Might and Magic VI: The Mandate of Heaven – Guide and Walkthrough
PC
Guide and Walkthrough (PC) by jkonan204
Version: 1.0 | Updated: 11/05/2008
Highest Rated Guide
## ## ## ## ### ### ## ## ## # # #### #### ##### ## #### ## ## ## ## ## ## ## # #### ## # ## ## ## ## ## ## #### ## ## ## # # ## ## ### ## ## ## ## ## ### ## # ## # ## ##### ## ## ### ### ### ### ### ## # # # #### #### ##### ##### #### # # # ## ## ## ## #### ## # ## ## # # # ## ## ## ## # ## #### ## ## # # # ## ### ## #### ## ## #### ## # ## # ## ##### ######## ### @@@ @ @ @@@ @\/@ @ @ @ @@ @ @@@ @@@ @@@ @@@ @ @@@ @@ @ @ @@@ @\@ @ @ @@@ @ @@ @ @ @@ @ @ @ @@@ @ @ @ @ @ @ @@ @ @ @ @@@ @@@ @ @ @ @@@ @ @ @ @@@ @ @ @@@ @@ @@@ @ @ @@ @\@ @ @ @@@ @ @ @ @@@ @ @ Might And Magic 6: The Mandate Of Heaven for the PC Written by Jeff Koenen ==================== TABLE OF CONTENTS ==================== I. Introduction <INTN> II. Controls <CTRL> III. Character Classes <CLSS> IV. Skills <SKLL> V. Magic Spells <SPLL> VI. Walkthrough <WTHR> VII. Endgame <NDGM> VIII. Main Line Quests <MLQU> IX. Promotion Quests <PRQU> X. Secondary Quests <SCQU> XI. Temples and Dungeons <TMPS> XII. The Obelisk Quest <OBLK> XIII. Monsters <NMES> XIV. Teachers <TCHR> XV. Guilds <GLDS> XVI. Items and Relics <STFF> XVII. Potion List (Alchemy) <BOOM> XVIII. Boat and Stagecoach Schedule <TRVL> XIX. Shrines and Circuses <SHRN> XX. Resetting Areas <RSTG> XXI. Closing Arguments <BSHT> ==================== I. INTRODUCTION <INTN> ==================== INTRODUCTION Hello and welcome to my Might and Magic VI: The Mandate of Heaven walkthrough and guide. This is a full walkthrough and guide together featuring every list I could think of. This is my first attempt at tackling a full RPG and it took me just over 2 months and almost 5,000 lines to complete this monster. This series is the first of the Might and Magic series to use real-time mode as well as free-roam. I wasn't a big fan of free-roam right away but it grew on me when I finally got into the game after a few days but I don't think any of the recent M&M games are as good as the Xeen games (IV and V). However, to me this is one of the best RPG series ever made. I've played and beat every game from 3 through 7 and think the replay value on all of them are excellent. And also, this game gives you a rare treat as it lets you continue playing and improving your stats after you beat it. I thank you for looking and/or using my guide to help you through this game. I look forward to writing a guide to M&M 7 and maybe 8 next year (if I get through 8, I was into 8 one other time and my computer crashed and I've yet to play it again). VERSIONS unknown dates... version .20: Have completed the controls, character classes, the overworld map, skills, and magic spells sections. 9/3/2008-9/29/2008 version .75: Played through the game once and completed sections IX through XX. The only sections left are the walkthrough and any new items and relics that I might find. 10/7/2008-11/4/2008 version 1.0: Played through the game again and wrote the entire Walkthrough. Also added some relics and a couple other minor changes. Wrote the introduction and closing sections. Added page beacons. ==================== II. CONTROLS <CTRL> ==================== A. Keyboard Controls Escape: Access Game Options / Exit window Tab: Cycles Character Selection Q: Access quest sub-screen A: Attack, Shoot arrows, Pass on turn Z: Quick reference C: Cast new spell S: Cast readied spell, if no spell is selected, this key functions as "A" R: Rest T: Time / Calender Spacebar: Search Body, chest, crate, or object. Activate objects N: Autonotes M: Map Book X: Jump Arrows: Movement Shift + Arrow: Run (or walk if Always run is selected) Ctrl + Side Arrows: Sidestep (Strafe) Page Down Key: Look Up End Key: Center Viewpoint Delete Key: Look Down ---The following three buttons can only be used if the fly spell is activated. Page Up Key: Fly Up Home Key: Land (Fall) Insert Key: Fly Down Enter: Enter turn based mode or real time mode + and -: Zoom in/out in the automap. 1-4: Select / View character 1-4 5-6: Select / Speak with NPC 1-2 F4: Full Screen / Windows toggle ====================== III. CHARACTER CLASSES <CLSS> ====================== In this sequel, there will be no choices on what race your characters are, but there are 6 classes of characters to choose from. Three classes are basically crucial to have to get through the game successfully and three are there to choose as an extra. Then again, why not throw in another Sorcerer or Knight in the fourth spot. I've read another combo I'd like to try a full game on and that would be 3 Sorcerers and a Cleric. It would be tough to start out with because of the mages being lousy fighters but when you think of it, what monsters in the world could stop three 75th level sorcerers and a 75th level cleric. It seems to be worth a try. Obviously you can choose to make your party out of any combo of classes but I put the three most likely classes in the crucial category. A. Crucial Classes 1. Knights: Here are the melee experts. They can use any type of weapon, wear any kind of armor, and have a shield or a 2nd weapon in his other hand as he advances through promotions and obtained skills and skill levels. Knights start out with the most hit points and gain the most hit points as they advance through levels. The down side to them is that they never have spell points and cannot learn any type of magic like every other class can. Nevertheless, having one in your party is crucial as the loads of hit points can possibly get you out of a dungeon when the rest of the party is wounded or unconscious. As the adventure procedes, the Knight could possibly be promoted to Cavalier status and even further to Champion status which means tons more hit points. 2. Clerics: These premature priests are best used to cast healing spells and defensive spells. They are able to learn the light and dark magics well. With all the talk of magic, don't think that magic is all they are used for. They can be trained well with the mace, staff and bow, so concentrate on skill points to the mace as well as his magic and you could end up with another pretty good melee fighter in the group. They can also wear any armor except plate and can carry a shield. The promotions available are to Priest and eventually to High Priest which will net a lot of spell points and a few more hit points. 3. Sorcerers (Mages): Mages are made for only one use. Lots and lots of magic, and offensive magic at that. Through the adventure, they will learn and master the elemental magics of earth, air, fire, and water and later on, light and dark magic. After reaching the higher levels, their spells will be able to take out lots of monsters from afar with very powerful spells. However, long range is what you want, as they are terrible melee fighters and can't carry any weapon other than a dagger or staff. They also can't wear any armor other than Leather and can't carry a shield. Mages can be promoted to Wizards and then promoted again to Archmages where many more spell points and hit points are earned. B. Choose another Class 4. Paladins: This is a combonation of a Knight and a Cleric. However when you start combining the classes, the strong hold on one class slips. Basically, the paladin is not as good as a knight or a cleric but can run both roles at once. They can learn any type of weapon or armor skill and they begin with Spirit Magic and Sword skills. They can eventually learn Mind and Body magic but they will never learn to use light and dark or any of the elements. Paladins who prove themselves worthy can find themselves promoted to Crusader and then to Hero but only for the highest deed. 5. Archers: Like the Paladin, the Archer is a cross of a Knight this time with a Mage. Again, they aren't as good as the originals but can function well as both at once. They can learn any type of weapon (especially the bow) and can use almost any armor except plate armor and shield. Their starting skills are the Bow (duh!!!) and Air Magic. They will eventually learn to use the other elements but they also will never learn light or dark magic. The promotion levels are to Battle Mages and eventually to Warrior Mages. 6. Druids: Yellow and Blue make Green. Clerics and Mages make Druids. They have the lowest rate of hit points and are bad fighters. They can go no further than using a dagger, staff, or bow and their armor is limited to Leather and a Shield. However they have a unique ability to cast spells out of all seven main groups of spells but we must exclude light and dark magic again. They start out the adventure with the Learning Skill. A good Druid can be promoted to a Great Druid and further on to an Arch Druid. C. THE PRIMARY STATISTICS 1. Might- Might is the statistic that rates your strength. It is the biggest stat for Knights and Paladins. It is useful for moving heavy objects, pulling objects from other objects, or even opening certain doors but mainly it affects the damage your character does when you hit a monster in hand-to-hand combat. 2. Intellect- Intellect is for Sorcerers, Archers and Druids who cast elemental magic. If your character casts clerical spells or no spells, don't even bother giving much to them. It determines the spell points. 3. Personality- Personality is for Clerics, Paladins and Druids who cast clerical spells. If your character casts elemental spells or no spells, don't even bother giving much to them. It determines the spell points. 4. Endurance- Endurance is probably the most important stat. Not only does it help determine hit points the character has but the higher their endurance is, the further into negative hit points they can go without dying. 5. Accuracy- Accuracy is thought of as the prime statistic for Archers. However, anybody who shoots a bow, aims a spell, or wants to hit an enemy with a weapon had better have a decent accuracy number. 6. Speed- Speed helps determine who goes first in battle. All characters and monsters have a speed rating. The higher numbers go first in time-based battles. 7. Luck- Luck can be distributed between all the classes because it improves your chances of surviving hostile spells or avoiding traps. ==================== IV. SKILLS <SKLL> ==================== A. Weaponry Skills 1. Staff: Knights, Clerics, Sorcerers, Paladins, Archers, Druids Not much more than a pole that can be used to whack enemies over the head or to block enemies as they try to whack you over the head. Expert: Increase character's armor class. Master: Occasionally stun opponents 2. Sword: Knights, Paladins, Archers, It covers almost any blades longer than a knife. Expert: Quicker attack Master: You can wield a one-handed sword in one hand and another weapon in the other. 3. Dagger: Knights, Sorcerers, Paladins, Archers, Druids Shorter than swords, the dagger increases attack speeds but decreases damage from the sword. Sometimes, however, the speed will allow you two attacks on a slower opponent. Expert: can use a dagger in one hand with another weapon in the other. Master: Chance of killing a surprised opponent with a single blow. 4. Axe: Knights, Paladins, Archers, They slow your attacks but dole out great damage when they hit. Expert: Gain more attack speed. Master: Can deliver tremendous damage. 5. Spear: Knights, Paladins, Archers, The same thing as a staff, just with a point or fork attacked to the end of it. They come in one-handed or two-handed but the two-handeds are better. Expert: Increase armor class. Master: Boost damage caused. 6. Bow: Knights, Clerics, Sorcerers, Paladins, Archers, Druids Possibly the most useful skill in the game. They are used to.....fire arrows. Expert: Speed increase Master: Fire two arrows per shot. 7. Mace: Knights, Clerics, Paladins, Archers, A melee weapon used to beat things over the head with. This skill covers any of these types of weapons. Expert: Do extra damage. Master: Occasionally stun opponents 8. Ancient Weapons: Knights, Paladins, Archers, Sorcerers, Clerics, Druids Blasters are the most powerful weapons in the game and you can fire off many rounds in one turn depending on your skill level. B. Armor Skills 1. Leather Armor: Knights, Clerics, Sorcerers, Paladins, Archers, Druids The lightest armor available and it provides the smallest amount of protection. However it slows a character down less. 2. Chain Armor: Knights, Clerics, Paladins, Archers, Provides more protection than leather but creates more drag on the character. 3. Plate Armor: Knights, Paladins, The most protective armor available. It is really heavy as it covers the whole body and slows the character down considerably. 4. Shield: Knights, Clerics, Paladins, Druids Carrying a shield increases a character's armor class. Expert and master rankings increase the armor class more. C. Magic Skills 1. Fire Magic: Sorcerers, Archers, Druids Burn Baby Burn! This is a good element that ranges from lighting up a dungeon with torch light to throwing a huge fireball that engulfs a single enemy. 2. Air Magic: Sorcerers, Archers, Druids Everybody knows it's Windy! This element ranges from the very useful Wizard Eye to making meteors fall from the sky with Starburst. And of course, there is the ever useful FLY. 3. Water Magic: Sorcerers, Archers, Druids Have you ever seen the rain?! Next to air, the most useful non-attack spells are in the water category. This one contains, Water Walk, Town Portal, and Lloyd's Beacon. But if it's offense you want, there's Acid Burst and Ice Blast. 4. Earth Magic: Sorcerers, Archers, Druids I feel the Earth move under my feet! Earth doesn't offer the best spells in the game but it ranges from Stun to halving your enemy's hit points with Mass Distortion. 5. Spirit Magic: Clerics, Paladins, Druids You are my soul and my highest inspiration! Totally useless category until you get to the expensive spells with Raise Dead, Shared Life, and Resurrection. 6. Body Magic: Clerics, Paladins, Druids Heal the world! Here is the Curing and healing category. You can cure weakness, wounds, poison, and disease and then heal the whole party with the Power Cure. Then take some offense to your enemies who did this to you with a Flying Fist. 7. Mind Magic: Clerics, Paladins, Druids I'm crazy for you! Decent category of magic. However there is no offense other than Psychic Shock but it does have you moving far away things with Telekinesis. 8. Light Magic: Clerics, Sorcerers It's gonna be a bright, bright, sunshiny day! Here is where the magic turns powerful. Many of these are protection and survival spells ranging from Create Food to Divine Intervention where the spell just heals your whole party of everything...for a price. Light does have its share of offense with Prismatic Light and Sunray though. 9. Dark Magic: Clerics, Sorcerers I've got a black magic woman. Aaaaaah, I can smell the mana in the room. No wait that's because I just.... nevermind. Here is the power in the game that we've all been waiting for. It includes shooting sharp shards of metal at a group of enemies, a spell that CAN kill any enemy in one hit, a spell that subtracts 30 HP from all monsters in front of you and adds 30 HP to your characters, the most powerful poison in the game, and the drunken power spell known as Armageddon. There is also a spell that is so secret, that no one knows anything about it or what it does. D. Miscellaneous Skills 1. Identify Item: Knights, Clerics, Sorcerers, Paladins, Archers, Druids Identify the shaded items in your stock. It lets you know the item, description, and price. Expert: Identify more special items. Master: Identify all items. 2. Merchant: Knights, Clerics, Sorcerers, Paladins, Archers, Druids It allows the seller / buyer to sell or buy at a better price. Expert: Get a better discount. Master: Get the best discount. 3. Repair: Knights, Clerics, Sorcerers, Paladins, Archers, Druids A character can fix a broken item depending on the quality. Expert: Ability to fix better quality equipment. Master: Fix any broken item. 4. Bodybuilding: Knights, Clerics, Sorcerers, Paladins, Archers, Druids Pump your character up and add lots of hit points Expert: Add more hit points. Master: Add tons of hit points. 5. Meditation: Clerics, Sorcerers, Paladins, Archers, Druids Ommmm. The ability to think clearer will reward you with more Spell Points Expert: Add more spell points Master: Add tons of spell points 6. Perception: Knights, Clerics, Sorcerers, Paladins, Archers, Druids It sharpens the senses and allows you to notice traps. It doesn't disarm the trap but if the trap goes off, the character may avoid being hit by it. Expert: Increase the odds of avoiding the trap. Master: Almost always avoid a trap. 7. Diplomacy: Knights, Clerics, Sorcerers, Paladins, Archers, Druids This allows your character to fit in with the NPCs no matter if they are from nobleman to Goblin. Expert: Fit in with better or worse crowds. Master: Fit in with anyone from Saintly to Notorious. (Not enemies though) 8. Disarm Trap: Knights, Clerics, Sorcerers, Paladins, Archers, Druids The most useful skill there is. Treasure makes Enroth go round and if you can't collect it because of those stupid traps blowing up in your face, then you might as well quit. Expert: Disarm higher leveled traps. Master: Disarm almost all traps. 9. Learning: Knights, Clerics, Sorcerers, Paladins, Archers, Druids This skill adds to the experience that you recieve from enemies and quests. It is a noticable difference. Expert: Double the experience bonus. Master: Triple the experience bonus. ==================== V. MAGIC SPELLS <SPLL> ==================== A. Fire Magic 1. Torch Light 1 SP Use this to light up caves and hallways inside dungeons and temples. Despite what the handbook for M&M6 says, it can be used outdoors to partially light up the area around you. It lasts 1 hour per skill point in Fire Magic Expert: Light is brighter Master: Light is even brighter and it lasts longer. 2. Flame Arrow 2 SP Fire a single flaming arrow at an enemy. It is an inaccurate spell and the chances of hitting are the same as with a regular arrow. It does 1-8 points of damage if it hits. Expert: only costs 1 SP and can be used again more quickly. Master: Costs 0 SP and have best recovery time. 3. Protection/Fire 3 SP It increases the resistance to fire spells on all characters. 1 point resistance and 1 hour per point of skill level in fire Expert: Double the resistance Master: Triple the resistance 4. Fire Bolt 4 SP Shoot a fire burst at a single target causing 1-4 points of damage per point in fire skill level. Expert: Fast recovery Master: Faster recovery 5. Haste 5 SP Reduces by 25 seconds, the time it takes to recover from casting a spell or using a weapon for one character. Whoever is effected will become weak for six hours after the spell wears off. It lasts for 4 minutes plus 1 minute for every skill point. Expert: Reduce the recovery time. Master: Spell affects the entire party. 6. Fireball 8 SP Target a monster and fire and the fireball will hit and explode, injuring any creature around the blast, even you. All within a 10 foot radius will recieve 1-6 points of damage times the character' skill points. Expert: Fast recovery time. Master: Faster still. 7. Ring of Fire 10 SP Form a 5 foot ring around your party that spreads outwards, injuring anything close to the party, even behind walls. It causes 6 points of damage plus 1 for every skill rank. Expert: Create a 10 foot ring Master: Fast Recovery 8. Fire Blast 15 SP Throw 3 fire blasts in front of the party. If any of them hit a creature it is 4 points of damage plus 1-3 points per skill level. Expert: Recover faster and fire 5 fire blasts Master: Throw 7 fire blasts 9. Meteor Shower 20 SP You can summon 8 flaming rocks from the sky in a 10 foot radius around the target. Make sure not to be close to the target or you might get rained on as well. Each rock damages for 8 damage plus 1 for every skill point. It only works outdoors as one could probably figure out. Expert: Fast recovery and 12 rocks fall. Master: Faster recovery and 16 rocks fall. 10. Inferno 25 SP Burn all monsters in sight of the party. It proves a good way to empty out a room full of monsters. It can only be used indoors. It causes 12 points of damage plus 1 for every skill point. Expert: Quick recovery Master: Almost no recovery needed 11. Incinerate 30 SP Target a single target and inflict a powerful fire spell. It will happen immediately with no misses and causes 15 points of damage plus 1-15 for every skill point. Expert: Fast recovery Master: Faster recovery B. Air Magic 1. Wizard Eye 1 SP Reveals a map of the surrounding area and the enemies that have noticed you. It lasts 1 hour per point in Air Magic. Expert: Locates new things on the map. Master: Can see chests and items on the map. 2. Static Charge 2 SP Jolt a single monster with 1 point of damage plus 1-5 points per skill rank. It is a weak spell but it never misses. Expert: Faster recovery Master: Fire for 0 SP 3. Protection/Elec 3 SP Increase all the characters' resistance to electricity. It lasts 1 hour per skill point. Expert: Double the resistance Master: Triple the resistance 4. Sparks 4 SP Shoot three balls of lightning into the room that bounce around until they hit something. It is best used in rooms with lots of weak monsters. It does 2 points of damage plus 1 for every skill point. Expert: Recover faster and shoot five bolts. Master: Recover even faster and shoot seven bolts. 5. Feather Fall 5 SP Cast to prevent damage to the party due to falling. It lasts for 5 minutes per skill point. Expert: 10 minutes per skill rank. Master: 1 hour per sklill rank. 6. Shield 8 SP Slow down shooting attacks against the caster or castee such as arrows and cut the damage done in half. It lasts 5 minutes per skill rank. Expert: Lasts 15 minutes per skill rank. Master: Affects the entire party. 7. Lightning Bolt 10 SP Throw a lightning bolt from the caster's hand to a single target. It always hits and does 1-8 damage per skill rank. It is one of the most effective spells for its worth and cost. Expert: Fast recovery Master: Faster recovery 8. Jump 15 SP Vaults the entire party into the air and forward landing them safely a good distance away. Expert: Fast recovery Master: Faster recovery 9. Implosion 20 SP Destroy the air around a single target. The inrush of the surrounding air causes a thunderclap causing 10 points of damage plus 1-10 per skill point. Expert: Fast recovery Master: Faster still. 10. Fly 25 SP Give the party flying abilities. It gives 5 minutes per skill rank. It can only be used outdoors and will continue to drain SP while in use. Expert: 10 minutes per skill rank. Master: 1 hour per skill rank and it doesn't drain spell points. 11. Starburst 30 SP Kind of like meteor shower, you call upon the stars to fall upon a group of enemies. Don't get caught in the blast which will be a 20 foot radius. Each star's damage is 20 points plus 1 per every skill point. It only works outdoors, obviously. Expert: Call upon 12 stars Master: Call upon 16 stars C. Water Magic 1. Awaken 1 SP Cast an alarm awakening any sleeping characters that have been asleep a certain amount of time. It removes 3 minutes per skill point. Expert: Remove an hour per skill point. Master: Remove a day per skill point. 2. Cold Beam 2 SP Target a single monster with a small blast of extreme cold for a moment. It's weak but true. It hits for 2-6 points Expert: Recover faster Master: Cast without a SP cost. 3. Protection/Cold 3 SP Increase the party's resistance to cold. 1 point of resistance per skill point and lasts for 1 hour per. Expert: Double the resistance Master: Triple the resistance 4. Poison Spray 4 SP Fire 1 shot of poison in front of you. It doesn't do much damage but it burns almost all monsters. Damage is 2 HP plus 1-2 per skill rank. Expert: Fire 3 shots Master: Fire 5 shots 5. Water Walk 5 SP Walk along the surface of water without swimming or taking damage by drowning. It gives 5 minutes per skill point. It also drains magic at anytime it is in use even when a master of water magic. Expert: 10 minutes per skill point Master: 1 hour per skill point. 6. Ice Bolt 8 SP Fire an ice bolt at a single enemy causing 1-7 points per skill rank. It always hits. Expert: Fast recovery Master: Faster still 7. Enchant Item 10 SP Attempt to make an ordinary item magical. The chance for success depends on the skill level. Expert: Make better magic items. Master: Be able to enchant weapons 8. Acid Burst 15 SP Target a single monster with a acid blast that causes 1-9 points of damage per skill rank. Expert: Fast recovery Master: Faster recovery 9. Town Portal 25 SP Transport the party to the last town that they visited. It only works outdoors and the chance of success is depending on the skill rank. The town has to be a main town like Blackshire or Free Haven, not such as Bootleg Bay's town or Kriegspire. Expert: It works indoors. Master: Choose the town. 10. Ice Blast 25 SP Shoot a ball of ice at a single target. When the ball hits, it explodes into shards and damages all creatures aound it. The shards bounce around the room until they melt or strike something and do 12 points of damage plus 1-2 per skill rank. Expert: Fast recovery Master: Faster still 11. Lloyd's Beacon 30 SP You can place a marker at a place you want to return to later in the game. They wear off after a certain amount of time that depends on your rank in water magic. It wears off after 1 hour per skill point. Expert: Set up to three beacons that last 1 day per skill rank Master: Set up to five beacons that last 1 week per skill rank. D. Earth Magic 1. Stun 1 SP This spell does not injure enemies, it just knocks them backward with magical force. It also makes them go through recovery time. This way you can escape or attack a few more times. Expert: Better effect Master: Best effect 2. Magic Arrow 2 SP Fire a single arrow with magical aura on it. It has the chances of hitting as a regular arrow. It will do 2 points of damage with an extra 1-6 for every skill point if it hits anything. Expert: Costs 1 SP Master: Costs 0 SP 3. Protection/Magic 3 SP Increase the party's resistance to magical attacks. It lasts 1 hour and adds 1 point of resistance per skill point. Expert: Doubles resistance Master: Triples resistance 4. Deadly Swarm 4 SP Summon a swarm of flying insects to attack a single enemy. It never misses and does some damage at 5 points plus 1-3 for every skill point. Expert: Fast recovery Master: Faster still 5. Stone Skin 5 SP Increase the armor class of a single character by 5 for 4 minutes plus 5 minutes per point of skill. Expert: 15 minutes per skill point Master: Affects the entire party 6. Blades 8 SP Shoot a blade wheel at a single target for 1-5 damage per point in Earth Magic. It's accuracy also depends on the skill points. Expert: Fast recovery Master: Faster still 7. Stone To Flesh 10 SP Remove the STONED condition from a single character if they have been stoned for less than 3 minutes per skill point. You don't even have to worry about being arrested. Expert: Less than 1 hour per skill point Master: Less than 1 day per skill point 8. Rock Blast 15 SP Throw a magical stone into the air and it will bounce around and explode when it hits something. It damages for 1-8 points per skill point everything within a radius of 20 feet, even your party. Expert: Fast recovery Master: Faster still 9. Turn To Stone 20 SP Temporarily turn a creature to stone for 5 minutes per every skill point. However they are invincible while they are a statue. Expert: 10 minutes per skill point Master: 20 minutes per skill point 10. Death Blossom 25 SP Like rock blast, you send a stone very high in the air and it causes damage to everything within 40 feet of it when it lands and explodes. Damage is 20 points plus 1 per skill point and it can only be used outdoors. Expert: Exploding radius is 60 feet Master: Exploding radius is 80 feet 11. Mass Distortion 30 SP Increase the weight of a single target enormously for a split second, causing massive internal damage. It damages for 25% of the monster's hit points plus another 2% per skill point. Expert: Fast recovery Master: Faster still E. Spirit Magic 1. Spirit Arrow 1 SP Shoot an arrow of pure energy. It does decent damage of 1-6 if it hits. Expert: Fast recovery Master: Costs 0 SP 2. Bless 2 SP Increase one character's chances of hitting a monster in hand to hand combat or shooting range. It lasts for 4 minutes plus 5 minutes for every skill point. Expert: 15 minutes per skill point. Master: Affects entire party. 3. Healing Touch 3 SP Heal a single character for 3-7 HP per skill point. Expert: Heal 5-11 HP Master: Heal 7-13 HP 4. Lucky Day 4 SP Temporarily increase a character's luck stat by 10 plus 2 for every skill point. It also lasts 1 hour per skill point. Expert: Add 3 points of luck per skill point Master: Affect entire party 5. Remove Curse 10 SP Remove the CURSED condition from a character if they have been cursed less than 3 minutes per skill point of the caster. Expert: Less than 1 hour per skill point Master: Less than 1 day per skill point 6. Guardian Angel 8 SP Set up a contract with the higher powers over the land to bring your characters back to life if they die and put them at the last temple visited and leave them with 1 HP. The cost is half of the gold that the party was carrying at the time of death. Expert: Revived with half HP Master: Revived with full HP 7. Heroism 10 SP Increase the damage that one character does during a successful attack by 5. It lasts for 4 minutes plus 5 minutes per skill point. Expert: Get 15 minutes per skill point Master: Affects entire party 8. Turn Undead 15 SP Force all of the undead monsters on the screen to flee until the spell runs out. It lasts for 3 minutes plus 3 more minutes per skill point. Expert: Fast recovery Master: Faster still 9. Raise Dead 20 SP Remove the DEAD condition from one character if they have been dead less than 3 minutes times the skill points of the caster. Expert: Less than 1 hour per skill point Master: Less than 1 day per skill point 10. Shared Life 25 SP Combine the hit points of the entire party and distribute them evenly. Also add 1 HP per skill point Expert: Add 2 HP per skill point Master: Add 3 HP per skill point 11. Resurrection 20 SP Remove the ERADICATED condition from one character if they have been eradicated less than 3 minutes times the skill points of the caster. Expert: Less than 1 hour per skill point Master: Less than 1 day per skill point F. Mind Magic 1. Meditation 1 SP Temporarily increase a single character's personality and intellect stats by 10 each plus an extra 2 per skill point for an hour. Expert: Add 3 points per skill point Master: Affects entire party 2. Remove Fear 1 SP Remove the FEAR condition from one character if they have been fearful less than 3 minutes times the skill points of the caster. Expert: Less than 1 hour per skill point Master: Less than 1 day per skill point 3. Mind Blast 3 SP Fire a bolt of mental force at a single target that causes damage to its nervous system. Damage is 5 points plus 1-2 points per skill point. Expert: Fast recovery Master: Faster recovery 4. Precision 4 SP Temporarily increase a single character's accuracy stat by 10 plus 2 per skill points for an hour each skill point. Expert: Add 3 per skill point Master: Affects entire party 5. Cure Paralysis 5 SP Remove the PARALYZED condition from one character if they have been paralyzed less than 3 minutes times the skill points of the caster. Expert: Less than 1 hour per skill point Master: Less than 1 day per skill point 6. Charm 8 SP Take a single hostile target and calm them so they don't want to attack you anymore. The spell lasts for 3 minutes per skill point. Be a nice guy because if they get attacked, they become hostile again. Expert: Double the duration Master: Quadruple the duration 7. Mass Fear 10 SP Cause all creatures in sight of the spellcaster to flee in fear for 3 minutes per skill point. A creature taking damage from you will cause the spell to be broken. It also doesn't work on the undead. Expert: Fast recovery Master: Faster recovery 8. Feeblemind 15 SP Remove the ability for a target to cast spells until the spell wears off which is 5 minutes per skill point. Expert: Fast recovery Master: Faster recovery 9. Cure Insanity 20 SP Remove the INSANE condition from one character if they have been insane less than 3 minutes times the skill points of the caster. Expert: Less than 1 hour per skill point Master: Less than 1 day per skill point 10. Psychic Shock 25 SP Target a single creature with mind-damaging magic for 12 points of damage plus 1-12 per skill point. Expert: Fast recovery Master: Faster recovery 11. Telekinesis 30 SP Avoid traps by moving objects with the mind like switches, chests, and doors from a distance. The distance and strength depends on the skill rank. Expert: Double Strength Master: Triple Strength G. Body Magic 1. Cure Weakness 1 SP Remove the WEAK condition from one character if they have been weakened less than 3 minutes times the skill points of the caster. Expert: Less than 1 hour per skill point Master: Less than 1 day per skill point 2. First Aid 2 SP Heal 5 HP on the chosen character, hands down Expert: Heal 7 HP Master: Heal 10 HP 3. Protection/Poison 3 SP Increase the party's resistance to poisonous attacks. It lasts 1 hour and adds 1 point of resistance per skill point. Expert: Doubles resistance Master: Triples resistance 4. Harm 4 SP Hit a single enemy with unmissable magic damage. Damage is 8 points plus 2 points per skill point. Expert: Fast recovery Master: Faster recovery 5. Cure Wounds 5 SP Heal 5 HP on a single target plus 1-2 points per skill point. Expert: Fast recovery Master: Faster recovery 6. Cure Poison 8 SP Remove the POISONED condition from one character if they have been poisoned less than 3 minutes times the skill points of the caster. Expert: Less than 1 hour per skill point Master: Less than 1 day per skill point 7. Speed 10 SP Temporarily increase a single character's speed stat by 10 points plus 2 points per skill point. Expert: Add 3 points per skill point Master: Affect the entire party 8. Cure Disease 15 SP Remove the DISEASED condition from one character if they have been diseased less than 3 minutes times the skill points of the caster. Expert: Less than 1 hour per skill point Master: Less than 1 day per skill point 9. Power 20 SP Temporarily increase a single character's endurance stat by 10 points plus 2 points per skill point. Expert: Increase endurance and might by 3 points per skill point and Master: Increase endurance and might to affect the entire party 10. Flying Fist 25 SP The best spell for a cleric to have short of light and dark magic. Its cost is worth the 30 base points plus the 1-5 per skill point to throw it. Expert: Fast recovery Master: Faster recovery 11. Power Cure 30 SP Restore HP to all party members. It restores 10 points plus 2 for every skill point. Expert: Fast recovery Master: Faster recovery H. Light Magic 1. Create Food 20 SP Make food from nothing but the spell only works if you have no food in stock or less than the spell would make. Create one day's worth plus light magic skill number/10. Expert: Double the skill effect Master: Triple the skill effect 2. Golden Touch 25 SP Convert one item in a character's stock into gold. The gold you get will be worth about 40% of its actual worth. The skill in Light Magic gets you a better chance of success because if the spell fails, the item will become broken. Expert: Get 60% of the item's value. Master: Get 80% of the item's value. 3. Dispel Magic 30 SP Remove any extras that the monsters in front of you might have casted such as defense spells. Expert: Fast recovery Master: Faster recovery 4. Slow 35 SP Take a single monster and halve its speed and double its recovery time. The spell lasts for 1 minute per point of skill. Expert: Fast recovery Master: Faster recovery 5. Destroy Undead 40 SP Now this is more like it. Call from the power of the gods to undo the evil magic that extends their unnatural lives. it does 16 points of damage plus 1-16 for every skill point. Expert: Fast recovery Master: Faster recovery 6. Day of The Gods 45 SP Simultaneously casts Power, Meditation, Speed, Lucky Day, and Precision on all of the characters plus the Guardian Angel spells. The spell lasts for 1 day and its effect is to cast all of those spells at twice the character's Light Magic skill to the parties' stats. Expert: Cast the 6 spells at 3 times the skill points. Master: Cast the 6 spells at 4 times the skill points. 7. Prismatic Light 50 SP This spell focuses light as bright as the sun on all monsters in sight causing 25 damage plus 1 point per skill point. Expert: Fast recovery Master: Faster recovery 8. Hour of Power 55 SP Simultaneously casts Haste, Heroism, Shield, Stoneskin, and Bless on all your characters, adding twice the spellcaster's Light Magic skill number to their stats. Expert: Cast the spells at 3 times the Light Magic skill. Master: Cast the spells at 4 times the Light Magic skill. 9. Paralyze 60 SP Paralyze a monster for 1 minute for every skill point. The up side is that they can be attacked at will without worry of being slapped back. Heheheh!!! Expert: Fast recovery Master: Faster recovery 10. Sunray 130 SP Destructive, need I say more. Prismatic Light was fake, this is real. Gather up the light of the sun and concentrate it on one poor little itsy bitsy monster. It hits for 20 damage plus 1-20 per skill point. However, since this one is for real, it can only be used outside and during the day. Expert: Fast recovery Master: Faster recovery 11. Divine Intervention 70 SP Call upon the Gods to heal your entire party of all damage, missing spell points, and all abnormal conditions. This is only usable at dawn or dusk and can only be used once a day. Oh yeah, it ummm.....ages the caster 10 years. Expert: It can be casted twice a day. Master: It can be casted 3 times a day. I. Dark Magic 1. Reanimate 20 SP After killing a monster or NPC, you can bring it back to life with this spell and it will fight on your side. It depends on the number of HP it had and your skill level. It won't heal anyone in the party. Experts: Reanimate bigger monsters. Masters: Reanimate the best monsters. 2. Toxic Cloud 25 SP Create a poisonous cloud and sends it in front of the party. Any monster that happens to run into it will be downed 25 points of damage plus 1-10 points per skill point. Expert: Fast recovery Master: Faster recovery 3. Mass Curse 40 SP Curse all monsters in sight of the spellcaster for 1 minute per skill point. Expert: 2 minutes per skill point. Master: 4 minutes per skill point. 4. Shrapmetal 50 SP Fire 3 shots of hot jagged metal pieces that will hit any monster that gets in the way inflicting 6 points of damage plus 1-6 per skill point. Expert: Fire 5 shots per cast. Master: Fire 7 shots per cast. 5. Shrinking Ray 60 SP Shrink even the biggest monsters down to a more managable size. They shrink to half of the original size and half of the damage dealt out. It lasts for 5 minutes per skill point. Expert: Reduces a monster by 2/3 Master: Reduce a monster by 3/4 6. Day Of Protection 70 SP Simultaneously casts protections from fire, cold, magic, electricity, and poison plus feather fall and wizard eye. The stats added equal 2 times the caster's skill rank and it lasts for 1 day. Expert: add 3 times the spellcaster's skill rank. Master: add 4 times the spellcaster's skill rank. 7. Finger Of Death 80 SP The only spell that can kill any enemy instantly by stripping the soul from its body. The chance for success is 3% for every skill point. Expert: Chances upped to 4 % per skill point. Master: Chances upped to 5 % per skill point. 8. Moon Ray 90 SP The only spell that harms monsters in sight and helps the party at the same time. This spell causes 1-4 points of damage and restores the same number of HP to your party members. It only works outdoors and during the nighttime. Expert: Fast recovery Master: Faster recovery 9. Dragon Breath 100 SP Takes over the spellcaster's body and causes him or her to breathe a toxic vapors toward a single enemy but it damages all enemies within a 10 foot radius. It is the best damaging spell you can get. Expert: Fast recovery Master: Faster recovery 10. Armageddon 150 SP The drunken power spell. This spell causes 50 points of damage to every living thing on the map including NPCs and party members. It can only be cast once a day and only outdoors. NOTE: I just found this out, but this spell doesn't work against the undead. Expert: Able to use the spell twice a day. Master: Able to use the spell 3 times a day. (as if you'd need to) 11. Dark Containment 200 SP A spell that is wrapped in total mystery. It exists in only one place in the world and since it hasn't been found by anyone, no one knows what it is except that it is a myth. ==================== VI. WALKTHROUGH <WTHR> ==================== Welcome to the main walkthrough of Might and Magic VI: The Mandate of Heaven. The dungeons and areas can be done in whatever order you wish but I have arranged them to how I feel are the easiest to hardest. This walkthrough will not have any extra-curricular activities like killing all of the dragons in Dragonsand. I will leave that fun part to you. This is basically what you need to do to beat the game. I will give you the dungeon paths to chests that are important and to quest items. But I will take you through all of the dungeons (even the optionals) and will solve all of the quests. SOME TIPS BEFORE WE START: -I will not point out when to train because only you will know when you can do that but I must say that Castle Ironfist's Training Grounds can train you well beyond 100 which should be more than enough. I will also not mention what skills to train on because everybody has their preferences but I recommend a quick expertise on bowmanship and disarm trap quickly. The list of teachers and where to find them can be found in section XV. Also I recommend training in the Water and Air Magics to mastery. Remember, Air Magic can be trained at a skill level of 4 as long as you are an Archmage. -Pick up horseshoes from all the stables and every time the area resets. Each one will give one character 2 skill points. It doesn't sound like much but the points are perfect for when you are just a couple points from that next number. -Always try to clean out the outside area or dungeon. That is how you rack up the most experience. Also try to buy the Learning skill ASAP as that will add to your experience. -Try to get the Fly, Water Walk, and Town Portal spells quicky and, although it is expensive, Lloyd's Beacon. These will probably be the most used spells in the game. Also try to master the Water and Air Magic skills too although you need to be Archmage to master Air Magic. -Always equip the new and improved weapons for most damage dealt possible. Use the books to learn magic spells. -Try to learn the Bow skill with everybody as soon as you can get to the Duelist's Edge in Mist or Silver Cove. -I will also mention buildings without exact locations when I am in towns. If I say on top of the Buccaneer's Guild, then I'll assume you know where it is. If you don't know, just look for it. WALKTHROUGH FOR MIGHT AND MAGIC VI PRELUDE First off to gain a little experience and gain some gold, I will take you to a potentially deadly area almost right off the bat. First go into the town of New Sorpigal and turn right into the inn. Talk to Potbello about the letter to get a little gold and experience and then receive the Candelabra quest. Now go kill some of the goblins around the town by standing behind a wall and hitting them while far enough away that they can't hit you. You need 2000 gold, so search the 3 crates on the east side of the river for items and gold. Go back and sell these until you get the right amount of gold. Now go search the town for a person called the Gate Master. When you find him/her, hire for 2000 gold and beg or threat if they don't like you. If you don't find a Gate Master, then save the game and reload and the NPCs will be different. While you're wandeing the town you can go into two northeast houses for the Spider Queen and Angela quests and then into Town Hall for the Goblinwatch and Sharry quests. Once you have the Gate Master, go to the south wall of the bank and click the blank wall and by magic, you receive a Fly scroll. I believe the makers of the game wanted one to be able to start this way. Now find the north point of the Buccaneer's Guild nearby and use the scroll to fly to the northern roof. Make sure you save the game. Hit ENTER to enter turn-based mode, wait a couple secs and click on the wall to the south and you will arrive at the Shrine of the Gods. Oh, did I mention it's surrounded by about 30-40 dragons that will almost instantly kill you if you are hit at this level? Quickly exit turn mode and run into the temple and go against the left wall so you won't be hit. If you get hit, then reload the game and try again. Use the Shrine to upgrade all of your characters' statistics by 20. Now turn to face the northwest wall and click on it to be taken to a secret dungeon. ---5 quests received, 1 quest completed--- NEW WORLD COMPUTING (NWC) DUNGEON This is basically a dungeon designed to start you off well. There are basic items, weapons, and armor everywhere. There's also some gold laying around the many rooms. Don't collect anything until you've found the gold room. From the start, go through the eastern door and then go into the first door on the right and continue straight through two more doors. In the big room, go to the door on the left and you will see a chest. Click on this chest and you will get 500 gold. Click on it until you get over 10,000 gold. Now basically roam the whole dungeon and collect the items lying around. Click on any white boxes you see for items. Some of them will give you endless items such as the bottle box and the cloak box. Do be careful because there are a couple goblins in the area on the east side. Also be careful not to hit any of the NPCs walking around or they will all attack you and killing them causes your reputation to drop. When you are done with this dungeon, have the Gate Master cast Town Portal and go to Mist. OUTSIDE (Mist, Free Haven, New Sorpigal) Once in Mist, go to the temple and heal and if you still have the 300+ stats, you will now have full hit points for those stats. Go to the house north of the inn and buy a Duelist's Edge Guild membership for 50 gold. Now go to the Guild in northern Mist and buy the bow skill for everybody that doesn't have it and any other skill that you want. Also visit the Town Hall for the Silver Helm Outpost quest. Also make sure to buy as many Guild memberships as you can, especially the elemental and clerical spell guilds. Go to one of these guilds and learn the Learning skill for all characters. Now run around this island and kill all of the Followers of Baa and Bounty Hunters for experience. Talk to the person in the southern lighthouse so he activates the teleports on the islands. Now make sure your reputation isn't in the red. If it is, then donate at the temple until it's at least Average. Now enter Lord Newton's castle and receive his council quest (find the Hourglass of Time) and Sorcerer promotion quest (drink from the Fountain of Magic). Now go to the Buccaneer's Guild at night and buy the Disarm Trap skill for somebody and any other skill you see that you need now. The only other thing is to see if the Water Guild has the Water Walk spell. Use the Gate Master to take you to Free Haven. Grab the 4 horseshoes from the two stables and buy any bows you need in the southwest corner of town. Just explore the town and buy any Guild Memberships you might find and get the three quests: Find the lost artifact, rescue Sherell from the cannibals, and retrieve Ethric's Skull. Now go south to the water and cast Water Walk if you found it.
If not, then use X to jump over the narrowest part of the river and skirt the side to avoid the Mages. Run up the hill to Castle Temper and receive the counsil quest (kill the devils in Devil Outpost in Kreigspire) and the Knight promotion quest (Seek the nomination from another Cavalier). This one is easy. Go back to the Free Haven town and follow the north road through another small village and to an inn. Enter and talk to Chadwick Blackpoole and he will nominate you for Cavalier. Now go back to Castle Temper and complete the quest. WELL DONE CAVALIERS!!! Now collect the Champions quest (defeat the Warlord). Now you can go back to Free Haven and train to level 5 or 6. Now take your Gate Master and return to New Sorpigal and dismiss her. You are at least at level 5 and that should be enough to take out this area. I do recommend putting your bow skill to at least 4 right now so you can be expert when we go to Castle Ironfist. Anyway, now that you have a party full of bows, take out the goblin camp to the northeast and the mage party to the southeast for some gold and experience and some crates full of goodies. Don't worry about the islands yet. Now go to the keep south of New Sorpigal and kill the goblins around it and take the crate behind it. Now enter the keep and you can go through the first REAL dungeon. ---4 quests received, 2 council quests received, 3 promotion quests received, 1 promotion quest completed--- GOBLINWATCH (New Sorpigal) First, head down the righthand path and open the door. Kill the rat and go to the next door. Kill the 8 goblins inside and open the 12 doors in the wall. You will find 3 chests inside, so get your disarmer to open them and take the loot. You should find the Goblinwatch Code scroll. This is what the Town Hall wants from you, so you could leave right now and complete the quest. When you do this, click on evil cults to get another quest (chime of harmony). If you don't wish to continue in this fort, skip the next two paragraphs. From the entrance, go in the door straight ahead. Take the right path and kill the goblins, rats, and bloodsuckers. Hit the switch to open two paths. Take the left side and kill a half-dozen goblins inside for a chest. The other path has nothing but rats. Go back out to the hallway and enter the other door and kill three goblins. Now enter the letters N-I-L-B-O-G in that order to open all of the doors. Go down the hallway and kill rats and bloodsuckers. There's a hole near the southern wall. Fall down and run to the end of the hall to fight a room full of mixed enemies. When they're dead, collect the chest treasures but watch out for the 2nd chest from the left that will drop 3 Goblin Shamans into the room. Now follow the green path to a door, open it and go straight until you find another door. You're back at the entrance room. You may take this time to go rest or sell/identify/fix items. When you come back, go back down and take the righthand path going down a ramp. There are goblins on the left and rats on the right. There's usually treasure on the tables. Keep going and there are more mixed enemies in the rooms beside the tables. Go to the end of the hallway and you will have two caves going off in opposite directions. These caves have quite a few enemies along the way. At the end of the west cave is a chest guarded by rats and at the end of the east cave is another chest guarded by bloodsuckers. That's it, exit and go take care of business in town. ABANDONED TEMPLE OF BAA Kill the bats and grab the treasure lying around and go down the stairs. Go into the righthand room and kill the cobras and take the Candelabra from the chest inside. Go across the hall and kill the cobras in this room and the spiders in the following rooms for items lying around. Now continue down the hall and into the cave. Kill all the bats and spiders until you get to sparks flying across the room from a chest. This chest usually has lots of gold in it but it's trapped too so beware. Continue killing bats until you get to a room with a mix of three classes of enemies. Go to the north and you will meet Angela (two quests down, one to go). Go north of this room and follow the path until you come to a room with hanging cages. Click on them all to get items but stand to the side to collect the two middle cages or a trap may nail you. Go back to the big room again and continue down the cave. This time spiders are more plentiful. When you come to a fork in the path, go left for spiders and nothing more. So go right and fight through the cobras and spiders in the room with the slope going down. Keep going down the same path and fight boat- loads of enemies and there's a chest at the end with some gold and items in it. Now go back and go down the slope that the cobras came from. Go right for a nest of cobras and eggs with a chest. Go left for the spider nest, including cobras, spiders, and the Queen Spider. Kill her to collect her heart and go to the back of the nest for a door with a chest behind it. Now go above that door and click on the portal stone to get back to the beginning of the dungeon. Go back to town and take care of business. OUTSIDE (New Sorpigal, Ironfist) Get the experience and rewards from the three Abandoned Temple quests and sell the cobra eggs to the guy in the house behind the inn. You can probably now go out to the eastern island and fight the mages and goblins and maybe learn Water Magic expertise. When you are done, hitch a stagecoach or boat to Ironfist area. If neither are there, then walk west along the north water line and you will appear near the town. Go to the house near the stables that the road leads up to and get another quest (find Andrew's Harp) and a membership to the Berserker's Fury Guild. Now you can train to expert bow if you want and join the Mind guild. Go up the hill to the Castle Town and explore here for more guild memberships and experts but go to the main castle when you're done and give the letter to Regeant Humphrey and then receive his counsil quest (Find Lord Kilburn's Shield) and the Paladin promotion quest (save damsel in distress). Talk to him again to be told who you might save. Now talk to Nicolai Ironfist about boredom and he'll come with you (but will run away the first time you rest). He will be known as "kidnapped" and you will not have access to the castle until you rescue him, but we must wait until April to do that and since I don't know when it will be April for you, go into Blackshire in April, Mire of the Damned in August, or Bootleg Bay in October and go to the circus and search the biggest tent and he will rejoin you and you can take him back to his castle. But let's take care of some quests in this area first. Take the trail southwest of the castle and kill the Followers of Baa and Lizardmen that get in the way until you come to a large temple. Enter the Temple of Baa. ---3 quests completed, 2 quest received, 1 council quest received, 1 promotion quest received--- TEMPLE OF BAA (Ironfist) Enter the main room and click on the doors in this order: north, east, west, south, and they will open. The four cave paths in this room are full of Baa Priests, spiders, and skeletons and they offer some small resistances and some small treasures and some scrolls in Skull Piles if you have a couple levels of Perception. When you are ready, click on the chest with your disarmer and grab the loot and a key. HOWEVER, when you close the chest, you will be attacked from all sides by Acolytes and skeletons. It's best to run back to the room that you started in and let everything get caught down the step and pick them off one by one when they appear from behind the walls. Meanwhile, you'll be a step up where they can't go. When you are able to clear out this big room, go south and to the end of the hall where you can find a hidden STORE ROOM KEY in the statue. Go open the door that opens nearby to the east and skeletons and acolytes will appear and come after you and they will every time you open one of the four doors in this area. In the chest in here is the BATHHOUSE KEY. Go across the big room north now and open the door on the right. This chest has a different STORE ROOM KEY. Take it back south again and open the western door. In this door is the SECRET DOOR KEY. Keep this for later. As for the other northern room, use the key you found in the center chest to open it and that chest has the TREASURE ROOM KEY which we will also save for later. Now take the east path but watch out for the Fireball trap. Wind around the path and kill the priests and enter the main temple room. There are a few Acolytes, Clerics, and Priests at the altar so take extreme care getting close. As soon as you approach the altar, go behind it and you will hear a GONG and "OH MY GOD", it called every skeleton in this game, the rest of the M&M series, and every other role playing game ever created, together into the same room and their mission is your death. There is an escape though. Remember the secret door key? Click it on the wall behind the altar and wahlah, an escape route. Turn left and go as far as you can and click on the wall on the west end of the path overlooking the temple. The secret door key will open the wall and you can collect the Chime of Harmony along with another TREASURE ROOM KEY. Go back and go down the other path to a mirrored ledge and another treasure room at the end with bags of money inside. On your way back down this corridor, look for the torch with no description on what it is and click it for a free 5000 gold. Now the best way to get out of here is to lure the nearby skeletons to the wall below the ledge and then jump over them and run for the door. Or you can pick some of them off with arrows. The good thing here is that they put so many enemies in this room that the game doesn't have enough speed to move them all so some of them may sit there and let you attack them. Either way, you are done in here. Return to the town and take care of business. SHADOW GUILD (Ironfist) From the lower town, take the path that goes northwest and fight your way through the Followers of Baa and Lizardmen and you will come to a door in the hillside. Let's go rescue Sharry in the Shadow Guild. Take the first left and open the door and kill the thieves burglars and robbers. Hit the switch on the right as you enter the room and go back down the hall past where the wall just opened and kill the thugs. The two rooms on the right haven't got much except more thief classes and some gold and a Scroll from the King of Thieves which is worthless. Open the door on the far left in the hall and be prepared to get attacked by thugs to brigands. After they are dead, enter the room and cross it. The chest doesn't have much so enter the hallway on the other side and kill some more thieves. Head south in this hall and the room on the right has thieves but a couple nice goodies in the barrels and the fire. The room on the left has another switch in the wall along with loads of barrels, bags, and treasure bags. Head up the hall and kill some more higher thugs. Open the room on the right for a mixture of thieves and thugs but this is an important room which has a chest that has lots of treasure and a GUILD KEY. Take this key to the locked door in the east hall and open it. Jump over the square in front of the door or a trap will blast you. You will meet Sharry in here. You are done with this dungeon so go back to Ironfist town for anything you need to do. OUTSIDE (Ironfist, New Sorpigal) Now take the quickest way you can back to New Sorpigal through horse or boat or just plain walking and go to Town Hall to complete the two quests. Here is where you can train to expert in any magics if you need to and then head back to Ironfist. I want to go to Free Haven now so wait until Tuesday or Saturday for the stagecoach. While we're waiting, we might as well go do the Dragoon's Caverns now, all it is is thug classes and a couple armored fighters. Head south on the road from Ironfist and then south again and turn left and you will find the cave in the hillside surrounded by lizardmen. Enter. ---2 quests completed--- DRAGOON'S CAVERNS (Ironfist) When you enter, don't worry about the overlook with thugs, but keep going and kill the thugs in the hall. Open the door to the left and go down the long corridor. Don't worry about the first two doors but go to the end and there are thugs inside. If they are moving, you can hit them through the door if you move to the right side of the door and can see them, but they can't hit you. Enter the room and click on the north wall to open a secret room. Hit the switches to open a door somewhere in the temple. Now go back to the first hall and enter the other door. Watch out for more thugs you can hit through the left side of the door. Now enter the door that is already open (good switches) and proceed to ride the elevator down but there are more thugs at the bottom. Go through the door on the west side and the first door has 3 thugs and a chest inside. The second door (north) has an Armored Fighter inside. He can be tough but he's the only enemy inside the room. Hit the switch and go back to the first door and a new hall will have opened up. There's some sacks and a chest in here. The Shadow Guild orders scroll is useless but the treasure is nice. Go back and continue down the hall to the door at the end. Here is what the overlook looks at so be prepared for a few thugs in here. Go across the bridge and enter the hallway on the other side. Go right when you can and you will kill more thugs and eventually come to an elevator again. Keep going and you will find a room that splits. To the right is another chest. Go left to continue. Go into the big hall and go past the door on the left. Kill the thugs and go back to that door and kill the thugs inside. There are two chests in here with mediocre stuff in them. Now go to the big doors and run back and forth along the door to activate the enemies. Hit them through the crack in the middle of the doors to avoid fighting the Veteran because he'll probably kill you at this level. Once he's dead, you can open the doors and there are six chests inside. But 5 of them are not chests but warps to somewhere else in the dungeon. Click on the 2nd chest from the left to get the HARP and some other stuff. There's a bit more enemies and experience in this dungeon but you can leave now. I wouldn't recommend facing the oozes yet anyway because they can only be killed by magic and you'd run out of SP too fast. So let's get out of here and you can come back later when you're more experienced and clean the rest of it out. Take the Harp back to Andrew by the stables and take care of any other needs. ---1 quest completed--- OUTSIDE (Ironfist, Free Haven, Blackshire, Bootleg Bay) Now wait for a Tuesday or Saturday and take a stagecoach to Free Haven. With a cache of gold built up, I usually go look for Fly, Town Portal, Jump, and (if I can afford it) Lloyd's Beacon from the guilds in western Free Haven. Since I was able to buy all of these in this visit, barely, I will assume you at least have Fly, TP, and Jump. Also, by now it is April for me so walk the western road to the inn where you got the nomination and head west to Blackshire. Cast Fly and raise up a little and head along the north side of the road to the circus and if it's April, the giant tent will have Prince Nicolai inside. Talk to him and he will join you. While you are here, watch out for the air beasts and fly west to the town of Blackshire. Fly to the mountainside and kill the werewolves by shooting while flying. Don't fly too high though because at this level, the spell won't last very long and you don't want to fall from the highest point in the sky. Skirt the mountains going east and you will come to a treasure chest surrounded by more werewolves. When you can get at the chest, save the game and open it. The trap may hurt you even at expert level but inside is Lord Kilburn's Shield. Now go enter town and rest or heal if you need to. In here, you can get the memberships to the light and dark guilds along with the Smuggler's Guild, along with 3 quests: (place 5 statuettes, stop the werewolf curse in town, and find Emmanuel in Temple of the Snake). Now trying to use stagecoaches or boats, we need to go back to Ironfist. Go back to Free Haven and fly to the southeast corner and walk out of the area on a diagonal and you can go straight to the northwest corner of Ironfist area. So 10 days later, you can go return Prince Nicolai to his castle and then get your experience and council approval from Regeant Humphrey. Now see if the boat is going to Bootleg Bay. If it's not, walk due north along the east side to get there in 5 days. If you use the boat, cast fly or water walk and go south to get back to the mainland and go to the far eastern shore and kill the cannibals and lizardmen. Don't worry about this temple but walk east and touch the black screen on the obelisk and you will get a clue that will be copied in your Auto Notes. Now go along the shore east and kill everything you encounter until you find a fountain. Drink from it to restore hit points and... oh yeah... that's the Fountain of Magic. You have completed a quest for the Lord in Mist. Keep going east and you will go into a town. Do what you need to do but stop in the temple in the eastern part of town. Talk to the acolyte in the right door and he will give you a quest (destroy the evil crystal). Go further east and kill more cannibals and lizards and enter the temple you come to ---4 quests received, 1 quest complete, 1 council quest complete, 1 obelisk--- TEMPLE OF THE FIST (Bootleg Bay) This temple is small and don't enter the room with the skull pile. Take the left path for lots of rats and a couple items and a switch in a secret area in the northwest room. If you have an expert in perception, you can pull a scroll out of the skull pile but don't enter the room itself. Now take the right path and you will come to a door. Inside are three Monks. Kill them and take the treasure from the cabinet. Continue up the hallway and you will encounter more monks and another cabinet with a useless scroll inside. Go up the incline and you will come to the final room with about 8-10 monks inside. After they are dead, touch the crystal to destroy it and you are done here already. Head back to the town's temple to collect your reward. ---1 quest completed--- OUTSIDE (Bootleg Bay) You can kill all of the cannibals around the area and get a couple chests and some human bones that you can sell later (but it will lower your reputation). Take fly or water walk and you can go to the different islands and kill lizards and cannibals and discover two dungeons on the island. There's also an island that has one of the pedestals in the statuette quest so place it there on a small north island. Now go east of that island and enter the Temple of Tsantsa on the northeast island. ---1 statuette placed--- TEMPLE OF TSANTSA (Bootleg Bay) This temple has lots of passages and can get confusing but all it has are cannibals and cobras inside. Go up the stairs and you will see some cannibals but they won't see you, so pick them off one by one. Head to the right and you will come to a room with cannibals and cobras. Take the right path for more cannibals in the two rooms and a secret room in the back with lots of gold. Go back to the hallway and walk across the next room on top of the swirling part of the floor or the room will hurt you. Take the first left and kill again and flip the switch inside. These halls are filled with cannibals so I'm not going to mention to kill them. Continue around the outside path and you will come to another room to the left that has both enemies in it. There's another switch in here. Keep going the same way again and you can kill some cannibals across a pit. The next room on the left has more enemies and another switch inside. Continue on in the same hallway and another room on the left will have snakes and another switch inside. This will release some cannibals behind you so kill them and keep going down the hall. Enter the door on the far end and kill cannibals inside. Go through the next door and more enemies will appear in either room on the side. Keep going straight and you'll make a full lap around the temple. Now go down some of the paths that you missed and there's another switch in the room south of the middle. Go around the rooms in the southwest and you'll find a CELL KEY in one of the chests. Go around the outside rooms to the west for more chests and in the northeasternmost room is the final switch which opens the two big doors to the central room. There are loads of snakes in here along with lots more cannibals. Lure them out a few at a time until they are almost gone and then enter the room and kill the rest. Go to the north end of the room and down the stairs to kill more canibals. Go right for a chest and a lot of cobras. Go left for an empty chest and a door to the north. Enter the door and go down to the cell and open it with the key and you will meet Sherell and she will accompany you back to Free Haven. That's it in this temple. The best thing to do now is since Free Haven was the last big town you visited, use Town Portal to warp there. Or you can exit the temple and walk. OUTSIDE (Free Haven, Mist) Take Sherell back to her house in east FH for your reward. Now wait for Monday or Thursday and take the boat to Mist. Train if you need to skip days. When you get there, go up to the castle and get your promotion to Wizard and then your quest to become Archmage (Carlogan's Estate). Now let's go into the portal that was opened earlier. Kill all of the Followers of Baa and Catpurses on the islands that are connected by bridges. There's a chest on each island that has enemies on it. There's nothing extremely important but experience and treasure. Also at the end of the islands, you can collect another Obelisk clue. Enter the portal nearby the obelisk to return to Mist. Now go to the building in the southeast of town. This is the Silver Helm Outpost. ---1 quest completed, 1 promotion quest completed, 1 promotion quest received, 1 obelisk--- SILVER HELM OUTPOST (Mist) The room on the right has some guards inside but nothing more. Turn the corner and kill the swordsmen and monks inside the main room. Starting with the left door and going clockwise, the rooms are as follows: 1. The temple with monks inside. There's a book in one of the pews but that's it. 2. Many swordsmen await with a monk inside. Go through the door and go south through another where a Master Monk awaits. Kill him and hit the switch in the wall. Save the game and open the chest. Sometimes the trap goes off and maybe not. Here is the scroll that ends your Mist quest here. One more quest to finish though. Go back out and into the new room that opened. There's more swordsmen in here. There's two loaded chests in here and it includes a key to Gharik's Lab. We'll save that for later. You can exit through the temple room now. 3. The southeast room has 5 stat barrels and some food bags. 4. Some guards including Captains await. And when you think you're done, some monks are in the 2nd room guarding a couple barrels and more food bags. 5. A bunch of swordsmen in their sleeping quarters. 6. Some guards and swordsmen on a straw floor. 7. Most important path: There are some guards in the room on the right. Enter the first door to release a prisoner and get a hint about a hidden door nearby. Go to the wall at the end and open that hidden door. Watch out for some Capts. and Lieutinants on the right and hit the switch in their room. Come out and run up the incline of platforms that appeared. Do this three times and you'll be on an elevator. At the top, do not touch the murals. Go right for a secret door with two chests inside. Go left and you will find Melody Silver, a Damsel in distress. You're done here, just exit the temple. Oops, the secret door closed. Open it again and some swordsmen and guards will appear in the hallway at the entrance. Kill and exit. OUTSIDE (Mist, Ironfist) Go to the Town Hall and turn in the Enemies List Scroll for your experience and quest fofilled. NOTE: I just trained and with the help of horseshoes, got a sorcerer up to Master of Water so I can choose my towns in town portal. So I will probably be jumping towns pretty quickly. Go to Monday, Wednesday, or Friday and sail to Ironfist. Set a beacon in Mist if you have it and can't Town Portal on a master level. Go up to the castle and return Melody Silver to Humphrey. WELL DONE CRUSADERS!!! Now get your Heros quest (slay a named dragon). Now set a beacon here if you've bought it because we'll need to come back later. Now I hate to say it but it looks like Carlogan's Estate is next. I'm not very fond of this dungeon, but it has to be done for the Archmage promotion. Go to the southwest corner of the Ironfist area and kill the Baa Followers, lizardmen, and for some reason bloodsuckers. Enter the manor. ---1 quest completed, 1 promotion quest completed, 1 promotion quest received-- CARLOGAN'S ESTATE (Ironfist) I will make it known again that I dispise this dungeon. It always seems like I can't hit anything in this dungeon with arrows and every spector knocks you cold in one hit. Open the first door. Both directions have ghosts behind the doors but the left room has a door that won't budge. Kill the ghosts inside anyway and then go right and kill the ghosts in here. Go north and kill more ghosts. Inside the next door are more damned ghosts and it seems like 80% are spectors. Kill them and head right where more spirits are in the hallway. Wind around and go to the end of the hallway. Inside are more ghosts and a mediocre treasure chest. Go back in the hallway and take the first turn north for more ghosts and a coffin with a heavy trap on it. Go back and down the south path that is next in the hallway for... suprise... skeletons not ghosts, but there's nothing much in this room. Go back more and take the next north path for a large mixture of skeletons and ghosts with three coffins inside but there aren't any traps on them. Go back to the final north path that we passed and follow it. In the first door are skeletons and trash piles with nothing in them. Continue down the next hall and you will overlook a huge room with lots of skeletons and ghosts inside. Go back out and let the ghosts come up to you in the hall. Leave the skeletons be for now and walk carefully over the narrow ledge to another door and enter it. There are skeletons in the next hallway but let them come to you first or you will never collect their loot. Once you enter the hallway, you'll go forward to the end of the hall through teleport. Watch out, in the second fissure are three ghosts. Go through the hallway. In the path on the left are more ghosts and usually a pile of gold on the floor. Continue and you will come to another room full of skeletons and ghosts below you. Once again, lure the ghosts out and kill them in the long hallway. On the other side is a room with skeletons and a trapped chest. Go west through two doors to kill more ghosts and press the switch in this room. Now you need to backtrack all the way to the start of the dungeon. Enter the room on the left that had the door that wouldn't open but it's open now. Go alllll the way around the winding hallway killing ghosts. At the end are some skeletons. Remember this well, we'll jump down it later. Go south through the door and kill more ghosts and skeletons. I wish I had telekinesis by now, I'd hit that switch in the first fissure. Go down the one that has no bones in it and click the wall for a secret door that has treasure on the floor and a chest in it. Go south and open the door to the east and take the left path and kill some ghosts and hit the switch in the room. Continue into a room with skeletons that we've been in already. Remember this room too. Take the door on the left and kill some ghosts and skeletons in the hall and you will end up back near the start. Go back down the winding hallway to where the empty well was and jump down it. The best thing to do is enter turn based, open the door and have a sorcerer jump you out of the well and kill the ghosts as they emerge from the well. Go along this corridor killing more ghosts and skeletons and hit the switch on the north path. Follow this path to where it splits. Head south to get to the other big skeleton room but the chest doesn't have much. Head north to come out at the water well. You may want to rest up in this almost empty dungeon. Head back to the empty well room and go south and into the first fissure and press the final switch. Go forward in this hallway until you come to the skelton room from before. Aha, there's a new doorway there. Save the game and head down it to the door. Once you open the door, if you run, you will be teleported to the back of the room. There are skeletons inside along with Carlogan (a Power Lich). He's pretty tough on an early level but hopefully you can take him. Once you run back, some ghost will appear too. But when everything is dead, carefully open the trapped chest and get the Crystal of Terrax. OUTSIDE (Mist, Silver Cove, Frozen Highlands, Kreigspire, Mire of the Damned) No matter if you've mastered water yet, Town Portal will take you to Mist if that's the last town you visited. So leave the dungeon and go there. Go up to the castle and give Newton the Crystal and WELL DONE ARCHMAGES!!! Now if you have expertise in Air Magic, go to south Mist and find the Air Master and train your archmage(s). Get to Silver Cove by boat on Monday or Thursday from Mist. BIG NOTE: I WILL, FROM HERE ON OUT, ASSUME YOU HAVE TOWN PORTAL, FLY AND LLOYD'S BEACON ON A MASTER LEVEL, SO GET THOSE SPELLS IF YOU DON'T HAVE THEM FROM THE FREE HAVEN GUILDS!!! Once in Silver Cove, head up to Lady Fleise's castle but be careful not to let the gargoyle's come too close right now. Get the council quest from her (fix the stable prices) and promotion quest (pray in the circle of stones on Mar 20, June 21, Sept 23, or Dec 21). All you have to do is go north of Silver Cove on an island on one of these equinox days and she will contact you. You can do this quest at your leisure and then get her other promotion quest (Pray at the Temple of the Moon during a full moon at midnight). As for her counsil quest, visit the stables at: Silver Cove, White Cap, Kreigspire, Blackshire, Free Haven(x2), Darkmoor, Ironfist, and New Sorpigal, and talk about Price Fixing and then return to her for big experience and her approval on the counsil. Also while you are in town, there's a house near the castle with a quest to deface the altar in the monolith. Now take flight and head west until you get to the Frozen Highlands. Fly over to the village to the west near Castle Stone. Talk to him to get his counsil quest (capture the Prince of Thieves) and promotion quest (restore Free Haven temple). Now cast a beacon here if you want but cast Town Portal and go to White Cap so you don't get Harpyfied. Take up flight and fly to the castle due west of White Cap. Watch out for the archers inside the gates but talk to Eric Stromgard to get his counsil quest (stop winter) and promotion quest (retrieve dragon tower keys). Now fly over the castle and touch the Obelisk clue behind it. Now head west from this area into Kreigspire. Cast Fly and head to the south to the snowy mountians. Fly to the top and fly along them west until you come to a house on the mountain. Talk to the Hermit on the Mountain and he will stop the winter. Now fly south into the town of Kreigspire. This is a good chance to fix the stable prices. You can find a quest in the eastern house (find the jeweled egg which I can't do in my version of this game). You can fly to the northwest area and find one of the pedestals to set the statue on, that's 2. There's also an obelisk to the southeast of the pedestal. Teleport back to White Cap and go talk to Stromgard to get his counsil approval. You may want to set a beacon here but either way, warp to Free Haven and head southwest so that you enter Mire Of The Damned on the west side. If you went far west enough, you can fly straight south into Darkmoor town. Kill the skeletons and ghosts around the area. There is a door on the outside of town to the north that leads to the inn. Talk to Smithers inside and get a quest from him (Kill Snergle) and another quest on the raised walkways from Terry Ros (destroy the book of Lichs). The other thing to do is fix the stable price here in the south part of town. Now, set a beacon here and you can go to the southern part of the island and kill some harpys and place the third statue on a pedestal here. Now fly to the northeastern side of the Mire. Be careful not to get cursed by the Harpy Witches. You will find a cave in the hillside near the water and guarded by ghosts. Enter Snergle's Iron Mines. ---2 promotion quests completed, 3 council quests received, 4 promotion quests received, 4 quests received, 2 obelisks, 2 council quests completed, 2 statuettes placed--- SNERGLE'S IRON MINES (Mire of the Damned) Know that the water on the left gives Spell Points and the water on the right gives Hit Points, but only so many times. In the hallway to the right are lots of Ooze enemies that can only be killed with magic. Fireball works wonders to hit many at a time. Go left to the big room and walk around to wake the dwarfs up inside and hit them through the middle of the closed door. lol After they are dead, open the door and kill any that are left and go right and up the stairs. Have a sorcerer with high intellect open the door. Search the shelves for free spell books and go back out and continue up the hallway. Inside the door are some Dwarf Lords and oozes. Go south from there and fight soem dwarf warriors. There are treasures lying around here and there too. Continue down this path and at the end are some more high ranked dwarves. Inside is a pile of gold and a chest with a CELL KEY inside. Go back to the beginning of the cavern and kill the dwarves and devil spawn that were dumb enough to appear in the big room. Go down the oozing hallway and the first left has many oozes inside. There are food sacks lining the room. Go north and in the next room are gold sacks and another door. This door leads to a room full of dwarves and devil spawns and even a couple oozes. Inside are two long cabinets full of gold and some item sacks. Go back to the main hall and to down the path with many paths leading away from it. All four rooms have dwarves inside. You can find three openable cabinets. Now go to the double doors and activate all the dwarves inside and hit them through the doors again. Inside, go to the secret path to the east. There are 3 devil spawns in here and four chests. Inside are lousy items if you ask me including an Orders From Snergle scroll. Go back a room and go to the north and go around the winding path and you'll run into some oozes. Kill them and continue. At the end of the hallway, when you run up to the door, it'll open on it's own and dwarves and devils will attack. Go in the first room on the right and open the cell door with the key and a dwarf locked up inside will give you Snergle's Room Key. This is all you need. If you get into the far room where all the enemies are, the cabinet inside as far as I know is EMPTY..... yeah thanks. *cough* *jerks* *cough* You are done in here. INTERMISSION Either use the beacon you created in Ironfist or exit this dungeon and go east into Ironfist. Snergle's Cavern is right there on the far west side. Enter so we can put an end to this ***hole. SNERGLE'S CAVERNS (Ironfist) Trust me, set a beacon NOW!!! You WILL need it later. Around the corner are some lower dwarves. Make your way through the tunnels and save the game every time you come to a gold vain so you can reload it if you have a cave-in. After three of them, you'll run into some dwarf lords. Keep going and you come to a room with a few dozen bats and a lad of dwarves. The dwarves are below the ledge however and can be hit from above without causing damage to you. When everything is dead, check the waterfall for an item and the crystals to see if they become gems. Go west and kill all the bats in the three corridors. Click the bones to become more resistant to poison. Now go back to the crystal room and go north. Ugh, more dwarves. Go to the end and go south and check the gem vein. Go back and go east to check two more gem veins. Continue north and kill some bats and check the gold vein behind them. Go further and murdet some more dwarves but don't drink the black liquid in the barrels. Go to the elevator and go up. There are loads more dwarves and bats in here. Go back down the elevator after they have seen you and pick them off with arrows from below while in turn based mode. When they're all dead, you'll probably have a few more bats in the room but go in and check the crystals and push the white switch to open a door to the west. There's bats and some treasures on the floor. Go north when you are ready and kill the bats in the area and check the veins. Now go to the locked door and go turn-based. Open the door and dwarves will appear all over the place. Use your beacon to go back to the start and you are out of a BIG mess. Go through the cavern again and fight your way through them. The room has loads so the battle will probably take a long time. Make sure to take Snergle's body when you're done so you can grab SNERGLE'S AXE. Take the items in the chest and hit the switch on the chair to open another door in this room. There are a few bats here and some bones that give you +5 Might and the other set warp you back to the entrance. Take Snergle's Axe back to the Darkmoor inn and show it to Smithers. Quest complete, dungeons complete. ---1 quest completed--- OUTSIDE (Free Haven, Frozen Highlands) Warp to Free Haven and go to the house northwest of the Alchemy store and talk to the carpenter inside and hire him. Now go further northwest to where the burned temple is and enter the house on the west of this road. Hire the stone cutter and take them both into the temple. Quest complete. If you can warp there, use your White Cap warp or beacon to go back to Castle Stone and get your PRIEST STATUS. Now get your next promotion quest from him (put Sacred Chalice in rebuilt temple). If you need to walk, then wait until after the next dungeon to go there so you can complete both quests at once. Enter the Free Haven sewers from the northern house behind the Mind Guild. ---1 promotion quest completed, 1 promotion quest received--- FREE HAVEN SEWERS (Free Haven) Kill the rats in the area and notice the locked door. Go down the west path and kill more rats. When you come to a row of small sewer grates, click on the first one to find a key. Go back and grab the loads of treasure in that locked door. Now go back to the sewer grates and go south and take the first right turn. Kill the priests and continue. Get as far to the west as you can. Only rats get in the way until you come to a T in the path. Kill the priests and go north. Kill some more rats and priests in the area and go west again. Go north to the room that darkens. Go to the back and click on the weird wall to open a secret room. Take the chest and click on the bed. Hello, Prince of Thieves. Take him back to Lord Stone for his council approval. ---1 Council quest completed--- OUTSIDE (Bootleg Bay) Warp to Free Haven and go east to Bootleg Bay. From the Temple of the Fist, fly directly northeast to come to the Temple of the Sun and enter. TEMPLE OF THE SUN (Bootleg Bay) Right in front of you are a bunch of Monks, so be prepared to be shot at right away. The best thing to do will be to dive into one of the alcoves near the beginning and let them come and get you. When they all settle themselves into coves, run out and kill them around a corner. Go to the northeast corner and go through the door. Kill the Master Monk and click on the cabinet to receive the Sacred Chalice. Click again for more items and take the chest. You can be done in here or you can click in the corner opposite the door you opened and fight a Minotaur King... That's up to you. You can best defeat him by leading him into the main room and standing in the doorway so his Finger of Death hits the wall in front of you and pelt him with arrows from your two righthand party members. The riches are in his room however. There are 8 chests, item bags and some stat barrels inside. Exit the temple when you're done. OUTSIDE (Free Haven, Frozen Highlands) Warp back to Free Haven and visit the newly built temple and the Chalice will be placed. Go back to Castle Stone to be promoted. GOOD JOB HIGH PRIESTS!!! Now warp straight to White Cap and fly south to the Icewind Keep. Be careful because it's surrounded by archers and there's a chest there you can rob them of. Enter the keep. ---1 promotion quest completed--- ICEWIND KEEP (Frozen Highlands) The first two rooms have ogres and guards off to the side but nothing in the rooms. As you run by the big locked door, loads of enemies will appear behind it. But there's a hole in the door so you can just stand outside and kill them all and they can't do anything about it. When everything is dead or runs away, go down the left side of the hallway. The first door has ogres around beds that have gold in them. Take the south door in here for a small treasure room. The second door on the left side has a load more ogres around more beds with gold and items hidden within. The final door has a couple ogres inside and two doors leading to items and the switch to open the door in the front. Enter the area and collect all the bodies and kill anything that remained alive. Go to the north and... DOH!!!, another locked gate. Go back to the main hall and go right this time. This side is pretty much a mirror image of the other side except the enemies are guards, not ogres. Check the beds in the first room and go south for a small treasure room. The second room has nothing but search the beds and in the last room are two doors with items and a switch behind. Now both big doors are open. Go back and through the second door and an army of ogres and guards will appear in the final room. The best thing to do is to go shut the door and kill them through the door again. However you manage to do it, there's a cabinet and a switch in the small throne. Go down the secret passage to the east and there are four chests in here. One of them has a Dragon Riders scroll and the DRAGON TOWER KEYS inside. Take these and warp back to White Cap. OUTSIDE (Frozen Highlands, All Towns, Silver Cove) Fly to Castle Stromgard and get the promotion to Battle Mage, then a promotion quest (fix the dragon towers). This quest is easy. Just use Town Portal to go to the six main towns and have the person with the keys push the button on the tower so it won't shoot fireballs at you when you fly anymore. Then come back here to get Warrior Mage status. Now, go to Silver Cove and fly directly west until you go over a hill and see a dungeon. Kill the gargoyles around it if you wish and enter the Monolith ---2 promotion quests completed, 1 promotion quest received--- THE MONOLITH (Silver Cove) In the first room, check the trees for gold. In the second room, kill some druids and check the trees again. Hit the rock near the door to open it and go on. In the third room, kill more druids and touch the tree to open a secret ledge. Collect 5000 gold from the tree in here. Touch the rock near the door to open it again. In the fourth room, kill a half-dozen druids and collect from the trees again. Hit the rock to open the door. In the fifth room, there are rock beasts and spirits. Touch the tree to move on, no gold in here. In the sixth room, there are water beasts, spirits, and elementals. They will follow you out of the water if you run. Kill them and touch the fountain to move on. In the seventh room, there are no enemies, just a cursing monolith. In the eighth room, there are lots of druids and cursing monoliths. In the ninth room, there is a mixture of druids and Earth monsters. Touch the monoliths to open the door. In the tenth room, no enemies, touch the monolith to continue. In the eleventh and final room, there is a large mixture of druids and Earth Monsters. In here, touch the pool to open the way forward. Take the two chests and touch the altar to defile it. Run down the hall and touch the flowers at the end and you're back at the beginning. OUTSIDE (Silver Cove, Free Haven) Go back to Silver Cove and talk to the Monolith Quest lady for 3000 gold. Go back to Free Haven so we can take care of some quests here. Head to the south and then west when you get to the edge. You will come upon some archers and mages who are standing in front of a temple that looks like it has glasses. Enter this keep. ---1 quest completed--- DRAGOON'S KEEP (Free Haven) This place doesn't have magical enemies. It has rats and a lot of those armored warriors from the first Dragoon dungeon. Go into the door on the right and clean out the big room of armored fighters. Go north from this room into a long hallway with a couple fighters in it. There are six paths leading off from this hall and then a door at the end. All of them have armored fighters and an empty cabinet. Totally useless rooms. The end room, however, has stuff lying around and a door that leads to lots more fighters and some rats. Behind them are two chests and a switch. Push the switch, take the treasure and head back up to the large room. Go west in this room and kill the soldiers and rats in the west hallway. There are two doors leading off this hall along with two locked ones at the end but one is open now thanks to that switch. The first door in the hall has lots of fighters and rats followed by more rats in the basement. There's another switch down here that makes more fighters appear in the room you just came from. The second door leads to loads more fighters and rats guarding a hidden door with a chest behind it. Now go to the open door at the end of the hall and kill the guards at the bottom of the stairs and hit the switch to open the door at the bottom. Kill more fighters and rats in the hall and push the switch to open all 3 doors and release the enemies inside. You need to hit the three switches inside the rooms. But the back one will lock you in when you enter. Kill some rats that it dumps on you and it will eventually open and let some more fighters in. Kill them and go to the final locked door that should be open now. There are about a dozen more fighters in here guarding some gold bags and the chest containing Mordred, the dagger artifact. That's it. Go back to Free Haven. OUTSIDE (Free Haven) Take care of any business you need to in Free Haven including training and selling and getting your experience from the artifact quest and remember that it's the best dagger in the game. Now go south to the river and follow it to the west. Kill the archers and enter the dungeon at the end. ---1 quest completed--- TOMB OF ETHRIC THE MAD (Free Haven) Start by taking the elevator on the left. Open the door and go into the hall. The two close rooms have skeletons and there are items or disease in the niches in the walls. The northern room has more skeletons and a button in the wall. Hit it and go back to the entrance room. Now go up the righthand elevator. Once again, the first two rooms have skeletons and items or disease in the niches and the final room has more skeletons and a button on the wall. Press it and go back to the entrance room again. Now take the middle elevator and be careful as you enter the fireball room. The room on the left has some specters and some gold in a niche. The door on the right has two rooms with diseased niches and one in the far room has an item inside. Go back to the fireball room and take the left path on the north side. There are quite a few skeletons in this path but some nice items in the niches. Now take the door in the fireball room. Take the right path and the room on the right has three lichs and a button inside. Hit this button to open a room. The other room on this path has Ethric inside along with a lot of his friends. Be careful, Ethric will attack you directly unlike the other Lichs who only use magic. Now it also gets annoying as every other turn, they dispel your magic. Kill them all and take ETHRIC'S SKULL and the treasures of the 3 coffin chests. Go back and take the left path and kill the ghosts and take the 1000 gold from the niches and the coffin chest. Go further north for a room full of Greater and Power Lichs and 4 coffin chests full of treasures. That's all, head back to Free Haven. OUTSIDE (Free Haven) Go back and complete the skull quest near the temple. Take care of anything you need to do while here. There's one more temple to clean out in Free Haven area. Go to the small town to the northwest and kill all of the archers in the hills to the north and you'll find a temple in these mountains. Enter it. ---1 quest completed--- TEMPLE OF THE MOON (Free Haven) Before you enter, make sure at least someone has a Stone to Flesh spell and/or scroll. We first encounter medusas in here. As soon as you enter, you'll have cobras bearing down on you. After they're dead, move into the room and kill the druids. This one can be confusing. The best thing to do is to clear out the six altar rooms and then solve the puzzle. Read the plaque above the big door to get the clue however. "Life first, accuracy then might, endurance then
speed, and finally luck." This will mean something later. Go down the left hallway and kill the druids and cobras inside. The first door has some cobras and medusas inside and items lying all over near the altar of LUCK. The second door has some druids and the altar of SPEED. The last room has medusas and druids inside guarding the altar of ACCURACY. Go back to the main room and take the righthand hallway. Kill the cobras in the hallway. The first room has cobras and druids inside with the altar of ENDURANCE. The second room has more cobras and druids and the altar of LIFE. The third room has nothing but cobras and one medusa with the altar of MIGHT behind them. Once everything is dead, touch the altars in this order: Life (east), Accuracy (southwest), Might (southeast), Endurance (northeast), Speed (west), and Luck (northwest). This will unlock the big doors in the main room. Kill two medusas and head to the second door. Run around behind it to wake everything up inside and kill them through the crack in the door. Afterward, open them up and kill whatever's left. Inside is the Temple of the Moon. If you've already done the circle of stone quest for Loretta in Silver Cove, come back to this altar at a full moon and touch it and she will promote you to the highest druid level. You're done in here. ---1 promotion quest completed--- OUTSIDE (Mire of the Damned) After taking care of business in Free Haven, head to the Mire of the Damned on the west side and enter the cave to the north of Castle Darkmoor. DRAGON'S LAIR (Mire of the Damned) This is pretty straight forward. There's only one room and guess what's in it? Nope, not a medusa. Nope, it's not a gargoyle either. Give up? Lots of human bones and oh yeah, a RED DRAGON named Longfang Witherhide. He has about 900 Hit Points but you should be at a high enough level to take him out by now. Take his DRAGON CLAW and the bones lying around if you want to sell them. OUTSIDE (Ironfist, Blackshire) Use your beacon to go back to Castle Ironfist (or walk east for 5 days) and you will be promoted to Heroes by Wilbur Humphrey. Now warp to Blackshire and cast Fly. Fly directly east to the island with the air monsters on it and a temple. Kill the tornados and enter the temple. ---1 promotion quest completed--- TEMPLE OF THE SNAKE (Blackshire) Wind your way to the first medusa room. There's about a half-dozen or so. Try not to hit the NPCs in here or they will lower your reputation and start attacking you, forcing you to kill them. Don't worry about the chest. All it has are bottles and herbs inside. Go down the ramp into the hall and wait for the ice bolt to shoot. Run to the first door and enter for two chests. Now run down the hall some more after the ice goes by and... OH CRAP!!! A GOLD DRAGON!!! Run to the next room quickly and take these chests. Now you go to the bottom of the ramps and a teleporter will take you back to the top again. Damn... that means only one thing. You will have to fight the dragon somehow. The best way to do it if you don't want to take the damage is to stand in one of the closest doorways that injure you and shoot arrows at it for about an hour and it will finally die. But to each his own, do it however you think won't kill you. When he's dead, jump down into his room and push the switch to open a passage to the back hall. There's a couple medusas in that hall, so kill them and go left and take the elevator up and back to the start of the dungeon. Now go back down and go up the hall. Both round rooms on the left have medusas to gorgons and the room at the end has a few too. When you enter this room, if the creatures in the middle aren't activated yet, run down the hall and let them know you're there. Then run back to the northeast room and wait for them to come out one at a time and lure them away from the others and kill them. When everything evil in that room is dead (yes there are about 50 of them in there so it should take a while), go in the room and click on the hanging cage to release Emmanuel Cravitz. Now before you leave, go back to the northeast room and click on the wall. A passage will open leading the Q's room. Q has 16,000 hit points, so good luck... lol. Okay, the best way to kill him and avoid his Finger of Death every turn is to let him step into a side alcove and stand where you can see him but where he'll cast his spells into a wall. Just sit there and hit him until he's dead because he'll never move. One other thing, SAVE THE GAME BEFORE YOU OPEN THE CHESTS!!! The chests are very very very heavily trapped and can kill an entire party in one opening. The right chest is full of big wands and the left chest has the books or Stone to Flesh, Town Portal, and Lloyd's Beacon inside. You are done in here now. OUTSIDE (Blackshire) Go back to the house to the east of the temple and get your reward for Cravitz and take care of selling, training, etc. Now you can head south of town to the Wolves Lair. ---1 quest completed--- LAIR OF THE WOLF (Blackshire) The beginning is not very long. There are oozes, swordsmen, and of course werewolves in the round rooms at the beginning (I have no idea what swordsmen and werewolves are doing hanging around together). Each of the skull piles has a spell scroll inside but you need at least a Perception expert to collect them for using or selling. Some of them are good and some should be sold at first chance. When you reach the altar in the southern circle, go right (west) and kill more enemies until you reach the end of the path. Here you will meet the Ghost of Balthasar who will give you the Pearl of Purity but you have to find it. Go to the eastern room that is identical to this one and click where the ghost would be and you will collect the pearl. Take the Pearl and touch the altar with it. Quest complete: Blackshire is saved. You can now leave or go back to the ghost who will tell you to return the Pearl of Purity to Humphrey in Ironfist and give you an additional quest to bring him the Pearl of Putrescence which is held by the werewolf leader. If you wish to continue in here, go down the hall behind the altar. The left path leads to a few treasure boxes and a couple wolf traps that let loose more wolves in the previous rooms. The right path is the way to go. Once up the stairs, there are swordsmen on the left and when you enter that room, a wall will lower and release some wolves. Go up the ramp to the south and there's a room with some more higher wolves inside. The rooms to the south don't contain much but the furthest east has a secret passage to two chests full of treasure, but it will call more werewolves to the previous room if you go too far. Go north from that werewolf room and you'll run into a couple more. Ignore the howl and go up the stairs and you'll run into a lair of swordsmen behind a false wall. There are three chests full of weapons and armor here. Head up the stairs and you'll be teleported to another area in the temple. There are swordsmen at the top. To go south is the big risk. In that hall, there is a temple section off to the left (east) and it is jam-packed full of werewolves of all kinds. Let them loose as few at a time as you can, kill them and let one or two more go because if you set them all loose, you will have a BIG problem. In this temple area is the Werewolf Leader who will give you the PEARL OF PUTRESCENCE. In the room south of where you came in the temple area are some werewolves and a chest full of gold and decent items. The stairs lead to a teleport to a slime room. No need to go there yet. Go back and cross the, now hopefully empty, werewolf temple room. There are doors in two directions that have wolves and swordsmen behind them. Go south for another chest filled with swordsmen... I mean gold and items. Go north and kill the enemies and go down the stairs to teleport to another part of the temple. At the bottom are oozes. Kill them and open a hidden door in the southeast corner of the room. Run down the hallway and open a hidden door to the north once you turn. Take the items and press the switch. Go to the end of the hall and kill the slimes behind the false wall. Continue down the hall and you will come out where those two big chests were earlier. Now you can fight your way out and back to the round rooms and go visit the ghost to give him the Pearl. You are finally done in here. ---1 quest received, 2 quests completed--- OUTSIDE (BLACKSHIRE, SWEET WATER, DRAGONSAND, NEW SORPIGAL) When done messing around in Blackshire, go out of the area in the northwest corner to get to Sweet Water. Fly north and a little west until you come to an oblong lake. Touch the Obelisk for its letters. (#5) There's a trapped chest on the other side of the lake loaded with gold. Now fly to the northeast corner and don't worry about the Devils if you see them. Now fly west and you should see the pedestal off to the left if on the northern border. Place the 4th statuette and warp to New Sorpigal. Now use the building roof warp to go to Dragonsand (make sure to turn-base it first) and fly to the southwest to the small village. The final pedestal is by the water in this village. Now warp back to Blackshire and claim your rewards in the chest outside the large eastern house. Now warp to New Sorpigal and fly to the north island from the town and land inside the volcano. Click on the obelisk (#6) and grab two horseshoes. Now fly east to the blackened island and enter the dungeon you find there. It's time to tackle Gharik's Forge ---2 obelisks, 2 statuettes placed, 1 quest completed--- GHARIK'S FORGE (New Sorpigal) This dungeon is a pain in the butt. It's not so hard as it is annoying. You can barely move without being put insane by a warlock. In the fireball room at the start, there are some Fire Monsters. You need to spiral around the outside of the room a couple of times and eventually a door will lead you away from it. In the next fire room, open a hidden door to the right and flip the switch inside to extend the bridge. There are a couple more fire monsters in here but we aren't nearly at the hard part yet. Go to the end of the hall and flip the switch to open the wall door. Kill some fore fire monsters and go straight to the round room. Here's the first look at the magic users. Sorcerers and Magicians aren't too bad, but the Warlocks are tough and cast insanity almost every turn and there's not much you can do to prevent it. When you collect the treasure chest inside, go east from the previous room. Keep going until you come to the big fire room with many fire monsters inside. Kill them with ice and arrows. The door you passed has a lot of magic users but nothing else to offer. This big room is a puzzle room. There are four ledges on top and four on the bottom and each one of them has a lever. You need to hit the levers that open the door on the top right and move the bridge to the top right. Hit them in this order: Top northwest, Bottom northeast, Bottom southeast, Bottom northwest and Top northeast. The last switch opens up a treasure room in the previous hallway. After collecting, go across the bridge and in the room to the north are some crystals and more magicians and warlocks and a trapped chest. Go to the next door in the hallway and kill three magic users inside. Go west and in the square room is a secret door leading to two chests on the west wall. Go east and you'll kill a sorcerer and go down an elevator. Enter Gharik's Lab with the Key you got in the Silver Helm Outpost. Here is the hard part. This next room is full of warlocks and magicians and some fire monsters to go with them. However you decide to kill them, go to the west when you can. The large lava path has treasures at the end but the fire monsters are plentiful there and it's difficult to attain. In the west room is some warlocks. Take the spiral ramp to the top and enter the door. Cross the fire room with more fire monsters inside and kill the sorcerer in the hall. Then kill the four warlocks inside the final room and open the chest for the HOURGLASS OF TIME and lots of other treasures. Search the bookcase for spell books and then get out of this hellhole by warping to Mist. OUTSIDE (Mist, Silver Cove) Go straight to the castle to get your credit and support from Lord Newton. That leaves only 1 council quest to go, 1 expose the traitor quest, and 1 promotion quest that we can go do right now. Warp to Silver Cove. Now fly to the west until you cross the bridge. Now head northwest to come to a large keep surrounded by Gargoyles. Enter the Warlord's Fortress. ---1 council quest completed--- WARLORD'S FORTRESS (Silver Cove) The enemies in here are on opposite ends of the spectrum from eachother. The thugs are quite easy and the knights (especially cuisinarts) are exceptionally hard. Also, though the knight can't cast magic, these knights can. That's why this is the last promotion quest to do. Down the winding stairway are a few thugs in a side room. At the bottom is a door that won't open. I don't know if it can be opened but click on the wall to the left to open a secret door. There are 5 doors that will teleport you around this maze. It's a small maze but it's a good place to lead enemies into and play "hit and run" by hitting them and clicking on a door before they can hit you back. You need to make your way to the northeast door in this maze. There are some thugs in here and some item bags and barrels. Go up the stairs and you'll run into some Armored Fighters. They aren't too bad to kill anymore but can still cause some damage. The room on the right has some fighters and thugs inside and four treasure chests (two of which have nothing inside). Now touch the western wall and open a secret passage with 6 more chests inside. Go back into the hall and up the stairs and the next door on the right has thugs, fighters, and your first glimpse of a Death Knight. There are four more chests in here, three of which have nothing in them. The big square room to the north is almost suicidal to run into. There are thugs and many Knights inside. Lure them out one at a time if you can. Once everything is dead in the square room, the doors to the left are double locked. We need 2 keys to open it, so let's go find them. Go north and cast Ring of Fire to activate everything and kill them through the door. When all is dead, take the contents of 3 cabinets, including a Warlord Key #1. Open the door to the north for a trapped chest. Inside are the DISCHARGE PAPERS. This is what you need to get the promotion, so you could quit now. But why, when these Knights carry so much gold and can be killed through doors. Go north of the double locked doors, up the stairs. Watch out in this hall, most of the doors are shut, but one room is wide open and full of Fighters and Knights. Now there are 7 doors in this hallway and here is what's behind each of them. 1. Knights and two chests and two cabinets. One is in a secret passage to the north. 2. Armored Fighters and Thugs and one chest. 3. Thugs guarding 2 empty chests. 4. Takes you back to the beginning of the dungeon. 5. Armored Fighters guarding 2 chests. -In the northern hall. 6. At the end of the hall- Lots of Knights with nothing but a couple items lying around. -In the far northern hall. 7. Knights, Armored Fighters, and Thugs guarding 3 cabinets and a small cabinet with warlord KEY #2 inside. Take these keys back to the double locked doors and go inside for lots of stat barrels, gold bags and item bags along with some gold lying around. It's not much for what you had to go through but you got lots of experience and gold off of enemies. You are done here, warp to Free Haven. OUTSIDE (Free Haven, Kreigspire) After taking care of anything in town, head south to Castle Temper to complete your final promotion quest. Now you have one more Counsil quest to complete. Warp to Kreigspire if you can and if not, warp to Blackshire and walk north for five days. Go around the left side of the volcano until you come to a cave in the mountain side. Save the game, turn on turned-based mode and enter ---1 promotion quest completed--- DEMON LAIR (Kreigspire) There are tons of Devils all over this room. Don't use fire spells but Water works well. The point is to kill the Devil of Baa and take the scroll he drops back to Castle Temper. The Devil of Baa is in the center of the room so he will actually be one of the ones to attack first. You can kill everything if you want, but all you need is that scroll. OUTSIDE (Free Haven, Ironfist, Kreigspire) Set a beacon in Kreigspire and warp back to Free Haven. Go back to Castle Temper and give Osric the scroll from the demons. This is your final council quest and now you can go get into the council to see the oracle. So just walk into that big building in south Free Haven that we've ignored so far. Now that all the representatives have thumbs up you can go see the............... what the??? I thought I did a quest for Humphrey.... Wait a minute....... Lord Kilburn's Shield..... WHAT'S GOING ON HERE!?!?!?! We'll see about this! Go to Castle Ironfist and raise some hell. Of course, Humphrey thinks he knows everybody and tries to defend Silvertongue on why he's turning you down. Now you must go, with that cloak he gave you, to Kreigspire and enter the Superior Temple of Baa to find a cure for him. (I know a better cure called a sword in the gullet) So it's a good thing that you have a beacon set up there. Warp to the Demon Lair and if you want to upgrade to Master Bowmanship, fly into the volcano and land on top of Castle Kreigspire. Ignore the enemies and enter the door on top in the middle. Fly east until you come to a large building on the south side of the mountains guarded by some Minotaurs and Earth Monsters. ---1 Council quest completed, 1 council quest received--- ***NOTE***: It should be known from here on out, the dungeons are long and could take a long time to cover everything. I usually cover every room of a temple and what's inside it. From here on out, I will only cover what needs to be done in a dungeon or temple. Remember that straying from my path can net you experience and probably more gold and items, but this walkthrough is a lot longer than I thought it would be. SUPERIOR TEMPLE OF BAA (Kreigspire) Kill the priests in the first room. This room splits with 7 paths. You can't take the path through the 2nd door on the left. Take the first path on the right. Guess what? Magic users again. Oh joy. Time to go INSANE with fun. There's also a couple of acolytes in here. The second door on the right leads to Druids and Priests in the maze of halls. Going right is almost suicide. So go straight and you'll come to a long room full of Druids and Baa Priests. There are various treasures in here. Go back to the main room and take the path to the west. Go south and west and click on the north wall to reveal a treasure room. Continue west to another rectangular room. Kill the priests and magic users inside and you will get a HIGH CLERIC'S KEY. There are also 2 chests in the room. Go back out and go south on the first path you can and kill the one Druid inside. But once you go to the other side, four more Great Druids will pop out of nowhere. Kill them and proceed to the east and immediately south. Go west at the end and kill the acolytes in the hallway. Go to the far east door and kill everything in the room. The Priest inside is holding the HIGH SORCERER KEY. Take these two keys back to the room that had the single druid inside and the chest on the table. Use the two keys to open the chest. The items include a LETTER FROM ZENOFEX. Aha.... so Silvertongue IS a traitor. You can leave this temple now. OUTSIDE (Ironfist, Free Haven) Go back to Castle Ironfist and show the letter to Humphrey. He'll tell you to take it to the counsil to get rid of the traitor. Warp to Free Haven and do it. He will tell you that he will overthrow the Ironfists and become king and that he won't forget you. (But that's okay, we'll just kill him in an upcoming dungeon. Now enter the oracle's chamber and touch the panel at the entrance. Go down the hall and touch the panel in the middle to open the way. Go down the stairs and click on the dark void to talk to the ocacle. It seems we have to find four crystals scattered throughout the land. So go back above. Now that you've exposed the traitor, your status will automatically become SAINTLY. Next time you look and it's Wednesday, warp to Silver Cove and sail to the Eel Infested Waters and Fly south to the inn and you will find the Light Magic Master Trainer in the back of the inn. This is the best time to do this because it may be the last time that you are SAINTLY. It's also best to set a beacon on the north island as this is one of the castles with a crystal inside. In Free Haven, go to a house in southern Free Haven in the main part of town and sell all of the gongs you may have collected in the Baa Temple. Now this part is deciding which of the four places to go. The easiest one to me is the hardest one to get to. Let's go ahead and take care of the obelisk quest first. ---1 council quest completed, 4 oracle quests received--- THE OBELISK QUEST (Paradise Valley, Hermit's Isle, Blackshire, Dragonsand, Free Haven, Mire of the Damned, Silver Cove, Ironfist, Eel Infested Waters) We've alrady gotten the obelisks in Sweet Water, Kreigspire, Frozen Highlands, Bootleg Bay, Misty Islands, and New Sorpigal. Warp to Silver Cove and fly north to the northern boat and inn and turn left and kill the gargoyles surrounding the obelisk. If it's Wednesday, take the boat to North Island. Cast Fly and fly south to the southern isles. Watch out for the sea monsters. Fly to the inn and then west and you'll come to the obelisk. Warp to Free Haven and go to the Tomb of Ethric the Mad and head a little south for the Obelisk. Warp to Blackshire and fly south into the desert area and go as far to the east as possible and you'll find it surrounded by Lizards. Go back to Blackshire and head west along the road into Paradise Valley. Turn left once you get there and you'll see a gang of Hydras guarding the obelisk. Now fly down the southwestern road into Hermit's Isle. Quickly cast Fly to avoid the Hydra shots and go east into the desert area. The obelisk is on a small oasis in the middle of the desert. Next to it is the FOUNTAIN OF YOUTH if you have any unnatural aging. Cast a beacon in this area when you are safe. Beacon back to Castle Ironfist and step on the western portal to teleport to the inside of a mountain with lots of weak enemies inside. The obelisk is nearby. Head west to the Mire of the Damned and fly down the eastern side of the mountains and you'll see the top of the obelisk sticking up on the other side. Warp to New Sorpigal and use the Dragonsand portal and go northeast to find the final obelisk. There was a reason that I saved Dragonsand for last. Go to the northern border and fly west along it avoiding the Wyrms shots until you see a place with lots of rocks in the sand. See the biggest rock? Click on that rock to set off a trap. The best thing to do is use Telekinesis to set the trap off. Then you open the chest for 250,000 gold, three artifacts and the books for the most powerful spells of Light and Dark magic. ---9 obelisks--- OUTSIDE (Hermit's Isle) Warp back to Hermit's Isle via Beacon and fly to the southwest. You'll come to an island and see a big temple there. Fly above to where you think the front door is and put it in turn-based mode. Descend while everything fires at you. Quickly run to the door and enter the temple before anything can hit you. SUPREME TEMPLE OF BAA (Hermit's Isle) You aren't going to believe this but this temple can be done in 30 seconds. Take the south path to the window overlooking the middle room. Cast Feather Fall and push X to jump and jump up on the window ledge. Oops, no ledge and now you're falling. Turn it to turn-based mode and you will land on a small ledge near the bottom. Turn around and you will see lots of devils and Priests of Baa here. Run around them to the table behind it and grab the MEMORY CRYSTAL ALPHA. Slicker Silvertongue is one of the Priests here if you want to take some damage and kill him for fun. Otherwise, warp back to Free Haven. NOTE: I had no idea that I would be writing this when I started this walkthru. I accidentally found this out just trying to jump on the window ledge to look into the room. So I deleted the directions I was typing and used these. That definitely helped make it shorter. OUTSIDE (Free Haven, Kreigspire) Go back to the counsil and enter the oracle again. Take any of the four paths from the center of the room and place the Alpha Crystal in the space at the end. Now head to Kreigspire through beacons or five days of travel from Blackshire. Fly into the middle of the volcano where Castle Kreigspire awaits. Use some meteor showers to kill the minotaurs and Earth Monsters or land in front of the door and enter. ---1 oracle quest completed--- CASTLE KREIGSPIRE (Kreigspire) Immediately upon entering you can hear the crystals noises. Open the door in front of you and kill the two minotaurs inside. There's another one in the top corner along with a chest. Expect to take some bad damage in here as you might expect with axes being swung. But watch out for the Fingers of Death shot by the Minotaur Kings. Go east and then north as far as you can. I don't know how to open the door to the left and a glitch in the game won't let me open the door down the hall on the right but inside the big door somewhere is the JEWEL EGG to complete the Kreigspire town quest. Go back to the corridor that leads further east and kill the minotaurs to the left through the window and the ones in the next room over. This is a good room to fight from when stuff is out in the hallway. Go toward the circular rooms to the east but DON'T ENTER THEM. Go north along the path around the round rooms and kill the minotaurs to the east through another set of windows. Go all the way to the top of the ramp and stay atop these rooms. If you fall in, lots of enemies will materialize in each room. Go around the top ledges to the top right room and go into the middle. Find a switch in the middle column and push it. Now backtrack out of these rooms without falling off and go back to the hallway before them. There will be a passage off to the south that a door will open in. Follow this path and don't open the door to the right yet. Go up the north path to a cage room and take a SCROLL from one of the cages. I don't know if you can do anything with this scroll or not but it's an Ironfist that wrote it. Go back and down into the room to the south to grab the MEMORY CRYSTAL EPSILON and the chest in the corner. Step on the black void to be teleported back up to the top. If you want a long Minotaur fight, go back to that door I told you to skip and fight Lurch, the King of Kings Minotaur with 2000 hit points. Otherwise, you have finished the important part of this castle. Go back to Free Haven. ---1 quest completed (egg)--- OUTSIDE (Free Haven, Eel Infested Waters) Again go to the oracle and place the crystal in one of the empty corridors for another 100,000 experience. That's two pretty quickly. The next one can be just as fast. Take your beacon to the Eel Infested Waters or take the boat from Silver Cove on a Wednesday. The castle on the hill is your target. ---1 oracle quest completed--- CASTLE ALAMOS (Eel Infested Waters) This castle is full of Magic Users, Magyars, and Air Monsters. This is a path straight to the Crystal and nothing else. Go right first and kill the two magic users in the hallway on the left. Go south along this path until you get to another east/west hallway. Head east until you come to a south path (and set off about 100 enemies along the way). Take this path. There are tons of magic users and air elementals along the way. Once you get into the theater- like room, turn right and go through the door to the west. Quickly turn right and take the elevator up. Heal any insanities and injuries incurred while running here if you ran. Be careful because bad guys can glitch the game and appear on the elevator sometimes. Walk through the door that looks like leads to nothing, but there is a narrow beam there to stand on. Look to the right and you'll see a doorway at the end of the beam. When you enter the doorway type "JBARD" when prompted. It's the password gained through the trees in this castle. At the end of the hall is MEMORY CRYSTAL BETA. Now you can warp back to Free Haven once more. OUTSIDE (Free Haven, Mire of the Damned) Go back to the ocacle and place the third Crystal at the end of a corridor for another 100,000 exp. One to go and it will probably take as long as the other three put together. Head south of Free Haven for Mire of the Damned on the west side. Cast Fly and fly up to the castle on top of the mountain. Enter. --- 1 oracle quest completed--- CASTLE DARKMOOR (Mire of the Damned) This is probably the 2nd hardest dungeon in the game to me other than the Tomb of VARN. The ogres aren't too bad. The lichs are a pain. But the Maddening Eyes are enough to drive you mad. This place still confuses me so I'll try my best to get you through this alive. Go to the end of the path and kill the ogres and Lich in this area. Head south and kill more ogres in the surrounding rooms. Go to the south room and go up the ramp to the west and turn right. Kill the lichs and the eyes and touch the sign at the end of the corridor. It will open a level below it. Hit the lever and go back to the south again. Now go to the southeast room and go up the ramp here. There is a room with about a million ogres and lots of eyes. See the big blue cube hanging from the ceiling. You need to touch that cube to make it glow red. Then a door to the north of this room will open. That is the way to go. There are some eyes along the way but you will come to a large fort in the middle of the room. Enter and go to the left. Watch out for Lichs and Eyes. You should see an opening above you. Cast JUMP and enter that opening. Go down the ramp to the west and follow this corridor west. There will be lichs on your right along the way. Cross this room with the lichs and follow that hallway to the end. Run up the narrow ramp to reach another sign. Click on it and then pull the switch to activate another cube. Now go back to the lich room and go east again and back up the ramp. Turn 180 degrees and go down the path next to the ramp and use the Telekinesis spell on the Blue Cube in the large room. "The way is open." Go back down the ramp and to the far west end of the hallway. In the big rectangular room, kill the lichs and go down the stairs to the north. Enter the big square room and go along the eastern wall. If you step into the center, lichs and ogres will appear. Kill the ogres and eyes in the side rooms to the north so they don't bother you later. Go west and you will see a huge room full of lichs and eyes. If you stand in the doorway, they can't see you. There is a kind of Force Field that prevents them from shooting you or seeing you. You can shoot the close ones without worry. Once you step into the room, they will attack. Run along the northern wall and enter the alcove and in the northwest corner is the MEMORY CRYSTAL DELTA. In addition to the Crystal, now turn around and run to the blue cube and click on the plaque on the wall. Now click the now red cube and you will be taken by teleportation to the room with the Book of Lichs. Destroy the book by clicking on it. Now you can rob the dead in this room. They give you nice items but they will lower your reputation a lot. Take the items lying around and the chest in here and click on the red to teleport back to the main part of the castle. Kill the eye and follow the path to a door that leads to the room with tons of ogres inside. Try to exit the castle the way you came in so you can go report that the Book of Lichs was destroyed. OUTSIDE (Mire of the Damned, Free Haven, New Sorpigal, Dragonsand) Fly down to the two of Darkmoor and report to Terry Ros that the spellbook was destroyed for 5000 gold and some exp. Now warp back to Free Haven and enter the oracle again. Place the remaining Crystal in the final spot and go talk to the Oracle again. Dang it!!! I'm tired of running errands. Some all-powerful oracle. Your next mission is to go deep into the Tomb of Varn to find the Control Cube. Go back to New Sorpigal and use the Dragonsand warp to get there and find the pyramid to the northwest. Enter at the top. ---1 quest completed, 1 oracle quest completed, 1 oracle quest received--- TOMB OF VARN (Dragonsand) I hope you have a weekend handy. This is without a doubt the hardest temple in the game. It has very powerful enemies and is gigantically enourmously hugely big. The main puzzle is to find the 6 code scrolls (and you have to find them too or it won't prompt you for a password). They are scattered all over the tomb. And the last three are almost suicide to get. What you need to do is set a beacon before the radiation room so you don't get caught in a corner and can warp back when you want. There are genies on both sides of the first hallway. After they are finished, head east. There are a couple more genies and some Defenders of Varn at the end. Kill them and go down the ramp. There are lots of genies and a couple Sentinels in here. Kill the sentinel for the BACK DOOR KEY. Now turn right and enter the main room of the pyramid. It is huge. Here is where you should cast a Beacon. There are very few enemies in this room and they are hiding out in the corners on the higher levels. They are also on the ledge to the far right of where you enter. Go that way to start. Pick off the four defenders above you with arrows. Now enter the door below it. Kill the guardians inside and go to the west door. Kill the genies and press the switch to reveal a chest. Take the gold, CRYSTAL SKULL, FLAME DOOR KEY, and CAPTAIN'S CODE SCROLL and exit this room through the secret door to the east that will lead you back to the main room. Go back to where you entered the main room and head to the red door to the north. Activate the enemies behind it and kill them through the center of the door. Open the door and be prepared for an onslaught of more guardians. Pull out the Crystal Skull and hold it on the screen when you enter this room or you will take radiation damage. To cure radiation, bathe in any of the pools that you see in this entire temple. Make sure you empty out this room of enemies because it'll come into play a little later. Fall down the hole on the right side of the room. When you hit the bottom, run down the hall, ignoring the monsters until you get to a room with four paths. Take the path that has red walls. Stay on the path and when you hit a tee go north. The path will go off diagonally. Take this path into a room full of enemies. Go behind the wall where the enemies are and turn-base it. Use telekinesis to spring the trap on the chest and then to open it. Collect the gold, the WATER TEMPLE KEY and the FIRST MATE'S CODE SCROLL. Now is a good time to Beacon out of here. Back in the main room, go to the northeast corner of the pyramid. Take the path jutting off to the left and follow the inclined path to a locked door. Open the Water Temple and enter. Kill the guardians that are stuck in the path going down. Go down this incline and kill the Guardian at the bottom. Take the chest at the bottom that has a BIBLIOTHECA CHEST KEY and the NAVIGATOR CODE SCROLL and another crystal skull. Now go back to the first room you went in go up above this door to the high ledge and walk off backwards and land on the ledge above the door. Go inside and kill more guardians. Go around the corner where a lamp lays on the ground and kill three genies around the corner. Now the best way to do this is to just RUN past all the enemies and hope you live. If you die, keep trying. Go east into a genie room and turn immediately right and run down a hall full of genies and guardians. Follow the hall and you'll enter a library. Run to the other side of the tables and turn-base mode it. Now use the key to open this chest and collect the DOCTOR'S CODE SCROLL and the VARN CHEST KEY. Now click on the two pictures on the far north and far south side of this chest and you will receive the hidden COMMUNICATIONS OFFICER CODE SCROLL and the ENGINEER CODE SCROLL. Take your beacon out of this room and back to the main room again. We're almost done. Go forward into the radiation room and stand in the pools one at a time and type the codes in that are on the scrolls. Just make sure that you do the Captain's code last. Engineer Code- YTTOCS Communications Code- ARUHU Doctor Code- YOCCM Navigator Code- ULUS First Mate Code- KCOPS Captain Code- KRIK Fall down the hole that is made when the waters part. Open the northwest door and destroy 2 Patrol Units inside. There is an Enforcer Unit and another Patroler inside. Find the chest and use the Varn Chest Key on it to get lots of gold, some nice items, and most importantly, THE CONTROL CUBE. You are at long last, done with this dungeon. OUTSIDE (Ironfist, Free Haven) (Archibald Quest) Take care of any business like training before we go to the oracle because the next dungeon is inside the oracle. Warp back to Free Haven when you're done and enter the oracle. Talk to him and he will open the Control Center. Don't enter yet, get to Castle Ironfist and talk to Prince Nicolai about the Third Eye. He will tell you to find it. Go outside and west of the castle and search the well over there and you'll find it. Take it back to the Prince and he will give you the bell. Go upstairs to the library in the castle and the bell will release Archibald. He will give you the RITUAL OF THE VOID and then depart. Now you can train a boatload more levels and Ironfist is a good place to do it. Go back to Free Haven and enter the Control Center. ---1 oracle quest completed, 1 quest received and completed--- CONTROL CENTER (Free Haven) Take the first left and destroy three Patrol units inside. Click the panel on the wall with each character and you will learn the BLASTER SKILL. Go back up and enter the first room on the right. Destroy a Patrol and Enforcer in this room and grab a blaster from the chest. Go back to the hall and go to the big room ahead. Destroy more Patrols and go south through a door. Go right and you will enter a room with Patrols and a Terminator Unit. They can eradicate you in one hit if you're not careful. In here, click on the floormat before the door and it will open. Open the chest for one of the four BLASTER RIFLES in the dungeon. Go back out and down the hall by the three rooms and go right. Go to the first door on the left. There are lots of units in here but the far chest has another BLASTER RIFLE. Now head as far north as you can in this hallway. There will be a triangle room on the right. Go to the room north of that and destroy the Enforcers and Terminator inside. Go to the switch to the left and open the door with it. Use telekinesis to get to the chests in the corner and get the third BLASTER RIFLE. The fourth one is near suicide to get so I just settle with three rifles and a blaster. I'm not actually sure where it is. I just leave now. OUTSIDE (New Sorpigal, Blackshire, Paradise Valley, Sweet Water) Make sure to give your Blaster skill a 4 and go to the northeast area of New Sorpigal and train to Expert. Now warp to Blackshire. You can head west to Paradise Valley and get the Blaster Master as well as the Dark Magic Master but you need to nuke a town with Armageddon before you can train in Dark Magic. This is in the small town of Paradise Valley to the southwest. It has Titans crawling all over it. Or you can head northwest of Blackshire and go straight into Sweet Water. Once you reach Sweet Water, head north and a little west. Climb the mountain and dodge the demons and enter the HIVE. THE HIVE (Sweet Water) At first, open the door and go to the next door. Activate the enemies behind it and kill them through the middle of the door. After dead, open the door and you'll see two blue squares on the floor. This is a safe pad and they are all over this dungeon. The dungeon will do a Flush about every game hour and if you aren't on one of the pads, your entire party will be injured a little. The best way to attack the main room here is to run up to the edge and shoot an arrow at a devil, go back to the safe spot and let him come to you. Kill them one at a time. Once you finally clear this room or come close. Dive into the hole in the room to the southeast from up above and any remaining demons and devils won't follow. Open the first door and take the path back up to the top. Now go down and go to the 2nd door on the left. Be prepared for a dozen more devils and demons. After you clear it out, go in and press the switch and take the chest items. Now go back up to the top. Now dive down into the front lefthand hole in the main room. Follow it and there's a chest on the right. Once you turn the corner and head north, there will be a room to the left that has a safe spot and a barrel that has ENDLESS HIT POINTS. Just keep clicking on it for 20 HP each time. Now go back to the first door you passed and kill the devils inside and press the switch. Now go to the 2nd door and kill the demons and press the switch to deactivate the Flushing System. (It doesn't work, however). It will teleport you back up to the top though. Now fall down the northern righthand hole. Ignore the two paths to the sides and go all the way around to a room to the north. Open the chest for treasure and the HIVE SANCTUM KEY. Now follow it to the end and exit the door back into the main room. Now fall down the northwestern hole. Be careful, because you will be attacked in this corridor. In the first alcove to the right, press the switch. Proceed to the big room and kill the demons and devils inside. There is a chest with some nice items inside. Now take the next path and you'll be back out in the main room again. Now go down the hole in the middle of the room. If it's not open yet, it opened for me when I ran down the hallway from the top ledge near the entrance. I don't know why though. The room at the end has lots of devils and higher demons inside. Go into the left side of the room and kill a couple more devils. The south path takes you back to the main room and the west path takes you to some more devils guarding one more switch. Go back to the other side of the room where the many enemies were and go into the locked door with the Hive Sanctum Key. Go to the end of the path and hit the switch to be taken down the elevator. Inside this door is the REACTOR. You can only destroy it with the Blasters. It has about 1300 HP, so enter the room, fire a few shots, and retreat before it can shoot you. It's pretty easy but I have no idea how much damage those shots do. I am extremely careful not to find out. When the Reactor is destroyed, you will be elevated to the top of the dungeon where the DEMON QUEEN awaits. All of her minions are called too. So run into the small room that she's in and let her minions roam the other room. If one comes in, kill it and then focus all of your power on her. She has 1300 HP too. Her fire bolts shouldn't hurt too badly. When she is dead, the character that killed her will brag about it for a while. Grab the body. Now, remember the Ritual of the Void Scroll. Save the game and enter the black void to the east of the queen. I do recommend dropping the scroll and watching the better ending. But with the scroll you can enter the void and CONGRATULATIONS!!! You have just beaten Might and Magic VI: The Mandate of Heaven!!! ======================= VII. ENDGAME (SPOILERS) <NDGM> ======================= Ending #1: (The better ending) (exit The Hive's back door without the "Ritual Of The Void" scroll. Once you exit, it shows the Devil's Tower in Sweet Water village from many different angles. Suddenly it starts to blow up and crumble and then it zooms off to show a picture of the world. Then suddenly the entire world pulls a "Death Star Explosion" and the shockwave ring is so powerful that it destroys the planet's moon and all that is left are a bunch of asteroids hurtling through space. Then it gives you a congratulations scroll. lol The scroll says, "The destruction of the alien reactor has resulted in the death of every devil in the Kingdom. Unfortunately, the strange technologies used to build the reactor caused a chain reaction that has consumed the world. Perhaps this reaction would have been prevented had you escaped the hive with the Ritual of the Void as the Oracle suggested." Ending #2: (exit The Hive's back door with the "Ritual Of The Void" scroll. Once you exit, it shows the Devil's Tower in Sweet Water village from many different angles. Suddenly it starts to blow up and crumble and then a huge globe appears over the top of Sweet Water and contains the explosions within it. Then it shows the inside of Castle Ironfist where your characters are given a celebration for saving the Kingdom. Then they kneel before Prince Nicolai and are Knighted by him and he says "Thank you for saving the Kingdom Then it backs off the screen and shows a crystal ball with a dark figure (Archibald) sitting over it and he says in his evil voice, "Yes heroes, thank you. Thank you for saving MY Kingdom." Then he laughs as it fades away. Then it gives you a congratulations scroll. The scroll says "CONGRATULATIONS!" Then it lists your characters, levels, and promotions. "Your valiant efforts and heroic deeds have saved the Kingdom from the scourge of devils and fanatic conspirators. With the fall of their alien masters, the priests of the Temple of Baa scattered to the wind, leaving their followers to wonder at their absence, and the rest of Enroth to rejoice for the restoration of peace and order." Then it tells you how long it took to save Enroth and then gives you a score. Hit any key and it will give you a window from the development team. It says that it has saved a copy of that scroll to your MM6 directory. ====================== VIII. MAIN LINE QUESTS <MLQU> ====================== A. The 7 High Council Quests: Yes there are only six members but there are 7 quests total because you must do an extra for Humphrey in Castle Ironfist. 1. Castle Ironfist: Regent Wilber Humphrey Find Lord Kilburn's Shield in a chest near the town of Blackshire and return. 2. Castle Temper: Lord Osric Temper Kill all the demons in Devil Outpost in Kreigspire 3. Mist: Lord Albert Newton Find the Hourglass Of Time in Gharik's Forge in the New Sorpigal area. 4. Silver Cove: Loretta Fleise Convince the 9 stables in the kingdom to charge 48 gold per pound per mile of material they transport, and report back. 5. Castle Stone: Lord Stone Capture the Prince of Thieves in the Free Haven sewers and return with him to Castle Stone. 6. Castle Stromgard: Lord Stromgard Find a way to end the endless winter. Visit the Hermit in Kreigspire. 7. High Counsil in Free Haven, Castle Ironfist, Superior Temple Of Baa Go to the Superior Temple Of Baa to find a cure or an explanation for Representative Silvertongue's refusal to admit you to the oracle. B. The Oracle Quests: After you get the approval of the 6... I mean 5 reps, you will have access to the Oracle and get the final quests of the game from it. 1. Retrieve the Alpha Crystal from the Supreme Temple of Baa on Hermit's Isle. 2. Retrieve the Beta Crystal from the Castle Los Alamos. 3. Retrieve the Delta Crystal from the Castle Darkmoor. 4. Retrieve the Epsilon Crystal from the Castle Kreigspire. 5. Retrieve the Control Cube from the Tomb of VARN in Dragonsand. 6. Get the Blaster skill and Blasters. 7. Free Archibald and retreive the Ritual of the Void Scroll 8. Destroy the reactor in The Hive near Sweet Water. ==================== IX. PROMOTION QUESTS <PRQU> ==================== The promotion quests are quests given to you by the 6 Lords. They can range from easy like the Knight to Cavalier quest to hard like the Crusader to Hero quest. Each class has two promotion quests and they earn lots of experience, so you might as well do the promotions for the classes you don't have as well. They also allow you to receive more hit and spell points and train to master in some skills. 1. The Knight Promotions Knight to Cavalier: Lord Osric Temper Talk to Chadwick Blackpoole in a tavern in Rockham, west of Free Haven and get a Cavalier nomination scroll and return to Lord Temper. Cavalier to Champion: Lord Osric Temper Clear out the Warlord's Castle in the Silver Cove area and find the Discharge Papers scroll and return to Lord Temper 2. The Cleric Promotions Cleric to Priest: Lord Anthony Stone Hire a Stonecutter and Carpenter and take them to repair the destroyed healing temple in Free Haven and return to Lord Stone. Priest to High Priest: Lord Anthony Stone Retrieve the Sacred Chalice from the monks in the Temple Of The Sun on the islands of Bootleg Bay and return to Lord Stone. 3. The Sorcerer Promotions Sorcerer to Wizard: Lord Albert Newton in Mist Find the Fountian of Magic and drink from it and return to Lord Newton. Wizard to Arch Mage: Lord Albert Newton in Mist Find the artifact, Crystal of Terrax, in Calogen's Estate in the Ironfist area and return to Lord Newton 4. The Archer Promotions Archer to Battle Mage: Lord Cedric Stromgard
Retrieve a set of keys from the Icewind Keep in the Frozen Highlands and return to Lord Stromgard Battle Mage to Warrior Mage: Lord Cedric Stromgard Use the keys that you found in the first promotion quest to change all of the Dragon Towers in the land to shoot only at big objects and return to Lord Stromgard. 5. The Paladin Promotions Paladin to Crusader: Regent Wilbur Humphrey in Ironfist Rescue a damsel in distress from the Silver Helm Outpost on the island of Mist and return with her to Humphrey. Crusader to Hero: Wilbur Humphrey in Ironfist Slay Longfang Witherhide, the dragon, in his cave behind Castle Darkmoor and return to Humphrey with his claw. 6. The Druid Promotions Druid to Great Druid: Lady Loretta Fleise in Silver Cove Pray at the center of the Druid Circle of Stones north of Silver Cove during an equinox or Solstice. (March 20, June 21, September 23, December 21st) Great Druid to Arch Druid: Lady Loretta Fleise in Silver Cove Clean out the Temple of the Moon west of Free Haven and pray at the Altar of the Moon at midnight at any full moon. ==================== X. SECONDARY QUESTS <SCQU> ==================== As far as I have found, there are 25 side quests other than counsil and promotion quests. None of these need to be done however, doing them will pile up the experience points and reward gold. The places that I classify them are where you receive the quest, and if there's another area listed, that's where the quest takes place. NEW SORPIGAL 1. Show Sulman's letter to Andover Potbello in New Sorpigal Given when you start the game. 2. Find the Combination Scroll to the vault door in Goblinwatch Given by the New Sorpigal Town Hall 3. Retrieve the candelabra from the Abandoned Temple. Given by Andover Potbello in the New Sorpigal inn. 4. Kill the Queen of the Spiders in the Abandoned Temple in New Sorpigal and return with her heart. Given by Buford Allman in first house on the northeast path. 5. Collect Cobra Eggs from the Abandoned Temple of Baa for 300 gold each. Given by Hejaz Mawsil in the first house on the SE trail. 6. Save Angela from the Abandoned Temple of Baa. Given by Violet Dawson in northeast house. NEW SORPIGAL AND IRONFIST 7. Bring Sulman's letter to Regent Wilbur Humphrey at Castle Ironfist. Given after you show the letter to Potbello. Self explanatory 8. Rescue Sharry from the Shadow Guild Hideout west of Castle Ironfist Given by Frank Fairchild in the New Sorpigal Town Hall 9. Retrieve the Chime of Harmony from the Temple of Baa in the Ironfist area. Given by the New Sorpigal Town Hall after completing Goblinwatch quest. IRONFIST 10. Find Prince Nicolai and return with him to Castle Ironfist. 11. Retrieve Andrew's Harp from Dragoon's Caverns in southern Ironfist area. Given by Andrew Besper near the Ironfist stables. MIST 12. Storm the Silver Helm Outpost near Mist and return with evidence if their corruption. Given by the Mist City Hall 12.5 Use the teleporter to go kill all of the Followers of Baa. Given by Kathleen Mester in the southern lighthouse. NOTE: This quest doesn't appear on the quest list and you don't get rewarded by Kathleen for completing it but you must take the quest to get the teleporter turned on. So for this reason I call this quest #12.5. FREE HAVEN 13. Retrieve Ethric's Skull from his tomb west of Free Haven. Given by Gabriel Cartman in northwest Free Haven. 14. Find the lost artifact from inside Dragoon's Keep near Castle Temper. Given by Zoltan Phelps in a house near the training grounds. FREE HAVEN AND BOOTLEG BAY 15. Rescue Sherell from the cannibals on the islands east of Free Haven. Given by Carlo Tormini in the northeast corner near the Discount Goods store in Free Haven. BOOTLEG BAY 16. Destroy the Wicked Crystal inside the Temple of the Fist. Given by Winston Schezar in Bootleg Bay town in the temple. 17. Unward the doors in the Hall of the Fire Lord so the Fire Lord can awaken. Given by the Fire Lord on the wall in the first room of the temple. MIRE OF THE DAMNED 18. Destroy the Book of Liches inside Castle Darkmoor. Given by Terry Ros in Darkmoor town up the corridor by the stables at the top of the stairs. MIRE OF THE DAMNED AND IRONFIST 19. Find the key in Snergle's Iron Mines in Darkmoor and go to Snergle's cavern and kill Snergle and collect his axe. Given by Avinril Smythers in the Darkmoor inn. SILVER COVE 20. Deface the altar in the Monolith west of Silver Cove. Given by Eleanor Vanderbilt in eastern house of Silver Cove. KREIGSPIRE 21. Retrieve the jeweled egg from Castle Kreigspire. Given by Emil Lime in eastern Kreigspire Town. BLACKSHIRE 22. Rescue Emmanuel from the Temple of the Snake on Star Island. Given by Joanne Cravitz in southern Blackshire. 23. Destroy the altar in the Lair of the Wolf to free the town of Blackshire from the werewolf curse. Given by Maria Trepan in the middle house in town. 24. Retrieve the Pearl Putrescence from the werewolf leader Given by the ghost in the Werewolf's lair. BLACKSHIRE, SWEET WATER, KREIGSPRIRE, DRAGONSAND, MIRE OF THE DAMNED, BOOTLEG BAY 25. Place the 5 statuettes found in Blackshire on the 5 pedestals hidden in the five other areas above. Given by Twillen the Gate Master in eastern Blackshire. ========================= XI. TEMPLES AND DUNGEONS <TMPS> ========================= 1. Goblinwatch- located in the southwest corner of New Sorpigal area. Enemies within: -Bloodsucker -Goblin -Common Rat -Brainsucker -Goblin Shaman -Large Rat -Soulsucker -Goblin King -Giant Rat Important items within: -Goblinwatch Code Scroll (quest item)- In a chest down the right path behind a safe on the wall. -Not sure if it was random but I found 2 Champion Swords last time. 2. Abandoned Temple Of Baa- located to the west of New Sorpigal, up the hill. Enemies within: -Spider -Bat -Cobra -Large Spider -Giant Bat -Queen Cobra -Giant Spider -Vampire Bat -King Cobra -Spider Queen Important items within: -Candelabra (quest item)- On your first right in the dungeon. -Angela Dawson (quest item...I mean person)- In the caverns, shes in the north passage in the first big room after the sparks. -Queen Spider's Heart (quest item)- She's in the room furthest to the east. 3. Temple of Baa (Ironfist)-Southwest of the town of Ironfist. Enemies within: -Skeleton -Acolyte of Baa -Spider -Skeleton Knight -Cleric of Baa -Large Spider -Skeleton Lord -Priest of Baa -Giant Spider Important items within: -Treasure Room Key- In the top left room (not cave) from the main room. -Secret Door Key- In the bottom right room (not cave) from the main room. -Chime of Harmony- In the lefthand treasure room from the main temple area. 4. Shadow Guild- Due east of Castle Ironfist Enemies within: -Thief -Thug -Burglar -Ruffian -Rogue -Brigand Important items within: -Letter to the Prince of Thieves- In a chest in the northeast room. -Sharry Carnegie- She's in the 2nd room on the left when you enter but you must get the key in the southwest room first. Watch out, the door is trapped. 5. Temple Of The Fist (Bootleg Bay)-On the western border sitting on the shore. Enemies within: -Rat -Novice Monk -Large Rat -Initiate Monk -Giant Rat -Master Monk Important items within: -Letter from Temple Of Baa- In the 2nd tall cabinet you come to. -Evil Crystal- In the Master Monk room on the altar. Just touch it to destroy it. 6. Dragoon's Caverns (Ironfist)- Head due south from the town. Enemies within: -Thug -Fighter -Ooze -Ruffain -Soldier -Acidic Ooze -Brigand -Veteran -Corrosive Ooze Important items within: -Orders from the Shadow Guild scroll- It's hidden inside a secret room where the long hole is in the wall. -Harp- It's in the Veteran's room in the 2nd chest from the left. 7. Temple Of Tsantsa (Bootleg)- On the island with the small village and ship. Enemies within: -Cannibal (1) -Cannibal (2) -Cobra -Head Hunter (1) -Head Hunter (2) -Queen Cobra -Witch Doctor (1) -Witch Doctor (2) -King Cobra Important items within: -Sherell Ivanaveh is downstairs in the locked cell from the centeral room. 8. Corlagon's Estate- In the southwest corner of the Ironfist area Enemies within: -Ghost -Skeleton -Power Lich (Corlagon) -Evil Spirit -Skeleton Knight -Specter -Skeleton Lord Important items within: -Crystal of Terrax- In the chest in the room with the Power Lich. 9. Silver Helm Outpost- In the southeast corner of the city Mist. Enemies within: -Guard -Novice Monk -Swordsman -Lieutenant -Initiate Monk -Expert Swordsman -Captain -Master Monk -Master Swordsman Important items within: -Oliver Wendell- He's a prisoner down the first corridor on the right from the main room of the temple. He's in the first door. -Enemies List Scroll- In a chest down the second corridor on the left from the main room of the temple, guarded by a Master Monk. -Key to Gharik's Lab- In a chest behind the secret passage in the room where you found the Enemies List Scroll. 10.Snergle's Iron Mines- In the northeast corner of the Mire near the circus. Enemies within: -Ooze -Dwarf -Devil Spawn -Acidic Ooze -Dwarf Warrior -Devil Worker -Corrosive Ooze -Dwarf Lord Important items within: -Key to Snergle Chambers- In the first room (the locked door) in the far east corridor of the dungeon. 11. Snergle's Caverns- In the northwest corner of Ironfist area. Enemies within: -Dwarf -Bat -Dwarf Warrior -Giant Bat -Dwarf Lord -Vampire Bat -Snergle Important items within: -Letter to Snergle- In the chest in Snergle's chamber -Snergle's Axe (quest item)- Kill Snergle and search his remains for it. It's the best axe in the game. 12. Temple Of The Sun (Bootleg)- On the island with the healing Temple of Baa. Enemies within: -Novice Monk -Minotaur King -Initiate Monk -Master Monk Important items within: -Sacred Chalice (quest item)- In the cabinet down the lefthand corridor from the main room. 13. Free Haven Sewers- There are several entrance points in town. Enemies within: -Rat -Acolyte of Baa -Thief -Large Rat -Cleric of Baa -Burglar -Giant Rat -Priest of Baa -Rogue Important items within: -Cell Key- Search the sewer grates to the west of the locked door. -Prince of Thieves- In the far northwest room behind a secret passage. 14. Icewind Keep- Located due south of White Cap. Enemies within: -Ogre -Guard -Ogre Raider -Lieutenant -Ogre Chieftain -Captain Important items within: -Letter from the Dragon Riders, Dragon Tower Keys- In the secret room off the throne room to the far north 15. The Monolith- Located due west of Silver Cove. Enemies within: -Druid -Rock Beast -Water Beast -Great Druid -Earth Spirit -Water Spirit -Grand Druid -Earth Elemental -Water Elemental Important items within: -Evil Altar- In the furthest room. Just touch it to destroy it. 16. Temple Of The Moon- Located in the far northwest of the Free Haven area. Enemies within: -Cobra -Druid -Medusa -King Cobra -Great Druid -Medusa Enchantress -Queen Cobra -Grand Druid -Gorgon Important items within: -Altar of Life- In the eastern room. -Altar of Accuracy- In southwestern room. -Altar of Might- In southeastern room. -Altar of Endurance- In the northeastern room. -Altar of Speed- In the western room. -Altar of Luck- In northwestern room in the middle of the monoliths. -Altar of the Moon- In the northernmost room. 17. Dragoon's Keep- Located in the far southwest of the Free Haven area. Enemies within: -Common Rat -Fighter -Large Rat -Soldier -Giant Rat -Veteran Important items within: -Mordred (artifact)(quest item)- In the locked door in the middle north room. 18. Temple Of The Snake- Located due east of Blackshire on an island. Enemies within: -Medusa -Gold Dragon -Medusa Enchantress -Gorgon -Q Important items within: -Emmanuel Cravitz- He's in a cage in the main Medusa room. -Horn of Ros- Kill Q in his hidden room accessed in the northeast room. 19. Tomb Of Ethric The Mad- West of Free Haven by the end of the river. Enemies within: -Skeleton -Ghost -Lich -Skeleton Knight -Evil Spirit -Greater Lich -Skeleton Lord -Specter -Power Lich -Ethric Important items within: -Ethric's Skull- How else do you get someone's skull? Kill them and take it. 20. Warlord's Fortress- In the northwest of Silver Cove area Enemies within: -Thug -Fighter -Death Knight -Ruffian -Soldier -Doom Knight -Brigand -Veteran -Cuisinart Important items within: -Discharge Papers (quest scroll)- In the room north of the big square room. 21. Demon Lair- Northwest of Castle Kreigspire Enemies within: -Devil Spawn -Devil Worker -Devil Warrior -Devil of Baa Important items within: -Devil Plans Scroll- Kill the Devil of Baa inside the cavern to collect it. 22. Dragon's Lair- North of Darkmoor Town Enemies within: -Longfang Witherhide Important items within: -Dragon Claw- Only one way to get it and that is to kill him. Good luck. 23. Lair Of The Wolf- South of the town of Blackshire Enemies within: -Ooze -Wolfman -Swordsman -Acidic Ooze -Werewolf -Expert Swordsman -Corrosive Ooze -Greater Werewolf -Master Swordsman Important items within: -Ghost of Balthasar- down the western passage from the altar room at the end. -Pearl of Purity- down the eastern passage from the altar room at the end but only after you talk to the Ghost of Balthasar. -Pearl of Putrescence- The Werewolf leader has it. He's in the temple-like area that is FILLED with wolves. 24. Gharik's Forge- On a northeast island in the New Sorpigal area. Enemies within: -Fire Beast -Sorcerer -Fire Spirit -Magician -Fire Elemental -Warlock Important items within: -Hourglass of Time- In Gharik's Lab which is the furthest room in the dungeon. 25. Superior Temple Of Baa- Due east of Castle Kreigspire. Enemies within: -Acolyte of Baa -Sorcerer -Druid -Cleric of Baa -Magician -Great Druid -Priest of Baa -Warlock -Grand Druid Important items within: -High Cleric's Key- I may be wrong about this. But I believe you follow the directions on the tablet in the southeast room from where you enter. Run the trap spiral, talk to the four Baa heads in the southwestern room and then the Big Baa face in the huge eastern room and he gives you 50,000 exp and, I think, the key. -Letter from Zenofex- It's in the locked chest on the table in a room southwest of the entrance room. 26. Supreme Temple Of Baa- Located on Hermit's Isle. Enemies within: -Devil Spawn -Acolyte of Baa -Fire Beast -Slicker Silvertongue -Devil Worker -Cleric of Baa -Fire Spirit -Devil Warrior -Priest of Baa -Fire Elemental Important items within: -Crystal Alpha- Located in the northern room on the bottom floor of the temple. It's north of the bridge room. 27. Castle Kreigspire- Located northwest of Kreigspire town inside the volcano. Enemies within: -Minotaur -Flame Drake -Agar's Pet -Minotaur Mage -Frost Drake -Agar's Monster -Minotaur King -Energy Drake -Agar's Abomination -Lurch Important items within: -Crystal Epsilon- It's in the barred door going south near the beginning. It's in a southern square room. 28. Castle Alamos- On the North Island in the Eel Infested Waters. Enemies within: -Sorcerer -Magyar -Dust Devil -Magician -Magyar Soldier -Twister -Warlock -Magyar Matron -Air Elemental Important items within: -Tree Clue #1-"The third is the first of twenty-six, A through Z, you'll have to mix." -Tree Clue #2-"Fifth is twice the second, Five letters in all I reckon." -Tree Clue #3-"Second is next to third, so pretty like a bird." -Tree Clue #4-"First is half the fourth plus one, hurry or you'll be done." -Tree Clue #5-"Fourth is eight from the end, Archibald really is your friend." -Crystal Beta- It's in a far south room, to the east of the ampi-theater-like area. You have to jump onto the cages and walk to the door and give the passward that the trees hint you to. 29. Castle Darkmoor- Located in the Mire of the Damned in the northwest. It's on a hill and you must Fly or Jump to reach it. Enemies within: -Ogre -Flying Eye -Lich -Ogre Raider -Terrible Eye -Greater Lich -Ogre Chieftain -Maddening Eye -Power Lich -Lich King Important items within: -Crystal Delta- It's in the northeast corner of the northernmost room of the castle. It's in the room with the force field at the entrance and the Lich King is in the room. -Book of Lichs- It's in the hidden room from the room above. Read the sign on the east wall and click on the red box above you to be teleported to that room. 30. Tomb Of VARN- Located in the middle of Dragonsand. (Anybody have a free weekend for this one?) Enemies within: -Genie -Defender of VARN -Patrol Unit -Djinn -Sentinal of VARN -Enforcer Unit -Efreet -Guardian of VARN Important items within: -Back Door Key- It's on one of the genies in the first room you enter. -Fire Door Key- It's in the room on the far left when you enter the HUGE room. It's in the hidden chest. Take the scroll too. -Water Temple Key- Down the well in the radiation room. It's in the southwest passage in the orange walled hallways. It's in a chest in the room full of enemies. Take the scroll too. -Bibliotheca Chest Key- At the bottom of the Water Temple. Take the scroll. -VARN Chest Key- In the library to the west of the Radiation room. Take the scroll too. -Two extra scrolls- Click on the two pictures in the corners near the above chest to have them appear. -Control cube- Down the Well of VARN behind the Patrol Units. 31. Control Center- The entrance is in the Oracle's Chamber. Talk to the oracle after giving him the Control Cube and you can access it. Enemies within: -Patrol Unit -Enforcer Unit -Terminator Unit Important items within: -Blaster Skill- On the wall in the first room on the left when entering. Just click on the plaque on the wall. -Blasters:-In the chest in the first room on the right. -In a chest in the small southern rooms, west room. -In a chest to the west of the above listed rooms. Has a rifle. -In four chests in the room southwest of the huge room. Has a rifle. -In the northeastern-most room north of the huge room. It's a rifle. 32. The Hive- Located in northern Sweet Water Enemies within: -Devil Captain -Devil Spawn -The Reactor -Devil Master -Devil Worker -Devil King -Devil Warrior -Devil Queen NOTE: About every 60 game minutes, the dungeon will do a Flushing Sequence. So when you see the note that says (Warning: Flushing Sequence Activated), get to one of those blue tile spaces for protection very quickly or your party will lose some Hit Points when it Flushes. Important items within: -Flush system deactivator- It's an orange switch in the southwest room. -High Sanctum Key- It's in a small corridor down the northeast hole of the main room. -There aren't any really important items in here besides treasure. This is pretty much a "destroy the dungeon" quest and after you finish, you win the game so it would be pointless to put any important items inside. -You also can't get back in once you've beaten it. B. OPTIONAL DUNGEONS- These are dungeons that no quest makes you enter. You enter them for the treasure and fighting experience alone. 1. Hall Of The Fire Lord (Bootleg Bay)- On the eastern border of the main land. Enemies within: -Goblin -Ogre -Goblin Shaman -Ogre Raider -Goblin King -Ogre Chieftain Important items within: -There's nothing extremely important in here. You'll find gold, amber, and some other items in here but it's mainly for the experience of the quest. -There is an item found on the Fallen Defender called a Chest Key but I have no idea where the chest is that it opens. 2. Silver Helm Stronghold- Lies on the hill just west of Silver Cove. Enemies within: -Swordsman -Fighter -Sorcerer -Expert Swordsman -Soldier -Magician -Master Swordsman -Veteran -Warlock (Gerrard Blackames) Important items within: -Ghost of John Silver- South and first left from the main room at the end of the weird hallway. If you've saved his kidnapped niece, he'll show you a hidden passage to the treasure room. -Ankh- Kill the warlock in the southernmost room and search his body for it. I've never found a use for this item or a quest to return it but it's marked as a quest item. 3. Shadow Guild (Frozen Highlands)- South of Castle Stone town. Enemies within: -Thief -Catpurse -Burglar -Assassin -Rogue -Bounty Hunter Important items within: -I don't know because something in the game won't allow doors to open inside of this dungeon. If I ever get an updated version, I'll change this. 4. Agar's Laboratory- Located in the frozen area in northeast Kreigspire. Enemies within: -Agar's Pet -Flying Eye -Agar (Power Lich) -Agar's Monster -Terrible Eye -Agar's Abomination -Maddening Eye Important items within: -Athena- This ring relic is in a chest in the back room opposite the EXIT. 5. Caves Of The Dragonriders- Located due north of Castle Kreigspire in the snow area. Enemies within: -Wyrm -Death Knight -Giant Wyrm -Doom Knight -Great Wyrm -Cuisinart Important items within: -No idea... Cuisinarts and Dragons are my two worst dungeon enemies, so I've never been able to make it very far in here. 6. NWC Dungeon- Entrance located inside the Tower of the Gods on the southeast wall. Click it to enter. Enemies within: -Goblin Shaman (1) -Goblin King (1) -Any NPC that you might accidentally hit. Important items within: -Nothing really important, this is a good dungeon to start with despite the fact that it's in the middle of Dragonsand. See the beginning of the walkthrough to find out how to get there. ======================= XII. THE OBELISK QUEST <OBLK> ======================= This is a quest in the game that deserves it's own section. Nobody gives you this quest but it's a very useful one to figure out. Have you come to a small tower-like structure that reads a bunch of Mumbo Jumbo letters and lines? Each one means nothing. However, if you find the 15 obelisks, they will spell out a message that is a clue to finding a great treasure. They are always outdoors and there is only one in each of the 15 areas. And by the way, to any of you who say, I'll just read the clue on this page and go to the location, think again... You must click on all 15 obelisk screens to activate the treasure. A. Locations 1. Sweet Water- It's located due south of the ruined village of Sweet Water on the west side of the lake. 2. Paradise Valley- It's located to the northeast of the Paradise Valley town over the mountains and guarded by Hydras. 3. Hermit's Isle- It's in the northeastern area to the north of a small pond. 4. Kreigspire- It's in the snowy area in the northwest just sitting in the middle of nowhere. 5. Blackshire- It's in the sand area to the far east surrounded by lizards. 6. Dragonsand- It's in the northeast area against the wall surrounded by dragons. 7. Frozen Highlands- Directly behind Castle Stromgard. 8. Free Haven- Due south of the tomb of Ethric the Mad on the other side of the mountain. 9. Mire of the Damned- It's in the middle top of the area in a sort of mountain maze. I just use Fly to get it. 10. Silver Cove- It's on the north island with the inn to the west of the inn. 11. Bootleg Bay- In the southeastern area to the west of the Hall of the Fire Lord. 12. Ironfist- Head due west from the lower town and you will come to an arena- like area in between some mountains with loads of enemies inside. The obelisk is in the middle. 13. Eel Infested Waters- It's on a small southwestern island guarded by Water Monsters and Agar's Creations. 14. Mist- Just step in the transporter and follow the islands around to the end and the obilisk is near the transporter to take you back to town. 15. New Sorpigal- Use Fly to fly north of town to the volcano, Mount Sorpigal. Fly into the crater to find two horseshoes and the obelisk. B. Messages 1. I t o t e c t h o t h e s a i p 2. n h r h _ a h e r h e a t v d i 3. _ e t e c p e _ _ e r s o e d e 4. t _ h a a t _ l t _ _ e n _ l c 5. h d _ s c a w e h S f d e w e e 6. e r b t h i e a e u u , _ o ' d 7. _ a y , e n i s _ n n _ a n s . 8. l g _ _ _ _ g t S _ c l n ; _ _ 9. a o f l o ' h . h b t i d _ p _ 10. n n a i f n t _ i e i f _ t u _ 11. d _ r e _ e _ H p f o t y h z _ 12. _ t _ s t a o i _ o n _ o i z _ 13. o o n _ h t f d o r s t u s l _ 14. f _ o t e h _ _ f e _ h _ _ e _ 15. _ n r h _ _ t f _ _ c e h r _ _ C. THE ANSWER AND TREASURE Once you turn it sideways it reads, "In the land of the dragon to north by far northeast, lies the cache of the captain 'neath the weight of the least. Hid for the Ship of the Sun before her functions ceased, lift the stone and you have won; this riddle's puzzle pieced." Go to Dragonsand and look for a lot of rocks spaced out near the northern border. Be careful of the Lizards, Dragons, or Wyrms that may be shooting at you. You will see a bunch of small rocks and one big rock in the middle of them. This big rock conceals the treasure. It is heavily trapped so I suggest using Telekinesis on the rock while standing way back. Use Telekinesis to open and gather the treasure as well so you can have the minimal amount of firepower attacking you at once. Inside the chest is 250,000 gold that is automatically given to you and the spell books: Divine Intervention and Dark Containment, as well as the Artifacts: Igraine, Morgan, and Guinevere. ==================== XIII. MONSTERS <NMES> ==================== Here is the entire list on monsters. As with a lot of RPGs, each species comes in a set of 3: one common, one upgraded usually with magic, and one powerful. AGAR'S CREATIONS- These flying mutated birds are found on the islands of the Eel Infested Waters and inside Agar's Lab and Castle Kreigspire. They aren't hard to kill but they do cast electrical spells and the abomination can cause paralysis. -Agars Pet Brown 55 HP -Agars Monster Green 67 HP -Agars Abomination Red 79 HP AIR MONSTERS- These tornados are found near the Temple of the Snake and the desert area of Blackshire. They also inhabit Castle Alamos. They have high immunities to Air Magic and cast Lightning Bolt at high levels. -Dust Devil White 73 HP -Twister Purple 114 HP -Air Elemental Blue 207 HP ARMORED FIGHTERS- They reside in the two Dragoon dungeons, the Silver Helm Stronghold and the Warlord's Fortress. The Vets have a lot of HP and ability to break items but overall, they aren't too bad. The Fighters and Soldiers usually won't survive a big room with a couple of decent archers. -Fighter Orange 61 HP -Soldier Dark 129 HP -Veteran Bright 227 HP ARCHERS- They are found outside in the Frozen Highlands and Free Haven. They are one of the annoying enemies that can shoot a couple times in a party's turn. They don't cause much damage with the arrows or Fire Arrows but the Fire Archer can shoot Fireballs that damage the entire party. -Archer Blue 35 HP -Master Archer Red 93 HP -Fire Archer Green 171 HP BAA FOLLOWERS- They are outside in the Ironfist area and in the Arena. They are also found on the Misty Islands. They are pushovers. The Mystics will shoot electric balls at you however. -Follower of Baa Red 9 HP -Mystic of Baa Orange 17 HP -Fanatic of Baa Blue 25 HP BAA PRIESTS- They are found inside the 3 Temples of Baa as well as hanging out in the Free Haven Sewers. They cast lost of clerical spells including Flying Fist from the priests. However they have low hit points. -Acolyte of Baa Green 30 HP -Cleric of Baa Blue 67 HP -Priest of Baa Red 137 HP BATS- They hang out in the Abandoned Temple of Baa and Snergle's Caverns. They are weak but due to their fluttering, they can be hard to aim at and hit. -Bat Brown 9 HP -Giant Bat Blue 21 HP -Vampire Bat Red 35 HP BLOODSUCKERS- They are in the Goblinwatch Keep as well as near Carlogan's Estate in Ironfist. They are pretty easy but can cause disease. -Bloodsucker Purple 6 HP -Brainsucker Green 13 HP -Soul Sucker Red 30 HP BOUNTY HUNTERS- These female thieves are on the Misty Islands and the Shadow Guild in the Frozen Highlands. They are easy to beat and cast no spells. -Catpurse Green 9 HP -Bounty Hunter Red 17 HP -Assassin Blue 25 HP CANNIBALS- They keep to the Bootleg Bay area and the Tsantsa Temple. Type 1 are the human cannibals and type 2 are the ogre cannibals. The human witch doctors will throw Deadly Swarm and the ogre witch doctors will throw a Fire Blast at you. Also, the ogres cannibals and head hunters are the same when you look at their pictures. -Cannibal (1) Brown 21 HP -Head Hunter (1) Green 30 HP -Witch Doctor (1) Red 40 HP -Cannibal (2) Brown 21 HP -Head Hunter (2) Brown 30 HP -Witch Doctor (2) Red tint 40 HP COBRAS- They are in the Abandoned Temple, the Tsantsa Temple, and the Temple of the Moon. They cause poisoning but have low hit points. -Cobra Blue 17 HP -King Cobra Green 40 HP -Queen Cobra Red 61 HP DEMON DEVILS- They keep to Kreigspire and their Demon Lair but a few are found in Snergle's Iron Mines and in the Supreme Temple of Baa on Hermit's Isle. They cast and are immune to Fire Magic. They're tough but not as tough as their devil counterpart. -Devil Spawn Gray 100 HP -Devil Worker Green 280 HP -Devil Warrior Red 540 HP DEVILS- They fly and roam the broken Village of Sweet Water and are the main set of enemies in the game inside the Hive. They are pretty tough in or out, as the Devil Master will cast Meteor Shower but at least he can't cast it inside. The King can steal all of your Spell Points in one hit too. Then they all cast other various Fire Spells. -Devil Captain Purple 180 HP -Devil Master Green 400 HP -Devil King Red 700 HP DRAKES- Drakes are weak dragons that look more fearsome than they are. They are found in the frozen area of Kreigspire as well as in the castle itself. They breathe weaker spells than dragons and are much weaker in HP. Don't be fooled though, they can cause their share of damage. -Flame Drake Red 129 HP -Frost Drake Blue 162 HP -Energy Drake Yellow 198 HP DRAGONS- Dragons are heavily armored and boast loads of hit points. They are found in Dragonsand and in the sandy part of Paradise Valley. There's also a gold one in the Temple of the Snake. They fire the element of their color and are also immune to the same element. The gold ones rarely do but are able to KO a character in one hit. However, they give you some of the best items in the game including artifacts and relics. -Red Dragon Red 880 HP -Blue Dragon Blue 1080 HP -Gold Dragon Gold 1300 HP DRUIDS- They are annoying. They keep to the west Silver Cove area and inside the Monolith, Temple of the Moon, and the Superior Temple of Baa. As bad as the class is ranked, they are pretty tough to take on a bunch at a time at a low level. The use nothing but elemental spells. -Druid Green 40 HP -Great Druid Red 73 HP -Grand Druid Blue 162 HP DWARVES- They are found in the two Snergle dungeons. They are tough like a dwarf usually is and a lot of them can cause lots of damage with their axes. It's best to take them on one or couple at a time. -Dwarf Green 40 HP -Dwarf Warrior Blue 100 HP -Dwarf Lord Red 180 HP EARTH MONSTERS- These rock monsters roam around Kreigspire and are found in the Monolith. These guys are pretty tough and cast high Earth Magic. -Rock Beast Brown 137 HP -Earth Spirit Blue 180 HP -Earth Elemental Black 280 HP EELS- They roam the Eel Infested Waters and the waters of Hermit's Isle. They aren't very tough but you need to use Fly to kill them all and dodge their electical spells. They are also fought purely for experience because their bodies sink to the bottom of the water and cannot be recovered for items. -Sea Serpent Yellow 162 HP -Sea Monster Blue 237 HP -Sea Terror Red 374 HP EVIL EYES- They are some of the worst dungeon creatures in the game. They are found in Castle Darkmoor and Agar's Lab. They are one of the hardest creatures to fight in the game. They usually hang out in packs and cast many different spells. The flyer can put you to sleep with fire. The terrible can Dispel Magic and cause Fear. The mad eye can cause Insanity and Dispel Magic. -Flying Eye Gray 180 HP -Terrible Eye Purple 280 HP -Maddening Eye Green 400 HP FIRE MONSTERS- These fireball monsters are in Gharik's Forge and the Supreme Temple of Baa. Luckily, Ice spells and arrows will kill them quickly. -Fire Beast Red 55 HP -Fire Spirit Green 145 HP -Fire Elemental Blue 269 HP GARGOYLES- These flying monsters patrol the Silver Cove area. They are tough skinned and the marble one can cause paralysis. The Diamond one can not be hurt through weapons. Only spells or a higher force can take them down. -Stone Gargoyle Gray 73 HP -Marble Gargoyle Green 114 HP -Diamond Gargoyle White 207 HP GENIES- They are found inside the Tomb of Varn Pyramid. One of my three wishes would be to avoid these magic-drunken monsters. -Genie Blue 207 HP -Djinn Purple 325 HP -Efreet Red 467 HP GHOSTS- They roam the Mire of the Damned as well as the dungeons of Carlogan's Estate and Ethric's Tomb. The ghosts and evil spirits aren't too bad but if you don't kill a Specter quickly, they can do a knock out blow. -Ghost Green eye 35 HP -Evil Spirit Blue eye 55 HP -Specter Red eye 93 HP GOBLINS- They are in the New Sorpigal area as well as Goblinwatch, Hall of the Fire Lord, and the NWC dungeon. They are quite easy but the two higher ones will throw the Fire Bolt at you every now and then. -Goblin Green 13 HP -Goblin Shaman Blue 21 HP -Goblin King Red 40 HP GUARDIANS- They are found inside the Tomb of Varn Pyramid. They are remarkably tough and can deal high damage with their various magic. They also boast a high number of hit points. -Defender of VARN Blue 227 HP -Sentinal of VARN Purple 467 HP -Guardian of VARN Red 617 HP HARPYS- They roam the mountains of Mire of the Damned and Frozen Highlands. They have got to be the most annoying enemies in the game. The Harpys and Hags aren't so bad but the Harpy Witch can cast Mass Curse so all you have to do is fly too close to a group and your entire party is cursed. -Harpy Green 61 HP -Harpy Hag Red 79 HP -Harpy Witch Blue 93 HP HYRDAS- These 5 headed monsters are found in Paradise Valley and Hermit's Isle. They aren't as bad as they were in the Xeen games but the small ones shoot fire and the colossal ones shoot energy. The venomous ones don't shoot but they can poison you. -Hydra Red 337 HP -Venomous Hydra Blue 467 HP -Colossal Hydra Green 617 HP KNIGHTS- The Cuisinarts have got to be the hardest hand-to-hand dungeon enemies to beat in the game. They have heavy armor and a big heavy sword that causes much damage. They are found in the Warlord's Fortress and are the only ones who could be called Dragon Riders. -Death Knight Blue 280 HP -Doom Knight Red 540 HP -Cuisinart Gold 864 HP LICHES- These undead sorcerers are found in Ethric's Tomb and are the main enemy in Castle Darkmoor. They have a wide range of magical skills but, like other sorcerers, don't have a lot of HP. The Greater ones cast Dispel Magic if you come within two rooms of them so be prepared to fight in the dark and without Wizard Eye or resistance spells. -Lich Blue 100 HP -Greater Lich Green 180 HP -Power Lich Red 280 HP LIZARDS- These have half the power as a dragons and weaker in HP. They roam Dragonsand and the sandy areas of Blackshire. They shoot balls of their element and are immune to fire, air, and earth magics in that order. -Fire Lizard Orange 280 HP -Lightning Lizard Blue 400 HP -Thunder Lizard Purple 540 HP LIZARDS ARCHERS- They shoot arrows at you in the areas of Ironfist and Bootleg Bay. They are very annoying but weak but a big party will almost endlessly fire arrows, fire arrows, and electric balls at you. -Lizard Man Orange 13 HP -Lizard Archer Red 25 HP -Lizard Wizard Blue 45 HP MAGES- The weaker ones are found in the New Sorpigal area and the more powerful ones are in the Free Haven area. They use various fire spells but the red ones have the fewest HPs of any monster in the game. -Apprentice Mage Red 6 HP -Journeyman Mage Green 21 HP -Mage Blue 40 HP MAGIC USERS- These annoying magic users are found in Gharik's Forge, the Superior Temple of Baa, Silver Helm Stronghold, and Castle Alamos. They cast electrical magic but the Warlocks are a pain because they cast Insanity on someone virtually every turn. -Sorcerer Brown 137 HP -Magician Red 227 HP -Warlock Purple 400 HP MAGYARS- These soldiers patrol the Frozen Highlands area and Castle Alamos. They aren't too bad to fight but the Matrons throw electric spells at you. -Magyar Brown 61 HP -Magyar Soldier Blue 137 HP -Magyar Matron Green 247 HP MEDUSAS- They keep to their keep of the Temple of the Snake but are inside the Temple of the Moon too. They have high hit points for how early you should face them and their spells can turn you to stone. -Medusa Orange 227 HP -Enchantress Blue 280 HP -Gorgon Red 337 HP MINOTAURS- Half man and half bull and they roam the Kreigspire desert area and are quite plentiful inside Castle Kreigspire. They are tough-skinned and can take a lot of hits before dying. The Kings cast Finger of Death so steer clear of them when possible. -Minotaur Blue 269 HP -Minotaur Mage Yellow 525 HP -Minotaur King Red 861 HP MONKS- They reside inside the Temples of the Fist and Sun. They are low in HP but cast a rather high skill of electrical magic. -Novice Monk Brown 30 HP -Initiate Monk Blue 73 HP -Master Monk Red 153 HP OGRES- They are found in the Hall of the Fire Lord, Icewind Keep, and Castle Darkmoor. They carry swords and shoot no magic. The Chieftains are pretty tough to hit. -Ogre Brown 67 HP -Ogre Raider Blue 100 HP -Ogre Chieftain Red 162 HP OOZE- It's a puddle of ooze. They are immune to direct attacks so use magic or a weapon that hits for magical damage. They are found in Dragoon's Caverns, Snergle's Iron Mines, and Lair of the Wolf. -Ooze Green 50 HP -Acidic Ooze Red 86 HP -Corrosive Ooze Yellow 137 HP PATROL MACHINES- They guard and patrol the Central Control dungeon. The first two can hurt you pretty bad but they are nothing compared to the Terminator Units who can Eradicate anyone. Luckily, they can be fooled into corners and hit around walls. -Patrol Unit Silver 400 HP -Enforcer Unit Blue 700 HP -Terminator Unit Brown 1068 HP RATS- They are inside the Goblinwatch Keep, Temple of the Fist, Dragoon's Keep, and the Free Haven Sewers. Why not just step on them? Ok, shoot or stab a couple of times and it will die. -Common Rat Purple 6 HP -Large Rat Green 13 HP -Giant Rat Black 21 HP SILVER HELM GUARDS- They are found in the Silver Helm Outpost and Icewind Keep. Another annoying enemy, they are a HP drainer, meaning they aren't too easy and they aren't too hard, they're right in the middle and can usually grab a few HP before they die. -Guard Blue 45 HP -Lieutenant Green 93 HP -Captain Red 207 HP SKELETONS- They are everywhere in the Mire of the Damned. They are also in the Temple of Baa, Carlogan's Estate, and Ethric's Tomb. They are pretty easy to kill but the Lords are tough and can curse you. -Skeleton White 21 HP -Skeleton Knight Yellow 40 HP -Skeleton Lord Brown 61 HP SPIDERS- They are in the Abandoned Temple and the Temple of Baa. They cause poisoning and travel in packs of... a crapload. They have low HP but the sheer numbers of them could cause problems. -Spider Brown 17 HP -Giant Spider Blue 30 HP -Huge Spider Red 50 HP SWORDSMEN- They are inside the two Silver Helm dungeons and the Lair of the Wolf for some reason. Like the Silver Helm Guards, these are HP drainers. They aren't hard but not easy and they're usually a dozen or so in a room when you find them. -Swordsman Brown 40 HP -Expert Swordsman Blue 69 HP -Master Swordsman Red 129 HP THIEVES- The Shadow Guild Thieves are found in the Shadow Guilds and the Free Haven Sewer System. They aren't very hard but I've heard that if you see a character look weird when they're hit, they've stolen something from you. -Thief Green 30 HP -Burglar Purple 50 HP -Rogue Red 86 HP THUGS- They are in the Ironfist's Shadow Guild, Dragoon's Caverns, and the Warlord's Fortress. They aren't very tough for what you might think of a thug but you face them early so they may be a problem once in a while. -Thug Green 30 HP -Ruffian Blue 61 HP -Brigand Red 114 HP TITANS- These giants are by far the toughest enemy in the game. The supremes can kill you in one hit and the weaker ones still have loads of HP. They are found in Paradise Valley and in Hermit's Isle. (Just think in M&M7, there's an indoor dungeon that's full of them.) However, when killed, they give some of the best and most expensive items, including relics and artifacts. Just watch out for the Supreme Titans' one hit kill. -Titan Light Blue 617 HP -Noble Titan Black/Yellow 787 HP -Supreme Titan Black/Blue 1187 HP WATER MONSTERS- These monsters look like Poseidons. They are found in the Eel Infested Waters and inside the Monolith. They wave their pitchfork and cast Water Magic and are immune to the same. They aren't as tough as they look. -Water Beast Green 61 HP -Water Spirit Purple 129 HP -Water Elemental Red 237 HP WEREWOLVES- They keep to the Blackshire area and inside the Lair of the Wolf. They could be tougher but the Werewolf can disease you and the Greater Werewolf can knock you out in one hit. -Wolfman Orange 100 HP -Werewolf Blue 180 HP -Greater Werewolf Red 280 HP WYRMS- These dragon-worms are almost as powerful as dragons but less HP and they can't fly. They are located in Dragonsand, and they are the Dragons in the Cave of the Dragonriders. They also breathe poison instead of fire, ice, or earth magic. They have been known for some very good items and a couple relics and artifacts here and there. -Wyrm Green 400 HP -Giant Wyrm Blue 540 HP -Great Wyrm Red 700 HP EXTRAS- This section is for the unique monsters that are the bosses of some dungeons. Usually, they can be classified as the strongest type of a species but for creatures like the Lich King in Castle Darkmoor, he's even stronger than the Power Lich. These monsters are found only once in the game. Instead of a color, I will put the class of monster that it is or if I mark it with a "+" sign, that means that it is stronger than that class. -Agar Power Lich+ 320 HP Agar's Lab -Carlogan Power Lich 280 HP Carlogan's Estate -Devil of Baa Devil Warrior 540 HP Demon Lair -Demon Queen Devil 1300 HP The Hive -Ethric Power Lich 280 HP Tomb of Ethric the Mad -Fallen Defender Defender/VARN 227 HP Hall of the Fire Lord -Gerrard Blackames Warlock 400 HP Silver Helm Stronghold -Lich King Power Lich+ 600 HP Castle Darkmoor -Lfang Witherhide Red Dragon 880 HP Dragon's Lair -Lurch Minotaur K+ 2000 HP Castle Kreigspire -Q not sure 16000 HP Temple of the Snake -Reactor Machine 1300 HP The Hive -Slicker S-tongue Priest of Baa 137 HP Supreme Temple of Baa -Snergle Dwarf Lord 180 HP Snergle's Caverns -Spider Queen Huge Spider+ 50 HP Abandoned Temple of Baa -Werewolf Leader Gr Werewolf+ 420 HP Lair of the Wolf ================== XIV. TEACHERS <TCHR> ================== Teachers- Those who, for a fee, will train you to Expert and Master in their special skills. All skills have two Expert trainers and one Master Trainer somewhere in the land of Enroth. To become expert in any skill you must have a rank of 4 and to become master, each set of skills has its own qualifications. A. Weaponry Skills 1. Axe Expert: Ironfist: Stephen Biggs is in the house sharing the training grounds. 2000 gold Darkmoor: Connie Lettering is in a big western door on the main road through town. 2000 gold Master: Darkmoor: Avinril Smythers is in the inn in the back of Darkmoor town. He will do it for free after completing his quest. 2. Bow Expert: Ironfist: Helen Teal is in the house near the inn. 2000 gold Stromgard: Jed Morrison is in the lefthand house as you enter Stromgard Castle area. Left door. 2000 gold Master: Kreigspire: Desmond Weller is on the top walkway on Castle Kreigspire in the middle door. FREE but needs rank 8 and BATTLE MAGE status. 3. Dagger Expert: Free Haven: Logan Dasher is in the west door of the duplex near the elemental guilds. 2000 gold Ironfist: Terrance Smith is in the house in the back of the inn. 2000 gold Master: Castle Stone: Jules Miles is in the lefthand door on Castle Stone. 5000 gold, rank 8, 40 speed needed. 4. Mace Expert: Darkmoor: Jack Crow is in a door on the back side of the Smoke and Mirrors shop. 2000 gold Stromgard: Dickson Parks is in the lefthand house as you enter the Stromgard Castle area. Right door. 2000 gold Master: Blackshire: Errol Ostermann is in southeast blackshire across from the Light Guild. 5000 gold, rank 8 and 40 might needed. 5. Spear Expert: Mist: Gonzalo Ramirez is in the house directly south of the Buccaneers' Guild. 2000 gold Silver Cove: Sigriv is in the house directly south of the training grounds. 2000 gold Master: Darkmoor: Burton Rutherford is in a door down the corridor that is behind the armory. 5000 gold, rank 8, and Cavalier status needed. 6. Staff Expert: New Sorpigal: Dorf is in southern New Sorpigal area. 2000 gold Mist: Calvin Black is across the street from the tavern. 2000 gold Master: Silver Cove: Jasper Rice is behind the bar on an island in northern Silver Cove area. 5000 gold, rank 8 needed. 7. Sword Expert: Ironfist: Aaron Strongman is in the house in the castle area that shares the weapon store. 2000 gold Free Haven: Michael Ogilvy is in the east door of the duplex near the elemental guilds. 2000 gold Master: Blackshire: Guy Hampton is in southern Blackshire near the fountain. FREE, rank 8 and Cavalier status needed. 8 Ancient Weapons Expert: New Sorpigal: Igor is in the far east of New Sorpigal area. 2000 gold Los Alamos: Pat Skylark is in Los Alamos Town behind the Tavern. 2000 gold Master: Paradise Valley: Rexella is in the southeast corner of town. 5000 gold B. Armor Skills 1. Chain Armor Expert: Ironfist: Rich Hamburg is in the square of houses south of town. South house. 1000 gold
Bootleg Bay: Preston Harper is in the house next to the weapons store. 1000 gold Master: Darkmoor: David Feather is in a house around the side of the weapons store. It's FREE but takes a rank 10 and Crusader promotion. 2. Leather Armor Expert: Mist: Arthur O'Leery is in the house that is beneath the Buccaneers Guild. South door. 1000 gold Ironfist: Newt Headrow is in the square of houses south of town. West house. 1000 gold Master: Castle Stone: Arlen Sailor is in the righthand door of the castle. 3000 gold, rank 10 needed. 3. Plate Armor Expert: Ironfist: Benito Tellman is in the square of houses south of town. East house. 1000 gold Free Haven: Woodrow Albright is in a northwest house of the main part of town. 1000 gold Master: Castle Temper: Forrest Suthers is in the middle on the roof of Castle Temper. FREE and no rank needed but must achieve HERO status. 4. Shield Expert: Ironfist: Edgar Carpenter is in the square of houses south of town. North house. 2000 gold Free Haven: Takao is in the middle house of the northernmost trail. 2000 gold Master: Blackshire: Bronwyn Meck is in a house north of the fountain in south Blackshire. 5000 gold, rank 10 needed. C. Magic Skills 1. Fire Magic Expert: New Sorpigal: Isao Magistrus is in the first house on the northwest road. 1000 gold Free Haven: Jack Van Imp is in a house in the far east. 1000 gold Master: Mist: Jezebel is in the southern row of houses in the eastmost house. 4000 gold and rank 12 needed. 2. Air Magic Expert: New Sorpigal: Cheryl Duncan is above the New Sorpigal bank. 1000 gold Free Haven: Zodahn Delphi is in the duplex in west Free Haven. 1000 gold Master: Mist: Caao Salem is in the southern row of houses in the middle house. 4000 gold and Arch Mage status needed. 3. Water Magic Expert: New Sorpigal: Douglas Hill is in a house on the island east of New Sorpigal with all the goblins and mages on it. 1000 gold Free Haven: Hitomi Mirumoto is in the house furthest to the east of Free Haven. 1000 gold Master: Mist: Harper Collins is in the southern row of houses in the westmost house. 4000 gold and rank 12 needed. 4. Earth Magic Expert: New Sorpigal: Taro is in the house in the northwest corner of the main part of town. 1000 gold Free Haven: Li Tizare is in the duplex in west Free Haven. 1000 gold Master: Silver Cove: Revee Botania is in the house two houses south of the armory. 4000 gold and rank 12 needed. 5. Spirit Magic Expert: New Sorpigal: Enoch Highridge is in the house in the southwest corner of the town. 1000 gold Free Haven: Michele Blackshire is in the east duplex door near the water guild. 1000 gold Master: Ironfist: Bishop Iquisitono is in the corner house behind the castle. FREE of money and rank but must be High Priests. 6. Body Magic Expert: New Sorpigal: Abdulai Hahgreb is the first house on the left when you enter through the main gate. 1000 gold. Free Haven: Tim O'Hoolihan is in the west duplex door near the water guild. 1000 gold Master: Silver Cove: Gilbert Hammer is in the right house of the duplex in the northeast corner. 4000 gold and rank 12 needed. 7. Mind Magic Expert: New Sorpigal: Virgil Holiday is the second house on the southwestern road. 1000 gold Free Haven: Mynasia is across from the duplex near the water guild. 1000 gold Master: Silver Cove: Thane Roper is in the left house of the duplex in the northeast corner. 4000 gold and rank 12 needed. 8. Light Magic Expert: Silver Cove: Tina Sheltan is in the northern door of the duplex to the far east of town. 2000 gold Kreigspire: Nicholas Roth is in southeast Kreigspire Town. 2000 gold Master: Eel Infested Waters: Ki Lo Nee is in the back of the tavern on the southern island. FREE but need SAINTLY status. 9. Dark Magic Expert: Blackshire: Ambrose Brusse is in northeast Blackshire. 2000 gold White Cap: Morton Holovin is in southwest White Cap. 2000 gold Master: Paradise Valley: Su Lang Manchu is in the southwestern house of town. FREE but need NOTORIOUS status. D. Miscellaneous Skills 1. Bodybuilding Expert: New Sorpigal: Erik Salzburg is in the furthest house to the east. The southern house. 500 gold Ironfist: Olaf Berring is in a house behind the castle. 500 gold Master: Free Haven: Jason Traveler is in the village of Rockham west of Free Haven. 2500 gold, rank 7 and 30 endurance needed. 2. Diplomacy Expert: Ironfist: Walter Hargreaves is in the southeast tower on the castle roof. 500 gold. Free Haven: Sylvester Moor is in a house near the training grounds that you enter from the back. 500 gold Master: Castle Stromgard: Jacques Kohl is in the middle door on the roof of the castle. 2500 gold and 200 Fame needed. (Although it says rank 7 I can train at level 4 so in updated versions you may need rank 7.) 3. Disarm Trap Expert: Ironfist: Tyler Tailor is in the second house after the gate. 500 gold Free Haven: Ivan Magyar is in the northeast house in the south-facing door. 500 gold Master: Castle Stone: Gabe Lester is in the house across from Castle Stone. 2500 gold, rank 7, 30 accuracy needed. 4. Identify Item Expert: New Sorpigal: Sheila Loompus is above the New Sorpigal inn. 500 gold Ironfist: Leon Lazaru is in the first house after the gate. 500 gold Master: Free Haven: Hans Gifford is in the southeast corner house near the council. 2500 gold, rank 7 and 30 intellect needed. 5. Learning Expert: New Sorpigal: Donald Retzer is above the Guild of the Body. 2000 gold Ironfist: Elton Astrogate is in the southwest tower on the castle roof. 2000 gold Master: Silver Cove: John Tuck is in a house near the Berserkers' Fury guild. 5000 gold, rank 7, and 30 intellect needed. 6. Meditation Expert: New Sorpigal: Victor Hosen is in the furthest house to the east. The northern house. 500 gold Silver Cove: Clyde Dagget is in a southern house across from the guild of the self. 500 gold Master: Mist: Norio Ariganaka is in the southern row of houses in the house facing east. 2500 gold, rank 7, 30 personality needed. 7. Merchant Expert: Free Haven: Livia Farrel is in a house south of the training grounds. 2000 gold Darkmoor: Casey Ludwig is in a door in the northeast part of town. 2000 gold Master: Silver Cove: Will Ottoman is in the southernmost house closest to the castle. 4000 gold, rank 7, and 30 personality is needed. 8. Perception Expert: New Sorpigal: Tara D'Cathay is above the New Sorpigal inn. 500 gold Bootleg Bay: Shoshi Pertoniki is in the house to the furthest east of Bootleg Bay town. 500 gold Master: Darkmoor: Macro Caligula is in a door down a corridor that you enter near the stables. 2500 gold, rank 7 and 30 Luck needed. 9. Repair Expert: Mist: Bernard Jacobs is in the house across the street from the Duelist Edge Guild. 500 gold Silver Cove: Cyrus Montebleu is two houses to the east of the Armory 500 gold Master: Castle Stone: Ryan Treacle is in the southeastern house of Castle Town. 2500 gold, rank 7, 30 accuracy needed. ==================== XV. GUILDS <GLDS> ==================== 1. NEW SORPIGAL Blade's End- Weapons and small armor skills -Membership available in the second house on the southeast trail. Skills available: Sword, Axe, Spear, Staff, Leather Buccaneers Guild -Membership available in the first house on the southeast trail. Skills available: Merchant, Identify, Perception, Disarm Trap, Dagger Initiate Guild of the Self- Contains just basic clerical spells -Membership available in the northeasternmost house. Skills available: Spirit Magic, Mind Magic, Body Magic Initiate Guild of the Elements- Contains just basic elemental spells -Membership available in first house on the northeast path. Skills available: Fire Magic, Air Magic, Water Magic, Earth Magic 2. MIST Duelist' Edge -Membership available in house directly south of the Buccaneers Guild. Skills available: Mace, Chain, Shield, Body Building, Bow, Buccaneers Guild -Membership available in the house with the Duelist's Edge in Mist. Skills available: Merchant, Identify, Perception, Disarm Trap, Dagger, Dipl. Initiate Guild of Fire- Contains middle range spells up to Ring Of Fire. Membership available in the southern row of houses for 50 gold. Skills available: Fire Magic, Learning Initiate Guild of Air- Contains middle range spells up to Lightning Bolt. Membership available in the southern row of houses for 50 gold. Skills available: Air Magic, Learning Initiate Guild of Water- Contains middle range spells up to Enchant Item. Membership available in the southern row of houses for 50 gold. Skills available: Water Magic, Learning 3. IRONFIST -Initiate Guild of the Body- Contains middle range spells. Membership available in the house to the west of the castle. Skills available: Body Magic, Meditation -Initiate Guild of the Mind- Contains middle range spells. Membership available in the house near the inn. Skills available: Mind Magic, Meditation -Initiate Guild of the Spirit- Contains middle range spells. Membership available behind castle Ironfist. Skills available: Spirit Magic, Meditation 4. SILVER COVE Berserkers' Fury -Membership available in the house directly to the east of the guild. Skills available: Chain, Bow, Shield, Repair Item, Plate Initiate Guild of Earth- Contains middle range spells up. -Membership available in furthest houses to the east. Third house down. Skills available: Earth Magic Initiate Guild of Light- Contains middle range Light spells. -Membership available in furthest houses to the east. Northernmost house. Skills available: Light Magic Protection Services -Membership available in a house in the southwest corner of town. Skills available: Diplomacy Adept Guild of the Self- Contains middle range clerical spells. -Membership available in furthest houses to the east. Southernmost house. Skills available: Spirit Magic, Mind Magic, Body Magic 5. FREE HAVEN Adept Guild of Water- It contains the highest spells. -Membership available in first house on the right coming from the council. Skills available: Water Magic, Learning Adept Guild of Air- It contains the highest spells. -Membership available in first house on the left coming from the council. Skills available: Air Magic, Learning Adept Guild of Fire- It contains the highest spells. -Membership available in second house on the left coming from the council. Skills available: Fire Magic, Learning Adept Guild of Earth- It contains the highest spells. -Membership available in second house on the right coming from the council. Skills available: Earth Magic, Learning Adept Guild of Body- It contains the highest spells. -Membership available in far southwest house of Free Haven. Skills available: Body Magic, Meditation Adept Guild of Spirit- It contains the highest spells. -Membership available south of the guilds in a house. Skills available: Spirit Magic, Meditation Adept Guild of Mind- It contains the highest spells. -Membership available Skills available: Spirit Magic, Meditation Duelists' Edge -Membership available across from the northern Discount Goods store. Skills available: Mace, Chain, Body Building, Shield, 6. WHITE CAP Blade's End- Weapons and small armor skills -Membership available in south White Cap Skills available: Sword, Axe, Spear, Staff, Leather Initiate Guld of Dark- Contains middle range Dark spells. -Membership available in northwest White Cap Skills available: Dark Magic Adept Guild of the Elements- Contains the best spells. -Membership available in northwest White Cap Skills available: Fire Magic, Water Magic, Air Magic, Earth Magic 7. CASTLE STONE TOWN Protection Services -Membership available in the southeast corner of Stone Castle Town. Skills available: Merchant, Perception, Disarm Trap, Dagger, Identify Item 8. BLACKSHIRE Adept Guild of Light: Contains the best spells short of Divine Intervention. Membership available in northeast Blackshire. Skills available: Light Magic Adept Guild of Dark: Contains the best spells short of Dark Containment. Membership available in northeast Blackshire. Skills available: Dark Magic ========================= XVI. ITEMS AND ARTIFACTS <STFF> ========================= A. Items- This section includes weapons, armor, accessories, and anything else that isn't a relic. Remember that these are basic models. If there's anything added such as "of health", "of might", etc., then the value increases and your stats get added bonuses. WEAPONS 1. Axes -Hand Axe Attack 0 Damage 4d2 Value 30 -Battle Axe Attack 2 Damage 4d2 +2 Value 100 -Poleax Attack 0 Damage 3d7 Value 250 -War Axe Attack 5 Damage 4d2 +5 Value 250 -Heavy Poleax Attack 3 Damage 3d7 +3 Value 450 -Dwarven Axe Attack 8 Damage 4d2 +8 Value 400 -Snergle's Axe Attack 9 Damage 4d2 +9 Value 0 (can't be sold) -Supreme Axe Attack 11 Damage 4d2 +11 Value 550 -Grand Poleax Attack 9 Damage 3d7 +9 Value 900 -Conan (Grand Poleax) Attack 10 Damage 3d7 +10 Value 20000 2. Bows -Crossbow Attack 0 Damage 4d2 Value 50 -Accurate Crossbow Attack 3 Damage 4d2 +3 Value 200 -True Crossbow Attack 7 Damage 4d2 +7 Value 400 -Longbow Attack 0 Damage 5d2 Value 100 -Elvin Bow Attack 2 Damage 5d2 +2 Value 200 -Precision Bow Attack 4 Damage 5d2 +4 Value 300 -Magic Bow Attack 6 Damage 5d2 +6 Value 400 -Stellar Bow Attack 8 Damage 5d2 +8 Value 500 -Artemis (Longbow) Attack 12 Damage 5d2 +12 Value 30000 3. Clubs- The only weapon that doesn't take a skill to use. (Also the weakest) -Club Attack 0 Damage 1d3 Value 1 -Spiked Club Attack 3 Damage 1d3 +3 Value 40 -Killer Club Attack 5 Damage 1d3 +5 Value 100 4. Daggers -Dagger Attack 0 Damage 2d2 Value 8 -Long Dagger Attack 0 Damage 2d3 Value 15 -Blood Dagger Attack 2 Damage 2d2 +2 Value 100 -Shadow Dagger Attack 3 Damage 2d2 +3 Value 150 -Piercing Dagger Attack 4 Damage 2d3 +4 Value 200 -Mage Dagger Attack 5 Damage 2d2 +5 Value 250 -Jeweled Dagger Attack 6 Damage 2d2 +6 Value 300 -Divine Dagger Attack 7 Damage 2d3 +7 Value 350 -Mordred Attack 8 Damage 2d3 +8 Value 20000 5. Maces and Hammers -Mace Attack 0 Damage 2d4 Value 50 -Wicked Mace Attack 2 Damage 2d4 +2 Value 150 -Thunder Mace Attack 5 Damage 2d4 +5 Value 300 -Wonder Mace Attack 8 Damage 2d4 +8 Value 450 -Death Mace Attack 11 Damage 2d4 +11 Value 600 -Ares (Death Mace) Attack 14 Damage 2d4 +14 Value 30000 -Hammer Attack 0 Damage 2d5 Value 120 -Dark Hammer Attack 3 Damage 2d5 +3 Value 300 -Holy Hammer Attack 9 Damage 2d5 +9 Value 600 6. Spears, Halberds, and Tridents -Spear Attack 0 Damage 1d9 Value 15 -Stout Spear Attack 1 Damage 1d9 +1 Value 50 -Serpent Spear Attack 5 Damage 1d9 +5 Value 250 -Savage Spear Attack 9 Damage 1d9 +9 Value 450 -Sacred Spear Attack 13 Damage 1d9 +13 Value 650 -Trident Attack 0 Damage 2d6 Value 100 -Ornate Trident Attack 6 Damage 2d6 Value 400 -Titanic Trident Attack 12 Damage 2d6 +12 Value 700 -Halberd Attack 0 Damage 3d6 Value 200 -Massive Halberd Attack 4 Damage 3d6 +4 Value 400 -Elite Halberd Attack 10 Damage 3d6 +10 Value 700 7. Staffs -Staff Attack 0 Damage 2d4 Value 40 -Emerald Staff Attack 3 Damage 2d4 +3 Value 250 -Power Staff Attack 7 Damage 2d4 +7 Value 500 8. Swords -Cutlass Attack 0 Damage 2d4 Value 40 -Longsword Attack 0 Damage 3d3 Value 50 -Broadsword Attack 0 Damage 3d4 Value 100 -Warrior Sword Attack 3 Damage 3d3 +3 Value 200 -Pirate Cutless Attack 5 Damage 2d4 +5 Value 290 -Steel Broadsword Attack 4 Damage 3d4 +4 Value 300 -Crusader Sword Attack 6 Damage 3d3 +6 Value 350 -Two Handed Sword Attack 0 Damage 4d5 Value 400 -Great Sword Attack 2 Damage 4d5 +2 Value 500 -Champion Sword Attack 9 Damage 3d3 +9 Value 500 -Master Cutless Attack 11 Damage 2d4 +11 Value 590 -Mighty Broadsword Attack 10 Damage 3d4 +10 Value 600 -Lionheart Sword Attack 12 Damage 3d3 +12 Value 650 -Heroic Sword Attack 8 Damage 4d5 +8 Value 800 -Excaliber (Broadsword) Attack 12 Damage 3d4 +12 Value 20000 -Hades (Lionheart) Attack 15 Damage 3d3 +15 Value 30000 9. Ancient Weapons -Blaster Attack 8 Damage 3d5 +8 Value 0 -Blaster Rifle Attack 12 Damage 5d5 +12 Value 0 ARMOR 1. Leather Armor -Leather Armor Armor +4 Value 150 -Studded Leather Armor Armor +6 Value 250 -Enchanted Leather Armor +10 Value 450 -Dragon Leather Armor +16 Value 750 -Imperial Leather Armor +24 Value 1150 2. Chain Armor -Chain Mail Armor +8 Value 400 -Steel Chain Mail Armor +12 Value 600 -Noble Chain Mail Armor +18 Value 900 -Royal Chain Mail Armor +26 Value 1300 -Majestic Chain Mail Armor +36 Value 1800 3. Plate Armor -Plate Armor Armor +20 Value 1000 -Steel Plate Armor Armor +28 Value 1400 -Golden Plate Armor Armor +54 Value 2700 4. Shields -Wooden Shield Armor +4 Value 100 -Bronze Shield Armor +6 Value 200 -Kite Shield (large) Armor +6 Value 200 -Tower Shield (large) Armor +7 Value 300 -Steel Shield Armor +8 Value 300 -Castle Shield (large) Armor +9 Value 400 -Lord Kilburn's Shield Armor +9 Value 0 (Quest item) -Spirit Shield Armor +12 Value 450 -Celestial Shield (lge) Armor +13 Value 500 -Astral Shield Armor +18 Value 750 -Olympian Shield (lge) Armor +19 Value 800 5. Boots -Leather Boots Armor +2 Value 50 -Steel Boots Armor +6 Value 250 -Armored Boots Armor +8 Value 450 -Sterling Boots Armor +10 Value 650 -Ultimate Boots Armor +12 Value 850 -Lucius (Ultimate) Armor +14 Value 20000 6. Gauntlets -Gauntlets Armor +3 Value 100 -Knight Gauntlets Armor +6 Value 250 -Paladin Gauntlets Armor +8 Value 450 -Cavalier Gauntlets Armor +10 Value 650 -Ultimate Gauntlets Armor +12 Value 850 7. Helmets, Crowns, and Hats -Helm Armor +2 Value 60 -Steel Helm Armor +6 Value 260 -Guardian Helm Armor +8 Value 460 -Defender Helm Armor +10 Value 660 -Angelic Helm Armor +12 Value 860 -Crown Value 250 -Regal Crown Value 450 -Almighty Crown Value 650 -Odin (Almighty Crown) Value 30000 -Cloth Hat Value 20 -Fancy Hat Value 100 -Wizards Cap Value 200 ACCESSORIES 1. Amulets -Turquoise Amulet Value 500 -Gothic Amulet Value 750 -Claw Amulet Value 1000 -Ancient Amulet Value 1250 -Ruby Star Amulet Value 1500 -Morgan (Ruby Star) Value 20000 -Hera (Ruby Star) Value 30000 2. Belts -Leather Belt Value 40 -Mercenary Belt Value 100 -Vanguard Belt Value 225 -Warlord Belt Value 450 -Sovereign Belt Value 600 3. Cloaks -Leather Cloak Armor +1 Value 50 -Phantom Cloak Armor +3 Value 150 -Cloak Of Baa Armor +5 Value 0 (quest item) -Elven Cloak Armor +5 Value 250 -Cardinal Cloak Armor +7 Value 450 -Doomsday Cloak Armor +9 Value 750 4. Rings -Fine Ring Value 100 -Sparkling Ring Value 300 -Lunar Ring Value 500 -Witch Ring Value 700 -Blessed Ring Value 900 -Valuable Ring Value 1100 -Precious Ring Value 1300 -Etherial Ring Value 1500 -Exquisite Ring Value 1700 -Scarab Ring Value 2000 -Aphrodite (Lunar) Value 20000 -Guinevere (Lunar) Value 20000 -Igraine (Scarab) Value 20000 -Athena (Scarab) Value 30000 OTHER 1. Potions -Red Potion +10 Hit Points -Blue Potion +10 Spell Points -Yellow Potion +10 to all 7 primary statistics temporarily -Green Potion +10 to all resistances temporarily -Orange Potion +10 to Armor Class temporarily -Purple Potion Cures poison one time -White Potion Third Generation potion (see potion list below) -Black Potion Fourth Generation potion (see potion list below) 2. Herbs -Widoweeps Berries Makes Red Potions -Phirna Root Makes Blue Potions -Poppysnaps Makes Yellow Potions 3. Gems -Moonstone Value 1000 -Topaz Value 1200 -Amethyst Value 1400 -Emerald Value 1600 -Purple Topaz Value 1800 -Sunstone Value 2000 -Ruby Value 2200 -Emerald Value 2500 -Sapphire Value 3000 -Diamond Value 4000 B. Artifacts- This section includes the rare Artifacts and relics in the game. Some are found as quest items and others for well hidden chests and areas. Most of them will increase your stats and hit bonuses tremendously. I will try to put where I found them but for all I know, some of them may be random. 1. Mordred- The best dagger in the game. It has special vampiric powers and is a part of the "Find the missing artifact" quest. It is in a chest in the final room of Dragoon's Keep. 2. Igraine- This Scarab Ring gives you 25 spell points and gives a huge boost to your clerical spell power. You get it for completing the 5 Statues quest. You also get it for completing the Obelisk Quest. 3. Guinevere- This Lunar Ring gives you 30 spell points and gives a huge boost to Light and Dark magical powers. It is in the hidden chest for finishing the Obelisk Quest. 4. Morgan- This Ruby Star Amulet has an unknown origin but turns unknown people into legends in their own time. It gives you 20 spell points and a huge boost in the Elemental magics. It is in the hidden chest for finishing the Obelisk Quest. 5. Athena- This Scarab Ring improves the wearers intellect immensely but at a cost of physical might. It gives you 100 intellect and -40 might. It is in a chest in the back room of Agar's Laboratory. 6. Excalibur- This broadsword is located in the stone on the Los Alamos island. I'm not sure how much might you need to pull this but it's a lot. The best way is to set a beacon near it and go to the NWC dungeon and click on the white square that gives 250 to the main statistics and go back and pull it out. It gives the wielder 30 might. 7. Artemis- This longbow fires bolts magically charged with electricity. Be careful though, this bow draws elemental magic to itself and do more damage when they hit the shooter. It does 20 electrical damage but takes away 10 from the resistances. I found it on a Great Wyrm to the east of the Shrine of the Gods in Dragonsand. 8. Ares- This is a Death Mace and is the most powerful mace in the game. It's a relic and gives its wielder +25 Fire Resistance as well as doing an extra 30 points of Fire Damage to an enemy. I found it on a Gold Dragon in Dragonsand near the two chests around the Shrine of the Gods. 9. Hades- This is a Lionheart sword that is rumored to be delivered from the Netherworld at a wish of a prolific mass murderer. It allows you to be able to disarm the toughest traps and if you can't, escape the damage they cause. It gives the wielder 20 poison damage to what it hits, +20 luck, thievery, and negative regeneration. I found it in a chest in the northwest room of The Hive. 10. Odin- This is an Almighty Crown gives the wearer lots of elemental resistance but a flaw slows the character down tremendously. It gives +50 to all resistances but takes away 40 Speed. I found it on a Gold Dragon on the hill behind the Obelisk in Dragonsand. 11. Hera- This Ruby Star Amulet is sometimes referred to as the Amulet of the Fool. It increases the vitality, magical energy, and luck of the wearer at the expense of personality. It gives someone 50 HP, 50 SP, and +50 Luck and takes away 50 Personality. I found it on a Red Dragon in the western desert of Paradise Valley. 12. Lucius- These Ultimate boots' origin is unknown but they seem to turn up in unusual places. They grant the wearer superhuman quickness and grace of motion. They give 30 Speed. I found them in the chest in Castle Kreigspire in the same room as the Epsilon Crystal. 13. Conan- This grand poleax has an enchantment that destroys demons and devils. I found it in the two chests west of the Shrine of the Gods surrounded by dragons. 14. Aphrodite- This Lunar Ring increases the Personality dramatically but has a bad luck curse placed on it. It gives the wearer +100 Personality but -40 Luck. I found it on a Wyrm in western Dragonsand. ----I killed everything in Dragonsand, Hermit's Isle, Sweet Water, and Paradise Valley and this was all I was able to find. I know from other web sites that there are 30 artifacts and relics in all. I think they are pretty random wherever they are found (except the obelisk quest relics). ============================ XVII. POTION LIST (ALCHEMY) <BOOM> ============================ Aaaaaaaah potions. "You are here to learn the subtle science and exact art of potion-making. I don't expect you will really understand the beauty if the softly simmering cauldron with its shimmering fumes, the delicate power of liquids that creep through human veins, bewitching the mind, ensnaring the senses... I can teach you how to bottle fame, brew glory, and even stopper death -- if you aren't as big a bunch of dunderheads as I usually have to teach." --- The Great Professor Severus Snape A. Basic Potions: These can be made by simply using the three flowers you find over an empty bottle. Just move the plant over the bottle and click the right mouse button. Name Color Mix Effect 1. Cure Wounds Red Widoweeps Berries +10 Hit Points 2. Magic Blue Phirna Root +10 Spell Points 3. Energy Yellow Poppysnaps +10 Primary Stats (temp) B. Compound Potions: These are potions formed by mixing the three basics together. Move a potion over another potion and click the right mouse button. Name Color Mix Effect 4. Cure Poison Purple Magic+Cure Wounds Cures Poison (duh!!!) 5. Protection Orange Energy+Cure Wounds +10 Armor Class 6. Resistance Green Magic+Energy +10 Resistances (temp) C. White Potions: These are mixed by combining basic and compound potions or compound and compound potions together. Not all of the combos will work. If you mix the wrong potions together, the potion will explode causing the person that did it to take damage. Name Color Mix Effect 7. Heroism White Cure Wounds+Protection Activate Heroism for 6 hrs. 8. Bless White Magic+Cure Poison Activate Bless for 6 hrs. 9. Stone Skin White Magic+Protection Activate Stone Skin for 6 hrs. 10. Super Rstnce White Magic+Resistance +20 Resistances (temp) 11. Extrm Energy White Energy+Protection +20 Primary Stats (temp) 12. Haste White Energy+Resistance Activate Haste for 6 hrs. 13. Restoration White Cure Poison+Resistance Cures all (except stone/dead) 14. Super Prot. White Resistance+Protection +20 Armor Class D. Black Potions: These are mixed by combining basic or compound potions with white potions. There are only 11 black potions so if you are experimenting, most of them will blow up. Blowing up a white or black potion will kill the character that did it. Name Color Mix Effect 15. E. Might Black Cure Wounds+Heroism +15 might, -5 Intellect (perm) 16. E. Speed Black Cure Wounds+Haste +15 Speed, -5 Prsnlty (perm) 17. E. Intellect Black Magic+Stone Skin +15 Intellect, -5 might (perm) 18. E. Prsnlty Black Magic+Restoration +15 Prsnlty, -5 Speed (perm) 19. E. Accuracy Black Energy+Bless +15 Accuracy, -5 Luck (perm) 20. E. Endurance Black Energy+Super Prot. +15 Endurance, -1 Primary (perm) 21. E. Luck Black Cure Poison+Super Rstnc +15 Luck, -5 Accuracy 22. Divine Power Black Cure Poison+Ext. Energy +20 Levels, +1 Age (temp) 23. Divine Magic Black Resistance+Super Rstnce +100 SP, +1 Age (temp) 24. Rejuvination Black Resistance+Ext. Energy Removing magical aging. 25. Divine Cure Black Protection+Restoration CURES EVERYTHING =================================== XVIII. BOAT AND STAGECOACH SCHEDULE <TRVL> =================================== A. STAGECOACHES New Sorpigal Stagecoach -Sunday: CLOSED -Monday: Castle Ironfist in 2 days -Tuesday: CLOSED -Wednesday: Castle Ironfist in 2 days -Thursday: CLOSED -Friday: Castle Ironfist in 2 days -Saturday: CLOSED Ironfist Stagecoach -Sunday: Arena in 1 day. -Monday: New Sorpigal in 2 days -Tuesday: Free Haven in 4 days -Wednesday: New Sorpigal in 2 days -Thursday: CLOSED -Friday: New Sorpigal in 2 days -Saturday: Free Haven in 4 days Silver Cove Stagecoach -Sunday: CLOSED -Monday: Free Haven in 4 days -Tuesday: CLOSED -Wednesday: CLOSED -Thursday: CLOSED -Friday: Free Haven in 4 days -Saturday: CLOSED Free Haven East Stagecoach -Sunday: CLOSED -Monday: Blackshire in 3 days -Tuesday: Kreigspire in 3 days -Wednesday: White Cap in 3 days -Thursday: Blackshire in 3 days -Friday: Kreigspire in 3 days -Saturday: White Cap in 3 days Free Haven West Stagecoach -Sunday: CLOSED -Monday: Silver Cove in 4 days -Tuesday: Castle Ironfist in 4 days -Wednesday: Darkmoor in 5 days -Thursday: Silver Cove in 4 days -Friday: Castle Ironfist in 4 days -Saturday: Darkmoor in 5 days Darkmoor Stagecoach -Sunday: CLOSED -Monday: Free Haven in 5 days -Tuesday: CLOSED -Wednesday: CLOSED -Thursday: CLOSED -Friday: Free Haven in 5 days -Saturday: CLOSED White Cap Stagecoach -Sunday: CLOSED -Monday: Free Haven in 3 days -Tuesday: CLOSED -Wednesday: CLOSED -Thursday: Free Haven in 3 days -Friday: CLOSED -Saturday: CLOSED Blackshire Stagecoach -Sunday: CLOSED -Monday: CLOSED -Tuesday: Free Haven in 3 days -Wednesday: CLOSED -Thursday: CLOSED -Friday: Free Haven in 3 days -Saturday: CLOSED Kreigspire Stagecoach -Sunday: CLOSED -Monday: CLOSED -Tuesday: CLOSED -Wednesday: Free Haven in 3 days -Thursday: CLOSED -Friday: CLOSED -Saturday: Free Haven in 3 days B. BOATS New Sorpigal Boat -Sunday: CLOSED -Monday: CLOSED -Tuesday: Mist in 3 days -Wednesday: CLOSED -Thursday: Mist in 3 days -Friday: CLOSED -Saturday: Mist in 3 days Ironfist North Boat -Sunday: CLOSED -Monday: Mist in 2 days -Tuesday: New Sorpigal in 2 days, Bootleg Bay East in 3 days -Wednesday: Mist in 2 days -Thursday: New Sorpigal in 2 days -Friday: Mist in 2 days, Bootleg Bay East in 3 days -Saturday: New Sorpigal in 2 days Ironfist South Boat- This boat will be CLOSED until you complete the "Expose the Traitor" quest. -Sunday: Hermit's Isle in 21 days -Monday: Hermit's Isle in 21 days -Tuesday: Hermit's Isle in 21 days -Wednesday: Hermit's Isle in 21 days -Thursday: Hermit's Isle in 21 days -Friday: Hermit's Isle in 21 days -Saturday: Hermit's Isle in 21 days Bootleg Bay East Boat -Sunday: CLOSED -Monday: Bootleg Bay West in 1 day -Tuesday: CLOSED -Wednesday: Bootleg Bay West in 1 day -Thursday: CLOSED -Friday: CLOSED -Saturday: CLOSED Bootleg Bay West Boat -Sunday: CLOSED -Monday: CLOSED -Tuesday: Castle Ironfist in 4 days -Wednesday: CLOSED -Thursday: Castle Ironfist in 4 days -Friday: CLOSED -Saturday: CLOSED Mist Boat -Sunday: CLOSED -Monday: Castle Ironfist in 2 days; Silver Cove in 3 days -Tuesday: Bootleg Bay east in 2 days -Wednesday: Castle Ironfist in 2 days -Thursday: Silver Cove in 3 days; Bootleg Bay East in 2 days -Friday: Castle Ironfist in 2 days -Saturday: Bootleg Bay East in 2 days Silver Cove City Boat -Sunday: CLOSED -Monday: Mist in 3 days -Tuesday: Free Haven in 3 days -Wednesday: North Island in 1 day (Los Alamos) -Thursday: Mist in 3 days -Friday: Free Haven in 3 days -Saturday: Mist in 3 days Silver Cove North -Sunday: CLOSED -Monday: CLOSED -Tuesday: CLOSED -Wednesday: CLOSED -Thursday: South Island in 2 days (Eel Infested Waters) -Friday: CLOSED -Saturday: CLOSED Los Alamos North Boat -Sunday: CLOSED -Monday: Silver Cove in 2 days -Tuesday: CLOSED -Wednesday: CLOSED -Thursday: CLOSED -Friday: CLOSED -Saturday: CLOSED Los Alamos South Boat (How do these boats make ANY money?) -Sunday: CLOSED -Monday: CLOSED -Tuesday: CLOSED -Wednesday: CLOSED -Thursday: CLOSED -Friday: CLOSED -Saturday: North Island in 1 day (Los Alamos) Free Haven Boat -Sunday: CLOSED -Monday: Mist in 4 days -Tuesday: Silver Cove in 3 days -Wednesday: Castle Ironfist in 5 days -Thursday: Mist in 4 days, Silver Cove in 3 days -Friday: CLOSED -Saturday: CLOSED ========================= XIX. SHRINES AND CIRCUSES <SHRN> ========================= A. Shrines- Ever come upon a small open building sitting in the middle of nowhere or just outside of town or on top of a mountain? Did you touch it? If you received a statistics upgrade, then you beat the 1:12 odds. Each shrine will increase a different statistic (the seven primaries and five resistances) but each one only in a certain month. Remember that you can only use each shrine once. Here are the 12 locations and months you can use them. I just found this out but apparently, you must see the seer first and then journey to the shrine to collect the reward. He is west of Castle Ironfist in the weird looking house on the hill. January: Month of Might: Shrine located on the Northwest island in Bootleg Bay. February: Month of Intellect: Shrine located north of the city of Mist. March: Month of Personality: Shrine located north of the city of Silver Cove. April: Month of Endurance: Shrine located inside the gates of Stromgard. May: Month of Accuracy: Shrine located west of the city of Free Haven. June: Month of Speed: Shrine located in the Mire of the Damned mountains. July: Month of Luck: Shrine located on eastern island in New Sorpigal area. August: Month of Fire: Shrine located next to Castle Kreigspire. September: Month of Electricity: Shrine located west of Castle Ironfist. October: Month of Cold: Shrine located northeast of Castle Kreigspire. November: Month of Poison: Shrine located on island south of Los Alamos. December: Month of Magic: Shrine located northwest of the town of Blackshire. B. Circuses- Yay, the circus is in town. But only for three months of the year and in three different locations. There are things that you can do here but I mainly mention it because the "Rescue Prince Nicolai" quest will take you to the circus. -Locations April: Northeast of the town of Blackshire. August: In the northeast corner of the Mire of the Damned area. December: On the eastern side of the main Bootleg Bay area. ===================== XX. RESETING AREAS <RSTG> ===================== Have you ever beaconed back to an old spot where everything was dead and you're suddenly assaulted. "Where the **** did they come from? I killed them already!" That's because once you enter an area, a countdown starts on the game. You can't see it anywhere but once every 6 months, 1 year, or 2 years, the areas will reset, the enemies will reappear and treasure chests and barrels will refill. It's a good way to make a little extra experience by taking out weaker enemies that reappear. I'm not sure of all the times per area or dungeon, but everything will reset eventually. New Sorpigal- 6 months Mist- 2 years Eel Infested Waters- 2 years Ironfist- 2 years Bootleg Bay- 6 months Silver Cove- 2 years Mire of the Damned- 1 day (or so it seems) but it's actually 6 months. Free Haven- 2 years Frozen Highlands- 2 years Dragonsand- 1 year Blackshire- 2 years Kreigspire- 1 year? Hermit's Isle- 2 years Paradise Valley- 1 year (I trained and guess what was waiting outside for me.) Sweet Water- 6 months The Hive in Sweet Water- 7 days NPC Dungeon in Dragonsand- 6 months Other dungeons- I'm not sure how long it takes to reset a dungeon. I know it's at least 2 years but I think you have to beat the game before they'll reset. When I beat the game, it reset the dungeons that I'd beaten in the previous two years but not the others, so I threw myself in jail for two years (good old Armageddon, I love thee) and the rest had reset. ======================= XXI. CLOSING ARGUMENTS <BSHT> ======================= CLOSING There you have it. The walkthrough was a lot longer than I was expecting it to be and by the end of this Closing Arguments section, it will be nearing 4,900 lines on Notepad. I did enjoy writing this and look forward to writing the guides to M&M 7 and 8 next year. Maybe I'll get started on 7 before then. I may also include M&M 3 too because I have that on SNES. But the Xeen games, which to me are the best in the series, don't work anymore on any computer I try it on. So I regret that I will probably never play those games again. THREATS This is my 3rd faq/walkthrough and I put a lot more work into this one than I did into my first two Don't steal my work. GOT IT!?! Doing so would be a "BIG MISTAKE"! I just recharged my Spell Points and you'd be surprised how far I can make an Ice Bolt can go. Or maybe Dragon Breath or Shrapmetal would do the trick. And if you try to hide, I'll just cast Armageddon. If for some reason you like this faq and for some reason want it on your website, ask for permission first. Also if you get permission, give me my credit for it AND post it on there AS IS. Don't change any portion of this faq. Okay, that was the most pointless paragraph I've written so far because, who's going to want this on their site. But it is necessary. Other Gamefaqs submissions: -Super Baseball Simulator 1.000 (SNES) -Legend of Zelda: Four Swords (GC) Coming Soon: -Might and Magic VII: For Blood and Honor -Might and Magic VIII: Day of the Destroyer -Might and Magic III: Isles of Terra -Something to do with Mario -Something to do with Mega Man -Something to do with Zelda This FAQ is only for use at www.gamefaqs.com. Copyright 2008 by Jeff Koenen All rights reserved E-Mail: JKonan204@yahoo.com
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