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Walkthrough by starlin17

Version: 1.0 | Updated: 02/01/2011
FAQ of the Month Winner: February 2011


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                             Puzzle Quest 2 Faq
                                 For the PC
                      Guide by Starlin (Matthew Pumphrey)
                                 Version 1.0
               Contact the author via e-mail: mtp1717@yahoo.com
               This guide is Copyright (c)2010 Matthew Pumphrey


This guide is currently only allowed to be posted on the following sites



Table of Contents

I... Introduction...........................[01.Intr]
II.. Walkthrough............................[02.Walk]
  A. Verloren
    ii...Rescue the Farmers
    iii..Crye's Problem
    iv...Flaming Joe's
    v....Trouble in the Town Square
    vi...Goblin Raiders
    vii..Defeat the Troll
    viii.Defend Verloren
    ix...Speak to Matt Derrell
  B. The Ice Caves
    i....The Goblin Boss
    ii...A Door for a Key
    iii..Explore the Tower
    v....Ruby Rescue
    vi...The Royal Door
    vii..Fight your Way to King Godd
    viii.King Godd
  C. The Orc Tribe
    i....Find the Orc King
    ii...The Fallen Shaman
    iii..The Fallen Berzerker
    iv...The Fallen Wolf Master
    v....The Fallen Orc
    vi...The Fallen Chieftain
    vii..The Sigil Stones
    viii.The Shadowbringer
    ix...The Sealed Catacombs
  D. The Catacombs
    i....Grip of the Hammer
    ii...Head of the Hammer
    iii..Laurella Lost
    iv...The Hunt
    v....Deeper Into the Dungeon
    vi...Ralthea's Journal
    vii..Defeat the Lich
    viii.Forging the Hammer
    ix...Shatter the Ritual Stone
    x....Defeat the First Necromancer
    xi...Defeat the Second Necromancer
    xii..Defeat the Third Necromancer
    xiii.Exit the Catacombs
  E. The Dark Dwarven Laboratory
    i....The Dark Dwarven Laboratory
    ii...Find the Southern Lever
    iii..Find the Eastern Lever
    iv...Find the Western Lever
    v....Escape The Laboratory
  F. The Dark Elven Keep
    i....Help Brek!
    ii...Find Laurella!
    iii..Free the Farmer
    iv...Escape the Arena
    v....The Iron Golem
    vi...Free The Prisoners
    vii..Defeat the Dark Elven Boss
  G. Gorgon's Cathedral
    ii...Mini Quest: Ralthea
    iii..The Daemon Gorgon
III. Side Quests............................[03.Side]


Chapter I - Introduction - [01.Intr]


This is my second FAQ/Guide.  I plan to try and do several guides over the next
two months starting with this one.  I played through the first puzzle quest on 
the PSP and loved it.  When most puzzle games in the past had tried to add RPG
or combat elements the games seemed to turn out very short.  Puzzle Quest was 
by far a full game.  I'm looking forward to Puzzle Quest 2 to be just as in 
depth and story driven while smoothly inserting combat elements into the 
puzzles.  I'll try my best to have minimul story based spoilers in this FAQ,
but be warned, some will exist here.  As always if you have anything you'd like
to add or see in this guide please contact me at the listed e-mail address.  
Enjoy the game and good luck!


Chapter II - Walkthrough - Puzzle Quest 2 - [02.Walk]


A. Verloren 

     I    I
     I A. I
I    I    I    I
I B. I C. I D. I
I    I    I    I
I E. I F. I G. I
I    I    I    I
I H. I I. I J. I
     I    I
     I K. I

A. The Frozen Keep
B. Chapel
C. North Gate
D. Town Market
E. Town Portal
F. Town Square - Bram One-Eye
G. East Market - Chapilekorum's Shop/Upgrade
H. Old Barracks
I. South Gate
J. Shady Marketplace - Crye's Shop
K. South Wall

From the start of the game, speak to the guard, Rhan.  He will offer you your 
first quest.  

	A.i. Rat-O-Phobia

Enemy: Rat Swarm
Hit Points: 10

After accepting the quest the Rat Swarm will apear to the right of Rhan.  
Click them and select Battle Rat Swarm!  This first battle is a guaranteed win.
The enemey does not get to take turns.  Simply match sets of skulls to reduce
the Rat Swarm from 10 Hit Points to 0.  Claim your reward and then speak to 
Rhan again to turn in the quest.

Quest Reward
Gold: +50
Exp: +300 

Pick up your next quest, Rescue the Farmers.  Then click the arrow leading to
the next zone.

	A.ii. Rescue the Farmers

Entering this zone you'll see a few farmers and a Goblin standing in the middle
of the zone.  This Goblin is the target of your second quest.  Click him and 
select Battle Goblin!

Target: Goblin
Hit Points: 16
Damage Bonus: 0
Defense: 1
Weapon: Shortsword
Spells: Slink, Sneak Attack

The goblin is your first opponent that will fight back.  You'll start this 
battle.  Try to build up mana that matches your first spell.  If you are a 
Templar, try to get as many skull combinations as you can.  Until you get a
weapon or an offensive spell this will be your only method of damaging an 
opponent.  The goblin should drop easily as he will frequently ignore the
chance to make 3 skull combinations.

Once the Goblin is dead speak the to little girl the the "?" over her head,
Gess.  Claim your rewards and then begin your next quest.  You can now take the
arrows south to the south wall, or east towards your next quest

Quest Reward
Gold: +50
Exp: +300 
Item: Choose one of the following - Shortsword, Bastard Sword, Axe, Bow.

	A.iii Crye's Problem

Entering this zone you'll see a beast of a humanoid to your south and a Goblin
ahead of you.  Crye, the humanoid, begs you to handle the goblin.  You can
click on Crye and select shop, but if you do you will run into the goblin on 
your way to Crye.

Target: Goblin
Hit Points: 20
Damage Bonus: 0
Defense: 1
Weapon: Shortsword
Spells: Slink, Sneak Attack

Another very easy battle.  This goblin has a few more hit points than the 
previous one, but he is still as simple on his strategy.  Only now you'll also
have another spell and a weapon.  This battle should be even quicker than the
first one.  Speak with Crye to complete the quest, claim the reward, and then
the next quest will activate.  Head north to investigate the calls of Fire.

Quest Reward
Gold: +50
Exp: +410 

	A.iv. Flaming Joe's

Upon entering the East Market you'll find a Dark Dwarf named Chappilekorum.  
You'll also see a small fire to the east.  Chappi would like you to help him 
put out the fire.  Click on the fire to begin the Put out the Fire!

Target: Blazing Fire
Hit Points: 25/50
Damage Bonus: 0
Defense: 1
Weapon: None
Spells: None

This is your first challenge fight.  Challenges are unlike normal battles.  
They have special rules or changes in how the combat plays out.  The fire will
not fight back in this challenge.  The rules here are match Blue mana to deal 
damage to the fire.  Try not to match Red mana, it will heal the fire and do
damage to you.  The fire starts at half health.  Once you put out the fire 
you'll complete the challenge.  This should be a very simple challenge.  Speak
to Chappi to complete the quest.  After completing the quest you hear a shriek
of alarm from the west.  Head that way to discover what it is.

Quest Reward
Gold: +50
Exp: +410 
Item: Choose one of the following - Cloth Boots, Ancient Cloth Robes, 
				    Cloth cap, Buckler

	A.v. Trouble in the Town Square

The town square has a few people in it, Bram One-Eye, a farm, and a goblin
witch.  Bram asks if you think you can handle a goblin with.  Click on the 
goblin witch and select Battle Goblin Witch! to see if you can!

Target: Goblin Witch
Hit Points: 29
Damage Bonus: 0
Defense: 3
Weapon: None
Spells: Zap

By now you should have your third spell and a few pieces of gear.  You're 
becoming a more complex character.  This should give you new tactics to work 
with.  The witch is a very simple fight.  Try to deny her any red mana and use
your own offensive attacks and skulls to defeat her.  Afterwards speak to Bram
to complete the quest.  As if on que a ruckus to the north draws your 
attention.  Head that way for your next quest

Quest Reward
Gold: +50
Exp: +410 

Once you reach the north gate Matt Derrell will tell you that goblins just ran
through and they are headed to the Chapel!  Continue west to the chapel.

	A.vi. Goblin Raiders

Outside the Chapel, Jarrum Blackstone will inform you that a goblin has
barricaded himself inside the chapel.  He suggests you put your weapon to use
to bash down the door.  Can you feel a challenge quest coming on?

Challenge: Bash
Hit Points: 20
Turn Limit: 21 turns.

In this challenge game you create new gems called Bash Gems by making regular
matchs using the normal mana, action, and skulls.  Another very important thing
to remember on this challenge is that matching 4 or more gems gives you extra
turns just like in a normal battle.  These extra turns are added to your turn
limit.  The first time I did this challenge I completed it while having 20 of
21 turns remaining due to earning extra turns.  After Bashing in the door enter
the chapel to face the goblin.  You'll see him standing in the middle of the 
aisle.  Simple click and Battle Goblin!

Target: Goblin
Hit Points: 24
Damage Bonus: 0
Defense: 1
Weapon: Shortsword
Spells: Slink, Sneak Attack

Use the same strategy you have in the past against the goblins, as well as your
new spells and weapons, and you'll quickly overpower him.  Exit the Chapel and
speak to Jerrum.  Big surprise, you hear a deafening rumble to the east.  Let's
get moving back to the North Gate to see what this new threat is.

Quest Reward
Gold: +50
Exp: +560 

	A.vii. Defeat the Troll

The North Gate has been obliterated by the Troll.  Matt tells you that the 
troll seemed to dislike the torch he was waving and offers it to you.  When you
are ready click the troll and select Battle Troll!

Target: Troll
Hit Points: 49
Damage Bonus: 0
Defense: 1
Weapon: None
Spells: None
Special: Regeneration - Unlimited.

Your first act here should be to try and get enough action points to use the 
Torch.  Otherwise the troll will fully heal himself each turn of all the damage
you have done to him.  Attacking him with the Flaming torch will disable his
regeneration for 10 turns.  Try to make sure you always have enough action
points to use the torch again before the flaming wears off of the Troll.  As 
long as you keep him from regenerating the Troll is still a very simple fight.

After defeating the troll speak with Matt.  He'll reward you with an item.  It 
seems the town is finally safe.  You should return to Rhan at the South Wall.

Quest Reward
Gold: +50
Exp: +750
Items: Padded Cloth Armor, Fine Buckler, Dagger, Great Club

	A.viii. Defend Verloren

Exit the south gate and speak with Rhan.

It seems the townsfolk have gathered a small reward for all the effort you put
into beating back the goblins, fires, goblins witches, and the Troll.

Exp: +1500

	A.ix. Speak to Matt Derrell

Not all is as it may seem.  We head to the North gate to find Matt.  On the way
to the North Gate, at the South Gate, you'll have an option to take on your 
first side quest.  This is marked by a Silver !  The side offered there is The
Stuff of Nightmares.  See the side quests section for information on this 
quest.  Bram also offers a side quest.  A new area, the Old Barracks, just west
of South Gate, offers a side quest.

Once you reach the North Gate, speak with Matt.  He'll suggest that the way to
keep the goblins from returning is to slay a Goblin Boss.  It's Boss hunting
time!  Let's exit the town and head north for the Frozen Keep.

Quest Reward
Exp: +750

B. The Ice Caves

	The Goblin Boss

Here is the entrance to the next zone.  You'll find yourself standing outside
of a broken bell.  Enter the bell to Enter the Frozen Keep.  Once you enter
you'll be inside "The Bell Tower."  Take the rope ladded down to "Descend 
deeper into the Frozen Keep.  At the Bottom of the ladder you'll find and fight
a Rat Swarm.  Slay the Rats then move North to Descend the stairs.  Now you're
in the Ice Caves.  At the bottom of the stairs is a Goblin Rat Keeper.  Slay
him and then open the nearby chest to start a new kind of challenge.

Challenge: Loot
Turn Limit: 16 turns.

This mini-game let's you win gold, trade items, and rare items.  Simply match
as many as you can before the stones reach the top of the battle board.  The 
more matchs you make the more loot gems are made.  Make matches with loot gems
to upgrade them.  Do this three times to get the rare item gems.

After the loot challenge open your mini-map.  If you picked up "The Stuff of
Nightmares" and "Kurak" side quests you'll see their silver "?"'s on the map.
Head to the door to the south and "Bash" it open.  If you do not have the 
sidequests follow the map to your destination.  The following section will
assume you do have the sidequests and walk through those as we go through the
Ice Caverns.


Travel south through the newly bashed door to encouter a Goblin Wizard with 
another "loot" chest.  You can skip him if you'd like or challenge him to win
the chest.  Next head east where you'll find another two enemies, a goblin and
a goblin witch.  You'll also note a hidden object in the room.  Click search to
start another mini-game.  Every match you make covers a square as "searched."
Meet the requred squres in the limited turns to uncover the hidden treasure.

Challenge: Search
Squares: 40
Turn Limit: 31 turns.

Challenge: Loot
Turn Limit: 16

After searching and looting, challenge the 2 enemies or move south.

Move south to enter the ice cave.  Another Hidden Item is in this room, meaning
two more challenges.  There is also a goblin here.  Search the room to discover
a Trap providing you with yet another mini-game.

The trap mini-game is played by matching components instead of gems.  Match
enough components to complete the required set to disarm the trap.

Challencge: Trap
Components: 9 Yellow, 10 Red, 11 Blue, 10 Green, 10 Teal.
Skull Match Limit: 5 
Turns: 31
Damage: 10

After dealing with the Trap and the goblin head south through the "Crack in the

Here, you'll find a goblin guarding a chest, a frozen door of ice, and a path
to the east.  Kill the goblin and claim the chest, then bash open the frozen
door.  Go through the door and kill the skeleton there.  Go west and confront a
Cockatrice.  After killing it ascend the stairs to slay the boss of this
side-quest, the Rakshasa.  Claim it's braid, claim the chest in the room, then
take the path back to the first room with the goblin wizard and chest at the
first door you smashed.  Check the side-quests section for details on defeating
these new foes if you have trouble.

From here head north.  You'll find a goblin witch, goblin, and a loot
challenge.  Clear the room then head south into the "Polar Bear Caves" if you
have the "Kurak" side-quest.

Again, see the side-quest section if you have trouble with any of these fights.
In the caves, attack and kill the first Polar Bear you find and then cross the
bridge heading West.  Here you'll find another identical polar bear.  After
slaying this bear head north into Kurak's Lair.  Kill Kurak and claim his
stash.  Take the portal back to town and turn in your two side-quests.

At this point you can return to Verloren and turn in the Kurak side-quest and
pick up the follow up side-quest that also takes you into the Ice Caverns.
The following continuation of the walk through will assume you did.

Take the portal back to the Bell Tower and enter the ice caves to the south.
Then travel east and north to enter the Yeti Cave.  Immediately upon entering
you will encounter the Yeti and see his stash.  If you are strong enough kill
him, although unless you've grinding out several levels you'll most likely need
to return for this one.  I myself had to skip him at this point in my quest.

Exit the Yeti Cave and head west twice, then north.  Here you'll find a Goblin
Rat Keeper and a Goblin Witch.  The Witch is guarding a chest.  Kill them and
claim the reward then head west to face the Goblin Boss.

Target: Goblin Boss
Hit Points: 68
Damage Bonus: 3
Defense: 28
Weapon: Masterwork Ancient Battle Axe
Spells: Slink, Gnaw, Belter

The only thing the Boss has going for him is that weapon.  Keep an eye out on 
his Action Points and try to prevent him from using the weapon.  Otherwise
beat on him with normal strategies.  Claim his necklace from his chest and 
return through the portal to town.  Turn the necklace in to Matt to complete 
this quest.

Quest Reward
Gold: +100
Exp: +940

	A Door for a Key

Do you remember the dead end right before the Frozen door that lead to the 
skeleton?  Near "The Stuff of Nightmares"?  Well, let's hit the Portal back to
the Rakshasa's Lair and see if this crescent key fits the crescent keyhole....
Sure enough, it does.  If you don't remember how to get there, after taking the
portal, go down the stairs and as far east as you can.

Quest Reward
Exp: +940

	Explore the Tower

After opening the door enter the South Tower.  Fight the Skeleton then head up
the wooden ladder.  Take out the Goblin Witch you find and climb up the next
ladder.  At the top of this ladder you'll find a smaller goblin being picked on
by a larger goblin.  Let's watch them fight it out!  Or let's help the little

Quest Reward
Gold: +100
Exp: +1120


You've fought dozens of goblins so far, just take this one out the same.  After
talk to Gibbens.

Quest Reward
Gold: +100
Exp: +1310
Items: Fine Ancient versions: Spell Staff, Saber, Great Club, Longsowrd

	Ruby Rescue

It appears now that we are working for the goblins.  How did this happen???
Take the portal that appears back to the Goblin Boss' Lair.  Exit his lair and
enter the Ice Caves from here.  Engage and defeat the Rat Swarm and then Bash
down the door, pick the lock, or use an unlock spell, then enter the Ruined
Keep.  Inside you'll find a Goblin Rat Keeper and a Troll.  Kill them and take
the stairs up into the north tower.  Here you'll find the Gelatinous Cube and
it's hidden treasure.  Kill the Cube, claim his treasure, and take the portal
back to Gibbins.

Target: Gelatinous Cube
Hit Points: 134
Damage Bonus: 0
Defense: 41
Weapon: Tentacle Lash x2
Spells: Slime, Engulf

The Cubes strategy is simple.  Make or get 18 green gems and engulf you.  This
is not a big threat as long as you can match skulls afterwards.  His tentacles
don't hit hard.

Quest Reward
Gold: +100
Exp: +1800
Items: Fine Ancient Leather Boots, Fine Ancient Leather Helm, Fine Ancient
Leather Armor, Ancient Pendant.

	The Royal Door

Take the Portal back to the North tower and make your way down and out of the
tower.  Then take the door to the east.  Fight the Rat Swarm here and continue
east.  Fight the goblin here, claim his treasure, and continue again to the
east.  Defeat the Goblin Rat Keeper you find here and unlock the Royal Door.

Sometimes the game will bug and not let you enter this door.  If that happens
loop all the way around to the opposite side towards the yellow question mark.

Quest Reward
Exp: +1500

	Fight Your Way to King Godd

Enter the Royal door to find a special goblin waiting on you.  Gather blocks
your path to the king.  Slay him to continue forward on your quest. 

Target: Gather
Hit Points: 82
Damage Bonus: 3
Defense: 24
Weapon: Masterwork Hellforged Longsword, Masterwork Ancient Dagger
Spells: Slink, Belter, Gnaw, Battle Finesse

Gather is a Goblin Boss with experience.  He has all the same spells as a
Goblin Boss but with one extra, Battle Finesse.  He also has some nasty weapons
for a boss.  At this point, though, Gather has low health compared to most 
fights you've had recently.

Quest Reward
Exp: +1500

	King Godd

Crawl over Gathers dead body and climb the rope ladder up to King Godds
chambers.  Move forward and engage King Godd

Target: King Godd
Hit Points: 186
Damage Bonus: 5
Defense: 22
Weapon: Epic Hellforged Great Club
Spells: Termor Stomp, Noxious Gas, Foul Stench
Special Abilities: Slow'n'Steady - Adds mana and action points every turn; 
				   Reduces the number of turns that are taken.

King Godd is a giant pushover.  After your first turn you'll get 3-4 actions 
per turn.  He moves so slow.  You can set up some very specific combos this way
so be sure to take advantage of it.  After getting your quest reward be sure
to claim the two loot boxes here.  

Quest Reward
Gold: +100
Exp: +2250
Items: Fine Ancient Necklace, Fine Ancient Amulet, Fine Ancient Purple Mana
       Potion, Fine Hellforged Round Shield

	The Orcs Below

Take the key given to you by King Godd and go back down the rope ladder.  Now
approach the door to the north that was prviously locked.  Use the key to
unlock this door and head down into the next dungeon zone.

Quest Reward
Exp: +1500

C. The Orc Tribe

	Find the Orc King

Now in the next area, Gibbins is waiting to direct you on your path.  Talk to 
him to find out more about hunting down the missing Orc King.  Be sure to take
the portal back to town now that you've finished the Ice Caves.  Sell off your
unused junk, turn in your side-quests, and pick up new side-quests for The Orc
Tribe.  Upgrade gear if you'd like as well then Portal back to the Orc Tribe.
Once again we'll be assuming that you have picked up all the side-quests.
Start by heading south from the entrance to the Orc Tribe.  Kill the Goblin
Wizard that you find there and head south again.  Here you'll find an Orc
guarding a loot chest.  Kill him, loot it, and head west.  Kill the Orc you 
find in this hallway and head west again.  Here is the Armory and the room 
that Gess hinted at hiding in.  Once you find her turn in and complete the

Head west again and confront the Wolf Master and Berzerker in that room.  Claim
the loot there and this time head north.  FIght the lone goblin in this hall 
before continuing north.  Here you'll find a Chieftan with two goblin wizards,
clear out the room and then head west.  Search this hallway to find a trap.  
Disarm it and continue west to pick up another side-quest for The Orc Tribe.  
Talk to the goblin in this room to start the side-quest "It's a Trap!"  After
completing this side-quest head north.  Search the room to find a trap.  Kill
the skeleton here and disarm the trap then move northward, into the Ogre's 
Lair.  Slay him if you can, return later if you cannot.  Exit the Ogre's Lair
and head south down the hall.  Bash, unlock, or pick the door to the south and
go through it.  Slay the Berzerker in this Hallway and continue south.  In this
room you'll have a Goblin Boss, a Goblin Rat keeper, and a loot chest.  Clear
the room and head west.  Head south from this empty room.  In this Contested 
Zonr you'll find a Goblin Witch and a Shaman guarding a loot chest.  Clear the
room, claim the loot, then head south and follow the next hallway south to
enter the Smithy.  Slay the Berzerker here and claim his loot chest before once
again heading south.  Now we can start picking up some more side-quests.  Here
in the Training Rings you'll find your dear old Goblin friend Gibbins.  Slay
all of the enemies that enter the Training Ring to complete this short 
side-quest.  Then move west into the training area and speak to the Hobgoblin
you find there.

After helping Crye enter his "home" head east out of the house and again out of
the Training Area and back into the Training Ring.  Head south from here to 
what appears to be an empty hallway.  Search the area to expose a trap.  Disarm
it and continue south out of this hallway.  Here, in the Wolf Kennels, you'll
find a Wolf Master offering a side-quest.  Afterwards head east through the
next hallway, slay the rapid wolf you find there and claim his loot then 
continue east again.  Clear out the wold and rabid wolf before heading north to
another side-quest.  The Werewolf's Den holds none other than a werewolf.  Slay
it and perhaps you can discover what happened to Crye's son.

After taking the Portal to town and turning in the side-quest, take the portal
back to the Werewolf's Den.  Exit the Den and then head south again.  Here
you'll encounter a Wolf and Wolf Master.  The wolf is guarding a loot.  Slay, 
loot, rinse, repeat.  Bash the door open to the east and head on through it.
You'll find a Goblin Witch waiting for you in this hallway.  She has a job for

After completing the two side-quests from the Goblin Witch, you should have all
the side-quests for The Orc Tribe completed except possible the Ogre Challenge.
This is assuming you have followed the order of this guide.  Without further
interuption, make your way back to the Training Ring.  Head east from the 
training ring to another empty training area.  Head east out of this room and
into The Royal Walkway where you'll face an Orc guarding both the northern door
and a loot chest.  Kill, loot, and head north through the door and then north
through the hallway.  Challenge Brek, the chief shaman.

Target: Brek
Hit Points: 130
Damage Bonus: 4
Defense: 10
Weapon: Ancient Spell Staff
Spells: Enrage, Lightning Bolt, Rune Ward

After engaging and defeating the shaman there will be a very small cut scene.
This is the completion of your quest to find the Orc King.  Collect your 
rewards and begin your next five main quests.  You'll notice that the few areas
that we skipped are where each of the Fallen are kept.  Take the nearby Portal 
back near the beginning to the Armory.  Then make your way north west to the
first of the fallen.

Quest Reward
Gold: +200
Exp: +2060
Items: Fine Hellforged versions of: Scimitar, Battle Axe, Dirk, Necklace

	The Fallen Shaman

You'll fight a Skeleton Warrior in the hallway outside of the Fallen Shaman's
Lair.  Then move west to enter the lair and confront the Shaman himself.

Target: Dark Shaman
Hit Points: 150
Damage Bonus: 0
Defense: 18
Weapon: Masterwork Ancient Spellstaff
Spells: Draw Mana, Elemental Roar, Fireball, Darkness

The Dark Shaman will use his draw mana to build his other mana reserves to cast
his spells.  Fireball can deal a large amount of damage fast if he hits a red
cluster with it.  Not much else to the fight.

Quest Reward
Items: Fine Hellforged versions - Regular Healing Potion, Red Mana Potion,
				  Blue Mana Tonic, Manticore Poison

	The Fallen Orc	

After defeating the Dark Shaman, exit his lair to the east, follow the hall
east, then south from the room and south through the next hall.  Head west
through the next two rooms to enter the hallway that leads to the Dark Orc.  
You will again need to fight a skeleton in this hallway before facing off
against the Dark Orc.

Target: Dark Orc
Hit Points: 114
Damage Bonus: 4
Defense: 26
Weapon: Masterwork Ancient Great Club
Spells: Enrage, Savage Beast, Pummel, Darkness

The only thing that differs from this orc and nay other is his savage beast
spell and his darkness spell.  Darkness is wasted here and savage beast will
only harm you if you rely on a lot of green mana.

Quest Reward
Items: Fine versions - Ancient Hardened Leather Armor, Ancient Studded Leather
		       Helm, Ancient Studded Leather Boots, Runic Necklace

	The Fallen Wolf Master

After defeating the Fallen Orc head to the next Fallen target.  This time we'll
take the portal to the Training room.  Exit the training room east then the 
training arena south.  Head south through this hallway and the next room to 
reach the final hallway.  Defeat the Shadow Wolf here and head south to enter
the Fallen Wolf Master's Lair.

Target: Dark Wolf Master
Hit Points: 177
Damage Bonus: 0
Defense: 16
Weapon: Ancient Longsword
Spells: Fetch, Fearsome Howl, Darkness

Again, the only difference here is Darkness.  Defeat him like you would any
other Wolf Master

Quest Reward
Items: Fine versions - Hellforged Hardened Leather Armor, Hellforged Studded 
                       Leather Helm, Hellforged Studded Leather Boots, 
		       Glyphic Amulet

	The Fallen Berzerker

From the Fallen Wolf Master's Lair, take the portal to Werewolf's Den.  Exit 
south and then south again.  Turn east into a hallway and east again into the
next room.  Here you'll find a skeleton warrior guarding both the next door to
the east as well as a loot chest.  Slay and loot then head east to the Fallen
Berzerker's Lair.

Target: Dark Berzerker
Hit Points: 206
Damage Bonus: 0
Defense: 9
Weapon: Bone Claw
Spells: Berzerk Rage, Blood Fury, Pummel, Darkness

Again, this is a normal berzerker with the added Darkness spell.  Deal with him
as you have berzerkers in the past, but beware he does have a lot more Life

Quest Reward
Items: Hellforged Versions - Fine Clawed Glove, Fine Saber, Fine Battle Axe,
			     Kite Shield

	The Fallen Chieftain	

From the Fallen Berzerker's Lair portal all the way back to the armory.  Exit 
to the east to enter a hallway and exit east again.  From this room head south
and then south out of this hallway.  Face off against the last skeleton that 
guards the Fallens and prepare to face the Fallen Chieftan.

Target: Dark Chieftan
Hit Points: 146
Damage Bonus: 4
Defense: 21
Weapon: Fine Ancient Great Hammer
Spells: Taunt, Warcry, Darknes

Just like before the only difference in this battle is Darkness which should
not harm you or affect your strategy.  Fight him as you would any other

Quest Reward
Items: Fine Versions - Hellforged Chainmail Helm, Hellforged Warhammer, 
		       Daemonic Amulet, Daemonic Pendant

Quest Reward (after defeating all five Fallen Orcs)
Gold: +200
Exp: +2400

	The Sigil Stones

After defeating the five Fallen Orcs, take the Sigil Stones back to Brek.
Take the portal to Grumm's Throne Room and deliver the Sigils.  Use the Sigils
to battle the Sigil Markings.  This will be a challenge, but it plays out like
a battle.  You'll have 25 turns to gather 15 of each mana and cast the Sigil
Stones spell.  You'll only need to cast the spell once to break the seal.
Afterwards Brek will join you as a friend.

	The Shadowbringer

Enter the Trap door to enter the Shadowbringer's Lair.  The Shadowbringer also
guards a loot chest.  Slay him to claim it.

Target: Shadowbringer
Hit Points: 176
Damage Bonus: 2
Defense: 22
Weapon: Crushing Bite, Poisonous Claw
Spells: Dark Blast, Darkness

Surprisingly the Shadowbringer is a simple fight.  His Darkness spell is
useless to him as a strategy except to deny you red or yellow gems.  It can,
however, fuel his Dark Blast.  That spell drains all his purple mana to use, 
though, so don't expect him to rely too heavily on it.

Quest Reward
Gold: +500
Exp: +2700
Items: Masterwork Hellforged versions - Composite Bow, Morningstar, Scimitar
					Battle Axe

	The Sealed Catacombs

Take the portal from the Shadowbringer's Lair to the Fallen Chieftan's Lair.
Exit the lair heading east and take the new option east again from this hall.
Laurella is here trying to open the door to the Sealed Catacombs.  Battle the
Sigil Markings sealing the door the same as you did to the Shadowbringer's
Lair.  This time you will only have 20 rounds to gather the necessary mana.
After opening the door you learn that Laurella is Jerrum Blackstones daughter.
Perhaps you should see him when you return to town.  Travel east to the
Horrifying Pit and enter it.

Quest Reward
Exp: +3000

D. The Catacombs

With a new area open you should take the portal back to town and pick up any
side-quests available.  Start by speaking to Bram One-Eye.  If you have
completed A Greater Challenge - Cave Ogre turn it in, otherwise just pick up
A Greater Challenge - Arch Lich.  Then head to the Shady Market and speak with
Crye to pick up Imp!  After picking up these two quests head back into the 

	Grip of the Hammer

Start by heading south.  Here you'll find a zombie and ghoul guarding a loot
chest.  Slay them and claim the loot then head west.  There will be another
ghoul here in the Pauper Pit.  Slay him and continue west.  You'll find another
zombie in this hallway.  Kill him and continue west again.  Here in the Grand
Tomb you'll fight your first wraith, guarding a loot chest.  Their most vile
attack is Drain Soul.  Not only does it reduce all of your mana to 0 it also
damages you at a 1 to 10 ratio.  Claim your loot before heading north.  In
this hallway you'll fight a Giant Skeleton.  Take him down and the bash, pick,
or unlock the door to the north and head through it.  The Morgue is empty so 
head east unobstructed.  Here you'll find the Arch Lich.  See the side-quests
for more info.  Slay him and claim his loot or leave him and return the way you
came back to the Grand Tomb.  Do this by way of west, south, south.  Head into
the hallway to the west and defeat the ghost you find there.  Then continue 
west.  Here you'll start the Lost! side-quest, in the Mausoleum Entry.  Once
you have the quest in your logs head north into the hallway and north again to
the Mausoleum itself.  Defeat the skeleton warrior and wraith there to loot the
loot chest then head west.  Slay the skeleton warrior you find in this hall and
continue west.  Here you'll find a ghost, skeleton warrion and a loot chest.
Clear, loot, and head west.  Slay the skeleton in this hall before Bashing,
picking, or unlocking the door to the west.  Here you'll find Crye offering you
a side-quest as well as a loot chest.  Complete this side-quest and then head
back east through the hallway and into the next room.  Head north from here and
kill the wraith guarding the way to the next room.  Be ready for a trap here
then continue north into the monster's lair to claim the Grip of the Hammer.

Target: Bone Wraith
Hit Points: 230
Damage Bonus: 3
Defense: 40
Weapon: Bone Claw
Spells: Bone Barrage, Wake the Dead, Spines of Bone

The Bone writh won't be much stronger than your average Skeleton Warrior.  By
now you should be very familiar with Wake the Dead.  Bone barrage is a fairly
strong 20 point direct damage attack.  Try to keep up your shields when you see
him with enough red and yellow mana.  When he uses Spines of Bones simply do
not attack with your weapons until it wears off.  

Quest Reward
Gold: +400
Exp: +4500
Items: Broken Hammer Handle

	Head of the Hammer

Claim the loot chest in the Bone Wraiths Lair and then take the portal to the 
Catacombs Entrance.  Head south and then west 5 times back to the 4-way 
intersection.  Head south into the hallway.  Bash, pic, or unlock the door at 
the end of the hallway and follow through it.  Here, in the Grand Tomb, you'll
find a goblin witch offering you a side-quest.  Talk to her to accept it.
Complete the side-quest to unlock a portal to this room.  Then begin the Goblin
witchs next side-quest.  After completing these two, or skipping them, bash, 
unlock, or pick the door to the south and enter it.  Travel south through this
hallway to a room with a Wraith guarding a loot chest.  Slay, claim, and head
south.  Slay the skeleton warrior in this hallway before continuing south.

Here you'll enter the Catacomb of Skulls.  The first room will have Mummy and a
skeleton guarding a loot chest.  Clear the room, claim the loot, and head 
east.  Open the loot chest, then claim the loot, finally continue east.  In 
this room you'll battle a skeleton warrior before continuing to the east.
Search the hallway to uncover a trap.  Disarm it then move east.  You'll find a
mummy and two zombies guarding the way east.  Once you clear the room head that
way.  You'll find a skeleton warrior in the next hallway. slay and continue on.
Here you'll find a wraith guarding a loot chest and your way north.  In this 
hallway you'll find Laurella.  She blocks your path north but offers to open 
the door for you if you can find more evidence that her mother made it this 

Quest Reward
Exp: +4500

	Laurella Lost

Take the portal that appears next to Laurella back to the Grand Tomb, then 
bash, pick, or unlock the door to the east and head through it.  You'll find a
ghost in the hall.  Kill it and continue east.  Here you'll encounter a Lich
guarding a loot chest.  Kill, loot, head east.  Slaughter the ghould in this 
hallway and head once more east into the Pauper Pit where you will face a 
Vampire guarding a suspicious looking wall.  Search the room to uncover the
first of the three journal pages.

Quest Reward
Exp: +5250

	The Hunt

Head back west twice and then head south.   Clear the room of the four skeleton
warriors and then move south again.  Face the lich and loot chest in this room
and then head to the hallway to your east.  You'll encounter another skeleton
warrior in this hall.  Remove it from your path before moving eastward.  Here 
you'll find another Vampire guarding a suspicious floor section.  Slay it to 
retrieve the second journal page.

Quest Reward
Exp: +5250

	Deeper Into the Dungeon

Again take the portal back to the Grand Tomb.  Head south twice before turning
your eyes westward.  Search the hall to find some hidden loot!  Take it and go 
westward.  Here you'll find a lich guarding a loot chest and a wraith.  After
you kill them both and loot the chest head west.  A lone zombie guards this 
room.  Slay him and move south where you'll find another zombie blocking this
hallway.  Slay him as well and move south again.  You'll face no vampire this
time as you enter the room.  Search the room to find the third and final
journal page.

Quest Reward
Exp: +5250

	Raltheia's Journal

After reading the final page, take the portal that appears back to the Catacomb
of skulls where Laurella waits to hear what you have found.  Afterwards she'll
join your party to aid you in defeating the lich.

Quest Reward
Exp: +5550
Friend: Laurella

	Defeat the Lich

Once Laurella joins your party, pick the lock on the door to the north.  Head 
through it to find a giant skeleton.  Slay him and then head west.  Here
you'll find the imp related to your side-quest of the same name.  Gather his
left behind loot after turning him into Crye and then head east twice.  Here
you'll find the lich.

Target: Lich
Hit Points: 200
Damage Bonus: 1
Defense: 82
Weapon: Fine Draconic Spell Staff
Spells: Wake the Dead, Explosive Mana

As you can clearly see the spells wielded by a lich are mediocore at best.  His
weapon can cause some minor issues, but the hardest thing is his Defense.  It 
will take a bit to whittle him down, but he'll succumb soon enough.  Once 
defeated, the Lich leaves behind a broken hammer head.

Quest Reward
Gold: +500
Items: Masterwork versions - Glyphic Purple Mana Potion, Glyphic Blue Mana 
			     Potion, Glyphic Spell Staff, Runic Amulet.

	Forging the Hammer

Once you obtain the broken hammer head from the lich, head west twice.  Take 
the portal back to town and visit Chappilekorum.  He'll forge the broken halves
into the Hammer of Righteous

Quest Reward
Gold: +500
Exp: +5770

	Shatter the Ritual Stone

After recieving the Hammer of Righteous, head back to the portal and back to 
the Mausoleum Entrance.  From here head south.  Slay the ghost in this hallway
and continue south.  You'll find the entrance to the Gran Tomb guarded by two
giant skeletons and a wraith as well as a loot chest.  Clear the room, gather
your loot, and head west.  Bash, unlock, or pick the door that you find in the
next room, then proceed through it.  Search this hallway for a trap, disarm it,
then continue west.  You'll find a skeleton and wraith guarding the 
Necromancer's Circle.  Slay them and again head west.  Here you'll smash the 
Necromancer's Stone.  You'll have 25 turns to gather 50 action.  Once you do 
use the hammer of righteous to shatter the stone.

Quest Reward
Exp: +5770
Items: Masterwork versions - Glyphic Pendant, Glyphic Amulet, Draconic
			     Necklace, Glyphic Platemail Helm

	Defeat the First Necromancer

The room that held the Necromancer's stone also holds the entrance to all three
of the necromancers you must face.  The first is to the north.  Slay him, loot
his chest, and pull the lever.

Target: Necromancer
Hit Points: 220
Damage Bonus: 1
Defense: 4
Weapon: Epic Draconic Spell Staff
Spells: Warcray, Bone Shield, Wake the Dead, Bone Reaper

Nothing the necromancer has is new to you.  Use the same strategy to beat him
as you would any other dungeon encounter.

Quest Reward
Gold: +500
Exp: +6000

	Defeat the Second Necromancer

Exit the First Necromancers room by heading south.  Then head west.  Slay the 
second necromancer and claim his two loot chests.  Pull the lever and return to
the Necromancers' Stone room.

Quest Reward
Gold: +500
Exp: +6000

	Defeat the Third Necromancer

Exit the second necromancers room by heading east.  Then head south.  Slay the
third necromancer and claim his loot chest.  Pull the lever and listen to the
orc shaman.

Quest Reward
Gold: +500
Exp: +6000

	Exit the Catacombs

Exit the third necromancers room through the door to the north.  Take the
portal to the Grand tomb.  Head south five times to reach the Catacombs Exit.
From here enter the Dark Dwarven Lab.

Quest Reward
Exp: +6190

E. Dark Dwarven Laboratory

	The Dark Dwarven Laboratory

Travel north from the entrance to the Dark Dwarven Laboratory.  Slay the
Cockatrice you find there and then continue north into a hallway.  Go north yet
again to find the first of four levers that you will need to pull in order to
escape the Dark Dwarven Laboratory.

Quest Reward
Exp: 4800

	Find the Eastern Lever

Travel south twice from the northern lever room.  From here travel east into 
the hallway.  Search the area to find a trap that you will need to disarm
before continuing on to the east.  Bash, Pick, or Unlock the southern door and
then head through it.  Kill the Cockatrice that you find in this hallway and 
then take the southern exit.  Head east from this room to yet another hallway.
Slay  the Troll found here and continue east again.  Kill the Ogre in this
section of the Mine and head east yet again.  Slay the Troll here before
traveling east one last time to enter the Minotaur's Lair.

Target: Minotaur
Damage Bonus: 0
Defense: 20
Spells: Minotaur's Charge, Gore

After defeating the Minotaur, pull the Eastern Lever.

Quest Reward
Gold: 1000
Exp: 5250

	Find the Southern Lever

Travel west four times from the Minotaur's Lair to return to the Mine.  Move 
South and defeat the Vampiric Mist you find in the hallway.  Move south again
to come to a four way intersection.  Begin heading West from here into the next
hallway, and then west again to reach the next room.  From this room head south
to confront a Vampiric Mist in another hallway.  Once he is dead move south
into the sleeping quarters.  South again will lead you to confront a Shadow
Wolf who is guarding the entrance to the Owlbear's Lair.  Slay the Shadow Wolf
and enter the lair.

Target: Owlbear
Damage Bonus: 0
Defense: 0
Spells: Bearhug, Claw Assault

After defeating the Owlbear, pull the Southern Lever.

Quest Reward
Gold: 1000
Exp: 5250

	Find the Western Lever

Take the portal from this room back to the Dark Dwarven Laboratory entrance.
Head north and then west into the Hallway and slay the Imp you find here.  Move
west into the Pit and then south into another Hallway.  Search this room to 
discover some loot.  Claim it and slay the Rakshasa guarding the door to the
south.  Defeat the Troll you'll find here in the Smithy and continue west.
Move west again from this hallway to reach the Archives.  Defeat the Rabid Wolf
and Ogre in this room before heading west.  Here you'll find the Western Lever
in the Medusa's Lair.  Slay her and then pull the final lever.

Target: Medusa
Hit Points: 330
Damage Bonus: 1
Defense: 19
Weapon: Epic Ancient Wyvern Poison
Spells: Shadow Strike, Petrifying Gaze

The Medusa's Shadow Strike can be painful if you are playing a build that
creates a lot of Purple Mana, like the Assassin.  The Petrifying Gaze is more
annoying than devastating, although it can allow her enough moves to build up
the Action Points needed for her powerful poison.  All that aside she's a very
simple boss.

Quest Reward
Gold: +1000
Exp: +5250

	Escape the Laboratory

With all three levers pulled it's time to escape the Laboratory.  Head east
three times to reach the Smithy.  Here you'll find two Trolls to defeat before
heading north.  Search this room to find a loot pile.  Slay the Rakshasa here
before claiming the loot and heading north into The Pit.  Slay the Dark Orc
you find here, claim the loot, then head west.  Battle the Imp and proceed to
the north.  Here you'll find another Dark Orc guarding a loot chest and the 
door to the north.  Slay, loot, and then bash, pick, or unlock the door.  
Inside you'll find Crye in his Lab.  This guy sure gets around.  Talk to him to
begin another of his side-quests "Insurance Fraud."  Once you complete this
quest take the Portal to the Dark Dwarven Lab Entrance.  Crawl north three
times to encounter the Dark Elven Boss.  After a small chat challenge the Dark
Elven Warrior.

Target: Dark Elven Warrior
Hit Points: 248
Damage Bonus: 5
Defense: 38
Weapon: Hellforged Nightblade
Spells: Besiege, Dual Shot, Hand of Ice, Battle Finesse

The Dark Elven Warrior packs a moderate armor and weapon.  To top that off he 
has four spells.  Besiege is a nice board clearer, destroying a 3x3 cube of the
board.  Hand of Ice will hurt you if you need action gems but help if you rely
on Blue Mana.  Battle Finesse gives the Warrior action points.  It's basically
two spells that allows him to claim most of the action points on the board for
himself.  His weapon is not that strong, though, so this strategy will not hurt
you much.  If he manages to get 16 of each mana he can use Dual Shot.  This can
add up to a lot of damage if he crits.  Overall he's easier than most of the 
trash mobs in the Dark Dwarf Laboratory.

Next up, you'll be challenged by a Dark Elven War Mage.

Target: Dark Elven War Mage
Hit Points: 254
Damage Bonus: 2
Defense: 49
Weapon: Legendary Daemonic Spell Staff
Spells: Mirror Shield, Dark Blast, Hand of Ice

Again you'll face the Hand of Ice which means less here than before.  The Dark
Blast spell is a very basic direct damage spell, but can do heeps of damage if
the mage has a lot of Purple Mana.  With 49 points of defense already, Mirror
Shield can make the mage nearly invulnerable for awhile.  This should be a
simple and easy fight, but it might be a slow one.

Finally you'll be faced with a Black Iron Golem.  Both of your allies let you
know that it's time to fall back.  Heed their advice and attempt to escape.

Quest Reward
Exp: +5620

F. Dark Elven Keep

	Help Brek

You find yourself in the middle of the Dark Elf Arena with Brek nearby.  Speak
to him and a Two-Headed Ogre will appear.  Slay this beast and be on with your

Target: Two-Headed Ogre
Hit Points: 258
Damage Bonus: 8
Defense: 29
Weapon: Legendary Runic Great Axe
Spells: Double Headbutt, Tremor Stomp

With a strong two-handed weapon, a common Tremor Stomp spell, and the new 
Double Headbutt spell, the ogre is actually weak for what you might expect this
near the end of the game.  Beward letting him cast the headbutt too often.  A
few quick chains of Red and Blue Mana can mean some fast damage.  Otherwise
beat him down as you would any foe.

Speak to Brek again.  He thanks you and you begin your next quest.

Quest Reward
Gold: +2000
Exp: +9000

	Find Laurella!

Head east from your starting point.  Slay the Troll here, take his loot, and
head north to find Laurella.  Slay the Basilisk that's trying to kill Laurella
to complete this quest.

Target: Basilisk
Hit Points: 301
Damage Bonus: 4
Defense: 58
Weapon: Massive Bite
Spells: Dissolve, Petrifying Gaze

The Basilisk has a strong bite and some very nice Defense.  To top it off its
Petrifying Gaze can keep you out of the action for four turns.  Dissolve is a 
basic poison that does double damage if you are petrified.  Nothing super
nasty here.  Again, you faced harder challenges on the previous level.

Quest Reward
Gold: +2000
Exp: +10500

	Free the Farmer

Head west after saving Laurella.  You'll need to search the area here to find a
trap in the center of the room.  As if the four Giant Skeletons you need to
kill wasn't enough.  I think six actions in one area may be the most we're done
so far in the entire game.  Clear the entire room and head west again.  Here
you'll find a lone werewolf.  A much easier room to clean up in before heading
north to the farmer.  Here you'll need to slay a Manticore to free the farmer.

Target: Manticore
Hit Points: 309
Damage Bonus: 1
Defense: 70
Weapon: Crushing Bite, Poisonous Claw
Spells: Elemental Roar, Manticore Sting

As is the normal for the entire elven section so far, the Manticore has a high
Defense with moderate damage weapons.  His two spells are fairly expensive to 
cast.  Elemental Roar is very random and has a chance of targeting your high
mana pools and hurting you for it.  The Manticore Sting is hugely overpriced.
For 40 Mana total he poisons you for 10 points of damage over 5 turns.  As you
can guess, this will be a simple fight.

After slaying the Manticore, speak to Drayle.  He'll then join you as an ally.
Most likely just to save his own skin so you can guide him out of the Dark
Elven Keep.

Quest Reward
Gold: +2000
Exp: +12000

	Escape the Arena!

Head east after you free Drayle.  Listen to your companions, then slay the Dark
Elf that is guarding the door.  Bash, Pick, or Unlock the door and find your
freedom from the arena.  Go through the door and battle the Dark Elven Warrior
in the hall and then head north.  What happens next was expected.

Quest Reward
Gold: +2000
Exp: +13500
Items: Legendary Draconic Chainmail versions: Armor, Boots, and Helm,
       Legendary Daemonic Pendant.

	The Iron Golem

Clear out the Portal room of the two wraiths and Dark Elven War Mage.  Head 
east.  Search this hallway to reveal an ambush!  A Dark Elven Assassin is was 
waiting in hiding here.  Slay her and continue east.  You'll find two Dark
Elven Warriors in this room guarding a loot chest.  Defeat them and claim the 
loot before heading east.  In this hallway you'll need to search for another
assassin ambush.  Find her then defeat her.  Afterwards bash, pick, or unlock
the door to the east before heading through it.  Upon entering this room you'll
find Chappi in his Emporium.  He'll instigate a side-quest for you.  After 
completing the quest take the portal back to the Dark Elven Keep Entrance.
From here head west.  In this hallway you'll find a goblin wizard giving you 
your final side-quest "Spelling Bee."  Head west after learning the new spell.
In this part of the prison you'll find a Dark Elven Warrior guarding a chest.
Slay him, take the loot, then continue west.  Search in this hallway to uncover
a trap.  Disarm it and continue west.  In this four way room you'll find a
Rabid Giant Wolf and GIant Wolf.  Slay them and then head west to find the Iron

Target: Black Iron Golem
Hit Points: 551
Damage Bonus: 1
Defense: 102
Weapon: Great Iron Fist
Spells: Crushing Kill, Breathe Poison

The Black Iron Golems Crushing Kill spell takes 65 Red Mana, but if he can get
that much you are finished as it deals 999 damage.  His fists hit for huge
amounts of damage, 56 points, and over 100 if he crits.  His Breath Poison
spell is not too devastating itself but it lasts for 100 turns so expect it
to last the entire battle.  To top it all off he has over 100 Defense.  Try to
equip yourself with a weapon that gives you starting action points as you will
have a special weapon to use for this fight, molten metal.  While it's possible
to beat the Black Iron Golem with conventional methods, using the molten metal
will deal 9999 damage to the iron golem.  It requires you to save 99 Action
Points though.  So gather as many action points as you can!  Bring spells that
stun and otherwise cause the opponent to lose turns. Make combos not based on 
the spells you can cast but on getting 4 and 5 combos to get extra turns.

Quest Reward
Exp: +14250

	Free the Prisoners

Once you finish off the Iron Black Golem, exit the furnance through the eastern
door.  Head south from this room to a hallway.  Search here to uncover some
hidden loot then head south.  You'll find two skeletons and a giant skeleton 
in this room of the prison.  Clear the room out and continue south towards the
prisoners.  Search this hallway to find another ambush.  Slay the Dark Elven
Assassin before moving south to the next room.  Defeat the Imp and Dark Elven
War Mage you find in this room.  Loot the chest and head to the hallway to the
south.  Banish the Ghost in this hall and exit to the south.  Finally you'll
reach the prison proper.  Clear the room of the Dark Elven War Mage, Lich, and
Vampire you find here.  Take the loot and head west.  A lone Dark Elven Warrior
guards this final room before the prisoners.  Once he is out of the way head 
south.  Finally you reach the lost townsfolk.  To free the prisoners all you 
have to do is to defeat a simple old Dark Elven Warrior.

Quest Reward
Exp: +14,250
Companion: Jerrum

	Defeat the Dark Elven Boss

Take the portal to the Dark Elven Keep Entrance and unlock to door.  Search the
first portion of the room to discover a trap.  Disarm it before heading north.
Here you'll face the Dark Elven Boss.  Slay her to continue your journey.

Target: Dark Elven Boss
Hit Points: 466
Damage Bonus: 3
Defense: 63
Weapon: Draconic Greatsword
Spells: Hand of Ice, Slaughter

The Dark Elven Boss has a beast of a weapon.  It hits for 39 points of damage.
She only has two spells and Hand of Ice should be common to you by now.  
Slaughter makes her weapon strikes even more powerful, but considering the
Action Point cost to attack she won't use that combo often.  All in all I
expected more from the ruler of the Dark Elves.

Quest Reward
Exp: +15000
Items: Legendary Draconic versions: Pendant, Amulet, Necklace, Wyvern Poison

G. Gorgon's Cathedral


After killing the Dark Elven Boss claim the loot and then go through the 
western door.  Here you'll need to bash, pick, or unlock the giant vault door
that leads to Gorgon's Cathedral.  The Cathedral has a very simple layout.
Slay the Hellhound that guards the first chamber and the loot chest.  Claim it
and then head west.  In this chamber you'll find a Dark Chieftain.  Slay him 
and then make sure to search the room to uncover the Hellhound waiting in 
ambush.  Afterwards, claim your loot and then head north.  Here you'll find a 
giant Daemon guarding both a loot chest and the path north.  Slay him, claim 
the loot, then make your way north.  Search this room to uncover a trap.  
Disarm it before challenging the Hellhound here.  After both beast and trap are
dispossed of continue north.  Here you'll find a Daemon and Imp guarding a 
Loot Chest and your last path northward.  Slay, loot, and march forward.


	While working on the Gorgon Quest you'll be given this quest when you
	reach the door to Gorgon's Chamber.

	Target: Raltheia
	Hit Points: 489
	Damage Bonus: 2
	Defense: 75
	Weapon: Legendary Draconic Bastard Sword
	Spells: Smite, Darkness

	The Darkness spell is an oldie and not really a goodie, no need to
	worry about that one much.  The Smite spell can sting a bit, dealing
	double the main hand weapon damage, except that the weapon isn't that
	powerful.  Some moderately high armor and high Hit Points makes this a
	slower fight but a very easy and simple one.

	Quest Reward
	Exp: +15000
	Items: Epic Daemonic versions: Nightblade, Spell Staff, Greatsword,
				       Holy Sword

Once Raltheia has been released, enter Gorgon's Chamber to face Gorgon.

Target: Gorgon
Hit Points: 363
Damage Bonus: 9
Defense: 75
Weapon: Epic Daemonic Halberd
Spells: Draw Mana, Wrack, Darkness

Again the Darkness spell is thrown in.  It's almost used as a filler sometimes.
Be more concerned about her 38 point weapon and her high armor.  The Wrack
spell is a mid strength poison spell and Draw Mana seems to simply fuel the
Darkness spell.  Either clear out the purple gems quickly or simply deny Gorgon
the spell use.  This is a weak fight and for reasons that will soon be made
obvious.  Once Gorgon is defeated leave Gorgon's Chambers and begin heading 
back to town.  As soon as you reach the exit door to this chamber your quest
will be completed.

Quest Reward
Exp: +15000

	The Daemon Gorgon

The True Gorgon reveals herself after the room is destroyed.  You must now
defeat Gorgon's True form.  This is more like what you would visually expect 
from an end boss.

Target: Gorgon
Hit Points: 565
Damage Bonus: 4
Defense: 16
Weapon: Claw of Gorgon
Spells: Subjugate, Destroyer, Skull Crusher, Darkness

Again with the Darkness spell.  Ignore not or use it for your own good.
Subjugate is the one to really watch out for.  If you let Gorgon draw on 50 Red
Mana, the fight is over.  Destroyer gives Gorgon a whopping +50 Action Points,
to top it off the users turn does not end!  She'll use these action points to
attack with her 109 damage claws.  Skull crusher is a small direct damage stun
spell.  Try to deny Gorgon Red Mana and keep yourself with high Defense.  Use
your standard combos to overpower her.  This may take awhile as Gorgon also
has some huge spell resistance.  I highly suggest using poison on this fight
regardless of your class.

Once you defeat Gorgon's True Form, you'll once again be told to head back to
Verloren.  So, exit Gorgon's Chambers to get your quest completion and your end
game cut scene.

Afterwards you'll be back in Verloren.  From here you can continue to explore
the depths of the dungeons.  Complete side-quests that were not already
finished, open up more maps, max out your level, and generally free play the
rest of the game.



Chapter III - Side Quests - [03.Side]


Verloren Side Quests

After completing the quest "Defend Verloren", a soldier, Drayle Perden, at the
Old Barracks will offer you this side quest.  It seems you missed a goblin 
during your run of clearing the town.  The guard says he can handle it by 
himself just fine, but we know better.  

	Left Behind

Challenge: Bash
Hit Points: 20
Turn Limit: 21 turns.

After bashing the door down, Enter the Old Barracks!  Inside you'll find the
hiding goblin.  Battle Goblin!  While he is still tactically a goblin he is no
ordinary goblin.  This is one toughened little green man.  By now you are no 
green warrior yourself though and it should still be a straightforward fight
like every goblin before him.  After defeating the goblin, exit the barracks
and speak again to guard Drayle Perden.

Target: Goblin
Level: 5
Hit Points: 40
Damage Bonus: 0
Defense: 17
Weapon: Shortsword
Armor: Cloth Cap
Spells: Slink, Sneak Attack

Quest Reward
Gold: +40
Exp: +200

	An Able Replacement

After defeating the Goblin King and accessing the Orc Tribe, visit Khan the
first NPC you set your eyes on.  He wants to thank you for all your hard work
by joining you in your quest to slay the evil threatening the lands.  All that 
is left to do is find a replacement for him.  He first suggests you head over
to Drayle and check in on the new recruits.

Head to the Old Barracks and speak with Drayle.  He seems to be shucking his
duties again.  This time he wants you to help complete the recruits training.
Head inside the barracks where it should be quite obvious that one of the new
"recruits" is actually a zombie.  Even after you defeat him Drayle can't tell
what's going on and is all set to asign the walking corpse a post.  Head back
to Rhan.

Quest Reward
Exp: +1200
Items: Fine Ancient Reaver, Fine Ancient Leafblade, Fine Ancient Arachna
       Poison, Fine Ancient Necklace

	Restless Visitor

After completing An Able Replacement, head back to the barracks and examine
the locked door.  Drayle will tell you not to bother, but go ahead and pick
the door.  Go through the door and down the stairs to meet Mort, the restless
visitor and also another undead.  There is a chest in the room but you will
obviously need to get past the skeleton first.

Target: Skeleton Warrior
Hit Points: 122
Damage Bonus: 2
Defense: 48
Weapon: Battle Axe
Spells: Wake the Dead, Battle Cry

Once you defeat the warrior three times (yes he reincarnates twice) claim his
loot and then go back and speak with Drayle once again.  He seems surprised
that you are still human and not a zombie... I wonder where this will lead to.

Quest Reward
Gold: +40
Exp: +375

The Ice Caves Side Quests

	The Stuff of Nightmares

After completing the quest "Defend Verloren", a small girl at the Verloren 
South Gate will offer you this side quest.  She has trouble sleeping because
she is afraid of the Cat-Man.  She asks that you help her by findin the 

Once you are able to head to the Frozen Tower you can begin this side quest in
earnest.  Head down through the Frozen Tower to the Ice Caverns.  Make your way
to the Frozen door southeast of the ladder that leads into the Ice Caverns.
Bash down the door and head on through it.  

Challenge: Bash
Hit Points: 20
Turns: 21

Here you'll fight your first 
Skeleton.  He might be quite a challange here as you have 6 stone blocks at the
base of the battle board.  Expect a LOT of mana drains.  After killing the 
skeleton head west to battle another new foe, a Cockatrice.

Target: Skeleton
Hit Points: 58
Damage Bonus: 2
Defense: 26
Weapon: Reaver
Spells: Wake the Dead

There are two main things to watch out for from the Cockatrice.  His venomous
peck, which deals 14 damage and a 3 round poison.  Make sure you always have
enough mana to cast your "remove effect" spell.  The next is his 4 round stun 
spell.  Hard to avoid but be prepared for it.  This battle may be slow, but
you shouldn't have too much trouble.  After defeating the Cockatrice ascend
the stairs for the final battle of this side quest.

Target: Cockatrice
Hit Points: 55
Damage Bonus: 0
Defense: 42
Weapon: Claw, Venomous Peck
Spells: Ghastly Shriek, Petrifying Gaze

Entering the room you see the Rakshasa and a treasure chest.  All three of his 
spells work together.  Darkness and Freezing strike both work to turn gems
into purple gems to power his Stealth.  Stealth is fast and deadly while 
protecting him at the same time.  Try to scour as much purple gems as you can.

Target: Rakshasa
Hit Points: 56
Damage Bonus: 0
Defense: 1
Weapon: Poisonous Claw, Fine Longsword
Spells: Stealth, Freezing Strike, Darkness

Once you defeat the Rakshasa, take it's braid back to town and show it to Gess.

Quest Reward
Gold: 40
Exp: 900


Bram tells you of how he lost his eye to Kurak, an old Polar Bear.  He says
it's time to put the polar bear down.  Slay him and bring his pelt back to town
to Bram.

You'll find the entrance to the polar bear caves inside the Ice Cavern.  Your 
first foe will obviously be a Polar Bear.  Neither of the bears spells are very
powerful, though claw assault is a large burst amount of damage.  His weapons
are deffinitly his power point.  Deny his Action and the battle should go
smoothly.  Slay the Polar bear and head across the bridge to tne next zone
west to find another identical polar bear.  After slaying the second Polar Bear
head north into Kurak's Lair.

Target: Polar Bear x 2
Hit Points: 79
Damage Bonus: 2
Defense: 21
Weapon: Polar Bear Claw, Crushing Bite
Spells: Bear Hug, Claw Assault

Kurak doesn't bring much else to the table.  He's just another Polar Bear
except he has a slower Claw attack and his stomp which is a bit more direct
damage.  Besides that use the same strategy you used to bring down the polar
bears.  Afterwards claim his stash, 

Target: Kurak
Hit Points: 83
Damage Bonus: 2
Defense: 31
Weapon: Kurak's Claw, Crushing Bite
Spells: Tremor Stomp, Bear Hug, Claw Assault

Quest Reward
Gold: 40
Exp: 900

	A Greater Challenge - Yeti

After completing the side-quest Kurak, Bram will offer you another side-quest
that leads you back into the Ice Caverns.  He asks you to return and slay the 

Head back to the Bell Tower, the Ice Caves, and enter the Yeti Cave to engage
the Yeti.

Target: Yeti
Hit Points: 115
Damage Bonus: 7
Defense: 27
Weapon: Massive Claw, Massive Bite
Spells: Crushing Kill, Ice Storm Icy Breath
Special Abilities: Cold Blooded - Unlimited - Recovers Life Points every time
a Gem is matched.  Unlimited - Deals Damage every time a Gem is matched.

The main objective here is to forever try to keep the yeti from getting Blue or
Red Gem combos.  It will take a lot of red but if he hits 65 it's over, period.
The blue is a little more finesse.  8 Blue Gems allows him to create 14 more
Blue Gems which allows him to hit you for 14.  Try to prevent him from getting
Action Combos as well.  The Yeti has no real tactics except damage, damage, and
more damage, so it's not hard to out think him.  If you want to beat the Yeti
at a lower level it could be a huge matter of luck, but when you lose you'll
still gain a heafty amount of exp.  The first time I lost to him at level 9 I 
still gained over 1200 exp.

Quest Reward
Gold: +100
Exp: +80

The Orc Tribe Side Quests

	A Greater Challenge - Cave Ogre

Once you gain access to The Orc Tribe, Bram has yet another hunting challenge 
for you.  There's a beast of an Ogre that the goblins are hoping will stand up
to the orcs for them.  Bram wants you to slay the ogre and break their morale.
Make your way to the Ogre's Lair in The Orc Tribe.

Target: Ogre
Hit Points: 472
Damage Bonus: 18
Defense: 74
Weapon: Epic Daemonic Great Axe
Spells: Tremor Stomp

The Ogre's spells are not a great threat.  Tremor stomp takes out a row of gems
whils Headbutt deals 20 damage and dazes you for one turn.  You take one point
of damage less for every blue mana you have so keep your blue mana full and you
won't feel a thing.  Getting a nice maxed out poison is an easy way to deal
some nice long term damag eto the ogre negatting his huge Life Points.  This is
more of a survival fight than a kill it quick fight.  Take your time and he'll 
fall just like any other for.

Quest Reward
Gold: +160
Exp: +1500

	Hide n Seek

Grumm sure is a changed child.  No longer fearing the Cat-Man she's ready to 
delve into the second layer of the dungeon to play Hide'n'Seek!  She marks your
map and then she's off.  She gives you a clue as well, she's in the room with
lots of crates.

Make your way to the Armory in The Orc Tribe.  Search the room here and
complete the search challenge to find Gess.  Your reward for finding Gess in
this room is a Portal.

Quest Reward
Gold: +160
Exp: +1100

	Crye Wolf

Crye is hoping that since you are going back down into the second level of the
dungeon that you might try and find his son.  Suppossedly he went down there to
play with some puppies.

Make your way to the Werewolf's Den deep within The Orc Tribe.  Slay the 
werewolf you find there.

Target: Werewolf
Hit Points: 126
Damage Bonus: 1
Defense: 47
Weapon: Werewolf Claw, Crushing Bite
Spells: Howl, Blood Fury

All wolves are pretty straight forward fights, werewolves included.  Finish him
off and take the gem he drops back to town through the Portal.  I'm starting to
get the feeling Crye might be using us.

Quest Reward
Gold: +160
Exp: +1100

	It's a Trap

Deep in The Orc Tribe, in a corrupted zone, you'll find a lone goblin offering
you a side quest.  Speak with him to discover that there is a bear trap on his
leg.  After disarming the trap and freeing the goblin, speak with him again.
He thanks you with gold and exp.

Quest Reward
Gold: +160
Exp: +800

	Eye of the Owlbear

Deep in The Orc Tribe you'll find Gibbins in the Training Ring.  Speak to him 
to begin this Side-quest.  It seems this Training Ring has a hefty gambling
ring on the side.  Gibbins asks that you lose a few fights for him.  The quest
obviously asks you to defeat the beasts, so perhaps there's some lack of 
communication going on here.  Your first fight will be against Grug

Target: Grug
Hit Points: 102
Damage Bonus: 5
Defense: 6
Weapon: Ancient Great Club
Spells: Enrage, Savage Beast, Pummel

Grug is a big push over using standard strategies.  Just smack him down and
prepare for your next target.

Target: Blark
Hit Points: 106
Damage Bonus: 4
Defense: 5
Weapon: Ancient Longsword
Spells: Enrage, Fearsome Howl, Fetch

Blark is a beast of a wolf trainer, but not much more than a glorified Rat 
Trainer.  Use normal beat down tactics to finish him off quickly.  Gibbins is 
really starting to wonder what you are doing, he just bet the farm and lost it,

Target: Nargg
Hit Points: 106
Damage Bonus: 4
Defense: 11
Weapon: Glyphic Spell Staff
Spells: Enrage, Elemental Roar, Fireball, Draw Mana

Nargg is a Fire mage so don't be surprised by his fire and elemental attacks.
He'll often use draw mana to power up for his Enrage which in turn supplies him
with red mana for his Fireballs.  Elemental roar can be a real pain if you 
rely heavily on one color and he continues to "randomly" destroy that color.

Target: Bolaba
Hit Points: 106
Damage Bonus: 4
Defense: 34
Weapon: Legendary Ancient Warhammer
Spells: Enrage, Warcry, Barbaric Roar, Taunt

This will be your final fight.  Poor old Gibbins, you'd think by now he'd just
bet on you.  He could have been the richest goblin in the Orc Tribe.  Strangly
the last 3 all have the same Life Points and Damage Bonus.  Taunt can be a huge
pain if you like to use Red Mana, so try not to stockpile on it.  Be careful of
the enrage that over produces red mana as well.  His roar shouldn't bother you 
much unless you are a very defensive Templar.  Try to use his Warcray +5 Skull
against him.  As you can see another very simple fight.  After slaying your
final opponent speak to th distraught Gibbins.

Quest Reward
Gold: +160
Exp: +800

	Breaking and Entering

Speak to the Hobgoblin that you find in the Training Area just after completing
Gibbins side-quest in the Training Ring.  Crye asks you to, uh, break the front
door down so he can get in his own house.  Sure, why not!  He's sold you
quality goods so far and seems to help Veloren.  After you bash in the door he
pushes past you quickly.  Enter the one bed home that suppossedly houses his 
seven children and speak with Crye again.

Quest Reward
Gold: +160
Exp: +200

	Man's Best Friend

A lone wolf master in the Wolf Kennels seems to have lost control of once of
his pets.  Looks more like a zombie dog to me, but either way you'll have to
put it down.

Target: Fluffy
Hit Points: 163
Damage Bonus: 2
Defense: 17
Weapon: Rabid Bite, Claw
Spells: Howl, Shadow Curse, Fearsome Howl, Slam

Bring along your Action Items, cause Fluffy's Slam attack will keep you from 
accumulating much mana the entire fight.  His Shadow Curse will keep those 
blocked as well.  If you have any poison this is the fight to use it on!  All
of that aside, Fluffy himself won't hurt you much.  He'll just try to drag the
fight on forever.

Quest Reward
Gold: +160
Exp: +160

	The Fashion Conscious Goblin

Find the Goblin Witch hiding in The Orc Tribe east of the Werewolf Den.  It 
seems like shes very interested in a wolf pelt.  Low and behold there just so
happens to be a wolf magically beside you!  Slay it and take its pelt for her.

Target: Wolf
Hit Points: 133
Damage Bonus: 2
Defense: 18
Weapon: Bite, Claw
Spells: Howl

As you can see this is no ordinary wolf!  Well, actually it is.  Just a plain
old wolf.  Slay it quickly to complete this quest.

Just when you thought you were done you have a new mini-game to play.  Clear
the board so that you can claim your new spell.  Move the bottom left most 
Green Gem up.  After the cascade move the right most Red Gem left.

Quest Reward
Exp: +800
Spell: Battle Cry

	Green Like Me

After completing The Fashion Conscious Goblin, the Goblin Witch will offer you
another side-quest.  She'll offer to teach you another spell.  You'll need to
clear the board once more.

There are four clusters of Blue Gems.  In the center vertical column are two 
horizontal pairs of Blue.  Move the left Blue Gem from the lower of these two 
pairs.  Next match the three Red Gems on your left.  Then match the three
Yellow Gems on your left.  Do this in reverse on the right side to clear this
spell challenge and claim your new spell.

Quest Reward
Exp: +800
Spell: Green Mana Block

The Catacombs Side Quests

	A Greater Challenge - Arch Lich

Another great evil that Bram wants you to take out for the good of the town.
Deep within the Catacombs lies the Arch Lich's Lair.  Once you reach him you'll
need to slay him, loot his treasure, and take the portal back to 

Target: Arch Lich
Hit Points: 417
Damage Bonus: 4
Defense: 67
Weapon: Epic Daemonic Spell Staff
Spells: Drain Soul, Wake the Dead, Explosive Mana

The Arch Lich has a moderate to high Defense, loads of Hit Points for the level
range at which you get this quest, a decent hand weapon, and actually does not
have the Darkness spell.  Wake the dead is pretty common to you by now.  Drain
Soul could perhaps be the most devastating spell, draining ALL of your mana and
dealing damage to you based on how much mana you had.  Explosive Mana is nearly
as destructive, but hurts the Arch Lich for half that damage.  Clear out the
initial skulls in the area and begin your own combo runs.  Keep in mind to
spend your mana as efficiently as possible and try not to get too much of any
specific type of mana.  As is to be expected, the Arch Lich has immense spell

Quest Reward
Gold: +400
Exp: +3000


Pick this quest up in town from Crye.  It seems another one of his two kids
have run off.  This time he was dragged off by an imp!  He wants you to chase
down the imp and bring back his son.  Once you find the imp near the lich's 
lair, capture him.

Target: Imp
Hit Points: 203
Damage Bonus: 3
Defense: 23
Weapon: Epic Daemonic Mace
Spells: Shadow Strike, Improbable Armor, Daemonic Mark, Darkness.

You should be well versed in darkness by now.  Shadow strike targets purple
gems to you while improbable armor is pretty random.  Daemonic mark is a cheep
way to place four Red gems on the board.  The fight is simple so get it done.
His Daemonic Mace is very cheep so he uses it often.  Take the portal back to
town and turn the imp over to Crye.  He'll take the imp and finish the quest.

Quest Reward
Gold: +400
Exp: +900


In the Catacombs, at the Mausoleum Entry, you'll find a lots wizard who wants
you to take them home.  Travel to the nearest portal.  If you are following the
walkthrough simply journey forward to the first part of the hammer and use the
portal you find there.  Once you reach the portal, teleport to the Orc Tribe,
Entrance to the Lower Levels.  Speak to Gibbins.  Once you return him to 
Gibbins, the wizard will be so grateful that he'll teach you a spell, if you
can learn it.

Move the bottom left most red gem to the right.  Move the bottom left most 
green gem, the one with yellow gems touching all four of it's sides, to the 
right.  Move the second left most Yellow gem up then move the bottom left most
blue gem up.  Move the bottom right blue gem up, match the green trio, then
finish matching the final yellow trio.

Quest Reward
Exp: +1200
Spells: Charm 

	Learning Difficulties

Immediately after completing Lost!, take the portal next to Gibbins to the
Catacombs Masoleum Entrance.  From here head west into the hallway.  Search the
hallway to find some hidden loot.  Claim the loot and head west again.  Here
the goblin wizard has found his way back into the Catacombs and wishes to teach
you a third spell.

At first glance this spell looks very complex, but with a few moves you'll see
just how simple it really is.  Start by matching the vertical yellow gems with
a 5 match combo.  This will clear nearly the entire board!  Match the red gems
and then the green gems to clear the rest of the board.

Quest Reward
Exp: +1200
Spells: Banestorm

	Shady Dealings

Deep in the catacombs, near the Mausoleum, you'll find Crye guarding a loot 
chest.  You cannot open this chest without first speaking to Crye.  He says his
daughter found it but he can't open it.  Help him and he'll share it with you
50/50.  Pick or bash the lock open to the chest.  After opening the chest 
speak again with Crye for your reward.

Quest Reward
Gold: +400
Exp: +2750

	A Cure for the Blues

These goblin witchs just love to share their knowledge.  Complete the minigame
she offers to learn a new spell.  Move the far bottom left green mana to the
right.  Then move the bottom left Red mana up.  Then match the three green on 
the left.  Move the bottom left Blue Mana up.  Then do it again.  Move your 
leftmost yellow mana to the right.  Move the bottom central red mana up.  Match
the last set of Green mana.  Then match the far left trio of Red mana.  Now you
should have two vertical Yellow mana to your left.  Move a yellow mana above
them to match it.  Move the farthest left Red mana to the Right.  Match the 
remaining Yellow Mana, then make the obvious move to match the Red & Blue mana.

Quest Reward
Exp: +800
Spells: Blue Mana Block

	Yellow Bellied Goblin

As I said above, Goblin Witchs love to share their knowledge.  After completing
A Cure for the Blues, the goblin witch wants to teach you another spell.
For starters move your bottom left most yellow and blue mana both down.  Move
a Yellow mana on the left so that you make a three mana horizontal match.  Then
move your bottom left most two red mana's up.  You have two yellow slightly
above the bottom in the center.  Move the right of the two Yellow manas to the
right to make a vertical trio match.  Now move your bottom left most blue mana
to the right.  Now move your bottom right most blue mana down.  Move your
bottom right most yellow mana up.  Now move your top right most Yellow mana
down.  Match the remaining Yellow mana trio on the right vertically.  Then
make the obvious move to match the Red mana trio, then the Blue mana trio, and
finally the Yellow mana trio.

Quest Reward
Exp: +800
Spells: Yellow Mana Block

The Dark Dwarven Laboratory Side Quests

	A Greater Challenge - Green Dragon

Deep within the Dark Dwarven Laboratory, you'll find the Green Dragon's Lair.
For many this will be the final battle you complete in the game.  He is by far
the largest beast you will encounter.  He has more than double the Hit Points
of any normal combat in the game.  There is no trick to this battle, it's just
long, drawn out, and devastating.

Target: Green Dragon
Hit Points: 1161
Damage Bonus: 7
Defense: 39
Weapon: Massive Claw, Massive Bite
Spells: Tail Whip, Wing Bufft, Breathe Poison.

The Green Dragons weapons are paltry compared to some later in the game.
Dealing 26 and 20 damage respectfully.  His strongest spell is his Breathe
Poison spell.  It only deals 3 points of damage per turn, but it lasts for 100
turns.  That's 300 damage overall if the battle lasts 100 turns.  The good news
is that it can only be cast once per battle, so if you have the means of 
removing it do so and that spell will be no more threat for the rest of the
battle.  Tail Whip will deal 25 damage plus more for his Green Mana.  Finally
Wing Buffet will destroy all the Green Mana gems on the board giving the Green
Dragon full benefit of the Green Mana.  Bring your largest combos, best poison,
and means to heal yourself if you have trouble surviving.  If you wait until
post-game to defeat the dragon you should have enough armor to protect you from
all of his direct damage attacks.  You should also have a poison that will deal
double or triple his poison damage.  It will be a close balance, but one that
you can overcome.

Quest Reward
Gold: +800
Exp: +4000

As I said before, for most this will be the hardest battle they face in the 
game.  I personally played through as an assassin.  When I beat the Green 
Dragon I had the following.


Level 50			Spells
Hit Points 	- 428		
Strength	- 15		Blackjack
Agility		- 37		Swiftstrike
Intelligence	- 8		Disarm
Stamina 	- 16		Stealth
Morale		- 24		Calm

I was equiped with Epic Draconic Chainmail Helm, Legendary Draconic Pendant,
Masterwork Scalemail Armor, Epic Runic Scalemail Boots, Epic Daemonic
Nightblade, Epic Hellforged Manticore Poison.

These items and stats give a total of +7 Skull Damage, 95 Defense.
Many people might ask why I didn't use a higher WYvern Poison.  Simply put the
Action Point cost of the Wyvern point is so much higher than the Manticore that
you spend more time gathering Action Points for the increased damage.  Those
extra Action Points are better used, in my opinion, on a direct damage weapon.

I used Calm solely to remove the Breathe Poison effect.  Since this fight is so
long you will take 30-40 turns or more in damage.  That one spell used only 
once prevernted over a hundred points of damage.  I used Blackjack everytime it
was available to buy me more turns of action and the dragon less.  I then used
my watered down combo of Blackjack+Disarm+Stealth to get 8 times damage for my

It is a long battle and it took me three attempts with this set up.

	Fancy Book Learnin'

Deep in the southwestern portion of the Dark Dwarf Laboratory, you'll find this
goblin wizard in a Sleeping Chamber guarded by a Gelutinous Cube.  Speak to him
for the chance to learn a new spell!  Although the board is entirely full, this
challenge will be more simple than it looks.  Match the top right trio of Blue
Mana first, then match the five hit of Yellow at the bottom right.  Now match
the vertical five Green Mana.  From here just match the remaing Red and Yellow
mana trio's.

Quest Reward
Exp: +1200
Spell: Banefire 

	Insurance Fraud

You'll start this quest in Crye's Lab located in the Dark Dwarf Laboratory.
Crye asks that you help him burn down his lab.  He has it insured and wants to
claim that insurance.  So start up a fire!  This challenge gives you one spell
that costs 4 Red Mana.  It does 4 damage for every Yellow Mana you have,
draining all of that Mana.  It seems you did your job too well, though, and 
the fire spreads quickly.  So quickly that you'll have to put it out just to 
escape.  As in the past, match Blue Mana to put out the blaze.  Afterward, take
the portal back to town and meet up with Crye.  Head back into the depths of 
the Dark Dwarven Laboratory.

Quest Reward
Gold: +800
Exp: +3500

The Dark Elven Keep Side Quests

	Deep Delving Dwarf

Make your way to Chappi's Emporium within the Dark Elven Keep.  Once you find
Chappi, he'll tell you how the Dark Elves captured him and that there's one
nearby!  Defeat the Dark Elven War Mage then talk to Chappi.  After completing
the quest, a portal appears in this room and Chappi offers you some rare items
that he found while making his way back to his Emporium.

Exp: +1500

	Spellcasting Bee

Just west of the Dark Elven Keep Entrance you'll find the last goblin wizard to
share his spell knowledge with you.  Talk to him and complete the challenge to 
obtain his spell.  TO complete the challenge begin by matching the bottom left
trio of Red Mana.  Then match the bottom left Yellow and Red Mana trios.  Make
sure to match the Yellow first.  If you match the Red first you'll lose the
horizontal Yellow trio to a vertical one.  Afterwards match the new bottom left
Yellow trio.  Now Match the bottom right Red trio and then repeat the previous
process of matching the bottom left Yellow, then Red, then Yellow trios.  From
here move one of the center Blue Manas to the left and one to the right making
two Blue trios on either side.  You'll now have the spell from the goblin

Quest Reward
Exp: +1200
Spell: Baneshadow


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