Ловец душ чит-файл №2

SOULBRINGER

Getting started

When the game begins, you will have a small talk with Allis Ham, the
Ferry Man. He will also give you your first quest. Allis will ask you to
kill a near by Brigand. SAVE YOUR GAME NOW! Follow the path from Allis
Hams house, and you will walk right into this Brigand. Kill him, and
then return to Allis. Use the Key Allis gave you on his door, then go
inside and claim your reward. Allis will thank you, and give you the
item he promised. You will get a rune from him. Follow his advice, and
head on into town. First, however, go behind Allis Ham’s house and check
the barrel. You will find a fish. This will heal 50 hit points of damage
when you eat it. Save this for later.

Entering Madrigal for the first time

In Madrigal you will find that you arrived in the middle of the night,
and most of the town is asleep. No worry; proceed into town. You will
bump into a somewhat snobby fellow by the name of Barthelago. He will
point you in the direction that you need to go to get to your Uncles
house, and the direction of the INN. Take note of the Faith Stone that
is in the center of this area. If you walk around it a little bit, you
will find herbs. Grab these, and save them for later.

The INN

When you arrive at the INN, talk to everyone to gather local gossip. You
may need to flirt with Emma the bar maid a little to coax her into
telling you more then she would have. However, if you flirt with her,
Will Farshore the Bar keep will tell you to leave her alone, and she
will no longer be allowed to talk to you. Not a big deal…

Guard Captain

After this, head back towards Town Square (where the Faith Stone was
located). You will see the exit that leads towards your Uncles house.
Before you take this exit, speak with the Guard Captain that is standing
near by. If you ask him the dialogue options he has, he will ask you to
rid the town of the few Brigands that dare to enter the town. Bring him
the cloak of the Red Brigand and you will have satisfied his quest. Run
this quest now. Don’t forget to save your game first! If you explore the
town, you will eventually run into 4 yellow Brigands, and the Red
Brigand that has the cloak. Try to inch your way up to these guys so you
can get them one at a time. Retreat to eat that fish you grabbed near
Allis Hams house if you get low on hit points. After the fight, snatch
up the cloak and return to the Guard Captain for exp, gold, and he lets
you keep the cloak. Equip your new cloak, and head off to the North
Forest in search of your Uncles house (after saving your game!).

Uncles house

In the North Forest you may find yourself over run by Brigands. If you
just run past them, you can safely make it to your Uncles house. Just
follow the main path to the first house you come to. Enter the house,
and speak with your Uncle. Your Uncle will agree to teach you the arts
of spell casting, but he will not allow any free loaders. He tells you
that you will need to find work in town to continue your welcome at his
house. He will require 200 gold to be satisfied. Sleep in for the night,
and SAVE YOUR GAME AGAIN!

After you wake up at your Uncles house…

First, grab the book lying on the table. Then read the magic book that
sits on the podium. You will use the rune your uncle gave you when you
read the book. This will allow you to cast a few basic spells.

Back to Madrigal

Head back to town now. The first place you should visit is the tavern.
Speak with Will Farshore the bartender. Ask him about work. He will give
you a package for Jake the antiques dealer, who lives west of the town
in the farm estate. Do not take the package to Jake just yet however.

Now go see Elric the town mayor. Ask him about work and he will give you
2 jobs. First he would like you to rescue the missing towns folk. Second
he will ask you to recover the demon papers for him. He already has 1 of
the 4 scrolls. After asking him about work, show him the casket (the
package) that Will Farshore the bartender gave to you to deliver to
Jake. He will give you a small amount of information about the package,
and then he will suggest that you ask Barthelago the alchemist, and
Melissa the Seer for more information.

Now lets go speak with Barthelago the alchemist about the package.
Before you do, however, first ask him about work. He will give you a job
to find herbs for him. If you grabbed the herb near the Faith Stone that
is in the town square, then trade it to him. He doesn’t pay much for it,
but you will gain exp for completing the quest. Now ask him about the
casket. He will take you for some king or lord and begin to treat you a
lot better. The reason you ask about work first is that he will no
longer feel you are petty enough to run his errands after you show him
the package. So ask him about work before showing him the casket.

Now lets go speak to Hammer the blacksmith. Asking him about work will
gain you a job to find ore or diamond-ore. Then repair the knife you
started with and the club you got from the red brigand while doing the
cloak quest. Now would be a good time to redesign your combos (repaired
weapons have more choices for attacks then ruined weapons have).
Head over to Melissas house and ask her about work. She will ask you to
find dove eggshells for her. Easy enough… Now ask her about the casket.
She will drop a few more clues about the package, but nothing you will
understand just yet. Ask her about Jake, and she will drop a few more
clues. Melissa will tell you to go speak with Chant.

Go speak to Chant about the casket. Also ask him about the 3 knives that
Melissa noticed on the casket. He will warn you that the seal is the
seal of the guild of assassins.

Now head back to Elrics house and find out a few more clues.

You will find this a good time to drop back in on Barthelago. Ask him
about the guild for a little more suspicious action from him. Then
return to Melissa and ask her about Raal.

Finally, go speak with Alphonse Getts who runs the general store. Ask
him about Barthelago for his opinion. If you can afford it, buy a superb
compass. The mundane compass you started with simply is unacceptable. It
will stick constantly, and it takes forever for it to pinpoint the
direction your facing. The superb compass will work incredibly well
compared to the mundane one.

This running around ends now and it is time to get started working. This
is about as far as you can go with it in Madrigal for right now. You
could have skipped a lot of the chitchat, but then you would not know
what is going on later…

Venturing from Madrigal

Now you have 2 main areas that you can go off in. You could go back
towards your Uncles house into the North Forest (only if you are having
a really hard time with Brigands), or out the west side of town into the
Western Moor (suggested). If you follow the road past your Uncles house
you will find a cave. The cave has spiders and skeletons guarding the
entrance, but these are pretty easy to kill. You can gain a few items,
and some exp in the entry area of the caves. I would not suggest you
venture off too far in here. More on that later.

Western Moors

If you go west into the Western Moor, you can begin to finish up some of
your quests. In the Western Moor, there are a lot of brigands. They have
patrol routes, and normally patrol in groups of 3 (1 red, 2 yellows).
The Reds drop decent items, food, and gold. The Yellows drop food and a
knife (normally). These guys can be pretty tough at your level, so tread
lightly. One good trick I found is to run back to the entrance of town
when they are chasing you. If you run this far, normally you will only
have 1 or 2 to deal with. I found that running to anywhere but the town
entrance will not work. I am guessing it may have something to do with
the brigands not being welcome in town. Another trick is if you are low
on health in a fight, run 5 steps or so then eat.. You can not
effectively eat apples during combat (you can eat them in combat, but
you will lose the hit points you gained while the enemies are attacking
you). The Brigands will pause for a large amount of time before they try
to take a swing at you. This is more then enough time to eat an apple.
Simply take a few steps, then eat, repeat until you are at full health
again. Then turn around, and continue fighting.

A spear will work great against all Humanoid type of bad guys. You can
get a spear off of one of the Red Brigands or you can buy one from
Hammer. I suggest you get one off the Red Brigands because money is
short at this point of the game.
Now, lets finish 2 of our easier quests. Hammers quest for Diamond iron,
and Melissas quest for eggshells.

Hammers Quest (Diamond-Iron Ingots)

For Hammers ore quest, you will find Diamond Iron Ingots on a Yellow
Brigand. Take the West exit out of TOWN SQUARE. This exit will put you
near a house with a Yellow Brigand near a fire shortly ahead of you.
Fight him. You should take the turn there where he was (heading north).
Follow this path, and take the road heading west (your left). Now this
road has a lot of Brigand patrols. Most are patrols of 3, but they also
patrol in singles or in pairs. Use caution here as you can be swarmed
quickly. Get in the mountain area, where you can still see the road.
Watch the patrol routes. If you are far enough off the road, the
Brigands will be unable to see you. You however, will still be able to
see them. Look for the Yellow Brigands that are on patrol in a single
group, or a group of 2. These are the ones that will often drop sacks
containing Diamond-iron ore. Once you get some Ore, take it back to
Hammer. Ore is heavy, and you do not want to lug it around forever.
Hammer will give you 10 gold per piece of ore, and you will gain EXP for
completing the quest. You can also find Diamond-iron ingots in the mine
that is close by. But before we go to town, lets do Melissas quest while
we are out here.

Melissas Quest (Eggshells)

For Melissas quest, you will need to watch and listen for a dove. The
dove is white, and blends in with the snowy ground. Listening for the
noise the Dove makes is the better way to find her. When you do find the
Dove, simply chase it around. When you get close to the Dove, it will
take off again. Try to stay close to the dove so you do not lose it. If
you must go around obstacles, so be it, but stay as close as you can to
the dove. When the dove nears the end of its retreat, she will come to a
large gate. This gate would be locked under any other situation, but
this dove has the key… Or a concussion? Anyway, the Dove will smack
right into the door, knocking her dizzy for a second or two. This will
force the doors open, and the dove will continue on inside. You should
enter the gates also. You will find yourself in a colorful area that has
two items of interest. The first will be a hex stone. Click it for a bit
of chitchat. Then behind the Hex stone, you will find a doorway leading
to somewhere new. Enter here. You will see a dark colored statue that
appears to be holding a flame or a fire ruby or something. Click this
statue. The eggshells you are looking for will drop to the ground. Grab
them, and head on back to town.

Visit Hammer, and Melissa to finish these 2 quests and to make a bit of
cash. After that has been done, lets head off to the Diamond Iron Mine.

Diamond Mines (Free the Farmers)

In the Northeastern part of the Western Moors, along the mountain
barrier, you will find a “Little Girl” standing near an abandoned house.
As you approach her, 2 yellow Brigands will claim the girl as theirs,
and attack you. After you defeat both the Brigands, the little girl will
tell you her parents are inside the “cave”, being forced to mine Diamond
Iron. The “cave” is the mine, but this little girl does not know the
difference… Go ahead and enter the Diamond Iron Mine.

The Mines are pretty straight forward. It is easy to get lost at first,
but once you become use to the area, it has a simple lay out. You will
also notice that there are ore cars all over the mines. If you look on
the ground near the tracks, you will occasionally see a pair of arrows.
If you step on these arrows it will activate the car. Be careful
however, the cars will crush whatever they run into. This includes you,
bad guys, and Farmers. You will find an assortment of bad guys, and a
lot of farmer workers. You will also find a pillar that seams to be the
cause of the zombie Farmers. There will also be 2 locked doors.

In the mine, you will find stones (useless), Diamond-Iron ingots (if you
did not find any Diamond Iron on the Yellow Brigands outside in the
Moor), Brigands, Rock Beasts, the Hooded Man, the Slave Master and
Farmers. The Farmers have a strange red sparkle emitting from their
heads. They appear to be zombie like and will say only “Work. Must
work”. No matter, continue to explore the mines.

For the mines, you will need to free the Farmers. To do this you will
need to activate one some of the Ore Carts (more on that in a bit). This
will remove the enchantment over the Farmers. You will also want to get
the Skull of alchemy. To get the Skull, you must first kill the Slave
Master (also known as the Brigand Leader) for his key. Then you will
need to go to the area that the Hooded Man (also knows as a Raal) is in.
There will be a locked door near him, with an ore cart blocking the
front of it. Move this ore cart by stepping on the arrows. Then follow
the rail tracks away from the door. You will come to another ore cart
that is blocking the rail tracks. Move this cart also, and then continue
to follow the tracks. You will come to another locked door at the end of
the tracks. Use the Slave Masters key on this door. Enter the unlocked
room, and activate the ore cart. This will send the ore cart smashing
into the locked door that is near the Hooded Man. Enter the room you
just smashed open, and grab the Skull. There will be a Rock Beast
guarding this room, so you will want to deal with him before you grab
the skull. When you do pick up the Skull, the Hooded Man will attack
you. Be warned, the Hooded Man is very powerful. After laying the Hooded
Man to rest, take the Skull of Alchemy and head to the Pillar you found
near the Slave Master. If you follow the rail tracks that lead up to the
pillar, you will notice an ore cart blocking off the tracks. Follow the
rail tracks that the blocking cart is on, and you will find another cart
on the same set of tracks. Activating this cart will allow it to ram the
blocking cart, which will clear the path. Now go to the entrance to the
Diamond Mines, and activate the cart you found when you first entered.
This cart will now have clear tracks, so it can be sent on a collision
course with the Farmer enchanting pillar. This will free the Farmers.
After they shout with enthusiasm, make your way back to the entrance on
the mines. There will be a farmer they’re waiting for you. He will give
you a key and a scroll (Letter to Gorgos). The key will be used later,
so hold on to it.

The Brigands are not much trouble in here. You should be level 3 or
better by now, and can make short work of them. Using a spear will
normally kill them in 1 strike.

The Rock Fiend however is quite a challenge at first. He hits pretty
hard, and is hard to hit. He will dodge left and right away from your
strikes. When you do hit him, most of your attacks will do 0 damage.
Retreat a few times to eat your food then dispatch the Beast. Pick Axes
work very well on Rock Beasts. Lucky for you, there are 2 locations in
the mines that have Pick Axes lying on the ground. Once you get a Pick
Axe, you will have a much easier time with the Rock Beasts.
There is one Rock Beast that seams to have gone a bit mad. Instead of
patrolling or standing guard, he is skipping around like a child and
taking a bow before his imaginative audience. If you walk up towards
this Rock Beast, but stay out of sight you can watch him carry on for an
endless amount of time. If you kill the Slave Master, this Rock Beast
will become like the others, and they will all rush you.

The Slave Master has slightly fewer hit points then the Rock Beasts
have, but he attacks very quickly with a short sword. His attacks add up
fast. I would suggest using the Spear manually (instead of using a
COMBO). You attack much faster when you attack manually vs. attacking
with a looping combo. This is because you give yourself no time to parry
an incoming attack. You will take more damage, but you will deal more as
well. When you kill the Slave Master, he will drop a Short Sword, Slave
Masters Key, and Cured Leather Armour. The Key is the item you must be
sure to pick up, though the other 2 items are also helpful if you grab
them. Pick these items up quickly, once you kill the Slave Master, Rock
Beasts will flood the area. By killing the Slave Master, you finished
one of the two quests that Elric gave you. Defeat the Brigand Leader.

The Hooded Man is very Strong. You will be able to hit him a few times
before he reacts to your presence, and you will hit him a lot more then
he will hit you. He is powerful because he does massive damage to you
when he attacks (50-90 damage per strike), and he has a lot of hit
points so your attacks seam to do very little. He will also casts spells
that can confuse you, and he will buff himself up. You do not actually
need to kill him to do this area, but it is more fun if you do.
Now make your way back to town to collect your reward, for rescuing the
farmers, and for defeating the brigand leader. You will notice that the
farmers have returned to their fields and life has returned to the
farmlands. The fields will now be growing herbs as well. Talking to them
will give you a few different generic dialogues. These may not be too
valuable, but they will give you a small amount of insight. Continue on
to Elrics house. He will pay you as promised (100 gold for freeing the
slaves and 100 gold for defeating the Brigand leader). Use this gold to
pay your Uncle his rent money. Before heading off to pay your Uncle
however, lets wrap up our list of quests. We can start by heading off to
jakes house.

Jakes House

Jakes house is across the Western Moor. Not hard to find if you just
follow the road until you come to a pair of pillars. These pillars, and
the path to Jakes house are very close to the mines that you saved the
Farmers from. These pillars mark the exit from the Western Moor, and the
Entrance to the Farm Estates. Walk up to the Jakes house and Jake will
show up and ask you what your business is.

Show him the casket that Will Farshore (the Bar keep at the INN) asked
you to deliver. Upon opening the box, the head of Carran (Jakes son)
will emerge and ask to be avenged. Following this, a group of assassins
will appear, and take Jake away. Jake will use his last few seconds to
ask you to avenge him and his son (the head). Jake will tell you to look
towards the Shadow Guard, and to find the Guild. When the assassins
vanish, one will be left behind to deal with you. Kill him, and then rob
the house clean. The assassin will drop a ring with the seal of the
Shadow Guard (3 knives). You will need to keep this ring for later.
Searching the bookshelves will reward you with books and scrolls. One of
the scrolls found in also one of the scrolls that Elric is wanting for
his quest. Do not forget to look in the basement of the house where you
will find a Golden Grimorie.

Exit Jakes house, and head north. You will find a cave. Enter the cave
and begin to explore. Although I suggest you search through here, we are
not at the point where we will really do this area. You can do this area
at any time, but it may be difficult. For this walk through I will
assume that you did not enter the North Tower in this area. As for now,
it makes a nice short cut, and gives us a few items and exp. It will
also make things easier on us later as we will not need to re-clear the
area. Towards your left after entering the cave, you will find a wall
that has collapsed. Inside is a room, some shelves, and a door. Search
the shelves and you will get a key, a Ghost cloak, and 24 gold. The door
in here is locked (it will unlock on its own later on) so nothing is
left as of now. Exit from here and head off into the cave. If you
already entered the cave that was near your Uncles house, you will
notice that this is the same cave. Keep searching… You are looking for a
large set of doors. If you try to follow the sound of insects, you will
be going in the right direction. When you come to the large doors, use
the key you found on the shelves in the first room of these caves. The
door will open. Our brief venture here is now at an end, as we have more
important business elsewhere. Let us exit these caves out the exit that
leads to the North Forest (towards your Uncles house).

Paying your Uncle

With the 200 gold you gained from Elric (freeing the Farmers, and
Defeating the Brigand leader) pay your Uncle. It turns out your Uncle
was testing you to see if you would be willing to help others. He will
reward you with a “Magic Compass”. The Magic Compass will point to areas
that have a high magic force. After you receive the compass, you will
notice that the glowing tip of the star will point towards your Uncles
house (Remember? Your Uncles house had enough magic power to allow you
to read the 2 spells you started with). Your Uncle will also tell you
that you should look towards Ravenscar. There you can find the Temple of
Shadows (once known as the Temple of Wisdom). The temple is rumored to
hold a Library with a vast amount of knowledge. This will be another
quest. You can also ask him about the Golden Grimorie. He will inform
you that it is another magic book, and you will need to find a tower or
something where you can read it. You will also need the rune to unlock
the book.

If you return to town for supplies or anything (which I would suggest…
You will need food), some of the more talkative residence will speak of
the Temple of Shadows. Folks to talk to would be Hammer the Blacksmith,
Barthelago the Alchemist, Elric the town mayor, and Chant the retired
soldier (the one who wears the wolf head cap). Chant will give you a
better run down on the Temple then the others will. If you notice you
have a new dialogue option at the top of his choices list as well.
Asking him about that will reveal even more info.

Off to Ravenscar

Now make your way back to the Western Moor (exit out of Town Square).
Follow the road signs that lead towards Ravenscar. You will come upon 2
Brigands that will attack you. They drop a scroll that will give you a
little more info to what is going on. Continue on towards Ravenscar.
When you enter High Rock Pass on your way to Ravenscar, you will find
many brigands (little trouble for you now however). Check the carts that
are at the entrance into the courtyard. They will drop Diamond Iron
Ingots. This is not too important, but it can be viewed as another clue.
The scroll mentioned that they would be carting the diamond Ingots when
the time is right, and here we have diamond ingots in the carts. Walk a
little further in, and a cut scene will show a Brigand murder a
townsfolk. Dispatch with these Brigands and check the general area for
ingots. Continue on the path you were following and you will enter
Ravenscar.

When you enter Ravenscar a lone skeleton will confront you. Kill it, and
then look on the hill directly to your right. You will see a corpse.
Around the corpse will be a few items. The item of importance will be
the Long Sword. Long Swords work surprisingly well against the living
and the undead. This is a relief considering you no longer need to
switch between 3 or 4 weapons giving the situation. Now this is not the
only Long Sword in this area, but it is the first one you will find.
With it in hand, you should have very little trouble with the Zombies
and Skeletons you find here. Even the Gargoyles will die quickly to your
newly found Long Sword (while the Long Sword is in good repair).

Follow the path when you enter Ravenscar until you come to the first
intersection. Kill any bad guys you find in this area, then check inside
the near by houses. One house will have a Cellar. Enter the Cellar, and
you will find a corpse with Mail leggings, Cured Leather Gauntlets, a
Scroll, and a Short Sword. You can conserve room in your inventory by
leaving the Short Sword on the ground. Grab the leggings for sure. Check
the boxes if you want, then exit the Cellar. Note: There will be two
cellars in Ravenscar. The other will hold another Arcane Grimore. Thanks
Jannicke.

Now if you go back to the intersection, you will notice a road sign.
Read the different sections to find out which way to go (path of
shadows, temple of wisdom, or Madrigal). There will be another path you
ca take here that has no sign telling you where it goes.

I suggest you explore the area. Kill any undead you find, and scavenge
for items. Do not enter any areas just yet.

Manor House

Lets go back to the Road Sign we saw as we entered this area. Follow the
path that had no sign pointing to it. This will be Manor House. You will
find a rather large house that is guarded by a gargoyle, and a handful
of undead. The Gargoyle is not too difficult, but he is a bit more of a
challenge then the Zombies were. Once you enter the House a spirit will
greet you. The Spirit of a female named Elsbeth. She will ask for your
assistance in return for information about a staff. She gives you a
quest to find and destroy her corpse. Until her corpse is destroyed, she
can not rest in peace. She also informs you that only fire magic can
destroy her corpse. She continues to tell you that her body was
purposely locked away in the sewers. You will need to look there to find
it. After that, your conversation is interrupted by the Guards of Bishop
Mortan. Which happen to be gargoyles. Four of them to be exact. They can
do a lot of damage to you quickly when they attack in groups. So be
warned. Kill these Gargoyles then loot and plunder.

Temple of Shadows (Temple of Wisdom)

Now you will want to go find the temple. So follow the path that the
sign pointed you in (Temple of Wisdom). Shortly you will come to a
circular area that has an ankh looking statue in the center of it.
Search the ankh, and you will find the Rune for the book of Trinkets
(the Golden Grimoire you found in the basement at Jakes house). You will
need to have Elric Identify it for you before you will be able to read
that it is indeed the rune for the book of trinkets, or you can take my
word for it. Anyway, proceed along the path in the direction you were
heading. You will come to the entrance of the temple. Use caution here,
as the entrance is guarded well. Four Zombies, 2 Skeletons, and 2
roaming Skeletons that may happen by. It would be wise to use your bow
and arrow to pull the undead one at a time. They are not very difficult
alone, but 6-8 of them hitting you at the same time can begin to hurt
quickly……….

Entering the Temple will put you face to face with more undead, and it
will complete the quest given to you by your Uncle.. As you explore this
area, you will find some sparkly smoky type of stuff blowing up from the
ground. Fear not, this is a teleporter. Step through it to proceed
deeper into the Temple. To the right is a room with a green mist
emitting from the corridor. Careful here, this stuff is deadly. Entering
the room will trigger these green mist traps to react when you try to
exit the room. Grab the gold and the scroll, then line yourself up in
the center of the corridor. Make a run for it and cross your fingers. I
would suggest you save the game before entering this room. If you take
the turn to the right from where you entered, you will find a coffin and
a mace hidden in the darker room behind the coffin. The darker room is
trapped so after you grab the mace, get out as soon as possible. If you
go straight when you enter this area of the Temple, then you will go
deeper into the Temple. As you follow this path, you will come to a
circular pattern on the floor. If you step in the center, a mist similar
to the teleporters (except blue sparkles instead of white) will rise
from the floor. Make a mental note of this, and then continue to explore
this area well… You will come to a section that has 2 doors. One is
locked. The other one is not. Enter the unlocked door and explore the
area. While searching keep an eye out for a key. Once your finished with
this area, go back to the locked door, and use the key you have just
found. Explore this area. You will find scrolls, books, magic book, a
rune, and another key (Temple Key) in these 2 areas. One of the scrolls
is the “Scroll of Mortan”. There are a lot of good items. Keep exploring
deeper into the Temple and eventually you will come to the Ravenscar
Sewers.

The Sewers

The sewers are dark, so adjust your gamma if you need to. However, as
you enter this area go straight until your path comes to an end. You
will be able to go right. Take that path and the path will come to an
end with a choice of left or right. Go right. Take this path until you
dead-end into a small room (after crossing many bridges). On the table
is Elsbeth’s corpse. Cast firebolt on her corpse. If you do not have
your magic up to level 12, you can come back later. Elsbeth will appear
and thank you. She will also tell you that Mortan will have weakened.
Now that you have sent Elsbeth to the well, explore the sewers freely.
After you’re sure you have gone through all of the sewers, look for a
steep incline with 2 skeletons standing guard at the top. Following this
path, you will end up in a nicely decorated room. If you notice on the
walls, one of the doorways is blacked out. This means you can go through
it. It looks more like a wall texture, however you can just walk into it
as if it were a door. This will exit you back out to the City of
Ravenscar. Use caution here, as numerous bad guys will attack you upon
exiting.

You may feel a little disorientated at this point, but you are along the
path leading to the “Path of Shadows”. Get on the road and head East.
You will see an intersection near by. Head to this intersection and take
the path leading East. It will end shortly, but we are not done. Search
the close by area off of the road. You will find an entrance to the
Caverns. It is a little hard to find at first. The fence around the
entrance should help clue you in.

Northern Tower

As you enter the Cavern, you will realize that this is the same Cavern
that is near your Uncles house, and behind Jakes house. Now you could
have done this area at any time, but if you have been following this
walk through, then you will be strong enough to deal with this area now.
If you remember when we were here before, we entered a hole in the wall,
and found a locked door inside. As you enter the Cavern from Ravenscar,
you will notice a door. This door is the one that was locked before. It
does not require a key, but can only be opened from the Ravenscar
entrance. The door will stay open once you have opened it the first
time. This door will take you back to the room with the hole in the
wall. This is why we explored that cavern earlier. It could be confusing
now if you had not already explored this cavern, and now you are better
suited to do this area. Head back to the 2 large doors we unlocked
earlier. Enter and explore. You should be able to handle the Skeletal
Noble now. The Noble will drop a staff. A unidentified ring (ring of
Health), a “key from the tower” and a skullcap. Search the coffin that
the Noble was guarding, and you will find a rune. Use the key you found
on the Noble to open the near by locked door. You can not go up the
stairs, so exit out the door you just unlocked. You will find yourself
at the tower near your Uncles house in North Forest.

Now would be a good time to go to town for supplies. Be sure to repair
your armor so it doesn’t break, and fix up your weapons as well. While
in Madrigal, have Elric identify the ring you found on the Noble. It is
the “Ring of Health” and it will increase your health by 5 points or so.
If you could not send Elsbeth back to the well (because your magic was
below 12 and you did not have the firebolt spell) then buy scrolls of
fireball from Elric also. They will not go to waste even if you have
freed Elsbeth. Then return to Ravenscar.

Bishop Mortan

Head back to the entrance to the Temple of Wisdom (Temple of Shadows).
If you have sent Elsbeth back to the well, then return to the blue
sparkly teleporter thing that I told you to make a mental note of. Stand
on top of this teleporter, and read the “scroll of Mortan”. This will
teleport you into a new area. Explore the 3 rooms attached here, and
grab the mana potions. Following the 4th direction will take you towards
Mortan. Check each of the 6 side rooms for more mana. When you near the
final room, a cut scene will show Mortan. He will raise 5-6 skeletons
from the floor, and they will come after you. Pull the skeletons back
towards the teleporter a bit so you can fight them without fighting
Mortan. After you finish off the Skeletons, head back in for Mortan. Use
Firebolt against him, or the fireball scrolls you bought from Elric.
Avoid his spells when you can. If you decide to melee Mortan, do your
attacks manually (instead of slower combo attacks). After you defeat
Mortan, he will drop the staff of lore, a Rune, and a pile of gold. Use
the spell “Deaths Recollection” on his corpse. Mortan will have 2
choices to ask him about. The staff and the hex. Mortan will tell you he
received the Staff of Lore from Tamaran, the apprentice of Harbinger.
Ask him about the Hex, and he will tell you it is close by, East of here
(this side of the river).

Check the podium near by and snatch up the “Tome of Hades”. After you
have robbed the place clean, head back to Madrigal. Save before you
enter Madrigal just incase you need a saved game later.

Opening the HEX

As you enter Madrigal you will see the Festival has started, and the
town folk are gathered around the Hex stone. They will tell you how to
join in on the celebration. As you touch the stone, you will be sucked
inside it. Here you will meet Malkuth. He will give you a run down on
what is going on. Crucibus the Smith is in need of the Anvil of Horath
so he can return to this world. Caldors is an alchemist who is in need
of the Skull of Alchemy. Jaard is the librarian and he will organize
your spell books. Ask Malkuth all you can, and he will give you several
quests. Find the Anvil, find the Heart of Kinkathra in Talendrah to the
south, and the quests for each of the others in the hex (mentioned
above). After you speak with Caldors and Jaard, return to Malkuth. Ask
to about ITEMS. You will find that he is already holding items from long
ago. Grab the 2 hex stakes. Now return to Madrigal by touching the hex
stone.

Anvil of Horath

When you return to Madrigal, you will find the festival has ended. Go
speak with Elric. Ask about the Anvil of Horath, and he will tell you to
look beyond the “Path of Shadows”. If you remember, this was the only
un-searched area in Ravenscar. We will be searching it soon enough. For
now, head on over to Barthelago’s house. You will find that he is no
longer there. Now cross Town Square to the General Store, and speak with
Alphonse Getts. Ask him about Barthelago’s departure. He will tell you
that Barthelago left quickly and headed towards Shadow Guard. Now you
may have noticed that the towns folk no longer see you as a peon, and
now they call you “My Lord”. This would be a great time to go rub your
“Lordness” in the face of Will Farshore over at the INN. He will no
longer forbid you to speak to Emma, but he will still protest it. Speak
to Emma now, and ask her about Rumors. After that, try to charm (err
flirt with) her once again. It seams she is a bit creeped out about you
being a Warlock and all that. No worries… Head on over to Chants house.
You will find that he too has gone missing. Finally, go speak with
Hammer the Blacksmith. He will inform you that Chant has headed off to
Shadow Guard, and Chant left you a scroll before he departed. The scroll
is in fact the Damon papers 3 that Elric is needing. Ask Hammer about
the Shadow Guard, and he will tell you a little, and refer you to the
Ranger. Ask Hammer about the Anvil of Horath, and he will tell you to
seek out Lord Bane’s son.

(Hint: Elric sells the book of knives, and the book of cloaks. You were
given the rune of Knives at the start of the game as reward for doing
the Ferry Mans brigand quest. You should also have the rune of dreams
with you as well. The Book of Dreams will cost 2000 gold, and the Book
of Knives will sell for 1000 gold. If you have the cash, you can buy
these now and take them to the library in the HEX. If you do not have
the cash, you can come back here and buy them later.)
We now need to go speak with your Uncle. Save your game before you leave
Town Square. As you approach your Uncles house, you will see some
fighting going on. Run closer, and you will see that someone is fighting
with your Uncle. Tamaran is the name of the unknown figure. You May
remember him from a journal page you found in the earlier part of the
game. He will slay your Uncle, but not before your Uncle has dealt large
amounts of damage to him. After the fight with your Uncle, some dialogue
between you and Tamaran will happen. He tells you that he is to take you
to Galdon Thar to destroy what Harbenger has left in the world. Do not
be fooled, your only options are to kill or be killed. Fight hard, and
defeat the badly wounded Tamaran. Fire spells (fire bolt, and Fireball)
will heal Tamaran, so do not use fire based spells. I would suggest that
you cast minor shielding, and go toe to toe in melee combat. When you
get low on life, retreat, and eat some food. Remember to recast minor
shielding when it runs out. Tamaran will drop a staff when he dies. Go
to your Uncles corpse, and you will find 2 books, the Hex-Seekers staff,
and a scroll. The scroll is the forth and final scroll in the demon
scrolls that Elric is wanting. One of the books is your Uncles journal.
It doesn’t tell you much that you do not already know, but it will
clarify a few things. Now head back to Madrigal to collect your “reward”
for the demon scrolls.
Elric will pay you well for the Demon Papers. After selling them to him,
ask him about WORK. At first it will look as if he is repeating himself
about the work you have already done. However, if you pay attention, he
will drop more clues that you need to head towards Shadow Guard. More on
that later, for now we need to go to the “Path of Shadows”.
On your way back to Ravenscar, while passing through the Western Moors,
return to the area where you found the Eggshells (Melissas Eggshell
quest). Remember the hex stone that spoke to you earlier? Well activate
it now by touching it. You will gain some exp, and you will have
unlocked this HEX stone. Now continue on towards the Path of Shadows
that is in Ravenscar.

We are looking for an Anvil of Horath. If you remember from Tamarans
journal page, they have found it and it is under guard. A few other
clues have recently been dropped about the Anvil being beyond the “Path
of Shadows”. The Path of Shadows can be located by following one of the
main roads in the City of Ravenscar.

Path of Shadows

Follow the sign pointing to the Path of Shadows (into the North) until
you come to the intersection. Continue through the intersection (north)
and follow that path to a locked gate. Along this path, you should have
noticed another Hex Stone (very close to the entrance to the Path of
Shadows. Activate this Hex Stone by touching it. Use the Farmers key you
got from the farmer in the Mines. This will unlock the door to the Path
of Shadows. I suggest you save your game now. When you’re ready to enter
the path of shadows, be warned… You will be jumped by two “Shadows”.
These guys do pack a punch… Which is why I suggested you save before
entering. These guys will drop an assortment of items when you kill
them. The 2 rings are nothing special, but you do need to hold on to
them for later. You could identify them if you knew where Barthelago was
at, but they are the same ring as the one you got off the assassin at
Jakes house. Continue on. You will enter the Mercenary Camp.

Mercenary Camp

In the Mercenary Camp, you have a cut scene where you can listen in on a
conversation between Lord Gargos and Talos. You may remember Talos from
a “Letter from Talos” you found on the two brigands you fought before
the first time you entered High Rock Pass. After the cut scene, you are
free to explore the area. I found that killing the Mercenaries one at a
time was effective. Walk close enough so you will alert one, then run a
few steps back to fight him. The Fireball spell works great here, but it
will drain your mana quickly. Once you kill a “Merc” with a cross bow,
you can attempt to cut them down from range. Some of the Mercs will use
crossbows against you. This is good; because you can fire back without
having to dodge their sword blows (their swords hurt a great deal). The
Mercenaries will drop mail armor, long swords, crossbows, and red
potions. Send all the extra armor and weapons to the HEX to conserve
room. Next time you are in Mandrigal you can sell this stuff for a large
chunk of gold (1000 + if you gathered it all). In the middle of the
Mercenary Camp, there is a pit full of Rock Beasts. You can easily
dispatch these guys with a few well placed Fireballs. Just wait until
the Rock Beasts are clumped up, then fire a Fireball aimed at the ground
near the group. The Fireball will damage all the Rock Beasts that are
close to the impact point. Five or six Fireballs should do it. However,
you do not need to kill these Rock Beasts to go further… find the exit
to the Mercenary Camp directly across from the entrance on the other
side of the map. You will enter “7 Kings Barrow”.

7 Kings Barrow

In 7 Kings Barrow, you will find a few Mercenaries, and a few stone
hedges that have doors on them to go down. 2 will be small Barrows,
named appropriately “Small Barrow”. These are marked on the outside by a
black bird with its wings spread high above its head. There is a 3rd
Barrow named the Barrow of Horath. This Barrow will be marked (on the
outside) by red and yellow birds with their wings spread high. Note: In
7 kings barrows, there are 6 small barrows and 1 large. Outside all the
small ones there are stakes with colored "bird signs" on them. Each
barrow has its own color. Thanks Jannicke

The small Barrows house an Undead King, and a coffin. In the coffin in
one of the barrows, you will find the Rune of Fears. In the coffin of
the second Barrow, you will find a sack containing; Leggings, the Rune
of Breaths, and Leather Boots (the boots, once identified, are the
“Boots of Dashing”).

In the Barrow of Horath you will find the Anvil (among other things). As
you enter this Barrow, continue straight (pass up the left and right
corridors). You will come to a coffin that has a corpse on top of it.
Cast Deaths Recollection on the corpse. The corpse will tell you that he
is Horath. He will tell you many things, one being that the Soulbringer
is close by. Continue to go straight and you will come to a circle that
spawns skeletons. These skeletons cast magic, and can do damage. If you
notice, 4 pillars that emit a green smoke surround the circle. If you
click each one of these, the smoke will turn red, and the circle will be
warded. Clicking them all again will turn the smoke to blue. Blue is the
ward you want. Do not re-enter the circle, or the ward will deal large
amounts of damage to you. Now return in the direction that you came.
Take one of the side paths (either one, it doesn’t matter). Exploring
this area briefly, you will realize that both of the upper corridors
both lead you to here. In here there is also a teleporter. If you look
down towards the lave, you will see where the teleporter will take you.
You will also see the Anvil you have come for. Enter the teleporter, and
go down and grab the Anvil. As soon as you do grab the Anvil, 4
Gargoyles will appear and attack you. Kill them off, and return to the
coffin area. Save your game, and make for the exit of the Barrow.

Just before you can escape, Lord Gargos and Talos enter the Barrow. A
cut scene will take you through some dialogue, then Gargos will
foolishly tell Talos to leave him to deal with you alone. When the
fighting begins, quickly run back towards the circle you warded off. If
you run to the backside of the circle, you will be safe from the ward.
When Lord Gargos begins to attack you, he will put himself in the center
of the warded circle. He will die in a matter of seconds. You will gain
300 exp for his defeat. Lord Gargos drops an unidentified short sword
(the sword of Gargos), and a pile of gold (381 gold). You could have
tried to fight it out with Lord Gargos, but he is very strong
physically, and lacking mentally. If you do try to fight Lord Gargos
outright, keep in mind that fire based attacks will heal him instead of
hurt him (this includes the red ward on the circle). Now exit the Barrow
and head for the Hex Stone in Ravenscar.

When you enter the HEX, locate the Hex Keeper. Ask him about the Smithy.
His dialogue will complete the Anvil quest. You will now be able to
repair magic equipment (once per trip to the HEX). Find Crucibus and
have him repair any magic items that need to be repaired. If you look on
the ground near Crucibus, you will see a Leather Coat and a sack. The
sack has some enchanted arrows, and the coat is the “Salamander-Skin
Coat”. After you have finished here, head back to Mandrigal.

When you return to Mandrigal, stock up on supplies. Make any repairs you
need. Then head for the Ferry Man. Ask him about Chant’s departure and
Barthelago’s departure. Then catch a ride. You will be dropped off at
the Eastern Steps.

Eastern Steps

When you enter the Eastern Steps, you can explore the area. You will
find a “keep” (small version of a castle) that is guarded by a “Shadow”
(remember them from the path of shadows?). When you enter the keep, a
Hooded Man (Raal) a Brigand, and two Shadows will attack you. Having fun
yet? Exit the keep, and follow the path you started on. You will exit
this area and enter the Church Ruins.

Church Ruins

As soon as you enter the Church Ruins, a strange man will confront you.
He left his name a mystery. He engages is a little dialogue, then he
will make a few subtle threats. No worries… You gain 50 exp for the
encounter. Continue along the road, and you will come to an open gate to
your left. You will see 2 potions on the ground for you to snatch up.
However just as you get to the potions, a Shadow and a Hooded Man will
appear and try to kill you. Fight these guys back and snag the potions,
then continue down the road. Shortly you will come to a path leading off
of the main road. There will be a few items attracting you to enter this
area. Grab the War Axe (monetary value if not to use it as a weapon).
This area will lead to the Eastern Fens. You can enter here now, or
continue to explore the area. There are lots of Gargoyles and Guardian
Beasts (Hog Beasts) in this area. The Gargoyles are easy to deal with,
but the Guardian beasts begin to become annoying after you have fought
one or two. If you continue to follow the path from the entrance to
Eastern Fens, you will come to a road sign. The sign will point you
towards Shadowguard. Follow this path until you see a pile of ruins with
an archway. Enter the archway as if it was a building and walk straight
ahead. You will see an entrance to an underground area. Enter here, and
in the back of the room, you will find a coffin. Click on the coffin to
find a few items. One of the items to be sure to grab is the Hex-Stake.
After you explore this area, enter Shadowguard. In Shadow guard, you
will gain the quest to "find Lord bane". Lord Bane will be in Eastern
Fens. Thanks Jannicke

Eastern Fens

When you enter Eastern Fens, you will hear the sounds of war. Swords
clanking against swords echoing from the distance… You get the point.
If you run southwest (then south when you hit the water area), you will
find a small bridge looking thing. Crossing it will take you to the
battlefield (Tamarans Pit). Here you will see Men at Arms fighting a
horde of Undead. Join them in battle. After you finish off the Zombies
that came for you, the battle should be coming to an end. Now you will
meet Lord Bane. He will thank you for helping him in the fight, and
reward you with the “Bloodkin Talisman” (which looks an awful lot like a
key). He will ask you if you would like to travel with them. Answer Yes,
and you will gain 800 exp and be taken to the “Church of the Moon”.

Church of the Moon

While at the Church of the Moon, explore the area. You will find the
book of Breaths in one of the rooms here. Speak to a few of the Bloodkin
for some basic information. Then go speak with Lord Bane. Lord Bane will
tell you a bit about Chant (err Lean) and also mention that you will
need to ask a fellow by the name of Candice about Barthelago. Candice is
the local alchemist. Ask Bane about Lightstealer, and he will tell you
that Lightstealer is the King of Vampires. There is a weapon named
Blood-Master that can kill him. Lightstealer needs to die to free Banes
homeland, and Bane will help you find the heart you came for once his
homeland is freed. Well in a short run down, that is about how it all
goes. Then exit this area where you started. You will enter Shadowguard.

Shadowguard

When you enter Shadowguard, you may feel lost at first. Don’t worry
(this place is very simple), explore and you will soon feel comfortable
traveling through Shadowguard. While you search Shadowguard and you will
find a HEX. You can go inside at anytime, but when you first touch it
you will gain 200 exp. One of the first locations you may find is the
Blacksmith. This is Powder (the guy Hammer mentioned). If you ask Powder
about hammer, you will gain an item (Powders metal) to give to Hammer.
If you ask him about Barthelago he will point you to Candice and the
INN. Chat with Powder and have him make any repairs you need.

You will also find the Shadowguard Jail House close by. In here you will
meet the Sheriff “Arad Dhom”. He sounds as if he has been drinking, and
searching the area will turn up a lot of booze.

Now lets go to the Liche House (near the smith and jail). You will meet
Ash. Ask him about the guild, and he will pretend to know nothing about
it. He drops the name Lord Crux on you.

The “Shadowguard Apothecary” is close by, and you can speak with Candice
the Alchemist here. Asking her about the guild will end the conversation
quickly. Ask her about Barthelago and she will tell you he may be at the
“Flock of Seagulls” (The INN) down the road. I am sure you are starved
for mana, so pick some of that up here as well.

Across the street from her is the Flock of Seagulls. Enter it and you
will see two drunks leaving the bar. One of them drops a scroll. The
scroll is the “Assassins contract”, and the hit is Ash. Speak with Curt
the Barkeep, and ask him about the Drunks. He thinks they work for Crux.
Ask him about Crux, and he will tell you can find him to the West. Ask
Curt about Barthelago and he will tell you Bart went to speak with the
lord of the town (Crux).

Now go warn Ash about the Assassins plans. Show Ash the contract, and
dialogue will begin. Ask will mention how he saw robed people in the
graveyard. They had 2 Bloodkin prisoners with them. He followed them to
a Crypt, where he saw Lord Crux. He will give you the Key to the Crypt.
While Ash is talking, 4 assassins (2 shadows, 1 assassin, 1 Armed Man)
will show up. Ash will tell you that you can have whatever you find in
his house, and then he runs away. The assassins that showed up will then
attack you. After you beat the assassins down, search Ashes bed. You
will find a Book of Corpses.

Now lets follow the sign that says “Docks”. In the Shadowguard Docks you
will find 2 people to talk with. One is Dalgar Dim, and he will sell you
the Rune of Stones, Sheet of Music, and Lore on all the Earth. The Rune
and the Sheet music are the items to grab. Also speak with Skiff the
sailor down by the docks. Be sure to click the Hire Ship option in the
dialogue menu. Skiff will tell you he can not take you there on the
account that he lost his sea charts to Arad Dhom (the Sheriff) in a card
game or something. You will gain a new quest to find his charts for him.
Now Skiff has a new dialogue option (Rainbow Rock). Ask him about that,
and he describes a Hex Stone to you. Return to Shadowguard.

Lost Temple

Now we need to locate the Lost Temple. It is located very near to the
area you exited the Whitemoon from. It is on the backside of the large,
gated crypt in the graveyard in Shadowguard. Enter it and you will see a
coffin. Use Ash’s Key on this coffin to open it. As you enter the
unlocked area, you will see a cut scene. It will show a brief
conversation between Lord Crux and Lightstealer. Listen well, then begin
to explore. Take note of the Vampires stationed just inside when you
enter. They will not attack you unless you attack them first. However,
if we do not deal with them now, we will have to deal with them later.
Lets foil their ambush and get the jump on them. If you grabbed the
“Book of Corpses” from the bed when you told Ash about the “hit”, then
now is a good time to test out those spells. Casting “Rest in Peace”
will make the Vampires stand there and not counter attack. Cast this
spell on all 3 of them (after the fighting has started) and they will
stand there and let you chop away on them. The Fire Sword (Sword of
Gargos) works pretty good on the Vampires. Check the rooms to the right
and left of the entrance. One of the coffins (the one to the right) has
a magic cloak (Oiled Cloak). As you venture further you will meet the
“Vampire Witch”. She will open dialogue, and then turn some Bloodkin
into Hog Beasts. Then the fighting will begin. She will cast a stream of
poison towards you that deals a lot of damage and then does poison
damage for a few rounds there after. Dodge this spell if you can. Fire
spells work good in this fight. Flaming Sword will cut her down quickly.
When she dies, you will gain 600 exp, and a long sword. Exit this area
back to Shadowguard. Now you may be wondering what is behind the locked
doors, or how to get them open. Well, you cant. Not yet that is. We
entered the Secret Temple to “investigate it”. If you exit it now, your
quest to investigate the temple will scratch off your Journal. We could
have done this area later, but then a bug in the game would cause the
quest to not scratch off your list. Now we need to go find Lord Crux
(don’t worry about those locked doors, we will return).

Powder Metal

Before we head off in search of Lord Crux, lets wrap up some lose ends.
Start by going to the Hex stone, and return to Madrigal. Go speak with
Hammer. Give Hammer the “Powder Metal” that Powder gave to you. Hammer
will make you “Shinny Vambracers” out of the metal. The Vambracers are
very nice indeed. They give you 300 to your defense. Ask Hammer as many
questions as you can for a spill of extra info. Now return to
Shadowguard.

Shadowguard Manor

If you go towards the locked gates (gates with red color on them, near
the Hex) in Shadowguard, you will find them unlocked now. This happened
when we investigated the Secret Temple. Lets head there, but (and this
is a “safety precaution”) SAVE YOUR GAME NOW! There is a “bug?” about
this next area, and it is a good idea to make a backup save now.

Lord Crux

When you enter the second gate in the Shadowguard Manor Grounds, Chant
will meet you. He will inform you that you will need a Guild ring (you
should have at least 2 from the shadows you have killed). With the Guild
ring you will be disguised as a member of the Guild. The guards outside
the Manor will not attack you until you attack them. Do not attack the
guards. Later in the game they will attack you on their own. A bug is
involved here; so do not attack the guards outside. Also know this… Once
you enter the Manor then leave it, you will never be able to return
again. So do your business in a single trip.

When you Enter Shadowguard Manor Chant will chat with you for a moment.
He tells you to keep your disguise up, and search for clues. As you
search the general area, you will find some Guardian Beasts guarding a
door. As you near this door, you will begin to eavesdrop in on Lord
Crux. Listen to what he has to say. If you continue to stand there you
can hear up to 3 different clumps of info. Get back to your exploring.
In a room to the southeast portion of the house, in a vase, you will
find a Rune. In the southwest corner of the house, on the table you will
find the book of Fears (which you should already have the rune for). In
the same room you will find the book of Stones on one of the bookshelves
as well. You can read any scrolls or books you find for information (one
scroll will be Demon Papers IV), and then head to the room Crux was in.
When you enter the room, Crux will blow your cover, and have everything
attack you. You can fight this however you like, but I took the easy
way. I cast the spell “Gas” on everything, and let Chant chop them up.
This worked very well, and no damage taken to myself. When Lord Crux
dies, he will drop 726 gold, a double bladed staff, and Lord Crux’s Key.
Cast the spell Death’s Recollection on the corpse of Lord Crux. You can
bleed him of some last minute information and gain 25 exp. Chant will go
off to explore and will meet up with you later. The Locked door in this
area does not unlock, but if it did, it would take you outside. You can
go behind the Manor and see the door from the other side if it would put
you at ease. However, once you leave the Manor, you can never return, as
your disguise has been revealed. Use the Key that Lord Crux dropped on
that locked door back in the “Secret Temple” (remember? That locked one
behind the Vampire Witch…). Now we should return to Shadowguard. Hit the
Hex to read the Book of Fears you found.

Once you are all set (repairs made, food etc) head back into the Secret
Temple, and unlock that door. When you open the door, a Vampire will
attack. Kill him and continue down the hallway. At the intersection turn
towards your left… As you enter this room, you may notice the 2 Raals
hiding in the shadows. If you keep going, you will see the sword
Messenger on the podium. When you near it, the Raals will attack. You
can attack the Raals before you go for the sword or wait until after…
Once you have the sword; return to the intersection and take the path
you did not take beforehand. You will see a pentagram on the floor with
a potion in the center and 5 magic arrows on the tips of the star. At
the back of this room, on a podium, you will find a Magic Bow (Elemental
Bow). Now exit the Temple, returning to Shadowguard. We need to go find
Blood-Master, but Skiff the sailor needs his charts first. Lets help him
out…

Sea Charts

Go to the Shadowguard Jail House and speak with Arad Dhom. Ask him about
the Sea Charts and he will tell you he had traded them earlier that day.
In fact he would not be surprised if the man he sold the charts to had
already visited Skiff. (pss that’s your clue). Return to Skiff at the
docks. If you have already spoken with Arad Dhom at the Jail House, then
a Thardolin Soldier will be standing next to Skiff as you approach. A
cut scene will happen, and the Soldier will attack you. When you kill
him, he will drop a Thardolin Helm, a Scimitar, and the “Sea Chart” that
Skiff needed. Return to Skiff with the Sea Charts. Ask him to hire the
boat, then ask to set sail. You will arrive at Rainbow Rock.

Rainbow Rock

When you step off the boat, head in the direction that your magic
compass is pointing and you will find a Hex Stone. Following the main
path here will get you to the Hex Stone as well. Tap the Hex and you
will have a new hex location, and gain some experience. Directly behind
the Hex Stone, you will see some boats floating by a small dock. If you
make your way around to the docks, you will find 6 Thardolin Soldiers
standing guard. Kill them however you like, and then explore the boats.
You will find a large amount of supplies in the crates on the boats.
Grab it all; even if you need to send them to the HEX. Then head for the
southern edge of the area. Along this side there will be a tomb. The
tomb is the Tomb of Alvaris. Enter the Tomb.

Tomb of Alvaris

When you enter the Tomb, you will see a structure that looks somewhat
like a Hex stone (in size and shape). If you click this, you will use
the Bloodkin Talisman that Lord Bane gave to you. It will disarm the
traps on the floor. Explore the area without fear. Note: I met two bad
guys in the tomb of Alvaris. Fist a thardolin captain who drops a
Blade-Chain, and then a weak Thardolin Solidier.(has been hurt by the
traps?) Thanks Jannicke. Watch the ground closely as there is a lot of
items on the ground. Work your way through this area until you find a
coffin. Approach the coffin and you will speak with Alvaris himself.
After some dialogue, you will be given the Blood-Master that you came
for. Now exit this area, and return to Shadowguard.

Lightstealer

When the fight with Lord Bane and Lightstealer begins, 3 female Vampires
will attack you. Use the Messenger sword to cut them down quickly. When
the 3 Female Vampires die, Lightstealer will deal the final blow to Lord
Bane, then head for you. Quickly run over to the corpse of Lord Bane,
and grab Blood-Master off of the ground. Now attack the wounded
Lightstealer with the Blood-Master. The fight should be quick, ending
with you the victor. Lightstealer will drop a magic long sword named
“Blood-Drinker”. Open the chest in the room, grab the sack, and then
exit back out to the Bad Lands. The script will continue, and you will
end up back at the Church of the Moon. You will hand the Blood-Master
over to Chant, and gain the Book of Talendrah. After the Christening of
Chant, you will be allowed to rest. When you awake, seek out Chant. He
will be wondering around near the same location that Lord Bane was found
in. Ask Chant about Talendrah. This will be a small clue of things to
come. Chant will also tell you that he sent a scout to Mandrigal. When
you read the book, you will be transported to Talendrah. You can return
to Shadowguard for repairs or supplies before going to Talendrah if you
need to.

Talendrah

When you are ready to go to Talendrah, click the book of Talendrah and
then click read. You will be transported to a ruined city. If you
explore just a little, you will see Barthelago. Speak with him and you
will find out that he has bonded the Heart. Search the area, but keep
Barthelago alive. When you near the end of this area, you will find a
Hex stone. Tap it then return back to this area. Enter the open area
with the tents scattered around the walls. In one of the tents you will
find a Book of Storms, and 2 normal books. Continue in this area, and
you will see a “Guard Captain” at the top of some stairs. If you cast
the spell “Gas” on him from a distance, you can take him out easily.
Kill him and he will drop some gold, a Great Sword, and a ring. As you
approach the pillar at the top of the stairs, dialogue will begin. While
you are listening to the dialogue, and you will “find” the Heart, then
Talos will appear. He isn’t really Talos… Gargos has returned, and he is
mad. Luckily for you; you have Messenger.

Heart of Kinkathra

As in the above paragraph, you will Bond with the Heart when you lead
the dragon (Bart) to the center area of Talendrah. This was added here
for easy search with the red headlines.

Gargos Returns

Gargos is somewhat simple to beat. He will use a War Axe, and cast
flaming sword on it. You should be wielding Messenger. Cast stone Skin
or Minor Shielding or whatever you have, then go toe to toe with Gargos.
Soon, Gargos will fall. If you need to retreat from combat to heal, then
do so.

Otherworlds

Now return to the Hex Stone, and speak with the Hex Keeper. Ask him
about the Hex Stones for a refresher on what the new areas on the Hex
map are. I wanted to add this in here just to refresh your memory. You
can go to these areas now, or wait until later. In this walk through, I
will not cover these areas. They are pretty basic, and can be done at
anytime. Do remember to keep any coins you find. For this walk through,
now we will return to Madrigal.

Madrigal besieged

(Optional: Return to the Church of the Whitemoon, and seek out Chant.
Speak with Chant and he will tell you that Madrigal has been besieged.
This is optional, and feeds the story line. You can skip this if you
already know what to do, or do not care to hear Chant tell you about
Madrigal.)

After Bonding with the Hearth of Kinkathra and Defeating Gargos for the
second time, you will want to head to Madrigal. When you arrive you will
see many soldiers patrolling the area. They will not attack you unless
you attack them. Before getting messy, lets chat with the locals. Start
off at the Town Hall. Speak to Elric. Elric will tell you that you need
to (Quest) find the Crown of Rule in order to prevent the invasion.
Elric will also refer you to Hammer. If you drop in on Alphonse Getts
over at the General store, you will learn a little about the Dragon
Soldiers leader; Al’Kadath. He has taken up residence in Barthelago’s
old shop. Will Farshore over at the INN will tell you the same. Emma has
some new rumors as well, so be sure to flirt it out of her. Hammer will
fill in a lot of the holes in the stories you have heard, and he will
add some history to them. You should also speak with Al’Kadath himself,
to thicken the plot a bit more. You will receive the quest to “Defeat
Soldiers of Madrigal” when you question him. You may remember the scout
that Chant sent? And perhaps you have heard the locals talk about her?
Well she goes by the name of Renya, and she is none other then Chants
sister. She has taken up residence in Chants old place. Be sure to speak
with her to get the quest “Defeat the Dragon Soldiers at Tamarans Gate”.
Renya will send you towards Tamarans Gate, in the east. Got enough yet?
One last thing… In the Market near the INN, there are 3 Foreign
Merchants. One will sell Thardolin Armor, the other will sell potions,
and the final one will sell you the Book of Glyphs (at the cost of 4062
gold). Take care of any business you need to do here (you can kill the
soldiers if you like, and sell their items while you are in Madrigal).
Now Head for the Eastern Fens. You can use the Ferry Man (Allis Ham) or
the Faith Stone (Hex).

Tamarans Gate

Tamarans gate is in the Eastern Fens. That would be the same area you
found Lord Bane in when you helped the Bloodkin fight the undead (the
small path in the Church Ruins). When you enter Eastern Fens, you will
see a group of Bloodkin lead by Renya. If you speak with Renya, she will
tell you that they are ready to attack on your command. Select the
attack option, and the army will march against the Soldiers in the area.
Be careful here not to let Renya die. If you want, you could fight some
of the guards before telling Renya to attack. This will make it easier
to keep her alive. The spell “Gas” works great against the Soldiers.
They tend to group up, so 1 or 2 casts of this spell should cover them
all. Continue your march and you will come to a “stone hedge” looking
area. Guarding this is the Thardolin Sorceress. She will summon 2 extra
strong Thardolin Soldiers. When you kill her, you will be transported to
the Thardolin Docks.

Thardolin

You will begin at the Thardolin Docks, after your fight with the
Thardolin Sorceress. When you enter this area, begin to explore. In one
of the near by houses, you will meet a girl by the name of Yavana. She
will dress you in clothes better suited for the desert. You will gain
1500 exp for this, and be allowed to ask her more questions. Ask her
about the Desert for clues on what to do now. This will open a new
dialogue option (the Cultist). Ask her about the Crown of Rule, and she
will confess that she has seen it in the Palace. However, the Empress
never wears it anymore. Explore the ships in the harbor now. You will
find a Hex-Stake on one ship, and you will find Admiral Pinaeos on the
second. Speak to the Admiral about business to pick up a new quest;
Investigate guarded area in Oasis. You may also find Delgor Dim. Delgor
has some new information since you saw him last. If you didn’t but the
rune of , or the sheet of music off of him in Shadowguard, then but them
now. If you continue to explore, you will find an opening near Yavanas
house. It is against the main wall in the area. Entering that opening
will take you to the Oasis.

Oasis

When you enter the Oasis from Thardolin docks, you will see a “Cultist”.
You can speak to her for some Cultist gibberish. If you head towards
your right, you will find a Desert Madman by the name of Marulah. At
first he seams to be talking nonsense. However, if you listen closely,
you will find out that the Empress is near by in a grove and you will
need a flute for Jaards Well. Behind Marulah, you will find a Cavern. In
the Cavern you will find 4 potions and the Cloak of Winds. Continue your
exploration. You will find 2 key areas here. The Cultist camp, and the
Hidden Grove. The Camp has a ring of Cultists with a Cultist Leader in
the center. If you approach them, the leader will tell the cultists to
attack you. The Cultist leader will drop 20 scrolls that may look
familiar to you. Remember Dalgar Dim? The Hidden Grove will be guarded
by 2 true Thardolin Soldiers. If you spoke to Hammer during the
Thardolin invasion; and if you spoke to Yavana in the Thardolin Docks
area, then you can convince the Soldiers that you are on their side.
Enter the grove and speak with the Noble Lady (Empress Cerebella). She
will fill you in on Incubah, the Revenant of Storms. You will gain the
quest to “Free Cerebella” while selecting dialogue options. There is
also a Hex Stone in this area. Follow your magic compass to locate it.
>From the Oasis, you will find a path that will take you to the Deep
Desert.

Deep Desert

You will find a couple of “Ruined Temples” in this area. One temple will
have a Wand of Banishing, and the other will have Kaldarath. Kaldarath
holds the Flute of Desert Songs, so you must fight him for it. Once he
is dead, cast the spell “Death’s Recollection” on his corpse. You will
use one of your Hex-Stakes on him, and finish him for the last time. If
you do not use the Hex-Stake on him, he will not be completely dead. Now
Return to the Oasis.

Back in the Oasis

Return to Jaards Well that the cultists were around. Using the flute
here will do several things. If you have the sheet music in your
inventory, you will have 4 new choices of songs to play. I will do a
short run through. Desert Rain: You will gain 500 exp. I do not know
what else this song may be doing. Prelude in D Minor: 500 exp. I have no
idea what this song does. Free Spirits: If you did not kill the Cultists
(but avoided them), this spell will turn them back to a Simi-normal
stance, and gain you some exp. They will roam around, and no longer be
hostile. They will continue to speak Cultist gibberish however. Majesty:
This song will summon Chimera from the well. Chimera is somewhat
difficult to fight, but not impossible. I used Stoneskin, Flamesword,
and the Messenger sword to slash him to pieces. This worked like a
charm, and he fell quickly. Chimera dropped a Katana and the Ring of
Fleetness.

Return to Thardolin Docks

After your fight with Chimers at Jaards Well, return to Thardolin Docks.
Speak with Yavana, and mention the Madman, Marulah. You will gain exp
for giving her hope. Now return to Admiral Pinaeos, and mention the
Empresses Ghost. You will gain 500 gold, 2000 exp, and be given a
strange device to place by the cart near the gates to the palace.

Admiral’s Strange Device

If you have talked with Admiral Pinaeos about the Empresses ghost, and
gained the “Admiral’s strange device” from him, then do as he told you
with the item. Take it to the cart near the Palace, drop it on the
ground, and then meet him back at the docks. The Device will explode,
killing the 2 near-by Guards, and opening the door they guarded. Now
enter the Palace.

Thardolin Palace

Enter the Palace, and dispatch the roaming guards. Now enter the main
chamber. Incubah will depart from Empress Cerebellas body, and then
begin to attack you. Hit Incubah repeatedly with messenger, and the
fight should end quickly. Empress Cerebella will stand up from the
floor, and send you to find her loyal Soldiers. After this, the Empress
will give you the Crown of Rule. You can now pick the Device and Cloak
up that Incubah dropped when slain. With that done, head for Oasis, and
then touch the Hex to return to Madrigal.

Return to Madrigal

After you have freed the Empress in Thardolin, touch the Hex and return
to Madrigal. Elric will be outside the Faith Stone to greet you when you
arrive. Hammer will have stepped to arms, and has formed a small gang of
Solders. After a little dialogue, Allis Ham will burst into town,
screaming for help. Suddenly, the town will be over ran by Rat Demons.
Hammer and his gang will fight by your side, and together you will slay
the invaders. Once the main force has been defeated, enter the Town
Hall. Allis Ham hid for cover with Elric inside the safety of the
building. Speak to Allis Ham to find out where the Rat Demons came from.
He will send you to the Sewers of Madrigal.

Sewers of Madrigal

After defeating the Rat Demons who attacked Madrigal; Exit town Square
into the Eastern River (Towards the Ferry). When you step outside of
town, turn to your left. You should find the sewer entrance very close
by. Alternatively you can enter the sewers from the Inn in Madrigal.
When you enter the INN, Emma will point you towards the cellar. Either
way, enter the sewers… If you took the entrance near the Ferry, then the
first room you come to, will have your old “friend” Barthelago in it.
Walk up and speak to him. It turns out he is really the “Greatest
Hex-seeker in the world”. He will transform his shape, and have Jalastor
attack you. Kill Jalastor, and then cast Death’s Recollection on her
corpse to deliver the fatal blow. When you cast Deaths recollection on
her, you will automatically use any hex stakes you may have, and gain
more exp. Be sure to help Will out over at the INN, and then head back
to Madrigal Town Square.

Barthelago and the Hex

After killing Jalastor in the Madrigal Sewers, return to Madrigal Town
Square. There you will find Barthelago attempting to enter the Hex. Kill
him, and then cast Death’s Recollection on his corpse. Ask him a few
questions (and if you grabbed the Hex-Stake off the ship in Thardolin)
stake him with a Hex-Stake. Barthelago will drop another Hex-Seekers
staff, some potions, and the “Scroll of Transportation”. The scroll is
how you will get to Galdon Thor. But before we do any of that, lets
finish business here. After the fight with Barthelago, Hammer will tell
you that new Soldiers have arrived, and are at the docks. Head for Allis
Hams house (the Ferry Boat). You will see Candice, and Chant, with a
group of Bloodkin warriors. Speak to chant. Candice will tell you that
they will meet you at Chants shack when you are ready to plan your
attack.

Al’Kadath

Now, after your fight with Barthelago, if you return to Barthelago’s
house, you will find that Al’Kadath is no longer there. You may be
wondering where he is, since you still have the quest to kill the
“Soldiers in Madrigal”. If you return to the Farm Estates where you
delivered the package to Jake, you will find Al’Kadath. Once you defeat
the 2 guards standing outside the Farm Estates, Al’Kadath will exit the
house and attack you. He will drop a magic saber, and you will complete
the quest to defeat the Soldiers in Madrigal. Now return to Madrigal.

Galdon Thor

If you have already met the Bloodkin army at the docks in Madrigal, then
return to chants house. Speak to Chant, then return to the Faith Stone.
Read the Scroll of Transportation while standing next to the Faith
Stone, and the army of Light will begin jumping into the Faith Stone.
After Hammer enters, you will go unconscious. When you awake, Chant will
be in a panic. Candice was taken away from the camp, and Hammer follower
her kidnappers. There is no sign of any of the other men in the army.
Chant and yourself, not chase off after Candice and Hammer. Follow
Chant, but do not let him die. Kill all of the Zombies in the area.
Chant will wait at the entrance so that you can run back and touch the
Hex stone that was near your camp. Enter the Pillar lined entrance. You
will enter Galdon Thor. Save your sage before you enter here. You will
have a long time before you can save again. There is also a “bug?” in
the coming areas, so a back up game save may be useful.

Gargomon

Too bad you didn’t find Harbingers Pokemon collection for this fight.
All jokes aside, Gargomon should fall quickly to the Messenger sword.
After the fight, the Ice Queen will enter. Without filling in every
detail here… You get whisked away to the Ice Palace. If you should ever
return here, there is a magic wand (fire based) behind the Throne.

Ice Palace

When you first arrive in the Ice Palace, you will notice that you have
no items. Nothing at all. No food, no potions, no weapons. You must
recover your items. Make that a priority. You will run into a few
Skeleton Demons in the area, and being without weapons, these guys can
be a pain in the … An easy way to deal with them, is to use the spell
Purify. If you have a target when you cast this spell, it will hit.
There is no way for them to dodge it. From a distance, cast this spell
at the demons. One or two casts should kill them. Find the red
teleporter. It will take you to another area that has a red and blue
teleporter side by side. You will need to find a stone that looks
similar to the faith Stone, only smaller. Touching it will activate it
like a switch. Now return to the red and blue Teleporters, and enter the
BLUE one. In the 3rd area, you will find your equipment. Be sure to pick
all of it up. You may notice that the Messenger sword is no longer with
your equipment. No worries, the Ice Queen stole it is all. Touch the
near by Teleporter, and you will return to the Red and Blue Teleporters
in the 2nd area. Enter the red Teleporter, and head east. You will find
the Ice Queen Lilith awaits you here. Kill her (the Earth Katana you got
from Chimera at Jaard’s Well worked well against Lilith), and then pick
up the Galdobah she drops. Galdobah is the true name of Messenger. You
and Messenger have been through so much together, that you now know the
swords true name. When you pick Galdobah up, you will be transported to
the Stairs of Ice.

Stairs of Ice

After picking up Galdobah (Messengers true name) from Lilith, you will
be warped to the Stairs of Ice. As soon as you arrive, Winged Demons
will attack you. The spell Holy Radiance works well to control this
fight. Search the near by area for sacks of red potions. Now continue
down the path that is before you. You will enter the Dark Hex Inner
Sanctum.

Dark Hex Inner Sanctum

Use caution entering the area ahead. Many Demons, and Demon Sorcerers
will attack you. Magma is a good spell to use here if you can get the
drop on the Demons. Cast it on the doorway into the keep ahead of you.
>From out here, you can auto target the Sorcerers and cast Purify on
them. Easy enough… Once you kill all the Sorcerer Demons in this area,
you will hear an unlocking sound. On the East side of the room, the
locked doors will have unlocked. Enter them and you will enter the Dark
Hex Nexus.

Dark Hex Nexus

Enter the Dark Hex Nexus, and head right on into the castle looking
area. You will see a Hex Stone. Tap it. Now… In a near by room, you will
find the strange man you saw when you first entered the “Church Ruins” a
long time ago. His name is Skorn (This name you have no doubt heard by
now). You will fight with him until he is injured. Then he will flee
into a teleporter. I am going to add some info in here about the “bug?”
ahead.

When you follow Skorn in to the teleporter, you will go to The Palace
of Souls. Skorn will engage you in conversation. At the same time,
there will be Raals who will begin to attacking the Well Guardians in
the area. You need to keep these Guardians alive to gain their quests.
If you allow them to die, you will skip the “Outerworld” areas on your
Hex map. If you save your game before you follow Skorn through the
Teleporter, you can go in and listen to what Skorn has to say. Then
reload your game to the save game you have. Now re-enter the Teleporter,
and hit the [ . ](period key). This will end the conversation, and allow
you to kill the Raals before they kill the Well guardians. If you have
already done the Otherworld quests.

The Palace of Souls

When you enter this area, you will have some small dialogue with Skorn.
After the conversation, you will need to kill the Raals, and any
Hex-Seekers that are in the area. Use a Hex-Stake on Mahoraz to finish
him for good. Now speak to all of the Well guardians for their quests.
Lord Bane is also in this area. Speak to him for his coin. Skorn has
gone to the Well of Souls. You can go after him once you have passed the
Well Guardians (with their coin quests, or a well placed Magma spell).
In each of the Well Guardians chambers is a touch pad. Step on it, and
it will unlock a portion of the Well of Souls. Once all four seals are
unlocked, the Keeper of the Well will appear. Speak with him, and he
will activate the Teleporters. Step on them to enter the Well of Souls.

Well of Souls

When you enter the Well of Souls, Skorn will talk with your briefly.
After the dialogue, the fight begins. Finish him off, and he will be
drawn into the Heart. You have 2 choices here:

1. Jump into the Well (in the center of the room)
2. Return to the Hex

The End