Might and Magic X Legacy ****************************************************************************** ** Might and Magic X Legacy Walkthrough ** ** Version 1.0 ** ** April 9, 2014 ** ** ** ** Copyright 2014 by r.c. bohn. All rights reserved. ** ****************************************************************************** ****************************************************************************** Table of Contents ****************************************************************************** Introduction to the Walkthrough List of Quests Main Quests Side Quests On-going Quests Promotion Quests Walkthrough Locations: Towns Sorpigal-by-the-Sea Seahaven Karthal Harbour District Karthal Slums The Crag Locations: Agyn Peninsula Wilderness Tiyra Bay Ashen Hills Shadow Woods Yon-Chall Forest Halloth Grove Navea Plains Navea Delta Dubra Scrubland Desolate Wilds Vantyr Range The Eye Menthil Coast Wyslin Jungle Minho Marshes Irisus Sea Savage Sea List of Trainers and Locations Relics Crystal Shrines Barrels Obelisks Dragon Statues Statues of Asha List of Locations: Dungeons My Favorite Party of Adventurers ****************************************************************************** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= = Introduction to the Walkthrough = -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This cannot be a linear walkthrough - do this, now do that - because the game is not linear. After the first few quests in the first town, you will have the freedom to explore just about wherever you want. But within limits. The limits being whether you've progressed in the Main Quests far enough and whether you have a party capable of dealing with the enemies you might encounter. Depending on your party make-up and their current level, you may decide to do things differently than I've outlined here. Also very likely, other than the main quests, you will acquire and complete many of the other quests in a different order than is outlined in this Guide. The game is organized into 4 Acts. However, the transition between the Acts is imperceptible except for a brief onscreen message and it really makes no difference in the game. Any quest you have initiated will still be available regardless of which Act you have attained. -=-=-=-=-=-=-=-=-=-=-=-=-= ** Party make-up ** -=-=-=-=-=-=-=-=-=-=-=-=-= There is a myriad of possible combinations to creating a M&M party and I would advise seeking information online if you need help deciding. I played with a party of Human Freemage (Dark Magic, Air Magic, Prime Magic and Water Magic), a Dwarf Runepriest (Fire Magic and Earth Magic), a human Crusader (Light Magic and Air Magic) and an Elf Blade Dancer. This party was fun to play, and with careful choices at level-up time and the right spell combinations, they became quite powerful. A bit of advice for new players is to spend your Skill points wisely. That should go without saying, but in this game, it is not as easy as it sounds. Many of the skills sound enticing and useful, but you can't get them all to a level where they really benefit your party and make the game enjoyable. You want each of your characters to become Grandmaster in their chosen skills, but you have a limited number of points overall. An estimate is you will attain about 111 skill points by the end of the game (assuming you reach level 32 or so). Getting to the Grandmaster level in 3 of your skills is a good goal, but this will take 75 of your total points. You will also want to reach Master level in some skills which takes another 15 points for each master skill. So the advice is to focus where you spend points that most benefits your character and play style. It is wasteful to go throwing points into skills you won't really use or your character is not very good at. For example, in my party, the Blade Dancer could learn Earth Magic to the Expert level, but I had a Runepriest who could get to Grandmaster level in Earth Magic. So I chose not to put any points into Earth Magic for the Blade Dancer since I wouldn't use it much for him and he wouldn't be very effective anyway. The Blade Dancer is a melee specialist, not a mage. So I put points into the skills the Blade Dancer would use such as Sword, Dual Wield and Dodge. See the section called My Favorite Party for the full details on the party make-up and stats for the party I used in most of my playthroughs. -=-=-=-=-=-=-=-=-=-=-=-=-= ** Types of Quests ** -=-=-=-=-=-=-=-=-=-=-=-=-= There are four types of quest in this game. Main Quests, Side Quests, Ongoing Quests, and Promotion Quests. The promotion quests are actually classified as side quests in the game, but I've separated them for the walkthrough. Obviously the Main Quests are required to complete the game. The Side Quests are more or less optional, but highly recommended for your party to gain experience and obtain gold and valuable items. That's the point of playing a RPG like this anyway, isn't it? The Ongoing Quests are those that persist in the quest log - for example, a quest to obtain particular items that are scattered throughout the realm and taken much of your gaming time to complete. The Promotion quests are to take one or more of your characters to the highest level of their class. Each class of character can be promoted to a higher level via a Promotion Quest. Although any party can visit some of the areas involved in certain promotion quests, you only obtain full benefits from that area if you have been given the quest because you have a party member of that particular class. Know that there are some promotion quests that will not get started and there are some areas of the game that are inaccessible if you don't have a party member that can be promoted. In this Walkthrough Guide, I've numbered the quests using a bracket such as [1] or [30] and I've listed the subheadings for each quest as something like [1.2] or [30.3]. This numbering scheme is mine and is just a way to keep track of the quests for the Guide. The numbering system does not appear in the game. The numbering system also does not imply the order you will receive the quests or the order in which you should complete the quests. -=-=-=-=-=-=-=-=-=-=-=-=-= ** Maps and Directions ** -=-=-=-=-=-=-=-=-=-=-=-=-= You have three types of map to help you find your way in the game - a Minimap shown in the right hand corner of your screen, a larger map called the Area Map that shows more of the immediate surrounds or dungeon level, and a World Map showing your relative location in the entire game world. In this game, your party moves one step, or one tile, at a time. Each step in represented by a square on the Area Map or Minimap. Most people would designate on the map, that up is north, down is south, east is to the right and west is to the left and this Guide will follow that convention. The Area Map shows the coordinate numbers for each tile where your arrow cursor resides. In this Guide, this tile will be designated with a {} containing the coordinate numbers displayed on your Area Map. Something like {13,4} or {43,52}. So, for example, the Guide may say a treasure chest is located at {13,4} and you will know exactly where to find it. Be aware that those location coordinates are area or dungeon specific. Location {13,4} in one area or dungeon is not the same as location {13,4} in a different dungeon. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ** Dungeons and secret doors ** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Many of the dungeons of the land contain Secret Doors (really secret walls more than Secret Doors). Secret Doors require two things, the ability to spot the door and a character with a sufficient attribute to open the door. To spot a Secret Door in a wall, you need a companion character (Rosalie or Spike) that has this ability, or you need to cast a spell (Whispering Shadows from the Dark Magic school) that will reveal the door. To spot a Secret Door, you must be facing the wall where the door is located. With the proper spell or someone who can spot Secret Doors, a yellow icon (a graphic of some sort) will appear on the wall. Pressing the spacebar with allow you to attempt to open the Secret Door. Each Secret Door requires that the opener has a specific attribute such as might, magic, or perception. If the opener fails to open the door, he or she takes damage. You can try more than once to see if you will be successful on a second or third try. Repeated failures result in repeated damage to your character. The icons are: a gazelle like animal = might; a circle enclosing two smaller circles and a larger circle with extensions = magic; and two gear-like icons = perception. If the door seems impossible to open, then you need to level up and increase the appropriate attribute for that particular door. Many times you cannot complete a dungeon or other location unless you can open Secret Doors. Therefore, it is highly advisable that you have characters in your party which a high attribute number for Might, Magic or Perception. The might and magic are probably attributes that every player will increase for a particular character, but don't neglect the perception attribute. As an example, my Freemage and Rune Priests both had high magic, my Blade Dancer and Crusader both had high might and the Blade Dancer had high perception. The Freemage had the spell Whispering Shadows. So I was able to locate and subsequently open every Secret Door. Keep in mind that there are magic spells that will temporarily increase a skill attribute. For example, the Eagle Eye spell will increase perception for a short time. Therefore, if a Secret Door requires perception and your character with high perception doesn't seem to be able to open it, cast Eagle Eye and try the door again. Often this small boost will allow you to open the door and pillage the treasures you might find. -=-=-=-=-=-=-=-=-=-=-=-=-= ** Puzzles and Riddles ** -=-=-=-=-=-=-=-=-=-=-=-=-= During the game, you will come across many puzzles to solve in order to open a chest or gain entrance to a dungeon room, or something. Some of the puzzles are Riddles where you need to type in the answer and some of the puzzles are where you have to step on floor tiles in the correct sequence or pull levers in the correct sequence. This Guide has provided the solution for each of these puzzles. In the text of the Guide, the solution is set off from the rest of the text as so: o------------------------------o |Solution: | Text or map of solution. o------------------------------o Hopefully, that will give you a chance to solve the puzzle yourself before you read the spoiler for the clue. -=-=-=-=-=-=-=-=-=-=-=-=-= ** Save your Game ** -=-=-=-=-=-=-=-=-=-=-=-=-= Save and save often. Save your game before entering any room or opening any door. Save before going to another level of an area. You will often be ambushed. You will often be unable to deal with the ambushers until you have leveled-up. So having saved games is crucial to your enjoyment. Save and save often. -=-=-=-=-=-=-=-=-=-=-=-=-= ** Keys ** -=-=-=-=-=-=-=-=-=-=-=-=-= In dungeons and buildings you often need a key to open a door. You typically find keys in chests or after killing an enemy. The keys are named things like Golden Key or Iron Key. Keys only work in the dungeon you are in and typically just on the current level. They are not for other dungeons. Other dungeons will have keys with the same name, but they only work in the dungeon where you find them. -=-=-=-=-=-=-=-=-=-=-=-=-= ** Acts of the Game ** -=-=-=-=-=-=-=-=-=-=-=-=-= The game is divided into 4 Acts. However, this has little significance as any quest you have gotten in one Act will still be available throughout the game. Act I Completed when you save the Governor in Castle Portmeyron. Act II Defeating Montbard ends Act II. Act III This Act ends when you have entered the Tomb of a Thousand Terrors. Act IV This Act ends when you have defeated Erebos. ******************************************************************************* ** LIST OF QUESTS ** ******************************************************************************* The following is a list of the quests in the game and a short description of each. All of the Main Quests are listed here because every player will experience those. Not every Side Quest is listed because, so far, the Author of this Guide has not played every possible race and class combination. Some Quests can only be obtained if you have at least one of an appropriate character race - human, orc, dwarf or elf - in your party. Moreover, each character race has 3 class selections available, each of which could possibly have an associated quest. Some quest descriptions that follow are from this author's direct experience with the game while a few others have been gleaned from online sources and are thus much less detailed. In this Guide, the quests have been numbered like this [1], with additional objectives listed as [1.1], etc. This numbering scheme is that of the Author to the Guide and is not used in the game. The numbers also do not signify the order that you will obtain or undertake the quests. The scheme is used simply to help identify each quest in the Guide. =-=-=-=-=-=-=-=-=-=-=-= = Main Quests = =-=-=-=-=-=-=-=-=-=-=-= [1] Looking for Work - You get this quest when you talk to Dunstan at the docks of Sorpigal. You are to find Captain Maximus, of the Sorpigal Town Garrison. [1.1] Meet Maximus at the Town's Garrison - The quest is completed by talking to Maximus the first time. [2] Spiders in the Well - This quest is given by Maximus in the Sorpigal Town Garrison. This is a classic RPG dungeon crawl to eliminate the rats from the basement - or the spiders from the cave in this case. - Maximus will join you as a companion, but just for this quest. [2.1] Descend into the Spider's Lair [2.2] Find and kill the Spider Queen - Killing the spider completes the quest and Maximus leaves your party. [3] Darkness in the Lighthouse - This quest is given by Maximus in the Town Garrison, Sorpigal, after you finish the quest [2] Spiders in the Well. [3.1] Investigate the Nagas at the Lighthouse (Tirya Bay) [3.2] Eliminate Mamushi [3.3] Find a way to restore the light [3.4] Report to Maximus (Sorpigal-by-the-Sea) - This will complete the quest. [4] The Highwaymen - This quest is given by Rosalie in the Chapel of Elrath, Sorpigal, and she will join you for the quest. [4.1] Travel to the Den of Thieves (Shadow Woods) [4.2] Eliminate the leader of the bandits - This is Luke who is also part of the quest [37] Lost Lambs. [4.3] Retrieve the mysterious book - The quest is completed when you retrieve the book and Rosalie leaves the party. [5] The Rocky Road to Portmeyron - This quest is given by Maximus in the Town Garrison of Sorpigal. You receive the quest only after you have completed the quests [2] Spiders in the Well and [3] Darkness in the Lighthouse. [5.1] Travel to Castle Portmeyron (Ashen Hills) [5.2] Find the Governor - You need to fight your way through the Castle to find Governor Morgan. - Saving the Governor completes the quest. [6] Morgan's Eyes and Ears - This quest is given by Governor Morgan in Castle Portmeyron. You save him during the quest [5] The Rocky Road to Portmeyron. [6.1] Discover who is leading the Brigands - You receive a Letter during the quest [5] Rocky Road to Portmeyron and you are tasked by Morgan with finding who wrote the letter. You will discover the name of the brigand when you show the letter to Lord Kilburn and this will complete the quest. You will then get the quest to find Kilburn after you have finished the quest [7] Elemental Disturbance. Kilburn is found in the Observatory in the Yon-Chall Forest {60,66}. [7] Elemental Disturbance - This quest is given by Governor Morgan when you save him during the quest [5] The Rocky Road to Portmeyron. - Here you are to investigate what is happening in the Elemental Forge. [7.1] Go to Portmeyron's rooftop (Castle Portmeyron, Level 3) [7.2] Talk to Lev - You need to do this to get transportation to the Elemental Forge. [7.3] Discover what the Elves have been doing [7.4] Find the Shard of Earth [7.5] Restore the altar of Sylanna (Elemental Forge) [7.6] Report to Jon Morgan - This will complete the quest. [8] The Search for Kilburn - This quest is given by Governor Morgan in Portmeyron after you have completed the quest [7] Elemental Disturbance. [8.1] Find the Observatory (Yon-Chall Forest) - The Observatory is at location {60,66}. [8.2] Show the letter to Kilburn - This will end the quest. [9] The Hunt for Montbard - This quest is given by Lord Kilburn when you show him the Letter you obtained during the quest where you saved Governor Morgan. [9.1] Find the cave in Yon-Chall Forest (Yon-Chall Forest) [9.2] Find and defeat Montbard [9.3] Report to Jon Morgan (Ashen Hills) - When you now report to Morgan, he gives you another quest, [10] Morgan's Informant. - Lev will also appear (at least his head does) and you can get him to take you to the Elemental Forge without going to the top of Castle Portmeyron. - Defeating Montbard and finishing the quest [9] The Hunt for Montbard ends Act II. [10] Morgan's Informant - This quest is given by Governor Jon Morgan in Castle Portmeyron after you defeat Montbard. [10.1] Find the Karthal Sewers. (Navea Delta) [10.2] Meet with Zouleika. - Once you've met with her, the quest updates to the following. [10.3] Find the way to Falagar's Mansion. [10.4] Find Falagar. - You learn his whereabouts after talking with Ripley in Falagar's Mansion. [10.5] Try to learn more about Falagar's situation. - This quest ends when you talk to Dunstan in Karthal who tells you that Falagar is being held prisoner. [11] The Great Escape - This quest is received from Dunstan when you defeat Ripley in level 1 of Falagar's Mansion, and then exit the Mansion to the city of Karthal. - There are two parts to this quest; to find Hamza in Karthal and then to find Falagar. [11.1] Find Hamza. (Karthal) - To find Hamza, go to the Lock Kit Inn in Karthal and speak to Haifa. Tell her Jon Morgan sent you. Then go to the Cosmic Circle in Karthal and repeat to Brenda the phrase that Haifa gave you; you will be taken to Hamza automatically. - After you talk to Hamza, you get the following two log entries, both of which are a new Side Quests as well. [11.2] Finish "Sewer Key" [11.3] Finish "Partners in Crime" - Finishing these two quests will give you information on how to find and rescue Falagar. [11.4] Return to Hamza. (Karthal) [12] Liberation - You will get this quest from Hamza when you finish the quest [11] The Great Escape. - Here Hamza will create a diversion while you sneak into the Black Guard Headquarter. [12.1] Infiltrate the Black Guard Headquarters. (Karthal) [12.2] Free Falagar. [12.3] Escape through the Sewers. [12.4] Report to Jon Morgan. (Ashen Hills) [13] Dunstan - You are given this quest after you rescue Falagar in the quest [12] Liberation. - Falagar tells you that Dunstan is behind all the nefarious things in the realm, so you need to find Dunstan. [13.1] Find information about Dunstan. (Karthal). - Talk to Arkel in the Lock Kit Inn of Karthal and he tells you that Dunstan and Shiva used to travel together. So now you are to find Shiva. [13.2] Find Shiva. (Wyslin Jungle) - After you talk to her the quest completes. [14] Descent into Terror - You get this quest from Shiva in the Wyslin Jungle when you talk with her during the quest [13] Dunstan. [14.1] Find the Tomb of a Thousand Terrors. (Vantyr range) - The quest ends when you enter the Tomb. [15] Out of the Darkness - This quest is given to you by the Mysterious Elf when you enter the Tomb of a Thousand Terrors. [15.1] Find a way out of the Tomb [15.2] Report to Jon Morgan (Ashen Hills) - After you escape the Tomb and report to Morgan, the quest ends. [16] The Battle of Karthal - You receive this quest from Jon Morgan in Castle Portmeyron when you report to him after the quest [15] Out of the Darkness. [16.1] Enlist Crag Hack's help (The Crag) [16.2] Embark on the Revenge for the final battle (The Crag) - Crag Hack tells you to take his ship, the Revenge, to Karthal. - You need to fight your way through a portion of the city of Karthal and find the area called the Vigil. [16.3] Defeat the Black Dragon [16.4] Defeat Salvin - You will enter the Vigil and continue fighting. [16.5] Rescue Ann [16.6] Defeat Markus Wolf [17] Master of Assassins - You get this quest during the quest [16] The Battle of Karthal when you see a cutscene involving Crag Hack. [17.1] Find Crag Hack in Ker-Thal - You will enter the ancient city of Ker-Thal and try to find Crag Hack (spoiler: he's dead). [17.2] Kill Erebos - Fight your way through Ker-Thal and defeat the ultimate bad guy, Erebos. - You will get the end game cutscenes at this point. - This will end the Main Quests of the game. You can continue playing, however, if you have unfinished quests, etc. -=-=-=-=-=-=-=-=-=-=-=-= = Side Quests = -=-=-=-=-=-=-=-=-=-=-=-= [18] Smuggler's Cove - This quest is given by Zale who is standing at {24,9} in Sorpigal. [18.1] Find the secret cove - This is located in the Spider Lair which you access via the well of Sorpigal during the quest [2] Spiders in the Well. [18.2] Find the Coffer [18.3] Bring the Coffer back to Zale - This completes the quest. [19] Flowers for Fallen Heroes - You get this quest from Orlene in Orlene's House, Sorpigal - Orlene's Flowers will appear in the Quest Tokens section of your log. [19.1] Lay Orlene's flowers on the Shrine (Ashen Hills) - The shrine is located at {108,43}. Placing the flowers on the shrine completes the quest [20] Sword of the Bounty Hunter - This quest is given by Hamato after you save him in the quest [3] Darkness in the Lighthouse. You are to retrieve his sword called San Tenga Mugen. [20.1] Locate the secret hideout of the Cult of the Wrecker - The cult is in Skull Rock in the Desolate Wilds. [20.2] Retrieve San Tenga Mugen - This is a two-handed sword. [20.3] Return San Tenga Mugen to Hamato (Tirya Bay) - When you return the sword, Hamato decides it is best left with you, so you get to keep it. [21] Pirate Truce - This quest is given by Governor Morgan in Portmeyron after you have completed the quest [7] Elemental Disturbance. [21.1] Travel to The Crag (Desolate Wilds) [21.2] Deliver the letter to the Pirate King - Simply talk with Crag Hack and the quest ends. [22] The Curse - This quest is given by Ciele in Fort of The Crag. - Crag Hack, the Pirate King, is ill and she believes it is a dark magic curse; she needs you to find Kaspar in Karthal. [22.1] Find Kaspar in Karthal (Karthal) - He is in the Hospice of the Slums section of Karthal. - When you find him, he will join your party for the trek to The Crag. You must have an empty companion slot. [22.2] Bring Kaspar to Ciele (The Crag) - Kaspar will examine Crag and then declare that he needs some ingredients to effect a cure; he needs Widowsweep berries (Dubra Scrubland), Elven Toadstool from Halloth Grove, sulfur and mercury which can be bought from Karthal or Seahaven; Crystal Spider's Heart (Lost City, level 3) - Kaspar leaves the group after this quest update and remains behind in the Fort in The Crag. - Locations of the necessary ingredients: [22.3] Find Widowsweep Berries - Shadow Woods {89,25} near the eastern entrance to Karthal [22.4] Find Mercury (Karthal) - See Munthir the Peddler standing in the market area of Karthal Harbour District {17,16}. [22.5] Find Sulfur (Seahaven) - See Torsten in the Runes and Crafts shop {29,16}. [22.6] Find an Elven Toadstool (Halloth Grove) - At location {52,46}. [22.7] Find a Crystal Spider's Heart (Yon-Chall Forest) - Obtained by killing the Crystal Spider in the Lost City level 3. [22.8] Bring the ingredients to Kaspar in the Crag (The Crag) - Kaspar has some interesting things to say when you return with the ingredients; he says the illness is worse than he thought and people will start forgetting that Crag Hack ever existed. He thinks a Nethermancer is behind all of this. - This completes the quest. [23] Fallen Star - This quest is given by Irnel, in the Silver Blades weapon shop {3,11}, Seahaven. [23.1] Find the meteor in the Desolate Wilds (Desolate Wilds) [23.2] Bring back the Starsilver to Irnel (Seahaven) [23.3] Wait one week - You are to find a meteorite in the Desolate Wilds {45,19} which contains the precious metal Starsilver. After you find the Starsilver, bring it back to Irnel and she will forge a powerful weapon, the Starsilver Blade. [23.4] Talk to Irnel in Seahaven (Seahaven) - Creating the sword takes Irnel 1 week; you will get an onscreen message when the sword is ready. [24] Haart has its Reasons - This quest is given by Heame standing on the street in Seahaven. [24.1] Spy on Lord Haart (Seahaven) - Go to Haart's Mansion during the day and talk to the butler and to Haart. - Go to the Mansion a night time and discover Haart is gone. [24.2] Discover where Lord Haart has gone (Seahaven) - Go to the front gate and talk to the guard. [24.2] Find Lord Haart in Yon-Chall Forest (Yon-Chall Forest) - You will locate Haart at {99,86} in the Yon-Chall Forest. The narrator will chime in that Haart has met his lover, Lirdan, an Elf. Tell Haart the truth that you were hired. He tells you his story. Now quit that conversation and talk to Lirdan. Her story is very touching. They both are very convincing. How sweet. [24.3] Decide what you want to tell to Heame (Seahaven) - Go back to Heame in Seahaven. You have a choice to tell him the whole truth or the truth... mostly. Choose the mostly' option and you will unlock Haart as the Grandmaster Sword trainer. [25] Receding Horizons - This quest is given by Edwin in the Astronomer's Lab - Seahaven. - He will join your party; you must have an empty companion slot. [25.1] Escort Edwin to the Watchtower (Menthil Coast) - The Watchtower is at location {7,66}; Edwin will leave the party after you find the Watchtower and the quest ends. - Note: you can't get to the Menthil Coast region until you have the ability to use the Teleporters. - Note: having Edwin in your party gives you a 10% experience increase when you defeat enemies; not a bad idea to get him early and delay his quest to gain more experience than you would normally. [26] The Last Wish - This quest is given by Montbard just before he dies at your hands; he wants you to find his lost daughter. [26.1] Find information about Montbard's daughter (Lost City, Level 2) - You fulfill this part of the quest by obtaining the book "Excerpt from Montbard's Journals" which is located in Montbard's throne room {20,1}. [26.2] Find Montbard's daughter - Turns out that this is Rosalie in the Chapel in Sorpigal; talk to her and ask about her story; you will then get the conversation option Quest: The Last Wish; you will show her the diary from Montbard; she thanks you and the quest ends. [27] The Sewer Key - This quest is given by Hamza during the quest [11] The Great Escape. [27.1] Find Theron. (Karthal) - Theron is in the tavern Rickard's Taverne de la Licorne {17,23} in the Karthal Slums. - You must finish both this quest and the quest [28] Partners in Crime to continue the quest [11] The Great Escape [27.2] Obtain the Sewer Key. - You will steal the Sewer Key from Theron after you have a drink with him. [28] Partners in Crime - This quest is given by Hamza in Karthal during the quest [11] The Great Escape. - You must finish both this quest and the quest [27] The Sewer Key to continue the quest [11] The Great Escape. [28.1] Contact the Blackfang. (Karthal) - The Gang is in their hideout in the Karthal slums. After you talk with Ajit, you get these updates. [28.2] Locate the wreck of the Sun Hind. (Desolate Wilds) - Talk to Sailor and you will get a password: "swordfish" [28.3] Find the Blackfang's chest. - The chest is in Skull Rock. [28.4] Find the Skull Rock. (Desolate Wilds) [28.5] Retrieve the Blackfang's chest. [28.6] Report to Ajit. (Karthal) - This ends the quest. [29] Arcane Discipline Grandmaster - You can get this quest from Mizuki who is at {20,33} of the Desolate Wilds. - Each time you wait for her specified period of time, she asks you to come back later. [29.1] Wait one day. [29.2] Talk to Mizuki. (Desolate Wilds) [29.3] Wait one week. [29.4] Talk to Mizuki. (Desolate Wilds) [29.5] Wait one month. [29.6] Talk to Mizuki. (Desolate Wilds) [30] Bow Grandmaster - This quest is given by Yumiko standing at {23,25} in the Desolate Wilds, but she first needs you to find her bow. [30.1] Defeat Iemanja, the Mermaid Queen (Desolate Wilds) - Iemanja is a Mermaid in Skull Rock. [30.2] Retrieve Yumiko's bow. - Defeat Iemanja in Skull Rock for the bow. [30.3] Return to Yumiko. (Desolate Wilds) - Return the bow and she will promote any character to Grandmaster in bow if they have sufficient points in the skill. [31] The Curse of Volos - This quest is given to you by The Wanderer standing along the road {40,31} in the Desolate Wilds. - She gives you Half of a Pendant and asks you to deliver it to someone in the nearby Fortress of Crows. [31.1] Deliver the pendant. - You will talk with both Melanthe and later, Kasia concerning this pendant. [31.2] Find and defeat Melanthe. - After the defeat of Melanthe, you will talk with Kasia again and complete the quest. [32] Crossbow Grandmaster - This quest given by Anold in the Vantyr Range {133,73}. - We wants you to find and shoot 5 archery targets near his abode. - The targets are all located near his house and are plainly visible. - He will then train you to grandmaster if you have any character with sufficient skill point. Simple as that. [32.1] Find and shoot all 5 targets. (0 of 5) (Vantyr Range) [32.2] Talk to Arnod. (Vantyr Range) - This ends the quest. [33] Warfare Grandmaster - This quest is given by Sandor in his tent {43,15} in the Desolate Wilds. - Even if you have no one capable of this upgrade, doing the quest is good for some experience. - When you agree to take the quest, you have to fight several waves of orc creatures. - You will be placed outside of the tent; as soon as you take a step, enemies will attack. - Each time you defeat a group, you will be placed back in the original tile just outside of Sandor's tent and the have to fight another group. [33.1] Defeat Sandor's troops. (0 of 6) - Here you fight a mixture of orc troops. [33.2] Defeat Sandor's troops. (0 of 5) - Here you fight a mixture of orc troops. [33.3] Defeat Sandor's troops. (0 of 2) - Here you fight 2 cyclopses. [33.4] Talk to Sandor. - This ends the quest. [34] Water Magic Grandmaster - This quest is given by Kei standing on the corner{ 17,13} in The Crag. - She says in order for her to train you, you have to walk 100 steps on her sacred waters. This means to just walk in the water at the edges of the town (or anywhere for that matter). [34.1] Walk 100 steps on water. - When you have walked on 100 water tiles, you will get an update to the quest to go back and see Kei. [34.2] Talk to Kei. (The Crag) - She will now teach Grandmaster Water Magic if you have someone capable. [35] The Cult of Meow - You get this quest only if you have purchased the DLC using Ubi points. [35.1] Ask Tamina to take you to the Supreme Temple of Meow. (Karthal) - First talk to Tamina who is standing along the docks {6,2} in the southwest corner of the Karthal Slums. - She talks about how she and her sister are investigating a secret cult called the "Cult of Meow". - She asks you to go to the cult's Supreme Temple and destroy the cult. - She will travel with you, but not in your companion slot; she will remain standing outside of the Temple and return you to Karthal if you ask her to. [35.2] Rescue Farah. - This is Tamina's sister who was captured by the Cult. [35.3] Defeat Kilrah. - This is the leader of the Cult of Meow. [35.4] Talk to Tamina. - This ends the quest. [56] In Limbo - You get this quest after you have completed all of the Main Quests and then talked to Madame Cassandra in Tamal's Inn. When you first meet Cassandra and ask her to tell your fortune, she tells you to return at the end. When you return to her after you have finished all of the Main Quests, she will give you the Other Eye of Goros' which is used to gain entry to the dungeon Limbo. Limbo is found at location {53,59} in the Yon-Chall Forest. See the description in the Walkthrough for more details. [56.1] Defeat all Ubimancers. (0 of 6) [56.2] Talk to Daze. -=-=-=-=-=-=-=-=-=-=-=-= = On-going Quests = -=-=-=-=-=-=-=-=-=-=-=-= [36] Ashes to Ashes - You start the game with this quest active. You are to bring the ashes of the dead Owen to the city of Karthal. You will have Owen's Ashes in your Quest Tokens inventory. [36.1] Bring Owen's ashes to the chapel in Karthal (Karthal) - This will end the quest. [37] Lost Lambs - This quest is given by Eileen in Eileen's House, Sorpigal. - You are to find three outlaws, Luke, Ripley and Kirk, and then decide what to do with them. [Note: when you find each of these guys, you are given the choice of killing them or letting them go. There are no in game consequences of letting them go other than you don't receive the item/s they carry. The only difference between killing them or letting them live is the end-game synopsis where the Narrator lets you in on the real consequences and what became of the Outlaws. Kirk and Luke turn over a new leaf, while Ripley kills his own mother, Eileen.] [37.1] Find Luke (Shadow Woods) - He's in the Den of Thieves in the Shadow Woods and he is also part of the quest [4] The Highwaymen. [37.2] Find Ripley (Karthal) - He's in Falagar's Mansion level 1. [37.3] Find Kirk (The Crag) - He's standing in the streets of The Crag. [37.4] Report to Eileen - It turns out that all of them are Eileen's sons. When you kill them all and return to her, she tries to justify why she wanted them dead. - Thus ends this sad quest. [38] Jassad's Bestiary - You get this quest by talking to Jassad in the Goblin Watchtower, the Inn of Sorpigal. [38.1] Register 10 creatures in the Bestiary - After you find the first batch of creatures, you can continue to find more; you receive an onscreen message when you have fulfilled the quest objective and the quest will update to finding even more creatures; you should return to Jassad each time you receive the onscreen message to get your reward. [38.2] Return to Jassad (Sorpigal-by-the-Sea) [38.3] Register 20 creatures in the Bestiary [38.4] Return to Jassad (Sorpigal-by-the-Sea) [38.5] Register 30 creatures in the Bestiary [38.6] Return to Jassad (Sorpigal-by-the-Sea) [38.7] Register 40 creatures in the Bestiary [38.8] Return to Jassad (Sorpigal-by-the-Sea) [38.9] Register 50 creatures in the Bestiary [38.10] Return to Jassad (Sorpigal-by-the-Sea) - Finding 50 completes the quest. [Note: You have to wait for the onscreen update of the quest before you can return to Jassad. It's puzzling how the game keeps count of the creatures you register'. You will likely have more than 10 before you get the first message that you have registered 10 creatures. You will think you have killed 15 or 20, but the game has it's own accounting system that is a mystery to me.] - After you finish the quest, you will receive a Relic as your reward and Jassad now tells you that he is really Jassad Attqua and you can call him Jatt. A lot of good that does since you are done with the quest will not likely ever visit him again. The Relic you receive is Janbiyah, a dagger. [39] The Secret of the Obelisks - This quest is obtained when you first interact with an obelisk (it doesn't matter which obelisk you find first). There are 8 obelisks scattered throughout the game, only 7 of which are involved in this quest. When you interact with an obelisk, you get a clue - actually a fragment of a series of clues. The Clues appear in the Quest Tokens inventory, cleverly called Clues. As you find each obelisk, the clues will update. When you find all of the obelisks and figure out the clue, you will find a treasure revealed at the appropriate location. To get the treasure, you must have found ALL of the necessary obelisks. You can't make a guess or the treasure will not be there. [39.1-7] Find the next Obelisk. - After you have found the 7 necessary for the quest you get this update: [39.8] Follow the clues and claim your prize! - The treasure is the Relic sword Dragon Flame Tongue and is at coordinates {129,53}. You cannot find the treasure before you have found all 7 obelisks. [Note: In a new update of the game, once you have found an obelisk, the message it gives changes. Each obelisk is named for the region it is found and when you interact with it, the dialog box says 1. Travel'. When you click on Travel, you are given a text entry box to type in a location. If you type in a known obelisk location, you will be instantly teleported there. If you type in an incorrect choice, the message says "That Obelisk needs to be activated before you can travel there." If you type in any other text, the messages says "(The magical stone doesn't react to this word...)". This Guide will call the obelisk name Travel Word.] Here are the locations of the known obelisks and the Travel Word for teleportation. 1. Desolate Wilds, southwest {22,19} 2. Desolate Wilds, south {52,19}; Travel Word for teleportation - volos 3. Ashen Hills, west of Castle Portmeyron {92,60}; Travel Word for teleportation - navea 4. Ashen Hills, southeast of Castle Portmeyron {127,50}; Travel Word for teleportation - landro 5. Dubra Scrubland, south {92,22}; Travel Word for teleportation - dubra 6. Minho Marsh, {32,56}; Travel Word for teleportation - minho 7. Wyslin Jungle, {22, 83}; Travel Word for teleportation - wyslin 8. Vantyr Range {117, 88} near Changbo; Travel Word for teleportation - vantyr [40] Forge of Heroes - This quest is given by the Earth Elemental after his defeat in the quest [7] Elemental Disturbance. You are to find the other elemental Shards and return them to the Forge. Obtaining the other Shards can be difficult, but the rewards are substantial. Having some of the Shards is essential to completing the game. You can't just go out and find them all right away. You will play a significant portion of the game before you have collected them all. - Finding some of the Shards early is a must because when they are returned to the Forge, you get Blessings that allow you to access parts of the world you could not previously. For example, the Shard of Water gives you Shalassa's Blessing which allows you to walk on shallow water, the Shard of Earth (the first one you receive) allows you to walk in certain forested areas, and the Shard of Air allows you to use the Teleporters scattered throughout the land. [40.1] Find the Shard of Water and bring it back to the Forge (The Eye) - Found on level 4 of the Lost City. [40.2] Find the Shard of Air and bring it back to the Forge (The Eye) - Found on level 2 of Skull Rock. [40.3] Find the Shard of Light and bring it back to the Forge (The Eye) - Found on level 2 of Falagar's Mansion. [40.4] Find the Shard of Fire and bring it back to the Forge (The Eye) - Found on level 3 of the Lost City. [40.5] Find the Shard of Darkness and bring it back to the Forge (The Eye) - Found on level 2 of the Karthal Jail. [41] The Forbidden Saga - This quest is given by Umberto in Seahaven, Church of Elrath. - You are to find 9 books which are scattered throughout the realm; you won't complete this quest until Act IV of the game - Note: you will find lots of books in this game. For those that are required for this quest, you will receive an onscreen message that the quest has updated. The other books you find are simply placed in you Lore inventory and are for your reading enjoyment. [41.1] Find all volumes of the Forbidden Saga (# of 9). - # will update as you find each book. - You find these books scattered about the world; what follows is the name of each book and its location. * - The book "Portal to a Distant Star" is in a secret room at {11,6}, Den of Thieves. * - The book "Clouds" can be found in a Dangerous Cave near Sorpigal. You must defeat the Shadow Dragon inside the cave. * - The book "Mystery of the Hidden Shrine" is in level 1 of Castle Portmeyron. You can only enter the part of the Castle with the book by taking a door from the Lost City. * - The book "A Passage through the Isles" is in level 1 of the Cursed Ruins, not far from Portmeyron Castle. * - The book "Decree of Destiny" can be found on level 3 of the Vigil during the quest "The Master of Assassins". * - The book "Darkside" is located on level 2 of the Karthal Sewers. You will get to this level of the Sewers after completing the quest "Liberation". * - The book "Night of the Destroyer" can be found on level 1 of the Tower of Enigma hidden in a Riddle Chest. The password is: Age. * - The book "The Divine Right" is on the Wrecked Ship in the Irisus Sea, just north of Seahaven. You need the ability to walk on water (Blessing of Shalassa) in order to get to the Ship. * - The book "For Kin and Glory" is in the Black Guard Headquarters, which you enter in the quest "Liberation". You have to find the Golden Key on the first floor it lies under the one of beds. After that open the door at the end of the level in order to get to the floor with the book. - After you have found all 9 books, return to Umberto in Seahaven. Your reward for completing this quest is Suncross. Suncross is a Relic Wand. [42] Peninsula Incognita - This quest is given by Kilburn in the Observatory. - He asks you a series of questions about history and geography; you can search through the entire game for the answers, or read this Guide. [42.1] Answer all of Lord Kilburn's questions - He asks you 8 questions about the land and history the answers in order are: * 1. tirya bay * 2. navea * 3. the eye * 4. menthil * 5. irisus * 6. malyn * 7. shadow woods * 8. wyslin jungle - You will get a Relic as a reward - the White Wolf Shield. [43] The Naga Tea - This quest is given by Meleager in his house in Karthal {4,23}. - You are to find 5 types of tea. - You will likely find samples of tea before you ever meet Meleager. Take or buy them as needed. They will be stored in the Quest Tokens inventory. [43.1] Find a sample of the Urago tea - Get Urago tea from Manami {21,19} in Karthal Harbour District. [43.2] Find a sample of the Heijin tea - Obtain this tea from Erika in the Minho Marshes. [43.3] Find a sample of the Ohlae tea - Buy Ohlae tea from Idas, Itinerant Merchant, Ashen Hills near Sorpigal. [43.4] Find a sample of the Higan tea - You get this tea from Tamal in Tamal's Inn located in the Navea Delta near the north entrance to Karthal. [43.5] Find a sample of the Akari tea - Get Akari Tea from Hamato after you finished the quest [3] Darkness in the Lighthouse. [43.6] Bring the five teas to Meleager (Karthal) - You will receive some potions as your reward and the quest ends. -=-=-=-=-=-=-=-=-=-=-=-= = Promotion Quests = -=-=-=-=-=-=-=-=-=-=-=-= [44] Paladin Promotion - This quest is given by Governor Morgan after you save him in Castle Portmeyron. [44.1] Investigate the Cursed Ruins. (Ashen Hills) [44.2] Locate the Stone Disc. [44.3] Bring back the stone disc to the Ghost in the Cursed Ruins. (Ashen Hills) [44.4] Find clues about the missing relic. (0 of 4) - The Cursed Ruins is a high-level dungeon and even though you might receive the quest early in the game, you likely will not do this quest for quite a while until your party is ready. To fully complete the quest you need to have a Crusader in your party who can be promoted to Paladin. - The full quest also requires an item called the Shantiri Stone Disc. This stone must be created by finding its 3 pieces - Stone Disc Fragment 1, 2 and 3. You find the Stone Disc Fragments 1 and 3 in your exploration. Stone Disc Fragment 1 is found in level 1 of the Den of Thieves and Stone Disc Fragment 3 is found in level 2 of the Lost City. You can buy Stone Disc Fragment 2 for 1000 gold from the Blackfang Smuggler in the Blackfang Hideout in the Slums of Karthal. Once you have all three fragments, the entire disc is automatically reassembled as the Shantiri Stone Disc. - See the Walkthrough for further details. [45] Blade Master Promotion - This quest is given by Gathalel in the Yon-Chall Forest {83,89}. - You are to retrieve an item, the Talasyl, from the Sacred Grove and return it to Gathalel. [45.1] Find the Sacred Grove. (Halloth Grove) [45.2] Retrieve the Talasyl [45.3] Return to Gathalel. (Yon-Chall Forest) - You now get any Blade Dancers promoted to Blade Master. - See the Walkthrough for further details. [46] Runelord Promotion - You get this quest from Eldgrim, in Eldgrim's House {27,2} of Seahaven. - He says he will gladly promote you to Runelord if you prove yourself worthy. You will have to travel to Sudgerd to look into some curse on an ancient Library. You need to restore Arkath's Sacred Fire. [46.1] Enter Sudgerd. (Vantyr range). - In order to get to the Vantyr Range and Sudgerd, you first need to complete the Shard of Air portion of the quest [40] Forge of Heroes. This will allow you to use the teleporters in the game. [46.2] Ignite the Sacred Fire. - You need to defeat the enemies within Sudgerd and interact with the altar to light the fire. - You now can call yourselves Runelords. - See the Walkthrough for further details. [47] Archmage Promotion - You can get the Archmage Promotion quest from Zouleika in The Crag. This quest will only be available after you have rescued Falagar from theKarthal Jail during the quest [11] The Great Escape. After that quest, the archmage Falagar and his daughter Zouleika will reside in the Big House on the eastern side of The Crag. Speak to Zouleika and she says she will grant you the promotion if you do something for her. She asks you to find the spell scrolls known as "Kaamla Asiya", a powerful healing spell. She believes the scroll for this spell is held by the Wizard Hakim who is hiding in the Tower of Enigma found just north of Karthal. [Note: she says the Tower has "puzzles and conendrums". That should be conundrums.] [47.1] Solve the riddles of the Tower of Enigma (Navea Delta) [47.2] Find the Kaamla Asiya scrolls. [47.3] Bring the scrolls to Zouleika. (The Crag) - You are hereby promoted to Archmage. - See the Walkthrough for further details. [48] Warden Promotion - You get this quest from Monshan standing in wilderness {90,45} near Karthal, if you have a Ranger in your party. - You are to find some poachers and free the animals they captured. [48.1] Locate the poachers' camp. (Yon-Chall Forest) [48.2] Eliminate the poachers. (0 of 4) [48.3] Free the animals. [48.4] Report to Monshan. (Shadow Woods) Warden Promotion Quest Walkthrough Monshan {90,45} is standing near Tamal's Inn, just outside of the north exit of Karthal. If you have a Ranger in your party, Monshan will give you the quest [48] Warden Promotion. For this quest, she is chasing a band of poachers and she wants you to eliminate them for her. The poachers are found in the Yon-Chall Forest at location {59,72}. This is a pretty nasty fight with Blackfang foes. Once you have removed the poachers, you have to free all the animals. One of them is Spike, a friendly dog who will join your party. You don't have to take Spike with you to complete the quest, but he can spot Secret Doors for you. And he doesn't eat much. Once you are done, return to Monshan to become Warden. [49] Blood Caller Promotion - You get his quest from Airini in the Healing Lodge, The Crag, if you have a Shaman in your party. [49.1] Find Owl Cave. (Menthil Coast) - The cave is located at {21,5}. [49.2] Rest within Owl Cave. - You need to initiate resting, and then defeat a demon. Blood Caller Promotion Quest Walkthrough This quest is given by Airini in the Healing Lodge, The Crag, if you have a Shaman in your party. She will ask you to go to Owl Cave and spend a night. Since you can only get to this cave by using Teleporters, you need the Blessing of Ylath that you receive from returning the Shard of Air to the Elemental Forge in the quest Forge of Heroes. To reach the Owl Cave, use the Teleporter just east of The Crag, and then take the nearby Teleporter at your arrival destination. Meander through the forest until you find the Cave. The Cave is a single room dungeon. There is a book on a pedestal to take. For those parties not on the Blood Caller Promotion quest, there is nothing to do here. For those on the quest, interact with the the fireplace. The message box asks if you want to rest here. Say yes. You will be transported to what's seems to be the same entrance area of the Cave, but everything is colored in surreal ghostly white outline. Cool. There will now be a tunnel at the north end of the area. Go through the tunnel and meet the Dweller on the Threshold, a half-demon creature. You will have to fight the demon. He throws some powerful fireballs at you and can wipe out a party fast. Buff up. Upon the demon's defeat, any Shamans in the party are promoted to Blood Caller. The room the demon was in has nothing of interest. What a shame. In fact, the floor tiles don't even show up on your map. Does this place even exist, I wonder? Well, there's nothing to do here except exit back to the real world. [Note: the following promotion quests were not completed by the Author of this Guide. The information comes from online sources and was not validated.] [50] Druid Elder Promotion - You get this quest from Tieru, who lives near The Crag. The Druid Tieru worships a demon named Ergal. He is surprised, how the demon can stay on this plane without the book Blood Moon Eclipse. He believes that certain book has an answer to his question, but the last copy is in possession of the warlock named Malik. He asks you to find Malik and take the book. He doesn't tell you where Malik is, but he can be found in the Karthal Slums, but certain conversation choices are available only after the promotion quest is active. - Find Malik's house and talk with him. He will teach you Master Fire Magic. Once you mention the promotion quest, he will flee, but leave the book behind. Return the book to Tieru and he will promote you to Druid Elder. [51] Marauder Promotion - This quest is given to you by Ulagan standing on the docks in The Crag. You have to prove yourself worthy. Ulagan asks you to go to Mayneri's hut and steal a pendant from the chest. Since you will need to use Teleporters, you need the Blessing of Ylath that you receive from returning the Shard of Air to the Elemental Forge in the quest [40] Forge of Heroes. - Exit The Crag and go to the east to find the Teleporter. Follow the paths until you find a hut with chest sitting outside. The chest is trapped, but someone with high perception can disarm it. The pendant is inside. If you are unable to open the chest, you will have to fight with the shaman and his two minions. Return with the pendant to Ulagan and he will promote you to Marauder. [52] Windsword Promotion - If you have a Mercenary in your party you can get this quest from Myranda in Seahaven. You are told that in order to become Windsword you have to go to the Temple of Ylath and swear an oath to the god. - The Temple of Ylath is in northwestern mountains, near the Crag. In order to get there, take the teleporter near The Crag into the Menthil Range. Make your way along the path, fight any enemies and eventually you will come across the Temple. You will need the Blessing of Ylath in order to use the Teleporters, so you must have completed the Shard of Air quest first. - When you enter the Temple, you will be in a large outdoor area and the minimap shows that there are a lot of teleporters near you. You will have to use the teleporters in the correct sequence to be allowed to continue forward toward the temple. o----------------------------------------------------------------------------o |Solution: | Each teleporter sends you backwards 2 tiles. You start at tile 's'. | Follow the open tiles ([ ])on the left side of the area to the teleporter | at 'a'. This will teleport you to tile b'. Move to the east to | teleporter 'c' which will send you to 'd'. Take 1 step forward to tile to | 'e'. Now just follow the open tiles on the right side of the area to | reach the bridge. [t]= teleporter tile. | | [ ] [ ] [ ] [ ] [a] [t] [ ] [ ] [ ] [ ] [t] | [ ] [t] [t] [t] [ ] [ ] [t] [t] [t] [ ] [ ] | [ ] [ ] [t] [t] [b] [ ] [ ] [ ] [c] [t] [ ] | [t] [ ] [t] [t] [t] [t] [t] [t] [e] [ ] [ ] | [t] [ ] [ ] [ ] [ ] [ ] [t] [t] [d] [t] [t] | [ ] [ ] [ ] [ ] [ ] [s] [ ] [ ] [ ] [ ] [ ] o----------------------------------------------------------------------------o - Now cross the bridge and fight the enemies that you encounter. You can see your ultimate nemesis up in the temple. This is Koreke, the Boss Harpy Queen. Pluck her feathers. After she is disposed of, go up onto the temple area. There is a ground area to dig for treasure, but when you do you will be attacked from all sides. If you are here for the promotion quest go to the statue and swear the oath by selecting the dialog option for Wind. If you are not here for the promotion quest, pulling the lever does nothing. You might also want to explore the surrounding area to find a few goodies and potions. [53] Pathfinder Promotion - If you have a Scout in your party, the promotion quest to raise her to Pathfinder is given by Erling in the Dwarf Hall. Dwarf Hall is located in the Vantyr Range east of Seahaven. You can only get into the Vantyr Range if you have the Blessing of Ylath so you can use Teleporters. On the way to the Hall you'll have to fight your way through several fire elemental encounters. - Ask Erling about the promotion and he tasks you with escorting his buddy Geisli "Golden-Fleece" Ulfsson to Seahaven. Now talk to Geisli and agree to escort him to Seahaven. Geisli will join your party. You must have an open companion slot. - On the way toward Seahaven, you will be ambushed by some Griffins, and then a bit later by some Air Elementals. Make your way to Seahaven. As soon as you enter the city, Geisli thanks you and departs. You are now a Pathfinder. [54] Warmonger Promotion - Sandor, who lives at (43, 15) in the Desolated Wilds, can promote you to Warmonger if you have a Barbarian in your party. For this quest, you are to enter the Pao Kai Nest and defeat the monster there, a nasty Dragon. In order to get to the Nest you need the Blessing of Ylath which allows you to use the Teleporters in the game. You get this Blessing by finding and returning the Shard of Air in the quest "Forge of Heroes". Any party can find the Nest, but you will not be allowed to enter unless you have an Orc in the party. Warmonger Promotion Quest Walkthrough ** Pao Kai Nest - Level 1 ** You begin the area at {7,14}. Follow the path for a short distance and be accosted by some orc enemies. In fact, this dungeon is teeming with Elite level foes. But you're an elite level foe yourself, aren't you? Take them on. From the small area where you defeated the orcs, follow the path to the east and fight some more dungeon denizens. There is a chest at {15,12}. Th path beyond the chest is a dead end, so go back a bit and follow the path to the west. Going north then west from the T-intersection you will fight more orcs, and find a ground area to dig up for treasure. You will be ambushed when you dig up the treasure. The small room at the northern end of the path has nothing of interest. Go back to the T-intersection and head toward the south. Going south at the T-intersection leads to a battle with a large number of orcs. The large cavernous area you just cleared of orcs has nothing of interest. Proceed east from the cavern. And then, of course, fight another horde of orcs. After them, you will find the stairs to level 2 of the Nest. ** Pao Kai Nest - Level 2 ** Level 2 of the Pao Kai Nest is much the same as level 1. Follow the paths and eliminate any opposition. Going north from the entry area you will fight some orcs and then be met by a Crusher. The room that the Crusher came from has a ground area to dig {0,6} where you will get the Rusty Key. Going north from Crusher's room, you are again confronted with a horde of orcs including more Crushers. What's with this horde nonsense. Crush them. Explore the area where the horde came from. You will find a small chest at {1,12}. Proceeding east from this location will bring you to the Blind Shaman. If you are not here for the Warmonger Promotion, he says you cannot enter because you are not chosen. If you are here for the promotion quest, once you talk to the Blind Shaman, the gate to Pao-Kai will open and you will have to fight a dragon. [55] Shield Guard Promotion - This quest is given by Hedwig in Seahaven, who tasks you with finding a lost caravan. - You'll find a caravan in the mountains north of Portmeyron castle. Just use the Teleporter behind the castle. The caravan is destroyed and there is no sign of dwarves. - Near this place you can find a cave with a Cyclops who throws stones at you. Defeat him and the dwarves will thank you. Hedwig will promote you after that. ****************************************************************************** ** WALKTHROUGH ** ****************************************************************************** ** Sorpigal-by-the-Sea - The Beginning ** After the Introduction, you will start your adventure standing on the lovely docks of Sorpigal-by-the-Sea {31,19}. (Hereafter called just Sorpigal in this Guide). You will already have one quest entered into your quest log - [36] Ashes to Ashes. You also have a lore book in the Lore section - "The Raider's Code". Read the descriptions in the log to gain some insight into the game. ** Exploring Sorpigal ** It is highly advantageous to spend some time exploring the town of Sorpigal before you embark on any quests. If you immediately turn around from the starting position, you will meet Sir Christian {31,19}. He is the captain of the nearby ship and he will eventually take you to other locations. However, in the beginning of the game, you will not be allowed to travel elsewhere. You can ask him about some gossip. He will tell you about Duchess Irina and her contacts with the Lotus Empire (which means nothing to you at the present time.) As you walk forward, you are met by Dunstan {28,19} who says he is a retired Raider. Dunstan is an NPC who will pop up several times during the game. You will encounter him in such places as here in Sorpigal and then outside Falagar's Mansion in another city. You tell Dunstan that you want to go to Karthal, but he tells you that rebels have taken over the city and it is sealed off from travelers. You cannot go there yet. Tell Dunstan that you are looking for work. He will direct you to Captain Maximus at the Sorpigal Town Garrison and this will start the quest [1] Looking for Work. You can then let Dunstan show you around town - or not. He will join your party temporarily if you say yes. If you have the Hints turned on, you will get a message that you can have a maximum of two NPCs join the party. Dunstan will show up as a face on the left side of your Quick Action panel. As you get near town locations during your tour of Sorpigal, Dunstan will chime in with a description of that location. He will leave when you try to enter the Town Garrison. Do not be too hasty to jump into your adventures. Take some time to explore the town, make some new aquaintances and find a few chests and barrels to open. You may even find someone who will accompany you on your travels. The places you can visit are listed in the Town Locations section of this guide (Locations: Towns: Sorpigal). Talk to the City Guard {24,20} to learn a bit of background on the city and about missing persons. While in Sorpigal, be sure to talk to the following people to get your first set of quests: [1] Looking for Work given by Dunstan at the docks, [2] Spiders in the Well given by Maximus in the Garrison, [18] Smuggler's Cove given by Zale standing in the street, [37] Lost Lambs given by Eileen in her home, [19] Flowers for Fallen Heroes given by Orlene in her home, Jassad's Bestiary given by Jassad in the Inn and [4] The Highwaymen given by Rosalie in the Chapel. Your first major quest to undertake must be the [2] Spiders in the Well. You cannot leave Sorpigal until you have completed that assignment. So, once your party has sufficiently explored the town and bought a few supplies and potions, find Maximus in the Town Garrison to end the quest [1] Looking for Work and agree to help him rid the Town Well of spiders for the quest [2] Spiders in the Well. Maximus will join you temporarily for this quest. Also, go to the Chapel and talk with Rosalie to get her quest. She too will join you and she can spot Secret Doors for you. ** Sorpigal - Main Quest [2] Spiders in the Well ** Locate the Well in Sorpigal {15,8} and descend into the Spider's Lair. The Lair is a straightforward dungeon crawl. The goal here is to eradicate the Spider Queen and also to find Smuggler's Cove and a Secret Door which reveals a lost Sorpigal citizen. You begin at location {2,15} in this single level dungeon. Just follow the passage and engage the Spiders along the way. Open any barrels and chests. Eventually your party will reach the Spider Queen {14,11}. ** Fighting the Spider Queen ** Obviously, you must fight her and win the day. Fighting the Spider Queen can be tough for a new party. Equip the magic users with their most powerful spells. The only likely and spells you will have at this stage will be fire bolt, ice bolt or sparks. Have magic users hurl spell after spell at the Queen. Obviously have any melee attackers melee. Don't forget to use mana potions and antidotes when a party member gets hurt or poisoned. Have a earth magic user or the ranger cast the regeneration spell if your health plummets too low. When the Spider Queen is defeated, Maximus will leave the party and return to the Garrison. Continue to explore the Spider's Lair for more Spiders to kill and loot to plunder. From the Spider Queen's location, there are two passages - one to the east and one to the south. The east passage leads to a chest at {18,18} and a chest at {23,14}. The southern passage leads to the Smuggler's Cove {17,2) and a chest which contains the Smuggler's Coffer {15,0} required for the quest [18] Smuggler's Cove. Opening the chest with the Coffer initiates an ambush by some Spiders. The Coffer will not appear in the chest, you will acquire it automatically when you open the chest. This will be true of all quest items or keys you acquire. That won't actually be visible in the chest, they just appear automatically in your Quest Tokens inventory. Continue to explore other passages for loot and Spider battles. Find the chest at {6,5}. There is a Secret Door on the west wall at location {6,5}. If you have Rosalie from the Chapel in your party, she will detect the Secret Door. Then use a character with high might to break through the wall. In the room, you will fight a Spider and then find a chest to open. In the same room you will also find a dead person, one of the missing citizens, apparently, that was mentioned by the City Guard. When you interact with the dead person, you will get a Quest Token - Ripped page of a journal'. Hmm. Interesting. [Note: There does not seem to be any further use for the Quest Token "Ripped page of a journal". It will remain in your inventory for the entire game.] A nearby staircase leads to the surface in the southwest corner of Sorpigal. A new entrance for the Spider Lair will appear as a door in the Abandoned House of Sorpigal {1,3}. On the Area Map, the Abandoned House will now be called Entrance - Spider Lair. [Note: You have just encountered your first Secret Door. Many of the dungeons and buildings of the game have Secret Doors. You need an NPC character capable of detecting these doors (such as Rosalie) or you need a spell such as Whispering Shadows to find them. Opening a Secret Door also requires a character with a sufficient attribute skill such as Might, Magic, or Perception. Each door requires one of these attributes. You are given a clue as to which attribute is required by the yellow graphic that is displayed when you detect the Secret Door. A yellow leaping antelope-like animal signifies Might, two gear icons signify Perception and a circular icon with smaller circles inside signifies Magic. If you choose a character with the wrong attribute, or one with insufficient level of that attribute, that character will receive damage. You can try multiple times to open the door and, with some, luck, you might be successful. Come prepared to detect Secret Doors for every dungeon you enter. At times, you cannot proceed through the dungeon without opening some Secret Door.] Once you have finished the Spider Lair, return to Sorpigal to rest and replenish. Stock up on your supplies if you are low. Go to the Garrison and talk to Maximus to get your next Main Quest - [3] Darkness in the Lighthouse. You now can venture out of the city into the countryside of Agyn Peninsula. Leave Sorpigal via the only exit available at this time {12,1}. You will first be in the Tirya Bay section of the Peninsula. As you explore this area, you will likely see the Lighthouse in the distance. You definitely want to gain some experience before you go to the Lighthouse. ** Exploration of the Agyn Peninsula - Tirya Bay and Ashen Hills ** You begin the Agyn Peninsula at {129,35} in the Tirya Bay area of the Peninsula. If you have Hints turned on, you will get a message that the game is an open game and you can explore where you want. But you will reach areas way before you are capable of handling the inhabitants. If this becomes so, return to a previous area and gain experience to level up and become more powerful. This will happen a lot in the game. You will reach areas you cannot handle and therefore, you have to go do something else and level up first. A lot of walking about in this game. This also makes it difficult to write a step-by-step Guide because every player's experience will be slightly different. Anyway, to get to the area near the Lighthouse, follow the path from Sorpigal until you reach the coastline {135,32}. Here, you can see a Wrecked Ship in the water, but if you attempt to walk into the water you will get a message that you need the Blessing of Shalassa to pass. The Blessing of Shalassa allows you to walk on shallow water. You won't get that Blessing until much later in the game. So continue exploring toward the west, which takes you to the Lighthouse. In your exploration, you will come across a number of locations to interact with; ground areas to dig up, fountains and barrels for bonuses, and chests for loot. Keep your eyes open, watch the minimap and Area Map and step on every tile. You never know what you will find or what will pop out to attempt to eat you. In addition to the Spiders and Wolves you have to fight, you will come across structures such as the Dangerous Cave at {115,41}. You will find that the enemy within is WAY to powerful for your pitiful party at this time. Come back later. There are a number of these types of dungeons throughout the game, so be on the lookout for them and remember their location so you can return when you are more powerful. If you do decide to venture into this cave, know that it is the lair of a Cyclops. Poke it in the eyes. Well, eye, anyway. Loot the chests if you've managed to defeat it. Venture up into the Ashen Hills area and to location {119,55} where you will find the wagon of the Itinerant Merchant. Shihab, inside, is a trainer for Expert Earth Magic, Expert Fire Magic and Expert Prime Magic. Idas is the merchant and will sell you supplies and trade for other items. You will come here often in the beginning of the game. Idas will sell some Ohlae Tea for 200 gold. Buy it because this is part of a quest called [43] The Naga Tea where you are to collect 5 different types of tea. You won't actually get the quest for a while, but you can obtain the different teas at various locations. Unfortunately, you can't sit and have some tea and scones with the friendly fellows in the merchant wagon. Continue exploring the Ashen Hills section of the Peninsula. To the west of the Merchant wagon, at location {108,43}, you will find the altar for placement of the Flowers given to you by Orlene if you got the quest [19] Flowers for Fallen Heroes. Place them on the shrine to finish the quest. Not too far from the shrine for the flowers are some ominous-looking ruins guarded by ominous-looking ghostly beasts outside. The ghosts are much too tough for your party at this time. Try it and see. Now reload your saved game. You will come back here later. There is a chest at location {96,60}. When you approach the chest, you don't get an onscreen message to open' as most chests will do. Press your spacebar anyway, and you will get a text box on screen where you have to type in the answer to a riddle. This is a Riddle Chest and the only way to open it is to supply the correct answer. There are a number of these chests throughout the game, each with a different riddle. o-------------------------------------------o |Solution: | The answer to this riddle is: water. o-------------------------------------------o Near the Riddle Chest is an Obelisk at {92,60}. Interacting with the Obelisk will give you a clue which shows up as Clues in your Quest Tokens inventory. This starts the Ongoing Quest [39] The Secret of the Obelisks. Here you are to find all of the obelisks in the Peninsula, and when you put all the clues together, you get the directions to find some treasure. [Note: In a new iteration of the game, the obelisks now have a name. After you get the clue, interact with the obelisk again and you will find that the message it gives has changed. Each obelisk is named for the region where it is found and when you interact with it, the dialog box says 1. Travel'. When you click on Travel, you are given a text entry box to type in a location. If you type in a known obelisk location, you will be instantly teleported there. If you type in a name of an as yet undiscovered obelisk, the message says "That Obelisk needs to be activated before you can travel there." If you type in any other text, the messages says "(The magical stone doesn't react to this word...)" The current Obelisk at {92,60} have the name navea'. When you find another obelisk and type in the name navea', you will be instantly teleported back to this spot - to the obelisk with that name. Go back to the Itinerant Merchant wagon and replenish and sell stuff if you need to. Then continue your exploration. ** Continue Exploring the Ashen Hills area ** When you attempt to cross the bridge at {122,56} near the Merchant, you will be ambushed by Moonsilk Spiders, from in front and behind. If you've been leveling up as you should, you should be able to handle these beasties without much trouble. Explore the area beyond the bridge to fight more Spiders and Wolves. At location {142,53} you will find a Dangerous Cave. Do not venture into this cave yet as you will not venture out alive. If you think your party is ready (the suggestion is that your party members be near level 20), here is what you will find in this dungeon. The Cave contains the Shadow Dragon. When you defeat the Dragon, you will find the book "Clouds" which is part of the ongoing quest [41] Forbidden Saga, and you will find a chest which contains the Relic, Demonkiss', a crossbow. Definitely come back here when you have leveled-up sufficiently. Continue exploring and you will find an Obelisk at location {127,50} and its Travel Word is landro'. Near the obelisk is a Shrine at location {132,48}. The Shrine features a large glowing crystal and a bunch of serpent or dragon heads emanating from the base. This is a Dragon Shrine, and you can pray here, on the appropriate day. For example, the notification you get from this particular shrine says "... on the Day of Elrath..." So if you pray here on that day, you will activate that shrine. You will find a number of these shrines in your travels and if you pray at all of them, you will receive a Relic as your reward. These Shrines are part of an undocumented quest - i.e., no quest will be listed in your Quest Log. However, once you have found all of the Shrines and prayed at them on the appropriate day, you will receive a Relic as a reward. See the Dragon Shrines section of the Guide for more information. ** Explore around Castle Portmeyron ** After you have thoroughly explored this area, go back across the bridge and turn right (north). You will see a castle - Castle Portmeyron - just a short distance away. You can fight some soldiers called Militia lurking about the castle, but you will not be able to enter the castle until the appropriate time. You must first finish the Lighthouse quest ([3] Darkness in the Lighthouse). ** My First Relic ** A good location to explore at this point is the Mysterious Crypt at {126,64} which is just to the east of Castle Portmeyron. You need to fight the Wolves and Spiders outside, but there are no enemies to fight in the crypt. Instead, you can obtain a pair of Relic level boots, the Holy Sandals, if you solve the puzzle within the Crypt. Once inside, you solve the puzzle by stepping on the floor pressure plates in the proper sequence. There are a number of these Mysterious Crypts in the game, none of which has any monsters to fight, but all of which require that you solve some type of puzzle to gain the reward. o------------------------------------------------o |Solution: | Facing the locked door, step on the plates | in the following order: Left, Forward, Right, | Left, Forward, Forward. o------------------------------------------------o Explore the area around the Castle. Behind the castle (to the north) is a strange, glowing twisty thing {119,70}. This is a Teleporter which will teleport you instantly to some other location. You can't use it yet. To use any outside Teleporter in the game, you need to obtain the Blessing of Ylath which you will not get for quite a while. You will come back here later. Northwest of Castle Portmeyron is a bridge that leads to the town of Seahaven and other locations. There is a guard at the bridge who tells you that the road to Seahaven is closed at the moment. You will come back here later. ** Explore the area around The Lighthouse ** Go back to the southern end of this area and locate the Lighthouse in the Tiyra Bay area. Explore the area around the Lighthouse to gain some more XP. On the southern side of the Lighthouse, you will encounter your first Naga (the Kenshi version). Whip his hide. Get it? Naga hide. On the eastern side of the Lighthouse is a washed-out bridge. If you try to cross, you will get the message that you need Shalassa's Blessing to pass through here. When you finally do get Shalassa's Blessing, you will be able to walk on shallow water. You won't get the Blessing for quite a while in the game. You will come back to this location. At location {102,29} just north of the Lighthouse you can enter the region known as the Shadow Woods. An important dungeon in the Shadow Woods is the Den of Thieves for the quest [4] The Highwaymen. As you approach the Den, you will fight an archer. Near the door to the Den, Rosalie (if she is in your party) will inform you that this is the place you are looking for and it likely contains the book she wants. You might want to come back a bit later to the Den. You will need all the experience and levels you can get before you tackle places like the Lighthouse and the Den of Thieves. Otherwise, continue to explore the Shadow Woods and fight some more Wolves and open chests. You know, the usual role-playing game stuff. ** The Lighthouse - Main Quest: Darkness in the Lighthouse ** If you think you are ready, head back to the Lighthouse. Here you will attempt the quest [3] Darkness in the Lighthouse. You got this quest from Maximus after you finished the quest [2] Spider in the Well for him. Be sure you have enough rations, and health and mana potions and at least one magic user with the regeneration spell before you enter the Lighthouse. If not, continue to level up by fighting nearby easier enemies and returning to town to replenish and buy what you think you need. You probably should be at level 4 or 5 to be successful in the Lighthouse. ** Lighthouse - Level 1 ** The ultimate goal in the Lighthouse is to get to level 4 and meet the Boss Naga, Mamushi, who is waiting to serve you tea and crumpets. Not. You begin your journey through the Lighthouse on level 1 at location {6,0}. The first level of the Lighthouse is straightforward. The goal for this level and each subsequent level, is to defeat the Nagas and Coral Priestesses and then proceed through the passages to find the way up to the next level. From your starting location in level 1, take two steps and open the door. You will be in a large room with two enemies, a Kenshi and a Coral Priestess. Pick off the Kenshi with ranged attacks. The Coral Priestess has her own ranged attack, so you may want to close the distance for melee. If you proceed straight ahead of the entrance, you come to a door {6,2} with the Notification Spirit gate to Light room'. You'll come back to this door later. The passage to the right (east) of where you entered will lead to a corridor with a chest {11,11}. You'll be ambushed by Kenshi when you open the chest. Go back into the main room and to the entrance to the level. The passage to the left (west) of the entrance will lead to a chest {3,4}. After you open this chest, go north and then turn west. There is a door at {1,6} which you cannot open at this time. Proceed south down the hallway. You will be ambushed by some Kenshi. After they're gone, you will find a small chest {1,1} at the end of the hall. Turn east from the small chest and head towards the door. A pressure plate in front of the door will open the door and in the little room you will find a captive Naga named Hamato {4,1}. Hamato says he is a bounty hunter and he is happy you freed him from captivity. This will update the quest [3] Darkness in the Lighthouse. He tells you that the leader of the cult here in the Lighthouse is one Mamushi. Hamato won't join you but he has some gossip. He will then wait outside for you. [Note: You won't actually see him outside. He will appear' when you exit or re-enter the Lighthouse. This will be the case for many characters you meet in the game. After you have defeated the Boss, Mamushi, later, Hamato will then be a permanent resident of the Lighthouse.] When you turn around and leave Hamato, the pressure plate in front of his door will open the door down the hall and expose several enemies. The door they came through leads to the stairs to level 2 of the Lighthouse. But before you go meet those guys, attempt to locate and open the Secret Door right next to where you find Hamato {3,1}. This door requires perception to open successfully. If you can't open it now, come back later when you have increased your perception attribute. Be sure to routinely increase perception in at least one of your characters when you level up. Another way to increase your perception, at least temporarily, is to have a character cast the spell Eagle Eye which will increase perception for all party members by +7. After you have freed Hamato and perhaps opened the Secret Door, head north along the corridor, fight the enemies, and then go to the stairway that leads to the second level of the Lighthouse {1,9}. Ascend to level 2 where you begin at {6,8}. ** Lighthouse - Level 2 ** On the second level of the Lighthouse, you will see an enemy straight ahead, but you can't reach it yet. Instead, go to your left (east) from the entrance. Loot the chest and then go through the doorway in the wall. Fight some enemies and then proceed to the catwalk outside. Take a moment to savor the beautiful view of Tiyra Bay of Agyn Peninsula. Turn left (north) of the view and follow the catwalk toward the north end of the building. Here you will encounter a Kenshi to fight. Continue around the corner and the catwalk ends. Go back the other way toward the south end of the catwalk. When you around the corner at the south end, you will see an activated teleporter disc on the floor {9,1}. Step onto the teleporter and you will be teleported to the other side of the southern end of the Lighthouse. Defeat any enemies, go around the corner and then go all the way to the end of the catwalk and fight the Coral Priestesses that at are lurking around the corner. After they are dispatched, go back to {1,6} and re-enter the interior of the Lighthouse. Kill the remaining Kenshi, check out the barrel, and then go up the stairs {6,4} to the third level. ** Lighthouse - Level 3 ** On arrival at the third level, you will be in a small foyer {6,5} with two doors that lead to ledges on the outside. There is a Secret Door at {5,5} which requires a might check to open. When you open one of the room doors, you will be confronted with some enemies to defeat and you will also be attacked from behind by enemies that came through the opposite door. Once you defeat them all, walk around the ledge. If you go to the northern end of the level, you will see an inactive teleporter {6,9}. Step onto the teleporter and read the notification which says "the path to the Light room will open, when two plates have been walked on". These plates are found at the southern end of the right and left side of the ledge {3,6} and {9,3}. When you step on one of those plates, it will glow blue to indicate it is active. Each time you step on a plate, one or more Coral Priestess(es) will appear to attack you. Once you have activated both plates, go back to the teleporter, eliminating any enemies along the way. Be prepared for a tough battle before you use the teleporter. At the teleporter destination, you will meet Mamushi, who is quite formidable for your woefully low-level party. Buff up. Now step onto the activated teleporter pedestal and the party will be teleported to the fourth level. ** Lighthouse - Level 4 - Fighting with Mamushi ** Mamushi is the Naga Boss on the 4th level of the Lighthouse. He/she/it will be at the opposite end of the level from where you enter. This is a really tough battle for beginning parties. You may wish to wait until you have leveled up some more before you attempt to quash Mamushi. [Note: Here, as in most dungeons, you can leave the dungeon and come back later to finish it once you have leveled-up or restocked your supplies.] Anyway, if you decide to fight, first and foremost, immediately step forward toward Mamushi onto the shining tile. Mamushi will step toward you and whack you and push you back a tile. Immediately step forward toward Mamushi again. The point here is to get 2 tiles away from the edge of the level. As you saw, Mamushi will push you backwards and if you haven't stepped forward (if you are at the edge of the building), you will be knocked over the edge and die a horrible death. He can also knock you sideways 1 tile. So get away from the edge of the building and stay away from the edge. Trust me on this. Some tactics for defeating Mamushi are to have your magic users heave fire spells. Try to keep launching these spells at Mamushi and also hit him hard with heavy melee attacks. Use health and mana potions and the regeneration spell liberally. And keep away from the edge of the building. ** Let there be light in the Lighthouse ** Once Mamushi is defeated, you can pat yourself on the back. But you must now find a way to light up the top of the Lighthouse again. There are two teleporters on this level, but neither is activated until you solve the puzzle. You need to step on the pressure plates in front of the statues in the correct sequence to achieve this. If a statue is activated properly, it will light up and become sparkly. To help you decide the proper sequence, there is a message stone in the southwest corner of level 4. It reads: "Malassa rules in the shadows, and Elrath rules in the sky. Before light will shine, respect to the Dragons must be paid. To the North Arkath rules the mountains of Fire. To the West Sylanna protects the Earth. To the South Shalassa's Sea lies. And to the East Ylath's Winds rise. A day dawns on burning forests. At noon a tempest rages on the sea. At dusk the stormy winds spread the fire. Under the stars water shall nourish the earth. Only by walking the right path, shall Elrath's light illuminate us all." Cryptic certainly, and probably not very helpful. That's why you're reading a walkthrough guide if you are stuck. o----------------------------------------------------------------------------o |Solution: | Stand at the teleporter on the south (bottom) end of the area and turn to | face north. Walk straight forward 3 tiles and then step on the pressure | plate of the statue to your left {5,7}. This will be the statue thaT | stands north-west of the entry teleporter. The statue will light up and | grow angel wings. Turn around and head south to the pressure plate {5,5}, | 2 tiles from your present position. This will be the statue south-west of | the entry teleporter. Take one step east and then two steps north. Turn to | your right and step on the plate {7,7}. This will be the statue north-east | of the entry teleporter. Turn around to head south and take two steps to | the last plate {7,5} to activate it. This will be the statue south-east of | the entry. So the order is: 1 northwest, 2 south-west, 3 north-east, | 4 south-east. o----------------------------------------------------------------------------o When you have solved the puzzle, both teleporters light up. One teleporter takes you to level 3 and the other takes you to level 1. Go to level 1 and the previously inaccessible door is now open. The small room has a teleporter that takes you back to the 4th level. (Why you would want to go back there, I don't know.) When you exit the lighthouse, you will be contacted by Hamato, the Naga you saved on level 1. ** Talk to Hamato and get some quests ** When you exit the Lighthouse, you will meet Hamato again who has some gossip, can train in Dual Wield Master and is part of two new quests. When you choose the Naga tea choice, you will get Akari Tea in your Quest Tokens inventory. This quest, called [43] The Naga Tea, itself does not appear in your quest log at this time. You will find several characters in the game who will give you tea and you will get the actual quest from someone in the city of Karthal. From Hamato, you can also get the quest [20] Sword of the Bounty Hunter, where you are to find a sword for Hamato and return it to him. You won't be finding this sword until much later. Return to Sorpigal if you need to replenish potions and especially to increase your skill training levels. To complete the Darkness in the Lighthouse quest, you need to report back to Maximus in the Garrison of Sorpigal. Before he gives you the next main quest, Maximus will tell you to first fulfill the quest for Rosalie by paying a visit to the Den of Thieves. So let's go do that. ** Den of Thieves - Main Quest: The Highwaymen ** The quest [4] The Highwaymen was given to you by Rosalie who is found in the Chapel of Elrath in Sorpigal. Rosalie asks you to eliminate a brigand and find a book for her. This book just happens to be in the Den of Thieves where you are supposed to find an outlaw for the quest [37] Lost Lambs given to you by Eileen in Sorpigal. This is the same brigand that Rosalie wants you to find. So, one brigand with two stones, or something like that. Agree to this quest and Rosalie joins you in your adventure. Rosalie will be able to identify Secret Doors for you. Good girl. Thank you Rosalie. So get Rosalie and head on over to the Den of Thieves which should now be marked on your World Map. You will find the Den of Thieves in the Shadow Woods of Agyn Peninsula, just northwest of the Lighthouse. As you wind through the twisty paths of the Woods, you will have to fight roving bands of Wolves to get to the Den. Once you reach the Den, remove any hostiles outside, and then enter. The goal in the Den is to find Luke, one of the highwaymen outlaws to locate for the two quests [4] The Highwaymen and [37] Lost Lambs. In addition to eliminating some bad guys, Rosalie, from the Chapel in Sorpigal is seeking a special book that may be in the Den. ** Den of Thieves - Level 1 ** On the first level of the Den, you start at {7,13}. In the room in front of you there are three doors. The door at the south end of the room {7,10} is locked and you need to find a key. Opening the door to the right (west) {3,11} of the entrance leads to a storage room full of inaccessible barrels and shelves and a chest to open {2,12}. Go back to the entrance and then go through the door {10,11} to the left (east) of the entrance. This begins an encounter with a Brigand. After you defeat the Brigand, enter the room he came from and open the chest at {12,13} for items. You will also receive the Rusty Key. [Note: Keys are never seen in chests; they just magically appear in your inventory. How do they do that, I wonder?] Anyway, this key will open the locked door in the first room you entered. Go back to that door {7,10} and open it with the Rusty Key. You will encounter a Militia. Defeat him and venture into the room. As you approach the far wall toward the T-intersection, you will get a message onscreen telling you about finding Secret Doors (if you have Hints turned on). You will also be immediately accosted by 2 Brigands. After you've sent the Brigands on their way, turn to the right (going west) to find the Secret Door at location {4,6}. If you have the spell or have someone who can detect Secret Doors like Rosalie in your party, open it using someone with high magic. Pull the lever {4,8} found inside. The lever opens a door at location {4,2} and the room past that door contains a chest {1,2} to loot. Around the corner from the chest room is a locked door {5,1} for which you need to find the key. We will come back here later. Backtrack a bit and go through the door {3,6} at the end of the passage. Defeat the enemies in the room and loot the chest {1,7}. You will find the Stone Disc Fragment 1 which is used in a later quest, [44] Paladin Promotion. The Fragment will appear in the Quest Tokens inventory. Go back to the center of the area {7,6} and then continue going east along the hallway. At location {10,6} in the hallway, there is a Secret Door. Have someone with high perception open the Door and then loot the chest {10,8}. From the Secret Room, turn east and open the door at {11,6}. In the room, you won't find any enemies, but you will find a book "Portal to a Distant Star." Exit the book room and take the hallway south. Open the door at the end {11,1}. Fight the Brigands and then open the chest. You will get the Iron Key. This key will open the locked door at the other end of the southern part of level 1 (location {5,1}). Go back toward location {5,1}. Along the way you will be accosted by some Brigands. After that, open the door at {5,1} with the Iron Key. There is a notification book on a pedestal for you to read (you can't take it), a chest to open, and a Secret Door at location {7,2}. Have someone with high might open the Secret Door and reveal the stairs to level 2. Go up. ** Den of Thieves - Level 2 ** You arrive at level 2 of the Den at location {6,6}. There is a door to your right just a step in front of you. Open the door and fight the enemies within. A barrel holds a dark blue liquid (magic). Go back out to the corridor and proceed north. You will see a soldier through a hole in the wall but you can't reach him yet as the passage is blocked by stones. That happens to be Luke, the Highwayman you are looking for. A chest is right next to the stone blockage. There are two doors in short corridors before the stone blockage. The door to your left (west) {5,9} leads to a small room with a chest {3,8}. The door to the east {7,9} leads to an encounter and a small room that ends in a cavern-like passage. When you enter the cavern area, Rosalie chimes in with an ominous message about tunnels existing below the Agyn Peninsula. What to make of that, I wonder? Anyway, follow the passage and fight enemies along the way. There is a door at {17,8} which is opened by the lever at {17,11}. Empty the chest found within. Open the door you see at {18,17} to find the Bronze Key within a chest {18,17}. Continue within the cavern and fight any enemies. At the end of the cavern area is a locked door {10,15}, the key for which is the Bronze Key that you conveniently just found. ** Fight and Defeat Luke the Highwayman ** Behind the locked door you will find Luke. He will have some words with you. You can choose to let him go, or attack. Defeat him and watch him slowly sink into the floor. Cool. What are consequences of letting him go, you ask? Well, at the end of the game, you get a cutscene that shows a synopsis of your accomplishments during that playthrough. The description will change depending on whether or not you killed the outlaws in the quest [37] Lost Lambs. After defeating Luke, you will get an update to both the quest [4] The Highwaymen and the quest [37] Lost Lambs. Enter Luke's room and take the book for Rosalie. She says she is puzzled by the contents of the book. Thus the mystery deepens. The Highwaymen quest will end and Rosalie will leave your party and return to Sorpigal. A small alcove near where you found the book has a ladder to level 1 of the Den. Continue to explore the Den if you haven't finished. Otherwise return to town, go to the Garrison and get your next main quest from Maximus - [5] The Rocky Road to Portmeyron. Now might be a good time to go to Castle Portmeyron, ya think? ** Castle Portmeyron - Main Quest: The Rocky Road to Portmeyron ** This quest is given by Maximus in the Garrison of Sorpigal. Make sure after the last quest in the Den of Thieves, that you actually go see Maximus to get this quest. If he hasn't started the quest, you cannot enter the Castle and you will have to trudge back to Sorpigal. (This hint given from experience.) Maximus was happy you successfully re-lit the Lighthouse so he now has this new quest for you. You are to go to Castle Portmeyron in the Ashen Hills and meet the Governor of the Peninsula. Castle Portmeyron {118,62} is located northwest of Sorpigal. Eliminate any enemies loitering outside of the castle if you haven't already. You should also see some dead soldiers lying about near the door that you didn't kill. Who did then, I wonder? Now enter the castle. ** Castle Portmeyron - Level 1 ** Your goal in Castle Portmeyron is to eliminate all of the Brigands and their cronies and then find and eliminate Iven, the Boss of the brigands who is found on level 3. You will then get to save Governor Morgan. When you first enter the Castle, you are greeted by the Militia Captain. He tells you to report to Iven and blah blah, but then realizes you aren't the reinforcements he was expecting. The battle is joined. The room the now-deceased captain previously occupied has two doors - one to the east and one to the west. A passage to the north is blocked. Right in front of you is a book on a pedestal. The book warns you about certain rooms that have been sealed, especially in the east and north wings. The door to the west {5,3} is locked at the moment, so take the one to the east {7,3}. Fight some Militia and Brigands and proceed to the east. You will come to two doors - one leading south {11,2} and one continuing east {12,3}. The door leading east is opened by a lever {10,1} found in the room through the door leading south. So go south first. In the room with the lever there is also a Secret Door {11,0}. Have a character with high magic open the door and find a chest to loot. Pull the lever at {10,1} and then go back to the corridor and be immediately accosted by some Brigands and Militia that were lurking behind the door you opened with the lever. Accost them back. The room has nothing of interest, but you will see a hole in the north wall {14,4}. The hole looks too small for your party to fit through, but simply walk into the hole and you will pass into the next room. A barrel in this room contains a Moonsilk Spider. Exit the room through the door {13,7} and fight some Elite versions of the Brigands and Militia. Loot the nearby chest {11,5}. Proceed north along the corridor until you reach another door {9,14}. You will fight several enemies on the other side of the door. In the room you now enter, there are two doors ({5,14} and {7,12}) neither of which can be opened at the present time. Loot the chest {6,15}. Go back to the area where you first entered the level {6,0}. The door to the west {5,3}, which was inaccessible earlier, is now open. Go through the open doorway. Just down the hallway is a door at {2,2}. Of course, through this door is a room full of enemies. Eliminate them. Sample the contents of the barrel then exit the room and continue in a northerly direction along the hallway. Find and open a chest {2,8} and then continue. Fight the enemies that appear and then continue until you will reach another door {1,14}. The center of the room you just entered is blocked by debris and junk, but there is a lever {2,12} to pull on one wall. When you pull the lever, you will see a doorway open on the other side of the debris. You need to get to that door, but you can't from your present location. Now you need to trudge all the way back to the room with the hole {14,4} on the eastern side of the level. On the way you will be entertained by a Rogue Mage who slings fireballs and has fire resistance. What fun. When you reach the room with a hole, there will be a bunch of enemies to fight through the hole. Is this the Hole-in-the-Wall gang? After the battle, go through the hole and continue along the corridors until you reach the room at the northern end of the level. Go through the open door {6,14} to enter the room that was blocked by debris and junk. Pull the lever {4,12} on the south wall to open the nearby door at {7,12}. Fight some more enemies and another Rogue Mage and then enter the room they came from. Search the room to find 3 chests to open. A sign on the wall from Captain Gwendal says to bring these chests to the Keep. Well, they're yours now. This room also has the stairs {6,10} to level 2 of the castle. Go up. ** Castle Portmeyron - Level 2 ** When you ascend to level 2 of the Castle, you will be at location {6,10}. There will be a door straight ahead {6,12} which cannot be opened yet. To the right (east) there are two doors at {8,10} and a chest at {8,8}. Neither of the doors to the east can be opened yet, so proceed to the west. There is a chest at {3,10}. After opening the chest, proceed along the hallway to the south and then west. There is a Secret Door at location {1,8}. Use a might-inclined party member to open the door. The room you expose through the hole of the Secret Door is a dining room and is heavily defended. Another Hole-in-the-Wall gang who's dinner you interrupted. After they so kindly vacate the room, open the chest {0,2} that contains the Bronze Key. The door {2,1} within the room cannot be opened at this time. So go back out to the hallway and proceed north. About halfway down the hall, you will be ambushed by 4 enemies, two in front and two behind you. The ones behind you came from the room you just left and it was empty. Where did they come from, I wonder? Well, anyway, if you survive this, continue north to the end of the hallway. Here you will find a lever {0,15} on the north-facing wall. Pull it. That lever opened a small room at {8,10}. We will go back there in a minute. From the lever, continue east along the hallway until you reach a room with some enemies, including a mage. The room they occupied has two doors at {6,13} and {7,14} that cannot be opened yet, so go back to the entry to level 2 {6,10}. The lever you pulled just previously at {0,15} opened a door at location {8,10}. Go to this small alcove and you will find a dead soldier and another lever to pull {8,11}. Pulling this lever causes the adjacent door to open {8,10}, and then some enemies spill out of the open room. After they are gone, go through the now open door at {8,10}. You will immediately come to a T- intersection with hallways heading north and south (you're at location {10,10}). [Note: You will also find that the doors at {6,12/6,13} and {7,14} are now open. You can go back there now or wait until later. There are no enemies to fight, but there is a chest at {9,15}. If you go to get that chest now, return to the present point {10,10} to continue.] If you head north from the T-intersection at location {10,10}, you will reach a door {12,15} that is opened with the Bronze Key you found earlier. The room you enter contains a chest {13,12} and a book, The War of Bitter Ashes". Now head back out to the hallway and proceed south. Continue heading south from the T-intersection {10,10} and you will see a door on your left (east) {12,8}. Through this door are two militia and a mage. Once they have been dispatched, search the room. The room seems to be somebody's bedroom. There is a dead guy lying on a bed. Crack the chest {15,10} for loot. Since this is a bedroom, why not take some time to rest? But not in the same bed as the dead guy. Ewww. In this bedroom, you will find a door {14,6} you can't open yet. You will find the lever to open this door if you follow the passage south from the room. So leave the room and move south. You will reach a blockage in the passage and the lever is on the west wall {11,4}. Go back to the room with the bed and dead soldier. Go through the now open doorway and down the hallway. You will come to another door {15,3}. When you open it, there are several enemies to fight on the other side. Walk into the room and go through the door {13,0} on the west wall of the room. Follow the passage to another door {10,2}. This opens into a large room with several enemies hiding amongst the boxes and barrels. Dispatch these guys and look around the room. It is full of debris and bags and such, but nothing to find. There is a door on the west wall that gives no message when you try to activate it. This usually means the door cannot be opened or will be opened from the other side. There is a portcullis (metal bar door) on the north wall. It's actually a series of three portcullises. There are three levers on the north wall just to the right of the portcullis. You know what to do here. To open the portcullises, operate the levers in a certain way. The short passage beyond the portcullises will lead to the stairs to the third level. o--------------------------------------------------o |Solution: | left lever x2, right lever x2, center lever x1. o--------------------------------------------------o [Note: You can almost always leave a dungeon to visit a town and rest and replenish and sell off your excess inventory. It could be a long trek, but sometimes necessary. If you do decide to leave this dungeon and go to the Merchant or Sorpigal, simply make the long return trek back to the point where you decided to leave for some respite. Enemies do not respawn in this game.] ** Castle Portmeyron - Level 3 ** You arrive on level 3 of the castle at location {6,6}. You can proceed from the current position to the west or east. Both directions lead to other passages. Move to the west until you reach a passage at {6,9}. You will be attacked by a Militia and ambushed from the side by even more brigands and militia. Attack back. Continue around the corner toward the east and then go along the east passage {8,8} until you come to a T-intersection. On going south from the intersection you will find two doors {12,7} and {10,4}. The door at {10,4} requires a key to open. Behind the door at {12,7} there are 5 enemies for you to deal with. After their demise, search the chest in the room to find the Golden Key. This key does not open the door at {10,4}, instead it opens the door at {12,2}. So go back to the beginning of the T-intersection at {11,8} and proceed north. In this direction you will find a locked door at {12,10}, and then some longer passages that lead to doors at {9,12} and {4,12}. Open the door at {9,12} and you will be greeted by a Mage happily slinging firebolts at you and 3 Militia to back him up. The library-type room they occupied has a chest {10,15} where you find the Silver Key. This key will be used a bit later to gain entrance to Iven {10,4}, the Boss of the Den. Leave the library room and proceed to the west. At location {6,9} there is a grate on the floor. If you walk across the grate and you will be back at the area where the entrance to level 2 is found. For now, continue west in the hallway to reach the door at {4,12}. The room beyond is empty except for a door {4,14} on the western wall. Opening this door leads to a battle with a mage and other enemies. After you kill them, proceed down the hallway to find a barrel and another door {1,14}. Open the door and continue along this hallway to encounter another mage and other enemies. Continue a bit further south and you will come to a room that has a book to take ("Houses of Wizardry"). There is a lever on the eastern wall at {2,6} and a door at {1,5}. Pulling the lever opens the nearby door. Go through this door and you will shortly come to two doors; one to the east at {3,3} and one to the south {2,2}, neither of which can be opened yet. ** Meet and defeat Iven ** Go all the way back to the eastern side of the level. Make your way to the door at {10,4}. You will be ambushed by some mages along the way. This door is opened by the Silver Key you obtained earlier. In this room you will find Iven, the Boss character of the Den. He will have a few words with you and then attack. He hits hard and will soon be joined by four of his minions. I found it best to back out of the room and around the corner so I had to fight only Iven at first and then the minions later. Do whatever works for you. With Iven's demise, you will find a Letter in your Quest Tokens inventory. Now enter the room where Iven was hiding. The room is empty when you search it, but there is a door at {12,2} and an opening at {9,3}. Open the door at {12,2} with the Golden Key. This room has some nice views of the countryside through the windows. A room with a view. Oh, and there's a chest along one wall just ripe for plundering. ** Saving Governor Morgan ** Go back to the previous room to the opening at {9,3} which leads to a large room where you will find Jon Morgan, the Governor. Talk with Gov Jon and complete the quest [5] The Rocky Road to Portmeyron. He says you should talk with him in a more comfortable area of the castle. So you will automatically follow him to the throne room and continue your conversation. You will also get the Castle Portmeyron Key. [Note: The author of this Guide has not discovered what this key opens. Perhaps it is just a quest flag item to allow you back into the Castle. Or maybe it's like getting the Key to the City for some celebrity. The Key will remain in your inventory for the remainder of the game.] It turns out that you not only saved the Governor, but his daughter too. He is officially Baron consort of Bayworth and the new Governor of the Agyn Peninsula. He is understandably concerned about the situation on the Peninsula. Mention the Letter that you found earlier and the Governor becomes even more concerned. He will give you the quest [6] Morgan's Eyes and Ears. Your task with this quest is to continue to explore the Peninsula and inform Morgan of the things you discover. Your conversation will suddenly be interrupted by Lev, a scout and Griffin rider. He tells the Gov that Elves apparently have taken over the Elemental Forge. This will begin the quest [7] Elemental Disturbance, where your are to go to the Forge and investigate. After the conversation, you will be returned to the room where you met the Governor and the door at {3,3/4,3} is now open. The door at {2,2} is the entrance to the throne room. Saving the butt of Governor Morgan completes Act I of the game. ** Talk to the Governor again ** Go right back to Governor Morgan. If you have a Crusader in your party, you can get the quest for promotion of Crusader to Paladin ([44] Paladin Promotion). A good thing if you want to have a Paly in your party. The Governor also trains in Sword Master if you have someone ready for that. If you get the Paladin Promotion quest, you will get a map update putting the Cursed Ruins on the map where you are to be tested for this promotion quest. Be forewarned that the Cursed Ruins is a tough dungeon and you won't likely get into them at the present time. Also, the Paladin Promotion quest requires another item that you need to take to the Cursed Ruins. See that portion of the Guide for further information. A party without a Crusader can still enter the Ruins, but the promotion quest won't be realized. Kind of ruins it, doesn't it. While you are here at the Governor's room, you can also speak with Gwendal, a Praetorian Guard, who will train in Shield Master. Also talk with Ann Morgan, the Governor's cute daughter. She's only 9, so don't get any ideas. She has a bunch of gossip for you and she begins to give you a quest about going to see the Circus, but her father intervenes and tells her to stop bothering you and you don't get any quest. Darn. I would have liked to have seen the elephants and eaten some cotton candy. You may wish to go back to Sorpigal or the Itinerant Merchant to replenish and level up, etc. Also the Paladin Promotion quest at the Cursed Ruins is likely out of your league at the moment. So, let's see what's up with the Elves and Elementals. In order to continue this quest line, you need to find Lev, the Griffin Rider on level 3 of Castle Portmeyron. When you are in Castle Portmeyron, take a look at your area map. There will be an area in the northeast corner of level 3 of Castle Portmeyron where you will find Lev and take a ride on a Griffin. So proceed to the now open door at {12,10} of level 3. ** Act II ** Act II starts after you saved Governor Morgan in Castle Portmeyron. The completion of each of the 4 Acts is shown on your inventory screen, in the upper right quadrant. A wolf's head will appear in the circle designating completion of Act I. The completion of Act I doesn't change the status of any ongoing quests. Any and all quests you have at this point can still be completed. ** Investigate the Elemental Forge ** Apparently, there has been a disturbance in the Force, or at least at the Forge, the Elemental Forge, to be exact. In order to get to the Forge, you must have Lev take you there by Griffin. Go to the north-eastern area of level 3 and the door at {12,10} will now be open. Enter the room and open the door at {14,13}. The quest [7] Elemental Disturbance will be updated, informing you to talk to Lev. The room with Lev sports a beautiful Griffin, and Lev, of course. Talk to him. You can listen to his gossip, and then tell him you are ready to go to the Elemental Forge. You will get to fly there by Griffin. Unfortunately, you don't really see this happen. ** Elemental Forge - Main Quest: [7] Elemental Disturbance ** You will visit the Elemental Forge on a number of occasions, doing various parts of a quest called [40] Forge of Heroes which you will get after you complete the quest [7] Elemental Disturbance. You will only complete a portion of the Forge of Heroes quest at this time. The Forge of Heroes quest requires that you find items called Shards. You will only find one Shard in the Forge during this, your first visit. The other Shards are in dungeons that you will visit later. The Guide will direct you back to the Forge at the appropriate time in the game. ** Elemental Forge - Level 4 ** The goal of this visit to the Elemental Forge is to find out what the Elves are doing here (you will talk to a particular Mysterious Elf to satisfy this portion of the quest). Another goal will be to find an item called the Shard of Earth and to use that to gain access to the Earth Magic Room where you will battle a creature to get the Blessing of Sylanna. You will arrive with Lev at location {3,20} which is actually level 4 of the Forge. Arriving here safely will update the quest Elemental Disturbance. Lev will tell you that he will wait at that location for when you are ready to return to Portmeyron. Take a look around the landing platform and then head on in toward the Forge. You can explore the surrounding area and admire the beautiful scenery, but there is nothing to be found. Just beyond the landing area there is an activated teleporter at {2,15}. Step on it and be teleported to level 3 of the Elemental Forge. ** Elemental Forge - Level 3 ** You start level 3 at location {1,21}. Take a few steps forward (to the south) and you will be greeted by your first adversary, some Assassins. Continue along the hallway. There are several short side passages that lead nowhere. A door at {1,11} requires at key. You will be ambushed again by an Assassin and a Stalker as you proceed down the hallway. There is a book The Myths of Creation' at location {0,7}. The teleporter to Level 2 is found at {2,7}, but you may wish to continue exploring level 3 before venturing down. Continue east from the teleporter and then go south. You will come to a small room containing a chest {4,3}. The chest contains the Golden Key that you need for the door at {1,11}. You will be ambushed by Assassins and a Stalker when you try to leave the room after opening the chest. After you properly remove these guys from existence, go back out into the hallway and proceed north. You will find a door at {5,11} that can't be opened yet. There is another door at {7,11} that you can't even interact with. Continue north and then go around the corners to return to the locked door at {1,11} Open the door at {1,11} with the Golden Key. The tiny room contains two pressure plates {3,10 and 3,12} that will light up when you step on them. This will open the other door {4,11} in the immediate area. It will also allow you to open the door at {7,11}. You will be confronted by two Assassins when you open that door, followed by some more enemies behind you. Walk out the open door onto a walkway outside of the building. Some Elite Air Elemental enemies will appear at some distance on the right side (south) of your location and some Light Elementals will be at some distance along the left side. This guys can be tough so you might want to avoid them at this time and come back later. Behind each set of elementals is a teleporter than you cannot access yet anyway. The Walkthrough Guide will return you here later in the game. [Note: Just for your edification, if you do venture outside and go to the left, you will fight some Light Elementals. Upon their defeat, there is a door at {18,13} that requires the Shard of Light to be opened. If you go to the right, you will meet up with some very tough Air Elementals who will likely plant your sorry behinds in the ground. Eventually you will be able to defeat them and discover that the door just beyond them requires the Shard of Air to open. You won't get either of these two Shards for quite a while, so continue your exploration of the Forge. You will come back to this area later in the game.] ** Elemental Forge - Level 2 ** Instead of messing around with the tough Elementals, find the teleporter {2,5} to level 2 of the Forge. You arrive on level 2 at location {6,14}. As soon as you step forward, two Elite Assassins materialize out of the thin air. Dematerialize them. There are 3 Secret Doors on level 2 of the Forge. Two of them are right here near the teleporter. Have someone with a high magic attribute open the Secret Door at {7,15}. You will enter a room where you will find Berenice {3,17}. She thanks you for finding her and you can garner some gossip from her. She talks about the disappearance of the Shantiri people and how it might be due to Void magic. She is a trainer for Grandmaster Magical Focus. This requires no quest because you saved here lovely hide by finding her. There is another Secret Door at {5,12}. Use somebody with the perception attribute to open this door. Remember that you can cast the spell Eagle Eye to temporarily boost your perception skill. Behind the door you will find a chest to loot. Go back out to the hallway, and continue south. You will see a large group of baddies who will attack. After their demise, continue down the hallway where the assassins came from. You will come to a large fire red, lava looking door at {9,5} that requires a key to open. It turns out that the key to open this elemental door of fire is a Shard of Fire which you won't be getting for a while in the game. You will find a number of this type of door in the Forge. Each requires a Shard of a particular element. You will find these Shards as you progress in the game. The only Shard you will find soon at this time in the Forge will be the Shard of Earth. At bit further down the hall is a double door {9,1} that says Agyn Peninsula that leads to the, ah, Agyn Peninsula. If you go out the door, you will be at location {60,47} but won't be able to move because of a washed-out bridge and a message telling you that you will need Shalassa's Blessing to cross. The Guide will guide you how to get Shalassa's Blessing later. For now, go back inside the Forge. From the elemental fire door, head down the hallway to the east. You will enter an area that has a number of directions you could go. First take the hallway to your right (south) that leads to a room with a small chest {12,1}. Back out in the main area you will see what appears to be a magical blue door at {15,8} which requires at key. This is an elemental water door that requires the Shard of Water which you will get at a later time in the game. There is a Secret Door at {16,7} which requires might to open. This door hides a chest to loot. The normal door at {16,5} exposes two chakram throwing Stalkers. Close on them fast and chuck their chakrams. You will be attacked from behind as well by 4 Elite Assassins. When you defeat these guys, you will get the Shard of Earth which is a Key to an elemental earth door on Level 1 of the Forge. The room you just opened contains the teleporter for Level 1 of the Forge. How convenient. You might have figured out yourself at this point that the elemental Shard you just found will open a door of the same element. So far you have found a Fire elemental door and a Water elemental door, neither of which could be opened because you don't have the Shards yet. You do have the Shard of Earth, so let's find that door. ** Elemental Forge - Level 1 ** Take the teleporter {16,2} to level 1. You will arrive on level 1 at location {17,3}. The small room you are in contains nothing. Venture out of the room and some enemies will appear. Make them disappear. Ahead of you, to the west, you can see through the door into an area with green flora. Let's come back to this area momentarily. First go to the north is a room with pretty purple lights. In the purple room there will be a door that can't be opened yet {14,15}. This room also has two other doors; one at {16,11} that can't be opened and one at {12,11} that opens into a bookcase-filled library. In the northwest corner of the library room there is a pressure plate {9,13} that glows blue when stepped on. One consequence of stepping on this plate is to spawn some tough enemies outside the room; the other is to open the door at {16,11}. Go through the door at {16,11} and search the room. You will find the book Treasures of the Shantiri.' ** Earth Magic Room ** Now head to the room with the glowing green plants {14,7}. This green area happens to be the Earth elemental location. Enter the area and you will immediately encounter a Mysterious Elf who speaks to you. After a few words about some King named Veniel, you discover what the Elves have been doing. He then departs and the Elemental Disturbance entry in the log will be updated to say Restore the Altar of Sylanna (Elemental Forge).' At {12,5} there is an open doorway to a room containing a chest {12,2}. Loot ad libitum. You will be attacked ad libitum. Retaliate ad libitum. Head towards the west end of the green room to the Earth elemental door {8,7}. With the Shard of Earth in your possession, the door will open. Venture into the room. Shortly, you will be attacked by an Earth Elemental. After his departure, you can explore the room, but there is nothing here but a door and a pile of vines at {3,7} straight ahead from the entry door. ** Fight with Gralkor the Cruel ** Walk up to the pile of vines. When you interact with the vines you will summon Gralkor the Cruel and Lord of the Earth, the Boss of this part of the Forge. You will engage him in combat. You don't actually kill Gralkor, but when you best him in battle, he will acknowledge your courage and stop the fight. He has some words for you. Follow the conversation points and you will get a quest, [40] Forge of Heroes. In this quest, you are tasked with finding the other elemental Shards which have been stolen, so you can cleanse the altars of the other elementals and receive the blessings of the Dragons. After the defeat of Gralkor, you will receive the Blessing of Sylanna where each party member's resistance to earth magic is increased by 5 and you will be allowed to pass through densely forested areas where you could not venture previously. The various Blessings you will receive during the game are shown on the inventory screen in the upper right quadrant. An icon in a circle will be shown for the Blessing of Sylanna, with a description supplied when you hover your mouse over the icon. After defeating Gralkor, you can search the area, but there is nothing to be found. There is a door at {2,16} that you will be allowed to pass through now. This leads to a room with a barrel and a chest {3,18} with lots of good loot. You can see a pulsing purple door, but you cannot reach it because that part of the room is blocked by boxes and such. You will gain access to that part of the room at a later time. ** Return to Castle Portmeyron ** There is nothing much more you can do here in the Forge at the present time because you don't have the keys - the Shards- to open other doors. So work you way back to level 4 of the Forge and get Lev to return you to Portmeyron. You will be deposited right outside the front door to the Castle. You don't have to enter the Castle as Governor Morgan will greet you at the door. Talk to the Governor to complete this portion of the Elemental Disturbance quest. He tells you that the city of Karthal remains closed, but he has an inside man who might be able to help you gain access to the city. He also talks about the brigands who invaded his Castle and the indecipherable Letter you received when you ousted them. He knows someone - Lord Wilfred of Kilburn - who can help with reading the letter. You will now receive the quest [8] The Search for Kilburn. Kilburn is to help you figure out who wrote the mysterious letter you possess. You will find him at the Shantiri Observatory to the west of Seahaven. Governor Morgan will also give you the quest [21] Pirate Truce. Here you are to deliver a letter to Crag Hack, the Pirate King who is in the pirate stronghold port called The Crag far to the west. Gaining these latter two quests will allow you to venture beyond the areas you've already explored and find new locations of the Agyn Peninsula. Who could ask for more? So why don't we try to find the quaint town of Seahaven first. ** First visit to Seahaven ** Exit Castle Portmeyron and rest and replenish if needed. Use the Itinerant Merchant to unload unwanted loot and use him and a visit to Sorpigal to stock up on potions, and maybe advance your characters in some skills if they have leveled-up sufficiently. For example, right here in Castle Portmeyron, Governor Morgan trains to master level sword and Gwendal trains to master level shield. The Itinerant Merchant will train you in several magic skills. Once you are ready, enter the Ashen Hills area and go to the northwest of the Castle Portmeyron where you find the road to Seahaven {108,67}. The bridge on the road was blocked earlier in the game and is now open. Proceed across the bridge and enter the Navea Plains {105,67}. At this point in the game, this Walkthrough Guide recommends that you enter Seahaven where you can increase your character's skills and acquire some new quests. Proceed north from the Navea Plains signpost and go to Seahaven. Spend a good bit of time in Seahaven to visit its fine selection of shops and acquire some more quests. See the Seahaven Location section of the Walkthrough Guide for detailed locations within the town. ** Explore Seahaven ** The sites and excitement of Seahaven are described in the Seahaven Locations section. Here the Walkthrough Guide will only list the more notable locations. The Moon Doe Inn {13,13} is your place to rest and resupply. The proprietor is gorgeous Selena who can train you in Expert Dark Magic. Romuald in the Inn will hire himself as a Negotiator - he can get better prices for you at a merchant. The Seahaven Town Garrison {17,5} boasts Arsene who can train in Expert Two-handed Weapons and Tristan who trains in Expert Shield, Expert Spear, and Expert Medium Armor. Arthur, who is standing at {10,14}, offers coach travel to Karthal (when you gain access to that city; you can only travel by coach to Sorpigal now). Eldgrim in his house at {27,2} will offer the Runelord Promotion quest if you have a party member so inclined for that honor. In a nearby house, Geilir will train you in Master Fire Magic if you have a burning desire for that. The Astronomer's lab is found at location {4,9}. Edwin, the astronomer here will give you the quest [25] Receding Horizons. He seems to be an Ancient Astronaut theorist of sorts. He wants you to escort him to the old Watchtower in the mountains of the Menthil Coast. You can decline his invitation now since it will be a while until you get to the Menthil mountains. However, if he joins your party, he gives a 10% experience increase after defeating enemies. Not a bad companion to have around since you have to defeat a lot of enemies. I took him along for the ride for most of the game. The Silver Blades is the weapon shop of Seahaven where you can trade, buy weapons and have things repaired. Irnel is the weaponsmith found here. She will give you the quest [23] Fallen Star. Here you are to find some Starsilver ore in the Desolate Wilds area of the Peninsula. Irnel will make you a fabulous one-handed sword out of the Starsilver. If you've got a swordsman in your party, finding this ore should be a priority during your adventures. In the Church of Elrath, you will meet Umberto, who is a trainer for Master Light Magic. He has a quest for you, [41] The Forbidden Saga, where you are to collect rare and ancient books for him. There are 9 of these you are to find somewhere in the Peninsula. See the quest descriptions for a list of these books and their location. While walking around Seahaven, you will find Heame, an Inquisitor, standing at location {11,19}. He thinks Lord Haart, of the Haart Mansion {12,25}, is hiding some dark secret or something. He wants you to spy on Lord Haart and thus gives you the quest [24] Haart has its Reasons. Let's see what's up here. Go to the Haart Mansion {12,25}. You will be met by Alfred, Lord Haart's butler. The first time you arrive here, if you come at night, Alfred tells you that Lord Haart is out and you should come back during the daytime. If you come during the day, Alfred has some gossip for you and you will be able to speak to Haart and get some gossip from him. ** Finding Lord Haart - Side Quest: Haart has its Reasons ** After you get the quest from Heame, go to the Haart Mansion at night time and you will discover that Haart is gone. The quest [24] Haart has its Reasons updates to say you should now discover where Lord Haart has gone. Perhaps the guard at the front gate {20,8} has seen Haart. So go talk to the guard. The guard tells you that Haart left the city and went west into the Yon-Chall Forest. If you wish to pursue this quest now, the description follows: Exit Seahaven and travel west then north in the Navea Plains to reach the Yon- Chall Forest. You will likely come upon Huarea's tent {90,72} just to the west of Seahaven. You can talk to him if you want, and even recruit him. But then continue north from his tent. As you look towards the woods in any direction, you will see areas that are glowing bright green. These are thick areas of the forest that would be impassable if you didn't have the Blessing of Sylanna. Because you have that Blessing, you can simply walk right up to these bright areas and they will disappear to allow you to continue. Since we are looking for Lord Haart at the moment, take the path into the Forest at location {87,82}. If you want to reach Haart directly, follow these directions. From your entrance into the Forest, go east and then turn north. At the end of this path, turn east. Walk 4 steps and turn south. You will be attacked by some Wolves. After the Wolf encounter, walk south and then turn east. At location {96,83} you will get an onscreen update for the quest [24] Haart has its Reasons. Continue along the path and you will shortly see Haart in the distance. He is at location {99,86} and is talking with someone. Walk up to them. The Narrator will chime in that Haart has met his lover, Lirdan, an Elf. Haart begins to speak to you and recognizes you and asks why you are here. You can lie to him or tell him the truth. [IMHO, Haart and his lover are good guys and the Inquisitor who sent you here is a fanatic. Who would you side with, really? Lovers, or Fanatics?] My party is fanatic about being lovers, so they chose to tell Haart the truth that they were hired by the Inquisitor. He is relieved and he and Lirdan will now tell you their story. Now quit that conversation and talk to Lirdan. She can fill you in on some backstory and her own story is very touching. They both are very convincing. ** Return to Seahaven ** Go back to Seahaven to talk to Heame and finish this quest. On your way out of the Forest from Haart's location, explore any unexplored paths. Finally make you way south and east back to Seahaven. Locate Heame who is still standing in his corner of the town. Now you have to decide what you want to tell Heame about Lord Haart. When you talk to Heame {11,19}, you will have a choice to tell him the "whole truth" or "the truth... mostly". If you choose mostly (and you should), you won't get any reward from Heame, but your party members will feel good about themselves. Choosing "the mostly" option will also unlock Haart as the Grandmaster Sword trainer. ** Explore the Navea Plains and Yon-Chall Forest ** After you have seen as much of Seahaven as you can stand, rest and resupply, then exit the city and continue your exploration of the surrounding countryside. Head west and north from Seahaven, back to the area of the Plains where you entered the Forest to find Haart {86,82}. Go to the bright green forest barrier at location {83,85} and continue through the barrier. Follow the main path and explore any side paths for chests or whatever. You will reach a point at {79,94} where you can't continue because you don't yet have the ability to walk on water. Just to the east of that location you will see a Elf standing in a clearing {82,93}. This is Gathalel who offers the quest [45] Blade Master Promotion if you have a Blade Dancer in your party. For this quest you are to go to the dungeon called Sacred Grove which is in Halloth Grove and obtain the item called the Talasyl. Obviously, if you have a Blade Dancer in your party, you will want to do this quest. It might be awhile until you are strong enough to find the Sacred Grove and continue this quest. For now, explore any remaining side paths and then head south to return to the Navea Plains. Continue south in the Plains to reach location {83,87} where another glowing green barrier will be dissipated. Continue west into the Yon- Chall Forest. You will shortly find a Dangerous Cave at {79,79}. As most of these types of cave, the monster within is very tough. Try this cave now and with any luck you might win the day. This cave boasts Martyaxwar, a formidable Manticore beast indeed. It has the ability to regenerate its Health, so unless you are very, very powerful and can deal lots of damage quickly, you won't get very far in whittling it down to kill it. You may want to come back later. Head back out to the Navea Plains and then head south for a bit. When you come to location {84,70} and dissipate the green barrier, you will immediately be met by a couple of Manticores. Defeat them and continue. There is only a barrel back here among the main path and side path. Go back out to the Navea Plains. Dissipate the barrier at {84,67} and you will be greeted by a Minotaur. There is nothing in the short path beyond the Minotaur. ** Finding Lord Kilburn - Main Quest: The Search for Kilburn ** The next entrance into the Yon-Chall Forest is a ways to the west through the Navea Plains. So proceed that way and eliminate any foes you encounter. You will come upon a house at {68,59} which belongs to Drengi. He is a dwarf who happens to be able to train you in Grandmaster Axe. He will train you for gold, but gives you no quest. The entrance to the Yon-Chall Forest is just to the west and north of Drengi's house and is guarded by a pack of Earth Elementals. After you plant them in the earth, dissipate the barrier and just ahead you will see the Shantiri Observatory. Walk forward and you will enter the Observatory automatically and begin a conversation with Lord Kilburn. ** Talking to Lord Kilburn - Quests [8] The Search for Kilburn; [6] Morgan's Eyes and Ears ** Show Kilburn the Letter you got from Castle Portmeyron and he tells you he knows who wrote it - one Lord Montbard. On further reading of the letter, he deduces that the brigand band you are searching for is in the Lost City. The Narrator chimes in at this point to inform you that the mastermind behind the brigand attacks is this Lord Montbard character and that you should go find him and have a chat. This information will end the quest [6] Morgan's Eyes and Ears and end the quest [8] The Search for Kilburn. Now you are given the quest [9] The Hunt for Montbard. Kilburn believes that Montbard is hiding in some caves in the Yon-Chall Forest (he's actually in the Lost City, but you get there through some caves), so that is where you must go to find him. Kilburn also gives you the quest [42] Peninsula Incognita, where he asks you a bunch of questions about the land. Answer his questions to the best of your ability. If you answer any incorrectly, he will tell you to come back when you are more familiar with the geography. You will discover the answers during your journeys. For those of you who are impatient, the solution to this quest is given in the Quest section of the Walkthrough Guide. ** Further exploration of the Yon-Chall Forest ** From the Observatory and Kilburn, you can go east or north within the Forest. If you want to find the Lost City quickly, go east from the Observatory. You will be attacked right away by a Minotaur and then some Wolves. Continue east, then north, then east, then north, etc. Continue in this pattern without deviation and you will reach the entrance cave leading to the Lost City. Of course, you will be attacked by creatures such as Earth Elementals and Shadow Panthers along the way. Eventually you will reach a tunnel at {79,83} that leads to the Lost City. You can also, of course, explore the side paths of the Forest. Here is the description of what you might encounter. At location {74,86} is a chest to open, but opening it will spawn a Militia Captain and his minions. At {72,84} is a shallow water area that you cannot enter until you have the Blessing of Shalassa. At location {69,79} is an altar you can pray to on the Day of Sylanna. At location {68,72} you will find Caranthir. He will train in Grandmaster Earth Magic when you eventually have someone ready for that. At location {65,73} you will encounter some Blackfang Thugs and Marauders. These guys are quite tough and you may need to come back here later. There is a Riddle Chest at location {77,69}. The riddle is "This engulfing thing is strange indeed. The greater it grows, the less you see." o------------------------o |Solution: | darkness o------------------------o After you've poked around in the Forest, now might be a good time to go back to the cave entrance that leads to the Lost City {79,81}. Let's go in there and see what all the fuss is about. ** Lost City - Main Quest: The Hunt for Montbard ** The main goal in the Lost City is to find the nefarious Montbard and kill him. In your travels through the City, you will also find the Shard of Water on level 4 and potentially the Shard of Fire and the Crystal Heart on level 3. Level 3 is the most difficult portion of the City, so this Guide will have you return there later in the game. The entrance to the underground passages to reach the Lost City are found at location {79,81}. Walk into the cave and you will be greeted shortly by some ghouls. After you make some Ghoulish goulash, continue a bit more and the quest [9] The Hunt for Montbard will update that you have found the entrance to the Lost City {75,75}. The next task is to find and defeat Montbard. So let's enter the City and find him. ** Lost City - Level 1 ** You begin the Lost City in a dark cavern area at location {4,11}. It's very difficult to see in here and you will realize you should have bought the spells Torchlight for your fire magic user or Light Orb for your light magic user. Otherwise you will have to rely on your minimap. Start walking south. Within two steps you reach a T-intersection. Turn to your left (east), fight some monsters and loot the chest at {10,31}. Go back to the T-intersection and follow the path to the west. There is a barrel to sample. Near the T-intersection are two passages leading south. Both end up at the same point. So pick one and head south and then continue to follow the passage and eliminate any opposition. It is fairly linear from this point. You will soon reach a bridge and be accosted by two Militia. When you defeat them you get an Iron Key. Cross the bridge and arrive at a door {18,5} which is opened by the Iron Key. How convenient. You are now out of the cavern and in the actual Lost City. It is still very dark and hard to get any landmarks for navigation. Bring any flashlights? You can proceed either to your left (north) or to the right (south). The area to the south has a chest {19,1}. The area to the north has nothing. There are two passages leading to the east and they both lead to a door {22,3} or {22,7}. Both doors open into the same area containing some enemies to fight. So fight them already. The large room you enter has no chests but there is a door on the north wall at {24,7}, a door on the south wall at {25,3} and a passage that continues to the east at {26,5}. You cannot interact with the southern door {25,3} at this time. Both the door to the north and the eastern passage wind up at the same point. Open the door at {24,7} first and loot the chest {25,9} you find in the room and get the Rusty Key. The next small bedroom has nothing. Leave this small room through the south and encounter some enemies that will attack you from both sides. Just to the east you will see the stairs to level 2 at {31,7}, but we will come back here in a bit. After the demise of the ambushers, go to the door at {28,4} which is opened with the Rusty Key. Go through the door and be prepared to fight because around the corner to your right (west) there are a number of bad guys just waiting for you. The room you entered contains a chest {30,1}. Continue west from the room and you can now open the door at {25,2/25,3}. After all the dust has settled, go back to location {29,7} where there is a Secret Door. Have a might character open the door. Now go back to the stairs at {31,2} that lead to Level 2 of the Lost City. Go up. ** Lost City - Level 2 ** You begin level 2 of the Lost City at location {0,18}. It is still dark and very difficult to make out any detail of the area. If you have the Torchlight or Light Orb spells, now is a good time to use them. Follow the passage from your current location and you soon will meet a welcoming party of archers and militia and rogues. Send them your greetings. The room they were in has several passages. There is a locked door at {7,15} that requires a key. There is a passage leading to the north and one leading to the south. The north passage leads to a Secret Door at location {6,19} facing west. Have a high level magic user open this door to find a chest. Just beyond the chest is an armory room with swords and armor and such. Unfortunately, you can't take any of it. There is a chest at {11,17} where you will get the Silver Key. You will also be attacked after you open the chest. The key does not open the door at {7,15}. Go back to the entry room. You can prove to yourself that the Silver Key you just obtained does not open the door at {7,15}. So take the passage from the southern end of this room. This leads to a short cavern-like passage and then an encounter with a Ghost. Continue along the hallway after the ghost encounter. There is a Secret Door at location {4,5} which requires high might to open. Clean out the chest you expose. The path south from this location will eventually lead you to the stairs to Level 3 of the Lost City. There is a door at location {4,2} that requires a key to open. You don't have the key yet. Looking west from this door, you see a tunnel area and if you approach the opening you will be attacked by a couple of Ravenous Ghouls. Since Montbard, the guy you are looking for is on Level 2, let's come back to this area later and go find Montbard first. Go back to location {4,5} and enter the room to the east. Here you will find another Secret Door on the west wall at {6,6}. Have someone with high perception open this one. Raid the chest you find. From this room move east until you come to a T-intersection. Go south from the intersection and find a door at {9,2}. Behind the door is a small room with a chest {11,1}. Go back to the intersection and proceed north to the door at {9,5}. Here you will enter a room where 2 Ghosts will materialize right out of the walls. Other than the Ghosts, the room has no items. Go back to the corridor and head north until you reach a door at {10,8}. When you go through this door you will be ambushed from three sides. Yowzaa! Use your best tactics and abilities here. After you mop up the floor with these guys (you did, didn't you?), find the chest at {13,11} and get the Bronze Key. If you continue west along the path and you will reach a door that says "Enter Seahaven". Hmm. If you go through the Seahaven door, you will appear at location {3,5} in Seahaven, which is an area in the south-west corner of the city. You will be surrounded by broken boards and boxes, as if this is a construction site. If you do actually enter the city to replenish or whatev, go to location {0,1}. It will look as if you are blocked, but this is actually a ramp that leads into the city at {0,8}. If you do visit Seahaven, return to this exact spot to continue the Lost City. ** Still looking for Montbard ** But let's return to the task at hand, which is to find Montbard. You should now have the key required to get to Montbard. So go back to the locked door at {7,15}. You will be attacked along the way. Once at the door {7,15} you might want to rest and then save your game here. Did I mention to save your game here? When you open the door at {7,15} with the Bronze Key, there will be a number of enemies in the room ahead of you, but you will also be ambushed from four other sides behind you. Yowzaa, again! If you find this encounter too much of a challenge, reload your game and maybe go do something else until you are stronger. Try this tactic. As soon as you open the door, a Mage will throw a firebolt at you. Back up one step from the door. Turn north toward the lone Mage. Walk toward this Mage and beat him down. You will take a bit of damage from the Bowmen, but you should have Regeneration or other healing magic by now. Once the Mage is dead, turn around and face the onslaught. You will be in a hallway where they can come at you only one or two at a time. The Sleep spell is great here if you have it. Cast it on the Elite Captains as they stand in front of you and they can't attack. Be sure to attack another enemy so you don't wake them up. Eventually you should be able to best them. Whew! That was fun, wasn't it? Enter the room where the mob came from, check out the barrel and then proceed to the door at {18,14}. This door is opened by the Silver Key and in the room you will find your quarry, Lord Montbard. He throws some insults at you and then, hopefully for you, he wishes he hadn't. Beat him to a pulp. After his fall, Montbard begins blathering about how he is trying to save the Peninsula from Demons and Faceless. He actually thinks your party is demon- spawn. You begin to realize he is insane. And he slowly fades away . . . But with his dying breath he gives you the quest [26] The Last Wish, where you are to find his daughter. Montbard's throne room has a book pedestal that gives you the book "Excerpt from Montbard's Journals". Interesting bit of reading, it is. Taking this book updates the quest [26] The Last Wish because you have now found some information concerning Montbard's daughter. You still have to find his daughter, somewhere . . . o-----------------------------------------------------o |Solution: | His daughter is Rosalie in the Chapel of Sorpigal. o-----------------------------------------------------o In addition to the door you entered from, there are three other doors in Montbard's throne room. The door to the north of the throne at {22,17} opens into Montbard's treasure room where there are three chests ripe for plundering. The door northwest of the throne at {19,18} reveals a small cavern containing two chests. In the small chest {13,17} you get the Stone Disc Fragment 3 and in the larger chest {14,17} you get the Golden Key and some items. The door at {22,11} reveals some dark tunnels heading east and leading to the stairs to Level 4 of the Lost City {27,12}. At this point you may wish to go to Seahaven via the door on level 2 and replenish and revitalize your party. Otherwise, continue or return to this point. ** Lost City - Level 4: Finding the Shard of Water ** I would suggest at this point to skip Level 3 of the Lost City and go right to Level 4. Level 3 contains lots of tough enemies to fight such as Undead, but level 4 has the Shard of Water. The Shard is necessary to get the Blessing of Shalassa and allow you to walk in watery areas, which is very useful at this point in the game. So from Montbard's throne room, go to location {28,12} of level 2 and take the stairs to Level 4. You start Level 4 at {23,23}. In a few steps you will come to an ancient looking part of the city with rocks blocking some nearby stairs. There is a door at {22,24} which does not open yet. You will be able to see some enemies through the openings of a building. Reduce their number to zero. The room they occupied contains a chest {19,16}. This is a Riddle Chest. The clue is "History is told, forgotten, and can be told again. What is put on parchment never remains unchanged. Always truth can be washed away and rewritten, But the spectre of past words seldom completely fades." o---------------------------------------------------------------------------o |Solution: | The answer is palimpsest. No, I didn't know what that was either. I had | to look it up online. o---------------------------------------------------------------------------o Leave that room and continue to the west. You will come upon a hole in the wall and through that hole are stairs {13,14} that lead to level 1 of Portmeyron in the Ashen Hills. Pretty convenient, no? Yes. ** Temporary return to Castle Portmeyron ** This Guide would recommend that you go to Castle Portmeyron to report to Governor Morgan about the demise of Montbard. Then use the respite to go to Sorpigal or Seahaven to replenish and sell off excess inventory. Take the exit at {13,14}. You will appear at {13,14} of level 1 of Castle Portmeyron. Right next to you will be a book stand with the book "Mystery of the Hidden Shrine". This is one of the books required for the quest [41] The Forbidden Saga. Continue south from the book and enter a room with a dead soldier. There is a small chest on the west wall at {13,11}. There is a hole in the wall closed by a door at {14,10}. A lever right next to the hole {13,10}, opens that door. Go through the hole and door and you will be back in the parts of level 1 where you explored previously. The exit door to Agyn Peninsula is at {6,0}. After you have had a chance to rest and get recuperated, return to level 1 of Castle Portmeyron. Take a moment to talk to Governor Morgan and report the demise of Lord Montbard. Doing so will end the quest [9] The Hunt for Montbard and it will also complete Act II of the game. In further conversation with Governor Morgan, he will task you with infiltrating Karthal and discover what happened to his informant. This starts the quest [10] Morgan's Informant. Let's finish up level 4 of the Lost City before we embark on that latest quest given by Morgan. So re-enter Castle Portmeyron, head to the northeast corner of level 1 and take the entrance back into the Lost City. ** Act III of the game has begun here, but this is transparent to you as there is no significance in terms of the quests. ** ** Continue Lost City - Level 4 ** If you didn't need to visit Portmeyron, continue here with level 4 of the Lost City. Down the stairs and along the walkway, at {16,8}, there is a barrel to sample. At the intersection {15,10} go east up the stairs and enter a large room. At the far end of the room you will meet the Dwarf Sorli {20,11}. He is the trainer for Grandmaster Heavy Armour. There is a Secret Door right next to Sorli at {19,11} which requires perception to open. There is a chest to loot behind the door. From Sorli's location, go east through a doorway at {21,10} toward a large statue. You will be attacked by some unfriendly Ghosts. Unfriend them from your social media. Just to the south of the Ghost encounter, there is a Secret Door at {24,9} which needs might to open. Now head north to a room that contains an altar of some type. Unfortunately, you cannot interact with it. Just to the north of the altar is a Secret Door at {24,15} which requires magic to open. A nearby door {23,14} leads you back into the main cavern where you started. Go back to Sorli's room and out the door to the west. Go down the stairs and continue west through the doorway at {15,10}. As you follow the path, you will see a room full of Skeletal Bowmen to fight. Enter the room and slay the Skeletons within. If you continue through the room you will come to a door at {5,16} which cannot be opened yet. There is a Secret Door at {8,16}; open with a magic character and loot the chest. Go back out south and leave the room. Once you are back in the main cavern, walk a few steps south and then turn west and go down the stairs. You will come to a 4-way intersection at {4,8}. Open the door to the west at {2,8} to experience an empty room. Except there is a Secret Door at {0,7} which requires perception to open. Open the door to reveal a barrel. Go back to the 4-way intersection and turn to the north. The door at {4,9} opens into an empty room with a door on its west wall at {2,12}. Going through this door leads to an encounter with a number of Undead. After their demise, you will be in a large room with tall bookshelves. At the far end of the room is a chest {4,15}. You will receive a Golden Key from the chest. (You might notice that if you have been following this guide exactly, you now have two Golden Keys. Only one of them works in this dungeon). There is a door at {4,16} right next to the chest, that leads further to the west. In the hallway leading east there is a Secret Door at {8,16} that hides a chest. Continue south from this location and you will come back to areas you have already visited. Go through the open doorway at {9,12} and continue to follow the walkway to the south and then west until you reach the 4 way intersection again at {4,8}. Turn south and enter a room with 2 Skeletal Spearmen to entertain you. After you send them home for the evening, you will see a door at {2,4} that leads to Level 3 of the Lost City. Unless you have a real desire to die an untimely death on Level 3, let's continue with Level 4. ** Continuing Lost City - Level 4 ** Go back to the room with Sorli {18,8}, and head up the stairs to the south at {20,7}. Of course you will be greeted by a bunch of Undead at the top of the stairs. The room they were in appears to be a large dining room. At the east end of the dining room is a set of stairs. As you approach the stairs you are likely to be ambushed by some Ghosts. At the top of the stairs is a room with three statues, but none of them does anything. Continue through the doorway into an area with a door at {30,13}. You need a key to open this door. If you've been following along, this is the Golden Key which you have in your possession. Using the Golden Key, open the door at {30,13}. Your welcoming committee will consist of Ghosts and Skeletons and Ghouls, Oh my! Shoo them away. Enter the area they came from and proceed down the hallway. At location {30,16} there is a sarcophagus to open and another one at {30,19}. The last one contains some good loot and the Shard of Water that you are searching for. This will update the quest [40] Forge of Heroes. We still haven't finished Level 3 of the Lost City. In this Walkthrough Guide, we will come back to the Lost City later at the section of the Guide called "Lost City - Level 3". For now, let's make use of the Shard of Water. ** Take the Shard of Water to the Elemental Forge ** The Shard of Water is needed in the Elemental Forge to get Shalassa's Blessing. So go back to Castle Portmeyron to see Lev who will fly you back to the Forge. Conveniently, there is a passage to Portmeyron right here on Level 4 of the Lost City at location {13,14}. Take it. ** Back at Portmeyron and Lev ** If you haven't yet taken the Portmeyron exit from the Lost City, here is the description. You will arrive in an unexplored area of Castle Portmeyron at location {13,14} on Level 1. At {14,14} there is a book "Mystery of the Hidden Shrine" which is one of the books required for the quest [41] The Forbidden Saga. At little further along, you will find a chest at {13,11}. There is a lever at {13,10}. Pull it. It opens the door that's blocking the hole in the wall at {14,10}. Now you are in the areas of Level 1 you previously explored. Go to the Entrance at {6,0}. Rest and replenish in nearby Sorpigal or Seahaven if you wish, and then come back here to talk to Lev to take you to the Elemental Forge. Be aware that if you have the pack horse in your party, it cannot go to the Forge by griffin. You have to release it first. It goes back to where you bought it. If you go back to get you horse later, you won't have to pay again. Also be aware that you can't release the pack horse if it has items in its inventory. ** Elemental Forge - Level 2 - Main Quest: Forge of Heroes ** ** Shard of Water and the Blessing of Shalassa ** Once back in the Elemental Forge, go to level 2. The door that requires the Shard of Water is found at location {15,8}. Open the door and enter. You will be attacked by 2 Water Elementals. After the battle, enter the room and enjoy the interesting architecture. This large room has a door at {18,17} which requires a key to open - actually you will be able to open the door after you defeat the Boss of the area. In the center of the room {15,13} there are three pedestals, each of which has a lever. To the right and left of the pedestals is a water sluice on each side. (Note: A sluice is a water channel). Pulling the levers makes both sluices move. You need to manipulate the levers to get the sluices in the correct position over the large pool at the north end of the room and to change the color of the flowing water. o----------------------------------------------------------------------------o |Solution: | The 3 levers have the following functions: the left one alters the flow, | the front one rotates the structure and the right one changes the element. | Pull the levers in the following sequence: 3x front, 4x R, 2x L o----------------------------------------------------------------------------o Once the sluices are in the correct position, the pedestals will lower and you can walk forward to the large pool and interact with it. This will make Acwalandar appear, the Boss elemental of this area. She casts Ice Storm. A lot. Defeating her will grant your party the Blessing of Shalassa. This will allow you to walk through shallow water. The door {18,17} in this room will now be open. Venturing through this door will bring you to an area that has a large red barrier {9,19} which requires a key to open (the key will be the Shard of Fire which you don't have yet). In the corner of the area is a chest and a barrel {10,18} to loot. ** Using the Blessing of Shalassa - walk on water ** Let's try out our newly acquired water-walking ability. Go to location {9,1} of the Forge and the doors there lead to the Agyn Peninsula. Once outside, you will be at location {60,47}. You can now walk across that gap in the bridge. Later you will be able to return to the Forge by this means instead of having to fly here using Lev's griffin. Cool. When you exit the Forge, you will be quite close to the outskirts of Karthal and to the sewer entrance that leads inside of Karthal - a necessary location for the quest [10] Morgan's Informant. If you haven't already gotten this quest, you will need to return to Governor Morgan in Castle Portmeyron and talk with him. You can walk to Portmeyron from here, or go back into the Forge and to Level 4 and have Lev fly you back to the Castle. ** Water walking for fun and profit ** My party decided they wanted to try out their water walking ability to greater advantage. They used Lev's griffin to get back to Castle Portmeyron, sold off some junk to the Itinerant Merchant outside of Portmeyron and then spent a few relaxing hours in Seahaven. We then hired the coach to take us to Sorpigal. We remembered from the beginning that there was a wrecked ship just outside of Sorpigal, but we couldn't reach it because we couldn't walk on water. Well, now we can. So let's see what's on that ship. Leave Sorpigal via the south entrance and proceed south to the sea coast. Wade out into the water toward the Wrecked Ship {139,21}. The occupants of the Ship are Elite Pearl Priestesses and an Elite Naga Warlord. Once they are dispatched, you will find the book "The History of Hammer Fall" and a chest containing the Relic, Rocklin, a mace. You can explore more of the water along the coast here, but there is nothing more to be found. The party then decided to try water-walking at a few other locations. Unfortunately, they quickly discovered that they weren't of sufficiently high enough level to deal with the foes they encountered. Here's is what my party tried. There is another location, near the Lighthouse, where you can cross over a collapsed bridge using your water walking ability. Here you will briefly enter the Dubra Scrubland. Some of the enemies you encounter here include Blackfang dudes who are quite formidable. You may wish to come back to this area later. So, my party decided to continue the main quest [10] Morgan's Informant. ** Getting to the Karthal Sewers - Main Quest: [10] Morgan's Informant ** At this point in the game, my party chose to go back to Morgan to finish the Montbard quest ([9] The Hunt for Montbard) and get the new quest [10] Morgan's Informant. To further this quest, you need to find the entrance to the sewers of Karthal. Getting to the sewers from Portmeyron entails traveling through the Navea Plains to find the outskirts of Karthal. You will then find the sewer and the contact person you are looking for. Or else you can return to the Elemental Forge via Lev and his griffin and then exit to the Agyn Peninsula at a point not too far from the sewer entrance. To get to the Karthal Sewers from the Elemental Forge, leave the Forge via the exit for Agyn Peninsula. You will briefly be in a region called The Eye. The Eye is the large lake in the center of the Agyn Peninsula and the Elemental Forge is on an island in the center of The Eye. Follow the path from the Forge and you will soon seen Karthal in the distance. There are groups of enemies surrounding the entrance to Karthal and they may be beyond your abilities at the moment. Instead of trying to fight them, let's find the entrance to the Karthal Sewers. Walk south toward the outskirts of Karthal, but stay away from the enemies you can see. You will enter the Navea Delta area and you will see some buildings to the east of Karthal - the city itself lies is to your southwest. Head toward the buildings to the southeast. You will need to defeat some Black Guards and a Wizard closer to the buildings. After their demise, visit the pig farm at {64,37}. Iorgas inside has some gossip for you. To the south of Iorgas' farm is a Chapel of Elrath {66,27}. Orna, the priestess inside can train you in Grandmaster Light. The lovely Eleanor provides the standard chapel services of restoration, cure and resurrection. And wild, passionate sex. Wait, no, that's not right. ** Karthal Sewers - Main Quest: Morgan's Informant ** Just to the east of the Chapel is the entrance to the Sewers that we are seeking. It is guarded by a single Spider. But it is an Elite Giant Spider. Just beyond the Spider at {71,32} is the entrance to the Karthal Sewers. ** Karthal Sewers - Level 1 ** You begin the Karthal Sewers at location {8,2}. As soon as you enter you will realize you should have brought Torchlight or Light Orb spells. Anyway, take a few steps and you will be greeted by your contact person, Zouleika {6,2}. It turns out she is a wizard and the daughter of Ambassador Falagar, the informant person you are looking for. Your quest log for [10] Morgan's Informant will update - you are now to find Falagar. Zouleika tells you to follow the sewers to reach Ambassador Falagar's Mansion. Proceed a few steps into the sewer and you will come to a fork in the road. Take it. (Ok, old joke.) But anyway, take the right hand (north) passage at location {4,4}. You will come to a 4-way intersection. There is a portcullis to the south at {5,7} which you can't open yet. Going north, there is a door at {4,9} which you can't open yet. So go west from the intersection and you enter a small room that has 3 portcullises and a chest {1,3}. Opening the chest results in an ambush by 2 tough Spiders. None of the portcullises can be opened. Go back into the passages, head south and then turn west. You will be set upon by a couple of Spiders. Continue on into a small room that has a lever on the north wall at {3,2}. Pull the lever. This has opened the door at {4,9}. Go back to that door and continue through it. You will come to a T-intersection. Turn right (east) and the short hallway ends in a closed portcullis. There is a Secret Door on the north wall at {6,10}. Have a party member with high magic open this door. You will be promptly greeted by a couple of floating squid-looking things called Facehuggers. I'm pretty sure they aren't here for a little cuddle time. The room they were guarding contains a chest. You can see across a chasm to the other side of this room, but you can't get there at this time. So go back into the passages and continue west. You soon are met by some more spiders. Ugh. Soon afterward, they are joined by their buddy, a Facehugger. How sweet. After this, continue north along the passage. You will soon reach a T-intersection at {3,15}. Going east from the intersection leads to a small room with nothing of interest. It's actually the other side of the room with the chasm. Go back to the intersection and go to the west and then north and approach the room. A couple of Facehuggers and some Spiders await you. The room these creatures were in has a door at {4,19} which can't be opened yet and the entrance to Level 1 of Falagar's Mansion at {1,20}. Take this one now. ** Falagar's Mansion - Level 1 ** Taking the stairs you just found, you arrive at location {3,9} of level 1 of Falagar's Mansion. An update to the quest [10] Morgan's Informant will appear in your log. The initially stated goal of Falagar's Mansion is to find Falagar. However, you won't find him just yet. Instead, you will find Ripley, one of the Lost Lambs you are looking for in the quest of the same name. Ripley knows where Falagar is. So let's go find Ripley. Proceed into the mansion. There is a lever at {4,7}. Pulling this lever opens a door further along at {6,3}. Moving down the hallway from the lever you will find two doors, one at {3,6} and one at {3,3}, neither of which can be opened yet. When you look east through the open doorway, you can see a solitary figure standing at the far end of the room. Head to the east towards the man and you will be met by several Black Guards. After they are gone, enter the room they came from. You are now in a large foyer with several doors and hallways leading to other areas of the mansion. At the far end from where you are standing, you can still see the lone soldier waiting near a door. Go visit him. ** Meet Ripley - Quest: Lost Lambs ** The guy at the far end is none other than Ripley, one of the Outlaws you are looking for in the quest [37] Lost Lambs. Ask him where Falagar might be and you will get an update to the quest [10] Morgan's Informant. He tells you the Ambassador has been taken prisoner. Ripley also suggests that you let him, Ripley, go. Really? Ask him about the quest [37] Lost Lambs. He tells you that Eileen, the person who sent you on this quest to kill him and his two brothers is his own mother. So you are given the choice to kill him or let him go. I say kill him. [Note: In my first couple of playthroughs, my party had chosen to kill him and Luke, the other Outlaw. If you choose to let the three of them go, there is no significance to the game other than a change in the final synopsis cutscene you view when you have finished the game. In one playthrough, I let the three outlaws live. If you let Ripley go, he simply walks into the wall, literally, and disappears.] ** Continued exploration of Falagar's Mansion - Level 1 ** After Ripley's demise, you will note that the door behind him exits to the Harbour District of Karthal. While we do need to go to Karthal, why don't we first explore the rest of this level of the mansion? Moving north from where you killed Ripley, the room you approach sports several Black Guards. After they are removed from guard duty, search the room. There is a Secret Door at {8,8} that requires magic to open. A book pedestal at {12,9} will give you the book "The Eighth City". There is a lever on the wall at {12,7}. Pulling this lever opens the door at {3,3} which is near the entrance from the Sewers. Proceed south from the room you are in, cross the main hallway and enter the room to the south of where you killed Ripley. The room you enter has a Secret Door at {9,0} that requires perception to open. There is also a lever at {12,0} that along with 2 other levers, opens the door at {3,6}. Don't pull it yet. Go back out to the main hallway and move west down the main hall. Go through the open door at {6,3} (this door was opened by the lever at {4,7} when you first entered the level) and fight the Black Guard and Wizard. The room they were in has a chest {5,0}. Go back to the main hallway. Across the hall from the previous room, at location {6,5}, is a door that requires a key to open. Now proceed west to the end of the hall. To your left (south) is a door {3,3} that was opened by the lever at {12,7}. The room you enter has a chest to loot at {1,0}. Note that when you pull the lever at {12,7} to open the door at {3,3}, the door at {6,3} will close. Confusing much? To open the door at {3,6} you need to manipulate three levers. Have all three levers, {12,7} and {12,0} and {4,7} in the down position. If you do the lever at {4,7} last, you will see the door swing open. (You might need to run back to the other levers and make sure they are in the down position.) Enter the room and around the corner expect to be ambushed by two Black Guards and a Wizard. The room they emerged from contains a chest that holds the Golden Key. Now go to the door at {6,5} and open it with the Golden Key. You will be ambushed by 2 Dark Wizards. Opening this door will expose the stairs to level 2 of the Mansion. You may wish, at this point, to enter Karthal and replenish before you tackle level 2 of Falagar's Mansion. The Guide will have you do just that and then come back to the mansion for further adventures there. ** Explore Karthal - get more quests and mop up others ** Go to the door at {11,4} which leads to the Harbour District of Karthal. You will immediately be met by Dunstan, the guy you met a long time ago in Sorpigal. Talking with him will complete the quest [10] Morgan's Informant. He will inform you that the lockdown of Karthal has been lifted by "Duke Markus". Apparently Markus has taken over the city and is having everyone arrested, including Falagar. He suggests that in order to rescue Falagar, you need to find Hamza. This will begin the quest [11] The Great Escape. You are now free to explore the fine city of Karthal. See the Locations of Karthal section of this Guide for details. While exploring Karthal, be sure to replenish your potions, level up and train your characters and get any new quests started or completed. Be sure to visit the following: In Karthal Chapel you will meet Evangeline and be able to complete the quest [36] Ashes to Ashes. Other than that, the Chapel has the usual chapel services. You will find Meleager at {4,23} he will give you the quest [43] The Naga Tea. ** Beginning the Main Quest - The Great Escape ** When you left Falagar's Mansion, you were tasked with finding Falagar. In order to find Falagar, you must first find Hamza. You will gain information about Hamza at the local tavern in Karthal, the Lock Kit {19,6}. In the tavern, speak to Haifa and tell her that 'Jon Morgan sent you'. Haifa has information about Hamza and gives this clue "the course of destiny cannot be turned once set in motion". She also reveals to you that you must go to the Cosmic Circle shop in Karthal and speak to Brenda. So go see Brenda in the Cosmic Circle {19,19}. One conversation choice with her will be about the "The course of destiny ..." . When you pick this choice, Brenda will ask if you want to see her special merchandise' (No, no, not that. Get your mind out of the gutter). When you choose "special merchandise" and then "continue", you will be whisked away to meet Hamza. He's suspicious of you, but he will talk. You can get some interesting backstory from him, but then choose conversation point 1. Quest: The Great Escape. This will update that quest in your log. He tells you that the Blackguards are holding Falagar hostage at their Headquarters and he is willing to help. But naturally, first you must do a few things for him. He suggests you need two things to break into the Headquarters - the Key and some Information. You will now get two quests: [27] The Sewer Key and [28] Partners in Crime. The Key is in the hands of somebody named Theron right here in Karthal, so we can complete that one right away. The Information you need on the Black Guard Headquarters you will get from the Blackfang gang. As you will see, you will be able to advance the Great Escape quest by talking with the Blackfang gang, but they will need you to do something for them that entails leaving the city. After you get these two quests from Hamza, the location of his hideout will appear on your map (location is {14,31} at the northern end of the city). ** Karthal: Quest for the Sewer Key ** To get the Sewer Key, you need to find Theron, a Black Guard captain. He is in the tavern called Rickard's Taverne de la Licorne {17,23} in the Karthal Slums. The entrance to the Karthal Slums is at {29,11} at the western end of the city. [Note: The Karthal Slums is somewhat of a confusing maze to navigate and it is difficult and tedious to give written directions. Just walk about and take stairs and ramps and you will eventually find things.] Find Rickard's tavern and enter. Click on Theron. He wants to have a drink and begin a beautiful friendship with you. Getting the key from him entails getting him drunk and stealing the key. Have the party member with the highest vitality drink with Theron. When he passes out, you will pick his pocket and get the Sewer Key. This will update your quest log for the [11] The Great Escape and it will finish the quest [27] The Sewer Key. Your next task for the [11] The Great Escape is to get some information from the Blackfang organization. These guys hang out in their Hideout at {3,23} of the Karthal Slums. Talk to Ajit in the Hideout and ask about Quest: Partners in Crime. He agrees to help you but you must first do something for him. A ship named the Sun Hind disappeared south-west of here and he wants you to find it and bring him the chest from the ship. The quest [28] Partners in Crime will update with this new itinerary. In the Hideout, you can also buy the Stone Disc Fragment 2 from the Blackfang Smuggler. If you have Stone Disc Fragment 1 and 3, the fragments will be re- assembled into the Shantiri Stone Disc which apparently is a relic stolen from the Cursed Ruins. This disc will be used in the Cursed Ruins for the quest [44] Paladin Promotion when you get a chance to go there and do that. ** Return to Falagar's Mansion ** After you have seen the sites of Karthal and its Slums, return to Falagar's Mansion {28,12} in Karthal Harbour District and explore the remaining level, level 2. In this adventure, we will get the Shard of Light. ** Falagar's Mansion - Level 2 - get the Shard of Light ** From level 1 of the Mansion, take the stairs at {6,5}. You will arrive on level 2 of the Mansion at {7,7}. You are in a large atrium type area with a number of doors leading out. As soon as you take one step into the area, you will be ambushed by enemy troops and creatures including Wolf Hounds and Guards. After you clear them out, begin your exploration of the area. Straight south, at location {7,4}, is a door that can't be opened yet. Go down the hallway on the west side of the area and you will come to a door at {3,6}. When you open that door it will alert a couple of Mages, Wolf Hounds and Guardsmen to your presence. The room is a library of sorts and in it you will find a book, "On the Nature of the Spirit World." Exit the room and take two steps to the east and then turn south into a short hallway. This hallway ends at two doors, {4,3} and {5,3}, neither of which can be opened. There is a Secret Door on the south wall at {4,3} requiring might to open. This reveals a lever on the south wall at {4,2}. Pulling the lever sets in motion an ambush by several Dark Wizards. The lever also opened the door at {4,3}. Through that door is a small wizard's room which has a chest {2,3} and a barrel to open. From the room you just looted, head north along the hallway and enter a room with a nice cozy fireplace. Right next to the fireplace, on the south-facing wall at {5,9} is a lever. When you try to pull the lever, you get the message "You don't have a cog wheel to fix the mechanism". What does that mean? Well, let's find out. Proceed east through the room and loot the chest at {9,11}. Continue to the end of the room and open the small chest at {13,11}. Move south out of the room in the large hallway where you will be met by some Dark Wizards. After sweeping these guys under the rug, go all the way down the hallway to the south. There is a door at {10,3} that can't be opened yet. Sitting near the statue at {12,2} is a small chest that contains a Golden Cog. I bet this fixes the lever that needed a cog. Go back through the fireplace room and to the lever that needs a cog at {5,9}. With the Cog, the lever successfully moves and opens the door at {5,3}. In fact, the lever opens all three of the previously locked doors and they all open into the same room. So pick a door, any door, and go into the room. The room appears to be some type of storage area and you will find lots of shelves with goodies - that you can't take. Darn. But on one of the shelves on the south wall there is a small golden chest {8.2} that's just begging to be opened. This chest contains the Shard of Light. Oh, and it also releases enemies that come at from all three opened doors. You were prepared for that, weren't you? I counted 6 Blackguards, 2 Wolf Hounds and a Mage. The Sleep spell on the Guards and/or Wolves can work wonders here. Nighty night. After you dispose of this horde, that should wrap things up for Falagar's Mansion. While we are still in Karthal, though, you can tie up a few loose ends, increase you skill levels and rest and replenish. ** Leaving Karthal and doing other stuff ** Since continuing the Great Escape quest entails leaving the city of Karthal, let's do so and undertake a few other quests and pursue some other adventures. There are a number of ways to leave Karthal, but since we are at Falagar's Mansion, which is not far from an entrance to the Sewers of Karthal at {12,26}, let's go that way. The Guide will take your party there to see what's been happenin' in the Sewers since we last visited. ** Karthal Sewers - Level 1 ** From the Karthal Harbour District entrance to the Sewers, you will be at location {13,14} of the Sewers. Passages will lead to the west and to the north. Straight north of your location is the stairway {13,20} to level 2 of the Sewers. We will come back here in a moment. The western passage leads to a large room with a couple of Facehuggers and Spiders. You know what to do with them. After this happy encounter, you come into a large room with some portcullises to the east. Go through the open portcullis and find the small chest at {10,18}. There are parts of this room you can't reach. There is a lever at {9,21} that opens the door at {4,20}. Through that door is the portion of the Sewers that you have already explored in your travels to get to Falagar's Mansion. Let's explore level 2 of the sewers. Go back south, east, then north to the stairway to level 2 at {13,20}. Enter level 2. ** Karthal Sewers - Level 2 ** You will be in level 2 of the Sewers at location {1,0}. Did you bring your light spells? Walk forward and you will notice that just around the corner are some Facehuggers waiting for you. Lovely creatures. Be careful here. If you walk into the passage toward the Facehuggers, you will be ambushed by Spiders that pop right out of the ground and thus you will face Facehuggers and Spiders at the same time. A quick way for your party to die. I found the way to avoid this is to not step on the center tile of the area as doing so will trigger the Spiders. To get rid of the Facehuggers alone, move one tile west {0,1} and then one tile north {0,2}. The Facehuggers will see you and come to you and the Spiders won't spawn. Now you can deal with the Facehuggers in a fair fight. However, after you think you are done with them, Erysichthon will appear. Erysichthon is a champion level Facehugger. Wow. Just wow. Leave the small room by going east. There is no way to avoid the center tile, so you will trigger the Spider ambush now. Squish them like the bugs they are. The large room where the Facehuggers came from has a barrel to open. At the north end of the room is a door at {3,5} behind which you will find a Naga named tomato soup, ah - no, its Tamotsu. You can speak with him. He thinks the Blackfang have sent you to kill him, but nothing happens concerning this thread. He can offer training in Grandmaster Medium Armour. In the room with Tamotsu, there is a portcullis which cannot be opened from here. Leave Tamotsu to his musings and continue out of the area to the south-east corner of the large room. Head east into the passage and note the snake symbols painted on the pillars of the hallway. I wonder what they signify? At location {8,0} in the hallway there is a Secret Door that requires might to open and a chest to loot. After you open the chest, continue east and then go around the corner. There is a door at {10,2} that cannot be opened yet. (This door will be opened later using the Sewer Key. While you may have that key in your possession, the game isn't ready yet). Proceed a bit further along the hallway and you will come to a large room with a chest at {9,7}. On the north end of this room at {11,8} is the entrance to the Karthal Slums. Unless you have a pressing need to re-enter the Karthal Slums, go back to the south-west end of level 2 and go down the stairs to level 1 of the Sewers. Exit the Sewers into the Navea Delta area. ** Agyn Peninsula - Navea Delta ** You come out of the Sewers at {71,31} in the Navea Delta. This is where you entered the Sewers at the beginning of this quest line. You will be near the Church of Elrath {66,27} where you can avail yourself of their services if you require. Since you should be much more powerful now than the first time you visited this area, you might want to eliminate some of the wandering creatures and other fauna here in the outskirts of Karthal. Head to the north from the Chapel. You will be heading toward Karthal. There is a group of Wolves, Black Guard and Dark Wizards on the path to Karthal. Defeating them will free up the entrance to the Harbour District of Karthal at {75,36} if you need to rest and recuperate a bit. Not too far to the west of Karthal is a tower called Enigma {74,48}. This is the location for the Archmage Promotion quest to take your Freemage to Archmage. Unless you are here for that purpose, let's bypass that building for now. In your exploration of this area, across the bridge near Enigma, you will encounter a band of enemies that include Fluffy, a giant Wolf. Isn't he cute? Nice doggy. He's the Boss creature of this area I guess and he is Large. Truly. Read his description. It says he is Large. Well, cut him and his buddies down to size. The large house at {85,47} is an Inn and the home to Tamal and some others. Here you can rest and re-supply your party. He will give you Higan Tea for the quest [43] The Naga Tea. Hedwig in the Inn will take about. . . seafood. Madame Cassandra is a fortune teller and will give you some guidance. When you ask for your fortune to be told, she says it is not the time and to come back when your journey is over. Hmm. For guidance, she gives you clues where to find trainers and such. [Note: come back to Madame Cassandra after you have completed the main quest of the game. Ask her to tell you your fortune and this unlocks a dungeon call Limbo. Be sure you remember to visit the dungeon Limbo. It is a real trip.] Just to the east of Tamal's Inn you will find the elf Monshan {90,45}. She has nothing but gossip for you, except if you have a Ranger in the party and need the quest [48] Warden Promotion. See the section of the Guide for Promotion quests for further details. Just to the north of the Inn is a group of 3 Black Guards and 2 Dark Wizards. Go introduce yourself. After the high-fives and such, go up to the large building at {91,50}. At this point you cannot enter, there is no name given on screen and it does not show up on the World Map. The author of this Guide doesn't know what it is. Just to the north of this building is a barrel. When you try to open it, you will be ambushed by some Black Guards and Brigands. Make short work of them. Northwest of the large building is a small bridge {82,54} that connects the Navea Delta to the Navea Plains region. You likely have already explored much of the Plains area, so go back across the bridge, re-enter the Navea Delta and head back to Tamal's Inn. ** Exploring the Shadow Woods ** Just to the south of the Inn is a path leading into the Shadow Woods. Of notable interest to your party is the Mysterious Crypt at {93,42}. The crypt contains a nice Relic that you obtain by solving the puzzle. The Crypt is a large room with pillars in the center and pressure plates scattered throughout the room. The solution to the puzzle requires that you step on the plates in the correct sequence to move some of the central pillars and reveal the treasure chest. You need to step on two plate combinations and there are 14 combinations in the puzzle. One could spend all day trying the exponential number of combinations. After you try a few hundred combinations and tear your hair out, look at the solution that follows. Your reward will be the Relic, Will and Resolve which are bracers (+22 evade, +24 prime dmg to attacker, sleep immunity). o----------------------------------------------------------------------------o |Solution: | This works (10,2 + 11,3), (5,2 + 11,7), (11,3 + 5,2), (6,3 + 5,7), | 5,7 + 6,6), (6,6 + 9,8), (6,3 + 8,6), (6,3 + 8,4), (6,3 + 7,4), | (6,6 + 7,4), (9,8 + 8,4), (11,7 + 7,4), (9,5 + 8,4), (9,5 + 7,4). | You may find that some pillars are still standing and the chest has not | been revealed. The logic to this puzzle is to step on two plates, one | vertical and one horizontal to a pillar and the pillar will drop. If you | make a mistake the puzzle does not reset. If you think you have activated | the wrong plate just step on it again to deactivate it. Frustrating | puzzle, even when you think you know the solution. o----------------------------------------------------------------------------o A short ways to the south of the Mysterious Crypt is an odd looking wooden building {91,38}. When you interact with the door, a female elf, Wysthal, says "No, you won't catch me!" and then disappears. You then cannot interact with the door again. What's going on here?? It turns out she is the trainer for Grandmaster Dodge. I guess she is dodging you. [Note: She will appear in some other forest two other times. On the last encounter, she will train you to be Grandmaster Dodge. See the Location: Navea Delta: Wysthal section of the Guide for the other locations for Wysthal.] ** Still exploring parts of the Agyn Peninsula ** Continue to explore and you will eventually come to the Navea Delta and an entrance to the Harbour District of Karthal {83,32}. Rest and replenish if needed and then go back to the country-side and continue your exploration. To the south and east of the entrance to Karthal, there is a Dangerous Cave at {91,27}. Brave it if you think you can handle the denizen within; otherwise come back here later. Know that this cave is the lair of Amarok, a large Wolf, who is not happy with your intrusion. If you manage to defeat him, loot the chest a bit farther back in his lair. Your reward will be a visit from the Society for the Prevention of Cruelty to Animals. No wait, that didn't happen. A short walk south of the entrance to Karthal you will enter the Dubra Scrubland. Atlas resides in the tent along the shoreline. He trains in Grandmaster Endurance. Continue south and east from Atlas, and you will come to a Wrecked Ship on the shore. You will have to fight some tough Nagas and Priestesses to get to the ship. The Wrecked Ship has a lot of barrels to open, most with liquid, some with Spiders. There is a chest at the north end of the deck {3,13}. You will find the Relic, Smuggler's Jacket in the chest. The Smuggler's Jacket has an armor of 10, adds 6 to the dual wielding skill, adds 6 to dodge, 22 to evade at level 4. Not too shabby. You have probably reached a point, as my party has, as to what to do next. I would suggest you trek back to Karthal and rest and replenish. Then level up your characters and determine if you can do some promotion quests or find some trainer to bring a skill to a higher level. My party needed to get to the Pirate town called The Crag. So that is where we are going next. ** Finding the Crag ** You cannot take a ship or coach to the Crag until you discover it. So you are going to have to hike. Go to Karthal and take the northern exit from the Harbour District area of the city. Walk in a general west and south direction. From the Navea Delta outside of Karthal, you will enter the Halloth Grove at location {56,39}. As soon as you enter the Grove, go south. You will shortly leave the Grove and enter the Desolate Wilds at {57,31}. Keep going east and south through the Wilds. You will pass Huang at {52,27}. Stop and chat or keep going south. Turn west the first chance you get and continue a ways. If you have a hankering for puzzles, stop at the Mysterious Crypt at {47,29} in the Desolate Wilds. In this crypt, you need to walk on the proper floor tiles to disarm them. Any incorrect tile stepped on sends you to your death - untimely or timely. Good luck. Your reward will be the Ancestor's Mask (+6 endurance, +10 vitality, +24 fire dmg to attacker). o----------------------------------------------------------------------------o |Solution: | Walk this way: N, W, N, N, E, N, E, N, N, W, W, W, N, W, N, N, E, E, E | You need to exit along the same path, but in the reverse direction. | Just simply follow the highlighted tiles on the mini-map. o----------------------------------------------------------------------------o ** Continue westerly toward The Crag ** Continue in a westerly direction on your trek to The Crag. Oh, and speaking of wandering, at location {40,31} you will meet a ghostly apparition called The Wanderer. If you accept, she gives you a quest - [31] The Curse of Volos - where you are to go into the nearby ruins called the Fortress of Crows {37,34} and give an item to "her". When you ask, who is "her", the Wanderer then abruptly vanishes, leaving you with a Half of a Pendant in your Quest Tokens inventory. Sounds like a mystery to solve. You can attempt to do so now, or come back later. My party decided they just had to get to the Crag, so they continued on. Note that nearby to where you met The Wanderer, there is a location at {43,26} where you can climb up a rock and have a nice view overlooking this region of the Peninsula. Take in the sights, but then continue on your way. Just west of that overlook is a location called Skull Rock. You will have quite a lot of business to take care of in this location, but we will come back to that later. My party was still anxious to get to The Crag, so we continued in a westerly direction. We stopped for a short break at {27,30} to puzzle through the riddle of the Riddle Chest. "Completely round is fairly rare. Bright and shiny when I'm there. When I'm not, they call me new. But I'm old. Older than you." o------------------------------o |Solution: | moon o------------------------------o ** Found The Crag ** Finally, after much walking about and fighting some ugly battles, my party of adventurers reached the Crag. As is typical of the towns in this game, there is quite a bit to do in The Crag. Most of the detail is found in the Locations: The Crag section of this Guide. Only major quests and town locations will be mentioned below. ** Exploring the Crag ** When you enter the town of The Crag, your quest log for the quest [21] Pirate Truce will automatically update. To remind you, Governor Morgan asked you to find The Crag and then to deliver a letter to the Pirate King. He's on the other side of town, so explore the city, get to know the inhabitants and you'll eventually get to the King. You will chance upon Kirk who is standing in the street at {3,6}. He is the last Lamb to find for the quest [37] Lost Lambs. Kill him to update the quest and eventually report to Eileen in Sorpigal for completion. Kei, at location {17,13}, will give you the quest [34] Water Magic Grandmaster. Here you simply have to walk 100 steps on Shalassa's waters. You can do that right here and now. Even though you might not have anyone deserving of this honor, you can still do the quest. On the docks near where Kei is standing there is a plank that allows you to enter the water {15,17}. So walk the plank, as the pirates say. You don't actually need to count 100 steps. Just walk on all the blue tiles you can and find some loot to boot. You won't get all 100 steps at this location. There is another entrance to the water at {11,9}. You may need to re-enter the water back at the first location and walk a bit more over the same tiles, but you will eventually get the update to the quest. Report back to Kei when finished walking. ** Finding the Pirate King - Quest: Pirate Truce ** You will eventually find the Fort at {14,29} where you can talk to Ciele, the Pirate King's girlfriend. and get the quest [22] The Curse. Ciele tells you that Crag Hack, the Pirate King, is ill and you, of course, offer to help. That's what adventurers do. For this quest, you are to find Kaspar in Karthal and bring him back to The Crag to help heal Crag Hack. Next, talk to Crag Hack himself and get some tantalizing gossip. You will show him the letter that Governor Morgan gave you to wrap up the quest [21] Pirate Truce. ** Doing some Promotion Quests ** That, more or less, takes care of things in The Crag for the time being. Now you need to go do some of the quests you got. The Author of this Guide found that it was very beneficial to be aggressive about leveling up your party and doing promotion quests. As you would expect, your party members become immensely more adept when they reach Grandmaster level in their chosen skills. To get training to Grandmaster level, a character must be promoted in his or her chosen profession. ** Blade Master Promotion Quest ** My party happened to have a Blade Dancer who wanted to become a Blade Master very badly. Therefore, we decided to undertake the Blade Dancer to Blade Master Promotion Quest. We had met the Elf, Gathalel, earlier in the Yon-Chall Forest {82,93} and he said that in order to become a Blade Master, we had to find the Sacred Grove and retrieve an item called the Talasyl. From The Crag, we took the boat to Seahaven, and then traveled overland to the west and then south into the Halloth Grove. From there we took the winding passages to eventually reach the Sacred Grove at location {49,38}. We entered the Sacred Grove and prepared ourselves for this adventure. ** Sacred Grove - Level 1 ** You enter the Sacred Grove at location {4,0}. There are no enemies to fight on this level (at this time). It's hard to see the paths in the Grove because of all of the foliage. A Torchlight spell helps some. Follow the path south, then east until you reach a green door {11,2}. The door is locked and cannot be opened yet. Backtrack a bit and then take the path north. Take a couple of steps and then turn west. Follow the path to the end and find a stash at {4,4}. Backtrack a bit and you can turn north at location {4,6}. Follow this path northerly and you will reach another green door at {1,11}. This cannot be opened at this time. Go north from the door and you will be able to turn to the east at location {2,13}. You will see a hole in the rocks in front of you. Go through that hole and in 3 steps you will see a waterfall off to your right. You can turn north at location {6,3} and find the stairs {6 15} to level 2 of the Grove. Unless you are in a hurry to see level 2, let's hold off with that and go to the waterfall. Go a couple of steps east and then turn south toward the falls. Wade into the little pond there and walk right into the falls. A grave at {11,9} behind the waterfall has a Silver Key. Go back to the pond and turn north for a few steps and then turn east. Follow the path until you come to a T-intersection. Going north and then west from the intersection leads you to a grave to loot. Go back to the intersection and as you are looking south, you see a hole in the rock wall. Go through the hole and follow the path. This will bring you back more or less close to where you started. Now go back to the entrance to level 2 {6,15}. ** Sacred Grove - Level 2 ** You start level 2 of the Sacred Grove at {18,0}. The goal here is to find the object called the Talasyl for the promotion to Blade Master. Walk a few steps into the area and you will see a bird, seemingly trapped by some tree roots {19,3}. You can't interact with the bird, so we will just use it as a landmark. Navigating this area is as difficult as level 1 because the paths are not clearly visible. For now, head to the east past the bird. Follow the path as it turns this way and that, but eventually you will be walking toward the north. There is a chest at {25,10}. Continue to try and head in a northward direction. Soon you will enter a brighter area and there is another small chest at {20,21}. From this area you can head to the west and you will end up in a large cavern area with glowing red rocks. At the far end of this area is a green barrier door {7,24} which cannot be opened at this time. Leave this area through the southern end and you will come to a large cavernous area with a glowing green tree on the western side. There is somebody standing next to the tree. If you are not yet ready for a big battle, don't walk up to the guy at the tree. He wants to eat you for lunch. Look around a bit and find a ground area to dig for treasure at {14,11}. When you feel ready, approach the guy under the tree and he will start a conversation right away. This is Zaahid, a Wizard who just happens to be guarding the Talasyl you are looking for. You are going to have to pry it out of his cold, dead hands. Speaking of cold. And dead. As soon as you defeat Zaahid, the room will be filled with Zombies. Make then dead, again. Then pick up the Talasyl from the glowing tree. You can exit the area in three directions, north, east or south. Exiting to the south brings you to a room where you will find a chest at location {4,2}. Opening that chest starts a confrontation with some ghoulish creatures. Exit this area along the eastern passage. When you get to the entrance area, you will find it is filled with Ghouls and things. Continue to scour the whole level and eliminate any creatures you find. The green barrier door at {7,24} is gone and you can access the barrel. After you've gotten rid of the vermin, go back to the stairs to level 1 {18,0}. ** Scared Grove - Level 1 again ** Level 1 has also been over-run by Facehuggers and Ghouls. Systematically eliminate them all. The green barrier door at {1,11} is gone, so loot the chest. The barrier door at {11,2} is also gone, so go ahead and check out the chest at {15,2}. This chest requires the Silver Key which you should have gotten earlier under the waterfall. When all is done, leave the Grove via the exit. ** Back to Yon-Chall for the Blade Master promotion ** Now all that is needed for the Blade Master promotion quest is to return the Talasyl to Gathalel in the Yon-Chall Forest {82,93} northwest of Seahaven. Done and done. Since my newly appointed Blade Master has also increased his Sword skill to the maximum, the party decided to go to Lord Haart in Seahaven and get trained in Grandmaster Sword. Sweet. ** Paladin Promotion Quest - preparations ** My party also had a Crusader who was ready for the promotion to Paladin. Governor Morgan in Portmeyron gives you this quest where you are tasked with you trying to appease the Ghosts that are haunting the Cursed Ruins. You can visit the Ruins whether or not you have a Crusader in your party, but you won't get the promotion in that case. The Ruins are northwest of Sorpigal and almost directly west of Castle Portmeyron. [Note: you will want to come to the Ruins with the completed Shantiri Stone Disc if you intend on doing the Promotion quest. If you have been following along with this Guide, this item should be in your possession. See the description of the quest [44] Paladin Promotion for information on where to find all 3 disc fragments.] ** Cursed Ruins - Quest: Paladin Promotion ** The cursed Ruins are found in the Ashen Hills section of the Agyn Peninsula near Sorpigal. The outside entrance to the Ruins is guarded by 2 Spectres. If you can't handle these ghosts, then you won't be able to handle the creatures inside of the Ruins. If that is the case, come back later. If you feel you are ready, then follow along: ** Cursed Ruins - Level 1 ** You start the dungeon at location {13,6}. You are in a long wide open hallway with 6 doors leading off to the sides. You goal in the Ruins is to reach level 2 where you can attempt to appease the Ghost that haunts this dungeon. The closest door {12,7} to your starting location is open and leads to a hallway heading north. Step into the hallway and be greeted by some Ghouls. Move north through the hall. There is a Secret Door at {13,9} which requires perception to open. Keep moving north and then to the west. There is a Secret Door at on the west wall at location {9,13}. Use a character with high might for this door. A bit further along is a small room with some Ghouls and Spearmen waiting for you. Don't keep them waiting too long. In the area you fought the undead things, you will find a Secret Door at location {8,10}. A high magic is needed to open the door. From this room, both the north and south directions lead to a door. Move north first and then west to go to the door at {4,13} to enter a room with a small chest at {1,13}. You get the Bronze Key upon opening that chest. Go back out to the hallway and move south to the door at {6,8}. The large area you enter has lots of enemies to deal with. Deal with them. The area you've just entered turns out to be the large hallway where you first started entered the Ruins. From the door you just went through, turn right (north) and go to the adjacent door {3,7}. The small room you enter has a barrel to open. Go back to the large hallway and to the next adjacent door at {2,6}. This door requires a key to open. The next door at {3,5} is opened with the Bronze key. The room you enter looks as if it has been ransacked. There is a small chest at {3,1} which contains the Iron Key. When you open the chest, you will immediately be attacked by Ephie, a ghostly miniBoss ghost. Go back out into the large hallway and go to the door at {9,5}. This door leads to a large room that contains the book " A Passage through the Isles", part of the [41] Forbidden Saga quest. Grabbing that book starts an encounter with a couple of Ghouls and their ghostly girlfriends. Take the Iron Key to the door at {2,6} and go through it. This leads to the stairs to Level 2 of the Ruins. Go up one level. In the Ruins, not your characters. ** Cursed Ruins - Level 2 ** You arrive in level 2 at {1,6}. Immediately to your right at {3,5} is a door you can't open. If you look down the long hallway, you can see some Ghouls and Skeletal Spearmen trying to play hide-and-seek. You know what to do. Now go to the passage in the north center of the large hallway {6,8} and enter the room. Straight across from the entrance is a Friendly Ghost who will start a conversation. You can't understand her speech, so choose choice 1 of the conversation points, Hopefully, you have the Shantiri Stone Disc, because that is required in order for you to understand her. She points towards the stone altar statue nearby and you realize the altar requires a disc-shaped object - the Shantiri Stone Disc to be exact. Talking with the Ghost will update the quest, [44] Paladin Promotion. You won't actually get to place the object in the altar. Instead, you are now to find clues about the missing relic (0 of 4). These clues are found within the rooms of this level. [Note: If you notice, in the conversation window, you can choose to fight the Ghost, but then you can't complete the quest. Duh.] There are two doors in the room with the talkative Ghost, but you can't open them yet. Go back out into the main hallway. Go to the end of the hallway and loot the two barrels. Open the door to the south at {9,5} and enter the seemingly empty room. Lying on the floor at {8,2} is one of the clues you are looking for. You will get a Blood-stained page (page 4) in your Quest Tokens inventory. Open the door {8,1} in that room where you just found the page and proceed down the hallway to find another door at {4,2}. Opening that door will invite some Ghosts to attack from in front and behind. After you defeat them, move forward into the room. Straight ahead is an opening in the wall. When you approach the opening, Leander, the ghoul Boss of this place comes a-calling. Dig up the grave that Leander popped out of for some loot. In the corner of the room at {1,3}, you will find another of the blood-stained pages (#3). When you leave the room by the adjacent door {3,4/3,5}, you activate a pressure plate on the floor. Go back into the large entry area and at the far end, at location {9,7} is a Secret Door which requires high magic to open. Behind the door there is a pressure plate for you to step on and activate. The pressure plates opened one of the doors in the room with the Friendly Ghost who you talked to earlier. Go back to that room and enter the now opened door. Fight the Ghouls and Ghosts and Spearmen. After they are dispatched, explore the room. At the foot of the bed {1,13} you find Bloodstained page (page 1) of the clues to the missing relic you are looking for. There is also a book to take; "Dragon of Karthal: A Popular Folk Tale." Also within this room is a Secret Door at location {2,13} which requires perception to open. There is a pressure plate in the alcove. With the three pressure plates activated, the door at {8,11} opens and you find the last of the Bloodstained pages (#2) at {10,10}. If you have all four, return to the forlorn Ghost. Before you leave this room, open the Secret Door at {10,13} (might) and loot the chest. When talking with the forlorn Ghost, you will have the conversation choice to show her the Stone Disc. You've just made the Ghost un-forlorn and you have completed the Paladin Promotion quest. The Ghost will disapparate and the Shantiri Disc will magically be placed in the hands of the altar. Good job all around. [Note: the Bloodstained pages will remain in your Tokens inventory.] My party decided to take their newly appointed Paladin to Lord Haart in Seahaven and have her Sword skill raised to Grandmaster. Additionally, she wanted to be a Grandmaster in Light Magic, so we took her to Orna, the the Church of Elrath, Navea Delta, just southwest of Karthal. And we did just that. ** Getting a good sword ** Now that my party has a Blade Master and a Paladin, both of whom are Grandmaster in Sword, they need some decent swords, not the sharpened toothpicks that have been using. So we decided to pursue the [23] Fallen Start quest. We got this quest from Irnel in Seahaven, the proprietor of the Silver Blades weapon shop. In this quest, you are to find a meteor in the Desolate Wilds which contains the precious metal Starsilver. After you find the Starsilver, you need to bring it back to Irnel and she will forge a powerful weapon, the Starsilver Blade. This is a one-handed Relic sword that starts out at 22-24 damage and 50% crit. When the sword is raised to level 4, it does 29-33 damage, 50% crit dam and an additional damage of 9 in fire, water, earth, air, light and dark. Simply awesome. Gotta have it. If you feel liking walking, you could take your party west and south from Seahaven, through the Navea Plains, into and through the Halloth Grove and finally into the Desolate Wilds (at {37,44}). You will need to remove some of the fauna of the Wilds once you get there. There is a Teleporter at {34,44}. Unless you have the Blessing of Ylath, you cannot use it yet. Continue to work you way through the Wilds. You will find a Dangerous Cave at {24,47}. It's dangerous so don't go in the cave. Well, if you think you are capable, give it a try. The owner of this cave is one Tuco, a demon orc or something. Cork the orc. Clean out his chest and take the book nearby. He won't be reading much anymore, anyway. Not far from the Dangerous Cave is the entrance to The Crag. Rest and replenish if you need to. Now make your way south and slightly east through the Wilds. You will find a Meteorite at location {45,19}. You will get a chunk of Starsilver in you Tokens inventory. Now you need to take this back to Seahaven to have Irnel make it into a sword. The quickest way to get back to Seahaven is to use the Spirit Beacon your primordial mage set. What, you didn't do that? Well, then go to The Crag to the north and take a boat to Seahaven. ** Constructing the Starsilver Blade ** By whatever means you use, go to Seahaven and see Irnel and she will turn the Meteorite into the Starsilver Blade. This will take a week, she says, so go do something in the meantime. Or rest a bunch of times. You will get an onscreen message when the Blade is complete. ** Exploring the Irisus Sea while waiting for the Starsilver Blade ** To kill time, not to speak of killing nasty creatures, my party decided to revisit the Yon-Chall Forest north of Seahaven to clean up any loose ends up there. One end that is loose is the watery area at the northern most tip of the Forest near Gathalel. Here you can enter the shallow water of the Irisus Sea and fight the Water Elementals guarding the area. Mop them up. Continue exploring the coastline to find what you can find. At the western end of the water area you are currently in, you can enter the Minho Marshes. Right on the coast is the house of Erika who is the trainer for Grandmaster Fire Magic. Since my party has a fire-throwing Rune Priest waiting for his promotion to Runelord, we'll be back here for sure. If you go to the east of where you entered the Irisus Sea, you will eventually see a Wrecked Ship {100,91} and some Air Elementals nearby. They will attack. Blow them away. Visit the interior of the Wrecked Ship. The Wrecked Ship itself is heavily guarded by both Air and Water Elementals. Elementary, my dear party. At the north end of the deck at {3,13} you will find the book "The Divine Right" which is part of the [41] Forbidden Saga quest. At the opposite end of the deck {2,0} is a chest. The chest contains a Relic, the Shield of the Sun. To the west of the Wrecked Ship, you can enter the Vantyr Range. When you enter the area you will see a chest sitting in the center of a clearing {108,96}. Looks too good to be true. It is. When you walk up to the chest to open it, you are savagely attacked by an assortment of Elite Elementals. You better have a high level party for this. Or else run away screaming like a little girl. For the time being, my fairly high level party became little girls and ran away. We will return here someday when we man up. You can continue exploring the Range, but know that you will eventually find Teleporters that you can't use because you don't have the Blessing of Ylath. So why don't we go get that Blessing? We have the Shard of Light that we just obtained a while back in Falagar's Mansion and there is another Shard - the Shard of Air - in the Lost City on Level 3 which, if you are following this guide, has yet to be completed. In our present location, we are actually not too far from the Lost City, so let's go back to the Lost City and get that Shard. Then we can take our two Shards to the Elemental Forge. ** Return to the Lost City to get the Shard of Air ** Make your way back to Seahaven and rest and replenish as usual. Then leave Seahaven and go back to the Lost City. Remember, there is an entrance to the Lost City from Seahaven in the southwest corner of the city, so you don't have to walk a long ways to get there. The assumption here is that you are following the Guide and have found that connection between Seahaven and the Lost City. You may choose, to walk, though, so you can perhaps fight more battles and level up some more. Your choice. From Seahaven, you arrive on level 2 of the City (or get to level 2 if you arrived from some other location). Make your way towards the stairs for level 3 which are in the southwest corner of the map at {0,0}. Just before you get to the stairs, there is a locked door at {4,2} which is opened by the Golden Key. In the small room is a small chest with a small amount of loot. Well, the loot is not that bad, really. Now go west to reach the stairs of level 3. You will come to a cave-like opening and be immediately attacked by some Ghouls. Go past the now dead Ghouls and take the stairs. ** Lost City - Level 3: Getting the Shard of Fire ** You arrive on level 3 at {24,20}. Near where you enter is a barrel, that when opened, will spawn a bunch of Ghouls. After they depart, walk a bit further and you will see a chest at {19,20}. Empty it. Continue west down the hallway. At location {11,16} you will find a door that you cannot interact with, so continue going westerly along the hall. There is a Secret Door at {11,18} that requires might to open. There is a chest to loot. Keep going in a westerly direction and you will come to an area where there is a pressure plate at {5,19}. Stepping on the plate summons 4 Spectres. The plate also opens the door at {11,16}. So after the Spectres, go back to that door and enter. This opens a room with a large number of creatures to battle. After these guys are gone, search the room. The room is full of stone benches and you will find a chest at {10,14}. Now proceed to the east to an open doorway that leads to a large chamber. Buff up your party before you enter the chamber. When you enter the chamber you get a cutscene showing a large spider creature ominously descending from the ceiling. This is the dreaded Crystal Spider, the Boss beast of this level. It spits crystal shards from afar, so you will need to close the distance. The shards can kill your party is one or two hits. It can cast the spell Blink, which teleports it to another location. (Why don't we have that spell??) It casts a Shell spell that allows it to resist much of your magical or melee attempts. It can also cast a Crystal Cage around your party that you need to break through before you can continue hitting the Spider. One version of the crystal cage is an explosive version, that if you don't destroy it before three turns, it will explode. What fun. And, again, why don't we have those spells?? Anyway, kill the Crystal Spider. Good luck with that. o----------------------------------------------------------------------------o |Solution: | Here is a viable battle tactic that I found online (I don't know the | original source for this), but it works quite well. | | The Crystal Spider has to be one of the hardest foes that your party will | have to face. When you are ready to face the spider, buff up your party | with spells. Then head inside and be awed by the ominous cutscene. Then | take one step toward the Spider and it will launch some crystal shards at | you. Take the brunt of the attack and then move one step left into the | lair. Strangely enough, the crystal spider does not come after you. So | take your time to heal up and then proceed from the where you are standing | on left side of the room and walk towards the Crystal Spider. | | Walk all the way to the tile with the chest on it. Turn and face the Spider | and it will attack with melee. The Spider's melee attacks are relatively | weak compared to its ranged attack. Use your Celestial Armour spell and | healing spells liberally. | | Hack at the Spider with your best offensive spells and melee attacks. As | you are hacking away, the Spider will blink and phase to another part of | the room. Use the same tactics as before. Stay out of its ranged line of | sight, heal and buff, then walk toward it again and hit it some more. It | will use its Blink maneuver often. Keep moving one step away from its line | of sight and go toward the Spider to hit it with melee. | | There may come a time when the Spider blinks to an area behind a bench. | This is a good position for you because the Spider cannot do ranged attacks | from here. Again, go close to the Spider and attack it. Here the Spider | will start blinking to adjacent tiles around you. So just turn around and | keep hacking at it until it is defeated. | | During all of this falderal, the Crystal Spider will cast a crystal cage | that encases your party. You just need to blast the cage with magic blasts | and hit it until the cage shatters. There is an explosive version of the | crystal cage. With this one, you need to destroy it within three turns as | otherwise the cage will start exploding. | | When you escape from any of the two versions of the cage, then repeat your | tactic to move forward close to the Spider and hit it hard. o----------------------------------------------------------------------------o With some luck on your side and good management of your party and spells, the Crystal Spider will be annihilated. When it dies, you will get its heart, the Crystal Spider's Heart, which you need for the quest [22] The Curse. After you defeat the Spider, there are two chests in the room. A small chest that contains the Shard of Fire and a large chest with a lot of high level loot. ** Continue exploring Lost City - Level 3 ** Head back into the hallway from the Spider lair. Now move west along the hall until you reach the room with the now-glowing pressure plate. Continue along the hallways past the plate. You will reach a door at {6,14} which opens to the west. Open that door and you will be accosted by the usual assortment of denizens of this level. Re-sort them. The room they came from has a book to take. Leave this room and head south along the hallway. At the end of this walk, you will find the door to level 2 of the Karthal Sewers {5,5}. Backstep a few steps and head to the east. There is a Secret Door at location {11,9} which requires perception to open. You will find a chest to open. The door you come upon at {12,11} opens into the Spider lair area which you have already visited. Go back to the hallway and continue east and south. You will come to a door at {16,8}. Going through this door starts a battle with Skeletal Spearmen. Skeletalize them. Loot the chest in the corner. Continuing easterly from the Skeletons leads you to a door at {19,5}. This leads to a huge cavernous area with the door {21,0} to level 4 just down the steps. If you've already finished level 4, head back down the hallway in a westerly direction. Find the exit and leave. You might want to go to level 2 and take the exit to Seahaven. ** Use your newly acquired Shard at the Elemental Forge ** I might suggest going back to the Elemental forge at this time and use the Shard or Shards you have. Go back to level one of the Lost City and exit to the outside world. You can walk to the Forge from here with some trekking, but the quickest way to the forge is via Griffin from Castle Portmeyron near Sorpigal. You can go to Seahaven and walk a short distance or you can go to Karthal and get transportation to Sorpigal or Seahaven. Your choice. My party decided to walk and clean up some loose ends in the Yon-Chall Forest right outside of the Lost City. For instance, at location {59,72} you can find a dog, Spike, who will accompany you and spot Secret Doors for you. What's not to like here? There is a pretty nasty fight with some Blackfang dudes to get to Spike if you can handle it. If you can handle them, free the animals from their cages and Spike will be waiting for you. [Note: The Blackfang thugs at this location are part of the [48] Warden Promotion quest to take your Ranger to his/her highest level. In this quest, you simply are to eliminate the poachers (thugs) at his location and free the animals. Having Spike join your party is not necessary for the promotion.] Another location to visit on your way to the Forge is the Mysterious Crypt found at {53,53} of the Eye. A landmark for finding the Crypt is the tower with Lord Kilburn. Walk a short distance to the south from Kilburn and when you see the stone wall, turn west. The small room of this crypt contains three teleporter discs on the floor. You have to step on them in the proper sequence. Your reward for doing so: Titan Leggings (+22 Armor, +10 Might, 22 prime dmg to attacker, 100% paralysis immunity). o----------------------------------------------------------------------------o |Solution: | The solution to this puzzle is fairly straightforward. Step to the center | of the room (you will be facing west). Each time you step on a teleporter, | you are sent back to the starting position. Step on the teleporters in | this order: Right, Right, Left, Left, Left, Forward, Right. Your final | teleport will be to the treasure room that has a small chest and a barrel. | Use the teleporter in that room to return to the entrance. o----------------------------------------------------------------------------o Well, if you've seen enough of the indigenous fauna of the Yon-Chall Forest, let's go use the Shards we possess. However you decide to get there, make your way back to the Forge, enter and go to the appropriate level and door for the Shard/s you have. At this point in the game my party had the Shard of Light and Shard of Fire. Let's continue the walkthrough at that point. The Fire elemental door is on level 2 at location {9,5}, so let's start from there. ** Elemental Forge - Level 2 - Shard of Fire ** Open the door with the Shard of Fire. You will be in a lava-filled room and you can see some Fire Elementals in the distance. There is a stone path you can walk on. Just as you enter the room, you will see four short pillars that are levers you can use to create a path across the lava. You have to pull these levers in the proper sequence to create a path. One pillar is right next to you at {7,5}, but don't pull it yet. There are 6 levers, 5 of which have to be pulled in the correct sequence. One lever resets the path so you can start over. Let's first get rid of the Fire Elementals guarding area. Step forward and then begin walking north and the two Fire Elemental creatures will start to approach. Get rid of these guys, but be careful. These guys will explode for considerably damage to your party if you kill them within melee range. Try to get them with ranged attacks or buff up with regeneration or something just before they die and explode. Don't pull any levers yet. When they are dissipated, walk back along the path to the southern end of the level and then proceed west to fight the other 2 Fire Elementals. Once all of the existing Elementals are gone, you can now pull the levers to create a bridge. Go back to the entrance of the level. Now pull the levers in the proper sequence. o----------------------------------------------------------------------------o |Solution: | Here is the proper sequence. You are standing at E. The lever right at | the entrance (L-reset) will reset everything, so don't pull it unless you | mess up. Go north and then west to lever L1 and pull it. Go back toward | the entrance and pull L2. Go back to the entrance and pull the lever L3 | just to the left of the entrance. Then go 1 step south and 1 step west to | lever L4 and pull it. Go west to lever L5 and pull it. Walk a bit to the | south from lever L5 and at location {3,1} you will notice that you can | walk on a path heading north into the lava pool. Follow this path and when | you step on the stone at location {4,5} you will notice one of the | previously moved path stones moves back. That's exactly what we want. | | | N | L#5 L#1 | | #6 walk north | L#3 | L#4 L#2 | L-reset | E | | Now go all the way back to lever L1 (don't pull it), turn to your left | (south) and follow the short path to the south. You will be stopped at a | larger stone that you can interact with. So interact with it. This summons | Pyrannaste. o----------------------------------------------------------------------------o ** Fight Pyrannaste ** Pyrannaste, is the nasty Boss of this area. He spits a goodly amount of fire at you and can kill you quickly. So close in fast and use your best tactics and buffs. He's a tad bit resistant to fire I bet, so use something else. When you defeat him, he twirls into the lava and you will be granted the Blessing of Arkath which gives you +5 Fire Resistance and an increased awareness of hostile beings around you. Nifty. Wander north from where you defeated Pyrannaste and the red glowing barrier will dissipate and you can walk to a room where you can collect some more loot from barrels and chests. You might recall this room had a large red barrier when you visited here before. That barrier is gone and you can re-enter the main section of level 2 from this point. ** Elemental Forge - Shard of Light ** Since my party has the Shard of Light, we will try to tackle that activity at this time. Go to level 3 of the Forge. On level 3, go to location {7,11}, the door to the outside walkway. The door here requires the Golden Key to open, but you may have opened it already. Walk out of the open door onto a walkway outside of the building. If this is your first time using this door, you will be ambushed by assassins in front and behind. Clear them away. When you venture outside, you will see the path continues to the north and south. If you follow the path, some Elite Air Elemental enemies will appear on the right side (south) of your location and some regular Light Elementals will be along the left side. The first time you were here, these guys were probably too tough, but you should be able to handle the regular Elementals now. The elite guys to the south can blow your pants off, so maybe come back later. So head north, then east to confront the Light Elementals. Upon their defeat, there is a door at {18,13} that is opened if you have the Shard of Light. ** Light Magic Room: Blessing of Elrath ** You enter a huge room with angel statues all over the place and glowing yellow floor tiles. In the center of the area, you will see a lower part of the floor which 9 pressure plates. Three of the plates are already glowing blue. You need to light all 9 plates for some pillars to drop and expose the upper level to reach the Boss. o----------------------------------------------------------------------------o |Solution: | Step down into the lowered area with the 9 pressure plates. When all 9 | are lit, some pillars will form a stairway path to the upper level where | you find the Boss. Go to the yellow plate at the two statues {16,16} and | descend the stairs into the pit. Starting with the center plate, follow | this pattern. | | x 7 6 | | 3 4/8 5 | | 2 1 x | stairs | | Or in words for the graphically challenged, start from the middle plate | near the stairs and then go, Left, Up, Right, Right, Up, Left, & Down o----------------------------------------------------------------------------o When you've solved the puzzle, leave the pit and ascend the new set of stairs that just appeared {12,16}. Interact with the golden spring-like disc and you will summon Risellin, the Light Boss. Show her who's boss. When you are successful, you will get the Blessing of Elrath. This gives you a +5 against light magic and the permanent gift of Clairvoyance. Outstanding. At the north end of the platform is a glowing yellow door that will open at your touch. In the room down the hall, partake of the fine sample of goods that Risellin left you. Even more outstanding. You might want to take the opportunity now to go to some city and rest and replenish. Karthal is not far from here. So go back to level 2 of the Forge and exit via the doors to the Agyn Peninsula. ** Furthering the quest [11] The Great Escape ** After some resting, my party decided to try and work on the quest to find Falagar ([11] The Great Escape). We have already accomplished one task, to find the Sewer Key. The next task is to get information about the Black Guard for the Blackfang gang. The Blackfangs want us to locate the shipwreck of the Sun Hind which is in the Desolate Wilds near The Crag. So let's do that. From Karthal, go to the pirate town of The Crag via ship. If you have not visited The Crag, you will have to walk there. Once in The Crag, leave the town and enter the Desolate Wilds. In your wanderings to find the Sun Hind, you may chance across Mizuki standing at {20,33}. She will give you the quest [29] Arcane Discipline Grandmaster. At first she says she is not ready to train you, but to come back tomorrow. You will get an onscreen message when one day is up and your quest log will update. When you come back after one day, she says she is still not ready to train you and to come back in a week. And then a month . . . Sheesh! [Note: In all my playthroughs, I interacted with Mizuki so late in the game that there was never enough game time left to wait one month without resorting to resting. What a stupid quest. I didn't level any character to Arcane Grandmaster, anyway.] Just a few steps from Mizuki, you can enter the Savage Seas region. Here there are some Air Elementals to contend with. So contend with them. Continue your exploration of the region. Go to the south and you will meet Yumiko standing on the rocky beach. She gives you the quest Bow Grandmaster. She tells you that she cannot train you because her bow was stolen. (Now how can a grandmaster in Bow have her bow stolen, I ask?) Anyway, you will need to find her bow. She tells you the culprit is Iemanja who hides in the dungeon Skull Rock. We will get to Skull Rock presently. You can enter the Savage Sea near Yumiko and fight some savage sea creatures. After the Mermaids or whatever have been sunk, from Yumiko's location, walk through the Desolate Wilds to the north, east and then south a bit. You will come to the location of Skull Rock {31,26}. ** Skull Rock - quests ** Skull Rock is part of several quests. You will find the Shard of Air for the quest [40] Forge of Heroes, the Sword for the quest [20] Sword of the Bounty Hunter, Yumiko's Bow for the quest [30] Bow Grandmaster and the Chest for the Blackfang gang in the quest [28] Partners in Crime, all in one convenient location. Whew! ** Find the Sun Hind - Quest: Partners in Crime ** One thing you want to do before you go to Skull Rock is find the wreck of the Sun Hind, the ship that supposedly contains the Blackfang chest for the quest [28] Partners in Crime. The ship is a short distance south of Skull Rock at location {40,10}. Once aboard the wreck, you will have to fight your way through a couple of enemies. Open the chest at the north end of the wreck. Now turn east from the chest and go talk to Sailor who is standing at {7,9}. He apparently is the sole survivor of the attack on the ship. Ask him what happened and he tells you the ship's treasures where taken to Skull Rock. He also tells you he heard them say you needed a "swordfish" to enter their base. Sounds like a clue to me. You don't get to rescue poor Sailor. You leave him standing amidst the wreckage, forever, I guess. After talking to Sailor, the quest [28] Partners in Crime is updated with two new objectives: Find the Skull Rock. (Desolate Wilds) and Retrieve the Blackfang's chest. So return to or go to Skull Rock at {31,26}. ** Skull Rock - Level 1 ** Defeat the Kensei outside the door to the Rock and then enter. The goals for Skull Rock are multitude: find a chest, find a bow, find a Shard and find a sword. Not too much to ask, is it? You begin Skull Rock at location {6,0}. The area inside resembles an ore mine. Walk through the beginning area and fight some Nagas and Priestesses. You will then enter a large underground ship port. There is a section of the port on the other side of the waterway and you need to lower a drawbridge to cross. There are two drawbridges visible, one at {6,9} and one at {14,10}. Go to the east from the main docks and you will find a Lever {14,6}. This will lower the drawbridge at {14,10}. Before you venture across the drawbridge, let's go get a key you will need soon. Walk south from the lever into a chamber area with a bunch of Nagas and such to fight. After their defeat, walk to the west and in a small alcove there is a ground area to dig. Here you will get the Golden Key. The Key opens a chest at {1,15} on the other side of the drawbridge. To the east is a stairway to Level 2 of the Rock {15,2}. We will come back here presently. Go back to the drawbridge (pull the lever if you haven't) and venture across. You will have to fight some Nagas and Priestesses. There is a chest to open at {11,13}. Continue west along the docks. Fight some more enemies and then proceed to the far end of the dock to find a chest at {1,15}. This chest requires the Golden Key to open. Opening that chest lowers the central drawbridge and also spawns a large number of Nagas and Priestesses. Reduce their numbers. Now go back across the drawbridge and to the stairs to level 2. To go up the stairs, you need a password. Hopefully, you recall talking to Sailor at the wreck of the Sun Hind and remember he told you the password was... o------------------------------o |Solution: | swordfish o------------------------------o ** Skull Rock - Level 2 ** You begin level 2 at {0,5}. There be lots of Nagas to challenge you right away. Take a few steps and the battle is joined. The creatures you just fought came from the north, so after their defeat, head that way. A small alcove holds a chest {1,13} to loot. From the alcove, head east and then turn north to head into a small room with wood plank walls. There is a chest here at {7,15} that is the Blackfang's Chest which will appear in your Token inventory. You will get an update to the quest [28] Partner's in Crime. Opening the chest will also spawn some Naga to fight. Go back toward the entrance and then head south. Fight some more Naga. Then continue east, south and east into a small passage that leads to a room with a chest {14,6}. Here you will find San Tenga Mugen, the Sword of the Bounty Hunter for the quest of the same name. As is typical, you will be attacked by a bunch of Naga. This sword shows up in the Quest Token inventory, it cannot be used. Yet. Head back out to the main chamber and then move north. You will come to two small foot bridges and see some ominous looking Mermaids in the distance. They're not happy to see you either. Draw them across the bridge to the east and put up some defensive buffs. They're quite susceptible to fire spells. The cute one with red hair and red tail is Iemanja, the Boss mermaid. Killing her nets you Yumiko's Bow which is needed for the quest [30] Bow Grandmaster. Just past where you defeated the mermaids lie a small chest {14,11} and a large chest {14,10}. The large chest contains some good loot. The small chest has the Shard of Air. Whoopie! ** Wrapping up a couple of quests ** We're finished here at Skull Rock. Now would be a good time to wrap up the quest [11] The Great Escape. Actually, we have 3 quests to wrap up: 1. Partners in Crime for the Great Escape quest; 2. Return the sword to Hamato for the Sword of the Bounty Hunter quest; and 3. Return the bow to Yumiko for the Bow Grandmaster quest. ** Bow Grandmaster quest ** Yumiko {23,25} is near our current location, so let's do that first. Yumiko is, of course, delighted you found her errant bow and she will gladly sing the Song of the Bow to promote any and all to Bow Grandmaster if they are capable. ** Sword of the Bounty Hunter quest ** Hamato, who wants the Sword of the Bounty Hunter is in the Lighthouse near Sorpigal. So make you way back to that location. How you get there the Guide will leave to your imagination and inventiveness. My party had cleverly left a Spirit Beacon outside of Seahaven, zipped back there, restocked some stuff and then walked south to the Lighthouse. Otherwise, walk back to The Crag and take the bus. It turns out that Hamato thinks he is over-the-hill and he gives you San Tenga Mugen, which is the 2-handed sword you found for him. Unfortunately, nobody in my party was capable of handling such a magnificent sword. Too bad. Maybe your party has the capability. ** Wrapping up the [11] Great Escape quest ** To continue and ultimately finish the quest [11] The Great Escape, you need to first finish the quest [28] Partners in Crime. Since my party found the chest that the Blackfang gang was looking for, we next decided to go back to the Karthal Slums and see Ajit at the Blackfang's Hideout. Ajit is thrilled you have the chest and he promises to deliver the information you needed to Hamza. This will end the quest [28] Partners in Crime and update the quest [11] The Great Escape. For the latter quest, we need to return to Hamza who is in the Harbour District of Karthal. Hamza's Hideout {14,31} should be marked on your Area Map of the Harbour District. Hike over to that location and have a chat with him. This will complete the quest [11] The Great Escape. Hamza will give you a new quest [12] Liberation. Here Hamza will create a diversion so that you can sneak into the Black Guard Headquarters and rescue Falagar. Now you need to go to the Karthal Slums and to the Karthal Jail (which is labeled Black Guard Captain on the Area Map). If you visited here earlier, the Captain outside of the jail would not speak to you. Go talk to him this time and start up a conversation. It makes no difference what you say because, suddenly, someone reports to the Captain that a fire has broken out in the barracks. The Captain and his men take off to find the perpetrators. Meanwhile, you can just saunter unmolested into the jail through the unguarded door. ** Karthal Jail - Level 2: Main Quest: Liberation ** Your goal here is to liberate Falagar from the Black Guard. You will have to fight some tough battles as you make your way through the Jail and get to Falagar, who is on level 1. So let's get started. You start at location {8,15} of level 2 of the Karthal Jail. You are in a large room with several doors leading off to the sides. The door just to your right (west) {7,14} is unlocked. When you open it, you are immediately attacked by Black Guards. In the room, you will find a small chest at {4,14} hidden under the bed. The chest contains the Golden Key. There is a Secret Door at {3,13} which requires perception to open. You find a barrel here. The door across the large hall at {9,14} cannot be opened yet. The door at {9,11} opens into a barracks room with no enemies. There is a small chest {13,9} to open in this room, and there is a door at {14,10}. Opening this door introduces you to a couple of Dark Wizards. You will also be ambushed by Black Guards. Enter the room the Wizards came from and you will find a small chest at {13,15}. There is a lever at {10,14} that opens the adjacent door. This leads to the main hallway. Go back out into the main hallway and go to the door at {7,11}. The room you enter contains a chest with some loot. Back out in the main hallway, there is a door at {7,8} which cannot be opened yet and there is a door at {8,7} which requires a key. The door is opened with the Golden Key you found earlier, but you might want to finish level 2 before you venture up the stairs at {8,7}. The door across the hall at {9,8} leads into a large room that seems empty except for a small glowing pedestal at the far end. When you walk towards that pedestal, you will be ambushed by 3 Elite Dark Wizards. Hope you brought some firepower, and buffs, with you. After you get rid of the Wizards, find the small chest at {14,1} near the glowing pedestal. This chest contains the Iron Key. When you return to the main hallway, you will find it teaming with enemies. Take one step into the hallway and the door behind you locks and you will see the door at {7,8} open. You are stuck fighting all those enemies out in the open hall. Yikes. You might find it best to step behind the pillar near you so they can come at you from only 2 directions. The Sleep spell works wonders here to incapacitate the Black Guards while you whittle away at the Wizards. ** Black Guard Headquarters ** After they are dispatched, use the Golden Key to open the door at {8,7}. The stairs here lead to the Black Guard Headquarters. Let's pay them a not so friendly visit. You will arrive in a large hallway with doors leading off to the sides. Go to the east and follow the short hallway to a door at {12,7}. This door opens into a small room with a hallway leading south. At {15,6} there is a Secret Door which requires perception. Loot the chest you find. When you walk down the hallway to the south, you will be ambushed by 4 dark Wizards. Deal with them the best you can. At the southern end of the hallway is a room that contains a chest {15,3}. Go back to the hallway and turn down the hallway to the west. You will come to a large, but cozy looking room with a fireplace and couches. No time to lounge around though. Open the small chest at {6,1}. You will receive a Golden Key. Proceed west down the hallway and enter the small room to the south. You will find the book "For Kin and Glory", which is part of the quest [41] Forbidden Saga. The room also has a Secret Door which requires might to open. Proceed north up the hallway and enjoy an ambush by a bunch of Guards. The lovely room you come to at he north end of the hall has nothing of interest. There is a door at {5,8} opened by the lever right next to it. This puts you back in the main hall of the level. Walk north and open the door at {10,11}. This opens into the dining hall of the Headquarters. While you think you can enter for a bite to eat perhaps, instead, you are greeted by a large number of enemies. I don't think you were invited to dinner. After you've dispatched these unfriendly hosts, open the small chest at {16,15} to find the Bronze Cog. There is a Secret Door at {12,10} which requires magic to open. There is a lever that opens the entry door. This lever requires the Bronze Cog to operate. Go back into the main hall. Now open the door at {6,14} where you will be graciously greeted by a large number of Wizards and Guards. Don't bother with any chit-chat, just hit them. The large room you enter has a chest at {3,13}, but nothing else. Go back out in the main hall. Open the door at {8,15} which requires the Golden Key. Loot the small chest you find. That should finish up this level, so go back down the stairs to level 2. ** Karthal Jail - Level 2, again ** Go to the west and go through the now open door at {7,8} and walk down the long hallway. You will come to a large room with a barrel at the southwestern end. There is a Secret Door at {3,2} that requires magic to open. This leads to a small room with a glowing brazier and a chest {2,4}. There is a locked door at {5,1} which requires the Iron Key you found earlier. Go through that door. You will find the stairway to Level 1 of the Karthal Jail. ** Karthal Jail - Level 1, again ** From level 2 of the Jail, you arrive at location {7,4} of Level 1. Walk forward a few steps to a T-intersection. Along the hallway to the west of the intersection is a locked portcullis {4,1}. To the east of the intersection you will come to 2 doors. The door at {10,2} is opened by the Sewer Key that you got a long time ago. This door leads to the entrance to Level 2 of the Karthal Sewers. You don't need to go into the Sewers at this time. You will come back to this location after you have rescued Falagar. Let's go find him. Before you venture further, open the door at {11,2} which reveals a room where you will have to fight a Minotaur. These guys hit hard, so hit him back harder. There is nothing to be gained in the room of the Minotaur except the sheer excitement and joy of bashing his head in before he bashed you. Be sure you pull the lever at {10,2}. This opens the portcullis you saw at {4,1}. Go back to that portcullis and go through the opening. Immediately turn left (west). You will enter a small jail cell where there is a chest to open {2,3}. From this cell, continue north up the hallway. You will enter another cell area, but this time there are some bad buys waiting just around the corner. And, of course, some waiting inside the walls, apparently, since they pop out to ambush your party. The ambush includes a Minotaur. Now where did he come from? After they are defeated (you did defeat them didn't you?), look behind the cell bars in the corner to find a ground area to dig for treasure {3,9}. The portcullis you came through will be locked, so take the only available exit from the cell. Proceed down the hallway to the east. You will come to a room that has a locked portcullis, an open doorway, and two levers. The lever at {6,8} is already pulled down and does not operate anything. The short hallway leads to a wooden door. We'll come back to that door in a minute. The lever at {8,8} opens the portcullis right next to it. Walking through the now open portcullis starts a battle with some denizens of this Jail. After they're gone, continue to the east, open the barrel and then locate the Secret Door at {14,7} which requires might to open. Going north from the secret room brings you to two jail cells each of which has a Minotaur. You see some levers on the wall, thinking you will open each cell, one at a time. No such luck. When you walk up closer, both cells open and you are attacked by both Minotaurs. Oh, the life of an adventurer. The northern-most cell has a area on the floor to dig for treasure. The other cell has nothing. ** Meet the Butcher and rescue Falagar ** Return to the main area and go through the open doorway at {7,8}. The closed door in front of you hides a Minotaur behind it. This one is the dreaded Butcher. Carve his hide into little Minotaur bits. When the Butcher falls, you get the Iron Key. Search the small chest in Butch's room and get the Shard of Darkness. The locked door in the room is opened with the Iron Key that the Butcher so kindly gave you. Go through that door and open the portcullis with the lever - both at {4,2}. You will be in a larger jail cell with someone standing behind the bars, most likely Falagar, the guy you are looking to rescue. When you attempt to open the door to the bars, you get the message "This door seems to be barred. Who wants to try prying it open? Someone with high Might will break down the cell door. Approach Falagar and he will join your party. [Note: you must have an empty companion slot in order for Falagar to join you.] After Falagar has joined you, you can talk to him. Click on his portrait and chat away. One nice feature that Falagar can provide is to cast a powerful spell, once a day, that will grant you a number of nice buffs. With Falagar in tow, make your way back to the Karthal Sewers (door at {10,2} of this level). When you reach the Sewers, Falagar has some interesting things to say. One of which is that the man seemingly behind everything is Dunstan. Yeah, that Dunstan. Your "buddy" that you met in Sorpigal and Karthal. Who would've thunk? You will be interrupted by Zouleika, Falagar's daughter. The two of them will depart for The Crag. The only thing left to do now for this particular quest is to report all of this to Governor Jon Morgan in Castle Portmeyron near Sorpigal. ** Explore this part of the Karthal Sewers ** Since you are in an unexplored portion of the Karthal Sewers, let's finish this area. You are at location {15,12}. If you go forward, then south, there is a locked door at {19,11}. Go back the other way and you will come to 2 closed portcullises. Continue a bit until you can't go any farther. There is a lever to pull at {21,11}. This opens the door at {19,11}. Go back to that door and go through it to the south and meet up with some sewer denizens. Move west into the room the creatures came from. There is a book ("Darkside") to take at {14,2} which is part of the [41] Forbidden Saga quest. North of the book pedestal is a lever {14,7} that opens the door at {11,2}. Through this door you enter parts of the sewers you have explored before. If you go down the hallway to the east of the book pedestal and across the moat, you will reach a portcullis {19,3} opened by the lever right next to it. This door opens into a room that has the stairs to level 3 of the Lost City. Since, if you are following this Guide, there is no need to go to the Lost City. Instead, go find the exit from the sewers into the Karthal Slums. From your present location, it is a short trip to the entrance to the Karthal Slums. Go there. Sell stuff, replenish, whatever it is you do in a city, and then head out to Castle Portmeyron to talk with Jon Morgan. Since my party still had a Spirit Beacon outside of Seahaven, we zipped there by magic and then walked the short distance to Castle Portmeyron. ** Talk to Jon Morgan and complete the quest for finding and rescuing Falagar ** Jon fills you in with the backstory to the current crisis and the quest [12] Liberation is ended. You now get the quest [13] Dunstan. Here you are to find information about Dunstan. But as usual, once you have finished portions of the Main Quest line, there is other unfinished business to attend to. My party now has in its possession the Shard of Air and the Shard of Darkness. We held a party council meeting and all decided to go back to the Elemental Forge and complete these adventures. You, of course, can get to the Forge from right here at Castle Portmeyron using Lev's griffin transport service. ** Elemental Forge - Shard of Air - Quest: Forge of Heroes ** Since my party recently obtained the Shard of Air and Shard of Darkness, we've decided to go back to the Elemental Forge and complete that portion of the [40] Forge of Heroes. Return to the Forge the best way you know how. (By griffin from Portmeyron or walking south then west from Seahaven.) My party also had a promotion quest - Runelord promotion - which requires getting to a location called the Vantyr Range. You cannot navigate through the Vantyr Range without the Blessing of Ylath. To get this blessing, you use the Shard of Air in the Elemental Forge. ** Elemental Forge - Level 3: Air Magic Room ** Once you reach the Forge, go to level 3. Make your way to the door at {7,11} and go outside onto the catwalk. Turn to your right (south) and then start to walk east. There are some very tough Air Elementals at the end of the path. Throw up some buffs now such as Liquid Membrane and Regeneration. Blow away the two Air Elementals the best you know how. The door at {18,8} is opened if you have the Shard of Air. The large room you enter is littered with teleport pads. In the center of the platform you are standing on, there are 4 pressure plates. You need to step on the plates in the proper sequence. Each time you step on a plate, some of the teleporters floating in front of you change position until they form a stairway (Stairway to Heaven? Good song). o----------------------------------------------------------------------------o |Solution: | If you stand right in the center and face the abyss (facing west), there | is a plate in front (F) of you, one to the right R and left (L), and one | in back (B) of you. You are at c. | | F | L c R | B | c = your party | | step on the plates in this order | 3x F front | 2x R right | 1x L left | 4x B back o----------------------------------------------------------------------------o After you have created the stairway, and without stepping on any plates, move to the tile at {17,2} and start climbing. At the top of the stairs, interact with the pulsating light thingy and away we go. You now have to fight Shalwend, the Boss airhead. Defeating him will grant your party the Blessing of Ylath where you can now step on unsafe footings (i.e., use teleporters). And you get +5 Air Magic Resistance. And you can now use the Teleporters that exist at various locations in the Agyn Peninsula. Before you leave, take a moment to enjoy the beauty of this location. Walk out onto the edge platforms that extend beyond the main room and be awesomely awed by the awesome cosmic scene. Awesome. To exit the area, walk to the edge at {8,1} and step through the opening. You will be teleported into space (beam me up, Scotty). Walk down the floating platforms and open the barrel and chest. Good stuff. Now take the teleporter and you will be zipped back to level 3 of the Forge. ** Elemental Forge - Shard of Darkness - Dark Magic Room ** Since my party also had the Shard of Darkness in their grubby little hands, we decided to use that Shard here in the Elemental Forge. The door to the area where you use the Shard of Darkness is on level 1 of the Forge. So go there. The door is at {14,15} - the glowing purple area of level 1. Open the door. When you enter the area, you are immediately confronted with 2 Shadow Elementals. After you have dispatched them, take one step into the room. You won't see anything in front of you, but your minimap shows there is a teleporter tile at {14,17}. The whole area is a teleporter puzzle. You need to step on the teleporters in the correct sequence to reach the Boss' level. If you step on an incorrect teleporter, you will be teleported just outside of the area and you will have to start all over again. o----------------------------------------------------------------------------o |Solution: | | 1. Step on the first teleporter at the entrance to the level. | 2. At your destination, you will be facing north with 4 teleporters | surrounding your party. Turn left (west) and move 2 steps to the next | teleporter. | 3. At the new destination, take 1 step west and 4 steps south to the next | teleporter. | 4. At this new destination, take 1 step north, 2 steps west and 4 steps | south to the next teleporter. As you are moving south you will see the | entrance door in the distance. | 5. The last teleporter took you right back to where you began with 4 | teleporters surrounding your party. You will be facing south. | 6. Turn and face east and step on that teleporter. | 7. At the new destination, move 1 step east, 1 step south and take the | teleporter to the east. | 8. At the new destination, move 2 steps south and 2 steps east and take | that teleporter. | 9. At your arrival point, you will see a teleporter to the west. (If you | step on it you won't be teleported since you have solved the puzzle.) o----------------------------------------------------------------------------o At your final destination from the teleporters, move 2 steps north and then 1 step east and you will reach a shimmering, glowing purple altar thing. Interact with the purple thing and you will be confronted by Sinshan, the Boss of the Darkness area. Hit him with your best shot. With his defeat, you will get the Blessing of Malassa, which grants you +5 resistance to Dark magic, and the ability to spot secrets without having to resort to magic or a companion. Outstanding. Now you can explore the entire Darkness area since the teleporters no longer function. At the extreme western side of the area is a purple door {4,21} that leads to a barrel and a chest with a trove of good treasure. Take it. Well that was fun. Next on the agenda for my party was to get the Freemage promoted to Archmage. ** Freemage Promotion to Archmage ** If you have a Freemage in your party, you will certainly want them promoted to Archmage. You get the Promotion quest from Zouleika after you save her father, Falagar, in the quest [11] The Great Escape. For the Archmage promotion, you are to go to the Tower of Enigma and get some scrolls. The Tower of Enigma is just north of Karthal, so it is easy to get to. Go to the entrance door and enter. The Tower of Enigma, as the name suggests, is full of puzzles to solve. ** Tower of Enigma - Level 1 ** The goal for you in this Tower is to find the magic scrolls for Zouleika. They are found on level 3. There are no enemies to fight, just lots of puzzles to solve. Some are puzzling, but solvable. You start at location {7,17} in the Tower. Walk up the stairs to reach a T- intersection. Go to the east and read the notification book at {13,13}. It says - 0. Go south from that book along the hallway and find a Secret Door at location {12,5} that requires magic to open. The chest inside is a Riddle Chest. Solve the riddle. o------------------------------o |Solution: | cloud o------------------------------o Continue south and reach another book at {12,2}. This one says - 4. Go west then north from the last book. You will come to a library-like room and there is a book on a pedestal {10,10}. When you interact with the book you get a Riddle to solve. Your reward will be Night of the Destroyer one of the books for the [41] Forbidden Saga quest. o------------------------------o |Solution: | age o------------------------------o This same room has a magical barrier at {8,10}. When you interact with the barrier you are to enter the proper code. The code you need is given by the notification books you have been finding. So we need to find some more. Leave this room and head to the west. There is a Secret Door at {5,3} that requires perception and opens into a room with a Riddle Chest. Solve the riddle. o------------------------------o |Solution: | nothing o------------------------------o Leave the chest and continue to the west. You will come to a notification book that says - 5. Head north from this book to find others. At location {3,9} there is a Secret Door that requires might to open. You find a Riddle Chest behind the Secret Door. o------------------------------o |Solution: | death o------------------------------o Continue north to find the last notification book at {3,14} which says the number 1. Now go back to the room with the magical barrier door {8,10}. So we have four numbers - 1, 5, 4 and 0. Enter these in the proper order to open the door. In front of you are the stairs to level 2. o------------------------------o |Solution: | 0451 o------------------------------o ** Tower of Enigma - Level 2 ** You arrive on level 2 at location {8,10}. Down the hall to the north is a door at {9,13}. This opens into a cozy looking room with nothing of interest. Continue along the hallway. There is a Secret Door at {11,14} which requires magic to open. There is a chest at the end of the hall. Back out in the main hallway, continue east and then south to a door {14,12}. The room beyond the door is filled with pressure plates, some already lit. You need to light up all the pressure plates to open the exit door. o------------------------------------o |Solution: | step on the plates in this order: | 2,3,2,5,4,7,8,9,8 | | MAP | E | 7 8 9 | 4 5 6 | 1 2 3 | S | E= Exit | S= Entrance o------------------------------------o The door you opened leads to a large room with an interesting and artistic floor tile pattern. Here some of the floor tiles are traps and some of them are safe to step on. You need to find the path to the exit door. As you step on a tile, some of them will briefly glow red (if you have clairvoyance). These are the traps. If you step on a trap tile, the whole party will die an unceremonious death. Do you remember how to reload a saved game? o------------------------------------o |Solution: | T S S S T | S S T S S Ex | S T T T T | S S T T S | T S S S S | - - En - - | | T = trap tile | S = safe tile | En = Entrance | Ex = Exit | | or as you see it on the minimap | En | T T S S T | T T T S S | T T T T S | ExS S T S S | T S S S T o------------------------------------o Continue on. In the next room you will have to dance with a teleporter. Yes. Really. As you step on a floor tile, the teleporter will move from location to location. There are also two floor tiles with pressure plates to step on as well. [Note: I'm not sure what the pressure plates accomplish. Perhaps they make it possible to catch' the dancing teleporter]. Before you use the teleporter, however, open the Secret Door at {8,5} using perception. There you need to solve the riddle of the Riddle Chest you find. o------------------------------o |Solution: | coin o------------------------------o Now try and catch the teleporter. Just move about until it happens to be on an adjacent tile and then step on it. You will be teleported to the stairs to level 3. ** Tower of Enigma - Level 3 ** You start level 3 in a small room at {3,8}. Hallways lead off to the east and south. Both passages eventually end up at the same location. We will follow the east passage first. There is a Secret Door at {6,7} requiring perception to open. You will find a book behind the wall. Follow the hallway again. You will come to a room with a small chest sitting on the dresser with the glowing blue ball {4,13}. The chest contains a Relic, the Staff of the Lyre. Continue up the stairs where you will come to what appears to be a wizard's room. At location {10,10} of the wizard's room is a table with a genie's lamp on it. You can talk to the lamp. Rubbing the lamp releases its occupant, the Djinn, Nur. Nur is a trainer for Grandmaster Prime Magic. In Nur's room there is a Secret Door at {8,7} that requires magic to open. Behind the door is a Riddle Chest. o------------------------------o |Solution: | mushroom o------------------------------o Leave Nur's room via the eastern doorway. At location {13,8} there is a Secret Door. Open the door with a might-inclined character and down the hallway is a chest that contains a Flute. The flute is a real enigma because you get no message whatsoever about its function of where it might be used. [Note: this Flute is used in Sudgerd to open a particular passage]. Continue down the hallway to the south and you will come to a room with a statue in the center. When you interact with the statue you get a riddle: "Strong or weak, they all soon learn, That I dwell within the hearts of men, In darkness I rule but retreat from light, I don't need hands to grasp you tight." Your reward from the statue will be the Scrolls that Zouleika is looking for. o------------------------------o |Solution: | fear o------------------------------o [Note: I found it curious that in the Tower of Enigma, if you are here for the Archmage Promotion and are trying to increase your Prime magic skills, you find the trainer for Grandmaster Prime. But to get the Grandmaster level, you have to be promoted first. So for the Freemage, she has to complete all 3 levels of the Tower of Engima, go all the way back to the Crag to get the promotion and then come all the way back to level 3 of Enigma to get Grandmaster Prime. And then go down all 3 levels of Engima to get back to the outside. Seems like the game is saying "take a hike". Just sayin']. ** Doing some skill upgrade activities ** With the Scrolls in hand, head back to The Crag and show them to Zouleika. She is overjoyed that you found the scrolls and promptly promotes you to Archmage. You can now raise you mage's magic skills to Grandmaster level. The trainers are at the following locations: Air Magic - Shiva in the Wyslin Jungle; Dark Magic - Luna in Halloth Grove; and Primordial Magic - Nur in the Tower of Enigma. You likely have also been increasing the Magical Focus skill of your mage. The trainer for Grandmaster in this skill is Berenice found on level 2 of the Elemental Forge. ** Starting the Runelord Promotion quest - and exploring the Vantyr Range ** My party had a Rune Priest who was itching to become a Runelord. You get this quest from Eldgrim, in Eldgrim's House {27,2} of Seahaven. He tells you that he will gladly promote you to Runelord if you prove yourself worthy. You will have to travel to Sudgerd to look into some curse on an ancient Library. In Sudgerd, you will need to restore Arkath's Sacred Fire. Sounds like a plan. Sudgerd is in the Vantyr Range of mountains and you can't access those mountains until you recover the Shard of Air and get the Blessing of Ylath in the Elemental Forge. Since my group has done those things, we felt ready to tackle the Vantyr Range. An easy way to get to the Vantyr Range is to take the Teleporter that is found near Castle Portmeyron. You can only use the teleporter if you have the Blessing of Ylath. So we got ourselves prepared and then made our way to Castle Portmeyron. The Teleporter is just behind the Castle at {119,71}. When you step on the Teleporter, you are whisked away to location {123,70} of the Vantyr Range. You now need to explore this area, and, for the Runelord Promotion quest, to find the dungeon of Sudgerd. ** Exploring the Vantyr Range ** Make your way north, then east from the starting point. As you are traveling east, you will see a building in front of you. This is the home of Arnod. Arnod is a dwarf who will give you a quest for training in Grandmaster Crossbow ([32] Crossbow Grandmaster). He wants you to shoot 5 targets that are placed near his home. This is an easy quest to complete, but in your travels you will come upon some Teleporters. This Guide would suggest you NOT take those yet and finish Arnod's quest. The Teleporters will take you to other locations in the Vantyr Range which we will want to do a bit later. ** Doing the easy quest Crossbow Grandmaster ** One of the targets for you to find is at {122,75} not too far to the east from Arnod. You need to be facing east to shoot at the target. Just use you bows and crossbows and fire at the target. You can even use long range spells like Fire Bolt. You will hear the battle music playing, but no enemies will appear. With a few shots ,the target is destroyed and your quest log will update. Let's find the other 4 targets. The 5 target locations are {122,75}; {128,69}; {132,66}; {143,61}; {142,58}. After you shoot the last one, return to Arnod and get promoted. ** Teleporting about the Vantyr Range ** Now continue to explore the Vantyr Range by using the Teleporters. There are several Teleporters in the Vantyr area, each taking you to a different location within the Range. Each one will teleport you back to the one you just used. The Teleporter just north of Arnod's house {128,80} takes you to the Teleporter at {131,80}. Within a few steps you will need to fight a Griffin. A few steps further north and west, you will be met by Helioran, a Boss griffin. Tar and feather him. Continue exploring to the east and north. At {134,87} you will see a destroyed merchant wagon and just beyond that are 3 Cyclopses waiting to beat you to death. Beyond the Cyclopses you will find a Dangerous Cave at {132,92}. [Note: In my games, I could not enter that location. Ever. And I could not find any quest to enter that location.] In the far south of this area at {141,78} is a Mysterious Crypt. You have to step on the pressure plates in the correct sequence to open the portcullis to the treasure. All plates must be activated. o----------------------------------------------------------------------------o |Solution: | walk this way | N4, E2, N5, W4, S2, W2, N6, E8, S6, W6, S3, E2, S2, W6, N9, E12, S9, W6, | N to chest o----------------------------------------------------------------------------o The reward for this crypt is the Relic: Jade Coif, a helmet (+6 Arcane Discipline, +10 Spirit, +24 water dmg to attacker). Not too shabby. Exit the crypt and show the world your new coif. ** Still exploring the Vantyr Range ** Walk north to the broken merchant cart where you fought the Cyclopses. The nearby Teleporter at {136,90} will take you to {136,92} of the Range. You will soon be attacked by several Elemental beasts. To the southwest of the Teleporter you will find the entrance to Sudgerd {142,87}. The description of that adventure follows below after a few more stops in the Range. To the northwest of the Teleporter you will find the entrance to the Tomb of a Thousand Terrors. Unless you've progressed far enough in the game to have the quest to enter the tomb, the door will be locked. We will come back to the Tomb at a later time. At location {123,102} you will find a Riddle Chest. Solve the riddle to acquire the loot. o------------------------------o |Solution: | compass o------------------------------o Take the Teleporter at {136, 92} and return to Arnod's house. The Teleporter northwest of Arnod's house {123,83} teleports you to {123,86}. In this area are some fire elementals to fight. At location {116,99} you find the Dwarf Hall. Erling and Geisli both live here and offer gossip. Erling will give you the Pathfinder Promotion quest if you have a Scout in your party. At {113,87} you see a cool looking fountain thing and Changbo standing next to it. He is the trainer for Grandmaster Dual Wield. He will train you with no fuss, well, except for 5000 gold. Also visit the Obelisk {117,88} near Changbo. The Teleporter at {119,83} takes you to {115,83}. Proceed east, then south from this location, fight some Earth Elementals and visit Vilma in her house at {111,80}. She will hire out herself to you as a Bodyguard. Moving south and then west from Vilma will bring you right to Seahaven. How convenient. ** Sudgerd: Quest: Runelord Promotion ** My party was happy with their exploration of the Vantyr Range, so they decided to go to Sudgerd and commence the Runelord Promotion quest. If you have explored most of the Vantyr Range thoroughly, it is easy to find your way around. The Teleporters are clearly marked on the Area Map and the ones that teleport back and forth are adjacent to each other on the map. So take the appropriate teleporters to get to the north west end of Vantyr Range. Sudgerd lies to the extreme south {142,87}. ** Sudgerd - Level 1: Runelord Promotion Quest ** Your goal for Sudgerd, if you are here for the Runelord Promotion quest, is to find the braziers and relight the Sacred Fire of Arkath. Sudgerd is a two level dungeon, and is populated by some pretty tough foes. You begin Sudgerd on level 1 at location {7,1}. From the entrance door, you can venture north, east or west. To the west is a small room with a chest {4,3}. Opening the chest results in an ambush by a fearsome Shadow Elemental, Facehugger and Shadow Lurker. Clear them out and leave the room. Back in the entry area, you will see a passage to the north that leads to a huge cavernous room. We'll go east first since it leads eventually to the same huge cavernous room. So continue east through the entry room and into the passage through the hole in the wall. As you round the corner to go north, you will be ambushed again by 2 Shadow Lurkers. The Liquid Membrane spell is your friend here. Continue north along the passage and fight some more denizens of this dungeon. At location {15,12} is a small pyramid-shaped marker with blue glowing runes surrounded by some colored crystals. When you interact with this marker you get the message that the crystals seem to react to sound... Hmm. [Note: you need a flute to activate these crystals. The flute is obtained in the Tower of Enigma.]. If you have the flute, you will get the message "do you want to play a tune". Then you get to choose one of 4 musical notes - C, D#, F, or G. You need to play 6 notes in the proper sequence. This will open a passage just to the north of the crystal where you will find a chest to open. o----------------------------------------------------------------------------o |Solution: | 4,1,2,3,2,4 which corresponds to G, C, D#, F, D#, G o----------------------------------------------------------------------------o At location {12,13} there is a lever; pulling that lever doesn't seem to do anything yet. Venture west into the large cavernous room. There is a door at {7,13} that can't be opened yet. On the west side of the huge room are 2 passages. The northern-most passage leads to a confrontation with some beasts. Go fight the beasts and the enter the small room. There is a Secret Door at location {2,11} that requires magic to open. You find a chest to loot. Go back out to the huge room and go to the south passage at {5,6}. You will find a lever at {2,5}. Pull it. Now go back to the lever at {12,13} and pull it if you didn't before. Pulling both levers conjures a horde of enemies in the huge room. Using the 2 levers also opened the door at {7,13} which leads to the stairs to level 2. After defeating the horde, ascend to level 2. ** Sudgerd - Level 2 ** You arrive at location {7,0} of level 2. You are in a massive room. There is an open passageway to the east at {8,2} which leads to a battle with some creatures. The room they were in has a small chest at {13,1}. Directly across the massive room is a door at {6,1} which cannot be opened. Ever. It is just decorative, apparently. A nearby lever at {6,3} drops a red elemental barrier which blocks your progress. Pull the lever again to raise the barrier. When you step beyond where that barrier was located, it will automatically drop and you will be trapped by the barrier and ambushed by a number of enemies. Good luck with that. When you finally defeat all of them, explore the immediate area. You are in a massive room with large pillars. You are blocked from going south because of the red barrier. There is nothing to the east. To the west is a door that cannot be opened. Ever. The red barrier will be removed once you have fought the main Boss in the next large area. So continue on to find him/it. To the north you can see into another massive room. Just before you get to the entry to the massive room, there are 2 smaller rooms on either side. The room to the east has a barrel. The small room to the west leads to a battle with some Fire Elementals and others that come out of an adjacent room. The side room leads to the west side of the massive room. Before venturing into the massive room, go over to the eastern side. On the eastern side of the massive room there is a passage leading east and then south. You will have to fight a number of Fire Elementals to proceed south. There is a chest waiting for you at {14,14}. Now come back to the massive room. You can walk up the path in the center of the room or go to the west and walk to the north. Whichever direction you choose, you need to approach the north central region of the massive room. You will be ambushed by the Eye of Madness, the Boss of this area. Poke him in the eye. What madness. Now interact with the large altar structure in the center of the north end of the room {7,22}. Doing so will ignite the two braziers on either side and thus you will have re-ignited the Sacred Fire of Arkath and completed the Runelord Promotion quest. Bask in your glory. ** Become Grandmaster at Fire Magic ** Because of my party's recent sojourn through the Vantyr Range and gaining the Rune Priest promotion to Runelord in Sudgerd, they decided to get the Grandmaster Fire Magic skill for the Runelord. The trainer for Grandmaster Fire Magic is Erika who is found at {43,64} in the Minho Marshes. To quickly get to the Minho Marshes, take the Teleporter {34,45} east of The Crag into the Menthil Coast and then take the adjacent Teleporter at {34,49} to reach the Minho Marshes. Walk a short distance north to find Erika. ** Exploring more of the Minho Marshes ** While you are in Minho, why not take the opportunity to explore further (or for the first time if you haven't been here). You should be powerful enough to deal with the creatures you find. At location {36,64} in the Minho Marshes, you will find the house of Nahla. She is an Alchemist/Apothecary who sells potions if you allow her to join you. Near Nahla's house, at location {32,56} is an Obelisk for the quest [39] The Secret of the Obelisks. ** Exploring the Desolate Wilds ** In hoping around the countryside, leveling up their skills and whatever, my party realized that when they were in the Desolate Wilds, they were given a quest by a mysterious Ghost called The Wanderer. She had given us a Half of a Pendant' to take into the nearby dungeon, the Fortress of Crows. So they decided to seek out the Fortress of Crows and fulfill their promise to the Wanderer to deliver the Half of a Pendant to someone inside the Fortress. We made our way to the Desolate Wilds and to the Fortress of Crows. ** Fortress of Crows - Quest: The Curse of Volos ** This quest was given to you by The Wanderer {40,31} found standing in the Desolate Wilds, not far from the Fortress. When you agree to take the quest, she gives you a Half of a Pendant and asks you to deliver it to someone in the Fortress of Crows. You meet Melanthe {2,2} right after you enter the Fortress. You will talk for bit with Melanthe and she gives you the history of the Fortress. Seems that there was some jealously between lovers and a curse was placed on the city, Volos. You show her the pendant given to you by the ghostly Wanderer. She accuses you of being treasure hunters and asks you to leave. She offers you treasure if you leave. You can accept her deal or not. If you accept, the quest ends. (Now what self-respecting adventurer would do that, really?) Instead, tell Melanthe that you promised to deliver the pendant. She gives you a dire warning about the Fortress, and then disappears in a cloud of Purple Haze. (Sorry, no Jimmy Hendrix music). Go through the doorway where she was standing. ** Fortress of Crows - Level 1 ** You will be in a long hallway with a number of doors and passages leading away from it. There is a door at {4,5} right where you enter the hallway, but you cannot open it yet. Farther down the hall is a passage leading to the south {9,5}. Follow the south passage to a long, narrow hallway that ends at a door {17,1}. The door opens into another large hallway. Just to the north is a door {18,3} that opens into a much larger area. You can vaguely see a figure standing far to the north or your position. Take one step through the door and turn to the east. You will find a Notification stone {18,4} that reads, "A". This looks like a clue and you will have to find several of these stones to obtain the rest of the clues. Take a few steps toward the figure in the distance and then turn west and then south to find a notification stone {16,3} that says - "L". Be on the lookout for these notification stones. There are 7 of them and they spell out a code you need later to open a door. Just before the notification is a door {16,5} that opens into the east end of the long hallway where you started. Walk down the long hallway to the west. At {13,5} is a short passage to the north that leads to a chest {14,8}. Go back out into the long hallway and walk a little further west and see another short passage {11,5} leading north. This one leads to a small room that allows you to look to the west to see a chest. You can't get to the chest from this room because of a single-tile pit in the floor that you can't walk over. We will likely get to that chest later. Go back into the long hallway and walk east. Go into the smoke-filled area where you saw the figure. This area has a lot of intersecting passages that all end up at the same point, where the figure is standing. Explore the area to find a ground spot to dig and a notification stone at {16,16} that reads - "B". There is another notification stone at {20,12} that reads - T. And yet others that reads Y, A, E and R. You have to look carefully for some of these stones. Remember that you have to be facing an object to interact with it. It is easy to walk by a stone and not get the message. Now step up to the figure and you will find a beautiful, but Sad Ghost. She speaks with you. You find this is Kasia, a priestess of Asha, who was mentioned by Melanthe who you met at the entrance to the area. Melanthe told you that Kasia is the one who killed everyone and cursed the city. Kasia asks you whether you believe or not what Melanthe told you. You get 3 conversation choices here: you believe Kasia is 1. Innocent, 2. A monster or 3. You don't know what to believe. [Note: It actually doesn't matter which choice you pick as Kasia will tell you her version of the story regardless.] Kasia says that Melanthe is the real instigator behind the troubles. It was Melanthe who stole Kasia's beloved Rodas and who then murdered everyone and cursed the city. Kasia then thanks you for listening and you show her the Half of a Pendant. It turns out she has the other Half and gives it to you. This quest [31] The Curse of Volos is updated for you to now find and defeat Melanthe. As soon as you step away from Kasia, she will disapparate and you will be attacked by a horde of Undead. After they are dispatched, look for a notification stone at {16,9} that reads - R. Near the notification stone is a door {16,11} that requires a code to open. If you haven't found them all, search the area for the other notification stones. The locations of the stones are: {16,16}, {24,14}, {20,12}, {16,9}, {23,5}, {16,3}, and {18,4}. You should find 7 stones with the following letters - L, B, T, R, E, Y, A. This is an anagram puzzle. Re-arrange the letters to spell a word. o------------------------------o |Solution: | betrayal o------------------------------o Go through the open door. You will be in a large room with lots of levers. Before you pull any levers, go to the southwest end of the room and move south. You will come to the room with a chest {6,8} that you saw earlier. Open the chest. Go back to the large room. There is one open door at the north end of the room that leads to a chest. Go ahead and open this chest now and then we will pull some levers. The remaining 5 doors in the large room are locked. There is a lever next to 4 of the doors. There is a 5th lever that will be revealed as we open some doors. You obviously have to pull the levers in the correct sequence to proceed. o----------------------------------------------------------------------------o |Solution: | | When you pull lever L1 this opens the door at D4 and some Spectres will | attack. There is nothing in the short passage they came from. Pulling the | lever at L2 opens both the doors D2 and D5. Fight the ghouls and skeletons | that come out of D2. There is nothing behind door D2, but there is a barrel | behind D5. Pulling L3 closes D2 and D5. Now go to all the levers and have | levers L1, L3 and L4 pulled down and L2 up. This will open the door at D1 | and reveal another lever, L5. Pulling this lever opens the door D6. | | Map; L = lever; D = door | | North | Chest | | D3 L2 D2 | D4 | L3 | D5 L1 | L4 D1 L5 | D6 Entrance o----------------------------------------------------------------------------o Go through the open door at D6 {9,12) and you will soon be accosted by some Undead. Enter the room they came from and proceed to the south down the long narrow hallway. The door you come to {4,6} opens into the hallway where you began in this level. Turn around and go back. There is a door at {3,14} that requires a key. Another door at {1,11} opens into a small room with the stairs leading to level 2 of the Fortress. ** Fortress of Crows - Level 2 ** You start level 2 in a room at {2,11}. There are two closed portcullises along the west wall and a locked door at {3,9}. A Secret Door at {3,7} requires might to open and reveals a chest to loot. At the south end of the room is an open portcullis. Enter the small area behind the open portcullis and find the lever at {1,5}. Pulling the lever causes the solid wall at {3,5} to magically disappear. If you step into the opening revealed by the disappearing wall, that wall will re-materialize behind you, but the wall in front of you will magically disappear. Step forward and the same thing happens. And again. On the last step forward, the wall in front of you does not disappear, but the wall behind you moves back a space. You appear to be trapped. Take 2 steps to the west and the wall at {7,5} disappears and some undead Spectres appear. After you defeat them, step forward (east) and the wall in front will disappear. And the cycle repeats itself. Finally, the disappearing wall will reveal a chest. Opening the chest begins a confrontation with some Spectres. After you defeat them, turn around and step toward the empty chest. You will walk right through it and the wall in front of you will disappear. There is an interesting little phenomenon in the game here. You can temporarily avoid the last confrontation with the Spectres. When you approach the chest and you get the message to open it, don't. Cancel the process with the ESC key. Instead, turn around and you will see a ground area to dig where you will get a Silver Key. The chest will no longer be there. Walk past where the chest was and the wall in front of you will disappear and another chest is revealed, which is opened by the Silver Key. After opening that chest, the wall behind it disappears and you can enter the next room. I found that the loot obtained by this latter method to be better than opening the original chest. Go figure. When you enter the narrow room beyond the chest and disappearing wall, two Spectres attack. After you defeat the Spectres, you will notice that the disappearing wall has re-appeared and you can only move to the east. Luckily, no other walls seem to disappear here. There is a door at {18,5} which opens into a large room. When you take a step into the room, you will see some Undead waiting for you at the other end of the room. The center of the room seems to have a bunch of pressure plates, so you might want to avoid those for now. Taking another step into the room sets off the confrontation. After you defeat the band of Undead, survey your surroundings. In the center of the room there are 8 bronze colored pressure plates surrounding a green colored plate. At the northern end of the room is a passage {20,10} leading to the west. There is a locked door at {20,11}. Before we step on any of the pressure plates, let's first scout out the passage leading west. There is a Secret Door at {17,10} which requires magic to open and reveals a chest. Continue to the west and you will come to a jail cell type room with some Skeletal Spearmen in the cells who seem to be patiently awaiting your arrival. There are, in fact, a lot more undead further along. Take a step in the jail room and they all begin their attack. Back up to the corridor for protection. Don't stand in the middle of the room and get yourself surrounded. When you defeat this horde, explore the room they came from. In the jail cell area there is a small chest {14,12} nearly buried in the straw bedding. The chest contains a Golden Key. The iron barred door at {11,9} can't be opened. Go down the hallway to the west and there is a Secret Door at {8,9} protecting a chest. The door at the end of the hallway opens right near the entrance to this level. Now backtrack back to the room with all the pressure plates. As usual with this kind of puzzle, you need to step on the pressure plates in the correct sequence. This particular one really tries your patience. The solution follows. o----------------------------------------------------------------------------o |Solution: | | #1 Start at the south end of the grid at location 1 {22,6}. | #2 Walk 1 step N to light the blue tile {22,7}. | #3 Walk 1 step north to light the green tile {22,8}. | #4 Walk on several outer tiles so that only the green tile is lit. | #5 Walk back onto the tile at {22,7} to light it blue, walk north over | the green tile (it will turn off) and walk onto the next tile north | {22,9}. | #6 Without getting off of the grid, move 1 tile east {23,9}. | #7 Move 1 tile south {23,8}. | #8 Move 1 tile west {22,8}; this is the green tile and it will light again. | #9 Move 1 tile west {21,8}. | #10 Move 1 tile north {21,9}. | #11 Now move 1 tile OFF of the grid. Walk around outside of the grid to | the tile {21,6} of the unlit tile at {21,7} and move north 1 tile | onto {21,7}. | #12 Now move OFF of the grid again, walk outside of the grid to the tile | at {23,6} which is just south of the last unlit tile. Step on the | unlit tile {23,7} and the door will open. Bask in the glory of your | cleverness for a while, but then go through the open door. | | This is the graphical solution to the puzzle. ^ = start point; X = unlit | tile; O = lit tile. G=green tile, N=north, W=west, E=east, S=south | N | 1 2 3 4 5 6 | | X X X X X X X X X X X X X O X X O O | W X G X X X X X O X X O X X X X X X X E | X X X X O X X O X X X X X O X X O X | ^ ^ | | 7 8 9 10 11 12 | X O O X O O X O O O O O O O O O O O | X X O X O O O O O O O O O O O O O O | X O X X O X X O X X O X O O X O O O | ^ ^ | S o----------------------------------------------------------------------------o The now open door leads to a chest. All that work for just a chest. Oh, well. Onward. ** Fortress of Crows - Level 1 again ** Go back down to level 1. Go to the locked door at {3,14} and open it with the Golden Key. Walk forward to the teleporter. The teleporter takes you to the northwest corner of the level. You are at teleporter {1,24}. There are two nearby teleporters. There will be a series of teleportations to reach the final goal. Before you take any more teleporters, open the Secret door at {4,22} which requires magic to open. The teleporter at {1,22} takes you to {11,21}. The teleporter at {6,23} take you to {9,24}. The last two teleportations where essentially to the same point, near a teleporter at {11,24}. Take that one to {7,20}. The small room you land in has 3 other teleporters. The one to the south {5,16} takes you to {7,16}. Just north of the destination, the teleporter at {1,15} takes you to a chest to open. Go back the way you came. When you reach the room with 4 teleporters, take the one on the northeast corner {9,20} which takes you to a barrel. You may find now that the teleporters begin teleporting somewhat randomly. Just try to get back to the room with the 4 teleporters. In the room with 4 teleporters, take the one in the southeast corner {9,19}. You land on a teleporter at {3,20}. Go around the corner to the west and see the teleporter which, on the Area Map, has a door icon instead of the teleporter icon. When you step on this teleporter, you get the message to enter the Fortress of Crows, level 2. Hit the space bar to enter. ** Fortress of Crows - Level 2 ** You will arrive in the north east corner of level 2. Head to the south to the teleporter at {22,24}. That takes you to {9,24}. Take the teleporter {9,28}. You will land at {5,26}. Turn to the east and move that way. This area will have 2 other teleporters. Take the one to the north {8,28}. You will arrive at {5,28}. [Note: IMHO, this is getting tedious guys. I love puzzles as most of us RPG types do. But to essentially step on random teleporters to be teleported randomly loses its fun factor rapidly. Well, let's press on.] Take a look at your Area Map. The teleporter regions shown at the top of the map is beginning to spell out a word. If you take all of the teleporters and step on every tile, the word will be "SANDRO". Seems significant, no? Well, no, not really. But interesting none-the-less. As you are flitting about, check out the Secret Room in the N of SANDRO which requires perception to open. After much teleporting about, you will finally reach the teleporter at {1,19}. Around the corner from this teleporter is a large room. Walk into the room. There is a Secret Door at {5,18}. On the east side of the room is a door that leads to a large cavernous area. Head into the large area and head to the south and west. Fight some undead and then open the chest at {2,13}. Move to the north and then west to repeat the process with more undead. Continue moving and fighting undead until you reach the door at {23,21}. This leads to level 1 of the Fortress. You will arrive in the northeastern corner of level 1 at {25,20}. Just in front of you is a statue for some prayer and meditation. Then go through the door at {23,21}. Take a few steps into the room and a bevy of undead come through the walls. Literally. Take them out. Walk through the rooms until you reach a door at {16,22}. You really should buff your party before you open this door. The door leads to a confrontation with Melanthe. You immediately accuse her of being a liar and murderer and you aim to put a stop to her lying and murderous ways. She transforms herself into a real beauty. End her evil reign of evil terror here and now. After her demise, begin walking out of the area. You will be met by the ghostly visages of Kasia and Rodas. These were the lovers that Melanthe spoke of at the beginning of the dungeon. They thank you profusely for saving all of ghost-kind. They then disappear slowly into the ethereal realm, or wherever ghosts go. An onscreen message says that the two halves of the pendant have been made whole. You do, indeed, get an unidentified necklace which turns out to be the Relic, Lovers' Pendant. However, the two halves of the pendant you started with are still in you Quest Tokens inventory. I thought two halves make a whole. Go back toward the east of this area and when you get near the door to level 2, the disappearing wall thing will happen again just to the south. Go through the opening created by the now gone wall and you will be back in the already explored areas of level 1. Leave through the door back to the Agyn Peninsula, another job well done. ** Tomb of a Thousand Terrors - Quests [14] Descent into Terror and [15] Out of the Darkness ** My party rested and replenished and upgraded their skills using the various trainers they discovered in their travels. They then decided to tackle the Tomb of a Thousand Terrors. Can't really be 1000, can there? Let's go see. The Tomb is located in the Vantyr Range. Make your way to the Teleporter near Castle Portmeyron and get yourself into the Range. Take whatever Teleporters necessary to find the Tomb which is located in the northeastern region of the Range. When you enter the Tomb, you are greeted by the Mysterious Elf, the one you met in the Elemental Forge a long time ago. He asks if you are afraid of the dark . . . the door closes behind you and you are seemingly trapped within the Tomb. Your goal is to find a way out. The quest [14] Descent into Terror is ended and a new quest begins - [15] Out of the Darkness. Entering the Tomb also ends Act III of the game. ** Tomb of a Thousand Terrors - Level 1 ** You start the Tomb at location {19,9}. It is very dark, so light spells are necessary. Level 1 is small, but consists of a myriad of winding cavern passages. From here on, this Guide won't give a step by step walkthrough of level 1 because it would become confusing and tedious. Just walk around through all the passages, fight any creatures that attack and loot any chests or barrels you find. One notable location is {10,3} where you can pass through a doorway into a dungeon like area. Walk into the dungeon and you will be attacked by creatures. Fight them off and then move west and then north. At location {0,9} you will find the stairs to level 2 of the Tomb. Go there after you have explored the rest of the area. ** Tomb of a Thousand Terrors - Level 2 ** On level 2, you have no choice but to walk forward. Within 1 step you will come to a teleporter. The teleporter zips you to a nearby tile where you face a Shadow Watcher and his buddies. Hit them and watch them die. Enter the room they came from and find a purple glowing statue thing. This is actually a teleporter and whisks you away to another location {14,13}. Walk south through the open doorway. You will reach another teleporter which takes you to {9,10}. Walk north from that location. The small room where you arrive has a teleporter statue, but before you take it, walk north a few more steps. Some beasties will attack. You will be at a T-intersection with walkways leading east and west. To the east you see some waving giant grass-like plants. Go that way. In the room with the plants, walk around the plants and find a Secret Door at {11,17} that requires might to open. You will find a barrel. Now take the passage that leads north at {13,20} out of the plant room. You will reach a small room that has three small pyramidal blocks with purples runes inscribed on them. Read the messages the blocks present. The block on the left says "As life withers and closes, as the first sign of rage grows. The middle block says "Peace ends while battles start again". Finally, the right block says "A circle is drawn, where shadow is born". Hmm. Cryptic. From the rune room, you can go east or west. If you go east you will be attacked by Tomb creatures. Dispatch them. Continue east a few steps and then take the passage to the south. Walk all the way to the end of the passage you are in. At location {19,9} you will find a small chest. Near the chest, at {15,10} is a teleporter that takes you to {18,6} where you find a barrel to open. Take the teleporter to return to your previous location. Walk north from the last teleporter destination and open the Secret Door at {17,15}. Sample the contents of the barrel. Now take the east passage at {17,14}. Within a few steps you can turn south along the passage. As you follow this passage, you will be ambushed by a large number of Tomb denizens. At the end of the southern walkway you will find the door to level 3 {24,7}. You may wish to continue to explore level 2 at this point and return here later. Turn around from the door to level 3 and proceed to the north. Turn east at the first opportunity and follow the passages. In the hallway at {20,19} is a Secret Door which needs magic to open and reveals a barrel. Continue to follow the passages to the north and then west and you will return to the room with three blocks with purples runes. ** Further exploration of Tomb of a Thousand Terrors - level 2 ** If you explore the passage to the west from your present location in the rune room, you will find a closed portcullis {10,23} which a chest behind it. You will open that portcullis in a bit. Walk to the west from the portcullis and 2 Shadow Watchers pop out of the floor. Floor them. In the center of the room is a strange thing with eyeballs which is actually a lever. Pull it. You are presented with a Riddle - "What is its name?" Supplying the correct answer opens the portcullis to gain access to the chest. o------------------------------o |Solution: | erebos o------------------------------o Continuing west and then south from the purple lever thingy, and you will come to a teleporter at {5,16}. This takes you back to location {13,7}. Take the same teleporter at {13,7} again and arrive at {9,10}. Walk north and take the teleporter at {8,13}. You will realize by now that sometimes the teleporters take you to a random location. This dungeon should have been called the Tomb of a Thousand Teleporters. You likely will have explored all of level 2 by now. If you missed them earlier, don't forget to find the two additional Secret Doors before we go to level 3. There is a Secret Door at {11,17} which requires might to open and reveals a barrel. There is a Secret Door at {17,15} that needs perception to open and reveals a barrel. Barrels of fun. You now should be ready to venture to level 3, so hike over to the door to level 3 at {24,7} in the southeast corner. ** Tomb of a Thousand Terrors - Level 3 ** You begin level 3 at {3,18}. You commence through level 3 a lot like level 2, where you will zip around using teleporters. Take the first three teleporters as you come to them as you have no other choice. After the 4th teleporter, make your way southerly along the path. At the southern end of the passage you will be attacked by Tomb creatures. After they are gone, open the Secret Door at {3,7} which requires might and leads to a barrel and a ground tile to dig up. Then continue along the passage to the east. You will enter a small room that has a barrel. Head out by the southeastern doorway. You will come to a T-intersection with a portcullis directly in front of you {11,5}. Open the portcullis and loot the chest. Beyond the T- intersection, in either direction, you will be in an area of passages with lots of portcullises, some with chests behind them and some with teleporters. Walk around the area and get your bearings. At location {15,7} you will be attacked on all 4 sides by creatures. After your have removed them from existence, find the following locations in this area. To minimize the descriptional confusion, the Guide is going to walk you around and find locations, but not use any of the teleporters yet. At {13,3} there is a portcullis that leads to a teleporter. Hold off using this, we will come back later. The portcullis at {15,4} also leads to a teleporter. The portcullis at {19,7} leads to a teleporter. At location {20,12} there is a portcullis you cannot open yet. Right near this portcullis is a Secret Door {19,12} which need perception to open. You find a chest here. The portcullis at {15,11} opens to reveal a teleporter as does the portcullis at {11,11}. The portcullis at {11,9} cannot be opened yet, but it shows a chest within. Now, let's go systematically use the teleporters. Since you should be near the northern end of the area, go north to the portcullis at {11,11} and then the teleporter at {11,13}. Don't step on the teleporter yet. Just to the left of the teleporter, notice there is a pressure plate off to one side. What you will shortly realize is that you need to teleport about the area and step on and activate all of the pressure plates. When you are done, the teleporters will disappear. You don't need to use every teleporter, and some of the pressure plates are already activated. Following are the essential teleporters to use: Go to the middle of the area in the north, go through the portcullis at {15,11} and then step on the teleporter at {15,13}. You will be taken to {18,1}. Step forward onto the pressure plate to activate it and move 1 step to the left (west) and 1 step north to teleporter {17,3}. You will be taken to {9,13}. Move west across the plate and take teleporter (11,13}. You arrive at {16,14}. Step on the plate and all of the teleporters disappear. You can now access the nearby chest, but you also initiate an ambush. Notice that on the minimap, a bunch of red dots appear indicating you will have to contend with some Tomb creatures. When they're gone, explore the whole area again to open any chest or find Secret Doors. The previously locked portcullises will now be openable. Opening the chest at {13,9} spawns an ambush. What a surprise. There is a Secret Door at {20,3} which needs magic to open and there is a chest to loot. Now head over to the stairs to level 4 at location {21,12} and head on up. ** Tomb of a Thousand Terrors - Level 4 ** You start level 4 at {9,10} and you can move west, east or north. Even though many of the paths seem to end up at the same spot, you will find there are gaps in the walkway that prevent you from going in certain directions. Here again, it would be tedious to give a written set of directions. Only the most salient will be mentioned here. There is a teleporter at {9,18}. This teleporter takes you to {16,12}. Open the nearby small chest and then use the teleporter at {18,11}. This one takes you to {13,18}. There is a yellow-colored tile that will glow white when you step on it. You should surmise from this that you need to find and step on all of the yellow tiles. Use the teleporters to return to the central area. Retrace some of your original steps as activating each of the yellow tiles will restore some of the broken walkway within the level. Find the small chests and barrels that were inaccessible before. Now go to the teleporter at {9,8} which takes you to {1,5}. Step on the nearby yellow tile. In the distance you can see some walkway sections being restored. Now go back to the central area. You will be attacked by a Shadow Dragon. After you have dragged it to its demise, continue retracing you steps, looking for restored sections of the walkway. At location {0,10} there are three small chests to open and another small chest at {3,7}. There is a small chest at {7,1} and a newly exposed teleporter at {8,2}. Up the path from this last teleporter is another one at {17,18}. The last one leads to a yellow tile and an ambush. Head down the ramp to the next teleporter at {17,1}. Retrace your steps again looking for newly opened passages. You will be ambushed along the way. Eventually you will reach {17,6} and be confronted by the Eye of Terror. After you have removed him from his reign of terror, search the small room. There is a small chest at {18,7} which contains the Relic, the Evangelist, which is an axe. At location {18,5} is a dead adventurer. You might be thinking, "There by the grace of Asha go I". Picking the pockets of the adventurer, you find a book - Dunstan's Last Adventure. So that's where Dunstan ended up. Read about his last days. It's interesting. Really. He says that a false Dunstan is lurking somewhere in the Tomb and it looks just like him. Dunstan also has an item called a Dream Shard. I wonder what that is for? [Note: The Dream Shard remains in your inventory for the rest of the game. The Author of this Guide never found a use for the Shard.] The small room with dead Dunstan also has a yellow tile to step on. Maybe that's the last one in this Asha-forsaken place. We'll see. Make your way to location {3,1} where there is a door that leads to level 5. ** Tomb of a Thousand Terrors - Level 5 ** On level 5 you are again confronted with teleporters to negotiate. You can negotiate them, sort of at random since there aren't that many. When you reach the final location you will meet Eruina, a Dark Elf. She says she is on your side. Hmm. She tells you that you have a common enemy, Erebos, who is both the Master of Assassins AND the Faceless you know as "Dunstan". She asks you to follow her. Next you will be in Eruina's abode and will continue your conversation with her. Ask about the Quest: Out of the Darkness. She says she knows how to escape the Tomb and you are to warn your own people of the impending threat of Erebos. She further warns you that when you face Erebos, do NOT look into his mask. Why, I wonder? She says you need to find a way to remove his mask. How, I wonder? You can garner some gossip from Eruina and she will also train Master Dark Magic. You find out that the Mysterious Elf you have met twice now is her father, and he is under the spell of Erebos. Eruina is joined by two companions, Kastore and Yeshtar. Kastore has gossip and can train Master Prime Magic. Yeshtar is the trainer for Grandmaster Dagger. After you are done talking to the Ladies, you will be teleported back into level 5. You don't need to use any more teleporters, thank Asha. Go west up the ramp to the exit to the Agyn Peninsula. ** Report back to Governor Morgan in Castle Portmeyron ** You are now to report back to Jon Morgan in Castle Portmeyron, so make your way back to the Castle. When you talk to Governor Morgan, you find that the unspeakable has happened. The Black Guard has kidnapped his daughter, Ann. You tell him about your adventures in the Tomb of a Thousand Teleporters, I mean a Thousand Terrors. He tells you to enlist the aid of Crag Hack. It is Crag's granddaughter who's been kidnapped after all. Your new task from the Governor is to enlist Crag Hack in the quest [16] The Battle of Karthal. So level up and rest and whatever, and then get ye olde adventuring butts over to The Crag. ** Go to The Crag and enlist Crag Hack - Quest: The Battle of Karthal ** When you tell Crag Hack the whole story, he is incensed that they have kidnapped his granddaughter. He is more than willing to help. He tells you to take his Ship, the Revenge and sail to Karthal. Find Ameyro {13,15} on the docks of The Crag and he will allow you to set sail on The Revenge. You will need an empty companion slot for this as the Crag Hack himself goes with you. ** Fight your way through Karthal ** In Karthal, you will immediately be met by Hamza and he has some words for you. You can see the Harbour District burning in the background. Your new tasks are to defeat the Black Dragon and to defeat Salvin. You are immediately attacked by some Shades. You will need to pull the shades on these guys. You will notice that the city has been reset, so the coordinates on the map are reset as well. You begin your tour of the city from {14,1}. Walk north and be attacked by more Black Guard minions. When you reach location {13,9}, there will be a cutscene of a Dragon flying by and Hamza will chime in and say WTF. Crag Hack will also chime in and say let's go kill a dragon. Sounds like a plan. A few more steps up the stairs and the battle is joined with Taraleth, the Black Dragon. He's a tough guy, but, hey, you're the saviors of the realm, aren't you? Kill the dragon, search the courtyard for a couple of barrels and then continue. You might want to buff your party right about now because just up the stairs at {18,21} you will be attacked by a horde of Guards and Wizards from in front and behind. After they are dispatched, walk into the courtyard area and you will see another horde waiting for you on the stairs to the east. Dispatch them, too. Go up the stairs where all of those guys were waiting and you will meet Salvin. He asks you why you are fighting. You get a number of response choices. If you have a saved game, try them all. An interesting one is to choose, "For a little girl". With this response, he seems to be having second thoughts about being a bad guy and then kills himself. Other choices lead to a battle with him. He's not that tough, so it's your choice how you want to end this. After Salvin departs, Crag Hack will leave to go after the Master of Assassins. He tells you to go save his granddaughter. Continue on and you will enter the Vigil section of Karthal. ** The Vigil - Level 1 - Quest: The Battle of Karthal ** Once you enter the Vigil, you are immediately confronted by Markus Wolf. He's quite full of himself and tells you to back away. A cutscene ensues, and Markus runs away like a little girl. The door locks behind you and you then have to fight his minions. From the foyer where you are standing, don't run after Markus right away. Instead, enter the room to the left (east) of where you entered. The large room has a small chest at {13,21} that contains a Golden Cog. You will be ambushed by 4 Wizards. Now who would have predicted that? A little farther along is a Secret Door at {15,21}. Break it down with might and raid the chest. There is a passage to the west that leads to an inaccessible door. Go back out into the main foyer and enter the room to the west. You will be attacked by Wolf Hounds and Wizards. After they depart, search the room. There is a small chest at {2,20} which contains a Silver Cog. There is a Secret Door at {3,23} which requires magic. A short hallway leads to an inaccessible door. Go back to the main foyer. Go north from the foyer into the area where you saw Markus run. There is a door at {8,19} and two levers on the adjacent walls. Each lever opens « of the door, so pull them both. You can see Markus standing in the distance. (It's interesting that my party decided to rest at that moment for 8 hours and Markus was still standing there. Go figure.) As you step in the large room, you can see minions scattered about. I bet they are here to invite you to their poker game. Not. Step toward Markus and he will speak. He threatens to kill Ann, the little girl. Spunky little Ann bites Markus, kicks him in the . . . knee, and escapes. Markus runs away screaming - again. The minions don't attack right away. They wait for you to make the first move. So plan your tactics here. After they have all gone home for the evening, explore the area. Starting from where you entered {8,17}, move to the east. There is a door at {11,18} which cannot be opened. Go through the open door at {13,16}. The large room you come to has a Secret Door at {15,15} which requires perception. There is a portcullis at {15,10} which cannot be opened yet. The other doors lead back to the main area where you fought all the minions. Going west from the entry point {8,17}, there is a door at {5,18} which cannot be opened. Go through the open door at {3,16} to enter a room where some of the minions came from. This is a library room with lots of bookshelves. There is a closed portcullis at {1,10}. Two doors on the eastern side lead back to the main area. Open the door at {1,9}. WARNING. You see a chest at the other end of the room on a raised portion of the floor. If you try to walk there, your whole party will die. From what, I don't know. But they die. Reload. I assume we will make it back to this room later. [Note: The Author of this Guide never did find a way to access that small chest in the room where you die simply trying to walk to the chest. What's up with this??] Back out in the main area there are two doors on the south wall which you can open. Both doors open into the same large room, so take your pick. Stepping into the large room results in a battle with a large number of minions. Through the open doorway you can see the wuss, Markus, standing there. Now it seems he cannot run and hide any longer and he attacks. As soon as you hit his sorry @$$ with anything, he faints. How disappointing. You are given the choice to kill him or knock him out. You don't actually see this happen, it just happens. If you choose to kill him, Hamza chimes in that Irina Wolf would have offered a reward for him alive. Little Ann adds her two cents. If you choose to just knock him out, Ann Morgan chimes in that she would have planted an axe in his skull. Sweet child. I would like six just like her. Then Hamza joins the conversation and says Duchess Irina likely has a fate worse then death for Markus. This last choice seems like a good one. Either way, a final cutscene ensues with Crag Hack battling the Master of Assassins. o----------------------------------------------------------------------------o |Spoiler: | Crag loses. But he has weakened the Assassin by shattering his mask. o----------------------------------------------------------------------------o This begins a new quest [17] Master of Assassins where you are to find Crag Hack in a place called Ker-Thal. Before you leave, check out the two chests in the Throne room. Now go back out and enter one of the side rooms. The portcullises that were closed before are now open. They both lead to the Vigil level 2. ** The Vigil - Level 2 ** You enter level 2 at location {1,1} or {15,1} depending on which set of stairs you took. The Guide will continue from the point of using the stairs at {0,10} and arriving at {1,1}. You can proceed either to the north or to the east. Going up the hallway to the north, you will be ambushed by some Shades. After they're gone, continue to a closed portcullis at {2,9}. There is a Secret Door on the west wall at {2,9}. Break it open with might and loot the chest. Go back to where you entered. Now take the eastern passage. You will find a door at {8,3} which opens into a storage room inhibited by a lot of creatures. Take no prisoners. There are two rooms off to the sides of the storage room. The room to the west has a chest {3,4}. After you open the chest, head to the north. You will see a book on a pedestal in the distance. Take the book and then proceed to the east. You will be attacked as you approach the next room. Wipe them out and then continue east. You will see a door at {8,11} that opens into a room with two portcullises. If you look through either portcullis, you will see a figure standing in the distance. Opening either portcullis results in everybody and their brother attacking you, including some Dark Prophets. Go either to the west or east through a door that one of the Dark Prophets came from. Both directions lead to the stairs to level 3. Both also have a hallway that goes south where you will find a lever to open the portcullis. Going through the portcullises takes you back to areas you've already explored. Find and loot the chests at {11,10} and {15,9}. Also open the Secret Door at {12,4} which requires magic to open. Head back to the north end of the level and take one of the stairs to level 3. ** The Vigil - Level 3 ** My party used the northeastern door so we arrived on level 3 at {15,14}. You will come to a door at {12,13}. Through the door is a large cavernous area. There is a book pedestal which gives you the book "Decree of Destiny" which is one of the books for the quest [41] The Forbidden Saga. For my party, this was the last of those books to find and the quest update said to return to Umberto in Seahaven. We'll do that later, obviously. Proceed south from the book. There is a Secret Door at {11,10} that needs might to open. The room contains a chest. Go back out to the hallway and proceed to the west then north. The door at {4,10} exposes you to an encounter with a bunch of enemies. The room they were in has a small chest at {2,11}. If you leave this room to the south, you will enter a room with two barrels, a portcullis you cannot open, and an open doorway to the east. Go through the open doorway into a cave-like area. When you open the nearby barrel, you are ambushed by one of those squid things. ** Meeting Lady Thea, Lord Jeno and Lord Myron ** Proceed south from where you fought the squid thing and you will be in a room that has two doors, a portcullis and 4 levers. What to do here? First, open the Secret Door at {6,1} which requires perception. You reveal a lever behind the Secret Door. Pulling that lever opens the portcullis. Go through the open portcullis and in the room you just accessed, you will find Lady Thea, Lord Jeno and Lord Myron. Speak to gorgeous Lady Thea first. Lady Thea, of course, wants to know who you are, and you ask her the same. She is one of the Karthal City Council members that were arrested by Markus Wolf. She tells you an interesting fact that the Vigil is not just a palace but is also a seal or barrier that prevents the Faceless from entering the ruins. She says you must stop Dunstan. Lady Thea will also trade with you and offer supplies. Just what we needed. Lord Jeno will identify stuff. Lord Myron says nothing. ** Continue exploring The Vigil ** From Thea and her friends, go east until you reach either of the two doors at {7,3} or {7,1}. Taking either door at {7,3} or {7,1} sets off an ambush from all sides. In the room you enter through either door, you can go north into the cave-like area. When you do, you are ambushed by a Faceless. It dies with such pretty purple sparkles. In the northwest corner of the room the Faceless was in, you will find the stairs to Ker-Thal. Wait a moment before you go upstairs as there some more locations to explore. From where you fought the Faceless, go to the east and enter the room where there is a chest {15,6} that requires a Key to open. From the chest room, head through the door to the south {14,4}. Through this door you will be ambushed by a number of creatures, unless you fought them earlier if you came through the door on the west wall. The room you enter has a door near you, but 4 other doors that you can't reach because they are across a chasm. There is a small chest at {13,3}. You will get a Golden Key from the chest that opens the chest in the previous room at {15,6}. Open the door, or go through if it's open and proceed north into a room. This room has a chest to open. Go back to Thea if you need to sell some junk and buy supplies. Otherwise, go back to the cave-like area where you met old Faceless just a few minutes ago. Take the stairs to level 1 of Ker-Thal. ** Ker-Thal - Level 1 ** Ker-Thal is a dark and foreboding place, but it does have some pretty blue walls. You start the level at {12,13}. A few steps in and you find Crag Hack's lifeless body. The quest [17] Master of Assassins now updates to inform you that your task is to kill Erebos. From Crag's body, you can go east or west. The level is fairly straightforward, so instead of giving step by step directions, this Guide will only mention the most salient features. As usual in a dungeon, take all paths and fight all enemies and expect to be ambushed on occasion. If you have made it this far in the game, you should be able to handle any enemy you encounter. If you take the path to the east of Crag's body, you will fight lots of enemies and find a few barrels. At location {21,7} there is a Secret Door that requires magic to open. You find a chest in the short passage beyond the door. Return to Crag's body and go west. Traveling west, you will soon be met some enemies. After that, you will find a chest south at {6,3}. Head to the north and be ambushed by a number of beasts. Continue along the linear path. In the northeast corner of the level is a Secret Door at {18,20} which requires might to open. Loot the chest therein. Continue exploring. Eventually you will head west and find the stairs to level 2 at {1,19}. ** Ker-Thal - Level 2 ** Level 2 is much like level 1. At least initially. The paths are straightforward. Follow paths and find stuff as you have done before many times already in this game. At location {11,31} to the east of the entrance is a Secret Door that requires perception. You find a chest within. To the south of where you entered the level, you will find a bridge at {4,32}. Half-way across the bridge you will be ambushed. Once across the bridge, explore around for some ground areas to dig for treasure and a couple of barrels. Heading to the south of the level, you will come to some ruins and, of course, have to deal with some of the Ker-Thal denizens. Before you enter the structure and fight the enemies waiting at the door, head to the west and look for the chest at {6,7}. Expect the usual ambush after opening the chest. Now proceed towards the ruins and enjoy the welcoming committee. Enter the ruins and proceed east and then north. Find a small chest at {17,10}. Now you will be in an area much as you experienced earlier where the pathways may be broken up and you can't continue in a certain direction. When you step on the tile at location {20,18} you will be ambushed from all directions, so get prepared. Now continue the exploration of the area. There are no tiles in this area that cause reconstruction of the walkways like you saw on the previous levels. So just take the path in the directions allowed and loot any chests or barrels you find. Head towards the eastern side of the level. You will eventually come to {28,18} where you enter a stone-walled passage. Follow the path and you will round the corner to see a bunch of enemies waiting for you. Beyond those guys you will find the entrance to level 3. ** Ker-Thal - Level 3 ** A few steps in and you will have a cutscene where you get to meet Erebos. You can have a few words with him. He actually has a lot to say. You find out that he has been toying with you all along. The cad! He then disapparates and you need to go find him. Follow the hallways. At location {19,23} you find a Torn Page, but the contents don't help you much. Enter Erebos' lair and follow the paths. He will appear on occasion and hurl some poison at you. Fun. As you walk along the path, he will appear at intervals close enough for melee fighting. Be aware that he can regenerate his health, so you have to hit him hard and hit him fast. The real problem is, when you wear his health down enough, he will heal himself and then disappear, only to return at some other location. [Note: Erebos can be defeated during these early battles with him. In one playthrough, this Author discovered that, by luck, during one battle, he got several back-to-back Criticals with magic spells and with melee characters and Erebos died. When this happens, the end- game cutscene begins and you don't have to finish the Ker-Thal dungeon. You will appear, instead, in the Karthal Harbour District.] Following the path to the west and then north you will come to a large room in the northwest corner where you fight a Faceless. After its demise, you will find another Torn Page at {14,22}. This Page was written by a ship's commander who attacked Ker-Thal at some time in the past. He talks about a item called the Solar Sigil. Proceed further to the west and you will find a Piece of the Solar Sigil at {6,23}. Appears this might be an item to help you in the battle with the Faceless and Erebos. Looks like there are 4 pieces to find. When you leave that room and return to the walkways, Erebos will attack again, with his health fully restored. After you get rid of him this time, follow the walkway to the southwest. Here you will find another room, filled with enemies to fight, of course. After their demise, Erebos attacks again and then disappears. Annoying much? In the room you will find another Piece of the Solar Sigil {0,10}. Leave this room through the exit to the east. As before, Erebos will ambush you. Make your way to the south and then west of the level. In the extreme southwest corner of the level, and after battles with creatures and Erebos, you will find yet another Piece of the Solar Sigil {at 4,1}. Now go back out to the walkways and repeat the whole thing again. And you thought this would be a walk in the park. Move along the walkway to the southeast corner of the area. Fight through the enemies and enter the room. You will find another Page at {24,5}. At {30,3} you will find the last of the Piece of the Solar Sigil. If you have all 4 pieces, they will be re-assembled into the Solar Sigil. Now make you way toward the center of the area. You will continue to get annoying attacks from Erebos and his minions. You will be in almost continuous attack mode so you won't get a chance to rest your party. On one occasion, though, there will be a break in the battle music, so take this chance to rest - not to mention saving the game. Make your way to the south central part of the area. It might be best to try to keep your buffs up such as liquid membrane and Celestial Armor. At one point you will be ambushed on all four sides by the Elite Faceless and perhaps Erebos again. The Faceless will attack from range and will try to Feeblemind your party members on almost every shot. In the south central part of the area is a glowing-yellow pedestal. When you interact with the pedestal, it accepts the Solar Sigil, but you also need to supply a password. So go ahead, supply a password. o------------------------------o |Solution: | Michael o------------------------------o The onscreen messages say that the ancient battleship has come to life and Erebos gets zapped by some Holy Light. Done and done. The endgame cutscene ensues. ****************************************************************************** ** Keep playing the game, or things to do after you've saved the world ** When you have eradicated the Evil that was Dunstan/Erebos/Master of Assassins, you can continue to play the game and finished any unfinished business. You will be plopped back in Karthal Harbour District with the city restored to its former glory. ****************************************************************************** ** Go to Limbo ** One thing you might want to do is to go to the dungeon Limbo. Earlier in the game, when you visited the Inn run by Tamal {85,47}, you met the fortune teller Madame Cassandra who could tell your fortune and give you guidance. When you asked about your fortune, she told you that it is not time to tell you, and to come back later. After you have beaten Erebos and essentially completed the game, go back a talk to Cassandra. Now ask about your fortune. She will give you an item - The Other Eye of Goros - and tell you that your future shall take you to a place both wonderful and strange. You will get the onscreen message that the dungeon of Limbo has been marked on your world map. Let's go see what's going on in Limbo. Limbo is in the forest almost straight north of the Elemental Forge. So make you way to that location. The entrance is just a statue head sticking out of the ground at {53,59} in the Yon-Chall Forest. When you interact with the head, you put the Other Eye of Goros into the statue. You will now be allowed to enter. The goal for the dungeon Limbo appears to just be entertainment value and an inside joke perpetrated by the game's developers. The denizens of Limbo are named for the developers and their appearance ranges from the normal to the fantastic. Approach the dungeon with a sense of humor and enjoy the ambiance. ** Limbo - Level 1 ** You start at location {14,2} and standing right in front of you is Melvin. When you speak to him you get the quest [56] In Limbo. He has some interesting things to say about the dungeon. He also mentions some nasty creatures called Ubimancers. The quest you were given is to defeat all Ubimancers (total of 6). Let's get started. Limbo is a totally different kind of dungeon than you have seen. The graphics are very modernistic and sparse giving it an space-ship kind of look. Move forward to a knight statue and open the door to the east. The room seems empty except for a floating table and chairs and a red telephone on the table. ET phone home? Leave the room and head west down the hall. Open the door at {9,5}. This room appears to be a dining hall. There is a chest in one corner {7,0}. Take in the view from the windows. A cosmic cloud scene. Cool. Leave the room and continue moving west. You will come to 2 doors. The door at {4,5} can be opened and you will meet a Naga named Stephan. He is in the Limbic Entertainment room and has a few words for you. Also in the room is a human named Rene. Both actually have something cryptic to say, but offer nothing else. On the wall at {2,3} is a wall plaque that reads 6945472381. I bet this is used somewhere, ya think? Open the door {4,5} across the hall and you will have to fight Paul, a Jaguar beast. Upon his death you get the Key Card Alpha and the quest [56] In Limbo is updated. Seems Paul was one of the Ubimancers you needed to kill. In the room where you fought Paul, there are several creatures to interact with. Here you will find a mermaid creature named Larissa; Thomas, who has a question mark for a head and Lore, all of whom have something cryptic to say. The door in the north part of the room opens to initiate a fight with a boomerang throwing beast, Julien, upon whose death your total Ubimancers killed will increase to 2. The room contains Karsten, Spike, Stefan, Marcus, Angi, Johannes, and Moni. Their cryptic messages all point to the notion that they are avatars for the Developers of the game. Cool. There is a chest in this room to open {5,14}. There are two doors in the area, other than the one you entered. The red door on the east side of the room opens into the corridor in the center of the area. Take the north door first. When you go through the door to the north of the room, you can talk with Anselm. He, like the others, just says some cryptic phrase. There is a chest to open in this room {6,19}. Open the door on the west side of Anselm's room and you will meet lovely Leslie, a priestess, out in the hall. Leslie doesn't like you. Killing Leslie nets you the Key Card Gamma and updates the In Limbo quest. Just to the north from Leslie is a door {8,20} that is opened by Key Card Gamma. You will be attacked by a chakram wielding dark elf, Helene. She's another Ubimancer for your total and you get Key Card Delta from her. The large room Helene was in has Marta and Balearic Fox. These two add to your collection of nonsense phrases from the inhabitants of this strange place. The far corner of this room has two chests, one gives you loot and the other gives you Key Card Beta. Go back out into the hallway from the last room and move to the east. The red door at {12,18} is opened with Key Card Beta. You will fight a Dark Wizard, Erwan. He's another Ubimancer. In this room is Caro, The Sinner, Denis, Kutsi, Lirion (an archery target), and Achim. Nothing here. Move along. The red door on the eastern wall {15,20} requires a code to open. Enter the proper code to access the room. The creatures here are Patrick and Christian. Patrick says there is no place like 127.0.0.1. o----------------------------------------------------------------------------o |Solution: | | 6945472381 obtained from the wall plaque at location {2,3}. o----------------------------------------------------------------------------o The red door at {15,18} gives you the number - 147 but won't open. The door at {15,18} facing south is opened with Key Card Delta. Proceed south from that door. The first door to your west at {15,16} gives you the number - 59; you can see a floating blob with the letter U on it, but otherwise you can't enter yet. Turn west at the first hallway and go to the door at {12,15}. This door also needs a code for access. We will get that code momentarily. Proceed to the west to another red door {9,15} which gives the number - 253. Head south from this door to another door at {9,12} which is opened with Key Card Alpha. The room beyond you have already visited. Continue down the long hallway to the south and then turn east. When you reach the Knight statue, turn north. Through the door at {15,9} you can see a Naga; the door needs a key to open. The door at {15,13} gives the number - 248. Ok, so now we have a series of numbers - 59, 248, 253, and 147 and we have what seems to be a code - 127.0.0.1 - given by one of the creatures we talked to earlier. All the other creatures had nothing but gibberish to say. While 127.0.0.1 might seem to be gibberish to you, computer geeks and geekettes would know what 127.0.0.1 is. For those Muggles among us, this number refers to a loopback address; a non-routable IP address that is defined as referring to the "local" computer. In other words, 127.0.0.1 is any computer you happen to be sitting in front of right now. It seems to be a good bet that this number will work as an entry code. Go back to the door at {12,15} which required a code to enter. Trying the numbers we have, you will find that 127.0.0.1 unlocks the door. Enter the room and look about. There is a chest at the south end of the room and 8 levers along the east and west walls. Open the chest and get the number - 162. We now have 6 numbers and there are five doors with a code number, and 1 chest that are still locked. And there is 1 door that requires a key. Pulling the levers correctly in 6 combinations will open each of the five doors and the chest. The chest will contain the Key Card to unlock the door that requires a key. So go ahead and pull, or not pull, the 8 levers in six different combinations. The solution follows: o----------------------------------------------------------------------------o |Solution: | L4 L8 | L3 L7 | L2 L6 | L1 L5 | y | | y= you | L=lever | | The numbers given on the doors is the alphanumeric equivalent of a binary | code number, each of which corresponds to which lever is moved down (0) or | left up (1). Stand at the chest and face north. Lever 1 (L1) is in the SW | corner and L8 is in the northeast corner. L1 corresponds to the first digit | of the binary number and L8 corresponds to the last. For example, the | number 248 given on the door at {15,13} is 11111000 in binary. This means | levers L6, L7 and L8 should all be down while the rest are up. L6,7 and 8 | are the last 3 levers and the last 3 digits in the binary number are 0, | which means down. | | Let's start with the chest in the lever room. To open the chest, use the | number 101000010 (162 in binary) where levers L1, L3 and L7 are up and the | rest are down. You will get the Key Card Epsilon. This Card opens the door | at {15,9}. | | To open the door at {9,15}, use the number 11111101 (253). L7 down and the | rest up. | To open the door at {15,13}, use the number 11111000 (248). L6, 7 and 8 | down. | To open the door at {15,18}, use the number 10010011 (147). L2,3,5,6 down. | To open the door at {15,16}, use the number 00111011 (59). L1,2 and 6 down. o----------------------------------------------------------------------------o When you get the final key card Epsilon, open the door with the Naga and defeat him. This is the last of the Ubimancers you need to fight. You will meet Daze in the room. He thanks you for removing the Ubimancers. A chest in the room gives you a lot of high level loot. Big deal. By this time the game is essentially done and there is little use for more loot. Oh, well. In the room {15,16} is a floating blob with the letter U inscribed on it. This thing, called Alien Technology, has a ton of hit points and it reflects 20% of damage back. If you have the patience, hit it again and again and again, ad infinitum. After what seems like hours whittling away its hit points, the damn thing will finally sloooowwwly sink into the floor and you get a couple of potions for your effort. What? Interesting little diversion. Some of the Limbo characters also gave hints that there might be a sequel to the game. I, for one, hope so. ** Meow Dungeon - Quest: The Cult of Meow ** You can spend some of your hard earned Ubi points and unlock the Dungeon of Meow. To access the Dungeon, first talk to Tamina who is standing along the docks {6,2} in the southwest corner of the Karthal Slums. She talks about how she and her sister are investigating a secret cult called the "Cult of Meow". She asks you to go to the cult's Supreme Temple and destroy the cult. This starts the quest [35] The Cult of Meow. Tamina will travel with you, but not in your companion slot; she will remain standing outside of the Temple and return you to Karthal if you ask her to. You start at location {0,5} standing next to Tamina. She does not accompany you into the Temple. Walk a few steps east and you will be attacked by Shadow Panthers. Just beyond the panthers is a pressure plate {6,5}, that when stepped on, the entire wall in front of you moves exposing a doorway. If you step south from the pressure plate, your progressed is blocked by a stone wall and a sphinx-like statue {6,3}, although you can see some Rakshasa enemies around the corner. This Guide will use the sphinx-like statue as a landmark for the description of this area. Adjacent to the first pressure plate at {6,5} is a second plate at {7,6}. This plate will lower the low barrier just to the west at {5,7}. You can step on the plate at {7,6} repeatedly and repeatedly raise and lower the barrier at {5,7}. Why you would want to do that I don't know. But you can. It seems that this will be the theme of this dungeon, that activating pressure plates will raise and lower or otherwise move walls to allow you access to other areas. If you walk past the low barrier at {5,7} and go around the corner, you will be attacked by 2 Rakshasa. The tile you are standing on as you begin to fight the Rakshasa is also a pressure plate {4,9} that moves the sphinx-like statue {6,3} you saw a bit earlier. The path to the east where you met the 2 Rakshasa soon ends. So go back to the first set of pressure plates and the sphinx statue. Go through the open doorway at {7,7}. You will be in a large room full of Rakshasa statues that block your progress. The Guide will call this the statue room. There is a pressure plate at {10,6} that when stepped on, moves a statue in the south end of the room. Go back to the sphinx {6,3} and just past it to the south is a lever on the wall {7,1}. Pulling this lever moves the wall right next to you and exposes you to the enemies behind it. Defeat them. There is nothing of interest, yet, in the small area where the enemies were located. Notice that the wall moved by the lever also blocks you from exiting the area to the starting location. If you pull the lever again, the wall will move back to its original position. For now, leave the wall in the open' position as we will return here presently. Now go east through the open doorway at {8,2}. You will be in the room with all the Rakshasa statues (the statue room). There is a Secret Door at {12,1} that requires magic to open. Loot the chest. Now find the pressure plate at {11,5}. Stepping on this plate will open a wall in the area that you exposed by pulling the lever at {7,1} - but only if the low barrier at {5,7} is in the up position. So go back to that lever, pull it to close the wall next to you and walk west past the sphinx. Step on the pressure plate at {7,6} to raise the low barrier. Now go back to the lever and pull it to reveal the opening in the wall in the west side of the small area. With the western wall of this area moved, go through the opening that is exposed at {4,3}. Just through the opening you can see an activated teleporter and in the room with the teleporter, you will find Farah, the sister you are to rescue. Talk with her. She is wary of your presence, but as you explain who you are, she hesitantly begins to believe you. According to the quest log, you have just rescued her, but she doesn't leave. When you step on the teleporter, you are whisked away to location {1,7} and immediately have to fight a Manticore. There is a pressure plate at {2,9} within the small room, half buried in the sand. Step on the plate. The plate has moved a statue back in the statue room. So use the teleporter and arrive back in the area with Farah. Go to the lever at {7,1} and pull it, go past the sphinx, go through the doorway at {8,7} into the statue room and at {11,7} a statue was moved to allow you to progress. You will find a chest at {13,9} to loot. Go back into the statue room and step on the pressure plate at {11,5} again. Now this plate will move all 6 of the sphinx statues right in front of you and allow you to proceed to the east. Within a few steps you will come to a T- intersection with a locked door at {15,5} immediately in front of you. Go to the north from the locked door. You will soon be attacked by a bunch of Rakshasa. Go north to the area where the Rakshasa came from. You will find a chest at {18,9}. Go back to the locked door and move to the south. You will again be attacked by some Cultist enemies. In the small room they came from is a chest {18,1} where you will get the Bronze Key. Go back to the locked door at {15,5} and open it with the Bronze Key. In front of you is a teleporter. This teleporter sends you to {24,5}. The area you arrive in has a couple of Manticores to contend with. Beyond the Manticores, the passages to your south or north both lead to a large room with Kilrah, the Boss Rakshasa. Pay him a visit. He calls you "misbegotten brats" of all things. You can't let an insult like that go unchallenged. Defeat Kilrah and loot his chest. Then return to Tamina who is still patiently waiting at the entrance to the Temple. Talk with her and end the quest. She will then return you to Karthal. ** We're done here ** If you have followed this Guide diligently, you have been just about everywhere and done just about everything. Play the game again with a different party make-up to experience those areas or quests that you couldn't get to the first time. ** End of Walkthrough ** *********************************************** Locations in the Game ********************************************** -=-=-=-=-=-=-=-=-=-=-= = Locations: Towns = -=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-= Sorpigal-by-the-Sea =-=-=-=-=-=-=-=-=-=-= The areas in the town of Sorpigal-by-the-Sea that are important for your party are listed below. You can find any barrels or chests on your own. ** Docks - Dunstan; will join you (temporarily) and will direct you to Captain Maximus for the quest [1] Looking for Work. ** Sir Christian {31,19} - He will take you by ship to other towns when they become available. ** Sorpigal Town Garrison {19,21} - The location of Maximus and origin of several important Main Quests. ** Goblin Watchtower - This is the Inn of Sorpigal. - Here your party can rest for a price, get supplies and recruit a chef. - Oscar the Innkeeper will train in Expert Dagger. - Jassad - He gives the quest [38] Jassad's Bestiary where beasts you slay are recorded in your log. - Kengi - a goblin cook in the Inn; you can hire him as your chef. - He makes a viable companion early. Every time you rest, you will get the well-rested notation if you have Kengi in your party. [Note: REST is mandatory for the raiders every so often. With the chef, the heroes will be well-rested every time. This will give bonuses to their main attributes temporarily.] ** Caldwell's Weapons shop {14,19} - Caldwell is the Weaponsmith. This shop will trade and repair weapons. - He gives training for Warfare Expert. ** Fine Dwarven Armor {18,26} - Thurmond in this shop will trade and repair armor. - You can get training in Heavy Armour Expert. ** Arcane Library - Faris is found here. He gives training for Arcane Discipline Expert. - The arcane library is the place to learn spells. The three essential spells to pick up early on are regeneration, sparks and fireball. Also, certain expert level of spells can be found here. ** Training Center {22,8} - Aldin and Enora are found here. - Training in Air Magic Expert, Bow Expert and Crossbow Expert (Aldin) and Expert Sword, Mace and Axe (Enora). ** Chapel of Elrath - This chapel of the Church of Elrath is headed by Lisandre. The chapel offers restoration (restores powers), resurrection, curing and training of Expert Light Magic. - Rosalie; She gives the quest [4] The Highwaymen. She will join for this quest. She is also part of the quest [26] The Last Wish. ** The Horse Haven - Felipe offers a pack horse to buy for 2000. The pack horse takes up one of your hireling slots. The horse will double your inventory carrying capacity. - Arthur here will rent a coach to Seahaven or Karthal at the appropriate time in the game. ** Eileen's House {10,28} - Home of Eileen; she gives the quest [37] Lost Lambs. ** Johara's Charms and Talismans - She sells potions, charms, talismans, rings, staffs, spell scrolls. - Training for Expert Magical Focus. - She will identify equipment. ** Orlene's house - She gives the quest [19] Flowers for Fallen Heroes. ** Abandoned House {1,3} - This will be empty at first; it will later be an exit from the Spider Well through a Secret Door. ** Entrance - Spider Lair {15,8} - Here you can fulfill the quest [2] Spiders in the Well and find the smuggler's cove and coffer for the quest [18] Smuggler's Cove. -= People in the streets of Sorpigal =- ** City Guard at main entrance - He will tell you that they are investigating the disappearance of some citizens and therefore nobody is allowed to leave town. ** City Guard {12,1} at exit to Agyn Peninsula - He won't let you leave until you have finished a couple of quests for Maximus. ** Aiolos is a scout for hire and is standing next to the Inn {15,15} ** Isaak {8,26} - he tells jokes. No joke. ** Zale - {24,9} he is Harbourmaster of Sorpigal and "mayor". - Gives the quest [18] Smuggler's cove. ** Catarina - {7,2} near Arcane Library- has gossip. ** Estevo - {11,5} has gossip. =-=-=-=-=-=-= Seahaven =-=-=-=-=-=-= ** The Moon Doe Inn {13,13} - Selena train Dark Magic Expert. - Romuald he will hire himself as a Negotiator - will get better prices at merchant. ** Galen {15,14}; gives gossip. ** Seahaven Town Garrison {17,5} - Arsene gives gossip; trains in Two-handed Weapons. - Tristan trains in Expert Shield, Spear Expert, Medium Armor Expert. ** Bear {7,4} - Bear trains Endurance Expert, Dodge Expert. ** Astronomer's lab {4,9} - Edwin gives the quest [25] Receding Horizons. - He wants you to escort him; he will join the party until you reach the goal. - He gives 10% experience increase from killing enemies. ** Silver Blades smith {3,11} - Irnel gives the quest [23] Fallen Star. - The shop sells and repairs weapons. ** Arthur standing at {10,14} - Offers coach to Karthal and coach to Sorpigal. ** Heame is an Inquisitor standing at {11,19} - Gives the quest [24] Haart has its Reasons. ** Haart Mansion {12,25} - Alfred, Lord Haart's butler; gives information. - Lord Haart (only found here during the daytime) - He is part of the quest [24] Haart has its Reasons. - He will eventually become trainer for Grandmaster Sword. ** The Church of Elrath {17,20} - Umberto trains Light Magic Master. - He gives the quest [41] The Forbidden Saga. ** Church Library {20,20} - Luce sells spells and will train in Master Magical Focus. **Sana - This is a genie lamp on a bench at {22,16}. ** Danae; offers gossip. ** Runes and Crafts {29,16} - Torsten will trade and identify equipment. Crossbow Master training; potions. ** Stenar {28,11}; gossip. ** Stavros {31,7}; gossip. ** Gregor's Armour {31,4} - Gregor will buy items and sell armour. ** Geilir's House {24,6} - Geilir will give Fire Master training. ** Eldgrim's House {27,2} - Eldgrim will offer Spear Master training. - He will give the quest [46] Runelord Promotion. ** Windsword Garrison - Myranda will give the quest [52] Windsword Promotion. ** Naga Bank - Bao is the proprietor; offers training Mace Master ** Seahaven Dojo - Yayoi ; Expert Arcane Discipline; Expert Mysticism - Tochiro Sword Expert; Medium Armour Expert; Dual Wield Expert - Shizuka Water Magic Expert; Air Magic Expert; Prime Magic Expert =-=-=-=-=-=-=-=-=-=-=-=-= Karthal Harbour District =-=-=-=-=-=-=-=-=-=-=-=-= You first get into Karthal by passing through Falagar's Mansion during the quest [10] Morgan's Informant. ** Karim's House {26,17} - Karim is an appraiser for hire; he will appraise magical items for 120 gold and 6%. ** Main gate of Harbour District {31,23} ** Kyros {26,31} standing in street - Gossip about the city. ** Karthal's Chapel {22,26} - Evangeline; she will complete the quest [36] Ashes to Ashes. - Offers typical chapel services. ** Great Library of Karthal {17,29} - Training in Prime Magic Master. - Sells spells. ** Manami {21,19} - He is part of the quest [43] The Naga Tea; you get Urago Tea from her. ** Entrance to Karthal Sewers {12,26} ** The Cosmic Circle {19,19} - Brenda; she will trade items and potions, and identify items. - She is part of the quest [11] The Great Escape - she will lead you to Hamza. ** Munthir the Peddler {17,16} - He will eventually sell Mercury for the quest [22] The Curse. ** The Deathmatch {21,16] - John sells weapons repair. - Gives training in Bow Master. ** Praetorian Garrison {21,14} - Iason; training Spear Grandmaster. ** Karthal Stables {15,9} - Here you find Arthur to hire a coach to Seahaven or Sorpigal. ** Harbour Master {14,0} - Here you can hire a ship to The Crag or Sorpigal. ** The Lock Kit {19,6} - Arkel is the proprietor of the Inn of Karthal. - Haifa - She is part of the quest [11] The Great Escape and has information about Hamza. - Ryu gives training Water Magic Expert. ** Guilio {23,3}; gossip. ** Exit to Agyn Peninsula {29,5} ** Lelia {11,24}; gossip. ** Elegant Armour {7,26} - Lihua training Heavy Armour Master. - Trade and repair armor. ** Black Guard {2,27}; gossip. ** Meleager's House {4,23} - Meleager will give the quest [43] The Naga Tea. ** Entrance to Slums of Karthal {0,16} ** Hamza's Hideout {14,31} - This location will only appear after you have met Hamza during the quest [11] The Great Escape. ** The Vigil {31,23} - This area cannot be accessed at first; you will gain entrance during the quest [16] The Battle of Karthal. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Slums of Karthal (Karthal Slums) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The entrance to the Slums from the Harbour District is at {29,11}. The Slums of Karthal are a confusing array of stairs and platforms that can be difficult to travel through. Written directions would be a nightmare to decipher - go right, go left, go up, go down. Well, you get the picture. Use your map to find you way around this area. ** Black Guard's Training Center {27,16} - Brogan gives training in Axe Expert, Warfare Expert. - Lowell - training in Crossbow Expert, Mysticism Expert and Light Magic Expert. - Grimbold - training in Dark Magic Expert, Earth Magic Expert, Fire Magic Expert. ** Kadmus {25,22} standing in street; gossip. ** Tamina {6,2} - Gives training in Dual Wield Expert. - She will also direct you to the Supreme Temple of Meow if you spend some of your Ubi points and get the Meow dungeon. - You will get the quest [35] The Cult of Meow. ** Arcane Library {2,9} - Ahlam gives training Dark Magic Master. - Haji is a Scholar for hire. ** Entrance to Karthal sewers {0,20} ** Blackfang Hideout {3,23} - Blackfang Thief gives training in Dodge Expert. - Ajit gives training Mysticism Master; also part of the the quest [28] Partners in Crime. - Blackfang Smuggler will trade and sell high level warding items; spirit beacon scrolls; elixir of potency; sells the Relic, the Blackfang Gauntlet. - Ask him about something exotic and you can buy the Stone Disc Fragment 2 for 1000. If you have fragments 1 and 3, the disc is reassembled as the Shantiri Stone Disc. The Disc is required for the quest [44] Paladin Promotion. If you ask him again, you can buy another disc Fragment 2 for 1000. Is this a bug or not? ** Hospice {9,19} - Kaspar cures conditions. - He will be part of the quest [22] The Curse and will join your party temporarily. You will be able to hire him permanently after the quest. ** Sayid {7,26} - Sayid gives training Fire Magic Master. ** Rickard's Taverne de la Licorne {17,23} - Rickard, the proprietor offers rest and supplies. - Theron - he is part of the quest [27] The Sewer Key. - Zakaral gives training Warfare Master. ** Black Guard Captain {29,29} - He won't let you pass at first meeting. - This area is part of the quest [12] Liberation. =-=-=-=-=-=- The Crag =-=-=-=-=-=- ** Tao's House {30,1} - He offers training in Mace Grandmaster. - Note: notice how he plays air guitar nicely with his what, toilet plunger? ** Zhin's House {27,11} - She is a treasure hunter for hire for 100 gold now and 7%; she can find more gold and more enchanted items. ** Anacaona's House {27,22}; offers gossip. ** Healing Lodge {25,28} - Airini she will give the quest [49] Blood Caller Promotion if you have a Shaman in the party; otherwise she won't talk. - Bojekio - a healer that can cure Condition. - Offers training in Earth Magic Master. ** House of Mojo {21,20} - Yahima trade; spells, identify, potions. - Gives training in Arcane Discipline Master. ** Fort {14,29} - Ciele captain of the ship Shalinar and Crag Hack's girlfriend. - She give you the quest [22] The Curse, where you are to find a cure for Crag Hack, the pirate King. - She offers training in Water Magic Master. - Crag Hack - Talking with him about the Truce will finish the quest [21] Pirate Truce. **Davy standing at {23,15}; offers gossip. **Kei standing on the corner{ 17,13} - She gives the quest [34] Water Magic Grandmaster. - In order for her to train you, you have to walk 100 steps on her sacred waters'. This means to just walk in the water at the edges of the town. When you have walked on all of the tiles, you will get an update to the quest to go back and see Kei. She will now teach Water Magic Grandmaster if you have someone capable. ** Ameyro is an orc standing on the docks {13,15} - He guards Captain Hack's ship The Revenge. - You can only board this ship after you are given the quest [16] The Battle of Karthal. ** Toothrot Tavern {18,10} - Grim Roger offers rest and supplies. - Bart Brimstone - He is a Tinker you can hire; he will repair equipment for 75 gold and 9%. - Urayoan; you get a choice to wake him or leave him alone; if you try to wake him, Grim Roger gives you a warning. The Author of this Guide never found a purpose for Urayoan. **Ulagan standing on docks {15,10} - He gives you gossip and is part of the quest [51] Marauder Promotion. - You will find a chest in the Menthil Coast area where you obtain a pendant - Mayneri's Pendant. Mayneri will say some things about Ulagan and his wedding night. * Sir Christian {10,11} - As usual, he will take you by ship to Karthal or Sorpigal. ** Training Center {13,3} - Guaora offers training in Spear Expert, Magical Focus Expert, Endurance Expert and Air Magic Master - Mabo offers training in Bow Expert, Mace Expert, Dagger Expert. - Inamoca gives training in Axe Master, Shield Expert, 2-handed Weapons Expert. ** Second-hand Weapons weapon shop {7,4} - Largo will trade and repair weapons. - Offers training in Dagger Master. **Kirk standing in street at {3,6} - He is the last one to find for the quest, [37] Lost Lambs. - Kill him (or not) to update the quest and then report to Eileen in Sorpigal. ** Everyman's Armour armour shop {25,5} - Every will trade and repair. - Offers training in Dodge Master. - Bones - hire him to disarm traps 125 gold + 3%. ** Yuisa standing at {26,8}; offers gossip. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= = Locations: Agyn Peninsula = -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-= Tirya Bay =-=-=-=-=-=-=-= This is the area outside of Sorpigal. You can fight mostly Spider and Wolf enemies near Sorpigal to gain some experience. There are several crystals to interact with to temporarily boost some attribute. ** Lighthouse - Several quests take place here such as [3] Darkness for the Lighthouse. ** Wrecked Ship {139,21} - You can only access this ship after you get the Blessing of Shalassa which will allow you to walk on shallow water. - Once in the Wrecked Ship you will have to fight Elite Pearl Priestess, elite Naga Warlord. - You will find the book "The History of Hammer Fall" and the Relic Rocklin, a mace. =-=-=-=-=-=-=-= Ashen Hills =-=-=-=-=-=-=-= ** Itinerant Merchant {119,55} - Shihab - is a trainer for Expert Earth Magic, Expert Fire Magic, and Expert Prime Magic. - Idas - merchant; gives a quest item for the quest [43] The Naga Tea. ** Dangerous Cave {115,41} - This cave contains the Cyclops. Poke it in the eyes. Well eye, anyway. ** Dangerous Cave {142,53} - This small cave sports a cool looking blue and black dragon - the Shadow Dragon. It will likely make you black and blue. - The Cave contains the book "Clouds" - part of the quest [41] Forbidden Saga and a chest which contains the Relic, Demonkiss, a crossbow. ** Obelisk {127,50} - Interacting with this object starts the The Secret of the Obelisks. - You will get a text clue that will be in your Quest Token inventory. ** Mysterious Crypt Agyn Peninsula, Ashen Hills {126,64} - This one room crypt has 3 floor tiles that you must step on to rotate the pillars. - Solution: Facing the locked door to the west, press the plates in the following order: Left, Forward, Right, Left, Forward, Forward. - Reward: Holy Sandals Relic (+22 evade, +10 magic, weakness immunity). ** Dragon Shrine - Fountain with large yellow stone {132,48} - The shrine gives this message "the blazing champion of Truth, honour and Justice. On the day of elrath you shall come here and pray. This shrine is part of an undocumented quest to find and pray at all of these types of shrine. You will get a Relic as a reward. See the section on Dragon Shrines of this Guide. ** Shrine for Orlene's flowers {108,43} - This is the location to place the flowers for Orlene's quest [19] Flowers for Fallen Heroes. ** Riddle chest - {96,60} - This chest gives no message, but when you space bar to open it, you get a Riddle question to answer. The answer is "water". ** Obelisk {92,60} - There is an Obelisk that give a clue for the quest, [39] The Secret of the Obelisks. ** Road to Seahaven {107,67} - There is a sentinel at the road who won't let you pass until you have completed sufficient tasks in Agyn Peninsula. ** Strange device/ Teleporter {119,70} - You can only use the teleporters throughout the land once you have found and returned the Shard of Air and gotten the Blessing of Ylath. -=-=-=-=-=-=-=-= Shadow Woods -=-=-=-=-=-=-=-= This area lies west of Sorpigal and west of Ashen Hills and just north of the Lighthouse in Tiyra Bay. ** Den of Thieves {100,41} - Bandit hideout for the quest [4] The Highwaymen for Rosalie. ** Dangerous Cave {91,27} - Here you find Amarok, a large wolf. -=-=-=-=-=-=-=-= Navea Plains -=-=-=-=-=-=-=-= ** Huarea {90,72} - This orc's tent is found in the Navea Plains, just west of Seahaven. - He is a Victualer - you can hire him to help you find food; 75 gold now and 3% of the take. ** Drengi {68,59} - Drengi found here; gives training in Axe Grandmaster. -=-=-=-=-=-=-=-= Navea Delta -=-=-=-=-=-=-=-= ** Iorgas house {64,37} - Iorgas is a farmer with gossip. ** Church of Elrath {66,27} - Orna offers training in Light Grandmaster. - Eleanor provides church services, restoration, cure, resurrection ** Entrance to Karthal Sewers {71,32} - During the quest [10] Morgan's Informant, when you enter the sewers and you will be met by Zouleika. She is a wizard and the daughter of Falagar. She will give you some gossip and update the quest [10] Morgan's Informant. ** Tower of Enigma {74,48} - This dungeon is part of the quest [47] Archmage Promotion. ** Tamal {85,47} - Tamal Inn for resting, supplies. - You will find some Higan Tea here for the quest [43] The Naga Tea. - Hedwig offers gossip - Madame Cassandra fortune telling and guidance. When you ask about your fortune, she says it is not time to tell you, but to come back later. After you have beaten Erebos and essentially completed the game, go back to talk to Cassandra. She will give you an item - The Other Eye of Goros - and tell you that your future shall take you to a place both wonderful and strange. You will get the message that the dungeon of Limbo has been marked on your world map. The dungeon of Limbo is at {53,59} in the Forest straight north of the Elemental Forge. It appears just as a head sticking out of the ground. Placing the Eye in the head opens the dungeon of Limbo for exploration. ** Monshan standing in wilderness {90,45} - She has gossip for you and will offer the quest [48] Warden Promotion. ** Mysterious crypt {93,42} - This crypt contains the Relic Will and Resolve', but you need to solve the puzzle. ** Wysthal {91,38} - This odd looking building is the temporary abode of Wysthal. When you interact with the door she says "No you won't catch me" and then disappears. - It turns out that she is a Grandmaster of Dodge and she is dodging you. If you find her two more times, she'll teach you Grandmaster Dodge. It seems she likes to hide in each of the three forests. The building will be the same odd looking building each time. The following are the locations to find Wysthal: - {79,87} in the Yon-Chall Forest - {91,38} in the Shadow Woods; if this is your second meeting Wysthal says "you found me again?! Well, time for me to go then! - The third location is at {15,68} in the Wyslin Jungle; to reach this location, take the Teleporter near The Crag, and go through the Menthil Coast area. After you find her the third time, she will train in Dodge Grandmaster. =-=-=-=-=-=-=-=-=-=-=-=-= Dubra Scrubland =-=-=-=-=-=-=-=-=-=-=-=-= This area is accessible after you get Shalassa's Blessing; get here by crossing the washed-out bridge next to the Lighthouse in Tiyra Bay - You will find Widowsweep Berries at {89,25}; used for the quest [22] The Curse. ** Atlas {83,18} in tent - He gives training in Grandmaster Endurance. ** Altar {91,10} **Asterion {89,1}; He is a Minotaur miniboss found in the rocky gorge area just north of the Wrecked ship at {98,7}. ** Obelisk {92,22} a short distance from where you find Asterion. ** Wrecked ship {98,7} - Full of barrels some with liquid some with spiders. -=-=-=-=-=-=-=-=-=-=-=-= Yon-Chall Forest -=-=-=-=-=-=-=-=-=-=-=-= ** Lord Haart {99,86} - This is where you find Lord Haart and his girlfriend Lirdan during the quest [24] Haart has its Reasons. ** Observatory and Lord Kilburn {60,66} - Lord Kilburn is the goal for the quest [8] The Search for Kilburn. - Kilburn will tell you about Lord Montbard who is the author of the letter you posses and this will complete the quest [6] Morgan's Eyes and Ears. - He gives you the location of the Lost City on your map. - Lord Kilburn also gives the quest [42] Peninsula Incognita. **Spike {59,72} - Spike is a dog you can save from some poachers and then recruit as a companion. - Saving the caged animals, including Spike, in this location is part of the quest [48] Warden Promotion. ** Dangerous Cave at {79,79} - As most of these types of cave, the monster within is very tough. - This cave boasts Martyaxwar, a formidable beast. It has the ability to regenerate its Health, so unless you are very, very powerful and can deal lots of damage quickly, you won't get very far in whittling it down to kill it. ** Gathalel {83,93} - He gives the quest [45] Blade Master Promotion. ** Limbo {54,69} - This is a dungeon but you only see a stone head sticking out of the ground at this location. When you interact with the stone head, you get the message that there is a small hole in the left eye socket. It seems something could be put here...' - It turns out that you have to complete Act 4, then go to the witch at Tamal's tavern just north of Karthal. When you first talk to her she says to come back "when you're done" - which means when you are done with the main quest. When you do finally return to her, she will give you the Other Eye of Goros'. This will allow you entrance into Limbo. You need to stick the eye back into the stone head. -=-=-=-=-=-=-=-=-=-=-=-= Halloth Grove -=-=-=-=-=-=-=-=-=-=-=-= ** Luna {41,40} - She is a vampire standing in Halloth Grove and is a trainer for Grandmaster for Dark Magic. - In order to attain Grandmaster, she wants to drink your blood; each character will lose 1 vitality point as a consequence. ** Sacred Grove {49,38} - This dungeon location is where you fulfill the quest [45] Blade Master Promotion. ** Toadstool {52,46}; item required for the quest [22] The Curse -=-=-=-=-=-=-=-=-=-=-=-= Vantyr Range -=-=-=-=-=-=-=-=-=-=-=-= You can only access the Vantyr Range after you have gained the ability to use the Teleporters. This requires finding the Shard of Air and returning it to the Elemental Forge. ** Chest {108,96} - You get ambushed by a bunch of tough elementals. **Vilma in the building at {111,80} - You can hire her as a bodyguard; use her shield to protect you; wants 250 gold now and 8%. ** Arnod {133,73} - Arnod he give the quest [32] Crossbow Grandmaster. - You are to shoot 5 targets hidden around his refuge. Find them and shoot them. ** Dwarf Hall {116,99} - Erling will give you the quest [53] Pathfinder Promotion if you have a Scout in your party. - Geisli is Erling's buddy who you are to take to Seahaven for the quest [53] Pathfinder Promotion. ** Changbo {112,87} - He will train in Grandmaster Dual Wield. ** Mysterious crypt {141,78} -Solve the puzzle and get the Relic Jade Coif' ** Dangerous Cave {132,92} - Apparently this dungeon can't be entered ever. ** Tomb of a Thousand Terrors - Dungeon location for the quests [14] Descent into Terror and [15] Out of the Darkness. ** Sudgerd {142,87} - Dungeon location for the quest [46] Runelord Promotion. ** Riddle Chest {123,102} ** Obelisk {117,88} -=-=-=-=-=-=-=-=-=-=-=-= Location: The Eye -=-=-=-=-=-=-=-=-=-=-=-= ** Elemental Forge - This dungeon is the location for the quests [7] Elemental Disturbance and [40] Forge of Heros. ** Mysterious Crypt {53,53} o----------------------------------------------------------------------------o |Solution: | Solution: There are three teleported discs on the floor. When you step on | one, you are instantly teleported to what seems to be your starting | position. If you look at the Area map, you are being teleported to | different, but identical locations. Step on them in this order to solve | the puzzle. Right, Right, Left, Left, Left, Forward, Right. You will be | teleported to another room that contains a chest with the Relic. | | Reward: Titan Leggings (+22 Armor, +10 Might, 22 prime dmg to attacker, | 100% paralysis immunity). There is also a barrel in this room. | Step on the teleporter disc to be teleported back to the entrance. o----------------------------------------------------------------------------o -=-=-=-=-=-=-=-=-=-=-=-= Desolate Wilds -=-=-=-=-=-=-=-=-=-=-=-= **Huang {52,27} - He is a merchant you can hire - he will buy back any object from you but he will want 25% of the gold you find. ** Obelisk {52,19} **Yaksha {33,37} - He will train in Grandmaster 2-handed Weapons. **Meteorite {45,19} - Item for the quest [23] Fallen Star given by Irnel in Seahaven. - When you open the meteorite, you get Starsilver. ** Sandor {43,15} - He gives the quest [33] Warfare Grandmaster. - Here you have to fight a large group of orcs. - Goinko and Kraal in Sandor's tent both only have gossip. ** Riddle Chest {27,30} ** Yumiko {23,15} - She offers the quest [30] Bow Grandmaster. - You need to retrieve her bow, Yumiko's Bow, which is in Skull Rock. - After you return the bow, if you have no character capable for the training, the quest will end and she will take her bow. ** Skull Rock {31,36} - This dungeon is part of several quests: [28] Partners in Crime, [30] Bow Grandmaster, [40] Forge of Heroes and [20] Sword of the Bounty Hunter. ** Dangerous Cave entrance {24,47} - This cave sports the orc monster Tuco; your reward is the Relic, Mageslayer bow. ** Teleporter {34,45} - This teleporter takes you to the Menthil Coast {33,48}. -=-=-=-=-=-=-=-=-= Menthil Coast -=-=-=-=-=-=-=-=-= ** Teleporter to the Desolate Wilds at location {33,48} ** Teleporter to Minho Marshes at {35,49} ** Carla {16,55} - Carla is a Grandmaster Sword trainer. ** Temple of Ylath {20,59} - This dungeon is part of the quest [52] Windsword Promotion. - Even without the promotion quest, you can still enter and fight the inhabitants and loot some chests. ** Dangerous Cave {19,62} - This cave sports Manco, a demonic orc. - He can cast regeneration on himself, so beat him down quickly. - From the chests in the room you will find the Heart Piercer, a Relic spear. ** Watchtower {7,66} - Edwin from Seahaven asked you to take him to the Watchtower in the Menthil Coast in the quest [25] Receding Horizons. - When you find this tower, the quest ends and Edwin will leave the party. - You cannot enter the tower. ** Pao Kai Nest {8,76} - This dungeon is guarded by an Orc Guard. - You can only enter the dungeon if you have an orc in your party. - The dungeon is part of the quest [54] Warmonger Promotion given by Sandor {43,15} in the Desolate Wilds. If you have an orc in your party, you will be allowed to enter and explore, but, of course, you can't complete the quest unless you have a party member that can be promoted to Warmonger. If you don't have an orc, the location is called Orc guard on the Area Map. ** Teleporter {9,74} - This teleporter takes you to the Wyslin Jungle; you will immediately be in a battle with some of the local fauna. ** Dragon Shrine; pray on the day Ylda {10,71} -=-=-=-=-=-=-=-= Wyslin Jungle -=-=-=-=-=-=-=-= ** Dangerous Cave {13,70} - This cave contains Sentenza a nasty looking jaguar thing. - From the chests in the room you will get the Relic, Vampire Armour. ** Shiva {25,76} - She trains in Grandmaster Air Magic. - She has information for you about Dunstan for the quest [13] Dunstan. - She will give you the quest [14] Descent into Terror and the map location of the Tomb of a Thousand Terrors. ** Owl Cave {21,55} - This cave is part of the quest [49] Blood Caller Promotion. When you visit prior to this quest, or if you never get the quest, you will still be allowed to enter, but there will be nothing to find and no inhabitants. ** Obelisk {22,83} ** Chest at {35,52} - Mayneri's Pendant found in this chest that is trapped and requires perception to open. - This Pendant is part of the quest [51] Marauder Promotion. - After you walk a short distance from the chest, Mayneri will materialize out of thin air and accuse you of stealing the pendant. He talks about Ulagan wanting to give that pendant to Nahele. He says Ulagan might have a nasty surprise during the wedding night . . . Mayneri then leaves. -=-=-=-=-=-=-=-=-= Minho Marshes -=-=-=-=-=-=-=-=-= You can only gain entrance to the Minho Marshes once you obtain the Blessing of Ylath where you can use the Teleporters. To reach the Marshes, take the Teleporter {34,45} east of The Crag into the Menthil Coast and then take the Teleporter at {34,49} to reach the Minho Marshes. ** Erika - She is the trainer for Fire Magic Grandmaster. - She will give you Heijin Tea for the quest [43] The Naga Tea. ** Nahla {36,64} - You can hire her as an apothecary. ** Tieru - He will give you the quest [50] Druid Elder Promotion. ** Teleporter {39,50} -=-=-=-=-=-=-= Savage Sea -=-=-=-=-=-=-= ** Sun Hind ship {40,10} - This wrecked ship is part of the quest [28] Partners in Crime. - For this quest, kill the enemies within and then talk to Sailor. - He tells you that Nagas took the chest you are seeking to Skull Rock and that you need a swordfish' to enter their base. ** Mizuki {20,33} - She is standing on a small island along the shore. - Sill give you the quest [29] Arcane Discipline Grandmaster but you need to wait one day, then a week, then a month. -=-=-=-=-=-= Irisus Sea -=-=-=-=-=-= Wrecked ship {100,92} - Lots of water elementals here. - You get the Relic, Shield of the Sun. - You will find the book "The Divine Right" which is part of the quest [41] Forbidden Saga. ****************************************************************************** List of Trainers and Locations ****************************************************************************** -= Shield =- Expert Tristan, Seahaven Town Garrison, Seahaven Inamoca, Training Center, The Crag Master Gwendal, Castle Portmeyron, Ashen Hills Grandmaster Lord Kilburn, Yon-Chall Forest -= Medium Armor =- Expert Tristan, Seahaven Town Garrison, Seahaven Master Gregor, Gregor's Armours, Seahaven Tochiro, Seahaven Dojo, Seahaven Grandmaster Tamotsu, Karthal Sewers -= Heavy Armor =- Expert Thurmond, Fine Dwarven Armour, Sorpigal Master Lihua, Elegant Armour, Karthal Harbour District Grandmaster Sorli, Lost City level 4 -= Crossbow =- Expert Lowell, Black Guard Training Center, Karthal Slums Aldin, Training Center, Sorpigal Master Torsten, Runes and Crafts, Seahaven Grandmaster Arnod, Vantyr Range -= Axe =- Expert Brogan, Black Guard Training Center, Karthal Slums Enora, Training Center, Sorpigal Master Inamoca, Training Center, The Crag Grandmaster Drengi, Navea Plains -= Bow =- Expert Aldin, Training Center, Sorpigal Mabo, Training Center, The Crag Master John, The Deathmatch, Karthal Harbour District Grandmaster Yumiko, Desolate Wilds -= Dagger =- Expert Oscar, Goblin Watchtower, Sorpigal Mabo, Training Center, The Crag Master Largo, Largo's Second-hand Weapons, The Crag Grandmaster Yeshtar, Tomb of a Thousand Terrors, level 5 -= Mace =- Expert Enora, Training Center, Sorpigal Mabo, Training Center, The Crag Master Bao, Naga Bank, Seahaven Grandmaster Tao, Tao's House, The Crag -= Sword =- Expert Enora, Training Center, Sorpigal Tochiro, Seahaven Dojo, Seahaven Master Jon Morgan, Castle Portmeyron, Ashen Hills Grandmaster Lord Haart, Haart's Mansion, Seahaven -= Spear =- Expert Tristan, Seahaven Town Garrison, Seahaven Guaora, Training Center, The Crag Master Eldgrim, Eldgrim's house, Seahaven Grandmaster Iason, Praetorian Garrison, Karthal Harbour District -= Endurance =- Expert Bear, Seahaven Guaora, Training Center, The Crag Master Maximus, Sorpigal Town Garrison, Sorpigal Grandmaster Atlas, Dubra Scrubland -= Dodge =- Expert Bear, Seahaven Master Every, Everyman's Armour, The Crag Grandmaster Wysthal, Wyslin Jungle -= Dual wield =- Expert Tochiro, Seahaven Dojo, Seahaven Tamina, Karthal Slums Master Hamato, Lighthouse, Tirya Bay Grandmaster Changbo, Vantyr Range -= Two-handed Sword =- Expert Chao, Naga Bank, Seahaven Inamoca, Training Center, The Crag Master Arsene, Seahaven Town Garrison, Seahaven Grandmaster Yaksha, Desolate Wilds -= Warfare =- Expert Caldwell, Caldwell's Weapons, Sorpigal Brogan, Black Guard Training Center, Karthal Slums Master Zakaral, Taverne, Karthal Slums Grandmaster Sandor, Desolate Wilds -= Arcane Discipline =- Expert Faris, Arcane Library, Sorpigal Yayoi, Seahaven Dojo, Seahaven Master Yahima, House of Mojo, The Crag Grandmaster Mizuki, Desolate Wilds -= Air Magic =- Expert Aldin, Training Center, Sorpigal Shizuka, Seahaven Dojo, Seahaven Guaora, Training Center, The Crag Master Guaora, Training Center, The Crag Grandmaster Shiva, Wyslin Jungle -= Dark Magic =- Expert Selena, The Moon Doe, Seahaven Grimbold, Black Guard Training Center, Karthal Slums Master Ahlam, Arcane Library, Karthal Slums Erunia, Tomb of a Thousand Terrors, level 5 Grandmaster Luna, Halloth Grove -= Earth Magic =- Expert Shihab, Itinerant Merchant, Ashen Hills Grimbold, Black Guard Training Center, Karthal Slums Master Bojekio, Healing Lodge, The Crag Grandmaster Caranthir, Yon-Chall Forest -= Fire Magic =- Expert Shihab, Itinerant Merchant, Ashen Hills Grimbold, Black Guard Training Center, Karthal Slums Master Geilir, Geilir's House, Seahaven Sayid, Karthal Slums Grandmaster Erika, Minho Marshes -= Light magic =- Expert Lisandre, Chapel of Elrath, Sorpigal Lowell, Black Guard Training Center, Karthal Slums Master Umberto, Church of Elrath, Seahaven Grandmaster Orna, Navea Delta -= Magical Focus =- Expert Johara, Johara's Charms and Talismans, Sorpigal Guaora, Training Center, The Crag Master Luce, Church Library, Seahaven Grandmaster Berenice, Elemental Forge, secret room on second floor -= Mysticism =- Expert Yayoi, Seahaven Dojo, Seahaven Lowell, Black Guard Training Center, Karthal Slums Master Ajit, Blackfang Hideout, Karthal Slums Grandmaster Falagar, Big House, The Crag -= Primordial (Prime) Magic =- Expert Shihab, Itinerant Merchant, Ashen Hills Shizuka, Seahaven Dojo, Seahaven Master Hypatia, Great Library of Karthal, Karthal Harbour District Kastore, Tomb of a Thousand Terrors, level 5 Grandmaster Nur, Tower of Enigma, Navea Delta -= Water Magic =- Expert Shizuka, Seahaven Dojo, Seahaven Ryu, The Lock Kit, Karthal Harbour District Master Ciele, The Fort, The Crag Grandmaster Kei, docks, The Crag ****************************************************************************** Relics ****************************************************************************** In Might and Magic X Legacy, the Relics are legendary weapons and armor pieces that will provide your party with bonuses to armor, damage, elemental damage, attributes, and will protect you against a host of conditions, as well as causing some conditions to the enemies. The Relics will level up as the character using or wielding the Relic levels up. When first obtained, a Relics will be level 1, but as they level up to a maximum of 4, more powers and attributes are unlocked. Here is a list of most of the Relics in the game. **Titan Leggings These are boots that are found in the Mysterious Crypt in the Eye {53,53}. At level 4, the Titan Leggings will provide 5 armor, +22 armor value, +10 might and 100% paralysis protection ** Starsilver Blade This sword is obtained from Irnel in Seahaven when you find and return the meteorite during quest [23] Fallen Star. At level 4, the sword does 29-33 damage, 50% crit damage and an additional damage of 9 in fire, water, earth, air, light and dark. ** Demon Kiss Crossbow The Demon Kiss is a Relic crossbow which is found in a chest after you defeat the Shadow Dragon in the Dangerous Cave in Ashen Hills. At level 4, the Demon Kiss can produce 23-27 damage and can create 30% critical damage. It can also an additional amount of 24 light damage. The Demon Kiss adds 22 ranged attack value and has a 7% chance to inflict the condition "Agony". ** San Tenga Mugen This is a two-handed sword that is obtained in the quest [20] Sword of the Bounty Hunter. At level 4, the sword does 36 to 44 damage and can create 50% critical damage. In addition, it can cause 24 water damage and has a 7% chance to inflict the "chilled" condition. This will cause the melee / ranged attack to decrease by 1 to a minimum of 1 until the end of the turn. ** Dragon Flame Tongue This is a one-handed sword that is the reward for the completion of the quest [39] The Secret of the Obelisks. The sword can cause 29 to 33 damage and can create 50% critical damage. It can also cause elemental fire damage of 24, and 19 damage to the group. It adds + 16 resistance of fire to the hero. This is at level 4 experience level of this relic weapon. ** Vampire Armor This armor is obtained by defeating creature in the Dangerous Cave at Wyslin Jungle {13,70}. The Vampire Armor is a medium armor with a rating of 21, causing -30 to attack, has a +16 light resistance and deals 24 dark damage to the attack. ** Ancestor Mask This helmet is found in the Dangerous Cave in the Desolate Wilds {47,29}. At level 4, the Ancestor Mask adds 5 armor, adds 6 to endurance skill, adds 10 to vitality and will cause 24 points of damage to attacker for each successful melee attack. ** Mageslayer This bow is obtained by defeating Tuco the Barbarian in the Dangerous Cave at {24,47} near The Crag. At level 4, the Mageslayer can cause 21 to 31 damage. It has a 10% chance of creating critical damage and adds 14 critical damage. It has a 7% chance to cause mana surge. ** Black Fang Gauntlets These gloves are found at the Blackfang Hideout in the Slums district in Karthal. At level 4, the gauntlets have 5 armor, adds + 14 to melee attack value, adds 6 to perception and has a 5% chance to poison on successful attack. The poison reduces evade by 8 and deals 12 damage at the end of each turn. ** White Wolf Shield is obtained by completing the Peninsula Incognita quest. This large shield, at level 4, it has an armor of 18, adds 22 to armor value and has a 7% chance of stunning and adds 1 to general block. ** Holy Sandals are found in the Mysterious Crypt near Castle Portmeyron. At level 4, the sandals have an armor of 5, an evade value of 22, add 10 to magic and protect 100% against magical weakness. ** Will and Resolve is a pair of gloves that can be found in the Mysterious Crypt in Shadow Woods. At level 4, Will and Resolve has an armor of 5, adds 22 to evade value and protects 100% against magical sleep. It will also deal 24 prime damage to the attacker on each successful melee attack. ** Smuggler's Jacket is found in the Wrecked Ship in Dubra Scrubland. The jacket has an armor of 10, adds 6 to the dual wielding skill, adds 6 to dodge, 22 to evade at level 4. ** Jade Coif is found in the Mysterious Crypt in the Vantyr Range. At level 4, the coif adds 5 armor, adds 6 to arcane discipline, adds 10 to spirit and causes 24 damage of water to the attacker for each successful melee attack. ** Staff of the Lyre is the staff that causes 26 to 28 damage, causes 46% critical magical damage, adds 6 to magical focus skill and has a 7% chance of inflicting "sleep". It will also add 1 to melee block. ** Suncross is the reward given for the quest [41] Forbidden Saga. At level 4, the Suncross is a wand which can do 18 to 20 damage, add 30% magical critical damage, add 5 magic, add 3 mysticism skill, deal 7 damage to the attacker for each successful melee attack. ** Armor of the Legendary Hero is obtained by praying at all the dragon shrines, on the right day. At level 4, the armor of the legendary hero is a heavy armor which conveys 29 armor, reduces attack value by 60, adds 10 to destiny, 22 to armor value and 6 to heavy armor skill. ** Heart Piercer is a spear which can be found in the Dangerous Cave in Menthil Coast. This spear, at level 4, can cause 32 to 64 damage, has a 50% chance of causing critical damage, adds 10 to perception, adds 6 to spear skill and has a 7% chance to cause bleeding.(50% health lost to attack, bleeding is repeated at end of turn) ** Evangelist is an axe found in the Tomb of a Thousand Terrors on level 4. The Evangelist, at level 4, causes 24 to 40 damage, has a 30% chance to cause critical damage, and adds 24 light elemental damage and 19 elemental damage to the group. It also adds 16 dark resistance to the hero. ** Shield of the Sun in the wrecked ship in the Irisus Sea. The Shield of the Sun, at level 4, is still a small shield. It can add 12 armor, and 22 evade, 100% curse protection and 16 dark resistance to the hero. ** Irnaran is a two-handed axe which is obtained in the Dangerous Cave in the Yon-Chall Forest. At level 4, this two handed axe can cause 38 to 64 damage, has a 30% chance to cause critical damage, adds 24 earth damage and has a 6% chance to spread acid with each successful attack. ** Rocklin is a mace, which is obtained from the wrecked ship in Tirya Bay. This mace, at level 4, has a 20% chance to create critical damage, causes 32 to 35 damage, adds 10 vitality, adds 6 to mace skill and causes an extra attack. ** Vayaleth is a two-handed mace which is found in the Vigil. The Vayaleth causes 50 to 56 damage, has a 20% chance of causing critical damage, adds 14 critical hit damage, and has a 7% chance to cause sunder armor on the target. ** Crag Hack's Helmet This item is obtained automatically as part of the package when you download the game. ** The Hacker This item is obtained automatically as part of the package when you download the game. ** Unbreakable This item is obtained automatically as part of the package when you download the game. ** Thunderstaff This item is obtained automatically as part of the package when you download the game. ** Lover's Pendant This is obtained by completing the quest [31] The Curse of Volos in the dungeon Fortress of Crows. ** Janbiyah You receive this Dagger from Jassad after completing his quest [38] Jassad's Bestiary. ****************************************************************************** Crystal Shrines ****************************************************************************** Crystal Shrines are scattered about the countryside. These shrines grant temporary elemental resistance to a certain school of magic, depending on the color of the shrine. Pink +10% Resistance All Red +20% Resistance Fire Blue +20% Resistance Water Green +20% Resistance Earth Yellow +20% Resistance Light Purple +20% Resistance Prime Black +20% Resistance Dark White +20% Resistance Air ****************************************************************************** Barrels ****************************************************************************** There are three types of barrels present in the game. You cannot discern the contents of a barrel until you open it. One type of barrel contains some enemy to defeat such as a spider. The other two types of barrel contain a liquid that will permanently increase some attribute of the character member who opened the barrel. Those barrels that contain a "Pulsing" liquid grant a 1% resistance against a certain school of magic. Those barrels that contain a normal colored liquid will grant a +1 stat bonus. The bonuses are permanent and do not wear off, so choose wisely which party member will get the boost. -= Pulsing Liquid Barrel =- Color on liquid contents School of Magic Pulsing Red Liquid +1% Resistance Fire Pulsing Blue Liquid +1% Resistance Water Pulsing Purple Liquid +1% Resistance Prime Pulsing Yellow Liquid +1% Resistance Light Pulsing Green Liquid +1% Resistance Earth Pulsing Black Liquid +1% Resistance Dark Pulsing White Liquid +1% Resistance Air -= Normal Liquid Barrel =- Color on liquid contents Stat Boost Dark Red Liquid +1 Might Dark Blue Liquid +1 Magic Purple Liquid +1 Destiny (Luck) White Liquid +1 Perception ****************************************************************************** Obelisks ****************************************************************************** Obelisks are part of the quest [39] The Secret of the Obelisks. Following is the location of each of the known obelisks. 1. Desolate Wilds, southwest {22,19} 2. Desolate Wilds, south {52,19} 3. Ashen Hills, west of Castle Portmeyron {92,60} 4. Ashen Hills, southeast of Castle Portmeyron {127,50} 5. Dubra Scrubland, south {92,22} 6. Minho Marsh, {32,56} 7. Wyslin Jungle, {22, 83} 8. Vantyr Range {117, 88} near Changbo ****************************************************************************** Dragon Shrines ****************************************************************************** There are Statues, located throughout the land, are part of an undocumented quest that if you pray to all the statues, and pray to each statue on the correct day, you will receive a Relic as your reward. When you interact with the statue, you get a message about which day it is necessary to pray at that particular statue. You can check the day using the sun/moon icon on the bottom right of your screen. If you are at the statue on the correct day, the message will say "You kneel in front of the shrine and recite a prayer to ... (insert the correct deity). You don't get any message or log entry or quest. It's up to you to keep track of which Shrines you have visited. Pray at the shrines on the following days: Day of the week Shrine Location 1. Malda Shrine of Malassa near Sudgerd {142,102} 2. Elda Shrine of Elrath North of Sorpigal {132,48} 3. Arda Shrine of Arkath Desolate Wilds {28,21} 4. Sylada Shrine of Sylanna Yon-Chall Forest {69,79} 5. Shalda Shrine of Shalassa beach near Karthal {91,10} 6. Ylda Shrine of Ylath near Pao Kai Nest {10,71} 7. Ashda Shrine of Asha near Elemental Forge {66,48} To advance a day, sleep 3 times (8 hours each time). The days are written in correct order but you don't need to pray at a shrine in the order given with one exception - Ashda must be the last. Reward: Heavy Armor Relic ****************************************************************************** Statues of Asha ****************************************************************************** There are three different statues in the world - the Maiden, the Mother and the Crone. The Maiden and Mother statues grants a buff and the Crone statue dispels any status ailments afflicted on party members. Statue Effect Maiden Increase all Stats, Melee and Ranged attack by 10 Mother Increase Destiny by 10 Crone Dispels all status ailments ****************************************************************************** List of Dungeon Locations ****************************************************************************** Spider Lair Lighthouse Den of Thieves Castle Portmeyron Cursed Ruins The Lost City Elemental Forge Sacred Grove Karthal Sewers Skull Rock Tomb of a Thousand Terrors Sudgerd Tower of Engima Temple of Ylath Limbo Pao Kai Nest The Vigil Karthal Jail Fortress of Crows Meow Dungeon (unlocked with Ubi points; see Tamina in Karthal Slums) ****************************************************************************** My Favorite Party of Adventurers ****************************************************************************** Elf Bladedancer Dwarf Rune Priest Human Freemage Human Crusader =================================== ** Elf Bladedancer ** "Drizzt" =================================== "Drizzt" GM Sword; GM Dual Wield; GM Dodge Starting Attributes: Ending Attributes: Level 34 Health: 98 239 Mana: 24 91 Might: 10 70 Magic: 5 9 Perception: 7 54* Destiny: 12 55 Vitality: 11 57* Spirit: 3 11 * = enhanced with equipped item Starting Skills: Ending Skills: Dagger: 0 0 Sword: 1 25 (GM) Dual Wield: 1 25 (GM) Dodge: 1 25 (GM) Warfare: 0 15 (M) Endurance: 0 0 Bow: 1 7 (E) Medium Armor: 0 0 Arcane Discipline: 0 0 Earth Magic: 0 0 Unused points: 6 Attribute and Skill Point distribution: The Bladedancer can be promoted to the Blade Master. This character needs to be adept at all of the attributes (with the possible exception of Magic). I decided to make my Bladedancer a melee specialist and therefore, did not put points into Magic. Since I eventually gave him the Warfare skill, he did need a mana reserve, points were put into Spirit. He was also going to be the party member with high perception so we could open Secret Doors that require this attribute. So the 4 points at each level up were put into Might, Perception, Destiny and Vitality. During the game, I often gave him the potion which increased Spirit so he had some mana. ================================== ** Dwarf Runepriest ** "Bruenor" ================================== "Bruenor" GM Fire Magic, GM Magical Focus; GM Earth Magic Starting Attributes: Ending Attributes: Health: 78 234 Mana: 70 351 Might: 6 6 Magic: 12 80 Perception: 6 6 Destiny: 4 4 Vitality: 8 41 Spirit: 12 52* * = enhanced with equipped item Starting Skills: Ending Skills: Magical Focus: 1 25 (GM) Fire Magic: 1 25 (GM) Earth Magic: 1 25 (GM) Light Magic: 0 0 Mace: 0 0 Spear: 1 1 Shield: 0 0 Arcane Discipline: 0 0 Mysticism: 0 15 (M) Air Magic: 0 0 Primordial Magic: 0 0 Medium Armor: 0 0 Crossbow: 0 7 (E) Dodge: 0 0 Endurance: 0 0 Unused points: 5 Attribute and Skill Point distribution: The Runepriest of my party was to become a powerful mage Runelord, focusing on Fire Magic and Earth Magic. A good attribute point distribution for a Mage character is Magic 2, Vitality 1 and Spirit 1. This gives him/her good Magic damage, a good pool of Mana, and some good health for when they got hit. Skill points were initially distributed to Fire Magic and Magical Focus to get high damage potential. Earth Magic was increased at a bit slower rate, but enough to have the Regeneration spell viable. ============================== ** Freemage ** "Milamber" ============================== "Milamber" GM Magical Focus; GM Primordial Magic; E Dark Magic, M Water Magic, M Air Magic Starting Attributes: Ending Attributes: Health: 58 211 Mana: 78 276 Might: 4 4 Magic: 16 113 Perception: 4 4 Destiny: 7 7 Vitality: 6 42 Spirit: 11 56* * = enhanced with equipped item Starting Skills: Ending Skills: Magical Focus: 1 25 (GM) Air Magic: 1 25 (GM) Dark Magic: 1 7 (E) Primordial Magic: 1 25 (GM) Arcane Discipline: 0 0 Mysticism: 1 7 (E) Fire Magic: 0 0 Water Magic: 1 15 (M) Earth Magic: 0 0 Light Magic: 0 0 Dagger: 0 0 Crossbow: 0 0 Dodge: 0 0 Endurance: 0 0 Unused points: 1 Attribute and Skill Point distribution: The Freemage, who gets promoted to Archmage, was to become a powerful mage focusing on Primordial Magic and Magic Focus. A good attribute point distribution for a Mage character is Magic 2, Vitality 1 and Spirit 1. This gives him/her good Magic damage, a good pool of Mana, and some good health for when they got hit. It can be difficult to make level up decisions for the Freemage since they can GM in 3 magic Schools and reach Master level in the others. Unfortunately, you cannot choose them all because you will not get enough points to do so. You want to choose the magic schools that complement the other magic users in your party. Since the Freemage is the only magic user that can specialize in Dark Magic, that seems an obvious one to choose. For my Freemage, I also chose Primordial Magic and Magic Focus to reach GM level. I also chose Water Magic (to eventually reach Master level) just for the spell called Liquid Membrane which is a very good defensive spell. ============================= ** Crusader ** "Katniss" ============================= "Katniss" GM Light Magic; GM Sword; M Air Magic, M Warfare crusader -> paladin 111 pts Starting Attributes: Ending Attributes: Health: 85 213 Mana: 48 200 Might: 10 60 Magic: 7 40 Perception: 5 11 Destiny: 9 30 Vitality: 10 44 Spirit: 7 43 * = enhanced with equipped item Starting Skills: Ending Skills: Sword: 1 25 (GM) Heavy Armor: 0 0 Arcane Discipline: 0 0 Light Magic: 1 25 (GM) Shield: 0 15 (M) Warfare: 1 15 (M) Medium Armor: 1 7 (E) Endurance: 0 0 Air Magic: 1 15 (M) Crossbow: 1 1 Dodge: 0 0 Magical Focus: 0 0 Mysticism: 0 0 Unused points: 2 Attribute and Skill point distribution The Crusader, who can be promoted to Paladin, is a hybrid character that can have both good Melee skills and good Magic, especially for buffing and healing. Therefore, for my Crusader, I put points into Might, Magic, Vitality and Spirit at each level up. I chose to have her GM in Sword and Light Magic. I chose NOT to use Heavy Armor at all. Having her eventually reach expert level in Medium Armor proved to be sufficient for the game. I also chose to have her reach Master level in Air Magic so she had some offensive magic capability.