in Erathia.
* Reward: Knights are promoted to Cavaliers.
17. Kill Wromthrax the Heartless in his cave in Tatalia, then talk to Sir
Charles Quixote.
* Note: Sir Charles Quixote joins your party when you receive this
quest.
* Reward: Paladins are promoted to Crusaders.
18. Win a game of Arcomage in all thirteen taverns, then return to Gina
Barns in Erathia.
* Note: The taverns are located in Harmondale, Barrow Downs, Stone
City, Erathia, Tatalia, Deyja, Tularean Forest, Avlee, Bracada Desert,
Evenmorn Island, Mount Nighon, The Pit, Celeste.
* Reward: 100,000gp and the artifacts Elfbane, Mind's Eye, Elven
Chainmail, and Forge Gauntlets.
19. Take Sealed Letter to Lord Markham in Lord Markham's Manor in Tatalia
for collector Norbert Thrush.
* Reward: Quest 22.
20. Go to Lord Markham's Estate in Tatalia, steal the vase there, and
return it to William Lasker in the Erathian Sewers.
* Reward: Thieves are promoted to Rogues. 5000gp.
21. Retrieve the three paintings and return them to Ferdinand Visconti in
Tatalia.
* To complete: One of the paintings is in the Haunted Mansion, the
other two are in Castle Gryphonheart.
* Reward: 50000gp.
22. Return Parson's Quill to Norbert Thrush in Erathia.
* Reward: 2000gp.
23. Sabotage the lift in the Red Dwarf Mines in the Bracada Desert then
return to Stegal Snick in Avlee.
* Reward: 7500gp and Archers are promoted to Battle Mages.
24. Collect the six golem pieces and construct a complete golem, then
return to Thomas Grey in the School of Sorcery.
* To complete: The golem parts are located in the Bracada Desert (2
heads), Deyja (2 legs), Barrow Downs (torso), Tatalia (right arm), and
Avlee (left leg).
* Reward: Sorcerers are promoted to Wizards. The completed golem is
put in your castle at Harmondale
* Note: If you use the Abbey Normal head, the golem will attack you.
If you use the Normal Head, the golem will guard your castle.
25. Retrieve the three statuettes and place them on the shrines in the
Bracada Desert, Tatalia, and Avlee, then return to Thom Lumbra in the
Tularean Forest.
* To complete: The statues are located in the Maze in Mount Nighon,
the Temple of the Moon in Evenmorn Island, and the Temple of the Sun
in Evenmorn Island.
* Reward: 50000gp.
26. Solve the secret of the entrance of the Faerie Mound in Avlee and
speak to the Faerie King.
* Reward: Archers are promoted to Hunters.
27. Take the Sealed Letter to the Faerie King in the Hall Under the Hill
in Avlee.
* Reward: Lose all food and quest 29.
28. Visit the three Stonehenge Monoliths in Tatalia, the Evenmorn Islands,
and Avlee, then return to Anthony Green in the Tularean Forest.
* Reward: Druids are promoted to Great Druids.
29. Take the Faerie Pipes to Johann Kerrid in the Tularean Forest.
* Reward: 1000gp.
30. Find the lost pirate map in the Tidewater Caverns in Tatalia and
return to Daedalus Falk in Deyja Moors.
* Reward: Clerics are promoted to Priests. Evenmorn Island is
accessable.
31. Retrieve Haldor's Remains from the Maze in Nighon and return them to
Mazim Dusk in Highon.
* Reward: 35000gp.
32. Retrieve plans from Fort Riverstride and return them to Eldrich Parson
in Castle Navan in the Tularean Forest.
* Reward: 5000gp.
33. Rescue Loren Steel from the Tularean Caves in the Tularean Forest and
return him to Queen Catherine.
* Reward: 5000gp.
34. Return the Loren Imposter to Queen Catherine in Castle Gryphonheart in
Erathia.
* Reward: 5000gp (paid by King Parson).
35. Give false Fort Riverstride plans to Eldrich Parson in Castle Navan in
the Tularean Forest.
* Reward: 5000gp (paid by Queen Catherine).
36. Retrieve Gryphonheart's Trumpet from the battle in the Tularean Forest
and return it to whichever side you choose.
* Note: You receive this quest when you enter the Tularean Forest at
least 50 days following the resolution of quest 32 and quest 33.
* Reward: 5000gp if returned to Castle Gryphonheart or Castle Navan;
nothing if returned to the Arbiter (but see also quest 37).
37. Choose a judge to succeed Judge Grey as Arbiter in Harmondale.
* Note: You receive this quest 50 days after quest 36 has been
resolved.
* To complete: Talk to either Judge Fairweather in the Bracada Desert
or Judge Sleen in Deyja and take them to the Arbiter's House in
Harmondale.
* Reward: If you select Judge Fairweather, you will finish the game on
the path of good. You will receive quest 38.
* Reward: If you select Judge Sleen, you will finish the game on the
path of evil. You will receive quest 58.
* Note: When the new Arbiter ends the war, the winner is decided by
how quests 32 through 36. If you completed both quest 32 and quest 33,
and returned the Trumpet to the old Arbiter, then a new kingdom of
Harmondale will be formed with you in charge. Otherwise, whichever
side benefited most from your actions will win the war and take
control of Harmondale.
Good Path
38. Enter Celeste from the grand teleporter in the Bracada Desert, then
talk to Gavin Mangus in Castle Lambent in Celeste.
* Reward: Quest 39.
39. Complete the Walls of Mist without killing a single opponent and
return to Gavin Mangus in Castle Lambent in Celeste.
* Reward: Light Guild Membership, and your castle is upgraded.
40. Retrieve the Altar Piece from the Temple of Light in Celeste and the
Temple of Dark in The Pit and return them to Resurrectra in Castle Lambent
in Celeste.
* Notes: Resurrectra isn't in Castle Lambent, but in her house in
Celeste.
* Reward: None.
41. Investigate the Wine Cellar in Tatalia and return to Crag Hack in
Castle Lambent in Celeste.
* Notes: Crag Hack isn't in Castle Lambent, but in his house in
Celeste.
* Reward: 20000gp.
42. Retrieve the case of Soul Jars from Castle Gloaming in The Pit and
return to Sir Caneghem in Celeste.
* Reward: None.
43. Purify the Altar of Evil in the Temple of the Moon on Evenmorn Island
then return to Rebecca Devine in Celeste.
* Reward: 10000gp and Priests are promoted to Priests of the Light.
44. Retrieve the Season's Stole from the Hall of the Pit and return it to
Gary Zimm in the Bracada Desert.
* Reward: 7500gp.
45. Win five arena challenges then return to Leda Rowan in the Bracada
Desert.
* Notes: You must win at Knight difficulty level.
* To complete: The lower your lever, the easier the Arena battles are.
The best time to get the wins is right at the start of the game when
you have to kill a few goblins in the arena, rather than when you're
50th level and you have to kill titans, dragons, and behemoths.
* Reward: Cavaliers are promoted to Champions.
46. Calm the trees in the Tularean Forest by speaking to the Oldest Tree
then return to Lysander Sweet in the Bracada Desert.
* To complete: When you talk to the Oldest Tree, he will tell you that
the people that stole the Heart of the Wood are in the Mercenary Giuld
in Tatalia.
* Reward: Hunters are promoted to Ranger Lords.
47. Find the book of Divine Intervention in the Breeding Zone in The Pit
and return it to Thomas Grey in the School of Sorcery.
* Reward: 10000gp, the Divine Intervention spellbook, Wizards are
promoted to Archmages, and the ability to buy spellbooks and scrolls
of Divine Intervention in guilds and magic shops.
48. Retrieve the Perfect Bow from the Titans' Stronghold in Avlee and
return it to Lawrence Mark in Harmondale.
* Reward: The Perfect Bow and Warrior Mages are promoted to Master
Archers.
49. Go to the Temple of Baa in Avlee and kill the High Priest of Baa, then
return to Bartholemew Hume in Harmondale.
* Reward: 7500gp and Initiates are promoted to Masters.
50. Retrieve the bones of the dwarf king from tunnels between Stone City
and Nighon and place them in their proper resting place in the Barrow
Downs, then return to Anthony Green in Tularean Forest.
* Reward: Great Druids are promoted to Arch Druids.
51. Rescue Alice Hargreaves from William's Tower in the Deyja Moors, then
talk to Sir Charles Quixote.
* Reward: Crusaders are promoted to Heroes.
52. Go to Watchtower 6 in the Deyja Moors, and move the weight from the
top of the tower to the bottom of the tower. Then return to William Lasker
in the Erathian Sewers.
* Reward: 15000gp and Rogues are promoted to Spies.
53. Go to the Mercenary Guild and talk to Tatalia and talk to Niles
Stantly within two weeks.
* Notes: You get this quest when you return to Harmondale 50 days
after you complete quest 37 if you took the fire wand from Mr. Malwick
in Emerald Island.
* Notes: If you don't show up at the Guild, then goblins and
mercenaries will attack Harmondale and your castle.
* Reward: Quest 54.
54. Steal the Tapestry from your associate's Castle and return it to Niles
Stantley in the Mercenary Guild in Tatalia.
* Notes: Doing this will make everyone in Castle Lambent hostile
towards your party.
* Notes: You have one month to complete this quest. Failure means
goblins and mercenaries will attack Harmondale and your castle.
* Reward: None
55. Assassinate Toberti in his house in The Pit and return his control
cube to Rober the Wise in Celeste.
* Reward: Blaster skill and enable quest 56.
56. Go to Colony Zod in the Land of the Giants and slay Xenofex, then
return to Resurectra in Castle Lambent in Celeste.
* Reward: Quest 57.
57. Go to the Lincoln in the sea west of Avlee and retrieve the
Oscillation Overthruster and return it to Resurectra in Celeste.
* Reward: You win the game.
Evil Path
58. Enter The Pit from the Hall of the Pit in the Deyja Moors, then talk
to Archibald in Castle Gloaming in The Pit.
* Reward: Quest 59.
59. Complete the Breeding Zone and return to Archibald in The Pit.
* Reward: Dark Guild Membership, and your castle is upgraded.
60. Destroy the Magical Defenses inside Clanker's Laboratory and return to
Dark Shade in The Pit.
* Reward: None.
61. Retrieve the case of soul jars from the warlocks in Thunderfist
Mountain and bring them to Maximus in The Pit.
* Reward: None.
62. Retrieve the Altar Piece from the Temple of Light in Celeste and the
Temple of Dark in The Pit and return them to Kastore in The Pit.
* Reward: None.
63. Retrieve the lich jars from the Proving Grounds in Celeste and bring
them back to Halfgild Wynac in The Pit.
* Reward: 7500gp and all Wizards are promoted to Liches.
* Notes: Liches are completely immune to Mind and Body magic. If you
lose the filled soul jar, your health slowly deteriorates until you
die.
64. Crack the code in the School of Sorcery in the Bracada Desert to
reveal the location of the Tomb of Ashwar Nog'Nogoth. Discover the tomb's
location, enter it, and then return it to Stephen Sand in The Pit.
* Reward: Initiates are promoted to Ninjas.
65. Deface the Altar of Good in the Temple of the Sun on Evenmorn Island,
then return to Daedalus Falk in the Deyja Moors.
* Reward: 10000gp and Priests are promoted to Priests of the Dark.
66. Go to the Celestial Court in Celeste and kill Lady Elenor Carmine.
Return with proof to Seknit Undershadow in the Deyja Moors.
* Notes: The proof required is Lady Carmine's Dagger which can be
found on her corpse.
* Reward: 15000gp and Rogues are promoted to Assassins.
67. Capture Alice Hargreaves from her residence in Castle Gryphonheart and
return her to William Setag's Tower in the Deyja Moors.
* Reward: 10000gp and Crusaders are promoted to Villians.
68. Raid the Elven Treasury at Castle Navan in the Tularean Forest and
return to Frederick Org in Erathia.
* Reward: Cavaliers are promoted to Black Knights.
69. Collect 10,000 gold worth of bounties from the Bounty Hunts in the
town halls, then return to Ebednezer Sower in the Tularean Forest.
* Reward: Hunters are promoted to Bounty Hunters.
70. Retrieve the Perfect Bow from the Titans' Stronghold in Avlee and
return it to Steagal Snick in Avlee.
* Reward: The Perfect Bow and Warrior Mages are promoted to Snipers.
71. Retrieve the Dragon Egg from the Dragon's Cave in the Land of the
Giants and return it to Tor Anwyn in Mount Nighon.
* Reward: Dragon familiar and Great Druids are promoted to Warlocks.
* Notes: The dragon familiar will give Warlocks a bonus of 3 to all
magic skills and regenerate their spell points.
72. Kill all the Griffins in Erathia and the Bracada Desert, and return to
Seth Drakkson in the Deyja Moors.
* Reward: 5000gp.
73. Go to the Mercenary Guild and talk to Tatalia and talk to Niles
Stantly within two weeks.
* Notes: You get this quest when you return to Harmondale 50 days
after you complete quest 37 if you took the fire wand from Mr. Malwick
in Emerald Island.
* Notes: If you don't show up at the Guild, then goblins and
mercenaries will attack Harmondale and your castle.
* Reward: Quest 74.
74. Steal the Tapestry from your associate's Castle and return it to Niles
Stantley in the Mercenary Guild in Tatalia.
* Notes: Doing this will make everyone in Castle Gloaming hostile
towards your party.
* Notes: You have one month to complete this quest. Failure means
goblins and mercenaries will attack Harmondale and your castle.
* Reward: None
75. Assassinate Robert the Wise in his house in Celeste and return to
Tolberti in The Pit.
* Reward: Blaster skill and enable quest 76.
76. Go to Colony Zod in the Land of the Giants and slay Xenofex, then
return to Kastore in The Pit.
* Reward: Quest 77.
77. Go to the Lincoln in the sea west of Avlee and retrieve the
Oscillation Overthruster and return it to Kastore in The Pit.
* Reward: You win the game.
Skills
Where skills can be learned: (Note that the table may miss some locations near
the end of the game, as the game doesn't offer to teach you skills you already
know.)
Skill Business Location Cost
Axe Weapon Store Stone City 300
Emerald Island 475
Erathia 500
Celeste 1000
The Pit 1000
Blaster Robert the Wise Celeste Quest 55
Tolberti The Pit Quest 75
Bow Weapon Store Emerald Island 475
Tularean Forest 500
Avlee 750
Celeste 1000
The Pit 1000
Dagger Weapon Store Harmondale 450
Castle Harmondale 500
Erathia 500
Mount Nighon 712
Celeste 1000
The Pit 1000
Mace Weapon Store Stone City 300
Harmondale 450
Spear Weapon Store Tularean Forest 500
Avlee 750
Staff Weapon Store Emerald Island 475
Mount Nighon 712
Celeste 1000
The Pit 1000
Sword Weapon Store Harmondale 450
Emerald Island 475
Castle Harmondale 500
Erathia 500
Celeste 1000
The Pit 1000
Unarmed Temple Harmondale 450
Stone City 450
Emerald Island 475
Castle Harmondale 500
Avlee 750
Bracada Desert 750
Deyja 750
Erathia 750
Tatalia 750
Tularean Forest 750
Celeste 1000
The Pit 1000
Mount Nighon 1187
Leather Armory Harmondale 450
Emerald Island 475
Castle Harmondale 500
Erathia 500
Tularean Forest 500
Mount Nighon 712
Avlee 750
Tatalia 750
Celeste 1000
The Pit 1000
Chain Armory Stone City 300
Harmondale 450
Castle Harmondale 500
Erathia 500
Tularean Forest 500
Avlee 750
Tatalia 750
Celeste 1000
The Pit 1000
Plate Armory Stone City 300
Erathia 500
Avlee 750
Celeste 1000
The Pit 1000
Shield Armory Harmondale 450
Emerald Island 475
Tatalia 750
Celeste 1000
The Pit 1000
Dodge Temple Harmondale 450
Stone City 450
Emerald Island 475
Castle Harmondale 500
Avlee 750
Bracada Desert 750
Deyja 750
Erathia 750
Tatalia 750
Tularean Forest 750
Celeste 1000
The Pit 1000
Mount Nighon 1187
Air Initiate Guild of Air Emerald Island 950
Adept Guild of Air Harmondale 1350
Master Guild of Air Tularean Forest 2000
Paramount Guild of Air Celeste 2500
Earth Initiate Guild of Earth Harmondale 900
Master Guild of Earth Stone City 1200
Adept Guild of Earth Tularean Forest 1500
Paramount Guild of Earth The Pit 2500
Fire Initiate Guild of Fire Emerald Island 950
Adept Guild of Fire Harmondale 1350
Master Guild of Fire Tularean Forest 2000
Paramount Guild of Fire Mount Nighon 2375
Water Initiate Guild of Water Harmondale 900
Adept Guild of Water Tularean Forest 1500
Master Guild of Water Bracada Desert 2000
Paramount Guild of Water Evenmorn Island 2500
Body Initiate Guild of Body Emerald Island 950
Adept Guild of Body Harmondale 1350
Master Guild of Body Erathia 2000
Paramount Guild of Body Avlee 2500
Mind Initiate Guild of Mind Harmondale 900
Adept Guild of Mind Erathia 1500
Master Guild of Mind Tatalia 2000
Paramount Guild of Mind Avlee 2500
Spirit Initiate Guild of Spirit Emerald Island 950
Adept Guild of Spirit Harmondale 1350
Master Guild of Spirit Dejya 2000
Paramount Guild of Spirit Erathia 2500
Light Guild of Illumination Bracada Desert 2000
Guild of Enlightenment Celeste 2500
Dark Guild of Twilight Deyja 2000
Guild of Night The Pit 2500
Alchemy Alchemist Stone City 300
Harmondale 450
Emerald Island 475
Castle Harmondale 500
Erathia 500
Tularean Forest 500
Bracada Desert 750
Deyja 750
Celeste 1000
The Pit 1000
Armsmaster Training Hall Harmondale 450
Stone City 450
Emerald Island 475
Erathia 500
Tularean Forest 500
Celeste 750
The Pit 750
Avlee 1000
Tatalia 1000
Mount Nighon 1187
Body Building Training Hall Harmondale 450
Stone City 450
Emerald Island 475
Erathia 500
Tularean Forest 500
Celeste 750
The Pit 750
Avlee 1000
Tatalia 1000
Mount Nighon 1187
Disarm Traps Inn Harmondale 450
Stone City 450
Emerald Island 475
Barrow Downs 500
Bracada Desert 500
Deyja 500
Erathia 500
Evenmorn Island 500
Tularean Forest 500
Avlee 750
Celeste 750
Tatalia 750
The Pit 750
Mount Nighon 950
ID Item Magic Store Harmondale 450
Stone City 450
Emerald Island 475
Erathia 500
Tularean Forest 500
Mount Nighon 712
Bracada Desert 750
Deyja 750
Celeste 1000
The Pit 750
ID Monster Alchemist Stone City 300
Harmondale 450
Emerald Island 475
Castle Harmondale 500
Erathia 500
Tularean Forest 500
Bracada Desert 750
Deyja 750
Celeste 1000
The Pit 750
Learning Initiate Guild of Earth Harmondale 900
Initiate Guild of Water Harmondale 900
Initiate Guild of Air Emerald Island 950
Initiate Guild of Fire Emerald Island 950
Master Guild of Earth Stone City 1200
Adept Guild of Air Harmondale 1350
Adept Guild of Fire Harmondale 1350
Adept Guild of Earth Tularean Forest 1500
Adept Guild of Water Tularean Forest 1500
Master Guild of Air Tularean Forest 2000
Master Guild of Fire Tularean Forest 2000
Master Guild of Water Bracada Desert 2000
Paramount Guild of Fire Mount Nighon 2375
Paramount Guild of Air Celeste 2500
Paramount Guild of Earth The Pit 2500
Paramount Guild of Water Evenmorn Island 2500
Meditation Initiate Guild of Mind Harmondale 900
Initiate Guild of Body Emerald Island 950
Initiate Guild of Spirit Emerald Island 950
Adept Guild of Body Harmondale 1350
Adept Guild of Spirit Harmondale 1350
Adept Guild of Mind Erathia 1500
Master Guild of Body Erathia 2000
Master Guild of Mind Tatalia 2000
Master Guild of Spirit Deyja 2000
Paramount Guild of Body Avlee 2500
Paramount Guild of Mind Avlee 2500
Paramount Guild of Spirit Erathia 2500
Merchant Temple Harmondale 450
Stone City 450
Emerald Island 475
Castle Harmondale 500
Avlee 750
Bracada Desert 750
Deyja 750
Erathia 750
Tatalia 750
Tularean Forest 750
Celeste 1000
The Pit 1000
Mount Nighon 1187
Perception Inn Harmondale 450
Stone City 450
Emerald Island 475
Barrow Downs 500
Bracada Desert 500
Deyja 500
Erathia 500
Evenmorn Island 500
Tularean Forest 500
Avlee 750
Celeste 750
Tatalia 750
The Pit 750
Mount Nighon 950
Repair Item Magic Store Harmondale 450
Stone City 450
Emerald Island 475
Erathia 500
Tularean Forest 500
Mount Nighon 712
Bracada Desert 750
Deyja 750
Celeste 1000
The Pit 1000
Stealing Inn Harmondale 450
Stone City 450
Emerald Island 475
Barrow Downs 500
Bracada Desert 500
Deyja 500
Erathia 500
Evenmorn Island 500
Tularean Forest 500
Avlee 750
Celeste 750
Tatalia 750
The Pit 750
Mount Nighon 950
Expert, Master, and Grandmaster instructors.
To become an Expert in the skill, you need to have at least rank 4 in that
skill. To become a Master in the skill, you must be an Expert and be rank 7.
To become a grandmaster, you must be a Master and be rank 10. Sometimes
additional requirements also apply.
Skill Expert Fee Master Fee Grandmaster Fee
Trainer (gp) Trainer (gp) Trainer (gp)
(Location) (Location) (Location)
Axe Turgen 2000 Dalin 5000 Karn 8000
Woodsplitte Keenedge Stonecleave
r (Stone r
(Harmondale City) (Tatalia)
)
Wort 2000
Goblinreave
r
(Avlee)
Blaster Resurectra 0
(Castle
Lambent)
Kastore 0
(Castle
Gloaming)
Bow Wil Rudyman 2000 Lanshee 5000 Cardrick 8000
(Bracada Ravensight the Steady
Desert) (Mount (Harmondale
Nighon) )
Jaycin 2000
Suretraail
(Tularean
Forest)
Dagger Smiling 2000 Aznog 5000 William 8000
Jack Slasher Lasker
(Bracada (Mount (Erathian
Desert) Nighon) Sewers)
Mortie 2000 Tonken Fist 8000
Ottin (Tatalia)
(Tularean
Forest)
Mace Aldrin 2000 Brother 5000 Patwin 8000
Tamloc Rothham Felburn
(Stone (Tatalia) (Deyja)
City)
Norbert 2000
Harvest
(Erathia)
Spear Karin 2000 Claderin 5000 Seline 8000
Greydown Silverpoint Falconeye
(Tatalia) (Tularean (Stone
Forest) City)
Cassandra 2000
Holden
(Avlee)
Staff Tom 2000 Elsie 5000 Jillian 8000
Withersmyth Penderton Mithrit
e (Bracada (Avlee)
(Harmondale Desert)
)
Garic 2000
Hawthorne
(Mount
Nighon)
Sword Payge 2000 Tugar 5000 Chadrick 8000
Ravenhill Slicer Townsaver
(Erathia) (Deyja) (Harmondale
)
Flynn Arin 2000
(Tatalia)
Unarmed Kira 2000 Ulbrecht 5000 Norris 8000
Steeleye the Brawler (Erathia) 10 Dodge
(Harmondale (Evenmorn
) Island)
Puddle 2000
Stone
(Bracada
Desert)
Leather Douglass 1000 Rabida 3000 Miyon the 7000
Iverson Nedlon Quick
(Harmondale (Mount (Tularean
) Nighon) Forest)
Mikel 1000
Deerhunter
(Avlee)
Chain Tricia 1000 Medwari 3000 Halian 7000
Steelcoif Dragontrack Nevermore
(Tatalia) er (Deyja)
(Avlee)
Gilad Bith 1000
(Tularean
Forest)
Plate Critias 1000 Dekian 3000 Brand the 7000
Burnkindle Forgewright Maker
(Stone (Erathia) (Bracada
City) Desert)
Weldik 1000
Lotts
(Tatalia)
Shield Randel 1000 Isram 3000 Fedwin 7000
Wolverton Gallowswell Smithson
(Erathia) (Tatalia) (Evenmorn
Island)
Dodge Sheldon 2000 Oberic 5000 Kenneth 8000
Mist Crane Wain 10 Unarmed
(Harmondale (Evenmorn (Erathia)
) Island)
Spyder 2000
(Bracada
Desert)
Air Kyra 1000 Rislyn 4000 Gayle 8000
Stormeye Greenstorm (Bracada
(Tatalia) (Avlee) Desert)
Sethrik 1000
Windsong
(Tularean
Forest)
Earth Johanson 1000 Lara 4000 Avalanche 8000
Kern Stonewright (Deyja)
(Harmondale (Tularean
) Forest)
Jasper 1000
Welman
(Stone
City)
Fire Lisha 1000 Ashen 4000 Blayze 8000
Redding Temper (Erathia)
(Tatalia) (Harmondale
)
Kindle 1000
Treasuresto
ne
(Tularean
Forest)
Water Karla 1000 Tobern 4000 Torrent 8000
Ravenhair Rainshield (Harmondale
(Avlee) (Mount )
Nighon)
Herald 1000
Whitecap
(Tularean
Forest)
Body Straton 1000 Brother 4000 Tempus 8000
Hillsman Bombah (Avlee)
(Harmondale (Tatalia)
)
Tristen 1000
Hearthswarm
(Erathia)
Mind Julian the 1000 Myles 4000 Xavier 8000
Delver Featherwind Bremen
(Erathia) (Avlee) (Tatalia)
Helga 1000
Whitesky
(Mount
Nighon)
Spirit Bertram 1000 Heather 4000 Benjamin 8000
Stillwater Dreamwright the
(Harmondale (Erathia) Balanced
) (Tularean
Forest)
Solomon 1000
Riverstone
(Tatalia)
Light Ethan 2000 Helena 5000 Gavin 8000
Lightsworn Morningstar Mangus
(Bracada (Celeste) (Castle
Desert) Lambent)
Dark Jasp the 2000 Seth 5000 Archibald 8000
Nightcrawle Darkenmore Ironfist
r (The Pit) (Castle
(Deyja) Gloaming)
Kastore 8000
(Castle
Gloaming)
Alchemy Bryce 500 Elzbert 2500 Lucid Apple 6000
Watershed Witherspoon (Avlee)
(Bracada (Mount
Desert) Nighon)
Edgar 500
Willowbark
(Tularean
Forest)
Armsmaster Trent 2000 Paula 5000 Lasiter 8000
Steele Brightspear the Slayer
(Tatalia) (Avlee) (Land of
the Giants)
Edgar 2000
Botham
(Deyja)
Body Trip 500 Wanda 2500 Evandor 6000
Building Thorinson Foestryke 50 Endr Thomas 50 Endr
(Stone (Deyja) (Mount
City) Nighon)
Kelli 500
Hollyfield
(Bracada
Desert)
Disarm Trap William 500 Lenord 2500 Silk 6000
Lasker Skinner Quicktongue
(Erathian (Harmondale (Mount
Sewers) ) Nighon)
Taran the 500
Lifter
(Tatalia)
Gretchin 500
Fiddlebown
(Tularean
Forest)
ID Item Fenton 500 Samuel 2500 Payge 6000
Krewlen Benson Blueswan
(Harmondale (Bracada (Tularean
) Desert) Forest)
Hollis the 500
True
(Mount
Nighon)
ID Monster Alton Black 500 Jeni 2500 Raven the 6000
(Tularean Swiftfoot Hunter
Forest) (Avlee) (Harmondale
)
Christie 500
Nosewirt
(Mount
Nighon)
Learning Isaac 2000 Dorothy 5000 William 8000
Applebee Senjac 50 Int Smithson 50 Int
(Bracada (Mount (Evenmorn
Desert) Nighon) Island)
Agatha 2000
Putnam
(Deyja)
Meditation Barbara 500 Tessa 2500 Kaine 6000
Wiseman Greensward (Avlee)
(Deyja) (Bracada
Desert)
Stuart 500
Whitesky
(Mount
Nighon
Merchant Jobber 2000 Bethold 5000 Brigham 8000
Thain Caverhill 50 Per the Frugal
(Stone (Evenmorn (Bracada
City) Island) Desert)
Matric 2000
Weatherson
(Tularean
Forest)
Perception Gregory 500 Garet Dotes 2500 Petra 6000
Weider (Tularean Cleareye
(Harmondale Forest) (Deyja)
)
Kethric 500
Otterton
(Avlee)
Repair Item Shane 500 Thomas More 2500 Gareth the 6000
Thomas (Tatalia) Fixer
(Harmondale (Erathia)
)
Balan Gizmo 500
(Stone
City)
Stealing William 500 Leane 2500 Everil 6000
Lasker Shadowrunne Nightwalker
(Erathian r (Tatalia)
Sewers) (Deyja)
Peryn 500
Lightfinger
s
(Harmondale
)
Elmo the 500
Pincher
(Mount
Nighon)
Promotions
This table is just a cross-reference to make it easier to find out who and
where the various promotion quests are being offered.
Class Basic Quest Good Promotion Quest Evil Promotion Quest
Promotion (Location) (Location)
(Location)
Archer Stegal Snick 23 Lawrence Mark 48 Stegal Snick 70
(Avlee) (Harmondale) (Avlee)
Cleric Deadalus Falk 30 Rebecca Devine 43 Daedalus Falk 65
(Deyja) (Celeste) (Deyja)
Druid Anthony Green 28 Anthony Green 50 Tor Anwyn 71
(Tularean (Tularean (Mount Nighon)
Forest) Forest)
Knight Frederick Org 16 Leda Rowan 45 Frederick Org 68
(Erathia) (Bracada (Erathia)
Desert)
Monk Bartholemew 13 Bartholemew 49 Stephen Sand 64
Hume Hume (The Pit)
(Harmondale) (Harmondale)
Paladin Sir Charles 17 Sir Charles 51 William Setag 67
Quixote Quixote (Deyja)
(Erathia) (Erathia)
Ranger Ebednezer 26 Lysander Sweet 46 Ebednezer 69
Sower (Bracada Sower
(Tularean Desert) (Tularean
Forest) Forest)
Sorcerer Thomas Grey 24 Thomas Grey 47 Hafgild Wynac 63
(School of (School of (The Pit)
Sorcery) Sorcery)
Thief William 20 William Lasker 52 Seknit 66
Lasker (Erathian Undershadow
(Erathian Sewers) (Deyja)
Sewers)
Arbiter
The Arbiter will give you advice as to what you should do next in the game.
These hints are listed below.
* If there is one piece of advise I could give you, it would be to fix
your castle. I don't know how you're going to find the gold and workers to
do it, as only wealthy nobles and kings can afford such large scale
projects. I suppose it's the old chicken and egg question... you must
appear noble to gain wealth and respect, but you must have wealth and
respect in order to appear noble.
In any event, if you expect to be lords of Harmondale for more than a few
months, you need a way to prove you're not just lucky peasants. You must
prove that you're fit to rule.
* Once again, the Human kingdom of Erathia and the Elvish kingdom of
Harmondale are fighting. As the local judge, it has fallen to me to patch
up their differences and bring the two sides to the negotiating table. The
two sides are so evenly matched that either could prevail. [The judge
leans closer to you, lowering his voice.] And I'll tell you something else
-- I don't much care anymore who wins. They are like children fighting
over a toy. Niether really wants Harmondale -- they just want to deny it
to the other.
So, you're on your own. Whatever actions you take now in support of one
side or another could really make a difference. Just remember that they
couldn't possibly care less what happens to you or who rules in
Harmondale. Protect yourselves and your people first. We didn't have this
conversation.
Good Path
* First, you need to speak to Gavin Magnus in Celeste and complete his
training. After you have proven your ability and loyalty you will learn
more about your role in the future of Erathia.
* Each of Gavin's advisors has a task for you. Talk to Resurectra, Sir
Caneghem, and Crag Hack for more information. Do not fail in these
missions- in them rests the balance of the future.
* Robert the Wise has a regrettable, but necessary, mission for you to
complete. For any of our plans to continue, this mission must succeed.
Prepare most carefully for the task, or you invite certain failure.
* The Kreegan, the Devils, and their leader Xenofex must be destroyed
completely for the plan to have any long-term benefit. You will find their
'hive' in the Land of the Giants.
* To the west of Avlee lies the craft that Resurectra and her associates
used to come to Erathia. Visit the ship and retrieve the Oscillation
Overthruster to insure our victory. Make sure to be properly outfitted for
the journey.
* Bring the Oscillation Overthruster back to Resurectra immediately! Every
moment wastes valuable time!
Evil Path
* Your first order of business is to talk to Lord Ironfist and complete
his 'mission.' Once your ability and loyalty are proven, you will be
allowed to help in more interesting ways.
* Each of the advisors or Lord Ironfist has a task for you, complete each
one. Talk to Kastore, Dark Shade, and Maaximus for more information. The
completion of these takss is vital for our future.
* Tolberti has a mission of great importance. Everything we've staked so
far rests on its completion. Prepare well for his task or you will
certainly fail.
* Xenofex and the rest of the Kreegan must be put down; go to their 'hive'
in the Land of the Giants and put a stop to Xenofex and his minions once
and for all.
* You will need to visit the craft that brought Kastore and his men to
Erathia to continue. Go west of Avlee, and make sure to be properly
outfitted.
* Bring the Oscillation Overthruster back to Kastore with all possible
speed! Every moment you dally allows a chance for failure!
Obelisks
This is a list of all of the messages that you find on the Obelisks. Note that
they spell out their message when you read vertically down the column.
1.
pohuwwba
2.
ininhil_
3.
redditoh
4.
a_eetcoa
5.
ts_rehmu
6.
eut__i_n
7.
srhtfnut
8.
_vehlgpe
9.
fi_eo_od
10.
ivg_whn_
11.
veoseo_l
12.
e_laru_a
13.
__dn_r_n
14.
___d___d
When read vertically, they reveal the following message:
Pirates five, one survive
Hide the gold under the sand
White flower, witching hour
Bloom upon a haunted land
The flower can be found in Evenmorn Island in the circle of stones and appears
only from midnight to 1am.
Trading
There are six different individuals scattered around the game that offer to
buy and sell commodities. Here is a list of where each one of them is located
and how much they will pay.
Commodity Seller Location Cost Buyer Location Cost
Tularean Robert Tularean 200 Rydric Harmondale 237
Wood Bellknop Forest
Arrowheads Rydric Harmondale 200 Pip Hillier Erathia 286
Griffin Pip Hillier Erathia 200 Robert Tularean 244
Feathers Bellknop Forest
Enrothian Infernon Avlee 2000 Calindra Tatalia 3000
Wine Goldensight
Sand Calindra Tatalia 2000 Arvin Barrow Downs 3000
Goldensight Beneclowd
Glass Arvin Barrow Downs 2000 Infernon Avlee 3000
Bottles Beneclowd
Items
All of the items in the game are listed here, along with their base stats and
value. The value determines the buy and sell price, although this is adjusted
by the store's "markup" value, and your Merchant skill.
Items are sorted by the skill that you need to use them with; weapons
(Ancient, Axe, Bow, etc); armor (leather, chain, plate, sheields); then all
miscellaneous equipable items, and then all other items.
Enchantments on an item add the value of the enchantment to the item. If there
is an "X" in the effect of an enchantment, then the value is "per X". Eg, an
item "of Charm" has a listed value of 100. Its effect is "+X to Personality",
so the value increases by 100gp per point of Personality that it adds.
Item Dmg/AC Value Enchantments Effect
Blaster 3d5+8 Value
Blaster Rifle 5d5+12 of Air Resistance +X to Air
Resistance 100
Crude Axe 4d2+0 30 of Alchemy +X to Alchemy
Battle Axe 4d2+2 100 skill 100
Dwarven Axe 4d2+5 250 of Arms +X to Armsmaster
Steel Axe 4d2+8 400 skill 100
Minotaur Axe 4d2+11 550 of Body Resistance +X to
Body Resistance 100
Poleaxe 3d7 225 of Charm +X to Personality
Warrior's Poleaxe 3d7+3 100
450 of Defense +X to Armor
Headsman's Poleaxe 3d7+9 Class 100
900 of Disarming +X to Disarm
skill 100
Crossbow 4d2+0 50 of Dodging +X to Dodge
Heavy Crossbow 4d2+3 skill 100
200 of Earth Resistance +X to
Ideal Crossbow 4d2+7 Earth Resistance 100
400 of Fire Resistance +X to
Fire Resistance 100
Crude Bow 5d2+0 100 of the Fist +X to Unarmed
Longbow 5d2+2 200 skill 100
Elven Longbow 5d2+4 300 of Health +X to Hit Points
Composite Bow 5d2+6 400 100
Griffin Bow 5d2+8 500 of Items +X to ID Item
skill 100
Dagger 2d2+0 8 of Luck +X to Luck 100
Dwarven Dagger 2d2+2 of Magic +X to Spell Points
100 100
Sharktooth Dagger 2d2+3 of Might +X to Might
150 100
Assassin's Dagger 2d2+5 of Mind Resistance +X to
250 Mind Resistance 100
Mage Dagger 2d2+6 300 of Monsters +X to ID
Monster skill 100
Long Dagger 2d3+0 15 of Precision +X to Accuracy
Erathian Long Dagger 2d3+4 100
200 of Speed +X to Speed
Exquisite Long Dagger 2d3+7 100
350 of Stealing +X to Stealing
skill 100
Club 1d3+0 1 of Thought +X to Intellect
Spiked Club 1d3+3 40 100
Steel Club 1d3+5 100 of Vigor +X to Endurance
100
Mace 2d4+0 50 of Water Resistance +X to
Spiked Mace 2d4+2 150 Water Resistance 100
Zealot Mace 2d4+5 300 of Recovery Increase rate
Dwarven Morningstar 2d4+8 of Recovery 200
450 of Alarms Immune to sleep
Supreme Flail 2d4+11 500
600 of Cold Adds 3-4 points of
cold damage 500
Hammer 2d5+0 120 of Fire Adds 1-6 points of
War Hammer 2d5+3 300 fire damage 500
Dwarven Hammer 2d5+9 of Force Increased
600 knockback effect 500
of Poison Adds 5 points of
Crude Spear 1d9+0 15 body damage 500
Soldier's Spear 1d9+1 Rogues' +5 Speed and
50 Accuracy 500
Elven Spear 1d9+5 250 of Sparks Adds 2-5 points
Cruel Spear 1d9+9 450 of electrical damage 500
Sublime Spear 1d9+13 Warriors' +5 Might and
650 Endurance 500
Wizards' +5 Intellect and
Trident 2d6+0 100 Personality 500
Barbed Trident 2d6+6 of Doom +1 to all
400 statistics, HP, SP, AC, and
War Trident 2d6+12 700 resistances 750
of Antidotes Immune to
Halberd 3d6+0 200 poison 1000
Weighted Halberd 3d6+4 Assassins' Adds 5 points of
400 body damage and +2 Discard skill
Might Halberd 3d6+10 1000
700 of Feather Falling Prevents
damage from falling 1000
Staff 2d4+0 40 of Flame Adds 2-12 points
Iron Core Staff 2d4+3 of fire damage 1000
250 of Frost Adds 6-8 points of
Wizard Staff 2d4+7 500 cold damage 1000
of Immunity Immune to
Crude Longsword 3d3+0 disease 1000
50 of Lightning Adds 4-10
Elven Saber 3d3+3 200 points of electrical damage 1000
Keen Longsword 3d3+6 of Mana Regenerate 1 sp per
350 5 minutes 1000
Graceful Sword 3d3+9 of the Moon +10 Intellect
500 and Luck 1000
Duelist Blade 3d3+12 of Protection +10 to all
650 resistances 1000
of Regeneration Regenerate
Cutlass 2d4+0 40 1 hp per 5 minutes 1000
Goblin Cutlass 2d4+5 of Sanity Immune to
290 insanity 1000
Regnan Cutlass 2d4+11 of Shielding Half damage
590 from misiles 1000
of the Stars +10 Endurance
Broadsword 3d4+0 100 and Accuracy 1000
Steel Broadsword 3d4+4 of the Storm +20 Air
300 Resistance and Shielding 1000
Champion Sword 3d4+10 of the Sun +10 Might and
600 Personality 1000
of Venom Adds 8 points of
Two-Handed Sword 4d5+0 body damage 1000
400 Barbarians' Adds 6-8 points
Great Sword 4d5+2 500 of cold damage and +5 Armor Class
Heroic Sword 4d5+8 800 1500
of the Golem +15 Endurance,
Leather Armor 4 150 +5 Armor Class 1500
Studded Leather 6 250 of Identifying +3 ID Item
Officer's Leather 10 and ID Monster skills 1500
450 Monks' +3 Unarmed and Dodge
Regnan Leather 16 750 skills 1500
Royal Leather 24 1150 of the Ocean +10 Water
Resistances and +2 Alchemy skill
Chain Mail 8 400 1500
Steel Chain Mail 12 600 Thieves' +3 Stealing and
Fine Chain Mail 18 900 Disarm skills 1500
Resplendent Chain Mail 26 of the Unicorn +15 Luck and
1300 Regenerate SP 1500
Golden Chain Mail 36 of Water Walking Prevents
1800 all drowning damage 1500
of Air Magic 50% increase
Plate Armor 20 1000 to air magic skill 2000
Splended Plate Armor 28 of Acid Adds 12 points of
1400 body damage 2000
Noble Plate Armor 54 of Body Magic 50% increase
2700 to body magic skill 2000
of Dark Magic 50% increase
Goblin Shield 6 200 to dark magic skill 2000
Wooden Shield 7 300 of Earth +10 to Endurance,
Horseman's Shield 9 400 Armor Class, and Hit Points 2000
Sterling Shield 13 500 of Earth Magic 50% increase
Phynaxian Shield 19 800 to earth magic skill 2000
of the Eclipse +10 Spell
Wooden Buckler 4 100 Points and Regenerate SP 2000
Bronze Shield 6 200 of Freedom Immune to
Metal Shield 8 300 paralysis 2000
Alloyed Shield 12 450 of Ice Adds 9-12 points of
Majestic Shield 18 750 cold damage 2000
of Infernos Adds 3-18
Eyeball Amulet 500 points of fire damage 2000
Bronze Amulet 750 of Life +10 Hit points,
Witch's Amulet 1000 Regenerate HP 2000
Death's Head Pendant of Light Magic 50% increase
1250 to light magic skill 2000
Sun Amulet 1500 of the Medusa Immune to
petrification 2000
Leather Belt 40 of Mind Magic 50% increase
Fine Belt 100 to mind magic skill 2000
Strong Belt 225 of Spirit Magic 50%
Silver Belt 450 increase to spirit magic skill
Gilded Belt 600 2000
of Thievery Double chance
Leather Boots 2 50 of lockpicking 2000
Steel Plated Boots 6 of Thunderbolts Adds 6-15
250 points of electrical damage 2000
Ranger Boots 8 450 of Water Magic 50% increase
Knight's Boots 10 650 to water magic skill 2000
Paladin Boots 12 850 of Plenty Regenerate HP and
Regenerate SP 2500
Leather Cloak 1 50 of Power +5 character level
Huntsman's Cloak 3 150 2500
Ranger's Cloak 5 250 of the Sky +10 Spell
Elegant Cloak 7 450 Points, Intellect, and Speed
Glorious Cloak 9 750 2500
of the Dragon Adds 10-20
Gauntlets 3 100 points of fire damage and +25 Might
Steel Gauntlets 6 250 3000
Silver Mesh Gauntlets 8 of the Gods +10 to all
450 statistics 3000
Dragon Hide Gauntlets 10 of the Phoenix +30 Fire
650 Resistance and Regenerate HP
Mogred Gauntlets 12 850 3000
of Carnage Projectile
Horned Helm 2 60 explodes as fireball 5000
Conscript's Helm 6 260 of David Double Damage vs
Full Helm 8 460 all titans x2
Phynaxian Helm 10 660 Demon Slaying Double damage
Mogred Helm 12 860 vs all demons x2
Dragon Slaying Double
Peasant Hat 20 damage vs all dragons x2
Traveller's Hat 100 Elf Slaying Double Damage
Fancy Hat 200 vs all elves x2
Crown 250 Swift Increased weapon
Noble Crown 450 speed x2
Regal Crown 650 Undead Slaying Double
Damage vs all undead x2
Brass Ring 100 Vampiric 20% of damage
Pearl Ring 300 dealt given to wielder x2
Platinum Ring 500 of Darkness Vampiric and
Emerald Ring 700 Swift x3
Sapphire Ring 900 Antique x10
Warlock Ring 1100
Enchanted Ring 1300
Dazzling Ring 1500
Wizard Ring 1700
Angel's Ring 2000
Wand 1000
Fairy Wand 1500
Alacorn Wand 2000
Arcane Wand 2500
Mystic Wand 3000
1st Normal Spell Scroll 10
2nd Normal Spell Scroll 20
3rd Normal Spell Scroll 30
4th Normal Spell Scroll 40
5th Normal Spell Scroll 50
6th Normal Spell Scroll 75
7th Normal Spell Scroll 100
8th Normal Spell Scroll 150
9th Normal Spell Scroll 200
10th Normal Spell Scroll
300
11th Normal Spell Scroll
500
1st Light/Dark Spell Scroll
100
2nd Light/Dark Spell Scroll
150
3rd Light/Dark Spell Scroll
200
4th Light/Dark Spell Scroll
250
5th Light/Dark Spell Scroll
300
6th Light/Dark Spell Scroll
350
7th Light/Dark Spell Scroll
400
8th Light/Dark Spell Scroll
500
9th Light/Dark Spell Scroll
600
10th Light/Dark Spell Scroll
750
11th Light/Dark Spell Scroll
1000
1st Normal Spell Book 100
2nd Normal Spell Book 200
3rd Normal Spell Book 300
4th Normal Spell Book 400
5th Normal Spell Book 500
6th Normal Spell Book 750
7th Normal Spell Book 1000
8th Normal Spell Book 1500
9th Normal Spell Book 2000
10th Normal Spell Book 3000
11th Normal Spell Book 5000
1st Light/Dark Spell Book
1000
2nd Light/Dark Spell Book
1500
3rd Light/Dark Spell Book
2000
4th Light/Dark Spell Book
2500
5th Light/Dark Spell Book
3000
6th Light/Dark Spell Book
5000
7th Light/Dark Spell Book
4000
8th Light/Dark Spell Book
5000
9th Light/Dark Spell Book
6000
10th Light/Dark Spell Book
7500
11th Light/Dark Spell Book
10000
Power 1 Reagent 1
Power 5 Reagent 10
Power 10 Reagent 50
Power 20 Reagent 100
Power 50/75 Reagent
500
Potion Bottle 1
Grey Potion 1
Basic Potion 5
Mixed Potion 50
Layered Potion 150
White Potion 750
Black Potion 2000
Blue Quartz 250
Topaz 500
Rose Crystal 750
Yellow Topaz 750
Green Garnet 1250
Sapphire 1500
Amethyst 1750
Emerald 2000
Ruby 2000
Diamond 2500
Diamond 3000
Restrictions on who can use certain artifacts are listed in bold in the
Abilities column.
Artifact Name Item Type Damg/AC Value Abilities
Amuck Poleaxe 3d7+11 30000 Might +100,
Endurance +100,
Armor Class -15
Ania Selving Bow 4d2+9 30000 Accuracy +150, Bow
skill +5, Armor
Class -25
Charele Spear 3d9+18 20000
Cloak of the Sheep Cloak 10 15000 Immunity to
disease, insanity,
paralysis, poison,
sleep, and
petrification,
Intellect -20,
Personality -20
Corsair Cutlass 2d4+13 20000 Stealing skill +5,
Disarm skill +5,
Luck +40
Elfbane 2H Sword 4d6+12 15000 Goblin, of
Shielding, Elf
Slayer
Elven Chainmail Chain Mail 30 15000 Elven, of
Recovery, Speed
+15, Accuracy +15
Ethric's Staff Staff 2d4+9 30000 Evil, of Dark
Magic, Meditation
skill +15,
Negative
Regeneration
Faerie Ring Ring 2500 Of Air Magic
Forge Gauntlets Gauntlets 10 15000 Dwarven, Fire
Resistance +30,
Might +15,
Endurance +15
Ghost Ring Ring 2500 Of Spirit Magic
Ghoulsbane Spear 1d9+15 20000 Undead slaying,
Immunity to
paralysis, 3-8
points fire damage
Gibbet Halbard 3d6+12 20000 Undead slaying,
Dragon slaying,
Demon slaying
Glory Shield Shield 24 30000 of Spirit Magic,
Shield skill +5,
Body Resistance
-10, Mind
Resistance -10
Grognar's Cutlass Cutlass 3d4+6 Elf Slaying
Governor's Armor Chain Mail 36 20000 Half damage from
missiles, +10 to
all statistics
Hands of the Master Gauntlets 12 20000 Unarmed skill +10,
Dodge skill +10
Hareck's Leather Leather 30 30000 Stealing skill +5,
Disarm skill +5,
Water Walking,
Luck +50, All
Resistances -10
Hermes' Sandals Boots 20 15000 Speed +100,
Accuracy +50, Air
Resistance +50,
Regenerate HP,
Regenerate SP,
Feather Falling
Hero's Belt Belt 15000 Male, Armsmaster
skill +5, Might
+15, Regenerate HP
Iron Feather 2H Sword 4d5+10 20000 Might +40, 6-15
points electrical
damage
Justice Mace 2d4+14 30000 Good, Undead
Slaying, of Mind
Magic, of Body
Magic, Speed -40
Kelebrium Shield 20 30000 Immunity to
petrification,
Half damage from
missiles,
Endurance +50,
Earth Resistance
-30
Lady Carmine's Dagger 2d2+4 1500 5 points of body
Dagger damage, +2 Disarm
Lady's Escort Ring 15000 Female, Water
Walking, Feather
Falling, of
Protection
Lieutenant's Cutlass 3d5+10 1500 10-20 points of
Cutlass fire damage, +25
Might
Mash Club 30000 1d3+15 Might +150,
Intellect -40,
Personality -40,
Speed -40
Medusa's Mirror Amulet 5000 Immunity to
petrification
Mekorig's Hammer Hammer 2d5+13 30000 of Spirit Magic,
Might +75, Air
Resistance -50
Mind's Eye Helm 10 15000 Human, Intellect
+15, Personality
+15, Regenerate SP
Mintoaur's Axe Axe 4d3+12 2500 +25 Might
Moon Cloak Cloak 11 2500 Of Dark Magic
Old Nick Dagger 2d2+8 30000 Evil, Disarm skill
+5, 8 points of
poison damage, Elf
Slaying
The Perfect Bow Bow 5d2+12 4000
Phynaxian Crown Hat 30000 of Fire Magic,
Water Resistance
+50, Personality
+30, Armor Class
-20
Puck Longsword 3d3+14 20000 Speed +40, Swift
Ruler's Ring Ring 20000 of Mind Magic, of
Dark Magic
Scholar's Cap Helm 2 30000 Learning Skill
+15, Endurance -50
Seven League Boots Boots 15 20000 Speed +40, of
Water Magic
Shadow's Mask Helm 12 2000 +3 Stealing and
Disarm
Splitter Axe 4d2+11 20000 Explosive impact,
Fire Resistance
+50
Sun Cloak Cloak 11 2500 Of Light Magic
Taledon's Helm Helm 14 30000 Good, of Light
Magic, Personality
+15, Might +15,
Luck -40
Titan's Belt Belt 30000 Might +75, Speed
-40
Twilight Cloak 13 30000 Evil, Speed +50,
Luck 50, All
Resistances -15
Ullyses Bow 5d2+10 20000 Accuracy +50, 9-12
points water
damage
Vampire's Cape Cloak 9 2500 +10 Intellect and
Luck
Villain's Blade Sword 3d4+12 2000 Vampiric
Wallace Broadsword 3d4+12 20000 Armsmaster skill
+10, Personality
+40
Yoruba Plate Armor 60 20000 Immunity to
disease, insanity,
paralysis, poison,
sleep, and
pertification
Zorkarr's Axe Poleaxe 3d7+13 2500 Of Earth Magic
Potions
Potions in Might and Magic VI are created by mixing two herbs or existing
potions together. While the simpler potions are very weak, and mostly useless
in the game except at the very beginning; the more potent potions are well
worth mixing.
Potion Color Effect Ingredients
Catalyst Grey Mix to add 1 Mushroom Empty Bottle
to potion
power.
Catalyst Grey Mix to add 5 Obsidian Empty Bottle
to potion
power.
Catalyst Grey Mix to add 10 Vial of Ooze Empty Bottle
to potion Endoplasm
power.
Catalyst Grey Mix to add 20 Mercury Empty Bottle
to potion
power.
Catalyst Grey Mix to add 75 Philosopher's Empty Bottle
to potion Stone
power.
Cure Weakness Yellow Cure Weakness Poppysnaps Empty Bottle
(Power 1).
Cure Weakness Yellow Cure Weakness Fae Dust Empty Bottle
(Power 5).
Cure Weakness Yellow Cure Weakness Sulfur Empty Bottle
(Power 10).
Cure Weakness Yellow Cure Weakness Garnet Empty Bottle
(Power 20).
Cure Weakness Yellow Cure Weakness Vial of Devil Empty Bottle
(Power 50). Ichor
Cure Wounds Red Heal 11 HP Widoweeps Empty Bottle
(Power 1). Berries
Cure Woulds Red Heal 16 HP Crushed Rose Empty Bottle
(Power 5). Petals
Cure Woulds Red Heal 20 HP Vial of Troll Empty Bottle
(Power 10). Blood
Cure Woulds Red Heal 30 HP Ruby Empty Bottle
(Power 20).
Cure Woulds Red Heal 60 HP Dragon's Eye Empty Bottle
(Power 50).
Magic Potion Blue Restores 11 Phirna Root Empty Bottle
SP (Power 1).
Magic Potion Blue Restores 16 Meteorite Empty Bottle
SP (Power 5). Fragment
Magic Potion Blue Restores 20 Harpy Feather Empty Bottle
SP (Power 10).
Magic Potion Blue Restores 30 Moonstone Empty Bottle
SP (Power 20).
Magic Potion Blue Restores 60 Elvish Empty Bottle
SP (Power 50). Toadstool
Awaken Green Cures Sleep. Yellow Blue
Cure Disease Orange Cures Disease. Red Yellow
Cure Poison Purple Cures Poison. Red Blue
Bless Red/Green Bless (as the Red Green
spell) for
30*power
minutes.
Cure Insanity Orange/Green Cures Orange Green
insanity.
Harden Item Yellow/Green Makes an item Yellow Green
much harder
to break.
Haste Red/Orange Haste (as the Red Orange
spell) for
30*power
minutes.
Heroism Red/Purple Heroism (as Red Purple
the spell)
for 30*power
minutes.
Preservation Blue/Orange Perservation Orange Blue
(as the
spell) for
30*power
minutes.
Recharge Item Blue/Green Recharges an Green Blue
item. Item
loses
70-power% of
its charges
permanently.
Remove Curse Purple/Green Removes a Green Purple
curse.
Remove Fear Orange/Purple Cures fear. Orange Purple
Shield Blue/Purple Shield (as Blue Purple
the spell)
for 30*power
minutes.
Stoneskin Yellow/Orange Stoneskin (as Orange Yellow
the spell)
for 30*power
minutes.
Water Yellow/Purple Prevents all Yellow Purple
Breathing drowning
damage for
30*power
minutes.
Accuracy Boost White Adds 3*power Orange Orange/Yellow
to accuracy
for 30*power
minutes.
Air Resistance White Adds 3*power Red/Orange Blue/Purple
to air
resistance
for 30*power
minutes.
Body White Adds 3*power Orange/Yellow Green/Blue
Resistance to body
resistance
for 30*power
minutes.
Cure Paralysis White Cures Orange Yellow/Green
paralysis.
Green Orange/Yellow
Divine Cure White Heals 5*power Red/Orange Orange/Yellow
HP
Divine Power White Restores Yellow/Green Green/Blue
5*power SP
Divine White Cures all Red/Orange Green/Blue
Restoration conditions
except death,
stone, and
erradication.
Red/Purple Yellow/Green
Blue/Purple Orange/Yellow
Earth White Adds 3*power Red/Purple Orange/Yellow
Resistance to earth
resistance
for 30*power
minutes.
Endurance White Adds 3*power Purple Blue/Purple
Boost to endurance
for 30*power
minutes.
Fire White Adds 3*power Red/Orange Yellow/Green
Resistance to fire
resistance
for 30*power
minutes.
Flaming Potion White Adds "of Green Red/Orange
flame" to a
nonmagic
weapon for
30*power
minutes.
Purple Orange/Yellow
Freezing White Adds "of Orange Blue/Purple
Potion frost" to a
nonmagic
weapon for
30*power
minutes.
Green Red/Purple
Intellect White Adds 3*power Green Yellow/Green
Boost to intellect
for 30*power
minutes.
Luck Boost White Adds 3*power Red/Purple Blue/Purple
to luck for
30*power
minutes.
Might Boost White Adds 3*power Purple Red/Purple
to might for
30*power
minutes.
Mind White Adds 3*power Red/Purple Green/Blue
Resistance to mind
resistance
for 30*power
minutes.
Noxious Potion White Adds "of Orange Green/Blue
poison" to a
nonmagic
weapon for
30*power
minutes.
Purple Yellow/Green
Personality White Adds 3*power Green Green/Blue
Boost to
personality
for 30*power
minutes.
Speed Boost White Adds 3*power Orange Red/Orange
to speed for
30*power
minutes.
Shocking White Adds "of Orange Red/Purple
Potion sparks" to a
nonmagic
weapon for
30*power
minutes.
Purple Red/Orange
Swift Potion White Adds "of Green Blue/Purple
quickness" to
a nonmagic
weapon for
30*power
minutes.
Purple Green/Blue
Water White Adds 3*power Yellow/Green Blue/Purple
Resistance to water
resistance
for 30*power
minutes.
Pure Accuracy Black Once only, Green Accuracy Boost
adds 50 to
accuracy
permanently.
Pure Endurance Black Once only, Green Endurance
adds 50 to Boost
endurance
permanently.
Pure Intellect Black Once only, Orange Intellect
adds 50 to Boost
intellect
permanently.
Pure Luck Black Once only, Orange/Yellow Swift Potion
adds 50 to
luck
permanently.
Pure Might Black Once only, Orange Might Boost
adds 50 to
might
permanently.
Pure Black Once only, Purple Personality
Personality adds 50 to Boost
personality
permanently.
Pure Speed Black Once only, Purple Speed Boost
adds 50 to
speed
permanently.
Rejuvenation Black Cures all Red/Green Divine
magical aging. Restoration
Orange/Blue Divine
Restoration
Yellow/Purple Divine
Restoration
Slaying Potion Black Adds "of Blue/Purple Flaming Potion
dragon
slaying" to a
nonmagic
weapon
permanently.
Stone to Flesh Black Cures Red/Purple Cure Paralysis
petrification.
Monsters
This table of information about monsters was gleaned from an internal data
structure in the game. Any extra abilities that an attack can have are listed
in bold in the attacks column. The attacks are listed by the type of damage
that they do: If a "-R" follows the attack type, it means that the attack is a
ranged attack. For spells, if an "E" follows the skill level, it means that
the spell is cast at Expert level of ability, "M" for Master, "G" for
Grandmaster. "Imm" means "immune".
In the game, creatures always come in a set of about three types. This table
is sorted by the "common name" of the group. When it is unclear what the
common name is, I used the name of the weakest member of the group. Sometimes
the abilities of a particular monster type will vary. That is why there are
some duplicate entries in the table. Many "named" creatures are also just
ordinary monster types with a special name.
Resistances
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Tem 73 10 0 Air- Spar 10 Imm 10 10 Imm Imm Imm 5 5 10
pes R ks
t (3D6 (4E)
+0)
Cyc 114 12 0 Air- Spar 15 Imm 15 15 Imm Imm Imm 5 5 15
lon R ks
e (5D6 (8M)
+0) Ligh
tnin
g
Bolt
(8M)
Air 207 14 0 Air- Spar 20 Imm 20 20 Imm Imm Imm 5 5 20
R ks
Ele (8D6 (12G
men +0) )
tal Ligh
tnin
g
Bolt
(12G
)
Ang 180 25 120 Phys Ligh 20 20 20 20 30 15 30 Imm 10 20
el 0 t
(2D8 Bolt
+10)
(8M)
Disp
el
Magi
c
(8M)
Ang 400 35 300 Phys Ligh 30 30 30 30 40 15 40 Imm 10 20
el 0 t
Lor (2D8 Bolt
d +15)
(12M
)
Day
of
Prot
ecti
on
(12M
)
Arc 700 45 560 Phys Ligh 40 40 40 40 50 15 50 Imm 10 20
han 0 t
gel (2D8 Bolt
+20)
(16G
)
Hour
of
Powe
r
(16G
)
Arc 35 14 171 Phys Shie 5 5 5 5 10 10 10 0 0 5
her -R ld
(2D6 (4)
+2)
Fire
(3D6
+2)
Arc 93 16 551 Phys Ligh 10 10 10 10 10 10 15 0 0 10
her -R tnin
(3D6 g
+3) Bolt
Fire
(4E)
(4D6 Shie
+3) ld
(8E)
Arc 93 16 551 Phys Ligh 10 10 10 10 15 10 15 0 0 10
her -R tnin
(3D6 g
+3) Bolt
Fire
(4E)
(4D6 Shie
+3) ld
(8E)
Bow 93 16 551 Phys Ligh 10 10 10 10 10 10 15 0 0 10
man -R tnin
(3D6 g
+3) Bolt
Fire
(4E)
(4D6 Shie
+3) ld
(8E)
Bow 93 16 551 Phys Ligh 10 10 10 10 15 10 15 0 0 10
man -R tnin
(3D6 g
+3) Bolt
Fire
(4E)
(4D6 Shie
+3) ld
(8E)
Eli 171 22 113 Phys Ligh 15 15 15 15 20 10 20 0 0 15
te 1 -R tnin
Arc (3D7 g
her +3) Bolt
Fire
(8M)
(4D7 Shie
+3) ld
(12M
)
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Gia 9 5 39 Phys 0 0 0 0 0 0 0 0 0 0
nt
Bat (1D3
+0)
Dise
ase
Inf 35 10 171 Phys 0 0 0 0 0 0 0 0 0 0
ern
o (2D3
Bat +2)
Fire
-R
(3D2
+0)
Dise
ase
Vam 21 8 96 Phys 0 0 0 0 0 0 0 0 0 0
pir
e (1D3
Bat +2)
Dise
ase
You 337 35 247 Phys 30 30 30 30 Imm 0 30 15 15 20
ng 5
Beh (3D1
emo 0+20
th )
Brea
k
Armo
r
Beh 540 50 420 Phys 40 40 40 40 Imm 0 40 15 15 25
emo 0
th (4D1
0+30
)
Brea
k
Armo
r
Anc 977 80 807 Phys 50 50 50 50 Imm 0 50 15 15 30
ien 5
t (5D1
Beh 0+40
emo )
th Brea
k
Armo
r
Con 61 18 336 Phys 10 10 10 10 15 10 15 0 0 10
scr
ipt (3D3
+6)
Sol 129 24 816 Phys 20 20 20 20 25 10 25 0 0 20
die
r (3D3
+10)
Fig 227 30 157 Phys 30 30 30 30 35 10 35 0 0 30
hte 5
r (3D3
+14)
Brea
k
Weap
on
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Dev 180 25 120 Phys Fire Imm 20 20 20 Imm 25 20 20 20 20
il 0 -R ball
Wor (2D6
ker +8) (6E)
Dise
ase
Dev 400 35 300 Phys Fire Imm 30 30 30 Imm 25 30 30 30 30
il 0 -R ball
War (2D6
rio +14) (8E)
r Dise Mete
ase or
Show
er
(8M)
Dev 700 45 560 Phys Inci Imm 40 40 40 Imm 25 40 40 40 40
il 0 -R nera
Cap (2D6 te
tai +20) (12M
n Drai )
n SP Mete
or
Show
er
(12M
)
Dji 207 35 0 Wate Acid 30 30 Imm 30 50 0 50 10 10 30
nni r-R
(8D4 Burs
+8) t
(8M)
Gen 325 45 0 Fire Fire Imm 30 30 30 50 0 50 10 10 30
ie -R ball
(10D
4+10 (8M)
)
Slee
p
Efr 467 55 0 Air- Ligh 50 Imm 50 50 50 0 50 10 10 50
eet R tnin
(12D g
4+12 Bolt
) (0)
Fear
Gre 880 60 720 Air- 50 Imm 50 50 50 15 Imm 30 30 50
en 0 R
Dra (12D
gon 8+0)
Blu 108 80 900 Wate 50 50 Imm 50 50 15 Imm 30 30 50
e 0 0 r-R
Dra (14D
gon 8+0)
Red 130 100 110 Fire 0 0 0 0 0 0 0 0 0 0
0 00 -R
Dra (16D
gon 8+0)
Brea
k
Armo
r
Red 130 100 110 Fire Imm 70 70 70 70 15 Imm 30 30 70
0 00 -R
Dra (16D
gon 8+0)
Brea
k
Armo
r
Meg 130 100 110 Fire 0 0 0 0 0 0 0 0 0 0
a 0 00 -R
Dra (16D
gon 8+0)
Brea
k
Armo
r
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Dra 6 4 24 Phys 10 0 0 0 0 0 0 0 0 0
gon
fly (2D2
+0)
Fir 13 8 56 Phys Fire 20 0 0 0 0 0 0 0 0 0
e
Dra (3D2 Bolt
gon +1) (2)
fly
Que 30 12 144 Phys Fire 30 0 0 0 0 0 0 0 0 0
en
Dra (4D2 Bolt
gon +2) (4)
fly
See 400 60 300 Eart 30 10 10 30 Imm Imm Imm 25 25 20
ker 0 h-R
(10D
Dro 5+10
id )
Sen 700 80 560 Eart 40 20 20 40 Imm Imm Imm 25 25 30
tin 0 h-R
el (12D
Dro 5+15
id )
Ass 108 100 900 Eart 60 30 30 60 Imm Imm Imm 25 25 50
ass 0 0 h-R
in (20D
Dro 5+20
id )
Dwa 40 6 200 Phys 10 20 20 30 30 0 10 0 0 30
rve
n (4D2
Sol +4)
die
r
Dwa 40 6 200 Phys 10 20 20 30 5 0 10 0 0 30
rve
n (4D2
Sol +4)
die
r
Dwa 100 12 600 Phys 20 30 30 40 30 0 20 0 0 40
rve
n (4D2
Lie +8)
ute
nan
t
Dwa 100 12 600 Phys 20 30 30 40 40 0 20 0 0 40
rve
n (4D2
Lie +8)
ute
nan
t
Dwa 100 12 600 Phys 20 30 30 40 5 0 20 0 0 40
rve
n (4D2
Lie +8)
ute
nan
t
Dwa 180 20 120 Phys 30 40 40 50 5 0 30 0 0 50
rve 0
n (4D2
Com +16)
man Brea
der k
Armo
r
Dwa 180 20 120 Phys 30 40 40 50 40 0 30 0 0 50
rve 0
n (4D2
Com +16)
man Brea
der k
Armo
r
Dwa 180 20 120 Phys 30 40 40 50 50 0 30 0 0 50
rve 0
n (4D2
Com +16)
man Brea
der k
Armo
r
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Cla 137 20 875 Phys Blad 10 10 10 Imm Imm Imm Imm 5 5 10
y -R es
Ele (10D (6E)
men 3+0) Ston
tal e
Skin
(4E)
Sto 180 25 120 Phys Rock 15 15 15 Imm Imm Imm Imm 5 5 15
ne 0 -R
Ele (15D Blas
men 3+0) t
tal Brea (8M)
k Ston
Armo e
r Skin
(8M)
Ear 280 30 200 Phys Blad 20 20 20 Imm Imm Imm Imm 5 5 20
th 0 -R es
Ele (25D (12G
men 3+0) )
tal KO Ston
e
Skin
(12G
)
Elv 45 12 231 Phys 10 10 10 10 5 5 5 0 0 5
en -R
Arc (4D2
her +2)
Elv 121 14 759 Phys 15 15 15 15 10 5 10 0 0 10
en -R
Sco (6D2
ut +4)
For 121 14 759 Phys 15 15 15 15 10 5 10 0 0 10
est -R
er (6D2
+4)
Elv 227 20 157 Phys 20 20 20 20 15 5 15 0 0 15
en 5 -R
Ran (8D2
ger +6)
Elv 61 15 336 Phys 10 10 10 10 5 5 5 0 0 5
en
War (2D4
rio +4)
r
Def 114 20 704 Phys 0 0 0 0 0 0 0 0 0 0
end
er (3D4
+6)
Elf 114 20 704 Phys 0 0 0 0 0 0 0 0 0 0
Spe (3D4
arm +6)
an
Elv 114 20 704 Phys 15 15 15 15 10 5 10 0 0 10
en
Def (3D4
end +6)
er
Elv 180 28 120 Phys 20 20 20 20 15 5 15 0 0 15
en 0
Lan (4D4
cer +8)
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Flo 180 20 120 Wate 30 30 Imm 30 Imm 15 Imm 10 15 30
ati 0 r-R
ng (5D6
Eye +0)
Slee
p
Gaz 280 30 200 Fire Imm 40 30 40 Imm 15 Imm 10 15 40
er 0 -R
(6D6
+0)
Fear
Evi 400 40 300 Air- 40 Imm 40 50 Imm 15 Imm 10 15 50
l 0 R
Eye (7D6
+0)
Insa
nity
Evi 800 50 500 Air- 40 Imm 40 50 100 15 Imm 10 50 100
l 0 R
Eye (12D
8+0)
Insa
nity
War 55 12 0 Fire Fire Imm 10 10 10 Imm Imm Imm 5 5 10
den -R
(2D8 Bolt
of +0)
Fir (6E)
e Hast
e
(4E)
Gua 145 15 0 Fire Fire Imm 15 15 15 Imm Imm Imm 5 5 15
rdi -R ball
an (5D8
of +0) (8M)
Fla Hast
me e
(8M)
Fir 269 18 0 Fire Inci Imm 20 20 20 Imm Imm Imm 5 5 20
e -R nera
Ele (8D8 te
men +0) (12G
tal )
Hast
e
(12G
)
Sto 73 18 416 Phys 20 20 20 40 Imm Imm Imm 0 0 20
ne
Gar (2D1
goy 2+0)
le Weak
ness
Mar 114 22 704 Phys 30 30 30 50 Imm Imm Imm 0 0 40
ble
(2D1
Gar 2+4)
goy Para
le lyze
Obs 207 26 141 Phys 50 50 50 70 Imm Imm Imm 0 0 Imm
idi 9
an (2D1
Gar 2+8)
goy Para
le lyze
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Gha 35 8 171 Phys 0 0 Imm 0 Imm 0 Imm 0 30 0
st
(1D7
+0)
Dise
ase
Gho 55 14 299 Phys 0 0 Imm 0 Imm 0 Imm 0 30 0
ul
(2D7
+2)
Para
lyze
Rev 79 20 459 Phys 0 0 Imm 0 Imm 0 Imm 0 30 0
ena
nt (3D7
+4)
Para
lyze
Gob 13 6 56 Phys 0 0 0 0 0 0 0 0 0 0
lin
(1D9
+0)
Phys
-R
(4D2
+0)
Hob 21 10 96 Phys 0 0 0 0 0 0 0 0 0 0
gob
lin (1D9
+2)
Phys
-R
(4D2
+1)
Gob 40 14 200 Phys 10 10 10 10 10 0 10 0 0 10
lin
(1D9
Lor +4)
d Fire
-R
(4D2
+4)
Gob 40 14 200 Phys 10 10 10 10 10 0 10 0 0 10
lin
(1D9
Lor +4)
d Phys
-R
(4D2
+4)
Gog 25 6 119 Fire Expl Imm 10 10 10 10 5 10 0 0 10
lin -R odes
g (1D1
0+2)
Gog 45 10 231 Fire Expl Imm 15 15 15 15 5 15 0 0 15
-R odes
(1D1
0+6)
Mag 86 14 504 Fire Expl Imm 20 20 20 20 5 20 0 0 20
og -R odes
(2D1
0+8)
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Bro 114 40 704 Phys 20 20 20 Imm Imm Imm Imm 30 0 30
nze
(5D6
Gol +20)
em Phys
-R
(5D4
+0)
Brea
k
Armo
r
Bra 227 60 157 Phys Expl 30 30 30 Imm Imm Imm Imm 30 0 30
ss 5 odes
Gol (7D6
em +25)
Phys
-R
(5D4
+4)
Brea
k
Weap
on
Bra 227 60 157 Phys Expl 30 30 30 Imm 30 Imm Imm 30 0 30
ss 5 odes
Gol (7D6
em +25)
Phys
-R
(5D4
+4)
Brea
k
Weap
on
Gol 400 80 300 Phys Expl 40 40 40 Imm Imm Imm Imm 30 0 50
d 0 odes
Gol (9D6
em +30)
Phys
-R
(5D4
+8)
Brea
k
Item
War 400 80 0 Phys Expl 40 40 40 Imm 50 Imm Imm 30 0 50
rio odes
r (9D6
Gol +30)
em Fire
-R
(5D4
+8)
Brea
k
Item
Gri 67 15 375 Phys 5 5 5 5 5 5 5 30 0 5
ffi
n (2D8
+2)
Hun 121 22 759 Phys 5 5 5 5 5 5 5 30 0 10
tin
g (2D8
Gri +6)
ffi
n
Roy 180 30 120 Phys 10 10 10 10 10 10 10 30 0 15
al 0
Gri (3D8
ffi +10)
n
Roy 180 30 120 Phys 10 10 10 10 15 10 10 30 0 15
al 0
Gri (3D8
ffi +10)
n
Har 61 12 336 Phys 5 5 5 5 5 5 5 0 0 5
py
(2D7
+2)
Drun
k
Har 79 14 459 Phys 5 5 5 5 5 5 5 0 0 10
py
Hag (2D7
+5)
Curs
ed
Har 93 16 551 Phys 10 10 10 10 10 10 10 0 0 15
py
Que (2D7
en +10)
Age
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Fir 337 22 247 Fire 20 20 20 20 10 10 10 5 5 20
e 5 -R
Hyd (15D
ra 5+0)
Air 467 44 357 Air- 30 30 30 30 20 20 20 5 5 30
5 R
Hyd (20D
ra 5+0)
Cha 617 66 487 Eart 40 40 40 40 30 30 30 5 5 40
os 5 h-R
Hyd (20D
ra 5+0)
Brea
k
Armo
r
Lic 100 15 600 Fire Toxi 20 20 20 20 Imm 0 Imm 0 30 20
h -R c
(3D8 Clou
+6) d
(4E)
Pow 180 20 120 Air- Shra 25 25 25 25 Imm 0 Imm 0 30 25
er 0 R pmet
Lic (4D8 al
h +12) (8M)
Lic 280 25 200 Dark Drag 30 30 30 30 Imm 0 Imm 0 30 30
h 0 -R on
Kin (5D8 Brea
g +20) th
Insa (12M
nity )
Pain
Refl
ecti
on
(12M
)
Les 67 11 0 Ligh Expl 10 10 10 10 Imm Imm Imm Imm 5 10
ser t-R odes
(4D4
Lig +0)
ht
Ele
men
tal
Lig 121 14 0 Ligh Expl 15 15 15 15 Imm Imm Imm Imm 5 15
ht t-R odes
Ele (9D4
men +0)
tal
Gre 258 19 0 Ligh Expl 20 20 20 20 Imm Imm Imm Imm 5 20
ate t-R odes
r (14D
Lig 4+0)
ht
Ele
men
tal
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Med 227 20 157 Phys Imm Imm Imm Imm Imm Imm Imm Imm Imm 0
usa 5 -R
(4D4
+8)
Para
lyze
Que 280 25 200 Phys Imm Imm Imm Imm Imm Imm Imm Imm Imm 0
en 0 -R
Med (5D4
usa +10)
Ston
e
Emp 337 30 247 Phys Imm Imm Imm Imm 0 Imm Imm Imm Imm 0
res 5 -R
s (6D4
Med +12)
usa Ston
e
Emp 337 30 247 Phys Imm Imm Imm Imm Imm Imm Imm Imm Imm 0
res 5 -R
s (6D4
Med +12)
usa Ston
e
Min 269 30 191 Phys 10 10 10 10 10 5 10 5 5 10
ota 1
ur (3D7
+25)
Min 525 35 407 Phys 20 20 20 20 20 10 20 10 10 20
ota 1
ur (3D7
Hea +40)
dsm Insa
an nity
Min 861 40 703 Phys 30 30 30 30 30 15 30 15 15 30
ota 1
ur (3D7
Lor +60)
d Kill
Mon 30 16 144 Phys Fate 5 5 5 5 10 5 10 30 0 5
k (3)
(2D8 Hamm
+4) erha
nds
(3E)
Ini 73 19 416 Phys Harm 10 10 10 10 15 10 15 30 0 10
tia
te (2D8 (6E)
+12) Hamm
erha
nds
(6E)
Mas 153 28 999 Phys Mind 15 15 15 15 25 15 25 30 0 15
ter
(2D8 Blas
+20) t
(9E)
Hamm
erha
nds
(9E)
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Aco 40 10 200 Phys Toxi 5 5 5 5 5 0 5 0 Imm 10
lyt -R c
e (2D4 Clou
of +0) d
the (4)
Moo
n
Cle 100 15 600 Phys Toxi 10 10 10 10 10 0 10 0 Imm 15
ric -R c
(2D4 Clou
of +4) d
the (7E)
Bles
Moo s
n (7E)
Cle 100 15 600 Phys Toxi 10 10 10 10 10 0 10 0 Imm 15
ric -R c
(2D4 Clou
of +4) d
the (7E)
Spir
Moo it
n Lash
(7E)
Pri 180 25 120 Phys Shra 15 15 15 15 15 0 15 0 Imm 20
est 0 -R pmet
(2D4 al
of +8) (10M
the )
Powe
Moo r
n Cure
(10G
)
Nec 137 14 875 Dark Toxi 20 20 20 20 15 5 15 0 Imm 10
rom -R c
anc (9D4 Clou
er +0) d
(4E)
Summ
on
Zomb
ies
Spe 227 18 157 Dark Shra 30 30 30 30 20 10 20 0 Imm 20
ake 5 -R pmet
r (12D al
for 4+0) (8M)
Summ
the on
Zomb
Dea ies
d
Que 400 30 300 Dark Drag 40 40 40 40 25 15 25 0 Imm 30
en 0 -R on
of (16D Brea
the 4+0) th
(10M
Dea )
d Pain
Refl
ecti
on
(10M
)
Summ
on
Zomb
ies
Eme 50 8 264 Wate 0 0 0 0 Imm Imm Imm 0 0 Imm
ral r
d (1D6
Ooz +0)
e Brea
k
Weap
on
Sap 86 10 504 Wate Toxi 0 0 0 0 Imm Imm Imm 0 0 Imm
phi r c
re (3D6 Clou
Ooz +0) d
e Brea (1E)
k
Armo
r
Blo 137 12 875 Wate Toxi 0 0 0 0 Imm Imm Imm 0 0 Imm
ods r c
ton (5D6 Clou
e +0) d
Ooz Brea (2E)
e k
Item
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Pea 3 3 11 Phys 0 0 0 0 0 0 0 0 0 0
san
t (2D2
+0)
Pea 6 5 24 Phys 0 0 0 0 0 0 0 0 0 0
san
t (2D2
+0)
Pea 9 6 39 Phys 0 0 0 0 0 0 0 0 0 0
san
t (2D2
+0)
Gia 6 4 24 Phys 0 0 0 0 0 0 0 0 0 0
nt
Rat (1D8
+0)
Dise
ase
Lig 13 5 56 Phys 0 0 0 0 0 0 0 0 0 0
htn
ing (1D8
+2)
Rat Air-
R
(2D4
+0)
Dise
ase
Fir 21 8 96 Phys 0 0 0 0 0 0 0 0 0 0
e
Rat (1D8
+6)
Fire
-R
(2D5
+0)
Dise
ase
Rob 30 12 144 Phys 5 5 5 5 10 10 10 0 0 5
ber
(2D4
+1)
Rai 61 14 336 Phys 10 10 10 10 15 10 15 0 0 10
der
(2D4
+5)
War 61 14 336 Phys 10 10 10 10 10 10 15 0 0 10
rio
r (2D4
+5)
Ban 114 16 704 Phys 15 15 15 15 20 10 20 0 0 15
dit
(2D4
+10)
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Rob 880 80 720 Eart Powe 60 60 60 60 Imm 60 60 Imm Imm 60
ert 0 h-R r
(5D5 Cure
the +0)
Erra (15G
Wis dica )
e te Hour
of
Powe
r
(15G
)
Tol 880 80 720 Eart Powe 60 60 60 60 Imm 60 60 Imm Imm 60
ber 0 h-R r
ti (5D5 Cure
+0)
Erra (15G
dica )
te Hour
of
Powe
r
(15G
)
Roc 153 20 999 Phys 10 10 10 10 10 5 10 0 0 20
(3D1
0+20
)
Gre 269 30 191 Phys 20 20 20 20 20 5 20 5 5 30
ate 1
r (4D1
Roc 0+25
)
Thu 413 40 311 Phys 30 Imm 30 30 30 5 30 10 10 40
nde 1
rbi (5D1
rd 0+30
)
Brea
k
Armo
r
Sha 35 25 171 Phys 10 10 Imm 10 Imm 10 Imm 0 30 10
de
(1D6
+6)
Fear
Spe 55 30 299 Phys 15 15 Imm 15 Imm 15 Imm 0 30 15
cte
r (2D6
+6)
Age
Gho 93 35 551 Phys 20 20 Imm 20 Imm 20 Imm 0 30 20
st
(3D6
+6)
KO
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Gia 162 30 106 Wate 0 0 Imm 0 0 0 0 0 0 30
nt 4 r-R
Sha (1D2
rk 0+25
)
Pir 237 35 165 Wate 0 0 Imm 0 0 0 0 0 0 40
anh 6 r-R
a (1D2
Sha 0+35
rk )
Dra 374 40 278 Wate 0 0 Imm 0 0 0 0 0 0 50
gon 4 r-R
(1D2
Sha 0+45
rk )
Fear
Ske 21 8 96 Phys 0 0 0 0 Imm 0 Imm 0 30 5
let
on (3D4
+0)
Ske 61 14 336 Phys 0 0 0 0 Imm 0 Imm 0 30 5
let
on (3D4
Lor +4)
d Curs
ed
Ske 40 10 200 Phys 0 0 0 0 Imm 0 Imm 0 30 5
let
on (3D4
War +2)
rio Fear
r
Sor 137 14 875 Ligh Disp 20 20 20 20 15 5 15 Imm 5 10
cer t-R el
er (9D4 Magi
+0) c
(4E)
Summ
on
Ligh
t
Elem
.
Wiz 227 18 157 Ligh Disp 30 30 30 30 20 10 20 Imm 5 20
ard 5 t-R el
(12D Magi
4+0) c
(8M)
Hour
of
Powe
r
(8M)
Summ
on
Ligh
t
Elem
.
Wiz 227 18 157 Ligh Para 30 30 30 30 20 10 20 Imm 5 20
ard 5 t-R lyze
(12D
4+0) (8M)
Hour
of
Powe
r
(8M)
Summ
on
Ligh
t
Elem
.
Arc 400 30 300 Eart Hour 40 40 40 40 25 15 25 Imm 5 30
hma 0 h-R of
ge (16D Powe
4+0) r
(12M
)
Day
of
Prot
ecti
on
(12M
)
Summ
on
Ligh
t
Elem
.
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Gia 17 10 75 Phys 0 0 0 0 0 0 0 0 0 0
nt
Spi (3D2
der +0)
Pois
on
Ven 30 12 144 Phys 0 0 0 0 0 0 0 0 0 0
emo
us (3D2
Spi +3)
der Pois
on
Aco 40 10 200 Phys Ligh 5 5 5 5 5 0 5 Imm 0 10
lyt -R t
e (2D4 Bolt
of +0) (4)
the
Sun
Cle 100 15 600 Phys Mind 10 10 10 10 10 0 10 Imm 0 15
ric -R
(2D4 Blas
of +4) t
the (7E)
Bles
Sun s
(7E)
Pri 180 25 120 Phys Ligh 15 15 15 15 15 0 15 Imm 0 20
est 0 -R t
(2D4 Bolt
of +8)
the (10)
Powe
Sun r
Cure
(10G
)
Pri 180 25 120 Phys Ligh 15 15 15 15 20 0 15 Imm 0 20
est 0 -R t
(2D4 Bolt
of +8)
the (10)
Powe
Sun r
Cure
(10G
)
Ini 280 45 200 Phys Bles 20 20 20 20 30 10 30 5 5 20
tia 0 s
te (4D5 (3)
of +20) Hero
the ism
(3)
Swo
rd
Cha 540 65 420 Phys Bles 30 30 30 30 30 10 40 5 5 30
mpi 0 s
on (4D5 (6E)
of +30) Hero
the ism
(6E)
Swo
rd
Cha 540 65 420 Phys Bles 30 30 30 30 40 10 40 5 5 30
mpi 0 s
on (4D5 (6E)
of +30) Hero
the ism
(6E)
Swo
rd
Mas 880 85 720 Phys Bles 50 50 50 50 50 10 60 5 5 50
ter 0 s
(4D5 (9M)
of +40) Hero
the ism
(9M)
Swo
rd
Mas 880 85 720 Phys Bles 50 50 50 50 60 10 60 5 5 50
ter 0 s
(4D5 (9M)
of +40) Hero
the ism
(9M)
Swo
rd
Wil 880 85 720 Phys Bles 0 0 0 0 0 0 0 0 0 0
lia 0 s
m (4D5 (9M)
Set +40) Hero
ag ism
(9M)
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Swo 40 10 200 Phys 0 0 0 0 0 0 0 0 0 0
rds
man (3D7
+4)
Swo 40 10 200 Phys 5 5 5 5 5 5 5 0 0 5
rds
man (3D7
+4)
Gua 79 15 459 Phys 0 0 0 0 0 0 0 0 0 0
rd
(3D7
+6)
Gua 79 15 459 Phys 10 10 10 10 10 5 10 0 0 10
rd
(3D7
+6)
Sal 79 15 459 Phys 10 10 10 10 10 5 10 0 0 10
Sha (3D7
rkt +6)
oot
h
Adv 129 20 816 Phys 0 0 0 0 0 0 0 0 0 0
ent
ure (3D7
r +8)
Brea
k
Weap
on
Adv 129 20 816 Phys 15 15 15 15 15 5 15 0 0 15
ent
ure (3D7
r +8)
Brea
k
Weap
on
Tit 617 60 487 Air- Psyc 30 Imm 30 30 Imm 15 30 30 30 30
an 5 R hic
(2D2 Shoc
0+60 k
) (8M)
Brea Spar
k ks
Armo (8M)
r
Sto 787 70 637 Air- Psyc 50 Imm 50 50 Imm 15 50 30 30 50
rm 5 R hic
Tit (2D2 Shoc
an 0+80 k
) (12M
Brea )
k Spar
Weap ks
on (12M
)
Blo 118 80 997 Air- Psyc 80 Imm 80 80 Imm 15 80 30 30 80
od 7 5 R hic
Tit (2D2 Shoc
an 0+12 k
0) (16G
Kill )
Spar
ks
(16G
)
Thi 30 10 144 Phys 0 0 0 0 0 0 0 0 0 0
ef
(3D4
+3)
Stea
l
Rog 50 14 264 Phys 0 0 0 0 0 0 0 0 0 0
ue
(3D4
+6)
Stea
l
Mas 86 20 504 Phys 0 0 0 0 0 0 0 0 0 0
ter
(3D4
Thi +12)
ef Stea
l
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Tre 50 8 264 Phys 0 20 20 Imm Imm 10 Imm 5 5 20
e
(2D1
0+0)
Eart
h-R
(2D6
+0)
Tre 86 10 504 Phys 0 30 30 Imm Imm 10 Imm 5 5 30
e
(4D1
0+0)
Eart
h-R
(4D6
+0)
Tro 35 5 171 Phys 5 10 10 10 0 0 0 0 5 5
glo
dyt (2D4
e +0)
Dro
ne
Tro 61 9 336 Phys 10 20 20 20 0 0 0 0 5 10
glo
dyt (2D4
e +2)
Sol
die
r
Tro 93 14 551 Phys 15 30 30 30 0 0 0 0 5 15
glo
dyt (2D4
e +6)
Que Pois
en on
Swa 86 18 504 Phys 5 10 10 Imm 5 5 5 0 5 10
mp
Tro (2D1
ll 0+4)
Riv 162 28 106 Phys 10 20 20 Imm 10 5 10 0 5 20
er 4
Tro (3D1
ll 0+6)
Mou 258 38 182 Phys 15 30 30 Imm 15 5 15 0 5 30
nta 4
in (4D1
Tro 0+10
ll )
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Min 100 25 600 Phys 5 10 Imm 10 Imm 0 Imm 0 30 10
ion
(3D8
Vam +15)
pir Dise
e ase
Vam 207 35 141 Phys 10 20 Imm 20 Imm 0 Imm 0 30 20
pir 9
e (3D8
+25)
Drai
n SP
Eld 374 45 278 Phys 15 30 Imm 30 Imm 0 Imm 0 30 30
er 4
Vam (3D8
pir +35)
e Drai
n SP
Eld 374 45 278 Phys 15 30 Imm 30 30 0 Imm 0 30 30
er 4
Vam (3D8
pir +35)
e Drai
n SP
Fir 137 14 875 Fire Fire 30 30 30 30 10 10 10 0 10 10
e -R ball
War (9D4
loc +0) (6E)
k
Wat 227 18 157 Wate Acid 0 0 0 0 0 0 0 0 0 0
er 5 r-R
War (12D Burs
loc 4+0) t
k (9M)
Wat 227 18 157 Wate Acid 40 40 40 40 20 10 20 0 10 20
er 5 r-R
War (12D Burs
loc 4+0) t
k (9M)
Air 400 30 300 Air- Ligh 50 50 50 50 30 10 30 0 10 30
0 R tnin
War (16D g
loc 4+0) Bolt
k
(12M
)
Spr 61 10 336 Wate Ice 10 10 Imm 10 Imm Imm Imm 5 5 10
ite r-R Bolt
(3D1
2+0) (4E)
Syl 129 13 816 Wate Acid 15 15 Imm 15 Imm Imm Imm 5 5 15
ph r-R
(4D1 Burs
2+0) t
(8M)
Wat 237 16 165 Wate Ice 20 20 Imm 20 Imm Imm Imm 5 5 20
er 6 r-R Bolt
Ele (6D1
men 2+0) (12G
tal )
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls
Wig 61 15 336 Phys 10 10 Imm 10 Imm 0 Imm 0 30 10
ht
(2D5
+6)
Fear
Wra 93 20 551 Phys 20 20 Imm 20 Imm 0 Imm 0 30 20
ith
(2D5
+12)
Drai
n SP
Bar 145 25 936 Phys 30 30 Imm 30 Imm 0 Imm 0 30 30
row
(4D5
Wig +12)
ht Age
Wyv 93 14 551 Phys 10 10 10 10 10 5 10 5 5 10
ern
(7D6
+0)
Pois
on
Hor 162 28 106 Phys 20 20 20 20 20 5 20 5 5 20
ned 4
(9D6
Wyv +0)
ern Pois
on
Anc 247 42 173 Phys 30 30 30 30 30 5 30 5 5 30
ien 9
t (12D
Wyv 6+0)
ern Kill
Rot 35 8 171 Phys 5 5 5 5 Imm 0 Imm 0 30 10
ted
(1D7
Cor +0)
pse Dise
ase
Wal 55 14 299 Phys 10 10 10 10 Imm 0 Imm 0 30 20
kin
g (2D7
Dea +2)
d Dise
ase
Zom 79 20 459 Phys 15 15 15 15 Imm 0 Imm 0 30 30
bie
(3D7
+4)
Dise
ase
Nam HP AC XP Atta Spel Fir Air Wat Ear Min Spir Bdy Lt Dk Phy
e cks ls